three.js 787 KB

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  1. // File:src/Three.js
  2. /**
  3. * @author mrdoob / http://mrdoob.com/
  4. */
  5. var THREE = { REVISION: '69dev' };
  6. // browserify support
  7. if ( typeof module === 'object' ) {
  8. module.exports = THREE;
  9. }
  10. // polyfills
  11. if ( Math.sign === undefined ) {
  12. Math.sign = function ( x ) {
  13. return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : 0;
  14. };
  15. }
  16. // https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent.button
  17. THREE.MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2 };
  18. // GL STATE CONSTANTS
  19. THREE.CullFaceNone = 0;
  20. THREE.CullFaceBack = 1;
  21. THREE.CullFaceFront = 2;
  22. THREE.CullFaceFrontBack = 3;
  23. THREE.FrontFaceDirectionCW = 0;
  24. THREE.FrontFaceDirectionCCW = 1;
  25. // SHADOWING TYPES
  26. THREE.BasicShadowMap = 0;
  27. THREE.PCFShadowMap = 1;
  28. THREE.PCFSoftShadowMap = 2;
  29. // MATERIAL CONSTANTS
  30. // side
  31. THREE.FrontSide = 0;
  32. THREE.BackSide = 1;
  33. THREE.DoubleSide = 2;
  34. // shading
  35. THREE.NoShading = 0;
  36. THREE.FlatShading = 1;
  37. THREE.SmoothShading = 2;
  38. // colors
  39. THREE.NoColors = 0;
  40. THREE.FaceColors = 1;
  41. THREE.VertexColors = 2;
  42. // blending modes
  43. THREE.NoBlending = 0;
  44. THREE.NormalBlending = 1;
  45. THREE.AdditiveBlending = 2;
  46. THREE.SubtractiveBlending = 3;
  47. THREE.MultiplyBlending = 4;
  48. THREE.CustomBlending = 5;
  49. // custom blending equations
  50. // (numbers start from 100 not to clash with other
  51. // mappings to OpenGL constants defined in Texture.js)
  52. THREE.AddEquation = 100;
  53. THREE.SubtractEquation = 101;
  54. THREE.ReverseSubtractEquation = 102;
  55. THREE.MinEquation = 103;
  56. THREE.MaxEquation = 104;
  57. // custom blending destination factors
  58. THREE.ZeroFactor = 200;
  59. THREE.OneFactor = 201;
  60. THREE.SrcColorFactor = 202;
  61. THREE.OneMinusSrcColorFactor = 203;
  62. THREE.SrcAlphaFactor = 204;
  63. THREE.OneMinusSrcAlphaFactor = 205;
  64. THREE.DstAlphaFactor = 206;
  65. THREE.OneMinusDstAlphaFactor = 207;
  66. // custom blending source factors
  67. //THREE.ZeroFactor = 200;
  68. //THREE.OneFactor = 201;
  69. //THREE.SrcAlphaFactor = 204;
  70. //THREE.OneMinusSrcAlphaFactor = 205;
  71. //THREE.DstAlphaFactor = 206;
  72. //THREE.OneMinusDstAlphaFactor = 207;
  73. THREE.DstColorFactor = 208;
  74. THREE.OneMinusDstColorFactor = 209;
  75. THREE.SrcAlphaSaturateFactor = 210;
  76. // TEXTURE CONSTANTS
  77. THREE.MultiplyOperation = 0;
  78. THREE.MixOperation = 1;
  79. THREE.AddOperation = 2;
  80. // Mapping modes
  81. THREE.UVMapping = function () {};
  82. THREE.CubeReflectionMapping = function () {};
  83. THREE.CubeRefractionMapping = function () {};
  84. THREE.SphericalReflectionMapping = function () {};
  85. THREE.SphericalRefractionMapping = function () {};
  86. // Wrapping modes
  87. THREE.RepeatWrapping = 1000;
  88. THREE.ClampToEdgeWrapping = 1001;
  89. THREE.MirroredRepeatWrapping = 1002;
  90. // Filters
  91. THREE.NearestFilter = 1003;
  92. THREE.NearestMipMapNearestFilter = 1004;
  93. THREE.NearestMipMapLinearFilter = 1005;
  94. THREE.LinearFilter = 1006;
  95. THREE.LinearMipMapNearestFilter = 1007;
  96. THREE.LinearMipMapLinearFilter = 1008;
  97. // Data types
  98. THREE.UnsignedByteType = 1009;
  99. THREE.ByteType = 1010;
  100. THREE.ShortType = 1011;
  101. THREE.UnsignedShortType = 1012;
  102. THREE.IntType = 1013;
  103. THREE.UnsignedIntType = 1014;
  104. THREE.FloatType = 1015;
  105. // Pixel types
  106. //THREE.UnsignedByteType = 1009;
  107. THREE.UnsignedShort4444Type = 1016;
  108. THREE.UnsignedShort5551Type = 1017;
  109. THREE.UnsignedShort565Type = 1018;
  110. // Pixel formats
  111. THREE.AlphaFormat = 1019;
  112. THREE.RGBFormat = 1020;
  113. THREE.RGBAFormat = 1021;
  114. THREE.LuminanceFormat = 1022;
  115. THREE.LuminanceAlphaFormat = 1023;
  116. // DDS / ST3C Compressed texture formats
  117. THREE.RGB_S3TC_DXT1_Format = 2001;
  118. THREE.RGBA_S3TC_DXT1_Format = 2002;
  119. THREE.RGBA_S3TC_DXT3_Format = 2003;
  120. THREE.RGBA_S3TC_DXT5_Format = 2004;
  121. // PVRTC compressed texture formats
  122. THREE.RGB_PVRTC_4BPPV1_Format = 2100;
  123. THREE.RGB_PVRTC_2BPPV1_Format = 2101;
  124. THREE.RGBA_PVRTC_4BPPV1_Format = 2102;
  125. THREE.RGBA_PVRTC_2BPPV1_Format = 2103;
  126. // File:src/math/Color.js
  127. /**
  128. * @author mrdoob / http://mrdoob.com/
  129. */
  130. THREE.Color = function ( color ) {
  131. if ( arguments.length === 3 ) {
  132. return this.setRGB( arguments[ 0 ], arguments[ 1 ], arguments[ 2 ] );
  133. }
  134. return this.set( color )
  135. };
  136. THREE.Color.prototype = {
  137. constructor: THREE.Color,
  138. r: 1, g: 1, b: 1,
  139. set: function ( value ) {
  140. if ( value instanceof THREE.Color ) {
  141. this.copy( value );
  142. } else if ( typeof value === 'number' ) {
  143. this.setHex( value );
  144. } else if ( typeof value === 'string' ) {
  145. this.setStyle( value );
  146. }
  147. return this;
  148. },
  149. setHex: function ( hex ) {
  150. hex = Math.floor( hex );
  151. this.r = ( hex >> 16 & 255 ) / 255;
  152. this.g = ( hex >> 8 & 255 ) / 255;
  153. this.b = ( hex & 255 ) / 255;
  154. return this;
  155. },
  156. setRGB: function ( r, g, b ) {
  157. this.r = r;
  158. this.g = g;
  159. this.b = b;
  160. return this;
  161. },
  162. setHSL: function ( h, s, l ) {
  163. // h,s,l ranges are in 0.0 - 1.0
  164. if ( s === 0 ) {
  165. this.r = this.g = this.b = l;
  166. } else {
  167. var hue2rgb = function ( p, q, t ) {
  168. if ( t < 0 ) t += 1;
  169. if ( t > 1 ) t -= 1;
  170. if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
  171. if ( t < 1 / 2 ) return q;
  172. if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
  173. return p;
  174. };
  175. var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  176. var q = ( 2 * l ) - p;
  177. this.r = hue2rgb( q, p, h + 1 / 3 );
  178. this.g = hue2rgb( q, p, h );
  179. this.b = hue2rgb( q, p, h - 1 / 3 );
  180. }
  181. return this;
  182. },
  183. setStyle: function ( style ) {
  184. // rgb(255,0,0)
  185. if ( /^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.test( style ) ) {
  186. var color = /^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.exec( style );
  187. this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
  188. this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
  189. this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
  190. return this;
  191. }
  192. // rgb(100%,0%,0%)
  193. if ( /^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.test( style ) ) {
  194. var color = /^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.exec( style );
  195. this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
  196. this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
  197. this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
  198. return this;
  199. }
  200. // #ff0000
  201. if ( /^\#([0-9a-f]{6})$/i.test( style ) ) {
  202. var color = /^\#([0-9a-f]{6})$/i.exec( style );
  203. this.setHex( parseInt( color[ 1 ], 16 ) );
  204. return this;
  205. }
  206. // #f00
  207. if ( /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.test( style ) ) {
  208. var color = /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.exec( style );
  209. this.setHex( parseInt( color[ 1 ] + color[ 1 ] + color[ 2 ] + color[ 2 ] + color[ 3 ] + color[ 3 ], 16 ) );
  210. return this;
  211. }
  212. // red
  213. if ( /^(\w+)$/i.test( style ) ) {
  214. this.setHex( THREE.ColorKeywords[ style ] );
  215. return this;
  216. }
  217. },
  218. copy: function ( color ) {
  219. this.r = color.r;
  220. this.g = color.g;
  221. this.b = color.b;
  222. return this;
  223. },
  224. copyGammaToLinear: function ( color ) {
  225. this.r = color.r * color.r;
  226. this.g = color.g * color.g;
  227. this.b = color.b * color.b;
  228. return this;
  229. },
  230. copyLinearToGamma: function ( color ) {
  231. this.r = Math.sqrt( color.r );
  232. this.g = Math.sqrt( color.g );
  233. this.b = Math.sqrt( color.b );
  234. return this;
  235. },
  236. convertGammaToLinear: function () {
  237. var r = this.r, g = this.g, b = this.b;
  238. this.r = r * r;
  239. this.g = g * g;
  240. this.b = b * b;
  241. return this;
  242. },
  243. convertLinearToGamma: function () {
  244. this.r = Math.sqrt( this.r );
  245. this.g = Math.sqrt( this.g );
  246. this.b = Math.sqrt( this.b );
  247. return this;
  248. },
  249. getHex: function () {
  250. return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
  251. },
  252. getHexString: function () {
  253. return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
  254. },
  255. getHSL: function ( optionalTarget ) {
  256. // h,s,l ranges are in 0.0 - 1.0
  257. var hsl = optionalTarget || { h: 0, s: 0, l: 0 };
  258. var r = this.r, g = this.g, b = this.b;
  259. var max = Math.max( r, g, b );
  260. var min = Math.min( r, g, b );
  261. var hue, saturation;
  262. var lightness = ( min + max ) / 2.0;
  263. if ( min === max ) {
  264. hue = 0;
  265. saturation = 0;
  266. } else {
  267. var delta = max - min;
  268. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  269. switch ( max ) {
  270. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  271. case g: hue = ( b - r ) / delta + 2; break;
  272. case b: hue = ( r - g ) / delta + 4; break;
  273. }
  274. hue /= 6;
  275. }
  276. hsl.h = hue;
  277. hsl.s = saturation;
  278. hsl.l = lightness;
  279. return hsl;
  280. },
  281. getStyle: function () {
  282. return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
  283. },
  284. offsetHSL: function ( h, s, l ) {
  285. var hsl = this.getHSL();
  286. hsl.h += h; hsl.s += s; hsl.l += l;
  287. this.setHSL( hsl.h, hsl.s, hsl.l );
  288. return this;
  289. },
  290. add: function ( color ) {
  291. this.r += color.r;
  292. this.g += color.g;
  293. this.b += color.b;
  294. return this;
  295. },
  296. addColors: function ( color1, color2 ) {
  297. this.r = color1.r + color2.r;
  298. this.g = color1.g + color2.g;
  299. this.b = color1.b + color2.b;
  300. return this;
  301. },
  302. addScalar: function ( s ) {
  303. this.r += s;
  304. this.g += s;
  305. this.b += s;
  306. return this;
  307. },
  308. multiply: function ( color ) {
  309. this.r *= color.r;
  310. this.g *= color.g;
  311. this.b *= color.b;
  312. return this;
  313. },
  314. multiplyScalar: function ( s ) {
  315. this.r *= s;
  316. this.g *= s;
  317. this.b *= s;
  318. return this;
  319. },
  320. lerp: function ( color, alpha ) {
  321. this.r += ( color.r - this.r ) * alpha;
  322. this.g += ( color.g - this.g ) * alpha;
  323. this.b += ( color.b - this.b ) * alpha;
  324. return this;
  325. },
  326. equals: function ( c ) {
  327. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  328. },
  329. fromArray: function ( array ) {
  330. this.r = array[ 0 ];
  331. this.g = array[ 1 ];
  332. this.b = array[ 2 ];
  333. return this;
  334. },
  335. toArray: function () {
  336. return [ this.r, this.g, this.b ];
  337. },
  338. clone: function () {
  339. return new THREE.Color().setRGB( this.r, this.g, this.b );
  340. }
  341. };
  342. THREE.ColorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  343. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  344. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  345. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  346. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  347. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  348. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  349. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  350. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  351. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  352. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  353. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  354. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  355. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  356. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  357. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  358. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  359. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  360. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  361. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  362. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  363. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  364. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  365. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  366. // File:src/math/Quaternion.js
  367. /**
  368. * @author mikael emtinger / http://gomo.se/
  369. * @author alteredq / http://alteredqualia.com/
  370. * @author WestLangley / http://github.com/WestLangley
  371. * @author bhouston / http://exocortex.com
  372. */
  373. THREE.Quaternion = function ( x, y, z, w ) {
  374. this._x = x || 0;
  375. this._y = y || 0;
  376. this._z = z || 0;
  377. this._w = ( w !== undefined ) ? w : 1;
  378. };
  379. THREE.Quaternion.prototype = {
  380. constructor: THREE.Quaternion,
  381. _x: 0,_y: 0, _z: 0, _w: 0,
  382. get x () {
  383. return this._x;
  384. },
  385. set x ( value ) {
  386. this._x = value;
  387. this.onChangeCallback();
  388. },
  389. get y () {
  390. return this._y;
  391. },
  392. set y ( value ) {
  393. this._y = value;
  394. this.onChangeCallback();
  395. },
  396. get z () {
  397. return this._z;
  398. },
  399. set z ( value ) {
  400. this._z = value;
  401. this.onChangeCallback();
  402. },
  403. get w () {
  404. return this._w;
  405. },
  406. set w ( value ) {
  407. this._w = value;
  408. this.onChangeCallback();
  409. },
  410. set: function ( x, y, z, w ) {
  411. this._x = x;
  412. this._y = y;
  413. this._z = z;
  414. this._w = w;
  415. this.onChangeCallback();
  416. return this;
  417. },
  418. copy: function ( quaternion ) {
  419. this._x = quaternion.x;
  420. this._y = quaternion.y;
  421. this._z = quaternion.z;
  422. this._w = quaternion.w;
  423. this.onChangeCallback();
  424. return this;
  425. },
  426. setFromEuler: function ( euler, update ) {
  427. if ( euler instanceof THREE.Euler === false ) {
  428. throw new Error( 'THREE.Quaternion: .setFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  429. }
  430. // http://www.mathworks.com/matlabcentral/fileexchange/
  431. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  432. // content/SpinCalc.m
  433. var c1 = Math.cos( euler._x / 2 );
  434. var c2 = Math.cos( euler._y / 2 );
  435. var c3 = Math.cos( euler._z / 2 );
  436. var s1 = Math.sin( euler._x / 2 );
  437. var s2 = Math.sin( euler._y / 2 );
  438. var s3 = Math.sin( euler._z / 2 );
  439. if ( euler.order === 'XYZ' ) {
  440. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  441. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  442. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  443. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  444. } else if ( euler.order === 'YXZ' ) {
  445. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  446. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  447. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  448. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  449. } else if ( euler.order === 'ZXY' ) {
  450. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  451. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  452. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  453. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  454. } else if ( euler.order === 'ZYX' ) {
  455. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  456. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  457. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  458. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  459. } else if ( euler.order === 'YZX' ) {
  460. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  461. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  462. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  463. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  464. } else if ( euler.order === 'XZY' ) {
  465. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  466. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  467. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  468. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  469. }
  470. if ( update !== false ) this.onChangeCallback();
  471. return this;
  472. },
  473. setFromAxisAngle: function ( axis, angle ) {
  474. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  475. // assumes axis is normalized
  476. var halfAngle = angle / 2, s = Math.sin( halfAngle );
  477. this._x = axis.x * s;
  478. this._y = axis.y * s;
  479. this._z = axis.z * s;
  480. this._w = Math.cos( halfAngle );
  481. this.onChangeCallback();
  482. return this;
  483. },
  484. setFromRotationMatrix: function ( m ) {
  485. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  486. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  487. var te = m.elements,
  488. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  489. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  490. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  491. trace = m11 + m22 + m33,
  492. s;
  493. if ( trace > 0 ) {
  494. s = 0.5 / Math.sqrt( trace + 1.0 );
  495. this._w = 0.25 / s;
  496. this._x = ( m32 - m23 ) * s;
  497. this._y = ( m13 - m31 ) * s;
  498. this._z = ( m21 - m12 ) * s;
  499. } else if ( m11 > m22 && m11 > m33 ) {
  500. s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  501. this._w = ( m32 - m23 ) / s;
  502. this._x = 0.25 * s;
  503. this._y = ( m12 + m21 ) / s;
  504. this._z = ( m13 + m31 ) / s;
  505. } else if ( m22 > m33 ) {
  506. s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  507. this._w = ( m13 - m31 ) / s;
  508. this._x = ( m12 + m21 ) / s;
  509. this._y = 0.25 * s;
  510. this._z = ( m23 + m32 ) / s;
  511. } else {
  512. s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  513. this._w = ( m21 - m12 ) / s;
  514. this._x = ( m13 + m31 ) / s;
  515. this._y = ( m23 + m32 ) / s;
  516. this._z = 0.25 * s;
  517. }
  518. this.onChangeCallback();
  519. return this;
  520. },
  521. setFromUnitVectors: function () {
  522. // http://lolengine.net/blog/2014/02/24/quaternion-from-two-vectors-final
  523. // assumes direction vectors vFrom and vTo are normalized
  524. var v1, r;
  525. var EPS = 0.000001;
  526. return function ( vFrom, vTo ) {
  527. if ( v1 === undefined ) v1 = new THREE.Vector3();
  528. r = vFrom.dot( vTo ) + 1;
  529. if ( r < EPS ) {
  530. r = 0;
  531. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  532. v1.set( - vFrom.y, vFrom.x, 0 );
  533. } else {
  534. v1.set( 0, - vFrom.z, vFrom.y );
  535. }
  536. } else {
  537. v1.crossVectors( vFrom, vTo );
  538. }
  539. this._x = v1.x;
  540. this._y = v1.y;
  541. this._z = v1.z;
  542. this._w = r;
  543. this.normalize();
  544. return this;
  545. }
  546. }(),
  547. inverse: function () {
  548. this.conjugate().normalize();
  549. return this;
  550. },
  551. conjugate: function () {
  552. this._x *= - 1;
  553. this._y *= - 1;
  554. this._z *= - 1;
  555. this.onChangeCallback();
  556. return this;
  557. },
  558. dot: function ( v ) {
  559. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  560. },
  561. lengthSq: function () {
  562. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  563. },
  564. length: function () {
  565. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  566. },
  567. normalize: function () {
  568. var l = this.length();
  569. if ( l === 0 ) {
  570. this._x = 0;
  571. this._y = 0;
  572. this._z = 0;
  573. this._w = 1;
  574. } else {
  575. l = 1 / l;
  576. this._x = this._x * l;
  577. this._y = this._y * l;
  578. this._z = this._z * l;
  579. this._w = this._w * l;
  580. }
  581. this.onChangeCallback();
  582. return this;
  583. },
  584. multiply: function ( q, p ) {
  585. if ( p !== undefined ) {
  586. console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
  587. return this.multiplyQuaternions( q, p );
  588. }
  589. return this.multiplyQuaternions( this, q );
  590. },
  591. multiplyQuaternions: function ( a, b ) {
  592. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  593. var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  594. var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  595. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  596. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  597. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  598. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  599. this.onChangeCallback();
  600. return this;
  601. },
  602. multiplyVector3: function ( vector ) {
  603. console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
  604. return vector.applyQuaternion( this );
  605. },
  606. slerp: function ( qb, t ) {
  607. if ( t === 0 ) return this;
  608. if ( t === 1 ) return this.copy( qb );
  609. var x = this._x, y = this._y, z = this._z, w = this._w;
  610. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  611. var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  612. if ( cosHalfTheta < 0 ) {
  613. this._w = - qb._w;
  614. this._x = - qb._x;
  615. this._y = - qb._y;
  616. this._z = - qb._z;
  617. cosHalfTheta = - cosHalfTheta;
  618. } else {
  619. this.copy( qb );
  620. }
  621. if ( cosHalfTheta >= 1.0 ) {
  622. this._w = w;
  623. this._x = x;
  624. this._y = y;
  625. this._z = z;
  626. return this;
  627. }
  628. var halfTheta = Math.acos( cosHalfTheta );
  629. var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta );
  630. if ( Math.abs( sinHalfTheta ) < 0.001 ) {
  631. this._w = 0.5 * ( w + this._w );
  632. this._x = 0.5 * ( x + this._x );
  633. this._y = 0.5 * ( y + this._y );
  634. this._z = 0.5 * ( z + this._z );
  635. return this;
  636. }
  637. var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  638. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  639. this._w = ( w * ratioA + this._w * ratioB );
  640. this._x = ( x * ratioA + this._x * ratioB );
  641. this._y = ( y * ratioA + this._y * ratioB );
  642. this._z = ( z * ratioA + this._z * ratioB );
  643. this.onChangeCallback();
  644. return this;
  645. },
  646. equals: function ( quaternion ) {
  647. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  648. },
  649. fromArray: function ( array ) {
  650. this._x = array[ 0 ];
  651. this._y = array[ 1 ];
  652. this._z = array[ 2 ];
  653. this._w = array[ 3 ];
  654. this.onChangeCallback();
  655. return this;
  656. },
  657. toArray: function () {
  658. return [ this._x, this._y, this._z, this._w ];
  659. },
  660. onChange: function ( callback ) {
  661. this.onChangeCallback = callback;
  662. return this;
  663. },
  664. onChangeCallback: function () {},
  665. clone: function () {
  666. return new THREE.Quaternion( this._x, this._y, this._z, this._w );
  667. }
  668. };
  669. THREE.Quaternion.slerp = function ( qa, qb, qm, t ) {
  670. return qm.copy( qa ).slerp( qb, t );
  671. }
  672. // File:src/math/Vector2.js
  673. /**
  674. * @author mrdoob / http://mrdoob.com/
  675. * @author philogb / http://blog.thejit.org/
  676. * @author egraether / http://egraether.com/
  677. * @author zz85 / http://www.lab4games.net/zz85/blog
  678. */
  679. THREE.Vector2 = function ( x, y ) {
  680. this.x = x || 0;
  681. this.y = y || 0;
  682. };
  683. THREE.Vector2.prototype = {
  684. constructor: THREE.Vector2,
  685. set: function ( x, y ) {
  686. this.x = x;
  687. this.y = y;
  688. return this;
  689. },
  690. setX: function ( x ) {
  691. this.x = x;
  692. return this;
  693. },
  694. setY: function ( y ) {
  695. this.y = y;
  696. return this;
  697. },
  698. setComponent: function ( index, value ) {
  699. switch ( index ) {
  700. case 0: this.x = value; break;
  701. case 1: this.y = value; break;
  702. default: throw new Error( 'index is out of range: ' + index );
  703. }
  704. },
  705. getComponent: function ( index ) {
  706. switch ( index ) {
  707. case 0: return this.x;
  708. case 1: return this.y;
  709. default: throw new Error( 'index is out of range: ' + index );
  710. }
  711. },
  712. copy: function ( v ) {
  713. this.x = v.x;
  714. this.y = v.y;
  715. return this;
  716. },
  717. add: function ( v, w ) {
  718. if ( w !== undefined ) {
  719. console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  720. return this.addVectors( v, w );
  721. }
  722. this.x += v.x;
  723. this.y += v.y;
  724. return this;
  725. },
  726. addVectors: function ( a, b ) {
  727. this.x = a.x + b.x;
  728. this.y = a.y + b.y;
  729. return this;
  730. },
  731. addScalar: function ( s ) {
  732. this.x += s;
  733. this.y += s;
  734. return this;
  735. },
  736. sub: function ( v, w ) {
  737. if ( w !== undefined ) {
  738. console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  739. return this.subVectors( v, w );
  740. }
  741. this.x -= v.x;
  742. this.y -= v.y;
  743. return this;
  744. },
  745. subVectors: function ( a, b ) {
  746. this.x = a.x - b.x;
  747. this.y = a.y - b.y;
  748. return this;
  749. },
  750. multiply: function ( v ) {
  751. this.x *= v.x;
  752. this.y *= v.y;
  753. return this;
  754. },
  755. multiplyScalar: function ( s ) {
  756. this.x *= s;
  757. this.y *= s;
  758. return this;
  759. },
  760. divide: function ( v ) {
  761. this.x /= v.x;
  762. this.y /= v.y;
  763. return this;
  764. },
  765. divideScalar: function ( scalar ) {
  766. if ( scalar !== 0 ) {
  767. var invScalar = 1 / scalar;
  768. this.x *= invScalar;
  769. this.y *= invScalar;
  770. } else {
  771. this.x = 0;
  772. this.y = 0;
  773. }
  774. return this;
  775. },
  776. min: function ( v ) {
  777. if ( this.x > v.x ) {
  778. this.x = v.x;
  779. }
  780. if ( this.y > v.y ) {
  781. this.y = v.y;
  782. }
  783. return this;
  784. },
  785. max: function ( v ) {
  786. if ( this.x < v.x ) {
  787. this.x = v.x;
  788. }
  789. if ( this.y < v.y ) {
  790. this.y = v.y;
  791. }
  792. return this;
  793. },
  794. clamp: function ( min, max ) {
  795. // This function assumes min < max, if this assumption isn't true it will not operate correctly
  796. if ( this.x < min.x ) {
  797. this.x = min.x;
  798. } else if ( this.x > max.x ) {
  799. this.x = max.x;
  800. }
  801. if ( this.y < min.y ) {
  802. this.y = min.y;
  803. } else if ( this.y > max.y ) {
  804. this.y = max.y;
  805. }
  806. return this;
  807. },
  808. clampScalar: ( function () {
  809. var min, max;
  810. return function ( minVal, maxVal ) {
  811. if ( min === undefined ) {
  812. min = new THREE.Vector2();
  813. max = new THREE.Vector2();
  814. }
  815. min.set( minVal, minVal );
  816. max.set( maxVal, maxVal );
  817. return this.clamp( min, max );
  818. };
  819. } )(),
  820. floor: function () {
  821. this.x = Math.floor( this.x );
  822. this.y = Math.floor( this.y );
  823. return this;
  824. },
  825. ceil: function () {
  826. this.x = Math.ceil( this.x );
  827. this.y = Math.ceil( this.y );
  828. return this;
  829. },
  830. round: function () {
  831. this.x = Math.round( this.x );
  832. this.y = Math.round( this.y );
  833. return this;
  834. },
  835. roundToZero: function () {
  836. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  837. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  838. return this;
  839. },
  840. negate: function () {
  841. this.x = - this.x;
  842. this.y = - this.y;
  843. return this;
  844. },
  845. dot: function ( v ) {
  846. return this.x * v.x + this.y * v.y;
  847. },
  848. lengthSq: function () {
  849. return this.x * this.x + this.y * this.y;
  850. },
  851. length: function () {
  852. return Math.sqrt( this.x * this.x + this.y * this.y );
  853. },
  854. normalize: function () {
  855. return this.divideScalar( this.length() );
  856. },
  857. distanceTo: function ( v ) {
  858. return Math.sqrt( this.distanceToSquared( v ) );
  859. },
  860. distanceToSquared: function ( v ) {
  861. var dx = this.x - v.x, dy = this.y - v.y;
  862. return dx * dx + dy * dy;
  863. },
  864. setLength: function ( l ) {
  865. var oldLength = this.length();
  866. if ( oldLength !== 0 && l !== oldLength ) {
  867. this.multiplyScalar( l / oldLength );
  868. }
  869. return this;
  870. },
  871. lerp: function ( v, alpha ) {
  872. this.x += ( v.x - this.x ) * alpha;
  873. this.y += ( v.y - this.y ) * alpha;
  874. return this;
  875. },
  876. equals: function ( v ) {
  877. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  878. },
  879. fromArray: function ( array ) {
  880. this.x = array[ 0 ];
  881. this.y = array[ 1 ];
  882. return this;
  883. },
  884. toArray: function () {
  885. return [ this.x, this.y ];
  886. },
  887. clone: function () {
  888. return new THREE.Vector2( this.x, this.y );
  889. }
  890. };
  891. // File:src/math/Vector3.js
  892. /**
  893. * @author mrdoob / http://mrdoob.com/
  894. * @author *kile / http://kile.stravaganza.org/
  895. * @author philogb / http://blog.thejit.org/
  896. * @author mikael emtinger / http://gomo.se/
  897. * @author egraether / http://egraether.com/
  898. * @author WestLangley / http://github.com/WestLangley
  899. */
  900. THREE.Vector3 = function ( x, y, z ) {
  901. this.x = x || 0;
  902. this.y = y || 0;
  903. this.z = z || 0;
  904. };
  905. THREE.Vector3.prototype = {
  906. constructor: THREE.Vector3,
  907. set: function ( x, y, z ) {
  908. this.x = x;
  909. this.y = y;
  910. this.z = z;
  911. return this;
  912. },
  913. setX: function ( x ) {
  914. this.x = x;
  915. return this;
  916. },
  917. setY: function ( y ) {
  918. this.y = y;
  919. return this;
  920. },
  921. setZ: function ( z ) {
  922. this.z = z;
  923. return this;
  924. },
  925. setComponent: function ( index, value ) {
  926. switch ( index ) {
  927. case 0: this.x = value; break;
  928. case 1: this.y = value; break;
  929. case 2: this.z = value; break;
  930. default: throw new Error( 'index is out of range: ' + index );
  931. }
  932. },
  933. getComponent: function ( index ) {
  934. switch ( index ) {
  935. case 0: return this.x;
  936. case 1: return this.y;
  937. case 2: return this.z;
  938. default: throw new Error( 'index is out of range: ' + index );
  939. }
  940. },
  941. copy: function ( v ) {
  942. this.x = v.x;
  943. this.y = v.y;
  944. this.z = v.z;
  945. return this;
  946. },
  947. add: function ( v, w ) {
  948. if ( w !== undefined ) {
  949. console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  950. return this.addVectors( v, w );
  951. }
  952. this.x += v.x;
  953. this.y += v.y;
  954. this.z += v.z;
  955. return this;
  956. },
  957. addScalar: function ( s ) {
  958. this.x += s;
  959. this.y += s;
  960. this.z += s;
  961. return this;
  962. },
  963. addVectors: function ( a, b ) {
  964. this.x = a.x + b.x;
  965. this.y = a.y + b.y;
  966. this.z = a.z + b.z;
  967. return this;
  968. },
  969. sub: function ( v, w ) {
  970. if ( w !== undefined ) {
  971. console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  972. return this.subVectors( v, w );
  973. }
  974. this.x -= v.x;
  975. this.y -= v.y;
  976. this.z -= v.z;
  977. return this;
  978. },
  979. subVectors: function ( a, b ) {
  980. this.x = a.x - b.x;
  981. this.y = a.y - b.y;
  982. this.z = a.z - b.z;
  983. return this;
  984. },
  985. multiply: function ( v, w ) {
  986. if ( w !== undefined ) {
  987. console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
  988. return this.multiplyVectors( v, w );
  989. }
  990. this.x *= v.x;
  991. this.y *= v.y;
  992. this.z *= v.z;
  993. return this;
  994. },
  995. multiplyScalar: function ( scalar ) {
  996. this.x *= scalar;
  997. this.y *= scalar;
  998. this.z *= scalar;
  999. return this;
  1000. },
  1001. multiplyVectors: function ( a, b ) {
  1002. this.x = a.x * b.x;
  1003. this.y = a.y * b.y;
  1004. this.z = a.z * b.z;
  1005. return this;
  1006. },
  1007. applyEuler: function () {
  1008. var quaternion;
  1009. return function ( euler ) {
  1010. if ( euler instanceof THREE.Euler === false ) {
  1011. console.error( 'THREE.Vector3: .applyEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  1012. }
  1013. if ( quaternion === undefined ) quaternion = new THREE.Quaternion();
  1014. this.applyQuaternion( quaternion.setFromEuler( euler ) );
  1015. return this;
  1016. };
  1017. }(),
  1018. applyAxisAngle: function () {
  1019. var quaternion;
  1020. return function ( axis, angle ) {
  1021. if ( quaternion === undefined ) quaternion = new THREE.Quaternion();
  1022. this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) );
  1023. return this;
  1024. };
  1025. }(),
  1026. applyMatrix3: function ( m ) {
  1027. var x = this.x;
  1028. var y = this.y;
  1029. var z = this.z;
  1030. var e = m.elements;
  1031. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  1032. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  1033. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  1034. return this;
  1035. },
  1036. applyMatrix4: function ( m ) {
  1037. // input: THREE.Matrix4 affine matrix
  1038. var x = this.x, y = this.y, z = this.z;
  1039. var e = m.elements;
  1040. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ];
  1041. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ];
  1042. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ];
  1043. return this;
  1044. },
  1045. applyProjection: function ( m ) {
  1046. // input: THREE.Matrix4 projection matrix
  1047. var x = this.x, y = this.y, z = this.z;
  1048. var e = m.elements;
  1049. var d = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] ); // perspective divide
  1050. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * d;
  1051. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * d;
  1052. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * d;
  1053. return this;
  1054. },
  1055. applyQuaternion: function ( q ) {
  1056. var x = this.x;
  1057. var y = this.y;
  1058. var z = this.z;
  1059. var qx = q.x;
  1060. var qy = q.y;
  1061. var qz = q.z;
  1062. var qw = q.w;
  1063. // calculate quat * vector
  1064. var ix = qw * x + qy * z - qz * y;
  1065. var iy = qw * y + qz * x - qx * z;
  1066. var iz = qw * z + qx * y - qy * x;
  1067. var iw = - qx * x - qy * y - qz * z;
  1068. // calculate result * inverse quat
  1069. this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
  1070. this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
  1071. this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
  1072. return this;
  1073. },
  1074. transformDirection: function ( m ) {
  1075. // input: THREE.Matrix4 affine matrix
  1076. // vector interpreted as a direction
  1077. var x = this.x, y = this.y, z = this.z;
  1078. var e = m.elements;
  1079. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  1080. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  1081. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  1082. this.normalize();
  1083. return this;
  1084. },
  1085. divide: function ( v ) {
  1086. this.x /= v.x;
  1087. this.y /= v.y;
  1088. this.z /= v.z;
  1089. return this;
  1090. },
  1091. divideScalar: function ( scalar ) {
  1092. if ( scalar !== 0 ) {
  1093. var invScalar = 1 / scalar;
  1094. this.x *= invScalar;
  1095. this.y *= invScalar;
  1096. this.z *= invScalar;
  1097. } else {
  1098. this.x = 0;
  1099. this.y = 0;
  1100. this.z = 0;
  1101. }
  1102. return this;
  1103. },
  1104. min: function ( v ) {
  1105. if ( this.x > v.x ) {
  1106. this.x = v.x;
  1107. }
  1108. if ( this.y > v.y ) {
  1109. this.y = v.y;
  1110. }
  1111. if ( this.z > v.z ) {
  1112. this.z = v.z;
  1113. }
  1114. return this;
  1115. },
  1116. max: function ( v ) {
  1117. if ( this.x < v.x ) {
  1118. this.x = v.x;
  1119. }
  1120. if ( this.y < v.y ) {
  1121. this.y = v.y;
  1122. }
  1123. if ( this.z < v.z ) {
  1124. this.z = v.z;
  1125. }
  1126. return this;
  1127. },
  1128. clamp: function ( min, max ) {
  1129. // This function assumes min < max, if this assumption isn't true it will not operate correctly
  1130. if ( this.x < min.x ) {
  1131. this.x = min.x;
  1132. } else if ( this.x > max.x ) {
  1133. this.x = max.x;
  1134. }
  1135. if ( this.y < min.y ) {
  1136. this.y = min.y;
  1137. } else if ( this.y > max.y ) {
  1138. this.y = max.y;
  1139. }
  1140. if ( this.z < min.z ) {
  1141. this.z = min.z;
  1142. } else if ( this.z > max.z ) {
  1143. this.z = max.z;
  1144. }
  1145. return this;
  1146. },
  1147. clampScalar: ( function () {
  1148. var min, max;
  1149. return function ( minVal, maxVal ) {
  1150. if ( min === undefined ) {
  1151. min = new THREE.Vector3();
  1152. max = new THREE.Vector3();
  1153. }
  1154. min.set( minVal, minVal, minVal );
  1155. max.set( maxVal, maxVal, maxVal );
  1156. return this.clamp( min, max );
  1157. };
  1158. } )(),
  1159. floor: function () {
  1160. this.x = Math.floor( this.x );
  1161. this.y = Math.floor( this.y );
  1162. this.z = Math.floor( this.z );
  1163. return this;
  1164. },
  1165. ceil: function () {
  1166. this.x = Math.ceil( this.x );
  1167. this.y = Math.ceil( this.y );
  1168. this.z = Math.ceil( this.z );
  1169. return this;
  1170. },
  1171. round: function () {
  1172. this.x = Math.round( this.x );
  1173. this.y = Math.round( this.y );
  1174. this.z = Math.round( this.z );
  1175. return this;
  1176. },
  1177. roundToZero: function () {
  1178. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1179. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1180. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1181. return this;
  1182. },
  1183. negate: function () {
  1184. this.x = - this.x;
  1185. this.y = - this.y;
  1186. this.z = - this.z;
  1187. return this;
  1188. },
  1189. dot: function ( v ) {
  1190. return this.x * v.x + this.y * v.y + this.z * v.z;
  1191. },
  1192. lengthSq: function () {
  1193. return this.x * this.x + this.y * this.y + this.z * this.z;
  1194. },
  1195. length: function () {
  1196. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  1197. },
  1198. lengthManhattan: function () {
  1199. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  1200. },
  1201. normalize: function () {
  1202. return this.divideScalar( this.length() );
  1203. },
  1204. setLength: function ( l ) {
  1205. var oldLength = this.length();
  1206. if ( oldLength !== 0 && l !== oldLength ) {
  1207. this.multiplyScalar( l / oldLength );
  1208. }
  1209. return this;
  1210. },
  1211. lerp: function ( v, alpha ) {
  1212. this.x += ( v.x - this.x ) * alpha;
  1213. this.y += ( v.y - this.y ) * alpha;
  1214. this.z += ( v.z - this.z ) * alpha;
  1215. return this;
  1216. },
  1217. cross: function ( v, w ) {
  1218. if ( w !== undefined ) {
  1219. console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  1220. return this.crossVectors( v, w );
  1221. }
  1222. var x = this.x, y = this.y, z = this.z;
  1223. this.x = y * v.z - z * v.y;
  1224. this.y = z * v.x - x * v.z;
  1225. this.z = x * v.y - y * v.x;
  1226. return this;
  1227. },
  1228. crossVectors: function ( a, b ) {
  1229. var ax = a.x, ay = a.y, az = a.z;
  1230. var bx = b.x, by = b.y, bz = b.z;
  1231. this.x = ay * bz - az * by;
  1232. this.y = az * bx - ax * bz;
  1233. this.z = ax * by - ay * bx;
  1234. return this;
  1235. },
  1236. projectOnVector: function () {
  1237. var v1, dot;
  1238. return function ( vector ) {
  1239. if ( v1 === undefined ) v1 = new THREE.Vector3();
  1240. v1.copy( vector ).normalize();
  1241. dot = this.dot( v1 );
  1242. return this.copy( v1 ).multiplyScalar( dot );
  1243. };
  1244. }(),
  1245. projectOnPlane: function () {
  1246. var v1;
  1247. return function ( planeNormal ) {
  1248. if ( v1 === undefined ) v1 = new THREE.Vector3();
  1249. v1.copy( this ).projectOnVector( planeNormal );
  1250. return this.sub( v1 );
  1251. }
  1252. }(),
  1253. reflect: function () {
  1254. // reflect incident vector off plane orthogonal to normal
  1255. // normal is assumed to have unit length
  1256. var v1;
  1257. return function ( normal ) {
  1258. if ( v1 === undefined ) v1 = new THREE.Vector3();
  1259. return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  1260. }
  1261. }(),
  1262. angleTo: function ( v ) {
  1263. var theta = this.dot( v ) / ( this.length() * v.length() );
  1264. // clamp, to handle numerical problems
  1265. return Math.acos( THREE.Math.clamp( theta, - 1, 1 ) );
  1266. },
  1267. distanceTo: function ( v ) {
  1268. return Math.sqrt( this.distanceToSquared( v ) );
  1269. },
  1270. distanceToSquared: function ( v ) {
  1271. var dx = this.x - v.x;
  1272. var dy = this.y - v.y;
  1273. var dz = this.z - v.z;
  1274. return dx * dx + dy * dy + dz * dz;
  1275. },
  1276. setEulerFromRotationMatrix: function ( m, order ) {
  1277. console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
  1278. },
  1279. setEulerFromQuaternion: function ( q, order ) {
  1280. console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
  1281. },
  1282. getPositionFromMatrix: function ( m ) {
  1283. console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
  1284. return this.setFromMatrixPosition( m );
  1285. },
  1286. getScaleFromMatrix: function ( m ) {
  1287. console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
  1288. return this.setFromMatrixScale( m );
  1289. },
  1290. getColumnFromMatrix: function ( index, matrix ) {
  1291. console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
  1292. return this.setFromMatrixColumn( index, matrix );
  1293. },
  1294. setFromMatrixPosition: function ( m ) {
  1295. this.x = m.elements[ 12 ];
  1296. this.y = m.elements[ 13 ];
  1297. this.z = m.elements[ 14 ];
  1298. return this;
  1299. },
  1300. setFromMatrixScale: function ( m ) {
  1301. var sx = this.set( m.elements[ 0 ], m.elements[ 1 ], m.elements[ 2 ] ).length();
  1302. var sy = this.set( m.elements[ 4 ], m.elements[ 5 ], m.elements[ 6 ] ).length();
  1303. var sz = this.set( m.elements[ 8 ], m.elements[ 9 ], m.elements[ 10 ] ).length();
  1304. this.x = sx;
  1305. this.y = sy;
  1306. this.z = sz;
  1307. return this;
  1308. },
  1309. setFromMatrixColumn: function ( index, matrix ) {
  1310. var offset = index * 4;
  1311. var me = matrix.elements;
  1312. this.x = me[ offset ];
  1313. this.y = me[ offset + 1 ];
  1314. this.z = me[ offset + 2 ];
  1315. return this;
  1316. },
  1317. equals: function ( v ) {
  1318. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  1319. },
  1320. fromArray: function ( array ) {
  1321. this.x = array[ 0 ];
  1322. this.y = array[ 1 ];
  1323. this.z = array[ 2 ];
  1324. return this;
  1325. },
  1326. toArray: function () {
  1327. return [ this.x, this.y, this.z ];
  1328. },
  1329. clone: function () {
  1330. return new THREE.Vector3( this.x, this.y, this.z );
  1331. }
  1332. };
  1333. // File:src/math/Vector4.js
  1334. /**
  1335. * @author supereggbert / http://www.paulbrunt.co.uk/
  1336. * @author philogb / http://blog.thejit.org/
  1337. * @author mikael emtinger / http://gomo.se/
  1338. * @author egraether / http://egraether.com/
  1339. * @author WestLangley / http://github.com/WestLangley
  1340. */
  1341. THREE.Vector4 = function ( x, y, z, w ) {
  1342. this.x = x || 0;
  1343. this.y = y || 0;
  1344. this.z = z || 0;
  1345. this.w = ( w !== undefined ) ? w : 1;
  1346. };
  1347. THREE.Vector4.prototype = {
  1348. constructor: THREE.Vector4,
  1349. set: function ( x, y, z, w ) {
  1350. this.x = x;
  1351. this.y = y;
  1352. this.z = z;
  1353. this.w = w;
  1354. return this;
  1355. },
  1356. setX: function ( x ) {
  1357. this.x = x;
  1358. return this;
  1359. },
  1360. setY: function ( y ) {
  1361. this.y = y;
  1362. return this;
  1363. },
  1364. setZ: function ( z ) {
  1365. this.z = z;
  1366. return this;
  1367. },
  1368. setW: function ( w ) {
  1369. this.w = w;
  1370. return this;
  1371. },
  1372. setComponent: function ( index, value ) {
  1373. switch ( index ) {
  1374. case 0: this.x = value; break;
  1375. case 1: this.y = value; break;
  1376. case 2: this.z = value; break;
  1377. case 3: this.w = value; break;
  1378. default: throw new Error( 'index is out of range: ' + index );
  1379. }
  1380. },
  1381. getComponent: function ( index ) {
  1382. switch ( index ) {
  1383. case 0: return this.x;
  1384. case 1: return this.y;
  1385. case 2: return this.z;
  1386. case 3: return this.w;
  1387. default: throw new Error( 'index is out of range: ' + index );
  1388. }
  1389. },
  1390. copy: function ( v ) {
  1391. this.x = v.x;
  1392. this.y = v.y;
  1393. this.z = v.z;
  1394. this.w = ( v.w !== undefined ) ? v.w : 1;
  1395. return this;
  1396. },
  1397. add: function ( v, w ) {
  1398. if ( w !== undefined ) {
  1399. console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1400. return this.addVectors( v, w );
  1401. }
  1402. this.x += v.x;
  1403. this.y += v.y;
  1404. this.z += v.z;
  1405. this.w += v.w;
  1406. return this;
  1407. },
  1408. addScalar: function ( s ) {
  1409. this.x += s;
  1410. this.y += s;
  1411. this.z += s;
  1412. this.w += s;
  1413. return this;
  1414. },
  1415. addVectors: function ( a, b ) {
  1416. this.x = a.x + b.x;
  1417. this.y = a.y + b.y;
  1418. this.z = a.z + b.z;
  1419. this.w = a.w + b.w;
  1420. return this;
  1421. },
  1422. sub: function ( v, w ) {
  1423. if ( w !== undefined ) {
  1424. console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1425. return this.subVectors( v, w );
  1426. }
  1427. this.x -= v.x;
  1428. this.y -= v.y;
  1429. this.z -= v.z;
  1430. this.w -= v.w;
  1431. return this;
  1432. },
  1433. subVectors: function ( a, b ) {
  1434. this.x = a.x - b.x;
  1435. this.y = a.y - b.y;
  1436. this.z = a.z - b.z;
  1437. this.w = a.w - b.w;
  1438. return this;
  1439. },
  1440. multiplyScalar: function ( scalar ) {
  1441. this.x *= scalar;
  1442. this.y *= scalar;
  1443. this.z *= scalar;
  1444. this.w *= scalar;
  1445. return this;
  1446. },
  1447. applyMatrix4: function ( m ) {
  1448. var x = this.x;
  1449. var y = this.y;
  1450. var z = this.z;
  1451. var w = this.w;
  1452. var e = m.elements;
  1453. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  1454. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  1455. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  1456. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  1457. return this;
  1458. },
  1459. divideScalar: function ( scalar ) {
  1460. if ( scalar !== 0 ) {
  1461. var invScalar = 1 / scalar;
  1462. this.x *= invScalar;
  1463. this.y *= invScalar;
  1464. this.z *= invScalar;
  1465. this.w *= invScalar;
  1466. } else {
  1467. this.x = 0;
  1468. this.y = 0;
  1469. this.z = 0;
  1470. this.w = 1;
  1471. }
  1472. return this;
  1473. },
  1474. setAxisAngleFromQuaternion: function ( q ) {
  1475. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  1476. // q is assumed to be normalized
  1477. this.w = 2 * Math.acos( q.w );
  1478. var s = Math.sqrt( 1 - q.w * q.w );
  1479. if ( s < 0.0001 ) {
  1480. this.x = 1;
  1481. this.y = 0;
  1482. this.z = 0;
  1483. } else {
  1484. this.x = q.x / s;
  1485. this.y = q.y / s;
  1486. this.z = q.z / s;
  1487. }
  1488. return this;
  1489. },
  1490. setAxisAngleFromRotationMatrix: function ( m ) {
  1491. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  1492. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1493. var angle, x, y, z, // variables for result
  1494. epsilon = 0.01, // margin to allow for rounding errors
  1495. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  1496. te = m.elements,
  1497. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  1498. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  1499. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  1500. if ( ( Math.abs( m12 - m21 ) < epsilon )
  1501. && ( Math.abs( m13 - m31 ) < epsilon )
  1502. && ( Math.abs( m23 - m32 ) < epsilon ) ) {
  1503. // singularity found
  1504. // first check for identity matrix which must have +1 for all terms
  1505. // in leading diagonal and zero in other terms
  1506. if ( ( Math.abs( m12 + m21 ) < epsilon2 )
  1507. && ( Math.abs( m13 + m31 ) < epsilon2 )
  1508. && ( Math.abs( m23 + m32 ) < epsilon2 )
  1509. && ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  1510. // this singularity is identity matrix so angle = 0
  1511. this.set( 1, 0, 0, 0 );
  1512. return this; // zero angle, arbitrary axis
  1513. }
  1514. // otherwise this singularity is angle = 180
  1515. angle = Math.PI;
  1516. var xx = ( m11 + 1 ) / 2;
  1517. var yy = ( m22 + 1 ) / 2;
  1518. var zz = ( m33 + 1 ) / 2;
  1519. var xy = ( m12 + m21 ) / 4;
  1520. var xz = ( m13 + m31 ) / 4;
  1521. var yz = ( m23 + m32 ) / 4;
  1522. if ( ( xx > yy ) && ( xx > zz ) ) { // m11 is the largest diagonal term
  1523. if ( xx < epsilon ) {
  1524. x = 0;
  1525. y = 0.707106781;
  1526. z = 0.707106781;
  1527. } else {
  1528. x = Math.sqrt( xx );
  1529. y = xy / x;
  1530. z = xz / x;
  1531. }
  1532. } else if ( yy > zz ) { // m22 is the largest diagonal term
  1533. if ( yy < epsilon ) {
  1534. x = 0.707106781;
  1535. y = 0;
  1536. z = 0.707106781;
  1537. } else {
  1538. y = Math.sqrt( yy );
  1539. x = xy / y;
  1540. z = yz / y;
  1541. }
  1542. } else { // m33 is the largest diagonal term so base result on this
  1543. if ( zz < epsilon ) {
  1544. x = 0.707106781;
  1545. y = 0.707106781;
  1546. z = 0;
  1547. } else {
  1548. z = Math.sqrt( zz );
  1549. x = xz / z;
  1550. y = yz / z;
  1551. }
  1552. }
  1553. this.set( x, y, z, angle );
  1554. return this; // return 180 deg rotation
  1555. }
  1556. // as we have reached here there are no singularities so we can handle normally
  1557. var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 )
  1558. + ( m13 - m31 ) * ( m13 - m31 )
  1559. + ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  1560. if ( Math.abs( s ) < 0.001 ) s = 1;
  1561. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  1562. // caught by singularity test above, but I've left it in just in case
  1563. this.x = ( m32 - m23 ) / s;
  1564. this.y = ( m13 - m31 ) / s;
  1565. this.z = ( m21 - m12 ) / s;
  1566. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  1567. return this;
  1568. },
  1569. min: function ( v ) {
  1570. if ( this.x > v.x ) {
  1571. this.x = v.x;
  1572. }
  1573. if ( this.y > v.y ) {
  1574. this.y = v.y;
  1575. }
  1576. if ( this.z > v.z ) {
  1577. this.z = v.z;
  1578. }
  1579. if ( this.w > v.w ) {
  1580. this.w = v.w;
  1581. }
  1582. return this;
  1583. },
  1584. max: function ( v ) {
  1585. if ( this.x < v.x ) {
  1586. this.x = v.x;
  1587. }
  1588. if ( this.y < v.y ) {
  1589. this.y = v.y;
  1590. }
  1591. if ( this.z < v.z ) {
  1592. this.z = v.z;
  1593. }
  1594. if ( this.w < v.w ) {
  1595. this.w = v.w;
  1596. }
  1597. return this;
  1598. },
  1599. clamp: function ( min, max ) {
  1600. // This function assumes min < max, if this assumption isn't true it will not operate correctly
  1601. if ( this.x < min.x ) {
  1602. this.x = min.x;
  1603. } else if ( this.x > max.x ) {
  1604. this.x = max.x;
  1605. }
  1606. if ( this.y < min.y ) {
  1607. this.y = min.y;
  1608. } else if ( this.y > max.y ) {
  1609. this.y = max.y;
  1610. }
  1611. if ( this.z < min.z ) {
  1612. this.z = min.z;
  1613. } else if ( this.z > max.z ) {
  1614. this.z = max.z;
  1615. }
  1616. if ( this.w < min.w ) {
  1617. this.w = min.w;
  1618. } else if ( this.w > max.w ) {
  1619. this.w = max.w;
  1620. }
  1621. return this;
  1622. },
  1623. clampScalar: ( function () {
  1624. var min, max;
  1625. return function ( minVal, maxVal ) {
  1626. if ( min === undefined ) {
  1627. min = new THREE.Vector4();
  1628. max = new THREE.Vector4();
  1629. }
  1630. min.set( minVal, minVal, minVal, minVal );
  1631. max.set( maxVal, maxVal, maxVal, maxVal );
  1632. return this.clamp( min, max );
  1633. };
  1634. } )(),
  1635. floor: function () {
  1636. this.x = Math.floor( this.x );
  1637. this.y = Math.floor( this.y );
  1638. this.z = Math.floor( this.z );
  1639. this.w = Math.floor( this.w );
  1640. return this;
  1641. },
  1642. ceil: function () {
  1643. this.x = Math.ceil( this.x );
  1644. this.y = Math.ceil( this.y );
  1645. this.z = Math.ceil( this.z );
  1646. this.w = Math.ceil( this.w );
  1647. return this;
  1648. },
  1649. round: function () {
  1650. this.x = Math.round( this.x );
  1651. this.y = Math.round( this.y );
  1652. this.z = Math.round( this.z );
  1653. this.w = Math.round( this.w );
  1654. return this;
  1655. },
  1656. roundToZero: function () {
  1657. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1658. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1659. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1660. this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
  1661. return this;
  1662. },
  1663. negate: function () {
  1664. this.x = - this.x;
  1665. this.y = - this.y;
  1666. this.z = - this.z;
  1667. this.w = - this.w;
  1668. return this;
  1669. },
  1670. dot: function ( v ) {
  1671. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  1672. },
  1673. lengthSq: function () {
  1674. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  1675. },
  1676. length: function () {
  1677. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  1678. },
  1679. lengthManhattan: function () {
  1680. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  1681. },
  1682. normalize: function () {
  1683. return this.divideScalar( this.length() );
  1684. },
  1685. setLength: function ( l ) {
  1686. var oldLength = this.length();
  1687. if ( oldLength !== 0 && l !== oldLength ) {
  1688. this.multiplyScalar( l / oldLength );
  1689. }
  1690. return this;
  1691. },
  1692. lerp: function ( v, alpha ) {
  1693. this.x += ( v.x - this.x ) * alpha;
  1694. this.y += ( v.y - this.y ) * alpha;
  1695. this.z += ( v.z - this.z ) * alpha;
  1696. this.w += ( v.w - this.w ) * alpha;
  1697. return this;
  1698. },
  1699. equals: function ( v ) {
  1700. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  1701. },
  1702. fromArray: function ( array ) {
  1703. this.x = array[ 0 ];
  1704. this.y = array[ 1 ];
  1705. this.z = array[ 2 ];
  1706. this.w = array[ 3 ];
  1707. return this;
  1708. },
  1709. toArray: function () {
  1710. return [ this.x, this.y, this.z, this.w ];
  1711. },
  1712. clone: function () {
  1713. return new THREE.Vector4( this.x, this.y, this.z, this.w );
  1714. }
  1715. };
  1716. // File:src/math/Euler.js
  1717. /**
  1718. * @author mrdoob / http://mrdoob.com/
  1719. * @author WestLangley / http://github.com/WestLangley
  1720. * @author bhouston / http://exocortex.com
  1721. */
  1722. THREE.Euler = function ( x, y, z, order ) {
  1723. this._x = x || 0;
  1724. this._y = y || 0;
  1725. this._z = z || 0;
  1726. this._order = order || THREE.Euler.DefaultOrder;
  1727. };
  1728. THREE.Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  1729. THREE.Euler.DefaultOrder = 'XYZ';
  1730. THREE.Euler.prototype = {
  1731. constructor: THREE.Euler,
  1732. _x: 0, _y: 0, _z: 0, _order: THREE.Euler.DefaultOrder,
  1733. get x () {
  1734. return this._x;
  1735. },
  1736. set x ( value ) {
  1737. this._x = value;
  1738. this.onChangeCallback();
  1739. },
  1740. get y () {
  1741. return this._y;
  1742. },
  1743. set y ( value ) {
  1744. this._y = value;
  1745. this.onChangeCallback();
  1746. },
  1747. get z () {
  1748. return this._z;
  1749. },
  1750. set z ( value ) {
  1751. this._z = value;
  1752. this.onChangeCallback();
  1753. },
  1754. get order () {
  1755. return this._order;
  1756. },
  1757. set order ( value ) {
  1758. this._order = value;
  1759. this.onChangeCallback();
  1760. },
  1761. set: function ( x, y, z, order ) {
  1762. this._x = x;
  1763. this._y = y;
  1764. this._z = z;
  1765. this._order = order || this._order;
  1766. this.onChangeCallback();
  1767. return this;
  1768. },
  1769. copy: function ( euler ) {
  1770. this._x = euler._x;
  1771. this._y = euler._y;
  1772. this._z = euler._z;
  1773. this._order = euler._order;
  1774. this.onChangeCallback();
  1775. return this;
  1776. },
  1777. setFromRotationMatrix: function ( m, order ) {
  1778. var clamp = THREE.Math.clamp;
  1779. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1780. var te = m.elements;
  1781. var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  1782. var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  1783. var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  1784. order = order || this._order;
  1785. if ( order === 'XYZ' ) {
  1786. this._y = Math.asin( clamp( m13, - 1, 1 ) );
  1787. if ( Math.abs( m13 ) < 0.99999 ) {
  1788. this._x = Math.atan2( - m23, m33 );
  1789. this._z = Math.atan2( - m12, m11 );
  1790. } else {
  1791. this._x = Math.atan2( m32, m22 );
  1792. this._z = 0;
  1793. }
  1794. } else if ( order === 'YXZ' ) {
  1795. this._x = Math.asin( - clamp( m23, - 1, 1 ) );
  1796. if ( Math.abs( m23 ) < 0.99999 ) {
  1797. this._y = Math.atan2( m13, m33 );
  1798. this._z = Math.atan2( m21, m22 );
  1799. } else {
  1800. this._y = Math.atan2( - m31, m11 );
  1801. this._z = 0;
  1802. }
  1803. } else if ( order === 'ZXY' ) {
  1804. this._x = Math.asin( clamp( m32, - 1, 1 ) );
  1805. if ( Math.abs( m32 ) < 0.99999 ) {
  1806. this._y = Math.atan2( - m31, m33 );
  1807. this._z = Math.atan2( - m12, m22 );
  1808. } else {
  1809. this._y = 0;
  1810. this._z = Math.atan2( m21, m11 );
  1811. }
  1812. } else if ( order === 'ZYX' ) {
  1813. this._y = Math.asin( - clamp( m31, - 1, 1 ) );
  1814. if ( Math.abs( m31 ) < 0.99999 ) {
  1815. this._x = Math.atan2( m32, m33 );
  1816. this._z = Math.atan2( m21, m11 );
  1817. } else {
  1818. this._x = 0;
  1819. this._z = Math.atan2( - m12, m22 );
  1820. }
  1821. } else if ( order === 'YZX' ) {
  1822. this._z = Math.asin( clamp( m21, - 1, 1 ) );
  1823. if ( Math.abs( m21 ) < 0.99999 ) {
  1824. this._x = Math.atan2( - m23, m22 );
  1825. this._y = Math.atan2( - m31, m11 );
  1826. } else {
  1827. this._x = 0;
  1828. this._y = Math.atan2( m13, m33 );
  1829. }
  1830. } else if ( order === 'XZY' ) {
  1831. this._z = Math.asin( - clamp( m12, - 1, 1 ) );
  1832. if ( Math.abs( m12 ) < 0.99999 ) {
  1833. this._x = Math.atan2( m32, m22 );
  1834. this._y = Math.atan2( m13, m11 );
  1835. } else {
  1836. this._x = Math.atan2( - m23, m33 );
  1837. this._y = 0;
  1838. }
  1839. } else {
  1840. console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order )
  1841. }
  1842. this._order = order;
  1843. this.onChangeCallback();
  1844. return this;
  1845. },
  1846. setFromQuaternion: function ( q, order, update ) {
  1847. var clamp = THREE.Math.clamp;
  1848. // q is assumed to be normalized
  1849. // http://www.mathworks.com/matlabcentral/fileexchange/20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/content/SpinCalc.m
  1850. var sqx = q.x * q.x;
  1851. var sqy = q.y * q.y;
  1852. var sqz = q.z * q.z;
  1853. var sqw = q.w * q.w;
  1854. order = order || this._order;
  1855. if ( order === 'XYZ' ) {
  1856. this._x = Math.atan2( 2 * ( q.x * q.w - q.y * q.z ), ( sqw - sqx - sqy + sqz ) );
  1857. this._y = Math.asin( clamp( 2 * ( q.x * q.z + q.y * q.w ), - 1, 1 ) );
  1858. this._z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw + sqx - sqy - sqz ) );
  1859. } else if ( order === 'YXZ' ) {
  1860. this._x = Math.asin( clamp( 2 * ( q.x * q.w - q.y * q.z ), - 1, 1 ) );
  1861. this._y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw - sqx - sqy + sqz ) );
  1862. this._z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw - sqx + sqy - sqz ) );
  1863. } else if ( order === 'ZXY' ) {
  1864. this._x = Math.asin( clamp( 2 * ( q.x * q.w + q.y * q.z ), - 1, 1 ) );
  1865. this._y = Math.atan2( 2 * ( q.y * q.w - q.z * q.x ), ( sqw - sqx - sqy + sqz ) );
  1866. this._z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw - sqx + sqy - sqz ) );
  1867. } else if ( order === 'ZYX' ) {
  1868. this._x = Math.atan2( 2 * ( q.x * q.w + q.z * q.y ), ( sqw - sqx - sqy + sqz ) );
  1869. this._y = Math.asin( clamp( 2 * ( q.y * q.w - q.x * q.z ), - 1, 1 ) );
  1870. this._z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw + sqx - sqy - sqz ) );
  1871. } else if ( order === 'YZX' ) {
  1872. this._x = Math.atan2( 2 * ( q.x * q.w - q.z * q.y ), ( sqw - sqx + sqy - sqz ) );
  1873. this._y = Math.atan2( 2 * ( q.y * q.w - q.x * q.z ), ( sqw + sqx - sqy - sqz ) );
  1874. this._z = Math.asin( clamp( 2 * ( q.x * q.y + q.z * q.w ), - 1, 1 ) );
  1875. } else if ( order === 'XZY' ) {
  1876. this._x = Math.atan2( 2 * ( q.x * q.w + q.y * q.z ), ( sqw - sqx + sqy - sqz ) );
  1877. this._y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw + sqx - sqy - sqz ) );
  1878. this._z = Math.asin( clamp( 2 * ( q.z * q.w - q.x * q.y ), - 1, 1 ) );
  1879. } else {
  1880. console.warn( 'THREE.Euler: .setFromQuaternion() given unsupported order: ' + order )
  1881. }
  1882. this._order = order;
  1883. if ( update !== false ) this.onChangeCallback();
  1884. return this;
  1885. },
  1886. reorder: function () {
  1887. // WARNING: this discards revolution information -bhouston
  1888. var q = new THREE.Quaternion();
  1889. return function ( newOrder ) {
  1890. q.setFromEuler( this );
  1891. this.setFromQuaternion( q, newOrder );
  1892. };
  1893. }(),
  1894. equals: function ( euler ) {
  1895. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  1896. },
  1897. fromArray: function ( array ) {
  1898. this._x = array[ 0 ];
  1899. this._y = array[ 1 ];
  1900. this._z = array[ 2 ];
  1901. if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
  1902. this.onChangeCallback();
  1903. return this;
  1904. },
  1905. toArray: function () {
  1906. return [ this._x, this._y, this._z, this._order ];
  1907. },
  1908. onChange: function ( callback ) {
  1909. this.onChangeCallback = callback;
  1910. return this;
  1911. },
  1912. onChangeCallback: function () {},
  1913. clone: function () {
  1914. return new THREE.Euler( this._x, this._y, this._z, this._order );
  1915. }
  1916. };
  1917. // File:src/math/Line3.js
  1918. /**
  1919. * @author bhouston / http://exocortex.com
  1920. */
  1921. THREE.Line3 = function ( start, end ) {
  1922. this.start = ( start !== undefined ) ? start : new THREE.Vector3();
  1923. this.end = ( end !== undefined ) ? end : new THREE.Vector3();
  1924. };
  1925. THREE.Line3.prototype = {
  1926. constructor: THREE.Line3,
  1927. set: function ( start, end ) {
  1928. this.start.copy( start );
  1929. this.end.copy( end );
  1930. return this;
  1931. },
  1932. copy: function ( line ) {
  1933. this.start.copy( line.start );
  1934. this.end.copy( line.end );
  1935. return this;
  1936. },
  1937. center: function ( optionalTarget ) {
  1938. var result = optionalTarget || new THREE.Vector3();
  1939. return result.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  1940. },
  1941. delta: function ( optionalTarget ) {
  1942. var result = optionalTarget || new THREE.Vector3();
  1943. return result.subVectors( this.end, this.start );
  1944. },
  1945. distanceSq: function () {
  1946. return this.start.distanceToSquared( this.end );
  1947. },
  1948. distance: function () {
  1949. return this.start.distanceTo( this.end );
  1950. },
  1951. at: function ( t, optionalTarget ) {
  1952. var result = optionalTarget || new THREE.Vector3();
  1953. return this.delta( result ).multiplyScalar( t ).add( this.start );
  1954. },
  1955. closestPointToPointParameter: function () {
  1956. var startP = new THREE.Vector3();
  1957. var startEnd = new THREE.Vector3();
  1958. return function ( point, clampToLine ) {
  1959. startP.subVectors( point, this.start );
  1960. startEnd.subVectors( this.end, this.start );
  1961. var startEnd2 = startEnd.dot( startEnd );
  1962. var startEnd_startP = startEnd.dot( startP );
  1963. var t = startEnd_startP / startEnd2;
  1964. if ( clampToLine ) {
  1965. t = THREE.Math.clamp( t, 0, 1 );
  1966. }
  1967. return t;
  1968. };
  1969. }(),
  1970. closestPointToPoint: function ( point, clampToLine, optionalTarget ) {
  1971. var t = this.closestPointToPointParameter( point, clampToLine );
  1972. var result = optionalTarget || new THREE.Vector3();
  1973. return this.delta( result ).multiplyScalar( t ).add( this.start );
  1974. },
  1975. applyMatrix4: function ( matrix ) {
  1976. this.start.applyMatrix4( matrix );
  1977. this.end.applyMatrix4( matrix );
  1978. return this;
  1979. },
  1980. equals: function ( line ) {
  1981. return line.start.equals( this.start ) && line.end.equals( this.end );
  1982. },
  1983. clone: function () {
  1984. return new THREE.Line3().copy( this );
  1985. }
  1986. };
  1987. // File:src/math/Box2.js
  1988. /**
  1989. * @author bhouston / http://exocortex.com
  1990. */
  1991. THREE.Box2 = function ( min, max ) {
  1992. this.min = ( min !== undefined ) ? min : new THREE.Vector2( Infinity, Infinity );
  1993. this.max = ( max !== undefined ) ? max : new THREE.Vector2( - Infinity, - Infinity );
  1994. };
  1995. THREE.Box2.prototype = {
  1996. constructor: THREE.Box2,
  1997. set: function ( min, max ) {
  1998. this.min.copy( min );
  1999. this.max.copy( max );
  2000. return this;
  2001. },
  2002. setFromPoints: function ( points ) {
  2003. this.makeEmpty();
  2004. for ( var i = 0, il = points.length; i < il; i ++ ) {
  2005. this.expandByPoint( points[ i ] )
  2006. }
  2007. return this;
  2008. },
  2009. setFromCenterAndSize: function () {
  2010. var v1 = new THREE.Vector2();
  2011. return function ( center, size ) {
  2012. var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
  2013. this.min.copy( center ).sub( halfSize );
  2014. this.max.copy( center ).add( halfSize );
  2015. return this;
  2016. };
  2017. }(),
  2018. copy: function ( box ) {
  2019. this.min.copy( box.min );
  2020. this.max.copy( box.max );
  2021. return this;
  2022. },
  2023. makeEmpty: function () {
  2024. this.min.x = this.min.y = Infinity;
  2025. this.max.x = this.max.y = - Infinity;
  2026. return this;
  2027. },
  2028. empty: function () {
  2029. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  2030. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  2031. },
  2032. center: function ( optionalTarget ) {
  2033. var result = optionalTarget || new THREE.Vector2();
  2034. return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  2035. },
  2036. size: function ( optionalTarget ) {
  2037. var result = optionalTarget || new THREE.Vector2();
  2038. return result.subVectors( this.max, this.min );
  2039. },
  2040. expandByPoint: function ( point ) {
  2041. this.min.min( point );
  2042. this.max.max( point );
  2043. return this;
  2044. },
  2045. expandByVector: function ( vector ) {
  2046. this.min.sub( vector );
  2047. this.max.add( vector );
  2048. return this;
  2049. },
  2050. expandByScalar: function ( scalar ) {
  2051. this.min.addScalar( - scalar );
  2052. this.max.addScalar( scalar );
  2053. return this;
  2054. },
  2055. containsPoint: function ( point ) {
  2056. if ( point.x < this.min.x || point.x > this.max.x ||
  2057. point.y < this.min.y || point.y > this.max.y ) {
  2058. return false;
  2059. }
  2060. return true;
  2061. },
  2062. containsBox: function ( box ) {
  2063. if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) &&
  2064. ( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) ) {
  2065. return true;
  2066. }
  2067. return false;
  2068. },
  2069. getParameter: function ( point, optionalTarget ) {
  2070. // This can potentially have a divide by zero if the box
  2071. // has a size dimension of 0.
  2072. var result = optionalTarget || new THREE.Vector2();
  2073. return result.set(
  2074. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  2075. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  2076. );
  2077. },
  2078. isIntersectionBox: function ( box ) {
  2079. // using 6 splitting planes to rule out intersections.
  2080. if ( box.max.x < this.min.x || box.min.x > this.max.x ||
  2081. box.max.y < this.min.y || box.min.y > this.max.y ) {
  2082. return false;
  2083. }
  2084. return true;
  2085. },
  2086. clampPoint: function ( point, optionalTarget ) {
  2087. var result = optionalTarget || new THREE.Vector2();
  2088. return result.copy( point ).clamp( this.min, this.max );
  2089. },
  2090. distanceToPoint: function () {
  2091. var v1 = new THREE.Vector2();
  2092. return function ( point ) {
  2093. var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
  2094. return clampedPoint.sub( point ).length();
  2095. };
  2096. }(),
  2097. intersect: function ( box ) {
  2098. this.min.max( box.min );
  2099. this.max.min( box.max );
  2100. return this;
  2101. },
  2102. union: function ( box ) {
  2103. this.min.min( box.min );
  2104. this.max.max( box.max );
  2105. return this;
  2106. },
  2107. translate: function ( offset ) {
  2108. this.min.add( offset );
  2109. this.max.add( offset );
  2110. return this;
  2111. },
  2112. equals: function ( box ) {
  2113. return box.min.equals( this.min ) && box.max.equals( this.max );
  2114. },
  2115. clone: function () {
  2116. return new THREE.Box2().copy( this );
  2117. }
  2118. };
  2119. // File:src/math/Box3.js
  2120. /**
  2121. * @author bhouston / http://exocortex.com
  2122. * @author WestLangley / http://github.com/WestLangley
  2123. */
  2124. THREE.Box3 = function ( min, max ) {
  2125. this.min = ( min !== undefined ) ? min : new THREE.Vector3( Infinity, Infinity, Infinity );
  2126. this.max = ( max !== undefined ) ? max : new THREE.Vector3( - Infinity, - Infinity, - Infinity );
  2127. };
  2128. THREE.Box3.prototype = {
  2129. constructor: THREE.Box3,
  2130. set: function ( min, max ) {
  2131. this.min.copy( min );
  2132. this.max.copy( max );
  2133. return this;
  2134. },
  2135. setFromPoints: function ( points ) {
  2136. this.makeEmpty();
  2137. for ( var i = 0, il = points.length; i < il; i ++ ) {
  2138. this.expandByPoint( points[ i ] )
  2139. }
  2140. return this;
  2141. },
  2142. setFromCenterAndSize: function () {
  2143. var v1 = new THREE.Vector3();
  2144. return function ( center, size ) {
  2145. var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
  2146. this.min.copy( center ).sub( halfSize );
  2147. this.max.copy( center ).add( halfSize );
  2148. return this;
  2149. };
  2150. }(),
  2151. setFromObject: function () {
  2152. // Computes the world-axis-aligned bounding box of an object (including its children),
  2153. // accounting for both the object's, and childrens', world transforms
  2154. var v1 = new THREE.Vector3();
  2155. return function ( object ) {
  2156. var scope = this;
  2157. object.updateMatrixWorld( true );
  2158. this.makeEmpty();
  2159. object.traverse( function ( node ) {
  2160. var geometry = node.geometry;
  2161. if ( geometry !== undefined ) {
  2162. if ( geometry instanceof THREE.Geometry ) {
  2163. var vertices = geometry.vertices;
  2164. for ( var i = 0, il = vertices.length; i < il; i ++ ) {
  2165. v1.copy( vertices[ i ] );
  2166. v1.applyMatrix4( node.matrixWorld );
  2167. scope.expandByPoint( v1 );
  2168. }
  2169. } else if ( geometry instanceof THREE.BufferGeometry && geometry.attributes[ 'position' ] !== undefined ) {
  2170. var positions = geometry.attributes[ 'position' ].array;
  2171. for ( var i = 0, il = positions.length; i < il; i += 3 ) {
  2172. v1.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
  2173. v1.applyMatrix4( node.matrixWorld );
  2174. scope.expandByPoint( v1 );
  2175. }
  2176. }
  2177. }
  2178. } );
  2179. return this;
  2180. };
  2181. }(),
  2182. copy: function ( box ) {
  2183. this.min.copy( box.min );
  2184. this.max.copy( box.max );
  2185. return this;
  2186. },
  2187. makeEmpty: function () {
  2188. this.min.x = this.min.y = this.min.z = Infinity;
  2189. this.max.x = this.max.y = this.max.z = - Infinity;
  2190. return this;
  2191. },
  2192. empty: function () {
  2193. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  2194. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  2195. },
  2196. center: function ( optionalTarget ) {
  2197. var result = optionalTarget || new THREE.Vector3();
  2198. return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  2199. },
  2200. size: function ( optionalTarget ) {
  2201. var result = optionalTarget || new THREE.Vector3();
  2202. return result.subVectors( this.max, this.min );
  2203. },
  2204. expandByPoint: function ( point ) {
  2205. this.min.min( point );
  2206. this.max.max( point );
  2207. return this;
  2208. },
  2209. expandByVector: function ( vector ) {
  2210. this.min.sub( vector );
  2211. this.max.add( vector );
  2212. return this;
  2213. },
  2214. expandByScalar: function ( scalar ) {
  2215. this.min.addScalar( - scalar );
  2216. this.max.addScalar( scalar );
  2217. return this;
  2218. },
  2219. containsPoint: function ( point ) {
  2220. if ( point.x < this.min.x || point.x > this.max.x ||
  2221. point.y < this.min.y || point.y > this.max.y ||
  2222. point.z < this.min.z || point.z > this.max.z ) {
  2223. return false;
  2224. }
  2225. return true;
  2226. },
  2227. containsBox: function ( box ) {
  2228. if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) &&
  2229. ( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) &&
  2230. ( this.min.z <= box.min.z ) && ( box.max.z <= this.max.z ) ) {
  2231. return true;
  2232. }
  2233. return false;
  2234. },
  2235. getParameter: function ( point, optionalTarget ) {
  2236. // This can potentially have a divide by zero if the box
  2237. // has a size dimension of 0.
  2238. var result = optionalTarget || new THREE.Vector3();
  2239. return result.set(
  2240. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  2241. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  2242. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  2243. );
  2244. },
  2245. isIntersectionBox: function ( box ) {
  2246. // using 6 splitting planes to rule out intersections.
  2247. if ( box.max.x < this.min.x || box.min.x > this.max.x ||
  2248. box.max.y < this.min.y || box.min.y > this.max.y ||
  2249. box.max.z < this.min.z || box.min.z > this.max.z ) {
  2250. return false;
  2251. }
  2252. return true;
  2253. },
  2254. clampPoint: function ( point, optionalTarget ) {
  2255. var result = optionalTarget || new THREE.Vector3();
  2256. return result.copy( point ).clamp( this.min, this.max );
  2257. },
  2258. distanceToPoint: function () {
  2259. var v1 = new THREE.Vector3();
  2260. return function ( point ) {
  2261. var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
  2262. return clampedPoint.sub( point ).length();
  2263. };
  2264. }(),
  2265. getBoundingSphere: function () {
  2266. var v1 = new THREE.Vector3();
  2267. return function ( optionalTarget ) {
  2268. var result = optionalTarget || new THREE.Sphere();
  2269. result.center = this.center();
  2270. result.radius = this.size( v1 ).length() * 0.5;
  2271. return result;
  2272. };
  2273. }(),
  2274. intersect: function ( box ) {
  2275. this.min.max( box.min );
  2276. this.max.min( box.max );
  2277. return this;
  2278. },
  2279. union: function ( box ) {
  2280. this.min.min( box.min );
  2281. this.max.max( box.max );
  2282. return this;
  2283. },
  2284. applyMatrix4: function () {
  2285. var points = [
  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. new THREE.Vector3(),
  2293. new THREE.Vector3()
  2294. ];
  2295. return function ( matrix ) {
  2296. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  2297. points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  2298. points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  2299. points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  2300. points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  2301. points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  2302. points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  2303. points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  2304. points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  2305. this.makeEmpty();
  2306. this.setFromPoints( points );
  2307. return this;
  2308. };
  2309. }(),
  2310. translate: function ( offset ) {
  2311. this.min.add( offset );
  2312. this.max.add( offset );
  2313. return this;
  2314. },
  2315. equals: function ( box ) {
  2316. return box.min.equals( this.min ) && box.max.equals( this.max );
  2317. },
  2318. clone: function () {
  2319. return new THREE.Box3().copy( this );
  2320. }
  2321. };
  2322. // File:src/math/Matrix3.js
  2323. /**
  2324. * @author alteredq / http://alteredqualia.com/
  2325. * @author WestLangley / http://github.com/WestLangley
  2326. * @author bhouston / http://exocortex.com
  2327. */
  2328. THREE.Matrix3 = function () {
  2329. this.elements = new Float32Array( [
  2330. 1, 0, 0,
  2331. 0, 1, 0,
  2332. 0, 0, 1
  2333. ] );
  2334. if ( arguments.length > 0 ) {
  2335. console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
  2336. }
  2337. };
  2338. THREE.Matrix3.prototype = {
  2339. constructor: THREE.Matrix3,
  2340. set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  2341. var te = this.elements;
  2342. te[ 0 ] = n11; te[ 3 ] = n12; te[ 6 ] = n13;
  2343. te[ 1 ] = n21; te[ 4 ] = n22; te[ 7 ] = n23;
  2344. te[ 2 ] = n31; te[ 5 ] = n32; te[ 8 ] = n33;
  2345. return this;
  2346. },
  2347. identity: function () {
  2348. this.set(
  2349. 1, 0, 0,
  2350. 0, 1, 0,
  2351. 0, 0, 1
  2352. );
  2353. return this;
  2354. },
  2355. copy: function ( m ) {
  2356. var me = m.elements;
  2357. this.set(
  2358. me[ 0 ], me[ 3 ], me[ 6 ],
  2359. me[ 1 ], me[ 4 ], me[ 7 ],
  2360. me[ 2 ], me[ 5 ], me[ 8 ]
  2361. );
  2362. return this;
  2363. },
  2364. multiplyVector3: function ( vector ) {
  2365. console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
  2366. return vector.applyMatrix3( this );
  2367. },
  2368. multiplyVector3Array: function ( a ) {
  2369. console.warn( 'THREE.Matrix3: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' );
  2370. return this.applyToVector3Array( a );
  2371. },
  2372. applyToVector3Array: function () {
  2373. var v1 = new THREE.Vector3();
  2374. return function ( array, offset, length ) {
  2375. if ( offset === undefined ) offset = 0;
  2376. if ( length === undefined ) length = array.length;
  2377. for ( var i = 0, j = offset, il; i < length; i += 3, j += 3 ) {
  2378. v1.x = array[ j ];
  2379. v1.y = array[ j + 1 ];
  2380. v1.z = array[ j + 2 ];
  2381. v1.applyMatrix3( this );
  2382. array[ j ] = v1.x;
  2383. array[ j + 1 ] = v1.y;
  2384. array[ j + 2 ] = v1.z;
  2385. }
  2386. return array;
  2387. };
  2388. }(),
  2389. multiplyScalar: function ( s ) {
  2390. var te = this.elements;
  2391. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  2392. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  2393. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  2394. return this;
  2395. },
  2396. determinant: function () {
  2397. var te = this.elements;
  2398. var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  2399. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  2400. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  2401. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  2402. },
  2403. getInverse: function ( matrix, throwOnInvertible ) {
  2404. // input: THREE.Matrix4
  2405. // ( based on http://code.google.com/p/webgl-mjs/ )
  2406. var me = matrix.elements;
  2407. var te = this.elements;
  2408. te[ 0 ] = me[ 10 ] * me[ 5 ] - me[ 6 ] * me[ 9 ];
  2409. te[ 1 ] = - me[ 10 ] * me[ 1 ] + me[ 2 ] * me[ 9 ];
  2410. te[ 2 ] = me[ 6 ] * me[ 1 ] - me[ 2 ] * me[ 5 ];
  2411. te[ 3 ] = - me[ 10 ] * me[ 4 ] + me[ 6 ] * me[ 8 ];
  2412. te[ 4 ] = me[ 10 ] * me[ 0 ] - me[ 2 ] * me[ 8 ];
  2413. te[ 5 ] = - me[ 6 ] * me[ 0 ] + me[ 2 ] * me[ 4 ];
  2414. te[ 6 ] = me[ 9 ] * me[ 4 ] - me[ 5 ] * me[ 8 ];
  2415. te[ 7 ] = - me[ 9 ] * me[ 0 ] + me[ 1 ] * me[ 8 ];
  2416. te[ 8 ] = me[ 5 ] * me[ 0 ] - me[ 1 ] * me[ 4 ];
  2417. var det = me[ 0 ] * te[ 0 ] + me[ 1 ] * te[ 3 ] + me[ 2 ] * te[ 6 ];
  2418. // no inverse
  2419. if ( det === 0 ) {
  2420. var msg = "Matrix3.getInverse(): can't invert matrix, determinant is 0";
  2421. if ( throwOnInvertible || false ) {
  2422. throw new Error( msg );
  2423. } else {
  2424. console.warn( msg );
  2425. }
  2426. this.identity();
  2427. return this;
  2428. }
  2429. this.multiplyScalar( 1.0 / det );
  2430. return this;
  2431. },
  2432. transpose: function () {
  2433. var tmp, m = this.elements;
  2434. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  2435. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  2436. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  2437. return this;
  2438. },
  2439. flattenToArrayOffset: function ( array, offset ) {
  2440. var te = this.elements;
  2441. array[ offset ] = te[ 0 ];
  2442. array[ offset + 1 ] = te[ 1 ];
  2443. array[ offset + 2 ] = te[ 2 ];
  2444. array[ offset + 3 ] = te[ 3 ];
  2445. array[ offset + 4 ] = te[ 4 ];
  2446. array[ offset + 5 ] = te[ 5 ];
  2447. array[ offset + 6 ] = te[ 6 ];
  2448. array[ offset + 7 ] = te[ 7 ];
  2449. array[ offset + 8 ] = te[ 8 ];
  2450. return array;
  2451. },
  2452. getNormalMatrix: function ( m ) {
  2453. // input: THREE.Matrix4
  2454. this.getInverse( m ).transpose();
  2455. return this;
  2456. },
  2457. transposeIntoArray: function ( r ) {
  2458. var m = this.elements;
  2459. r[ 0 ] = m[ 0 ];
  2460. r[ 1 ] = m[ 3 ];
  2461. r[ 2 ] = m[ 6 ];
  2462. r[ 3 ] = m[ 1 ];
  2463. r[ 4 ] = m[ 4 ];
  2464. r[ 5 ] = m[ 7 ];
  2465. r[ 6 ] = m[ 2 ];
  2466. r[ 7 ] = m[ 5 ];
  2467. r[ 8 ] = m[ 8 ];
  2468. return this;
  2469. },
  2470. fromArray: function ( array ) {
  2471. this.elements.set( array );
  2472. return this;
  2473. },
  2474. toArray: function () {
  2475. var te = this.elements;
  2476. return [
  2477. te[ 0 ], te[ 1 ], te[ 2 ],
  2478. te[ 3 ], te[ 4 ], te[ 5 ],
  2479. te[ 6 ], te[ 7 ], te[ 8 ]
  2480. ];
  2481. },
  2482. clone: function () {
  2483. return new THREE.Matrix3().fromArray( this.elements );
  2484. }
  2485. };
  2486. // File:src/math/Matrix4.js
  2487. /**
  2488. * @author mrdoob / http://mrdoob.com/
  2489. * @author supereggbert / http://www.paulbrunt.co.uk/
  2490. * @author philogb / http://blog.thejit.org/
  2491. * @author jordi_ros / http://plattsoft.com
  2492. * @author D1plo1d / http://github.com/D1plo1d
  2493. * @author alteredq / http://alteredqualia.com/
  2494. * @author mikael emtinger / http://gomo.se/
  2495. * @author timknip / http://www.floorplanner.com/
  2496. * @author bhouston / http://exocortex.com
  2497. * @author WestLangley / http://github.com/WestLangley
  2498. */
  2499. THREE.Matrix4 = function () {
  2500. this.elements = new Float32Array( [
  2501. 1, 0, 0, 0,
  2502. 0, 1, 0, 0,
  2503. 0, 0, 1, 0,
  2504. 0, 0, 0, 1
  2505. ] );
  2506. if ( arguments.length > 0 ) {
  2507. console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
  2508. }
  2509. };
  2510. THREE.Matrix4.prototype = {
  2511. constructor: THREE.Matrix4,
  2512. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  2513. var te = this.elements;
  2514. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  2515. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  2516. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  2517. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  2518. return this;
  2519. },
  2520. identity: function () {
  2521. this.set(
  2522. 1, 0, 0, 0,
  2523. 0, 1, 0, 0,
  2524. 0, 0, 1, 0,
  2525. 0, 0, 0, 1
  2526. );
  2527. return this;
  2528. },
  2529. copy: function ( m ) {
  2530. this.elements.set( m.elements );
  2531. return this;
  2532. },
  2533. extractPosition: function ( m ) {
  2534. console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
  2535. return this.copyPosition( m );
  2536. },
  2537. copyPosition: function ( m ) {
  2538. var te = this.elements;
  2539. var me = m.elements;
  2540. te[ 12 ] = me[ 12 ];
  2541. te[ 13 ] = me[ 13 ];
  2542. te[ 14 ] = me[ 14 ];
  2543. return this;
  2544. },
  2545. extractRotation: function () {
  2546. var v1 = new THREE.Vector3();
  2547. return function ( m ) {
  2548. var te = this.elements;
  2549. var me = m.elements;
  2550. var scaleX = 1 / v1.set( me[ 0 ], me[ 1 ], me[ 2 ] ).length();
  2551. var scaleY = 1 / v1.set( me[ 4 ], me[ 5 ], me[ 6 ] ).length();
  2552. var scaleZ = 1 / v1.set( me[ 8 ], me[ 9 ], me[ 10 ] ).length();
  2553. te[ 0 ] = me[ 0 ] * scaleX;
  2554. te[ 1 ] = me[ 1 ] * scaleX;
  2555. te[ 2 ] = me[ 2 ] * scaleX;
  2556. te[ 4 ] = me[ 4 ] * scaleY;
  2557. te[ 5 ] = me[ 5 ] * scaleY;
  2558. te[ 6 ] = me[ 6 ] * scaleY;
  2559. te[ 8 ] = me[ 8 ] * scaleZ;
  2560. te[ 9 ] = me[ 9 ] * scaleZ;
  2561. te[ 10 ] = me[ 10 ] * scaleZ;
  2562. return this;
  2563. };
  2564. }(),
  2565. makeRotationFromEuler: function ( euler ) {
  2566. if ( euler instanceof THREE.Euler === false ) {
  2567. console.error( 'THREE.Matrix: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  2568. }
  2569. var te = this.elements;
  2570. var x = euler.x, y = euler.y, z = euler.z;
  2571. var a = Math.cos( x ), b = Math.sin( x );
  2572. var c = Math.cos( y ), d = Math.sin( y );
  2573. var e = Math.cos( z ), f = Math.sin( z );
  2574. if ( euler.order === 'XYZ' ) {
  2575. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2576. te[ 0 ] = c * e;
  2577. te[ 4 ] = - c * f;
  2578. te[ 8 ] = d;
  2579. te[ 1 ] = af + be * d;
  2580. te[ 5 ] = ae - bf * d;
  2581. te[ 9 ] = - b * c;
  2582. te[ 2 ] = bf - ae * d;
  2583. te[ 6 ] = be + af * d;
  2584. te[ 10 ] = a * c;
  2585. } else if ( euler.order === 'YXZ' ) {
  2586. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2587. te[ 0 ] = ce + df * b;
  2588. te[ 4 ] = de * b - cf;
  2589. te[ 8 ] = a * d;
  2590. te[ 1 ] = a * f;
  2591. te[ 5 ] = a * e;
  2592. te[ 9 ] = - b;
  2593. te[ 2 ] = cf * b - de;
  2594. te[ 6 ] = df + ce * b;
  2595. te[ 10 ] = a * c;
  2596. } else if ( euler.order === 'ZXY' ) {
  2597. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2598. te[ 0 ] = ce - df * b;
  2599. te[ 4 ] = - a * f;
  2600. te[ 8 ] = de + cf * b;
  2601. te[ 1 ] = cf + de * b;
  2602. te[ 5 ] = a * e;
  2603. te[ 9 ] = df - ce * b;
  2604. te[ 2 ] = - a * d;
  2605. te[ 6 ] = b;
  2606. te[ 10 ] = a * c;
  2607. } else if ( euler.order === 'ZYX' ) {
  2608. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2609. te[ 0 ] = c * e;
  2610. te[ 4 ] = be * d - af;
  2611. te[ 8 ] = ae * d + bf;
  2612. te[ 1 ] = c * f;
  2613. te[ 5 ] = bf * d + ae;
  2614. te[ 9 ] = af * d - be;
  2615. te[ 2 ] = - d;
  2616. te[ 6 ] = b * c;
  2617. te[ 10 ] = a * c;
  2618. } else if ( euler.order === 'YZX' ) {
  2619. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2620. te[ 0 ] = c * e;
  2621. te[ 4 ] = bd - ac * f;
  2622. te[ 8 ] = bc * f + ad;
  2623. te[ 1 ] = f;
  2624. te[ 5 ] = a * e;
  2625. te[ 9 ] = - b * e;
  2626. te[ 2 ] = - d * e;
  2627. te[ 6 ] = ad * f + bc;
  2628. te[ 10 ] = ac - bd * f;
  2629. } else if ( euler.order === 'XZY' ) {
  2630. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2631. te[ 0 ] = c * e;
  2632. te[ 4 ] = - f;
  2633. te[ 8 ] = d * e;
  2634. te[ 1 ] = ac * f + bd;
  2635. te[ 5 ] = a * e;
  2636. te[ 9 ] = ad * f - bc;
  2637. te[ 2 ] = bc * f - ad;
  2638. te[ 6 ] = b * e;
  2639. te[ 10 ] = bd * f + ac;
  2640. }
  2641. // last column
  2642. te[ 3 ] = 0;
  2643. te[ 7 ] = 0;
  2644. te[ 11 ] = 0;
  2645. // bottom row
  2646. te[ 12 ] = 0;
  2647. te[ 13 ] = 0;
  2648. te[ 14 ] = 0;
  2649. te[ 15 ] = 1;
  2650. return this;
  2651. },
  2652. setRotationFromQuaternion: function ( q ) {
  2653. console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
  2654. return this.makeRotationFromQuaternion( q );
  2655. },
  2656. makeRotationFromQuaternion: function ( q ) {
  2657. var te = this.elements;
  2658. var x = q.x, y = q.y, z = q.z, w = q.w;
  2659. var x2 = x + x, y2 = y + y, z2 = z + z;
  2660. var xx = x * x2, xy = x * y2, xz = x * z2;
  2661. var yy = y * y2, yz = y * z2, zz = z * z2;
  2662. var wx = w * x2, wy = w * y2, wz = w * z2;
  2663. te[ 0 ] = 1 - ( yy + zz );
  2664. te[ 4 ] = xy - wz;
  2665. te[ 8 ] = xz + wy;
  2666. te[ 1 ] = xy + wz;
  2667. te[ 5 ] = 1 - ( xx + zz );
  2668. te[ 9 ] = yz - wx;
  2669. te[ 2 ] = xz - wy;
  2670. te[ 6 ] = yz + wx;
  2671. te[ 10 ] = 1 - ( xx + yy );
  2672. // last column
  2673. te[ 3 ] = 0;
  2674. te[ 7 ] = 0;
  2675. te[ 11 ] = 0;
  2676. // bottom row
  2677. te[ 12 ] = 0;
  2678. te[ 13 ] = 0;
  2679. te[ 14 ] = 0;
  2680. te[ 15 ] = 1;
  2681. return this;
  2682. },
  2683. lookAt: function () {
  2684. var x = new THREE.Vector3();
  2685. var y = new THREE.Vector3();
  2686. var z = new THREE.Vector3();
  2687. return function ( eye, target, up ) {
  2688. var te = this.elements;
  2689. z.subVectors( eye, target ).normalize();
  2690. if ( z.length() === 0 ) {
  2691. z.z = 1;
  2692. }
  2693. x.crossVectors( up, z ).normalize();
  2694. if ( x.length() === 0 ) {
  2695. z.x += 0.0001;
  2696. x.crossVectors( up, z ).normalize();
  2697. }
  2698. y.crossVectors( z, x );
  2699. te[ 0 ] = x.x; te[ 4 ] = y.x; te[ 8 ] = z.x;
  2700. te[ 1 ] = x.y; te[ 5 ] = y.y; te[ 9 ] = z.y;
  2701. te[ 2 ] = x.z; te[ 6 ] = y.z; te[ 10 ] = z.z;
  2702. return this;
  2703. };
  2704. }(),
  2705. multiply: function ( m, n ) {
  2706. if ( n !== undefined ) {
  2707. console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  2708. return this.multiplyMatrices( m, n );
  2709. }
  2710. return this.multiplyMatrices( this, m );
  2711. },
  2712. multiplyMatrices: function ( a, b ) {
  2713. var ae = a.elements;
  2714. var be = b.elements;
  2715. var te = this.elements;
  2716. var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  2717. var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  2718. var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  2719. var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  2720. var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  2721. var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  2722. var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  2723. var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  2724. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  2725. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  2726. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  2727. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  2728. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  2729. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  2730. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  2731. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  2732. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  2733. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  2734. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  2735. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  2736. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  2737. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  2738. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  2739. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  2740. return this;
  2741. },
  2742. multiplyToArray: function ( a, b, r ) {
  2743. var te = this.elements;
  2744. this.multiplyMatrices( a, b );
  2745. r[ 0 ] = te[ 0 ]; r[ 1 ] = te[ 1 ]; r[ 2 ] = te[ 2 ]; r[ 3 ] = te[ 3 ];
  2746. r[ 4 ] = te[ 4 ]; r[ 5 ] = te[ 5 ]; r[ 6 ] = te[ 6 ]; r[ 7 ] = te[ 7 ];
  2747. r[ 8 ] = te[ 8 ]; r[ 9 ] = te[ 9 ]; r[ 10 ] = te[ 10 ]; r[ 11 ] = te[ 11 ];
  2748. r[ 12 ] = te[ 12 ]; r[ 13 ] = te[ 13 ]; r[ 14 ] = te[ 14 ]; r[ 15 ] = te[ 15 ];
  2749. return this;
  2750. },
  2751. multiplyScalar: function ( s ) {
  2752. var te = this.elements;
  2753. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  2754. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  2755. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  2756. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  2757. return this;
  2758. },
  2759. multiplyVector3: function ( vector ) {
  2760. console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) or vector.applyProjection( matrix ) instead.' );
  2761. return vector.applyProjection( this );
  2762. },
  2763. multiplyVector4: function ( vector ) {
  2764. console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  2765. return vector.applyMatrix4( this );
  2766. },
  2767. multiplyVector3Array: function ( a ) {
  2768. console.warn( 'THREE.Matrix4: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' );
  2769. return this.applyToVector3Array( a );
  2770. },
  2771. applyToVector3Array: function () {
  2772. var v1 = new THREE.Vector3();
  2773. return function ( array, offset, length ) {
  2774. if ( offset === undefined ) offset = 0;
  2775. if ( length === undefined ) length = array.length;
  2776. for ( var i = 0, j = offset, il; i < length; i += 3, j += 3 ) {
  2777. v1.x = array[ j ];
  2778. v1.y = array[ j + 1 ];
  2779. v1.z = array[ j + 2 ];
  2780. v1.applyMatrix4( this );
  2781. array[ j ] = v1.x;
  2782. array[ j + 1 ] = v1.y;
  2783. array[ j + 2 ] = v1.z;
  2784. }
  2785. return array;
  2786. };
  2787. }(),
  2788. rotateAxis: function ( v ) {
  2789. console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  2790. v.transformDirection( this );
  2791. },
  2792. crossVector: function ( vector ) {
  2793. console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  2794. return vector.applyMatrix4( this );
  2795. },
  2796. determinant: function () {
  2797. var te = this.elements;
  2798. var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  2799. var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  2800. var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  2801. var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  2802. //TODO: make this more efficient
  2803. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  2804. return (
  2805. n41 * (
  2806. + n14 * n23 * n32
  2807. - n13 * n24 * n32
  2808. - n14 * n22 * n33
  2809. + n12 * n24 * n33
  2810. + n13 * n22 * n34
  2811. - n12 * n23 * n34
  2812. ) +
  2813. n42 * (
  2814. + n11 * n23 * n34
  2815. - n11 * n24 * n33
  2816. + n14 * n21 * n33
  2817. - n13 * n21 * n34
  2818. + n13 * n24 * n31
  2819. - n14 * n23 * n31
  2820. ) +
  2821. n43 * (
  2822. + n11 * n24 * n32
  2823. - n11 * n22 * n34
  2824. - n14 * n21 * n32
  2825. + n12 * n21 * n34
  2826. + n14 * n22 * n31
  2827. - n12 * n24 * n31
  2828. ) +
  2829. n44 * (
  2830. - n13 * n22 * n31
  2831. - n11 * n23 * n32
  2832. + n11 * n22 * n33
  2833. + n13 * n21 * n32
  2834. - n12 * n21 * n33
  2835. + n12 * n23 * n31
  2836. )
  2837. );
  2838. },
  2839. transpose: function () {
  2840. var te = this.elements;
  2841. var tmp;
  2842. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  2843. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  2844. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  2845. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  2846. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  2847. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  2848. return this;
  2849. },
  2850. flattenToArrayOffset: function ( array, offset ) {
  2851. var te = this.elements;
  2852. array[ offset ] = te[ 0 ];
  2853. array[ offset + 1 ] = te[ 1 ];
  2854. array[ offset + 2 ] = te[ 2 ];
  2855. array[ offset + 3 ] = te[ 3 ];
  2856. array[ offset + 4 ] = te[ 4 ];
  2857. array[ offset + 5 ] = te[ 5 ];
  2858. array[ offset + 6 ] = te[ 6 ];
  2859. array[ offset + 7 ] = te[ 7 ];
  2860. array[ offset + 8 ] = te[ 8 ];
  2861. array[ offset + 9 ] = te[ 9 ];
  2862. array[ offset + 10 ] = te[ 10 ];
  2863. array[ offset + 11 ] = te[ 11 ];
  2864. array[ offset + 12 ] = te[ 12 ];
  2865. array[ offset + 13 ] = te[ 13 ];
  2866. array[ offset + 14 ] = te[ 14 ];
  2867. array[ offset + 15 ] = te[ 15 ];
  2868. return array;
  2869. },
  2870. getPosition: function () {
  2871. var v1 = new THREE.Vector3();
  2872. return function () {
  2873. console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  2874. var te = this.elements;
  2875. return v1.set( te[ 12 ], te[ 13 ], te[ 14 ] );
  2876. };
  2877. }(),
  2878. setPosition: function ( v ) {
  2879. var te = this.elements;
  2880. te[ 12 ] = v.x;
  2881. te[ 13 ] = v.y;
  2882. te[ 14 ] = v.z;
  2883. return this;
  2884. },
  2885. getInverse: function ( m, throwOnInvertible ) {
  2886. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  2887. var te = this.elements;
  2888. var me = m.elements;
  2889. var n11 = me[ 0 ], n12 = me[ 4 ], n13 = me[ 8 ], n14 = me[ 12 ];
  2890. var n21 = me[ 1 ], n22 = me[ 5 ], n23 = me[ 9 ], n24 = me[ 13 ];
  2891. var n31 = me[ 2 ], n32 = me[ 6 ], n33 = me[ 10 ], n34 = me[ 14 ];
  2892. var n41 = me[ 3 ], n42 = me[ 7 ], n43 = me[ 11 ], n44 = me[ 15 ];
  2893. te[ 0 ] = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44;
  2894. te[ 4 ] = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44;
  2895. te[ 8 ] = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44;
  2896. te[ 12 ] = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  2897. te[ 1 ] = n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44;
  2898. te[ 5 ] = n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44;
  2899. te[ 9 ] = n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44;
  2900. te[ 13 ] = n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34;
  2901. te[ 2 ] = n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44;
  2902. te[ 6 ] = n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44;
  2903. te[ 10 ] = n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44;
  2904. te[ 14 ] = n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34;
  2905. te[ 3 ] = n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43;
  2906. te[ 7 ] = n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43;
  2907. te[ 11 ] = n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43;
  2908. te[ 15 ] = n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33;
  2909. var det = n11 * te[ 0 ] + n21 * te[ 4 ] + n31 * te[ 8 ] + n41 * te[ 12 ];
  2910. if ( det == 0 ) {
  2911. var msg = "Matrix4.getInverse(): can't invert matrix, determinant is 0";
  2912. if ( throwOnInvertible || false ) {
  2913. throw new Error( msg );
  2914. } else {
  2915. console.warn( msg );
  2916. }
  2917. this.identity();
  2918. return this;
  2919. }
  2920. this.multiplyScalar( 1 / det );
  2921. return this;
  2922. },
  2923. translate: function ( v ) {
  2924. console.warn( 'THREE.Matrix4: .translate() has been removed.' );
  2925. },
  2926. rotateX: function ( angle ) {
  2927. console.warn( 'THREE.Matrix4: .rotateX() has been removed.' );
  2928. },
  2929. rotateY: function ( angle ) {
  2930. console.warn( 'THREE.Matrix4: .rotateY() has been removed.' );
  2931. },
  2932. rotateZ: function ( angle ) {
  2933. console.warn( 'THREE.Matrix4: .rotateZ() has been removed.' );
  2934. },
  2935. rotateByAxis: function ( axis, angle ) {
  2936. console.warn( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
  2937. },
  2938. scale: function ( v ) {
  2939. var te = this.elements;
  2940. var x = v.x, y = v.y, z = v.z;
  2941. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  2942. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  2943. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  2944. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  2945. return this;
  2946. },
  2947. getMaxScaleOnAxis: function () {
  2948. var te = this.elements;
  2949. var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  2950. var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  2951. var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  2952. return Math.sqrt( Math.max( scaleXSq, Math.max( scaleYSq, scaleZSq ) ) );
  2953. },
  2954. makeTranslation: function ( x, y, z ) {
  2955. this.set(
  2956. 1, 0, 0, x,
  2957. 0, 1, 0, y,
  2958. 0, 0, 1, z,
  2959. 0, 0, 0, 1
  2960. );
  2961. return this;
  2962. },
  2963. makeRotationX: function ( theta ) {
  2964. var c = Math.cos( theta ), s = Math.sin( theta );
  2965. this.set(
  2966. 1, 0, 0, 0,
  2967. 0, c, - s, 0,
  2968. 0, s, c, 0,
  2969. 0, 0, 0, 1
  2970. );
  2971. return this;
  2972. },
  2973. makeRotationY: function ( theta ) {
  2974. var c = Math.cos( theta ), s = Math.sin( theta );
  2975. this.set(
  2976. c, 0, s, 0,
  2977. 0, 1, 0, 0,
  2978. - s, 0, c, 0,
  2979. 0, 0, 0, 1
  2980. );
  2981. return this;
  2982. },
  2983. makeRotationZ: function ( theta ) {
  2984. var c = Math.cos( theta ), s = Math.sin( theta );
  2985. this.set(
  2986. c, - s, 0, 0,
  2987. s, c, 0, 0,
  2988. 0, 0, 1, 0,
  2989. 0, 0, 0, 1
  2990. );
  2991. return this;
  2992. },
  2993. makeRotationAxis: function ( axis, angle ) {
  2994. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  2995. var c = Math.cos( angle );
  2996. var s = Math.sin( angle );
  2997. var t = 1 - c;
  2998. var x = axis.x, y = axis.y, z = axis.z;
  2999. var tx = t * x, ty = t * y;
  3000. this.set(
  3001. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  3002. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  3003. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  3004. 0, 0, 0, 1
  3005. );
  3006. return this;
  3007. },
  3008. makeScale: function ( x, y, z ) {
  3009. this.set(
  3010. x, 0, 0, 0,
  3011. 0, y, 0, 0,
  3012. 0, 0, z, 0,
  3013. 0, 0, 0, 1
  3014. );
  3015. return this;
  3016. },
  3017. compose: function ( position, quaternion, scale ) {
  3018. this.makeRotationFromQuaternion( quaternion );
  3019. this.scale( scale );
  3020. this.setPosition( position );
  3021. return this;
  3022. },
  3023. decompose: function () {
  3024. var vector = new THREE.Vector3();
  3025. var matrix = new THREE.Matrix4();
  3026. return function ( position, quaternion, scale ) {
  3027. var te = this.elements;
  3028. var sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  3029. var sy = vector.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  3030. var sz = vector.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  3031. // if determine is negative, we need to invert one scale
  3032. var det = this.determinant();
  3033. if ( det < 0 ) {
  3034. sx = - sx;
  3035. }
  3036. position.x = te[ 12 ];
  3037. position.y = te[ 13 ];
  3038. position.z = te[ 14 ];
  3039. // scale the rotation part
  3040. matrix.elements.set( this.elements ); // at this point matrix is incomplete so we can't use .copy()
  3041. var invSX = 1 / sx;
  3042. var invSY = 1 / sy;
  3043. var invSZ = 1 / sz;
  3044. matrix.elements[ 0 ] *= invSX;
  3045. matrix.elements[ 1 ] *= invSX;
  3046. matrix.elements[ 2 ] *= invSX;
  3047. matrix.elements[ 4 ] *= invSY;
  3048. matrix.elements[ 5 ] *= invSY;
  3049. matrix.elements[ 6 ] *= invSY;
  3050. matrix.elements[ 8 ] *= invSZ;
  3051. matrix.elements[ 9 ] *= invSZ;
  3052. matrix.elements[ 10 ] *= invSZ;
  3053. quaternion.setFromRotationMatrix( matrix );
  3054. scale.x = sx;
  3055. scale.y = sy;
  3056. scale.z = sz;
  3057. return this;
  3058. };
  3059. }(),
  3060. makeFrustum: function ( left, right, bottom, top, near, far ) {
  3061. var te = this.elements;
  3062. var x = 2 * near / ( right - left );
  3063. var y = 2 * near / ( top - bottom );
  3064. var a = ( right + left ) / ( right - left );
  3065. var b = ( top + bottom ) / ( top - bottom );
  3066. var c = - ( far + near ) / ( far - near );
  3067. var d = - 2 * far * near / ( far - near );
  3068. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  3069. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  3070. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  3071. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  3072. return this;
  3073. },
  3074. makePerspective: function ( fov, aspect, near, far ) {
  3075. var ymax = near * Math.tan( THREE.Math.degToRad( fov * 0.5 ) );
  3076. var ymin = - ymax;
  3077. var xmin = ymin * aspect;
  3078. var xmax = ymax * aspect;
  3079. return this.makeFrustum( xmin, xmax, ymin, ymax, near, far );
  3080. },
  3081. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  3082. var te = this.elements;
  3083. var w = right - left;
  3084. var h = top - bottom;
  3085. var p = far - near;
  3086. var x = ( right + left ) / w;
  3087. var y = ( top + bottom ) / h;
  3088. var z = ( far + near ) / p;
  3089. te[ 0 ] = 2 / w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  3090. te[ 1 ] = 0; te[ 5 ] = 2 / h; te[ 9 ] = 0; te[ 13 ] = - y;
  3091. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 / p; te[ 14 ] = - z;
  3092. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  3093. return this;
  3094. },
  3095. fromArray: function ( array ) {
  3096. this.elements.set( array );
  3097. return this;
  3098. },
  3099. toArray: function () {
  3100. var te = this.elements;
  3101. return [
  3102. te[ 0 ], te[ 1 ], te[ 2 ], te[ 3 ],
  3103. te[ 4 ], te[ 5 ], te[ 6 ], te[ 7 ],
  3104. te[ 8 ], te[ 9 ], te[ 10 ], te[ 11 ],
  3105. te[ 12 ], te[ 13 ], te[ 14 ], te[ 15 ]
  3106. ];
  3107. },
  3108. clone: function () {
  3109. return new THREE.Matrix4().fromArray( this.elements );
  3110. }
  3111. };
  3112. // File:src/math/Ray.js
  3113. /**
  3114. * @author bhouston / http://exocortex.com
  3115. */
  3116. THREE.Ray = function ( origin, direction ) {
  3117. this.origin = ( origin !== undefined ) ? origin : new THREE.Vector3();
  3118. this.direction = ( direction !== undefined ) ? direction : new THREE.Vector3();
  3119. };
  3120. THREE.Ray.prototype = {
  3121. constructor: THREE.Ray,
  3122. set: function ( origin, direction ) {
  3123. this.origin.copy( origin );
  3124. this.direction.copy( direction );
  3125. return this;
  3126. },
  3127. copy: function ( ray ) {
  3128. this.origin.copy( ray.origin );
  3129. this.direction.copy( ray.direction );
  3130. return this;
  3131. },
  3132. at: function ( t, optionalTarget ) {
  3133. var result = optionalTarget || new THREE.Vector3();
  3134. return result.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  3135. },
  3136. recast: function () {
  3137. var v1 = new THREE.Vector3();
  3138. return function ( t ) {
  3139. this.origin.copy( this.at( t, v1 ) );
  3140. return this;
  3141. };
  3142. }(),
  3143. closestPointToPoint: function ( point, optionalTarget ) {
  3144. var result = optionalTarget || new THREE.Vector3();
  3145. result.subVectors( point, this.origin );
  3146. var directionDistance = result.dot( this.direction );
  3147. if ( directionDistance < 0 ) {
  3148. return result.copy( this.origin );
  3149. }
  3150. return result.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  3151. },
  3152. distanceToPoint: function () {
  3153. var v1 = new THREE.Vector3();
  3154. return function ( point ) {
  3155. var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction );
  3156. // point behind the ray
  3157. if ( directionDistance < 0 ) {
  3158. return this.origin.distanceTo( point );
  3159. }
  3160. v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  3161. return v1.distanceTo( point );
  3162. };
  3163. }(),
  3164. distanceSqToSegment: function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  3165. // from http://www.geometrictools.com/LibMathematics/Distance/Wm5DistRay3Segment3.cpp
  3166. // It returns the min distance between the ray and the segment
  3167. // defined by v0 and v1
  3168. // It can also set two optional targets :
  3169. // - The closest point on the ray
  3170. // - The closest point on the segment
  3171. var segCenter = v0.clone().add( v1 ).multiplyScalar( 0.5 );
  3172. var segDir = v1.clone().sub( v0 ).normalize();
  3173. var segExtent = v0.distanceTo( v1 ) * 0.5;
  3174. var diff = this.origin.clone().sub( segCenter );
  3175. var a01 = - this.direction.dot( segDir );
  3176. var b0 = diff.dot( this.direction );
  3177. var b1 = - diff.dot( segDir );
  3178. var c = diff.lengthSq();
  3179. var det = Math.abs( 1 - a01 * a01 );
  3180. var s0, s1, sqrDist, extDet;
  3181. if ( det >= 0 ) {
  3182. // The ray and segment are not parallel.
  3183. s0 = a01 * b1 - b0;
  3184. s1 = a01 * b0 - b1;
  3185. extDet = segExtent * det;
  3186. if ( s0 >= 0 ) {
  3187. if ( s1 >= - extDet ) {
  3188. if ( s1 <= extDet ) {
  3189. // region 0
  3190. // Minimum at interior points of ray and segment.
  3191. var invDet = 1 / det;
  3192. s0 *= invDet;
  3193. s1 *= invDet;
  3194. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  3195. } else {
  3196. // region 1
  3197. s1 = segExtent;
  3198. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  3199. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  3200. }
  3201. } else {
  3202. // region 5
  3203. s1 = - segExtent;
  3204. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  3205. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  3206. }
  3207. } else {
  3208. if ( s1 <= - extDet ) {
  3209. // region 4
  3210. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  3211. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  3212. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  3213. } else if ( s1 <= extDet ) {
  3214. // region 3
  3215. s0 = 0;
  3216. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  3217. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  3218. } else {
  3219. // region 2
  3220. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  3221. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  3222. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  3223. }
  3224. }
  3225. } else {
  3226. // Ray and segment are parallel.
  3227. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  3228. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  3229. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  3230. }
  3231. if ( optionalPointOnRay ) {
  3232. optionalPointOnRay.copy( this.direction.clone().multiplyScalar( s0 ).add( this.origin ) );
  3233. }
  3234. if ( optionalPointOnSegment ) {
  3235. optionalPointOnSegment.copy( segDir.clone().multiplyScalar( s1 ).add( segCenter ) );
  3236. }
  3237. return sqrDist;
  3238. },
  3239. isIntersectionSphere: function ( sphere ) {
  3240. return this.distanceToPoint( sphere.center ) <= sphere.radius;
  3241. },
  3242. intersectSphere: function () {
  3243. // from http://www.scratchapixel.com/lessons/3d-basic-lessons/lesson-7-intersecting-simple-shapes/ray-sphere-intersection/
  3244. var v1 = new THREE.Vector3();
  3245. return function ( sphere, optionalTarget ) {
  3246. v1.subVectors( sphere.center, this.origin );
  3247. var tca = v1.dot( this.direction );
  3248. var d2 = v1.dot( v1 ) - tca * tca;
  3249. var radius2 = sphere.radius * sphere.radius;
  3250. if ( d2 > radius2 ) return null;
  3251. var thc = Math.sqrt( radius2 - d2 );
  3252. // t0 = first intersect point - entrance on front of sphere
  3253. var t0 = tca - thc;
  3254. // t1 = second intersect point - exit point on back of sphere
  3255. var t1 = tca + thc;
  3256. // test to see if both t0 and t1 are behind the ray - if so, return null
  3257. if ( t0 < 0 && t1 < 0 ) return null;
  3258. // test to see if t0 is behind the ray:
  3259. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  3260. // in order to always return an intersect point that is in front of the ray.
  3261. if ( t0 < 0 ) return this.at( t1, optionalTarget );
  3262. // else t0 is in front of the ray, so return the first collision point scaled by t0
  3263. return this.at( t0, optionalTarget );
  3264. }
  3265. }(),
  3266. isIntersectionPlane: function ( plane ) {
  3267. // check if the ray lies on the plane first
  3268. var distToPoint = plane.distanceToPoint( this.origin );
  3269. if ( distToPoint === 0 ) {
  3270. return true;
  3271. }
  3272. var denominator = plane.normal.dot( this.direction );
  3273. if ( denominator * distToPoint < 0 ) {
  3274. return true;
  3275. }
  3276. // ray origin is behind the plane (and is pointing behind it)
  3277. return false;
  3278. },
  3279. distanceToPlane: function ( plane ) {
  3280. var denominator = plane.normal.dot( this.direction );
  3281. if ( denominator == 0 ) {
  3282. // line is coplanar, return origin
  3283. if ( plane.distanceToPoint( this.origin ) == 0 ) {
  3284. return 0;
  3285. }
  3286. // Null is preferable to undefined since undefined means.... it is undefined
  3287. return null;
  3288. }
  3289. var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  3290. // Return if the ray never intersects the plane
  3291. return t >= 0 ? t : null;
  3292. },
  3293. intersectPlane: function ( plane, optionalTarget ) {
  3294. var t = this.distanceToPlane( plane );
  3295. if ( t === null ) {
  3296. return null;
  3297. }
  3298. return this.at( t, optionalTarget );
  3299. },
  3300. isIntersectionBox: function () {
  3301. var v = new THREE.Vector3();
  3302. return function ( box ) {
  3303. return this.intersectBox( box, v ) !== null;
  3304. };
  3305. }(),
  3306. intersectBox: function ( box , optionalTarget ) {
  3307. // http://www.scratchapixel.com/lessons/3d-basic-lessons/lesson-7-intersecting-simple-shapes/ray-box-intersection/
  3308. var tmin,tmax,tymin,tymax,tzmin,tzmax;
  3309. var invdirx = 1 / this.direction.x,
  3310. invdiry = 1 / this.direction.y,
  3311. invdirz = 1 / this.direction.z;
  3312. var origin = this.origin;
  3313. if ( invdirx >= 0 ) {
  3314. tmin = ( box.min.x - origin.x ) * invdirx;
  3315. tmax = ( box.max.x - origin.x ) * invdirx;
  3316. } else {
  3317. tmin = ( box.max.x - origin.x ) * invdirx;
  3318. tmax = ( box.min.x - origin.x ) * invdirx;
  3319. }
  3320. if ( invdiry >= 0 ) {
  3321. tymin = ( box.min.y - origin.y ) * invdiry;
  3322. tymax = ( box.max.y - origin.y ) * invdiry;
  3323. } else {
  3324. tymin = ( box.max.y - origin.y ) * invdiry;
  3325. tymax = ( box.min.y - origin.y ) * invdiry;
  3326. }
  3327. if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
  3328. // These lines also handle the case where tmin or tmax is NaN
  3329. // (result of 0 * Infinity). x !== x returns true if x is NaN
  3330. if ( tymin > tmin || tmin !== tmin ) tmin = tymin;
  3331. if ( tymax < tmax || tmax !== tmax ) tmax = tymax;
  3332. if ( invdirz >= 0 ) {
  3333. tzmin = ( box.min.z - origin.z ) * invdirz;
  3334. tzmax = ( box.max.z - origin.z ) * invdirz;
  3335. } else {
  3336. tzmin = ( box.max.z - origin.z ) * invdirz;
  3337. tzmax = ( box.min.z - origin.z ) * invdirz;
  3338. }
  3339. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
  3340. if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
  3341. if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
  3342. //return point closest to the ray (positive side)
  3343. if ( tmax < 0 ) return null;
  3344. return this.at( tmin >= 0 ? tmin : tmax, optionalTarget );
  3345. },
  3346. intersectTriangle: function () {
  3347. // Compute the offset origin, edges, and normal.
  3348. var diff = new THREE.Vector3();
  3349. var edge1 = new THREE.Vector3();
  3350. var edge2 = new THREE.Vector3();
  3351. var normal = new THREE.Vector3();
  3352. return function ( a, b, c, backfaceCulling, optionalTarget ) {
  3353. // from http://www.geometrictools.com/LibMathematics/Intersection/Wm5IntrRay3Triangle3.cpp
  3354. edge1.subVectors( b, a );
  3355. edge2.subVectors( c, a );
  3356. normal.crossVectors( edge1, edge2 );
  3357. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  3358. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  3359. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  3360. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  3361. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  3362. var DdN = this.direction.dot( normal );
  3363. var sign;
  3364. if ( DdN > 0 ) {
  3365. if ( backfaceCulling ) return null;
  3366. sign = 1;
  3367. } else if ( DdN < 0 ) {
  3368. sign = - 1;
  3369. DdN = - DdN;
  3370. } else {
  3371. return null;
  3372. }
  3373. diff.subVectors( this.origin, a );
  3374. var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) );
  3375. // b1 < 0, no intersection
  3376. if ( DdQxE2 < 0 ) {
  3377. return null;
  3378. }
  3379. var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) );
  3380. // b2 < 0, no intersection
  3381. if ( DdE1xQ < 0 ) {
  3382. return null;
  3383. }
  3384. // b1+b2 > 1, no intersection
  3385. if ( DdQxE2 + DdE1xQ > DdN ) {
  3386. return null;
  3387. }
  3388. // Line intersects triangle, check if ray does.
  3389. var QdN = - sign * diff.dot( normal );
  3390. // t < 0, no intersection
  3391. if ( QdN < 0 ) {
  3392. return null;
  3393. }
  3394. // Ray intersects triangle.
  3395. return this.at( QdN / DdN, optionalTarget );
  3396. };
  3397. }(),
  3398. applyMatrix4: function ( matrix4 ) {
  3399. this.direction.add( this.origin ).applyMatrix4( matrix4 );
  3400. this.origin.applyMatrix4( matrix4 );
  3401. this.direction.sub( this.origin );
  3402. this.direction.normalize();
  3403. return this;
  3404. },
  3405. equals: function ( ray ) {
  3406. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  3407. },
  3408. clone: function () {
  3409. return new THREE.Ray().copy( this );
  3410. }
  3411. };
  3412. // File:src/math/Sphere.js
  3413. /**
  3414. * @author bhouston / http://exocortex.com
  3415. * @author mrdoob / http://mrdoob.com/
  3416. */
  3417. THREE.Sphere = function ( center, radius ) {
  3418. this.center = ( center !== undefined ) ? center : new THREE.Vector3();
  3419. this.radius = ( radius !== undefined ) ? radius : 0;
  3420. };
  3421. THREE.Sphere.prototype = {
  3422. constructor: THREE.Sphere,
  3423. set: function ( center, radius ) {
  3424. this.center.copy( center );
  3425. this.radius = radius;
  3426. return this;
  3427. },
  3428. setFromPoints: function () {
  3429. var box = new THREE.Box3();
  3430. return function ( points, optionalCenter ) {
  3431. var center = this.center;
  3432. if ( optionalCenter !== undefined ) {
  3433. center.copy( optionalCenter );
  3434. } else {
  3435. box.setFromPoints( points ).center( center );
  3436. }
  3437. var maxRadiusSq = 0;
  3438. for ( var i = 0, il = points.length; i < il; i ++ ) {
  3439. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  3440. }
  3441. this.radius = Math.sqrt( maxRadiusSq );
  3442. return this;
  3443. };
  3444. }(),
  3445. copy: function ( sphere ) {
  3446. this.center.copy( sphere.center );
  3447. this.radius = sphere.radius;
  3448. return this;
  3449. },
  3450. empty: function () {
  3451. return ( this.radius <= 0 );
  3452. },
  3453. containsPoint: function ( point ) {
  3454. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  3455. },
  3456. distanceToPoint: function ( point ) {
  3457. return ( point.distanceTo( this.center ) - this.radius );
  3458. },
  3459. intersectsSphere: function ( sphere ) {
  3460. var radiusSum = this.radius + sphere.radius;
  3461. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  3462. },
  3463. clampPoint: function ( point, optionalTarget ) {
  3464. var deltaLengthSq = this.center.distanceToSquared( point );
  3465. var result = optionalTarget || new THREE.Vector3();
  3466. result.copy( point );
  3467. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  3468. result.sub( this.center ).normalize();
  3469. result.multiplyScalar( this.radius ).add( this.center );
  3470. }
  3471. return result;
  3472. },
  3473. getBoundingBox: function ( optionalTarget ) {
  3474. var box = optionalTarget || new THREE.Box3();
  3475. box.set( this.center, this.center );
  3476. box.expandByScalar( this.radius );
  3477. return box;
  3478. },
  3479. applyMatrix4: function ( matrix ) {
  3480. this.center.applyMatrix4( matrix );
  3481. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  3482. return this;
  3483. },
  3484. translate: function ( offset ) {
  3485. this.center.add( offset );
  3486. return this;
  3487. },
  3488. equals: function ( sphere ) {
  3489. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  3490. },
  3491. clone: function () {
  3492. return new THREE.Sphere().copy( this );
  3493. }
  3494. };
  3495. // File:src/math/Frustum.js
  3496. /**
  3497. * @author mrdoob / http://mrdoob.com/
  3498. * @author alteredq / http://alteredqualia.com/
  3499. * @author bhouston / http://exocortex.com
  3500. */
  3501. THREE.Frustum = function ( p0, p1, p2, p3, p4, p5 ) {
  3502. this.planes = [
  3503. ( p0 !== undefined ) ? p0 : new THREE.Plane(),
  3504. ( p1 !== undefined ) ? p1 : new THREE.Plane(),
  3505. ( p2 !== undefined ) ? p2 : new THREE.Plane(),
  3506. ( p3 !== undefined ) ? p3 : new THREE.Plane(),
  3507. ( p4 !== undefined ) ? p4 : new THREE.Plane(),
  3508. ( p5 !== undefined ) ? p5 : new THREE.Plane()
  3509. ];
  3510. };
  3511. THREE.Frustum.prototype = {
  3512. constructor: THREE.Frustum,
  3513. set: function ( p0, p1, p2, p3, p4, p5 ) {
  3514. var planes = this.planes;
  3515. planes[ 0 ].copy( p0 );
  3516. planes[ 1 ].copy( p1 );
  3517. planes[ 2 ].copy( p2 );
  3518. planes[ 3 ].copy( p3 );
  3519. planes[ 4 ].copy( p4 );
  3520. planes[ 5 ].copy( p5 );
  3521. return this;
  3522. },
  3523. copy: function ( frustum ) {
  3524. var planes = this.planes;
  3525. for ( var i = 0; i < 6; i ++ ) {
  3526. planes[ i ].copy( frustum.planes[ i ] );
  3527. }
  3528. return this;
  3529. },
  3530. setFromMatrix: function ( m ) {
  3531. var planes = this.planes;
  3532. var me = m.elements;
  3533. var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  3534. var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  3535. var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  3536. var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  3537. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  3538. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  3539. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  3540. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  3541. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  3542. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  3543. return this;
  3544. },
  3545. intersectsObject: function () {
  3546. var sphere = new THREE.Sphere();
  3547. return function ( object ) {
  3548. var geometry = object.geometry;
  3549. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  3550. sphere.copy( geometry.boundingSphere );
  3551. sphere.applyMatrix4( object.matrixWorld );
  3552. return this.intersectsSphere( sphere );
  3553. };
  3554. }(),
  3555. intersectsSphere: function ( sphere ) {
  3556. var planes = this.planes;
  3557. var center = sphere.center;
  3558. var negRadius = - sphere.radius;
  3559. for ( var i = 0; i < 6; i ++ ) {
  3560. var distance = planes[ i ].distanceToPoint( center );
  3561. if ( distance < negRadius ) {
  3562. return false;
  3563. }
  3564. }
  3565. return true;
  3566. },
  3567. intersectsBox: function () {
  3568. var p1 = new THREE.Vector3(),
  3569. p2 = new THREE.Vector3();
  3570. return function ( box ) {
  3571. var planes = this.planes;
  3572. for ( var i = 0; i < 6 ; i ++ ) {
  3573. var plane = planes[ i ];
  3574. p1.x = plane.normal.x > 0 ? box.min.x : box.max.x;
  3575. p2.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  3576. p1.y = plane.normal.y > 0 ? box.min.y : box.max.y;
  3577. p2.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  3578. p1.z = plane.normal.z > 0 ? box.min.z : box.max.z;
  3579. p2.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  3580. var d1 = plane.distanceToPoint( p1 );
  3581. var d2 = plane.distanceToPoint( p2 );
  3582. // if both outside plane, no intersection
  3583. if ( d1 < 0 && d2 < 0 ) {
  3584. return false;
  3585. }
  3586. }
  3587. return true;
  3588. };
  3589. }(),
  3590. containsPoint: function ( point ) {
  3591. var planes = this.planes;
  3592. for ( var i = 0; i < 6; i ++ ) {
  3593. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  3594. return false;
  3595. }
  3596. }
  3597. return true;
  3598. },
  3599. clone: function () {
  3600. return new THREE.Frustum().copy( this );
  3601. }
  3602. };
  3603. // File:src/math/Plane.js
  3604. /**
  3605. * @author bhouston / http://exocortex.com
  3606. */
  3607. THREE.Plane = function ( normal, constant ) {
  3608. this.normal = ( normal !== undefined ) ? normal : new THREE.Vector3( 1, 0, 0 );
  3609. this.constant = ( constant !== undefined ) ? constant : 0;
  3610. };
  3611. THREE.Plane.prototype = {
  3612. constructor: THREE.Plane,
  3613. set: function ( normal, constant ) {
  3614. this.normal.copy( normal );
  3615. this.constant = constant;
  3616. return this;
  3617. },
  3618. setComponents: function ( x, y, z, w ) {
  3619. this.normal.set( x, y, z );
  3620. this.constant = w;
  3621. return this;
  3622. },
  3623. setFromNormalAndCoplanarPoint: function ( normal, point ) {
  3624. this.normal.copy( normal );
  3625. this.constant = - point.dot( this.normal ); // must be this.normal, not normal, as this.normal is normalized
  3626. return this;
  3627. },
  3628. setFromCoplanarPoints: function () {
  3629. var v1 = new THREE.Vector3();
  3630. var v2 = new THREE.Vector3();
  3631. return function ( a, b, c ) {
  3632. var normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize();
  3633. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  3634. this.setFromNormalAndCoplanarPoint( normal, a );
  3635. return this;
  3636. };
  3637. }(),
  3638. copy: function ( plane ) {
  3639. this.normal.copy( plane.normal );
  3640. this.constant = plane.constant;
  3641. return this;
  3642. },
  3643. normalize: function () {
  3644. // Note: will lead to a divide by zero if the plane is invalid.
  3645. var inverseNormalLength = 1.0 / this.normal.length();
  3646. this.normal.multiplyScalar( inverseNormalLength );
  3647. this.constant *= inverseNormalLength;
  3648. return this;
  3649. },
  3650. negate: function () {
  3651. this.constant *= - 1;
  3652. this.normal.negate();
  3653. return this;
  3654. },
  3655. distanceToPoint: function ( point ) {
  3656. return this.normal.dot( point ) + this.constant;
  3657. },
  3658. distanceToSphere: function ( sphere ) {
  3659. return this.distanceToPoint( sphere.center ) - sphere.radius;
  3660. },
  3661. projectPoint: function ( point, optionalTarget ) {
  3662. return this.orthoPoint( point, optionalTarget ).sub( point ).negate();
  3663. },
  3664. orthoPoint: function ( point, optionalTarget ) {
  3665. var perpendicularMagnitude = this.distanceToPoint( point );
  3666. var result = optionalTarget || new THREE.Vector3();
  3667. return result.copy( this.normal ).multiplyScalar( perpendicularMagnitude );
  3668. },
  3669. isIntersectionLine: function ( line ) {
  3670. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  3671. var startSign = this.distanceToPoint( line.start );
  3672. var endSign = this.distanceToPoint( line.end );
  3673. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  3674. },
  3675. intersectLine: function () {
  3676. var v1 = new THREE.Vector3();
  3677. return function ( line, optionalTarget ) {
  3678. var result = optionalTarget || new THREE.Vector3();
  3679. var direction = line.delta( v1 );
  3680. var denominator = this.normal.dot( direction );
  3681. if ( denominator == 0 ) {
  3682. // line is coplanar, return origin
  3683. if ( this.distanceToPoint( line.start ) == 0 ) {
  3684. return result.copy( line.start );
  3685. }
  3686. // Unsure if this is the correct method to handle this case.
  3687. return undefined;
  3688. }
  3689. var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  3690. if ( t < 0 || t > 1 ) {
  3691. return undefined;
  3692. }
  3693. return result.copy( direction ).multiplyScalar( t ).add( line.start );
  3694. };
  3695. }(),
  3696. coplanarPoint: function ( optionalTarget ) {
  3697. var result = optionalTarget || new THREE.Vector3();
  3698. return result.copy( this.normal ).multiplyScalar( - this.constant );
  3699. },
  3700. applyMatrix4: function () {
  3701. var v1 = new THREE.Vector3();
  3702. var v2 = new THREE.Vector3();
  3703. var m1 = new THREE.Matrix3();
  3704. return function ( matrix, optionalNormalMatrix ) {
  3705. // compute new normal based on theory here:
  3706. // http://www.songho.ca/opengl/gl_normaltransform.html
  3707. var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix );
  3708. var newNormal = v1.copy( this.normal ).applyMatrix3( normalMatrix );
  3709. var newCoplanarPoint = this.coplanarPoint( v2 );
  3710. newCoplanarPoint.applyMatrix4( matrix );
  3711. this.setFromNormalAndCoplanarPoint( newNormal, newCoplanarPoint );
  3712. return this;
  3713. };
  3714. }(),
  3715. translate: function ( offset ) {
  3716. this.constant = this.constant - offset.dot( this.normal );
  3717. return this;
  3718. },
  3719. equals: function ( plane ) {
  3720. return plane.normal.equals( this.normal ) && ( plane.constant == this.constant );
  3721. },
  3722. clone: function () {
  3723. return new THREE.Plane().copy( this );
  3724. }
  3725. };
  3726. // File:src/math/Math.js
  3727. /**
  3728. * @author alteredq / http://alteredqualia.com/
  3729. * @author mrdoob / http://mrdoob.com/
  3730. */
  3731. THREE.Math = {
  3732. generateUUID: function () {
  3733. // http://www.broofa.com/Tools/Math.uuid.htm
  3734. var chars = '0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz'.split( '' );
  3735. var uuid = new Array( 36 );
  3736. var rnd = 0, r;
  3737. return function () {
  3738. for ( var i = 0; i < 36; i ++ ) {
  3739. if ( i == 8 || i == 13 || i == 18 || i == 23 ) {
  3740. uuid[ i ] = '-';
  3741. } else if ( i == 14 ) {
  3742. uuid[ i ] = '4';
  3743. } else {
  3744. if ( rnd <= 0x02 ) rnd = 0x2000000 + ( Math.random() * 0x1000000 ) | 0;
  3745. r = rnd & 0xf;
  3746. rnd = rnd >> 4;
  3747. uuid[ i ] = chars[ ( i == 19 ) ? ( r & 0x3 ) | 0x8 : r ];
  3748. }
  3749. }
  3750. return uuid.join( '' );
  3751. };
  3752. }(),
  3753. // Clamp value to range <a, b>
  3754. clamp: function ( x, a, b ) {
  3755. return ( x < a ) ? a : ( ( x > b ) ? b : x );
  3756. },
  3757. // Clamp value to range <a, inf)
  3758. clampBottom: function ( x, a ) {
  3759. return x < a ? a : x;
  3760. },
  3761. // Linear mapping from range <a1, a2> to range <b1, b2>
  3762. mapLinear: function ( x, a1, a2, b1, b2 ) {
  3763. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  3764. },
  3765. // http://en.wikipedia.org/wiki/Smoothstep
  3766. smoothstep: function ( x, min, max ) {
  3767. if ( x <= min ) return 0;
  3768. if ( x >= max ) return 1;
  3769. x = ( x - min ) / ( max - min );
  3770. return x * x * ( 3 - 2 * x );
  3771. },
  3772. smootherstep: function ( x, min, max ) {
  3773. if ( x <= min ) return 0;
  3774. if ( x >= max ) return 1;
  3775. x = ( x - min ) / ( max - min );
  3776. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  3777. },
  3778. // Random float from <0, 1> with 16 bits of randomness
  3779. // (standard Math.random() creates repetitive patterns when applied over larger space)
  3780. random16: function () {
  3781. return ( 65280 * Math.random() + 255 * Math.random() ) / 65535;
  3782. },
  3783. // Random integer from <low, high> interval
  3784. randInt: function ( low, high ) {
  3785. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  3786. },
  3787. // Random float from <low, high> interval
  3788. randFloat: function ( low, high ) {
  3789. return low + Math.random() * ( high - low );
  3790. },
  3791. // Random float from <-range/2, range/2> interval
  3792. randFloatSpread: function ( range ) {
  3793. return range * ( 0.5 - Math.random() );
  3794. },
  3795. degToRad: function () {
  3796. var degreeToRadiansFactor = Math.PI / 180;
  3797. return function ( degrees ) {
  3798. return degrees * degreeToRadiansFactor;
  3799. };
  3800. }(),
  3801. radToDeg: function () {
  3802. var radianToDegreesFactor = 180 / Math.PI;
  3803. return function ( radians ) {
  3804. return radians * radianToDegreesFactor;
  3805. };
  3806. }(),
  3807. isPowerOfTwo: function ( value ) {
  3808. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  3809. }
  3810. };
  3811. // File:src/math/Spline.js
  3812. /**
  3813. * Spline from Tween.js, slightly optimized (and trashed)
  3814. * http://sole.github.com/tween.js/examples/05_spline.html
  3815. *
  3816. * @author mrdoob / http://mrdoob.com/
  3817. * @author alteredq / http://alteredqualia.com/
  3818. */
  3819. THREE.Spline = function ( points ) {
  3820. this.points = points;
  3821. var c = [], v3 = { x: 0, y: 0, z: 0 },
  3822. point, intPoint, weight, w2, w3,
  3823. pa, pb, pc, pd;
  3824. this.initFromArray = function ( a ) {
  3825. this.points = [];
  3826. for ( var i = 0; i < a.length; i ++ ) {
  3827. this.points[ i ] = { x: a[ i ][ 0 ], y: a[ i ][ 1 ], z: a[ i ][ 2 ] };
  3828. }
  3829. };
  3830. this.getPoint = function ( k ) {
  3831. point = ( this.points.length - 1 ) * k;
  3832. intPoint = Math.floor( point );
  3833. weight = point - intPoint;
  3834. c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1;
  3835. c[ 1 ] = intPoint;
  3836. c[ 2 ] = intPoint > this.points.length - 2 ? this.points.length - 1 : intPoint + 1;
  3837. c[ 3 ] = intPoint > this.points.length - 3 ? this.points.length - 1 : intPoint + 2;
  3838. pa = this.points[ c[ 0 ] ];
  3839. pb = this.points[ c[ 1 ] ];
  3840. pc = this.points[ c[ 2 ] ];
  3841. pd = this.points[ c[ 3 ] ];
  3842. w2 = weight * weight;
  3843. w3 = weight * w2;
  3844. v3.x = interpolate( pa.x, pb.x, pc.x, pd.x, weight, w2, w3 );
  3845. v3.y = interpolate( pa.y, pb.y, pc.y, pd.y, weight, w2, w3 );
  3846. v3.z = interpolate( pa.z, pb.z, pc.z, pd.z, weight, w2, w3 );
  3847. return v3;
  3848. };
  3849. this.getControlPointsArray = function () {
  3850. var i, p, l = this.points.length,
  3851. coords = [];
  3852. for ( i = 0; i < l; i ++ ) {
  3853. p = this.points[ i ];
  3854. coords[ i ] = [ p.x, p.y, p.z ];
  3855. }
  3856. return coords;
  3857. };
  3858. // approximate length by summing linear segments
  3859. this.getLength = function ( nSubDivisions ) {
  3860. var i, index, nSamples, position,
  3861. point = 0, intPoint = 0, oldIntPoint = 0,
  3862. oldPosition = new THREE.Vector3(),
  3863. tmpVec = new THREE.Vector3(),
  3864. chunkLengths = [],
  3865. totalLength = 0;
  3866. // first point has 0 length
  3867. chunkLengths[ 0 ] = 0;
  3868. if ( ! nSubDivisions ) nSubDivisions = 100;
  3869. nSamples = this.points.length * nSubDivisions;
  3870. oldPosition.copy( this.points[ 0 ] );
  3871. for ( i = 1; i < nSamples; i ++ ) {
  3872. index = i / nSamples;
  3873. position = this.getPoint( index );
  3874. tmpVec.copy( position );
  3875. totalLength += tmpVec.distanceTo( oldPosition );
  3876. oldPosition.copy( position );
  3877. point = ( this.points.length - 1 ) * index;
  3878. intPoint = Math.floor( point );
  3879. if ( intPoint != oldIntPoint ) {
  3880. chunkLengths[ intPoint ] = totalLength;
  3881. oldIntPoint = intPoint;
  3882. }
  3883. }
  3884. // last point ends with total length
  3885. chunkLengths[ chunkLengths.length ] = totalLength;
  3886. return { chunks: chunkLengths, total: totalLength };
  3887. };
  3888. this.reparametrizeByArcLength = function ( samplingCoef ) {
  3889. var i, j,
  3890. index, indexCurrent, indexNext,
  3891. linearDistance, realDistance,
  3892. sampling, position,
  3893. newpoints = [],
  3894. tmpVec = new THREE.Vector3(),
  3895. sl = this.getLength();
  3896. newpoints.push( tmpVec.copy( this.points[ 0 ] ).clone() );
  3897. for ( i = 1; i < this.points.length; i ++ ) {
  3898. //tmpVec.copy( this.points[ i - 1 ] );
  3899. //linearDistance = tmpVec.distanceTo( this.points[ i ] );
  3900. realDistance = sl.chunks[ i ] - sl.chunks[ i - 1 ];
  3901. sampling = Math.ceil( samplingCoef * realDistance / sl.total );
  3902. indexCurrent = ( i - 1 ) / ( this.points.length - 1 );
  3903. indexNext = i / ( this.points.length - 1 );
  3904. for ( j = 1; j < sampling - 1; j ++ ) {
  3905. index = indexCurrent + j * ( 1 / sampling ) * ( indexNext - indexCurrent );
  3906. position = this.getPoint( index );
  3907. newpoints.push( tmpVec.copy( position ).clone() );
  3908. }
  3909. newpoints.push( tmpVec.copy( this.points[ i ] ).clone() );
  3910. }
  3911. this.points = newpoints;
  3912. };
  3913. // Catmull-Rom
  3914. function interpolate( p0, p1, p2, p3, t, t2, t3 ) {
  3915. var v0 = ( p2 - p0 ) * 0.5,
  3916. v1 = ( p3 - p1 ) * 0.5;
  3917. return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  3918. };
  3919. };
  3920. // File:src/math/Triangle.js
  3921. /**
  3922. * @author bhouston / http://exocortex.com
  3923. * @author mrdoob / http://mrdoob.com/
  3924. */
  3925. THREE.Triangle = function ( a, b, c ) {
  3926. this.a = ( a !== undefined ) ? a : new THREE.Vector3();
  3927. this.b = ( b !== undefined ) ? b : new THREE.Vector3();
  3928. this.c = ( c !== undefined ) ? c : new THREE.Vector3();
  3929. };
  3930. THREE.Triangle.normal = function () {
  3931. var v0 = new THREE.Vector3();
  3932. return function ( a, b, c, optionalTarget ) {
  3933. var result = optionalTarget || new THREE.Vector3();
  3934. result.subVectors( c, b );
  3935. v0.subVectors( a, b );
  3936. result.cross( v0 );
  3937. var resultLengthSq = result.lengthSq();
  3938. if ( resultLengthSq > 0 ) {
  3939. return result.multiplyScalar( 1 / Math.sqrt( resultLengthSq ) );
  3940. }
  3941. return result.set( 0, 0, 0 );
  3942. };
  3943. }();
  3944. // static/instance method to calculate barycoordinates
  3945. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  3946. THREE.Triangle.barycoordFromPoint = function () {
  3947. var v0 = new THREE.Vector3();
  3948. var v1 = new THREE.Vector3();
  3949. var v2 = new THREE.Vector3();
  3950. return function ( point, a, b, c, optionalTarget ) {
  3951. v0.subVectors( c, a );
  3952. v1.subVectors( b, a );
  3953. v2.subVectors( point, a );
  3954. var dot00 = v0.dot( v0 );
  3955. var dot01 = v0.dot( v1 );
  3956. var dot02 = v0.dot( v2 );
  3957. var dot11 = v1.dot( v1 );
  3958. var dot12 = v1.dot( v2 );
  3959. var denom = ( dot00 * dot11 - dot01 * dot01 );
  3960. var result = optionalTarget || new THREE.Vector3();
  3961. // colinear or singular triangle
  3962. if ( denom == 0 ) {
  3963. // arbitrary location outside of triangle?
  3964. // not sure if this is the best idea, maybe should be returning undefined
  3965. return result.set( - 2, - 1, - 1 );
  3966. }
  3967. var invDenom = 1 / denom;
  3968. var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  3969. var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  3970. // barycoordinates must always sum to 1
  3971. return result.set( 1 - u - v, v, u );
  3972. };
  3973. }();
  3974. THREE.Triangle.containsPoint = function () {
  3975. var v1 = new THREE.Vector3();
  3976. return function ( point, a, b, c ) {
  3977. var result = THREE.Triangle.barycoordFromPoint( point, a, b, c, v1 );
  3978. return ( result.x >= 0 ) && ( result.y >= 0 ) && ( ( result.x + result.y ) <= 1 );
  3979. };
  3980. }();
  3981. THREE.Triangle.prototype = {
  3982. constructor: THREE.Triangle,
  3983. set: function ( a, b, c ) {
  3984. this.a.copy( a );
  3985. this.b.copy( b );
  3986. this.c.copy( c );
  3987. return this;
  3988. },
  3989. setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  3990. this.a.copy( points[ i0 ] );
  3991. this.b.copy( points[ i1 ] );
  3992. this.c.copy( points[ i2 ] );
  3993. return this;
  3994. },
  3995. copy: function ( triangle ) {
  3996. this.a.copy( triangle.a );
  3997. this.b.copy( triangle.b );
  3998. this.c.copy( triangle.c );
  3999. return this;
  4000. },
  4001. area: function () {
  4002. var v0 = new THREE.Vector3();
  4003. var v1 = new THREE.Vector3();
  4004. return function () {
  4005. v0.subVectors( this.c, this.b );
  4006. v1.subVectors( this.a, this.b );
  4007. return v0.cross( v1 ).length() * 0.5;
  4008. };
  4009. }(),
  4010. midpoint: function ( optionalTarget ) {
  4011. var result = optionalTarget || new THREE.Vector3();
  4012. return result.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  4013. },
  4014. normal: function ( optionalTarget ) {
  4015. return THREE.Triangle.normal( this.a, this.b, this.c, optionalTarget );
  4016. },
  4017. plane: function ( optionalTarget ) {
  4018. var result = optionalTarget || new THREE.Plane();
  4019. return result.setFromCoplanarPoints( this.a, this.b, this.c );
  4020. },
  4021. barycoordFromPoint: function ( point, optionalTarget ) {
  4022. return THREE.Triangle.barycoordFromPoint( point, this.a, this.b, this.c, optionalTarget );
  4023. },
  4024. containsPoint: function ( point ) {
  4025. return THREE.Triangle.containsPoint( point, this.a, this.b, this.c );
  4026. },
  4027. equals: function ( triangle ) {
  4028. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  4029. },
  4030. clone: function () {
  4031. return new THREE.Triangle().copy( this );
  4032. }
  4033. };
  4034. // File:src/core/Clock.js
  4035. /**
  4036. * @author alteredq / http://alteredqualia.com/
  4037. */
  4038. THREE.Clock = function ( autoStart ) {
  4039. this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
  4040. this.startTime = 0;
  4041. this.oldTime = 0;
  4042. this.elapsedTime = 0;
  4043. this.running = false;
  4044. };
  4045. THREE.Clock.prototype = {
  4046. constructor: THREE.Clock,
  4047. start: function () {
  4048. this.startTime = self.performance !== undefined && self.performance.now !== undefined
  4049. ? self.performance.now()
  4050. : Date.now();
  4051. this.oldTime = this.startTime;
  4052. this.running = true;
  4053. },
  4054. stop: function () {
  4055. this.getElapsedTime();
  4056. this.running = false;
  4057. },
  4058. getElapsedTime: function () {
  4059. this.getDelta();
  4060. return this.elapsedTime;
  4061. },
  4062. getDelta: function () {
  4063. var diff = 0;
  4064. if ( this.autoStart && ! this.running ) {
  4065. this.start();
  4066. }
  4067. if ( this.running ) {
  4068. var newTime = self.performance !== undefined && self.performance.now !== undefined
  4069. ? self.performance.now()
  4070. : Date.now();
  4071. diff = 0.001 * ( newTime - this.oldTime );
  4072. this.oldTime = newTime;
  4073. this.elapsedTime += diff;
  4074. }
  4075. return diff;
  4076. }
  4077. };
  4078. // File:src/core/EventDispatcher.js
  4079. /**
  4080. * https://github.com/mrdoob/eventdispatcher.js/
  4081. */
  4082. THREE.EventDispatcher = function () {}
  4083. THREE.EventDispatcher.prototype = {
  4084. constructor: THREE.EventDispatcher,
  4085. apply: function ( object ) {
  4086. object.addEventListener = THREE.EventDispatcher.prototype.addEventListener;
  4087. object.hasEventListener = THREE.EventDispatcher.prototype.hasEventListener;
  4088. object.removeEventListener = THREE.EventDispatcher.prototype.removeEventListener;
  4089. object.dispatchEvent = THREE.EventDispatcher.prototype.dispatchEvent;
  4090. },
  4091. addEventListener: function ( type, listener ) {
  4092. if ( this._listeners === undefined ) this._listeners = {};
  4093. var listeners = this._listeners;
  4094. if ( listeners[ type ] === undefined ) {
  4095. listeners[ type ] = [];
  4096. }
  4097. if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  4098. listeners[ type ].push( listener );
  4099. }
  4100. },
  4101. hasEventListener: function ( type, listener ) {
  4102. if ( this._listeners === undefined ) return false;
  4103. var listeners = this._listeners;
  4104. if ( listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1 ) {
  4105. return true;
  4106. }
  4107. return false;
  4108. },
  4109. removeEventListener: function ( type, listener ) {
  4110. if ( this._listeners === undefined ) return;
  4111. var listeners = this._listeners;
  4112. var listenerArray = listeners[ type ];
  4113. if ( listenerArray !== undefined ) {
  4114. var index = listenerArray.indexOf( listener );
  4115. if ( index !== - 1 ) {
  4116. listenerArray.splice( index, 1 );
  4117. }
  4118. }
  4119. },
  4120. dispatchEvent: function ( event ) {
  4121. if ( this._listeners === undefined ) return;
  4122. var listeners = this._listeners;
  4123. var listenerArray = listeners[ event.type ];
  4124. if ( listenerArray !== undefined ) {
  4125. event.target = this;
  4126. var array = [];
  4127. var length = listenerArray.length;
  4128. for ( var i = 0; i < length; i ++ ) {
  4129. array[ i ] = listenerArray[ i ];
  4130. }
  4131. for ( var i = 0; i < length; i ++ ) {
  4132. array[ i ].call( this, event );
  4133. }
  4134. }
  4135. }
  4136. };
  4137. // File:src/core/Raycaster.js
  4138. /**
  4139. * @author mrdoob / http://mrdoob.com/
  4140. * @author bhouston / http://exocortex.com/
  4141. * @author stephomi / http://stephaneginier.com/
  4142. */
  4143. ( function ( THREE ) {
  4144. THREE.Raycaster = function ( origin, direction, near, far ) {
  4145. this.ray = new THREE.Ray( origin, direction );
  4146. // direction is assumed to be normalized (for accurate distance calculations)
  4147. this.near = near || 0;
  4148. this.far = far || Infinity;
  4149. this.params = {
  4150. Sprite: {},
  4151. Mesh: {},
  4152. PointCloud: { threshold: 1 },
  4153. LOD: {},
  4154. Line: {}
  4155. };
  4156. };
  4157. var descSort = function ( a, b ) {
  4158. return a.distance - b.distance;
  4159. };
  4160. var intersectObject = function ( object, raycaster, intersects, recursive ) {
  4161. object.raycast( raycaster, intersects );
  4162. if ( recursive === true ) {
  4163. var children = object.children;
  4164. for ( var i = 0, l = children.length; i < l; i ++ ) {
  4165. intersectObject( children[ i ], raycaster, intersects, true );
  4166. }
  4167. }
  4168. };
  4169. //
  4170. THREE.Raycaster.prototype = {
  4171. constructor: THREE.Raycaster,
  4172. precision: 0.0001,
  4173. linePrecision: 1,
  4174. set: function ( origin, direction ) {
  4175. this.ray.set( origin, direction );
  4176. // direction is assumed to be normalized (for accurate distance calculations)
  4177. },
  4178. intersectObject: function ( object, recursive ) {
  4179. var intersects = [];
  4180. intersectObject( object, this, intersects, recursive );
  4181. intersects.sort( descSort );
  4182. return intersects;
  4183. },
  4184. intersectObjects: function ( objects, recursive ) {
  4185. var intersects = [];
  4186. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  4187. intersectObject( objects[ i ], this, intersects, recursive );
  4188. }
  4189. intersects.sort( descSort );
  4190. return intersects;
  4191. }
  4192. };
  4193. }( THREE ) );
  4194. // File:src/core/Object3D.js
  4195. /**
  4196. * @author mrdoob / http://mrdoob.com/
  4197. * @author mikael emtinger / http://gomo.se/
  4198. * @author alteredq / http://alteredqualia.com/
  4199. * @author WestLangley / http://github.com/WestLangley
  4200. */
  4201. THREE.Object3D = function () {
  4202. this.id = THREE.Object3DIdCount ++;
  4203. this.uuid = THREE.Math.generateUUID();
  4204. this.name = '';
  4205. this.type = 'Object3D';
  4206. this.parent = undefined;
  4207. this.children = [];
  4208. this.up = THREE.Object3D.DefaultUp.clone();
  4209. var scope = this;
  4210. var position = new THREE.Vector3();
  4211. var rotation = new THREE.Euler();
  4212. var quaternion = new THREE.Quaternion();
  4213. var scale = new THREE.Vector3( 1, 1, 1 );
  4214. rotation.onChange( function () {
  4215. quaternion.setFromEuler( rotation, false );
  4216. } );
  4217. quaternion.onChange( function () {
  4218. rotation.setFromQuaternion( quaternion, undefined, false );
  4219. } );
  4220. Object.defineProperties( this, {
  4221. position: {
  4222. enumerable: true,
  4223. value: position
  4224. },
  4225. rotation: {
  4226. enumerable: true,
  4227. value: rotation
  4228. },
  4229. quaternion: {
  4230. enumerable: true,
  4231. value: quaternion
  4232. },
  4233. scale: {
  4234. enumerable: true,
  4235. value: scale
  4236. },
  4237. } );
  4238. this.renderDepth = null;
  4239. this.rotationAutoUpdate = true;
  4240. this.matrix = new THREE.Matrix4();
  4241. this.matrixWorld = new THREE.Matrix4();
  4242. this.matrixAutoUpdate = true;
  4243. this.matrixWorldNeedsUpdate = false;
  4244. this.visible = true;
  4245. this.castShadow = false;
  4246. this.receiveShadow = false;
  4247. this.frustumCulled = true;
  4248. this.userData = {};
  4249. };
  4250. THREE.Object3D.DefaultUp = new THREE.Vector3( 0, 1, 0 );
  4251. THREE.Object3D.prototype = {
  4252. constructor: THREE.Object3D,
  4253. get eulerOrder () {
  4254. console.warn( 'THREE.Object3D: .eulerOrder has been moved to .rotation.order.' );
  4255. return this.rotation.order;
  4256. },
  4257. set eulerOrder ( value ) {
  4258. console.warn( 'THREE.Object3D: .eulerOrder has been moved to .rotation.order.' );
  4259. this.rotation.order = value;
  4260. },
  4261. get useQuaternion () {
  4262. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  4263. },
  4264. set useQuaternion ( value ) {
  4265. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  4266. },
  4267. applyMatrix: function ( matrix ) {
  4268. this.matrix.multiplyMatrices( matrix, this.matrix );
  4269. this.matrix.decompose( this.position, this.quaternion, this.scale );
  4270. },
  4271. setRotationFromAxisAngle: function ( axis, angle ) {
  4272. // assumes axis is normalized
  4273. this.quaternion.setFromAxisAngle( axis, angle );
  4274. },
  4275. setRotationFromEuler: function ( euler ) {
  4276. this.quaternion.setFromEuler( euler, true );
  4277. },
  4278. setRotationFromMatrix: function ( m ) {
  4279. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  4280. this.quaternion.setFromRotationMatrix( m );
  4281. },
  4282. setRotationFromQuaternion: function ( q ) {
  4283. // assumes q is normalized
  4284. this.quaternion.copy( q );
  4285. },
  4286. rotateOnAxis: function () {
  4287. // rotate object on axis in object space
  4288. // axis is assumed to be normalized
  4289. var q1 = new THREE.Quaternion();
  4290. return function ( axis, angle ) {
  4291. q1.setFromAxisAngle( axis, angle );
  4292. this.quaternion.multiply( q1 );
  4293. return this;
  4294. }
  4295. }(),
  4296. rotateX: function () {
  4297. var v1 = new THREE.Vector3( 1, 0, 0 );
  4298. return function ( angle ) {
  4299. return this.rotateOnAxis( v1, angle );
  4300. };
  4301. }(),
  4302. rotateY: function () {
  4303. var v1 = new THREE.Vector3( 0, 1, 0 );
  4304. return function ( angle ) {
  4305. return this.rotateOnAxis( v1, angle );
  4306. };
  4307. }(),
  4308. rotateZ: function () {
  4309. var v1 = new THREE.Vector3( 0, 0, 1 );
  4310. return function ( angle ) {
  4311. return this.rotateOnAxis( v1, angle );
  4312. };
  4313. }(),
  4314. translateOnAxis: function () {
  4315. // translate object by distance along axis in object space
  4316. // axis is assumed to be normalized
  4317. var v1 = new THREE.Vector3();
  4318. return function ( axis, distance ) {
  4319. v1.copy( axis ).applyQuaternion( this.quaternion );
  4320. this.position.add( v1.multiplyScalar( distance ) );
  4321. return this;
  4322. }
  4323. }(),
  4324. translate: function ( distance, axis ) {
  4325. console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
  4326. return this.translateOnAxis( axis, distance );
  4327. },
  4328. translateX: function () {
  4329. var v1 = new THREE.Vector3( 1, 0, 0 );
  4330. return function ( distance ) {
  4331. return this.translateOnAxis( v1, distance );
  4332. };
  4333. }(),
  4334. translateY: function () {
  4335. var v1 = new THREE.Vector3( 0, 1, 0 );
  4336. return function ( distance ) {
  4337. return this.translateOnAxis( v1, distance );
  4338. };
  4339. }(),
  4340. translateZ: function () {
  4341. var v1 = new THREE.Vector3( 0, 0, 1 );
  4342. return function ( distance ) {
  4343. return this.translateOnAxis( v1, distance );
  4344. };
  4345. }(),
  4346. localToWorld: function ( vector ) {
  4347. return vector.applyMatrix4( this.matrixWorld );
  4348. },
  4349. worldToLocal: function () {
  4350. var m1 = new THREE.Matrix4();
  4351. return function ( vector ) {
  4352. return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) );
  4353. };
  4354. }(),
  4355. lookAt: function () {
  4356. // This routine does not support objects with rotated and/or translated parent(s)
  4357. var m1 = new THREE.Matrix4();
  4358. return function ( vector ) {
  4359. m1.lookAt( vector, this.position, this.up );
  4360. this.quaternion.setFromRotationMatrix( m1 );
  4361. };
  4362. }(),
  4363. add: function ( object ) {
  4364. if ( arguments.length > 1 ) {
  4365. for ( var i = 0; i < arguments.length; i++ ) {
  4366. this.add( arguments[ i ] );
  4367. }
  4368. return this;
  4369. };
  4370. if ( object === this ) {
  4371. console.error( "THREE.Object3D.add:", object, "can't be added as a child of itself." );
  4372. return this;
  4373. }
  4374. if ( object instanceof THREE.Object3D ) {
  4375. if ( object.parent !== undefined ) {
  4376. object.parent.remove( object );
  4377. }
  4378. object.parent = this;
  4379. object.dispatchEvent( { type: 'added' } );
  4380. this.children.push( object );
  4381. } else {
  4382. console.error( "THREE.Object3D.add:", object, "is not an instance of THREE.Object3D." );
  4383. }
  4384. return this;
  4385. },
  4386. remove: function ( object ) {
  4387. if ( arguments.length > 1 ) {
  4388. for ( var i = 0; i < arguments.length; i++ ) {
  4389. this.remove( arguments[ i ] );
  4390. }
  4391. };
  4392. var index = this.children.indexOf( object );
  4393. if ( index !== - 1 ) {
  4394. object.parent = undefined;
  4395. object.dispatchEvent( { type: 'removed' } );
  4396. this.children.splice( index, 1 );
  4397. }
  4398. },
  4399. raycast: function () {},
  4400. traverse: function ( callback ) {
  4401. callback( this );
  4402. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  4403. this.children[ i ].traverse( callback );
  4404. }
  4405. },
  4406. traverseVisible: function ( callback ) {
  4407. if ( this.visible === false ) return;
  4408. callback( this );
  4409. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  4410. this.children[ i ].traverseVisible( callback );
  4411. }
  4412. },
  4413. getObjectById: function ( id, recursive ) {
  4414. if ( this.id === id ) return this;
  4415. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  4416. var child = this.children[ i ];
  4417. var object = child.getObjectById( id, recursive );
  4418. if ( object !== undefined ) {
  4419. return object;
  4420. }
  4421. }
  4422. return undefined;
  4423. },
  4424. getObjectByName: function ( name, recursive ) {
  4425. if ( this.name === name ) return this;
  4426. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  4427. var child = this.children[ i ];
  4428. var object = child.getObjectByName( name, recursive );
  4429. if ( object !== undefined ) {
  4430. return object;
  4431. }
  4432. }
  4433. return undefined;
  4434. },
  4435. getChildByName: function ( name, recursive ) {
  4436. console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
  4437. return this.getObjectByName( name, recursive );
  4438. },
  4439. updateMatrix: function () {
  4440. this.matrix.compose( this.position, this.quaternion, this.scale );
  4441. this.matrixWorldNeedsUpdate = true;
  4442. },
  4443. updateMatrixWorld: function ( force ) {
  4444. if ( this.matrixAutoUpdate === true ) this.updateMatrix();
  4445. if ( this.matrixWorldNeedsUpdate === true || force === true ) {
  4446. if ( this.parent === undefined ) {
  4447. this.matrixWorld.copy( this.matrix );
  4448. } else {
  4449. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  4450. }
  4451. this.matrixWorldNeedsUpdate = false;
  4452. force = true;
  4453. }
  4454. // update children
  4455. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  4456. this.children[ i ].updateMatrixWorld( force );
  4457. }
  4458. },
  4459. toJSON: function () {
  4460. var output = {
  4461. metadata: {
  4462. version: 4.3,
  4463. type: 'Object',
  4464. generator: 'ObjectExporter'
  4465. }
  4466. };
  4467. //
  4468. var geometries = {};
  4469. var parseGeometry = function ( geometry ) {
  4470. if ( output.geometries === undefined ) {
  4471. output.geometries = [];
  4472. }
  4473. if ( geometries[ geometry.uuid ] === undefined ) {
  4474. var json = geometry.toJSON();
  4475. delete json.metadata;
  4476. geometries[ geometry.uuid ] = json;
  4477. output.geometries.push( json );
  4478. }
  4479. return geometry.uuid;
  4480. };
  4481. //
  4482. var materials = {};
  4483. var parseMaterial = function ( material ) {
  4484. if ( output.materials === undefined ) {
  4485. output.materials = [];
  4486. }
  4487. if ( materials[ material.uuid ] === undefined ) {
  4488. var json = material.toJSON();
  4489. delete json.metadata;
  4490. materials[ material.uuid ] = json;
  4491. output.materials.push( json );
  4492. }
  4493. return material.uuid;
  4494. };
  4495. //
  4496. var parseObject = function ( object ) {
  4497. var data = {};
  4498. data.uuid = object.uuid;
  4499. data.type = object.type;
  4500. if ( object.name !== '' ) data.name = object.name;
  4501. if ( JSON.stringify( object.userData ) !== '{}' ) data.userData = object.userData;
  4502. if ( object.script !== undefined ) data.script = object.script.source;
  4503. if ( object.visible !== true ) data.visible = object.visible;
  4504. if ( object instanceof THREE.PerspectiveCamera ) {
  4505. data.fov = object.fov;
  4506. data.aspect = object.aspect;
  4507. data.near = object.near;
  4508. data.far = object.far;
  4509. } else if ( object instanceof THREE.OrthographicCamera ) {
  4510. data.left = object.left;
  4511. data.right = object.right;
  4512. data.top = object.top;
  4513. data.bottom = object.bottom;
  4514. data.near = object.near;
  4515. data.far = object.far;
  4516. } else if ( object instanceof THREE.AmbientLight ) {
  4517. data.color = object.color.getHex();
  4518. } else if ( object instanceof THREE.DirectionalLight ) {
  4519. data.color = object.color.getHex();
  4520. data.intensity = object.intensity;
  4521. } else if ( object instanceof THREE.PointLight ) {
  4522. data.color = object.color.getHex();
  4523. data.intensity = object.intensity;
  4524. data.distance = object.distance;
  4525. } else if ( object instanceof THREE.SpotLight ) {
  4526. data.color = object.color.getHex();
  4527. data.intensity = object.intensity;
  4528. data.distance = object.distance;
  4529. data.angle = object.angle;
  4530. data.exponent = object.exponent;
  4531. } else if ( object instanceof THREE.HemisphereLight ) {
  4532. data.color = object.color.getHex();
  4533. data.groundColor = object.groundColor.getHex();
  4534. } else if ( object instanceof THREE.Mesh ) {
  4535. data.geometry = parseGeometry( object.geometry );
  4536. data.material = parseMaterial( object.material );
  4537. } else if ( object instanceof THREE.Sprite ) {
  4538. data.material = parseMaterial( object.material );
  4539. }
  4540. data.matrix = object.matrix.toArray();
  4541. if ( object.children.length > 0 ) {
  4542. data.children = [];
  4543. for ( var i = 0; i < object.children.length; i ++ ) {
  4544. data.children.push( parseObject( object.children[ i ] ) );
  4545. }
  4546. }
  4547. return data;
  4548. }
  4549. output.object = parseObject( this );
  4550. return output;
  4551. },
  4552. clone: function ( object, recursive ) {
  4553. if ( object === undefined ) object = new THREE.Object3D();
  4554. if ( recursive === undefined ) recursive = true;
  4555. object.name = this.name;
  4556. object.up.copy( this.up );
  4557. object.position.copy( this.position );
  4558. object.quaternion.copy( this.quaternion );
  4559. object.scale.copy( this.scale );
  4560. object.renderDepth = this.renderDepth;
  4561. object.rotationAutoUpdate = this.rotationAutoUpdate;
  4562. object.matrix.copy( this.matrix );
  4563. object.matrixWorld.copy( this.matrixWorld );
  4564. object.matrixAutoUpdate = this.matrixAutoUpdate;
  4565. object.matrixWorldNeedsUpdate = this.matrixWorldNeedsUpdate;
  4566. object.visible = this.visible;
  4567. object.castShadow = this.castShadow;
  4568. object.receiveShadow = this.receiveShadow;
  4569. object.frustumCulled = this.frustumCulled;
  4570. object.userData = JSON.parse( JSON.stringify( this.userData ) );
  4571. if ( this.script !== undefined ) object.script = this.script.clone();
  4572. if ( recursive === true ) {
  4573. for ( var i = 0; i < this.children.length; i ++ ) {
  4574. var child = this.children[ i ];
  4575. object.add( child.clone() );
  4576. }
  4577. }
  4578. return object;
  4579. }
  4580. };
  4581. THREE.EventDispatcher.prototype.apply( THREE.Object3D.prototype );
  4582. THREE.Object3DIdCount = 0;
  4583. // File:src/core/Projector.js
  4584. /**
  4585. * @author mrdoob / http://mrdoob.com/
  4586. */
  4587. THREE.Projector = function () {
  4588. this.projectVector = function ( vector, camera ) {
  4589. var viewProjectionMatrix = new THREE.Matrix4();
  4590. return function ( vector, camera ) {
  4591. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  4592. viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  4593. return vector.applyProjection( viewProjectionMatrix );
  4594. };
  4595. }();
  4596. this.unprojectVector = function () {
  4597. var projectionMatrixInverse = new THREE.Matrix4();
  4598. var viewProjectionMatrix = new THREE.Matrix4();
  4599. return function ( vector, camera ) {
  4600. projectionMatrixInverse.getInverse( camera.projectionMatrix );
  4601. viewProjectionMatrix.multiplyMatrices( camera.matrixWorld, projectionMatrixInverse );
  4602. return vector.applyProjection( viewProjectionMatrix );
  4603. };
  4604. }();
  4605. this.pickingRay = function ( vector, camera ) {
  4606. // set two vectors with opposing z values
  4607. vector.z = - 1.0;
  4608. var end = new THREE.Vector3( vector.x, vector.y, 1.0 );
  4609. this.unprojectVector( vector, camera );
  4610. this.unprojectVector( end, camera );
  4611. // find direction from vector to end
  4612. end.sub( vector ).normalize();
  4613. return new THREE.Raycaster( vector, end );
  4614. };
  4615. };
  4616. // File:src/core/Face3.js
  4617. /**
  4618. * @author mrdoob / http://mrdoob.com/
  4619. * @author alteredq / http://alteredqualia.com/
  4620. */
  4621. THREE.Face3 = function ( a, b, c, normal, color, materialIndex ) {
  4622. this.a = a;
  4623. this.b = b;
  4624. this.c = c;
  4625. this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3();
  4626. this.vertexNormals = normal instanceof Array ? normal : [];
  4627. this.color = color instanceof THREE.Color ? color : new THREE.Color();
  4628. this.vertexColors = color instanceof Array ? color : [];
  4629. this.vertexTangents = [];
  4630. this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  4631. };
  4632. THREE.Face3.prototype = {
  4633. constructor: THREE.Face3,
  4634. clone: function () {
  4635. var face = new THREE.Face3( this.a, this.b, this.c );
  4636. face.normal.copy( this.normal );
  4637. face.color.copy( this.color );
  4638. face.materialIndex = this.materialIndex;
  4639. for ( var i = 0, il = this.vertexNormals.length; i < il; i ++ ) {
  4640. face.vertexNormals[ i ] = this.vertexNormals[ i ].clone();
  4641. }
  4642. for ( var i = 0, il = this.vertexColors.length; i < il; i ++ ) {
  4643. face.vertexColors[ i ] = this.vertexColors[ i ].clone();
  4644. }
  4645. for ( var i = 0, il = this.vertexTangents.length; i < il; i ++ ) {
  4646. face.vertexTangents[ i ] = this.vertexTangents[ i ].clone();
  4647. }
  4648. return face;
  4649. }
  4650. };
  4651. // File:src/core/Face4.js
  4652. /**
  4653. * @author mrdoob / http://mrdoob.com/
  4654. */
  4655. THREE.Face4 = function ( a, b, c, d, normal, color, materialIndex ) {
  4656. console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' )
  4657. return new THREE.Face3( a, b, c, normal, color, materialIndex );
  4658. };
  4659. // File:src/core/BufferAttribute.js
  4660. /**
  4661. * @author mrdoob / http://mrdoob.com/
  4662. */
  4663. THREE.BufferAttribute = function ( array, itemSize ) {
  4664. this.array = array;
  4665. this.itemSize = itemSize;
  4666. this.needsUpdate = false;
  4667. };
  4668. THREE.BufferAttribute.prototype = {
  4669. constructor: THREE.BufferAttribute,
  4670. get length () {
  4671. return this.array.length;
  4672. },
  4673. copyAt: function ( index1, attribute, index2 ) {
  4674. index1 *= this.itemSize;
  4675. index2 *= attribute.itemSize;
  4676. for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
  4677. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  4678. }
  4679. },
  4680. set: function ( value ) {
  4681. this.array.set( value );
  4682. return this;
  4683. },
  4684. setX: function ( index, x ) {
  4685. this.array[ index * this.itemSize ] = x;
  4686. return this;
  4687. },
  4688. setY: function ( index, y ) {
  4689. this.array[ index * this.itemSize + 1 ] = y;
  4690. return this;
  4691. },
  4692. setZ: function ( index, z ) {
  4693. this.array[ index * this.itemSize + 2 ] = z;
  4694. return this;
  4695. },
  4696. setXY: function ( index, x, y ) {
  4697. index *= this.itemSize;
  4698. this.array[ index ] = x;
  4699. this.array[ index + 1 ] = y;
  4700. return this;
  4701. },
  4702. setXYZ: function ( index, x, y, z ) {
  4703. index *= this.itemSize;
  4704. this.array[ index ] = x;
  4705. this.array[ index + 1 ] = y;
  4706. this.array[ index + 2 ] = z;
  4707. return this;
  4708. },
  4709. setXYZW: function ( index, x, y, z, w ) {
  4710. index *= this.itemSize;
  4711. this.array[ index ] = x;
  4712. this.array[ index + 1 ] = y;
  4713. this.array[ index + 2 ] = z;
  4714. this.array[ index + 3 ] = w;
  4715. return this;
  4716. },
  4717. clone: function () {
  4718. return new THREE.BufferAttribute( new this.array.constructor( this.array ), this.itemSize );
  4719. }
  4720. };
  4721. //
  4722. THREE.Int8Attribute = function ( data, itemSize ) {
  4723. console.warn( 'THREE.Int8Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  4724. return new THREE.BufferAttribute( data, itemSize );
  4725. };
  4726. THREE.Uint8Attribute = function ( data, itemSize ) {
  4727. console.warn( 'THREE.Uint8Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  4728. return new THREE.BufferAttribute( data, itemSize );
  4729. };
  4730. THREE.Uint8ClampedAttribute = function ( data, itemSize ) {
  4731. console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  4732. return new THREE.BufferAttribute( data, itemSize );
  4733. };
  4734. THREE.Int16Attribute = function ( data, itemSize ) {
  4735. console.warn( 'THREE.Int16Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  4736. return new THREE.BufferAttribute( data, itemSize );
  4737. };
  4738. THREE.Uint16Attribute = function ( data, itemSize ) {
  4739. console.warn( 'THREE.Uint16Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  4740. return new THREE.BufferAttribute( data, itemSize );
  4741. };
  4742. THREE.Int32Attribute = function ( data, itemSize ) {
  4743. console.warn( 'THREE.Int32Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  4744. return new THREE.BufferAttribute( data, itemSize );
  4745. };
  4746. THREE.Uint32Attribute = function ( data, itemSize ) {
  4747. console.warn( 'THREE.Uint32Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  4748. return new THREE.BufferAttribute( data, itemSize );
  4749. };
  4750. THREE.Float32Attribute = function ( data, itemSize ) {
  4751. console.warn( 'THREE.Float32Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  4752. return new THREE.BufferAttribute( data, itemSize );
  4753. };
  4754. THREE.Float64Attribute = function ( data, itemSize ) {
  4755. console.warn( 'THREE.Float64Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  4756. return new THREE.BufferAttribute( data, itemSize );
  4757. };
  4758. // File:src/core/BufferGeometry.js
  4759. /**
  4760. * @author alteredq / http://alteredqualia.com/
  4761. * @author mrdoob / http://mrdoob.com/
  4762. */
  4763. THREE.BufferGeometry = function () {
  4764. this.id = THREE.GeometryIdCount ++;
  4765. this.uuid = THREE.Math.generateUUID();
  4766. this.name = '';
  4767. this.type = 'BufferGeometry';
  4768. this.attributes = {};
  4769. this.attributesKeys = [];
  4770. this.drawcalls = [];
  4771. this.offsets = this.drawcalls; // backwards compatibility
  4772. this.boundingBox = null;
  4773. this.boundingSphere = null;
  4774. };
  4775. THREE.BufferGeometry.prototype = {
  4776. constructor: THREE.BufferGeometry,
  4777. addAttribute: function ( name, attribute ) {
  4778. if ( attribute instanceof THREE.BufferAttribute === false ) {
  4779. console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
  4780. this.attributes[ name ] = { array: arguments[ 1 ], itemSize: arguments[ 2 ] };
  4781. return;
  4782. }
  4783. this.attributes[ name ] = attribute;
  4784. this.attributesKeys = Object.keys( this.attributes );
  4785. },
  4786. getAttribute: function ( name ) {
  4787. return this.attributes[ name ];
  4788. },
  4789. addDrawCall: function ( start, count, indexOffset ) {
  4790. this.drawcalls.push( {
  4791. start: start,
  4792. count: count,
  4793. index: indexOffset !== undefined ? indexOffset : 0
  4794. } );
  4795. },
  4796. applyMatrix: function ( matrix ) {
  4797. var position = this.attributes.position;
  4798. if ( position !== undefined ) {
  4799. matrix.applyToVector3Array( position.array );
  4800. position.needsUpdate = true;
  4801. }
  4802. var normal = this.attributes.normal;
  4803. if ( normal !== undefined ) {
  4804. var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
  4805. normalMatrix.applyToVector3Array( normal.array );
  4806. normal.needsUpdate = true;
  4807. }
  4808. },
  4809. fromGeometry: function ( geometry, settings ) {
  4810. settings = settings || { 'vertexColors': THREE.NoColors };
  4811. var vertices = geometry.vertices;
  4812. var faces = geometry.faces;
  4813. var faceVertexUvs = geometry.faceVertexUvs;
  4814. var vertexColors = settings.vertexColors;
  4815. var hasFaceVertexUv = faceVertexUvs[ 0 ].length > 0;
  4816. var hasFaceVertexNormals = faces[ 0 ].vertexNormals.length == 3;
  4817. var positions = new Float32Array( faces.length * 3 * 3 );
  4818. this.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
  4819. var normals = new Float32Array( faces.length * 3 * 3 );
  4820. this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
  4821. if ( vertexColors !== THREE.NoColors ) {
  4822. var colors = new Float32Array( faces.length * 3 * 3 );
  4823. this.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) );
  4824. }
  4825. if ( hasFaceVertexUv === true ) {
  4826. var uvs = new Float32Array( faces.length * 3 * 2 );
  4827. this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );
  4828. }
  4829. for ( var i = 0, i2 = 0, i3 = 0; i < faces.length; i ++, i2 += 6, i3 += 9 ) {
  4830. var face = faces[ i ];
  4831. var a = vertices[ face.a ];
  4832. var b = vertices[ face.b ];
  4833. var c = vertices[ face.c ];
  4834. positions[ i3 ] = a.x;
  4835. positions[ i3 + 1 ] = a.y;
  4836. positions[ i3 + 2 ] = a.z;
  4837. positions[ i3 + 3 ] = b.x;
  4838. positions[ i3 + 4 ] = b.y;
  4839. positions[ i3 + 5 ] = b.z;
  4840. positions[ i3 + 6 ] = c.x;
  4841. positions[ i3 + 7 ] = c.y;
  4842. positions[ i3 + 8 ] = c.z;
  4843. if ( hasFaceVertexNormals === true ) {
  4844. var na = face.vertexNormals[ 0 ];
  4845. var nb = face.vertexNormals[ 1 ];
  4846. var nc = face.vertexNormals[ 2 ];
  4847. normals[ i3 ] = na.x;
  4848. normals[ i3 + 1 ] = na.y;
  4849. normals[ i3 + 2 ] = na.z;
  4850. normals[ i3 + 3 ] = nb.x;
  4851. normals[ i3 + 4 ] = nb.y;
  4852. normals[ i3 + 5 ] = nb.z;
  4853. normals[ i3 + 6 ] = nc.x;
  4854. normals[ i3 + 7 ] = nc.y;
  4855. normals[ i3 + 8 ] = nc.z;
  4856. } else {
  4857. var n = face.normal;
  4858. normals[ i3 ] = n.x;
  4859. normals[ i3 + 1 ] = n.y;
  4860. normals[ i3 + 2 ] = n.z;
  4861. normals[ i3 + 3 ] = n.x;
  4862. normals[ i3 + 4 ] = n.y;
  4863. normals[ i3 + 5 ] = n.z;
  4864. normals[ i3 + 6 ] = n.x;
  4865. normals[ i3 + 7 ] = n.y;
  4866. normals[ i3 + 8 ] = n.z;
  4867. }
  4868. if ( vertexColors === THREE.FaceColors ) {
  4869. var fc = face.color;
  4870. colors[ i3 ] = fc.r;
  4871. colors[ i3 + 1 ] = fc.g;
  4872. colors[ i3 + 2 ] = fc.b;
  4873. colors[ i3 + 3 ] = fc.r;
  4874. colors[ i3 + 4 ] = fc.g;
  4875. colors[ i3 + 5 ] = fc.b;
  4876. colors[ i3 + 6 ] = fc.r;
  4877. colors[ i3 + 7 ] = fc.g;
  4878. colors[ i3 + 8 ] = fc.b;
  4879. } else if ( vertexColors === THREE.VertexColors ) {
  4880. var vca = face.vertexColors[ 0 ];
  4881. var vcb = face.vertexColors[ 1 ];
  4882. var vcc = face.vertexColors[ 2 ];
  4883. colors[ i3 ] = vca.r;
  4884. colors[ i3 + 1 ] = vca.g;
  4885. colors[ i3 + 2 ] = vca.b;
  4886. colors[ i3 + 3 ] = vcb.r;
  4887. colors[ i3 + 4 ] = vcb.g;
  4888. colors[ i3 + 5 ] = vcb.b;
  4889. colors[ i3 + 6 ] = vcc.r;
  4890. colors[ i3 + 7 ] = vcc.g;
  4891. colors[ i3 + 8 ] = vcc.b;
  4892. }
  4893. if ( hasFaceVertexUv === true ) {
  4894. var uva = faceVertexUvs[ 0 ][ i ][ 0 ];
  4895. var uvb = faceVertexUvs[ 0 ][ i ][ 1 ];
  4896. var uvc = faceVertexUvs[ 0 ][ i ][ 2 ];
  4897. uvs[ i2 ] = uva.x;
  4898. uvs[ i2 + 1 ] = uva.y;
  4899. uvs[ i2 + 2 ] = uvb.x;
  4900. uvs[ i2 + 3 ] = uvb.y;
  4901. uvs[ i2 + 4 ] = uvc.x;
  4902. uvs[ i2 + 5 ] = uvc.y;
  4903. }
  4904. }
  4905. this.computeBoundingSphere()
  4906. return this;
  4907. },
  4908. computeBoundingBox: function () {
  4909. var vector = new THREE.Vector3();
  4910. return function () {
  4911. if ( this.boundingBox === null ) {
  4912. this.boundingBox = new THREE.Box3();
  4913. }
  4914. var positions = this.attributes.position.array;
  4915. if ( positions ) {
  4916. var bb = this.boundingBox;
  4917. bb.makeEmpty();
  4918. for ( var i = 0, il = positions.length; i < il; i += 3 ) {
  4919. vector.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
  4920. bb.expandByPoint( vector );
  4921. }
  4922. }
  4923. if ( positions === undefined || positions.length === 0 ) {
  4924. this.boundingBox.min.set( 0, 0, 0 );
  4925. this.boundingBox.max.set( 0, 0, 0 );
  4926. }
  4927. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  4928. console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.' );
  4929. }
  4930. }
  4931. }(),
  4932. computeBoundingSphere: function () {
  4933. var box = new THREE.Box3();
  4934. var vector = new THREE.Vector3();
  4935. return function () {
  4936. if ( this.boundingSphere === null ) {
  4937. this.boundingSphere = new THREE.Sphere();
  4938. }
  4939. var positions = this.attributes.position.array;
  4940. if ( positions ) {
  4941. box.makeEmpty();
  4942. var center = this.boundingSphere.center;
  4943. for ( var i = 0, il = positions.length; i < il; i += 3 ) {
  4944. vector.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
  4945. box.expandByPoint( vector );
  4946. }
  4947. box.center( center );
  4948. // hoping to find a boundingSphere with a radius smaller than the
  4949. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  4950. var maxRadiusSq = 0;
  4951. for ( var i = 0, il = positions.length; i < il; i += 3 ) {
  4952. vector.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
  4953. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );
  4954. }
  4955. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  4956. if ( isNaN( this.boundingSphere.radius ) ) {
  4957. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.' );
  4958. }
  4959. }
  4960. }
  4961. }(),
  4962. computeFaceNormals: function () {
  4963. // backwards compatibility
  4964. },
  4965. computeVertexNormals: function () {
  4966. var attributes = this.attributes;
  4967. if ( attributes.position ) {
  4968. var positions = attributes.position.array;
  4969. if ( attributes.normal === undefined ) {
  4970. this.addAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( positions.length ), 3 ) );
  4971. } else {
  4972. // reset existing normals to zero
  4973. var normals = attributes.normal.array;
  4974. for ( var i = 0, il = normals.length; i < il; i ++ ) {
  4975. normals[ i ] = 0;
  4976. }
  4977. }
  4978. var normals = attributes.normal.array;
  4979. var vA, vB, vC, x, y, z,
  4980. pA = new THREE.Vector3(),
  4981. pB = new THREE.Vector3(),
  4982. pC = new THREE.Vector3(),
  4983. cb = new THREE.Vector3(),
  4984. ab = new THREE.Vector3();
  4985. // indexed elements
  4986. if ( attributes.index ) {
  4987. var indices = attributes.index.array;
  4988. var offsets = ( this.offsets.length > 0 ? this.offsets : [ { start: 0, count: indices.length, index: 0 } ] );
  4989. for ( var j = 0, jl = offsets.length; j < jl; ++ j ) {
  4990. var start = offsets[ j ].start;
  4991. var count = offsets[ j ].count;
  4992. var index = offsets[ j ].index;
  4993. for ( var i = start, il = start + count; i < il; i += 3 ) {
  4994. vA = ( index + indices[ i ] ) * 3;
  4995. vB = ( index + indices[ i + 1 ] ) * 3;
  4996. vC = ( index + indices[ i + 2 ] ) * 3;
  4997. x = positions[ vA ];
  4998. y = positions[ vA + 1 ];
  4999. z = positions[ vA + 2 ];
  5000. pA.set( x, y, z );
  5001. x = positions[ vB ];
  5002. y = positions[ vB + 1 ];
  5003. z = positions[ vB + 2 ];
  5004. pB.set( x, y, z );
  5005. x = positions[ vC ];
  5006. y = positions[ vC + 1 ];
  5007. z = positions[ vC + 2 ];
  5008. pC.set( x, y, z );
  5009. cb.subVectors( pC, pB );
  5010. ab.subVectors( pA, pB );
  5011. cb.cross( ab );
  5012. normals[ vA ] += cb.x;
  5013. normals[ vA + 1 ] += cb.y;
  5014. normals[ vA + 2 ] += cb.z;
  5015. normals[ vB ] += cb.x;
  5016. normals[ vB + 1 ] += cb.y;
  5017. normals[ vB + 2 ] += cb.z;
  5018. normals[ vC ] += cb.x;
  5019. normals[ vC + 1 ] += cb.y;
  5020. normals[ vC + 2 ] += cb.z;
  5021. }
  5022. }
  5023. } else {
  5024. // non-indexed elements (unconnected triangle soup)
  5025. for ( var i = 0, il = positions.length; i < il; i += 9 ) {
  5026. x = positions[ i ];
  5027. y = positions[ i + 1 ];
  5028. z = positions[ i + 2 ];
  5029. pA.set( x, y, z );
  5030. x = positions[ i + 3 ];
  5031. y = positions[ i + 4 ];
  5032. z = positions[ i + 5 ];
  5033. pB.set( x, y, z );
  5034. x = positions[ i + 6 ];
  5035. y = positions[ i + 7 ];
  5036. z = positions[ i + 8 ];
  5037. pC.set( x, y, z );
  5038. cb.subVectors( pC, pB );
  5039. ab.subVectors( pA, pB );
  5040. cb.cross( ab );
  5041. normals[ i ] = cb.x;
  5042. normals[ i + 1 ] = cb.y;
  5043. normals[ i + 2 ] = cb.z;
  5044. normals[ i + 3 ] = cb.x;
  5045. normals[ i + 4 ] = cb.y;
  5046. normals[ i + 5 ] = cb.z;
  5047. normals[ i + 6 ] = cb.x;
  5048. normals[ i + 7 ] = cb.y;
  5049. normals[ i + 8 ] = cb.z;
  5050. }
  5051. }
  5052. this.normalizeNormals();
  5053. attributes.normal.needsUpdate = true;
  5054. }
  5055. },
  5056. computeTangents: function () {
  5057. // based on http://www.terathon.com/code/tangent.html
  5058. // (per vertex tangents)
  5059. if ( this.attributes.index === undefined ||
  5060. this.attributes.position === undefined ||
  5061. this.attributes.normal === undefined ||
  5062. this.attributes.uv === undefined ) {
  5063. console.warn( 'Missing required attributes (index, position, normal or uv) in BufferGeometry.computeTangents()' );
  5064. return;
  5065. }
  5066. var indices = this.attributes.index.array;
  5067. var positions = this.attributes.position.array;
  5068. var normals = this.attributes.normal.array;
  5069. var uvs = this.attributes.uv.array;
  5070. var nVertices = positions.length / 3;
  5071. if ( this.attributes.tangent === undefined ) {
  5072. this.addAttribute( 'tangent', new THREE.BufferAttribute( new Float32Array( 4 * nVertices ), 4 ) );
  5073. }
  5074. var tangents = this.attributes.tangent.array;
  5075. var tan1 = [], tan2 = [];
  5076. for ( var k = 0; k < nVertices; k ++ ) {
  5077. tan1[ k ] = new THREE.Vector3();
  5078. tan2[ k ] = new THREE.Vector3();
  5079. }
  5080. var xA, yA, zA,
  5081. xB, yB, zB,
  5082. xC, yC, zC,
  5083. uA, vA,
  5084. uB, vB,
  5085. uC, vC,
  5086. x1, x2, y1, y2, z1, z2,
  5087. s1, s2, t1, t2, r;
  5088. var sdir = new THREE.Vector3(), tdir = new THREE.Vector3();
  5089. function handleTriangle( a, b, c ) {
  5090. xA = positions[ a * 3 ];
  5091. yA = positions[ a * 3 + 1 ];
  5092. zA = positions[ a * 3 + 2 ];
  5093. xB = positions[ b * 3 ];
  5094. yB = positions[ b * 3 + 1 ];
  5095. zB = positions[ b * 3 + 2 ];
  5096. xC = positions[ c * 3 ];
  5097. yC = positions[ c * 3 + 1 ];
  5098. zC = positions[ c * 3 + 2 ];
  5099. uA = uvs[ a * 2 ];
  5100. vA = uvs[ a * 2 + 1 ];
  5101. uB = uvs[ b * 2 ];
  5102. vB = uvs[ b * 2 + 1 ];
  5103. uC = uvs[ c * 2 ];
  5104. vC = uvs[ c * 2 + 1 ];
  5105. x1 = xB - xA;
  5106. x2 = xC - xA;
  5107. y1 = yB - yA;
  5108. y2 = yC - yA;
  5109. z1 = zB - zA;
  5110. z2 = zC - zA;
  5111. s1 = uB - uA;
  5112. s2 = uC - uA;
  5113. t1 = vB - vA;
  5114. t2 = vC - vA;
  5115. r = 1.0 / ( s1 * t2 - s2 * t1 );
  5116. sdir.set(
  5117. ( t2 * x1 - t1 * x2 ) * r,
  5118. ( t2 * y1 - t1 * y2 ) * r,
  5119. ( t2 * z1 - t1 * z2 ) * r
  5120. );
  5121. tdir.set(
  5122. ( s1 * x2 - s2 * x1 ) * r,
  5123. ( s1 * y2 - s2 * y1 ) * r,
  5124. ( s1 * z2 - s2 * z1 ) * r
  5125. );
  5126. tan1[ a ].add( sdir );
  5127. tan1[ b ].add( sdir );
  5128. tan1[ c ].add( sdir );
  5129. tan2[ a ].add( tdir );
  5130. tan2[ b ].add( tdir );
  5131. tan2[ c ].add( tdir );
  5132. }
  5133. var i, il;
  5134. var j, jl;
  5135. var iA, iB, iC;
  5136. if ( this.drawcalls.length === 0 ) {
  5137. this.addDrawCall( 0, indices.length, 0 );
  5138. }
  5139. var drawcalls = this.drawcalls;
  5140. for ( j = 0, jl = drawcalls.length; j < jl; ++ j ) {
  5141. var start = drawcalls[ j ].start;
  5142. var count = drawcalls[ j ].count;
  5143. var index = drawcalls[ j ].index;
  5144. for ( i = start, il = start + count; i < il; i += 3 ) {
  5145. iA = index + indices[ i ];
  5146. iB = index + indices[ i + 1 ];
  5147. iC = index + indices[ i + 2 ];
  5148. handleTriangle( iA, iB, iC );
  5149. }
  5150. }
  5151. var tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3();
  5152. var n = new THREE.Vector3(), n2 = new THREE.Vector3();
  5153. var w, t, test;
  5154. function handleVertex( v ) {
  5155. n.x = normals[ v * 3 ];
  5156. n.y = normals[ v * 3 + 1 ];
  5157. n.z = normals[ v * 3 + 2 ];
  5158. n2.copy( n );
  5159. t = tan1[ v ];
  5160. // Gram-Schmidt orthogonalize
  5161. tmp.copy( t );
  5162. tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
  5163. // Calculate handedness
  5164. tmp2.crossVectors( n2, t );
  5165. test = tmp2.dot( tan2[ v ] );
  5166. w = ( test < 0.0 ) ? - 1.0 : 1.0;
  5167. tangents[ v * 4 ] = tmp.x;
  5168. tangents[ v * 4 + 1 ] = tmp.y;
  5169. tangents[ v * 4 + 2 ] = tmp.z;
  5170. tangents[ v * 4 + 3 ] = w;
  5171. }
  5172. for ( j = 0, jl = drawcalls.length; j < jl; ++ j ) {
  5173. var start = drawcalls[ j ].start;
  5174. var count = drawcalls[ j ].count;
  5175. var index = drawcalls[ j ].index;
  5176. for ( i = start, il = start + count; i < il; i += 3 ) {
  5177. iA = index + indices[ i ];
  5178. iB = index + indices[ i + 1 ];
  5179. iC = index + indices[ i + 2 ];
  5180. handleVertex( iA );
  5181. handleVertex( iB );
  5182. handleVertex( iC );
  5183. }
  5184. }
  5185. },
  5186. /*
  5187. computeOffsets
  5188. Compute the draw offset for large models by chunking the index buffer into chunks of 65k addressable vertices.
  5189. This method will effectively rewrite the index buffer and remap all attributes to match the new indices.
  5190. WARNING: This method will also expand the vertex count to prevent sprawled triangles across draw offsets.
  5191. indexBufferSize - Defaults to 65535, but allows for larger or smaller chunks.
  5192. */
  5193. computeOffsets: function ( indexBufferSize ) {
  5194. var size = indexBufferSize;
  5195. if ( indexBufferSize === undefined )
  5196. size = 65535; //WebGL limits type of index buffer values to 16-bit.
  5197. var s = Date.now();
  5198. var indices = this.attributes.index.array;
  5199. var vertices = this.attributes.position.array;
  5200. var verticesCount = ( vertices.length / 3 );
  5201. var facesCount = ( indices.length / 3 );
  5202. /*
  5203. console.log("Computing buffers in offsets of "+size+" -> indices:"+indices.length+" vertices:"+vertices.length);
  5204. console.log("Faces to process: "+(indices.length/3));
  5205. console.log("Reordering "+verticesCount+" vertices.");
  5206. */
  5207. var sortedIndices = new Uint16Array( indices.length ); //16-bit buffers
  5208. var indexPtr = 0;
  5209. var vertexPtr = 0;
  5210. var offsets = [ { start:0, count:0, index:0 } ];
  5211. var offset = offsets[ 0 ];
  5212. var duplicatedVertices = 0;
  5213. var newVerticeMaps = 0;
  5214. var faceVertices = new Int32Array( 6 );
  5215. var vertexMap = new Int32Array( vertices.length );
  5216. var revVertexMap = new Int32Array( vertices.length );
  5217. for ( var j = 0; j < vertices.length; j ++ ) { vertexMap[ j ] = - 1; revVertexMap[ j ] = - 1; }
  5218. /*
  5219. Traverse every face and reorder vertices in the proper offsets of 65k.
  5220. We can have more than 65k entries in the index buffer per offset, but only reference 65k values.
  5221. */
  5222. for ( var findex = 0; findex < facesCount; findex ++ ) {
  5223. newVerticeMaps = 0;
  5224. for ( var vo = 0; vo < 3; vo ++ ) {
  5225. var vid = indices[ findex * 3 + vo ];
  5226. if ( vertexMap[ vid ] == - 1 ) {
  5227. //Unmapped vertice
  5228. faceVertices[ vo * 2 ] = vid;
  5229. faceVertices[ vo * 2 + 1 ] = - 1;
  5230. newVerticeMaps ++;
  5231. } else if ( vertexMap[ vid ] < offset.index ) {
  5232. //Reused vertices from previous block (duplicate)
  5233. faceVertices[ vo * 2 ] = vid;
  5234. faceVertices[ vo * 2 + 1 ] = - 1;
  5235. duplicatedVertices ++;
  5236. } else {
  5237. //Reused vertice in the current block
  5238. faceVertices[ vo * 2 ] = vid;
  5239. faceVertices[ vo * 2 + 1 ] = vertexMap[ vid ];
  5240. }
  5241. }
  5242. var faceMax = vertexPtr + newVerticeMaps;
  5243. if ( faceMax > ( offset.index + size ) ) {
  5244. var new_offset = { start:indexPtr, count:0, index:vertexPtr };
  5245. offsets.push( new_offset );
  5246. offset = new_offset;
  5247. //Re-evaluate reused vertices in light of new offset.
  5248. for ( var v = 0; v < 6; v += 2 ) {
  5249. var new_vid = faceVertices[ v + 1 ];
  5250. if ( new_vid > - 1 && new_vid < offset.index )
  5251. faceVertices[ v + 1 ] = - 1;
  5252. }
  5253. }
  5254. //Reindex the face.
  5255. for ( var v = 0; v < 6; v += 2 ) {
  5256. var vid = faceVertices[ v ];
  5257. var new_vid = faceVertices[ v + 1 ];
  5258. if ( new_vid === - 1 )
  5259. new_vid = vertexPtr ++;
  5260. vertexMap[ vid ] = new_vid;
  5261. revVertexMap[ new_vid ] = vid;
  5262. sortedIndices[ indexPtr ++ ] = new_vid - offset.index; //XXX overflows at 16bit
  5263. offset.count ++;
  5264. }
  5265. }
  5266. /* Move all attribute values to map to the new computed indices , also expand the vertice stack to match our new vertexPtr. */
  5267. this.reorderBuffers( sortedIndices, revVertexMap, vertexPtr );
  5268. this.offsets = offsets;
  5269. /*
  5270. var orderTime = Date.now();
  5271. console.log("Reorder time: "+(orderTime-s)+"ms");
  5272. console.log("Duplicated "+duplicatedVertices+" vertices.");
  5273. console.log("Compute Buffers time: "+(Date.now()-s)+"ms");
  5274. console.log("Draw offsets: "+offsets.length);
  5275. */
  5276. return offsets;
  5277. },
  5278. merge: function () {
  5279. console.log( 'BufferGeometry.merge(): TODO' );
  5280. },
  5281. normalizeNormals: function () {
  5282. var normals = this.attributes.normal.array;
  5283. var x, y, z, n;
  5284. for ( var i = 0, il = normals.length; i < il; i += 3 ) {
  5285. x = normals[ i ];
  5286. y = normals[ i + 1 ];
  5287. z = normals[ i + 2 ];
  5288. n = 1.0 / Math.sqrt( x * x + y * y + z * z );
  5289. normals[ i ] *= n;
  5290. normals[ i + 1 ] *= n;
  5291. normals[ i + 2 ] *= n;
  5292. }
  5293. },
  5294. /*
  5295. reoderBuffers:
  5296. Reorder attributes based on a new indexBuffer and indexMap.
  5297. indexBuffer - Uint16Array of the new ordered indices.
  5298. indexMap - Int32Array where the position is the new vertex ID and the value the old vertex ID for each vertex.
  5299. vertexCount - Amount of total vertices considered in this reordering (in case you want to grow the vertice stack).
  5300. */
  5301. reorderBuffers: function ( indexBuffer, indexMap, vertexCount ) {
  5302. /* Create a copy of all attributes for reordering. */
  5303. var sortedAttributes = {};
  5304. for ( var attr in this.attributes ) {
  5305. if ( attr == 'index' )
  5306. continue;
  5307. var sourceArray = this.attributes[ attr ].array;
  5308. sortedAttributes[ attr ] = new sourceArray.constructor( this.attributes[ attr ].itemSize * vertexCount );
  5309. }
  5310. /* Move attribute positions based on the new index map */
  5311. for ( var new_vid = 0; new_vid < vertexCount; new_vid ++ ) {
  5312. var vid = indexMap[ new_vid ];
  5313. for ( var attr in this.attributes ) {
  5314. if ( attr == 'index' )
  5315. continue;
  5316. var attrArray = this.attributes[ attr ].array;
  5317. var attrSize = this.attributes[ attr ].itemSize;
  5318. var sortedAttr = sortedAttributes[ attr ];
  5319. for ( var k = 0; k < attrSize; k ++ )
  5320. sortedAttr[ new_vid * attrSize + k ] = attrArray[ vid * attrSize + k ];
  5321. }
  5322. }
  5323. /* Carry the new sorted buffers locally */
  5324. this.attributes[ 'index' ].array = indexBuffer;
  5325. for ( var attr in this.attributes ) {
  5326. if ( attr == 'index' )
  5327. continue;
  5328. this.attributes[ attr ].array = sortedAttributes[ attr ];
  5329. this.attributes[ attr ].numItems = this.attributes[ attr ].itemSize * vertexCount;
  5330. }
  5331. },
  5332. toJSON: function () {
  5333. var output = {
  5334. metadata: {
  5335. version: 4.0,
  5336. type: 'BufferGeometry',
  5337. generator: 'BufferGeometryExporter'
  5338. },
  5339. uuid: this.uuid,
  5340. type: this.type,
  5341. data: {
  5342. attributes: {}
  5343. }
  5344. };
  5345. var attributes = this.attributes;
  5346. var offsets = this.offsets;
  5347. var boundingSphere = this.boundingSphere;
  5348. for ( var key in attributes ) {
  5349. var attribute = attributes[ key ];
  5350. var array = [], typeArray = attribute.array;
  5351. for ( var i = 0, l = typeArray.length; i < l; i ++ ) {
  5352. array[ i ] = typeArray[ i ];
  5353. }
  5354. output.data.attributes[ key ] = {
  5355. itemSize: attribute.itemSize,
  5356. type: attribute.array.constructor.name,
  5357. array: array
  5358. }
  5359. }
  5360. if ( offsets.length > 0 ) {
  5361. output.data.offsets = JSON.parse( JSON.stringify( offsets ) );
  5362. }
  5363. if ( boundingSphere !== null ) {
  5364. output.data.boundingSphere = {
  5365. center: boundingSphere.center.toArray(),
  5366. radius: boundingSphere.radius
  5367. }
  5368. }
  5369. return output;
  5370. },
  5371. clone: function () {
  5372. var geometry = new THREE.BufferGeometry();
  5373. for ( var attr in this.attributes ) {
  5374. var sourceAttr = this.attributes[ attr ];
  5375. geometry.addAttribute( attr, sourceAttr.clone() );
  5376. }
  5377. for ( var i = 0, il = this.offsets.length; i < il; i ++ ) {
  5378. var offset = this.offsets[ i ];
  5379. geometry.offsets.push( {
  5380. start: offset.start,
  5381. index: offset.index,
  5382. count: offset.count
  5383. } );
  5384. }
  5385. return geometry;
  5386. },
  5387. dispose: function () {
  5388. this.dispatchEvent( { type: 'dispose' } );
  5389. }
  5390. };
  5391. THREE.EventDispatcher.prototype.apply( THREE.BufferGeometry.prototype );
  5392. // File:src/core/Geometry.js
  5393. /**
  5394. * @author mrdoob / http://mrdoob.com/
  5395. * @author kile / http://kile.stravaganza.org/
  5396. * @author alteredq / http://alteredqualia.com/
  5397. * @author mikael emtinger / http://gomo.se/
  5398. * @author zz85 / http://www.lab4games.net/zz85/blog
  5399. * @author bhouston / http://exocortex.com
  5400. */
  5401. THREE.Geometry = function () {
  5402. this.id = THREE.GeometryIdCount ++;
  5403. this.uuid = THREE.Math.generateUUID();
  5404. this.name = '';
  5405. this.type = 'Geometry';
  5406. this.vertices = [];
  5407. this.colors = []; // one-to-one vertex colors, used in Points and Line
  5408. this.faces = [];
  5409. this.faceVertexUvs = [ [] ];
  5410. this.morphTargets = [];
  5411. this.morphColors = [];
  5412. this.morphNormals = [];
  5413. this.skinWeights = [];
  5414. this.skinIndices = [];
  5415. this.lineDistances = [];
  5416. this.boundingBox = null;
  5417. this.boundingSphere = null;
  5418. this.hasTangents = false;
  5419. this.dynamic = true; // the intermediate typed arrays will be deleted when set to false
  5420. // update flags
  5421. this.verticesNeedUpdate = false;
  5422. this.elementsNeedUpdate = false;
  5423. this.uvsNeedUpdate = false;
  5424. this.normalsNeedUpdate = false;
  5425. this.tangentsNeedUpdate = false;
  5426. this.colorsNeedUpdate = false;
  5427. this.lineDistancesNeedUpdate = false;
  5428. this.buffersNeedUpdate = false;
  5429. this.groupsNeedUpdate = false;
  5430. };
  5431. THREE.Geometry.prototype = {
  5432. constructor: THREE.Geometry,
  5433. applyMatrix: function ( matrix ) {
  5434. var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
  5435. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  5436. var vertex = this.vertices[ i ];
  5437. vertex.applyMatrix4( matrix );
  5438. }
  5439. for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
  5440. var face = this.faces[ i ];
  5441. face.normal.applyMatrix3( normalMatrix ).normalize();
  5442. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  5443. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  5444. }
  5445. }
  5446. if ( this.boundingBox instanceof THREE.Box3 ) {
  5447. this.computeBoundingBox();
  5448. }
  5449. if ( this.boundingSphere instanceof THREE.Sphere ) {
  5450. this.computeBoundingSphere();
  5451. }
  5452. },
  5453. fromBufferGeometry: function ( geometry ) {
  5454. var scope = this;
  5455. var attributes = geometry.attributes;
  5456. var vertices = attributes.position.array;
  5457. var indices = attributes.index !== undefined ? attributes.index.array : undefined;
  5458. var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
  5459. var colors = attributes.color !== undefined ? attributes.color.array : undefined;
  5460. var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
  5461. var tempNormals = [];
  5462. var tempUVs = [];
  5463. for ( var i = 0, j = 0; i < vertices.length; i += 3, j += 2 ) {
  5464. scope.vertices.push( new THREE.Vector3( vertices[ i ], vertices[ i + 1 ], vertices[ i + 2 ] ) );
  5465. if ( normals !== undefined ) {
  5466. tempNormals.push( new THREE.Vector3( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] ) );
  5467. }
  5468. if ( colors !== undefined ) {
  5469. scope.colors.push( new THREE.Color( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] ) );
  5470. }
  5471. if ( uvs !== undefined ) {
  5472. tempUVs.push( new THREE.Vector2( uvs[ j ], uvs[ j + 1 ] ) );
  5473. }
  5474. }
  5475. var addFace = function ( a, b, c ) {
  5476. var vertexNormals = normals !== undefined ? [ tempNormals[ a ].clone(), tempNormals[ b ].clone(), tempNormals[ c ].clone() ] : [];
  5477. var vertexColors = colors !== undefined ? [ scope.colors[ a ].clone(), scope.colors[ b ].clone(), scope.colors[ c ].clone() ] : [];
  5478. scope.faces.push( new THREE.Face3( a, b, c, vertexNormals, vertexColors ) );
  5479. scope.faceVertexUvs[ 0 ].push( [ tempUVs[ a ], tempUVs[ b ], tempUVs[ c ] ] );
  5480. };
  5481. if ( indices !== undefined ) {
  5482. for ( var i = 0; i < indices.length; i += 3 ) {
  5483. addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
  5484. }
  5485. } else {
  5486. for ( var i = 0; i < vertices.length / 3; i += 3 ) {
  5487. addFace( i, i + 1, i + 2 );
  5488. }
  5489. }
  5490. if ( geometry.boundingBox !== null ) {
  5491. this.boundingBox = geometry.boundingBox.clone();
  5492. }
  5493. if ( geometry.boundingSphere !== null ) {
  5494. this.boundingSphere = geometry.boundingSphere.clone();
  5495. }
  5496. return this;
  5497. },
  5498. center: function () {
  5499. this.computeBoundingBox();
  5500. var offset = new THREE.Vector3();
  5501. offset.addVectors( this.boundingBox.min, this.boundingBox.max );
  5502. offset.multiplyScalar( - 0.5 );
  5503. this.applyMatrix( new THREE.Matrix4().makeTranslation( offset.x, offset.y, offset.z ) );
  5504. this.computeBoundingBox();
  5505. return offset;
  5506. },
  5507. computeFaceNormals: function () {
  5508. var cb = new THREE.Vector3(), ab = new THREE.Vector3();
  5509. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5510. var face = this.faces[ f ];
  5511. var vA = this.vertices[ face.a ];
  5512. var vB = this.vertices[ face.b ];
  5513. var vC = this.vertices[ face.c ];
  5514. cb.subVectors( vC, vB );
  5515. ab.subVectors( vA, vB );
  5516. cb.cross( ab );
  5517. cb.normalize();
  5518. face.normal.copy( cb );
  5519. }
  5520. },
  5521. computeVertexNormals: function ( areaWeighted ) {
  5522. var v, vl, f, fl, face, vertices;
  5523. vertices = new Array( this.vertices.length );
  5524. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  5525. vertices[ v ] = new THREE.Vector3();
  5526. }
  5527. if ( areaWeighted ) {
  5528. // vertex normals weighted by triangle areas
  5529. // http://www.iquilezles.org/www/articles/normals/normals.htm
  5530. var vA, vB, vC, vD;
  5531. var cb = new THREE.Vector3(), ab = new THREE.Vector3(),
  5532. db = new THREE.Vector3(), dc = new THREE.Vector3(), bc = new THREE.Vector3();
  5533. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5534. face = this.faces[ f ];
  5535. vA = this.vertices[ face.a ];
  5536. vB = this.vertices[ face.b ];
  5537. vC = this.vertices[ face.c ];
  5538. cb.subVectors( vC, vB );
  5539. ab.subVectors( vA, vB );
  5540. cb.cross( ab );
  5541. vertices[ face.a ].add( cb );
  5542. vertices[ face.b ].add( cb );
  5543. vertices[ face.c ].add( cb );
  5544. }
  5545. } else {
  5546. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5547. face = this.faces[ f ];
  5548. vertices[ face.a ].add( face.normal );
  5549. vertices[ face.b ].add( face.normal );
  5550. vertices[ face.c ].add( face.normal );
  5551. }
  5552. }
  5553. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  5554. vertices[ v ].normalize();
  5555. }
  5556. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5557. face = this.faces[ f ];
  5558. face.vertexNormals[ 0 ] = vertices[ face.a ].clone();
  5559. face.vertexNormals[ 1 ] = vertices[ face.b ].clone();
  5560. face.vertexNormals[ 2 ] = vertices[ face.c ].clone();
  5561. }
  5562. },
  5563. computeMorphNormals: function () {
  5564. var i, il, f, fl, face;
  5565. // save original normals
  5566. // - create temp variables on first access
  5567. // otherwise just copy (for faster repeated calls)
  5568. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5569. face = this.faces[ f ];
  5570. if ( ! face.__originalFaceNormal ) {
  5571. face.__originalFaceNormal = face.normal.clone();
  5572. } else {
  5573. face.__originalFaceNormal.copy( face.normal );
  5574. }
  5575. if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];
  5576. for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  5577. if ( ! face.__originalVertexNormals[ i ] ) {
  5578. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  5579. } else {
  5580. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  5581. }
  5582. }
  5583. }
  5584. // use temp geometry to compute face and vertex normals for each morph
  5585. var tmpGeo = new THREE.Geometry();
  5586. tmpGeo.faces = this.faces;
  5587. for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
  5588. // create on first access
  5589. if ( ! this.morphNormals[ i ] ) {
  5590. this.morphNormals[ i ] = {};
  5591. this.morphNormals[ i ].faceNormals = [];
  5592. this.morphNormals[ i ].vertexNormals = [];
  5593. var dstNormalsFace = this.morphNormals[ i ].faceNormals;
  5594. var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
  5595. var faceNormal, vertexNormals;
  5596. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5597. faceNormal = new THREE.Vector3();
  5598. vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3() };
  5599. dstNormalsFace.push( faceNormal );
  5600. dstNormalsVertex.push( vertexNormals );
  5601. }
  5602. }
  5603. var morphNormals = this.morphNormals[ i ];
  5604. // set vertices to morph target
  5605. tmpGeo.vertices = this.morphTargets[ i ].vertices;
  5606. // compute morph normals
  5607. tmpGeo.computeFaceNormals();
  5608. tmpGeo.computeVertexNormals();
  5609. // store morph normals
  5610. var faceNormal, vertexNormals;
  5611. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5612. face = this.faces[ f ];
  5613. faceNormal = morphNormals.faceNormals[ f ];
  5614. vertexNormals = morphNormals.vertexNormals[ f ];
  5615. faceNormal.copy( face.normal );
  5616. vertexNormals.a.copy( face.vertexNormals[ 0 ] );
  5617. vertexNormals.b.copy( face.vertexNormals[ 1 ] );
  5618. vertexNormals.c.copy( face.vertexNormals[ 2 ] );
  5619. }
  5620. }
  5621. // restore original normals
  5622. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5623. face = this.faces[ f ];
  5624. face.normal = face.__originalFaceNormal;
  5625. face.vertexNormals = face.__originalVertexNormals;
  5626. }
  5627. },
  5628. computeTangents: function () {
  5629. // based on http://www.terathon.com/code/tangent.html
  5630. // tangents go to vertices
  5631. var f, fl, v, vl, i, il, vertexIndex,
  5632. face, uv, vA, vB, vC, uvA, uvB, uvC,
  5633. x1, x2, y1, y2, z1, z2,
  5634. s1, s2, t1, t2, r, t, test,
  5635. tan1 = [], tan2 = [],
  5636. sdir = new THREE.Vector3(), tdir = new THREE.Vector3(),
  5637. tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3(),
  5638. n = new THREE.Vector3(), w;
  5639. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  5640. tan1[ v ] = new THREE.Vector3();
  5641. tan2[ v ] = new THREE.Vector3();
  5642. }
  5643. function handleTriangle( context, a, b, c, ua, ub, uc ) {
  5644. vA = context.vertices[ a ];
  5645. vB = context.vertices[ b ];
  5646. vC = context.vertices[ c ];
  5647. uvA = uv[ ua ];
  5648. uvB = uv[ ub ];
  5649. uvC = uv[ uc ];
  5650. x1 = vB.x - vA.x;
  5651. x2 = vC.x - vA.x;
  5652. y1 = vB.y - vA.y;
  5653. y2 = vC.y - vA.y;
  5654. z1 = vB.z - vA.z;
  5655. z2 = vC.z - vA.z;
  5656. s1 = uvB.x - uvA.x;
  5657. s2 = uvC.x - uvA.x;
  5658. t1 = uvB.y - uvA.y;
  5659. t2 = uvC.y - uvA.y;
  5660. r = 1.0 / ( s1 * t2 - s2 * t1 );
  5661. sdir.set( ( t2 * x1 - t1 * x2 ) * r,
  5662. ( t2 * y1 - t1 * y2 ) * r,
  5663. ( t2 * z1 - t1 * z2 ) * r );
  5664. tdir.set( ( s1 * x2 - s2 * x1 ) * r,
  5665. ( s1 * y2 - s2 * y1 ) * r,
  5666. ( s1 * z2 - s2 * z1 ) * r );
  5667. tan1[ a ].add( sdir );
  5668. tan1[ b ].add( sdir );
  5669. tan1[ c ].add( sdir );
  5670. tan2[ a ].add( tdir );
  5671. tan2[ b ].add( tdir );
  5672. tan2[ c ].add( tdir );
  5673. }
  5674. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5675. face = this.faces[ f ];
  5676. uv = this.faceVertexUvs[ 0 ][ f ]; // use UV layer 0 for tangents
  5677. handleTriangle( this, face.a, face.b, face.c, 0, 1, 2 );
  5678. }
  5679. var faceIndex = [ 'a', 'b', 'c', 'd' ];
  5680. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5681. face = this.faces[ f ];
  5682. for ( i = 0; i < Math.min( face.vertexNormals.length, 3 ); i ++ ) {
  5683. n.copy( face.vertexNormals[ i ] );
  5684. vertexIndex = face[ faceIndex[ i ] ];
  5685. t = tan1[ vertexIndex ];
  5686. // Gram-Schmidt orthogonalize
  5687. tmp.copy( t );
  5688. tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
  5689. // Calculate handedness
  5690. tmp2.crossVectors( face.vertexNormals[ i ], t );
  5691. test = tmp2.dot( tan2[ vertexIndex ] );
  5692. w = ( test < 0.0 ) ? - 1.0 : 1.0;
  5693. face.vertexTangents[ i ] = new THREE.Vector4( tmp.x, tmp.y, tmp.z, w );
  5694. }
  5695. }
  5696. this.hasTangents = true;
  5697. },
  5698. computeLineDistances: function () {
  5699. var d = 0;
  5700. var vertices = this.vertices;
  5701. for ( var i = 0, il = vertices.length; i < il; i ++ ) {
  5702. if ( i > 0 ) {
  5703. d += vertices[ i ].distanceTo( vertices[ i - 1 ] );
  5704. }
  5705. this.lineDistances[ i ] = d;
  5706. }
  5707. },
  5708. computeBoundingBox: function () {
  5709. if ( this.boundingBox === null ) {
  5710. this.boundingBox = new THREE.Box3();
  5711. }
  5712. this.boundingBox.setFromPoints( this.vertices );
  5713. },
  5714. computeBoundingSphere: function () {
  5715. if ( this.boundingSphere === null ) {
  5716. this.boundingSphere = new THREE.Sphere();
  5717. }
  5718. this.boundingSphere.setFromPoints( this.vertices );
  5719. },
  5720. merge: function ( geometry, matrix, materialIndexOffset ) {
  5721. if ( geometry instanceof THREE.Geometry === false ) {
  5722. console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  5723. return;
  5724. }
  5725. var normalMatrix,
  5726. vertexOffset = this.vertices.length,
  5727. uvPosition = this.faceVertexUvs[ 0 ].length,
  5728. vertices1 = this.vertices,
  5729. vertices2 = geometry.vertices,
  5730. faces1 = this.faces,
  5731. faces2 = geometry.faces,
  5732. uvs1 = this.faceVertexUvs[ 0 ],
  5733. uvs2 = geometry.faceVertexUvs[ 0 ];
  5734. if ( materialIndexOffset === undefined ) materialIndexOffset = 0;
  5735. if ( matrix !== undefined ) {
  5736. normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
  5737. }
  5738. // vertices
  5739. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  5740. var vertex = vertices2[ i ];
  5741. var vertexCopy = vertex.clone();
  5742. if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix );
  5743. vertices1.push( vertexCopy );
  5744. }
  5745. // faces
  5746. for ( i = 0, il = faces2.length; i < il; i ++ ) {
  5747. var face = faces2[ i ], faceCopy, normal, color,
  5748. faceVertexNormals = face.vertexNormals,
  5749. faceVertexColors = face.vertexColors;
  5750. faceCopy = new THREE.Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  5751. faceCopy.normal.copy( face.normal );
  5752. if ( normalMatrix !== undefined ) {
  5753. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  5754. }
  5755. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  5756. normal = faceVertexNormals[ j ].clone();
  5757. if ( normalMatrix !== undefined ) {
  5758. normal.applyMatrix3( normalMatrix ).normalize();
  5759. }
  5760. faceCopy.vertexNormals.push( normal );
  5761. }
  5762. faceCopy.color.copy( face.color );
  5763. for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
  5764. color = faceVertexColors[ j ];
  5765. faceCopy.vertexColors.push( color.clone() );
  5766. }
  5767. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  5768. faces1.push( faceCopy );
  5769. }
  5770. // uvs
  5771. for ( i = 0, il = uvs2.length; i < il; i ++ ) {
  5772. var uv = uvs2[ i ], uvCopy = [];
  5773. if ( uv === undefined ) {
  5774. continue;
  5775. }
  5776. for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
  5777. uvCopy.push( new THREE.Vector2( uv[ j ].x, uv[ j ].y ) );
  5778. }
  5779. uvs1.push( uvCopy );
  5780. }
  5781. },
  5782. /*
  5783. * Checks for duplicate vertices with hashmap.
  5784. * Duplicated vertices are removed
  5785. * and faces' vertices are updated.
  5786. */
  5787. mergeVertices: function () {
  5788. var verticesMap = {}; // Hashmap for looking up vertice by position coordinates (and making sure they are unique)
  5789. var unique = [], changes = [];
  5790. var v, key;
  5791. var precisionPoints = 4; // number of decimal points, eg. 4 for epsilon of 0.0001
  5792. var precision = Math.pow( 10, precisionPoints );
  5793. var i,il, face;
  5794. var indices, k, j, jl, u;
  5795. for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
  5796. v = this.vertices[ i ];
  5797. key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  5798. if ( verticesMap[ key ] === undefined ) {
  5799. verticesMap[ key ] = i;
  5800. unique.push( this.vertices[ i ] );
  5801. changes[ i ] = unique.length - 1;
  5802. } else {
  5803. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  5804. changes[ i ] = changes[ verticesMap[ key ] ];
  5805. }
  5806. };
  5807. // if faces are completely degenerate after merging vertices, we
  5808. // have to remove them from the geometry.
  5809. var faceIndicesToRemove = [];
  5810. for ( i = 0, il = this.faces.length; i < il; i ++ ) {
  5811. face = this.faces[ i ];
  5812. face.a = changes[ face.a ];
  5813. face.b = changes[ face.b ];
  5814. face.c = changes[ face.c ];
  5815. indices = [ face.a, face.b, face.c ];
  5816. var dupIndex = - 1;
  5817. // if any duplicate vertices are found in a Face3
  5818. // we have to remove the face as nothing can be saved
  5819. for ( var n = 0; n < 3; n ++ ) {
  5820. if ( indices[ n ] == indices[ ( n + 1 ) % 3 ] ) {
  5821. dupIndex = n;
  5822. faceIndicesToRemove.push( i );
  5823. break;
  5824. }
  5825. }
  5826. }
  5827. for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
  5828. var idx = faceIndicesToRemove[ i ];
  5829. this.faces.splice( idx, 1 );
  5830. for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  5831. this.faceVertexUvs[ j ].splice( idx, 1 );
  5832. }
  5833. }
  5834. // Use unique set of vertices
  5835. var diff = this.vertices.length - unique.length;
  5836. this.vertices = unique;
  5837. return diff;
  5838. },
  5839. // Geometry splitting
  5840. makeGroups: ( function () {
  5841. var geometryGroupCounter = 0;
  5842. return function ( usesFaceMaterial, maxVerticesInGroup ) {
  5843. var f, fl, face, materialIndex,
  5844. groupHash, hash_map = {},geometryGroup;
  5845. var numMorphTargets = this.morphTargets.length;
  5846. var numMorphNormals = this.morphNormals.length;
  5847. this.geometryGroups = {};
  5848. this.geometryGroupsList = [];
  5849. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5850. face = this.faces[ f ];
  5851. materialIndex = usesFaceMaterial ? face.materialIndex : 0;
  5852. if ( ! ( materialIndex in hash_map ) ) {
  5853. hash_map[ materialIndex ] = { 'hash': materialIndex, 'counter': 0 };
  5854. }
  5855. groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
  5856. if ( ! ( groupHash in this.geometryGroups ) ) {
  5857. geometryGroup = { 'id': geometryGroupCounter++, 'faces3': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
  5858. this.geometryGroups[ groupHash ] = geometryGroup;
  5859. this.geometryGroupsList.push(geometryGroup);
  5860. }
  5861. if ( this.geometryGroups[ groupHash ].vertices + 3 > maxVerticesInGroup ) {
  5862. hash_map[ materialIndex ].counter += 1;
  5863. groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
  5864. if ( ! ( groupHash in this.geometryGroups ) ) {
  5865. geometryGroup = { 'id': geometryGroupCounter++, 'faces3': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
  5866. this.geometryGroups[ groupHash ] = geometryGroup;
  5867. this.geometryGroupsList.push(geometryGroup);
  5868. }
  5869. }
  5870. this.geometryGroups[ groupHash ].faces3.push( f );
  5871. this.geometryGroups[ groupHash ].vertices += 3;
  5872. }
  5873. };
  5874. } )(),
  5875. toJSON: function () {
  5876. var output = {
  5877. metadata: {
  5878. version: 4.0,
  5879. type: 'BufferGeometry',
  5880. generator: 'BufferGeometryExporter'
  5881. },
  5882. uuid: this.uuid,
  5883. type: this.type
  5884. };
  5885. if ( this.name !== "" ) output.name = this.name;
  5886. if ( this.parameters !== undefined ) {
  5887. var parameters = this.parameters;
  5888. for ( var key in parameters ) {
  5889. if ( parameters[ key ] !== undefined ) output[ key ] = parameters[ key ];
  5890. }
  5891. return output;
  5892. }
  5893. var vertices = [];
  5894. for ( var i = 0; i < this.vertices.length; i ++ ) {
  5895. var vertex = this.vertices[ i ];
  5896. vertices.push( vertex.x, vertex.y, vertex.z );
  5897. }
  5898. var faces = [];
  5899. var normals = [];
  5900. var normalsHash = {};
  5901. var colors = [];
  5902. var colorsHash = {};
  5903. var uvs = [];
  5904. var uvsHash = {};
  5905. for ( var i = 0; i < this.faces.length; i ++ ) {
  5906. var face = this.faces[ i ];
  5907. var hasMaterial = false; // face.materialIndex !== undefined;
  5908. var hasFaceUv = false; // deprecated
  5909. var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
  5910. var hasFaceNormal = face.normal.length() > 0;
  5911. var hasFaceVertexNormal = face.vertexNormals.length > 0;
  5912. var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
  5913. var hasFaceVertexColor = face.vertexColors.length > 0;
  5914. var faceType = 0;
  5915. faceType = setBit( faceType, 0, 0 );
  5916. faceType = setBit( faceType, 1, hasMaterial );
  5917. faceType = setBit( faceType, 2, hasFaceUv );
  5918. faceType = setBit( faceType, 3, hasFaceVertexUv );
  5919. faceType = setBit( faceType, 4, hasFaceNormal );
  5920. faceType = setBit( faceType, 5, hasFaceVertexNormal );
  5921. faceType = setBit( faceType, 6, hasFaceColor );
  5922. faceType = setBit( faceType, 7, hasFaceVertexColor );
  5923. faces.push( faceType );
  5924. faces.push( face.a, face.b, face.c );
  5925. /*
  5926. if ( hasMaterial ) {
  5927. faces.push( face.materialIndex );
  5928. }
  5929. */
  5930. if ( hasFaceVertexUv ) {
  5931. var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];
  5932. faces.push(
  5933. getUvIndex( faceVertexUvs[ 0 ] ),
  5934. getUvIndex( faceVertexUvs[ 1 ] ),
  5935. getUvIndex( faceVertexUvs[ 2 ] )
  5936. );
  5937. }
  5938. if ( hasFaceNormal ) {
  5939. faces.push( getNormalIndex( face.normal ) );
  5940. }
  5941. if ( hasFaceVertexNormal ) {
  5942. var vertexNormals = face.vertexNormals;
  5943. faces.push(
  5944. getNormalIndex( vertexNormals[ 0 ] ),
  5945. getNormalIndex( vertexNormals[ 1 ] ),
  5946. getNormalIndex( vertexNormals[ 2 ] )
  5947. );
  5948. }
  5949. if ( hasFaceColor ) {
  5950. faces.push( getColorIndex( face.color ) );
  5951. }
  5952. if ( hasFaceVertexColor ) {
  5953. var vertexColors = face.vertexColors;
  5954. faces.push(
  5955. getColorIndex( vertexColors[ 0 ] ),
  5956. getColorIndex( vertexColors[ 1 ] ),
  5957. getColorIndex( vertexColors[ 2 ] )
  5958. );
  5959. }
  5960. }
  5961. function setBit( value, position, enabled ) {
  5962. return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position) );
  5963. }
  5964. function getNormalIndex( normal ) {
  5965. var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
  5966. if ( normalsHash[ hash ] !== undefined ) {
  5967. return normalsHash[ hash ];
  5968. }
  5969. normalsHash[ hash ] = normals.length / 3;
  5970. normals.push( normal.x, normal.y, normal.z );
  5971. return normalsHash[ hash ];
  5972. }
  5973. function getColorIndex( color ) {
  5974. var hash = color.r.toString() + color.g.toString() + color.b.toString();
  5975. if ( colorsHash[ hash ] !== undefined ) {
  5976. return colorsHash[ hash ];
  5977. }
  5978. colorsHash[ hash ] = colors.length;
  5979. colors.push( color.getHex() );
  5980. return colorsHash[ hash ];
  5981. }
  5982. function getUvIndex( uv ) {
  5983. var hash = uv.x.toString() + uv.y.toString();
  5984. if ( uvsHash[ hash ] !== undefined ) {
  5985. return uvsHash[ hash ];
  5986. }
  5987. uvsHash[ hash ] = uvs.length / 2;
  5988. uvs.push( uv.x, uv.y );
  5989. return uvsHash[ hash ];
  5990. }
  5991. output.data = {};
  5992. output.data.vertices = vertices;
  5993. output.data.normals = normals;
  5994. if ( colors.length > 0 ) output.data.colors = colors;
  5995. if ( uvs.length > 0 ) output.data.uvs = [ uvs ]; // temporal backward compatibility
  5996. output.data.faces = faces;
  5997. //
  5998. return output;
  5999. },
  6000. clone: function () {
  6001. var geometry = new THREE.Geometry();
  6002. var vertices = this.vertices;
  6003. for ( var i = 0, il = vertices.length; i < il; i ++ ) {
  6004. geometry.vertices.push( vertices[ i ].clone() );
  6005. }
  6006. var faces = this.faces;
  6007. for ( var i = 0, il = faces.length; i < il; i ++ ) {
  6008. geometry.faces.push( faces[ i ].clone() );
  6009. }
  6010. var uvs = this.faceVertexUvs[ 0 ];
  6011. for ( var i = 0, il = uvs.length; i < il; i ++ ) {
  6012. var uv = uvs[ i ], uvCopy = [];
  6013. for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
  6014. uvCopy.push( new THREE.Vector2( uv[ j ].x, uv[ j ].y ) );
  6015. }
  6016. geometry.faceVertexUvs[ 0 ].push( uvCopy );
  6017. }
  6018. return geometry;
  6019. },
  6020. dispose: function () {
  6021. this.dispatchEvent( { type: 'dispose' } );
  6022. }
  6023. };
  6024. THREE.EventDispatcher.prototype.apply( THREE.Geometry.prototype );
  6025. THREE.GeometryIdCount = 0;
  6026. // File:src/core/Script.js
  6027. /**
  6028. * @author mrdoob / http://mrdoob.com/
  6029. */
  6030. THREE.Script = function ( source ) {
  6031. this.uuid = THREE.Math.generateUUID();
  6032. this.source = source;
  6033. };
  6034. THREE.Script.prototype = {
  6035. constructor: THREE.Script,
  6036. clone: function () {
  6037. return new THREE.Script( this.source );
  6038. }
  6039. };
  6040. // File:src/cameras/Camera.js
  6041. /**
  6042. * @author mrdoob / http://mrdoob.com/
  6043. * @author mikael emtinger / http://gomo.se/
  6044. * @author WestLangley / http://github.com/WestLangley
  6045. */
  6046. THREE.Camera = function () {
  6047. THREE.Object3D.call( this );
  6048. this.type = 'Camera';
  6049. this.matrixWorldInverse = new THREE.Matrix4();
  6050. this.projectionMatrix = new THREE.Matrix4();
  6051. };
  6052. THREE.Camera.prototype = Object.create( THREE.Object3D.prototype );
  6053. THREE.Camera.prototype.lookAt = function () {
  6054. // This routine does not support cameras with rotated and/or translated parent(s)
  6055. var m1 = new THREE.Matrix4();
  6056. return function ( vector ) {
  6057. m1.lookAt( this.position, vector, this.up );
  6058. this.quaternion.setFromRotationMatrix( m1 );
  6059. };
  6060. }();
  6061. THREE.Camera.prototype.clone = function ( camera ) {
  6062. if ( camera === undefined ) camera = new THREE.Camera();
  6063. THREE.Object3D.prototype.clone.call( this, camera );
  6064. camera.matrixWorldInverse.copy( this.matrixWorldInverse );
  6065. camera.projectionMatrix.copy( this.projectionMatrix );
  6066. return camera;
  6067. };
  6068. // File:src/cameras/CubeCamera.js
  6069. /**
  6070. * Camera for rendering cube maps
  6071. * - renders scene into axis-aligned cube
  6072. *
  6073. * @author alteredq / http://alteredqualia.com/
  6074. */
  6075. THREE.CubeCamera = function ( near, far, cubeResolution ) {
  6076. THREE.Object3D.call( this );
  6077. this.type = 'CubeCamera';
  6078. var fov = 90, aspect = 1;
  6079. var cameraPX = new THREE.PerspectiveCamera( fov, aspect, near, far );
  6080. cameraPX.up.set( 0, - 1, 0 );
  6081. cameraPX.lookAt( new THREE.Vector3( 1, 0, 0 ) );
  6082. this.add( cameraPX );
  6083. var cameraNX = new THREE.PerspectiveCamera( fov, aspect, near, far );
  6084. cameraNX.up.set( 0, - 1, 0 );
  6085. cameraNX.lookAt( new THREE.Vector3( - 1, 0, 0 ) );
  6086. this.add( cameraNX );
  6087. var cameraPY = new THREE.PerspectiveCamera( fov, aspect, near, far );
  6088. cameraPY.up.set( 0, 0, 1 );
  6089. cameraPY.lookAt( new THREE.Vector3( 0, 1, 0 ) );
  6090. this.add( cameraPY );
  6091. var cameraNY = new THREE.PerspectiveCamera( fov, aspect, near, far );
  6092. cameraNY.up.set( 0, 0, - 1 );
  6093. cameraNY.lookAt( new THREE.Vector3( 0, - 1, 0 ) );
  6094. this.add( cameraNY );
  6095. var cameraPZ = new THREE.PerspectiveCamera( fov, aspect, near, far );
  6096. cameraPZ.up.set( 0, - 1, 0 );
  6097. cameraPZ.lookAt( new THREE.Vector3( 0, 0, 1 ) );
  6098. this.add( cameraPZ );
  6099. var cameraNZ = new THREE.PerspectiveCamera( fov, aspect, near, far );
  6100. cameraNZ.up.set( 0, - 1, 0 );
  6101. cameraNZ.lookAt( new THREE.Vector3( 0, 0, - 1 ) );
  6102. this.add( cameraNZ );
  6103. this.renderTarget = new THREE.WebGLRenderTargetCube( cubeResolution, cubeResolution, { format: THREE.RGBFormat, magFilter: THREE.LinearFilter, minFilter: THREE.LinearFilter } );
  6104. this.updateCubeMap = function ( renderer, scene ) {
  6105. var renderTarget = this.renderTarget;
  6106. var generateMipmaps = renderTarget.generateMipmaps;
  6107. renderTarget.generateMipmaps = false;
  6108. renderTarget.activeCubeFace = 0;
  6109. renderer.render( scene, cameraPX, renderTarget );
  6110. renderTarget.activeCubeFace = 1;
  6111. renderer.render( scene, cameraNX, renderTarget );
  6112. renderTarget.activeCubeFace = 2;
  6113. renderer.render( scene, cameraPY, renderTarget );
  6114. renderTarget.activeCubeFace = 3;
  6115. renderer.render( scene, cameraNY, renderTarget );
  6116. renderTarget.activeCubeFace = 4;
  6117. renderer.render( scene, cameraPZ, renderTarget );
  6118. renderTarget.generateMipmaps = generateMipmaps;
  6119. renderTarget.activeCubeFace = 5;
  6120. renderer.render( scene, cameraNZ, renderTarget );
  6121. };
  6122. };
  6123. THREE.CubeCamera.prototype = Object.create( THREE.Object3D.prototype );
  6124. // File:src/cameras/OrthographicCamera.js
  6125. /**
  6126. * @author alteredq / http://alteredqualia.com/
  6127. */
  6128. THREE.OrthographicCamera = function ( left, right, top, bottom, near, far ) {
  6129. THREE.Camera.call( this );
  6130. this.type = 'OrthographicCamera';
  6131. this.left = left;
  6132. this.right = right;
  6133. this.top = top;
  6134. this.bottom = bottom;
  6135. this.near = ( near !== undefined ) ? near : 0.1;
  6136. this.far = ( far !== undefined ) ? far : 2000;
  6137. this.updateProjectionMatrix();
  6138. };
  6139. THREE.OrthographicCamera.prototype = Object.create( THREE.Camera.prototype );
  6140. THREE.OrthographicCamera.prototype.updateProjectionMatrix = function () {
  6141. this.projectionMatrix.makeOrthographic( this.left, this.right, this.top, this.bottom, this.near, this.far );
  6142. };
  6143. THREE.OrthographicCamera.prototype.clone = function () {
  6144. var camera = new THREE.OrthographicCamera();
  6145. THREE.Camera.prototype.clone.call( this, camera );
  6146. camera.left = this.left;
  6147. camera.right = this.right;
  6148. camera.top = this.top;
  6149. camera.bottom = this.bottom;
  6150. camera.near = this.near;
  6151. camera.far = this.far;
  6152. return camera;
  6153. };
  6154. // File:src/cameras/PerspectiveCamera.js
  6155. /**
  6156. * @author mrdoob / http://mrdoob.com/
  6157. * @author greggman / http://games.greggman.com/
  6158. * @author zz85 / http://www.lab4games.net/zz85/blog
  6159. */
  6160. THREE.PerspectiveCamera = function ( fov, aspect, near, far ) {
  6161. THREE.Camera.call( this );
  6162. this.type = 'PerspectiveCamera';
  6163. this.fov = fov !== undefined ? fov : 50;
  6164. this.aspect = aspect !== undefined ? aspect : 1;
  6165. this.near = near !== undefined ? near : 0.1;
  6166. this.far = far !== undefined ? far : 2000;
  6167. this.updateProjectionMatrix();
  6168. };
  6169. THREE.PerspectiveCamera.prototype = Object.create( THREE.Camera.prototype );
  6170. /**
  6171. * Uses Focal Length (in mm) to estimate and set FOV
  6172. * 35mm (fullframe) camera is used if frame size is not specified;
  6173. * Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html
  6174. */
  6175. THREE.PerspectiveCamera.prototype.setLens = function ( focalLength, frameHeight ) {
  6176. if ( frameHeight === undefined ) frameHeight = 24;
  6177. this.fov = 2 * THREE.Math.radToDeg( Math.atan( frameHeight / ( focalLength * 2 ) ) );
  6178. this.updateProjectionMatrix();
  6179. }
  6180. /**
  6181. * Sets an offset in a larger frustum. This is useful for multi-window or
  6182. * multi-monitor/multi-machine setups.
  6183. *
  6184. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  6185. * the monitors are in grid like this
  6186. *
  6187. * +---+---+---+
  6188. * | A | B | C |
  6189. * +---+---+---+
  6190. * | D | E | F |
  6191. * +---+---+---+
  6192. *
  6193. * then for each monitor you would call it like this
  6194. *
  6195. * var w = 1920;
  6196. * var h = 1080;
  6197. * var fullWidth = w * 3;
  6198. * var fullHeight = h * 2;
  6199. *
  6200. * --A--
  6201. * camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  6202. * --B--
  6203. * camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  6204. * --C--
  6205. * camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  6206. * --D--
  6207. * camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  6208. * --E--
  6209. * camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  6210. * --F--
  6211. * camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  6212. *
  6213. * Note there is no reason monitors have to be the same size or in a grid.
  6214. */
  6215. THREE.PerspectiveCamera.prototype.setViewOffset = function ( fullWidth, fullHeight, x, y, width, height ) {
  6216. this.fullWidth = fullWidth;
  6217. this.fullHeight = fullHeight;
  6218. this.x = x;
  6219. this.y = y;
  6220. this.width = width;
  6221. this.height = height;
  6222. this.updateProjectionMatrix();
  6223. };
  6224. THREE.PerspectiveCamera.prototype.updateProjectionMatrix = function () {
  6225. if ( this.fullWidth ) {
  6226. var aspect = this.fullWidth / this.fullHeight;
  6227. var top = Math.tan( THREE.Math.degToRad( this.fov * 0.5 ) ) * this.near;
  6228. var bottom = - top;
  6229. var left = aspect * bottom;
  6230. var right = aspect * top;
  6231. var width = Math.abs( right - left );
  6232. var height = Math.abs( top - bottom );
  6233. this.projectionMatrix.makeFrustum(
  6234. left + this.x * width / this.fullWidth,
  6235. left + ( this.x + this.width ) * width / this.fullWidth,
  6236. top - ( this.y + this.height ) * height / this.fullHeight,
  6237. top - this.y * height / this.fullHeight,
  6238. this.near,
  6239. this.far
  6240. );
  6241. } else {
  6242. this.projectionMatrix.makePerspective( this.fov, this.aspect, this.near, this.far );
  6243. }
  6244. };
  6245. THREE.PerspectiveCamera.prototype.clone = function () {
  6246. var camera = new THREE.PerspectiveCamera( this.fov, this.aspect, this.near, this.far );
  6247. THREE.Camera.prototype.clone.call( this, camera );
  6248. return camera;
  6249. };
  6250. // File:src/lights/Light.js
  6251. /**
  6252. * @author mrdoob / http://mrdoob.com/
  6253. * @author alteredq / http://alteredqualia.com/
  6254. */
  6255. THREE.Light = function ( color ) {
  6256. THREE.Object3D.call( this );
  6257. this.type = 'Light';
  6258. this.color = new THREE.Color( color );
  6259. };
  6260. THREE.Light.prototype = Object.create( THREE.Object3D.prototype );
  6261. THREE.Light.prototype.clone = function ( light ) {
  6262. if ( light === undefined ) light = new THREE.Light();
  6263. THREE.Object3D.prototype.clone.call( this, light );
  6264. light.color.copy( this.color );
  6265. return light;
  6266. };
  6267. // File:src/lights/AmbientLight.js
  6268. /**
  6269. * @author mrdoob / http://mrdoob.com/
  6270. */
  6271. THREE.AmbientLight = function ( color ) {
  6272. THREE.Light.call( this, color );
  6273. this.type = 'AmbientLight';
  6274. };
  6275. THREE.AmbientLight.prototype = Object.create( THREE.Light.prototype );
  6276. THREE.AmbientLight.prototype.clone = function () {
  6277. var light = new THREE.AmbientLight();
  6278. THREE.Light.prototype.clone.call( this, light );
  6279. return light;
  6280. };
  6281. // File:src/lights/AreaLight.js
  6282. /**
  6283. * @author MPanknin / http://www.redplant.de/
  6284. * @author alteredq / http://alteredqualia.com/
  6285. */
  6286. THREE.AreaLight = function ( color, intensity ) {
  6287. THREE.Light.call( this, color );
  6288. this.type = 'AreaLight';
  6289. this.normal = new THREE.Vector3( 0, - 1, 0 );
  6290. this.right = new THREE.Vector3( 1, 0, 0 );
  6291. this.intensity = ( intensity !== undefined ) ? intensity : 1;
  6292. this.width = 1.0;
  6293. this.height = 1.0;
  6294. this.constantAttenuation = 1.5;
  6295. this.linearAttenuation = 0.5;
  6296. this.quadraticAttenuation = 0.1;
  6297. };
  6298. THREE.AreaLight.prototype = Object.create( THREE.Light.prototype );
  6299. // File:src/lights/DirectionalLight.js
  6300. /**
  6301. * @author mrdoob / http://mrdoob.com/
  6302. * @author alteredq / http://alteredqualia.com/
  6303. */
  6304. THREE.DirectionalLight = function ( color, intensity ) {
  6305. THREE.Light.call( this, color );
  6306. this.type = 'DirectionalLight';
  6307. this.position.set( 0, 1, 0 );
  6308. this.target = new THREE.Object3D();
  6309. this.intensity = ( intensity !== undefined ) ? intensity : 1;
  6310. this.castShadow = false;
  6311. this.onlyShadow = false;
  6312. //
  6313. this.shadowCameraNear = 50;
  6314. this.shadowCameraFar = 5000;
  6315. this.shadowCameraLeft = - 500;
  6316. this.shadowCameraRight = 500;
  6317. this.shadowCameraTop = 500;
  6318. this.shadowCameraBottom = - 500;
  6319. this.shadowCameraVisible = false;
  6320. this.shadowBias = 0;
  6321. this.shadowDarkness = 0.5;
  6322. this.shadowMapWidth = 512;
  6323. this.shadowMapHeight = 512;
  6324. //
  6325. this.shadowCascade = false;
  6326. this.shadowCascadeOffset = new THREE.Vector3( 0, 0, - 1000 );
  6327. this.shadowCascadeCount = 2;
  6328. this.shadowCascadeBias = [ 0, 0, 0 ];
  6329. this.shadowCascadeWidth = [ 512, 512, 512 ];
  6330. this.shadowCascadeHeight = [ 512, 512, 512 ];
  6331. this.shadowCascadeNearZ = [ - 1.000, 0.990, 0.998 ];
  6332. this.shadowCascadeFarZ = [ 0.990, 0.998, 1.000 ];
  6333. this.shadowCascadeArray = [];
  6334. //
  6335. this.shadowMap = null;
  6336. this.shadowMapSize = null;
  6337. this.shadowCamera = null;
  6338. this.shadowMatrix = null;
  6339. };
  6340. THREE.DirectionalLight.prototype = Object.create( THREE.Light.prototype );
  6341. THREE.DirectionalLight.prototype.clone = function () {
  6342. var light = new THREE.DirectionalLight();
  6343. THREE.Light.prototype.clone.call( this, light );
  6344. light.target = this.target.clone();
  6345. light.intensity = this.intensity;
  6346. light.castShadow = this.castShadow;
  6347. light.onlyShadow = this.onlyShadow;
  6348. //
  6349. light.shadowCameraNear = this.shadowCameraNear;
  6350. light.shadowCameraFar = this.shadowCameraFar;
  6351. light.shadowCameraLeft = this.shadowCameraLeft;
  6352. light.shadowCameraRight = this.shadowCameraRight;
  6353. light.shadowCameraTop = this.shadowCameraTop;
  6354. light.shadowCameraBottom = this.shadowCameraBottom;
  6355. light.shadowCameraVisible = this.shadowCameraVisible;
  6356. light.shadowBias = this.shadowBias;
  6357. light.shadowDarkness = this.shadowDarkness;
  6358. light.shadowMapWidth = this.shadowMapWidth;
  6359. light.shadowMapHeight = this.shadowMapHeight;
  6360. //
  6361. light.shadowCascade = this.shadowCascade;
  6362. light.shadowCascadeOffset.copy( this.shadowCascadeOffset );
  6363. light.shadowCascadeCount = this.shadowCascadeCount;
  6364. light.shadowCascadeBias = this.shadowCascadeBias.slice( 0 );
  6365. light.shadowCascadeWidth = this.shadowCascadeWidth.slice( 0 );
  6366. light.shadowCascadeHeight = this.shadowCascadeHeight.slice( 0 );
  6367. light.shadowCascadeNearZ = this.shadowCascadeNearZ.slice( 0 );
  6368. light.shadowCascadeFarZ = this.shadowCascadeFarZ.slice( 0 );
  6369. return light;
  6370. };
  6371. // File:src/lights/HemisphereLight.js
  6372. /**
  6373. * @author alteredq / http://alteredqualia.com/
  6374. */
  6375. THREE.HemisphereLight = function ( skyColor, groundColor, intensity ) {
  6376. THREE.Light.call( this, skyColor );
  6377. this.type = 'HemisphereLight';
  6378. this.position.set( 0, 100, 0 );
  6379. this.groundColor = new THREE.Color( groundColor );
  6380. this.intensity = ( intensity !== undefined ) ? intensity : 1;
  6381. };
  6382. THREE.HemisphereLight.prototype = Object.create( THREE.Light.prototype );
  6383. THREE.HemisphereLight.prototype.clone = function () {
  6384. var light = new THREE.HemisphereLight();
  6385. THREE.Light.prototype.clone.call( this, light );
  6386. light.groundColor.copy( this.groundColor );
  6387. light.intensity = this.intensity;
  6388. return light;
  6389. };
  6390. // File:src/lights/PointLight.js
  6391. /**
  6392. * @author mrdoob / http://mrdoob.com/
  6393. */
  6394. THREE.PointLight = function ( color, intensity, distance ) {
  6395. THREE.Light.call( this, color );
  6396. this.type = 'PointLight';
  6397. this.intensity = ( intensity !== undefined ) ? intensity : 1;
  6398. this.distance = ( distance !== undefined ) ? distance : 0;
  6399. };
  6400. THREE.PointLight.prototype = Object.create( THREE.Light.prototype );
  6401. THREE.PointLight.prototype.clone = function () {
  6402. var light = new THREE.PointLight();
  6403. THREE.Light.prototype.clone.call( this, light );
  6404. light.intensity = this.intensity;
  6405. light.distance = this.distance;
  6406. return light;
  6407. };
  6408. // File:src/lights/SpotLight.js
  6409. /**
  6410. * @author alteredq / http://alteredqualia.com/
  6411. */
  6412. THREE.SpotLight = function ( color, intensity, distance, angle, exponent ) {
  6413. THREE.Light.call( this, color );
  6414. this.type = 'SpotLight';
  6415. this.position.set( 0, 1, 0 );
  6416. this.target = new THREE.Object3D();
  6417. this.intensity = ( intensity !== undefined ) ? intensity : 1;
  6418. this.distance = ( distance !== undefined ) ? distance : 0;
  6419. this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
  6420. this.exponent = ( exponent !== undefined ) ? exponent : 10;
  6421. this.castShadow = false;
  6422. this.onlyShadow = false;
  6423. //
  6424. this.shadowCameraNear = 50;
  6425. this.shadowCameraFar = 5000;
  6426. this.shadowCameraFov = 50;
  6427. this.shadowCameraVisible = false;
  6428. this.shadowBias = 0;
  6429. this.shadowDarkness = 0.5;
  6430. this.shadowMapWidth = 512;
  6431. this.shadowMapHeight = 512;
  6432. //
  6433. this.shadowMap = null;
  6434. this.shadowMapSize = null;
  6435. this.shadowCamera = null;
  6436. this.shadowMatrix = null;
  6437. };
  6438. THREE.SpotLight.prototype = Object.create( THREE.Light.prototype );
  6439. THREE.SpotLight.prototype.clone = function () {
  6440. var light = new THREE.SpotLight();
  6441. THREE.Light.prototype.clone.call( this, light );
  6442. light.target = this.target.clone();
  6443. light.intensity = this.intensity;
  6444. light.distance = this.distance;
  6445. light.angle = this.angle;
  6446. light.exponent = this.exponent;
  6447. light.castShadow = this.castShadow;
  6448. light.onlyShadow = this.onlyShadow;
  6449. //
  6450. light.shadowCameraNear = this.shadowCameraNear;
  6451. light.shadowCameraFar = this.shadowCameraFar;
  6452. light.shadowCameraFov = this.shadowCameraFov;
  6453. light.shadowCameraVisible = this.shadowCameraVisible;
  6454. light.shadowBias = this.shadowBias;
  6455. light.shadowDarkness = this.shadowDarkness;
  6456. light.shadowMapWidth = this.shadowMapWidth;
  6457. light.shadowMapHeight = this.shadowMapHeight;
  6458. return light;
  6459. };
  6460. // File:src/loaders/Cache.js
  6461. /**
  6462. * @author mrdoob / http://mrdoob.com/
  6463. */
  6464. THREE.Cache = function () {
  6465. this.files = {};
  6466. };
  6467. THREE.Cache.prototype = {
  6468. constructor: THREE.Cache,
  6469. add: function ( key, file ) {
  6470. // console.log( 'THREE.Cache', 'Adding key:', key );
  6471. this.files[ key ] = file;
  6472. },
  6473. get: function ( key ) {
  6474. // console.log( 'THREE.Cache', 'Checking key:', key );
  6475. return this.files[ key ];
  6476. },
  6477. remove: function ( key ) {
  6478. delete this.files[ key ];
  6479. },
  6480. clear: function () {
  6481. this.files = {}
  6482. }
  6483. };
  6484. // File:src/loaders/Loader.js
  6485. /**
  6486. * @author alteredq / http://alteredqualia.com/
  6487. */
  6488. THREE.Loader = function ( showStatus ) {
  6489. this.showStatus = showStatus;
  6490. this.statusDomElement = showStatus ? THREE.Loader.prototype.addStatusElement() : null;
  6491. this.imageLoader = new THREE.ImageLoader();
  6492. this.onLoadStart = function () {};
  6493. this.onLoadProgress = function () {};
  6494. this.onLoadComplete = function () {};
  6495. };
  6496. THREE.Loader.prototype = {
  6497. constructor: THREE.Loader,
  6498. crossOrigin: undefined,
  6499. addStatusElement: function () {
  6500. var e = document.createElement( 'div' );
  6501. e.style.position = 'absolute';
  6502. e.style.right = '0px';
  6503. e.style.top = '0px';
  6504. e.style.fontSize = '0.8em';
  6505. e.style.textAlign = 'left';
  6506. e.style.background = 'rgba(0,0,0,0.25)';
  6507. e.style.color = '#fff';
  6508. e.style.width = '120px';
  6509. e.style.padding = '0.5em 0.5em 0.5em 0.5em';
  6510. e.style.zIndex = 1000;
  6511. e.innerHTML = 'Loading ...';
  6512. return e;
  6513. },
  6514. updateProgress: function ( progress ) {
  6515. var message = 'Loaded ';
  6516. if ( progress.total ) {
  6517. message += ( 100 * progress.loaded / progress.total ).toFixed( 0 ) + '%';
  6518. } else {
  6519. message += ( progress.loaded / 1024 ).toFixed( 2 ) + ' KB';
  6520. }
  6521. this.statusDomElement.innerHTML = message;
  6522. },
  6523. extractUrlBase: function ( url ) {
  6524. var parts = url.split( '/' );
  6525. if ( parts.length === 1 ) return './';
  6526. parts.pop();
  6527. return parts.join( '/' ) + '/';
  6528. },
  6529. initMaterials: function ( materials, texturePath ) {
  6530. var array = [];
  6531. for ( var i = 0; i < materials.length; ++ i ) {
  6532. array[ i ] = this.createMaterial( materials[ i ], texturePath );
  6533. }
  6534. return array;
  6535. },
  6536. needsTangents: function ( materials ) {
  6537. for ( var i = 0, il = materials.length; i < il; i ++ ) {
  6538. var m = materials[ i ];
  6539. if ( m instanceof THREE.ShaderMaterial ) return true;
  6540. }
  6541. return false;
  6542. },
  6543. createMaterial: function ( m, texturePath ) {
  6544. var scope = this;
  6545. function nearest_pow2( n ) {
  6546. var l = Math.log( n ) / Math.LN2;
  6547. return Math.pow( 2, Math.round( l ) );
  6548. }
  6549. function create_texture( where, name, sourceFile, repeat, offset, wrap, anisotropy ) {
  6550. var fullPath = texturePath + sourceFile;
  6551. var texture;
  6552. var loader = THREE.Loader.Handlers.get( fullPath );
  6553. if ( loader !== null ) {
  6554. texture = loader.load( fullPath );
  6555. } else {
  6556. texture = new THREE.Texture();
  6557. loader = scope.imageLoader;
  6558. loader.crossOrigin = scope.crossOrigin;
  6559. loader.load( fullPath, function ( image ) {
  6560. if ( THREE.Math.isPowerOfTwo( image.width ) === false ||
  6561. THREE.Math.isPowerOfTwo( image.height ) === false ) {
  6562. var width = nearest_pow2( image.width );
  6563. var height = nearest_pow2( image.height );
  6564. var canvas = document.createElement( 'canvas' );
  6565. canvas.width = width;
  6566. canvas.height = height;
  6567. var context = canvas.getContext( '2d' );
  6568. context.drawImage( image, 0, 0, width, height );
  6569. texture.image = canvas;
  6570. } else {
  6571. texture.image = image;
  6572. }
  6573. texture.needsUpdate = true;
  6574. } );
  6575. }
  6576. texture.sourceFile = sourceFile;
  6577. if ( repeat ) {
  6578. texture.repeat.set( repeat[ 0 ], repeat[ 1 ] );
  6579. if ( repeat[ 0 ] !== 1 ) texture.wrapS = THREE.RepeatWrapping;
  6580. if ( repeat[ 1 ] !== 1 ) texture.wrapT = THREE.RepeatWrapping;
  6581. }
  6582. if ( offset ) {
  6583. texture.offset.set( offset[ 0 ], offset[ 1 ] );
  6584. }
  6585. if ( wrap ) {
  6586. var wrapMap = {
  6587. 'repeat': THREE.RepeatWrapping,
  6588. 'mirror': THREE.MirroredRepeatWrapping
  6589. }
  6590. if ( wrapMap[ wrap[ 0 ] ] !== undefined ) texture.wrapS = wrapMap[ wrap[ 0 ] ];
  6591. if ( wrapMap[ wrap[ 1 ] ] !== undefined ) texture.wrapT = wrapMap[ wrap[ 1 ] ];
  6592. }
  6593. if ( anisotropy ) {
  6594. texture.anisotropy = anisotropy;
  6595. }
  6596. where[ name ] = texture;
  6597. }
  6598. function rgb2hex( rgb ) {
  6599. return ( rgb[ 0 ] * 255 << 16 ) + ( rgb[ 1 ] * 255 << 8 ) + rgb[ 2 ] * 255;
  6600. }
  6601. // defaults
  6602. var mtype = 'MeshLambertMaterial';
  6603. var mpars = { color: 0xeeeeee, opacity: 1.0, map: null, lightMap: null, normalMap: null, bumpMap: null, wireframe: false };
  6604. // parameters from model file
  6605. if ( m.shading ) {
  6606. var shading = m.shading.toLowerCase();
  6607. if ( shading === 'phong' ) mtype = 'MeshPhongMaterial';
  6608. else if ( shading === 'basic' ) mtype = 'MeshBasicMaterial';
  6609. }
  6610. if ( m.blending !== undefined && THREE[ m.blending ] !== undefined ) {
  6611. mpars.blending = THREE[ m.blending ];
  6612. }
  6613. if ( m.transparent !== undefined || m.opacity < 1.0 ) {
  6614. mpars.transparent = m.transparent;
  6615. }
  6616. if ( m.depthTest !== undefined ) {
  6617. mpars.depthTest = m.depthTest;
  6618. }
  6619. if ( m.depthWrite !== undefined ) {
  6620. mpars.depthWrite = m.depthWrite;
  6621. }
  6622. if ( m.visible !== undefined ) {
  6623. mpars.visible = m.visible;
  6624. }
  6625. if ( m.flipSided !== undefined ) {
  6626. mpars.side = THREE.BackSide;
  6627. }
  6628. if ( m.doubleSided !== undefined ) {
  6629. mpars.side = THREE.DoubleSide;
  6630. }
  6631. if ( m.wireframe !== undefined ) {
  6632. mpars.wireframe = m.wireframe;
  6633. }
  6634. if ( m.vertexColors !== undefined ) {
  6635. if ( m.vertexColors === 'face' ) {
  6636. mpars.vertexColors = THREE.FaceColors;
  6637. } else if ( m.vertexColors ) {
  6638. mpars.vertexColors = THREE.VertexColors;
  6639. }
  6640. }
  6641. // colors
  6642. if ( m.colorDiffuse ) {
  6643. mpars.color = rgb2hex( m.colorDiffuse );
  6644. } else if ( m.DbgColor ) {
  6645. mpars.color = m.DbgColor;
  6646. }
  6647. if ( m.colorSpecular ) {
  6648. mpars.specular = rgb2hex( m.colorSpecular );
  6649. }
  6650. if ( m.colorAmbient ) {
  6651. mpars.ambient = rgb2hex( m.colorAmbient );
  6652. }
  6653. if ( m.colorEmissive ) {
  6654. mpars.emissive = rgb2hex( m.colorEmissive );
  6655. }
  6656. // modifiers
  6657. if ( m.transparency ) {
  6658. mpars.opacity = m.transparency;
  6659. }
  6660. if ( m.specularCoef ) {
  6661. mpars.shininess = m.specularCoef;
  6662. }
  6663. // textures
  6664. if ( m.mapDiffuse && texturePath ) {
  6665. create_texture( mpars, 'map', m.mapDiffuse, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy );
  6666. }
  6667. if ( m.mapLight && texturePath ) {
  6668. create_texture( mpars, 'lightMap', m.mapLight, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy );
  6669. }
  6670. if ( m.mapBump && texturePath ) {
  6671. create_texture( mpars, 'bumpMap', m.mapBump, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy );
  6672. }
  6673. if ( m.mapNormal && texturePath ) {
  6674. create_texture( mpars, 'normalMap', m.mapNormal, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy );
  6675. }
  6676. if ( m.mapSpecular && texturePath ) {
  6677. create_texture( mpars, 'specularMap', m.mapSpecular, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy );
  6678. }
  6679. if ( m.mapAlpha && texturePath ) {
  6680. create_texture( mpars, 'alphaMap', m.mapAlpha, m.mapAlphaRepeat, m.mapAlphaOffset, m.mapAlphaWrap, m.mapAlphaAnisotropy );
  6681. }
  6682. //
  6683. if ( m.mapBumpScale ) {
  6684. mpars.bumpScale = m.mapBumpScale;
  6685. }
  6686. // special case for normal mapped material
  6687. if ( m.mapNormal ) {
  6688. var shader = THREE.ShaderLib[ 'normalmap' ];
  6689. var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
  6690. uniforms[ 'tNormal' ].value = mpars.normalMap;
  6691. if ( m.mapNormalFactor ) {
  6692. uniforms[ 'uNormalScale' ].value.set( m.mapNormalFactor, m.mapNormalFactor );
  6693. }
  6694. if ( mpars.map ) {
  6695. uniforms[ 'tDiffuse' ].value = mpars.map;
  6696. uniforms[ 'enableDiffuse' ].value = true;
  6697. }
  6698. if ( mpars.specularMap ) {
  6699. uniforms[ 'tSpecular' ].value = mpars.specularMap;
  6700. uniforms[ 'enableSpecular' ].value = true;
  6701. }
  6702. if ( mpars.lightMap ) {
  6703. uniforms[ 'tAO' ].value = mpars.lightMap;
  6704. uniforms[ 'enableAO' ].value = true;
  6705. }
  6706. // for the moment don't handle displacement texture
  6707. uniforms[ 'diffuse' ].value.setHex( mpars.color );
  6708. uniforms[ 'specular' ].value.setHex( mpars.specular );
  6709. uniforms[ 'ambient' ].value.setHex( mpars.ambient );
  6710. uniforms[ 'shininess' ].value = mpars.shininess;
  6711. if ( mpars.opacity !== undefined ) {
  6712. uniforms[ 'opacity' ].value = mpars.opacity;
  6713. }
  6714. var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true };
  6715. var material = new THREE.ShaderMaterial( parameters );
  6716. if ( mpars.transparent ) {
  6717. material.transparent = true;
  6718. }
  6719. } else {
  6720. var material = new THREE[ mtype ]( mpars );
  6721. }
  6722. if ( m.DbgName !== undefined ) material.name = m.DbgName;
  6723. return material;
  6724. }
  6725. };
  6726. THREE.Loader.Handlers = {
  6727. handlers: [],
  6728. add: function ( regex, loader ) {
  6729. this.handlers.push( regex, loader );
  6730. },
  6731. get: function ( file ) {
  6732. for ( var i = 0, l = this.handlers.length; i < l; i += 2 ) {
  6733. var regex = this.handlers[ i ];
  6734. var loader = this.handlers[ i + 1 ];
  6735. if ( regex.test( file ) ) {
  6736. return loader;
  6737. }
  6738. }
  6739. return null;
  6740. }
  6741. };
  6742. // File:src/loaders/XHRLoader.js
  6743. /**
  6744. * @author mrdoob / http://mrdoob.com/
  6745. */
  6746. THREE.XHRLoader = function ( manager ) {
  6747. this.cache = new THREE.Cache();
  6748. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  6749. };
  6750. THREE.XHRLoader.prototype = {
  6751. constructor: THREE.XHRLoader,
  6752. load: function ( url, onLoad, onProgress, onError ) {
  6753. var scope = this;
  6754. var cached = scope.cache.get( url );
  6755. if ( cached !== undefined ) {
  6756. if ( onLoad ) onLoad( cached );
  6757. return;
  6758. }
  6759. var request = new XMLHttpRequest();
  6760. request.open( 'GET', url, true );
  6761. request.addEventListener( 'load', function ( event ) {
  6762. scope.cache.add( url, this.response );
  6763. if ( onLoad ) onLoad( this.response );
  6764. scope.manager.itemEnd( url );
  6765. }, false );
  6766. if ( onProgress !== undefined ) {
  6767. request.addEventListener( 'progress', function ( event ) {
  6768. onProgress( event );
  6769. }, false );
  6770. }
  6771. if ( onError !== undefined ) {
  6772. request.addEventListener( 'error', function ( event ) {
  6773. onError( event );
  6774. }, false );
  6775. }
  6776. if ( this.crossOrigin !== undefined ) request.crossOrigin = this.crossOrigin;
  6777. if ( this.responseType !== undefined ) request.responseType = this.responseType;
  6778. request.send( null );
  6779. scope.manager.itemStart( url );
  6780. },
  6781. setResponseType: function ( value ) {
  6782. this.responseType = value;
  6783. },
  6784. setCrossOrigin: function ( value ) {
  6785. this.crossOrigin = value;
  6786. }
  6787. };
  6788. // File:src/loaders/ImageLoader.js
  6789. /**
  6790. * @author mrdoob / http://mrdoob.com/
  6791. */
  6792. THREE.ImageLoader = function ( manager ) {
  6793. this.cache = new THREE.Cache();
  6794. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  6795. };
  6796. THREE.ImageLoader.prototype = {
  6797. constructor: THREE.ImageLoader,
  6798. load: function ( url, onLoad, onProgress, onError ) {
  6799. var scope = this;
  6800. var cached = scope.cache.get( url );
  6801. if ( cached !== undefined ) {
  6802. onLoad( cached );
  6803. return;
  6804. }
  6805. var image = document.createElement( 'img' );
  6806. if ( onLoad !== undefined ) {
  6807. image.addEventListener( 'load', function ( event ) {
  6808. scope.cache.add( url, this );
  6809. onLoad( this );
  6810. scope.manager.itemEnd( url );
  6811. }, false );
  6812. }
  6813. if ( onProgress !== undefined ) {
  6814. image.addEventListener( 'progress', function ( event ) {
  6815. onProgress( event );
  6816. }, false );
  6817. }
  6818. if ( onError !== undefined ) {
  6819. image.addEventListener( 'error', function ( event ) {
  6820. onError( event );
  6821. }, false );
  6822. }
  6823. if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
  6824. image.src = url;
  6825. scope.manager.itemStart( url );
  6826. return image;
  6827. },
  6828. setCrossOrigin: function ( value ) {
  6829. this.crossOrigin = value;
  6830. }
  6831. }
  6832. // File:src/loaders/JSONLoader.js
  6833. /**
  6834. * @author mrdoob / http://mrdoob.com/
  6835. * @author alteredq / http://alteredqualia.com/
  6836. */
  6837. THREE.JSONLoader = function ( showStatus ) {
  6838. THREE.Loader.call( this, showStatus );
  6839. this.withCredentials = false;
  6840. };
  6841. THREE.JSONLoader.prototype = Object.create( THREE.Loader.prototype );
  6842. THREE.JSONLoader.prototype.load = function ( url, callback, texturePath ) {
  6843. var scope = this;
  6844. // todo: unify load API to for easier SceneLoader use
  6845. texturePath = texturePath && ( typeof texturePath === 'string' ) ? texturePath : this.extractUrlBase( url );
  6846. this.onLoadStart();
  6847. this.loadAjaxJSON( this, url, callback, texturePath );
  6848. };
  6849. THREE.JSONLoader.prototype.loadAjaxJSON = function ( context, url, callback, texturePath, callbackProgress ) {
  6850. var xhr = new XMLHttpRequest();
  6851. var length = 0;
  6852. xhr.onreadystatechange = function () {
  6853. if ( xhr.readyState === xhr.DONE ) {
  6854. if ( xhr.status === 200 || xhr.status === 0 ) {
  6855. if ( xhr.responseText ) {
  6856. var json = JSON.parse( xhr.responseText );
  6857. if ( json.metadata !== undefined && json.metadata.type === 'scene' ) {
  6858. console.error( 'THREE.JSONLoader: "' + url + '" seems to be a Scene. Use THREE.SceneLoader instead.' );
  6859. return;
  6860. }
  6861. var result = context.parse( json, texturePath );
  6862. callback( result.geometry, result.materials );
  6863. } else {
  6864. console.error( 'THREE.JSONLoader: "' + url + '" seems to be unreachable or the file is empty.' );
  6865. }
  6866. // in context of more complex asset initialization
  6867. // do not block on single failed file
  6868. // maybe should go even one more level up
  6869. context.onLoadComplete();
  6870. } else {
  6871. console.error( 'THREE.JSONLoader: Couldn\'t load "' + url + '" (' + xhr.status + ')' );
  6872. }
  6873. } else if ( xhr.readyState === xhr.LOADING ) {
  6874. if ( callbackProgress ) {
  6875. if ( length === 0 ) {
  6876. length = xhr.getResponseHeader( 'Content-Length' );
  6877. }
  6878. callbackProgress( { total: length, loaded: xhr.responseText.length } );
  6879. }
  6880. } else if ( xhr.readyState === xhr.HEADERS_RECEIVED ) {
  6881. if ( callbackProgress !== undefined ) {
  6882. length = xhr.getResponseHeader( 'Content-Length' );
  6883. }
  6884. }
  6885. };
  6886. xhr.open( 'GET', url, true );
  6887. xhr.withCredentials = this.withCredentials;
  6888. xhr.send( null );
  6889. };
  6890. THREE.JSONLoader.prototype.parse = function ( json, texturePath ) {
  6891. var scope = this,
  6892. geometry = new THREE.Geometry(),
  6893. scale = ( json.scale !== undefined ) ? 1.0 / json.scale : 1.0;
  6894. parseModel( scale );
  6895. parseSkin();
  6896. parseMorphing( scale );
  6897. geometry.computeFaceNormals();
  6898. geometry.computeBoundingSphere();
  6899. function parseModel( scale ) {
  6900. function isBitSet( value, position ) {
  6901. return value & ( 1 << position );
  6902. }
  6903. var i, j, fi,
  6904. offset, zLength,
  6905. colorIndex, normalIndex, uvIndex, materialIndex,
  6906. type,
  6907. isQuad,
  6908. hasMaterial,
  6909. hasFaceVertexUv,
  6910. hasFaceNormal, hasFaceVertexNormal,
  6911. hasFaceColor, hasFaceVertexColor,
  6912. vertex, face, faceA, faceB, color, hex, normal,
  6913. uvLayer, uv, u, v,
  6914. faces = json.faces,
  6915. vertices = json.vertices,
  6916. normals = json.normals,
  6917. colors = json.colors,
  6918. nUvLayers = 0;
  6919. if ( json.uvs !== undefined ) {
  6920. // disregard empty arrays
  6921. for ( i = 0; i < json.uvs.length; i ++ ) {
  6922. if ( json.uvs[ i ].length ) nUvLayers ++;
  6923. }
  6924. for ( i = 0; i < nUvLayers; i ++ ) {
  6925. geometry.faceVertexUvs[ i ] = [];
  6926. }
  6927. }
  6928. offset = 0;
  6929. zLength = vertices.length;
  6930. while ( offset < zLength ) {
  6931. vertex = new THREE.Vector3();
  6932. vertex.x = vertices[ offset ++ ] * scale;
  6933. vertex.y = vertices[ offset ++ ] * scale;
  6934. vertex.z = vertices[ offset ++ ] * scale;
  6935. geometry.vertices.push( vertex );
  6936. }
  6937. offset = 0;
  6938. zLength = faces.length;
  6939. while ( offset < zLength ) {
  6940. type = faces[ offset ++ ];
  6941. isQuad = isBitSet( type, 0 );
  6942. hasMaterial = isBitSet( type, 1 );
  6943. hasFaceVertexUv = isBitSet( type, 3 );
  6944. hasFaceNormal = isBitSet( type, 4 );
  6945. hasFaceVertexNormal = isBitSet( type, 5 );
  6946. hasFaceColor = isBitSet( type, 6 );
  6947. hasFaceVertexColor = isBitSet( type, 7 );
  6948. // console.log("type", type, "bits", isQuad, hasMaterial, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor);
  6949. if ( isQuad ) {
  6950. faceA = new THREE.Face3();
  6951. faceA.a = faces[ offset ];
  6952. faceA.b = faces[ offset + 1 ];
  6953. faceA.c = faces[ offset + 3 ];
  6954. faceB = new THREE.Face3();
  6955. faceB.a = faces[ offset + 1 ];
  6956. faceB.b = faces[ offset + 2 ];
  6957. faceB.c = faces[ offset + 3 ];
  6958. offset += 4;
  6959. if ( hasMaterial ) {
  6960. materialIndex = faces[ offset ++ ];
  6961. faceA.materialIndex = materialIndex;
  6962. faceB.materialIndex = materialIndex;
  6963. }
  6964. // to get face <=> uv index correspondence
  6965. fi = geometry.faces.length;
  6966. if ( hasFaceVertexUv ) {
  6967. for ( i = 0; i < nUvLayers; i ++ ) {
  6968. uvLayer = json.uvs[ i ];
  6969. geometry.faceVertexUvs[ i ][ fi ] = [];
  6970. geometry.faceVertexUvs[ i ][ fi + 1 ] = []
  6971. for ( j = 0; j < 4; j ++ ) {
  6972. uvIndex = faces[ offset ++ ];
  6973. u = uvLayer[ uvIndex * 2 ];
  6974. v = uvLayer[ uvIndex * 2 + 1 ];
  6975. uv = new THREE.Vector2( u, v );
  6976. if ( j !== 2 ) geometry.faceVertexUvs[ i ][ fi ].push( uv );
  6977. if ( j !== 0 ) geometry.faceVertexUvs[ i ][ fi + 1 ].push( uv );
  6978. }
  6979. }
  6980. }
  6981. if ( hasFaceNormal ) {
  6982. normalIndex = faces[ offset ++ ] * 3;
  6983. faceA.normal.set(
  6984. normals[ normalIndex ++ ],
  6985. normals[ normalIndex ++ ],
  6986. normals[ normalIndex ]
  6987. );
  6988. faceB.normal.copy( faceA.normal );
  6989. }
  6990. if ( hasFaceVertexNormal ) {
  6991. for ( i = 0; i < 4; i ++ ) {
  6992. normalIndex = faces[ offset ++ ] * 3;
  6993. normal = new THREE.Vector3(
  6994. normals[ normalIndex ++ ],
  6995. normals[ normalIndex ++ ],
  6996. normals[ normalIndex ]
  6997. );
  6998. if ( i !== 2 ) faceA.vertexNormals.push( normal );
  6999. if ( i !== 0 ) faceB.vertexNormals.push( normal );
  7000. }
  7001. }
  7002. if ( hasFaceColor ) {
  7003. colorIndex = faces[ offset ++ ];
  7004. hex = colors[ colorIndex ];
  7005. faceA.color.setHex( hex );
  7006. faceB.color.setHex( hex );
  7007. }
  7008. if ( hasFaceVertexColor ) {
  7009. for ( i = 0; i < 4; i ++ ) {
  7010. colorIndex = faces[ offset ++ ];
  7011. hex = colors[ colorIndex ];
  7012. if ( i !== 2 ) faceA.vertexColors.push( new THREE.Color( hex ) );
  7013. if ( i !== 0 ) faceB.vertexColors.push( new THREE.Color( hex ) );
  7014. }
  7015. }
  7016. geometry.faces.push( faceA );
  7017. geometry.faces.push( faceB );
  7018. } else {
  7019. face = new THREE.Face3();
  7020. face.a = faces[ offset ++ ];
  7021. face.b = faces[ offset ++ ];
  7022. face.c = faces[ offset ++ ];
  7023. if ( hasMaterial ) {
  7024. materialIndex = faces[ offset ++ ];
  7025. face.materialIndex = materialIndex;
  7026. }
  7027. // to get face <=> uv index correspondence
  7028. fi = geometry.faces.length;
  7029. if ( hasFaceVertexUv ) {
  7030. for ( i = 0; i < nUvLayers; i ++ ) {
  7031. uvLayer = json.uvs[ i ];
  7032. geometry.faceVertexUvs[ i ][ fi ] = [];
  7033. for ( j = 0; j < 3; j ++ ) {
  7034. uvIndex = faces[ offset ++ ];
  7035. u = uvLayer[ uvIndex * 2 ];
  7036. v = uvLayer[ uvIndex * 2 + 1 ];
  7037. uv = new THREE.Vector2( u, v );
  7038. geometry.faceVertexUvs[ i ][ fi ].push( uv );
  7039. }
  7040. }
  7041. }
  7042. if ( hasFaceNormal ) {
  7043. normalIndex = faces[ offset ++ ] * 3;
  7044. face.normal.set(
  7045. normals[ normalIndex ++ ],
  7046. normals[ normalIndex ++ ],
  7047. normals[ normalIndex ]
  7048. );
  7049. }
  7050. if ( hasFaceVertexNormal ) {
  7051. for ( i = 0; i < 3; i ++ ) {
  7052. normalIndex = faces[ offset ++ ] * 3;
  7053. normal = new THREE.Vector3(
  7054. normals[ normalIndex ++ ],
  7055. normals[ normalIndex ++ ],
  7056. normals[ normalIndex ]
  7057. );
  7058. face.vertexNormals.push( normal );
  7059. }
  7060. }
  7061. if ( hasFaceColor ) {
  7062. colorIndex = faces[ offset ++ ];
  7063. face.color.setHex( colors[ colorIndex ] );
  7064. }
  7065. if ( hasFaceVertexColor ) {
  7066. for ( i = 0; i < 3; i ++ ) {
  7067. colorIndex = faces[ offset ++ ];
  7068. face.vertexColors.push( new THREE.Color( colors[ colorIndex ] ) );
  7069. }
  7070. }
  7071. geometry.faces.push( face );
  7072. }
  7073. }
  7074. };
  7075. function parseSkin() {
  7076. var influencesPerVertex = ( json.influencesPerVertex !== undefined ) ? json.influencesPerVertex : 2;
  7077. if ( json.skinWeights ) {
  7078. for ( var i = 0, l = json.skinWeights.length; i < l; i += influencesPerVertex ) {
  7079. var x = json.skinWeights[ i ];
  7080. var y = ( influencesPerVertex > 1 ) ? json.skinWeights[ i + 1 ] : 0;
  7081. var z = ( influencesPerVertex > 2 ) ? json.skinWeights[ i + 2 ] : 0;
  7082. var w = ( influencesPerVertex > 3 ) ? json.skinWeights[ i + 3 ] : 0;
  7083. geometry.skinWeights.push( new THREE.Vector4( x, y, z, w ) );
  7084. }
  7085. }
  7086. if ( json.skinIndices ) {
  7087. for ( var i = 0, l = json.skinIndices.length; i < l; i += influencesPerVertex ) {
  7088. var a = json.skinIndices[ i ];
  7089. var b = ( influencesPerVertex > 1 ) ? json.skinIndices[ i + 1 ] : 0;
  7090. var c = ( influencesPerVertex > 2 ) ? json.skinIndices[ i + 2 ] : 0;
  7091. var d = ( influencesPerVertex > 3 ) ? json.skinIndices[ i + 3 ] : 0;
  7092. geometry.skinIndices.push( new THREE.Vector4( a, b, c, d ) );
  7093. }
  7094. }
  7095. geometry.bones = json.bones;
  7096. if ( geometry.bones && geometry.bones.length > 0 && ( geometry.skinWeights.length !== geometry.skinIndices.length || geometry.skinIndices.length !== geometry.vertices.length ) ) {
  7097. console.warn( 'When skinning, number of vertices (' + geometry.vertices.length + '), skinIndices (' +
  7098. geometry.skinIndices.length + '), and skinWeights (' + geometry.skinWeights.length + ') should match.' );
  7099. }
  7100. // could change this to json.animations[0] or remove completely
  7101. geometry.animation = json.animation;
  7102. geometry.animations = json.animations;
  7103. };
  7104. function parseMorphing( scale ) {
  7105. if ( json.morphTargets !== undefined ) {
  7106. var i, l, v, vl, dstVertices, srcVertices;
  7107. for ( i = 0, l = json.morphTargets.length; i < l; i ++ ) {
  7108. geometry.morphTargets[ i ] = {};
  7109. geometry.morphTargets[ i ].name = json.morphTargets[ i ].name;
  7110. geometry.morphTargets[ i ].vertices = [];
  7111. dstVertices = geometry.morphTargets[ i ].vertices;
  7112. srcVertices = json.morphTargets [ i ].vertices;
  7113. for ( v = 0, vl = srcVertices.length; v < vl; v += 3 ) {
  7114. var vertex = new THREE.Vector3();
  7115. vertex.x = srcVertices[ v ] * scale;
  7116. vertex.y = srcVertices[ v + 1 ] * scale;
  7117. vertex.z = srcVertices[ v + 2 ] * scale;
  7118. dstVertices.push( vertex );
  7119. }
  7120. }
  7121. }
  7122. if ( json.morphColors !== undefined ) {
  7123. var i, l, c, cl, dstColors, srcColors, color;
  7124. for ( i = 0, l = json.morphColors.length; i < l; i ++ ) {
  7125. geometry.morphColors[ i ] = {};
  7126. geometry.morphColors[ i ].name = json.morphColors[ i ].name;
  7127. geometry.morphColors[ i ].colors = [];
  7128. dstColors = geometry.morphColors[ i ].colors;
  7129. srcColors = json.morphColors [ i ].colors;
  7130. for ( c = 0, cl = srcColors.length; c < cl; c += 3 ) {
  7131. color = new THREE.Color( 0xffaa00 );
  7132. color.setRGB( srcColors[ c ], srcColors[ c + 1 ], srcColors[ c + 2 ] );
  7133. dstColors.push( color );
  7134. }
  7135. }
  7136. }
  7137. };
  7138. if ( json.materials === undefined || json.materials.length === 0 ) {
  7139. return { geometry: geometry };
  7140. } else {
  7141. var materials = this.initMaterials( json.materials, texturePath );
  7142. if ( this.needsTangents( materials ) ) {
  7143. geometry.computeTangents();
  7144. }
  7145. return { geometry: geometry, materials: materials };
  7146. }
  7147. };
  7148. // File:src/loaders/LoadingManager.js
  7149. /**
  7150. * @author mrdoob / http://mrdoob.com/
  7151. */
  7152. THREE.LoadingManager = function ( onLoad, onProgress, onError ) {
  7153. var scope = this;
  7154. var loaded = 0, total = 0;
  7155. this.onLoad = onLoad;
  7156. this.onProgress = onProgress;
  7157. this.onError = onError;
  7158. this.itemStart = function ( url ) {
  7159. total ++;
  7160. };
  7161. this.itemEnd = function ( url ) {
  7162. loaded ++;
  7163. if ( scope.onProgress !== undefined ) {
  7164. scope.onProgress( url, loaded, total );
  7165. }
  7166. if ( loaded === total && scope.onLoad !== undefined ) {
  7167. scope.onLoad();
  7168. }
  7169. };
  7170. };
  7171. THREE.DefaultLoadingManager = new THREE.LoadingManager();
  7172. // File:src/loaders/BufferGeometryLoader.js
  7173. /**
  7174. * @author mrdoob / http://mrdoob.com/
  7175. */
  7176. THREE.BufferGeometryLoader = function ( manager ) {
  7177. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  7178. };
  7179. THREE.BufferGeometryLoader.prototype = {
  7180. constructor: THREE.BufferGeometryLoader,
  7181. load: function ( url, onLoad, onProgress, onError ) {
  7182. var scope = this;
  7183. var loader = new THREE.XHRLoader();
  7184. loader.setCrossOrigin( this.crossOrigin );
  7185. loader.load( url, function ( text ) {
  7186. onLoad( scope.parse( JSON.parse( text ) ) );
  7187. }, onProgress, onError );
  7188. },
  7189. setCrossOrigin: function ( value ) {
  7190. this.crossOrigin = value;
  7191. },
  7192. parse: function ( json ) {
  7193. var geometry = new THREE.BufferGeometry();
  7194. var attributes = json.attributes;
  7195. for ( var key in attributes ) {
  7196. var attribute = attributes[ key ];
  7197. var typedArray = new self[ attribute.type ]( attribute.array );
  7198. geometry.addAttribute( key, new THREE.BufferAttribute( typedArray, attribute.itemSize ) );
  7199. }
  7200. var offsets = json.offsets;
  7201. if ( offsets !== undefined ) {
  7202. geometry.offsets = JSON.parse( JSON.stringify( offsets ) );
  7203. }
  7204. var boundingSphere = json.boundingSphere;
  7205. if ( boundingSphere !== undefined ) {
  7206. geometry.boundingSphere = new THREE.Sphere(
  7207. new THREE.Vector3().fromArray( boundingSphere.center !== undefined ? boundingSphere.center : [ 0, 0, 0 ] ),
  7208. boundingSphere.radius
  7209. );
  7210. }
  7211. return geometry;
  7212. }
  7213. };
  7214. // File:src/loaders/MaterialLoader.js
  7215. /**
  7216. * @author mrdoob / http://mrdoob.com/
  7217. */
  7218. THREE.MaterialLoader = function ( manager ) {
  7219. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  7220. };
  7221. THREE.MaterialLoader.prototype = {
  7222. constructor: THREE.MaterialLoader,
  7223. load: function ( url, onLoad, onProgress, onError ) {
  7224. var scope = this;
  7225. var loader = new THREE.XHRLoader();
  7226. loader.setCrossOrigin( this.crossOrigin );
  7227. loader.load( url, function ( text ) {
  7228. onLoad( scope.parse( JSON.parse( text ) ) );
  7229. }, onProgress, onError );
  7230. },
  7231. setCrossOrigin: function ( value ) {
  7232. this.crossOrigin = value;
  7233. },
  7234. parse: function ( json ) {
  7235. var material = new THREE[ json.type ];
  7236. if ( json.color !== undefined ) material.color.setHex( json.color );
  7237. if ( json.ambient !== undefined ) material.ambient.setHex( json.ambient );
  7238. if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive );
  7239. if ( json.specular !== undefined ) material.specular.setHex( json.specular );
  7240. if ( json.shininess !== undefined ) material.shininess = json.shininess;
  7241. if ( json.uniforms !== undefined ) material.uniforms = json.uniforms;
  7242. if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
  7243. if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
  7244. if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors;
  7245. if ( json.shading !== undefined ) material.shading = json.shading;
  7246. if ( json.blending !== undefined ) material.blending = json.blending;
  7247. if ( json.side !== undefined ) material.side = json.side;
  7248. if ( json.opacity !== undefined ) material.opacity = json.opacity;
  7249. if ( json.transparent !== undefined ) material.transparent = json.transparent;
  7250. if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
  7251. if ( json.materials !== undefined ) {
  7252. for ( var i = 0, l = json.materials.length; i < l; i ++ ) {
  7253. material.materials.push( this.parse( json.materials[ i ] ) );
  7254. }
  7255. }
  7256. return material;
  7257. }
  7258. };
  7259. // File:src/loaders/ObjectLoader.js
  7260. /**
  7261. * @author mrdoob / http://mrdoob.com/
  7262. */
  7263. THREE.ObjectLoader = function ( manager ) {
  7264. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  7265. };
  7266. THREE.ObjectLoader.prototype = {
  7267. constructor: THREE.ObjectLoader,
  7268. load: function ( url, onLoad, onProgress, onError ) {
  7269. var scope = this;
  7270. var loader = new THREE.XHRLoader( scope.manager );
  7271. loader.setCrossOrigin( this.crossOrigin );
  7272. loader.load( url, function ( text ) {
  7273. onLoad( scope.parse( JSON.parse( text ) ) );
  7274. }, onProgress, onError );
  7275. },
  7276. setCrossOrigin: function ( value ) {
  7277. this.crossOrigin = value;
  7278. },
  7279. parse: function ( json ) {
  7280. var geometries = this.parseGeometries( json.geometries );
  7281. var materials = this.parseMaterials( json.materials );
  7282. var object = this.parseObject( json.object, geometries, materials );
  7283. return object;
  7284. },
  7285. parseGeometries: function ( json ) {
  7286. var geometries = {};
  7287. if ( json !== undefined ) {
  7288. var geometryLoader = new THREE.JSONLoader();
  7289. var bufferGeometryLoader = new THREE.BufferGeometryLoader();
  7290. for ( var i = 0, l = json.length; i < l; i ++ ) {
  7291. var geometry;
  7292. var data = json[ i ];
  7293. switch ( data.type ) {
  7294. case 'PlaneGeometry':
  7295. geometry = new THREE.PlaneGeometry(
  7296. data.width,
  7297. data.height,
  7298. data.widthSegments,
  7299. data.heightSegments
  7300. );
  7301. break;
  7302. case 'BoxGeometry':
  7303. case 'CubeGeometry': // backwards compatible
  7304. geometry = new THREE.BoxGeometry(
  7305. data.width,
  7306. data.height,
  7307. data.depth,
  7308. data.widthSegments,
  7309. data.heightSegments,
  7310. data.depthSegments
  7311. );
  7312. break;
  7313. case 'CircleGeometry':
  7314. geometry = new THREE.CircleGeometry(
  7315. data.radius,
  7316. data.segments
  7317. );
  7318. break;
  7319. case 'CylinderGeometry':
  7320. geometry = new THREE.CylinderGeometry(
  7321. data.radiusTop,
  7322. data.radiusBottom,
  7323. data.height,
  7324. data.radialSegments,
  7325. data.heightSegments,
  7326. data.openEnded
  7327. );
  7328. break;
  7329. case 'SphereGeometry':
  7330. geometry = new THREE.SphereGeometry(
  7331. data.radius,
  7332. data.widthSegments,
  7333. data.heightSegments,
  7334. data.phiStart,
  7335. data.phiLength,
  7336. data.thetaStart,
  7337. data.thetaLength
  7338. );
  7339. break;
  7340. case 'IcosahedronGeometry':
  7341. geometry = new THREE.IcosahedronGeometry(
  7342. data.radius,
  7343. data.detail
  7344. );
  7345. break;
  7346. case 'TorusGeometry':
  7347. geometry = new THREE.TorusGeometry(
  7348. data.radius,
  7349. data.tube,
  7350. data.radialSegments,
  7351. data.tubularSegments,
  7352. data.arc
  7353. );
  7354. break;
  7355. case 'TorusKnotGeometry':
  7356. geometry = new THREE.TorusKnotGeometry(
  7357. data.radius,
  7358. data.tube,
  7359. data.radialSegments,
  7360. data.tubularSegments,
  7361. data.p,
  7362. data.q,
  7363. data.heightScale
  7364. );
  7365. break;
  7366. case 'BufferGeometry':
  7367. geometry = bufferGeometryLoader.parse( data.data );
  7368. break;
  7369. case 'Geometry':
  7370. geometry = geometryLoader.parse( data.data ).geometry;
  7371. break;
  7372. }
  7373. geometry.uuid = data.uuid;
  7374. if ( data.name !== undefined ) geometry.name = data.name;
  7375. geometries[ data.uuid ] = geometry;
  7376. }
  7377. }
  7378. return geometries;
  7379. },
  7380. parseMaterials: function ( json ) {
  7381. var materials = {};
  7382. if ( json !== undefined ) {
  7383. var loader = new THREE.MaterialLoader();
  7384. for ( var i = 0, l = json.length; i < l; i ++ ) {
  7385. var data = json[ i ];
  7386. var material = loader.parse( data );
  7387. material.uuid = data.uuid;
  7388. if ( data.name !== undefined ) material.name = data.name;
  7389. materials[ data.uuid ] = material;
  7390. }
  7391. }
  7392. return materials;
  7393. },
  7394. parseObject: function () {
  7395. var matrix = new THREE.Matrix4();
  7396. return function ( data, geometries, materials ) {
  7397. var object;
  7398. switch ( data.type ) {
  7399. case 'Scene':
  7400. object = new THREE.Scene();
  7401. break;
  7402. case 'PerspectiveCamera':
  7403. object = new THREE.PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  7404. break;
  7405. case 'OrthographicCamera':
  7406. object = new THREE.OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  7407. break;
  7408. case 'AmbientLight':
  7409. object = new THREE.AmbientLight( data.color );
  7410. break;
  7411. case 'DirectionalLight':
  7412. object = new THREE.DirectionalLight( data.color, data.intensity );
  7413. break;
  7414. case 'PointLight':
  7415. object = new THREE.PointLight( data.color, data.intensity, data.distance );
  7416. break;
  7417. case 'SpotLight':
  7418. object = new THREE.SpotLight( data.color, data.intensity, data.distance, data.angle, data.exponent );
  7419. break;
  7420. case 'HemisphereLight':
  7421. object = new THREE.HemisphereLight( data.color, data.groundColor, data.intensity );
  7422. break;
  7423. case 'Mesh':
  7424. var geometry = geometries[ data.geometry ];
  7425. var material = materials[ data.material ];
  7426. if ( geometry === undefined ) {
  7427. console.error( 'THREE.ObjectLoader: Undefined geometry ' + data.geometry );
  7428. }
  7429. if ( material === undefined ) {
  7430. console.error( 'THREE.ObjectLoader: Undefined material ' + data.material );
  7431. }
  7432. object = new THREE.Mesh( geometry, material );
  7433. break;
  7434. case 'Sprite':
  7435. var material = materials[ data.material ];
  7436. if ( material === undefined ) {
  7437. console.error( 'THREE.ObjectLoader: Undefined material ' + data.material );
  7438. }
  7439. object = new THREE.Sprite( material );
  7440. break;
  7441. case 'Group':
  7442. object = new THREE.Group();
  7443. break;
  7444. default:
  7445. object = new THREE.Object3D();
  7446. }
  7447. object.uuid = data.uuid;
  7448. if ( data.name !== undefined ) object.name = data.name;
  7449. if ( data.matrix !== undefined ) {
  7450. matrix.fromArray( data.matrix );
  7451. matrix.decompose( object.position, object.quaternion, object.scale );
  7452. } else {
  7453. if ( data.position !== undefined ) object.position.fromArray( data.position );
  7454. if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
  7455. if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
  7456. }
  7457. if ( data.visible !== undefined ) object.visible = data.visible;
  7458. if ( data.userData !== undefined ) object.userData = data.userData;
  7459. if ( data.script !== undefined ) object.script = new THREE.Script( data.script );
  7460. if ( data.children !== undefined ) {
  7461. for ( var child in data.children ) {
  7462. object.add( this.parseObject( data.children[ child ], geometries, materials ) );
  7463. }
  7464. }
  7465. return object;
  7466. }
  7467. }()
  7468. };
  7469. // File:src/loaders/TextureLoader.js
  7470. /**
  7471. * @author mrdoob / http://mrdoob.com/
  7472. */
  7473. THREE.TextureLoader = function ( manager ) {
  7474. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  7475. };
  7476. THREE.TextureLoader.prototype = {
  7477. constructor: THREE.TextureLoader,
  7478. load: function ( url, onLoad, onProgress, onError ) {
  7479. var scope = this;
  7480. var loader = new THREE.ImageLoader( scope.manager );
  7481. loader.setCrossOrigin( this.crossOrigin );
  7482. loader.load( url, function ( image ) {
  7483. var texture = new THREE.Texture( image );
  7484. texture.needsUpdate = true;
  7485. if ( onLoad !== undefined ) {
  7486. onLoad( texture );
  7487. }
  7488. }, onProgress, onError );
  7489. },
  7490. setCrossOrigin: function ( value ) {
  7491. this.crossOrigin = value;
  7492. }
  7493. };
  7494. // File:src/loaders/CompressedTextureLoader.js
  7495. /**
  7496. * @author mrdoob / http://mrdoob.com/
  7497. *
  7498. * Abstract Base class to block based textures loader (dds, pvr, ...)
  7499. */
  7500. THREE.CompressedTextureLoader = function () {
  7501. // override in sub classes
  7502. this._parser = null;
  7503. };
  7504. THREE.CompressedTextureLoader.prototype = {
  7505. constructor: THREE.CompressedTextureLoader,
  7506. load: function ( url, onLoad, onError ) {
  7507. var scope = this;
  7508. var images = [];
  7509. var texture = new THREE.CompressedTexture();
  7510. texture.image = images;
  7511. var loader = new THREE.XHRLoader();
  7512. loader.setResponseType( 'arraybuffer' );
  7513. if ( url instanceof Array ) {
  7514. var loaded = 0;
  7515. var loadTexture = function ( i ) {
  7516. loader.load( url[ i ], function ( buffer ) {
  7517. var texDatas = scope._parser( buffer, true );
  7518. images[ i ] = {
  7519. width: texDatas.width,
  7520. height: texDatas.height,
  7521. format: texDatas.format,
  7522. mipmaps: texDatas.mipmaps
  7523. }
  7524. loaded += 1;
  7525. if ( loaded === 6 ) {
  7526. texture.format = texDatas.format;
  7527. texture.needsUpdate = true;
  7528. if ( onLoad ) onLoad( texture );
  7529. }
  7530. } );
  7531. }
  7532. for ( var i = 0, il = url.length; i < il; ++ i ) {
  7533. loadTexture( i );
  7534. }
  7535. } else {
  7536. // compressed cubemap texture stored in a single DDS file
  7537. loader.load( url, function ( buffer ) {
  7538. var texDatas = scope._parser( buffer, true );
  7539. if ( texDatas.isCubemap ) {
  7540. var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  7541. for ( var f = 0; f < faces; f ++ ) {
  7542. images[ f ] = { mipmaps : [] };
  7543. for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
  7544. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  7545. images[ f ].format = texDatas.format;
  7546. images[ f ].width = texDatas.width;
  7547. images[ f ].height = texDatas.height;
  7548. }
  7549. }
  7550. } else {
  7551. texture.image.width = texDatas.width;
  7552. texture.image.height = texDatas.height;
  7553. texture.mipmaps = texDatas.mipmaps;
  7554. }
  7555. texture.format = texDatas.format;
  7556. texture.needsUpdate = true;
  7557. if ( onLoad ) onLoad( texture );
  7558. } );
  7559. }
  7560. return texture;
  7561. }
  7562. };
  7563. // File:src/materials/Material.js
  7564. /**
  7565. * @author mrdoob / http://mrdoob.com/
  7566. * @author alteredq / http://alteredqualia.com/
  7567. */
  7568. THREE.Material = function () {
  7569. this.id = THREE.MaterialIdCount ++;
  7570. this.uuid = THREE.Math.generateUUID();
  7571. this.name = '';
  7572. this.type = 'Material';
  7573. this.side = THREE.FrontSide;
  7574. this.opacity = 1;
  7575. this.transparent = false;
  7576. this.blending = THREE.NormalBlending;
  7577. this.blendSrc = THREE.SrcAlphaFactor;
  7578. this.blendDst = THREE.OneMinusSrcAlphaFactor;
  7579. this.blendEquation = THREE.AddEquation;
  7580. this.depthTest = true;
  7581. this.depthWrite = true;
  7582. this.polygonOffset = false;
  7583. this.polygonOffsetFactor = 0;
  7584. this.polygonOffsetUnits = 0;
  7585. this.alphaTest = 0;
  7586. this.overdraw = 0; // Overdrawn pixels (typically between 0 and 1) for fixing antialiasing gaps in CanvasRenderer
  7587. this.visible = true;
  7588. this.needsUpdate = true;
  7589. };
  7590. THREE.Material.prototype = {
  7591. constructor: THREE.Material,
  7592. setValues: function ( values ) {
  7593. if ( values === undefined ) return;
  7594. for ( var key in values ) {
  7595. var newValue = values[ key ];
  7596. if ( newValue === undefined ) {
  7597. console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
  7598. continue;
  7599. }
  7600. if ( key in this ) {
  7601. var currentValue = this[ key ];
  7602. if ( currentValue instanceof THREE.Color ) {
  7603. currentValue.set( newValue );
  7604. } else if ( currentValue instanceof THREE.Vector3 && newValue instanceof THREE.Vector3 ) {
  7605. currentValue.copy( newValue );
  7606. } else if ( key == 'overdraw' ) {
  7607. // ensure overdraw is backwards-compatable with legacy boolean type
  7608. this[ key ] = Number( newValue );
  7609. } else {
  7610. this[ key ] = newValue;
  7611. }
  7612. }
  7613. }
  7614. },
  7615. toJSON: function () {
  7616. var output = {
  7617. metadata: {
  7618. version: 4.2,
  7619. type: 'material',
  7620. generator: 'MaterialExporter'
  7621. },
  7622. uuid: this.uuid,
  7623. type: this.type
  7624. };
  7625. if ( this.name !== "" ) output.name = this.name;
  7626. if ( this instanceof THREE.MeshBasicMaterial ) {
  7627. output.color = this.color.getHex();
  7628. if ( this.vertexColors !== THREE.NoColors ) output.vertexColors = this.vertexColors;
  7629. if ( this.blending !== THREE.NormalBlending ) output.blending = this.blending;
  7630. if ( this.side !== THREE.FrontSide ) output.side = this.side;
  7631. } else if ( this instanceof THREE.MeshLambertMaterial ) {
  7632. output.color = this.color.getHex();
  7633. output.ambient = this.ambient.getHex();
  7634. output.emissive = this.emissive.getHex();
  7635. if ( this.vertexColors !== THREE.NoColors ) output.vertexColors = this.vertexColors;
  7636. if ( this.blending !== THREE.NormalBlending ) output.blending = this.blending;
  7637. if ( this.side !== THREE.FrontSide ) output.side = this.side;
  7638. } else if ( this instanceof THREE.MeshPhongMaterial ) {
  7639. output.color = this.color.getHex();
  7640. output.ambient = this.ambient.getHex();
  7641. output.emissive = this.emissive.getHex();
  7642. output.specular = this.specular.getHex();
  7643. output.shininess = this.shininess;
  7644. if ( this.vertexColors !== THREE.NoColors ) output.vertexColors = this.vertexColors;
  7645. if ( this.blending !== THREE.NormalBlending ) output.blending = this.blending;
  7646. if ( this.side !== THREE.FrontSide ) output.side = this.side;
  7647. } else if ( this instanceof THREE.MeshNormalMaterial ) {
  7648. if ( this.shading !== THREE.FlatShading ) output.shading = this.shading;
  7649. if ( this.blending !== THREE.NormalBlending ) output.blending = this.blending;
  7650. if ( this.side !== THREE.FrontSide ) output.side = this.side;
  7651. } else if ( this instanceof THREE.MeshDepthMaterial ) {
  7652. if ( this.blending !== THREE.NormalBlending ) output.blending = this.blending;
  7653. if ( this.side !== THREE.FrontSide ) output.side = this.side;
  7654. } else if ( this instanceof THREE.ShaderMaterial ) {
  7655. output.uniforms = this.uniforms;
  7656. output.vertexShader = this.vertexShader;
  7657. output.fragmentShader = this.fragmentShader;
  7658. } else if ( this instanceof THREE.SpriteMaterial ) {
  7659. output.color = this.color.getHex();
  7660. }
  7661. if ( this.opacity < 1 ) output.opacity = this.opacity;
  7662. if ( this.transparent !== false ) output.transparent = this.transparent;
  7663. if ( this.wireframe !== false ) output.wireframe = this.wireframe;
  7664. return output;
  7665. },
  7666. clone: function ( material ) {
  7667. if ( material === undefined ) material = new THREE.Material();
  7668. material.name = this.name;
  7669. material.side = this.side;
  7670. material.opacity = this.opacity;
  7671. material.transparent = this.transparent;
  7672. material.blending = this.blending;
  7673. material.blendSrc = this.blendSrc;
  7674. material.blendDst = this.blendDst;
  7675. material.blendEquation = this.blendEquation;
  7676. material.depthTest = this.depthTest;
  7677. material.depthWrite = this.depthWrite;
  7678. material.polygonOffset = this.polygonOffset;
  7679. material.polygonOffsetFactor = this.polygonOffsetFactor;
  7680. material.polygonOffsetUnits = this.polygonOffsetUnits;
  7681. material.alphaTest = this.alphaTest;
  7682. material.overdraw = this.overdraw;
  7683. material.visible = this.visible;
  7684. return material;
  7685. },
  7686. dispose: function () {
  7687. this.dispatchEvent( { type: 'dispose' } );
  7688. }
  7689. };
  7690. THREE.EventDispatcher.prototype.apply( THREE.Material.prototype );
  7691. THREE.MaterialIdCount = 0;
  7692. // File:src/materials/LineBasicMaterial.js
  7693. /**
  7694. * @author mrdoob / http://mrdoob.com/
  7695. * @author alteredq / http://alteredqualia.com/
  7696. *
  7697. * parameters = {
  7698. * color: <hex>,
  7699. * opacity: <float>,
  7700. *
  7701. * blending: THREE.NormalBlending,
  7702. * depthTest: <bool>,
  7703. * depthWrite: <bool>,
  7704. *
  7705. * linewidth: <float>,
  7706. * linecap: "round",
  7707. * linejoin: "round",
  7708. *
  7709. * vertexColors: <bool>
  7710. *
  7711. * fog: <bool>
  7712. * }
  7713. */
  7714. THREE.LineBasicMaterial = function ( parameters ) {
  7715. THREE.Material.call( this );
  7716. this.type = 'LineBasicMaterial';
  7717. this.color = new THREE.Color( 0xffffff );
  7718. this.linewidth = 1;
  7719. this.linecap = 'round';
  7720. this.linejoin = 'round';
  7721. this.vertexColors = THREE.NoColors;
  7722. this.fog = true;
  7723. this.setValues( parameters );
  7724. };
  7725. THREE.LineBasicMaterial.prototype = Object.create( THREE.Material.prototype );
  7726. THREE.LineBasicMaterial.prototype.clone = function () {
  7727. var material = new THREE.LineBasicMaterial();
  7728. THREE.Material.prototype.clone.call( this, material );
  7729. material.color.copy( this.color );
  7730. material.linewidth = this.linewidth;
  7731. material.linecap = this.linecap;
  7732. material.linejoin = this.linejoin;
  7733. material.vertexColors = this.vertexColors;
  7734. material.fog = this.fog;
  7735. return material;
  7736. };
  7737. // File:src/materials/LineDashedMaterial.js
  7738. /**
  7739. * @author alteredq / http://alteredqualia.com/
  7740. *
  7741. * parameters = {
  7742. * color: <hex>,
  7743. * opacity: <float>,
  7744. *
  7745. * blending: THREE.NormalBlending,
  7746. * depthTest: <bool>,
  7747. * depthWrite: <bool>,
  7748. *
  7749. * linewidth: <float>,
  7750. *
  7751. * scale: <float>,
  7752. * dashSize: <float>,
  7753. * gapSize: <float>,
  7754. *
  7755. * vertexColors: <bool>
  7756. *
  7757. * fog: <bool>
  7758. * }
  7759. */
  7760. THREE.LineDashedMaterial = function ( parameters ) {
  7761. THREE.Material.call( this );
  7762. this.type = 'LineDashedMaterial';
  7763. this.color = new THREE.Color( 0xffffff );
  7764. this.linewidth = 1;
  7765. this.scale = 1;
  7766. this.dashSize = 3;
  7767. this.gapSize = 1;
  7768. this.vertexColors = false;
  7769. this.fog = true;
  7770. this.setValues( parameters );
  7771. };
  7772. THREE.LineDashedMaterial.prototype = Object.create( THREE.Material.prototype );
  7773. THREE.LineDashedMaterial.prototype.clone = function () {
  7774. var material = new THREE.LineDashedMaterial();
  7775. THREE.Material.prototype.clone.call( this, material );
  7776. material.color.copy( this.color );
  7777. material.linewidth = this.linewidth;
  7778. material.scale = this.scale;
  7779. material.dashSize = this.dashSize;
  7780. material.gapSize = this.gapSize;
  7781. material.vertexColors = this.vertexColors;
  7782. material.fog = this.fog;
  7783. return material;
  7784. };
  7785. // File:src/materials/MeshBasicMaterial.js
  7786. /**
  7787. * @author mrdoob / http://mrdoob.com/
  7788. * @author alteredq / http://alteredqualia.com/
  7789. *
  7790. * parameters = {
  7791. * color: <hex>,
  7792. * opacity: <float>,
  7793. * map: new THREE.Texture( <Image> ),
  7794. *
  7795. * lightMap: new THREE.Texture( <Image> ),
  7796. *
  7797. * specularMap: new THREE.Texture( <Image> ),
  7798. *
  7799. * alphaMap: new THREE.Texture( <Image> ),
  7800. *
  7801. * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
  7802. * combine: THREE.Multiply,
  7803. * reflectivity: <float>,
  7804. * refractionRatio: <float>,
  7805. *
  7806. * shading: THREE.SmoothShading,
  7807. * blending: THREE.NormalBlending,
  7808. * depthTest: <bool>,
  7809. * depthWrite: <bool>,
  7810. *
  7811. * wireframe: <boolean>,
  7812. * wireframeLinewidth: <float>,
  7813. *
  7814. * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
  7815. *
  7816. * skinning: <bool>,
  7817. * morphTargets: <bool>,
  7818. *
  7819. * fog: <bool>
  7820. * }
  7821. */
  7822. THREE.MeshBasicMaterial = function ( parameters ) {
  7823. THREE.Material.call( this );
  7824. this.type = 'MeshBasicMaterial';
  7825. this.color = new THREE.Color( 0xffffff ); // emissive
  7826. this.map = null;
  7827. this.lightMap = null;
  7828. this.specularMap = null;
  7829. this.alphaMap = null;
  7830. this.envMap = null;
  7831. this.combine = THREE.MultiplyOperation;
  7832. this.reflectivity = 1;
  7833. this.refractionRatio = 0.98;
  7834. this.fog = true;
  7835. this.shading = THREE.SmoothShading;
  7836. this.wireframe = false;
  7837. this.wireframeLinewidth = 1;
  7838. this.wireframeLinecap = 'round';
  7839. this.wireframeLinejoin = 'round';
  7840. this.vertexColors = THREE.NoColors;
  7841. this.skinning = false;
  7842. this.morphTargets = false;
  7843. this.setValues( parameters );
  7844. };
  7845. THREE.MeshBasicMaterial.prototype = Object.create( THREE.Material.prototype );
  7846. THREE.MeshBasicMaterial.prototype.clone = function () {
  7847. var material = new THREE.MeshBasicMaterial();
  7848. THREE.Material.prototype.clone.call( this, material );
  7849. material.color.copy( this.color );
  7850. material.map = this.map;
  7851. material.lightMap = this.lightMap;
  7852. material.specularMap = this.specularMap;
  7853. material.alphaMap = this.alphaMap;
  7854. material.envMap = this.envMap;
  7855. material.combine = this.combine;
  7856. material.reflectivity = this.reflectivity;
  7857. material.refractionRatio = this.refractionRatio;
  7858. material.fog = this.fog;
  7859. material.shading = this.shading;
  7860. material.wireframe = this.wireframe;
  7861. material.wireframeLinewidth = this.wireframeLinewidth;
  7862. material.wireframeLinecap = this.wireframeLinecap;
  7863. material.wireframeLinejoin = this.wireframeLinejoin;
  7864. material.vertexColors = this.vertexColors;
  7865. material.skinning = this.skinning;
  7866. material.morphTargets = this.morphTargets;
  7867. return material;
  7868. };
  7869. // File:src/materials/MeshLambertMaterial.js
  7870. /**
  7871. * @author mrdoob / http://mrdoob.com/
  7872. * @author alteredq / http://alteredqualia.com/
  7873. *
  7874. * parameters = {
  7875. * color: <hex>,
  7876. * ambient: <hex>,
  7877. * emissive: <hex>,
  7878. * opacity: <float>,
  7879. *
  7880. * map: new THREE.Texture( <Image> ),
  7881. *
  7882. * lightMap: new THREE.Texture( <Image> ),
  7883. *
  7884. * specularMap: new THREE.Texture( <Image> ),
  7885. *
  7886. * alphaMap: new THREE.Texture( <Image> ),
  7887. *
  7888. * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
  7889. * combine: THREE.Multiply,
  7890. * reflectivity: <float>,
  7891. * refractionRatio: <float>,
  7892. *
  7893. * shading: THREE.SmoothShading,
  7894. * blending: THREE.NormalBlending,
  7895. * depthTest: <bool>,
  7896. * depthWrite: <bool>,
  7897. *
  7898. * wireframe: <boolean>,
  7899. * wireframeLinewidth: <float>,
  7900. *
  7901. * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
  7902. *
  7903. * skinning: <bool>,
  7904. * morphTargets: <bool>,
  7905. * morphNormals: <bool>,
  7906. *
  7907. * fog: <bool>
  7908. * }
  7909. */
  7910. THREE.MeshLambertMaterial = function ( parameters ) {
  7911. THREE.Material.call( this );
  7912. this.type = 'MeshLambertMaterial';
  7913. this.color = new THREE.Color( 0xffffff ); // diffuse
  7914. this.ambient = new THREE.Color( 0xffffff );
  7915. this.emissive = new THREE.Color( 0x000000 );
  7916. this.wrapAround = false;
  7917. this.wrapRGB = new THREE.Vector3( 1, 1, 1 );
  7918. this.map = null;
  7919. this.lightMap = null;
  7920. this.specularMap = null;
  7921. this.alphaMap = null;
  7922. this.envMap = null;
  7923. this.combine = THREE.MultiplyOperation;
  7924. this.reflectivity = 1;
  7925. this.refractionRatio = 0.98;
  7926. this.fog = true;
  7927. this.shading = THREE.SmoothShading;
  7928. this.wireframe = false;
  7929. this.wireframeLinewidth = 1;
  7930. this.wireframeLinecap = 'round';
  7931. this.wireframeLinejoin = 'round';
  7932. this.vertexColors = THREE.NoColors;
  7933. this.skinning = false;
  7934. this.morphTargets = false;
  7935. this.morphNormals = false;
  7936. this.setValues( parameters );
  7937. };
  7938. THREE.MeshLambertMaterial.prototype = Object.create( THREE.Material.prototype );
  7939. THREE.MeshLambertMaterial.prototype.clone = function () {
  7940. var material = new THREE.MeshLambertMaterial();
  7941. THREE.Material.prototype.clone.call( this, material );
  7942. material.color.copy( this.color );
  7943. material.ambient.copy( this.ambient );
  7944. material.emissive.copy( this.emissive );
  7945. material.wrapAround = this.wrapAround;
  7946. material.wrapRGB.copy( this.wrapRGB );
  7947. material.map = this.map;
  7948. material.lightMap = this.lightMap;
  7949. material.specularMap = this.specularMap;
  7950. material.alphaMap = this.alphaMap;
  7951. material.envMap = this.envMap;
  7952. material.combine = this.combine;
  7953. material.reflectivity = this.reflectivity;
  7954. material.refractionRatio = this.refractionRatio;
  7955. material.fog = this.fog;
  7956. material.shading = this.shading;
  7957. material.wireframe = this.wireframe;
  7958. material.wireframeLinewidth = this.wireframeLinewidth;
  7959. material.wireframeLinecap = this.wireframeLinecap;
  7960. material.wireframeLinejoin = this.wireframeLinejoin;
  7961. material.vertexColors = this.vertexColors;
  7962. material.skinning = this.skinning;
  7963. material.morphTargets = this.morphTargets;
  7964. material.morphNormals = this.morphNormals;
  7965. return material;
  7966. };
  7967. // File:src/materials/MeshPhongMaterial.js
  7968. /**
  7969. * @author mrdoob / http://mrdoob.com/
  7970. * @author alteredq / http://alteredqualia.com/
  7971. *
  7972. * parameters = {
  7973. * color: <hex>,
  7974. * ambient: <hex>,
  7975. * emissive: <hex>,
  7976. * specular: <hex>,
  7977. * shininess: <float>,
  7978. * opacity: <float>,
  7979. *
  7980. * map: new THREE.Texture( <Image> ),
  7981. *
  7982. * lightMap: new THREE.Texture( <Image> ),
  7983. *
  7984. * bumpMap: new THREE.Texture( <Image> ),
  7985. * bumpScale: <float>,
  7986. *
  7987. * normalMap: new THREE.Texture( <Image> ),
  7988. * normalScale: <Vector2>,
  7989. *
  7990. * specularMap: new THREE.Texture( <Image> ),
  7991. *
  7992. * alphaMap: new THREE.Texture( <Image> ),
  7993. *
  7994. * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
  7995. * combine: THREE.Multiply,
  7996. * reflectivity: <float>,
  7997. * refractionRatio: <float>,
  7998. *
  7999. * shading: THREE.SmoothShading,
  8000. * blending: THREE.NormalBlending,
  8001. * depthTest: <bool>,
  8002. * depthWrite: <bool>,
  8003. *
  8004. * wireframe: <boolean>,
  8005. * wireframeLinewidth: <float>,
  8006. *
  8007. * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
  8008. *
  8009. * skinning: <bool>,
  8010. * morphTargets: <bool>,
  8011. * morphNormals: <bool>,
  8012. *
  8013. * fog: <bool>
  8014. * }
  8015. */
  8016. THREE.MeshPhongMaterial = function ( parameters ) {
  8017. THREE.Material.call( this );
  8018. this.type = 'MeshPhongMaterial';
  8019. this.color = new THREE.Color( 0xffffff ); // diffuse
  8020. this.ambient = new THREE.Color( 0xffffff );
  8021. this.emissive = new THREE.Color( 0x000000 );
  8022. this.specular = new THREE.Color( 0x111111 );
  8023. this.shininess = 30;
  8024. this.metal = false;
  8025. this.wrapAround = false;
  8026. this.wrapRGB = new THREE.Vector3( 1, 1, 1 );
  8027. this.map = null;
  8028. this.lightMap = null;
  8029. this.bumpMap = null;
  8030. this.bumpScale = 1;
  8031. this.normalMap = null;
  8032. this.normalScale = new THREE.Vector2( 1, 1 );
  8033. this.specularMap = null;
  8034. this.alphaMap = null;
  8035. this.envMap = null;
  8036. this.combine = THREE.MultiplyOperation;
  8037. this.reflectivity = 1;
  8038. this.refractionRatio = 0.98;
  8039. this.fog = true;
  8040. this.shading = THREE.SmoothShading;
  8041. this.wireframe = false;
  8042. this.wireframeLinewidth = 1;
  8043. this.wireframeLinecap = 'round';
  8044. this.wireframeLinejoin = 'round';
  8045. this.vertexColors = THREE.NoColors;
  8046. this.skinning = false;
  8047. this.morphTargets = false;
  8048. this.morphNormals = false;
  8049. this.setValues( parameters );
  8050. };
  8051. THREE.MeshPhongMaterial.prototype = Object.create( THREE.Material.prototype );
  8052. THREE.MeshPhongMaterial.prototype.clone = function () {
  8053. var material = new THREE.MeshPhongMaterial();
  8054. THREE.Material.prototype.clone.call( this, material );
  8055. material.color.copy( this.color );
  8056. material.ambient.copy( this.ambient );
  8057. material.emissive.copy( this.emissive );
  8058. material.specular.copy( this.specular );
  8059. material.shininess = this.shininess;
  8060. material.metal = this.metal;
  8061. material.wrapAround = this.wrapAround;
  8062. material.wrapRGB.copy( this.wrapRGB );
  8063. material.map = this.map;
  8064. material.lightMap = this.lightMap;
  8065. material.bumpMap = this.bumpMap;
  8066. material.bumpScale = this.bumpScale;
  8067. material.normalMap = this.normalMap;
  8068. material.normalScale.copy( this.normalScale );
  8069. material.specularMap = this.specularMap;
  8070. material.alphaMap = this.alphaMap;
  8071. material.envMap = this.envMap;
  8072. material.combine = this.combine;
  8073. material.reflectivity = this.reflectivity;
  8074. material.refractionRatio = this.refractionRatio;
  8075. material.fog = this.fog;
  8076. material.shading = this.shading;
  8077. material.wireframe = this.wireframe;
  8078. material.wireframeLinewidth = this.wireframeLinewidth;
  8079. material.wireframeLinecap = this.wireframeLinecap;
  8080. material.wireframeLinejoin = this.wireframeLinejoin;
  8081. material.vertexColors = this.vertexColors;
  8082. material.skinning = this.skinning;
  8083. material.morphTargets = this.morphTargets;
  8084. material.morphNormals = this.morphNormals;
  8085. return material;
  8086. };
  8087. // File:src/materials/MeshDepthMaterial.js
  8088. /**
  8089. * @author mrdoob / http://mrdoob.com/
  8090. * @author alteredq / http://alteredqualia.com/
  8091. *
  8092. * parameters = {
  8093. * opacity: <float>,
  8094. *
  8095. * blending: THREE.NormalBlending,
  8096. * depthTest: <bool>,
  8097. * depthWrite: <bool>,
  8098. *
  8099. * wireframe: <boolean>,
  8100. * wireframeLinewidth: <float>
  8101. * }
  8102. */
  8103. THREE.MeshDepthMaterial = function ( parameters ) {
  8104. THREE.Material.call( this );
  8105. this.type = 'MeshDepthMaterial';
  8106. this.morphTargets = false;
  8107. this.wireframe = false;
  8108. this.wireframeLinewidth = 1;
  8109. this.setValues( parameters );
  8110. };
  8111. THREE.MeshDepthMaterial.prototype = Object.create( THREE.Material.prototype );
  8112. THREE.MeshDepthMaterial.prototype.clone = function () {
  8113. var material = new THREE.MeshDepthMaterial();
  8114. THREE.Material.prototype.clone.call( this, material );
  8115. material.wireframe = this.wireframe;
  8116. material.wireframeLinewidth = this.wireframeLinewidth;
  8117. return material;
  8118. };
  8119. // File:src/materials/MeshNormalMaterial.js
  8120. /**
  8121. * @author mrdoob / http://mrdoob.com/
  8122. *
  8123. * parameters = {
  8124. * opacity: <float>,
  8125. *
  8126. * shading: THREE.FlatShading,
  8127. * blending: THREE.NormalBlending,
  8128. * depthTest: <bool>,
  8129. * depthWrite: <bool>,
  8130. *
  8131. * wireframe: <boolean>,
  8132. * wireframeLinewidth: <float>
  8133. * }
  8134. */
  8135. THREE.MeshNormalMaterial = function ( parameters ) {
  8136. THREE.Material.call( this, parameters );
  8137. this.type = 'MeshNormalMaterial';
  8138. this.shading = THREE.FlatShading;
  8139. this.wireframe = false;
  8140. this.wireframeLinewidth = 1;
  8141. this.morphTargets = false;
  8142. this.setValues( parameters );
  8143. };
  8144. THREE.MeshNormalMaterial.prototype = Object.create( THREE.Material.prototype );
  8145. THREE.MeshNormalMaterial.prototype.clone = function () {
  8146. var material = new THREE.MeshNormalMaterial();
  8147. THREE.Material.prototype.clone.call( this, material );
  8148. material.shading = this.shading;
  8149. material.wireframe = this.wireframe;
  8150. material.wireframeLinewidth = this.wireframeLinewidth;
  8151. return material;
  8152. };
  8153. // File:src/materials/MeshFaceMaterial.js
  8154. /**
  8155. * @author mrdoob / http://mrdoob.com/
  8156. */
  8157. THREE.MeshFaceMaterial = function ( materials ) {
  8158. this.uuid = THREE.Math.generateUUID();
  8159. this.type = 'MeshFaceMaterial';
  8160. this.materials = materials instanceof Array ? materials : [];
  8161. };
  8162. THREE.MeshFaceMaterial.prototype = {
  8163. constructor: THREE.MeshFaceMaterial,
  8164. toJSON: function () {
  8165. var output = {
  8166. metadata: {
  8167. version: 4.2,
  8168. type: 'material',
  8169. generator: 'MaterialExporter'
  8170. },
  8171. uuid: this.uuid,
  8172. type: this.type,
  8173. materials: []
  8174. };
  8175. for ( var i = 0, l = this.materials.length; i < l; i ++ ) {
  8176. output.materials.push( this.materials[ i ].toJSON() );
  8177. }
  8178. return output;
  8179. },
  8180. clone: function () {
  8181. var material = new THREE.MeshFaceMaterial();
  8182. for ( var i = 0; i < this.materials.length; i ++ ) {
  8183. material.materials.push( this.materials[ i ].clone() );
  8184. }
  8185. return material;
  8186. }
  8187. };
  8188. // File:src/materials/PointCloudMaterial.js
  8189. /**
  8190. * @author mrdoob / http://mrdoob.com/
  8191. * @author alteredq / http://alteredqualia.com/
  8192. *
  8193. * parameters = {
  8194. * color: <hex>,
  8195. * opacity: <float>,
  8196. * map: new THREE.Texture( <Image> ),
  8197. *
  8198. * size: <float>,
  8199. *
  8200. * blending: THREE.NormalBlending,
  8201. * depthTest: <bool>,
  8202. * depthWrite: <bool>,
  8203. *
  8204. * vertexColors: <bool>,
  8205. *
  8206. * fog: <bool>
  8207. * }
  8208. */
  8209. THREE.PointCloudMaterial = function ( parameters ) {
  8210. THREE.Material.call( this );
  8211. this.type = 'PointCloudMaterial';
  8212. this.color = new THREE.Color( 0xffffff );
  8213. this.map = null;
  8214. this.size = 1;
  8215. this.sizeAttenuation = true;
  8216. this.vertexColors = THREE.NoColors;
  8217. this.fog = true;
  8218. this.setValues( parameters );
  8219. };
  8220. THREE.PointCloudMaterial.prototype = Object.create( THREE.Material.prototype );
  8221. THREE.PointCloudMaterial.prototype.clone = function () {
  8222. var material = new THREE.PointCloudMaterial();
  8223. THREE.Material.prototype.clone.call( this, material );
  8224. material.color.copy( this.color );
  8225. material.map = this.map;
  8226. material.size = this.size;
  8227. material.sizeAttenuation = this.sizeAttenuation;
  8228. material.vertexColors = this.vertexColors;
  8229. material.fog = this.fog;
  8230. return material;
  8231. };
  8232. // backwards compatibility
  8233. THREE.ParticleBasicMaterial = function ( parameters ) {
  8234. console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointCloudMaterial.' );
  8235. return new THREE.PointCloudMaterial( parameters );
  8236. };
  8237. THREE.ParticleSystemMaterial = function ( parameters ) {
  8238. console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointCloudMaterial.' );
  8239. return new THREE.PointCloudMaterial( parameters );
  8240. };
  8241. // File:src/materials/ShaderMaterial.js
  8242. /**
  8243. * @author alteredq / http://alteredqualia.com/
  8244. *
  8245. * parameters = {
  8246. * defines: { "label" : "value" },
  8247. * uniforms: { "parameter1": { type: "f", value: 1.0 }, "parameter2": { type: "i" value2: 2 } },
  8248. *
  8249. * fragmentShader: <string>,
  8250. * vertexShader: <string>,
  8251. *
  8252. * shading: THREE.SmoothShading,
  8253. * blending: THREE.NormalBlending,
  8254. * depthTest: <bool>,
  8255. * depthWrite: <bool>,
  8256. *
  8257. * wireframe: <boolean>,
  8258. * wireframeLinewidth: <float>,
  8259. *
  8260. * lights: <bool>,
  8261. *
  8262. * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
  8263. *
  8264. * skinning: <bool>,
  8265. * morphTargets: <bool>,
  8266. * morphNormals: <bool>,
  8267. *
  8268. * fog: <bool>
  8269. * }
  8270. */
  8271. THREE.ShaderMaterial = function ( parameters ) {
  8272. THREE.Material.call( this );
  8273. this.type = 'ShaderMaterial';
  8274. this.defines = {};
  8275. this.uniforms = {};
  8276. this.attributes = null;
  8277. this.vertexShader = 'void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}';
  8278. this.fragmentShader = 'void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}';
  8279. this.shading = THREE.SmoothShading;
  8280. this.linewidth = 1;
  8281. this.wireframe = false;
  8282. this.wireframeLinewidth = 1;
  8283. this.fog = false; // set to use scene fog
  8284. this.lights = false; // set to use scene lights
  8285. this.vertexColors = THREE.NoColors; // set to use "color" attribute stream
  8286. this.skinning = false; // set to use skinning attribute streams
  8287. this.morphTargets = false; // set to use morph targets
  8288. this.morphNormals = false; // set to use morph normals
  8289. // When rendered geometry doesn't include these attributes but the material does,
  8290. // use these default values in WebGL. This avoids errors when buffer data is missing.
  8291. this.defaultAttributeValues = {
  8292. 'color': [ 1, 1, 1 ],
  8293. 'uv': [ 0, 0 ],
  8294. 'uv2': [ 0, 0 ]
  8295. };
  8296. this.index0AttributeName = undefined;
  8297. this.setValues( parameters );
  8298. };
  8299. THREE.ShaderMaterial.prototype = Object.create( THREE.Material.prototype );
  8300. THREE.ShaderMaterial.prototype.clone = function () {
  8301. var material = new THREE.ShaderMaterial();
  8302. THREE.Material.prototype.clone.call( this, material );
  8303. material.fragmentShader = this.fragmentShader;
  8304. material.vertexShader = this.vertexShader;
  8305. material.uniforms = THREE.UniformsUtils.clone( this.uniforms );
  8306. material.attributes = this.attributes;
  8307. material.defines = this.defines;
  8308. material.shading = this.shading;
  8309. material.wireframe = this.wireframe;
  8310. material.wireframeLinewidth = this.wireframeLinewidth;
  8311. material.fog = this.fog;
  8312. material.lights = this.lights;
  8313. material.vertexColors = this.vertexColors;
  8314. material.skinning = this.skinning;
  8315. material.morphTargets = this.morphTargets;
  8316. material.morphNormals = this.morphNormals;
  8317. return material;
  8318. };
  8319. // File:src/materials/RawShaderMaterial.js
  8320. /**
  8321. * @author mrdoob / http://mrdoob.com/
  8322. */
  8323. THREE.RawShaderMaterial = function ( parameters ) {
  8324. THREE.ShaderMaterial.call( this, parameters );
  8325. this.type = 'RawShaderMaterial';
  8326. };
  8327. THREE.RawShaderMaterial.prototype = Object.create( THREE.ShaderMaterial.prototype );
  8328. THREE.RawShaderMaterial.prototype.clone = function () {
  8329. var material = new THREE.RawShaderMaterial();
  8330. THREE.ShaderMaterial.prototype.clone.call( this, material );
  8331. return material;
  8332. };
  8333. // File:src/materials/SpriteMaterial.js
  8334. /**
  8335. * @author alteredq / http://alteredqualia.com/
  8336. *
  8337. * parameters = {
  8338. * color: <hex>,
  8339. * opacity: <float>,
  8340. * map: new THREE.Texture( <Image> ),
  8341. *
  8342. * blending: THREE.NormalBlending,
  8343. * depthTest: <bool>,
  8344. * depthWrite: <bool>,
  8345. *
  8346. * uvOffset: new THREE.Vector2(),
  8347. * uvScale: new THREE.Vector2(),
  8348. *
  8349. * fog: <bool>
  8350. * }
  8351. */
  8352. THREE.SpriteMaterial = function ( parameters ) {
  8353. THREE.Material.call( this );
  8354. this.type = 'SpriteMaterial';
  8355. this.color = new THREE.Color( 0xffffff );
  8356. this.map = null;
  8357. this.rotation = 0;
  8358. this.fog = false;
  8359. // set parameters
  8360. this.setValues( parameters );
  8361. };
  8362. THREE.SpriteMaterial.prototype = Object.create( THREE.Material.prototype );
  8363. THREE.SpriteMaterial.prototype.clone = function () {
  8364. var material = new THREE.SpriteMaterial();
  8365. THREE.Material.prototype.clone.call( this, material );
  8366. material.color.copy( this.color );
  8367. material.map = this.map;
  8368. material.rotation = this.rotation;
  8369. material.fog = this.fog;
  8370. return material;
  8371. };
  8372. // File:src/textures/Texture.js
  8373. /**
  8374. * @author mrdoob / http://mrdoob.com/
  8375. * @author alteredq / http://alteredqualia.com/
  8376. * @author szimek / https://github.com/szimek/
  8377. */
  8378. THREE.Texture = function ( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  8379. this.id = THREE.TextureIdCount ++;
  8380. this.uuid = THREE.Math.generateUUID();
  8381. this.name = '';
  8382. this.image = image !== undefined ? image : THREE.Texture.DEFAULT_IMAGE;
  8383. this.mipmaps = [];
  8384. this.mapping = mapping !== undefined ? mapping : THREE.Texture.DEFAULT_MAPPING;
  8385. this.wrapS = wrapS !== undefined ? wrapS : THREE.ClampToEdgeWrapping;
  8386. this.wrapT = wrapT !== undefined ? wrapT : THREE.ClampToEdgeWrapping;
  8387. this.magFilter = magFilter !== undefined ? magFilter : THREE.LinearFilter;
  8388. this.minFilter = minFilter !== undefined ? minFilter : THREE.LinearMipMapLinearFilter;
  8389. this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
  8390. this.format = format !== undefined ? format : THREE.RGBAFormat;
  8391. this.type = type !== undefined ? type : THREE.UnsignedByteType;
  8392. this.offset = new THREE.Vector2( 0, 0 );
  8393. this.repeat = new THREE.Vector2( 1, 1 );
  8394. this.generateMipmaps = true;
  8395. this.premultiplyAlpha = false;
  8396. this.flipY = true;
  8397. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  8398. this._needsUpdate = false;
  8399. this.onUpdate = null;
  8400. };
  8401. THREE.Texture.DEFAULT_IMAGE = undefined;
  8402. THREE.Texture.DEFAULT_MAPPING = new THREE.UVMapping();
  8403. THREE.Texture.prototype = {
  8404. constructor: THREE.Texture,
  8405. get needsUpdate () {
  8406. return this._needsUpdate;
  8407. },
  8408. set needsUpdate ( value ) {
  8409. if ( value === true ) this.update();
  8410. this._needsUpdate = value;
  8411. },
  8412. clone: function ( texture ) {
  8413. if ( texture === undefined ) texture = new THREE.Texture();
  8414. texture.image = this.image;
  8415. texture.mipmaps = this.mipmaps.slice( 0 );
  8416. texture.mapping = this.mapping;
  8417. texture.wrapS = this.wrapS;
  8418. texture.wrapT = this.wrapT;
  8419. texture.magFilter = this.magFilter;
  8420. texture.minFilter = this.minFilter;
  8421. texture.anisotropy = this.anisotropy;
  8422. texture.format = this.format;
  8423. texture.type = this.type;
  8424. texture.offset.copy( this.offset );
  8425. texture.repeat.copy( this.repeat );
  8426. texture.generateMipmaps = this.generateMipmaps;
  8427. texture.premultiplyAlpha = this.premultiplyAlpha;
  8428. texture.flipY = this.flipY;
  8429. texture.unpackAlignment = this.unpackAlignment;
  8430. return texture;
  8431. },
  8432. update: function () {
  8433. this.dispatchEvent( { type: 'update' } );
  8434. },
  8435. dispose: function () {
  8436. this.dispatchEvent( { type: 'dispose' } );
  8437. }
  8438. };
  8439. THREE.EventDispatcher.prototype.apply( THREE.Texture.prototype );
  8440. THREE.TextureIdCount = 0;
  8441. // File:src/textures/CubeTexture.js
  8442. /**
  8443. * @author mrdoob / http://mrdoob.com/
  8444. */
  8445. THREE.CubeTexture = function ( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  8446. THREE.Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  8447. this.images = images;
  8448. };
  8449. THREE.CubeTexture.prototype = Object.create( THREE.Texture.prototype );
  8450. THREE.CubeTexture.clone = function ( texture ) {
  8451. if ( texture === undefined ) texture = new THREE.CubeTexture();
  8452. THREE.Texture.prototype.clone.call( this, texture );
  8453. texture.images = this.images;
  8454. return texture;
  8455. };
  8456. // File:src/textures/CompressedTexture.js
  8457. /**
  8458. * @author alteredq / http://alteredqualia.com/
  8459. */
  8460. THREE.CompressedTexture = function ( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy ) {
  8461. THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  8462. this.image = { width: width, height: height };
  8463. this.mipmaps = mipmaps;
  8464. // no flipping for cube textures
  8465. // (also flipping doesn't work for compressed textures )
  8466. this.flipY = false;
  8467. // can't generate mipmaps for compressed textures
  8468. // mips must be embedded in DDS files
  8469. this.generateMipmaps = false;
  8470. };
  8471. THREE.CompressedTexture.prototype = Object.create( THREE.Texture.prototype );
  8472. THREE.CompressedTexture.prototype.clone = function () {
  8473. var texture = new THREE.CompressedTexture();
  8474. THREE.Texture.prototype.clone.call( this, texture );
  8475. return texture;
  8476. };
  8477. // File:src/textures/DataTexture.js
  8478. /**
  8479. * @author alteredq / http://alteredqualia.com/
  8480. */
  8481. THREE.DataTexture = function ( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy ) {
  8482. THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  8483. this.image = { data: data, width: width, height: height };
  8484. };
  8485. THREE.DataTexture.prototype = Object.create( THREE.Texture.prototype );
  8486. THREE.DataTexture.prototype.clone = function () {
  8487. var texture = new THREE.DataTexture();
  8488. THREE.Texture.prototype.clone.call( this, texture );
  8489. return texture;
  8490. };
  8491. // File:src/textures/VideoTexture.js
  8492. /**
  8493. * @author mrdoob / http://mrdoob.com/
  8494. */
  8495. THREE.VideoTexture = function ( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  8496. THREE.Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  8497. this.generateMipmaps = false;
  8498. var scope = this;
  8499. var update = function () {
  8500. requestAnimationFrame( update );
  8501. if ( video.readyState === video.HAVE_ENOUGH_DATA ) {
  8502. scope.needsUpdate = true;
  8503. }
  8504. };
  8505. update();
  8506. };
  8507. THREE.VideoTexture.prototype = Object.create( THREE.Texture.prototype );
  8508. // File:src/objects/Group.js
  8509. /**
  8510. * @author mrdoob / http://mrdoob.com/
  8511. */
  8512. THREE.Group = function () {
  8513. THREE.Object3D.call( this );
  8514. this.type = 'Group';
  8515. };
  8516. THREE.Group.prototype = Object.create( THREE.Object3D.prototype );
  8517. // File:src/objects/PointCloud.js
  8518. /**
  8519. * @author alteredq / http://alteredqualia.com/
  8520. */
  8521. THREE.PointCloud = function ( geometry, material ) {
  8522. THREE.Object3D.call( this );
  8523. this.type = 'PointCloud';
  8524. this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
  8525. this.material = material !== undefined ? material : new THREE.PointCloudMaterial( { color: Math.random() * 0xffffff } );
  8526. this.sortParticles = false;
  8527. };
  8528. THREE.PointCloud.prototype = Object.create( THREE.Object3D.prototype );
  8529. THREE.PointCloud.prototype.raycast = ( function () {
  8530. var inverseMatrix = new THREE.Matrix4();
  8531. var ray = new THREE.Ray();
  8532. return function ( raycaster, intersects ) {
  8533. var object = this;
  8534. var geometry = object.geometry;
  8535. var threshold = raycaster.params.PointCloud.threshold;
  8536. inverseMatrix.getInverse( this.matrixWorld );
  8537. ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  8538. if ( geometry.boundingBox !== null ) {
  8539. if ( ray.isIntersectionBox( geometry.boundingBox ) === false ) {
  8540. return;
  8541. }
  8542. }
  8543. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  8544. var position = new THREE.Vector3();
  8545. var testPoint = function ( point, index ) {
  8546. var rayPointDistance = ray.distanceToPoint( point );
  8547. if ( rayPointDistance < localThreshold ) {
  8548. var intersectPoint = ray.closestPointToPoint( point );
  8549. intersectPoint.applyMatrix4( object.matrixWorld );
  8550. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  8551. intersects.push( {
  8552. distance: distance,
  8553. distanceToRay: rayPointDistance,
  8554. point: intersectPoint.clone(),
  8555. index: index,
  8556. face: null,
  8557. object: object
  8558. } );
  8559. }
  8560. };
  8561. if ( geometry instanceof THREE.BufferGeometry ) {
  8562. var attributes = geometry.attributes;
  8563. var positions = attributes.position.array;
  8564. if ( attributes.index !== undefined ) {
  8565. var indices = attributes.index.array;
  8566. var offsets = geometry.offsets;
  8567. if ( offsets.length === 0 ) {
  8568. var offset = {
  8569. start: 0,
  8570. count: indices.length,
  8571. index: 0
  8572. };
  8573. offsets = [ offset ];
  8574. }
  8575. for ( var oi = 0, ol = offsets.length; oi < ol; ++oi ) {
  8576. var start = offsets[ oi ].start;
  8577. var count = offsets[ oi ].count;
  8578. var index = offsets[ oi ].index;
  8579. for ( var i = start, il = start + count; i < il; i ++ ) {
  8580. var a = index + indices[ i ];
  8581. position.set(
  8582. positions[ a * 3 ],
  8583. positions[ a * 3 + 1 ],
  8584. positions[ a * 3 + 2 ]
  8585. );
  8586. testPoint( position, a );
  8587. }
  8588. }
  8589. } else {
  8590. var pointCount = positions.length / 3;
  8591. for ( var i = 0; i < pointCount; i ++ ) {
  8592. position.set(
  8593. positions[ 3 * i ],
  8594. positions[ 3 * i + 1 ],
  8595. positions[ 3 * i + 2 ]
  8596. );
  8597. testPoint( position, i );
  8598. }
  8599. }
  8600. } else {
  8601. var vertices = this.geometry.vertices;
  8602. for ( var i = 0; i < vertices.length; i ++ ) {
  8603. testPoint( vertices[ i ], i );
  8604. }
  8605. }
  8606. };
  8607. }() );
  8608. THREE.PointCloud.prototype.clone = function ( object ) {
  8609. if ( object === undefined ) object = new THREE.PointCloud( this.geometry, this.material );
  8610. object.sortParticles = this.sortParticles;
  8611. THREE.Object3D.prototype.clone.call( this, object );
  8612. return object;
  8613. };
  8614. // Backwards compatibility
  8615. THREE.ParticleSystem = function ( geometry, material ) {
  8616. console.warn( 'THREE.ParticleSystem has been renamed to THREE.PointCloud.' );
  8617. return new THREE.PointCloud( geometry, material );
  8618. };
  8619. // File:src/objects/Line.js
  8620. /**
  8621. * @author mrdoob / http://mrdoob.com/
  8622. */
  8623. THREE.Line = function ( geometry, material, type ) {
  8624. THREE.Object3D.call( this );
  8625. this.type = 'Line';
  8626. this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
  8627. this.material = material !== undefined ? material : new THREE.LineBasicMaterial( { color: Math.random() * 0xffffff } );
  8628. this.type = ( type !== undefined ) ? type : THREE.LineStrip;
  8629. };
  8630. THREE.LineStrip = 0;
  8631. THREE.LinePieces = 1;
  8632. THREE.Line.prototype = Object.create( THREE.Object3D.prototype );
  8633. THREE.Line.prototype.raycast = ( function () {
  8634. var inverseMatrix = new THREE.Matrix4();
  8635. var ray = new THREE.Ray();
  8636. var sphere = new THREE.Sphere();
  8637. return function ( raycaster, intersects ) {
  8638. var precision = raycaster.linePrecision;
  8639. var precisionSq = precision * precision;
  8640. var geometry = this.geometry;
  8641. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  8642. // Checking boundingSphere distance to ray
  8643. sphere.copy( geometry.boundingSphere );
  8644. sphere.applyMatrix4( this.matrixWorld );
  8645. if ( raycaster.ray.isIntersectionSphere( sphere ) === false ) {
  8646. return;
  8647. }
  8648. inverseMatrix.getInverse( this.matrixWorld );
  8649. ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  8650. /* if ( geometry instanceof THREE.BufferGeometry ) {
  8651. } else */ if ( geometry instanceof THREE.Geometry ) {
  8652. var vertices = geometry.vertices;
  8653. var nbVertices = vertices.length;
  8654. var interSegment = new THREE.Vector3();
  8655. var interRay = new THREE.Vector3();
  8656. var step = this.type === THREE.LineStrip ? 1 : 2;
  8657. for ( var i = 0; i < nbVertices - 1; i = i + step ) {
  8658. var distSq = ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
  8659. if ( distSq > precisionSq ) continue;
  8660. var distance = ray.origin.distanceTo( interRay );
  8661. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  8662. intersects.push( {
  8663. distance: distance,
  8664. // What do we want? intersection point on the ray or on the segment??
  8665. // point: raycaster.ray.at( distance ),
  8666. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  8667. face: null,
  8668. faceIndex: null,
  8669. object: this
  8670. } );
  8671. }
  8672. }
  8673. };
  8674. }() );
  8675. THREE.Line.prototype.clone = function ( object ) {
  8676. if ( object === undefined ) object = new THREE.Line( this.geometry, this.material, this.type );
  8677. THREE.Object3D.prototype.clone.call( this, object );
  8678. return object;
  8679. };
  8680. // File:src/objects/Mesh.js
  8681. /**
  8682. * @author mrdoob / http://mrdoob.com/
  8683. * @author alteredq / http://alteredqualia.com/
  8684. * @author mikael emtinger / http://gomo.se/
  8685. * @author jonobr1 / http://jonobr1.com/
  8686. */
  8687. THREE.Mesh = function ( geometry, material ) {
  8688. THREE.Object3D.call( this );
  8689. this.type = 'Mesh';
  8690. this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
  8691. this.material = material !== undefined ? material : new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff } );
  8692. this.updateMorphTargets();
  8693. };
  8694. THREE.Mesh.prototype = Object.create( THREE.Object3D.prototype );
  8695. THREE.Mesh.prototype.updateMorphTargets = function () {
  8696. if ( this.geometry.morphTargets !== undefined && this.geometry.morphTargets.length > 0 ) {
  8697. this.morphTargetBase = - 1;
  8698. this.morphTargetForcedOrder = [];
  8699. this.morphTargetInfluences = [];
  8700. this.morphTargetDictionary = {};
  8701. for ( var m = 0, ml = this.geometry.morphTargets.length; m < ml; m ++ ) {
  8702. this.morphTargetInfluences.push( 0 );
  8703. this.morphTargetDictionary[ this.geometry.morphTargets[ m ].name ] = m;
  8704. }
  8705. }
  8706. };
  8707. THREE.Mesh.prototype.getMorphTargetIndexByName = function ( name ) {
  8708. if ( this.morphTargetDictionary[ name ] !== undefined ) {
  8709. return this.morphTargetDictionary[ name ];
  8710. }
  8711. console.log( 'THREE.Mesh.getMorphTargetIndexByName: morph target ' + name + ' does not exist. Returning 0.' );
  8712. return 0;
  8713. };
  8714. THREE.Mesh.prototype.raycast = ( function () {
  8715. var inverseMatrix = new THREE.Matrix4();
  8716. var ray = new THREE.Ray();
  8717. var sphere = new THREE.Sphere();
  8718. var vA = new THREE.Vector3();
  8719. var vB = new THREE.Vector3();
  8720. var vC = new THREE.Vector3();
  8721. return function ( raycaster, intersects ) {
  8722. var geometry = this.geometry;
  8723. // Checking boundingSphere distance to ray
  8724. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  8725. sphere.copy( geometry.boundingSphere );
  8726. sphere.applyMatrix4( this.matrixWorld );
  8727. if ( raycaster.ray.isIntersectionSphere( sphere ) === false ) {
  8728. return;
  8729. }
  8730. // Check boundingBox before continuing
  8731. inverseMatrix.getInverse( this.matrixWorld );
  8732. ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  8733. if ( geometry.boundingBox !== null ) {
  8734. if ( ray.isIntersectionBox( geometry.boundingBox ) === false ) {
  8735. return;
  8736. }
  8737. }
  8738. if ( geometry instanceof THREE.BufferGeometry ) {
  8739. var material = this.material;
  8740. if ( material === undefined ) return;
  8741. var attributes = geometry.attributes;
  8742. var a, b, c;
  8743. var precision = raycaster.precision;
  8744. if ( attributes.index !== undefined ) {
  8745. var indices = attributes.index.array;
  8746. var positions = attributes.position.array;
  8747. var offsets = geometry.offsets;
  8748. if ( offsets.length === 0 ) {
  8749. offsets = [ { start: 0, count: indices.length, index: 0 } ];
  8750. }
  8751. for ( var oi = 0, ol = offsets.length; oi < ol; ++oi ) {
  8752. var start = offsets[ oi ].start;
  8753. var count = offsets[ oi ].count;
  8754. var index = offsets[ oi ].index;
  8755. for ( var i = start, il = start + count; i < il; i += 3 ) {
  8756. a = index + indices[ i ];
  8757. b = index + indices[ i + 1 ];
  8758. c = index + indices[ i + 2 ];
  8759. vA.set(
  8760. positions[ a * 3 ],
  8761. positions[ a * 3 + 1 ],
  8762. positions[ a * 3 + 2 ]
  8763. );
  8764. vB.set(
  8765. positions[ b * 3 ],
  8766. positions[ b * 3 + 1 ],
  8767. positions[ b * 3 + 2 ]
  8768. );
  8769. vC.set(
  8770. positions[ c * 3 ],
  8771. positions[ c * 3 + 1 ],
  8772. positions[ c * 3 + 2 ]
  8773. );
  8774. if ( material.side === THREE.BackSide ) {
  8775. var intersectionPoint = ray.intersectTriangle( vC, vB, vA, true );
  8776. } else {
  8777. var intersectionPoint = ray.intersectTriangle( vA, vB, vC, material.side !== THREE.DoubleSide );
  8778. }
  8779. if ( intersectionPoint === null ) continue;
  8780. intersectionPoint.applyMatrix4( this.matrixWorld );
  8781. var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
  8782. if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
  8783. intersects.push( {
  8784. distance: distance,
  8785. point: intersectionPoint,
  8786. face: new THREE.Face3( a, b, c, THREE.Triangle.normal( vA, vB, vC ) ),
  8787. faceIndex: null,
  8788. object: this
  8789. } );
  8790. }
  8791. }
  8792. } else {
  8793. var positions = attributes.position.array;
  8794. for ( var i = 0, j = 0, il = positions.length; i < il; i += 3, j += 9 ) {
  8795. a = i;
  8796. b = i + 1;
  8797. c = i + 2;
  8798. vA.set(
  8799. positions[ j ],
  8800. positions[ j + 1 ],
  8801. positions[ j + 2 ]
  8802. );
  8803. vB.set(
  8804. positions[ j + 3 ],
  8805. positions[ j + 4 ],
  8806. positions[ j + 5 ]
  8807. );
  8808. vC.set(
  8809. positions[ j + 6 ],
  8810. positions[ j + 7 ],
  8811. positions[ j + 8 ]
  8812. );
  8813. if ( material.side === THREE.BackSide ) {
  8814. var intersectionPoint = ray.intersectTriangle( vC, vB, vA, true );
  8815. } else {
  8816. var intersectionPoint = ray.intersectTriangle( vA, vB, vC, material.side !== THREE.DoubleSide );
  8817. }
  8818. if ( intersectionPoint === null ) continue;
  8819. intersectionPoint.applyMatrix4( this.matrixWorld );
  8820. var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
  8821. if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
  8822. intersects.push( {
  8823. distance: distance,
  8824. point: intersectionPoint,
  8825. face: new THREE.Face3( a, b, c, THREE.Triangle.normal( vA, vB, vC ) ),
  8826. faceIndex: null,
  8827. object: this
  8828. } );
  8829. }
  8830. }
  8831. } else if ( geometry instanceof THREE.Geometry ) {
  8832. var isFaceMaterial = this.material instanceof THREE.MeshFaceMaterial;
  8833. var objectMaterials = isFaceMaterial === true ? this.material.materials : null;
  8834. var a, b, c, d;
  8835. var precision = raycaster.precision;
  8836. var vertices = geometry.vertices;
  8837. for ( var f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
  8838. var face = geometry.faces[ f ];
  8839. var material = isFaceMaterial === true ? objectMaterials[ face.materialIndex ] : this.material;
  8840. if ( material === undefined ) continue;
  8841. a = vertices[ face.a ];
  8842. b = vertices[ face.b ];
  8843. c = vertices[ face.c ];
  8844. if ( material.morphTargets === true ) {
  8845. var morphTargets = geometry.morphTargets;
  8846. var morphInfluences = this.morphTargetInfluences;
  8847. vA.set( 0, 0, 0 );
  8848. vB.set( 0, 0, 0 );
  8849. vC.set( 0, 0, 0 );
  8850. for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {
  8851. var influence = morphInfluences[ t ];
  8852. if ( influence === 0 ) continue;
  8853. var targets = morphTargets[ t ].vertices;
  8854. vA.x += ( targets[ face.a ].x - a.x ) * influence;
  8855. vA.y += ( targets[ face.a ].y - a.y ) * influence;
  8856. vA.z += ( targets[ face.a ].z - a.z ) * influence;
  8857. vB.x += ( targets[ face.b ].x - b.x ) * influence;
  8858. vB.y += ( targets[ face.b ].y - b.y ) * influence;
  8859. vB.z += ( targets[ face.b ].z - b.z ) * influence;
  8860. vC.x += ( targets[ face.c ].x - c.x ) * influence;
  8861. vC.y += ( targets[ face.c ].y - c.y ) * influence;
  8862. vC.z += ( targets[ face.c ].z - c.z ) * influence;
  8863. }
  8864. vA.add( a );
  8865. vB.add( b );
  8866. vC.add( c );
  8867. a = vA;
  8868. b = vB;
  8869. c = vC;
  8870. }
  8871. if ( material.side === THREE.BackSide ) {
  8872. var intersectionPoint = ray.intersectTriangle( c, b, a, true );
  8873. } else {
  8874. var intersectionPoint = ray.intersectTriangle( a, b, c, material.side !== THREE.DoubleSide );
  8875. }
  8876. if ( intersectionPoint === null ) continue;
  8877. intersectionPoint.applyMatrix4( this.matrixWorld );
  8878. var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
  8879. if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
  8880. intersects.push( {
  8881. distance: distance,
  8882. point: intersectionPoint,
  8883. face: face,
  8884. faceIndex: f,
  8885. object: this
  8886. } );
  8887. }
  8888. }
  8889. };
  8890. }() );
  8891. THREE.Mesh.prototype.clone = function ( object, recursive ) {
  8892. if ( object === undefined ) object = new THREE.Mesh( this.geometry, this.material );
  8893. THREE.Object3D.prototype.clone.call( this, object, recursive );
  8894. return object;
  8895. };
  8896. // File:src/objects/Bone.js
  8897. /**
  8898. * @author mikael emtinger / http://gomo.se/
  8899. * @author alteredq / http://alteredqualia.com/
  8900. * @author ikerr / http://verold.com
  8901. */
  8902. THREE.Bone = function ( belongsToSkin ) {
  8903. THREE.Object3D.call( this );
  8904. this.skin = belongsToSkin;
  8905. };
  8906. THREE.Bone.prototype = Object.create( THREE.Object3D.prototype );
  8907. // File:src/objects/Skeleton.js
  8908. /**
  8909. * @author mikael emtinger / http://gomo.se/
  8910. * @author alteredq / http://alteredqualia.com/
  8911. * @author michael guerrero / http://realitymeltdown.com
  8912. * @author ikerr / http://verold.com
  8913. */
  8914. THREE.Skeleton = function ( bones, boneInverses, useVertexTexture ) {
  8915. this.useVertexTexture = useVertexTexture !== undefined ? useVertexTexture : true;
  8916. this.identityMatrix = new THREE.Matrix4();
  8917. // copy the bone array
  8918. bones = bones || [];
  8919. this.bones = bones.slice( 0 );
  8920. // create a bone texture or an array of floats
  8921. if ( this.useVertexTexture ) {
  8922. // layout (1 matrix = 4 pixels)
  8923. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  8924. // with 8x8 pixel texture max 16 bones (8 * 8 / 4)
  8925. // 16x16 pixel texture max 64 bones (16 * 16 / 4)
  8926. // 32x32 pixel texture max 256 bones (32 * 32 / 4)
  8927. // 64x64 pixel texture max 1024 bones (64 * 64 / 4)
  8928. var size;
  8929. if ( this.bones.length > 256 )
  8930. size = 64;
  8931. else if ( this.bones.length > 64 )
  8932. size = 32;
  8933. else if ( this.bones.length > 16 )
  8934. size = 16;
  8935. else
  8936. size = 8;
  8937. this.boneTextureWidth = size;
  8938. this.boneTextureHeight = size;
  8939. this.boneMatrices = new Float32Array( this.boneTextureWidth * this.boneTextureHeight * 4 ); // 4 floats per RGBA pixel
  8940. this.boneTexture = new THREE.DataTexture( this.boneMatrices, this.boneTextureWidth, this.boneTextureHeight, THREE.RGBAFormat, THREE.FloatType );
  8941. this.boneTexture.minFilter = THREE.NearestFilter;
  8942. this.boneTexture.magFilter = THREE.NearestFilter;
  8943. this.boneTexture.generateMipmaps = false;
  8944. this.boneTexture.flipY = false;
  8945. } else {
  8946. this.boneMatrices = new Float32Array( 16 * this.bones.length );
  8947. }
  8948. // use the supplied bone inverses or calculate the inverses
  8949. if ( boneInverses === undefined ) {
  8950. this.calculateInverses();
  8951. } else {
  8952. if ( this.bones.length === boneInverses.length ) {
  8953. this.boneInverses = boneInverses.slice( 0 );
  8954. } else {
  8955. console.warn( 'THREE.Skeleton bonInverses is the wrong length.' );
  8956. this.boneInverses = [];
  8957. for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
  8958. this.boneInverses.push( new THREE.Matrix4() );
  8959. }
  8960. }
  8961. }
  8962. };
  8963. THREE.Skeleton.prototype.calculateInverses = function () {
  8964. this.boneInverses = [];
  8965. for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
  8966. var inverse = new THREE.Matrix4();
  8967. if ( this.bones[ b ] ) {
  8968. inverse.getInverse( this.bones[ b ].matrixWorld );
  8969. }
  8970. this.boneInverses.push( inverse );
  8971. }
  8972. };
  8973. THREE.Skeleton.prototype.pose = function () {
  8974. var bone;
  8975. // recover the bind-time world matrices
  8976. for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
  8977. bone = this.bones[ b ];
  8978. if ( bone ) {
  8979. bone.matrixWorld.getInverse( this.boneInverses[ b ] );
  8980. }
  8981. }
  8982. // compute the local matrices, positions, rotations and scales
  8983. for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
  8984. bone = this.bones[ b ];
  8985. if ( bone ) {
  8986. if ( bone.parent ) {
  8987. bone.matrix.getInverse( bone.parent.matrixWorld );
  8988. bone.matrix.multiply( bone.matrixWorld );
  8989. } else {
  8990. bone.matrix.copy( bone.matrixWorld );
  8991. }
  8992. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  8993. }
  8994. }
  8995. };
  8996. THREE.Skeleton.prototype.update = ( function () {
  8997. var offsetMatrix = new THREE.Matrix4();
  8998. return function () {
  8999. // flatten bone matrices to array
  9000. for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
  9001. // compute the offset between the current and the original transform
  9002. var matrix = this.bones[ b ] ? this.bones[ b ].matrixWorld : this.identityMatrix;
  9003. offsetMatrix.multiplyMatrices( matrix, this.boneInverses[ b ] );
  9004. offsetMatrix.flattenToArrayOffset( this.boneMatrices, b * 16 );
  9005. }
  9006. if ( this.useVertexTexture ) {
  9007. this.boneTexture.needsUpdate = true;
  9008. }
  9009. };
  9010. } )();
  9011. // File:src/objects/SkinnedMesh.js
  9012. /**
  9013. * @author mikael emtinger / http://gomo.se/
  9014. * @author alteredq / http://alteredqualia.com/
  9015. * @author ikerr / http://verold.com
  9016. */
  9017. THREE.SkinnedMesh = function ( geometry, material, useVertexTexture ) {
  9018. THREE.Mesh.call( this, geometry, material );
  9019. this.type = 'SkinnedMesh';
  9020. this.bindMode = "attached";
  9021. this.bindMatrix = new THREE.Matrix4();
  9022. this.bindMatrixInverse = new THREE.Matrix4();
  9023. // init bones
  9024. // TODO: remove bone creation as there is no reason (other than
  9025. // convenience) for THREE.SkinnedMesh to do this.
  9026. var bones = [];
  9027. if ( this.geometry && this.geometry.bones !== undefined ) {
  9028. var bone, gbone, p, q, s;
  9029. for ( var b = 0, bl = this.geometry.bones.length; b < bl; ++b ) {
  9030. gbone = this.geometry.bones[ b ];
  9031. p = gbone.pos;
  9032. q = gbone.rotq;
  9033. s = gbone.scl;
  9034. bone = new THREE.Bone( this );
  9035. bones.push( bone );
  9036. bone.name = gbone.name;
  9037. bone.position.set( p[ 0 ], p[ 1 ], p[ 2 ] );
  9038. bone.quaternion.set( q[ 0 ], q[ 1 ], q[ 2 ], q[ 3 ] );
  9039. if ( s !== undefined ) {
  9040. bone.scale.set( s[ 0 ], s[ 1 ], s[ 2 ] );
  9041. } else {
  9042. bone.scale.set( 1, 1, 1 );
  9043. }
  9044. }
  9045. for ( var b = 0, bl = this.geometry.bones.length; b < bl; ++b ) {
  9046. gbone = this.geometry.bones[ b ];
  9047. if ( gbone.parent !== - 1 ) {
  9048. bones[ gbone.parent ].add( bones[ b ] );
  9049. } else {
  9050. this.add( bones[ b ] );
  9051. }
  9052. }
  9053. }
  9054. this.normalizeSkinWeights();
  9055. this.updateMatrixWorld( true );
  9056. this.bind( new THREE.Skeleton( bones, undefined, useVertexTexture ) );
  9057. };
  9058. THREE.SkinnedMesh.prototype = Object.create( THREE.Mesh.prototype );
  9059. THREE.SkinnedMesh.prototype.bind = function( skeleton, bindMatrix ) {
  9060. this.skeleton = skeleton;
  9061. if ( bindMatrix === undefined ) {
  9062. this.updateMatrixWorld( true );
  9063. bindMatrix = this.matrixWorld;
  9064. }
  9065. this.bindMatrix.copy( bindMatrix );
  9066. this.bindMatrixInverse.getInverse( bindMatrix );
  9067. };
  9068. THREE.SkinnedMesh.prototype.pose = function () {
  9069. this.skeleton.pose();
  9070. };
  9071. THREE.SkinnedMesh.prototype.normalizeSkinWeights = function () {
  9072. if ( this.geometry instanceof THREE.Geometry ) {
  9073. for ( var i = 0; i < this.geometry.skinIndices.length; i ++ ) {
  9074. var sw = this.geometry.skinWeights[ i ];
  9075. var scale = 1.0 / sw.lengthManhattan();
  9076. if ( scale !== Infinity ) {
  9077. sw.multiplyScalar( scale );
  9078. } else {
  9079. sw.set( 1 ); // this will be normalized by the shader anyway
  9080. }
  9081. }
  9082. } else {
  9083. // skinning weights assumed to be normalized for THREE.BufferGeometry
  9084. }
  9085. };
  9086. THREE.SkinnedMesh.prototype.updateMatrixWorld = function( force ) {
  9087. THREE.Mesh.prototype.updateMatrixWorld.call( this, true );
  9088. if ( this.bindMode === "attached" ) {
  9089. this.bindMatrixInverse.getInverse( this.matrixWorld );
  9090. } else if ( this.bindMode === "detached" ) {
  9091. this.bindMatrixInverse.getInverse( this.bindMatrix );
  9092. } else {
  9093. console.warn( 'THREE.SkinnedMesh unreckognized bindMode: ' + this.bindMode );
  9094. }
  9095. };
  9096. THREE.SkinnedMesh.prototype.clone = function( object ) {
  9097. if ( object === undefined ) {
  9098. object = new THREE.SkinnedMesh( this.geometry, this.material, this.useVertexTexture );
  9099. }
  9100. THREE.Mesh.prototype.clone.call( this, object );
  9101. return object;
  9102. };
  9103. // File:src/objects/MorphAnimMesh.js
  9104. /**
  9105. * @author alteredq / http://alteredqualia.com/
  9106. */
  9107. THREE.MorphAnimMesh = function ( geometry, material ) {
  9108. THREE.Mesh.call( this, geometry, material );
  9109. this.type = 'MorphAnimMesh';
  9110. // API
  9111. this.duration = 1000; // milliseconds
  9112. this.mirroredLoop = false;
  9113. this.time = 0;
  9114. // internals
  9115. this.lastKeyframe = 0;
  9116. this.currentKeyframe = 0;
  9117. this.direction = 1;
  9118. this.directionBackwards = false;
  9119. this.setFrameRange( 0, this.geometry.morphTargets.length - 1 );
  9120. };
  9121. THREE.MorphAnimMesh.prototype = Object.create( THREE.Mesh.prototype );
  9122. THREE.MorphAnimMesh.prototype.setFrameRange = function ( start, end ) {
  9123. this.startKeyframe = start;
  9124. this.endKeyframe = end;
  9125. this.length = this.endKeyframe - this.startKeyframe + 1;
  9126. };
  9127. THREE.MorphAnimMesh.prototype.setDirectionForward = function () {
  9128. this.direction = 1;
  9129. this.directionBackwards = false;
  9130. };
  9131. THREE.MorphAnimMesh.prototype.setDirectionBackward = function () {
  9132. this.direction = - 1;
  9133. this.directionBackwards = true;
  9134. };
  9135. THREE.MorphAnimMesh.prototype.parseAnimations = function () {
  9136. var geometry = this.geometry;
  9137. if ( ! geometry.animations ) geometry.animations = {};
  9138. var firstAnimation, animations = geometry.animations;
  9139. var pattern = /([a-z]+)_?(\d+)/;
  9140. for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) {
  9141. var morph = geometry.morphTargets[ i ];
  9142. var parts = morph.name.match( pattern );
  9143. if ( parts && parts.length > 1 ) {
  9144. var label = parts[ 1 ];
  9145. var num = parts[ 2 ];
  9146. if ( ! animations[ label ] ) animations[ label ] = { start: Infinity, end: - Infinity };
  9147. var animation = animations[ label ];
  9148. if ( i < animation.start ) animation.start = i;
  9149. if ( i > animation.end ) animation.end = i;
  9150. if ( ! firstAnimation ) firstAnimation = label;
  9151. }
  9152. }
  9153. geometry.firstAnimation = firstAnimation;
  9154. };
  9155. THREE.MorphAnimMesh.prototype.setAnimationLabel = function ( label, start, end ) {
  9156. if ( ! this.geometry.animations ) this.geometry.animations = {};
  9157. this.geometry.animations[ label ] = { start: start, end: end };
  9158. };
  9159. THREE.MorphAnimMesh.prototype.playAnimation = function ( label, fps ) {
  9160. var animation = this.geometry.animations[ label ];
  9161. if ( animation ) {
  9162. this.setFrameRange( animation.start, animation.end );
  9163. this.duration = 1000 * ( ( animation.end - animation.start ) / fps );
  9164. this.time = 0;
  9165. } else {
  9166. console.warn( 'animation[' + label + '] undefined' );
  9167. }
  9168. };
  9169. THREE.MorphAnimMesh.prototype.updateAnimation = function ( delta ) {
  9170. var frameTime = this.duration / this.length;
  9171. this.time += this.direction * delta;
  9172. if ( this.mirroredLoop ) {
  9173. if ( this.time > this.duration || this.time < 0 ) {
  9174. this.direction *= - 1;
  9175. if ( this.time > this.duration ) {
  9176. this.time = this.duration;
  9177. this.directionBackwards = true;
  9178. }
  9179. if ( this.time < 0 ) {
  9180. this.time = 0;
  9181. this.directionBackwards = false;
  9182. }
  9183. }
  9184. } else {
  9185. this.time = this.time % this.duration;
  9186. if ( this.time < 0 ) this.time += this.duration;
  9187. }
  9188. var keyframe = this.startKeyframe + THREE.Math.clamp( Math.floor( this.time / frameTime ), 0, this.length - 1 );
  9189. if ( keyframe !== this.currentKeyframe ) {
  9190. this.morphTargetInfluences[ this.lastKeyframe ] = 0;
  9191. this.morphTargetInfluences[ this.currentKeyframe ] = 1;
  9192. this.morphTargetInfluences[ keyframe ] = 0;
  9193. this.lastKeyframe = this.currentKeyframe;
  9194. this.currentKeyframe = keyframe;
  9195. }
  9196. var mix = ( this.time % frameTime ) / frameTime;
  9197. if ( this.directionBackwards ) {
  9198. mix = 1 - mix;
  9199. }
  9200. this.morphTargetInfluences[ this.currentKeyframe ] = mix;
  9201. this.morphTargetInfluences[ this.lastKeyframe ] = 1 - mix;
  9202. };
  9203. THREE.MorphAnimMesh.prototype.interpolateTargets = function ( a, b, t ) {
  9204. var influences = this.morphTargetInfluences;
  9205. for ( var i = 0, l = influences.length; i < l; i ++ ) {
  9206. influences[ i ] = 0;
  9207. }
  9208. if ( a > -1 ) influences[ a ] = 1 - t;
  9209. if ( b > -1 ) influences[ b ] = t;
  9210. };
  9211. THREE.MorphAnimMesh.prototype.clone = function ( object ) {
  9212. if ( object === undefined ) object = new THREE.MorphAnimMesh( this.geometry, this.material );
  9213. object.duration = this.duration;
  9214. object.mirroredLoop = this.mirroredLoop;
  9215. object.time = this.time;
  9216. object.lastKeyframe = this.lastKeyframe;
  9217. object.currentKeyframe = this.currentKeyframe;
  9218. object.direction = this.direction;
  9219. object.directionBackwards = this.directionBackwards;
  9220. THREE.Mesh.prototype.clone.call( this, object );
  9221. return object;
  9222. };
  9223. // File:src/objects/LOD.js
  9224. /**
  9225. * @author mikael emtinger / http://gomo.se/
  9226. * @author alteredq / http://alteredqualia.com/
  9227. * @author mrdoob / http://mrdoob.com/
  9228. */
  9229. THREE.LOD = function () {
  9230. THREE.Object3D.call( this );
  9231. this.objects = [];
  9232. };
  9233. THREE.LOD.prototype = Object.create( THREE.Object3D.prototype );
  9234. THREE.LOD.prototype.addLevel = function ( object, distance ) {
  9235. if ( distance === undefined ) distance = 0;
  9236. distance = Math.abs( distance );
  9237. for ( var l = 0; l < this.objects.length; l ++ ) {
  9238. if ( distance < this.objects[ l ].distance ) {
  9239. break;
  9240. }
  9241. }
  9242. this.objects.splice( l, 0, { distance: distance, object: object } );
  9243. this.add( object );
  9244. };
  9245. THREE.LOD.prototype.getObjectForDistance = function ( distance ) {
  9246. for ( var i = 1, l = this.objects.length; i < l; i ++ ) {
  9247. if ( distance < this.objects[ i ].distance ) {
  9248. break;
  9249. }
  9250. }
  9251. return this.objects[ i - 1 ].object;
  9252. };
  9253. THREE.LOD.prototype.raycast = ( function () {
  9254. var matrixPosition = new THREE.Vector3();
  9255. return function ( raycaster, intersects ) {
  9256. matrixPosition.setFromMatrixPosition( this.matrixWorld );
  9257. var distance = raycaster.ray.origin.distanceTo( matrixPosition );
  9258. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  9259. };
  9260. }() );
  9261. THREE.LOD.prototype.update = function () {
  9262. var v1 = new THREE.Vector3();
  9263. var v2 = new THREE.Vector3();
  9264. return function ( camera ) {
  9265. if ( this.objects.length > 1 ) {
  9266. v1.setFromMatrixPosition( camera.matrixWorld );
  9267. v2.setFromMatrixPosition( this.matrixWorld );
  9268. var distance = v1.distanceTo( v2 );
  9269. this.objects[ 0 ].object.visible = true;
  9270. for ( var i = 1, l = this.objects.length; i < l; i ++ ) {
  9271. if ( distance >= this.objects[ i ].distance ) {
  9272. this.objects[ i - 1 ].object.visible = false;
  9273. this.objects[ i ].object.visible = true;
  9274. } else {
  9275. break;
  9276. }
  9277. }
  9278. for ( ; i < l; i ++ ) {
  9279. this.objects[ i ].object.visible = false;
  9280. }
  9281. }
  9282. };
  9283. }();
  9284. THREE.LOD.prototype.clone = function ( object ) {
  9285. if ( object === undefined ) object = new THREE.LOD();
  9286. THREE.Object3D.prototype.clone.call( this, object );
  9287. for ( var i = 0, l = this.objects.length; i < l; i ++ ) {
  9288. var x = this.objects[ i ].object.clone();
  9289. x.visible = i === 0;
  9290. object.addLevel( x, this.objects[ i ].distance );
  9291. }
  9292. return object;
  9293. };
  9294. // File:src/objects/Sprite.js
  9295. /**
  9296. * @author mikael emtinger / http://gomo.se/
  9297. * @author alteredq / http://alteredqualia.com/
  9298. */
  9299. THREE.Sprite = ( function () {
  9300. var indices = new Uint16Array( [ 0, 1, 2, 0, 2, 3 ] );
  9301. var vertices = new Float32Array( [ - 0.5, - 0.5, 0, 0.5, - 0.5, 0, 0.5, 0.5, 0, - 0.5, 0.5, 0 ] );
  9302. var uvs = new Float32Array( [ 0, 0, 1, 0, 1, 1, 0, 1 ] );
  9303. var geometry = new THREE.BufferGeometry();
  9304. geometry.addAttribute( 'index', new THREE.BufferAttribute( indices, 1 ) );
  9305. geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
  9306. geometry.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );
  9307. return function ( material ) {
  9308. THREE.Object3D.call( this );
  9309. this.type = 'Sprite';
  9310. this.geometry = geometry;
  9311. this.material = ( material !== undefined ) ? material : new THREE.SpriteMaterial();
  9312. };
  9313. } )();
  9314. THREE.Sprite.prototype = Object.create( THREE.Object3D.prototype );
  9315. THREE.Sprite.prototype.raycast = ( function () {
  9316. var matrixPosition = new THREE.Vector3();
  9317. return function ( raycaster, intersects ) {
  9318. matrixPosition.setFromMatrixPosition( this.matrixWorld );
  9319. var distance = raycaster.ray.distanceToPoint( matrixPosition );
  9320. if ( distance > this.scale.x ) {
  9321. return;
  9322. }
  9323. intersects.push( {
  9324. distance: distance,
  9325. point: this.position,
  9326. face: null,
  9327. object: this
  9328. } );
  9329. };
  9330. }() );
  9331. THREE.Sprite.prototype.clone = function ( object ) {
  9332. if ( object === undefined ) object = new THREE.Sprite( this.material );
  9333. THREE.Object3D.prototype.clone.call( this, object );
  9334. return object;
  9335. };
  9336. // Backwards compatibility
  9337. THREE.Particle = THREE.Sprite;
  9338. // File:src/scenes/Scene.js
  9339. /**
  9340. * @author mrdoob / http://mrdoob.com/
  9341. */
  9342. THREE.Scene = function () {
  9343. THREE.Object3D.call( this );
  9344. this.type = 'Scene';
  9345. this.fog = null;
  9346. this.overrideMaterial = null;
  9347. this.autoUpdate = true; // checked by the renderer
  9348. };
  9349. THREE.Scene.prototype = Object.create( THREE.Object3D.prototype );
  9350. THREE.Scene.prototype.clone = function ( object ) {
  9351. if ( object === undefined ) object = new THREE.Scene();
  9352. THREE.Object3D.prototype.clone.call( this, object );
  9353. if ( this.fog !== null ) object.fog = this.fog.clone();
  9354. if ( this.overrideMaterial !== null ) object.overrideMaterial = this.overrideMaterial.clone();
  9355. object.autoUpdate = this.autoUpdate;
  9356. object.matrixAutoUpdate = this.matrixAutoUpdate;
  9357. return object;
  9358. };
  9359. // File:src/scenes/Fog.js
  9360. /**
  9361. * @author mrdoob / http://mrdoob.com/
  9362. * @author alteredq / http://alteredqualia.com/
  9363. */
  9364. THREE.Fog = function ( color, near, far ) {
  9365. this.name = '';
  9366. this.color = new THREE.Color( color );
  9367. this.near = ( near !== undefined ) ? near : 1;
  9368. this.far = ( far !== undefined ) ? far : 1000;
  9369. };
  9370. THREE.Fog.prototype.clone = function () {
  9371. return new THREE.Fog( this.color.getHex(), this.near, this.far );
  9372. };
  9373. // File:src/scenes/FogExp2.js
  9374. /**
  9375. * @author mrdoob / http://mrdoob.com/
  9376. * @author alteredq / http://alteredqualia.com/
  9377. */
  9378. THREE.FogExp2 = function ( color, density ) {
  9379. this.name = '';
  9380. this.color = new THREE.Color( color );
  9381. this.density = ( density !== undefined ) ? density : 0.00025;
  9382. };
  9383. THREE.FogExp2.prototype.clone = function () {
  9384. return new THREE.FogExp2( this.color.getHex(), this.density );
  9385. };
  9386. // File:src/renderers/shaders/ShaderChunk.js
  9387. THREE.ShaderChunk = {};
  9388. // File:src/renderers/shaders/ShaderChunk/alphatest_fragment.glsl
  9389. THREE.ShaderChunk[ 'alphatest_fragment'] = "#ifdef ALPHATEST\n\n if ( gl_FragColor.a < ALPHATEST ) discard;\n\n#endif\n";
  9390. // File:src/renderers/shaders/ShaderChunk/lights_lambert_vertex.glsl
  9391. THREE.ShaderChunk[ 'lights_lambert_vertex'] = "vLightFront = vec3( 0.0 );\n\n#ifdef DOUBLE_SIDED\n\n vLightBack = vec3( 0.0 );\n\n#endif\n\ntransformedNormal = normalize( transformedNormal );\n\n#if MAX_DIR_LIGHTS > 0\n\nfor( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\n\n vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\n vec3 dirVector = normalize( lDirection.xyz );\n\n float dotProduct = dot( transformedNormal, dirVector );\n vec3 directionalLightWeighting = vec3( max( dotProduct, 0.0 ) );\n\n #ifdef DOUBLE_SIDED\n\n vec3 directionalLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n\n #ifdef WRAP_AROUND\n\n vec3 directionalLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n\n #endif\n\n #endif\n\n #ifdef WRAP_AROUND\n\n vec3 directionalLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\n directionalLightWeighting = mix( directionalLightWeighting, directionalLightWeightingHalf, wrapRGB );\n\n #ifdef DOUBLE_SIDED\n\n directionalLightWeightingBack = mix( directionalLightWeightingBack, directionalLightWeightingHalfBack, wrapRGB );\n\n #endif\n\n #endif\n\n vLightFront += directionalLightColor[ i ] * directionalLightWeighting;\n\n #ifdef DOUBLE_SIDED\n\n vLightBack += directionalLightColor[ i ] * directionalLightWeightingBack;\n\n #endif\n\n}\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n\n vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\n vec3 lVector = lPosition.xyz - mvPosition.xyz;\n\n float lDistance = 1.0;\n if ( pointLightDistance[ i ] > 0.0 )\n lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\n\n lVector = normalize( lVector );\n float dotProduct = dot( transformedNormal, lVector );\n\n vec3 pointLightWeighting = vec3( max( dotProduct, 0.0 ) );\n\n #ifdef DOUBLE_SIDED\n\n vec3 pointLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n\n #ifdef WRAP_AROUND\n\n vec3 pointLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n\n #endif\n\n #endif\n\n #ifdef WRAP_AROUND\n\n vec3 pointLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\n pointLightWeighting = mix( pointLightWeighting, pointLightWeightingHalf, wrapRGB );\n\n #ifdef DOUBLE_SIDED\n\n pointLightWeightingBack = mix( pointLightWeightingBack, pointLightWeightingHalfBack, wrapRGB );\n\n #endif\n\n #endif\n\n vLightFront += pointLightColor[ i ] * pointLightWeighting * lDistance;\n\n #ifdef DOUBLE_SIDED\n\n vLightBack += pointLightColor[ i ] * pointLightWeightingBack * lDistance;\n\n #endif\n\n }\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n for( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\n\n vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\n vec3 lVector = lPosition.xyz - mvPosition.xyz;\n\n float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - worldPosition.xyz ) );\n\n if ( spotEffect > spotLightAngleCos[ i ] ) {\n\n spotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );\n\n float lDistance = 1.0;\n if ( spotLightDistance[ i ] > 0.0 )\n lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );\n\n lVector = normalize( lVector );\n\n float dotProduct = dot( transformedNormal, lVector );\n vec3 spotLightWeighting = vec3( max( dotProduct, 0.0 ) );\n\n #ifdef DOUBLE_SIDED\n\n vec3 spotLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n\n #ifdef WRAP_AROUND\n\n vec3 spotLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n\n #endif\n\n #endif\n\n #ifdef WRAP_AROUND\n\n vec3 spotLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\n spotLightWeighting = mix( spotLightWeighting, spotLightWeightingHalf, wrapRGB );\n\n #ifdef DOUBLE_SIDED\n\n spotLightWeightingBack = mix( spotLightWeightingBack, spotLightWeightingHalfBack, wrapRGB );\n\n #endif\n\n #endif\n\n vLightFront += spotLightColor[ i ] * spotLightWeighting * lDistance * spotEffect;\n\n #ifdef DOUBLE_SIDED\n\n vLightBack += spotLightColor[ i ] * spotLightWeightingBack * lDistance * spotEffect;\n\n #endif\n\n }\n\n }\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\n\n vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );\n vec3 lVector = normalize( lDirection.xyz );\n\n float dotProduct = dot( transformedNormal, lVector );\n\n float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\n float hemiDiffuseWeightBack = -0.5 * dotProduct + 0.5;\n\n vLightFront += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\n\n #ifdef DOUBLE_SIDED\n\n vLightBack += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeightBack );\n\n #endif\n\n }\n\n#endif\n\nvLightFront = vLightFront * diffuse + ambient * ambientLightColor + emissive;\n\n#ifdef DOUBLE_SIDED\n\n vLightBack = vLightBack * diffuse + ambient * ambientLightColor + emissive;\n\n#endif";
  9392. // File:src/renderers/shaders/ShaderChunk/map_particle_pars_fragment.glsl
  9393. THREE.ShaderChunk[ 'map_particle_pars_fragment'] = "#ifdef USE_MAP\n\n uniform sampler2D map;\n\n#endif";
  9394. // File:src/renderers/shaders/ShaderChunk/default_vertex.glsl
  9395. THREE.ShaderChunk[ 'default_vertex'] = "vec4 mvPosition;\n\n#ifdef USE_SKINNING\n\n mvPosition = modelViewMatrix * skinned;\n\n#endif\n\n#if !defined( USE_SKINNING ) && defined( USE_MORPHTARGETS )\n\n mvPosition = modelViewMatrix * vec4( morphed, 1.0 );\n\n#endif\n\n#if !defined( USE_SKINNING ) && ! defined( USE_MORPHTARGETS )\n\n mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\n#endif\n\ngl_Position = projectionMatrix * mvPosition;";
  9396. // File:src/renderers/shaders/ShaderChunk/map_pars_fragment.glsl
  9397. THREE.ShaderChunk[ 'map_pars_fragment'] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP )\n\n varying vec2 vUv;\n\n#endif\n\n#ifdef USE_MAP\n\n uniform sampler2D map;\n\n#endif";
  9398. // File:src/renderers/shaders/ShaderChunk/skinnormal_vertex.glsl
  9399. THREE.ShaderChunk[ 'skinnormal_vertex'] = "#ifdef USE_SKINNING\n\n mat4 skinMatrix = mat4( 0.0 );\n skinMatrix += skinWeight.x * boneMatX;\n skinMatrix += skinWeight.y * boneMatY;\n skinMatrix += skinWeight.z * boneMatZ;\n skinMatrix += skinWeight.w * boneMatW;\n skinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\n #ifdef USE_MORPHNORMALS\n\n vec4 skinnedNormal = skinMatrix * vec4( morphedNormal, 0.0 );\n\n #else\n\n vec4 skinnedNormal = skinMatrix * vec4( normal, 0.0 );\n\n #endif\n\n#endif\n";
  9400. // File:src/renderers/shaders/ShaderChunk/logdepthbuf_pars_vertex.glsl
  9401. THREE.ShaderChunk[ 'logdepthbuf_pars_vertex'] = "#ifdef USE_LOGDEPTHBUF\n\n #ifdef USE_LOGDEPTHBUF_EXT\n\n varying float vFragDepth;\n\n #endif\n\n uniform float logDepthBufFC;\n\n#endif";
  9402. // File:src/renderers/shaders/ShaderChunk/lightmap_pars_vertex.glsl
  9403. THREE.ShaderChunk[ 'lightmap_pars_vertex'] = "#ifdef USE_LIGHTMAP\n\n varying vec2 vUv2;\n\n#endif";
  9404. // File:src/renderers/shaders/ShaderChunk/lights_phong_fragment.glsl
  9405. THREE.ShaderChunk[ 'lights_phong_fragment'] = "vec3 normal = normalize( vNormal );\nvec3 viewPosition = normalize( vViewPosition );\n\n#ifdef DOUBLE_SIDED\n\n normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );\n\n#endif\n\n#ifdef USE_NORMALMAP\n\n normal = perturbNormal2Arb( -vViewPosition, normal );\n\n#elif defined( USE_BUMPMAP )\n\n normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n vec3 pointDiffuse = vec3( 0.0 );\n vec3 pointSpecular = vec3( 0.0 );\n\n for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n\n vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\n vec3 lVector = lPosition.xyz + vViewPosition.xyz;\n\n float lDistance = 1.0;\n if ( pointLightDistance[ i ] > 0.0 )\n lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\n\n lVector = normalize( lVector );\n\n // diffuse\n\n float dotProduct = dot( normal, lVector );\n\n #ifdef WRAP_AROUND\n\n float pointDiffuseWeightFull = max( dotProduct, 0.0 );\n float pointDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\n\n vec3 pointDiffuseWeight = mix( vec3( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );\n\n #else\n\n float pointDiffuseWeight = max( dotProduct, 0.0 );\n\n #endif\n\n pointDiffuse += diffuse * pointLightColor[ i ] * pointDiffuseWeight * lDistance;\n\n // specular\n\n vec3 pointHalfVector = normalize( lVector + viewPosition );\n float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );\n float pointSpecularWeight = specularStrength * max( pow( pointDotNormalHalf, shininess ), 0.0 );\n\n float specularNormalization = ( shininess + 2.0 ) / 8.0;\n\n vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, pointHalfVector ), 0.0 ), 5.0 );\n pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance * specularNormalization;\n\n }\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n vec3 spotDiffuse = vec3( 0.0 );\n vec3 spotSpecular = vec3( 0.0 );\n\n for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\n\n vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\n vec3 lVector = lPosition.xyz + vViewPosition.xyz;\n\n float lDistance = 1.0;\n if ( spotLightDistance[ i ] > 0.0 )\n lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );\n\n lVector = normalize( lVector );\n\n float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );\n\n if ( spotEffect > spotLightAngleCos[ i ] ) {\n\n spotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );\n\n // diffuse\n\n float dotProduct = dot( normal, lVector );\n\n #ifdef WRAP_AROUND\n\n float spotDiffuseWeightFull = max( dotProduct, 0.0 );\n float spotDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\n\n vec3 spotDiffuseWeight = mix( vec3( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );\n\n #else\n\n float spotDiffuseWeight = max( dotProduct, 0.0 );\n\n #endif\n\n spotDiffuse += diffuse * spotLightColor[ i ] * spotDiffuseWeight * lDistance * spotEffect;\n\n // specular\n\n vec3 spotHalfVector = normalize( lVector + viewPosition );\n float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );\n float spotSpecularWeight = specularStrength * max( pow( spotDotNormalHalf, shininess ), 0.0 );\n\n float specularNormalization = ( shininess + 2.0 ) / 8.0;\n\n vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, spotHalfVector ), 0.0 ), 5.0 );\n spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * specularNormalization * spotEffect;\n\n }\n\n }\n\n#endif\n\n#if MAX_DIR_LIGHTS > 0\n\n vec3 dirDiffuse = vec3( 0.0 );\n vec3 dirSpecular = vec3( 0.0 );\n\n for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\n\n vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\n vec3 dirVector = normalize( lDirection.xyz );\n\n // diffuse\n\n float dotProduct = dot( normal, dirVector );\n\n #ifdef WRAP_AROUND\n\n float dirDiffuseWeightFull = max( dotProduct, 0.0 );\n float dirDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\n\n vec3 dirDiffuseWeight = mix( vec3( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), wrapRGB );\n\n #else\n\n float dirDiffuseWeight = max( dotProduct, 0.0 );\n\n #endif\n\n dirDiffuse += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;\n\n // specular\n\n vec3 dirHalfVector = normalize( dirVector + viewPosition );\n float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );\n float dirSpecularWeight = specularStrength * max( pow( dirDotNormalHalf, shininess ), 0.0 );\n\n /*\n // fresnel term from skin shader\n const float F0 = 0.128;\n\n float base = 1.0 - dot( viewPosition, dirHalfVector );\n float exponential = pow( base, 5.0 );\n\n float fresnel = exponential + F0 * ( 1.0 - exponential );\n */\n\n /*\n // fresnel term from fresnel shader\n const float mFresnelBias = 0.08;\n const float mFresnelScale = 0.3;\n const float mFresnelPower = 5.0;\n\n float fresnel = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( -viewPosition ), normal ), mFresnelPower );\n */\n\n float specularNormalization = ( shininess + 2.0 ) / 8.0;\n\n // dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization * fresnel;\n\n vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( dirVector, dirHalfVector ), 0.0 ), 5.0 );\n dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;\n\n\n }\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n vec3 hemiDiffuse = vec3( 0.0 );\n vec3 hemiSpecular = vec3( 0.0 );\n\n for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\n\n vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );\n vec3 lVector = normalize( lDirection.xyz );\n\n // diffuse\n\n float dotProduct = dot( normal, lVector );\n float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\n\n vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\n\n hemiDiffuse += diffuse * hemiColor;\n\n // specular (sky light)\n\n vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );\n float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;\n float hemiSpecularWeightSky = specularStrength * max( pow( max( hemiDotNormalHalfSky, 0.0 ), shininess ), 0.0 );\n\n // specular (ground light)\n\n vec3 lVectorGround = -lVector;\n\n vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );\n float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;\n float hemiSpecularWeightGround = specularStrength * max( pow( max( hemiDotNormalHalfGround, 0.0 ), shininess ), 0.0 );\n\n float dotProductGround = dot( normal, lVectorGround );\n\n float specularNormalization = ( shininess + 2.0 ) / 8.0;\n\n vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, hemiHalfVectorSky ), 0.0 ), 5.0 );\n vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 0.0 ), 5.0 );\n hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );\n\n }\n\n#endif\n\nvec3 totalDiffuse = vec3( 0.0 );\nvec3 totalSpecular = vec3( 0.0 );\n\n#if MAX_DIR_LIGHTS > 0\n\n totalDiffuse += dirDiffuse;\n totalSpecular += dirSpecular;\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n totalDiffuse += hemiDiffuse;\n totalSpecular += hemiSpecular;\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n totalDiffuse += pointDiffuse;\n totalSpecular += pointSpecular;\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n totalDiffuse += spotDiffuse;\n totalSpecular += spotSpecular;\n\n#endif\n\n#ifdef METAL\n\n gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient + totalSpecular );\n\n#else\n\n gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient ) + totalSpecular;\n\n#endif";
  9406. // File:src/renderers/shaders/ShaderChunk/fog_pars_fragment.glsl
  9407. THREE.ShaderChunk[ 'fog_pars_fragment'] = "#ifdef USE_FOG\n\n uniform vec3 fogColor;\n\n #ifdef FOG_EXP2\n\n uniform float fogDensity;\n\n #else\n\n uniform float fogNear;\n uniform float fogFar;\n #endif\n\n#endif";
  9408. // File:src/renderers/shaders/ShaderChunk/morphnormal_vertex.glsl
  9409. THREE.ShaderChunk[ 'morphnormal_vertex'] = "#ifdef USE_MORPHNORMALS\n\n vec3 morphedNormal = vec3( 0.0 );\n\n morphedNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n morphedNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n morphedNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n morphedNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n\n morphedNormal += normal;\n\n#endif";
  9410. // File:src/renderers/shaders/ShaderChunk/envmap_pars_fragment.glsl
  9411. THREE.ShaderChunk[ 'envmap_pars_fragment'] = "#ifdef USE_ENVMAP\n\n uniform float reflectivity;\n uniform samplerCube envMap;\n uniform float flipEnvMap;\n uniform int combine;\n\n #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\n uniform bool useRefract;\n uniform float refractionRatio;\n\n #else\n\n varying vec3 vReflect;\n\n #endif\n\n#endif";
  9412. // File:src/renderers/shaders/ShaderChunk/logdepthbuf_fragment.glsl
  9413. THREE.ShaderChunk[ 'logdepthbuf_fragment'] = "#if defined(USE_LOGDEPTHBUF) && defined(USE_LOGDEPTHBUF_EXT)\n\n gl_FragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5;\n\n#endif";
  9414. // File:src/renderers/shaders/ShaderChunk/normalmap_pars_fragment.glsl
  9415. THREE.ShaderChunk[ 'normalmap_pars_fragment'] = "#ifdef USE_NORMALMAP\n\n uniform sampler2D normalMap;\n uniform vec2 normalScale;\n\n // Per-Pixel Tangent Space Normal Mapping\n // http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html\n\n vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\n\n vec3 q0 = dFdx( eye_pos.xyz );\n vec3 q1 = dFdy( eye_pos.xyz );\n vec2 st0 = dFdx( vUv.st );\n vec2 st1 = dFdy( vUv.st );\n\n vec3 S = normalize( q0 * st1.t - q1 * st0.t );\n vec3 T = normalize( -q0 * st1.s + q1 * st0.s );\n vec3 N = normalize( surf_norm );\n\n vec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n mapN.xy = normalScale * mapN.xy;\n mat3 tsn = mat3( S, T, N );\n return normalize( tsn * mapN );\n\n }\n\n#endif\n";
  9416. // File:src/renderers/shaders/ShaderChunk/lights_phong_pars_vertex.glsl
  9417. THREE.ShaderChunk[ 'lights_phong_pars_vertex'] = "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )\n\n varying vec3 vWorldPosition;\n\n#endif\n";
  9418. // File:src/renderers/shaders/ShaderChunk/lightmap_pars_fragment.glsl
  9419. THREE.ShaderChunk[ 'lightmap_pars_fragment'] = "#ifdef USE_LIGHTMAP\n\n varying vec2 vUv2;\n uniform sampler2D lightMap;\n\n#endif";
  9420. // File:src/renderers/shaders/ShaderChunk/shadowmap_vertex.glsl
  9421. THREE.ShaderChunk[ 'shadowmap_vertex'] = "#ifdef USE_SHADOWMAP\n\n for( int i = 0; i < MAX_SHADOWS; i ++ ) {\n\n vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;\n\n }\n\n#endif";
  9422. // File:src/renderers/shaders/ShaderChunk/lights_phong_vertex.glsl
  9423. THREE.ShaderChunk[ 'lights_phong_vertex'] = "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )\n\n vWorldPosition = worldPosition.xyz;\n\n#endif";
  9424. // File:src/renderers/shaders/ShaderChunk/map_fragment.glsl
  9425. THREE.ShaderChunk[ 'map_fragment'] = "#ifdef USE_MAP\n\n vec4 texelColor = texture2D( map, vUv );\n\n #ifdef GAMMA_INPUT\n\n texelColor.xyz *= texelColor.xyz;\n\n #endif\n\n gl_FragColor = gl_FragColor * texelColor;\n\n#endif";
  9426. // File:src/renderers/shaders/ShaderChunk/lightmap_vertex.glsl
  9427. THREE.ShaderChunk[ 'lightmap_vertex'] = "#ifdef USE_LIGHTMAP\n\n vUv2 = uv2;\n\n#endif";
  9428. // File:src/renderers/shaders/ShaderChunk/map_particle_fragment.glsl
  9429. THREE.ShaderChunk[ 'map_particle_fragment'] = "#ifdef USE_MAP\n\n gl_FragColor = gl_FragColor * texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) );\n\n#endif";
  9430. // File:src/renderers/shaders/ShaderChunk/color_pars_fragment.glsl
  9431. THREE.ShaderChunk[ 'color_pars_fragment'] = "#ifdef USE_COLOR\n\n varying vec3 vColor;\n\n#endif\n";
  9432. // File:src/renderers/shaders/ShaderChunk/color_vertex.glsl
  9433. THREE.ShaderChunk[ 'color_vertex'] = "#ifdef USE_COLOR\n\n #ifdef GAMMA_INPUT\n\n vColor = color * color;\n\n #else\n\n vColor = color;\n\n #endif\n\n#endif";
  9434. // File:src/renderers/shaders/ShaderChunk/skinning_vertex.glsl
  9435. THREE.ShaderChunk[ 'skinning_vertex'] = "#ifdef USE_SKINNING\n\n #ifdef USE_MORPHTARGETS\n\n vec4 skinVertex = bindMatrix * vec4( morphed, 1.0 );\n\n #else\n\n vec4 skinVertex = bindMatrix * vec4( position, 1.0 );\n\n #endif\n\n vec4 skinned = vec4( 0.0 );\n skinned += boneMatX * skinVertex * skinWeight.x;\n skinned += boneMatY * skinVertex * skinWeight.y;\n skinned += boneMatZ * skinVertex * skinWeight.z;\n skinned += boneMatW * skinVertex * skinWeight.w;\n skinned = bindMatrixInverse * skinned;\n\n#endif\n";
  9436. // File:src/renderers/shaders/ShaderChunk/envmap_pars_vertex.glsl
  9437. THREE.ShaderChunk[ 'envmap_pars_vertex'] = "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG )\n\n varying vec3 vReflect;\n\n uniform float refractionRatio;\n uniform bool useRefract;\n\n#endif\n";
  9438. // File:src/renderers/shaders/ShaderChunk/linear_to_gamma_fragment.glsl
  9439. THREE.ShaderChunk[ 'linear_to_gamma_fragment'] = "#ifdef GAMMA_OUTPUT\n\n gl_FragColor.xyz = sqrt( gl_FragColor.xyz );\n\n#endif";
  9440. // File:src/renderers/shaders/ShaderChunk/color_pars_vertex.glsl
  9441. THREE.ShaderChunk[ 'color_pars_vertex'] = "#ifdef USE_COLOR\n\n varying vec3 vColor;\n\n#endif";
  9442. // File:src/renderers/shaders/ShaderChunk/lights_lambert_pars_vertex.glsl
  9443. THREE.ShaderChunk[ 'lights_lambert_pars_vertex'] = "uniform vec3 ambient;\nuniform vec3 diffuse;\nuniform vec3 emissive;\n\nuniform vec3 ambientLightColor;\n\n#if MAX_DIR_LIGHTS > 0\n\n uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\n uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\n uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\n uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\n uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n uniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\n uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\n uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\n uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\n uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n\n#endif\n\n#ifdef WRAP_AROUND\n\n uniform vec3 wrapRGB;\n\n#endif\n";
  9444. // File:src/renderers/shaders/ShaderChunk/map_pars_vertex.glsl
  9445. THREE.ShaderChunk[ 'map_pars_vertex'] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP )\n\n varying vec2 vUv;\n uniform vec4 offsetRepeat;\n\n#endif\n";
  9446. // File:src/renderers/shaders/ShaderChunk/envmap_fragment.glsl
  9447. THREE.ShaderChunk[ 'envmap_fragment'] = "#ifdef USE_ENVMAP\n\n vec3 reflectVec;\n\n #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\n vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\n // http://en.wikibooks.org/wiki/GLSL_Programming/Applying_Matrix_Transformations\n // Transforming Normal Vectors with the Inverse Transformation\n\n vec3 worldNormal = normalize( vec3( vec4( normal, 0.0 ) * viewMatrix ) );\n\n if ( useRefract ) {\n\n reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n\n } else { \n\n reflectVec = reflect( cameraToVertex, worldNormal );\n\n }\n\n #else\n\n reflectVec = vReflect;\n\n #endif\n\n #ifdef DOUBLE_SIDED\n\n float flipNormal = ( -1.0 + 2.0 * float( gl_FrontFacing ) );\n vec4 cubeColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\n #else\n\n vec4 cubeColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\n #endif\n\n #ifdef GAMMA_INPUT\n\n cubeColor.xyz *= cubeColor.xyz;\n\n #endif\n\n if ( combine == 1 ) {\n\n gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularStrength * reflectivity );\n\n } else if ( combine == 2 ) {\n\n gl_FragColor.xyz += cubeColor.xyz * specularStrength * reflectivity;\n\n } else {\n\n gl_FragColor.xyz = mix( gl_FragColor.xyz, gl_FragColor.xyz * cubeColor.xyz, specularStrength * reflectivity );\n\n }\n\n#endif";
  9448. // File:src/renderers/shaders/ShaderChunk/specularmap_pars_fragment.glsl
  9449. THREE.ShaderChunk[ 'specularmap_pars_fragment'] = "#ifdef USE_SPECULARMAP\n\n uniform sampler2D specularMap;\n\n#endif";
  9450. // File:src/renderers/shaders/ShaderChunk/logdepthbuf_vertex.glsl
  9451. THREE.ShaderChunk[ 'logdepthbuf_vertex'] = "#ifdef USE_LOGDEPTHBUF\n\n gl_Position.z = log2(max(1e-6, gl_Position.w + 1.0)) * logDepthBufFC;\n\n #ifdef USE_LOGDEPTHBUF_EXT\n\n vFragDepth = 1.0 + gl_Position.w;\n\n#else\n\n gl_Position.z = (gl_Position.z - 1.0) * gl_Position.w;\n\n #endif\n\n#endif";
  9452. // File:src/renderers/shaders/ShaderChunk/morphtarget_pars_vertex.glsl
  9453. THREE.ShaderChunk[ 'morphtarget_pars_vertex'] = "#ifdef USE_MORPHTARGETS\n\n #ifndef USE_MORPHNORMALS\n\n uniform float morphTargetInfluences[ 8 ];\n\n #else\n\n uniform float morphTargetInfluences[ 4 ];\n\n #endif\n\n#endif";
  9454. // File:src/renderers/shaders/ShaderChunk/specularmap_fragment.glsl
  9455. THREE.ShaderChunk[ 'specularmap_fragment'] = "float specularStrength;\n\n#ifdef USE_SPECULARMAP\n\n vec4 texelSpecular = texture2D( specularMap, vUv );\n specularStrength = texelSpecular.r;\n\n#else\n\n specularStrength = 1.0;\n\n#endif";
  9456. // File:src/renderers/shaders/ShaderChunk/fog_fragment.glsl
  9457. THREE.ShaderChunk[ 'fog_fragment'] = "#ifdef USE_FOG\n\n #ifdef USE_LOGDEPTHBUF_EXT\n\n float depth = gl_FragDepthEXT / gl_FragCoord.w;\n\n #else\n\n float depth = gl_FragCoord.z / gl_FragCoord.w;\n\n #endif\n\n #ifdef FOG_EXP2\n\n const float LOG2 = 1.442695;\n float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );\n fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );\n\n #else\n\n float fogFactor = smoothstep( fogNear, fogFar, depth );\n\n #endif\n \n gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );\n\n#endif";
  9458. // File:src/renderers/shaders/ShaderChunk/bumpmap_pars_fragment.glsl
  9459. THREE.ShaderChunk[ 'bumpmap_pars_fragment'] = "#ifdef USE_BUMPMAP\n\n uniform sampler2D bumpMap;\n uniform float bumpScale;\n\n // Derivative maps - bump mapping unparametrized surfaces by Morten Mikkelsen\n // http://mmikkelsen3d.blogspot.sk/2011/07/derivative-maps.html\n\n // Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2)\n\n vec2 dHdxy_fwd() {\n\n vec2 dSTdx = dFdx( vUv );\n vec2 dSTdy = dFdy( vUv );\n\n float Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n float dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n float dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\n return vec2( dBx, dBy );\n\n }\n\n vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\n vec3 vSigmaX = dFdx( surf_pos );\n vec3 vSigmaY = dFdy( surf_pos );\n vec3 vN = surf_norm; // normalized\n\n vec3 R1 = cross( vSigmaY, vN );\n vec3 R2 = cross( vN, vSigmaX );\n\n float fDet = dot( vSigmaX, R1 );\n\n vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n return normalize( abs( fDet ) * surf_norm - vGrad );\n\n }\n\n#endif";
  9460. // File:src/renderers/shaders/ShaderChunk/defaultnormal_vertex.glsl
  9461. THREE.ShaderChunk[ 'defaultnormal_vertex'] = "vec3 objectNormal;\n\n#ifdef USE_SKINNING\n\n objectNormal = skinnedNormal.xyz;\n\n#endif\n\n#if !defined( USE_SKINNING ) && defined( USE_MORPHNORMALS )\n\n objectNormal = morphedNormal;\n\n#endif\n\n#if !defined( USE_SKINNING ) && ! defined( USE_MORPHNORMALS )\n\n objectNormal = normal;\n\n#endif\n\n#ifdef FLIP_SIDED\n\n objectNormal = -objectNormal;\n\n#endif\n\nvec3 transformedNormal = normalMatrix * objectNormal;";
  9462. // File:src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl
  9463. THREE.ShaderChunk[ 'lights_phong_pars_fragment'] = "uniform vec3 ambientLightColor;\n\n#if MAX_DIR_LIGHTS > 0\n\n uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\n uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\n uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\n uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\n\n uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n uniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\n uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\n uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\n uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\n uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n\n uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )\n\n varying vec3 vWorldPosition;\n\n#endif\n\n#ifdef WRAP_AROUND\n\n uniform vec3 wrapRGB;\n\n#endif\n\nvarying vec3 vViewPosition;\nvarying vec3 vNormal;";
  9464. // File:src/renderers/shaders/ShaderChunk/skinbase_vertex.glsl
  9465. THREE.ShaderChunk[ 'skinbase_vertex'] = "#ifdef USE_SKINNING\n\n mat4 boneMatX = getBoneMatrix( skinIndex.x );\n mat4 boneMatY = getBoneMatrix( skinIndex.y );\n mat4 boneMatZ = getBoneMatrix( skinIndex.z );\n mat4 boneMatW = getBoneMatrix( skinIndex.w );\n\n#endif";
  9466. // File:src/renderers/shaders/ShaderChunk/map_vertex.glsl
  9467. THREE.ShaderChunk[ 'map_vertex'] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP )\n\n vUv = uv * offsetRepeat.zw + offsetRepeat.xy;\n\n#endif";
  9468. // File:src/renderers/shaders/ShaderChunk/lightmap_fragment.glsl
  9469. THREE.ShaderChunk[ 'lightmap_fragment'] = "#ifdef USE_LIGHTMAP\n\n gl_FragColor = gl_FragColor * texture2D( lightMap, vUv2 );\n\n#endif";
  9470. // File:src/renderers/shaders/ShaderChunk/shadowmap_pars_vertex.glsl
  9471. THREE.ShaderChunk[ 'shadowmap_pars_vertex'] = "#ifdef USE_SHADOWMAP\n\n varying vec4 vShadowCoord[ MAX_SHADOWS ];\n uniform mat4 shadowMatrix[ MAX_SHADOWS ];\n\n#endif";
  9472. // File:src/renderers/shaders/ShaderChunk/color_fragment.glsl
  9473. THREE.ShaderChunk[ 'color_fragment'] = "#ifdef USE_COLOR\n\n gl_FragColor = gl_FragColor * vec4( vColor, 1.0 );\n\n#endif";
  9474. // File:src/renderers/shaders/ShaderChunk/morphtarget_vertex.glsl
  9475. THREE.ShaderChunk[ 'morphtarget_vertex'] = "#ifdef USE_MORPHTARGETS\n\n vec3 morphed = vec3( 0.0 );\n morphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n morphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n morphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n morphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n\n #ifndef USE_MORPHNORMALS\n\n morphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n morphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n morphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n morphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n\n #endif\n\n morphed += position;\n\n#endif";
  9476. // File:src/renderers/shaders/ShaderChunk/envmap_vertex.glsl
  9477. THREE.ShaderChunk[ 'envmap_vertex'] = "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG )\n\n vec3 worldNormal = mat3( modelMatrix[ 0 ].xyz, modelMatrix[ 1 ].xyz, modelMatrix[ 2 ].xyz ) * objectNormal;\n worldNormal = normalize( worldNormal );\n\n vec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\n if ( useRefract ) {\n\n vReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\n } else {\n\n vReflect = reflect( cameraToVertex, worldNormal );\n\n }\n\n#endif";
  9478. // File:src/renderers/shaders/ShaderChunk/shadowmap_fragment.glsl
  9479. THREE.ShaderChunk[ 'shadowmap_fragment'] = "#ifdef USE_SHADOWMAP\n\n #ifdef SHADOWMAP_DEBUG\n\n vec3 frustumColors[3];\n frustumColors[0] = vec3( 1.0, 0.5, 0.0 );\n frustumColors[1] = vec3( 0.0, 1.0, 0.8 );\n frustumColors[2] = vec3( 0.0, 0.5, 1.0 );\n\n #endif\n\n #ifdef SHADOWMAP_CASCADE\n\n int inFrustumCount = 0;\n\n #endif\n\n float fDepth;\n vec3 shadowColor = vec3( 1.0 );\n\n for( int i = 0; i < MAX_SHADOWS; i ++ ) {\n\n vec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;\n\n // if ( something && something ) breaks ATI OpenGL shader compiler\n // if ( all( something, something ) ) using this instead\n\n bvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n bool inFrustum = all( inFrustumVec );\n\n // don't shadow pixels outside of light frustum\n // use just first frustum (for cascades)\n // don't shadow pixels behind far plane of light frustum\n\n #ifdef SHADOWMAP_CASCADE\n\n inFrustumCount += int( inFrustum );\n bvec3 frustumTestVec = bvec3( inFrustum, inFrustumCount == 1, shadowCoord.z <= 1.0 );\n\n #else\n\n bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\n #endif\n\n bool frustumTest = all( frustumTestVec );\n\n if ( frustumTest ) {\n\n shadowCoord.z += shadowBias[ i ];\n\n #if defined( SHADOWMAP_TYPE_PCF )\n\n // Percentage-close filtering\n // (9 pixel kernel)\n // http://fabiensanglard.net/shadowmappingPCF/\n\n float shadow = 0.0;\n\n /*\n // nested loops breaks shader compiler / validator on some ATI cards when using OpenGL\n // must enroll loop manually\n\n for ( float y = -1.25; y <= 1.25; y += 1.25 )\n for ( float x = -1.25; x <= 1.25; x += 1.25 ) {\n\n vec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );\n\n // doesn't seem to produce any noticeable visual difference compared to simple texture2D lookup\n //vec4 rgbaDepth = texture2DProj( shadowMap[ i ], vec4( vShadowCoord[ i ].w * ( vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy ), 0.05, vShadowCoord[ i ].w ) );\n\n float fDepth = unpackDepth( rgbaDepth );\n\n if ( fDepth < shadowCoord.z )\n shadow += 1.0;\n\n }\n\n shadow /= 9.0;\n\n */\n\n const float shadowDelta = 1.0 / 9.0;\n\n float xPixelOffset = 1.0 / shadowMapSize[ i ].x;\n float yPixelOffset = 1.0 / shadowMapSize[ i ].y;\n\n float dx0 = -1.25 * xPixelOffset;\n float dy0 = -1.25 * yPixelOffset;\n float dx1 = 1.25 * xPixelOffset;\n float dy1 = 1.25 * yPixelOffset;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );\n\n #elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\n // Percentage-close filtering\n // (9 pixel kernel)\n // http://fabiensanglard.net/shadowmappingPCF/\n\n float shadow = 0.0;\n\n float xPixelOffset = 1.0 / shadowMapSize[ i ].x;\n float yPixelOffset = 1.0 / shadowMapSize[ i ].y;\n\n float dx0 = -1.0 * xPixelOffset;\n float dy0 = -1.0 * yPixelOffset;\n float dx1 = 1.0 * xPixelOffset;\n float dy1 = 1.0 * yPixelOffset;\n\n mat3 shadowKernel;\n mat3 depthKernel;\n\n depthKernel[0][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );\n depthKernel[0][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );\n depthKernel[0][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );\n depthKernel[1][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );\n depthKernel[1][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );\n depthKernel[1][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );\n depthKernel[2][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );\n depthKernel[2][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );\n depthKernel[2][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );\n\n vec3 shadowZ = vec3( shadowCoord.z );\n shadowKernel[0] = vec3(lessThan(depthKernel[0], shadowZ ));\n shadowKernel[0] *= vec3(0.25);\n\n shadowKernel[1] = vec3(lessThan(depthKernel[1], shadowZ ));\n shadowKernel[1] *= vec3(0.25);\n\n shadowKernel[2] = vec3(lessThan(depthKernel[2], shadowZ ));\n shadowKernel[2] *= vec3(0.25);\n\n vec2 fractionalCoord = 1.0 - fract( shadowCoord.xy * shadowMapSize[i].xy );\n\n shadowKernel[0] = mix( shadowKernel[1], shadowKernel[0], fractionalCoord.x );\n shadowKernel[1] = mix( shadowKernel[2], shadowKernel[1], fractionalCoord.x );\n\n vec4 shadowValues;\n shadowValues.x = mix( shadowKernel[0][1], shadowKernel[0][0], fractionalCoord.y );\n shadowValues.y = mix( shadowKernel[0][2], shadowKernel[0][1], fractionalCoord.y );\n shadowValues.z = mix( shadowKernel[1][1], shadowKernel[1][0], fractionalCoord.y );\n shadowValues.w = mix( shadowKernel[1][2], shadowKernel[1][1], fractionalCoord.y );\n\n shadow = dot( shadowValues, vec4( 1.0 ) );\n\n shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );\n\n #else\n\n vec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );\n float fDepth = unpackDepth( rgbaDepth );\n\n if ( fDepth < shadowCoord.z )\n\n // spot with multiple shadows is darker\n\n shadowColor = shadowColor * vec3( 1.0 - shadowDarkness[ i ] );\n\n // spot with multiple shadows has the same color as single shadow spot\n\n // shadowColor = min( shadowColor, vec3( shadowDarkness[ i ] ) );\n\n #endif\n\n }\n\n\n #ifdef SHADOWMAP_DEBUG\n\n #ifdef SHADOWMAP_CASCADE\n\n if ( inFrustum && inFrustumCount == 1 ) gl_FragColor.xyz *= frustumColors[ i ];\n\n #else\n\n if ( inFrustum ) gl_FragColor.xyz *= frustumColors[ i ];\n\n #endif\n\n #endif\n\n }\n\n #ifdef GAMMA_OUTPUT\n\n shadowColor *= shadowColor;\n\n #endif\n\n gl_FragColor.xyz = gl_FragColor.xyz * shadowColor;\n\n#endif\n";
  9480. // File:src/renderers/shaders/ShaderChunk/worldpos_vertex.glsl
  9481. THREE.ShaderChunk[ 'worldpos_vertex'] = "#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )\n\n #ifdef USE_SKINNING\n\n vec4 worldPosition = modelMatrix * skinned;\n\n #endif\n\n #if defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )\n\n vec4 worldPosition = modelMatrix * vec4( morphed, 1.0 );\n\n #endif\n\n #if ! defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )\n\n vec4 worldPosition = modelMatrix * vec4( position, 1.0 );\n\n #endif\n\n#endif";
  9482. // File:src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl
  9483. THREE.ShaderChunk[ 'shadowmap_pars_fragment'] = "#ifdef USE_SHADOWMAP\n\n uniform sampler2D shadowMap[ MAX_SHADOWS ];\n uniform vec2 shadowMapSize[ MAX_SHADOWS ];\n\n uniform float shadowDarkness[ MAX_SHADOWS ];\n uniform float shadowBias[ MAX_SHADOWS ];\n\n varying vec4 vShadowCoord[ MAX_SHADOWS ];\n\n float unpackDepth( const in vec4 rgba_depth ) {\n\n const vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );\n float depth = dot( rgba_depth, bit_shift );\n return depth;\n\n }\n\n#endif";
  9484. // File:src/renderers/shaders/ShaderChunk/skinning_pars_vertex.glsl
  9485. THREE.ShaderChunk[ 'skinning_pars_vertex'] = "#ifdef USE_SKINNING\n\n uniform mat4 bindMatrix;\n uniform mat4 bindMatrixInverse;\n\n #ifdef BONE_TEXTURE\n\n uniform sampler2D boneTexture;\n uniform int boneTextureWidth;\n uniform int boneTextureHeight;\n\n mat4 getBoneMatrix( const in float i ) {\n\n float j = i * 4.0;\n float x = mod( j, float( boneTextureWidth ) );\n float y = floor( j / float( boneTextureWidth ) );\n\n float dx = 1.0 / float( boneTextureWidth );\n float dy = 1.0 / float( boneTextureHeight );\n\n y = dy * ( y + 0.5 );\n\n vec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n vec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n vec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n vec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\n mat4 bone = mat4( v1, v2, v3, v4 );\n\n return bone;\n\n }\n\n #else\n\n uniform mat4 boneGlobalMatrices[ MAX_BONES ];\n\n mat4 getBoneMatrix( const in float i ) {\n\n mat4 bone = boneGlobalMatrices[ int(i) ];\n return bone;\n\n }\n\n #endif\n\n#endif\n";
  9486. // File:src/renderers/shaders/ShaderChunk/logdepthbuf_pars_fragment.glsl
  9487. THREE.ShaderChunk[ 'logdepthbuf_pars_fragment'] = "#ifdef USE_LOGDEPTHBUF\n\n uniform float logDepthBufFC;\n\n #ifdef USE_LOGDEPTHBUF_EXT\n\n #extension GL_EXT_frag_depth : enable\n varying float vFragDepth;\n\n #endif\n\n#endif";
  9488. // File:src/renderers/shaders/ShaderChunk/alphamap_fragment.glsl
  9489. THREE.ShaderChunk[ 'alphamap_fragment'] = "#ifdef USE_ALPHAMAP\n\n gl_FragColor.a *= texture2D( alphaMap, vUv ).g;\n\n#endif\n";
  9490. // File:src/renderers/shaders/ShaderChunk/alphamap_pars_fragment.glsl
  9491. THREE.ShaderChunk[ 'alphamap_pars_fragment'] = "#ifdef USE_ALPHAMAP\n\n uniform sampler2D alphaMap;\n\n#endif\n";
  9492. // File:src/renderers/shaders/UniformsUtils.js
  9493. /**
  9494. * Uniform Utilities
  9495. */
  9496. THREE.UniformsUtils = {
  9497. merge: function ( uniforms ) {
  9498. var merged = {};
  9499. for ( var u = 0; u < uniforms.length; u ++ ) {
  9500. var tmp = this.clone( uniforms[ u ] );
  9501. for ( var p in tmp ) {
  9502. merged[ p ] = tmp[ p ];
  9503. }
  9504. }
  9505. return merged;
  9506. },
  9507. clone: function ( uniforms_src ) {
  9508. var uniforms_dst = {};
  9509. for ( var u in uniforms_src ) {
  9510. uniforms_dst[ u ] = {};
  9511. for ( var p in uniforms_src[ u ] ) {
  9512. var parameter_src = uniforms_src[ u ][ p ];
  9513. if ( parameter_src instanceof THREE.Color ||
  9514. parameter_src instanceof THREE.Vector2 ||
  9515. parameter_src instanceof THREE.Vector3 ||
  9516. parameter_src instanceof THREE.Vector4 ||
  9517. parameter_src instanceof THREE.Matrix4 ||
  9518. parameter_src instanceof THREE.Texture ) {
  9519. uniforms_dst[ u ][ p ] = parameter_src.clone();
  9520. } else if ( parameter_src instanceof Array ) {
  9521. uniforms_dst[ u ][ p ] = parameter_src.slice();
  9522. } else {
  9523. uniforms_dst[ u ][ p ] = parameter_src;
  9524. }
  9525. }
  9526. }
  9527. return uniforms_dst;
  9528. }
  9529. };
  9530. // File:src/renderers/shaders/UniformsLib.js
  9531. /**
  9532. * Uniforms library for shared webgl shaders
  9533. */
  9534. THREE.UniformsLib = {
  9535. common: {
  9536. "diffuse" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
  9537. "opacity" : { type: "f", value: 1.0 },
  9538. "map" : { type: "t", value: null },
  9539. "offsetRepeat" : { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) },
  9540. "lightMap" : { type: "t", value: null },
  9541. "specularMap" : { type: "t", value: null },
  9542. "alphaMap" : { type: "t", value: null },
  9543. "envMap" : { type: "t", value: null },
  9544. "flipEnvMap" : { type: "f", value: - 1 },
  9545. "useRefract" : { type: "i", value: 0 },
  9546. "reflectivity" : { type: "f", value: 1.0 },
  9547. "refractionRatio" : { type: "f", value: 0.98 },
  9548. "combine" : { type: "i", value: 0 },
  9549. "morphTargetInfluences" : { type: "f", value: 0 }
  9550. },
  9551. bump: {
  9552. "bumpMap" : { type: "t", value: null },
  9553. "bumpScale" : { type: "f", value: 1 }
  9554. },
  9555. normalmap: {
  9556. "normalMap" : { type: "t", value: null },
  9557. "normalScale" : { type: "v2", value: new THREE.Vector2( 1, 1 ) }
  9558. },
  9559. fog : {
  9560. "fogDensity" : { type: "f", value: 0.00025 },
  9561. "fogNear" : { type: "f", value: 1 },
  9562. "fogFar" : { type: "f", value: 2000 },
  9563. "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
  9564. },
  9565. lights: {
  9566. "ambientLightColor" : { type: "fv", value: [] },
  9567. "directionalLightDirection" : { type: "fv", value: [] },
  9568. "directionalLightColor" : { type: "fv", value: [] },
  9569. "hemisphereLightDirection" : { type: "fv", value: [] },
  9570. "hemisphereLightSkyColor" : { type: "fv", value: [] },
  9571. "hemisphereLightGroundColor" : { type: "fv", value: [] },
  9572. "pointLightColor" : { type: "fv", value: [] },
  9573. "pointLightPosition" : { type: "fv", value: [] },
  9574. "pointLightDistance" : { type: "fv1", value: [] },
  9575. "spotLightColor" : { type: "fv", value: [] },
  9576. "spotLightPosition" : { type: "fv", value: [] },
  9577. "spotLightDirection" : { type: "fv", value: [] },
  9578. "spotLightDistance" : { type: "fv1", value: [] },
  9579. "spotLightAngleCos" : { type: "fv1", value: [] },
  9580. "spotLightExponent" : { type: "fv1", value: [] }
  9581. },
  9582. particle: {
  9583. "psColor" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
  9584. "opacity" : { type: "f", value: 1.0 },
  9585. "size" : { type: "f", value: 1.0 },
  9586. "scale" : { type: "f", value: 1.0 },
  9587. "map" : { type: "t", value: null },
  9588. "fogDensity" : { type: "f", value: 0.00025 },
  9589. "fogNear" : { type: "f", value: 1 },
  9590. "fogFar" : { type: "f", value: 2000 },
  9591. "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
  9592. },
  9593. shadowmap: {
  9594. "shadowMap": { type: "tv", value: [] },
  9595. "shadowMapSize": { type: "v2v", value: [] },
  9596. "shadowBias" : { type: "fv1", value: [] },
  9597. "shadowDarkness": { type: "fv1", value: [] },
  9598. "shadowMatrix" : { type: "m4v", value: [] }
  9599. }
  9600. };
  9601. // File:src/renderers/shaders/ShaderLib.js
  9602. /**
  9603. * Webgl Shader Library for three.js
  9604. *
  9605. * @author alteredq / http://alteredqualia.com/
  9606. * @author mrdoob / http://mrdoob.com/
  9607. * @author mikael emtinger / http://gomo.se/
  9608. */
  9609. THREE.ShaderLib = {
  9610. 'basic': {
  9611. uniforms: THREE.UniformsUtils.merge( [
  9612. THREE.UniformsLib[ "common" ],
  9613. THREE.UniformsLib[ "fog" ],
  9614. THREE.UniformsLib[ "shadowmap" ]
  9615. ] ),
  9616. vertexShader: [
  9617. THREE.ShaderChunk[ "map_pars_vertex" ],
  9618. THREE.ShaderChunk[ "lightmap_pars_vertex" ],
  9619. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  9620. THREE.ShaderChunk[ "color_pars_vertex" ],
  9621. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  9622. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  9623. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  9624. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  9625. "void main() {",
  9626. THREE.ShaderChunk[ "map_vertex" ],
  9627. THREE.ShaderChunk[ "lightmap_vertex" ],
  9628. THREE.ShaderChunk[ "color_vertex" ],
  9629. THREE.ShaderChunk[ "skinbase_vertex" ],
  9630. " #ifdef USE_ENVMAP",
  9631. THREE.ShaderChunk[ "morphnormal_vertex" ],
  9632. THREE.ShaderChunk[ "skinnormal_vertex" ],
  9633. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  9634. " #endif",
  9635. THREE.ShaderChunk[ "morphtarget_vertex" ],
  9636. THREE.ShaderChunk[ "skinning_vertex" ],
  9637. THREE.ShaderChunk[ "default_vertex" ],
  9638. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  9639. THREE.ShaderChunk[ "worldpos_vertex" ],
  9640. THREE.ShaderChunk[ "envmap_vertex" ],
  9641. THREE.ShaderChunk[ "shadowmap_vertex" ],
  9642. "}"
  9643. ].join("\n"),
  9644. fragmentShader: [
  9645. "uniform vec3 diffuse;",
  9646. "uniform float opacity;",
  9647. THREE.ShaderChunk[ "color_pars_fragment" ],
  9648. THREE.ShaderChunk[ "map_pars_fragment" ],
  9649. THREE.ShaderChunk[ "alphamap_pars_fragment" ],
  9650. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  9651. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  9652. THREE.ShaderChunk[ "fog_pars_fragment" ],
  9653. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  9654. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  9655. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  9656. "void main() {",
  9657. " gl_FragColor = vec4( diffuse, opacity );",
  9658. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  9659. THREE.ShaderChunk[ "map_fragment" ],
  9660. THREE.ShaderChunk[ "alphamap_fragment" ],
  9661. THREE.ShaderChunk[ "alphatest_fragment" ],
  9662. THREE.ShaderChunk[ "specularmap_fragment" ],
  9663. THREE.ShaderChunk[ "lightmap_fragment" ],
  9664. THREE.ShaderChunk[ "color_fragment" ],
  9665. THREE.ShaderChunk[ "envmap_fragment" ],
  9666. THREE.ShaderChunk[ "shadowmap_fragment" ],
  9667. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  9668. THREE.ShaderChunk[ "fog_fragment" ],
  9669. "}"
  9670. ].join("\n")
  9671. },
  9672. 'lambert': {
  9673. uniforms: THREE.UniformsUtils.merge( [
  9674. THREE.UniformsLib[ "common" ],
  9675. THREE.UniformsLib[ "fog" ],
  9676. THREE.UniformsLib[ "lights" ],
  9677. THREE.UniformsLib[ "shadowmap" ],
  9678. {
  9679. "ambient" : { type: "c", value: new THREE.Color( 0xffffff ) },
  9680. "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
  9681. "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
  9682. }
  9683. ] ),
  9684. vertexShader: [
  9685. "#define LAMBERT",
  9686. "varying vec3 vLightFront;",
  9687. "#ifdef DOUBLE_SIDED",
  9688. " varying vec3 vLightBack;",
  9689. "#endif",
  9690. THREE.ShaderChunk[ "map_pars_vertex" ],
  9691. THREE.ShaderChunk[ "lightmap_pars_vertex" ],
  9692. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  9693. THREE.ShaderChunk[ "lights_lambert_pars_vertex" ],
  9694. THREE.ShaderChunk[ "color_pars_vertex" ],
  9695. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  9696. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  9697. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  9698. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  9699. "void main() {",
  9700. THREE.ShaderChunk[ "map_vertex" ],
  9701. THREE.ShaderChunk[ "lightmap_vertex" ],
  9702. THREE.ShaderChunk[ "color_vertex" ],
  9703. THREE.ShaderChunk[ "morphnormal_vertex" ],
  9704. THREE.ShaderChunk[ "skinbase_vertex" ],
  9705. THREE.ShaderChunk[ "skinnormal_vertex" ],
  9706. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  9707. THREE.ShaderChunk[ "morphtarget_vertex" ],
  9708. THREE.ShaderChunk[ "skinning_vertex" ],
  9709. THREE.ShaderChunk[ "default_vertex" ],
  9710. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  9711. THREE.ShaderChunk[ "worldpos_vertex" ],
  9712. THREE.ShaderChunk[ "envmap_vertex" ],
  9713. THREE.ShaderChunk[ "lights_lambert_vertex" ],
  9714. THREE.ShaderChunk[ "shadowmap_vertex" ],
  9715. "}"
  9716. ].join("\n"),
  9717. fragmentShader: [
  9718. "uniform float opacity;",
  9719. "varying vec3 vLightFront;",
  9720. "#ifdef DOUBLE_SIDED",
  9721. " varying vec3 vLightBack;",
  9722. "#endif",
  9723. THREE.ShaderChunk[ "color_pars_fragment" ],
  9724. THREE.ShaderChunk[ "map_pars_fragment" ],
  9725. THREE.ShaderChunk[ "alphamap_pars_fragment" ],
  9726. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  9727. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  9728. THREE.ShaderChunk[ "fog_pars_fragment" ],
  9729. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  9730. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  9731. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  9732. "void main() {",
  9733. " gl_FragColor = vec4( vec3( 1.0 ), opacity );",
  9734. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  9735. THREE.ShaderChunk[ "map_fragment" ],
  9736. THREE.ShaderChunk[ "alphamap_fragment" ],
  9737. THREE.ShaderChunk[ "alphatest_fragment" ],
  9738. THREE.ShaderChunk[ "specularmap_fragment" ],
  9739. " #ifdef DOUBLE_SIDED",
  9740. //"float isFront = float( gl_FrontFacing );",
  9741. //"gl_FragColor.xyz *= isFront * vLightFront + ( 1.0 - isFront ) * vLightBack;",
  9742. " if ( gl_FrontFacing )",
  9743. " gl_FragColor.xyz *= vLightFront;",
  9744. " else",
  9745. " gl_FragColor.xyz *= vLightBack;",
  9746. " #else",
  9747. " gl_FragColor.xyz *= vLightFront;",
  9748. " #endif",
  9749. THREE.ShaderChunk[ "lightmap_fragment" ],
  9750. THREE.ShaderChunk[ "color_fragment" ],
  9751. THREE.ShaderChunk[ "envmap_fragment" ],
  9752. THREE.ShaderChunk[ "shadowmap_fragment" ],
  9753. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  9754. THREE.ShaderChunk[ "fog_fragment" ],
  9755. "}"
  9756. ].join("\n")
  9757. },
  9758. 'phong': {
  9759. uniforms: THREE.UniformsUtils.merge( [
  9760. THREE.UniformsLib[ "common" ],
  9761. THREE.UniformsLib[ "bump" ],
  9762. THREE.UniformsLib[ "normalmap" ],
  9763. THREE.UniformsLib[ "fog" ],
  9764. THREE.UniformsLib[ "lights" ],
  9765. THREE.UniformsLib[ "shadowmap" ],
  9766. {
  9767. "ambient" : { type: "c", value: new THREE.Color( 0xffffff ) },
  9768. "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
  9769. "specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
  9770. "shininess": { type: "f", value: 30 },
  9771. "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
  9772. }
  9773. ] ),
  9774. vertexShader: [
  9775. "#define PHONG",
  9776. "varying vec3 vViewPosition;",
  9777. "varying vec3 vNormal;",
  9778. THREE.ShaderChunk[ "map_pars_vertex" ],
  9779. THREE.ShaderChunk[ "lightmap_pars_vertex" ],
  9780. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  9781. THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
  9782. THREE.ShaderChunk[ "color_pars_vertex" ],
  9783. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  9784. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  9785. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  9786. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  9787. "void main() {",
  9788. THREE.ShaderChunk[ "map_vertex" ],
  9789. THREE.ShaderChunk[ "lightmap_vertex" ],
  9790. THREE.ShaderChunk[ "color_vertex" ],
  9791. THREE.ShaderChunk[ "morphnormal_vertex" ],
  9792. THREE.ShaderChunk[ "skinbase_vertex" ],
  9793. THREE.ShaderChunk[ "skinnormal_vertex" ],
  9794. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  9795. " vNormal = normalize( transformedNormal );",
  9796. THREE.ShaderChunk[ "morphtarget_vertex" ],
  9797. THREE.ShaderChunk[ "skinning_vertex" ],
  9798. THREE.ShaderChunk[ "default_vertex" ],
  9799. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  9800. " vViewPosition = -mvPosition.xyz;",
  9801. THREE.ShaderChunk[ "worldpos_vertex" ],
  9802. THREE.ShaderChunk[ "envmap_vertex" ],
  9803. THREE.ShaderChunk[ "lights_phong_vertex" ],
  9804. THREE.ShaderChunk[ "shadowmap_vertex" ],
  9805. "}"
  9806. ].join("\n"),
  9807. fragmentShader: [
  9808. "#define PHONG",
  9809. "uniform vec3 diffuse;",
  9810. "uniform float opacity;",
  9811. "uniform vec3 ambient;",
  9812. "uniform vec3 emissive;",
  9813. "uniform vec3 specular;",
  9814. "uniform float shininess;",
  9815. THREE.ShaderChunk[ "color_pars_fragment" ],
  9816. THREE.ShaderChunk[ "map_pars_fragment" ],
  9817. THREE.ShaderChunk[ "alphamap_pars_fragment" ],
  9818. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  9819. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  9820. THREE.ShaderChunk[ "fog_pars_fragment" ],
  9821. THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
  9822. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  9823. THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
  9824. THREE.ShaderChunk[ "normalmap_pars_fragment" ],
  9825. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  9826. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  9827. "void main() {",
  9828. " gl_FragColor = vec4( vec3( 1.0 ), opacity );",
  9829. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  9830. THREE.ShaderChunk[ "map_fragment" ],
  9831. THREE.ShaderChunk[ "alphamap_fragment" ],
  9832. THREE.ShaderChunk[ "alphatest_fragment" ],
  9833. THREE.ShaderChunk[ "specularmap_fragment" ],
  9834. THREE.ShaderChunk[ "lights_phong_fragment" ],
  9835. THREE.ShaderChunk[ "lightmap_fragment" ],
  9836. THREE.ShaderChunk[ "color_fragment" ],
  9837. THREE.ShaderChunk[ "envmap_fragment" ],
  9838. THREE.ShaderChunk[ "shadowmap_fragment" ],
  9839. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  9840. THREE.ShaderChunk[ "fog_fragment" ],
  9841. "}"
  9842. ].join("\n")
  9843. },
  9844. 'particle_basic': {
  9845. uniforms: THREE.UniformsUtils.merge( [
  9846. THREE.UniformsLib[ "particle" ],
  9847. THREE.UniformsLib[ "shadowmap" ]
  9848. ] ),
  9849. vertexShader: [
  9850. "uniform float size;",
  9851. "uniform float scale;",
  9852. THREE.ShaderChunk[ "color_pars_vertex" ],
  9853. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  9854. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  9855. "void main() {",
  9856. THREE.ShaderChunk[ "color_vertex" ],
  9857. " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  9858. " #ifdef USE_SIZEATTENUATION",
  9859. " gl_PointSize = size * ( scale / length( mvPosition.xyz ) );",
  9860. " #else",
  9861. " gl_PointSize = size;",
  9862. " #endif",
  9863. " gl_Position = projectionMatrix * mvPosition;",
  9864. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  9865. THREE.ShaderChunk[ "worldpos_vertex" ],
  9866. THREE.ShaderChunk[ "shadowmap_vertex" ],
  9867. "}"
  9868. ].join("\n"),
  9869. fragmentShader: [
  9870. "uniform vec3 psColor;",
  9871. "uniform float opacity;",
  9872. THREE.ShaderChunk[ "color_pars_fragment" ],
  9873. THREE.ShaderChunk[ "map_particle_pars_fragment" ],
  9874. THREE.ShaderChunk[ "fog_pars_fragment" ],
  9875. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  9876. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  9877. "void main() {",
  9878. " gl_FragColor = vec4( psColor, opacity );",
  9879. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  9880. THREE.ShaderChunk[ "map_particle_fragment" ],
  9881. THREE.ShaderChunk[ "alphatest_fragment" ],
  9882. THREE.ShaderChunk[ "color_fragment" ],
  9883. THREE.ShaderChunk[ "shadowmap_fragment" ],
  9884. THREE.ShaderChunk[ "fog_fragment" ],
  9885. "}"
  9886. ].join("\n")
  9887. },
  9888. 'dashed': {
  9889. uniforms: THREE.UniformsUtils.merge( [
  9890. THREE.UniformsLib[ "common" ],
  9891. THREE.UniformsLib[ "fog" ],
  9892. {
  9893. "scale" : { type: "f", value: 1 },
  9894. "dashSize" : { type: "f", value: 1 },
  9895. "totalSize": { type: "f", value: 2 }
  9896. }
  9897. ] ),
  9898. vertexShader: [
  9899. "uniform float scale;",
  9900. "attribute float lineDistance;",
  9901. "varying float vLineDistance;",
  9902. THREE.ShaderChunk[ "color_pars_vertex" ],
  9903. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  9904. "void main() {",
  9905. THREE.ShaderChunk[ "color_vertex" ],
  9906. " vLineDistance = scale * lineDistance;",
  9907. " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  9908. " gl_Position = projectionMatrix * mvPosition;",
  9909. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  9910. "}"
  9911. ].join("\n"),
  9912. fragmentShader: [
  9913. "uniform vec3 diffuse;",
  9914. "uniform float opacity;",
  9915. "uniform float dashSize;",
  9916. "uniform float totalSize;",
  9917. "varying float vLineDistance;",
  9918. THREE.ShaderChunk[ "color_pars_fragment" ],
  9919. THREE.ShaderChunk[ "fog_pars_fragment" ],
  9920. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  9921. "void main() {",
  9922. " if ( mod( vLineDistance, totalSize ) > dashSize ) {",
  9923. " discard;",
  9924. " }",
  9925. " gl_FragColor = vec4( diffuse, opacity );",
  9926. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  9927. THREE.ShaderChunk[ "color_fragment" ],
  9928. THREE.ShaderChunk[ "fog_fragment" ],
  9929. "}"
  9930. ].join("\n")
  9931. },
  9932. 'depth': {
  9933. uniforms: {
  9934. "mNear": { type: "f", value: 1.0 },
  9935. "mFar" : { type: "f", value: 2000.0 },
  9936. "opacity" : { type: "f", value: 1.0 }
  9937. },
  9938. vertexShader: [
  9939. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  9940. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  9941. "void main() {",
  9942. THREE.ShaderChunk[ "morphtarget_vertex" ],
  9943. THREE.ShaderChunk[ "default_vertex" ],
  9944. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  9945. "}"
  9946. ].join("\n"),
  9947. fragmentShader: [
  9948. "uniform float mNear;",
  9949. "uniform float mFar;",
  9950. "uniform float opacity;",
  9951. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  9952. "void main() {",
  9953. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  9954. " #ifdef USE_LOGDEPTHBUF_EXT",
  9955. " float depth = gl_FragDepthEXT / gl_FragCoord.w;",
  9956. " #else",
  9957. " float depth = gl_FragCoord.z / gl_FragCoord.w;",
  9958. " #endif",
  9959. " float color = 1.0 - smoothstep( mNear, mFar, depth );",
  9960. " gl_FragColor = vec4( vec3( color ), opacity );",
  9961. "}"
  9962. ].join("\n")
  9963. },
  9964. 'normal': {
  9965. uniforms: {
  9966. "opacity" : { type: "f", value: 1.0 }
  9967. },
  9968. vertexShader: [
  9969. "varying vec3 vNormal;",
  9970. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  9971. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  9972. "void main() {",
  9973. " vNormal = normalize( normalMatrix * normal );",
  9974. THREE.ShaderChunk[ "morphtarget_vertex" ],
  9975. THREE.ShaderChunk[ "default_vertex" ],
  9976. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  9977. "}"
  9978. ].join("\n"),
  9979. fragmentShader: [
  9980. "uniform float opacity;",
  9981. "varying vec3 vNormal;",
  9982. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  9983. "void main() {",
  9984. " gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
  9985. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  9986. "}"
  9987. ].join("\n")
  9988. },
  9989. /* -------------------------------------------------------------------------
  9990. // Normal map shader
  9991. // - Blinn-Phong
  9992. // - normal + diffuse + specular + AO + displacement + reflection + shadow maps
  9993. // - point and directional lights (use with "lights: true" material option)
  9994. ------------------------------------------------------------------------- */
  9995. 'normalmap' : {
  9996. uniforms: THREE.UniformsUtils.merge( [
  9997. THREE.UniformsLib[ "fog" ],
  9998. THREE.UniformsLib[ "lights" ],
  9999. THREE.UniformsLib[ "shadowmap" ],
  10000. {
  10001. "enableAO" : { type: "i", value: 0 },
  10002. "enableDiffuse" : { type: "i", value: 0 },
  10003. "enableSpecular" : { type: "i", value: 0 },
  10004. "enableReflection" : { type: "i", value: 0 },
  10005. "enableDisplacement": { type: "i", value: 0 },
  10006. "tDisplacement": { type: "t", value: null }, // must go first as this is vertex texture
  10007. "tDiffuse" : { type: "t", value: null },
  10008. "tCube" : { type: "t", value: null },
  10009. "tNormal" : { type: "t", value: null },
  10010. "tSpecular" : { type: "t", value: null },
  10011. "tAO" : { type: "t", value: null },
  10012. "uNormalScale": { type: "v2", value: new THREE.Vector2( 1, 1 ) },
  10013. "uDisplacementBias": { type: "f", value: 0.0 },
  10014. "uDisplacementScale": { type: "f", value: 1.0 },
  10015. "diffuse": { type: "c", value: new THREE.Color( 0xffffff ) },
  10016. "specular": { type: "c", value: new THREE.Color( 0x111111 ) },
  10017. "ambient": { type: "c", value: new THREE.Color( 0xffffff ) },
  10018. "shininess": { type: "f", value: 30 },
  10019. "opacity": { type: "f", value: 1 },
  10020. "useRefract": { type: "i", value: 0 },
  10021. "refractionRatio": { type: "f", value: 0.98 },
  10022. "reflectivity": { type: "f", value: 0.5 },
  10023. "uOffset" : { type: "v2", value: new THREE.Vector2( 0, 0 ) },
  10024. "uRepeat" : { type: "v2", value: new THREE.Vector2( 1, 1 ) },
  10025. "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
  10026. }
  10027. ] ),
  10028. fragmentShader: [
  10029. "uniform vec3 ambient;",
  10030. "uniform vec3 diffuse;",
  10031. "uniform vec3 specular;",
  10032. "uniform float shininess;",
  10033. "uniform float opacity;",
  10034. "uniform bool enableDiffuse;",
  10035. "uniform bool enableSpecular;",
  10036. "uniform bool enableAO;",
  10037. "uniform bool enableReflection;",
  10038. "uniform sampler2D tDiffuse;",
  10039. "uniform sampler2D tNormal;",
  10040. "uniform sampler2D tSpecular;",
  10041. "uniform sampler2D tAO;",
  10042. "uniform samplerCube tCube;",
  10043. "uniform vec2 uNormalScale;",
  10044. "uniform bool useRefract;",
  10045. "uniform float refractionRatio;",
  10046. "uniform float reflectivity;",
  10047. "varying vec3 vTangent;",
  10048. "varying vec3 vBinormal;",
  10049. "varying vec3 vNormal;",
  10050. "varying vec2 vUv;",
  10051. "uniform vec3 ambientLightColor;",
  10052. "#if MAX_DIR_LIGHTS > 0",
  10053. " uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
  10054. " uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
  10055. "#endif",
  10056. "#if MAX_HEMI_LIGHTS > 0",
  10057. " uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
  10058. " uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
  10059. " uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
  10060. "#endif",
  10061. "#if MAX_POINT_LIGHTS > 0",
  10062. " uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
  10063. " uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
  10064. " uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
  10065. "#endif",
  10066. "#if MAX_SPOT_LIGHTS > 0",
  10067. " uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
  10068. " uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
  10069. " uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
  10070. " uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
  10071. " uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
  10072. " uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
  10073. "#endif",
  10074. "#ifdef WRAP_AROUND",
  10075. " uniform vec3 wrapRGB;",
  10076. "#endif",
  10077. "varying vec3 vWorldPosition;",
  10078. "varying vec3 vViewPosition;",
  10079. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  10080. THREE.ShaderChunk[ "fog_pars_fragment" ],
  10081. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  10082. "void main() {",
  10083. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  10084. " gl_FragColor = vec4( vec3( 1.0 ), opacity );",
  10085. " vec3 specularTex = vec3( 1.0 );",
  10086. " vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;",
  10087. " normalTex.xy *= uNormalScale;",
  10088. " normalTex = normalize( normalTex );",
  10089. " if( enableDiffuse ) {",
  10090. " #ifdef GAMMA_INPUT",
  10091. " vec4 texelColor = texture2D( tDiffuse, vUv );",
  10092. " texelColor.xyz *= texelColor.xyz;",
  10093. " gl_FragColor = gl_FragColor * texelColor;",
  10094. " #else",
  10095. " gl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );",
  10096. " #endif",
  10097. " }",
  10098. " if( enableAO ) {",
  10099. " #ifdef GAMMA_INPUT",
  10100. " vec4 aoColor = texture2D( tAO, vUv );",
  10101. " aoColor.xyz *= aoColor.xyz;",
  10102. " gl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;",
  10103. " #else",
  10104. " gl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;",
  10105. " #endif",
  10106. " }",
  10107. THREE.ShaderChunk[ "alphatest_fragment" ],
  10108. " if( enableSpecular )",
  10109. " specularTex = texture2D( tSpecular, vUv ).xyz;",
  10110. " mat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );",
  10111. " vec3 finalNormal = tsb * normalTex;",
  10112. " #ifdef FLIP_SIDED",
  10113. " finalNormal = -finalNormal;",
  10114. " #endif",
  10115. " vec3 normal = normalize( finalNormal );",
  10116. " vec3 viewPosition = normalize( vViewPosition );",
  10117. // point lights
  10118. " #if MAX_POINT_LIGHTS > 0",
  10119. " vec3 pointDiffuse = vec3( 0.0 );",
  10120. " vec3 pointSpecular = vec3( 0.0 );",
  10121. " for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
  10122. " vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
  10123. " vec3 pointVector = lPosition.xyz + vViewPosition.xyz;",
  10124. " float pointDistance = 1.0;",
  10125. " if ( pointLightDistance[ i ] > 0.0 )",
  10126. " pointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );",
  10127. " pointVector = normalize( pointVector );",
  10128. // diffuse
  10129. " #ifdef WRAP_AROUND",
  10130. " float pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );",
  10131. " float pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );",
  10132. " vec3 pointDiffuseWeight = mix( vec3( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",
  10133. " #else",
  10134. " float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
  10135. " #endif",
  10136. " pointDiffuse += pointDistance * pointLightColor[ i ] * diffuse * pointDiffuseWeight;",
  10137. // specular
  10138. " vec3 pointHalfVector = normalize( pointVector + viewPosition );",
  10139. " float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
  10140. " float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, shininess ), 0.0 );",
  10141. " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
  10142. " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( pointVector, pointHalfVector ), 0.0 ), 5.0 );",
  10143. " pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;",
  10144. " }",
  10145. " #endif",
  10146. // spot lights
  10147. " #if MAX_SPOT_LIGHTS > 0",
  10148. " vec3 spotDiffuse = vec3( 0.0 );",
  10149. " vec3 spotSpecular = vec3( 0.0 );",
  10150. " for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
  10151. " vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
  10152. " vec3 spotVector = lPosition.xyz + vViewPosition.xyz;",
  10153. " float spotDistance = 1.0;",
  10154. " if ( spotLightDistance[ i ] > 0.0 )",
  10155. " spotDistance = 1.0 - min( ( length( spotVector ) / spotLightDistance[ i ] ), 1.0 );",
  10156. " spotVector = normalize( spotVector );",
  10157. " float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",
  10158. " if ( spotEffect > spotLightAngleCos[ i ] ) {",
  10159. " spotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );",
  10160. // diffuse
  10161. " #ifdef WRAP_AROUND",
  10162. " float spotDiffuseWeightFull = max( dot( normal, spotVector ), 0.0 );",
  10163. " float spotDiffuseWeightHalf = max( 0.5 * dot( normal, spotVector ) + 0.5, 0.0 );",
  10164. " vec3 spotDiffuseWeight = mix( vec3( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );",
  10165. " #else",
  10166. " float spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );",
  10167. " #endif",
  10168. " spotDiffuse += spotDistance * spotLightColor[ i ] * diffuse * spotDiffuseWeight * spotEffect;",
  10169. // specular
  10170. " vec3 spotHalfVector = normalize( spotVector + viewPosition );",
  10171. " float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
  10172. " float spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, shininess ), 0.0 );",
  10173. " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
  10174. " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( spotVector, spotHalfVector ), 0.0 ), 5.0 );",
  10175. " spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;",
  10176. " }",
  10177. " }",
  10178. " #endif",
  10179. // directional lights
  10180. " #if MAX_DIR_LIGHTS > 0",
  10181. " vec3 dirDiffuse = vec3( 0.0 );",
  10182. " vec3 dirSpecular = vec3( 0.0 );",
  10183. " for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
  10184. " vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
  10185. " vec3 dirVector = normalize( lDirection.xyz );",
  10186. // diffuse
  10187. " #ifdef WRAP_AROUND",
  10188. " float directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );",
  10189. " float directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );",
  10190. " vec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );",
  10191. " #else",
  10192. " float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
  10193. " #endif",
  10194. " dirDiffuse += directionalLightColor[ i ] * diffuse * dirDiffuseWeight;",
  10195. // specular
  10196. " vec3 dirHalfVector = normalize( dirVector + viewPosition );",
  10197. " float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
  10198. " float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, shininess ), 0.0 );",
  10199. " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
  10200. " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( dirVector, dirHalfVector ), 0.0 ), 5.0 );",
  10201. " dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
  10202. " }",
  10203. " #endif",
  10204. // hemisphere lights
  10205. " #if MAX_HEMI_LIGHTS > 0",
  10206. " vec3 hemiDiffuse = vec3( 0.0 );",
  10207. " vec3 hemiSpecular = vec3( 0.0 );" ,
  10208. " for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
  10209. " vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
  10210. " vec3 lVector = normalize( lDirection.xyz );",
  10211. // diffuse
  10212. " float dotProduct = dot( normal, lVector );",
  10213. " float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
  10214. " vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
  10215. " hemiDiffuse += diffuse * hemiColor;",
  10216. // specular (sky light)
  10217. " vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
  10218. " float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
  10219. " float hemiSpecularWeightSky = specularTex.r * max( pow( max( hemiDotNormalHalfSky, 0.0 ), shininess ), 0.0 );",
  10220. // specular (ground light)
  10221. " vec3 lVectorGround = -lVector;",
  10222. " vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
  10223. " float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
  10224. " float hemiSpecularWeightGround = specularTex.r * max( pow( max( hemiDotNormalHalfGround, 0.0 ), shininess ), 0.0 );",
  10225. " float dotProductGround = dot( normal, lVectorGround );",
  10226. " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
  10227. " vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, hemiHalfVectorSky ), 0.0 ), 5.0 );",
  10228. " vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 0.0 ), 5.0 );",
  10229. " hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",
  10230. " }",
  10231. " #endif",
  10232. // all lights contribution summation
  10233. " vec3 totalDiffuse = vec3( 0.0 );",
  10234. " vec3 totalSpecular = vec3( 0.0 );",
  10235. " #if MAX_DIR_LIGHTS > 0",
  10236. " totalDiffuse += dirDiffuse;",
  10237. " totalSpecular += dirSpecular;",
  10238. " #endif",
  10239. " #if MAX_HEMI_LIGHTS > 0",
  10240. " totalDiffuse += hemiDiffuse;",
  10241. " totalSpecular += hemiSpecular;",
  10242. " #endif",
  10243. " #if MAX_POINT_LIGHTS > 0",
  10244. " totalDiffuse += pointDiffuse;",
  10245. " totalSpecular += pointSpecular;",
  10246. " #endif",
  10247. " #if MAX_SPOT_LIGHTS > 0",
  10248. " totalDiffuse += spotDiffuse;",
  10249. " totalSpecular += spotSpecular;",
  10250. " #endif",
  10251. " #ifdef METAL",
  10252. " gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient + totalSpecular );",
  10253. " #else",
  10254. " gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient ) + totalSpecular;",
  10255. " #endif",
  10256. " if ( enableReflection ) {",
  10257. " vec3 vReflect;",
  10258. " vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
  10259. " if ( useRefract ) {",
  10260. " vReflect = refract( cameraToVertex, normal, refractionRatio );",
  10261. " } else {",
  10262. " vReflect = reflect( cameraToVertex, normal );",
  10263. " }",
  10264. " vec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",
  10265. " #ifdef GAMMA_INPUT",
  10266. " cubeColor.xyz *= cubeColor.xyz;",
  10267. " #endif",
  10268. " gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * reflectivity );",
  10269. " }",
  10270. THREE.ShaderChunk[ "shadowmap_fragment" ],
  10271. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  10272. THREE.ShaderChunk[ "fog_fragment" ],
  10273. "}"
  10274. ].join("\n"),
  10275. vertexShader: [
  10276. "attribute vec4 tangent;",
  10277. "uniform vec2 uOffset;",
  10278. "uniform vec2 uRepeat;",
  10279. "uniform bool enableDisplacement;",
  10280. "#ifdef VERTEX_TEXTURES",
  10281. " uniform sampler2D tDisplacement;",
  10282. " uniform float uDisplacementScale;",
  10283. " uniform float uDisplacementBias;",
  10284. "#endif",
  10285. "varying vec3 vTangent;",
  10286. "varying vec3 vBinormal;",
  10287. "varying vec3 vNormal;",
  10288. "varying vec2 vUv;",
  10289. "varying vec3 vWorldPosition;",
  10290. "varying vec3 vViewPosition;",
  10291. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  10292. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  10293. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  10294. "void main() {",
  10295. THREE.ShaderChunk[ "skinbase_vertex" ],
  10296. THREE.ShaderChunk[ "skinnormal_vertex" ],
  10297. // normal, tangent and binormal vectors
  10298. " #ifdef USE_SKINNING",
  10299. " vNormal = normalize( normalMatrix * skinnedNormal.xyz );",
  10300. " vec4 skinnedTangent = skinMatrix * vec4( tangent.xyz, 0.0 );",
  10301. " vTangent = normalize( normalMatrix * skinnedTangent.xyz );",
  10302. " #else",
  10303. " vNormal = normalize( normalMatrix * normal );",
  10304. " vTangent = normalize( normalMatrix * tangent.xyz );",
  10305. " #endif",
  10306. " vBinormal = normalize( cross( vNormal, vTangent ) * tangent.w );",
  10307. " vUv = uv * uRepeat + uOffset;",
  10308. // displacement mapping
  10309. " vec3 displacedPosition;",
  10310. " #ifdef VERTEX_TEXTURES",
  10311. " if ( enableDisplacement ) {",
  10312. " vec3 dv = texture2D( tDisplacement, uv ).xyz;",
  10313. " float df = uDisplacementScale * dv.x + uDisplacementBias;",
  10314. " displacedPosition = position + normalize( normal ) * df;",
  10315. " } else {",
  10316. " #ifdef USE_SKINNING",
  10317. " vec4 skinVertex = bindMatrix * vec4( position, 1.0 );",
  10318. " vec4 skinned = vec4( 0.0 );",
  10319. " skinned += boneMatX * skinVertex * skinWeight.x;",
  10320. " skinned += boneMatY * skinVertex * skinWeight.y;",
  10321. " skinned += boneMatZ * skinVertex * skinWeight.z;",
  10322. " skinned += boneMatW * skinVertex * skinWeight.w;",
  10323. " skinned = bindMatrixInverse * skinned;",
  10324. " displacedPosition = skinned.xyz;",
  10325. " #else",
  10326. " displacedPosition = position;",
  10327. " #endif",
  10328. " }",
  10329. " #else",
  10330. " #ifdef USE_SKINNING",
  10331. " vec4 skinVertex = bindMatrix * vec4( position, 1.0 );",
  10332. " vec4 skinned = vec4( 0.0 );",
  10333. " skinned += boneMatX * skinVertex * skinWeight.x;",
  10334. " skinned += boneMatY * skinVertex * skinWeight.y;",
  10335. " skinned += boneMatZ * skinVertex * skinWeight.z;",
  10336. " skinned += boneMatW * skinVertex * skinWeight.w;",
  10337. " skinned = bindMatrixInverse * skinned;",
  10338. " displacedPosition = skinned.xyz;",
  10339. " #else",
  10340. " displacedPosition = position;",
  10341. " #endif",
  10342. " #endif",
  10343. //
  10344. " vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );",
  10345. " vec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );",
  10346. " gl_Position = projectionMatrix * mvPosition;",
  10347. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  10348. //
  10349. " vWorldPosition = worldPosition.xyz;",
  10350. " vViewPosition = -mvPosition.xyz;",
  10351. // shadows
  10352. " #ifdef USE_SHADOWMAP",
  10353. " for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
  10354. " vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",
  10355. " }",
  10356. " #endif",
  10357. "}"
  10358. ].join("\n")
  10359. },
  10360. /* -------------------------------------------------------------------------
  10361. // Cube map shader
  10362. ------------------------------------------------------------------------- */
  10363. 'cube': {
  10364. uniforms: { "tCube": { type: "t", value: null },
  10365. "tFlip": { type: "f", value: - 1 } },
  10366. vertexShader: [
  10367. "varying vec3 vWorldPosition;",
  10368. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  10369. "void main() {",
  10370. " vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
  10371. " vWorldPosition = worldPosition.xyz;",
  10372. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  10373. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  10374. "}"
  10375. ].join("\n"),
  10376. fragmentShader: [
  10377. "uniform samplerCube tCube;",
  10378. "uniform float tFlip;",
  10379. "varying vec3 vWorldPosition;",
  10380. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  10381. "void main() {",
  10382. " gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
  10383. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  10384. "}"
  10385. ].join("\n")
  10386. },
  10387. /* Depth encoding into RGBA texture
  10388. *
  10389. * based on SpiderGL shadow map example
  10390. * http://spidergl.org/example.php?id=6
  10391. *
  10392. * originally from
  10393. * http://www.gamedev.net/topic/442138-packing-a-float-into-a-a8r8g8b8-texture-shader/page__whichpage__1%25EF%25BF%25BD
  10394. *
  10395. * see also
  10396. * http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/
  10397. */
  10398. 'depthRGBA': {
  10399. uniforms: {},
  10400. vertexShader: [
  10401. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  10402. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  10403. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  10404. "void main() {",
  10405. THREE.ShaderChunk[ "skinbase_vertex" ],
  10406. THREE.ShaderChunk[ "morphtarget_vertex" ],
  10407. THREE.ShaderChunk[ "skinning_vertex" ],
  10408. THREE.ShaderChunk[ "default_vertex" ],
  10409. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  10410. "}"
  10411. ].join("\n"),
  10412. fragmentShader: [
  10413. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  10414. "vec4 pack_depth( const in float depth ) {",
  10415. " const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
  10416. " const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
  10417. " vec4 res = mod( depth * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );", // " vec4 res = fract( depth * bit_shift );",
  10418. " res -= res.xxyz * bit_mask;",
  10419. " return res;",
  10420. "}",
  10421. "void main() {",
  10422. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  10423. " #ifdef USE_LOGDEPTHBUF_EXT",
  10424. " gl_FragData[ 0 ] = pack_depth( gl_FragDepthEXT );",
  10425. " #else",
  10426. " gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );",
  10427. " #endif",
  10428. //"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );",
  10429. //"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );",
  10430. //"gl_FragData[ 0 ] = pack_depth( z );",
  10431. //"gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );",
  10432. "}"
  10433. ].join("\n")
  10434. }
  10435. };
  10436. // File:src/renderers/WebGLRenderer.js
  10437. /**
  10438. * @author supereggbert / http://www.paulbrunt.co.uk/
  10439. * @author mrdoob / http://mrdoob.com/
  10440. * @author alteredq / http://alteredqualia.com/
  10441. * @author szimek / https://github.com/szimek/
  10442. */
  10443. THREE.WebGLRenderer = function ( parameters ) {
  10444. console.log( 'THREE.WebGLRenderer', THREE.REVISION );
  10445. parameters = parameters || {};
  10446. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
  10447. _context = parameters.context !== undefined ? parameters.context : null,
  10448. _precision = parameters.precision !== undefined ? parameters.precision : 'highp',
  10449. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  10450. _depth = parameters.depth !== undefined ? parameters.depth : true,
  10451. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  10452. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  10453. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  10454. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  10455. _logarithmicDepthBuffer = parameters.logarithmicDepthBuffer !== undefined ? parameters.logarithmicDepthBuffer : false,
  10456. _clearColor = new THREE.Color( 0x000000 ),
  10457. _clearAlpha = 0;
  10458. var lights = [];
  10459. var _webglObjects = {};
  10460. var _webglObjectsImmediate = [];
  10461. var opaqueObjects = [];
  10462. var transparentObjects = [];
  10463. // public properties
  10464. this.domElement = _canvas;
  10465. this.context = null;
  10466. this.devicePixelRatio = parameters.devicePixelRatio !== undefined
  10467. ? parameters.devicePixelRatio
  10468. : self.devicePixelRatio !== undefined
  10469. ? self.devicePixelRatio
  10470. : 1;
  10471. // clearing
  10472. this.autoClear = true;
  10473. this.autoClearColor = true;
  10474. this.autoClearDepth = true;
  10475. this.autoClearStencil = true;
  10476. // scene graph
  10477. this.sortObjects = true;
  10478. // physically based shading
  10479. this.gammaInput = false;
  10480. this.gammaOutput = false;
  10481. // shadow map
  10482. this.shadowMapEnabled = false;
  10483. this.shadowMapAutoUpdate = true;
  10484. this.shadowMapType = THREE.PCFShadowMap;
  10485. this.shadowMapCullFace = THREE.CullFaceFront;
  10486. this.shadowMapDebug = false;
  10487. this.shadowMapCascade = false;
  10488. // morphs
  10489. this.maxMorphTargets = 8;
  10490. this.maxMorphNormals = 4;
  10491. // flags
  10492. this.autoScaleCubemaps = true;
  10493. // custom render plugins
  10494. this.renderPluginsPre = [];
  10495. this.renderPluginsPost = [];
  10496. // info
  10497. this.info = {
  10498. memory: {
  10499. programs: 0,
  10500. geometries: 0,
  10501. textures: 0
  10502. },
  10503. render: {
  10504. calls: 0,
  10505. vertices: 0,
  10506. faces: 0,
  10507. points: 0
  10508. }
  10509. };
  10510. // internal properties
  10511. var _this = this,
  10512. _programs = [],
  10513. // internal state cache
  10514. _currentProgram = null,
  10515. _currentFramebuffer = null,
  10516. _currentMaterialId = - 1,
  10517. _currentGeometryGroupHash = null,
  10518. _currentCamera = null,
  10519. _usedTextureUnits = 0,
  10520. // GL state cache
  10521. _oldDoubleSided = - 1,
  10522. _oldFlipSided = - 1,
  10523. _oldBlending = - 1,
  10524. _oldBlendEquation = - 1,
  10525. _oldBlendSrc = - 1,
  10526. _oldBlendDst = - 1,
  10527. _oldDepthTest = - 1,
  10528. _oldDepthWrite = - 1,
  10529. _oldPolygonOffset = null,
  10530. _oldPolygonOffsetFactor = null,
  10531. _oldPolygonOffsetUnits = null,
  10532. _oldLineWidth = null,
  10533. _viewportX = 0,
  10534. _viewportY = 0,
  10535. _viewportWidth = _canvas.width,
  10536. _viewportHeight = _canvas.height,
  10537. _currentWidth = 0,
  10538. _currentHeight = 0,
  10539. _newAttributes = new Uint8Array( 16 ),
  10540. _enabledAttributes = new Uint8Array( 16 ),
  10541. // frustum
  10542. _frustum = new THREE.Frustum(),
  10543. // camera matrices cache
  10544. _projScreenMatrix = new THREE.Matrix4(),
  10545. _projScreenMatrixPS = new THREE.Matrix4(),
  10546. _vector3 = new THREE.Vector3(),
  10547. // light arrays cache
  10548. _direction = new THREE.Vector3(),
  10549. _lightsNeedUpdate = true,
  10550. _lights = {
  10551. ambient: [ 0, 0, 0 ],
  10552. directional: { length: 0, colors:[], positions: [] },
  10553. point: { length: 0, colors: [], positions: [], distances: [] },
  10554. spot: { length: 0, colors: [], positions: [], distances: [], directions: [], anglesCos: [], exponents: [] },
  10555. hemi: { length: 0, skyColors: [], groundColors: [], positions: [] }
  10556. };
  10557. // initialize
  10558. var _gl;
  10559. var _glExtensionTextureFloat;
  10560. var _glExtensionTextureFloatLinear;
  10561. var _glExtensionStandardDerivatives;
  10562. var _glExtensionTextureFilterAnisotropic;
  10563. var _glExtensionCompressedTextureS3TC;
  10564. var _glExtensionCompressedTexturePVRTC;
  10565. var _glExtensionElementIndexUint;
  10566. var _glExtensionFragDepth;
  10567. var _glExtensionBlendMinMax;
  10568. initGL();
  10569. setDefaultGLState();
  10570. this.context = _gl;
  10571. // GPU capabilities
  10572. var _maxTextures = _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS );
  10573. var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
  10574. var _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE );
  10575. var _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );
  10576. var _maxAnisotropy = _glExtensionTextureFilterAnisotropic ? _gl.getParameter( _glExtensionTextureFilterAnisotropic.MAX_TEXTURE_MAX_ANISOTROPY_EXT ) : 0;
  10577. var _supportsVertexTextures = ( _maxVertexTextures > 0 );
  10578. var _supportsBoneTextures = _supportsVertexTextures && _glExtensionTextureFloat;
  10579. // COMPRESSED_TEXTURE_FORMATS return IntArray
  10580. // but we need Array.indexOf to test formats availabilities
  10581. var _compressedTextureFormats = [];
  10582. if( _glExtensionCompressedTexturePVRTC || _glExtensionCompressedTextureS3TC ) {
  10583. var compressedfmts = _gl.getParameter( _gl.COMPRESSED_TEXTURE_FORMATS );
  10584. for( var i = 0; i < compressedfmts.length; i++ ){
  10585. _compressedTextureFormats.push( compressedfmts[i] );
  10586. }
  10587. }
  10588. //
  10589. var _vertexShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_FLOAT );
  10590. var _vertexShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_FLOAT );
  10591. var _vertexShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_FLOAT );
  10592. var _fragmentShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_FLOAT );
  10593. var _fragmentShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_FLOAT );
  10594. var _fragmentShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_FLOAT );
  10595. // clamp precision to maximum available
  10596. var highpAvailable = _vertexShaderPrecisionHighpFloat.precision > 0 && _fragmentShaderPrecisionHighpFloat.precision > 0;
  10597. var mediumpAvailable = _vertexShaderPrecisionMediumpFloat.precision > 0 && _fragmentShaderPrecisionMediumpFloat.precision > 0;
  10598. if ( _precision === 'highp' && ! highpAvailable ) {
  10599. if ( mediumpAvailable ) {
  10600. _precision = 'mediump';
  10601. console.warn( 'THREE.WebGLRenderer: highp not supported, using mediump.' );
  10602. } else {
  10603. _precision = 'lowp';
  10604. console.warn( 'THREE.WebGLRenderer: highp and mediump not supported, using lowp.' );
  10605. }
  10606. }
  10607. if ( _precision === 'mediump' && ! mediumpAvailable ) {
  10608. _precision = 'lowp';
  10609. console.warn( 'THREE.WebGLRenderer: mediump not supported, using lowp.' );
  10610. }
  10611. // API
  10612. this.getContext = function () {
  10613. return _gl;
  10614. };
  10615. this.supportsVertexTextures = function () {
  10616. return _supportsVertexTextures;
  10617. };
  10618. this.supportsFloatTextures = function () {
  10619. return _glExtensionTextureFloat;
  10620. };
  10621. this.supportsStandardDerivatives = function () {
  10622. return _glExtensionStandardDerivatives;
  10623. };
  10624. this.supportsCompressedTextureS3TC = function () {
  10625. return _glExtensionCompressedTextureS3TC;
  10626. };
  10627. this.supportsCompressedTexturePVRTC = function () {
  10628. return _glExtensionCompressedTexturePVRTC;
  10629. };
  10630. this.supportsBlendMinMax = function () {
  10631. return _glExtensionBlendMinMax;
  10632. };
  10633. this.getMaxAnisotropy = function () {
  10634. return _maxAnisotropy;
  10635. };
  10636. this.getPrecision = function () {
  10637. return _precision;
  10638. };
  10639. this.setSize = function ( width, height, updateStyle ) {
  10640. _canvas.width = width * this.devicePixelRatio;
  10641. _canvas.height = height * this.devicePixelRatio;
  10642. if ( updateStyle !== false ) {
  10643. _canvas.style.width = width + 'px';
  10644. _canvas.style.height = height + 'px';
  10645. }
  10646. this.setViewport( 0, 0, width, height );
  10647. };
  10648. this.setViewport = function ( x, y, width, height ) {
  10649. _viewportX = x * this.devicePixelRatio;
  10650. _viewportY = y * this.devicePixelRatio;
  10651. _viewportWidth = width * this.devicePixelRatio;
  10652. _viewportHeight = height * this.devicePixelRatio;
  10653. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  10654. };
  10655. this.setScissor = function ( x, y, width, height ) {
  10656. _gl.scissor(
  10657. x * this.devicePixelRatio,
  10658. y * this.devicePixelRatio,
  10659. width * this.devicePixelRatio,
  10660. height * this.devicePixelRatio
  10661. );
  10662. };
  10663. this.enableScissorTest = function ( enable ) {
  10664. enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
  10665. };
  10666. // Clearing
  10667. this.setClearColor = function ( color, alpha ) {
  10668. _clearColor.set( color );
  10669. _clearAlpha = alpha !== undefined ? alpha : 1;
  10670. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  10671. };
  10672. this.setClearColorHex = function ( hex, alpha ) {
  10673. console.warn( 'THREE.WebGLRenderer: .setClearColorHex() is being removed. Use .setClearColor() instead.' );
  10674. this.setClearColor( hex, alpha );
  10675. };
  10676. this.getClearColor = function () {
  10677. return _clearColor;
  10678. };
  10679. this.getClearAlpha = function () {
  10680. return _clearAlpha;
  10681. };
  10682. this.clear = function ( color, depth, stencil ) {
  10683. var bits = 0;
  10684. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  10685. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  10686. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  10687. _gl.clear( bits );
  10688. };
  10689. this.clearColor = function () {
  10690. _gl.clear( _gl.COLOR_BUFFER_BIT );
  10691. };
  10692. this.clearDepth = function () {
  10693. _gl.clear( _gl.DEPTH_BUFFER_BIT );
  10694. };
  10695. this.clearStencil = function () {
  10696. _gl.clear( _gl.STENCIL_BUFFER_BIT );
  10697. };
  10698. this.clearTarget = function ( renderTarget, color, depth, stencil ) {
  10699. this.setRenderTarget( renderTarget );
  10700. this.clear( color, depth, stencil );
  10701. };
  10702. // Plugins
  10703. this.addPostPlugin = function ( plugin ) {
  10704. plugin.init( this, lights, _webglObjects, _webglObjectsImmediate );
  10705. this.renderPluginsPost.push( plugin );
  10706. };
  10707. this.addPrePlugin = function ( plugin ) {
  10708. plugin.init( this, lights, _webglObjects, _webglObjectsImmediate );
  10709. this.renderPluginsPre.push( plugin );
  10710. };
  10711. // Rendering
  10712. this.updateShadowMap = function ( scene, camera ) {
  10713. _currentProgram = null;
  10714. _oldBlending = - 1;
  10715. _oldDepthTest = - 1;
  10716. _oldDepthWrite = - 1;
  10717. _currentGeometryGroupHash = - 1;
  10718. _currentMaterialId = - 1;
  10719. _lightsNeedUpdate = true;
  10720. _oldDoubleSided = - 1;
  10721. _oldFlipSided = - 1;
  10722. this.shadowMapPlugin.update( scene, camera );
  10723. };
  10724. // Internal functions
  10725. // Buffer allocation
  10726. function createParticleBuffers ( geometry ) {
  10727. geometry.__webglVertexBuffer = _gl.createBuffer();
  10728. geometry.__webglColorBuffer = _gl.createBuffer();
  10729. _this.info.memory.geometries ++;
  10730. };
  10731. function createLineBuffers ( geometry ) {
  10732. geometry.__webglVertexBuffer = _gl.createBuffer();
  10733. geometry.__webglColorBuffer = _gl.createBuffer();
  10734. geometry.__webglLineDistanceBuffer = _gl.createBuffer();
  10735. _this.info.memory.geometries ++;
  10736. };
  10737. function createMeshBuffers ( geometryGroup ) {
  10738. geometryGroup.__webglVertexBuffer = _gl.createBuffer();
  10739. geometryGroup.__webglNormalBuffer = _gl.createBuffer();
  10740. geometryGroup.__webglTangentBuffer = _gl.createBuffer();
  10741. geometryGroup.__webglColorBuffer = _gl.createBuffer();
  10742. geometryGroup.__webglUVBuffer = _gl.createBuffer();
  10743. geometryGroup.__webglUV2Buffer = _gl.createBuffer();
  10744. geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
  10745. geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
  10746. geometryGroup.__webglFaceBuffer = _gl.createBuffer();
  10747. geometryGroup.__webglLineBuffer = _gl.createBuffer();
  10748. var m, ml;
  10749. if ( geometryGroup.numMorphTargets ) {
  10750. geometryGroup.__webglMorphTargetsBuffers = [];
  10751. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  10752. geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
  10753. }
  10754. }
  10755. if ( geometryGroup.numMorphNormals ) {
  10756. geometryGroup.__webglMorphNormalsBuffers = [];
  10757. for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  10758. geometryGroup.__webglMorphNormalsBuffers.push( _gl.createBuffer() );
  10759. }
  10760. }
  10761. _this.info.memory.geometries ++;
  10762. };
  10763. // Events
  10764. var onObjectRemoved = function ( event ) {
  10765. var object = event.target;
  10766. object.traverse( function ( child ) {
  10767. child.removeEventListener( 'remove', onObjectRemoved );
  10768. removeObject( child );
  10769. } );
  10770. };
  10771. var onGeometryDispose = function ( event ) {
  10772. var geometry = event.target;
  10773. geometry.removeEventListener( 'dispose', onGeometryDispose );
  10774. deallocateGeometry( geometry );
  10775. };
  10776. var onTextureDispose = function ( event ) {
  10777. var texture = event.target;
  10778. texture.removeEventListener( 'dispose', onTextureDispose );
  10779. deallocateTexture( texture );
  10780. _this.info.memory.textures --;
  10781. };
  10782. var onRenderTargetDispose = function ( event ) {
  10783. var renderTarget = event.target;
  10784. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  10785. deallocateRenderTarget( renderTarget );
  10786. _this.info.memory.textures --;
  10787. };
  10788. var onMaterialDispose = function ( event ) {
  10789. var material = event.target;
  10790. material.removeEventListener( 'dispose', onMaterialDispose );
  10791. deallocateMaterial( material );
  10792. };
  10793. // Buffer deallocation
  10794. var deleteBuffers = function ( geometry ) {
  10795. if ( geometry.__webglVertexBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglVertexBuffer );
  10796. if ( geometry.__webglNormalBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglNormalBuffer );
  10797. if ( geometry.__webglTangentBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglTangentBuffer );
  10798. if ( geometry.__webglColorBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglColorBuffer );
  10799. if ( geometry.__webglUVBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglUVBuffer );
  10800. if ( geometry.__webglUV2Buffer !== undefined ) _gl.deleteBuffer( geometry.__webglUV2Buffer );
  10801. if ( geometry.__webglSkinIndicesBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglSkinIndicesBuffer );
  10802. if ( geometry.__webglSkinWeightsBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglSkinWeightsBuffer );
  10803. if ( geometry.__webglFaceBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglFaceBuffer );
  10804. if ( geometry.__webglLineBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglLineBuffer );
  10805. if ( geometry.__webglLineDistanceBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglLineDistanceBuffer );
  10806. // custom attributes
  10807. if ( geometry.__webglCustomAttributesList !== undefined ) {
  10808. for ( var name in geometry.__webglCustomAttributesList ) {
  10809. _gl.deleteBuffer( geometry.__webglCustomAttributesList[ name ].buffer );
  10810. }
  10811. }
  10812. _this.info.memory.geometries --;
  10813. };
  10814. var deallocateGeometry = function ( geometry ) {
  10815. geometry.__webglInit = undefined;
  10816. if ( geometry instanceof THREE.BufferGeometry ) {
  10817. for ( var name in geometry.attributes ) {
  10818. if ( geometry.attributes[ name ].buffer !== undefined ) {
  10819. _gl.deleteBuffer( geometry.attributes[ name ].buffer );
  10820. }
  10821. }
  10822. _this.info.memory.geometries --;
  10823. } else {
  10824. if ( geometry.geometryGroups !== undefined ) {
  10825. for ( var i = 0,l = geometry.geometryGroupsList.length; i<l;i++ ) {
  10826. var geometryGroup = geometry.geometryGroupsList[ i ];
  10827. if ( geometryGroup.numMorphTargets !== undefined ) {
  10828. for ( var m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  10829. _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
  10830. }
  10831. }
  10832. if ( geometryGroup.numMorphNormals !== undefined ) {
  10833. for ( var m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  10834. _gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );
  10835. }
  10836. }
  10837. deleteBuffers( geometryGroup );
  10838. }
  10839. } else {
  10840. deleteBuffers( geometry );
  10841. }
  10842. }
  10843. };
  10844. var deallocateTexture = function ( texture ) {
  10845. if ( texture.image && texture.image.__webglTextureCube ) {
  10846. // cube texture
  10847. _gl.deleteTexture( texture.image.__webglTextureCube );
  10848. } else {
  10849. // 2D texture
  10850. if ( ! texture.__webglInit ) return;
  10851. texture.__webglInit = false;
  10852. _gl.deleteTexture( texture.__webglTexture );
  10853. }
  10854. };
  10855. var deallocateRenderTarget = function ( renderTarget ) {
  10856. if ( ! renderTarget || ! renderTarget.__webglTexture ) return;
  10857. _gl.deleteTexture( renderTarget.__webglTexture );
  10858. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  10859. for ( var i = 0; i < 6; i ++ ) {
  10860. _gl.deleteFramebuffer( renderTarget.__webglFramebuffer[ i ] );
  10861. _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer[ i ] );
  10862. }
  10863. } else {
  10864. _gl.deleteFramebuffer( renderTarget.__webglFramebuffer );
  10865. _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer );
  10866. }
  10867. };
  10868. var deallocateMaterial = function ( material ) {
  10869. var program = material.program.program;
  10870. if ( program === undefined ) return;
  10871. material.program = undefined;
  10872. // only deallocate GL program if this was the last use of shared program
  10873. // assumed there is only single copy of any program in the _programs list
  10874. // (that's how it's constructed)
  10875. var i, il, programInfo;
  10876. var deleteProgram = false;
  10877. for ( i = 0, il = _programs.length; i < il; i ++ ) {
  10878. programInfo = _programs[ i ];
  10879. if ( programInfo.program === program ) {
  10880. programInfo.usedTimes --;
  10881. if ( programInfo.usedTimes === 0 ) {
  10882. deleteProgram = true;
  10883. }
  10884. break;
  10885. }
  10886. }
  10887. if ( deleteProgram === true ) {
  10888. // avoid using array.splice, this is costlier than creating new array from scratch
  10889. var newPrograms = [];
  10890. for ( i = 0, il = _programs.length; i < il; i ++ ) {
  10891. programInfo = _programs[ i ];
  10892. if ( programInfo.program !== program ) {
  10893. newPrograms.push( programInfo );
  10894. }
  10895. }
  10896. _programs = newPrograms;
  10897. _gl.deleteProgram( program );
  10898. _this.info.memory.programs --;
  10899. }
  10900. };
  10901. // Buffer initialization
  10902. function initCustomAttributes ( geometry, object ) {
  10903. var nvertices = geometry.vertices.length;
  10904. var material = object.material;
  10905. if ( material.attributes ) {
  10906. if ( geometry.__webglCustomAttributesList === undefined ) {
  10907. geometry.__webglCustomAttributesList = [];
  10908. }
  10909. for ( var name in material.attributes ) {
  10910. var attribute = material.attributes[ name ];
  10911. if ( ! attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  10912. attribute.__webglInitialized = true;
  10913. var size = 1; // "f" and "i"
  10914. if ( attribute.type === 'v2' ) size = 2;
  10915. else if ( attribute.type === 'v3' ) size = 3;
  10916. else if ( attribute.type === 'v4' ) size = 4;
  10917. else if ( attribute.type === 'c' ) size = 3;
  10918. attribute.size = size;
  10919. attribute.array = new Float32Array( nvertices * size );
  10920. attribute.buffer = _gl.createBuffer();
  10921. attribute.buffer.belongsToAttribute = name;
  10922. attribute.needsUpdate = true;
  10923. }
  10924. geometry.__webglCustomAttributesList.push( attribute );
  10925. }
  10926. }
  10927. };
  10928. function initParticleBuffers ( geometry, object ) {
  10929. var nvertices = geometry.vertices.length;
  10930. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  10931. geometry.__colorArray = new Float32Array( nvertices * 3 );
  10932. geometry.__sortArray = [];
  10933. geometry.__webglParticleCount = nvertices;
  10934. initCustomAttributes ( geometry, object );
  10935. };
  10936. function initLineBuffers ( geometry, object ) {
  10937. var nvertices = geometry.vertices.length;
  10938. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  10939. geometry.__colorArray = new Float32Array( nvertices * 3 );
  10940. geometry.__lineDistanceArray = new Float32Array( nvertices * 1 );
  10941. geometry.__webglLineCount = nvertices;
  10942. initCustomAttributes ( geometry, object );
  10943. };
  10944. function initMeshBuffers ( geometryGroup, object ) {
  10945. var geometry = object.geometry,
  10946. faces3 = geometryGroup.faces3,
  10947. nvertices = faces3.length * 3,
  10948. ntris = faces3.length * 1,
  10949. nlines = faces3.length * 3,
  10950. material = getBufferMaterial( object, geometryGroup );
  10951. geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
  10952. geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
  10953. geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
  10954. geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
  10955. if ( geometry.faceVertexUvs.length > 1 ) {
  10956. geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
  10957. }
  10958. if ( geometry.hasTangents ) {
  10959. geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
  10960. }
  10961. if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
  10962. geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
  10963. geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
  10964. }
  10965. var UintArray = _glExtensionElementIndexUint !== null && ntris > 21845 ? Uint32Array : Uint16Array; // 65535 / 3
  10966. geometryGroup.__typeArray = UintArray;
  10967. geometryGroup.__faceArray = new UintArray( ntris * 3 );
  10968. geometryGroup.__lineArray = new UintArray( nlines * 2 );
  10969. var m, ml;
  10970. if ( geometryGroup.numMorphTargets ) {
  10971. geometryGroup.__morphTargetsArrays = [];
  10972. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  10973. geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
  10974. }
  10975. }
  10976. if ( geometryGroup.numMorphNormals ) {
  10977. geometryGroup.__morphNormalsArrays = [];
  10978. for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  10979. geometryGroup.__morphNormalsArrays.push( new Float32Array( nvertices * 3 ) );
  10980. }
  10981. }
  10982. geometryGroup.__webglFaceCount = ntris * 3;
  10983. geometryGroup.__webglLineCount = nlines * 2;
  10984. // custom attributes
  10985. if ( material.attributes ) {
  10986. if ( geometryGroup.__webglCustomAttributesList === undefined ) {
  10987. geometryGroup.__webglCustomAttributesList = [];
  10988. }
  10989. for ( var name in material.attributes ) {
  10990. // Do a shallow copy of the attribute object so different geometryGroup chunks use different
  10991. // attribute buffers which are correctly indexed in the setMeshBuffers function
  10992. var originalAttribute = material.attributes[ name ];
  10993. var attribute = {};
  10994. for ( var property in originalAttribute ) {
  10995. attribute[ property ] = originalAttribute[ property ];
  10996. }
  10997. if ( ! attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  10998. attribute.__webglInitialized = true;
  10999. var size = 1; // "f" and "i"
  11000. if ( attribute.type === 'v2' ) size = 2;
  11001. else if ( attribute.type === 'v3' ) size = 3;
  11002. else if ( attribute.type === 'v4' ) size = 4;
  11003. else if ( attribute.type === 'c' ) size = 3;
  11004. attribute.size = size;
  11005. attribute.array = new Float32Array( nvertices * size );
  11006. attribute.buffer = _gl.createBuffer();
  11007. attribute.buffer.belongsToAttribute = name;
  11008. originalAttribute.needsUpdate = true;
  11009. attribute.__original = originalAttribute;
  11010. }
  11011. geometryGroup.__webglCustomAttributesList.push( attribute );
  11012. }
  11013. }
  11014. geometryGroup.__inittedArrays = true;
  11015. };
  11016. function getBufferMaterial( object, geometryGroup ) {
  11017. return object.material instanceof THREE.MeshFaceMaterial
  11018. ? object.material.materials[ geometryGroup.materialIndex ]
  11019. : object.material;
  11020. };
  11021. function materialNeedsSmoothNormals ( material ) {
  11022. return material && material.shading !== undefined && material.shading === THREE.SmoothShading;
  11023. };
  11024. // Buffer setting
  11025. function setParticleBuffers ( geometry, hint, object ) {
  11026. var v, c, vertex, offset, index, color,
  11027. vertices = geometry.vertices,
  11028. vl = vertices.length,
  11029. colors = geometry.colors,
  11030. cl = colors.length,
  11031. vertexArray = geometry.__vertexArray,
  11032. colorArray = geometry.__colorArray,
  11033. sortArray = geometry.__sortArray,
  11034. dirtyVertices = geometry.verticesNeedUpdate,
  11035. dirtyElements = geometry.elementsNeedUpdate,
  11036. dirtyColors = geometry.colorsNeedUpdate,
  11037. customAttributes = geometry.__webglCustomAttributesList,
  11038. i, il,
  11039. a, ca, cal, value,
  11040. customAttribute;
  11041. if ( object.sortParticles ) {
  11042. _projScreenMatrixPS.copy( _projScreenMatrix );
  11043. _projScreenMatrixPS.multiply( object.matrixWorld );
  11044. for ( v = 0; v < vl; v ++ ) {
  11045. vertex = vertices[ v ];
  11046. _vector3.copy( vertex );
  11047. _vector3.applyProjection( _projScreenMatrixPS );
  11048. sortArray[ v ] = [ _vector3.z, v ];
  11049. }
  11050. sortArray.sort( numericalSort );
  11051. for ( v = 0; v < vl; v ++ ) {
  11052. vertex = vertices[ sortArray[ v ][ 1 ] ];
  11053. offset = v * 3;
  11054. vertexArray[ offset ] = vertex.x;
  11055. vertexArray[ offset + 1 ] = vertex.y;
  11056. vertexArray[ offset + 2 ] = vertex.z;
  11057. }
  11058. for ( c = 0; c < cl; c ++ ) {
  11059. offset = c * 3;
  11060. color = colors[ sortArray[ c ][ 1 ] ];
  11061. colorArray[ offset ] = color.r;
  11062. colorArray[ offset + 1 ] = color.g;
  11063. colorArray[ offset + 2 ] = color.b;
  11064. }
  11065. if ( customAttributes ) {
  11066. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  11067. customAttribute = customAttributes[ i ];
  11068. if ( ! ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) ) continue;
  11069. offset = 0;
  11070. cal = customAttribute.value.length;
  11071. if ( customAttribute.size === 1 ) {
  11072. for ( ca = 0; ca < cal; ca ++ ) {
  11073. index = sortArray[ ca ][ 1 ];
  11074. customAttribute.array[ ca ] = customAttribute.value[ index ];
  11075. }
  11076. } else if ( customAttribute.size === 2 ) {
  11077. for ( ca = 0; ca < cal; ca ++ ) {
  11078. index = sortArray[ ca ][ 1 ];
  11079. value = customAttribute.value[ index ];
  11080. customAttribute.array[ offset ] = value.x;
  11081. customAttribute.array[ offset + 1 ] = value.y;
  11082. offset += 2;
  11083. }
  11084. } else if ( customAttribute.size === 3 ) {
  11085. if ( customAttribute.type === 'c' ) {
  11086. for ( ca = 0; ca < cal; ca ++ ) {
  11087. index = sortArray[ ca ][ 1 ];
  11088. value = customAttribute.value[ index ];
  11089. customAttribute.array[ offset ] = value.r;
  11090. customAttribute.array[ offset + 1 ] = value.g;
  11091. customAttribute.array[ offset + 2 ] = value.b;
  11092. offset += 3;
  11093. }
  11094. } else {
  11095. for ( ca = 0; ca < cal; ca ++ ) {
  11096. index = sortArray[ ca ][ 1 ];
  11097. value = customAttribute.value[ index ];
  11098. customAttribute.array[ offset ] = value.x;
  11099. customAttribute.array[ offset + 1 ] = value.y;
  11100. customAttribute.array[ offset + 2 ] = value.z;
  11101. offset += 3;
  11102. }
  11103. }
  11104. } else if ( customAttribute.size === 4 ) {
  11105. for ( ca = 0; ca < cal; ca ++ ) {
  11106. index = sortArray[ ca ][ 1 ];
  11107. value = customAttribute.value[ index ];
  11108. customAttribute.array[ offset ] = value.x;
  11109. customAttribute.array[ offset + 1 ] = value.y;
  11110. customAttribute.array[ offset + 2 ] = value.z;
  11111. customAttribute.array[ offset + 3 ] = value.w;
  11112. offset += 4;
  11113. }
  11114. }
  11115. }
  11116. }
  11117. } else {
  11118. if ( dirtyVertices ) {
  11119. for ( v = 0; v < vl; v ++ ) {
  11120. vertex = vertices[ v ];
  11121. offset = v * 3;
  11122. vertexArray[ offset ] = vertex.x;
  11123. vertexArray[ offset + 1 ] = vertex.y;
  11124. vertexArray[ offset + 2 ] = vertex.z;
  11125. }
  11126. }
  11127. if ( dirtyColors ) {
  11128. for ( c = 0; c < cl; c ++ ) {
  11129. color = colors[ c ];
  11130. offset = c * 3;
  11131. colorArray[ offset ] = color.r;
  11132. colorArray[ offset + 1 ] = color.g;
  11133. colorArray[ offset + 2 ] = color.b;
  11134. }
  11135. }
  11136. if ( customAttributes ) {
  11137. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  11138. customAttribute = customAttributes[ i ];
  11139. if ( customAttribute.needsUpdate &&
  11140. ( customAttribute.boundTo === undefined ||
  11141. customAttribute.boundTo === 'vertices' ) ) {
  11142. cal = customAttribute.value.length;
  11143. offset = 0;
  11144. if ( customAttribute.size === 1 ) {
  11145. for ( ca = 0; ca < cal; ca ++ ) {
  11146. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  11147. }
  11148. } else if ( customAttribute.size === 2 ) {
  11149. for ( ca = 0; ca < cal; ca ++ ) {
  11150. value = customAttribute.value[ ca ];
  11151. customAttribute.array[ offset ] = value.x;
  11152. customAttribute.array[ offset + 1 ] = value.y;
  11153. offset += 2;
  11154. }
  11155. } else if ( customAttribute.size === 3 ) {
  11156. if ( customAttribute.type === 'c' ) {
  11157. for ( ca = 0; ca < cal; ca ++ ) {
  11158. value = customAttribute.value[ ca ];
  11159. customAttribute.array[ offset ] = value.r;
  11160. customAttribute.array[ offset + 1 ] = value.g;
  11161. customAttribute.array[ offset + 2 ] = value.b;
  11162. offset += 3;
  11163. }
  11164. } else {
  11165. for ( ca = 0; ca < cal; ca ++ ) {
  11166. value = customAttribute.value[ ca ];
  11167. customAttribute.array[ offset ] = value.x;
  11168. customAttribute.array[ offset + 1 ] = value.y;
  11169. customAttribute.array[ offset + 2 ] = value.z;
  11170. offset += 3;
  11171. }
  11172. }
  11173. } else if ( customAttribute.size === 4 ) {
  11174. for ( ca = 0; ca < cal; ca ++ ) {
  11175. value = customAttribute.value[ ca ];
  11176. customAttribute.array[ offset ] = value.x;
  11177. customAttribute.array[ offset + 1 ] = value.y;
  11178. customAttribute.array[ offset + 2 ] = value.z;
  11179. customAttribute.array[ offset + 3 ] = value.w;
  11180. offset += 4;
  11181. }
  11182. }
  11183. }
  11184. }
  11185. }
  11186. }
  11187. if ( dirtyVertices || object.sortParticles ) {
  11188. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  11189. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  11190. }
  11191. if ( dirtyColors || object.sortParticles ) {
  11192. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  11193. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  11194. }
  11195. if ( customAttributes ) {
  11196. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  11197. customAttribute = customAttributes[ i ];
  11198. if ( customAttribute.needsUpdate || object.sortParticles ) {
  11199. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  11200. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  11201. }
  11202. }
  11203. }
  11204. }
  11205. function setLineBuffers ( geometry, hint ) {
  11206. var v, c, d, vertex, offset, color,
  11207. vertices = geometry.vertices,
  11208. colors = geometry.colors,
  11209. lineDistances = geometry.lineDistances,
  11210. vl = vertices.length,
  11211. cl = colors.length,
  11212. dl = lineDistances.length,
  11213. vertexArray = geometry.__vertexArray,
  11214. colorArray = geometry.__colorArray,
  11215. lineDistanceArray = geometry.__lineDistanceArray,
  11216. dirtyVertices = geometry.verticesNeedUpdate,
  11217. dirtyColors = geometry.colorsNeedUpdate,
  11218. dirtyLineDistances = geometry.lineDistancesNeedUpdate,
  11219. customAttributes = geometry.__webglCustomAttributesList,
  11220. i, il,
  11221. a, ca, cal, value,
  11222. customAttribute;
  11223. if ( dirtyVertices ) {
  11224. for ( v = 0; v < vl; v ++ ) {
  11225. vertex = vertices[ v ];
  11226. offset = v * 3;
  11227. vertexArray[ offset ] = vertex.x;
  11228. vertexArray[ offset + 1 ] = vertex.y;
  11229. vertexArray[ offset + 2 ] = vertex.z;
  11230. }
  11231. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  11232. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  11233. }
  11234. if ( dirtyColors ) {
  11235. for ( c = 0; c < cl; c ++ ) {
  11236. color = colors[ c ];
  11237. offset = c * 3;
  11238. colorArray[ offset ] = color.r;
  11239. colorArray[ offset + 1 ] = color.g;
  11240. colorArray[ offset + 2 ] = color.b;
  11241. }
  11242. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  11243. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  11244. }
  11245. if ( dirtyLineDistances ) {
  11246. for ( d = 0; d < dl; d ++ ) {
  11247. lineDistanceArray[ d ] = lineDistances[ d ];
  11248. }
  11249. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglLineDistanceBuffer );
  11250. _gl.bufferData( _gl.ARRAY_BUFFER, lineDistanceArray, hint );
  11251. }
  11252. if ( customAttributes ) {
  11253. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  11254. customAttribute = customAttributes[ i ];
  11255. if ( customAttribute.needsUpdate &&
  11256. ( customAttribute.boundTo === undefined ||
  11257. customAttribute.boundTo === 'vertices' ) ) {
  11258. offset = 0;
  11259. cal = customAttribute.value.length;
  11260. if ( customAttribute.size === 1 ) {
  11261. for ( ca = 0; ca < cal; ca ++ ) {
  11262. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  11263. }
  11264. } else if ( customAttribute.size === 2 ) {
  11265. for ( ca = 0; ca < cal; ca ++ ) {
  11266. value = customAttribute.value[ ca ];
  11267. customAttribute.array[ offset ] = value.x;
  11268. customAttribute.array[ offset + 1 ] = value.y;
  11269. offset += 2;
  11270. }
  11271. } else if ( customAttribute.size === 3 ) {
  11272. if ( customAttribute.type === 'c' ) {
  11273. for ( ca = 0; ca < cal; ca ++ ) {
  11274. value = customAttribute.value[ ca ];
  11275. customAttribute.array[ offset ] = value.r;
  11276. customAttribute.array[ offset + 1 ] = value.g;
  11277. customAttribute.array[ offset + 2 ] = value.b;
  11278. offset += 3;
  11279. }
  11280. } else {
  11281. for ( ca = 0; ca < cal; ca ++ ) {
  11282. value = customAttribute.value[ ca ];
  11283. customAttribute.array[ offset ] = value.x;
  11284. customAttribute.array[ offset + 1 ] = value.y;
  11285. customAttribute.array[ offset + 2 ] = value.z;
  11286. offset += 3;
  11287. }
  11288. }
  11289. } else if ( customAttribute.size === 4 ) {
  11290. for ( ca = 0; ca < cal; ca ++ ) {
  11291. value = customAttribute.value[ ca ];
  11292. customAttribute.array[ offset ] = value.x;
  11293. customAttribute.array[ offset + 1 ] = value.y;
  11294. customAttribute.array[ offset + 2 ] = value.z;
  11295. customAttribute.array[ offset + 3 ] = value.w;
  11296. offset += 4;
  11297. }
  11298. }
  11299. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  11300. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  11301. }
  11302. }
  11303. }
  11304. }
  11305. function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {
  11306. if ( ! geometryGroup.__inittedArrays ) {
  11307. return;
  11308. }
  11309. var needsSmoothNormals = materialNeedsSmoothNormals( material );
  11310. var f, fl, fi, face,
  11311. vertexNormals, faceNormal, normal,
  11312. vertexColors, faceColor,
  11313. vertexTangents,
  11314. uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, n1, n2, n3, n4,
  11315. c1, c2, c3,
  11316. sw1, sw2, sw3, sw4,
  11317. si1, si2, si3, si4,
  11318. sa1, sa2, sa3, sa4,
  11319. sb1, sb2, sb3, sb4,
  11320. m, ml, i, il,
  11321. vn, uvi, uv2i,
  11322. vk, vkl, vka,
  11323. nka, chf, faceVertexNormals,
  11324. a,
  11325. vertexIndex = 0,
  11326. offset = 0,
  11327. offset_uv = 0,
  11328. offset_uv2 = 0,
  11329. offset_face = 0,
  11330. offset_normal = 0,
  11331. offset_tangent = 0,
  11332. offset_line = 0,
  11333. offset_color = 0,
  11334. offset_skin = 0,
  11335. offset_morphTarget = 0,
  11336. offset_custom = 0,
  11337. offset_customSrc = 0,
  11338. value,
  11339. vertexArray = geometryGroup.__vertexArray,
  11340. uvArray = geometryGroup.__uvArray,
  11341. uv2Array = geometryGroup.__uv2Array,
  11342. normalArray = geometryGroup.__normalArray,
  11343. tangentArray = geometryGroup.__tangentArray,
  11344. colorArray = geometryGroup.__colorArray,
  11345. skinIndexArray = geometryGroup.__skinIndexArray,
  11346. skinWeightArray = geometryGroup.__skinWeightArray,
  11347. morphTargetsArrays = geometryGroup.__morphTargetsArrays,
  11348. morphNormalsArrays = geometryGroup.__morphNormalsArrays,
  11349. customAttributes = geometryGroup.__webglCustomAttributesList,
  11350. customAttribute,
  11351. faceArray = geometryGroup.__faceArray,
  11352. lineArray = geometryGroup.__lineArray,
  11353. geometry = object.geometry, // this is shared for all chunks
  11354. dirtyVertices = geometry.verticesNeedUpdate,
  11355. dirtyElements = geometry.elementsNeedUpdate,
  11356. dirtyUvs = geometry.uvsNeedUpdate,
  11357. dirtyNormals = geometry.normalsNeedUpdate,
  11358. dirtyTangents = geometry.tangentsNeedUpdate,
  11359. dirtyColors = geometry.colorsNeedUpdate,
  11360. dirtyMorphTargets = geometry.morphTargetsNeedUpdate,
  11361. vertices = geometry.vertices,
  11362. chunk_faces3 = geometryGroup.faces3,
  11363. obj_faces = geometry.faces,
  11364. obj_uvs = geometry.faceVertexUvs[ 0 ],
  11365. obj_uvs2 = geometry.faceVertexUvs[ 1 ],
  11366. obj_colors = geometry.colors,
  11367. obj_skinIndices = geometry.skinIndices,
  11368. obj_skinWeights = geometry.skinWeights,
  11369. morphTargets = geometry.morphTargets,
  11370. morphNormals = geometry.morphNormals;
  11371. if ( dirtyVertices ) {
  11372. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  11373. face = obj_faces[ chunk_faces3[ f ] ];
  11374. v1 = vertices[ face.a ];
  11375. v2 = vertices[ face.b ];
  11376. v3 = vertices[ face.c ];
  11377. vertexArray[ offset ] = v1.x;
  11378. vertexArray[ offset + 1 ] = v1.y;
  11379. vertexArray[ offset + 2 ] = v1.z;
  11380. vertexArray[ offset + 3 ] = v2.x;
  11381. vertexArray[ offset + 4 ] = v2.y;
  11382. vertexArray[ offset + 5 ] = v2.z;
  11383. vertexArray[ offset + 6 ] = v3.x;
  11384. vertexArray[ offset + 7 ] = v3.y;
  11385. vertexArray[ offset + 8 ] = v3.z;
  11386. offset += 9;
  11387. }
  11388. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  11389. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  11390. }
  11391. if ( dirtyMorphTargets ) {
  11392. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  11393. offset_morphTarget = 0;
  11394. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  11395. chf = chunk_faces3[ f ];
  11396. face = obj_faces[ chf ];
  11397. // morph positions
  11398. v1 = morphTargets[ vk ].vertices[ face.a ];
  11399. v2 = morphTargets[ vk ].vertices[ face.b ];
  11400. v3 = morphTargets[ vk ].vertices[ face.c ];
  11401. vka = morphTargetsArrays[ vk ];
  11402. vka[ offset_morphTarget ] = v1.x;
  11403. vka[ offset_morphTarget + 1 ] = v1.y;
  11404. vka[ offset_morphTarget + 2 ] = v1.z;
  11405. vka[ offset_morphTarget + 3 ] = v2.x;
  11406. vka[ offset_morphTarget + 4 ] = v2.y;
  11407. vka[ offset_morphTarget + 5 ] = v2.z;
  11408. vka[ offset_morphTarget + 6 ] = v3.x;
  11409. vka[ offset_morphTarget + 7 ] = v3.y;
  11410. vka[ offset_morphTarget + 8 ] = v3.z;
  11411. // morph normals
  11412. if ( material.morphNormals ) {
  11413. if ( needsSmoothNormals ) {
  11414. faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
  11415. n1 = faceVertexNormals.a;
  11416. n2 = faceVertexNormals.b;
  11417. n3 = faceVertexNormals.c;
  11418. } else {
  11419. n1 = morphNormals[ vk ].faceNormals[ chf ];
  11420. n2 = n1;
  11421. n3 = n1;
  11422. }
  11423. nka = morphNormalsArrays[ vk ];
  11424. nka[ offset_morphTarget ] = n1.x;
  11425. nka[ offset_morphTarget + 1 ] = n1.y;
  11426. nka[ offset_morphTarget + 2 ] = n1.z;
  11427. nka[ offset_morphTarget + 3 ] = n2.x;
  11428. nka[ offset_morphTarget + 4 ] = n2.y;
  11429. nka[ offset_morphTarget + 5 ] = n2.z;
  11430. nka[ offset_morphTarget + 6 ] = n3.x;
  11431. nka[ offset_morphTarget + 7 ] = n3.y;
  11432. nka[ offset_morphTarget + 8 ] = n3.z;
  11433. }
  11434. //
  11435. offset_morphTarget += 9;
  11436. }
  11437. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
  11438. _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
  11439. if ( material.morphNormals ) {
  11440. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ vk ] );
  11441. _gl.bufferData( _gl.ARRAY_BUFFER, morphNormalsArrays[ vk ], hint );
  11442. }
  11443. }
  11444. }
  11445. if ( obj_skinWeights.length ) {
  11446. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  11447. face = obj_faces[ chunk_faces3[ f ] ];
  11448. // weights
  11449. sw1 = obj_skinWeights[ face.a ];
  11450. sw2 = obj_skinWeights[ face.b ];
  11451. sw3 = obj_skinWeights[ face.c ];
  11452. skinWeightArray[ offset_skin ] = sw1.x;
  11453. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  11454. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  11455. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  11456. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  11457. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  11458. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  11459. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  11460. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  11461. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  11462. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  11463. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  11464. // indices
  11465. si1 = obj_skinIndices[ face.a ];
  11466. si2 = obj_skinIndices[ face.b ];
  11467. si3 = obj_skinIndices[ face.c ];
  11468. skinIndexArray[ offset_skin ] = si1.x;
  11469. skinIndexArray[ offset_skin + 1 ] = si1.y;
  11470. skinIndexArray[ offset_skin + 2 ] = si1.z;
  11471. skinIndexArray[ offset_skin + 3 ] = si1.w;
  11472. skinIndexArray[ offset_skin + 4 ] = si2.x;
  11473. skinIndexArray[ offset_skin + 5 ] = si2.y;
  11474. skinIndexArray[ offset_skin + 6 ] = si2.z;
  11475. skinIndexArray[ offset_skin + 7 ] = si2.w;
  11476. skinIndexArray[ offset_skin + 8 ] = si3.x;
  11477. skinIndexArray[ offset_skin + 9 ] = si3.y;
  11478. skinIndexArray[ offset_skin + 10 ] = si3.z;
  11479. skinIndexArray[ offset_skin + 11 ] = si3.w;
  11480. offset_skin += 12;
  11481. }
  11482. if ( offset_skin > 0 ) {
  11483. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  11484. _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
  11485. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  11486. _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
  11487. }
  11488. }
  11489. if ( dirtyColors ) {
  11490. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  11491. face = obj_faces[ chunk_faces3[ f ] ];
  11492. vertexColors = face.vertexColors;
  11493. faceColor = face.color;
  11494. if ( vertexColors.length === 3 && material.vertexColors === THREE.VertexColors ) {
  11495. c1 = vertexColors[ 0 ];
  11496. c2 = vertexColors[ 1 ];
  11497. c3 = vertexColors[ 2 ];
  11498. } else {
  11499. c1 = faceColor;
  11500. c2 = faceColor;
  11501. c3 = faceColor;
  11502. }
  11503. colorArray[ offset_color ] = c1.r;
  11504. colorArray[ offset_color + 1 ] = c1.g;
  11505. colorArray[ offset_color + 2 ] = c1.b;
  11506. colorArray[ offset_color + 3 ] = c2.r;
  11507. colorArray[ offset_color + 4 ] = c2.g;
  11508. colorArray[ offset_color + 5 ] = c2.b;
  11509. colorArray[ offset_color + 6 ] = c3.r;
  11510. colorArray[ offset_color + 7 ] = c3.g;
  11511. colorArray[ offset_color + 8 ] = c3.b;
  11512. offset_color += 9;
  11513. }
  11514. if ( offset_color > 0 ) {
  11515. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  11516. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  11517. }
  11518. }
  11519. if ( dirtyTangents && geometry.hasTangents ) {
  11520. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  11521. face = obj_faces[ chunk_faces3[ f ] ];
  11522. vertexTangents = face.vertexTangents;
  11523. t1 = vertexTangents[ 0 ];
  11524. t2 = vertexTangents[ 1 ];
  11525. t3 = vertexTangents[ 2 ];
  11526. tangentArray[ offset_tangent ] = t1.x;
  11527. tangentArray[ offset_tangent + 1 ] = t1.y;
  11528. tangentArray[ offset_tangent + 2 ] = t1.z;
  11529. tangentArray[ offset_tangent + 3 ] = t1.w;
  11530. tangentArray[ offset_tangent + 4 ] = t2.x;
  11531. tangentArray[ offset_tangent + 5 ] = t2.y;
  11532. tangentArray[ offset_tangent + 6 ] = t2.z;
  11533. tangentArray[ offset_tangent + 7 ] = t2.w;
  11534. tangentArray[ offset_tangent + 8 ] = t3.x;
  11535. tangentArray[ offset_tangent + 9 ] = t3.y;
  11536. tangentArray[ offset_tangent + 10 ] = t3.z;
  11537. tangentArray[ offset_tangent + 11 ] = t3.w;
  11538. offset_tangent += 12;
  11539. }
  11540. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  11541. _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
  11542. }
  11543. if ( dirtyNormals ) {
  11544. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  11545. face = obj_faces[ chunk_faces3[ f ] ];
  11546. vertexNormals = face.vertexNormals;
  11547. faceNormal = face.normal;
  11548. if ( vertexNormals.length === 3 && needsSmoothNormals ) {
  11549. for ( i = 0; i < 3; i ++ ) {
  11550. vn = vertexNormals[ i ];
  11551. normalArray[ offset_normal ] = vn.x;
  11552. normalArray[ offset_normal + 1 ] = vn.y;
  11553. normalArray[ offset_normal + 2 ] = vn.z;
  11554. offset_normal += 3;
  11555. }
  11556. } else {
  11557. for ( i = 0; i < 3; i ++ ) {
  11558. normalArray[ offset_normal ] = faceNormal.x;
  11559. normalArray[ offset_normal + 1 ] = faceNormal.y;
  11560. normalArray[ offset_normal + 2 ] = faceNormal.z;
  11561. offset_normal += 3;
  11562. }
  11563. }
  11564. }
  11565. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  11566. _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
  11567. }
  11568. if ( dirtyUvs && obj_uvs ) {
  11569. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  11570. fi = chunk_faces3[ f ];
  11571. uv = obj_uvs[ fi ];
  11572. if ( uv === undefined ) continue;
  11573. for ( i = 0; i < 3; i ++ ) {
  11574. uvi = uv[ i ];
  11575. uvArray[ offset_uv ] = uvi.x;
  11576. uvArray[ offset_uv + 1 ] = uvi.y;
  11577. offset_uv += 2;
  11578. }
  11579. }
  11580. if ( offset_uv > 0 ) {
  11581. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  11582. _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
  11583. }
  11584. }
  11585. if ( dirtyUvs && obj_uvs2 ) {
  11586. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  11587. fi = chunk_faces3[ f ];
  11588. uv2 = obj_uvs2[ fi ];
  11589. if ( uv2 === undefined ) continue;
  11590. for ( i = 0; i < 3; i ++ ) {
  11591. uv2i = uv2[ i ];
  11592. uv2Array[ offset_uv2 ] = uv2i.x;
  11593. uv2Array[ offset_uv2 + 1 ] = uv2i.y;
  11594. offset_uv2 += 2;
  11595. }
  11596. }
  11597. if ( offset_uv2 > 0 ) {
  11598. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  11599. _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
  11600. }
  11601. }
  11602. if ( dirtyElements ) {
  11603. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  11604. faceArray[ offset_face ] = vertexIndex;
  11605. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  11606. faceArray[ offset_face + 2 ] = vertexIndex + 2;
  11607. offset_face += 3;
  11608. lineArray[ offset_line ] = vertexIndex;
  11609. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  11610. lineArray[ offset_line + 2 ] = vertexIndex;
  11611. lineArray[ offset_line + 3 ] = vertexIndex + 2;
  11612. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  11613. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  11614. offset_line += 6;
  11615. vertexIndex += 3;
  11616. }
  11617. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  11618. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
  11619. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  11620. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
  11621. }
  11622. if ( customAttributes ) {
  11623. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  11624. customAttribute = customAttributes[ i ];
  11625. if ( ! customAttribute.__original.needsUpdate ) continue;
  11626. offset_custom = 0;
  11627. offset_customSrc = 0;
  11628. if ( customAttribute.size === 1 ) {
  11629. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
  11630. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  11631. face = obj_faces[ chunk_faces3[ f ] ];
  11632. customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
  11633. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  11634. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  11635. offset_custom += 3;
  11636. }
  11637. } else if ( customAttribute.boundTo === 'faces' ) {
  11638. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  11639. value = customAttribute.value[ chunk_faces3[ f ] ];
  11640. customAttribute.array[ offset_custom ] = value;
  11641. customAttribute.array[ offset_custom + 1 ] = value;
  11642. customAttribute.array[ offset_custom + 2 ] = value;
  11643. offset_custom += 3;
  11644. }
  11645. }
  11646. } else if ( customAttribute.size === 2 ) {
  11647. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
  11648. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  11649. face = obj_faces[ chunk_faces3[ f ] ];
  11650. v1 = customAttribute.value[ face.a ];
  11651. v2 = customAttribute.value[ face.b ];
  11652. v3 = customAttribute.value[ face.c ];
  11653. customAttribute.array[ offset_custom ] = v1.x;
  11654. customAttribute.array[ offset_custom + 1 ] = v1.y;
  11655. customAttribute.array[ offset_custom + 2 ] = v2.x;
  11656. customAttribute.array[ offset_custom + 3 ] = v2.y;
  11657. customAttribute.array[ offset_custom + 4 ] = v3.x;
  11658. customAttribute.array[ offset_custom + 5 ] = v3.y;
  11659. offset_custom += 6;
  11660. }
  11661. } else if ( customAttribute.boundTo === 'faces' ) {
  11662. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  11663. value = customAttribute.value[ chunk_faces3[ f ] ];
  11664. v1 = value;
  11665. v2 = value;
  11666. v3 = value;
  11667. customAttribute.array[ offset_custom ] = v1.x;
  11668. customAttribute.array[ offset_custom + 1 ] = v1.y;
  11669. customAttribute.array[ offset_custom + 2 ] = v2.x;
  11670. customAttribute.array[ offset_custom + 3 ] = v2.y;
  11671. customAttribute.array[ offset_custom + 4 ] = v3.x;
  11672. customAttribute.array[ offset_custom + 5 ] = v3.y;
  11673. offset_custom += 6;
  11674. }
  11675. }
  11676. } else if ( customAttribute.size === 3 ) {
  11677. var pp;
  11678. if ( customAttribute.type === 'c' ) {
  11679. pp = [ 'r', 'g', 'b' ];
  11680. } else {
  11681. pp = [ 'x', 'y', 'z' ];
  11682. }
  11683. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
  11684. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  11685. face = obj_faces[ chunk_faces3[ f ] ];
  11686. v1 = customAttribute.value[ face.a ];
  11687. v2 = customAttribute.value[ face.b ];
  11688. v3 = customAttribute.value[ face.c ];
  11689. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  11690. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  11691. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  11692. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  11693. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  11694. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  11695. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  11696. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  11697. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  11698. offset_custom += 9;
  11699. }
  11700. } else if ( customAttribute.boundTo === 'faces' ) {
  11701. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  11702. value = customAttribute.value[ chunk_faces3[ f ] ];
  11703. v1 = value;
  11704. v2 = value;
  11705. v3 = value;
  11706. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  11707. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  11708. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  11709. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  11710. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  11711. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  11712. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  11713. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  11714. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  11715. offset_custom += 9;
  11716. }
  11717. } else if ( customAttribute.boundTo === 'faceVertices' ) {
  11718. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  11719. value = customAttribute.value[ chunk_faces3[ f ] ];
  11720. v1 = value[ 0 ];
  11721. v2 = value[ 1 ];
  11722. v3 = value[ 2 ];
  11723. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  11724. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  11725. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  11726. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  11727. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  11728. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  11729. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  11730. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  11731. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  11732. offset_custom += 9;
  11733. }
  11734. }
  11735. } else if ( customAttribute.size === 4 ) {
  11736. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
  11737. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  11738. face = obj_faces[ chunk_faces3[ f ] ];
  11739. v1 = customAttribute.value[ face.a ];
  11740. v2 = customAttribute.value[ face.b ];
  11741. v3 = customAttribute.value[ face.c ];
  11742. customAttribute.array[ offset_custom ] = v1.x;
  11743. customAttribute.array[ offset_custom + 1 ] = v1.y;
  11744. customAttribute.array[ offset_custom + 2 ] = v1.z;
  11745. customAttribute.array[ offset_custom + 3 ] = v1.w;
  11746. customAttribute.array[ offset_custom + 4 ] = v2.x;
  11747. customAttribute.array[ offset_custom + 5 ] = v2.y;
  11748. customAttribute.array[ offset_custom + 6 ] = v2.z;
  11749. customAttribute.array[ offset_custom + 7 ] = v2.w;
  11750. customAttribute.array[ offset_custom + 8 ] = v3.x;
  11751. customAttribute.array[ offset_custom + 9 ] = v3.y;
  11752. customAttribute.array[ offset_custom + 10 ] = v3.z;
  11753. customAttribute.array[ offset_custom + 11 ] = v3.w;
  11754. offset_custom += 12;
  11755. }
  11756. } else if ( customAttribute.boundTo === 'faces' ) {
  11757. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  11758. value = customAttribute.value[ chunk_faces3[ f ] ];
  11759. v1 = value;
  11760. v2 = value;
  11761. v3 = value;
  11762. customAttribute.array[ offset_custom ] = v1.x;
  11763. customAttribute.array[ offset_custom + 1 ] = v1.y;
  11764. customAttribute.array[ offset_custom + 2 ] = v1.z;
  11765. customAttribute.array[ offset_custom + 3 ] = v1.w;
  11766. customAttribute.array[ offset_custom + 4 ] = v2.x;
  11767. customAttribute.array[ offset_custom + 5 ] = v2.y;
  11768. customAttribute.array[ offset_custom + 6 ] = v2.z;
  11769. customAttribute.array[ offset_custom + 7 ] = v2.w;
  11770. customAttribute.array[ offset_custom + 8 ] = v3.x;
  11771. customAttribute.array[ offset_custom + 9 ] = v3.y;
  11772. customAttribute.array[ offset_custom + 10 ] = v3.z;
  11773. customAttribute.array[ offset_custom + 11 ] = v3.w;
  11774. offset_custom += 12;
  11775. }
  11776. } else if ( customAttribute.boundTo === 'faceVertices' ) {
  11777. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  11778. value = customAttribute.value[ chunk_faces3[ f ] ];
  11779. v1 = value[ 0 ];
  11780. v2 = value[ 1 ];
  11781. v3 = value[ 2 ];
  11782. customAttribute.array[ offset_custom ] = v1.x;
  11783. customAttribute.array[ offset_custom + 1 ] = v1.y;
  11784. customAttribute.array[ offset_custom + 2 ] = v1.z;
  11785. customAttribute.array[ offset_custom + 3 ] = v1.w;
  11786. customAttribute.array[ offset_custom + 4 ] = v2.x;
  11787. customAttribute.array[ offset_custom + 5 ] = v2.y;
  11788. customAttribute.array[ offset_custom + 6 ] = v2.z;
  11789. customAttribute.array[ offset_custom + 7 ] = v2.w;
  11790. customAttribute.array[ offset_custom + 8 ] = v3.x;
  11791. customAttribute.array[ offset_custom + 9 ] = v3.y;
  11792. customAttribute.array[ offset_custom + 10 ] = v3.z;
  11793. customAttribute.array[ offset_custom + 11 ] = v3.w;
  11794. offset_custom += 12;
  11795. }
  11796. }
  11797. }
  11798. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  11799. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  11800. }
  11801. }
  11802. if ( dispose ) {
  11803. delete geometryGroup.__inittedArrays;
  11804. delete geometryGroup.__colorArray;
  11805. delete geometryGroup.__normalArray;
  11806. delete geometryGroup.__tangentArray;
  11807. delete geometryGroup.__uvArray;
  11808. delete geometryGroup.__uv2Array;
  11809. delete geometryGroup.__faceArray;
  11810. delete geometryGroup.__vertexArray;
  11811. delete geometryGroup.__lineArray;
  11812. delete geometryGroup.__skinIndexArray;
  11813. delete geometryGroup.__skinWeightArray;
  11814. }
  11815. };
  11816. function setDirectBuffers( geometry ) {
  11817. var attributes = geometry.attributes;
  11818. var attributesKeys = geometry.attributesKeys;
  11819. for ( var i = 0, l = attributesKeys.length; i < l; i ++ ) {
  11820. var attributeName = attributesKeys[ i ];
  11821. var attributeItem = attributes[ attributeName ];
  11822. if ( attributeItem.buffer === undefined ) {
  11823. attributeItem.buffer = _gl.createBuffer();
  11824. attributeItem.needsUpdate = true;
  11825. }
  11826. if ( attributeItem.needsUpdate === true ) {
  11827. var bufferType = ( attributeName === 'index' ) ? _gl.ELEMENT_ARRAY_BUFFER : _gl.ARRAY_BUFFER;
  11828. _gl.bindBuffer( bufferType, attributeItem.buffer );
  11829. _gl.bufferData( bufferType, attributeItem.array, _gl.STATIC_DRAW );
  11830. attributeItem.needsUpdate = false;
  11831. }
  11832. }
  11833. }
  11834. // Buffer rendering
  11835. this.renderBufferImmediate = function ( object, program, material ) {
  11836. initAttributes();
  11837. if ( object.hasPositions && ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
  11838. if ( object.hasNormals && ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
  11839. if ( object.hasUvs && ! object.__webglUvBuffer ) object.__webglUvBuffer = _gl.createBuffer();
  11840. if ( object.hasColors && ! object.__webglColorBuffer ) object.__webglColorBuffer = _gl.createBuffer();
  11841. if ( object.hasPositions ) {
  11842. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
  11843. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  11844. enableAttribute( program.attributes.position );
  11845. _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  11846. }
  11847. if ( object.hasNormals ) {
  11848. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
  11849. if ( material.shading === THREE.FlatShading ) {
  11850. var nx, ny, nz,
  11851. nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
  11852. normalArray,
  11853. i, il = object.count * 3;
  11854. for ( i = 0; i < il; i += 9 ) {
  11855. normalArray = object.normalArray;
  11856. nax = normalArray[ i ];
  11857. nay = normalArray[ i + 1 ];
  11858. naz = normalArray[ i + 2 ];
  11859. nbx = normalArray[ i + 3 ];
  11860. nby = normalArray[ i + 4 ];
  11861. nbz = normalArray[ i + 5 ];
  11862. ncx = normalArray[ i + 6 ];
  11863. ncy = normalArray[ i + 7 ];
  11864. ncz = normalArray[ i + 8 ];
  11865. nx = ( nax + nbx + ncx ) / 3;
  11866. ny = ( nay + nby + ncy ) / 3;
  11867. nz = ( naz + nbz + ncz ) / 3;
  11868. normalArray[ i ] = nx;
  11869. normalArray[ i + 1 ] = ny;
  11870. normalArray[ i + 2 ] = nz;
  11871. normalArray[ i + 3 ] = nx;
  11872. normalArray[ i + 4 ] = ny;
  11873. normalArray[ i + 5 ] = nz;
  11874. normalArray[ i + 6 ] = nx;
  11875. normalArray[ i + 7 ] = ny;
  11876. normalArray[ i + 8 ] = nz;
  11877. }
  11878. }
  11879. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  11880. enableAttribute( program.attributes.normal );
  11881. _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  11882. }
  11883. if ( object.hasUvs && material.map ) {
  11884. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglUvBuffer );
  11885. _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
  11886. enableAttribute( program.attributes.uv );
  11887. _gl.vertexAttribPointer( program.attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  11888. }
  11889. if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
  11890. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglColorBuffer );
  11891. _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
  11892. enableAttribute( program.attributes.color );
  11893. _gl.vertexAttribPointer( program.attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  11894. }
  11895. disableUnusedAttributes();
  11896. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  11897. object.count = 0;
  11898. };
  11899. function setupVertexAttributes( material, program, geometry, startIndex ) {
  11900. var geometryAttributes = geometry.attributes;
  11901. var programAttributes = program.attributes;
  11902. var programAttributesKeys = program.attributesKeys;
  11903. for ( var i = 0, l = programAttributesKeys.length; i < l; i ++ ) {
  11904. var attributeName = programAttributesKeys[ i ];
  11905. var attributePointer = programAttributes[ attributeName ];
  11906. if ( attributePointer >= 0 ) {
  11907. var attributeItem = geometryAttributes[ attributeName ];
  11908. if ( attributeItem !== undefined ) {
  11909. var attributeSize = attributeItem.itemSize;
  11910. _gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
  11911. enableAttribute( attributePointer );
  11912. _gl.vertexAttribPointer( attributePointer, attributeSize, _gl.FLOAT, false, 0, startIndex * attributeSize * 4 ); // 4 bytes per Float32
  11913. } else if ( material.defaultAttributeValues !== undefined ) {
  11914. if ( material.defaultAttributeValues[ attributeName ].length === 2 ) {
  11915. _gl.vertexAttrib2fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
  11916. } else if ( material.defaultAttributeValues[ attributeName ].length === 3 ) {
  11917. _gl.vertexAttrib3fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
  11918. }
  11919. }
  11920. }
  11921. }
  11922. disableUnusedAttributes();
  11923. }
  11924. this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) {
  11925. if ( material.visible === false ) return;
  11926. var linewidth, a, attribute;
  11927. var attributeItem, attributeName, attributePointer, attributeSize;
  11928. var program = setProgram( camera, lights, fog, material, object );
  11929. var updateBuffers = false,
  11930. wireframeBit = material.wireframe ? 1 : 0,
  11931. geometryHash = ( geometry.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  11932. if ( geometryHash !== _currentGeometryGroupHash ) {
  11933. _currentGeometryGroupHash = geometryHash;
  11934. updateBuffers = true;
  11935. }
  11936. if ( updateBuffers ) {
  11937. initAttributes();
  11938. }
  11939. // render mesh
  11940. if ( object instanceof THREE.Mesh ) {
  11941. var mode = material.wireframe === true ? _gl.LINES : _gl.TRIANGLES;
  11942. var index = geometry.attributes.index;
  11943. if ( index ) {
  11944. // indexed triangles
  11945. var type, size;
  11946. if ( index.array instanceof Uint32Array ) {
  11947. type = _gl.UNSIGNED_INT;
  11948. size = 4;
  11949. } else {
  11950. type = _gl.UNSIGNED_SHORT;
  11951. size = 2;
  11952. }
  11953. var offsets = geometry.offsets;
  11954. if ( offsets.length === 0 ) {
  11955. if ( updateBuffers ) {
  11956. setupVertexAttributes( material, program, geometry, 0 );
  11957. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  11958. }
  11959. _gl.drawElements( mode, index.array.length, type, 0 );
  11960. _this.info.render.calls ++;
  11961. _this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
  11962. _this.info.render.faces += index.array.length / 3;
  11963. } else {
  11964. // if there is more than 1 chunk
  11965. // must set attribute pointers to use new offsets for each chunk
  11966. // even if geometry and materials didn't change
  11967. updateBuffers = true;
  11968. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  11969. var startIndex = offsets[ i ].index;
  11970. if ( updateBuffers ) {
  11971. setupVertexAttributes( material, program, geometry, startIndex );
  11972. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  11973. }
  11974. // render indexed triangles
  11975. _gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size );
  11976. _this.info.render.calls ++;
  11977. _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  11978. _this.info.render.faces += offsets[ i ].count / 3;
  11979. }
  11980. }
  11981. } else {
  11982. // non-indexed triangles
  11983. if ( updateBuffers ) {
  11984. setupVertexAttributes( material, program, geometry, 0 );
  11985. }
  11986. var position = geometry.attributes[ 'position' ];
  11987. // render non-indexed triangles
  11988. _gl.drawArrays( mode, 0, position.array.length / 3 );
  11989. _this.info.render.calls ++;
  11990. _this.info.render.vertices += position.array.length / 3;
  11991. _this.info.render.faces += position.array.length / 9;
  11992. }
  11993. } else if ( object instanceof THREE.PointCloud ) {
  11994. // render particles
  11995. if ( updateBuffers ) {
  11996. setupVertexAttributes( material, program, geometry, 0 );
  11997. }
  11998. var position = geometry.attributes.position;
  11999. // render particles
  12000. _gl.drawArrays( _gl.POINTS, 0, position.array.length / 3 );
  12001. _this.info.render.calls ++;
  12002. _this.info.render.points += position.array.length / 3;
  12003. } else if ( object instanceof THREE.Line ) {
  12004. var mode = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  12005. setLineWidth( material.linewidth );
  12006. var index = geometry.attributes.index;
  12007. if ( index ) {
  12008. // indexed lines
  12009. var type, size;
  12010. if ( index.array instanceof Uint32Array ) {
  12011. type = _gl.UNSIGNED_INT;
  12012. size = 4;
  12013. } else {
  12014. type = _gl.UNSIGNED_SHORT;
  12015. size = 2;
  12016. }
  12017. var offsets = geometry.offsets;
  12018. if ( offsets.length === 0 ) {
  12019. if ( updateBuffers ) {
  12020. setupVertexAttributes( material, program, geometry, 0 );
  12021. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  12022. }
  12023. _gl.drawElements( mode, index.array.length, type, 0 ); // 2 bytes per Uint16Array
  12024. _this.info.render.calls ++;
  12025. _this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
  12026. } else {
  12027. // if there is more than 1 chunk
  12028. // must set attribute pointers to use new offsets for each chunk
  12029. // even if geometry and materials didn't change
  12030. if ( offsets.length > 1 ) updateBuffers = true;
  12031. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  12032. var startIndex = offsets[ i ].index;
  12033. if ( updateBuffers ) {
  12034. setupVertexAttributes( material, program, geometry, startIndex );
  12035. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  12036. }
  12037. // render indexed lines
  12038. _gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size ); // 2 bytes per Uint16Array
  12039. _this.info.render.calls ++;
  12040. _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  12041. }
  12042. }
  12043. } else {
  12044. // non-indexed lines
  12045. if ( updateBuffers ) {
  12046. setupVertexAttributes( material, program, geometry, 0 );
  12047. }
  12048. var position = geometry.attributes.position;
  12049. _gl.drawArrays( mode, 0, position.array.length / 3 );
  12050. _this.info.render.calls ++;
  12051. _this.info.render.points += position.array.length / 3;
  12052. }
  12053. }
  12054. };
  12055. this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
  12056. if ( material.visible === false ) return;
  12057. var linewidth, a, attribute, i, il;
  12058. var program = setProgram( camera, lights, fog, material, object );
  12059. var attributes = program.attributes;
  12060. var updateBuffers = false,
  12061. wireframeBit = material.wireframe ? 1 : 0,
  12062. geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  12063. if ( geometryGroupHash !== _currentGeometryGroupHash ) {
  12064. _currentGeometryGroupHash = geometryGroupHash;
  12065. updateBuffers = true;
  12066. }
  12067. if ( updateBuffers ) {
  12068. initAttributes();
  12069. }
  12070. // vertices
  12071. if ( ! material.morphTargets && attributes.position >= 0 ) {
  12072. if ( updateBuffers ) {
  12073. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  12074. enableAttribute( attributes.position );
  12075. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  12076. }
  12077. } else {
  12078. if ( object.morphTargetBase ) {
  12079. setupMorphTargets( material, geometryGroup, object );
  12080. }
  12081. }
  12082. if ( updateBuffers ) {
  12083. // custom attributes
  12084. // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
  12085. if ( geometryGroup.__webglCustomAttributesList ) {
  12086. for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
  12087. attribute = geometryGroup.__webglCustomAttributesList[ i ];
  12088. if ( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
  12089. _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
  12090. enableAttribute( attributes[ attribute.buffer.belongsToAttribute ] );
  12091. _gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
  12092. }
  12093. }
  12094. }
  12095. // colors
  12096. if ( attributes.color >= 0 ) {
  12097. if ( object.geometry.colors.length > 0 || object.geometry.faces.length > 0 ) {
  12098. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  12099. enableAttribute( attributes.color );
  12100. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  12101. } else if ( material.defaultAttributeValues !== undefined ) {
  12102. _gl.vertexAttrib3fv( attributes.color, material.defaultAttributeValues.color );
  12103. }
  12104. }
  12105. // normals
  12106. if ( attributes.normal >= 0 ) {
  12107. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  12108. enableAttribute( attributes.normal );
  12109. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  12110. }
  12111. // tangents
  12112. if ( attributes.tangent >= 0 ) {
  12113. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  12114. enableAttribute( attributes.tangent );
  12115. _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
  12116. }
  12117. // uvs
  12118. if ( attributes.uv >= 0 ) {
  12119. if ( object.geometry.faceVertexUvs[ 0 ] ) {
  12120. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  12121. enableAttribute( attributes.uv );
  12122. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  12123. } else if ( material.defaultAttributeValues !== undefined ) {
  12124. _gl.vertexAttrib2fv( attributes.uv, material.defaultAttributeValues.uv );
  12125. }
  12126. }
  12127. if ( attributes.uv2 >= 0 ) {
  12128. if ( object.geometry.faceVertexUvs[ 1 ] ) {
  12129. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  12130. enableAttribute( attributes.uv2 );
  12131. _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
  12132. } else if ( material.defaultAttributeValues !== undefined ) {
  12133. _gl.vertexAttrib2fv( attributes.uv2, material.defaultAttributeValues.uv2 );
  12134. }
  12135. }
  12136. if ( material.skinning &&
  12137. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  12138. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  12139. enableAttribute( attributes.skinIndex );
  12140. _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
  12141. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  12142. enableAttribute( attributes.skinWeight );
  12143. _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
  12144. }
  12145. // line distances
  12146. if ( attributes.lineDistance >= 0 ) {
  12147. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglLineDistanceBuffer );
  12148. enableAttribute( attributes.lineDistance );
  12149. _gl.vertexAttribPointer( attributes.lineDistance, 1, _gl.FLOAT, false, 0, 0 );
  12150. }
  12151. }
  12152. disableUnusedAttributes();
  12153. // render mesh
  12154. if ( object instanceof THREE.Mesh ) {
  12155. var type = geometryGroup.__typeArray === Uint32Array ? _gl.UNSIGNED_INT : _gl.UNSIGNED_SHORT;
  12156. // wireframe
  12157. if ( material.wireframe ) {
  12158. setLineWidth( material.wireframeLinewidth );
  12159. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  12160. _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, type, 0 );
  12161. // triangles
  12162. } else {
  12163. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  12164. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, type, 0 );
  12165. }
  12166. _this.info.render.calls ++;
  12167. _this.info.render.vertices += geometryGroup.__webglFaceCount;
  12168. _this.info.render.faces += geometryGroup.__webglFaceCount / 3;
  12169. // render lines
  12170. } else if ( object instanceof THREE.Line ) {
  12171. var mode = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  12172. setLineWidth( material.linewidth );
  12173. _gl.drawArrays( mode, 0, geometryGroup.__webglLineCount );
  12174. _this.info.render.calls ++;
  12175. // render particles
  12176. } else if ( object instanceof THREE.PointCloud ) {
  12177. _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
  12178. _this.info.render.calls ++;
  12179. _this.info.render.points += geometryGroup.__webglParticleCount;
  12180. }
  12181. };
  12182. function initAttributes() {
  12183. for ( var i = 0, l = _newAttributes.length; i < l; i ++ ) {
  12184. _newAttributes[ i ] = 0;
  12185. }
  12186. }
  12187. function enableAttribute( attribute ) {
  12188. _newAttributes[ attribute ] = 1;
  12189. if ( _enabledAttributes[ attribute ] === 0 ) {
  12190. _gl.enableVertexAttribArray( attribute );
  12191. _enabledAttributes[ attribute ] = 1;
  12192. }
  12193. }
  12194. function disableUnusedAttributes() {
  12195. for ( var i = 0, l = _enabledAttributes.length; i < l; i ++ ) {
  12196. if ( _enabledAttributes[ i ] !== _newAttributes[ i ] ) {
  12197. _gl.disableVertexAttribArray( i );
  12198. _enabledAttributes[ i ] = 0;
  12199. }
  12200. }
  12201. }
  12202. function setupMorphTargets ( material, geometryGroup, object ) {
  12203. // set base
  12204. var attributes = material.program.attributes;
  12205. if ( object.morphTargetBase !== - 1 && attributes.position >= 0 ) {
  12206. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
  12207. enableAttribute( attributes.position );
  12208. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  12209. } else if ( attributes.position >= 0 ) {
  12210. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  12211. enableAttribute( attributes.position );
  12212. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  12213. }
  12214. if ( object.morphTargetForcedOrder.length ) {
  12215. // set forced order
  12216. var m = 0;
  12217. var order = object.morphTargetForcedOrder;
  12218. var influences = object.morphTargetInfluences;
  12219. while ( m < material.numSupportedMorphTargets && m < order.length ) {
  12220. if ( attributes[ 'morphTarget' + m ] >= 0 ) {
  12221. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
  12222. enableAttribute( attributes[ 'morphTarget' + m ] );
  12223. _gl.vertexAttribPointer( attributes[ 'morphTarget' + m ], 3, _gl.FLOAT, false, 0, 0 );
  12224. }
  12225. if ( attributes[ 'morphNormal' + m ] >= 0 && material.morphNormals ) {
  12226. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
  12227. enableAttribute( attributes[ 'morphNormal' + m ] );
  12228. _gl.vertexAttribPointer( attributes[ 'morphNormal' + m ], 3, _gl.FLOAT, false, 0, 0 );
  12229. }
  12230. object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
  12231. m ++;
  12232. }
  12233. } else {
  12234. // find the most influencing
  12235. var influence, activeInfluenceIndices = [];
  12236. var influences = object.morphTargetInfluences;
  12237. var i, il = influences.length;
  12238. for ( i = 0; i < il; i ++ ) {
  12239. influence = influences[ i ];
  12240. if ( influence > 0 ) {
  12241. activeInfluenceIndices.push( [ influence, i ] );
  12242. }
  12243. }
  12244. if ( activeInfluenceIndices.length > material.numSupportedMorphTargets ) {
  12245. activeInfluenceIndices.sort( numericalSort );
  12246. activeInfluenceIndices.length = material.numSupportedMorphTargets;
  12247. } else if ( activeInfluenceIndices.length > material.numSupportedMorphNormals ) {
  12248. activeInfluenceIndices.sort( numericalSort );
  12249. } else if ( activeInfluenceIndices.length === 0 ) {
  12250. activeInfluenceIndices.push( [ 0, 0 ] );
  12251. };
  12252. var influenceIndex, m = 0;
  12253. while ( m < material.numSupportedMorphTargets ) {
  12254. if ( activeInfluenceIndices[ m ] ) {
  12255. influenceIndex = activeInfluenceIndices[ m ][ 1 ];
  12256. if ( attributes[ 'morphTarget' + m ] >= 0 ) {
  12257. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] );
  12258. enableAttribute( attributes[ 'morphTarget' + m ] );
  12259. _gl.vertexAttribPointer( attributes[ 'morphTarget' + m ], 3, _gl.FLOAT, false, 0, 0 );
  12260. }
  12261. if ( attributes[ 'morphNormal' + m ] >= 0 && material.morphNormals ) {
  12262. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ] );
  12263. enableAttribute( attributes[ 'morphNormal' + m ] );
  12264. _gl.vertexAttribPointer( attributes[ 'morphNormal' + m ], 3, _gl.FLOAT, false, 0, 0 );
  12265. }
  12266. object.__webglMorphTargetInfluences[ m ] = influences[ influenceIndex ];
  12267. } else {
  12268. /*
  12269. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  12270. if ( material.morphNormals ) {
  12271. _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
  12272. }
  12273. */
  12274. object.__webglMorphTargetInfluences[ m ] = 0;
  12275. }
  12276. m ++;
  12277. }
  12278. }
  12279. // load updated influences uniform
  12280. if ( material.program.uniforms.morphTargetInfluences !== null ) {
  12281. _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
  12282. }
  12283. };
  12284. // Sorting
  12285. function painterSortStable ( a, b ) {
  12286. if ( a.material.id !== b.material.id ) {
  12287. return b.material.id - a.material.id;
  12288. } else if ( a.z !== b.z ) {
  12289. return b.z - a.z;
  12290. } else {
  12291. return a.id - b.id;
  12292. }
  12293. };
  12294. function reversePainterSortStable ( a, b ) {
  12295. if ( a.z !== b.z ) {
  12296. return a.z - b.z;
  12297. } else {
  12298. return a.id - b.id;
  12299. }
  12300. };
  12301. function numericalSort ( a, b ) {
  12302. return b[ 0 ] - a[ 0 ];
  12303. };
  12304. // Rendering
  12305. this.render = function ( scene, camera, renderTarget, forceClear ) {
  12306. if ( camera instanceof THREE.Camera === false ) {
  12307. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  12308. return;
  12309. }
  12310. var i, il,
  12311. webglObject, object,
  12312. renderList,
  12313. fog = scene.fog;
  12314. // reset caching for this frame
  12315. _currentMaterialId = - 1;
  12316. _currentCamera = null;
  12317. _lightsNeedUpdate = true;
  12318. // update scene graph
  12319. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  12320. // update camera matrices and frustum
  12321. if ( camera.parent === undefined ) camera.updateMatrixWorld();
  12322. // update Skeleton objects
  12323. scene.traverse( function ( object ) {
  12324. if ( object instanceof THREE.SkinnedMesh ) {
  12325. object.skeleton.update();
  12326. }
  12327. } );
  12328. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  12329. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  12330. _frustum.setFromMatrix( _projScreenMatrix );
  12331. lights.length = 0;
  12332. opaqueObjects.length = 0;
  12333. transparentObjects.length = 0;
  12334. projectObject( scene, scene );
  12335. if ( _this.sortObjects === true ) {
  12336. opaqueObjects.sort( painterSortStable );
  12337. transparentObjects.sort( reversePainterSortStable );
  12338. }
  12339. // custom render plugins (pre pass)
  12340. renderPlugins( this.renderPluginsPre, scene, camera );
  12341. //
  12342. _this.info.render.calls = 0;
  12343. _this.info.render.vertices = 0;
  12344. _this.info.render.faces = 0;
  12345. _this.info.render.points = 0;
  12346. this.setRenderTarget( renderTarget );
  12347. if ( this.autoClear || forceClear ) {
  12348. this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
  12349. }
  12350. // set matrices for immediate objects
  12351. for ( i = 0, il = _webglObjectsImmediate.length; i < il; i ++ ) {
  12352. webglObject = _webglObjectsImmediate[ i ];
  12353. object = webglObject.object;
  12354. if ( object.visible ) {
  12355. setupMatrices( object, camera );
  12356. unrollImmediateBufferMaterial( webglObject );
  12357. }
  12358. }
  12359. if ( scene.overrideMaterial ) {
  12360. var material = scene.overrideMaterial;
  12361. this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  12362. this.setDepthTest( material.depthTest );
  12363. this.setDepthWrite( material.depthWrite );
  12364. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  12365. renderObjects( opaqueObjects, camera, lights, fog, true, material );
  12366. renderObjects( transparentObjects, camera, lights, fog, true, material );
  12367. renderObjectsImmediate( _webglObjectsImmediate, '', camera, lights, fog, false, material );
  12368. } else {
  12369. var material = null;
  12370. // opaque pass (front-to-back order)
  12371. this.setBlending( THREE.NoBlending );
  12372. renderObjects( opaqueObjects, camera, lights, fog, false, material );
  12373. renderObjectsImmediate( _webglObjectsImmediate, 'opaque', camera, lights, fog, false, material );
  12374. // transparent pass (back-to-front order)
  12375. renderObjects( transparentObjects, camera, lights, fog, true, material );
  12376. renderObjectsImmediate( _webglObjectsImmediate, 'transparent', camera, lights, fog, true, material );
  12377. }
  12378. // custom render plugins (post pass)
  12379. renderPlugins( this.renderPluginsPost, scene, camera );
  12380. // Generate mipmap if we're using any kind of mipmap filtering
  12381. if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  12382. updateRenderTargetMipmap( renderTarget );
  12383. }
  12384. // Ensure depth buffer writing is enabled so it can be cleared on next render
  12385. this.setDepthTest( true );
  12386. this.setDepthWrite( true );
  12387. // _gl.finish();
  12388. };
  12389. function projectObject( scene, object ) {
  12390. if ( object.visible === false ) return;
  12391. if ( object instanceof THREE.Light ) {
  12392. lights.push( object );
  12393. }
  12394. if ( object instanceof THREE.Scene ) {
  12395. //
  12396. } else {
  12397. initObject( object, scene );
  12398. var webglObjects = _webglObjects[ object.id ];
  12399. if ( webglObjects && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) {
  12400. updateObject( object, scene );
  12401. for ( var i = 0, l = webglObjects.length; i < l; i ++ ) {
  12402. var webglObject = webglObjects[i];
  12403. unrollBufferMaterial( webglObject );
  12404. webglObject.render = true;
  12405. if ( _this.sortObjects === true ) {
  12406. if ( object.renderDepth !== null ) {
  12407. webglObject.z = object.renderDepth;
  12408. } else {
  12409. _vector3.setFromMatrixPosition( object.matrixWorld );
  12410. _vector3.applyProjection( _projScreenMatrix );
  12411. webglObject.z = _vector3.z;
  12412. }
  12413. }
  12414. }
  12415. }
  12416. }
  12417. for ( var i = 0, l = object.children.length; i < l; i ++ ) {
  12418. projectObject( scene, object.children[ i ] );
  12419. }
  12420. }
  12421. function renderPlugins( plugins, scene, camera ) {
  12422. if ( plugins.length === 0 ) return;
  12423. for ( var i = 0, il = plugins.length; i < il; i ++ ) {
  12424. plugins[ i ].render( scene, camera, _currentWidth, _currentHeight );
  12425. }
  12426. };
  12427. function renderObjects( renderList, camera, lights, fog, useBlending, overrideMaterial ) {
  12428. var webglObject, object, buffer, material;
  12429. for ( var i = renderList.length - 1; i !== - 1; i -- ) {
  12430. webglObject = renderList[ i ];
  12431. object = webglObject.object;
  12432. buffer = webglObject.buffer;
  12433. setupMatrices( object, camera );
  12434. if ( overrideMaterial ) {
  12435. material = overrideMaterial;
  12436. } else {
  12437. material = webglObject.material;
  12438. if ( ! material ) continue;
  12439. if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  12440. _this.setDepthTest( material.depthTest );
  12441. _this.setDepthWrite( material.depthWrite );
  12442. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  12443. }
  12444. _this.setMaterialFaces( material );
  12445. if ( buffer instanceof THREE.BufferGeometry ) {
  12446. _this.renderBufferDirect( camera, lights, fog, material, buffer, object );
  12447. } else {
  12448. _this.renderBuffer( camera, lights, fog, material, buffer, object );
  12449. }
  12450. }
  12451. };
  12452. function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
  12453. var webglObject, object, material, program;
  12454. for ( var i = 0, il = renderList.length; i < il; i ++ ) {
  12455. webglObject = renderList[ i ];
  12456. object = webglObject.object;
  12457. if ( object.visible ) {
  12458. if ( overrideMaterial ) {
  12459. material = overrideMaterial;
  12460. } else {
  12461. material = webglObject[ materialType ];
  12462. if ( ! material ) continue;
  12463. if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  12464. _this.setDepthTest( material.depthTest );
  12465. _this.setDepthWrite( material.depthWrite );
  12466. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  12467. }
  12468. _this.renderImmediateObject( camera, lights, fog, material, object );
  12469. }
  12470. }
  12471. };
  12472. this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
  12473. var program = setProgram( camera, lights, fog, material, object );
  12474. _currentGeometryGroupHash = - 1;
  12475. _this.setMaterialFaces( material );
  12476. if ( object.immediateRenderCallback ) {
  12477. object.immediateRenderCallback( program, _gl, _frustum );
  12478. } else {
  12479. object.render( function ( object ) { _this.renderBufferImmediate( object, program, material ); } );
  12480. }
  12481. };
  12482. function unrollImmediateBufferMaterial ( globject ) {
  12483. var object = globject.object,
  12484. material = object.material;
  12485. if ( material.transparent ) {
  12486. globject.transparent = material;
  12487. globject.opaque = null;
  12488. } else {
  12489. globject.opaque = material;
  12490. globject.transparent = null;
  12491. }
  12492. };
  12493. function unrollBufferMaterial ( globject ) {
  12494. var object = globject.object;
  12495. var buffer = globject.buffer;
  12496. var geometry = object.geometry;
  12497. var material = object.material;
  12498. if ( material instanceof THREE.MeshFaceMaterial ) {
  12499. var materialIndex = geometry instanceof THREE.BufferGeometry ? 0 : buffer.materialIndex;
  12500. material = material.materials[ materialIndex ];
  12501. globject.material = material;
  12502. if ( material.transparent ) {
  12503. transparentObjects.push( globject );
  12504. } else {
  12505. opaqueObjects.push( globject );
  12506. }
  12507. } else if ( material ) {
  12508. globject.material = material;
  12509. if ( material.transparent ) {
  12510. transparentObjects.push( globject );
  12511. } else {
  12512. opaqueObjects.push( globject );
  12513. }
  12514. }
  12515. };
  12516. function initObject( object, scene ) {
  12517. if ( object.__webglInit === undefined ) {
  12518. object.__webglInit = true;
  12519. object._modelViewMatrix = new THREE.Matrix4();
  12520. object._normalMatrix = new THREE.Matrix3();
  12521. object.addEventListener( 'removed', onObjectRemoved );
  12522. }
  12523. var geometry = object.geometry;
  12524. if ( geometry === undefined ) {
  12525. // ImmediateRenderObject
  12526. } else if ( geometry.__webglInit === undefined ) {
  12527. geometry.__webglInit = true;
  12528. geometry.addEventListener( 'dispose', onGeometryDispose );
  12529. if ( geometry instanceof THREE.BufferGeometry ) {
  12530. //
  12531. } else if ( object instanceof THREE.Mesh ) {
  12532. initGeometryGroups(scene, object, geometry);
  12533. } else if ( object instanceof THREE.Line ) {
  12534. if ( ! geometry.__webglVertexBuffer ) {
  12535. createLineBuffers( geometry );
  12536. initLineBuffers( geometry, object );
  12537. geometry.verticesNeedUpdate = true;
  12538. geometry.colorsNeedUpdate = true;
  12539. geometry.lineDistancesNeedUpdate = true;
  12540. }
  12541. } else if ( object instanceof THREE.PointCloud ) {
  12542. if ( ! geometry.__webglVertexBuffer ) {
  12543. createParticleBuffers( geometry );
  12544. initParticleBuffers( geometry, object );
  12545. geometry.verticesNeedUpdate = true;
  12546. geometry.colorsNeedUpdate = true;
  12547. }
  12548. }
  12549. }
  12550. if ( object.__webglActive === undefined) {
  12551. if ( object instanceof THREE.Mesh ) {
  12552. if ( geometry instanceof THREE.BufferGeometry ) {
  12553. addBuffer( _webglObjects, geometry, object );
  12554. } else if ( geometry instanceof THREE.Geometry ) {
  12555. for ( var i = 0,l = geometry.geometryGroupsList.length; i<l;i++ ) {
  12556. var geometryGroup = geometry.geometryGroupsList[ i ];
  12557. addBuffer( _webglObjects, geometryGroup, object );
  12558. }
  12559. }
  12560. } else if ( object instanceof THREE.Line ||
  12561. object instanceof THREE.PointCloud ) {
  12562. addBuffer( _webglObjects, geometry, object );
  12563. } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
  12564. addBufferImmediate( _webglObjectsImmediate, object );
  12565. }
  12566. object.__webglActive = true;
  12567. }
  12568. };
  12569. function initGeometryGroups( scene, object, geometry ) {
  12570. var g, geometryGroup, material,addBuffers = false;
  12571. material = object.material;
  12572. if ( geometry.geometryGroups === undefined || geometry.groupsNeedUpdate ) {
  12573. delete _webglObjects[object.id];
  12574. geometry.makeGroups( material instanceof THREE.MeshFaceMaterial, _glExtensionElementIndexUint ? 4294967296 : 65535 );
  12575. geometry.groupsNeedUpdate = false;
  12576. }
  12577. // create separate VBOs per geometry chunk
  12578. for ( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
  12579. geometryGroup = geometry.geometryGroupsList[ i ];
  12580. // initialise VBO on the first access
  12581. if ( ! geometryGroup.__webglVertexBuffer ) {
  12582. createMeshBuffers( geometryGroup );
  12583. initMeshBuffers( geometryGroup, object );
  12584. geometry.verticesNeedUpdate = true;
  12585. geometry.morphTargetsNeedUpdate = true;
  12586. geometry.elementsNeedUpdate = true;
  12587. geometry.uvsNeedUpdate = true;
  12588. geometry.normalsNeedUpdate = true;
  12589. geometry.tangentsNeedUpdate = true;
  12590. geometry.colorsNeedUpdate = true;
  12591. addBuffers = true;
  12592. } else {
  12593. addBuffers = false;
  12594. }
  12595. if ( addBuffers || object.__webglActive === undefined ) {
  12596. addBuffer( _webglObjects, geometryGroup, object );
  12597. }
  12598. }
  12599. object.__webglActive = true;
  12600. }
  12601. function addBuffer( objlist, buffer, object ) {
  12602. var id = object.id;
  12603. objlist[id] = objlist[id] || [];
  12604. objlist[id].push(
  12605. {
  12606. id: id,
  12607. buffer: buffer,
  12608. object: object,
  12609. material: null,
  12610. z: 0
  12611. }
  12612. );
  12613. };
  12614. function addBufferImmediate( objlist, object ) {
  12615. objlist.push(
  12616. {
  12617. id: null,
  12618. object: object,
  12619. opaque: null,
  12620. transparent: null,
  12621. z: 0
  12622. }
  12623. );
  12624. };
  12625. // Objects updates
  12626. function updateObject( object, scene ) {
  12627. var geometry = object.geometry,
  12628. geometryGroup, customAttributesDirty, material;
  12629. if ( geometry instanceof THREE.BufferGeometry ) {
  12630. setDirectBuffers( geometry );
  12631. } else if ( object instanceof THREE.Mesh ) {
  12632. // check all geometry groups
  12633. if ( geometry.buffersNeedUpdate || geometry.groupsNeedUpdate ) {
  12634. initGeometryGroups(scene, object,geometry);
  12635. }
  12636. for ( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
  12637. geometryGroup = geometry.geometryGroupsList[ i ];
  12638. material = getBufferMaterial( object, geometryGroup );
  12639. if ( geometry.buffersNeedUpdate || geometry.groupsNeedUpdate) {
  12640. initMeshBuffers( geometryGroup, object );
  12641. }
  12642. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  12643. if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate ||
  12644. geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
  12645. geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate || customAttributesDirty ) {
  12646. setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, ! geometry.dynamic, material );
  12647. }
  12648. }
  12649. geometry.verticesNeedUpdate = false;
  12650. geometry.morphTargetsNeedUpdate = false;
  12651. geometry.elementsNeedUpdate = false;
  12652. geometry.uvsNeedUpdate = false;
  12653. geometry.normalsNeedUpdate = false;
  12654. geometry.colorsNeedUpdate = false;
  12655. geometry.tangentsNeedUpdate = false;
  12656. geometry.buffersNeedUpdate = false;
  12657. material.attributes && clearCustomAttributes( material );
  12658. } else if ( object instanceof THREE.Line ) {
  12659. material = getBufferMaterial( object, geometry );
  12660. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  12661. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.lineDistancesNeedUpdate || customAttributesDirty ) {
  12662. setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
  12663. }
  12664. geometry.verticesNeedUpdate = false;
  12665. geometry.colorsNeedUpdate = false;
  12666. geometry.lineDistancesNeedUpdate = false;
  12667. material.attributes && clearCustomAttributes( material );
  12668. } else if ( object instanceof THREE.PointCloud ) {
  12669. material = getBufferMaterial( object, geometry );
  12670. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  12671. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || object.sortParticles || customAttributesDirty ) {
  12672. setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
  12673. }
  12674. geometry.verticesNeedUpdate = false;
  12675. geometry.colorsNeedUpdate = false;
  12676. material.attributes && clearCustomAttributes( material );
  12677. }
  12678. };
  12679. // Objects updates - custom attributes check
  12680. function areCustomAttributesDirty( material ) {
  12681. for ( var name in material.attributes ) {
  12682. if ( material.attributes[ name ].needsUpdate ) return true;
  12683. }
  12684. return false;
  12685. };
  12686. function clearCustomAttributes( material ) {
  12687. for ( var name in material.attributes ) {
  12688. material.attributes[ name ].needsUpdate = false;
  12689. }
  12690. };
  12691. // Objects removal
  12692. function removeObject( object ) {
  12693. if ( object instanceof THREE.Mesh ||
  12694. object instanceof THREE.PointCloud ||
  12695. object instanceof THREE.Line ) {
  12696. delete _webglObjects[ object.id ];
  12697. } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
  12698. removeInstances( _webglObjectsImmediate, object );
  12699. }
  12700. delete object.__webglInit;
  12701. delete object._modelViewMatrix;
  12702. delete object._normalMatrix;
  12703. delete object.__webglActive;
  12704. };
  12705. function removeInstances( objlist, object ) {
  12706. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  12707. if ( objlist[ o ].object === object ) {
  12708. objlist.splice( o, 1 );
  12709. }
  12710. }
  12711. };
  12712. // Materials
  12713. this.initMaterial = function () {
  12714. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  12715. };
  12716. function initMaterial( material, lights, fog, object ) {
  12717. material.addEventListener( 'dispose', onMaterialDispose );
  12718. var shaderID;
  12719. if ( material instanceof THREE.MeshDepthMaterial ) {
  12720. shaderID = 'depth';
  12721. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  12722. shaderID = 'normal';
  12723. } else if ( material instanceof THREE.MeshBasicMaterial ) {
  12724. shaderID = 'basic';
  12725. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  12726. shaderID = 'lambert';
  12727. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  12728. shaderID = 'phong';
  12729. } else if ( material instanceof THREE.LineBasicMaterial ) {
  12730. shaderID = 'basic';
  12731. } else if ( material instanceof THREE.LineDashedMaterial ) {
  12732. shaderID = 'dashed';
  12733. } else if ( material instanceof THREE.PointCloudMaterial ) {
  12734. shaderID = 'particle_basic';
  12735. }
  12736. if ( shaderID ) {
  12737. var shader = THREE.ShaderLib[ shaderID ];
  12738. material.__webglShader = {
  12739. uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
  12740. vertexShader: shader.vertexShader,
  12741. fragmentShader: shader.fragmentShader
  12742. }
  12743. } else {
  12744. material.__webglShader = {
  12745. uniforms: material.uniforms,
  12746. vertexShader: material.vertexShader,
  12747. fragmentShader: material.fragmentShader
  12748. }
  12749. }
  12750. // heuristics to create shader parameters according to lights in the scene
  12751. // (not to blow over maxLights budget)
  12752. var maxLightCount = allocateLights( lights );
  12753. var maxShadows = allocateShadows( lights );
  12754. var maxBones = allocateBones( object );
  12755. var parameters = {
  12756. precision: _precision,
  12757. supportsVertexTextures: _supportsVertexTextures,
  12758. map: !! material.map,
  12759. envMap: !! material.envMap,
  12760. lightMap: !! material.lightMap,
  12761. bumpMap: !! material.bumpMap,
  12762. normalMap: !! material.normalMap,
  12763. specularMap: !! material.specularMap,
  12764. alphaMap: !! material.alphaMap,
  12765. vertexColors: material.vertexColors,
  12766. fog: fog,
  12767. useFog: material.fog,
  12768. fogExp: fog instanceof THREE.FogExp2,
  12769. sizeAttenuation: material.sizeAttenuation,
  12770. logarithmicDepthBuffer: _logarithmicDepthBuffer,
  12771. skinning: material.skinning,
  12772. maxBones: maxBones,
  12773. useVertexTexture: _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture,
  12774. morphTargets: material.morphTargets,
  12775. morphNormals: material.morphNormals,
  12776. maxMorphTargets: _this.maxMorphTargets,
  12777. maxMorphNormals: _this.maxMorphNormals,
  12778. maxDirLights: maxLightCount.directional,
  12779. maxPointLights: maxLightCount.point,
  12780. maxSpotLights: maxLightCount.spot,
  12781. maxHemiLights: maxLightCount.hemi,
  12782. maxShadows: maxShadows,
  12783. shadowMapEnabled: _this.shadowMapEnabled && object.receiveShadow && maxShadows > 0,
  12784. shadowMapType: _this.shadowMapType,
  12785. shadowMapDebug: _this.shadowMapDebug,
  12786. shadowMapCascade: _this.shadowMapCascade,
  12787. alphaTest: material.alphaTest,
  12788. metal: material.metal,
  12789. wrapAround: material.wrapAround,
  12790. doubleSided: material.side === THREE.DoubleSide,
  12791. flipSided: material.side === THREE.BackSide
  12792. };
  12793. // Generate code
  12794. var chunks = [];
  12795. if ( shaderID ) {
  12796. chunks.push( shaderID );
  12797. } else {
  12798. chunks.push( material.fragmentShader );
  12799. chunks.push( material.vertexShader );
  12800. }
  12801. if ( material.defines !== undefined ) {
  12802. for ( var name in material.defines ) {
  12803. chunks.push( name );
  12804. chunks.push( material.defines[ name ] );
  12805. }
  12806. }
  12807. for ( var name in parameters ) {
  12808. chunks.push( name );
  12809. chunks.push( parameters[ name ] );
  12810. }
  12811. var code = chunks.join();
  12812. var program;
  12813. // Check if code has been already compiled
  12814. for ( var p = 0, pl = _programs.length; p < pl; p ++ ) {
  12815. var programInfo = _programs[ p ];
  12816. if ( programInfo.code === code ) {
  12817. program = programInfo;
  12818. program.usedTimes ++;
  12819. break;
  12820. }
  12821. }
  12822. if ( program === undefined ) {
  12823. program = new THREE.WebGLProgram( _this, code, material, parameters );
  12824. _programs.push( program );
  12825. _this.info.memory.programs = _programs.length;
  12826. }
  12827. material.program = program;
  12828. var attributes = program.attributes;
  12829. if ( material.morphTargets ) {
  12830. material.numSupportedMorphTargets = 0;
  12831. var id, base = 'morphTarget';
  12832. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  12833. id = base + i;
  12834. if ( attributes[ id ] >= 0 ) {
  12835. material.numSupportedMorphTargets ++;
  12836. }
  12837. }
  12838. }
  12839. if ( material.morphNormals ) {
  12840. material.numSupportedMorphNormals = 0;
  12841. var id, base = 'morphNormal';
  12842. for ( i = 0; i < _this.maxMorphNormals; i ++ ) {
  12843. id = base + i;
  12844. if ( attributes[ id ] >= 0 ) {
  12845. material.numSupportedMorphNormals ++;
  12846. }
  12847. }
  12848. }
  12849. material.uniformsList = [];
  12850. for ( var u in material.__webglShader.uniforms ) {
  12851. var location = material.program.uniforms[ u ];
  12852. if ( location ) {
  12853. material.uniformsList.push( [ material.__webglShader.uniforms[ u ], location ] );
  12854. }
  12855. }
  12856. };
  12857. function setProgram( camera, lights, fog, material, object ) {
  12858. _usedTextureUnits = 0;
  12859. if ( material.needsUpdate ) {
  12860. if ( material.program ) deallocateMaterial( material );
  12861. initMaterial( material, lights, fog, object );
  12862. material.needsUpdate = false;
  12863. }
  12864. if ( material.morphTargets ) {
  12865. if ( ! object.__webglMorphTargetInfluences ) {
  12866. object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
  12867. }
  12868. }
  12869. var refreshProgram = false;
  12870. var refreshMaterial = false;
  12871. var refreshLights = false;
  12872. var program = material.program,
  12873. p_uniforms = program.uniforms,
  12874. m_uniforms = material.__webglShader.uniforms;
  12875. if ( program.id !== _currentProgram ) {
  12876. _gl.useProgram( program.program );
  12877. _currentProgram = program.id;
  12878. refreshProgram = true;
  12879. refreshMaterial = true;
  12880. refreshLights = true;
  12881. }
  12882. if ( material.id !== _currentMaterialId ) {
  12883. if ( _currentMaterialId === -1 ) refreshLights = true;
  12884. _currentMaterialId = material.id;
  12885. refreshMaterial = true;
  12886. }
  12887. if ( refreshProgram || camera !== _currentCamera ) {
  12888. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
  12889. if ( _logarithmicDepthBuffer ) {
  12890. _gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  12891. }
  12892. if ( camera !== _currentCamera ) _currentCamera = camera;
  12893. // load material specific uniforms
  12894. // (shader material also gets them for the sake of genericity)
  12895. if ( material instanceof THREE.ShaderMaterial ||
  12896. material instanceof THREE.MeshPhongMaterial ||
  12897. material.envMap ) {
  12898. if ( p_uniforms.cameraPosition !== null ) {
  12899. _vector3.setFromMatrixPosition( camera.matrixWorld );
  12900. _gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );
  12901. }
  12902. }
  12903. if ( material instanceof THREE.MeshPhongMaterial ||
  12904. material instanceof THREE.MeshLambertMaterial ||
  12905. material instanceof THREE.ShaderMaterial ||
  12906. material.skinning ) {
  12907. if ( p_uniforms.viewMatrix !== null ) {
  12908. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
  12909. }
  12910. }
  12911. }
  12912. // skinning uniforms must be set even if material didn't change
  12913. // auto-setting of texture unit for bone texture must go before other textures
  12914. // not sure why, but otherwise weird things happen
  12915. if ( material.skinning ) {
  12916. if ( object.bindMatrix && p_uniforms.bindMatrix !== null ) {
  12917. _gl.uniformMatrix4fv( p_uniforms.bindMatrix, false, object.bindMatrix.elements );
  12918. }
  12919. if ( object.bindMatrixInverse && p_uniforms.bindMatrixInverse !== null ) {
  12920. _gl.uniformMatrix4fv( p_uniforms.bindMatrixInverse, false, object.bindMatrixInverse.elements );
  12921. }
  12922. if ( _supportsBoneTextures && object.skeleton && object.skeleton.useVertexTexture ) {
  12923. if ( p_uniforms.boneTexture !== null ) {
  12924. var textureUnit = getTextureUnit();
  12925. _gl.uniform1i( p_uniforms.boneTexture, textureUnit );
  12926. _this.setTexture( object.skeleton.boneTexture, textureUnit );
  12927. }
  12928. if ( p_uniforms.boneTextureWidth !== null ) {
  12929. _gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );
  12930. }
  12931. if ( p_uniforms.boneTextureHeight !== null ) {
  12932. _gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );
  12933. }
  12934. } else if ( object.skeleton && object.skeleton.boneMatrices ) {
  12935. if ( p_uniforms.boneGlobalMatrices !== null ) {
  12936. _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices );
  12937. }
  12938. }
  12939. }
  12940. if ( refreshMaterial ) {
  12941. // refresh uniforms common to several materials
  12942. if ( fog && material.fog ) {
  12943. refreshUniformsFog( m_uniforms, fog );
  12944. }
  12945. if ( material instanceof THREE.MeshPhongMaterial ||
  12946. material instanceof THREE.MeshLambertMaterial ||
  12947. material.lights ) {
  12948. if ( _lightsNeedUpdate ) {
  12949. refreshLights = true;
  12950. setupLights( lights );
  12951. _lightsNeedUpdate = false;
  12952. }
  12953. if ( refreshLights ) {
  12954. refreshUniformsLights( m_uniforms, _lights );
  12955. markUniformsLightsNeedsUpdate( m_uniforms, true );
  12956. } else {
  12957. markUniformsLightsNeedsUpdate( m_uniforms, false );
  12958. }
  12959. }
  12960. if ( material instanceof THREE.MeshBasicMaterial ||
  12961. material instanceof THREE.MeshLambertMaterial ||
  12962. material instanceof THREE.MeshPhongMaterial ) {
  12963. refreshUniformsCommon( m_uniforms, material );
  12964. }
  12965. // refresh single material specific uniforms
  12966. if ( material instanceof THREE.LineBasicMaterial ) {
  12967. refreshUniformsLine( m_uniforms, material );
  12968. } else if ( material instanceof THREE.LineDashedMaterial ) {
  12969. refreshUniformsLine( m_uniforms, material );
  12970. refreshUniformsDash( m_uniforms, material );
  12971. } else if ( material instanceof THREE.PointCloudMaterial ) {
  12972. refreshUniformsParticle( m_uniforms, material );
  12973. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  12974. refreshUniformsPhong( m_uniforms, material );
  12975. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  12976. refreshUniformsLambert( m_uniforms, material );
  12977. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  12978. m_uniforms.mNear.value = camera.near;
  12979. m_uniforms.mFar.value = camera.far;
  12980. m_uniforms.opacity.value = material.opacity;
  12981. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  12982. m_uniforms.opacity.value = material.opacity;
  12983. }
  12984. if ( object.receiveShadow && ! material._shadowPass ) {
  12985. refreshUniformsShadow( m_uniforms, lights );
  12986. }
  12987. // load common uniforms
  12988. loadUniformsGeneric( material.uniformsList );
  12989. }
  12990. loadUniformsMatrices( p_uniforms, object );
  12991. if ( p_uniforms.modelMatrix !== null ) {
  12992. _gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
  12993. }
  12994. return program;
  12995. };
  12996. // Uniforms (refresh uniforms objects)
  12997. function refreshUniformsCommon ( uniforms, material ) {
  12998. uniforms.opacity.value = material.opacity;
  12999. if ( _this.gammaInput ) {
  13000. uniforms.diffuse.value.copyGammaToLinear( material.color );
  13001. } else {
  13002. uniforms.diffuse.value = material.color;
  13003. }
  13004. uniforms.map.value = material.map;
  13005. uniforms.lightMap.value = material.lightMap;
  13006. uniforms.specularMap.value = material.specularMap;
  13007. uniforms.alphaMap.value = material.alphaMap;
  13008. if ( material.bumpMap ) {
  13009. uniforms.bumpMap.value = material.bumpMap;
  13010. uniforms.bumpScale.value = material.bumpScale;
  13011. }
  13012. if ( material.normalMap ) {
  13013. uniforms.normalMap.value = material.normalMap;
  13014. uniforms.normalScale.value.copy( material.normalScale );
  13015. }
  13016. // uv repeat and offset setting priorities
  13017. // 1. color map
  13018. // 2. specular map
  13019. // 3. normal map
  13020. // 4. bump map
  13021. // 5. alpha map
  13022. var uvScaleMap;
  13023. if ( material.map ) {
  13024. uvScaleMap = material.map;
  13025. } else if ( material.specularMap ) {
  13026. uvScaleMap = material.specularMap;
  13027. } else if ( material.normalMap ) {
  13028. uvScaleMap = material.normalMap;
  13029. } else if ( material.bumpMap ) {
  13030. uvScaleMap = material.bumpMap;
  13031. } else if ( material.alphaMap ) {
  13032. uvScaleMap = material.alphaMap;
  13033. }
  13034. if ( uvScaleMap !== undefined ) {
  13035. var offset = uvScaleMap.offset;
  13036. var repeat = uvScaleMap.repeat;
  13037. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  13038. }
  13039. uniforms.envMap.value = material.envMap;
  13040. uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : - 1;
  13041. if ( _this.gammaInput ) {
  13042. //uniforms.reflectivity.value = material.reflectivity * material.reflectivity;
  13043. uniforms.reflectivity.value = material.reflectivity;
  13044. } else {
  13045. uniforms.reflectivity.value = material.reflectivity;
  13046. }
  13047. uniforms.refractionRatio.value = material.refractionRatio;
  13048. uniforms.combine.value = material.combine;
  13049. uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
  13050. };
  13051. function refreshUniformsLine ( uniforms, material ) {
  13052. uniforms.diffuse.value = material.color;
  13053. uniforms.opacity.value = material.opacity;
  13054. };
  13055. function refreshUniformsDash ( uniforms, material ) {
  13056. uniforms.dashSize.value = material.dashSize;
  13057. uniforms.totalSize.value = material.dashSize + material.gapSize;
  13058. uniforms.scale.value = material.scale;
  13059. };
  13060. function refreshUniformsParticle ( uniforms, material ) {
  13061. uniforms.psColor.value = material.color;
  13062. uniforms.opacity.value = material.opacity;
  13063. uniforms.size.value = material.size;
  13064. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  13065. uniforms.map.value = material.map;
  13066. };
  13067. function refreshUniformsFog ( uniforms, fog ) {
  13068. uniforms.fogColor.value = fog.color;
  13069. if ( fog instanceof THREE.Fog ) {
  13070. uniforms.fogNear.value = fog.near;
  13071. uniforms.fogFar.value = fog.far;
  13072. } else if ( fog instanceof THREE.FogExp2 ) {
  13073. uniforms.fogDensity.value = fog.density;
  13074. }
  13075. };
  13076. function refreshUniformsPhong ( uniforms, material ) {
  13077. uniforms.shininess.value = material.shininess;
  13078. if ( _this.gammaInput ) {
  13079. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  13080. uniforms.emissive.value.copyGammaToLinear( material.emissive );
  13081. uniforms.specular.value.copyGammaToLinear( material.specular );
  13082. } else {
  13083. uniforms.ambient.value = material.ambient;
  13084. uniforms.emissive.value = material.emissive;
  13085. uniforms.specular.value = material.specular;
  13086. }
  13087. if ( material.wrapAround ) {
  13088. uniforms.wrapRGB.value.copy( material.wrapRGB );
  13089. }
  13090. };
  13091. function refreshUniformsLambert ( uniforms, material ) {
  13092. if ( _this.gammaInput ) {
  13093. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  13094. uniforms.emissive.value.copyGammaToLinear( material.emissive );
  13095. } else {
  13096. uniforms.ambient.value = material.ambient;
  13097. uniforms.emissive.value = material.emissive;
  13098. }
  13099. if ( material.wrapAround ) {
  13100. uniforms.wrapRGB.value.copy( material.wrapRGB );
  13101. }
  13102. };
  13103. function refreshUniformsLights ( uniforms, lights ) {
  13104. uniforms.ambientLightColor.value = lights.ambient;
  13105. uniforms.directionalLightColor.value = lights.directional.colors;
  13106. uniforms.directionalLightDirection.value = lights.directional.positions;
  13107. uniforms.pointLightColor.value = lights.point.colors;
  13108. uniforms.pointLightPosition.value = lights.point.positions;
  13109. uniforms.pointLightDistance.value = lights.point.distances;
  13110. uniforms.spotLightColor.value = lights.spot.colors;
  13111. uniforms.spotLightPosition.value = lights.spot.positions;
  13112. uniforms.spotLightDistance.value = lights.spot.distances;
  13113. uniforms.spotLightDirection.value = lights.spot.directions;
  13114. uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
  13115. uniforms.spotLightExponent.value = lights.spot.exponents;
  13116. uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
  13117. uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
  13118. uniforms.hemisphereLightDirection.value = lights.hemi.positions;
  13119. };
  13120. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  13121. function markUniformsLightsNeedsUpdate ( uniforms, boolean ) {
  13122. uniforms.ambientLightColor.needsUpdate = boolean;
  13123. uniforms.directionalLightColor.needsUpdate = boolean;
  13124. uniforms.directionalLightDirection.needsUpdate = boolean;
  13125. uniforms.pointLightColor.needsUpdate = boolean;
  13126. uniforms.pointLightPosition.needsUpdate = boolean;
  13127. uniforms.pointLightDistance.needsUpdate = boolean;
  13128. uniforms.spotLightColor.needsUpdate = boolean;
  13129. uniforms.spotLightPosition.needsUpdate = boolean;
  13130. uniforms.spotLightDistance.needsUpdate = boolean;
  13131. uniforms.spotLightDirection.needsUpdate = boolean;
  13132. uniforms.spotLightAngleCos.needsUpdate = boolean;
  13133. uniforms.spotLightExponent.needsUpdate = boolean;
  13134. uniforms.hemisphereLightSkyColor.needsUpdate = boolean;
  13135. uniforms.hemisphereLightGroundColor.needsUpdate = boolean;
  13136. uniforms.hemisphereLightDirection.needsUpdate = boolean;
  13137. };
  13138. function refreshUniformsShadow ( uniforms, lights ) {
  13139. if ( uniforms.shadowMatrix ) {
  13140. var j = 0;
  13141. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  13142. var light = lights[ i ];
  13143. if ( ! light.castShadow ) continue;
  13144. if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {
  13145. uniforms.shadowMap.value[ j ] = light.shadowMap;
  13146. uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
  13147. uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;
  13148. uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
  13149. uniforms.shadowBias.value[ j ] = light.shadowBias;
  13150. j ++;
  13151. }
  13152. }
  13153. }
  13154. };
  13155. // Uniforms (load to GPU)
  13156. function loadUniformsMatrices ( uniforms, object ) {
  13157. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements );
  13158. if ( uniforms.normalMatrix ) {
  13159. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrix.elements );
  13160. }
  13161. };
  13162. function getTextureUnit() {
  13163. var textureUnit = _usedTextureUnits;
  13164. if ( textureUnit >= _maxTextures ) {
  13165. console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + _maxTextures );
  13166. }
  13167. _usedTextureUnits += 1;
  13168. return textureUnit;
  13169. };
  13170. function loadUniformsGeneric ( uniforms ) {
  13171. var texture, textureUnit, offset;
  13172. for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {
  13173. var uniform = uniforms[ j ][ 0 ];
  13174. // needsUpdate property is not added to all uniforms.
  13175. if ( uniform.needsUpdate === false ) continue;
  13176. var type = uniform.type;
  13177. var value = uniform.value;
  13178. var location = uniforms[ j ][ 1 ];
  13179. switch ( type ) {
  13180. case '1i':
  13181. _gl.uniform1i( location, value );
  13182. break;
  13183. case '1f':
  13184. _gl.uniform1f( location, value );
  13185. break;
  13186. case '2f':
  13187. _gl.uniform2f( location, value[ 0 ], value[ 1 ] );
  13188. break;
  13189. case '3f':
  13190. _gl.uniform3f( location, value[ 0 ], value[ 1 ], value[ 2 ] );
  13191. break;
  13192. case '4f':
  13193. _gl.uniform4f( location, value[ 0 ], value[ 1 ], value[ 2 ], value[ 3 ] );
  13194. break;
  13195. case '1iv':
  13196. _gl.uniform1iv( location, value );
  13197. break;
  13198. case '3iv':
  13199. _gl.uniform3iv( location, value );
  13200. break;
  13201. case '1fv':
  13202. _gl.uniform1fv( location, value );
  13203. break;
  13204. case '2fv':
  13205. _gl.uniform2fv( location, value );
  13206. break;
  13207. case '3fv':
  13208. _gl.uniform3fv( location, value );
  13209. break;
  13210. case '4fv':
  13211. _gl.uniform4fv( location, value );
  13212. break;
  13213. case 'Matrix3fv':
  13214. _gl.uniformMatrix3fv( location, false, value );
  13215. break;
  13216. case 'Matrix4fv':
  13217. _gl.uniformMatrix4fv( location, false, value );
  13218. break;
  13219. //
  13220. case 'i':
  13221. // single integer
  13222. _gl.uniform1i( location, value );
  13223. break;
  13224. case 'f':
  13225. // single float
  13226. _gl.uniform1f( location, value );
  13227. break;
  13228. case 'v2':
  13229. // single THREE.Vector2
  13230. _gl.uniform2f( location, value.x, value.y );
  13231. break;
  13232. case 'v3':
  13233. // single THREE.Vector3
  13234. _gl.uniform3f( location, value.x, value.y, value.z );
  13235. break;
  13236. case 'v4':
  13237. // single THREE.Vector4
  13238. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  13239. break;
  13240. case 'c':
  13241. // single THREE.Color
  13242. _gl.uniform3f( location, value.r, value.g, value.b );
  13243. break;
  13244. case 'iv1':
  13245. // flat array of integers (JS or typed array)
  13246. _gl.uniform1iv( location, value );
  13247. break;
  13248. case 'iv':
  13249. // flat array of integers with 3 x N size (JS or typed array)
  13250. _gl.uniform3iv( location, value );
  13251. break;
  13252. case 'fv1':
  13253. // flat array of floats (JS or typed array)
  13254. _gl.uniform1fv( location, value );
  13255. break;
  13256. case 'fv':
  13257. // flat array of floats with 3 x N size (JS or typed array)
  13258. _gl.uniform3fv( location, value );
  13259. break;
  13260. case 'v2v':
  13261. // array of THREE.Vector2
  13262. if ( uniform._array === undefined ) {
  13263. uniform._array = new Float32Array( 2 * value.length );
  13264. }
  13265. for ( var i = 0, il = value.length; i < il; i ++ ) {
  13266. offset = i * 2;
  13267. uniform._array[ offset ] = value[ i ].x;
  13268. uniform._array[ offset + 1 ] = value[ i ].y;
  13269. }
  13270. _gl.uniform2fv( location, uniform._array );
  13271. break;
  13272. case 'v3v':
  13273. // array of THREE.Vector3
  13274. if ( uniform._array === undefined ) {
  13275. uniform._array = new Float32Array( 3 * value.length );
  13276. }
  13277. for ( var i = 0, il = value.length; i < il; i ++ ) {
  13278. offset = i * 3;
  13279. uniform._array[ offset ] = value[ i ].x;
  13280. uniform._array[ offset + 1 ] = value[ i ].y;
  13281. uniform._array[ offset + 2 ] = value[ i ].z;
  13282. }
  13283. _gl.uniform3fv( location, uniform._array );
  13284. break;
  13285. case 'v4v':
  13286. // array of THREE.Vector4
  13287. if ( uniform._array === undefined ) {
  13288. uniform._array = new Float32Array( 4 * value.length );
  13289. }
  13290. for ( var i = 0, il = value.length; i < il; i ++ ) {
  13291. offset = i * 4;
  13292. uniform._array[ offset ] = value[ i ].x;
  13293. uniform._array[ offset + 1 ] = value[ i ].y;
  13294. uniform._array[ offset + 2 ] = value[ i ].z;
  13295. uniform._array[ offset + 3 ] = value[ i ].w;
  13296. }
  13297. _gl.uniform4fv( location, uniform._array );
  13298. break;
  13299. case 'm3':
  13300. // single THREE.Matrix3
  13301. _gl.uniformMatrix3fv( location, false, value.elements );
  13302. break;
  13303. case 'm3v':
  13304. // array of THREE.Matrix3
  13305. if ( uniform._array === undefined ) {
  13306. uniform._array = new Float32Array( 9 * value.length );
  13307. }
  13308. for ( var i = 0, il = value.length; i < il; i ++ ) {
  13309. value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
  13310. }
  13311. _gl.uniformMatrix3fv( location, false, uniform._array );
  13312. break;
  13313. case 'm4':
  13314. // single THREE.Matrix4
  13315. _gl.uniformMatrix4fv( location, false, value.elements );
  13316. break;
  13317. case 'm4v':
  13318. // array of THREE.Matrix4
  13319. if ( uniform._array === undefined ) {
  13320. uniform._array = new Float32Array( 16 * value.length );
  13321. }
  13322. for ( var i = 0, il = value.length; i < il; i ++ ) {
  13323. value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
  13324. }
  13325. _gl.uniformMatrix4fv( location, false, uniform._array );
  13326. break;
  13327. case 't':
  13328. // single THREE.Texture (2d or cube)
  13329. texture = value;
  13330. textureUnit = getTextureUnit();
  13331. _gl.uniform1i( location, textureUnit );
  13332. if ( ! texture ) continue;
  13333. if ( texture instanceof THREE.CubeTexture ||
  13334. ( texture.image instanceof Array && texture.image.length === 6 ) ) { // CompressedTexture can have Array in image :/
  13335. setCubeTexture( texture, textureUnit );
  13336. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  13337. setCubeTextureDynamic( texture, textureUnit );
  13338. } else {
  13339. _this.setTexture( texture, textureUnit );
  13340. }
  13341. break;
  13342. case 'tv':
  13343. // array of THREE.Texture (2d)
  13344. if ( uniform._array === undefined ) {
  13345. uniform._array = [];
  13346. }
  13347. for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
  13348. uniform._array[ i ] = getTextureUnit();
  13349. }
  13350. _gl.uniform1iv( location, uniform._array );
  13351. for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
  13352. texture = uniform.value[ i ];
  13353. textureUnit = uniform._array[ i ];
  13354. if ( ! texture ) continue;
  13355. _this.setTexture( texture, textureUnit );
  13356. }
  13357. break;
  13358. default:
  13359. console.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
  13360. }
  13361. }
  13362. };
  13363. function setupMatrices ( object, camera ) {
  13364. object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  13365. object._normalMatrix.getNormalMatrix( object._modelViewMatrix );
  13366. };
  13367. //
  13368. function setColorGamma( array, offset, color, intensitySq ) {
  13369. array[ offset ] = color.r * color.r * intensitySq;
  13370. array[ offset + 1 ] = color.g * color.g * intensitySq;
  13371. array[ offset + 2 ] = color.b * color.b * intensitySq;
  13372. };
  13373. function setColorLinear( array, offset, color, intensity ) {
  13374. array[ offset ] = color.r * intensity;
  13375. array[ offset + 1 ] = color.g * intensity;
  13376. array[ offset + 2 ] = color.b * intensity;
  13377. };
  13378. function setupLights ( lights ) {
  13379. var l, ll, light, n,
  13380. r = 0, g = 0, b = 0,
  13381. color, skyColor, groundColor,
  13382. intensity, intensitySq,
  13383. position,
  13384. distance,
  13385. zlights = _lights,
  13386. dirColors = zlights.directional.colors,
  13387. dirPositions = zlights.directional.positions,
  13388. pointColors = zlights.point.colors,
  13389. pointPositions = zlights.point.positions,
  13390. pointDistances = zlights.point.distances,
  13391. spotColors = zlights.spot.colors,
  13392. spotPositions = zlights.spot.positions,
  13393. spotDistances = zlights.spot.distances,
  13394. spotDirections = zlights.spot.directions,
  13395. spotAnglesCos = zlights.spot.anglesCos,
  13396. spotExponents = zlights.spot.exponents,
  13397. hemiSkyColors = zlights.hemi.skyColors,
  13398. hemiGroundColors = zlights.hemi.groundColors,
  13399. hemiPositions = zlights.hemi.positions,
  13400. dirLength = 0,
  13401. pointLength = 0,
  13402. spotLength = 0,
  13403. hemiLength = 0,
  13404. dirCount = 0,
  13405. pointCount = 0,
  13406. spotCount = 0,
  13407. hemiCount = 0,
  13408. dirOffset = 0,
  13409. pointOffset = 0,
  13410. spotOffset = 0,
  13411. hemiOffset = 0;
  13412. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  13413. light = lights[ l ];
  13414. if ( light.onlyShadow ) continue;
  13415. color = light.color;
  13416. intensity = light.intensity;
  13417. distance = light.distance;
  13418. if ( light instanceof THREE.AmbientLight ) {
  13419. if ( ! light.visible ) continue;
  13420. if ( _this.gammaInput ) {
  13421. r += color.r * color.r;
  13422. g += color.g * color.g;
  13423. b += color.b * color.b;
  13424. } else {
  13425. r += color.r;
  13426. g += color.g;
  13427. b += color.b;
  13428. }
  13429. } else if ( light instanceof THREE.DirectionalLight ) {
  13430. dirCount += 1;
  13431. if ( ! light.visible ) continue;
  13432. _direction.setFromMatrixPosition( light.matrixWorld );
  13433. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  13434. _direction.sub( _vector3 );
  13435. _direction.normalize();
  13436. dirOffset = dirLength * 3;
  13437. dirPositions[ dirOffset ] = _direction.x;
  13438. dirPositions[ dirOffset + 1 ] = _direction.y;
  13439. dirPositions[ dirOffset + 2 ] = _direction.z;
  13440. if ( _this.gammaInput ) {
  13441. setColorGamma( dirColors, dirOffset, color, intensity * intensity );
  13442. } else {
  13443. setColorLinear( dirColors, dirOffset, color, intensity );
  13444. }
  13445. dirLength += 1;
  13446. } else if ( light instanceof THREE.PointLight ) {
  13447. pointCount += 1;
  13448. if ( ! light.visible ) continue;
  13449. pointOffset = pointLength * 3;
  13450. if ( _this.gammaInput ) {
  13451. setColorGamma( pointColors, pointOffset, color, intensity * intensity );
  13452. } else {
  13453. setColorLinear( pointColors, pointOffset, color, intensity );
  13454. }
  13455. _vector3.setFromMatrixPosition( light.matrixWorld );
  13456. pointPositions[ pointOffset ] = _vector3.x;
  13457. pointPositions[ pointOffset + 1 ] = _vector3.y;
  13458. pointPositions[ pointOffset + 2 ] = _vector3.z;
  13459. pointDistances[ pointLength ] = distance;
  13460. pointLength += 1;
  13461. } else if ( light instanceof THREE.SpotLight ) {
  13462. spotCount += 1;
  13463. if ( ! light.visible ) continue;
  13464. spotOffset = spotLength * 3;
  13465. if ( _this.gammaInput ) {
  13466. setColorGamma( spotColors, spotOffset, color, intensity * intensity );
  13467. } else {
  13468. setColorLinear( spotColors, spotOffset, color, intensity );
  13469. }
  13470. _direction.setFromMatrixPosition( light.matrixWorld );
  13471. spotPositions[ spotOffset ] = _direction.x;
  13472. spotPositions[ spotOffset + 1 ] = _direction.y;
  13473. spotPositions[ spotOffset + 2 ] = _direction.z;
  13474. spotDistances[ spotLength ] = distance;
  13475. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  13476. _direction.sub( _vector3 );
  13477. _direction.normalize();
  13478. spotDirections[ spotOffset ] = _direction.x;
  13479. spotDirections[ spotOffset + 1 ] = _direction.y;
  13480. spotDirections[ spotOffset + 2 ] = _direction.z;
  13481. spotAnglesCos[ spotLength ] = Math.cos( light.angle );
  13482. spotExponents[ spotLength ] = light.exponent;
  13483. spotLength += 1;
  13484. } else if ( light instanceof THREE.HemisphereLight ) {
  13485. hemiCount += 1;
  13486. if ( ! light.visible ) continue;
  13487. _direction.setFromMatrixPosition( light.matrixWorld );
  13488. _direction.normalize();
  13489. hemiOffset = hemiLength * 3;
  13490. hemiPositions[ hemiOffset ] = _direction.x;
  13491. hemiPositions[ hemiOffset + 1 ] = _direction.y;
  13492. hemiPositions[ hemiOffset + 2 ] = _direction.z;
  13493. skyColor = light.color;
  13494. groundColor = light.groundColor;
  13495. if ( _this.gammaInput ) {
  13496. intensitySq = intensity * intensity;
  13497. setColorGamma( hemiSkyColors, hemiOffset, skyColor, intensitySq );
  13498. setColorGamma( hemiGroundColors, hemiOffset, groundColor, intensitySq );
  13499. } else {
  13500. setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
  13501. setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
  13502. }
  13503. hemiLength += 1;
  13504. }
  13505. }
  13506. // null eventual remains from removed lights
  13507. // (this is to avoid if in shader)
  13508. for ( l = dirLength * 3, ll = Math.max( dirColors.length, dirCount * 3 ); l < ll; l ++ ) dirColors[ l ] = 0.0;
  13509. for ( l = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0;
  13510. for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
  13511. for ( l = hemiLength * 3, ll = Math.max( hemiSkyColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
  13512. for ( l = hemiLength * 3, ll = Math.max( hemiGroundColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiGroundColors[ l ] = 0.0;
  13513. zlights.directional.length = dirLength;
  13514. zlights.point.length = pointLength;
  13515. zlights.spot.length = spotLength;
  13516. zlights.hemi.length = hemiLength;
  13517. zlights.ambient[ 0 ] = r;
  13518. zlights.ambient[ 1 ] = g;
  13519. zlights.ambient[ 2 ] = b;
  13520. };
  13521. // GL state setting
  13522. this.setFaceCulling = function ( cullFace, frontFaceDirection ) {
  13523. if ( cullFace === THREE.CullFaceNone ) {
  13524. _gl.disable( _gl.CULL_FACE );
  13525. } else {
  13526. if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {
  13527. _gl.frontFace( _gl.CW );
  13528. } else {
  13529. _gl.frontFace( _gl.CCW );
  13530. }
  13531. if ( cullFace === THREE.CullFaceBack ) {
  13532. _gl.cullFace( _gl.BACK );
  13533. } else if ( cullFace === THREE.CullFaceFront ) {
  13534. _gl.cullFace( _gl.FRONT );
  13535. } else {
  13536. _gl.cullFace( _gl.FRONT_AND_BACK );
  13537. }
  13538. _gl.enable( _gl.CULL_FACE );
  13539. }
  13540. };
  13541. this.setMaterialFaces = function ( material ) {
  13542. var doubleSided = material.side === THREE.DoubleSide;
  13543. var flipSided = material.side === THREE.BackSide;
  13544. if ( _oldDoubleSided !== doubleSided ) {
  13545. if ( doubleSided ) {
  13546. _gl.disable( _gl.CULL_FACE );
  13547. } else {
  13548. _gl.enable( _gl.CULL_FACE );
  13549. }
  13550. _oldDoubleSided = doubleSided;
  13551. }
  13552. if ( _oldFlipSided !== flipSided ) {
  13553. if ( flipSided ) {
  13554. _gl.frontFace( _gl.CW );
  13555. } else {
  13556. _gl.frontFace( _gl.CCW );
  13557. }
  13558. _oldFlipSided = flipSided;
  13559. }
  13560. };
  13561. this.setDepthTest = function ( depthTest ) {
  13562. if ( _oldDepthTest !== depthTest ) {
  13563. if ( depthTest ) {
  13564. _gl.enable( _gl.DEPTH_TEST );
  13565. } else {
  13566. _gl.disable( _gl.DEPTH_TEST );
  13567. }
  13568. _oldDepthTest = depthTest;
  13569. }
  13570. };
  13571. this.setDepthWrite = function ( depthWrite ) {
  13572. if ( _oldDepthWrite !== depthWrite ) {
  13573. _gl.depthMask( depthWrite );
  13574. _oldDepthWrite = depthWrite;
  13575. }
  13576. };
  13577. function setLineWidth ( width ) {
  13578. if ( width !== _oldLineWidth ) {
  13579. _gl.lineWidth( width );
  13580. _oldLineWidth = width;
  13581. }
  13582. };
  13583. function setPolygonOffset ( polygonoffset, factor, units ) {
  13584. if ( _oldPolygonOffset !== polygonoffset ) {
  13585. if ( polygonoffset ) {
  13586. _gl.enable( _gl.POLYGON_OFFSET_FILL );
  13587. } else {
  13588. _gl.disable( _gl.POLYGON_OFFSET_FILL );
  13589. }
  13590. _oldPolygonOffset = polygonoffset;
  13591. }
  13592. if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) {
  13593. _gl.polygonOffset( factor, units );
  13594. _oldPolygonOffsetFactor = factor;
  13595. _oldPolygonOffsetUnits = units;
  13596. }
  13597. };
  13598. this.setBlending = function ( blending, blendEquation, blendSrc, blendDst ) {
  13599. if ( blending !== _oldBlending ) {
  13600. if ( blending === THREE.NoBlending ) {
  13601. _gl.disable( _gl.BLEND );
  13602. } else if ( blending === THREE.AdditiveBlending ) {
  13603. _gl.enable( _gl.BLEND );
  13604. _gl.blendEquation( _gl.FUNC_ADD );
  13605. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
  13606. } else if ( blending === THREE.SubtractiveBlending ) {
  13607. // TODO: Find blendFuncSeparate() combination
  13608. _gl.enable( _gl.BLEND );
  13609. _gl.blendEquation( _gl.FUNC_ADD );
  13610. _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
  13611. } else if ( blending === THREE.MultiplyBlending ) {
  13612. // TODO: Find blendFuncSeparate() combination
  13613. _gl.enable( _gl.BLEND );
  13614. _gl.blendEquation( _gl.FUNC_ADD );
  13615. _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
  13616. } else if ( blending === THREE.CustomBlending ) {
  13617. _gl.enable( _gl.BLEND );
  13618. } else {
  13619. _gl.enable( _gl.BLEND );
  13620. _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
  13621. _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  13622. }
  13623. _oldBlending = blending;
  13624. }
  13625. if ( blending === THREE.CustomBlending ) {
  13626. if ( blendEquation !== _oldBlendEquation ) {
  13627. _gl.blendEquation( paramThreeToGL( blendEquation ) );
  13628. _oldBlendEquation = blendEquation;
  13629. }
  13630. if ( blendSrc !== _oldBlendSrc || blendDst !== _oldBlendDst ) {
  13631. _gl.blendFunc( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ) );
  13632. _oldBlendSrc = blendSrc;
  13633. _oldBlendDst = blendDst;
  13634. }
  13635. } else {
  13636. _oldBlendEquation = null;
  13637. _oldBlendSrc = null;
  13638. _oldBlendDst = null;
  13639. }
  13640. };
  13641. // Textures
  13642. function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
  13643. if ( isImagePowerOfTwo ) {
  13644. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  13645. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  13646. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  13647. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  13648. } else {
  13649. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  13650. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  13651. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  13652. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  13653. }
  13654. if ( _glExtensionTextureFilterAnisotropic && texture.type !== THREE.FloatType ) {
  13655. if ( texture.anisotropy > 1 || texture.__oldAnisotropy ) {
  13656. _gl.texParameterf( textureType, _glExtensionTextureFilterAnisotropic.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _maxAnisotropy ) );
  13657. texture.__oldAnisotropy = texture.anisotropy;
  13658. }
  13659. }
  13660. };
  13661. this.uploadTexture = function ( texture ) {
  13662. if ( ! texture.__webglInit ) {
  13663. texture.__webglInit = true;
  13664. texture.addEventListener( 'dispose', onTextureDispose );
  13665. texture.__webglTexture = _gl.createTexture();
  13666. _this.info.memory.textures ++;
  13667. }
  13668. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  13669. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  13670. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  13671. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  13672. texture.image = clampToMaxSize( texture.image, _maxTextureSize );
  13673. var image = texture.image,
  13674. isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
  13675. glFormat = paramThreeToGL( texture.format ),
  13676. glType = paramThreeToGL( texture.type );
  13677. setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
  13678. var mipmap, mipmaps = texture.mipmaps;
  13679. if ( texture instanceof THREE.DataTexture ) {
  13680. // use manually created mipmaps if available
  13681. // if there are no manual mipmaps
  13682. // set 0 level mipmap and then use GL to generate other mipmap levels
  13683. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  13684. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13685. mipmap = mipmaps[ i ];
  13686. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13687. }
  13688. texture.generateMipmaps = false;
  13689. } else {
  13690. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
  13691. }
  13692. } else if ( texture instanceof THREE.CompressedTexture ) {
  13693. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13694. mipmap = mipmaps[ i ];
  13695. if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
  13696. if ( _compressedTextureFormats.indexOf( glFormat ) > -1 ) {
  13697. _gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  13698. } else {
  13699. console.warn( "Attempt to load unsupported compressed texture format" );
  13700. }
  13701. } else {
  13702. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13703. }
  13704. }
  13705. } else { // regular Texture (image, video, canvas)
  13706. // use manually created mipmaps if available
  13707. // if there are no manual mipmaps
  13708. // set 0 level mipmap and then use GL to generate other mipmap levels
  13709. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  13710. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13711. mipmap = mipmaps[ i ];
  13712. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
  13713. }
  13714. texture.generateMipmaps = false;
  13715. } else {
  13716. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
  13717. }
  13718. }
  13719. if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  13720. texture.needsUpdate = false;
  13721. if ( texture.onUpdate ) texture.onUpdate();
  13722. };
  13723. this.setTexture = function ( texture, slot ) {
  13724. _gl.activeTexture( _gl.TEXTURE0 + slot );
  13725. if ( texture.needsUpdate ) {
  13726. _this.uploadTexture( texture );
  13727. } else {
  13728. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  13729. }
  13730. };
  13731. function clampToMaxSize ( image, maxSize ) {
  13732. if ( image.width > maxSize || image.height > maxSize ) {
  13733. // Warning: Scaling through the canvas will only work with images that use
  13734. // premultiplied alpha.
  13735. var scale = maxSize / Math.max( image.width, image.height );
  13736. var canvas = document.createElement( 'canvas' );
  13737. canvas.width = Math.floor( image.width * scale );
  13738. canvas.height = Math.floor( image.height * scale );
  13739. var context = canvas.getContext( '2d' );
  13740. context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height );
  13741. console.log( 'THREE.WebGLRenderer:', image, 'is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height + '.' );
  13742. return canvas;
  13743. }
  13744. return image;
  13745. }
  13746. function setCubeTexture ( texture, slot ) {
  13747. if ( texture.image.length === 6 ) {
  13748. if ( texture.needsUpdate ) {
  13749. if ( ! texture.image.__webglTextureCube ) {
  13750. texture.addEventListener( 'dispose', onTextureDispose );
  13751. texture.image.__webglTextureCube = _gl.createTexture();
  13752. _this.info.memory.textures ++;
  13753. }
  13754. _gl.activeTexture( _gl.TEXTURE0 + slot );
  13755. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  13756. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  13757. var isCompressed = texture instanceof THREE.CompressedTexture;
  13758. var cubeImage = [];
  13759. for ( var i = 0; i < 6; i ++ ) {
  13760. if ( _this.autoScaleCubemaps && ! isCompressed ) {
  13761. cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );
  13762. } else {
  13763. cubeImage[ i ] = texture.image[ i ];
  13764. }
  13765. }
  13766. var image = cubeImage[ 0 ],
  13767. isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
  13768. glFormat = paramThreeToGL( texture.format ),
  13769. glType = paramThreeToGL( texture.type );
  13770. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
  13771. for ( var i = 0; i < 6; i ++ ) {
  13772. if ( ! isCompressed ) {
  13773. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
  13774. } else {
  13775. var mipmap, mipmaps = cubeImage[ i ].mipmaps;
  13776. for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
  13777. mipmap = mipmaps[ j ];
  13778. if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
  13779. if ( _compressedTextureFormats.indexOf( glFormat ) > -1 ) {
  13780. _gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  13781. } else {
  13782. console.warn( "Attempt to load unsupported compressed texture format" );
  13783. }
  13784. } else {
  13785. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13786. }
  13787. }
  13788. }
  13789. }
  13790. if ( texture.generateMipmaps && isImagePowerOfTwo ) {
  13791. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  13792. }
  13793. texture.needsUpdate = false;
  13794. if ( texture.onUpdate ) texture.onUpdate();
  13795. } else {
  13796. _gl.activeTexture( _gl.TEXTURE0 + slot );
  13797. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  13798. }
  13799. }
  13800. };
  13801. function setCubeTextureDynamic ( texture, slot ) {
  13802. _gl.activeTexture( _gl.TEXTURE0 + slot );
  13803. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
  13804. };
  13805. // Render targets
  13806. function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
  13807. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  13808. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
  13809. };
  13810. function setupRenderBuffer ( renderbuffer, renderTarget ) {
  13811. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  13812. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  13813. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  13814. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  13815. /* For some reason this is not working. Defaulting to RGBA4.
  13816. } else if ( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  13817. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
  13818. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  13819. */
  13820. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  13821. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  13822. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  13823. } else {
  13824. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
  13825. }
  13826. };
  13827. this.setRenderTarget = function ( renderTarget ) {
  13828. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  13829. if ( renderTarget && ! renderTarget.__webglFramebuffer ) {
  13830. if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
  13831. if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
  13832. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  13833. renderTarget.__webglTexture = _gl.createTexture();
  13834. _this.info.memory.textures ++;
  13835. // Setup texture, create render and frame buffers
  13836. var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height ),
  13837. glFormat = paramThreeToGL( renderTarget.format ),
  13838. glType = paramThreeToGL( renderTarget.type );
  13839. if ( isCube ) {
  13840. renderTarget.__webglFramebuffer = [];
  13841. renderTarget.__webglRenderbuffer = [];
  13842. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  13843. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
  13844. for ( var i = 0; i < 6; i ++ ) {
  13845. renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  13846. renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
  13847. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  13848. setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  13849. setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
  13850. }
  13851. if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  13852. } else {
  13853. renderTarget.__webglFramebuffer = _gl.createFramebuffer();
  13854. if ( renderTarget.shareDepthFrom ) {
  13855. renderTarget.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;
  13856. } else {
  13857. renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
  13858. }
  13859. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  13860. setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
  13861. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  13862. setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
  13863. if ( renderTarget.shareDepthFrom ) {
  13864. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  13865. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
  13866. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  13867. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
  13868. }
  13869. } else {
  13870. setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
  13871. }
  13872. if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  13873. }
  13874. // Release everything
  13875. if ( isCube ) {
  13876. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  13877. } else {
  13878. _gl.bindTexture( _gl.TEXTURE_2D, null );
  13879. }
  13880. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  13881. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  13882. }
  13883. var framebuffer, width, height, vx, vy;
  13884. if ( renderTarget ) {
  13885. if ( isCube ) {
  13886. framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
  13887. } else {
  13888. framebuffer = renderTarget.__webglFramebuffer;
  13889. }
  13890. width = renderTarget.width;
  13891. height = renderTarget.height;
  13892. vx = 0;
  13893. vy = 0;
  13894. } else {
  13895. framebuffer = null;
  13896. width = _viewportWidth;
  13897. height = _viewportHeight;
  13898. vx = _viewportX;
  13899. vy = _viewportY;
  13900. }
  13901. if ( framebuffer !== _currentFramebuffer ) {
  13902. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  13903. _gl.viewport( vx, vy, width, height );
  13904. _currentFramebuffer = framebuffer;
  13905. }
  13906. _currentWidth = width;
  13907. _currentHeight = height;
  13908. };
  13909. function updateRenderTargetMipmap ( renderTarget ) {
  13910. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  13911. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  13912. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  13913. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  13914. } else {
  13915. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  13916. _gl.generateMipmap( _gl.TEXTURE_2D );
  13917. _gl.bindTexture( _gl.TEXTURE_2D, null );
  13918. }
  13919. };
  13920. // Fallback filters for non-power-of-2 textures
  13921. function filterFallback ( f ) {
  13922. if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
  13923. return _gl.NEAREST;
  13924. }
  13925. return _gl.LINEAR;
  13926. };
  13927. // Map three.js constants to WebGL constants
  13928. function paramThreeToGL ( p ) {
  13929. if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
  13930. if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
  13931. if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
  13932. if ( p === THREE.NearestFilter ) return _gl.NEAREST;
  13933. if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
  13934. if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
  13935. if ( p === THREE.LinearFilter ) return _gl.LINEAR;
  13936. if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
  13937. if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
  13938. if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
  13939. if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
  13940. if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
  13941. if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
  13942. if ( p === THREE.ByteType ) return _gl.BYTE;
  13943. if ( p === THREE.ShortType ) return _gl.SHORT;
  13944. if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
  13945. if ( p === THREE.IntType ) return _gl.INT;
  13946. if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
  13947. if ( p === THREE.FloatType ) return _gl.FLOAT;
  13948. if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
  13949. if ( p === THREE.RGBFormat ) return _gl.RGB;
  13950. if ( p === THREE.RGBAFormat ) return _gl.RGBA;
  13951. if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
  13952. if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
  13953. if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
  13954. if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
  13955. if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
  13956. if ( p === THREE.ZeroFactor ) return _gl.ZERO;
  13957. if ( p === THREE.OneFactor ) return _gl.ONE;
  13958. if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
  13959. if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
  13960. if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
  13961. if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
  13962. if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
  13963. if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
  13964. if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
  13965. if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
  13966. if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
  13967. if ( _glExtensionCompressedTextureS3TC !== null ) {
  13968. if ( p === THREE.RGB_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGB_S3TC_DXT1_EXT;
  13969. if ( p === THREE.RGBA_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  13970. if ( p === THREE.RGBA_S3TC_DXT3_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  13971. if ( p === THREE.RGBA_S3TC_DXT5_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  13972. }
  13973. if ( _glExtensionCompressedTexturePVRTC !== null ) {
  13974. if ( p === THREE.RGB_PVRTC_4BPPV1_Format ) return _glExtensionCompressedTexturePVRTC.COMPRESSED_RGB_PVRTC_4BPPV1_IMG ;
  13975. if ( p === THREE.RGB_PVRTC_2BPPV1_Format ) return _glExtensionCompressedTexturePVRTC.COMPRESSED_RGB_PVRTC_2BPPV1_IMG ;
  13976. if ( p === THREE.RGBA_PVRTC_4BPPV1_Format ) return _glExtensionCompressedTexturePVRTC.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG ;
  13977. if ( p === THREE.RGBA_PVRTC_2BPPV1_Format ) return _glExtensionCompressedTexturePVRTC.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG ;
  13978. }
  13979. if ( _glExtensionBlendMinMax !== undefined ) {
  13980. if ( p === THREE.MinEquation ) return _glExtensionBlendMinMax.MIN_EXT;
  13981. if ( p === THREE.MaxEquation ) return _glExtensionBlendMinMax.MAX_EXT;
  13982. }
  13983. return 0;
  13984. };
  13985. // Allocations
  13986. function allocateBones ( object ) {
  13987. if ( _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture ) {
  13988. return 1024;
  13989. } else {
  13990. // default for when object is not specified
  13991. // ( for example when prebuilding shader
  13992. // to be used with multiple objects )
  13993. //
  13994. // - leave some extra space for other uniforms
  13995. // - limit here is ANGLE's 254 max uniform vectors
  13996. // (up to 54 should be safe)
  13997. var nVertexUniforms = _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS );
  13998. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  13999. var maxBones = nVertexMatrices;
  14000. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  14001. maxBones = Math.min( object.skeleton.bones.length, maxBones );
  14002. if ( maxBones < object.skeleton.bones.length ) {
  14003. console.warn( 'WebGLRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' );
  14004. }
  14005. }
  14006. return maxBones;
  14007. }
  14008. };
  14009. function allocateLights( lights ) {
  14010. var dirLights = 0;
  14011. var pointLights = 0;
  14012. var spotLights = 0;
  14013. var hemiLights = 0;
  14014. for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
  14015. var light = lights[ l ];
  14016. if ( light.onlyShadow || light.visible === false ) continue;
  14017. if ( light instanceof THREE.DirectionalLight ) dirLights ++;
  14018. if ( light instanceof THREE.PointLight ) pointLights ++;
  14019. if ( light instanceof THREE.SpotLight ) spotLights ++;
  14020. if ( light instanceof THREE.HemisphereLight ) hemiLights ++;
  14021. }
  14022. return { 'directional': dirLights, 'point': pointLights, 'spot': spotLights, 'hemi': hemiLights };
  14023. };
  14024. function allocateShadows( lights ) {
  14025. var maxShadows = 0;
  14026. for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
  14027. var light = lights[ l ];
  14028. if ( ! light.castShadow ) continue;
  14029. if ( light instanceof THREE.SpotLight ) maxShadows ++;
  14030. if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;
  14031. }
  14032. return maxShadows;
  14033. };
  14034. // Initialization
  14035. function initGL() {
  14036. try {
  14037. var attributes = {
  14038. alpha: _alpha,
  14039. depth: _depth,
  14040. stencil: _stencil,
  14041. antialias: _antialias,
  14042. premultipliedAlpha: _premultipliedAlpha,
  14043. preserveDrawingBuffer: _preserveDrawingBuffer
  14044. };
  14045. _gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );
  14046. if ( _gl === null ) {
  14047. throw 'Error creating WebGL context.';
  14048. }
  14049. } catch ( error ) {
  14050. console.error( error );
  14051. }
  14052. _glExtensionTextureFloat = _gl.getExtension( 'OES_texture_float' );
  14053. _glExtensionTextureFloatLinear = _gl.getExtension( 'OES_texture_float_linear' );
  14054. _glExtensionStandardDerivatives = _gl.getExtension( 'OES_standard_derivatives' );
  14055. _glExtensionTextureFilterAnisotropic = _gl.getExtension( 'EXT_texture_filter_anisotropic' ) || _gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || _gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  14056. _glExtensionCompressedTextureS3TC = _gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || _gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || _gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  14057. _glExtensionCompressedTexturePVRTC = _gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || _gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
  14058. _glExtensionElementIndexUint = _gl.getExtension( 'OES_element_index_uint' );
  14059. _glExtensionBlendMinMax = _gl.getExtension( 'EXT_blend_minmax' );
  14060. if ( _glExtensionTextureFloat === null ) {
  14061. console.log( 'THREE.WebGLRenderer: Float textures not supported.' );
  14062. }
  14063. if ( _glExtensionStandardDerivatives === null ) {
  14064. console.log( 'THREE.WebGLRenderer: Standard derivatives not supported.' );
  14065. }
  14066. if ( _glExtensionTextureFilterAnisotropic === null ) {
  14067. console.log( 'THREE.WebGLRenderer: Anisotropic texture filtering not supported.' );
  14068. }
  14069. if ( _glExtensionCompressedTextureS3TC === null ) {
  14070. console.log( 'THREE.WebGLRenderer: S3TC compressed textures not supported.' );
  14071. }
  14072. if ( _glExtensionCompressedTexturePVRTC === null ) {
  14073. console.log( 'THREE.WebGLRenderer: PVRTC compressed textures not supported.' );
  14074. }
  14075. if ( _glExtensionElementIndexUint === null ) {
  14076. console.log( 'THREE.WebGLRenderer: elementindex as unsigned integer not supported.' );
  14077. }
  14078. if ( _glExtensionBlendMinMax === null ) {
  14079. console.log( 'THREE.WebGLRenderer: min max blend equations not supported.' );
  14080. }
  14081. if ( _gl.getShaderPrecisionFormat === undefined ) {
  14082. _gl.getShaderPrecisionFormat = function () {
  14083. return {
  14084. 'rangeMin': 1,
  14085. 'rangeMax': 1,
  14086. 'precision': 1
  14087. };
  14088. }
  14089. }
  14090. if ( _logarithmicDepthBuffer ) {
  14091. _glExtensionFragDepth = _gl.getExtension( 'EXT_frag_depth' );
  14092. }
  14093. }
  14094. function setDefaultGLState () {
  14095. _gl.clearColor( 0, 0, 0, 1 );
  14096. _gl.clearDepth( 1 );
  14097. _gl.clearStencil( 0 );
  14098. _gl.enable( _gl.DEPTH_TEST );
  14099. _gl.depthFunc( _gl.LEQUAL );
  14100. _gl.frontFace( _gl.CCW );
  14101. _gl.cullFace( _gl.BACK );
  14102. _gl.enable( _gl.CULL_FACE );
  14103. _gl.enable( _gl.BLEND );
  14104. _gl.blendEquation( _gl.FUNC_ADD );
  14105. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
  14106. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  14107. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  14108. }
  14109. function resetGLState() {
  14110. _currentProgram = null;
  14111. _currentCamera = null;
  14112. _oldBlending = - 1;
  14113. _oldDepthTest = - 1;
  14114. _oldDepthWrite = - 1;
  14115. _oldDoubleSided = - 1;
  14116. _oldFlipSided = - 1;
  14117. _currentGeometryGroupHash = - 1;
  14118. _currentMaterialId = - 1;
  14119. _lightsNeedUpdate = true;
  14120. }
  14121. this.resetGLState = resetGLState;
  14122. // default plugins (order is important)
  14123. this.shadowMapPlugin = new THREE.ShadowMapPlugin();
  14124. this.addPrePlugin( this.shadowMapPlugin );
  14125. this.addPostPlugin( new THREE.SpritePlugin() );
  14126. this.addPostPlugin( new THREE.LensFlarePlugin() );
  14127. };
  14128. // File:src/renderers/WebGLRenderTarget.js
  14129. /**
  14130. * @author szimek / https://github.com/szimek/
  14131. * @author alteredq / http://alteredqualia.com/
  14132. */
  14133. THREE.WebGLRenderTarget = function ( width, height, options ) {
  14134. this.width = width;
  14135. this.height = height;
  14136. options = options || {};
  14137. this.wrapS = options.wrapS !== undefined ? options.wrapS : THREE.ClampToEdgeWrapping;
  14138. this.wrapT = options.wrapT !== undefined ? options.wrapT : THREE.ClampToEdgeWrapping;
  14139. this.magFilter = options.magFilter !== undefined ? options.magFilter : THREE.LinearFilter;
  14140. this.minFilter = options.minFilter !== undefined ? options.minFilter : THREE.LinearMipMapLinearFilter;
  14141. this.anisotropy = options.anisotropy !== undefined ? options.anisotropy : 1;
  14142. this.offset = new THREE.Vector2( 0, 0 );
  14143. this.repeat = new THREE.Vector2( 1, 1 );
  14144. this.format = options.format !== undefined ? options.format : THREE.RGBAFormat;
  14145. this.type = options.type !== undefined ? options.type : THREE.UnsignedByteType;
  14146. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  14147. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
  14148. this.generateMipmaps = true;
  14149. this.shareDepthFrom = null;
  14150. };
  14151. THREE.WebGLRenderTarget.prototype = {
  14152. constructor: THREE.WebGLRenderTarget,
  14153. setSize: function ( width, height ) {
  14154. this.width = width;
  14155. this.height = height;
  14156. },
  14157. clone: function () {
  14158. var tmp = new THREE.WebGLRenderTarget( this.width, this.height );
  14159. tmp.wrapS = this.wrapS;
  14160. tmp.wrapT = this.wrapT;
  14161. tmp.magFilter = this.magFilter;
  14162. tmp.minFilter = this.minFilter;
  14163. tmp.anisotropy = this.anisotropy;
  14164. tmp.offset.copy( this.offset );
  14165. tmp.repeat.copy( this.repeat );
  14166. tmp.format = this.format;
  14167. tmp.type = this.type;
  14168. tmp.depthBuffer = this.depthBuffer;
  14169. tmp.stencilBuffer = this.stencilBuffer;
  14170. tmp.generateMipmaps = this.generateMipmaps;
  14171. tmp.shareDepthFrom = this.shareDepthFrom;
  14172. return tmp;
  14173. },
  14174. dispose: function () {
  14175. this.dispatchEvent( { type: 'dispose' } );
  14176. }
  14177. };
  14178. THREE.EventDispatcher.prototype.apply( THREE.WebGLRenderTarget.prototype );
  14179. // File:src/renderers/WebGLRenderTargetCube.js
  14180. /**
  14181. * @author alteredq / http://alteredqualia.com
  14182. */
  14183. THREE.WebGLRenderTargetCube = function ( width, height, options ) {
  14184. THREE.WebGLRenderTarget.call( this, width, height, options );
  14185. this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5
  14186. };
  14187. THREE.WebGLRenderTargetCube.prototype = Object.create( THREE.WebGLRenderTarget.prototype );
  14188. // File:src/renderers/webgl/WebGLProgram.js
  14189. THREE.WebGLProgram = ( function () {
  14190. var programIdCount = 0;
  14191. var generateDefines = function ( defines ) {
  14192. var value, chunk, chunks = [];
  14193. for ( var d in defines ) {
  14194. value = defines[ d ];
  14195. if ( value === false ) continue;
  14196. chunk = "#define " + d + " " + value;
  14197. chunks.push( chunk );
  14198. }
  14199. return chunks.join( "\n" );
  14200. };
  14201. var cacheUniformLocations = function ( gl, program, identifiers ) {
  14202. var uniforms = {};
  14203. for ( var i = 0, l = identifiers.length; i < l; i ++ ) {
  14204. var id = identifiers[ i ];
  14205. uniforms[ id ] = gl.getUniformLocation( program, id );
  14206. }
  14207. return uniforms;
  14208. };
  14209. var cacheAttributeLocations = function ( gl, program, identifiers ) {
  14210. var attributes = {};
  14211. for ( var i = 0, l = identifiers.length; i < l; i ++ ) {
  14212. var id = identifiers[ i ];
  14213. attributes[ id ] = gl.getAttribLocation( program, id );
  14214. }
  14215. return attributes;
  14216. };
  14217. return function ( renderer, code, material, parameters ) {
  14218. var _this = renderer;
  14219. var _gl = _this.context;
  14220. var defines = material.defines;
  14221. var uniforms = material.__webglShader.uniforms;
  14222. var attributes = material.attributes;
  14223. var vertexShader = material.__webglShader.vertexShader;
  14224. var fragmentShader = material.__webglShader.fragmentShader;
  14225. var index0AttributeName = material.index0AttributeName;
  14226. if ( index0AttributeName === undefined && parameters.morphTargets === true ) {
  14227. // programs with morphTargets displace position out of attribute 0
  14228. index0AttributeName = 'position';
  14229. }
  14230. var shadowMapTypeDefine = "SHADOWMAP_TYPE_BASIC";
  14231. if ( parameters.shadowMapType === THREE.PCFShadowMap ) {
  14232. shadowMapTypeDefine = "SHADOWMAP_TYPE_PCF";
  14233. } else if ( parameters.shadowMapType === THREE.PCFSoftShadowMap ) {
  14234. shadowMapTypeDefine = "SHADOWMAP_TYPE_PCF_SOFT";
  14235. }
  14236. // console.log( "building new program " );
  14237. //
  14238. var customDefines = generateDefines( defines );
  14239. //
  14240. var program = _gl.createProgram();
  14241. var prefix_vertex, prefix_fragment;
  14242. if ( material instanceof THREE.RawShaderMaterial ) {
  14243. prefix_vertex = '';
  14244. prefix_fragment = '';
  14245. } else {
  14246. prefix_vertex = [
  14247. "precision " + parameters.precision + " float;",
  14248. "precision " + parameters.precision + " int;",
  14249. customDefines,
  14250. parameters.supportsVertexTextures ? "#define VERTEX_TEXTURES" : "",
  14251. _this.gammaInput ? "#define GAMMA_INPUT" : "",
  14252. _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
  14253. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  14254. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  14255. "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
  14256. "#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
  14257. "#define MAX_SHADOWS " + parameters.maxShadows,
  14258. "#define MAX_BONES " + parameters.maxBones,
  14259. parameters.map ? "#define USE_MAP" : "",
  14260. parameters.envMap ? "#define USE_ENVMAP" : "",
  14261. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  14262. parameters.bumpMap ? "#define USE_BUMPMAP" : "",
  14263. parameters.normalMap ? "#define USE_NORMALMAP" : "",
  14264. parameters.specularMap ? "#define USE_SPECULARMAP" : "",
  14265. parameters.alphaMap ? "#define USE_ALPHAMAP" : "",
  14266. parameters.vertexColors ? "#define USE_COLOR" : "",
  14267. parameters.skinning ? "#define USE_SKINNING" : "",
  14268. parameters.useVertexTexture ? "#define BONE_TEXTURE" : "",
  14269. parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
  14270. parameters.morphNormals ? "#define USE_MORPHNORMALS" : "",
  14271. parameters.wrapAround ? "#define WRAP_AROUND" : "",
  14272. parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
  14273. parameters.flipSided ? "#define FLIP_SIDED" : "",
  14274. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  14275. parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
  14276. parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
  14277. parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
  14278. parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
  14279. parameters.logarithmicDepthBuffer ? "#define USE_LOGDEPTHBUF" : "",
  14280. //_this._glExtensionFragDepth ? "#define USE_LOGDEPTHBUF_EXT" : "",
  14281. "uniform mat4 modelMatrix;",
  14282. "uniform mat4 modelViewMatrix;",
  14283. "uniform mat4 projectionMatrix;",
  14284. "uniform mat4 viewMatrix;",
  14285. "uniform mat3 normalMatrix;",
  14286. "uniform vec3 cameraPosition;",
  14287. "attribute vec3 position;",
  14288. "attribute vec3 normal;",
  14289. "attribute vec2 uv;",
  14290. "attribute vec2 uv2;",
  14291. "#ifdef USE_COLOR",
  14292. " attribute vec3 color;",
  14293. "#endif",
  14294. "#ifdef USE_MORPHTARGETS",
  14295. " attribute vec3 morphTarget0;",
  14296. " attribute vec3 morphTarget1;",
  14297. " attribute vec3 morphTarget2;",
  14298. " attribute vec3 morphTarget3;",
  14299. " #ifdef USE_MORPHNORMALS",
  14300. " attribute vec3 morphNormal0;",
  14301. " attribute vec3 morphNormal1;",
  14302. " attribute vec3 morphNormal2;",
  14303. " attribute vec3 morphNormal3;",
  14304. " #else",
  14305. " attribute vec3 morphTarget4;",
  14306. " attribute vec3 morphTarget5;",
  14307. " attribute vec3 morphTarget6;",
  14308. " attribute vec3 morphTarget7;",
  14309. " #endif",
  14310. "#endif",
  14311. "#ifdef USE_SKINNING",
  14312. " attribute vec4 skinIndex;",
  14313. " attribute vec4 skinWeight;",
  14314. "#endif",
  14315. ""
  14316. ].join( '\n' );
  14317. prefix_fragment = [
  14318. "precision " + parameters.precision + " float;",
  14319. "precision " + parameters.precision + " int;",
  14320. ( parameters.bumpMap || parameters.normalMap ) ? "#extension GL_OES_standard_derivatives : enable" : "",
  14321. customDefines,
  14322. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  14323. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  14324. "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
  14325. "#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
  14326. "#define MAX_SHADOWS " + parameters.maxShadows,
  14327. parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "",
  14328. _this.gammaInput ? "#define GAMMA_INPUT" : "",
  14329. _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
  14330. ( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "",
  14331. ( parameters.useFog && parameters.fogExp ) ? "#define FOG_EXP2" : "",
  14332. parameters.map ? "#define USE_MAP" : "",
  14333. parameters.envMap ? "#define USE_ENVMAP" : "",
  14334. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  14335. parameters.bumpMap ? "#define USE_BUMPMAP" : "",
  14336. parameters.normalMap ? "#define USE_NORMALMAP" : "",
  14337. parameters.specularMap ? "#define USE_SPECULARMAP" : "",
  14338. parameters.alphaMap ? "#define USE_ALPHAMAP" : "",
  14339. parameters.vertexColors ? "#define USE_COLOR" : "",
  14340. parameters.metal ? "#define METAL" : "",
  14341. parameters.wrapAround ? "#define WRAP_AROUND" : "",
  14342. parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
  14343. parameters.flipSided ? "#define FLIP_SIDED" : "",
  14344. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  14345. parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
  14346. parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
  14347. parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
  14348. parameters.logarithmicDepthBuffer ? "#define USE_LOGDEPTHBUF" : "",
  14349. //_this._glExtensionFragDepth ? "#define USE_LOGDEPTHBUF_EXT" : "",
  14350. "uniform mat4 viewMatrix;",
  14351. "uniform vec3 cameraPosition;",
  14352. ""
  14353. ].join( '\n' );
  14354. }
  14355. var glVertexShader = new THREE.WebGLShader( _gl, _gl.VERTEX_SHADER, prefix_vertex + vertexShader );
  14356. var glFragmentShader = new THREE.WebGLShader( _gl, _gl.FRAGMENT_SHADER, prefix_fragment + fragmentShader );
  14357. _gl.attachShader( program, glVertexShader );
  14358. _gl.attachShader( program, glFragmentShader );
  14359. if ( index0AttributeName !== undefined ) {
  14360. // Force a particular attribute to index 0.
  14361. // because potentially expensive emulation is done by browser if attribute 0 is disabled.
  14362. // And, color, for example is often automatically bound to index 0 so disabling it
  14363. _gl.bindAttribLocation( program, 0, index0AttributeName );
  14364. }
  14365. _gl.linkProgram( program );
  14366. if ( _gl.getProgramParameter( program, _gl.LINK_STATUS ) === false ) {
  14367. console.error( 'THREE.WebGLProgram: Could not initialise shader.' );
  14368. console.error( 'gl.VALIDATE_STATUS', _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) );
  14369. console.error( 'gl.getError()', _gl.getError() );
  14370. }
  14371. if ( _gl.getProgramInfoLog( program ) !== '' ) {
  14372. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', _gl.getProgramInfoLog( program ) );
  14373. }
  14374. // clean up
  14375. _gl.deleteShader( glVertexShader );
  14376. _gl.deleteShader( glFragmentShader );
  14377. // cache uniform locations
  14378. var identifiers = [
  14379. 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'modelMatrix', 'cameraPosition', 'morphTargetInfluences', 'bindMatrix', 'bindMatrixInverse'
  14380. ];
  14381. if ( parameters.useVertexTexture ) {
  14382. identifiers.push( 'boneTexture' );
  14383. identifiers.push( 'boneTextureWidth' );
  14384. identifiers.push( 'boneTextureHeight' );
  14385. } else {
  14386. identifiers.push( 'boneGlobalMatrices' );
  14387. }
  14388. if ( parameters.logarithmicDepthBuffer ) {
  14389. identifiers.push('logDepthBufFC');
  14390. }
  14391. for ( var u in uniforms ) {
  14392. identifiers.push( u );
  14393. }
  14394. this.uniforms = cacheUniformLocations( _gl, program, identifiers );
  14395. // cache attributes locations
  14396. identifiers = [
  14397. "position", "normal", "uv", "uv2", "tangent", "color",
  14398. "skinIndex", "skinWeight", "lineDistance"
  14399. ];
  14400. for ( var i = 0; i < parameters.maxMorphTargets; i ++ ) {
  14401. identifiers.push( "morphTarget" + i );
  14402. }
  14403. for ( var i = 0; i < parameters.maxMorphNormals; i ++ ) {
  14404. identifiers.push( "morphNormal" + i );
  14405. }
  14406. for ( var a in attributes ) {
  14407. identifiers.push( a );
  14408. }
  14409. this.attributes = cacheAttributeLocations( _gl, program, identifiers );
  14410. this.attributesKeys = Object.keys( this.attributes );
  14411. //
  14412. this.id = programIdCount ++;
  14413. this.code = code;
  14414. this.usedTimes = 1;
  14415. this.program = program;
  14416. this.vertexShader = glVertexShader;
  14417. this.fragmentShader = glFragmentShader;
  14418. return this;
  14419. };
  14420. } )();
  14421. // File:src/renderers/webgl/WebGLShader.js
  14422. THREE.WebGLShader = ( function () {
  14423. var addLineNumbers = function ( string ) {
  14424. var lines = string.split( '\n' );
  14425. for ( var i = 0; i < lines.length; i ++ ) {
  14426. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  14427. }
  14428. return lines.join( '\n' );
  14429. };
  14430. return function ( gl, type, string ) {
  14431. var shader = gl.createShader( type );
  14432. gl.shaderSource( shader, string );
  14433. gl.compileShader( shader );
  14434. if ( gl.getShaderParameter( shader, gl.COMPILE_STATUS ) === false ) {
  14435. console.error( 'THREE.WebGLShader: Shader couldn\'t compile.' );
  14436. }
  14437. if ( gl.getShaderInfoLog( shader ) !== '' ) {
  14438. console.warn( 'THREE.WebGLShader: gl.getShaderInfoLog()', gl.getShaderInfoLog( shader ) );
  14439. console.warn( addLineNumbers( string ) );
  14440. }
  14441. // --enable-privileged-webgl-extension
  14442. // console.log( type, gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  14443. return shader;
  14444. };
  14445. } )();
  14446. // File:src/extras/GeometryUtils.js
  14447. /**
  14448. * @author mrdoob / http://mrdoob.com/
  14449. */
  14450. THREE.GeometryUtils = {
  14451. merge: function ( geometry1, geometry2, materialIndexOffset ) {
  14452. console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
  14453. var matrix;
  14454. if ( geometry2 instanceof THREE.Mesh ) {
  14455. geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  14456. matrix = geometry2.matrix;
  14457. geometry2 = geometry2.geometry;
  14458. }
  14459. geometry1.merge( geometry2, matrix, materialIndexOffset );
  14460. },
  14461. center: function ( geometry ) {
  14462. console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
  14463. return geometry.center();
  14464. }
  14465. };
  14466. // File:src/extras/ImageUtils.js
  14467. /**
  14468. * @author alteredq / http://alteredqualia.com/
  14469. * @author mrdoob / http://mrdoob.com/
  14470. * @author Daosheng Mu / https://github.com/DaoshengMu/
  14471. */
  14472. THREE.ImageUtils = {
  14473. crossOrigin: undefined,
  14474. loadTexture: function ( url, mapping, onLoad, onError ) {
  14475. var loader = new THREE.ImageLoader();
  14476. loader.crossOrigin = this.crossOrigin;
  14477. var texture = new THREE.Texture( undefined, mapping );
  14478. loader.load( url, function ( image ) {
  14479. texture.image = image;
  14480. texture.needsUpdate = true;
  14481. if ( onLoad ) onLoad( texture );
  14482. }, undefined, function ( event ) {
  14483. if ( onError ) onError( event );
  14484. } );
  14485. texture.sourceFile = url;
  14486. return texture;
  14487. },
  14488. loadTextureCube: function ( array, mapping, onLoad, onError ) {
  14489. var images = [];
  14490. var loader = new THREE.ImageLoader();
  14491. loader.crossOrigin = this.crossOrigin;
  14492. var texture = new THREE.CubeTexture( images, mapping );
  14493. // no flipping needed for cube textures
  14494. texture.flipY = false;
  14495. var loaded = 0;
  14496. var loadTexture = function ( i ) {
  14497. loader.load( array[ i ], function ( image ) {
  14498. texture.images[ i ] = image;
  14499. loaded += 1;
  14500. if ( loaded === 6 ) {
  14501. texture.needsUpdate = true;
  14502. if ( onLoad ) onLoad( texture );
  14503. }
  14504. } );
  14505. }
  14506. for ( var i = 0, il = array.length; i < il; ++ i ) {
  14507. loadTexture( i );
  14508. }
  14509. return texture;
  14510. },
  14511. loadCompressedTexture: function () {
  14512. console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' )
  14513. },
  14514. loadCompressedTextureCube: function () {
  14515. console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' )
  14516. },
  14517. getNormalMap: function ( image, depth ) {
  14518. // Adapted from http://www.paulbrunt.co.uk/lab/heightnormal/
  14519. var cross = function ( a, b ) {
  14520. 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 ] ];
  14521. }
  14522. var subtract = function ( a, b ) {
  14523. return [ a[ 0 ] - b[ 0 ], a[ 1 ] - b[ 1 ], a[ 2 ] - b[ 2 ] ];
  14524. }
  14525. var normalize = function ( a ) {
  14526. var l = Math.sqrt( a[ 0 ] * a[ 0 ] + a[ 1 ] * a[ 1 ] + a[ 2 ] * a[ 2 ] );
  14527. return [ a[ 0 ] / l, a[ 1 ] / l, a[ 2 ] / l ];
  14528. }
  14529. depth = depth | 1;
  14530. var width = image.width;
  14531. var height = image.height;
  14532. var canvas = document.createElement( 'canvas' );
  14533. canvas.width = width;
  14534. canvas.height = height;
  14535. var context = canvas.getContext( '2d' );
  14536. context.drawImage( image, 0, 0 );
  14537. var data = context.getImageData( 0, 0, width, height ).data;
  14538. var imageData = context.createImageData( width, height );
  14539. var output = imageData.data;
  14540. for ( var x = 0; x < width; x ++ ) {
  14541. for ( var y = 0; y < height; y ++ ) {
  14542. var ly = y - 1 < 0 ? 0 : y - 1;
  14543. var uy = y + 1 > height - 1 ? height - 1 : y + 1;
  14544. var lx = x - 1 < 0 ? 0 : x - 1;
  14545. var ux = x + 1 > width - 1 ? width - 1 : x + 1;
  14546. var points = [];
  14547. var origin = [ 0, 0, data[ ( y * width + x ) * 4 ] / 255 * depth ];
  14548. points.push( [ - 1, 0, data[ ( y * width + lx ) * 4 ] / 255 * depth ] );
  14549. points.push( [ - 1, - 1, data[ ( ly * width + lx ) * 4 ] / 255 * depth ] );
  14550. points.push( [ 0, - 1, data[ ( ly * width + x ) * 4 ] / 255 * depth ] );
  14551. points.push( [ 1, - 1, data[ ( ly * width + ux ) * 4 ] / 255 * depth ] );
  14552. points.push( [ 1, 0, data[ ( y * width + ux ) * 4 ] / 255 * depth ] );
  14553. points.push( [ 1, 1, data[ ( uy * width + ux ) * 4 ] / 255 * depth ] );
  14554. points.push( [ 0, 1, data[ ( uy * width + x ) * 4 ] / 255 * depth ] );
  14555. points.push( [ - 1, 1, data[ ( uy * width + lx ) * 4 ] / 255 * depth ] );
  14556. var normals = [];
  14557. var num_points = points.length;
  14558. for ( var i = 0; i < num_points; i ++ ) {
  14559. var v1 = points[ i ];
  14560. var v2 = points[ ( i + 1 ) % num_points ];
  14561. v1 = subtract( v1, origin );
  14562. v2 = subtract( v2, origin );
  14563. normals.push( normalize( cross( v1, v2 ) ) );
  14564. }
  14565. var normal = [ 0, 0, 0 ];
  14566. for ( var i = 0; i < normals.length; i ++ ) {
  14567. normal[ 0 ] += normals[ i ][ 0 ];
  14568. normal[ 1 ] += normals[ i ][ 1 ];
  14569. normal[ 2 ] += normals[ i ][ 2 ];
  14570. }
  14571. normal[ 0 ] /= normals.length;
  14572. normal[ 1 ] /= normals.length;
  14573. normal[ 2 ] /= normals.length;
  14574. var idx = ( y * width + x ) * 4;
  14575. output[ idx ] = ( ( normal[ 0 ] + 1.0 ) / 2.0 * 255 ) | 0;
  14576. output[ idx + 1 ] = ( ( normal[ 1 ] + 1.0 ) / 2.0 * 255 ) | 0;
  14577. output[ idx + 2 ] = ( normal[ 2 ] * 255 ) | 0;
  14578. output[ idx + 3 ] = 255;
  14579. }
  14580. }
  14581. context.putImageData( imageData, 0, 0 );
  14582. return canvas;
  14583. },
  14584. generateDataTexture: function ( width, height, color ) {
  14585. var size = width * height;
  14586. var data = new Uint8Array( 3 * size );
  14587. var r = Math.floor( color.r * 255 );
  14588. var g = Math.floor( color.g * 255 );
  14589. var b = Math.floor( color.b * 255 );
  14590. for ( var i = 0; i < size; i ++ ) {
  14591. data[ i * 3 ] = r;
  14592. data[ i * 3 + 1 ] = g;
  14593. data[ i * 3 + 2 ] = b;
  14594. }
  14595. var texture = new THREE.DataTexture( data, width, height, THREE.RGBFormat );
  14596. texture.needsUpdate = true;
  14597. return texture;
  14598. }
  14599. };
  14600. // File:src/extras/SceneUtils.js
  14601. /**
  14602. * @author alteredq / http://alteredqualia.com/
  14603. */
  14604. THREE.SceneUtils = {
  14605. createMultiMaterialObject: function ( geometry, materials ) {
  14606. var group = new THREE.Object3D();
  14607. for ( var i = 0, l = materials.length; i < l; i ++ ) {
  14608. group.add( new THREE.Mesh( geometry, materials[ i ] ) );
  14609. }
  14610. return group;
  14611. },
  14612. detach: function ( child, parent, scene ) {
  14613. child.applyMatrix( parent.matrixWorld );
  14614. parent.remove( child );
  14615. scene.add( child );
  14616. },
  14617. attach: function ( child, scene, parent ) {
  14618. var matrixWorldInverse = new THREE.Matrix4();
  14619. matrixWorldInverse.getInverse( parent.matrixWorld );
  14620. child.applyMatrix( matrixWorldInverse );
  14621. scene.remove( child );
  14622. parent.add( child );
  14623. }
  14624. };
  14625. // File:src/extras/FontUtils.js
  14626. /**
  14627. * @author zz85 / http://www.lab4games.net/zz85/blog
  14628. * @author alteredq / http://alteredqualia.com/
  14629. *
  14630. * For Text operations in three.js (See TextGeometry)
  14631. *
  14632. * It uses techniques used in:
  14633. *
  14634. * typeface.js and canvastext
  14635. * For converting fonts and rendering with javascript
  14636. * http://typeface.neocracy.org
  14637. *
  14638. * Triangulation ported from AS3
  14639. * Simple Polygon Triangulation
  14640. * http://actionsnippet.com/?p=1462
  14641. *
  14642. * A Method to triangulate shapes with holes
  14643. * http://www.sakri.net/blog/2009/06/12/an-approach-to-triangulating-polygons-with-holes/
  14644. *
  14645. */
  14646. THREE.FontUtils = {
  14647. faces: {},
  14648. // Just for now. face[weight][style]
  14649. face: 'helvetiker',
  14650. weight: 'normal',
  14651. style: 'normal',
  14652. size: 150,
  14653. divisions: 10,
  14654. getFace: function () {
  14655. try {
  14656. return this.faces[ this.face ][ this.weight ][ this.style ];
  14657. } catch (e) {
  14658. throw "The font " + this.face + " with " + this.weight + " weight and " + this.style + " style is missing."
  14659. };
  14660. },
  14661. loadFace: function ( data ) {
  14662. var family = data.familyName.toLowerCase();
  14663. var ThreeFont = this;
  14664. ThreeFont.faces[ family ] = ThreeFont.faces[ family ] || {};
  14665. ThreeFont.faces[ family ][ data.cssFontWeight ] = ThreeFont.faces[ family ][ data.cssFontWeight ] || {};
  14666. ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data;
  14667. var face = ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data;
  14668. return data;
  14669. },
  14670. drawText: function ( text ) {
  14671. var characterPts = [], allPts = [];
  14672. // RenderText
  14673. var i, p,
  14674. face = this.getFace(),
  14675. scale = this.size / face.resolution,
  14676. offset = 0,
  14677. chars = String( text ).split( '' ),
  14678. length = chars.length;
  14679. var fontPaths = [];
  14680. for ( i = 0; i < length; i ++ ) {
  14681. var path = new THREE.Path();
  14682. var ret = this.extractGlyphPoints( chars[ i ], face, scale, offset, path );
  14683. offset += ret.offset;
  14684. fontPaths.push( ret.path );
  14685. }
  14686. // get the width
  14687. var width = offset / 2;
  14688. //
  14689. // for ( p = 0; p < allPts.length; p++ ) {
  14690. //
  14691. // allPts[ p ].x -= width;
  14692. //
  14693. // }
  14694. //var extract = this.extractPoints( allPts, characterPts );
  14695. //extract.contour = allPts;
  14696. //extract.paths = fontPaths;
  14697. //extract.offset = width;
  14698. return { paths: fontPaths, offset: width };
  14699. },
  14700. extractGlyphPoints: function ( c, face, scale, offset, path ) {
  14701. var pts = [];
  14702. var i, i2, divisions,
  14703. outline, action, length,
  14704. scaleX, scaleY,
  14705. x, y, cpx, cpy, cpx0, cpy0, cpx1, cpy1, cpx2, cpy2,
  14706. laste,
  14707. glyph = face.glyphs[ c ] || face.glyphs[ '?' ];
  14708. if ( ! glyph ) return;
  14709. if ( glyph.o ) {
  14710. outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
  14711. length = outline.length;
  14712. scaleX = scale;
  14713. scaleY = scale;
  14714. for ( i = 0; i < length; ) {
  14715. action = outline[ i ++ ];
  14716. //console.log( action );
  14717. switch ( action ) {
  14718. case 'm':
  14719. // Move To
  14720. x = outline[ i ++ ] * scaleX + offset;
  14721. y = outline[ i ++ ] * scaleY;
  14722. path.moveTo( x, y );
  14723. break;
  14724. case 'l':
  14725. // Line To
  14726. x = outline[ i ++ ] * scaleX + offset;
  14727. y = outline[ i ++ ] * scaleY;
  14728. path.lineTo( x,y );
  14729. break;
  14730. case 'q':
  14731. // QuadraticCurveTo
  14732. cpx = outline[ i ++ ] * scaleX + offset;
  14733. cpy = outline[ i ++ ] * scaleY;
  14734. cpx1 = outline[ i ++ ] * scaleX + offset;
  14735. cpy1 = outline[ i ++ ] * scaleY;
  14736. path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
  14737. laste = pts[ pts.length - 1 ];
  14738. if ( laste ) {
  14739. cpx0 = laste.x;
  14740. cpy0 = laste.y;
  14741. for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) {
  14742. var t = i2 / divisions;
  14743. var tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx );
  14744. var ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy );
  14745. }
  14746. }
  14747. break;
  14748. case 'b':
  14749. // Cubic Bezier Curve
  14750. cpx = outline[ i ++ ] * scaleX + offset;
  14751. cpy = outline[ i ++ ] * scaleY;
  14752. cpx1 = outline[ i ++ ] * scaleX + offset;
  14753. cpy1 = outline[ i ++ ] * scaleY;
  14754. cpx2 = outline[ i ++ ] * scaleX + offset;
  14755. cpy2 = outline[ i ++ ] * scaleY;
  14756. path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
  14757. laste = pts[ pts.length - 1 ];
  14758. if ( laste ) {
  14759. cpx0 = laste.x;
  14760. cpy0 = laste.y;
  14761. for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) {
  14762. var t = i2 / divisions;
  14763. var tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx );
  14764. var ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy );
  14765. }
  14766. }
  14767. break;
  14768. }
  14769. }
  14770. }
  14771. return { offset: glyph.ha * scale, path:path };
  14772. }
  14773. };
  14774. THREE.FontUtils.generateShapes = function ( text, parameters ) {
  14775. // Parameters
  14776. parameters = parameters || {};
  14777. var size = parameters.size !== undefined ? parameters.size : 100;
  14778. var curveSegments = parameters.curveSegments !== undefined ? parameters.curveSegments : 4;
  14779. var font = parameters.font !== undefined ? parameters.font : 'helvetiker';
  14780. var weight = parameters.weight !== undefined ? parameters.weight : 'normal';
  14781. var style = parameters.style !== undefined ? parameters.style : 'normal';
  14782. THREE.FontUtils.size = size;
  14783. THREE.FontUtils.divisions = curveSegments;
  14784. THREE.FontUtils.face = font;
  14785. THREE.FontUtils.weight = weight;
  14786. THREE.FontUtils.style = style;
  14787. // Get a Font data json object
  14788. var data = THREE.FontUtils.drawText( text );
  14789. var paths = data.paths;
  14790. var shapes = [];
  14791. for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
  14792. Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
  14793. }
  14794. return shapes;
  14795. };
  14796. /**
  14797. * This code is a quick port of code written in C++ which was submitted to
  14798. * flipcode.com by John W. Ratcliff // July 22, 2000
  14799. * See original code and more information here:
  14800. * http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml
  14801. *
  14802. * ported to actionscript by Zevan Rosser
  14803. * www.actionsnippet.com
  14804. *
  14805. * ported to javascript by Joshua Koo
  14806. * http://www.lab4games.net/zz85/blog
  14807. *
  14808. */
  14809. ( function ( namespace ) {
  14810. var EPSILON = 0.0000000001;
  14811. // takes in an contour array and returns
  14812. var process = function ( contour, indices ) {
  14813. var n = contour.length;
  14814. if ( n < 3 ) return null;
  14815. var result = [],
  14816. verts = [],
  14817. vertIndices = [];
  14818. /* we want a counter-clockwise polygon in verts */
  14819. var u, v, w;
  14820. if ( area( contour ) > 0.0 ) {
  14821. for ( v = 0; v < n; v ++ ) verts[ v ] = v;
  14822. } else {
  14823. for ( v = 0; v < n; v ++ ) verts[ v ] = ( n - 1 ) - v;
  14824. }
  14825. var nv = n;
  14826. /* remove nv - 2 vertices, creating 1 triangle every time */
  14827. var count = 2 * nv; /* error detection */
  14828. for ( v = nv - 1; nv > 2; ) {
  14829. /* if we loop, it is probably a non-simple polygon */
  14830. if ( ( count -- ) <= 0 ) {
  14831. //** Triangulate: ERROR - probable bad polygon!
  14832. //throw ( "Warning, unable to triangulate polygon!" );
  14833. //return null;
  14834. // Sometimes warning is fine, especially polygons are triangulated in reverse.
  14835. console.log( 'Warning, unable to triangulate polygon!' );
  14836. if ( indices ) return vertIndices;
  14837. return result;
  14838. }
  14839. /* three consecutive vertices in current polygon, <u,v,w> */
  14840. u = v; if ( nv <= u ) u = 0; /* previous */
  14841. v = u + 1; if ( nv <= v ) v = 0; /* new v */
  14842. w = v + 1; if ( nv <= w ) w = 0; /* next */
  14843. if ( snip( contour, u, v, w, nv, verts ) ) {
  14844. var a, b, c, s, t;
  14845. /* true names of the vertices */
  14846. a = verts[ u ];
  14847. b = verts[ v ];
  14848. c = verts[ w ];
  14849. /* output Triangle */
  14850. result.push( [ contour[ a ],
  14851. contour[ b ],
  14852. contour[ c ] ] );
  14853. vertIndices.push( [ verts[ u ], verts[ v ], verts[ w ] ] );
  14854. /* remove v from the remaining polygon */
  14855. for ( s = v, t = v + 1; t < nv; s++, t++ ) {
  14856. verts[ s ] = verts[ t ];
  14857. }
  14858. nv --;
  14859. /* reset error detection counter */
  14860. count = 2 * nv;
  14861. }
  14862. }
  14863. if ( indices ) return vertIndices;
  14864. return result;
  14865. };
  14866. // calculate area of the contour polygon
  14867. var area = function ( contour ) {
  14868. var n = contour.length;
  14869. var a = 0.0;
  14870. for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
  14871. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  14872. }
  14873. return a * 0.5;
  14874. };
  14875. var snip = function ( contour, u, v, w, n, verts ) {
  14876. var p;
  14877. var ax, ay, bx, by;
  14878. var cx, cy, px, py;
  14879. ax = contour[ verts[ u ] ].x;
  14880. ay = contour[ verts[ u ] ].y;
  14881. bx = contour[ verts[ v ] ].x;
  14882. by = contour[ verts[ v ] ].y;
  14883. cx = contour[ verts[ w ] ].x;
  14884. cy = contour[ verts[ w ] ].y;
  14885. if ( EPSILON > ( ( ( bx - ax ) * ( cy - ay ) ) - ( ( by - ay ) * ( cx - ax ) ) ) ) return false;
  14886. var aX, aY, bX, bY, cX, cY;
  14887. var apx, apy, bpx, bpy, cpx, cpy;
  14888. var cCROSSap, bCROSScp, aCROSSbp;
  14889. aX = cx - bx; aY = cy - by;
  14890. bX = ax - cx; bY = ay - cy;
  14891. cX = bx - ax; cY = by - ay;
  14892. for ( p = 0; p < n; p ++ ) {
  14893. px = contour[ verts[ p ] ].x
  14894. py = contour[ verts[ p ] ].y
  14895. if ( ( ( px === ax ) && ( py === ay ) ) ||
  14896. ( ( px === bx ) && ( py === by ) ) ||
  14897. ( ( px === cx ) && ( py === cy ) ) ) continue;
  14898. apx = px - ax; apy = py - ay;
  14899. bpx = px - bx; bpy = py - by;
  14900. cpx = px - cx; cpy = py - cy;
  14901. // see if p is inside triangle abc
  14902. aCROSSbp = aX * bpy - aY * bpx;
  14903. cCROSSap = cX * apy - cY * apx;
  14904. bCROSScp = bX * cpy - bY * cpx;
  14905. if ( ( aCROSSbp >= - EPSILON ) && ( bCROSScp >= - EPSILON ) && ( cCROSSap >= - EPSILON ) ) return false;
  14906. }
  14907. return true;
  14908. };
  14909. namespace.Triangulate = process;
  14910. namespace.Triangulate.area = area;
  14911. return namespace;
  14912. } )( THREE.FontUtils );
  14913. // To use the typeface.js face files, hook up the API
  14914. self._typeface_js = { faces: THREE.FontUtils.faces, loadFace: THREE.FontUtils.loadFace };
  14915. THREE.typeface_js = self._typeface_js;
  14916. // File:src/extras/audio/Audio.js
  14917. /**
  14918. * @author mrdoob / http://mrdoob.com/
  14919. */
  14920. THREE.Audio = function ( listener ) {
  14921. THREE.Object3D.call( this );
  14922. this.type = 'Audio';
  14923. this.context = listener.context;
  14924. this.source = this.context.createBufferSource();
  14925. this.gain = this.context.createGain();
  14926. this.gain.connect( this.context.destination );
  14927. this.panner = this.context.createPanner();
  14928. this.panner.connect( this.gain );
  14929. };
  14930. THREE.Audio.prototype = Object.create( THREE.Object3D.prototype );
  14931. THREE.Audio.prototype.load = function ( file ) {
  14932. var scope = this;
  14933. var request = new XMLHttpRequest();
  14934. request.open( 'GET', file, true );
  14935. request.responseType = 'arraybuffer';
  14936. request.onload = function ( e ) {
  14937. scope.context.decodeAudioData( this.response, function ( buffer ) {
  14938. scope.source.buffer = buffer;
  14939. scope.source.connect( scope.panner );
  14940. scope.source.start( 0 );
  14941. } );
  14942. };
  14943. request.send();
  14944. return this;
  14945. };
  14946. THREE.Audio.prototype.setLoop = function ( value ) {
  14947. this.source.loop = value;
  14948. };
  14949. THREE.Audio.prototype.setRefDistance = function ( value ) {
  14950. this.panner.refDistance = value;
  14951. };
  14952. THREE.Audio.prototype.setRolloffFactor = function ( value ) {
  14953. this.panner.rolloffFactor = value;
  14954. };
  14955. THREE.Audio.prototype.updateMatrixWorld = ( function () {
  14956. var position = new THREE.Vector3();
  14957. return function ( force ) {
  14958. THREE.Object3D.prototype.updateMatrixWorld.call( this, force );
  14959. position.setFromMatrixPosition( this.matrixWorld );
  14960. this.panner.setPosition( position.x, position.y, position.z );
  14961. };
  14962. } )();
  14963. // File:src/extras/audio/AudioListener.js
  14964. /**
  14965. * @author mrdoob / http://mrdoob.com/
  14966. */
  14967. THREE.AudioListener = function () {
  14968. THREE.Object3D.call( this );
  14969. this.type = 'AudioListener';
  14970. this.context = new ( window.AudioContext || window.webkitAudioContext )();
  14971. };
  14972. THREE.AudioListener.prototype = Object.create( THREE.Object3D.prototype );
  14973. THREE.AudioListener.prototype.updateMatrixWorld = ( function () {
  14974. var position = new THREE.Vector3();
  14975. var quaternion = new THREE.Quaternion();
  14976. var scale = new THREE.Vector3();
  14977. var orientation = new THREE.Vector3();
  14978. var velocity = new THREE.Vector3();
  14979. var positionPrev = new THREE.Vector3();
  14980. return function ( force ) {
  14981. THREE.Object3D.prototype.updateMatrixWorld.call( this, force );
  14982. var listener = this.context.listener;
  14983. this.matrixWorld.decompose( position, quaternion, scale );
  14984. orientation.set( 0, 0, -1 ).applyQuaternion( quaternion );
  14985. velocity.subVectors( position, positionPrev );
  14986. listener.setPosition( position.x, position.y, position.z );
  14987. listener.setOrientation( orientation.x, orientation.y, orientation.z, this.up.x, this.up.y, this.up.z );
  14988. listener.setVelocity( velocity.x, velocity.y, velocity.z );
  14989. positionPrev.copy( position );
  14990. };
  14991. } )();
  14992. // File:src/extras/core/Curve.js
  14993. /**
  14994. * @author zz85 / http://www.lab4games.net/zz85/blog
  14995. * Extensible curve object
  14996. *
  14997. * Some common of Curve methods
  14998. * .getPoint(t), getTangent(t)
  14999. * .getPointAt(u), getTagentAt(u)
  15000. * .getPoints(), .getSpacedPoints()
  15001. * .getLength()
  15002. * .updateArcLengths()
  15003. *
  15004. * This following classes subclasses THREE.Curve:
  15005. *
  15006. * -- 2d classes --
  15007. * THREE.LineCurve
  15008. * THREE.QuadraticBezierCurve
  15009. * THREE.CubicBezierCurve
  15010. * THREE.SplineCurve
  15011. * THREE.ArcCurve
  15012. * THREE.EllipseCurve
  15013. *
  15014. * -- 3d classes --
  15015. * THREE.LineCurve3
  15016. * THREE.QuadraticBezierCurve3
  15017. * THREE.CubicBezierCurve3
  15018. * THREE.SplineCurve3
  15019. * THREE.ClosedSplineCurve3
  15020. *
  15021. * A series of curves can be represented as a THREE.CurvePath
  15022. *
  15023. **/
  15024. /**************************************************************
  15025. * Abstract Curve base class
  15026. **************************************************************/
  15027. THREE.Curve = function () {
  15028. };
  15029. // Virtual base class method to overwrite and implement in subclasses
  15030. // - t [0 .. 1]
  15031. THREE.Curve.prototype.getPoint = function ( t ) {
  15032. console.log( "Warning, getPoint() not implemented!" );
  15033. return null;
  15034. };
  15035. // Get point at relative position in curve according to arc length
  15036. // - u [0 .. 1]
  15037. THREE.Curve.prototype.getPointAt = function ( u ) {
  15038. var t = this.getUtoTmapping( u );
  15039. return this.getPoint( t );
  15040. };
  15041. // Get sequence of points using getPoint( t )
  15042. THREE.Curve.prototype.getPoints = function ( divisions ) {
  15043. if ( ! divisions ) divisions = 5;
  15044. var d, pts = [];
  15045. for ( d = 0; d <= divisions; d ++ ) {
  15046. pts.push( this.getPoint( d / divisions ) );
  15047. }
  15048. return pts;
  15049. };
  15050. // Get sequence of points using getPointAt( u )
  15051. THREE.Curve.prototype.getSpacedPoints = function ( divisions ) {
  15052. if ( ! divisions ) divisions = 5;
  15053. var d, pts = [];
  15054. for ( d = 0; d <= divisions; d ++ ) {
  15055. pts.push( this.getPointAt( d / divisions ) );
  15056. }
  15057. return pts;
  15058. };
  15059. // Get total curve arc length
  15060. THREE.Curve.prototype.getLength = function () {
  15061. var lengths = this.getLengths();
  15062. return lengths[ lengths.length - 1 ];
  15063. };
  15064. // Get list of cumulative segment lengths
  15065. THREE.Curve.prototype.getLengths = function ( divisions ) {
  15066. if ( ! divisions ) divisions = (this.__arcLengthDivisions) ? (this.__arcLengthDivisions): 200;
  15067. if ( this.cacheArcLengths
  15068. && ( this.cacheArcLengths.length == divisions + 1 )
  15069. && ! this.needsUpdate) {
  15070. //console.log( "cached", this.cacheArcLengths );
  15071. return this.cacheArcLengths;
  15072. }
  15073. this.needsUpdate = false;
  15074. var cache = [];
  15075. var current, last = this.getPoint( 0 );
  15076. var p, sum = 0;
  15077. cache.push( 0 );
  15078. for ( p = 1; p <= divisions; p ++ ) {
  15079. current = this.getPoint ( p / divisions );
  15080. sum += current.distanceTo( last );
  15081. cache.push( sum );
  15082. last = current;
  15083. }
  15084. this.cacheArcLengths = cache;
  15085. return cache; // { sums: cache, sum:sum }; Sum is in the last element.
  15086. };
  15087. THREE.Curve.prototype.updateArcLengths = function() {
  15088. this.needsUpdate = true;
  15089. this.getLengths();
  15090. };
  15091. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equi distance
  15092. THREE.Curve.prototype.getUtoTmapping = function ( u, distance ) {
  15093. var arcLengths = this.getLengths();
  15094. var i = 0, il = arcLengths.length;
  15095. var targetArcLength; // The targeted u distance value to get
  15096. if ( distance ) {
  15097. targetArcLength = distance;
  15098. } else {
  15099. targetArcLength = u * arcLengths[ il - 1 ];
  15100. }
  15101. //var time = Date.now();
  15102. // binary search for the index with largest value smaller than target u distance
  15103. var low = 0, high = il - 1, comparison;
  15104. while ( low <= high ) {
  15105. 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
  15106. comparison = arcLengths[ i ] - targetArcLength;
  15107. if ( comparison < 0 ) {
  15108. low = i + 1;
  15109. continue;
  15110. } else if ( comparison > 0 ) {
  15111. high = i - 1;
  15112. continue;
  15113. } else {
  15114. high = i;
  15115. break;
  15116. // DONE
  15117. }
  15118. }
  15119. i = high;
  15120. //console.log('b' , i, low, high, Date.now()- time);
  15121. if ( arcLengths[ i ] == targetArcLength ) {
  15122. var t = i / ( il - 1 );
  15123. return t;
  15124. }
  15125. // we could get finer grain at lengths, or use simple interpolatation between two points
  15126. var lengthBefore = arcLengths[ i ];
  15127. var lengthAfter = arcLengths[ i + 1 ];
  15128. var segmentLength = lengthAfter - lengthBefore;
  15129. // determine where we are between the 'before' and 'after' points
  15130. var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  15131. // add that fractional amount to t
  15132. var t = ( i + segmentFraction ) / ( il -1 );
  15133. return t;
  15134. };
  15135. // Returns a unit vector tangent at t
  15136. // In case any sub curve does not implement its tangent derivation,
  15137. // 2 points a small delta apart will be used to find its gradient
  15138. // which seems to give a reasonable approximation
  15139. THREE.Curve.prototype.getTangent = function( t ) {
  15140. var delta = 0.0001;
  15141. var t1 = t - delta;
  15142. var t2 = t + delta;
  15143. // Capping in case of danger
  15144. if ( t1 < 0 ) t1 = 0;
  15145. if ( t2 > 1 ) t2 = 1;
  15146. var pt1 = this.getPoint( t1 );
  15147. var pt2 = this.getPoint( t2 );
  15148. var vec = pt2.clone().sub(pt1);
  15149. return vec.normalize();
  15150. };
  15151. THREE.Curve.prototype.getTangentAt = function ( u ) {
  15152. var t = this.getUtoTmapping( u );
  15153. return this.getTangent( t );
  15154. };
  15155. /**************************************************************
  15156. * Utils
  15157. **************************************************************/
  15158. THREE.Curve.Utils = {
  15159. tangentQuadraticBezier: function ( t, p0, p1, p2 ) {
  15160. return 2 * ( 1 - t ) * ( p1 - p0 ) + 2 * t * ( p2 - p1 );
  15161. },
  15162. // Puay Bing, thanks for helping with this derivative!
  15163. tangentCubicBezier: function (t, p0, p1, p2, p3 ) {
  15164. return - 3 * p0 * (1 - t) * (1 - t) +
  15165. 3 * p1 * (1 - t) * (1-t) - 6 *t *p1 * (1-t) +
  15166. 6 * t * p2 * (1-t) - 3 * t * t * p2 +
  15167. 3 * t * t * p3;
  15168. },
  15169. tangentSpline: function ( t, p0, p1, p2, p3 ) {
  15170. // To check if my formulas are correct
  15171. var h00 = 6 * t * t - 6 * t; // derived from 2t^3 − 3t^2 + 1
  15172. var h10 = 3 * t * t - 4 * t + 1; // t^3 − 2t^2 + t
  15173. var h01 = - 6 * t * t + 6 * t; // − 2t3 + 3t2
  15174. var h11 = 3 * t * t - 2 * t; // t3 − t2
  15175. return h00 + h10 + h01 + h11;
  15176. },
  15177. // Catmull-Rom
  15178. interpolate: function( p0, p1, p2, p3, t ) {
  15179. var v0 = ( p2 - p0 ) * 0.5;
  15180. var v1 = ( p3 - p1 ) * 0.5;
  15181. var t2 = t * t;
  15182. var t3 = t * t2;
  15183. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  15184. }
  15185. };
  15186. // TODO: Transformation for Curves?
  15187. /**************************************************************
  15188. * 3D Curves
  15189. **************************************************************/
  15190. // A Factory method for creating new curve subclasses
  15191. THREE.Curve.create = function ( constructor, getPointFunc ) {
  15192. constructor.prototype = Object.create( THREE.Curve.prototype );
  15193. constructor.prototype.getPoint = getPointFunc;
  15194. return constructor;
  15195. };
  15196. // File:src/extras/core/CurvePath.js
  15197. /**
  15198. * @author zz85 / http://www.lab4games.net/zz85/blog
  15199. *
  15200. **/
  15201. /**************************************************************
  15202. * Curved Path - a curve path is simply a array of connected
  15203. * curves, but retains the api of a curve
  15204. **************************************************************/
  15205. THREE.CurvePath = function () {
  15206. this.curves = [];
  15207. this.bends = [];
  15208. this.autoClose = false; // Automatically closes the path
  15209. };
  15210. THREE.CurvePath.prototype = Object.create( THREE.Curve.prototype );
  15211. THREE.CurvePath.prototype.add = function ( curve ) {
  15212. this.curves.push( curve );
  15213. };
  15214. THREE.CurvePath.prototype.checkConnection = function() {
  15215. // TODO
  15216. // If the ending of curve is not connected to the starting
  15217. // or the next curve, then, this is not a real path
  15218. };
  15219. THREE.CurvePath.prototype.closePath = function() {
  15220. // TODO Test
  15221. // and verify for vector3 (needs to implement equals)
  15222. // Add a line curve if start and end of lines are not connected
  15223. var startPoint = this.curves[0].getPoint(0);
  15224. var endPoint = this.curves[this.curves.length-1].getPoint(1);
  15225. if (! startPoint.equals(endPoint)) {
  15226. this.curves.push( new THREE.LineCurve(endPoint, startPoint) );
  15227. }
  15228. };
  15229. // To get accurate point with reference to
  15230. // entire path distance at time t,
  15231. // following has to be done:
  15232. // 1. Length of each sub path have to be known
  15233. // 2. Locate and identify type of curve
  15234. // 3. Get t for the curve
  15235. // 4. Return curve.getPointAt(t')
  15236. THREE.CurvePath.prototype.getPoint = function( t ) {
  15237. var d = t * this.getLength();
  15238. var curveLengths = this.getCurveLengths();
  15239. var i = 0, diff, curve;
  15240. // To think about boundaries points.
  15241. while ( i < curveLengths.length ) {
  15242. if ( curveLengths[ i ] >= d ) {
  15243. diff = curveLengths[ i ] - d;
  15244. curve = this.curves[ i ];
  15245. var u = 1 - diff / curve.getLength();
  15246. return curve.getPointAt( u );
  15247. break;
  15248. }
  15249. i ++;
  15250. }
  15251. return null;
  15252. // loop where sum != 0, sum > d , sum+1 <d
  15253. };
  15254. /*
  15255. THREE.CurvePath.prototype.getTangent = function( t ) {
  15256. };*/
  15257. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  15258. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  15259. // getPoint() depends on getLength
  15260. THREE.CurvePath.prototype.getLength = function() {
  15261. var lens = this.getCurveLengths();
  15262. return lens[ lens.length - 1 ];
  15263. };
  15264. // Compute lengths and cache them
  15265. // We cannot overwrite getLengths() because UtoT mapping uses it.
  15266. THREE.CurvePath.prototype.getCurveLengths = function() {
  15267. // We use cache values if curves and cache array are same length
  15268. if ( this.cacheLengths && this.cacheLengths.length == this.curves.length ) {
  15269. return this.cacheLengths;
  15270. };
  15271. // Get length of subsurve
  15272. // Push sums into cached array
  15273. var lengths = [], sums = 0;
  15274. var i, il = this.curves.length;
  15275. for ( i = 0; i < il; i ++ ) {
  15276. sums += this.curves[ i ].getLength();
  15277. lengths.push( sums );
  15278. }
  15279. this.cacheLengths = lengths;
  15280. return lengths;
  15281. };
  15282. // Returns min and max coordinates
  15283. THREE.CurvePath.prototype.getBoundingBox = function () {
  15284. var points = this.getPoints();
  15285. var maxX, maxY, maxZ;
  15286. var minX, minY, minZ;
  15287. maxX = maxY = Number.NEGATIVE_INFINITY;
  15288. minX = minY = Number.POSITIVE_INFINITY;
  15289. var p, i, il, sum;
  15290. var v3 = points[0] instanceof THREE.Vector3;
  15291. sum = v3 ? new THREE.Vector3() : new THREE.Vector2();
  15292. for ( i = 0, il = points.length; i < il; i ++ ) {
  15293. p = points[ i ];
  15294. if ( p.x > maxX ) maxX = p.x;
  15295. else if ( p.x < minX ) minX = p.x;
  15296. if ( p.y > maxY ) maxY = p.y;
  15297. else if ( p.y < minY ) minY = p.y;
  15298. if ( v3 ) {
  15299. if ( p.z > maxZ ) maxZ = p.z;
  15300. else if ( p.z < minZ ) minZ = p.z;
  15301. }
  15302. sum.add( p );
  15303. }
  15304. var ret = {
  15305. minX: minX,
  15306. minY: minY,
  15307. maxX: maxX,
  15308. maxY: maxY
  15309. };
  15310. if ( v3 ) {
  15311. ret.maxZ = maxZ;
  15312. ret.minZ = minZ;
  15313. }
  15314. return ret;
  15315. };
  15316. /**************************************************************
  15317. * Create Geometries Helpers
  15318. **************************************************************/
  15319. /// Generate geometry from path points (for Line or Points objects)
  15320. THREE.CurvePath.prototype.createPointsGeometry = function( divisions ) {
  15321. var pts = this.getPoints( divisions, true );
  15322. return this.createGeometry( pts );
  15323. };
  15324. // Generate geometry from equidistance sampling along the path
  15325. THREE.CurvePath.prototype.createSpacedPointsGeometry = function( divisions ) {
  15326. var pts = this.getSpacedPoints( divisions, true );
  15327. return this.createGeometry( pts );
  15328. };
  15329. THREE.CurvePath.prototype.createGeometry = function( points ) {
  15330. var geometry = new THREE.Geometry();
  15331. for ( var i = 0; i < points.length; i ++ ) {
  15332. geometry.vertices.push( new THREE.Vector3( points[ i ].x, points[ i ].y, points[ i ].z || 0) );
  15333. }
  15334. return geometry;
  15335. };
  15336. /**************************************************************
  15337. * Bend / Wrap Helper Methods
  15338. **************************************************************/
  15339. // Wrap path / Bend modifiers?
  15340. THREE.CurvePath.prototype.addWrapPath = function ( bendpath ) {
  15341. this.bends.push( bendpath );
  15342. };
  15343. THREE.CurvePath.prototype.getTransformedPoints = function( segments, bends ) {
  15344. var oldPts = this.getPoints( segments ); // getPoints getSpacedPoints
  15345. var i, il;
  15346. if ( ! bends ) {
  15347. bends = this.bends;
  15348. }
  15349. for ( i = 0, il = bends.length; i < il; i ++ ) {
  15350. oldPts = this.getWrapPoints( oldPts, bends[ i ] );
  15351. }
  15352. return oldPts;
  15353. };
  15354. THREE.CurvePath.prototype.getTransformedSpacedPoints = function( segments, bends ) {
  15355. var oldPts = this.getSpacedPoints( segments );
  15356. var i, il;
  15357. if ( ! bends ) {
  15358. bends = this.bends;
  15359. }
  15360. for ( i = 0, il = bends.length; i < il; i ++ ) {
  15361. oldPts = this.getWrapPoints( oldPts, bends[ i ] );
  15362. }
  15363. return oldPts;
  15364. };
  15365. // This returns getPoints() bend/wrapped around the contour of a path.
  15366. // Read http://www.planetclegg.com/projects/WarpingTextToSplines.html
  15367. THREE.CurvePath.prototype.getWrapPoints = function ( oldPts, path ) {
  15368. var bounds = this.getBoundingBox();
  15369. var i, il, p, oldX, oldY, xNorm;
  15370. for ( i = 0, il = oldPts.length; i < il; i ++ ) {
  15371. p = oldPts[ i ];
  15372. oldX = p.x;
  15373. oldY = p.y;
  15374. xNorm = oldX / bounds.maxX;
  15375. // If using actual distance, for length > path, requires line extrusions
  15376. //xNorm = path.getUtoTmapping(xNorm, oldX); // 3 styles. 1) wrap stretched. 2) wrap stretch by arc length 3) warp by actual distance
  15377. xNorm = path.getUtoTmapping( xNorm, oldX );
  15378. // check for out of bounds?
  15379. var pathPt = path.getPoint( xNorm );
  15380. var normal = path.getTangent( xNorm );
  15381. normal.set( - normal.y, normal.x ).multiplyScalar( oldY );
  15382. p.x = pathPt.x + normal.x;
  15383. p.y = pathPt.y + normal.y;
  15384. }
  15385. return oldPts;
  15386. };
  15387. // File:src/extras/core/Gyroscope.js
  15388. /**
  15389. * @author alteredq / http://alteredqualia.com/
  15390. */
  15391. THREE.Gyroscope = function () {
  15392. THREE.Object3D.call( this );
  15393. };
  15394. THREE.Gyroscope.prototype = Object.create( THREE.Object3D.prototype );
  15395. THREE.Gyroscope.prototype.updateMatrixWorld = function ( force ) {
  15396. this.matrixAutoUpdate && this.updateMatrix();
  15397. // update matrixWorld
  15398. if ( this.matrixWorldNeedsUpdate || force ) {
  15399. if ( this.parent ) {
  15400. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  15401. this.matrixWorld.decompose( this.translationWorld, this.quaternionWorld, this.scaleWorld );
  15402. this.matrix.decompose( this.translationObject, this.quaternionObject, this.scaleObject );
  15403. this.matrixWorld.compose( this.translationWorld, this.quaternionObject, this.scaleWorld );
  15404. } else {
  15405. this.matrixWorld.copy( this.matrix );
  15406. }
  15407. this.matrixWorldNeedsUpdate = false;
  15408. force = true;
  15409. }
  15410. // update children
  15411. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  15412. this.children[ i ].updateMatrixWorld( force );
  15413. }
  15414. };
  15415. THREE.Gyroscope.prototype.translationWorld = new THREE.Vector3();
  15416. THREE.Gyroscope.prototype.translationObject = new THREE.Vector3();
  15417. THREE.Gyroscope.prototype.quaternionWorld = new THREE.Quaternion();
  15418. THREE.Gyroscope.prototype.quaternionObject = new THREE.Quaternion();
  15419. THREE.Gyroscope.prototype.scaleWorld = new THREE.Vector3();
  15420. THREE.Gyroscope.prototype.scaleObject = new THREE.Vector3();
  15421. // File:src/extras/core/Path.js
  15422. /**
  15423. * @author zz85 / http://www.lab4games.net/zz85/blog
  15424. * Creates free form 2d path using series of points, lines or curves.
  15425. *
  15426. **/
  15427. THREE.Path = function ( points ) {
  15428. THREE.CurvePath.call(this);
  15429. this.actions = [];
  15430. if ( points ) {
  15431. this.fromPoints( points );
  15432. }
  15433. };
  15434. THREE.Path.prototype = Object.create( THREE.CurvePath.prototype );
  15435. THREE.PathActions = {
  15436. MOVE_TO: 'moveTo',
  15437. LINE_TO: 'lineTo',
  15438. QUADRATIC_CURVE_TO: 'quadraticCurveTo', // Bezier quadratic curve
  15439. BEZIER_CURVE_TO: 'bezierCurveTo', // Bezier cubic curve
  15440. CSPLINE_THRU: 'splineThru', // Catmull-rom spline
  15441. ARC: 'arc', // Circle
  15442. ELLIPSE: 'ellipse'
  15443. };
  15444. // TODO Clean up PATH API
  15445. // Create path using straight lines to connect all points
  15446. // - vectors: array of Vector2
  15447. THREE.Path.prototype.fromPoints = function ( vectors ) {
  15448. this.moveTo( vectors[ 0 ].x, vectors[ 0 ].y );
  15449. for ( var v = 1, vlen = vectors.length; v < vlen; v ++ ) {
  15450. this.lineTo( vectors[ v ].x, vectors[ v ].y );
  15451. };
  15452. };
  15453. // startPath() endPath()?
  15454. THREE.Path.prototype.moveTo = function ( x, y ) {
  15455. var args = Array.prototype.slice.call( arguments );
  15456. this.actions.push( { action: THREE.PathActions.MOVE_TO, args: args } );
  15457. };
  15458. THREE.Path.prototype.lineTo = function ( x, y ) {
  15459. var args = Array.prototype.slice.call( arguments );
  15460. var lastargs = this.actions[ this.actions.length - 1 ].args;
  15461. var x0 = lastargs[ lastargs.length - 2 ];
  15462. var y0 = lastargs[ lastargs.length - 1 ];
  15463. var curve = new THREE.LineCurve( new THREE.Vector2( x0, y0 ), new THREE.Vector2( x, y ) );
  15464. this.curves.push( curve );
  15465. this.actions.push( { action: THREE.PathActions.LINE_TO, args: args } );
  15466. };
  15467. THREE.Path.prototype.quadraticCurveTo = function( aCPx, aCPy, aX, aY ) {
  15468. var args = Array.prototype.slice.call( arguments );
  15469. var lastargs = this.actions[ this.actions.length - 1 ].args;
  15470. var x0 = lastargs[ lastargs.length - 2 ];
  15471. var y0 = lastargs[ lastargs.length - 1 ];
  15472. var curve = new THREE.QuadraticBezierCurve( new THREE.Vector2( x0, y0 ),
  15473. new THREE.Vector2( aCPx, aCPy ),
  15474. new THREE.Vector2( aX, aY ) );
  15475. this.curves.push( curve );
  15476. this.actions.push( { action: THREE.PathActions.QUADRATIC_CURVE_TO, args: args } );
  15477. };
  15478. THREE.Path.prototype.bezierCurveTo = function( aCP1x, aCP1y,
  15479. aCP2x, aCP2y,
  15480. aX, aY ) {
  15481. var args = Array.prototype.slice.call( arguments );
  15482. var lastargs = this.actions[ this.actions.length - 1 ].args;
  15483. var x0 = lastargs[ lastargs.length - 2 ];
  15484. var y0 = lastargs[ lastargs.length - 1 ];
  15485. var curve = new THREE.CubicBezierCurve( new THREE.Vector2( x0, y0 ),
  15486. new THREE.Vector2( aCP1x, aCP1y ),
  15487. new THREE.Vector2( aCP2x, aCP2y ),
  15488. new THREE.Vector2( aX, aY ) );
  15489. this.curves.push( curve );
  15490. this.actions.push( { action: THREE.PathActions.BEZIER_CURVE_TO, args: args } );
  15491. };
  15492. THREE.Path.prototype.splineThru = function( pts /*Array of Vector*/ ) {
  15493. var args = Array.prototype.slice.call( arguments );
  15494. var lastargs = this.actions[ this.actions.length - 1 ].args;
  15495. var x0 = lastargs[ lastargs.length - 2 ];
  15496. var y0 = lastargs[ lastargs.length - 1 ];
  15497. //---
  15498. var npts = [ new THREE.Vector2( x0, y0 ) ];
  15499. Array.prototype.push.apply( npts, pts );
  15500. var curve = new THREE.SplineCurve( npts );
  15501. this.curves.push( curve );
  15502. this.actions.push( { action: THREE.PathActions.CSPLINE_THRU, args: args } );
  15503. };
  15504. // FUTURE: Change the API or follow canvas API?
  15505. THREE.Path.prototype.arc = function ( aX, aY, aRadius,
  15506. aStartAngle, aEndAngle, aClockwise ) {
  15507. var lastargs = this.actions[ this.actions.length - 1].args;
  15508. var x0 = lastargs[ lastargs.length - 2 ];
  15509. var y0 = lastargs[ lastargs.length - 1 ];
  15510. this.absarc(aX + x0, aY + y0, aRadius,
  15511. aStartAngle, aEndAngle, aClockwise );
  15512. };
  15513. THREE.Path.prototype.absarc = function ( aX, aY, aRadius,
  15514. aStartAngle, aEndAngle, aClockwise ) {
  15515. this.absellipse(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise);
  15516. };
  15517. THREE.Path.prototype.ellipse = function ( aX, aY, xRadius, yRadius,
  15518. aStartAngle, aEndAngle, aClockwise ) {
  15519. var lastargs = this.actions[ this.actions.length - 1].args;
  15520. var x0 = lastargs[ lastargs.length - 2 ];
  15521. var y0 = lastargs[ lastargs.length - 1 ];
  15522. this.absellipse(aX + x0, aY + y0, xRadius, yRadius,
  15523. aStartAngle, aEndAngle, aClockwise );
  15524. };
  15525. THREE.Path.prototype.absellipse = function ( aX, aY, xRadius, yRadius,
  15526. aStartAngle, aEndAngle, aClockwise ) {
  15527. var args = Array.prototype.slice.call( arguments );
  15528. var curve = new THREE.EllipseCurve( aX, aY, xRadius, yRadius,
  15529. aStartAngle, aEndAngle, aClockwise );
  15530. this.curves.push( curve );
  15531. var lastPoint = curve.getPoint(1);
  15532. args.push(lastPoint.x);
  15533. args.push(lastPoint.y);
  15534. this.actions.push( { action: THREE.PathActions.ELLIPSE, args: args } );
  15535. };
  15536. THREE.Path.prototype.getSpacedPoints = function ( divisions, closedPath ) {
  15537. if ( ! divisions ) divisions = 40;
  15538. var points = [];
  15539. for ( var i = 0; i < divisions; i ++ ) {
  15540. points.push( this.getPoint( i / divisions ) );
  15541. //if( !this.getPoint( i / divisions ) ) throw "DIE";
  15542. }
  15543. // if ( closedPath ) {
  15544. //
  15545. // points.push( points[ 0 ] );
  15546. //
  15547. // }
  15548. return points;
  15549. };
  15550. /* Return an array of vectors based on contour of the path */
  15551. THREE.Path.prototype.getPoints = function( divisions, closedPath ) {
  15552. if (this.useSpacedPoints) {
  15553. console.log('tata');
  15554. return this.getSpacedPoints( divisions, closedPath );
  15555. }
  15556. divisions = divisions || 12;
  15557. var points = [];
  15558. var i, il, item, action, args;
  15559. var cpx, cpy, cpx2, cpy2, cpx1, cpy1, cpx0, cpy0,
  15560. laste, j,
  15561. t, tx, ty;
  15562. for ( i = 0, il = this.actions.length; i < il; i ++ ) {
  15563. item = this.actions[ i ];
  15564. action = item.action;
  15565. args = item.args;
  15566. switch( action ) {
  15567. case THREE.PathActions.MOVE_TO:
  15568. points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );
  15569. break;
  15570. case THREE.PathActions.LINE_TO:
  15571. points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );
  15572. break;
  15573. case THREE.PathActions.QUADRATIC_CURVE_TO:
  15574. cpx = args[ 2 ];
  15575. cpy = args[ 3 ];
  15576. cpx1 = args[ 0 ];
  15577. cpy1 = args[ 1 ];
  15578. if ( points.length > 0 ) {
  15579. laste = points[ points.length - 1 ];
  15580. cpx0 = laste.x;
  15581. cpy0 = laste.y;
  15582. } else {
  15583. laste = this.actions[ i - 1 ].args;
  15584. cpx0 = laste[ laste.length - 2 ];
  15585. cpy0 = laste[ laste.length - 1 ];
  15586. }
  15587. for ( j = 1; j <= divisions; j ++ ) {
  15588. t = j / divisions;
  15589. tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx );
  15590. ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy );
  15591. points.push( new THREE.Vector2( tx, ty ) );
  15592. }
  15593. break;
  15594. case THREE.PathActions.BEZIER_CURVE_TO:
  15595. cpx = args[ 4 ];
  15596. cpy = args[ 5 ];
  15597. cpx1 = args[ 0 ];
  15598. cpy1 = args[ 1 ];
  15599. cpx2 = args[ 2 ];
  15600. cpy2 = args[ 3 ];
  15601. if ( points.length > 0 ) {
  15602. laste = points[ points.length - 1 ];
  15603. cpx0 = laste.x;
  15604. cpy0 = laste.y;
  15605. } else {
  15606. laste = this.actions[ i - 1 ].args;
  15607. cpx0 = laste[ laste.length - 2 ];
  15608. cpy0 = laste[ laste.length - 1 ];
  15609. }
  15610. for ( j = 1; j <= divisions; j ++ ) {
  15611. t = j / divisions;
  15612. tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx );
  15613. ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy );
  15614. points.push( new THREE.Vector2( tx, ty ) );
  15615. }
  15616. break;
  15617. case THREE.PathActions.CSPLINE_THRU:
  15618. laste = this.actions[ i - 1 ].args;
  15619. var last = new THREE.Vector2( laste[ laste.length - 2 ], laste[ laste.length - 1 ] );
  15620. var spts = [ last ];
  15621. var n = divisions * args[ 0 ].length;
  15622. spts = spts.concat( args[ 0 ] );
  15623. var spline = new THREE.SplineCurve( spts );
  15624. for ( j = 1; j <= n; j ++ ) {
  15625. points.push( spline.getPointAt( j / n ) ) ;
  15626. }
  15627. break;
  15628. case THREE.PathActions.ARC:
  15629. var aX = args[ 0 ], aY = args[ 1 ],
  15630. aRadius = args[ 2 ],
  15631. aStartAngle = args[ 3 ], aEndAngle = args[ 4 ],
  15632. aClockwise = !! args[ 5 ];
  15633. var deltaAngle = aEndAngle - aStartAngle;
  15634. var angle;
  15635. var tdivisions = divisions * 2;
  15636. for ( j = 1; j <= tdivisions; j ++ ) {
  15637. t = j / tdivisions;
  15638. if ( ! aClockwise ) {
  15639. t = 1 - t;
  15640. }
  15641. angle = aStartAngle + t * deltaAngle;
  15642. tx = aX + aRadius * Math.cos( angle );
  15643. ty = aY + aRadius * Math.sin( angle );
  15644. //console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);
  15645. points.push( new THREE.Vector2( tx, ty ) );
  15646. }
  15647. //console.log(points);
  15648. break;
  15649. case THREE.PathActions.ELLIPSE:
  15650. var aX = args[ 0 ], aY = args[ 1 ],
  15651. xRadius = args[ 2 ],
  15652. yRadius = args[ 3 ],
  15653. aStartAngle = args[ 4 ], aEndAngle = args[ 5 ],
  15654. aClockwise = !! args[ 6 ];
  15655. var deltaAngle = aEndAngle - aStartAngle;
  15656. var angle;
  15657. var tdivisions = divisions * 2;
  15658. for ( j = 1; j <= tdivisions; j ++ ) {
  15659. t = j / tdivisions;
  15660. if ( ! aClockwise ) {
  15661. t = 1 - t;
  15662. }
  15663. angle = aStartAngle + t * deltaAngle;
  15664. tx = aX + xRadius * Math.cos( angle );
  15665. ty = aY + yRadius * Math.sin( angle );
  15666. //console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);
  15667. points.push( new THREE.Vector2( tx, ty ) );
  15668. }
  15669. //console.log(points);
  15670. break;
  15671. } // end switch
  15672. }
  15673. // Normalize to remove the closing point by default.
  15674. var lastPoint = points[ points.length - 1];
  15675. var EPSILON = 0.0000000001;
  15676. if ( Math.abs(lastPoint.x - points[ 0 ].x) < EPSILON &&
  15677. Math.abs(lastPoint.y - points[ 0 ].y) < EPSILON)
  15678. points.splice( points.length - 1, 1);
  15679. if ( closedPath ) {
  15680. points.push( points[ 0 ] );
  15681. }
  15682. return points;
  15683. };
  15684. //
  15685. // Breaks path into shapes
  15686. //
  15687. // Assumptions (if parameter isCCW==true the opposite holds):
  15688. // - solid shapes are defined clockwise (CW)
  15689. // - holes are defined counterclockwise (CCW)
  15690. //
  15691. // If parameter noHoles==true:
  15692. // - all subPaths are regarded as solid shapes
  15693. // - definition order CW/CCW has no relevance
  15694. //
  15695. THREE.Path.prototype.toShapes = function( isCCW, noHoles ) {
  15696. function extractSubpaths( inActions ) {
  15697. var i, il, item, action, args;
  15698. var subPaths = [], lastPath = new THREE.Path();
  15699. for ( i = 0, il = inActions.length; i < il; i ++ ) {
  15700. item = inActions[ i ];
  15701. args = item.args;
  15702. action = item.action;
  15703. if ( action == THREE.PathActions.MOVE_TO ) {
  15704. if ( lastPath.actions.length != 0 ) {
  15705. subPaths.push( lastPath );
  15706. lastPath = new THREE.Path();
  15707. }
  15708. }
  15709. lastPath[ action ].apply( lastPath, args );
  15710. }
  15711. if ( lastPath.actions.length != 0 ) {
  15712. subPaths.push( lastPath );
  15713. }
  15714. // console.log(subPaths);
  15715. return subPaths;
  15716. }
  15717. function toShapesNoHoles( inSubpaths ) {
  15718. var shapes = [];
  15719. for ( var i = 0, il = inSubpaths.length; i < il; i ++ ) {
  15720. var tmpPath = inSubpaths[ i ];
  15721. var tmpShape = new THREE.Shape();
  15722. tmpShape.actions = tmpPath.actions;
  15723. tmpShape.curves = tmpPath.curves;
  15724. shapes.push( tmpShape );
  15725. }
  15726. //console.log("shape", shapes);
  15727. return shapes;
  15728. };
  15729. function isPointInsidePolygon( inPt, inPolygon ) {
  15730. var EPSILON = 0.0000000001;
  15731. var polyLen = inPolygon.length;
  15732. // inPt on polygon contour => immediate success or
  15733. // toggling of inside/outside at every single! intersection point of an edge
  15734. // with the horizontal line through inPt, left of inPt
  15735. // not counting lowerY endpoints of edges and whole edges on that line
  15736. var inside = false;
  15737. for( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  15738. var edgeLowPt = inPolygon[ p ];
  15739. var edgeHighPt = inPolygon[ q ];
  15740. var edgeDx = edgeHighPt.x - edgeLowPt.x;
  15741. var edgeDy = edgeHighPt.y - edgeLowPt.y;
  15742. if ( Math.abs(edgeDy) > EPSILON ) { // not parallel
  15743. if ( edgeDy < 0 ) {
  15744. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  15745. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  15746. }
  15747. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
  15748. if ( inPt.y == edgeLowPt.y ) {
  15749. if ( inPt.x == edgeLowPt.x ) return true; // inPt is on contour ?
  15750. // continue; // no intersection or edgeLowPt => doesn't count !!!
  15751. } else {
  15752. var perpEdge = edgeDy * (inPt.x - edgeLowPt.x) - edgeDx * (inPt.y - edgeLowPt.y);
  15753. if ( perpEdge == 0 ) return true; // inPt is on contour ?
  15754. if ( perpEdge < 0 ) continue;
  15755. inside = ! inside; // true intersection left of inPt
  15756. }
  15757. } else { // parallel or colinear
  15758. if ( inPt.y != edgeLowPt.y ) continue; // parallel
  15759. // egde lies on the same horizontal line as inPt
  15760. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  15761. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
  15762. // continue;
  15763. }
  15764. }
  15765. return inside;
  15766. }
  15767. var subPaths = extractSubpaths( this.actions );
  15768. if ( subPaths.length == 0 ) return [];
  15769. if ( noHoles === true ) return toShapesNoHoles( subPaths );
  15770. var solid, tmpPath, tmpShape, shapes = [];
  15771. if ( subPaths.length == 1) {
  15772. tmpPath = subPaths[0];
  15773. tmpShape = new THREE.Shape();
  15774. tmpShape.actions = tmpPath.actions;
  15775. tmpShape.curves = tmpPath.curves;
  15776. shapes.push( tmpShape );
  15777. return shapes;
  15778. }
  15779. var holesFirst = ! THREE.Shape.Utils.isClockWise( subPaths[ 0 ].getPoints() );
  15780. holesFirst = isCCW ? ! holesFirst : holesFirst;
  15781. // console.log("Holes first", holesFirst);
  15782. var betterShapeHoles = [];
  15783. var newShapes = [];
  15784. var newShapeHoles = [];
  15785. var mainIdx = 0;
  15786. var tmpPoints;
  15787. newShapes[mainIdx] = undefined;
  15788. newShapeHoles[mainIdx] = [];
  15789. var i, il;
  15790. for ( i = 0, il = subPaths.length; i < il; i ++ ) {
  15791. tmpPath = subPaths[ i ];
  15792. tmpPoints = tmpPath.getPoints();
  15793. solid = THREE.Shape.Utils.isClockWise( tmpPoints );
  15794. solid = isCCW ? ! solid : solid;
  15795. if ( solid ) {
  15796. if ( (! holesFirst ) && ( newShapes[mainIdx] ) ) mainIdx ++;
  15797. newShapes[mainIdx] = { s: new THREE.Shape(), p: tmpPoints };
  15798. newShapes[mainIdx].s.actions = tmpPath.actions;
  15799. newShapes[mainIdx].s.curves = tmpPath.curves;
  15800. if ( holesFirst ) mainIdx ++;
  15801. newShapeHoles[mainIdx] = [];
  15802. //console.log('cw', i);
  15803. } else {
  15804. newShapeHoles[mainIdx].push( { h: tmpPath, p: tmpPoints[0] } );
  15805. //console.log('ccw', i);
  15806. }
  15807. }
  15808. // only Holes? -> probably all Shapes with wrong orientation
  15809. if ( ! newShapes[0] ) return toShapesNoHoles( subPaths );
  15810. if ( newShapes.length > 1 ) {
  15811. var ambigious = false;
  15812. var toChange = [];
  15813. for (var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  15814. betterShapeHoles[sIdx] = [];
  15815. }
  15816. for (var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  15817. var sh = newShapes[sIdx];
  15818. var sho = newShapeHoles[sIdx];
  15819. for (var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  15820. var ho = sho[hIdx];
  15821. var hole_unassigned = true;
  15822. for (var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  15823. if ( isPointInsidePolygon( ho.p, newShapes[s2Idx].p ) ) {
  15824. if ( sIdx != s2Idx ) toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );
  15825. if ( hole_unassigned ) {
  15826. hole_unassigned = false;
  15827. betterShapeHoles[s2Idx].push( ho );
  15828. } else {
  15829. ambigious = true;
  15830. }
  15831. }
  15832. }
  15833. if ( hole_unassigned ) { betterShapeHoles[sIdx].push( ho ); }
  15834. }
  15835. }
  15836. // console.log("ambigious: ", ambigious);
  15837. if ( toChange.length > 0 ) {
  15838. // console.log("to change: ", toChange);
  15839. if (! ambigious) newShapeHoles = betterShapeHoles;
  15840. }
  15841. }
  15842. var tmpHoles, j, jl;
  15843. for ( i = 0, il = newShapes.length; i < il; i ++ ) {
  15844. tmpShape = newShapes[i].s;
  15845. shapes.push( tmpShape );
  15846. tmpHoles = newShapeHoles[i];
  15847. for ( j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  15848. tmpShape.holes.push( tmpHoles[j].h );
  15849. }
  15850. }
  15851. //console.log("shape", shapes);
  15852. return shapes;
  15853. };
  15854. // File:src/extras/core/Shape.js
  15855. /**
  15856. * @author zz85 / http://www.lab4games.net/zz85/blog
  15857. * Defines a 2d shape plane using paths.
  15858. **/
  15859. // STEP 1 Create a path.
  15860. // STEP 2 Turn path into shape.
  15861. // STEP 3 ExtrudeGeometry takes in Shape/Shapes
  15862. // STEP 3a - Extract points from each shape, turn to vertices
  15863. // STEP 3b - Triangulate each shape, add faces.
  15864. THREE.Shape = function () {
  15865. THREE.Path.apply( this, arguments );
  15866. this.holes = [];
  15867. };
  15868. THREE.Shape.prototype = Object.create( THREE.Path.prototype );
  15869. // Convenience method to return ExtrudeGeometry
  15870. THREE.Shape.prototype.extrude = function ( options ) {
  15871. var extruded = new THREE.ExtrudeGeometry( this, options );
  15872. return extruded;
  15873. };
  15874. // Convenience method to return ShapeGeometry
  15875. THREE.Shape.prototype.makeGeometry = function ( options ) {
  15876. var geometry = new THREE.ShapeGeometry( this, options );
  15877. return geometry;
  15878. };
  15879. // Get points of holes
  15880. THREE.Shape.prototype.getPointsHoles = function ( divisions ) {
  15881. var i, il = this.holes.length, holesPts = [];
  15882. for ( i = 0; i < il; i ++ ) {
  15883. holesPts[ i ] = this.holes[ i ].getTransformedPoints( divisions, this.bends );
  15884. }
  15885. return holesPts;
  15886. };
  15887. // Get points of holes (spaced by regular distance)
  15888. THREE.Shape.prototype.getSpacedPointsHoles = function ( divisions ) {
  15889. var i, il = this.holes.length, holesPts = [];
  15890. for ( i = 0; i < il; i ++ ) {
  15891. holesPts[ i ] = this.holes[ i ].getTransformedSpacedPoints( divisions, this.bends );
  15892. }
  15893. return holesPts;
  15894. };
  15895. // Get points of shape and holes (keypoints based on segments parameter)
  15896. THREE.Shape.prototype.extractAllPoints = function ( divisions ) {
  15897. return {
  15898. shape: this.getTransformedPoints( divisions ),
  15899. holes: this.getPointsHoles( divisions )
  15900. };
  15901. };
  15902. THREE.Shape.prototype.extractPoints = function ( divisions ) {
  15903. if (this.useSpacedPoints) {
  15904. return this.extractAllSpacedPoints(divisions);
  15905. }
  15906. return this.extractAllPoints(divisions);
  15907. };
  15908. //
  15909. // THREE.Shape.prototype.extractAllPointsWithBend = function ( divisions, bend ) {
  15910. //
  15911. // return {
  15912. //
  15913. // shape: this.transform( bend, divisions ),
  15914. // holes: this.getPointsHoles( divisions, bend )
  15915. //
  15916. // };
  15917. //
  15918. // };
  15919. // Get points of shape and holes (spaced by regular distance)
  15920. THREE.Shape.prototype.extractAllSpacedPoints = function ( divisions ) {
  15921. return {
  15922. shape: this.getTransformedSpacedPoints( divisions ),
  15923. holes: this.getSpacedPointsHoles( divisions )
  15924. };
  15925. };
  15926. /**************************************************************
  15927. * Utils
  15928. **************************************************************/
  15929. THREE.Shape.Utils = {
  15930. triangulateShape: function ( contour, holes ) {
  15931. function point_in_segment_2D_colin( inSegPt1, inSegPt2, inOtherPt ) {
  15932. // inOtherPt needs to be colinear to the inSegment
  15933. if ( inSegPt1.x != inSegPt2.x ) {
  15934. if ( inSegPt1.x < inSegPt2.x ) {
  15935. return ( ( inSegPt1.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt2.x ) );
  15936. } else {
  15937. return ( ( inSegPt2.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt1.x ) );
  15938. }
  15939. } else {
  15940. if ( inSegPt1.y < inSegPt2.y ) {
  15941. return ( ( inSegPt1.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt2.y ) );
  15942. } else {
  15943. return ( ( inSegPt2.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt1.y ) );
  15944. }
  15945. }
  15946. }
  15947. function intersect_segments_2D( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1, inSeg2Pt2, inExcludeAdjacentSegs ) {
  15948. var EPSILON = 0.0000000001;
  15949. var seg1dx = inSeg1Pt2.x - inSeg1Pt1.x, seg1dy = inSeg1Pt2.y - inSeg1Pt1.y;
  15950. var seg2dx = inSeg2Pt2.x - inSeg2Pt1.x, seg2dy = inSeg2Pt2.y - inSeg2Pt1.y;
  15951. var seg1seg2dx = inSeg1Pt1.x - inSeg2Pt1.x;
  15952. var seg1seg2dy = inSeg1Pt1.y - inSeg2Pt1.y;
  15953. var limit = seg1dy * seg2dx - seg1dx * seg2dy;
  15954. var perpSeg1 = seg1dy * seg1seg2dx - seg1dx * seg1seg2dy;
  15955. if ( Math.abs(limit) > EPSILON ) { // not parallel
  15956. var perpSeg2;
  15957. if ( limit > 0 ) {
  15958. if ( ( perpSeg1 < 0 ) || ( perpSeg1 > limit ) ) return [];
  15959. perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy;
  15960. if ( ( perpSeg2 < 0 ) || ( perpSeg2 > limit ) ) return [];
  15961. } else {
  15962. if ( ( perpSeg1 > 0 ) || ( perpSeg1 < limit ) ) return [];
  15963. perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy;
  15964. if ( ( perpSeg2 > 0 ) || ( perpSeg2 < limit ) ) return [];
  15965. }
  15966. // i.e. to reduce rounding errors
  15967. // intersection at endpoint of segment#1?
  15968. if ( perpSeg2 == 0 ) {
  15969. if ( ( inExcludeAdjacentSegs ) &&
  15970. ( ( perpSeg1 == 0 ) || ( perpSeg1 == limit ) ) ) return [];
  15971. return [ inSeg1Pt1 ];
  15972. }
  15973. if ( perpSeg2 == limit ) {
  15974. if ( ( inExcludeAdjacentSegs ) &&
  15975. ( ( perpSeg1 == 0 ) || ( perpSeg1 == limit ) ) ) return [];
  15976. return [ inSeg1Pt2 ];
  15977. }
  15978. // intersection at endpoint of segment#2?
  15979. if ( perpSeg1 == 0 ) return [ inSeg2Pt1 ];
  15980. if ( perpSeg1 == limit ) return [ inSeg2Pt2 ];
  15981. // return real intersection point
  15982. var factorSeg1 = perpSeg2 / limit;
  15983. return [ { x: inSeg1Pt1.x + factorSeg1 * seg1dx,
  15984. y: inSeg1Pt1.y + factorSeg1 * seg1dy } ];
  15985. } else { // parallel or colinear
  15986. if ( ( perpSeg1 != 0 ) ||
  15987. ( seg2dy * seg1seg2dx != seg2dx * seg1seg2dy ) ) return [];
  15988. // they are collinear or degenerate
  15989. var seg1Pt = ( (seg1dx == 0) && (seg1dy == 0) ); // segment1 ist just a point?
  15990. var seg2Pt = ( (seg2dx == 0) && (seg2dy == 0) ); // segment2 ist just a point?
  15991. // both segments are points
  15992. if ( seg1Pt && seg2Pt ) {
  15993. if ( (inSeg1Pt1.x != inSeg2Pt1.x) ||
  15994. (inSeg1Pt1.y != inSeg2Pt1.y) ) return []; // they are distinct points
  15995. return [ inSeg1Pt1 ]; // they are the same point
  15996. }
  15997. // segment#1 is a single point
  15998. if ( seg1Pt ) {
  15999. if (! point_in_segment_2D_colin( inSeg2Pt1, inSeg2Pt2, inSeg1Pt1 ) ) return []; // but not in segment#2
  16000. return [ inSeg1Pt1 ];
  16001. }
  16002. // segment#2 is a single point
  16003. if ( seg2Pt ) {
  16004. if (! point_in_segment_2D_colin( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1 ) ) return []; // but not in segment#1
  16005. return [ inSeg2Pt1 ];
  16006. }
  16007. // they are collinear segments, which might overlap
  16008. var seg1min, seg1max, seg1minVal, seg1maxVal;
  16009. var seg2min, seg2max, seg2minVal, seg2maxVal;
  16010. if (seg1dx != 0) { // the segments are NOT on a vertical line
  16011. if ( inSeg1Pt1.x < inSeg1Pt2.x ) {
  16012. seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.x;
  16013. seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.x;
  16014. } else {
  16015. seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.x;
  16016. seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.x;
  16017. }
  16018. if ( inSeg2Pt1.x < inSeg2Pt2.x ) {
  16019. seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.x;
  16020. seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.x;
  16021. } else {
  16022. seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.x;
  16023. seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.x;
  16024. }
  16025. } else { // the segments are on a vertical line
  16026. if ( inSeg1Pt1.y < inSeg1Pt2.y ) {
  16027. seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.y;
  16028. seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.y;
  16029. } else {
  16030. seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.y;
  16031. seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.y;
  16032. }
  16033. if ( inSeg2Pt1.y < inSeg2Pt2.y ) {
  16034. seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.y;
  16035. seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.y;
  16036. } else {
  16037. seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.y;
  16038. seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.y;
  16039. }
  16040. }
  16041. if ( seg1minVal <= seg2minVal ) {
  16042. if ( seg1maxVal < seg2minVal ) return [];
  16043. if ( seg1maxVal == seg2minVal ) {
  16044. if ( inExcludeAdjacentSegs ) return [];
  16045. return [ seg2min ];
  16046. }
  16047. if ( seg1maxVal <= seg2maxVal ) return [ seg2min, seg1max ];
  16048. return [ seg2min, seg2max ];
  16049. } else {
  16050. if ( seg1minVal > seg2maxVal ) return [];
  16051. if ( seg1minVal == seg2maxVal ) {
  16052. if ( inExcludeAdjacentSegs ) return [];
  16053. return [ seg1min ];
  16054. }
  16055. if ( seg1maxVal <= seg2maxVal ) return [ seg1min, seg1max ];
  16056. return [ seg1min, seg2max ];
  16057. }
  16058. }
  16059. }
  16060. function isPointInsideAngle( inVertex, inLegFromPt, inLegToPt, inOtherPt ) {
  16061. // The order of legs is important
  16062. var EPSILON = 0.0000000001;
  16063. // translation of all points, so that Vertex is at (0,0)
  16064. var legFromPtX = inLegFromPt.x - inVertex.x, legFromPtY = inLegFromPt.y - inVertex.y;
  16065. var legToPtX = inLegToPt.x - inVertex.x, legToPtY = inLegToPt.y - inVertex.y;
  16066. var otherPtX = inOtherPt.x - inVertex.x, otherPtY = inOtherPt.y - inVertex.y;
  16067. // main angle >0: < 180 deg.; 0: 180 deg.; <0: > 180 deg.
  16068. var from2toAngle = legFromPtX * legToPtY - legFromPtY * legToPtX;
  16069. var from2otherAngle = legFromPtX * otherPtY - legFromPtY * otherPtX;
  16070. if ( Math.abs(from2toAngle) > EPSILON ) { // angle != 180 deg.
  16071. var other2toAngle = otherPtX * legToPtY - otherPtY * legToPtX;
  16072. // console.log( "from2to: " + from2toAngle + ", from2other: " + from2otherAngle + ", other2to: " + other2toAngle );
  16073. if ( from2toAngle > 0 ) { // main angle < 180 deg.
  16074. return ( ( from2otherAngle >= 0 ) && ( other2toAngle >= 0 ) );
  16075. } else { // main angle > 180 deg.
  16076. return ( ( from2otherAngle >= 0 ) || ( other2toAngle >= 0 ) );
  16077. }
  16078. } else { // angle == 180 deg.
  16079. // console.log( "from2to: 180 deg., from2other: " + from2otherAngle );
  16080. return ( from2otherAngle > 0 );
  16081. }
  16082. }
  16083. function removeHoles( contour, holes ) {
  16084. var shape = contour.concat(); // work on this shape
  16085. var hole;
  16086. function isCutLineInsideAngles( inShapeIdx, inHoleIdx ) {
  16087. // Check if hole point lies within angle around shape point
  16088. var lastShapeIdx = shape.length - 1;
  16089. var prevShapeIdx = inShapeIdx - 1;
  16090. if ( prevShapeIdx < 0 ) prevShapeIdx = lastShapeIdx;
  16091. var nextShapeIdx = inShapeIdx + 1;
  16092. if ( nextShapeIdx > lastShapeIdx ) nextShapeIdx = 0;
  16093. var insideAngle = isPointInsideAngle( shape[inShapeIdx], shape[ prevShapeIdx ], shape[ nextShapeIdx ], hole[inHoleIdx] );
  16094. if (! insideAngle ) {
  16095. // console.log( "Vertex (Shape): " + inShapeIdx + ", Point: " + hole[inHoleIdx].x + "/" + hole[inHoleIdx].y );
  16096. return false;
  16097. }
  16098. // Check if shape point lies within angle around hole point
  16099. var lastHoleIdx = hole.length - 1;
  16100. var prevHoleIdx = inHoleIdx - 1;
  16101. if ( prevHoleIdx < 0 ) prevHoleIdx = lastHoleIdx;
  16102. var nextHoleIdx = inHoleIdx + 1;
  16103. if ( nextHoleIdx > lastHoleIdx ) nextHoleIdx = 0;
  16104. insideAngle = isPointInsideAngle( hole[inHoleIdx], hole[ prevHoleIdx ], hole[ nextHoleIdx ], shape[inShapeIdx] );
  16105. if (! insideAngle ) {
  16106. // console.log( "Vertex (Hole): " + inHoleIdx + ", Point: " + shape[inShapeIdx].x + "/" + shape[inShapeIdx].y );
  16107. return false;
  16108. }
  16109. return true;
  16110. }
  16111. function intersectsShapeEdge( inShapePt, inHolePt ) {
  16112. // checks for intersections with shape edges
  16113. var sIdx, nextIdx, intersection;
  16114. for ( sIdx = 0; sIdx < shape.length; sIdx ++ ) {
  16115. nextIdx = sIdx+1; nextIdx %= shape.length;
  16116. intersection = intersect_segments_2D( inShapePt, inHolePt, shape[sIdx], shape[nextIdx], true );
  16117. if ( intersection.length > 0 ) return true;
  16118. }
  16119. return false;
  16120. }
  16121. var indepHoles = [];
  16122. function intersectsHoleEdge( inShapePt, inHolePt ) {
  16123. // checks for intersections with hole edges
  16124. var ihIdx, chkHole,
  16125. hIdx, nextIdx, intersection;
  16126. for ( ihIdx = 0; ihIdx < indepHoles.length; ihIdx ++ ) {
  16127. chkHole = holes[indepHoles[ihIdx]];
  16128. for ( hIdx = 0; hIdx < chkHole.length; hIdx ++ ) {
  16129. nextIdx = hIdx+1; nextIdx %= chkHole.length;
  16130. intersection = intersect_segments_2D( inShapePt, inHolePt, chkHole[hIdx], chkHole[nextIdx], true );
  16131. if ( intersection.length > 0 ) return true;
  16132. }
  16133. }
  16134. return false;
  16135. }
  16136. var holeIndex, shapeIndex,
  16137. shapePt, holePt,
  16138. holeIdx, cutKey, failedCuts = [],
  16139. tmpShape1, tmpShape2,
  16140. tmpHole1, tmpHole2;
  16141. for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
  16142. indepHoles.push( h );
  16143. }
  16144. var minShapeIndex = 0;
  16145. var counter = indepHoles.length * 2;
  16146. while ( indepHoles.length > 0 ) {
  16147. counter --;
  16148. if ( counter < 0 ) {
  16149. console.log( "Infinite Loop! Holes left:" + indepHoles.length + ", Probably Hole outside Shape!" );
  16150. break;
  16151. }
  16152. // search for shape-vertex and hole-vertex,
  16153. // which can be connected without intersections
  16154. for ( shapeIndex = minShapeIndex; shapeIndex < shape.length; shapeIndex ++ ) {
  16155. shapePt = shape[ shapeIndex ];
  16156. holeIndex = - 1;
  16157. // search for hole which can be reached without intersections
  16158. for ( var h = 0; h < indepHoles.length; h ++ ) {
  16159. holeIdx = indepHoles[h];
  16160. // prevent multiple checks
  16161. cutKey = shapePt.x + ":" + shapePt.y + ":" + holeIdx;
  16162. if ( failedCuts[cutKey] !== undefined ) continue;
  16163. hole = holes[holeIdx];
  16164. for ( var h2 = 0; h2 < hole.length; h2 ++ ) {
  16165. holePt = hole[ h2 ];
  16166. if (! isCutLineInsideAngles( shapeIndex, h2 ) ) continue;
  16167. if ( intersectsShapeEdge( shapePt, holePt ) ) continue;
  16168. if ( intersectsHoleEdge( shapePt, holePt ) ) continue;
  16169. holeIndex = h2;
  16170. indepHoles.splice(h,1);
  16171. tmpShape1 = shape.slice( 0, shapeIndex+1 );
  16172. tmpShape2 = shape.slice( shapeIndex );
  16173. tmpHole1 = hole.slice( holeIndex );
  16174. tmpHole2 = hole.slice( 0, holeIndex+1 );
  16175. shape = tmpShape1.concat( tmpHole1 ).concat( tmpHole2 ).concat( tmpShape2 );
  16176. minShapeIndex = shapeIndex;
  16177. // Debug only, to show the selected cuts
  16178. // glob_CutLines.push( [ shapePt, holePt ] );
  16179. break;
  16180. }
  16181. if ( holeIndex >= 0 ) break; // hole-vertex found
  16182. failedCuts[cutKey] = true; // remember failure
  16183. }
  16184. if ( holeIndex >= 0 ) break; // hole-vertex found
  16185. }
  16186. }
  16187. return shape; /* shape with no holes */
  16188. }
  16189. var i, il, f, face,
  16190. key, index,
  16191. allPointsMap = {};
  16192. // 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.
  16193. var allpoints = contour.concat();
  16194. for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
  16195. Array.prototype.push.apply( allpoints, holes[h] );
  16196. }
  16197. //console.log( "allpoints",allpoints, allpoints.length );
  16198. // prepare all points map
  16199. for ( i = 0, il = allpoints.length; i < il; i ++ ) {
  16200. key = allpoints[ i ].x + ":" + allpoints[ i ].y;
  16201. if ( allPointsMap[ key ] !== undefined ) {
  16202. console.log( "Duplicate point", key );
  16203. }
  16204. allPointsMap[ key ] = i;
  16205. }
  16206. // remove holes by cutting paths to holes and adding them to the shape
  16207. var shapeWithoutHoles = removeHoles( contour, holes );
  16208. var triangles = THREE.FontUtils.Triangulate( shapeWithoutHoles, false ); // True returns indices for points of spooled shape
  16209. //console.log( "triangles",triangles, triangles.length );
  16210. // check all face vertices against all points map
  16211. for ( i = 0, il = triangles.length; i < il; i ++ ) {
  16212. face = triangles[ i ];
  16213. for ( f = 0; f < 3; f ++ ) {
  16214. key = face[ f ].x + ":" + face[ f ].y;
  16215. index = allPointsMap[ key ];
  16216. if ( index !== undefined ) {
  16217. face[ f ] = index;
  16218. }
  16219. }
  16220. }
  16221. return triangles.concat();
  16222. },
  16223. isClockWise: function ( pts ) {
  16224. return THREE.FontUtils.Triangulate.area( pts ) < 0;
  16225. },
  16226. // Bezier Curves formulas obtained from
  16227. // http://en.wikipedia.org/wiki/B%C3%A9zier_curve
  16228. // Quad Bezier Functions
  16229. b2p0: function ( t, p ) {
  16230. var k = 1 - t;
  16231. return k * k * p;
  16232. },
  16233. b2p1: function ( t, p ) {
  16234. return 2 * ( 1 - t ) * t * p;
  16235. },
  16236. b2p2: function ( t, p ) {
  16237. return t * t * p;
  16238. },
  16239. b2: function ( t, p0, p1, p2 ) {
  16240. return this.b2p0( t, p0 ) + this.b2p1( t, p1 ) + this.b2p2( t, p2 );
  16241. },
  16242. // Cubic Bezier Functions
  16243. b3p0: function ( t, p ) {
  16244. var k = 1 - t;
  16245. return k * k * k * p;
  16246. },
  16247. b3p1: function ( t, p ) {
  16248. var k = 1 - t;
  16249. return 3 * k * k * t * p;
  16250. },
  16251. b3p2: function ( t, p ) {
  16252. var k = 1 - t;
  16253. return 3 * k * t * t * p;
  16254. },
  16255. b3p3: function ( t, p ) {
  16256. return t * t * t * p;
  16257. },
  16258. b3: function ( t, p0, p1, p2, p3 ) {
  16259. return this.b3p0( t, p0 ) + this.b3p1( t, p1 ) + this.b3p2( t, p2 ) + this.b3p3( t, p3 );
  16260. }
  16261. };
  16262. // File:src/extras/curves/LineCurve.js
  16263. /**************************************************************
  16264. * Line
  16265. **************************************************************/
  16266. THREE.LineCurve = function ( v1, v2 ) {
  16267. this.v1 = v1;
  16268. this.v2 = v2;
  16269. };
  16270. THREE.LineCurve.prototype = Object.create( THREE.Curve.prototype );
  16271. THREE.LineCurve.prototype.getPoint = function ( t ) {
  16272. var point = this.v2.clone().sub(this.v1);
  16273. point.multiplyScalar( t ).add( this.v1 );
  16274. return point;
  16275. };
  16276. // Line curve is linear, so we can overwrite default getPointAt
  16277. THREE.LineCurve.prototype.getPointAt = function ( u ) {
  16278. return this.getPoint( u );
  16279. };
  16280. THREE.LineCurve.prototype.getTangent = function( t ) {
  16281. var tangent = this.v2.clone().sub(this.v1);
  16282. return tangent.normalize();
  16283. };
  16284. // File:src/extras/curves/QuadraticBezierCurve.js
  16285. /**************************************************************
  16286. * Quadratic Bezier curve
  16287. **************************************************************/
  16288. THREE.QuadraticBezierCurve = function ( v0, v1, v2 ) {
  16289. this.v0 = v0;
  16290. this.v1 = v1;
  16291. this.v2 = v2;
  16292. };
  16293. THREE.QuadraticBezierCurve.prototype = Object.create( THREE.Curve.prototype );
  16294. THREE.QuadraticBezierCurve.prototype.getPoint = function ( t ) {
  16295. var tx, ty;
  16296. tx = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
  16297. ty = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
  16298. return new THREE.Vector2( tx, ty );
  16299. };
  16300. THREE.QuadraticBezierCurve.prototype.getTangent = function( t ) {
  16301. var tx, ty;
  16302. tx = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.x, this.v1.x, this.v2.x );
  16303. ty = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.y, this.v1.y, this.v2.y );
  16304. // returns unit vector
  16305. var tangent = new THREE.Vector2( tx, ty );
  16306. tangent.normalize();
  16307. return tangent;
  16308. };
  16309. // File:src/extras/curves/CubicBezierCurve.js
  16310. /**************************************************************
  16311. * Cubic Bezier curve
  16312. **************************************************************/
  16313. THREE.CubicBezierCurve = function ( v0, v1, v2, v3 ) {
  16314. this.v0 = v0;
  16315. this.v1 = v1;
  16316. this.v2 = v2;
  16317. this.v3 = v3;
  16318. };
  16319. THREE.CubicBezierCurve.prototype = Object.create( THREE.Curve.prototype );
  16320. THREE.CubicBezierCurve.prototype.getPoint = function ( t ) {
  16321. var tx, ty;
  16322. tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
  16323. ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
  16324. return new THREE.Vector2( tx, ty );
  16325. };
  16326. THREE.CubicBezierCurve.prototype.getTangent = function( t ) {
  16327. var tx, ty;
  16328. tx = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
  16329. ty = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
  16330. var tangent = new THREE.Vector2( tx, ty );
  16331. tangent.normalize();
  16332. return tangent;
  16333. };
  16334. // File:src/extras/curves/SplineCurve.js
  16335. /**************************************************************
  16336. * Spline curve
  16337. **************************************************************/
  16338. THREE.SplineCurve = function ( points /* array of Vector2 */ ) {
  16339. this.points = (points == undefined) ? [] : points;
  16340. };
  16341. THREE.SplineCurve.prototype = Object.create( THREE.Curve.prototype );
  16342. THREE.SplineCurve.prototype.getPoint = function ( t ) {
  16343. var v = new THREE.Vector2();
  16344. var c = [];
  16345. var points = this.points, point, intPoint, weight;
  16346. point = ( points.length - 1 ) * t;
  16347. intPoint = Math.floor( point );
  16348. weight = point - intPoint;
  16349. c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
  16350. c[ 1 ] = intPoint;
  16351. c[ 2 ] = intPoint > points.length - 2 ? points.length -1 : intPoint + 1;
  16352. c[ 3 ] = intPoint > points.length - 3 ? points.length -1 : intPoint + 2;
  16353. v.x = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight );
  16354. v.y = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight );
  16355. return v;
  16356. };
  16357. // File:src/extras/curves/EllipseCurve.js
  16358. /**************************************************************
  16359. * Ellipse curve
  16360. **************************************************************/
  16361. THREE.EllipseCurve = function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise ) {
  16362. this.aX = aX;
  16363. this.aY = aY;
  16364. this.xRadius = xRadius;
  16365. this.yRadius = yRadius;
  16366. this.aStartAngle = aStartAngle;
  16367. this.aEndAngle = aEndAngle;
  16368. this.aClockwise = aClockwise;
  16369. };
  16370. THREE.EllipseCurve.prototype = Object.create( THREE.Curve.prototype );
  16371. THREE.EllipseCurve.prototype.getPoint = function ( t ) {
  16372. var angle;
  16373. var deltaAngle = this.aEndAngle - this.aStartAngle;
  16374. if ( deltaAngle < 0 ) deltaAngle += Math.PI * 2;
  16375. if ( deltaAngle > Math.PI * 2 ) deltaAngle -= Math.PI * 2;
  16376. if ( this.aClockwise === true ) {
  16377. angle = this.aEndAngle + ( 1 - t ) * ( Math.PI * 2 - deltaAngle );
  16378. } else {
  16379. angle = this.aStartAngle + t * deltaAngle;
  16380. }
  16381. var tx = this.aX + this.xRadius * Math.cos( angle );
  16382. var ty = this.aY + this.yRadius * Math.sin( angle );
  16383. return new THREE.Vector2( tx, ty );
  16384. };
  16385. // File:src/extras/curves/ArcCurve.js
  16386. /**************************************************************
  16387. * Arc curve
  16388. **************************************************************/
  16389. THREE.ArcCurve = function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  16390. THREE.EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  16391. };
  16392. THREE.ArcCurve.prototype = Object.create( THREE.EllipseCurve.prototype );
  16393. // File:src/extras/curves/LineCurve3.js
  16394. /**************************************************************
  16395. * Line3D
  16396. **************************************************************/
  16397. THREE.LineCurve3 = THREE.Curve.create(
  16398. function ( v1, v2 ) {
  16399. this.v1 = v1;
  16400. this.v2 = v2;
  16401. },
  16402. function ( t ) {
  16403. var r = new THREE.Vector3();
  16404. r.subVectors( this.v2, this.v1 ); // diff
  16405. r.multiplyScalar( t );
  16406. r.add( this.v1 );
  16407. return r;
  16408. }
  16409. );
  16410. // File:src/extras/curves/QuadraticBezierCurve3.js
  16411. /**************************************************************
  16412. * Quadratic Bezier 3D curve
  16413. **************************************************************/
  16414. THREE.QuadraticBezierCurve3 = THREE.Curve.create(
  16415. function ( v0, v1, v2 ) {
  16416. this.v0 = v0;
  16417. this.v1 = v1;
  16418. this.v2 = v2;
  16419. },
  16420. function ( t ) {
  16421. var tx, ty, tz;
  16422. tx = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
  16423. ty = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
  16424. tz = THREE.Shape.Utils.b2( t, this.v0.z, this.v1.z, this.v2.z );
  16425. return new THREE.Vector3( tx, ty, tz );
  16426. }
  16427. );
  16428. // File:src/extras/curves/CubicBezierCurve3.js
  16429. /**************************************************************
  16430. * Cubic Bezier 3D curve
  16431. **************************************************************/
  16432. THREE.CubicBezierCurve3 = THREE.Curve.create(
  16433. function ( v0, v1, v2, v3 ) {
  16434. this.v0 = v0;
  16435. this.v1 = v1;
  16436. this.v2 = v2;
  16437. this.v3 = v3;
  16438. },
  16439. function ( t ) {
  16440. var tx, ty, tz;
  16441. tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
  16442. ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
  16443. tz = THREE.Shape.Utils.b3( t, this.v0.z, this.v1.z, this.v2.z, this.v3.z );
  16444. return new THREE.Vector3( tx, ty, tz );
  16445. }
  16446. );
  16447. // File:src/extras/curves/SplineCurve3.js
  16448. /**************************************************************
  16449. * Spline 3D curve
  16450. **************************************************************/
  16451. THREE.SplineCurve3 = THREE.Curve.create(
  16452. function ( points /* array of Vector3 */) {
  16453. this.points = (points == undefined) ? [] : points;
  16454. },
  16455. function ( t ) {
  16456. var v = new THREE.Vector3();
  16457. var c = [];
  16458. var points = this.points, point, intPoint, weight;
  16459. point = ( points.length - 1 ) * t;
  16460. intPoint = Math.floor( point );
  16461. weight = point - intPoint;
  16462. c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
  16463. c[ 1 ] = intPoint;
  16464. c[ 2 ] = intPoint > points.length - 2 ? points.length - 1 : intPoint + 1;
  16465. c[ 3 ] = intPoint > points.length - 3 ? points.length - 1 : intPoint + 2;
  16466. var pt0 = points[ c[0] ],
  16467. pt1 = points[ c[1] ],
  16468. pt2 = points[ c[2] ],
  16469. pt3 = points[ c[3] ];
  16470. v.x = THREE.Curve.Utils.interpolate(pt0.x, pt1.x, pt2.x, pt3.x, weight);
  16471. v.y = THREE.Curve.Utils.interpolate(pt0.y, pt1.y, pt2.y, pt3.y, weight);
  16472. v.z = THREE.Curve.Utils.interpolate(pt0.z, pt1.z, pt2.z, pt3.z, weight);
  16473. return v;
  16474. }
  16475. );
  16476. // THREE.SplineCurve3.prototype.getTangent = function(t) {
  16477. // var v = new THREE.Vector3();
  16478. // var c = [];
  16479. // var points = this.points, point, intPoint, weight;
  16480. // point = ( points.length - 1 ) * t;
  16481. // intPoint = Math.floor( point );
  16482. // weight = point - intPoint;
  16483. // c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
  16484. // c[ 1 ] = intPoint;
  16485. // c[ 2 ] = intPoint > points.length - 2 ? points.length - 1 : intPoint + 1;
  16486. // c[ 3 ] = intPoint > points.length - 3 ? points.length - 1 : intPoint + 2;
  16487. // var pt0 = points[ c[0] ],
  16488. // pt1 = points[ c[1] ],
  16489. // pt2 = points[ c[2] ],
  16490. // pt3 = points[ c[3] ];
  16491. // // t = weight;
  16492. // v.x = THREE.Curve.Utils.tangentSpline( t, pt0.x, pt1.x, pt2.x, pt3.x );
  16493. // v.y = THREE.Curve.Utils.tangentSpline( t, pt0.y, pt1.y, pt2.y, pt3.y );
  16494. // v.z = THREE.Curve.Utils.tangentSpline( t, pt0.z, pt1.z, pt2.z, pt3.z );
  16495. // return v;
  16496. // }
  16497. // File:src/extras/curves/ClosedSplineCurve3.js
  16498. /**************************************************************
  16499. * Closed Spline 3D curve
  16500. **************************************************************/
  16501. THREE.ClosedSplineCurve3 = THREE.Curve.create(
  16502. function ( points /* array of Vector3 */) {
  16503. this.points = (points == undefined) ? [] : points;
  16504. },
  16505. function ( t ) {
  16506. var v = new THREE.Vector3();
  16507. var c = [];
  16508. var points = this.points, point, intPoint, weight;
  16509. point = ( points.length - 0 ) * t;
  16510. // This needs to be from 0-length +1
  16511. intPoint = Math.floor( point );
  16512. weight = point - intPoint;
  16513. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length;
  16514. c[ 0 ] = ( intPoint - 1 ) % points.length;
  16515. c[ 1 ] = ( intPoint ) % points.length;
  16516. c[ 2 ] = ( intPoint + 1 ) % points.length;
  16517. c[ 3 ] = ( intPoint + 2 ) % points.length;
  16518. v.x = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight );
  16519. v.y = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight );
  16520. v.z = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].z, points[ c[ 1 ] ].z, points[ c[ 2 ] ].z, points[ c[ 3 ] ].z, weight );
  16521. return v;
  16522. }
  16523. );
  16524. // File:src/extras/animation/AnimationHandler.js
  16525. /**
  16526. * @author mikael emtinger / http://gomo.se/
  16527. */
  16528. THREE.AnimationHandler = {
  16529. LINEAR: 0,
  16530. CATMULLROM: 1,
  16531. CATMULLROM_FORWARD: 2,
  16532. //
  16533. add: function () { console.warn( 'THREE.AnimationHandler.add() has been deprecated.' ); },
  16534. get: function () { console.warn( 'THREE.AnimationHandler.get() has been deprecated.' ); },
  16535. remove: function () { console.warn( 'THREE.AnimationHandler.remove() has been deprecated.' ); },
  16536. //
  16537. animations: [],
  16538. init: function ( data ) {
  16539. if ( data.initialized === true ) return;
  16540. // loop through all keys
  16541. for ( var h = 0; h < data.hierarchy.length; h ++ ) {
  16542. for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
  16543. // remove minus times
  16544. if ( data.hierarchy[ h ].keys[ k ].time < 0 ) {
  16545. data.hierarchy[ h ].keys[ k ].time = 0;
  16546. }
  16547. // create quaternions
  16548. if ( data.hierarchy[ h ].keys[ k ].rot !== undefined &&
  16549. ! ( data.hierarchy[ h ].keys[ k ].rot instanceof THREE.Quaternion ) ) {
  16550. var quat = data.hierarchy[ h ].keys[ k ].rot;
  16551. data.hierarchy[ h ].keys[ k ].rot = new THREE.Quaternion().fromArray( quat );
  16552. }
  16553. }
  16554. // prepare morph target keys
  16555. if ( data.hierarchy[ h ].keys.length && data.hierarchy[ h ].keys[ 0 ].morphTargets !== undefined ) {
  16556. // get all used
  16557. var usedMorphTargets = {};
  16558. for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
  16559. for ( var m = 0; m < data.hierarchy[ h ].keys[ k ].morphTargets.length; m ++ ) {
  16560. var morphTargetName = data.hierarchy[ h ].keys[ k ].morphTargets[ m ];
  16561. usedMorphTargets[ morphTargetName ] = - 1;
  16562. }
  16563. }
  16564. data.hierarchy[ h ].usedMorphTargets = usedMorphTargets;
  16565. // set all used on all frames
  16566. for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
  16567. var influences = {};
  16568. for ( var morphTargetName in usedMorphTargets ) {
  16569. for ( var m = 0; m < data.hierarchy[ h ].keys[ k ].morphTargets.length; m ++ ) {
  16570. if ( data.hierarchy[ h ].keys[ k ].morphTargets[ m ] === morphTargetName ) {
  16571. influences[ morphTargetName ] = data.hierarchy[ h ].keys[ k ].morphTargetsInfluences[ m ];
  16572. break;
  16573. }
  16574. }
  16575. if ( m === data.hierarchy[ h ].keys[ k ].morphTargets.length ) {
  16576. influences[ morphTargetName ] = 0;
  16577. }
  16578. }
  16579. data.hierarchy[ h ].keys[ k ].morphTargetsInfluences = influences;
  16580. }
  16581. }
  16582. // remove all keys that are on the same time
  16583. for ( var k = 1; k < data.hierarchy[ h ].keys.length; k ++ ) {
  16584. if ( data.hierarchy[ h ].keys[ k ].time === data.hierarchy[ h ].keys[ k - 1 ].time ) {
  16585. data.hierarchy[ h ].keys.splice( k, 1 );
  16586. k --;
  16587. }
  16588. }
  16589. // set index
  16590. for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
  16591. data.hierarchy[ h ].keys[ k ].index = k;
  16592. }
  16593. }
  16594. data.initialized = true;
  16595. return data;
  16596. },
  16597. parse: function ( root ) {
  16598. var parseRecurseHierarchy = function ( root, hierarchy ) {
  16599. hierarchy.push( root );
  16600. for ( var c = 0; c < root.children.length; c ++ )
  16601. parseRecurseHierarchy( root.children[ c ], hierarchy );
  16602. };
  16603. // setup hierarchy
  16604. var hierarchy = [];
  16605. if ( root instanceof THREE.SkinnedMesh ) {
  16606. for ( var b = 0; b < root.skeleton.bones.length; b ++ ) {
  16607. hierarchy.push( root.skeleton.bones[ b ] );
  16608. }
  16609. } else {
  16610. parseRecurseHierarchy( root, hierarchy );
  16611. }
  16612. return hierarchy;
  16613. },
  16614. play: function ( animation ) {
  16615. if ( this.animations.indexOf( animation ) === - 1 ) {
  16616. this.animations.push( animation );
  16617. }
  16618. },
  16619. stop: function ( animation ) {
  16620. var index = this.animations.indexOf( animation );
  16621. if ( index !== - 1 ) {
  16622. this.animations.splice( index, 1 );
  16623. }
  16624. },
  16625. update: function ( deltaTimeMS ) {
  16626. for ( var i = 0; i < this.animations.length; i ++ ) {
  16627. this.animations[ i ].resetBlendWeights( );
  16628. }
  16629. for ( var i = 0; i < this.animations.length; i ++ ) {
  16630. this.animations[ i ].update( deltaTimeMS );
  16631. }
  16632. }
  16633. };
  16634. // File:src/extras/animation/Animation.js
  16635. /**
  16636. * @author mikael emtinger / http://gomo.se/
  16637. * @author mrdoob / http://mrdoob.com/
  16638. * @author alteredq / http://alteredqualia.com/
  16639. */
  16640. THREE.Animation = function ( root, data ) {
  16641. this.root = root;
  16642. this.data = THREE.AnimationHandler.init( data );
  16643. this.hierarchy = THREE.AnimationHandler.parse( root );
  16644. this.currentTime = 0;
  16645. this.timeScale = 1;
  16646. this.isPlaying = false;
  16647. this.loop = true;
  16648. this.weight = 0;
  16649. this.interpolationType = THREE.AnimationHandler.LINEAR;
  16650. };
  16651. THREE.Animation.prototype.keyTypes = [ "pos", "rot", "scl" ];
  16652. THREE.Animation.prototype.play = function ( startTime, weight ) {
  16653. this.currentTime = startTime !== undefined ? startTime : 0;
  16654. this.weight = weight !== undefined ? weight: 1;
  16655. this.isPlaying = true;
  16656. this.reset();
  16657. THREE.AnimationHandler.play( this );
  16658. };
  16659. THREE.Animation.prototype.stop = function() {
  16660. this.isPlaying = false;
  16661. THREE.AnimationHandler.stop( this );
  16662. };
  16663. THREE.Animation.prototype.reset = function () {
  16664. for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
  16665. var object = this.hierarchy[ h ];
  16666. object.matrixAutoUpdate = true;
  16667. if ( object.animationCache === undefined ) {
  16668. object.animationCache = {
  16669. animations: {},
  16670. blending: {
  16671. positionWeight: 0.0,
  16672. quaternionWeight: 0.0,
  16673. scaleWeight: 0.0
  16674. }
  16675. };
  16676. }
  16677. if ( object.animationCache.animations[this.data.name] === undefined ) {
  16678. object.animationCache.animations[this.data.name] = {};
  16679. object.animationCache.animations[this.data.name].prevKey = { pos: 0, rot: 0, scl: 0 };
  16680. object.animationCache.animations[this.data.name].nextKey = { pos: 0, rot: 0, scl: 0 };
  16681. object.animationCache.animations[this.data.name].originalMatrix = object.matrix;
  16682. }
  16683. var animationCache = object.animationCache.animations[this.data.name];
  16684. // Get keys to match our current time
  16685. for ( var t = 0; t < 3; t ++ ) {
  16686. var type = this.keyTypes[ t ];
  16687. var prevKey = this.data.hierarchy[ h ].keys[ 0 ];
  16688. var nextKey = this.getNextKeyWith( type, h, 1 );
  16689. while ( nextKey.time < this.currentTime && nextKey.index > prevKey.index ) {
  16690. prevKey = nextKey;
  16691. nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );
  16692. }
  16693. animationCache.prevKey[ type ] = prevKey;
  16694. animationCache.nextKey[ type ] = nextKey;
  16695. }
  16696. }
  16697. };
  16698. THREE.Animation.prototype.resetBlendWeights = function () {
  16699. for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
  16700. var object = this.hierarchy[ h ];
  16701. if ( object.animationCache !== undefined ) {
  16702. object.animationCache.blending.positionWeight = 0.0;
  16703. object.animationCache.blending.quaternionWeight = 0.0;
  16704. object.animationCache.blending.scaleWeight = 0.0;
  16705. }
  16706. }
  16707. };
  16708. THREE.Animation.prototype.update = (function(){
  16709. var points = [];
  16710. var target = new THREE.Vector3();
  16711. var newVector = new THREE.Vector3();
  16712. var newQuat = new THREE.Quaternion();
  16713. // Catmull-Rom spline
  16714. var interpolateCatmullRom = function ( points, scale ) {
  16715. var c = [], v3 = [],
  16716. point, intPoint, weight, w2, w3,
  16717. pa, pb, pc, pd;
  16718. point = ( points.length - 1 ) * scale;
  16719. intPoint = Math.floor( point );
  16720. weight = point - intPoint;
  16721. c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1;
  16722. c[ 1 ] = intPoint;
  16723. c[ 2 ] = intPoint > points.length - 2 ? intPoint : intPoint + 1;
  16724. c[ 3 ] = intPoint > points.length - 3 ? intPoint : intPoint + 2;
  16725. pa = points[ c[ 0 ] ];
  16726. pb = points[ c[ 1 ] ];
  16727. pc = points[ c[ 2 ] ];
  16728. pd = points[ c[ 3 ] ];
  16729. w2 = weight * weight;
  16730. w3 = weight * w2;
  16731. v3[ 0 ] = interpolate( pa[ 0 ], pb[ 0 ], pc[ 0 ], pd[ 0 ], weight, w2, w3 );
  16732. v3[ 1 ] = interpolate( pa[ 1 ], pb[ 1 ], pc[ 1 ], pd[ 1 ], weight, w2, w3 );
  16733. v3[ 2 ] = interpolate( pa[ 2 ], pb[ 2 ], pc[ 2 ], pd[ 2 ], weight, w2, w3 );
  16734. return v3;
  16735. };
  16736. var interpolate = function ( p0, p1, p2, p3, t, t2, t3 ) {
  16737. var v0 = ( p2 - p0 ) * 0.5,
  16738. v1 = ( p3 - p1 ) * 0.5;
  16739. return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  16740. };
  16741. return function ( delta ) {
  16742. if ( this.isPlaying === false ) return;
  16743. this.currentTime += delta * this.timeScale;
  16744. if ( this.weight === 0 )
  16745. return;
  16746. //
  16747. var duration = this.data.length;
  16748. if ( this.currentTime > duration || this.currentTime < 0 ) {
  16749. if ( this.loop ) {
  16750. this.currentTime %= duration;
  16751. if ( this.currentTime < 0 )
  16752. this.currentTime += duration;
  16753. this.reset();
  16754. } else {
  16755. this.stop();
  16756. return;
  16757. }
  16758. }
  16759. for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
  16760. var object = this.hierarchy[ h ];
  16761. var animationCache = object.animationCache.animations[this.data.name];
  16762. var blending = object.animationCache.blending;
  16763. // loop through pos/rot/scl
  16764. for ( var t = 0; t < 3; t ++ ) {
  16765. // get keys
  16766. var type = this.keyTypes[ t ];
  16767. var prevKey = animationCache.prevKey[ type ];
  16768. var nextKey = animationCache.nextKey[ type ];
  16769. if ( ( this.timeScale > 0 && nextKey.time <= this.currentTime ) ||
  16770. ( this.timeScale < 0 && prevKey.time >= this.currentTime ) ) {
  16771. prevKey = this.data.hierarchy[ h ].keys[ 0 ];
  16772. nextKey = this.getNextKeyWith( type, h, 1 );
  16773. while ( nextKey.time < this.currentTime && nextKey.index > prevKey.index ) {
  16774. prevKey = nextKey;
  16775. nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );
  16776. }
  16777. animationCache.prevKey[ type ] = prevKey;
  16778. animationCache.nextKey[ type ] = nextKey;
  16779. }
  16780. object.matrixAutoUpdate = true;
  16781. object.matrixWorldNeedsUpdate = true;
  16782. var scale = ( this.currentTime - prevKey.time ) / ( nextKey.time - prevKey.time );
  16783. var prevXYZ = prevKey[ type ];
  16784. var nextXYZ = nextKey[ type ];
  16785. if ( scale < 0 ) scale = 0;
  16786. if ( scale > 1 ) scale = 1;
  16787. // interpolate
  16788. if ( type === "pos" ) {
  16789. if ( this.interpolationType === THREE.AnimationHandler.LINEAR ) {
  16790. newVector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
  16791. newVector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
  16792. newVector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;
  16793. // blend
  16794. var proportionalWeight = this.weight / ( this.weight + blending.positionWeight );
  16795. object.position.lerp( newVector, proportionalWeight );
  16796. blending.positionWeight += this.weight;
  16797. } else if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
  16798. this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
  16799. points[ 0 ] = this.getPrevKeyWith( "pos", h, prevKey.index - 1 )[ "pos" ];
  16800. points[ 1 ] = prevXYZ;
  16801. points[ 2 ] = nextXYZ;
  16802. points[ 3 ] = this.getNextKeyWith( "pos", h, nextKey.index + 1 )[ "pos" ];
  16803. scale = scale * 0.33 + 0.33;
  16804. var currentPoint = interpolateCatmullRom( points, scale );
  16805. var proportionalWeight = this.weight / ( this.weight + blending.positionWeight );
  16806. blending.positionWeight += this.weight;
  16807. // blend
  16808. var vector = object.position;
  16809. vector.x = vector.x + ( currentPoint[ 0 ] - vector.x ) * proportionalWeight;
  16810. vector.y = vector.y + ( currentPoint[ 1 ] - vector.y ) * proportionalWeight;
  16811. vector.z = vector.z + ( currentPoint[ 2 ] - vector.z ) * proportionalWeight;
  16812. if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
  16813. var forwardPoint = interpolateCatmullRom( points, scale * 1.01 );
  16814. target.set( forwardPoint[ 0 ], forwardPoint[ 1 ], forwardPoint[ 2 ] );
  16815. target.sub( vector );
  16816. target.y = 0;
  16817. target.normalize();
  16818. var angle = Math.atan2( target.x, target.z );
  16819. object.rotation.set( 0, angle, 0 );
  16820. }
  16821. }
  16822. } else if ( type === "rot" ) {
  16823. THREE.Quaternion.slerp( prevXYZ, nextXYZ, newQuat, scale );
  16824. // Avoid paying the cost of an additional slerp if we don't have to
  16825. if ( blending.quaternionWeight === 0 ) {
  16826. object.quaternion.copy(newQuat);
  16827. blending.quaternionWeight = this.weight;
  16828. } else {
  16829. var proportionalWeight = this.weight / ( this.weight + blending.quaternionWeight );
  16830. THREE.Quaternion.slerp( object.quaternion, newQuat, object.quaternion, proportionalWeight );
  16831. blending.quaternionWeight += this.weight;
  16832. }
  16833. } else if ( type === "scl" ) {
  16834. newVector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
  16835. newVector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
  16836. newVector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;
  16837. var proportionalWeight = this.weight / ( this.weight + blending.scaleWeight );
  16838. object.scale.lerp( newVector, proportionalWeight );
  16839. blending.scaleWeight += this.weight;
  16840. }
  16841. }
  16842. }
  16843. return true;
  16844. };
  16845. })();
  16846. // Get next key with
  16847. THREE.Animation.prototype.getNextKeyWith = function ( type, h, key ) {
  16848. var keys = this.data.hierarchy[ h ].keys;
  16849. if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
  16850. this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
  16851. key = key < keys.length - 1 ? key : keys.length - 1;
  16852. } else {
  16853. key = key % keys.length;
  16854. }
  16855. for ( ; key < keys.length; key ++ ) {
  16856. if ( keys[ key ][ type ] !== undefined ) {
  16857. return keys[ key ];
  16858. }
  16859. }
  16860. return this.data.hierarchy[ h ].keys[ 0 ];
  16861. };
  16862. // Get previous key with
  16863. THREE.Animation.prototype.getPrevKeyWith = function ( type, h, key ) {
  16864. var keys = this.data.hierarchy[ h ].keys;
  16865. if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
  16866. this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
  16867. key = key > 0 ? key : 0;
  16868. } else {
  16869. key = key >= 0 ? key : key + keys.length;
  16870. }
  16871. for ( ; key >= 0; key -- ) {
  16872. if ( keys[ key ][ type ] !== undefined ) {
  16873. return keys[ key ];
  16874. }
  16875. }
  16876. return this.data.hierarchy[ h ].keys[ keys.length - 1 ];
  16877. };
  16878. // File:src/extras/animation/KeyFrameAnimation.js
  16879. /**
  16880. * @author mikael emtinger / http://gomo.se/
  16881. * @author mrdoob / http://mrdoob.com/
  16882. * @author alteredq / http://alteredqualia.com/
  16883. * @author khang duong
  16884. * @author erik kitson
  16885. */
  16886. THREE.KeyFrameAnimation = function ( data ) {
  16887. this.root = data.node;
  16888. this.data = THREE.AnimationHandler.init( data );
  16889. this.hierarchy = THREE.AnimationHandler.parse( this.root );
  16890. this.currentTime = 0;
  16891. this.timeScale = 0.001;
  16892. this.isPlaying = false;
  16893. this.isPaused = true;
  16894. this.loop = true;
  16895. // initialize to first keyframes
  16896. for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
  16897. var keys = this.data.hierarchy[h].keys,
  16898. sids = this.data.hierarchy[h].sids,
  16899. obj = this.hierarchy[h];
  16900. if ( keys.length && sids ) {
  16901. for ( var s = 0; s < sids.length; s ++ ) {
  16902. var sid = sids[ s ],
  16903. next = this.getNextKeyWith( sid, h, 0 );
  16904. if ( next ) {
  16905. next.apply( sid );
  16906. }
  16907. }
  16908. obj.matrixAutoUpdate = false;
  16909. this.data.hierarchy[h].node.updateMatrix();
  16910. obj.matrixWorldNeedsUpdate = true;
  16911. }
  16912. }
  16913. };
  16914. THREE.KeyFrameAnimation.prototype.play = function ( startTime ) {
  16915. this.currentTime = startTime !== undefined ? startTime : 0;
  16916. if ( this.isPlaying === false ) {
  16917. this.isPlaying = true;
  16918. // reset key cache
  16919. var h, hl = this.hierarchy.length,
  16920. object,
  16921. node;
  16922. for ( h = 0; h < hl; h ++ ) {
  16923. object = this.hierarchy[ h ];
  16924. node = this.data.hierarchy[ h ];
  16925. if ( node.animationCache === undefined ) {
  16926. node.animationCache = {};
  16927. node.animationCache.prevKey = null;
  16928. node.animationCache.nextKey = null;
  16929. node.animationCache.originalMatrix = object.matrix;
  16930. }
  16931. var keys = this.data.hierarchy[h].keys;
  16932. if (keys.length) {
  16933. node.animationCache.prevKey = keys[ 0 ];
  16934. node.animationCache.nextKey = keys[ 1 ];
  16935. this.startTime = Math.min( keys[0].time, this.startTime );
  16936. this.endTime = Math.max( keys[keys.length - 1].time, this.endTime );
  16937. }
  16938. }
  16939. this.update( 0 );
  16940. }
  16941. this.isPaused = false;
  16942. THREE.AnimationHandler.play( this );
  16943. };
  16944. THREE.KeyFrameAnimation.prototype.stop = function() {
  16945. this.isPlaying = false;
  16946. this.isPaused = false;
  16947. THREE.AnimationHandler.stop( this );
  16948. // reset JIT matrix and remove cache
  16949. for ( var h = 0; h < this.data.hierarchy.length; h ++ ) {
  16950. var obj = this.hierarchy[ h ];
  16951. var node = this.data.hierarchy[ h ];
  16952. if ( node.animationCache !== undefined ) {
  16953. var original = node.animationCache.originalMatrix;
  16954. original.copy( obj.matrix );
  16955. obj.matrix = original;
  16956. delete node.animationCache;
  16957. }
  16958. }
  16959. };
  16960. // Update
  16961. THREE.KeyFrameAnimation.prototype.update = function ( delta ) {
  16962. if ( this.isPlaying === false ) return;
  16963. this.currentTime += delta * this.timeScale;
  16964. //
  16965. var duration = this.data.length;
  16966. if ( this.loop === true && this.currentTime > duration ) {
  16967. this.currentTime %= duration;
  16968. }
  16969. this.currentTime = Math.min( this.currentTime, duration );
  16970. for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
  16971. var object = this.hierarchy[ h ];
  16972. var node = this.data.hierarchy[ h ];
  16973. var keys = node.keys,
  16974. animationCache = node.animationCache;
  16975. if ( keys.length ) {
  16976. var prevKey = animationCache.prevKey;
  16977. var nextKey = animationCache.nextKey;
  16978. if ( nextKey.time <= this.currentTime ) {
  16979. while ( nextKey.time < this.currentTime && nextKey.index > prevKey.index ) {
  16980. prevKey = nextKey;
  16981. nextKey = keys[ prevKey.index + 1 ];
  16982. }
  16983. animationCache.prevKey = prevKey;
  16984. animationCache.nextKey = nextKey;
  16985. }
  16986. if ( nextKey.time >= this.currentTime ) {
  16987. prevKey.interpolate( nextKey, this.currentTime );
  16988. } else {
  16989. prevKey.interpolate( nextKey, nextKey.time );
  16990. }
  16991. this.data.hierarchy[ h ].node.updateMatrix();
  16992. object.matrixWorldNeedsUpdate = true;
  16993. }
  16994. }
  16995. };
  16996. // Get next key with
  16997. THREE.KeyFrameAnimation.prototype.getNextKeyWith = function( sid, h, key ) {
  16998. var keys = this.data.hierarchy[ h ].keys;
  16999. key = key % keys.length;
  17000. for ( ; key < keys.length; key ++ ) {
  17001. if ( keys[ key ].hasTarget( sid ) ) {
  17002. return keys[ key ];
  17003. }
  17004. }
  17005. return keys[ 0 ];
  17006. };
  17007. // Get previous key with
  17008. THREE.KeyFrameAnimation.prototype.getPrevKeyWith = function( sid, h, key ) {
  17009. var keys = this.data.hierarchy[ h ].keys;
  17010. key = key >= 0 ? key : key + keys.length;
  17011. for ( ; key >= 0; key -- ) {
  17012. if ( keys[ key ].hasTarget( sid ) ) {
  17013. return keys[ key ];
  17014. }
  17015. }
  17016. return keys[ keys.length - 1 ];
  17017. };
  17018. // File:src/extras/animation/MorphAnimation.js
  17019. /**
  17020. * @author mrdoob / http://mrdoob.com
  17021. */
  17022. THREE.MorphAnimation = function ( mesh ) {
  17023. this.mesh = mesh;
  17024. this.frames = mesh.morphTargetInfluences.length;
  17025. this.currentTime = 0;
  17026. this.duration = 1000;
  17027. this.loop = true;
  17028. this.isPlaying = false;
  17029. };
  17030. THREE.MorphAnimation.prototype = {
  17031. play: function () {
  17032. this.isPlaying = true;
  17033. },
  17034. pause: function () {
  17035. this.isPlaying = false;
  17036. },
  17037. update: ( function () {
  17038. var lastFrame = 0;
  17039. var currentFrame = 0;
  17040. return function ( delta ) {
  17041. if ( this.isPlaying === false ) return;
  17042. this.currentTime += delta;
  17043. if ( this.loop === true && this.currentTime > this.duration ) {
  17044. this.currentTime %= this.duration;
  17045. }
  17046. this.currentTime = Math.min( this.currentTime, this.duration );
  17047. var interpolation = this.duration / this.frames;
  17048. var frame = Math.floor( this.currentTime / interpolation );
  17049. if ( frame != currentFrame ) {
  17050. this.mesh.morphTargetInfluences[ lastFrame ] = 0;
  17051. this.mesh.morphTargetInfluences[ currentFrame ] = 1;
  17052. this.mesh.morphTargetInfluences[ frame ] = 0;
  17053. lastFrame = currentFrame;
  17054. currentFrame = frame;
  17055. }
  17056. this.mesh.morphTargetInfluences[ frame ] = ( this.currentTime % interpolation ) / interpolation;
  17057. this.mesh.morphTargetInfluences[ lastFrame ] = 1 - this.mesh.morphTargetInfluences[ frame ];
  17058. }
  17059. } )()
  17060. };
  17061. // File:src/extras/geometries/BoxGeometry.js
  17062. /**
  17063. * @author mrdoob / http://mrdoob.com/
  17064. * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Cube.as
  17065. */
  17066. THREE.BoxGeometry = function ( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  17067. THREE.Geometry.call( this );
  17068. this.type = 'BoxGeometry';
  17069. this.parameters = {
  17070. width: width,
  17071. height: height,
  17072. depth: depth,
  17073. widthSegments: widthSegments,
  17074. heightSegments: heightSegments,
  17075. depthSegments: depthSegments
  17076. };
  17077. this.widthSegments = widthSegments || 1;
  17078. this.heightSegments = heightSegments || 1;
  17079. this.depthSegments = depthSegments || 1;
  17080. var scope = this;
  17081. var width_half = width / 2;
  17082. var height_half = height / 2;
  17083. var depth_half = depth / 2;
  17084. buildPlane( 'z', 'y', - 1, - 1, depth, height, width_half, 0 ); // px
  17085. buildPlane( 'z', 'y', 1, - 1, depth, height, - width_half, 1 ); // nx
  17086. buildPlane( 'x', 'z', 1, 1, width, depth, height_half, 2 ); // py
  17087. buildPlane( 'x', 'z', 1, - 1, width, depth, - height_half, 3 ); // ny
  17088. buildPlane( 'x', 'y', 1, - 1, width, height, depth_half, 4 ); // pz
  17089. buildPlane( 'x', 'y', - 1, - 1, width, height, - depth_half, 5 ); // nz
  17090. function buildPlane( u, v, udir, vdir, width, height, depth, materialIndex ) {
  17091. var w, ix, iy,
  17092. gridX = scope.widthSegments,
  17093. gridY = scope.heightSegments,
  17094. width_half = width / 2,
  17095. height_half = height / 2,
  17096. offset = scope.vertices.length;
  17097. if ( ( u === 'x' && v === 'y' ) || ( u === 'y' && v === 'x' ) ) {
  17098. w = 'z';
  17099. } else if ( ( u === 'x' && v === 'z' ) || ( u === 'z' && v === 'x' ) ) {
  17100. w = 'y';
  17101. gridY = scope.depthSegments;
  17102. } else if ( ( u === 'z' && v === 'y' ) || ( u === 'y' && v === 'z' ) ) {
  17103. w = 'x';
  17104. gridX = scope.depthSegments;
  17105. }
  17106. var gridX1 = gridX + 1,
  17107. gridY1 = gridY + 1,
  17108. segment_width = width / gridX,
  17109. segment_height = height / gridY,
  17110. normal = new THREE.Vector3();
  17111. normal[ w ] = depth > 0 ? 1 : - 1;
  17112. for ( iy = 0; iy < gridY1; iy ++ ) {
  17113. for ( ix = 0; ix < gridX1; ix ++ ) {
  17114. var vector = new THREE.Vector3();
  17115. vector[ u ] = ( ix * segment_width - width_half ) * udir;
  17116. vector[ v ] = ( iy * segment_height - height_half ) * vdir;
  17117. vector[ w ] = depth;
  17118. scope.vertices.push( vector );
  17119. }
  17120. }
  17121. for ( iy = 0; iy < gridY; iy ++ ) {
  17122. for ( ix = 0; ix < gridX; ix ++ ) {
  17123. var a = ix + gridX1 * iy;
  17124. var b = ix + gridX1 * ( iy + 1 );
  17125. var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  17126. var d = ( ix + 1 ) + gridX1 * iy;
  17127. var uva = new THREE.Vector2( ix / gridX, 1 - iy / gridY );
  17128. var uvb = new THREE.Vector2( ix / gridX, 1 - ( iy + 1 ) / gridY );
  17129. var uvc = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - ( iy + 1 ) / gridY );
  17130. var uvd = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - iy / gridY );
  17131. var face = new THREE.Face3( a + offset, b + offset, d + offset );
  17132. face.normal.copy( normal );
  17133. face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );
  17134. face.materialIndex = materialIndex;
  17135. scope.faces.push( face );
  17136. scope.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
  17137. face = new THREE.Face3( b + offset, c + offset, d + offset );
  17138. face.normal.copy( normal );
  17139. face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );
  17140. face.materialIndex = materialIndex;
  17141. scope.faces.push( face );
  17142. scope.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
  17143. }
  17144. }
  17145. }
  17146. this.mergeVertices();
  17147. };
  17148. THREE.BoxGeometry.prototype = Object.create( THREE.Geometry.prototype );
  17149. // File:src/extras/geometries/CircleGeometry.js
  17150. /**
  17151. * @author hughes
  17152. */
  17153. THREE.CircleGeometry = function ( radius, segments, thetaStart, thetaLength ) {
  17154. THREE.Geometry.call( this );
  17155. this.type = 'CircleGeometry';
  17156. this.parameters = {
  17157. radius: radius,
  17158. segments: segments,
  17159. thetaStart: thetaStart,
  17160. thetaLength: thetaLength
  17161. };
  17162. radius = radius || 50;
  17163. segments = segments !== undefined ? Math.max( 3, segments ) : 8;
  17164. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  17165. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  17166. var i, uvs = [],
  17167. center = new THREE.Vector3(), centerUV = new THREE.Vector2( 0.5, 0.5 );
  17168. this.vertices.push(center);
  17169. uvs.push( centerUV );
  17170. for ( i = 0; i <= segments; i ++ ) {
  17171. var vertex = new THREE.Vector3();
  17172. var segment = thetaStart + i / segments * thetaLength;
  17173. vertex.x = radius * Math.cos( segment );
  17174. vertex.y = radius * Math.sin( segment );
  17175. this.vertices.push( vertex );
  17176. uvs.push( new THREE.Vector2( ( vertex.x / radius + 1 ) / 2, ( vertex.y / radius + 1 ) / 2 ) );
  17177. }
  17178. var n = new THREE.Vector3( 0, 0, 1 );
  17179. for ( i = 1; i <= segments; i ++ ) {
  17180. this.faces.push( new THREE.Face3( i, i + 1, 0, [ n.clone(), n.clone(), n.clone() ] ) );
  17181. this.faceVertexUvs[ 0 ].push( [ uvs[ i ].clone(), uvs[ i + 1 ].clone(), centerUV.clone() ] );
  17182. }
  17183. this.computeFaceNormals();
  17184. this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
  17185. };
  17186. THREE.CircleGeometry.prototype = Object.create( THREE.Geometry.prototype );
  17187. // File:src/extras/geometries/CubeGeometry.js
  17188. /**
  17189. * @author mrdoob / http://mrdoob.com/
  17190. */
  17191. THREE.CubeGeometry = function ( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  17192. console.warn( 'THREE.CubeGeometry has been renamed to THREE.BoxGeometry.' );
  17193. return new THREE.BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments );
  17194. };
  17195. // File:src/extras/geometries/CylinderGeometry.js
  17196. /**
  17197. * @author mrdoob / http://mrdoob.com/
  17198. */
  17199. THREE.CylinderGeometry = function ( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded ) {
  17200. THREE.Geometry.call( this );
  17201. this.type = 'CylinderGeometry';
  17202. this.parameters = {
  17203. radiusTop: radiusTop,
  17204. radiusBottom: radiusBottom,
  17205. height: height,
  17206. radialSegments: radialSegments,
  17207. heightSegments: heightSegments,
  17208. openEnded: openEnded
  17209. };
  17210. radiusTop = radiusTop !== undefined ? radiusTop : 20;
  17211. radiusBottom = radiusBottom !== undefined ? radiusBottom : 20;
  17212. height = height !== undefined ? height : 100;
  17213. radialSegments = radialSegments || 8;
  17214. heightSegments = heightSegments || 1;
  17215. openEnded = openEnded !== undefined ? openEnded : false;
  17216. var heightHalf = height / 2;
  17217. var x, y, vertices = [], uvs = [];
  17218. for ( y = 0; y <= heightSegments; y ++ ) {
  17219. var verticesRow = [];
  17220. var uvsRow = [];
  17221. var v = y / heightSegments;
  17222. var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  17223. for ( x = 0; x <= radialSegments; x ++ ) {
  17224. var u = x / radialSegments;
  17225. var vertex = new THREE.Vector3();
  17226. vertex.x = radius * Math.sin( u * Math.PI * 2 );
  17227. vertex.y = - v * height + heightHalf;
  17228. vertex.z = radius * Math.cos( u * Math.PI * 2 );
  17229. this.vertices.push( vertex );
  17230. verticesRow.push( this.vertices.length - 1 );
  17231. uvsRow.push( new THREE.Vector2( u, 1 - v ) );
  17232. }
  17233. vertices.push( verticesRow );
  17234. uvs.push( uvsRow );
  17235. }
  17236. var tanTheta = ( radiusBottom - radiusTop ) / height;
  17237. var na, nb;
  17238. for ( x = 0; x < radialSegments; x ++ ) {
  17239. if ( radiusTop !== 0 ) {
  17240. na = this.vertices[ vertices[ 0 ][ x ] ].clone();
  17241. nb = this.vertices[ vertices[ 0 ][ x + 1 ] ].clone();
  17242. } else {
  17243. na = this.vertices[ vertices[ 1 ][ x ] ].clone();
  17244. nb = this.vertices[ vertices[ 1 ][ x + 1 ] ].clone();
  17245. }
  17246. na.setY( Math.sqrt( na.x * na.x + na.z * na.z ) * tanTheta ).normalize();
  17247. nb.setY( Math.sqrt( nb.x * nb.x + nb.z * nb.z ) * tanTheta ).normalize();
  17248. for ( y = 0; y < heightSegments; y ++ ) {
  17249. var v1 = vertices[ y ][ x ];
  17250. var v2 = vertices[ y + 1 ][ x ];
  17251. var v3 = vertices[ y + 1 ][ x + 1 ];
  17252. var v4 = vertices[ y ][ x + 1 ];
  17253. var n1 = na.clone();
  17254. var n2 = na.clone();
  17255. var n3 = nb.clone();
  17256. var n4 = nb.clone();
  17257. var uv1 = uvs[ y ][ x ].clone();
  17258. var uv2 = uvs[ y + 1 ][ x ].clone();
  17259. var uv3 = uvs[ y + 1 ][ x + 1 ].clone();
  17260. var uv4 = uvs[ y ][ x + 1 ].clone();
  17261. this.faces.push( new THREE.Face3( v1, v2, v4, [ n1, n2, n4 ] ) );
  17262. this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv4 ] );
  17263. this.faces.push( new THREE.Face3( v2, v3, v4, [ n2.clone(), n3, n4.clone() ] ) );
  17264. this.faceVertexUvs[ 0 ].push( [ uv2.clone(), uv3, uv4.clone() ] );
  17265. }
  17266. }
  17267. // top cap
  17268. if ( openEnded === false && radiusTop > 0 ) {
  17269. this.vertices.push( new THREE.Vector3( 0, heightHalf, 0 ) );
  17270. for ( x = 0; x < radialSegments; x ++ ) {
  17271. var v1 = vertices[ 0 ][ x ];
  17272. var v2 = vertices[ 0 ][ x + 1 ];
  17273. var v3 = this.vertices.length - 1;
  17274. var n1 = new THREE.Vector3( 0, 1, 0 );
  17275. var n2 = new THREE.Vector3( 0, 1, 0 );
  17276. var n3 = new THREE.Vector3( 0, 1, 0 );
  17277. var uv1 = uvs[ 0 ][ x ].clone();
  17278. var uv2 = uvs[ 0 ][ x + 1 ].clone();
  17279. var uv3 = new THREE.Vector2( uv2.x, 0 );
  17280. this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
  17281. this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
  17282. }
  17283. }
  17284. // bottom cap
  17285. if ( openEnded === false && radiusBottom > 0 ) {
  17286. this.vertices.push( new THREE.Vector3( 0, - heightHalf, 0 ) );
  17287. for ( x = 0; x < radialSegments; x ++ ) {
  17288. var v1 = vertices[ y ][ x + 1 ];
  17289. var v2 = vertices[ y ][ x ];
  17290. var v3 = this.vertices.length - 1;
  17291. var n1 = new THREE.Vector3( 0, - 1, 0 );
  17292. var n2 = new THREE.Vector3( 0, - 1, 0 );
  17293. var n3 = new THREE.Vector3( 0, - 1, 0 );
  17294. var uv1 = uvs[ y ][ x + 1 ].clone();
  17295. var uv2 = uvs[ y ][ x ].clone();
  17296. var uv3 = new THREE.Vector2( uv2.x, 1 );
  17297. this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
  17298. this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
  17299. }
  17300. }
  17301. this.computeFaceNormals();
  17302. }
  17303. THREE.CylinderGeometry.prototype = Object.create( THREE.Geometry.prototype );
  17304. // File:src/extras/geometries/ExtrudeGeometry.js
  17305. /**
  17306. * @author zz85 / http://www.lab4games.net/zz85/blog
  17307. *
  17308. * Creates extruded geometry from a path shape.
  17309. *
  17310. * parameters = {
  17311. *
  17312. * curveSegments: <int>, // number of points on the curves
  17313. * steps: <int>, // number of points for z-side extrusions / used for subdividing segements of extrude spline too
  17314. * amount: <int>, // Depth to extrude the shape
  17315. *
  17316. * bevelEnabled: <bool>, // turn on bevel
  17317. * bevelThickness: <float>, // how deep into the original shape bevel goes
  17318. * bevelSize: <float>, // how far from shape outline is bevel
  17319. * bevelSegments: <int>, // number of bevel layers
  17320. *
  17321. * extrudePath: <THREE.CurvePath> // 3d spline path to extrude shape along. (creates Frames if .frames aren't defined)
  17322. * frames: <THREE.TubeGeometry.FrenetFrames> // containing arrays of tangents, normals, binormals
  17323. *
  17324. * material: <int> // material index for front and back faces
  17325. * extrudeMaterial: <int> // material index for extrusion and beveled faces
  17326. * uvGenerator: <Object> // object that provides UV generator functions
  17327. *
  17328. * }
  17329. **/
  17330. THREE.ExtrudeGeometry = function ( shapes, options ) {
  17331. if ( typeof( shapes ) === "undefined" ) {
  17332. shapes = [];
  17333. return;
  17334. }
  17335. THREE.Geometry.call( this );
  17336. this.type = 'ExtrudeGeometry';
  17337. shapes = shapes instanceof Array ? shapes : [ shapes ];
  17338. this.addShapeList( shapes, options );
  17339. this.computeFaceNormals();
  17340. // can't really use automatic vertex normals
  17341. // as then front and back sides get smoothed too
  17342. // should do separate smoothing just for sides
  17343. //this.computeVertexNormals();
  17344. //console.log( "took", ( Date.now() - startTime ) );
  17345. };
  17346. THREE.ExtrudeGeometry.prototype = Object.create( THREE.Geometry.prototype );
  17347. THREE.ExtrudeGeometry.prototype.addShapeList = function ( shapes, options ) {
  17348. var sl = shapes.length;
  17349. for ( var s = 0; s < sl; s ++ ) {
  17350. var shape = shapes[ s ];
  17351. this.addShape( shape, options );
  17352. }
  17353. };
  17354. THREE.ExtrudeGeometry.prototype.addShape = function ( shape, options ) {
  17355. var amount = options.amount !== undefined ? options.amount : 100;
  17356. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; // 10
  17357. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; // 8
  17358. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  17359. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; // false
  17360. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  17361. var steps = options.steps !== undefined ? options.steps : 1;
  17362. var extrudePath = options.extrudePath;
  17363. var extrudePts, extrudeByPath = false;
  17364. var material = options.material;
  17365. var extrudeMaterial = options.extrudeMaterial;
  17366. // Use default WorldUVGenerator if no UV generators are specified.
  17367. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : THREE.ExtrudeGeometry.WorldUVGenerator;
  17368. var splineTube, binormal, normal, position2;
  17369. if ( extrudePath ) {
  17370. extrudePts = extrudePath.getSpacedPoints( steps );
  17371. extrudeByPath = true;
  17372. bevelEnabled = false; // bevels not supported for path extrusion
  17373. // SETUP TNB variables
  17374. // Reuse TNB from TubeGeomtry for now.
  17375. // TODO1 - have a .isClosed in spline?
  17376. splineTube = options.frames !== undefined ? options.frames : new THREE.TubeGeometry.FrenetFrames(extrudePath, steps, false);
  17377. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  17378. binormal = new THREE.Vector3();
  17379. normal = new THREE.Vector3();
  17380. position2 = new THREE.Vector3();
  17381. }
  17382. // Safeguards if bevels are not enabled
  17383. if ( ! bevelEnabled ) {
  17384. bevelSegments = 0;
  17385. bevelThickness = 0;
  17386. bevelSize = 0;
  17387. }
  17388. // Variables initalization
  17389. var ahole, h, hl; // looping of holes
  17390. var scope = this;
  17391. var bevelPoints = [];
  17392. var shapesOffset = this.vertices.length;
  17393. var shapePoints = shape.extractPoints( curveSegments );
  17394. var vertices = shapePoints.shape;
  17395. var holes = shapePoints.holes;
  17396. var reverse = ! THREE.Shape.Utils.isClockWise( vertices ) ;
  17397. if ( reverse ) {
  17398. vertices = vertices.reverse();
  17399. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  17400. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17401. ahole = holes[ h ];
  17402. if ( THREE.Shape.Utils.isClockWise( ahole ) ) {
  17403. holes[ h ] = ahole.reverse();
  17404. }
  17405. }
  17406. reverse = false; // If vertices are in order now, we shouldn't need to worry about them again (hopefully)!
  17407. }
  17408. var faces = THREE.Shape.Utils.triangulateShape ( vertices, holes );
  17409. /* Vertices */
  17410. var contour = vertices; // vertices has all points but contour has only points of circumference
  17411. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17412. ahole = holes[ h ];
  17413. vertices = vertices.concat( ahole );
  17414. }
  17415. function scalePt2 ( pt, vec, size ) {
  17416. if ( ! vec ) console.log( "die" );
  17417. return vec.clone().multiplyScalar( size ).add( pt );
  17418. }
  17419. var b, bs, t, z,
  17420. vert, vlen = vertices.length,
  17421. face, flen = faces.length,
  17422. cont, clen = contour.length;
  17423. // Find directions for point movement
  17424. var RAD_TO_DEGREES = 180 / Math.PI;
  17425. function getBevelVec( inPt, inPrev, inNext ) {
  17426. var EPSILON = 0.0000000001;
  17427. // computes for inPt the corresponding point inPt' on a new contour
  17428. // shiftet by 1 unit (length of normalized vector) to the left
  17429. // if we walk along contour clockwise, this new contour is outside the old one
  17430. //
  17431. // inPt' is the intersection of the two lines parallel to the two
  17432. // adjacent edges of inPt at a distance of 1 unit on the left side.
  17433. var v_trans_x, v_trans_y, shrink_by = 1; // resulting translation vector for inPt
  17434. // good reading for geometry algorithms (here: line-line intersection)
  17435. // http://geomalgorithms.com/a05-_intersect-1.html
  17436. var v_prev_x = inPt.x - inPrev.x, v_prev_y = inPt.y - inPrev.y;
  17437. var v_next_x = inNext.x - inPt.x, v_next_y = inNext.y - inPt.y;
  17438. var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  17439. // check for colinear edges
  17440. var colinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  17441. if ( Math.abs( colinear0 ) > EPSILON ) { // not colinear
  17442. // length of vectors for normalizing
  17443. var v_prev_len = Math.sqrt( v_prev_lensq );
  17444. var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  17445. // shift adjacent points by unit vectors to the left
  17446. var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  17447. var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  17448. var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  17449. var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  17450. // scaling factor for v_prev to intersection point
  17451. var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  17452. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  17453. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  17454. // vector from inPt to intersection point
  17455. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  17456. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  17457. // Don't normalize!, otherwise sharp corners become ugly
  17458. // but prevent crazy spikes
  17459. var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y )
  17460. if ( v_trans_lensq <= 2 ) {
  17461. return new THREE.Vector2( v_trans_x, v_trans_y );
  17462. } else {
  17463. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  17464. }
  17465. } else { // handle special case of colinear edges
  17466. var direction_eq = false; // assumes: opposite
  17467. if ( v_prev_x > EPSILON ) {
  17468. if ( v_next_x > EPSILON ) { direction_eq = true; }
  17469. } else {
  17470. if ( v_prev_x < - EPSILON ) {
  17471. if ( v_next_x < - EPSILON ) { direction_eq = true; }
  17472. } else {
  17473. if ( Math.sign(v_prev_y) == Math.sign(v_next_y) ) { direction_eq = true; }
  17474. }
  17475. }
  17476. if ( direction_eq ) {
  17477. // console.log("Warning: lines are a straight sequence");
  17478. v_trans_x = - v_prev_y;
  17479. v_trans_y = v_prev_x;
  17480. shrink_by = Math.sqrt( v_prev_lensq );
  17481. } else {
  17482. // console.log("Warning: lines are a straight spike");
  17483. v_trans_x = v_prev_x;
  17484. v_trans_y = v_prev_y;
  17485. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  17486. }
  17487. }
  17488. return new THREE.Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  17489. }
  17490. var contourMovements = [];
  17491. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  17492. if ( j === il ) j = 0;
  17493. if ( k === il ) k = 0;
  17494. // (j)---(i)---(k)
  17495. // console.log('i,j,k', i, j , k)
  17496. var pt_i = contour[ i ];
  17497. var pt_j = contour[ j ];
  17498. var pt_k = contour[ k ];
  17499. contourMovements[ i ]= getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  17500. }
  17501. var holesMovements = [], oneHoleMovements, verticesMovements = contourMovements.concat();
  17502. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17503. ahole = holes[ h ];
  17504. oneHoleMovements = [];
  17505. for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  17506. if ( j === il ) j = 0;
  17507. if ( k === il ) k = 0;
  17508. // (j)---(i)---(k)
  17509. oneHoleMovements[ i ]= getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  17510. }
  17511. holesMovements.push( oneHoleMovements );
  17512. verticesMovements = verticesMovements.concat( oneHoleMovements );
  17513. }
  17514. // Loop bevelSegments, 1 for the front, 1 for the back
  17515. for ( b = 0; b < bevelSegments; b ++ ) {
  17516. //for ( b = bevelSegments; b > 0; b -- ) {
  17517. t = b / bevelSegments;
  17518. z = bevelThickness * ( 1 - t );
  17519. //z = bevelThickness * t;
  17520. bs = bevelSize * ( Math.sin ( t * Math.PI/2 ) ) ; // curved
  17521. //bs = bevelSize * t ; // linear
  17522. // contract shape
  17523. for ( i = 0, il = contour.length; i < il; i ++ ) {
  17524. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  17525. v( vert.x, vert.y, - z );
  17526. }
  17527. // expand holes
  17528. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17529. ahole = holes[ h ];
  17530. oneHoleMovements = holesMovements[ h ];
  17531. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  17532. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  17533. v( vert.x, vert.y, - z );
  17534. }
  17535. }
  17536. }
  17537. bs = bevelSize;
  17538. // Back facing vertices
  17539. for ( i = 0; i < vlen; i ++ ) {
  17540. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  17541. if ( ! extrudeByPath ) {
  17542. v( vert.x, vert.y, 0 );
  17543. } else {
  17544. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  17545. normal.copy( splineTube.normals[0] ).multiplyScalar(vert.x);
  17546. binormal.copy( splineTube.binormals[0] ).multiplyScalar(vert.y);
  17547. position2.copy( extrudePts[0] ).add(normal).add(binormal);
  17548. v( position2.x, position2.y, position2.z );
  17549. }
  17550. }
  17551. // Add stepped vertices...
  17552. // Including front facing vertices
  17553. var s;
  17554. for ( s = 1; s <= steps; s ++ ) {
  17555. for ( i = 0; i < vlen; i ++ ) {
  17556. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  17557. if ( ! extrudeByPath ) {
  17558. v( vert.x, vert.y, amount / steps * s );
  17559. } else {
  17560. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  17561. normal.copy( splineTube.normals[s] ).multiplyScalar( vert.x );
  17562. binormal.copy( splineTube.binormals[s] ).multiplyScalar( vert.y );
  17563. position2.copy( extrudePts[s] ).add( normal ).add( binormal );
  17564. v( position2.x, position2.y, position2.z );
  17565. }
  17566. }
  17567. }
  17568. // Add bevel segments planes
  17569. //for ( b = 1; b <= bevelSegments; b ++ ) {
  17570. for ( b = bevelSegments - 1; b >= 0; b -- ) {
  17571. t = b / bevelSegments;
  17572. z = bevelThickness * ( 1 - t );
  17573. //bs = bevelSize * ( 1-Math.sin ( ( 1 - t ) * Math.PI/2 ) );
  17574. bs = bevelSize * Math.sin ( t * Math.PI/2 ) ;
  17575. // contract shape
  17576. for ( i = 0, il = contour.length; i < il; i ++ ) {
  17577. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  17578. v( vert.x, vert.y, amount + z );
  17579. }
  17580. // expand holes
  17581. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17582. ahole = holes[ h ];
  17583. oneHoleMovements = holesMovements[ h ];
  17584. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  17585. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  17586. if ( ! extrudeByPath ) {
  17587. v( vert.x, vert.y, amount + z );
  17588. } else {
  17589. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  17590. }
  17591. }
  17592. }
  17593. }
  17594. /* Faces */
  17595. // Top and bottom faces
  17596. buildLidFaces();
  17597. // Sides faces
  17598. buildSideFaces();
  17599. ///// Internal functions
  17600. function buildLidFaces() {
  17601. if ( bevelEnabled ) {
  17602. var layer = 0 ; // steps + 1
  17603. var offset = vlen * layer;
  17604. // Bottom faces
  17605. for ( i = 0; i < flen; i ++ ) {
  17606. face = faces[ i ];
  17607. f3( face[ 2 ]+ offset, face[ 1 ]+ offset, face[ 0 ] + offset, true );
  17608. }
  17609. layer = steps + bevelSegments * 2;
  17610. offset = vlen * layer;
  17611. // Top faces
  17612. for ( i = 0; i < flen; i ++ ) {
  17613. face = faces[ i ];
  17614. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset, false );
  17615. }
  17616. } else {
  17617. // Bottom faces
  17618. for ( i = 0; i < flen; i ++ ) {
  17619. face = faces[ i ];
  17620. f3( face[ 2 ], face[ 1 ], face[ 0 ], true );
  17621. }
  17622. // Top faces
  17623. for ( i = 0; i < flen; i ++ ) {
  17624. face = faces[ i ];
  17625. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps, false );
  17626. }
  17627. }
  17628. }
  17629. // Create faces for the z-sides of the shape
  17630. function buildSideFaces() {
  17631. var layeroffset = 0;
  17632. sidewalls( contour, layeroffset );
  17633. layeroffset += contour.length;
  17634. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17635. ahole = holes[ h ];
  17636. sidewalls( ahole, layeroffset );
  17637. //, true
  17638. layeroffset += ahole.length;
  17639. }
  17640. }
  17641. function sidewalls( contour, layeroffset ) {
  17642. var j, k;
  17643. i = contour.length;
  17644. while ( --i >= 0 ) {
  17645. j = i;
  17646. k = i - 1;
  17647. if ( k < 0 ) k = contour.length - 1;
  17648. //console.log('b', i,j, i-1, k,vertices.length);
  17649. var s = 0, sl = steps + bevelSegments * 2;
  17650. for ( s = 0; s < sl; s ++ ) {
  17651. var slen1 = vlen * s;
  17652. var slen2 = vlen * ( s + 1 );
  17653. var a = layeroffset + j + slen1,
  17654. b = layeroffset + k + slen1,
  17655. c = layeroffset + k + slen2,
  17656. d = layeroffset + j + slen2;
  17657. f4( a, b, c, d, contour, s, sl, j, k );
  17658. }
  17659. }
  17660. }
  17661. function v( x, y, z ) {
  17662. scope.vertices.push( new THREE.Vector3( x, y, z ) );
  17663. }
  17664. function f3( a, b, c, isBottom ) {
  17665. a += shapesOffset;
  17666. b += shapesOffset;
  17667. c += shapesOffset;
  17668. // normal, color, material
  17669. scope.faces.push( new THREE.Face3( a, b, c, null, null, material ) );
  17670. var uvs = isBottom ? uvgen.generateBottomUV( scope, shape, options, a, b, c ) : uvgen.generateTopUV( scope, shape, options, a, b, c );
  17671. scope.faceVertexUvs[ 0 ].push( uvs );
  17672. }
  17673. function f4( a, b, c, d, wallContour, stepIndex, stepsLength, contourIndex1, contourIndex2 ) {
  17674. a += shapesOffset;
  17675. b += shapesOffset;
  17676. c += shapesOffset;
  17677. d += shapesOffset;
  17678. scope.faces.push( new THREE.Face3( a, b, d, null, null, extrudeMaterial ) );
  17679. scope.faces.push( new THREE.Face3( b, c, d, null, null, extrudeMaterial ) );
  17680. var uvs = uvgen.generateSideWallUV( scope, shape, wallContour, options, a, b, c, d,
  17681. stepIndex, stepsLength, contourIndex1, contourIndex2 );
  17682. scope.faceVertexUvs[ 0 ].push( [ uvs[ 0 ], uvs[ 1 ], uvs[ 3 ] ] );
  17683. scope.faceVertexUvs[ 0 ].push( [ uvs[ 1 ], uvs[ 2 ], uvs[ 3 ] ] );
  17684. }
  17685. };
  17686. THREE.ExtrudeGeometry.WorldUVGenerator = {
  17687. generateTopUV: function( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC ) {
  17688. var ax = geometry.vertices[ indexA ].x,
  17689. ay = geometry.vertices[ indexA ].y,
  17690. bx = geometry.vertices[ indexB ].x,
  17691. by = geometry.vertices[ indexB ].y,
  17692. cx = geometry.vertices[ indexC ].x,
  17693. cy = geometry.vertices[ indexC ].y;
  17694. return [
  17695. new THREE.Vector2( ax, ay ),
  17696. new THREE.Vector2( bx, by ),
  17697. new THREE.Vector2( cx, cy )
  17698. ];
  17699. },
  17700. generateBottomUV: function( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC ) {
  17701. return this.generateTopUV( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC );
  17702. },
  17703. generateSideWallUV: function( geometry, extrudedShape, wallContour, extrudeOptions,
  17704. indexA, indexB, indexC, indexD, stepIndex, stepsLength,
  17705. contourIndex1, contourIndex2 ) {
  17706. var ax = geometry.vertices[ indexA ].x,
  17707. ay = geometry.vertices[ indexA ].y,
  17708. az = geometry.vertices[ indexA ].z,
  17709. bx = geometry.vertices[ indexB ].x,
  17710. by = geometry.vertices[ indexB ].y,
  17711. bz = geometry.vertices[ indexB ].z,
  17712. cx = geometry.vertices[ indexC ].x,
  17713. cy = geometry.vertices[ indexC ].y,
  17714. cz = geometry.vertices[ indexC ].z,
  17715. dx = geometry.vertices[ indexD ].x,
  17716. dy = geometry.vertices[ indexD ].y,
  17717. dz = geometry.vertices[ indexD ].z;
  17718. if ( Math.abs( ay - by ) < 0.01 ) {
  17719. return [
  17720. new THREE.Vector2( ax, 1 - az ),
  17721. new THREE.Vector2( bx, 1 - bz ),
  17722. new THREE.Vector2( cx, 1 - cz ),
  17723. new THREE.Vector2( dx, 1 - dz )
  17724. ];
  17725. } else {
  17726. return [
  17727. new THREE.Vector2( ay, 1 - az ),
  17728. new THREE.Vector2( by, 1 - bz ),
  17729. new THREE.Vector2( cy, 1 - cz ),
  17730. new THREE.Vector2( dy, 1 - dz )
  17731. ];
  17732. }
  17733. }
  17734. };
  17735. THREE.ExtrudeGeometry.__v1 = new THREE.Vector2();
  17736. THREE.ExtrudeGeometry.__v2 = new THREE.Vector2();
  17737. THREE.ExtrudeGeometry.__v3 = new THREE.Vector2();
  17738. THREE.ExtrudeGeometry.__v4 = new THREE.Vector2();
  17739. THREE.ExtrudeGeometry.__v5 = new THREE.Vector2();
  17740. THREE.ExtrudeGeometry.__v6 = new THREE.Vector2();
  17741. // File:src/extras/geometries/ShapeGeometry.js
  17742. /**
  17743. * @author jonobr1 / http://jonobr1.com
  17744. *
  17745. * Creates a one-sided polygonal geometry from a path shape. Similar to
  17746. * ExtrudeGeometry.
  17747. *
  17748. * parameters = {
  17749. *
  17750. * curveSegments: <int>, // number of points on the curves. NOT USED AT THE MOMENT.
  17751. *
  17752. * material: <int> // material index for front and back faces
  17753. * uvGenerator: <Object> // object that provides UV generator functions
  17754. *
  17755. * }
  17756. **/
  17757. THREE.ShapeGeometry = function ( shapes, options ) {
  17758. THREE.Geometry.call( this );
  17759. this.type = 'ShapeGeometry';
  17760. if ( shapes instanceof Array === false ) shapes = [ shapes ];
  17761. this.addShapeList( shapes, options );
  17762. this.computeFaceNormals();
  17763. };
  17764. THREE.ShapeGeometry.prototype = Object.create( THREE.Geometry.prototype );
  17765. /**
  17766. * Add an array of shapes to THREE.ShapeGeometry.
  17767. */
  17768. THREE.ShapeGeometry.prototype.addShapeList = function ( shapes, options ) {
  17769. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  17770. this.addShape( shapes[ i ], options );
  17771. }
  17772. return this;
  17773. };
  17774. /**
  17775. * Adds a shape to THREE.ShapeGeometry, based on THREE.ExtrudeGeometry.
  17776. */
  17777. THREE.ShapeGeometry.prototype.addShape = function ( shape, options ) {
  17778. if ( options === undefined ) options = {};
  17779. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  17780. var material = options.material;
  17781. var uvgen = options.UVGenerator === undefined ? THREE.ExtrudeGeometry.WorldUVGenerator : options.UVGenerator;
  17782. //
  17783. var i, l, hole, s;
  17784. var shapesOffset = this.vertices.length;
  17785. var shapePoints = shape.extractPoints( curveSegments );
  17786. var vertices = shapePoints.shape;
  17787. var holes = shapePoints.holes;
  17788. var reverse = ! THREE.Shape.Utils.isClockWise( vertices );
  17789. if ( reverse ) {
  17790. vertices = vertices.reverse();
  17791. // Maybe we should also check if holes are in the opposite direction, just to be safe...
  17792. for ( i = 0, l = holes.length; i < l; i ++ ) {
  17793. hole = holes[ i ];
  17794. if ( THREE.Shape.Utils.isClockWise( hole ) ) {
  17795. holes[ i ] = hole.reverse();
  17796. }
  17797. }
  17798. reverse = false;
  17799. }
  17800. var faces = THREE.Shape.Utils.triangulateShape( vertices, holes );
  17801. // Vertices
  17802. var contour = vertices;
  17803. for ( i = 0, l = holes.length; i < l; i ++ ) {
  17804. hole = holes[ i ];
  17805. vertices = vertices.concat( hole );
  17806. }
  17807. //
  17808. var vert, vlen = vertices.length;
  17809. var face, flen = faces.length;
  17810. var cont, clen = contour.length;
  17811. for ( i = 0; i < vlen; i ++ ) {
  17812. vert = vertices[ i ];
  17813. this.vertices.push( new THREE.Vector3( vert.x, vert.y, 0 ) );
  17814. }
  17815. for ( i = 0; i < flen; i ++ ) {
  17816. face = faces[ i ];
  17817. var a = face[ 0 ] + shapesOffset;
  17818. var b = face[ 1 ] + shapesOffset;
  17819. var c = face[ 2 ] + shapesOffset;
  17820. this.faces.push( new THREE.Face3( a, b, c, null, null, material ) );
  17821. this.faceVertexUvs[ 0 ].push( uvgen.generateBottomUV( this, shape, options, a, b, c ) );
  17822. }
  17823. };
  17824. // File:src/extras/geometries/LatheGeometry.js
  17825. /**
  17826. * @author astrodud / http://astrodud.isgreat.org/
  17827. * @author zz85 / https://github.com/zz85
  17828. * @author bhouston / http://exocortex.com
  17829. */
  17830. // points - to create a closed torus, one must use a set of points
  17831. // like so: [ a, b, c, d, a ], see first is the same as last.
  17832. // segments - the number of circumference segments to create
  17833. // phiStart - the starting radian
  17834. // phiLength - the radian (0 to 2*PI) range of the lathed section
  17835. // 2*pi is a closed lathe, less than 2PI is a portion.
  17836. THREE.LatheGeometry = function ( points, segments, phiStart, phiLength ) {
  17837. THREE.Geometry.call( this );
  17838. this.type = 'LatheGeometry';
  17839. this.parameters = {
  17840. points: points,
  17841. segments: segments,
  17842. phiStart: phiStart,
  17843. phiLength: phiLength
  17844. };
  17845. segments = segments || 12;
  17846. phiStart = phiStart || 0;
  17847. phiLength = phiLength || 2 * Math.PI;
  17848. var inversePointLength = 1.0 / ( points.length - 1 );
  17849. var inverseSegments = 1.0 / segments;
  17850. for ( var i = 0, il = segments; i <= il; i ++ ) {
  17851. var phi = phiStart + i * inverseSegments * phiLength;
  17852. var c = Math.cos( phi ),
  17853. s = Math.sin( phi );
  17854. for ( var j = 0, jl = points.length; j < jl; j ++ ) {
  17855. var pt = points[ j ];
  17856. var vertex = new THREE.Vector3();
  17857. vertex.x = c * pt.x - s * pt.y;
  17858. vertex.y = s * pt.x + c * pt.y;
  17859. vertex.z = pt.z;
  17860. this.vertices.push( vertex );
  17861. }
  17862. }
  17863. var np = points.length;
  17864. for ( var i = 0, il = segments; i < il; i ++ ) {
  17865. for ( var j = 0, jl = points.length - 1; j < jl; j ++ ) {
  17866. var base = j + np * i;
  17867. var a = base;
  17868. var b = base + np;
  17869. var c = base + 1 + np;
  17870. var d = base + 1;
  17871. var u0 = i * inverseSegments;
  17872. var v0 = j * inversePointLength;
  17873. var u1 = u0 + inverseSegments;
  17874. var v1 = v0 + inversePointLength;
  17875. this.faces.push( new THREE.Face3( a, b, d ) );
  17876. this.faceVertexUvs[ 0 ].push( [
  17877. new THREE.Vector2( u0, v0 ),
  17878. new THREE.Vector2( u1, v0 ),
  17879. new THREE.Vector2( u0, v1 )
  17880. ] );
  17881. this.faces.push( new THREE.Face3( b, c, d ) );
  17882. this.faceVertexUvs[ 0 ].push( [
  17883. new THREE.Vector2( u1, v0 ),
  17884. new THREE.Vector2( u1, v1 ),
  17885. new THREE.Vector2( u0, v1 )
  17886. ] );
  17887. }
  17888. }
  17889. this.mergeVertices();
  17890. this.computeFaceNormals();
  17891. this.computeVertexNormals();
  17892. };
  17893. THREE.LatheGeometry.prototype = Object.create( THREE.Geometry.prototype );
  17894. // File:src/extras/geometries/PlaneGeometry.js
  17895. /**
  17896. * @author mrdoob / http://mrdoob.com/
  17897. * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as
  17898. */
  17899. THREE.PlaneGeometry = function ( width, height, widthSegments, heightSegments ) {
  17900. console.info( 'THREE.PlaneGeometry: Consider using THREE.PlaneBufferGeometry for lower memory footprint.' );
  17901. THREE.Geometry.call( this );
  17902. this.type = 'PlaneGeometry';
  17903. this.parameters = {
  17904. width: width,
  17905. height: height,
  17906. widthSegments: widthSegments,
  17907. heightSegments: heightSegments
  17908. };
  17909. this.fromBufferGeometry( new THREE.PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
  17910. };
  17911. THREE.PlaneGeometry.prototype = Object.create( THREE.Geometry.prototype );
  17912. // File:src/extras/geometries/PlaneBufferGeometry.js
  17913. /**
  17914. * @author mrdoob / http://mrdoob.com/
  17915. * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as
  17916. */
  17917. THREE.PlaneBufferGeometry = function ( width, height, widthSegments, heightSegments ) {
  17918. THREE.BufferGeometry.call( this );
  17919. this.type = 'PlaneBufferGeometry';
  17920. this.parameters = {
  17921. width: width,
  17922. height: height,
  17923. widthSegments: widthSegments,
  17924. heightSegments: heightSegments
  17925. };
  17926. var width_half = width / 2;
  17927. var height_half = height / 2;
  17928. var gridX = widthSegments || 1;
  17929. var gridY = heightSegments || 1;
  17930. var gridX1 = gridX + 1;
  17931. var gridY1 = gridY + 1;
  17932. var segment_width = width / gridX;
  17933. var segment_height = height / gridY;
  17934. var vertices = new Float32Array( gridX1 * gridY1 * 3 );
  17935. var normals = new Float32Array( gridX1 * gridY1 * 3 );
  17936. var uvs = new Float32Array( gridX1 * gridY1 * 2 );
  17937. var offset = 0;
  17938. var offset2 = 0;
  17939. for ( var iy = 0; iy < gridY1; iy ++ ) {
  17940. var y = iy * segment_height - height_half;
  17941. for ( var ix = 0; ix < gridX1; ix ++ ) {
  17942. var x = ix * segment_width - width_half;
  17943. vertices[ offset ] = x;
  17944. vertices[ offset + 1 ] = - y;
  17945. normals[ offset + 2 ] = 1;
  17946. uvs[ offset2 ] = ix / gridX;
  17947. uvs[ offset2 + 1 ] = 1 - ( iy / gridY );
  17948. offset += 3;
  17949. offset2 += 2;
  17950. }
  17951. }
  17952. offset = 0;
  17953. var indices = new ( ( vertices.length / 3 ) > 65535 ? Uint32Array : Uint16Array )( gridX * gridY * 6 );
  17954. for ( var iy = 0; iy < gridY; iy ++ ) {
  17955. for ( var ix = 0; ix < gridX; ix ++ ) {
  17956. var a = ix + gridX1 * iy;
  17957. var b = ix + gridX1 * ( iy + 1 );
  17958. var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  17959. var d = ( ix + 1 ) + gridX1 * iy;
  17960. indices[ offset ] = a;
  17961. indices[ offset + 1 ] = b;
  17962. indices[ offset + 2 ] = d;
  17963. indices[ offset + 3 ] = b;
  17964. indices[ offset + 4 ] = c;
  17965. indices[ offset + 5 ] = d;
  17966. offset += 6;
  17967. }
  17968. }
  17969. this.addAttribute( 'index', new THREE.BufferAttribute( indices, 1 ) );
  17970. this.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
  17971. this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
  17972. this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );
  17973. };
  17974. THREE.PlaneBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
  17975. // File:src/extras/geometries/RingGeometry.js
  17976. /**
  17977. * @author Kaleb Murphy
  17978. */
  17979. THREE.RingGeometry = function ( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  17980. THREE.Geometry.call( this );
  17981. this.type = 'RingGeometry';
  17982. this.parameters = {
  17983. innerRadius: innerRadius,
  17984. outerRadius: outerRadius,
  17985. thetaSegments: thetaSegments,
  17986. phiSegments: phiSegments,
  17987. thetaStart: thetaStart,
  17988. thetaLength: thetaLength
  17989. };
  17990. innerRadius = innerRadius || 0;
  17991. outerRadius = outerRadius || 50;
  17992. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  17993. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  17994. thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  17995. phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 8;
  17996. var i, o, uvs = [], radius = innerRadius, radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  17997. for ( i = 0; i < phiSegments + 1; i ++ ) { // concentric circles inside ring
  17998. for ( o = 0; o < thetaSegments + 1; o ++ ) { // number of segments per circle
  17999. var vertex = new THREE.Vector3();
  18000. var segment = thetaStart + o / thetaSegments * thetaLength;
  18001. vertex.x = radius * Math.cos( segment );
  18002. vertex.y = radius * Math.sin( segment );
  18003. this.vertices.push( vertex );
  18004. uvs.push( new THREE.Vector2( ( vertex.x / outerRadius + 1 ) / 2, ( vertex.y / outerRadius + 1 ) / 2 ) );
  18005. }
  18006. radius += radiusStep;
  18007. }
  18008. var n = new THREE.Vector3( 0, 0, 1 );
  18009. for ( i = 0; i < phiSegments; i ++ ) { // concentric circles inside ring
  18010. var thetaSegment = i * (thetaSegments + 1);
  18011. for ( o = 0; o < thetaSegments ; o ++ ) { // number of segments per circle
  18012. var segment = o + thetaSegment;
  18013. var v1 = segment;
  18014. var v2 = segment + thetaSegments + 1;
  18015. var v3 = segment + thetaSegments + 2;
  18016. this.faces.push( new THREE.Face3( v1, v2, v3, [ n.clone(), n.clone(), n.clone() ] ) );
  18017. this.faceVertexUvs[ 0 ].push( [ uvs[ v1 ].clone(), uvs[ v2 ].clone(), uvs[ v3 ].clone() ]);
  18018. v1 = segment;
  18019. v2 = segment + thetaSegments + 2;
  18020. v3 = segment + 1;
  18021. this.faces.push( new THREE.Face3( v1, v2, v3, [ n.clone(), n.clone(), n.clone() ] ) );
  18022. this.faceVertexUvs[ 0 ].push( [ uvs[ v1 ].clone(), uvs[ v2 ].clone(), uvs[ v3 ].clone() ]);
  18023. }
  18024. }
  18025. this.computeFaceNormals();
  18026. this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
  18027. };
  18028. THREE.RingGeometry.prototype = Object.create( THREE.Geometry.prototype );
  18029. // File:src/extras/geometries/SphereGeometry.js
  18030. /**
  18031. * @author mrdoob / http://mrdoob.com/
  18032. */
  18033. THREE.SphereGeometry = function ( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18034. THREE.Geometry.call( this );
  18035. this.type = 'SphereGeometry';
  18036. this.parameters = {
  18037. radius: radius,
  18038. widthSegments: widthSegments,
  18039. heightSegments: heightSegments,
  18040. phiStart: phiStart,
  18041. phiLength: phiLength,
  18042. thetaStart: thetaStart,
  18043. thetaLength: thetaLength
  18044. };
  18045. radius = radius || 50;
  18046. widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  18047. heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
  18048. phiStart = phiStart !== undefined ? phiStart : 0;
  18049. phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
  18050. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18051. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
  18052. var x, y, vertices = [], uvs = [];
  18053. for ( y = 0; y <= heightSegments; y ++ ) {
  18054. var verticesRow = [];
  18055. var uvsRow = [];
  18056. for ( x = 0; x <= widthSegments; x ++ ) {
  18057. var u = x / widthSegments;
  18058. var v = y / heightSegments;
  18059. var vertex = new THREE.Vector3();
  18060. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18061. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  18062. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18063. this.vertices.push( vertex );
  18064. verticesRow.push( this.vertices.length - 1 );
  18065. uvsRow.push( new THREE.Vector2( u, 1 - v ) );
  18066. }
  18067. vertices.push( verticesRow );
  18068. uvs.push( uvsRow );
  18069. }
  18070. for ( y = 0; y < heightSegments; y ++ ) {
  18071. for ( x = 0; x < widthSegments; x ++ ) {
  18072. var v1 = vertices[ y ][ x + 1 ];
  18073. var v2 = vertices[ y ][ x ];
  18074. var v3 = vertices[ y + 1 ][ x ];
  18075. var v4 = vertices[ y + 1 ][ x + 1 ];
  18076. var n1 = this.vertices[ v1 ].clone().normalize();
  18077. var n2 = this.vertices[ v2 ].clone().normalize();
  18078. var n3 = this.vertices[ v3 ].clone().normalize();
  18079. var n4 = this.vertices[ v4 ].clone().normalize();
  18080. var uv1 = uvs[ y ][ x + 1 ].clone();
  18081. var uv2 = uvs[ y ][ x ].clone();
  18082. var uv3 = uvs[ y + 1 ][ x ].clone();
  18083. var uv4 = uvs[ y + 1 ][ x + 1 ].clone();
  18084. if ( Math.abs( this.vertices[ v1 ].y ) === radius ) {
  18085. uv1.x = ( uv1.x + uv2.x ) / 2;
  18086. this.faces.push( new THREE.Face3( v1, v3, v4, [ n1, n3, n4 ] ) );
  18087. this.faceVertexUvs[ 0 ].push( [ uv1, uv3, uv4 ] );
  18088. } else if ( Math.abs( this.vertices[ v3 ].y ) === radius ) {
  18089. uv3.x = ( uv3.x + uv4.x ) / 2;
  18090. this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
  18091. this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
  18092. } else {
  18093. this.faces.push( new THREE.Face3( v1, v2, v4, [ n1, n2, n4 ] ) );
  18094. this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv4 ] );
  18095. this.faces.push( new THREE.Face3( v2, v3, v4, [ n2.clone(), n3, n4.clone() ] ) );
  18096. this.faceVertexUvs[ 0 ].push( [ uv2.clone(), uv3, uv4.clone() ] );
  18097. }
  18098. }
  18099. }
  18100. this.computeFaceNormals();
  18101. this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
  18102. };
  18103. THREE.SphereGeometry.prototype = Object.create( THREE.Geometry.prototype );
  18104. // File:src/extras/geometries/TextGeometry.js
  18105. /**
  18106. * @author zz85 / http://www.lab4games.net/zz85/blog
  18107. * @author alteredq / http://alteredqualia.com/
  18108. *
  18109. * For creating 3D text geometry in three.js
  18110. *
  18111. * Text = 3D Text
  18112. *
  18113. * parameters = {
  18114. * size: <float>, // size of the text
  18115. * height: <float>, // thickness to extrude text
  18116. * curveSegments: <int>, // number of points on the curves
  18117. *
  18118. * font: <string>, // font name
  18119. * weight: <string>, // font weight (normal, bold)
  18120. * style: <string>, // font style (normal, italics)
  18121. *
  18122. * bevelEnabled: <bool>, // turn on bevel
  18123. * bevelThickness: <float>, // how deep into text bevel goes
  18124. * bevelSize: <float>, // how far from text outline is bevel
  18125. * }
  18126. *
  18127. */
  18128. /* Usage Examples
  18129. // TextGeometry wrapper
  18130. var text3d = new TextGeometry( text, options );
  18131. // Complete manner
  18132. var textShapes = THREE.FontUtils.generateShapes( text, options );
  18133. var text3d = new ExtrudeGeometry( textShapes, options );
  18134. */
  18135. THREE.TextGeometry = function ( text, parameters ) {
  18136. parameters = parameters || {};
  18137. var textShapes = THREE.FontUtils.generateShapes( text, parameters );
  18138. // translate parameters to ExtrudeGeometry API
  18139. parameters.amount = parameters.height !== undefined ? parameters.height : 50;
  18140. // defaults
  18141. if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;
  18142. if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;
  18143. if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;
  18144. THREE.ExtrudeGeometry.call( this, textShapes, parameters );
  18145. this.type = 'TextGeometry';
  18146. };
  18147. THREE.TextGeometry.prototype = Object.create( THREE.ExtrudeGeometry.prototype );
  18148. // File:src/extras/geometries/TorusGeometry.js
  18149. /**
  18150. * @author oosmoxiecode
  18151. * @author mrdoob / http://mrdoob.com/
  18152. * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3DLite/src/away3dlite/primitives/Torus.as?r=2888
  18153. */
  18154. THREE.TorusGeometry = function ( radius, tube, radialSegments, tubularSegments, arc ) {
  18155. THREE.Geometry.call( this );
  18156. this.type = 'TorusGeometry';
  18157. this.parameters = {
  18158. radius: radius,
  18159. tube: tube,
  18160. radialSegments: radialSegments,
  18161. tubularSegments: tubularSegments,
  18162. arc: arc
  18163. };
  18164. radius = radius || 100;
  18165. tube = tube || 40;
  18166. radialSegments = radialSegments || 8;
  18167. tubularSegments = tubularSegments || 6;
  18168. arc = arc || Math.PI * 2;
  18169. var center = new THREE.Vector3(), uvs = [], normals = [];
  18170. for ( var j = 0; j <= radialSegments; j ++ ) {
  18171. for ( var i = 0; i <= tubularSegments; i ++ ) {
  18172. var u = i / tubularSegments * arc;
  18173. var v = j / radialSegments * Math.PI * 2;
  18174. center.x = radius * Math.cos( u );
  18175. center.y = radius * Math.sin( u );
  18176. var vertex = new THREE.Vector3();
  18177. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  18178. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  18179. vertex.z = tube * Math.sin( v );
  18180. this.vertices.push( vertex );
  18181. uvs.push( new THREE.Vector2( i / tubularSegments, j / radialSegments ) );
  18182. normals.push( vertex.clone().sub( center ).normalize() );
  18183. }
  18184. }
  18185. for ( var j = 1; j <= radialSegments; j ++ ) {
  18186. for ( var i = 1; i <= tubularSegments; i ++ ) {
  18187. var a = ( tubularSegments + 1 ) * j + i - 1;
  18188. var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  18189. var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  18190. var d = ( tubularSegments + 1 ) * j + i;
  18191. var face = new THREE.Face3( a, b, d, [ normals[ a ].clone(), normals[ b ].clone(), normals[ d ].clone() ] );
  18192. this.faces.push( face );
  18193. this.faceVertexUvs[ 0 ].push( [ uvs[ a ].clone(), uvs[ b ].clone(), uvs[ d ].clone() ] );
  18194. face = new THREE.Face3( b, c, d, [ normals[ b ].clone(), normals[ c ].clone(), normals[ d ].clone() ] );
  18195. this.faces.push( face );
  18196. this.faceVertexUvs[ 0 ].push( [ uvs[ b ].clone(), uvs[ c ].clone(), uvs[ d ].clone() ] );
  18197. }
  18198. }
  18199. this.computeFaceNormals();
  18200. };
  18201. THREE.TorusGeometry.prototype = Object.create( THREE.Geometry.prototype );
  18202. // File:src/extras/geometries/TorusKnotGeometry.js
  18203. /**
  18204. * @author oosmoxiecode
  18205. * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
  18206. */
  18207. THREE.TorusKnotGeometry = function ( radius, tube, radialSegments, tubularSegments, p, q, heightScale ) {
  18208. THREE.Geometry.call( this );
  18209. this.type = 'TorusKnotGeometry';
  18210. this.parameters = {
  18211. radius: radius,
  18212. tube: tube,
  18213. radialSegments: radialSegments,
  18214. tubularSegments: tubularSegments,
  18215. p: p,
  18216. q: q,
  18217. heightScale: heightScale
  18218. };
  18219. radius = radius || 100;
  18220. tube = tube || 40;
  18221. radialSegments = radialSegments || 64;
  18222. tubularSegments = tubularSegments || 8;
  18223. p = p || 2;
  18224. q = q || 3;
  18225. heightScale = heightScale || 1;
  18226. var grid = new Array( radialSegments );
  18227. var tang = new THREE.Vector3();
  18228. var n = new THREE.Vector3();
  18229. var bitan = new THREE.Vector3();
  18230. for ( var i = 0; i < radialSegments; ++ i ) {
  18231. grid[ i ] = new Array( tubularSegments );
  18232. var u = i / radialSegments * 2 * p * Math.PI;
  18233. var p1 = getPos( u, q, p, radius, heightScale );
  18234. var p2 = getPos( u + 0.01, q, p, radius, heightScale );
  18235. tang.subVectors( p2, p1 );
  18236. n.addVectors( p2, p1 );
  18237. bitan.crossVectors( tang, n );
  18238. n.crossVectors( bitan, tang );
  18239. bitan.normalize();
  18240. n.normalize();
  18241. for ( var j = 0; j < tubularSegments; ++ j ) {
  18242. var v = j / tubularSegments * 2 * Math.PI;
  18243. var cx = - tube * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
  18244. var cy = tube * Math.sin( v );
  18245. var pos = new THREE.Vector3();
  18246. pos.x = p1.x + cx * n.x + cy * bitan.x;
  18247. pos.y = p1.y + cx * n.y + cy * bitan.y;
  18248. pos.z = p1.z + cx * n.z + cy * bitan.z;
  18249. grid[ i ][ j ] = this.vertices.push( pos ) - 1;
  18250. }
  18251. }
  18252. for ( var i = 0; i < radialSegments; ++ i ) {
  18253. for ( var j = 0; j < tubularSegments; ++ j ) {
  18254. var ip = ( i + 1 ) % radialSegments;
  18255. var jp = ( j + 1 ) % tubularSegments;
  18256. var a = grid[ i ][ j ];
  18257. var b = grid[ ip ][ j ];
  18258. var c = grid[ ip ][ jp ];
  18259. var d = grid[ i ][ jp ];
  18260. var uva = new THREE.Vector2( i / radialSegments, j / tubularSegments );
  18261. var uvb = new THREE.Vector2( ( i + 1 ) / radialSegments, j / tubularSegments );
  18262. var uvc = new THREE.Vector2( ( i + 1 ) / radialSegments, ( j + 1 ) / tubularSegments );
  18263. var uvd = new THREE.Vector2( i / radialSegments, ( j + 1 ) / tubularSegments );
  18264. this.faces.push( new THREE.Face3( a, b, d ) );
  18265. this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
  18266. this.faces.push( new THREE.Face3( b, c, d ) );
  18267. this.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
  18268. }
  18269. }
  18270. this.computeFaceNormals();
  18271. this.computeVertexNormals();
  18272. function getPos( u, in_q, in_p, radius, heightScale ) {
  18273. var cu = Math.cos( u );
  18274. var su = Math.sin( u );
  18275. var quOverP = in_q / in_p * u;
  18276. var cs = Math.cos( quOverP );
  18277. var tx = radius * ( 2 + cs ) * 0.5 * cu;
  18278. var ty = radius * ( 2 + cs ) * su * 0.5;
  18279. var tz = heightScale * radius * Math.sin( quOverP ) * 0.5;
  18280. return new THREE.Vector3( tx, ty, tz );
  18281. }
  18282. };
  18283. THREE.TorusKnotGeometry.prototype = Object.create( THREE.Geometry.prototype );
  18284. // File:src/extras/geometries/TubeGeometry.js
  18285. /**
  18286. * @author WestLangley / https://github.com/WestLangley
  18287. * @author zz85 / https://github.com/zz85
  18288. * @author miningold / https://github.com/miningold
  18289. *
  18290. * Modified from the TorusKnotGeometry by @oosmoxiecode
  18291. *
  18292. * Creates a tube which extrudes along a 3d spline
  18293. *
  18294. * Uses parallel transport frames as described in
  18295. * http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  18296. */
  18297. THREE.TubeGeometry = function ( path, segments, radius, radialSegments, closed ) {
  18298. THREE.Geometry.call( this );
  18299. this.type = 'TubeGeometry';
  18300. this.parameters = {
  18301. path: path,
  18302. segments: segments,
  18303. radius: radius,
  18304. radialSegments: radialSegments,
  18305. closed: closed
  18306. };
  18307. segments = segments || 64;
  18308. radius = radius || 1;
  18309. radialSegments = radialSegments || 8;
  18310. closed = closed || false;
  18311. var grid = [];
  18312. var scope = this,
  18313. tangent,
  18314. normal,
  18315. binormal,
  18316. numpoints = segments + 1,
  18317. x, y, z,
  18318. tx, ty, tz,
  18319. u, v,
  18320. cx, cy,
  18321. pos, pos2 = new THREE.Vector3(),
  18322. i, j,
  18323. ip, jp,
  18324. a, b, c, d,
  18325. uva, uvb, uvc, uvd;
  18326. var frames = new THREE.TubeGeometry.FrenetFrames( path, segments, closed ),
  18327. tangents = frames.tangents,
  18328. normals = frames.normals,
  18329. binormals = frames.binormals;
  18330. // proxy internals
  18331. this.tangents = tangents;
  18332. this.normals = normals;
  18333. this.binormals = binormals;
  18334. function vert( x, y, z ) {
  18335. return scope.vertices.push( new THREE.Vector3( x, y, z ) ) - 1;
  18336. }
  18337. // consruct the grid
  18338. for ( i = 0; i < numpoints; i ++ ) {
  18339. grid[ i ] = [];
  18340. u = i / ( numpoints - 1 );
  18341. pos = path.getPointAt( u );
  18342. tangent = tangents[ i ];
  18343. normal = normals[ i ];
  18344. binormal = binormals[ i ];
  18345. for ( j = 0; j < radialSegments; j ++ ) {
  18346. v = j / radialSegments * 2 * Math.PI;
  18347. cx = - radius * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
  18348. cy = radius * Math.sin( v );
  18349. pos2.copy( pos );
  18350. pos2.x += cx * normal.x + cy * binormal.x;
  18351. pos2.y += cx * normal.y + cy * binormal.y;
  18352. pos2.z += cx * normal.z + cy * binormal.z;
  18353. grid[ i ][ j ] = vert( pos2.x, pos2.y, pos2.z );
  18354. }
  18355. }
  18356. // construct the mesh
  18357. for ( i = 0; i < segments; i ++ ) {
  18358. for ( j = 0; j < radialSegments; j ++ ) {
  18359. ip = ( closed ) ? (i + 1) % segments : i + 1;
  18360. jp = (j + 1) % radialSegments;
  18361. a = grid[ i ][ j ]; // *** NOT NECESSARILY PLANAR ! ***
  18362. b = grid[ ip ][ j ];
  18363. c = grid[ ip ][ jp ];
  18364. d = grid[ i ][ jp ];
  18365. uva = new THREE.Vector2( i / segments, j / radialSegments );
  18366. uvb = new THREE.Vector2( ( i + 1 ) / segments, j / radialSegments );
  18367. uvc = new THREE.Vector2( ( i + 1 ) / segments, ( j + 1 ) / radialSegments );
  18368. uvd = new THREE.Vector2( i / segments, ( j + 1 ) / radialSegments );
  18369. this.faces.push( new THREE.Face3( a, b, d ) );
  18370. this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
  18371. this.faces.push( new THREE.Face3( b, c, d ) );
  18372. this.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
  18373. }
  18374. }
  18375. this.computeFaceNormals();
  18376. this.computeVertexNormals();
  18377. };
  18378. THREE.TubeGeometry.prototype = Object.create( THREE.Geometry.prototype );
  18379. // For computing of Frenet frames, exposing the tangents, normals and binormals the spline
  18380. THREE.TubeGeometry.FrenetFrames = function ( path, segments, closed ) {
  18381. var tangent = new THREE.Vector3(),
  18382. normal = new THREE.Vector3(),
  18383. binormal = new THREE.Vector3(),
  18384. tangents = [],
  18385. normals = [],
  18386. binormals = [],
  18387. vec = new THREE.Vector3(),
  18388. mat = new THREE.Matrix4(),
  18389. numpoints = segments + 1,
  18390. theta,
  18391. epsilon = 0.0001,
  18392. smallest,
  18393. tx, ty, tz,
  18394. i, u, v;
  18395. // expose internals
  18396. this.tangents = tangents;
  18397. this.normals = normals;
  18398. this.binormals = binormals;
  18399. // compute the tangent vectors for each segment on the path
  18400. for ( i = 0; i < numpoints; i ++ ) {
  18401. u = i / ( numpoints - 1 );
  18402. tangents[ i ] = path.getTangentAt( u );
  18403. tangents[ i ].normalize();
  18404. }
  18405. initialNormal3();
  18406. /*
  18407. function initialNormal1(lastBinormal) {
  18408. // fixed start binormal. Has dangers of 0 vectors
  18409. normals[ 0 ] = new THREE.Vector3();
  18410. binormals[ 0 ] = new THREE.Vector3();
  18411. if (lastBinormal===undefined) lastBinormal = new THREE.Vector3( 0, 0, 1 );
  18412. normals[ 0 ].crossVectors( lastBinormal, tangents[ 0 ] ).normalize();
  18413. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize();
  18414. }
  18415. function initialNormal2() {
  18416. // This uses the Frenet-Serret formula for deriving binormal
  18417. var t2 = path.getTangentAt( epsilon );
  18418. normals[ 0 ] = new THREE.Vector3().subVectors( t2, tangents[ 0 ] ).normalize();
  18419. binormals[ 0 ] = new THREE.Vector3().crossVectors( tangents[ 0 ], normals[ 0 ] );
  18420. normals[ 0 ].crossVectors( binormals[ 0 ], tangents[ 0 ] ).normalize(); // last binormal x tangent
  18421. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize();
  18422. }
  18423. */
  18424. function initialNormal3() {
  18425. // select an initial normal vector perpenicular to the first tangent vector,
  18426. // and in the direction of the smallest tangent xyz component
  18427. normals[ 0 ] = new THREE.Vector3();
  18428. binormals[ 0 ] = new THREE.Vector3();
  18429. smallest = Number.MAX_VALUE;
  18430. tx = Math.abs( tangents[ 0 ].x );
  18431. ty = Math.abs( tangents[ 0 ].y );
  18432. tz = Math.abs( tangents[ 0 ].z );
  18433. if ( tx <= smallest ) {
  18434. smallest = tx;
  18435. normal.set( 1, 0, 0 );
  18436. }
  18437. if ( ty <= smallest ) {
  18438. smallest = ty;
  18439. normal.set( 0, 1, 0 );
  18440. }
  18441. if ( tz <= smallest ) {
  18442. normal.set( 0, 0, 1 );
  18443. }
  18444. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  18445. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  18446. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  18447. }
  18448. // compute the slowly-varying normal and binormal vectors for each segment on the path
  18449. for ( i = 1; i < numpoints; i ++ ) {
  18450. normals[ i ] = normals[ i-1 ].clone();
  18451. binormals[ i ] = binormals[ i-1 ].clone();
  18452. vec.crossVectors( tangents[ i-1 ], tangents[ i ] );
  18453. if ( vec.length() > epsilon ) {
  18454. vec.normalize();
  18455. theta = Math.acos( THREE.Math.clamp( tangents[ i-1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
  18456. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  18457. }
  18458. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  18459. }
  18460. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  18461. if ( closed ) {
  18462. theta = Math.acos( THREE.Math.clamp( normals[ 0 ].dot( normals[ numpoints-1 ] ), - 1, 1 ) );
  18463. theta /= ( numpoints - 1 );
  18464. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ numpoints-1 ] ) ) > 0 ) {
  18465. theta = - theta;
  18466. }
  18467. for ( i = 1; i < numpoints; i ++ ) {
  18468. // twist a little...
  18469. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  18470. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  18471. }
  18472. }
  18473. };
  18474. // File:src/extras/geometries/PolyhedronGeometry.js
  18475. /**
  18476. * @author clockworkgeek / https://github.com/clockworkgeek
  18477. * @author timothypratley / https://github.com/timothypratley
  18478. * @author WestLangley / http://github.com/WestLangley
  18479. */
  18480. THREE.PolyhedronGeometry = function ( vertices, indices, radius, detail ) {
  18481. THREE.Geometry.call( this );
  18482. this.type = 'PolyhedronGeometry';
  18483. this.parameters = {
  18484. vertices: vertices,
  18485. indices: indices,
  18486. radius: radius,
  18487. detail: detail
  18488. };
  18489. radius = radius || 1;
  18490. detail = detail || 0;
  18491. var that = this;
  18492. for ( var i = 0, l = vertices.length; i < l; i += 3 ) {
  18493. prepare( new THREE.Vector3( vertices[ i ], vertices[ i + 1 ], vertices[ i + 2 ] ) );
  18494. }
  18495. var midpoints = [], p = this.vertices;
  18496. var faces = [];
  18497. for ( var i = 0, j = 0, l = indices.length; i < l; i += 3, j ++ ) {
  18498. var v1 = p[ indices[ i ] ];
  18499. var v2 = p[ indices[ i + 1 ] ];
  18500. var v3 = p[ indices[ i + 2 ] ];
  18501. faces[ j ] = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] );
  18502. }
  18503. var centroid = new THREE.Vector3();
  18504. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  18505. subdivide( faces[ i ], detail );
  18506. }
  18507. // Handle case when face straddles the seam
  18508. for ( var i = 0, l = this.faceVertexUvs[ 0 ].length; i < l; i ++ ) {
  18509. var uvs = this.faceVertexUvs[ 0 ][ i ];
  18510. var x0 = uvs[ 0 ].x;
  18511. var x1 = uvs[ 1 ].x;
  18512. var x2 = uvs[ 2 ].x;
  18513. var max = Math.max( x0, Math.max( x1, x2 ) );
  18514. var min = Math.min( x0, Math.min( x1, x2 ) );
  18515. if ( max > 0.9 && min < 0.1 ) { // 0.9 is somewhat arbitrary
  18516. if ( x0 < 0.2 ) uvs[ 0 ].x += 1;
  18517. if ( x1 < 0.2 ) uvs[ 1 ].x += 1;
  18518. if ( x2 < 0.2 ) uvs[ 2 ].x += 1;
  18519. }
  18520. }
  18521. // Apply radius
  18522. for ( var i = 0, l = this.vertices.length; i < l; i ++ ) {
  18523. this.vertices[ i ].multiplyScalar( radius );
  18524. }
  18525. // Merge vertices
  18526. this.mergeVertices();
  18527. this.computeFaceNormals();
  18528. this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
  18529. // Project vector onto sphere's surface
  18530. function prepare( vector ) {
  18531. var vertex = vector.normalize().clone();
  18532. vertex.index = that.vertices.push( vertex ) - 1;
  18533. // Texture coords are equivalent to map coords, calculate angle and convert to fraction of a circle.
  18534. var u = azimuth( vector ) / 2 / Math.PI + 0.5;
  18535. var v = inclination( vector ) / Math.PI + 0.5;
  18536. vertex.uv = new THREE.Vector2( u, 1 - v );
  18537. return vertex;
  18538. }
  18539. // Approximate a curved face with recursively sub-divided triangles.
  18540. function make( v1, v2, v3 ) {
  18541. var face = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] );
  18542. that.faces.push( face );
  18543. centroid.copy( v1 ).add( v2 ).add( v3 ).divideScalar( 3 );
  18544. var azi = azimuth( centroid );
  18545. that.faceVertexUvs[ 0 ].push( [
  18546. correctUV( v1.uv, v1, azi ),
  18547. correctUV( v2.uv, v2, azi ),
  18548. correctUV( v3.uv, v3, azi )
  18549. ] );
  18550. }
  18551. // Analytically subdivide a face to the required detail level.
  18552. function subdivide( face, detail ) {
  18553. var cols = Math.pow(2, detail);
  18554. var cells = Math.pow(4, detail);
  18555. var a = prepare( that.vertices[ face.a ] );
  18556. var b = prepare( that.vertices[ face.b ] );
  18557. var c = prepare( that.vertices[ face.c ] );
  18558. var v = [];
  18559. // Construct all of the vertices for this subdivision.
  18560. for ( var i = 0 ; i <= cols; i ++ ) {
  18561. v[ i ] = [];
  18562. var aj = prepare( a.clone().lerp( c, i / cols ) );
  18563. var bj = prepare( b.clone().lerp( c, i / cols ) );
  18564. var rows = cols - i;
  18565. for ( var j = 0; j <= rows; j ++) {
  18566. if ( j == 0 && i == cols ) {
  18567. v[ i ][ j ] = aj;
  18568. } else {
  18569. v[ i ][ j ] = prepare( aj.clone().lerp( bj, j / rows ) );
  18570. }
  18571. }
  18572. }
  18573. // Construct all of the faces.
  18574. for ( var i = 0; i < cols ; i ++ ) {
  18575. for ( var j = 0; j < 2 * (cols - i) - 1; j ++ ) {
  18576. var k = Math.floor( j / 2 );
  18577. if ( j % 2 == 0 ) {
  18578. make(
  18579. v[ i ][ k + 1],
  18580. v[ i + 1 ][ k ],
  18581. v[ i ][ k ]
  18582. );
  18583. } else {
  18584. make(
  18585. v[ i ][ k + 1 ],
  18586. v[ i + 1][ k + 1],
  18587. v[ i + 1 ][ k ]
  18588. );
  18589. }
  18590. }
  18591. }
  18592. }
  18593. // Angle around the Y axis, counter-clockwise when looking from above.
  18594. function azimuth( vector ) {
  18595. return Math.atan2( vector.z, - vector.x );
  18596. }
  18597. // Angle above the XZ plane.
  18598. function inclination( vector ) {
  18599. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  18600. }
  18601. // Texture fixing helper. Spheres have some odd behaviours.
  18602. function correctUV( uv, vector, azimuth ) {
  18603. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) uv = new THREE.Vector2( uv.x - 1, uv.y );
  18604. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) uv = new THREE.Vector2( azimuth / 2 / Math.PI + 0.5, uv.y );
  18605. return uv.clone();
  18606. }
  18607. };
  18608. THREE.PolyhedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
  18609. // File:src/extras/geometries/DodecahedronGeometry.js
  18610. /**
  18611. * @author Abe Pazos / https://hamoid.com
  18612. */
  18613. THREE.DodecahedronGeometry = function ( radius, detail ) {
  18614. this.parameters = {
  18615. radius: radius,
  18616. detail: detail
  18617. };
  18618. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  18619. var r = 1 / t;
  18620. var vertices = [
  18621. // (±1, ±1, ±1)
  18622. -1, -1, -1, -1, -1, 1,
  18623. -1, 1, -1, -1, 1, 1,
  18624. 1, -1, -1, 1, -1, 1,
  18625. 1, 1, -1, 1, 1, 1,
  18626. // (0, ±1/φ, ±φ)
  18627. 0, -r, -t, 0, -r, t,
  18628. 0, r, -t, 0, r, t,
  18629. // (±1/φ, ±φ, 0)
  18630. -r, -t, 0, -r, t, 0,
  18631. r, -t, 0, r, t, 0,
  18632. // (±φ, 0, ±1/φ)
  18633. -t, 0, -r, t, 0, -r,
  18634. -t, 0, r, t, 0, r
  18635. ];
  18636. var indices = [
  18637. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  18638. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  18639. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  18640. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  18641. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  18642. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  18643. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  18644. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  18645. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  18646. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  18647. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  18648. 1, 12, 14, 1, 14, 5, 1, 5, 9
  18649. ];
  18650. THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail );
  18651. };
  18652. THREE.DodecahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
  18653. // File:src/extras/geometries/IcosahedronGeometry.js
  18654. /**
  18655. * @author timothypratley / https://github.com/timothypratley
  18656. */
  18657. THREE.IcosahedronGeometry = function ( radius, detail ) {
  18658. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  18659. var vertices = [
  18660. - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
  18661. 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
  18662. t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
  18663. ];
  18664. var indices = [
  18665. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  18666. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  18667. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  18668. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  18669. ];
  18670. THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail );
  18671. this.type = 'IcosahedronGeometry';
  18672. this.parameters = {
  18673. radius: radius,
  18674. detail: detail
  18675. };
  18676. };
  18677. THREE.IcosahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
  18678. // File:src/extras/geometries/OctahedronGeometry.js
  18679. /**
  18680. * @author timothypratley / https://github.com/timothypratley
  18681. */
  18682. THREE.OctahedronGeometry = function ( radius, detail ) {
  18683. this.parameters = {
  18684. radius: radius,
  18685. detail: detail
  18686. };
  18687. var vertices = [
  18688. 1, 0, 0, - 1, 0, 0, 0, 1, 0, 0,- 1, 0, 0, 0, 1, 0, 0,- 1
  18689. ];
  18690. var indices = [
  18691. 0, 2, 4, 0, 4, 3, 0, 3, 5, 0, 5, 2, 1, 2, 5, 1, 5, 3, 1, 3, 4, 1, 4, 2
  18692. ];
  18693. THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail );
  18694. this.type = 'OctahedronGeometry';
  18695. this.parameters = {
  18696. radius: radius,
  18697. detail: detail
  18698. };
  18699. };
  18700. THREE.OctahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
  18701. // File:src/extras/geometries/TetrahedronGeometry.js
  18702. /**
  18703. * @author timothypratley / https://github.com/timothypratley
  18704. */
  18705. THREE.TetrahedronGeometry = function ( radius, detail ) {
  18706. var vertices = [
  18707. 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
  18708. ];
  18709. var indices = [
  18710. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  18711. ];
  18712. THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail );
  18713. this.type = 'TetrahedronGeometry';
  18714. this.parameters = {
  18715. radius: radius,
  18716. detail: detail
  18717. };
  18718. };
  18719. THREE.TetrahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
  18720. // File:src/extras/geometries/ParametricGeometry.js
  18721. /**
  18722. * @author zz85 / https://github.com/zz85
  18723. * Parametric Surfaces Geometry
  18724. * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
  18725. *
  18726. * new THREE.ParametricGeometry( parametricFunction, uSegments, ySegements );
  18727. *
  18728. */
  18729. THREE.ParametricGeometry = function ( func, slices, stacks ) {
  18730. THREE.Geometry.call( this );
  18731. this.type = 'ParametricGeometry';
  18732. this.parameters = {
  18733. func: func,
  18734. slices: slices,
  18735. stacks: stacks
  18736. };
  18737. var verts = this.vertices;
  18738. var faces = this.faces;
  18739. var uvs = this.faceVertexUvs[ 0 ];
  18740. var i, il, j, p;
  18741. var u, v;
  18742. var stackCount = stacks + 1;
  18743. var sliceCount = slices + 1;
  18744. for ( i = 0; i <= stacks; i ++ ) {
  18745. v = i / stacks;
  18746. for ( j = 0; j <= slices; j ++ ) {
  18747. u = j / slices;
  18748. p = func( u, v );
  18749. verts.push( p );
  18750. }
  18751. }
  18752. var a, b, c, d;
  18753. var uva, uvb, uvc, uvd;
  18754. for ( i = 0; i < stacks; i ++ ) {
  18755. for ( j = 0; j < slices; j ++ ) {
  18756. a = i * sliceCount + j;
  18757. b = i * sliceCount + j + 1;
  18758. c = (i + 1) * sliceCount + j + 1;
  18759. d = (i + 1) * sliceCount + j;
  18760. uva = new THREE.Vector2( j / slices, i / stacks );
  18761. uvb = new THREE.Vector2( ( j + 1 ) / slices, i / stacks );
  18762. uvc = new THREE.Vector2( ( j + 1 ) / slices, ( i + 1 ) / stacks );
  18763. uvd = new THREE.Vector2( j / slices, ( i + 1 ) / stacks );
  18764. faces.push( new THREE.Face3( a, b, d ) );
  18765. uvs.push( [ uva, uvb, uvd ] );
  18766. faces.push( new THREE.Face3( b, c, d ) );
  18767. uvs.push( [ uvb.clone(), uvc, uvd.clone() ] );
  18768. }
  18769. }
  18770. // console.log(this);
  18771. // magic bullet
  18772. // var diff = this.mergeVertices();
  18773. // console.log('removed ', diff, ' vertices by merging');
  18774. this.computeFaceNormals();
  18775. this.computeVertexNormals();
  18776. };
  18777. THREE.ParametricGeometry.prototype = Object.create( THREE.Geometry.prototype );
  18778. // File:src/extras/helpers/AxisHelper.js
  18779. /**
  18780. * @author sroucheray / http://sroucheray.org/
  18781. * @author mrdoob / http://mrdoob.com/
  18782. */
  18783. THREE.AxisHelper = function ( size ) {
  18784. size = size || 1;
  18785. var vertices = new Float32Array( [
  18786. 0, 0, 0, size, 0, 0,
  18787. 0, 0, 0, 0, size, 0,
  18788. 0, 0, 0, 0, 0, size
  18789. ] );
  18790. var colors = new Float32Array( [
  18791. 1, 0, 0, 1, 0.6, 0,
  18792. 0, 1, 0, 0.6, 1, 0,
  18793. 0, 0, 1, 0, 0.6, 1
  18794. ] );
  18795. var geometry = new THREE.BufferGeometry();
  18796. geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
  18797. geometry.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) );
  18798. var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } );
  18799. THREE.Line.call( this, geometry, material, THREE.LinePieces );
  18800. };
  18801. THREE.AxisHelper.prototype = Object.create( THREE.Line.prototype );
  18802. // File:src/extras/helpers/ArrowHelper.js
  18803. /**
  18804. * @author WestLangley / http://github.com/WestLangley
  18805. * @author zz85 / http://github.com/zz85
  18806. * @author bhouston / http://exocortex.com
  18807. *
  18808. * Creates an arrow for visualizing directions
  18809. *
  18810. * Parameters:
  18811. * dir - Vector3
  18812. * origin - Vector3
  18813. * length - Number
  18814. * color - color in hex value
  18815. * headLength - Number
  18816. * headWidth - Number
  18817. */
  18818. THREE.ArrowHelper = ( function () {
  18819. var lineGeometry = new THREE.Geometry();
  18820. lineGeometry.vertices.push( new THREE.Vector3( 0, 0, 0 ), new THREE.Vector3( 0, 1, 0 ) );
  18821. var coneGeometry = new THREE.CylinderGeometry( 0, 0.5, 1, 5, 1 );
  18822. coneGeometry.applyMatrix( new THREE.Matrix4().makeTranslation( 0, - 0.5, 0 ) );
  18823. return function ( dir, origin, length, color, headLength, headWidth ) {
  18824. // dir is assumed to be normalized
  18825. THREE.Object3D.call( this );
  18826. if ( color === undefined ) color = 0xffff00;
  18827. if ( length === undefined ) length = 1;
  18828. if ( headLength === undefined ) headLength = 0.2 * length;
  18829. if ( headWidth === undefined ) headWidth = 0.2 * headLength;
  18830. this.position.copy( origin );
  18831. this.line = new THREE.Line( lineGeometry, new THREE.LineBasicMaterial( { color: color } ) );
  18832. this.line.matrixAutoUpdate = false;
  18833. this.add( this.line );
  18834. this.cone = new THREE.Mesh( coneGeometry, new THREE.MeshBasicMaterial( { color: color } ) );
  18835. this.cone.matrixAutoUpdate = false;
  18836. this.add( this.cone );
  18837. this.setDirection( dir );
  18838. this.setLength( length, headLength, headWidth );
  18839. }
  18840. }() );
  18841. THREE.ArrowHelper.prototype = Object.create( THREE.Object3D.prototype );
  18842. THREE.ArrowHelper.prototype.setDirection = ( function () {
  18843. var axis = new THREE.Vector3();
  18844. var radians;
  18845. return function ( dir ) {
  18846. // dir is assumed to be normalized
  18847. if ( dir.y > 0.99999 ) {
  18848. this.quaternion.set( 0, 0, 0, 1 );
  18849. } else if ( dir.y < - 0.99999 ) {
  18850. this.quaternion.set( 1, 0, 0, 0 );
  18851. } else {
  18852. axis.set( dir.z, 0, - dir.x ).normalize();
  18853. radians = Math.acos( dir.y );
  18854. this.quaternion.setFromAxisAngle( axis, radians );
  18855. }
  18856. };
  18857. }() );
  18858. THREE.ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
  18859. if ( headLength === undefined ) headLength = 0.2 * length;
  18860. if ( headWidth === undefined ) headWidth = 0.2 * headLength;
  18861. this.line.scale.set( 1, length, 1 );
  18862. this.line.updateMatrix();
  18863. this.cone.scale.set( headWidth, headLength, headWidth );
  18864. this.cone.position.y = length;
  18865. this.cone.updateMatrix();
  18866. };
  18867. THREE.ArrowHelper.prototype.setColor = function ( color ) {
  18868. this.line.material.color.set( color );
  18869. this.cone.material.color.set( color );
  18870. };
  18871. // File:src/extras/helpers/BoxHelper.js
  18872. /**
  18873. * @author mrdoob / http://mrdoob.com/
  18874. */
  18875. THREE.BoxHelper = function ( object ) {
  18876. var geometry = new THREE.BufferGeometry();
  18877. geometry.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( 72 ), 3 ) );
  18878. THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: 0xffff00 } ), THREE.LinePieces );
  18879. if ( object !== undefined ) {
  18880. this.update( object );
  18881. }
  18882. };
  18883. THREE.BoxHelper.prototype = Object.create( THREE.Line.prototype );
  18884. THREE.BoxHelper.prototype.update = function ( object ) {
  18885. var geometry = object.geometry;
  18886. if ( geometry.boundingBox === null ) {
  18887. geometry.computeBoundingBox();
  18888. }
  18889. var min = geometry.boundingBox.min;
  18890. var max = geometry.boundingBox.max;
  18891. /*
  18892. 5____4
  18893. 1/___0/|
  18894. | 6__|_7
  18895. 2/___3/
  18896. 0: max.x, max.y, max.z
  18897. 1: min.x, max.y, max.z
  18898. 2: min.x, min.y, max.z
  18899. 3: max.x, min.y, max.z
  18900. 4: max.x, max.y, min.z
  18901. 5: min.x, max.y, min.z
  18902. 6: min.x, min.y, min.z
  18903. 7: max.x, min.y, min.z
  18904. */
  18905. var vertices = this.geometry.attributes.position.array;
  18906. vertices[ 0 ] = max.x; vertices[ 1 ] = max.y; vertices[ 2 ] = max.z;
  18907. vertices[ 3 ] = min.x; vertices[ 4 ] = max.y; vertices[ 5 ] = max.z;
  18908. vertices[ 6 ] = min.x; vertices[ 7 ] = max.y; vertices[ 8 ] = max.z;
  18909. vertices[ 9 ] = min.x; vertices[ 10 ] = min.y; vertices[ 11 ] = max.z;
  18910. vertices[ 12 ] = min.x; vertices[ 13 ] = min.y; vertices[ 14 ] = max.z;
  18911. vertices[ 15 ] = max.x; vertices[ 16 ] = min.y; vertices[ 17 ] = max.z;
  18912. vertices[ 18 ] = max.x; vertices[ 19 ] = min.y; vertices[ 20 ] = max.z;
  18913. vertices[ 21 ] = max.x; vertices[ 22 ] = max.y; vertices[ 23 ] = max.z;
  18914. //
  18915. vertices[ 24 ] = max.x; vertices[ 25 ] = max.y; vertices[ 26 ] = min.z;
  18916. vertices[ 27 ] = min.x; vertices[ 28 ] = max.y; vertices[ 29 ] = min.z;
  18917. vertices[ 30 ] = min.x; vertices[ 31 ] = max.y; vertices[ 32 ] = min.z;
  18918. vertices[ 33 ] = min.x; vertices[ 34 ] = min.y; vertices[ 35 ] = min.z;
  18919. vertices[ 36 ] = min.x; vertices[ 37 ] = min.y; vertices[ 38 ] = min.z;
  18920. vertices[ 39 ] = max.x; vertices[ 40 ] = min.y; vertices[ 41 ] = min.z;
  18921. vertices[ 42 ] = max.x; vertices[ 43 ] = min.y; vertices[ 44 ] = min.z;
  18922. vertices[ 45 ] = max.x; vertices[ 46 ] = max.y; vertices[ 47 ] = min.z;
  18923. //
  18924. vertices[ 48 ] = max.x; vertices[ 49 ] = max.y; vertices[ 50 ] = max.z;
  18925. vertices[ 51 ] = max.x; vertices[ 52 ] = max.y; vertices[ 53 ] = min.z;
  18926. vertices[ 54 ] = min.x; vertices[ 55 ] = max.y; vertices[ 56 ] = max.z;
  18927. vertices[ 57 ] = min.x; vertices[ 58 ] = max.y; vertices[ 59 ] = min.z;
  18928. vertices[ 60 ] = min.x; vertices[ 61 ] = min.y; vertices[ 62 ] = max.z;
  18929. vertices[ 63 ] = min.x; vertices[ 64 ] = min.y; vertices[ 65 ] = min.z;
  18930. vertices[ 66 ] = max.x; vertices[ 67 ] = min.y; vertices[ 68 ] = max.z;
  18931. vertices[ 69 ] = max.x; vertices[ 70 ] = min.y; vertices[ 71 ] = min.z;
  18932. this.geometry.attributes.position.needsUpdate = true;
  18933. this.geometry.computeBoundingSphere();
  18934. this.matrixAutoUpdate = false;
  18935. this.matrixWorld = object.matrixWorld;
  18936. };
  18937. // File:src/extras/helpers/BoundingBoxHelper.js
  18938. /**
  18939. * @author WestLangley / http://github.com/WestLangley
  18940. */
  18941. // a helper to show the world-axis-aligned bounding box for an object
  18942. THREE.BoundingBoxHelper = function ( object, hex ) {
  18943. var color = ( hex !== undefined ) ? hex : 0x888888;
  18944. this.object = object;
  18945. this.box = new THREE.Box3();
  18946. THREE.Mesh.call( this, new THREE.BoxGeometry( 1, 1, 1 ), new THREE.MeshBasicMaterial( { color: color, wireframe: true } ) );
  18947. };
  18948. THREE.BoundingBoxHelper.prototype = Object.create( THREE.Mesh.prototype );
  18949. THREE.BoundingBoxHelper.prototype.update = function () {
  18950. this.box.setFromObject( this.object );
  18951. this.box.size( this.scale );
  18952. this.box.center( this.position );
  18953. };
  18954. // File:src/extras/helpers/CameraHelper.js
  18955. /**
  18956. * @author alteredq / http://alteredqualia.com/
  18957. *
  18958. * - shows frustum, line of sight and up of the camera
  18959. * - suitable for fast updates
  18960. * - based on frustum visualization in lightgl.js shadowmap example
  18961. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  18962. */
  18963. THREE.CameraHelper = function ( camera ) {
  18964. var geometry = new THREE.Geometry();
  18965. var material = new THREE.LineBasicMaterial( { color: 0xffffff, vertexColors: THREE.FaceColors } );
  18966. var pointMap = {};
  18967. // colors
  18968. var hexFrustum = 0xffaa00;
  18969. var hexCone = 0xff0000;
  18970. var hexUp = 0x00aaff;
  18971. var hexTarget = 0xffffff;
  18972. var hexCross = 0x333333;
  18973. // near
  18974. addLine( "n1", "n2", hexFrustum );
  18975. addLine( "n2", "n4", hexFrustum );
  18976. addLine( "n4", "n3", hexFrustum );
  18977. addLine( "n3", "n1", hexFrustum );
  18978. // far
  18979. addLine( "f1", "f2", hexFrustum );
  18980. addLine( "f2", "f4", hexFrustum );
  18981. addLine( "f4", "f3", hexFrustum );
  18982. addLine( "f3", "f1", hexFrustum );
  18983. // sides
  18984. addLine( "n1", "f1", hexFrustum );
  18985. addLine( "n2", "f2", hexFrustum );
  18986. addLine( "n3", "f3", hexFrustum );
  18987. addLine( "n4", "f4", hexFrustum );
  18988. // cone
  18989. addLine( "p", "n1", hexCone );
  18990. addLine( "p", "n2", hexCone );
  18991. addLine( "p", "n3", hexCone );
  18992. addLine( "p", "n4", hexCone );
  18993. // up
  18994. addLine( "u1", "u2", hexUp );
  18995. addLine( "u2", "u3", hexUp );
  18996. addLine( "u3", "u1", hexUp );
  18997. // target
  18998. addLine( "c", "t", hexTarget );
  18999. addLine( "p", "c", hexCross );
  19000. // cross
  19001. addLine( "cn1", "cn2", hexCross );
  19002. addLine( "cn3", "cn4", hexCross );
  19003. addLine( "cf1", "cf2", hexCross );
  19004. addLine( "cf3", "cf4", hexCross );
  19005. function addLine( a, b, hex ) {
  19006. addPoint( a, hex );
  19007. addPoint( b, hex );
  19008. }
  19009. function addPoint( id, hex ) {
  19010. geometry.vertices.push( new THREE.Vector3() );
  19011. geometry.colors.push( new THREE.Color( hex ) );
  19012. if ( pointMap[ id ] === undefined ) {
  19013. pointMap[ id ] = [];
  19014. }
  19015. pointMap[ id ].push( geometry.vertices.length - 1 );
  19016. }
  19017. THREE.Line.call( this, geometry, material, THREE.LinePieces );
  19018. this.camera = camera;
  19019. this.matrixWorld = camera.matrixWorld;
  19020. this.matrixAutoUpdate = false;
  19021. this.pointMap = pointMap;
  19022. this.update();
  19023. };
  19024. THREE.CameraHelper.prototype = Object.create( THREE.Line.prototype );
  19025. THREE.CameraHelper.prototype.update = function () {
  19026. var vector = new THREE.Vector3();
  19027. var camera = new THREE.Camera();
  19028. var projector = new THREE.Projector();
  19029. return function () {
  19030. var scope = this;
  19031. var w = 1, h = 1;
  19032. // we need just camera projection matrix
  19033. // world matrix must be identity
  19034. camera.projectionMatrix.copy( this.camera.projectionMatrix );
  19035. // center / target
  19036. setPoint( "c", 0, 0, - 1 );
  19037. setPoint( "t", 0, 0, 1 );
  19038. // near
  19039. setPoint( "n1", - w, - h, - 1 );
  19040. setPoint( "n2", w, - h, - 1 );
  19041. setPoint( "n3", - w, h, - 1 );
  19042. setPoint( "n4", w, h, - 1 );
  19043. // far
  19044. setPoint( "f1", - w, - h, 1 );
  19045. setPoint( "f2", w, - h, 1 );
  19046. setPoint( "f3", - w, h, 1 );
  19047. setPoint( "f4", w, h, 1 );
  19048. // up
  19049. setPoint( "u1", w * 0.7, h * 1.1, - 1 );
  19050. setPoint( "u2", - w * 0.7, h * 1.1, - 1 );
  19051. setPoint( "u3", 0, h * 2, - 1 );
  19052. // cross
  19053. setPoint( "cf1", - w, 0, 1 );
  19054. setPoint( "cf2", w, 0, 1 );
  19055. setPoint( "cf3", 0, - h, 1 );
  19056. setPoint( "cf4", 0, h, 1 );
  19057. setPoint( "cn1", - w, 0, - 1 );
  19058. setPoint( "cn2", w, 0, - 1 );
  19059. setPoint( "cn3", 0, - h, - 1 );
  19060. setPoint( "cn4", 0, h, - 1 );
  19061. function setPoint( point, x, y, z ) {
  19062. vector.set( x, y, z );
  19063. projector.unprojectVector( vector, camera );
  19064. var points = scope.pointMap[ point ];
  19065. if ( points !== undefined ) {
  19066. for ( var i = 0, il = points.length; i < il; i ++ ) {
  19067. scope.geometry.vertices[ points[ i ] ].copy( vector );
  19068. }
  19069. }
  19070. }
  19071. this.geometry.verticesNeedUpdate = true;
  19072. };
  19073. }();
  19074. // File:src/extras/helpers/DirectionalLightHelper.js
  19075. /**
  19076. * @author alteredq / http://alteredqualia.com/
  19077. * @author mrdoob / http://mrdoob.com/
  19078. * @author WestLangley / http://github.com/WestLangley
  19079. */
  19080. THREE.DirectionalLightHelper = function ( light, size ) {
  19081. THREE.Object3D.call( this );
  19082. this.light = light;
  19083. this.light.updateMatrixWorld();
  19084. this.matrixWorld = light.matrixWorld;
  19085. this.matrixAutoUpdate = false;
  19086. size = size || 1;
  19087. var geometry = new THREE.Geometry();
  19088. geometry.vertices.push(
  19089. new THREE.Vector3( - size, size, 0 ),
  19090. new THREE.Vector3( size, size, 0 ),
  19091. new THREE.Vector3( size, - size, 0 ),
  19092. new THREE.Vector3( - size, - size, 0 ),
  19093. new THREE.Vector3( - size, size, 0 )
  19094. );
  19095. var material = new THREE.LineBasicMaterial( { fog: false } );
  19096. material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  19097. this.lightPlane = new THREE.Line( geometry, material );
  19098. this.add( this.lightPlane );
  19099. geometry = new THREE.Geometry();
  19100. geometry.vertices.push(
  19101. new THREE.Vector3(),
  19102. new THREE.Vector3()
  19103. );
  19104. material = new THREE.LineBasicMaterial( { fog: false } );
  19105. material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  19106. this.targetLine = new THREE.Line( geometry, material );
  19107. this.add( this.targetLine );
  19108. this.update();
  19109. };
  19110. THREE.DirectionalLightHelper.prototype = Object.create( THREE.Object3D.prototype );
  19111. THREE.DirectionalLightHelper.prototype.dispose = function () {
  19112. this.lightPlane.geometry.dispose();
  19113. this.lightPlane.material.dispose();
  19114. this.targetLine.geometry.dispose();
  19115. this.targetLine.material.dispose();
  19116. };
  19117. THREE.DirectionalLightHelper.prototype.update = function () {
  19118. var v1 = new THREE.Vector3();
  19119. var v2 = new THREE.Vector3();
  19120. var v3 = new THREE.Vector3();
  19121. return function () {
  19122. v1.setFromMatrixPosition( this.light.matrixWorld );
  19123. v2.setFromMatrixPosition( this.light.target.matrixWorld );
  19124. v3.subVectors( v2, v1 );
  19125. this.lightPlane.lookAt( v3 );
  19126. this.lightPlane.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  19127. this.targetLine.geometry.vertices[ 1 ].copy( v3 );
  19128. this.targetLine.geometry.verticesNeedUpdate = true;
  19129. this.targetLine.material.color.copy( this.lightPlane.material.color );
  19130. };
  19131. }();
  19132. // File:src/extras/helpers/EdgesHelper.js
  19133. /**
  19134. * @author WestLangley / http://github.com/WestLangley
  19135. */
  19136. THREE.EdgesHelper = function ( object, hex ) {
  19137. var color = ( hex !== undefined ) ? hex : 0xffffff;
  19138. var edge = [ 0, 0 ], hash = {};
  19139. var sortFunction = function ( a, b ) { return a - b };
  19140. var keys = [ 'a', 'b', 'c' ];
  19141. var geometry = new THREE.BufferGeometry();
  19142. var geometry2 = object.geometry.clone();
  19143. geometry2.mergeVertices();
  19144. geometry2.computeFaceNormals();
  19145. var vertices = geometry2.vertices;
  19146. var faces = geometry2.faces;
  19147. var numEdges = 0;
  19148. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  19149. var face = faces[ i ];
  19150. for ( var j = 0; j < 3; j ++ ) {
  19151. edge[ 0 ] = face[ keys[ j ] ];
  19152. edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ];
  19153. edge.sort( sortFunction );
  19154. var key = edge.toString();
  19155. if ( hash[ key ] === undefined ) {
  19156. hash[ key ] = { vert1: edge[ 0 ], vert2: edge[ 1 ], face1: i, face2: undefined };
  19157. numEdges ++;
  19158. } else {
  19159. hash[ key ].face2 = i;
  19160. }
  19161. }
  19162. }
  19163. geometry.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( numEdges * 2 * 3 ), 3 ) );
  19164. var coords = geometry.attributes.position.array;
  19165. var index = 0;
  19166. for ( var key in hash ) {
  19167. var h = hash[ key ];
  19168. if ( h.face2 === undefined || faces[ h.face1 ].normal.dot( faces[ h.face2 ].normal ) < 0.9999 ) { // hardwired const OK
  19169. var vertex = vertices[ h.vert1 ];
  19170. coords[ index ++ ] = vertex.x;
  19171. coords[ index ++ ] = vertex.y;
  19172. coords[ index ++ ] = vertex.z;
  19173. vertex = vertices[ h.vert2 ];
  19174. coords[ index ++ ] = vertex.x;
  19175. coords[ index ++ ] = vertex.y;
  19176. coords[ index ++ ] = vertex.z;
  19177. }
  19178. }
  19179. THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color } ), THREE.LinePieces );
  19180. this.matrixAutoUpdate = false;
  19181. this.matrixWorld = object.matrixWorld;
  19182. };
  19183. THREE.EdgesHelper.prototype = Object.create( THREE.Line.prototype );
  19184. // File:src/extras/helpers/FaceNormalsHelper.js
  19185. /**
  19186. * @author mrdoob / http://mrdoob.com/
  19187. * @author WestLangley / http://github.com/WestLangley
  19188. */
  19189. THREE.FaceNormalsHelper = function ( object, size, hex, linewidth ) {
  19190. this.object = object;
  19191. this.size = ( size !== undefined ) ? size : 1;
  19192. var color = ( hex !== undefined ) ? hex : 0xffff00;
  19193. var width = ( linewidth !== undefined ) ? linewidth : 1;
  19194. var geometry = new THREE.Geometry();
  19195. var faces = this.object.geometry.faces;
  19196. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  19197. geometry.vertices.push( new THREE.Vector3(), new THREE.Vector3() );
  19198. }
  19199. THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ), THREE.LinePieces );
  19200. this.matrixAutoUpdate = false;
  19201. this.normalMatrix = new THREE.Matrix3();
  19202. this.update();
  19203. };
  19204. THREE.FaceNormalsHelper.prototype = Object.create( THREE.Line.prototype );
  19205. THREE.FaceNormalsHelper.prototype.update = function () {
  19206. var vertices = this.geometry.vertices;
  19207. var object = this.object;
  19208. var objectVertices = object.geometry.vertices;
  19209. var objectFaces = object.geometry.faces;
  19210. var objectWorldMatrix = object.matrixWorld;
  19211. object.updateMatrixWorld( true );
  19212. this.normalMatrix.getNormalMatrix( objectWorldMatrix );
  19213. for ( var i = 0, i2 = 0, l = objectFaces.length; i < l; i ++, i2 += 2 ) {
  19214. var face = objectFaces[ i ];
  19215. vertices[ i2 ].copy( objectVertices[ face.a ] )
  19216. .add( objectVertices[ face.b ] )
  19217. .add( objectVertices[ face.c ] )
  19218. .divideScalar( 3 )
  19219. .applyMatrix4( objectWorldMatrix );
  19220. vertices[ i2 + 1 ].copy( face.normal )
  19221. .applyMatrix3( this.normalMatrix )
  19222. .normalize()
  19223. .multiplyScalar( this.size )
  19224. .add( vertices[ i2 ] );
  19225. }
  19226. this.geometry.verticesNeedUpdate = true;
  19227. return this;
  19228. };
  19229. // File:src/extras/helpers/GridHelper.js
  19230. /**
  19231. * @author mrdoob / http://mrdoob.com/
  19232. */
  19233. THREE.GridHelper = function ( size, step ) {
  19234. var geometry = new THREE.Geometry();
  19235. var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } );
  19236. this.color1 = new THREE.Color( 0x444444 );
  19237. this.color2 = new THREE.Color( 0x888888 );
  19238. for ( var i = - size; i <= size; i += step ) {
  19239. geometry.vertices.push(
  19240. new THREE.Vector3( - size, 0, i ), new THREE.Vector3( size, 0, i ),
  19241. new THREE.Vector3( i, 0, - size ), new THREE.Vector3( i, 0, size )
  19242. );
  19243. var color = i === 0 ? this.color1 : this.color2;
  19244. geometry.colors.push( color, color, color, color );
  19245. }
  19246. THREE.Line.call( this, geometry, material, THREE.LinePieces );
  19247. };
  19248. THREE.GridHelper.prototype = Object.create( THREE.Line.prototype );
  19249. THREE.GridHelper.prototype.setColors = function( colorCenterLine, colorGrid ) {
  19250. this.color1.set( colorCenterLine );
  19251. this.color2.set( colorGrid );
  19252. this.geometry.colorsNeedUpdate = true;
  19253. }
  19254. // File:src/extras/helpers/HemisphereLightHelper.js
  19255. /**
  19256. * @author alteredq / http://alteredqualia.com/
  19257. * @author mrdoob / http://mrdoob.com/
  19258. */
  19259. THREE.HemisphereLightHelper = function ( light, sphereSize, arrowLength, domeSize ) {
  19260. THREE.Object3D.call( this );
  19261. this.light = light;
  19262. this.light.updateMatrixWorld();
  19263. this.matrixWorld = light.matrixWorld;
  19264. this.matrixAutoUpdate = false;
  19265. this.colors = [ new THREE.Color(), new THREE.Color() ];
  19266. var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 );
  19267. geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) );
  19268. for ( var i = 0, il = 8; i < il; i ++ ) {
  19269. geometry.faces[ i ].color = this.colors[ i < 4 ? 0 : 1 ];
  19270. }
  19271. var material = new THREE.MeshBasicMaterial( { vertexColors: THREE.FaceColors, wireframe: true } );
  19272. this.lightSphere = new THREE.Mesh( geometry, material );
  19273. this.add( this.lightSphere );
  19274. this.update();
  19275. };
  19276. THREE.HemisphereLightHelper.prototype = Object.create( THREE.Object3D.prototype );
  19277. THREE.HemisphereLightHelper.prototype.dispose = function () {
  19278. this.lightSphere.geometry.dispose();
  19279. this.lightSphere.material.dispose();
  19280. };
  19281. THREE.HemisphereLightHelper.prototype.update = function () {
  19282. var vector = new THREE.Vector3();
  19283. return function () {
  19284. this.colors[ 0 ].copy( this.light.color ).multiplyScalar( this.light.intensity );
  19285. this.colors[ 1 ].copy( this.light.groundColor ).multiplyScalar( this.light.intensity );
  19286. this.lightSphere.lookAt( vector.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  19287. this.lightSphere.geometry.colorsNeedUpdate = true;
  19288. }
  19289. }();
  19290. // File:src/extras/helpers/PointLightHelper.js
  19291. /**
  19292. * @author alteredq / http://alteredqualia.com/
  19293. * @author mrdoob / http://mrdoob.com/
  19294. */
  19295. THREE.PointLightHelper = function ( light, sphereSize ) {
  19296. this.light = light;
  19297. this.light.updateMatrixWorld();
  19298. var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 );
  19299. var material = new THREE.MeshBasicMaterial( { wireframe: true, fog: false } );
  19300. material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  19301. THREE.Mesh.call( this, geometry, material );
  19302. this.matrixWorld = this.light.matrixWorld;
  19303. this.matrixAutoUpdate = false;
  19304. /*
  19305. var distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
  19306. var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  19307. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  19308. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  19309. var d = light.distance;
  19310. if ( d === 0.0 ) {
  19311. this.lightDistance.visible = false;
  19312. } else {
  19313. this.lightDistance.scale.set( d, d, d );
  19314. }
  19315. this.add( this.lightDistance );
  19316. */
  19317. };
  19318. THREE.PointLightHelper.prototype = Object.create( THREE.Mesh.prototype );
  19319. THREE.PointLightHelper.prototype.dispose = function () {
  19320. this.geometry.dispose();
  19321. this.material.dispose();
  19322. };
  19323. THREE.PointLightHelper.prototype.update = function () {
  19324. this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  19325. /*
  19326. var d = this.light.distance;
  19327. if ( d === 0.0 ) {
  19328. this.lightDistance.visible = false;
  19329. } else {
  19330. this.lightDistance.visible = true;
  19331. this.lightDistance.scale.set( d, d, d );
  19332. }
  19333. */
  19334. };
  19335. // File:src/extras/helpers/SkeletonHelper.js
  19336. /**
  19337. * @author Sean Griffin / http://twitter.com/sgrif
  19338. * @author Michael Guerrero / http://realitymeltdown.com
  19339. * @author mrdoob / http://mrdoob.com/
  19340. * @author ikerr / http://verold.com
  19341. */
  19342. THREE.SkeletonHelper = function ( object ) {
  19343. this.bones = this.getBoneList( object );
  19344. var geometry = new THREE.Geometry();
  19345. for ( var i = 0; i < this.bones.length; i ++ ) {
  19346. var bone = this.bones[ i ];
  19347. if ( bone.parent instanceof THREE.Bone ) {
  19348. geometry.vertices.push( new THREE.Vector3() );
  19349. geometry.vertices.push( new THREE.Vector3() );
  19350. geometry.colors.push( new THREE.Color( 0, 0, 1 ) );
  19351. geometry.colors.push( new THREE.Color( 0, 1, 0 ) );
  19352. }
  19353. }
  19354. var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors, depthTest: false, depthWrite: false, transparent: true } );
  19355. THREE.Line.call( this, geometry, material, THREE.LinePieces );
  19356. this.root = object;
  19357. this.matrixWorld = object.matrixWorld;
  19358. this.matrixAutoUpdate = false;
  19359. this.update();
  19360. };
  19361. THREE.SkeletonHelper.prototype = Object.create( THREE.Line.prototype );
  19362. THREE.SkeletonHelper.prototype.getBoneList = function( object ) {
  19363. var boneList = [];
  19364. if ( object instanceof THREE.Bone ) {
  19365. boneList.push( object );
  19366. }
  19367. for ( var i = 0; i < object.children.length; i ++ ) {
  19368. boneList.push.apply( boneList, this.getBoneList( object.children[ i ] ) );
  19369. }
  19370. return boneList;
  19371. };
  19372. THREE.SkeletonHelper.prototype.update = function () {
  19373. var geometry = this.geometry;
  19374. var matrixWorldInv = new THREE.Matrix4().getInverse( this.root.matrixWorld );
  19375. var boneMatrix = new THREE.Matrix4();
  19376. var j = 0;
  19377. for ( var i = 0; i < this.bones.length; i ++ ) {
  19378. var bone = this.bones[ i ];
  19379. if ( bone.parent instanceof THREE.Bone ) {
  19380. boneMatrix.multiplyMatrices( matrixWorldInv, bone.matrixWorld );
  19381. geometry.vertices[ j ].setFromMatrixPosition( boneMatrix );
  19382. boneMatrix.multiplyMatrices( matrixWorldInv, bone.parent.matrixWorld );
  19383. geometry.vertices[ j + 1 ].setFromMatrixPosition( boneMatrix );
  19384. j += 2;
  19385. }
  19386. }
  19387. geometry.verticesNeedUpdate = true;
  19388. geometry.computeBoundingSphere();
  19389. };
  19390. // File:src/extras/helpers/SpotLightHelper.js
  19391. /**
  19392. * @author alteredq / http://alteredqualia.com/
  19393. * @author mrdoob / http://mrdoob.com/
  19394. * @author WestLangley / http://github.com/WestLangley
  19395. */
  19396. THREE.SpotLightHelper = function ( light ) {
  19397. THREE.Object3D.call( this );
  19398. this.light = light;
  19399. this.light.updateMatrixWorld();
  19400. this.matrixWorld = light.matrixWorld;
  19401. this.matrixAutoUpdate = false;
  19402. var geometry = new THREE.CylinderGeometry( 0, 1, 1, 8, 1, true );
  19403. geometry.applyMatrix( new THREE.Matrix4().makeTranslation( 0, - 0.5, 0 ) );
  19404. geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) );
  19405. var material = new THREE.MeshBasicMaterial( { wireframe: true, fog: false } );
  19406. this.cone = new THREE.Mesh( geometry, material );
  19407. this.add( this.cone );
  19408. this.update();
  19409. };
  19410. THREE.SpotLightHelper.prototype = Object.create( THREE.Object3D.prototype );
  19411. THREE.SpotLightHelper.prototype.dispose = function () {
  19412. this.cone.geometry.dispose();
  19413. this.cone.material.dispose();
  19414. };
  19415. THREE.SpotLightHelper.prototype.update = function () {
  19416. var vector = new THREE.Vector3();
  19417. var vector2 = new THREE.Vector3();
  19418. return function () {
  19419. var coneLength = this.light.distance ? this.light.distance : 10000;
  19420. var coneWidth = coneLength * Math.tan( this.light.angle );
  19421. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  19422. vector.setFromMatrixPosition( this.light.matrixWorld );
  19423. vector2.setFromMatrixPosition( this.light.target.matrixWorld );
  19424. this.cone.lookAt( vector2.sub( vector ) );
  19425. this.cone.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  19426. };
  19427. }();
  19428. // File:src/extras/helpers/VertexNormalsHelper.js
  19429. /**
  19430. * @author mrdoob / http://mrdoob.com/
  19431. * @author WestLangley / http://github.com/WestLangley
  19432. */
  19433. THREE.VertexNormalsHelper = function ( object, size, hex, linewidth ) {
  19434. this.object = object;
  19435. this.size = ( size !== undefined ) ? size : 1;
  19436. var color = ( hex !== undefined ) ? hex : 0xff0000;
  19437. var width = ( linewidth !== undefined ) ? linewidth : 1;
  19438. var geometry = new THREE.Geometry();
  19439. var vertices = object.geometry.vertices;
  19440. var faces = object.geometry.faces;
  19441. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  19442. var face = faces[ i ];
  19443. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  19444. geometry.vertices.push( new THREE.Vector3(), new THREE.Vector3() );
  19445. }
  19446. }
  19447. THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ), THREE.LinePieces );
  19448. this.matrixAutoUpdate = false;
  19449. this.normalMatrix = new THREE.Matrix3();
  19450. this.update();
  19451. };
  19452. THREE.VertexNormalsHelper.prototype = Object.create( THREE.Line.prototype );
  19453. THREE.VertexNormalsHelper.prototype.update = ( function ( object ) {
  19454. var v1 = new THREE.Vector3();
  19455. return function( object ) {
  19456. var keys = [ 'a', 'b', 'c', 'd' ];
  19457. this.object.updateMatrixWorld( true );
  19458. this.normalMatrix.getNormalMatrix( this.object.matrixWorld );
  19459. var vertices = this.geometry.vertices;
  19460. var verts = this.object.geometry.vertices;
  19461. var faces = this.object.geometry.faces;
  19462. var worldMatrix = this.object.matrixWorld;
  19463. var idx = 0;
  19464. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  19465. var face = faces[ i ];
  19466. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  19467. var vertexId = face[ keys[ j ] ];
  19468. var vertex = verts[ vertexId ];
  19469. var normal = face.vertexNormals[ j ];
  19470. vertices[ idx ].copy( vertex ).applyMatrix4( worldMatrix );
  19471. v1.copy( normal ).applyMatrix3( this.normalMatrix ).normalize().multiplyScalar( this.size );
  19472. v1.add( vertices[ idx ] );
  19473. idx = idx + 1;
  19474. vertices[ idx ].copy( v1 );
  19475. idx = idx + 1;
  19476. }
  19477. }
  19478. this.geometry.verticesNeedUpdate = true;
  19479. return this;
  19480. }
  19481. }());
  19482. // File:src/extras/helpers/VertexTangentsHelper.js
  19483. /**
  19484. * @author mrdoob / http://mrdoob.com/
  19485. * @author WestLangley / http://github.com/WestLangley
  19486. */
  19487. THREE.VertexTangentsHelper = function ( object, size, hex, linewidth ) {
  19488. this.object = object;
  19489. this.size = ( size !== undefined ) ? size : 1;
  19490. var color = ( hex !== undefined ) ? hex : 0x0000ff;
  19491. var width = ( linewidth !== undefined ) ? linewidth : 1;
  19492. var geometry = new THREE.Geometry();
  19493. var vertices = object.geometry.vertices;
  19494. var faces = object.geometry.faces;
  19495. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  19496. var face = faces[ i ];
  19497. for ( var j = 0, jl = face.vertexTangents.length; j < jl; j ++ ) {
  19498. geometry.vertices.push( new THREE.Vector3() );
  19499. geometry.vertices.push( new THREE.Vector3() );
  19500. }
  19501. }
  19502. THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ), THREE.LinePieces );
  19503. this.matrixAutoUpdate = false;
  19504. this.update();
  19505. };
  19506. THREE.VertexTangentsHelper.prototype = Object.create( THREE.Line.prototype );
  19507. THREE.VertexTangentsHelper.prototype.update = ( function ( object ) {
  19508. var v1 = new THREE.Vector3();
  19509. return function( object ) {
  19510. var keys = [ 'a', 'b', 'c', 'd' ];
  19511. this.object.updateMatrixWorld( true );
  19512. var vertices = this.geometry.vertices;
  19513. var verts = this.object.geometry.vertices;
  19514. var faces = this.object.geometry.faces;
  19515. var worldMatrix = this.object.matrixWorld;
  19516. var idx = 0;
  19517. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  19518. var face = faces[ i ];
  19519. for ( var j = 0, jl = face.vertexTangents.length; j < jl; j ++ ) {
  19520. var vertexId = face[ keys[ j ] ];
  19521. var vertex = verts[ vertexId ];
  19522. var tangent = face.vertexTangents[ j ];
  19523. vertices[ idx ].copy( vertex ).applyMatrix4( worldMatrix );
  19524. v1.copy( tangent ).transformDirection( worldMatrix ).multiplyScalar( this.size );
  19525. v1.add( vertices[ idx ] );
  19526. idx = idx + 1;
  19527. vertices[ idx ].copy( v1 );
  19528. idx = idx + 1;
  19529. }
  19530. }
  19531. this.geometry.verticesNeedUpdate = true;
  19532. return this;
  19533. }
  19534. }());
  19535. // File:src/extras/helpers/WireframeHelper.js
  19536. /**
  19537. * @author mrdoob / http://mrdoob.com/
  19538. */
  19539. THREE.WireframeHelper = function ( object, hex ) {
  19540. var color = ( hex !== undefined ) ? hex : 0xffffff;
  19541. var edge = [ 0, 0 ], hash = {};
  19542. var sortFunction = function ( a, b ) { return a - b };
  19543. var keys = [ 'a', 'b', 'c' ];
  19544. var geometry = new THREE.BufferGeometry();
  19545. if ( object.geometry instanceof THREE.Geometry ) {
  19546. var vertices = object.geometry.vertices;
  19547. var faces = object.geometry.faces;
  19548. var numEdges = 0;
  19549. // allocate maximal size
  19550. var edges = new Uint32Array( 6 * faces.length );
  19551. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  19552. var face = faces[ i ];
  19553. for ( var j = 0; j < 3; j ++ ) {
  19554. edge[ 0 ] = face[ keys[ j ] ];
  19555. edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ];
  19556. edge.sort( sortFunction );
  19557. var key = edge.toString();
  19558. if ( hash[ key ] === undefined ) {
  19559. edges[ 2 * numEdges ] = edge[ 0 ];
  19560. edges[ 2 * numEdges + 1 ] = edge[ 1 ];
  19561. hash[ key ] = true;
  19562. numEdges ++;
  19563. }
  19564. }
  19565. }
  19566. var coords = new Float32Array( numEdges * 2 * 3 );
  19567. for ( var i = 0, l = numEdges; i < l; i ++ ) {
  19568. for ( var j = 0; j < 2; j ++ ) {
  19569. var vertex = vertices[ edges [ 2 * i + j] ];
  19570. var index = 6 * i + 3 * j;
  19571. coords[ index + 0 ] = vertex.x;
  19572. coords[ index + 1 ] = vertex.y;
  19573. coords[ index + 2 ] = vertex.z;
  19574. }
  19575. }
  19576. geometry.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) );
  19577. } else if ( object.geometry instanceof THREE.BufferGeometry ) {
  19578. if ( object.geometry.attributes.index !== undefined ) { // Indexed BufferGeometry
  19579. var vertices = object.geometry.attributes.position.array;
  19580. var indices = object.geometry.attributes.index.array;
  19581. var offsets = object.geometry.offsets;
  19582. var numEdges = 0;
  19583. // allocate maximal size
  19584. var edges = new Uint32Array( 2 * indices.length );
  19585. for ( var o = 0, ol = offsets.length; o < ol; ++ o ) {
  19586. var start = offsets[ o ].start;
  19587. var count = offsets[ o ].count;
  19588. var index = offsets[ o ].index;
  19589. for ( var i = start, il = start + count; i < il; i += 3 ) {
  19590. for ( var j = 0; j < 3; j ++ ) {
  19591. edge[ 0 ] = index + indices[ i + j ];
  19592. edge[ 1 ] = index + indices[ i + ( j + 1 ) % 3 ];
  19593. edge.sort( sortFunction );
  19594. var key = edge.toString();
  19595. if ( hash[ key ] === undefined ) {
  19596. edges[ 2 * numEdges ] = edge[ 0 ];
  19597. edges[ 2 * numEdges + 1 ] = edge[ 1 ];
  19598. hash[ key ] = true;
  19599. numEdges ++;
  19600. }
  19601. }
  19602. }
  19603. }
  19604. var coords = new Float32Array( numEdges * 2 * 3 );
  19605. for ( var i = 0, l = numEdges; i < l; i ++ ) {
  19606. for ( var j = 0; j < 2; j ++ ) {
  19607. var index = 6 * i + 3 * j;
  19608. var index2 = 3 * edges[ 2 * i + j];
  19609. coords[ index + 0 ] = vertices[ index2 ];
  19610. coords[ index + 1 ] = vertices[ index2 + 1 ];
  19611. coords[ index + 2 ] = vertices[ index2 + 2 ];
  19612. }
  19613. }
  19614. geometry.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) );
  19615. } else { // non-indexed BufferGeometry
  19616. var vertices = object.geometry.attributes.position.array;
  19617. var numEdges = vertices.length / 3;
  19618. var numTris = numEdges / 3;
  19619. var coords = new Float32Array( numEdges * 2 * 3 );
  19620. for ( var i = 0, l = numTris; i < l; i ++ ) {
  19621. for ( var j = 0; j < 3; j ++ ) {
  19622. var index = 18 * i + 6 * j;
  19623. var index1 = 9 * i + 3 * j;
  19624. coords[ index + 0 ] = vertices[ index1 ];
  19625. coords[ index + 1 ] = vertices[ index1 + 1 ];
  19626. coords[ index + 2 ] = vertices[ index1 + 2 ];
  19627. var index2 = 9 * i + 3 * ( ( j + 1 ) % 3 );
  19628. coords[ index + 3 ] = vertices[ index2 ];
  19629. coords[ index + 4 ] = vertices[ index2 + 1 ];
  19630. coords[ index + 5 ] = vertices[ index2 + 2 ];
  19631. }
  19632. }
  19633. geometry.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) );
  19634. }
  19635. }
  19636. THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color } ), THREE.LinePieces );
  19637. this.matrixAutoUpdate = false;
  19638. this.matrixWorld = object.matrixWorld;
  19639. };
  19640. THREE.WireframeHelper.prototype = Object.create( THREE.Line.prototype );
  19641. // File:src/extras/objects/ImmediateRenderObject.js
  19642. /**
  19643. * @author alteredq / http://alteredqualia.com/
  19644. */
  19645. THREE.ImmediateRenderObject = function () {
  19646. THREE.Object3D.call( this );
  19647. this.render = function ( renderCallback ) {};
  19648. };
  19649. THREE.ImmediateRenderObject.prototype = Object.create( THREE.Object3D.prototype );
  19650. // File:src/extras/objects/LensFlare.js
  19651. /**
  19652. * @author mikael emtinger / http://gomo.se/
  19653. * @author alteredq / http://alteredqualia.com/
  19654. */
  19655. THREE.LensFlare = function ( texture, size, distance, blending, color ) {
  19656. THREE.Object3D.call( this );
  19657. this.lensFlares = [];
  19658. this.positionScreen = new THREE.Vector3();
  19659. this.customUpdateCallback = undefined;
  19660. if( texture !== undefined ) {
  19661. this.add( texture, size, distance, blending, color );
  19662. }
  19663. };
  19664. THREE.LensFlare.prototype = Object.create( THREE.Object3D.prototype );
  19665. /*
  19666. * Add: adds another flare
  19667. */
  19668. THREE.LensFlare.prototype.add = function ( texture, size, distance, blending, color, opacity ) {
  19669. if( size === undefined ) size = - 1;
  19670. if( distance === undefined ) distance = 0;
  19671. if( opacity === undefined ) opacity = 1;
  19672. if( color === undefined ) color = new THREE.Color( 0xffffff );
  19673. if( blending === undefined ) blending = THREE.NormalBlending;
  19674. distance = Math.min( distance, Math.max( 0, distance ) );
  19675. this.lensFlares.push( { texture: texture, // THREE.Texture
  19676. size: size, // size in pixels (-1 = use texture.width)
  19677. distance: distance, // distance (0-1) from light source (0=at light source)
  19678. x: 0, y: 0, z: 0, // screen position (-1 => 1) z = 0 is ontop z = 1 is back
  19679. scale: 1, // scale
  19680. rotation: 1, // rotation
  19681. opacity: opacity, // opacity
  19682. color: color, // color
  19683. blending: blending } ); // blending
  19684. };
  19685. /*
  19686. * Update lens flares update positions on all flares based on the screen position
  19687. * Set myLensFlare.customUpdateCallback to alter the flares in your project specific way.
  19688. */
  19689. THREE.LensFlare.prototype.updateLensFlares = function () {
  19690. var f, fl = this.lensFlares.length;
  19691. var flare;
  19692. var vecX = - this.positionScreen.x * 2;
  19693. var vecY = - this.positionScreen.y * 2;
  19694. for( f = 0; f < fl; f ++ ) {
  19695. flare = this.lensFlares[ f ];
  19696. flare.x = this.positionScreen.x + vecX * flare.distance;
  19697. flare.y = this.positionScreen.y + vecY * flare.distance;
  19698. flare.wantedRotation = flare.x * Math.PI * 0.25;
  19699. flare.rotation += ( flare.wantedRotation - flare.rotation ) * 0.25;
  19700. }
  19701. };
  19702. // File:src/extras/objects/MorphBlendMesh.js
  19703. /**
  19704. * @author alteredq / http://alteredqualia.com/
  19705. */
  19706. THREE.MorphBlendMesh = function( geometry, material ) {
  19707. THREE.Mesh.call( this, geometry, material );
  19708. this.animationsMap = {};
  19709. this.animationsList = [];
  19710. // prepare default animation
  19711. // (all frames played together in 1 second)
  19712. var numFrames = this.geometry.morphTargets.length;
  19713. var name = "__default";
  19714. var startFrame = 0;
  19715. var endFrame = numFrames - 1;
  19716. var fps = numFrames / 1;
  19717. this.createAnimation( name, startFrame, endFrame, fps );
  19718. this.setAnimationWeight( name, 1 );
  19719. };
  19720. THREE.MorphBlendMesh.prototype = Object.create( THREE.Mesh.prototype );
  19721. THREE.MorphBlendMesh.prototype.createAnimation = function ( name, start, end, fps ) {
  19722. var animation = {
  19723. startFrame: start,
  19724. endFrame: end,
  19725. length: end - start + 1,
  19726. fps: fps,
  19727. duration: ( end - start ) / fps,
  19728. lastFrame: 0,
  19729. currentFrame: 0,
  19730. active: false,
  19731. time: 0,
  19732. direction: 1,
  19733. weight: 1,
  19734. directionBackwards: false,
  19735. mirroredLoop: false
  19736. };
  19737. this.animationsMap[ name ] = animation;
  19738. this.animationsList.push( animation );
  19739. };
  19740. THREE.MorphBlendMesh.prototype.autoCreateAnimations = function ( fps ) {
  19741. var pattern = /([a-z]+)_?(\d+)/;
  19742. var firstAnimation, frameRanges = {};
  19743. var geometry = this.geometry;
  19744. for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) {
  19745. var morph = geometry.morphTargets[ i ];
  19746. var chunks = morph.name.match( pattern );
  19747. if ( chunks && chunks.length > 1 ) {
  19748. var name = chunks[ 1 ];
  19749. var num = chunks[ 2 ];
  19750. if ( ! frameRanges[ name ] ) frameRanges[ name ] = { start: Infinity, end: - Infinity };
  19751. var range = frameRanges[ name ];
  19752. if ( i < range.start ) range.start = i;
  19753. if ( i > range.end ) range.end = i;
  19754. if ( ! firstAnimation ) firstAnimation = name;
  19755. }
  19756. }
  19757. for ( var name in frameRanges ) {
  19758. var range = frameRanges[ name ];
  19759. this.createAnimation( name, range.start, range.end, fps );
  19760. }
  19761. this.firstAnimation = firstAnimation;
  19762. };
  19763. THREE.MorphBlendMesh.prototype.setAnimationDirectionForward = function ( name ) {
  19764. var animation = this.animationsMap[ name ];
  19765. if ( animation ) {
  19766. animation.direction = 1;
  19767. animation.directionBackwards = false;
  19768. }
  19769. };
  19770. THREE.MorphBlendMesh.prototype.setAnimationDirectionBackward = function ( name ) {
  19771. var animation = this.animationsMap[ name ];
  19772. if ( animation ) {
  19773. animation.direction = - 1;
  19774. animation.directionBackwards = true;
  19775. }
  19776. };
  19777. THREE.MorphBlendMesh.prototype.setAnimationFPS = function ( name, fps ) {
  19778. var animation = this.animationsMap[ name ];
  19779. if ( animation ) {
  19780. animation.fps = fps;
  19781. animation.duration = ( animation.end - animation.start ) / animation.fps;
  19782. }
  19783. };
  19784. THREE.MorphBlendMesh.prototype.setAnimationDuration = function ( name, duration ) {
  19785. var animation = this.animationsMap[ name ];
  19786. if ( animation ) {
  19787. animation.duration = duration;
  19788. animation.fps = ( animation.end - animation.start ) / animation.duration;
  19789. }
  19790. };
  19791. THREE.MorphBlendMesh.prototype.setAnimationWeight = function ( name, weight ) {
  19792. var animation = this.animationsMap[ name ];
  19793. if ( animation ) {
  19794. animation.weight = weight;
  19795. }
  19796. };
  19797. THREE.MorphBlendMesh.prototype.setAnimationTime = function ( name, time ) {
  19798. var animation = this.animationsMap[ name ];
  19799. if ( animation ) {
  19800. animation.time = time;
  19801. }
  19802. };
  19803. THREE.MorphBlendMesh.prototype.getAnimationTime = function ( name ) {
  19804. var time = 0;
  19805. var animation = this.animationsMap[ name ];
  19806. if ( animation ) {
  19807. time = animation.time;
  19808. }
  19809. return time;
  19810. };
  19811. THREE.MorphBlendMesh.prototype.getAnimationDuration = function ( name ) {
  19812. var duration = - 1;
  19813. var animation = this.animationsMap[ name ];
  19814. if ( animation ) {
  19815. duration = animation.duration;
  19816. }
  19817. return duration;
  19818. };
  19819. THREE.MorphBlendMesh.prototype.playAnimation = function ( name ) {
  19820. var animation = this.animationsMap[ name ];
  19821. if ( animation ) {
  19822. animation.time = 0;
  19823. animation.active = true;
  19824. } else {
  19825. console.warn( "animation[" + name + "] undefined" );
  19826. }
  19827. };
  19828. THREE.MorphBlendMesh.prototype.stopAnimation = function ( name ) {
  19829. var animation = this.animationsMap[ name ];
  19830. if ( animation ) {
  19831. animation.active = false;
  19832. }
  19833. };
  19834. THREE.MorphBlendMesh.prototype.update = function ( delta ) {
  19835. for ( var i = 0, il = this.animationsList.length; i < il; i ++ ) {
  19836. var animation = this.animationsList[ i ];
  19837. if ( ! animation.active ) continue;
  19838. var frameTime = animation.duration / animation.length;
  19839. animation.time += animation.direction * delta;
  19840. if ( animation.mirroredLoop ) {
  19841. if ( animation.time > animation.duration || animation.time < 0 ) {
  19842. animation.direction *= - 1;
  19843. if ( animation.time > animation.duration ) {
  19844. animation.time = animation.duration;
  19845. animation.directionBackwards = true;
  19846. }
  19847. if ( animation.time < 0 ) {
  19848. animation.time = 0;
  19849. animation.directionBackwards = false;
  19850. }
  19851. }
  19852. } else {
  19853. animation.time = animation.time % animation.duration;
  19854. if ( animation.time < 0 ) animation.time += animation.duration;
  19855. }
  19856. var keyframe = animation.startFrame + THREE.Math.clamp( Math.floor( animation.time / frameTime ), 0, animation.length - 1 );
  19857. var weight = animation.weight;
  19858. if ( keyframe !== animation.currentFrame ) {
  19859. this.morphTargetInfluences[ animation.lastFrame ] = 0;
  19860. this.morphTargetInfluences[ animation.currentFrame ] = 1 * weight;
  19861. this.morphTargetInfluences[ keyframe ] = 0;
  19862. animation.lastFrame = animation.currentFrame;
  19863. animation.currentFrame = keyframe;
  19864. }
  19865. var mix = ( animation.time % frameTime ) / frameTime;
  19866. if ( animation.directionBackwards ) mix = 1 - mix;
  19867. this.morphTargetInfluences[ animation.currentFrame ] = mix * weight;
  19868. this.morphTargetInfluences[ animation.lastFrame ] = ( 1 - mix ) * weight;
  19869. }
  19870. };
  19871. // File:src/extras/renderers/plugins/LensFlarePlugin.js
  19872. /**
  19873. * @author mikael emtinger / http://gomo.se/
  19874. * @author alteredq / http://alteredqualia.com/
  19875. */
  19876. THREE.LensFlarePlugin = function () {
  19877. var flares = [];
  19878. var _gl, _renderer, _precision, _lensFlare = {};
  19879. this.init = function ( renderer ) {
  19880. _gl = renderer.context;
  19881. _renderer = renderer;
  19882. _precision = renderer.getPrecision();
  19883. _lensFlare.vertices = new Float32Array( 8 + 8 );
  19884. _lensFlare.faces = new Uint16Array( 6 );
  19885. var i = 0;
  19886. _lensFlare.vertices[ i ++ ] = - 1; _lensFlare.vertices[ i ++ ] = - 1; // vertex
  19887. _lensFlare.vertices[ i ++ ] = 0; _lensFlare.vertices[ i ++ ] = 0; // uv... etc.
  19888. _lensFlare.vertices[ i ++ ] = 1; _lensFlare.vertices[ i ++ ] = - 1;
  19889. _lensFlare.vertices[ i ++ ] = 1; _lensFlare.vertices[ i ++ ] = 0;
  19890. _lensFlare.vertices[ i ++ ] = 1; _lensFlare.vertices[ i ++ ] = 1;
  19891. _lensFlare.vertices[ i ++ ] = 1; _lensFlare.vertices[ i ++ ] = 1;
  19892. _lensFlare.vertices[ i ++ ] = - 1; _lensFlare.vertices[ i ++ ] = 1;
  19893. _lensFlare.vertices[ i ++ ] = 0; _lensFlare.vertices[ i ++ ] = 1;
  19894. i = 0;
  19895. _lensFlare.faces[ i ++ ] = 0; _lensFlare.faces[ i ++ ] = 1; _lensFlare.faces[ i ++ ] = 2;
  19896. _lensFlare.faces[ i ++ ] = 0; _lensFlare.faces[ i ++ ] = 2; _lensFlare.faces[ i ++ ] = 3;
  19897. // buffers
  19898. _lensFlare.vertexBuffer = _gl.createBuffer();
  19899. _lensFlare.elementBuffer = _gl.createBuffer();
  19900. _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
  19901. _gl.bufferData( _gl.ARRAY_BUFFER, _lensFlare.vertices, _gl.STATIC_DRAW );
  19902. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
  19903. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.faces, _gl.STATIC_DRAW );
  19904. // textures
  19905. _lensFlare.tempTexture = _gl.createTexture();
  19906. _lensFlare.occlusionTexture = _gl.createTexture();
  19907. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
  19908. _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, 16, 16, 0, _gl.RGB, _gl.UNSIGNED_BYTE, null );
  19909. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  19910. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  19911. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
  19912. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
  19913. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
  19914. _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, 16, 16, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, null );
  19915. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  19916. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  19917. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
  19918. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
  19919. if ( _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ) <= 0 ) {
  19920. _lensFlare.hasVertexTexture = false;
  19921. _lensFlare.program = createProgram( THREE.ShaderFlares[ "lensFlare" ], _precision );
  19922. } else {
  19923. _lensFlare.hasVertexTexture = true;
  19924. _lensFlare.program = createProgram( THREE.ShaderFlares[ "lensFlareVertexTexture" ], _precision );
  19925. }
  19926. _lensFlare.attributes = {};
  19927. _lensFlare.uniforms = {};
  19928. _lensFlare.attributes.vertex = _gl.getAttribLocation ( _lensFlare.program, "position" );
  19929. _lensFlare.attributes.uv = _gl.getAttribLocation ( _lensFlare.program, "uv" );
  19930. _lensFlare.uniforms.renderType = _gl.getUniformLocation( _lensFlare.program, "renderType" );
  19931. _lensFlare.uniforms.map = _gl.getUniformLocation( _lensFlare.program, "map" );
  19932. _lensFlare.uniforms.occlusionMap = _gl.getUniformLocation( _lensFlare.program, "occlusionMap" );
  19933. _lensFlare.uniforms.opacity = _gl.getUniformLocation( _lensFlare.program, "opacity" );
  19934. _lensFlare.uniforms.color = _gl.getUniformLocation( _lensFlare.program, "color" );
  19935. _lensFlare.uniforms.scale = _gl.getUniformLocation( _lensFlare.program, "scale" );
  19936. _lensFlare.uniforms.rotation = _gl.getUniformLocation( _lensFlare.program, "rotation" );
  19937. _lensFlare.uniforms.screenPosition = _gl.getUniformLocation( _lensFlare.program, "screenPosition" );
  19938. };
  19939. /*
  19940. * Render lens flares
  19941. * Method: renders 16x16 0xff00ff-colored points scattered over the light source area,
  19942. * reads these back and calculates occlusion.
  19943. * Then _lensFlare.update_lensFlares() is called to re-position and
  19944. * update transparency of flares. Then they are rendered.
  19945. *
  19946. */
  19947. this.render = function ( scene, camera, viewportWidth, viewportHeight ) {
  19948. flares.length = 0;
  19949. scene.traverseVisible( function ( child ) {
  19950. if ( child instanceof THREE.LensFlare ) {
  19951. flares.push( child );
  19952. }
  19953. } );
  19954. if ( flares.length === 0 ) return;
  19955. var tempPosition = new THREE.Vector3();
  19956. var invAspect = viewportHeight / viewportWidth,
  19957. halfViewportWidth = viewportWidth * 0.5,
  19958. halfViewportHeight = viewportHeight * 0.5;
  19959. var size = 16 / viewportHeight,
  19960. scale = new THREE.Vector2( size * invAspect, size );
  19961. var screenPosition = new THREE.Vector3( 1, 1, 0 ),
  19962. screenPositionPixels = new THREE.Vector2( 1, 1 );
  19963. var uniforms = _lensFlare.uniforms,
  19964. attributes = _lensFlare.attributes;
  19965. // set _lensFlare program and reset blending
  19966. _gl.useProgram( _lensFlare.program );
  19967. _gl.enableVertexAttribArray( _lensFlare.attributes.vertex );
  19968. _gl.enableVertexAttribArray( _lensFlare.attributes.uv );
  19969. // loop through all lens flares to update their occlusion and positions
  19970. // setup gl and common used attribs/unforms
  19971. _gl.uniform1i( uniforms.occlusionMap, 0 );
  19972. _gl.uniform1i( uniforms.map, 1 );
  19973. _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
  19974. _gl.vertexAttribPointer( attributes.vertex, 2, _gl.FLOAT, false, 2 * 8, 0 );
  19975. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
  19976. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
  19977. _gl.disable( _gl.CULL_FACE );
  19978. _gl.depthMask( false );
  19979. for ( var i = 0, l = flares.length; i < l; i ++ ) {
  19980. size = 16 / viewportHeight;
  19981. scale.set( size * invAspect, size );
  19982. // calc object screen position
  19983. var flare = flares[ i ];
  19984. tempPosition.set( flare.matrixWorld.elements[12], flare.matrixWorld.elements[13], flare.matrixWorld.elements[14] );
  19985. tempPosition.applyMatrix4( camera.matrixWorldInverse );
  19986. tempPosition.applyProjection( camera.projectionMatrix );
  19987. // setup arrays for gl programs
  19988. screenPosition.copy( tempPosition )
  19989. screenPositionPixels.x = screenPosition.x * halfViewportWidth + halfViewportWidth;
  19990. screenPositionPixels.y = screenPosition.y * halfViewportHeight + halfViewportHeight;
  19991. // screen cull
  19992. if ( _lensFlare.hasVertexTexture || (
  19993. screenPositionPixels.x > 0 &&
  19994. screenPositionPixels.x < viewportWidth &&
  19995. screenPositionPixels.y > 0 &&
  19996. screenPositionPixels.y < viewportHeight ) ) {
  19997. // save current RGB to temp texture
  19998. _gl.activeTexture( _gl.TEXTURE1 );
  19999. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
  20000. _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );
  20001. // render pink quad
  20002. _gl.uniform1i( uniforms.renderType, 0 );
  20003. _gl.uniform2f( uniforms.scale, scale.x, scale.y );
  20004. _gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
  20005. _gl.disable( _gl.BLEND );
  20006. _gl.enable( _gl.DEPTH_TEST );
  20007. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  20008. // copy result to occlusionMap
  20009. _gl.activeTexture( _gl.TEXTURE0 );
  20010. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
  20011. _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );
  20012. // restore graphics
  20013. _gl.uniform1i( uniforms.renderType, 1 );
  20014. _gl.disable( _gl.DEPTH_TEST );
  20015. _gl.activeTexture( _gl.TEXTURE1 );
  20016. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
  20017. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  20018. // update object positions
  20019. flare.positionScreen.copy( screenPosition )
  20020. if ( flare.customUpdateCallback ) {
  20021. flare.customUpdateCallback( flare );
  20022. } else {
  20023. flare.updateLensFlares();
  20024. }
  20025. // render flares
  20026. _gl.uniform1i( uniforms.renderType, 2 );
  20027. _gl.enable( _gl.BLEND );
  20028. for ( var j = 0, jl = flare.lensFlares.length; j < jl; j ++ ) {
  20029. var sprite = flare.lensFlares[ j ];
  20030. if ( sprite.opacity > 0.001 && sprite.scale > 0.001 ) {
  20031. screenPosition.x = sprite.x;
  20032. screenPosition.y = sprite.y;
  20033. screenPosition.z = sprite.z;
  20034. size = sprite.size * sprite.scale / viewportHeight;
  20035. scale.x = size * invAspect;
  20036. scale.y = size;
  20037. _gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
  20038. _gl.uniform2f( uniforms.scale, scale.x, scale.y );
  20039. _gl.uniform1f( uniforms.rotation, sprite.rotation );
  20040. _gl.uniform1f( uniforms.opacity, sprite.opacity );
  20041. _gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b );
  20042. _renderer.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst );
  20043. _renderer.setTexture( sprite.texture, 1 );
  20044. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  20045. }
  20046. }
  20047. }
  20048. }
  20049. // restore gl
  20050. _gl.enable( _gl.CULL_FACE );
  20051. _gl.enable( _gl.DEPTH_TEST );
  20052. _gl.depthMask( true );
  20053. _renderer.resetGLState();
  20054. };
  20055. function createProgram ( shader, precision ) {
  20056. var program = _gl.createProgram();
  20057. var fragmentShader = _gl.createShader( _gl.FRAGMENT_SHADER );
  20058. var vertexShader = _gl.createShader( _gl.VERTEX_SHADER );
  20059. var prefix = "precision " + precision + " float;\n";
  20060. _gl.shaderSource( fragmentShader, prefix + shader.fragmentShader );
  20061. _gl.shaderSource( vertexShader, prefix + shader.vertexShader );
  20062. _gl.compileShader( fragmentShader );
  20063. _gl.compileShader( vertexShader );
  20064. _gl.attachShader( program, fragmentShader );
  20065. _gl.attachShader( program, vertexShader );
  20066. _gl.linkProgram( program );
  20067. return program;
  20068. };
  20069. };
  20070. // File:src/extras/renderers/plugins/ShadowMapPlugin.js
  20071. /**
  20072. * @author alteredq / http://alteredqualia.com/
  20073. */
  20074. THREE.ShadowMapPlugin = function () {
  20075. var _gl,
  20076. _renderer,
  20077. _lights, _webglObjects, _webglObjectsImmediate,
  20078. _depthMaterial, _depthMaterialMorph, _depthMaterialSkin, _depthMaterialMorphSkin,
  20079. _frustum = new THREE.Frustum(),
  20080. _projScreenMatrix = new THREE.Matrix4(),
  20081. _min = new THREE.Vector3(),
  20082. _max = new THREE.Vector3(),
  20083. _matrixPosition = new THREE.Vector3(),
  20084. _renderList = [];
  20085. this.init = function ( renderer, lights, webglObjects, webglObjectsImmediate ) {
  20086. _gl = renderer.context;
  20087. _renderer = renderer;
  20088. _lights = lights;
  20089. _webglObjects = webglObjects;
  20090. _webglObjectsImmediate = webglObjectsImmediate;
  20091. var depthShader = THREE.ShaderLib[ "depthRGBA" ];
  20092. var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
  20093. _depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
  20094. _depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } );
  20095. _depthMaterialSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, skinning: true } );
  20096. _depthMaterialMorphSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true, skinning: true } );
  20097. _depthMaterial._shadowPass = true;
  20098. _depthMaterialMorph._shadowPass = true;
  20099. _depthMaterialSkin._shadowPass = true;
  20100. _depthMaterialMorphSkin._shadowPass = true;
  20101. };
  20102. this.render = function ( scene, camera ) {
  20103. if ( _renderer.shadowMapEnabled === false || _renderer.shadowMapAutoUpdate === false ) return;
  20104. this.update( scene, camera );
  20105. };
  20106. this.update = function ( scene, camera ) {
  20107. var i, il, j, jl, n,
  20108. shadowMap, shadowMatrix, shadowCamera,
  20109. program, buffer, material,
  20110. webglObject, object, light,
  20111. lights = [],
  20112. k = 0,
  20113. fog = null;
  20114. // set GL state for depth map
  20115. _gl.clearColor( 1, 1, 1, 1 );
  20116. _gl.disable( _gl.BLEND );
  20117. _gl.enable( _gl.CULL_FACE );
  20118. _gl.frontFace( _gl.CCW );
  20119. if ( _renderer.shadowMapCullFace === THREE.CullFaceFront ) {
  20120. _gl.cullFace( _gl.FRONT );
  20121. } else {
  20122. _gl.cullFace( _gl.BACK );
  20123. }
  20124. _renderer.setDepthTest( true );
  20125. // preprocess lights
  20126. // - skip lights that are not casting shadows
  20127. // - create virtual lights for cascaded shadow maps
  20128. for ( i = 0, il = _lights.length; i < il; i ++ ) {
  20129. light = _lights[ i ];
  20130. if ( ! light.castShadow ) continue;
  20131. if ( ( light instanceof THREE.DirectionalLight ) && light.shadowCascade ) {
  20132. for ( n = 0; n < light.shadowCascadeCount; n ++ ) {
  20133. var virtualLight;
  20134. if ( ! light.shadowCascadeArray[ n ] ) {
  20135. virtualLight = createVirtualLight( light, n );
  20136. virtualLight.originalCamera = camera;
  20137. var gyro = new THREE.Gyroscope();
  20138. gyro.position.copy( light.shadowCascadeOffset );
  20139. gyro.add( virtualLight );
  20140. gyro.add( virtualLight.target );
  20141. camera.add( gyro );
  20142. light.shadowCascadeArray[ n ] = virtualLight;
  20143. console.log( "Created virtualLight", virtualLight );
  20144. } else {
  20145. virtualLight = light.shadowCascadeArray[ n ];
  20146. }
  20147. updateVirtualLight( light, n );
  20148. lights[ k ] = virtualLight;
  20149. k ++;
  20150. }
  20151. } else {
  20152. lights[ k ] = light;
  20153. k ++;
  20154. }
  20155. }
  20156. // render depth map
  20157. for ( i = 0, il = lights.length; i < il; i ++ ) {
  20158. light = lights[ i ];
  20159. if ( ! light.shadowMap ) {
  20160. var shadowFilter = THREE.LinearFilter;
  20161. if ( _renderer.shadowMapType === THREE.PCFSoftShadowMap ) {
  20162. shadowFilter = THREE.NearestFilter;
  20163. }
  20164. var pars = { minFilter: shadowFilter, magFilter: shadowFilter, format: THREE.RGBAFormat };
  20165. light.shadowMap = new THREE.WebGLRenderTarget( light.shadowMapWidth, light.shadowMapHeight, pars );
  20166. light.shadowMapSize = new THREE.Vector2( light.shadowMapWidth, light.shadowMapHeight );
  20167. light.shadowMatrix = new THREE.Matrix4();
  20168. }
  20169. if ( ! light.shadowCamera ) {
  20170. if ( light instanceof THREE.SpotLight ) {
  20171. light.shadowCamera = new THREE.PerspectiveCamera( light.shadowCameraFov, light.shadowMapWidth / light.shadowMapHeight, light.shadowCameraNear, light.shadowCameraFar );
  20172. } else if ( light instanceof THREE.DirectionalLight ) {
  20173. light.shadowCamera = new THREE.OrthographicCamera( light.shadowCameraLeft, light.shadowCameraRight, light.shadowCameraTop, light.shadowCameraBottom, light.shadowCameraNear, light.shadowCameraFar );
  20174. } else {
  20175. console.error( "Unsupported light type for shadow" );
  20176. continue;
  20177. }
  20178. scene.add( light.shadowCamera );
  20179. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  20180. }
  20181. if ( light.shadowCameraVisible && ! light.cameraHelper ) {
  20182. light.cameraHelper = new THREE.CameraHelper( light.shadowCamera );
  20183. light.shadowCamera.add( light.cameraHelper );
  20184. }
  20185. if ( light.isVirtual && virtualLight.originalCamera == camera ) {
  20186. updateShadowCamera( camera, light );
  20187. }
  20188. shadowMap = light.shadowMap;
  20189. shadowMatrix = light.shadowMatrix;
  20190. shadowCamera = light.shadowCamera;
  20191. shadowCamera.position.setFromMatrixPosition( light.matrixWorld );
  20192. _matrixPosition.setFromMatrixPosition( light.target.matrixWorld );
  20193. shadowCamera.lookAt( _matrixPosition );
  20194. shadowCamera.updateMatrixWorld();
  20195. shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld );
  20196. if ( light.cameraHelper ) light.cameraHelper.visible = light.shadowCameraVisible;
  20197. if ( light.shadowCameraVisible ) light.cameraHelper.update();
  20198. // compute shadow matrix
  20199. shadowMatrix.set( 0.5, 0.0, 0.0, 0.5,
  20200. 0.0, 0.5, 0.0, 0.5,
  20201. 0.0, 0.0, 0.5, 0.5,
  20202. 0.0, 0.0, 0.0, 1.0 );
  20203. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  20204. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  20205. // update camera matrices and frustum
  20206. _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  20207. _frustum.setFromMatrix( _projScreenMatrix );
  20208. // render shadow map
  20209. _renderer.setRenderTarget( shadowMap );
  20210. _renderer.clear();
  20211. // set object matrices & frustum culling
  20212. _renderList.length = 0;
  20213. projectObject(scene,scene,shadowCamera);
  20214. // render regular objects
  20215. var objectMaterial, useMorphing, useSkinning;
  20216. for ( j = 0, jl = _renderList.length; j < jl; j ++ ) {
  20217. webglObject = _renderList[ j ];
  20218. object = webglObject.object;
  20219. buffer = webglObject.buffer;
  20220. // culling is overriden globally for all objects
  20221. // while rendering depth map
  20222. // need to deal with MeshFaceMaterial somehow
  20223. // in that case just use the first of material.materials for now
  20224. // (proper solution would require to break objects by materials
  20225. // similarly to regular rendering and then set corresponding
  20226. // depth materials per each chunk instead of just once per object)
  20227. objectMaterial = getObjectMaterial( object );
  20228. useMorphing = object.geometry.morphTargets !== undefined && object.geometry.morphTargets.length > 0 && objectMaterial.morphTargets;
  20229. useSkinning = object instanceof THREE.SkinnedMesh && objectMaterial.skinning;
  20230. if ( object.customDepthMaterial ) {
  20231. material = object.customDepthMaterial;
  20232. } else if ( useSkinning ) {
  20233. material = useMorphing ? _depthMaterialMorphSkin : _depthMaterialSkin;
  20234. } else if ( useMorphing ) {
  20235. material = _depthMaterialMorph;
  20236. } else {
  20237. material = _depthMaterial;
  20238. }
  20239. _renderer.setMaterialFaces( objectMaterial );
  20240. if ( buffer instanceof THREE.BufferGeometry ) {
  20241. _renderer.renderBufferDirect( shadowCamera, _lights, fog, material, buffer, object );
  20242. } else {
  20243. _renderer.renderBuffer( shadowCamera, _lights, fog, material, buffer, object );
  20244. }
  20245. }
  20246. // set matrices and render immediate objects
  20247. for ( j = 0, jl = _webglObjectsImmediate.length; j < jl; j ++ ) {
  20248. webglObject = _webglObjectsImmediate[ j ];
  20249. object = webglObject.object;
  20250. if ( object.visible && object.castShadow ) {
  20251. object._modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  20252. _renderer.renderImmediateObject( shadowCamera, _lights, fog, _depthMaterial, object );
  20253. }
  20254. }
  20255. }
  20256. // restore GL state
  20257. var clearColor = _renderer.getClearColor(),
  20258. clearAlpha = _renderer.getClearAlpha();
  20259. _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
  20260. _gl.enable( _gl.BLEND );
  20261. if ( _renderer.shadowMapCullFace === THREE.CullFaceFront ) {
  20262. _gl.cullFace( _gl.BACK );
  20263. }
  20264. _renderer.resetGLState();
  20265. };
  20266. function projectObject(scene, object,shadowCamera){
  20267. if ( object.visible ) {
  20268. var webglObjects = _webglObjects[object.id];
  20269. if (webglObjects && object.castShadow && (object.frustumCulled === false || _frustum.intersectsObject( object ) === true) ) {
  20270. for (var i = 0, l = webglObjects.length; i < l; i++){
  20271. var webglObject = webglObjects[i];
  20272. object._modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  20273. _renderList.push(webglObject);
  20274. }
  20275. }
  20276. for(var i = 0, l = object.children.length; i < l; i++) {
  20277. projectObject(scene, object.children[i],shadowCamera);
  20278. }
  20279. }
  20280. }
  20281. function createVirtualLight( light, cascade ) {
  20282. var virtualLight = new THREE.DirectionalLight();
  20283. virtualLight.isVirtual = true;
  20284. virtualLight.onlyShadow = true;
  20285. virtualLight.castShadow = true;
  20286. virtualLight.shadowCameraNear = light.shadowCameraNear;
  20287. virtualLight.shadowCameraFar = light.shadowCameraFar;
  20288. virtualLight.shadowCameraLeft = light.shadowCameraLeft;
  20289. virtualLight.shadowCameraRight = light.shadowCameraRight;
  20290. virtualLight.shadowCameraBottom = light.shadowCameraBottom;
  20291. virtualLight.shadowCameraTop = light.shadowCameraTop;
  20292. virtualLight.shadowCameraVisible = light.shadowCameraVisible;
  20293. virtualLight.shadowDarkness = light.shadowDarkness;
  20294. virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];
  20295. virtualLight.shadowMapWidth = light.shadowCascadeWidth[ cascade ];
  20296. virtualLight.shadowMapHeight = light.shadowCascadeHeight[ cascade ];
  20297. virtualLight.pointsWorld = [];
  20298. virtualLight.pointsFrustum = [];
  20299. var pointsWorld = virtualLight.pointsWorld,
  20300. pointsFrustum = virtualLight.pointsFrustum;
  20301. for ( var i = 0; i < 8; i ++ ) {
  20302. pointsWorld[ i ] = new THREE.Vector3();
  20303. pointsFrustum[ i ] = new THREE.Vector3();
  20304. }
  20305. var nearZ = light.shadowCascadeNearZ[ cascade ];
  20306. var farZ = light.shadowCascadeFarZ[ cascade ];
  20307. pointsFrustum[ 0 ].set( - 1, - 1, nearZ );
  20308. pointsFrustum[ 1 ].set( 1, - 1, nearZ );
  20309. pointsFrustum[ 2 ].set( - 1, 1, nearZ );
  20310. pointsFrustum[ 3 ].set( 1, 1, nearZ );
  20311. pointsFrustum[ 4 ].set( - 1, - 1, farZ );
  20312. pointsFrustum[ 5 ].set( 1, - 1, farZ );
  20313. pointsFrustum[ 6 ].set( - 1, 1, farZ );
  20314. pointsFrustum[ 7 ].set( 1, 1, farZ );
  20315. return virtualLight;
  20316. }
  20317. // Synchronize virtual light with the original light
  20318. function updateVirtualLight( light, cascade ) {
  20319. var virtualLight = light.shadowCascadeArray[ cascade ];
  20320. virtualLight.position.copy( light.position );
  20321. virtualLight.target.position.copy( light.target.position );
  20322. virtualLight.lookAt( virtualLight.target );
  20323. virtualLight.shadowCameraVisible = light.shadowCameraVisible;
  20324. virtualLight.shadowDarkness = light.shadowDarkness;
  20325. virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];
  20326. var nearZ = light.shadowCascadeNearZ[ cascade ];
  20327. var farZ = light.shadowCascadeFarZ[ cascade ];
  20328. var pointsFrustum = virtualLight.pointsFrustum;
  20329. pointsFrustum[ 0 ].z = nearZ;
  20330. pointsFrustum[ 1 ].z = nearZ;
  20331. pointsFrustum[ 2 ].z = nearZ;
  20332. pointsFrustum[ 3 ].z = nearZ;
  20333. pointsFrustum[ 4 ].z = farZ;
  20334. pointsFrustum[ 5 ].z = farZ;
  20335. pointsFrustum[ 6 ].z = farZ;
  20336. pointsFrustum[ 7 ].z = farZ;
  20337. }
  20338. // Fit shadow camera's ortho frustum to camera frustum
  20339. function updateShadowCamera( camera, light ) {
  20340. var shadowCamera = light.shadowCamera,
  20341. pointsFrustum = light.pointsFrustum,
  20342. pointsWorld = light.pointsWorld;
  20343. _min.set( Infinity, Infinity, Infinity );
  20344. _max.set( - Infinity, - Infinity, - Infinity );
  20345. for ( var i = 0; i < 8; i ++ ) {
  20346. var p = pointsWorld[ i ];
  20347. p.copy( pointsFrustum[ i ] );
  20348. THREE.ShadowMapPlugin.__projector.unprojectVector( p, camera );
  20349. p.applyMatrix4( shadowCamera.matrixWorldInverse );
  20350. if ( p.x < _min.x ) _min.x = p.x;
  20351. if ( p.x > _max.x ) _max.x = p.x;
  20352. if ( p.y < _min.y ) _min.y = p.y;
  20353. if ( p.y > _max.y ) _max.y = p.y;
  20354. if ( p.z < _min.z ) _min.z = p.z;
  20355. if ( p.z > _max.z ) _max.z = p.z;
  20356. }
  20357. shadowCamera.left = _min.x;
  20358. shadowCamera.right = _max.x;
  20359. shadowCamera.top = _max.y;
  20360. shadowCamera.bottom = _min.y;
  20361. // can't really fit near/far
  20362. //shadowCamera.near = _min.z;
  20363. //shadowCamera.far = _max.z;
  20364. shadowCamera.updateProjectionMatrix();
  20365. }
  20366. // For the moment just ignore objects that have multiple materials with different animation methods
  20367. // Only the first material will be taken into account for deciding which depth material to use for shadow maps
  20368. function getObjectMaterial( object ) {
  20369. return object.material instanceof THREE.MeshFaceMaterial
  20370. ? object.material.materials[ 0 ]
  20371. : object.material;
  20372. };
  20373. };
  20374. THREE.ShadowMapPlugin.__projector = new THREE.Projector();
  20375. // File:src/extras/renderers/plugins/SpritePlugin.js
  20376. /**
  20377. * @author mikael emtinger / http://gomo.se/
  20378. * @author alteredq / http://alteredqualia.com/
  20379. */
  20380. THREE.SpritePlugin = function () {
  20381. var _gl, _renderer, _texture;
  20382. var sprites = [];
  20383. var vertices, faces, vertexBuffer, elementBuffer;
  20384. var program, attributes, uniforms;
  20385. this.init = function ( renderer ) {
  20386. _gl = renderer.context;
  20387. _renderer = renderer;
  20388. vertices = new Float32Array( [
  20389. - 0.5, - 0.5, 0, 0,
  20390. 0.5, - 0.5, 1, 0,
  20391. 0.5, 0.5, 1, 1,
  20392. - 0.5, 0.5, 0, 1
  20393. ] );
  20394. faces = new Uint16Array( [
  20395. 0, 1, 2,
  20396. 0, 2, 3
  20397. ] );
  20398. vertexBuffer = _gl.createBuffer();
  20399. elementBuffer = _gl.createBuffer();
  20400. _gl.bindBuffer( _gl.ARRAY_BUFFER, vertexBuffer );
  20401. _gl.bufferData( _gl.ARRAY_BUFFER, vertices, _gl.STATIC_DRAW );
  20402. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
  20403. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faces, _gl.STATIC_DRAW );
  20404. program = createProgram();
  20405. attributes = {
  20406. position: _gl.getAttribLocation ( program, 'position' ),
  20407. uv: _gl.getAttribLocation ( program, 'uv' )
  20408. };
  20409. uniforms = {
  20410. uvOffset: _gl.getUniformLocation( program, 'uvOffset' ),
  20411. uvScale: _gl.getUniformLocation( program, 'uvScale' ),
  20412. rotation: _gl.getUniformLocation( program, 'rotation' ),
  20413. scale: _gl.getUniformLocation( program, 'scale' ),
  20414. color: _gl.getUniformLocation( program, 'color' ),
  20415. map: _gl.getUniformLocation( program, 'map' ),
  20416. opacity: _gl.getUniformLocation( program, 'opacity' ),
  20417. modelViewMatrix: _gl.getUniformLocation( program, 'modelViewMatrix' ),
  20418. projectionMatrix: _gl.getUniformLocation( program, 'projectionMatrix' ),
  20419. fogType: _gl.getUniformLocation( program, 'fogType' ),
  20420. fogDensity: _gl.getUniformLocation( program, 'fogDensity' ),
  20421. fogNear: _gl.getUniformLocation( program, 'fogNear' ),
  20422. fogFar: _gl.getUniformLocation( program, 'fogFar' ),
  20423. fogColor: _gl.getUniformLocation( program, 'fogColor' ),
  20424. alphaTest: _gl.getUniformLocation( program, 'alphaTest' )
  20425. };
  20426. var canvas = document.createElement( 'canvas' );
  20427. canvas.width = 8;
  20428. canvas.height = 8;
  20429. var context = canvas.getContext( '2d' );
  20430. context.fillStyle = 'white';
  20431. context.fillRect( 0, 0, 8, 8 );
  20432. _texture = new THREE.Texture( canvas );
  20433. _texture.needsUpdate = true;
  20434. };
  20435. this.render = function ( scene, camera, viewportWidth, viewportHeight ) {
  20436. sprites.length = 0;
  20437. scene.traverseVisible( function ( child ) {
  20438. if ( child instanceof THREE.Sprite ) {
  20439. sprites.push( child );
  20440. }
  20441. } );
  20442. if ( sprites.length === 0 ) return;
  20443. // setup gl
  20444. _gl.useProgram( program );
  20445. _gl.enableVertexAttribArray( attributes.position );
  20446. _gl.enableVertexAttribArray( attributes.uv );
  20447. _gl.disable( _gl.CULL_FACE );
  20448. _gl.enable( _gl.BLEND );
  20449. _gl.bindBuffer( _gl.ARRAY_BUFFER, vertexBuffer );
  20450. _gl.vertexAttribPointer( attributes.position, 2, _gl.FLOAT, false, 2 * 8, 0 );
  20451. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
  20452. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
  20453. _gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
  20454. _gl.activeTexture( _gl.TEXTURE0 );
  20455. _gl.uniform1i( uniforms.map, 0 );
  20456. var oldFogType = 0;
  20457. var sceneFogType = 0;
  20458. var fog = scene.fog;
  20459. if ( fog ) {
  20460. _gl.uniform3f( uniforms.fogColor, fog.color.r, fog.color.g, fog.color.b );
  20461. if ( fog instanceof THREE.Fog ) {
  20462. _gl.uniform1f( uniforms.fogNear, fog.near );
  20463. _gl.uniform1f( uniforms.fogFar, fog.far );
  20464. _gl.uniform1i( uniforms.fogType, 1 );
  20465. oldFogType = 1;
  20466. sceneFogType = 1;
  20467. } else if ( fog instanceof THREE.FogExp2 ) {
  20468. _gl.uniform1f( uniforms.fogDensity, fog.density );
  20469. _gl.uniform1i( uniforms.fogType, 2 );
  20470. oldFogType = 2;
  20471. sceneFogType = 2;
  20472. }
  20473. } else {
  20474. _gl.uniform1i( uniforms.fogType, 0 );
  20475. oldFogType = 0;
  20476. sceneFogType = 0;
  20477. }
  20478. // update positions and sort
  20479. for ( var i = 0, l = sprites.length; i < l; i ++ ) {
  20480. var sprite = sprites[ i ];
  20481. var material = sprite.material;
  20482. sprite._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, sprite.matrixWorld );
  20483. sprite.z = - sprite._modelViewMatrix.elements[ 14 ];
  20484. }
  20485. sprites.sort( painterSortStable );
  20486. // render all sprites
  20487. var scale = [];
  20488. for ( var i = 0, l = sprites.length; i < l; i ++ ) {
  20489. var sprite = sprites[ i ];
  20490. var material = sprite.material;
  20491. _gl.uniform1f( uniforms.alphaTest, material.alphaTest );
  20492. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite._modelViewMatrix.elements );
  20493. scale[ 0 ] = sprite.scale.x;
  20494. scale[ 1 ] = sprite.scale.y;
  20495. var fogType = 0;
  20496. if ( scene.fog && material.fog ) {
  20497. fogType = sceneFogType;
  20498. }
  20499. if ( oldFogType !== fogType ) {
  20500. _gl.uniform1i( uniforms.fogType, fogType );
  20501. oldFogType = fogType;
  20502. }
  20503. if ( material.map !== null ) {
  20504. _gl.uniform2f( uniforms.uvOffset, material.map.offset.x, material.map.offset.y );
  20505. _gl.uniform2f( uniforms.uvScale, material.map.repeat.x, material.map.repeat.y );
  20506. } else {
  20507. _gl.uniform2f( uniforms.uvOffset, 0, 0 );
  20508. _gl.uniform2f( uniforms.uvScale, 1, 1 );
  20509. }
  20510. _gl.uniform1f( uniforms.opacity, material.opacity );
  20511. _gl.uniform3f( uniforms.color, material.color.r, material.color.g, material.color.b );
  20512. _gl.uniform1f( uniforms.rotation, material.rotation );
  20513. _gl.uniform2fv( uniforms.scale, scale );
  20514. _renderer.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  20515. _renderer.setDepthTest( material.depthTest );
  20516. _renderer.setDepthWrite( material.depthWrite );
  20517. if ( material.map && material.map.image && material.map.image.width ) {
  20518. _renderer.setTexture( material.map, 0 );
  20519. } else {
  20520. _renderer.setTexture( _texture, 0 );
  20521. }
  20522. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  20523. }
  20524. // restore gl
  20525. _gl.enable( _gl.CULL_FACE );
  20526. _renderer.resetGLState();
  20527. };
  20528. function createProgram () {
  20529. var program = _gl.createProgram();
  20530. var vertexShader = _gl.createShader( _gl.VERTEX_SHADER );
  20531. var fragmentShader = _gl.createShader( _gl.FRAGMENT_SHADER );
  20532. _gl.shaderSource( vertexShader, [
  20533. 'precision ' + _renderer.getPrecision() + ' float;',
  20534. 'uniform mat4 modelViewMatrix;',
  20535. 'uniform mat4 projectionMatrix;',
  20536. 'uniform float rotation;',
  20537. 'uniform vec2 scale;',
  20538. 'uniform vec2 uvOffset;',
  20539. 'uniform vec2 uvScale;',
  20540. 'attribute vec2 position;',
  20541. 'attribute vec2 uv;',
  20542. 'varying vec2 vUV;',
  20543. 'void main() {',
  20544. 'vUV = uvOffset + uv * uvScale;',
  20545. 'vec2 alignedPosition = position * scale;',
  20546. 'vec2 rotatedPosition;',
  20547. 'rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;',
  20548. 'rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;',
  20549. 'vec4 finalPosition;',
  20550. 'finalPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );',
  20551. 'finalPosition.xy += rotatedPosition;',
  20552. 'finalPosition = projectionMatrix * finalPosition;',
  20553. 'gl_Position = finalPosition;',
  20554. '}'
  20555. ].join( '\n' ) );
  20556. _gl.shaderSource( fragmentShader, [
  20557. 'precision ' + _renderer.getPrecision() + ' float;',
  20558. 'uniform vec3 color;',
  20559. 'uniform sampler2D map;',
  20560. 'uniform float opacity;',
  20561. 'uniform int fogType;',
  20562. 'uniform vec3 fogColor;',
  20563. 'uniform float fogDensity;',
  20564. 'uniform float fogNear;',
  20565. 'uniform float fogFar;',
  20566. 'uniform float alphaTest;',
  20567. 'varying vec2 vUV;',
  20568. 'void main() {',
  20569. 'vec4 texture = texture2D( map, vUV );',
  20570. 'if ( texture.a < alphaTest ) discard;',
  20571. 'gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );',
  20572. 'if ( fogType > 0 ) {',
  20573. 'float depth = gl_FragCoord.z / gl_FragCoord.w;',
  20574. 'float fogFactor = 0.0;',
  20575. 'if ( fogType == 1 ) {',
  20576. 'fogFactor = smoothstep( fogNear, fogFar, depth );',
  20577. '} else {',
  20578. 'const float LOG2 = 1.442695;',
  20579. 'float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );',
  20580. 'fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );',
  20581. '}',
  20582. 'gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );',
  20583. '}',
  20584. '}'
  20585. ].join( '\n' ) );
  20586. _gl.compileShader( vertexShader );
  20587. _gl.compileShader( fragmentShader );
  20588. _gl.attachShader( program, vertexShader );
  20589. _gl.attachShader( program, fragmentShader );
  20590. _gl.linkProgram( program );
  20591. return program;
  20592. };
  20593. function painterSortStable ( a, b ) {
  20594. if ( a.z !== b.z ) {
  20595. return b.z - a.z;
  20596. } else {
  20597. return b.id - a.id;
  20598. }
  20599. };
  20600. };
  20601. // File:src/extras/renderers/plugins/DepthPassPlugin.js
  20602. /**
  20603. * @author alteredq / http://alteredqualia.com/
  20604. */
  20605. THREE.DepthPassPlugin = function () {
  20606. this.enabled = false;
  20607. this.renderTarget = null;
  20608. var _gl,
  20609. _renderer,
  20610. _lights, _webglObjects, _webglObjectsImmediate,
  20611. _depthMaterial, _depthMaterialMorph, _depthMaterialSkin, _depthMaterialMorphSkin,
  20612. _frustum = new THREE.Frustum(),
  20613. _projScreenMatrix = new THREE.Matrix4(),
  20614. _renderList = [];
  20615. this.init = function ( renderer, lights, webglObjects, webglObjectsImmediate ) {
  20616. _gl = renderer.context;
  20617. _renderer = renderer;
  20618. _lights = lights;
  20619. _webglObjects = webglObjects;
  20620. _webglObjectsImmediate = webglObjectsImmediate;
  20621. var depthShader = THREE.ShaderLib[ "depthRGBA" ];
  20622. var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
  20623. _depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
  20624. _depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } );
  20625. _depthMaterialSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, skinning: true } );
  20626. _depthMaterialMorphSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true, skinning: true } );
  20627. _depthMaterial._shadowPass = true;
  20628. _depthMaterialMorph._shadowPass = true;
  20629. _depthMaterialSkin._shadowPass = true;
  20630. _depthMaterialMorphSkin._shadowPass = true;
  20631. };
  20632. this.render = function ( scene, camera ) {
  20633. if ( ! this.enabled ) return;
  20634. this.update( scene, camera );
  20635. };
  20636. this.update = function ( scene, camera ) {
  20637. var i, il, j, jl, n,
  20638. program, buffer, material,
  20639. webglObject, object, light,
  20640. renderList,
  20641. fog = null;
  20642. // set GL state for depth map
  20643. _gl.clearColor( 1, 1, 1, 1 );
  20644. _gl.disable( _gl.BLEND );
  20645. _renderer.setDepthTest( true );
  20646. // update scene
  20647. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  20648. // update camera matrices and frustum
  20649. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  20650. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  20651. _frustum.setFromMatrix( _projScreenMatrix );
  20652. // render depth map
  20653. _renderer.setRenderTarget( this.renderTarget );
  20654. _renderer.clear();
  20655. // set object matrices & frustum culling
  20656. _renderList.length = 0;
  20657. projectObject(scene,scene,camera);
  20658. // render regular objects
  20659. var objectMaterial, useMorphing, useSkinning;
  20660. for ( j = 0, jl = _renderList.length; j < jl; j ++ ) {
  20661. webglObject = _renderList[ j ];
  20662. object = webglObject.object;
  20663. buffer = webglObject.buffer;
  20664. // todo: create proper depth material for particles
  20665. if ( object instanceof THREE.PointCloud && ! object.customDepthMaterial ) continue;
  20666. objectMaterial = getObjectMaterial( object );
  20667. if ( objectMaterial ) _renderer.setMaterialFaces( object.material );
  20668. useMorphing = object.geometry.morphTargets !== undefined && object.geometry.morphTargets.length > 0 && objectMaterial.morphTargets;
  20669. useSkinning = object instanceof THREE.SkinnedMesh && objectMaterial.skinning;
  20670. if ( object.customDepthMaterial ) {
  20671. material = object.customDepthMaterial;
  20672. } else if ( useSkinning ) {
  20673. material = useMorphing ? _depthMaterialMorphSkin : _depthMaterialSkin;
  20674. } else if ( useMorphing ) {
  20675. material = _depthMaterialMorph;
  20676. } else {
  20677. material = _depthMaterial;
  20678. }
  20679. if ( buffer instanceof THREE.BufferGeometry ) {
  20680. _renderer.renderBufferDirect( camera, _lights, fog, material, buffer, object );
  20681. } else {
  20682. _renderer.renderBuffer( camera, _lights, fog, material, buffer, object );
  20683. }
  20684. }
  20685. // set matrices and render immediate objects
  20686. for ( j = 0, jl = _webglObjectsImmediate.length; j < jl; j ++ ) {
  20687. webglObject = _webglObjectsImmediate[ j ];
  20688. object = webglObject.object;
  20689. if ( object.visible ) {
  20690. object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  20691. _renderer.renderImmediateObject( camera, _lights, fog, _depthMaterial, object );
  20692. }
  20693. }
  20694. // restore GL state
  20695. var clearColor = _renderer.getClearColor(),
  20696. clearAlpha = _renderer.getClearAlpha();
  20697. _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
  20698. _gl.enable( _gl.BLEND );
  20699. };
  20700. function projectObject(scene, object,camera){
  20701. if ( object.visible ) {
  20702. var webglObjects = _webglObjects[object.id];
  20703. if (webglObjects && (object.frustumCulled === false || _frustum.intersectsObject( object ) === true) ) {
  20704. for (var i = 0, l = webglObjects.length; i < l; i++){
  20705. var webglObject = webglObjects[i];
  20706. object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  20707. _renderList.push(webglObject);
  20708. }
  20709. }
  20710. for(var i = 0, l = object.children.length; i < l; i++) {
  20711. projectObject(scene, object.children[i], camera);
  20712. }
  20713. }
  20714. }
  20715. // For the moment just ignore objects that have multiple materials with different animation methods
  20716. // Only the first material will be taken into account for deciding which depth material to use
  20717. function getObjectMaterial( object ) {
  20718. return object.material instanceof THREE.MeshFaceMaterial
  20719. ? object.material.materials[ 0 ]
  20720. : object.material;
  20721. };
  20722. };
  20723. // File:src/extras/shaders/ShaderFlares.js
  20724. /**
  20725. * @author mikael emtinger / http://gomo.se/
  20726. */
  20727. THREE.ShaderFlares = {
  20728. 'lensFlareVertexTexture': {
  20729. vertexShader: [
  20730. "uniform lowp int renderType;",
  20731. "uniform vec3 screenPosition;",
  20732. "uniform vec2 scale;",
  20733. "uniform float rotation;",
  20734. "uniform sampler2D occlusionMap;",
  20735. "attribute vec2 position;",
  20736. "attribute vec2 uv;",
  20737. "varying vec2 vUV;",
  20738. "varying float vVisibility;",
  20739. "void main() {",
  20740. "vUV = uv;",
  20741. "vec2 pos = position;",
  20742. "if( renderType == 2 ) {",
  20743. "vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );",
  20744. "visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );",
  20745. "visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );",
  20746. "visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );",
  20747. "visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );",
  20748. "visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );",
  20749. "visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );",
  20750. "visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );",
  20751. "visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );",
  20752. "vVisibility = visibility.r / 9.0;",
  20753. "vVisibility *= 1.0 - visibility.g / 9.0;",
  20754. "vVisibility *= visibility.b / 9.0;",
  20755. "vVisibility *= 1.0 - visibility.a / 9.0;",
  20756. "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
  20757. "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
  20758. "}",
  20759. "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
  20760. "}"
  20761. ].join( "\n" ),
  20762. fragmentShader: [
  20763. "uniform lowp int renderType;",
  20764. "uniform sampler2D map;",
  20765. "uniform float opacity;",
  20766. "uniform vec3 color;",
  20767. "varying vec2 vUV;",
  20768. "varying float vVisibility;",
  20769. "void main() {",
  20770. // pink square
  20771. "if( renderType == 0 ) {",
  20772. "gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );",
  20773. // restore
  20774. "} else if( renderType == 1 ) {",
  20775. "gl_FragColor = texture2D( map, vUV );",
  20776. // flare
  20777. "} else {",
  20778. "vec4 texture = texture2D( map, vUV );",
  20779. "texture.a *= opacity * vVisibility;",
  20780. "gl_FragColor = texture;",
  20781. "gl_FragColor.rgb *= color;",
  20782. "}",
  20783. "}"
  20784. ].join( "\n" )
  20785. },
  20786. 'lensFlare': {
  20787. vertexShader: [
  20788. "uniform lowp int renderType;",
  20789. "uniform vec3 screenPosition;",
  20790. "uniform vec2 scale;",
  20791. "uniform float rotation;",
  20792. "attribute vec2 position;",
  20793. "attribute vec2 uv;",
  20794. "varying vec2 vUV;",
  20795. "void main() {",
  20796. "vUV = uv;",
  20797. "vec2 pos = position;",
  20798. "if( renderType == 2 ) {",
  20799. "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
  20800. "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
  20801. "}",
  20802. "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
  20803. "}"
  20804. ].join( "\n" ),
  20805. fragmentShader: [
  20806. "precision mediump float;",
  20807. "uniform lowp int renderType;",
  20808. "uniform sampler2D map;",
  20809. "uniform sampler2D occlusionMap;",
  20810. "uniform float opacity;",
  20811. "uniform vec3 color;",
  20812. "varying vec2 vUV;",
  20813. "void main() {",
  20814. // pink square
  20815. "if( renderType == 0 ) {",
  20816. "gl_FragColor = vec4( texture2D( map, vUV ).rgb, 0.0 );",
  20817. // restore
  20818. "} else if( renderType == 1 ) {",
  20819. "gl_FragColor = texture2D( map, vUV );",
  20820. // flare
  20821. "} else {",
  20822. "float visibility = texture2D( occlusionMap, vec2( 0.5, 0.1 ) ).a;",
  20823. "visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) ).a;",
  20824. "visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) ).a;",
  20825. "visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) ).a;",
  20826. "visibility = ( 1.0 - visibility / 4.0 );",
  20827. "vec4 texture = texture2D( map, vUV );",
  20828. "texture.a *= opacity * visibility;",
  20829. "gl_FragColor = texture;",
  20830. "gl_FragColor.rgb *= color;",
  20831. "}",
  20832. "}"
  20833. ].join( "\n" )
  20834. }
  20835. };