three.js 790 KB

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  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. * @author Larry Battle / http://bateru.com/news
  4. */
  5. var THREE = THREE || { REVISION: '57' };
  6. self.console = self.console || {
  7. info: function () {},
  8. log: function () {},
  9. debug: function () {},
  10. warn: function () {},
  11. error: function () {}
  12. };
  13. self.Int32Array = self.Int32Array || Array;
  14. self.Float32Array = self.Float32Array || Array;
  15. String.prototype.trim = String.prototype.trim || function () {
  16. return this.replace( /^\s+|\s+$/g, '' );
  17. };
  18. // based on https://github.com/documentcloud/underscore/blob/bf657be243a075b5e72acc8a83e6f12a564d8f55/underscore.js#L767
  19. THREE.extend = function ( obj, source ) {
  20. // ECMAScript5 compatibility based on: http://www.nczonline.net/blog/2012/12/11/are-your-mixins-ecmascript-5-compatible/
  21. if ( Object.keys ) {
  22. var keys = Object.keys( source );
  23. for (var i = 0, il = keys.length; i < il; i++) {
  24. var prop = keys[i];
  25. Object.defineProperty( obj, prop, Object.getOwnPropertyDescriptor( source, prop ) );
  26. }
  27. } else {
  28. var safeHasOwnProperty = {}.hasOwnProperty;
  29. for ( var prop in source ) {
  30. if ( safeHasOwnProperty.call( source, prop ) ) {
  31. obj[prop] = source[prop];
  32. }
  33. }
  34. }
  35. return obj;
  36. };
  37. // http://paulirish.com/2011/requestanimationframe-for-smart-animating/
  38. // http://my.opera.com/emoller/blog/2011/12/20/requestanimationframe-for-smart-er-animating
  39. // requestAnimationFrame polyfill by Erik Möller
  40. // fixes from Paul Irish and Tino Zijdel
  41. ( function () {
  42. var lastTime = 0;
  43. var vendors = [ 'ms', 'moz', 'webkit', 'o' ];
  44. for ( var x = 0; x < vendors.length && !window.requestAnimationFrame; ++ x ) {
  45. window.requestAnimationFrame = window[ vendors[ x ] + 'RequestAnimationFrame' ];
  46. window.cancelAnimationFrame = window[ vendors[ x ] + 'CancelAnimationFrame' ] || window[ vendors[ x ] + 'CancelRequestAnimationFrame' ];
  47. }
  48. if ( window.requestAnimationFrame === undefined ) {
  49. window.requestAnimationFrame = function ( callback ) {
  50. var currTime = Date.now(), timeToCall = Math.max( 0, 16 - ( currTime - lastTime ) );
  51. var id = window.setTimeout( function() { callback( currTime + timeToCall ); }, timeToCall );
  52. lastTime = currTime + timeToCall;
  53. return id;
  54. };
  55. }
  56. window.cancelAnimationFrame = window.cancelAnimationFrame || function ( id ) { window.clearTimeout( id ) };
  57. }() );
  58. // GL STATE CONSTANTS
  59. THREE.CullFaceNone = 0;
  60. THREE.CullFaceBack = 1;
  61. THREE.CullFaceFront = 2;
  62. THREE.CullFaceFrontBack = 3;
  63. THREE.FrontFaceDirectionCW = 0;
  64. THREE.FrontFaceDirectionCCW = 1;
  65. // SHADOWING TYPES
  66. THREE.BasicShadowMap = 0;
  67. THREE.PCFShadowMap = 1;
  68. THREE.PCFSoftShadowMap = 2;
  69. // MATERIAL CONSTANTS
  70. // side
  71. THREE.FrontSide = 0;
  72. THREE.BackSide = 1;
  73. THREE.DoubleSide = 2;
  74. // shading
  75. THREE.NoShading = 0;
  76. THREE.FlatShading = 1;
  77. THREE.SmoothShading = 2;
  78. // colors
  79. THREE.NoColors = 0;
  80. THREE.FaceColors = 1;
  81. THREE.VertexColors = 2;
  82. // blending modes
  83. THREE.NoBlending = 0;
  84. THREE.NormalBlending = 1;
  85. THREE.AdditiveBlending = 2;
  86. THREE.SubtractiveBlending = 3;
  87. THREE.MultiplyBlending = 4;
  88. THREE.CustomBlending = 5;
  89. // custom blending equations
  90. // (numbers start from 100 not to clash with other
  91. // mappings to OpenGL constants defined in Texture.js)
  92. THREE.AddEquation = 100;
  93. THREE.SubtractEquation = 101;
  94. THREE.ReverseSubtractEquation = 102;
  95. // custom blending destination factors
  96. THREE.ZeroFactor = 200;
  97. THREE.OneFactor = 201;
  98. THREE.SrcColorFactor = 202;
  99. THREE.OneMinusSrcColorFactor = 203;
  100. THREE.SrcAlphaFactor = 204;
  101. THREE.OneMinusSrcAlphaFactor = 205;
  102. THREE.DstAlphaFactor = 206;
  103. THREE.OneMinusDstAlphaFactor = 207;
  104. // custom blending source factors
  105. //THREE.ZeroFactor = 200;
  106. //THREE.OneFactor = 201;
  107. //THREE.SrcAlphaFactor = 204;
  108. //THREE.OneMinusSrcAlphaFactor = 205;
  109. //THREE.DstAlphaFactor = 206;
  110. //THREE.OneMinusDstAlphaFactor = 207;
  111. THREE.DstColorFactor = 208;
  112. THREE.OneMinusDstColorFactor = 209;
  113. THREE.SrcAlphaSaturateFactor = 210;
  114. // TEXTURE CONSTANTS
  115. THREE.MultiplyOperation = 0;
  116. THREE.MixOperation = 1;
  117. THREE.AddOperation = 2;
  118. // Mapping modes
  119. THREE.UVMapping = function () {};
  120. THREE.CubeReflectionMapping = function () {};
  121. THREE.CubeRefractionMapping = function () {};
  122. THREE.SphericalReflectionMapping = function () {};
  123. THREE.SphericalRefractionMapping = function () {};
  124. // Wrapping modes
  125. THREE.RepeatWrapping = 1000;
  126. THREE.ClampToEdgeWrapping = 1001;
  127. THREE.MirroredRepeatWrapping = 1002;
  128. // Filters
  129. THREE.NearestFilter = 1003;
  130. THREE.NearestMipMapNearestFilter = 1004;
  131. THREE.NearestMipMapLinearFilter = 1005;
  132. THREE.LinearFilter = 1006;
  133. THREE.LinearMipMapNearestFilter = 1007;
  134. THREE.LinearMipMapLinearFilter = 1008;
  135. // Data types
  136. THREE.UnsignedByteType = 1009;
  137. THREE.ByteType = 1010;
  138. THREE.ShortType = 1011;
  139. THREE.UnsignedShortType = 1012;
  140. THREE.IntType = 1013;
  141. THREE.UnsignedIntType = 1014;
  142. THREE.FloatType = 1015;
  143. // Pixel types
  144. //THREE.UnsignedByteType = 1009;
  145. THREE.UnsignedShort4444Type = 1016;
  146. THREE.UnsignedShort5551Type = 1017;
  147. THREE.UnsignedShort565Type = 1018;
  148. // Pixel formats
  149. THREE.AlphaFormat = 1019;
  150. THREE.RGBFormat = 1020;
  151. THREE.RGBAFormat = 1021;
  152. THREE.LuminanceFormat = 1022;
  153. THREE.LuminanceAlphaFormat = 1023;
  154. // Compressed texture formats
  155. THREE.RGB_S3TC_DXT1_Format = 2001;
  156. THREE.RGBA_S3TC_DXT1_Format = 2002;
  157. THREE.RGBA_S3TC_DXT3_Format = 2003;
  158. THREE.RGBA_S3TC_DXT5_Format = 2004;
  159. /*
  160. // Potential future PVRTC compressed texture formats
  161. THREE.RGB_PVRTC_4BPPV1_Format = 2100;
  162. THREE.RGB_PVRTC_2BPPV1_Format = 2101;
  163. THREE.RGBA_PVRTC_4BPPV1_Format = 2102;
  164. THREE.RGBA_PVRTC_2BPPV1_Format = 2103;
  165. */
  166. /**
  167. * @author mrdoob / http://mrdoob.com/
  168. */
  169. THREE.Color = function ( value ) {
  170. if ( value !== undefined ) this.set( value );
  171. return this;
  172. };
  173. THREE.Color.prototype = {
  174. constructor: THREE.Color,
  175. r: 1, g: 1, b: 1,
  176. set: function ( value ) {
  177. switch ( typeof value ) {
  178. case "number":
  179. this.setHex( value );
  180. break;
  181. case "string":
  182. this.setStyle( value );
  183. break;
  184. }
  185. },
  186. setHex: function ( hex ) {
  187. hex = Math.floor( hex );
  188. this.r = ( hex >> 16 & 255 ) / 255;
  189. this.g = ( hex >> 8 & 255 ) / 255;
  190. this.b = ( hex & 255 ) / 255;
  191. return this;
  192. },
  193. setRGB: function ( r, g, b ) {
  194. this.r = r;
  195. this.g = g;
  196. this.b = b;
  197. return this;
  198. },
  199. setHSL: function ( h, s, l ) {
  200. // h,s,l ranges are in 0.0 - 1.0
  201. if ( s === 0 ) {
  202. this.r = this.g = this.b = l;
  203. } else {
  204. var hue2rgb = function ( p, q, t ) {
  205. if ( t < 0 ) t += 1;
  206. if ( t > 1 ) t -= 1;
  207. if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
  208. if ( t < 1 / 2 ) return q;
  209. if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
  210. return p;
  211. };
  212. var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  213. var q = ( 2 * l ) - p;
  214. this.r = hue2rgb( q, p, h + 1 / 3 );
  215. this.g = hue2rgb( q, p, h );
  216. this.b = hue2rgb( q, p, h - 1 / 3 );
  217. }
  218. return this;
  219. },
  220. setStyle: function ( style ) {
  221. // rgb(255,0,0)
  222. if ( /^rgb\((\d+),(\d+),(\d+)\)$/i.test( style ) ) {
  223. var color = /^rgb\((\d+),(\d+),(\d+)\)$/i.exec( style );
  224. this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
  225. this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
  226. this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
  227. return this;
  228. }
  229. // rgb(100%,0%,0%)
  230. if ( /^rgb\((\d+)\%,(\d+)\%,(\d+)\%\)$/i.test( style ) ) {
  231. var color = /^rgb\((\d+)\%,(\d+)\%,(\d+)\%\)$/i.exec( style );
  232. this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
  233. this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
  234. this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
  235. return this;
  236. }
  237. // #ff0000
  238. if ( /^\#([0-9a-f]{6})$/i.test( style ) ) {
  239. var color = /^\#([0-9a-f]{6})$/i.exec( style );
  240. this.setHex( parseInt( color[ 1 ], 16 ) );
  241. return this;
  242. }
  243. // #f00
  244. if ( /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.test( style ) ) {
  245. var color = /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.exec( style );
  246. this.setHex( parseInt( color[ 1 ] + color[ 1 ] + color[ 2 ] + color[ 2 ] + color[ 3 ] + color[ 3 ], 16 ) );
  247. return this;
  248. }
  249. // red
  250. if ( /^(\w+)$/i.test( style ) ) {
  251. this.setHex( THREE.ColorKeywords[ style ] );
  252. return this;
  253. }
  254. },
  255. copy: function ( color ) {
  256. this.r = color.r;
  257. this.g = color.g;
  258. this.b = color.b;
  259. return this;
  260. },
  261. copyGammaToLinear: function ( color ) {
  262. this.r = color.r * color.r;
  263. this.g = color.g * color.g;
  264. this.b = color.b * color.b;
  265. return this;
  266. },
  267. copyLinearToGamma: function ( color ) {
  268. this.r = Math.sqrt( color.r );
  269. this.g = Math.sqrt( color.g );
  270. this.b = Math.sqrt( color.b );
  271. return this;
  272. },
  273. convertGammaToLinear: function () {
  274. var r = this.r, g = this.g, b = this.b;
  275. this.r = r * r;
  276. this.g = g * g;
  277. this.b = b * b;
  278. return this;
  279. },
  280. convertLinearToGamma: function () {
  281. this.r = Math.sqrt( this.r );
  282. this.g = Math.sqrt( this.g );
  283. this.b = Math.sqrt( this.b );
  284. return this;
  285. },
  286. getHex: function () {
  287. return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
  288. },
  289. getHexString: function () {
  290. return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
  291. },
  292. getHSL: function () {
  293. var hsl = { h: 0, s: 0, l: 0 };
  294. return function () {
  295. // h,s,l ranges are in 0.0 - 1.0
  296. var r = this.r, g = this.g, b = this.b;
  297. var max = Math.max( r, g, b );
  298. var min = Math.min( r, g, b );
  299. var hue, saturation;
  300. var lightness = ( min + max ) / 2.0;
  301. if ( min === max ) {
  302. hue = 0;
  303. saturation = 0;
  304. } else {
  305. var delta = max - min;
  306. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  307. switch ( max ) {
  308. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  309. case g: hue = ( b - r ) / delta + 2; break;
  310. case b: hue = ( r - g ) / delta + 4; break;
  311. }
  312. hue /= 6;
  313. }
  314. hsl.h = hue;
  315. hsl.s = saturation;
  316. hsl.l = lightness;
  317. return hsl;
  318. };
  319. }(),
  320. getStyle: function () {
  321. return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
  322. },
  323. offsetHSL: function ( h, s, l ) {
  324. var hsl = this.getHSL();
  325. hsl.h += h; hsl.s += s; hsl.l += l;
  326. this.setHSL( hsl.h, hsl.s, hsl.l );
  327. return this;
  328. },
  329. add: function ( color ) {
  330. this.r += color.r;
  331. this.g += color.g;
  332. this.b += color.b;
  333. return this;
  334. },
  335. addColors: function ( color1, color2 ) {
  336. this.r = color1.r + color2.r;
  337. this.g = color1.g + color2.g;
  338. this.b = color1.b + color2.b;
  339. return this;
  340. },
  341. addScalar: function ( s ) {
  342. this.r += s;
  343. this.g += s;
  344. this.b += s;
  345. return this;
  346. },
  347. multiply: function ( color ) {
  348. this.r *= color.r;
  349. this.g *= color.g;
  350. this.b *= color.b;
  351. return this;
  352. },
  353. multiplyScalar: function ( s ) {
  354. this.r *= s;
  355. this.g *= s;
  356. this.b *= s;
  357. return this;
  358. },
  359. lerp: function ( color, alpha ) {
  360. this.r += ( color.r - this.r ) * alpha;
  361. this.g += ( color.g - this.g ) * alpha;
  362. this.b += ( color.b - this.b ) * alpha;
  363. return this;
  364. },
  365. equals: function ( c ) {
  366. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  367. },
  368. clone: function () {
  369. return new THREE.Color().setRGB( this.r, this.g, this.b );
  370. }
  371. };
  372. THREE.ColorKeywords = { "aliceblue": 0xF0F8FF, "antiquewhite": 0xFAEBD7, "aqua": 0x00FFFF, "aquamarine": 0x7FFFD4, "azure": 0xF0FFFF,
  373. "beige": 0xF5F5DC, "bisque": 0xFFE4C4, "black": 0x000000, "blanchedalmond": 0xFFEBCD, "blue": 0x0000FF, "blueviolet": 0x8A2BE2,
  374. "brown": 0xA52A2A, "burlywood": 0xDEB887, "cadetblue": 0x5F9EA0, "chartreuse": 0x7FFF00, "chocolate": 0xD2691E, "coral": 0xFF7F50,
  375. "cornflowerblue": 0x6495ED, "cornsilk": 0xFFF8DC, "crimson": 0xDC143C, "cyan": 0x00FFFF, "darkblue": 0x00008B, "darkcyan": 0x008B8B,
  376. "darkgoldenrod": 0xB8860B, "darkgray": 0xA9A9A9, "darkgreen": 0x006400, "darkgrey": 0xA9A9A9, "darkkhaki": 0xBDB76B, "darkmagenta": 0x8B008B,
  377. "darkolivegreen": 0x556B2F, "darkorange": 0xFF8C00, "darkorchid": 0x9932CC, "darkred": 0x8B0000, "darksalmon": 0xE9967A, "darkseagreen": 0x8FBC8F,
  378. "darkslateblue": 0x483D8B, "darkslategray": 0x2F4F4F, "darkslategrey": 0x2F4F4F, "darkturquoise": 0x00CED1, "darkviolet": 0x9400D3,
  379. "deeppink": 0xFF1493, "deepskyblue": 0x00BFFF, "dimgray": 0x696969, "dimgrey": 0x696969, "dodgerblue": 0x1E90FF, "firebrick": 0xB22222,
  380. "floralwhite": 0xFFFAF0, "forestgreen": 0x228B22, "fuchsia": 0xFF00FF, "gainsboro": 0xDCDCDC, "ghostwhite": 0xF8F8FF, "gold": 0xFFD700,
  381. "goldenrod": 0xDAA520, "gray": 0x808080, "green": 0x008000, "greenyellow": 0xADFF2F, "grey": 0x808080, "honeydew": 0xF0FFF0, "hotpink": 0xFF69B4,
  382. "indianred": 0xCD5C5C, "indigo": 0x4B0082, "ivory": 0xFFFFF0, "khaki": 0xF0E68C, "lavender": 0xE6E6FA, "lavenderblush": 0xFFF0F5, "lawngreen": 0x7CFC00,
  383. "lemonchiffon": 0xFFFACD, "lightblue": 0xADD8E6, "lightcoral": 0xF08080, "lightcyan": 0xE0FFFF, "lightgoldenrodyellow": 0xFAFAD2, "lightgray": 0xD3D3D3,
  384. "lightgreen": 0x90EE90, "lightgrey": 0xD3D3D3, "lightpink": 0xFFB6C1, "lightsalmon": 0xFFA07A, "lightseagreen": 0x20B2AA, "lightskyblue": 0x87CEFA,
  385. "lightslategray": 0x778899, "lightslategrey": 0x778899, "lightsteelblue": 0xB0C4DE, "lightyellow": 0xFFFFE0, "lime": 0x00FF00, "limegreen": 0x32CD32,
  386. "linen": 0xFAF0E6, "magenta": 0xFF00FF, "maroon": 0x800000, "mediumaquamarine": 0x66CDAA, "mediumblue": 0x0000CD, "mediumorchid": 0xBA55D3,
  387. "mediumpurple": 0x9370DB, "mediumseagreen": 0x3CB371, "mediumslateblue": 0x7B68EE, "mediumspringgreen": 0x00FA9A, "mediumturquoise": 0x48D1CC,
  388. "mediumvioletred": 0xC71585, "midnightblue": 0x191970, "mintcream": 0xF5FFFA, "mistyrose": 0xFFE4E1, "moccasin": 0xFFE4B5, "navajowhite": 0xFFDEAD,
  389. "navy": 0x000080, "oldlace": 0xFDF5E6, "olive": 0x808000, "olivedrab": 0x6B8E23, "orange": 0xFFA500, "orangered": 0xFF4500, "orchid": 0xDA70D6,
  390. "palegoldenrod": 0xEEE8AA, "palegreen": 0x98FB98, "paleturquoise": 0xAFEEEE, "palevioletred": 0xDB7093, "papayawhip": 0xFFEFD5, "peachpuff": 0xFFDAB9,
  391. "peru": 0xCD853F, "pink": 0xFFC0CB, "plum": 0xDDA0DD, "powderblue": 0xB0E0E6, "purple": 0x800080, "red": 0xFF0000, "rosybrown": 0xBC8F8F,
  392. "royalblue": 0x4169E1, "saddlebrown": 0x8B4513, "salmon": 0xFA8072, "sandybrown": 0xF4A460, "seagreen": 0x2E8B57, "seashell": 0xFFF5EE,
  393. "sienna": 0xA0522D, "silver": 0xC0C0C0, "skyblue": 0x87CEEB, "slateblue": 0x6A5ACD, "slategray": 0x708090, "slategrey": 0x708090, "snow": 0xFFFAFA,
  394. "springgreen": 0x00FF7F, "steelblue": 0x4682B4, "tan": 0xD2B48C, "teal": 0x008080, "thistle": 0xD8BFD8, "tomato": 0xFF6347, "turquoise": 0x40E0D0,
  395. "violet": 0xEE82EE, "wheat": 0xF5DEB3, "white": 0xFFFFFF, "whitesmoke": 0xF5F5F5, "yellow": 0xFFFF00, "yellowgreen": 0x9ACD32 };
  396. /**
  397. * @author mikael emtinger / http://gomo.se/
  398. * @author alteredq / http://alteredqualia.com/
  399. * @author WestLangley / http://github.com/WestLangley
  400. * @author bhouston / http://exocortex.com
  401. */
  402. THREE.Quaternion = function( x, y, z, w ) {
  403. this.x = x || 0;
  404. this.y = y || 0;
  405. this.z = z || 0;
  406. this.w = ( w !== undefined ) ? w : 1;
  407. };
  408. THREE.Quaternion.prototype = {
  409. constructor: THREE.Quaternion,
  410. set: function ( x, y, z, w ) {
  411. this.x = x;
  412. this.y = y;
  413. this.z = z;
  414. this.w = w;
  415. return this;
  416. },
  417. copy: function ( q ) {
  418. this.x = q.x;
  419. this.y = q.y;
  420. this.z = q.z;
  421. this.w = q.w;
  422. return this;
  423. },
  424. setFromEuler: function ( v, order ) {
  425. // http://www.mathworks.com/matlabcentral/fileexchange/
  426. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  427. // content/SpinCalc.m
  428. var c1 = Math.cos( v.x / 2 );
  429. var c2 = Math.cos( v.y / 2 );
  430. var c3 = Math.cos( v.z / 2 );
  431. var s1 = Math.sin( v.x / 2 );
  432. var s2 = Math.sin( v.y / 2 );
  433. var s3 = Math.sin( v.z / 2 );
  434. if ( order === undefined || order === 'XYZ' ) {
  435. this.x = s1 * c2 * c3 + c1 * s2 * s3;
  436. this.y = c1 * s2 * c3 - s1 * c2 * s3;
  437. this.z = c1 * c2 * s3 + s1 * s2 * c3;
  438. this.w = c1 * c2 * c3 - s1 * s2 * s3;
  439. } else if ( order === 'YXZ' ) {
  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 ( order === 'ZXY' ) {
  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 ( order === 'ZYX' ) {
  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 ( order === 'YZX' ) {
  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 ( order === 'XZY' ) {
  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. }
  465. return this;
  466. },
  467. setFromAxisAngle: function ( axis, angle ) {
  468. // from http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  469. // axis have to be normalized
  470. var halfAngle = angle / 2,
  471. s = Math.sin( halfAngle );
  472. this.x = axis.x * s;
  473. this.y = axis.y * s;
  474. this.z = axis.z * s;
  475. this.w = Math.cos( halfAngle );
  476. return this;
  477. },
  478. setFromRotationMatrix: function ( m ) {
  479. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  480. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  481. var te = m.elements,
  482. m11 = te[0], m12 = te[4], m13 = te[8],
  483. m21 = te[1], m22 = te[5], m23 = te[9],
  484. m31 = te[2], m32 = te[6], m33 = te[10],
  485. trace = m11 + m22 + m33,
  486. s;
  487. if ( trace > 0 ) {
  488. s = 0.5 / Math.sqrt( trace + 1.0 );
  489. this.w = 0.25 / s;
  490. this.x = ( m32 - m23 ) * s;
  491. this.y = ( m13 - m31 ) * s;
  492. this.z = ( m21 - m12 ) * s;
  493. } else if ( m11 > m22 && m11 > m33 ) {
  494. s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  495. this.w = (m32 - m23 ) / s;
  496. this.x = 0.25 * s;
  497. this.y = (m12 + m21 ) / s;
  498. this.z = (m13 + m31 ) / s;
  499. } else if ( m22 > m33 ) {
  500. s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  501. this.w = (m13 - m31 ) / s;
  502. this.x = (m12 + m21 ) / s;
  503. this.y = 0.25 * s;
  504. this.z = (m23 + m32 ) / s;
  505. } else {
  506. s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  507. this.w = ( m21 - m12 ) / s;
  508. this.x = ( m13 + m31 ) / s;
  509. this.y = ( m23 + m32 ) / s;
  510. this.z = 0.25 * s;
  511. }
  512. return this;
  513. },
  514. inverse: function () {
  515. this.conjugate().normalize();
  516. return this;
  517. },
  518. conjugate: function () {
  519. this.x *= -1;
  520. this.y *= -1;
  521. this.z *= -1;
  522. return this;
  523. },
  524. lengthSq: function () {
  525. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  526. },
  527. length: function () {
  528. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  529. },
  530. normalize: function () {
  531. var l = this.length();
  532. if ( l === 0 ) {
  533. this.x = 0;
  534. this.y = 0;
  535. this.z = 0;
  536. this.w = 1;
  537. } else {
  538. l = 1 / l;
  539. this.x = this.x * l;
  540. this.y = this.y * l;
  541. this.z = this.z * l;
  542. this.w = this.w * l;
  543. }
  544. return this;
  545. },
  546. multiply: function ( q, p ) {
  547. if ( p !== undefined ) {
  548. console.warn( 'DEPRECATED: Quaternion\'s .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
  549. return this.multiplyQuaternions( q, p );
  550. }
  551. return this.multiplyQuaternions( this, q );
  552. },
  553. multiplyQuaternions: function ( a, b ) {
  554. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  555. var qax = a.x, qay = a.y, qaz = a.z, qaw = a.w;
  556. var qbx = b.x, qby = b.y, qbz = b.z, qbw = b.w;
  557. this.x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  558. this.y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  559. this.z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  560. this.w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  561. return this;
  562. },
  563. multiplyVector3: function ( vector ) {
  564. console.warn( 'DEPRECATED: Quaternion\'s .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
  565. return vector.applyQuaternion( this );
  566. },
  567. slerp: function ( qb, t ) {
  568. var x = this.x, y = this.y, z = this.z, w = this.w;
  569. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  570. var cosHalfTheta = w * qb.w + x * qb.x + y * qb.y + z * qb.z;
  571. if ( cosHalfTheta < 0 ) {
  572. this.w = -qb.w;
  573. this.x = -qb.x;
  574. this.y = -qb.y;
  575. this.z = -qb.z;
  576. cosHalfTheta = -cosHalfTheta;
  577. } else {
  578. this.copy( qb );
  579. }
  580. if ( cosHalfTheta >= 1.0 ) {
  581. this.w = w;
  582. this.x = x;
  583. this.y = y;
  584. this.z = z;
  585. return this;
  586. }
  587. var halfTheta = Math.acos( cosHalfTheta );
  588. var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta );
  589. if ( Math.abs( sinHalfTheta ) < 0.001 ) {
  590. this.w = 0.5 * ( w + this.w );
  591. this.x = 0.5 * ( x + this.x );
  592. this.y = 0.5 * ( y + this.y );
  593. this.z = 0.5 * ( z + this.z );
  594. return this;
  595. }
  596. var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  597. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  598. this.w = ( w * ratioA + this.w * ratioB );
  599. this.x = ( x * ratioA + this.x * ratioB );
  600. this.y = ( y * ratioA + this.y * ratioB );
  601. this.z = ( z * ratioA + this.z * ratioB );
  602. return this;
  603. },
  604. equals: function ( v ) {
  605. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  606. },
  607. clone: function () {
  608. return new THREE.Quaternion( this.x, this.y, this.z, this.w );
  609. }
  610. };
  611. THREE.Quaternion.slerp = function ( qa, qb, qm, t ) {
  612. return qm.copy( qa ).slerp( qb, t );
  613. }
  614. /**
  615. * @author mrdoob / http://mrdoob.com/
  616. * @author philogb / http://blog.thejit.org/
  617. * @author egraether / http://egraether.com/
  618. * @author zz85 / http://www.lab4games.net/zz85/blog
  619. */
  620. THREE.Vector2 = function ( x, y ) {
  621. this.x = x || 0;
  622. this.y = y || 0;
  623. };
  624. THREE.Vector2.prototype = {
  625. constructor: THREE.Vector2,
  626. set: function ( x, y ) {
  627. this.x = x;
  628. this.y = y;
  629. return this;
  630. },
  631. setX: function ( x ) {
  632. this.x = x;
  633. return this;
  634. },
  635. setY: function ( y ) {
  636. this.y = y;
  637. return this;
  638. },
  639. setComponent: function ( index, value ) {
  640. switch ( index ) {
  641. case 0: this.x = value; break;
  642. case 1: this.y = value; break;
  643. default: throw new Error( "index is out of range: " + index );
  644. }
  645. },
  646. getComponent: function ( index ) {
  647. switch ( index ) {
  648. case 0: return this.x;
  649. case 1: return this.y;
  650. default: throw new Error( "index is out of range: " + index );
  651. }
  652. },
  653. copy: function ( v ) {
  654. this.x = v.x;
  655. this.y = v.y;
  656. return this;
  657. },
  658. add: function ( v, w ) {
  659. if ( w !== undefined ) {
  660. console.warn( 'DEPRECATED: Vector2\'s .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  661. return this.addVectors( v, w );
  662. }
  663. this.x += v.x;
  664. this.y += v.y;
  665. return this;
  666. },
  667. addVectors: function ( a, b ) {
  668. this.x = a.x + b.x;
  669. this.y = a.y + b.y;
  670. return this;
  671. },
  672. addScalar: function ( s ) {
  673. this.x += s;
  674. this.y += s;
  675. return this;
  676. },
  677. sub: function ( v, w ) {
  678. if ( w !== undefined ) {
  679. console.warn( 'DEPRECATED: Vector2\'s .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  680. return this.subVectors( v, w );
  681. }
  682. this.x -= v.x;
  683. this.y -= v.y;
  684. return this;
  685. },
  686. subVectors: function ( a, b ) {
  687. this.x = a.x - b.x;
  688. this.y = a.y - b.y;
  689. return this;
  690. },
  691. multiplyScalar: function ( s ) {
  692. this.x *= s;
  693. this.y *= s;
  694. return this;
  695. },
  696. divideScalar: function ( s ) {
  697. if ( s !== 0 ) {
  698. this.x /= s;
  699. this.y /= s;
  700. } else {
  701. this.set( 0, 0 );
  702. }
  703. return this;
  704. },
  705. min: function ( v ) {
  706. if ( this.x > v.x ) {
  707. this.x = v.x;
  708. }
  709. if ( this.y > v.y ) {
  710. this.y = v.y;
  711. }
  712. return this;
  713. },
  714. max: function ( v ) {
  715. if ( this.x < v.x ) {
  716. this.x = v.x;
  717. }
  718. if ( this.y < v.y ) {
  719. this.y = v.y;
  720. }
  721. return this;
  722. },
  723. clamp: function ( min, max ) {
  724. // This function assumes min < max, if this assumption isn't true it will not operate correctly
  725. if ( this.x < min.x ) {
  726. this.x = min.x;
  727. } else if ( this.x > max.x ) {
  728. this.x = max.x;
  729. }
  730. if ( this.y < min.y ) {
  731. this.y = min.y;
  732. } else if ( this.y > max.y ) {
  733. this.y = max.y;
  734. }
  735. return this;
  736. },
  737. negate: function() {
  738. return this.multiplyScalar( - 1 );
  739. },
  740. dot: function ( v ) {
  741. return this.x * v.x + this.y * v.y;
  742. },
  743. lengthSq: function () {
  744. return this.x * this.x + this.y * this.y;
  745. },
  746. length: function () {
  747. return Math.sqrt( this.x * this.x + this.y * this.y );
  748. },
  749. normalize: function () {
  750. return this.divideScalar( this.length() );
  751. },
  752. distanceTo: function ( v ) {
  753. return Math.sqrt( this.distanceToSquared( v ) );
  754. },
  755. distanceToSquared: function ( v ) {
  756. var dx = this.x - v.x, dy = this.y - v.y;
  757. return dx * dx + dy * dy;
  758. },
  759. setLength: function ( l ) {
  760. var oldLength = this.length();
  761. if ( oldLength !== 0 && l !== oldLength ) {
  762. this.multiplyScalar( l / oldLength );
  763. }
  764. return this;
  765. },
  766. lerp: function ( v, alpha ) {
  767. this.x += ( v.x - this.x ) * alpha;
  768. this.y += ( v.y - this.y ) * alpha;
  769. return this;
  770. },
  771. equals: function( v ) {
  772. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  773. },
  774. fromArray: function ( array ) {
  775. this.x = array[ 0 ];
  776. this.y = array[ 1 ];
  777. },
  778. toArray: function () {
  779. return [ this.x, this.y ];
  780. },
  781. clone: function () {
  782. return new THREE.Vector2( this.x, this.y );
  783. }
  784. };
  785. /**
  786. * @author mrdoob / http://mrdoob.com/
  787. * @author *kile / http://kile.stravaganza.org/
  788. * @author philogb / http://blog.thejit.org/
  789. * @author mikael emtinger / http://gomo.se/
  790. * @author egraether / http://egraether.com/
  791. * @author WestLangley / http://github.com/WestLangley
  792. */
  793. THREE.Vector3 = function ( x, y, z ) {
  794. this.x = x || 0;
  795. this.y = y || 0;
  796. this.z = z || 0;
  797. };
  798. THREE.Vector3.prototype = {
  799. constructor: THREE.Vector3,
  800. set: function ( x, y, z ) {
  801. this.x = x;
  802. this.y = y;
  803. this.z = z;
  804. return this;
  805. },
  806. setX: function ( x ) {
  807. this.x = x;
  808. return this;
  809. },
  810. setY: function ( y ) {
  811. this.y = y;
  812. return this;
  813. },
  814. setZ: function ( z ) {
  815. this.z = z;
  816. return this;
  817. },
  818. setComponent: function ( index, value ) {
  819. switch ( index ) {
  820. case 0: this.x = value; break;
  821. case 1: this.y = value; break;
  822. case 2: this.z = value; break;
  823. default: throw new Error( "index is out of range: " + index );
  824. }
  825. },
  826. getComponent: function ( index ) {
  827. switch ( index ) {
  828. case 0: return this.x;
  829. case 1: return this.y;
  830. case 2: return this.z;
  831. default: throw new Error( "index is out of range: " + index );
  832. }
  833. },
  834. copy: function ( v ) {
  835. this.x = v.x;
  836. this.y = v.y;
  837. this.z = v.z;
  838. return this;
  839. },
  840. add: function ( v, w ) {
  841. if ( w !== undefined ) {
  842. console.warn( 'DEPRECATED: Vector3\'s .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  843. return this.addVectors( v, w );
  844. }
  845. this.x += v.x;
  846. this.y += v.y;
  847. this.z += v.z;
  848. return this;
  849. },
  850. addScalar: function ( s ) {
  851. this.x += s;
  852. this.y += s;
  853. this.z += s;
  854. return this;
  855. },
  856. addVectors: function ( a, b ) {
  857. this.x = a.x + b.x;
  858. this.y = a.y + b.y;
  859. this.z = a.z + b.z;
  860. return this;
  861. },
  862. sub: function ( v, w ) {
  863. if ( w !== undefined ) {
  864. console.warn( 'DEPRECATED: Vector3\'s .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  865. return this.subVectors( v, w );
  866. }
  867. this.x -= v.x;
  868. this.y -= v.y;
  869. this.z -= v.z;
  870. return this;
  871. },
  872. subVectors: function ( a, b ) {
  873. this.x = a.x - b.x;
  874. this.y = a.y - b.y;
  875. this.z = a.z - b.z;
  876. return this;
  877. },
  878. multiply: function ( v, w ) {
  879. if ( w !== undefined ) {
  880. console.warn( 'DEPRECATED: Vector3\'s .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
  881. return this.multiplyVectors( v, w );
  882. }
  883. this.x *= v.x;
  884. this.y *= v.y;
  885. this.z *= v.z;
  886. return this;
  887. },
  888. multiplyScalar: function ( s ) {
  889. this.x *= s;
  890. this.y *= s;
  891. this.z *= s;
  892. return this;
  893. },
  894. multiplyVectors: function ( a, b ) {
  895. this.x = a.x * b.x;
  896. this.y = a.y * b.y;
  897. this.z = a.z * b.z;
  898. return this;
  899. },
  900. applyMatrix3: function ( m ) {
  901. var x = this.x;
  902. var y = this.y;
  903. var z = this.z;
  904. var e = m.elements;
  905. this.x = e[0] * x + e[3] * y + e[6] * z;
  906. this.y = e[1] * x + e[4] * y + e[7] * z;
  907. this.z = e[2] * x + e[5] * y + e[8] * z;
  908. return this;
  909. },
  910. applyMatrix4: function ( m ) {
  911. // input: THREE.Matrix4 affine matrix
  912. var x = this.x, y = this.y, z = this.z;
  913. var e = m.elements;
  914. this.x = e[0] * x + e[4] * y + e[8] * z + e[12];
  915. this.y = e[1] * x + e[5] * y + e[9] * z + e[13];
  916. this.z = e[2] * x + e[6] * y + e[10] * z + e[14];
  917. return this;
  918. },
  919. applyProjection: function ( m ) {
  920. // input: THREE.Matrix4 projection matrix
  921. var x = this.x, y = this.y, z = this.z;
  922. var e = m.elements;
  923. var d = 1 / ( e[3] * x + e[7] * y + e[11] * z + e[15] ); // perspective divide
  924. this.x = ( e[0] * x + e[4] * y + e[8] * z + e[12] ) * d;
  925. this.y = ( e[1] * x + e[5] * y + e[9] * z + e[13] ) * d;
  926. this.z = ( e[2] * x + e[6] * y + e[10] * z + e[14] ) * d;
  927. return this;
  928. },
  929. applyQuaternion: function ( q ) {
  930. var x = this.x;
  931. var y = this.y;
  932. var z = this.z;
  933. var qx = q.x;
  934. var qy = q.y;
  935. var qz = q.z;
  936. var qw = q.w;
  937. // calculate quat * vector
  938. var ix = qw * x + qy * z - qz * y;
  939. var iy = qw * y + qz * x - qx * z;
  940. var iz = qw * z + qx * y - qy * x;
  941. var iw = -qx * x - qy * y - qz * z;
  942. // calculate result * inverse quat
  943. this.x = ix * qw + iw * -qx + iy * -qz - iz * -qy;
  944. this.y = iy * qw + iw * -qy + iz * -qx - ix * -qz;
  945. this.z = iz * qw + iw * -qz + ix * -qy - iy * -qx;
  946. return this;
  947. },
  948. transformDirection: function ( m ) {
  949. // input: THREE.Matrix4 affine matrix
  950. // vector interpreted as a direction
  951. var x = this.x, y = this.y, z = this.z;
  952. var e = m.elements;
  953. this.x = e[0] * x + e[4] * y + e[8] * z;
  954. this.y = e[1] * x + e[5] * y + e[9] * z;
  955. this.z = e[2] * x + e[6] * y + e[10] * z;
  956. this.normalize();
  957. return this;
  958. },
  959. divide: function ( v ) {
  960. this.x /= v.x;
  961. this.y /= v.y;
  962. this.z /= v.z;
  963. return this;
  964. },
  965. divideScalar: function ( s ) {
  966. if ( s !== 0 ) {
  967. this.x /= s;
  968. this.y /= s;
  969. this.z /= s;
  970. } else {
  971. this.x = 0;
  972. this.y = 0;
  973. this.z = 0;
  974. }
  975. return this;
  976. },
  977. min: function ( v ) {
  978. if ( this.x > v.x ) {
  979. this.x = v.x;
  980. }
  981. if ( this.y > v.y ) {
  982. this.y = v.y;
  983. }
  984. if ( this.z > v.z ) {
  985. this.z = v.z;
  986. }
  987. return this;
  988. },
  989. max: function ( v ) {
  990. if ( this.x < v.x ) {
  991. this.x = v.x;
  992. }
  993. if ( this.y < v.y ) {
  994. this.y = v.y;
  995. }
  996. if ( this.z < v.z ) {
  997. this.z = v.z;
  998. }
  999. return this;
  1000. },
  1001. clamp: function ( min, max ) {
  1002. // This function assumes min < max, if this assumption isn't true it will not operate correctly
  1003. if ( this.x < min.x ) {
  1004. this.x = min.x;
  1005. } else if ( this.x > max.x ) {
  1006. this.x = max.x;
  1007. }
  1008. if ( this.y < min.y ) {
  1009. this.y = min.y;
  1010. } else if ( this.y > max.y ) {
  1011. this.y = max.y;
  1012. }
  1013. if ( this.z < min.z ) {
  1014. this.z = min.z;
  1015. } else if ( this.z > max.z ) {
  1016. this.z = max.z;
  1017. }
  1018. return this;
  1019. },
  1020. negate: function () {
  1021. return this.multiplyScalar( - 1 );
  1022. },
  1023. dot: function ( v ) {
  1024. return this.x * v.x + this.y * v.y + this.z * v.z;
  1025. },
  1026. lengthSq: function () {
  1027. return this.x * this.x + this.y * this.y + this.z * this.z;
  1028. },
  1029. length: function () {
  1030. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  1031. },
  1032. lengthManhattan: function () {
  1033. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  1034. },
  1035. normalize: function () {
  1036. return this.divideScalar( this.length() );
  1037. },
  1038. setLength: function ( l ) {
  1039. var oldLength = this.length();
  1040. if ( oldLength !== 0 && l !== oldLength ) {
  1041. this.multiplyScalar( l / oldLength );
  1042. }
  1043. return this;
  1044. },
  1045. lerp: function ( v, alpha ) {
  1046. this.x += ( v.x - this.x ) * alpha;
  1047. this.y += ( v.y - this.y ) * alpha;
  1048. this.z += ( v.z - this.z ) * alpha;
  1049. return this;
  1050. },
  1051. cross: function ( v, w ) {
  1052. if ( w !== undefined ) {
  1053. console.warn( 'DEPRECATED: Vector3\'s .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  1054. return this.crossVectors( v, w );
  1055. }
  1056. var x = this.x, y = this.y, z = this.z;
  1057. this.x = y * v.z - z * v.y;
  1058. this.y = z * v.x - x * v.z;
  1059. this.z = x * v.y - y * v.x;
  1060. return this;
  1061. },
  1062. crossVectors: function ( a, b ) {
  1063. this.x = a.y * b.z - a.z * b.y;
  1064. this.y = a.z * b.x - a.x * b.z;
  1065. this.z = a.x * b.y - a.y * b.x;
  1066. return this;
  1067. },
  1068. angleTo: function ( v ) {
  1069. var theta = this.dot( v ) / ( this.length() * v.length() );
  1070. // clamp, to handle numerical problems
  1071. return Math.acos( THREE.Math.clamp( theta, -1, 1 ) );
  1072. },
  1073. distanceTo: function ( v ) {
  1074. return Math.sqrt( this.distanceToSquared( v ) );
  1075. },
  1076. distanceToSquared: function ( v ) {
  1077. var dx = this.x - v.x;
  1078. var dy = this.y - v.y;
  1079. var dz = this.z - v.z;
  1080. return dx * dx + dy * dy + dz * dz;
  1081. },
  1082. setEulerFromRotationMatrix: function ( m, order ) {
  1083. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1084. // clamp, to handle numerical problems
  1085. function clamp( x ) {
  1086. return Math.min( Math.max( x, -1 ), 1 );
  1087. }
  1088. var te = m.elements;
  1089. var m11 = te[0], m12 = te[4], m13 = te[8];
  1090. var m21 = te[1], m22 = te[5], m23 = te[9];
  1091. var m31 = te[2], m32 = te[6], m33 = te[10];
  1092. if ( order === undefined || order === 'XYZ' ) {
  1093. this.y = Math.asin( clamp( m13 ) );
  1094. if ( Math.abs( m13 ) < 0.99999 ) {
  1095. this.x = Math.atan2( - m23, m33 );
  1096. this.z = Math.atan2( - m12, m11 );
  1097. } else {
  1098. this.x = Math.atan2( m32, m22 );
  1099. this.z = 0;
  1100. }
  1101. } else if ( order === 'YXZ' ) {
  1102. this.x = Math.asin( - clamp( m23 ) );
  1103. if ( Math.abs( m23 ) < 0.99999 ) {
  1104. this.y = Math.atan2( m13, m33 );
  1105. this.z = Math.atan2( m21, m22 );
  1106. } else {
  1107. this.y = Math.atan2( - m31, m11 );
  1108. this.z = 0;
  1109. }
  1110. } else if ( order === 'ZXY' ) {
  1111. this.x = Math.asin( clamp( m32 ) );
  1112. if ( Math.abs( m32 ) < 0.99999 ) {
  1113. this.y = Math.atan2( - m31, m33 );
  1114. this.z = Math.atan2( - m12, m22 );
  1115. } else {
  1116. this.y = 0;
  1117. this.z = Math.atan2( m21, m11 );
  1118. }
  1119. } else if ( order === 'ZYX' ) {
  1120. this.y = Math.asin( - clamp( m31 ) );
  1121. if ( Math.abs( m31 ) < 0.99999 ) {
  1122. this.x = Math.atan2( m32, m33 );
  1123. this.z = Math.atan2( m21, m11 );
  1124. } else {
  1125. this.x = 0;
  1126. this.z = Math.atan2( - m12, m22 );
  1127. }
  1128. } else if ( order === 'YZX' ) {
  1129. this.z = Math.asin( clamp( m21 ) );
  1130. if ( Math.abs( m21 ) < 0.99999 ) {
  1131. this.x = Math.atan2( - m23, m22 );
  1132. this.y = Math.atan2( - m31, m11 );
  1133. } else {
  1134. this.x = 0;
  1135. this.y = Math.atan2( m13, m33 );
  1136. }
  1137. } else if ( order === 'XZY' ) {
  1138. this.z = Math.asin( - clamp( m12 ) );
  1139. if ( Math.abs( m12 ) < 0.99999 ) {
  1140. this.x = Math.atan2( m32, m22 );
  1141. this.y = Math.atan2( m13, m11 );
  1142. } else {
  1143. this.x = Math.atan2( - m23, m33 );
  1144. this.y = 0;
  1145. }
  1146. }
  1147. return this;
  1148. },
  1149. setEulerFromQuaternion: function ( q, order ) {
  1150. // q is assumed to be normalized
  1151. // clamp, to handle numerical problems
  1152. function clamp( x ) {
  1153. return Math.min( Math.max( x, -1 ), 1 );
  1154. }
  1155. // http://www.mathworks.com/matlabcentral/fileexchange/20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/content/SpinCalc.m
  1156. var sqx = q.x * q.x;
  1157. var sqy = q.y * q.y;
  1158. var sqz = q.z * q.z;
  1159. var sqw = q.w * q.w;
  1160. if ( order === undefined || order === 'XYZ' ) {
  1161. this.x = Math.atan2( 2 * ( q.x * q.w - q.y * q.z ), ( sqw - sqx - sqy + sqz ) );
  1162. this.y = Math.asin( clamp( 2 * ( q.x * q.z + q.y * q.w ) ) );
  1163. this.z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw + sqx - sqy - sqz ) );
  1164. } else if ( order === 'YXZ' ) {
  1165. this.x = Math.asin( clamp( 2 * ( q.x * q.w - q.y * q.z ) ) );
  1166. this.y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw - sqx - sqy + sqz ) );
  1167. this.z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw - sqx + sqy - sqz ) );
  1168. } else if ( order === 'ZXY' ) {
  1169. this.x = Math.asin( clamp( 2 * ( q.x * q.w + q.y * q.z ) ) );
  1170. this.y = Math.atan2( 2 * ( q.y * q.w - q.z * q.x ), ( sqw - sqx - sqy + sqz ) );
  1171. this.z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw - sqx + sqy - sqz ) );
  1172. } else if ( order === 'ZYX' ) {
  1173. this.x = Math.atan2( 2 * ( q.x * q.w + q.z * q.y ), ( sqw - sqx - sqy + sqz ) );
  1174. this.y = Math.asin( clamp( 2 * ( q.y * q.w - q.x * q.z ) ) );
  1175. this.z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw + sqx - sqy - sqz ) );
  1176. } else if ( order === 'YZX' ) {
  1177. this.x = Math.atan2( 2 * ( q.x * q.w - q.z * q.y ), ( sqw - sqx + sqy - sqz ) );
  1178. this.y = Math.atan2( 2 * ( q.y * q.w - q.x * q.z ), ( sqw + sqx - sqy - sqz ) );
  1179. this.z = Math.asin( clamp( 2 * ( q.x * q.y + q.z * q.w ) ) );
  1180. } else if ( order === 'XZY' ) {
  1181. this.x = Math.atan2( 2 * ( q.x * q.w + q.y * q.z ), ( sqw - sqx + sqy - sqz ) );
  1182. this.y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw + sqx - sqy - sqz ) );
  1183. this.z = Math.asin( clamp( 2 * ( q.z * q.w - q.x * q.y ) ) );
  1184. }
  1185. return this;
  1186. },
  1187. getPositionFromMatrix: function ( m ) {
  1188. this.x = m.elements[12];
  1189. this.y = m.elements[13];
  1190. this.z = m.elements[14];
  1191. return this;
  1192. },
  1193. getScaleFromMatrix: function ( m ) {
  1194. var sx = this.set( m.elements[0], m.elements[1], m.elements[2] ).length();
  1195. var sy = this.set( m.elements[4], m.elements[5], m.elements[6] ).length();
  1196. var sz = this.set( m.elements[8], m.elements[9], m.elements[10] ).length();
  1197. this.x = sx;
  1198. this.y = sy;
  1199. this.z = sz;
  1200. return this;
  1201. },
  1202. getColumnFromMatrix: function ( index, matrix ) {
  1203. var offset = index * 4;
  1204. var me = matrix.elements;
  1205. this.x = me[ offset ];
  1206. this.y = me[ offset + 1 ];
  1207. this.z = me[ offset + 2 ];
  1208. return this;
  1209. },
  1210. equals: function ( v ) {
  1211. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  1212. },
  1213. fromArray: function ( array ) {
  1214. this.x = array[ 0 ];
  1215. this.y = array[ 1 ];
  1216. this.z = array[ 2 ];
  1217. },
  1218. toArray: function () {
  1219. return [ this.x, this.y, this.z ];
  1220. },
  1221. clone: function () {
  1222. return new THREE.Vector3( this.x, this.y, this.z );
  1223. }
  1224. };
  1225. THREE.extend( THREE.Vector3.prototype, {
  1226. applyEuler: function () {
  1227. var q1 = new THREE.Quaternion();
  1228. return function ( v, eulerOrder ) {
  1229. var quaternion = q1.setFromEuler( v, eulerOrder );
  1230. this.applyQuaternion( quaternion );
  1231. return this;
  1232. };
  1233. }(),
  1234. applyAxisAngle: function () {
  1235. var q1 = new THREE.Quaternion();
  1236. return function ( axis, angle ) {
  1237. var quaternion = q1.setFromAxisAngle( axis, angle );
  1238. this.applyQuaternion( quaternion );
  1239. return this;
  1240. };
  1241. }(),
  1242. projectOnVector: function () {
  1243. var v1 = new THREE.Vector3();
  1244. return function ( vector ) {
  1245. v1.copy( vector ).normalize();
  1246. var d = this.dot( v1 );
  1247. return this.copy( v1 ).multiplyScalar( d );
  1248. };
  1249. }(),
  1250. projectOnPlane: function () {
  1251. var v1 = new THREE.Vector3();
  1252. return function ( planeNormal ) {
  1253. v1.copy( this ).projectOnVector( planeNormal );
  1254. return this.sub( v1 );
  1255. }
  1256. }(),
  1257. reflect: function () {
  1258. var v1 = new THREE.Vector3();
  1259. return function ( vector ) {
  1260. v1.copy( this ).projectOnVector( vector ).multiplyScalar( 2 );
  1261. return this.subVectors( v1, this );
  1262. }
  1263. }()
  1264. } );
  1265. /**
  1266. * @author supereggbert / http://www.paulbrunt.co.uk/
  1267. * @author philogb / http://blog.thejit.org/
  1268. * @author mikael emtinger / http://gomo.se/
  1269. * @author egraether / http://egraether.com/
  1270. * @author WestLangley / http://github.com/WestLangley
  1271. */
  1272. THREE.Vector4 = function ( x, y, z, w ) {
  1273. this.x = x || 0;
  1274. this.y = y || 0;
  1275. this.z = z || 0;
  1276. this.w = ( w !== undefined ) ? w : 1;
  1277. };
  1278. THREE.Vector4.prototype = {
  1279. constructor: THREE.Vector4,
  1280. set: function ( x, y, z, w ) {
  1281. this.x = x;
  1282. this.y = y;
  1283. this.z = z;
  1284. this.w = w;
  1285. return this;
  1286. },
  1287. setX: function ( x ) {
  1288. this.x = x;
  1289. return this;
  1290. },
  1291. setY: function ( y ) {
  1292. this.y = y;
  1293. return this;
  1294. },
  1295. setZ: function ( z ) {
  1296. this.z = z;
  1297. return this;
  1298. },
  1299. setW: function ( w ) {
  1300. this.w = w;
  1301. return this;
  1302. },
  1303. setComponent: function ( index, value ) {
  1304. switch ( index ) {
  1305. case 0: this.x = value; break;
  1306. case 1: this.y = value; break;
  1307. case 2: this.z = value; break;
  1308. case 3: this.w = value; break;
  1309. default: throw new Error( "index is out of range: " + index );
  1310. }
  1311. },
  1312. getComponent: function ( index ) {
  1313. switch ( index ) {
  1314. case 0: return this.x;
  1315. case 1: return this.y;
  1316. case 2: return this.z;
  1317. case 3: return this.w;
  1318. default: throw new Error( "index is out of range: " + index );
  1319. }
  1320. },
  1321. copy: function ( v ) {
  1322. this.x = v.x;
  1323. this.y = v.y;
  1324. this.z = v.z;
  1325. this.w = ( v.w !== undefined ) ? v.w : 1;
  1326. return this;
  1327. },
  1328. add: function ( v, w ) {
  1329. if ( w !== undefined ) {
  1330. console.warn( 'DEPRECATED: Vector4\'s .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1331. return this.addVectors( v, w );
  1332. }
  1333. this.x += v.x;
  1334. this.y += v.y;
  1335. this.z += v.z;
  1336. this.w += v.w;
  1337. return this;
  1338. },
  1339. addScalar: function ( s ) {
  1340. this.x += s;
  1341. this.y += s;
  1342. this.z += s;
  1343. this.w += s;
  1344. return this;
  1345. },
  1346. addVectors: function ( a, b ) {
  1347. this.x = a.x + b.x;
  1348. this.y = a.y + b.y;
  1349. this.z = a.z + b.z;
  1350. this.w = a.w + b.w;
  1351. return this;
  1352. },
  1353. sub: function ( v, w ) {
  1354. if ( w !== undefined ) {
  1355. console.warn( 'DEPRECATED: Vector4\'s .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1356. return this.subVectors( v, w );
  1357. }
  1358. this.x -= v.x;
  1359. this.y -= v.y;
  1360. this.z -= v.z;
  1361. this.w -= v.w;
  1362. return this;
  1363. },
  1364. subVectors: function ( a, b ) {
  1365. this.x = a.x - b.x;
  1366. this.y = a.y - b.y;
  1367. this.z = a.z - b.z;
  1368. this.w = a.w - b.w;
  1369. return this;
  1370. },
  1371. multiplyScalar: function ( s ) {
  1372. this.x *= s;
  1373. this.y *= s;
  1374. this.z *= s;
  1375. this.w *= s;
  1376. return this;
  1377. },
  1378. applyMatrix4: function ( m ) {
  1379. var x = this.x;
  1380. var y = this.y;
  1381. var z = this.z;
  1382. var w = this.w;
  1383. var e = m.elements;
  1384. this.x = e[0] * x + e[4] * y + e[8] * z + e[12] * w;
  1385. this.y = e[1] * x + e[5] * y + e[9] * z + e[13] * w;
  1386. this.z = e[2] * x + e[6] * y + e[10] * z + e[14] * w;
  1387. this.w = e[3] * x + e[7] * y + e[11] * z + e[15] * w;
  1388. return this;
  1389. },
  1390. divideScalar: function ( s ) {
  1391. if ( s !== 0 ) {
  1392. this.x /= s;
  1393. this.y /= s;
  1394. this.z /= s;
  1395. this.w /= s;
  1396. } else {
  1397. this.x = 0;
  1398. this.y = 0;
  1399. this.z = 0;
  1400. this.w = 1;
  1401. }
  1402. return this;
  1403. },
  1404. setAxisAngleFromQuaternion: function ( q ) {
  1405. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  1406. // q is assumed to be normalized
  1407. this.w = 2 * Math.acos( q.w );
  1408. var s = Math.sqrt( 1 - q.w * q.w );
  1409. if ( s < 0.0001 ) {
  1410. this.x = 1;
  1411. this.y = 0;
  1412. this.z = 0;
  1413. } else {
  1414. this.x = q.x / s;
  1415. this.y = q.y / s;
  1416. this.z = q.z / s;
  1417. }
  1418. return this;
  1419. },
  1420. setAxisAngleFromRotationMatrix: function ( m ) {
  1421. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  1422. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1423. var angle, x, y, z, // variables for result
  1424. epsilon = 0.01, // margin to allow for rounding errors
  1425. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  1426. te = m.elements,
  1427. m11 = te[0], m12 = te[4], m13 = te[8],
  1428. m21 = te[1], m22 = te[5], m23 = te[9],
  1429. m31 = te[2], m32 = te[6], m33 = te[10];
  1430. if ( ( Math.abs( m12 - m21 ) < epsilon )
  1431. && ( Math.abs( m13 - m31 ) < epsilon )
  1432. && ( Math.abs( m23 - m32 ) < epsilon ) ) {
  1433. // singularity found
  1434. // first check for identity matrix which must have +1 for all terms
  1435. // in leading diagonal and zero in other terms
  1436. if ( ( Math.abs( m12 + m21 ) < epsilon2 )
  1437. && ( Math.abs( m13 + m31 ) < epsilon2 )
  1438. && ( Math.abs( m23 + m32 ) < epsilon2 )
  1439. && ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  1440. // this singularity is identity matrix so angle = 0
  1441. this.set( 1, 0, 0, 0 );
  1442. return this; // zero angle, arbitrary axis
  1443. }
  1444. // otherwise this singularity is angle = 180
  1445. angle = Math.PI;
  1446. var xx = ( m11 + 1 ) / 2;
  1447. var yy = ( m22 + 1 ) / 2;
  1448. var zz = ( m33 + 1 ) / 2;
  1449. var xy = ( m12 + m21 ) / 4;
  1450. var xz = ( m13 + m31 ) / 4;
  1451. var yz = ( m23 + m32 ) / 4;
  1452. if ( ( xx > yy ) && ( xx > zz ) ) { // m11 is the largest diagonal term
  1453. if ( xx < epsilon ) {
  1454. x = 0;
  1455. y = 0.707106781;
  1456. z = 0.707106781;
  1457. } else {
  1458. x = Math.sqrt( xx );
  1459. y = xy / x;
  1460. z = xz / x;
  1461. }
  1462. } else if ( yy > zz ) { // m22 is the largest diagonal term
  1463. if ( yy < epsilon ) {
  1464. x = 0.707106781;
  1465. y = 0;
  1466. z = 0.707106781;
  1467. } else {
  1468. y = Math.sqrt( yy );
  1469. x = xy / y;
  1470. z = yz / y;
  1471. }
  1472. } else { // m33 is the largest diagonal term so base result on this
  1473. if ( zz < epsilon ) {
  1474. x = 0.707106781;
  1475. y = 0.707106781;
  1476. z = 0;
  1477. } else {
  1478. z = Math.sqrt( zz );
  1479. x = xz / z;
  1480. y = yz / z;
  1481. }
  1482. }
  1483. this.set( x, y, z, angle );
  1484. return this; // return 180 deg rotation
  1485. }
  1486. // as we have reached here there are no singularities so we can handle normally
  1487. var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 )
  1488. + ( m13 - m31 ) * ( m13 - m31 )
  1489. + ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  1490. if ( Math.abs( s ) < 0.001 ) s = 1;
  1491. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  1492. // caught by singularity test above, but I've left it in just in case
  1493. this.x = ( m32 - m23 ) / s;
  1494. this.y = ( m13 - m31 ) / s;
  1495. this.z = ( m21 - m12 ) / s;
  1496. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  1497. return this;
  1498. },
  1499. min: function ( v ) {
  1500. if ( this.x > v.x ) {
  1501. this.x = v.x;
  1502. }
  1503. if ( this.y > v.y ) {
  1504. this.y = v.y;
  1505. }
  1506. if ( this.z > v.z ) {
  1507. this.z = v.z;
  1508. }
  1509. if ( this.w > v.w ) {
  1510. this.w = v.w;
  1511. }
  1512. return this;
  1513. },
  1514. max: function ( v ) {
  1515. if ( this.x < v.x ) {
  1516. this.x = v.x;
  1517. }
  1518. if ( this.y < v.y ) {
  1519. this.y = v.y;
  1520. }
  1521. if ( this.z < v.z ) {
  1522. this.z = v.z;
  1523. }
  1524. if ( this.w < v.w ) {
  1525. this.w = v.w;
  1526. }
  1527. return this;
  1528. },
  1529. clamp: function ( min, max ) {
  1530. // This function assumes min < max, if this assumption isn't true it will not operate correctly
  1531. if ( this.x < min.x ) {
  1532. this.x = min.x;
  1533. } else if ( this.x > max.x ) {
  1534. this.x = max.x;
  1535. }
  1536. if ( this.y < min.y ) {
  1537. this.y = min.y;
  1538. } else if ( this.y > max.y ) {
  1539. this.y = max.y;
  1540. }
  1541. if ( this.z < min.z ) {
  1542. this.z = min.z;
  1543. } else if ( this.z > max.z ) {
  1544. this.z = max.z;
  1545. }
  1546. if ( this.w < min.w ) {
  1547. this.w = min.w;
  1548. } else if ( this.w > max.w ) {
  1549. this.w = max.w;
  1550. }
  1551. return this;
  1552. },
  1553. negate: function() {
  1554. return this.multiplyScalar( -1 );
  1555. },
  1556. dot: function ( v ) {
  1557. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  1558. },
  1559. lengthSq: function () {
  1560. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  1561. },
  1562. length: function () {
  1563. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  1564. },
  1565. lengthManhattan: function () {
  1566. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  1567. },
  1568. normalize: function () {
  1569. return this.divideScalar( this.length() );
  1570. },
  1571. setLength: function ( l ) {
  1572. var oldLength = this.length();
  1573. if ( oldLength !== 0 && l !== oldLength ) {
  1574. this.multiplyScalar( l / oldLength );
  1575. }
  1576. return this;
  1577. },
  1578. lerp: function ( v, alpha ) {
  1579. this.x += ( v.x - this.x ) * alpha;
  1580. this.y += ( v.y - this.y ) * alpha;
  1581. this.z += ( v.z - this.z ) * alpha;
  1582. this.w += ( v.w - this.w ) * alpha;
  1583. return this;
  1584. },
  1585. equals: function ( v ) {
  1586. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  1587. },
  1588. fromArray: function ( array ) {
  1589. this.x = array[ 0 ];
  1590. this.y = array[ 1 ];
  1591. this.z = array[ 2 ];
  1592. this.w = array[ 3 ];
  1593. },
  1594. toArray: function () {
  1595. return [ this.x, this.y, this.z, this.w ];
  1596. },
  1597. clone: function () {
  1598. return new THREE.Vector4( this.x, this.y, this.z, this.w );
  1599. }
  1600. };
  1601. /**
  1602. * @author bhouston / http://exocortex.com
  1603. */
  1604. THREE.Line3 = function ( start, end ) {
  1605. this.start = ( start !== undefined ) ? start : new THREE.Vector3();
  1606. this.end = ( end !== undefined ) ? end : new THREE.Vector3();
  1607. };
  1608. THREE.Line3.prototype = {
  1609. constructor: THREE.Line3,
  1610. set: function ( start, end ) {
  1611. this.start.copy( start );
  1612. this.end.copy( end );
  1613. return this;
  1614. },
  1615. copy: function ( line ) {
  1616. this.start.copy( line.start );
  1617. this.end.copy( line.end );
  1618. return this;
  1619. },
  1620. center: function ( optionalTarget ) {
  1621. var result = optionalTarget || new THREE.Vector3();
  1622. return result.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  1623. },
  1624. delta: function ( optionalTarget ) {
  1625. var result = optionalTarget || new THREE.Vector3();
  1626. return result.subVectors( this.end, this.start );
  1627. },
  1628. distanceSq: function () {
  1629. return this.start.distanceToSquared( this.end );
  1630. },
  1631. distance: function () {
  1632. return this.start.distanceTo( this.end );
  1633. },
  1634. at: function ( t, optionalTarget ) {
  1635. var result = optionalTarget || new THREE.Vector3();
  1636. return this.delta( result ).multiplyScalar( t ).add( this.start );
  1637. },
  1638. closestPointToPointParameter: function() {
  1639. var startP = new THREE.Vector3();
  1640. var startEnd = new THREE.Vector3();
  1641. return function ( point, clampToLine ) {
  1642. startP.subVectors( point, this.start );
  1643. startEnd.subVectors( this.end, this.start );
  1644. var startEnd2 = startEnd.dot( startEnd );
  1645. var startEnd_startP = startEnd.dot( startP );
  1646. var t = startEnd_startP / startEnd2;
  1647. if ( clampToLine ) {
  1648. t = THREE.Math.clamp( t, 0, 1 );
  1649. }
  1650. return t;
  1651. };
  1652. }(),
  1653. closestPointToPoint: function ( point, clampToLine, optionalTarget ) {
  1654. var t = this.closestPointToPointParameter( point, clampToLine );
  1655. var result = optionalTarget || new THREE.Vector3();
  1656. return this.delta( result ).multiplyScalar( t ).add( this.start );
  1657. },
  1658. applyMatrix4: function ( matrix ) {
  1659. this.start.applyMatrix4( matrix );
  1660. this.end.applyMatrix4( matrix );
  1661. return this;
  1662. },
  1663. equals: function ( line ) {
  1664. return line.start.equals( this.start ) && line.end.equals( this.end );
  1665. },
  1666. clone: function () {
  1667. return new THREE.Line3().copy( this );
  1668. }
  1669. };
  1670. /**
  1671. * @author bhouston / http://exocortex.com
  1672. */
  1673. THREE.Box2 = function ( min, max ) {
  1674. this.min = ( min !== undefined ) ? min : new THREE.Vector2( Infinity, Infinity );
  1675. this.max = ( max !== undefined ) ? max : new THREE.Vector2( -Infinity, -Infinity );
  1676. };
  1677. THREE.Box2.prototype = {
  1678. constructor: THREE.Box2,
  1679. set: function ( min, max ) {
  1680. this.min.copy( min );
  1681. this.max.copy( max );
  1682. return this;
  1683. },
  1684. setFromPoints: function ( points ) {
  1685. if ( points.length > 0 ) {
  1686. var point = points[ 0 ];
  1687. this.min.copy( point );
  1688. this.max.copy( point );
  1689. for ( var i = 1, il = points.length; i < il; i ++ ) {
  1690. point = points[ i ];
  1691. if ( point.x < this.min.x ) {
  1692. this.min.x = point.x;
  1693. } else if ( point.x > this.max.x ) {
  1694. this.max.x = point.x;
  1695. }
  1696. if ( point.y < this.min.y ) {
  1697. this.min.y = point.y;
  1698. } else if ( point.y > this.max.y ) {
  1699. this.max.y = point.y;
  1700. }
  1701. }
  1702. } else {
  1703. this.makeEmpty();
  1704. }
  1705. return this;
  1706. },
  1707. setFromCenterAndSize: function () {
  1708. var v1 = new THREE.Vector2();
  1709. return function ( center, size ) {
  1710. var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
  1711. this.min.copy( center ).sub( halfSize );
  1712. this.max.copy( center ).add( halfSize );
  1713. return this;
  1714. };
  1715. }(),
  1716. copy: function ( box ) {
  1717. this.min.copy( box.min );
  1718. this.max.copy( box.max );
  1719. return this;
  1720. },
  1721. makeEmpty: function () {
  1722. this.min.x = this.min.y = Infinity;
  1723. this.max.x = this.max.y = -Infinity;
  1724. return this;
  1725. },
  1726. empty: function () {
  1727. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  1728. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  1729. },
  1730. center: function ( optionalTarget ) {
  1731. var result = optionalTarget || new THREE.Vector2();
  1732. return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  1733. },
  1734. size: function ( optionalTarget ) {
  1735. var result = optionalTarget || new THREE.Vector2();
  1736. return result.subVectors( this.max, this.min );
  1737. },
  1738. expandByPoint: function ( point ) {
  1739. this.min.min( point );
  1740. this.max.max( point );
  1741. return this;
  1742. },
  1743. expandByVector: function ( vector ) {
  1744. this.min.sub( vector );
  1745. this.max.add( vector );
  1746. return this;
  1747. },
  1748. expandByScalar: function ( scalar ) {
  1749. this.min.addScalar( -scalar );
  1750. this.max.addScalar( scalar );
  1751. return this;
  1752. },
  1753. containsPoint: function ( point ) {
  1754. if ( point.x < this.min.x || point.x > this.max.x ||
  1755. point.y < this.min.y || point.y > this.max.y ) {
  1756. return false;
  1757. }
  1758. return true;
  1759. },
  1760. containsBox: function ( box ) {
  1761. if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) &&
  1762. ( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) ) {
  1763. return true;
  1764. }
  1765. return false;
  1766. },
  1767. getParameter: function ( point ) {
  1768. // This can potentially have a divide by zero if the box
  1769. // has a size dimension of 0.
  1770. return new THREE.Vector2(
  1771. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  1772. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  1773. );
  1774. },
  1775. isIntersectionBox: function ( box ) {
  1776. // using 6 splitting planes to rule out intersections.
  1777. if ( box.max.x < this.min.x || box.min.x > this.max.x ||
  1778. box.max.y < this.min.y || box.min.y > this.max.y ) {
  1779. return false;
  1780. }
  1781. return true;
  1782. },
  1783. clampPoint: function ( point, optionalTarget ) {
  1784. var result = optionalTarget || new THREE.Vector2();
  1785. return result.copy( point ).clamp( this.min, this.max );
  1786. },
  1787. distanceToPoint: function () {
  1788. var v1 = new THREE.Vector2();
  1789. return function ( point ) {
  1790. var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
  1791. return clampedPoint.sub( point ).length();
  1792. };
  1793. }(),
  1794. intersect: function ( box ) {
  1795. this.min.max( box.min );
  1796. this.max.min( box.max );
  1797. return this;
  1798. },
  1799. union: function ( box ) {
  1800. this.min.min( box.min );
  1801. this.max.max( box.max );
  1802. return this;
  1803. },
  1804. translate: function ( offset ) {
  1805. this.min.add( offset );
  1806. this.max.add( offset );
  1807. return this;
  1808. },
  1809. equals: function ( box ) {
  1810. return box.min.equals( this.min ) && box.max.equals( this.max );
  1811. },
  1812. clone: function () {
  1813. return new THREE.Box2().copy( this );
  1814. }
  1815. };
  1816. /**
  1817. * @author bhouston / http://exocortex.com
  1818. */
  1819. THREE.Box3 = function ( min, max ) {
  1820. this.min = ( min !== undefined ) ? min : new THREE.Vector3( Infinity, Infinity, Infinity );
  1821. this.max = ( max !== undefined ) ? max : new THREE.Vector3( -Infinity, -Infinity, -Infinity );
  1822. };
  1823. THREE.Box3.prototype = {
  1824. constructor: THREE.Box3,
  1825. set: function ( min, max ) {
  1826. this.min.copy( min );
  1827. this.max.copy( max );
  1828. return this;
  1829. },
  1830. setFromPoints: function ( points ) {
  1831. if ( points.length > 0 ) {
  1832. var point = points[ 0 ];
  1833. this.min.copy( point );
  1834. this.max.copy( point );
  1835. for ( var i = 1, il = points.length; i < il; i ++ ) {
  1836. point = points[ i ];
  1837. if ( point.x < this.min.x ) {
  1838. this.min.x = point.x;
  1839. } else if ( point.x > this.max.x ) {
  1840. this.max.x = point.x;
  1841. }
  1842. if ( point.y < this.min.y ) {
  1843. this.min.y = point.y;
  1844. } else if ( point.y > this.max.y ) {
  1845. this.max.y = point.y;
  1846. }
  1847. if ( point.z < this.min.z ) {
  1848. this.min.z = point.z;
  1849. } else if ( point.z > this.max.z ) {
  1850. this.max.z = point.z;
  1851. }
  1852. }
  1853. } else {
  1854. this.makeEmpty();
  1855. }
  1856. return this;
  1857. },
  1858. setFromCenterAndSize: function() {
  1859. var v1 = new THREE.Vector3();
  1860. return function ( center, size ) {
  1861. var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
  1862. this.min.copy( center ).sub( halfSize );
  1863. this.max.copy( center ).add( halfSize );
  1864. return this;
  1865. };
  1866. }(),
  1867. copy: function ( box ) {
  1868. this.min.copy( box.min );
  1869. this.max.copy( box.max );
  1870. return this;
  1871. },
  1872. makeEmpty: function () {
  1873. this.min.x = this.min.y = this.min.z = Infinity;
  1874. this.max.x = this.max.y = this.max.z = -Infinity;
  1875. return this;
  1876. },
  1877. empty: function () {
  1878. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  1879. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  1880. },
  1881. center: function ( optionalTarget ) {
  1882. var result = optionalTarget || new THREE.Vector3();
  1883. return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  1884. },
  1885. size: function ( optionalTarget ) {
  1886. var result = optionalTarget || new THREE.Vector3();
  1887. return result.subVectors( this.max, this.min );
  1888. },
  1889. expandByPoint: function ( point ) {
  1890. this.min.min( point );
  1891. this.max.max( point );
  1892. return this;
  1893. },
  1894. expandByVector: function ( vector ) {
  1895. this.min.sub( vector );
  1896. this.max.add( vector );
  1897. return this;
  1898. },
  1899. expandByScalar: function ( scalar ) {
  1900. this.min.addScalar( -scalar );
  1901. this.max.addScalar( scalar );
  1902. return this;
  1903. },
  1904. containsPoint: function ( point ) {
  1905. if ( point.x < this.min.x || point.x > this.max.x ||
  1906. point.y < this.min.y || point.y > this.max.y ||
  1907. point.z < this.min.z || point.z > this.max.z ) {
  1908. return false;
  1909. }
  1910. return true;
  1911. },
  1912. containsBox: function ( box ) {
  1913. if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) &&
  1914. ( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) &&
  1915. ( this.min.z <= box.min.z ) && ( box.max.z <= this.max.z ) ) {
  1916. return true;
  1917. }
  1918. return false;
  1919. },
  1920. getParameter: function ( point ) {
  1921. // This can potentially have a divide by zero if the box
  1922. // has a size dimension of 0.
  1923. return new THREE.Vector3(
  1924. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  1925. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  1926. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  1927. );
  1928. },
  1929. isIntersectionBox: function ( box ) {
  1930. // using 6 splitting planes to rule out intersections.
  1931. if ( box.max.x < this.min.x || box.min.x > this.max.x ||
  1932. box.max.y < this.min.y || box.min.y > this.max.y ||
  1933. box.max.z < this.min.z || box.min.z > this.max.z ) {
  1934. return false;
  1935. }
  1936. return true;
  1937. },
  1938. clampPoint: function ( point, optionalTarget ) {
  1939. var result = optionalTarget || new THREE.Vector3();
  1940. return result.copy( point ).clamp( this.min, this.max );
  1941. },
  1942. distanceToPoint: function() {
  1943. var v1 = new THREE.Vector3();
  1944. return function ( point ) {
  1945. var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
  1946. return clampedPoint.sub( point ).length();
  1947. };
  1948. }(),
  1949. getBoundingSphere: function() {
  1950. var v1 = new THREE.Vector3();
  1951. return function ( optionalTarget ) {
  1952. var result = optionalTarget || new THREE.Sphere();
  1953. result.center = this.center();
  1954. result.radius = this.size( v1 ).length() * 0.5;
  1955. return result;
  1956. };
  1957. }(),
  1958. intersect: function ( box ) {
  1959. this.min.max( box.min );
  1960. this.max.min( box.max );
  1961. return this;
  1962. },
  1963. union: function ( box ) {
  1964. this.min.min( box.min );
  1965. this.max.max( box.max );
  1966. return this;
  1967. },
  1968. applyMatrix4: function() {
  1969. var points = [
  1970. new THREE.Vector3(),
  1971. new THREE.Vector3(),
  1972. new THREE.Vector3(),
  1973. new THREE.Vector3(),
  1974. new THREE.Vector3(),
  1975. new THREE.Vector3(),
  1976. new THREE.Vector3(),
  1977. new THREE.Vector3()
  1978. ];
  1979. return function ( matrix ) {
  1980. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  1981. points[0].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  1982. points[1].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  1983. points[2].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  1984. points[3].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  1985. points[4].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  1986. points[5].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  1987. points[6].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  1988. points[7].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  1989. this.makeEmpty();
  1990. this.setFromPoints( points );
  1991. return this;
  1992. };
  1993. }(),
  1994. translate: function ( offset ) {
  1995. this.min.add( offset );
  1996. this.max.add( offset );
  1997. return this;
  1998. },
  1999. equals: function ( box ) {
  2000. return box.min.equals( this.min ) && box.max.equals( this.max );
  2001. },
  2002. clone: function () {
  2003. return new THREE.Box3().copy( this );
  2004. }
  2005. };
  2006. /**
  2007. * @author alteredq / http://alteredqualia.com/
  2008. * @author WestLangley / http://github.com/WestLangley
  2009. * @author bhouston / http://exocortex.com
  2010. */
  2011. THREE.Matrix3 = function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  2012. this.elements = new Float32Array(9);
  2013. this.set(
  2014. ( n11 !== undefined ) ? n11 : 1, n12 || 0, n13 || 0,
  2015. n21 || 0, ( n22 !== undefined ) ? n22 : 1, n23 || 0,
  2016. n31 || 0, n32 || 0, ( n33 !== undefined ) ? n33 : 1
  2017. );
  2018. };
  2019. THREE.Matrix3.prototype = {
  2020. constructor: THREE.Matrix3,
  2021. set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  2022. var te = this.elements;
  2023. te[0] = n11; te[3] = n12; te[6] = n13;
  2024. te[1] = n21; te[4] = n22; te[7] = n23;
  2025. te[2] = n31; te[5] = n32; te[8] = n33;
  2026. return this;
  2027. },
  2028. identity: function () {
  2029. this.set(
  2030. 1, 0, 0,
  2031. 0, 1, 0,
  2032. 0, 0, 1
  2033. );
  2034. return this;
  2035. },
  2036. copy: function ( m ) {
  2037. var me = m.elements;
  2038. this.set(
  2039. me[0], me[3], me[6],
  2040. me[1], me[4], me[7],
  2041. me[2], me[5], me[8]
  2042. );
  2043. return this;
  2044. },
  2045. multiplyVector3: function ( vector ) {
  2046. console.warn( 'DEPRECATED: Matrix3\'s .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
  2047. return vector.applyMatrix3( this );
  2048. },
  2049. multiplyVector3Array: function() {
  2050. var v1 = new THREE.Vector3();
  2051. return function ( a ) {
  2052. for ( var i = 0, il = a.length; i < il; i += 3 ) {
  2053. v1.x = a[ i ];
  2054. v1.y = a[ i + 1 ];
  2055. v1.z = a[ i + 2 ];
  2056. v1.applyMatrix3(this);
  2057. a[ i ] = v1.x;
  2058. a[ i + 1 ] = v1.y;
  2059. a[ i + 2 ] = v1.z;
  2060. }
  2061. return a;
  2062. };
  2063. }(),
  2064. multiplyScalar: function ( s ) {
  2065. var te = this.elements;
  2066. te[0] *= s; te[3] *= s; te[6] *= s;
  2067. te[1] *= s; te[4] *= s; te[7] *= s;
  2068. te[2] *= s; te[5] *= s; te[8] *= s;
  2069. return this;
  2070. },
  2071. determinant: function () {
  2072. var te = this.elements;
  2073. var a = te[0], b = te[1], c = te[2],
  2074. d = te[3], e = te[4], f = te[5],
  2075. g = te[6], h = te[7], i = te[8];
  2076. return a*e*i - a*f*h - b*d*i + b*f*g + c*d*h - c*e*g;
  2077. },
  2078. getInverse: function ( matrix, throwOnInvertible ) {
  2079. // input: THREE.Matrix4
  2080. // ( based on http://code.google.com/p/webgl-mjs/ )
  2081. var me = matrix.elements;
  2082. var te = this.elements;
  2083. te[ 0 ] = me[10] * me[5] - me[6] * me[9];
  2084. te[ 1 ] = - me[10] * me[1] + me[2] * me[9];
  2085. te[ 2 ] = me[6] * me[1] - me[2] * me[5];
  2086. te[ 3 ] = - me[10] * me[4] + me[6] * me[8];
  2087. te[ 4 ] = me[10] * me[0] - me[2] * me[8];
  2088. te[ 5 ] = - me[6] * me[0] + me[2] * me[4];
  2089. te[ 6 ] = me[9] * me[4] - me[5] * me[8];
  2090. te[ 7 ] = - me[9] * me[0] + me[1] * me[8];
  2091. te[ 8 ] = me[5] * me[0] - me[1] * me[4];
  2092. var det = me[ 0 ] * te[ 0 ] + me[ 1 ] * te[ 3 ] + me[ 2 ] * te[ 6 ];
  2093. // no inverse
  2094. if ( det === 0 ) {
  2095. var msg = "Matrix3.getInverse(): can't invert matrix, determinant is 0";
  2096. if ( throwOnInvertible || false ) {
  2097. throw new Error( msg );
  2098. } else {
  2099. console.warn( msg );
  2100. }
  2101. this.identity();
  2102. return this;
  2103. }
  2104. this.multiplyScalar( 1.0 / det );
  2105. return this;
  2106. },
  2107. transpose: function () {
  2108. var tmp, m = this.elements;
  2109. tmp = m[1]; m[1] = m[3]; m[3] = tmp;
  2110. tmp = m[2]; m[2] = m[6]; m[6] = tmp;
  2111. tmp = m[5]; m[5] = m[7]; m[7] = tmp;
  2112. return this;
  2113. },
  2114. getNormalMatrix: function ( m ) {
  2115. // input: THREE.Matrix4
  2116. this.getInverse( m ).transpose();
  2117. return this;
  2118. },
  2119. transposeIntoArray: function ( r ) {
  2120. var m = this.elements;
  2121. r[ 0 ] = m[ 0 ];
  2122. r[ 1 ] = m[ 3 ];
  2123. r[ 2 ] = m[ 6 ];
  2124. r[ 3 ] = m[ 1 ];
  2125. r[ 4 ] = m[ 4 ];
  2126. r[ 5 ] = m[ 7 ];
  2127. r[ 6 ] = m[ 2 ];
  2128. r[ 7 ] = m[ 5 ];
  2129. r[ 8 ] = m[ 8 ];
  2130. return this;
  2131. },
  2132. clone: function () {
  2133. var te = this.elements;
  2134. return new THREE.Matrix3(
  2135. te[0], te[3], te[6],
  2136. te[1], te[4], te[7],
  2137. te[2], te[5], te[8]
  2138. );
  2139. }
  2140. };
  2141. /**
  2142. * @author mrdoob / http://mrdoob.com/
  2143. * @author supereggbert / http://www.paulbrunt.co.uk/
  2144. * @author philogb / http://blog.thejit.org/
  2145. * @author jordi_ros / http://plattsoft.com
  2146. * @author D1plo1d / http://github.com/D1plo1d
  2147. * @author alteredq / http://alteredqualia.com/
  2148. * @author mikael emtinger / http://gomo.se/
  2149. * @author timknip / http://www.floorplanner.com/
  2150. * @author bhouston / http://exocortex.com
  2151. * @author WestLangley / http://github.com/WestLangley
  2152. */
  2153. THREE.Matrix4 = function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  2154. var te = this.elements = new Float32Array( 16 );
  2155. // TODO: if n11 is undefined, then just set to identity, otherwise copy all other values into matrix
  2156. // we should not support semi specification of Matrix4, it is just weird.
  2157. te[0] = ( n11 !== undefined ) ? n11 : 1; te[4] = n12 || 0; te[8] = n13 || 0; te[12] = n14 || 0;
  2158. te[1] = n21 || 0; te[5] = ( n22 !== undefined ) ? n22 : 1; te[9] = n23 || 0; te[13] = n24 || 0;
  2159. te[2] = n31 || 0; te[6] = n32 || 0; te[10] = ( n33 !== undefined ) ? n33 : 1; te[14] = n34 || 0;
  2160. te[3] = n41 || 0; te[7] = n42 || 0; te[11] = n43 || 0; te[15] = ( n44 !== undefined ) ? n44 : 1;
  2161. };
  2162. THREE.Matrix4.prototype = {
  2163. constructor: THREE.Matrix4,
  2164. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  2165. var te = this.elements;
  2166. te[0] = n11; te[4] = n12; te[8] = n13; te[12] = n14;
  2167. te[1] = n21; te[5] = n22; te[9] = n23; te[13] = n24;
  2168. te[2] = n31; te[6] = n32; te[10] = n33; te[14] = n34;
  2169. te[3] = n41; te[7] = n42; te[11] = n43; te[15] = n44;
  2170. return this;
  2171. },
  2172. identity: function () {
  2173. this.set(
  2174. 1, 0, 0, 0,
  2175. 0, 1, 0, 0,
  2176. 0, 0, 1, 0,
  2177. 0, 0, 0, 1
  2178. );
  2179. return this;
  2180. },
  2181. copy: function ( m ) {
  2182. var me = m.elements;
  2183. this.set(
  2184. me[0], me[4], me[8], me[12],
  2185. me[1], me[5], me[9], me[13],
  2186. me[2], me[6], me[10], me[14],
  2187. me[3], me[7], me[11], me[15]
  2188. );
  2189. return this;
  2190. },
  2191. copyPosition: function ( m ) {
  2192. var te = this.elements;
  2193. var me = m.elements;
  2194. te[12] = me[12];
  2195. te[13] = me[13];
  2196. te[14] = me[14];
  2197. return this;
  2198. },
  2199. copyRotation: function () {
  2200. var v1 = new THREE.Vector3();
  2201. return function ( m ) {
  2202. var te = this.elements;
  2203. var me = m.elements;
  2204. var scaleX = 1 / v1.set( me[0], me[1], me[2] ).length();
  2205. var scaleY = 1 / v1.set( me[4], me[5], me[6] ).length();
  2206. var scaleZ = 1 / v1.set( me[8], me[9], me[10] ).length();
  2207. te[0] = me[0] * scaleX;
  2208. te[1] = me[1] * scaleX;
  2209. te[2] = me[2] * scaleX;
  2210. te[4] = me[4] * scaleY;
  2211. te[5] = me[5] * scaleY;
  2212. te[6] = me[6] * scaleY;
  2213. te[8] = me[8] * scaleZ;
  2214. te[9] = me[9] * scaleZ;
  2215. te[10] = me[10] * scaleZ;
  2216. return this;
  2217. };
  2218. }(),
  2219. setRotationFromEuler: function ( v, order ) {
  2220. var te = this.elements;
  2221. var x = v.x, y = v.y, z = v.z;
  2222. var a = Math.cos( x ), b = Math.sin( x );
  2223. var c = Math.cos( y ), d = Math.sin( y );
  2224. var e = Math.cos( z ), f = Math.sin( z );
  2225. if ( order === undefined || order === 'XYZ' ) {
  2226. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2227. te[0] = c * e;
  2228. te[4] = - c * f;
  2229. te[8] = d;
  2230. te[1] = af + be * d;
  2231. te[5] = ae - bf * d;
  2232. te[9] = - b * c;
  2233. te[2] = bf - ae * d;
  2234. te[6] = be + af * d;
  2235. te[10] = a * c;
  2236. } else if ( order === 'YXZ' ) {
  2237. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2238. te[0] = ce + df * b;
  2239. te[4] = de * b - cf;
  2240. te[8] = a * d;
  2241. te[1] = a * f;
  2242. te[5] = a * e;
  2243. te[9] = - b;
  2244. te[2] = cf * b - de;
  2245. te[6] = df + ce * b;
  2246. te[10] = a * c;
  2247. } else if ( order === 'ZXY' ) {
  2248. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2249. te[0] = ce - df * b;
  2250. te[4] = - a * f;
  2251. te[8] = de + cf * b;
  2252. te[1] = cf + de * b;
  2253. te[5] = a * e;
  2254. te[9] = df - ce * b;
  2255. te[2] = - a * d;
  2256. te[6] = b;
  2257. te[10] = a * c;
  2258. } else if ( order === 'ZYX' ) {
  2259. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2260. te[0] = c * e;
  2261. te[4] = be * d - af;
  2262. te[8] = ae * d + bf;
  2263. te[1] = c * f;
  2264. te[5] = bf * d + ae;
  2265. te[9] = af * d - be;
  2266. te[2] = - d;
  2267. te[6] = b * c;
  2268. te[10] = a * c;
  2269. } else if ( order === 'YZX' ) {
  2270. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2271. te[0] = c * e;
  2272. te[4] = bd - ac * f;
  2273. te[8] = bc * f + ad;
  2274. te[1] = f;
  2275. te[5] = a * e;
  2276. te[9] = - b * e;
  2277. te[2] = - d * e;
  2278. te[6] = ad * f + bc;
  2279. te[10] = ac - bd * f;
  2280. } else if ( order === 'XZY' ) {
  2281. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2282. te[0] = c * e;
  2283. te[4] = - f;
  2284. te[8] = d * e;
  2285. te[1] = ac * f + bd;
  2286. te[5] = a * e;
  2287. te[9] = ad * f - bc;
  2288. te[2] = bc * f - ad;
  2289. te[6] = b * e;
  2290. te[10] = bd * f + ac;
  2291. }
  2292. return this;
  2293. },
  2294. setRotationFromQuaternion: function ( q ) {
  2295. var te = this.elements;
  2296. var x = q.x, y = q.y, z = q.z, w = q.w;
  2297. var x2 = x + x, y2 = y + y, z2 = z + z;
  2298. var xx = x * x2, xy = x * y2, xz = x * z2;
  2299. var yy = y * y2, yz = y * z2, zz = z * z2;
  2300. var wx = w * x2, wy = w * y2, wz = w * z2;
  2301. te[0] = 1 - ( yy + zz );
  2302. te[4] = xy - wz;
  2303. te[8] = xz + wy;
  2304. te[1] = xy + wz;
  2305. te[5] = 1 - ( xx + zz );
  2306. te[9] = yz - wx;
  2307. te[2] = xz - wy;
  2308. te[6] = yz + wx;
  2309. te[10] = 1 - ( xx + yy );
  2310. return this;
  2311. },
  2312. lookAt: function() {
  2313. var x = new THREE.Vector3();
  2314. var y = new THREE.Vector3();
  2315. var z = new THREE.Vector3();
  2316. return function ( eye, target, up ) {
  2317. var te = this.elements;
  2318. z.subVectors( eye, target ).normalize();
  2319. if ( z.length() === 0 ) {
  2320. z.z = 1;
  2321. }
  2322. x.crossVectors( up, z ).normalize();
  2323. if ( x.length() === 0 ) {
  2324. z.x += 0.0001;
  2325. x.crossVectors( up, z ).normalize();
  2326. }
  2327. y.crossVectors( z, x );
  2328. te[0] = x.x; te[4] = y.x; te[8] = z.x;
  2329. te[1] = x.y; te[5] = y.y; te[9] = z.y;
  2330. te[2] = x.z; te[6] = y.z; te[10] = z.z;
  2331. return this;
  2332. };
  2333. }(),
  2334. multiply: function ( m, n ) {
  2335. if ( n !== undefined ) {
  2336. console.warn( 'DEPRECATED: Matrix4\'s .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  2337. return this.multiplyMatrices( m, n );
  2338. }
  2339. return this.multiplyMatrices( this, m );
  2340. },
  2341. multiplyMatrices: function ( a, b ) {
  2342. var ae = a.elements;
  2343. var be = b.elements;
  2344. var te = this.elements;
  2345. var a11 = ae[0], a12 = ae[4], a13 = ae[8], a14 = ae[12];
  2346. var a21 = ae[1], a22 = ae[5], a23 = ae[9], a24 = ae[13];
  2347. var a31 = ae[2], a32 = ae[6], a33 = ae[10], a34 = ae[14];
  2348. var a41 = ae[3], a42 = ae[7], a43 = ae[11], a44 = ae[15];
  2349. var b11 = be[0], b12 = be[4], b13 = be[8], b14 = be[12];
  2350. var b21 = be[1], b22 = be[5], b23 = be[9], b24 = be[13];
  2351. var b31 = be[2], b32 = be[6], b33 = be[10], b34 = be[14];
  2352. var b41 = be[3], b42 = be[7], b43 = be[11], b44 = be[15];
  2353. te[0] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  2354. te[4] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  2355. te[8] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  2356. te[12] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  2357. te[1] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  2358. te[5] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  2359. te[9] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  2360. te[13] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  2361. te[2] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  2362. te[6] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  2363. te[10] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  2364. te[14] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  2365. te[3] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  2366. te[7] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  2367. te[11] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  2368. te[15] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  2369. return this;
  2370. },
  2371. multiplyToArray: function ( a, b, r ) {
  2372. var te = this.elements;
  2373. this.multiplyMatrices( a, b );
  2374. r[ 0 ] = te[0]; r[ 1 ] = te[1]; r[ 2 ] = te[2]; r[ 3 ] = te[3];
  2375. r[ 4 ] = te[4]; r[ 5 ] = te[5]; r[ 6 ] = te[6]; r[ 7 ] = te[7];
  2376. r[ 8 ] = te[8]; r[ 9 ] = te[9]; r[ 10 ] = te[10]; r[ 11 ] = te[11];
  2377. r[ 12 ] = te[12]; r[ 13 ] = te[13]; r[ 14 ] = te[14]; r[ 15 ] = te[15];
  2378. return this;
  2379. },
  2380. multiplyScalar: function ( s ) {
  2381. var te = this.elements;
  2382. te[0] *= s; te[4] *= s; te[8] *= s; te[12] *= s;
  2383. te[1] *= s; te[5] *= s; te[9] *= s; te[13] *= s;
  2384. te[2] *= s; te[6] *= s; te[10] *= s; te[14] *= s;
  2385. te[3] *= s; te[7] *= s; te[11] *= s; te[15] *= s;
  2386. return this;
  2387. },
  2388. multiplyVector3: function ( vector ) {
  2389. console.warn( 'DEPRECATED: Matrix4\'s .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) or vector.applyProjection( matrix ) instead.' );
  2390. return vector.applyProjection( this );
  2391. },
  2392. multiplyVector4: function ( vector ) {
  2393. console.warn( 'DEPRECATED: Matrix4\'s .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  2394. return vector.applyMatrix4( this );
  2395. },
  2396. multiplyVector3Array: function() {
  2397. var v1 = new THREE.Vector3();
  2398. return function ( a ) {
  2399. for ( var i = 0, il = a.length; i < il; i += 3 ) {
  2400. v1.x = a[ i ];
  2401. v1.y = a[ i + 1 ];
  2402. v1.z = a[ i + 2 ];
  2403. v1.applyProjection( this );
  2404. a[ i ] = v1.x;
  2405. a[ i + 1 ] = v1.y;
  2406. a[ i + 2 ] = v1.z;
  2407. }
  2408. return a;
  2409. };
  2410. }(),
  2411. rotateAxis: function ( v ) {
  2412. console.warn( 'DEPRECATED: Matrix4\'s .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  2413. v.transformDirection( this );
  2414. },
  2415. crossVector: function ( a ) {
  2416. var te = this.elements;
  2417. var v = new THREE.Vector4();
  2418. v.x = te[0] * a.x + te[4] * a.y + te[8] * a.z + te[12] * a.w;
  2419. v.y = te[1] * a.x + te[5] * a.y + te[9] * a.z + te[13] * a.w;
  2420. v.z = te[2] * a.x + te[6] * a.y + te[10] * a.z + te[14] * a.w;
  2421. v.w = ( a.w ) ? te[3] * a.x + te[7] * a.y + te[11] * a.z + te[15] * a.w : 1;
  2422. return v;
  2423. },
  2424. determinant: function () {
  2425. var te = this.elements;
  2426. var n11 = te[0], n12 = te[4], n13 = te[8], n14 = te[12];
  2427. var n21 = te[1], n22 = te[5], n23 = te[9], n24 = te[13];
  2428. var n31 = te[2], n32 = te[6], n33 = te[10], n34 = te[14];
  2429. var n41 = te[3], n42 = te[7], n43 = te[11], n44 = te[15];
  2430. //TODO: make this more efficient
  2431. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  2432. return (
  2433. n41 * (
  2434. +n14 * n23 * n32
  2435. -n13 * n24 * n32
  2436. -n14 * n22 * n33
  2437. +n12 * n24 * n33
  2438. +n13 * n22 * n34
  2439. -n12 * n23 * n34
  2440. ) +
  2441. n42 * (
  2442. +n11 * n23 * n34
  2443. -n11 * n24 * n33
  2444. +n14 * n21 * n33
  2445. -n13 * n21 * n34
  2446. +n13 * n24 * n31
  2447. -n14 * n23 * n31
  2448. ) +
  2449. n43 * (
  2450. +n11 * n24 * n32
  2451. -n11 * n22 * n34
  2452. -n14 * n21 * n32
  2453. +n12 * n21 * n34
  2454. +n14 * n22 * n31
  2455. -n12 * n24 * n31
  2456. ) +
  2457. n44 * (
  2458. -n13 * n22 * n31
  2459. -n11 * n23 * n32
  2460. +n11 * n22 * n33
  2461. +n13 * n21 * n32
  2462. -n12 * n21 * n33
  2463. +n12 * n23 * n31
  2464. )
  2465. );
  2466. },
  2467. transpose: function () {
  2468. var te = this.elements;
  2469. var tmp;
  2470. tmp = te[1]; te[1] = te[4]; te[4] = tmp;
  2471. tmp = te[2]; te[2] = te[8]; te[8] = tmp;
  2472. tmp = te[6]; te[6] = te[9]; te[9] = tmp;
  2473. tmp = te[3]; te[3] = te[12]; te[12] = tmp;
  2474. tmp = te[7]; te[7] = te[13]; te[13] = tmp;
  2475. tmp = te[11]; te[11] = te[14]; te[14] = tmp;
  2476. return this;
  2477. },
  2478. flattenToArray: function ( flat ) {
  2479. var te = this.elements;
  2480. flat[ 0 ] = te[0]; flat[ 1 ] = te[1]; flat[ 2 ] = te[2]; flat[ 3 ] = te[3];
  2481. flat[ 4 ] = te[4]; flat[ 5 ] = te[5]; flat[ 6 ] = te[6]; flat[ 7 ] = te[7];
  2482. flat[ 8 ] = te[8]; flat[ 9 ] = te[9]; flat[ 10 ] = te[10]; flat[ 11 ] = te[11];
  2483. flat[ 12 ] = te[12]; flat[ 13 ] = te[13]; flat[ 14 ] = te[14]; flat[ 15 ] = te[15];
  2484. return flat;
  2485. },
  2486. flattenToArrayOffset: function( flat, offset ) {
  2487. var te = this.elements;
  2488. flat[ offset ] = te[0];
  2489. flat[ offset + 1 ] = te[1];
  2490. flat[ offset + 2 ] = te[2];
  2491. flat[ offset + 3 ] = te[3];
  2492. flat[ offset + 4 ] = te[4];
  2493. flat[ offset + 5 ] = te[5];
  2494. flat[ offset + 6 ] = te[6];
  2495. flat[ offset + 7 ] = te[7];
  2496. flat[ offset + 8 ] = te[8];
  2497. flat[ offset + 9 ] = te[9];
  2498. flat[ offset + 10 ] = te[10];
  2499. flat[ offset + 11 ] = te[11];
  2500. flat[ offset + 12 ] = te[12];
  2501. flat[ offset + 13 ] = te[13];
  2502. flat[ offset + 14 ] = te[14];
  2503. flat[ offset + 15 ] = te[15];
  2504. return flat;
  2505. },
  2506. getPosition: function() {
  2507. var v1 = new THREE.Vector3();
  2508. return function () {
  2509. console.warn( 'DEPRECATED: Matrix4\'s .getPosition() has been removed. Use Vector3.getPositionFromMatrix( matrix ) instead.' );
  2510. var te = this.elements;
  2511. return v1.set( te[12], te[13], te[14] );
  2512. };
  2513. }(),
  2514. setPosition: function ( v ) {
  2515. var te = this.elements;
  2516. te[12] = v.x;
  2517. te[13] = v.y;
  2518. te[14] = v.z;
  2519. return this;
  2520. },
  2521. getInverse: function ( m, throwOnInvertible ) {
  2522. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  2523. var te = this.elements;
  2524. var me = m.elements;
  2525. var n11 = me[0], n12 = me[4], n13 = me[8], n14 = me[12];
  2526. var n21 = me[1], n22 = me[5], n23 = me[9], n24 = me[13];
  2527. var n31 = me[2], n32 = me[6], n33 = me[10], n34 = me[14];
  2528. var n41 = me[3], n42 = me[7], n43 = me[11], n44 = me[15];
  2529. te[0] = n23*n34*n42 - n24*n33*n42 + n24*n32*n43 - n22*n34*n43 - n23*n32*n44 + n22*n33*n44;
  2530. te[4] = n14*n33*n42 - n13*n34*n42 - n14*n32*n43 + n12*n34*n43 + n13*n32*n44 - n12*n33*n44;
  2531. te[8] = n13*n24*n42 - n14*n23*n42 + n14*n22*n43 - n12*n24*n43 - n13*n22*n44 + n12*n23*n44;
  2532. te[12] = n14*n23*n32 - n13*n24*n32 - n14*n22*n33 + n12*n24*n33 + n13*n22*n34 - n12*n23*n34;
  2533. te[1] = n24*n33*n41 - n23*n34*n41 - n24*n31*n43 + n21*n34*n43 + n23*n31*n44 - n21*n33*n44;
  2534. te[5] = n13*n34*n41 - n14*n33*n41 + n14*n31*n43 - n11*n34*n43 - n13*n31*n44 + n11*n33*n44;
  2535. te[9] = n14*n23*n41 - n13*n24*n41 - n14*n21*n43 + n11*n24*n43 + n13*n21*n44 - n11*n23*n44;
  2536. te[13] = n13*n24*n31 - n14*n23*n31 + n14*n21*n33 - n11*n24*n33 - n13*n21*n34 + n11*n23*n34;
  2537. te[2] = n22*n34*n41 - n24*n32*n41 + n24*n31*n42 - n21*n34*n42 - n22*n31*n44 + n21*n32*n44;
  2538. te[6] = n14*n32*n41 - n12*n34*n41 - n14*n31*n42 + n11*n34*n42 + n12*n31*n44 - n11*n32*n44;
  2539. te[10] = n12*n24*n41 - n14*n22*n41 + n14*n21*n42 - n11*n24*n42 - n12*n21*n44 + n11*n22*n44;
  2540. te[14] = n14*n22*n31 - n12*n24*n31 - n14*n21*n32 + n11*n24*n32 + n12*n21*n34 - n11*n22*n34;
  2541. te[3] = n23*n32*n41 - n22*n33*n41 - n23*n31*n42 + n21*n33*n42 + n22*n31*n43 - n21*n32*n43;
  2542. te[7] = n12*n33*n41 - n13*n32*n41 + n13*n31*n42 - n11*n33*n42 - n12*n31*n43 + n11*n32*n43;
  2543. te[11] = n13*n22*n41 - n12*n23*n41 - n13*n21*n42 + n11*n23*n42 + n12*n21*n43 - n11*n22*n43;
  2544. te[15] = n12*n23*n31 - n13*n22*n31 + n13*n21*n32 - n11*n23*n32 - n12*n21*n33 + n11*n22*n33;
  2545. var det = me[ 0 ] * te[ 0 ] + me[ 1 ] * te[ 4 ] + me[ 2 ] * te[ 8 ] + me[ 3 ] * te[ 12 ];
  2546. if ( det == 0 ) {
  2547. var msg = "Matrix4.getInverse(): can't invert matrix, determinant is 0";
  2548. if ( throwOnInvertible || false ) {
  2549. throw new Error( msg );
  2550. } else {
  2551. console.warn( msg );
  2552. }
  2553. this.identity();
  2554. return this;
  2555. }
  2556. this.multiplyScalar( 1 / det );
  2557. return this;
  2558. },
  2559. extractPosition: function ( m ) {
  2560. console.warn( 'DEPRECATED: Matrix4\'s .extractPosition() has been renamed to .copyPosition().' );
  2561. return this.copyPosition( m );
  2562. },
  2563. extractRotation: function ( m ) {
  2564. console.warn( 'DEPRECATED: Matrix4\'s .extractRotation() has been renamed to .copyRotation().' );
  2565. return this.copyRotation( m );
  2566. },
  2567. translate: function ( v ) {
  2568. console.warn( 'DEPRECATED: Matrix4\'s .translate() has been removed.');
  2569. },
  2570. rotateX: function ( angle ) {
  2571. console.warn( 'DEPRECATED: Matrix4\'s .rotateX() has been removed.');
  2572. },
  2573. rotateY: function ( angle ) {
  2574. console.warn( 'DEPRECATED: Matrix4\'s .rotateY() has been removed.');
  2575. },
  2576. rotateZ: function ( angle ) {
  2577. console.warn( 'DEPRECATED: Matrix4\'s .rotateZ() has been removed.');
  2578. },
  2579. rotateByAxis: function ( axis, angle ) {
  2580. console.warn( 'DEPRECATED: Matrix4\'s .rotateByAxis() has been removed.');
  2581. },
  2582. scale: function ( v ) {
  2583. var te = this.elements;
  2584. var x = v.x, y = v.y, z = v.z;
  2585. te[0] *= x; te[4] *= y; te[8] *= z;
  2586. te[1] *= x; te[5] *= y; te[9] *= z;
  2587. te[2] *= x; te[6] *= y; te[10] *= z;
  2588. te[3] *= x; te[7] *= y; te[11] *= z;
  2589. return this;
  2590. },
  2591. getMaxScaleOnAxis: function () {
  2592. var te = this.elements;
  2593. var scaleXSq = te[0] * te[0] + te[1] * te[1] + te[2] * te[2];
  2594. var scaleYSq = te[4] * te[4] + te[5] * te[5] + te[6] * te[6];
  2595. var scaleZSq = te[8] * te[8] + te[9] * te[9] + te[10] * te[10];
  2596. return Math.sqrt( Math.max( scaleXSq, Math.max( scaleYSq, scaleZSq ) ) );
  2597. },
  2598. makeTranslation: function ( x, y, z ) {
  2599. this.set(
  2600. 1, 0, 0, x,
  2601. 0, 1, 0, y,
  2602. 0, 0, 1, z,
  2603. 0, 0, 0, 1
  2604. );
  2605. return this;
  2606. },
  2607. makeRotationX: function ( theta ) {
  2608. var c = Math.cos( theta ), s = Math.sin( theta );
  2609. this.set(
  2610. 1, 0, 0, 0,
  2611. 0, c, -s, 0,
  2612. 0, s, c, 0,
  2613. 0, 0, 0, 1
  2614. );
  2615. return this;
  2616. },
  2617. makeRotationY: function ( theta ) {
  2618. var c = Math.cos( theta ), s = Math.sin( theta );
  2619. this.set(
  2620. c, 0, s, 0,
  2621. 0, 1, 0, 0,
  2622. -s, 0, c, 0,
  2623. 0, 0, 0, 1
  2624. );
  2625. return this;
  2626. },
  2627. makeRotationZ: function ( theta ) {
  2628. var c = Math.cos( theta ), s = Math.sin( theta );
  2629. this.set(
  2630. c, -s, 0, 0,
  2631. s, c, 0, 0,
  2632. 0, 0, 1, 0,
  2633. 0, 0, 0, 1
  2634. );
  2635. return this;
  2636. },
  2637. makeRotationAxis: function ( axis, angle ) {
  2638. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  2639. var c = Math.cos( angle );
  2640. var s = Math.sin( angle );
  2641. var t = 1 - c;
  2642. var x = axis.x, y = axis.y, z = axis.z;
  2643. var tx = t * x, ty = t * y;
  2644. this.set(
  2645. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  2646. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  2647. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  2648. 0, 0, 0, 1
  2649. );
  2650. return this;
  2651. },
  2652. makeScale: function ( x, y, z ) {
  2653. this.set(
  2654. x, 0, 0, 0,
  2655. 0, y, 0, 0,
  2656. 0, 0, z, 0,
  2657. 0, 0, 0, 1
  2658. );
  2659. return this;
  2660. },
  2661. makeFrustum: function ( left, right, bottom, top, near, far ) {
  2662. var te = this.elements;
  2663. var x = 2 * near / ( right - left );
  2664. var y = 2 * near / ( top - bottom );
  2665. var a = ( right + left ) / ( right - left );
  2666. var b = ( top + bottom ) / ( top - bottom );
  2667. var c = - ( far + near ) / ( far - near );
  2668. var d = - 2 * far * near / ( far - near );
  2669. te[0] = x; te[4] = 0; te[8] = a; te[12] = 0;
  2670. te[1] = 0; te[5] = y; te[9] = b; te[13] = 0;
  2671. te[2] = 0; te[6] = 0; te[10] = c; te[14] = d;
  2672. te[3] = 0; te[7] = 0; te[11] = - 1; te[15] = 0;
  2673. return this;
  2674. },
  2675. makePerspective: function ( fov, aspect, near, far ) {
  2676. var ymax = near * Math.tan( THREE.Math.degToRad( fov * 0.5 ) );
  2677. var ymin = - ymax;
  2678. var xmin = ymin * aspect;
  2679. var xmax = ymax * aspect;
  2680. return this.makeFrustum( xmin, xmax, ymin, ymax, near, far );
  2681. },
  2682. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  2683. var te = this.elements;
  2684. var w = right - left;
  2685. var h = top - bottom;
  2686. var p = far - near;
  2687. var x = ( right + left ) / w;
  2688. var y = ( top + bottom ) / h;
  2689. var z = ( far + near ) / p;
  2690. te[0] = 2 / w; te[4] = 0; te[8] = 0; te[12] = -x;
  2691. te[1] = 0; te[5] = 2 / h; te[9] = 0; te[13] = -y;
  2692. te[2] = 0; te[6] = 0; te[10] = -2/p; te[14] = -z;
  2693. te[3] = 0; te[7] = 0; te[11] = 0; te[15] = 1;
  2694. return this;
  2695. },
  2696. clone: function () {
  2697. var te = this.elements;
  2698. return new THREE.Matrix4(
  2699. te[0], te[4], te[8], te[12],
  2700. te[1], te[5], te[9], te[13],
  2701. te[2], te[6], te[10], te[14],
  2702. te[3], te[7], te[11], te[15]
  2703. );
  2704. }
  2705. };
  2706. THREE.extend( THREE.Matrix4.prototype, {
  2707. compose: function() {
  2708. var mRotation = new THREE.Matrix4();
  2709. var mScale = new THREE.Matrix4();
  2710. return function ( position, quaternion, scale ) {
  2711. var te = this.elements;
  2712. mRotation.identity();
  2713. mRotation.setRotationFromQuaternion( quaternion );
  2714. mScale.makeScale( scale.x, scale.y, scale.z );
  2715. this.multiplyMatrices( mRotation, mScale );
  2716. te[12] = position.x;
  2717. te[13] = position.y;
  2718. te[14] = position.z;
  2719. return this;
  2720. };
  2721. }(),
  2722. decompose: function() {
  2723. var x = new THREE.Vector3();
  2724. var y = new THREE.Vector3();
  2725. var z = new THREE.Vector3();
  2726. var matrix = new THREE.Matrix4();
  2727. return function ( position, quaternion, scale ) {
  2728. var te = this.elements;
  2729. // grab the axis vectors
  2730. x.set( te[0], te[1], te[2] );
  2731. y.set( te[4], te[5], te[6] );
  2732. z.set( te[8], te[9], te[10] );
  2733. position = ( position instanceof THREE.Vector3 ) ? position : new THREE.Vector3();
  2734. quaternion = ( quaternion instanceof THREE.Quaternion ) ? quaternion : new THREE.Quaternion();
  2735. scale = ( scale instanceof THREE.Vector3 ) ? scale : new THREE.Vector3();
  2736. scale.x = x.length();
  2737. scale.y = y.length();
  2738. scale.z = z.length();
  2739. position.x = te[12];
  2740. position.y = te[13];
  2741. position.z = te[14];
  2742. // scale the rotation part
  2743. matrix.copy( this );
  2744. matrix.elements[0] /= scale.x;
  2745. matrix.elements[1] /= scale.x;
  2746. matrix.elements[2] /= scale.x;
  2747. matrix.elements[4] /= scale.y;
  2748. matrix.elements[5] /= scale.y;
  2749. matrix.elements[6] /= scale.y;
  2750. matrix.elements[8] /= scale.z;
  2751. matrix.elements[9] /= scale.z;
  2752. matrix.elements[10] /= scale.z;
  2753. quaternion.setFromRotationMatrix( matrix );
  2754. return [ position, quaternion, scale ];
  2755. };
  2756. }()
  2757. } );
  2758. /**
  2759. * @author bhouston / http://exocortex.com
  2760. */
  2761. THREE.Ray = function ( origin, direction ) {
  2762. this.origin = ( origin !== undefined ) ? origin : new THREE.Vector3();
  2763. this.direction = ( direction !== undefined ) ? direction : new THREE.Vector3();
  2764. };
  2765. THREE.Ray.prototype = {
  2766. constructor: THREE.Ray,
  2767. set: function ( origin, direction ) {
  2768. this.origin.copy( origin );
  2769. this.direction.copy( direction );
  2770. return this;
  2771. },
  2772. copy: function ( ray ) {
  2773. this.origin.copy( ray.origin );
  2774. this.direction.copy( ray.direction );
  2775. return this;
  2776. },
  2777. at: function( t, optionalTarget ) {
  2778. var result = optionalTarget || new THREE.Vector3();
  2779. return result.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  2780. },
  2781. recast: function() {
  2782. var v1 = new THREE.Vector3();
  2783. return function ( t ) {
  2784. this.origin.copy( this.at( t, v1 ) );
  2785. return this;
  2786. };
  2787. }(),
  2788. closestPointToPoint: function ( point, optionalTarget ) {
  2789. var result = optionalTarget || new THREE.Vector3();
  2790. result.subVectors( point, this.origin );
  2791. var directionDistance = result.dot( this.direction );
  2792. return result.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  2793. },
  2794. distanceToPoint: function() {
  2795. var v1 = new THREE.Vector3();
  2796. return function ( point ) {
  2797. var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction );
  2798. v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  2799. return v1.distanceTo( point );
  2800. };
  2801. }(),
  2802. isIntersectionSphere: function( sphere ) {
  2803. return ( this.distanceToPoint( sphere.center ) <= sphere.radius );
  2804. },
  2805. isIntersectionPlane: function ( plane ) {
  2806. // check if the line and plane are non-perpendicular, if they
  2807. // eventually they will intersect.
  2808. var denominator = plane.normal.dot( this.direction );
  2809. if ( denominator != 0 ) {
  2810. return true;
  2811. }
  2812. // line is coplanar, return origin
  2813. if( plane.distanceToPoint( this.origin ) == 0 ) {
  2814. return true;
  2815. }
  2816. return false;
  2817. },
  2818. distanceToPlane: function ( plane ) {
  2819. var denominator = plane.normal.dot( this.direction );
  2820. if ( denominator == 0 ) {
  2821. // line is coplanar, return origin
  2822. if( plane.distanceToPoint( this.origin ) == 0 ) {
  2823. return 0;
  2824. }
  2825. // Unsure if this is the correct method to handle this case.
  2826. return undefined;
  2827. }
  2828. var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  2829. return t;
  2830. },
  2831. intersectPlane: function ( plane, optionalTarget ) {
  2832. var t = this.distanceToPlane( plane );
  2833. if ( t === undefined ) {
  2834. return undefined;
  2835. }
  2836. return this.at( t, optionalTarget );
  2837. },
  2838. applyMatrix4: function ( matrix4 ) {
  2839. this.direction.add( this.origin ).applyMatrix4( matrix4 );
  2840. this.origin.applyMatrix4( matrix4 );
  2841. this.direction.sub( this.origin );
  2842. return this;
  2843. },
  2844. equals: function ( ray ) {
  2845. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  2846. },
  2847. clone: function () {
  2848. return new THREE.Ray().copy( this );
  2849. }
  2850. };
  2851. /**
  2852. * @author bhouston / http://exocortex.com
  2853. * @author mrdoob / http://mrdoob.com/
  2854. */
  2855. THREE.Sphere = function ( center, radius ) {
  2856. this.center = ( center !== undefined ) ? center : new THREE.Vector3();
  2857. this.radius = ( radius !== undefined ) ? radius : 0;
  2858. };
  2859. THREE.Sphere.prototype = {
  2860. constructor: THREE.Sphere,
  2861. set: function ( center, radius ) {
  2862. this.center.copy( center );
  2863. this.radius = radius;
  2864. return this;
  2865. },
  2866. setFromCenterAndPoints: function ( center, points ) {
  2867. var maxRadiusSq = 0;
  2868. for ( var i = 0, il = points.length; i < il; i ++ ) {
  2869. var radiusSq = center.distanceToSquared( points[ i ] );
  2870. maxRadiusSq = Math.max( maxRadiusSq, radiusSq );
  2871. }
  2872. this.center = center;
  2873. this.radius = Math.sqrt( maxRadiusSq );
  2874. return this;
  2875. },
  2876. copy: function ( sphere ) {
  2877. this.center.copy( sphere.center );
  2878. this.radius = sphere.radius;
  2879. return this;
  2880. },
  2881. empty: function () {
  2882. return ( this.radius <= 0 );
  2883. },
  2884. containsPoint: function ( point ) {
  2885. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  2886. },
  2887. distanceToPoint: function ( point ) {
  2888. return ( point.distanceTo( this.center ) - this.radius );
  2889. },
  2890. intersectsSphere: function ( sphere ) {
  2891. var radiusSum = this.radius + sphere.radius;
  2892. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  2893. },
  2894. clampPoint: function ( point, optionalTarget ) {
  2895. var deltaLengthSq = this.center.distanceToSquared( point );
  2896. var result = optionalTarget || new THREE.Vector3();
  2897. result.copy( point );
  2898. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  2899. result.sub( this.center ).normalize();
  2900. result.multiplyScalar( this.radius ).add( this.center );
  2901. }
  2902. return result;
  2903. },
  2904. getBoundingBox: function ( optionalTarget ) {
  2905. var box = optionalTarget || new THREE.Box3();
  2906. box.set( this.center, this.center );
  2907. box.expandByScalar( this.radius );
  2908. return box;
  2909. },
  2910. applyMatrix4: function ( matrix ) {
  2911. this.center.applyMatrix4( matrix );
  2912. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  2913. return this;
  2914. },
  2915. translate: function ( offset ) {
  2916. this.center.add( offset );
  2917. return this;
  2918. },
  2919. equals: function ( sphere ) {
  2920. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  2921. },
  2922. clone: function () {
  2923. return new THREE.Sphere().copy( this );
  2924. }
  2925. };
  2926. /**
  2927. * @author mrdoob / http://mrdoob.com/
  2928. * @author alteredq / http://alteredqualia.com/
  2929. * @author bhouston / http://exocortex.com
  2930. */
  2931. THREE.Frustum = function ( p0, p1, p2, p3, p4, p5 ) {
  2932. this.planes = [
  2933. ( p0 !== undefined ) ? p0 : new THREE.Plane(),
  2934. ( p1 !== undefined ) ? p1 : new THREE.Plane(),
  2935. ( p2 !== undefined ) ? p2 : new THREE.Plane(),
  2936. ( p3 !== undefined ) ? p3 : new THREE.Plane(),
  2937. ( p4 !== undefined ) ? p4 : new THREE.Plane(),
  2938. ( p5 !== undefined ) ? p5 : new THREE.Plane()
  2939. ];
  2940. };
  2941. THREE.Frustum.prototype = {
  2942. constructor: THREE.Frustum,
  2943. set: function ( p0, p1, p2, p3, p4, p5 ) {
  2944. var planes = this.planes;
  2945. planes[0].copy( p0 );
  2946. planes[1].copy( p1 );
  2947. planes[2].copy( p2 );
  2948. planes[3].copy( p3 );
  2949. planes[4].copy( p4 );
  2950. planes[5].copy( p5 );
  2951. return this;
  2952. },
  2953. copy: function ( frustum ) {
  2954. var planes = this.planes;
  2955. for( var i = 0; i < 6; i ++ ) {
  2956. planes[i].copy( frustum.planes[i] );
  2957. }
  2958. return this;
  2959. },
  2960. setFromMatrix: function ( m ) {
  2961. var planes = this.planes;
  2962. var me = m.elements;
  2963. var me0 = me[0], me1 = me[1], me2 = me[2], me3 = me[3];
  2964. var me4 = me[4], me5 = me[5], me6 = me[6], me7 = me[7];
  2965. var me8 = me[8], me9 = me[9], me10 = me[10], me11 = me[11];
  2966. var me12 = me[12], me13 = me[13], me14 = me[14], me15 = me[15];
  2967. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  2968. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  2969. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  2970. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  2971. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  2972. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  2973. return this;
  2974. },
  2975. intersectsObject: function () {
  2976. var center = new THREE.Vector3();
  2977. return function ( object ) {
  2978. // this method is expanded inlined for performance reasons.
  2979. var matrix = object.matrixWorld;
  2980. var planes = this.planes;
  2981. var negRadius = - object.geometry.boundingSphere.radius * matrix.getMaxScaleOnAxis();
  2982. center.getPositionFromMatrix( matrix );
  2983. for ( var i = 0; i < 6; i ++ ) {
  2984. var distance = planes[ i ].distanceToPoint( center );
  2985. if ( distance < negRadius ) {
  2986. return false;
  2987. }
  2988. }
  2989. return true;
  2990. };
  2991. }(),
  2992. intersectsSphere: function ( sphere ) {
  2993. var planes = this.planes;
  2994. var center = sphere.center;
  2995. var negRadius = -sphere.radius;
  2996. for ( var i = 0; i < 6; i ++ ) {
  2997. var distance = planes[ i ].distanceToPoint( center );
  2998. if ( distance < negRadius ) {
  2999. return false;
  3000. }
  3001. }
  3002. return true;
  3003. },
  3004. containsPoint: function ( point ) {
  3005. var planes = this.planes;
  3006. for ( var i = 0; i < 6; i ++ ) {
  3007. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  3008. return false;
  3009. }
  3010. }
  3011. return true;
  3012. },
  3013. clone: function () {
  3014. return new THREE.Frustum().copy( this );
  3015. }
  3016. };
  3017. /**
  3018. * @author bhouston / http://exocortex.com
  3019. */
  3020. THREE.Plane = function ( normal, constant ) {
  3021. this.normal = ( normal !== undefined ) ? normal : new THREE.Vector3( 1, 0, 0 );
  3022. this.constant = ( constant !== undefined ) ? constant : 0;
  3023. };
  3024. THREE.Plane.prototype = {
  3025. constructor: THREE.Plane,
  3026. set: function ( normal, constant ) {
  3027. this.normal.copy( normal );
  3028. this.constant = constant;
  3029. return this;
  3030. },
  3031. setComponents: function ( x, y, z, w ) {
  3032. this.normal.set( x, y, z );
  3033. this.constant = w;
  3034. return this;
  3035. },
  3036. setFromNormalAndCoplanarPoint: function ( normal, point ) {
  3037. this.normal.copy( normal );
  3038. this.constant = - point.dot( this.normal ); // must be this.normal, not normal, as this.normal is normalized
  3039. return this;
  3040. },
  3041. setFromCoplanarPoints: function() {
  3042. var v1 = new THREE.Vector3();
  3043. var v2 = new THREE.Vector3();
  3044. return function ( a, b, c ) {
  3045. var normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize();
  3046. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  3047. this.setFromNormalAndCoplanarPoint( normal, a );
  3048. return this;
  3049. };
  3050. }(),
  3051. copy: function ( plane ) {
  3052. this.normal.copy( plane.normal );
  3053. this.constant = plane.constant;
  3054. return this;
  3055. },
  3056. normalize: function () {
  3057. // Note: will lead to a divide by zero if the plane is invalid.
  3058. var inverseNormalLength = 1.0 / this.normal.length();
  3059. this.normal.multiplyScalar( inverseNormalLength );
  3060. this.constant *= inverseNormalLength;
  3061. return this;
  3062. },
  3063. negate: function () {
  3064. this.constant *= -1;
  3065. this.normal.negate();
  3066. return this;
  3067. },
  3068. distanceToPoint: function ( point ) {
  3069. return this.normal.dot( point ) + this.constant;
  3070. },
  3071. distanceToSphere: function ( sphere ) {
  3072. return this.distanceToPoint( sphere.center ) - sphere.radius;
  3073. },
  3074. projectPoint: function ( point, optionalTarget ) {
  3075. return this.orthoPoint( point, optionalTarget ).sub( point ).negate();
  3076. },
  3077. orthoPoint: function ( point, optionalTarget ) {
  3078. var perpendicularMagnitude = this.distanceToPoint( point );
  3079. var result = optionalTarget || new THREE.Vector3();
  3080. return result.copy( this.normal ).multiplyScalar( perpendicularMagnitude );
  3081. },
  3082. isIntersectionLine: function ( line ) {
  3083. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  3084. var startSign = this.distanceToPoint( line.start );
  3085. var endSign = this.distanceToPoint( line.end );
  3086. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  3087. },
  3088. intersectLine: function() {
  3089. var v1 = new THREE.Vector3();
  3090. return function ( line, optionalTarget ) {
  3091. var result = optionalTarget || new THREE.Vector3();
  3092. var direction = line.delta( v1 );
  3093. var denominator = this.normal.dot( direction );
  3094. if ( denominator == 0 ) {
  3095. // line is coplanar, return origin
  3096. if( this.distanceToPoint( line.start ) == 0 ) {
  3097. return result.copy( line.start );
  3098. }
  3099. // Unsure if this is the correct method to handle this case.
  3100. return undefined;
  3101. }
  3102. var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  3103. if( t < 0 || t > 1 ) {
  3104. return undefined;
  3105. }
  3106. return result.copy( direction ).multiplyScalar( t ).add( line.start );
  3107. };
  3108. }(),
  3109. coplanarPoint: function ( optionalTarget ) {
  3110. var result = optionalTarget || new THREE.Vector3();
  3111. return result.copy( this.normal ).multiplyScalar( - this.constant );
  3112. },
  3113. applyMatrix4: function() {
  3114. var v1 = new THREE.Vector3();
  3115. var v2 = new THREE.Vector3();
  3116. return function ( matrix, optionalNormalMatrix ) {
  3117. // compute new normal based on theory here:
  3118. // http://www.songho.ca/opengl/gl_normaltransform.html
  3119. optionalNormalMatrix = optionalNormalMatrix || new THREE.Matrix3().getInverse( matrix ).transpose();
  3120. var newNormal = v1.copy( this.normal ).applyMatrix3( optionalNormalMatrix );
  3121. var newCoplanarPoint = this.coplanarPoint( v2 );
  3122. newCoplanarPoint.applyMatrix4( matrix );
  3123. this.setFromNormalAndCoplanarPoint( newNormal, newCoplanarPoint );
  3124. return this;
  3125. };
  3126. }(),
  3127. translate: function ( offset ) {
  3128. this.constant = this.constant - offset.dot( this.normal );
  3129. return this;
  3130. },
  3131. equals: function ( plane ) {
  3132. return plane.normal.equals( this.normal ) && ( plane.constant == this.constant );
  3133. },
  3134. clone: function () {
  3135. return new THREE.Plane().copy( this );
  3136. }
  3137. };
  3138. /**
  3139. * @author alteredq / http://alteredqualia.com/
  3140. */
  3141. THREE.Math = {
  3142. // Clamp value to range <a, b>
  3143. clamp: function ( x, a, b ) {
  3144. return ( x < a ) ? a : ( ( x > b ) ? b : x );
  3145. },
  3146. // Clamp value to range <a, inf)
  3147. clampBottom: function ( x, a ) {
  3148. return x < a ? a : x;
  3149. },
  3150. // Linear mapping from range <a1, a2> to range <b1, b2>
  3151. mapLinear: function ( x, a1, a2, b1, b2 ) {
  3152. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  3153. },
  3154. // http://en.wikipedia.org/wiki/Smoothstep
  3155. smoothstep: function ( x, min, max ) {
  3156. if ( x <= min ) return 0;
  3157. if ( x >= max ) return 1;
  3158. x = ( x - min )/( max - min );
  3159. return x*x*(3 - 2*x);
  3160. },
  3161. smootherstep: function ( x, min, max ) {
  3162. if ( x <= min ) return 0;
  3163. if ( x >= max ) return 1;
  3164. x = ( x - min )/( max - min );
  3165. return x*x*x*(x*(x*6 - 15) + 10);
  3166. },
  3167. // Random float from <0, 1> with 16 bits of randomness
  3168. // (standard Math.random() creates repetitive patterns when applied over larger space)
  3169. random16: function () {
  3170. return ( 65280 * Math.random() + 255 * Math.random() ) / 65535;
  3171. },
  3172. // Random integer from <low, high> interval
  3173. randInt: function ( low, high ) {
  3174. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  3175. },
  3176. // Random float from <low, high> interval
  3177. randFloat: function ( low, high ) {
  3178. return low + Math.random() * ( high - low );
  3179. },
  3180. // Random float from <-range/2, range/2> interval
  3181. randFloatSpread: function ( range ) {
  3182. return range * ( 0.5 - Math.random() );
  3183. },
  3184. sign: function ( x ) {
  3185. return ( x < 0 ) ? -1 : ( ( x > 0 ) ? 1 : 0 );
  3186. },
  3187. degToRad: function() {
  3188. var degreeToRadiansFactor = Math.PI / 180;
  3189. return function ( degrees ) {
  3190. return degrees * degreeToRadiansFactor;
  3191. };
  3192. }(),
  3193. radToDeg: function() {
  3194. var radianToDegreesFactor = 180 / Math.PI;
  3195. return function ( radians ) {
  3196. return radians * radianToDegreesFactor;
  3197. };
  3198. }()
  3199. };
  3200. /**
  3201. * Spline from Tween.js, slightly optimized (and trashed)
  3202. * http://sole.github.com/tween.js/examples/05_spline.html
  3203. *
  3204. * @author mrdoob / http://mrdoob.com/
  3205. * @author alteredq / http://alteredqualia.com/
  3206. */
  3207. THREE.Spline = function ( points ) {
  3208. this.points = points;
  3209. var c = [], v3 = { x: 0, y: 0, z: 0 },
  3210. point, intPoint, weight, w2, w3,
  3211. pa, pb, pc, pd;
  3212. this.initFromArray = function( a ) {
  3213. this.points = [];
  3214. for ( var i = 0; i < a.length; i++ ) {
  3215. this.points[ i ] = { x: a[ i ][ 0 ], y: a[ i ][ 1 ], z: a[ i ][ 2 ] };
  3216. }
  3217. };
  3218. this.getPoint = function ( k ) {
  3219. point = ( this.points.length - 1 ) * k;
  3220. intPoint = Math.floor( point );
  3221. weight = point - intPoint;
  3222. c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1;
  3223. c[ 1 ] = intPoint;
  3224. c[ 2 ] = intPoint > this.points.length - 2 ? this.points.length - 1 : intPoint + 1;
  3225. c[ 3 ] = intPoint > this.points.length - 3 ? this.points.length - 1 : intPoint + 2;
  3226. pa = this.points[ c[ 0 ] ];
  3227. pb = this.points[ c[ 1 ] ];
  3228. pc = this.points[ c[ 2 ] ];
  3229. pd = this.points[ c[ 3 ] ];
  3230. w2 = weight * weight;
  3231. w3 = weight * w2;
  3232. v3.x = interpolate( pa.x, pb.x, pc.x, pd.x, weight, w2, w3 );
  3233. v3.y = interpolate( pa.y, pb.y, pc.y, pd.y, weight, w2, w3 );
  3234. v3.z = interpolate( pa.z, pb.z, pc.z, pd.z, weight, w2, w3 );
  3235. return v3;
  3236. };
  3237. this.getControlPointsArray = function () {
  3238. var i, p, l = this.points.length,
  3239. coords = [];
  3240. for ( i = 0; i < l; i ++ ) {
  3241. p = this.points[ i ];
  3242. coords[ i ] = [ p.x, p.y, p.z ];
  3243. }
  3244. return coords;
  3245. };
  3246. // approximate length by summing linear segments
  3247. this.getLength = function ( nSubDivisions ) {
  3248. var i, index, nSamples, position,
  3249. point = 0, intPoint = 0, oldIntPoint = 0,
  3250. oldPosition = new THREE.Vector3(),
  3251. tmpVec = new THREE.Vector3(),
  3252. chunkLengths = [],
  3253. totalLength = 0;
  3254. // first point has 0 length
  3255. chunkLengths[ 0 ] = 0;
  3256. if ( !nSubDivisions ) nSubDivisions = 100;
  3257. nSamples = this.points.length * nSubDivisions;
  3258. oldPosition.copy( this.points[ 0 ] );
  3259. for ( i = 1; i < nSamples; i ++ ) {
  3260. index = i / nSamples;
  3261. position = this.getPoint( index );
  3262. tmpVec.copy( position );
  3263. totalLength += tmpVec.distanceTo( oldPosition );
  3264. oldPosition.copy( position );
  3265. point = ( this.points.length - 1 ) * index;
  3266. intPoint = Math.floor( point );
  3267. if ( intPoint != oldIntPoint ) {
  3268. chunkLengths[ intPoint ] = totalLength;
  3269. oldIntPoint = intPoint;
  3270. }
  3271. }
  3272. // last point ends with total length
  3273. chunkLengths[ chunkLengths.length ] = totalLength;
  3274. return { chunks: chunkLengths, total: totalLength };
  3275. };
  3276. this.reparametrizeByArcLength = function ( samplingCoef ) {
  3277. var i, j,
  3278. index, indexCurrent, indexNext,
  3279. linearDistance, realDistance,
  3280. sampling, position,
  3281. newpoints = [],
  3282. tmpVec = new THREE.Vector3(),
  3283. sl = this.getLength();
  3284. newpoints.push( tmpVec.copy( this.points[ 0 ] ).clone() );
  3285. for ( i = 1; i < this.points.length; i++ ) {
  3286. //tmpVec.copy( this.points[ i - 1 ] );
  3287. //linearDistance = tmpVec.distanceTo( this.points[ i ] );
  3288. realDistance = sl.chunks[ i ] - sl.chunks[ i - 1 ];
  3289. sampling = Math.ceil( samplingCoef * realDistance / sl.total );
  3290. indexCurrent = ( i - 1 ) / ( this.points.length - 1 );
  3291. indexNext = i / ( this.points.length - 1 );
  3292. for ( j = 1; j < sampling - 1; j++ ) {
  3293. index = indexCurrent + j * ( 1 / sampling ) * ( indexNext - indexCurrent );
  3294. position = this.getPoint( index );
  3295. newpoints.push( tmpVec.copy( position ).clone() );
  3296. }
  3297. newpoints.push( tmpVec.copy( this.points[ i ] ).clone() );
  3298. }
  3299. this.points = newpoints;
  3300. };
  3301. // Catmull-Rom
  3302. function interpolate( p0, p1, p2, p3, t, t2, t3 ) {
  3303. var v0 = ( p2 - p0 ) * 0.5,
  3304. v1 = ( p3 - p1 ) * 0.5;
  3305. return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  3306. };
  3307. };
  3308. /**
  3309. * @author bhouston / http://exocortex.com
  3310. * @author mrdoob / http://mrdoob.com/
  3311. */
  3312. THREE.Triangle = function ( a, b, c ) {
  3313. this.a = ( a !== undefined ) ? a : new THREE.Vector3();
  3314. this.b = ( b !== undefined ) ? b : new THREE.Vector3();
  3315. this.c = ( c !== undefined ) ? c : new THREE.Vector3();
  3316. };
  3317. THREE.Triangle.normal = function() {
  3318. var v0 = new THREE.Vector3();
  3319. return function ( a, b, c, optionalTarget ) {
  3320. var result = optionalTarget || new THREE.Vector3();
  3321. result.subVectors( c, b );
  3322. v0.subVectors( a, b );
  3323. result.cross( v0 );
  3324. var resultLengthSq = result.lengthSq();
  3325. if( resultLengthSq > 0 ) {
  3326. return result.multiplyScalar( 1 / Math.sqrt( resultLengthSq ) );
  3327. }
  3328. return result.set( 0, 0, 0 );
  3329. };
  3330. }();
  3331. // static/instance method to calculate barycoordinates
  3332. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  3333. THREE.Triangle.barycoordFromPoint = function() {
  3334. var v0 = new THREE.Vector3();
  3335. var v1 = new THREE.Vector3();
  3336. var v2 = new THREE.Vector3();
  3337. return function ( point, a, b, c, optionalTarget ) {
  3338. v0.subVectors( c, a );
  3339. v1.subVectors( b, a );
  3340. v2.subVectors( point, a );
  3341. var dot00 = v0.dot( v0 );
  3342. var dot01 = v0.dot( v1 );
  3343. var dot02 = v0.dot( v2 );
  3344. var dot11 = v1.dot( v1 );
  3345. var dot12 = v1.dot( v2 );
  3346. var denom = ( dot00 * dot11 - dot01 * dot01 );
  3347. var result = optionalTarget || new THREE.Vector3();
  3348. // colinear or singular triangle
  3349. if( denom == 0 ) {
  3350. // arbitrary location outside of triangle?
  3351. // not sure if this is the best idea, maybe should be returning undefined
  3352. return result.set( -2, -1, -1 );
  3353. }
  3354. var invDenom = 1 / denom;
  3355. var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  3356. var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  3357. // barycoordinates must always sum to 1
  3358. return result.set( 1 - u - v, v, u );
  3359. };
  3360. }();
  3361. THREE.Triangle.containsPoint = function() {
  3362. var v1 = new THREE.Vector3();
  3363. return function ( point, a, b, c ) {
  3364. var result = THREE.Triangle.barycoordFromPoint( point, a, b, c, v1 );
  3365. return ( result.x >= 0 ) && ( result.y >= 0 ) && ( ( result.x + result.y ) <= 1 );
  3366. };
  3367. }();
  3368. THREE.Triangle.prototype = {
  3369. constructor: THREE.Triangle,
  3370. set: function ( a, b, c ) {
  3371. this.a.copy( a );
  3372. this.b.copy( b );
  3373. this.c.copy( c );
  3374. return this;
  3375. },
  3376. setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  3377. this.a.copy( points[i0] );
  3378. this.b.copy( points[i1] );
  3379. this.c.copy( points[i2] );
  3380. return this;
  3381. },
  3382. copy: function ( triangle ) {
  3383. this.a.copy( triangle.a );
  3384. this.b.copy( triangle.b );
  3385. this.c.copy( triangle.c );
  3386. return this;
  3387. },
  3388. area: function() {
  3389. var v0 = new THREE.Vector3();
  3390. var v1 = new THREE.Vector3();
  3391. return function () {
  3392. v0.subVectors( this.c, this.b );
  3393. v1.subVectors( this.a, this.b );
  3394. return v0.cross( v1 ).length() * 0.5;
  3395. };
  3396. }(),
  3397. midpoint: function ( optionalTarget ) {
  3398. var result = optionalTarget || new THREE.Vector3();
  3399. return result.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  3400. },
  3401. normal: function ( optionalTarget ) {
  3402. return THREE.Triangle.normal( this.a, this.b, this.c, optionalTarget );
  3403. },
  3404. plane: function ( optionalTarget ) {
  3405. var result = optionalTarget || new THREE.Plane();
  3406. return result.setFromCoplanarPoints( this.a, this.b, this.c );
  3407. },
  3408. barycoordFromPoint: function ( point, optionalTarget ) {
  3409. return THREE.Triangle.barycoordFromPoint( point, this.a, this.b, this.c, optionalTarget );
  3410. },
  3411. containsPoint: function ( point ) {
  3412. return THREE.Triangle.containsPoint( point, this.a, this.b, this.c );
  3413. },
  3414. equals: function ( triangle ) {
  3415. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  3416. },
  3417. clone: function () {
  3418. return new THREE.Triangle().copy( this );
  3419. }
  3420. };
  3421. /**
  3422. * @author mrdoob / http://mrdoob.com/
  3423. */
  3424. THREE.Vertex = function ( v ) {
  3425. console.warn( 'THREE.Vertex has been DEPRECATED. Use THREE.Vector3 instead.')
  3426. return v;
  3427. };
  3428. /**
  3429. * @author mrdoob / http://mrdoob.com/
  3430. */
  3431. THREE.UV = function ( u, v ) {
  3432. console.warn( 'THREE.UV has been DEPRECATED. Use THREE.Vector2 instead.')
  3433. return new THREE.Vector2( u, v );
  3434. };
  3435. /**
  3436. * @author alteredq / http://alteredqualia.com/
  3437. */
  3438. THREE.Clock = function ( autoStart ) {
  3439. this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
  3440. this.startTime = 0;
  3441. this.oldTime = 0;
  3442. this.elapsedTime = 0;
  3443. this.running = false;
  3444. };
  3445. THREE.extend( THREE.Clock.prototype, {
  3446. start: function () {
  3447. this.startTime = window.performance !== undefined && window.performance.now !== undefined
  3448. ? window.performance.now()
  3449. : Date.now();
  3450. this.oldTime = this.startTime;
  3451. this.running = true;
  3452. },
  3453. stop: function () {
  3454. this.getElapsedTime();
  3455. this.running = false;
  3456. },
  3457. getElapsedTime: function () {
  3458. this.getDelta();
  3459. return this.elapsedTime;
  3460. },
  3461. getDelta: function () {
  3462. var diff = 0;
  3463. if ( this.autoStart && ! this.running ) {
  3464. this.start();
  3465. }
  3466. if ( this.running ) {
  3467. var newTime = window.performance !== undefined && window.performance.now !== undefined
  3468. ? window.performance.now()
  3469. : Date.now();
  3470. diff = 0.001 * ( newTime - this.oldTime );
  3471. this.oldTime = newTime;
  3472. this.elapsedTime += diff;
  3473. }
  3474. return diff;
  3475. }
  3476. } );
  3477. /**
  3478. * https://github.com/mrdoob/eventdispatcher.js/
  3479. */
  3480. THREE.EventDispatcher = function () {
  3481. var listeners = {};
  3482. this.addEventListener = function ( type, listener ) {
  3483. if ( listeners[ type ] === undefined ) {
  3484. listeners[ type ] = [];
  3485. }
  3486. if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  3487. listeners[ type ].push( listener );
  3488. }
  3489. };
  3490. this.removeEventListener = function ( type, listener ) {
  3491. var index = listeners[ type ].indexOf( listener );
  3492. if ( index !== - 1 ) {
  3493. listeners[ type ].splice( index, 1 );
  3494. }
  3495. };
  3496. this.dispatchEvent = function ( event ) {
  3497. var listenerArray = listeners[ event.type ];
  3498. if ( listenerArray !== undefined ) {
  3499. event.target = this;
  3500. for ( var i = 0, l = listenerArray.length; i < l; i ++ ) {
  3501. listenerArray[ i ].call( this, event );
  3502. }
  3503. }
  3504. };
  3505. };
  3506. /**
  3507. * @author mrdoob / http://mrdoob.com/
  3508. * @author bhouston / http://exocortex.com/
  3509. */
  3510. ( function ( THREE ) {
  3511. THREE.Raycaster = function ( origin, direction, near, far ) {
  3512. this.ray = new THREE.Ray( origin, direction );
  3513. // normalized ray.direction required for accurate distance calculations
  3514. if( this.ray.direction.lengthSq() > 0 ) {
  3515. this.ray.direction.normalize();
  3516. }
  3517. this.near = near || 0;
  3518. this.far = far || Infinity;
  3519. };
  3520. var sphere = new THREE.Sphere();
  3521. var localRay = new THREE.Ray();
  3522. var facePlane = new THREE.Plane();
  3523. var intersectPoint = new THREE.Vector3();
  3524. var matrixPosition = new THREE.Vector3();
  3525. var inverseMatrix = new THREE.Matrix4();
  3526. var descSort = function ( a, b ) {
  3527. return a.distance - b.distance;
  3528. };
  3529. var intersectObject = function ( object, raycaster, intersects ) {
  3530. if ( object instanceof THREE.Particle ) {
  3531. matrixPosition.getPositionFromMatrix( object.matrixWorld );
  3532. var distance = raycaster.ray.distanceToPoint( matrixPosition );
  3533. if ( distance > object.scale.x ) {
  3534. return intersects;
  3535. }
  3536. intersects.push( {
  3537. distance: distance,
  3538. point: object.position,
  3539. face: null,
  3540. object: object
  3541. } );
  3542. } else if ( object instanceof THREE.Mesh ) {
  3543. // Checking boundingSphere distance to ray
  3544. matrixPosition.getPositionFromMatrix( object.matrixWorld );
  3545. sphere.set(
  3546. matrixPosition,
  3547. object.geometry.boundingSphere.radius * object.matrixWorld.getMaxScaleOnAxis() );
  3548. if ( ! raycaster.ray.isIntersectionSphere( sphere ) ) {
  3549. return intersects;
  3550. }
  3551. // Checking faces
  3552. var geometry = object.geometry;
  3553. var vertices = geometry.vertices;
  3554. var isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
  3555. var objectMaterials = isFaceMaterial === true ? object.material.materials : null;
  3556. var side = object.material.side;
  3557. var a, b, c, d;
  3558. var precision = raycaster.precision;
  3559. object.matrixRotationWorld.copyRotation( object.matrixWorld );
  3560. inverseMatrix.getInverse( object.matrixWorld );
  3561. localRay.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  3562. for ( var f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
  3563. var face = geometry.faces[ f ];
  3564. var material = isFaceMaterial === true ? objectMaterials[ face.materialIndex ] : object.material;
  3565. if ( material === undefined ) continue;
  3566. facePlane.setFromNormalAndCoplanarPoint( face.normal, vertices[face.a] );
  3567. var planeDistance = localRay.distanceToPlane( facePlane );
  3568. // bail if raycaster and plane are parallel
  3569. if ( Math.abs( planeDistance ) < precision ) continue;
  3570. // if negative distance, then plane is behind raycaster
  3571. if ( planeDistance < 0 ) continue;
  3572. // check if we hit the wrong side of a single sided face
  3573. side = material.side;
  3574. if( side !== THREE.DoubleSide ) {
  3575. var planeSign = localRay.direction.dot( facePlane.normal );
  3576. if( ! ( side === THREE.FrontSide ? planeSign < 0 : planeSign > 0 ) ) continue;
  3577. }
  3578. // this can be done using the planeDistance from localRay because localRay wasn't normalized, but ray was
  3579. if ( planeDistance < raycaster.near || planeDistance > raycaster.far ) continue;
  3580. intersectPoint = localRay.at( planeDistance, intersectPoint ); // passing in intersectPoint avoids a copy
  3581. if ( face instanceof THREE.Face3 ) {
  3582. a = vertices[ face.a ];
  3583. b = vertices[ face.b ];
  3584. c = vertices[ face.c ];
  3585. if ( ! THREE.Triangle.containsPoint( intersectPoint, a, b, c ) ) continue;
  3586. } else if ( face instanceof THREE.Face4 ) {
  3587. a = vertices[ face.a ];
  3588. b = vertices[ face.b ];
  3589. c = vertices[ face.c ];
  3590. d = vertices[ face.d ];
  3591. if ( ( ! THREE.Triangle.containsPoint( intersectPoint, a, b, d ) ) &&
  3592. ( ! THREE.Triangle.containsPoint( intersectPoint, b, c, d ) ) ) continue;
  3593. } else {
  3594. // This is added because if we call out of this if/else group when none of the cases
  3595. // match it will add a point to the intersection list erroneously.
  3596. throw Error( "face type not supported" );
  3597. }
  3598. intersects.push( {
  3599. distance: planeDistance, // this works because the original ray was normalized, and the transformed localRay wasn't
  3600. point: raycaster.ray.at( planeDistance ),
  3601. face: face,
  3602. faceIndex: f,
  3603. object: object
  3604. } );
  3605. }
  3606. }
  3607. };
  3608. var intersectDescendants = function ( object, raycaster, intersects ) {
  3609. var descendants = object.getDescendants();
  3610. for ( var i = 0, l = descendants.length; i < l; i ++ ) {
  3611. intersectObject( descendants[ i ], raycaster, intersects );
  3612. }
  3613. };
  3614. //
  3615. THREE.Raycaster.prototype.precision = 0.0001;
  3616. THREE.Raycaster.prototype.set = function ( origin, direction ) {
  3617. this.ray.set( origin, direction );
  3618. // normalized ray.direction required for accurate distance calculations
  3619. if( this.ray.direction.length() > 0 ) {
  3620. this.ray.direction.normalize();
  3621. }
  3622. };
  3623. THREE.Raycaster.prototype.intersectObject = function ( object, recursive ) {
  3624. var intersects = [];
  3625. if ( recursive === true ) {
  3626. intersectDescendants( object, this, intersects );
  3627. }
  3628. intersectObject( object, this, intersects );
  3629. intersects.sort( descSort );
  3630. return intersects;
  3631. };
  3632. THREE.Raycaster.prototype.intersectObjects = function ( objects, recursive ) {
  3633. var intersects = [];
  3634. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  3635. intersectObject( objects[ i ], this, intersects );
  3636. if ( recursive === true ) {
  3637. intersectDescendants( objects[ i ], this, intersects );
  3638. }
  3639. }
  3640. intersects.sort( descSort );
  3641. return intersects;
  3642. };
  3643. }( THREE ) );
  3644. /**
  3645. * @author mrdoob / http://mrdoob.com/
  3646. * @author mikael emtinger / http://gomo.se/
  3647. * @author alteredq / http://alteredqualia.com/
  3648. * @author WestLangley / http://github.com/WestLangley
  3649. */
  3650. THREE.Object3D = function () {
  3651. this.id = THREE.Object3DIdCount ++;
  3652. this.name = '';
  3653. this.parent = undefined;
  3654. this.children = [];
  3655. this.up = new THREE.Vector3( 0, 1, 0 );
  3656. this.position = new THREE.Vector3();
  3657. this.rotation = new THREE.Vector3();
  3658. this.eulerOrder = THREE.Object3D.defaultEulerOrder;
  3659. this.scale = new THREE.Vector3( 1, 1, 1 );
  3660. this.renderDepth = null;
  3661. this.rotationAutoUpdate = true;
  3662. this.matrix = new THREE.Matrix4();
  3663. this.matrixWorld = new THREE.Matrix4();
  3664. this.matrixRotationWorld = new THREE.Matrix4();
  3665. this.matrixAutoUpdate = true;
  3666. this.matrixWorldNeedsUpdate = true;
  3667. this.quaternion = new THREE.Quaternion();
  3668. this.useQuaternion = false;
  3669. this.visible = true;
  3670. this.castShadow = false;
  3671. this.receiveShadow = false;
  3672. this.frustumCulled = true;
  3673. this.userData = {};
  3674. };
  3675. THREE.Object3D.prototype = {
  3676. constructor: THREE.Object3D,
  3677. applyMatrix: function () {
  3678. var m1 = new THREE.Matrix4();
  3679. return function ( matrix ) {
  3680. this.matrix.multiplyMatrices( matrix, this.matrix );
  3681. this.position.getPositionFromMatrix( this.matrix );
  3682. this.scale.getScaleFromMatrix( this.matrix );
  3683. m1.copyRotation( this.matrix );
  3684. if ( this.useQuaternion === true ) {
  3685. this.quaternion.setFromRotationMatrix( m1 );
  3686. } else {
  3687. this.rotation.setEulerFromRotationMatrix( m1, this.eulerOrder );
  3688. }
  3689. }
  3690. }(),
  3691. translate: function () {
  3692. var v1 = new THREE.Vector3();
  3693. return function ( distance, axis ) {
  3694. // axis is assumed to be normalized
  3695. v1.copy( axis );
  3696. if ( this.useQuaternion === true ) {
  3697. v1.applyQuaternion( this.quaternion );
  3698. } else {
  3699. v1.applyEuler( this.rotation, this.eulerOrder );
  3700. }
  3701. v1.multiplyScalar( distance );
  3702. this.position.add( v1 );
  3703. return this;
  3704. };
  3705. }(),
  3706. translateX: function () {
  3707. var v1 = new THREE.Vector3( 1, 0, 0 );
  3708. return function ( distance ) {
  3709. return this.translate( distance, v1 );
  3710. };
  3711. }(),
  3712. translateY: function () {
  3713. var v1 = new THREE.Vector3( 0, 1, 0 );
  3714. return function ( distance ) {
  3715. return this.translate( distance, v1 );
  3716. };
  3717. }(),
  3718. translateZ: function () {
  3719. var v1 = new THREE.Vector3( 0, 0, 1 );
  3720. return function ( distance ) {
  3721. return this.translate( distance, v1 );
  3722. };
  3723. }(),
  3724. localToWorld: function ( vector ) {
  3725. return vector.applyMatrix4( this.matrixWorld );
  3726. },
  3727. worldToLocal: function () {
  3728. var m1 = new THREE.Matrix4();
  3729. return function ( vector ) {
  3730. return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) );
  3731. };
  3732. }(),
  3733. lookAt: function () {
  3734. // This routine does not support objects with rotated and/or translated parent(s)
  3735. var m1 = new THREE.Matrix4();
  3736. return function ( vector ) {
  3737. m1.lookAt( vector, this.position, this.up );
  3738. if ( this.useQuaternion === true ) {
  3739. this.quaternion.setFromRotationMatrix( m1 );
  3740. } else {
  3741. this.rotation.setEulerFromRotationMatrix( m1, this.eulerOrder );
  3742. }
  3743. };
  3744. }(),
  3745. add: function ( object ) {
  3746. if ( object === this ) {
  3747. console.warn( 'THREE.Object3D.add: An object can\'t be added as a child of itself.' );
  3748. return;
  3749. }
  3750. if ( object instanceof THREE.Object3D ) {
  3751. if ( object.parent !== undefined ) {
  3752. object.parent.remove( object );
  3753. }
  3754. object.parent = this;
  3755. this.children.push( object );
  3756. // add to scene
  3757. var scene = this;
  3758. while ( scene.parent !== undefined ) {
  3759. scene = scene.parent;
  3760. }
  3761. if ( scene !== undefined && scene instanceof THREE.Scene ) {
  3762. scene.__addObject( object );
  3763. }
  3764. }
  3765. },
  3766. remove: function ( object ) {
  3767. var index = this.children.indexOf( object );
  3768. if ( index !== - 1 ) {
  3769. object.parent = undefined;
  3770. this.children.splice( index, 1 );
  3771. // remove from scene
  3772. var scene = this;
  3773. while ( scene.parent !== undefined ) {
  3774. scene = scene.parent;
  3775. }
  3776. if ( scene !== undefined && scene instanceof THREE.Scene ) {
  3777. scene.__removeObject( object );
  3778. }
  3779. }
  3780. },
  3781. traverse: function ( callback ) {
  3782. callback( this );
  3783. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  3784. this.children[ i ].traverse( callback );
  3785. }
  3786. },
  3787. getChildByName: function ( name, recursive ) {
  3788. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  3789. var child = this.children[ i ];
  3790. if ( child.name === name ) {
  3791. return child;
  3792. }
  3793. if ( recursive === true ) {
  3794. child = child.getChildByName( name, recursive );
  3795. if ( child !== undefined ) {
  3796. return child;
  3797. }
  3798. }
  3799. }
  3800. return undefined;
  3801. },
  3802. getDescendants: function ( array ) {
  3803. if ( array === undefined ) array = [];
  3804. Array.prototype.push.apply( array, this.children );
  3805. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  3806. this.children[ i ].getDescendants( array );
  3807. }
  3808. return array;
  3809. },
  3810. updateMatrix: function () {
  3811. this.matrix.setPosition( this.position );
  3812. if ( this.useQuaternion === false ) {
  3813. this.matrix.setRotationFromEuler( this.rotation, this.eulerOrder );
  3814. } else {
  3815. this.matrix.setRotationFromQuaternion( this.quaternion );
  3816. }
  3817. if ( this.scale.x !== 1 || this.scale.y !== 1 || this.scale.z !== 1 ) {
  3818. this.matrix.scale( this.scale );
  3819. }
  3820. this.matrixWorldNeedsUpdate = true;
  3821. },
  3822. updateMatrixWorld: function ( force ) {
  3823. if ( this.matrixAutoUpdate === true ) this.updateMatrix();
  3824. if ( this.matrixWorldNeedsUpdate === true || force === true ) {
  3825. if ( this.parent === undefined ) {
  3826. this.matrixWorld.copy( this.matrix );
  3827. } else {
  3828. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3829. }
  3830. this.matrixWorldNeedsUpdate = false;
  3831. force = true;
  3832. }
  3833. // update children
  3834. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  3835. this.children[ i ].updateMatrixWorld( force );
  3836. }
  3837. },
  3838. clone: function ( object ) {
  3839. if ( object === undefined ) object = new THREE.Object3D();
  3840. object.name = this.name;
  3841. object.up.copy( this.up );
  3842. object.position.copy( this.position );
  3843. if ( object.rotation instanceof THREE.Vector3 ) object.rotation.copy( this.rotation ); // because of Sprite madness
  3844. object.eulerOrder = this.eulerOrder;
  3845. object.scale.copy( this.scale );
  3846. object.renderDepth = this.renderDepth;
  3847. object.rotationAutoUpdate = this.rotationAutoUpdate;
  3848. object.matrix.copy( this.matrix );
  3849. object.matrixWorld.copy( this.matrixWorld );
  3850. object.matrixRotationWorld.copy( this.matrixRotationWorld );
  3851. object.matrixAutoUpdate = this.matrixAutoUpdate;
  3852. object.matrixWorldNeedsUpdate = this.matrixWorldNeedsUpdate;
  3853. object.quaternion.copy( this.quaternion );
  3854. object.useQuaternion = this.useQuaternion;
  3855. object.visible = this.visible;
  3856. object.castShadow = this.castShadow;
  3857. object.receiveShadow = this.receiveShadow;
  3858. object.frustumCulled = this.frustumCulled;
  3859. for ( var i = 0; i < this.children.length; i ++ ) {
  3860. var child = this.children[ i ];
  3861. object.add( child.clone() );
  3862. }
  3863. return object;
  3864. }
  3865. };
  3866. THREE.Object3D.defaultEulerOrder = 'XYZ',
  3867. THREE.Object3DIdCount = 0;
  3868. /**
  3869. * @author mrdoob / http://mrdoob.com/
  3870. * @author supereggbert / http://www.paulbrunt.co.uk/
  3871. * @author julianwa / https://github.com/julianwa
  3872. */
  3873. THREE.Projector = function () {
  3874. var _object, _objectCount, _objectPool = [], _objectPoolLength = 0,
  3875. _vertex, _vertexCount, _vertexPool = [], _vertexPoolLength = 0,
  3876. _face, _face3Count, _face3Pool = [], _face3PoolLength = 0,
  3877. _face4Count, _face4Pool = [], _face4PoolLength = 0,
  3878. _line, _lineCount, _linePool = [], _linePoolLength = 0,
  3879. _particle, _particleCount, _particlePool = [], _particlePoolLength = 0,
  3880. _renderData = { objects: [], sprites: [], lights: [], elements: [] },
  3881. _vector3 = new THREE.Vector3(),
  3882. _vector4 = new THREE.Vector4(),
  3883. _clipBox = new THREE.Box3( new THREE.Vector3( -1, -1, -1 ), new THREE.Vector3( 1, 1, 1 ) ),
  3884. _boundingBox = new THREE.Box3(),
  3885. _points3 = new Array( 3 ),
  3886. _points4 = new Array( 4 ),
  3887. _viewMatrix = new THREE.Matrix4(),
  3888. _viewProjectionMatrix = new THREE.Matrix4(),
  3889. _modelMatrix,
  3890. _modelViewProjectionMatrix = new THREE.Matrix4(),
  3891. _normalMatrix = new THREE.Matrix3(),
  3892. _normalViewMatrix = new THREE.Matrix3(),
  3893. _centroid = new THREE.Vector3(),
  3894. _frustum = new THREE.Frustum(),
  3895. _clippedVertex1PositionScreen = new THREE.Vector4(),
  3896. _clippedVertex2PositionScreen = new THREE.Vector4();
  3897. this.projectVector = function ( vector, camera ) {
  3898. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  3899. _viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  3900. return vector.applyProjection( _viewProjectionMatrix );
  3901. };
  3902. this.unprojectVector = function ( vector, camera ) {
  3903. camera.projectionMatrixInverse.getInverse( camera.projectionMatrix );
  3904. _viewProjectionMatrix.multiplyMatrices( camera.matrixWorld, camera.projectionMatrixInverse );
  3905. return vector.applyProjection( _viewProjectionMatrix );
  3906. };
  3907. this.pickingRay = function ( vector, camera ) {
  3908. // set two vectors with opposing z values
  3909. vector.z = -1.0;
  3910. var end = new THREE.Vector3( vector.x, vector.y, 1.0 );
  3911. this.unprojectVector( vector, camera );
  3912. this.unprojectVector( end, camera );
  3913. // find direction from vector to end
  3914. end.sub( vector ).normalize();
  3915. return new THREE.Raycaster( vector, end );
  3916. };
  3917. var projectGraph = function ( root, sortObjects ) {
  3918. _objectCount = 0;
  3919. _renderData.objects.length = 0;
  3920. _renderData.sprites.length = 0;
  3921. _renderData.lights.length = 0;
  3922. var projectObject = function ( parent ) {
  3923. for ( var c = 0, cl = parent.children.length; c < cl; c ++ ) {
  3924. var object = parent.children[ c ];
  3925. if ( object.visible === false ) continue;
  3926. if ( object instanceof THREE.Light ) {
  3927. _renderData.lights.push( object );
  3928. } else if ( object instanceof THREE.Mesh || object instanceof THREE.Line ) {
  3929. if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) {
  3930. _object = getNextObjectInPool();
  3931. _object.object = object;
  3932. if ( object.renderDepth !== null ) {
  3933. _object.z = object.renderDepth;
  3934. } else {
  3935. _vector3.getPositionFromMatrix( object.matrixWorld );
  3936. _vector3.applyProjection( _viewProjectionMatrix );
  3937. _object.z = _vector3.z;
  3938. }
  3939. _renderData.objects.push( _object );
  3940. }
  3941. } else if ( object instanceof THREE.Sprite || object instanceof THREE.Particle ) {
  3942. _object = getNextObjectInPool();
  3943. _object.object = object;
  3944. // TODO: Find an elegant and performant solution and remove this dupe code.
  3945. if ( object.renderDepth !== null ) {
  3946. _object.z = object.renderDepth;
  3947. } else {
  3948. _vector3.getPositionFromMatrix( object.matrixWorld );
  3949. _vector3.applyProjection( _viewProjectionMatrix );
  3950. _object.z = _vector3.z;
  3951. }
  3952. _renderData.sprites.push( _object );
  3953. } else {
  3954. _object = getNextObjectInPool();
  3955. _object.object = object;
  3956. if ( object.renderDepth !== null ) {
  3957. _object.z = object.renderDepth;
  3958. } else {
  3959. _vector3.getPositionFromMatrix( object.matrixWorld );
  3960. _vector3.applyProjection( _viewProjectionMatrix );
  3961. _object.z = _vector3.z;
  3962. }
  3963. _renderData.objects.push( _object );
  3964. }
  3965. projectObject( object );
  3966. }
  3967. };
  3968. projectObject( root );
  3969. if ( sortObjects === true ) _renderData.objects.sort( painterSort );
  3970. return _renderData;
  3971. };
  3972. this.projectScene = function ( scene, camera, sortObjects, sortElements ) {
  3973. var visible = false,
  3974. o, ol, v, vl, f, fl, n, nl, c, cl, u, ul, object,
  3975. geometry, vertices, faces, face, faceVertexNormals, faceVertexUvs, uvs,
  3976. v1, v2, v3, v4, isFaceMaterial, objectMaterials;
  3977. _face3Count = 0;
  3978. _face4Count = 0;
  3979. _lineCount = 0;
  3980. _particleCount = 0;
  3981. _renderData.elements.length = 0;
  3982. scene.updateMatrixWorld();
  3983. if ( camera.parent === undefined ) camera.updateMatrixWorld();
  3984. _viewMatrix.copy( camera.matrixWorldInverse.getInverse( camera.matrixWorld ) );
  3985. _viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, _viewMatrix );
  3986. _normalViewMatrix.getInverse( _viewMatrix );
  3987. _normalViewMatrix.transpose();
  3988. _frustum.setFromMatrix( _viewProjectionMatrix );
  3989. _renderData = projectGraph( scene, sortObjects );
  3990. for ( o = 0, ol = _renderData.objects.length; o < ol; o ++ ) {
  3991. object = _renderData.objects[ o ].object;
  3992. _modelMatrix = object.matrixWorld;
  3993. _vertexCount = 0;
  3994. if ( object instanceof THREE.Mesh ) {
  3995. geometry = object.geometry;
  3996. vertices = geometry.vertices;
  3997. faces = geometry.faces;
  3998. faceVertexUvs = geometry.faceVertexUvs;
  3999. _normalMatrix.getInverse( _modelMatrix );
  4000. _normalMatrix.transpose();
  4001. isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
  4002. objectMaterials = isFaceMaterial === true ? object.material : null;
  4003. for ( v = 0, vl = vertices.length; v < vl; v ++ ) {
  4004. _vertex = getNextVertexInPool();
  4005. _vertex.positionWorld.copy( vertices[ v ] ).applyMatrix4( _modelMatrix );
  4006. _vertex.positionScreen.copy( _vertex.positionWorld ).applyMatrix4( _viewProjectionMatrix );
  4007. _vertex.positionScreen.x /= _vertex.positionScreen.w;
  4008. _vertex.positionScreen.y /= _vertex.positionScreen.w;
  4009. _vertex.positionScreen.z /= _vertex.positionScreen.w;
  4010. _vertex.visible = ! ( _vertex.positionScreen.x < -1 || _vertex.positionScreen.x > 1 ||
  4011. _vertex.positionScreen.y < -1 || _vertex.positionScreen.y > 1 ||
  4012. _vertex.positionScreen.z < -1 || _vertex.positionScreen.z > 1 );
  4013. }
  4014. for ( f = 0, fl = faces.length; f < fl; f ++ ) {
  4015. face = faces[ f ];
  4016. var material = isFaceMaterial === true
  4017. ? objectMaterials.materials[ face.materialIndex ]
  4018. : object.material;
  4019. if ( material === undefined ) continue;
  4020. var side = material.side;
  4021. if ( face instanceof THREE.Face3 ) {
  4022. v1 = _vertexPool[ face.a ];
  4023. v2 = _vertexPool[ face.b ];
  4024. v3 = _vertexPool[ face.c ];
  4025. _points3[ 0 ] = v1.positionScreen;
  4026. _points3[ 1 ] = v2.positionScreen;
  4027. _points3[ 2 ] = v3.positionScreen;
  4028. if ( v1.visible === true || v2.visible === true || v3.visible === true ||
  4029. _clipBox.isIntersectionBox( _boundingBox.setFromPoints( _points3 ) ) ) {
  4030. visible = ( ( v3.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) -
  4031. ( v3.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) ) < 0;
  4032. if ( side === THREE.DoubleSide || visible === ( side === THREE.FrontSide ) ) {
  4033. _face = getNextFace3InPool();
  4034. _face.v1.copy( v1 );
  4035. _face.v2.copy( v2 );
  4036. _face.v3.copy( v3 );
  4037. } else {
  4038. continue;
  4039. }
  4040. } else {
  4041. continue;
  4042. }
  4043. } else if ( face instanceof THREE.Face4 ) {
  4044. v1 = _vertexPool[ face.a ];
  4045. v2 = _vertexPool[ face.b ];
  4046. v3 = _vertexPool[ face.c ];
  4047. v4 = _vertexPool[ face.d ];
  4048. _points4[ 0 ] = v1.positionScreen;
  4049. _points4[ 1 ] = v2.positionScreen;
  4050. _points4[ 2 ] = v3.positionScreen;
  4051. _points4[ 3 ] = v4.positionScreen;
  4052. if ( v1.visible === true || v2.visible === true || v3.visible === true || v4.visible === true ||
  4053. _clipBox.isIntersectionBox( _boundingBox.setFromPoints( _points4 ) ) ) {
  4054. visible = ( v4.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) -
  4055. ( v4.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) < 0 ||
  4056. ( v2.positionScreen.x - v3.positionScreen.x ) * ( v4.positionScreen.y - v3.positionScreen.y ) -
  4057. ( v2.positionScreen.y - v3.positionScreen.y ) * ( v4.positionScreen.x - v3.positionScreen.x ) < 0;
  4058. if ( side === THREE.DoubleSide || visible === ( side === THREE.FrontSide ) ) {
  4059. _face = getNextFace4InPool();
  4060. _face.v1.copy( v1 );
  4061. _face.v2.copy( v2 );
  4062. _face.v3.copy( v3 );
  4063. _face.v4.copy( v4 );
  4064. } else {
  4065. continue;
  4066. }
  4067. } else {
  4068. continue;
  4069. }
  4070. }
  4071. _face.normalModel.copy( face.normal );
  4072. if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) {
  4073. _face.normalModel.negate();
  4074. }
  4075. _face.normalModel.applyMatrix3( _normalMatrix ).normalize();
  4076. _face.normalModelView.copy( _face.normalModel ).applyMatrix3( _normalViewMatrix );
  4077. _face.centroidModel.copy( face.centroid ).applyMatrix4( _modelMatrix );
  4078. faceVertexNormals = face.vertexNormals;
  4079. for ( n = 0, nl = faceVertexNormals.length; n < nl; n ++ ) {
  4080. var normalModel = _face.vertexNormalsModel[ n ];
  4081. normalModel.copy( faceVertexNormals[ n ] );
  4082. if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) {
  4083. normalModel.negate();
  4084. }
  4085. normalModel.applyMatrix3( _normalMatrix ).normalize();
  4086. var normalModelView = _face.vertexNormalsModelView[ n ];
  4087. normalModelView.copy( normalModel ).applyMatrix3( _normalViewMatrix );
  4088. }
  4089. _face.vertexNormalsLength = faceVertexNormals.length;
  4090. for ( c = 0, cl = faceVertexUvs.length; c < cl; c ++ ) {
  4091. uvs = faceVertexUvs[ c ][ f ];
  4092. if ( uvs === undefined ) continue;
  4093. for ( u = 0, ul = uvs.length; u < ul; u ++ ) {
  4094. _face.uvs[ c ][ u ] = uvs[ u ];
  4095. }
  4096. }
  4097. _face.color = face.color;
  4098. _face.material = material;
  4099. _centroid.copy( _face.centroidModel ).applyProjection( _viewProjectionMatrix );
  4100. _face.z = _centroid.z;
  4101. _renderData.elements.push( _face );
  4102. }
  4103. } else if ( object instanceof THREE.Line ) {
  4104. _modelViewProjectionMatrix.multiplyMatrices( _viewProjectionMatrix, _modelMatrix );
  4105. vertices = object.geometry.vertices;
  4106. v1 = getNextVertexInPool();
  4107. v1.positionScreen.copy( vertices[ 0 ] ).applyMatrix4( _modelViewProjectionMatrix );
  4108. // Handle LineStrip and LinePieces
  4109. var step = object.type === THREE.LinePieces ? 2 : 1;
  4110. for ( v = 1, vl = vertices.length; v < vl; v ++ ) {
  4111. v1 = getNextVertexInPool();
  4112. v1.positionScreen.copy( vertices[ v ] ).applyMatrix4( _modelViewProjectionMatrix );
  4113. if ( ( v + 1 ) % step > 0 ) continue;
  4114. v2 = _vertexPool[ _vertexCount - 2 ];
  4115. _clippedVertex1PositionScreen.copy( v1.positionScreen );
  4116. _clippedVertex2PositionScreen.copy( v2.positionScreen );
  4117. if ( clipLine( _clippedVertex1PositionScreen, _clippedVertex2PositionScreen ) === true ) {
  4118. // Perform the perspective divide
  4119. _clippedVertex1PositionScreen.multiplyScalar( 1 / _clippedVertex1PositionScreen.w );
  4120. _clippedVertex2PositionScreen.multiplyScalar( 1 / _clippedVertex2PositionScreen.w );
  4121. _line = getNextLineInPool();
  4122. _line.v1.positionScreen.copy( _clippedVertex1PositionScreen );
  4123. _line.v2.positionScreen.copy( _clippedVertex2PositionScreen );
  4124. _line.z = Math.max( _clippedVertex1PositionScreen.z, _clippedVertex2PositionScreen.z );
  4125. _line.material = object.material;
  4126. _renderData.elements.push( _line );
  4127. }
  4128. }
  4129. }
  4130. }
  4131. for ( o = 0, ol = _renderData.sprites.length; o < ol; o++ ) {
  4132. object = _renderData.sprites[ o ].object;
  4133. _modelMatrix = object.matrixWorld;
  4134. if ( object instanceof THREE.Particle ) {
  4135. _vector4.set( _modelMatrix.elements[12], _modelMatrix.elements[13], _modelMatrix.elements[14], 1 );
  4136. _vector4.applyMatrix4( _viewProjectionMatrix );
  4137. _vector4.z /= _vector4.w;
  4138. if ( _vector4.z > 0 && _vector4.z < 1 ) {
  4139. _particle = getNextParticleInPool();
  4140. _particle.object = object;
  4141. _particle.x = _vector4.x / _vector4.w;
  4142. _particle.y = _vector4.y / _vector4.w;
  4143. _particle.z = _vector4.z;
  4144. _particle.rotation = object.rotation.z;
  4145. _particle.scale.x = object.scale.x * Math.abs( _particle.x - ( _vector4.x + camera.projectionMatrix.elements[0] ) / ( _vector4.w + camera.projectionMatrix.elements[12] ) );
  4146. _particle.scale.y = object.scale.y * Math.abs( _particle.y - ( _vector4.y + camera.projectionMatrix.elements[5] ) / ( _vector4.w + camera.projectionMatrix.elements[13] ) );
  4147. _particle.material = object.material;
  4148. _renderData.elements.push( _particle );
  4149. }
  4150. }
  4151. }
  4152. if ( sortElements === true ) _renderData.elements.sort( painterSort );
  4153. return _renderData;
  4154. };
  4155. // Pools
  4156. function getNextObjectInPool() {
  4157. if ( _objectCount === _objectPoolLength ) {
  4158. var object = new THREE.RenderableObject();
  4159. _objectPool.push( object );
  4160. _objectPoolLength ++;
  4161. _objectCount ++;
  4162. return object;
  4163. }
  4164. return _objectPool[ _objectCount ++ ];
  4165. }
  4166. function getNextVertexInPool() {
  4167. if ( _vertexCount === _vertexPoolLength ) {
  4168. var vertex = new THREE.RenderableVertex();
  4169. _vertexPool.push( vertex );
  4170. _vertexPoolLength ++;
  4171. _vertexCount ++;
  4172. return vertex;
  4173. }
  4174. return _vertexPool[ _vertexCount ++ ];
  4175. }
  4176. function getNextFace3InPool() {
  4177. if ( _face3Count === _face3PoolLength ) {
  4178. var face = new THREE.RenderableFace3();
  4179. _face3Pool.push( face );
  4180. _face3PoolLength ++;
  4181. _face3Count ++;
  4182. return face;
  4183. }
  4184. return _face3Pool[ _face3Count ++ ];
  4185. }
  4186. function getNextFace4InPool() {
  4187. if ( _face4Count === _face4PoolLength ) {
  4188. var face = new THREE.RenderableFace4();
  4189. _face4Pool.push( face );
  4190. _face4PoolLength ++;
  4191. _face4Count ++;
  4192. return face;
  4193. }
  4194. return _face4Pool[ _face4Count ++ ];
  4195. }
  4196. function getNextLineInPool() {
  4197. if ( _lineCount === _linePoolLength ) {
  4198. var line = new THREE.RenderableLine();
  4199. _linePool.push( line );
  4200. _linePoolLength ++;
  4201. _lineCount ++
  4202. return line;
  4203. }
  4204. return _linePool[ _lineCount ++ ];
  4205. }
  4206. function getNextParticleInPool() {
  4207. if ( _particleCount === _particlePoolLength ) {
  4208. var particle = new THREE.RenderableParticle();
  4209. _particlePool.push( particle );
  4210. _particlePoolLength ++;
  4211. _particleCount ++
  4212. return particle;
  4213. }
  4214. return _particlePool[ _particleCount ++ ];
  4215. }
  4216. //
  4217. function painterSort( a, b ) {
  4218. return b.z - a.z;
  4219. }
  4220. function clipLine( s1, s2 ) {
  4221. var alpha1 = 0, alpha2 = 1,
  4222. // Calculate the boundary coordinate of each vertex for the near and far clip planes,
  4223. // Z = -1 and Z = +1, respectively.
  4224. bc1near = s1.z + s1.w,
  4225. bc2near = s2.z + s2.w,
  4226. bc1far = - s1.z + s1.w,
  4227. bc2far = - s2.z + s2.w;
  4228. if ( bc1near >= 0 && bc2near >= 0 && bc1far >= 0 && bc2far >= 0 ) {
  4229. // Both vertices lie entirely within all clip planes.
  4230. return true;
  4231. } else if ( ( bc1near < 0 && bc2near < 0) || (bc1far < 0 && bc2far < 0 ) ) {
  4232. // Both vertices lie entirely outside one of the clip planes.
  4233. return false;
  4234. } else {
  4235. // The line segment spans at least one clip plane.
  4236. if ( bc1near < 0 ) {
  4237. // v1 lies outside the near plane, v2 inside
  4238. alpha1 = Math.max( alpha1, bc1near / ( bc1near - bc2near ) );
  4239. } else if ( bc2near < 0 ) {
  4240. // v2 lies outside the near plane, v1 inside
  4241. alpha2 = Math.min( alpha2, bc1near / ( bc1near - bc2near ) );
  4242. }
  4243. if ( bc1far < 0 ) {
  4244. // v1 lies outside the far plane, v2 inside
  4245. alpha1 = Math.max( alpha1, bc1far / ( bc1far - bc2far ) );
  4246. } else if ( bc2far < 0 ) {
  4247. // v2 lies outside the far plane, v2 inside
  4248. alpha2 = Math.min( alpha2, bc1far / ( bc1far - bc2far ) );
  4249. }
  4250. if ( alpha2 < alpha1 ) {
  4251. // The line segment spans two boundaries, but is outside both of them.
  4252. // (This can't happen when we're only clipping against just near/far but good
  4253. // to leave the check here for future usage if other clip planes are added.)
  4254. return false;
  4255. } else {
  4256. // Update the s1 and s2 vertices to match the clipped line segment.
  4257. s1.lerp( s2, alpha1 );
  4258. s2.lerp( s1, 1 - alpha2 );
  4259. return true;
  4260. }
  4261. }
  4262. }
  4263. };
  4264. /**
  4265. * @author mrdoob / http://mrdoob.com/
  4266. * @author alteredq / http://alteredqualia.com/
  4267. */
  4268. THREE.Face3 = function ( a, b, c, normal, color, materialIndex ) {
  4269. this.a = a;
  4270. this.b = b;
  4271. this.c = c;
  4272. this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3();
  4273. this.vertexNormals = normal instanceof Array ? normal : [ ];
  4274. this.color = color instanceof THREE.Color ? color : new THREE.Color();
  4275. this.vertexColors = color instanceof Array ? color : [];
  4276. this.vertexTangents = [];
  4277. this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  4278. this.centroid = new THREE.Vector3();
  4279. };
  4280. THREE.Face3.prototype = {
  4281. constructor: THREE.Face3,
  4282. clone: function () {
  4283. var face = new THREE.Face3( this.a, this.b, this.c );
  4284. face.normal.copy( this.normal );
  4285. face.color.copy( this.color );
  4286. face.centroid.copy( this.centroid );
  4287. face.materialIndex = this.materialIndex;
  4288. var i, il;
  4289. for ( i = 0, il = this.vertexNormals.length; i < il; i ++ ) face.vertexNormals[ i ] = this.vertexNormals[ i ].clone();
  4290. for ( i = 0, il = this.vertexColors.length; i < il; i ++ ) face.vertexColors[ i ] = this.vertexColors[ i ].clone();
  4291. for ( i = 0, il = this.vertexTangents.length; i < il; i ++ ) face.vertexTangents[ i ] = this.vertexTangents[ i ].clone();
  4292. return face;
  4293. }
  4294. };
  4295. /**
  4296. * @author mrdoob / http://mrdoob.com/
  4297. * @author alteredq / http://alteredqualia.com/
  4298. */
  4299. THREE.Face4 = function ( a, b, c, d, normal, color, materialIndex ) {
  4300. this.a = a;
  4301. this.b = b;
  4302. this.c = c;
  4303. this.d = d;
  4304. this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3();
  4305. this.vertexNormals = normal instanceof Array ? normal : [ ];
  4306. this.color = color instanceof THREE.Color ? color : new THREE.Color();
  4307. this.vertexColors = color instanceof Array ? color : [];
  4308. this.vertexTangents = [];
  4309. this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  4310. this.centroid = new THREE.Vector3();
  4311. };
  4312. THREE.Face4.prototype = {
  4313. constructor: THREE.Face4,
  4314. clone: function () {
  4315. var face = new THREE.Face4( this.a, this.b, this.c, this.d );
  4316. face.normal.copy( this.normal );
  4317. face.color.copy( this.color );
  4318. face.centroid.copy( this.centroid );
  4319. face.materialIndex = this.materialIndex;
  4320. var i, il;
  4321. for ( i = 0, il = this.vertexNormals.length; i < il; i ++ ) face.vertexNormals[ i ] = this.vertexNormals[ i ].clone();
  4322. for ( i = 0, il = this.vertexColors.length; i < il; i ++ ) face.vertexColors[ i ] = this.vertexColors[ i ].clone();
  4323. for ( i = 0, il = this.vertexTangents.length; i < il; i ++ ) face.vertexTangents[ i ] = this.vertexTangents[ i ].clone();
  4324. return face;
  4325. }
  4326. };
  4327. /**
  4328. * @author mrdoob / http://mrdoob.com/
  4329. * @author kile / http://kile.stravaganza.org/
  4330. * @author alteredq / http://alteredqualia.com/
  4331. * @author mikael emtinger / http://gomo.se/
  4332. * @author zz85 / http://www.lab4games.net/zz85/blog
  4333. * @author bhouston / http://exocortex.com
  4334. */
  4335. THREE.Geometry = function () {
  4336. THREE.EventDispatcher.call( this );
  4337. this.id = THREE.GeometryIdCount ++;
  4338. this.name = '';
  4339. this.vertices = [];
  4340. this.colors = []; // one-to-one vertex colors, used in ParticleSystem, Line and Ribbon
  4341. this.normals = []; // one-to-one vertex normals, used in Ribbon
  4342. this.faces = [];
  4343. this.faceUvs = [[]];
  4344. this.faceVertexUvs = [[]];
  4345. this.morphTargets = [];
  4346. this.morphColors = [];
  4347. this.morphNormals = [];
  4348. this.skinWeights = [];
  4349. this.skinIndices = [];
  4350. this.lineDistances = [];
  4351. this.boundingBox = null;
  4352. this.boundingSphere = null;
  4353. this.hasTangents = false;
  4354. this.dynamic = true; // the intermediate typed arrays will be deleted when set to false
  4355. // update flags
  4356. this.verticesNeedUpdate = false;
  4357. this.elementsNeedUpdate = false;
  4358. this.uvsNeedUpdate = false;
  4359. this.normalsNeedUpdate = false;
  4360. this.tangentsNeedUpdate = false;
  4361. this.colorsNeedUpdate = false;
  4362. this.lineDistancesNeedUpdate = false;
  4363. this.buffersNeedUpdate = false;
  4364. };
  4365. THREE.Geometry.prototype = {
  4366. constructor: THREE.Geometry,
  4367. applyMatrix: function ( matrix ) {
  4368. var normalMatrix = new THREE.Matrix3().getInverse( matrix ).transpose();
  4369. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  4370. var vertex = this.vertices[ i ];
  4371. vertex.applyMatrix4( matrix );
  4372. }
  4373. for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
  4374. var face = this.faces[ i ];
  4375. face.normal.applyMatrix3( normalMatrix ).normalize();
  4376. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  4377. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  4378. }
  4379. face.centroid.applyMatrix4( matrix );
  4380. }
  4381. },
  4382. computeCentroids: function () {
  4383. var f, fl, face;
  4384. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  4385. face = this.faces[ f ];
  4386. face.centroid.set( 0, 0, 0 );
  4387. if ( face instanceof THREE.Face3 ) {
  4388. face.centroid.add( this.vertices[ face.a ] );
  4389. face.centroid.add( this.vertices[ face.b ] );
  4390. face.centroid.add( this.vertices[ face.c ] );
  4391. face.centroid.divideScalar( 3 );
  4392. } else if ( face instanceof THREE.Face4 ) {
  4393. face.centroid.add( this.vertices[ face.a ] );
  4394. face.centroid.add( this.vertices[ face.b ] );
  4395. face.centroid.add( this.vertices[ face.c ] );
  4396. face.centroid.add( this.vertices[ face.d ] );
  4397. face.centroid.divideScalar( 4 );
  4398. }
  4399. }
  4400. },
  4401. computeFaceNormals: function () {
  4402. var cb = new THREE.Vector3(), ab = new THREE.Vector3();
  4403. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  4404. var face = this.faces[ f ];
  4405. var vA = this.vertices[ face.a ];
  4406. var vB = this.vertices[ face.b ];
  4407. var vC = this.vertices[ face.c ];
  4408. cb.subVectors( vC, vB );
  4409. ab.subVectors( vA, vB );
  4410. cb.cross( ab );
  4411. cb.normalize();
  4412. face.normal.copy( cb );
  4413. }
  4414. },
  4415. computeVertexNormals: function ( areaWeighted ) {
  4416. var v, vl, f, fl, face, vertices;
  4417. // create internal buffers for reuse when calling this method repeatedly
  4418. // (otherwise memory allocation / deallocation every frame is big resource hog)
  4419. if ( this.__tmpVertices === undefined ) {
  4420. this.__tmpVertices = new Array( this.vertices.length );
  4421. vertices = this.__tmpVertices;
  4422. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  4423. vertices[ v ] = new THREE.Vector3();
  4424. }
  4425. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  4426. face = this.faces[ f ];
  4427. if ( face instanceof THREE.Face3 ) {
  4428. face.vertexNormals = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
  4429. } else if ( face instanceof THREE.Face4 ) {
  4430. face.vertexNormals = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
  4431. }
  4432. }
  4433. } else {
  4434. vertices = this.__tmpVertices;
  4435. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  4436. vertices[ v ].set( 0, 0, 0 );
  4437. }
  4438. }
  4439. if ( areaWeighted ) {
  4440. // vertex normals weighted by triangle areas
  4441. // http://www.iquilezles.org/www/articles/normals/normals.htm
  4442. var vA, vB, vC, vD;
  4443. var cb = new THREE.Vector3(), ab = new THREE.Vector3(),
  4444. db = new THREE.Vector3(), dc = new THREE.Vector3(), bc = new THREE.Vector3();
  4445. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  4446. face = this.faces[ f ];
  4447. if ( face instanceof THREE.Face3 ) {
  4448. vA = this.vertices[ face.a ];
  4449. vB = this.vertices[ face.b ];
  4450. vC = this.vertices[ face.c ];
  4451. cb.subVectors( vC, vB );
  4452. ab.subVectors( vA, vB );
  4453. cb.cross( ab );
  4454. vertices[ face.a ].add( cb );
  4455. vertices[ face.b ].add( cb );
  4456. vertices[ face.c ].add( cb );
  4457. } else if ( face instanceof THREE.Face4 ) {
  4458. vA = this.vertices[ face.a ];
  4459. vB = this.vertices[ face.b ];
  4460. vC = this.vertices[ face.c ];
  4461. vD = this.vertices[ face.d ];
  4462. // abd
  4463. db.subVectors( vD, vB );
  4464. ab.subVectors( vA, vB );
  4465. db.cross( ab );
  4466. vertices[ face.a ].add( db );
  4467. vertices[ face.b ].add( db );
  4468. vertices[ face.d ].add( db );
  4469. // bcd
  4470. dc.subVectors( vD, vC );
  4471. bc.subVectors( vB, vC );
  4472. dc.cross( bc );
  4473. vertices[ face.b ].add( dc );
  4474. vertices[ face.c ].add( dc );
  4475. vertices[ face.d ].add( dc );
  4476. }
  4477. }
  4478. } else {
  4479. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  4480. face = this.faces[ f ];
  4481. if ( face instanceof THREE.Face3 ) {
  4482. vertices[ face.a ].add( face.normal );
  4483. vertices[ face.b ].add( face.normal );
  4484. vertices[ face.c ].add( face.normal );
  4485. } else if ( face instanceof THREE.Face4 ) {
  4486. vertices[ face.a ].add( face.normal );
  4487. vertices[ face.b ].add( face.normal );
  4488. vertices[ face.c ].add( face.normal );
  4489. vertices[ face.d ].add( face.normal );
  4490. }
  4491. }
  4492. }
  4493. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  4494. vertices[ v ].normalize();
  4495. }
  4496. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  4497. face = this.faces[ f ];
  4498. if ( face instanceof THREE.Face3 ) {
  4499. face.vertexNormals[ 0 ].copy( vertices[ face.a ] );
  4500. face.vertexNormals[ 1 ].copy( vertices[ face.b ] );
  4501. face.vertexNormals[ 2 ].copy( vertices[ face.c ] );
  4502. } else if ( face instanceof THREE.Face4 ) {
  4503. face.vertexNormals[ 0 ].copy( vertices[ face.a ] );
  4504. face.vertexNormals[ 1 ].copy( vertices[ face.b ] );
  4505. face.vertexNormals[ 2 ].copy( vertices[ face.c ] );
  4506. face.vertexNormals[ 3 ].copy( vertices[ face.d ] );
  4507. }
  4508. }
  4509. },
  4510. computeMorphNormals: function () {
  4511. var i, il, f, fl, face;
  4512. // save original normals
  4513. // - create temp variables on first access
  4514. // otherwise just copy (for faster repeated calls)
  4515. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  4516. face = this.faces[ f ];
  4517. if ( ! face.__originalFaceNormal ) {
  4518. face.__originalFaceNormal = face.normal.clone();
  4519. } else {
  4520. face.__originalFaceNormal.copy( face.normal );
  4521. }
  4522. if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];
  4523. for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  4524. if ( ! face.__originalVertexNormals[ i ] ) {
  4525. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  4526. } else {
  4527. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  4528. }
  4529. }
  4530. }
  4531. // use temp geometry to compute face and vertex normals for each morph
  4532. var tmpGeo = new THREE.Geometry();
  4533. tmpGeo.faces = this.faces;
  4534. for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
  4535. // create on first access
  4536. if ( ! this.morphNormals[ i ] ) {
  4537. this.morphNormals[ i ] = {};
  4538. this.morphNormals[ i ].faceNormals = [];
  4539. this.morphNormals[ i ].vertexNormals = [];
  4540. var dstNormalsFace = this.morphNormals[ i ].faceNormals;
  4541. var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
  4542. var faceNormal, vertexNormals;
  4543. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  4544. face = this.faces[ f ];
  4545. faceNormal = new THREE.Vector3();
  4546. if ( face instanceof THREE.Face3 ) {
  4547. vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3() };
  4548. } else {
  4549. vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3(), d: new THREE.Vector3() };
  4550. }
  4551. dstNormalsFace.push( faceNormal );
  4552. dstNormalsVertex.push( vertexNormals );
  4553. }
  4554. }
  4555. var morphNormals = this.morphNormals[ i ];
  4556. // set vertices to morph target
  4557. tmpGeo.vertices = this.morphTargets[ i ].vertices;
  4558. // compute morph normals
  4559. tmpGeo.computeFaceNormals();
  4560. tmpGeo.computeVertexNormals();
  4561. // store morph normals
  4562. var faceNormal, vertexNormals;
  4563. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  4564. face = this.faces[ f ];
  4565. faceNormal = morphNormals.faceNormals[ f ];
  4566. vertexNormals = morphNormals.vertexNormals[ f ];
  4567. faceNormal.copy( face.normal );
  4568. if ( face instanceof THREE.Face3 ) {
  4569. vertexNormals.a.copy( face.vertexNormals[ 0 ] );
  4570. vertexNormals.b.copy( face.vertexNormals[ 1 ] );
  4571. vertexNormals.c.copy( face.vertexNormals[ 2 ] );
  4572. } else {
  4573. vertexNormals.a.copy( face.vertexNormals[ 0 ] );
  4574. vertexNormals.b.copy( face.vertexNormals[ 1 ] );
  4575. vertexNormals.c.copy( face.vertexNormals[ 2 ] );
  4576. vertexNormals.d.copy( face.vertexNormals[ 3 ] );
  4577. }
  4578. }
  4579. }
  4580. // restore original normals
  4581. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  4582. face = this.faces[ f ];
  4583. face.normal = face.__originalFaceNormal;
  4584. face.vertexNormals = face.__originalVertexNormals;
  4585. }
  4586. },
  4587. computeTangents: function () {
  4588. // based on http://www.terathon.com/code/tangent.html
  4589. // tangents go to vertices
  4590. var f, fl, v, vl, i, il, vertexIndex,
  4591. face, uv, vA, vB, vC, uvA, uvB, uvC,
  4592. x1, x2, y1, y2, z1, z2,
  4593. s1, s2, t1, t2, r, t, test,
  4594. tan1 = [], tan2 = [],
  4595. sdir = new THREE.Vector3(), tdir = new THREE.Vector3(),
  4596. tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3(),
  4597. n = new THREE.Vector3(), w;
  4598. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  4599. tan1[ v ] = new THREE.Vector3();
  4600. tan2[ v ] = new THREE.Vector3();
  4601. }
  4602. function handleTriangle( context, a, b, c, ua, ub, uc ) {
  4603. vA = context.vertices[ a ];
  4604. vB = context.vertices[ b ];
  4605. vC = context.vertices[ c ];
  4606. uvA = uv[ ua ];
  4607. uvB = uv[ ub ];
  4608. uvC = uv[ uc ];
  4609. x1 = vB.x - vA.x;
  4610. x2 = vC.x - vA.x;
  4611. y1 = vB.y - vA.y;
  4612. y2 = vC.y - vA.y;
  4613. z1 = vB.z - vA.z;
  4614. z2 = vC.z - vA.z;
  4615. s1 = uvB.x - uvA.x;
  4616. s2 = uvC.x - uvA.x;
  4617. t1 = uvB.y - uvA.y;
  4618. t2 = uvC.y - uvA.y;
  4619. r = 1.0 / ( s1 * t2 - s2 * t1 );
  4620. sdir.set( ( t2 * x1 - t1 * x2 ) * r,
  4621. ( t2 * y1 - t1 * y2 ) * r,
  4622. ( t2 * z1 - t1 * z2 ) * r );
  4623. tdir.set( ( s1 * x2 - s2 * x1 ) * r,
  4624. ( s1 * y2 - s2 * y1 ) * r,
  4625. ( s1 * z2 - s2 * z1 ) * r );
  4626. tan1[ a ].add( sdir );
  4627. tan1[ b ].add( sdir );
  4628. tan1[ c ].add( sdir );
  4629. tan2[ a ].add( tdir );
  4630. tan2[ b ].add( tdir );
  4631. tan2[ c ].add( tdir );
  4632. }
  4633. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  4634. face = this.faces[ f ];
  4635. uv = this.faceVertexUvs[ 0 ][ f ]; // use UV layer 0 for tangents
  4636. if ( face instanceof THREE.Face3 ) {
  4637. handleTriangle( this, face.a, face.b, face.c, 0, 1, 2 );
  4638. } else if ( face instanceof THREE.Face4 ) {
  4639. handleTriangle( this, face.a, face.b, face.d, 0, 1, 3 );
  4640. handleTriangle( this, face.b, face.c, face.d, 1, 2, 3 );
  4641. }
  4642. }
  4643. var faceIndex = [ 'a', 'b', 'c', 'd' ];
  4644. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  4645. face = this.faces[ f ];
  4646. for ( i = 0; i < face.vertexNormals.length; i++ ) {
  4647. n.copy( face.vertexNormals[ i ] );
  4648. vertexIndex = face[ faceIndex[ i ] ];
  4649. t = tan1[ vertexIndex ];
  4650. // Gram-Schmidt orthogonalize
  4651. tmp.copy( t );
  4652. tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
  4653. // Calculate handedness
  4654. tmp2.crossVectors( face.vertexNormals[ i ], t );
  4655. test = tmp2.dot( tan2[ vertexIndex ] );
  4656. w = (test < 0.0) ? -1.0 : 1.0;
  4657. face.vertexTangents[ i ] = new THREE.Vector4( tmp.x, tmp.y, tmp.z, w );
  4658. }
  4659. }
  4660. this.hasTangents = true;
  4661. },
  4662. computeLineDistances: function ( ) {
  4663. var d = 0;
  4664. var vertices = this.vertices;
  4665. for ( var i = 0, il = vertices.length; i < il; i ++ ) {
  4666. if ( i > 0 ) {
  4667. d += vertices[ i ].distanceTo( vertices[ i - 1 ] );
  4668. }
  4669. this.lineDistances[ i ] = d;
  4670. }
  4671. },
  4672. computeBoundingBox: function () {
  4673. if ( this.boundingBox === null ) {
  4674. this.boundingBox = new THREE.Box3();
  4675. }
  4676. this.boundingBox.setFromPoints( this.vertices );
  4677. },
  4678. computeBoundingSphere: function () {
  4679. if ( this.boundingSphere === null ) {
  4680. this.boundingSphere = new THREE.Sphere();
  4681. }
  4682. this.boundingSphere.setFromCenterAndPoints( this.boundingSphere.center, this.vertices );
  4683. },
  4684. /*
  4685. * Checks for duplicate vertices with hashmap.
  4686. * Duplicated vertices are removed
  4687. * and faces' vertices are updated.
  4688. */
  4689. mergeVertices: function () {
  4690. var verticesMap = {}; // Hashmap for looking up vertice by position coordinates (and making sure they are unique)
  4691. var unique = [], changes = [];
  4692. var v, key;
  4693. var precisionPoints = 4; // number of decimal points, eg. 4 for epsilon of 0.0001
  4694. var precision = Math.pow( 10, precisionPoints );
  4695. var i,il, face;
  4696. var indices, k, j, jl, u;
  4697. // reset cache of vertices as it now will be changing.
  4698. this.__tmpVertices = undefined;
  4699. for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
  4700. v = this.vertices[ i ];
  4701. key = [ Math.round( v.x * precision ), Math.round( v.y * precision ), Math.round( v.z * precision ) ].join( '_' );
  4702. if ( verticesMap[ key ] === undefined ) {
  4703. verticesMap[ key ] = i;
  4704. unique.push( this.vertices[ i ] );
  4705. changes[ i ] = unique.length - 1;
  4706. } else {
  4707. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  4708. changes[ i ] = changes[ verticesMap[ key ] ];
  4709. }
  4710. };
  4711. // if faces are completely degenerate after merging vertices, we
  4712. // have to remove them from the geometry.
  4713. var faceIndicesToRemove = [];
  4714. for( i = 0, il = this.faces.length; i < il; i ++ ) {
  4715. face = this.faces[ i ];
  4716. if ( face instanceof THREE.Face3 ) {
  4717. face.a = changes[ face.a ];
  4718. face.b = changes[ face.b ];
  4719. face.c = changes[ face.c ];
  4720. indices = [ face.a, face.b, face.c ];
  4721. var dupIndex = -1;
  4722. // if any duplicate vertices are found in a Face3
  4723. // we have to remove the face as nothing can be saved
  4724. for ( var n = 0; n < 3; n ++ ) {
  4725. if ( indices[ n ] == indices[ ( n + 1 ) % 3 ] ) {
  4726. dupIndex = n;
  4727. faceIndicesToRemove.push( i );
  4728. break;
  4729. }
  4730. }
  4731. } else if ( face instanceof THREE.Face4 ) {
  4732. face.a = changes[ face.a ];
  4733. face.b = changes[ face.b ];
  4734. face.c = changes[ face.c ];
  4735. face.d = changes[ face.d ];
  4736. // check dups in (a, b, c, d) and convert to -> face3
  4737. indices = [ face.a, face.b, face.c, face.d ];
  4738. var dupIndex = -1;
  4739. for ( var n = 0; n < 4; n ++ ) {
  4740. if ( indices[ n ] == indices[ ( n + 1 ) % 4 ] ) {
  4741. // if more than one duplicated vertex is found
  4742. // we can't generate any valid Face3's, thus
  4743. // we need to remove this face complete.
  4744. if ( dupIndex >= 0 ) {
  4745. faceIndicesToRemove.push( i );
  4746. }
  4747. dupIndex = n;
  4748. }
  4749. }
  4750. if ( dupIndex >= 0 ) {
  4751. indices.splice( dupIndex, 1 );
  4752. var newFace = new THREE.Face3( indices[0], indices[1], indices[2], face.normal, face.color, face.materialIndex );
  4753. for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  4754. u = this.faceVertexUvs[ j ][ i ];
  4755. if ( u ) {
  4756. u.splice( dupIndex, 1 );
  4757. }
  4758. }
  4759. if( face.vertexNormals && face.vertexNormals.length > 0) {
  4760. newFace.vertexNormals = face.vertexNormals;
  4761. newFace.vertexNormals.splice( dupIndex, 1 );
  4762. }
  4763. if( face.vertexColors && face.vertexColors.length > 0 ) {
  4764. newFace.vertexColors = face.vertexColors;
  4765. newFace.vertexColors.splice( dupIndex, 1 );
  4766. }
  4767. this.faces[ i ] = newFace;
  4768. }
  4769. }
  4770. }
  4771. for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
  4772. this.faces.splice( i, 1 );
  4773. for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  4774. this.faceVertexUvs[ j ].splice( i, 1 );
  4775. }
  4776. }
  4777. // Use unique set of vertices
  4778. var diff = this.vertices.length - unique.length;
  4779. this.vertices = unique;
  4780. return diff;
  4781. },
  4782. clone: function () {
  4783. var geometry = new THREE.Geometry();
  4784. var vertices = this.vertices;
  4785. for ( var i = 0, il = vertices.length; i < il; i ++ ) {
  4786. geometry.vertices.push( vertices[ i ].clone() );
  4787. }
  4788. var faces = this.faces;
  4789. for ( var i = 0, il = faces.length; i < il; i ++ ) {
  4790. geometry.faces.push( faces[ i ].clone() );
  4791. }
  4792. var uvs = this.faceVertexUvs[ 0 ];
  4793. for ( var i = 0, il = uvs.length; i < il; i ++ ) {
  4794. var uv = uvs[ i ], uvCopy = [];
  4795. for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
  4796. uvCopy.push( new THREE.Vector2( uv[ j ].x, uv[ j ].y ) );
  4797. }
  4798. geometry.faceVertexUvs[ 0 ].push( uvCopy );
  4799. }
  4800. return geometry;
  4801. },
  4802. dispose: function () {
  4803. this.dispatchEvent( { type: 'dispose' } );
  4804. }
  4805. };
  4806. THREE.GeometryIdCount = 0;
  4807. /**
  4808. * @author alteredq / http://alteredqualia.com/
  4809. */
  4810. THREE.BufferGeometry = function () {
  4811. THREE.EventDispatcher.call( this );
  4812. this.id = THREE.GeometryIdCount ++;
  4813. // attributes
  4814. this.attributes = {};
  4815. // attributes typed arrays are kept only if dynamic flag is set
  4816. this.dynamic = false;
  4817. // offsets for chunks when using indexed elements
  4818. this.offsets = [];
  4819. // boundings
  4820. this.boundingBox = null;
  4821. this.boundingSphere = null;
  4822. this.hasTangents = false;
  4823. // for compatibility
  4824. this.morphTargets = [];
  4825. };
  4826. THREE.BufferGeometry.prototype = {
  4827. constructor : THREE.BufferGeometry,
  4828. applyMatrix: function ( matrix ) {
  4829. var positionArray;
  4830. var normalArray;
  4831. if ( this.attributes[ "position" ] ) positionArray = this.attributes[ "position" ].array;
  4832. if ( this.attributes[ "normal" ] ) normalArray = this.attributes[ "normal" ].array;
  4833. if ( positionArray !== undefined ) {
  4834. matrix.multiplyVector3Array( positionArray );
  4835. this.verticesNeedUpdate = true;
  4836. }
  4837. if ( normalArray !== undefined ) {
  4838. var normalMatrix = new THREE.Matrix3();
  4839. normalMatrix.getInverse( matrix ).transpose();
  4840. normalMatrix.multiplyVector3Array( normalArray );
  4841. this.normalizeNormals();
  4842. this.normalsNeedUpdate = true;
  4843. }
  4844. },
  4845. computeBoundingBox: function () {
  4846. if ( this.boundingBox === null ) {
  4847. this.boundingBox = new THREE.Box3();
  4848. }
  4849. var positions = this.attributes[ "position" ].array;
  4850. if ( positions ) {
  4851. var bb = this.boundingBox;
  4852. var x, y, z;
  4853. if( positions.length >= 3 ) {
  4854. bb.min.x = bb.max.x = positions[ 0 ];
  4855. bb.min.y = bb.max.y = positions[ 1 ];
  4856. bb.min.z = bb.max.z = positions[ 2 ];
  4857. }
  4858. for ( var i = 3, il = positions.length; i < il; i += 3 ) {
  4859. x = positions[ i ];
  4860. y = positions[ i + 1 ];
  4861. z = positions[ i + 2 ];
  4862. // bounding box
  4863. if ( x < bb.min.x ) {
  4864. bb.min.x = x;
  4865. } else if ( x > bb.max.x ) {
  4866. bb.max.x = x;
  4867. }
  4868. if ( y < bb.min.y ) {
  4869. bb.min.y = y;
  4870. } else if ( y > bb.max.y ) {
  4871. bb.max.y = y;
  4872. }
  4873. if ( z < bb.min.z ) {
  4874. bb.min.z = z;
  4875. } else if ( z > bb.max.z ) {
  4876. bb.max.z = z;
  4877. }
  4878. }
  4879. }
  4880. if ( positions === undefined || positions.length === 0 ) {
  4881. this.boundingBox.min.set( 0, 0, 0 );
  4882. this.boundingBox.max.set( 0, 0, 0 );
  4883. }
  4884. },
  4885. computeBoundingSphere: function () {
  4886. if ( this.boundingSphere === null ) {
  4887. this.boundingSphere = new THREE.Sphere();
  4888. }
  4889. var positions = this.attributes[ "position" ].array;
  4890. if ( positions ) {
  4891. var radiusSq, maxRadiusSq = 0;
  4892. var x, y, z;
  4893. for ( var i = 0, il = positions.length; i < il; i += 3 ) {
  4894. x = positions[ i ];
  4895. y = positions[ i + 1 ];
  4896. z = positions[ i + 2 ];
  4897. radiusSq = x * x + y * y + z * z;
  4898. if ( radiusSq > maxRadiusSq ) maxRadiusSq = radiusSq;
  4899. }
  4900. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  4901. }
  4902. },
  4903. computeVertexNormals: function () {
  4904. if ( this.attributes[ "position" ] ) {
  4905. var i, il;
  4906. var j, jl;
  4907. var nVertexElements = this.attributes[ "position" ].array.length;
  4908. if ( this.attributes[ "normal" ] === undefined ) {
  4909. this.attributes[ "normal" ] = {
  4910. itemSize: 3,
  4911. array: new Float32Array( nVertexElements ),
  4912. numItems: nVertexElements
  4913. };
  4914. } else {
  4915. // reset existing normals to zero
  4916. for ( i = 0, il = this.attributes[ "normal" ].array.length; i < il; i ++ ) {
  4917. this.attributes[ "normal" ].array[ i ] = 0;
  4918. }
  4919. }
  4920. var positions = this.attributes[ "position" ].array;
  4921. var normals = this.attributes[ "normal" ].array;
  4922. var vA, vB, vC, x, y, z,
  4923. pA = new THREE.Vector3(),
  4924. pB = new THREE.Vector3(),
  4925. pC = new THREE.Vector3(),
  4926. cb = new THREE.Vector3(),
  4927. ab = new THREE.Vector3();
  4928. // indexed elements
  4929. if ( this.attributes[ "index" ] ) {
  4930. var indices = this.attributes[ "index" ].array;
  4931. var offsets = this.offsets;
  4932. for ( j = 0, jl = offsets.length; j < jl; ++ j ) {
  4933. var start = offsets[ j ].start;
  4934. var count = offsets[ j ].count;
  4935. var index = offsets[ j ].index;
  4936. for ( i = start, il = start + count; i < il; i += 3 ) {
  4937. vA = index + indices[ i ];
  4938. vB = index + indices[ i + 1 ];
  4939. vC = index + indices[ i + 2 ];
  4940. x = positions[ vA * 3 ];
  4941. y = positions[ vA * 3 + 1 ];
  4942. z = positions[ vA * 3 + 2 ];
  4943. pA.set( x, y, z );
  4944. x = positions[ vB * 3 ];
  4945. y = positions[ vB * 3 + 1 ];
  4946. z = positions[ vB * 3 + 2 ];
  4947. pB.set( x, y, z );
  4948. x = positions[ vC * 3 ];
  4949. y = positions[ vC * 3 + 1 ];
  4950. z = positions[ vC * 3 + 2 ];
  4951. pC.set( x, y, z );
  4952. cb.subVectors( pC, pB );
  4953. ab.subVectors( pA, pB );
  4954. cb.cross( ab );
  4955. normals[ vA * 3 ] += cb.x;
  4956. normals[ vA * 3 + 1 ] += cb.y;
  4957. normals[ vA * 3 + 2 ] += cb.z;
  4958. normals[ vB * 3 ] += cb.x;
  4959. normals[ vB * 3 + 1 ] += cb.y;
  4960. normals[ vB * 3 + 2 ] += cb.z;
  4961. normals[ vC * 3 ] += cb.x;
  4962. normals[ vC * 3 + 1 ] += cb.y;
  4963. normals[ vC * 3 + 2 ] += cb.z;
  4964. }
  4965. }
  4966. // non-indexed elements (unconnected triangle soup)
  4967. } else {
  4968. for ( i = 0, il = positions.length; i < il; i += 9 ) {
  4969. x = positions[ i ];
  4970. y = positions[ i + 1 ];
  4971. z = positions[ i + 2 ];
  4972. pA.set( x, y, z );
  4973. x = positions[ i + 3 ];
  4974. y = positions[ i + 4 ];
  4975. z = positions[ i + 5 ];
  4976. pB.set( x, y, z );
  4977. x = positions[ i + 6 ];
  4978. y = positions[ i + 7 ];
  4979. z = positions[ i + 8 ];
  4980. pC.set( x, y, z );
  4981. cb.subVectors( pC, pB );
  4982. ab.subVectors( pA, pB );
  4983. cb.cross( ab );
  4984. normals[ i ] = cb.x;
  4985. normals[ i + 1 ] = cb.y;
  4986. normals[ i + 2 ] = cb.z;
  4987. normals[ i + 3 ] = cb.x;
  4988. normals[ i + 4 ] = cb.y;
  4989. normals[ i + 5 ] = cb.z;
  4990. normals[ i + 6 ] = cb.x;
  4991. normals[ i + 7 ] = cb.y;
  4992. normals[ i + 8 ] = cb.z;
  4993. }
  4994. }
  4995. this.normalizeNormals();
  4996. this.normalsNeedUpdate = true;
  4997. }
  4998. },
  4999. normalizeNormals: function () {
  5000. var normals = this.attributes[ "normal" ].array;
  5001. var x, y, z, n;
  5002. for ( var i = 0, il = normals.length; i < il; i += 3 ) {
  5003. x = normals[ i ];
  5004. y = normals[ i + 1 ];
  5005. z = normals[ i + 2 ];
  5006. n = 1.0 / Math.sqrt( x * x + y * y + z * z );
  5007. normals[ i ] *= n;
  5008. normals[ i + 1 ] *= n;
  5009. normals[ i + 2 ] *= n;
  5010. }
  5011. },
  5012. computeTangents: function () {
  5013. // based on http://www.terathon.com/code/tangent.html
  5014. // (per vertex tangents)
  5015. if ( this.attributes[ "index" ] === undefined ||
  5016. this.attributes[ "position" ] === undefined ||
  5017. this.attributes[ "normal" ] === undefined ||
  5018. this.attributes[ "uv" ] === undefined ) {
  5019. console.warn( "Missing required attributes (index, position, normal or uv) in BufferGeometry.computeTangents()" );
  5020. return;
  5021. }
  5022. var indices = this.attributes[ "index" ].array;
  5023. var positions = this.attributes[ "position" ].array;
  5024. var normals = this.attributes[ "normal" ].array;
  5025. var uvs = this.attributes[ "uv" ].array;
  5026. var nVertices = positions.length / 3;
  5027. if ( this.attributes[ "tangent" ] === undefined ) {
  5028. var nTangentElements = 4 * nVertices;
  5029. this.attributes[ "tangent" ] = {
  5030. itemSize: 4,
  5031. array: new Float32Array( nTangentElements ),
  5032. numItems: nTangentElements
  5033. };
  5034. }
  5035. var tangents = this.attributes[ "tangent" ].array;
  5036. var tan1 = [], tan2 = [];
  5037. for ( var k = 0; k < nVertices; k ++ ) {
  5038. tan1[ k ] = new THREE.Vector3();
  5039. tan2[ k ] = new THREE.Vector3();
  5040. }
  5041. var xA, yA, zA,
  5042. xB, yB, zB,
  5043. xC, yC, zC,
  5044. uA, vA,
  5045. uB, vB,
  5046. uC, vC,
  5047. x1, x2, y1, y2, z1, z2,
  5048. s1, s2, t1, t2, r;
  5049. var sdir = new THREE.Vector3(), tdir = new THREE.Vector3();
  5050. function handleTriangle( a, b, c ) {
  5051. xA = positions[ a * 3 ];
  5052. yA = positions[ a * 3 + 1 ];
  5053. zA = positions[ a * 3 + 2 ];
  5054. xB = positions[ b * 3 ];
  5055. yB = positions[ b * 3 + 1 ];
  5056. zB = positions[ b * 3 + 2 ];
  5057. xC = positions[ c * 3 ];
  5058. yC = positions[ c * 3 + 1 ];
  5059. zC = positions[ c * 3 + 2 ];
  5060. uA = uvs[ a * 2 ];
  5061. vA = uvs[ a * 2 + 1 ];
  5062. uB = uvs[ b * 2 ];
  5063. vB = uvs[ b * 2 + 1 ];
  5064. uC = uvs[ c * 2 ];
  5065. vC = uvs[ c * 2 + 1 ];
  5066. x1 = xB - xA;
  5067. x2 = xC - xA;
  5068. y1 = yB - yA;
  5069. y2 = yC - yA;
  5070. z1 = zB - zA;
  5071. z2 = zC - zA;
  5072. s1 = uB - uA;
  5073. s2 = uC - uA;
  5074. t1 = vB - vA;
  5075. t2 = vC - vA;
  5076. r = 1.0 / ( s1 * t2 - s2 * t1 );
  5077. sdir.set(
  5078. ( t2 * x1 - t1 * x2 ) * r,
  5079. ( t2 * y1 - t1 * y2 ) * r,
  5080. ( t2 * z1 - t1 * z2 ) * r
  5081. );
  5082. tdir.set(
  5083. ( s1 * x2 - s2 * x1 ) * r,
  5084. ( s1 * y2 - s2 * y1 ) * r,
  5085. ( s1 * z2 - s2 * z1 ) * r
  5086. );
  5087. tan1[ a ].add( sdir );
  5088. tan1[ b ].add( sdir );
  5089. tan1[ c ].add( sdir );
  5090. tan2[ a ].add( tdir );
  5091. tan2[ b ].add( tdir );
  5092. tan2[ c ].add( tdir );
  5093. }
  5094. var i, il;
  5095. var j, jl;
  5096. var iA, iB, iC;
  5097. var offsets = this.offsets;
  5098. for ( j = 0, jl = offsets.length; j < jl; ++ j ) {
  5099. var start = offsets[ j ].start;
  5100. var count = offsets[ j ].count;
  5101. var index = offsets[ j ].index;
  5102. for ( i = start, il = start + count; i < il; i += 3 ) {
  5103. iA = index + indices[ i ];
  5104. iB = index + indices[ i + 1 ];
  5105. iC = index + indices[ i + 2 ];
  5106. handleTriangle( iA, iB, iC );
  5107. }
  5108. }
  5109. var tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3();
  5110. var n = new THREE.Vector3(), n2 = new THREE.Vector3();
  5111. var w, t, test;
  5112. function handleVertex( v ) {
  5113. n.x = normals[ v * 3 ];
  5114. n.y = normals[ v * 3 + 1 ];
  5115. n.z = normals[ v * 3 + 2 ];
  5116. n2.copy( n );
  5117. t = tan1[ v ];
  5118. // Gram-Schmidt orthogonalize
  5119. tmp.copy( t );
  5120. tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
  5121. // Calculate handedness
  5122. tmp2.crossVectors( n2, t );
  5123. test = tmp2.dot( tan2[ v ] );
  5124. w = ( test < 0.0 ) ? -1.0 : 1.0;
  5125. tangents[ v * 4 ] = tmp.x;
  5126. tangents[ v * 4 + 1 ] = tmp.y;
  5127. tangents[ v * 4 + 2 ] = tmp.z;
  5128. tangents[ v * 4 + 3 ] = w;
  5129. }
  5130. for ( j = 0, jl = offsets.length; j < jl; ++ j ) {
  5131. var start = offsets[ j ].start;
  5132. var count = offsets[ j ].count;
  5133. var index = offsets[ j ].index;
  5134. for ( i = start, il = start + count; i < il; i += 3 ) {
  5135. iA = index + indices[ i ];
  5136. iB = index + indices[ i + 1 ];
  5137. iC = index + indices[ i + 2 ];
  5138. handleVertex( iA );
  5139. handleVertex( iB );
  5140. handleVertex( iC );
  5141. }
  5142. }
  5143. this.hasTangents = true;
  5144. this.tangentsNeedUpdate = true;
  5145. },
  5146. dispose: function () {
  5147. this.dispatchEvent( { type: 'dispose' } );
  5148. }
  5149. };
  5150. /**
  5151. * @author mrdoob / http://mrdoob.com/
  5152. * @author mikael emtinger / http://gomo.se/
  5153. * @author WestLangley / http://github.com/WestLangley
  5154. */
  5155. THREE.Camera = function () {
  5156. THREE.Object3D.call( this );
  5157. this.matrixWorldInverse = new THREE.Matrix4();
  5158. this.projectionMatrix = new THREE.Matrix4();
  5159. this.projectionMatrixInverse = new THREE.Matrix4();
  5160. };
  5161. THREE.Camera.prototype = Object.create( THREE.Object3D.prototype );
  5162. THREE.Camera.prototype.lookAt = function () {
  5163. // This routine does not support cameras with rotated and/or translated parent(s)
  5164. var m1 = new THREE.Matrix4();
  5165. return function ( vector ) {
  5166. m1.lookAt( this.position, vector, this.up );
  5167. if ( this.useQuaternion === true ) {
  5168. this.quaternion.setFromRotationMatrix( m1 );
  5169. } else {
  5170. this.rotation.setEulerFromRotationMatrix( m1, this.eulerOrder );
  5171. }
  5172. };
  5173. }();
  5174. /**
  5175. * @author alteredq / http://alteredqualia.com/
  5176. */
  5177. THREE.OrthographicCamera = function ( left, right, top, bottom, near, far ) {
  5178. THREE.Camera.call( this );
  5179. this.left = left;
  5180. this.right = right;
  5181. this.top = top;
  5182. this.bottom = bottom;
  5183. this.near = ( near !== undefined ) ? near : 0.1;
  5184. this.far = ( far !== undefined ) ? far : 2000;
  5185. this.updateProjectionMatrix();
  5186. };
  5187. THREE.OrthographicCamera.prototype = Object.create( THREE.Camera.prototype );
  5188. THREE.OrthographicCamera.prototype.updateProjectionMatrix = function () {
  5189. this.projectionMatrix.makeOrthographic( this.left, this.right, this.top, this.bottom, this.near, this.far );
  5190. };
  5191. /**
  5192. * @author mrdoob / http://mrdoob.com/
  5193. * @author greggman / http://games.greggman.com/
  5194. * @author zz85 / http://www.lab4games.net/zz85/blog
  5195. */
  5196. THREE.PerspectiveCamera = function ( fov, aspect, near, far ) {
  5197. THREE.Camera.call( this );
  5198. this.fov = fov !== undefined ? fov : 50;
  5199. this.aspect = aspect !== undefined ? aspect : 1;
  5200. this.near = near !== undefined ? near : 0.1;
  5201. this.far = far !== undefined ? far : 2000;
  5202. this.updateProjectionMatrix();
  5203. };
  5204. THREE.PerspectiveCamera.prototype = Object.create( THREE.Camera.prototype );
  5205. /**
  5206. * Uses Focal Length (in mm) to estimate and set FOV
  5207. * 35mm (fullframe) camera is used if frame size is not specified;
  5208. * Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html
  5209. */
  5210. THREE.PerspectiveCamera.prototype.setLens = function ( focalLength, frameHeight ) {
  5211. if ( frameHeight === undefined ) frameHeight = 24;
  5212. this.fov = 2 * THREE.Math.radToDeg( Math.atan( frameHeight / ( focalLength * 2 ) ) );
  5213. this.updateProjectionMatrix();
  5214. }
  5215. /**
  5216. * Sets an offset in a larger frustum. This is useful for multi-window or
  5217. * multi-monitor/multi-machine setups.
  5218. *
  5219. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  5220. * the monitors are in grid like this
  5221. *
  5222. * +---+---+---+
  5223. * | A | B | C |
  5224. * +---+---+---+
  5225. * | D | E | F |
  5226. * +---+---+---+
  5227. *
  5228. * then for each monitor you would call it like this
  5229. *
  5230. * var w = 1920;
  5231. * var h = 1080;
  5232. * var fullWidth = w * 3;
  5233. * var fullHeight = h * 2;
  5234. *
  5235. * --A--
  5236. * camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  5237. * --B--
  5238. * camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  5239. * --C--
  5240. * camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  5241. * --D--
  5242. * camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  5243. * --E--
  5244. * camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  5245. * --F--
  5246. * camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  5247. *
  5248. * Note there is no reason monitors have to be the same size or in a grid.
  5249. */
  5250. THREE.PerspectiveCamera.prototype.setViewOffset = function ( fullWidth, fullHeight, x, y, width, height ) {
  5251. this.fullWidth = fullWidth;
  5252. this.fullHeight = fullHeight;
  5253. this.x = x;
  5254. this.y = y;
  5255. this.width = width;
  5256. this.height = height;
  5257. this.updateProjectionMatrix();
  5258. };
  5259. THREE.PerspectiveCamera.prototype.updateProjectionMatrix = function () {
  5260. if ( this.fullWidth ) {
  5261. var aspect = this.fullWidth / this.fullHeight;
  5262. var top = Math.tan( THREE.Math.degToRad( this.fov * 0.5 ) ) * this.near;
  5263. var bottom = -top;
  5264. var left = aspect * bottom;
  5265. var right = aspect * top;
  5266. var width = Math.abs( right - left );
  5267. var height = Math.abs( top - bottom );
  5268. this.projectionMatrix.makeFrustum(
  5269. left + this.x * width / this.fullWidth,
  5270. left + ( this.x + this.width ) * width / this.fullWidth,
  5271. top - ( this.y + this.height ) * height / this.fullHeight,
  5272. top - this.y * height / this.fullHeight,
  5273. this.near,
  5274. this.far
  5275. );
  5276. } else {
  5277. this.projectionMatrix.makePerspective( this.fov, this.aspect, this.near, this.far );
  5278. }
  5279. };
  5280. /**
  5281. * @author mrdoob / http://mrdoob.com/
  5282. * @author alteredq / http://alteredqualia.com/
  5283. */
  5284. THREE.Light = function ( hex ) {
  5285. THREE.Object3D.call( this );
  5286. this.color = new THREE.Color( hex );
  5287. };
  5288. THREE.Light.prototype = Object.create( THREE.Object3D.prototype );
  5289. THREE.Light.prototype.clone = function ( light ) {
  5290. if ( light === undefined ) light = new THREE.Light();
  5291. THREE.Object3D.prototype.clone.call( this, light );
  5292. light.color.copy( this.color );
  5293. return light;
  5294. };
  5295. /**
  5296. * @author mrdoob / http://mrdoob.com/
  5297. */
  5298. THREE.AmbientLight = function ( hex ) {
  5299. THREE.Light.call( this, hex );
  5300. };
  5301. THREE.AmbientLight.prototype = Object.create( THREE.Light.prototype );
  5302. THREE.AmbientLight.prototype.clone = function () {
  5303. var light = new THREE.AmbientLight();
  5304. THREE.Light.prototype.clone.call( this, light );
  5305. return light;
  5306. };
  5307. /**
  5308. * @author MPanknin / http://www.redplant.de/
  5309. * @author alteredq / http://alteredqualia.com/
  5310. */
  5311. THREE.AreaLight = function ( hex, intensity ) {
  5312. THREE.Light.call( this, hex );
  5313. this.normal = new THREE.Vector3( 0, -1, 0 );
  5314. this.right = new THREE.Vector3( 1, 0, 0 );
  5315. this.intensity = ( intensity !== undefined ) ? intensity : 1;
  5316. this.width = 1.0;
  5317. this.height = 1.0;
  5318. this.constantAttenuation = 1.5;
  5319. this.linearAttenuation = 0.5;
  5320. this.quadraticAttenuation = 0.1;
  5321. };
  5322. THREE.AreaLight.prototype = Object.create( THREE.Light.prototype );
  5323. /**
  5324. * @author mrdoob / http://mrdoob.com/
  5325. * @author alteredq / http://alteredqualia.com/
  5326. */
  5327. THREE.DirectionalLight = function ( hex, intensity ) {
  5328. THREE.Light.call( this, hex );
  5329. this.position.set( 0, 1, 0 );
  5330. this.target = new THREE.Object3D();
  5331. this.intensity = ( intensity !== undefined ) ? intensity : 1;
  5332. this.castShadow = false;
  5333. this.onlyShadow = false;
  5334. //
  5335. this.shadowCameraNear = 50;
  5336. this.shadowCameraFar = 5000;
  5337. this.shadowCameraLeft = -500;
  5338. this.shadowCameraRight = 500;
  5339. this.shadowCameraTop = 500;
  5340. this.shadowCameraBottom = -500;
  5341. this.shadowCameraVisible = false;
  5342. this.shadowBias = 0;
  5343. this.shadowDarkness = 0.5;
  5344. this.shadowMapWidth = 512;
  5345. this.shadowMapHeight = 512;
  5346. //
  5347. this.shadowCascade = false;
  5348. this.shadowCascadeOffset = new THREE.Vector3( 0, 0, -1000 );
  5349. this.shadowCascadeCount = 2;
  5350. this.shadowCascadeBias = [ 0, 0, 0 ];
  5351. this.shadowCascadeWidth = [ 512, 512, 512 ];
  5352. this.shadowCascadeHeight = [ 512, 512, 512 ];
  5353. this.shadowCascadeNearZ = [ -1.000, 0.990, 0.998 ];
  5354. this.shadowCascadeFarZ = [ 0.990, 0.998, 1.000 ];
  5355. this.shadowCascadeArray = [];
  5356. //
  5357. this.shadowMap = null;
  5358. this.shadowMapSize = null;
  5359. this.shadowCamera = null;
  5360. this.shadowMatrix = null;
  5361. };
  5362. THREE.DirectionalLight.prototype = Object.create( THREE.Light.prototype );
  5363. THREE.DirectionalLight.prototype.clone = function () {
  5364. var light = new THREE.DirectionalLight();
  5365. THREE.Light.prototype.clone.call( this, light );
  5366. light.target = this.target.clone();
  5367. light.intensity = this.intensity;
  5368. light.castShadow = this.castShadow;
  5369. light.onlyShadow = this.onlyShadow;
  5370. return light;
  5371. };
  5372. /**
  5373. * @author alteredq / http://alteredqualia.com/
  5374. */
  5375. THREE.HemisphereLight = function ( skyColorHex, groundColorHex, intensity ) {
  5376. THREE.Light.call( this, skyColorHex );
  5377. this.position.set( 0, 100, 0 );
  5378. this.groundColor = new THREE.Color( groundColorHex );
  5379. this.intensity = ( intensity !== undefined ) ? intensity : 1;
  5380. };
  5381. THREE.HemisphereLight.prototype = Object.create( THREE.Light.prototype );
  5382. THREE.HemisphereLight.prototype.clone = function () {
  5383. var light = new THREE.PointLight();
  5384. THREE.Light.prototype.clone.call( this, light );
  5385. light.groundColor.copy( this.groundColor );
  5386. light.intensity = this.intensity;
  5387. return light;
  5388. };
  5389. /**
  5390. * @author mrdoob / http://mrdoob.com/
  5391. */
  5392. THREE.PointLight = function ( hex, intensity, distance ) {
  5393. THREE.Light.call( this, hex );
  5394. this.intensity = ( intensity !== undefined ) ? intensity : 1;
  5395. this.distance = ( distance !== undefined ) ? distance : 0;
  5396. };
  5397. THREE.PointLight.prototype = Object.create( THREE.Light.prototype );
  5398. THREE.PointLight.prototype.clone = function () {
  5399. var light = new THREE.PointLight();
  5400. THREE.Light.prototype.clone.call( this, light );
  5401. light.intensity = this.intensity;
  5402. light.distance = this.distance;
  5403. return light;
  5404. };
  5405. /**
  5406. * @author alteredq / http://alteredqualia.com/
  5407. */
  5408. THREE.SpotLight = function ( hex, intensity, distance, angle, exponent ) {
  5409. THREE.Light.call( this, hex );
  5410. this.position.set( 0, 1, 0 );
  5411. this.target = new THREE.Object3D();
  5412. this.intensity = ( intensity !== undefined ) ? intensity : 1;
  5413. this.distance = ( distance !== undefined ) ? distance : 0;
  5414. this.angle = ( angle !== undefined ) ? angle : Math.PI / 2;
  5415. this.exponent = ( exponent !== undefined ) ? exponent : 10;
  5416. this.castShadow = false;
  5417. this.onlyShadow = false;
  5418. //
  5419. this.shadowCameraNear = 50;
  5420. this.shadowCameraFar = 5000;
  5421. this.shadowCameraFov = 50;
  5422. this.shadowCameraVisible = false;
  5423. this.shadowBias = 0;
  5424. this.shadowDarkness = 0.5;
  5425. this.shadowMapWidth = 512;
  5426. this.shadowMapHeight = 512;
  5427. //
  5428. this.shadowMap = null;
  5429. this.shadowMapSize = null;
  5430. this.shadowCamera = null;
  5431. this.shadowMatrix = null;
  5432. };
  5433. THREE.SpotLight.prototype = Object.create( THREE.Light.prototype );
  5434. THREE.SpotLight.prototype.clone = function () {
  5435. var light = new THREE.SpotLight();
  5436. THREE.Light.prototype.clone.call( this, light );
  5437. light.target = this.target.clone();
  5438. light.intensity = this.intensity;
  5439. light.distance = this.distance;
  5440. light.angle = this.angle;
  5441. light.exponent = this.exponent;
  5442. light.castShadow = this.castShadow;
  5443. light.onlyShadow = this.onlyShadow;
  5444. return light;
  5445. };
  5446. /**
  5447. * @author alteredq / http://alteredqualia.com/
  5448. */
  5449. THREE.Loader = function ( showStatus ) {
  5450. this.showStatus = showStatus;
  5451. this.statusDomElement = showStatus ? THREE.Loader.prototype.addStatusElement() : null;
  5452. this.onLoadStart = function () {};
  5453. this.onLoadProgress = function () {};
  5454. this.onLoadComplete = function () {};
  5455. };
  5456. THREE.Loader.prototype = {
  5457. constructor: THREE.Loader,
  5458. crossOrigin: 'anonymous',
  5459. addStatusElement: function () {
  5460. var e = document.createElement( "div" );
  5461. e.style.position = "absolute";
  5462. e.style.right = "0px";
  5463. e.style.top = "0px";
  5464. e.style.fontSize = "0.8em";
  5465. e.style.textAlign = "left";
  5466. e.style.background = "rgba(0,0,0,0.25)";
  5467. e.style.color = "#fff";
  5468. e.style.width = "120px";
  5469. e.style.padding = "0.5em 0.5em 0.5em 0.5em";
  5470. e.style.zIndex = 1000;
  5471. e.innerHTML = "Loading ...";
  5472. return e;
  5473. },
  5474. updateProgress: function ( progress ) {
  5475. var message = "Loaded ";
  5476. if ( progress.total ) {
  5477. message += ( 100 * progress.loaded / progress.total ).toFixed(0) + "%";
  5478. } else {
  5479. message += ( progress.loaded / 1000 ).toFixed(2) + " KB";
  5480. }
  5481. this.statusDomElement.innerHTML = message;
  5482. },
  5483. extractUrlBase: function ( url ) {
  5484. var parts = url.split( '/' );
  5485. parts.pop();
  5486. return ( parts.length < 1 ? '.' : parts.join( '/' ) ) + '/';
  5487. },
  5488. initMaterials: function ( materials, texturePath ) {
  5489. var array = [];
  5490. for ( var i = 0; i < materials.length; ++ i ) {
  5491. array[ i ] = THREE.Loader.prototype.createMaterial( materials[ i ], texturePath );
  5492. }
  5493. return array;
  5494. },
  5495. needsTangents: function ( materials ) {
  5496. for( var i = 0, il = materials.length; i < il; i ++ ) {
  5497. var m = materials[ i ];
  5498. if ( m instanceof THREE.ShaderMaterial ) return true;
  5499. }
  5500. return false;
  5501. },
  5502. createMaterial: function ( m, texturePath ) {
  5503. var _this = this;
  5504. function is_pow2( n ) {
  5505. var l = Math.log( n ) / Math.LN2;
  5506. return Math.floor( l ) == l;
  5507. }
  5508. function nearest_pow2( n ) {
  5509. var l = Math.log( n ) / Math.LN2;
  5510. return Math.pow( 2, Math.round( l ) );
  5511. }
  5512. function load_image( where, url ) {
  5513. var image = new Image();
  5514. image.onload = function () {
  5515. if ( !is_pow2( this.width ) || !is_pow2( this.height ) ) {
  5516. var width = nearest_pow2( this.width );
  5517. var height = nearest_pow2( this.height );
  5518. where.image.width = width;
  5519. where.image.height = height;
  5520. where.image.getContext( '2d' ).drawImage( this, 0, 0, width, height );
  5521. } else {
  5522. where.image = this;
  5523. }
  5524. where.needsUpdate = true;
  5525. };
  5526. image.crossOrigin = _this.crossOrigin;
  5527. image.src = url;
  5528. }
  5529. function create_texture( where, name, sourceFile, repeat, offset, wrap, anisotropy ) {
  5530. var isCompressed = /\.dds$/i.test( sourceFile );
  5531. var fullPath = texturePath + "/" + sourceFile;
  5532. if ( isCompressed ) {
  5533. var texture = THREE.ImageUtils.loadCompressedTexture( fullPath );
  5534. where[ name ] = texture;
  5535. } else {
  5536. var texture = document.createElement( 'canvas' );
  5537. where[ name ] = new THREE.Texture( texture );
  5538. }
  5539. where[ name ].sourceFile = sourceFile;
  5540. if( repeat ) {
  5541. where[ name ].repeat.set( repeat[ 0 ], repeat[ 1 ] );
  5542. if ( repeat[ 0 ] !== 1 ) where[ name ].wrapS = THREE.RepeatWrapping;
  5543. if ( repeat[ 1 ] !== 1 ) where[ name ].wrapT = THREE.RepeatWrapping;
  5544. }
  5545. if ( offset ) {
  5546. where[ name ].offset.set( offset[ 0 ], offset[ 1 ] );
  5547. }
  5548. if ( wrap ) {
  5549. var wrapMap = {
  5550. "repeat": THREE.RepeatWrapping,
  5551. "mirror": THREE.MirroredRepeatWrapping
  5552. }
  5553. if ( wrapMap[ wrap[ 0 ] ] !== undefined ) where[ name ].wrapS = wrapMap[ wrap[ 0 ] ];
  5554. if ( wrapMap[ wrap[ 1 ] ] !== undefined ) where[ name ].wrapT = wrapMap[ wrap[ 1 ] ];
  5555. }
  5556. if ( anisotropy ) {
  5557. where[ name ].anisotropy = anisotropy;
  5558. }
  5559. if ( ! isCompressed ) {
  5560. load_image( where[ name ], fullPath );
  5561. }
  5562. }
  5563. function rgb2hex( rgb ) {
  5564. return ( rgb[ 0 ] * 255 << 16 ) + ( rgb[ 1 ] * 255 << 8 ) + rgb[ 2 ] * 255;
  5565. }
  5566. // defaults
  5567. var mtype = "MeshLambertMaterial";
  5568. var mpars = { color: 0xeeeeee, opacity: 1.0, map: null, lightMap: null, normalMap: null, bumpMap: null, wireframe: false };
  5569. // parameters from model file
  5570. if ( m.shading ) {
  5571. var shading = m.shading.toLowerCase();
  5572. if ( shading === "phong" ) mtype = "MeshPhongMaterial";
  5573. else if ( shading === "basic" ) mtype = "MeshBasicMaterial";
  5574. }
  5575. if ( m.blending !== undefined && THREE[ m.blending ] !== undefined ) {
  5576. mpars.blending = THREE[ m.blending ];
  5577. }
  5578. if ( m.transparent !== undefined || m.opacity < 1.0 ) {
  5579. mpars.transparent = m.transparent;
  5580. }
  5581. if ( m.depthTest !== undefined ) {
  5582. mpars.depthTest = m.depthTest;
  5583. }
  5584. if ( m.depthWrite !== undefined ) {
  5585. mpars.depthWrite = m.depthWrite;
  5586. }
  5587. if ( m.visible !== undefined ) {
  5588. mpars.visible = m.visible;
  5589. }
  5590. if ( m.flipSided !== undefined ) {
  5591. mpars.side = THREE.BackSide;
  5592. }
  5593. if ( m.doubleSided !== undefined ) {
  5594. mpars.side = THREE.DoubleSide;
  5595. }
  5596. if ( m.wireframe !== undefined ) {
  5597. mpars.wireframe = m.wireframe;
  5598. }
  5599. if ( m.vertexColors !== undefined ) {
  5600. if ( m.vertexColors === "face" ) {
  5601. mpars.vertexColors = THREE.FaceColors;
  5602. } else if ( m.vertexColors ) {
  5603. mpars.vertexColors = THREE.VertexColors;
  5604. }
  5605. }
  5606. // colors
  5607. if ( m.colorDiffuse ) {
  5608. mpars.color = rgb2hex( m.colorDiffuse );
  5609. } else if ( m.DbgColor ) {
  5610. mpars.color = m.DbgColor;
  5611. }
  5612. if ( m.colorSpecular ) {
  5613. mpars.specular = rgb2hex( m.colorSpecular );
  5614. }
  5615. if ( m.colorAmbient ) {
  5616. mpars.ambient = rgb2hex( m.colorAmbient );
  5617. }
  5618. // modifiers
  5619. if ( m.transparency ) {
  5620. mpars.opacity = m.transparency;
  5621. }
  5622. if ( m.specularCoef ) {
  5623. mpars.shininess = m.specularCoef;
  5624. }
  5625. // textures
  5626. if ( m.mapDiffuse && texturePath ) {
  5627. create_texture( mpars, "map", m.mapDiffuse, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy );
  5628. }
  5629. if ( m.mapLight && texturePath ) {
  5630. create_texture( mpars, "lightMap", m.mapLight, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy );
  5631. }
  5632. if ( m.mapBump && texturePath ) {
  5633. create_texture( mpars, "bumpMap", m.mapBump, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy );
  5634. }
  5635. if ( m.mapNormal && texturePath ) {
  5636. create_texture( mpars, "normalMap", m.mapNormal, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy );
  5637. }
  5638. if ( m.mapSpecular && texturePath ) {
  5639. create_texture( mpars, "specularMap", m.mapSpecular, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy );
  5640. }
  5641. //
  5642. if ( m.mapBumpScale ) {
  5643. mpars.bumpScale = m.mapBumpScale;
  5644. }
  5645. // special case for normal mapped material
  5646. if ( m.mapNormal ) {
  5647. var shader = THREE.ShaderLib[ "normalmap" ];
  5648. var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
  5649. uniforms[ "tNormal" ].value = mpars.normalMap;
  5650. if ( m.mapNormalFactor ) {
  5651. uniforms[ "uNormalScale" ].value.set( m.mapNormalFactor, m.mapNormalFactor );
  5652. }
  5653. if ( mpars.map ) {
  5654. uniforms[ "tDiffuse" ].value = mpars.map;
  5655. uniforms[ "enableDiffuse" ].value = true;
  5656. }
  5657. if ( mpars.specularMap ) {
  5658. uniforms[ "tSpecular" ].value = mpars.specularMap;
  5659. uniforms[ "enableSpecular" ].value = true;
  5660. }
  5661. if ( mpars.lightMap ) {
  5662. uniforms[ "tAO" ].value = mpars.lightMap;
  5663. uniforms[ "enableAO" ].value = true;
  5664. }
  5665. // for the moment don't handle displacement texture
  5666. uniforms[ "uDiffuseColor" ].value.setHex( mpars.color );
  5667. uniforms[ "uSpecularColor" ].value.setHex( mpars.specular );
  5668. uniforms[ "uAmbientColor" ].value.setHex( mpars.ambient );
  5669. uniforms[ "uShininess" ].value = mpars.shininess;
  5670. if ( mpars.opacity !== undefined ) {
  5671. uniforms[ "uOpacity" ].value = mpars.opacity;
  5672. }
  5673. var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true };
  5674. var material = new THREE.ShaderMaterial( parameters );
  5675. if ( mpars.transparent ) {
  5676. material.transparent = true;
  5677. }
  5678. } else {
  5679. var material = new THREE[ mtype ]( mpars );
  5680. }
  5681. if ( m.DbgName !== undefined ) material.name = m.DbgName;
  5682. return material;
  5683. }
  5684. };
  5685. /**
  5686. * @author mrdoob / http://mrdoob.com/
  5687. */
  5688. THREE.ImageLoader = function () {
  5689. THREE.EventDispatcher.call( this );
  5690. this.crossOrigin = null;
  5691. };
  5692. THREE.ImageLoader.prototype = {
  5693. constructor: THREE.ImageLoader,
  5694. load: function ( url, image ) {
  5695. var scope = this;
  5696. if ( image === undefined ) image = new Image();
  5697. image.addEventListener( 'load', function () {
  5698. scope.dispatchEvent( { type: 'load', content: image } );
  5699. }, false );
  5700. image.addEventListener( 'error', function () {
  5701. scope.dispatchEvent( { type: 'error', message: 'Couldn\'t load URL [' + url + ']' } );
  5702. }, false );
  5703. if ( scope.crossOrigin ) image.crossOrigin = scope.crossOrigin;
  5704. image.src = url;
  5705. }
  5706. }
  5707. /**
  5708. * @author mrdoob / http://mrdoob.com/
  5709. * @author alteredq / http://alteredqualia.com/
  5710. */
  5711. THREE.JSONLoader = function ( showStatus ) {
  5712. THREE.Loader.call( this, showStatus );
  5713. this.withCredentials = false;
  5714. };
  5715. THREE.JSONLoader.prototype = Object.create( THREE.Loader.prototype );
  5716. THREE.JSONLoader.prototype.load = function ( url, callback, texturePath ) {
  5717. var scope = this;
  5718. // todo: unify load API to for easier SceneLoader use
  5719. texturePath = texturePath && ( typeof texturePath === "string" ) ? texturePath : this.extractUrlBase( url );
  5720. this.onLoadStart();
  5721. this.loadAjaxJSON( this, url, callback, texturePath );
  5722. };
  5723. THREE.JSONLoader.prototype.loadAjaxJSON = function ( context, url, callback, texturePath, callbackProgress ) {
  5724. var xhr = new XMLHttpRequest();
  5725. var length = 0;
  5726. xhr.onreadystatechange = function () {
  5727. if ( xhr.readyState === xhr.DONE ) {
  5728. if ( xhr.status === 200 || xhr.status === 0 ) {
  5729. if ( xhr.responseText ) {
  5730. var json = JSON.parse( xhr.responseText );
  5731. var result = context.parse( json, texturePath );
  5732. callback( result.geometry, result.materials );
  5733. } else {
  5734. console.warn( "THREE.JSONLoader: [" + url + "] seems to be unreachable or file there is empty" );
  5735. }
  5736. // in context of more complex asset initialization
  5737. // do not block on single failed file
  5738. // maybe should go even one more level up
  5739. context.onLoadComplete();
  5740. } else {
  5741. console.error( "THREE.JSONLoader: Couldn't load [" + url + "] [" + xhr.status + "]" );
  5742. }
  5743. } else if ( xhr.readyState === xhr.LOADING ) {
  5744. if ( callbackProgress ) {
  5745. if ( length === 0 ) {
  5746. length = xhr.getResponseHeader( "Content-Length" );
  5747. }
  5748. callbackProgress( { total: length, loaded: xhr.responseText.length } );
  5749. }
  5750. } else if ( xhr.readyState === xhr.HEADERS_RECEIVED ) {
  5751. length = xhr.getResponseHeader( "Content-Length" );
  5752. }
  5753. };
  5754. xhr.open( "GET", url, true );
  5755. xhr.withCredentials = this.withCredentials;
  5756. xhr.send( null );
  5757. };
  5758. THREE.JSONLoader.prototype.parse = function ( json, texturePath ) {
  5759. var scope = this,
  5760. geometry = new THREE.Geometry(),
  5761. scale = ( json.scale !== undefined ) ? 1.0 / json.scale : 1.0;
  5762. parseModel( scale );
  5763. parseSkin();
  5764. parseMorphing( scale );
  5765. geometry.computeCentroids();
  5766. geometry.computeFaceNormals();
  5767. function parseModel( scale ) {
  5768. function isBitSet( value, position ) {
  5769. return value & ( 1 << position );
  5770. }
  5771. var i, j, fi,
  5772. offset, zLength, nVertices,
  5773. colorIndex, normalIndex, uvIndex, materialIndex,
  5774. type,
  5775. isQuad,
  5776. hasMaterial,
  5777. hasFaceUv, hasFaceVertexUv,
  5778. hasFaceNormal, hasFaceVertexNormal,
  5779. hasFaceColor, hasFaceVertexColor,
  5780. vertex, face, color, normal,
  5781. uvLayer, uvs, u, v,
  5782. faces = json.faces,
  5783. vertices = json.vertices,
  5784. normals = json.normals,
  5785. colors = json.colors,
  5786. nUvLayers = 0;
  5787. // disregard empty arrays
  5788. for ( i = 0; i < json.uvs.length; i++ ) {
  5789. if ( json.uvs[ i ].length ) nUvLayers ++;
  5790. }
  5791. for ( i = 0; i < nUvLayers; i++ ) {
  5792. geometry.faceUvs[ i ] = [];
  5793. geometry.faceVertexUvs[ i ] = [];
  5794. }
  5795. offset = 0;
  5796. zLength = vertices.length;
  5797. while ( offset < zLength ) {
  5798. vertex = new THREE.Vector3();
  5799. vertex.x = vertices[ offset ++ ] * scale;
  5800. vertex.y = vertices[ offset ++ ] * scale;
  5801. vertex.z = vertices[ offset ++ ] * scale;
  5802. geometry.vertices.push( vertex );
  5803. }
  5804. offset = 0;
  5805. zLength = faces.length;
  5806. while ( offset < zLength ) {
  5807. type = faces[ offset ++ ];
  5808. isQuad = isBitSet( type, 0 );
  5809. hasMaterial = isBitSet( type, 1 );
  5810. hasFaceUv = isBitSet( type, 2 );
  5811. hasFaceVertexUv = isBitSet( type, 3 );
  5812. hasFaceNormal = isBitSet( type, 4 );
  5813. hasFaceVertexNormal = isBitSet( type, 5 );
  5814. hasFaceColor = isBitSet( type, 6 );
  5815. hasFaceVertexColor = isBitSet( type, 7 );
  5816. //console.log("type", type, "bits", isQuad, hasMaterial, hasFaceUv, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor);
  5817. if ( isQuad ) {
  5818. face = new THREE.Face4();
  5819. face.a = faces[ offset ++ ];
  5820. face.b = faces[ offset ++ ];
  5821. face.c = faces[ offset ++ ];
  5822. face.d = faces[ offset ++ ];
  5823. nVertices = 4;
  5824. } else {
  5825. face = new THREE.Face3();
  5826. face.a = faces[ offset ++ ];
  5827. face.b = faces[ offset ++ ];
  5828. face.c = faces[ offset ++ ];
  5829. nVertices = 3;
  5830. }
  5831. if ( hasMaterial ) {
  5832. materialIndex = faces[ offset ++ ];
  5833. face.materialIndex = materialIndex;
  5834. }
  5835. // to get face <=> uv index correspondence
  5836. fi = geometry.faces.length;
  5837. if ( hasFaceUv ) {
  5838. for ( i = 0; i < nUvLayers; i++ ) {
  5839. uvLayer = json.uvs[ i ];
  5840. uvIndex = faces[ offset ++ ];
  5841. u = uvLayer[ uvIndex * 2 ];
  5842. v = uvLayer[ uvIndex * 2 + 1 ];
  5843. geometry.faceUvs[ i ][ fi ] = new THREE.Vector2( u, v );
  5844. }
  5845. }
  5846. if ( hasFaceVertexUv ) {
  5847. for ( i = 0; i < nUvLayers; i++ ) {
  5848. uvLayer = json.uvs[ i ];
  5849. uvs = [];
  5850. for ( j = 0; j < nVertices; j ++ ) {
  5851. uvIndex = faces[ offset ++ ];
  5852. u = uvLayer[ uvIndex * 2 ];
  5853. v = uvLayer[ uvIndex * 2 + 1 ];
  5854. uvs[ j ] = new THREE.Vector2( u, v );
  5855. }
  5856. geometry.faceVertexUvs[ i ][ fi ] = uvs;
  5857. }
  5858. }
  5859. if ( hasFaceNormal ) {
  5860. normalIndex = faces[ offset ++ ] * 3;
  5861. normal = new THREE.Vector3();
  5862. normal.x = normals[ normalIndex ++ ];
  5863. normal.y = normals[ normalIndex ++ ];
  5864. normal.z = normals[ normalIndex ];
  5865. face.normal = normal;
  5866. }
  5867. if ( hasFaceVertexNormal ) {
  5868. for ( i = 0; i < nVertices; i++ ) {
  5869. normalIndex = faces[ offset ++ ] * 3;
  5870. normal = new THREE.Vector3();
  5871. normal.x = normals[ normalIndex ++ ];
  5872. normal.y = normals[ normalIndex ++ ];
  5873. normal.z = normals[ normalIndex ];
  5874. face.vertexNormals.push( normal );
  5875. }
  5876. }
  5877. if ( hasFaceColor ) {
  5878. colorIndex = faces[ offset ++ ];
  5879. color = new THREE.Color( colors[ colorIndex ] );
  5880. face.color = color;
  5881. }
  5882. if ( hasFaceVertexColor ) {
  5883. for ( i = 0; i < nVertices; i++ ) {
  5884. colorIndex = faces[ offset ++ ];
  5885. color = new THREE.Color( colors[ colorIndex ] );
  5886. face.vertexColors.push( color );
  5887. }
  5888. }
  5889. geometry.faces.push( face );
  5890. }
  5891. };
  5892. function parseSkin() {
  5893. var i, l, x, y, z, w, a, b, c, d;
  5894. if ( json.skinWeights ) {
  5895. for ( i = 0, l = json.skinWeights.length; i < l; i += 2 ) {
  5896. x = json.skinWeights[ i ];
  5897. y = json.skinWeights[ i + 1 ];
  5898. z = 0;
  5899. w = 0;
  5900. geometry.skinWeights.push( new THREE.Vector4( x, y, z, w ) );
  5901. }
  5902. }
  5903. if ( json.skinIndices ) {
  5904. for ( i = 0, l = json.skinIndices.length; i < l; i += 2 ) {
  5905. a = json.skinIndices[ i ];
  5906. b = json.skinIndices[ i + 1 ];
  5907. c = 0;
  5908. d = 0;
  5909. geometry.skinIndices.push( new THREE.Vector4( a, b, c, d ) );
  5910. }
  5911. }
  5912. geometry.bones = json.bones;
  5913. geometry.animation = json.animation;
  5914. };
  5915. function parseMorphing( scale ) {
  5916. if ( json.morphTargets !== undefined ) {
  5917. var i, l, v, vl, dstVertices, srcVertices;
  5918. for ( i = 0, l = json.morphTargets.length; i < l; i ++ ) {
  5919. geometry.morphTargets[ i ] = {};
  5920. geometry.morphTargets[ i ].name = json.morphTargets[ i ].name;
  5921. geometry.morphTargets[ i ].vertices = [];
  5922. dstVertices = geometry.morphTargets[ i ].vertices;
  5923. srcVertices = json.morphTargets [ i ].vertices;
  5924. for( v = 0, vl = srcVertices.length; v < vl; v += 3 ) {
  5925. var vertex = new THREE.Vector3();
  5926. vertex.x = srcVertices[ v ] * scale;
  5927. vertex.y = srcVertices[ v + 1 ] * scale;
  5928. vertex.z = srcVertices[ v + 2 ] * scale;
  5929. dstVertices.push( vertex );
  5930. }
  5931. }
  5932. }
  5933. if ( json.morphColors !== undefined ) {
  5934. var i, l, c, cl, dstColors, srcColors, color;
  5935. for ( i = 0, l = json.morphColors.length; i < l; i++ ) {
  5936. geometry.morphColors[ i ] = {};
  5937. geometry.morphColors[ i ].name = json.morphColors[ i ].name;
  5938. geometry.morphColors[ i ].colors = [];
  5939. dstColors = geometry.morphColors[ i ].colors;
  5940. srcColors = json.morphColors [ i ].colors;
  5941. for ( c = 0, cl = srcColors.length; c < cl; c += 3 ) {
  5942. color = new THREE.Color( 0xffaa00 );
  5943. color.setRGB( srcColors[ c ], srcColors[ c + 1 ], srcColors[ c + 2 ] );
  5944. dstColors.push( color );
  5945. }
  5946. }
  5947. }
  5948. };
  5949. if ( json.materials === undefined ) {
  5950. return { geometry: geometry };
  5951. } else {
  5952. var materials = this.initMaterials( json.materials, texturePath );
  5953. if ( this.needsTangents( materials ) ) {
  5954. geometry.computeTangents();
  5955. }
  5956. return { geometry: geometry, materials: materials };
  5957. }
  5958. };
  5959. /**
  5960. * @author mrdoob / http://mrdoob.com/
  5961. */
  5962. THREE.LoadingMonitor = function () {
  5963. THREE.EventDispatcher.call( this );
  5964. var scope = this;
  5965. var loaded = 0;
  5966. var total = 0;
  5967. var onLoad = function ( event ) {
  5968. loaded ++;
  5969. scope.dispatchEvent( { type: 'progress', loaded: loaded, total: total } );
  5970. if ( loaded === total ) {
  5971. scope.dispatchEvent( { type: 'load' } );
  5972. }
  5973. };
  5974. this.add = function ( loader ) {
  5975. total ++;
  5976. loader.addEventListener( 'load', onLoad, false );
  5977. };
  5978. };
  5979. /**
  5980. * @author mrdoob / http://mrdoob.com/
  5981. */
  5982. THREE.MaterialLoader = function () {
  5983. THREE.EventDispatcher.call( this );
  5984. };
  5985. THREE.MaterialLoader.prototype = {
  5986. constructor: THREE.MaterialLoader,
  5987. load: function ( url ) {
  5988. var scope = this;
  5989. var request = new XMLHttpRequest();
  5990. request.addEventListener( 'load', function ( event ) {
  5991. var response = scope.parse( JSON.parse( event.target.responseText ) );
  5992. scope.dispatchEvent( { type: 'load', content: response } );
  5993. }, false );
  5994. request.addEventListener( 'progress', function ( event ) {
  5995. scope.dispatchEvent( { type: 'progress', loaded: event.loaded, total: event.total } );
  5996. }, false );
  5997. request.addEventListener( 'error', function () {
  5998. scope.dispatchEvent( { type: 'error', message: 'Couldn\'t load URL [' + url + ']' } );
  5999. }, false );
  6000. request.open( 'GET', url, true );
  6001. request.send( null );
  6002. },
  6003. parse: function ( json ) {
  6004. var material;
  6005. switch ( json.type ) {
  6006. case 'MeshBasicMaterial':
  6007. material = new THREE.MeshBasicMaterial( {
  6008. color: json.color,
  6009. opacity: json.opacity,
  6010. transparent: json.transparent,
  6011. wireframe: json.wireframe
  6012. } );
  6013. break;
  6014. case 'MeshLambertMaterial':
  6015. material = new THREE.MeshLambertMaterial( {
  6016. color: json.color,
  6017. ambient: json.ambient,
  6018. emissive: json.emissive,
  6019. opacity: json.opacity,
  6020. transparent: json.transparent,
  6021. wireframe: json.wireframe
  6022. } );
  6023. break;
  6024. case 'MeshPhongMaterial':
  6025. material = new THREE.MeshPhongMaterial( {
  6026. color: json.color,
  6027. ambient: json.ambient,
  6028. emissive: json.emissive,
  6029. specular: json.specular,
  6030. shininess: json.shininess,
  6031. opacity: json.opacity,
  6032. transparent: json.transparent,
  6033. wireframe: json.wireframe
  6034. } );
  6035. break;
  6036. case 'MeshNormalMaterial':
  6037. material = new THREE.MeshNormalMaterial( {
  6038. opacity: json.opacity,
  6039. transparent: json.transparent,
  6040. wireframe: json.wireframe
  6041. } );
  6042. break;
  6043. case 'MeshDepthMaterial':
  6044. material = new THREE.MeshDepthMaterial( {
  6045. opacity: json.opacity,
  6046. transparent: json.transparent,
  6047. wireframe: json.wireframe
  6048. } );
  6049. break;
  6050. }
  6051. return material;
  6052. }
  6053. };
  6054. /**
  6055. * @author alteredq / http://alteredqualia.com/
  6056. */
  6057. THREE.SceneLoader = function () {
  6058. this.onLoadStart = function () {};
  6059. this.onLoadProgress = function() {};
  6060. this.onLoadComplete = function () {};
  6061. this.callbackSync = function () {};
  6062. this.callbackProgress = function () {};
  6063. this.geometryHandlerMap = {};
  6064. this.hierarchyHandlerMap = {};
  6065. this.addGeometryHandler( "ascii", THREE.JSONLoader );
  6066. };
  6067. THREE.SceneLoader.prototype.constructor = THREE.SceneLoader;
  6068. THREE.SceneLoader.prototype.load = function ( url, callbackFinished ) {
  6069. var scope = this;
  6070. var xhr = new XMLHttpRequest();
  6071. xhr.onreadystatechange = function () {
  6072. if ( xhr.readyState === 4 ) {
  6073. if ( xhr.status === 200 || xhr.status === 0 ) {
  6074. var json = JSON.parse( xhr.responseText );
  6075. scope.parse( json, callbackFinished, url );
  6076. } else {
  6077. console.error( "THREE.SceneLoader: Couldn't load [" + url + "] [" + xhr.status + "]" );
  6078. }
  6079. }
  6080. };
  6081. xhr.open( "GET", url, true );
  6082. xhr.send( null );
  6083. };
  6084. THREE.SceneLoader.prototype.addGeometryHandler = function ( typeID, loaderClass ) {
  6085. this.geometryHandlerMap[ typeID ] = { "loaderClass": loaderClass };
  6086. };
  6087. THREE.SceneLoader.prototype.addHierarchyHandler = function ( typeID, loaderClass ) {
  6088. this.hierarchyHandlerMap[ typeID ] = { "loaderClass": loaderClass };
  6089. };
  6090. THREE.SceneLoader.prototype.parse = function ( json, callbackFinished, url ) {
  6091. var scope = this;
  6092. var urlBase = THREE.Loader.prototype.extractUrlBase( url );
  6093. var geometry, material, camera, fog,
  6094. texture, images, color,
  6095. light, hex, intensity,
  6096. counter_models, counter_textures,
  6097. total_models, total_textures,
  6098. result;
  6099. var target_array = [];
  6100. var data = json;
  6101. // async geometry loaders
  6102. for ( var typeID in this.geometryHandlerMap ) {
  6103. var loaderClass = this.geometryHandlerMap[ typeID ][ "loaderClass" ];
  6104. this.geometryHandlerMap[ typeID ][ "loaderObject" ] = new loaderClass();
  6105. }
  6106. // async hierachy loaders
  6107. for ( var typeID in this.hierarchyHandlerMap ) {
  6108. var loaderClass = this.hierarchyHandlerMap[ typeID ][ "loaderClass" ];
  6109. this.hierarchyHandlerMap[ typeID ][ "loaderObject" ] = new loaderClass();
  6110. }
  6111. counter_models = 0;
  6112. counter_textures = 0;
  6113. result = {
  6114. scene: new THREE.Scene(),
  6115. geometries: {},
  6116. face_materials: {},
  6117. materials: {},
  6118. textures: {},
  6119. objects: {},
  6120. cameras: {},
  6121. lights: {},
  6122. fogs: {},
  6123. empties: {},
  6124. groups: {}
  6125. };
  6126. if ( data.transform ) {
  6127. var position = data.transform.position,
  6128. rotation = data.transform.rotation,
  6129. scale = data.transform.scale;
  6130. if ( position )
  6131. result.scene.position.set( position[ 0 ], position[ 1 ], position [ 2 ] );
  6132. if ( rotation )
  6133. result.scene.rotation.set( rotation[ 0 ], rotation[ 1 ], rotation [ 2 ] );
  6134. if ( scale )
  6135. result.scene.scale.set( scale[ 0 ], scale[ 1 ], scale [ 2 ] );
  6136. if ( position || rotation || scale ) {
  6137. result.scene.updateMatrix();
  6138. result.scene.updateMatrixWorld();
  6139. }
  6140. }
  6141. function get_url( source_url, url_type ) {
  6142. if ( url_type == "relativeToHTML" ) {
  6143. return source_url;
  6144. } else {
  6145. return urlBase + "/" + source_url;
  6146. }
  6147. };
  6148. // toplevel loader function, delegates to handle_children
  6149. function handle_objects() {
  6150. handle_children( result.scene, data.objects );
  6151. }
  6152. // handle all the children from the loaded json and attach them to given parent
  6153. function handle_children( parent, children ) {
  6154. var mat, dst, pos, rot, scl, quat;
  6155. for ( var objID in children ) {
  6156. // check by id if child has already been handled,
  6157. // if not, create new object
  6158. if ( result.objects[ objID ] === undefined ) {
  6159. var objJSON = children[ objID ];
  6160. var object = null;
  6161. // meshes
  6162. if ( objJSON.type && ( objJSON.type in scope.hierarchyHandlerMap ) ) {
  6163. if ( objJSON.loading === undefined ) {
  6164. var reservedTypes = { "type": 1, "url": 1, "material": 1,
  6165. "position": 1, "rotation": 1, "scale" : 1,
  6166. "visible": 1, "children": 1, "userData": 1,
  6167. "skin": 1, "morph": 1, "mirroredLoop": 1, "duration": 1 };
  6168. var loaderParameters = {};
  6169. for ( var parType in objJSON ) {
  6170. if ( ! ( parType in reservedTypes ) ) {
  6171. loaderParameters[ parType ] = objJSON[ parType ];
  6172. }
  6173. }
  6174. material = result.materials[ objJSON.material ];
  6175. objJSON.loading = true;
  6176. var loader = scope.hierarchyHandlerMap[ objJSON.type ][ "loaderObject" ];
  6177. // ColladaLoader
  6178. if ( loader.options ) {
  6179. loader.load( get_url( objJSON.url, data.urlBaseType ), create_callback_hierachy( objID, parent, material, objJSON ) );
  6180. // UTF8Loader
  6181. // OBJLoader
  6182. } else {
  6183. loader.load( get_url( objJSON.url, data.urlBaseType ), create_callback_hierachy( objID, parent, material, objJSON ), loaderParameters );
  6184. }
  6185. }
  6186. } else if ( objJSON.geometry !== undefined ) {
  6187. geometry = result.geometries[ objJSON.geometry ];
  6188. // geometry already loaded
  6189. if ( geometry ) {
  6190. var needsTangents = false;
  6191. material = result.materials[ objJSON.material ];
  6192. needsTangents = material instanceof THREE.ShaderMaterial;
  6193. pos = objJSON.position;
  6194. rot = objJSON.rotation;
  6195. scl = objJSON.scale;
  6196. mat = objJSON.matrix;
  6197. quat = objJSON.quaternion;
  6198. // use materials from the model file
  6199. // if there is no material specified in the object
  6200. if ( ! objJSON.material ) {
  6201. material = new THREE.MeshFaceMaterial( result.face_materials[ objJSON.geometry ] );
  6202. }
  6203. // use materials from the model file
  6204. // if there is just empty face material
  6205. // (must create new material as each model has its own face material)
  6206. if ( ( material instanceof THREE.MeshFaceMaterial ) && material.materials.length === 0 ) {
  6207. material = new THREE.MeshFaceMaterial( result.face_materials[ objJSON.geometry ] );
  6208. }
  6209. if ( material instanceof THREE.MeshFaceMaterial ) {
  6210. for ( var i = 0; i < material.materials.length; i ++ ) {
  6211. needsTangents = needsTangents || ( material.materials[ i ] instanceof THREE.ShaderMaterial );
  6212. }
  6213. }
  6214. if ( needsTangents ) {
  6215. geometry.computeTangents();
  6216. }
  6217. if ( objJSON.skin ) {
  6218. object = new THREE.SkinnedMesh( geometry, material );
  6219. } else if ( objJSON.morph ) {
  6220. object = new THREE.MorphAnimMesh( geometry, material );
  6221. if ( objJSON.duration !== undefined ) {
  6222. object.duration = objJSON.duration;
  6223. }
  6224. if ( objJSON.time !== undefined ) {
  6225. object.time = objJSON.time;
  6226. }
  6227. if ( objJSON.mirroredLoop !== undefined ) {
  6228. object.mirroredLoop = objJSON.mirroredLoop;
  6229. }
  6230. if ( material.morphNormals ) {
  6231. geometry.computeMorphNormals();
  6232. }
  6233. } else {
  6234. object = new THREE.Mesh( geometry, material );
  6235. }
  6236. object.name = objID;
  6237. if ( mat ) {
  6238. object.matrixAutoUpdate = false;
  6239. object.matrix.set(
  6240. mat[0], mat[1], mat[2], mat[3],
  6241. mat[4], mat[5], mat[6], mat[7],
  6242. mat[8], mat[9], mat[10], mat[11],
  6243. mat[12], mat[13], mat[14], mat[15]
  6244. );
  6245. } else {
  6246. object.position.set( pos[0], pos[1], pos[2] );
  6247. if ( quat ) {
  6248. object.quaternion.set( quat[0], quat[1], quat[2], quat[3] );
  6249. object.useQuaternion = true;
  6250. } else {
  6251. object.rotation.set( rot[0], rot[1], rot[2] );
  6252. }
  6253. object.scale.set( scl[0], scl[1], scl[2] );
  6254. }
  6255. object.visible = objJSON.visible;
  6256. object.castShadow = objJSON.castShadow;
  6257. object.receiveShadow = objJSON.receiveShadow;
  6258. parent.add( object );
  6259. result.objects[ objID ] = object;
  6260. }
  6261. // lights
  6262. } else if ( objJSON.type === "DirectionalLight" || objJSON.type === "PointLight" || objJSON.type === "AmbientLight" ) {
  6263. hex = ( objJSON.color !== undefined ) ? objJSON.color : 0xffffff;
  6264. intensity = ( objJSON.intensity !== undefined ) ? objJSON.intensity : 1;
  6265. if ( objJSON.type === "DirectionalLight" ) {
  6266. pos = objJSON.direction;
  6267. light = new THREE.DirectionalLight( hex, intensity );
  6268. light.position.set( pos[0], pos[1], pos[2] );
  6269. if ( objJSON.target ) {
  6270. target_array.push( { "object": light, "targetName" : objJSON.target } );
  6271. // kill existing default target
  6272. // otherwise it gets added to scene when parent gets added
  6273. light.target = null;
  6274. }
  6275. } else if ( objJSON.type === "PointLight" ) {
  6276. pos = objJSON.position;
  6277. dst = objJSON.distance;
  6278. light = new THREE.PointLight( hex, intensity, dst );
  6279. light.position.set( pos[0], pos[1], pos[2] );
  6280. } else if ( objJSON.type === "AmbientLight" ) {
  6281. light = new THREE.AmbientLight( hex );
  6282. }
  6283. parent.add( light );
  6284. light.name = objID;
  6285. result.lights[ objID ] = light;
  6286. result.objects[ objID ] = light;
  6287. // cameras
  6288. } else if ( objJSON.type === "PerspectiveCamera" || objJSON.type === "OrthographicCamera" ) {
  6289. if ( objJSON.type === "PerspectiveCamera" ) {
  6290. camera = new THREE.PerspectiveCamera( objJSON.fov, objJSON.aspect, objJSON.near, objJSON.far );
  6291. } else if ( objJSON.type === "OrthographicCamera" ) {
  6292. camera = new THREE.OrthographicCamera( objJSON.left, objJSON.right, objJSON.top, objJSON.bottom, objJSON.near, objJSON.far );
  6293. }
  6294. pos = objJSON.position;
  6295. camera.position.set( pos[0], pos[1], pos[2] );
  6296. parent.add( camera );
  6297. camera.name = objID;
  6298. result.cameras[ objID ] = camera;
  6299. result.objects[ objID ] = camera;
  6300. // pure Object3D
  6301. } else {
  6302. pos = objJSON.position;
  6303. rot = objJSON.rotation;
  6304. scl = objJSON.scale;
  6305. quat = objJSON.quaternion;
  6306. object = new THREE.Object3D();
  6307. object.name = objID;
  6308. object.position.set( pos[0], pos[1], pos[2] );
  6309. if ( quat ) {
  6310. object.quaternion.set( quat[0], quat[1], quat[2], quat[3] );
  6311. object.useQuaternion = true;
  6312. } else {
  6313. object.rotation.set( rot[0], rot[1], rot[2] );
  6314. }
  6315. object.scale.set( scl[0], scl[1], scl[2] );
  6316. object.visible = ( objJSON.visible !== undefined ) ? objJSON.visible : false;
  6317. parent.add( object );
  6318. result.objects[ objID ] = object;
  6319. result.empties[ objID ] = object;
  6320. }
  6321. if ( object ) {
  6322. if ( objJSON.userData !== undefined ) {
  6323. for ( var key in objJSON.userData ) {
  6324. var value = objJSON.userData[ key ];
  6325. object.userData[ key ] = value;
  6326. }
  6327. }
  6328. if ( objJSON.groups !== undefined ) {
  6329. for ( var i = 0; i < objJSON.groups.length; i ++ ) {
  6330. var groupID = objJSON.groups[ i ];
  6331. if ( result.groups[ groupID ] === undefined ) {
  6332. result.groups[ groupID ] = [];
  6333. }
  6334. result.groups[ groupID ].push( objID );
  6335. }
  6336. }
  6337. if ( objJSON.children !== undefined ) {
  6338. handle_children( object, objJSON.children );
  6339. }
  6340. }
  6341. }
  6342. }
  6343. };
  6344. function handle_mesh( geo, mat, id ) {
  6345. result.geometries[ id ] = geo;
  6346. result.face_materials[ id ] = mat;
  6347. handle_objects();
  6348. };
  6349. function handle_hierarchy( node, id, parent, material, obj ) {
  6350. var p = obj.position;
  6351. var r = obj.rotation;
  6352. var q = obj.quaternion;
  6353. var s = obj.scale;
  6354. node.position.set( p[0], p[1], p[2] );
  6355. if ( q ) {
  6356. node.quaternion.set( q[0], q[1], q[2], q[3] );
  6357. node.useQuaternion = true;
  6358. } else {
  6359. node.rotation.set( r[0], r[1], r[2] );
  6360. }
  6361. node.scale.set( s[0], s[1], s[2] );
  6362. // override children materials
  6363. // if object material was specified in JSON explicitly
  6364. if ( material ) {
  6365. node.traverse( function ( child ) {
  6366. child.material = material;
  6367. } );
  6368. }
  6369. // override children visibility
  6370. // with root node visibility as specified in JSON
  6371. var visible = ( obj.visible !== undefined ) ? obj.visible : true;
  6372. node.traverse( function ( child ) {
  6373. child.visible = visible;
  6374. } );
  6375. parent.add( node );
  6376. node.name = id;
  6377. result.objects[ id ] = node;
  6378. handle_objects();
  6379. };
  6380. function create_callback_geometry( id ) {
  6381. return function ( geo, mat ) {
  6382. geo.name = id;
  6383. handle_mesh( geo, mat, id );
  6384. counter_models -= 1;
  6385. scope.onLoadComplete();
  6386. async_callback_gate();
  6387. }
  6388. };
  6389. function create_callback_hierachy( id, parent, material, obj ) {
  6390. return function ( event ) {
  6391. var result;
  6392. // loaders which use EventDispatcher
  6393. if ( event.content ) {
  6394. result = event.content;
  6395. // ColladaLoader
  6396. } else if ( event.dae ) {
  6397. result = event.scene;
  6398. // UTF8Loader
  6399. } else {
  6400. result = event;
  6401. }
  6402. handle_hierarchy( result, id, parent, material, obj );
  6403. counter_models -= 1;
  6404. scope.onLoadComplete();
  6405. async_callback_gate();
  6406. }
  6407. };
  6408. function create_callback_embed( id ) {
  6409. return function ( geo, mat ) {
  6410. geo.name = id;
  6411. result.geometries[ id ] = geo;
  6412. result.face_materials[ id ] = mat;
  6413. }
  6414. };
  6415. function async_callback_gate() {
  6416. var progress = {
  6417. totalModels : total_models,
  6418. totalTextures : total_textures,
  6419. loadedModels : total_models - counter_models,
  6420. loadedTextures : total_textures - counter_textures
  6421. };
  6422. scope.callbackProgress( progress, result );
  6423. scope.onLoadProgress();
  6424. if ( counter_models === 0 && counter_textures === 0 ) {
  6425. finalize();
  6426. callbackFinished( result );
  6427. }
  6428. };
  6429. function finalize() {
  6430. // take care of targets which could be asynchronously loaded objects
  6431. for ( var i = 0; i < target_array.length; i ++ ) {
  6432. var ta = target_array[ i ];
  6433. var target = result.objects[ ta.targetName ];
  6434. if ( target ) {
  6435. ta.object.target = target;
  6436. } else {
  6437. // if there was error and target of specified name doesn't exist in the scene file
  6438. // create instead dummy target
  6439. // (target must be added to scene explicitly as parent is already added)
  6440. ta.object.target = new THREE.Object3D();
  6441. result.scene.add( ta.object.target );
  6442. }
  6443. ta.object.target.userData.targetInverse = ta.object;
  6444. }
  6445. };
  6446. var callbackTexture = function ( count ) {
  6447. counter_textures -= count;
  6448. async_callback_gate();
  6449. scope.onLoadComplete();
  6450. };
  6451. // must use this instead of just directly calling callbackTexture
  6452. // because of closure in the calling context loop
  6453. var generateTextureCallback = function ( count ) {
  6454. return function () {
  6455. callbackTexture( count );
  6456. };
  6457. };
  6458. // first go synchronous elements
  6459. // fogs
  6460. var fogID, fogJSON;
  6461. for ( fogID in data.fogs ) {
  6462. fogJSON = data.fogs[ fogID ];
  6463. if ( fogJSON.type === "linear" ) {
  6464. fog = new THREE.Fog( 0x000000, fogJSON.near, fogJSON.far );
  6465. } else if ( fogJSON.type === "exp2" ) {
  6466. fog = new THREE.FogExp2( 0x000000, fogJSON.density );
  6467. }
  6468. color = fogJSON.color;
  6469. fog.color.setRGB( color[0], color[1], color[2] );
  6470. result.fogs[ fogID ] = fog;
  6471. }
  6472. // now come potentially asynchronous elements
  6473. // geometries
  6474. // count how many geometries will be loaded asynchronously
  6475. var geoID, geoJSON;
  6476. for ( geoID in data.geometries ) {
  6477. geoJSON = data.geometries[ geoID ];
  6478. if ( geoJSON.type in this.geometryHandlerMap ) {
  6479. counter_models += 1;
  6480. scope.onLoadStart();
  6481. }
  6482. }
  6483. // count how many hierarchies will be loaded asynchronously
  6484. var objID, objJSON;
  6485. for ( objID in data.objects ) {
  6486. objJSON = data.objects[ objID ];
  6487. if ( objJSON.type && ( objJSON.type in this.hierarchyHandlerMap ) ) {
  6488. counter_models += 1;
  6489. scope.onLoadStart();
  6490. }
  6491. }
  6492. total_models = counter_models;
  6493. for ( geoID in data.geometries ) {
  6494. geoJSON = data.geometries[ geoID ];
  6495. if ( geoJSON.type === "cube" ) {
  6496. geometry = new THREE.CubeGeometry( geoJSON.width, geoJSON.height, geoJSON.depth, geoJSON.widthSegments, geoJSON.heightSegments, geoJSON.depthSegments );
  6497. geometry.name = geoID;
  6498. result.geometries[ geoID ] = geometry;
  6499. } else if ( geoJSON.type === "plane" ) {
  6500. geometry = new THREE.PlaneGeometry( geoJSON.width, geoJSON.height, geoJSON.widthSegments, geoJSON.heightSegments );
  6501. geometry.name = geoID;
  6502. result.geometries[ geoID ] = geometry;
  6503. } else if ( geoJSON.type === "sphere" ) {
  6504. geometry = new THREE.SphereGeometry( geoJSON.radius, geoJSON.widthSegments, geoJSON.heightSegments );
  6505. geometry.name = geoID;
  6506. result.geometries[ geoID ] = geometry;
  6507. } else if ( geoJSON.type === "cylinder" ) {
  6508. geometry = new THREE.CylinderGeometry( geoJSON.topRad, geoJSON.botRad, geoJSON.height, geoJSON.radSegs, geoJSON.heightSegs );
  6509. geometry.name = geoID;
  6510. result.geometries[ geoID ] = geometry;
  6511. } else if ( geoJSON.type === "torus" ) {
  6512. geometry = new THREE.TorusGeometry( geoJSON.radius, geoJSON.tube, geoJSON.segmentsR, geoJSON.segmentsT );
  6513. geometry.name = geoID;
  6514. result.geometries[ geoID ] = geometry;
  6515. } else if ( geoJSON.type === "icosahedron" ) {
  6516. geometry = new THREE.IcosahedronGeometry( geoJSON.radius, geoJSON.subdivisions );
  6517. geometry.name = geoID;
  6518. result.geometries[ geoID ] = geometry;
  6519. } else if ( geoJSON.type in this.geometryHandlerMap ) {
  6520. var loaderParameters = {};
  6521. for ( var parType in geoJSON ) {
  6522. if ( parType !== "type" && parType !== "url" ) {
  6523. loaderParameters[ parType ] = geoJSON[ parType ];
  6524. }
  6525. }
  6526. var loader = this.geometryHandlerMap[ geoJSON.type ][ "loaderObject" ];
  6527. loader.load( get_url( geoJSON.url, data.urlBaseType ), create_callback_geometry( geoID ), loaderParameters );
  6528. } else if ( geoJSON.type === "embedded" ) {
  6529. var modelJson = data.embeds[ geoJSON.id ],
  6530. texture_path = "";
  6531. // pass metadata along to jsonLoader so it knows the format version
  6532. modelJson.metadata = data.metadata;
  6533. if ( modelJson ) {
  6534. var jsonLoader = this.geometryHandlerMap[ "ascii" ][ "loaderObject" ];
  6535. var model = jsonLoader.parse( modelJson, texture_path );
  6536. create_callback_embed( geoID )( model.geometry, model.materials );
  6537. }
  6538. }
  6539. }
  6540. // textures
  6541. // count how many textures will be loaded asynchronously
  6542. var textureID, textureJSON;
  6543. for ( textureID in data.textures ) {
  6544. textureJSON = data.textures[ textureID ];
  6545. if ( textureJSON.url instanceof Array ) {
  6546. counter_textures += textureJSON.url.length;
  6547. for( var n = 0; n < textureJSON.url.length; n ++ ) {
  6548. scope.onLoadStart();
  6549. }
  6550. } else {
  6551. counter_textures += 1;
  6552. scope.onLoadStart();
  6553. }
  6554. }
  6555. total_textures = counter_textures;
  6556. for ( textureID in data.textures ) {
  6557. textureJSON = data.textures[ textureID ];
  6558. if ( textureJSON.mapping !== undefined && THREE[ textureJSON.mapping ] !== undefined ) {
  6559. textureJSON.mapping = new THREE[ textureJSON.mapping ]();
  6560. }
  6561. if ( textureJSON.url instanceof Array ) {
  6562. var count = textureJSON.url.length;
  6563. var url_array = [];
  6564. for( var i = 0; i < count; i ++ ) {
  6565. url_array[ i ] = get_url( textureJSON.url[ i ], data.urlBaseType );
  6566. }
  6567. var isCompressed = /\.dds$/i.test( url_array[ 0 ] );
  6568. if ( isCompressed ) {
  6569. texture = THREE.ImageUtils.loadCompressedTextureCube( url_array, textureJSON.mapping, generateTextureCallback( count ) );
  6570. } else {
  6571. texture = THREE.ImageUtils.loadTextureCube( url_array, textureJSON.mapping, generateTextureCallback( count ) );
  6572. }
  6573. } else {
  6574. var isCompressed = /\.dds$/i.test( textureJSON.url );
  6575. var fullUrl = get_url( textureJSON.url, data.urlBaseType );
  6576. var textureCallback = generateTextureCallback( 1 );
  6577. if ( isCompressed ) {
  6578. texture = THREE.ImageUtils.loadCompressedTexture( fullUrl, textureJSON.mapping, textureCallback );
  6579. } else {
  6580. texture = THREE.ImageUtils.loadTexture( fullUrl, textureJSON.mapping, textureCallback );
  6581. }
  6582. if ( THREE[ textureJSON.minFilter ] !== undefined )
  6583. texture.minFilter = THREE[ textureJSON.minFilter ];
  6584. if ( THREE[ textureJSON.magFilter ] !== undefined )
  6585. texture.magFilter = THREE[ textureJSON.magFilter ];
  6586. if ( textureJSON.anisotropy ) texture.anisotropy = textureJSON.anisotropy;
  6587. if ( textureJSON.repeat ) {
  6588. texture.repeat.set( textureJSON.repeat[ 0 ], textureJSON.repeat[ 1 ] );
  6589. if ( textureJSON.repeat[ 0 ] !== 1 ) texture.wrapS = THREE.RepeatWrapping;
  6590. if ( textureJSON.repeat[ 1 ] !== 1 ) texture.wrapT = THREE.RepeatWrapping;
  6591. }
  6592. if ( textureJSON.offset ) {
  6593. texture.offset.set( textureJSON.offset[ 0 ], textureJSON.offset[ 1 ] );
  6594. }
  6595. // handle wrap after repeat so that default repeat can be overriden
  6596. if ( textureJSON.wrap ) {
  6597. var wrapMap = {
  6598. "repeat" : THREE.RepeatWrapping,
  6599. "mirror" : THREE.MirroredRepeatWrapping
  6600. }
  6601. if ( wrapMap[ textureJSON.wrap[ 0 ] ] !== undefined ) texture.wrapS = wrapMap[ textureJSON.wrap[ 0 ] ];
  6602. if ( wrapMap[ textureJSON.wrap[ 1 ] ] !== undefined ) texture.wrapT = wrapMap[ textureJSON.wrap[ 1 ] ];
  6603. }
  6604. }
  6605. result.textures[ textureID ] = texture;
  6606. }
  6607. // materials
  6608. var matID, matJSON;
  6609. var parID;
  6610. for ( matID in data.materials ) {
  6611. matJSON = data.materials[ matID ];
  6612. for ( parID in matJSON.parameters ) {
  6613. if ( parID === "envMap" || parID === "map" || parID === "lightMap" || parID === "bumpMap" ) {
  6614. matJSON.parameters[ parID ] = result.textures[ matJSON.parameters[ parID ] ];
  6615. } else if ( parID === "shading" ) {
  6616. matJSON.parameters[ parID ] = ( matJSON.parameters[ parID ] === "flat" ) ? THREE.FlatShading : THREE.SmoothShading;
  6617. } else if ( parID === "side" ) {
  6618. if ( matJSON.parameters[ parID ] == "double" ) {
  6619. matJSON.parameters[ parID ] = THREE.DoubleSide;
  6620. } else if ( matJSON.parameters[ parID ] == "back" ) {
  6621. matJSON.parameters[ parID ] = THREE.BackSide;
  6622. } else {
  6623. matJSON.parameters[ parID ] = THREE.FrontSide;
  6624. }
  6625. } else if ( parID === "blending" ) {
  6626. matJSON.parameters[ parID ] = matJSON.parameters[ parID ] in THREE ? THREE[ matJSON.parameters[ parID ] ] : THREE.NormalBlending;
  6627. } else if ( parID === "combine" ) {
  6628. matJSON.parameters[ parID ] = matJSON.parameters[ parID ] in THREE ? THREE[ matJSON.parameters[ parID ] ] : THREE.MultiplyOperation;
  6629. } else if ( parID === "vertexColors" ) {
  6630. if ( matJSON.parameters[ parID ] == "face" ) {
  6631. matJSON.parameters[ parID ] = THREE.FaceColors;
  6632. // default to vertex colors if "vertexColors" is anything else face colors or 0 / null / false
  6633. } else if ( matJSON.parameters[ parID ] ) {
  6634. matJSON.parameters[ parID ] = THREE.VertexColors;
  6635. }
  6636. } else if ( parID === "wrapRGB" ) {
  6637. var v3 = matJSON.parameters[ parID ];
  6638. matJSON.parameters[ parID ] = new THREE.Vector3( v3[ 0 ], v3[ 1 ], v3[ 2 ] );
  6639. }
  6640. }
  6641. if ( matJSON.parameters.opacity !== undefined && matJSON.parameters.opacity < 1.0 ) {
  6642. matJSON.parameters.transparent = true;
  6643. }
  6644. if ( matJSON.parameters.normalMap ) {
  6645. var shader = THREE.ShaderLib[ "normalmap" ];
  6646. var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
  6647. var diffuse = matJSON.parameters.color;
  6648. var specular = matJSON.parameters.specular;
  6649. var ambient = matJSON.parameters.ambient;
  6650. var shininess = matJSON.parameters.shininess;
  6651. uniforms[ "tNormal" ].value = result.textures[ matJSON.parameters.normalMap ];
  6652. if ( matJSON.parameters.normalScale ) {
  6653. uniforms[ "uNormalScale" ].value.set( matJSON.parameters.normalScale[ 0 ], matJSON.parameters.normalScale[ 1 ] );
  6654. }
  6655. if ( matJSON.parameters.map ) {
  6656. uniforms[ "tDiffuse" ].value = matJSON.parameters.map;
  6657. uniforms[ "enableDiffuse" ].value = true;
  6658. }
  6659. if ( matJSON.parameters.envMap ) {
  6660. uniforms[ "tCube" ].value = matJSON.parameters.envMap;
  6661. uniforms[ "enableReflection" ].value = true;
  6662. uniforms[ "uReflectivity" ].value = matJSON.parameters.reflectivity;
  6663. }
  6664. if ( matJSON.parameters.lightMap ) {
  6665. uniforms[ "tAO" ].value = matJSON.parameters.lightMap;
  6666. uniforms[ "enableAO" ].value = true;
  6667. }
  6668. if ( matJSON.parameters.specularMap ) {
  6669. uniforms[ "tSpecular" ].value = result.textures[ matJSON.parameters.specularMap ];
  6670. uniforms[ "enableSpecular" ].value = true;
  6671. }
  6672. if ( matJSON.parameters.displacementMap ) {
  6673. uniforms[ "tDisplacement" ].value = result.textures[ matJSON.parameters.displacementMap ];
  6674. uniforms[ "enableDisplacement" ].value = true;
  6675. uniforms[ "uDisplacementBias" ].value = matJSON.parameters.displacementBias;
  6676. uniforms[ "uDisplacementScale" ].value = matJSON.parameters.displacementScale;
  6677. }
  6678. uniforms[ "uDiffuseColor" ].value.setHex( diffuse );
  6679. uniforms[ "uSpecularColor" ].value.setHex( specular );
  6680. uniforms[ "uAmbientColor" ].value.setHex( ambient );
  6681. uniforms[ "uShininess" ].value = shininess;
  6682. if ( matJSON.parameters.opacity ) {
  6683. uniforms[ "uOpacity" ].value = matJSON.parameters.opacity;
  6684. }
  6685. var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true };
  6686. material = new THREE.ShaderMaterial( parameters );
  6687. } else {
  6688. material = new THREE[ matJSON.type ]( matJSON.parameters );
  6689. }
  6690. material.name = matID;
  6691. result.materials[ matID ] = material;
  6692. }
  6693. // second pass through all materials to initialize MeshFaceMaterials
  6694. // that could be referring to other materials out of order
  6695. for ( matID in data.materials ) {
  6696. matJSON = data.materials[ matID ];
  6697. if ( matJSON.parameters.materials ) {
  6698. var materialArray = [];
  6699. for ( var i = 0; i < matJSON.parameters.materials.length; i ++ ) {
  6700. var label = matJSON.parameters.materials[ i ];
  6701. materialArray.push( result.materials[ label ] );
  6702. }
  6703. result.materials[ matID ].materials = materialArray;
  6704. }
  6705. }
  6706. // objects ( synchronous init of procedural primitives )
  6707. handle_objects();
  6708. // defaults
  6709. if ( result.cameras && data.defaults.camera ) {
  6710. result.currentCamera = result.cameras[ data.defaults.camera ];
  6711. }
  6712. if ( result.fogs && data.defaults.fog ) {
  6713. result.scene.fog = result.fogs[ data.defaults.fog ];
  6714. }
  6715. // synchronous callback
  6716. scope.callbackSync( result );
  6717. // just in case there are no async elements
  6718. async_callback_gate();
  6719. };
  6720. /**
  6721. * @author mrdoob / http://mrdoob.com/
  6722. */
  6723. THREE.TextureLoader = function () {
  6724. THREE.EventDispatcher.call( this );
  6725. this.crossOrigin = null;
  6726. };
  6727. THREE.TextureLoader.prototype = {
  6728. constructor: THREE.TextureLoader,
  6729. load: function ( url ) {
  6730. var scope = this;
  6731. var image = new Image();
  6732. image.addEventListener( 'load', function () {
  6733. var texture = new THREE.Texture( image );
  6734. texture.needsUpdate = true;
  6735. scope.dispatchEvent( { type: 'load', content: texture } );
  6736. }, false );
  6737. image.addEventListener( 'error', function () {
  6738. scope.dispatchEvent( { type: 'error', message: 'Couldn\'t load URL [' + url + ']' } );
  6739. }, false );
  6740. if ( scope.crossOrigin ) image.crossOrigin = scope.crossOrigin;
  6741. image.src = url;
  6742. }
  6743. }
  6744. /**
  6745. * @author mrdoob / http://mrdoob.com/
  6746. * @author alteredq / http://alteredqualia.com/
  6747. */
  6748. THREE.Material = function () {
  6749. THREE.EventDispatcher.call( this );
  6750. this.id = THREE.MaterialIdCount ++;
  6751. this.name = '';
  6752. this.side = THREE.FrontSide;
  6753. this.opacity = 1;
  6754. this.transparent = false;
  6755. this.blending = THREE.NormalBlending;
  6756. this.blendSrc = THREE.SrcAlphaFactor;
  6757. this.blendDst = THREE.OneMinusSrcAlphaFactor;
  6758. this.blendEquation = THREE.AddEquation;
  6759. this.depthTest = true;
  6760. this.depthWrite = true;
  6761. this.polygonOffset = false;
  6762. this.polygonOffsetFactor = 0;
  6763. this.polygonOffsetUnits = 0;
  6764. this.alphaTest = 0;
  6765. this.overdraw = false; // Boolean for fixing antialiasing gaps in CanvasRenderer
  6766. this.visible = true;
  6767. this.needsUpdate = true;
  6768. };
  6769. THREE.Material.prototype.setValues = function ( values ) {
  6770. if ( values === undefined ) return;
  6771. for ( var key in values ) {
  6772. var newValue = values[ key ];
  6773. if ( newValue === undefined ) {
  6774. console.warn( 'THREE.Material: \'' + key + '\' parameter is undefined.' );
  6775. continue;
  6776. }
  6777. if ( key in this ) {
  6778. var currentValue = this[ key ];
  6779. if ( currentValue instanceof THREE.Color && newValue instanceof THREE.Color ) {
  6780. currentValue.copy( newValue );
  6781. } else if ( currentValue instanceof THREE.Color ) {
  6782. currentValue.set( newValue );
  6783. } else if ( currentValue instanceof THREE.Vector3 && newValue instanceof THREE.Vector3 ) {
  6784. currentValue.copy( newValue );
  6785. } else {
  6786. this[ key ] = newValue;
  6787. }
  6788. }
  6789. }
  6790. };
  6791. THREE.Material.prototype.clone = function ( material ) {
  6792. if ( material === undefined ) material = new THREE.Material();
  6793. material.name = this.name;
  6794. material.side = this.side;
  6795. material.opacity = this.opacity;
  6796. material.transparent = this.transparent;
  6797. material.blending = this.blending;
  6798. material.blendSrc = this.blendSrc;
  6799. material.blendDst = this.blendDst;
  6800. material.blendEquation = this.blendEquation;
  6801. material.depthTest = this.depthTest;
  6802. material.depthWrite = this.depthWrite;
  6803. material.polygonOffset = this.polygonOffset;
  6804. material.polygonOffsetFactor = this.polygonOffsetFactor;
  6805. material.polygonOffsetUnits = this.polygonOffsetUnits;
  6806. material.alphaTest = this.alphaTest;
  6807. material.overdraw = this.overdraw;
  6808. material.visible = this.visible;
  6809. return material;
  6810. };
  6811. THREE.Material.prototype.dispose = function () {
  6812. this.dispatchEvent( { type: 'dispose' } );
  6813. };
  6814. THREE.MaterialIdCount = 0;
  6815. /**
  6816. * @author mrdoob / http://mrdoob.com/
  6817. * @author alteredq / http://alteredqualia.com/
  6818. *
  6819. * parameters = {
  6820. * color: <hex>,
  6821. * opacity: <float>,
  6822. *
  6823. * blending: THREE.NormalBlending,
  6824. * depthTest: <bool>,
  6825. * depthWrite: <bool>,
  6826. *
  6827. * linewidth: <float>,
  6828. * linecap: "round",
  6829. * linejoin: "round",
  6830. *
  6831. * vertexColors: <bool>
  6832. *
  6833. * fog: <bool>
  6834. * }
  6835. */
  6836. THREE.LineBasicMaterial = function ( parameters ) {
  6837. THREE.Material.call( this );
  6838. this.color = new THREE.Color( 0xffffff );
  6839. this.linewidth = 1;
  6840. this.linecap = 'round';
  6841. this.linejoin = 'round';
  6842. this.vertexColors = false;
  6843. this.fog = true;
  6844. this.setValues( parameters );
  6845. };
  6846. THREE.LineBasicMaterial.prototype = Object.create( THREE.Material.prototype );
  6847. THREE.LineBasicMaterial.prototype.clone = function () {
  6848. var material = new THREE.LineBasicMaterial();
  6849. THREE.Material.prototype.clone.call( this, material );
  6850. material.color.copy( this.color );
  6851. material.linewidth = this.linewidth;
  6852. material.linecap = this.linecap;
  6853. material.linejoin = this.linejoin;
  6854. material.vertexColors = this.vertexColors;
  6855. material.fog = this.fog;
  6856. return material;
  6857. };
  6858. /**
  6859. * @author alteredq / http://alteredqualia.com/
  6860. *
  6861. * parameters = {
  6862. * color: <hex>,
  6863. * opacity: <float>,
  6864. *
  6865. * blending: THREE.NormalBlending,
  6866. * depthTest: <bool>,
  6867. * depthWrite: <bool>,
  6868. *
  6869. * linewidth: <float>,
  6870. *
  6871. * scale: <float>,
  6872. * dashSize: <float>,
  6873. * gapSize: <float>,
  6874. *
  6875. * vertexColors: <bool>
  6876. *
  6877. * fog: <bool>
  6878. * }
  6879. */
  6880. THREE.LineDashedMaterial = function ( parameters ) {
  6881. THREE.Material.call( this );
  6882. this.color = new THREE.Color( 0xffffff );
  6883. this.linewidth = 1;
  6884. this.scale = 1;
  6885. this.dashSize = 3;
  6886. this.gapSize = 1;
  6887. this.vertexColors = false;
  6888. this.fog = true;
  6889. this.setValues( parameters );
  6890. };
  6891. THREE.LineDashedMaterial.prototype = Object.create( THREE.Material.prototype );
  6892. THREE.LineDashedMaterial.prototype.clone = function () {
  6893. var material = new THREE.LineDashedMaterial();
  6894. THREE.Material.prototype.clone.call( this, material );
  6895. material.color.copy( this.color );
  6896. material.linewidth = this.linewidth;
  6897. material.scale = this.scale;
  6898. material.dashSize = this.dashSize;
  6899. material.gapSize = this.gapSize;
  6900. material.vertexColors = this.vertexColors;
  6901. material.fog = this.fog;
  6902. return material;
  6903. };
  6904. /**
  6905. * @author mrdoob / http://mrdoob.com/
  6906. * @author alteredq / http://alteredqualia.com/
  6907. *
  6908. * parameters = {
  6909. * color: <hex>,
  6910. * opacity: <float>,
  6911. * map: new THREE.Texture( <Image> ),
  6912. *
  6913. * lightMap: new THREE.Texture( <Image> ),
  6914. *
  6915. * specularMap: new THREE.Texture( <Image> ),
  6916. *
  6917. * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
  6918. * combine: THREE.Multiply,
  6919. * reflectivity: <float>,
  6920. * refractionRatio: <float>,
  6921. *
  6922. * shading: THREE.SmoothShading,
  6923. * blending: THREE.NormalBlending,
  6924. * depthTest: <bool>,
  6925. * depthWrite: <bool>,
  6926. *
  6927. * wireframe: <boolean>,
  6928. * wireframeLinewidth: <float>,
  6929. *
  6930. * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
  6931. *
  6932. * skinning: <bool>,
  6933. * morphTargets: <bool>,
  6934. *
  6935. * fog: <bool>
  6936. * }
  6937. */
  6938. THREE.MeshBasicMaterial = function ( parameters ) {
  6939. THREE.Material.call( this );
  6940. this.color = new THREE.Color( 0xffffff ); // emissive
  6941. this.map = null;
  6942. this.lightMap = null;
  6943. this.specularMap = null;
  6944. this.envMap = null;
  6945. this.combine = THREE.MultiplyOperation;
  6946. this.reflectivity = 1;
  6947. this.refractionRatio = 0.98;
  6948. this.fog = true;
  6949. this.shading = THREE.SmoothShading;
  6950. this.wireframe = false;
  6951. this.wireframeLinewidth = 1;
  6952. this.wireframeLinecap = 'round';
  6953. this.wireframeLinejoin = 'round';
  6954. this.vertexColors = THREE.NoColors;
  6955. this.skinning = false;
  6956. this.morphTargets = false;
  6957. this.setValues( parameters );
  6958. };
  6959. THREE.MeshBasicMaterial.prototype = Object.create( THREE.Material.prototype );
  6960. THREE.MeshBasicMaterial.prototype.clone = function () {
  6961. var material = new THREE.MeshBasicMaterial();
  6962. THREE.Material.prototype.clone.call( this, material );
  6963. material.color.copy( this.color );
  6964. material.map = this.map;
  6965. material.lightMap = this.lightMap;
  6966. material.specularMap = this.specularMap;
  6967. material.envMap = this.envMap;
  6968. material.combine = this.combine;
  6969. material.reflectivity = this.reflectivity;
  6970. material.refractionRatio = this.refractionRatio;
  6971. material.fog = this.fog;
  6972. material.shading = this.shading;
  6973. material.wireframe = this.wireframe;
  6974. material.wireframeLinewidth = this.wireframeLinewidth;
  6975. material.wireframeLinecap = this.wireframeLinecap;
  6976. material.wireframeLinejoin = this.wireframeLinejoin;
  6977. material.vertexColors = this.vertexColors;
  6978. material.skinning = this.skinning;
  6979. material.morphTargets = this.morphTargets;
  6980. return material;
  6981. };
  6982. /**
  6983. * @author mrdoob / http://mrdoob.com/
  6984. * @author alteredq / http://alteredqualia.com/
  6985. *
  6986. * parameters = {
  6987. * color: <hex>,
  6988. * ambient: <hex>,
  6989. * emissive: <hex>,
  6990. * opacity: <float>,
  6991. *
  6992. * map: new THREE.Texture( <Image> ),
  6993. *
  6994. * lightMap: new THREE.Texture( <Image> ),
  6995. *
  6996. * specularMap: new THREE.Texture( <Image> ),
  6997. *
  6998. * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
  6999. * combine: THREE.Multiply,
  7000. * reflectivity: <float>,
  7001. * refractionRatio: <float>,
  7002. *
  7003. * shading: THREE.SmoothShading,
  7004. * blending: THREE.NormalBlending,
  7005. * depthTest: <bool>,
  7006. * depthWrite: <bool>,
  7007. *
  7008. * wireframe: <boolean>,
  7009. * wireframeLinewidth: <float>,
  7010. *
  7011. * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
  7012. *
  7013. * skinning: <bool>,
  7014. * morphTargets: <bool>,
  7015. * morphNormals: <bool>,
  7016. *
  7017. * fog: <bool>
  7018. * }
  7019. */
  7020. THREE.MeshLambertMaterial = function ( parameters ) {
  7021. THREE.Material.call( this );
  7022. this.color = new THREE.Color( 0xffffff ); // diffuse
  7023. this.ambient = new THREE.Color( 0xffffff );
  7024. this.emissive = new THREE.Color( 0x000000 );
  7025. this.wrapAround = false;
  7026. this.wrapRGB = new THREE.Vector3( 1, 1, 1 );
  7027. this.map = null;
  7028. this.lightMap = null;
  7029. this.specularMap = null;
  7030. this.envMap = null;
  7031. this.combine = THREE.MultiplyOperation;
  7032. this.reflectivity = 1;
  7033. this.refractionRatio = 0.98;
  7034. this.fog = true;
  7035. this.shading = THREE.SmoothShading;
  7036. this.wireframe = false;
  7037. this.wireframeLinewidth = 1;
  7038. this.wireframeLinecap = 'round';
  7039. this.wireframeLinejoin = 'round';
  7040. this.vertexColors = THREE.NoColors;
  7041. this.skinning = false;
  7042. this.morphTargets = false;
  7043. this.morphNormals = false;
  7044. this.setValues( parameters );
  7045. };
  7046. THREE.MeshLambertMaterial.prototype = Object.create( THREE.Material.prototype );
  7047. THREE.MeshLambertMaterial.prototype.clone = function () {
  7048. var material = new THREE.MeshLambertMaterial();
  7049. THREE.Material.prototype.clone.call( this, material );
  7050. material.color.copy( this.color );
  7051. material.ambient.copy( this.ambient );
  7052. material.emissive.copy( this.emissive );
  7053. material.wrapAround = this.wrapAround;
  7054. material.wrapRGB.copy( this.wrapRGB );
  7055. material.map = this.map;
  7056. material.lightMap = this.lightMap;
  7057. material.specularMap = this.specularMap;
  7058. material.envMap = this.envMap;
  7059. material.combine = this.combine;
  7060. material.reflectivity = this.reflectivity;
  7061. material.refractionRatio = this.refractionRatio;
  7062. material.fog = this.fog;
  7063. material.shading = this.shading;
  7064. material.wireframe = this.wireframe;
  7065. material.wireframeLinewidth = this.wireframeLinewidth;
  7066. material.wireframeLinecap = this.wireframeLinecap;
  7067. material.wireframeLinejoin = this.wireframeLinejoin;
  7068. material.vertexColors = this.vertexColors;
  7069. material.skinning = this.skinning;
  7070. material.morphTargets = this.morphTargets;
  7071. material.morphNormals = this.morphNormals;
  7072. return material;
  7073. };
  7074. /**
  7075. * @author mrdoob / http://mrdoob.com/
  7076. * @author alteredq / http://alteredqualia.com/
  7077. *
  7078. * parameters = {
  7079. * color: <hex>,
  7080. * ambient: <hex>,
  7081. * emissive: <hex>,
  7082. * specular: <hex>,
  7083. * shininess: <float>,
  7084. * opacity: <float>,
  7085. *
  7086. * map: new THREE.Texture( <Image> ),
  7087. *
  7088. * lightMap: new THREE.Texture( <Image> ),
  7089. *
  7090. * bumpMap: new THREE.Texture( <Image> ),
  7091. * bumpScale: <float>,
  7092. *
  7093. * normalMap: new THREE.Texture( <Image> ),
  7094. * normalScale: <Vector2>,
  7095. *
  7096. * specularMap: new THREE.Texture( <Image> ),
  7097. *
  7098. * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
  7099. * combine: THREE.Multiply,
  7100. * reflectivity: <float>,
  7101. * refractionRatio: <float>,
  7102. *
  7103. * shading: THREE.SmoothShading,
  7104. * blending: THREE.NormalBlending,
  7105. * depthTest: <bool>,
  7106. * depthWrite: <bool>,
  7107. *
  7108. * wireframe: <boolean>,
  7109. * wireframeLinewidth: <float>,
  7110. *
  7111. * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
  7112. *
  7113. * skinning: <bool>,
  7114. * morphTargets: <bool>,
  7115. * morphNormals: <bool>,
  7116. *
  7117. * fog: <bool>
  7118. * }
  7119. */
  7120. THREE.MeshPhongMaterial = function ( parameters ) {
  7121. THREE.Material.call( this );
  7122. this.color = new THREE.Color( 0xffffff ); // diffuse
  7123. this.ambient = new THREE.Color( 0xffffff );
  7124. this.emissive = new THREE.Color( 0x000000 );
  7125. this.specular = new THREE.Color( 0x111111 );
  7126. this.shininess = 30;
  7127. this.metal = false;
  7128. this.perPixel = true;
  7129. this.wrapAround = false;
  7130. this.wrapRGB = new THREE.Vector3( 1, 1, 1 );
  7131. this.map = null;
  7132. this.lightMap = null;
  7133. this.bumpMap = null;
  7134. this.bumpScale = 1;
  7135. this.normalMap = null;
  7136. this.normalScale = new THREE.Vector2( 1, 1 );
  7137. this.specularMap = null;
  7138. this.envMap = null;
  7139. this.combine = THREE.MultiplyOperation;
  7140. this.reflectivity = 1;
  7141. this.refractionRatio = 0.98;
  7142. this.fog = true;
  7143. this.shading = THREE.SmoothShading;
  7144. this.wireframe = false;
  7145. this.wireframeLinewidth = 1;
  7146. this.wireframeLinecap = 'round';
  7147. this.wireframeLinejoin = 'round';
  7148. this.vertexColors = THREE.NoColors;
  7149. this.skinning = false;
  7150. this.morphTargets = false;
  7151. this.morphNormals = false;
  7152. this.setValues( parameters );
  7153. };
  7154. THREE.MeshPhongMaterial.prototype = Object.create( THREE.Material.prototype );
  7155. THREE.MeshPhongMaterial.prototype.clone = function () {
  7156. var material = new THREE.MeshPhongMaterial();
  7157. THREE.Material.prototype.clone.call( this, material );
  7158. material.color.copy( this.color );
  7159. material.ambient.copy( this.ambient );
  7160. material.emissive.copy( this.emissive );
  7161. material.specular.copy( this.specular );
  7162. material.shininess = this.shininess;
  7163. material.metal = this.metal;
  7164. material.perPixel = this.perPixel;
  7165. material.wrapAround = this.wrapAround;
  7166. material.wrapRGB.copy( this.wrapRGB );
  7167. material.map = this.map;
  7168. material.lightMap = this.lightMap;
  7169. material.bumpMap = this.bumpMap;
  7170. material.bumpScale = this.bumpScale;
  7171. material.normalMap = this.normalMap;
  7172. material.normalScale.copy( this.normalScale );
  7173. material.specularMap = this.specularMap;
  7174. material.envMap = this.envMap;
  7175. material.combine = this.combine;
  7176. material.reflectivity = this.reflectivity;
  7177. material.refractionRatio = this.refractionRatio;
  7178. material.fog = this.fog;
  7179. material.shading = this.shading;
  7180. material.wireframe = this.wireframe;
  7181. material.wireframeLinewidth = this.wireframeLinewidth;
  7182. material.wireframeLinecap = this.wireframeLinecap;
  7183. material.wireframeLinejoin = this.wireframeLinejoin;
  7184. material.vertexColors = this.vertexColors;
  7185. material.skinning = this.skinning;
  7186. material.morphTargets = this.morphTargets;
  7187. material.morphNormals = this.morphNormals;
  7188. return material;
  7189. };
  7190. /**
  7191. * @author mrdoob / http://mrdoob.com/
  7192. * @author alteredq / http://alteredqualia.com/
  7193. *
  7194. * parameters = {
  7195. * opacity: <float>,
  7196. *
  7197. * blending: THREE.NormalBlending,
  7198. * depthTest: <bool>,
  7199. * depthWrite: <bool>,
  7200. *
  7201. * wireframe: <boolean>,
  7202. * wireframeLinewidth: <float>
  7203. * }
  7204. */
  7205. THREE.MeshDepthMaterial = function ( parameters ) {
  7206. THREE.Material.call( this );
  7207. this.wireframe = false;
  7208. this.wireframeLinewidth = 1;
  7209. this.setValues( parameters );
  7210. };
  7211. THREE.MeshDepthMaterial.prototype = Object.create( THREE.Material.prototype );
  7212. THREE.MeshDepthMaterial.prototype.clone = function () {
  7213. var material = new THREE.MeshDepthMaterial();
  7214. THREE.Material.prototype.clone.call( this, material );
  7215. material.wireframe = this.wireframe;
  7216. material.wireframeLinewidth = this.wireframeLinewidth;
  7217. return material;
  7218. };
  7219. /**
  7220. * @author mrdoob / http://mrdoob.com/
  7221. *
  7222. * parameters = {
  7223. * opacity: <float>,
  7224. *
  7225. * shading: THREE.FlatShading,
  7226. * blending: THREE.NormalBlending,
  7227. * depthTest: <bool>,
  7228. * depthWrite: <bool>,
  7229. *
  7230. * wireframe: <boolean>,
  7231. * wireframeLinewidth: <float>
  7232. * }
  7233. */
  7234. THREE.MeshNormalMaterial = function ( parameters ) {
  7235. THREE.Material.call( this, parameters );
  7236. this.shading = THREE.FlatShading;
  7237. this.wireframe = false;
  7238. this.wireframeLinewidth = 1;
  7239. this.morphTargets = false;
  7240. this.setValues( parameters );
  7241. };
  7242. THREE.MeshNormalMaterial.prototype = Object.create( THREE.Material.prototype );
  7243. THREE.MeshNormalMaterial.prototype.clone = function () {
  7244. var material = new THREE.MeshNormalMaterial();
  7245. THREE.Material.prototype.clone.call( this, material );
  7246. material.shading = this.shading;
  7247. material.wireframe = this.wireframe;
  7248. material.wireframeLinewidth = this.wireframeLinewidth;
  7249. return material;
  7250. };
  7251. /**
  7252. * @author mrdoob / http://mrdoob.com/
  7253. */
  7254. THREE.MeshFaceMaterial = function ( materials ) {
  7255. this.materials = materials instanceof Array ? materials : [];
  7256. };
  7257. THREE.MeshFaceMaterial.prototype.clone = function () {
  7258. return new THREE.MeshFaceMaterial( this.materials.slice( 0 ) );
  7259. };
  7260. /**
  7261. * @author mrdoob / http://mrdoob.com/
  7262. * @author alteredq / http://alteredqualia.com/
  7263. *
  7264. * parameters = {
  7265. * color: <hex>,
  7266. * opacity: <float>,
  7267. * map: new THREE.Texture( <Image> ),
  7268. *
  7269. * size: <float>,
  7270. *
  7271. * blending: THREE.NormalBlending,
  7272. * depthTest: <bool>,
  7273. * depthWrite: <bool>,
  7274. *
  7275. * vertexColors: <bool>,
  7276. *
  7277. * fog: <bool>
  7278. * }
  7279. */
  7280. THREE.ParticleBasicMaterial = function ( parameters ) {
  7281. THREE.Material.call( this );
  7282. this.color = new THREE.Color( 0xffffff );
  7283. this.map = null;
  7284. this.size = 1;
  7285. this.sizeAttenuation = true;
  7286. this.vertexColors = false;
  7287. this.fog = true;
  7288. this.setValues( parameters );
  7289. };
  7290. THREE.ParticleBasicMaterial.prototype = Object.create( THREE.Material.prototype );
  7291. THREE.ParticleBasicMaterial.prototype.clone = function () {
  7292. var material = new THREE.ParticleBasicMaterial();
  7293. THREE.Material.prototype.clone.call( this, material );
  7294. material.color.copy( this.color );
  7295. material.map = this.map;
  7296. material.size = this.size;
  7297. material.sizeAttenuation = this.sizeAttenuation;
  7298. material.vertexColors = this.vertexColors;
  7299. material.fog = this.fog;
  7300. return material;
  7301. };
  7302. /**
  7303. * @author mrdoob / http://mrdoob.com/
  7304. *
  7305. * parameters = {
  7306. * color: <hex>,
  7307. * program: <function>,
  7308. * opacity: <float>,
  7309. * blending: THREE.NormalBlending
  7310. * }
  7311. */
  7312. THREE.ParticleCanvasMaterial = function ( parameters ) {
  7313. THREE.Material.call( this );
  7314. this.color = new THREE.Color( 0xffffff );
  7315. this.program = function ( context, color ) {};
  7316. this.setValues( parameters );
  7317. };
  7318. THREE.ParticleCanvasMaterial.prototype = Object.create( THREE.Material.prototype );
  7319. THREE.ParticleCanvasMaterial.prototype.clone = function () {
  7320. var material = new THREE.ParticleCanvasMaterial();
  7321. THREE.Material.prototype.clone.call( this, material );
  7322. material.color.copy( this.color );
  7323. material.program = this.program;
  7324. return material;
  7325. };
  7326. /**
  7327. * @author alteredq / http://alteredqualia.com/
  7328. *
  7329. * parameters = {
  7330. * fragmentShader: <string>,
  7331. * vertexShader: <string>,
  7332. *
  7333. * uniforms: { "parameter1": { type: "f", value: 1.0 }, "parameter2": { type: "i" value2: 2 } },
  7334. *
  7335. * defines: { "label" : "value" },
  7336. *
  7337. * shading: THREE.SmoothShading,
  7338. * blending: THREE.NormalBlending,
  7339. * depthTest: <bool>,
  7340. * depthWrite: <bool>,
  7341. *
  7342. * wireframe: <boolean>,
  7343. * wireframeLinewidth: <float>,
  7344. *
  7345. * lights: <bool>,
  7346. *
  7347. * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
  7348. *
  7349. * skinning: <bool>,
  7350. * morphTargets: <bool>,
  7351. * morphNormals: <bool>,
  7352. *
  7353. * fog: <bool>
  7354. * }
  7355. */
  7356. THREE.ShaderMaterial = function ( parameters ) {
  7357. THREE.Material.call( this );
  7358. this.fragmentShader = "void main() {}";
  7359. this.vertexShader = "void main() {}";
  7360. this.uniforms = {};
  7361. this.defines = {};
  7362. this.attributes = null;
  7363. this.shading = THREE.SmoothShading;
  7364. this.wireframe = false;
  7365. this.wireframeLinewidth = 1;
  7366. this.fog = false; // set to use scene fog
  7367. this.lights = false; // set to use scene lights
  7368. this.vertexColors = THREE.NoColors; // set to use "color" attribute stream
  7369. this.skinning = false; // set to use skinning attribute streams
  7370. this.morphTargets = false; // set to use morph targets
  7371. this.morphNormals = false; // set to use morph normals
  7372. this.setValues( parameters );
  7373. };
  7374. THREE.ShaderMaterial.prototype = Object.create( THREE.Material.prototype );
  7375. THREE.ShaderMaterial.prototype.clone = function () {
  7376. var material = new THREE.ShaderMaterial();
  7377. THREE.Material.prototype.clone.call( this, material );
  7378. material.fragmentShader = this.fragmentShader;
  7379. material.vertexShader = this.vertexShader;
  7380. material.uniforms = THREE.UniformsUtils.clone( this.uniforms );
  7381. material.attributes = this.attributes;
  7382. material.defines = this.defines;
  7383. material.shading = this.shading;
  7384. material.wireframe = this.wireframe;
  7385. material.wireframeLinewidth = this.wireframeLinewidth;
  7386. material.fog = this.fog;
  7387. material.lights = this.lights;
  7388. material.vertexColors = this.vertexColors;
  7389. material.skinning = this.skinning;
  7390. material.morphTargets = this.morphTargets;
  7391. material.morphNormals = this.morphNormals;
  7392. return material;
  7393. };
  7394. /**
  7395. * @author alteredq / http://alteredqualia.com/
  7396. *
  7397. * parameters = {
  7398. * color: <hex>,
  7399. * opacity: <float>,
  7400. * map: new THREE.Texture( <Image> ),
  7401. *
  7402. * blending: THREE.NormalBlending,
  7403. * depthTest: <bool>,
  7404. * depthWrite: <bool>,
  7405. *
  7406. * useScreenCoordinates: <bool>,
  7407. * sizeAttenuation: <bool>,
  7408. * scaleByViewport: <bool>,
  7409. * alignment: THREE.SpriteAlignment.center,
  7410. *
  7411. * uvOffset: new THREE.Vector2(),
  7412. * uvScale: new THREE.Vector2(),
  7413. *
  7414. * fog: <bool>
  7415. * }
  7416. */
  7417. THREE.SpriteMaterial = function ( parameters ) {
  7418. THREE.Material.call( this );
  7419. // defaults
  7420. this.color = new THREE.Color( 0xffffff );
  7421. this.map = new THREE.Texture();
  7422. this.useScreenCoordinates = true;
  7423. this.depthTest = !this.useScreenCoordinates;
  7424. this.sizeAttenuation = !this.useScreenCoordinates;
  7425. this.scaleByViewport = !this.sizeAttenuation;
  7426. this.alignment = THREE.SpriteAlignment.center.clone();
  7427. this.fog = false;
  7428. this.uvOffset = new THREE.Vector2( 0, 0 );
  7429. this.uvScale = new THREE.Vector2( 1, 1 );
  7430. // set parameters
  7431. this.setValues( parameters );
  7432. // override coupled defaults if not specified explicitly by parameters
  7433. parameters = parameters || {};
  7434. if ( parameters.depthTest === undefined ) this.depthTest = !this.useScreenCoordinates;
  7435. if ( parameters.sizeAttenuation === undefined ) this.sizeAttenuation = !this.useScreenCoordinates;
  7436. if ( parameters.scaleByViewport === undefined ) this.scaleByViewport = !this.sizeAttenuation;
  7437. };
  7438. THREE.SpriteMaterial.prototype = Object.create( THREE.Material.prototype );
  7439. THREE.SpriteMaterial.prototype.clone = function () {
  7440. var material = new THREE.SpriteMaterial();
  7441. THREE.Material.prototype.clone.call( this, material );
  7442. material.color.copy( this.color );
  7443. material.map = this.map;
  7444. material.useScreenCoordinates = this.useScreenCoordinates;
  7445. material.sizeAttenuation = this.sizeAttenuation;
  7446. material.scaleByViewport = this.scaleByViewport;
  7447. material.alignment.copy( this.alignment );
  7448. material.uvOffset.copy( this.uvOffset );
  7449. material.uvScale.copy( this.uvScale );
  7450. material.fog = this.fog;
  7451. return material;
  7452. };
  7453. // Alignment enums
  7454. THREE.SpriteAlignment = {};
  7455. THREE.SpriteAlignment.topLeft = new THREE.Vector2( 1, -1 );
  7456. THREE.SpriteAlignment.topCenter = new THREE.Vector2( 0, -1 );
  7457. THREE.SpriteAlignment.topRight = new THREE.Vector2( -1, -1 );
  7458. THREE.SpriteAlignment.centerLeft = new THREE.Vector2( 1, 0 );
  7459. THREE.SpriteAlignment.center = new THREE.Vector2( 0, 0 );
  7460. THREE.SpriteAlignment.centerRight = new THREE.Vector2( -1, 0 );
  7461. THREE.SpriteAlignment.bottomLeft = new THREE.Vector2( 1, 1 );
  7462. THREE.SpriteAlignment.bottomCenter = new THREE.Vector2( 0, 1 );
  7463. THREE.SpriteAlignment.bottomRight = new THREE.Vector2( -1, 1 );
  7464. /**
  7465. * @author mrdoob / http://mrdoob.com/
  7466. * @author alteredq / http://alteredqualia.com/
  7467. * @author szimek / https://github.com/szimek/
  7468. */
  7469. THREE.Texture = function ( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  7470. THREE.EventDispatcher.call( this );
  7471. this.id = THREE.TextureIdCount ++;
  7472. this.name = '';
  7473. this.image = image;
  7474. this.mipmaps = [];
  7475. this.mapping = mapping !== undefined ? mapping : new THREE.UVMapping();
  7476. this.wrapS = wrapS !== undefined ? wrapS : THREE.ClampToEdgeWrapping;
  7477. this.wrapT = wrapT !== undefined ? wrapT : THREE.ClampToEdgeWrapping;
  7478. this.magFilter = magFilter !== undefined ? magFilter : THREE.LinearFilter;
  7479. this.minFilter = minFilter !== undefined ? minFilter : THREE.LinearMipMapLinearFilter;
  7480. this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
  7481. this.format = format !== undefined ? format : THREE.RGBAFormat;
  7482. this.type = type !== undefined ? type : THREE.UnsignedByteType;
  7483. this.offset = new THREE.Vector2( 0, 0 );
  7484. this.repeat = new THREE.Vector2( 1, 1 );
  7485. this.generateMipmaps = true;
  7486. this.premultiplyAlpha = false;
  7487. this.flipY = true;
  7488. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  7489. this.needsUpdate = false;
  7490. this.onUpdate = null;
  7491. };
  7492. THREE.Texture.prototype = {
  7493. constructor: THREE.Texture,
  7494. clone: function ( texture ) {
  7495. if ( texture === undefined ) texture = new THREE.Texture();
  7496. texture.image = this.image;
  7497. texture.mipmaps = this.mipmaps.slice(0);
  7498. texture.mapping = this.mapping;
  7499. texture.wrapS = this.wrapS;
  7500. texture.wrapT = this.wrapT;
  7501. texture.magFilter = this.magFilter;
  7502. texture.minFilter = this.minFilter;
  7503. texture.anisotropy = this.anisotropy;
  7504. texture.format = this.format;
  7505. texture.type = this.type;
  7506. texture.offset.copy( this.offset );
  7507. texture.repeat.copy( this.repeat );
  7508. texture.generateMipmaps = this.generateMipmaps;
  7509. texture.premultiplyAlpha = this.premultiplyAlpha;
  7510. texture.flipY = this.flipY;
  7511. texture.unpackAlignment = this.unpackAlignment;
  7512. return texture;
  7513. },
  7514. dispose: function () {
  7515. this.dispatchEvent( { type: 'dispose' } );
  7516. }
  7517. };
  7518. THREE.TextureIdCount = 0;
  7519. /**
  7520. * @author alteredq / http://alteredqualia.com/
  7521. */
  7522. THREE.CompressedTexture = function ( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy ) {
  7523. THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  7524. this.image = { width: width, height: height };
  7525. this.mipmaps = mipmaps;
  7526. this.generateMipmaps = false; // WebGL currently can't generate mipmaps for compressed textures, they must be embedded in DDS file
  7527. };
  7528. THREE.CompressedTexture.prototype = Object.create( THREE.Texture.prototype );
  7529. THREE.CompressedTexture.prototype.clone = function () {
  7530. var texture = new THREE.CompressedTexture();
  7531. THREE.Texture.prototype.clone.call( this, texture );
  7532. return texture;
  7533. };
  7534. /**
  7535. * @author alteredq / http://alteredqualia.com/
  7536. */
  7537. THREE.DataTexture = function ( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy ) {
  7538. THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  7539. this.image = { data: data, width: width, height: height };
  7540. };
  7541. THREE.DataTexture.prototype = Object.create( THREE.Texture.prototype );
  7542. THREE.DataTexture.prototype.clone = function () {
  7543. var texture = new THREE.DataTexture();
  7544. THREE.Texture.prototype.clone.call( this, texture );
  7545. return texture;
  7546. };
  7547. /**
  7548. * @author mrdoob / http://mrdoob.com/
  7549. */
  7550. THREE.Particle = function ( material ) {
  7551. THREE.Object3D.call( this );
  7552. this.material = material;
  7553. };
  7554. THREE.Particle.prototype = Object.create( THREE.Object3D.prototype );
  7555. THREE.Particle.prototype.clone = function ( object ) {
  7556. if ( object === undefined ) object = new THREE.Particle( this.material );
  7557. THREE.Object3D.prototype.clone.call( this, object );
  7558. return object;
  7559. };
  7560. /**
  7561. * @author alteredq / http://alteredqualia.com/
  7562. */
  7563. THREE.ParticleSystem = function ( geometry, material ) {
  7564. THREE.Object3D.call( this );
  7565. this.geometry = geometry;
  7566. this.material = ( material !== undefined ) ? material : new THREE.ParticleBasicMaterial( { color: Math.random() * 0xffffff } );
  7567. this.sortParticles = false;
  7568. if ( this.geometry ) {
  7569. // calc bound radius
  7570. if( this.geometry.boundingSphere === null ) {
  7571. this.geometry.computeBoundingSphere();
  7572. }
  7573. }
  7574. this.frustumCulled = false;
  7575. };
  7576. THREE.ParticleSystem.prototype = Object.create( THREE.Object3D.prototype );
  7577. THREE.ParticleSystem.prototype.clone = function ( object ) {
  7578. if ( object === undefined ) object = new THREE.ParticleSystem( this.geometry, this.material );
  7579. object.sortParticles = this.sortParticles;
  7580. THREE.Object3D.prototype.clone.call( this, object );
  7581. return object;
  7582. };
  7583. /**
  7584. * @author mrdoob / http://mrdoob.com/
  7585. */
  7586. THREE.Line = function ( geometry, material, type ) {
  7587. THREE.Object3D.call( this );
  7588. this.geometry = geometry;
  7589. this.material = ( material !== undefined ) ? material : new THREE.LineBasicMaterial( { color: Math.random() * 0xffffff } );
  7590. this.type = ( type !== undefined ) ? type : THREE.LineStrip;
  7591. if ( this.geometry ) {
  7592. if ( ! this.geometry.boundingSphere ) {
  7593. this.geometry.computeBoundingSphere();
  7594. }
  7595. }
  7596. };
  7597. THREE.LineStrip = 0;
  7598. THREE.LinePieces = 1;
  7599. THREE.Line.prototype = Object.create( THREE.Object3D.prototype );
  7600. THREE.Line.prototype.clone = function ( object ) {
  7601. if ( object === undefined ) object = new THREE.Line( this.geometry, this.material, this.type );
  7602. THREE.Object3D.prototype.clone.call( this, object );
  7603. return object;
  7604. };
  7605. /**
  7606. * @author mrdoob / http://mrdoob.com/
  7607. * @author alteredq / http://alteredqualia.com/
  7608. * @author mikael emtinger / http://gomo.se/
  7609. * @author jonobr1 / http://jonobr1.com/
  7610. */
  7611. THREE.Mesh = function ( geometry, material ) {
  7612. THREE.Object3D.call( this );
  7613. this.geometry = geometry;
  7614. this.material = ( material !== undefined ) ? material : new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff, wireframe: true } );
  7615. if ( this.geometry !== undefined ) {
  7616. if ( this.geometry.boundingSphere === null ) {
  7617. this.geometry.computeBoundingSphere();
  7618. }
  7619. this.updateMorphTargets();
  7620. }
  7621. };
  7622. THREE.Mesh.prototype = Object.create( THREE.Object3D.prototype );
  7623. THREE.Mesh.prototype.updateMorphTargets = function () {
  7624. if ( this.geometry.morphTargets.length > 0 ) {
  7625. this.morphTargetBase = -1;
  7626. this.morphTargetForcedOrder = [];
  7627. this.morphTargetInfluences = [];
  7628. this.morphTargetDictionary = {};
  7629. for ( var m = 0, ml = this.geometry.morphTargets.length; m < ml; m ++ ) {
  7630. this.morphTargetInfluences.push( 0 );
  7631. this.morphTargetDictionary[ this.geometry.morphTargets[ m ].name ] = m;
  7632. }
  7633. }
  7634. };
  7635. THREE.Mesh.prototype.getMorphTargetIndexByName = function ( name ) {
  7636. if ( this.morphTargetDictionary[ name ] !== undefined ) {
  7637. return this.morphTargetDictionary[ name ];
  7638. }
  7639. console.log( "THREE.Mesh.getMorphTargetIndexByName: morph target " + name + " does not exist. Returning 0." );
  7640. return 0;
  7641. };
  7642. THREE.Mesh.prototype.clone = function ( object ) {
  7643. if ( object === undefined ) object = new THREE.Mesh( this.geometry, this.material );
  7644. THREE.Object3D.prototype.clone.call( this, object );
  7645. return object;
  7646. };
  7647. /**
  7648. * @author mikael emtinger / http://gomo.se/
  7649. * @author alteredq / http://alteredqualia.com/
  7650. */
  7651. THREE.Bone = function( belongsToSkin ) {
  7652. THREE.Object3D.call( this );
  7653. this.skin = belongsToSkin;
  7654. this.skinMatrix = new THREE.Matrix4();
  7655. };
  7656. THREE.Bone.prototype = Object.create( THREE.Object3D.prototype );
  7657. THREE.Bone.prototype.update = function ( parentSkinMatrix, forceUpdate ) {
  7658. // update local
  7659. if ( this.matrixAutoUpdate ) {
  7660. forceUpdate |= this.updateMatrix();
  7661. }
  7662. // update skin matrix
  7663. if ( forceUpdate || this.matrixWorldNeedsUpdate ) {
  7664. if( parentSkinMatrix ) {
  7665. this.skinMatrix.multiplyMatrices( parentSkinMatrix, this.matrix );
  7666. } else {
  7667. this.skinMatrix.copy( this.matrix );
  7668. }
  7669. this.matrixWorldNeedsUpdate = false;
  7670. forceUpdate = true;
  7671. }
  7672. // update children
  7673. var child, i, l = this.children.length;
  7674. for ( i = 0; i < l; i ++ ) {
  7675. this.children[ i ].update( this.skinMatrix, forceUpdate );
  7676. }
  7677. };
  7678. /**
  7679. * @author mikael emtinger / http://gomo.se/
  7680. * @author alteredq / http://alteredqualia.com/
  7681. */
  7682. THREE.SkinnedMesh = function ( geometry, material, useVertexTexture ) {
  7683. THREE.Mesh.call( this, geometry, material );
  7684. //
  7685. this.useVertexTexture = useVertexTexture !== undefined ? useVertexTexture : true;
  7686. // init bones
  7687. this.identityMatrix = new THREE.Matrix4();
  7688. this.bones = [];
  7689. this.boneMatrices = [];
  7690. var b, bone, gbone, p, q, s;
  7691. if ( this.geometry && this.geometry.bones !== undefined ) {
  7692. for ( b = 0; b < this.geometry.bones.length; b ++ ) {
  7693. gbone = this.geometry.bones[ b ];
  7694. p = gbone.pos;
  7695. q = gbone.rotq;
  7696. s = gbone.scl;
  7697. bone = this.addBone();
  7698. bone.name = gbone.name;
  7699. bone.position.set( p[0], p[1], p[2] );
  7700. bone.quaternion.set( q[0], q[1], q[2], q[3] );
  7701. bone.useQuaternion = true;
  7702. if ( s !== undefined ) {
  7703. bone.scale.set( s[0], s[1], s[2] );
  7704. } else {
  7705. bone.scale.set( 1, 1, 1 );
  7706. }
  7707. }
  7708. for ( b = 0; b < this.bones.length; b ++ ) {
  7709. gbone = this.geometry.bones[ b ];
  7710. bone = this.bones[ b ];
  7711. if ( gbone.parent === -1 ) {
  7712. this.add( bone );
  7713. } else {
  7714. this.bones[ gbone.parent ].add( bone );
  7715. }
  7716. }
  7717. //
  7718. var nBones = this.bones.length;
  7719. if ( this.useVertexTexture ) {
  7720. // layout (1 matrix = 4 pixels)
  7721. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  7722. // with 8x8 pixel texture max 16 bones (8 * 8 / 4)
  7723. // 16x16 pixel texture max 64 bones (16 * 16 / 4)
  7724. // 32x32 pixel texture max 256 bones (32 * 32 / 4)
  7725. // 64x64 pixel texture max 1024 bones (64 * 64 / 4)
  7726. var size;
  7727. if ( nBones > 256 )
  7728. size = 64;
  7729. else if ( nBones > 64 )
  7730. size = 32;
  7731. else if ( nBones > 16 )
  7732. size = 16;
  7733. else
  7734. size = 8;
  7735. this.boneTextureWidth = size;
  7736. this.boneTextureHeight = size;
  7737. this.boneMatrices = new Float32Array( this.boneTextureWidth * this.boneTextureHeight * 4 ); // 4 floats per RGBA pixel
  7738. this.boneTexture = new THREE.DataTexture( this.boneMatrices, this.boneTextureWidth, this.boneTextureHeight, THREE.RGBAFormat, THREE.FloatType );
  7739. this.boneTexture.minFilter = THREE.NearestFilter;
  7740. this.boneTexture.magFilter = THREE.NearestFilter;
  7741. this.boneTexture.generateMipmaps = false;
  7742. this.boneTexture.flipY = false;
  7743. } else {
  7744. this.boneMatrices = new Float32Array( 16 * nBones );
  7745. }
  7746. this.pose();
  7747. }
  7748. };
  7749. THREE.SkinnedMesh.prototype = Object.create( THREE.Mesh.prototype );
  7750. THREE.SkinnedMesh.prototype.addBone = function( bone ) {
  7751. if ( bone === undefined ) {
  7752. bone = new THREE.Bone( this );
  7753. }
  7754. this.bones.push( bone );
  7755. return bone;
  7756. };
  7757. THREE.SkinnedMesh.prototype.updateMatrixWorld = function ( force ) {
  7758. this.matrixAutoUpdate && this.updateMatrix();
  7759. // update matrixWorld
  7760. if ( this.matrixWorldNeedsUpdate || force ) {
  7761. if ( this.parent ) {
  7762. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  7763. } else {
  7764. this.matrixWorld.copy( this.matrix );
  7765. }
  7766. this.matrixWorldNeedsUpdate = false;
  7767. force = true;
  7768. }
  7769. // update children
  7770. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  7771. var child = this.children[ i ];
  7772. if ( child instanceof THREE.Bone ) {
  7773. child.update( this.identityMatrix, false );
  7774. } else {
  7775. child.updateMatrixWorld( true );
  7776. }
  7777. }
  7778. // make a snapshot of the bones' rest position
  7779. if ( this.boneInverses == undefined ) {
  7780. this.boneInverses = [];
  7781. for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
  7782. var inverse = new THREE.Matrix4();
  7783. inverse.getInverse( this.bones[ b ].skinMatrix );
  7784. this.boneInverses.push( inverse );
  7785. }
  7786. }
  7787. // flatten bone matrices to array
  7788. for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
  7789. // compute the offset between the current and the original transform;
  7790. //TODO: we could get rid of this multiplication step if the skinMatrix
  7791. // was already representing the offset; however, this requires some
  7792. // major changes to the animation system
  7793. THREE.SkinnedMesh.offsetMatrix.multiplyMatrices( this.bones[ b ].skinMatrix, this.boneInverses[ b ] );
  7794. THREE.SkinnedMesh.offsetMatrix.flattenToArrayOffset( this.boneMatrices, b * 16 );
  7795. }
  7796. if ( this.useVertexTexture ) {
  7797. this.boneTexture.needsUpdate = true;
  7798. }
  7799. };
  7800. THREE.SkinnedMesh.prototype.pose = function () {
  7801. this.updateMatrixWorld( true );
  7802. for ( var i = 0; i < this.geometry.skinIndices.length; i ++ ) {
  7803. // normalize weights
  7804. var sw = this.geometry.skinWeights[ i ];
  7805. var scale = 1.0 / sw.lengthManhattan();
  7806. if ( scale !== Infinity ) {
  7807. sw.multiplyScalar( scale );
  7808. } else {
  7809. sw.set( 1 ); // this will be normalized by the shader anyway
  7810. }
  7811. }
  7812. };
  7813. THREE.SkinnedMesh.prototype.clone = function ( object ) {
  7814. if ( object === undefined ) object = new THREE.SkinnedMesh( this.geometry, this.material, this.useVertexTexture );
  7815. THREE.Mesh.prototype.clone.call( this, object );
  7816. return object;
  7817. };
  7818. THREE.SkinnedMesh.offsetMatrix = new THREE.Matrix4();
  7819. /**
  7820. * @author alteredq / http://alteredqualia.com/
  7821. */
  7822. THREE.MorphAnimMesh = function ( geometry, material ) {
  7823. THREE.Mesh.call( this, geometry, material );
  7824. // API
  7825. this.duration = 1000; // milliseconds
  7826. this.mirroredLoop = false;
  7827. this.time = 0;
  7828. // internals
  7829. this.lastKeyframe = 0;
  7830. this.currentKeyframe = 0;
  7831. this.direction = 1;
  7832. this.directionBackwards = false;
  7833. this.setFrameRange( 0, this.geometry.morphTargets.length - 1 );
  7834. };
  7835. THREE.MorphAnimMesh.prototype = Object.create( THREE.Mesh.prototype );
  7836. THREE.MorphAnimMesh.prototype.setFrameRange = function ( start, end ) {
  7837. this.startKeyframe = start;
  7838. this.endKeyframe = end;
  7839. this.length = this.endKeyframe - this.startKeyframe + 1;
  7840. };
  7841. THREE.MorphAnimMesh.prototype.setDirectionForward = function () {
  7842. this.direction = 1;
  7843. this.directionBackwards = false;
  7844. };
  7845. THREE.MorphAnimMesh.prototype.setDirectionBackward = function () {
  7846. this.direction = -1;
  7847. this.directionBackwards = true;
  7848. };
  7849. THREE.MorphAnimMesh.prototype.parseAnimations = function () {
  7850. var geometry = this.geometry;
  7851. if ( ! geometry.animations ) geometry.animations = {};
  7852. var firstAnimation, animations = geometry.animations;
  7853. var pattern = /([a-z]+)(\d+)/;
  7854. for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) {
  7855. var morph = geometry.morphTargets[ i ];
  7856. var parts = morph.name.match( pattern );
  7857. if ( parts && parts.length > 1 ) {
  7858. var label = parts[ 1 ];
  7859. var num = parts[ 2 ];
  7860. if ( ! animations[ label ] ) animations[ label ] = { start: Infinity, end: -Infinity };
  7861. var animation = animations[ label ];
  7862. if ( i < animation.start ) animation.start = i;
  7863. if ( i > animation.end ) animation.end = i;
  7864. if ( ! firstAnimation ) firstAnimation = label;
  7865. }
  7866. }
  7867. geometry.firstAnimation = firstAnimation;
  7868. };
  7869. THREE.MorphAnimMesh.prototype.setAnimationLabel = function ( label, start, end ) {
  7870. if ( ! this.geometry.animations ) this.geometry.animations = {};
  7871. this.geometry.animations[ label ] = { start: start, end: end };
  7872. };
  7873. THREE.MorphAnimMesh.prototype.playAnimation = function ( label, fps ) {
  7874. var animation = this.geometry.animations[ label ];
  7875. if ( animation ) {
  7876. this.setFrameRange( animation.start, animation.end );
  7877. this.duration = 1000 * ( ( animation.end - animation.start ) / fps );
  7878. this.time = 0;
  7879. } else {
  7880. console.warn( "animation[" + label + "] undefined" );
  7881. }
  7882. };
  7883. THREE.MorphAnimMesh.prototype.updateAnimation = function ( delta ) {
  7884. var frameTime = this.duration / this.length;
  7885. this.time += this.direction * delta;
  7886. if ( this.mirroredLoop ) {
  7887. if ( this.time > this.duration || this.time < 0 ) {
  7888. this.direction *= -1;
  7889. if ( this.time > this.duration ) {
  7890. this.time = this.duration;
  7891. this.directionBackwards = true;
  7892. }
  7893. if ( this.time < 0 ) {
  7894. this.time = 0;
  7895. this.directionBackwards = false;
  7896. }
  7897. }
  7898. } else {
  7899. this.time = this.time % this.duration;
  7900. if ( this.time < 0 ) this.time += this.duration;
  7901. }
  7902. var keyframe = this.startKeyframe + THREE.Math.clamp( Math.floor( this.time / frameTime ), 0, this.length - 1 );
  7903. if ( keyframe !== this.currentKeyframe ) {
  7904. this.morphTargetInfluences[ this.lastKeyframe ] = 0;
  7905. this.morphTargetInfluences[ this.currentKeyframe ] = 1;
  7906. this.morphTargetInfluences[ keyframe ] = 0;
  7907. this.lastKeyframe = this.currentKeyframe;
  7908. this.currentKeyframe = keyframe;
  7909. }
  7910. var mix = ( this.time % frameTime ) / frameTime;
  7911. if ( this.directionBackwards ) {
  7912. mix = 1 - mix;
  7913. }
  7914. this.morphTargetInfluences[ this.currentKeyframe ] = mix;
  7915. this.morphTargetInfluences[ this.lastKeyframe ] = 1 - mix;
  7916. };
  7917. THREE.MorphAnimMesh.prototype.clone = function ( object ) {
  7918. if ( object === undefined ) object = new THREE.MorphAnimMesh( this.geometry, this.material );
  7919. object.duration = this.duration;
  7920. object.mirroredLoop = this.mirroredLoop;
  7921. object.time = this.time;
  7922. object.lastKeyframe = this.lastKeyframe;
  7923. object.currentKeyframe = this.currentKeyframe;
  7924. object.direction = this.direction;
  7925. object.directionBackwards = this.directionBackwards;
  7926. THREE.Mesh.prototype.clone.call( this, object );
  7927. return object;
  7928. };
  7929. /**
  7930. * @author alteredq / http://alteredqualia.com/
  7931. */
  7932. THREE.Ribbon = function ( geometry, material ) {
  7933. THREE.Object3D.call( this );
  7934. this.geometry = geometry;
  7935. this.material = material;
  7936. };
  7937. THREE.Ribbon.prototype = Object.create( THREE.Object3D.prototype );
  7938. THREE.Ribbon.prototype.clone = function ( object ) {
  7939. if ( object === undefined ) object = new THREE.Ribbon( this.geometry, this.material );
  7940. THREE.Object3D.prototype.clone.call( this, object );
  7941. return object;
  7942. };
  7943. /**
  7944. * @author mikael emtinger / http://gomo.se/
  7945. * @author alteredq / http://alteredqualia.com/
  7946. * @author mrdoob / http://mrdoob.com/
  7947. */
  7948. THREE.LOD = function () {
  7949. THREE.Object3D.call( this );
  7950. this.LODs = [];
  7951. };
  7952. THREE.LOD.prototype = Object.create( THREE.Object3D.prototype );
  7953. THREE.LOD.prototype.addLevel = function ( object3D, visibleAtDistance ) {
  7954. if ( visibleAtDistance === undefined ) {
  7955. visibleAtDistance = 0;
  7956. }
  7957. visibleAtDistance = Math.abs( visibleAtDistance );
  7958. for ( var l = 0; l < this.LODs.length; l ++ ) {
  7959. if ( visibleAtDistance < this.LODs[ l ].visibleAtDistance ) {
  7960. break;
  7961. }
  7962. }
  7963. this.LODs.splice( l, 0, { visibleAtDistance: visibleAtDistance, object3D: object3D } );
  7964. this.add( object3D );
  7965. };
  7966. THREE.LOD.prototype.update = function ( camera ) {
  7967. if ( this.LODs.length > 1 ) {
  7968. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  7969. var inverse = camera.matrixWorldInverse;
  7970. var distance = -( inverse.elements[2] * this.matrixWorld.elements[12] + inverse.elements[6] * this.matrixWorld.elements[13] + inverse.elements[10] * this.matrixWorld.elements[14] + inverse.elements[14] );
  7971. this.LODs[ 0 ].object3D.visible = true;
  7972. for ( var l = 1; l < this.LODs.length; l ++ ) {
  7973. if( distance >= this.LODs[ l ].visibleAtDistance ) {
  7974. this.LODs[ l - 1 ].object3D.visible = false;
  7975. this.LODs[ l ].object3D.visible = true;
  7976. } else {
  7977. break;
  7978. }
  7979. }
  7980. for( ; l < this.LODs.length; l ++ ) {
  7981. this.LODs[ l ].object3D.visible = false;
  7982. }
  7983. }
  7984. };
  7985. THREE.LOD.prototype.clone = function () {
  7986. // TODO
  7987. };
  7988. /**
  7989. * @author mikael emtinger / http://gomo.se/
  7990. * @author alteredq / http://alteredqualia.com/
  7991. */
  7992. THREE.Sprite = function ( material ) {
  7993. THREE.Object3D.call( this );
  7994. this.material = ( material !== undefined ) ? material : new THREE.SpriteMaterial();
  7995. this.rotation3d = this.rotation;
  7996. this.rotation = 0;
  7997. };
  7998. THREE.Sprite.prototype = Object.create( THREE.Object3D.prototype );
  7999. /*
  8000. * Custom update matrix
  8001. */
  8002. THREE.Sprite.prototype.updateMatrix = function () {
  8003. this.matrix.setPosition( this.position );
  8004. this.rotation3d.set( 0, 0, this.rotation );
  8005. this.matrix.setRotationFromEuler( this.rotation3d );
  8006. if ( this.scale.x !== 1 || this.scale.y !== 1 ) {
  8007. this.matrix.scale( this.scale );
  8008. }
  8009. this.matrixWorldNeedsUpdate = true;
  8010. };
  8011. THREE.Sprite.prototype.clone = function ( object ) {
  8012. if ( object === undefined ) object = new THREE.Sprite( this.material );
  8013. THREE.Object3D.prototype.clone.call( this, object );
  8014. return object;
  8015. };
  8016. /**
  8017. * @author mrdoob / http://mrdoob.com/
  8018. */
  8019. THREE.Scene = function () {
  8020. THREE.Object3D.call( this );
  8021. this.fog = null;
  8022. this.overrideMaterial = null;
  8023. this.matrixAutoUpdate = false;
  8024. this.__objects = [];
  8025. this.__lights = [];
  8026. this.__objectsAdded = [];
  8027. this.__objectsRemoved = [];
  8028. };
  8029. THREE.Scene.prototype = Object.create( THREE.Object3D.prototype );
  8030. THREE.Scene.prototype.__addObject = function ( object ) {
  8031. if ( object instanceof THREE.Light ) {
  8032. if ( this.__lights.indexOf( object ) === - 1 ) {
  8033. this.__lights.push( object );
  8034. }
  8035. if ( object.target && object.target.parent === undefined ) {
  8036. this.add( object.target );
  8037. }
  8038. } else if ( !( object instanceof THREE.Camera || object instanceof THREE.Bone ) ) {
  8039. if ( this.__objects.indexOf( object ) === - 1 ) {
  8040. this.__objects.push( object );
  8041. this.__objectsAdded.push( object );
  8042. // check if previously removed
  8043. var i = this.__objectsRemoved.indexOf( object );
  8044. if ( i !== -1 ) {
  8045. this.__objectsRemoved.splice( i, 1 );
  8046. }
  8047. }
  8048. }
  8049. for ( var c = 0; c < object.children.length; c ++ ) {
  8050. this.__addObject( object.children[ c ] );
  8051. }
  8052. };
  8053. THREE.Scene.prototype.__removeObject = function ( object ) {
  8054. if ( object instanceof THREE.Light ) {
  8055. var i = this.__lights.indexOf( object );
  8056. if ( i !== -1 ) {
  8057. this.__lights.splice( i, 1 );
  8058. }
  8059. } else if ( !( object instanceof THREE.Camera ) ) {
  8060. var i = this.__objects.indexOf( object );
  8061. if( i !== -1 ) {
  8062. this.__objects.splice( i, 1 );
  8063. this.__objectsRemoved.push( object );
  8064. // check if previously added
  8065. var ai = this.__objectsAdded.indexOf( object );
  8066. if ( ai !== -1 ) {
  8067. this.__objectsAdded.splice( ai, 1 );
  8068. }
  8069. }
  8070. }
  8071. for ( var c = 0; c < object.children.length; c ++ ) {
  8072. this.__removeObject( object.children[ c ] );
  8073. }
  8074. };
  8075. /**
  8076. * @author mrdoob / http://mrdoob.com/
  8077. * @author alteredq / http://alteredqualia.com/
  8078. */
  8079. THREE.Fog = function ( hex, near, far ) {
  8080. this.name = '';
  8081. this.color = new THREE.Color( hex );
  8082. this.near = ( near !== undefined ) ? near : 1;
  8083. this.far = ( far !== undefined ) ? far : 1000;
  8084. };
  8085. THREE.Fog.prototype.clone = function () {
  8086. return new THREE.Fog( this.color.getHex(), this.near, this.far );
  8087. };
  8088. /**
  8089. * @author mrdoob / http://mrdoob.com/
  8090. * @author alteredq / http://alteredqualia.com/
  8091. */
  8092. THREE.FogExp2 = function ( hex, density ) {
  8093. this.name = '';
  8094. this.color = new THREE.Color( hex );
  8095. this.density = ( density !== undefined ) ? density : 0.00025;
  8096. };
  8097. THREE.FogExp2.prototype.clone = function () {
  8098. return new THREE.FogExp2( this.color.getHex(), this.density );
  8099. };
  8100. /**
  8101. * @author mrdoob / http://mrdoob.com/
  8102. */
  8103. THREE.CanvasRenderer = function ( parameters ) {
  8104. console.log( 'THREE.CanvasRenderer', THREE.REVISION );
  8105. var smoothstep = THREE.Math.smoothstep;
  8106. parameters = parameters || {};
  8107. var _this = this,
  8108. _renderData, _elements, _lights,
  8109. _projector = new THREE.Projector(),
  8110. _canvas = parameters.canvas !== undefined
  8111. ? parameters.canvas
  8112. : document.createElement( 'canvas' ),
  8113. _canvasWidth, _canvasHeight, _canvasWidthHalf, _canvasHeightHalf,
  8114. _context = _canvas.getContext( '2d' ),
  8115. _clearColor = new THREE.Color( 0x000000 ),
  8116. _clearOpacity = 0,
  8117. _contextGlobalAlpha = 1,
  8118. _contextGlobalCompositeOperation = 0,
  8119. _contextStrokeStyle = null,
  8120. _contextFillStyle = null,
  8121. _contextLineWidth = null,
  8122. _contextLineCap = null,
  8123. _contextLineJoin = null,
  8124. _contextDashSize = null,
  8125. _contextGapSize = 0,
  8126. _v1, _v2, _v3, _v4,
  8127. _v5 = new THREE.RenderableVertex(),
  8128. _v6 = new THREE.RenderableVertex(),
  8129. _v1x, _v1y, _v2x, _v2y, _v3x, _v3y,
  8130. _v4x, _v4y, _v5x, _v5y, _v6x, _v6y,
  8131. _color = new THREE.Color(),
  8132. _color1 = new THREE.Color(),
  8133. _color2 = new THREE.Color(),
  8134. _color3 = new THREE.Color(),
  8135. _color4 = new THREE.Color(),
  8136. _diffuseColor = new THREE.Color(),
  8137. _emissiveColor = new THREE.Color(),
  8138. _lightColor = new THREE.Color(),
  8139. _patterns = {}, _imagedatas = {},
  8140. _near, _far,
  8141. _image, _uvs,
  8142. _uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y,
  8143. _clipBox = new THREE.Box2(),
  8144. _clearBox = new THREE.Box2(),
  8145. _elemBox = new THREE.Box2(),
  8146. _ambientLight = new THREE.Color(),
  8147. _directionalLights = new THREE.Color(),
  8148. _pointLights = new THREE.Color(),
  8149. _vector3 = new THREE.Vector3(), // Needed for PointLight
  8150. _pixelMap, _pixelMapContext, _pixelMapImage, _pixelMapData,
  8151. _gradientMap, _gradientMapContext, _gradientMapQuality = 16;
  8152. _pixelMap = document.createElement( 'canvas' );
  8153. _pixelMap.width = _pixelMap.height = 2;
  8154. _pixelMapContext = _pixelMap.getContext( '2d' );
  8155. _pixelMapContext.fillStyle = 'rgba(0,0,0,1)';
  8156. _pixelMapContext.fillRect( 0, 0, 2, 2 );
  8157. _pixelMapImage = _pixelMapContext.getImageData( 0, 0, 2, 2 );
  8158. _pixelMapData = _pixelMapImage.data;
  8159. _gradientMap = document.createElement( 'canvas' );
  8160. _gradientMap.width = _gradientMap.height = _gradientMapQuality;
  8161. _gradientMapContext = _gradientMap.getContext( '2d' );
  8162. _gradientMapContext.translate( - _gradientMapQuality / 2, - _gradientMapQuality / 2 );
  8163. _gradientMapContext.scale( _gradientMapQuality, _gradientMapQuality );
  8164. _gradientMapQuality --; // Fix UVs
  8165. // dash+gap fallbacks for Firefox and everything else
  8166. if ( _context.setLineDash === undefined ) {
  8167. if ( _context.mozDash !== undefined ) {
  8168. _context.setLineDash = function ( values ) {
  8169. _context.mozDash = values[ 0 ] !== null ? values : null;
  8170. }
  8171. } else {
  8172. _context.setLineDash = function () {}
  8173. }
  8174. }
  8175. this.domElement = _canvas;
  8176. this.devicePixelRatio = parameters.devicePixelRatio !== undefined
  8177. ? parameters.devicePixelRatio
  8178. : window.devicePixelRatio !== undefined
  8179. ? window.devicePixelRatio
  8180. : 1;
  8181. this.autoClear = true;
  8182. this.sortObjects = true;
  8183. this.sortElements = true;
  8184. this.info = {
  8185. render: {
  8186. vertices: 0,
  8187. faces: 0
  8188. }
  8189. }
  8190. // WebGLRenderer compatibility
  8191. this.supportsVertexTextures = function () {};
  8192. this.setFaceCulling = function () {};
  8193. this.setSize = function ( width, height ) {
  8194. _canvasWidth = width * this.devicePixelRatio;
  8195. _canvasHeight = height * this.devicePixelRatio;
  8196. _canvasWidthHalf = Math.floor( _canvasWidth / 2 );
  8197. _canvasHeightHalf = Math.floor( _canvasHeight / 2 );
  8198. _canvas.width = _canvasWidth;
  8199. _canvas.height = _canvasHeight;
  8200. _canvas.style.width = width + 'px';
  8201. _canvas.style.height = height + 'px';
  8202. _clipBox.set(
  8203. new THREE.Vector2( - _canvasWidthHalf, - _canvasHeightHalf ),
  8204. new THREE.Vector2( _canvasWidthHalf, _canvasHeightHalf )
  8205. );
  8206. _clearBox.set(
  8207. new THREE.Vector2( - _canvasWidthHalf, - _canvasHeightHalf ),
  8208. new THREE.Vector2( _canvasWidthHalf, _canvasHeightHalf )
  8209. );
  8210. _contextGlobalAlpha = 1;
  8211. _contextGlobalCompositeOperation = 0;
  8212. _contextStrokeStyle = null;
  8213. _contextFillStyle = null;
  8214. _contextLineWidth = null;
  8215. _contextLineCap = null;
  8216. _contextLineJoin = null;
  8217. };
  8218. this.setClearColor = function ( color, opacity ) {
  8219. _clearColor.copy( color );
  8220. _clearOpacity = opacity !== undefined ? opacity : 1;
  8221. _clearBox.set(
  8222. new THREE.Vector2( - _canvasWidthHalf, - _canvasHeightHalf ),
  8223. new THREE.Vector2( _canvasWidthHalf, _canvasHeightHalf )
  8224. );
  8225. };
  8226. this.setClearColorHex = function ( hex, opacity ) {
  8227. _clearColor.setHex( hex );
  8228. _clearOpacity = opacity !== undefined ? opacity : 1;
  8229. _clearBox.set(
  8230. new THREE.Vector2( - _canvasWidthHalf, - _canvasHeightHalf ),
  8231. new THREE.Vector2( _canvasWidthHalf, _canvasHeightHalf )
  8232. );
  8233. };
  8234. this.getMaxAnisotropy = function () {
  8235. return 0;
  8236. };
  8237. this.clear = function () {
  8238. _context.setTransform( 1, 0, 0, - 1, _canvasWidthHalf, _canvasHeightHalf );
  8239. if ( _clearBox.empty() === false ) {
  8240. _clearBox.intersect( _clipBox );
  8241. _clearBox.expandByScalar( 2 );
  8242. if ( _clearOpacity < 1 ) {
  8243. _context.clearRect(
  8244. _clearBox.min.x | 0,
  8245. _clearBox.min.y | 0,
  8246. ( _clearBox.max.x - _clearBox.min.x ) | 0,
  8247. ( _clearBox.max.y - _clearBox.min.y ) | 0
  8248. );
  8249. }
  8250. if ( _clearOpacity > 0 ) {
  8251. setBlending( THREE.NormalBlending );
  8252. setOpacity( 1 );
  8253. setFillStyle( 'rgba(' + Math.floor( _clearColor.r * 255 ) + ',' + Math.floor( _clearColor.g * 255 ) + ',' + Math.floor( _clearColor.b * 255 ) + ',' + _clearOpacity + ')' );
  8254. _context.fillRect(
  8255. _clearBox.min.x | 0,
  8256. _clearBox.min.y | 0,
  8257. ( _clearBox.max.x - _clearBox.min.x ) | 0,
  8258. ( _clearBox.max.y - _clearBox.min.y ) | 0
  8259. );
  8260. }
  8261. _clearBox.makeEmpty();
  8262. }
  8263. };
  8264. this.render = function ( scene, camera ) {
  8265. if ( camera instanceof THREE.Camera === false ) {
  8266. console.error( 'THREE.CanvasRenderer.render: camera is not an instance of THREE.Camera.' );
  8267. return;
  8268. }
  8269. if ( this.autoClear === true ) {
  8270. this.clear();
  8271. }
  8272. _context.setTransform( 1, 0, 0, - 1, _canvasWidthHalf, _canvasHeightHalf );
  8273. _this.info.render.vertices = 0;
  8274. _this.info.render.faces = 0;
  8275. _renderData = _projector.projectScene( scene, camera, this.sortObjects, this.sortElements );
  8276. _elements = _renderData.elements;
  8277. _lights = _renderData.lights;
  8278. /* DEBUG
  8279. setFillStyle( 'rgba( 0, 255, 255, 0.5 )' );
  8280. _context.fillRect( _clipBox.min.x, _clipBox.min.y, _clipBox.max.x - _clipBox.min.x, _clipBox.max.y - _clipBox.min.y );
  8281. */
  8282. calculateLights();
  8283. for ( var e = 0, el = _elements.length; e < el; e++ ) {
  8284. var element = _elements[ e ];
  8285. var material = element.material;
  8286. if ( material === undefined || material.visible === false ) continue;
  8287. _elemBox.makeEmpty();
  8288. if ( element instanceof THREE.RenderableParticle ) {
  8289. _v1 = element;
  8290. _v1.x *= _canvasWidthHalf; _v1.y *= _canvasHeightHalf;
  8291. renderParticle( _v1, element, material );
  8292. } else if ( element instanceof THREE.RenderableLine ) {
  8293. _v1 = element.v1; _v2 = element.v2;
  8294. _v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf;
  8295. _v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf;
  8296. _elemBox.setFromPoints( [ _v1.positionScreen, _v2.positionScreen ] );
  8297. if ( _clipBox.isIntersectionBox( _elemBox ) === true ) {
  8298. renderLine( _v1, _v2, element, material );
  8299. }
  8300. } else if ( element instanceof THREE.RenderableFace3 ) {
  8301. _v1 = element.v1; _v2 = element.v2; _v3 = element.v3;
  8302. if ( _v1.positionScreen.z < -1 || _v1.positionScreen.z > 1 ) continue;
  8303. if ( _v2.positionScreen.z < -1 || _v2.positionScreen.z > 1 ) continue;
  8304. if ( _v3.positionScreen.z < -1 || _v3.positionScreen.z > 1 ) continue;
  8305. _v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf;
  8306. _v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf;
  8307. _v3.positionScreen.x *= _canvasWidthHalf; _v3.positionScreen.y *= _canvasHeightHalf;
  8308. if ( material.overdraw === true ) {
  8309. expand( _v1.positionScreen, _v2.positionScreen );
  8310. expand( _v2.positionScreen, _v3.positionScreen );
  8311. expand( _v3.positionScreen, _v1.positionScreen );
  8312. }
  8313. _elemBox.setFromPoints( [ _v1.positionScreen, _v2.positionScreen, _v3.positionScreen ] );
  8314. renderFace3( _v1, _v2, _v3, 0, 1, 2, element, material );
  8315. } else if ( element instanceof THREE.RenderableFace4 ) {
  8316. _v1 = element.v1; _v2 = element.v2; _v3 = element.v3; _v4 = element.v4;
  8317. if ( _v1.positionScreen.z < -1 || _v1.positionScreen.z > 1 ) continue;
  8318. if ( _v2.positionScreen.z < -1 || _v2.positionScreen.z > 1 ) continue;
  8319. if ( _v3.positionScreen.z < -1 || _v3.positionScreen.z > 1 ) continue;
  8320. if ( _v4.positionScreen.z < -1 || _v4.positionScreen.z > 1 ) continue;
  8321. _v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf;
  8322. _v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf;
  8323. _v3.positionScreen.x *= _canvasWidthHalf; _v3.positionScreen.y *= _canvasHeightHalf;
  8324. _v4.positionScreen.x *= _canvasWidthHalf; _v4.positionScreen.y *= _canvasHeightHalf;
  8325. _v5.positionScreen.copy( _v2.positionScreen );
  8326. _v6.positionScreen.copy( _v4.positionScreen );
  8327. if ( material.overdraw === true ) {
  8328. expand( _v1.positionScreen, _v2.positionScreen );
  8329. expand( _v2.positionScreen, _v4.positionScreen );
  8330. expand( _v4.positionScreen, _v1.positionScreen );
  8331. expand( _v3.positionScreen, _v5.positionScreen );
  8332. expand( _v3.positionScreen, _v6.positionScreen );
  8333. }
  8334. _elemBox.setFromPoints( [ _v1.positionScreen, _v2.positionScreen, _v3.positionScreen, _v4.positionScreen ] );
  8335. renderFace4( _v1, _v2, _v3, _v4, _v5, _v6, element, material, scene );
  8336. }
  8337. /* DEBUG
  8338. setLineWidth( 1 );
  8339. setStrokeStyle( 'rgba( 0, 255, 0, 0.5 )' );
  8340. _context.strokeRect( _elemBox.min.x, _elemBox.min.y, _elemBox.max.x - _elemBox.min.x, _elemBox.max.y - _elemBox.min.y );
  8341. */
  8342. _clearBox.union( _elemBox );
  8343. }
  8344. /* DEBUG
  8345. setLineWidth( 1 );
  8346. setStrokeStyle( 'rgba( 255, 0, 0, 0.5 )' );
  8347. _context.strokeRect( _clearBox.min.x, _clearBox.min.y, _clearBox.max.x - _clearBox.min.x, _clearBox.max.y - _clearBox.min.y );
  8348. */
  8349. _context.setTransform( 1, 0, 0, 1, 0, 0 );
  8350. //
  8351. function calculateLights() {
  8352. _ambientLight.setRGB( 0, 0, 0 );
  8353. _directionalLights.setRGB( 0, 0, 0 );
  8354. _pointLights.setRGB( 0, 0, 0 );
  8355. for ( var l = 0, ll = _lights.length; l < ll; l ++ ) {
  8356. var light = _lights[ l ];
  8357. var lightColor = light.color;
  8358. if ( light instanceof THREE.AmbientLight ) {
  8359. _ambientLight.add( lightColor );
  8360. } else if ( light instanceof THREE.DirectionalLight ) {
  8361. // for particles
  8362. _directionalLights.add( lightColor );
  8363. } else if ( light instanceof THREE.PointLight ) {
  8364. // for particles
  8365. _pointLights.add( lightColor );
  8366. }
  8367. }
  8368. }
  8369. function calculateLight( position, normal, color ) {
  8370. for ( var l = 0, ll = _lights.length; l < ll; l ++ ) {
  8371. var light = _lights[ l ];
  8372. _lightColor.copy( light.color );
  8373. if ( light instanceof THREE.DirectionalLight ) {
  8374. var lightPosition = _vector3.getPositionFromMatrix( light.matrixWorld ).normalize();
  8375. var amount = normal.dot( lightPosition );
  8376. if ( amount <= 0 ) continue;
  8377. amount *= light.intensity;
  8378. color.add( _lightColor.multiplyScalar( amount ) );
  8379. } else if ( light instanceof THREE.PointLight ) {
  8380. var lightPosition = _vector3.getPositionFromMatrix( light.matrixWorld );
  8381. var amount = normal.dot( _vector3.subVectors( lightPosition, position ).normalize() );
  8382. if ( amount <= 0 ) continue;
  8383. amount *= light.distance == 0 ? 1 : 1 - Math.min( position.distanceTo( lightPosition ) / light.distance, 1 );
  8384. if ( amount == 0 ) continue;
  8385. amount *= light.intensity;
  8386. color.add( _lightColor.multiplyScalar( amount ) );
  8387. }
  8388. }
  8389. }
  8390. function renderParticle( v1, element, material ) {
  8391. setOpacity( material.opacity );
  8392. setBlending( material.blending );
  8393. var width, height, scaleX, scaleY,
  8394. bitmap, bitmapWidth, bitmapHeight;
  8395. if ( material instanceof THREE.ParticleBasicMaterial ) {
  8396. if ( material.map === null ) {
  8397. scaleX = element.object.scale.x;
  8398. scaleY = element.object.scale.y;
  8399. // TODO: Be able to disable this
  8400. scaleX *= element.scale.x * _canvasWidthHalf;
  8401. scaleY *= element.scale.y * _canvasHeightHalf;
  8402. _elemBox.min.set( v1.x - scaleX, v1.y - scaleY );
  8403. _elemBox.max.set( v1.x + scaleX, v1.y + scaleY );
  8404. if ( _clipBox.isIntersectionBox( _elemBox ) === false ) {
  8405. return;
  8406. }
  8407. setFillStyle( material.color.getStyle() );
  8408. _context.save();
  8409. _context.translate( v1.x, v1.y );
  8410. _context.rotate( - element.rotation );
  8411. _context.scale( scaleX, scaleY );
  8412. _context.fillRect( -1, -1, 2, 2 );
  8413. _context.restore();
  8414. } else {
  8415. bitmap = material.map.image;
  8416. bitmapWidth = bitmap.width >> 1;
  8417. bitmapHeight = bitmap.height >> 1;
  8418. scaleX = element.scale.x * _canvasWidthHalf;
  8419. scaleY = element.scale.y * _canvasHeightHalf;
  8420. width = scaleX * bitmapWidth;
  8421. height = scaleY * bitmapHeight;
  8422. // TODO: Rotations break this...
  8423. _elemBox.min.set( v1.x - width, v1.y - height );
  8424. _elemBox.max.set( v1.x + width, v1.y + height );
  8425. if ( _clipBox.isIntersectionBox( _elemBox ) === false ) {
  8426. return;
  8427. }
  8428. _context.save();
  8429. _context.translate( v1.x, v1.y );
  8430. _context.rotate( - element.rotation );
  8431. _context.scale( scaleX, - scaleY );
  8432. _context.translate( - bitmapWidth, - bitmapHeight );
  8433. _context.drawImage( bitmap, 0, 0 );
  8434. _context.restore();
  8435. }
  8436. /* DEBUG
  8437. setStrokeStyle( 'rgb(255,255,0)' );
  8438. _context.beginPath();
  8439. _context.moveTo( v1.x - 10, v1.y );
  8440. _context.lineTo( v1.x + 10, v1.y );
  8441. _context.moveTo( v1.x, v1.y - 10 );
  8442. _context.lineTo( v1.x, v1.y + 10 );
  8443. _context.stroke();
  8444. */
  8445. } else if ( material instanceof THREE.ParticleCanvasMaterial ) {
  8446. width = element.scale.x * _canvasWidthHalf;
  8447. height = element.scale.y * _canvasHeightHalf;
  8448. _elemBox.min.set( v1.x - width, v1.y - height );
  8449. _elemBox.max.set( v1.x + width, v1.y + height );
  8450. if ( _clipBox.isIntersectionBox( _elemBox ) === false ) {
  8451. return;
  8452. }
  8453. setStrokeStyle( material.color.getStyle() );
  8454. setFillStyle( material.color.getStyle() );
  8455. _context.save();
  8456. _context.translate( v1.x, v1.y );
  8457. _context.rotate( - element.rotation );
  8458. _context.scale( width, height );
  8459. material.program( _context );
  8460. _context.restore();
  8461. }
  8462. }
  8463. function renderLine( v1, v2, element, material ) {
  8464. setOpacity( material.opacity );
  8465. setBlending( material.blending );
  8466. _context.beginPath();
  8467. _context.moveTo( v1.positionScreen.x, v1.positionScreen.y );
  8468. _context.lineTo( v2.positionScreen.x, v2.positionScreen.y );
  8469. if ( material instanceof THREE.LineBasicMaterial ) {
  8470. setLineWidth( material.linewidth );
  8471. setLineCap( material.linecap );
  8472. setLineJoin( material.linejoin );
  8473. setStrokeStyle( material.color.getStyle() );
  8474. _context.stroke();
  8475. _elemBox.expandByScalar( material.linewidth * 2 );
  8476. } else if ( material instanceof THREE.LineDashedMaterial ) {
  8477. setLineWidth( material.linewidth );
  8478. setLineCap( material.linecap );
  8479. setLineJoin( material.linejoin );
  8480. setStrokeStyle( material.color.getStyle() );
  8481. setDashAndGap( material.dashSize, material.gapSize );
  8482. _context.stroke();
  8483. _elemBox.expandByScalar( material.linewidth * 2 );
  8484. setDashAndGap( null, null );
  8485. }
  8486. }
  8487. function renderFace3( v1, v2, v3, uv1, uv2, uv3, element, material ) {
  8488. _this.info.render.vertices += 3;
  8489. _this.info.render.faces ++;
  8490. setOpacity( material.opacity );
  8491. setBlending( material.blending );
  8492. _v1x = v1.positionScreen.x; _v1y = v1.positionScreen.y;
  8493. _v2x = v2.positionScreen.x; _v2y = v2.positionScreen.y;
  8494. _v3x = v3.positionScreen.x; _v3y = v3.positionScreen.y;
  8495. drawTriangle( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y );
  8496. if ( ( material instanceof THREE.MeshLambertMaterial || material instanceof THREE.MeshPhongMaterial ) && material.map === null ) {
  8497. _diffuseColor.copy( material.color );
  8498. _emissiveColor.copy( material.emissive );
  8499. if ( material.vertexColors === THREE.FaceColors ) {
  8500. _diffuseColor.multiply( element.color );
  8501. }
  8502. if ( material.wireframe === false && material.shading == THREE.SmoothShading && element.vertexNormalsLength == 3 ) {
  8503. _color1.copy( _ambientLight );
  8504. _color2.copy( _ambientLight );
  8505. _color3.copy( _ambientLight );
  8506. calculateLight( element.v1.positionWorld, element.vertexNormalsModel[ 0 ], _color1 );
  8507. calculateLight( element.v2.positionWorld, element.vertexNormalsModel[ 1 ], _color2 );
  8508. calculateLight( element.v3.positionWorld, element.vertexNormalsModel[ 2 ], _color3 );
  8509. _color1.multiply( _diffuseColor ).add( _emissiveColor );
  8510. _color2.multiply( _diffuseColor ).add( _emissiveColor );
  8511. _color3.multiply( _diffuseColor ).add( _emissiveColor );
  8512. _color4.addColors( _color2, _color3 ).multiplyScalar( 0.5 );
  8513. _image = getGradientTexture( _color1, _color2, _color3, _color4 );
  8514. clipImage( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, 0, 0, 1, 0, 0, 1, _image );
  8515. } else {
  8516. _color.copy( _ambientLight );
  8517. calculateLight( element.centroidModel, element.normalModel, _color );
  8518. _color.multiply( _diffuseColor ).add( _emissiveColor );
  8519. material.wireframe === true
  8520. ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
  8521. : fillPath( _color );
  8522. }
  8523. } else if ( material instanceof THREE.MeshBasicMaterial || material instanceof THREE.MeshLambertMaterial || material instanceof THREE.MeshPhongMaterial ) {
  8524. if ( material.map !== null ) {
  8525. if ( material.map.mapping instanceof THREE.UVMapping ) {
  8526. _uvs = element.uvs[ 0 ];
  8527. patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uvs[ uv1 ].x, _uvs[ uv1 ].y, _uvs[ uv2 ].x, _uvs[ uv2 ].y, _uvs[ uv3 ].x, _uvs[ uv3 ].y, material.map );
  8528. }
  8529. } else if ( material.envMap !== null ) {
  8530. if ( material.envMap.mapping instanceof THREE.SphericalReflectionMapping ) {
  8531. _vector3.copy( element.vertexNormalsModelView[ uv1 ] );
  8532. _uv1x = 0.5 * _vector3.x + 0.5;
  8533. _uv1y = 0.5 * _vector3.y + 0.5;
  8534. _vector3.copy( element.vertexNormalsModelView[ uv2 ] );
  8535. _uv2x = 0.5 * _vector3.x + 0.5;
  8536. _uv2y = 0.5 * _vector3.y + 0.5;
  8537. _vector3.copy( element.vertexNormalsModelView[ uv3 ] );
  8538. _uv3x = 0.5 * _vector3.x + 0.5;
  8539. _uv3y = 0.5 * _vector3.y + 0.5;
  8540. patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y, material.envMap );
  8541. }/* else if ( material.envMap.mapping == THREE.SphericalRefractionMapping ) {
  8542. }*/
  8543. } else {
  8544. _color.copy( material.color );
  8545. if ( material.vertexColors === THREE.FaceColors ) {
  8546. _color.multiply( element.color );
  8547. }
  8548. material.wireframe === true
  8549. ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
  8550. : fillPath( _color );
  8551. }
  8552. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  8553. _near = camera.near;
  8554. _far = camera.far;
  8555. _color1.r = _color1.g = _color1.b = 1 - smoothstep( v1.positionScreen.z * v1.positionScreen.w, _near, _far );
  8556. _color2.r = _color2.g = _color2.b = 1 - smoothstep( v2.positionScreen.z * v2.positionScreen.w, _near, _far );
  8557. _color3.r = _color3.g = _color3.b = 1 - smoothstep( v3.positionScreen.z * v3.positionScreen.w, _near, _far );
  8558. _color4.addColors( _color2, _color3 ).multiplyScalar( 0.5 );
  8559. _image = getGradientTexture( _color1, _color2, _color3, _color4 );
  8560. clipImage( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, 0, 0, 1, 0, 0, 1, _image );
  8561. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  8562. var normal;
  8563. if ( material.shading == THREE.FlatShading ) {
  8564. normal = element.normalModelView;
  8565. _color.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
  8566. material.wireframe === true
  8567. ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
  8568. : fillPath( _color );
  8569. } else if ( material.shading == THREE.SmoothShading ) {
  8570. normal = element.vertexNormalsModelView[ uv1 ];
  8571. _color1.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
  8572. normal = element.vertexNormalsModelView[ uv2 ];
  8573. _color2.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
  8574. normal = element.vertexNormalsModelView[ uv3 ];
  8575. _color3.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
  8576. _color4.addColors( _color2, _color3 ).multiplyScalar( 0.5 );
  8577. _image = getGradientTexture( _color1, _color2, _color3, _color4 );
  8578. clipImage( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, 0, 0, 1, 0, 0, 1, _image );
  8579. }
  8580. }
  8581. }
  8582. function renderFace4( v1, v2, v3, v4, v5, v6, element, material ) {
  8583. _this.info.render.vertices += 4;
  8584. _this.info.render.faces ++;
  8585. setOpacity( material.opacity );
  8586. setBlending( material.blending );
  8587. if ( ( material.map !== undefined && material.map !== null ) || ( material.envMap !== undefined && material.envMap !== null ) ) {
  8588. // Let renderFace3() handle this
  8589. renderFace3( v1, v2, v4, 0, 1, 3, element, material );
  8590. renderFace3( v5, v3, v6, 1, 2, 3, element, material );
  8591. return;
  8592. }
  8593. _v1x = v1.positionScreen.x; _v1y = v1.positionScreen.y;
  8594. _v2x = v2.positionScreen.x; _v2y = v2.positionScreen.y;
  8595. _v3x = v3.positionScreen.x; _v3y = v3.positionScreen.y;
  8596. _v4x = v4.positionScreen.x; _v4y = v4.positionScreen.y;
  8597. _v5x = v5.positionScreen.x; _v5y = v5.positionScreen.y;
  8598. _v6x = v6.positionScreen.x; _v6y = v6.positionScreen.y;
  8599. if ( material instanceof THREE.MeshLambertMaterial || material instanceof THREE.MeshPhongMaterial ) {
  8600. _diffuseColor.copy( material.color );
  8601. _emissiveColor.copy( material.emissive );
  8602. if ( material.vertexColors === THREE.FaceColors ) {
  8603. _diffuseColor.multiply( element.color );
  8604. }
  8605. if ( material.wireframe === false && material.shading == THREE.SmoothShading && element.vertexNormalsLength == 4 ) {
  8606. _color1.copy( _ambientLight );
  8607. _color2.copy( _ambientLight );
  8608. _color3.copy( _ambientLight );
  8609. _color4.copy( _ambientLight );
  8610. calculateLight( element.v1.positionWorld, element.vertexNormalsModel[ 0 ], _color1 );
  8611. calculateLight( element.v2.positionWorld, element.vertexNormalsModel[ 1 ], _color2 );
  8612. calculateLight( element.v4.positionWorld, element.vertexNormalsModel[ 3 ], _color3 );
  8613. calculateLight( element.v3.positionWorld, element.vertexNormalsModel[ 2 ], _color4 );
  8614. _color1.multiply( _diffuseColor ).add( _emissiveColor );
  8615. _color2.multiply( _diffuseColor ).add( _emissiveColor );
  8616. _color3.multiply( _diffuseColor ).add( _emissiveColor );
  8617. _color4.multiply( _diffuseColor ).add( _emissiveColor );
  8618. _image = getGradientTexture( _color1, _color2, _color3, _color4 );
  8619. // TODO: UVs are incorrect, v4->v3?
  8620. drawTriangle( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y );
  8621. clipImage( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y, 0, 0, 1, 0, 0, 1, _image );
  8622. drawTriangle( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y );
  8623. clipImage( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y, 1, 0, 1, 1, 0, 1, _image );
  8624. } else {
  8625. _color.copy( _ambientLight );
  8626. calculateLight( element.centroidModel, element.normalModel, _color );
  8627. _color.multiply( _diffuseColor ).add( _emissiveColor );
  8628. drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y );
  8629. material.wireframe === true
  8630. ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
  8631. : fillPath( _color );
  8632. }
  8633. } else if ( material instanceof THREE.MeshBasicMaterial ) {
  8634. _color.copy( material.color );
  8635. if ( material.vertexColors === THREE.FaceColors ) {
  8636. _color.multiply( element.color );
  8637. }
  8638. drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y );
  8639. material.wireframe === true
  8640. ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
  8641. : fillPath( _color );
  8642. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  8643. var normal;
  8644. if ( material.shading == THREE.FlatShading ) {
  8645. normal = element.normalModelView;
  8646. _color.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
  8647. drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y );
  8648. material.wireframe === true
  8649. ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
  8650. : fillPath( _color );
  8651. } else if ( material.shading == THREE.SmoothShading ) {
  8652. normal = element.vertexNormalsModelView[ 0 ];
  8653. _color1.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
  8654. normal = element.vertexNormalsModelView[ 1 ];
  8655. _color2.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
  8656. normal = element.vertexNormalsModelView[ 3 ];
  8657. _color3.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
  8658. normal = element.vertexNormalsModelView[ 2 ];
  8659. _color4.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
  8660. _image = getGradientTexture( _color1, _color2, _color3, _color4 );
  8661. drawTriangle( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y );
  8662. clipImage( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y, 0, 0, 1, 0, 0, 1, _image );
  8663. drawTriangle( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y );
  8664. clipImage( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y, 1, 0, 1, 1, 0, 1, _image );
  8665. }
  8666. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  8667. _near = camera.near;
  8668. _far = camera.far;
  8669. _color1.r = _color1.g = _color1.b = 1 - smoothstep( v1.positionScreen.z * v1.positionScreen.w, _near, _far );
  8670. _color2.r = _color2.g = _color2.b = 1 - smoothstep( v2.positionScreen.z * v2.positionScreen.w, _near, _far );
  8671. _color3.r = _color3.g = _color3.b = 1 - smoothstep( v4.positionScreen.z * v4.positionScreen.w, _near, _far );
  8672. _color4.r = _color4.g = _color4.b = 1 - smoothstep( v3.positionScreen.z * v3.positionScreen.w, _near, _far );
  8673. _image = getGradientTexture( _color1, _color2, _color3, _color4 );
  8674. // TODO: UVs are incorrect, v4->v3?
  8675. drawTriangle( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y );
  8676. clipImage( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y, 0, 0, 1, 0, 0, 1, _image );
  8677. drawTriangle( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y );
  8678. clipImage( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y, 1, 0, 1, 1, 0, 1, _image );
  8679. }
  8680. }
  8681. //
  8682. function drawTriangle( x0, y0, x1, y1, x2, y2 ) {
  8683. _context.beginPath();
  8684. _context.moveTo( x0, y0 );
  8685. _context.lineTo( x1, y1 );
  8686. _context.lineTo( x2, y2 );
  8687. _context.closePath();
  8688. }
  8689. function drawQuad( x0, y0, x1, y1, x2, y2, x3, y3 ) {
  8690. _context.beginPath();
  8691. _context.moveTo( x0, y0 );
  8692. _context.lineTo( x1, y1 );
  8693. _context.lineTo( x2, y2 );
  8694. _context.lineTo( x3, y3 );
  8695. _context.closePath();
  8696. }
  8697. function strokePath( color, linewidth, linecap, linejoin ) {
  8698. setLineWidth( linewidth );
  8699. setLineCap( linecap );
  8700. setLineJoin( linejoin );
  8701. setStrokeStyle( color.getStyle() );
  8702. _context.stroke();
  8703. _elemBox.expandByScalar( linewidth * 2 );
  8704. }
  8705. function fillPath( color ) {
  8706. setFillStyle( color.getStyle() );
  8707. _context.fill();
  8708. }
  8709. function patternPath( x0, y0, x1, y1, x2, y2, u0, v0, u1, v1, u2, v2, texture ) {
  8710. if ( texture instanceof THREE.DataTexture || texture.image === undefined || texture.image.width == 0 ) return;
  8711. if ( texture.needsUpdate === true ) {
  8712. var repeatX = texture.wrapS == THREE.RepeatWrapping;
  8713. var repeatY = texture.wrapT == THREE.RepeatWrapping;
  8714. _patterns[ texture.id ] = _context.createPattern(
  8715. texture.image, repeatX === true && repeatY === true
  8716. ? 'repeat'
  8717. : repeatX === true && repeatY === false
  8718. ? 'repeat-x'
  8719. : repeatX === false && repeatY === true
  8720. ? 'repeat-y'
  8721. : 'no-repeat'
  8722. );
  8723. texture.needsUpdate = false;
  8724. }
  8725. _patterns[ texture.id ] === undefined
  8726. ? setFillStyle( 'rgba(0,0,0,1)' )
  8727. : setFillStyle( _patterns[ texture.id ] );
  8728. // http://extremelysatisfactorytotalitarianism.com/blog/?p=2120
  8729. var a, b, c, d, e, f, det, idet,
  8730. offsetX = texture.offset.x / texture.repeat.x,
  8731. offsetY = texture.offset.y / texture.repeat.y,
  8732. width = texture.image.width * texture.repeat.x,
  8733. height = texture.image.height * texture.repeat.y;
  8734. u0 = ( u0 + offsetX ) * width;
  8735. v0 = ( 1.0 - v0 + offsetY ) * height;
  8736. u1 = ( u1 + offsetX ) * width;
  8737. v1 = ( 1.0 - v1 + offsetY ) * height;
  8738. u2 = ( u2 + offsetX ) * width;
  8739. v2 = ( 1.0 - v2 + offsetY ) * height;
  8740. x1 -= x0; y1 -= y0;
  8741. x2 -= x0; y2 -= y0;
  8742. u1 -= u0; v1 -= v0;
  8743. u2 -= u0; v2 -= v0;
  8744. det = u1 * v2 - u2 * v1;
  8745. if ( det === 0 ) {
  8746. if ( _imagedatas[ texture.id ] === undefined ) {
  8747. var canvas = document.createElement( 'canvas' )
  8748. canvas.width = texture.image.width;
  8749. canvas.height = texture.image.height;
  8750. var context = canvas.getContext( '2d' );
  8751. context.drawImage( texture.image, 0, 0 );
  8752. _imagedatas[ texture.id ] = context.getImageData( 0, 0, texture.image.width, texture.image.height ).data;
  8753. }
  8754. var data = _imagedatas[ texture.id ];
  8755. var index = ( Math.floor( u0 ) + Math.floor( v0 ) * texture.image.width ) * 4;
  8756. _color.setRGB( data[ index ] / 255, data[ index + 1 ] / 255, data[ index + 2 ] / 255 );
  8757. fillPath( _color );
  8758. return;
  8759. }
  8760. idet = 1 / det;
  8761. a = ( v2 * x1 - v1 * x2 ) * idet;
  8762. b = ( v2 * y1 - v1 * y2 ) * idet;
  8763. c = ( u1 * x2 - u2 * x1 ) * idet;
  8764. d = ( u1 * y2 - u2 * y1 ) * idet;
  8765. e = x0 - a * u0 - c * v0;
  8766. f = y0 - b * u0 - d * v0;
  8767. _context.save();
  8768. _context.transform( a, b, c, d, e, f );
  8769. _context.fill();
  8770. _context.restore();
  8771. }
  8772. function clipImage( x0, y0, x1, y1, x2, y2, u0, v0, u1, v1, u2, v2, image ) {
  8773. // http://extremelysatisfactorytotalitarianism.com/blog/?p=2120
  8774. var a, b, c, d, e, f, det, idet,
  8775. width = image.width - 1,
  8776. height = image.height - 1;
  8777. u0 *= width; v0 *= height;
  8778. u1 *= width; v1 *= height;
  8779. u2 *= width; v2 *= height;
  8780. x1 -= x0; y1 -= y0;
  8781. x2 -= x0; y2 -= y0;
  8782. u1 -= u0; v1 -= v0;
  8783. u2 -= u0; v2 -= v0;
  8784. det = u1 * v2 - u2 * v1;
  8785. idet = 1 / det;
  8786. a = ( v2 * x1 - v1 * x2 ) * idet;
  8787. b = ( v2 * y1 - v1 * y2 ) * idet;
  8788. c = ( u1 * x2 - u2 * x1 ) * idet;
  8789. d = ( u1 * y2 - u2 * y1 ) * idet;
  8790. e = x0 - a * u0 - c * v0;
  8791. f = y0 - b * u0 - d * v0;
  8792. _context.save();
  8793. _context.transform( a, b, c, d, e, f );
  8794. _context.clip();
  8795. _context.drawImage( image, 0, 0 );
  8796. _context.restore();
  8797. }
  8798. function getGradientTexture( color1, color2, color3, color4 ) {
  8799. // http://mrdoob.com/blog/post/710
  8800. _pixelMapData[ 0 ] = ( color1.r * 255 ) | 0;
  8801. _pixelMapData[ 1 ] = ( color1.g * 255 ) | 0;
  8802. _pixelMapData[ 2 ] = ( color1.b * 255 ) | 0;
  8803. _pixelMapData[ 4 ] = ( color2.r * 255 ) | 0;
  8804. _pixelMapData[ 5 ] = ( color2.g * 255 ) | 0;
  8805. _pixelMapData[ 6 ] = ( color2.b * 255 ) | 0;
  8806. _pixelMapData[ 8 ] = ( color3.r * 255 ) | 0;
  8807. _pixelMapData[ 9 ] = ( color3.g * 255 ) | 0;
  8808. _pixelMapData[ 10 ] = ( color3.b * 255 ) | 0;
  8809. _pixelMapData[ 12 ] = ( color4.r * 255 ) | 0;
  8810. _pixelMapData[ 13 ] = ( color4.g * 255 ) | 0;
  8811. _pixelMapData[ 14 ] = ( color4.b * 255 ) | 0;
  8812. _pixelMapContext.putImageData( _pixelMapImage, 0, 0 );
  8813. _gradientMapContext.drawImage( _pixelMap, 0, 0 );
  8814. return _gradientMap;
  8815. }
  8816. // Hide anti-alias gaps
  8817. function expand( v1, v2 ) {
  8818. var x = v2.x - v1.x, y = v2.y - v1.y,
  8819. det = x * x + y * y, idet;
  8820. if ( det === 0 ) return;
  8821. idet = 1 / Math.sqrt( det );
  8822. x *= idet; y *= idet;
  8823. v2.x += x; v2.y += y;
  8824. v1.x -= x; v1.y -= y;
  8825. }
  8826. };
  8827. // Context cached methods.
  8828. function setOpacity( value ) {
  8829. if ( _contextGlobalAlpha !== value ) {
  8830. _context.globalAlpha = value;
  8831. _contextGlobalAlpha = value;
  8832. }
  8833. }
  8834. function setBlending( value ) {
  8835. if ( _contextGlobalCompositeOperation !== value ) {
  8836. if ( value === THREE.NormalBlending ) {
  8837. _context.globalCompositeOperation = 'source-over';
  8838. } else if ( value === THREE.AdditiveBlending ) {
  8839. _context.globalCompositeOperation = 'lighter';
  8840. } else if ( value === THREE.SubtractiveBlending ) {
  8841. _context.globalCompositeOperation = 'darker';
  8842. }
  8843. _contextGlobalCompositeOperation = value;
  8844. }
  8845. }
  8846. function setLineWidth( value ) {
  8847. if ( _contextLineWidth !== value ) {
  8848. _context.lineWidth = value;
  8849. _contextLineWidth = value;
  8850. }
  8851. }
  8852. function setLineCap( value ) {
  8853. // "butt", "round", "square"
  8854. if ( _contextLineCap !== value ) {
  8855. _context.lineCap = value;
  8856. _contextLineCap = value;
  8857. }
  8858. }
  8859. function setLineJoin( value ) {
  8860. // "round", "bevel", "miter"
  8861. if ( _contextLineJoin !== value ) {
  8862. _context.lineJoin = value;
  8863. _contextLineJoin = value;
  8864. }
  8865. }
  8866. function setStrokeStyle( value ) {
  8867. if ( _contextStrokeStyle !== value ) {
  8868. _context.strokeStyle = value;
  8869. _contextStrokeStyle = value;
  8870. }
  8871. }
  8872. function setFillStyle( value ) {
  8873. if ( _contextFillStyle !== value ) {
  8874. _context.fillStyle = value;
  8875. _contextFillStyle = value;
  8876. }
  8877. }
  8878. function setDashAndGap( dashSizeValue, gapSizeValue ) {
  8879. if ( _contextDashSize !== dashSizeValue || _contextGapSize !== gapSizeValue ) {
  8880. _context.setLineDash( [ dashSizeValue, gapSizeValue ] );
  8881. _contextDashSize = dashSizeValue;
  8882. _contextGapSize = gapSizeValue;
  8883. }
  8884. }
  8885. };
  8886. /**
  8887. * @author alteredq / http://alteredqualia.com/
  8888. * @author mrdoob / http://mrdoob.com/
  8889. * @author mikael emtinger / http://gomo.se/
  8890. */
  8891. THREE.ShaderChunk = {
  8892. // FOG
  8893. fog_pars_fragment: [
  8894. "#ifdef USE_FOG",
  8895. "uniform vec3 fogColor;",
  8896. "#ifdef FOG_EXP2",
  8897. "uniform float fogDensity;",
  8898. "#else",
  8899. "uniform float fogNear;",
  8900. "uniform float fogFar;",
  8901. "#endif",
  8902. "#endif"
  8903. ].join("\n"),
  8904. fog_fragment: [
  8905. "#ifdef USE_FOG",
  8906. "float depth = gl_FragCoord.z / gl_FragCoord.w;",
  8907. "#ifdef FOG_EXP2",
  8908. "const float LOG2 = 1.442695;",
  8909. "float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );",
  8910. "fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );",
  8911. "#else",
  8912. "float fogFactor = smoothstep( fogNear, fogFar, depth );",
  8913. "#endif",
  8914. "gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );",
  8915. "#endif"
  8916. ].join("\n"),
  8917. // ENVIRONMENT MAP
  8918. envmap_pars_fragment: [
  8919. "#ifdef USE_ENVMAP",
  8920. "uniform float reflectivity;",
  8921. "uniform samplerCube envMap;",
  8922. "uniform float flipEnvMap;",
  8923. "uniform int combine;",
  8924. "#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )",
  8925. "uniform bool useRefract;",
  8926. "uniform float refractionRatio;",
  8927. "#else",
  8928. "varying vec3 vReflect;",
  8929. "#endif",
  8930. "#endif"
  8931. ].join("\n"),
  8932. envmap_fragment: [
  8933. "#ifdef USE_ENVMAP",
  8934. "vec3 reflectVec;",
  8935. "#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )",
  8936. "vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
  8937. "if ( useRefract ) {",
  8938. "reflectVec = refract( cameraToVertex, normal, refractionRatio );",
  8939. "} else { ",
  8940. "reflectVec = reflect( cameraToVertex, normal );",
  8941. "}",
  8942. "#else",
  8943. "reflectVec = vReflect;",
  8944. "#endif",
  8945. "#ifdef DOUBLE_SIDED",
  8946. "float flipNormal = ( -1.0 + 2.0 * float( gl_FrontFacing ) );",
  8947. "vec4 cubeColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );",
  8948. "#else",
  8949. "vec4 cubeColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );",
  8950. "#endif",
  8951. "#ifdef GAMMA_INPUT",
  8952. "cubeColor.xyz *= cubeColor.xyz;",
  8953. "#endif",
  8954. "if ( combine == 1 ) {",
  8955. "gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularStrength * reflectivity );",
  8956. "} else if ( combine == 2 ) {",
  8957. "gl_FragColor.xyz += cubeColor.xyz * specularStrength * reflectivity;",
  8958. "} else {",
  8959. "gl_FragColor.xyz = mix( gl_FragColor.xyz, gl_FragColor.xyz * cubeColor.xyz, specularStrength * reflectivity );",
  8960. "}",
  8961. "#endif"
  8962. ].join("\n"),
  8963. envmap_pars_vertex: [
  8964. "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP )",
  8965. "varying vec3 vReflect;",
  8966. "uniform float refractionRatio;",
  8967. "uniform bool useRefract;",
  8968. "#endif"
  8969. ].join("\n"),
  8970. worldpos_vertex : [
  8971. "#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )",
  8972. "#ifdef USE_SKINNING",
  8973. "vec4 worldPosition = modelMatrix * skinned;",
  8974. "#endif",
  8975. "#if defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )",
  8976. "vec4 worldPosition = modelMatrix * vec4( morphed, 1.0 );",
  8977. "#endif",
  8978. "#if ! defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )",
  8979. "vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
  8980. "#endif",
  8981. "#endif"
  8982. ].join("\n"),
  8983. envmap_vertex : [
  8984. "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP )",
  8985. "vec3 worldNormal = mat3( modelMatrix[ 0 ].xyz, modelMatrix[ 1 ].xyz, modelMatrix[ 2 ].xyz ) * objectNormal;",
  8986. "worldNormal = normalize( worldNormal );",
  8987. "vec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );",
  8988. "if ( useRefract ) {",
  8989. "vReflect = refract( cameraToVertex, worldNormal, refractionRatio );",
  8990. "} else {",
  8991. "vReflect = reflect( cameraToVertex, worldNormal );",
  8992. "}",
  8993. "#endif"
  8994. ].join("\n"),
  8995. // COLOR MAP (particles)
  8996. map_particle_pars_fragment: [
  8997. "#ifdef USE_MAP",
  8998. "uniform sampler2D map;",
  8999. "#endif"
  9000. ].join("\n"),
  9001. map_particle_fragment: [
  9002. "#ifdef USE_MAP",
  9003. "gl_FragColor = gl_FragColor * texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) );",
  9004. "#endif"
  9005. ].join("\n"),
  9006. // COLOR MAP (triangles)
  9007. map_pars_vertex: [
  9008. "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )",
  9009. "varying vec2 vUv;",
  9010. "uniform vec4 offsetRepeat;",
  9011. "#endif"
  9012. ].join("\n"),
  9013. map_pars_fragment: [
  9014. "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )",
  9015. "varying vec2 vUv;",
  9016. "#endif",
  9017. "#ifdef USE_MAP",
  9018. "uniform sampler2D map;",
  9019. "#endif"
  9020. ].join("\n"),
  9021. map_vertex: [
  9022. "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )",
  9023. "vUv = uv * offsetRepeat.zw + offsetRepeat.xy;",
  9024. "#endif"
  9025. ].join("\n"),
  9026. map_fragment: [
  9027. "#ifdef USE_MAP",
  9028. "vec4 texelColor = texture2D( map, vUv );",
  9029. "#ifdef GAMMA_INPUT",
  9030. "texelColor.xyz *= texelColor.xyz;",
  9031. "#endif",
  9032. "gl_FragColor = gl_FragColor * texelColor;",
  9033. "#endif"
  9034. ].join("\n"),
  9035. // LIGHT MAP
  9036. lightmap_pars_fragment: [
  9037. "#ifdef USE_LIGHTMAP",
  9038. "varying vec2 vUv2;",
  9039. "uniform sampler2D lightMap;",
  9040. "#endif"
  9041. ].join("\n"),
  9042. lightmap_pars_vertex: [
  9043. "#ifdef USE_LIGHTMAP",
  9044. "varying vec2 vUv2;",
  9045. "#endif"
  9046. ].join("\n"),
  9047. lightmap_fragment: [
  9048. "#ifdef USE_LIGHTMAP",
  9049. "gl_FragColor = gl_FragColor * texture2D( lightMap, vUv2 );",
  9050. "#endif"
  9051. ].join("\n"),
  9052. lightmap_vertex: [
  9053. "#ifdef USE_LIGHTMAP",
  9054. "vUv2 = uv2;",
  9055. "#endif"
  9056. ].join("\n"),
  9057. // BUMP MAP
  9058. bumpmap_pars_fragment: [
  9059. "#ifdef USE_BUMPMAP",
  9060. "uniform sampler2D bumpMap;",
  9061. "uniform float bumpScale;",
  9062. // Derivative maps - bump mapping unparametrized surfaces by Morten Mikkelsen
  9063. // http://mmikkelsen3d.blogspot.sk/2011/07/derivative-maps.html
  9064. // Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2)
  9065. "vec2 dHdxy_fwd() {",
  9066. "vec2 dSTdx = dFdx( vUv );",
  9067. "vec2 dSTdy = dFdy( vUv );",
  9068. "float Hll = bumpScale * texture2D( bumpMap, vUv ).x;",
  9069. "float dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;",
  9070. "float dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;",
  9071. "return vec2( dBx, dBy );",
  9072. "}",
  9073. "vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {",
  9074. "vec3 vSigmaX = dFdx( surf_pos );",
  9075. "vec3 vSigmaY = dFdy( surf_pos );",
  9076. "vec3 vN = surf_norm;", // normalized
  9077. "vec3 R1 = cross( vSigmaY, vN );",
  9078. "vec3 R2 = cross( vN, vSigmaX );",
  9079. "float fDet = dot( vSigmaX, R1 );",
  9080. "vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );",
  9081. "return normalize( abs( fDet ) * surf_norm - vGrad );",
  9082. "}",
  9083. "#endif"
  9084. ].join("\n"),
  9085. // NORMAL MAP
  9086. normalmap_pars_fragment: [
  9087. "#ifdef USE_NORMALMAP",
  9088. "uniform sampler2D normalMap;",
  9089. "uniform vec2 normalScale;",
  9090. // Per-Pixel Tangent Space Normal Mapping
  9091. // http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html
  9092. "vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {",
  9093. "vec3 q0 = dFdx( eye_pos.xyz );",
  9094. "vec3 q1 = dFdy( eye_pos.xyz );",
  9095. "vec2 st0 = dFdx( vUv.st );",
  9096. "vec2 st1 = dFdy( vUv.st );",
  9097. "vec3 S = normalize( q0 * st1.t - q1 * st0.t );",
  9098. "vec3 T = normalize( -q0 * st1.s + q1 * st0.s );",
  9099. "vec3 N = normalize( surf_norm );",
  9100. "vec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;",
  9101. "mapN.xy = normalScale * mapN.xy;",
  9102. "mat3 tsn = mat3( S, T, N );",
  9103. "return normalize( tsn * mapN );",
  9104. "}",
  9105. "#endif"
  9106. ].join("\n"),
  9107. // SPECULAR MAP
  9108. specularmap_pars_fragment: [
  9109. "#ifdef USE_SPECULARMAP",
  9110. "uniform sampler2D specularMap;",
  9111. "#endif"
  9112. ].join("\n"),
  9113. specularmap_fragment: [
  9114. "float specularStrength;",
  9115. "#ifdef USE_SPECULARMAP",
  9116. "vec4 texelSpecular = texture2D( specularMap, vUv );",
  9117. "specularStrength = texelSpecular.r;",
  9118. "#else",
  9119. "specularStrength = 1.0;",
  9120. "#endif"
  9121. ].join("\n"),
  9122. // LIGHTS LAMBERT
  9123. lights_lambert_pars_vertex: [
  9124. "uniform vec3 ambient;",
  9125. "uniform vec3 diffuse;",
  9126. "uniform vec3 emissive;",
  9127. "uniform vec3 ambientLightColor;",
  9128. "#if MAX_DIR_LIGHTS > 0",
  9129. "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
  9130. "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
  9131. "#endif",
  9132. "#if MAX_HEMI_LIGHTS > 0",
  9133. "uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
  9134. "uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
  9135. "uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
  9136. "#endif",
  9137. "#if MAX_POINT_LIGHTS > 0",
  9138. "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
  9139. "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
  9140. "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
  9141. "#endif",
  9142. "#if MAX_SPOT_LIGHTS > 0",
  9143. "uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
  9144. "uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
  9145. "uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
  9146. "uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
  9147. "uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
  9148. "uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
  9149. "#endif",
  9150. "#ifdef WRAP_AROUND",
  9151. "uniform vec3 wrapRGB;",
  9152. "#endif"
  9153. ].join("\n"),
  9154. lights_lambert_vertex: [
  9155. "vLightFront = vec3( 0.0 );",
  9156. "#ifdef DOUBLE_SIDED",
  9157. "vLightBack = vec3( 0.0 );",
  9158. "#endif",
  9159. "transformedNormal = normalize( transformedNormal );",
  9160. "#if MAX_DIR_LIGHTS > 0",
  9161. "for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {",
  9162. "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
  9163. "vec3 dirVector = normalize( lDirection.xyz );",
  9164. "float dotProduct = dot( transformedNormal, dirVector );",
  9165. "vec3 directionalLightWeighting = vec3( max( dotProduct, 0.0 ) );",
  9166. "#ifdef DOUBLE_SIDED",
  9167. "vec3 directionalLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );",
  9168. "#ifdef WRAP_AROUND",
  9169. "vec3 directionalLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );",
  9170. "#endif",
  9171. "#endif",
  9172. "#ifdef WRAP_AROUND",
  9173. "vec3 directionalLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );",
  9174. "directionalLightWeighting = mix( directionalLightWeighting, directionalLightWeightingHalf, wrapRGB );",
  9175. "#ifdef DOUBLE_SIDED",
  9176. "directionalLightWeightingBack = mix( directionalLightWeightingBack, directionalLightWeightingHalfBack, wrapRGB );",
  9177. "#endif",
  9178. "#endif",
  9179. "vLightFront += directionalLightColor[ i ] * directionalLightWeighting;",
  9180. "#ifdef DOUBLE_SIDED",
  9181. "vLightBack += directionalLightColor[ i ] * directionalLightWeightingBack;",
  9182. "#endif",
  9183. "}",
  9184. "#endif",
  9185. "#if MAX_POINT_LIGHTS > 0",
  9186. "for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
  9187. "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
  9188. "vec3 lVector = lPosition.xyz - mvPosition.xyz;",
  9189. "float lDistance = 1.0;",
  9190. "if ( pointLightDistance[ i ] > 0.0 )",
  9191. "lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
  9192. "lVector = normalize( lVector );",
  9193. "float dotProduct = dot( transformedNormal, lVector );",
  9194. "vec3 pointLightWeighting = vec3( max( dotProduct, 0.0 ) );",
  9195. "#ifdef DOUBLE_SIDED",
  9196. "vec3 pointLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );",
  9197. "#ifdef WRAP_AROUND",
  9198. "vec3 pointLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );",
  9199. "#endif",
  9200. "#endif",
  9201. "#ifdef WRAP_AROUND",
  9202. "vec3 pointLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );",
  9203. "pointLightWeighting = mix( pointLightWeighting, pointLightWeightingHalf, wrapRGB );",
  9204. "#ifdef DOUBLE_SIDED",
  9205. "pointLightWeightingBack = mix( pointLightWeightingBack, pointLightWeightingHalfBack, wrapRGB );",
  9206. "#endif",
  9207. "#endif",
  9208. "vLightFront += pointLightColor[ i ] * pointLightWeighting * lDistance;",
  9209. "#ifdef DOUBLE_SIDED",
  9210. "vLightBack += pointLightColor[ i ] * pointLightWeightingBack * lDistance;",
  9211. "#endif",
  9212. "}",
  9213. "#endif",
  9214. "#if MAX_SPOT_LIGHTS > 0",
  9215. "for( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
  9216. "vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
  9217. "vec3 lVector = lPosition.xyz - mvPosition.xyz;",
  9218. "float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - worldPosition.xyz ) );",
  9219. "if ( spotEffect > spotLightAngleCos[ i ] ) {",
  9220. "spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
  9221. "float lDistance = 1.0;",
  9222. "if ( spotLightDistance[ i ] > 0.0 )",
  9223. "lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );",
  9224. "lVector = normalize( lVector );",
  9225. "float dotProduct = dot( transformedNormal, lVector );",
  9226. "vec3 spotLightWeighting = vec3( max( dotProduct, 0.0 ) );",
  9227. "#ifdef DOUBLE_SIDED",
  9228. "vec3 spotLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );",
  9229. "#ifdef WRAP_AROUND",
  9230. "vec3 spotLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );",
  9231. "#endif",
  9232. "#endif",
  9233. "#ifdef WRAP_AROUND",
  9234. "vec3 spotLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );",
  9235. "spotLightWeighting = mix( spotLightWeighting, spotLightWeightingHalf, wrapRGB );",
  9236. "#ifdef DOUBLE_SIDED",
  9237. "spotLightWeightingBack = mix( spotLightWeightingBack, spotLightWeightingHalfBack, wrapRGB );",
  9238. "#endif",
  9239. "#endif",
  9240. "vLightFront += spotLightColor[ i ] * spotLightWeighting * lDistance * spotEffect;",
  9241. "#ifdef DOUBLE_SIDED",
  9242. "vLightBack += spotLightColor[ i ] * spotLightWeightingBack * lDistance * spotEffect;",
  9243. "#endif",
  9244. "}",
  9245. "}",
  9246. "#endif",
  9247. "#if MAX_HEMI_LIGHTS > 0",
  9248. "for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
  9249. "vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
  9250. "vec3 lVector = normalize( lDirection.xyz );",
  9251. "float dotProduct = dot( transformedNormal, lVector );",
  9252. "float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
  9253. "float hemiDiffuseWeightBack = -0.5 * dotProduct + 0.5;",
  9254. "vLightFront += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
  9255. "#ifdef DOUBLE_SIDED",
  9256. "vLightBack += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeightBack );",
  9257. "#endif",
  9258. "}",
  9259. "#endif",
  9260. "vLightFront = vLightFront * diffuse + ambient * ambientLightColor + emissive;",
  9261. "#ifdef DOUBLE_SIDED",
  9262. "vLightBack = vLightBack * diffuse + ambient * ambientLightColor + emissive;",
  9263. "#endif"
  9264. ].join("\n"),
  9265. // LIGHTS PHONG
  9266. lights_phong_pars_vertex: [
  9267. "#ifndef PHONG_PER_PIXEL",
  9268. "#if MAX_POINT_LIGHTS > 0",
  9269. "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
  9270. "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
  9271. "varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",
  9272. "#endif",
  9273. "#if MAX_SPOT_LIGHTS > 0",
  9274. "uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
  9275. "uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
  9276. "varying vec4 vSpotLight[ MAX_SPOT_LIGHTS ];",
  9277. "#endif",
  9278. "#endif",
  9279. "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )",
  9280. "varying vec3 vWorldPosition;",
  9281. "#endif"
  9282. ].join("\n"),
  9283. lights_phong_vertex: [
  9284. "#ifndef PHONG_PER_PIXEL",
  9285. "#if MAX_POINT_LIGHTS > 0",
  9286. "for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
  9287. "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
  9288. "vec3 lVector = lPosition.xyz - mvPosition.xyz;",
  9289. "float lDistance = 1.0;",
  9290. "if ( pointLightDistance[ i ] > 0.0 )",
  9291. "lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
  9292. "vPointLight[ i ] = vec4( lVector, lDistance );",
  9293. "}",
  9294. "#endif",
  9295. "#if MAX_SPOT_LIGHTS > 0",
  9296. "for( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
  9297. "vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
  9298. "vec3 lVector = lPosition.xyz - mvPosition.xyz;",
  9299. "float lDistance = 1.0;",
  9300. "if ( spotLightDistance[ i ] > 0.0 )",
  9301. "lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );",
  9302. "vSpotLight[ i ] = vec4( lVector, lDistance );",
  9303. "}",
  9304. "#endif",
  9305. "#endif",
  9306. "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )",
  9307. "vWorldPosition = worldPosition.xyz;",
  9308. "#endif"
  9309. ].join("\n"),
  9310. lights_phong_pars_fragment: [
  9311. "uniform vec3 ambientLightColor;",
  9312. "#if MAX_DIR_LIGHTS > 0",
  9313. "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
  9314. "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
  9315. "#endif",
  9316. "#if MAX_HEMI_LIGHTS > 0",
  9317. "uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
  9318. "uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
  9319. "uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
  9320. "#endif",
  9321. "#if MAX_POINT_LIGHTS > 0",
  9322. "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
  9323. "#ifdef PHONG_PER_PIXEL",
  9324. "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
  9325. "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
  9326. "#else",
  9327. "varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",
  9328. "#endif",
  9329. "#endif",
  9330. "#if MAX_SPOT_LIGHTS > 0",
  9331. "uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
  9332. "uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
  9333. "uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
  9334. "uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
  9335. "uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
  9336. "#ifdef PHONG_PER_PIXEL",
  9337. "uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
  9338. "#else",
  9339. "varying vec4 vSpotLight[ MAX_SPOT_LIGHTS ];",
  9340. "#endif",
  9341. "#endif",
  9342. "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )",
  9343. "varying vec3 vWorldPosition;",
  9344. "#endif",
  9345. "#ifdef WRAP_AROUND",
  9346. "uniform vec3 wrapRGB;",
  9347. "#endif",
  9348. "varying vec3 vViewPosition;",
  9349. "varying vec3 vNormal;"
  9350. ].join("\n"),
  9351. lights_phong_fragment: [
  9352. "vec3 normal = normalize( vNormal );",
  9353. "vec3 viewPosition = normalize( vViewPosition );",
  9354. "#ifdef DOUBLE_SIDED",
  9355. "normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );",
  9356. "#endif",
  9357. "#ifdef USE_NORMALMAP",
  9358. "normal = perturbNormal2Arb( -viewPosition, normal );",
  9359. "#elif defined( USE_BUMPMAP )",
  9360. "normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );",
  9361. "#endif",
  9362. "#if MAX_POINT_LIGHTS > 0",
  9363. "vec3 pointDiffuse = vec3( 0.0 );",
  9364. "vec3 pointSpecular = vec3( 0.0 );",
  9365. "for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
  9366. "#ifdef PHONG_PER_PIXEL",
  9367. "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
  9368. "vec3 lVector = lPosition.xyz + vViewPosition.xyz;",
  9369. "float lDistance = 1.0;",
  9370. "if ( pointLightDistance[ i ] > 0.0 )",
  9371. "lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
  9372. "lVector = normalize( lVector );",
  9373. "#else",
  9374. "vec3 lVector = normalize( vPointLight[ i ].xyz );",
  9375. "float lDistance = vPointLight[ i ].w;",
  9376. "#endif",
  9377. // diffuse
  9378. "float dotProduct = dot( normal, lVector );",
  9379. "#ifdef WRAP_AROUND",
  9380. "float pointDiffuseWeightFull = max( dotProduct, 0.0 );",
  9381. "float pointDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",
  9382. "vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",
  9383. "#else",
  9384. "float pointDiffuseWeight = max( dotProduct, 0.0 );",
  9385. "#endif",
  9386. "pointDiffuse += diffuse * pointLightColor[ i ] * pointDiffuseWeight * lDistance;",
  9387. // specular
  9388. "vec3 pointHalfVector = normalize( lVector + viewPosition );",
  9389. "float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
  9390. "float pointSpecularWeight = specularStrength * max( pow( pointDotNormalHalf, shininess ), 0.0 );",
  9391. "#ifdef PHYSICALLY_BASED_SHADING",
  9392. // 2.0 => 2.0001 is hack to work around ANGLE bug
  9393. "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
  9394. "vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, pointHalfVector ), 5.0 );",
  9395. "pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance * specularNormalization;",
  9396. "#else",
  9397. "pointSpecular += specular * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance;",
  9398. "#endif",
  9399. "}",
  9400. "#endif",
  9401. "#if MAX_SPOT_LIGHTS > 0",
  9402. "vec3 spotDiffuse = vec3( 0.0 );",
  9403. "vec3 spotSpecular = vec3( 0.0 );",
  9404. "for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
  9405. "#ifdef PHONG_PER_PIXEL",
  9406. "vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
  9407. "vec3 lVector = lPosition.xyz + vViewPosition.xyz;",
  9408. "float lDistance = 1.0;",
  9409. "if ( spotLightDistance[ i ] > 0.0 )",
  9410. "lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );",
  9411. "lVector = normalize( lVector );",
  9412. "#else",
  9413. "vec3 lVector = normalize( vSpotLight[ i ].xyz );",
  9414. "float lDistance = vSpotLight[ i ].w;",
  9415. "#endif",
  9416. "float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",
  9417. "if ( spotEffect > spotLightAngleCos[ i ] ) {",
  9418. "spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
  9419. // diffuse
  9420. "float dotProduct = dot( normal, lVector );",
  9421. "#ifdef WRAP_AROUND",
  9422. "float spotDiffuseWeightFull = max( dotProduct, 0.0 );",
  9423. "float spotDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",
  9424. "vec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );",
  9425. "#else",
  9426. "float spotDiffuseWeight = max( dotProduct, 0.0 );",
  9427. "#endif",
  9428. "spotDiffuse += diffuse * spotLightColor[ i ] * spotDiffuseWeight * lDistance * spotEffect;",
  9429. // specular
  9430. "vec3 spotHalfVector = normalize( lVector + viewPosition );",
  9431. "float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
  9432. "float spotSpecularWeight = specularStrength * max( pow( spotDotNormalHalf, shininess ), 0.0 );",
  9433. "#ifdef PHYSICALLY_BASED_SHADING",
  9434. // 2.0 => 2.0001 is hack to work around ANGLE bug
  9435. "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
  9436. "vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, spotHalfVector ), 5.0 );",
  9437. "spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * specularNormalization * spotEffect;",
  9438. "#else",
  9439. "spotSpecular += specular * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * spotEffect;",
  9440. "#endif",
  9441. "}",
  9442. "}",
  9443. "#endif",
  9444. "#if MAX_DIR_LIGHTS > 0",
  9445. "vec3 dirDiffuse = vec3( 0.0 );",
  9446. "vec3 dirSpecular = vec3( 0.0 );" ,
  9447. "for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {",
  9448. "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
  9449. "vec3 dirVector = normalize( lDirection.xyz );",
  9450. // diffuse
  9451. "float dotProduct = dot( normal, dirVector );",
  9452. "#ifdef WRAP_AROUND",
  9453. "float dirDiffuseWeightFull = max( dotProduct, 0.0 );",
  9454. "float dirDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",
  9455. "vec3 dirDiffuseWeight = mix( vec3( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), wrapRGB );",
  9456. "#else",
  9457. "float dirDiffuseWeight = max( dotProduct, 0.0 );",
  9458. "#endif",
  9459. "dirDiffuse += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;",
  9460. // specular
  9461. "vec3 dirHalfVector = normalize( dirVector + viewPosition );",
  9462. "float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
  9463. "float dirSpecularWeight = specularStrength * max( pow( dirDotNormalHalf, shininess ), 0.0 );",
  9464. "#ifdef PHYSICALLY_BASED_SHADING",
  9465. /*
  9466. // fresnel term from skin shader
  9467. "const float F0 = 0.128;",
  9468. "float base = 1.0 - dot( viewPosition, dirHalfVector );",
  9469. "float exponential = pow( base, 5.0 );",
  9470. "float fresnel = exponential + F0 * ( 1.0 - exponential );",
  9471. */
  9472. /*
  9473. // fresnel term from fresnel shader
  9474. "const float mFresnelBias = 0.08;",
  9475. "const float mFresnelScale = 0.3;",
  9476. "const float mFresnelPower = 5.0;",
  9477. "float fresnel = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( -viewPosition ), normal ), mFresnelPower );",
  9478. */
  9479. // 2.0 => 2.0001 is hack to work around ANGLE bug
  9480. "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
  9481. //"dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization * fresnel;",
  9482. "vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );",
  9483. "dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
  9484. "#else",
  9485. "dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight;",
  9486. "#endif",
  9487. "}",
  9488. "#endif",
  9489. "#if MAX_HEMI_LIGHTS > 0",
  9490. "vec3 hemiDiffuse = vec3( 0.0 );",
  9491. "vec3 hemiSpecular = vec3( 0.0 );" ,
  9492. "for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
  9493. "vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
  9494. "vec3 lVector = normalize( lDirection.xyz );",
  9495. // diffuse
  9496. "float dotProduct = dot( normal, lVector );",
  9497. "float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
  9498. "vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
  9499. "hemiDiffuse += diffuse * hemiColor;",
  9500. // specular (sky light)
  9501. "vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
  9502. "float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
  9503. "float hemiSpecularWeightSky = specularStrength * max( pow( hemiDotNormalHalfSky, shininess ), 0.0 );",
  9504. // specular (ground light)
  9505. "vec3 lVectorGround = -lVector;",
  9506. "vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
  9507. "float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
  9508. "float hemiSpecularWeightGround = specularStrength * max( pow( hemiDotNormalHalfGround, shininess ), 0.0 );",
  9509. "#ifdef PHYSICALLY_BASED_SHADING",
  9510. "float dotProductGround = dot( normal, lVectorGround );",
  9511. // 2.0 => 2.0001 is hack to work around ANGLE bug
  9512. "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
  9513. "vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, hemiHalfVectorSky ), 5.0 );",
  9514. "vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 5.0 );",
  9515. "hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",
  9516. "#else",
  9517. "hemiSpecular += specular * hemiColor * ( hemiSpecularWeightSky + hemiSpecularWeightGround ) * hemiDiffuseWeight;",
  9518. "#endif",
  9519. "}",
  9520. "#endif",
  9521. "vec3 totalDiffuse = vec3( 0.0 );",
  9522. "vec3 totalSpecular = vec3( 0.0 );",
  9523. "#if MAX_DIR_LIGHTS > 0",
  9524. "totalDiffuse += dirDiffuse;",
  9525. "totalSpecular += dirSpecular;",
  9526. "#endif",
  9527. "#if MAX_HEMI_LIGHTS > 0",
  9528. "totalDiffuse += hemiDiffuse;",
  9529. "totalSpecular += hemiSpecular;",
  9530. "#endif",
  9531. "#if MAX_POINT_LIGHTS > 0",
  9532. "totalDiffuse += pointDiffuse;",
  9533. "totalSpecular += pointSpecular;",
  9534. "#endif",
  9535. "#if MAX_SPOT_LIGHTS > 0",
  9536. "totalDiffuse += spotDiffuse;",
  9537. "totalSpecular += spotSpecular;",
  9538. "#endif",
  9539. "#ifdef METAL",
  9540. "gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient + totalSpecular );",
  9541. "#else",
  9542. "gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient ) + totalSpecular;",
  9543. "#endif"
  9544. ].join("\n"),
  9545. // VERTEX COLORS
  9546. color_pars_fragment: [
  9547. "#ifdef USE_COLOR",
  9548. "varying vec3 vColor;",
  9549. "#endif"
  9550. ].join("\n"),
  9551. color_fragment: [
  9552. "#ifdef USE_COLOR",
  9553. "gl_FragColor = gl_FragColor * vec4( vColor, opacity );",
  9554. "#endif"
  9555. ].join("\n"),
  9556. color_pars_vertex: [
  9557. "#ifdef USE_COLOR",
  9558. "varying vec3 vColor;",
  9559. "#endif"
  9560. ].join("\n"),
  9561. color_vertex: [
  9562. "#ifdef USE_COLOR",
  9563. "#ifdef GAMMA_INPUT",
  9564. "vColor = color * color;",
  9565. "#else",
  9566. "vColor = color;",
  9567. "#endif",
  9568. "#endif"
  9569. ].join("\n"),
  9570. // SKINNING
  9571. skinning_pars_vertex: [
  9572. "#ifdef USE_SKINNING",
  9573. "#ifdef BONE_TEXTURE",
  9574. "uniform sampler2D boneTexture;",
  9575. "mat4 getBoneMatrix( const in float i ) {",
  9576. "float j = i * 4.0;",
  9577. "float x = mod( j, N_BONE_PIXEL_X );",
  9578. "float y = floor( j / N_BONE_PIXEL_X );",
  9579. "const float dx = 1.0 / N_BONE_PIXEL_X;",
  9580. "const float dy = 1.0 / N_BONE_PIXEL_Y;",
  9581. "y = dy * ( y + 0.5 );",
  9582. "vec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );",
  9583. "vec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );",
  9584. "vec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );",
  9585. "vec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );",
  9586. "mat4 bone = mat4( v1, v2, v3, v4 );",
  9587. "return bone;",
  9588. "}",
  9589. "#else",
  9590. "uniform mat4 boneGlobalMatrices[ MAX_BONES ];",
  9591. "mat4 getBoneMatrix( const in float i ) {",
  9592. "mat4 bone = boneGlobalMatrices[ int(i) ];",
  9593. "return bone;",
  9594. "}",
  9595. "#endif",
  9596. "#endif"
  9597. ].join("\n"),
  9598. skinbase_vertex: [
  9599. "#ifdef USE_SKINNING",
  9600. "mat4 boneMatX = getBoneMatrix( skinIndex.x );",
  9601. "mat4 boneMatY = getBoneMatrix( skinIndex.y );",
  9602. "#endif"
  9603. ].join("\n"),
  9604. skinning_vertex: [
  9605. "#ifdef USE_SKINNING",
  9606. "#ifdef USE_MORPHTARGETS",
  9607. "vec4 skinVertex = vec4( morphed, 1.0 );",
  9608. "#else",
  9609. "vec4 skinVertex = vec4( position, 1.0 );",
  9610. "#endif",
  9611. "vec4 skinned = boneMatX * skinVertex * skinWeight.x;",
  9612. "skinned += boneMatY * skinVertex * skinWeight.y;",
  9613. "#endif"
  9614. ].join("\n"),
  9615. // MORPHING
  9616. morphtarget_pars_vertex: [
  9617. "#ifdef USE_MORPHTARGETS",
  9618. "#ifndef USE_MORPHNORMALS",
  9619. "uniform float morphTargetInfluences[ 8 ];",
  9620. "#else",
  9621. "uniform float morphTargetInfluences[ 4 ];",
  9622. "#endif",
  9623. "#endif"
  9624. ].join("\n"),
  9625. morphtarget_vertex: [
  9626. "#ifdef USE_MORPHTARGETS",
  9627. "vec3 morphed = vec3( 0.0 );",
  9628. "morphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];",
  9629. "morphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];",
  9630. "morphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];",
  9631. "morphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];",
  9632. "#ifndef USE_MORPHNORMALS",
  9633. "morphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];",
  9634. "morphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];",
  9635. "morphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];",
  9636. "morphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];",
  9637. "#endif",
  9638. "morphed += position;",
  9639. "#endif"
  9640. ].join("\n"),
  9641. default_vertex : [
  9642. "vec4 mvPosition;",
  9643. "#ifdef USE_SKINNING",
  9644. "mvPosition = modelViewMatrix * skinned;",
  9645. "#endif",
  9646. "#if !defined( USE_SKINNING ) && defined( USE_MORPHTARGETS )",
  9647. "mvPosition = modelViewMatrix * vec4( morphed, 1.0 );",
  9648. "#endif",
  9649. "#if !defined( USE_SKINNING ) && ! defined( USE_MORPHTARGETS )",
  9650. "mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  9651. "#endif",
  9652. "gl_Position = projectionMatrix * mvPosition;"
  9653. ].join("\n"),
  9654. morphnormal_vertex: [
  9655. "#ifdef USE_MORPHNORMALS",
  9656. "vec3 morphedNormal = vec3( 0.0 );",
  9657. "morphedNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];",
  9658. "morphedNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];",
  9659. "morphedNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];",
  9660. "morphedNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];",
  9661. "morphedNormal += normal;",
  9662. "#endif"
  9663. ].join("\n"),
  9664. skinnormal_vertex: [
  9665. "#ifdef USE_SKINNING",
  9666. "mat4 skinMatrix = skinWeight.x * boneMatX;",
  9667. "skinMatrix += skinWeight.y * boneMatY;",
  9668. "#ifdef USE_MORPHNORMALS",
  9669. "vec4 skinnedNormal = skinMatrix * vec4( morphedNormal, 0.0 );",
  9670. "#else",
  9671. "vec4 skinnedNormal = skinMatrix * vec4( normal, 0.0 );",
  9672. "#endif",
  9673. "#endif"
  9674. ].join("\n"),
  9675. defaultnormal_vertex: [
  9676. "vec3 objectNormal;",
  9677. "#ifdef USE_SKINNING",
  9678. "objectNormal = skinnedNormal.xyz;",
  9679. "#endif",
  9680. "#if !defined( USE_SKINNING ) && defined( USE_MORPHNORMALS )",
  9681. "objectNormal = morphedNormal;",
  9682. "#endif",
  9683. "#if !defined( USE_SKINNING ) && ! defined( USE_MORPHNORMALS )",
  9684. "objectNormal = normal;",
  9685. "#endif",
  9686. "#ifdef FLIP_SIDED",
  9687. "objectNormal = -objectNormal;",
  9688. "#endif",
  9689. "vec3 transformedNormal = normalMatrix * objectNormal;"
  9690. ].join("\n"),
  9691. // SHADOW MAP
  9692. // based on SpiderGL shadow map and Fabien Sanglard's GLSL shadow mapping examples
  9693. // http://spidergl.org/example.php?id=6
  9694. // http://fabiensanglard.net/shadowmapping
  9695. shadowmap_pars_fragment: [
  9696. "#ifdef USE_SHADOWMAP",
  9697. "uniform sampler2D shadowMap[ MAX_SHADOWS ];",
  9698. "uniform vec2 shadowMapSize[ MAX_SHADOWS ];",
  9699. "uniform float shadowDarkness[ MAX_SHADOWS ];",
  9700. "uniform float shadowBias[ MAX_SHADOWS ];",
  9701. "varying vec4 vShadowCoord[ MAX_SHADOWS ];",
  9702. "float unpackDepth( const in vec4 rgba_depth ) {",
  9703. "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 );",
  9704. "float depth = dot( rgba_depth, bit_shift );",
  9705. "return depth;",
  9706. "}",
  9707. "#endif"
  9708. ].join("\n"),
  9709. shadowmap_fragment: [
  9710. "#ifdef USE_SHADOWMAP",
  9711. "#ifdef SHADOWMAP_DEBUG",
  9712. "vec3 frustumColors[3];",
  9713. "frustumColors[0] = vec3( 1.0, 0.5, 0.0 );",
  9714. "frustumColors[1] = vec3( 0.0, 1.0, 0.8 );",
  9715. "frustumColors[2] = vec3( 0.0, 0.5, 1.0 );",
  9716. "#endif",
  9717. "#ifdef SHADOWMAP_CASCADE",
  9718. "int inFrustumCount = 0;",
  9719. "#endif",
  9720. "float fDepth;",
  9721. "vec3 shadowColor = vec3( 1.0 );",
  9722. "for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
  9723. "vec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;",
  9724. // "if ( something && something )" breaks ATI OpenGL shader compiler
  9725. // "if ( all( something, something ) )" using this instead
  9726. "bvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );",
  9727. "bool inFrustum = all( inFrustumVec );",
  9728. // don't shadow pixels outside of light frustum
  9729. // use just first frustum (for cascades)
  9730. // don't shadow pixels behind far plane of light frustum
  9731. "#ifdef SHADOWMAP_CASCADE",
  9732. "inFrustumCount += int( inFrustum );",
  9733. "bvec3 frustumTestVec = bvec3( inFrustum, inFrustumCount == 1, shadowCoord.z <= 1.0 );",
  9734. "#else",
  9735. "bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );",
  9736. "#endif",
  9737. "bool frustumTest = all( frustumTestVec );",
  9738. "if ( frustumTest ) {",
  9739. "shadowCoord.z += shadowBias[ i ];",
  9740. "#if defined( SHADOWMAP_TYPE_PCF )",
  9741. // Percentage-close filtering
  9742. // (9 pixel kernel)
  9743. // http://fabiensanglard.net/shadowmappingPCF/
  9744. "float shadow = 0.0;",
  9745. /*
  9746. // nested loops breaks shader compiler / validator on some ATI cards when using OpenGL
  9747. // must enroll loop manually
  9748. "for ( float y = -1.25; y <= 1.25; y += 1.25 )",
  9749. "for ( float x = -1.25; x <= 1.25; x += 1.25 ) {",
  9750. "vec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );",
  9751. // doesn't seem to produce any noticeable visual difference compared to simple "texture2D" lookup
  9752. //"vec4 rgbaDepth = texture2DProj( shadowMap[ i ], vec4( vShadowCoord[ i ].w * ( vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy ), 0.05, vShadowCoord[ i ].w ) );",
  9753. "float fDepth = unpackDepth( rgbaDepth );",
  9754. "if ( fDepth < shadowCoord.z )",
  9755. "shadow += 1.0;",
  9756. "}",
  9757. "shadow /= 9.0;",
  9758. */
  9759. "const float shadowDelta = 1.0 / 9.0;",
  9760. "float xPixelOffset = 1.0 / shadowMapSize[ i ].x;",
  9761. "float yPixelOffset = 1.0 / shadowMapSize[ i ].y;",
  9762. "float dx0 = -1.25 * xPixelOffset;",
  9763. "float dy0 = -1.25 * yPixelOffset;",
  9764. "float dx1 = 1.25 * xPixelOffset;",
  9765. "float dy1 = 1.25 * yPixelOffset;",
  9766. "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );",
  9767. "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
  9768. "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );",
  9769. "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
  9770. "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );",
  9771. "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
  9772. "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );",
  9773. "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
  9774. "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );",
  9775. "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
  9776. "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );",
  9777. "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
  9778. "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );",
  9779. "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
  9780. "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );",
  9781. "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
  9782. "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );",
  9783. "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
  9784. "shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );",
  9785. "#elif defined( SHADOWMAP_TYPE_PCF_SOFT )",
  9786. // Percentage-close filtering
  9787. // (9 pixel kernel)
  9788. // http://fabiensanglard.net/shadowmappingPCF/
  9789. "float shadow = 0.0;",
  9790. "float xPixelOffset = 1.0 / shadowMapSize[ i ].x;",
  9791. "float yPixelOffset = 1.0 / shadowMapSize[ i ].y;",
  9792. "float dx0 = -1.0 * xPixelOffset;",
  9793. "float dy0 = -1.0 * yPixelOffset;",
  9794. "float dx1 = 1.0 * xPixelOffset;",
  9795. "float dy1 = 1.0 * yPixelOffset;",
  9796. "mat3 shadowKernel;",
  9797. "mat3 depthKernel;",
  9798. "depthKernel[0][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );",
  9799. "if ( depthKernel[0][0] < shadowCoord.z ) shadowKernel[0][0] = 0.25;",
  9800. "else shadowKernel[0][0] = 0.0;",
  9801. "depthKernel[0][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );",
  9802. "if ( depthKernel[0][1] < shadowCoord.z ) shadowKernel[0][1] = 0.25;",
  9803. "else shadowKernel[0][1] = 0.0;",
  9804. "depthKernel[0][2] = unpackDepth( texture2D( shadowMap[ i], shadowCoord.xy + vec2( dx0, dy1 ) ) );",
  9805. "if ( depthKernel[0][2] < shadowCoord.z ) shadowKernel[0][2] = 0.25;",
  9806. "else shadowKernel[0][2] = 0.0;",
  9807. "depthKernel[1][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );",
  9808. "if ( depthKernel[1][0] < shadowCoord.z ) shadowKernel[1][0] = 0.25;",
  9809. "else shadowKernel[1][0] = 0.0;",
  9810. "depthKernel[1][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );",
  9811. "if ( depthKernel[1][1] < shadowCoord.z ) shadowKernel[1][1] = 0.25;",
  9812. "else shadowKernel[1][1] = 0.0;",
  9813. "depthKernel[1][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );",
  9814. "if ( depthKernel[1][2] < shadowCoord.z ) shadowKernel[1][2] = 0.25;",
  9815. "else shadowKernel[1][2] = 0.0;",
  9816. "depthKernel[2][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );",
  9817. "if ( depthKernel[2][0] < shadowCoord.z ) shadowKernel[2][0] = 0.25;",
  9818. "else shadowKernel[2][0] = 0.0;",
  9819. "depthKernel[2][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );",
  9820. "if ( depthKernel[2][1] < shadowCoord.z ) shadowKernel[2][1] = 0.25;",
  9821. "else shadowKernel[2][1] = 0.0;",
  9822. "depthKernel[2][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );",
  9823. "if ( depthKernel[2][2] < shadowCoord.z ) shadowKernel[2][2] = 0.25;",
  9824. "else shadowKernel[2][2] = 0.0;",
  9825. "vec2 fractionalCoord = 1.0 - fract( shadowCoord.xy * shadowMapSize[i].xy );",
  9826. "shadowKernel[0] = mix( shadowKernel[1], shadowKernel[0], fractionalCoord.x );",
  9827. "shadowKernel[1] = mix( shadowKernel[2], shadowKernel[1], fractionalCoord.x );",
  9828. "vec4 shadowValues;",
  9829. "shadowValues.x = mix( shadowKernel[0][1], shadowKernel[0][0], fractionalCoord.y );",
  9830. "shadowValues.y = mix( shadowKernel[0][2], shadowKernel[0][1], fractionalCoord.y );",
  9831. "shadowValues.z = mix( shadowKernel[1][1], shadowKernel[1][0], fractionalCoord.y );",
  9832. "shadowValues.w = mix( shadowKernel[1][2], shadowKernel[1][1], fractionalCoord.y );",
  9833. "shadow = dot( shadowValues, vec4( 1.0 ) );",
  9834. "shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );",
  9835. "#else",
  9836. "vec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );",
  9837. "float fDepth = unpackDepth( rgbaDepth );",
  9838. "if ( fDepth < shadowCoord.z )",
  9839. // spot with multiple shadows is darker
  9840. "shadowColor = shadowColor * vec3( 1.0 - shadowDarkness[ i ] );",
  9841. // spot with multiple shadows has the same color as single shadow spot
  9842. //"shadowColor = min( shadowColor, vec3( shadowDarkness[ i ] ) );",
  9843. "#endif",
  9844. "}",
  9845. "#ifdef SHADOWMAP_DEBUG",
  9846. "#ifdef SHADOWMAP_CASCADE",
  9847. "if ( inFrustum && inFrustumCount == 1 ) gl_FragColor.xyz *= frustumColors[ i ];",
  9848. "#else",
  9849. "if ( inFrustum ) gl_FragColor.xyz *= frustumColors[ i ];",
  9850. "#endif",
  9851. "#endif",
  9852. "}",
  9853. "#ifdef GAMMA_OUTPUT",
  9854. "shadowColor *= shadowColor;",
  9855. "#endif",
  9856. "gl_FragColor.xyz = gl_FragColor.xyz * shadowColor;",
  9857. "#endif"
  9858. ].join("\n"),
  9859. shadowmap_pars_vertex: [
  9860. "#ifdef USE_SHADOWMAP",
  9861. "varying vec4 vShadowCoord[ MAX_SHADOWS ];",
  9862. "uniform mat4 shadowMatrix[ MAX_SHADOWS ];",
  9863. "#endif"
  9864. ].join("\n"),
  9865. shadowmap_vertex: [
  9866. "#ifdef USE_SHADOWMAP",
  9867. "for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
  9868. "vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",
  9869. "}",
  9870. "#endif"
  9871. ].join("\n"),
  9872. // ALPHATEST
  9873. alphatest_fragment: [
  9874. "#ifdef ALPHATEST",
  9875. "if ( gl_FragColor.a < ALPHATEST ) discard;",
  9876. "#endif"
  9877. ].join("\n"),
  9878. // LINEAR SPACE
  9879. linear_to_gamma_fragment: [
  9880. "#ifdef GAMMA_OUTPUT",
  9881. "gl_FragColor.xyz = sqrt( gl_FragColor.xyz );",
  9882. "#endif"
  9883. ].join("\n")
  9884. };
  9885. THREE.UniformsUtils = {
  9886. merge: function ( uniforms ) {
  9887. var u, p, tmp, merged = {};
  9888. for ( u = 0; u < uniforms.length; u ++ ) {
  9889. tmp = this.clone( uniforms[ u ] );
  9890. for ( p in tmp ) {
  9891. merged[ p ] = tmp[ p ];
  9892. }
  9893. }
  9894. return merged;
  9895. },
  9896. clone: function ( uniforms_src ) {
  9897. var u, p, parameter, parameter_src, uniforms_dst = {};
  9898. for ( u in uniforms_src ) {
  9899. uniforms_dst[ u ] = {};
  9900. for ( p in uniforms_src[ u ] ) {
  9901. parameter_src = uniforms_src[ u ][ p ];
  9902. if ( parameter_src instanceof THREE.Color ||
  9903. parameter_src instanceof THREE.Vector2 ||
  9904. parameter_src instanceof THREE.Vector3 ||
  9905. parameter_src instanceof THREE.Vector4 ||
  9906. parameter_src instanceof THREE.Matrix4 ||
  9907. parameter_src instanceof THREE.Texture ) {
  9908. uniforms_dst[ u ][ p ] = parameter_src.clone();
  9909. } else if ( parameter_src instanceof Array ) {
  9910. uniforms_dst[ u ][ p ] = parameter_src.slice();
  9911. } else {
  9912. uniforms_dst[ u ][ p ] = parameter_src;
  9913. }
  9914. }
  9915. }
  9916. return uniforms_dst;
  9917. }
  9918. };
  9919. THREE.UniformsLib = {
  9920. common: {
  9921. "diffuse" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
  9922. "opacity" : { type: "f", value: 1.0 },
  9923. "map" : { type: "t", value: null },
  9924. "offsetRepeat" : { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) },
  9925. "lightMap" : { type: "t", value: null },
  9926. "specularMap" : { type: "t", value: null },
  9927. "envMap" : { type: "t", value: null },
  9928. "flipEnvMap" : { type: "f", value: -1 },
  9929. "useRefract" : { type: "i", value: 0 },
  9930. "reflectivity" : { type: "f", value: 1.0 },
  9931. "refractionRatio" : { type: "f", value: 0.98 },
  9932. "combine" : { type: "i", value: 0 },
  9933. "morphTargetInfluences" : { type: "f", value: 0 }
  9934. },
  9935. bump: {
  9936. "bumpMap" : { type: "t", value: null },
  9937. "bumpScale" : { type: "f", value: 1 }
  9938. },
  9939. normalmap: {
  9940. "normalMap" : { type: "t", value: null },
  9941. "normalScale" : { type: "v2", value: new THREE.Vector2( 1, 1 ) }
  9942. },
  9943. fog : {
  9944. "fogDensity" : { type: "f", value: 0.00025 },
  9945. "fogNear" : { type: "f", value: 1 },
  9946. "fogFar" : { type: "f", value: 2000 },
  9947. "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
  9948. },
  9949. lights: {
  9950. "ambientLightColor" : { type: "fv", value: [] },
  9951. "directionalLightDirection" : { type: "fv", value: [] },
  9952. "directionalLightColor" : { type: "fv", value: [] },
  9953. "hemisphereLightDirection" : { type: "fv", value: [] },
  9954. "hemisphereLightSkyColor" : { type: "fv", value: [] },
  9955. "hemisphereLightGroundColor" : { type: "fv", value: [] },
  9956. "pointLightColor" : { type: "fv", value: [] },
  9957. "pointLightPosition" : { type: "fv", value: [] },
  9958. "pointLightDistance" : { type: "fv1", value: [] },
  9959. "spotLightColor" : { type: "fv", value: [] },
  9960. "spotLightPosition" : { type: "fv", value: [] },
  9961. "spotLightDirection" : { type: "fv", value: [] },
  9962. "spotLightDistance" : { type: "fv1", value: [] },
  9963. "spotLightAngleCos" : { type: "fv1", value: [] },
  9964. "spotLightExponent" : { type: "fv1", value: [] }
  9965. },
  9966. particle: {
  9967. "psColor" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
  9968. "opacity" : { type: "f", value: 1.0 },
  9969. "size" : { type: "f", value: 1.0 },
  9970. "scale" : { type: "f", value: 1.0 },
  9971. "map" : { type: "t", value: null },
  9972. "fogDensity" : { type: "f", value: 0.00025 },
  9973. "fogNear" : { type: "f", value: 1 },
  9974. "fogFar" : { type: "f", value: 2000 },
  9975. "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
  9976. },
  9977. shadowmap: {
  9978. "shadowMap": { type: "tv", value: [] },
  9979. "shadowMapSize": { type: "v2v", value: [] },
  9980. "shadowBias" : { type: "fv1", value: [] },
  9981. "shadowDarkness": { type: "fv1", value: [] },
  9982. "shadowMatrix" : { type: "m4v", value: [] }
  9983. }
  9984. };
  9985. THREE.ShaderLib = {
  9986. 'basic': {
  9987. uniforms: THREE.UniformsUtils.merge( [
  9988. THREE.UniformsLib[ "common" ],
  9989. THREE.UniformsLib[ "fog" ],
  9990. THREE.UniformsLib[ "shadowmap" ]
  9991. ] ),
  9992. vertexShader: [
  9993. THREE.ShaderChunk[ "map_pars_vertex" ],
  9994. THREE.ShaderChunk[ "lightmap_pars_vertex" ],
  9995. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  9996. THREE.ShaderChunk[ "color_pars_vertex" ],
  9997. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  9998. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  9999. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  10000. "void main() {",
  10001. THREE.ShaderChunk[ "map_vertex" ],
  10002. THREE.ShaderChunk[ "lightmap_vertex" ],
  10003. THREE.ShaderChunk[ "color_vertex" ],
  10004. THREE.ShaderChunk[ "skinbase_vertex" ],
  10005. "#ifdef USE_ENVMAP",
  10006. THREE.ShaderChunk[ "morphnormal_vertex" ],
  10007. THREE.ShaderChunk[ "skinnormal_vertex" ],
  10008. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  10009. "#endif",
  10010. THREE.ShaderChunk[ "morphtarget_vertex" ],
  10011. THREE.ShaderChunk[ "skinning_vertex" ],
  10012. THREE.ShaderChunk[ "default_vertex" ],
  10013. THREE.ShaderChunk[ "worldpos_vertex" ],
  10014. THREE.ShaderChunk[ "envmap_vertex" ],
  10015. THREE.ShaderChunk[ "shadowmap_vertex" ],
  10016. "}"
  10017. ].join("\n"),
  10018. fragmentShader: [
  10019. "uniform vec3 diffuse;",
  10020. "uniform float opacity;",
  10021. THREE.ShaderChunk[ "color_pars_fragment" ],
  10022. THREE.ShaderChunk[ "map_pars_fragment" ],
  10023. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  10024. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  10025. THREE.ShaderChunk[ "fog_pars_fragment" ],
  10026. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  10027. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  10028. "void main() {",
  10029. "gl_FragColor = vec4( diffuse, opacity );",
  10030. THREE.ShaderChunk[ "map_fragment" ],
  10031. THREE.ShaderChunk[ "alphatest_fragment" ],
  10032. THREE.ShaderChunk[ "specularmap_fragment" ],
  10033. THREE.ShaderChunk[ "lightmap_fragment" ],
  10034. THREE.ShaderChunk[ "color_fragment" ],
  10035. THREE.ShaderChunk[ "envmap_fragment" ],
  10036. THREE.ShaderChunk[ "shadowmap_fragment" ],
  10037. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  10038. THREE.ShaderChunk[ "fog_fragment" ],
  10039. "}"
  10040. ].join("\n")
  10041. },
  10042. 'lambert': {
  10043. uniforms: THREE.UniformsUtils.merge( [
  10044. THREE.UniformsLib[ "common" ],
  10045. THREE.UniformsLib[ "fog" ],
  10046. THREE.UniformsLib[ "lights" ],
  10047. THREE.UniformsLib[ "shadowmap" ],
  10048. {
  10049. "ambient" : { type: "c", value: new THREE.Color( 0xffffff ) },
  10050. "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
  10051. "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
  10052. }
  10053. ] ),
  10054. vertexShader: [
  10055. "#define LAMBERT",
  10056. "varying vec3 vLightFront;",
  10057. "#ifdef DOUBLE_SIDED",
  10058. "varying vec3 vLightBack;",
  10059. "#endif",
  10060. THREE.ShaderChunk[ "map_pars_vertex" ],
  10061. THREE.ShaderChunk[ "lightmap_pars_vertex" ],
  10062. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  10063. THREE.ShaderChunk[ "lights_lambert_pars_vertex" ],
  10064. THREE.ShaderChunk[ "color_pars_vertex" ],
  10065. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  10066. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  10067. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  10068. "void main() {",
  10069. THREE.ShaderChunk[ "map_vertex" ],
  10070. THREE.ShaderChunk[ "lightmap_vertex" ],
  10071. THREE.ShaderChunk[ "color_vertex" ],
  10072. THREE.ShaderChunk[ "morphnormal_vertex" ],
  10073. THREE.ShaderChunk[ "skinbase_vertex" ],
  10074. THREE.ShaderChunk[ "skinnormal_vertex" ],
  10075. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  10076. THREE.ShaderChunk[ "morphtarget_vertex" ],
  10077. THREE.ShaderChunk[ "skinning_vertex" ],
  10078. THREE.ShaderChunk[ "default_vertex" ],
  10079. THREE.ShaderChunk[ "worldpos_vertex" ],
  10080. THREE.ShaderChunk[ "envmap_vertex" ],
  10081. THREE.ShaderChunk[ "lights_lambert_vertex" ],
  10082. THREE.ShaderChunk[ "shadowmap_vertex" ],
  10083. "}"
  10084. ].join("\n"),
  10085. fragmentShader: [
  10086. "uniform float opacity;",
  10087. "varying vec3 vLightFront;",
  10088. "#ifdef DOUBLE_SIDED",
  10089. "varying vec3 vLightBack;",
  10090. "#endif",
  10091. THREE.ShaderChunk[ "color_pars_fragment" ],
  10092. THREE.ShaderChunk[ "map_pars_fragment" ],
  10093. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  10094. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  10095. THREE.ShaderChunk[ "fog_pars_fragment" ],
  10096. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  10097. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  10098. "void main() {",
  10099. "gl_FragColor = vec4( vec3 ( 1.0 ), opacity );",
  10100. THREE.ShaderChunk[ "map_fragment" ],
  10101. THREE.ShaderChunk[ "alphatest_fragment" ],
  10102. THREE.ShaderChunk[ "specularmap_fragment" ],
  10103. "#ifdef DOUBLE_SIDED",
  10104. //"float isFront = float( gl_FrontFacing );",
  10105. //"gl_FragColor.xyz *= isFront * vLightFront + ( 1.0 - isFront ) * vLightBack;",
  10106. "if ( gl_FrontFacing )",
  10107. "gl_FragColor.xyz *= vLightFront;",
  10108. "else",
  10109. "gl_FragColor.xyz *= vLightBack;",
  10110. "#else",
  10111. "gl_FragColor.xyz *= vLightFront;",
  10112. "#endif",
  10113. THREE.ShaderChunk[ "lightmap_fragment" ],
  10114. THREE.ShaderChunk[ "color_fragment" ],
  10115. THREE.ShaderChunk[ "envmap_fragment" ],
  10116. THREE.ShaderChunk[ "shadowmap_fragment" ],
  10117. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  10118. THREE.ShaderChunk[ "fog_fragment" ],
  10119. "}"
  10120. ].join("\n")
  10121. },
  10122. 'phong': {
  10123. uniforms: THREE.UniformsUtils.merge( [
  10124. THREE.UniformsLib[ "common" ],
  10125. THREE.UniformsLib[ "bump" ],
  10126. THREE.UniformsLib[ "normalmap" ],
  10127. THREE.UniformsLib[ "fog" ],
  10128. THREE.UniformsLib[ "lights" ],
  10129. THREE.UniformsLib[ "shadowmap" ],
  10130. {
  10131. "ambient" : { type: "c", value: new THREE.Color( 0xffffff ) },
  10132. "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
  10133. "specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
  10134. "shininess": { type: "f", value: 30 },
  10135. "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
  10136. }
  10137. ] ),
  10138. vertexShader: [
  10139. "#define PHONG",
  10140. "varying vec3 vViewPosition;",
  10141. "varying vec3 vNormal;",
  10142. THREE.ShaderChunk[ "map_pars_vertex" ],
  10143. THREE.ShaderChunk[ "lightmap_pars_vertex" ],
  10144. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  10145. THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
  10146. THREE.ShaderChunk[ "color_pars_vertex" ],
  10147. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  10148. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  10149. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  10150. "void main() {",
  10151. THREE.ShaderChunk[ "map_vertex" ],
  10152. THREE.ShaderChunk[ "lightmap_vertex" ],
  10153. THREE.ShaderChunk[ "color_vertex" ],
  10154. THREE.ShaderChunk[ "morphnormal_vertex" ],
  10155. THREE.ShaderChunk[ "skinbase_vertex" ],
  10156. THREE.ShaderChunk[ "skinnormal_vertex" ],
  10157. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  10158. "vNormal = normalize( transformedNormal );",
  10159. THREE.ShaderChunk[ "morphtarget_vertex" ],
  10160. THREE.ShaderChunk[ "skinning_vertex" ],
  10161. THREE.ShaderChunk[ "default_vertex" ],
  10162. "vViewPosition = -mvPosition.xyz;",
  10163. THREE.ShaderChunk[ "worldpos_vertex" ],
  10164. THREE.ShaderChunk[ "envmap_vertex" ],
  10165. THREE.ShaderChunk[ "lights_phong_vertex" ],
  10166. THREE.ShaderChunk[ "shadowmap_vertex" ],
  10167. "}"
  10168. ].join("\n"),
  10169. fragmentShader: [
  10170. "uniform vec3 diffuse;",
  10171. "uniform float opacity;",
  10172. "uniform vec3 ambient;",
  10173. "uniform vec3 emissive;",
  10174. "uniform vec3 specular;",
  10175. "uniform float shininess;",
  10176. THREE.ShaderChunk[ "color_pars_fragment" ],
  10177. THREE.ShaderChunk[ "map_pars_fragment" ],
  10178. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  10179. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  10180. THREE.ShaderChunk[ "fog_pars_fragment" ],
  10181. THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
  10182. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  10183. THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
  10184. THREE.ShaderChunk[ "normalmap_pars_fragment" ],
  10185. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  10186. "void main() {",
  10187. "gl_FragColor = vec4( vec3 ( 1.0 ), opacity );",
  10188. THREE.ShaderChunk[ "map_fragment" ],
  10189. THREE.ShaderChunk[ "alphatest_fragment" ],
  10190. THREE.ShaderChunk[ "specularmap_fragment" ],
  10191. THREE.ShaderChunk[ "lights_phong_fragment" ],
  10192. THREE.ShaderChunk[ "lightmap_fragment" ],
  10193. THREE.ShaderChunk[ "color_fragment" ],
  10194. THREE.ShaderChunk[ "envmap_fragment" ],
  10195. THREE.ShaderChunk[ "shadowmap_fragment" ],
  10196. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  10197. THREE.ShaderChunk[ "fog_fragment" ],
  10198. "}"
  10199. ].join("\n")
  10200. },
  10201. 'particle_basic': {
  10202. uniforms: THREE.UniformsUtils.merge( [
  10203. THREE.UniformsLib[ "particle" ],
  10204. THREE.UniformsLib[ "shadowmap" ]
  10205. ] ),
  10206. vertexShader: [
  10207. "uniform float size;",
  10208. "uniform float scale;",
  10209. THREE.ShaderChunk[ "color_pars_vertex" ],
  10210. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  10211. "void main() {",
  10212. THREE.ShaderChunk[ "color_vertex" ],
  10213. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  10214. "#ifdef USE_SIZEATTENUATION",
  10215. "gl_PointSize = size * ( scale / length( mvPosition.xyz ) );",
  10216. "#else",
  10217. "gl_PointSize = size;",
  10218. "#endif",
  10219. "gl_Position = projectionMatrix * mvPosition;",
  10220. THREE.ShaderChunk[ "worldpos_vertex" ],
  10221. THREE.ShaderChunk[ "shadowmap_vertex" ],
  10222. "}"
  10223. ].join("\n"),
  10224. fragmentShader: [
  10225. "uniform vec3 psColor;",
  10226. "uniform float opacity;",
  10227. THREE.ShaderChunk[ "color_pars_fragment" ],
  10228. THREE.ShaderChunk[ "map_particle_pars_fragment" ],
  10229. THREE.ShaderChunk[ "fog_pars_fragment" ],
  10230. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  10231. "void main() {",
  10232. "gl_FragColor = vec4( psColor, opacity );",
  10233. THREE.ShaderChunk[ "map_particle_fragment" ],
  10234. THREE.ShaderChunk[ "alphatest_fragment" ],
  10235. THREE.ShaderChunk[ "color_fragment" ],
  10236. THREE.ShaderChunk[ "shadowmap_fragment" ],
  10237. THREE.ShaderChunk[ "fog_fragment" ],
  10238. "}"
  10239. ].join("\n")
  10240. },
  10241. 'dashed': {
  10242. uniforms: THREE.UniformsUtils.merge( [
  10243. THREE.UniformsLib[ "common" ],
  10244. THREE.UniformsLib[ "fog" ],
  10245. {
  10246. "scale": { type: "f", value: 1 },
  10247. "dashSize": { type: "f", value: 1 },
  10248. "totalSize": { type: "f", value: 2 }
  10249. }
  10250. ] ),
  10251. vertexShader: [
  10252. "uniform float scale;",
  10253. "attribute float lineDistance;",
  10254. "varying float vLineDistance;",
  10255. THREE.ShaderChunk[ "color_pars_vertex" ],
  10256. "void main() {",
  10257. THREE.ShaderChunk[ "color_vertex" ],
  10258. "vLineDistance = scale * lineDistance;",
  10259. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  10260. "gl_Position = projectionMatrix * mvPosition;",
  10261. "}"
  10262. ].join("\n"),
  10263. fragmentShader: [
  10264. "uniform vec3 diffuse;",
  10265. "uniform float opacity;",
  10266. "uniform float dashSize;",
  10267. "uniform float totalSize;",
  10268. "varying float vLineDistance;",
  10269. THREE.ShaderChunk[ "color_pars_fragment" ],
  10270. THREE.ShaderChunk[ "fog_pars_fragment" ],
  10271. "void main() {",
  10272. "if ( mod( vLineDistance, totalSize ) > dashSize ) {",
  10273. "discard;",
  10274. "}",
  10275. "gl_FragColor = vec4( diffuse, opacity );",
  10276. THREE.ShaderChunk[ "color_fragment" ],
  10277. THREE.ShaderChunk[ "fog_fragment" ],
  10278. "}"
  10279. ].join("\n")
  10280. },
  10281. 'depth': {
  10282. uniforms: {
  10283. "mNear": { type: "f", value: 1.0 },
  10284. "mFar" : { type: "f", value: 2000.0 },
  10285. "opacity" : { type: "f", value: 1.0 }
  10286. },
  10287. vertexShader: [
  10288. "void main() {",
  10289. "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  10290. "}"
  10291. ].join("\n"),
  10292. fragmentShader: [
  10293. "uniform float mNear;",
  10294. "uniform float mFar;",
  10295. "uniform float opacity;",
  10296. "void main() {",
  10297. "float depth = gl_FragCoord.z / gl_FragCoord.w;",
  10298. "float color = 1.0 - smoothstep( mNear, mFar, depth );",
  10299. "gl_FragColor = vec4( vec3( color ), opacity );",
  10300. "}"
  10301. ].join("\n")
  10302. },
  10303. 'normal': {
  10304. uniforms: {
  10305. "opacity" : { type: "f", value: 1.0 }
  10306. },
  10307. vertexShader: [
  10308. "varying vec3 vNormal;",
  10309. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  10310. "void main() {",
  10311. "vNormal = normalize( normalMatrix * normal );",
  10312. THREE.ShaderChunk[ "morphtarget_vertex" ],
  10313. THREE.ShaderChunk[ "default_vertex" ],
  10314. "}"
  10315. ].join("\n"),
  10316. fragmentShader: [
  10317. "uniform float opacity;",
  10318. "varying vec3 vNormal;",
  10319. "void main() {",
  10320. "gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
  10321. "}"
  10322. ].join("\n")
  10323. },
  10324. /* -------------------------------------------------------------------------
  10325. // Normal map shader
  10326. // - Blinn-Phong
  10327. // - normal + diffuse + specular + AO + displacement + reflection + shadow maps
  10328. // - point and directional lights (use with "lights: true" material option)
  10329. ------------------------------------------------------------------------- */
  10330. 'normalmap' : {
  10331. uniforms: THREE.UniformsUtils.merge( [
  10332. THREE.UniformsLib[ "fog" ],
  10333. THREE.UniformsLib[ "lights" ],
  10334. THREE.UniformsLib[ "shadowmap" ],
  10335. {
  10336. "enableAO" : { type: "i", value: 0 },
  10337. "enableDiffuse" : { type: "i", value: 0 },
  10338. "enableSpecular" : { type: "i", value: 0 },
  10339. "enableReflection": { type: "i", value: 0 },
  10340. "enableDisplacement": { type: "i", value: 0 },
  10341. "tDisplacement": { type: "t", value: null }, // must go first as this is vertex texture
  10342. "tDiffuse" : { type: "t", value: null },
  10343. "tCube" : { type: "t", value: null },
  10344. "tNormal" : { type: "t", value: null },
  10345. "tSpecular" : { type: "t", value: null },
  10346. "tAO" : { type: "t", value: null },
  10347. "uNormalScale": { type: "v2", value: new THREE.Vector2( 1, 1 ) },
  10348. "uDisplacementBias": { type: "f", value: 0.0 },
  10349. "uDisplacementScale": { type: "f", value: 1.0 },
  10350. "uDiffuseColor": { type: "c", value: new THREE.Color( 0xffffff ) },
  10351. "uSpecularColor": { type: "c", value: new THREE.Color( 0x111111 ) },
  10352. "uAmbientColor": { type: "c", value: new THREE.Color( 0xffffff ) },
  10353. "uShininess": { type: "f", value: 30 },
  10354. "uOpacity": { type: "f", value: 1 },
  10355. "useRefract": { type: "i", value: 0 },
  10356. "uRefractionRatio": { type: "f", value: 0.98 },
  10357. "uReflectivity": { type: "f", value: 0.5 },
  10358. "uOffset" : { type: "v2", value: new THREE.Vector2( 0, 0 ) },
  10359. "uRepeat" : { type: "v2", value: new THREE.Vector2( 1, 1 ) },
  10360. "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
  10361. }
  10362. ] ),
  10363. fragmentShader: [
  10364. "uniform vec3 uAmbientColor;",
  10365. "uniform vec3 uDiffuseColor;",
  10366. "uniform vec3 uSpecularColor;",
  10367. "uniform float uShininess;",
  10368. "uniform float uOpacity;",
  10369. "uniform bool enableDiffuse;",
  10370. "uniform bool enableSpecular;",
  10371. "uniform bool enableAO;",
  10372. "uniform bool enableReflection;",
  10373. "uniform sampler2D tDiffuse;",
  10374. "uniform sampler2D tNormal;",
  10375. "uniform sampler2D tSpecular;",
  10376. "uniform sampler2D tAO;",
  10377. "uniform samplerCube tCube;",
  10378. "uniform vec2 uNormalScale;",
  10379. "uniform bool useRefract;",
  10380. "uniform float uRefractionRatio;",
  10381. "uniform float uReflectivity;",
  10382. "varying vec3 vTangent;",
  10383. "varying vec3 vBinormal;",
  10384. "varying vec3 vNormal;",
  10385. "varying vec2 vUv;",
  10386. "uniform vec3 ambientLightColor;",
  10387. "#if MAX_DIR_LIGHTS > 0",
  10388. "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
  10389. "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
  10390. "#endif",
  10391. "#if MAX_HEMI_LIGHTS > 0",
  10392. "uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
  10393. "uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
  10394. "uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
  10395. "#endif",
  10396. "#if MAX_POINT_LIGHTS > 0",
  10397. "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
  10398. "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
  10399. "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
  10400. "#endif",
  10401. "#if MAX_SPOT_LIGHTS > 0",
  10402. "uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
  10403. "uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
  10404. "uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
  10405. "uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
  10406. "uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
  10407. "uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
  10408. "#endif",
  10409. "#ifdef WRAP_AROUND",
  10410. "uniform vec3 wrapRGB;",
  10411. "#endif",
  10412. "varying vec3 vWorldPosition;",
  10413. "varying vec3 vViewPosition;",
  10414. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  10415. THREE.ShaderChunk[ "fog_pars_fragment" ],
  10416. "void main() {",
  10417. "gl_FragColor = vec4( vec3( 1.0 ), uOpacity );",
  10418. "vec3 specularTex = vec3( 1.0 );",
  10419. "vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;",
  10420. "normalTex.xy *= uNormalScale;",
  10421. "normalTex = normalize( normalTex );",
  10422. "if( enableDiffuse ) {",
  10423. "#ifdef GAMMA_INPUT",
  10424. "vec4 texelColor = texture2D( tDiffuse, vUv );",
  10425. "texelColor.xyz *= texelColor.xyz;",
  10426. "gl_FragColor = gl_FragColor * texelColor;",
  10427. "#else",
  10428. "gl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );",
  10429. "#endif",
  10430. "}",
  10431. "if( enableAO ) {",
  10432. "#ifdef GAMMA_INPUT",
  10433. "vec4 aoColor = texture2D( tAO, vUv );",
  10434. "aoColor.xyz *= aoColor.xyz;",
  10435. "gl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;",
  10436. "#else",
  10437. "gl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;",
  10438. "#endif",
  10439. "}",
  10440. "if( enableSpecular )",
  10441. "specularTex = texture2D( tSpecular, vUv ).xyz;",
  10442. "mat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );",
  10443. "vec3 finalNormal = tsb * normalTex;",
  10444. "#ifdef FLIP_SIDED",
  10445. "finalNormal = -finalNormal;",
  10446. "#endif",
  10447. "vec3 normal = normalize( finalNormal );",
  10448. "vec3 viewPosition = normalize( vViewPosition );",
  10449. // point lights
  10450. "#if MAX_POINT_LIGHTS > 0",
  10451. "vec3 pointDiffuse = vec3( 0.0 );",
  10452. "vec3 pointSpecular = vec3( 0.0 );",
  10453. "for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
  10454. "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
  10455. "vec3 pointVector = lPosition.xyz + vViewPosition.xyz;",
  10456. "float pointDistance = 1.0;",
  10457. "if ( pointLightDistance[ i ] > 0.0 )",
  10458. "pointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );",
  10459. "pointVector = normalize( pointVector );",
  10460. // diffuse
  10461. "#ifdef WRAP_AROUND",
  10462. "float pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );",
  10463. "float pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );",
  10464. "vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",
  10465. "#else",
  10466. "float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
  10467. "#endif",
  10468. "pointDiffuse += pointDistance * pointLightColor[ i ] * uDiffuseColor * pointDiffuseWeight;",
  10469. // specular
  10470. "vec3 pointHalfVector = normalize( pointVector + viewPosition );",
  10471. "float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
  10472. "float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, uShininess ), 0.0 );",
  10473. "#ifdef PHYSICALLY_BASED_SHADING",
  10474. // 2.0 => 2.0001 is hack to work around ANGLE bug
  10475. "float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
  10476. "vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( pointVector, pointHalfVector ), 5.0 );",
  10477. "pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;",
  10478. "#else",
  10479. "pointSpecular += pointDistance * pointLightColor[ i ] * uSpecularColor * pointSpecularWeight * pointDiffuseWeight;",
  10480. "#endif",
  10481. "}",
  10482. "#endif",
  10483. // spot lights
  10484. "#if MAX_SPOT_LIGHTS > 0",
  10485. "vec3 spotDiffuse = vec3( 0.0 );",
  10486. "vec3 spotSpecular = vec3( 0.0 );",
  10487. "for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
  10488. "vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
  10489. "vec3 spotVector = lPosition.xyz + vViewPosition.xyz;",
  10490. "float spotDistance = 1.0;",
  10491. "if ( spotLightDistance[ i ] > 0.0 )",
  10492. "spotDistance = 1.0 - min( ( length( spotVector ) / spotLightDistance[ i ] ), 1.0 );",
  10493. "spotVector = normalize( spotVector );",
  10494. "float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",
  10495. "if ( spotEffect > spotLightAngleCos[ i ] ) {",
  10496. "spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
  10497. // diffuse
  10498. "#ifdef WRAP_AROUND",
  10499. "float spotDiffuseWeightFull = max( dot( normal, spotVector ), 0.0 );",
  10500. "float spotDiffuseWeightHalf = max( 0.5 * dot( normal, spotVector ) + 0.5, 0.0 );",
  10501. "vec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );",
  10502. "#else",
  10503. "float spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );",
  10504. "#endif",
  10505. "spotDiffuse += spotDistance * spotLightColor[ i ] * uDiffuseColor * spotDiffuseWeight * spotEffect;",
  10506. // specular
  10507. "vec3 spotHalfVector = normalize( spotVector + viewPosition );",
  10508. "float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
  10509. "float spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, uShininess ), 0.0 );",
  10510. "#ifdef PHYSICALLY_BASED_SHADING",
  10511. // 2.0 => 2.0001 is hack to work around ANGLE bug
  10512. "float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
  10513. "vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( spotVector, spotHalfVector ), 5.0 );",
  10514. "spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;",
  10515. "#else",
  10516. "spotSpecular += spotDistance * spotLightColor[ i ] * uSpecularColor * spotSpecularWeight * spotDiffuseWeight * spotEffect;",
  10517. "#endif",
  10518. "}",
  10519. "}",
  10520. "#endif",
  10521. // directional lights
  10522. "#if MAX_DIR_LIGHTS > 0",
  10523. "vec3 dirDiffuse = vec3( 0.0 );",
  10524. "vec3 dirSpecular = vec3( 0.0 );",
  10525. "for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
  10526. "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
  10527. "vec3 dirVector = normalize( lDirection.xyz );",
  10528. // diffuse
  10529. "#ifdef WRAP_AROUND",
  10530. "float directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );",
  10531. "float directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );",
  10532. "vec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );",
  10533. "#else",
  10534. "float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
  10535. "#endif",
  10536. "dirDiffuse += directionalLightColor[ i ] * uDiffuseColor * dirDiffuseWeight;",
  10537. // specular
  10538. "vec3 dirHalfVector = normalize( dirVector + viewPosition );",
  10539. "float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
  10540. "float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, uShininess ), 0.0 );",
  10541. "#ifdef PHYSICALLY_BASED_SHADING",
  10542. // 2.0 => 2.0001 is hack to work around ANGLE bug
  10543. "float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
  10544. "vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );",
  10545. "dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
  10546. "#else",
  10547. "dirSpecular += directionalLightColor[ i ] * uSpecularColor * dirSpecularWeight * dirDiffuseWeight;",
  10548. "#endif",
  10549. "}",
  10550. "#endif",
  10551. // hemisphere lights
  10552. "#if MAX_HEMI_LIGHTS > 0",
  10553. "vec3 hemiDiffuse = vec3( 0.0 );",
  10554. "vec3 hemiSpecular = vec3( 0.0 );" ,
  10555. "for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
  10556. "vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
  10557. "vec3 lVector = normalize( lDirection.xyz );",
  10558. // diffuse
  10559. "float dotProduct = dot( normal, lVector );",
  10560. "float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
  10561. "vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
  10562. "hemiDiffuse += uDiffuseColor * hemiColor;",
  10563. // specular (sky light)
  10564. "vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
  10565. "float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
  10566. "float hemiSpecularWeightSky = specularTex.r * max( pow( hemiDotNormalHalfSky, uShininess ), 0.0 );",
  10567. // specular (ground light)
  10568. "vec3 lVectorGround = -lVector;",
  10569. "vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
  10570. "float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
  10571. "float hemiSpecularWeightGround = specularTex.r * max( pow( hemiDotNormalHalfGround, uShininess ), 0.0 );",
  10572. "#ifdef PHYSICALLY_BASED_SHADING",
  10573. "float dotProductGround = dot( normal, lVectorGround );",
  10574. // 2.0 => 2.0001 is hack to work around ANGLE bug
  10575. "float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
  10576. "vec3 schlickSky = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( lVector, hemiHalfVectorSky ), 5.0 );",
  10577. "vec3 schlickGround = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 5.0 );",
  10578. "hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",
  10579. "#else",
  10580. "hemiSpecular += uSpecularColor * hemiColor * ( hemiSpecularWeightSky + hemiSpecularWeightGround ) * hemiDiffuseWeight;",
  10581. "#endif",
  10582. "}",
  10583. "#endif",
  10584. // all lights contribution summation
  10585. "vec3 totalDiffuse = vec3( 0.0 );",
  10586. "vec3 totalSpecular = vec3( 0.0 );",
  10587. "#if MAX_DIR_LIGHTS > 0",
  10588. "totalDiffuse += dirDiffuse;",
  10589. "totalSpecular += dirSpecular;",
  10590. "#endif",
  10591. "#if MAX_HEMI_LIGHTS > 0",
  10592. "totalDiffuse += hemiDiffuse;",
  10593. "totalSpecular += hemiSpecular;",
  10594. "#endif",
  10595. "#if MAX_POINT_LIGHTS > 0",
  10596. "totalDiffuse += pointDiffuse;",
  10597. "totalSpecular += pointSpecular;",
  10598. "#endif",
  10599. "#if MAX_SPOT_LIGHTS > 0",
  10600. "totalDiffuse += spotDiffuse;",
  10601. "totalSpecular += spotSpecular;",
  10602. "#endif",
  10603. "#ifdef METAL",
  10604. "gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor + totalSpecular );",
  10605. "#else",
  10606. "gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor ) + totalSpecular;",
  10607. "#endif",
  10608. "if ( enableReflection ) {",
  10609. "vec3 vReflect;",
  10610. "vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
  10611. "if ( useRefract ) {",
  10612. "vReflect = refract( cameraToVertex, normal, uRefractionRatio );",
  10613. "} else {",
  10614. "vReflect = reflect( cameraToVertex, normal );",
  10615. "}",
  10616. "vec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",
  10617. "#ifdef GAMMA_INPUT",
  10618. "cubeColor.xyz *= cubeColor.xyz;",
  10619. "#endif",
  10620. "gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * uReflectivity );",
  10621. "}",
  10622. THREE.ShaderChunk[ "shadowmap_fragment" ],
  10623. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  10624. THREE.ShaderChunk[ "fog_fragment" ],
  10625. "}"
  10626. ].join("\n"),
  10627. vertexShader: [
  10628. "attribute vec4 tangent;",
  10629. "uniform vec2 uOffset;",
  10630. "uniform vec2 uRepeat;",
  10631. "uniform bool enableDisplacement;",
  10632. "#ifdef VERTEX_TEXTURES",
  10633. "uniform sampler2D tDisplacement;",
  10634. "uniform float uDisplacementScale;",
  10635. "uniform float uDisplacementBias;",
  10636. "#endif",
  10637. "varying vec3 vTangent;",
  10638. "varying vec3 vBinormal;",
  10639. "varying vec3 vNormal;",
  10640. "varying vec2 vUv;",
  10641. "varying vec3 vWorldPosition;",
  10642. "varying vec3 vViewPosition;",
  10643. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  10644. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  10645. "void main() {",
  10646. THREE.ShaderChunk[ "skinbase_vertex" ],
  10647. THREE.ShaderChunk[ "skinnormal_vertex" ],
  10648. // normal, tangent and binormal vectors
  10649. "#ifdef USE_SKINNING",
  10650. "vNormal = normalize( normalMatrix * skinnedNormal.xyz );",
  10651. "vec4 skinnedTangent = skinMatrix * vec4( tangent.xyz, 0.0 );",
  10652. "vTangent = normalize( normalMatrix * skinnedTangent.xyz );",
  10653. "#else",
  10654. "vNormal = normalize( normalMatrix * normal );",
  10655. "vTangent = normalize( normalMatrix * tangent.xyz );",
  10656. "#endif",
  10657. "vBinormal = normalize( cross( vNormal, vTangent ) * tangent.w );",
  10658. "vUv = uv * uRepeat + uOffset;",
  10659. // displacement mapping
  10660. "vec3 displacedPosition;",
  10661. "#ifdef VERTEX_TEXTURES",
  10662. "if ( enableDisplacement ) {",
  10663. "vec3 dv = texture2D( tDisplacement, uv ).xyz;",
  10664. "float df = uDisplacementScale * dv.x + uDisplacementBias;",
  10665. "displacedPosition = position + normalize( normal ) * df;",
  10666. "} else {",
  10667. "#ifdef USE_SKINNING",
  10668. "vec4 skinVertex = vec4( position, 1.0 );",
  10669. "vec4 skinned = boneMatX * skinVertex * skinWeight.x;",
  10670. "skinned += boneMatY * skinVertex * skinWeight.y;",
  10671. "displacedPosition = skinned.xyz;",
  10672. "#else",
  10673. "displacedPosition = position;",
  10674. "#endif",
  10675. "}",
  10676. "#else",
  10677. "#ifdef USE_SKINNING",
  10678. "vec4 skinVertex = vec4( position, 1.0 );",
  10679. "vec4 skinned = boneMatX * skinVertex * skinWeight.x;",
  10680. "skinned += boneMatY * skinVertex * skinWeight.y;",
  10681. "displacedPosition = skinned.xyz;",
  10682. "#else",
  10683. "displacedPosition = position;",
  10684. "#endif",
  10685. "#endif",
  10686. //
  10687. "vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );",
  10688. "vec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );",
  10689. "gl_Position = projectionMatrix * mvPosition;",
  10690. //
  10691. "vWorldPosition = worldPosition.xyz;",
  10692. "vViewPosition = -mvPosition.xyz;",
  10693. // shadows
  10694. "#ifdef USE_SHADOWMAP",
  10695. "for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
  10696. "vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",
  10697. "}",
  10698. "#endif",
  10699. "}"
  10700. ].join("\n")
  10701. },
  10702. /* -------------------------------------------------------------------------
  10703. // Cube map shader
  10704. ------------------------------------------------------------------------- */
  10705. 'cube': {
  10706. uniforms: { "tCube": { type: "t", value: null },
  10707. "tFlip": { type: "f", value: -1 } },
  10708. vertexShader: [
  10709. "varying vec3 vWorldPosition;",
  10710. "void main() {",
  10711. "vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
  10712. "vWorldPosition = worldPosition.xyz;",
  10713. "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  10714. "}"
  10715. ].join("\n"),
  10716. fragmentShader: [
  10717. "uniform samplerCube tCube;",
  10718. "uniform float tFlip;",
  10719. "varying vec3 vWorldPosition;",
  10720. "void main() {",
  10721. "gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
  10722. "}"
  10723. ].join("\n")
  10724. },
  10725. // Depth encoding into RGBA texture
  10726. // based on SpiderGL shadow map example
  10727. // http://spidergl.org/example.php?id=6
  10728. // originally from
  10729. // http://www.gamedev.net/topic/442138-packing-a-float-into-a-a8r8g8b8-texture-shader/page__whichpage__1%25EF%25BF%25BD
  10730. // see also here:
  10731. // http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/
  10732. 'depthRGBA': {
  10733. uniforms: {},
  10734. vertexShader: [
  10735. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  10736. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  10737. "void main() {",
  10738. THREE.ShaderChunk[ "skinbase_vertex" ],
  10739. THREE.ShaderChunk[ "morphtarget_vertex" ],
  10740. THREE.ShaderChunk[ "skinning_vertex" ],
  10741. THREE.ShaderChunk[ "default_vertex" ],
  10742. "}"
  10743. ].join("\n"),
  10744. fragmentShader: [
  10745. "vec4 pack_depth( const in float depth ) {",
  10746. "const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
  10747. "const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
  10748. "vec4 res = fract( depth * bit_shift );",
  10749. "res -= res.xxyz * bit_mask;",
  10750. "return res;",
  10751. "}",
  10752. "void main() {",
  10753. "gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );",
  10754. //"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );",
  10755. //"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );",
  10756. //"gl_FragData[ 0 ] = pack_depth( z );",
  10757. //"gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );",
  10758. "}"
  10759. ].join("\n")
  10760. }
  10761. };
  10762. /**
  10763. * @author supereggbert / http://www.paulbrunt.co.uk/
  10764. * @author mrdoob / http://mrdoob.com/
  10765. * @author alteredq / http://alteredqualia.com/
  10766. * @author szimek / https://github.com/szimek/
  10767. */
  10768. THREE.WebGLRenderer = function ( parameters ) {
  10769. console.log( 'THREE.WebGLRenderer', THREE.REVISION );
  10770. parameters = parameters || {};
  10771. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
  10772. _precision = parameters.precision !== undefined ? parameters.precision : 'highp',
  10773. _alpha = parameters.alpha !== undefined ? parameters.alpha : true,
  10774. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  10775. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  10776. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  10777. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  10778. _clearColor = parameters.clearColor !== undefined ? new THREE.Color( parameters.clearColor ) : new THREE.Color( 0x000000 ),
  10779. _clearAlpha = parameters.clearAlpha !== undefined ? parameters.clearAlpha : 0;
  10780. // public properties
  10781. this.domElement = _canvas;
  10782. this.context = null;
  10783. this.devicePixelRatio = parameters.devicePixelRatio !== undefined
  10784. ? parameters.devicePixelRatio
  10785. : window.devicePixelRatio !== undefined
  10786. ? window.devicePixelRatio
  10787. : 1;
  10788. // clearing
  10789. this.autoClear = true;
  10790. this.autoClearColor = true;
  10791. this.autoClearDepth = true;
  10792. this.autoClearStencil = true;
  10793. // scene graph
  10794. this.sortObjects = true;
  10795. this.autoUpdateObjects = true;
  10796. this.autoUpdateScene = true;
  10797. // physically based shading
  10798. this.gammaInput = false;
  10799. this.gammaOutput = false;
  10800. this.physicallyBasedShading = false;
  10801. // shadow map
  10802. this.shadowMapEnabled = false;
  10803. this.shadowMapAutoUpdate = true;
  10804. this.shadowMapType = THREE.PCFShadowMap;
  10805. this.shadowMapCullFace = THREE.CullFaceFront;
  10806. this.shadowMapDebug = false;
  10807. this.shadowMapCascade = false;
  10808. // morphs
  10809. this.maxMorphTargets = 8;
  10810. this.maxMorphNormals = 4;
  10811. // flags
  10812. this.autoScaleCubemaps = true;
  10813. // custom render plugins
  10814. this.renderPluginsPre = [];
  10815. this.renderPluginsPost = [];
  10816. // info
  10817. this.info = {
  10818. memory: {
  10819. programs: 0,
  10820. geometries: 0,
  10821. textures: 0
  10822. },
  10823. render: {
  10824. calls: 0,
  10825. vertices: 0,
  10826. faces: 0,
  10827. points: 0
  10828. }
  10829. };
  10830. // internal properties
  10831. var _this = this,
  10832. _programs = [],
  10833. _programs_counter = 0,
  10834. // internal state cache
  10835. _currentProgram = null,
  10836. _currentFramebuffer = null,
  10837. _currentMaterialId = -1,
  10838. _currentGeometryGroupHash = null,
  10839. _currentCamera = null,
  10840. _geometryGroupCounter = 0,
  10841. _usedTextureUnits = 0,
  10842. // GL state cache
  10843. _oldDoubleSided = -1,
  10844. _oldFlipSided = -1,
  10845. _oldBlending = -1,
  10846. _oldBlendEquation = -1,
  10847. _oldBlendSrc = -1,
  10848. _oldBlendDst = -1,
  10849. _oldDepthTest = -1,
  10850. _oldDepthWrite = -1,
  10851. _oldPolygonOffset = null,
  10852. _oldPolygonOffsetFactor = null,
  10853. _oldPolygonOffsetUnits = null,
  10854. _oldLineWidth = null,
  10855. _viewportX = 0,
  10856. _viewportY = 0,
  10857. _viewportWidth = 0,
  10858. _viewportHeight = 0,
  10859. _currentWidth = 0,
  10860. _currentHeight = 0,
  10861. _enabledAttributes = {},
  10862. // frustum
  10863. _frustum = new THREE.Frustum(),
  10864. // camera matrices cache
  10865. _projScreenMatrix = new THREE.Matrix4(),
  10866. _projScreenMatrixPS = new THREE.Matrix4(),
  10867. _vector3 = new THREE.Vector3(),
  10868. // light arrays cache
  10869. _direction = new THREE.Vector3(),
  10870. _lightsNeedUpdate = true,
  10871. _lights = {
  10872. ambient: [ 0, 0, 0 ],
  10873. directional: { length: 0, colors: new Array(), positions: new Array() },
  10874. point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() },
  10875. spot: { length: 0, colors: new Array(), positions: new Array(), distances: new Array(), directions: new Array(), anglesCos: new Array(), exponents: new Array() },
  10876. hemi: { length: 0, skyColors: new Array(), groundColors: new Array(), positions: new Array() }
  10877. };
  10878. // initialize
  10879. var _gl;
  10880. var _glExtensionTextureFloat;
  10881. var _glExtensionStandardDerivatives;
  10882. var _glExtensionTextureFilterAnisotropic;
  10883. var _glExtensionCompressedTextureS3TC;
  10884. initGL();
  10885. setDefaultGLState();
  10886. this.context = _gl;
  10887. // GPU capabilities
  10888. var _maxTextures = _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS );
  10889. var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
  10890. var _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE );
  10891. var _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );
  10892. var _maxAnisotropy = _glExtensionTextureFilterAnisotropic ? _gl.getParameter( _glExtensionTextureFilterAnisotropic.MAX_TEXTURE_MAX_ANISOTROPY_EXT ) : 0;
  10893. var _supportsVertexTextures = ( _maxVertexTextures > 0 );
  10894. var _supportsBoneTextures = _supportsVertexTextures && _glExtensionTextureFloat;
  10895. var _compressedTextureFormats = _glExtensionCompressedTextureS3TC ? _gl.getParameter( _gl.COMPRESSED_TEXTURE_FORMATS ) : [];
  10896. //
  10897. var _vertexShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_FLOAT );
  10898. var _vertexShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_FLOAT );
  10899. var _vertexShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_FLOAT );
  10900. var _fragmentShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_FLOAT );
  10901. var _fragmentShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_FLOAT );
  10902. var _fragmentShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_FLOAT );
  10903. var _vertexShaderPrecisionHighpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_INT );
  10904. var _vertexShaderPrecisionMediumpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_INT );
  10905. var _vertexShaderPrecisionLowpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_INT );
  10906. var _fragmentShaderPrecisionHighpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_INT );
  10907. var _fragmentShaderPrecisionMediumpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_INT );
  10908. var _fragmentShaderPrecisionLowpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_INT );
  10909. // clamp precision to maximum available
  10910. var highpAvailable = _vertexShaderPrecisionHighpFloat.precision > 0 && _fragmentShaderPrecisionHighpFloat.precision > 0;
  10911. var mediumpAvailable = _vertexShaderPrecisionMediumpFloat.precision > 0 && _fragmentShaderPrecisionMediumpFloat.precision > 0;
  10912. if ( _precision === "highp" && ! highpAvailable ) {
  10913. if ( mediumpAvailable ) {
  10914. _precision = "mediump";
  10915. console.warn( "WebGLRenderer: highp not supported, using mediump" );
  10916. } else {
  10917. _precision = "lowp";
  10918. console.warn( "WebGLRenderer: highp and mediump not supported, using lowp" );
  10919. }
  10920. }
  10921. if ( _precision === "mediump" && ! mediumpAvailable ) {
  10922. _precision = "lowp";
  10923. console.warn( "WebGLRenderer: mediump not supported, using lowp" );
  10924. }
  10925. // API
  10926. this.getContext = function () {
  10927. return _gl;
  10928. };
  10929. this.supportsVertexTextures = function () {
  10930. return _supportsVertexTextures;
  10931. };
  10932. this.supportsFloatTextures = function () {
  10933. return _glExtensionTextureFloat;
  10934. };
  10935. this.supportsStandardDerivatives = function () {
  10936. return _glExtensionStandardDerivatives;
  10937. };
  10938. this.supportsCompressedTextureS3TC = function () {
  10939. return _glExtensionCompressedTextureS3TC;
  10940. };
  10941. this.getMaxAnisotropy = function () {
  10942. return _maxAnisotropy;
  10943. };
  10944. this.getPrecision = function () {
  10945. return _precision;
  10946. };
  10947. this.setSize = function ( width, height ) {
  10948. _canvas.width = width * this.devicePixelRatio;
  10949. _canvas.height = height * this.devicePixelRatio;
  10950. _canvas.style.width = width + 'px';
  10951. _canvas.style.height = height + 'px';
  10952. this.setViewport( 0, 0, _canvas.width, _canvas.height );
  10953. };
  10954. this.setViewport = function ( x, y, width, height ) {
  10955. _viewportX = x !== undefined ? x : 0;
  10956. _viewportY = y !== undefined ? y : 0;
  10957. _viewportWidth = width !== undefined ? width : _canvas.width;
  10958. _viewportHeight = height !== undefined ? height : _canvas.height;
  10959. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  10960. };
  10961. this.setScissor = function ( x, y, width, height ) {
  10962. _gl.scissor( x, y, width, height );
  10963. };
  10964. this.enableScissorTest = function ( enable ) {
  10965. enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
  10966. };
  10967. // Clearing
  10968. this.setClearColorHex = function ( hex, alpha ) {
  10969. _clearColor.setHex( hex );
  10970. _clearAlpha = alpha;
  10971. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  10972. };
  10973. this.setClearColor = function ( color, alpha ) {
  10974. _clearColor.copy( color );
  10975. _clearAlpha = alpha;
  10976. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  10977. };
  10978. this.getClearColor = function () {
  10979. return _clearColor;
  10980. };
  10981. this.getClearAlpha = function () {
  10982. return _clearAlpha;
  10983. };
  10984. this.clear = function ( color, depth, stencil ) {
  10985. var bits = 0;
  10986. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  10987. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  10988. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  10989. _gl.clear( bits );
  10990. };
  10991. this.clearTarget = function ( renderTarget, color, depth, stencil ) {
  10992. this.setRenderTarget( renderTarget );
  10993. this.clear( color, depth, stencil );
  10994. };
  10995. // Plugins
  10996. this.addPostPlugin = function ( plugin ) {
  10997. plugin.init( this );
  10998. this.renderPluginsPost.push( plugin );
  10999. };
  11000. this.addPrePlugin = function ( plugin ) {
  11001. plugin.init( this );
  11002. this.renderPluginsPre.push( plugin );
  11003. };
  11004. // Rendering
  11005. this.updateShadowMap = function ( scene, camera ) {
  11006. _currentProgram = null;
  11007. _oldBlending = -1;
  11008. _oldDepthTest = -1;
  11009. _oldDepthWrite = -1;
  11010. _currentGeometryGroupHash = -1;
  11011. _currentMaterialId = -1;
  11012. _lightsNeedUpdate = true;
  11013. _oldDoubleSided = -1;
  11014. _oldFlipSided = -1;
  11015. this.shadowMapPlugin.update( scene, camera );
  11016. };
  11017. // Internal functions
  11018. // Buffer allocation
  11019. function createParticleBuffers ( geometry ) {
  11020. geometry.__webglVertexBuffer = _gl.createBuffer();
  11021. geometry.__webglColorBuffer = _gl.createBuffer();
  11022. _this.info.memory.geometries ++;
  11023. };
  11024. function createLineBuffers ( geometry ) {
  11025. geometry.__webglVertexBuffer = _gl.createBuffer();
  11026. geometry.__webglColorBuffer = _gl.createBuffer();
  11027. geometry.__webglLineDistanceBuffer = _gl.createBuffer();
  11028. _this.info.memory.geometries ++;
  11029. };
  11030. function createRibbonBuffers ( geometry ) {
  11031. geometry.__webglVertexBuffer = _gl.createBuffer();
  11032. geometry.__webglColorBuffer = _gl.createBuffer();
  11033. geometry.__webglNormalBuffer = _gl.createBuffer();
  11034. _this.info.memory.geometries ++;
  11035. };
  11036. function createMeshBuffers ( geometryGroup ) {
  11037. geometryGroup.__webglVertexBuffer = _gl.createBuffer();
  11038. geometryGroup.__webglNormalBuffer = _gl.createBuffer();
  11039. geometryGroup.__webglTangentBuffer = _gl.createBuffer();
  11040. geometryGroup.__webglColorBuffer = _gl.createBuffer();
  11041. geometryGroup.__webglUVBuffer = _gl.createBuffer();
  11042. geometryGroup.__webglUV2Buffer = _gl.createBuffer();
  11043. geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
  11044. geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
  11045. geometryGroup.__webglFaceBuffer = _gl.createBuffer();
  11046. geometryGroup.__webglLineBuffer = _gl.createBuffer();
  11047. var m, ml;
  11048. if ( geometryGroup.numMorphTargets ) {
  11049. geometryGroup.__webglMorphTargetsBuffers = [];
  11050. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  11051. geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
  11052. }
  11053. }
  11054. if ( geometryGroup.numMorphNormals ) {
  11055. geometryGroup.__webglMorphNormalsBuffers = [];
  11056. for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  11057. geometryGroup.__webglMorphNormalsBuffers.push( _gl.createBuffer() );
  11058. }
  11059. }
  11060. _this.info.memory.geometries ++;
  11061. };
  11062. // Events
  11063. var onGeometryDispose = function ( event ) {
  11064. var geometry = event.target;
  11065. geometry.removeEventListener( 'dispose', onGeometryDispose );
  11066. deallocateGeometry( geometry );
  11067. _this.info.memory.geometries --;
  11068. };
  11069. var onTextureDispose = function ( event ) {
  11070. var texture = event.target;
  11071. texture.removeEventListener( 'dispose', onTextureDispose );
  11072. deallocateTexture( texture );
  11073. _this.info.memory.textures --;
  11074. };
  11075. var onRenderTargetDispose = function ( event ) {
  11076. var renderTarget = event.target;
  11077. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  11078. deallocateRenderTarget( renderTarget );
  11079. _this.info.memory.textures --;
  11080. };
  11081. var onMaterialDispose = function ( event ) {
  11082. var material = event.target;
  11083. material.removeEventListener( 'dispose', onMaterialDispose );
  11084. deallocateMaterial( material );
  11085. };
  11086. // Buffer deallocation
  11087. var deallocateGeometry = function ( geometry ) {
  11088. geometry.__webglInit = undefined;
  11089. if ( geometry.__webglVertexBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglVertexBuffer );
  11090. if ( geometry.__webglNormalBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglNormalBuffer );
  11091. if ( geometry.__webglTangentBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglTangentBuffer );
  11092. if ( geometry.__webglColorBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglColorBuffer );
  11093. if ( geometry.__webglUVBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglUVBuffer );
  11094. if ( geometry.__webglUV2Buffer !== undefined ) _gl.deleteBuffer( geometry.__webglUV2Buffer );
  11095. if ( geometry.__webglSkinIndicesBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglSkinIndicesBuffer );
  11096. if ( geometry.__webglSkinWeightsBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglSkinWeightsBuffer );
  11097. if ( geometry.__webglFaceBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglFaceBuffer );
  11098. if ( geometry.__webglLineBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglLineBuffer );
  11099. if ( geometry.__webglLineDistanceBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglLineDistanceBuffer );
  11100. // geometry groups
  11101. if ( geometry.geometryGroups !== undefined ) {
  11102. for ( var g in geometry.geometryGroups ) {
  11103. var geometryGroup = geometry.geometryGroups[ g ];
  11104. if ( geometryGroup.numMorphTargets !== undefined ) {
  11105. for ( var m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  11106. _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
  11107. }
  11108. }
  11109. if ( geometryGroup.numMorphNormals !== undefined ) {
  11110. for ( var m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  11111. _gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );
  11112. }
  11113. }
  11114. deleteCustomAttributesBuffers( geometryGroup );
  11115. }
  11116. }
  11117. deleteCustomAttributesBuffers( geometry );
  11118. };
  11119. var deallocateTexture = function ( texture ) {
  11120. if ( texture.image && texture.image.__webglTextureCube ) {
  11121. // cube texture
  11122. _gl.deleteTexture( texture.image.__webglTextureCube );
  11123. } else {
  11124. // 2D texture
  11125. if ( ! texture.__webglInit ) return;
  11126. texture.__webglInit = false;
  11127. _gl.deleteTexture( texture.__webglTexture );
  11128. }
  11129. };
  11130. var deallocateRenderTarget = function ( renderTarget ) {
  11131. if ( !renderTarget || ! renderTarget.__webglTexture ) return;
  11132. _gl.deleteTexture( renderTarget.__webglTexture );
  11133. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  11134. for ( var i = 0; i < 6; i ++ ) {
  11135. _gl.deleteFramebuffer( renderTarget.__webglFramebuffer[ i ] );
  11136. _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer[ i ] );
  11137. }
  11138. } else {
  11139. _gl.deleteFramebuffer( renderTarget.__webglFramebuffer );
  11140. _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer );
  11141. }
  11142. };
  11143. var deallocateMaterial = function ( material ) {
  11144. var program = material.program;
  11145. if ( program === undefined ) return;
  11146. material.program = undefined;
  11147. // only deallocate GL program if this was the last use of shared program
  11148. // assumed there is only single copy of any program in the _programs list
  11149. // (that's how it's constructed)
  11150. var i, il, programInfo;
  11151. var deleteProgram = false;
  11152. for ( i = 0, il = _programs.length; i < il; i ++ ) {
  11153. programInfo = _programs[ i ];
  11154. if ( programInfo.program === program ) {
  11155. programInfo.usedTimes --;
  11156. if ( programInfo.usedTimes === 0 ) {
  11157. deleteProgram = true;
  11158. }
  11159. break;
  11160. }
  11161. }
  11162. if ( deleteProgram === true ) {
  11163. // avoid using array.splice, this is costlier than creating new array from scratch
  11164. var newPrograms = [];
  11165. for ( i = 0, il = _programs.length; i < il; i ++ ) {
  11166. programInfo = _programs[ i ];
  11167. if ( programInfo.program !== program ) {
  11168. newPrograms.push( programInfo );
  11169. }
  11170. }
  11171. _programs = newPrograms;
  11172. _gl.deleteProgram( program );
  11173. _this.info.memory.programs --;
  11174. }
  11175. };
  11176. //
  11177. /*
  11178. function deleteParticleBuffers ( geometry ) {
  11179. _gl.deleteBuffer( geometry.__webglVertexBuffer );
  11180. _gl.deleteBuffer( geometry.__webglColorBuffer );
  11181. deleteCustomAttributesBuffers( geometry );
  11182. _this.info.memory.geometries --;
  11183. };
  11184. function deleteLineBuffers ( geometry ) {
  11185. _gl.deleteBuffer( geometry.__webglVertexBuffer );
  11186. _gl.deleteBuffer( geometry.__webglColorBuffer );
  11187. _gl.deleteBuffer( geometry.__webglLineDistanceBuffer );
  11188. deleteCustomAttributesBuffers( geometry );
  11189. _this.info.memory.geometries --;
  11190. };
  11191. function deleteRibbonBuffers ( geometry ) {
  11192. _gl.deleteBuffer( geometry.__webglVertexBuffer );
  11193. _gl.deleteBuffer( geometry.__webglColorBuffer );
  11194. _gl.deleteBuffer( geometry.__webglNormalBuffer );
  11195. deleteCustomAttributesBuffers( geometry );
  11196. _this.info.memory.geometries --;
  11197. };
  11198. function deleteMeshBuffers ( geometryGroup ) {
  11199. _gl.deleteBuffer( geometryGroup.__webglVertexBuffer );
  11200. _gl.deleteBuffer( geometryGroup.__webglNormalBuffer );
  11201. _gl.deleteBuffer( geometryGroup.__webglTangentBuffer );
  11202. _gl.deleteBuffer( geometryGroup.__webglColorBuffer );
  11203. _gl.deleteBuffer( geometryGroup.__webglUVBuffer );
  11204. _gl.deleteBuffer( geometryGroup.__webglUV2Buffer );
  11205. _gl.deleteBuffer( geometryGroup.__webglSkinIndicesBuffer );
  11206. _gl.deleteBuffer( geometryGroup.__webglSkinWeightsBuffer );
  11207. _gl.deleteBuffer( geometryGroup.__webglFaceBuffer );
  11208. _gl.deleteBuffer( geometryGroup.__webglLineBuffer );
  11209. var m, ml;
  11210. if ( geometryGroup.numMorphTargets ) {
  11211. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  11212. _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
  11213. }
  11214. }
  11215. if ( geometryGroup.numMorphNormals ) {
  11216. for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  11217. _gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );
  11218. }
  11219. }
  11220. deleteCustomAttributesBuffers( geometryGroup );
  11221. _this.info.memory.geometries --;
  11222. };
  11223. */
  11224. function deleteCustomAttributesBuffers( geometry ) {
  11225. if ( geometry.__webglCustomAttributesList ) {
  11226. for ( var id in geometry.__webglCustomAttributesList ) {
  11227. _gl.deleteBuffer( geometry.__webglCustomAttributesList[ id ].buffer );
  11228. }
  11229. }
  11230. };
  11231. // Buffer initialization
  11232. function initCustomAttributes ( geometry, object ) {
  11233. var nvertices = geometry.vertices.length;
  11234. var material = object.material;
  11235. if ( material.attributes ) {
  11236. if ( geometry.__webglCustomAttributesList === undefined ) {
  11237. geometry.__webglCustomAttributesList = [];
  11238. }
  11239. for ( var a in material.attributes ) {
  11240. var attribute = material.attributes[ a ];
  11241. if ( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  11242. attribute.__webglInitialized = true;
  11243. var size = 1; // "f" and "i"
  11244. if ( attribute.type === "v2" ) size = 2;
  11245. else if ( attribute.type === "v3" ) size = 3;
  11246. else if ( attribute.type === "v4" ) size = 4;
  11247. else if ( attribute.type === "c" ) size = 3;
  11248. attribute.size = size;
  11249. attribute.array = new Float32Array( nvertices * size );
  11250. attribute.buffer = _gl.createBuffer();
  11251. attribute.buffer.belongsToAttribute = a;
  11252. attribute.needsUpdate = true;
  11253. }
  11254. geometry.__webglCustomAttributesList.push( attribute );
  11255. }
  11256. }
  11257. };
  11258. function initParticleBuffers ( geometry, object ) {
  11259. var nvertices = geometry.vertices.length;
  11260. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  11261. geometry.__colorArray = new Float32Array( nvertices * 3 );
  11262. geometry.__sortArray = [];
  11263. geometry.__webglParticleCount = nvertices;
  11264. initCustomAttributes ( geometry, object );
  11265. };
  11266. function initLineBuffers ( geometry, object ) {
  11267. var nvertices = geometry.vertices.length;
  11268. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  11269. geometry.__colorArray = new Float32Array( nvertices * 3 );
  11270. geometry.__lineDistanceArray = new Float32Array( nvertices * 1 );
  11271. geometry.__webglLineCount = nvertices;
  11272. initCustomAttributes ( geometry, object );
  11273. };
  11274. function initRibbonBuffers ( geometry, object ) {
  11275. var nvertices = geometry.vertices.length;
  11276. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  11277. geometry.__colorArray = new Float32Array( nvertices * 3 );
  11278. geometry.__normalArray = new Float32Array( nvertices * 3 );
  11279. geometry.__webglVertexCount = nvertices;
  11280. initCustomAttributes ( geometry, object );
  11281. };
  11282. function initMeshBuffers ( geometryGroup, object ) {
  11283. var geometry = object.geometry,
  11284. faces3 = geometryGroup.faces3,
  11285. faces4 = geometryGroup.faces4,
  11286. nvertices = faces3.length * 3 + faces4.length * 4,
  11287. ntris = faces3.length * 1 + faces4.length * 2,
  11288. nlines = faces3.length * 3 + faces4.length * 4,
  11289. material = getBufferMaterial( object, geometryGroup ),
  11290. uvType = bufferGuessUVType( material ),
  11291. normalType = bufferGuessNormalType( material ),
  11292. vertexColorType = bufferGuessVertexColorType( material );
  11293. // console.log( "uvType", uvType, "normalType", normalType, "vertexColorType", vertexColorType, object, geometryGroup, material );
  11294. geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
  11295. if ( normalType ) {
  11296. geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
  11297. }
  11298. if ( geometry.hasTangents ) {
  11299. geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
  11300. }
  11301. if ( vertexColorType ) {
  11302. geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
  11303. }
  11304. if ( uvType ) {
  11305. if ( geometry.faceUvs.length > 0 || geometry.faceVertexUvs.length > 0 ) {
  11306. geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
  11307. }
  11308. if ( geometry.faceUvs.length > 1 || geometry.faceVertexUvs.length > 1 ) {
  11309. geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
  11310. }
  11311. }
  11312. if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
  11313. geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
  11314. geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
  11315. }
  11316. geometryGroup.__faceArray = new Uint16Array( ntris * 3 );
  11317. geometryGroup.__lineArray = new Uint16Array( nlines * 2 );
  11318. var m, ml;
  11319. if ( geometryGroup.numMorphTargets ) {
  11320. geometryGroup.__morphTargetsArrays = [];
  11321. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  11322. geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
  11323. }
  11324. }
  11325. if ( geometryGroup.numMorphNormals ) {
  11326. geometryGroup.__morphNormalsArrays = [];
  11327. for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  11328. geometryGroup.__morphNormalsArrays.push( new Float32Array( nvertices * 3 ) );
  11329. }
  11330. }
  11331. geometryGroup.__webglFaceCount = ntris * 3;
  11332. geometryGroup.__webglLineCount = nlines * 2;
  11333. // custom attributes
  11334. if ( material.attributes ) {
  11335. if ( geometryGroup.__webglCustomAttributesList === undefined ) {
  11336. geometryGroup.__webglCustomAttributesList = [];
  11337. }
  11338. for ( var a in material.attributes ) {
  11339. // Do a shallow copy of the attribute object so different geometryGroup chunks use different
  11340. // attribute buffers which are correctly indexed in the setMeshBuffers function
  11341. var originalAttribute = material.attributes[ a ];
  11342. var attribute = {};
  11343. for ( var property in originalAttribute ) {
  11344. attribute[ property ] = originalAttribute[ property ];
  11345. }
  11346. if ( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  11347. attribute.__webglInitialized = true;
  11348. var size = 1; // "f" and "i"
  11349. if( attribute.type === "v2" ) size = 2;
  11350. else if( attribute.type === "v3" ) size = 3;
  11351. else if( attribute.type === "v4" ) size = 4;
  11352. else if( attribute.type === "c" ) size = 3;
  11353. attribute.size = size;
  11354. attribute.array = new Float32Array( nvertices * size );
  11355. attribute.buffer = _gl.createBuffer();
  11356. attribute.buffer.belongsToAttribute = a;
  11357. originalAttribute.needsUpdate = true;
  11358. attribute.__original = originalAttribute;
  11359. }
  11360. geometryGroup.__webglCustomAttributesList.push( attribute );
  11361. }
  11362. }
  11363. geometryGroup.__inittedArrays = true;
  11364. };
  11365. function getBufferMaterial( object, geometryGroup ) {
  11366. return object.material instanceof THREE.MeshFaceMaterial
  11367. ? object.material.materials[ geometryGroup.materialIndex ]
  11368. : object.material;
  11369. };
  11370. function materialNeedsSmoothNormals ( material ) {
  11371. return material && material.shading !== undefined && material.shading === THREE.SmoothShading;
  11372. };
  11373. function bufferGuessNormalType ( material ) {
  11374. // only MeshBasicMaterial and MeshDepthMaterial don't need normals
  11375. if ( ( material instanceof THREE.MeshBasicMaterial && !material.envMap ) || material instanceof THREE.MeshDepthMaterial ) {
  11376. return false;
  11377. }
  11378. if ( materialNeedsSmoothNormals( material ) ) {
  11379. return THREE.SmoothShading;
  11380. } else {
  11381. return THREE.FlatShading;
  11382. }
  11383. };
  11384. function bufferGuessVertexColorType( material ) {
  11385. if ( material.vertexColors ) {
  11386. return material.vertexColors;
  11387. }
  11388. return false;
  11389. };
  11390. function bufferGuessUVType( material ) {
  11391. // material must use some texture to require uvs
  11392. if ( material.map ||
  11393. material.lightMap ||
  11394. material.bumpMap ||
  11395. material.normalMap ||
  11396. material.specularMap ||
  11397. material instanceof THREE.ShaderMaterial ) {
  11398. return true;
  11399. }
  11400. return false;
  11401. };
  11402. //
  11403. function initDirectBuffers( geometry ) {
  11404. var a, attribute, type;
  11405. for ( a in geometry.attributes ) {
  11406. if ( a === "index" ) {
  11407. type = _gl.ELEMENT_ARRAY_BUFFER;
  11408. } else {
  11409. type = _gl.ARRAY_BUFFER;
  11410. }
  11411. attribute = geometry.attributes[ a ];
  11412. attribute.buffer = _gl.createBuffer();
  11413. _gl.bindBuffer( type, attribute.buffer );
  11414. _gl.bufferData( type, attribute.array, _gl.STATIC_DRAW );
  11415. }
  11416. };
  11417. // Buffer setting
  11418. function setParticleBuffers ( geometry, hint, object ) {
  11419. var v, c, vertex, offset, index, color,
  11420. vertices = geometry.vertices,
  11421. vl = vertices.length,
  11422. colors = geometry.colors,
  11423. cl = colors.length,
  11424. vertexArray = geometry.__vertexArray,
  11425. colorArray = geometry.__colorArray,
  11426. sortArray = geometry.__sortArray,
  11427. dirtyVertices = geometry.verticesNeedUpdate,
  11428. dirtyElements = geometry.elementsNeedUpdate,
  11429. dirtyColors = geometry.colorsNeedUpdate,
  11430. customAttributes = geometry.__webglCustomAttributesList,
  11431. i, il,
  11432. a, ca, cal, value,
  11433. customAttribute;
  11434. if ( object.sortParticles ) {
  11435. _projScreenMatrixPS.copy( _projScreenMatrix );
  11436. _projScreenMatrixPS.multiply( object.matrixWorld );
  11437. for ( v = 0; v < vl; v ++ ) {
  11438. vertex = vertices[ v ];
  11439. _vector3.copy( vertex );
  11440. _vector3.applyProjection( _projScreenMatrixPS );
  11441. sortArray[ v ] = [ _vector3.z, v ];
  11442. }
  11443. sortArray.sort( numericalSort );
  11444. for ( v = 0; v < vl; v ++ ) {
  11445. vertex = vertices[ sortArray[v][1] ];
  11446. offset = v * 3;
  11447. vertexArray[ offset ] = vertex.x;
  11448. vertexArray[ offset + 1 ] = vertex.y;
  11449. vertexArray[ offset + 2 ] = vertex.z;
  11450. }
  11451. for ( c = 0; c < cl; c ++ ) {
  11452. offset = c * 3;
  11453. color = colors[ sortArray[c][1] ];
  11454. colorArray[ offset ] = color.r;
  11455. colorArray[ offset + 1 ] = color.g;
  11456. colorArray[ offset + 2 ] = color.b;
  11457. }
  11458. if ( customAttributes ) {
  11459. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  11460. customAttribute = customAttributes[ i ];
  11461. if ( ! ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) ) continue;
  11462. offset = 0;
  11463. cal = customAttribute.value.length;
  11464. if ( customAttribute.size === 1 ) {
  11465. for ( ca = 0; ca < cal; ca ++ ) {
  11466. index = sortArray[ ca ][ 1 ];
  11467. customAttribute.array[ ca ] = customAttribute.value[ index ];
  11468. }
  11469. } else if ( customAttribute.size === 2 ) {
  11470. for ( ca = 0; ca < cal; ca ++ ) {
  11471. index = sortArray[ ca ][ 1 ];
  11472. value = customAttribute.value[ index ];
  11473. customAttribute.array[ offset ] = value.x;
  11474. customAttribute.array[ offset + 1 ] = value.y;
  11475. offset += 2;
  11476. }
  11477. } else if ( customAttribute.size === 3 ) {
  11478. if ( customAttribute.type === "c" ) {
  11479. for ( ca = 0; ca < cal; ca ++ ) {
  11480. index = sortArray[ ca ][ 1 ];
  11481. value = customAttribute.value[ index ];
  11482. customAttribute.array[ offset ] = value.r;
  11483. customAttribute.array[ offset + 1 ] = value.g;
  11484. customAttribute.array[ offset + 2 ] = value.b;
  11485. offset += 3;
  11486. }
  11487. } else {
  11488. for ( ca = 0; ca < cal; ca ++ ) {
  11489. index = sortArray[ ca ][ 1 ];
  11490. value = customAttribute.value[ index ];
  11491. customAttribute.array[ offset ] = value.x;
  11492. customAttribute.array[ offset + 1 ] = value.y;
  11493. customAttribute.array[ offset + 2 ] = value.z;
  11494. offset += 3;
  11495. }
  11496. }
  11497. } else if ( customAttribute.size === 4 ) {
  11498. for ( ca = 0; ca < cal; ca ++ ) {
  11499. index = sortArray[ ca ][ 1 ];
  11500. value = customAttribute.value[ index ];
  11501. customAttribute.array[ offset ] = value.x;
  11502. customAttribute.array[ offset + 1 ] = value.y;
  11503. customAttribute.array[ offset + 2 ] = value.z;
  11504. customAttribute.array[ offset + 3 ] = value.w;
  11505. offset += 4;
  11506. }
  11507. }
  11508. }
  11509. }
  11510. } else {
  11511. if ( dirtyVertices ) {
  11512. for ( v = 0; v < vl; v ++ ) {
  11513. vertex = vertices[ v ];
  11514. offset = v * 3;
  11515. vertexArray[ offset ] = vertex.x;
  11516. vertexArray[ offset + 1 ] = vertex.y;
  11517. vertexArray[ offset + 2 ] = vertex.z;
  11518. }
  11519. }
  11520. if ( dirtyColors ) {
  11521. for ( c = 0; c < cl; c ++ ) {
  11522. color = colors[ c ];
  11523. offset = c * 3;
  11524. colorArray[ offset ] = color.r;
  11525. colorArray[ offset + 1 ] = color.g;
  11526. colorArray[ offset + 2 ] = color.b;
  11527. }
  11528. }
  11529. if ( customAttributes ) {
  11530. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  11531. customAttribute = customAttributes[ i ];
  11532. if ( customAttribute.needsUpdate &&
  11533. ( customAttribute.boundTo === undefined ||
  11534. customAttribute.boundTo === "vertices") ) {
  11535. cal = customAttribute.value.length;
  11536. offset = 0;
  11537. if ( customAttribute.size === 1 ) {
  11538. for ( ca = 0; ca < cal; ca ++ ) {
  11539. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  11540. }
  11541. } else if ( customAttribute.size === 2 ) {
  11542. for ( ca = 0; ca < cal; ca ++ ) {
  11543. value = customAttribute.value[ ca ];
  11544. customAttribute.array[ offset ] = value.x;
  11545. customAttribute.array[ offset + 1 ] = value.y;
  11546. offset += 2;
  11547. }
  11548. } else if ( customAttribute.size === 3 ) {
  11549. if ( customAttribute.type === "c" ) {
  11550. for ( ca = 0; ca < cal; ca ++ ) {
  11551. value = customAttribute.value[ ca ];
  11552. customAttribute.array[ offset ] = value.r;
  11553. customAttribute.array[ offset + 1 ] = value.g;
  11554. customAttribute.array[ offset + 2 ] = value.b;
  11555. offset += 3;
  11556. }
  11557. } else {
  11558. for ( ca = 0; ca < cal; ca ++ ) {
  11559. value = customAttribute.value[ ca ];
  11560. customAttribute.array[ offset ] = value.x;
  11561. customAttribute.array[ offset + 1 ] = value.y;
  11562. customAttribute.array[ offset + 2 ] = value.z;
  11563. offset += 3;
  11564. }
  11565. }
  11566. } else if ( customAttribute.size === 4 ) {
  11567. for ( ca = 0; ca < cal; ca ++ ) {
  11568. value = customAttribute.value[ ca ];
  11569. customAttribute.array[ offset ] = value.x;
  11570. customAttribute.array[ offset + 1 ] = value.y;
  11571. customAttribute.array[ offset + 2 ] = value.z;
  11572. customAttribute.array[ offset + 3 ] = value.w;
  11573. offset += 4;
  11574. }
  11575. }
  11576. }
  11577. }
  11578. }
  11579. }
  11580. if ( dirtyVertices || object.sortParticles ) {
  11581. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  11582. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  11583. }
  11584. if ( dirtyColors || object.sortParticles ) {
  11585. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  11586. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  11587. }
  11588. if ( customAttributes ) {
  11589. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  11590. customAttribute = customAttributes[ i ];
  11591. if ( customAttribute.needsUpdate || object.sortParticles ) {
  11592. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  11593. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  11594. }
  11595. }
  11596. }
  11597. };
  11598. function setLineBuffers ( geometry, hint ) {
  11599. var v, c, d, vertex, offset, color,
  11600. vertices = geometry.vertices,
  11601. colors = geometry.colors,
  11602. lineDistances = geometry.lineDistances,
  11603. vl = vertices.length,
  11604. cl = colors.length,
  11605. dl = lineDistances.length,
  11606. vertexArray = geometry.__vertexArray,
  11607. colorArray = geometry.__colorArray,
  11608. lineDistanceArray = geometry.__lineDistanceArray,
  11609. dirtyVertices = geometry.verticesNeedUpdate,
  11610. dirtyColors = geometry.colorsNeedUpdate,
  11611. dirtyLineDistances = geometry.lineDistancesNeedUpdate,
  11612. customAttributes = geometry.__webglCustomAttributesList,
  11613. i, il,
  11614. a, ca, cal, value,
  11615. customAttribute;
  11616. if ( dirtyVertices ) {
  11617. for ( v = 0; v < vl; v ++ ) {
  11618. vertex = vertices[ v ];
  11619. offset = v * 3;
  11620. vertexArray[ offset ] = vertex.x;
  11621. vertexArray[ offset + 1 ] = vertex.y;
  11622. vertexArray[ offset + 2 ] = vertex.z;
  11623. }
  11624. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  11625. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  11626. }
  11627. if ( dirtyColors ) {
  11628. for ( c = 0; c < cl; c ++ ) {
  11629. color = colors[ c ];
  11630. offset = c * 3;
  11631. colorArray[ offset ] = color.r;
  11632. colorArray[ offset + 1 ] = color.g;
  11633. colorArray[ offset + 2 ] = color.b;
  11634. }
  11635. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  11636. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  11637. }
  11638. if ( dirtyLineDistances ) {
  11639. for ( d = 0; d < dl; d ++ ) {
  11640. lineDistanceArray[ d ] = lineDistances[ d ];
  11641. }
  11642. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglLineDistanceBuffer );
  11643. _gl.bufferData( _gl.ARRAY_BUFFER, lineDistanceArray, hint );
  11644. }
  11645. if ( customAttributes ) {
  11646. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  11647. customAttribute = customAttributes[ i ];
  11648. if ( customAttribute.needsUpdate &&
  11649. ( customAttribute.boundTo === undefined ||
  11650. customAttribute.boundTo === "vertices" ) ) {
  11651. offset = 0;
  11652. cal = customAttribute.value.length;
  11653. if ( customAttribute.size === 1 ) {
  11654. for ( ca = 0; ca < cal; ca ++ ) {
  11655. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  11656. }
  11657. } else if ( customAttribute.size === 2 ) {
  11658. for ( ca = 0; ca < cal; ca ++ ) {
  11659. value = customAttribute.value[ ca ];
  11660. customAttribute.array[ offset ] = value.x;
  11661. customAttribute.array[ offset + 1 ] = value.y;
  11662. offset += 2;
  11663. }
  11664. } else if ( customAttribute.size === 3 ) {
  11665. if ( customAttribute.type === "c" ) {
  11666. for ( ca = 0; ca < cal; ca ++ ) {
  11667. value = customAttribute.value[ ca ];
  11668. customAttribute.array[ offset ] = value.r;
  11669. customAttribute.array[ offset + 1 ] = value.g;
  11670. customAttribute.array[ offset + 2 ] = value.b;
  11671. offset += 3;
  11672. }
  11673. } else {
  11674. for ( ca = 0; ca < cal; ca ++ ) {
  11675. value = customAttribute.value[ ca ];
  11676. customAttribute.array[ offset ] = value.x;
  11677. customAttribute.array[ offset + 1 ] = value.y;
  11678. customAttribute.array[ offset + 2 ] = value.z;
  11679. offset += 3;
  11680. }
  11681. }
  11682. } else if ( customAttribute.size === 4 ) {
  11683. for ( ca = 0; ca < cal; ca ++ ) {
  11684. value = customAttribute.value[ ca ];
  11685. customAttribute.array[ offset ] = value.x;
  11686. customAttribute.array[ offset + 1 ] = value.y;
  11687. customAttribute.array[ offset + 2 ] = value.z;
  11688. customAttribute.array[ offset + 3 ] = value.w;
  11689. offset += 4;
  11690. }
  11691. }
  11692. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  11693. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  11694. }
  11695. }
  11696. }
  11697. };
  11698. function setRibbonBuffers ( geometry, hint ) {
  11699. var v, c, n, vertex, offset, color, normal,
  11700. i, il, ca, cal, customAttribute, value,
  11701. vertices = geometry.vertices,
  11702. colors = geometry.colors,
  11703. normals = geometry.normals,
  11704. vl = vertices.length,
  11705. cl = colors.length,
  11706. nl = normals.length,
  11707. vertexArray = geometry.__vertexArray,
  11708. colorArray = geometry.__colorArray,
  11709. normalArray = geometry.__normalArray,
  11710. dirtyVertices = geometry.verticesNeedUpdate,
  11711. dirtyColors = geometry.colorsNeedUpdate,
  11712. dirtyNormals = geometry.normalsNeedUpdate,
  11713. customAttributes = geometry.__webglCustomAttributesList;
  11714. if ( dirtyVertices ) {
  11715. for ( v = 0; v < vl; v ++ ) {
  11716. vertex = vertices[ v ];
  11717. offset = v * 3;
  11718. vertexArray[ offset ] = vertex.x;
  11719. vertexArray[ offset + 1 ] = vertex.y;
  11720. vertexArray[ offset + 2 ] = vertex.z;
  11721. }
  11722. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  11723. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  11724. }
  11725. if ( dirtyColors ) {
  11726. for ( c = 0; c < cl; c ++ ) {
  11727. color = colors[ c ];
  11728. offset = c * 3;
  11729. colorArray[ offset ] = color.r;
  11730. colorArray[ offset + 1 ] = color.g;
  11731. colorArray[ offset + 2 ] = color.b;
  11732. }
  11733. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  11734. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  11735. }
  11736. if ( dirtyNormals ) {
  11737. for ( n = 0; n < nl; n ++ ) {
  11738. normal = normals[ n ];
  11739. offset = n * 3;
  11740. normalArray[ offset ] = normal.x;
  11741. normalArray[ offset + 1 ] = normal.y;
  11742. normalArray[ offset + 2 ] = normal.z;
  11743. }
  11744. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglNormalBuffer );
  11745. _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
  11746. }
  11747. if ( customAttributes ) {
  11748. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  11749. customAttribute = customAttributes[ i ];
  11750. if ( customAttribute.needsUpdate &&
  11751. ( customAttribute.boundTo === undefined ||
  11752. customAttribute.boundTo === "vertices" ) ) {
  11753. offset = 0;
  11754. cal = customAttribute.value.length;
  11755. if ( customAttribute.size === 1 ) {
  11756. for ( ca = 0; ca < cal; ca ++ ) {
  11757. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  11758. }
  11759. } else if ( customAttribute.size === 2 ) {
  11760. for ( ca = 0; ca < cal; ca ++ ) {
  11761. value = customAttribute.value[ ca ];
  11762. customAttribute.array[ offset ] = value.x;
  11763. customAttribute.array[ offset + 1 ] = value.y;
  11764. offset += 2;
  11765. }
  11766. } else if ( customAttribute.size === 3 ) {
  11767. if ( customAttribute.type === "c" ) {
  11768. for ( ca = 0; ca < cal; ca ++ ) {
  11769. value = customAttribute.value[ ca ];
  11770. customAttribute.array[ offset ] = value.r;
  11771. customAttribute.array[ offset + 1 ] = value.g;
  11772. customAttribute.array[ offset + 2 ] = value.b;
  11773. offset += 3;
  11774. }
  11775. } else {
  11776. for ( ca = 0; ca < cal; ca ++ ) {
  11777. value = customAttribute.value[ ca ];
  11778. customAttribute.array[ offset ] = value.x;
  11779. customAttribute.array[ offset + 1 ] = value.y;
  11780. customAttribute.array[ offset + 2 ] = value.z;
  11781. offset += 3;
  11782. }
  11783. }
  11784. } else if ( customAttribute.size === 4 ) {
  11785. for ( ca = 0; ca < cal; ca ++ ) {
  11786. value = customAttribute.value[ ca ];
  11787. customAttribute.array[ offset ] = value.x;
  11788. customAttribute.array[ offset + 1 ] = value.y;
  11789. customAttribute.array[ offset + 2 ] = value.z;
  11790. customAttribute.array[ offset + 3 ] = value.w;
  11791. offset += 4;
  11792. }
  11793. }
  11794. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  11795. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  11796. }
  11797. }
  11798. }
  11799. };
  11800. function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {
  11801. if ( ! geometryGroup.__inittedArrays ) {
  11802. return;
  11803. }
  11804. var normalType = bufferGuessNormalType( material ),
  11805. vertexColorType = bufferGuessVertexColorType( material ),
  11806. uvType = bufferGuessUVType( material ),
  11807. needsSmoothNormals = ( normalType === THREE.SmoothShading );
  11808. var f, fl, fi, face,
  11809. vertexNormals, faceNormal, normal,
  11810. vertexColors, faceColor,
  11811. vertexTangents,
  11812. uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, n1, n2, n3, n4,
  11813. c1, c2, c3, c4,
  11814. sw1, sw2, sw3, sw4,
  11815. si1, si2, si3, si4,
  11816. sa1, sa2, sa3, sa4,
  11817. sb1, sb2, sb3, sb4,
  11818. m, ml, i, il,
  11819. vn, uvi, uv2i,
  11820. vk, vkl, vka,
  11821. nka, chf, faceVertexNormals,
  11822. a,
  11823. vertexIndex = 0,
  11824. offset = 0,
  11825. offset_uv = 0,
  11826. offset_uv2 = 0,
  11827. offset_face = 0,
  11828. offset_normal = 0,
  11829. offset_tangent = 0,
  11830. offset_line = 0,
  11831. offset_color = 0,
  11832. offset_skin = 0,
  11833. offset_morphTarget = 0,
  11834. offset_custom = 0,
  11835. offset_customSrc = 0,
  11836. value,
  11837. vertexArray = geometryGroup.__vertexArray,
  11838. uvArray = geometryGroup.__uvArray,
  11839. uv2Array = geometryGroup.__uv2Array,
  11840. normalArray = geometryGroup.__normalArray,
  11841. tangentArray = geometryGroup.__tangentArray,
  11842. colorArray = geometryGroup.__colorArray,
  11843. skinIndexArray = geometryGroup.__skinIndexArray,
  11844. skinWeightArray = geometryGroup.__skinWeightArray,
  11845. morphTargetsArrays = geometryGroup.__morphTargetsArrays,
  11846. morphNormalsArrays = geometryGroup.__morphNormalsArrays,
  11847. customAttributes = geometryGroup.__webglCustomAttributesList,
  11848. customAttribute,
  11849. faceArray = geometryGroup.__faceArray,
  11850. lineArray = geometryGroup.__lineArray,
  11851. geometry = object.geometry, // this is shared for all chunks
  11852. dirtyVertices = geometry.verticesNeedUpdate,
  11853. dirtyElements = geometry.elementsNeedUpdate,
  11854. dirtyUvs = geometry.uvsNeedUpdate,
  11855. dirtyNormals = geometry.normalsNeedUpdate,
  11856. dirtyTangents = geometry.tangentsNeedUpdate,
  11857. dirtyColors = geometry.colorsNeedUpdate,
  11858. dirtyMorphTargets = geometry.morphTargetsNeedUpdate,
  11859. vertices = geometry.vertices,
  11860. chunk_faces3 = geometryGroup.faces3,
  11861. chunk_faces4 = geometryGroup.faces4,
  11862. obj_faces = geometry.faces,
  11863. obj_uvs = geometry.faceVertexUvs[ 0 ],
  11864. obj_uvs2 = geometry.faceVertexUvs[ 1 ],
  11865. obj_colors = geometry.colors,
  11866. obj_skinIndices = geometry.skinIndices,
  11867. obj_skinWeights = geometry.skinWeights,
  11868. morphTargets = geometry.morphTargets,
  11869. morphNormals = geometry.morphNormals;
  11870. if ( dirtyVertices ) {
  11871. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  11872. face = obj_faces[ chunk_faces3[ f ] ];
  11873. v1 = vertices[ face.a ];
  11874. v2 = vertices[ face.b ];
  11875. v3 = vertices[ face.c ];
  11876. vertexArray[ offset ] = v1.x;
  11877. vertexArray[ offset + 1 ] = v1.y;
  11878. vertexArray[ offset + 2 ] = v1.z;
  11879. vertexArray[ offset + 3 ] = v2.x;
  11880. vertexArray[ offset + 4 ] = v2.y;
  11881. vertexArray[ offset + 5 ] = v2.z;
  11882. vertexArray[ offset + 6 ] = v3.x;
  11883. vertexArray[ offset + 7 ] = v3.y;
  11884. vertexArray[ offset + 8 ] = v3.z;
  11885. offset += 9;
  11886. }
  11887. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  11888. face = obj_faces[ chunk_faces4[ f ] ];
  11889. v1 = vertices[ face.a ];
  11890. v2 = vertices[ face.b ];
  11891. v3 = vertices[ face.c ];
  11892. v4 = vertices[ face.d ];
  11893. vertexArray[ offset ] = v1.x;
  11894. vertexArray[ offset + 1 ] = v1.y;
  11895. vertexArray[ offset + 2 ] = v1.z;
  11896. vertexArray[ offset + 3 ] = v2.x;
  11897. vertexArray[ offset + 4 ] = v2.y;
  11898. vertexArray[ offset + 5 ] = v2.z;
  11899. vertexArray[ offset + 6 ] = v3.x;
  11900. vertexArray[ offset + 7 ] = v3.y;
  11901. vertexArray[ offset + 8 ] = v3.z;
  11902. vertexArray[ offset + 9 ] = v4.x;
  11903. vertexArray[ offset + 10 ] = v4.y;
  11904. vertexArray[ offset + 11 ] = v4.z;
  11905. offset += 12;
  11906. }
  11907. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  11908. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  11909. }
  11910. if ( dirtyMorphTargets ) {
  11911. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  11912. offset_morphTarget = 0;
  11913. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  11914. chf = chunk_faces3[ f ];
  11915. face = obj_faces[ chf ];
  11916. // morph positions
  11917. v1 = morphTargets[ vk ].vertices[ face.a ];
  11918. v2 = morphTargets[ vk ].vertices[ face.b ];
  11919. v3 = morphTargets[ vk ].vertices[ face.c ];
  11920. vka = morphTargetsArrays[ vk ];
  11921. vka[ offset_morphTarget ] = v1.x;
  11922. vka[ offset_morphTarget + 1 ] = v1.y;
  11923. vka[ offset_morphTarget + 2 ] = v1.z;
  11924. vka[ offset_morphTarget + 3 ] = v2.x;
  11925. vka[ offset_morphTarget + 4 ] = v2.y;
  11926. vka[ offset_morphTarget + 5 ] = v2.z;
  11927. vka[ offset_morphTarget + 6 ] = v3.x;
  11928. vka[ offset_morphTarget + 7 ] = v3.y;
  11929. vka[ offset_morphTarget + 8 ] = v3.z;
  11930. // morph normals
  11931. if ( material.morphNormals ) {
  11932. if ( needsSmoothNormals ) {
  11933. faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
  11934. n1 = faceVertexNormals.a;
  11935. n2 = faceVertexNormals.b;
  11936. n3 = faceVertexNormals.c;
  11937. } else {
  11938. n1 = morphNormals[ vk ].faceNormals[ chf ];
  11939. n2 = n1;
  11940. n3 = n1;
  11941. }
  11942. nka = morphNormalsArrays[ vk ];
  11943. nka[ offset_morphTarget ] = n1.x;
  11944. nka[ offset_morphTarget + 1 ] = n1.y;
  11945. nka[ offset_morphTarget + 2 ] = n1.z;
  11946. nka[ offset_morphTarget + 3 ] = n2.x;
  11947. nka[ offset_morphTarget + 4 ] = n2.y;
  11948. nka[ offset_morphTarget + 5 ] = n2.z;
  11949. nka[ offset_morphTarget + 6 ] = n3.x;
  11950. nka[ offset_morphTarget + 7 ] = n3.y;
  11951. nka[ offset_morphTarget + 8 ] = n3.z;
  11952. }
  11953. //
  11954. offset_morphTarget += 9;
  11955. }
  11956. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  11957. chf = chunk_faces4[ f ];
  11958. face = obj_faces[ chf ];
  11959. // morph positions
  11960. v1 = morphTargets[ vk ].vertices[ face.a ];
  11961. v2 = morphTargets[ vk ].vertices[ face.b ];
  11962. v3 = morphTargets[ vk ].vertices[ face.c ];
  11963. v4 = morphTargets[ vk ].vertices[ face.d ];
  11964. vka = morphTargetsArrays[ vk ];
  11965. vka[ offset_morphTarget ] = v1.x;
  11966. vka[ offset_morphTarget + 1 ] = v1.y;
  11967. vka[ offset_morphTarget + 2 ] = v1.z;
  11968. vka[ offset_morphTarget + 3 ] = v2.x;
  11969. vka[ offset_morphTarget + 4 ] = v2.y;
  11970. vka[ offset_morphTarget + 5 ] = v2.z;
  11971. vka[ offset_morphTarget + 6 ] = v3.x;
  11972. vka[ offset_morphTarget + 7 ] = v3.y;
  11973. vka[ offset_morphTarget + 8 ] = v3.z;
  11974. vka[ offset_morphTarget + 9 ] = v4.x;
  11975. vka[ offset_morphTarget + 10 ] = v4.y;
  11976. vka[ offset_morphTarget + 11 ] = v4.z;
  11977. // morph normals
  11978. if ( material.morphNormals ) {
  11979. if ( needsSmoothNormals ) {
  11980. faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
  11981. n1 = faceVertexNormals.a;
  11982. n2 = faceVertexNormals.b;
  11983. n3 = faceVertexNormals.c;
  11984. n4 = faceVertexNormals.d;
  11985. } else {
  11986. n1 = morphNormals[ vk ].faceNormals[ chf ];
  11987. n2 = n1;
  11988. n3 = n1;
  11989. n4 = n1;
  11990. }
  11991. nka = morphNormalsArrays[ vk ];
  11992. nka[ offset_morphTarget ] = n1.x;
  11993. nka[ offset_morphTarget + 1 ] = n1.y;
  11994. nka[ offset_morphTarget + 2 ] = n1.z;
  11995. nka[ offset_morphTarget + 3 ] = n2.x;
  11996. nka[ offset_morphTarget + 4 ] = n2.y;
  11997. nka[ offset_morphTarget + 5 ] = n2.z;
  11998. nka[ offset_morphTarget + 6 ] = n3.x;
  11999. nka[ offset_morphTarget + 7 ] = n3.y;
  12000. nka[ offset_morphTarget + 8 ] = n3.z;
  12001. nka[ offset_morphTarget + 9 ] = n4.x;
  12002. nka[ offset_morphTarget + 10 ] = n4.y;
  12003. nka[ offset_morphTarget + 11 ] = n4.z;
  12004. }
  12005. //
  12006. offset_morphTarget += 12;
  12007. }
  12008. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
  12009. _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
  12010. if ( material.morphNormals ) {
  12011. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ vk ] );
  12012. _gl.bufferData( _gl.ARRAY_BUFFER, morphNormalsArrays[ vk ], hint );
  12013. }
  12014. }
  12015. }
  12016. if ( obj_skinWeights.length ) {
  12017. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12018. face = obj_faces[ chunk_faces3[ f ] ];
  12019. // weights
  12020. sw1 = obj_skinWeights[ face.a ];
  12021. sw2 = obj_skinWeights[ face.b ];
  12022. sw3 = obj_skinWeights[ face.c ];
  12023. skinWeightArray[ offset_skin ] = sw1.x;
  12024. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  12025. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  12026. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  12027. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  12028. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  12029. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  12030. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  12031. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  12032. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  12033. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  12034. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  12035. // indices
  12036. si1 = obj_skinIndices[ face.a ];
  12037. si2 = obj_skinIndices[ face.b ];
  12038. si3 = obj_skinIndices[ face.c ];
  12039. skinIndexArray[ offset_skin ] = si1.x;
  12040. skinIndexArray[ offset_skin + 1 ] = si1.y;
  12041. skinIndexArray[ offset_skin + 2 ] = si1.z;
  12042. skinIndexArray[ offset_skin + 3 ] = si1.w;
  12043. skinIndexArray[ offset_skin + 4 ] = si2.x;
  12044. skinIndexArray[ offset_skin + 5 ] = si2.y;
  12045. skinIndexArray[ offset_skin + 6 ] = si2.z;
  12046. skinIndexArray[ offset_skin + 7 ] = si2.w;
  12047. skinIndexArray[ offset_skin + 8 ] = si3.x;
  12048. skinIndexArray[ offset_skin + 9 ] = si3.y;
  12049. skinIndexArray[ offset_skin + 10 ] = si3.z;
  12050. skinIndexArray[ offset_skin + 11 ] = si3.w;
  12051. offset_skin += 12;
  12052. }
  12053. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  12054. face = obj_faces[ chunk_faces4[ f ] ];
  12055. // weights
  12056. sw1 = obj_skinWeights[ face.a ];
  12057. sw2 = obj_skinWeights[ face.b ];
  12058. sw3 = obj_skinWeights[ face.c ];
  12059. sw4 = obj_skinWeights[ face.d ];
  12060. skinWeightArray[ offset_skin ] = sw1.x;
  12061. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  12062. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  12063. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  12064. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  12065. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  12066. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  12067. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  12068. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  12069. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  12070. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  12071. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  12072. skinWeightArray[ offset_skin + 12 ] = sw4.x;
  12073. skinWeightArray[ offset_skin + 13 ] = sw4.y;
  12074. skinWeightArray[ offset_skin + 14 ] = sw4.z;
  12075. skinWeightArray[ offset_skin + 15 ] = sw4.w;
  12076. // indices
  12077. si1 = obj_skinIndices[ face.a ];
  12078. si2 = obj_skinIndices[ face.b ];
  12079. si3 = obj_skinIndices[ face.c ];
  12080. si4 = obj_skinIndices[ face.d ];
  12081. skinIndexArray[ offset_skin ] = si1.x;
  12082. skinIndexArray[ offset_skin + 1 ] = si1.y;
  12083. skinIndexArray[ offset_skin + 2 ] = si1.z;
  12084. skinIndexArray[ offset_skin + 3 ] = si1.w;
  12085. skinIndexArray[ offset_skin + 4 ] = si2.x;
  12086. skinIndexArray[ offset_skin + 5 ] = si2.y;
  12087. skinIndexArray[ offset_skin + 6 ] = si2.z;
  12088. skinIndexArray[ offset_skin + 7 ] = si2.w;
  12089. skinIndexArray[ offset_skin + 8 ] = si3.x;
  12090. skinIndexArray[ offset_skin + 9 ] = si3.y;
  12091. skinIndexArray[ offset_skin + 10 ] = si3.z;
  12092. skinIndexArray[ offset_skin + 11 ] = si3.w;
  12093. skinIndexArray[ offset_skin + 12 ] = si4.x;
  12094. skinIndexArray[ offset_skin + 13 ] = si4.y;
  12095. skinIndexArray[ offset_skin + 14 ] = si4.z;
  12096. skinIndexArray[ offset_skin + 15 ] = si4.w;
  12097. offset_skin += 16;
  12098. }
  12099. if ( offset_skin > 0 ) {
  12100. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  12101. _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
  12102. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  12103. _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
  12104. }
  12105. }
  12106. if ( dirtyColors && vertexColorType ) {
  12107. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12108. face = obj_faces[ chunk_faces3[ f ] ];
  12109. vertexColors = face.vertexColors;
  12110. faceColor = face.color;
  12111. if ( vertexColors.length === 3 && vertexColorType === THREE.VertexColors ) {
  12112. c1 = vertexColors[ 0 ];
  12113. c2 = vertexColors[ 1 ];
  12114. c3 = vertexColors[ 2 ];
  12115. } else {
  12116. c1 = faceColor;
  12117. c2 = faceColor;
  12118. c3 = faceColor;
  12119. }
  12120. colorArray[ offset_color ] = c1.r;
  12121. colorArray[ offset_color + 1 ] = c1.g;
  12122. colorArray[ offset_color + 2 ] = c1.b;
  12123. colorArray[ offset_color + 3 ] = c2.r;
  12124. colorArray[ offset_color + 4 ] = c2.g;
  12125. colorArray[ offset_color + 5 ] = c2.b;
  12126. colorArray[ offset_color + 6 ] = c3.r;
  12127. colorArray[ offset_color + 7 ] = c3.g;
  12128. colorArray[ offset_color + 8 ] = c3.b;
  12129. offset_color += 9;
  12130. }
  12131. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  12132. face = obj_faces[ chunk_faces4[ f ] ];
  12133. vertexColors = face.vertexColors;
  12134. faceColor = face.color;
  12135. if ( vertexColors.length === 4 && vertexColorType === THREE.VertexColors ) {
  12136. c1 = vertexColors[ 0 ];
  12137. c2 = vertexColors[ 1 ];
  12138. c3 = vertexColors[ 2 ];
  12139. c4 = vertexColors[ 3 ];
  12140. } else {
  12141. c1 = faceColor;
  12142. c2 = faceColor;
  12143. c3 = faceColor;
  12144. c4 = faceColor;
  12145. }
  12146. colorArray[ offset_color ] = c1.r;
  12147. colorArray[ offset_color + 1 ] = c1.g;
  12148. colorArray[ offset_color + 2 ] = c1.b;
  12149. colorArray[ offset_color + 3 ] = c2.r;
  12150. colorArray[ offset_color + 4 ] = c2.g;
  12151. colorArray[ offset_color + 5 ] = c2.b;
  12152. colorArray[ offset_color + 6 ] = c3.r;
  12153. colorArray[ offset_color + 7 ] = c3.g;
  12154. colorArray[ offset_color + 8 ] = c3.b;
  12155. colorArray[ offset_color + 9 ] = c4.r;
  12156. colorArray[ offset_color + 10 ] = c4.g;
  12157. colorArray[ offset_color + 11 ] = c4.b;
  12158. offset_color += 12;
  12159. }
  12160. if ( offset_color > 0 ) {
  12161. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  12162. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  12163. }
  12164. }
  12165. if ( dirtyTangents && geometry.hasTangents ) {
  12166. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12167. face = obj_faces[ chunk_faces3[ f ] ];
  12168. vertexTangents = face.vertexTangents;
  12169. t1 = vertexTangents[ 0 ];
  12170. t2 = vertexTangents[ 1 ];
  12171. t3 = vertexTangents[ 2 ];
  12172. tangentArray[ offset_tangent ] = t1.x;
  12173. tangentArray[ offset_tangent + 1 ] = t1.y;
  12174. tangentArray[ offset_tangent + 2 ] = t1.z;
  12175. tangentArray[ offset_tangent + 3 ] = t1.w;
  12176. tangentArray[ offset_tangent + 4 ] = t2.x;
  12177. tangentArray[ offset_tangent + 5 ] = t2.y;
  12178. tangentArray[ offset_tangent + 6 ] = t2.z;
  12179. tangentArray[ offset_tangent + 7 ] = t2.w;
  12180. tangentArray[ offset_tangent + 8 ] = t3.x;
  12181. tangentArray[ offset_tangent + 9 ] = t3.y;
  12182. tangentArray[ offset_tangent + 10 ] = t3.z;
  12183. tangentArray[ offset_tangent + 11 ] = t3.w;
  12184. offset_tangent += 12;
  12185. }
  12186. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  12187. face = obj_faces[ chunk_faces4[ f ] ];
  12188. vertexTangents = face.vertexTangents;
  12189. t1 = vertexTangents[ 0 ];
  12190. t2 = vertexTangents[ 1 ];
  12191. t3 = vertexTangents[ 2 ];
  12192. t4 = vertexTangents[ 3 ];
  12193. tangentArray[ offset_tangent ] = t1.x;
  12194. tangentArray[ offset_tangent + 1 ] = t1.y;
  12195. tangentArray[ offset_tangent + 2 ] = t1.z;
  12196. tangentArray[ offset_tangent + 3 ] = t1.w;
  12197. tangentArray[ offset_tangent + 4 ] = t2.x;
  12198. tangentArray[ offset_tangent + 5 ] = t2.y;
  12199. tangentArray[ offset_tangent + 6 ] = t2.z;
  12200. tangentArray[ offset_tangent + 7 ] = t2.w;
  12201. tangentArray[ offset_tangent + 8 ] = t3.x;
  12202. tangentArray[ offset_tangent + 9 ] = t3.y;
  12203. tangentArray[ offset_tangent + 10 ] = t3.z;
  12204. tangentArray[ offset_tangent + 11 ] = t3.w;
  12205. tangentArray[ offset_tangent + 12 ] = t4.x;
  12206. tangentArray[ offset_tangent + 13 ] = t4.y;
  12207. tangentArray[ offset_tangent + 14 ] = t4.z;
  12208. tangentArray[ offset_tangent + 15 ] = t4.w;
  12209. offset_tangent += 16;
  12210. }
  12211. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  12212. _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
  12213. }
  12214. if ( dirtyNormals && normalType ) {
  12215. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12216. face = obj_faces[ chunk_faces3[ f ] ];
  12217. vertexNormals = face.vertexNormals;
  12218. faceNormal = face.normal;
  12219. if ( vertexNormals.length === 3 && needsSmoothNormals ) {
  12220. for ( i = 0; i < 3; i ++ ) {
  12221. vn = vertexNormals[ i ];
  12222. normalArray[ offset_normal ] = vn.x;
  12223. normalArray[ offset_normal + 1 ] = vn.y;
  12224. normalArray[ offset_normal + 2 ] = vn.z;
  12225. offset_normal += 3;
  12226. }
  12227. } else {
  12228. for ( i = 0; i < 3; i ++ ) {
  12229. normalArray[ offset_normal ] = faceNormal.x;
  12230. normalArray[ offset_normal + 1 ] = faceNormal.y;
  12231. normalArray[ offset_normal + 2 ] = faceNormal.z;
  12232. offset_normal += 3;
  12233. }
  12234. }
  12235. }
  12236. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  12237. face = obj_faces[ chunk_faces4[ f ] ];
  12238. vertexNormals = face.vertexNormals;
  12239. faceNormal = face.normal;
  12240. if ( vertexNormals.length === 4 && needsSmoothNormals ) {
  12241. for ( i = 0; i < 4; i ++ ) {
  12242. vn = vertexNormals[ i ];
  12243. normalArray[ offset_normal ] = vn.x;
  12244. normalArray[ offset_normal + 1 ] = vn.y;
  12245. normalArray[ offset_normal + 2 ] = vn.z;
  12246. offset_normal += 3;
  12247. }
  12248. } else {
  12249. for ( i = 0; i < 4; i ++ ) {
  12250. normalArray[ offset_normal ] = faceNormal.x;
  12251. normalArray[ offset_normal + 1 ] = faceNormal.y;
  12252. normalArray[ offset_normal + 2 ] = faceNormal.z;
  12253. offset_normal += 3;
  12254. }
  12255. }
  12256. }
  12257. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  12258. _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
  12259. }
  12260. if ( dirtyUvs && obj_uvs && uvType ) {
  12261. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12262. fi = chunk_faces3[ f ];
  12263. uv = obj_uvs[ fi ];
  12264. if ( uv === undefined ) continue;
  12265. for ( i = 0; i < 3; i ++ ) {
  12266. uvi = uv[ i ];
  12267. uvArray[ offset_uv ] = uvi.x;
  12268. uvArray[ offset_uv + 1 ] = uvi.y;
  12269. offset_uv += 2;
  12270. }
  12271. }
  12272. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  12273. fi = chunk_faces4[ f ];
  12274. uv = obj_uvs[ fi ];
  12275. if ( uv === undefined ) continue;
  12276. for ( i = 0; i < 4; i ++ ) {
  12277. uvi = uv[ i ];
  12278. uvArray[ offset_uv ] = uvi.x;
  12279. uvArray[ offset_uv + 1 ] = uvi.y;
  12280. offset_uv += 2;
  12281. }
  12282. }
  12283. if ( offset_uv > 0 ) {
  12284. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  12285. _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
  12286. }
  12287. }
  12288. if ( dirtyUvs && obj_uvs2 && uvType ) {
  12289. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12290. fi = chunk_faces3[ f ];
  12291. uv2 = obj_uvs2[ fi ];
  12292. if ( uv2 === undefined ) continue;
  12293. for ( i = 0; i < 3; i ++ ) {
  12294. uv2i = uv2[ i ];
  12295. uv2Array[ offset_uv2 ] = uv2i.x;
  12296. uv2Array[ offset_uv2 + 1 ] = uv2i.y;
  12297. offset_uv2 += 2;
  12298. }
  12299. }
  12300. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  12301. fi = chunk_faces4[ f ];
  12302. uv2 = obj_uvs2[ fi ];
  12303. if ( uv2 === undefined ) continue;
  12304. for ( i = 0; i < 4; i ++ ) {
  12305. uv2i = uv2[ i ];
  12306. uv2Array[ offset_uv2 ] = uv2i.x;
  12307. uv2Array[ offset_uv2 + 1 ] = uv2i.y;
  12308. offset_uv2 += 2;
  12309. }
  12310. }
  12311. if ( offset_uv2 > 0 ) {
  12312. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  12313. _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
  12314. }
  12315. }
  12316. if ( dirtyElements ) {
  12317. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12318. faceArray[ offset_face ] = vertexIndex;
  12319. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  12320. faceArray[ offset_face + 2 ] = vertexIndex + 2;
  12321. offset_face += 3;
  12322. lineArray[ offset_line ] = vertexIndex;
  12323. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  12324. lineArray[ offset_line + 2 ] = vertexIndex;
  12325. lineArray[ offset_line + 3 ] = vertexIndex + 2;
  12326. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  12327. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  12328. offset_line += 6;
  12329. vertexIndex += 3;
  12330. }
  12331. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  12332. faceArray[ offset_face ] = vertexIndex;
  12333. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  12334. faceArray[ offset_face + 2 ] = vertexIndex + 3;
  12335. faceArray[ offset_face + 3 ] = vertexIndex + 1;
  12336. faceArray[ offset_face + 4 ] = vertexIndex + 2;
  12337. faceArray[ offset_face + 5 ] = vertexIndex + 3;
  12338. offset_face += 6;
  12339. lineArray[ offset_line ] = vertexIndex;
  12340. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  12341. lineArray[ offset_line + 2 ] = vertexIndex;
  12342. lineArray[ offset_line + 3 ] = vertexIndex + 3;
  12343. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  12344. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  12345. lineArray[ offset_line + 6 ] = vertexIndex + 2;
  12346. lineArray[ offset_line + 7 ] = vertexIndex + 3;
  12347. offset_line += 8;
  12348. vertexIndex += 4;
  12349. }
  12350. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  12351. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
  12352. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  12353. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
  12354. }
  12355. if ( customAttributes ) {
  12356. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  12357. customAttribute = customAttributes[ i ];
  12358. if ( ! customAttribute.__original.needsUpdate ) continue;
  12359. offset_custom = 0;
  12360. offset_customSrc = 0;
  12361. if ( customAttribute.size === 1 ) {
  12362. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  12363. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12364. face = obj_faces[ chunk_faces3[ f ] ];
  12365. customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
  12366. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  12367. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  12368. offset_custom += 3;
  12369. }
  12370. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  12371. face = obj_faces[ chunk_faces4[ f ] ];
  12372. customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
  12373. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  12374. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  12375. customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ face.d ];
  12376. offset_custom += 4;
  12377. }
  12378. } else if ( customAttribute.boundTo === "faces" ) {
  12379. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12380. value = customAttribute.value[ chunk_faces3[ f ] ];
  12381. customAttribute.array[ offset_custom ] = value;
  12382. customAttribute.array[ offset_custom + 1 ] = value;
  12383. customAttribute.array[ offset_custom + 2 ] = value;
  12384. offset_custom += 3;
  12385. }
  12386. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  12387. value = customAttribute.value[ chunk_faces4[ f ] ];
  12388. customAttribute.array[ offset_custom ] = value;
  12389. customAttribute.array[ offset_custom + 1 ] = value;
  12390. customAttribute.array[ offset_custom + 2 ] = value;
  12391. customAttribute.array[ offset_custom + 3 ] = value;
  12392. offset_custom += 4;
  12393. }
  12394. }
  12395. } else if ( customAttribute.size === 2 ) {
  12396. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  12397. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12398. face = obj_faces[ chunk_faces3[ f ] ];
  12399. v1 = customAttribute.value[ face.a ];
  12400. v2 = customAttribute.value[ face.b ];
  12401. v3 = customAttribute.value[ face.c ];
  12402. customAttribute.array[ offset_custom ] = v1.x;
  12403. customAttribute.array[ offset_custom + 1 ] = v1.y;
  12404. customAttribute.array[ offset_custom + 2 ] = v2.x;
  12405. customAttribute.array[ offset_custom + 3 ] = v2.y;
  12406. customAttribute.array[ offset_custom + 4 ] = v3.x;
  12407. customAttribute.array[ offset_custom + 5 ] = v3.y;
  12408. offset_custom += 6;
  12409. }
  12410. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  12411. face = obj_faces[ chunk_faces4[ f ] ];
  12412. v1 = customAttribute.value[ face.a ];
  12413. v2 = customAttribute.value[ face.b ];
  12414. v3 = customAttribute.value[ face.c ];
  12415. v4 = customAttribute.value[ face.d ];
  12416. customAttribute.array[ offset_custom ] = v1.x;
  12417. customAttribute.array[ offset_custom + 1 ] = v1.y;
  12418. customAttribute.array[ offset_custom + 2 ] = v2.x;
  12419. customAttribute.array[ offset_custom + 3 ] = v2.y;
  12420. customAttribute.array[ offset_custom + 4 ] = v3.x;
  12421. customAttribute.array[ offset_custom + 5 ] = v3.y;
  12422. customAttribute.array[ offset_custom + 6 ] = v4.x;
  12423. customAttribute.array[ offset_custom + 7 ] = v4.y;
  12424. offset_custom += 8;
  12425. }
  12426. } else if ( customAttribute.boundTo === "faces" ) {
  12427. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12428. value = customAttribute.value[ chunk_faces3[ f ] ];
  12429. v1 = value;
  12430. v2 = value;
  12431. v3 = value;
  12432. customAttribute.array[ offset_custom ] = v1.x;
  12433. customAttribute.array[ offset_custom + 1 ] = v1.y;
  12434. customAttribute.array[ offset_custom + 2 ] = v2.x;
  12435. customAttribute.array[ offset_custom + 3 ] = v2.y;
  12436. customAttribute.array[ offset_custom + 4 ] = v3.x;
  12437. customAttribute.array[ offset_custom + 5 ] = v3.y;
  12438. offset_custom += 6;
  12439. }
  12440. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  12441. value = customAttribute.value[ chunk_faces4[ f ] ];
  12442. v1 = value;
  12443. v2 = value;
  12444. v3 = value;
  12445. v4 = value;
  12446. customAttribute.array[ offset_custom ] = v1.x;
  12447. customAttribute.array[ offset_custom + 1 ] = v1.y;
  12448. customAttribute.array[ offset_custom + 2 ] = v2.x;
  12449. customAttribute.array[ offset_custom + 3 ] = v2.y;
  12450. customAttribute.array[ offset_custom + 4 ] = v3.x;
  12451. customAttribute.array[ offset_custom + 5 ] = v3.y;
  12452. customAttribute.array[ offset_custom + 6 ] = v4.x;
  12453. customAttribute.array[ offset_custom + 7 ] = v4.y;
  12454. offset_custom += 8;
  12455. }
  12456. }
  12457. } else if ( customAttribute.size === 3 ) {
  12458. var pp;
  12459. if ( customAttribute.type === "c" ) {
  12460. pp = [ "r", "g", "b" ];
  12461. } else {
  12462. pp = [ "x", "y", "z" ];
  12463. }
  12464. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  12465. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12466. face = obj_faces[ chunk_faces3[ f ] ];
  12467. v1 = customAttribute.value[ face.a ];
  12468. v2 = customAttribute.value[ face.b ];
  12469. v3 = customAttribute.value[ face.c ];
  12470. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  12471. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  12472. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  12473. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  12474. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  12475. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  12476. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  12477. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  12478. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  12479. offset_custom += 9;
  12480. }
  12481. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  12482. face = obj_faces[ chunk_faces4[ f ] ];
  12483. v1 = customAttribute.value[ face.a ];
  12484. v2 = customAttribute.value[ face.b ];
  12485. v3 = customAttribute.value[ face.c ];
  12486. v4 = customAttribute.value[ face.d ];
  12487. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  12488. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  12489. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  12490. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  12491. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  12492. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  12493. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  12494. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  12495. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  12496. customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ];
  12497. customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
  12498. customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
  12499. offset_custom += 12;
  12500. }
  12501. } else if ( customAttribute.boundTo === "faces" ) {
  12502. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12503. value = customAttribute.value[ chunk_faces3[ f ] ];
  12504. v1 = value;
  12505. v2 = value;
  12506. v3 = value;
  12507. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  12508. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  12509. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  12510. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  12511. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  12512. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  12513. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  12514. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  12515. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  12516. offset_custom += 9;
  12517. }
  12518. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  12519. value = customAttribute.value[ chunk_faces4[ f ] ];
  12520. v1 = value;
  12521. v2 = value;
  12522. v3 = value;
  12523. v4 = value;
  12524. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  12525. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  12526. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  12527. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  12528. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  12529. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  12530. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  12531. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  12532. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  12533. customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ];
  12534. customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
  12535. customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
  12536. offset_custom += 12;
  12537. }
  12538. } else if ( customAttribute.boundTo === "faceVertices" ) {
  12539. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12540. value = customAttribute.value[ chunk_faces3[ f ] ];
  12541. v1 = value[ 0 ];
  12542. v2 = value[ 1 ];
  12543. v3 = value[ 2 ];
  12544. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  12545. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  12546. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  12547. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  12548. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  12549. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  12550. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  12551. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  12552. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  12553. offset_custom += 9;
  12554. }
  12555. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  12556. value = customAttribute.value[ chunk_faces4[ f ] ];
  12557. v1 = value[ 0 ];
  12558. v2 = value[ 1 ];
  12559. v3 = value[ 2 ];
  12560. v4 = value[ 3 ];
  12561. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  12562. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  12563. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  12564. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  12565. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  12566. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  12567. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  12568. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  12569. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  12570. customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ];
  12571. customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
  12572. customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
  12573. offset_custom += 12;
  12574. }
  12575. }
  12576. } else if ( customAttribute.size === 4 ) {
  12577. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  12578. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12579. face = obj_faces[ chunk_faces3[ f ] ];
  12580. v1 = customAttribute.value[ face.a ];
  12581. v2 = customAttribute.value[ face.b ];
  12582. v3 = customAttribute.value[ face.c ];
  12583. customAttribute.array[ offset_custom ] = v1.x;
  12584. customAttribute.array[ offset_custom + 1 ] = v1.y;
  12585. customAttribute.array[ offset_custom + 2 ] = v1.z;
  12586. customAttribute.array[ offset_custom + 3 ] = v1.w;
  12587. customAttribute.array[ offset_custom + 4 ] = v2.x;
  12588. customAttribute.array[ offset_custom + 5 ] = v2.y;
  12589. customAttribute.array[ offset_custom + 6 ] = v2.z;
  12590. customAttribute.array[ offset_custom + 7 ] = v2.w;
  12591. customAttribute.array[ offset_custom + 8 ] = v3.x;
  12592. customAttribute.array[ offset_custom + 9 ] = v3.y;
  12593. customAttribute.array[ offset_custom + 10 ] = v3.z;
  12594. customAttribute.array[ offset_custom + 11 ] = v3.w;
  12595. offset_custom += 12;
  12596. }
  12597. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  12598. face = obj_faces[ chunk_faces4[ f ] ];
  12599. v1 = customAttribute.value[ face.a ];
  12600. v2 = customAttribute.value[ face.b ];
  12601. v3 = customAttribute.value[ face.c ];
  12602. v4 = customAttribute.value[ face.d ];
  12603. customAttribute.array[ offset_custom ] = v1.x;
  12604. customAttribute.array[ offset_custom + 1 ] = v1.y;
  12605. customAttribute.array[ offset_custom + 2 ] = v1.z;
  12606. customAttribute.array[ offset_custom + 3 ] = v1.w;
  12607. customAttribute.array[ offset_custom + 4 ] = v2.x;
  12608. customAttribute.array[ offset_custom + 5 ] = v2.y;
  12609. customAttribute.array[ offset_custom + 6 ] = v2.z;
  12610. customAttribute.array[ offset_custom + 7 ] = v2.w;
  12611. customAttribute.array[ offset_custom + 8 ] = v3.x;
  12612. customAttribute.array[ offset_custom + 9 ] = v3.y;
  12613. customAttribute.array[ offset_custom + 10 ] = v3.z;
  12614. customAttribute.array[ offset_custom + 11 ] = v3.w;
  12615. customAttribute.array[ offset_custom + 12 ] = v4.x;
  12616. customAttribute.array[ offset_custom + 13 ] = v4.y;
  12617. customAttribute.array[ offset_custom + 14 ] = v4.z;
  12618. customAttribute.array[ offset_custom + 15 ] = v4.w;
  12619. offset_custom += 16;
  12620. }
  12621. } else if ( customAttribute.boundTo === "faces" ) {
  12622. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12623. value = customAttribute.value[ chunk_faces3[ f ] ];
  12624. v1 = value;
  12625. v2 = value;
  12626. v3 = value;
  12627. customAttribute.array[ offset_custom ] = v1.x;
  12628. customAttribute.array[ offset_custom + 1 ] = v1.y;
  12629. customAttribute.array[ offset_custom + 2 ] = v1.z;
  12630. customAttribute.array[ offset_custom + 3 ] = v1.w;
  12631. customAttribute.array[ offset_custom + 4 ] = v2.x;
  12632. customAttribute.array[ offset_custom + 5 ] = v2.y;
  12633. customAttribute.array[ offset_custom + 6 ] = v2.z;
  12634. customAttribute.array[ offset_custom + 7 ] = v2.w;
  12635. customAttribute.array[ offset_custom + 8 ] = v3.x;
  12636. customAttribute.array[ offset_custom + 9 ] = v3.y;
  12637. customAttribute.array[ offset_custom + 10 ] = v3.z;
  12638. customAttribute.array[ offset_custom + 11 ] = v3.w;
  12639. offset_custom += 12;
  12640. }
  12641. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  12642. value = customAttribute.value[ chunk_faces4[ f ] ];
  12643. v1 = value;
  12644. v2 = value;
  12645. v3 = value;
  12646. v4 = value;
  12647. customAttribute.array[ offset_custom ] = v1.x;
  12648. customAttribute.array[ offset_custom + 1 ] = v1.y;
  12649. customAttribute.array[ offset_custom + 2 ] = v1.z;
  12650. customAttribute.array[ offset_custom + 3 ] = v1.w;
  12651. customAttribute.array[ offset_custom + 4 ] = v2.x;
  12652. customAttribute.array[ offset_custom + 5 ] = v2.y;
  12653. customAttribute.array[ offset_custom + 6 ] = v2.z;
  12654. customAttribute.array[ offset_custom + 7 ] = v2.w;
  12655. customAttribute.array[ offset_custom + 8 ] = v3.x;
  12656. customAttribute.array[ offset_custom + 9 ] = v3.y;
  12657. customAttribute.array[ offset_custom + 10 ] = v3.z;
  12658. customAttribute.array[ offset_custom + 11 ] = v3.w;
  12659. customAttribute.array[ offset_custom + 12 ] = v4.x;
  12660. customAttribute.array[ offset_custom + 13 ] = v4.y;
  12661. customAttribute.array[ offset_custom + 14 ] = v4.z;
  12662. customAttribute.array[ offset_custom + 15 ] = v4.w;
  12663. offset_custom += 16;
  12664. }
  12665. } else if ( customAttribute.boundTo === "faceVertices" ) {
  12666. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12667. value = customAttribute.value[ chunk_faces3[ f ] ];
  12668. v1 = value[ 0 ];
  12669. v2 = value[ 1 ];
  12670. v3 = value[ 2 ];
  12671. customAttribute.array[ offset_custom ] = v1.x;
  12672. customAttribute.array[ offset_custom + 1 ] = v1.y;
  12673. customAttribute.array[ offset_custom + 2 ] = v1.z;
  12674. customAttribute.array[ offset_custom + 3 ] = v1.w;
  12675. customAttribute.array[ offset_custom + 4 ] = v2.x;
  12676. customAttribute.array[ offset_custom + 5 ] = v2.y;
  12677. customAttribute.array[ offset_custom + 6 ] = v2.z;
  12678. customAttribute.array[ offset_custom + 7 ] = v2.w;
  12679. customAttribute.array[ offset_custom + 8 ] = v3.x;
  12680. customAttribute.array[ offset_custom + 9 ] = v3.y;
  12681. customAttribute.array[ offset_custom + 10 ] = v3.z;
  12682. customAttribute.array[ offset_custom + 11 ] = v3.w;
  12683. offset_custom += 12;
  12684. }
  12685. for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
  12686. value = customAttribute.value[ chunk_faces4[ f ] ];
  12687. v1 = value[ 0 ];
  12688. v2 = value[ 1 ];
  12689. v3 = value[ 2 ];
  12690. v4 = value[ 3 ];
  12691. customAttribute.array[ offset_custom ] = v1.x;
  12692. customAttribute.array[ offset_custom + 1 ] = v1.y;
  12693. customAttribute.array[ offset_custom + 2 ] = v1.z;
  12694. customAttribute.array[ offset_custom + 3 ] = v1.w;
  12695. customAttribute.array[ offset_custom + 4 ] = v2.x;
  12696. customAttribute.array[ offset_custom + 5 ] = v2.y;
  12697. customAttribute.array[ offset_custom + 6 ] = v2.z;
  12698. customAttribute.array[ offset_custom + 7 ] = v2.w;
  12699. customAttribute.array[ offset_custom + 8 ] = v3.x;
  12700. customAttribute.array[ offset_custom + 9 ] = v3.y;
  12701. customAttribute.array[ offset_custom + 10 ] = v3.z;
  12702. customAttribute.array[ offset_custom + 11 ] = v3.w;
  12703. customAttribute.array[ offset_custom + 12 ] = v4.x;
  12704. customAttribute.array[ offset_custom + 13 ] = v4.y;
  12705. customAttribute.array[ offset_custom + 14 ] = v4.z;
  12706. customAttribute.array[ offset_custom + 15 ] = v4.w;
  12707. offset_custom += 16;
  12708. }
  12709. }
  12710. }
  12711. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  12712. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  12713. }
  12714. }
  12715. if ( dispose ) {
  12716. delete geometryGroup.__inittedArrays;
  12717. delete geometryGroup.__colorArray;
  12718. delete geometryGroup.__normalArray;
  12719. delete geometryGroup.__tangentArray;
  12720. delete geometryGroup.__uvArray;
  12721. delete geometryGroup.__uv2Array;
  12722. delete geometryGroup.__faceArray;
  12723. delete geometryGroup.__vertexArray;
  12724. delete geometryGroup.__lineArray;
  12725. delete geometryGroup.__skinIndexArray;
  12726. delete geometryGroup.__skinWeightArray;
  12727. }
  12728. };
  12729. function setDirectBuffers ( geometry, hint, dispose ) {
  12730. var attributes = geometry.attributes;
  12731. var attributeName, attributeItem;
  12732. for ( attributeName in attributes ) {
  12733. attributeItem = attributes[ attributeName ];
  12734. if ( attributeItem.needsUpdate ) {
  12735. if ( attributeName === 'index' ) {
  12736. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attributeItem.buffer );
  12737. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, attributeItem.array, hint );
  12738. } else {
  12739. _gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
  12740. _gl.bufferData( _gl.ARRAY_BUFFER, attributeItem.array, hint );
  12741. }
  12742. attributeItem.needsUpdate = false;
  12743. }
  12744. if ( dispose && ! attributeItem.dynamic ) {
  12745. delete attributeItem.array;
  12746. }
  12747. }
  12748. };
  12749. // Buffer rendering
  12750. this.renderBufferImmediate = function ( object, program, material ) {
  12751. if ( object.hasPositions && ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
  12752. if ( object.hasNormals && ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
  12753. if ( object.hasUvs && ! object.__webglUvBuffer ) object.__webglUvBuffer = _gl.createBuffer();
  12754. if ( object.hasColors && ! object.__webglColorBuffer ) object.__webglColorBuffer = _gl.createBuffer();
  12755. if ( object.hasPositions ) {
  12756. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
  12757. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  12758. _gl.enableVertexAttribArray( program.attributes.position );
  12759. _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  12760. }
  12761. if ( object.hasNormals ) {
  12762. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
  12763. if ( material.shading === THREE.FlatShading ) {
  12764. var nx, ny, nz,
  12765. nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
  12766. normalArray,
  12767. i, il = object.count * 3;
  12768. for( i = 0; i < il; i += 9 ) {
  12769. normalArray = object.normalArray;
  12770. nax = normalArray[ i ];
  12771. nay = normalArray[ i + 1 ];
  12772. naz = normalArray[ i + 2 ];
  12773. nbx = normalArray[ i + 3 ];
  12774. nby = normalArray[ i + 4 ];
  12775. nbz = normalArray[ i + 5 ];
  12776. ncx = normalArray[ i + 6 ];
  12777. ncy = normalArray[ i + 7 ];
  12778. ncz = normalArray[ i + 8 ];
  12779. nx = ( nax + nbx + ncx ) / 3;
  12780. ny = ( nay + nby + ncy ) / 3;
  12781. nz = ( naz + nbz + ncz ) / 3;
  12782. normalArray[ i ] = nx;
  12783. normalArray[ i + 1 ] = ny;
  12784. normalArray[ i + 2 ] = nz;
  12785. normalArray[ i + 3 ] = nx;
  12786. normalArray[ i + 4 ] = ny;
  12787. normalArray[ i + 5 ] = nz;
  12788. normalArray[ i + 6 ] = nx;
  12789. normalArray[ i + 7 ] = ny;
  12790. normalArray[ i + 8 ] = nz;
  12791. }
  12792. }
  12793. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  12794. _gl.enableVertexAttribArray( program.attributes.normal );
  12795. _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  12796. }
  12797. if ( object.hasUvs && material.map ) {
  12798. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglUvBuffer );
  12799. _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
  12800. _gl.enableVertexAttribArray( program.attributes.uv );
  12801. _gl.vertexAttribPointer( program.attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  12802. }
  12803. if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
  12804. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglColorBuffer );
  12805. _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
  12806. _gl.enableVertexAttribArray( program.attributes.color );
  12807. _gl.vertexAttribPointer( program.attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  12808. }
  12809. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  12810. object.count = 0;
  12811. };
  12812. this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) {
  12813. if ( material.visible === false ) return;
  12814. var program, programAttributes, linewidth, primitives, a, attribute, geometryAttributes;
  12815. var attributeItem, attributeName, attributePointer, attributeSize;
  12816. program = setProgram( camera, lights, fog, material, object );
  12817. programAttributes = program.attributes;
  12818. geometryAttributes = geometry.attributes;
  12819. var updateBuffers = false,
  12820. wireframeBit = material.wireframe ? 1 : 0,
  12821. geometryHash = ( geometry.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  12822. if ( geometryHash !== _currentGeometryGroupHash ) {
  12823. _currentGeometryGroupHash = geometryHash;
  12824. updateBuffers = true;
  12825. }
  12826. if ( updateBuffers ) {
  12827. disableAttributes();
  12828. }
  12829. // render mesh
  12830. if ( object instanceof THREE.Mesh ) {
  12831. var index = geometryAttributes[ "index" ];
  12832. // indexed triangles
  12833. if ( index ) {
  12834. var offsets = geometry.offsets;
  12835. // if there is more than 1 chunk
  12836. // must set attribute pointers to use new offsets for each chunk
  12837. // even if geometry and materials didn't change
  12838. if ( offsets.length > 1 ) updateBuffers = true;
  12839. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  12840. var startIndex = offsets[ i ].index;
  12841. if ( updateBuffers ) {
  12842. for ( attributeName in geometryAttributes ) {
  12843. if ( attributeName === 'index' ) continue;
  12844. attributePointer = programAttributes[ attributeName ];
  12845. attributeItem = geometryAttributes[ attributeName ];
  12846. attributeSize = attributeItem.itemSize;
  12847. if ( attributePointer >= 0 ) {
  12848. _gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
  12849. enableAttribute( attributePointer );
  12850. _gl.vertexAttribPointer( attributePointer, attributeSize, _gl.FLOAT, false, 0, startIndex * attributeSize * 4 ); // 4 bytes per Float32
  12851. }
  12852. }
  12853. // indices
  12854. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  12855. }
  12856. // render indexed triangles
  12857. _gl.drawElements( _gl.TRIANGLES, offsets[ i ].count, _gl.UNSIGNED_SHORT, offsets[ i ].start * 2 ); // 2 bytes per Uint16
  12858. _this.info.render.calls ++;
  12859. _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  12860. _this.info.render.faces += offsets[ i ].count / 3;
  12861. }
  12862. // non-indexed triangles
  12863. } else {
  12864. if ( updateBuffers ) {
  12865. for ( attributeName in geometryAttributes ) {
  12866. if ( attributeName === 'index') continue;
  12867. attributePointer = programAttributes[ attributeName ];
  12868. attributeItem = geometryAttributes[ attributeName ];
  12869. attributeSize = attributeItem.itemSize;
  12870. if ( attributePointer >= 0 ) {
  12871. _gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
  12872. enableAttribute( attributePointer );
  12873. _gl.vertexAttribPointer( attributePointer, attributeSize, _gl.FLOAT, false, 0, 0 );
  12874. }
  12875. }
  12876. }
  12877. var position = geometry.attributes[ "position" ];
  12878. // render non-indexed triangles
  12879. _gl.drawArrays( _gl.TRIANGLES, 0, position.numItems / 3 );
  12880. _this.info.render.calls ++;
  12881. _this.info.render.vertices += position.numItems / 3;
  12882. _this.info.render.faces += position.numItems / 3 / 3;
  12883. }
  12884. // render particles
  12885. } else if ( object instanceof THREE.ParticleSystem ) {
  12886. if ( updateBuffers ) {
  12887. for ( attributeName in geometryAttributes ) {
  12888. attributePointer = programAttributes[ attributeName ];
  12889. attributeItem = geometryAttributes[ attributeName ];
  12890. attributeSize = attributeItem.itemSize;
  12891. if ( attributePointer >= 0 ) {
  12892. _gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
  12893. enableAttribute( attributePointer );
  12894. _gl.vertexAttribPointer( attributePointer, attributeSize, _gl.FLOAT, false, 0, 0 );
  12895. }
  12896. }
  12897. var position = geometryAttributes[ "position" ];
  12898. // render particles
  12899. _gl.drawArrays( _gl.POINTS, 0, position.numItems / 3 );
  12900. _this.info.render.calls ++;
  12901. _this.info.render.points += position.numItems / 3;
  12902. }
  12903. } else if ( object instanceof THREE.Line ) {
  12904. if ( updateBuffers ) {
  12905. for ( attributeName in geometryAttributes ) {
  12906. attributePointer = programAttributes[ attributeName ];
  12907. attributeItem = geometryAttributes[ attributeName ];
  12908. attributeSize = attributeItem.itemSize;
  12909. if ( attributePointer >= 0 ) {
  12910. _gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
  12911. enableAttribute( attributePointer );
  12912. _gl.vertexAttribPointer( attributePointer, attributeSize, _gl.FLOAT, false, 0, 0 );
  12913. }
  12914. }
  12915. // render lines
  12916. setLineWidth( material.linewidth );
  12917. var position = geometryAttributes[ "position" ];
  12918. _gl.drawArrays( _gl.LINE_STRIP, 0, position.numItems / 3 );
  12919. _this.info.render.calls ++;
  12920. _this.info.render.points += position.numItems;
  12921. }
  12922. }
  12923. };
  12924. this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
  12925. if ( material.visible === false ) return;
  12926. var program, attributes, linewidth, primitives, a, attribute, i, il;
  12927. program = setProgram( camera, lights, fog, material, object );
  12928. attributes = program.attributes;
  12929. var updateBuffers = false,
  12930. wireframeBit = material.wireframe ? 1 : 0,
  12931. geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  12932. if ( geometryGroupHash !== _currentGeometryGroupHash ) {
  12933. _currentGeometryGroupHash = geometryGroupHash;
  12934. updateBuffers = true;
  12935. }
  12936. if ( updateBuffers ) {
  12937. disableAttributes();
  12938. }
  12939. // vertices
  12940. if ( !material.morphTargets && attributes.position >= 0 ) {
  12941. if ( updateBuffers ) {
  12942. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  12943. enableAttribute( attributes.position );
  12944. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  12945. }
  12946. } else {
  12947. if ( object.morphTargetBase ) {
  12948. setupMorphTargets( material, geometryGroup, object );
  12949. }
  12950. }
  12951. if ( updateBuffers ) {
  12952. // custom attributes
  12953. // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
  12954. if ( geometryGroup.__webglCustomAttributesList ) {
  12955. for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
  12956. attribute = geometryGroup.__webglCustomAttributesList[ i ];
  12957. if ( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
  12958. _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
  12959. enableAttribute( attributes[ attribute.buffer.belongsToAttribute ] );
  12960. _gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
  12961. }
  12962. }
  12963. }
  12964. // colors
  12965. if ( attributes.color >= 0 ) {
  12966. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  12967. enableAttribute( attributes.color );
  12968. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  12969. }
  12970. // normals
  12971. if ( attributes.normal >= 0 ) {
  12972. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  12973. enableAttribute( attributes.normal );
  12974. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  12975. }
  12976. // tangents
  12977. if ( attributes.tangent >= 0 ) {
  12978. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  12979. enableAttribute( attributes.tangent );
  12980. _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
  12981. }
  12982. // uvs
  12983. if ( attributes.uv >= 0 ) {
  12984. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  12985. enableAttribute( attributes.uv );
  12986. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  12987. }
  12988. if ( attributes.uv2 >= 0 ) {
  12989. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  12990. enableAttribute( attributes.uv2 );
  12991. _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
  12992. }
  12993. if ( material.skinning &&
  12994. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  12995. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  12996. enableAttribute( attributes.skinIndex );
  12997. _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
  12998. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  12999. enableAttribute( attributes.skinWeight );
  13000. _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
  13001. }
  13002. // line distances
  13003. if ( attributes.lineDistance >= 0 ) {
  13004. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglLineDistanceBuffer );
  13005. enableAttribute( attributes.lineDistance );
  13006. _gl.vertexAttribPointer( attributes.lineDistance, 1, _gl.FLOAT, false, 0, 0 );
  13007. }
  13008. }
  13009. // render mesh
  13010. if ( object instanceof THREE.Mesh ) {
  13011. // wireframe
  13012. if ( material.wireframe ) {
  13013. setLineWidth( material.wireframeLinewidth );
  13014. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  13015. _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 );
  13016. // triangles
  13017. } else {
  13018. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  13019. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
  13020. }
  13021. _this.info.render.calls ++;
  13022. _this.info.render.vertices += geometryGroup.__webglFaceCount;
  13023. _this.info.render.faces += geometryGroup.__webglFaceCount / 3;
  13024. // render lines
  13025. } else if ( object instanceof THREE.Line ) {
  13026. primitives = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  13027. setLineWidth( material.linewidth );
  13028. _gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount );
  13029. _this.info.render.calls ++;
  13030. // render particles
  13031. } else if ( object instanceof THREE.ParticleSystem ) {
  13032. _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
  13033. _this.info.render.calls ++;
  13034. _this.info.render.points += geometryGroup.__webglParticleCount;
  13035. // render ribbon
  13036. } else if ( object instanceof THREE.Ribbon ) {
  13037. _gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webglVertexCount );
  13038. _this.info.render.calls ++;
  13039. }
  13040. };
  13041. function enableAttribute( attribute ) {
  13042. if ( ! _enabledAttributes[ attribute ] ) {
  13043. _gl.enableVertexAttribArray( attribute );
  13044. _enabledAttributes[ attribute ] = true;
  13045. }
  13046. };
  13047. function disableAttributes() {
  13048. for ( var attribute in _enabledAttributes ) {
  13049. if ( _enabledAttributes[ attribute ] ) {
  13050. _gl.disableVertexAttribArray( attribute );
  13051. _enabledAttributes[ attribute ] = false;
  13052. }
  13053. }
  13054. };
  13055. function setupMorphTargets ( material, geometryGroup, object ) {
  13056. // set base
  13057. var attributes = material.program.attributes;
  13058. if ( object.morphTargetBase !== -1 && attributes.position >= 0 ) {
  13059. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
  13060. enableAttribute( attributes.position );
  13061. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  13062. } else if ( attributes.position >= 0 ) {
  13063. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  13064. enableAttribute( attributes.position );
  13065. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  13066. }
  13067. if ( object.morphTargetForcedOrder.length ) {
  13068. // set forced order
  13069. var m = 0;
  13070. var order = object.morphTargetForcedOrder;
  13071. var influences = object.morphTargetInfluences;
  13072. while ( m < material.numSupportedMorphTargets && m < order.length ) {
  13073. if ( attributes[ "morphTarget" + m ] >= 0 ) {
  13074. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
  13075. enableAttribute( attributes[ "morphTarget" + m ] );
  13076. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  13077. }
  13078. if ( attributes[ "morphNormal" + m ] >= 0 && material.morphNormals ) {
  13079. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
  13080. enableAttribute( attributes[ "morphNormal" + m ] );
  13081. _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
  13082. }
  13083. object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
  13084. m ++;
  13085. }
  13086. } else {
  13087. // find the most influencing
  13088. var influence, activeInfluenceIndices = [];
  13089. var influences = object.morphTargetInfluences;
  13090. var i, il = influences.length;
  13091. for ( i = 0; i < il; i ++ ) {
  13092. influence = influences[ i ];
  13093. if ( influence > 0 ) {
  13094. activeInfluenceIndices.push( [ influence, i ] );
  13095. }
  13096. }
  13097. if ( activeInfluenceIndices.length > material.numSupportedMorphTargets ) {
  13098. activeInfluenceIndices.sort( numericalSort );
  13099. activeInfluenceIndices.length = material.numSupportedMorphTargets;
  13100. } else if ( activeInfluenceIndices.length > material.numSupportedMorphNormals ) {
  13101. activeInfluenceIndices.sort( numericalSort );
  13102. } else if ( activeInfluenceIndices.length === 0 ) {
  13103. activeInfluenceIndices.push( [ 0, 0 ] );
  13104. };
  13105. var influenceIndex, m = 0;
  13106. while ( m < material.numSupportedMorphTargets ) {
  13107. if ( activeInfluenceIndices[ m ] ) {
  13108. influenceIndex = activeInfluenceIndices[ m ][ 1 ];
  13109. if ( attributes[ "morphTarget" + m ] >= 0 ) {
  13110. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] );
  13111. enableAttribute( attributes[ "morphTarget" + m ] );
  13112. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  13113. }
  13114. if ( attributes[ "morphNormal" + m ] >= 0 && material.morphNormals ) {
  13115. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ] );
  13116. enableAttribute( attributes[ "morphNormal" + m ] );
  13117. _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
  13118. }
  13119. object.__webglMorphTargetInfluences[ m ] = influences[ influenceIndex ];
  13120. } else {
  13121. /*
  13122. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  13123. if ( material.morphNormals ) {
  13124. _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
  13125. }
  13126. */
  13127. object.__webglMorphTargetInfluences[ m ] = 0;
  13128. }
  13129. m ++;
  13130. }
  13131. }
  13132. // load updated influences uniform
  13133. if ( material.program.uniforms.morphTargetInfluences !== null ) {
  13134. _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
  13135. }
  13136. };
  13137. // Sorting
  13138. function painterSortStable ( a, b ) {
  13139. if ( a.z !== b.z ) {
  13140. return b.z - a.z;
  13141. } else {
  13142. return a.id - b.id;
  13143. }
  13144. };
  13145. function numericalSort ( a, b ) {
  13146. return b[ 0 ] - a[ 0 ];
  13147. };
  13148. // Rendering
  13149. this.render = function ( scene, camera, renderTarget, forceClear ) {
  13150. if ( camera instanceof THREE.Camera === false ) {
  13151. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  13152. return;
  13153. }
  13154. var i, il,
  13155. webglObject, object,
  13156. renderList,
  13157. lights = scene.__lights,
  13158. fog = scene.fog;
  13159. // reset caching for this frame
  13160. _currentMaterialId = -1;
  13161. _lightsNeedUpdate = true;
  13162. // update scene graph
  13163. if ( this.autoUpdateScene ) scene.updateMatrixWorld();
  13164. // update camera matrices and frustum
  13165. if ( camera.parent === undefined ) camera.updateMatrixWorld();
  13166. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13167. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  13168. _frustum.setFromMatrix( _projScreenMatrix );
  13169. // update WebGL objects
  13170. if ( this.autoUpdateObjects ) this.initWebGLObjects( scene );
  13171. // custom render plugins (pre pass)
  13172. renderPlugins( this.renderPluginsPre, scene, camera );
  13173. //
  13174. _this.info.render.calls = 0;
  13175. _this.info.render.vertices = 0;
  13176. _this.info.render.faces = 0;
  13177. _this.info.render.points = 0;
  13178. this.setRenderTarget( renderTarget );
  13179. if ( this.autoClear || forceClear ) {
  13180. this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
  13181. }
  13182. // set matrices for regular objects (frustum culled)
  13183. renderList = scene.__webglObjects;
  13184. for ( i = 0, il = renderList.length; i < il; i ++ ) {
  13185. webglObject = renderList[ i ];
  13186. object = webglObject.object;
  13187. webglObject.id = i;
  13188. webglObject.render = false;
  13189. if ( object.visible ) {
  13190. if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.intersectsObject( object ) ) {
  13191. setupMatrices( object, camera );
  13192. unrollBufferMaterial( webglObject );
  13193. webglObject.render = true;
  13194. if ( this.sortObjects === true ) {
  13195. if ( object.renderDepth !== null ) {
  13196. webglObject.z = object.renderDepth;
  13197. } else {
  13198. _vector3.getPositionFromMatrix( object.matrixWorld );
  13199. _vector3.applyProjection( _projScreenMatrix );
  13200. webglObject.z = _vector3.z;
  13201. }
  13202. }
  13203. }
  13204. }
  13205. }
  13206. if ( this.sortObjects ) {
  13207. renderList.sort( painterSortStable );
  13208. }
  13209. // set matrices for immediate objects
  13210. renderList = scene.__webglObjectsImmediate;
  13211. for ( i = 0, il = renderList.length; i < il; i ++ ) {
  13212. webglObject = renderList[ i ];
  13213. object = webglObject.object;
  13214. if ( object.visible ) {
  13215. setupMatrices( object, camera );
  13216. unrollImmediateBufferMaterial( webglObject );
  13217. }
  13218. }
  13219. if ( scene.overrideMaterial ) {
  13220. var material = scene.overrideMaterial;
  13221. this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  13222. this.setDepthTest( material.depthTest );
  13223. this.setDepthWrite( material.depthWrite );
  13224. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  13225. renderObjects( scene.__webglObjects, false, "", camera, lights, fog, true, material );
  13226. renderObjectsImmediate( scene.__webglObjectsImmediate, "", camera, lights, fog, false, material );
  13227. } else {
  13228. var material = null;
  13229. // opaque pass (front-to-back order)
  13230. this.setBlending( THREE.NoBlending );
  13231. renderObjects( scene.__webglObjects, true, "opaque", camera, lights, fog, false, material );
  13232. renderObjectsImmediate( scene.__webglObjectsImmediate, "opaque", camera, lights, fog, false, material );
  13233. // transparent pass (back-to-front order)
  13234. renderObjects( scene.__webglObjects, false, "transparent", camera, lights, fog, true, material );
  13235. renderObjectsImmediate( scene.__webglObjectsImmediate, "transparent", camera, lights, fog, true, material );
  13236. }
  13237. // custom render plugins (post pass)
  13238. renderPlugins( this.renderPluginsPost, scene, camera );
  13239. // Generate mipmap if we're using any kind of mipmap filtering
  13240. if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  13241. updateRenderTargetMipmap( renderTarget );
  13242. }
  13243. // Ensure depth buffer writing is enabled so it can be cleared on next render
  13244. this.setDepthTest( true );
  13245. this.setDepthWrite( true );
  13246. // _gl.finish();
  13247. };
  13248. function renderPlugins( plugins, scene, camera ) {
  13249. if ( ! plugins.length ) return;
  13250. for ( var i = 0, il = plugins.length; i < il; i ++ ) {
  13251. // reset state for plugin (to start from clean slate)
  13252. _currentProgram = null;
  13253. _currentCamera = null;
  13254. _oldBlending = -1;
  13255. _oldDepthTest = -1;
  13256. _oldDepthWrite = -1;
  13257. _oldDoubleSided = -1;
  13258. _oldFlipSided = -1;
  13259. _currentGeometryGroupHash = -1;
  13260. _currentMaterialId = -1;
  13261. _lightsNeedUpdate = true;
  13262. plugins[ i ].render( scene, camera, _currentWidth, _currentHeight );
  13263. // reset state after plugin (anything could have changed)
  13264. _currentProgram = null;
  13265. _currentCamera = null;
  13266. _oldBlending = -1;
  13267. _oldDepthTest = -1;
  13268. _oldDepthWrite = -1;
  13269. _oldDoubleSided = -1;
  13270. _oldFlipSided = -1;
  13271. _currentGeometryGroupHash = -1;
  13272. _currentMaterialId = -1;
  13273. _lightsNeedUpdate = true;
  13274. }
  13275. };
  13276. function renderObjects ( renderList, reverse, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
  13277. var webglObject, object, buffer, material, start, end, delta;
  13278. if ( reverse ) {
  13279. start = renderList.length - 1;
  13280. end = -1;
  13281. delta = -1;
  13282. } else {
  13283. start = 0;
  13284. end = renderList.length;
  13285. delta = 1;
  13286. }
  13287. for ( var i = start; i !== end; i += delta ) {
  13288. webglObject = renderList[ i ];
  13289. if ( webglObject.render ) {
  13290. object = webglObject.object;
  13291. buffer = webglObject.buffer;
  13292. if ( overrideMaterial ) {
  13293. material = overrideMaterial;
  13294. } else {
  13295. material = webglObject[ materialType ];
  13296. if ( ! material ) continue;
  13297. if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  13298. _this.setDepthTest( material.depthTest );
  13299. _this.setDepthWrite( material.depthWrite );
  13300. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  13301. }
  13302. _this.setMaterialFaces( material );
  13303. if ( buffer instanceof THREE.BufferGeometry ) {
  13304. _this.renderBufferDirect( camera, lights, fog, material, buffer, object );
  13305. } else {
  13306. _this.renderBuffer( camera, lights, fog, material, buffer, object );
  13307. }
  13308. }
  13309. }
  13310. };
  13311. function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
  13312. var webglObject, object, material, program;
  13313. for ( var i = 0, il = renderList.length; i < il; i ++ ) {
  13314. webglObject = renderList[ i ];
  13315. object = webglObject.object;
  13316. if ( object.visible ) {
  13317. if ( overrideMaterial ) {
  13318. material = overrideMaterial;
  13319. } else {
  13320. material = webglObject[ materialType ];
  13321. if ( ! material ) continue;
  13322. if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  13323. _this.setDepthTest( material.depthTest );
  13324. _this.setDepthWrite( material.depthWrite );
  13325. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  13326. }
  13327. _this.renderImmediateObject( camera, lights, fog, material, object );
  13328. }
  13329. }
  13330. };
  13331. this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
  13332. var program = setProgram( camera, lights, fog, material, object );
  13333. _currentGeometryGroupHash = -1;
  13334. _this.setMaterialFaces( material );
  13335. if ( object.immediateRenderCallback ) {
  13336. object.immediateRenderCallback( program, _gl, _frustum );
  13337. } else {
  13338. object.render( function( object ) { _this.renderBufferImmediate( object, program, material ); } );
  13339. }
  13340. };
  13341. function unrollImmediateBufferMaterial ( globject ) {
  13342. var object = globject.object,
  13343. material = object.material;
  13344. if ( material.transparent ) {
  13345. globject.transparent = material;
  13346. globject.opaque = null;
  13347. } else {
  13348. globject.opaque = material;
  13349. globject.transparent = null;
  13350. }
  13351. };
  13352. function unrollBufferMaterial ( globject ) {
  13353. var object = globject.object,
  13354. buffer = globject.buffer,
  13355. material, materialIndex, meshMaterial;
  13356. meshMaterial = object.material;
  13357. if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
  13358. materialIndex = buffer.materialIndex;
  13359. material = meshMaterial.materials[ materialIndex ];
  13360. if ( material.transparent ) {
  13361. globject.transparent = material;
  13362. globject.opaque = null;
  13363. } else {
  13364. globject.opaque = material;
  13365. globject.transparent = null;
  13366. }
  13367. } else {
  13368. material = meshMaterial;
  13369. if ( material ) {
  13370. if ( material.transparent ) {
  13371. globject.transparent = material;
  13372. globject.opaque = null;
  13373. } else {
  13374. globject.opaque = material;
  13375. globject.transparent = null;
  13376. }
  13377. }
  13378. }
  13379. };
  13380. // Geometry splitting
  13381. function sortFacesByMaterial ( geometry, material ) {
  13382. var f, fl, face, materialIndex, vertices,
  13383. groupHash, hash_map = {};
  13384. var numMorphTargets = geometry.morphTargets.length;
  13385. var numMorphNormals = geometry.morphNormals.length;
  13386. var usesFaceMaterial = material instanceof THREE.MeshFaceMaterial;
  13387. geometry.geometryGroups = {};
  13388. for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
  13389. face = geometry.faces[ f ];
  13390. materialIndex = usesFaceMaterial ? face.materialIndex : 0;
  13391. if ( hash_map[ materialIndex ] === undefined ) {
  13392. hash_map[ materialIndex ] = { 'hash': materialIndex, 'counter': 0 };
  13393. }
  13394. groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
  13395. if ( geometry.geometryGroups[ groupHash ] === undefined ) {
  13396. geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
  13397. }
  13398. vertices = face instanceof THREE.Face3 ? 3 : 4;
  13399. if ( geometry.geometryGroups[ groupHash ].vertices + vertices > 65535 ) {
  13400. hash_map[ materialIndex ].counter += 1;
  13401. groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
  13402. if ( geometry.geometryGroups[ groupHash ] === undefined ) {
  13403. geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
  13404. }
  13405. }
  13406. if ( face instanceof THREE.Face3 ) {
  13407. geometry.geometryGroups[ groupHash ].faces3.push( f );
  13408. } else {
  13409. geometry.geometryGroups[ groupHash ].faces4.push( f );
  13410. }
  13411. geometry.geometryGroups[ groupHash ].vertices += vertices;
  13412. }
  13413. geometry.geometryGroupsList = [];
  13414. for ( var g in geometry.geometryGroups ) {
  13415. geometry.geometryGroups[ g ].id = _geometryGroupCounter ++;
  13416. geometry.geometryGroupsList.push( geometry.geometryGroups[ g ] );
  13417. }
  13418. };
  13419. // Objects refresh
  13420. this.initWebGLObjects = function ( scene ) {
  13421. if ( !scene.__webglObjects ) {
  13422. scene.__webglObjects = [];
  13423. scene.__webglObjectsImmediate = [];
  13424. scene.__webglSprites = [];
  13425. scene.__webglFlares = [];
  13426. }
  13427. while ( scene.__objectsAdded.length ) {
  13428. addObject( scene.__objectsAdded[ 0 ], scene );
  13429. scene.__objectsAdded.splice( 0, 1 );
  13430. }
  13431. while ( scene.__objectsRemoved.length ) {
  13432. removeObject( scene.__objectsRemoved[ 0 ], scene );
  13433. scene.__objectsRemoved.splice( 0, 1 );
  13434. }
  13435. // update must be called after objects adding / removal
  13436. for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
  13437. updateObject( scene.__webglObjects[ o ].object );
  13438. }
  13439. };
  13440. // Objects adding
  13441. function addObject ( object, scene ) {
  13442. var g, geometry, material, geometryGroup;
  13443. if ( ! object.__webglInit ) {
  13444. object.__webglInit = true;
  13445. object._modelViewMatrix = new THREE.Matrix4();
  13446. object._normalMatrix = new THREE.Matrix3();
  13447. if ( object.geometry !== undefined && object.geometry.__webglInit === undefined ) {
  13448. object.geometry.__webglInit = true;
  13449. object.geometry.addEventListener( 'dispose', onGeometryDispose );
  13450. }
  13451. geometry = object.geometry;
  13452. if ( geometry === undefined ) {
  13453. // fail silently for now
  13454. } else if ( geometry instanceof THREE.BufferGeometry ) {
  13455. initDirectBuffers( geometry );
  13456. } else if ( object instanceof THREE.Mesh ) {
  13457. material = object.material;
  13458. if ( geometry.geometryGroups === undefined ) {
  13459. sortFacesByMaterial( geometry, material );
  13460. }
  13461. // create separate VBOs per geometry chunk
  13462. for ( g in geometry.geometryGroups ) {
  13463. geometryGroup = geometry.geometryGroups[ g ];
  13464. // initialise VBO on the first access
  13465. if ( ! geometryGroup.__webglVertexBuffer ) {
  13466. createMeshBuffers( geometryGroup );
  13467. initMeshBuffers( geometryGroup, object );
  13468. geometry.verticesNeedUpdate = true;
  13469. geometry.morphTargetsNeedUpdate = true;
  13470. geometry.elementsNeedUpdate = true;
  13471. geometry.uvsNeedUpdate = true;
  13472. geometry.normalsNeedUpdate = true;
  13473. geometry.tangentsNeedUpdate = true;
  13474. geometry.colorsNeedUpdate = true;
  13475. }
  13476. }
  13477. } else if ( object instanceof THREE.Ribbon ) {
  13478. if ( ! geometry.__webglVertexBuffer ) {
  13479. createRibbonBuffers( geometry );
  13480. initRibbonBuffers( geometry, object );
  13481. geometry.verticesNeedUpdate = true;
  13482. geometry.colorsNeedUpdate = true;
  13483. geometry.normalsNeedUpdate = true;
  13484. }
  13485. } else if ( object instanceof THREE.Line ) {
  13486. if ( ! geometry.__webglVertexBuffer ) {
  13487. createLineBuffers( geometry );
  13488. initLineBuffers( geometry, object );
  13489. geometry.verticesNeedUpdate = true;
  13490. geometry.colorsNeedUpdate = true;
  13491. geometry.lineDistancesNeedUpdate = true;
  13492. }
  13493. } else if ( object instanceof THREE.ParticleSystem ) {
  13494. if ( ! geometry.__webglVertexBuffer ) {
  13495. createParticleBuffers( geometry );
  13496. initParticleBuffers( geometry, object );
  13497. geometry.verticesNeedUpdate = true;
  13498. geometry.colorsNeedUpdate = true;
  13499. }
  13500. }
  13501. }
  13502. if ( ! object.__webglActive ) {
  13503. if ( object instanceof THREE.Mesh ) {
  13504. geometry = object.geometry;
  13505. if ( geometry instanceof THREE.BufferGeometry ) {
  13506. addBuffer( scene.__webglObjects, geometry, object );
  13507. } else if ( geometry instanceof THREE.Geometry ) {
  13508. for ( g in geometry.geometryGroups ) {
  13509. geometryGroup = geometry.geometryGroups[ g ];
  13510. addBuffer( scene.__webglObjects, geometryGroup, object );
  13511. }
  13512. }
  13513. } else if ( object instanceof THREE.Ribbon ||
  13514. object instanceof THREE.Line ||
  13515. object instanceof THREE.ParticleSystem ) {
  13516. geometry = object.geometry;
  13517. addBuffer( scene.__webglObjects, geometry, object );
  13518. } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
  13519. addBufferImmediate( scene.__webglObjectsImmediate, object );
  13520. } else if ( object instanceof THREE.Sprite ) {
  13521. scene.__webglSprites.push( object );
  13522. } else if ( object instanceof THREE.LensFlare ) {
  13523. scene.__webglFlares.push( object );
  13524. }
  13525. object.__webglActive = true;
  13526. }
  13527. };
  13528. function addBuffer ( objlist, buffer, object ) {
  13529. objlist.push(
  13530. {
  13531. buffer: buffer,
  13532. object: object,
  13533. opaque: null,
  13534. transparent: null
  13535. }
  13536. );
  13537. };
  13538. function addBufferImmediate ( objlist, object ) {
  13539. objlist.push(
  13540. {
  13541. object: object,
  13542. opaque: null,
  13543. transparent: null
  13544. }
  13545. );
  13546. };
  13547. // Objects updates
  13548. function updateObject ( object ) {
  13549. var geometry = object.geometry,
  13550. geometryGroup, customAttributesDirty, material;
  13551. if ( geometry instanceof THREE.BufferGeometry ) {
  13552. setDirectBuffers( geometry, _gl.DYNAMIC_DRAW, !geometry.dynamic );
  13553. } else if ( object instanceof THREE.Mesh ) {
  13554. // check all geometry groups
  13555. for( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
  13556. geometryGroup = geometry.geometryGroupsList[ i ];
  13557. material = getBufferMaterial( object, geometryGroup );
  13558. if ( geometry.buffersNeedUpdate ) {
  13559. initMeshBuffers( geometryGroup, object );
  13560. }
  13561. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  13562. if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate ||
  13563. geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
  13564. geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate || customAttributesDirty ) {
  13565. setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, !geometry.dynamic, material );
  13566. }
  13567. }
  13568. geometry.verticesNeedUpdate = false;
  13569. geometry.morphTargetsNeedUpdate = false;
  13570. geometry.elementsNeedUpdate = false;
  13571. geometry.uvsNeedUpdate = false;
  13572. geometry.normalsNeedUpdate = false;
  13573. geometry.colorsNeedUpdate = false;
  13574. geometry.tangentsNeedUpdate = false;
  13575. geometry.buffersNeedUpdate = false;
  13576. material.attributes && clearCustomAttributes( material );
  13577. } else if ( object instanceof THREE.Ribbon ) {
  13578. material = getBufferMaterial( object, geometry );
  13579. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  13580. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.normalsNeedUpdate || customAttributesDirty ) {
  13581. setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW );
  13582. }
  13583. geometry.verticesNeedUpdate = false;
  13584. geometry.colorsNeedUpdate = false;
  13585. geometry.normalsNeedUpdate = false;
  13586. material.attributes && clearCustomAttributes( material );
  13587. } else if ( object instanceof THREE.Line ) {
  13588. material = getBufferMaterial( object, geometry );
  13589. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  13590. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.lineDistancesNeedUpdate || customAttributesDirty ) {
  13591. setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
  13592. }
  13593. geometry.verticesNeedUpdate = false;
  13594. geometry.colorsNeedUpdate = false;
  13595. geometry.lineDistancesNeedUpdate = false;
  13596. material.attributes && clearCustomAttributes( material );
  13597. } else if ( object instanceof THREE.ParticleSystem ) {
  13598. material = getBufferMaterial( object, geometry );
  13599. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  13600. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || object.sortParticles || customAttributesDirty ) {
  13601. setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
  13602. }
  13603. geometry.verticesNeedUpdate = false;
  13604. geometry.colorsNeedUpdate = false;
  13605. material.attributes && clearCustomAttributes( material );
  13606. }
  13607. };
  13608. // Objects updates - custom attributes check
  13609. function areCustomAttributesDirty ( material ) {
  13610. for ( var a in material.attributes ) {
  13611. if ( material.attributes[ a ].needsUpdate ) return true;
  13612. }
  13613. return false;
  13614. };
  13615. function clearCustomAttributes ( material ) {
  13616. for ( var a in material.attributes ) {
  13617. material.attributes[ a ].needsUpdate = false;
  13618. }
  13619. };
  13620. // Objects removal
  13621. function removeObject ( object, scene ) {
  13622. if ( object instanceof THREE.Mesh ||
  13623. object instanceof THREE.ParticleSystem ||
  13624. object instanceof THREE.Ribbon ||
  13625. object instanceof THREE.Line ) {
  13626. removeInstances( scene.__webglObjects, object );
  13627. } else if ( object instanceof THREE.Sprite ) {
  13628. removeInstancesDirect( scene.__webglSprites, object );
  13629. } else if ( object instanceof THREE.LensFlare ) {
  13630. removeInstancesDirect( scene.__webglFlares, object );
  13631. } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
  13632. removeInstances( scene.__webglObjectsImmediate, object );
  13633. }
  13634. object.__webglActive = false;
  13635. };
  13636. function removeInstances ( objlist, object ) {
  13637. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  13638. if ( objlist[ o ].object === object ) {
  13639. objlist.splice( o, 1 );
  13640. }
  13641. }
  13642. };
  13643. function removeInstancesDirect ( objlist, object ) {
  13644. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  13645. if ( objlist[ o ] === object ) {
  13646. objlist.splice( o, 1 );
  13647. }
  13648. }
  13649. };
  13650. // Materials
  13651. this.initMaterial = function ( material, lights, fog, object ) {
  13652. material.addEventListener( 'dispose', onMaterialDispose );
  13653. var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID;
  13654. if ( material instanceof THREE.MeshDepthMaterial ) {
  13655. shaderID = 'depth';
  13656. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  13657. shaderID = 'normal';
  13658. } else if ( material instanceof THREE.MeshBasicMaterial ) {
  13659. shaderID = 'basic';
  13660. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  13661. shaderID = 'lambert';
  13662. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  13663. shaderID = 'phong';
  13664. } else if ( material instanceof THREE.LineBasicMaterial ) {
  13665. shaderID = 'basic';
  13666. } else if ( material instanceof THREE.LineDashedMaterial ) {
  13667. shaderID = 'dashed';
  13668. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  13669. shaderID = 'particle_basic';
  13670. }
  13671. if ( shaderID ) {
  13672. setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
  13673. }
  13674. // heuristics to create shader parameters according to lights in the scene
  13675. // (not to blow over maxLights budget)
  13676. maxLightCount = allocateLights( lights );
  13677. maxShadows = allocateShadows( lights );
  13678. maxBones = allocateBones( object );
  13679. parameters = {
  13680. map: !!material.map,
  13681. envMap: !!material.envMap,
  13682. lightMap: !!material.lightMap,
  13683. bumpMap: !!material.bumpMap,
  13684. normalMap: !!material.normalMap,
  13685. specularMap: !!material.specularMap,
  13686. vertexColors: material.vertexColors,
  13687. fog: fog,
  13688. useFog: material.fog,
  13689. fogExp: fog instanceof THREE.FogExp2,
  13690. sizeAttenuation: material.sizeAttenuation,
  13691. skinning: material.skinning,
  13692. maxBones: maxBones,
  13693. useVertexTexture: _supportsBoneTextures && object && object.useVertexTexture,
  13694. boneTextureWidth: object && object.boneTextureWidth,
  13695. boneTextureHeight: object && object.boneTextureHeight,
  13696. morphTargets: material.morphTargets,
  13697. morphNormals: material.morphNormals,
  13698. maxMorphTargets: this.maxMorphTargets,
  13699. maxMorphNormals: this.maxMorphNormals,
  13700. maxDirLights: maxLightCount.directional,
  13701. maxPointLights: maxLightCount.point,
  13702. maxSpotLights: maxLightCount.spot,
  13703. maxHemiLights: maxLightCount.hemi,
  13704. maxShadows: maxShadows,
  13705. shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow,
  13706. shadowMapType: this.shadowMapType,
  13707. shadowMapDebug: this.shadowMapDebug,
  13708. shadowMapCascade: this.shadowMapCascade,
  13709. alphaTest: material.alphaTest,
  13710. metal: material.metal,
  13711. perPixel: material.perPixel,
  13712. wrapAround: material.wrapAround,
  13713. doubleSided: material.side === THREE.DoubleSide,
  13714. flipSided: material.side === THREE.BackSide
  13715. };
  13716. material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, material.defines, parameters );
  13717. var attributes = material.program.attributes;
  13718. if ( material.morphTargets ) {
  13719. material.numSupportedMorphTargets = 0;
  13720. var id, base = "morphTarget";
  13721. for ( i = 0; i < this.maxMorphTargets; i ++ ) {
  13722. id = base + i;
  13723. if ( attributes[ id ] >= 0 ) {
  13724. material.numSupportedMorphTargets ++;
  13725. }
  13726. }
  13727. }
  13728. if ( material.morphNormals ) {
  13729. material.numSupportedMorphNormals = 0;
  13730. var id, base = "morphNormal";
  13731. for ( i = 0; i < this.maxMorphNormals; i ++ ) {
  13732. id = base + i;
  13733. if ( attributes[ id ] >= 0 ) {
  13734. material.numSupportedMorphNormals ++;
  13735. }
  13736. }
  13737. }
  13738. material.uniformsList = [];
  13739. for ( u in material.uniforms ) {
  13740. material.uniformsList.push( [ material.uniforms[ u ], u ] );
  13741. }
  13742. };
  13743. function setMaterialShaders( material, shaders ) {
  13744. material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
  13745. material.vertexShader = shaders.vertexShader;
  13746. material.fragmentShader = shaders.fragmentShader;
  13747. };
  13748. function setProgram( camera, lights, fog, material, object ) {
  13749. _usedTextureUnits = 0;
  13750. if ( material.needsUpdate ) {
  13751. if ( material.program ) deallocateMaterial( material );
  13752. _this.initMaterial( material, lights, fog, object );
  13753. material.needsUpdate = false;
  13754. }
  13755. if ( material.morphTargets ) {
  13756. if ( ! object.__webglMorphTargetInfluences ) {
  13757. object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
  13758. }
  13759. }
  13760. var refreshMaterial = false;
  13761. var program = material.program,
  13762. p_uniforms = program.uniforms,
  13763. m_uniforms = material.uniforms;
  13764. if ( program !== _currentProgram ) {
  13765. _gl.useProgram( program );
  13766. _currentProgram = program;
  13767. refreshMaterial = true;
  13768. }
  13769. if ( material.id !== _currentMaterialId ) {
  13770. _currentMaterialId = material.id;
  13771. refreshMaterial = true;
  13772. }
  13773. if ( refreshMaterial || camera !== _currentCamera ) {
  13774. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
  13775. if ( camera !== _currentCamera ) _currentCamera = camera;
  13776. }
  13777. // skinning uniforms must be set even if material didn't change
  13778. // auto-setting of texture unit for bone texture must go before other textures
  13779. // not sure why, but otherwise weird things happen
  13780. if ( material.skinning ) {
  13781. if ( _supportsBoneTextures && object.useVertexTexture ) {
  13782. if ( p_uniforms.boneTexture !== null ) {
  13783. var textureUnit = getTextureUnit();
  13784. _gl.uniform1i( p_uniforms.boneTexture, textureUnit );
  13785. _this.setTexture( object.boneTexture, textureUnit );
  13786. }
  13787. } else {
  13788. if ( p_uniforms.boneGlobalMatrices !== null ) {
  13789. _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.boneMatrices );
  13790. }
  13791. }
  13792. }
  13793. if ( refreshMaterial ) {
  13794. // refresh uniforms common to several materials
  13795. if ( fog && material.fog ) {
  13796. refreshUniformsFog( m_uniforms, fog );
  13797. }
  13798. if ( material instanceof THREE.MeshPhongMaterial ||
  13799. material instanceof THREE.MeshLambertMaterial ||
  13800. material.lights ) {
  13801. if ( _lightsNeedUpdate ) {
  13802. setupLights( program, lights );
  13803. _lightsNeedUpdate = false;
  13804. }
  13805. refreshUniformsLights( m_uniforms, _lights );
  13806. }
  13807. if ( material instanceof THREE.MeshBasicMaterial ||
  13808. material instanceof THREE.MeshLambertMaterial ||
  13809. material instanceof THREE.MeshPhongMaterial ) {
  13810. refreshUniformsCommon( m_uniforms, material );
  13811. }
  13812. // refresh single material specific uniforms
  13813. if ( material instanceof THREE.LineBasicMaterial ) {
  13814. refreshUniformsLine( m_uniforms, material );
  13815. } else if ( material instanceof THREE.LineDashedMaterial ) {
  13816. refreshUniformsLine( m_uniforms, material );
  13817. refreshUniformsDash( m_uniforms, material );
  13818. } else if ( material instanceof THREE.ParticleBasicMaterial ) {
  13819. refreshUniformsParticle( m_uniforms, material );
  13820. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  13821. refreshUniformsPhong( m_uniforms, material );
  13822. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  13823. refreshUniformsLambert( m_uniforms, material );
  13824. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  13825. m_uniforms.mNear.value = camera.near;
  13826. m_uniforms.mFar.value = camera.far;
  13827. m_uniforms.opacity.value = material.opacity;
  13828. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  13829. m_uniforms.opacity.value = material.opacity;
  13830. }
  13831. if ( object.receiveShadow && ! material._shadowPass ) {
  13832. refreshUniformsShadow( m_uniforms, lights );
  13833. }
  13834. // load common uniforms
  13835. loadUniformsGeneric( program, material.uniformsList );
  13836. // load material specific uniforms
  13837. // (shader material also gets them for the sake of genericity)
  13838. if ( material instanceof THREE.ShaderMaterial ||
  13839. material instanceof THREE.MeshPhongMaterial ||
  13840. material.envMap ) {
  13841. if ( p_uniforms.cameraPosition !== null ) {
  13842. _vector3.getPositionFromMatrix( camera.matrixWorld );
  13843. _gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );
  13844. }
  13845. }
  13846. if ( material instanceof THREE.MeshPhongMaterial ||
  13847. material instanceof THREE.MeshLambertMaterial ||
  13848. material instanceof THREE.ShaderMaterial ||
  13849. material.skinning ) {
  13850. if ( p_uniforms.viewMatrix !== null ) {
  13851. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
  13852. }
  13853. }
  13854. }
  13855. loadUniformsMatrices( p_uniforms, object );
  13856. if ( p_uniforms.modelMatrix !== null ) {
  13857. _gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
  13858. }
  13859. return program;
  13860. };
  13861. // Uniforms (refresh uniforms objects)
  13862. function refreshUniformsCommon ( uniforms, material ) {
  13863. uniforms.opacity.value = material.opacity;
  13864. if ( _this.gammaInput ) {
  13865. uniforms.diffuse.value.copyGammaToLinear( material.color );
  13866. } else {
  13867. uniforms.diffuse.value = material.color;
  13868. }
  13869. uniforms.map.value = material.map;
  13870. uniforms.lightMap.value = material.lightMap;
  13871. uniforms.specularMap.value = material.specularMap;
  13872. if ( material.bumpMap ) {
  13873. uniforms.bumpMap.value = material.bumpMap;
  13874. uniforms.bumpScale.value = material.bumpScale;
  13875. }
  13876. if ( material.normalMap ) {
  13877. uniforms.normalMap.value = material.normalMap;
  13878. uniforms.normalScale.value.copy( material.normalScale );
  13879. }
  13880. // uv repeat and offset setting priorities
  13881. // 1. color map
  13882. // 2. specular map
  13883. // 3. normal map
  13884. // 4. bump map
  13885. var uvScaleMap;
  13886. if ( material.map ) {
  13887. uvScaleMap = material.map;
  13888. } else if ( material.specularMap ) {
  13889. uvScaleMap = material.specularMap;
  13890. } else if ( material.normalMap ) {
  13891. uvScaleMap = material.normalMap;
  13892. } else if ( material.bumpMap ) {
  13893. uvScaleMap = material.bumpMap;
  13894. }
  13895. if ( uvScaleMap !== undefined ) {
  13896. var offset = uvScaleMap.offset;
  13897. var repeat = uvScaleMap.repeat;
  13898. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  13899. }
  13900. uniforms.envMap.value = material.envMap;
  13901. uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : -1;
  13902. if ( _this.gammaInput ) {
  13903. //uniforms.reflectivity.value = material.reflectivity * material.reflectivity;
  13904. uniforms.reflectivity.value = material.reflectivity;
  13905. } else {
  13906. uniforms.reflectivity.value = material.reflectivity;
  13907. }
  13908. uniforms.refractionRatio.value = material.refractionRatio;
  13909. uniforms.combine.value = material.combine;
  13910. uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
  13911. };
  13912. function refreshUniformsLine ( uniforms, material ) {
  13913. uniforms.diffuse.value = material.color;
  13914. uniforms.opacity.value = material.opacity;
  13915. };
  13916. function refreshUniformsDash ( uniforms, material ) {
  13917. uniforms.dashSize.value = material.dashSize;
  13918. uniforms.totalSize.value = material.dashSize + material.gapSize;
  13919. uniforms.scale.value = material.scale;
  13920. };
  13921. function refreshUniformsParticle ( uniforms, material ) {
  13922. uniforms.psColor.value = material.color;
  13923. uniforms.opacity.value = material.opacity;
  13924. uniforms.size.value = material.size;
  13925. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  13926. uniforms.map.value = material.map;
  13927. };
  13928. function refreshUniformsFog ( uniforms, fog ) {
  13929. uniforms.fogColor.value = fog.color;
  13930. if ( fog instanceof THREE.Fog ) {
  13931. uniforms.fogNear.value = fog.near;
  13932. uniforms.fogFar.value = fog.far;
  13933. } else if ( fog instanceof THREE.FogExp2 ) {
  13934. uniforms.fogDensity.value = fog.density;
  13935. }
  13936. };
  13937. function refreshUniformsPhong ( uniforms, material ) {
  13938. uniforms.shininess.value = material.shininess;
  13939. if ( _this.gammaInput ) {
  13940. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  13941. uniforms.emissive.value.copyGammaToLinear( material.emissive );
  13942. uniforms.specular.value.copyGammaToLinear( material.specular );
  13943. } else {
  13944. uniforms.ambient.value = material.ambient;
  13945. uniforms.emissive.value = material.emissive;
  13946. uniforms.specular.value = material.specular;
  13947. }
  13948. if ( material.wrapAround ) {
  13949. uniforms.wrapRGB.value.copy( material.wrapRGB );
  13950. }
  13951. };
  13952. function refreshUniformsLambert ( uniforms, material ) {
  13953. if ( _this.gammaInput ) {
  13954. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  13955. uniforms.emissive.value.copyGammaToLinear( material.emissive );
  13956. } else {
  13957. uniforms.ambient.value = material.ambient;
  13958. uniforms.emissive.value = material.emissive;
  13959. }
  13960. if ( material.wrapAround ) {
  13961. uniforms.wrapRGB.value.copy( material.wrapRGB );
  13962. }
  13963. };
  13964. function refreshUniformsLights ( uniforms, lights ) {
  13965. uniforms.ambientLightColor.value = lights.ambient;
  13966. uniforms.directionalLightColor.value = lights.directional.colors;
  13967. uniforms.directionalLightDirection.value = lights.directional.positions;
  13968. uniforms.pointLightColor.value = lights.point.colors;
  13969. uniforms.pointLightPosition.value = lights.point.positions;
  13970. uniforms.pointLightDistance.value = lights.point.distances;
  13971. uniforms.spotLightColor.value = lights.spot.colors;
  13972. uniforms.spotLightPosition.value = lights.spot.positions;
  13973. uniforms.spotLightDistance.value = lights.spot.distances;
  13974. uniforms.spotLightDirection.value = lights.spot.directions;
  13975. uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
  13976. uniforms.spotLightExponent.value = lights.spot.exponents;
  13977. uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
  13978. uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
  13979. uniforms.hemisphereLightDirection.value = lights.hemi.positions;
  13980. };
  13981. function refreshUniformsShadow ( uniforms, lights ) {
  13982. if ( uniforms.shadowMatrix ) {
  13983. var j = 0;
  13984. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  13985. var light = lights[ i ];
  13986. if ( ! light.castShadow ) continue;
  13987. if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {
  13988. uniforms.shadowMap.value[ j ] = light.shadowMap;
  13989. uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
  13990. uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;
  13991. uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
  13992. uniforms.shadowBias.value[ j ] = light.shadowBias;
  13993. j ++;
  13994. }
  13995. }
  13996. }
  13997. };
  13998. // Uniforms (load to GPU)
  13999. function loadUniformsMatrices ( uniforms, object ) {
  14000. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements );
  14001. if ( uniforms.normalMatrix ) {
  14002. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrix.elements );
  14003. }
  14004. };
  14005. function getTextureUnit() {
  14006. var textureUnit = _usedTextureUnits;
  14007. if ( textureUnit >= _maxTextures ) {
  14008. console.warn( "WebGLRenderer: trying to use " + textureUnit + " texture units while this GPU supports only " + _maxTextures );
  14009. }
  14010. _usedTextureUnits += 1;
  14011. return textureUnit;
  14012. };
  14013. function loadUniformsGeneric ( program, uniforms ) {
  14014. var uniform, value, type, location, texture, textureUnit, i, il, j, jl, offset;
  14015. for ( j = 0, jl = uniforms.length; j < jl; j ++ ) {
  14016. location = program.uniforms[ uniforms[ j ][ 1 ] ];
  14017. if ( !location ) continue;
  14018. uniform = uniforms[ j ][ 0 ];
  14019. type = uniform.type;
  14020. value = uniform.value;
  14021. if ( type === "i" ) { // single integer
  14022. _gl.uniform1i( location, value );
  14023. } else if ( type === "f" ) { // single float
  14024. _gl.uniform1f( location, value );
  14025. } else if ( type === "v2" ) { // single THREE.Vector2
  14026. _gl.uniform2f( location, value.x, value.y );
  14027. } else if ( type === "v3" ) { // single THREE.Vector3
  14028. _gl.uniform3f( location, value.x, value.y, value.z );
  14029. } else if ( type === "v4" ) { // single THREE.Vector4
  14030. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  14031. } else if ( type === "c" ) { // single THREE.Color
  14032. _gl.uniform3f( location, value.r, value.g, value.b );
  14033. } else if ( type === "iv1" ) { // flat array of integers (JS or typed array)
  14034. _gl.uniform1iv( location, value );
  14035. } else if ( type === "iv" ) { // flat array of integers with 3 x N size (JS or typed array)
  14036. _gl.uniform3iv( location, value );
  14037. } else if ( type === "fv1" ) { // flat array of floats (JS or typed array)
  14038. _gl.uniform1fv( location, value );
  14039. } else if ( type === "fv" ) { // flat array of floats with 3 x N size (JS or typed array)
  14040. _gl.uniform3fv( location, value );
  14041. } else if ( type === "v2v" ) { // array of THREE.Vector2
  14042. if ( uniform._array === undefined ) {
  14043. uniform._array = new Float32Array( 2 * value.length );
  14044. }
  14045. for ( i = 0, il = value.length; i < il; i ++ ) {
  14046. offset = i * 2;
  14047. uniform._array[ offset ] = value[ i ].x;
  14048. uniform._array[ offset + 1 ] = value[ i ].y;
  14049. }
  14050. _gl.uniform2fv( location, uniform._array );
  14051. } else if ( type === "v3v" ) { // array of THREE.Vector3
  14052. if ( uniform._array === undefined ) {
  14053. uniform._array = new Float32Array( 3 * value.length );
  14054. }
  14055. for ( i = 0, il = value.length; i < il; i ++ ) {
  14056. offset = i * 3;
  14057. uniform._array[ offset ] = value[ i ].x;
  14058. uniform._array[ offset + 1 ] = value[ i ].y;
  14059. uniform._array[ offset + 2 ] = value[ i ].z;
  14060. }
  14061. _gl.uniform3fv( location, uniform._array );
  14062. } else if ( type === "v4v" ) { // array of THREE.Vector4
  14063. if ( uniform._array === undefined ) {
  14064. uniform._array = new Float32Array( 4 * value.length );
  14065. }
  14066. for ( i = 0, il = value.length; i < il; i ++ ) {
  14067. offset = i * 4;
  14068. uniform._array[ offset ] = value[ i ].x;
  14069. uniform._array[ offset + 1 ] = value[ i ].y;
  14070. uniform._array[ offset + 2 ] = value[ i ].z;
  14071. uniform._array[ offset + 3 ] = value[ i ].w;
  14072. }
  14073. _gl.uniform4fv( location, uniform._array );
  14074. } else if ( type === "m4") { // single THREE.Matrix4
  14075. if ( uniform._array === undefined ) {
  14076. uniform._array = new Float32Array( 16 );
  14077. }
  14078. value.flattenToArray( uniform._array );
  14079. _gl.uniformMatrix4fv( location, false, uniform._array );
  14080. } else if ( type === "m4v" ) { // array of THREE.Matrix4
  14081. if ( uniform._array === undefined ) {
  14082. uniform._array = new Float32Array( 16 * value.length );
  14083. }
  14084. for ( i = 0, il = value.length; i < il; i ++ ) {
  14085. value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
  14086. }
  14087. _gl.uniformMatrix4fv( location, false, uniform._array );
  14088. } else if ( type === "t" ) { // single THREE.Texture (2d or cube)
  14089. texture = value;
  14090. textureUnit = getTextureUnit();
  14091. _gl.uniform1i( location, textureUnit );
  14092. if ( !texture ) continue;
  14093. if ( texture.image instanceof Array && texture.image.length === 6 ) {
  14094. setCubeTexture( texture, textureUnit );
  14095. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  14096. setCubeTextureDynamic( texture, textureUnit );
  14097. } else {
  14098. _this.setTexture( texture, textureUnit );
  14099. }
  14100. } else if ( type === "tv" ) { // array of THREE.Texture (2d)
  14101. if ( uniform._array === undefined ) {
  14102. uniform._array = [];
  14103. }
  14104. for( i = 0, il = uniform.value.length; i < il; i ++ ) {
  14105. uniform._array[ i ] = getTextureUnit();
  14106. }
  14107. _gl.uniform1iv( location, uniform._array );
  14108. for( i = 0, il = uniform.value.length; i < il; i ++ ) {
  14109. texture = uniform.value[ i ];
  14110. textureUnit = uniform._array[ i ];
  14111. if ( !texture ) continue;
  14112. _this.setTexture( texture, textureUnit );
  14113. }
  14114. }
  14115. }
  14116. };
  14117. function setupMatrices ( object, camera ) {
  14118. object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  14119. object._normalMatrix.getInverse( object._modelViewMatrix );
  14120. object._normalMatrix.transpose();
  14121. };
  14122. //
  14123. function setColorGamma( array, offset, color, intensitySq ) {
  14124. array[ offset ] = color.r * color.r * intensitySq;
  14125. array[ offset + 1 ] = color.g * color.g * intensitySq;
  14126. array[ offset + 2 ] = color.b * color.b * intensitySq;
  14127. };
  14128. function setColorLinear( array, offset, color, intensity ) {
  14129. array[ offset ] = color.r * intensity;
  14130. array[ offset + 1 ] = color.g * intensity;
  14131. array[ offset + 2 ] = color.b * intensity;
  14132. };
  14133. function setupLights ( program, lights ) {
  14134. var l, ll, light, n,
  14135. r = 0, g = 0, b = 0,
  14136. color, skyColor, groundColor,
  14137. intensity, intensitySq,
  14138. position,
  14139. distance,
  14140. zlights = _lights,
  14141. dirColors = zlights.directional.colors,
  14142. dirPositions = zlights.directional.positions,
  14143. pointColors = zlights.point.colors,
  14144. pointPositions = zlights.point.positions,
  14145. pointDistances = zlights.point.distances,
  14146. spotColors = zlights.spot.colors,
  14147. spotPositions = zlights.spot.positions,
  14148. spotDistances = zlights.spot.distances,
  14149. spotDirections = zlights.spot.directions,
  14150. spotAnglesCos = zlights.spot.anglesCos,
  14151. spotExponents = zlights.spot.exponents,
  14152. hemiSkyColors = zlights.hemi.skyColors,
  14153. hemiGroundColors = zlights.hemi.groundColors,
  14154. hemiPositions = zlights.hemi.positions,
  14155. dirLength = 0,
  14156. pointLength = 0,
  14157. spotLength = 0,
  14158. hemiLength = 0,
  14159. dirCount = 0,
  14160. pointCount = 0,
  14161. spotCount = 0,
  14162. hemiCount = 0,
  14163. dirOffset = 0,
  14164. pointOffset = 0,
  14165. spotOffset = 0,
  14166. hemiOffset = 0;
  14167. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  14168. light = lights[ l ];
  14169. if ( light.onlyShadow ) continue;
  14170. color = light.color;
  14171. intensity = light.intensity;
  14172. distance = light.distance;
  14173. if ( light instanceof THREE.AmbientLight ) {
  14174. if ( ! light.visible ) continue;
  14175. if ( _this.gammaInput ) {
  14176. r += color.r * color.r;
  14177. g += color.g * color.g;
  14178. b += color.b * color.b;
  14179. } else {
  14180. r += color.r;
  14181. g += color.g;
  14182. b += color.b;
  14183. }
  14184. } else if ( light instanceof THREE.DirectionalLight ) {
  14185. dirCount += 1;
  14186. if ( ! light.visible ) continue;
  14187. _direction.getPositionFromMatrix( light.matrixWorld );
  14188. _vector3.getPositionFromMatrix( light.target.matrixWorld );
  14189. _direction.sub( _vector3 );
  14190. _direction.normalize();
  14191. // skip lights with undefined direction
  14192. // these create troubles in OpenGL (making pixel black)
  14193. if ( _direction.x === 0 && _direction.y === 0 && _direction.z === 0 ) continue;
  14194. dirOffset = dirLength * 3;
  14195. dirPositions[ dirOffset ] = _direction.x;
  14196. dirPositions[ dirOffset + 1 ] = _direction.y;
  14197. dirPositions[ dirOffset + 2 ] = _direction.z;
  14198. if ( _this.gammaInput ) {
  14199. setColorGamma( dirColors, dirOffset, color, intensity * intensity );
  14200. } else {
  14201. setColorLinear( dirColors, dirOffset, color, intensity );
  14202. }
  14203. dirLength += 1;
  14204. } else if ( light instanceof THREE.PointLight ) {
  14205. pointCount += 1;
  14206. if ( ! light.visible ) continue;
  14207. pointOffset = pointLength * 3;
  14208. if ( _this.gammaInput ) {
  14209. setColorGamma( pointColors, pointOffset, color, intensity * intensity );
  14210. } else {
  14211. setColorLinear( pointColors, pointOffset, color, intensity );
  14212. }
  14213. _vector3.getPositionFromMatrix( light.matrixWorld );
  14214. pointPositions[ pointOffset ] = _vector3.x;
  14215. pointPositions[ pointOffset + 1 ] = _vector3.y;
  14216. pointPositions[ pointOffset + 2 ] = _vector3.z;
  14217. pointDistances[ pointLength ] = distance;
  14218. pointLength += 1;
  14219. } else if ( light instanceof THREE.SpotLight ) {
  14220. spotCount += 1;
  14221. if ( ! light.visible ) continue;
  14222. spotOffset = spotLength * 3;
  14223. if ( _this.gammaInput ) {
  14224. setColorGamma( spotColors, spotOffset, color, intensity * intensity );
  14225. } else {
  14226. setColorLinear( spotColors, spotOffset, color, intensity );
  14227. }
  14228. _vector3.getPositionFromMatrix( light.matrixWorld );
  14229. spotPositions[ spotOffset ] = _vector3.x;
  14230. spotPositions[ spotOffset + 1 ] = _vector3.y;
  14231. spotPositions[ spotOffset + 2 ] = _vector3.z;
  14232. spotDistances[ spotLength ] = distance;
  14233. _direction.copy( _vector3 );
  14234. _vector3.getPositionFromMatrix( light.target.matrixWorld );
  14235. _direction.sub( _vector3 );
  14236. _direction.normalize();
  14237. spotDirections[ spotOffset ] = _direction.x;
  14238. spotDirections[ spotOffset + 1 ] = _direction.y;
  14239. spotDirections[ spotOffset + 2 ] = _direction.z;
  14240. spotAnglesCos[ spotLength ] = Math.cos( light.angle );
  14241. spotExponents[ spotLength ] = light.exponent;
  14242. spotLength += 1;
  14243. } else if ( light instanceof THREE.HemisphereLight ) {
  14244. hemiCount += 1;
  14245. if ( ! light.visible ) continue;
  14246. _direction.getPositionFromMatrix( light.matrixWorld );
  14247. _direction.normalize();
  14248. // skip lights with undefined direction
  14249. // these create troubles in OpenGL (making pixel black)
  14250. if ( _direction.x === 0 && _direction.y === 0 && _direction.z === 0 ) continue;
  14251. hemiOffset = hemiLength * 3;
  14252. hemiPositions[ hemiOffset ] = _direction.x;
  14253. hemiPositions[ hemiOffset + 1 ] = _direction.y;
  14254. hemiPositions[ hemiOffset + 2 ] = _direction.z;
  14255. skyColor = light.color;
  14256. groundColor = light.groundColor;
  14257. if ( _this.gammaInput ) {
  14258. intensitySq = intensity * intensity;
  14259. setColorGamma( hemiSkyColors, hemiOffset, skyColor, intensitySq );
  14260. setColorGamma( hemiGroundColors, hemiOffset, groundColor, intensitySq );
  14261. } else {
  14262. setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
  14263. setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
  14264. }
  14265. hemiLength += 1;
  14266. }
  14267. }
  14268. // null eventual remains from removed lights
  14269. // (this is to avoid if in shader)
  14270. for ( l = dirLength * 3, ll = Math.max( dirColors.length, dirCount * 3 ); l < ll; l ++ ) dirColors[ l ] = 0.0;
  14271. for ( l = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0;
  14272. for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
  14273. for ( l = hemiLength * 3, ll = Math.max( hemiSkyColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
  14274. for ( l = hemiLength * 3, ll = Math.max( hemiGroundColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiGroundColors[ l ] = 0.0;
  14275. zlights.directional.length = dirLength;
  14276. zlights.point.length = pointLength;
  14277. zlights.spot.length = spotLength;
  14278. zlights.hemi.length = hemiLength;
  14279. zlights.ambient[ 0 ] = r;
  14280. zlights.ambient[ 1 ] = g;
  14281. zlights.ambient[ 2 ] = b;
  14282. };
  14283. // GL state setting
  14284. this.setFaceCulling = function ( cullFace, frontFaceDirection ) {
  14285. if ( cullFace === THREE.CullFaceNone ) {
  14286. _gl.disable( _gl.CULL_FACE );
  14287. } else {
  14288. if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {
  14289. _gl.frontFace( _gl.CW );
  14290. } else {
  14291. _gl.frontFace( _gl.CCW );
  14292. }
  14293. if ( cullFace === THREE.CullFaceBack ) {
  14294. _gl.cullFace( _gl.BACK );
  14295. } else if ( cullFace === THREE.CullFaceFront ) {
  14296. _gl.cullFace( _gl.FRONT );
  14297. } else {
  14298. _gl.cullFace( _gl.FRONT_AND_BACK );
  14299. }
  14300. _gl.enable( _gl.CULL_FACE );
  14301. }
  14302. };
  14303. this.setMaterialFaces = function ( material ) {
  14304. var doubleSided = material.side === THREE.DoubleSide;
  14305. var flipSided = material.side === THREE.BackSide;
  14306. if ( _oldDoubleSided !== doubleSided ) {
  14307. if ( doubleSided ) {
  14308. _gl.disable( _gl.CULL_FACE );
  14309. } else {
  14310. _gl.enable( _gl.CULL_FACE );
  14311. }
  14312. _oldDoubleSided = doubleSided;
  14313. }
  14314. if ( _oldFlipSided !== flipSided ) {
  14315. if ( flipSided ) {
  14316. _gl.frontFace( _gl.CW );
  14317. } else {
  14318. _gl.frontFace( _gl.CCW );
  14319. }
  14320. _oldFlipSided = flipSided;
  14321. }
  14322. };
  14323. this.setDepthTest = function ( depthTest ) {
  14324. if ( _oldDepthTest !== depthTest ) {
  14325. if ( depthTest ) {
  14326. _gl.enable( _gl.DEPTH_TEST );
  14327. } else {
  14328. _gl.disable( _gl.DEPTH_TEST );
  14329. }
  14330. _oldDepthTest = depthTest;
  14331. }
  14332. };
  14333. this.setDepthWrite = function ( depthWrite ) {
  14334. if ( _oldDepthWrite !== depthWrite ) {
  14335. _gl.depthMask( depthWrite );
  14336. _oldDepthWrite = depthWrite;
  14337. }
  14338. };
  14339. function setLineWidth ( width ) {
  14340. if ( width !== _oldLineWidth ) {
  14341. _gl.lineWidth( width );
  14342. _oldLineWidth = width;
  14343. }
  14344. };
  14345. function setPolygonOffset ( polygonoffset, factor, units ) {
  14346. if ( _oldPolygonOffset !== polygonoffset ) {
  14347. if ( polygonoffset ) {
  14348. _gl.enable( _gl.POLYGON_OFFSET_FILL );
  14349. } else {
  14350. _gl.disable( _gl.POLYGON_OFFSET_FILL );
  14351. }
  14352. _oldPolygonOffset = polygonoffset;
  14353. }
  14354. if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) {
  14355. _gl.polygonOffset( factor, units );
  14356. _oldPolygonOffsetFactor = factor;
  14357. _oldPolygonOffsetUnits = units;
  14358. }
  14359. };
  14360. this.setBlending = function ( blending, blendEquation, blendSrc, blendDst ) {
  14361. if ( blending !== _oldBlending ) {
  14362. if ( blending === THREE.NoBlending ) {
  14363. _gl.disable( _gl.BLEND );
  14364. } else if ( blending === THREE.AdditiveBlending ) {
  14365. _gl.enable( _gl.BLEND );
  14366. _gl.blendEquation( _gl.FUNC_ADD );
  14367. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
  14368. } else if ( blending === THREE.SubtractiveBlending ) {
  14369. // TODO: Find blendFuncSeparate() combination
  14370. _gl.enable( _gl.BLEND );
  14371. _gl.blendEquation( _gl.FUNC_ADD );
  14372. _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
  14373. } else if ( blending === THREE.MultiplyBlending ) {
  14374. // TODO: Find blendFuncSeparate() combination
  14375. _gl.enable( _gl.BLEND );
  14376. _gl.blendEquation( _gl.FUNC_ADD );
  14377. _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
  14378. } else if ( blending === THREE.CustomBlending ) {
  14379. _gl.enable( _gl.BLEND );
  14380. } else {
  14381. _gl.enable( _gl.BLEND );
  14382. _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
  14383. _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  14384. }
  14385. _oldBlending = blending;
  14386. }
  14387. if ( blending === THREE.CustomBlending ) {
  14388. if ( blendEquation !== _oldBlendEquation ) {
  14389. _gl.blendEquation( paramThreeToGL( blendEquation ) );
  14390. _oldBlendEquation = blendEquation;
  14391. }
  14392. if ( blendSrc !== _oldBlendSrc || blendDst !== _oldBlendDst ) {
  14393. _gl.blendFunc( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ) );
  14394. _oldBlendSrc = blendSrc;
  14395. _oldBlendDst = blendDst;
  14396. }
  14397. } else {
  14398. _oldBlendEquation = null;
  14399. _oldBlendSrc = null;
  14400. _oldBlendDst = null;
  14401. }
  14402. };
  14403. // Defines
  14404. function generateDefines ( defines ) {
  14405. var value, chunk, chunks = [];
  14406. for ( var d in defines ) {
  14407. value = defines[ d ];
  14408. if ( value === false ) continue;
  14409. chunk = "#define " + d + " " + value;
  14410. chunks.push( chunk );
  14411. }
  14412. return chunks.join( "\n" );
  14413. };
  14414. // Shaders
  14415. function buildProgram ( shaderID, fragmentShader, vertexShader, uniforms, attributes, defines, parameters ) {
  14416. var p, pl, d, program, code;
  14417. var chunks = [];
  14418. // Generate code
  14419. if ( shaderID ) {
  14420. chunks.push( shaderID );
  14421. } else {
  14422. chunks.push( fragmentShader );
  14423. chunks.push( vertexShader );
  14424. }
  14425. for ( d in defines ) {
  14426. chunks.push( d );
  14427. chunks.push( defines[ d ] );
  14428. }
  14429. for ( p in parameters ) {
  14430. chunks.push( p );
  14431. chunks.push( parameters[ p ] );
  14432. }
  14433. code = chunks.join();
  14434. // Check if code has been already compiled
  14435. for ( p = 0, pl = _programs.length; p < pl; p ++ ) {
  14436. var programInfo = _programs[ p ];
  14437. if ( programInfo.code === code ) {
  14438. // console.log( "Code already compiled." /*: \n\n" + code*/ );
  14439. programInfo.usedTimes ++;
  14440. return programInfo.program;
  14441. }
  14442. }
  14443. var shadowMapTypeDefine = "SHADOWMAP_TYPE_BASIC";
  14444. if ( parameters.shadowMapType === THREE.PCFShadowMap ) {
  14445. shadowMapTypeDefine = "SHADOWMAP_TYPE_PCF";
  14446. } else if ( parameters.shadowMapType === THREE.PCFSoftShadowMap ) {
  14447. shadowMapTypeDefine = "SHADOWMAP_TYPE_PCF_SOFT";
  14448. }
  14449. // console.log( "building new program " );
  14450. //
  14451. var customDefines = generateDefines( defines );
  14452. //
  14453. program = _gl.createProgram();
  14454. var prefix_vertex = [
  14455. "precision " + _precision + " float;",
  14456. customDefines,
  14457. _supportsVertexTextures ? "#define VERTEX_TEXTURES" : "",
  14458. _this.gammaInput ? "#define GAMMA_INPUT" : "",
  14459. _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
  14460. _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",
  14461. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  14462. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  14463. "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
  14464. "#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
  14465. "#define MAX_SHADOWS " + parameters.maxShadows,
  14466. "#define MAX_BONES " + parameters.maxBones,
  14467. parameters.map ? "#define USE_MAP" : "",
  14468. parameters.envMap ? "#define USE_ENVMAP" : "",
  14469. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  14470. parameters.bumpMap ? "#define USE_BUMPMAP" : "",
  14471. parameters.normalMap ? "#define USE_NORMALMAP" : "",
  14472. parameters.specularMap ? "#define USE_SPECULARMAP" : "",
  14473. parameters.vertexColors ? "#define USE_COLOR" : "",
  14474. parameters.skinning ? "#define USE_SKINNING" : "",
  14475. parameters.useVertexTexture ? "#define BONE_TEXTURE" : "",
  14476. parameters.boneTextureWidth ? "#define N_BONE_PIXEL_X " + parameters.boneTextureWidth.toFixed( 1 ) : "",
  14477. parameters.boneTextureHeight ? "#define N_BONE_PIXEL_Y " + parameters.boneTextureHeight.toFixed( 1 ) : "",
  14478. parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
  14479. parameters.morphNormals ? "#define USE_MORPHNORMALS" : "",
  14480. parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
  14481. parameters.wrapAround ? "#define WRAP_AROUND" : "",
  14482. parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
  14483. parameters.flipSided ? "#define FLIP_SIDED" : "",
  14484. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  14485. parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
  14486. parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
  14487. parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
  14488. parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
  14489. "uniform mat4 modelMatrix;",
  14490. "uniform mat4 modelViewMatrix;",
  14491. "uniform mat4 projectionMatrix;",
  14492. "uniform mat4 viewMatrix;",
  14493. "uniform mat3 normalMatrix;",
  14494. "uniform vec3 cameraPosition;",
  14495. "attribute vec3 position;",
  14496. "attribute vec3 normal;",
  14497. "attribute vec2 uv;",
  14498. "attribute vec2 uv2;",
  14499. "#ifdef USE_COLOR",
  14500. "attribute vec3 color;",
  14501. "#endif",
  14502. "#ifdef USE_MORPHTARGETS",
  14503. "attribute vec3 morphTarget0;",
  14504. "attribute vec3 morphTarget1;",
  14505. "attribute vec3 morphTarget2;",
  14506. "attribute vec3 morphTarget3;",
  14507. "#ifdef USE_MORPHNORMALS",
  14508. "attribute vec3 morphNormal0;",
  14509. "attribute vec3 morphNormal1;",
  14510. "attribute vec3 morphNormal2;",
  14511. "attribute vec3 morphNormal3;",
  14512. "#else",
  14513. "attribute vec3 morphTarget4;",
  14514. "attribute vec3 morphTarget5;",
  14515. "attribute vec3 morphTarget6;",
  14516. "attribute vec3 morphTarget7;",
  14517. "#endif",
  14518. "#endif",
  14519. "#ifdef USE_SKINNING",
  14520. "attribute vec4 skinIndex;",
  14521. "attribute vec4 skinWeight;",
  14522. "#endif",
  14523. ""
  14524. ].join("\n");
  14525. var prefix_fragment = [
  14526. "precision " + _precision + " float;",
  14527. ( parameters.bumpMap || parameters.normalMap ) ? "#extension GL_OES_standard_derivatives : enable" : "",
  14528. customDefines,
  14529. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  14530. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  14531. "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
  14532. "#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
  14533. "#define MAX_SHADOWS " + parameters.maxShadows,
  14534. parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "",
  14535. _this.gammaInput ? "#define GAMMA_INPUT" : "",
  14536. _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
  14537. _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",
  14538. ( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "",
  14539. ( parameters.useFog && parameters.fogExp ) ? "#define FOG_EXP2" : "",
  14540. parameters.map ? "#define USE_MAP" : "",
  14541. parameters.envMap ? "#define USE_ENVMAP" : "",
  14542. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  14543. parameters.bumpMap ? "#define USE_BUMPMAP" : "",
  14544. parameters.normalMap ? "#define USE_NORMALMAP" : "",
  14545. parameters.specularMap ? "#define USE_SPECULARMAP" : "",
  14546. parameters.vertexColors ? "#define USE_COLOR" : "",
  14547. parameters.metal ? "#define METAL" : "",
  14548. parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
  14549. parameters.wrapAround ? "#define WRAP_AROUND" : "",
  14550. parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
  14551. parameters.flipSided ? "#define FLIP_SIDED" : "",
  14552. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  14553. parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
  14554. parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
  14555. parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
  14556. "uniform mat4 viewMatrix;",
  14557. "uniform vec3 cameraPosition;",
  14558. ""
  14559. ].join("\n");
  14560. var glVertexShader = getShader( "vertex", prefix_vertex + vertexShader );
  14561. var glFragmentShader = getShader( "fragment", prefix_fragment + fragmentShader );
  14562. _gl.attachShader( program, glVertexShader );
  14563. _gl.attachShader( program, glFragmentShader );
  14564. _gl.linkProgram( program );
  14565. if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
  14566. console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
  14567. }
  14568. // clean up
  14569. _gl.deleteShader( glFragmentShader );
  14570. _gl.deleteShader( glVertexShader );
  14571. // console.log( prefix_fragment + fragmentShader );
  14572. // console.log( prefix_vertex + vertexShader );
  14573. program.uniforms = {};
  14574. program.attributes = {};
  14575. var identifiers, u, a, i;
  14576. // cache uniform locations
  14577. identifiers = [
  14578. 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'modelMatrix', 'cameraPosition',
  14579. 'morphTargetInfluences'
  14580. ];
  14581. if ( parameters.useVertexTexture ) {
  14582. identifiers.push( 'boneTexture' );
  14583. } else {
  14584. identifiers.push( 'boneGlobalMatrices' );
  14585. }
  14586. for ( u in uniforms ) {
  14587. identifiers.push( u );
  14588. }
  14589. cacheUniformLocations( program, identifiers );
  14590. // cache attributes locations
  14591. identifiers = [
  14592. "position", "normal", "uv", "uv2", "tangent", "color",
  14593. "skinIndex", "skinWeight", "lineDistance"
  14594. ];
  14595. for ( i = 0; i < parameters.maxMorphTargets; i ++ ) {
  14596. identifiers.push( "morphTarget" + i );
  14597. }
  14598. for ( i = 0; i < parameters.maxMorphNormals; i ++ ) {
  14599. identifiers.push( "morphNormal" + i );
  14600. }
  14601. for ( a in attributes ) {
  14602. identifiers.push( a );
  14603. }
  14604. cacheAttributeLocations( program, identifiers );
  14605. program.id = _programs_counter ++;
  14606. _programs.push( { program: program, code: code, usedTimes: 1 } );
  14607. _this.info.memory.programs = _programs.length;
  14608. return program;
  14609. };
  14610. // Shader parameters cache
  14611. function cacheUniformLocations ( program, identifiers ) {
  14612. var i, l, id;
  14613. for( i = 0, l = identifiers.length; i < l; i ++ ) {
  14614. id = identifiers[ i ];
  14615. program.uniforms[ id ] = _gl.getUniformLocation( program, id );
  14616. }
  14617. };
  14618. function cacheAttributeLocations ( program, identifiers ) {
  14619. var i, l, id;
  14620. for( i = 0, l = identifiers.length; i < l; i ++ ) {
  14621. id = identifiers[ i ];
  14622. program.attributes[ id ] = _gl.getAttribLocation( program, id );
  14623. }
  14624. };
  14625. function addLineNumbers ( string ) {
  14626. var chunks = string.split( "\n" );
  14627. for ( var i = 0, il = chunks.length; i < il; i ++ ) {
  14628. // Chrome reports shader errors on lines
  14629. // starting counting from 1
  14630. chunks[ i ] = ( i + 1 ) + ": " + chunks[ i ];
  14631. }
  14632. return chunks.join( "\n" );
  14633. };
  14634. function getShader ( type, string ) {
  14635. var shader;
  14636. if ( type === "fragment" ) {
  14637. shader = _gl.createShader( _gl.FRAGMENT_SHADER );
  14638. } else if ( type === "vertex" ) {
  14639. shader = _gl.createShader( _gl.VERTEX_SHADER );
  14640. }
  14641. _gl.shaderSource( shader, string );
  14642. _gl.compileShader( shader );
  14643. if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
  14644. console.error( _gl.getShaderInfoLog( shader ) );
  14645. console.error( addLineNumbers( string ) );
  14646. return null;
  14647. }
  14648. return shader;
  14649. };
  14650. // Textures
  14651. function isPowerOfTwo ( value ) {
  14652. return ( value & ( value - 1 ) ) === 0;
  14653. };
  14654. function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
  14655. if ( isImagePowerOfTwo ) {
  14656. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  14657. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  14658. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  14659. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  14660. } else {
  14661. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  14662. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  14663. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  14664. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  14665. }
  14666. if ( _glExtensionTextureFilterAnisotropic && texture.type !== THREE.FloatType ) {
  14667. if ( texture.anisotropy > 1 || texture.__oldAnisotropy ) {
  14668. _gl.texParameterf( textureType, _glExtensionTextureFilterAnisotropic.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _maxAnisotropy ) );
  14669. texture.__oldAnisotropy = texture.anisotropy;
  14670. }
  14671. }
  14672. };
  14673. this.setTexture = function ( texture, slot ) {
  14674. if ( texture.needsUpdate ) {
  14675. if ( ! texture.__webglInit ) {
  14676. texture.__webglInit = true;
  14677. texture.addEventListener( 'dispose', onTextureDispose );
  14678. texture.__webglTexture = _gl.createTexture();
  14679. _this.info.memory.textures ++;
  14680. }
  14681. _gl.activeTexture( _gl.TEXTURE0 + slot );
  14682. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  14683. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  14684. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  14685. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  14686. var image = texture.image,
  14687. isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
  14688. glFormat = paramThreeToGL( texture.format ),
  14689. glType = paramThreeToGL( texture.type );
  14690. setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
  14691. var mipmap, mipmaps = texture.mipmaps;
  14692. if ( texture instanceof THREE.DataTexture ) {
  14693. // use manually created mipmaps if available
  14694. // if there are no manual mipmaps
  14695. // set 0 level mipmap and then use GL to generate other mipmap levels
  14696. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  14697. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  14698. mipmap = mipmaps[ i ];
  14699. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  14700. }
  14701. texture.generateMipmaps = false;
  14702. } else {
  14703. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
  14704. }
  14705. } else if ( texture instanceof THREE.CompressedTexture ) {
  14706. // compressed textures can only use manually created mipmaps
  14707. // WebGL can't generate mipmaps for DDS textures
  14708. for( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  14709. mipmap = mipmaps[ i ];
  14710. _gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  14711. }
  14712. } else { // regular Texture (image, video, canvas)
  14713. // use manually created mipmaps if available
  14714. // if there are no manual mipmaps
  14715. // set 0 level mipmap and then use GL to generate other mipmap levels
  14716. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  14717. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  14718. mipmap = mipmaps[ i ];
  14719. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
  14720. }
  14721. texture.generateMipmaps = false;
  14722. } else {
  14723. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
  14724. }
  14725. }
  14726. if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  14727. texture.needsUpdate = false;
  14728. if ( texture.onUpdate ) texture.onUpdate();
  14729. } else {
  14730. _gl.activeTexture( _gl.TEXTURE0 + slot );
  14731. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  14732. }
  14733. };
  14734. function clampToMaxSize ( image, maxSize ) {
  14735. if ( image.width <= maxSize && image.height <= maxSize ) {
  14736. return image;
  14737. }
  14738. // Warning: Scaling through the canvas will only work with images that use
  14739. // premultiplied alpha.
  14740. var maxDimension = Math.max( image.width, image.height );
  14741. var newWidth = Math.floor( image.width * maxSize / maxDimension );
  14742. var newHeight = Math.floor( image.height * maxSize / maxDimension );
  14743. var canvas = document.createElement( 'canvas' );
  14744. canvas.width = newWidth;
  14745. canvas.height = newHeight;
  14746. var ctx = canvas.getContext( "2d" );
  14747. ctx.drawImage( image, 0, 0, image.width, image.height, 0, 0, newWidth, newHeight );
  14748. return canvas;
  14749. }
  14750. function setCubeTexture ( texture, slot ) {
  14751. if ( texture.image.length === 6 ) {
  14752. if ( texture.needsUpdate ) {
  14753. if ( ! texture.image.__webglTextureCube ) {
  14754. texture.image.__webglTextureCube = _gl.createTexture();
  14755. _this.info.memory.textures ++;
  14756. }
  14757. _gl.activeTexture( _gl.TEXTURE0 + slot );
  14758. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  14759. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  14760. var isCompressed = texture instanceof THREE.CompressedTexture;
  14761. var cubeImage = [];
  14762. for ( var i = 0; i < 6; i ++ ) {
  14763. if ( _this.autoScaleCubemaps && ! isCompressed ) {
  14764. cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );
  14765. } else {
  14766. cubeImage[ i ] = texture.image[ i ];
  14767. }
  14768. }
  14769. var image = cubeImage[ 0 ],
  14770. isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
  14771. glFormat = paramThreeToGL( texture.format ),
  14772. glType = paramThreeToGL( texture.type );
  14773. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
  14774. for ( var i = 0; i < 6; i ++ ) {
  14775. if ( isCompressed ) {
  14776. var mipmap, mipmaps = cubeImage[ i ].mipmaps;
  14777. for( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
  14778. mipmap = mipmaps[ j ];
  14779. _gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  14780. }
  14781. } else {
  14782. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
  14783. }
  14784. }
  14785. if ( texture.generateMipmaps && isImagePowerOfTwo ) {
  14786. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  14787. }
  14788. texture.needsUpdate = false;
  14789. if ( texture.onUpdate ) texture.onUpdate();
  14790. } else {
  14791. _gl.activeTexture( _gl.TEXTURE0 + slot );
  14792. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  14793. }
  14794. }
  14795. };
  14796. function setCubeTextureDynamic ( texture, slot ) {
  14797. _gl.activeTexture( _gl.TEXTURE0 + slot );
  14798. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
  14799. };
  14800. // Render targets
  14801. function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
  14802. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  14803. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
  14804. };
  14805. function setupRenderBuffer ( renderbuffer, renderTarget ) {
  14806. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  14807. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  14808. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  14809. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  14810. /* For some reason this is not working. Defaulting to RGBA4.
  14811. } else if( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  14812. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
  14813. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  14814. */
  14815. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  14816. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  14817. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  14818. } else {
  14819. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
  14820. }
  14821. };
  14822. this.setRenderTarget = function ( renderTarget ) {
  14823. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  14824. if ( renderTarget && ! renderTarget.__webglFramebuffer ) {
  14825. if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
  14826. if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
  14827. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  14828. renderTarget.__webglTexture = _gl.createTexture();
  14829. _this.info.memory.textures ++;
  14830. // Setup texture, create render and frame buffers
  14831. var isTargetPowerOfTwo = isPowerOfTwo( renderTarget.width ) && isPowerOfTwo( renderTarget.height ),
  14832. glFormat = paramThreeToGL( renderTarget.format ),
  14833. glType = paramThreeToGL( renderTarget.type );
  14834. if ( isCube ) {
  14835. renderTarget.__webglFramebuffer = [];
  14836. renderTarget.__webglRenderbuffer = [];
  14837. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  14838. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
  14839. for ( var i = 0; i < 6; i ++ ) {
  14840. renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  14841. renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
  14842. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  14843. setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  14844. setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
  14845. }
  14846. if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  14847. } else {
  14848. renderTarget.__webglFramebuffer = _gl.createFramebuffer();
  14849. if ( renderTarget.shareDepthFrom ) {
  14850. renderTarget.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;
  14851. } else {
  14852. renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
  14853. }
  14854. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  14855. setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
  14856. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  14857. setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
  14858. if ( renderTarget.shareDepthFrom ) {
  14859. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  14860. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
  14861. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  14862. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
  14863. }
  14864. } else {
  14865. setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
  14866. }
  14867. if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  14868. }
  14869. // Release everything
  14870. if ( isCube ) {
  14871. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  14872. } else {
  14873. _gl.bindTexture( _gl.TEXTURE_2D, null );
  14874. }
  14875. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  14876. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  14877. }
  14878. var framebuffer, width, height, vx, vy;
  14879. if ( renderTarget ) {
  14880. if ( isCube ) {
  14881. framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
  14882. } else {
  14883. framebuffer = renderTarget.__webglFramebuffer;
  14884. }
  14885. width = renderTarget.width;
  14886. height = renderTarget.height;
  14887. vx = 0;
  14888. vy = 0;
  14889. } else {
  14890. framebuffer = null;
  14891. width = _viewportWidth;
  14892. height = _viewportHeight;
  14893. vx = _viewportX;
  14894. vy = _viewportY;
  14895. }
  14896. if ( framebuffer !== _currentFramebuffer ) {
  14897. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  14898. _gl.viewport( vx, vy, width, height );
  14899. _currentFramebuffer = framebuffer;
  14900. }
  14901. _currentWidth = width;
  14902. _currentHeight = height;
  14903. };
  14904. function updateRenderTargetMipmap ( renderTarget ) {
  14905. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  14906. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  14907. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  14908. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  14909. } else {
  14910. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  14911. _gl.generateMipmap( _gl.TEXTURE_2D );
  14912. _gl.bindTexture( _gl.TEXTURE_2D, null );
  14913. }
  14914. };
  14915. // Fallback filters for non-power-of-2 textures
  14916. function filterFallback ( f ) {
  14917. if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
  14918. return _gl.NEAREST;
  14919. }
  14920. return _gl.LINEAR;
  14921. };
  14922. // Map three.js constants to WebGL constants
  14923. function paramThreeToGL ( p ) {
  14924. if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
  14925. if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
  14926. if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
  14927. if ( p === THREE.NearestFilter ) return _gl.NEAREST;
  14928. if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
  14929. if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
  14930. if ( p === THREE.LinearFilter ) return _gl.LINEAR;
  14931. if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
  14932. if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
  14933. if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
  14934. if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
  14935. if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
  14936. if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
  14937. if ( p === THREE.ByteType ) return _gl.BYTE;
  14938. if ( p === THREE.ShortType ) return _gl.SHORT;
  14939. if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
  14940. if ( p === THREE.IntType ) return _gl.INT;
  14941. if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
  14942. if ( p === THREE.FloatType ) return _gl.FLOAT;
  14943. if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
  14944. if ( p === THREE.RGBFormat ) return _gl.RGB;
  14945. if ( p === THREE.RGBAFormat ) return _gl.RGBA;
  14946. if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
  14947. if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
  14948. if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
  14949. if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
  14950. if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
  14951. if ( p === THREE.ZeroFactor ) return _gl.ZERO;
  14952. if ( p === THREE.OneFactor ) return _gl.ONE;
  14953. if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
  14954. if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
  14955. if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
  14956. if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
  14957. if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
  14958. if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
  14959. if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
  14960. if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
  14961. if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
  14962. if ( _glExtensionCompressedTextureS3TC !== undefined ) {
  14963. if ( p === THREE.RGB_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGB_S3TC_DXT1_EXT;
  14964. if ( p === THREE.RGBA_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  14965. if ( p === THREE.RGBA_S3TC_DXT3_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  14966. if ( p === THREE.RGBA_S3TC_DXT5_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  14967. }
  14968. return 0;
  14969. };
  14970. // Allocations
  14971. function allocateBones ( object ) {
  14972. if ( _supportsBoneTextures && object && object.useVertexTexture ) {
  14973. return 1024;
  14974. } else {
  14975. // default for when object is not specified
  14976. // ( for example when prebuilding shader
  14977. // to be used with multiple objects )
  14978. //
  14979. // - leave some extra space for other uniforms
  14980. // - limit here is ANGLE's 254 max uniform vectors
  14981. // (up to 54 should be safe)
  14982. var nVertexUniforms = _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS );
  14983. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  14984. var maxBones = nVertexMatrices;
  14985. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  14986. maxBones = Math.min( object.bones.length, maxBones );
  14987. if ( maxBones < object.bones.length ) {
  14988. console.warn( "WebGLRenderer: too many bones - " + object.bones.length + ", this GPU supports just " + maxBones + " (try OpenGL instead of ANGLE)" );
  14989. }
  14990. }
  14991. return maxBones;
  14992. }
  14993. };
  14994. function allocateLights ( lights ) {
  14995. var l, ll, light, dirLights, pointLights, spotLights, hemiLights;
  14996. dirLights = pointLights = spotLights = hemiLights = 0;
  14997. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  14998. light = lights[ l ];
  14999. if ( light.onlyShadow ) continue;
  15000. if ( light instanceof THREE.DirectionalLight ) dirLights ++;
  15001. if ( light instanceof THREE.PointLight ) pointLights ++;
  15002. if ( light instanceof THREE.SpotLight ) spotLights ++;
  15003. if ( light instanceof THREE.HemisphereLight ) hemiLights ++;
  15004. }
  15005. return { 'directional' : dirLights, 'point' : pointLights, 'spot': spotLights, 'hemi': hemiLights };
  15006. };
  15007. function allocateShadows ( lights ) {
  15008. var l, ll, light, maxShadows = 0;
  15009. for ( l = 0, ll = lights.length; l < ll; l++ ) {
  15010. light = lights[ l ];
  15011. if ( ! light.castShadow ) continue;
  15012. if ( light instanceof THREE.SpotLight ) maxShadows ++;
  15013. if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;
  15014. }
  15015. return maxShadows;
  15016. };
  15017. // Initialization
  15018. function initGL () {
  15019. try {
  15020. if ( ! ( _gl = _canvas.getContext( 'experimental-webgl', { alpha: _alpha, premultipliedAlpha: _premultipliedAlpha, antialias: _antialias, stencil: _stencil, preserveDrawingBuffer: _preserveDrawingBuffer } ) ) ) {
  15021. throw 'Error creating WebGL context.';
  15022. }
  15023. } catch ( error ) {
  15024. console.error( error );
  15025. }
  15026. _glExtensionTextureFloat = _gl.getExtension( 'OES_texture_float' );
  15027. _glExtensionStandardDerivatives = _gl.getExtension( 'OES_standard_derivatives' );
  15028. _glExtensionTextureFilterAnisotropic = _gl.getExtension( 'EXT_texture_filter_anisotropic' ) ||
  15029. _gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) ||
  15030. _gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  15031. _glExtensionCompressedTextureS3TC = _gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) ||
  15032. _gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) ||
  15033. _gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  15034. if ( ! _glExtensionTextureFloat ) {
  15035. console.log( 'THREE.WebGLRenderer: Float textures not supported.' );
  15036. }
  15037. if ( ! _glExtensionStandardDerivatives ) {
  15038. console.log( 'THREE.WebGLRenderer: Standard derivatives not supported.' );
  15039. }
  15040. if ( ! _glExtensionTextureFilterAnisotropic ) {
  15041. console.log( 'THREE.WebGLRenderer: Anisotropic texture filtering not supported.' );
  15042. }
  15043. if ( ! _glExtensionCompressedTextureS3TC ) {
  15044. console.log( 'THREE.WebGLRenderer: S3TC compressed textures not supported.' );
  15045. }
  15046. if ( _gl.getShaderPrecisionFormat === undefined ) {
  15047. _gl.getShaderPrecisionFormat = function() {
  15048. return {
  15049. "rangeMin" : 1,
  15050. "rangeMax" : 1,
  15051. "precision" : 1
  15052. };
  15053. }
  15054. }
  15055. };
  15056. function setDefaultGLState () {
  15057. _gl.clearColor( 0, 0, 0, 1 );
  15058. _gl.clearDepth( 1 );
  15059. _gl.clearStencil( 0 );
  15060. _gl.enable( _gl.DEPTH_TEST );
  15061. _gl.depthFunc( _gl.LEQUAL );
  15062. _gl.frontFace( _gl.CCW );
  15063. _gl.cullFace( _gl.BACK );
  15064. _gl.enable( _gl.CULL_FACE );
  15065. _gl.enable( _gl.BLEND );
  15066. _gl.blendEquation( _gl.FUNC_ADD );
  15067. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
  15068. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  15069. };
  15070. // default plugins (order is important)
  15071. this.shadowMapPlugin = new THREE.ShadowMapPlugin();
  15072. this.addPrePlugin( this.shadowMapPlugin );
  15073. this.addPostPlugin( new THREE.SpritePlugin() );
  15074. this.addPostPlugin( new THREE.LensFlarePlugin() );
  15075. };
  15076. /**
  15077. * @author szimek / https://github.com/szimek/
  15078. * @author alteredq / http://alteredqualia.com/
  15079. */
  15080. THREE.WebGLRenderTarget = function ( width, height, options ) {
  15081. THREE.EventDispatcher.call( this );
  15082. this.width = width;
  15083. this.height = height;
  15084. options = options || {};
  15085. this.wrapS = options.wrapS !== undefined ? options.wrapS : THREE.ClampToEdgeWrapping;
  15086. this.wrapT = options.wrapT !== undefined ? options.wrapT : THREE.ClampToEdgeWrapping;
  15087. this.magFilter = options.magFilter !== undefined ? options.magFilter : THREE.LinearFilter;
  15088. this.minFilter = options.minFilter !== undefined ? options.minFilter : THREE.LinearMipMapLinearFilter;
  15089. this.anisotropy = options.anisotropy !== undefined ? options.anisotropy : 1;
  15090. this.offset = new THREE.Vector2( 0, 0 );
  15091. this.repeat = new THREE.Vector2( 1, 1 );
  15092. this.format = options.format !== undefined ? options.format : THREE.RGBAFormat;
  15093. this.type = options.type !== undefined ? options.type : THREE.UnsignedByteType;
  15094. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  15095. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
  15096. this.generateMipmaps = true;
  15097. this.shareDepthFrom = null;
  15098. };
  15099. THREE.WebGLRenderTarget.prototype.clone = function() {
  15100. var tmp = new THREE.WebGLRenderTarget( this.width, this.height );
  15101. tmp.wrapS = this.wrapS;
  15102. tmp.wrapT = this.wrapT;
  15103. tmp.magFilter = this.magFilter;
  15104. tmp.minFilter = this.minFilter;
  15105. tmp.anisotropy = this.anisotropy;
  15106. tmp.offset.copy( this.offset );
  15107. tmp.repeat.copy( this.repeat );
  15108. tmp.format = this.format;
  15109. tmp.type = this.type;
  15110. tmp.depthBuffer = this.depthBuffer;
  15111. tmp.stencilBuffer = this.stencilBuffer;
  15112. tmp.generateMipmaps = this.generateMipmaps;
  15113. tmp.shareDepthFrom = this.shareDepthFrom;
  15114. return tmp;
  15115. };
  15116. THREE.WebGLRenderTarget.prototype.dispose = function () {
  15117. this.dispatchEvent( { type: 'dispose' } );
  15118. };
  15119. /**
  15120. * @author alteredq / http://alteredqualia.com
  15121. */
  15122. THREE.WebGLRenderTargetCube = function ( width, height, options ) {
  15123. THREE.WebGLRenderTarget.call( this, width, height, options );
  15124. this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5
  15125. };
  15126. THREE.WebGLRenderTargetCube.prototype = Object.create( THREE.WebGLRenderTarget.prototype );
  15127. /**
  15128. * @author mrdoob / http://mrdoob.com/
  15129. */
  15130. THREE.RenderableVertex = function () {
  15131. this.positionWorld = new THREE.Vector3();
  15132. this.positionScreen = new THREE.Vector4();
  15133. this.visible = true;
  15134. };
  15135. THREE.RenderableVertex.prototype.copy = function ( vertex ) {
  15136. this.positionWorld.copy( vertex.positionWorld );
  15137. this.positionScreen.copy( vertex.positionScreen );
  15138. };
  15139. /**
  15140. * @author mrdoob / http://mrdoob.com/
  15141. */
  15142. THREE.RenderableFace3 = function () {
  15143. this.v1 = new THREE.RenderableVertex();
  15144. this.v2 = new THREE.RenderableVertex();
  15145. this.v3 = new THREE.RenderableVertex();
  15146. this.centroidModel = new THREE.Vector3();
  15147. this.normalModel = new THREE.Vector3();
  15148. this.normalModelView = new THREE.Vector3();
  15149. this.vertexNormalsLength = 0;
  15150. this.vertexNormalsModel = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
  15151. this.vertexNormalsModelView = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
  15152. this.color = null;
  15153. this.material = null;
  15154. this.uvs = [[]];
  15155. this.z = null;
  15156. };
  15157. /**
  15158. * @author mrdoob / http://mrdoob.com/
  15159. */
  15160. THREE.RenderableFace4 = function () {
  15161. this.v1 = new THREE.RenderableVertex();
  15162. this.v2 = new THREE.RenderableVertex();
  15163. this.v3 = new THREE.RenderableVertex();
  15164. this.v4 = new THREE.RenderableVertex();
  15165. this.centroidModel = new THREE.Vector3();
  15166. this.normalModel = new THREE.Vector3();
  15167. this.normalModelView = new THREE.Vector3();
  15168. this.vertexNormalsLength = 0;
  15169. this.vertexNormalsModel = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
  15170. this.vertexNormalsModelView = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
  15171. this.color = null;
  15172. this.material = null;
  15173. this.uvs = [[]];
  15174. this.z = null;
  15175. };
  15176. /**
  15177. * @author mrdoob / http://mrdoob.com/
  15178. */
  15179. THREE.RenderableObject = function () {
  15180. this.object = null;
  15181. this.z = null;
  15182. };
  15183. /**
  15184. * @author mrdoob / http://mrdoob.com/
  15185. */
  15186. THREE.RenderableParticle = function () {
  15187. this.object = null;
  15188. this.x = null;
  15189. this.y = null;
  15190. this.z = null;
  15191. this.rotation = null;
  15192. this.scale = new THREE.Vector2();
  15193. this.material = null;
  15194. };
  15195. /**
  15196. * @author mrdoob / http://mrdoob.com/
  15197. */
  15198. THREE.RenderableLine = function () {
  15199. this.z = null;
  15200. this.v1 = new THREE.RenderableVertex();
  15201. this.v2 = new THREE.RenderableVertex();
  15202. this.material = null;
  15203. };
  15204. /**
  15205. * @author mrdoob / http://mrdoob.com/
  15206. * @author alteredq / http://alteredqualia.com/
  15207. */
  15208. THREE.GeometryUtils = {
  15209. // Merge two geometries or geometry and geometry from object (using object's transform)
  15210. merge: function ( geometry1, object2 /* mesh | geometry */ ) {
  15211. var matrix, normalMatrix,
  15212. vertexOffset = geometry1.vertices.length,
  15213. uvPosition = geometry1.faceVertexUvs[ 0 ].length,
  15214. geometry2 = object2 instanceof THREE.Mesh ? object2.geometry : object2,
  15215. vertices1 = geometry1.vertices,
  15216. vertices2 = geometry2.vertices,
  15217. faces1 = geometry1.faces,
  15218. faces2 = geometry2.faces,
  15219. uvs1 = geometry1.faceVertexUvs[ 0 ],
  15220. uvs2 = geometry2.faceVertexUvs[ 0 ];
  15221. if ( object2 instanceof THREE.Mesh ) {
  15222. object2.matrixAutoUpdate && object2.updateMatrix();
  15223. matrix = object2.matrix;
  15224. normalMatrix = new THREE.Matrix3();
  15225. normalMatrix.getInverse( matrix );
  15226. normalMatrix.transpose();
  15227. }
  15228. // vertices
  15229. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  15230. var vertex = vertices2[ i ];
  15231. var vertexCopy = vertex.clone();
  15232. if ( matrix ) vertexCopy.applyMatrix4( matrix );
  15233. vertices1.push( vertexCopy );
  15234. }
  15235. // faces
  15236. for ( i = 0, il = faces2.length; i < il; i ++ ) {
  15237. var face = faces2[ i ], faceCopy, normal, color,
  15238. faceVertexNormals = face.vertexNormals,
  15239. faceVertexColors = face.vertexColors;
  15240. if ( face instanceof THREE.Face3 ) {
  15241. faceCopy = new THREE.Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  15242. } else if ( face instanceof THREE.Face4 ) {
  15243. faceCopy = new THREE.Face4( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset, face.d + vertexOffset );
  15244. }
  15245. faceCopy.normal.copy( face.normal );
  15246. if ( normalMatrix ) {
  15247. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  15248. }
  15249. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  15250. normal = faceVertexNormals[ j ].clone();
  15251. if ( normalMatrix ) {
  15252. normal.applyMatrix3( normalMatrix ).normalize();
  15253. }
  15254. faceCopy.vertexNormals.push( normal );
  15255. }
  15256. faceCopy.color.copy( face.color );
  15257. for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
  15258. color = faceVertexColors[ j ];
  15259. faceCopy.vertexColors.push( color.clone() );
  15260. }
  15261. faceCopy.materialIndex = face.materialIndex;
  15262. faceCopy.centroid.copy( face.centroid );
  15263. if ( matrix ) {
  15264. faceCopy.centroid.applyMatrix4( matrix );
  15265. }
  15266. faces1.push( faceCopy );
  15267. }
  15268. // uvs
  15269. for ( i = 0, il = uvs2.length; i < il; i ++ ) {
  15270. var uv = uvs2[ i ], uvCopy = [];
  15271. for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
  15272. uvCopy.push( new THREE.Vector2( uv[ j ].x, uv[ j ].y ) );
  15273. }
  15274. uvs1.push( uvCopy );
  15275. }
  15276. },
  15277. removeMaterials: function ( geometry, materialIndexArray ) {
  15278. var materialIndexMap = {};
  15279. for ( var i = 0, il = materialIndexArray.length; i < il; i ++ ) {
  15280. materialIndexMap[ materialIndexArray[i] ] = true;
  15281. }
  15282. var face, newFaces = [];
  15283. for ( var i = 0, il = geometry.faces.length; i < il; i ++ ) {
  15284. face = geometry.faces[ i ];
  15285. if ( ! ( face.materialIndex in materialIndexMap ) ) newFaces.push( face );
  15286. }
  15287. geometry.faces = newFaces;
  15288. },
  15289. // Get random point in triangle (via barycentric coordinates)
  15290. // (uniform distribution)
  15291. // http://www.cgafaq.info/wiki/Random_Point_In_Triangle
  15292. randomPointInTriangle: function ( vectorA, vectorB, vectorC ) {
  15293. var a, b, c,
  15294. point = new THREE.Vector3(),
  15295. tmp = THREE.GeometryUtils.__v1;
  15296. a = THREE.GeometryUtils.random();
  15297. b = THREE.GeometryUtils.random();
  15298. if ( ( a + b ) > 1 ) {
  15299. a = 1 - a;
  15300. b = 1 - b;
  15301. }
  15302. c = 1 - a - b;
  15303. point.copy( vectorA );
  15304. point.multiplyScalar( a );
  15305. tmp.copy( vectorB );
  15306. tmp.multiplyScalar( b );
  15307. point.add( tmp );
  15308. tmp.copy( vectorC );
  15309. tmp.multiplyScalar( c );
  15310. point.add( tmp );
  15311. return point;
  15312. },
  15313. // Get random point in face (triangle / quad)
  15314. // (uniform distribution)
  15315. randomPointInFace: function ( face, geometry, useCachedAreas ) {
  15316. var vA, vB, vC, vD;
  15317. if ( face instanceof THREE.Face3 ) {
  15318. vA = geometry.vertices[ face.a ];
  15319. vB = geometry.vertices[ face.b ];
  15320. vC = geometry.vertices[ face.c ];
  15321. return THREE.GeometryUtils.randomPointInTriangle( vA, vB, vC );
  15322. } else if ( face instanceof THREE.Face4 ) {
  15323. vA = geometry.vertices[ face.a ];
  15324. vB = geometry.vertices[ face.b ];
  15325. vC = geometry.vertices[ face.c ];
  15326. vD = geometry.vertices[ face.d ];
  15327. var area1, area2;
  15328. if ( useCachedAreas ) {
  15329. if ( face._area1 && face._area2 ) {
  15330. area1 = face._area1;
  15331. area2 = face._area2;
  15332. } else {
  15333. area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD );
  15334. area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD );
  15335. face._area1 = area1;
  15336. face._area2 = area2;
  15337. }
  15338. } else {
  15339. area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD ),
  15340. area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD );
  15341. }
  15342. var r = THREE.GeometryUtils.random() * ( area1 + area2 );
  15343. if ( r < area1 ) {
  15344. return THREE.GeometryUtils.randomPointInTriangle( vA, vB, vD );
  15345. } else {
  15346. return THREE.GeometryUtils.randomPointInTriangle( vB, vC, vD );
  15347. }
  15348. }
  15349. },
  15350. // Get uniformly distributed random points in mesh
  15351. // - create array with cumulative sums of face areas
  15352. // - pick random number from 0 to total area
  15353. // - find corresponding place in area array by binary search
  15354. // - get random point in face
  15355. randomPointsInGeometry: function ( geometry, n ) {
  15356. var face, i,
  15357. faces = geometry.faces,
  15358. vertices = geometry.vertices,
  15359. il = faces.length,
  15360. totalArea = 0,
  15361. cumulativeAreas = [],
  15362. vA, vB, vC, vD;
  15363. // precompute face areas
  15364. for ( i = 0; i < il; i ++ ) {
  15365. face = faces[ i ];
  15366. if ( face instanceof THREE.Face3 ) {
  15367. vA = vertices[ face.a ];
  15368. vB = vertices[ face.b ];
  15369. vC = vertices[ face.c ];
  15370. face._area = THREE.GeometryUtils.triangleArea( vA, vB, vC );
  15371. } else if ( face instanceof THREE.Face4 ) {
  15372. vA = vertices[ face.a ];
  15373. vB = vertices[ face.b ];
  15374. vC = vertices[ face.c ];
  15375. vD = vertices[ face.d ];
  15376. face._area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD );
  15377. face._area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD );
  15378. face._area = face._area1 + face._area2;
  15379. }
  15380. totalArea += face._area;
  15381. cumulativeAreas[ i ] = totalArea;
  15382. }
  15383. // binary search cumulative areas array
  15384. function binarySearchIndices( value ) {
  15385. function binarySearch( start, end ) {
  15386. // return closest larger index
  15387. // if exact number is not found
  15388. if ( end < start )
  15389. return start;
  15390. var mid = start + Math.floor( ( end - start ) / 2 );
  15391. if ( cumulativeAreas[ mid ] > value ) {
  15392. return binarySearch( start, mid - 1 );
  15393. } else if ( cumulativeAreas[ mid ] < value ) {
  15394. return binarySearch( mid + 1, end );
  15395. } else {
  15396. return mid;
  15397. }
  15398. }
  15399. var result = binarySearch( 0, cumulativeAreas.length - 1 )
  15400. return result;
  15401. }
  15402. // pick random face weighted by face area
  15403. var r, index,
  15404. result = [];
  15405. var stats = {};
  15406. for ( i = 0; i < n; i ++ ) {
  15407. r = THREE.GeometryUtils.random() * totalArea;
  15408. index = binarySearchIndices( r );
  15409. result[ i ] = THREE.GeometryUtils.randomPointInFace( faces[ index ], geometry, true );
  15410. if ( ! stats[ index ] ) {
  15411. stats[ index ] = 1;
  15412. } else {
  15413. stats[ index ] += 1;
  15414. }
  15415. }
  15416. return result;
  15417. },
  15418. // Get triangle area (half of parallelogram)
  15419. // http://mathworld.wolfram.com/TriangleArea.html
  15420. triangleArea: function ( vectorA, vectorB, vectorC ) {
  15421. var tmp1 = THREE.GeometryUtils.__v1,
  15422. tmp2 = THREE.GeometryUtils.__v2;
  15423. tmp1.subVectors( vectorB, vectorA );
  15424. tmp2.subVectors( vectorC, vectorA );
  15425. tmp1.cross( tmp2 );
  15426. return 0.5 * tmp1.length();
  15427. },
  15428. // Center geometry so that 0,0,0 is in center of bounding box
  15429. center: function ( geometry ) {
  15430. geometry.computeBoundingBox();
  15431. var bb = geometry.boundingBox;
  15432. var offset = new THREE.Vector3();
  15433. offset.addVectors( bb.min, bb.max );
  15434. offset.multiplyScalar( -0.5 );
  15435. geometry.applyMatrix( new THREE.Matrix4().makeTranslation( offset.x, offset.y, offset.z ) );
  15436. geometry.computeBoundingBox();
  15437. return offset;
  15438. },
  15439. // Normalize UVs to be from <0,1>
  15440. // (for now just the first set of UVs)
  15441. normalizeUVs: function ( geometry ) {
  15442. var uvSet = geometry.faceVertexUvs[ 0 ];
  15443. for ( var i = 0, il = uvSet.length; i < il; i ++ ) {
  15444. var uvs = uvSet[ i ];
  15445. for ( var j = 0, jl = uvs.length; j < jl; j ++ ) {
  15446. // texture repeat
  15447. if( uvs[ j ].x !== 1.0 ) uvs[ j ].x = uvs[ j ].x - Math.floor( uvs[ j ].x );
  15448. if( uvs[ j ].y !== 1.0 ) uvs[ j ].y = uvs[ j ].y - Math.floor( uvs[ j ].y );
  15449. }
  15450. }
  15451. },
  15452. triangulateQuads: function ( geometry ) {
  15453. var i, il, j, jl;
  15454. var faces = [];
  15455. var faceUvs = [];
  15456. var faceVertexUvs = [];
  15457. for ( i = 0, il = geometry.faceUvs.length; i < il; i ++ ) {
  15458. faceUvs[ i ] = [];
  15459. }
  15460. for ( i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {
  15461. faceVertexUvs[ i ] = [];
  15462. }
  15463. for ( i = 0, il = geometry.faces.length; i < il; i ++ ) {
  15464. var face = geometry.faces[ i ];
  15465. if ( face instanceof THREE.Face4 ) {
  15466. var a = face.a;
  15467. var b = face.b;
  15468. var c = face.c;
  15469. var d = face.d;
  15470. var triA = new THREE.Face3();
  15471. var triB = new THREE.Face3();
  15472. triA.color.copy( face.color );
  15473. triB.color.copy( face.color );
  15474. triA.materialIndex = face.materialIndex;
  15475. triB.materialIndex = face.materialIndex;
  15476. triA.a = a;
  15477. triA.b = b;
  15478. triA.c = d;
  15479. triB.a = b;
  15480. triB.b = c;
  15481. triB.c = d;
  15482. if ( face.vertexColors.length === 4 ) {
  15483. triA.vertexColors[ 0 ] = face.vertexColors[ 0 ].clone();
  15484. triA.vertexColors[ 1 ] = face.vertexColors[ 1 ].clone();
  15485. triA.vertexColors[ 2 ] = face.vertexColors[ 3 ].clone();
  15486. triB.vertexColors[ 0 ] = face.vertexColors[ 1 ].clone();
  15487. triB.vertexColors[ 1 ] = face.vertexColors[ 2 ].clone();
  15488. triB.vertexColors[ 2 ] = face.vertexColors[ 3 ].clone();
  15489. }
  15490. faces.push( triA, triB );
  15491. for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {
  15492. if ( geometry.faceVertexUvs[ j ].length ) {
  15493. var uvs = geometry.faceVertexUvs[ j ][ i ];
  15494. var uvA = uvs[ 0 ];
  15495. var uvB = uvs[ 1 ];
  15496. var uvC = uvs[ 2 ];
  15497. var uvD = uvs[ 3 ];
  15498. var uvsTriA = [ uvA.clone(), uvB.clone(), uvD.clone() ];
  15499. var uvsTriB = [ uvB.clone(), uvC.clone(), uvD.clone() ];
  15500. faceVertexUvs[ j ].push( uvsTriA, uvsTriB );
  15501. }
  15502. }
  15503. for ( j = 0, jl = geometry.faceUvs.length; j < jl; j ++ ) {
  15504. if ( geometry.faceUvs[ j ].length ) {
  15505. var faceUv = geometry.faceUvs[ j ][ i ];
  15506. faceUvs[ j ].push( faceUv, faceUv );
  15507. }
  15508. }
  15509. } else {
  15510. faces.push( face );
  15511. for ( j = 0, jl = geometry.faceUvs.length; j < jl; j ++ ) {
  15512. faceUvs[ j ].push( geometry.faceUvs[ j ][ i ] );
  15513. }
  15514. for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {
  15515. faceVertexUvs[ j ].push( geometry.faceVertexUvs[ j ][ i ] );
  15516. }
  15517. }
  15518. }
  15519. geometry.faces = faces;
  15520. geometry.faceUvs = faceUvs;
  15521. geometry.faceVertexUvs = faceVertexUvs;
  15522. geometry.computeCentroids();
  15523. geometry.computeFaceNormals();
  15524. geometry.computeVertexNormals();
  15525. if ( geometry.hasTangents ) geometry.computeTangents();
  15526. },
  15527. setMaterialIndex: function ( geometry, index, startFace, endFace ){
  15528. var faces = geometry.faces;
  15529. var start = startFace || 0;
  15530. var end = endFace || faces.length - 1;
  15531. for ( var i = start; i <= end; i ++ ) {
  15532. faces[i].materialIndex = index;
  15533. }
  15534. }
  15535. };
  15536. THREE.GeometryUtils.random = THREE.Math.random16;
  15537. THREE.GeometryUtils.__v1 = new THREE.Vector3();
  15538. THREE.GeometryUtils.__v2 = new THREE.Vector3();
  15539. /**
  15540. * @author alteredq / http://alteredqualia.com/
  15541. * @author mrdoob / http://mrdoob.com/
  15542. */
  15543. THREE.ImageUtils = {
  15544. crossOrigin: 'anonymous',
  15545. loadTexture: function ( url, mapping, onLoad, onError ) {
  15546. var image = new Image();
  15547. var texture = new THREE.Texture( image, mapping );
  15548. var loader = new THREE.ImageLoader();
  15549. loader.addEventListener( 'load', function ( event ) {
  15550. texture.image = event.content;
  15551. texture.needsUpdate = true;
  15552. if ( onLoad ) onLoad( texture );
  15553. } );
  15554. loader.addEventListener( 'error', function ( event ) {
  15555. if ( onError ) onError( event.message );
  15556. } );
  15557. loader.crossOrigin = this.crossOrigin;
  15558. loader.load( url, image );
  15559. texture.sourceFile = url;
  15560. return texture;
  15561. },
  15562. loadCompressedTexture: function ( url, mapping, onLoad, onError ) {
  15563. var texture = new THREE.CompressedTexture();
  15564. texture.mapping = mapping;
  15565. var request = new XMLHttpRequest();
  15566. request.onload = function () {
  15567. var buffer = request.response;
  15568. var dds = THREE.ImageUtils.parseDDS( buffer, true );
  15569. texture.format = dds.format;
  15570. texture.mipmaps = dds.mipmaps;
  15571. texture.image.width = dds.width;
  15572. texture.image.height = dds.height;
  15573. // gl.generateMipmap fails for compressed textures
  15574. // mipmaps must be embedded in the DDS file
  15575. // or texture filters must not use mipmapping
  15576. texture.generateMipmaps = false;
  15577. texture.needsUpdate = true;
  15578. if ( onLoad ) onLoad( texture );
  15579. }
  15580. request.onerror = onError;
  15581. request.open( 'GET', url, true );
  15582. request.responseType = "arraybuffer";
  15583. request.send( null );
  15584. return texture;
  15585. },
  15586. loadTextureCube: function ( array, mapping, onLoad, onError ) {
  15587. var images = [];
  15588. images.loadCount = 0;
  15589. var texture = new THREE.Texture();
  15590. texture.image = images;
  15591. if ( mapping !== undefined ) texture.mapping = mapping;
  15592. // no flipping needed for cube textures
  15593. texture.flipY = false;
  15594. for ( var i = 0, il = array.length; i < il; ++ i ) {
  15595. var cubeImage = new Image();
  15596. images[ i ] = cubeImage;
  15597. cubeImage.onload = function () {
  15598. images.loadCount += 1;
  15599. if ( images.loadCount === 6 ) {
  15600. texture.needsUpdate = true;
  15601. if ( onLoad ) onLoad( texture );
  15602. }
  15603. };
  15604. cubeImage.onerror = onError;
  15605. cubeImage.crossOrigin = this.crossOrigin;
  15606. cubeImage.src = array[ i ];
  15607. }
  15608. return texture;
  15609. },
  15610. loadCompressedTextureCube: function ( array, mapping, onLoad, onError ) {
  15611. var images = [];
  15612. images.loadCount = 0;
  15613. var texture = new THREE.CompressedTexture();
  15614. texture.image = images;
  15615. if ( mapping !== undefined ) texture.mapping = mapping;
  15616. // no flipping for cube textures
  15617. // (also flipping doesn't work for compressed textures )
  15618. texture.flipY = false;
  15619. // can't generate mipmaps for compressed textures
  15620. // mips must be embedded in DDS files
  15621. texture.generateMipmaps = false;
  15622. var generateCubeFaceCallback = function ( rq, img ) {
  15623. return function () {
  15624. var buffer = rq.response;
  15625. var dds = THREE.ImageUtils.parseDDS( buffer, true );
  15626. img.format = dds.format;
  15627. img.mipmaps = dds.mipmaps;
  15628. img.width = dds.width;
  15629. img.height = dds.height;
  15630. images.loadCount += 1;
  15631. if ( images.loadCount === 6 ) {
  15632. texture.format = dds.format;
  15633. texture.needsUpdate = true;
  15634. if ( onLoad ) onLoad( texture );
  15635. }
  15636. }
  15637. }
  15638. // compressed cubemap textures as 6 separate DDS files
  15639. if ( array instanceof Array ) {
  15640. for ( var i = 0, il = array.length; i < il; ++ i ) {
  15641. var cubeImage = {};
  15642. images[ i ] = cubeImage;
  15643. var request = new XMLHttpRequest();
  15644. request.onload = generateCubeFaceCallback( request, cubeImage );
  15645. request.onerror = onError;
  15646. var url = array[ i ];
  15647. request.open( 'GET', url, true );
  15648. request.responseType = "arraybuffer";
  15649. request.send( null );
  15650. }
  15651. // compressed cubemap texture stored in a single DDS file
  15652. } else {
  15653. var url = array;
  15654. var request = new XMLHttpRequest();
  15655. request.onload = function( ) {
  15656. var buffer = request.response;
  15657. var dds = THREE.ImageUtils.parseDDS( buffer, true );
  15658. if ( dds.isCubemap ) {
  15659. var faces = dds.mipmaps.length / dds.mipmapCount;
  15660. for ( var f = 0; f < faces; f ++ ) {
  15661. images[ f ] = { mipmaps : [] };
  15662. for ( var i = 0; i < dds.mipmapCount; i ++ ) {
  15663. images[ f ].mipmaps.push( dds.mipmaps[ f * dds.mipmapCount + i ] );
  15664. images[ f ].format = dds.format;
  15665. images[ f ].width = dds.width;
  15666. images[ f ].height = dds.height;
  15667. }
  15668. }
  15669. texture.format = dds.format;
  15670. texture.needsUpdate = true;
  15671. if ( onLoad ) onLoad( texture );
  15672. }
  15673. }
  15674. request.onerror = onError;
  15675. request.open( 'GET', url, true );
  15676. request.responseType = "arraybuffer";
  15677. request.send( null );
  15678. }
  15679. return texture;
  15680. },
  15681. parseDDS: function ( buffer, loadMipmaps ) {
  15682. var dds = { mipmaps: [], width: 0, height: 0, format: null, mipmapCount: 1 };
  15683. // Adapted from @toji's DDS utils
  15684. // https://github.com/toji/webgl-texture-utils/blob/master/texture-util/dds.js
  15685. // All values and structures referenced from:
  15686. // http://msdn.microsoft.com/en-us/library/bb943991.aspx/
  15687. var DDS_MAGIC = 0x20534444;
  15688. var DDSD_CAPS = 0x1,
  15689. DDSD_HEIGHT = 0x2,
  15690. DDSD_WIDTH = 0x4,
  15691. DDSD_PITCH = 0x8,
  15692. DDSD_PIXELFORMAT = 0x1000,
  15693. DDSD_MIPMAPCOUNT = 0x20000,
  15694. DDSD_LINEARSIZE = 0x80000,
  15695. DDSD_DEPTH = 0x800000;
  15696. var DDSCAPS_COMPLEX = 0x8,
  15697. DDSCAPS_MIPMAP = 0x400000,
  15698. DDSCAPS_TEXTURE = 0x1000;
  15699. var DDSCAPS2_CUBEMAP = 0x200,
  15700. DDSCAPS2_CUBEMAP_POSITIVEX = 0x400,
  15701. DDSCAPS2_CUBEMAP_NEGATIVEX = 0x800,
  15702. DDSCAPS2_CUBEMAP_POSITIVEY = 0x1000,
  15703. DDSCAPS2_CUBEMAP_NEGATIVEY = 0x2000,
  15704. DDSCAPS2_CUBEMAP_POSITIVEZ = 0x4000,
  15705. DDSCAPS2_CUBEMAP_NEGATIVEZ = 0x8000,
  15706. DDSCAPS2_VOLUME = 0x200000;
  15707. var DDPF_ALPHAPIXELS = 0x1,
  15708. DDPF_ALPHA = 0x2,
  15709. DDPF_FOURCC = 0x4,
  15710. DDPF_RGB = 0x40,
  15711. DDPF_YUV = 0x200,
  15712. DDPF_LUMINANCE = 0x20000;
  15713. function fourCCToInt32( value ) {
  15714. return value.charCodeAt(0) +
  15715. (value.charCodeAt(1) << 8) +
  15716. (value.charCodeAt(2) << 16) +
  15717. (value.charCodeAt(3) << 24);
  15718. }
  15719. function int32ToFourCC( value ) {
  15720. return String.fromCharCode(
  15721. value & 0xff,
  15722. (value >> 8) & 0xff,
  15723. (value >> 16) & 0xff,
  15724. (value >> 24) & 0xff
  15725. );
  15726. }
  15727. var FOURCC_DXT1 = fourCCToInt32("DXT1");
  15728. var FOURCC_DXT3 = fourCCToInt32("DXT3");
  15729. var FOURCC_DXT5 = fourCCToInt32("DXT5");
  15730. var headerLengthInt = 31; // The header length in 32 bit ints
  15731. // Offsets into the header array
  15732. var off_magic = 0;
  15733. var off_size = 1;
  15734. var off_flags = 2;
  15735. var off_height = 3;
  15736. var off_width = 4;
  15737. var off_mipmapCount = 7;
  15738. var off_pfFlags = 20;
  15739. var off_pfFourCC = 21;
  15740. var off_caps = 27;
  15741. var off_caps2 = 28;
  15742. var off_caps3 = 29;
  15743. var off_caps4 = 30;
  15744. // Parse header
  15745. var header = new Int32Array( buffer, 0, headerLengthInt );
  15746. if ( header[ off_magic ] !== DDS_MAGIC ) {
  15747. console.error( "ImageUtils.parseDDS(): Invalid magic number in DDS header" );
  15748. return dds;
  15749. }
  15750. if ( ! header[ off_pfFlags ] & DDPF_FOURCC ) {
  15751. console.error( "ImageUtils.parseDDS(): Unsupported format, must contain a FourCC code" );
  15752. return dds;
  15753. }
  15754. var blockBytes;
  15755. var fourCC = header[ off_pfFourCC ];
  15756. switch ( fourCC ) {
  15757. case FOURCC_DXT1:
  15758. blockBytes = 8;
  15759. dds.format = THREE.RGB_S3TC_DXT1_Format;
  15760. break;
  15761. case FOURCC_DXT3:
  15762. blockBytes = 16;
  15763. dds.format = THREE.RGBA_S3TC_DXT3_Format;
  15764. break;
  15765. case FOURCC_DXT5:
  15766. blockBytes = 16;
  15767. dds.format = THREE.RGBA_S3TC_DXT5_Format;
  15768. break;
  15769. default:
  15770. console.error( "ImageUtils.parseDDS(): Unsupported FourCC code: ", int32ToFourCC( fourCC ) );
  15771. return dds;
  15772. }
  15773. dds.mipmapCount = 1;
  15774. if ( header[ off_flags ] & DDSD_MIPMAPCOUNT && loadMipmaps !== false ) {
  15775. dds.mipmapCount = Math.max( 1, header[ off_mipmapCount ] );
  15776. }
  15777. //TODO: Verify that all faces of the cubemap are present with DDSCAPS2_CUBEMAP_POSITIVEX, etc.
  15778. dds.isCubemap = header[ off_caps2 ] & DDSCAPS2_CUBEMAP ? true : false;
  15779. dds.width = header[ off_width ];
  15780. dds.height = header[ off_height ];
  15781. var dataOffset = header[ off_size ] + 4;
  15782. // Extract mipmaps buffers
  15783. var width = dds.width;
  15784. var height = dds.height;
  15785. var faces = dds.isCubemap ? 6 : 1;
  15786. for ( var face = 0; face < faces; face ++ ) {
  15787. for ( var i = 0; i < dds.mipmapCount; i ++ ) {
  15788. var dataLength = Math.max( 4, width ) / 4 * Math.max( 4, height ) / 4 * blockBytes;
  15789. var byteArray = new Uint8Array( buffer, dataOffset, dataLength );
  15790. var mipmap = { "data": byteArray, "width": width, "height": height };
  15791. dds.mipmaps.push( mipmap );
  15792. dataOffset += dataLength;
  15793. width = Math.max( width * 0.5, 1 );
  15794. height = Math.max( height * 0.5, 1 );
  15795. }
  15796. width = dds.width;
  15797. height = dds.height;
  15798. }
  15799. return dds;
  15800. },
  15801. getNormalMap: function ( image, depth ) {
  15802. // Adapted from http://www.paulbrunt.co.uk/lab/heightnormal/
  15803. var cross = function ( a, b ) {
  15804. 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 ] ];
  15805. }
  15806. var subtract = function ( a, b ) {
  15807. return [ a[ 0 ] - b[ 0 ], a[ 1 ] - b[ 1 ], a[ 2 ] - b[ 2 ] ];
  15808. }
  15809. var normalize = function ( a ) {
  15810. var l = Math.sqrt( a[ 0 ] * a[ 0 ] + a[ 1 ] * a[ 1 ] + a[ 2 ] * a[ 2 ] );
  15811. return [ a[ 0 ] / l, a[ 1 ] / l, a[ 2 ] / l ];
  15812. }
  15813. depth = depth | 1;
  15814. var width = image.width;
  15815. var height = image.height;
  15816. var canvas = document.createElement( 'canvas' );
  15817. canvas.width = width;
  15818. canvas.height = height;
  15819. var context = canvas.getContext( '2d' );
  15820. context.drawImage( image, 0, 0 );
  15821. var data = context.getImageData( 0, 0, width, height ).data;
  15822. var imageData = context.createImageData( width, height );
  15823. var output = imageData.data;
  15824. for ( var x = 0; x < width; x ++ ) {
  15825. for ( var y = 0; y < height; y ++ ) {
  15826. var ly = y - 1 < 0 ? 0 : y - 1;
  15827. var uy = y + 1 > height - 1 ? height - 1 : y + 1;
  15828. var lx = x - 1 < 0 ? 0 : x - 1;
  15829. var ux = x + 1 > width - 1 ? width - 1 : x + 1;
  15830. var points = [];
  15831. var origin = [ 0, 0, data[ ( y * width + x ) * 4 ] / 255 * depth ];
  15832. points.push( [ - 1, 0, data[ ( y * width + lx ) * 4 ] / 255 * depth ] );
  15833. points.push( [ - 1, - 1, data[ ( ly * width + lx ) * 4 ] / 255 * depth ] );
  15834. points.push( [ 0, - 1, data[ ( ly * width + x ) * 4 ] / 255 * depth ] );
  15835. points.push( [ 1, - 1, data[ ( ly * width + ux ) * 4 ] / 255 * depth ] );
  15836. points.push( [ 1, 0, data[ ( y * width + ux ) * 4 ] / 255 * depth ] );
  15837. points.push( [ 1, 1, data[ ( uy * width + ux ) * 4 ] / 255 * depth ] );
  15838. points.push( [ 0, 1, data[ ( uy * width + x ) * 4 ] / 255 * depth ] );
  15839. points.push( [ - 1, 1, data[ ( uy * width + lx ) * 4 ] / 255 * depth ] );
  15840. var normals = [];
  15841. var num_points = points.length;
  15842. for ( var i = 0; i < num_points; i ++ ) {
  15843. var v1 = points[ i ];
  15844. var v2 = points[ ( i + 1 ) % num_points ];
  15845. v1 = subtract( v1, origin );
  15846. v2 = subtract( v2, origin );
  15847. normals.push( normalize( cross( v1, v2 ) ) );
  15848. }
  15849. var normal = [ 0, 0, 0 ];
  15850. for ( var i = 0; i < normals.length; i ++ ) {
  15851. normal[ 0 ] += normals[ i ][ 0 ];
  15852. normal[ 1 ] += normals[ i ][ 1 ];
  15853. normal[ 2 ] += normals[ i ][ 2 ];
  15854. }
  15855. normal[ 0 ] /= normals.length;
  15856. normal[ 1 ] /= normals.length;
  15857. normal[ 2 ] /= normals.length;
  15858. var idx = ( y * width + x ) * 4;
  15859. output[ idx ] = ( ( normal[ 0 ] + 1.0 ) / 2.0 * 255 ) | 0;
  15860. output[ idx + 1 ] = ( ( normal[ 1 ] + 1.0 ) / 2.0 * 255 ) | 0;
  15861. output[ idx + 2 ] = ( normal[ 2 ] * 255 ) | 0;
  15862. output[ idx + 3 ] = 255;
  15863. }
  15864. }
  15865. context.putImageData( imageData, 0, 0 );
  15866. return canvas;
  15867. },
  15868. generateDataTexture: function ( width, height, color ) {
  15869. var size = width * height;
  15870. var data = new Uint8Array( 3 * size );
  15871. var r = Math.floor( color.r * 255 );
  15872. var g = Math.floor( color.g * 255 );
  15873. var b = Math.floor( color.b * 255 );
  15874. for ( var i = 0; i < size; i ++ ) {
  15875. data[ i * 3 ] = r;
  15876. data[ i * 3 + 1 ] = g;
  15877. data[ i * 3 + 2 ] = b;
  15878. }
  15879. var texture = new THREE.DataTexture( data, width, height, THREE.RGBFormat );
  15880. texture.needsUpdate = true;
  15881. return texture;
  15882. }
  15883. };
  15884. /**
  15885. * @author alteredq / http://alteredqualia.com/
  15886. */
  15887. THREE.SceneUtils = {
  15888. createMultiMaterialObject: function ( geometry, materials ) {
  15889. var group = new THREE.Object3D();
  15890. for ( var i = 0, l = materials.length; i < l; i ++ ) {
  15891. group.add( new THREE.Mesh( geometry, materials[ i ] ) );
  15892. }
  15893. return group;
  15894. },
  15895. detach : function ( child, parent, scene ) {
  15896. child.applyMatrix( parent.matrixWorld );
  15897. parent.remove( child );
  15898. scene.add( child );
  15899. },
  15900. attach: function ( child, scene, parent ) {
  15901. var matrixWorldInverse = new THREE.Matrix4();
  15902. matrixWorldInverse.getInverse( parent.matrixWorld );
  15903. child.applyMatrix( matrixWorldInverse );
  15904. scene.remove( child );
  15905. parent.add( child );
  15906. }
  15907. };
  15908. /**
  15909. * @author zz85 / http://www.lab4games.net/zz85/blog
  15910. * @author alteredq / http://alteredqualia.com/
  15911. *
  15912. * For Text operations in three.js (See TextGeometry)
  15913. *
  15914. * It uses techniques used in:
  15915. *
  15916. * typeface.js and canvastext
  15917. * For converting fonts and rendering with javascript
  15918. * http://typeface.neocracy.org
  15919. *
  15920. * Triangulation ported from AS3
  15921. * Simple Polygon Triangulation
  15922. * http://actionsnippet.com/?p=1462
  15923. *
  15924. * A Method to triangulate shapes with holes
  15925. * http://www.sakri.net/blog/2009/06/12/an-approach-to-triangulating-polygons-with-holes/
  15926. *
  15927. */
  15928. THREE.FontUtils = {
  15929. faces : {},
  15930. // Just for now. face[weight][style]
  15931. face : "helvetiker",
  15932. weight: "normal",
  15933. style : "normal",
  15934. size : 150,
  15935. divisions : 10,
  15936. getFace : function() {
  15937. return this.faces[ this.face ][ this.weight ][ this.style ];
  15938. },
  15939. loadFace : function( data ) {
  15940. var family = data.familyName.toLowerCase();
  15941. var ThreeFont = this;
  15942. ThreeFont.faces[ family ] = ThreeFont.faces[ family ] || {};
  15943. ThreeFont.faces[ family ][ data.cssFontWeight ] = ThreeFont.faces[ family ][ data.cssFontWeight ] || {};
  15944. ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data;
  15945. var face = ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data;
  15946. return data;
  15947. },
  15948. drawText : function( text ) {
  15949. var characterPts = [], allPts = [];
  15950. // RenderText
  15951. var i, p,
  15952. face = this.getFace(),
  15953. scale = this.size / face.resolution,
  15954. offset = 0,
  15955. chars = String( text ).split( '' ),
  15956. length = chars.length;
  15957. var fontPaths = [];
  15958. for ( i = 0; i < length; i ++ ) {
  15959. var path = new THREE.Path();
  15960. var ret = this.extractGlyphPoints( chars[ i ], face, scale, offset, path );
  15961. offset += ret.offset;
  15962. fontPaths.push( ret.path );
  15963. }
  15964. // get the width
  15965. var width = offset / 2;
  15966. //
  15967. // for ( p = 0; p < allPts.length; p++ ) {
  15968. //
  15969. // allPts[ p ].x -= width;
  15970. //
  15971. // }
  15972. //var extract = this.extractPoints( allPts, characterPts );
  15973. //extract.contour = allPts;
  15974. //extract.paths = fontPaths;
  15975. //extract.offset = width;
  15976. return { paths : fontPaths, offset : width };
  15977. },
  15978. extractGlyphPoints : function( c, face, scale, offset, path ) {
  15979. var pts = [];
  15980. var i, i2, divisions,
  15981. outline, action, length,
  15982. scaleX, scaleY,
  15983. x, y, cpx, cpy, cpx0, cpy0, cpx1, cpy1, cpx2, cpy2,
  15984. laste,
  15985. glyph = face.glyphs[ c ] || face.glyphs[ '?' ];
  15986. if ( !glyph ) return;
  15987. if ( glyph.o ) {
  15988. outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
  15989. length = outline.length;
  15990. scaleX = scale;
  15991. scaleY = scale;
  15992. for ( i = 0; i < length; ) {
  15993. action = outline[ i ++ ];
  15994. //console.log( action );
  15995. switch( action ) {
  15996. case 'm':
  15997. // Move To
  15998. x = outline[ i++ ] * scaleX + offset;
  15999. y = outline[ i++ ] * scaleY;
  16000. path.moveTo( x, y );
  16001. break;
  16002. case 'l':
  16003. // Line To
  16004. x = outline[ i++ ] * scaleX + offset;
  16005. y = outline[ i++ ] * scaleY;
  16006. path.lineTo(x,y);
  16007. break;
  16008. case 'q':
  16009. // QuadraticCurveTo
  16010. cpx = outline[ i++ ] * scaleX + offset;
  16011. cpy = outline[ i++ ] * scaleY;
  16012. cpx1 = outline[ i++ ] * scaleX + offset;
  16013. cpy1 = outline[ i++ ] * scaleY;
  16014. path.quadraticCurveTo(cpx1, cpy1, cpx, cpy);
  16015. laste = pts[ pts.length - 1 ];
  16016. if ( laste ) {
  16017. cpx0 = laste.x;
  16018. cpy0 = laste.y;
  16019. for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) {
  16020. var t = i2 / divisions;
  16021. var tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx );
  16022. var ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy );
  16023. }
  16024. }
  16025. break;
  16026. case 'b':
  16027. // Cubic Bezier Curve
  16028. cpx = outline[ i++ ] * scaleX + offset;
  16029. cpy = outline[ i++ ] * scaleY;
  16030. cpx1 = outline[ i++ ] * scaleX + offset;
  16031. cpy1 = outline[ i++ ] * -scaleY;
  16032. cpx2 = outline[ i++ ] * scaleX + offset;
  16033. cpy2 = outline[ i++ ] * -scaleY;
  16034. path.bezierCurveTo( cpx, cpy, cpx1, cpy1, cpx2, cpy2 );
  16035. laste = pts[ pts.length - 1 ];
  16036. if ( laste ) {
  16037. cpx0 = laste.x;
  16038. cpy0 = laste.y;
  16039. for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) {
  16040. var t = i2 / divisions;
  16041. var tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx );
  16042. var ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy );
  16043. }
  16044. }
  16045. break;
  16046. }
  16047. }
  16048. }
  16049. return { offset: glyph.ha*scale, path:path};
  16050. }
  16051. };
  16052. THREE.FontUtils.generateShapes = function( text, parameters ) {
  16053. // Parameters
  16054. parameters = parameters || {};
  16055. var size = parameters.size !== undefined ? parameters.size : 100;
  16056. var curveSegments = parameters.curveSegments !== undefined ? parameters.curveSegments: 4;
  16057. var font = parameters.font !== undefined ? parameters.font : "helvetiker";
  16058. var weight = parameters.weight !== undefined ? parameters.weight : "normal";
  16059. var style = parameters.style !== undefined ? parameters.style : "normal";
  16060. THREE.FontUtils.size = size;
  16061. THREE.FontUtils.divisions = curveSegments;
  16062. THREE.FontUtils.face = font;
  16063. THREE.FontUtils.weight = weight;
  16064. THREE.FontUtils.style = style;
  16065. // Get a Font data json object
  16066. var data = THREE.FontUtils.drawText( text );
  16067. var paths = data.paths;
  16068. var shapes = [];
  16069. for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
  16070. Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
  16071. }
  16072. return shapes;
  16073. };
  16074. /**
  16075. * This code is a quick port of code written in C++ which was submitted to
  16076. * flipcode.com by John W. Ratcliff // July 22, 2000
  16077. * See original code and more information here:
  16078. * http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml
  16079. *
  16080. * ported to actionscript by Zevan Rosser
  16081. * www.actionsnippet.com
  16082. *
  16083. * ported to javascript by Joshua Koo
  16084. * http://www.lab4games.net/zz85/blog
  16085. *
  16086. */
  16087. ( function( namespace ) {
  16088. var EPSILON = 0.0000000001;
  16089. // takes in an contour array and returns
  16090. var process = function( contour, indices ) {
  16091. var n = contour.length;
  16092. if ( n < 3 ) return null;
  16093. var result = [],
  16094. verts = [],
  16095. vertIndices = [];
  16096. /* we want a counter-clockwise polygon in verts */
  16097. var u, v, w;
  16098. if ( area( contour ) > 0.0 ) {
  16099. for ( v = 0; v < n; v++ ) verts[ v ] = v;
  16100. } else {
  16101. for ( v = 0; v < n; v++ ) verts[ v ] = ( n - 1 ) - v;
  16102. }
  16103. var nv = n;
  16104. /* remove nv - 2 vertices, creating 1 triangle every time */
  16105. var count = 2 * nv; /* error detection */
  16106. for( v = nv - 1; nv > 2; ) {
  16107. /* if we loop, it is probably a non-simple polygon */
  16108. if ( ( count-- ) <= 0 ) {
  16109. //** Triangulate: ERROR - probable bad polygon!
  16110. //throw ( "Warning, unable to triangulate polygon!" );
  16111. //return null;
  16112. // Sometimes warning is fine, especially polygons are triangulated in reverse.
  16113. console.log( "Warning, unable to triangulate polygon!" );
  16114. if ( indices ) return vertIndices;
  16115. return result;
  16116. }
  16117. /* three consecutive vertices in current polygon, <u,v,w> */
  16118. u = v; if ( nv <= u ) u = 0; /* previous */
  16119. v = u + 1; if ( nv <= v ) v = 0; /* new v */
  16120. w = v + 1; if ( nv <= w ) w = 0; /* next */
  16121. if ( snip( contour, u, v, w, nv, verts ) ) {
  16122. var a, b, c, s, t;
  16123. /* true names of the vertices */
  16124. a = verts[ u ];
  16125. b = verts[ v ];
  16126. c = verts[ w ];
  16127. /* output Triangle */
  16128. result.push( [ contour[ a ],
  16129. contour[ b ],
  16130. contour[ c ] ] );
  16131. vertIndices.push( [ verts[ u ], verts[ v ], verts[ w ] ] );
  16132. /* remove v from the remaining polygon */
  16133. for( s = v, t = v + 1; t < nv; s++, t++ ) {
  16134. verts[ s ] = verts[ t ];
  16135. }
  16136. nv--;
  16137. /* reset error detection counter */
  16138. count = 2 * nv;
  16139. }
  16140. }
  16141. if ( indices ) return vertIndices;
  16142. return result;
  16143. };
  16144. // calculate area of the contour polygon
  16145. var area = function ( contour ) {
  16146. var n = contour.length;
  16147. var a = 0.0;
  16148. for( var p = n - 1, q = 0; q < n; p = q++ ) {
  16149. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  16150. }
  16151. return a * 0.5;
  16152. };
  16153. var snip = function ( contour, u, v, w, n, verts ) {
  16154. var p;
  16155. var ax, ay, bx, by;
  16156. var cx, cy, px, py;
  16157. ax = contour[ verts[ u ] ].x;
  16158. ay = contour[ verts[ u ] ].y;
  16159. bx = contour[ verts[ v ] ].x;
  16160. by = contour[ verts[ v ] ].y;
  16161. cx = contour[ verts[ w ] ].x;
  16162. cy = contour[ verts[ w ] ].y;
  16163. if ( EPSILON > (((bx-ax)*(cy-ay)) - ((by-ay)*(cx-ax))) ) return false;
  16164. var aX, aY, bX, bY, cX, cY;
  16165. var apx, apy, bpx, bpy, cpx, cpy;
  16166. var cCROSSap, bCROSScp, aCROSSbp;
  16167. aX = cx - bx; aY = cy - by;
  16168. bX = ax - cx; bY = ay - cy;
  16169. cX = bx - ax; cY = by - ay;
  16170. for ( p = 0; p < n; p++ ) {
  16171. if( (p === u) || (p === v) || (p === w) ) continue;
  16172. px = contour[ verts[ p ] ].x
  16173. py = contour[ verts[ p ] ].y
  16174. apx = px - ax; apy = py - ay;
  16175. bpx = px - bx; bpy = py - by;
  16176. cpx = px - cx; cpy = py - cy;
  16177. // see if p is inside triangle abc
  16178. aCROSSbp = aX*bpy - aY*bpx;
  16179. cCROSSap = cX*apy - cY*apx;
  16180. bCROSScp = bX*cpy - bY*cpx;
  16181. if ( (aCROSSbp >= 0.0) && (bCROSScp >= 0.0) && (cCROSSap >= 0.0) ) return false;
  16182. }
  16183. return true;
  16184. };
  16185. namespace.Triangulate = process;
  16186. namespace.Triangulate.area = area;
  16187. return namespace;
  16188. })(THREE.FontUtils);
  16189. // To use the typeface.js face files, hook up the API
  16190. self._typeface_js = { faces: THREE.FontUtils.faces, loadFace: THREE.FontUtils.loadFace };/**
  16191. * @author zz85 / http://www.lab4games.net/zz85/blog
  16192. * Extensible curve object
  16193. *
  16194. * Some common of Curve methods
  16195. * .getPoint(t), getTangent(t)
  16196. * .getPointAt(u), getTagentAt(u)
  16197. * .getPoints(), .getSpacedPoints()
  16198. * .getLength()
  16199. * .updateArcLengths()
  16200. *
  16201. * This file contains following classes:
  16202. *
  16203. * -- 2d classes --
  16204. * THREE.Curve
  16205. * THREE.LineCurve
  16206. * THREE.QuadraticBezierCurve
  16207. * THREE.CubicBezierCurve
  16208. * THREE.SplineCurve
  16209. * THREE.ArcCurve
  16210. * THREE.EllipseCurve
  16211. *
  16212. * -- 3d classes --
  16213. * THREE.LineCurve3
  16214. * THREE.QuadraticBezierCurve3
  16215. * THREE.CubicBezierCurve3
  16216. * THREE.SplineCurve3
  16217. * THREE.ClosedSplineCurve3
  16218. *
  16219. * A series of curves can be represented as a THREE.CurvePath
  16220. *
  16221. **/
  16222. /**************************************************************
  16223. * Abstract Curve base class
  16224. **************************************************************/
  16225. THREE.Curve = function () {
  16226. };
  16227. // Virtual base class method to overwrite and implement in subclasses
  16228. // - t [0 .. 1]
  16229. THREE.Curve.prototype.getPoint = function ( t ) {
  16230. console.log( "Warning, getPoint() not implemented!" );
  16231. return null;
  16232. };
  16233. // Get point at relative position in curve according to arc length
  16234. // - u [0 .. 1]
  16235. THREE.Curve.prototype.getPointAt = function ( u ) {
  16236. var t = this.getUtoTmapping( u );
  16237. return this.getPoint( t );
  16238. };
  16239. // Get sequence of points using getPoint( t )
  16240. THREE.Curve.prototype.getPoints = function ( divisions ) {
  16241. if ( !divisions ) divisions = 5;
  16242. var d, pts = [];
  16243. for ( d = 0; d <= divisions; d ++ ) {
  16244. pts.push( this.getPoint( d / divisions ) );
  16245. }
  16246. return pts;
  16247. };
  16248. // Get sequence of points using getPointAt( u )
  16249. THREE.Curve.prototype.getSpacedPoints = function ( divisions ) {
  16250. if ( !divisions ) divisions = 5;
  16251. var d, pts = [];
  16252. for ( d = 0; d <= divisions; d ++ ) {
  16253. pts.push( this.getPointAt( d / divisions ) );
  16254. }
  16255. return pts;
  16256. };
  16257. // Get total curve arc length
  16258. THREE.Curve.prototype.getLength = function () {
  16259. var lengths = this.getLengths();
  16260. return lengths[ lengths.length - 1 ];
  16261. };
  16262. // Get list of cumulative segment lengths
  16263. THREE.Curve.prototype.getLengths = function ( divisions ) {
  16264. if ( !divisions ) divisions = (this.__arcLengthDivisions) ? (this.__arcLengthDivisions): 200;
  16265. if ( this.cacheArcLengths
  16266. && ( this.cacheArcLengths.length == divisions + 1 )
  16267. && !this.needsUpdate) {
  16268. //console.log( "cached", this.cacheArcLengths );
  16269. return this.cacheArcLengths;
  16270. }
  16271. this.needsUpdate = false;
  16272. var cache = [];
  16273. var current, last = this.getPoint( 0 );
  16274. var p, sum = 0;
  16275. cache.push( 0 );
  16276. for ( p = 1; p <= divisions; p ++ ) {
  16277. current = this.getPoint ( p / divisions );
  16278. sum += current.distanceTo( last );
  16279. cache.push( sum );
  16280. last = current;
  16281. }
  16282. this.cacheArcLengths = cache;
  16283. return cache; // { sums: cache, sum:sum }; Sum is in the last element.
  16284. };
  16285. THREE.Curve.prototype.updateArcLengths = function() {
  16286. this.needsUpdate = true;
  16287. this.getLengths();
  16288. };
  16289. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equi distance
  16290. THREE.Curve.prototype.getUtoTmapping = function ( u, distance ) {
  16291. var arcLengths = this.getLengths();
  16292. var i = 0, il = arcLengths.length;
  16293. var targetArcLength; // The targeted u distance value to get
  16294. if ( distance ) {
  16295. targetArcLength = distance;
  16296. } else {
  16297. targetArcLength = u * arcLengths[ il - 1 ];
  16298. }
  16299. //var time = Date.now();
  16300. // binary search for the index with largest value smaller than target u distance
  16301. var low = 0, high = il - 1, comparison;
  16302. while ( low <= high ) {
  16303. 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
  16304. comparison = arcLengths[ i ] - targetArcLength;
  16305. if ( comparison < 0 ) {
  16306. low = i + 1;
  16307. continue;
  16308. } else if ( comparison > 0 ) {
  16309. high = i - 1;
  16310. continue;
  16311. } else {
  16312. high = i;
  16313. break;
  16314. // DONE
  16315. }
  16316. }
  16317. i = high;
  16318. //console.log('b' , i, low, high, Date.now()- time);
  16319. if ( arcLengths[ i ] == targetArcLength ) {
  16320. var t = i / ( il - 1 );
  16321. return t;
  16322. }
  16323. // we could get finer grain at lengths, or use simple interpolatation between two points
  16324. var lengthBefore = arcLengths[ i ];
  16325. var lengthAfter = arcLengths[ i + 1 ];
  16326. var segmentLength = lengthAfter - lengthBefore;
  16327. // determine where we are between the 'before' and 'after' points
  16328. var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  16329. // add that fractional amount to t
  16330. var t = ( i + segmentFraction ) / ( il -1 );
  16331. return t;
  16332. };
  16333. // Returns a unit vector tangent at t
  16334. // In case any sub curve does not implement its tangent derivation,
  16335. // 2 points a small delta apart will be used to find its gradient
  16336. // which seems to give a reasonable approximation
  16337. THREE.Curve.prototype.getTangent = function( t ) {
  16338. var delta = 0.0001;
  16339. var t1 = t - delta;
  16340. var t2 = t + delta;
  16341. // Capping in case of danger
  16342. if ( t1 < 0 ) t1 = 0;
  16343. if ( t2 > 1 ) t2 = 1;
  16344. var pt1 = this.getPoint( t1 );
  16345. var pt2 = this.getPoint( t2 );
  16346. var vec = pt2.clone().sub(pt1);
  16347. return vec.normalize();
  16348. };
  16349. THREE.Curve.prototype.getTangentAt = function ( u ) {
  16350. var t = this.getUtoTmapping( u );
  16351. return this.getTangent( t );
  16352. };
  16353. /**************************************************************
  16354. * Line
  16355. **************************************************************/
  16356. THREE.LineCurve = function ( v1, v2 ) {
  16357. this.v1 = v1;
  16358. this.v2 = v2;
  16359. };
  16360. THREE.LineCurve.prototype = Object.create( THREE.Curve.prototype );
  16361. THREE.LineCurve.prototype.getPoint = function ( t ) {
  16362. var point = this.v2.clone().sub(this.v1);
  16363. point.multiplyScalar( t ).add( this.v1 );
  16364. return point;
  16365. };
  16366. // Line curve is linear, so we can overwrite default getPointAt
  16367. THREE.LineCurve.prototype.getPointAt = function ( u ) {
  16368. return this.getPoint( u );
  16369. };
  16370. THREE.LineCurve.prototype.getTangent = function( t ) {
  16371. var tangent = this.v2.clone().sub(this.v1);
  16372. return tangent.normalize();
  16373. };
  16374. /**************************************************************
  16375. * Quadratic Bezier curve
  16376. **************************************************************/
  16377. THREE.QuadraticBezierCurve = function ( v0, v1, v2 ) {
  16378. this.v0 = v0;
  16379. this.v1 = v1;
  16380. this.v2 = v2;
  16381. };
  16382. THREE.QuadraticBezierCurve.prototype = Object.create( THREE.Curve.prototype );
  16383. THREE.QuadraticBezierCurve.prototype.getPoint = function ( t ) {
  16384. var tx, ty;
  16385. tx = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
  16386. ty = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
  16387. return new THREE.Vector2( tx, ty );
  16388. };
  16389. THREE.QuadraticBezierCurve.prototype.getTangent = function( t ) {
  16390. var tx, ty;
  16391. tx = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.x, this.v1.x, this.v2.x );
  16392. ty = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.y, this.v1.y, this.v2.y );
  16393. // returns unit vector
  16394. var tangent = new THREE.Vector2( tx, ty );
  16395. tangent.normalize();
  16396. return tangent;
  16397. };
  16398. /**************************************************************
  16399. * Cubic Bezier curve
  16400. **************************************************************/
  16401. THREE.CubicBezierCurve = function ( v0, v1, v2, v3 ) {
  16402. this.v0 = v0;
  16403. this.v1 = v1;
  16404. this.v2 = v2;
  16405. this.v3 = v3;
  16406. };
  16407. THREE.CubicBezierCurve.prototype = Object.create( THREE.Curve.prototype );
  16408. THREE.CubicBezierCurve.prototype.getPoint = function ( t ) {
  16409. var tx, ty;
  16410. tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
  16411. ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
  16412. return new THREE.Vector2( tx, ty );
  16413. };
  16414. THREE.CubicBezierCurve.prototype.getTangent = function( t ) {
  16415. var tx, ty;
  16416. tx = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
  16417. ty = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
  16418. var tangent = new THREE.Vector2( tx, ty );
  16419. tangent.normalize();
  16420. return tangent;
  16421. };
  16422. /**************************************************************
  16423. * Spline curve
  16424. **************************************************************/
  16425. THREE.SplineCurve = function ( points /* array of Vector2 */ ) {
  16426. this.points = (points == undefined) ? [] : points;
  16427. };
  16428. THREE.SplineCurve.prototype = Object.create( THREE.Curve.prototype );
  16429. THREE.SplineCurve.prototype.getPoint = function ( t ) {
  16430. var v = new THREE.Vector2();
  16431. var c = [];
  16432. var points = this.points, point, intPoint, weight;
  16433. point = ( points.length - 1 ) * t;
  16434. intPoint = Math.floor( point );
  16435. weight = point - intPoint;
  16436. c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
  16437. c[ 1 ] = intPoint;
  16438. c[ 2 ] = intPoint > points.length - 2 ? points.length -1 : intPoint + 1;
  16439. c[ 3 ] = intPoint > points.length - 3 ? points.length -1 : intPoint + 2;
  16440. v.x = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight );
  16441. v.y = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight );
  16442. return v;
  16443. };
  16444. /**************************************************************
  16445. * Ellipse curve
  16446. **************************************************************/
  16447. THREE.EllipseCurve = function ( aX, aY, xRadius, yRadius,
  16448. aStartAngle, aEndAngle,
  16449. aClockwise ) {
  16450. this.aX = aX;
  16451. this.aY = aY;
  16452. this.xRadius = xRadius;
  16453. this.yRadius = yRadius;
  16454. this.aStartAngle = aStartAngle;
  16455. this.aEndAngle = aEndAngle;
  16456. this.aClockwise = aClockwise;
  16457. };
  16458. THREE.EllipseCurve.prototype = Object.create( THREE.Curve.prototype );
  16459. THREE.EllipseCurve.prototype.getPoint = function ( t ) {
  16460. var deltaAngle = this.aEndAngle - this.aStartAngle;
  16461. if ( !this.aClockwise ) {
  16462. t = 1 - t;
  16463. }
  16464. var angle = this.aStartAngle + t * deltaAngle;
  16465. var tx = this.aX + this.xRadius * Math.cos( angle );
  16466. var ty = this.aY + this.yRadius * Math.sin( angle );
  16467. return new THREE.Vector2( tx, ty );
  16468. };
  16469. /**************************************************************
  16470. * Arc curve
  16471. **************************************************************/
  16472. THREE.ArcCurve = function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  16473. THREE.EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  16474. };
  16475. THREE.ArcCurve.prototype = Object.create( THREE.EllipseCurve.prototype );
  16476. /**************************************************************
  16477. * Utils
  16478. **************************************************************/
  16479. THREE.Curve.Utils = {
  16480. tangentQuadraticBezier: function ( t, p0, p1, p2 ) {
  16481. return 2 * ( 1 - t ) * ( p1 - p0 ) + 2 * t * ( p2 - p1 );
  16482. },
  16483. // Puay Bing, thanks for helping with this derivative!
  16484. tangentCubicBezier: function (t, p0, p1, p2, p3 ) {
  16485. return -3 * p0 * (1 - t) * (1 - t) +
  16486. 3 * p1 * (1 - t) * (1-t) - 6 *t *p1 * (1-t) +
  16487. 6 * t * p2 * (1-t) - 3 * t * t * p2 +
  16488. 3 * t * t * p3;
  16489. },
  16490. tangentSpline: function ( t, p0, p1, p2, p3 ) {
  16491. // To check if my formulas are correct
  16492. var h00 = 6 * t * t - 6 * t; // derived from 2t^3 − 3t^2 + 1
  16493. var h10 = 3 * t * t - 4 * t + 1; // t^3 − 2t^2 + t
  16494. var h01 = -6 * t * t + 6 * t; // − 2t3 + 3t2
  16495. var h11 = 3 * t * t - 2 * t; // t3 − t2
  16496. return h00 + h10 + h01 + h11;
  16497. },
  16498. // Catmull-Rom
  16499. interpolate: function( p0, p1, p2, p3, t ) {
  16500. var v0 = ( p2 - p0 ) * 0.5;
  16501. var v1 = ( p3 - p1 ) * 0.5;
  16502. var t2 = t * t;
  16503. var t3 = t * t2;
  16504. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  16505. }
  16506. };
  16507. // TODO: Transformation for Curves?
  16508. /**************************************************************
  16509. * 3D Curves
  16510. **************************************************************/
  16511. // A Factory method for creating new curve subclasses
  16512. THREE.Curve.create = function ( constructor, getPointFunc ) {
  16513. constructor.prototype = Object.create( THREE.Curve.prototype );
  16514. constructor.prototype.getPoint = getPointFunc;
  16515. return constructor;
  16516. };
  16517. /**************************************************************
  16518. * Line3D
  16519. **************************************************************/
  16520. THREE.LineCurve3 = THREE.Curve.create(
  16521. function ( v1, v2 ) {
  16522. this.v1 = v1;
  16523. this.v2 = v2;
  16524. },
  16525. function ( t ) {
  16526. var r = new THREE.Vector3();
  16527. r.subVectors( this.v2, this.v1 ); // diff
  16528. r.multiplyScalar( t );
  16529. r.add( this.v1 );
  16530. return r;
  16531. }
  16532. );
  16533. /**************************************************************
  16534. * Quadratic Bezier 3D curve
  16535. **************************************************************/
  16536. THREE.QuadraticBezierCurve3 = THREE.Curve.create(
  16537. function ( v0, v1, v2 ) {
  16538. this.v0 = v0;
  16539. this.v1 = v1;
  16540. this.v2 = v2;
  16541. },
  16542. function ( t ) {
  16543. var tx, ty, tz;
  16544. tx = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
  16545. ty = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
  16546. tz = THREE.Shape.Utils.b2( t, this.v0.z, this.v1.z, this.v2.z );
  16547. return new THREE.Vector3( tx, ty, tz );
  16548. }
  16549. );
  16550. /**************************************************************
  16551. * Cubic Bezier 3D curve
  16552. **************************************************************/
  16553. THREE.CubicBezierCurve3 = THREE.Curve.create(
  16554. function ( v0, v1, v2, v3 ) {
  16555. this.v0 = v0;
  16556. this.v1 = v1;
  16557. this.v2 = v2;
  16558. this.v3 = v3;
  16559. },
  16560. function ( t ) {
  16561. var tx, ty, tz;
  16562. tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
  16563. ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
  16564. tz = THREE.Shape.Utils.b3( t, this.v0.z, this.v1.z, this.v2.z, this.v3.z );
  16565. return new THREE.Vector3( tx, ty, tz );
  16566. }
  16567. );
  16568. /**************************************************************
  16569. * Spline 3D curve
  16570. **************************************************************/
  16571. THREE.SplineCurve3 = THREE.Curve.create(
  16572. function ( points /* array of Vector3 */) {
  16573. this.points = (points == undefined) ? [] : points;
  16574. },
  16575. function ( t ) {
  16576. var v = new THREE.Vector3();
  16577. var c = [];
  16578. var points = this.points, point, intPoint, weight;
  16579. point = ( points.length - 1 ) * t;
  16580. intPoint = Math.floor( point );
  16581. weight = point - intPoint;
  16582. c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
  16583. c[ 1 ] = intPoint;
  16584. c[ 2 ] = intPoint > points.length - 2 ? points.length - 1 : intPoint + 1;
  16585. c[ 3 ] = intPoint > points.length - 3 ? points.length - 1 : intPoint + 2;
  16586. var pt0 = points[ c[0] ],
  16587. pt1 = points[ c[1] ],
  16588. pt2 = points[ c[2] ],
  16589. pt3 = points[ c[3] ];
  16590. v.x = THREE.Curve.Utils.interpolate(pt0.x, pt1.x, pt2.x, pt3.x, weight);
  16591. v.y = THREE.Curve.Utils.interpolate(pt0.y, pt1.y, pt2.y, pt3.y, weight);
  16592. v.z = THREE.Curve.Utils.interpolate(pt0.z, pt1.z, pt2.z, pt3.z, weight);
  16593. return v;
  16594. }
  16595. );
  16596. // THREE.SplineCurve3.prototype.getTangent = function(t) {
  16597. // var v = new THREE.Vector3();
  16598. // var c = [];
  16599. // var points = this.points, point, intPoint, weight;
  16600. // point = ( points.length - 1 ) * t;
  16601. // intPoint = Math.floor( point );
  16602. // weight = point - intPoint;
  16603. // c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
  16604. // c[ 1 ] = intPoint;
  16605. // c[ 2 ] = intPoint > points.length - 2 ? points.length - 1 : intPoint + 1;
  16606. // c[ 3 ] = intPoint > points.length - 3 ? points.length - 1 : intPoint + 2;
  16607. // var pt0 = points[ c[0] ],
  16608. // pt1 = points[ c[1] ],
  16609. // pt2 = points[ c[2] ],
  16610. // pt3 = points[ c[3] ];
  16611. // // t = weight;
  16612. // v.x = THREE.Curve.Utils.tangentSpline( t, pt0.x, pt1.x, pt2.x, pt3.x );
  16613. // v.y = THREE.Curve.Utils.tangentSpline( t, pt0.y, pt1.y, pt2.y, pt3.y );
  16614. // v.z = THREE.Curve.Utils.tangentSpline( t, pt0.z, pt1.z, pt2.z, pt3.z );
  16615. // return v;
  16616. // }
  16617. /**************************************************************
  16618. * Closed Spline 3D curve
  16619. **************************************************************/
  16620. THREE.ClosedSplineCurve3 = THREE.Curve.create(
  16621. function ( points /* array of Vector3 */) {
  16622. this.points = (points == undefined) ? [] : points;
  16623. },
  16624. function ( t ) {
  16625. var v = new THREE.Vector3();
  16626. var c = [];
  16627. var points = this.points, point, intPoint, weight;
  16628. point = ( points.length - 0 ) * t;
  16629. // This needs to be from 0-length +1
  16630. intPoint = Math.floor( point );
  16631. weight = point - intPoint;
  16632. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length;
  16633. c[ 0 ] = ( intPoint - 1 ) % points.length;
  16634. c[ 1 ] = ( intPoint ) % points.length;
  16635. c[ 2 ] = ( intPoint + 1 ) % points.length;
  16636. c[ 3 ] = ( intPoint + 2 ) % points.length;
  16637. v.x = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight );
  16638. v.y = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight );
  16639. v.z = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].z, points[ c[ 1 ] ].z, points[ c[ 2 ] ].z, points[ c[ 3 ] ].z, weight );
  16640. return v;
  16641. }
  16642. );
  16643. /**
  16644. * @author zz85 / http://www.lab4games.net/zz85/blog
  16645. *
  16646. **/
  16647. /**************************************************************
  16648. * Curved Path - a curve path is simply a array of connected
  16649. * curves, but retains the api of a curve
  16650. **************************************************************/
  16651. THREE.CurvePath = function () {
  16652. this.curves = [];
  16653. this.bends = [];
  16654. this.autoClose = false; // Automatically closes the path
  16655. };
  16656. THREE.CurvePath.prototype = Object.create( THREE.Curve.prototype );
  16657. THREE.CurvePath.prototype.add = function ( curve ) {
  16658. this.curves.push( curve );
  16659. };
  16660. THREE.CurvePath.prototype.checkConnection = function() {
  16661. // TODO
  16662. // If the ending of curve is not connected to the starting
  16663. // or the next curve, then, this is not a real path
  16664. };
  16665. THREE.CurvePath.prototype.closePath = function() {
  16666. // TODO Test
  16667. // and verify for vector3 (needs to implement equals)
  16668. // Add a line curve if start and end of lines are not connected
  16669. var startPoint = this.curves[0].getPoint(0);
  16670. var endPoint = this.curves[this.curves.length-1].getPoint(1);
  16671. if (!startPoint.equals(endPoint)) {
  16672. this.curves.push( new THREE.LineCurve(endPoint, startPoint) );
  16673. }
  16674. };
  16675. // To get accurate point with reference to
  16676. // entire path distance at time t,
  16677. // following has to be done:
  16678. // 1. Length of each sub path have to be known
  16679. // 2. Locate and identify type of curve
  16680. // 3. Get t for the curve
  16681. // 4. Return curve.getPointAt(t')
  16682. THREE.CurvePath.prototype.getPoint = function( t ) {
  16683. var d = t * this.getLength();
  16684. var curveLengths = this.getCurveLengths();
  16685. var i = 0, diff, curve;
  16686. // To think about boundaries points.
  16687. while ( i < curveLengths.length ) {
  16688. if ( curveLengths[ i ] >= d ) {
  16689. diff = curveLengths[ i ] - d;
  16690. curve = this.curves[ i ];
  16691. var u = 1 - diff / curve.getLength();
  16692. return curve.getPointAt( u );
  16693. break;
  16694. }
  16695. i ++;
  16696. }
  16697. return null;
  16698. // loop where sum != 0, sum > d , sum+1 <d
  16699. };
  16700. /*
  16701. THREE.CurvePath.prototype.getTangent = function( t ) {
  16702. };*/
  16703. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  16704. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  16705. // getPoint() depends on getLength
  16706. THREE.CurvePath.prototype.getLength = function() {
  16707. var lens = this.getCurveLengths();
  16708. return lens[ lens.length - 1 ];
  16709. };
  16710. // Compute lengths and cache them
  16711. // We cannot overwrite getLengths() because UtoT mapping uses it.
  16712. THREE.CurvePath.prototype.getCurveLengths = function() {
  16713. // We use cache values if curves and cache array are same length
  16714. if ( this.cacheLengths && this.cacheLengths.length == this.curves.length ) {
  16715. return this.cacheLengths;
  16716. };
  16717. // Get length of subsurve
  16718. // Push sums into cached array
  16719. var lengths = [], sums = 0;
  16720. var i, il = this.curves.length;
  16721. for ( i = 0; i < il; i ++ ) {
  16722. sums += this.curves[ i ].getLength();
  16723. lengths.push( sums );
  16724. }
  16725. this.cacheLengths = lengths;
  16726. return lengths;
  16727. };
  16728. // Returns min and max coordinates, as well as centroid
  16729. THREE.CurvePath.prototype.getBoundingBox = function () {
  16730. var points = this.getPoints();
  16731. var maxX, maxY, maxZ;
  16732. var minX, minY, minZ;
  16733. maxX = maxY = Number.NEGATIVE_INFINITY;
  16734. minX = minY = Number.POSITIVE_INFINITY;
  16735. var p, i, il, sum;
  16736. var v3 = points[0] instanceof THREE.Vector3;
  16737. sum = v3 ? new THREE.Vector3() : new THREE.Vector2();
  16738. for ( i = 0, il = points.length; i < il; i ++ ) {
  16739. p = points[ i ];
  16740. if ( p.x > maxX ) maxX = p.x;
  16741. else if ( p.x < minX ) minX = p.x;
  16742. if ( p.y > maxY ) maxY = p.y;
  16743. else if ( p.y < minY ) minY = p.y;
  16744. if ( v3 ) {
  16745. if ( p.z > maxZ ) maxZ = p.z;
  16746. else if ( p.z < minZ ) minZ = p.z;
  16747. }
  16748. sum.add( p );
  16749. }
  16750. var ret = {
  16751. minX: minX,
  16752. minY: minY,
  16753. maxX: maxX,
  16754. maxY: maxY,
  16755. centroid: sum.divideScalar( il )
  16756. };
  16757. if ( v3 ) {
  16758. ret.maxZ = maxZ;
  16759. ret.minZ = minZ;
  16760. }
  16761. return ret;
  16762. };
  16763. /**************************************************************
  16764. * Create Geometries Helpers
  16765. **************************************************************/
  16766. /// Generate geometry from path points (for Line or ParticleSystem objects)
  16767. THREE.CurvePath.prototype.createPointsGeometry = function( divisions ) {
  16768. var pts = this.getPoints( divisions, true );
  16769. return this.createGeometry( pts );
  16770. };
  16771. // Generate geometry from equidistance sampling along the path
  16772. THREE.CurvePath.prototype.createSpacedPointsGeometry = function( divisions ) {
  16773. var pts = this.getSpacedPoints( divisions, true );
  16774. return this.createGeometry( pts );
  16775. };
  16776. THREE.CurvePath.prototype.createGeometry = function( points ) {
  16777. var geometry = new THREE.Geometry();
  16778. for ( var i = 0; i < points.length; i ++ ) {
  16779. geometry.vertices.push( new THREE.Vector3( points[ i ].x, points[ i ].y, points[ i ].z || 0) );
  16780. }
  16781. return geometry;
  16782. };
  16783. /**************************************************************
  16784. * Bend / Wrap Helper Methods
  16785. **************************************************************/
  16786. // Wrap path / Bend modifiers?
  16787. THREE.CurvePath.prototype.addWrapPath = function ( bendpath ) {
  16788. this.bends.push( bendpath );
  16789. };
  16790. THREE.CurvePath.prototype.getTransformedPoints = function( segments, bends ) {
  16791. var oldPts = this.getPoints( segments ); // getPoints getSpacedPoints
  16792. var i, il;
  16793. if ( !bends ) {
  16794. bends = this.bends;
  16795. }
  16796. for ( i = 0, il = bends.length; i < il; i ++ ) {
  16797. oldPts = this.getWrapPoints( oldPts, bends[ i ] );
  16798. }
  16799. return oldPts;
  16800. };
  16801. THREE.CurvePath.prototype.getTransformedSpacedPoints = function( segments, bends ) {
  16802. var oldPts = this.getSpacedPoints( segments );
  16803. var i, il;
  16804. if ( !bends ) {
  16805. bends = this.bends;
  16806. }
  16807. for ( i = 0, il = bends.length; i < il; i ++ ) {
  16808. oldPts = this.getWrapPoints( oldPts, bends[ i ] );
  16809. }
  16810. return oldPts;
  16811. };
  16812. // This returns getPoints() bend/wrapped around the contour of a path.
  16813. // Read http://www.planetclegg.com/projects/WarpingTextToSplines.html
  16814. THREE.CurvePath.prototype.getWrapPoints = function ( oldPts, path ) {
  16815. var bounds = this.getBoundingBox();
  16816. var i, il, p, oldX, oldY, xNorm;
  16817. for ( i = 0, il = oldPts.length; i < il; i ++ ) {
  16818. p = oldPts[ i ];
  16819. oldX = p.x;
  16820. oldY = p.y;
  16821. xNorm = oldX / bounds.maxX;
  16822. // If using actual distance, for length > path, requires line extrusions
  16823. //xNorm = path.getUtoTmapping(xNorm, oldX); // 3 styles. 1) wrap stretched. 2) wrap stretch by arc length 3) warp by actual distance
  16824. xNorm = path.getUtoTmapping( xNorm, oldX );
  16825. // check for out of bounds?
  16826. var pathPt = path.getPoint( xNorm );
  16827. var normal = path.getNormalVector( xNorm ).multiplyScalar( oldY );
  16828. p.x = pathPt.x + normal.x;
  16829. p.y = pathPt.y + normal.y;
  16830. }
  16831. return oldPts;
  16832. };
  16833. /**
  16834. * @author alteredq / http://alteredqualia.com/
  16835. */
  16836. THREE.Gyroscope = function () {
  16837. THREE.Object3D.call( this );
  16838. };
  16839. THREE.Gyroscope.prototype = Object.create( THREE.Object3D.prototype );
  16840. THREE.Gyroscope.prototype.updateMatrixWorld = function ( force ) {
  16841. this.matrixAutoUpdate && this.updateMatrix();
  16842. // update matrixWorld
  16843. if ( this.matrixWorldNeedsUpdate || force ) {
  16844. if ( this.parent ) {
  16845. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  16846. this.matrixWorld.decompose( this.translationWorld, this.rotationWorld, this.scaleWorld );
  16847. this.matrix.decompose( this.translationObject, this.rotationObject, this.scaleObject );
  16848. this.matrixWorld.compose( this.translationWorld, this.rotationObject, this.scaleWorld );
  16849. } else {
  16850. this.matrixWorld.copy( this.matrix );
  16851. }
  16852. this.matrixWorldNeedsUpdate = false;
  16853. force = true;
  16854. }
  16855. // update children
  16856. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  16857. this.children[ i ].updateMatrixWorld( force );
  16858. }
  16859. };
  16860. THREE.Gyroscope.prototype.translationWorld = new THREE.Vector3();
  16861. THREE.Gyroscope.prototype.translationObject = new THREE.Vector3();
  16862. THREE.Gyroscope.prototype.rotationWorld = new THREE.Quaternion();
  16863. THREE.Gyroscope.prototype.rotationObject = new THREE.Quaternion();
  16864. THREE.Gyroscope.prototype.scaleWorld = new THREE.Vector3();
  16865. THREE.Gyroscope.prototype.scaleObject = new THREE.Vector3();
  16866. /**
  16867. * @author zz85 / http://www.lab4games.net/zz85/blog
  16868. * Creates free form 2d path using series of points, lines or curves.
  16869. *
  16870. **/
  16871. THREE.Path = function ( points ) {
  16872. THREE.CurvePath.call(this);
  16873. this.actions = [];
  16874. if ( points ) {
  16875. this.fromPoints( points );
  16876. }
  16877. };
  16878. THREE.Path.prototype = Object.create( THREE.CurvePath.prototype );
  16879. THREE.PathActions = {
  16880. MOVE_TO: 'moveTo',
  16881. LINE_TO: 'lineTo',
  16882. QUADRATIC_CURVE_TO: 'quadraticCurveTo', // Bezier quadratic curve
  16883. BEZIER_CURVE_TO: 'bezierCurveTo', // Bezier cubic curve
  16884. CSPLINE_THRU: 'splineThru', // Catmull-rom spline
  16885. ARC: 'arc', // Circle
  16886. ELLIPSE: 'ellipse'
  16887. };
  16888. // TODO Clean up PATH API
  16889. // Create path using straight lines to connect all points
  16890. // - vectors: array of Vector2
  16891. THREE.Path.prototype.fromPoints = function ( vectors ) {
  16892. this.moveTo( vectors[ 0 ].x, vectors[ 0 ].y );
  16893. for ( var v = 1, vlen = vectors.length; v < vlen; v ++ ) {
  16894. this.lineTo( vectors[ v ].x, vectors[ v ].y );
  16895. };
  16896. };
  16897. // startPath() endPath()?
  16898. THREE.Path.prototype.moveTo = function ( x, y ) {
  16899. var args = Array.prototype.slice.call( arguments );
  16900. this.actions.push( { action: THREE.PathActions.MOVE_TO, args: args } );
  16901. };
  16902. THREE.Path.prototype.lineTo = function ( x, y ) {
  16903. var args = Array.prototype.slice.call( arguments );
  16904. var lastargs = this.actions[ this.actions.length - 1 ].args;
  16905. var x0 = lastargs[ lastargs.length - 2 ];
  16906. var y0 = lastargs[ lastargs.length - 1 ];
  16907. var curve = new THREE.LineCurve( new THREE.Vector2( x0, y0 ), new THREE.Vector2( x, y ) );
  16908. this.curves.push( curve );
  16909. this.actions.push( { action: THREE.PathActions.LINE_TO, args: args } );
  16910. };
  16911. THREE.Path.prototype.quadraticCurveTo = function( aCPx, aCPy, aX, aY ) {
  16912. var args = Array.prototype.slice.call( arguments );
  16913. var lastargs = this.actions[ this.actions.length - 1 ].args;
  16914. var x0 = lastargs[ lastargs.length - 2 ];
  16915. var y0 = lastargs[ lastargs.length - 1 ];
  16916. var curve = new THREE.QuadraticBezierCurve( new THREE.Vector2( x0, y0 ),
  16917. new THREE.Vector2( aCPx, aCPy ),
  16918. new THREE.Vector2( aX, aY ) );
  16919. this.curves.push( curve );
  16920. this.actions.push( { action: THREE.PathActions.QUADRATIC_CURVE_TO, args: args } );
  16921. };
  16922. THREE.Path.prototype.bezierCurveTo = function( aCP1x, aCP1y,
  16923. aCP2x, aCP2y,
  16924. aX, aY ) {
  16925. var args = Array.prototype.slice.call( arguments );
  16926. var lastargs = this.actions[ this.actions.length - 1 ].args;
  16927. var x0 = lastargs[ lastargs.length - 2 ];
  16928. var y0 = lastargs[ lastargs.length - 1 ];
  16929. var curve = new THREE.CubicBezierCurve( new THREE.Vector2( x0, y0 ),
  16930. new THREE.Vector2( aCP1x, aCP1y ),
  16931. new THREE.Vector2( aCP2x, aCP2y ),
  16932. new THREE.Vector2( aX, aY ) );
  16933. this.curves.push( curve );
  16934. this.actions.push( { action: THREE.PathActions.BEZIER_CURVE_TO, args: args } );
  16935. };
  16936. THREE.Path.prototype.splineThru = function( pts /*Array of Vector*/ ) {
  16937. var args = Array.prototype.slice.call( arguments );
  16938. var lastargs = this.actions[ this.actions.length - 1 ].args;
  16939. var x0 = lastargs[ lastargs.length - 2 ];
  16940. var y0 = lastargs[ lastargs.length - 1 ];
  16941. //---
  16942. var npts = [ new THREE.Vector2( x0, y0 ) ];
  16943. Array.prototype.push.apply( npts, pts );
  16944. var curve = new THREE.SplineCurve( npts );
  16945. this.curves.push( curve );
  16946. this.actions.push( { action: THREE.PathActions.CSPLINE_THRU, args: args } );
  16947. };
  16948. // FUTURE: Change the API or follow canvas API?
  16949. THREE.Path.prototype.arc = function ( aX, aY, aRadius,
  16950. aStartAngle, aEndAngle, aClockwise ) {
  16951. var lastargs = this.actions[ this.actions.length - 1].args;
  16952. var x0 = lastargs[ lastargs.length - 2 ];
  16953. var y0 = lastargs[ lastargs.length - 1 ];
  16954. this.absarc(aX + x0, aY + y0, aRadius,
  16955. aStartAngle, aEndAngle, aClockwise );
  16956. };
  16957. THREE.Path.prototype.absarc = function ( aX, aY, aRadius,
  16958. aStartAngle, aEndAngle, aClockwise ) {
  16959. this.absellipse(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise);
  16960. };
  16961. THREE.Path.prototype.ellipse = function ( aX, aY, xRadius, yRadius,
  16962. aStartAngle, aEndAngle, aClockwise ) {
  16963. var lastargs = this.actions[ this.actions.length - 1].args;
  16964. var x0 = lastargs[ lastargs.length - 2 ];
  16965. var y0 = lastargs[ lastargs.length - 1 ];
  16966. this.absellipse(aX + x0, aY + y0, xRadius, yRadius,
  16967. aStartAngle, aEndAngle, aClockwise );
  16968. };
  16969. THREE.Path.prototype.absellipse = function ( aX, aY, xRadius, yRadius,
  16970. aStartAngle, aEndAngle, aClockwise ) {
  16971. var args = Array.prototype.slice.call( arguments );
  16972. var curve = new THREE.EllipseCurve( aX, aY, xRadius, yRadius,
  16973. aStartAngle, aEndAngle, aClockwise );
  16974. this.curves.push( curve );
  16975. var lastPoint = curve.getPoint(aClockwise ? 1 : 0);
  16976. args.push(lastPoint.x);
  16977. args.push(lastPoint.y);
  16978. this.actions.push( { action: THREE.PathActions.ELLIPSE, args: args } );
  16979. };
  16980. THREE.Path.prototype.getSpacedPoints = function ( divisions, closedPath ) {
  16981. if ( ! divisions ) divisions = 40;
  16982. var points = [];
  16983. for ( var i = 0; i < divisions; i ++ ) {
  16984. points.push( this.getPoint( i / divisions ) );
  16985. //if( !this.getPoint( i / divisions ) ) throw "DIE";
  16986. }
  16987. // if ( closedPath ) {
  16988. //
  16989. // points.push( points[ 0 ] );
  16990. //
  16991. // }
  16992. return points;
  16993. };
  16994. /* Return an array of vectors based on contour of the path */
  16995. THREE.Path.prototype.getPoints = function( divisions, closedPath ) {
  16996. if (this.useSpacedPoints) {
  16997. console.log('tata');
  16998. return this.getSpacedPoints( divisions, closedPath );
  16999. }
  17000. divisions = divisions || 12;
  17001. var points = [];
  17002. var i, il, item, action, args;
  17003. var cpx, cpy, cpx2, cpy2, cpx1, cpy1, cpx0, cpy0,
  17004. laste, j,
  17005. t, tx, ty;
  17006. for ( i = 0, il = this.actions.length; i < il; i ++ ) {
  17007. item = this.actions[ i ];
  17008. action = item.action;
  17009. args = item.args;
  17010. switch( action ) {
  17011. case THREE.PathActions.MOVE_TO:
  17012. points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );
  17013. break;
  17014. case THREE.PathActions.LINE_TO:
  17015. points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );
  17016. break;
  17017. case THREE.PathActions.QUADRATIC_CURVE_TO:
  17018. cpx = args[ 2 ];
  17019. cpy = args[ 3 ];
  17020. cpx1 = args[ 0 ];
  17021. cpy1 = args[ 1 ];
  17022. if ( points.length > 0 ) {
  17023. laste = points[ points.length - 1 ];
  17024. cpx0 = laste.x;
  17025. cpy0 = laste.y;
  17026. } else {
  17027. laste = this.actions[ i - 1 ].args;
  17028. cpx0 = laste[ laste.length - 2 ];
  17029. cpy0 = laste[ laste.length - 1 ];
  17030. }
  17031. for ( j = 1; j <= divisions; j ++ ) {
  17032. t = j / divisions;
  17033. tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx );
  17034. ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy );
  17035. points.push( new THREE.Vector2( tx, ty ) );
  17036. }
  17037. break;
  17038. case THREE.PathActions.BEZIER_CURVE_TO:
  17039. cpx = args[ 4 ];
  17040. cpy = args[ 5 ];
  17041. cpx1 = args[ 0 ];
  17042. cpy1 = args[ 1 ];
  17043. cpx2 = args[ 2 ];
  17044. cpy2 = args[ 3 ];
  17045. if ( points.length > 0 ) {
  17046. laste = points[ points.length - 1 ];
  17047. cpx0 = laste.x;
  17048. cpy0 = laste.y;
  17049. } else {
  17050. laste = this.actions[ i - 1 ].args;
  17051. cpx0 = laste[ laste.length - 2 ];
  17052. cpy0 = laste[ laste.length - 1 ];
  17053. }
  17054. for ( j = 1; j <= divisions; j ++ ) {
  17055. t = j / divisions;
  17056. tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx );
  17057. ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy );
  17058. points.push( new THREE.Vector2( tx, ty ) );
  17059. }
  17060. break;
  17061. case THREE.PathActions.CSPLINE_THRU:
  17062. laste = this.actions[ i - 1 ].args;
  17063. var last = new THREE.Vector2( laste[ laste.length - 2 ], laste[ laste.length - 1 ] );
  17064. var spts = [ last ];
  17065. var n = divisions * args[ 0 ].length;
  17066. spts = spts.concat( args[ 0 ] );
  17067. var spline = new THREE.SplineCurve( spts );
  17068. for ( j = 1; j <= n; j ++ ) {
  17069. points.push( spline.getPointAt( j / n ) ) ;
  17070. }
  17071. break;
  17072. case THREE.PathActions.ARC:
  17073. var aX = args[ 0 ], aY = args[ 1 ],
  17074. aRadius = args[ 2 ],
  17075. aStartAngle = args[ 3 ], aEndAngle = args[ 4 ],
  17076. aClockwise = !!args[ 5 ];
  17077. var deltaAngle = aEndAngle - aStartAngle;
  17078. var angle;
  17079. var tdivisions = divisions * 2;
  17080. for ( j = 1; j <= tdivisions; j ++ ) {
  17081. t = j / tdivisions;
  17082. if ( ! aClockwise ) {
  17083. t = 1 - t;
  17084. }
  17085. angle = aStartAngle + t * deltaAngle;
  17086. tx = aX + aRadius * Math.cos( angle );
  17087. ty = aY + aRadius * Math.sin( angle );
  17088. //console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);
  17089. points.push( new THREE.Vector2( tx, ty ) );
  17090. }
  17091. //console.log(points);
  17092. break;
  17093. case THREE.PathActions.ELLIPSE:
  17094. var aX = args[ 0 ], aY = args[ 1 ],
  17095. xRadius = args[ 2 ],
  17096. yRadius = args[ 3 ],
  17097. aStartAngle = args[ 4 ], aEndAngle = args[ 5 ],
  17098. aClockwise = !!args[ 6 ];
  17099. var deltaAngle = aEndAngle - aStartAngle;
  17100. var angle;
  17101. var tdivisions = divisions * 2;
  17102. for ( j = 1; j <= tdivisions; j ++ ) {
  17103. t = j / tdivisions;
  17104. if ( ! aClockwise ) {
  17105. t = 1 - t;
  17106. }
  17107. angle = aStartAngle + t * deltaAngle;
  17108. tx = aX + xRadius * Math.cos( angle );
  17109. ty = aY + yRadius * Math.sin( angle );
  17110. //console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);
  17111. points.push( new THREE.Vector2( tx, ty ) );
  17112. }
  17113. //console.log(points);
  17114. break;
  17115. } // end switch
  17116. }
  17117. // Normalize to remove the closing point by default.
  17118. var lastPoint = points[ points.length - 1];
  17119. var EPSILON = 0.0000000001;
  17120. if ( Math.abs(lastPoint.x - points[ 0 ].x) < EPSILON &&
  17121. Math.abs(lastPoint.y - points[ 0 ].y) < EPSILON)
  17122. points.splice( points.length - 1, 1);
  17123. if ( closedPath ) {
  17124. points.push( points[ 0 ] );
  17125. }
  17126. return points;
  17127. };
  17128. // Breaks path into shapes
  17129. THREE.Path.prototype.toShapes = function() {
  17130. var i, il, item, action, args;
  17131. var subPaths = [], lastPath = new THREE.Path();
  17132. for ( i = 0, il = this.actions.length; i < il; i ++ ) {
  17133. item = this.actions[ i ];
  17134. args = item.args;
  17135. action = item.action;
  17136. if ( action == THREE.PathActions.MOVE_TO ) {
  17137. if ( lastPath.actions.length != 0 ) {
  17138. subPaths.push( lastPath );
  17139. lastPath = new THREE.Path();
  17140. }
  17141. }
  17142. lastPath[ action ].apply( lastPath, args );
  17143. }
  17144. if ( lastPath.actions.length != 0 ) {
  17145. subPaths.push( lastPath );
  17146. }
  17147. // console.log(subPaths);
  17148. if ( subPaths.length == 0 ) return [];
  17149. var tmpPath, tmpShape, shapes = [];
  17150. var holesFirst = !THREE.Shape.Utils.isClockWise( subPaths[ 0 ].getPoints() );
  17151. // console.log("Holes first", holesFirst);
  17152. if ( subPaths.length == 1) {
  17153. tmpPath = subPaths[0];
  17154. tmpShape = new THREE.Shape();
  17155. tmpShape.actions = tmpPath.actions;
  17156. tmpShape.curves = tmpPath.curves;
  17157. shapes.push( tmpShape );
  17158. return shapes;
  17159. };
  17160. if ( holesFirst ) {
  17161. tmpShape = new THREE.Shape();
  17162. for ( i = 0, il = subPaths.length; i < il; i ++ ) {
  17163. tmpPath = subPaths[ i ];
  17164. if ( THREE.Shape.Utils.isClockWise( tmpPath.getPoints() ) ) {
  17165. tmpShape.actions = tmpPath.actions;
  17166. tmpShape.curves = tmpPath.curves;
  17167. shapes.push( tmpShape );
  17168. tmpShape = new THREE.Shape();
  17169. //console.log('cw', i);
  17170. } else {
  17171. tmpShape.holes.push( tmpPath );
  17172. //console.log('ccw', i);
  17173. }
  17174. }
  17175. } else {
  17176. // Shapes first
  17177. for ( i = 0, il = subPaths.length; i < il; i ++ ) {
  17178. tmpPath = subPaths[ i ];
  17179. if ( THREE.Shape.Utils.isClockWise( tmpPath.getPoints() ) ) {
  17180. if ( tmpShape ) shapes.push( tmpShape );
  17181. tmpShape = new THREE.Shape();
  17182. tmpShape.actions = tmpPath.actions;
  17183. tmpShape.curves = tmpPath.curves;
  17184. } else {
  17185. tmpShape.holes.push( tmpPath );
  17186. }
  17187. }
  17188. shapes.push( tmpShape );
  17189. }
  17190. //console.log("shape", shapes);
  17191. return shapes;
  17192. };
  17193. /**
  17194. * @author zz85 / http://www.lab4games.net/zz85/blog
  17195. * Defines a 2d shape plane using paths.
  17196. **/
  17197. // STEP 1 Create a path.
  17198. // STEP 2 Turn path into shape.
  17199. // STEP 3 ExtrudeGeometry takes in Shape/Shapes
  17200. // STEP 3a - Extract points from each shape, turn to vertices
  17201. // STEP 3b - Triangulate each shape, add faces.
  17202. THREE.Shape = function () {
  17203. THREE.Path.apply( this, arguments );
  17204. this.holes = [];
  17205. };
  17206. THREE.Shape.prototype = Object.create( THREE.Path.prototype );
  17207. // Convenience method to return ExtrudeGeometry
  17208. THREE.Shape.prototype.extrude = function ( options ) {
  17209. var extruded = new THREE.ExtrudeGeometry( this, options );
  17210. return extruded;
  17211. };
  17212. // Convenience method to return ShapeGeometry
  17213. THREE.Shape.prototype.makeGeometry = function ( options ) {
  17214. var geometry = new THREE.ShapeGeometry( this, options );
  17215. return geometry;
  17216. };
  17217. // Get points of holes
  17218. THREE.Shape.prototype.getPointsHoles = function ( divisions ) {
  17219. var i, il = this.holes.length, holesPts = [];
  17220. for ( i = 0; i < il; i ++ ) {
  17221. holesPts[ i ] = this.holes[ i ].getTransformedPoints( divisions, this.bends );
  17222. }
  17223. return holesPts;
  17224. };
  17225. // Get points of holes (spaced by regular distance)
  17226. THREE.Shape.prototype.getSpacedPointsHoles = function ( divisions ) {
  17227. var i, il = this.holes.length, holesPts = [];
  17228. for ( i = 0; i < il; i ++ ) {
  17229. holesPts[ i ] = this.holes[ i ].getTransformedSpacedPoints( divisions, this.bends );
  17230. }
  17231. return holesPts;
  17232. };
  17233. // Get points of shape and holes (keypoints based on segments parameter)
  17234. THREE.Shape.prototype.extractAllPoints = function ( divisions ) {
  17235. return {
  17236. shape: this.getTransformedPoints( divisions ),
  17237. holes: this.getPointsHoles( divisions )
  17238. };
  17239. };
  17240. THREE.Shape.prototype.extractPoints = function ( divisions ) {
  17241. if (this.useSpacedPoints) {
  17242. return this.extractAllSpacedPoints(divisions);
  17243. }
  17244. return this.extractAllPoints(divisions);
  17245. };
  17246. //
  17247. // THREE.Shape.prototype.extractAllPointsWithBend = function ( divisions, bend ) {
  17248. //
  17249. // return {
  17250. //
  17251. // shape: this.transform( bend, divisions ),
  17252. // holes: this.getPointsHoles( divisions, bend )
  17253. //
  17254. // };
  17255. //
  17256. // };
  17257. // Get points of shape and holes (spaced by regular distance)
  17258. THREE.Shape.prototype.extractAllSpacedPoints = function ( divisions ) {
  17259. return {
  17260. shape: this.getTransformedSpacedPoints( divisions ),
  17261. holes: this.getSpacedPointsHoles( divisions )
  17262. };
  17263. };
  17264. /**************************************************************
  17265. * Utils
  17266. **************************************************************/
  17267. THREE.Shape.Utils = {
  17268. /*
  17269. contour - array of vector2 for contour
  17270. holes - array of array of vector2
  17271. */
  17272. removeHoles: function ( contour, holes ) {
  17273. var shape = contour.concat(); // work on this shape
  17274. var allpoints = shape.concat();
  17275. /* For each isolated shape, find the closest points and break to the hole to allow triangulation */
  17276. var prevShapeVert, nextShapeVert,
  17277. prevHoleVert, nextHoleVert,
  17278. holeIndex, shapeIndex,
  17279. shapeId, shapeGroup,
  17280. h, h2,
  17281. hole, shortest, d,
  17282. p, pts1, pts2,
  17283. tmpShape1, tmpShape2,
  17284. tmpHole1, tmpHole2,
  17285. verts = [];
  17286. for ( h = 0; h < holes.length; h ++ ) {
  17287. hole = holes[ h ];
  17288. /*
  17289. shapeholes[ h ].concat(); // preserves original
  17290. holes.push( hole );
  17291. */
  17292. Array.prototype.push.apply( allpoints, hole );
  17293. shortest = Number.POSITIVE_INFINITY;
  17294. // Find the shortest pair of pts between shape and hole
  17295. // Note: Actually, I'm not sure now if we could optimize this to be faster than O(m*n)
  17296. // Using distanceToSquared() intead of distanceTo() should speed a little
  17297. // since running square roots operations are reduced.
  17298. for ( h2 = 0; h2 < hole.length; h2 ++ ) {
  17299. pts1 = hole[ h2 ];
  17300. var dist = [];
  17301. for ( p = 0; p < shape.length; p++ ) {
  17302. pts2 = shape[ p ];
  17303. d = pts1.distanceToSquared( pts2 );
  17304. dist.push( d );
  17305. if ( d < shortest ) {
  17306. shortest = d;
  17307. holeIndex = h2;
  17308. shapeIndex = p;
  17309. }
  17310. }
  17311. }
  17312. //console.log("shortest", shortest, dist);
  17313. prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1;
  17314. prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1;
  17315. var areaapts = [
  17316. hole[ holeIndex ],
  17317. shape[ shapeIndex ],
  17318. shape[ prevShapeVert ]
  17319. ];
  17320. var areaa = THREE.FontUtils.Triangulate.area( areaapts );
  17321. var areabpts = [
  17322. hole[ holeIndex ],
  17323. hole[ prevHoleVert ],
  17324. shape[ shapeIndex ]
  17325. ];
  17326. var areab = THREE.FontUtils.Triangulate.area( areabpts );
  17327. var shapeOffset = 1;
  17328. var holeOffset = -1;
  17329. var oldShapeIndex = shapeIndex, oldHoleIndex = holeIndex;
  17330. shapeIndex += shapeOffset;
  17331. holeIndex += holeOffset;
  17332. if ( shapeIndex < 0 ) { shapeIndex += shape.length; }
  17333. shapeIndex %= shape.length;
  17334. if ( holeIndex < 0 ) { holeIndex += hole.length; }
  17335. holeIndex %= hole.length;
  17336. prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1;
  17337. prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1;
  17338. areaapts = [
  17339. hole[ holeIndex ],
  17340. shape[ shapeIndex ],
  17341. shape[ prevShapeVert ]
  17342. ];
  17343. var areaa2 = THREE.FontUtils.Triangulate.area( areaapts );
  17344. areabpts = [
  17345. hole[ holeIndex ],
  17346. hole[ prevHoleVert ],
  17347. shape[ shapeIndex ]
  17348. ];
  17349. var areab2 = THREE.FontUtils.Triangulate.area( areabpts );
  17350. //console.log(areaa,areab ,areaa2,areab2, ( areaa + areab ), ( areaa2 + areab2 ));
  17351. if ( ( areaa + areab ) > ( areaa2 + areab2 ) ) {
  17352. // In case areas are not correct.
  17353. //console.log("USE THIS");
  17354. shapeIndex = oldShapeIndex;
  17355. holeIndex = oldHoleIndex ;
  17356. if ( shapeIndex < 0 ) { shapeIndex += shape.length; }
  17357. shapeIndex %= shape.length;
  17358. if ( holeIndex < 0 ) { holeIndex += hole.length; }
  17359. holeIndex %= hole.length;
  17360. prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1;
  17361. prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1;
  17362. } else {
  17363. //console.log("USE THAT ")
  17364. }
  17365. tmpShape1 = shape.slice( 0, shapeIndex );
  17366. tmpShape2 = shape.slice( shapeIndex );
  17367. tmpHole1 = hole.slice( holeIndex );
  17368. tmpHole2 = hole.slice( 0, holeIndex );
  17369. // Should check orders here again?
  17370. var trianglea = [
  17371. hole[ holeIndex ],
  17372. shape[ shapeIndex ],
  17373. shape[ prevShapeVert ]
  17374. ];
  17375. var triangleb = [
  17376. hole[ holeIndex ] ,
  17377. hole[ prevHoleVert ],
  17378. shape[ shapeIndex ]
  17379. ];
  17380. verts.push( trianglea );
  17381. verts.push( triangleb );
  17382. shape = tmpShape1.concat( tmpHole1 ).concat( tmpHole2 ).concat( tmpShape2 );
  17383. }
  17384. return {
  17385. shape:shape, /* shape with no holes */
  17386. isolatedPts: verts, /* isolated faces */
  17387. allpoints: allpoints
  17388. }
  17389. },
  17390. triangulateShape: function ( contour, holes ) {
  17391. var shapeWithoutHoles = THREE.Shape.Utils.removeHoles( contour, holes );
  17392. var shape = shapeWithoutHoles.shape,
  17393. allpoints = shapeWithoutHoles.allpoints,
  17394. isolatedPts = shapeWithoutHoles.isolatedPts;
  17395. var triangles = THREE.FontUtils.Triangulate( shape, false ); // True returns indices for points of spooled shape
  17396. // 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.
  17397. //console.log( "triangles",triangles, triangles.length );
  17398. //console.log( "allpoints",allpoints, allpoints.length );
  17399. var i, il, f, face,
  17400. key, index,
  17401. allPointsMap = {},
  17402. isolatedPointsMap = {};
  17403. // prepare all points map
  17404. for ( i = 0, il = allpoints.length; i < il; i ++ ) {
  17405. key = allpoints[ i ].x + ":" + allpoints[ i ].y;
  17406. if ( allPointsMap[ key ] !== undefined ) {
  17407. console.log( "Duplicate point", key );
  17408. }
  17409. allPointsMap[ key ] = i;
  17410. }
  17411. // check all face vertices against all points map
  17412. for ( i = 0, il = triangles.length; i < il; i ++ ) {
  17413. face = triangles[ i ];
  17414. for ( f = 0; f < 3; f ++ ) {
  17415. key = face[ f ].x + ":" + face[ f ].y;
  17416. index = allPointsMap[ key ];
  17417. if ( index !== undefined ) {
  17418. face[ f ] = index;
  17419. }
  17420. }
  17421. }
  17422. // check isolated points vertices against all points map
  17423. for ( i = 0, il = isolatedPts.length; i < il; i ++ ) {
  17424. face = isolatedPts[ i ];
  17425. for ( f = 0; f < 3; f ++ ) {
  17426. key = face[ f ].x + ":" + face[ f ].y;
  17427. index = allPointsMap[ key ];
  17428. if ( index !== undefined ) {
  17429. face[ f ] = index;
  17430. }
  17431. }
  17432. }
  17433. return triangles.concat( isolatedPts );
  17434. }, // end triangulate shapes
  17435. /*
  17436. triangulate2 : function( pts, holes ) {
  17437. // For use with Poly2Tri.js
  17438. var allpts = pts.concat();
  17439. var shape = [];
  17440. for (var p in pts) {
  17441. shape.push(new js.poly2tri.Point(pts[p].x, pts[p].y));
  17442. }
  17443. var swctx = new js.poly2tri.SweepContext(shape);
  17444. for (var h in holes) {
  17445. var aHole = holes[h];
  17446. var newHole = []
  17447. for (i in aHole) {
  17448. newHole.push(new js.poly2tri.Point(aHole[i].x, aHole[i].y));
  17449. allpts.push(aHole[i]);
  17450. }
  17451. swctx.AddHole(newHole);
  17452. }
  17453. var find;
  17454. var findIndexForPt = function (pt) {
  17455. find = new THREE.Vector2(pt.x, pt.y);
  17456. var p;
  17457. for (p=0, pl = allpts.length; p<pl; p++) {
  17458. if (allpts[p].equals(find)) return p;
  17459. }
  17460. return -1;
  17461. };
  17462. // triangulate
  17463. js.poly2tri.sweep.Triangulate(swctx);
  17464. var triangles = swctx.GetTriangles();
  17465. var tr ;
  17466. var facesPts = [];
  17467. for (var t in triangles) {
  17468. tr = triangles[t];
  17469. facesPts.push([
  17470. findIndexForPt(tr.GetPoint(0)),
  17471. findIndexForPt(tr.GetPoint(1)),
  17472. findIndexForPt(tr.GetPoint(2))
  17473. ]);
  17474. }
  17475. // console.log(facesPts);
  17476. // console.log("triangles", triangles.length, triangles);
  17477. // Returns array of faces with 3 element each
  17478. return facesPts;
  17479. },
  17480. */
  17481. isClockWise: function ( pts ) {
  17482. return THREE.FontUtils.Triangulate.area( pts ) < 0;
  17483. },
  17484. // Bezier Curves formulas obtained from
  17485. // http://en.wikipedia.org/wiki/B%C3%A9zier_curve
  17486. // Quad Bezier Functions
  17487. b2p0: function ( t, p ) {
  17488. var k = 1 - t;
  17489. return k * k * p;
  17490. },
  17491. b2p1: function ( t, p ) {
  17492. return 2 * ( 1 - t ) * t * p;
  17493. },
  17494. b2p2: function ( t, p ) {
  17495. return t * t * p;
  17496. },
  17497. b2: function ( t, p0, p1, p2 ) {
  17498. return this.b2p0( t, p0 ) + this.b2p1( t, p1 ) + this.b2p2( t, p2 );
  17499. },
  17500. // Cubic Bezier Functions
  17501. b3p0: function ( t, p ) {
  17502. var k = 1 - t;
  17503. return k * k * k * p;
  17504. },
  17505. b3p1: function ( t, p ) {
  17506. var k = 1 - t;
  17507. return 3 * k * k * t * p;
  17508. },
  17509. b3p2: function ( t, p ) {
  17510. var k = 1 - t;
  17511. return 3 * k * t * t * p;
  17512. },
  17513. b3p3: function ( t, p ) {
  17514. return t * t * t * p;
  17515. },
  17516. b3: function ( t, p0, p1, p2, p3 ) {
  17517. return this.b3p0( t, p0 ) + this.b3p1( t, p1 ) + this.b3p2( t, p2 ) + this.b3p3( t, p3 );
  17518. }
  17519. };
  17520. /**
  17521. * @author mikael emtinger / http://gomo.se/
  17522. */
  17523. THREE.AnimationHandler = (function() {
  17524. var playing = [];
  17525. var library = {};
  17526. var that = {};
  17527. //--- update ---
  17528. that.update = function( deltaTimeMS ) {
  17529. for( var i = 0; i < playing.length; i ++ )
  17530. playing[ i ].update( deltaTimeMS );
  17531. };
  17532. //--- add ---
  17533. that.addToUpdate = function( animation ) {
  17534. if ( playing.indexOf( animation ) === -1 )
  17535. playing.push( animation );
  17536. };
  17537. //--- remove ---
  17538. that.removeFromUpdate = function( animation ) {
  17539. var index = playing.indexOf( animation );
  17540. if( index !== -1 )
  17541. playing.splice( index, 1 );
  17542. };
  17543. //--- add ---
  17544. that.add = function( data ) {
  17545. if ( library[ data.name ] !== undefined )
  17546. console.log( "THREE.AnimationHandler.add: Warning! " + data.name + " already exists in library. Overwriting." );
  17547. library[ data.name ] = data;
  17548. initData( data );
  17549. };
  17550. //--- get ---
  17551. that.get = function( name ) {
  17552. if ( typeof name === "string" ) {
  17553. if ( library[ name ] ) {
  17554. return library[ name ];
  17555. } else {
  17556. console.log( "THREE.AnimationHandler.get: Couldn't find animation " + name );
  17557. return null;
  17558. }
  17559. } else {
  17560. // todo: add simple tween library
  17561. }
  17562. };
  17563. //--- parse ---
  17564. that.parse = function( root ) {
  17565. // setup hierarchy
  17566. var hierarchy = [];
  17567. if ( root instanceof THREE.SkinnedMesh ) {
  17568. for( var b = 0; b < root.bones.length; b++ ) {
  17569. hierarchy.push( root.bones[ b ] );
  17570. }
  17571. } else {
  17572. parseRecurseHierarchy( root, hierarchy );
  17573. }
  17574. return hierarchy;
  17575. };
  17576. var parseRecurseHierarchy = function( root, hierarchy ) {
  17577. hierarchy.push( root );
  17578. for( var c = 0; c < root.children.length; c++ )
  17579. parseRecurseHierarchy( root.children[ c ], hierarchy );
  17580. }
  17581. //--- init data ---
  17582. var initData = function( data ) {
  17583. if( data.initialized === true )
  17584. return;
  17585. // loop through all keys
  17586. for( var h = 0; h < data.hierarchy.length; h ++ ) {
  17587. for( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
  17588. // remove minus times
  17589. if( data.hierarchy[ h ].keys[ k ].time < 0 )
  17590. data.hierarchy[ h ].keys[ k ].time = 0;
  17591. // create quaternions
  17592. if( data.hierarchy[ h ].keys[ k ].rot !== undefined &&
  17593. !( data.hierarchy[ h ].keys[ k ].rot instanceof THREE.Quaternion ) ) {
  17594. var quat = data.hierarchy[ h ].keys[ k ].rot;
  17595. data.hierarchy[ h ].keys[ k ].rot = new THREE.Quaternion( quat[0], quat[1], quat[2], quat[3] );
  17596. }
  17597. }
  17598. // prepare morph target keys
  17599. if( data.hierarchy[ h ].keys.length && data.hierarchy[ h ].keys[ 0 ].morphTargets !== undefined ) {
  17600. // get all used
  17601. var usedMorphTargets = {};
  17602. for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
  17603. for ( var m = 0; m < data.hierarchy[ h ].keys[ k ].morphTargets.length; m ++ ) {
  17604. var morphTargetName = data.hierarchy[ h ].keys[ k ].morphTargets[ m ];
  17605. usedMorphTargets[ morphTargetName ] = -1;
  17606. }
  17607. }
  17608. data.hierarchy[ h ].usedMorphTargets = usedMorphTargets;
  17609. // set all used on all frames
  17610. for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
  17611. var influences = {};
  17612. for ( var morphTargetName in usedMorphTargets ) {
  17613. for ( var m = 0; m < data.hierarchy[ h ].keys[ k ].morphTargets.length; m ++ ) {
  17614. if ( data.hierarchy[ h ].keys[ k ].morphTargets[ m ] === morphTargetName ) {
  17615. influences[ morphTargetName ] = data.hierarchy[ h ].keys[ k ].morphTargetsInfluences[ m ];
  17616. break;
  17617. }
  17618. }
  17619. if ( m === data.hierarchy[ h ].keys[ k ].morphTargets.length ) {
  17620. influences[ morphTargetName ] = 0;
  17621. }
  17622. }
  17623. data.hierarchy[ h ].keys[ k ].morphTargetsInfluences = influences;
  17624. }
  17625. }
  17626. // remove all keys that are on the same time
  17627. for ( var k = 1; k < data.hierarchy[ h ].keys.length; k ++ ) {
  17628. if ( data.hierarchy[ h ].keys[ k ].time === data.hierarchy[ h ].keys[ k - 1 ].time ) {
  17629. data.hierarchy[ h ].keys.splice( k, 1 );
  17630. k --;
  17631. }
  17632. }
  17633. // set index
  17634. for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
  17635. data.hierarchy[ h ].keys[ k ].index = k;
  17636. }
  17637. }
  17638. // JIT
  17639. var lengthInFrames = parseInt( data.length * data.fps, 10 );
  17640. data.JIT = {};
  17641. data.JIT.hierarchy = [];
  17642. for( var h = 0; h < data.hierarchy.length; h ++ )
  17643. data.JIT.hierarchy.push( new Array( lengthInFrames ) );
  17644. // done
  17645. data.initialized = true;
  17646. };
  17647. // interpolation types
  17648. that.LINEAR = 0;
  17649. that.CATMULLROM = 1;
  17650. that.CATMULLROM_FORWARD = 2;
  17651. return that;
  17652. }());
  17653. /**
  17654. * @author mikael emtinger / http://gomo.se/
  17655. * @author mrdoob / http://mrdoob.com/
  17656. * @author alteredq / http://alteredqualia.com/
  17657. */
  17658. THREE.Animation = function ( root, name, interpolationType ) {
  17659. this.root = root;
  17660. this.data = THREE.AnimationHandler.get( name );
  17661. this.hierarchy = THREE.AnimationHandler.parse( root );
  17662. this.currentTime = 0;
  17663. this.timeScale = 1;
  17664. this.isPlaying = false;
  17665. this.isPaused = true;
  17666. this.loop = true;
  17667. this.interpolationType = interpolationType !== undefined ? interpolationType : THREE.AnimationHandler.LINEAR;
  17668. this.points = [];
  17669. this.target = new THREE.Vector3();
  17670. };
  17671. THREE.Animation.prototype.play = function ( loop, startTimeMS ) {
  17672. if ( this.isPlaying === false ) {
  17673. this.isPlaying = true;
  17674. this.loop = loop !== undefined ? loop : true;
  17675. this.currentTime = startTimeMS !== undefined ? startTimeMS : 0;
  17676. // reset key cache
  17677. var h, hl = this.hierarchy.length,
  17678. object;
  17679. for ( h = 0; h < hl; h ++ ) {
  17680. object = this.hierarchy[ h ];
  17681. if ( this.interpolationType !== THREE.AnimationHandler.CATMULLROM_FORWARD ) {
  17682. object.useQuaternion = true;
  17683. }
  17684. object.matrixAutoUpdate = true;
  17685. if ( object.animationCache === undefined ) {
  17686. object.animationCache = {};
  17687. object.animationCache.prevKey = { pos: 0, rot: 0, scl: 0 };
  17688. object.animationCache.nextKey = { pos: 0, rot: 0, scl: 0 };
  17689. object.animationCache.originalMatrix = object instanceof THREE.Bone ? object.skinMatrix : object.matrix;
  17690. }
  17691. var prevKey = object.animationCache.prevKey;
  17692. var nextKey = object.animationCache.nextKey;
  17693. prevKey.pos = this.data.hierarchy[ h ].keys[ 0 ];
  17694. prevKey.rot = this.data.hierarchy[ h ].keys[ 0 ];
  17695. prevKey.scl = this.data.hierarchy[ h ].keys[ 0 ];
  17696. nextKey.pos = this.getNextKeyWith( "pos", h, 1 );
  17697. nextKey.rot = this.getNextKeyWith( "rot", h, 1 );
  17698. nextKey.scl = this.getNextKeyWith( "scl", h, 1 );
  17699. }
  17700. this.update( 0 );
  17701. }
  17702. this.isPaused = false;
  17703. THREE.AnimationHandler.addToUpdate( this );
  17704. };
  17705. THREE.Animation.prototype.pause = function() {
  17706. if ( this.isPaused === true ) {
  17707. THREE.AnimationHandler.addToUpdate( this );
  17708. } else {
  17709. THREE.AnimationHandler.removeFromUpdate( this );
  17710. }
  17711. this.isPaused = !this.isPaused;
  17712. };
  17713. THREE.Animation.prototype.stop = function() {
  17714. this.isPlaying = false;
  17715. this.isPaused = false;
  17716. THREE.AnimationHandler.removeFromUpdate( this );
  17717. };
  17718. THREE.Animation.prototype.update = function ( deltaTimeMS ) {
  17719. // early out
  17720. if ( this.isPlaying === false ) return;
  17721. // vars
  17722. var types = [ "pos", "rot", "scl" ];
  17723. var type;
  17724. var scale;
  17725. var vector;
  17726. var prevXYZ, nextXYZ;
  17727. var prevKey, nextKey;
  17728. var object;
  17729. var animationCache;
  17730. var frame;
  17731. var JIThierarchy = this.data.JIT.hierarchy;
  17732. var currentTime, unloopedCurrentTime;
  17733. var currentPoint, forwardPoint, angle;
  17734. this.currentTime += deltaTimeMS * this.timeScale;
  17735. unloopedCurrentTime = this.currentTime;
  17736. currentTime = this.currentTime = this.currentTime % this.data.length;
  17737. frame = parseInt( Math.min( currentTime * this.data.fps, this.data.length * this.data.fps ), 10 );
  17738. for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
  17739. object = this.hierarchy[ h ];
  17740. animationCache = object.animationCache;
  17741. // loop through pos/rot/scl
  17742. for ( var t = 0; t < 3; t ++ ) {
  17743. // get keys
  17744. type = types[ t ];
  17745. prevKey = animationCache.prevKey[ type ];
  17746. nextKey = animationCache.nextKey[ type ];
  17747. // switch keys?
  17748. if ( nextKey.time <= unloopedCurrentTime ) {
  17749. // did we loop?
  17750. if ( currentTime < unloopedCurrentTime ) {
  17751. if ( this.loop ) {
  17752. prevKey = this.data.hierarchy[ h ].keys[ 0 ];
  17753. nextKey = this.getNextKeyWith( type, h, 1 );
  17754. while( nextKey.time < currentTime ) {
  17755. prevKey = nextKey;
  17756. nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );
  17757. }
  17758. } else {
  17759. this.stop();
  17760. return;
  17761. }
  17762. } else {
  17763. do {
  17764. prevKey = nextKey;
  17765. nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );
  17766. } while( nextKey.time < currentTime )
  17767. }
  17768. animationCache.prevKey[ type ] = prevKey;
  17769. animationCache.nextKey[ type ] = nextKey;
  17770. }
  17771. object.matrixAutoUpdate = true;
  17772. object.matrixWorldNeedsUpdate = true;
  17773. scale = ( currentTime - prevKey.time ) / ( nextKey.time - prevKey.time );
  17774. prevXYZ = prevKey[ type ];
  17775. nextXYZ = nextKey[ type ];
  17776. // check scale error
  17777. if ( scale < 0 || scale > 1 ) {
  17778. console.log( "THREE.Animation.update: Warning! Scale out of bounds:" + scale + " on bone " + h );
  17779. scale = scale < 0 ? 0 : 1;
  17780. }
  17781. // interpolate
  17782. if ( type === "pos" ) {
  17783. vector = object.position;
  17784. if ( this.interpolationType === THREE.AnimationHandler.LINEAR ) {
  17785. vector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
  17786. vector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
  17787. vector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;
  17788. } else if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
  17789. this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
  17790. this.points[ 0 ] = this.getPrevKeyWith( "pos", h, prevKey.index - 1 )[ "pos" ];
  17791. this.points[ 1 ] = prevXYZ;
  17792. this.points[ 2 ] = nextXYZ;
  17793. this.points[ 3 ] = this.getNextKeyWith( "pos", h, nextKey.index + 1 )[ "pos" ];
  17794. scale = scale * 0.33 + 0.33;
  17795. currentPoint = this.interpolateCatmullRom( this.points, scale );
  17796. vector.x = currentPoint[ 0 ];
  17797. vector.y = currentPoint[ 1 ];
  17798. vector.z = currentPoint[ 2 ];
  17799. if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
  17800. forwardPoint = this.interpolateCatmullRom( this.points, scale * 1.01 );
  17801. this.target.set( forwardPoint[ 0 ], forwardPoint[ 1 ], forwardPoint[ 2 ] );
  17802. this.target.sub( vector );
  17803. this.target.y = 0;
  17804. this.target.normalize();
  17805. angle = Math.atan2( this.target.x, this.target.z );
  17806. object.rotation.set( 0, angle, 0 );
  17807. }
  17808. }
  17809. } else if ( type === "rot" ) {
  17810. THREE.Quaternion.slerp( prevXYZ, nextXYZ, object.quaternion, scale );
  17811. } else if ( type === "scl" ) {
  17812. vector = object.scale;
  17813. vector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
  17814. vector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
  17815. vector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;
  17816. }
  17817. }
  17818. }
  17819. };
  17820. // Catmull-Rom spline
  17821. THREE.Animation.prototype.interpolateCatmullRom = function ( points, scale ) {
  17822. var c = [], v3 = [],
  17823. point, intPoint, weight, w2, w3,
  17824. pa, pb, pc, pd;
  17825. point = ( points.length - 1 ) * scale;
  17826. intPoint = Math.floor( point );
  17827. weight = point - intPoint;
  17828. c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1;
  17829. c[ 1 ] = intPoint;
  17830. c[ 2 ] = intPoint > points.length - 2 ? intPoint : intPoint + 1;
  17831. c[ 3 ] = intPoint > points.length - 3 ? intPoint : intPoint + 2;
  17832. pa = points[ c[ 0 ] ];
  17833. pb = points[ c[ 1 ] ];
  17834. pc = points[ c[ 2 ] ];
  17835. pd = points[ c[ 3 ] ];
  17836. w2 = weight * weight;
  17837. w3 = weight * w2;
  17838. v3[ 0 ] = this.interpolate( pa[ 0 ], pb[ 0 ], pc[ 0 ], pd[ 0 ], weight, w2, w3 );
  17839. v3[ 1 ] = this.interpolate( pa[ 1 ], pb[ 1 ], pc[ 1 ], pd[ 1 ], weight, w2, w3 );
  17840. v3[ 2 ] = this.interpolate( pa[ 2 ], pb[ 2 ], pc[ 2 ], pd[ 2 ], weight, w2, w3 );
  17841. return v3;
  17842. };
  17843. THREE.Animation.prototype.interpolate = function ( p0, p1, p2, p3, t, t2, t3 ) {
  17844. var v0 = ( p2 - p0 ) * 0.5,
  17845. v1 = ( p3 - p1 ) * 0.5;
  17846. return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  17847. };
  17848. // Get next key with
  17849. THREE.Animation.prototype.getNextKeyWith = function ( type, h, key ) {
  17850. var keys = this.data.hierarchy[ h ].keys;
  17851. if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
  17852. this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
  17853. key = key < keys.length - 1 ? key : keys.length - 1;
  17854. } else {
  17855. key = key % keys.length;
  17856. }
  17857. for ( ; key < keys.length; key++ ) {
  17858. if ( keys[ key ][ type ] !== undefined ) {
  17859. return keys[ key ];
  17860. }
  17861. }
  17862. return this.data.hierarchy[ h ].keys[ 0 ];
  17863. };
  17864. // Get previous key with
  17865. THREE.Animation.prototype.getPrevKeyWith = function ( type, h, key ) {
  17866. var keys = this.data.hierarchy[ h ].keys;
  17867. if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
  17868. this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
  17869. key = key > 0 ? key : 0;
  17870. } else {
  17871. key = key >= 0 ? key : key + keys.length;
  17872. }
  17873. for ( ; key >= 0; key -- ) {
  17874. if ( keys[ key ][ type ] !== undefined ) {
  17875. return keys[ key ];
  17876. }
  17877. }
  17878. return this.data.hierarchy[ h ].keys[ keys.length - 1 ];
  17879. };
  17880. /**
  17881. * @author mikael emtinger / http://gomo.se/
  17882. * @author mrdoob / http://mrdoob.com/
  17883. * @author alteredq / http://alteredqualia.com/
  17884. * @author khang duong
  17885. * @author erik kitson
  17886. */
  17887. THREE.KeyFrameAnimation = function( root, data, JITCompile ) {
  17888. this.root = root;
  17889. this.data = THREE.AnimationHandler.get( data );
  17890. this.hierarchy = THREE.AnimationHandler.parse( root );
  17891. this.currentTime = 0;
  17892. this.timeScale = 0.001;
  17893. this.isPlaying = false;
  17894. this.isPaused = true;
  17895. this.loop = true;
  17896. this.JITCompile = JITCompile !== undefined ? JITCompile : true;
  17897. // initialize to first keyframes
  17898. for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) {
  17899. var keys = this.data.hierarchy[h].keys,
  17900. sids = this.data.hierarchy[h].sids,
  17901. obj = this.hierarchy[h];
  17902. if ( keys.length && sids ) {
  17903. for ( var s = 0; s < sids.length; s++ ) {
  17904. var sid = sids[ s ],
  17905. next = this.getNextKeyWith( sid, h, 0 );
  17906. if ( next ) {
  17907. next.apply( sid );
  17908. }
  17909. }
  17910. obj.matrixAutoUpdate = false;
  17911. this.data.hierarchy[h].node.updateMatrix();
  17912. obj.matrixWorldNeedsUpdate = true;
  17913. }
  17914. }
  17915. };
  17916. // Play
  17917. THREE.KeyFrameAnimation.prototype.play = function( loop, startTimeMS ) {
  17918. if( !this.isPlaying ) {
  17919. this.isPlaying = true;
  17920. this.loop = loop !== undefined ? loop : true;
  17921. this.currentTime = startTimeMS !== undefined ? startTimeMS : 0;
  17922. this.startTimeMs = startTimeMS;
  17923. this.startTime = 10000000;
  17924. this.endTime = -this.startTime;
  17925. // reset key cache
  17926. var h, hl = this.hierarchy.length,
  17927. object,
  17928. node;
  17929. for ( h = 0; h < hl; h++ ) {
  17930. object = this.hierarchy[ h ];
  17931. node = this.data.hierarchy[ h ];
  17932. object.useQuaternion = true;
  17933. if ( node.animationCache === undefined ) {
  17934. node.animationCache = {};
  17935. node.animationCache.prevKey = null;
  17936. node.animationCache.nextKey = null;
  17937. node.animationCache.originalMatrix = object instanceof THREE.Bone ? object.skinMatrix : object.matrix;
  17938. }
  17939. var keys = this.data.hierarchy[h].keys;
  17940. if (keys.length) {
  17941. node.animationCache.prevKey = keys[ 0 ];
  17942. node.animationCache.nextKey = keys[ 1 ];
  17943. this.startTime = Math.min( keys[0].time, this.startTime );
  17944. this.endTime = Math.max( keys[keys.length - 1].time, this.endTime );
  17945. }
  17946. }
  17947. this.update( 0 );
  17948. }
  17949. this.isPaused = false;
  17950. THREE.AnimationHandler.addToUpdate( this );
  17951. };
  17952. // Pause
  17953. THREE.KeyFrameAnimation.prototype.pause = function() {
  17954. if( this.isPaused ) {
  17955. THREE.AnimationHandler.addToUpdate( this );
  17956. } else {
  17957. THREE.AnimationHandler.removeFromUpdate( this );
  17958. }
  17959. this.isPaused = !this.isPaused;
  17960. };
  17961. // Stop
  17962. THREE.KeyFrameAnimation.prototype.stop = function() {
  17963. this.isPlaying = false;
  17964. this.isPaused = false;
  17965. THREE.AnimationHandler.removeFromUpdate( this );
  17966. // reset JIT matrix and remove cache
  17967. for ( var h = 0; h < this.data.hierarchy.length; h++ ) {
  17968. var obj = this.hierarchy[ h ];
  17969. var node = this.data.hierarchy[ h ];
  17970. if ( node.animationCache !== undefined ) {
  17971. var original = node.animationCache.originalMatrix;
  17972. if( obj instanceof THREE.Bone ) {
  17973. original.copy( obj.skinMatrix );
  17974. obj.skinMatrix = original;
  17975. } else {
  17976. original.copy( obj.matrix );
  17977. obj.matrix = original;
  17978. }
  17979. delete node.animationCache;
  17980. }
  17981. }
  17982. };
  17983. // Update
  17984. THREE.KeyFrameAnimation.prototype.update = function( deltaTimeMS ) {
  17985. // early out
  17986. if( !this.isPlaying ) return;
  17987. // vars
  17988. var prevKey, nextKey;
  17989. var object;
  17990. var node;
  17991. var frame;
  17992. var JIThierarchy = this.data.JIT.hierarchy;
  17993. var currentTime, unloopedCurrentTime;
  17994. var looped;
  17995. // update
  17996. this.currentTime += deltaTimeMS * this.timeScale;
  17997. unloopedCurrentTime = this.currentTime;
  17998. currentTime = this.currentTime = this.currentTime % this.data.length;
  17999. // if looped around, the current time should be based on the startTime
  18000. if ( currentTime < this.startTimeMs ) {
  18001. currentTime = this.currentTime = this.startTimeMs + currentTime;
  18002. }
  18003. frame = parseInt( Math.min( currentTime * this.data.fps, this.data.length * this.data.fps ), 10 );
  18004. looped = currentTime < unloopedCurrentTime;
  18005. if ( looped && !this.loop ) {
  18006. // Set the animation to the last keyframes and stop
  18007. for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) {
  18008. var keys = this.data.hierarchy[h].keys,
  18009. sids = this.data.hierarchy[h].sids,
  18010. end = keys.length-1,
  18011. obj = this.hierarchy[h];
  18012. if ( keys.length ) {
  18013. for ( var s = 0; s < sids.length; s++ ) {
  18014. var sid = sids[ s ],
  18015. prev = this.getPrevKeyWith( sid, h, end );
  18016. if ( prev ) {
  18017. prev.apply( sid );
  18018. }
  18019. }
  18020. this.data.hierarchy[h].node.updateMatrix();
  18021. obj.matrixWorldNeedsUpdate = true;
  18022. }
  18023. }
  18024. this.stop();
  18025. return;
  18026. }
  18027. // check pre-infinity
  18028. if ( currentTime < this.startTime ) {
  18029. return;
  18030. }
  18031. // update
  18032. for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) {
  18033. object = this.hierarchy[ h ];
  18034. node = this.data.hierarchy[ h ];
  18035. var keys = node.keys,
  18036. animationCache = node.animationCache;
  18037. // use JIT?
  18038. if ( this.JITCompile && JIThierarchy[ h ][ frame ] !== undefined ) {
  18039. if( object instanceof THREE.Bone ) {
  18040. object.skinMatrix = JIThierarchy[ h ][ frame ];
  18041. object.matrixWorldNeedsUpdate = false;
  18042. } else {
  18043. object.matrix = JIThierarchy[ h ][ frame ];
  18044. object.matrixWorldNeedsUpdate = true;
  18045. }
  18046. // use interpolation
  18047. } else if ( keys.length ) {
  18048. // make sure so original matrix and not JIT matrix is set
  18049. if ( this.JITCompile && animationCache ) {
  18050. if( object instanceof THREE.Bone ) {
  18051. object.skinMatrix = animationCache.originalMatrix;
  18052. } else {
  18053. object.matrix = animationCache.originalMatrix;
  18054. }
  18055. }
  18056. prevKey = animationCache.prevKey;
  18057. nextKey = animationCache.nextKey;
  18058. if ( prevKey && nextKey ) {
  18059. // switch keys?
  18060. if ( nextKey.time <= unloopedCurrentTime ) {
  18061. // did we loop?
  18062. if ( looped && this.loop ) {
  18063. prevKey = keys[ 0 ];
  18064. nextKey = keys[ 1 ];
  18065. while ( nextKey.time < currentTime ) {
  18066. prevKey = nextKey;
  18067. nextKey = keys[ prevKey.index + 1 ];
  18068. }
  18069. } else if ( !looped ) {
  18070. var lastIndex = keys.length - 1;
  18071. while ( nextKey.time < currentTime && nextKey.index !== lastIndex ) {
  18072. prevKey = nextKey;
  18073. nextKey = keys[ prevKey.index + 1 ];
  18074. }
  18075. }
  18076. animationCache.prevKey = prevKey;
  18077. animationCache.nextKey = nextKey;
  18078. }
  18079. if(nextKey.time >= currentTime)
  18080. prevKey.interpolate( nextKey, currentTime );
  18081. else
  18082. prevKey.interpolate( nextKey, nextKey.time);
  18083. }
  18084. this.data.hierarchy[h].node.updateMatrix();
  18085. object.matrixWorldNeedsUpdate = true;
  18086. }
  18087. }
  18088. // update JIT?
  18089. if ( this.JITCompile ) {
  18090. if ( JIThierarchy[ 0 ][ frame ] === undefined ) {
  18091. this.hierarchy[ 0 ].updateMatrixWorld( true );
  18092. for ( var h = 0; h < this.hierarchy.length; h++ ) {
  18093. if( this.hierarchy[ h ] instanceof THREE.Bone ) {
  18094. JIThierarchy[ h ][ frame ] = this.hierarchy[ h ].skinMatrix.clone();
  18095. } else {
  18096. JIThierarchy[ h ][ frame ] = this.hierarchy[ h ].matrix.clone();
  18097. }
  18098. }
  18099. }
  18100. }
  18101. };
  18102. // Get next key with
  18103. THREE.KeyFrameAnimation.prototype.getNextKeyWith = function( sid, h, key ) {
  18104. var keys = this.data.hierarchy[ h ].keys;
  18105. key = key % keys.length;
  18106. for ( ; key < keys.length; key++ ) {
  18107. if ( keys[ key ].hasTarget( sid ) ) {
  18108. return keys[ key ];
  18109. }
  18110. }
  18111. return keys[ 0 ];
  18112. };
  18113. // Get previous key with
  18114. THREE.KeyFrameAnimation.prototype.getPrevKeyWith = function( sid, h, key ) {
  18115. var keys = this.data.hierarchy[ h ].keys;
  18116. key = key >= 0 ? key : key + keys.length;
  18117. for ( ; key >= 0; key-- ) {
  18118. if ( keys[ key ].hasTarget( sid ) ) {
  18119. return keys[ key ];
  18120. }
  18121. }
  18122. return keys[ keys.length - 1 ];
  18123. };
  18124. /**
  18125. * Camera for rendering cube maps
  18126. * - renders scene into axis-aligned cube
  18127. *
  18128. * @author alteredq / http://alteredqualia.com/
  18129. */
  18130. THREE.CubeCamera = function ( near, far, cubeResolution ) {
  18131. THREE.Object3D.call( this );
  18132. var fov = 90, aspect = 1;
  18133. var cameraPX = new THREE.PerspectiveCamera( fov, aspect, near, far );
  18134. cameraPX.up.set( 0, -1, 0 );
  18135. cameraPX.lookAt( new THREE.Vector3( 1, 0, 0 ) );
  18136. this.add( cameraPX );
  18137. var cameraNX = new THREE.PerspectiveCamera( fov, aspect, near, far );
  18138. cameraNX.up.set( 0, -1, 0 );
  18139. cameraNX.lookAt( new THREE.Vector3( -1, 0, 0 ) );
  18140. this.add( cameraNX );
  18141. var cameraPY = new THREE.PerspectiveCamera( fov, aspect, near, far );
  18142. cameraPY.up.set( 0, 0, 1 );
  18143. cameraPY.lookAt( new THREE.Vector3( 0, 1, 0 ) );
  18144. this.add( cameraPY );
  18145. var cameraNY = new THREE.PerspectiveCamera( fov, aspect, near, far );
  18146. cameraNY.up.set( 0, 0, -1 );
  18147. cameraNY.lookAt( new THREE.Vector3( 0, -1, 0 ) );
  18148. this.add( cameraNY );
  18149. var cameraPZ = new THREE.PerspectiveCamera( fov, aspect, near, far );
  18150. cameraPZ.up.set( 0, -1, 0 );
  18151. cameraPZ.lookAt( new THREE.Vector3( 0, 0, 1 ) );
  18152. this.add( cameraPZ );
  18153. var cameraNZ = new THREE.PerspectiveCamera( fov, aspect, near, far );
  18154. cameraNZ.up.set( 0, -1, 0 );
  18155. cameraNZ.lookAt( new THREE.Vector3( 0, 0, -1 ) );
  18156. this.add( cameraNZ );
  18157. this.renderTarget = new THREE.WebGLRenderTargetCube( cubeResolution, cubeResolution, { format: THREE.RGBFormat, magFilter: THREE.LinearFilter, minFilter: THREE.LinearFilter } );
  18158. this.updateCubeMap = function ( renderer, scene ) {
  18159. var renderTarget = this.renderTarget;
  18160. var generateMipmaps = renderTarget.generateMipmaps;
  18161. renderTarget.generateMipmaps = false;
  18162. renderTarget.activeCubeFace = 0;
  18163. renderer.render( scene, cameraPX, renderTarget );
  18164. renderTarget.activeCubeFace = 1;
  18165. renderer.render( scene, cameraNX, renderTarget );
  18166. renderTarget.activeCubeFace = 2;
  18167. renderer.render( scene, cameraPY, renderTarget );
  18168. renderTarget.activeCubeFace = 3;
  18169. renderer.render( scene, cameraNY, renderTarget );
  18170. renderTarget.activeCubeFace = 4;
  18171. renderer.render( scene, cameraPZ, renderTarget );
  18172. renderTarget.generateMipmaps = generateMipmaps;
  18173. renderTarget.activeCubeFace = 5;
  18174. renderer.render( scene, cameraNZ, renderTarget );
  18175. };
  18176. };
  18177. THREE.CubeCamera.prototype = Object.create( THREE.Object3D.prototype );
  18178. /*
  18179. * @author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog
  18180. *
  18181. * A general perpose camera, for setting FOV, Lens Focal Length,
  18182. * and switching between perspective and orthographic views easily.
  18183. * Use this only if you do not wish to manage
  18184. * both a Orthographic and Perspective Camera
  18185. *
  18186. */
  18187. THREE.CombinedCamera = function ( width, height, fov, near, far, orthoNear, orthoFar ) {
  18188. THREE.Camera.call( this );
  18189. this.fov = fov;
  18190. this.left = -width / 2;
  18191. this.right = width / 2
  18192. this.top = height / 2;
  18193. this.bottom = -height / 2;
  18194. // We could also handle the projectionMatrix internally, but just wanted to test nested camera objects
  18195. this.cameraO = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, orthoNear, orthoFar );
  18196. this.cameraP = new THREE.PerspectiveCamera( fov, width / height, near, far );
  18197. this.zoom = 1;
  18198. this.toPerspective();
  18199. var aspect = width/height;
  18200. };
  18201. THREE.CombinedCamera.prototype = Object.create( THREE.Camera.prototype );
  18202. THREE.CombinedCamera.prototype.toPerspective = function () {
  18203. // Switches to the Perspective Camera
  18204. this.near = this.cameraP.near;
  18205. this.far = this.cameraP.far;
  18206. this.cameraP.fov = this.fov / this.zoom ;
  18207. this.cameraP.updateProjectionMatrix();
  18208. this.projectionMatrix = this.cameraP.projectionMatrix;
  18209. this.inPerspectiveMode = true;
  18210. this.inOrthographicMode = false;
  18211. };
  18212. THREE.CombinedCamera.prototype.toOrthographic = function () {
  18213. // Switches to the Orthographic camera estimating viewport from Perspective
  18214. var fov = this.fov;
  18215. var aspect = this.cameraP.aspect;
  18216. var near = this.cameraP.near;
  18217. var far = this.cameraP.far;
  18218. // The size that we set is the mid plane of the viewing frustum
  18219. var hyperfocus = ( near + far ) / 2;
  18220. var halfHeight = Math.tan( fov / 2 ) * hyperfocus;
  18221. var planeHeight = 2 * halfHeight;
  18222. var planeWidth = planeHeight * aspect;
  18223. var halfWidth = planeWidth / 2;
  18224. halfHeight /= this.zoom;
  18225. halfWidth /= this.zoom;
  18226. this.cameraO.left = -halfWidth;
  18227. this.cameraO.right = halfWidth;
  18228. this.cameraO.top = halfHeight;
  18229. this.cameraO.bottom = -halfHeight;
  18230. // this.cameraO.left = -farHalfWidth;
  18231. // this.cameraO.right = farHalfWidth;
  18232. // this.cameraO.top = farHalfHeight;
  18233. // this.cameraO.bottom = -farHalfHeight;
  18234. // this.cameraO.left = this.left / this.zoom;
  18235. // this.cameraO.right = this.right / this.zoom;
  18236. // this.cameraO.top = this.top / this.zoom;
  18237. // this.cameraO.bottom = this.bottom / this.zoom;
  18238. this.cameraO.updateProjectionMatrix();
  18239. this.near = this.cameraO.near;
  18240. this.far = this.cameraO.far;
  18241. this.projectionMatrix = this.cameraO.projectionMatrix;
  18242. this.inPerspectiveMode = false;
  18243. this.inOrthographicMode = true;
  18244. };
  18245. THREE.CombinedCamera.prototype.setSize = function( width, height ) {
  18246. this.cameraP.aspect = width / height;
  18247. this.left = -width / 2;
  18248. this.right = width / 2
  18249. this.top = height / 2;
  18250. this.bottom = -height / 2;
  18251. };
  18252. THREE.CombinedCamera.prototype.setFov = function( fov ) {
  18253. this.fov = fov;
  18254. if ( this.inPerspectiveMode ) {
  18255. this.toPerspective();
  18256. } else {
  18257. this.toOrthographic();
  18258. }
  18259. };
  18260. // For mantaining similar API with PerspectiveCamera
  18261. THREE.CombinedCamera.prototype.updateProjectionMatrix = function() {
  18262. if ( this.inPerspectiveMode ) {
  18263. this.toPerspective();
  18264. } else {
  18265. this.toPerspective();
  18266. this.toOrthographic();
  18267. }
  18268. };
  18269. /*
  18270. * Uses Focal Length (in mm) to estimate and set FOV
  18271. * 35mm (fullframe) camera is used if frame size is not specified;
  18272. * Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html
  18273. */
  18274. THREE.CombinedCamera.prototype.setLens = function ( focalLength, frameHeight ) {
  18275. if ( frameHeight === undefined ) frameHeight = 24;
  18276. var fov = 2 * THREE.Math.radToDeg( Math.atan( frameHeight / ( focalLength * 2 ) ) );
  18277. this.setFov( fov );
  18278. return fov;
  18279. };
  18280. THREE.CombinedCamera.prototype.setZoom = function( zoom ) {
  18281. this.zoom = zoom;
  18282. if ( this.inPerspectiveMode ) {
  18283. this.toPerspective();
  18284. } else {
  18285. this.toOrthographic();
  18286. }
  18287. };
  18288. THREE.CombinedCamera.prototype.toFrontView = function() {
  18289. this.rotation.x = 0;
  18290. this.rotation.y = 0;
  18291. this.rotation.z = 0;
  18292. // should we be modifing the matrix instead?
  18293. this.rotationAutoUpdate = false;
  18294. };
  18295. THREE.CombinedCamera.prototype.toBackView = function() {
  18296. this.rotation.x = 0;
  18297. this.rotation.y = Math.PI;
  18298. this.rotation.z = 0;
  18299. this.rotationAutoUpdate = false;
  18300. };
  18301. THREE.CombinedCamera.prototype.toLeftView = function() {
  18302. this.rotation.x = 0;
  18303. this.rotation.y = - Math.PI / 2;
  18304. this.rotation.z = 0;
  18305. this.rotationAutoUpdate = false;
  18306. };
  18307. THREE.CombinedCamera.prototype.toRightView = function() {
  18308. this.rotation.x = 0;
  18309. this.rotation.y = Math.PI / 2;
  18310. this.rotation.z = 0;
  18311. this.rotationAutoUpdate = false;
  18312. };
  18313. THREE.CombinedCamera.prototype.toTopView = function() {
  18314. this.rotation.x = - Math.PI / 2;
  18315. this.rotation.y = 0;
  18316. this.rotation.z = 0;
  18317. this.rotationAutoUpdate = false;
  18318. };
  18319. THREE.CombinedCamera.prototype.toBottomView = function() {
  18320. this.rotation.x = Math.PI / 2;
  18321. this.rotation.y = 0;
  18322. this.rotation.z = 0;
  18323. this.rotationAutoUpdate = false;
  18324. };
  18325. /**
  18326. * @author hughes
  18327. */
  18328. THREE.CircleGeometry = function ( radius, segments, thetaStart, thetaLength ) {
  18329. THREE.Geometry.call( this );
  18330. radius = radius || 50;
  18331. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18332. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18333. segments = segments !== undefined ? Math.max( 3, segments ) : 8;
  18334. var i, uvs = [],
  18335. center = new THREE.Vector3(), centerUV = new THREE.Vector2( 0.5, 0.5 );
  18336. this.vertices.push(center);
  18337. uvs.push( centerUV );
  18338. for ( i = 0; i <= segments; i ++ ) {
  18339. var vertex = new THREE.Vector3();
  18340. var segment = thetaStart + i / segments * thetaLength;
  18341. vertex.x = radius * Math.cos( segment );
  18342. vertex.y = radius * Math.sin( segment );
  18343. this.vertices.push( vertex );
  18344. uvs.push( new THREE.Vector2( ( vertex.x / radius + 1 ) / 2, - ( vertex.y / radius + 1 ) / 2 + 1 ) );
  18345. }
  18346. var n = new THREE.Vector3( 0, 0, -1 );
  18347. for ( i = 1; i <= segments; i ++ ) {
  18348. var v1 = i;
  18349. var v2 = i + 1 ;
  18350. var v3 = 0;
  18351. this.faces.push( new THREE.Face3( v1, v2, v3, [ n, n, n ] ) );
  18352. this.faceVertexUvs[ 0 ].push( [ uvs[ i ], uvs[ i + 1 ], centerUV ] );
  18353. }
  18354. this.computeCentroids();
  18355. this.computeFaceNormals();
  18356. this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
  18357. };
  18358. THREE.CircleGeometry.prototype = Object.create( THREE.Geometry.prototype );
  18359. /**
  18360. * @author mrdoob / http://mrdoob.com/
  18361. * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Cube.as
  18362. */
  18363. THREE.CubeGeometry = function ( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  18364. THREE.Geometry.call( this );
  18365. var scope = this;
  18366. this.width = width;
  18367. this.height = height;
  18368. this.depth = depth;
  18369. this.widthSegments = widthSegments || 1;
  18370. this.heightSegments = heightSegments || 1;
  18371. this.depthSegments = depthSegments || 1;
  18372. var width_half = this.width / 2;
  18373. var height_half = this.height / 2;
  18374. var depth_half = this.depth / 2;
  18375. buildPlane( 'z', 'y', - 1, - 1, this.depth, this.height, width_half, 0 ); // px
  18376. buildPlane( 'z', 'y', 1, - 1, this.depth, this.height, - width_half, 1 ); // nx
  18377. buildPlane( 'x', 'z', 1, 1, this.width, this.depth, height_half, 2 ); // py
  18378. buildPlane( 'x', 'z', 1, - 1, this.width, this.depth, - height_half, 3 ); // ny
  18379. buildPlane( 'x', 'y', 1, - 1, this.width, this.height, depth_half, 4 ); // pz
  18380. buildPlane( 'x', 'y', - 1, - 1, this.width, this.height, - depth_half, 5 ); // nz
  18381. function buildPlane( u, v, udir, vdir, width, height, depth, materialIndex ) {
  18382. var w, ix, iy,
  18383. gridX = scope.widthSegments,
  18384. gridY = scope.heightSegments,
  18385. width_half = width / 2,
  18386. height_half = height / 2,
  18387. offset = scope.vertices.length;
  18388. if ( ( u === 'x' && v === 'y' ) || ( u === 'y' && v === 'x' ) ) {
  18389. w = 'z';
  18390. } else if ( ( u === 'x' && v === 'z' ) || ( u === 'z' && v === 'x' ) ) {
  18391. w = 'y';
  18392. gridY = scope.depthSegments;
  18393. } else if ( ( u === 'z' && v === 'y' ) || ( u === 'y' && v === 'z' ) ) {
  18394. w = 'x';
  18395. gridX = scope.depthSegments;
  18396. }
  18397. var gridX1 = gridX + 1,
  18398. gridY1 = gridY + 1,
  18399. segment_width = width / gridX,
  18400. segment_height = height / gridY,
  18401. normal = new THREE.Vector3();
  18402. normal[ w ] = depth > 0 ? 1 : - 1;
  18403. for ( iy = 0; iy < gridY1; iy ++ ) {
  18404. for ( ix = 0; ix < gridX1; ix ++ ) {
  18405. var vector = new THREE.Vector3();
  18406. vector[ u ] = ( ix * segment_width - width_half ) * udir;
  18407. vector[ v ] = ( iy * segment_height - height_half ) * vdir;
  18408. vector[ w ] = depth;
  18409. scope.vertices.push( vector );
  18410. }
  18411. }
  18412. for ( iy = 0; iy < gridY; iy++ ) {
  18413. for ( ix = 0; ix < gridX; ix++ ) {
  18414. var a = ix + gridX1 * iy;
  18415. var b = ix + gridX1 * ( iy + 1 );
  18416. var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  18417. var d = ( ix + 1 ) + gridX1 * iy;
  18418. var face = new THREE.Face4( a + offset, b + offset, c + offset, d + offset );
  18419. face.normal.copy( normal );
  18420. face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone(), normal.clone() );
  18421. face.materialIndex = materialIndex;
  18422. scope.faces.push( face );
  18423. scope.faceVertexUvs[ 0 ].push( [
  18424. new THREE.Vector2( ix / gridX, 1 - iy / gridY ),
  18425. new THREE.Vector2( ix / gridX, 1 - ( iy + 1 ) / gridY ),
  18426. new THREE.Vector2( ( ix + 1 ) / gridX, 1- ( iy + 1 ) / gridY ),
  18427. new THREE.Vector2( ( ix + 1 ) / gridX, 1 - iy / gridY )
  18428. ] );
  18429. }
  18430. }
  18431. }
  18432. this.computeCentroids();
  18433. this.mergeVertices();
  18434. };
  18435. THREE.CubeGeometry.prototype = Object.create( THREE.Geometry.prototype );
  18436. /**
  18437. * @author mrdoob / http://mrdoob.com/
  18438. */
  18439. THREE.CylinderGeometry = function ( radiusTop, radiusBottom, height, radiusSegments, heightSegments, openEnded ) {
  18440. THREE.Geometry.call( this );
  18441. radiusTop = radiusTop !== undefined ? radiusTop : 20;
  18442. radiusBottom = radiusBottom !== undefined ? radiusBottom : 20;
  18443. height = height !== undefined ? height : 100;
  18444. var heightHalf = height / 2;
  18445. var segmentsX = radiusSegments || 8;
  18446. var segmentsY = heightSegments || 1;
  18447. var x, y, vertices = [], uvs = [];
  18448. for ( y = 0; y <= segmentsY; y ++ ) {
  18449. var verticesRow = [];
  18450. var uvsRow = [];
  18451. var v = y / segmentsY;
  18452. var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  18453. for ( x = 0; x <= segmentsX; x ++ ) {
  18454. var u = x / segmentsX;
  18455. var vertex = new THREE.Vector3();
  18456. vertex.x = radius * Math.sin( u * Math.PI * 2 );
  18457. vertex.y = - v * height + heightHalf;
  18458. vertex.z = radius * Math.cos( u * Math.PI * 2 );
  18459. this.vertices.push( vertex );
  18460. verticesRow.push( this.vertices.length - 1 );
  18461. uvsRow.push( new THREE.Vector2( u, 1 - v ) );
  18462. }
  18463. vertices.push( verticesRow );
  18464. uvs.push( uvsRow );
  18465. }
  18466. var tanTheta = ( radiusBottom - radiusTop ) / height;
  18467. var na, nb;
  18468. for ( x = 0; x < segmentsX; x ++ ) {
  18469. if ( radiusTop !== 0 ) {
  18470. na = this.vertices[ vertices[ 0 ][ x ] ].clone();
  18471. nb = this.vertices[ vertices[ 0 ][ x + 1 ] ].clone();
  18472. } else {
  18473. na = this.vertices[ vertices[ 1 ][ x ] ].clone();
  18474. nb = this.vertices[ vertices[ 1 ][ x + 1 ] ].clone();
  18475. }
  18476. na.setY( Math.sqrt( na.x * na.x + na.z * na.z ) * tanTheta ).normalize();
  18477. nb.setY( Math.sqrt( nb.x * nb.x + nb.z * nb.z ) * tanTheta ).normalize();
  18478. for ( y = 0; y < segmentsY; y ++ ) {
  18479. var v1 = vertices[ y ][ x ];
  18480. var v2 = vertices[ y + 1 ][ x ];
  18481. var v3 = vertices[ y + 1 ][ x + 1 ];
  18482. var v4 = vertices[ y ][ x + 1 ];
  18483. var n1 = na.clone();
  18484. var n2 = na.clone();
  18485. var n3 = nb.clone();
  18486. var n4 = nb.clone();
  18487. var uv1 = uvs[ y ][ x ].clone();
  18488. var uv2 = uvs[ y + 1 ][ x ].clone();
  18489. var uv3 = uvs[ y + 1 ][ x + 1 ].clone();
  18490. var uv4 = uvs[ y ][ x + 1 ].clone();
  18491. this.faces.push( new THREE.Face4( v1, v2, v3, v4, [ n1, n2, n3, n4 ] ) );
  18492. this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3, uv4 ] );
  18493. }
  18494. }
  18495. // top cap
  18496. if ( !openEnded && radiusTop > 0 ) {
  18497. this.vertices.push( new THREE.Vector3( 0, heightHalf, 0 ) );
  18498. for ( x = 0; x < segmentsX; x ++ ) {
  18499. var v1 = vertices[ 0 ][ x ];
  18500. var v2 = vertices[ 0 ][ x + 1 ];
  18501. var v3 = this.vertices.length - 1;
  18502. var n1 = new THREE.Vector3( 0, 1, 0 );
  18503. var n2 = new THREE.Vector3( 0, 1, 0 );
  18504. var n3 = new THREE.Vector3( 0, 1, 0 );
  18505. var uv1 = uvs[ 0 ][ x ].clone();
  18506. var uv2 = uvs[ 0 ][ x + 1 ].clone();
  18507. var uv3 = new THREE.Vector2( uv2.u, 0 );
  18508. this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
  18509. this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
  18510. }
  18511. }
  18512. // bottom cap
  18513. if ( !openEnded && radiusBottom > 0 ) {
  18514. this.vertices.push( new THREE.Vector3( 0, - heightHalf, 0 ) );
  18515. for ( x = 0; x < segmentsX; x ++ ) {
  18516. var v1 = vertices[ y ][ x + 1 ];
  18517. var v2 = vertices[ y ][ x ];
  18518. var v3 = this.vertices.length - 1;
  18519. var n1 = new THREE.Vector3( 0, - 1, 0 );
  18520. var n2 = new THREE.Vector3( 0, - 1, 0 );
  18521. var n3 = new THREE.Vector3( 0, - 1, 0 );
  18522. var uv1 = uvs[ y ][ x + 1 ].clone();
  18523. var uv2 = uvs[ y ][ x ].clone();
  18524. var uv3 = new THREE.Vector2( uv2.u, 1 );
  18525. this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
  18526. this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
  18527. }
  18528. }
  18529. this.computeCentroids();
  18530. this.computeFaceNormals();
  18531. }
  18532. THREE.CylinderGeometry.prototype = Object.create( THREE.Geometry.prototype );
  18533. /**
  18534. * @author zz85 / http://www.lab4games.net/zz85/blog
  18535. *
  18536. * Creates extruded geometry from a path shape.
  18537. *
  18538. * parameters = {
  18539. *
  18540. * size: <float>, // size of the text
  18541. * height: <float>, // thickness to extrude text
  18542. * curveSegments: <int>, // number of points on the curves
  18543. * steps: <int>, // number of points for z-side extrusions / used for subdividing segements of extrude spline too
  18544. * amount: <int>, // Amount
  18545. *
  18546. * bevelEnabled: <bool>, // turn on bevel
  18547. * bevelThickness: <float>, // how deep into text bevel goes
  18548. * bevelSize: <float>, // how far from text outline is bevel
  18549. * bevelSegments: <int>, // number of bevel layers
  18550. *
  18551. * extrudePath: <THREE.CurvePath> // 3d spline path to extrude shape along. (creates Frames if .frames aren't defined)
  18552. * frames: <THREE.TubeGeometry.FrenetFrames> // containing arrays of tangents, normals, binormals
  18553. *
  18554. * material: <int> // material index for front and back faces
  18555. * extrudeMaterial: <int> // material index for extrusion and beveled faces
  18556. * uvGenerator: <Object> // object that provides UV generator functions
  18557. *
  18558. * }
  18559. **/
  18560. THREE.ExtrudeGeometry = function ( shapes, options ) {
  18561. if ( typeof( shapes ) === "undefined" ) {
  18562. shapes = [];
  18563. return;
  18564. }
  18565. THREE.Geometry.call( this );
  18566. shapes = shapes instanceof Array ? shapes : [ shapes ];
  18567. this.shapebb = shapes[ shapes.length - 1 ].getBoundingBox();
  18568. this.addShapeList( shapes, options );
  18569. this.computeCentroids();
  18570. this.computeFaceNormals();
  18571. // can't really use automatic vertex normals
  18572. // as then front and back sides get smoothed too
  18573. // should do separate smoothing just for sides
  18574. //this.computeVertexNormals();
  18575. //console.log( "took", ( Date.now() - startTime ) );
  18576. };
  18577. THREE.ExtrudeGeometry.prototype = Object.create( THREE.Geometry.prototype );
  18578. THREE.ExtrudeGeometry.prototype.addShapeList = function ( shapes, options ) {
  18579. var sl = shapes.length;
  18580. for ( var s = 0; s < sl; s ++ ) {
  18581. var shape = shapes[ s ];
  18582. this.addShape( shape, options );
  18583. }
  18584. };
  18585. THREE.ExtrudeGeometry.prototype.addShape = function ( shape, options ) {
  18586. var amount = options.amount !== undefined ? options.amount : 100;
  18587. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; // 10
  18588. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; // 8
  18589. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  18590. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; // false
  18591. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  18592. var steps = options.steps !== undefined ? options.steps : 1;
  18593. var extrudePath = options.extrudePath;
  18594. var extrudePts, extrudeByPath = false;
  18595. var material = options.material;
  18596. var extrudeMaterial = options.extrudeMaterial;
  18597. // Use default WorldUVGenerator if no UV generators are specified.
  18598. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : THREE.ExtrudeGeometry.WorldUVGenerator;
  18599. var shapebb = this.shapebb;
  18600. //shapebb = shape.getBoundingBox();
  18601. var splineTube, binormal, normal, position2;
  18602. if ( extrudePath ) {
  18603. extrudePts = extrudePath.getSpacedPoints( steps );
  18604. extrudeByPath = true;
  18605. bevelEnabled = false; // bevels not supported for path extrusion
  18606. // SETUP TNB variables
  18607. // Reuse TNB from TubeGeomtry for now.
  18608. // TODO1 - have a .isClosed in spline?
  18609. splineTube = options.frames !== undefined ? options.frames : new THREE.TubeGeometry.FrenetFrames(extrudePath, steps, false);
  18610. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  18611. binormal = new THREE.Vector3();
  18612. normal = new THREE.Vector3();
  18613. position2 = new THREE.Vector3();
  18614. }
  18615. // Safeguards if bevels are not enabled
  18616. if ( ! bevelEnabled ) {
  18617. bevelSegments = 0;
  18618. bevelThickness = 0;
  18619. bevelSize = 0;
  18620. }
  18621. // Variables initalization
  18622. var ahole, h, hl; // looping of holes
  18623. var scope = this;
  18624. var bevelPoints = [];
  18625. var shapesOffset = this.vertices.length;
  18626. var shapePoints = shape.extractPoints( curveSegments );
  18627. var vertices = shapePoints.shape;
  18628. var holes = shapePoints.holes;
  18629. var reverse = !THREE.Shape.Utils.isClockWise( vertices ) ;
  18630. if ( reverse ) {
  18631. vertices = vertices.reverse();
  18632. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  18633. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18634. ahole = holes[ h ];
  18635. if ( THREE.Shape.Utils.isClockWise( ahole ) ) {
  18636. holes[ h ] = ahole.reverse();
  18637. }
  18638. }
  18639. reverse = false; // If vertices are in order now, we shouldn't need to worry about them again (hopefully)!
  18640. }
  18641. var faces = THREE.Shape.Utils.triangulateShape ( vertices, holes );
  18642. /* Vertices */
  18643. var contour = vertices; // vertices has all points but contour has only points of circumference
  18644. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18645. ahole = holes[ h ];
  18646. vertices = vertices.concat( ahole );
  18647. }
  18648. function scalePt2 ( pt, vec, size ) {
  18649. if ( !vec ) console.log( "die" );
  18650. return vec.clone().multiplyScalar( size ).add( pt );
  18651. }
  18652. var b, bs, t, z,
  18653. vert, vlen = vertices.length,
  18654. face, flen = faces.length,
  18655. cont, clen = contour.length;
  18656. // Find directions for point movement
  18657. var RAD_TO_DEGREES = 180 / Math.PI;
  18658. function getBevelVec( pt_i, pt_j, pt_k ) {
  18659. // Algorithm 2
  18660. return getBevelVec2( pt_i, pt_j, pt_k );
  18661. }
  18662. function getBevelVec1( pt_i, pt_j, pt_k ) {
  18663. var anglea = Math.atan2( pt_j.y - pt_i.y, pt_j.x - pt_i.x );
  18664. var angleb = Math.atan2( pt_k.y - pt_i.y, pt_k.x - pt_i.x );
  18665. if ( anglea > angleb ) {
  18666. angleb += Math.PI * 2;
  18667. }
  18668. var anglec = ( anglea + angleb ) / 2;
  18669. //console.log('angle1', anglea * RAD_TO_DEGREES,'angle2', angleb * RAD_TO_DEGREES, 'anglec', anglec *RAD_TO_DEGREES);
  18670. var x = - Math.cos( anglec );
  18671. var y = - Math.sin( anglec );
  18672. var vec = new THREE.Vector2( x, y ); //.normalize();
  18673. return vec;
  18674. }
  18675. function getBevelVec2( pt_i, pt_j, pt_k ) {
  18676. var a = THREE.ExtrudeGeometry.__v1,
  18677. b = THREE.ExtrudeGeometry.__v2,
  18678. v_hat = THREE.ExtrudeGeometry.__v3,
  18679. w_hat = THREE.ExtrudeGeometry.__v4,
  18680. p = THREE.ExtrudeGeometry.__v5,
  18681. q = THREE.ExtrudeGeometry.__v6,
  18682. v, w,
  18683. v_dot_w_hat, q_sub_p_dot_w_hat,
  18684. s, intersection;
  18685. // good reading for line-line intersection
  18686. // http://sputsoft.com/blog/2010/03/line-line-intersection.html
  18687. // define a as vector j->i
  18688. // define b as vectot k->i
  18689. a.set( pt_i.x - pt_j.x, pt_i.y - pt_j.y );
  18690. b.set( pt_i.x - pt_k.x, pt_i.y - pt_k.y );
  18691. // get unit vectors
  18692. v = a.normalize();
  18693. w = b.normalize();
  18694. // normals from pt i
  18695. v_hat.set( -v.y, v.x );
  18696. w_hat.set( w.y, -w.x );
  18697. // pts from i
  18698. p.copy( pt_i ).add( v_hat );
  18699. q.copy( pt_i ).add( w_hat );
  18700. if ( p.equals( q ) ) {
  18701. //console.log("Warning: lines are straight");
  18702. return w_hat.clone();
  18703. }
  18704. // Points from j, k. helps prevents points cross overover most of the time
  18705. p.copy( pt_j ).add( v_hat );
  18706. q.copy( pt_k ).add( w_hat );
  18707. v_dot_w_hat = v.dot( w_hat );
  18708. q_sub_p_dot_w_hat = q.sub( p ).dot( w_hat );
  18709. // We should not reach these conditions
  18710. if ( v_dot_w_hat === 0 ) {
  18711. console.log( "Either infinite or no solutions!" );
  18712. if ( q_sub_p_dot_w_hat === 0 ) {
  18713. console.log( "Its finite solutions." );
  18714. } else {
  18715. console.log( "Too bad, no solutions." );
  18716. }
  18717. }
  18718. s = q_sub_p_dot_w_hat / v_dot_w_hat;
  18719. if ( s < 0 ) {
  18720. // in case of emergecy, revert to algorithm 1.
  18721. return getBevelVec1( pt_i, pt_j, pt_k );
  18722. }
  18723. intersection = v.multiplyScalar( s ).add( p );
  18724. return intersection.sub( pt_i ).clone(); // Don't normalize!, otherwise sharp corners become ugly
  18725. }
  18726. var contourMovements = [];
  18727. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18728. if ( j === il ) j = 0;
  18729. if ( k === il ) k = 0;
  18730. // (j)---(i)---(k)
  18731. // console.log('i,j,k', i, j , k)
  18732. var pt_i = contour[ i ];
  18733. var pt_j = contour[ j ];
  18734. var pt_k = contour[ k ];
  18735. contourMovements[ i ]= getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  18736. }
  18737. var holesMovements = [], oneHoleMovements, verticesMovements = contourMovements.concat();
  18738. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18739. ahole = holes[ h ];
  18740. oneHoleMovements = [];
  18741. for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18742. if ( j === il ) j = 0;
  18743. if ( k === il ) k = 0;
  18744. // (j)---(i)---(k)
  18745. oneHoleMovements[ i ]= getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  18746. }
  18747. holesMovements.push( oneHoleMovements );
  18748. verticesMovements = verticesMovements.concat( oneHoleMovements );
  18749. }
  18750. // Loop bevelSegments, 1 for the front, 1 for the back
  18751. for ( b = 0; b < bevelSegments; b ++ ) {
  18752. //for ( b = bevelSegments; b > 0; b -- ) {
  18753. t = b / bevelSegments;
  18754. z = bevelThickness * ( 1 - t );
  18755. //z = bevelThickness * t;
  18756. bs = bevelSize * ( Math.sin ( t * Math.PI/2 ) ) ; // curved
  18757. //bs = bevelSize * t ; // linear
  18758. // contract shape
  18759. for ( i = 0, il = contour.length; i < il; i ++ ) {
  18760. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  18761. //vert = scalePt( contour[ i ], contourCentroid, bs, false );
  18762. v( vert.x, vert.y, - z );
  18763. }
  18764. // expand holes
  18765. for ( h = 0, hl = holes.length; h < hl; h++ ) {
  18766. ahole = holes[ h ];
  18767. oneHoleMovements = holesMovements[ h ];
  18768. for ( i = 0, il = ahole.length; i < il; i++ ) {
  18769. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  18770. //vert = scalePt( ahole[ i ], holesCentroids[ h ], bs, true );
  18771. v( vert.x, vert.y, -z );
  18772. }
  18773. }
  18774. }
  18775. bs = bevelSize;
  18776. // Back facing vertices
  18777. for ( i = 0; i < vlen; i ++ ) {
  18778. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  18779. if ( !extrudeByPath ) {
  18780. v( vert.x, vert.y, 0 );
  18781. } else {
  18782. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  18783. normal.copy( splineTube.normals[0] ).multiplyScalar(vert.x);
  18784. binormal.copy( splineTube.binormals[0] ).multiplyScalar(vert.y);
  18785. position2.copy( extrudePts[0] ).add(normal).add(binormal);
  18786. v( position2.x, position2.y, position2.z );
  18787. }
  18788. }
  18789. // Add stepped vertices...
  18790. // Including front facing vertices
  18791. var s;
  18792. for ( s = 1; s <= steps; s ++ ) {
  18793. for ( i = 0; i < vlen; i ++ ) {
  18794. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  18795. if ( !extrudeByPath ) {
  18796. v( vert.x, vert.y, amount / steps * s );
  18797. } else {
  18798. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  18799. normal.copy( splineTube.normals[s] ).multiplyScalar( vert.x );
  18800. binormal.copy( splineTube.binormals[s] ).multiplyScalar( vert.y );
  18801. position2.copy( extrudePts[s] ).add( normal ).add( binormal );
  18802. v( position2.x, position2.y, position2.z );
  18803. }
  18804. }
  18805. }
  18806. // Add bevel segments planes
  18807. //for ( b = 1; b <= bevelSegments; b ++ ) {
  18808. for ( b = bevelSegments - 1; b >= 0; b -- ) {
  18809. t = b / bevelSegments;
  18810. z = bevelThickness * ( 1 - t );
  18811. //bs = bevelSize * ( 1-Math.sin ( ( 1 - t ) * Math.PI/2 ) );
  18812. bs = bevelSize * Math.sin ( t * Math.PI/2 ) ;
  18813. // contract shape
  18814. for ( i = 0, il = contour.length; i < il; i ++ ) {
  18815. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  18816. v( vert.x, vert.y, amount + z );
  18817. }
  18818. // expand holes
  18819. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18820. ahole = holes[ h ];
  18821. oneHoleMovements = holesMovements[ h ];
  18822. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  18823. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  18824. if ( !extrudeByPath ) {
  18825. v( vert.x, vert.y, amount + z );
  18826. } else {
  18827. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  18828. }
  18829. }
  18830. }
  18831. }
  18832. /* Faces */
  18833. // Top and bottom faces
  18834. buildLidFaces();
  18835. // Sides faces
  18836. buildSideFaces();
  18837. ///// Internal functions
  18838. function buildLidFaces() {
  18839. if ( bevelEnabled ) {
  18840. var layer = 0 ; // steps + 1
  18841. var offset = vlen * layer;
  18842. // Bottom faces
  18843. for ( i = 0; i < flen; i ++ ) {
  18844. face = faces[ i ];
  18845. f3( face[ 2 ]+ offset, face[ 1 ]+ offset, face[ 0 ] + offset, true );
  18846. }
  18847. layer = steps + bevelSegments * 2;
  18848. offset = vlen * layer;
  18849. // Top faces
  18850. for ( i = 0; i < flen; i ++ ) {
  18851. face = faces[ i ];
  18852. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset, false );
  18853. }
  18854. } else {
  18855. // Bottom faces
  18856. for ( i = 0; i < flen; i++ ) {
  18857. face = faces[ i ];
  18858. f3( face[ 2 ], face[ 1 ], face[ 0 ], true );
  18859. }
  18860. // Top faces
  18861. for ( i = 0; i < flen; i ++ ) {
  18862. face = faces[ i ];
  18863. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps, false );
  18864. }
  18865. }
  18866. }
  18867. // Create faces for the z-sides of the shape
  18868. function buildSideFaces() {
  18869. var layeroffset = 0;
  18870. sidewalls( contour, layeroffset );
  18871. layeroffset += contour.length;
  18872. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18873. ahole = holes[ h ];
  18874. sidewalls( ahole, layeroffset );
  18875. //, true
  18876. layeroffset += ahole.length;
  18877. }
  18878. }
  18879. function sidewalls( contour, layeroffset ) {
  18880. var j, k;
  18881. i = contour.length;
  18882. while ( --i >= 0 ) {
  18883. j = i;
  18884. k = i - 1;
  18885. if ( k < 0 ) k = contour.length - 1;
  18886. //console.log('b', i,j, i-1, k,vertices.length);
  18887. var s = 0, sl = steps + bevelSegments * 2;
  18888. for ( s = 0; s < sl; s ++ ) {
  18889. var slen1 = vlen * s;
  18890. var slen2 = vlen * ( s + 1 );
  18891. var a = layeroffset + j + slen1,
  18892. b = layeroffset + k + slen1,
  18893. c = layeroffset + k + slen2,
  18894. d = layeroffset + j + slen2;
  18895. f4( a, b, c, d, contour, s, sl, j, k );
  18896. }
  18897. }
  18898. }
  18899. function v( x, y, z ) {
  18900. scope.vertices.push( new THREE.Vector3( x, y, z ) );
  18901. }
  18902. function f3( a, b, c, isBottom ) {
  18903. a += shapesOffset;
  18904. b += shapesOffset;
  18905. c += shapesOffset;
  18906. // normal, color, material
  18907. scope.faces.push( new THREE.Face3( a, b, c, null, null, material ) );
  18908. var uvs = isBottom ? uvgen.generateBottomUV( scope, shape, options, a, b, c ) : uvgen.generateTopUV( scope, shape, options, a, b, c );
  18909. scope.faceVertexUvs[ 0 ].push( uvs );
  18910. }
  18911. function f4( a, b, c, d, wallContour, stepIndex, stepsLength, contourIndex1, contourIndex2 ) {
  18912. a += shapesOffset;
  18913. b += shapesOffset;
  18914. c += shapesOffset;
  18915. d += shapesOffset;
  18916. scope.faces.push( new THREE.Face4( a, b, c, d, null, null, extrudeMaterial ) );
  18917. var uvs = uvgen.generateSideWallUV( scope, shape, wallContour, options, a, b, c, d,
  18918. stepIndex, stepsLength, contourIndex1, contourIndex2 );
  18919. scope.faceVertexUvs[ 0 ].push( uvs );
  18920. }
  18921. };
  18922. THREE.ExtrudeGeometry.WorldUVGenerator = {
  18923. generateTopUV: function( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC ) {
  18924. var ax = geometry.vertices[ indexA ].x,
  18925. ay = geometry.vertices[ indexA ].y,
  18926. bx = geometry.vertices[ indexB ].x,
  18927. by = geometry.vertices[ indexB ].y,
  18928. cx = geometry.vertices[ indexC ].x,
  18929. cy = geometry.vertices[ indexC ].y;
  18930. return [
  18931. new THREE.Vector2( ax, ay ),
  18932. new THREE.Vector2( bx, by ),
  18933. new THREE.Vector2( cx, cy )
  18934. ];
  18935. },
  18936. generateBottomUV: function( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC ) {
  18937. return this.generateTopUV( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC );
  18938. },
  18939. generateSideWallUV: function( geometry, extrudedShape, wallContour, extrudeOptions,
  18940. indexA, indexB, indexC, indexD, stepIndex, stepsLength,
  18941. contourIndex1, contourIndex2 ) {
  18942. var ax = geometry.vertices[ indexA ].x,
  18943. ay = geometry.vertices[ indexA ].y,
  18944. az = geometry.vertices[ indexA ].z,
  18945. bx = geometry.vertices[ indexB ].x,
  18946. by = geometry.vertices[ indexB ].y,
  18947. bz = geometry.vertices[ indexB ].z,
  18948. cx = geometry.vertices[ indexC ].x,
  18949. cy = geometry.vertices[ indexC ].y,
  18950. cz = geometry.vertices[ indexC ].z,
  18951. dx = geometry.vertices[ indexD ].x,
  18952. dy = geometry.vertices[ indexD ].y,
  18953. dz = geometry.vertices[ indexD ].z;
  18954. if ( Math.abs( ay - by ) < 0.01 ) {
  18955. return [
  18956. new THREE.Vector2( ax, 1 - az ),
  18957. new THREE.Vector2( bx, 1 - bz ),
  18958. new THREE.Vector2( cx, 1 - cz ),
  18959. new THREE.Vector2( dx, 1 - dz )
  18960. ];
  18961. } else {
  18962. return [
  18963. new THREE.Vector2( ay, 1 - az ),
  18964. new THREE.Vector2( by, 1 - bz ),
  18965. new THREE.Vector2( cy, 1 - cz ),
  18966. new THREE.Vector2( dy, 1 - dz )
  18967. ];
  18968. }
  18969. }
  18970. };
  18971. THREE.ExtrudeGeometry.__v1 = new THREE.Vector2();
  18972. THREE.ExtrudeGeometry.__v2 = new THREE.Vector2();
  18973. THREE.ExtrudeGeometry.__v3 = new THREE.Vector2();
  18974. THREE.ExtrudeGeometry.__v4 = new THREE.Vector2();
  18975. THREE.ExtrudeGeometry.__v5 = new THREE.Vector2();
  18976. THREE.ExtrudeGeometry.__v6 = new THREE.Vector2();
  18977. /**
  18978. * @author jonobr1 / http://jonobr1.com
  18979. *
  18980. * Creates a one-sided polygonal geometry from a path shape. Similar to
  18981. * ExtrudeGeometry.
  18982. *
  18983. * parameters = {
  18984. *
  18985. * curveSegments: <int>, // number of points on the curves. NOT USED AT THE MOMENT.
  18986. *
  18987. * material: <int> // material index for front and back faces
  18988. * uvGenerator: <Object> // object that provides UV generator functions
  18989. *
  18990. * }
  18991. **/
  18992. THREE.ShapeGeometry = function ( shapes, options ) {
  18993. THREE.Geometry.call( this );
  18994. if ( shapes instanceof Array === false ) shapes = [ shapes ];
  18995. this.shapebb = shapes[ shapes.length - 1 ].getBoundingBox();
  18996. this.addShapeList( shapes, options );
  18997. this.computeCentroids();
  18998. this.computeFaceNormals();
  18999. };
  19000. THREE.ShapeGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19001. /**
  19002. * Add an array of shapes to THREE.ShapeGeometry.
  19003. */
  19004. THREE.ShapeGeometry.prototype.addShapeList = function ( shapes, options ) {
  19005. for ( var i = 0, l = shapes.length; i < l; i++ ) {
  19006. this.addShape( shapes[ i ], options );
  19007. }
  19008. return this;
  19009. };
  19010. /**
  19011. * Adds a shape to THREE.ShapeGeometry, based on THREE.ExtrudeGeometry.
  19012. */
  19013. THREE.ShapeGeometry.prototype.addShape = function ( shape, options ) {
  19014. if ( options === undefined ) options = {};
  19015. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  19016. var material = options.material;
  19017. var uvgen = options.UVGenerator === undefined ? THREE.ExtrudeGeometry.WorldUVGenerator : options.UVGenerator;
  19018. var shapebb = this.shapebb;
  19019. //
  19020. var i, l, hole, s;
  19021. var shapesOffset = this.vertices.length;
  19022. var shapePoints = shape.extractPoints( curveSegments );
  19023. var vertices = shapePoints.shape;
  19024. var holes = shapePoints.holes;
  19025. var reverse = !THREE.Shape.Utils.isClockWise( vertices );
  19026. if ( reverse ) {
  19027. vertices = vertices.reverse();
  19028. // Maybe we should also check if holes are in the opposite direction, just to be safe...
  19029. for ( i = 0, l = holes.length; i < l; i++ ) {
  19030. hole = holes[ i ];
  19031. if ( THREE.Shape.Utils.isClockWise( hole ) ) {
  19032. holes[ i ] = hole.reverse();
  19033. }
  19034. }
  19035. reverse = false;
  19036. }
  19037. var faces = THREE.Shape.Utils.triangulateShape( vertices, holes );
  19038. // Vertices
  19039. var contour = vertices;
  19040. for ( i = 0, l = holes.length; i < l; i++ ) {
  19041. hole = holes[ i ];
  19042. vertices = vertices.concat( hole );
  19043. }
  19044. //
  19045. var vert, vlen = vertices.length;
  19046. var face, flen = faces.length;
  19047. var cont, clen = contour.length;
  19048. for ( i = 0; i < vlen; i++ ) {
  19049. vert = vertices[ i ];
  19050. this.vertices.push( new THREE.Vector3( vert.x, vert.y, 0 ) );
  19051. }
  19052. for ( i = 0; i < flen; i++ ) {
  19053. face = faces[ i ];
  19054. var a = face[ 0 ] + shapesOffset;
  19055. var b = face[ 1 ] + shapesOffset;
  19056. var c = face[ 2 ] + shapesOffset;
  19057. this.faces.push( new THREE.Face3( a, b, c, null, null, material ) );
  19058. this.faceVertexUvs[ 0 ].push( uvgen.generateBottomUV( this, shape, options, a, b, c ) );
  19059. }
  19060. };
  19061. /**
  19062. * @author astrodud / http://astrodud.isgreat.org/
  19063. * @author zz85 / https://github.com/zz85
  19064. * @author bhouston / http://exocortex.com
  19065. */
  19066. // points - to create a closed torus, one must use a set of points
  19067. // like so: [ a, b, c, d, a ], see first is the same as last.
  19068. // segments - the number of circumference segments to create
  19069. // phiStart - the starting radian
  19070. // phiLength - the radian (0 to 2*PI) range of the lathed section
  19071. // 2*pi is a closed lathe, less than 2PI is a portion.
  19072. THREE.LatheGeometry = function ( points, segments, phiStart, phiLength ) {
  19073. THREE.Geometry.call( this );
  19074. segments = segments || 12;
  19075. phiStart = phiStart || 0;
  19076. phiLength = phiLength || 2 * Math.PI;
  19077. var inversePointLength = 1.0 / ( points.length - 1 );
  19078. var inverseSegments = 1.0 / segments;
  19079. for ( var i = 0, il = segments; i <= il; i ++ ) {
  19080. var phi = phiStart + i * inverseSegments * phiLength;
  19081. var c = Math.cos( phi ),
  19082. s = Math.sin( phi );
  19083. for ( var j = 0, jl = points.length; j < jl; j ++ ) {
  19084. var pt = points[ j ];
  19085. var vertex = new THREE.Vector3();
  19086. vertex.x = c * pt.x - s * pt.y;
  19087. vertex.y = s * pt.x + c * pt.y;
  19088. vertex.z = pt.z;
  19089. this.vertices.push( vertex );
  19090. }
  19091. }
  19092. var np = points.length;
  19093. for ( var i = 0, il = segments; i < il; i ++ ) {
  19094. for ( var j = 0, jl = points.length - 1; j < jl; j ++ ) {
  19095. var base = j + np * i;
  19096. var a = base;
  19097. var b = base + np;
  19098. var c = base + 1 + np;
  19099. var d = base + 1;
  19100. this.faces.push( new THREE.Face4( a, b, c, d ) );
  19101. var u0 = i * inverseSegments;
  19102. var v0 = j * inversePointLength;
  19103. var u1 = u0 + inverseSegments;
  19104. var v1 = v0 + inversePointLength;
  19105. this.faceVertexUvs[ 0 ].push( [
  19106. new THREE.Vector2( u0, v0 ),
  19107. new THREE.Vector2( u1, v0 ),
  19108. new THREE.Vector2( u1, v1 ),
  19109. new THREE.Vector2( u0, v1 )
  19110. ] );
  19111. }
  19112. }
  19113. this.mergeVertices();
  19114. this.computeCentroids();
  19115. this.computeFaceNormals();
  19116. this.computeVertexNormals();
  19117. };
  19118. THREE.LatheGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19119. /**
  19120. * @author mrdoob / http://mrdoob.com/
  19121. * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as
  19122. */
  19123. THREE.PlaneGeometry = function ( width, height, widthSegments, heightSegments ) {
  19124. THREE.Geometry.call( this );
  19125. this.width = width;
  19126. this.height = height;
  19127. this.widthSegments = widthSegments || 1;
  19128. this.heightSegments = heightSegments || 1;
  19129. var ix, iz;
  19130. var width_half = width / 2;
  19131. var height_half = height / 2;
  19132. var gridX = this.widthSegments;
  19133. var gridZ = this.heightSegments;
  19134. var gridX1 = gridX + 1;
  19135. var gridZ1 = gridZ + 1;
  19136. var segment_width = this.width / gridX;
  19137. var segment_height = this.height / gridZ;
  19138. var normal = new THREE.Vector3( 0, 0, 1 );
  19139. for ( iz = 0; iz < gridZ1; iz ++ ) {
  19140. for ( ix = 0; ix < gridX1; ix ++ ) {
  19141. var x = ix * segment_width - width_half;
  19142. var y = iz * segment_height - height_half;
  19143. this.vertices.push( new THREE.Vector3( x, - y, 0 ) );
  19144. }
  19145. }
  19146. for ( iz = 0; iz < gridZ; iz ++ ) {
  19147. for ( ix = 0; ix < gridX; ix ++ ) {
  19148. var a = ix + gridX1 * iz;
  19149. var b = ix + gridX1 * ( iz + 1 );
  19150. var c = ( ix + 1 ) + gridX1 * ( iz + 1 );
  19151. var d = ( ix + 1 ) + gridX1 * iz;
  19152. var face = new THREE.Face4( a, b, c, d );
  19153. face.normal.copy( normal );
  19154. face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone(), normal.clone() );
  19155. this.faces.push( face );
  19156. this.faceVertexUvs[ 0 ].push( [
  19157. new THREE.Vector2( ix / gridX, 1 - iz / gridZ ),
  19158. new THREE.Vector2( ix / gridX, 1 - ( iz + 1 ) / gridZ ),
  19159. new THREE.Vector2( ( ix + 1 ) / gridX, 1 - ( iz + 1 ) / gridZ ),
  19160. new THREE.Vector2( ( ix + 1 ) / gridX, 1 - iz / gridZ )
  19161. ] );
  19162. }
  19163. }
  19164. this.computeCentroids();
  19165. };
  19166. THREE.PlaneGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19167. /**
  19168. * @author Kaleb Murphy
  19169. */
  19170. THREE.RingGeometry = function ( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  19171. THREE.Geometry.call( this );
  19172. innerRadius = innerRadius || 0;
  19173. outerRadius = outerRadius || 50;
  19174. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19175. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19176. thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  19177. phiSegments = phiSegments !== undefined ? Math.max( 3, phiSegments ) : 8;
  19178. var i, o, uvs = [], radius = innerRadius, radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  19179. for ( i = 0; i <= phiSegments; i ++ ) { // concentric circles inside ring
  19180. for ( o = 0; o <= thetaSegments; o ++ ) { // number of segments per circle
  19181. var vertex = new THREE.Vector3();
  19182. var segment = thetaStart + o / thetaSegments * thetaLength;
  19183. vertex.x = radius * Math.cos( segment );
  19184. vertex.y = radius * Math.sin( segment );
  19185. this.vertices.push( vertex );
  19186. uvs.push( new THREE.Vector2( ( vertex.x / radius + 1 ) / 2, - ( vertex.y / radius + 1 ) / 2 + 1 ) );
  19187. }
  19188. radius += radiusStep;
  19189. }
  19190. var n = new THREE.Vector3( 0, 0, 1 );
  19191. for ( i = 0; i < phiSegments; i ++ ) { // concentric circles inside ring
  19192. var thetaSegment = i * thetaSegments;
  19193. for ( o = 0; o <= thetaSegments; o ++ ) { // number of segments per circle
  19194. var segment = o + thetaSegment;
  19195. var v1 = segment + i;
  19196. var v2 = segment + thetaSegments + i;
  19197. var v3 = segment + thetaSegments + 1 + i;
  19198. this.faces.push( new THREE.Face3( v1, v2, v3, [ n, n, n ] ) );
  19199. this.faceVertexUvs[ 0 ].push( [ uvs[ v1 ], uvs[ v2 ], uvs[ v3 ] ]);
  19200. v1 = segment + i;
  19201. v2 = segment + thetaSegments + 1 + i;
  19202. v3 = segment + 1 + i;
  19203. this.faces.push( new THREE.Face3( v1, v2, v3, [ n, n, n ] ) );
  19204. this.faceVertexUvs[ 0 ].push( [ uvs[ v1 ], uvs[ v2 ], uvs[ v3 ] ]);
  19205. }
  19206. }
  19207. this.computeCentroids();
  19208. this.computeFaceNormals();
  19209. this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
  19210. };
  19211. THREE.RingGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19212. /**
  19213. * @author mrdoob / http://mrdoob.com/
  19214. */
  19215. THREE.SphereGeometry = function ( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  19216. THREE.Geometry.call( this );
  19217. this.radius = radius || 50;
  19218. this.widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  19219. this.heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
  19220. phiStart = phiStart !== undefined ? phiStart : 0;
  19221. phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
  19222. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19223. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
  19224. var x, y, vertices = [], uvs = [];
  19225. for ( y = 0; y <= this.heightSegments; y ++ ) {
  19226. var verticesRow = [];
  19227. var uvsRow = [];
  19228. for ( x = 0; x <= this.widthSegments; x ++ ) {
  19229. var u = x / this.widthSegments;
  19230. var v = y / this.heightSegments;
  19231. var vertex = new THREE.Vector3();
  19232. vertex.x = - this.radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  19233. vertex.y = this.radius * Math.cos( thetaStart + v * thetaLength );
  19234. vertex.z = this.radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  19235. this.vertices.push( vertex );
  19236. verticesRow.push( this.vertices.length - 1 );
  19237. uvsRow.push( new THREE.Vector2( u, 1 - v ) );
  19238. }
  19239. vertices.push( verticesRow );
  19240. uvs.push( uvsRow );
  19241. }
  19242. for ( y = 0; y < this.heightSegments; y ++ ) {
  19243. for ( x = 0; x < this.widthSegments; x ++ ) {
  19244. var v1 = vertices[ y ][ x + 1 ];
  19245. var v2 = vertices[ y ][ x ];
  19246. var v3 = vertices[ y + 1 ][ x ];
  19247. var v4 = vertices[ y + 1 ][ x + 1 ];
  19248. var n1 = this.vertices[ v1 ].clone().normalize();
  19249. var n2 = this.vertices[ v2 ].clone().normalize();
  19250. var n3 = this.vertices[ v3 ].clone().normalize();
  19251. var n4 = this.vertices[ v4 ].clone().normalize();
  19252. var uv1 = uvs[ y ][ x + 1 ].clone();
  19253. var uv2 = uvs[ y ][ x ].clone();
  19254. var uv3 = uvs[ y + 1 ][ x ].clone();
  19255. var uv4 = uvs[ y + 1 ][ x + 1 ].clone();
  19256. if ( Math.abs( this.vertices[ v1 ].y ) === this.radius ) {
  19257. this.faces.push( new THREE.Face3( v1, v3, v4, [ n1, n3, n4 ] ) );
  19258. this.faceVertexUvs[ 0 ].push( [ uv1, uv3, uv4 ] );
  19259. } else if ( Math.abs( this.vertices[ v3 ].y ) === this.radius ) {
  19260. this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
  19261. this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
  19262. } else {
  19263. this.faces.push( new THREE.Face4( v1, v2, v3, v4, [ n1, n2, n3, n4 ] ) );
  19264. this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3, uv4 ] );
  19265. }
  19266. }
  19267. }
  19268. this.computeCentroids();
  19269. this.computeFaceNormals();
  19270. this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
  19271. };
  19272. THREE.SphereGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19273. /**
  19274. * @author zz85 / http://www.lab4games.net/zz85/blog
  19275. * @author alteredq / http://alteredqualia.com/
  19276. *
  19277. * For creating 3D text geometry in three.js
  19278. *
  19279. * Text = 3D Text
  19280. *
  19281. * parameters = {
  19282. * size: <float>, // size of the text
  19283. * height: <float>, // thickness to extrude text
  19284. * curveSegments: <int>, // number of points on the curves
  19285. *
  19286. * font: <string>, // font name
  19287. * weight: <string>, // font weight (normal, bold)
  19288. * style: <string>, // font style (normal, italics)
  19289. *
  19290. * bevelEnabled: <bool>, // turn on bevel
  19291. * bevelThickness: <float>, // how deep into text bevel goes
  19292. * bevelSize: <float>, // how far from text outline is bevel
  19293. * }
  19294. *
  19295. */
  19296. /* Usage Examples
  19297. // TextGeometry wrapper
  19298. var text3d = new TextGeometry( text, options );
  19299. // Complete manner
  19300. var textShapes = THREE.FontUtils.generateShapes( text, options );
  19301. var text3d = new ExtrudeGeometry( textShapes, options );
  19302. */
  19303. THREE.TextGeometry = function ( text, parameters ) {
  19304. var textShapes = THREE.FontUtils.generateShapes( text, parameters );
  19305. // translate parameters to ExtrudeGeometry API
  19306. parameters.amount = parameters.height !== undefined ? parameters.height : 50;
  19307. // defaults
  19308. if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;
  19309. if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;
  19310. if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;
  19311. THREE.ExtrudeGeometry.call( this, textShapes, parameters );
  19312. };
  19313. THREE.TextGeometry.prototype = Object.create( THREE.ExtrudeGeometry.prototype );
  19314. /**
  19315. * @author oosmoxiecode
  19316. * @author mrdoob / http://mrdoob.com/
  19317. * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3DLite/src/away3dlite/primitives/Torus.as?r=2888
  19318. */
  19319. THREE.TorusGeometry = function ( radius, tube, radialSegments, tubularSegments, arc ) {
  19320. THREE.Geometry.call( this );
  19321. var scope = this;
  19322. this.radius = radius || 100;
  19323. this.tube = tube || 40;
  19324. this.radialSegments = radialSegments || 8;
  19325. this.tubularSegments = tubularSegments || 6;
  19326. this.arc = arc || Math.PI * 2;
  19327. var center = new THREE.Vector3(), uvs = [], normals = [];
  19328. for ( var j = 0; j <= this.radialSegments; j ++ ) {
  19329. for ( var i = 0; i <= this.tubularSegments; i ++ ) {
  19330. var u = i / this.tubularSegments * this.arc;
  19331. var v = j / this.radialSegments * Math.PI * 2;
  19332. center.x = this.radius * Math.cos( u );
  19333. center.y = this.radius * Math.sin( u );
  19334. var vertex = new THREE.Vector3();
  19335. vertex.x = ( this.radius + this.tube * Math.cos( v ) ) * Math.cos( u );
  19336. vertex.y = ( this.radius + this.tube * Math.cos( v ) ) * Math.sin( u );
  19337. vertex.z = this.tube * Math.sin( v );
  19338. this.vertices.push( vertex );
  19339. uvs.push( new THREE.Vector2( i / this.tubularSegments, j / this.radialSegments ) );
  19340. normals.push( vertex.clone().sub( center ).normalize() );
  19341. }
  19342. }
  19343. for ( var j = 1; j <= this.radialSegments; j ++ ) {
  19344. for ( var i = 1; i <= this.tubularSegments; i ++ ) {
  19345. var a = ( this.tubularSegments + 1 ) * j + i - 1;
  19346. var b = ( this.tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  19347. var c = ( this.tubularSegments + 1 ) * ( j - 1 ) + i;
  19348. var d = ( this.tubularSegments + 1 ) * j + i;
  19349. var face = new THREE.Face4( a, b, c, d, [ normals[ a ], normals[ b ], normals[ c ], normals[ d ] ] );
  19350. face.normal.add( normals[ a ] );
  19351. face.normal.add( normals[ b ] );
  19352. face.normal.add( normals[ c ] );
  19353. face.normal.add( normals[ d ] );
  19354. face.normal.normalize();
  19355. this.faces.push( face );
  19356. this.faceVertexUvs[ 0 ].push( [ uvs[ a ].clone(), uvs[ b ].clone(), uvs[ c ].clone(), uvs[ d ].clone() ] );
  19357. }
  19358. }
  19359. this.computeCentroids();
  19360. };
  19361. THREE.TorusGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19362. /**
  19363. * @author oosmoxiecode
  19364. * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
  19365. */
  19366. THREE.TorusKnotGeometry = function ( radius, tube, radialSegments, tubularSegments, p, q, heightScale ) {
  19367. THREE.Geometry.call( this );
  19368. var scope = this;
  19369. this.radius = radius || 100;
  19370. this.tube = tube || 40;
  19371. this.radialSegments = radialSegments || 64;
  19372. this.tubularSegments = tubularSegments || 8;
  19373. this.p = p || 2;
  19374. this.q = q || 3;
  19375. this.heightScale = heightScale || 1;
  19376. this.grid = new Array( this.radialSegments );
  19377. var tang = new THREE.Vector3();
  19378. var n = new THREE.Vector3();
  19379. var bitan = new THREE.Vector3();
  19380. for ( var i = 0; i < this.radialSegments; ++ i ) {
  19381. this.grid[ i ] = new Array( this.tubularSegments );
  19382. for ( var j = 0; j < this.tubularSegments; ++ j ) {
  19383. var u = i / this.radialSegments * 2 * this.p * Math.PI;
  19384. var v = j / this.tubularSegments * 2 * Math.PI;
  19385. var p1 = getPos( u, v, this.q, this.p, this.radius, this.heightScale );
  19386. var p2 = getPos( u + 0.01, v, this.q, this.p, this.radius, this.heightScale );
  19387. var cx, cy;
  19388. tang.subVectors( p2, p1 );
  19389. n.addVectors( p2, p1 );
  19390. bitan.crossVectors( tang, n );
  19391. n.crossVectors( bitan, tang );
  19392. bitan.normalize();
  19393. n.normalize();
  19394. cx = - this.tube * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
  19395. cy = this.tube * Math.sin( v );
  19396. p1.x += cx * n.x + cy * bitan.x;
  19397. p1.y += cx * n.y + cy * bitan.y;
  19398. p1.z += cx * n.z + cy * bitan.z;
  19399. this.grid[ i ][ j ] = vert( p1.x, p1.y, p1.z );
  19400. }
  19401. }
  19402. for ( var i = 0; i < this.radialSegments; ++ i ) {
  19403. for ( var j = 0; j < this.tubularSegments; ++ j ) {
  19404. var ip = ( i + 1 ) % this.radialSegments;
  19405. var jp = ( j + 1 ) % this.tubularSegments;
  19406. var a = this.grid[ i ][ j ];
  19407. var b = this.grid[ ip ][ j ];
  19408. var c = this.grid[ ip ][ jp ];
  19409. var d = this.grid[ i ][ jp ];
  19410. var uva = new THREE.Vector2( i / this.radialSegments, j / this.tubularSegments );
  19411. var uvb = new THREE.Vector2( ( i + 1 ) / this.radialSegments, j / this.tubularSegments );
  19412. var uvc = new THREE.Vector2( ( i + 1 ) / this.radialSegments, ( j + 1 ) / this.tubularSegments );
  19413. var uvd = new THREE.Vector2( i / this.radialSegments, ( j + 1 ) / this.tubularSegments );
  19414. this.faces.push( new THREE.Face4( a, b, c, d ) );
  19415. this.faceVertexUvs[ 0 ].push( [ uva,uvb,uvc, uvd ] );
  19416. }
  19417. }
  19418. this.computeCentroids();
  19419. this.computeFaceNormals();
  19420. this.computeVertexNormals();
  19421. function vert( x, y, z ) {
  19422. return scope.vertices.push( new THREE.Vector3( x, y, z ) ) - 1;
  19423. }
  19424. function getPos( u, v, in_q, in_p, radius, heightScale ) {
  19425. var cu = Math.cos( u );
  19426. var cv = Math.cos( v );
  19427. var su = Math.sin( u );
  19428. var quOverP = in_q / in_p * u;
  19429. var cs = Math.cos( quOverP );
  19430. var tx = radius * ( 2 + cs ) * 0.5 * cu;
  19431. var ty = radius * ( 2 + cs ) * su * 0.5;
  19432. var tz = heightScale * radius * Math.sin( quOverP ) * 0.5;
  19433. return new THREE.Vector3( tx, ty, tz );
  19434. }
  19435. };
  19436. THREE.TorusKnotGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19437. /**
  19438. * @author WestLangley / https://github.com/WestLangley
  19439. * @author zz85 / https://github.com/zz85
  19440. * @author miningold / https://github.com/miningold
  19441. *
  19442. * Modified from the TorusKnotGeometry by @oosmoxiecode
  19443. *
  19444. * Creates a tube which extrudes along a 3d spline
  19445. *
  19446. * Uses parallel transport frames as described in
  19447. * http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  19448. */
  19449. THREE.TubeGeometry = function( path, segments, radius, radiusSegments, closed, debug ) {
  19450. THREE.Geometry.call( this );
  19451. this.path = path;
  19452. this.segments = segments || 64;
  19453. this.radius = radius || 1;
  19454. this.radiusSegments = radiusSegments || 8;
  19455. this.closed = closed || false;
  19456. if ( debug ) this.debug = new THREE.Object3D();
  19457. this.grid = [];
  19458. var scope = this,
  19459. tangent,
  19460. normal,
  19461. binormal,
  19462. numpoints = this.segments + 1,
  19463. x, y, z,
  19464. tx, ty, tz,
  19465. u, v,
  19466. cx, cy,
  19467. pos, pos2 = new THREE.Vector3(),
  19468. i, j,
  19469. ip, jp,
  19470. a, b, c, d,
  19471. uva, uvb, uvc, uvd;
  19472. var frames = new THREE.TubeGeometry.FrenetFrames( this.path, this.segments, this.closed ),
  19473. tangents = frames.tangents,
  19474. normals = frames.normals,
  19475. binormals = frames.binormals;
  19476. // proxy internals
  19477. this.tangents = tangents;
  19478. this.normals = normals;
  19479. this.binormals = binormals;
  19480. function vert( x, y, z ) {
  19481. return scope.vertices.push( new THREE.Vector3( x, y, z ) ) - 1;
  19482. }
  19483. // consruct the grid
  19484. for ( i = 0; i < numpoints; i++ ) {
  19485. this.grid[ i ] = [];
  19486. u = i / ( numpoints - 1 );
  19487. pos = path.getPointAt( u );
  19488. tangent = tangents[ i ];
  19489. normal = normals[ i ];
  19490. binormal = binormals[ i ];
  19491. if ( this.debug ) {
  19492. this.debug.add( new THREE.ArrowHelper(tangent, pos, radius, 0x0000ff ) );
  19493. this.debug.add( new THREE.ArrowHelper(normal, pos, radius, 0xff0000 ) );
  19494. this.debug.add( new THREE.ArrowHelper(binormal, pos, radius, 0x00ff00 ) );
  19495. }
  19496. for ( j = 0; j < this.radiusSegments; j++ ) {
  19497. v = j / this.radiusSegments * 2 * Math.PI;
  19498. cx = -this.radius * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
  19499. cy = this.radius * Math.sin( v );
  19500. pos2.copy( pos );
  19501. pos2.x += cx * normal.x + cy * binormal.x;
  19502. pos2.y += cx * normal.y + cy * binormal.y;
  19503. pos2.z += cx * normal.z + cy * binormal.z;
  19504. this.grid[ i ][ j ] = vert( pos2.x, pos2.y, pos2.z );
  19505. }
  19506. }
  19507. // construct the mesh
  19508. for ( i = 0; i < this.segments; i++ ) {
  19509. for ( j = 0; j < this.radiusSegments; j++ ) {
  19510. ip = ( this.closed ) ? (i + 1) % this.segments : i + 1;
  19511. jp = (j + 1) % this.radiusSegments;
  19512. a = this.grid[ i ][ j ]; // *** NOT NECESSARILY PLANAR ! ***
  19513. b = this.grid[ ip ][ j ];
  19514. c = this.grid[ ip ][ jp ];
  19515. d = this.grid[ i ][ jp ];
  19516. uva = new THREE.Vector2( i / this.segments, j / this.radiusSegments );
  19517. uvb = new THREE.Vector2( ( i + 1 ) / this.segments, j / this.radiusSegments );
  19518. uvc = new THREE.Vector2( ( i + 1 ) / this.segments, ( j + 1 ) / this.radiusSegments );
  19519. uvd = new THREE.Vector2( i / this.segments, ( j + 1 ) / this.radiusSegments );
  19520. this.faces.push( new THREE.Face4( a, b, c, d ) );
  19521. this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvc, uvd ] );
  19522. }
  19523. }
  19524. this.computeCentroids();
  19525. this.computeFaceNormals();
  19526. this.computeVertexNormals();
  19527. };
  19528. THREE.TubeGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19529. // For computing of Frenet frames, exposing the tangents, normals and binormals the spline
  19530. THREE.TubeGeometry.FrenetFrames = function(path, segments, closed) {
  19531. var tangent = new THREE.Vector3(),
  19532. normal = new THREE.Vector3(),
  19533. binormal = new THREE.Vector3(),
  19534. tangents = [],
  19535. normals = [],
  19536. binormals = [],
  19537. vec = new THREE.Vector3(),
  19538. mat = new THREE.Matrix4(),
  19539. numpoints = segments + 1,
  19540. theta,
  19541. epsilon = 0.0001,
  19542. smallest,
  19543. tx, ty, tz,
  19544. i, u, v;
  19545. // expose internals
  19546. this.tangents = tangents;
  19547. this.normals = normals;
  19548. this.binormals = binormals;
  19549. // compute the tangent vectors for each segment on the path
  19550. for ( i = 0; i < numpoints; i++ ) {
  19551. u = i / ( numpoints - 1 );
  19552. tangents[ i ] = path.getTangentAt( u );
  19553. tangents[ i ].normalize();
  19554. }
  19555. initialNormal3();
  19556. function initialNormal1(lastBinormal) {
  19557. // fixed start binormal. Has dangers of 0 vectors
  19558. normals[ 0 ] = new THREE.Vector3();
  19559. binormals[ 0 ] = new THREE.Vector3();
  19560. if (lastBinormal===undefined) lastBinormal = new THREE.Vector3( 0, 0, 1 );
  19561. normals[ 0 ].crossVectors( lastBinormal, tangents[ 0 ] ).normalize();
  19562. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize();
  19563. }
  19564. function initialNormal2() {
  19565. // This uses the Frenet-Serret formula for deriving binormal
  19566. var t2 = path.getTangentAt( epsilon );
  19567. normals[ 0 ] = new THREE.Vector3().subVectors( t2, tangents[ 0 ] ).normalize();
  19568. binormals[ 0 ] = new THREE.Vector3().crossVectors( tangents[ 0 ], normals[ 0 ] );
  19569. normals[ 0 ].crossVectors( binormals[ 0 ], tangents[ 0 ] ).normalize(); // last binormal x tangent
  19570. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize();
  19571. }
  19572. function initialNormal3() {
  19573. // select an initial normal vector perpenicular to the first tangent vector,
  19574. // and in the direction of the smallest tangent xyz component
  19575. normals[ 0 ] = new THREE.Vector3();
  19576. binormals[ 0 ] = new THREE.Vector3();
  19577. smallest = Number.MAX_VALUE;
  19578. tx = Math.abs( tangents[ 0 ].x );
  19579. ty = Math.abs( tangents[ 0 ].y );
  19580. tz = Math.abs( tangents[ 0 ].z );
  19581. if ( tx <= smallest ) {
  19582. smallest = tx;
  19583. normal.set( 1, 0, 0 );
  19584. }
  19585. if ( ty <= smallest ) {
  19586. smallest = ty;
  19587. normal.set( 0, 1, 0 );
  19588. }
  19589. if ( tz <= smallest ) {
  19590. normal.set( 0, 0, 1 );
  19591. }
  19592. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  19593. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  19594. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  19595. }
  19596. // compute the slowly-varying normal and binormal vectors for each segment on the path
  19597. for ( i = 1; i < numpoints; i++ ) {
  19598. normals[ i ] = normals[ i-1 ].clone();
  19599. binormals[ i ] = binormals[ i-1 ].clone();
  19600. vec.crossVectors( tangents[ i-1 ], tangents[ i ] );
  19601. if ( vec.length() > epsilon ) {
  19602. vec.normalize();
  19603. theta = Math.acos( tangents[ i-1 ].dot( tangents[ i ] ) );
  19604. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  19605. }
  19606. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  19607. }
  19608. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  19609. if ( closed ) {
  19610. theta = Math.acos( normals[ 0 ].dot( normals[ numpoints-1 ] ) );
  19611. theta /= ( numpoints - 1 );
  19612. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ numpoints-1 ] ) ) > 0 ) {
  19613. theta = -theta;
  19614. }
  19615. for ( i = 1; i < numpoints; i++ ) {
  19616. // twist a little...
  19617. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  19618. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  19619. }
  19620. }
  19621. };
  19622. /**
  19623. * @author clockworkgeek / https://github.com/clockworkgeek
  19624. * @author timothypratley / https://github.com/timothypratley
  19625. */
  19626. THREE.PolyhedronGeometry = function ( vertices, faces, radius, detail ) {
  19627. THREE.Geometry.call( this );
  19628. radius = radius || 1;
  19629. detail = detail || 0;
  19630. var that = this;
  19631. for ( var i = 0, l = vertices.length; i < l; i ++ ) {
  19632. prepare( new THREE.Vector3( vertices[ i ][ 0 ], vertices[ i ][ 1 ], vertices[ i ][ 2 ] ) );
  19633. }
  19634. var midpoints = [], p = this.vertices;
  19635. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  19636. make( p[ faces[ i ][ 0 ] ], p[ faces[ i ][ 1 ] ], p[ faces[ i ][ 2 ] ], detail );
  19637. }
  19638. this.mergeVertices();
  19639. // Apply radius
  19640. for ( var i = 0, l = this.vertices.length; i < l; i ++ ) {
  19641. this.vertices[ i ].multiplyScalar( radius );
  19642. }
  19643. // Project vector onto sphere's surface
  19644. function prepare( vector ) {
  19645. var vertex = vector.normalize().clone();
  19646. vertex.index = that.vertices.push( vertex ) - 1;
  19647. // Texture coords are equivalent to map coords, calculate angle and convert to fraction of a circle.
  19648. var u = azimuth( vector ) / 2 / Math.PI + 0.5;
  19649. var v = inclination( vector ) / Math.PI + 0.5;
  19650. vertex.uv = new THREE.Vector2( u, 1 - v );
  19651. return vertex;
  19652. }
  19653. // Approximate a curved face with recursively sub-divided triangles.
  19654. function make( v1, v2, v3, detail ) {
  19655. if ( detail < 1 ) {
  19656. var face = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] );
  19657. face.centroid.add( v1 ).add( v2 ).add( v3 ).divideScalar( 3 );
  19658. face.normal = face.centroid.clone().normalize();
  19659. that.faces.push( face );
  19660. var azi = azimuth( face.centroid );
  19661. that.faceVertexUvs[ 0 ].push( [
  19662. correctUV( v1.uv, v1, azi ),
  19663. correctUV( v2.uv, v2, azi ),
  19664. correctUV( v3.uv, v3, azi )
  19665. ] );
  19666. } else {
  19667. detail -= 1;
  19668. // split triangle into 4 smaller triangles
  19669. make( v1, midpoint( v1, v2 ), midpoint( v1, v3 ), detail ); // top quadrant
  19670. make( midpoint( v1, v2 ), v2, midpoint( v2, v3 ), detail ); // left quadrant
  19671. make( midpoint( v1, v3 ), midpoint( v2, v3 ), v3, detail ); // right quadrant
  19672. make( midpoint( v1, v2 ), midpoint( v2, v3 ), midpoint( v1, v3 ), detail ); // center quadrant
  19673. }
  19674. }
  19675. function midpoint( v1, v2 ) {
  19676. if ( !midpoints[ v1.index ] ) midpoints[ v1.index ] = [];
  19677. if ( !midpoints[ v2.index ] ) midpoints[ v2.index ] = [];
  19678. var mid = midpoints[ v1.index ][ v2.index ];
  19679. if ( mid === undefined ) {
  19680. // generate mean point and project to surface with prepare()
  19681. midpoints[ v1.index ][ v2.index ] = midpoints[ v2.index ][ v1.index ] = mid = prepare(
  19682. new THREE.Vector3().addVectors( v1, v2 ).divideScalar( 2 )
  19683. );
  19684. }
  19685. return mid;
  19686. }
  19687. // Angle around the Y axis, counter-clockwise when looking from above.
  19688. function azimuth( vector ) {
  19689. return Math.atan2( vector.z, -vector.x );
  19690. }
  19691. // Angle above the XZ plane.
  19692. function inclination( vector ) {
  19693. return Math.atan2( -vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  19694. }
  19695. // Texture fixing helper. Spheres have some odd behaviours.
  19696. function correctUV( uv, vector, azimuth ) {
  19697. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) uv = new THREE.Vector2( uv.x - 1, uv.y );
  19698. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) uv = new THREE.Vector2( azimuth / 2 / Math.PI + 0.5, uv.y );
  19699. return uv;
  19700. }
  19701. this.computeCentroids();
  19702. this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
  19703. };
  19704. THREE.PolyhedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19705. /**
  19706. * @author timothypratley / https://github.com/timothypratley
  19707. */
  19708. THREE.IcosahedronGeometry = function ( radius, detail ) {
  19709. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  19710. var vertices = [
  19711. [ -1, t, 0 ], [ 1, t, 0 ], [ -1, -t, 0 ], [ 1, -t, 0 ],
  19712. [ 0, -1, t ], [ 0, 1, t ], [ 0, -1, -t ], [ 0, 1, -t ],
  19713. [ t, 0, -1 ], [ t, 0, 1 ], [ -t, 0, -1 ], [ -t, 0, 1 ]
  19714. ];
  19715. var faces = [
  19716. [ 0, 11, 5 ], [ 0, 5, 1 ], [ 0, 1, 7 ], [ 0, 7, 10 ], [ 0, 10, 11 ],
  19717. [ 1, 5, 9 ], [ 5, 11, 4 ], [ 11, 10, 2 ], [ 10, 7, 6 ], [ 7, 1, 8 ],
  19718. [ 3, 9, 4 ], [ 3, 4, 2 ], [ 3, 2, 6 ], [ 3, 6, 8 ], [ 3, 8, 9 ],
  19719. [ 4, 9, 5 ], [ 2, 4, 11 ], [ 6, 2, 10 ], [ 8, 6, 7 ], [ 9, 8, 1 ]
  19720. ];
  19721. THREE.PolyhedronGeometry.call( this, vertices, faces, radius, detail );
  19722. };
  19723. THREE.IcosahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19724. /**
  19725. * @author timothypratley / https://github.com/timothypratley
  19726. */
  19727. THREE.OctahedronGeometry = function ( radius, detail ) {
  19728. var vertices = [
  19729. [ 1, 0, 0 ], [ -1, 0, 0 ], [ 0, 1, 0 ], [ 0, -1, 0 ], [ 0, 0, 1 ], [ 0, 0, -1 ]
  19730. ];
  19731. var faces = [
  19732. [ 0, 2, 4 ], [ 0, 4, 3 ], [ 0, 3, 5 ], [ 0, 5, 2 ], [ 1, 2, 5 ], [ 1, 5, 3 ], [ 1, 3, 4 ], [ 1, 4, 2 ]
  19733. ];
  19734. THREE.PolyhedronGeometry.call( this, vertices, faces, radius, detail );
  19735. };
  19736. THREE.OctahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19737. /**
  19738. * @author timothypratley / https://github.com/timothypratley
  19739. */
  19740. THREE.TetrahedronGeometry = function ( radius, detail ) {
  19741. var vertices = [
  19742. [ 1, 1, 1 ], [ -1, -1, 1 ], [ -1, 1, -1 ], [ 1, -1, -1 ]
  19743. ];
  19744. var faces = [
  19745. [ 2, 1, 0 ], [ 0, 3, 2 ], [ 1, 3, 0 ], [ 2, 3, 1 ]
  19746. ];
  19747. THREE.PolyhedronGeometry.call( this, vertices, faces, radius, detail );
  19748. };
  19749. THREE.TetrahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19750. /**
  19751. * @author zz85 / https://github.com/zz85
  19752. * Parametric Surfaces Geometry
  19753. * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
  19754. *
  19755. * new THREE.ParametricGeometry( parametricFunction, uSegments, ySegements, useTris );
  19756. *
  19757. */
  19758. THREE.ParametricGeometry = function ( func, slices, stacks, useTris ) {
  19759. THREE.Geometry.call( this );
  19760. var verts = this.vertices;
  19761. var faces = this.faces;
  19762. var uvs = this.faceVertexUvs[ 0 ];
  19763. useTris = (useTris === undefined) ? false : useTris;
  19764. var i, il, j, p;
  19765. var u, v;
  19766. var stackCount = stacks + 1;
  19767. var sliceCount = slices + 1;
  19768. for ( i = 0; i <= stacks; i ++ ) {
  19769. v = i / stacks;
  19770. for ( j = 0; j <= slices; j ++ ) {
  19771. u = j / slices;
  19772. p = func( u, v );
  19773. verts.push( p );
  19774. }
  19775. }
  19776. var a, b, c, d;
  19777. var uva, uvb, uvc, uvd;
  19778. for ( i = 0; i < stacks; i ++ ) {
  19779. for ( j = 0; j < slices; j ++ ) {
  19780. a = i * sliceCount + j;
  19781. b = i * sliceCount + j + 1;
  19782. c = (i + 1) * sliceCount + j;
  19783. d = (i + 1) * sliceCount + j + 1;
  19784. uva = new THREE.Vector2( j / slices, i / stacks );
  19785. uvb = new THREE.Vector2( ( j + 1 ) / slices, i / stacks );
  19786. uvc = new THREE.Vector2( j / slices, ( i + 1 ) / stacks );
  19787. uvd = new THREE.Vector2( ( j + 1 ) / slices, ( i + 1 ) / stacks );
  19788. if ( useTris ) {
  19789. faces.push( new THREE.Face3( a, b, c ) );
  19790. faces.push( new THREE.Face3( b, d, c ) );
  19791. uvs.push( [ uva, uvb, uvc ] );
  19792. uvs.push( [ uvb, uvd, uvc ] );
  19793. } else {
  19794. faces.push( new THREE.Face4( a, b, d, c ) );
  19795. uvs.push( [ uva, uvb, uvd, uvc ] );
  19796. }
  19797. }
  19798. }
  19799. // console.log(this);
  19800. // magic bullet
  19801. // var diff = this.mergeVertices();
  19802. // console.log('removed ', diff, ' vertices by merging');
  19803. this.computeCentroids();
  19804. this.computeFaceNormals();
  19805. this.computeVertexNormals();
  19806. };
  19807. THREE.ParametricGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19808. /**
  19809. * @author qiao / https://github.com/qiao
  19810. * @fileoverview This is a convex hull generator using the incremental method.
  19811. * The complexity is O(n^2) where n is the number of vertices.
  19812. * O(nlogn) algorithms do exist, but they are much more complicated.
  19813. *
  19814. * Benchmark:
  19815. *
  19816. * Platform: CPU: P7350 @2.00GHz Engine: V8
  19817. *
  19818. * Num Vertices Time(ms)
  19819. *
  19820. * 10 1
  19821. * 20 3
  19822. * 30 19
  19823. * 40 48
  19824. * 50 107
  19825. */
  19826. THREE.ConvexGeometry = function( vertices ) {
  19827. THREE.Geometry.call( this );
  19828. var faces = [ [ 0, 1, 2 ], [ 0, 2, 1 ] ];
  19829. for ( var i = 3; i < vertices.length; i++ ) {
  19830. addPoint( i );
  19831. }
  19832. function addPoint( vertexId ) {
  19833. var vertex = vertices[ vertexId ].clone();
  19834. var mag = vertex.length();
  19835. vertex.x += mag * randomOffset();
  19836. vertex.y += mag * randomOffset();
  19837. vertex.z += mag * randomOffset();
  19838. var hole = [];
  19839. for ( var f = 0; f < faces.length; ) {
  19840. var face = faces[ f ];
  19841. // for each face, if the vertex can see it,
  19842. // then we try to add the face's edges into the hole.
  19843. if ( visible( face, vertex ) ) {
  19844. for ( var e = 0; e < 3; e++ ) {
  19845. var edge = [ face[ e ], face[ ( e + 1 ) % 3 ] ];
  19846. var boundary = true;
  19847. // remove duplicated edges.
  19848. for ( var h = 0; h < hole.length; h++ ) {
  19849. if ( equalEdge( hole[ h ], edge ) ) {
  19850. hole[ h ] = hole[ hole.length - 1 ];
  19851. hole.pop();
  19852. boundary = false;
  19853. break;
  19854. }
  19855. }
  19856. if ( boundary ) {
  19857. hole.push( edge );
  19858. }
  19859. }
  19860. // remove faces[ f ]
  19861. faces[ f ] = faces[ faces.length - 1 ];
  19862. faces.pop();
  19863. } else { // not visible
  19864. f++;
  19865. }
  19866. }
  19867. // construct the new faces formed by the edges of the hole and the vertex
  19868. for ( var h = 0; h < hole.length; h++ ) {
  19869. faces.push( [
  19870. hole[ h ][ 0 ],
  19871. hole[ h ][ 1 ],
  19872. vertexId
  19873. ] );
  19874. }
  19875. }
  19876. /**
  19877. * Whether the face is visible from the vertex
  19878. */
  19879. function visible( face, vertex ) {
  19880. var va = vertices[ face[ 0 ] ];
  19881. var vb = vertices[ face[ 1 ] ];
  19882. var vc = vertices[ face[ 2 ] ];
  19883. var n = normal( va, vb, vc );
  19884. // distance from face to origin
  19885. var dist = n.dot( va );
  19886. return n.dot( vertex ) >= dist;
  19887. }
  19888. /**
  19889. * Face normal
  19890. */
  19891. function normal( va, vb, vc ) {
  19892. var cb = new THREE.Vector3();
  19893. var ab = new THREE.Vector3();
  19894. cb.subVectors( vc, vb );
  19895. ab.subVectors( va, vb );
  19896. cb.cross( ab );
  19897. cb.normalize();
  19898. return cb;
  19899. }
  19900. /**
  19901. * Detect whether two edges are equal.
  19902. * Note that when constructing the convex hull, two same edges can only
  19903. * be of the negative direction.
  19904. */
  19905. function equalEdge( ea, eb ) {
  19906. return ea[ 0 ] === eb[ 1 ] && ea[ 1 ] === eb[ 0 ];
  19907. }
  19908. /**
  19909. * Create a random offset between -1e-6 and 1e-6.
  19910. */
  19911. function randomOffset() {
  19912. return ( Math.random() - 0.5 ) * 2 * 1e-6;
  19913. }
  19914. /**
  19915. * XXX: Not sure if this is the correct approach. Need someone to review.
  19916. */
  19917. function vertexUv( vertex ) {
  19918. var mag = vertex.length();
  19919. return new THREE.Vector2( vertex.x / mag, vertex.y / mag );
  19920. }
  19921. // Push vertices into `this.vertices`, skipping those inside the hull
  19922. var id = 0;
  19923. var newId = new Array( vertices.length ); // map from old vertex id to new id
  19924. for ( var i = 0; i < faces.length; i++ ) {
  19925. var face = faces[ i ];
  19926. for ( var j = 0; j < 3; j++ ) {
  19927. if ( newId[ face[ j ] ] === undefined ) {
  19928. newId[ face[ j ] ] = id++;
  19929. this.vertices.push( vertices[ face[ j ] ] );
  19930. }
  19931. face[ j ] = newId[ face[ j ] ];
  19932. }
  19933. }
  19934. // Convert faces into instances of THREE.Face3
  19935. for ( var i = 0; i < faces.length; i++ ) {
  19936. this.faces.push( new THREE.Face3(
  19937. faces[ i ][ 0 ],
  19938. faces[ i ][ 1 ],
  19939. faces[ i ][ 2 ]
  19940. ) );
  19941. }
  19942. // Compute UVs
  19943. for ( var i = 0; i < this.faces.length; i++ ) {
  19944. var face = this.faces[ i ];
  19945. this.faceVertexUvs[ 0 ].push( [
  19946. vertexUv( this.vertices[ face.a ] ),
  19947. vertexUv( this.vertices[ face.b ] ),
  19948. vertexUv( this.vertices[ face.c ])
  19949. ] );
  19950. }
  19951. this.computeCentroids();
  19952. this.computeFaceNormals();
  19953. this.computeVertexNormals();
  19954. };
  19955. THREE.ConvexGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19956. /**
  19957. * @author sroucheray / http://sroucheray.org/
  19958. * @author mrdoob / http://mrdoob.com/
  19959. */
  19960. THREE.AxisHelper = function ( size ) {
  19961. var geometry = new THREE.Geometry();
  19962. geometry.vertices.push(
  19963. new THREE.Vector3(), new THREE.Vector3( size || 1, 0, 0 ),
  19964. new THREE.Vector3(), new THREE.Vector3( 0, size || 1, 0 ),
  19965. new THREE.Vector3(), new THREE.Vector3( 0, 0, size || 1 )
  19966. );
  19967. geometry.colors.push(
  19968. new THREE.Color( 0xff0000 ), new THREE.Color( 0xffaa00 ),
  19969. new THREE.Color( 0x00ff00 ), new THREE.Color( 0xaaff00 ),
  19970. new THREE.Color( 0x0000ff ), new THREE.Color( 0x00aaff )
  19971. );
  19972. var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } );
  19973. THREE.Line.call( this, geometry, material, THREE.LinePieces );
  19974. };
  19975. THREE.AxisHelper.prototype = Object.create( THREE.Line.prototype );
  19976. /**
  19977. * @author WestLangley / http://github.com/WestLangley
  19978. * @author zz85 / https://github.com/zz85
  19979. * @author bhouston / https://exocortex.com
  19980. *
  19981. * Creates an arrow for visualizing directions
  19982. *
  19983. * Parameters:
  19984. * dir - Vector3
  19985. * origin - Vector3
  19986. * length - Number
  19987. * hex - color in hex value
  19988. */
  19989. THREE.ArrowHelper = function ( dir, origin, length, hex ) {
  19990. THREE.Object3D.call( this );
  19991. if ( length === undefined ) length = 20;
  19992. if ( hex === undefined ) hex = 0xffff00;
  19993. var lineGeometry = new THREE.Geometry();
  19994. lineGeometry.vertices.push( new THREE.Vector3( 0, 0, 0 ) );
  19995. lineGeometry.vertices.push( new THREE.Vector3( 0, 1, 0 ) );
  19996. this.line = new THREE.Line( lineGeometry, new THREE.LineBasicMaterial( { color: hex } ) );
  19997. this.add( this.line );
  19998. var coneGeometry = new THREE.CylinderGeometry( 0, 0.05, 0.25, 5, 1 );
  19999. this.cone = new THREE.Mesh( coneGeometry, new THREE.MeshBasicMaterial( { color: hex } ) );
  20000. this.cone.position.set( 0, 1, 0 );
  20001. this.add( this.cone );
  20002. if ( origin instanceof THREE.Vector3 ) this.position = origin;
  20003. this.setDirection( dir );
  20004. this.setLength( length );
  20005. };
  20006. THREE.ArrowHelper.prototype = Object.create( THREE.Object3D.prototype );
  20007. THREE.ArrowHelper.prototype.setDirection = function ( dir ) {
  20008. var d = THREE.ArrowHelper.__v1.copy( dir ).normalize();
  20009. if ( d.y > 0.999 ) {
  20010. this.rotation.set( 0, 0, 0 );
  20011. } else if ( d.y < - 0.999 ) {
  20012. this.rotation.set( Math.PI, 0, 0 );
  20013. } else {
  20014. var axis = THREE.ArrowHelper.__v2.set( d.z, 0, - d.x ).normalize();
  20015. var radians = Math.acos( d.y );
  20016. var quaternion = THREE.ArrowHelper.__q1.setFromAxisAngle( axis, radians );
  20017. this.rotation.setEulerFromQuaternion( quaternion, this.eulerOrder );
  20018. }
  20019. };
  20020. THREE.ArrowHelper.prototype.setLength = function ( length ) {
  20021. this.scale.set( length, length, length );
  20022. };
  20023. THREE.ArrowHelper.prototype.setColor = function ( hex ) {
  20024. this.line.material.color.setHex( hex );
  20025. this.cone.material.color.setHex( hex );
  20026. };
  20027. THREE.ArrowHelper.__v1 = new THREE.Vector3();
  20028. THREE.ArrowHelper.__v2 = new THREE.Vector3();
  20029. THREE.ArrowHelper.__q1 = new THREE.Quaternion();
  20030. /**
  20031. * @author alteredq / http://alteredqualia.com/
  20032. *
  20033. * - shows frustum, line of sight and up of the camera
  20034. * - suitable for fast updates
  20035. * - based on frustum visualization in lightgl.js shadowmap example
  20036. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  20037. */
  20038. THREE.CameraHelper = function ( camera ) {
  20039. THREE.Line.call( this );
  20040. var scope = this;
  20041. this.geometry = new THREE.Geometry();
  20042. this.material = new THREE.LineBasicMaterial( { color: 0xffffff, vertexColors: THREE.FaceColors } );
  20043. this.type = THREE.LinePieces;
  20044. this.matrixWorld = camera.matrixWorld;
  20045. this.matrixAutoUpdate = false;
  20046. this.pointMap = {};
  20047. // colors
  20048. var hexFrustum = 0xffaa00;
  20049. var hexCone = 0xff0000;
  20050. var hexUp = 0x00aaff;
  20051. var hexTarget = 0xffffff;
  20052. var hexCross = 0x333333;
  20053. // near
  20054. addLine( "n1", "n2", hexFrustum );
  20055. addLine( "n2", "n4", hexFrustum );
  20056. addLine( "n4", "n3", hexFrustum );
  20057. addLine( "n3", "n1", hexFrustum );
  20058. // far
  20059. addLine( "f1", "f2", hexFrustum );
  20060. addLine( "f2", "f4", hexFrustum );
  20061. addLine( "f4", "f3", hexFrustum );
  20062. addLine( "f3", "f1", hexFrustum );
  20063. // sides
  20064. addLine( "n1", "f1", hexFrustum );
  20065. addLine( "n2", "f2", hexFrustum );
  20066. addLine( "n3", "f3", hexFrustum );
  20067. addLine( "n4", "f4", hexFrustum );
  20068. // cone
  20069. addLine( "p", "n1", hexCone );
  20070. addLine( "p", "n2", hexCone );
  20071. addLine( "p", "n3", hexCone );
  20072. addLine( "p", "n4", hexCone );
  20073. // up
  20074. addLine( "u1", "u2", hexUp );
  20075. addLine( "u2", "u3", hexUp );
  20076. addLine( "u3", "u1", hexUp );
  20077. // target
  20078. addLine( "c", "t", hexTarget );
  20079. addLine( "p", "c", hexCross );
  20080. // cross
  20081. addLine( "cn1", "cn2", hexCross );
  20082. addLine( "cn3", "cn4", hexCross );
  20083. addLine( "cf1", "cf2", hexCross );
  20084. addLine( "cf3", "cf4", hexCross );
  20085. this.camera = camera;
  20086. function addLine( a, b, hex ) {
  20087. addPoint( a, hex );
  20088. addPoint( b, hex );
  20089. }
  20090. function addPoint( id, hex ) {
  20091. scope.geometry.vertices.push( new THREE.Vector3() );
  20092. scope.geometry.colors.push( new THREE.Color( hex ) );
  20093. if ( scope.pointMap[ id ] === undefined ) scope.pointMap[ id ] = [];
  20094. scope.pointMap[ id ].push( scope.geometry.vertices.length - 1 );
  20095. }
  20096. this.update( camera );
  20097. };
  20098. THREE.CameraHelper.prototype = Object.create( THREE.Line.prototype );
  20099. THREE.CameraHelper.prototype.update = function () {
  20100. var scope = this;
  20101. var w = 1, h = 1;
  20102. // we need just camera projection matrix
  20103. // world matrix must be identity
  20104. THREE.CameraHelper.__c.projectionMatrix.copy( this.camera.projectionMatrix );
  20105. // center / target
  20106. setPoint( "c", 0, 0, -1 );
  20107. setPoint( "t", 0, 0, 1 );
  20108. // near
  20109. setPoint( "n1", -w, -h, -1 );
  20110. setPoint( "n2", w, -h, -1 );
  20111. setPoint( "n3", -w, h, -1 );
  20112. setPoint( "n4", w, h, -1 );
  20113. // far
  20114. setPoint( "f1", -w, -h, 1 );
  20115. setPoint( "f2", w, -h, 1 );
  20116. setPoint( "f3", -w, h, 1 );
  20117. setPoint( "f4", w, h, 1 );
  20118. // up
  20119. setPoint( "u1", w * 0.7, h * 1.1, -1 );
  20120. setPoint( "u2", -w * 0.7, h * 1.1, -1 );
  20121. setPoint( "u3", 0, h * 2, -1 );
  20122. // cross
  20123. setPoint( "cf1", -w, 0, 1 );
  20124. setPoint( "cf2", w, 0, 1 );
  20125. setPoint( "cf3", 0, -h, 1 );
  20126. setPoint( "cf4", 0, h, 1 );
  20127. setPoint( "cn1", -w, 0, -1 );
  20128. setPoint( "cn2", w, 0, -1 );
  20129. setPoint( "cn3", 0, -h, -1 );
  20130. setPoint( "cn4", 0, h, -1 );
  20131. function setPoint( point, x, y, z ) {
  20132. THREE.CameraHelper.__v.set( x, y, z );
  20133. THREE.CameraHelper.__projector.unprojectVector( THREE.CameraHelper.__v, THREE.CameraHelper.__c );
  20134. var points = scope.pointMap[ point ];
  20135. if ( points !== undefined ) {
  20136. for ( var i = 0, il = points.length; i < il; i ++ ) {
  20137. scope.geometry.vertices[ points[ i ] ].copy( THREE.CameraHelper.__v );
  20138. }
  20139. }
  20140. }
  20141. this.geometry.verticesNeedUpdate = true;
  20142. };
  20143. THREE.CameraHelper.__projector = new THREE.Projector();
  20144. THREE.CameraHelper.__v = new THREE.Vector3();
  20145. THREE.CameraHelper.__c = new THREE.Camera();
  20146. /**
  20147. * @author alteredq / http://alteredqualia.com/
  20148. * @author mrdoob / http://mrdoob.com/
  20149. */
  20150. THREE.DirectionalLightHelper = function ( light, sphereSize ) {
  20151. THREE.Object3D.call( this );
  20152. this.light = light;
  20153. var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 );
  20154. var material = new THREE.MeshBasicMaterial( { fog: false, wireframe: true } );
  20155. material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  20156. this.lightSphere = new THREE.Mesh( geometry, material );
  20157. this.lightSphere.position = this.light.position;
  20158. this.add( this.lightSphere );
  20159. /*
  20160. this.targetSphere = new THREE.Mesh( geometry, material );
  20161. this.targetSphere.position = this.light.target.position;
  20162. this.add( this.targetSphere );
  20163. */
  20164. geometry = new THREE.Geometry();
  20165. geometry.vertices.push( this.light.position );
  20166. geometry.vertices.push( this.light.target.position );
  20167. geometry.computeLineDistances();
  20168. material = new THREE.LineDashedMaterial( { dashSize: 4, gapSize: 4, opacity: 0.75, transparent: true, fog: false } );
  20169. material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  20170. this.targetLine = new THREE.Line( geometry, material );
  20171. this.add( this.targetLine );
  20172. }
  20173. THREE.DirectionalLightHelper.prototype = Object.create( THREE.Object3D.prototype );
  20174. THREE.DirectionalLightHelper.prototype.update = function () {
  20175. this.lightSphere.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  20176. this.targetLine.geometry.computeLineDistances();
  20177. this.targetLine.geometry.verticesNeedUpdate = true;
  20178. this.targetLine.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  20179. };
  20180. /**
  20181. * @author mrdoob / http://mrdoob.com/
  20182. */
  20183. THREE.GridHelper = function ( size, step ) {
  20184. var geometry = new THREE.Geometry();
  20185. var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } );
  20186. var color1 = new THREE.Color( 0x444444 ), color2 = new THREE.Color( 0x888888 );
  20187. for ( var i = - size; i <= size; i += step ) {
  20188. geometry.vertices.push( new THREE.Vector3( -size, 0, i ) );
  20189. geometry.vertices.push( new THREE.Vector3( size, 0, i ) );
  20190. geometry.vertices.push( new THREE.Vector3( i, 0, -size ) );
  20191. geometry.vertices.push( new THREE.Vector3( i, 0, size ) );
  20192. var color = i === 0 ? color1 : color2;
  20193. geometry.colors.push( color, color, color, color );
  20194. }
  20195. THREE.Line.call( this, geometry, material, THREE.LinePieces );
  20196. };
  20197. THREE.GridHelper.prototype = Object.create( THREE.Line.prototype );
  20198. /**
  20199. * @author alteredq / http://alteredqualia.com/
  20200. * @author mrdoob / http://mrdoob.com/
  20201. */
  20202. THREE.HemisphereLightHelper = function ( light, sphereSize, arrowLength, domeSize ) {
  20203. THREE.Object3D.call( this );
  20204. this.light = light;
  20205. var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 );
  20206. geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) );
  20207. for ( var i = 0, il = 8; i < il; i ++ ) {
  20208. geometry.faces[ i ].materialIndex = i < 4 ? 0 : 1;
  20209. }
  20210. var materialSky = new THREE.MeshBasicMaterial( { fog: false, wireframe: true } );
  20211. materialSky.color.copy( light.color ).multiplyScalar( light.intensity );
  20212. var materialGround = new THREE.MeshBasicMaterial( { fog: false, wireframe: true } );
  20213. materialGround.color.copy( light.groundColor ).multiplyScalar( light.intensity );
  20214. this.lightSphere = new THREE.Mesh( geometry, new THREE.MeshFaceMaterial( [ materialSky, materialGround ] ) );
  20215. this.lightSphere.position = light.position;
  20216. this.lightSphere.lookAt( new THREE.Vector3() );
  20217. this.add( this.lightSphere );
  20218. };
  20219. THREE.HemisphereLightHelper.prototype = Object.create( THREE.Object3D.prototype );
  20220. THREE.HemisphereLightHelper.prototype.update = function () {
  20221. this.lightSphere.lookAt( new THREE.Vector3() );
  20222. this.lightSphere.material.materials[ 0 ].color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  20223. this.lightSphere.material.materials[ 1 ].color.copy( this.light.groundColor ).multiplyScalar( this.light.intensity );
  20224. };
  20225. /**
  20226. * @author alteredq / http://alteredqualia.com/
  20227. * @author mrdoob / http://mrdoob.com/
  20228. */
  20229. THREE.PointLightHelper = function ( light, sphereSize ) {
  20230. THREE.Object3D.call( this );
  20231. this.light = light;
  20232. var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 );
  20233. var material = new THREE.MeshBasicMaterial( { fog: false, wireframe: true } );
  20234. material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  20235. this.lightSphere = new THREE.Mesh( geometry, material );
  20236. this.lightSphere.position = this.light.position;
  20237. this.add( this.lightSphere );
  20238. /*
  20239. var distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
  20240. var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  20241. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  20242. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  20243. var d = light.distance;
  20244. if ( d === 0.0 ) {
  20245. this.lightDistance.visible = false;
  20246. } else {
  20247. this.lightDistance.scale.set( d, d, d );
  20248. }
  20249. this.add( this.lightDistance );
  20250. */
  20251. };
  20252. THREE.PointLightHelper.prototype = Object.create( THREE.Object3D.prototype );
  20253. THREE.PointLightHelper.prototype.update = function () {
  20254. this.lightSphere.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  20255. /*
  20256. this.lightDistance.material.color.copy( this.color );
  20257. var d = this.light.distance;
  20258. if ( d === 0.0 ) {
  20259. this.lightDistance.visible = false;
  20260. } else {
  20261. this.lightDistance.visible = true;
  20262. this.lightDistance.scale.set( d, d, d );
  20263. }
  20264. */
  20265. };
  20266. /**
  20267. * @author alteredq / http://alteredqualia.com/
  20268. * @author mrdoob / http://mrdoob.com/
  20269. */
  20270. THREE.SpotLightHelper = function ( light, sphereSize ) {
  20271. THREE.Object3D.call( this );
  20272. this.light = light;
  20273. var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 );
  20274. var material = new THREE.MeshBasicMaterial( { fog: false, wireframe: true } );
  20275. material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  20276. this.lightSphere = new THREE.Mesh( geometry, material );
  20277. this.lightSphere.position = this.light.position;
  20278. this.add( this.lightSphere );
  20279. geometry = new THREE.CylinderGeometry( 0.0001, 1, 1, 8, 1, true );
  20280. geometry.applyMatrix( new THREE.Matrix4().makeTranslation( 0, -0.5, 0 ) );
  20281. geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) );
  20282. material = new THREE.MeshBasicMaterial( { fog: false, wireframe: true, opacity: 0.3, transparent: true } );
  20283. material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  20284. this.lightCone = new THREE.Mesh( geometry, material );
  20285. this.lightCone.position = this.light.position;
  20286. var coneLength = light.distance ? light.distance : 10000;
  20287. var coneWidth = coneLength * Math.tan( light.angle * 0.5 ) * 2;
  20288. this.lightCone.scale.set( coneWidth, coneWidth, coneLength );
  20289. this.lightCone.lookAt( this.light.target.position );
  20290. this.add( this.lightCone );
  20291. };
  20292. THREE.SpotLightHelper.prototype = Object.create( THREE.Object3D.prototype );
  20293. THREE.SpotLightHelper.prototype.update = function () {
  20294. var coneLength = this.light.distance ? this.light.distance : 10000;
  20295. var coneWidth = coneLength * Math.tan( this.light.angle * 0.5 ) * 2;
  20296. this.lightCone.scale.set( coneWidth, coneWidth, coneLength );
  20297. this.lightCone.lookAt( this.light.target.position );
  20298. this.lightSphere.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  20299. this.lightCone.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  20300. };
  20301. /**
  20302. * @author alteredq / http://alteredqualia.com/
  20303. */
  20304. THREE.ImmediateRenderObject = function () {
  20305. THREE.Object3D.call( this );
  20306. this.render = function ( renderCallback ) { };
  20307. };
  20308. THREE.ImmediateRenderObject.prototype = Object.create( THREE.Object3D.prototype );
  20309. /**
  20310. * @author mikael emtinger / http://gomo.se/
  20311. * @author alteredq / http://alteredqualia.com/
  20312. */
  20313. THREE.LensFlare = function ( texture, size, distance, blending, color ) {
  20314. THREE.Object3D.call( this );
  20315. this.lensFlares = [];
  20316. this.positionScreen = new THREE.Vector3();
  20317. this.customUpdateCallback = undefined;
  20318. if( texture !== undefined ) {
  20319. this.add( texture, size, distance, blending, color );
  20320. }
  20321. };
  20322. THREE.LensFlare.prototype = Object.create( THREE.Object3D.prototype );
  20323. /*
  20324. * Add: adds another flare
  20325. */
  20326. THREE.LensFlare.prototype.add = function ( texture, size, distance, blending, color, opacity ) {
  20327. if( size === undefined ) size = -1;
  20328. if( distance === undefined ) distance = 0;
  20329. if( opacity === undefined ) opacity = 1;
  20330. if( color === undefined ) color = new THREE.Color( 0xffffff );
  20331. if( blending === undefined ) blending = THREE.NormalBlending;
  20332. distance = Math.min( distance, Math.max( 0, distance ) );
  20333. this.lensFlares.push( { texture: texture, // THREE.Texture
  20334. size: size, // size in pixels (-1 = use texture.width)
  20335. distance: distance, // distance (0-1) from light source (0=at light source)
  20336. x: 0, y: 0, z: 0, // screen position (-1 => 1) z = 0 is ontop z = 1 is back
  20337. scale: 1, // scale
  20338. rotation: 1, // rotation
  20339. opacity: opacity, // opacity
  20340. color: color, // color
  20341. blending: blending } ); // blending
  20342. };
  20343. /*
  20344. * Update lens flares update positions on all flares based on the screen position
  20345. * Set myLensFlare.customUpdateCallback to alter the flares in your project specific way.
  20346. */
  20347. THREE.LensFlare.prototype.updateLensFlares = function () {
  20348. var f, fl = this.lensFlares.length;
  20349. var flare;
  20350. var vecX = -this.positionScreen.x * 2;
  20351. var vecY = -this.positionScreen.y * 2;
  20352. for( f = 0; f < fl; f ++ ) {
  20353. flare = this.lensFlares[ f ];
  20354. flare.x = this.positionScreen.x + vecX * flare.distance;
  20355. flare.y = this.positionScreen.y + vecY * flare.distance;
  20356. flare.wantedRotation = flare.x * Math.PI * 0.25;
  20357. flare.rotation += ( flare.wantedRotation - flare.rotation ) * 0.25;
  20358. }
  20359. };
  20360. /**
  20361. * @author alteredq / http://alteredqualia.com/
  20362. */
  20363. THREE.MorphBlendMesh = function( geometry, material ) {
  20364. THREE.Mesh.call( this, geometry, material );
  20365. this.animationsMap = {};
  20366. this.animationsList = [];
  20367. // prepare default animation
  20368. // (all frames played together in 1 second)
  20369. var numFrames = this.geometry.morphTargets.length;
  20370. var name = "__default";
  20371. var startFrame = 0;
  20372. var endFrame = numFrames - 1;
  20373. var fps = numFrames / 1;
  20374. this.createAnimation( name, startFrame, endFrame, fps );
  20375. this.setAnimationWeight( name, 1 );
  20376. };
  20377. THREE.MorphBlendMesh.prototype = Object.create( THREE.Mesh.prototype );
  20378. THREE.MorphBlendMesh.prototype.createAnimation = function ( name, start, end, fps ) {
  20379. var animation = {
  20380. startFrame: start,
  20381. endFrame: end,
  20382. length: end - start + 1,
  20383. fps: fps,
  20384. duration: ( end - start ) / fps,
  20385. lastFrame: 0,
  20386. currentFrame: 0,
  20387. active: false,
  20388. time: 0,
  20389. direction: 1,
  20390. weight: 1,
  20391. directionBackwards: false,
  20392. mirroredLoop: false
  20393. };
  20394. this.animationsMap[ name ] = animation;
  20395. this.animationsList.push( animation );
  20396. };
  20397. THREE.MorphBlendMesh.prototype.autoCreateAnimations = function ( fps ) {
  20398. var pattern = /([a-z]+)(\d+)/;
  20399. var firstAnimation, frameRanges = {};
  20400. var geometry = this.geometry;
  20401. for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) {
  20402. var morph = geometry.morphTargets[ i ];
  20403. var chunks = morph.name.match( pattern );
  20404. if ( chunks && chunks.length > 1 ) {
  20405. var name = chunks[ 1 ];
  20406. var num = chunks[ 2 ];
  20407. if ( ! frameRanges[ name ] ) frameRanges[ name ] = { start: Infinity, end: -Infinity };
  20408. var range = frameRanges[ name ];
  20409. if ( i < range.start ) range.start = i;
  20410. if ( i > range.end ) range.end = i;
  20411. if ( ! firstAnimation ) firstAnimation = name;
  20412. }
  20413. }
  20414. for ( var name in frameRanges ) {
  20415. var range = frameRanges[ name ];
  20416. this.createAnimation( name, range.start, range.end, fps );
  20417. }
  20418. this.firstAnimation = firstAnimation;
  20419. };
  20420. THREE.MorphBlendMesh.prototype.setAnimationDirectionForward = function ( name ) {
  20421. var animation = this.animationsMap[ name ];
  20422. if ( animation ) {
  20423. animation.direction = 1;
  20424. animation.directionBackwards = false;
  20425. }
  20426. };
  20427. THREE.MorphBlendMesh.prototype.setAnimationDirectionBackward = function ( name ) {
  20428. var animation = this.animationsMap[ name ];
  20429. if ( animation ) {
  20430. animation.direction = -1;
  20431. animation.directionBackwards = true;
  20432. }
  20433. };
  20434. THREE.MorphBlendMesh.prototype.setAnimationFPS = function ( name, fps ) {
  20435. var animation = this.animationsMap[ name ];
  20436. if ( animation ) {
  20437. animation.fps = fps;
  20438. animation.duration = ( animation.end - animation.start ) / animation.fps;
  20439. }
  20440. };
  20441. THREE.MorphBlendMesh.prototype.setAnimationDuration = function ( name, duration ) {
  20442. var animation = this.animationsMap[ name ];
  20443. if ( animation ) {
  20444. animation.duration = duration;
  20445. animation.fps = ( animation.end - animation.start ) / animation.duration;
  20446. }
  20447. };
  20448. THREE.MorphBlendMesh.prototype.setAnimationWeight = function ( name, weight ) {
  20449. var animation = this.animationsMap[ name ];
  20450. if ( animation ) {
  20451. animation.weight = weight;
  20452. }
  20453. };
  20454. THREE.MorphBlendMesh.prototype.setAnimationTime = function ( name, time ) {
  20455. var animation = this.animationsMap[ name ];
  20456. if ( animation ) {
  20457. animation.time = time;
  20458. }
  20459. };
  20460. THREE.MorphBlendMesh.prototype.getAnimationTime = function ( name ) {
  20461. var time = 0;
  20462. var animation = this.animationsMap[ name ];
  20463. if ( animation ) {
  20464. time = animation.time;
  20465. }
  20466. return time;
  20467. };
  20468. THREE.MorphBlendMesh.prototype.getAnimationDuration = function ( name ) {
  20469. var duration = -1;
  20470. var animation = this.animationsMap[ name ];
  20471. if ( animation ) {
  20472. duration = animation.duration;
  20473. }
  20474. return duration;
  20475. };
  20476. THREE.MorphBlendMesh.prototype.playAnimation = function ( name ) {
  20477. var animation = this.animationsMap[ name ];
  20478. if ( animation ) {
  20479. animation.time = 0;
  20480. animation.active = true;
  20481. } else {
  20482. console.warn( "animation[" + name + "] undefined" );
  20483. }
  20484. };
  20485. THREE.MorphBlendMesh.prototype.stopAnimation = function ( name ) {
  20486. var animation = this.animationsMap[ name ];
  20487. if ( animation ) {
  20488. animation.active = false;
  20489. }
  20490. };
  20491. THREE.MorphBlendMesh.prototype.update = function ( delta ) {
  20492. for ( var i = 0, il = this.animationsList.length; i < il; i ++ ) {
  20493. var animation = this.animationsList[ i ];
  20494. if ( ! animation.active ) continue;
  20495. var frameTime = animation.duration / animation.length;
  20496. animation.time += animation.direction * delta;
  20497. if ( animation.mirroredLoop ) {
  20498. if ( animation.time > animation.duration || animation.time < 0 ) {
  20499. animation.direction *= -1;
  20500. if ( animation.time > animation.duration ) {
  20501. animation.time = animation.duration;
  20502. animation.directionBackwards = true;
  20503. }
  20504. if ( animation.time < 0 ) {
  20505. animation.time = 0;
  20506. animation.directionBackwards = false;
  20507. }
  20508. }
  20509. } else {
  20510. animation.time = animation.time % animation.duration;
  20511. if ( animation.time < 0 ) animation.time += animation.duration;
  20512. }
  20513. var keyframe = animation.startFrame + THREE.Math.clamp( Math.floor( animation.time / frameTime ), 0, animation.length - 1 );
  20514. var weight = animation.weight;
  20515. if ( keyframe !== animation.currentFrame ) {
  20516. this.morphTargetInfluences[ animation.lastFrame ] = 0;
  20517. this.morphTargetInfluences[ animation.currentFrame ] = 1 * weight;
  20518. this.morphTargetInfluences[ keyframe ] = 0;
  20519. animation.lastFrame = animation.currentFrame;
  20520. animation.currentFrame = keyframe;
  20521. }
  20522. var mix = ( animation.time % frameTime ) / frameTime;
  20523. if ( animation.directionBackwards ) mix = 1 - mix;
  20524. this.morphTargetInfluences[ animation.currentFrame ] = mix * weight;
  20525. this.morphTargetInfluences[ animation.lastFrame ] = ( 1 - mix ) * weight;
  20526. }
  20527. };
  20528. /**
  20529. * @author mikael emtinger / http://gomo.se/
  20530. * @author alteredq / http://alteredqualia.com/
  20531. */
  20532. THREE.LensFlarePlugin = function () {
  20533. var _gl, _renderer, _precision, _lensFlare = {};
  20534. this.init = function ( renderer ) {
  20535. _gl = renderer.context;
  20536. _renderer = renderer;
  20537. _precision = renderer.getPrecision();
  20538. _lensFlare.vertices = new Float32Array( 8 + 8 );
  20539. _lensFlare.faces = new Uint16Array( 6 );
  20540. var i = 0;
  20541. _lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = -1; // vertex
  20542. _lensFlare.vertices[ i++ ] = 0; _lensFlare.vertices[ i++ ] = 0; // uv... etc.
  20543. _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = -1;
  20544. _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 0;
  20545. _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 1;
  20546. _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 1;
  20547. _lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = 1;
  20548. _lensFlare.vertices[ i++ ] = 0; _lensFlare.vertices[ i++ ] = 1;
  20549. i = 0;
  20550. _lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 1; _lensFlare.faces[ i++ ] = 2;
  20551. _lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 2; _lensFlare.faces[ i++ ] = 3;
  20552. // buffers
  20553. _lensFlare.vertexBuffer = _gl.createBuffer();
  20554. _lensFlare.elementBuffer = _gl.createBuffer();
  20555. _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
  20556. _gl.bufferData( _gl.ARRAY_BUFFER, _lensFlare.vertices, _gl.STATIC_DRAW );
  20557. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
  20558. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.faces, _gl.STATIC_DRAW );
  20559. // textures
  20560. _lensFlare.tempTexture = _gl.createTexture();
  20561. _lensFlare.occlusionTexture = _gl.createTexture();
  20562. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
  20563. _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, 16, 16, 0, _gl.RGB, _gl.UNSIGNED_BYTE, null );
  20564. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  20565. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  20566. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
  20567. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
  20568. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
  20569. _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, 16, 16, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, null );
  20570. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  20571. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  20572. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
  20573. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
  20574. if ( _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ) <= 0 ) {
  20575. _lensFlare.hasVertexTexture = false;
  20576. _lensFlare.program = createProgram( THREE.ShaderFlares[ "lensFlare" ], _precision );
  20577. } else {
  20578. _lensFlare.hasVertexTexture = true;
  20579. _lensFlare.program = createProgram( THREE.ShaderFlares[ "lensFlareVertexTexture" ], _precision );
  20580. }
  20581. _lensFlare.attributes = {};
  20582. _lensFlare.uniforms = {};
  20583. _lensFlare.attributes.vertex = _gl.getAttribLocation ( _lensFlare.program, "position" );
  20584. _lensFlare.attributes.uv = _gl.getAttribLocation ( _lensFlare.program, "uv" );
  20585. _lensFlare.uniforms.renderType = _gl.getUniformLocation( _lensFlare.program, "renderType" );
  20586. _lensFlare.uniforms.map = _gl.getUniformLocation( _lensFlare.program, "map" );
  20587. _lensFlare.uniforms.occlusionMap = _gl.getUniformLocation( _lensFlare.program, "occlusionMap" );
  20588. _lensFlare.uniforms.opacity = _gl.getUniformLocation( _lensFlare.program, "opacity" );
  20589. _lensFlare.uniforms.color = _gl.getUniformLocation( _lensFlare.program, "color" );
  20590. _lensFlare.uniforms.scale = _gl.getUniformLocation( _lensFlare.program, "scale" );
  20591. _lensFlare.uniforms.rotation = _gl.getUniformLocation( _lensFlare.program, "rotation" );
  20592. _lensFlare.uniforms.screenPosition = _gl.getUniformLocation( _lensFlare.program, "screenPosition" );
  20593. };
  20594. /*
  20595. * Render lens flares
  20596. * Method: renders 16x16 0xff00ff-colored points scattered over the light source area,
  20597. * reads these back and calculates occlusion.
  20598. * Then _lensFlare.update_lensFlares() is called to re-position and
  20599. * update transparency of flares. Then they are rendered.
  20600. *
  20601. */
  20602. this.render = function ( scene, camera, viewportWidth, viewportHeight ) {
  20603. var flares = scene.__webglFlares,
  20604. nFlares = flares.length;
  20605. if ( ! nFlares ) return;
  20606. var tempPosition = new THREE.Vector3();
  20607. var invAspect = viewportHeight / viewportWidth,
  20608. halfViewportWidth = viewportWidth * 0.5,
  20609. halfViewportHeight = viewportHeight * 0.5;
  20610. var size = 16 / viewportHeight,
  20611. scale = new THREE.Vector2( size * invAspect, size );
  20612. var screenPosition = new THREE.Vector3( 1, 1, 0 ),
  20613. screenPositionPixels = new THREE.Vector2( 1, 1 );
  20614. var uniforms = _lensFlare.uniforms,
  20615. attributes = _lensFlare.attributes;
  20616. // set _lensFlare program and reset blending
  20617. _gl.useProgram( _lensFlare.program );
  20618. _gl.enableVertexAttribArray( _lensFlare.attributes.vertex );
  20619. _gl.enableVertexAttribArray( _lensFlare.attributes.uv );
  20620. // loop through all lens flares to update their occlusion and positions
  20621. // setup gl and common used attribs/unforms
  20622. _gl.uniform1i( uniforms.occlusionMap, 0 );
  20623. _gl.uniform1i( uniforms.map, 1 );
  20624. _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
  20625. _gl.vertexAttribPointer( attributes.vertex, 2, _gl.FLOAT, false, 2 * 8, 0 );
  20626. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
  20627. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
  20628. _gl.disable( _gl.CULL_FACE );
  20629. _gl.depthMask( false );
  20630. var i, j, jl, flare, sprite;
  20631. for ( i = 0; i < nFlares; i ++ ) {
  20632. size = 16 / viewportHeight;
  20633. scale.set( size * invAspect, size );
  20634. // calc object screen position
  20635. flare = flares[ i ];
  20636. tempPosition.set( flare.matrixWorld.elements[12], flare.matrixWorld.elements[13], flare.matrixWorld.elements[14] );
  20637. tempPosition.applyMatrix4( camera.matrixWorldInverse );
  20638. tempPosition.applyProjection( camera.projectionMatrix );
  20639. // setup arrays for gl programs
  20640. screenPosition.copy( tempPosition )
  20641. screenPositionPixels.x = screenPosition.x * halfViewportWidth + halfViewportWidth;
  20642. screenPositionPixels.y = screenPosition.y * halfViewportHeight + halfViewportHeight;
  20643. // screen cull
  20644. if ( _lensFlare.hasVertexTexture || (
  20645. screenPositionPixels.x > 0 &&
  20646. screenPositionPixels.x < viewportWidth &&
  20647. screenPositionPixels.y > 0 &&
  20648. screenPositionPixels.y < viewportHeight ) ) {
  20649. // save current RGB to temp texture
  20650. _gl.activeTexture( _gl.TEXTURE1 );
  20651. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
  20652. _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );
  20653. // render pink quad
  20654. _gl.uniform1i( uniforms.renderType, 0 );
  20655. _gl.uniform2f( uniforms.scale, scale.x, scale.y );
  20656. _gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
  20657. _gl.disable( _gl.BLEND );
  20658. _gl.enable( _gl.DEPTH_TEST );
  20659. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  20660. // copy result to occlusionMap
  20661. _gl.activeTexture( _gl.TEXTURE0 );
  20662. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
  20663. _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );
  20664. // restore graphics
  20665. _gl.uniform1i( uniforms.renderType, 1 );
  20666. _gl.disable( _gl.DEPTH_TEST );
  20667. _gl.activeTexture( _gl.TEXTURE1 );
  20668. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
  20669. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  20670. // update object positions
  20671. flare.positionScreen.copy( screenPosition )
  20672. if ( flare.customUpdateCallback ) {
  20673. flare.customUpdateCallback( flare );
  20674. } else {
  20675. flare.updateLensFlares();
  20676. }
  20677. // render flares
  20678. _gl.uniform1i( uniforms.renderType, 2 );
  20679. _gl.enable( _gl.BLEND );
  20680. for ( j = 0, jl = flare.lensFlares.length; j < jl; j ++ ) {
  20681. sprite = flare.lensFlares[ j ];
  20682. if ( sprite.opacity > 0.001 && sprite.scale > 0.001 ) {
  20683. screenPosition.x = sprite.x;
  20684. screenPosition.y = sprite.y;
  20685. screenPosition.z = sprite.z;
  20686. size = sprite.size * sprite.scale / viewportHeight;
  20687. scale.x = size * invAspect;
  20688. scale.y = size;
  20689. _gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
  20690. _gl.uniform2f( uniforms.scale, scale.x, scale.y );
  20691. _gl.uniform1f( uniforms.rotation, sprite.rotation );
  20692. _gl.uniform1f( uniforms.opacity, sprite.opacity );
  20693. _gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b );
  20694. _renderer.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst );
  20695. _renderer.setTexture( sprite.texture, 1 );
  20696. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  20697. }
  20698. }
  20699. }
  20700. }
  20701. // restore gl
  20702. _gl.enable( _gl.CULL_FACE );
  20703. _gl.enable( _gl.DEPTH_TEST );
  20704. _gl.depthMask( true );
  20705. };
  20706. function createProgram ( shader, precision ) {
  20707. var program = _gl.createProgram();
  20708. var fragmentShader = _gl.createShader( _gl.FRAGMENT_SHADER );
  20709. var vertexShader = _gl.createShader( _gl.VERTEX_SHADER );
  20710. var prefix = "precision " + precision + " float;\n";
  20711. _gl.shaderSource( fragmentShader, prefix + shader.fragmentShader );
  20712. _gl.shaderSource( vertexShader, prefix + shader.vertexShader );
  20713. _gl.compileShader( fragmentShader );
  20714. _gl.compileShader( vertexShader );
  20715. _gl.attachShader( program, fragmentShader );
  20716. _gl.attachShader( program, vertexShader );
  20717. _gl.linkProgram( program );
  20718. return program;
  20719. };
  20720. };
  20721. /**
  20722. * @author alteredq / http://alteredqualia.com/
  20723. */
  20724. THREE.ShadowMapPlugin = function () {
  20725. var _gl,
  20726. _renderer,
  20727. _depthMaterial, _depthMaterialMorph, _depthMaterialSkin, _depthMaterialMorphSkin,
  20728. _frustum = new THREE.Frustum(),
  20729. _projScreenMatrix = new THREE.Matrix4(),
  20730. _min = new THREE.Vector3(),
  20731. _max = new THREE.Vector3(),
  20732. _matrixPosition = new THREE.Vector3();
  20733. this.init = function ( renderer ) {
  20734. _gl = renderer.context;
  20735. _renderer = renderer;
  20736. var depthShader = THREE.ShaderLib[ "depthRGBA" ];
  20737. var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
  20738. _depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
  20739. _depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } );
  20740. _depthMaterialSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, skinning: true } );
  20741. _depthMaterialMorphSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true, skinning: true } );
  20742. _depthMaterial._shadowPass = true;
  20743. _depthMaterialMorph._shadowPass = true;
  20744. _depthMaterialSkin._shadowPass = true;
  20745. _depthMaterialMorphSkin._shadowPass = true;
  20746. };
  20747. this.render = function ( scene, camera ) {
  20748. if ( ! ( _renderer.shadowMapEnabled && _renderer.shadowMapAutoUpdate ) ) return;
  20749. this.update( scene, camera );
  20750. };
  20751. this.update = function ( scene, camera ) {
  20752. var i, il, j, jl, n,
  20753. shadowMap, shadowMatrix, shadowCamera,
  20754. program, buffer, material,
  20755. webglObject, object, light,
  20756. renderList,
  20757. lights = [],
  20758. k = 0,
  20759. fog = null;
  20760. // set GL state for depth map
  20761. _gl.clearColor( 1, 1, 1, 1 );
  20762. _gl.disable( _gl.BLEND );
  20763. _gl.enable( _gl.CULL_FACE );
  20764. _gl.frontFace( _gl.CCW );
  20765. if ( _renderer.shadowMapCullFace === THREE.CullFaceFront ) {
  20766. _gl.cullFace( _gl.FRONT );
  20767. } else {
  20768. _gl.cullFace( _gl.BACK );
  20769. }
  20770. _renderer.setDepthTest( true );
  20771. // preprocess lights
  20772. // - skip lights that are not casting shadows
  20773. // - create virtual lights for cascaded shadow maps
  20774. for ( i = 0, il = scene.__lights.length; i < il; i ++ ) {
  20775. light = scene.__lights[ i ];
  20776. if ( ! light.castShadow ) continue;
  20777. if ( ( light instanceof THREE.DirectionalLight ) && light.shadowCascade ) {
  20778. for ( n = 0; n < light.shadowCascadeCount; n ++ ) {
  20779. var virtualLight;
  20780. if ( ! light.shadowCascadeArray[ n ] ) {
  20781. virtualLight = createVirtualLight( light, n );
  20782. virtualLight.originalCamera = camera;
  20783. var gyro = new THREE.Gyroscope();
  20784. gyro.position = light.shadowCascadeOffset;
  20785. gyro.add( virtualLight );
  20786. gyro.add( virtualLight.target );
  20787. camera.add( gyro );
  20788. light.shadowCascadeArray[ n ] = virtualLight;
  20789. console.log( "Created virtualLight", virtualLight );
  20790. } else {
  20791. virtualLight = light.shadowCascadeArray[ n ];
  20792. }
  20793. updateVirtualLight( light, n );
  20794. lights[ k ] = virtualLight;
  20795. k ++;
  20796. }
  20797. } else {
  20798. lights[ k ] = light;
  20799. k ++;
  20800. }
  20801. }
  20802. // render depth map
  20803. for ( i = 0, il = lights.length; i < il; i ++ ) {
  20804. light = lights[ i ];
  20805. if ( ! light.shadowMap ) {
  20806. var shadowFilter = THREE.LinearFilter;
  20807. if ( _renderer.shadowMapType === THREE.PCFSoftShadowMap ) {
  20808. shadowFilter = THREE.NearestFilter;
  20809. }
  20810. var pars = { minFilter: shadowFilter, magFilter: shadowFilter, format: THREE.RGBAFormat };
  20811. light.shadowMap = new THREE.WebGLRenderTarget( light.shadowMapWidth, light.shadowMapHeight, pars );
  20812. light.shadowMapSize = new THREE.Vector2( light.shadowMapWidth, light.shadowMapHeight );
  20813. light.shadowMatrix = new THREE.Matrix4();
  20814. }
  20815. if ( ! light.shadowCamera ) {
  20816. if ( light instanceof THREE.SpotLight ) {
  20817. light.shadowCamera = new THREE.PerspectiveCamera( light.shadowCameraFov, light.shadowMapWidth / light.shadowMapHeight, light.shadowCameraNear, light.shadowCameraFar );
  20818. } else if ( light instanceof THREE.DirectionalLight ) {
  20819. light.shadowCamera = new THREE.OrthographicCamera( light.shadowCameraLeft, light.shadowCameraRight, light.shadowCameraTop, light.shadowCameraBottom, light.shadowCameraNear, light.shadowCameraFar );
  20820. } else {
  20821. console.error( "Unsupported light type for shadow" );
  20822. continue;
  20823. }
  20824. scene.add( light.shadowCamera );
  20825. if ( _renderer.autoUpdateScene ) scene.updateMatrixWorld();
  20826. }
  20827. if ( light.shadowCameraVisible && ! light.cameraHelper ) {
  20828. light.cameraHelper = new THREE.CameraHelper( light.shadowCamera );
  20829. light.shadowCamera.add( light.cameraHelper );
  20830. }
  20831. if ( light.isVirtual && virtualLight.originalCamera == camera ) {
  20832. updateShadowCamera( camera, light );
  20833. }
  20834. shadowMap = light.shadowMap;
  20835. shadowMatrix = light.shadowMatrix;
  20836. shadowCamera = light.shadowCamera;
  20837. shadowCamera.position.getPositionFromMatrix( light.matrixWorld );
  20838. _matrixPosition.getPositionFromMatrix( light.target.matrixWorld );
  20839. shadowCamera.lookAt( _matrixPosition );
  20840. shadowCamera.updateMatrixWorld();
  20841. shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld );
  20842. if ( light.cameraHelper ) light.cameraHelper.visible = light.shadowCameraVisible;
  20843. if ( light.shadowCameraVisible ) light.cameraHelper.update();
  20844. // compute shadow matrix
  20845. shadowMatrix.set( 0.5, 0.0, 0.0, 0.5,
  20846. 0.0, 0.5, 0.0, 0.5,
  20847. 0.0, 0.0, 0.5, 0.5,
  20848. 0.0, 0.0, 0.0, 1.0 );
  20849. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  20850. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  20851. // update camera matrices and frustum
  20852. _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  20853. _frustum.setFromMatrix( _projScreenMatrix );
  20854. // render shadow map
  20855. _renderer.setRenderTarget( shadowMap );
  20856. _renderer.clear();
  20857. // set object matrices & frustum culling
  20858. renderList = scene.__webglObjects;
  20859. for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
  20860. webglObject = renderList[ j ];
  20861. object = webglObject.object;
  20862. webglObject.render = false;
  20863. if ( object.visible && object.castShadow ) {
  20864. if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.intersectsObject( object ) ) {
  20865. object._modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  20866. webglObject.render = true;
  20867. }
  20868. }
  20869. }
  20870. // render regular objects
  20871. var objectMaterial, useMorphing, useSkinning;
  20872. for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
  20873. webglObject = renderList[ j ];
  20874. if ( webglObject.render ) {
  20875. object = webglObject.object;
  20876. buffer = webglObject.buffer;
  20877. // culling is overriden globally for all objects
  20878. // while rendering depth map
  20879. // need to deal with MeshFaceMaterial somehow
  20880. // in that case just use the first of material.materials for now
  20881. // (proper solution would require to break objects by materials
  20882. // similarly to regular rendering and then set corresponding
  20883. // depth materials per each chunk instead of just once per object)
  20884. objectMaterial = getObjectMaterial( object );
  20885. useMorphing = object.geometry.morphTargets.length > 0 && objectMaterial.morphTargets;
  20886. useSkinning = object instanceof THREE.SkinnedMesh && objectMaterial.skinning;
  20887. if ( object.customDepthMaterial ) {
  20888. material = object.customDepthMaterial;
  20889. } else if ( useSkinning ) {
  20890. material = useMorphing ? _depthMaterialMorphSkin : _depthMaterialSkin;
  20891. } else if ( useMorphing ) {
  20892. material = _depthMaterialMorph;
  20893. } else {
  20894. material = _depthMaterial;
  20895. }
  20896. if ( buffer instanceof THREE.BufferGeometry ) {
  20897. _renderer.renderBufferDirect( shadowCamera, scene.__lights, fog, material, buffer, object );
  20898. } else {
  20899. _renderer.renderBuffer( shadowCamera, scene.__lights, fog, material, buffer, object );
  20900. }
  20901. }
  20902. }
  20903. // set matrices and render immediate objects
  20904. renderList = scene.__webglObjectsImmediate;
  20905. for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
  20906. webglObject = renderList[ j ];
  20907. object = webglObject.object;
  20908. if ( object.visible && object.castShadow ) {
  20909. object._modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  20910. _renderer.renderImmediateObject( shadowCamera, scene.__lights, fog, _depthMaterial, object );
  20911. }
  20912. }
  20913. }
  20914. // restore GL state
  20915. var clearColor = _renderer.getClearColor(),
  20916. clearAlpha = _renderer.getClearAlpha();
  20917. _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
  20918. _gl.enable( _gl.BLEND );
  20919. if ( _renderer.shadowMapCullFace === THREE.CullFaceFront ) {
  20920. _gl.cullFace( _gl.BACK );
  20921. }
  20922. };
  20923. function createVirtualLight( light, cascade ) {
  20924. var virtualLight = new THREE.DirectionalLight();
  20925. virtualLight.isVirtual = true;
  20926. virtualLight.onlyShadow = true;
  20927. virtualLight.castShadow = true;
  20928. virtualLight.shadowCameraNear = light.shadowCameraNear;
  20929. virtualLight.shadowCameraFar = light.shadowCameraFar;
  20930. virtualLight.shadowCameraLeft = light.shadowCameraLeft;
  20931. virtualLight.shadowCameraRight = light.shadowCameraRight;
  20932. virtualLight.shadowCameraBottom = light.shadowCameraBottom;
  20933. virtualLight.shadowCameraTop = light.shadowCameraTop;
  20934. virtualLight.shadowCameraVisible = light.shadowCameraVisible;
  20935. virtualLight.shadowDarkness = light.shadowDarkness;
  20936. virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];
  20937. virtualLight.shadowMapWidth = light.shadowCascadeWidth[ cascade ];
  20938. virtualLight.shadowMapHeight = light.shadowCascadeHeight[ cascade ];
  20939. virtualLight.pointsWorld = [];
  20940. virtualLight.pointsFrustum = [];
  20941. var pointsWorld = virtualLight.pointsWorld,
  20942. pointsFrustum = virtualLight.pointsFrustum;
  20943. for ( var i = 0; i < 8; i ++ ) {
  20944. pointsWorld[ i ] = new THREE.Vector3();
  20945. pointsFrustum[ i ] = new THREE.Vector3();
  20946. }
  20947. var nearZ = light.shadowCascadeNearZ[ cascade ];
  20948. var farZ = light.shadowCascadeFarZ[ cascade ];
  20949. pointsFrustum[ 0 ].set( -1, -1, nearZ );
  20950. pointsFrustum[ 1 ].set( 1, -1, nearZ );
  20951. pointsFrustum[ 2 ].set( -1, 1, nearZ );
  20952. pointsFrustum[ 3 ].set( 1, 1, nearZ );
  20953. pointsFrustum[ 4 ].set( -1, -1, farZ );
  20954. pointsFrustum[ 5 ].set( 1, -1, farZ );
  20955. pointsFrustum[ 6 ].set( -1, 1, farZ );
  20956. pointsFrustum[ 7 ].set( 1, 1, farZ );
  20957. return virtualLight;
  20958. }
  20959. // Synchronize virtual light with the original light
  20960. function updateVirtualLight( light, cascade ) {
  20961. var virtualLight = light.shadowCascadeArray[ cascade ];
  20962. virtualLight.position.copy( light.position );
  20963. virtualLight.target.position.copy( light.target.position );
  20964. virtualLight.lookAt( virtualLight.target );
  20965. virtualLight.shadowCameraVisible = light.shadowCameraVisible;
  20966. virtualLight.shadowDarkness = light.shadowDarkness;
  20967. virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];
  20968. var nearZ = light.shadowCascadeNearZ[ cascade ];
  20969. var farZ = light.shadowCascadeFarZ[ cascade ];
  20970. var pointsFrustum = virtualLight.pointsFrustum;
  20971. pointsFrustum[ 0 ].z = nearZ;
  20972. pointsFrustum[ 1 ].z = nearZ;
  20973. pointsFrustum[ 2 ].z = nearZ;
  20974. pointsFrustum[ 3 ].z = nearZ;
  20975. pointsFrustum[ 4 ].z = farZ;
  20976. pointsFrustum[ 5 ].z = farZ;
  20977. pointsFrustum[ 6 ].z = farZ;
  20978. pointsFrustum[ 7 ].z = farZ;
  20979. }
  20980. // Fit shadow camera's ortho frustum to camera frustum
  20981. function updateShadowCamera( camera, light ) {
  20982. var shadowCamera = light.shadowCamera,
  20983. pointsFrustum = light.pointsFrustum,
  20984. pointsWorld = light.pointsWorld;
  20985. _min.set( Infinity, Infinity, Infinity );
  20986. _max.set( -Infinity, -Infinity, -Infinity );
  20987. for ( var i = 0; i < 8; i ++ ) {
  20988. var p = pointsWorld[ i ];
  20989. p.copy( pointsFrustum[ i ] );
  20990. THREE.ShadowMapPlugin.__projector.unprojectVector( p, camera );
  20991. p.applyMatrix4( shadowCamera.matrixWorldInverse );
  20992. if ( p.x < _min.x ) _min.x = p.x;
  20993. if ( p.x > _max.x ) _max.x = p.x;
  20994. if ( p.y < _min.y ) _min.y = p.y;
  20995. if ( p.y > _max.y ) _max.y = p.y;
  20996. if ( p.z < _min.z ) _min.z = p.z;
  20997. if ( p.z > _max.z ) _max.z = p.z;
  20998. }
  20999. shadowCamera.left = _min.x;
  21000. shadowCamera.right = _max.x;
  21001. shadowCamera.top = _max.y;
  21002. shadowCamera.bottom = _min.y;
  21003. // can't really fit near/far
  21004. //shadowCamera.near = _min.z;
  21005. //shadowCamera.far = _max.z;
  21006. shadowCamera.updateProjectionMatrix();
  21007. }
  21008. // For the moment just ignore objects that have multiple materials with different animation methods
  21009. // Only the first material will be taken into account for deciding which depth material to use for shadow maps
  21010. function getObjectMaterial( object ) {
  21011. return object.material instanceof THREE.MeshFaceMaterial
  21012. ? object.material.materials[ 0 ]
  21013. : object.material;
  21014. };
  21015. };
  21016. THREE.ShadowMapPlugin.__projector = new THREE.Projector();
  21017. /**
  21018. * @author mikael emtinger / http://gomo.se/
  21019. * @author alteredq / http://alteredqualia.com/
  21020. */
  21021. THREE.SpritePlugin = function () {
  21022. var _gl, _renderer, _precision, _sprite = {};
  21023. this.init = function ( renderer ) {
  21024. _gl = renderer.context;
  21025. _renderer = renderer;
  21026. _precision = renderer.getPrecision();
  21027. _sprite.vertices = new Float32Array( 8 + 8 );
  21028. _sprite.faces = new Uint16Array( 6 );
  21029. var i = 0;
  21030. _sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = -1; // vertex 0
  21031. _sprite.vertices[ i++ ] = 0; _sprite.vertices[ i++ ] = 0; // uv 0
  21032. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = -1; // vertex 1
  21033. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 0; // uv 1
  21034. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 1; // vertex 2
  21035. _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 1; // uv 2
  21036. _sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = 1; // vertex 3
  21037. _sprite.vertices[ i++ ] = 0; _sprite.vertices[ i++ ] = 1; // uv 3
  21038. i = 0;
  21039. _sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 1; _sprite.faces[ i++ ] = 2;
  21040. _sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 2; _sprite.faces[ i++ ] = 3;
  21041. _sprite.vertexBuffer = _gl.createBuffer();
  21042. _sprite.elementBuffer = _gl.createBuffer();
  21043. _gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
  21044. _gl.bufferData( _gl.ARRAY_BUFFER, _sprite.vertices, _gl.STATIC_DRAW );
  21045. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
  21046. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _sprite.faces, _gl.STATIC_DRAW );
  21047. _sprite.program = createProgram( THREE.ShaderSprite[ "sprite" ], _precision );
  21048. _sprite.attributes = {};
  21049. _sprite.uniforms = {};
  21050. _sprite.attributes.position = _gl.getAttribLocation ( _sprite.program, "position" );
  21051. _sprite.attributes.uv = _gl.getAttribLocation ( _sprite.program, "uv" );
  21052. _sprite.uniforms.uvOffset = _gl.getUniformLocation( _sprite.program, "uvOffset" );
  21053. _sprite.uniforms.uvScale = _gl.getUniformLocation( _sprite.program, "uvScale" );
  21054. _sprite.uniforms.rotation = _gl.getUniformLocation( _sprite.program, "rotation" );
  21055. _sprite.uniforms.scale = _gl.getUniformLocation( _sprite.program, "scale" );
  21056. _sprite.uniforms.alignment = _gl.getUniformLocation( _sprite.program, "alignment" );
  21057. _sprite.uniforms.color = _gl.getUniformLocation( _sprite.program, "color" );
  21058. _sprite.uniforms.map = _gl.getUniformLocation( _sprite.program, "map" );
  21059. _sprite.uniforms.opacity = _gl.getUniformLocation( _sprite.program, "opacity" );
  21060. _sprite.uniforms.useScreenCoordinates = _gl.getUniformLocation( _sprite.program, "useScreenCoordinates" );
  21061. _sprite.uniforms.sizeAttenuation = _gl.getUniformLocation( _sprite.program, "sizeAttenuation" );
  21062. _sprite.uniforms.screenPosition = _gl.getUniformLocation( _sprite.program, "screenPosition" );
  21063. _sprite.uniforms.modelViewMatrix = _gl.getUniformLocation( _sprite.program, "modelViewMatrix" );
  21064. _sprite.uniforms.projectionMatrix = _gl.getUniformLocation( _sprite.program, "projectionMatrix" );
  21065. _sprite.uniforms.fogType = _gl.getUniformLocation( _sprite.program, "fogType" );
  21066. _sprite.uniforms.fogDensity = _gl.getUniformLocation( _sprite.program, "fogDensity" );
  21067. _sprite.uniforms.fogNear = _gl.getUniformLocation( _sprite.program, "fogNear" );
  21068. _sprite.uniforms.fogFar = _gl.getUniformLocation( _sprite.program, "fogFar" );
  21069. _sprite.uniforms.fogColor = _gl.getUniformLocation( _sprite.program, "fogColor" );
  21070. _sprite.uniforms.alphaTest = _gl.getUniformLocation( _sprite.program, "alphaTest" );
  21071. };
  21072. this.render = function ( scene, camera, viewportWidth, viewportHeight ) {
  21073. var sprites = scene.__webglSprites,
  21074. nSprites = sprites.length;
  21075. if ( ! nSprites ) return;
  21076. var attributes = _sprite.attributes,
  21077. uniforms = _sprite.uniforms;
  21078. var invAspect = viewportHeight / viewportWidth;
  21079. var halfViewportWidth = viewportWidth * 0.5,
  21080. halfViewportHeight = viewportHeight * 0.5;
  21081. // setup gl
  21082. _gl.useProgram( _sprite.program );
  21083. _gl.enableVertexAttribArray( attributes.position );
  21084. _gl.enableVertexAttribArray( attributes.uv );
  21085. _gl.disable( _gl.CULL_FACE );
  21086. _gl.enable( _gl.BLEND );
  21087. _gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
  21088. _gl.vertexAttribPointer( attributes.position, 2, _gl.FLOAT, false, 2 * 8, 0 );
  21089. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
  21090. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
  21091. _gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
  21092. _gl.activeTexture( _gl.TEXTURE0 );
  21093. _gl.uniform1i( uniforms.map, 0 );
  21094. var oldFogType = 0;
  21095. var sceneFogType = 0;
  21096. var fog = scene.fog;
  21097. if ( fog ) {
  21098. _gl.uniform3f( uniforms.fogColor, fog.color.r, fog.color.g, fog.color.b );
  21099. if ( fog instanceof THREE.Fog ) {
  21100. _gl.uniform1f( uniforms.fogNear, fog.near );
  21101. _gl.uniform1f( uniforms.fogFar, fog.far );
  21102. _gl.uniform1i( uniforms.fogType, 1 );
  21103. oldFogType = 1;
  21104. sceneFogType = 1;
  21105. } else if ( fog instanceof THREE.FogExp2 ) {
  21106. _gl.uniform1f( uniforms.fogDensity, fog.density );
  21107. _gl.uniform1i( uniforms.fogType, 2 );
  21108. oldFogType = 2;
  21109. sceneFogType = 2;
  21110. }
  21111. } else {
  21112. _gl.uniform1i( uniforms.fogType, 0 );
  21113. oldFogType = 0;
  21114. sceneFogType = 0;
  21115. }
  21116. // update positions and sort
  21117. var i, sprite, material, screenPosition, size, fogType, scale = [];
  21118. for( i = 0; i < nSprites; i ++ ) {
  21119. sprite = sprites[ i ];
  21120. material = sprite.material;
  21121. if ( ! sprite.visible || material.opacity === 0 ) continue;
  21122. if ( ! material.useScreenCoordinates ) {
  21123. sprite._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, sprite.matrixWorld );
  21124. sprite.z = - sprite._modelViewMatrix.elements[ 14 ];
  21125. } else {
  21126. sprite.z = - sprite.position.z;
  21127. }
  21128. }
  21129. sprites.sort( painterSortStable );
  21130. // render all sprites
  21131. for( i = 0; i < nSprites; i ++ ) {
  21132. sprite = sprites[ i ];
  21133. material = sprite.material;
  21134. if ( ! sprite.visible || material.opacity === 0 ) continue;
  21135. if ( material.map && material.map.image && material.map.image.width ) {
  21136. _gl.uniform1f( uniforms.alphaTest, material.alphaTest );
  21137. if ( material.useScreenCoordinates === true ) {
  21138. _gl.uniform1i( uniforms.useScreenCoordinates, 1 );
  21139. _gl.uniform3f(
  21140. uniforms.screenPosition,
  21141. ( ( sprite.position.x * _renderer.devicePixelRatio ) - halfViewportWidth ) / halfViewportWidth,
  21142. ( halfViewportHeight - ( sprite.position.y * _renderer.devicePixelRatio ) ) / halfViewportHeight,
  21143. Math.max( 0, Math.min( 1, sprite.position.z ) )
  21144. );
  21145. scale[ 0 ] = _renderer.devicePixelRatio;
  21146. scale[ 1 ] = _renderer.devicePixelRatio;
  21147. } else {
  21148. _gl.uniform1i( uniforms.useScreenCoordinates, 0 );
  21149. _gl.uniform1i( uniforms.sizeAttenuation, material.sizeAttenuation ? 1 : 0 );
  21150. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite._modelViewMatrix.elements );
  21151. scale[ 0 ] = 1;
  21152. scale[ 1 ] = 1;
  21153. }
  21154. if ( scene.fog && material.fog ) {
  21155. fogType = sceneFogType;
  21156. } else {
  21157. fogType = 0;
  21158. }
  21159. if ( oldFogType !== fogType ) {
  21160. _gl.uniform1i( uniforms.fogType, fogType );
  21161. oldFogType = fogType;
  21162. }
  21163. size = 1 / ( material.scaleByViewport ? viewportHeight : 1 );
  21164. scale[ 0 ] *= size * invAspect * sprite.scale.x
  21165. scale[ 1 ] *= size * sprite.scale.y;
  21166. _gl.uniform2f( uniforms.uvScale, material.uvScale.x, material.uvScale.y );
  21167. _gl.uniform2f( uniforms.uvOffset, material.uvOffset.x, material.uvOffset.y );
  21168. _gl.uniform2f( uniforms.alignment, material.alignment.x, material.alignment.y );
  21169. _gl.uniform1f( uniforms.opacity, material.opacity );
  21170. _gl.uniform3f( uniforms.color, material.color.r, material.color.g, material.color.b );
  21171. _gl.uniform1f( uniforms.rotation, sprite.rotation );
  21172. _gl.uniform2fv( uniforms.scale, scale );
  21173. _renderer.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  21174. _renderer.setDepthTest( material.depthTest );
  21175. _renderer.setDepthWrite( material.depthWrite );
  21176. _renderer.setTexture( material.map, 0 );
  21177. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  21178. }
  21179. }
  21180. // restore gl
  21181. _gl.enable( _gl.CULL_FACE );
  21182. };
  21183. function createProgram ( shader, precision ) {
  21184. var program = _gl.createProgram();
  21185. var fragmentShader = _gl.createShader( _gl.FRAGMENT_SHADER );
  21186. var vertexShader = _gl.createShader( _gl.VERTEX_SHADER );
  21187. var prefix = "precision " + precision + " float;\n";
  21188. _gl.shaderSource( fragmentShader, prefix + shader.fragmentShader );
  21189. _gl.shaderSource( vertexShader, prefix + shader.vertexShader );
  21190. _gl.compileShader( fragmentShader );
  21191. _gl.compileShader( vertexShader );
  21192. _gl.attachShader( program, fragmentShader );
  21193. _gl.attachShader( program, vertexShader );
  21194. _gl.linkProgram( program );
  21195. return program;
  21196. };
  21197. function painterSortStable ( a, b ) {
  21198. if ( a.z !== b.z ) {
  21199. return b.z - a.z;
  21200. } else {
  21201. return b.id - a.id;
  21202. }
  21203. };
  21204. };
  21205. /**
  21206. * @author alteredq / http://alteredqualia.com/
  21207. */
  21208. THREE.DepthPassPlugin = function () {
  21209. this.enabled = false;
  21210. this.renderTarget = null;
  21211. var _gl,
  21212. _renderer,
  21213. _depthMaterial, _depthMaterialMorph, _depthMaterialSkin, _depthMaterialMorphSkin,
  21214. _frustum = new THREE.Frustum(),
  21215. _projScreenMatrix = new THREE.Matrix4();
  21216. this.init = function ( renderer ) {
  21217. _gl = renderer.context;
  21218. _renderer = renderer;
  21219. var depthShader = THREE.ShaderLib[ "depthRGBA" ];
  21220. var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
  21221. _depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
  21222. _depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } );
  21223. _depthMaterialSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, skinning: true } );
  21224. _depthMaterialMorphSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true, skinning: true } );
  21225. _depthMaterial._shadowPass = true;
  21226. _depthMaterialMorph._shadowPass = true;
  21227. _depthMaterialSkin._shadowPass = true;
  21228. _depthMaterialMorphSkin._shadowPass = true;
  21229. };
  21230. this.render = function ( scene, camera ) {
  21231. if ( ! this.enabled ) return;
  21232. this.update( scene, camera );
  21233. };
  21234. this.update = function ( scene, camera ) {
  21235. var i, il, j, jl, n,
  21236. program, buffer, material,
  21237. webglObject, object, light,
  21238. renderList,
  21239. fog = null;
  21240. // set GL state for depth map
  21241. _gl.clearColor( 1, 1, 1, 1 );
  21242. _gl.disable( _gl.BLEND );
  21243. _renderer.setDepthTest( true );
  21244. // update scene
  21245. if ( _renderer.autoUpdateScene ) scene.updateMatrixWorld();
  21246. // update camera matrices and frustum
  21247. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  21248. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  21249. _frustum.setFromMatrix( _projScreenMatrix );
  21250. // render depth map
  21251. _renderer.setRenderTarget( this.renderTarget );
  21252. _renderer.clear();
  21253. // set object matrices & frustum culling
  21254. renderList = scene.__webglObjects;
  21255. for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
  21256. webglObject = renderList[ j ];
  21257. object = webglObject.object;
  21258. webglObject.render = false;
  21259. if ( object.visible ) {
  21260. if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.intersectsObject( object ) ) {
  21261. object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  21262. webglObject.render = true;
  21263. }
  21264. }
  21265. }
  21266. // render regular objects
  21267. var objectMaterial, useMorphing, useSkinning;
  21268. for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
  21269. webglObject = renderList[ j ];
  21270. if ( webglObject.render ) {
  21271. object = webglObject.object;
  21272. buffer = webglObject.buffer;
  21273. // todo: create proper depth material for particles
  21274. if ( object instanceof THREE.ParticleSystem && !object.customDepthMaterial ) continue;
  21275. objectMaterial = getObjectMaterial( object );
  21276. if ( objectMaterial ) _renderer.setMaterialFaces( object.material );
  21277. useMorphing = object.geometry.morphTargets.length > 0 && objectMaterial.morphTargets;
  21278. useSkinning = object instanceof THREE.SkinnedMesh && objectMaterial.skinning;
  21279. if ( object.customDepthMaterial ) {
  21280. material = object.customDepthMaterial;
  21281. } else if ( useSkinning ) {
  21282. material = useMorphing ? _depthMaterialMorphSkin : _depthMaterialSkin;
  21283. } else if ( useMorphing ) {
  21284. material = _depthMaterialMorph;
  21285. } else {
  21286. material = _depthMaterial;
  21287. }
  21288. if ( buffer instanceof THREE.BufferGeometry ) {
  21289. _renderer.renderBufferDirect( camera, scene.__lights, fog, material, buffer, object );
  21290. } else {
  21291. _renderer.renderBuffer( camera, scene.__lights, fog, material, buffer, object );
  21292. }
  21293. }
  21294. }
  21295. // set matrices and render immediate objects
  21296. renderList = scene.__webglObjectsImmediate;
  21297. for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
  21298. webglObject = renderList[ j ];
  21299. object = webglObject.object;
  21300. if ( object.visible ) {
  21301. object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  21302. _renderer.renderImmediateObject( camera, scene.__lights, fog, _depthMaterial, object );
  21303. }
  21304. }
  21305. // restore GL state
  21306. var clearColor = _renderer.getClearColor(),
  21307. clearAlpha = _renderer.getClearAlpha();
  21308. _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
  21309. _gl.enable( _gl.BLEND );
  21310. };
  21311. // For the moment just ignore objects that have multiple materials with different animation methods
  21312. // Only the first material will be taken into account for deciding which depth material to use
  21313. function getObjectMaterial( object ) {
  21314. return object.material instanceof THREE.MeshFaceMaterial
  21315. ? object.material.materials[ 0 ]
  21316. : object.material;
  21317. };
  21318. };
  21319. /**
  21320. * @author mikael emtinger / http://gomo.se/
  21321. *
  21322. */
  21323. THREE.ShaderFlares = {
  21324. 'lensFlareVertexTexture': {
  21325. vertexShader: [
  21326. "uniform lowp int renderType;",
  21327. "uniform vec3 screenPosition;",
  21328. "uniform vec2 scale;",
  21329. "uniform float rotation;",
  21330. "uniform sampler2D occlusionMap;",
  21331. "attribute vec2 position;",
  21332. "attribute vec2 uv;",
  21333. "varying vec2 vUV;",
  21334. "varying float vVisibility;",
  21335. "void main() {",
  21336. "vUV = uv;",
  21337. "vec2 pos = position;",
  21338. "if( renderType == 2 ) {",
  21339. "vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) ) +",
  21340. "texture2D( occlusionMap, vec2( 0.5, 0.1 ) ) +",
  21341. "texture2D( occlusionMap, vec2( 0.9, 0.1 ) ) +",
  21342. "texture2D( occlusionMap, vec2( 0.9, 0.5 ) ) +",
  21343. "texture2D( occlusionMap, vec2( 0.9, 0.9 ) ) +",
  21344. "texture2D( occlusionMap, vec2( 0.5, 0.9 ) ) +",
  21345. "texture2D( occlusionMap, vec2( 0.1, 0.9 ) ) +",
  21346. "texture2D( occlusionMap, vec2( 0.1, 0.5 ) ) +",
  21347. "texture2D( occlusionMap, vec2( 0.5, 0.5 ) );",
  21348. "vVisibility = ( visibility.r / 9.0 ) *",
  21349. "( 1.0 - visibility.g / 9.0 ) *",
  21350. "( visibility.b / 9.0 ) *",
  21351. "( 1.0 - visibility.a / 9.0 );",
  21352. "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
  21353. "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
  21354. "}",
  21355. "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
  21356. "}"
  21357. ].join( "\n" ),
  21358. fragmentShader: [
  21359. "uniform lowp int renderType;",
  21360. "uniform sampler2D map;",
  21361. "uniform float opacity;",
  21362. "uniform vec3 color;",
  21363. "varying vec2 vUV;",
  21364. "varying float vVisibility;",
  21365. "void main() {",
  21366. // pink square
  21367. "if( renderType == 0 ) {",
  21368. "gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );",
  21369. // restore
  21370. "} else if( renderType == 1 ) {",
  21371. "gl_FragColor = texture2D( map, vUV );",
  21372. // flare
  21373. "} else {",
  21374. "vec4 texture = texture2D( map, vUV );",
  21375. "texture.a *= opacity * vVisibility;",
  21376. "gl_FragColor = texture;",
  21377. "gl_FragColor.rgb *= color;",
  21378. "}",
  21379. "}"
  21380. ].join( "\n" )
  21381. },
  21382. 'lensFlare': {
  21383. vertexShader: [
  21384. "uniform lowp int renderType;",
  21385. "uniform vec3 screenPosition;",
  21386. "uniform vec2 scale;",
  21387. "uniform float rotation;",
  21388. "attribute vec2 position;",
  21389. "attribute vec2 uv;",
  21390. "varying vec2 vUV;",
  21391. "void main() {",
  21392. "vUV = uv;",
  21393. "vec2 pos = position;",
  21394. "if( renderType == 2 ) {",
  21395. "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
  21396. "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
  21397. "}",
  21398. "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
  21399. "}"
  21400. ].join( "\n" ),
  21401. fragmentShader: [
  21402. "precision mediump float;",
  21403. "uniform lowp int renderType;",
  21404. "uniform sampler2D map;",
  21405. "uniform sampler2D occlusionMap;",
  21406. "uniform float opacity;",
  21407. "uniform vec3 color;",
  21408. "varying vec2 vUV;",
  21409. "void main() {",
  21410. // pink square
  21411. "if( renderType == 0 ) {",
  21412. "gl_FragColor = vec4( texture2D( map, vUV ).rgb, 0.0 );",
  21413. // restore
  21414. "} else if( renderType == 1 ) {",
  21415. "gl_FragColor = texture2D( map, vUV );",
  21416. // flare
  21417. "} else {",
  21418. "float visibility = texture2D( occlusionMap, vec2( 0.5, 0.1 ) ).a +",
  21419. "texture2D( occlusionMap, vec2( 0.9, 0.5 ) ).a +",
  21420. "texture2D( occlusionMap, vec2( 0.5, 0.9 ) ).a +",
  21421. "texture2D( occlusionMap, vec2( 0.1, 0.5 ) ).a;",
  21422. "visibility = ( 1.0 - visibility / 4.0 );",
  21423. "vec4 texture = texture2D( map, vUV );",
  21424. "texture.a *= opacity * visibility;",
  21425. "gl_FragColor = texture;",
  21426. "gl_FragColor.rgb *= color;",
  21427. "}",
  21428. "}"
  21429. ].join( "\n" )
  21430. }
  21431. };
  21432. /**
  21433. * @author mikael emtinger / http://gomo.se/
  21434. * @author alteredq / http://alteredqualia.com/
  21435. *
  21436. */
  21437. THREE.ShaderSprite = {
  21438. 'sprite': {
  21439. vertexShader: [
  21440. "uniform int useScreenCoordinates;",
  21441. "uniform int sizeAttenuation;",
  21442. "uniform vec3 screenPosition;",
  21443. "uniform mat4 modelViewMatrix;",
  21444. "uniform mat4 projectionMatrix;",
  21445. "uniform float rotation;",
  21446. "uniform vec2 scale;",
  21447. "uniform vec2 alignment;",
  21448. "uniform vec2 uvOffset;",
  21449. "uniform vec2 uvScale;",
  21450. "attribute vec2 position;",
  21451. "attribute vec2 uv;",
  21452. "varying vec2 vUV;",
  21453. "void main() {",
  21454. "vUV = uvOffset + uv * uvScale;",
  21455. "vec2 alignedPosition = position + alignment;",
  21456. "vec2 rotatedPosition;",
  21457. "rotatedPosition.x = ( cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y ) * scale.x;",
  21458. "rotatedPosition.y = ( sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y ) * scale.y;",
  21459. "vec4 finalPosition;",
  21460. "if( useScreenCoordinates != 0 ) {",
  21461. "finalPosition = vec4( screenPosition.xy + rotatedPosition, screenPosition.z, 1.0 );",
  21462. "} else {",
  21463. "finalPosition = projectionMatrix * modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );",
  21464. "finalPosition.xy += rotatedPosition * ( sizeAttenuation == 1 ? 1.0 : finalPosition.z );",
  21465. "}",
  21466. "gl_Position = finalPosition;",
  21467. "}"
  21468. ].join( "\n" ),
  21469. fragmentShader: [
  21470. "uniform vec3 color;",
  21471. "uniform sampler2D map;",
  21472. "uniform float opacity;",
  21473. "uniform int fogType;",
  21474. "uniform vec3 fogColor;",
  21475. "uniform float fogDensity;",
  21476. "uniform float fogNear;",
  21477. "uniform float fogFar;",
  21478. "uniform float alphaTest;",
  21479. "varying vec2 vUV;",
  21480. "void main() {",
  21481. "vec4 texture = texture2D( map, vUV );",
  21482. "if ( texture.a < alphaTest ) discard;",
  21483. "gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );",
  21484. "if ( fogType > 0 ) {",
  21485. "float depth = gl_FragCoord.z / gl_FragCoord.w;",
  21486. "float fogFactor = 0.0;",
  21487. "if ( fogType == 1 ) {",
  21488. "fogFactor = smoothstep( fogNear, fogFar, depth );",
  21489. "} else {",
  21490. "const float LOG2 = 1.442695;",
  21491. "float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );",
  21492. "fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );",
  21493. "}",
  21494. "gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );",
  21495. "}",
  21496. "}"
  21497. ].join( "\n" )
  21498. }
  21499. };