0:s<0))){o.add(k,l.multiplyScalar(i));if(b instanceof THREE.Face3){f=H.multiplyVector3(f.copy(t[b.a]));g=H.multiplyVector3(g.copy(t[b.b]));h=H.multiplyVector3(h.copy(t[b.c]));if(d(o,f,g,h)){b={distance:k.distanceTo(o),point:o.clone(),face:b,object:a};n.push(b)}}else if(b instanceof THREE.Face4){f=H.multiplyVector3(f.copy(t[b.a]));g=H.multiplyVector3(g.copy(t[b.b]));h=H.multiplyVector3(h.copy(t[b.c]));j=H.multiplyVector3(j.copy(t[b.d]));if(d(o,f,g,j)||d(o,g,h,j)){b={distance:k.distanceTo(o),point:o.clone(), +face:b,object:a};n.push(b)}}}}}}return n};this.intersectObjects=function(a){for(var b=[],c=0,d=a.length;cf?d:f;e=e>g? +e:g}a()};this.add3Points=function(f,g,l,p,m,o){if(h){h=false;b=f l?f>m?f:m:l>m?l:m;e=g>p?g>o?g:o:p>o?p:o}else{b=f l?f>m?f>d?f:d:m>d?m:d:l>m?l>d?l:d:m>d?m:d;e=g>p?g>o?g>e?g:e:o>e?o:e:p>o?p>e?p:e:o>e?o:e}a()};this.addRectangle=function(f){if(h){h=false;b=f.getLeft();c=f.getTop();d=f.getRight();e=f.getBottom()}else{b=b f.getRight()?d:f.getRight();e=e>f.getBottom()?e:f.getBottom()}a()};this.inflate=function(f){b=b-f;c=c-f;d=d+f;e=e+f;a()};this.minSelf=function(f){b=b>f.getLeft()?b:f.getLeft();c=c>f.getTop()?c:f.getTop();d=d a.getRight()||e a.getBottom()?false:true};this.empty=function(){h=true;e=d=c=b=0;a()};this.isEmpty=function(){return h}}; +THREE.Math={clamp:function(a,b,c){return ac?c:a},clampBottom:function(a,b){return a0?1:0}};THREE.Matrix3=function(){this.elements=new Float32Array(9)}; +THREE.Matrix3.prototype={constructor:THREE.Matrix3,getInverse:function(a){var b=a.elements,a=b[10]*b[5]-b[6]*b[9],c=-b[10]*b[1]+b[2]*b[9],d=b[6]*b[1]-b[2]*b[5],e=-b[10]*b[4]+b[6]*b[8],f=b[10]*b[0]-b[2]*b[8],g=-b[6]*b[0]+b[2]*b[4],h=b[9]*b[4]-b[5]*b[8],j=-b[9]*b[0]+b[1]*b[8],k=b[5]*b[0]-b[1]*b[4],b=b[0]*a+b[1]*e+b[2]*h;b===0&&console.warn("Matrix3.getInverse(): determinant == 0");var b=1/b,l=this.elements;l[0]=b*a;l[1]=b*c;l[2]=b*d;l[3]=b*e;l[4]=b*f;l[5]=b*g;l[6]=b*h;l[7]=b*j;l[8]=b*k;return this}, +transpose:function(){var a,b=this.elements;a=b[1];b[1]=b[3];b[3]=a;a=b[2];b[2]=b[6];b[6]=a;a=b[5];b[5]=b[7];b[7]=a;return this},transposeIntoArray:function(a){var b=this.m;a[0]=b[0];a[1]=b[3];a[2]=b[6];a[3]=b[1];a[4]=b[4];a[5]=b[7];a[6]=b[2];a[7]=b[5];a[8]=b[8];return this}};THREE.Matrix4=function(a,b,c,d,e,f,g,h,j,k,l,p,m,o,r,n){this.elements=new Float32Array(16);this.set(a!==void 0?a:1,b||0,c||0,d||0,e||0,f!==void 0?f:1,g||0,h||0,j||0,k||0,l!==void 0?l:1,p||0,m||0,o||0,r||0,n!==void 0?n:1)}; +THREE.Matrix4.prototype={constructor:THREE.Matrix4,set:function(a,b,c,d,e,f,g,h,j,k,l,p,m,o,r,n){var q=this.elements;q[0]=a;q[4]=b;q[8]=c;q[12]=d;q[1]=e;q[5]=f;q[9]=g;q[13]=h;q[2]=j;q[6]=k;q[10]=l;q[14]=p;q[3]=m;q[7]=o;q[11]=r;q[15]=n;return this},identity:function(){this.set(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1);return this},copy:function(a){a=a.elements;this.set(a[0],a[4],a[8],a[12],a[1],a[5],a[9],a[13],a[2],a[6],a[10],a[14],a[3],a[7],a[11],a[15]);return this},lookAt:function(a,b,c){var d=this.elements, +e=THREE.Matrix4.__v1,f=THREE.Matrix4.__v2,g=THREE.Matrix4.__v3;g.sub(a,b).normalize();if(g.length()===0)g.z=1;e.cross(c,g).normalize();if(e.length()===0){g.x=g.x+1.0E-4;e.cross(c,g).normalize()}f.cross(g,e);d[0]=e.x;d[4]=f.x;d[8]=g.x;d[1]=e.y;d[5]=f.y;d[9]=g.y;d[2]=e.z;d[6]=f.z;d[10]=g.z;return this},multiply:function(a,b){var c=a.elements,d=b.elements,e=this.elements,f=c[0],g=c[4],h=c[8],j=c[12],k=c[1],l=c[5],p=c[9],m=c[13],o=c[2],r=c[6],n=c[10],q=c[14],u=c[3],t=c[7],y=c[11],c=c[15],s=d[0],x=d[4], +D=d[8],B=d[12],w=d[1],v=d[5],C=d[9],K=d[13],L=d[2],T=d[6],P=d[10],J=d[14],N=d[3],F=d[7],i=d[11],d=d[15];e[0]=f*s+g*w+h*L+j*N;e[4]=f*x+g*v+h*T+j*F;e[8]=f*D+g*C+h*P+j*i;e[12]=f*B+g*K+h*J+j*d;e[1]=k*s+l*w+p*L+m*N;e[5]=k*x+l*v+p*T+m*F;e[9]=k*D+l*C+p*P+m*i;e[13]=k*B+l*K+p*J+m*d;e[2]=o*s+r*w+n*L+q*N;e[6]=o*x+r*v+n*T+q*F;e[10]=o*D+r*C+n*P+q*i;e[14]=o*B+r*K+n*J+q*d;e[3]=u*s+t*w+y*L+c*N;e[7]=u*x+t*v+y*T+c*F;e[11]=u*D+t*C+y*P+c*i;e[15]=u*B+t*K+y*J+c*d;return this},multiplySelf:function(a){return this.multiply(this, +a)},multiplyToArray:function(a,b,c){var d=this.elements;this.multiply(a,b);c[0]=d[0];c[1]=d[1];c[2]=d[2];c[3]=d[3];c[4]=d[4];c[5]=d[5];c[6]=d[6];c[7]=d[7];c[8]=d[8];c[9]=d[9];c[10]=d[10];c[11]=d[11];c[12]=d[12];c[13]=d[13];c[14]=d[14];c[15]=d[15];return this},multiplyScalar:function(a){var b=this.elements;b[0]=b[0]*a;b[4]=b[4]*a;b[8]=b[8]*a;b[12]=b[12]*a;b[1]=b[1]*a;b[5]=b[5]*a;b[9]=b[9]*a;b[13]=b[13]*a;b[2]=b[2]*a;b[6]=b[6]*a;b[10]=b[10]*a;b[14]=b[14]*a;b[3]=b[3]*a;b[7]=b[7]*a;b[11]=b[11]*a;b[15]= +b[15]*a;return this},multiplyVector3:function(a){var b=this.elements,c=a.x,d=a.y,e=a.z,f=1/(b[3]*c+b[7]*d+b[11]*e+b[15]);a.x=(b[0]*c+b[4]*d+b[8]*e+b[12])*f;a.y=(b[1]*c+b[5]*d+b[9]*e+b[13])*f;a.z=(b[2]*c+b[6]*d+b[10]*e+b[14])*f;return a},multiplyVector4:function(a){var b=this.elements,c=a.x,d=a.y,e=a.z,f=a.w;a.x=b[0]*c+b[4]*d+b[8]*e+b[12]*f;a.y=b[1]*c+b[5]*d+b[9]*e+b[13]*f;a.z=b[2]*c+b[6]*d+b[10]*e+b[14]*f;a.w=b[3]*c+b[7]*d+b[11]*e+b[15]*f;return a},rotateAxis:function(a){var b=this.elements,c=a.x, +d=a.y,e=a.z;a.x=c*b[0]+d*b[4]+e*b[8];a.y=c*b[1]+d*b[5]+e*b[9];a.z=c*b[2]+d*b[6]+e*b[10];a.normalize();return a},crossVector:function(a){var b=this.elements,c=new THREE.Vector4;c.x=b[0]*a.x+b[4]*a.y+b[8]*a.z+b[12]*a.w;c.y=b[1]*a.x+b[5]*a.y+b[9]*a.z+b[13]*a.w;c.z=b[2]*a.x+b[6]*a.y+b[10]*a.z+b[14]*a.w;c.w=a.w?b[3]*a.x+b[7]*a.y+b[11]*a.z+b[15]*a.w:1;return c},determinant:function(){var a=this.elements,b=a[0],c=a[4],d=a[8],e=a[12],f=a[1],g=a[5],h=a[9],j=a[13],k=a[2],l=a[6],p=a[10],m=a[14],o=a[3],r=a[7], +n=a[11],a=a[15];return e*h*l*o-d*j*l*o-e*g*p*o+c*j*p*o+d*g*m*o-c*h*m*o-e*h*k*r+d*j*k*r+e*f*p*r-b*j*p*r-d*f*m*r+b*h*m*r+e*g*k*n-c*j*k*n-e*f*l*n+b*j*l*n+c*f*m*n-b*g*m*n-d*g*k*a+c*h*k*a+d*f*l*a-b*h*l*a-c*f*p*a+b*g*p*a},transpose:function(){var a=this.elements,b;b=a[1];a[1]=a[4];a[4]=b;b=a[2];a[2]=a[8];a[8]=b;b=a[6];a[6]=a[9];a[9]=b;b=a[3];a[3]=a[12];a[12]=b;b=a[7];a[7]=a[13];a[13]=b;b=a[11];a[11]=a[14];a[14]=b;return this},flattenToArray:function(a){var b=this.elements;a[0]=b[0];a[1]=b[1];a[2]=b[2]; +a[3]=b[3];a[4]=b[4];a[5]=b[5];a[6]=b[6];a[7]=b[7];a[8]=b[8];a[9]=b[9];a[10]=b[10];a[11]=b[11];a[12]=b[12];a[13]=b[13];a[14]=b[14];a[15]=b[15];return a},flattenToArrayOffset:function(a,b){var c=this.elements;a[b]=c[0];a[b+1]=c[1];a[b+2]=c[2];a[b+3]=c[3];a[b+4]=c[4];a[b+5]=c[5];a[b+6]=c[6];a[b+7]=c[7];a[b+8]=c[8];a[b+9]=c[9];a[b+10]=c[10];a[b+11]=c[11];a[b+12]=c[12];a[b+13]=c[13];a[b+14]=c[14];a[b+15]=c[15];return a},getPosition:function(){var a=this.elements;return THREE.Matrix4.__v1.set(a[12],a[13], +a[14])},setPosition:function(a){var b=this.elements;b[12]=a.x;b[13]=a.y;b[14]=a.z;return this},getColumnX:function(){var a=this.elements;return THREE.Matrix4.__v1.set(a[0],a[1],a[2])},getColumnY:function(){var a=this.elements;return THREE.Matrix4.__v1.set(a[4],a[5],a[6])},getColumnZ:function(){var a=this.elements;return THREE.Matrix4.__v1.set(a[8],a[9],a[10])},getInverse:function(a){var b=this.elements,c=a.elements,d=c[0],e=c[4],f=c[8],g=c[12],h=c[1],j=c[5],k=c[9],l=c[13],p=c[2],m=c[6],o=c[10],r= +c[14],n=c[3],q=c[7],u=c[11],c=c[15];b[0]=k*r*q-l*o*q+l*m*u-j*r*u-k*m*c+j*o*c;b[4]=g*o*q-f*r*q-g*m*u+e*r*u+f*m*c-e*o*c;b[8]=f*l*q-g*k*q+g*j*u-e*l*u-f*j*c+e*k*c;b[12]=g*k*m-f*l*m-g*j*o+e*l*o+f*j*r-e*k*r;b[1]=l*o*n-k*r*n-l*p*u+h*r*u+k*p*c-h*o*c;b[5]=f*r*n-g*o*n+g*p*u-d*r*u-f*p*c+d*o*c;b[9]=g*k*n-f*l*n-g*h*u+d*l*u+f*h*c-d*k*c;b[13]=f*l*p-g*k*p+g*h*o-d*l*o-f*h*r+d*k*r;b[2]=j*r*n-l*m*n+l*p*q-h*r*q-j*p*c+h*m*c;b[6]=g*m*n-e*r*n-g*p*q+d*r*q+e*p*c-d*m*c;b[10]=e*l*n-g*j*n+g*h*q-d*l*q-e*h*c+d*j*c;b[14]=g*j*p- +e*l*p-g*h*m+d*l*m+e*h*r-d*j*r;b[3]=k*m*n-j*o*n-k*p*q+h*o*q+j*p*u-h*m*u;b[7]=e*o*n-f*m*n+f*p*q-d*o*q-e*p*u+d*m*u;b[11]=f*j*n-e*k*n-f*h*q+d*k*q+e*h*u-d*j*u;b[15]=e*k*p-f*j*p+f*h*m-d*k*m-e*h*o+d*j*o;this.multiplyScalar(1/a.determinant());return this},setRotationFromEuler:function(a,b){var c=this.elements,d=a.x,e=a.y,f=a.z,g=Math.cos(d),d=Math.sin(d),h=Math.cos(e),e=Math.sin(e),j=Math.cos(f),f=Math.sin(f);switch(b){case "YXZ":var k=h*j,l=h*f,p=e*j,m=e*f;c[0]=k+m*d;c[4]=p*d-l;c[8]=g*e;c[1]=g*f;c[5]=g* +j;c[9]=-d;c[2]=l*d-p;c[6]=m+k*d;c[10]=g*h;break;case "ZXY":k=h*j;l=h*f;p=e*j;m=e*f;c[0]=k-m*d;c[4]=-g*f;c[8]=p+l*d;c[1]=l+p*d;c[5]=g*j;c[9]=m-k*d;c[2]=-g*e;c[6]=d;c[10]=g*h;break;case "ZYX":k=g*j;l=g*f;p=d*j;m=d*f;c[0]=h*j;c[4]=p*e-l;c[8]=k*e+m;c[1]=h*f;c[5]=m*e+k;c[9]=l*e-p;c[2]=-e;c[6]=d*h;c[10]=g*h;break;case "YZX":k=g*h;l=g*e;p=d*h;m=d*e;c[0]=h*j;c[4]=m-k*f;c[8]=p*f+l;c[1]=f;c[5]=g*j;c[9]=-d*j;c[2]=-e*j;c[6]=l*f+p;c[10]=k-m*f;break;case "XZY":k=g*h;l=g*e;p=d*h;m=d*e;c[0]=h*j;c[4]=-f;c[8]=e*j; +c[1]=k*f+m;c[5]=g*j;c[9]=l*f-p;c[2]=p*f-l;c[6]=d*j;c[10]=m*f+k;break;default:k=g*j;l=g*f;p=d*j;m=d*f;c[0]=h*j;c[4]=-h*f;c[8]=e;c[1]=l+p*e;c[5]=k-m*e;c[9]=-d*h;c[2]=m-k*e;c[6]=p+l*e;c[10]=g*h}return this},setRotationFromQuaternion:function(a){var b=this.elements,c=a.x,d=a.y,e=a.z,f=a.w,g=c+c,h=d+d,j=e+e,a=c*g,k=c*h,c=c*j,l=d*h,d=d*j,e=e*j,g=f*g,h=f*h,f=f*j;b[0]=1-(l+e);b[4]=k-f;b[8]=c+h;b[1]=k+f;b[5]=1-(a+e);b[9]=d-g;b[2]=c-h;b[6]=d+g;b[10]=1-(a+l);return this},compose:function(a,b,c){var d=this.elements, +e=THREE.Matrix4.__m1,f=THREE.Matrix4.__m2;e.identity();e.setRotationFromQuaternion(b);f.makeScale(c.x,c.y,c.z);this.multiply(e,f);d[12]=a.x;d[13]=a.y;d[14]=a.z;return this},decompose:function(a,b,c){var d=this.elements,e=THREE.Matrix4.__v1,f=THREE.Matrix4.__v2,g=THREE.Matrix4.__v3;e.set(d[0],d[1],d[2]);f.set(d[4],d[5],d[6]);g.set(d[8],d[9],d[10]);a=a instanceof THREE.Vector3?a:new THREE.Vector3;b=b instanceof THREE.Quaternion?b:new THREE.Quaternion;c=c instanceof THREE.Vector3?c:new THREE.Vector3; +c.x=e.length();c.y=f.length();c.z=g.length();a.x=d[12];a.y=d[13];a.z=d[14];d=THREE.Matrix4.__m1;d.copy(this);d.elements[0]=d.elements[0]/c.x;d.elements[1]=d.elements[1]/c.x;d.elements[2]=d.elements[2]/c.x;d.elements[4]=d.elements[4]/c.y;d.elements[5]=d.elements[5]/c.y;d.elements[6]=d.elements[6]/c.y;d.elements[8]=d.elements[8]/c.z;d.elements[9]=d.elements[9]/c.z;d.elements[10]=d.elements[10]/c.z;b.setFromRotationMatrix(d);return[a,b,c]},extractPosition:function(a){var b=this.elements,a=a.elements; +b[12]=a[12];b[13]=a[13];b[14]=a[14];return this},extractRotation:function(a){var b=this.elements,a=a.elements,c=THREE.Matrix4.__v1,d=1/c.set(a[0],a[1],a[2]).length(),e=1/c.set(a[4],a[5],a[6]).length(),c=1/c.set(a[8],a[9],a[10]).length();b[0]=a[0]*d;b[1]=a[1]*d;b[2]=a[2]*d;b[4]=a[4]*e;b[5]=a[5]*e;b[6]=a[6]*e;b[8]=a[8]*c;b[9]=a[9]*c;b[10]=a[10]*c;return this},translate:function(a){var b=this.elements,c=a.x,d=a.y,a=a.z;b[12]=b[0]*c+b[4]*d+b[8]*a+b[12];b[13]=b[1]*c+b[5]*d+b[9]*a+b[13];b[14]=b[2]*c+b[6]* +d+b[10]*a+b[14];b[15]=b[3]*c+b[7]*d+b[11]*a+b[15];return this},rotateX:function(a){var b=this.elements,c=b[4],d=b[5],e=b[6],f=b[7],g=b[8],h=b[9],j=b[10],k=b[11],l=Math.cos(a),a=Math.sin(a);b[4]=l*c+a*g;b[5]=l*d+a*h;b[6]=l*e+a*j;b[7]=l*f+a*k;b[8]=l*g-a*c;b[9]=l*h-a*d;b[10]=l*j-a*e;b[11]=l*k-a*f;return this},rotateY:function(a){var b=this.elements,c=b[0],d=b[1],e=b[2],f=b[3],g=b[8],h=b[9],j=b[10],k=b[11],l=Math.cos(a),a=Math.sin(a);b[0]=l*c-a*g;b[1]=l*d-a*h;b[2]=l*e-a*j;b[3]=l*f-a*k;b[8]=l*g+a*c;b[9]= +l*h+a*d;b[10]=l*j+a*e;b[11]=l*k+a*f;return this},rotateZ:function(a){var b=this.elements,c=b[0],d=b[1],e=b[2],f=b[3],g=b[4],h=b[5],j=b[6],k=b[7],l=Math.cos(a),a=Math.sin(a);b[0]=l*c+a*g;b[1]=l*d+a*h;b[2]=l*e+a*j;b[3]=l*f+a*k;b[4]=l*g-a*c;b[5]=l*h-a*d;b[6]=l*j-a*e;b[7]=l*k-a*f;return this},rotateByAxis:function(a,b){var c=this.elements;if(a.x===1&&a.y===0&&a.z===0)return this.rotateX(b);if(a.x===0&&a.y===1&&a.z===0)return this.rotateY(b);if(a.x===0&&a.y===0&&a.z===1)return this.rotateZ(b);var d=a.x, +e=a.y,f=a.z,g=Math.sqrt(d*d+e*e+f*f),d=d/g,e=e/g,f=f/g,g=d*d,h=e*e,j=f*f,k=Math.cos(b),l=Math.sin(b),p=1-k,m=d*e*p,o=d*f*p,p=e*f*p,d=d*l,r=e*l,l=f*l,f=g+(1-g)*k,g=m+l,e=o-r,m=m-l,h=h+(1-h)*k,l=p+d,o=o+r,p=p-d,j=j+(1-j)*k,k=c[0],d=c[1],r=c[2],n=c[3],q=c[4],u=c[5],t=c[6],y=c[7],s=c[8],x=c[9],D=c[10],B=c[11];c[0]=f*k+g*q+e*s;c[1]=f*d+g*u+e*x;c[2]=f*r+g*t+e*D;c[3]=f*n+g*y+e*B;c[4]=m*k+h*q+l*s;c[5]=m*d+h*u+l*x;c[6]=m*r+h*t+l*D;c[7]=m*n+h*y+l*B;c[8]=o*k+p*q+j*s;c[9]=o*d+p*u+j*x;c[10]=o*r+p*t+j*D;c[11]= +o*n+p*y+j*B;return this},scale:function(a){var b=this.elements,c=a.x,d=a.y,a=a.z;b[0]=b[0]*c;b[4]=b[4]*d;b[8]=b[8]*a;b[1]=b[1]*c;b[5]=b[5]*d;b[9]=b[9]*a;b[2]=b[2]*c;b[6]=b[6]*d;b[10]=b[10]*a;b[3]=b[3]*c;b[7]=b[7]*d;b[11]=b[11]*a;return this},getMaxScaleOnAxis:function(){var a=this.elements;return Math.sqrt(Math.max(a[0]*a[0]+a[1]*a[1]+a[2]*a[2],Math.max(a[4]*a[4]+a[5]*a[5]+a[6]*a[6],a[8]*a[8]+a[9]*a[9]+a[10]*a[10])))},makeTranslation:function(a,b,c){this.set(1,0,0,a,0,1,0,b,0,0,1,c,0,0,0,1);return this}, +makeRotationX:function(a){var b=Math.cos(a),a=Math.sin(a);this.set(1,0,0,0,0,b,-a,0,0,a,b,0,0,0,0,1);return this},makeRotationY:function(a){var b=Math.cos(a),a=Math.sin(a);this.set(b,0,a,0,0,1,0,0,-a,0,b,0,0,0,0,1);return this},makeRotationZ:function(a){var b=Math.cos(a),a=Math.sin(a);this.set(b,-a,0,0,a,b,0,0,0,0,1,0,0,0,0,1);return this},makeRotationAxis:function(a,b){var c=Math.cos(b),d=Math.sin(b),e=1-c,f=a.x,g=a.y,h=a.z,j=e*f,k=e*g;this.set(j*f+c,j*g-d*h,j*h+d*g,0,j*g+d*h,k*g+c,k*h-d*f,0,j*h- +d*g,k*h+d*f,e*h*h+c,0,0,0,0,1);return this},makeScale:function(a,b,c){this.set(a,0,0,0,0,b,0,0,0,0,c,0,0,0,0,1);return this},makeFrustum:function(a,b,c,d,e,f){var g=this.elements;g[0]=2*e/(b-a);g[4]=0;g[8]=(b+a)/(b-a);g[12]=0;g[1]=0;g[5]=2*e/(d-c);g[9]=(d+c)/(d-c);g[13]=0;g[2]=0;g[6]=0;g[10]=-(f+e)/(f-e);g[14]=-2*f*e/(f-e);g[3]=0;g[7]=0;g[11]=-1;g[15]=0;return this},makePerspective:function(a,b,c,d){var a=c*Math.tan(a*Math.PI/360),e=-a;return this.makeFrustum(e*b,a*b,e,a,c,d)},makeOrthographic:function(a, +b,c,d,e,f){var g=this.elements,h=b-a,j=c-d,k=f-e;g[0]=2/h;g[4]=0;g[8]=0;g[12]=-((b+a)/h);g[1]=0;g[5]=2/j;g[9]=0;g[13]=-((c+d)/j);g[2]=0;g[6]=0;g[10]=-2/k;g[14]=-((f+e)/k);g[3]=0;g[7]=0;g[11]=0;g[15]=1;return this},clone:function(){var a=this.elements;return new THREE.Matrix4(a[0],a[4],a[8],a[12],a[1],a[5],a[9],a[13],a[2],a[6],a[10],a[14],a[3],a[7],a[11],a[15])}};THREE.Matrix4.__v1=new THREE.Vector3;THREE.Matrix4.__v2=new THREE.Vector3;THREE.Matrix4.__v3=new THREE.Vector3;THREE.Matrix4.__m1=new THREE.Matrix4; +THREE.Matrix4.__m2=new THREE.Matrix4; +THREE.Object3D=function(){this.id=THREE.Object3DCount++;this.name="";this.parent=void 0;this.children=[];this.up=new THREE.Vector3(0,1,0);this.position=new THREE.Vector3;this.rotation=new THREE.Vector3;this.eulerOrder="XYZ";this.scale=new THREE.Vector3(1,1,1);this.flipSided=this.doubleSided=false;this.renderDepth=null;this.rotationAutoUpdate=true;this.matrix=new THREE.Matrix4;this.matrixWorld=new THREE.Matrix4;this.matrixRotationWorld=new THREE.Matrix4;this.matrixWorldNeedsUpdate=this.matrixAutoUpdate= +true;this.quaternion=new THREE.Quaternion;this.useQuaternion=false;this.boundRadius=0;this.boundRadiusScale=1;this.visible=true;this.receiveShadow=this.castShadow=false;this.frustumCulled=true;this._vector=new THREE.Vector3}; +THREE.Object3D.prototype={constructor:THREE.Object3D,applyMatrix:function(a){this.matrix.multiply(a,this.matrix);this.scale.getScaleFromMatrix(this.matrix);this.rotation.getRotationFromMatrix(this.matrix,this.scale);this.position.getPositionFromMatrix(this.matrix)},translate:function(a,b){this.matrix.rotateAxis(b);this.position.addSelf(b.multiplyScalar(a))},translateX:function(a){this.translate(a,this._vector.set(1,0,0))},translateY:function(a){this.translate(a,this._vector.set(0,1,0))},translateZ:function(a){this.translate(a, +this._vector.set(0,0,1))},lookAt:function(a){this.matrix.lookAt(a,this.position,this.up);this.rotationAutoUpdate&&this.rotation.getRotationFromMatrix(this.matrix)},add:function(a){if(a===this)console.warn("THREE.Object3D.add: An object can't be added as a child of itself.");else if(a instanceof THREE.Object3D){a.parent!==void 0&&a.parent.remove(a);a.parent=this;this.children.push(a);for(var b=this;b.parent!==void 0;)b=b.parent;b!==void 0&&b instanceof THREE.Scene&&b.__addObject(a)}},remove:function(a){var b= +this.children.indexOf(a);if(b!==-1){a.parent=void 0;this.children.splice(b,1);for(b=this;b.parent!==void 0;)b=b.parent;b!==void 0&&b instanceof THREE.Scene&&b.__removeObject(a)}},getChildByName:function(a,b){var c,d,e;c=0;for(d=this.children.length;c =0&&f>=0&&g>=0&&h>=0)return true;if(e<0&&f<0||g<0&&h<0)return false;e<0?c=Math.max(c,e/(e-f)):f<0&&(d=Math.min(d,e/(e-f)));g<0?c=Math.max(c,g/(g-h)):h<0&&(d=Math.min(d,g/(g-h)));if(d g&&h.positionScreen.z 0)){ha=k[j-2];K.copy(G.positionScreen);L.copy(ha.positionScreen);if(d(K,L)){K.multiplyScalar(1/K.w);L.multiplyScalar(1/L.w);aa=u[q]=u[q]||new THREE.RenderableLine;q++;n=aa;n.v1.positionScreen.copy(K); +n.v2.positionScreen.copy(L);n.z=Math.max(K.z,L.z);n.material=R.material;x.elements.push(n)}}}}}a=0;for(D=x.sprites.length;a 0&&B.z<1){g=s[y]=s[y]||new THREE.RenderableParticle;y++;t=g;t.x=B.x/B.w;t.y=B.y/B.w;t.z=B.z;t.rotation=R.rotation.z;t.scale.x=R.scale.x*Math.abs(t.x-(B.x+e.projectionMatrix.elements[0])/(B.w+e.projectionMatrix.elements[12])); +t.scale.y=R.scale.y*Math.abs(t.y-(B.y+e.projectionMatrix.elements[5])/(B.w+e.projectionMatrix.elements[13]));t.material=R.material;x.elements.push(t)}}}f&&x.elements.sort(c);return x}};THREE.Quaternion=function(a,b,c,d){this.x=a||0;this.y=b||0;this.z=c||0;this.w=d!==void 0?d:1}; +THREE.Quaternion.prototype={constructor:THREE.Quaternion,set:function(a,b,c,d){this.x=a;this.y=b;this.z=c;this.w=d;return this},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;this.w=a.w;return this},setFromEuler:function(a){var b=Math.PI/360,c=a.x*b,d=a.y*b,e=a.z*b,a=Math.cos(d),d=Math.sin(d),b=Math.cos(-e),e=Math.sin(-e),f=Math.cos(c),c=Math.sin(c),g=a*b,h=d*e;this.w=g*f-h*c;this.x=g*c+h*f;this.y=d*b*f+a*e*c;this.z=a*e*f-d*b*c;return this},setFromAxisAngle:function(a,b){var c=b/2,d=Math.sin(c); +this.x=a.x*d;this.y=a.y*d;this.z=a.z*d;this.w=Math.cos(c);return this},setFromRotationMatrix:function(a){var b=Math.pow(a.determinant(),1/3);this.w=Math.sqrt(Math.max(0,b+a.elements[0]+a.elements[5]+a.elements[10]))/2;this.x=Math.sqrt(Math.max(0,b+a.elements[0]-a.elements[5]-a.elements[10]))/2;this.y=Math.sqrt(Math.max(0,b-a.elements[0]+a.elements[5]-a.elements[10]))/2;this.z=Math.sqrt(Math.max(0,b-a.elements[0]-a.elements[5]+a.elements[10]))/2;this.x=a.elements[6]-a.elements[9]<0?-Math.abs(this.x): +Math.abs(this.x);this.y=a.elements[8]-a.elements[2]<0?-Math.abs(this.y):Math.abs(this.y);this.z=a.elements[1]-a.elements[4]<0?-Math.abs(this.z):Math.abs(this.z);this.normalize();return this},calculateW:function(){this.w=-Math.sqrt(Math.abs(1-this.x*this.x-this.y*this.y-this.z*this.z));return this},inverse:function(){this.x=this.x*-1;this.y=this.y*-1;this.z=this.z*-1;return this},length:function(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w)},normalize:function(){var a= +Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w);if(a===0)this.w=this.z=this.y=this.x=0;else{a=1/a;this.x=this.x*a;this.y=this.y*a;this.z=this.z*a;this.w=this.w*a}return this},multiply:function(a,b){this.x=a.x*b.w+a.y*b.z-a.z*b.y+a.w*b.x;this.y=-a.x*b.z+a.y*b.w+a.z*b.x+a.w*b.y;this.z=a.x*b.y-a.y*b.x+a.z*b.w+a.w*b.z;this.w=-a.x*b.x-a.y*b.y-a.z*b.z+a.w*b.w;return this},multiplySelf:function(a){var b=this.x,c=this.y,d=this.z,e=this.w,f=a.x,g=a.y,h=a.z,a=a.w;this.x=b*a+e*f+c*h-d*g;this.y= +c*a+e*g+d*f-b*h;this.z=d*a+e*h+b*g-c*f;this.w=e*a-b*f-c*g-d*h;return this},multiplyVector3:function(a,b){b||(b=a);var c=a.x,d=a.y,e=a.z,f=this.x,g=this.y,h=this.z,j=this.w,k=j*c+g*e-h*d,l=j*d+h*c-f*e,p=j*e+f*d-g*c,c=-f*c-g*d-h*e;b.x=k*j+c*-f+l*-h-p*-g;b.y=l*j+c*-g+p*-f-k*-h;b.z=p*j+c*-h+k*-g-l*-f;return b},clone:function(){return new THREE.Quaternion(this.x,this.y,this.z,this.w)}}; +THREE.Quaternion.slerp=function(a,b,c,d){var e=a.w*b.w+a.x*b.x+a.y*b.y+a.z*b.z;if(e<0){c.w=-b.w;c.x=-b.x;c.y=-b.y;c.z=-b.z;e=-e}else c.copy(b);if(Math.abs(e)>=1){c.w=a.w;c.x=a.x;c.y=a.y;c.z=a.z;return c}var f=Math.acos(e),e=Math.sqrt(1-e*e);if(Math.abs(e)<0.001){c.w=0.5*(a.w+b.w);c.x=0.5*(a.x+b.x);c.y=0.5*(a.y+b.y);c.z=0.5*(a.z+b.z);return c}b=Math.sin((1-d)*f)/e;d=Math.sin(d*f)/e;c.w=a.w*b+c.w*d;c.x=a.x*b+c.x*d;c.y=a.y*b+c.y*d;c.z=a.z*b+c.z*d;return c};THREE.Vertex=THREE.Vector3; +THREE.Face3=function(a,b,c,d,e,f){this.a=a;this.b=b;this.c=c;this.normal=d instanceof THREE.Vector3?d:new THREE.Vector3;this.vertexNormals=d instanceof Array?d:[];this.color=e instanceof THREE.Color?e:new THREE.Color;this.vertexColors=e instanceof Array?e:[];this.vertexTangents=[];this.materialIndex=f;this.centroid=new THREE.Vector3}; +THREE.Face3.prototype={constructor:THREE.Face3,clone:function(){var a=new THREE.Face3(this.a,this.b,this.c);a.normal.copy(this.normal);a.color.copy(this.color);a.centroid.copy(this.centroid);a.materialIndex=this.materialIndex;var b,c;b=0;for(c=this.vertexNormals.length;b 0){var a;a=this.vertices[0];this.boundingBox.min.copy(a);this.boundingBox.max.copy(a);for(var b=this.boundingBox.min,c=this.boundingBox.max,d=1,e=this.vertices.length;d c.x)c.x= +a.x;if(a.y c.y)c.y=a.y;if(a.z c.z)c.z=a.z}}else{this.boundingBox.min.set(0,0,0);this.boundingBox.max.set(0,0,0)}},computeBoundingSphere:function(){if(!this.boundingSphere)this.boundingSphere={radius:0};for(var a,b=0,c=0,d=this.vertices.length;c b&&(b=a)}this.boundingSphere.radius=b},mergeVertices:function(){var a={},b=[],c=[],d,e=Math.pow(10,4),f,g;f=0;for(g=this.vertices.length;f this.points.length-2?this.points.length-1:f+1;c[3]=f>this.points.length-3?this.points.length-1: +f+2;k=this.points[c[0]];l=this.points[c[1]];p=this.points[c[2]];m=this.points[c[3]];h=g*g;j=g*h;d.x=b(k.x,l.x,p.x,m.x,g,h,j);d.y=b(k.y,l.y,p.y,m.y,g,h,j);d.z=b(k.z,l.z,p.z,m.z,g,h,j);return d};this.getControlPointsArray=function(){var a,b,c=this.points.length,d=[];for(a=0;a 1){g=g[1];c[g]||(c[g]={start:Infinity,end:-Infinity});var h=c[g];if(e h.end)h.end=e;b||(b=g)}}a.firstAnimation=b}; +THREE.MorphAnimMesh.prototype.setAnimationLabel=function(a,b,c){if(!this.geometry.animations)this.geometry.animations={};this.geometry.animations[a]={start:b,end:c}};THREE.MorphAnimMesh.prototype.playAnimation=function(a,b){var c=this.geometry.animations[a];if(c){this.setFrameRange(c.start,c.end);this.duration=1E3*((c.end-c.start)/b);this.time=0}else console.warn("animation["+a+"] undefined")}; +THREE.MorphAnimMesh.prototype.updateAnimation=function(a){var b=this.duration/this.length;this.time=this.time+this.direction*a;if(this.mirroredLoop){if(this.time>this.duration||this.time<0){this.direction=this.direction*-1;if(this.time>this.duration){this.time=this.duration;this.directionBackwards=true}if(this.time<0){this.time=0;this.directionBackwards=false}}}else{this.time=this.time%this.duration;if(this.time<0)this.time=this.time+this.duration}a=this.startKeyframe+THREE.Math.clamp(Math.floor(this.time/ +b),0,this.length-1);if(a!==this.currentKeyframe){this.morphTargetInfluences[this.lastKeyframe]=0;this.morphTargetInfluences[this.currentKeyframe]=1;this.morphTargetInfluences[a]=0;this.lastKeyframe=this.currentKeyframe;this.currentKeyframe=a}b=this.time%b/b;this.directionBackwards&&(b=1-b);this.morphTargetInfluences[this.currentKeyframe]=b;this.morphTargetInfluences[this.lastKeyframe]=1-b};THREE.Ribbon=function(a,b){THREE.Object3D.call(this);this.geometry=a;this.material=b}; +THREE.Ribbon.prototype=new THREE.Object3D;THREE.Ribbon.prototype.constructor=THREE.Ribbon;THREE.LOD=function(){THREE.Object3D.call(this);this.LODs=[]};THREE.LOD.prototype=new THREE.Object3D;THREE.LOD.prototype.constructor=THREE.LOD;THREE.LOD.prototype.supr=THREE.Object3D.prototype;THREE.LOD.prototype.addLevel=function(a,b){b===void 0&&(b=0);for(var b=Math.abs(b),c=0;c 1){a.matrixWorldInverse.getInverse(a.matrixWorld);a=a.matrixWorldInverse;a=-(a.elements[2]*this.matrixWorld.elements[12]+a.elements[6]*this.matrixWorld.elements[13]+a.elements[10]*this.matrixWorld.elements[14]+a.elements[14]);this.LODs[0].object3D.visible=true;for(var b=1;b =this.LODs[b].visibleAtDistance){this.LODs[b-1].object3D.visible=false;this.LODs[b].object3D.visible=true}else break;for(;b >1);n=m.y*f+f-(o.offsetHeight>>1);o.style.left=r+"px";o.style.top=n+"px";o.style.zIndex=Math.abs(Math.floor((1-m.z)*d.far/d.near));g&&(o.style[g]="scale("+m.scale.x*e+","+m.scale.y*f+")")}}}}; +THREE.CanvasRenderer=function(a){function b(a){if(t!=a)n.globalAlpha=t=a}function c(a){if(y!=a){switch(a){case THREE.NormalBlending:n.globalCompositeOperation="source-over";break;case THREE.AdditiveBlending:n.globalCompositeOperation="lighter";break;case THREE.SubtractiveBlending:n.globalCompositeOperation="darker"}y=a}}function d(a){if(s!=a)n.strokeStyle=s=a}function e(a){if(x!=a)n.fillStyle=x=a}console.log("THREE.CanvasRenderer",THREE.REVISION);var a=a||{},f=this,g,h,j,k=new THREE.Projector,l=a.canvas!== +void 0?a.canvas:document.createElement("canvas"),p,m,o,r,n=l.getContext("2d"),q=new THREE.Color(0),u=0,t=1,y=0,s=null,x=null,D=null,B=null,w=null,v,C,K,L,T=new THREE.RenderableVertex,P=new THREE.RenderableVertex,J,N,F,i,U,E,H,W,G,ha,fa,la,R=new THREE.Color,$=new THREE.Color,ba=new THREE.Color,aa=new THREE.Color,ea=new THREE.Color,Na=[],wa=[],sa,Oa,Ha,xa,Wa,Ya,Ka,db,hb,mb,Pa=new THREE.Rectangle,ta=new THREE.Rectangle,ua=new THREE.Rectangle,ab=false,pa=new THREE.Color,Ia=new THREE.Color,Xa=new THREE.Color, +ja=new THREE.Vector3,Fb,ca,S,Q,pc,Cc,a=16;Fb=document.createElement("canvas");Fb.width=Fb.height=2;ca=Fb.getContext("2d");ca.fillStyle="rgba(0,0,0,1)";ca.fillRect(0,0,2,2);S=ca.getImageData(0,0,2,2);Q=S.data;pc=document.createElement("canvas");pc.width=pc.height=a;Cc=pc.getContext("2d");Cc.translate(-a/2,-a/2);Cc.scale(a,a);a--;this.domElement=l;this.sortElements=this.sortObjects=this.autoClear=true;this.info={render:{vertices:0,faces:0}};this.setSize=function(a,b){p=a;m=b;o=Math.floor(p/2);r=Math.floor(m/ +2);l.width=p;l.height=m;Pa.set(-o,-r,o,r);ta.set(-o,-r,o,r);t=1;y=0;w=B=D=x=s=null};this.setClearColor=function(a,b){q.copy(a);u=b!==void 0?b:1;ta.set(-o,-r,o,r)};this.setClearColorHex=function(a,b){q.setHex(a);u=b!==void 0?b:1;ta.set(-o,-r,o,r)};this.clear=function(){n.setTransform(1,0,0,-1,o,r);if(!ta.isEmpty()){ta.minSelf(Pa);ta.inflate(2);u<1&&n.clearRect(Math.floor(ta.getX()),Math.floor(ta.getY()),Math.floor(ta.getWidth()),Math.floor(ta.getHeight()));if(u>0){c(THREE.NormalBlending);b(1);e("rgba("+ +Math.floor(q.r*255)+","+Math.floor(q.g*255)+","+Math.floor(q.b*255)+","+u+")");n.fillRect(Math.floor(ta.getX()),Math.floor(ta.getY()),Math.floor(ta.getWidth()),Math.floor(ta.getHeight()))}ta.empty()}};this.render=function(a,l){function m(a){var b,c,d,e;pa.setRGB(0,0,0);Ia.setRGB(0,0,0);Xa.setRGB(0,0,0);b=0;for(c=a.length;b >1;j=Q.height>>1;g=f.scale.x*o;i=f.scale.y*r;ca=g*S;h=i*j;ua.set(a.x-ca,a.y-h,a.x+ca,a.y+h);if(Pa.intersects(ua)){n.save();n.translate(a.x,a.y);n.rotate(-f.rotation);n.scale(g,-i);n.translate(-S,-j);n.drawImage(Q,0,0);n.restore()}}}else if(g instanceof THREE.ParticleCanvasMaterial){ca= +f.scale.x*o;h=f.scale.y*r;ua.set(a.x-ca,a.y-h,a.x+ca,a.y+h);if(Pa.intersects(ua)){d(g.color.getContextStyle());e(g.color.getContextStyle());n.save();n.translate(a.x,a.y);n.rotate(-f.rotation);n.scale(ca,h);g.program(n);n.restore()}}}function s(a,e,f,g){b(g.opacity);c(g.blending);n.beginPath();n.moveTo(a.positionScreen.x,a.positionScreen.y);n.lineTo(e.positionScreen.x,e.positionScreen.y);n.closePath();if(g instanceof THREE.LineBasicMaterial){a=g.linewidth;if(D!=a)n.lineWidth=D=a;a=g.linecap;if(B!= +a)n.lineCap=B=a;a=g.linejoin;if(w!=a)n.lineJoin=w=a;d(g.color.getContextStyle());n.stroke();ua.inflate(g.linewidth*2)}}function u(a,d,e,g,ca,h,Q,S){f.info.render.vertices=f.info.render.vertices+3;f.info.render.faces++;b(S.opacity);c(S.blending);J=a.positionScreen.x;N=a.positionScreen.y;F=d.positionScreen.x;i=d.positionScreen.y;U=e.positionScreen.x;E=e.positionScreen.y;y(J,N,F,i,U,E);if(S instanceof THREE.MeshBasicMaterial)if(S.map){if(S.map.mapping instanceof THREE.UVMapping){xa=Q.uvs[0];Tc(J,N,F, +i,U,E,xa[g].u,xa[g].v,xa[ca].u,xa[ca].v,xa[h].u,xa[h].v,S.map)}}else if(S.envMap){if(S.envMap.mapping instanceof THREE.SphericalReflectionMapping){a=l.matrixWorldInverse;ja.copy(Q.vertexNormalsWorld[g]);Wa=(ja.x*a.elements[0]+ja.y*a.elements[4]+ja.z*a.elements[8])*0.5+0.5;Ya=-(ja.x*a.elements[1]+ja.y*a.elements[5]+ja.z*a.elements[9])*0.5+0.5;ja.copy(Q.vertexNormalsWorld[ca]);Ka=(ja.x*a.elements[0]+ja.y*a.elements[4]+ja.z*a.elements[8])*0.5+0.5;db=-(ja.x*a.elements[1]+ja.y*a.elements[5]+ja.z*a.elements[9])* +0.5+0.5;ja.copy(Q.vertexNormalsWorld[h]);hb=(ja.x*a.elements[0]+ja.y*a.elements[4]+ja.z*a.elements[8])*0.5+0.5;mb=-(ja.x*a.elements[1]+ja.y*a.elements[5]+ja.z*a.elements[9])*0.5+0.5;Tc(J,N,F,i,U,E,Wa,Ya,Ka,db,hb,mb,S.envMap)}}else S.wireframe?Mb(S.color,S.wireframeLinewidth,S.wireframeLinecap,S.wireframeLinejoin):Gb(S.color);else if(S instanceof THREE.MeshLambertMaterial){if(S.map&&!S.wireframe){if(S.map.mapping instanceof THREE.UVMapping){xa=Q.uvs[0];Tc(J,N,F,i,U,E,xa[g].u,xa[g].v,xa[ca].u,xa[ca].v, +xa[h].u,xa[h].v,S.map)}c(THREE.SubtractiveBlending)}if(ab)if(!S.wireframe&&S.shading==THREE.SmoothShading&&Q.vertexNormalsWorld.length==3){$.r=ba.r=aa.r=pa.r;$.g=ba.g=aa.g=pa.g;$.b=ba.b=aa.b=pa.b;p(j,Q.v1.positionWorld,Q.vertexNormalsWorld[0],$);p(j,Q.v2.positionWorld,Q.vertexNormalsWorld[1],ba);p(j,Q.v3.positionWorld,Q.vertexNormalsWorld[2],aa);$.r=Math.max(0,Math.min(S.color.r*$.r,1));$.g=Math.max(0,Math.min(S.color.g*$.g,1));$.b=Math.max(0,Math.min(S.color.b*$.b,1));ba.r=Math.max(0,Math.min(S.color.r* 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THREE.MeshDepthMaterial){sa=l.near;Oa=l.far;$.r=$.g=$.b=1-ac(a.positionScreen.z,sa,Oa);ba.r=ba.g=ba.b=1-ac(d.positionScreen.z,sa,Oa);aa.r=aa.g=aa.b=1-ac(e.positionScreen.z,sa,Oa);ea.r=(ba.r+aa.r)*0.5;ea.g=(ba.g+aa.g)*0.5;ea.b=(ba.b+aa.b)*0.5;Ha=Dc($,ba,aa,ea);gc(J,N,F, +i,U,E,0,0,1,0,0,1,Ha)}else if(S instanceof THREE.MeshNormalMaterial){R.r=hc(Q.normalWorld.x);R.g=hc(Q.normalWorld.y);R.b=hc(Q.normalWorld.z);S.wireframe?Mb(R,S.wireframeLinewidth,S.wireframeLinecap,S.wireframeLinejoin):Gb(R)}}function t(a,d,e,g,ca,h,S,Q,k){f.info.render.vertices=f.info.render.vertices+4;f.info.render.faces++;b(Q.opacity);c(Q.blending);if(Q.map||Q.envMap){u(a,d,g,0,1,3,S,Q,k);u(ca,e,h,1,2,3,S,Q,k)}else{J=a.positionScreen.x;N=a.positionScreen.y;F=d.positionScreen.x;i=d.positionScreen.y; +U=e.positionScreen.x;E=e.positionScreen.y;H=g.positionScreen.x;W=g.positionScreen.y;G=ca.positionScreen.x;ha=ca.positionScreen.y;fa=h.positionScreen.x;la=h.positionScreen.y;if(Q instanceof THREE.MeshBasicMaterial){x(J,N,F,i,U,E,H,W);Q.wireframe?Mb(Q.color,Q.wireframeLinewidth,Q.wireframeLinecap,Q.wireframeLinejoin):Gb(Q.color)}else if(Q instanceof THREE.MeshLambertMaterial)if(ab)if(!Q.wireframe&&Q.shading==THREE.SmoothShading&&S.vertexNormalsWorld.length==4){$.r=ba.r=aa.r=ea.r=pa.r;$.g=ba.g=aa.g= +ea.g=pa.g;$.b=ba.b=aa.b=ea.b=pa.b;p(j,S.v1.positionWorld,S.vertexNormalsWorld[0],$);p(j,S.v2.positionWorld,S.vertexNormalsWorld[1],ba);p(j,S.v4.positionWorld,S.vertexNormalsWorld[3],aa);p(j,S.v3.positionWorld,S.vertexNormalsWorld[2],ea);$.r=Math.max(0,Math.min(Q.color.r*$.r,1));$.g=Math.max(0,Math.min(Q.color.g*$.g,1));$.b=Math.max(0,Math.min(Q.color.b*$.b,1));ba.r=Math.max(0,Math.min(Q.color.r*ba.r,1));ba.g=Math.max(0,Math.min(Q.color.g*ba.g,1));ba.b=Math.max(0,Math.min(Q.color.b*ba.b,1));aa.r=Math.max(0, +Math.min(Q.color.r*aa.r,1));aa.g=Math.max(0,Math.min(Q.color.g*aa.g,1));aa.b=Math.max(0,Math.min(Q.color.b*aa.b,1));ea.r=Math.max(0,Math.min(Q.color.r*ea.r,1));ea.g=Math.max(0,Math.min(Q.color.g*ea.g,1));ea.b=Math.max(0,Math.min(Q.color.b*ea.b,1));Ha=Dc($,ba,aa,ea);y(J,N,F,i,H,W);gc(J,N,F,i,H,W,0,0,1,0,0,1,Ha);y(G,ha,U,E,fa,la);gc(G,ha,U,E,fa,la,1,0,1,1,0,1,Ha)}else{R.r=pa.r;R.g=pa.g;R.b=pa.b;p(j,S.centroidWorld,S.normalWorld,R);R.r=Math.max(0,Math.min(Q.color.r*R.r,1));R.g=Math.max(0,Math.min(Q.color.g* +R.g,1));R.b=Math.max(0,Math.min(Q.color.b*R.b,1));x(J,N,F,i,U,E,H,W);Q.wireframe?Mb(R,Q.wireframeLinewidth,Q.wireframeLinecap,Q.wireframeLinejoin):Gb(R)}else{x(J,N,F,i,U,E,H,W);Q.wireframe?Mb(Q.color,Q.wireframeLinewidth,Q.wireframeLinecap,Q.wireframeLinejoin):Gb(Q.color)}else if(Q instanceof THREE.MeshNormalMaterial){R.r=hc(S.normalWorld.x);R.g=hc(S.normalWorld.y);R.b=hc(S.normalWorld.z);x(J,N,F,i,U,E,H,W);Q.wireframe?Mb(R,Q.wireframeLinewidth,Q.wireframeLinecap,Q.wireframeLinejoin):Gb(R)}else if(Q instanceof +THREE.MeshDepthMaterial){sa=l.near;Oa=l.far;$.r=$.g=$.b=1-ac(a.positionScreen.z,sa,Oa);ba.r=ba.g=ba.b=1-ac(d.positionScreen.z,sa,Oa);aa.r=aa.g=aa.b=1-ac(g.positionScreen.z,sa,Oa);ea.r=ea.g=ea.b=1-ac(e.positionScreen.z,sa,Oa);Ha=Dc($,ba,aa,ea);y(J,N,F,i,H,W);gc(J,N,F,i,H,W,0,0,1,0,0,1,Ha);y(G,ha,U,E,fa,la);gc(G,ha,U,E,fa,la,1,0,1,1,0,1,Ha)}}}function y(a,b,c,d,e,f){n.beginPath();n.moveTo(a,b);n.lineTo(c,d);n.lineTo(e,f);n.lineTo(a,b);n.closePath()}function x(a,b,c,d,e,f,g,ca){n.beginPath();n.moveTo(a, +b);n.lineTo(c,d);n.lineTo(e,f);n.lineTo(g,ca);n.lineTo(a,b);n.closePath()}function Mb(a,b,c,e){if(D!=b)n.lineWidth=D=b;if(B!=c)n.lineCap=B=c;if(w!=e)n.lineJoin=w=e;d(a.getContextStyle());n.stroke();ua.inflate(b*2)}function Gb(a){e(a.getContextStyle());n.fill()}function Tc(a,b,c,d,f,g,ca,h,Q,i,S,j,l){if(l.image.width!=0){if(l.needsUpdate==true||Na[l.id]==void 0){var k=l.wrapS==THREE.RepeatWrapping,m=l.wrapT==THREE.RepeatWrapping;Na[l.id]=n.createPattern(l.image,k&&m?"repeat":k&&!m?"repeat-x":!k&&m? +"repeat-y":"no-repeat");l.needsUpdate=false}e(Na[l.id]);var k=l.offset.x/l.repeat.x,m=l.offset.y/l.repeat.y,p=l.image.width*l.repeat.x,o=l.image.height*l.repeat.y,ca=(ca+k)*p,h=(h+m)*o,c=c-a,d=d-b,f=f-a,g=g-b,Q=(Q+k)*p-ca,i=(i+m)*o-h,S=(S+k)*p-ca,j=(j+m)*o-h,k=Q*j-S*i;if(k==0){if(wa[l.id]===void 0){b=document.createElement("canvas");b.width=l.image.width;b.height=l.image.height;b=b.getContext("2d");b.drawImage(l.image,0,0);wa[l.id]=b.getImageData(0,0,l.image.width,l.image.height).data}b=wa[l.id]; +ca=(Math.floor(ca)+Math.floor(h)*l.image.width)*4;R.setRGB(b[ca]/255,b[ca+1]/255,b[ca+2]/255);Gb(R)}else{k=1/k;l=(j*c-i*f)*k;i=(j*d-i*g)*k;c=(Q*f-S*c)*k;d=(Q*g-S*d)*k;a=a-l*ca-c*h;ca=b-i*ca-d*h;n.save();n.transform(l,i,c,d,a,ca);n.fill();n.restore()}}}function gc(a,b,c,d,e,f,g,ca,h,Q,i,S,l){var j,k;j=l.width-1;k=l.height-1;g=g*j;ca=ca*k;c=c-a;d=d-b;e=e-a;f=f-b;h=h*j-g;Q=Q*k-ca;i=i*j-g;S=S*k-ca;k=1/(h*S-i*Q);j=(S*c-Q*e)*k;Q=(S*d-Q*f)*k;c=(h*e-i*c)*k;d=(h*f-i*d)*k;a=a-j*g-c*ca;b=b-Q*g-d*ca;n.save(); +n.transform(j,Q,c,d,a,b);n.clip();n.drawImage(l,0,0);n.restore()}function Dc(a,b,c,d){var e=~~(a.r*255),f=~~(a.g*255),a=~~(a.b*255),g=~~(b.r*255),h=~~(b.g*255),b=~~(b.b*255),i=~~(c.r*255),l=~~(c.g*255),c=~~(c.b*255),j=~~(d.r*255),k=~~(d.g*255),d=~~(d.b*255);Q[0]=e<0?0:e>255?255:e;Q[1]=f<0?0:f>255?255:f;Q[2]=a<0?0:a>255?255:a;Q[4]=g<0?0:g>255?255:g;Q[5]=h<0?0:h>255?255:h;Q[6]=b<0?0:b>255?255:b;Q[8]=i<0?0:i>255?255:i;Q[9]=l<0?0:l>255?255:l;Q[10]=c<0?0:c>255?255:c;Q[12]=j<0?0:j>255?255:j;Q[13]=k<0?0: +k>255?255:k;Q[14]=d<0?0:d>255?255:d;ca.putImageData(S,0,0);Cc.drawImage(Fb,0,0);return pc}function ac(a,b,c){a=(a-b)/(c-b);return a*a*(3-2*a)}function hc(a){a=(a+1)*0.5;return a<0?0:a>1?1:a}function Nb(a,b){var c=b.x-a.x,d=b.y-a.y,e=c*c+d*d;if(e!=0){e=1/Math.sqrt(e);c=c*e;d=d*e;b.x=b.x+c;b.y=b.y+d;a.x=a.x-c;a.y=a.y-d}}var Ec,cd,Ta,kb;this.autoClear?this.clear():n.setTransform(1,0,0,-1,o,r);f.info.render.vertices=0;f.info.render.faces=0;g=k.projectScene(a,l,this.sortElements);h=g.elements;j=g.lights; +(ab=j.length>0)&&m(j);Ec=0;for(cd=h.length;Ec 1?1:a}console.log("THREE.SVGRenderer",THREE.REVISION);var d=this,e,f,g,h=new THREE.Projector,j=document.createElementNS("http://www.w3.org/2000/svg","svg"),k,l,p,m,o,r,n,q,u=new THREE.Rectangle,t=new THREE.Rectangle,y=false,s=new THREE.Color,x=new THREE.Color,D=new THREE.Color,B=new THREE.Color, +w,v=new THREE.Vector3,C=[],K=[],L,T,P,J=1;this.domElement=j;this.sortElements=this.sortObjects=this.autoClear=true;this.info={render:{vertices:0,faces:0}};this.setQuality=function(a){switch(a){case "high":J=1;break;case "low":J=0}};this.setSize=function(a,b){k=a;l=b;p=k/2;m=l/2;j.setAttribute("viewBox",-p+" "+-m+" "+k+" "+l);j.setAttribute("width",k);j.setAttribute("height",l);u.set(-p,-m,p,m)};this.clear=function(){for(;j.childNodes.length>0;)j.removeChild(j.childNodes[0])};this.render=function(l, +k){var i,v,E,H;this.autoClear&&this.clear();d.info.render.vertices=0;d.info.render.faces=0;e=h.projectScene(l,k,this.sortElements);f=e.elements;g=e.lights;P=T=0;if(y=g.length>0){x.setRGB(0,0,0);D.setRGB(0,0,0);B.setRGB(0,0,0);i=0;for(v=g.length;i 0\nuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n#endif\n#ifdef WRAP_AROUND\nuniform vec3 wrapRGB;\n#endif", +lights_lambert_vertex:"vLightFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\nvLightBack = vec3( 0.0 );\n#endif\ntransformedNormal = normalize( transformedNormal );\n#if MAX_DIR_LIGHTS > 0\nfor( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nvec3 dirVector = normalize( lDirection.xyz );\nfloat dotProduct = dot( transformedNormal, dirVector );\nvec3 directionalLightWeighting = vec3( max( dotProduct, 0.0 ) );\n#ifdef DOUBLE_SIDED\nvec3 directionalLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n#ifdef WRAP_AROUND\nvec3 directionalLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n#endif\n#endif\n#ifdef WRAP_AROUND\nvec3 directionalLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\ndirectionalLightWeighting = mix( directionalLightWeighting, directionalLightWeightingHalf, wrapRGB );\n#ifdef DOUBLE_SIDED\ndirectionalLightWeightingBack = mix( directionalLightWeightingBack, directionalLightWeightingHalfBack, wrapRGB );\n#endif\n#endif\nvLightFront += directionalLightColor[ i ] * directionalLightWeighting;\n#ifdef DOUBLE_SIDED\nvLightBack += directionalLightColor[ i ] * directionalLightWeightingBack;\n#endif\n}\n#endif\n#if MAX_POINT_LIGHTS > 0\nfor( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\nfloat lDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\nfloat dotProduct = dot( transformedNormal, lVector );\nvec3 pointLightWeighting = vec3( max( dotProduct, 0.0 ) );\n#ifdef DOUBLE_SIDED\nvec3 pointLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n#ifdef WRAP_AROUND\nvec3 pointLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n#endif\n#endif\n#ifdef WRAP_AROUND\nvec3 pointLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\npointLightWeighting = mix( pointLightWeighting, pointLightWeightingHalf, wrapRGB );\n#ifdef DOUBLE_SIDED\npointLightWeightingBack = mix( pointLightWeightingBack, pointLightWeightingHalfBack, wrapRGB );\n#endif\n#endif\nvLightFront += pointLightColor[ i ] * pointLightWeighting * lDistance;\n#ifdef DOUBLE_SIDED\nvLightBack += pointLightColor[ i ] * pointLightWeightingBack * lDistance;\n#endif\n}\n#endif\nvLightFront = vLightFront * diffuse + ambient * ambientLightColor + emissive;\n#ifdef DOUBLE_SIDED\nvLightBack = vLightBack * diffuse + ambient * ambientLightColor + emissive;\n#endif", +lights_phong_pars_vertex:"#if MAX_POINT_LIGHTS > 0\n#ifndef PHONG_PER_PIXEL\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\n#endif",lights_phong_vertex:"#if MAX_POINT_LIGHTS > 0\n#ifndef PHONG_PER_PIXEL\nfor( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\nfloat lDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\nvPointLight[ i ] = vec4( lVector, lDistance );\n}\n#endif\n#endif", +lights_phong_pars_fragment:"uniform vec3 ambientLightColor;\n#if MAX_DIR_LIGHTS > 0\nuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\n#ifdef PHONG_PER_PIXEL\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n#else\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\n#endif\n#ifdef WRAP_AROUND\nuniform vec3 wrapRGB;\n#endif\nvarying vec3 vViewPosition;\nvarying vec3 vNormal;", +lights_phong_fragment:"vec3 normal = normalize( vNormal );\nvec3 viewPosition = normalize( vViewPosition );\n#ifdef DOUBLE_SIDED\nnormal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );\n#endif\n#if MAX_POINT_LIGHTS > 0\nvec3 pointDiffuse = vec3( 0.0 );\nvec3 pointSpecular = vec3( 0.0 );\nfor ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n#ifdef PHONG_PER_PIXEL\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz + vViewPosition.xyz;\nfloat lDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\n#else\nvec3 lVector = normalize( vPointLight[ i ].xyz );\nfloat lDistance = vPointLight[ i ].w;\n#endif\nfloat dotProduct = dot( normal, lVector );\n#ifdef WRAP_AROUND\nfloat pointDiffuseWeightFull = max( dotProduct, 0.0 );\nfloat pointDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\nvec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );\n#else\nfloat pointDiffuseWeight = max( dotProduct, 0.0 );\n#endif\npointDiffuse += diffuse * pointLightColor[ i ] * pointDiffuseWeight * lDistance;\nvec3 pointHalfVector = normalize( lVector + viewPosition );\nfloat pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );\nfloat pointSpecularWeight = max( pow( pointDotNormalHalf, shininess ), 0.0 );\n#ifdef PHYSICALLY_BASED_SHADING\nfloat specularNormalization = ( shininess + 2.0001 ) / 8.0;\nvec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, pointHalfVector ), 5.0 );\npointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance * specularNormalization;\n#else\npointSpecular += specular * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance;\n#endif\n}\n#endif\n#if MAX_DIR_LIGHTS > 0\nvec3 dirDiffuse = vec3( 0.0 );\nvec3 dirSpecular = vec3( 0.0 );\nfor( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nvec3 dirVector = normalize( lDirection.xyz );\nfloat dotProduct = dot( normal, dirVector );\n#ifdef WRAP_AROUND\nfloat dirDiffuseWeightFull = max( dotProduct, 0.0 );\nfloat dirDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\nvec3 dirDiffuseWeight = mix( vec3( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), wrapRGB );\n#else\nfloat dirDiffuseWeight = max( dotProduct, 0.0 );\n#endif\ndirDiffuse += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;\nvec3 dirHalfVector = normalize( dirVector + viewPosition );\nfloat dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );\nfloat dirSpecularWeight = max( pow( dirDotNormalHalf, shininess ), 0.0 );\n#ifdef PHYSICALLY_BASED_SHADING\nfloat specularNormalization = ( shininess + 2.0001 ) / 8.0;\nvec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );\ndirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;\n#else\ndirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight;\n#endif\n}\n#endif\nvec3 totalDiffuse = vec3( 0.0 );\nvec3 totalSpecular = vec3( 0.0 );\n#if MAX_DIR_LIGHTS > 0\ntotalDiffuse += dirDiffuse;\ntotalSpecular += dirSpecular;\n#endif\n#if MAX_POINT_LIGHTS > 0\ntotalDiffuse += pointDiffuse;\ntotalSpecular += pointSpecular;\n#endif\n#ifdef METAL\ngl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient + totalSpecular );\n#else\ngl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient ) + totalSpecular;\n#endif", +color_pars_fragment:"#ifdef USE_COLOR\nvarying vec3 vColor;\n#endif",color_fragment:"#ifdef USE_COLOR\ngl_FragColor = gl_FragColor * vec4( vColor, opacity );\n#endif",color_pars_vertex:"#ifdef USE_COLOR\nvarying vec3 vColor;\n#endif",color_vertex:"#ifdef USE_COLOR\n#ifdef GAMMA_INPUT\nvColor = color * color;\n#else\nvColor = color;\n#endif\n#endif",skinning_pars_vertex:"#ifdef USE_SKINNING\nuniform mat4 boneGlobalMatrices[ MAX_BONES ];\n#endif",skinning_vertex:"#ifdef USE_SKINNING\ngl_Position = ( boneGlobalMatrices[ int( skinIndex.x ) ] * skinVertexA ) * skinWeight.x;\ngl_Position += ( boneGlobalMatrices[ int( skinIndex.y ) ] * skinVertexB ) * skinWeight.y;\ngl_Position = projectionMatrix * modelViewMatrix * gl_Position;\n#endif", +morphtarget_pars_vertex:"#ifdef USE_MORPHTARGETS\n#ifndef USE_MORPHNORMALS\nuniform float morphTargetInfluences[ 8 ];\n#else\nuniform float morphTargetInfluences[ 4 ];\n#endif\n#endif",morphtarget_vertex:"#ifdef USE_MORPHTARGETS\nvec3 morphed = vec3( 0.0 );\nmorphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\nmorphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\nmorphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\nmorphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n#ifndef USE_MORPHNORMALS\nmorphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\nmorphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\nmorphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\nmorphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n#endif\nmorphed += position;\ngl_Position = projectionMatrix * modelViewMatrix * vec4( morphed, 1.0 );\n#endif", +default_vertex:"#ifndef USE_MORPHTARGETS\n#ifndef USE_SKINNING\ngl_Position = projectionMatrix * mvPosition;\n#endif\n#endif",morphnormal_vertex:"#ifdef USE_MORPHNORMALS\nvec3 morphedNormal = vec3( 0.0 );\nmorphedNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\nmorphedNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\nmorphedNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\nmorphedNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\nmorphedNormal += normal;\nvec3 transformedNormal = normalMatrix * morphedNormal;\n#else\nvec3 transformedNormal = normalMatrix * normal;\n#endif", +shadowmap_pars_fragment:"#ifdef USE_SHADOWMAP\nuniform sampler2D shadowMap[ MAX_SHADOWS ];\nuniform vec2 shadowMapSize[ MAX_SHADOWS ];\nuniform float shadowDarkness[ MAX_SHADOWS ];\nuniform float shadowBias[ MAX_SHADOWS ];\nvarying vec4 vShadowCoord[ MAX_SHADOWS ];\nfloat unpackDepth( const in vec4 rgba_depth ) {\nconst vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );\nfloat depth = dot( rgba_depth, bit_shift );\nreturn depth;\n}\n#endif",shadowmap_fragment:"#ifdef USE_SHADOWMAP\n#ifdef SHADOWMAP_DEBUG\nvec3 frustumColors[3];\nfrustumColors[0] = vec3( 1.0, 0.5, 0.0 );\nfrustumColors[1] = vec3( 0.0, 1.0, 0.8 );\nfrustumColors[2] = vec3( 0.0, 0.5, 1.0 );\n#endif\n#ifdef SHADOWMAP_CASCADE\nint inFrustumCount = 0;\n#endif\nfloat fDepth;\nvec3 shadowColor = vec3( 1.0 );\nfor( int i = 0; i < MAX_SHADOWS; i ++ ) {\nvec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;\nbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\nbool inFrustum = all( inFrustumVec );\n#ifdef SHADOWMAP_CASCADE\ninFrustumCount += int( inFrustum );\nbvec3 frustumTestVec = bvec3( inFrustum, inFrustumCount == 1, shadowCoord.z <= 1.0 );\n#else\nbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n#endif\nbool frustumTest = all( frustumTestVec );\nif ( frustumTest ) {\nshadowCoord.z += shadowBias[ i ];\n#ifdef SHADOWMAP_SOFT\nfloat shadow = 0.0;\nconst float shadowDelta = 1.0 / 9.0;\nfloat xPixelOffset = 1.0 / shadowMapSize[ i ].x;\nfloat yPixelOffset = 1.0 / shadowMapSize[ i ].y;\nfloat dx0 = -1.25 * xPixelOffset;\nfloat dy0 = -1.25 * yPixelOffset;\nfloat dx1 = 1.25 * xPixelOffset;\nfloat dy1 = 1.25 * yPixelOffset;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nshadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );\n#else\nvec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );\nfloat fDepth = unpackDepth( rgbaDepth );\nif ( fDepth < shadowCoord.z )\nshadowColor = shadowColor * vec3( 1.0 - shadowDarkness[ i ] );\n#endif\n}\n#ifdef SHADOWMAP_DEBUG\n#ifdef SHADOWMAP_CASCADE\nif ( inFrustum && inFrustumCount == 1 ) gl_FragColor.xyz *= frustumColors[ i ];\n#else\nif ( inFrustum ) gl_FragColor.xyz *= frustumColors[ i ];\n#endif\n#endif\n}\n#ifdef GAMMA_OUTPUT\nshadowColor *= shadowColor;\n#endif\ngl_FragColor.xyz = gl_FragColor.xyz * shadowColor;\n#endif", +shadowmap_pars_vertex:"#ifdef USE_SHADOWMAP\nvarying vec4 vShadowCoord[ MAX_SHADOWS ];\nuniform mat4 shadowMatrix[ MAX_SHADOWS ];\n#endif",shadowmap_vertex:"#ifdef USE_SHADOWMAP\nfor( int i = 0; i < MAX_SHADOWS; i ++ ) {\n#ifdef USE_MORPHTARGETS\nvShadowCoord[ i ] = shadowMatrix[ i ] * objectMatrix * vec4( morphed, 1.0 );\n#else\nvShadowCoord[ i ] = shadowMatrix[ i ] * objectMatrix * vec4( position, 1.0 );\n#endif\n}\n#endif",alphatest_fragment:"#ifdef ALPHATEST\nif ( gl_FragColor.a < ALPHATEST ) discard;\n#endif", +linear_to_gamma_fragment:"#ifdef GAMMA_OUTPUT\ngl_FragColor.xyz = sqrt( gl_FragColor.xyz );\n#endif"}; +THREE.UniformsUtils={merge:function(a){var b,c,d,e={};for(b=0;b =0)return a.geometry.materials[b.materialIndex]}function d(a){return a instanceof THREE.MeshBasicMaterial&&!a.envMap||a instanceof THREE.MeshDepthMaterial?false:a&&a.shading!==void 0&&a.shading===THREE.SmoothShading?THREE.SmoothShading:THREE.FlatShading}function e(a){return a.map||a.lightMap||a instanceof THREE.ShaderMaterial?true:false}function f(a,b,c){var d,e,f,g,h=a.vertices;g=h.length; +var j=a.colors,l=j.length,k=a.__vertexArray,m=a.__colorArray,n=a.__sortArray,p=a.__dirtyVertices,o=a.__dirtyColors,r=a.__webglCustomAttributesList;if(c.sortParticles){ua.copy(ta);ua.multiplySelf(c.matrixWorld);for(d=0;d =0;c--)a[c].object===b&&a.splice(c,1)}function r(a, +b){for(var c=a.length-1;c>=0;c--)a[c]===b&&a.splice(c,1)}function n(a,b,c,d,e){if(!d.program||d.needsUpdate){F.initMaterial(d,b,c,e);d.needsUpdate=false}if(d.morphTargets&&!e.__webglMorphTargetInfluences){e.__webglMorphTargetInfluences=new Float32Array(F.maxMorphTargets);for(var f=0,g=F.maxMorphTargets;f 0};this.setSize=function(a,b){B.width=a;B.height=b;this.setViewport(0,0,B.width,B.height)};this.setViewport=function(a,b,c,d){Wa=a;Ya=b;Ka=c;db=d;i.viewport(Wa,Ya,Ka,db)};this.setScissor=function(a,b,c,d){i.scissor(a,b,c,d)};this.enableScissorTest=function(a){a?i.enable(i.SCISSOR_TEST):i.disable(i.SCISSOR_TEST)};this.setClearColorHex=function(a,b){P.setHex(a);J= +b;i.clearColor(P.r,P.g,P.b,J)};this.setClearColor=function(a,b){P.copy(a);J=b;i.clearColor(P.r,P.g,P.b,J)};this.getClearColor=function(){return P};this.getClearAlpha=function(){return J};this.clear=function(a,b,c){var d=0;if(a===void 0||a)d=d|i.COLOR_BUFFER_BIT;if(b===void 0||b)d=d|i.DEPTH_BUFFER_BIT;if(c===void 0||c)d=d|i.STENCIL_BUFFER_BIT;i.clear(d)};this.clearTarget=function(a,b,c,d){this.setRenderTarget(a);this.clear(b,c,d)};this.addPostPlugin=function(a){a.init(this);this.renderPluginsPost.push(a)}; +this.addPrePlugin=function(a){a.init(this);this.renderPluginsPre.push(a)};this.deallocateObject=function(a){if(a.__webglInit){a.__webglInit=false;delete a._modelViewMatrix;delete a._normalMatrix;delete a._normalMatrixArray;delete a._modelViewMatrixArray;delete a._objectMatrixArray;if(a instanceof THREE.Mesh)for(var b in a.geometry.geometryGroups){var c=a.geometry.geometryGroups[b];i.deleteBuffer(c.__webglVertexBuffer);i.deleteBuffer(c.__webglNormalBuffer);i.deleteBuffer(c.__webglTangentBuffer);i.deleteBuffer(c.__webglColorBuffer); +i.deleteBuffer(c.__webglUVBuffer);i.deleteBuffer(c.__webglUV2Buffer);i.deleteBuffer(c.__webglSkinVertexABuffer);i.deleteBuffer(c.__webglSkinVertexBBuffer);i.deleteBuffer(c.__webglSkinIndicesBuffer);i.deleteBuffer(c.__webglSkinWeightsBuffer);i.deleteBuffer(c.__webglFaceBuffer);i.deleteBuffer(c.__webglLineBuffer);var d=void 0,e=void 0;if(c.numMorphTargets){d=0;for(e=c.numMorphTargets;d =0&&e.vertexNormalBuffer){i.bindBuffer(i.ARRAY_BUFFER, +e.vertexNormalBuffer);i.vertexAttribPointer(a.normal,e.vertexNormalBuffer.itemSize,i.FLOAT,false,0,f[d].index*12)}if(a.uv>=0&&e.vertexUvBuffer)if(e.vertexUvBuffer){i.bindBuffer(i.ARRAY_BUFFER,e.vertexUvBuffer);i.vertexAttribPointer(a.uv,e.vertexUvBuffer.itemSize,i.FLOAT,false,0,f[d].index*8);i.enableVertexAttribArray(a.uv)}else i.disableVertexAttribArray(a.uv);if(a.color>=0&&e.vertexColorBuffer){i.bindBuffer(i.ARRAY_BUFFER,e.vertexColorBuffer);i.vertexAttribPointer(a.color,e.vertexColorBuffer.itemSize, +i.FLOAT,false,0,f[d].index*16)}i.bindBuffer(i.ELEMENT_ARRAY_BUFFER,e.vertexIndexBuffer)}i.drawElements(i.TRIANGLES,f[d].count,i.UNSIGNED_SHORT,f[d].start*2);F.info.render.calls++;F.info.render.vertices=F.info.render.vertices+f[d].count;F.info.render.faces=F.info.render.faces+f[d].count/3}}}};this.renderBuffer=function(a,b,c,d,e,f){if(d.opacity!==0){var g,h,c=n(a,b,c,d,f),b=c.attributes,a=false,c=e.id*16777215+c.id*2+(d.wireframe?1:0);if(c!==G){G=c;a=true}if(!d.morphTargets&&b.position>=0){if(a){i.bindBuffer(i.ARRAY_BUFFER, +e.__webglVertexBuffer);i.vertexAttribPointer(b.position,3,i.FLOAT,false,0,0)}}else if(f.morphTargetBase){c=d.program.attributes;if(f.morphTargetBase!==-1){i.bindBuffer(i.ARRAY_BUFFER,e.__webglMorphTargetsBuffers[f.morphTargetBase]);i.vertexAttribPointer(c.position,3,i.FLOAT,false,0,0)}else if(c.position>=0){i.bindBuffer(i.ARRAY_BUFFER,e.__webglVertexBuffer);i.vertexAttribPointer(c.position,3,i.FLOAT,false,0,0)}if(f.morphTargetForcedOrder.length){g=0;var j=f.morphTargetForcedOrder;for(h=f.morphTargetInfluences;g< +d.numSupportedMorphTargets&&g k){l=m;k=h[l]}i.bindBuffer(i.ARRAY_BUFFER,e.__webglMorphTargetsBuffers[l]);i.vertexAttribPointer(c["morphTarget"+g],3,i.FLOAT,false,0,0);if(d.morphNormals){i.bindBuffer(i.ARRAY_BUFFER,e.__webglMorphNormalsBuffers[l]);i.vertexAttribPointer(c["morphNormal"+g],3,i.FLOAT,false,0,0)}f.__webglMorphTargetInfluences[g]=k;j[l]=1;k=-1;g++}}d.program.uniforms.morphTargetInfluences!==null&&i.uniform1fv(d.program.uniforms.morphTargetInfluences,f.__webglMorphTargetInfluences)}if(a){if(e.__webglCustomAttributesList){g= +0;for(h=e.__webglCustomAttributesList.length;g =0){i.bindBuffer(i.ARRAY_BUFFER,c.buffer);i.vertexAttribPointer(b[c.buffer.belongsToAttribute],c.size,i.FLOAT,false,0,0)}}}if(b.color>=0){i.bindBuffer(i.ARRAY_BUFFER,e.__webglColorBuffer);i.vertexAttribPointer(b.color,3,i.FLOAT,false,0,0)}if(b.normal>=0){i.bindBuffer(i.ARRAY_BUFFER,e.__webglNormalBuffer);i.vertexAttribPointer(b.normal,3,i.FLOAT,false,0,0)}if(b.tangent>=0){i.bindBuffer(i.ARRAY_BUFFER, +e.__webglTangentBuffer);i.vertexAttribPointer(b.tangent,4,i.FLOAT,false,0,0)}if(b.uv>=0)if(e.__webglUVBuffer){i.bindBuffer(i.ARRAY_BUFFER,e.__webglUVBuffer);i.vertexAttribPointer(b.uv,2,i.FLOAT,false,0,0);i.enableVertexAttribArray(b.uv)}else i.disableVertexAttribArray(b.uv);if(b.uv2>=0)if(e.__webglUV2Buffer){i.bindBuffer(i.ARRAY_BUFFER,e.__webglUV2Buffer);i.vertexAttribPointer(b.uv2,2,i.FLOAT,false,0,0);i.enableVertexAttribArray(b.uv2)}else i.disableVertexAttribArray(b.uv2);if(d.skinning&&b.skinVertexA>= +0&&b.skinVertexB>=0&&b.skinIndex>=0&&b.skinWeight>=0){i.bindBuffer(i.ARRAY_BUFFER,e.__webglSkinVertexABuffer);i.vertexAttribPointer(b.skinVertexA,4,i.FLOAT,false,0,0);i.bindBuffer(i.ARRAY_BUFFER,e.__webglSkinVertexBBuffer);i.vertexAttribPointer(b.skinVertexB,4,i.FLOAT,false,0,0);i.bindBuffer(i.ARRAY_BUFFER,e.__webglSkinIndicesBuffer);i.vertexAttribPointer(b.skinIndex,4,i.FLOAT,false,0,0);i.bindBuffer(i.ARRAY_BUFFER,e.__webglSkinWeightsBuffer);i.vertexAttribPointer(b.skinWeight,4,i.FLOAT,false,0,0)}}if(f instanceof +THREE.Mesh){if(d.wireframe){d=d.wireframeLinewidth;if(d!==xa){i.lineWidth(d);xa=d}a&&i.bindBuffer(i.ELEMENT_ARRAY_BUFFER,e.__webglLineBuffer);i.drawElements(i.LINES,e.__webglLineCount,i.UNSIGNED_SHORT,0)}else{a&&i.bindBuffer(i.ELEMENT_ARRAY_BUFFER,e.__webglFaceBuffer);i.drawElements(i.TRIANGLES,e.__webglFaceCount,i.UNSIGNED_SHORT,0)}F.info.render.calls++;F.info.render.vertices=F.info.render.vertices+e.__webglFaceCount;F.info.render.faces=F.info.render.faces+e.__webglFaceCount/3}else if(f instanceof +THREE.Line){f=f.type===THREE.LineStrip?i.LINE_STRIP:i.LINES;d=d.linewidth;if(d!==xa){i.lineWidth(d);xa=d}i.drawArrays(f,0,e.__webglLineCount);F.info.render.calls++}else if(f instanceof THREE.ParticleSystem){i.drawArrays(i.POINTS,0,e.__webglParticleCount);F.info.render.calls++;F.info.render.points=F.info.render.points+e.__webglParticleCount}else if(f instanceof THREE.Ribbon){i.drawArrays(i.TRIANGLE_STRIP,0,e.__webglVertexCount);F.info.render.calls++}}};this.render=function(a,b,c,d){var e,f,l,m,n=a.__lights, +p=a.fog;W=-1;if(b.parent===void 0){console.warn("DEPRECATED: Camera hasn't been added to a Scene. Adding it...");a.add(b)}this.autoUpdateScene&&a.updateMatrixWorld();if(!b._viewMatrixArray)b._viewMatrixArray=new Float32Array(16);if(!b._projectionMatrixArray)b._projectionMatrixArray=new Float32Array(16);b.matrixWorldInverse.getInverse(b.matrixWorld);b.matrixWorldInverse.flattenToArray(b._viewMatrixArray);b.projectionMatrix.flattenToArray(b._projectionMatrixArray);ta.multiply(b.projectionMatrix,b.matrixWorldInverse); +Pa.setFromMatrix(ta);this.autoUpdateObjects&&this.initWebGLObjects(a);h(this.renderPluginsPre,a,b);F.info.render.calls=0;F.info.render.vertices=0;F.info.render.faces=0;F.info.render.points=0;this.setRenderTarget(c);(this.autoClear||d)&&this.clear(this.autoClearColor,this.autoClearDepth,this.autoClearStencil);m=a.__webglObjects;d=0;for(e=m.length;d =0){t=r.geometry.materials[t];if(t.transparent){o.transparent=t;o.opaque=null}else{o.opaque=t;o.transparent=null}}}else if(t)if(t.transparent){o.transparent=t;o.opaque=null}else{o.opaque=t;o.transparent=null}f.render=true;if(this.sortObjects)if(l.renderDepth)f.z=l.renderDepth;else{ab.copy(l.matrixWorld.getPosition());ta.multiplyVector3(ab);f.z=ab.z}}}this.sortObjects&&m.sort(g); +m=a.__webglObjectsImmediate;d=0;for(e=m.length;d 65535){x[G].counter=x[G].counter+1;v=x[G].hash+"_"+x[G].counter;q.geometryGroups[v]===void 0&&(q.geometryGroups[v]={faces3:[],faces4:[],materialIndex:H,vertices:0,numMorphTargets:y, +numMorphNormals:W})}t instanceof THREE.Face3?q.geometryGroups[v].faces3.push(s):q.geometryGroups[v].faces4.push(s);q.geometryGroups[v].vertices=q.geometryGroups[v].vertices+w}q.geometryGroupsList=[];var D=void 0;for(D in q.geometryGroups){q.geometryGroups[D].id=fa++;q.geometryGroupsList.push(q.geometryGroups[D])}}for(j in k.geometryGroups){n=k.geometryGroups[j];if(!n.__webglVertexBuffer){var B=n;B.__webglVertexBuffer=i.createBuffer();B.__webglNormalBuffer=i.createBuffer();B.__webglTangentBuffer=i.createBuffer(); +B.__webglColorBuffer=i.createBuffer();B.__webglUVBuffer=i.createBuffer();B.__webglUV2Buffer=i.createBuffer();B.__webglSkinVertexABuffer=i.createBuffer();B.__webglSkinVertexBBuffer=i.createBuffer();B.__webglSkinIndicesBuffer=i.createBuffer();B.__webglSkinWeightsBuffer=i.createBuffer();B.__webglFaceBuffer=i.createBuffer();B.__webglLineBuffer=i.createBuffer();var E=void 0,$=void 0;if(B.numMorphTargets){B.__webglMorphTargetsBuffers=[];E=0;for($=B.numMorphTargets;E<$;E++)B.__webglMorphTargetsBuffers.push(i.createBuffer())}if(B.numMorphNormals){B.__webglMorphNormalsBuffers= +[];E=0;for($=B.numMorphNormals;E<$;E++)B.__webglMorphNormalsBuffers.push(i.createBuffer())}F.info.memory.geometries++;var C=n,J=g,R=J.geometry,ha=C.faces3,L=C.faces4,K=ha.length*3+L.length*4,P=ha.length*1+L.length*2,N=ha.length*3+L.length*4,aa=c(J,C),ba=e(aa),la=d(aa),ea=aa.vertexColors?aa.vertexColors:false;C.__vertexArray=new Float32Array(K*3);if(la)C.__normalArray=new Float32Array(K*3);if(R.hasTangents)C.__tangentArray=new Float32Array(K*4);if(ea)C.__colorArray=new Float32Array(K*3);if(ba){if(R.faceUvs.length> +0||R.faceVertexUvs.length>0)C.__uvArray=new Float32Array(K*2);if(R.faceUvs.length>1||R.faceVertexUvs.length>1)C.__uv2Array=new Float32Array(K*2)}if(J.geometry.skinWeights.length&&J.geometry.skinIndices.length){C.__skinVertexAArray=new Float32Array(K*4);C.__skinVertexBArray=new Float32Array(K*4);C.__skinIndexArray=new Float32Array(K*4);C.__skinWeightArray=new Float32Array(K*4)}C.__faceArray=new Uint16Array(P*3);C.__lineArray=new Uint16Array(N*2);var T=void 0,U=void 0;if(C.numMorphTargets){C.__morphTargetsArrays= +[];T=0;for(U=C.numMorphTargets;T0){i.bindBuffer(i.ARRAY_BUFFER,ga.__webglSkinVertexABuffer);i.bufferData(i.ARRAY_BUFFER, +za,eb);i.bindBuffer(i.ARRAY_BUFFER,ga.__webglSkinVertexBBuffer);i.bufferData(i.ARRAY_BUFFER,Aa,eb);i.bindBuffer(i.ARRAY_BUFFER,ga.__webglSkinIndicesBuffer);i.bufferData(i.ARRAY_BUFFER,Ba,eb);i.bindBuffer(i.ARRAY_BUFFER,ga.__webglSkinWeightsBuffer);i.bufferData(i.ARRAY_BUFFER,Ca,eb)}}if(ud&&Vc){I=0;for(V=na.length;I 0){i.bindBuffer(i.ARRAY_BUFFER,ga.__webglColorBuffer);i.bufferData(i.ARRAY_BUFFER, +Sa,eb)}}if(td&&$a.hasTangents){I=0;for(V=na.length;I 0){i.bindBuffer(i.ARRAY_BUFFER,ga.__webglUVBuffer);i.bufferData(i.ARRAY_BUFFER,wc,eb)}}if(hd&&$c&&ed){I=0;for(V=na.length;I 0){i.bindBuffer(i.ARRAY_BUFFER, +ga.__webglUV2Buffer);i.bufferData(i.ARRAY_BUFFER,xc,eb)}}if(rd){I=0;for(V=na.length;I 0?"#define VERTEX_TEXTURES":"",F.gammaInput?"#define GAMMA_INPUT":"",F.gammaOutput?"#define GAMMA_OUTPUT": +"",F.physicallyBasedShading?"#define PHYSICALLY_BASED_SHADING":"","#define MAX_DIR_LIGHTS "+c.maxDirLights,"#define MAX_POINT_LIGHTS "+c.maxPointLights,"#define MAX_SHADOWS "+c.maxShadows,"#define MAX_BONES "+c.maxBones,c.map?"#define USE_MAP":"",c.envMap?"#define USE_ENVMAP":"",c.lightMap?"#define USE_LIGHTMAP":"",c.vertexColors?"#define USE_COLOR":"",c.skinning?"#define USE_SKINNING":"",c.morphTargets?"#define USE_MORPHTARGETS":"",c.morphNormals?"#define USE_MORPHNORMALS":"",c.perPixel?"#define PHONG_PER_PIXEL": +"",c.wrapAround?"#define WRAP_AROUND":"",c.doubleSided?"#define DOUBLE_SIDED":"",c.shadowMapEnabled?"#define USE_SHADOWMAP":"",c.shadowMapSoft?"#define SHADOWMAP_SOFT":"",c.shadowMapDebug?"#define SHADOWMAP_DEBUG":"",c.shadowMapCascade?"#define SHADOWMAP_CASCADE":"",c.sizeAttenuation?"#define USE_SIZEATTENUATION":"","uniform mat4 objectMatrix;\nuniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform mat4 viewMatrix;\nuniform mat3 normalMatrix;\nuniform vec3 cameraPosition;\nattribute vec3 position;\nattribute vec3 normal;\nattribute vec2 uv;\nattribute vec2 uv2;\n#ifdef USE_COLOR\nattribute vec3 color;\n#endif\n#ifdef USE_MORPHTARGETS\nattribute vec3 morphTarget0;\nattribute vec3 morphTarget1;\nattribute vec3 morphTarget2;\nattribute vec3 morphTarget3;\n#ifdef USE_MORPHNORMALS\nattribute vec3 morphNormal0;\nattribute vec3 morphNormal1;\nattribute vec3 morphNormal2;\nattribute vec3 morphNormal3;\n#else\nattribute vec3 morphTarget4;\nattribute vec3 morphTarget5;\nattribute vec3 morphTarget6;\nattribute vec3 morphTarget7;\n#endif\n#endif\n#ifdef USE_SKINNING\nattribute vec4 skinVertexA;\nattribute vec4 skinVertexB;\nattribute vec4 skinIndex;\nattribute vec4 skinWeight;\n#endif\n"].join("\n"); +l=["precision "+w+" float;","#define MAX_DIR_LIGHTS "+c.maxDirLights,"#define MAX_POINT_LIGHTS "+c.maxPointLights,"#define MAX_SHADOWS "+c.maxShadows,c.alphaTest?"#define ALPHATEST "+c.alphaTest:"",F.gammaInput?"#define GAMMA_INPUT":"",F.gammaOutput?"#define GAMMA_OUTPUT":"",F.physicallyBasedShading?"#define PHYSICALLY_BASED_SHADING":"",c.useFog&&c.fog?"#define USE_FOG":"",c.useFog&&c.fog instanceof THREE.FogExp2?"#define FOG_EXP2":"",c.map?"#define USE_MAP":"",c.envMap?"#define USE_ENVMAP":"",c.lightMap? +"#define USE_LIGHTMAP":"",c.vertexColors?"#define USE_COLOR":"",c.metal?"#define METAL":"",c.perPixel?"#define PHONG_PER_PIXEL":"",c.wrapAround?"#define WRAP_AROUND":"",c.doubleSided?"#define DOUBLE_SIDED":"",c.shadowMapEnabled?"#define USE_SHADOWMAP":"",c.shadowMapSoft?"#define SHADOWMAP_SOFT":"",c.shadowMapDebug?"#define SHADOWMAP_DEBUG":"",c.shadowMapCascade?"#define SHADOWMAP_CASCADE":"","uniform mat4 viewMatrix;\nuniform vec3 cameraPosition;\n"].join("\n");i.attachShader(r,t("fragment",l+j)); +i.attachShader(r,t("vertex",d+k));i.linkProgram(r);i.getProgramParameter(r,i.LINK_STATUS)||console.error("Could not initialise shader\nVALIDATE_STATUS: "+i.getProgramParameter(r,i.VALIDATE_STATUS)+", gl error ["+i.getError()+"]");r.uniforms={};r.attributes={};var q,d=["viewMatrix","modelViewMatrix","projectionMatrix","normalMatrix","objectMatrix","cameraPosition","boneGlobalMatrices","morphTargetInfluences"];for(q in h)d.push(q);q=d;d=0;for(h=q.length;d =0&&i.enableVertexAttribArray(o.position);o.color>=0&&i.enableVertexAttribArray(o.color); +o.normal>=0&&i.enableVertexAttribArray(o.normal);o.tangent>=0&&i.enableVertexAttribArray(o.tangent);if(a.skinning&&o.skinVertexA>=0&&o.skinVertexB>=0&&o.skinIndex>=0&&o.skinWeight>=0){i.enableVertexAttribArray(o.skinVertexA);i.enableVertexAttribArray(o.skinVertexB);i.enableVertexAttribArray(o.skinIndex);i.enableVertexAttribArray(o.skinWeight)}if(a.attributes)for(f in a.attributes)o[f]!==void 0&&o[f]>=0&&i.enableVertexAttribArray(o[f]);if(a.morphTargets){a.numSupportedMorphTargets=0;r="morphTarget"; +for(f=0;f =0){i.enableVertexAttribArray(o[q]);a.numSupportedMorphTargets++}}}if(a.morphNormals){a.numSupportedMorphNormals=0;r="morphNormal";for(f=0;f =0){i.enableVertexAttribArray(o[q]);a.numSupportedMorphNormals++}}}a.uniformsList=[];for(e in a.uniforms)a.uniformsList.push([a.uniforms[e],e])};this.setFaceCulling=function(a,b){if(a){!b||b==="ccw"?i.frontFace(i.CCW):i.frontFace(i.CW);a==="back"?i.cullFace(i.BACK):a=== +"front"?i.cullFace(i.FRONT):i.cullFace(i.FRONT_AND_BACK);i.enable(i.CULL_FACE)}else i.disable(i.CULL_FACE)};this.setObjectFaces=function(a){if(la!==a.doubleSided){a.doubleSided?i.disable(i.CULL_FACE):i.enable(i.CULL_FACE);la=a.doubleSided}if(R!==a.flipSided){a.flipSided?i.frontFace(i.CW):i.frontFace(i.CCW);R=a.flipSided}};this.setDepthTest=function(a){if(Na!==a){a?i.enable(i.DEPTH_TEST):i.disable(i.DEPTH_TEST);Na=a}};this.setDepthWrite=function(a){if(wa!==a){i.depthMask(a);wa=a}};this.setBlending= +function(a,b,c,d){if(a!==$){switch(a){case THREE.NoBlending:i.disable(i.BLEND);break;case THREE.AdditiveBlending:i.enable(i.BLEND);i.blendEquation(i.FUNC_ADD);i.blendFunc(i.SRC_ALPHA,i.ONE);break;case THREE.SubtractiveBlending:i.enable(i.BLEND);i.blendEquation(i.FUNC_ADD);i.blendFunc(i.ZERO,i.ONE_MINUS_SRC_COLOR);break;case THREE.MultiplyBlending:i.enable(i.BLEND);i.blendEquation(i.FUNC_ADD);i.blendFunc(i.ZERO,i.SRC_COLOR);break;case THREE.CustomBlending:i.enable(i.BLEND);break;default:i.enable(i.BLEND); +i.blendEquationSeparate(i.FUNC_ADD,i.FUNC_ADD);i.blendFuncSeparate(i.SRC_ALPHA,i.ONE_MINUS_SRC_ALPHA,i.ONE,i.ONE_MINUS_SRC_ALPHA)}$=a}if(a===THREE.CustomBlending){if(b!==ba){i.blendEquation(D(b));ba=b}if(c!==aa||d!==ea){i.blendFunc(D(c),D(d));aa=c;ea=d}}else ea=aa=ba=null};this.setTexture=function(a,b){if(a.needsUpdate){if(!a.__webglInit){a.__webglInit=true;a.__webglTexture=i.createTexture();F.info.memory.textures++}i.activeTexture(i.TEXTURE0+b);i.bindTexture(i.TEXTURE_2D,a.__webglTexture);i.pixelStorei(i.UNPACK_PREMULTIPLY_ALPHA_WEBGL, +a.premultiplyAlpha);var c=a.image,d=(c.width&c.width-1)===0&&(c.height&c.height-1)===0,e=D(a.format),f=D(a.type);y(i.TEXTURE_2D,a,d);a instanceof THREE.DataTexture?i.texImage2D(i.TEXTURE_2D,0,e,c.width,c.height,0,e,f,c.data):i.texImage2D(i.TEXTURE_2D,0,e,e,f,a.image);a.generateMipmaps&&d&&i.generateMipmap(i.TEXTURE_2D);a.needsUpdate=false;if(a.onUpdate)a.onUpdate()}else{i.activeTexture(i.TEXTURE0+b);i.bindTexture(i.TEXTURE_2D,a.__webglTexture)}};this.setRenderTarget=function(a){var b=a instanceof +THREE.WebGLRenderTargetCube;if(a&&!a.__webglFramebuffer){if(a.depthBuffer===void 0)a.depthBuffer=true;if(a.stencilBuffer===void 0)a.stencilBuffer=true;a.__webglTexture=i.createTexture();var c=(a.width&a.width-1)===0&&(a.height&a.height-1)===0,d=D(a.format),e=D(a.type);if(b){a.__webglFramebuffer=[];a.__webglRenderbuffer=[];i.bindTexture(i.TEXTURE_CUBE_MAP,a.__webglTexture);y(i.TEXTURE_CUBE_MAP,a,c);for(var f=0;f<6;f++){a.__webglFramebuffer[f]=i.createFramebuffer();a.__webglRenderbuffer[f]=i.createRenderbuffer(); +i.texImage2D(i.TEXTURE_CUBE_MAP_POSITIVE_X+f,0,d,a.width,a.height,0,d,e,null);var g=a,h=i.TEXTURE_CUBE_MAP_POSITIVE_X+f;i.bindFramebuffer(i.FRAMEBUFFER,a.__webglFramebuffer[f]);i.framebufferTexture2D(i.FRAMEBUFFER,i.COLOR_ATTACHMENT0,h,g.__webglTexture,0);s(a.__webglRenderbuffer[f],a)}c&&i.generateMipmap(i.TEXTURE_CUBE_MAP)}else{a.__webglFramebuffer=i.createFramebuffer();a.__webglRenderbuffer=i.createRenderbuffer();i.bindTexture(i.TEXTURE_2D,a.__webglTexture);y(i.TEXTURE_2D,a,c);i.texImage2D(i.TEXTURE_2D, +0,d,a.width,a.height,0,d,e,null);d=i.TEXTURE_2D;i.bindFramebuffer(i.FRAMEBUFFER,a.__webglFramebuffer);i.framebufferTexture2D(i.FRAMEBUFFER,i.COLOR_ATTACHMENT0,d,a.__webglTexture,0);s(a.__webglRenderbuffer,a);c&&i.generateMipmap(i.TEXTURE_2D)}b?i.bindTexture(i.TEXTURE_CUBE_MAP,null):i.bindTexture(i.TEXTURE_2D,null);i.bindRenderbuffer(i.RENDERBUFFER,null);i.bindFramebuffer(i.FRAMEBUFFER,null)}if(a){b=b?a.__webglFramebuffer[a.activeCubeFace]:a.__webglFramebuffer;c=a.width;a=a.height;e=d=0}else{b=null; +c=Ka;a=db;d=Wa;e=Ya}if(b!==H){i.bindFramebuffer(i.FRAMEBUFFER,b);i.viewport(d,e,c,a);H=b}hb=c;mb=a};this.shadowMapPlugin=new THREE.ShadowMapPlugin;this.addPrePlugin(this.shadowMapPlugin);this.addPostPlugin(new THREE.SpritePlugin);this.addPostPlugin(new THREE.LensFlarePlugin)}; +THREE.WebGLRenderTarget=function(a,b,c){this.width=a;this.height=b;c=c||{};this.wrapS=c.wrapS!==void 0?c.wrapS:THREE.ClampToEdgeWrapping;this.wrapT=c.wrapT!==void 0?c.wrapT:THREE.ClampToEdgeWrapping;this.magFilter=c.magFilter!==void 0?c.magFilter:THREE.LinearFilter;this.minFilter=c.minFilter!==void 0?c.minFilter:THREE.LinearMipMapLinearFilter;this.offset=new THREE.Vector2(0,0);this.repeat=new THREE.Vector2(1,1);this.format=c.format!==void 0?c.format:THREE.RGBAFormat;this.type=c.type!==void 0?c.type: +THREE.UnsignedByteType;this.depthBuffer=c.depthBuffer!==void 0?c.depthBuffer:true;this.stencilBuffer=c.stencilBuffer!==void 0?c.stencilBuffer:true;this.generateMipmaps=true}; +THREE.WebGLRenderTarget.prototype.clone=function(){var a=new THREE.WebGLRenderTarget(this.width,this.height);a.wrapS=this.wrapS;a.wrapT=this.wrapT;a.magFilter=this.magFilter;a.minFilter=this.minFilter;a.offset.copy(this.offset);a.repeat.copy(this.repeat);a.format=this.format;a.type=this.type;a.depthBuffer=this.depthBuffer;a.stencilBuffer=this.stencilBuffer;return a};THREE.WebGLRenderTargetCube=function(a,b,c){THREE.WebGLRenderTarget.call(this,a,b,c);this.activeCubeFace=0}; +THREE.WebGLRenderTargetCube.prototype=new THREE.WebGLRenderTarget;THREE.WebGLRenderTargetCube.prototype.constructor=THREE.WebGLRenderTargetCube;THREE.RenderableVertex=function(){this.positionWorld=new THREE.Vector3;this.positionScreen=new THREE.Vector4;this.visible=true};THREE.RenderableVertex.prototype.copy=function(a){this.positionWorld.copy(a.positionWorld);this.positionScreen.copy(a.positionScreen)}; +THREE.RenderableFace3=function(){this.v1=new THREE.RenderableVertex;this.v2=new THREE.RenderableVertex;this.v3=new THREE.RenderableVertex;this.centroidWorld=new THREE.Vector3;this.centroidScreen=new THREE.Vector3;this.normalWorld=new THREE.Vector3;this.vertexNormalsWorld=[new THREE.Vector3,new THREE.Vector3,new THREE.Vector3];this.faceMaterial=this.material=null;this.uvs=[[]];this.z=null}; +THREE.RenderableFace4=function(){this.v1=new THREE.RenderableVertex;this.v2=new THREE.RenderableVertex;this.v3=new THREE.RenderableVertex;this.v4=new THREE.RenderableVertex;this.centroidWorld=new THREE.Vector3;this.centroidScreen=new THREE.Vector3;this.normalWorld=new THREE.Vector3;this.vertexNormalsWorld=[new THREE.Vector3,new THREE.Vector3,new THREE.Vector3,new THREE.Vector3];this.faceMaterial=this.material=null;this.uvs=[[]];this.z=null};THREE.RenderableObject=function(){this.z=this.object=null}; +THREE.RenderableParticle=function(){this.rotation=this.z=this.y=this.x=null;this.scale=new THREE.Vector2;this.material=null};THREE.RenderableLine=function(){this.z=null;this.v1=new THREE.RenderableVertex;this.v2=new THREE.RenderableVertex;this.material=null}; +THREE.ColorUtils={adjustHSV:function(a,b,c,d){var e=THREE.ColorUtils.__hsv;THREE.ColorUtils.rgbToHsv(a,e);e.h=THREE.Math.clamp(e.h+b,0,1);e.s=THREE.Math.clamp(e.s+c,0,1);e.v=THREE.Math.clamp(e.v+d,0,1);a.setHSV(e.h,e.s,e.v)},rgbToHsv:function(a,b){var c=a.r,d=a.g,e=a.b,f=Math.max(Math.max(c,d),e),g=Math.min(Math.min(c,d),e);if(g===f)g=c=0;else{var h=f-g,g=h/f,c=(c===f?(d-e)/h:d===f?2+(e-c)/h:4+(c-d)/h)/6;c<0&&(c=c+1);c>1&&(c=c-1)}b===void 0&&(b={h:0,s:0,v:0});b.h=c;b.s=g;b.v=f;return b}}; +THREE.ColorUtils.__hsv={h:0,s:0,v:0}; +THREE.GeometryUtils={merge:function(a,b){for(var c,d,e=a.vertices.length,f=b instanceof THREE.Mesh?b.geometry:b,g=a.vertices,h=f.vertices,j=a.faces,k=f.faces,l=a.faceVertexUvs[0],p=f.faceVertexUvs[0],m={},o=0;o 1){d=1-d;e=1-e}f=1-d-e;g.copy(a);g.multiplyScalar(d);h.copy(b);h.multiplyScalar(e);g.addSelf(h);h.copy(c);h.multiplyScalar(f);g.addSelf(h);return g},randomPointInFace:function(a,b,c){var d,e,f;if(a instanceof +THREE.Face3){d=b.vertices[a.a];e=b.vertices[a.b];f=b.vertices[a.c];return THREE.GeometryUtils.randomPointInTriangle(d,e,f)}if(a instanceof THREE.Face4){d=b.vertices[a.a];e=b.vertices[a.b];f=b.vertices[a.c];var b=b.vertices[a.d],g;if(c)if(a._area1&&a._area2){c=a._area1;g=a._area2}else{c=THREE.GeometryUtils.triangleArea(d,e,b);g=THREE.GeometryUtils.triangleArea(e,f,b);a._area1=c;a._area2=g}else{c=THREE.GeometryUtils.triangleArea(d,e,b);g=THREE.GeometryUtils.triangleArea(e,f,b)}return THREE.GeometryUtils.random()* +(c+g) a?b(c,e-1):k[e] +b||r>b||m>b){j=a.vertices.length;y=e.clone();s=e.clone();if(o>=r&&o>=m){k=k.clone();k.lerpSelf(l,0.5);y.a=f;y.b=j;y.c=h;s.a=j;s.b=g;s.c=h;if(e.vertexNormals.length===3){f=e.vertexNormals[0].clone();f.lerpSelf(e.vertexNormals[1],0.5);y.vertexNormals[1].copy(f);s.vertexNormals[0].copy(f)}if(e.vertexColors.length===3){f=e.vertexColors[0].clone();f.lerpSelf(e.vertexColors[1],0.5);y.vertexColors[1].copy(f);s.vertexColors[0].copy(f)}e=0}else if(r>=o&&r>=m){k=l.clone();k.lerpSelf(p,0.5);y.a=f;y.b=g;y.c= +j;s.a=j;s.b=h;s.c=f;if(e.vertexNormals.length===3){f=e.vertexNormals[1].clone();f.lerpSelf(e.vertexNormals[2],0.5);y.vertexNormals[2].copy(f);s.vertexNormals[0].copy(f);s.vertexNormals[1].copy(e.vertexNormals[2]);s.vertexNormals[2].copy(e.vertexNormals[0])}if(e.vertexColors.length===3){f=e.vertexColors[1].clone();f.lerpSelf(e.vertexColors[2],0.5);y.vertexColors[2].copy(f);s.vertexColors[0].copy(f);s.vertexColors[1].copy(e.vertexColors[2]);s.vertexColors[2].copy(e.vertexColors[0])}e=1}else{k=k.clone(); +k.lerpSelf(p,0.5);y.a=f;y.b=g;y.c=j;s.a=j;s.b=g;s.c=h;if(e.vertexNormals.length===3){f=e.vertexNormals[0].clone();f.lerpSelf(e.vertexNormals[2],0.5);y.vertexNormals[2].copy(f);s.vertexNormals[0].copy(f)}if(e.vertexColors.length===3){f=e.vertexColors[0].clone();f.lerpSelf(e.vertexColors[2],0.5);y.vertexColors[2].copy(f);s.vertexColors[0].copy(f)}e=2}x.push(y,s);a.vertices.push(k);f=0;for(g=a.faceVertexUvs.length;f b||r>b||n>b||q>b){u=a.vertices.length;t=a.vertices.length+1;y=e.clone();s=e.clone();if(o>=r&&o>=n&&o>=q||n>=r&&n>=o&&n>=q){o=k.clone();o.lerpSelf(l,0.5);l=p.clone();l.lerpSelf(m,0.5);y.a=f;y.b=u;y.c=t;y.d=j;s.a=u;s.b=g;s.c=h;s.d=t;if(e.vertexNormals.length===4){f=e.vertexNormals[0].clone();f.lerpSelf(e.vertexNormals[1],0.5);g=e.vertexNormals[2].clone();g.lerpSelf(e.vertexNormals[3],0.5);y.vertexNormals[1].copy(f); +y.vertexNormals[2].copy(g);s.vertexNormals[0].copy(f);s.vertexNormals[3].copy(g)}if(e.vertexColors.length===4){f=e.vertexColors[0].clone();f.lerpSelf(e.vertexColors[1],0.5);g=e.vertexColors[2].clone();g.lerpSelf(e.vertexColors[3],0.5);y.vertexColors[1].copy(f);y.vertexColors[2].copy(g);s.vertexColors[0].copy(f);s.vertexColors[3].copy(g)}e=0}else{o=l.clone();o.lerpSelf(p,0.5);l=m.clone();l.lerpSelf(k,0.5);y.a=f;y.b=g;y.c=u;y.d=t;s.a=t;s.b=u;s.c=h;s.d=j;if(e.vertexNormals.length===4){f=e.vertexNormals[1].clone(); +f.lerpSelf(e.vertexNormals[2],0.5);g=e.vertexNormals[3].clone();g.lerpSelf(e.vertexNormals[0],0.5);y.vertexNormals[2].copy(f);y.vertexNormals[3].copy(g);s.vertexNormals[0].copy(g);s.vertexNormals[1].copy(f)}if(e.vertexColors.length===4){f=e.vertexColors[1].clone();f.lerpSelf(e.vertexColors[2],0.5);g=e.vertexColors[3].clone();g.lerpSelf(e.vertexColors[0],0.5);y.vertexColors[2].copy(f);y.vertexColors[3].copy(g);s.vertexColors[0].copy(g);s.vertexColors[1].copy(f)}e=1}x.push(y,s);a.vertices.push(o,l); +f=0;for(g=a.faceVertexUvs.length;f 0\nuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\n#ifdef WRAP_AROUND\nuniform vec3 wrapRGB;\n#endif\nvarying vec3 vViewPosition;", +THREE.ShaderChunk.shadowmap_pars_fragment,THREE.ShaderChunk.fog_pars_fragment,"void main() {\ngl_FragColor = vec4( vec3( 1.0 ), uOpacity );\nvec3 specularTex = vec3( 1.0 );\nvec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;\nnormalTex.xy *= uNormalScale;\nnormalTex = normalize( normalTex );\nif( enableDiffuse ) {\n#ifdef GAMMA_INPUT\nvec4 texelColor = texture2D( tDiffuse, vUv );\ntexelColor.xyz *= texelColor.xyz;\ngl_FragColor = gl_FragColor * texelColor;\n#else\ngl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );\n#endif\n}\nif( enableAO ) {\n#ifdef GAMMA_INPUT\nvec4 aoColor = texture2D( tAO, vUv );\naoColor.xyz *= aoColor.xyz;\ngl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;\n#else\ngl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;\n#endif\n}\nif( enableSpecular )\nspecularTex = texture2D( tSpecular, vUv ).xyz;\nmat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );\nvec3 finalNormal = tsb * normalTex;\nvec3 normal = normalize( finalNormal );\nvec3 viewPosition = normalize( vViewPosition );\n#if MAX_POINT_LIGHTS > 0\nvec3 pointDiffuse = vec3( 0.0 );\nvec3 pointSpecular = vec3( 0.0 );\nfor ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\nvec3 pointVector = normalize( vPointLight[ i ].xyz );\nfloat pointDistance = vPointLight[ i ].w;\n#ifdef WRAP_AROUND\nfloat pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );\nfloat pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );\nvec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );\n#else\nfloat pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );\n#endif\npointDiffuse += pointDistance * pointLightColor[ i ] * uDiffuseColor * pointDiffuseWeight;\nvec3 pointHalfVector = normalize( pointVector + viewPosition );\nfloat pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );\nfloat pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, uShininess ), 0.0 );\n#ifdef PHYSICALLY_BASED_SHADING\nfloat specularNormalization = ( uShininess + 2.0001 ) / 8.0;\nvec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( pointVector, pointHalfVector ), 5.0 );\npointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;\n#else\npointSpecular += pointDistance * pointLightColor[ i ] * uSpecularColor * pointSpecularWeight * pointDiffuseWeight;\n#endif\n}\n#endif\n#if MAX_DIR_LIGHTS > 0\nvec3 dirDiffuse = vec3( 0.0 );\nvec3 dirSpecular = vec3( 0.0 );\nfor( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nvec3 dirVector = normalize( lDirection.xyz );\n#ifdef WRAP_AROUND\nfloat directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );\nfloat directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );\nvec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );\n#else\nfloat dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );\n#endif\ndirDiffuse += directionalLightColor[ i ] * uDiffuseColor * dirDiffuseWeight;\nvec3 dirHalfVector = normalize( dirVector + viewPosition );\nfloat dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );\nfloat dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, uShininess ), 0.0 );\n#ifdef PHYSICALLY_BASED_SHADING\nfloat specularNormalization = ( uShininess + 2.0001 ) / 8.0;\nvec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );\ndirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;\n#else\ndirSpecular += directionalLightColor[ i ] * uSpecularColor * dirSpecularWeight * dirDiffuseWeight;\n#endif\n}\n#endif\nvec3 totalDiffuse = vec3( 0.0 );\nvec3 totalSpecular = vec3( 0.0 );\n#if MAX_DIR_LIGHTS > 0\ntotalDiffuse += dirDiffuse;\ntotalSpecular += dirSpecular;\n#endif\n#if MAX_POINT_LIGHTS > 0\ntotalDiffuse += pointDiffuse;\ntotalSpecular += pointSpecular;\n#endif\ngl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor) + totalSpecular;\nif ( enableReflection ) {\nvec3 wPos = cameraPosition - vViewPosition;\nvec3 vReflect = reflect( normalize( wPos ), normal );\nvec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );\n#ifdef GAMMA_INPUT\ncubeColor.xyz *= cubeColor.xyz;\n#endif\ngl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * uReflectivity );\n}", +THREE.ShaderChunk.shadowmap_fragment,THREE.ShaderChunk.linear_to_gamma_fragment,THREE.ShaderChunk.fog_fragment,"}"].join("\n"),vertexShader:["attribute vec4 tangent;\nuniform vec2 uOffset;\nuniform vec2 uRepeat;\n#ifdef VERTEX_TEXTURES\nuniform sampler2D tDisplacement;\nuniform float uDisplacementScale;\nuniform float uDisplacementBias;\n#endif\nvarying vec3 vTangent;\nvarying vec3 vBinormal;\nvarying vec3 vNormal;\nvarying vec2 vUv;\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\nvarying vec3 vViewPosition;", +THREE.ShaderChunk.shadowmap_pars_vertex,"void main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\nvViewPosition = -mvPosition.xyz;\nvNormal = normalMatrix * normal;\nvTangent = normalMatrix * tangent.xyz;\nvBinormal = cross( vNormal, vTangent ) * tangent.w;\nvUv = uv * uRepeat + uOffset;\n#if MAX_POINT_LIGHTS > 0\nfor( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\nfloat lDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\nvPointLight[ i ] = vec4( lVector, lDistance );\n}\n#endif\n#ifdef VERTEX_TEXTURES\nvec3 dv = texture2D( tDisplacement, uv ).xyz;\nfloat df = uDisplacementScale * dv.x + uDisplacementBias;\nvec4 displacedPosition = vec4( normalize( vNormal.xyz ) * df, 0.0 ) + mvPosition;\ngl_Position = projectionMatrix * displacedPosition;\n#else\ngl_Position = projectionMatrix * mvPosition;\n#endif", +THREE.ShaderChunk.shadowmap_vertex,"}"].join("\n")},cube:{uniforms:{tCube:{type:"t",value:1,texture:null},tFlip:{type:"f",value:-1}},vertexShader:"varying vec3 vViewPosition;\nvoid main() {\nvec4 mPosition = objectMatrix * vec4( position, 1.0 );\nvViewPosition = cameraPosition - mPosition.xyz;\ngl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}",fragmentShader:"uniform samplerCube tCube;\nuniform float tFlip;\nvarying vec3 vViewPosition;\nvoid main() {\nvec3 wPos = cameraPosition - vViewPosition;\ngl_FragColor = textureCube( tCube, vec3( tFlip * wPos.x, wPos.yz ) );\n}"}}}); +THREE.BufferGeometry=function(){this.id=THREE.GeometryCount++;this.vertexColorArray=this.vertexUvArray=this.vertexNormalArray=this.vertexPositionArray=this.vertexIndexArray=this.vertexColorBuffer=this.vertexUvBuffer=this.vertexNormalBuffer=this.vertexPositionBuffer=this.vertexIndexBuffer=null;this.dynamic=false;this.boundingSphere=this.boundingBox=null;this.morphTargets=[]};THREE.BufferGeometry.prototype={constructor:THREE.BufferGeometry,computeBoundingBox:function(){},computeBoundingSphere:function(){}}; +THREE.Curve=function(){};THREE.Curve.prototype.getPoint=function(){console.log("Warning, getPoint() not implemented!");return null};THREE.Curve.prototype.getPointAt=function(a){return this.getPoint(this.getUtoTmapping(a))};THREE.Curve.prototype.getPoints=function(a){a||(a=5);var b,c=[];for(b=0;b<=a;b++)c.push(this.getPoint(b/a));return c};THREE.Curve.prototype.getSpacedPoints=function(a){a||(a=5);var b,c=[];for(b=0;b<=a;b++)c.push(this.getPointAt(b/a));return c}; +THREE.Curve.prototype.getLength=function(){var a=this.getLengths();return a[a.length-1]};THREE.Curve.prototype.getLengths=function(a){a||(a=this.__arcLengthDivisions?this.__arcLengthDivisions:200);if(this.cacheArcLengths&&this.cacheArcLengths.length==a+1&&!this.needsUpdate)return this.cacheArcLengths;this.needsUpdate=false;var b=[],c,d=this.getPoint(0),e,f=0;b.push(0);for(e=1;e<=a;e++){c=this.getPoint(e/a);f=f+c.distanceTo(d);b.push(f);d=c}return this.cacheArcLengths=b}; +THREE.Curve.prototype.updateArcLengths=function(){this.needsUpdate=true;this.getLengths()};THREE.Curve.prototype.getUtoTmapping=function(a,b){var c=this.getLengths(),d=0,e=c.length,f;f=b?b:a*c[e-1];for(var g=0,h=e-1,j;g<=h;){d=Math.floor(g+(h-g)/2);j=c[d]-f;if(j<0)g=d+1;else if(j>0)h=d-1;else{h=d;break}}d=h;if(c[d]==f)return d/(e-1);g=c[d];return c=(d+(f-g)/(c[d+1]-g))/(e-1)};THREE.Curve.prototype.getNormalVector=function(a){a=this.getTangent(a);return new THREE.Vector2(-a.y,a.x)}; +THREE.Curve.prototype.getTangent=function(a){var b=a-1.0E-4,a=a+1.0E-4;b<0&&(b=0);a>1&&(a=1);b=this.getPoint(b);return this.getPoint(a).clone().subSelf(b).normalize()};THREE.Curve.prototype.getTangentAt=function(a){return this.getTangent(this.getUtoTmapping(a))};THREE.LineCurve=function(a,b){this.v1=a;this.v2=b};THREE.LineCurve.prototype=new THREE.Curve;THREE.LineCurve.prototype.constructor=THREE.LineCurve; +THREE.LineCurve.prototype.getPoint=function(a){var b=this.v2.clone().subSelf(this.v1);b.multiplyScalar(a).addSelf(this.v1);return b};THREE.LineCurve.prototype.getPointAt=function(a){return this.getPoint(a)};THREE.LineCurve.prototype.getTangent=function(){return this.v2.clone().subSelf(this.v1).normalize()};THREE.QuadraticBezierCurve=function(a,b,c){this.v0=a;this.v1=b;this.v2=c};THREE.QuadraticBezierCurve.prototype=new THREE.Curve;THREE.QuadraticBezierCurve.prototype.constructor=THREE.QuadraticBezierCurve; +THREE.QuadraticBezierCurve.prototype.getPoint=function(a){var b;b=THREE.Shape.Utils.b2(a,this.v0.x,this.v1.x,this.v2.x);a=THREE.Shape.Utils.b2(a,this.v0.y,this.v1.y,this.v2.y);return new THREE.Vector2(b,a)};THREE.QuadraticBezierCurve.prototype.getTangent=function(a){var b;b=THREE.Curve.Utils.tangentQuadraticBezier(a,this.v0.x,this.v1.x,this.v2.x);a=THREE.Curve.Utils.tangentQuadraticBezier(a,this.v0.y,this.v1.y,this.v2.y);b=new THREE.Vector2(b,a);b.normalize();return b}; +THREE.CubicBezierCurve=function(a,b,c,d){this.v0=a;this.v1=b;this.v2=c;this.v3=d};THREE.CubicBezierCurve.prototype=new THREE.Curve;THREE.CubicBezierCurve.prototype.constructor=THREE.CubicBezierCurve;THREE.CubicBezierCurve.prototype.getPoint=function(a){var b;b=THREE.Shape.Utils.b3(a,this.v0.x,this.v1.x,this.v2.x,this.v3.x);a=THREE.Shape.Utils.b3(a,this.v0.y,this.v1.y,this.v2.y,this.v3.y);return new THREE.Vector2(b,a)}; +THREE.CubicBezierCurve.prototype.getTangent=function(a){var b;b=THREE.Curve.Utils.tangentCubicBezier(a,this.v0.x,this.v1.x,this.v2.x,this.v3.x);a=THREE.Curve.Utils.tangentCubicBezier(a,this.v0.y,this.v1.y,this.v2.y,this.v3.y);b=new THREE.Vector2(b,a);b.normalize();return b};THREE.SplineCurve=function(a){this.points=a==void 0?[]:a};THREE.SplineCurve.prototype=new THREE.Curve;THREE.SplineCurve.prototype.constructor=THREE.SplineCurve; +THREE.SplineCurve.prototype.getPoint=function(a){var b=new THREE.Vector2,c=[],d=this.points,e;e=(d.length-1)*a;a=Math.floor(e);e=e-a;c[0]=a==0?a:a-1;c[1]=a;c[2]=a>d.length-2?d.length-1:a+1;c[3]=a>d.length-3?d.length-1:a+2;b.x=THREE.Curve.Utils.interpolate(d[c[0]].x,d[c[1]].x,d[c[2]].x,d[c[3]].x,e);b.y=THREE.Curve.Utils.interpolate(d[c[0]].y,d[c[1]].y,d[c[2]].y,d[c[3]].y,e);return b}; +THREE.ArcCurve=function(a,b,c,d,e,f){this.aX=a;this.aY=b;this.aRadius=c;this.aStartAngle=d;this.aEndAngle=e;this.aClockwise=f};THREE.ArcCurve.prototype=new THREE.Curve;THREE.ArcCurve.prototype.constructor=THREE.ArcCurve;THREE.ArcCurve.prototype.getPoint=function(a){var b=this.aEndAngle-this.aStartAngle;this.aClockwise||(a=1-a);b=this.aStartAngle+a*b;a=this.aX+this.aRadius*Math.cos(b);b=this.aY+this.aRadius*Math.sin(b);return new THREE.Vector2(a,b)}; +THREE.Curve.Utils={tangentQuadraticBezier:function(a,b,c,d){return 2*(1-a)*(c-b)+2*a*(d-c)},tangentCubicBezier:function(a,b,c,d,e){return-3*b*(1-a)*(1-a)+3*c*(1-a)*(1-a)-6*a*c*(1-a)+6*a*d*(1-a)-3*a*a*d+3*a*a*e},tangentSpline:function(a){return 6*a*a-6*a+(3*a*a-4*a+1)+(-6*a*a+6*a)+(3*a*a-2*a)},interpolate:function(a,b,c,d,e){var a=(c-a)*0.5,d=(d-b)*0.5,f=e*e;return(2*b-2*c+a+d)*e*f+(-3*b+3*c-2*a-d)*f+a*e+b}}; +THREE.Curve.create=function(a,b){a.prototype=new THREE.Curve;a.prototype.constructor=a;a.prototype.getPoint=b;return a};THREE.LineCurve3=THREE.Curve.create(function(a,b){this.v1=a;this.v2=b},function(a){var b=new THREE.Vector3;b.sub(this.v2,this.v1);b.multiplyScalar(a);b.addSelf(this.v1);return b}); +THREE.QuadraticBezierCurve3=THREE.Curve.create(function(a,b,c){this.v0=a;this.v1=b;this.v2=c},function(a){var b,c;b=THREE.Shape.Utils.b2(a,this.v0.x,this.v1.x,this.v2.x);c=THREE.Shape.Utils.b2(a,this.v0.y,this.v1.y,this.v2.y);a=THREE.Shape.Utils.b2(a,this.v0.z,this.v1.z,this.v2.z);return new THREE.Vector3(b,c,a)}); +THREE.CubicBezierCurve3=THREE.Curve.create(function(a,b,c,d){this.v0=a;this.v1=b;this.v2=c;this.v3=d},function(a){var b,c;b=THREE.Shape.Utils.b3(a,this.v0.x,this.v1.x,this.v2.x,this.v3.x);c=THREE.Shape.Utils.b3(a,this.v0.y,this.v1.y,this.v2.y,this.v3.y);a=THREE.Shape.Utils.b3(a,this.v0.z,this.v1.z,this.v2.z,this.v3.z);return new THREE.Vector3(b,c,a)}); +THREE.SplineCurve3=THREE.Curve.create(function(a){this.points=a==void 0?[]:a},function(a){var b=new THREE.Vector3,c=[],d=this.points,e,a=(d.length-1)*a;e=Math.floor(a);a=a-e;c[0]=e==0?e:e-1;c[1]=e;c[2]=e>d.length-2?d.length-1:e+1;c[3]=e>d.length-3?d.length-1:e+2;e=d[c[0]];var f=d[c[1]],g=d[c[2]],c=d[c[3]];b.x=THREE.Curve.Utils.interpolate(e.x,f.x,g.x,c.x,a);b.y=THREE.Curve.Utils.interpolate(e.y,f.y,g.y,c.y,a);b.z=THREE.Curve.Utils.interpolate(e.z,f.z,g.z,c.z,a);return b}); +THREE.ClosedSplineCurve3=THREE.Curve.create(function(a){this.points=a==void 0?[]:a},function(a){var b=new THREE.Vector3,c=[],d=this.points,e;e=(d.length-0)*a;a=Math.floor(e);e=e-a;a=a+(a>0?0:(Math.floor(Math.abs(a)/d.length)+1)*d.length);c[0]=(a-1)%d.length;c[1]=a%d.length;c[2]=(a+1)%d.length;c[3]=(a+2)%d.length;b.x=THREE.Curve.Utils.interpolate(d[c[0]].x,d[c[1]].x,d[c[2]].x,d[c[3]].x,e);b.y=THREE.Curve.Utils.interpolate(d[c[0]].y,d[c[1]].y,d[c[2]].y,d[c[3]].y,e);b.z=THREE.Curve.Utils.interpolate(d[c[0]].z, +d[c[1]].z,d[c[2]].z,d[c[3]].z,e);return b});THREE.CurvePath=function(){this.curves=[];this.bends=[];this.autoClose=false};THREE.CurvePath.prototype=new THREE.Curve;THREE.CurvePath.prototype.constructor=THREE.CurvePath;THREE.CurvePath.prototype.add=function(a){this.curves.push(a)};THREE.CurvePath.prototype.checkConnection=function(){}; +THREE.CurvePath.prototype.closePath=function(){var a=this.curves[0].getPoint(0),b=this.curves[this.curves.length-1].getPoint(1);a.equals(b)||this.curves.push(new THREE.LineCurve(b,a))};THREE.CurvePath.prototype.getPoint=function(a){for(var b=a*this.getLength(),c=this.getCurveLengths(),a=0;a =b){b=c[a]-b;a=this.curves[a];b=1-b/a.getLength();return a.getPointAt(b)}a++}return null};THREE.CurvePath.prototype.getLength=function(){var a=this.getCurveLengths();return a[a.length-1]}; +THREE.CurvePath.prototype.getCurveLengths=function(){if(this.cacheLengths&&this.cacheLengths.length==this.curves.length)return this.cacheLengths;var a=[],b=0,c,d=this.curves.length;for(c=0;c b)b=f.x;else if(f.x c)c=f.y;else if(f.y 0){g=c[c.length-1]; +o=g.x;r=g.y}else{g=this.actions[d-1].args;o=g[g.length-2];r=g[g.length-1]}for(f=1;f<=a;f++){n=f/a;g=THREE.Shape.Utils.b2(n,o,p,h);n=THREE.Shape.Utils.b2(n,r,m,j);c.push(new THREE.Vector2(g,n))}break;case THREE.PathActions.BEZIER_CURVE_TO:h=f[4];j=f[5];p=f[0];m=f[1];k=f[2];l=f[3];if(c.length>0){g=c[c.length-1];o=g.x;r=g.y}else{g=this.actions[d-1].args;o=g[g.length-2];r=g[g.length-1]}for(f=1;f<=a;f++){n=f/a;g=THREE.Shape.Utils.b3(n,o,p,k,h);n=THREE.Shape.Utils.b3(n,r,m,l,j);c.push(new THREE.Vector2(g, +n))}break;case THREE.PathActions.CSPLINE_THRU:g=this.actions[d-1].args;n=[new THREE.Vector2(g[g.length-2],g[g.length-1])];g=a*f[0].length;n=n.concat(f[0]);n=new THREE.SplineCurve(n);for(f=1;f<=g;f++)c.push(n.getPointAt(f/g));break;case THREE.PathActions.ARC:h=f[0];j=f[1];k=f[2];p=f[3];m=!!f[5];l=f[4]-p;o=a*2;for(f=1;f<=o;f++){n=f/o;m||(n=1-n);n=p+n*l;g=h+k*Math.cos(n);n=j+k*Math.sin(n);c.push(new THREE.Vector2(g,n))}}}d=c[c.length-1];Math.abs(d.x-c[0].x)<1.0E-10&&Math.abs(d.y-c[0].y)<1.0E-10&&c.splice(c.length- +1,1);b&&c.push(c[0]);return c};THREE.Path.prototype.transform=function(a,b){this.getBoundingBox();return this.getWrapPoints(this.getPoints(b),a)};THREE.Path.prototype.nltransform=function(a,b,c,d,e,f){var g=this.getPoints(),h,j,k,l,p;h=0;for(j=g.length;h =0?h-1:c.length-1;f=g-1>=0?g-1:k.length-1;var n=[k[g],c[h],c[e]];p=THREE.FontUtils.Triangulate.area(n);var q=[k[g],k[f],c[h]];m=THREE.FontUtils.Triangulate.area(q);o=h;l=g;h=h+1;g=g+ +-1;h<0&&(h=h+c.length);h=h%c.length;g<0&&(g=g+k.length);g=g%k.length;e=h-1>=0?h-1:c.length-1;f=g-1>=0?g-1:k.length-1;n=[k[g],c[h],c[e]];n=THREE.FontUtils.Triangulate.area(n);q=[k[g],k[f],c[h]];q=THREE.FontUtils.Triangulate.area(q);if(p+m>n+q){h=o;g=l;h<0&&(h=h+c.length);h=h%c.length;g<0&&(g=g+k.length);g=g%k.length;e=h-1>=0?h-1:c.length-1;f=g-1>=0?g-1:k.length-1}p=c.slice(0,h);m=c.slice(h);o=k.slice(g);l=k.slice(0,g);f=[k[g],k[f],c[h]];r.push([k[g],c[h],c[e]]);r.push(f);c=p.concat(o).concat(l).concat(m)}return{shape:c, +isolatedPts:r,allpoints:d}},triangulateShape:function(a,b){var c=THREE.Shape.Utils.removeHoles(a,b),d=c.allpoints,e=c.isolatedPts,c=THREE.FontUtils.Triangulate(c.shape,false),f,g,h,j,k={};f=0;for(g=d.length;f 1){console.log("THREE.Animation.update: Warning! Scale out of bounds:"+d+" on bone "+o);d=d<0?0:1}if(c==="pos"){c=a.position;if(this.interpolationType===THREE.AnimationHandler.LINEAR){c.x=e[0]+(f[0]-e[0])*d;c.y=e[1]+(f[1]-e[1])*d;c.z=e[2]+(f[2]-e[2])*d}else if(this.interpolationType===THREE.AnimationHandler.CATMULLROM||this.interpolationType=== +THREE.AnimationHandler.CATMULLROM_FORWARD){this.points[0]=this.getPrevKeyWith("pos",o,g.index-1).pos;this.points[1]=e;this.points[2]=f;this.points[3]=this.getNextKeyWith("pos",o,h.index+1).pos;d=d*0.33+0.33;e=this.interpolateCatmullRom(this.points,d);c.x=e[0];c.y=e[1];c.z=e[2];if(this.interpolationType===THREE.AnimationHandler.CATMULLROM_FORWARD){d=this.interpolateCatmullRom(this.points,d*1.01);this.target.set(d[0],d[1],d[2]);this.target.subSelf(c);this.target.y=0;this.target.normalize();d=Math.atan2(this.target.x, +this.target.z);a.rotation.set(0,d,0)}}}else if(c==="rot")THREE.Quaternion.slerp(e,f,a.quaternion,d);else if(c==="scl"){c=a.scale;c.x=e[0]+(f[0]-e[0])*d;c.y=e[1]+(f[1]-e[1])*d;c.z=e[2]+(f[2]-e[2])*d}}}}if(this.JITCompile&&l[0][k]===void 0){this.hierarchy[0].updateMatrixWorld(true);for(o=0;o a.length-2?f:f+1;c[3]=f>a.length-3?f:f+2;f=a[c[0]];h=a[c[1]];j=a[c[2]];k=a[c[3]];c=e*e;g=e*c;d[0]=this.interpolate(f[0],h[0],j[0],k[0],e,c,g);d[1]=this.interpolate(f[1],h[1],j[1],k[1],e,c,g);d[2]=this.interpolate(f[2],h[2],j[2],k[2],e,c,g);return d}; +THREE.Animation.prototype.interpolate=function(a,b,c,d,e,f,g){a=(c-a)*0.5;d=(d-b)*0.5;return(2*(b-c)+a+d)*g+(-3*(b-c)-2*a-d)*f+a*e+b};THREE.Animation.prototype.getNextKeyWith=function(a,b,c){for(var d=this.data.hierarchy[b].keys,c=this.interpolationType===THREE.AnimationHandler.CATMULLROM||this.interpolationType===THREE.AnimationHandler.CATMULLROM_FORWARD?c 0?c:0:c>=0?c:c+d.length;c>=0;c--)if(d[c][a]!==void 0)return d[c];return this.data.hierarchy[b].keys[d.length-1]}; +THREE.KeyFrameAnimation=function(a,b,c){this.root=a;this.data=THREE.AnimationHandler.get(b);this.hierarchy=THREE.AnimationHandler.parse(a);this.currentTime=0;this.timeScale=0.001;this.isPlaying=false;this.loop=this.isPaused=true;this.JITCompile=c!==void 0?c:true;a=0;for(b=this.hierarchy.length;a=g?b.interpolate(c,g):b.interpolate(c,c.time)}this.data.hierarchy[a].node.updateMatrix();d.matrixWorldNeedsUpdate=true}}if(this.JITCompile&&f[0][e]===void 0){this.hierarchy[0].updateMatrixWorld(true); +for(a=0;a =0?c:c+b.length;c>=0;c--)if(b[c].hasTarget(a))return b[c];return b[b.length-1]}; +THREE.CubeCamera=function(a,b,c){THREE.Object3D.call(this);var d=new THREE.PerspectiveCamera(90,1,a,b);d.up.set(0,-1,0);d.lookAt(new THREE.Vector3(1,0,0));this.add(d);var e=new THREE.PerspectiveCamera(90,1,a,b);e.up.set(0,-1,0);e.lookAt(new THREE.Vector3(-1,0,0));this.add(e);var f=new THREE.PerspectiveCamera(90,1,a,b);f.up.set(0,0,1);f.lookAt(new THREE.Vector3(0,1,0));this.add(f);var g=new THREE.PerspectiveCamera(90,1,a,b);g.up.set(0,0,-1);g.lookAt(new THREE.Vector3(0,-1,0));this.add(g);var h=new THREE.PerspectiveCamera(90, +1,a,b);h.up.set(0,-1,0);h.lookAt(new THREE.Vector3(0,0,1));this.add(h);var j=new THREE.PerspectiveCamera(90,1,a,b);j.up.set(0,-1,0);j.lookAt(new THREE.Vector3(0,0,-1));this.add(j);this.renderTarget=new THREE.WebGLRenderTargetCube(c,c,{format:THREE.RGBFormat,magFilter:THREE.LinearFilter,minFilter:THREE.LinearFilter});this.updateCubeMap=function(a,b){var c=this.renderTarget,m=c.generateMipmaps;c.generateMipmaps=false;c.activeCubeFace=0;a.render(b,d,c);c.activeCubeFace=1;a.render(b,e,c);c.activeCubeFace= +2;a.render(b,f,c);c.activeCubeFace=3;a.render(b,g,c);c.activeCubeFace=4;a.render(b,h,c);c.generateMipmaps=m;c.activeCubeFace=5;a.render(b,j,c)}};THREE.CubeCamera.prototype=new THREE.Object3D;THREE.CubeCamera.prototype.constructor=THREE.CubeCamera; +THREE.CombinedCamera=function(a,b,c,d,e,f,g){THREE.Camera.call(this);this.fov=c;this.left=-a/2;this.right=a/2;this.top=b/2;this.bottom=-b/2;this.cameraO=new THREE.OrthographicCamera(a/-2,a/2,b/2,b/-2,f,g);this.cameraP=new THREE.PerspectiveCamera(c,a/b,d,e);this.zoom=1;this.toPerspective()};THREE.CombinedCamera.prototype=new THREE.Camera;THREE.CombinedCamera.prototype.constructor=THREE.CombinedCamera; +THREE.CombinedCamera.prototype.toPerspective=function(){this.near=this.cameraP.near;this.far=this.cameraP.far;this.cameraP.fov=this.fov/this.zoom;this.cameraP.updateProjectionMatrix();this.projectionMatrix=this.cameraP.projectionMatrix;this.inPersepectiveMode=true;this.inOrthographicMode=false}; +THREE.CombinedCamera.prototype.toOrthographic=function(){var a=this.cameraP.aspect,b=(this.cameraP.near+this.cameraP.far)/2,b=Math.tan(this.fov/2)*b,a=2*b*a/2,b=b/this.zoom,a=a/this.zoom;this.cameraO.left=-a;this.cameraO.right=a;this.cameraO.top=b;this.cameraO.bottom=-b;this.cameraO.updateProjectionMatrix();this.near=this.cameraO.near;this.far=this.cameraO.far;this.projectionMatrix=this.cameraO.projectionMatrix;this.inPersepectiveMode=false;this.inOrthographicMode=true}; +THREE.CombinedCamera.prototype.setSize=function(a,b){this.cameraP.aspect=a/b;this.left=-a/2;this.right=a/2;this.top=b/2;this.bottom=-b/2};THREE.CombinedCamera.prototype.setFov=function(a){this.fov=a;this.inPersepectiveMode?this.toPerspective():this.toOrthographic()};THREE.CombinedCamera.prototype.updateProjectionMatrix=function(){if(this.inPersepectiveMode)this.toPerspective();else{this.toPerspective();this.toOrthographic()}}; +THREE.CombinedCamera.prototype.setLens=function(a,b){var c=2*Math.atan((b!==void 0?b:24)/(a*2))*(180/Math.PI);this.setFov(c);return c};THREE.CombinedCamera.prototype.setZoom=function(a){this.zoom=a;this.inPersepectiveMode?this.toPerspective():this.toOrthographic()};THREE.CombinedCamera.prototype.toFrontView=function(){this.rotation.x=0;this.rotation.y=0;this.rotation.z=0;this.rotationAutoUpdate=false}; +THREE.CombinedCamera.prototype.toBackView=function(){this.rotation.x=0;this.rotation.y=Math.PI;this.rotation.z=0;this.rotationAutoUpdate=false};THREE.CombinedCamera.prototype.toLeftView=function(){this.rotation.x=0;this.rotation.y=-Math.PI/2;this.rotation.z=0;this.rotationAutoUpdate=false};THREE.CombinedCamera.prototype.toRightView=function(){this.rotation.x=0;this.rotation.y=Math.PI/2;this.rotation.z=0;this.rotationAutoUpdate=false}; +THREE.CombinedCamera.prototype.toTopView=function(){this.rotation.x=-Math.PI/2;this.rotation.y=0;this.rotation.z=0;this.rotationAutoUpdate=false};THREE.CombinedCamera.prototype.toBottomView=function(){this.rotation.x=Math.PI/2;this.rotation.y=0;this.rotation.z=0;this.rotationAutoUpdate=false}; +THREE.FirstPersonControls=function(a,b){function c(a,b){return function(){b.apply(a,arguments)}}this.object=a;this.target=new THREE.Vector3(0,0,0);this.domElement=b!==void 0?b:document;this.movementSpeed=1;this.lookSpeed=0.005;this.noFly=false;this.lookVertical=true;this.autoForward=false;this.activeLook=true;this.heightSpeed=false;this.heightCoef=1;this.heightMin=0;this.constrainVertical=false;this.verticalMin=0;this.verticalMax=Math.PI;this.theta=this.phi=this.lon=this.lat=this.mouseY=this.mouseX= +this.autoSpeedFactor=0;this.mouseDragOn=this.freeze=this.moveRight=this.moveLeft=this.moveBackward=this.moveForward=false;if(this.domElement===document){this.viewHalfX=window.innerWidth/2;this.viewHalfY=window.innerHeight/2}else{this.viewHalfX=this.domElement.offsetWidth/2;this.viewHalfY=this.domElement.offsetHeight/2;this.domElement.setAttribute("tabindex",-1)}this.onMouseDown=function(a){this.domElement!==document&&this.domElement.focus();a.preventDefault();a.stopPropagation();if(this.activeLook)switch(a.button){case 0:this.moveForward= +true;break;case 2:this.moveBackward=true}this.mouseDragOn=true};this.onMouseUp=function(a){a.preventDefault();a.stopPropagation();if(this.activeLook)switch(a.button){case 0:this.moveForward=false;break;case 2:this.moveBackward=false}this.mouseDragOn=false};this.onMouseMove=function(a){if(this.domElement===document){this.mouseX=a.pageX-this.viewHalfX;this.mouseY=a.pageY-this.viewHalfY}else{this.mouseX=a.pageX-this.domElement.offsetLeft-this.viewHalfX;this.mouseY=a.pageY-this.domElement.offsetTop-this.viewHalfY}}; +this.onKeyDown=function(a){switch(a.keyCode){case 38:case 87:this.moveForward=true;break;case 37:case 65:this.moveLeft=true;break;case 40:case 83:this.moveBackward=true;break;case 39:case 68:this.moveRight=true;break;case 82:this.moveUp=true;break;case 70:this.moveDown=true;break;case 81:this.freeze=!this.freeze}};this.onKeyUp=function(a){switch(a.keyCode){case 38:case 87:this.moveForward=false;break;case 37:case 65:this.moveLeft=false;break;case 40:case 83:this.moveBackward=false;break;case 39:case 68:this.moveRight= +false;break;case 82:this.moveUp=false;break;case 70:this.moveDown=false}};this.update=function(a){var b=0;if(!this.freeze){if(this.heightSpeed){b=THREE.Math.clamp(this.object.position.y,this.heightMin,this.heightMax)-this.heightMin;this.autoSpeedFactor=a*b*this.heightCoef}else this.autoSpeedFactor=0;b=a*this.movementSpeed;(this.moveForward||this.autoForward&&!this.moveBackward)&&this.object.translateZ(-(b+this.autoSpeedFactor));this.moveBackward&&this.object.translateZ(b);this.moveLeft&&this.object.translateX(-b); +this.moveRight&&this.object.translateX(b);this.moveUp&&this.object.translateY(b);this.moveDown&&this.object.translateY(-b);a=a*this.lookSpeed;this.activeLook||(a=0);this.lon=this.lon+this.mouseX*a;if(this.lookVertical)this.lat=this.lat-this.mouseY*a;this.lat=Math.max(-85,Math.min(85,this.lat));this.phi=(90-this.lat)*Math.PI/180;this.theta=this.lon*Math.PI/180;var b=this.target,c=this.object.position;b.x=c.x+100*Math.sin(this.phi)*Math.cos(this.theta);b.y=c.y+100*Math.cos(this.phi);b.z=c.z+100*Math.sin(this.phi)* +Math.sin(this.theta);b=1;this.constrainVertical&&(b=Math.PI/(this.verticalMax-this.verticalMin));this.lon=this.lon+this.mouseX*a;if(this.lookVertical)this.lat=this.lat-this.mouseY*a*b;this.lat=Math.max(-85,Math.min(85,this.lat));this.phi=(90-this.lat)*Math.PI/180;this.theta=this.lon*Math.PI/180;if(this.constrainVertical)this.phi=THREE.Math.mapLinear(this.phi,0,Math.PI,this.verticalMin,this.verticalMax);b=this.target;c=this.object.position;b.x=c.x+100*Math.sin(this.phi)*Math.cos(this.theta);b.y=c.y+ +100*Math.cos(this.phi);b.z=c.z+100*Math.sin(this.phi)*Math.sin(this.theta);this.object.lookAt(b)}};this.domElement.addEventListener("contextmenu",function(a){a.preventDefault()},false);this.domElement.addEventListener("mousemove",c(this,this.onMouseMove),false);this.domElement.addEventListener("mousedown",c(this,this.onMouseDown),false);this.domElement.addEventListener("mouseup",c(this,this.onMouseUp),false);this.domElement.addEventListener("keydown",c(this,this.onKeyDown),false);this.domElement.addEventListener("keyup", +c(this,this.onKeyUp),false)}; +THREE.PathControls=function(a,b){function c(a){return(a=a*2)<1?0.5*a*a:-0.5*(--a*(a-2)-1)}function d(a,b){return function(){b.apply(a,arguments)}}function e(a,b,c,d){var e={name:c,fps:0.6,length:d,hierarchy:[]},f,g=b.getControlPointsArray(),h=b.getLength(),q=g.length,u=0;f=q-1;b={parent:-1,keys:[]};b.keys[0]={time:0,pos:g[0],rot:[0,0,0,1],scl:[1,1,1]};b.keys[f]={time:d,pos:g[f],rot:[0,0,0,1],scl:[1,1,1]};for(f=1;f =0?a:a+g;b=this.verticalAngleMap.srcRange;a=this.verticalAngleMap.dstRange; +b=THREE.Math.mapLinear(this.phi,b[0],b[1],a[0],a[1]);var d=a[1]-a[0];this.phi=c((b-a[0])/d)*d+a[0];b=this.horizontalAngleMap.srcRange;a=this.horizontalAngleMap.dstRange;b=THREE.Math.mapLinear(this.theta,b[0],b[1],a[0],a[1]);d=a[1]-a[0];this.theta=c((b-a[0])/d)*d+a[0];a=this.target.position;a.x=100*Math.sin(this.phi)*Math.cos(this.theta);a.y=100*Math.cos(this.phi);a.z=100*Math.sin(this.phi)*Math.sin(this.theta);this.object.lookAt(this.target.position)};this.onMouseMove=function(a){if(this.domElement=== +document){this.mouseX=a.pageX-this.viewHalfX;this.mouseY=a.pageY-this.viewHalfY}else{this.mouseX=a.pageX-this.domElement.offsetLeft-this.viewHalfX;this.mouseY=a.pageY-this.domElement.offsetTop-this.viewHalfY}};this.init=function(){this.spline=new THREE.Spline;this.spline.initFromArray(this.waypoints);this.useConstantSpeed&&this.spline.reparametrizeByArcLength(this.resamplingCoef);if(this.createDebugDummy){var a=new THREE.MeshLambertMaterial({color:30719}),b=new THREE.MeshLambertMaterial({color:65280}), +c=new THREE.CubeGeometry(10,10,20),g=new THREE.CubeGeometry(2,2,10);this.animationParent=new THREE.Mesh(c,a);a=new THREE.Mesh(g,b);a.position.set(0,10,0);this.animation=e(this.animationParent,this.spline,this.id,this.duration);this.animationParent.add(this.object);this.animationParent.add(this.target);this.animationParent.add(a)}else{this.animation=e(this.animationParent,this.spline,this.id,this.duration);this.animationParent.add(this.target);this.animationParent.add(this.object)}if(this.createDebugPath){var a= +this.debugPath,b=this.spline,g=f(b,10),c=f(b,10),h=new THREE.LineBasicMaterial({color:16711680,linewidth:3}),g=new THREE.Line(g,h),c=new THREE.ParticleSystem(c,new THREE.ParticleBasicMaterial({color:16755200,size:3}));g.scale.set(1,1,1);a.add(g);c.scale.set(1,1,1);a.add(c);for(var g=new THREE.SphereGeometry(1,16,8),h=new THREE.MeshBasicMaterial({color:65280}),o=0;o 0){var b=this.getContainerDimensions(),c=b.size[0]/2,g=b.size[1]/2;this.moveState.yawLeft=-(a.pageX-b.offset[0]-c)/c;this.moveState.pitchDown=(a.pageY-b.offset[1]-g)/g;this.updateRotationVector()}};this.mouseup=function(a){a.preventDefault();a.stopPropagation();if(this.dragToLook){this.mouseStatus--;this.moveState.yawLeft=this.moveState.pitchDown=0}else switch(a.button){case 0:this.moveForward= +false;break;case 2:this.moveBackward=false}this.updateRotationVector()};this.update=function(a){var b=a*this.movementSpeed,a=a*this.rollSpeed;this.object.translateX(this.moveVector.x*b);this.object.translateY(this.moveVector.y*b);this.object.translateZ(this.moveVector.z*b);this.tmpQuaternion.set(this.rotationVector.x*a,this.rotationVector.y*a,this.rotationVector.z*a,1).normalize();this.object.quaternion.multiplySelf(this.tmpQuaternion);this.object.matrix.setPosition(this.object.position);this.object.matrix.setRotationFromQuaternion(this.object.quaternion); +this.object.matrixWorldNeedsUpdate=true};this.updateMovementVector=function(){var a=this.moveState.forward||this.autoForward&&!this.moveState.back?1:0;this.moveVector.x=-this.moveState.left+this.moveState.right;this.moveVector.y=-this.moveState.down+this.moveState.up;this.moveVector.z=-a+this.moveState.back};this.updateRotationVector=function(){this.rotationVector.x=-this.moveState.pitchDown+this.moveState.pitchUp;this.rotationVector.y=-this.moveState.yawRight+this.moveState.yawLeft;this.rotationVector.z= +-this.moveState.rollRight+this.moveState.rollLeft};this.getContainerDimensions=function(){return this.domElement!=document?{size:[this.domElement.offsetWidth,this.domElement.offsetHeight],offset:[this.domElement.offsetLeft,this.domElement.offsetTop]}:{size:[window.innerWidth,window.innerHeight],offset:[0,0]}};this.domElement.addEventListener("mousemove",c(this,this.mousemove),false);this.domElement.addEventListener("mousedown",c(this,this.mousedown),false);this.domElement.addEventListener("mouseup", +c(this,this.mouseup),false);this.domElement.addEventListener("keydown",c(this,this.keydown),false);this.domElement.addEventListener("keyup",c(this,this.keyup),false);this.updateMovementVector();this.updateRotationVector()}; +THREE.RollControls=function(a,b){this.object=a;this.domElement=b!==void 0?b:document;this.mouseLook=true;this.autoForward=false;this.rollSpeed=this.movementSpeed=this.lookSpeed=1;this.constrainVertical=[-0.9,0.9];this.object.matrixAutoUpdate=false;this.forward=new THREE.Vector3(0,0,1);this.roll=0;var c=new THREE.Vector3,d=new THREE.Vector3,e=new THREE.Vector3,f=new THREE.Matrix4,g=false,h=1,j=0,k=0,l=0,p=0,m=0,o=window.innerWidth/2,r=window.innerHeight/2;this.update=function(a){if(this.mouseLook){var b= +a*this.lookSpeed;this.rotateHorizontally(b*p);this.rotateVertically(b*m)}b=a*this.movementSpeed;this.object.translateZ(-b*(j>0||this.autoForward&&!(j<0)?1:j));this.object.translateX(b*k);this.object.translateY(b*l);if(g)this.roll=this.roll+this.rollSpeed*a*h;if(this.forward.y>this.constrainVertical[1]){this.forward.y=this.constrainVertical[1];this.forward.normalize()}else if(this.forward.y 1?d.normalize():d.z=Math.sqrt(1-e*e);g.copy(c.object.position).subSelf(c.target);e=c.object.up.clone().setLength(d.y);e.addSelf(c.object.up.clone().crossSelf(g).setLength(d.x));e.addSelf(g.setLength(d.z));return e};this.rotateCamera=function(){var a=Math.acos(h.dot(j)/h.length()/j.length());if(a){var b=(new THREE.Vector3).cross(h,j).normalize(),d=new THREE.Quaternion,a=a*c.rotateSpeed; +d.setFromAxisAngle(b,-a);d.multiplyVector3(g);d.multiplyVector3(c.object.up);d.multiplyVector3(j);if(c.staticMoving)h=j;else{d.setFromAxisAngle(b,a*(c.dynamicDampingFactor-1));d.multiplyVector3(h)}}};this.zoomCamera=function(){var a=1+(l.y-k.y)*c.zoomSpeed;if(a!==1&&a>0){g.multiplyScalar(a);c.staticMoving?k=l:k.y=k.y+(l.y-k.y)*this.dynamicDampingFactor}};this.panCamera=function(){var a=m.clone().subSelf(p);if(a.lengthSq()){a.multiplyScalar(g.length()*c.panSpeed);var b=g.clone().crossSelf(c.object.up).setLength(a.x); +b.addSelf(c.object.up.clone().setLength(a.y));c.object.position.addSelf(b);c.target.addSelf(b);c.staticMoving?p=m:p.addSelf(a.sub(m,p).multiplyScalar(c.dynamicDampingFactor))}};this.checkDistances=function(){if(!c.noZoom||!c.noPan){c.object.position.lengthSq()>c.maxDistance*c.maxDistance&&c.object.position.setLength(c.maxDistance);g.lengthSq() 0){c.dispatchEvent(o);d.copy(c.object.position)}};this.domElement.addEventListener("contextmenu",function(a){a.preventDefault()},false);this.domElement.addEventListener("mousemove",function(a){if(c.enabled){if(e){h=j=c.getMouseProjectionOnBall(a.clientX,a.clientY);k=l=c.getMouseOnScreen(a.clientX,a.clientY);p= +m=c.getMouseOnScreen(a.clientX,a.clientY);e=false}f!==-1&&(f===0&&!c.noRotate?j=c.getMouseProjectionOnBall(a.clientX,a.clientY):f===1&&!c.noZoom?l=c.getMouseOnScreen(a.clientX,a.clientY):f===2&&!c.noPan&&(m=c.getMouseOnScreen(a.clientX,a.clientY)))}},false);this.domElement.addEventListener("mousedown",function(a){if(c.enabled){a.preventDefault();a.stopPropagation();if(f===-1){f=a.button;f===0&&!c.noRotate?h=j=c.getMouseProjectionOnBall(a.clientX,a.clientY):f===1&&!c.noZoom?k=l=c.getMouseOnScreen(a.clientX, +a.clientY):this.noPan||(p=m=c.getMouseOnScreen(a.clientX,a.clientY))}}},false);this.domElement.addEventListener("mouseup",function(a){if(c.enabled){a.preventDefault();a.stopPropagation();f=-1}},false);window.addEventListener("keydown",function(a){if(c.enabled&&f===-1){a.keyCode===c.keys[0]&&!c.noRotate?f=0:a.keyCode===c.keys[1]&&!c.noZoom?f=1:a.keyCode===c.keys[2]&&!c.noPan&&(f=2);f!==-1&&(e=true)}},false);window.addEventListener("keyup",function(){c.enabled&&f!==-1&&(f=-1)},false)}; +THREE.CubeGeometry=function(a,b,c,d,e,f,g,h){function j(a,b,c,g,h,j,l,m){var n,o=d||1,p=e||1,r=h/2,q=j/2,t=k.vertices.length;if(a==="x"&&b==="y"||a==="y"&&b==="x")n="z";else if(a==="x"&&b==="z"||a==="z"&&b==="x"){n="y";p=f||1}else if(a==="z"&&b==="y"||a==="y"&&b==="z"){n="x";o=f||1}var i=o+1,u=p+1,y=h/o,H=j/p,W=new THREE.Vector3;W[n]=l>0?1:-1;for(h=0;h0){this.vertices.push(new THREE.Vertex(0,g,0));for(h=0;h 0){this.vertices.push(new THREE.Vertex(0,-g,0));for(h=0;h a&&(a=a+Math.PI*2);c=(b+a)/2;a=-Math.cos(c);c=-Math.sin(c);return new THREE.Vector2(a,c)}return d.multiplyScalar(g).addSelf(h).subSelf(a).clone()}function e(c,d){var e,f;for(G=c.length;--G>=0;){e=G;f=G-1;f<0&&(f= +c.length-1);for(var g=0,h=m+l*2,g=0;g =0;J--){F=J/l;i=j*(1-F);N=k*Math.sin(F*Math.PI/2);G=0;for(F=P.length;G 0)for(k=0;k 2;){if(p--<=0){console.log("Warning, unable to triangulate polygon!");break}j=k;e<=j&&(j=0);k=j+1;e<=k&&(k=0);l=k+1;e<=l&&(l=0);var m;a:{m=a;var o=j,r=k,n=l,q=e,u=g,t=void 0,y=void 0,s=void 0,x=void 0,D=void 0, +B=void 0,w=void 0,v=void 0,C=void 0,y=m[u[o]].x,s=m[u[o]].y,x=m[u[r]].x,D=m[u[r]].y,B=m[u[n]].x,w=m[u[n]].y;if(1.0E-10>(x-y)*(w-s)-(D-s)*(B-y))m=false;else{for(t=0;t =0&&T>=0&&J>=0){m=false;break a}}m=true}}if(m){f.push([a[g[j]], +a[g[k]],a[g[l]]]);h.push([g[j],g[k],g[l]]);j=k;for(l=k+1;l1.0E-4){h.normalize();d=Math.acos(e[k-1].dot(e[k]));j.makeRotationAxis(h,d).multiplyVector3(f[k])}g[k].cross(e[k],f[k])}if(c){d=Math.acos(f[0].dot(f[b-1]));d=d/(b-1);e[0].dot(h.cross(f[0],f[b-1]))>0&&(d=-d);for(k=1;k0;)this.smooth(a)}; +THREE.SubdivisionModifier.prototype.smooth=function(a){function b(){m.debug&&console.log.apply(console,arguments)}function c(){console&&console.log.apply(console,arguments)}function d(a,c,d,e,g,h,i){var j=new THREE.Face4(a,c,d,e,null,g.color,g.material);if(m.useOldVertexColors){j.vertexColors=[];for(var k,n,o,r=0;r<4;r++){o=h[r];k=new THREE.Color;k.setRGB(0,0,0);for(var q=0;q =y&&a 0?a:"visual_scene0"]}else wa=null;Na=new THREE.Object3D;for(a=0;a =0){o=k.invBindMatrices[n];l.invBindMatrix=o;l.skinningMatrix=new THREE.Matrix4;l.skinningMatrix.multiply(l.world,o);l.weights=[];for(o=0;o 1){j=new THREE.MeshFaceMaterial;i.materials=l;for(h=0;h 1?b.add(j):b=j}}for(g=0;g +0?a.replace(/^\s+/,"").replace(/\s+$/,"").split(/\s+/):[]}function la(a,b,c){return a.hasAttribute(b)?parseInt(a.getAttribute(b),10):c}function R(a,b){if(Ia.convertUpAxis&&Xa!==Ia.upAxis)switch(ja){case "XtoY":var c=a[0];a[0]=b*a[1];a[1]=c;break;case "XtoZ":c=a[2];a[2]=a[1];a[1]=a[0];a[0]=c;break;case "YtoX":c=a[0];a[0]=a[1];a[1]=b*c;break;case "YtoZ":c=a[1];a[1]=b*a[2];a[2]=c;break;case "ZtoX":c=a[0];a[0]=a[1];a[1]=a[2];a[2]=c;break;case "ZtoY":c=a[1];a[1]=a[2];a[2]=b*c}}function $(a,b){var c=[a[b], +a[b+1],a[b+2]];R(c,-1);return new THREE.Vector3(c[0],c[1],c[2])}function ba(a){if(Ia.convertUpAxis){var b=[a[0],a[4],a[8]];R(b,-1);a[0]=b[0];a[4]=b[1];a[8]=b[2];b=[a[1],a[5],a[9]];R(b,-1);a[1]=b[0];a[5]=b[1];a[9]=b[2];b=[a[2],a[6],a[10]];R(b,-1);a[2]=b[0];a[6]=b[1];a[10]=b[2];b=[a[0],a[1],a[2]];R(b,-1);a[0]=b[0];a[1]=b[1];a[2]=b[2];b=[a[4],a[5],a[6]];R(b,-1);a[4]=b[0];a[5]=b[1];a[6]=b[2];b=[a[8],a[9],a[10]];R(b,-1);a[8]=b[0];a[9]=b[1];a[10]=b[2];b=[a[3],a[7],a[11]];R(b,-1);a[3]=b[0];a[7]=b[1];a[11]= +b[2]}return new THREE.Matrix4(a[0],a[1],a[2],a[3],a[4],a[5],a[6],a[7],a[8],a[9],a[10],a[11],a[12],a[13],a[14],a[15])}function aa(a){if(Ia.convertUpAxis)switch(a){case "X":switch(ja){case "XtoY":case "XtoZ":case "YtoX":a="Y";break;case "ZtoX":a="Z"}break;case "Y":switch(ja){case "XtoY":case "YtoX":case "ZtoX":a="X";break;case "XtoZ":case "YtoZ":case "ZtoY":a="Z"}break;case "Z":switch(ja){case "XtoZ":a="X";break;case "YtoZ":case "ZtoX":case "ZtoY":a="Y"}}return a}var ea=null,Na=null,wa,sa=null,Oa={}, +Ha={},xa={},Wa={},Ya={},Ka={},db={},hb={},mb,Pa,ta,ua,ab,pa=THREE.SmoothShading,Ia={centerGeometry:false,convertUpAxis:false,subdivideFaces:true,upAxis:"Y"},Xa="Y",ja=null,Fb=Math.PI/180;g.prototype.parse=function(a){this.id=a.getAttribute("id");for(var b=0;b =0,g=e.indexOf("(")>=0,h;if(f){d=e.split(".");e=d.shift();d.shift()}else if(g){h=e.split("(");e=h.shift(); +for(d=0;d -1&&s<3){s=aa(["X","Y","Z"][s]);s={X:0,Y:1,Z:2}[s]}r[q]=s}}else k=aa(i.member);if(j){a.indexOf(f)===-1&&a.push(f);b=0;for(l=h.length;b r)break}if(!q){q=new U(r);s=-1;t=0;for(u=d.length;t=r&&(s=t);r=s;d.splice(r==-1?d.length:r,0,q)}q.addTarget(f,j,k,i)}}else console.log('Could not find transform "'+i.sid+'" in node '+this.id)}for(c=0;c =0?j:j+h.length;j>=0;j--){l=h[j];if(l.hasTarget(g)){j=l;break a}}j=null}l=void 0;a:{for(k=k+1;k 4&&Ia.subdivideFaces){u=u.length?u:new THREE.Color;for(d=1;d 4?[q[0],q[g+1],q[g+2]]:l===4?[q[0],q[1],q[2],q[3]]:[q[0],q[1],q[2]];b.faceVertexUvs[d]||(b.faceVertexUvs[d]=[]);b.faceVertexUvs[d].push(q)}}}else console.log("dropped face with vcount "+ +l+" for geometry with id: "+b.id);r=r+m*l}};t.prototype.setVertices=function(a){for(var b=0;b 0&&(this[c.nodeName]=parseFloat(d[0].textContent))}}this.create();return this};K.prototype.create=function(){var a={},b=this.transparency!==void 0&&this.transparency<1,c;for(c in this)switch(c){case "ambient":case "emission":case "diffuse":case "specular":var d=this[c];if(d instanceof C)if(d.isTexture()){if(this.effect.sampler&&this.effect.surface&&this.effect.sampler.source== +this.effect.surface.sid){var e=Ha[this.effect.surface.init_from];if(e){e=THREE.ImageUtils.loadTexture(ta+e.init_from);e.wrapS=d.texOpts.wrapU?THREE.RepeatWrapping:THREE.ClampToEdgeWrapping;e.wrapT=d.texOpts.wrapV?THREE.RepeatWrapping:THREE.ClampToEdgeWrapping;e.offset.x=d.texOpts.offsetU;e.offset.y=d.texOpts.offsetV;e.repeat.x=d.texOpts.repeatU;e.repeat.y=d.texOpts.repeatV;a.map=e;c=="emission"&&(a.emissive=16777215)}}}else if(c=="diffuse"||!b)c=="emission"?a.emissive=d.color.getHex():a[c]=d.color.getHex(); +break;case "shininess":case "reflectivity":a[c]=this[c];break;case "transparency":if(b){a.transparent=true;a.opacity=this[c];b=true}}a.shading=pa;switch(this.type){case "constant":a.color=a.emission;this.material=new THREE.MeshBasicMaterial(a);break;case "phong":case "blinn":a.color=a.diffuse;this.material=new THREE.MeshPhongMaterial(a);break;default:a.color=a.diffuse;this.material=new THREE.MeshLambertMaterial(a)}return this.material};L.prototype.parse=function(a){for(var b=0;b =0,d=a.indexOf("(")>=0;if(c){b=a.split(".");this.sid=b.shift();this.member=b.shift()}else if(d){b=a.split("(");this.sid=b.shift();for(var e=0;e 1){c=[];for(var b=b*this.strideOut,d=0;d 1){console.log("Key.interpolate: Warning! Scale out of bounds:"+f);f=f<0?0:1}if(h.length)for(var e=[],i=0;i 1&&(K=new THREE.MeshFaceMaterial);a=new THREE.Mesh(C, +K);a.name=m;a.position.set(s[0],s[1],s[2]);if(D){a.quaternion.set(D[0],D[1],D[2],D[3]);a.useQuaternion=true}else a.rotation.set(x[0],x[1],x[2]);a.scale.set(B[0],B[1],B[2]);a.visible=u.visible;a.doubleSided=u.doubleSided;a.castShadow=u.castShadow;a.receiveShadow=u.receiveShadow;E.scene.add(a);E.objects[m]=a}}else{s=u.position;x=u.rotation;D=u.quaternion;B=u.scale;D=0;a=new THREE.Object3D;a.name=m;a.position.set(s[0],s[1],s[2]);if(D){a.quaternion.set(D[0],D[1],D[2],D[3]);a.useQuaternion=true}else a.rotation.set(x[0], +x[1],x[2]);a.scale.set(B[0],B[1],B[2]);a.visible=u.visible!==void 0?u.visible:false;E.scene.add(a);E.objects[m]=a;E.empties[m]=a}}}function f(a){return function(b){E.geometries[a]=b;e();N=N-1;j.onLoadComplete();h()}}function g(a){return function(b){E.geometries[a]=b}}function h(){j.callbackProgress({totalModels:i,totalTextures:U,loadedModels:i-N,loadedTextures:U-F},E);j.onLoadProgress();N==0&&F==0&&b(E)}var j=this,k=THREE.Loader.prototype.extractUrlBase(c),l,p,m,o,r,n,q,u,t,y,s,x,D,B,w,v,C,K,L,T, +P,J,N,F,i,U,E;P=a;c=new THREE.BinaryLoader;J=new THREE.JSONLoader;F=N=0;E={scene:new THREE.Scene,geometries:{},materials:{},textures:{},objects:{},cameras:{},lights:{},fogs:{},empties:{}};if(P.transform){a=P.transform.position;t=P.transform.rotation;w=P.transform.scale;a&&E.scene.position.set(a[0],a[1],a[2]);t&&E.scene.rotation.set(t[0],t[1],t[2]);w&&E.scene.scale.set(w[0],w[1],w[2]);if(a||t||w){E.scene.updateMatrix();E.scene.updateMatrixWorld()}}a=function(){F=F-1;h();j.onLoadComplete()};for(r in P.cameras){w= +P.cameras[r];w.type=="perspective"?L=new THREE.PerspectiveCamera(w.fov,w.aspect,w.near,w.far):w.type=="ortho"&&(L=new THREE.OrthographicCamera(w.left,w.right,w.top,w.bottom,w.near,w.far));s=w.position;t=w.target;w=w.up;L.position.set(s[0],s[1],s[2]);L.target=new THREE.Vector3(t[0],t[1],t[2]);w&&L.up.set(w[0],w[1],w[2]);E.cameras[r]=L}for(o in P.lights){t=P.lights[o];r=t.color!==void 0?t.color:16777215;L=t.intensity!==void 0?t.intensity:1;if(t.type=="directional"){s=t.direction;y=new THREE.DirectionalLight(r, +L);y.position.set(s[0],s[1],s[2]);y.position.normalize()}else if(t.type=="point"){s=t.position;y=t.distance;y=new THREE.PointLight(r,L,y);y.position.set(s[0],s[1],s[2])}else t.type=="ambient"&&(y=new THREE.AmbientLight(r));E.scene.add(y);E.lights[o]=y}for(n in P.fogs){o=P.fogs[n];o.type=="linear"?T=new THREE.Fog(0,o.near,o.far):o.type=="exp2"&&(T=new THREE.FogExp2(0,o.density));w=o.color;T.color.setRGB(w[0],w[1],w[2]);E.fogs[n]=T}if(E.cameras&&P.defaults.camera)E.currentCamera=E.cameras[P.defaults.camera]; +if(E.fogs&&P.defaults.fog)E.scene.fog=E.fogs[P.defaults.fog];w=P.defaults.bgcolor;E.bgColor=new THREE.Color;E.bgColor.setRGB(w[0],w[1],w[2]);E.bgColorAlpha=P.defaults.bgalpha;for(l in P.geometries){n=P.geometries[l];if(n.type=="bin_mesh"||n.type=="ascii_mesh"){N=N+1;j.onLoadStart()}}i=N;for(l in P.geometries){n=P.geometries[l];if(n.type=="cube"){C=new THREE.CubeGeometry(n.width,n.height,n.depth,n.segmentsWidth,n.segmentsHeight,n.segmentsDepth,null,n.flipped,n.sides);E.geometries[l]=C}else if(n.type== +"plane"){C=new THREE.PlaneGeometry(n.width,n.height,n.segmentsWidth,n.segmentsHeight);E.geometries[l]=C}else if(n.type=="sphere"){C=new THREE.SphereGeometry(n.radius,n.segmentsWidth,n.segmentsHeight);E.geometries[l]=C}else if(n.type=="cylinder"){C=new THREE.CylinderGeometry(n.topRad,n.botRad,n.height,n.radSegs,n.heightSegs);E.geometries[l]=C}else if(n.type=="torus"){C=new THREE.TorusGeometry(n.radius,n.tube,n.segmentsR,n.segmentsT);E.geometries[l]=C}else if(n.type=="icosahedron"){C=new THREE.IcosahedronGeometry(n.radius, +n.subdivisions);E.geometries[l]=C}else if(n.type=="bin_mesh")c.load(d(n.url,P.urlBaseType),f(l));else if(n.type=="ascii_mesh")J.load(d(n.url,P.urlBaseType),f(l));else if(n.type=="embedded_mesh"){n=P.embeds[n.id];n.metadata=P.metadata;n&&J.createModel(n,g(l),"")}}for(q in P.textures){l=P.textures[q];if(l.url instanceof Array){F=F+l.url.length;for(n=0;n =57344&&(b=b-2048);b++;for(var c=new Float32Array(8*b),d=1,e=0;e<8;e++){for(var f=0,g=0;g>1^-(h&1));c[8*g+e]=f}d=d+b}b=a.length-d;f=new Uint16Array(b);for(e=g=0;e1){var j=h[1];d[j]||(d[j]={start:Infinity,end:-Infinity});h=d[j];if(f h.end)h.end=f;c||(c=j)}}for(j in d){h=d[j];this.createAnimation(j,h.start,h.end,a)}this.firstAnimation=c}; +THREE.MorphBlendMesh.prototype.setAnimationDirectionForward=function(a){if(a=this.animationsMap[a]){a.direction=1;a.directionBackwards=false}};THREE.MorphBlendMesh.prototype.setAnimationDirectionBackward=function(a){if(a=this.animationsMap[a]){a.direction=-1;a.directionBackwards=true}};THREE.MorphBlendMesh.prototype.setAnimationFPS=function(a,b){var c=this.animationsMap[a];if(c){c.fps=b;c.duration=(c.end-c.start)/c.fps}}; +THREE.MorphBlendMesh.prototype.setAnimationDuration=function(a,b){var c=this.animationsMap[a];if(c){c.duration=b;c.fps=(c.end-c.start)/c.duration}};THREE.MorphBlendMesh.prototype.setAnimationWeight=function(a,b){var c=this.animationsMap[a];if(c)c.weight=b};THREE.MorphBlendMesh.prototype.setAnimationTime=function(a,b){var c=this.animationsMap[a];if(c)c.time=b};THREE.MorphBlendMesh.prototype.getAnimationTime=function(a){var b=0;if(a=this.animationsMap[a])b=a.time;return b}; +THREE.MorphBlendMesh.prototype.getAnimationDuration=function(a){var b=-1;if(a=this.animationsMap[a])b=a.duration;return b};THREE.MorphBlendMesh.prototype.playAnimation=function(a){var b=this.animationsMap[a];if(b){b.time=0;b.active=true}else console.warn("animation["+a+"] undefined")};THREE.MorphBlendMesh.prototype.stopAnimation=function(a){if(a=this.animationsMap[a])a.active=false}; +THREE.MorphBlendMesh.prototype.update=function(a){for(var b=0,c=this.animationsList.length;b d.duration||d.time<0){d.direction=d.direction*-1;if(d.time>d.duration){d.time=d.duration;d.directionBackwards=true}if(d.time<0){d.time=0;d.directionBackwards=false}}}else{d.time=d.time%d.duration;if(d.time<0)d.time=d.time+d.duration}var f=d.startFrame+THREE.Math.clamp(Math.floor(d.time/ +e),0,d.length-1),g=d.weight;if(f!==d.currentFrame){this.morphTargetInfluences[d.lastFrame]=0;this.morphTargetInfluences[d.currentFrame]=1*g;this.morphTargetInfluences[f]=0;d.lastFrame=d.currentFrame;d.currentFrame=f}e=d.time%e/e;d.directionBackwards&&(e=1-e);this.morphTargetInfluences[d.currentFrame]=e*g;this.morphTargetInfluences[d.lastFrame]=(1-e)*g}}}; +THREE.LensFlarePlugin=function(){function a(a){var c=b.createProgram(),d=b.createShader(b.FRAGMENT_SHADER),e=b.createShader(b.VERTEX_SHADER);b.shaderSource(d,a.fragmentShader);b.shaderSource(e,a.vertexShader);b.compileShader(d);b.compileShader(e);b.attachShader(c,d);b.attachShader(c,e);b.linkProgram(c);return c}var b,c,d,e,f,g,h,j,k,l,p,m,o;this.init=function(r){b=r.context;c=r;d=new Float32Array(16);e=new Uint16Array(6);r=0;d[r++]=-1;d[r++]=-1;d[r++]=0;d[r++]=0;d[r++]=1;d[r++]=-1;d[r++]=1;d[r++]= +0;d[r++]=1;d[r++]=1;d[r++]=1;d[r++]=1;d[r++]=-1;d[r++]=1;d[r++]=0;d[r++]=1;r=0;e[r++]=0;e[r++]=1;e[r++]=2;e[r++]=0;e[r++]=2;e[r++]=3;f=b.createBuffer();g=b.createBuffer();b.bindBuffer(b.ARRAY_BUFFER,f);b.bufferData(b.ARRAY_BUFFER,d,b.STATIC_DRAW);b.bindBuffer(b.ELEMENT_ARRAY_BUFFER,g);b.bufferData(b.ELEMENT_ARRAY_BUFFER,e,b.STATIC_DRAW);h=b.createTexture();j=b.createTexture();b.bindTexture(b.TEXTURE_2D,h);b.texImage2D(b.TEXTURE_2D,0,b.RGB,16,16,0,b.RGB,b.UNSIGNED_BYTE,null);b.texParameteri(b.TEXTURE_2D, +b.TEXTURE_WRAP_S,b.CLAMP_TO_EDGE);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_T,b.CLAMP_TO_EDGE);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MAG_FILTER,b.NEAREST);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MIN_FILTER,b.NEAREST);b.bindTexture(b.TEXTURE_2D,j);b.texImage2D(b.TEXTURE_2D,0,b.RGBA,16,16,0,b.RGBA,b.UNSIGNED_BYTE,null);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_S,b.CLAMP_TO_EDGE);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_T,b.CLAMP_TO_EDGE);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MAG_FILTER,b.NEAREST); +b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MIN_FILTER,b.NEAREST);if(b.getParameter(b.MAX_VERTEX_TEXTURE_IMAGE_UNITS)<=0){k=false;l=a(THREE.ShaderFlares.lensFlare)}else{k=true;l=a(THREE.ShaderFlares.lensFlareVertexTexture)}p={};m={};p.vertex=b.getAttribLocation(l,"position");p.uv=b.getAttribLocation(l,"uv");m.renderType=b.getUniformLocation(l,"renderType");m.map=b.getUniformLocation(l,"map");m.occlusionMap=b.getUniformLocation(l,"occlusionMap");m.opacity=b.getUniformLocation(l,"opacity");m.color=b.getUniformLocation(l, +"color");m.scale=b.getUniformLocation(l,"scale");m.rotation=b.getUniformLocation(l,"rotation");m.screenPosition=b.getUniformLocation(l,"screenPosition");o=false};this.render=function(a,d,e,u){var a=a.__webglFlares,t=a.length;if(t){var y=new THREE.Vector3,s=u/e,x=e*0.5,D=u*0.5,B=16/u,w=new THREE.Vector2(B*s,B),v=new THREE.Vector3(1,1,0),C=new THREE.Vector2(1,1),K=m,B=p;b.useProgram(l);if(!o){b.enableVertexAttribArray(p.vertex);b.enableVertexAttribArray(p.uv);o=true}b.uniform1i(K.occlusionMap,0);b.uniform1i(K.map, +1);b.bindBuffer(b.ARRAY_BUFFER,f);b.vertexAttribPointer(B.vertex,2,b.FLOAT,false,16,0);b.vertexAttribPointer(B.uv,2,b.FLOAT,false,16,8);b.bindBuffer(b.ELEMENT_ARRAY_BUFFER,g);b.disable(b.CULL_FACE);b.depthMask(false);var L,T,P,J,N;for(L=0;L 0&&C.x 0&& +C.y0.001&&N.scale>0.001){v.x=N.x;v.y=N.y;v.z=N.z;B=N.size*N.scale/u;w.x=B*s;w.y=B;b.uniform3f(K.screenPosition,v.x,v.y,v.z);b.uniform2f(K.scale,w.x,w.y);b.uniform1f(K.rotation,N.rotation);b.uniform1f(K.opacity,N.opacity); +b.uniform3f(K.color,N.color.r,N.color.g,N.color.b);c.setBlending(N.blending,N.blendEquation,N.blendSrc,N.blendDst);c.setTexture(N.texture,1);b.drawElements(b.TRIANGLES,6,b.UNSIGNED_SHORT,0)}}}}b.enable(b.CULL_FACE);b.enable(b.DEPTH_TEST);b.depthMask(true)}}}; +THREE.ShadowMapPlugin=function(){var a,b,c,d,e=new THREE.Frustum,f=new THREE.Matrix4,g=new THREE.Vector3,h=new THREE.Vector3;this.init=function(e){a=e.context;b=e;var e=THREE.ShaderLib.depthRGBA,f=THREE.UniformsUtils.clone(e.uniforms);c=new THREE.ShaderMaterial({fragmentShader:e.fragmentShader,vertexShader:e.vertexShader,uniforms:f});d=new THREE.ShaderMaterial({fragmentShader:e.fragmentShader,vertexShader:e.vertexShader,uniforms:f,morphTargets:true});c._shadowPass=true;d._shadowPass=true};this.render= +function(a,c){b.shadowMapEnabled&&b.shadowMapAutoUpdate&&this.update(a,c)};this.update=function(j,k){var l,p,m,o,r,n,q,u,t,y=[];o=0;a.clearColor(1,1,1,1);a.disable(a.BLEND);b.shadowMapCullFrontFaces&&a.cullFace(a.FRONT);b.setDepthTest(true);l=0;for(p=j.__lights.length;l h.x)h.x=u.x;if(u.y
h.y)h.y=u.y;if(u.z h.z)h.z=u.z}o.left=g.x;o.right=h.x;o.top=h.y;o.bottom=g.y;o.updateProjectionMatrix()}o=m.shadowMap;n=m.shadowMatrix;r=m.shadowCamera;r.position.copy(m.matrixWorld.getPosition());r.lookAt(m.target.matrixWorld.getPosition());r.updateMatrixWorld();r.matrixWorldInverse.getInverse(r.matrixWorld);if(m.cameraHelper)m.cameraHelper.lines.visible=m.shadowCameraVisible; +m.shadowCameraVisible&&m.cameraHelper.update();n.set(0.5,0,0,0.5,0,0.5,0,0.5,0,0,0.5,0.5,0,0,0,1);n.multiplySelf(r.projectionMatrix);n.multiplySelf(r.matrixWorldInverse);if(!r._viewMatrixArray)r._viewMatrixArray=new Float32Array(16);if(!r._projectionMatrixArray)r._projectionMatrixArray=new Float32Array(16);r.matrixWorldInverse.flattenToArray(r._viewMatrixArray);r.projectionMatrix.flattenToArray(r._projectionMatrixArray);f.multiply(r.projectionMatrix,r.matrixWorldInverse);e.setFromMatrix(f);b.setRenderTarget(o); +b.clear();t=j.__webglObjects;m=0;for(o=t.length;m - - var i, f, p, q, t; - - if ( v === 0 ) { - - this.r = this.g = this.b = 0; - - } else { - - i = Math.floor( h * 6 ); - f = ( h * 6 ) - i; - p = v * ( 1 - s ); - q = v * ( 1 - ( s * f ) ); - t = v * ( 1 - ( s * ( 1 - f ) ) ); - - switch ( i ) { - - case 1: this.r = q; this.g = v; this.b = p; break; - case 2: this.r = p; this.g = v; this.b = t; break; - case 3: this.r = p; this.g = q; this.b = v; break; - case 4: this.r = t; this.g = p; this.b = v; break; - case 5: this.r = v; this.g = p; this.b = q; break; - case 6: // fall through - case 0: this.r = v; this.g = t; this.b = p; break; - - } - - } - - return this; - - }, - - setHex: function ( hex ) { - - hex = Math.floor( hex ); - - this.r = ( hex >> 16 & 255 ) / 255; - this.g = ( hex >> 8 & 255 ) / 255; - this.b = ( hex & 255 ) / 255; - - return this; - - }, - - lerpSelf: function ( color, alpha ) { - - this.r += ( color.r - this.r ) * alpha; - this.g += ( color.g - this.g ) * alpha; - this.b += ( color.b - this.b ) * alpha; - - return this; - - }, - - getHex: function () { - - return Math.floor( this.r * 255 ) << 16 ^ Math.floor( this.g * 255 ) << 8 ^ Math.floor( this.b * 255 ); - - }, - - getContextStyle: function () { - - return 'rgb(' + Math.floor( this.r * 255 ) + ',' + Math.floor( this.g * 255 ) + ',' + Math.floor( this.b * 255 ) + ')'; - - }, - - clone: function () { - - return new THREE.Color().setRGB( this.r, this.g, this.b ); - - } - -}; -/** - * @author mr.doob / http://mrdoob.com/ - * @author philogb / http://blog.thejit.org/ - * @author egraether / http://egraether.com/ - * @author zz85 / http://www.lab4games.net/zz85/blog - */ - -THREE.Vector2 = function ( x, y ) { - - this.x = x || 0; - this.y = y || 0; - -}; - -THREE.Vector2.prototype = { - - constructor: THREE.Vector2, - - set: function ( x, y ) { - - this.x = x; - this.y = y; - - return this; - - }, - - copy: function ( v ) { - - this.x = v.x; - this.y = v.y; - - return this; - - }, - - add: function ( a, b ) { - - this.x = a.x + b.x; - this.y = a.y + b.y; - - return this; - - }, - - addSelf: function ( v ) { - - this.x += v.x; - this.y += v.y; - - return this; - - }, - - sub: function ( a, b ) { - - this.x = a.x - b.x; - this.y = a.y - b.y; - - return this; - - }, - - subSelf: function ( v ) { - - this.x -= v.x; - this.y -= v.y; - - return this; - - }, - - multiplyScalar: function ( s ) { - - this.x *= s; - this.y *= s; - - return this; - - }, - - divideScalar: function ( s ) { - - if ( s ) { - - this.x /= s; - this.y /= s; - - } else { - - this.set( 0, 0 ); - - } - - return this; - - }, - - negate: function() { - - return this.multiplyScalar( - 1 ); - - }, - - dot: function ( v ) { - - return this.x * v.x + this.y * v.y; - - }, - - lengthSq: function () { - - return this.x * this.x + this.y * this.y; - - }, - - length: function () { - - return Math.sqrt( this.lengthSq() ); - - }, - - normalize: function () { - - return this.divideScalar( this.length() ); - - }, - - distanceTo: function ( v ) { - - return Math.sqrt( this.distanceToSquared( v ) ); - - }, - - distanceToSquared: function ( v ) { - - var dx = this.x - v.x, dy = this.y - v.y; - return dx * dx + dy * dy; - - }, - - setLength: function ( l ) { - - return this.normalize().multiplyScalar( l ); - - }, - - lerpSelf: function ( v, alpha ) { - - this.x += ( v.x - this.x ) * alpha; - this.y += ( v.y - this.y ) * alpha; - - return this; - - }, - - equals: function( v ) { - - return ( ( v.x === this.x ) && ( v.y === this.y ) ); - - }, - - isZero: function () { - - return ( this.lengthSq() < 0.0001 /* almostZero */ ); - - }, - - clone: function () { - - return new THREE.Vector2( this.x, this.y ); - - } - -}; -/** - * @author mr.doob / http://mrdoob.com/ - * @author kile / http://kile.stravaganza.org/ - * @author philogb / http://blog.thejit.org/ - * @author mikael emtinger / http://gomo.se/ - * @author egraether / http://egraether.com/ - */ - -THREE.Vector3 = function ( x, y, z ) { - - this.x = x || 0; - this.y = y || 0; - this.z = z || 0; - -}; - - -THREE.Vector3.prototype = { - - constructor: THREE.Vector3, - - set: function ( x, y, z ) { - - this.x = x; - this.y = y; - this.z = z; - - return this; - - }, - - setX: function ( x ) { - - this.x = x; - - return this; - - }, - - setY: function ( y ) { - - this.y = y; - - return this; - - }, - - setZ: function ( z ) { - - this.z = z; - - return this; - - }, - - copy: function ( v ) { - - this.x = v.x; - this.y = v.y; - this.z = v.z; - - return this; - - }, - - add: function ( a, b ) { - - this.x = a.x + b.x; - this.y = a.y + b.y; - this.z = a.z + b.z; - - return this; - - }, - - addSelf: function ( v ) { - - this.x += v.x; - this.y += v.y; - this.z += v.z; - - return this; - - }, - - addScalar: function ( s ) { - - this.x += s; - this.y += s; - this.z += s; - - return this; - - }, - - sub: function ( a, b ) { - - this.x = a.x - b.x; - this.y = a.y - b.y; - this.z = a.z - b.z; - - return this; - - }, - - subSelf: function ( v ) { - - this.x -= v.x; - this.y -= v.y; - this.z -= v.z; - - return this; - - }, - - multiply: function ( a, b ) { - - this.x = a.x * b.x; - this.y = a.y * b.y; - this.z = a.z * b.z; - - return this; - - }, - - multiplySelf: function ( v ) { - - this.x *= v.x; - this.y *= v.y; - this.z *= v.z; - - return this; - - }, - - multiplyScalar: function ( s ) { - - this.x *= s; - this.y *= s; - this.z *= s; - - return this; - - }, - - divideSelf: function ( v ) { - - this.x /= v.x; - this.y /= v.y; - this.z /= v.z; - - return this; - - }, - - divideScalar: function ( s ) { - - if ( s ) { - - this.x /= s; - this.y /= s; - this.z /= s; - - } else { - - this.x = 0; - this.y = 0; - this.z = 0; - - } - - return this; - - }, - - - negate: function() { - - return this.multiplyScalar( - 1 ); - - }, - - dot: function ( v ) { - - return this.x * v.x + this.y * v.y + this.z * v.z; - - }, - - lengthSq: function () { - - return this.x * this.x + this.y * this.y + this.z * this.z; - - }, - - length: function () { - - return Math.sqrt( this.lengthSq() ); - - }, - - lengthManhattan: function () { - - return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ); - - }, - - normalize: function () { - - return this.divideScalar( this.length() ); - - }, - - setLength: function ( l ) { - - return this.normalize().multiplyScalar( l ); - - }, - - lerpSelf: function ( v, alpha ) { - - this.x += ( v.x - this.x ) * alpha; - this.y += ( v.y - this.y ) * alpha; - this.z += ( v.z - this.z ) * alpha; - - return this; - - }, - - cross: function ( a, b ) { - - this.x = a.y * b.z - a.z * b.y; - this.y = a.z * b.x - a.x * b.z; - this.z = a.x * b.y - a.y * b.x; - - return this; - - }, - - crossSelf: function ( v ) { - - var x = this.x, y = this.y, z = this.z; - - this.x = y * v.z - z * v.y; - this.y = z * v.x - x * v.z; - this.z = x * v.y - y * v.x; - - return this; - - }, - - distanceTo: function ( v ) { - - return Math.sqrt( this.distanceToSquared( v ) ); - - }, - - distanceToSquared: function ( v ) { - - return new THREE.Vector3().sub( this, v ).lengthSq(); - - }, - - getPositionFromMatrix: function ( m ) { - - this.x = m.elements[12]; - this.y = m.elements[13]; - this.z = m.elements[14]; - - return this; - - }, - - getRotationFromMatrix: function ( m, scale ) { - - var sx = scale ? scale.x : 1; - var sy = scale ? scale.y : 1; - var sz = scale ? scale.z : 1; - - var m11 = m.elements[0] / sx, m12 = m.elements[4] / sy, m13 = m.elements[8] / sz; - var m21 = m.elements[1] / sx, m22 = m.elements[5] / sy, m23 = m.elements[9] / sz; - var m33 = m.elements[10] / sz; - - this.y = Math.asin( m13 ); - - var cosY = Math.cos( this.y ); - - if ( Math.abs( cosY ) > 0.00001 ) { - - this.x = Math.atan2( - m23 / cosY, m33 / cosY ); - this.z = Math.atan2( - m12 / cosY, m11 / cosY ); - - } else { - - this.x = 0; - this.z = Math.atan2( m21, m22 ); - - } - - return this; - - }, - - /* - - // from http://www.mathworks.com/matlabcentral/fileexchange/20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/content/SpinCalc.m - // order XYZ - - getEulerXYZFromQuaternion: function ( q ) { - - this.x = Math.atan2( 2 * ( q.x * q.w - q.y * q.z ), ( q.w * q.w - q.x * q.x - q.y * q.y + q.z * q.z ) ); - this.y = Math.asin( 2 * ( q.x * q.z + q.y * q.w ) ); - this.z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( q.w * q.w + q.x * q.x - q.y * q.y - q.z * q.z ) ); - - }, - - // from http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToEuler/index.htm - // order YZX (assuming heading == y, attitude == z, bank == x) - - getEulerYZXFromQuaternion: function ( q ) { - - var sqw = q.w * q.w; - var sqx = q.x * q.x; - var sqy = q.y * q.y; - var sqz = q.z * q.z; - var unit = sqx + sqy + sqz + sqw; // if normalised is one, otherwise is correction factor - var test = q.x * q.y + q.z * q.w; - - if ( test > 0.499 * unit ) { // singularity at north pole - - this.y = 2 * Math.atan2( q.x, q.w ); - this.z = Math.PI / 2; - this.x = 0; - - return; - - } - - if ( test < -0.499 * unit ) { // singularity at south pole - - this.y = -2 * Math.atan2( q.x, q.w ); - this.z = -Math.PI / 2; - this.x = 0; - - return; - - } - - this.y = Math.atan2( 2 * q.y * q.w - 2 * q.x * q.z, sqx - sqy - sqz + sqw ); - this.z = Math.asin( 2 * test / unit ); - this.x = Math.atan2( 2 * q.x * q.w - 2 * q.y * q.z, -sqx + sqy - sqz + sqw ); - - }, - - */ - - getScaleFromMatrix: function ( m ) { - - var sx = this.set( m.elements[0], m.elements[1], m.elements[2] ).length(); - var sy = this.set( m.elements[4], m.elements[5], m.elements[6] ).length(); - var sz = this.set( m.elements[8], m.elements[9], m.elements[10] ).length(); - - this.x = sx; - this.y = sy; - this.z = sz; - - }, - - equals: function ( v ) { - - return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) ); - - }, - - isZero: function () { - - return ( this.lengthSq() < 0.0001 /* almostZero */ ); - - }, - - clone: function () { - - return new THREE.Vector3( this.x, this.y, this.z ); - - } - -}; - -/** - * @author supereggbert / http://www.paulbrunt.co.uk/ - * @author philogb / http://blog.thejit.org/ - * @author mikael emtinger / http://gomo.se/ - * @author egraether / http://egraether.com/ - */ - -THREE.Vector4 = function ( x, y, z, w ) { - - this.x = x || 0; - this.y = y || 0; - this.z = z || 0; - this.w = ( w !== undefined ) ? w : 1; - -}; - -THREE.Vector4.prototype = { - - constructor: THREE.Vector4, - - set: function ( x, y, z, w ) { - - this.x = x; - this.y = y; - this.z = z; - this.w = w; - - return this; - - }, - - copy: function ( v ) { - - this.x = v.x; - this.y = v.y; - this.z = v.z; - this.w = ( v.w !== undefined ) ? v.w : 1; - - return this; - - }, - - add: function ( a, b ) { - - this.x = a.x + b.x; - this.y = a.y + b.y; - this.z = a.z + b.z; - this.w = a.w + b.w; - - return this; - - }, - - addSelf: function ( v ) { - - this.x += v.x; - this.y += v.y; - this.z += v.z; - this.w += v.w; - - return this; - - }, - - sub: function ( a, b ) { - - this.x = a.x - b.x; - this.y = a.y - b.y; - this.z = a.z - b.z; - this.w = a.w - b.w; - - return this; - - }, - - subSelf: function ( v ) { - - this.x -= v.x; - this.y -= v.y; - this.z -= v.z; - this.w -= v.w; - - return this; - - }, - - multiplyScalar: function ( s ) { - - this.x *= s; - this.y *= s; - this.z *= s; - this.w *= s; - - return this; - - }, - - divideScalar: function ( s ) { - - if ( s ) { - - this.x /= s; - this.y /= s; - this.z /= s; - this.w /= s; - - } else { - - this.x = 0; - this.y = 0; - this.z = 0; - this.w = 1; - - } - - return this; - - }, - - - negate: function() { - - return this.multiplyScalar( -1 ); - - }, - - dot: function ( v ) { - - return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w; - - }, - - lengthSq: function () { - - return this.dot( this ); - - }, - - length: function () { - - return Math.sqrt( this.lengthSq() ); - - }, - - normalize: function () { - - return this.divideScalar( this.length() ); - - }, - - setLength: function ( l ) { - - return this.normalize().multiplyScalar( l ); - - }, - - lerpSelf: function ( v, alpha ) { - - this.x += ( v.x - this.x ) * alpha; - this.y += ( v.y - this.y ) * alpha; - this.z += ( v.z - this.z ) * alpha; - this.w += ( v.w - this.w ) * alpha; - - return this; - - }, - - clone: function () { - - return new THREE.Vector4( this.x, this.y, this.z, this.w ); - - } - -}; -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - */ - -THREE.Frustum = function ( ) { - - this.planes = [ - - new THREE.Vector4(), - new THREE.Vector4(), - new THREE.Vector4(), - new THREE.Vector4(), - new THREE.Vector4(), - new THREE.Vector4() - - ]; - -}; - -THREE.Frustum.prototype.setFromMatrix = function ( m ) { - - var i, plane, - planes = this.planes; - var me = m.elements; - var me0 = me[0], me1 = me[1], me2 = me[2], me3 = me[3]; - var me4 = me[4], me5 = me[5], me6 = me[6], me7 = me[7]; - var me8 = me[8], me9 = me[9], me10 = me[10], me11 = me[11]; - var me12 = me[12], me13 = me[13], me14 = me[14], me15 = me[15]; - - planes[ 0 ].set( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ); - planes[ 1 ].set( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ); - planes[ 2 ].set( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ); - planes[ 3 ].set( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ); - planes[ 4 ].set( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ); - planes[ 5 ].set( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ); - - for ( i = 0; i < 6; i ++ ) { - - plane = planes[ i ]; - plane.divideScalar( Math.sqrt( plane.x * plane.x + plane.y * plane.y + plane.z * plane.z ) ); - - } - -}; - -THREE.Frustum.prototype.contains = function ( object ) { - - var distance, - planes = this.planes, - matrix = object.matrixWorld, - me = matrix.elements, - scale = THREE.Frustum.__v1.set( matrix.getColumnX().length(), matrix.getColumnY().length(), matrix.getColumnZ().length() ), - radius = - object.geometry.boundingSphere.radius * Math.max( scale.x, Math.max( scale.y, scale.z ) ); - - for ( var i = 0; i < 6; i ++ ) { - - distance = planes[ i ].x * me[12] + planes[ i ].y * me[13] + planes[ i ].z * me[14] + planes[ i ].w; - if ( distance <= radius ) return false; - - } - - return true; - -}; - -THREE.Frustum.__v1 = new THREE.Vector3(); -/** - * @author mr.doob / http://mrdoob.com/ - */ - -THREE.Ray = function ( origin, direction ) { - - this.origin = origin || new THREE.Vector3(); - this.direction = direction || new THREE.Vector3(); - - var precision = 0.0001; - - this.setPrecision = function ( value ) { - - precision = value; - - }; - - var a = new THREE.Vector3(); - var b = new THREE.Vector3(); - var c = new THREE.Vector3(); - var d = new THREE.Vector3(); - - var originCopy = new THREE.Vector3(); - var directionCopy = new THREE.Vector3(); - - var vector = new THREE.Vector3(); - var normal = new THREE.Vector3(); - var intersectPoint = new THREE.Vector3() - - this.intersectObject = function ( object ) { - - var intersect, intersects = []; - - if ( object instanceof THREE.Particle ) { - - var distance = distanceFromIntersection( this.origin, this.direction, object.matrixWorld.getPosition() ); - - if ( distance > object.scale.x ) { - - return []; - - } - - intersect = { - - distance: distance, - point: object.position, - face: null, - object: object - - }; - - intersects.push( intersect ); - - } else if ( object instanceof THREE.Mesh ) { - - // Checking boundingSphere - - var distance = distanceFromIntersection( this.origin, this.direction, object.matrixWorld.getPosition() ); - var scale = THREE.Frustum.__v1.set( object.matrixWorld.getColumnX().length(), object.matrixWorld.getColumnY().length(), object.matrixWorld.getColumnZ().length() ); - - if ( distance > object.geometry.boundingSphere.radius * Math.max( scale.x, Math.max( scale.y, scale.z ) ) ) { - - return intersects; - - } - - // Checking faces - - var f, fl, face, dot, scalar, - geometry = object.geometry, - vertices = geometry.vertices, - objMatrix; - - object.matrixRotationWorld.extractRotation( object.matrixWorld ); - - for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) { - - face = geometry.faces[ f ]; - - originCopy.copy( this.origin ); - directionCopy.copy( this.direction ); - - objMatrix = object.matrixWorld; - - // determine if ray intersects the plane of the face - // note: this works regardless of the direction of the face normal - - vector = objMatrix.multiplyVector3( vector.copy( face.centroid ) ).subSelf( originCopy ); - normal = object.matrixRotationWorld.multiplyVector3( normal.copy( face.normal ) ); - dot = directionCopy.dot( normal ); - - // bail if ray and plane are parallel - - if ( Math.abs( dot ) < precision ) continue; - - // calc distance to plane - - scalar = normal.dot( vector ) / dot; - - // if negative distance, then plane is behind ray - - if ( scalar < 0 ) continue; - - if ( object.doubleSided || ( object.flipSided ? dot > 0 : dot < 0 ) ) { - - intersectPoint.add( originCopy, directionCopy.multiplyScalar( scalar ) ); - - if ( face instanceof THREE.Face3 ) { - - a = objMatrix.multiplyVector3( a.copy( vertices[ face.a ] ) ); - b = objMatrix.multiplyVector3( b.copy( vertices[ face.b ] ) ); - c = objMatrix.multiplyVector3( c.copy( vertices[ face.c ] ) ); - - if ( pointInFace3( intersectPoint, a, b, c ) ) { - - intersect = { - - distance: originCopy.distanceTo( intersectPoint ), - point: intersectPoint.clone(), - face: face, - object: object - - }; - - intersects.push( intersect ); - - } - - } else if ( face instanceof THREE.Face4 ) { - - a = objMatrix.multiplyVector3( a.copy( vertices[ face.a ] ) ); - b = objMatrix.multiplyVector3( b.copy( vertices[ face.b ] ) ); - c = objMatrix.multiplyVector3( c.copy( vertices[ face.c ] ) ); - d = objMatrix.multiplyVector3( d.copy( vertices[ face.d ] ) ); - - if ( pointInFace3( intersectPoint, a, b, d ) || pointInFace3( intersectPoint, b, c, d ) ) { - - intersect = { - - distance: originCopy.distanceTo( intersectPoint ), - point: intersectPoint.clone(), - face: face, - object: object - - }; - - intersects.push( intersect ); - - } - - } - - } - - } - - } - - return intersects; - - } - - this.intersectObjects = function ( objects ) { - - var intersects = []; - - for ( var i = 0, l = objects.length; i < l; i ++ ) { - - Array.prototype.push.apply( intersects, this.intersectObject( objects[ i ] ) ); - - } - - intersects.sort( function ( a, b ) { return a.distance - b.distance; } ); - - return intersects; - - }; - - var v0 = new THREE.Vector3(), v1 = new THREE.Vector3(), v2 = new THREE.Vector3(); - var dot, intersect, distance; - - function distanceFromIntersection( origin, direction, position ) { - - v0.sub( position, origin ); - dot = v0.dot( direction ); - - intersect = v1.add( origin, v2.copy( direction ).multiplyScalar( dot ) ); - distance = position.distanceTo( intersect ); - - return distance; - - } - - // http://www.blackpawn.com/texts/pointinpoly/default.html - - var dot00, dot01, dot02, dot11, dot12, invDenom, u, v; - - function pointInFace3( p, a, b, c ) { - - v0.sub( c, a ); - v1.sub( b, a ); - v2.sub( p, a ); - - dot00 = v0.dot( v0 ); - dot01 = v0.dot( v1 ); - dot02 = v0.dot( v2 ); - dot11 = v1.dot( v1 ); - dot12 = v1.dot( v2 ); - - invDenom = 1 / ( dot00 * dot11 - dot01 * dot01 ); - u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom; - v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom; - - return ( u >= 0 ) && ( v >= 0 ) && ( u + v < 1 ); - - } - -}; -/** - * @author mr.doob / http://mrdoob.com/ - */ - -THREE.Rectangle = function () { - - var _left, _top, _right, _bottom, - _width, _height, _isEmpty = true; - - function resize() { - - _width = _right - _left; - _height = _bottom - _top; - - } - - this.getX = function () { - - return _left; - - }; - - this.getY = function () { - - return _top; - - }; - - this.getWidth = function () { - - return _width; - - }; - - this.getHeight = function () { - - return _height; - - }; - - this.getLeft = function() { - - return _left; - - }; - - this.getTop = function() { - - return _top; - - }; - - this.getRight = function() { - - return _right; - - }; - - this.getBottom = function() { - - return _bottom; - - }; - - this.set = function ( left, top, right, bottom ) { - - _isEmpty = false; - - _left = left; _top = top; - _right = right; _bottom = bottom; - - resize(); - - }; - - this.addPoint = function ( x, y ) { - - if ( _isEmpty ) { - - _isEmpty = false; - _left = x; _top = y; - _right = x; _bottom = y; - - resize(); - - } else { - - _left = _left < x ? _left : x; // Math.min( _left, x ); - _top = _top < y ? _top : y; // Math.min( _top, y ); - _right = _right > x ? _right : x; // Math.max( _right, x ); - _bottom = _bottom > y ? _bottom : y; // Math.max( _bottom, y ); - - resize(); - } - - }; - - this.add3Points = function ( x1, y1, x2, y2, x3, y3 ) { - - if (_isEmpty) { - - _isEmpty = false; - _left = x1 < x2 ? ( x1 < x3 ? x1 : x3 ) : ( x2 < x3 ? x2 : x3 ); - _top = y1 < y2 ? ( y1 < y3 ? y1 : y3 ) : ( y2 < y3 ? y2 : y3 ); - _right = x1 > x2 ? ( x1 > x3 ? x1 : x3 ) : ( x2 > x3 ? x2 : x3 ); - _bottom = y1 > y2 ? ( y1 > y3 ? y1 : y3 ) : ( y2 > y3 ? y2 : y3 ); - - resize(); - - } else { - - _left = x1 < x2 ? ( x1 < x3 ? ( x1 < _left ? x1 : _left ) : ( x3 < _left ? x3 : _left ) ) : ( x2 < x3 ? ( x2 < _left ? x2 : _left ) : ( x3 < _left ? x3 : _left ) ); - _top = y1 < y2 ? ( y1 < y3 ? ( y1 < _top ? y1 : _top ) : ( y3 < _top ? y3 : _top ) ) : ( y2 < y3 ? ( y2 < _top ? y2 : _top ) : ( y3 < _top ? y3 : _top ) ); - _right = x1 > x2 ? ( x1 > x3 ? ( x1 > _right ? x1 : _right ) : ( x3 > _right ? x3 : _right ) ) : ( x2 > x3 ? ( x2 > _right ? x2 : _right ) : ( x3 > _right ? x3 : _right ) ); - _bottom = y1 > y2 ? ( y1 > y3 ? ( y1 > _bottom ? y1 : _bottom ) : ( y3 > _bottom ? y3 : _bottom ) ) : ( y2 > y3 ? ( y2 > _bottom ? y2 : _bottom ) : ( y3 > _bottom ? y3 : _bottom ) ); - - resize(); - - }; - - }; - - this.addRectangle = function ( r ) { - - if ( _isEmpty ) { - - _isEmpty = false; - _left = r.getLeft(); _top = r.getTop(); - _right = r.getRight(); _bottom = r.getBottom(); - - resize(); - - } else { - - _left = _left < r.getLeft() ? _left : r.getLeft(); // Math.min(_left, r.getLeft() ); - _top = _top < r.getTop() ? _top : r.getTop(); // Math.min(_top, r.getTop() ); - _right = _right > r.getRight() ? _right : r.getRight(); // Math.max(_right, r.getRight() ); - _bottom = _bottom > r.getBottom() ? _bottom : r.getBottom(); // Math.max(_bottom, r.getBottom() ); - - resize(); - - } - - }; - - this.inflate = function ( v ) { - - _left -= v; _top -= v; - _right += v; _bottom += v; - - resize(); - - }; - - this.minSelf = function ( r ) { - - _left = _left > r.getLeft() ? _left : r.getLeft(); // Math.max( _left, r.getLeft() ); - _top = _top > r.getTop() ? _top : r.getTop(); // Math.max( _top, r.getTop() ); - _right = _right < r.getRight() ? _right : r.getRight(); // Math.min( _right, r.getRight() ); - _bottom = _bottom < r.getBottom() ? _bottom : r.getBottom(); // Math.min( _bottom, r.getBottom() ); - - resize(); - - }; - - this.intersects = function ( r ) { - - // http://gamemath.com/2011/09/detecting-whether-two-boxes-overlap/ - - if ( _right < r.getLeft() ) return false; - if ( _left > r.getRight() ) return false; - if ( _bottom < r.getTop() ) return false; - if ( _top > r.getBottom() ) return false; - - return true; - - }; - - this.empty = function () { - - _isEmpty = true; - - _left = 0; _top = 0; - _right = 0; _bottom = 0; - - resize(); - - }; - - this.isEmpty = function () { - - return _isEmpty; - - }; - -}; -/** - * @author alteredq / http://alteredqualia.com/ - */ - -THREE.Math = { - - // Clamp value to range - - clamp: function ( x, a, b ) { - - return ( x < a ) ? a : ( ( x > b ) ? b : x ); - - }, - - // Clamp value to range to range - - mapLinear: function ( x, a1, a2, b1, b2 ) { - - return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 ); - - }, - - // Random float from <0, 1> with 16 bits of randomness - // (standard Math.random() creates repetitive patterns when applied over larger space) - - random16: function () { - - return ( 65280 * Math.random() + 255 * Math.random() ) / 65535; - - }, - - // Random integer from interval - - randInt: function ( low, high ) { - - return low + Math.floor( Math.random() * ( high - low + 1 ) ); - - }, - - // Random float from interval - - randFloat: function ( low, high ) { - - return low + Math.random() * ( high - low ); - - }, - - // Random float from <-range/2, range/2> interval - - randFloatSpread: function ( range ) { - - return range * ( 0.5 - Math.random() ); - - }, - - sign: function ( x ) { - - return ( x < 0 ) ? -1 : ( ( x > 0 ) ? 1 : 0 ); - - } - -}; -/** - * @author alteredq / http://alteredqualia.com/ - */ - -THREE.Matrix3 = function () { - - this.elements = new Float32Array(9); - -}; - -THREE.Matrix3.prototype = { - - constructor: THREE.Matrix3, - - getInverse: function ( matrix ) { - - // input: THREE.Matrix4 - // ( based on http://code.google.com/p/webgl-mjs/ ) - - var me = matrix.elements; - - var a11 = me[10] * me[5] - me[6] * me[9]; - var a21 = - me[10] * me[1] + me[2] * me[9]; - var a31 = me[6] * me[1] - me[2] * me[5]; - var a12 = - me[10] * me[4] + me[6] * me[8]; - var a22 = me[10] * me[0] - me[2] * me[8]; - var a32 = - me[6] * me[0] + me[2] * me[4]; - var a13 = me[9] * me[4] - me[5] * me[8]; - var a23 = - me[9] * me[0] + me[1] * me[8]; - var a33 = me[5] * me[0] - me[1] * me[4]; - - var det = me[0] * a11 + me[1] * a12 + me[2] * a13; - - // no inverse - - if ( det === 0 ) { - - console.warn( "Matrix3.getInverse(): determinant == 0" ); - - } - - var idet = 1.0 / det; - - var m = this.elements; - - m[ 0 ] = idet * a11; m[ 1 ] = idet * a21; m[ 2 ] = idet * a31; - m[ 3 ] = idet * a12; m[ 4 ] = idet * a22; m[ 5 ] = idet * a32; - m[ 6 ] = idet * a13; m[ 7 ] = idet * a23; m[ 8 ] = idet * a33; - - return this; - - }, - - - transpose: function () { - - var tmp, m = this.elements; - - tmp = m[1]; m[1] = m[3]; m[3] = tmp; - tmp = m[2]; m[2] = m[6]; m[6] = tmp; - tmp = m[5]; m[5] = m[7]; m[7] = tmp; - - return this; - - }, - - - transposeIntoArray: function ( r ) { - - var m = this.m; - - r[ 0 ] = m[ 0 ]; - r[ 1 ] = m[ 3 ]; - r[ 2 ] = m[ 6 ]; - r[ 3 ] = m[ 1 ]; - r[ 4 ] = m[ 4 ]; - r[ 5 ] = m[ 7 ]; - r[ 6 ] = m[ 2 ]; - r[ 7 ] = m[ 5 ]; - r[ 8 ] = m[ 8 ]; - - return this; - - } - -}; -/** - * @author mr.doob / http://mrdoob.com/ - * @author supereggbert / http://www.paulbrunt.co.uk/ - * @author philogb / http://blog.thejit.org/ - * @author jordi_ros / http://plattsoft.com - * @author D1plo1d / http://github.com/D1plo1d - * @author alteredq / http://alteredqualia.com/ - * @author mikael emtinger / http://gomo.se/ - * @author timknip / http://www.floorplanner.com/ - */ - - -THREE.Matrix4 = function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) { - - this.elements = new Float32Array(16); - - this.set( - - ( n11 !== undefined ) ? n11 : 1, n12 || 0, n13 || 0, n14 || 0, - n21 || 0, ( n22 !== undefined ) ? n22 : 1, n23 || 0, n24 || 0, - n31 || 0, n32 || 0, ( n33 !== undefined ) ? n33 : 1, n34 || 0, - n41 || 0, n42 || 0, n43 || 0, ( n44 !== undefined ) ? n44 : 1 - - ); - -}; - -THREE.Matrix4.prototype = { - - constructor: THREE.Matrix4, - - set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) { - var te = this.elements; - - te[0] = n11; te[4] = n12; te[8] = n13; te[12] = n14; - te[1] = n21; te[5] = n22; te[9] = n23; te[13] = n24; - te[2] = n31; te[6] = n32; te[10] = n33; te[14] = n34; - te[3] = n41; te[7] = n42; te[11] = n43; te[15] = n44; - - return this; - - }, - - identity: function () { - - this.set( - - 1, 0, 0, 0, - 0, 1, 0, 0, - 0, 0, 1, 0, - 0, 0, 0, 1 - - ); - - return this; - - }, - - copy: function ( m ) { - - var me = m.elements; - - this.set( - - me[0], me[4], me[8], me[12], - me[1], me[5], me[9], me[13], - me[2], me[6], me[10], me[14], - me[3], me[7], me[11], me[15] - - ); - - return this; - - }, - - lookAt: function ( eye, target, up ) { - var te = this.elements; - - var x = THREE.Matrix4.__v1; - var y = THREE.Matrix4.__v2; - var z = THREE.Matrix4.__v3; - - z.sub( eye, target ).normalize(); - - if ( z.length() === 0 ) { - - z.z = 1; - - } - - x.cross( up, z ).normalize(); - - if ( x.length() === 0 ) { - - z.x += 0.0001; - x.cross( up, z ).normalize(); - - } - - y.cross( z, x ); - - - te[0] = x.x; te[4] = y.x; te[8] = z.x; - te[1] = x.y; te[5] = y.y; te[9] = z.y; - te[2] = x.z; te[6] = y.z; te[10] = z.z; - - return this; - - }, - - multiply: function ( a, b ) { - - var ae = a.elements, - be = b.elements, - te = this.elements; - - var a11 = ae[0], a12 = ae[4], a13 = ae[8], a14 = ae[12]; - var a21 = ae[1], a22 = ae[5], a23 = ae[9], a24 = ae[13]; - var a31 = ae[2], a32 = ae[6], a33 = ae[10], a34 = ae[14]; - var a41 = ae[3], a42 = ae[7], a43 = ae[11], a44 = ae[15]; - - var b11 = be[0], b12 = be[4], b13 = be[8], b14 = be[12]; - var b21 = be[1], b22 = be[5], b23 = be[9], b24 = be[13]; - var b31 = be[2], b32 = be[6], b33 = be[10], b34 = be[14]; - var b41 = be[3], b42 = be[7], b43 = be[11], b44 = be[15]; - - te[0] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41; - te[4] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42; - te[8] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43; - te[12] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44; - - te[1] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41; - te[5] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42; - te[9] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43; - te[13] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44; - - te[2] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41; - te[6] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42; - te[10] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43; - te[14] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44; - - te[3] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41; - te[7] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42; - te[11] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43; - te[15] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44; - - return this; - - }, - - multiplySelf: function ( m ) { - - return this.multiply( this, m ); - - }, - - multiplyToArray: function ( a, b, r ) { - - var te = this.elements; - - this.multiply( a, b ); - - r[ 0 ] = te[0]; r[ 1 ] = te[1]; r[ 2 ] = te[2]; r[ 3 ] = te[3]; - r[ 4 ] = te[4]; r[ 5 ] = te[5]; r[ 6 ] = te[6]; r[ 7 ] = te[7]; - r[ 8 ] = te[8]; r[ 9 ] = te[9]; r[ 10 ] = te[10]; r[ 11 ] = te[11]; - r[ 12 ] = te[12]; r[ 13 ] = te[13]; r[ 14 ] = te[14]; r[ 15 ] = te[15]; - - return this; - - }, - - multiplyScalar: function ( s ) { - - var te = this.elements; - - te[0] *= s; te[4] *= s; te[8] *= s; te[12] *= s; - te[1] *= s; te[5] *= s; te[9] *= s; te[13] *= s; - te[2] *= s; te[6] *= s; te[10] *= s; te[14] *= s; - te[3] *= s; te[7] *= s; te[11] *= s; te[15] *= s; - - return this; - - }, - - multiplyVector3: function ( v ) { - var te = this.elements; - - var vx = v.x, vy = v.y, vz = v.z; - var d = 1 / ( te[3] * vx + te[7] * vy + te[11] * vz + te[15] ); - - v.x = ( te[0] * vx + te[4] * vy + te[8] * vz + te[12] ) * d; - v.y = ( te[1] * vx + te[5] * vy + te[9] * vz + te[13] ) * d; - v.z = ( te[2] * vx + te[6] * vy + te[10] * vz + te[14] ) * d; - - return v; - - }, - - multiplyVector4: function ( v ) { - - var te = this.elements; - var vx = v.x, vy = v.y, vz = v.z, vw = v.w; - - v.x = te[0] * vx + te[4] * vy + te[8] * vz + te[12] * vw; - v.y = te[1] * vx + te[5] * vy + te[9] * vz + te[13] * vw; - v.z = te[2] * vx + te[6] * vy + te[10] * vz + te[14] * vw; - v.w = te[3] * vx + te[7] * vy + te[11] * vz + te[15] * vw; - - return v; - - }, - - rotateAxis: function ( v ) { - - var te = this.elements; - var vx = v.x, vy = v.y, vz = v.z; - - v.x = vx * te[0] + vy * te[4] + vz * te[8]; - v.y = vx * te[1] + vy * te[5] + vz * te[9]; - v.z = vx * te[2] + vy * te[6] + vz * te[10]; - - v.normalize(); - - return v; - - }, - - crossVector: function ( a ) { - - var te = this.elements; - var v = new THREE.Vector4(); - - v.x = te[0] * a.x + te[4] * a.y + te[8] * a.z + te[12] * a.w; - v.y = te[1] * a.x + te[5] * a.y + te[9] * a.z + te[13] * a.w; - v.z = te[2] * a.x + te[6] * a.y + te[10] * a.z + te[14] * a.w; - - v.w = ( a.w ) ? te[3] * a.x + te[7] * a.y + te[11] * a.z + te[15] * a.w : 1; - - return v; - - }, - - determinant: function () { - - var te = this.elements; - - var n11 = te[0], n12 = te[4], n13 = te[8], n14 = te[12]; - var n21 = te[1], n22 = te[5], n23 = te[9], n24 = te[13]; - var n31 = te[2], n32 = te[6], n33 = te[10], n34 = te[14]; - var n41 = te[3], n42 = te[7], n43 = te[11], n44 = te[15]; - - //TODO: make this more efficient - //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm ) - - return ( - n14 * n23 * n32 * n41- - n13 * n24 * n32 * n41- - n14 * n22 * n33 * n41+ - n12 * n24 * n33 * n41+ - - n13 * n22 * n34 * n41- - n12 * n23 * n34 * n41- - n14 * n23 * n31 * n42+ - n13 * n24 * n31 * n42+ - - n14 * n21 * n33 * n42- - n11 * n24 * n33 * n42- - n13 * n21 * n34 * n42+ - n11 * n23 * n34 * n42+ - - n14 * n22 * n31 * n43- - n12 * n24 * n31 * n43- - n14 * n21 * n32 * n43+ - n11 * n24 * n32 * n43+ - - n12 * n21 * n34 * n43- - n11 * n22 * n34 * n43- - n13 * n22 * n31 * n44+ - n12 * n23 * n31 * n44+ - - n13 * n21 * n32 * n44- - n11 * n23 * n32 * n44- - n12 * n21 * n33 * n44+ - n11 * n22 * n33 * n44 - ); - - }, - - transpose: function () { - var te = this.elements; - - var tmp; - - tmp = te[1]; te[1] = te[4]; te[4] = tmp; - tmp = te[2]; te[2] = te[8]; te[8] = tmp; - tmp = te[6]; te[6] = te[9]; te[9] = tmp; - - tmp = te[3]; te[3] = te[12]; te[12] = tmp; - tmp = te[7]; te[7] = te[13]; te[13] = tmp; - tmp = te[11]; te[11] = te[14]; te[14] = tmp; - - return this; - - }, - - flattenToArray: function ( flat ) { - - var te = this.elements; - flat[ 0 ] = te[0]; flat[ 1 ] = te[1]; flat[ 2 ] = te[2]; flat[ 3 ] = te[3]; - flat[ 4 ] = te[4]; flat[ 5 ] = te[5]; flat[ 6 ] = te[6]; flat[ 7 ] = te[7]; - flat[ 8 ] = te[8]; flat[ 9 ] = te[9]; flat[ 10 ] = te[10]; flat[ 11 ] = te[11]; - flat[ 12 ] = te[12]; flat[ 13 ] = te[13]; flat[ 14 ] = te[14]; flat[ 15 ] = te[15]; - - return flat; - - }, - - flattenToArrayOffset: function( flat, offset ) { - - var te = this.elements; - flat[ offset ] = te[0]; - flat[ offset + 1 ] = te[1]; - flat[ offset + 2 ] = te[2]; - flat[ offset + 3 ] = te[3]; - - flat[ offset + 4 ] = te[4]; - flat[ offset + 5 ] = te[5]; - flat[ offset + 6 ] = te[6]; - flat[ offset + 7 ] = te[7]; - - flat[ offset + 8 ] = te[8]; - flat[ offset + 9 ] = te[9]; - flat[ offset + 10 ] = te[10]; - flat[ offset + 11 ] = te[11]; - - flat[ offset + 12 ] = te[12]; - flat[ offset + 13 ] = te[13]; - flat[ offset + 14 ] = te[14]; - flat[ offset + 15 ] = te[15]; - - return flat; - - }, - - getPosition: function () { - var te = this.elements; - - return THREE.Matrix4.__v1.set( te[12], te[13], te[14] ); - - }, - - setPosition: function ( v ) { - var te = this.elements; - te[12] = v.x; - te[13] = v.y; - te[14] = v.z; - - return this; - - }, - - getColumnX: function () { - var te = this.elements; - return THREE.Matrix4.__v1.set( te[0], te[1], te[2] ); - - }, - - getColumnY: function () { - var te = this.elements; - return THREE.Matrix4.__v1.set( te[4], te[5], te[6] ); - - }, - - getColumnZ: function() { - var te = this.elements; - return THREE.Matrix4.__v1.set( te[8], te[9], te[10] ); - - }, - - getInverse: function ( m ) { - - // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm - var te = this.elements; - var me = m.elements; - - var n11 = me[0], n12 = me[4], n13 = me[8], n14 = me[12]; - var n21 = me[1], n22 = me[5], n23 = me[9], n24 = me[13]; - var n31 = me[2], n32 = me[6], n33 = me[10], n34 = me[14]; - var n41 = me[3], n42 = me[7], n43 = me[11], n44 = me[15]; - - te[0] = n23*n34*n42 - n24*n33*n42 + n24*n32*n43 - n22*n34*n43 - n23*n32*n44 + n22*n33*n44; - te[4] = n14*n33*n42 - n13*n34*n42 - n14*n32*n43 + n12*n34*n43 + n13*n32*n44 - n12*n33*n44; - te[8] = n13*n24*n42 - n14*n23*n42 + n14*n22*n43 - n12*n24*n43 - n13*n22*n44 + n12*n23*n44; - te[12] = n14*n23*n32 - n13*n24*n32 - n14*n22*n33 + n12*n24*n33 + n13*n22*n34 - n12*n23*n34; - te[1] = n24*n33*n41 - n23*n34*n41 - n24*n31*n43 + n21*n34*n43 + n23*n31*n44 - n21*n33*n44; - te[5] = n13*n34*n41 - n14*n33*n41 + n14*n31*n43 - n11*n34*n43 - n13*n31*n44 + n11*n33*n44; - te[9] = n14*n23*n41 - n13*n24*n41 - n14*n21*n43 + n11*n24*n43 + n13*n21*n44 - n11*n23*n44; - te[13] = n13*n24*n31 - n14*n23*n31 + n14*n21*n33 - n11*n24*n33 - n13*n21*n34 + n11*n23*n34; - te[2] = n22*n34*n41 - n24*n32*n41 + n24*n31*n42 - n21*n34*n42 - n22*n31*n44 + n21*n32*n44; - te[6] = n14*n32*n41 - n12*n34*n41 - n14*n31*n42 + n11*n34*n42 + n12*n31*n44 - n11*n32*n44; - te[10] = n12*n24*n41 - n14*n22*n41 + n14*n21*n42 - n11*n24*n42 - n12*n21*n44 + n11*n22*n44; - te[14] = n14*n22*n31 - n12*n24*n31 - n14*n21*n32 + n11*n24*n32 + n12*n21*n34 - n11*n22*n34; - te[3] = n23*n32*n41 - n22*n33*n41 - n23*n31*n42 + n21*n33*n42 + n22*n31*n43 - n21*n32*n43; - te[7] = n12*n33*n41 - n13*n32*n41 + n13*n31*n42 - n11*n33*n42 - n12*n31*n43 + n11*n32*n43; - te[11] = n13*n22*n41 - n12*n23*n41 - n13*n21*n42 + n11*n23*n42 + n12*n21*n43 - n11*n22*n43; - te[15] = n12*n23*n31 - n13*n22*n31 + n13*n21*n32 - n11*n23*n32 - n12*n21*n33 + n11*n22*n33; - this.multiplyScalar( 1 / m.determinant() ); - - return this; - - }, - - setRotationFromEuler: function( v, order ) { - var te = this.elements; - - var x = v.x, y = v.y, z = v.z; - var a = Math.cos( x ), b = Math.sin( x ); - var c = Math.cos( y ), d = Math.sin( y ); - var e = Math.cos( z ), f = Math.sin( z ); - - switch ( order ) { - - case 'YXZ': - - var ce = c * e, cf = c * f, de = d * e, df = d * f; - - te[0] = ce + df * b; - te[4] = de * b - cf; - te[8] = a * d; - - te[1] = a * f; - te[5] = a * e; - te[9] = - b; - - te[2] = cf * b - de; - te[6] = df + ce * b; - te[10] = a * c; - break; - - case 'ZXY': - - var ce = c * e, cf = c * f, de = d * e, df = d * f; - - te[0] = ce - df * b; - te[4] = - a * f; - te[8] = de + cf * b; - - te[1] = cf + de * b; - te[5] = a * e; - te[9] = df - ce * b; - - te[2] = - a * d; - te[6] = b; - te[10] = a * c; - break; - - case 'ZYX': - - var ae = a * e, af = a * f, be = b * e, bf = b * f; - - te[0] = c * e; - te[4] = be * d - af; - te[8] = ae * d + bf; - - te[1] = c * f; - te[5] = bf * d + ae; - te[9] = af * d - be; - - te[2] = - d; - te[6] = b * c; - te[10] = a * c; - break; - - case 'YZX': - - var ac = a * c, ad = a * d, bc = b * c, bd = b * d; - - te[0] = c * e; - te[4] = bd - ac * f; - te[8] = bc * f + ad; - - te[1] = f; - te[5] = a * e; - te[9] = - b * e; - - te[2] = - d * e; - te[6] = ad * f + bc; - te[10] = ac - bd * f; - break; - - case 'XZY': - - var ac = a * c, ad = a * d, bc = b * c, bd = b * d; - - te[0] = c * e; - te[4] = - f; - te[8] = d * e; - - te[1] = ac * f + bd; - te[5] = a * e; - te[9] = ad * f - bc; - - te[2] = bc * f - ad; - te[6] = b * e; - te[10] = bd * f + ac; - break; - - default: // 'XYZ' - - var ae = a * e, af = a * f, be = b * e, bf = b * f; - - te[0] = c * e; - te[4] = - c * f; - te[8] = d; - - te[1] = af + be * d; - te[5] = ae - bf * d; - te[9] = - b * c; - - te[2] = bf - ae * d; - te[6] = be + af * d; - te[10] = a * c; - break; - - } - - return this; - - }, - - - setRotationFromQuaternion: function( q ) { - var te = this.elements; - - var x = q.x, y = q.y, z = q.z, w = q.w; - var x2 = x + x, y2 = y + y, z2 = z + z; - var xx = x * x2, xy = x * y2, xz = x * z2; - var yy = y * y2, yz = y * z2, zz = z * z2; - var wx = w * x2, wy = w * y2, wz = w * z2; - - te[0] = 1 - ( yy + zz ); - te[4] = xy - wz; - te[8] = xz + wy; - - te[1] = xy + wz; - te[5] = 1 - ( xx + zz ); - te[9] = yz - wx; - - te[2] = xz - wy; - te[6] = yz + wx; - te[10] = 1 - ( xx + yy ); - - return this; - - }, - - compose: function ( translation, rotation, scale ) { - var te = this.elements; - var mRotation = THREE.Matrix4.__m1; - var mScale = THREE.Matrix4.__m2; - - mRotation.identity(); - mRotation.setRotationFromQuaternion( rotation ); - - mScale.makeScale( scale.x, scale.y, scale.z ); - - this.multiply( mRotation, mScale ); - - te[12] = translation.x; - te[13] = translation.y; - te[14] = translation.z; - - return this; - - }, - - decompose: function ( translation, rotation, scale ) { - - // grab the axis vectors - var te = this.elements; - var x = THREE.Matrix4.__v1; - var y = THREE.Matrix4.__v2; - var z = THREE.Matrix4.__v3; - - x.set( te[0], te[1], te[2] ); - y.set( te[4], te[5], te[6] ); - z.set( te[8], te[9], te[10] ); - - translation = ( translation instanceof THREE.Vector3 ) ? translation : new THREE.Vector3(); - rotation = ( rotation instanceof THREE.Quaternion ) ? rotation : new THREE.Quaternion(); - scale = ( scale instanceof THREE.Vector3 ) ? scale : new THREE.Vector3(); - - scale.x = x.length(); - scale.y = y.length(); - scale.z = z.length(); - - translation.x = te[12]; - translation.y = te[13]; - translation.z = te[14]; - - // scale the rotation part - - var matrix = THREE.Matrix4.__m1; - - matrix.copy( this ); - - matrix.elements[0] /= scale.x; - matrix.elements[1] /= scale.x; - matrix.elements[2] /= scale.x; - - matrix.elements[4] /= scale.y; - matrix.elements[5] /= scale.y; - matrix.elements[6] /= scale.y; - - matrix.elements[8] /= scale.z; - matrix.elements[9] /= scale.z; - matrix.elements[10] /= scale.z; - - rotation.setFromRotationMatrix( matrix ); - - return [ translation, rotation, scale ]; - - }, - - extractPosition: function ( m ) { - var te = this.elements; - var me = m.elements; - te[12] = me[12]; - te[13] = me[13]; - te[14] = me[14]; - - return this; - - }, - - extractRotation: function ( m ) { - var te = this.elements; - var me = m.elements; - - var vector = THREE.Matrix4.__v1; - - var scaleX = 1 / vector.set( me[0], me[1], me[2] ).length(); - var scaleY = 1 / vector.set( me[4], me[5], me[6] ).length(); - var scaleZ = 1 / vector.set( me[8], me[9], me[10] ).length(); - - te[0] = me[0] * scaleX; - te[1] = me[1] * scaleX; - te[2] = me[2] * scaleX; - - te[4] = me[4] * scaleY; - te[5] = me[5] * scaleY; - te[6] = me[6] * scaleY; - - te[8] = me[8] * scaleZ; - te[9] = me[9] * scaleZ; - te[10] = me[10] * scaleZ; - - return this; - - }, - - // - - translate: function ( v ) { - var te = this.elements; - var x = v.x, y = v.y, z = v.z; - - te[12] = te[0] * x + te[4] * y + te[8] * z + te[12]; - te[13] = te[1] * x + te[5] * y + te[9] * z + te[13]; - te[14] = te[2] * x + te[6] * y + te[10] * z + te[14]; - te[15] = te[3] * x + te[7] * y + te[11] * z + te[15]; - - return this; - - }, - - rotateX: function ( angle ) { - var te = this.elements; - var m12 = te[4]; - var m22 = te[5]; - var m32 = te[6]; - var m42 = te[7]; - var m13 = te[8]; - var m23 = te[9]; - var m33 = te[10]; - var m43 = te[11]; - var c = Math.cos( angle ); - var s = Math.sin( angle ); - - te[4] = c * m12 + s * m13; - te[5] = c * m22 + s * m23; - te[6] = c * m32 + s * m33; - te[7] = c * m42 + s * m43; - - te[8] = c * m13 - s * m12; - te[9] = c * m23 - s * m22; - te[10] = c * m33 - s * m32; - te[11] = c * m43 - s * m42; - - return this; - - }, - - rotateY: function ( angle ) { - var te = this.elements; - var m11 = te[0]; - var m21 = te[1]; - var m31 = te[2]; - var m41 = te[3]; - var m13 = te[8]; - var m23 = te[9]; - var m33 = te[10]; - var m43 = te[11]; - var c = Math.cos( angle ); - var s = Math.sin( angle ); - - te[0] = c * m11 - s * m13; - te[1] = c * m21 - s * m23; - te[2] = c * m31 - s * m33; - te[3] = c * m41 - s * m43; - - te[8] = c * m13 + s * m11; - te[9] = c * m23 + s * m21; - te[10] = c * m33 + s * m31; - te[11] = c * m43 + s * m41; - - return this; - - }, - - rotateZ: function ( angle ) { - var te = this.elements; - var m11 = te[0]; - var m21 = te[1]; - var m31 = te[2]; - var m41 = te[3]; - var m12 = te[4]; - var m22 = te[5]; - var m32 = te[6]; - var m42 = te[7]; - var c = Math.cos( angle ); - var s = Math.sin( angle ); - - te[0] = c * m11 + s * m12; - te[1] = c * m21 + s * m22; - te[2] = c * m31 + s * m32; - te[3] = c * m41 + s * m42; - - te[4] = c * m12 - s * m11; - te[5] = c * m22 - s * m21; - te[6] = c * m32 - s * m31; - te[7] = c * m42 - s * m41; - - return this; - - }, - - rotateByAxis: function ( axis, angle ) { - var te = this.elements; - // optimize by checking axis - - if ( axis.x === 1 && axis.y === 0 && axis.z === 0 ) { - - return this.rotateX( angle ); - - } else if ( axis.x === 0 && axis.y === 1 && axis.z === 0 ) { - - return this.rotateY( angle ); - - } else if ( axis.x === 0 && axis.y === 0 && axis.z === 1 ) { - - return this.rotateZ( angle ); - - } - - var x = axis.x, y = axis.y, z = axis.z; - var n = Math.sqrt(x * x + y * y + z * z); - - x /= n; - y /= n; - z /= n; - - var xx = x * x, yy = y * y, zz = z * z; - var c = Math.cos( angle ); - var s = Math.sin( angle ); - var oneMinusCosine = 1 - c; - var xy = x * y * oneMinusCosine; - var xz = x * z * oneMinusCosine; - var yz = y * z * oneMinusCosine; - var xs = x * s; - var ys = y * s; - var zs = z * s; - - var r11 = xx + (1 - xx) * c; - var r21 = xy + zs; - var r31 = xz - ys; - var r12 = xy - zs; - var r22 = yy + (1 - yy) * c; - var r32 = yz + xs; - var r13 = xz + ys; - var r23 = yz - xs; - var r33 = zz + (1 - zz) * c; - - var m11 = te[0], m21 = te[1], m31 = te[2], m41 = te[3]; - var m12 = te[4], m22 = te[5], m32 = te[6], m42 = te[7]; - var m13 = te[8], m23 = te[9], m33 = te[10], m43 = te[11]; - var m14 = te[12], m24 = te[13], m34 = te[14], m44 = te[15]; - - te[0] = r11 * m11 + r21 * m12 + r31 * m13; - te[1] = r11 * m21 + r21 * m22 + r31 * m23; - te[2] = r11 * m31 + r21 * m32 + r31 * m33; - te[3] = r11 * m41 + r21 * m42 + r31 * m43; - - te[4] = r12 * m11 + r22 * m12 + r32 * m13; - te[5] = r12 * m21 + r22 * m22 + r32 * m23; - te[6] = r12 * m31 + r22 * m32 + r32 * m33; - te[7] = r12 * m41 + r22 * m42 + r32 * m43; - - te[8] = r13 * m11 + r23 * m12 + r33 * m13; - te[9] = r13 * m21 + r23 * m22 + r33 * m23; - te[10] = r13 * m31 + r23 * m32 + r33 * m33; - te[11] = r13 * m41 + r23 * m42 + r33 * m43; - - return this; - - }, - - scale: function ( v ) { - var te = this.elements; - var x = v.x, y = v.y, z = v.z; - - te[0] *= x; te[4] *= y; te[8] *= z; - te[1] *= x; te[5] *= y; te[9] *= z; - te[2] *= x; te[6] *= y; te[10] *= z; - te[3] *= x; te[7] *= y; te[11] *= z; - - return this; - - }, - - // - - makeTranslation: function ( x, y, z ) { - - this.set( - - 1, 0, 0, x, - 0, 1, 0, y, - 0, 0, 1, z, - 0, 0, 0, 1 - - ); - - return this; - - }, - - makeRotationX: function ( theta ) { - - var c = Math.cos( theta ), s = Math.sin( theta ); - - this.set( - - 1, 0, 0, 0, - 0, c, -s, 0, - 0, s, c, 0, - 0, 0, 0, 1 - - ); - - return this; - - }, - - makeRotationY: function ( theta ) { - - var c = Math.cos( theta ), s = Math.sin( theta ); - - this.set( - - c, 0, s, 0, - 0, 1, 0, 0, - -s, 0, c, 0, - 0, 0, 0, 1 - - ); - - return this; - - }, - - makeRotationZ: function ( theta ) { - - var c = Math.cos( theta ), s = Math.sin( theta ); - - this.set( - - c, -s, 0, 0, - s, c, 0, 0, - 0, 0, 1, 0, - 0, 0, 0, 1 - - ); - - return this; - - }, - - makeRotationAxis: function ( axis, angle ) { - - // Based on http://www.gamedev.net/reference/articles/article1199.asp - - var c = Math.cos( angle ); - var s = Math.sin( angle ); - var t = 1 - c; - var x = axis.x, y = axis.y, z = axis.z; - var tx = t * x, ty = t * y; - - this.set( - - tx * x + c, tx * y - s * z, tx * z + s * y, 0, - tx * y + s * z, ty * y + c, ty * z - s * x, 0, - tx * z - s * y, ty * z + s * x, t * z * z + c, 0, - 0, 0, 0, 1 - - ); - - return this; - - }, - - makeScale: function ( x, y, z ) { - - this.set( - - x, 0, 0, 0, - 0, y, 0, 0, - 0, 0, z, 0, - 0, 0, 0, 1 - - ); - - return this; - - }, - - makeFrustum: function ( left, right, bottom, top, near, far ) { - var te = this.elements; - var x = 2 * near / ( right - left ); - var y = 2 * near / ( top - bottom ); - - var a = ( right + left ) / ( right - left ); - var b = ( top + bottom ) / ( top - bottom ); - var c = - ( far + near ) / ( far - near ); - var d = - 2 * far * near / ( far - near ); - - te[0] = x; te[4] = 0; te[8] = a; te[12] = 0; - te[1] = 0; te[5] = y; te[9] = b; te[13] = 0; - te[2] = 0; te[6] = 0; te[10] = c; te[14] = d; - te[3] = 0; te[7] = 0; te[11] = - 1; te[15] = 0; - - return this; - - }, - - makePerspective: function ( fov, aspect, near, far ) { - - var ymax = near * Math.tan( fov * Math.PI / 360 ); - var ymin = - ymax; - var xmin = ymin * aspect; - var xmax = ymax * aspect; - - return this.makeFrustum( xmin, xmax, ymin, ymax, near, far ); - - }, - - makeOrthographic: function ( left, right, top, bottom, near, far ) { - var te = this.elements; - var w = right - left; - var h = top - bottom; - var p = far - near; - - var x = ( right + left ) / w; - var y = ( top + bottom ) / h; - var z = ( far + near ) / p; - - te[0] = 2 / w; te[4] = 0; te[8] = 0; te[12] = -x; - te[1] = 0; te[5] = 2 / h; te[9] = 0; te[13] = -y; - te[2] = 0; te[6] = 0; te[10] = -2 / p; te[14] = -z; - te[3] = 0; te[7] = 0; te[11] = 0; te[15] = 1; - - return this; - - }, - - - clone: function () { - var te = this.elements; - return new THREE.Matrix4( - - te[0], te[4], te[8], te[12], - te[1], te[5], te[9], te[13], - te[2], te[6], te[10], te[14], - te[3], te[7], te[11], te[15] - - ); - - } - -}; - -THREE.Matrix4.__v1 = new THREE.Vector3(); -THREE.Matrix4.__v2 = new THREE.Vector3(); -THREE.Matrix4.__v3 = new THREE.Vector3(); - -THREE.Matrix4.__m1 = new THREE.Matrix4(); -THREE.Matrix4.__m2 = new THREE.Matrix4(); -/** - * @author mr.doob / http://mrdoob.com/ - * @author mikael emtinger / http://gomo.se/ - * @author alteredq / http://alteredqualia.com/ - */ - -THREE.Object3D = function () { - - this.id = THREE.Object3DCount ++; - - this.name = ''; - - this.parent = undefined; - this.children = []; - - this.up = new THREE.Vector3( 0, 1, 0 ); - - this.position = new THREE.Vector3(); - this.rotation = new THREE.Vector3(); - this.eulerOrder = 'XYZ'; - this.scale = new THREE.Vector3( 1, 1, 1 ); - - this.doubleSided = false; - this.flipSided = false; - - this.renderDepth = null; - - this.rotationAutoUpdate = true; - - this.matrix = new THREE.Matrix4(); - this.matrixWorld = new THREE.Matrix4(); - this.matrixRotationWorld = new THREE.Matrix4(); - - this.matrixAutoUpdate = true; - this.matrixWorldNeedsUpdate = true; - - this.quaternion = new THREE.Quaternion(); - this.useQuaternion = false; - - this.boundRadius = 0.0; - this.boundRadiusScale = 1.0; - - this.visible = true; - - this.castShadow = false; - this.receiveShadow = false; - - this.frustumCulled = true; - - this._vector = new THREE.Vector3(); - -}; - - -THREE.Object3D.prototype = { - - constructor: THREE.Object3D, - - applyMatrix: function ( matrix ) { - - this.matrix.multiply( matrix, this.matrix ); - - this.scale.getScaleFromMatrix( this.matrix ); - this.rotation.getRotationFromMatrix( this.matrix, this.scale ); - this.position.getPositionFromMatrix( this.matrix ); - - }, - - translate: function ( distance, axis ) { - - this.matrix.rotateAxis( axis ); - this.position.addSelf( axis.multiplyScalar( distance ) ); - - }, - - translateX: function ( distance ) { - - this.translate( distance, this._vector.set( 1, 0, 0 ) ); - - }, - - translateY: function ( distance ) { - - this.translate( distance, this._vector.set( 0, 1, 0 ) ); - - }, - - translateZ: function ( distance ) { - - this.translate( distance, this._vector.set( 0, 0, 1 ) ); - - }, - - lookAt: function ( vector ) { - - // TODO: Add hierarchy support. - - this.matrix.lookAt( vector, this.position, this.up ); - - if ( this.rotationAutoUpdate ) { - - this.rotation.getRotationFromMatrix( this.matrix ); - - } - - }, - - add: function ( object ) { - - if ( object === this ) { - - console.warn( 'THREE.Object3D.add: An object can\'t be added as a child of itself.' ); - return; - - } - - if ( object instanceof THREE.Object3D ) { // && this.children.indexOf( object ) === - 1 - - if ( object.parent !== undefined ) { - - object.parent.remove( object ); - - } - - object.parent = this; - this.children.push( object ); - - // add to scene - - var scene = this; - - while ( scene.parent !== undefined ) { - - scene = scene.parent; - - } - - if ( scene !== undefined && scene instanceof THREE.Scene ) { - - scene.__addObject( object ); - - } - - } - - }, - - remove: function ( object ) { - - var index = this.children.indexOf( object ); - - if ( index !== - 1 ) { - - object.parent = undefined; - this.children.splice( index, 1 ); - - // remove from scene - - var scene = this; - - while ( scene.parent !== undefined ) { - - scene = scene.parent; - - } - - if ( scene !== undefined && scene instanceof THREE.Scene ) { - - scene.__removeObject( object ); - - } - - } - - }, - - getChildByName: function ( name, recursive ) { - - var c, cl, child; - - for ( c = 0, cl = this.children.length; c < cl; c ++ ) { - - child = this.children[ c ]; - - if ( child.name === name ) { - - return child; - - } - - if ( recursive ) { - - child = child.getChildByName( name, recursive ); - - if ( child !== undefined ) { - - return child; - - } - - } - - } - - return undefined; - - }, - - updateMatrix: function () { - - this.matrix.setPosition( this.position ); - - if ( this.useQuaternion ) { - - this.matrix.setRotationFromQuaternion( this.quaternion ); - - } else { - - this.matrix.setRotationFromEuler( this.rotation, this.eulerOrder ); - - } - - if ( this.scale.x !== 1 || this.scale.y !== 1 || this.scale.z !== 1 ) { - - this.matrix.scale( this.scale ); - this.boundRadiusScale = Math.max( this.scale.x, Math.max( this.scale.y, this.scale.z ) ); - - } - - this.matrixWorldNeedsUpdate = true; - - }, - - updateMatrixWorld: function ( force ) { - - this.matrixAutoUpdate && this.updateMatrix(); - - // update matrixWorld - - if ( this.matrixWorldNeedsUpdate || force ) { - - if ( this.parent ) { - - this.matrixWorld.multiply( this.parent.matrixWorld, this.matrix ); - - } else { - - this.matrixWorld.copy( this.matrix ); - - } - - this.matrixWorldNeedsUpdate = false; - - force = true; - - } - - // update children - - for ( var i = 0, l = this.children.length; i < l; i ++ ) { - - this.children[ i ].updateMatrixWorld( force ); - - } - - } - -}; - -THREE.Object3DCount = 0; -/** - * @author mr.doob / http://mrdoob.com/ - * @author supereggbert / http://www.paulbrunt.co.uk/ - * @author julianwa / https://github.com/julianwa - */ - -THREE.Projector = function() { - - var _object, _objectCount, _objectPool = [], - _vertex, _vertexCount, _vertexPool = [], - _face, _face3Count, _face3Pool = [], _face4Count, _face4Pool = [], - _line, _lineCount, _linePool = [], - _particle, _particleCount, _particlePool = [], - - _renderData = { objects: [], sprites: [], lights: [], elements: [] }, - - _vector3 = new THREE.Vector3(), - _vector4 = new THREE.Vector4(), - - _projScreenMatrix = new THREE.Matrix4(), - _projScreenobjectMatrixWorld = new THREE.Matrix4(), - - _frustum = new THREE.Frustum(), - - _clippedVertex1PositionScreen = new THREE.Vector4(), - _clippedVertex2PositionScreen = new THREE.Vector4(), - - _face3VertexNormals; - - this.projectVector = function ( vector, camera ) { - - camera.matrixWorldInverse.getInverse( camera.matrixWorld ); - - _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse ); - _projScreenMatrix.multiplyVector3( vector ); - - return vector; - - }; - - this.unprojectVector = function ( vector, camera ) { - - camera.projectionMatrixInverse.getInverse( camera.projectionMatrix ); - - _projScreenMatrix.multiply( camera.matrixWorld, camera.projectionMatrixInverse ); - _projScreenMatrix.multiplyVector3( vector ); - - return vector; - - }; - - this.pickingRay = function ( vector, camera ) { - - var end, ray, t; - - // set two vectors with opposing z values - vector.z = -1.0; - end = new THREE.Vector3( vector.x, vector.y, 1.0 ); - - this.unprojectVector( vector, camera ); - this.unprojectVector( end, camera ); - - // find direction from vector to end - end.subSelf( vector ).normalize(); - - return new THREE.Ray( vector, end ); - - }; - - this.projectGraph = function ( root, sort ) { - - _objectCount = 0; - - _renderData.objects.length = 0; - _renderData.sprites.length = 0; - _renderData.lights.length = 0; - - var projectObject = function ( object ) { - - if ( object.visible === false ) return; - - if ( ( object instanceof THREE.Mesh || object instanceof THREE.Line ) && - ( object.frustumCulled === false || _frustum.contains( object ) ) ) { - - _vector3.copy( object.matrixWorld.getPosition() ); - _projScreenMatrix.multiplyVector3( _vector3 ); - - _object = getNextObjectInPool(); - _object.object = object; - _object.z = _vector3.z; - - _renderData.objects.push( _object ); - - } else if ( object instanceof THREE.Sprite || object instanceof THREE.Particle ) { - - _vector3.copy( object.matrixWorld.getPosition() ); - _projScreenMatrix.multiplyVector3( _vector3 ); - - _object = getNextObjectInPool(); - _object.object = object; - _object.z = _vector3.z; - - _renderData.sprites.push( _object ); - - } else if ( object instanceof THREE.Light ) { - - _renderData.lights.push( object ); - - } - - for ( var c = 0, cl = object.children.length; c < cl; c ++ ) { - - projectObject( object.children[ c ] ); - - } - - }; - - projectObject( root ); - - sort && _renderData.objects.sort( painterSort ); - - return _renderData; - - }; - - this.projectScene = function ( scene, camera, sort ) { - - var near = camera.near, far = camera.far, visible = false, - o, ol, v, vl, f, fl, n, nl, c, cl, u, ul, object, - objectMatrixWorld, objectMatrixWorldRotation, - geometry, geometryMaterials, vertices, vertex, vertexPositionScreen, - faces, face, faceVertexNormals, normal, faceVertexUvs, uvs, - v1, v2, v3, v4; - - _face3Count = 0; - _face4Count = 0; - _lineCount = 0; - _particleCount = 0; - - _renderData.elements.length = 0; - - if ( camera.parent === undefined ) { - - console.warn( 'DEPRECATED: Camera hasn\'t been added to a Scene. Adding it...' ); - scene.add( camera ); - - } - - scene.updateMatrixWorld(); - - camera.matrixWorldInverse.getInverse( camera.matrixWorld ); - - _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse ); - - _frustum.setFromMatrix( _projScreenMatrix ); - - _renderData = this.projectGraph( scene, false ); - - for ( o = 0, ol = _renderData.objects.length; o < ol; o++ ) { - - object = _renderData.objects[ o ].object; - - objectMatrixWorld = object.matrixWorld; - - _vertexCount = 0; - - if ( object instanceof THREE.Mesh ) { - - geometry = object.geometry; - geometryMaterials = object.geometry.materials; - vertices = geometry.vertices; - faces = geometry.faces; - faceVertexUvs = geometry.faceVertexUvs; - - objectMatrixWorldRotation = object.matrixRotationWorld.extractRotation( objectMatrixWorld ); - - for ( v = 0, vl = vertices.length; v < vl; v ++ ) { - - _vertex = getNextVertexInPool(); - _vertex.positionWorld.copy( vertices[ v ] ); - - objectMatrixWorld.multiplyVector3( _vertex.positionWorld ); - - _vertex.positionScreen.copy( _vertex.positionWorld ); - _projScreenMatrix.multiplyVector4( _vertex.positionScreen ); - - _vertex.positionScreen.x /= _vertex.positionScreen.w; - _vertex.positionScreen.y /= _vertex.positionScreen.w; - - _vertex.visible = _vertex.positionScreen.z > near && _vertex.positionScreen.z < far; - - } - - for ( f = 0, fl = faces.length; f < fl; f ++ ) { - - face = faces[ f ]; - - if ( face instanceof THREE.Face3 ) { - - v1 = _vertexPool[ face.a ]; - v2 = _vertexPool[ face.b ]; - v3 = _vertexPool[ face.c ]; - - if ( v1.visible && v2.visible && v3.visible ) { - - visible = ( ( v3.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) - - ( v3.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) ) < 0; - - if ( object.doubleSided || visible != object.flipSided ) { - - _face = getNextFace3InPool(); - - _face.v1.copy( v1 ); - _face.v2.copy( v2 ); - _face.v3.copy( v3 ); - - } else { - - continue; - - } - - } else { - - continue; - - } - - } else if ( face instanceof THREE.Face4 ) { - - v1 = _vertexPool[ face.a ]; - v2 = _vertexPool[ face.b ]; - v3 = _vertexPool[ face.c ]; - v4 = _vertexPool[ face.d ]; - - if ( v1.visible && v2.visible && v3.visible && v4.visible ) { - - visible = ( v4.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) - - ( v4.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) < 0 || - ( v2.positionScreen.x - v3.positionScreen.x ) * ( v4.positionScreen.y - v3.positionScreen.y ) - - ( v2.positionScreen.y - v3.positionScreen.y ) * ( v4.positionScreen.x - v3.positionScreen.x ) < 0; - - - if ( object.doubleSided || visible != object.flipSided ) { - - _face = getNextFace4InPool(); - - _face.v1.copy( v1 ); - _face.v2.copy( v2 ); - _face.v3.copy( v3 ); - _face.v4.copy( v4 ); - - } else { - - continue; - - } - - } else { - - continue; - - } - - } - - _face.normalWorld.copy( face.normal ); - if ( !visible && ( object.flipSided || object.doubleSided ) ) _face.normalWorld.negate(); - objectMatrixWorldRotation.multiplyVector3( _face.normalWorld ); - - _face.centroidWorld.copy( face.centroid ); - objectMatrixWorld.multiplyVector3( _face.centroidWorld ); - - _face.centroidScreen.copy( _face.centroidWorld ); - _projScreenMatrix.multiplyVector3( _face.centroidScreen ); - - faceVertexNormals = face.vertexNormals; - - for ( n = 0, nl = faceVertexNormals.length; n < nl; n ++ ) { - - normal = _face.vertexNormalsWorld[ n ]; - normal.copy( faceVertexNormals[ n ] ); - if ( !visible && ( object.flipSided || object.doubleSided ) ) normal.negate(); - objectMatrixWorldRotation.multiplyVector3( normal ); - - } - - for ( c = 0, cl = faceVertexUvs.length; c < cl; c ++ ) { - - uvs = faceVertexUvs[ c ][ f ]; - - if ( !uvs ) continue; - - for ( u = 0, ul = uvs.length; u < ul; u ++ ) { - - _face.uvs[ c ][ u ] = uvs[ u ]; - - } - - } - - _face.material = object.material; - _face.faceMaterial = face.materialIndex !== null ? geometryMaterials[ face.materialIndex ] : null; - - _face.z = _face.centroidScreen.z; - - _renderData.elements.push( _face ); - - } - - } else if ( object instanceof THREE.Line ) { - - _projScreenobjectMatrixWorld.multiply( _projScreenMatrix, objectMatrixWorld ); - - vertices = object.geometry.vertices; - - v1 = getNextVertexInPool(); - v1.positionScreen.copy( vertices[ 0 ] ); - _projScreenobjectMatrixWorld.multiplyVector4( v1.positionScreen ); - - // Handle LineStrip and LinePieces - var step = object.type === THREE.LinePieces ? 2 : 1; - - for ( v = 1, vl = vertices.length; v < vl; v ++ ) { - - v1 = getNextVertexInPool(); - v1.positionScreen.copy( vertices[ v ] ); - _projScreenobjectMatrixWorld.multiplyVector4( v1.positionScreen ); - - if ( ( v + 1 ) % step > 0 ) continue; - - v2 = _vertexPool[ _vertexCount - 2 ]; - - _clippedVertex1PositionScreen.copy( v1.positionScreen ); - _clippedVertex2PositionScreen.copy( v2.positionScreen ); - - if ( clipLine( _clippedVertex1PositionScreen, _clippedVertex2PositionScreen ) ) { - - // Perform the perspective divide - _clippedVertex1PositionScreen.multiplyScalar( 1 / _clippedVertex1PositionScreen.w ); - _clippedVertex2PositionScreen.multiplyScalar( 1 / _clippedVertex2PositionScreen.w ); - - _line = getNextLineInPool(); - _line.v1.positionScreen.copy( _clippedVertex1PositionScreen ); - _line.v2.positionScreen.copy( _clippedVertex2PositionScreen ); - - _line.z = Math.max( _clippedVertex1PositionScreen.z, _clippedVertex2PositionScreen.z ); - - _line.material = object.material; - - _renderData.elements.push( _line ); - - } - - } - - } - - } - - for ( o = 0, ol = _renderData.sprites.length; o < ol; o++ ) { - - object = _renderData.sprites[ o ].object; - - objectMatrixWorld = object.matrixWorld; - - if ( object instanceof THREE.Particle ) { - - _vector4.set( objectMatrixWorld.elements[12], objectMatrixWorld.elements[13], objectMatrixWorld.elements[14], 1 ); - _projScreenMatrix.multiplyVector4( _vector4 ); - - _vector4.z /= _vector4.w; - - if ( _vector4.z > 0 && _vector4.z < 1 ) { - - _particle = getNextParticleInPool(); - _particle.x = _vector4.x / _vector4.w; - _particle.y = _vector4.y / _vector4.w; - _particle.z = _vector4.z; - - _particle.rotation = object.rotation.z; - - _particle.scale.x = object.scale.x * Math.abs( _particle.x - ( _vector4.x + camera.projectionMatrix.elements[0] ) / ( _vector4.w + camera.projectionMatrix.elements[12] ) ); - _particle.scale.y = object.scale.y * Math.abs( _particle.y - ( _vector4.y + camera.projectionMatrix.elements[5] ) / ( _vector4.w + camera.projectionMatrix.elements[13] ) ); - - _particle.material = object.material; - - _renderData.elements.push( _particle ); - - } - - } - - } - - sort && _renderData.elements.sort( painterSort ); - - return _renderData; - - }; - - // Pools - - function getNextObjectInPool() { - - var object = _objectPool[ _objectCount ] = _objectPool[ _objectCount ] || new THREE.RenderableObject(); - - _objectCount ++; - - return object; - - } - - function getNextVertexInPool() { - - var vertex = _vertexPool[ _vertexCount ] = _vertexPool[ _vertexCount ] || new THREE.RenderableVertex(); - - _vertexCount ++; - - return vertex; - - } - - function getNextFace3InPool() { - - var face = _face3Pool[ _face3Count ] = _face3Pool[ _face3Count ] || new THREE.RenderableFace3(); - - _face3Count ++; - - return face; - - } - - function getNextFace4InPool() { - - var face = _face4Pool[ _face4Count ] = _face4Pool[ _face4Count ] || new THREE.RenderableFace4(); - - _face4Count ++; - - return face; - - } - - function getNextLineInPool() { - - var line = _linePool[ _lineCount ] = _linePool[ _lineCount ] || new THREE.RenderableLine(); - - _lineCount ++; - - return line; - - } - - function getNextParticleInPool() { - - var particle = _particlePool[ _particleCount ] = _particlePool[ _particleCount ] || new THREE.RenderableParticle(); - _particleCount ++; - return particle; - - } - - // - - function painterSort( a, b ) { - - return b.z - a.z; - - } - - function clipLine( s1, s2 ) { - - var alpha1 = 0, alpha2 = 1, - - // Calculate the boundary coordinate of each vertex for the near and far clip planes, - // Z = -1 and Z = +1, respectively. - bc1near = s1.z + s1.w, - bc2near = s2.z + s2.w, - bc1far = - s1.z + s1.w, - bc2far = - s2.z + s2.w; - - if ( bc1near >= 0 && bc2near >= 0 && bc1far >= 0 && bc2far >= 0 ) { - - // Both vertices lie entirely within all clip planes. - return true; - - } else if ( ( bc1near < 0 && bc2near < 0) || (bc1far < 0 && bc2far < 0 ) ) { - - // Both vertices lie entirely outside one of the clip planes. - return false; - - } else { - - // The line segment spans at least one clip plane. - - if ( bc1near < 0 ) { - - // v1 lies outside the near plane, v2 inside - alpha1 = Math.max( alpha1, bc1near / ( bc1near - bc2near ) ); - - } else if ( bc2near < 0 ) { - - // v2 lies outside the near plane, v1 inside - alpha2 = Math.min( alpha2, bc1near / ( bc1near - bc2near ) ); - - } - - if ( bc1far < 0 ) { - - // v1 lies outside the far plane, v2 inside - alpha1 = Math.max( alpha1, bc1far / ( bc1far - bc2far ) ); - - } else if ( bc2far < 0 ) { - - // v2 lies outside the far plane, v2 inside - alpha2 = Math.min( alpha2, bc1far / ( bc1far - bc2far ) ); - - } - - if ( alpha2 < alpha1 ) { - - // The line segment spans two boundaries, but is outside both of them. - // (This can't happen when we're only clipping against just near/far but good - // to leave the check here for future usage if other clip planes are added.) - return false; - - } else { - - // Update the s1 and s2 vertices to match the clipped line segment. - s1.lerpSelf( s2, alpha1 ); - s2.lerpSelf( s1, 1 - alpha2 ); - - return true; - - } - - } - - } - -}; -/** - * @author mikael emtinger / http://gomo.se/ - * @author alteredq / http://alteredqualia.com/ - */ - -THREE.Quaternion = function( x, y, z, w ) { - - this.x = x || 0; - this.y = y || 0; - this.z = z || 0; - this.w = ( w !== undefined ) ? w : 1; - -}; - -THREE.Quaternion.prototype = { - - constructor: THREE.Quaternion, - - set: function ( x, y, z, w ) { - - this.x = x; - this.y = y; - this.z = z; - this.w = w; - - return this; - - }, - - copy: function ( q ) { - - this.x = q.x; - this.y = q.y; - this.z = q.z; - this.w = q.w; - - return this; - - }, - - setFromEuler: function ( vector ) { - - var c = Math.PI / 360, // 0.5 * Math.PI / 360, // 0.5 is an optimization - x = vector.x * c, - y = vector.y * c, - z = vector.z * c, - - c1 = Math.cos( y ), - s1 = Math.sin( y ), - c2 = Math.cos( -z ), - s2 = Math.sin( -z ), - c3 = Math.cos( x ), - s3 = Math.sin( x ), - - c1c2 = c1 * c2, - s1s2 = s1 * s2; - - this.w = c1c2 * c3 - s1s2 * s3; - this.x = c1c2 * s3 + s1s2 * c3; - this.y = s1 * c2 * c3 + c1 * s2 * s3; - this.z = c1 * s2 * c3 - s1 * c2 * s3; - - return this; - - }, - - setFromAxisAngle: function ( axis, angle ) { - - // from http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm - // axis have to be normalized - - var halfAngle = angle / 2, - s = Math.sin( halfAngle ); - - this.x = axis.x * s; - this.y = axis.y * s; - this.z = axis.z * s; - this.w = Math.cos( halfAngle ); - - return this; - - }, - - setFromRotationMatrix: function ( m ) { - - // Adapted from: http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm - - function copySign( a, b ) { - - return b < 0 ? -Math.abs( a ) : Math.abs( a ); - - } - - var absQ = Math.pow( m.determinant(), 1.0 / 3.0 ); - this.w = Math.sqrt( Math.max( 0, absQ + m.elements[0] + m.elements[5] + m.elements[10] ) ) / 2; - this.x = Math.sqrt( Math.max( 0, absQ + m.elements[0] - m.elements[5] - m.elements[10] ) ) / 2; - this.y = Math.sqrt( Math.max( 0, absQ - m.elements[0] + m.elements[5] - m.elements[10] ) ) / 2; - this.z = Math.sqrt( Math.max( 0, absQ - m.elements[0] - m.elements[5] + m.elements[10] ) ) / 2; - this.x = copySign( this.x, ( m.elements[6] - m.elements[9] ) ); - this.y = copySign( this.y, ( m.elements[8] - m.elements[2] ) ); - this.z = copySign( this.z, ( m.elements[1] - m.elements[4] ) ); - this.normalize(); - - return this; - - }, - - calculateW : function () { - - this.w = - Math.sqrt( Math.abs( 1.0 - this.x * this.x - this.y * this.y - this.z * this.z ) ); - - return this; - - }, - - inverse: function () { - - this.x *= -1; - this.y *= -1; - this.z *= -1; - - return this; - - }, - - length: function () { - - return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w ); - - }, - - normalize: function () { - - var l = Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w ); - - if ( l === 0 ) { - - this.x = 0; - this.y = 0; - this.z = 0; - this.w = 0; - - } else { - - l = 1 / l; - - this.x = this.x * l; - this.y = this.y * l; - this.z = this.z * l; - this.w = this.w * l; - - } - - return this; - - }, - - multiply: function ( a, b ) { - - // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm - - this.x = a.x * b.w + a.y * b.z - a.z * b.y + a.w * b.x; - this.y = -a.x * b.z + a.y * b.w + a.z * b.x + a.w * b.y; - this.z = a.x * b.y - a.y * b.x + a.z * b.w + a.w * b.z; - this.w = -a.x * b.x - a.y * b.y - a.z * b.z + a.w * b.w; - - return this; - - }, - - multiplySelf: function ( b ) { - - var qax = this.x, qay = this.y, qaz = this.z, qaw = this.w, - qbx = b.x, qby = b.y, qbz = b.z, qbw = b.w; - - this.x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby; - this.y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz; - this.z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx; - this.w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz; - - return this; - - }, - - multiplyVector3: function ( vector, dest ) { - - if ( !dest ) { dest = vector; } - - var x = vector.x, y = vector.y, z = vector.z, - qx = this.x, qy = this.y, qz = this.z, qw = this.w; - - // calculate quat * vector - - var ix = qw * x + qy * z - qz * y, - iy = qw * y + qz * x - qx * z, - iz = qw * z + qx * y - qy * x, - iw = -qx * x - qy * y - qz * z; - - // calculate result * inverse quat - - dest.x = ix * qw + iw * -qx + iy * -qz - iz * -qy; - dest.y = iy * qw + iw * -qy + iz * -qx - ix * -qz; - dest.z = iz * qw + iw * -qz + ix * -qy - iy * -qx; - - return dest; - - }, - - clone: function () { - - return new THREE.Quaternion( this.x, this.y, this.z, this.w ); - - } - -} - -THREE.Quaternion.slerp = function ( qa, qb, qm, t ) { - - // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/ - - var cosHalfTheta = qa.w * qb.w + qa.x * qb.x + qa.y * qb.y + qa.z * qb.z; - - if (cosHalfTheta < 0) { - qm.w = -qb.w; qm.x = -qb.x; qm.y = -qb.y; qm.z = -qb.z; - cosHalfTheta = -cosHalfTheta; - } else { - qm.copy(qb); - } - - if ( Math.abs( cosHalfTheta ) >= 1.0 ) { - - qm.w = qa.w; qm.x = qa.x; qm.y = qa.y; qm.z = qa.z; - return qm; - - } - - var halfTheta = Math.acos( cosHalfTheta ), - sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta ); - - if ( Math.abs( sinHalfTheta ) < 0.001 ) { - - qm.w = 0.5 * ( qa.w + qb.w ); - qm.x = 0.5 * ( qa.x + qb.x ); - qm.y = 0.5 * ( qa.y + qb.y ); - qm.z = 0.5 * ( qa.z + qb.z ); - - return qm; - - } - - var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta, - ratioB = Math.sin( t * halfTheta ) / sinHalfTheta; - - qm.w = ( qa.w * ratioA + qm.w * ratioB ); - qm.x = ( qa.x * ratioA + qm.x * ratioB ); - qm.y = ( qa.y * ratioA + qm.y * ratioB ); - qm.z = ( qa.z * ratioA + qm.z * ratioB ); - - return qm; - -} -/** - * @author mr.doob / http://mrdoob.com/ - */ - -THREE.Vertex = THREE.Vector3; -/** - * @author mr.doob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - */ - -THREE.Face3 = function ( a, b, c, normal, color, materialIndex ) { - - this.a = a; - this.b = b; - this.c = c; - - this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3(); - this.vertexNormals = normal instanceof Array ? normal : [ ]; - - this.color = color instanceof THREE.Color ? color : new THREE.Color(); - this.vertexColors = color instanceof Array ? color : []; - - this.vertexTangents = []; - - this.materialIndex = materialIndex; - - this.centroid = new THREE.Vector3(); - -}; - -THREE.Face3.prototype = { - - constructor: THREE.Face3, - - clone: function () { - - var face = new THREE.Face3( this.a, this.b, this.c ); - - face.normal.copy( this.normal ); - face.color.copy( this.color ); - face.centroid.copy( this.centroid ); - - face.materialIndex = this.materialIndex; - - var i, il; - for ( i = 0, il = this.vertexNormals.length; i < il; i ++ ) face.vertexNormals[ i ] = this.vertexNormals[ i ].clone(); - for ( i = 0, il = this.vertexColors.length; i < il; i ++ ) face.vertexColors[ i ] = this.vertexColors[ i ].clone(); - for ( i = 0, il = this.vertexTangents.length; i < il; i ++ ) face.vertexTangents[ i ] = this.vertexTangents[ i ].clone(); - - return face; - - } - -}; -/** - * @author mr.doob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - */ - -THREE.Face4 = function ( a, b, c, d, normal, color, materialIndex ) { - - this.a = a; - this.b = b; - this.c = c; - this.d = d; - - this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3(); - this.vertexNormals = normal instanceof Array ? normal : [ ]; - - this.color = color instanceof THREE.Color ? color : new THREE.Color(); - this.vertexColors = color instanceof Array ? color : []; - - this.vertexTangents = []; - - this.materialIndex = materialIndex; - - this.centroid = new THREE.Vector3(); - -}; - -THREE.Face4.prototype = { - - constructor: THREE.Face4, - - clone: function () { - - var face = new THREE.Face4( this.a, this.b, this.c, this.d ); - - face.normal.copy( this.normal ); - face.color.copy( this.color ); - face.centroid.copy( this.centroid ); - - face.materialIndex = this.materialIndex; - - var i, il; - for ( i = 0, il = this.vertexNormals.length; i < il; i ++ ) face.vertexNormals[ i ] = this.vertexNormals[ i ].clone(); - for ( i = 0, il = this.vertexColors.length; i < il; i ++ ) face.vertexColors[ i ] = this.vertexColors[ i ].clone(); - for ( i = 0, il = this.vertexTangents.length; i < il; i ++ ) face.vertexTangents[ i ] = this.vertexTangents[ i ].clone(); - - return face; - - } - -}; -/** - * @author mr.doob / http://mrdoob.com/ - */ - -THREE.UV = function ( u, v ) { - - this.u = u || 0; - this.v = v || 0; - -}; - -THREE.UV.prototype = { - - constructor: THREE.UV, - - set: function ( u, v ) { - - this.u = u; - this.v = v; - - return this; - - }, - - copy: function ( uv ) { - - this.u = uv.u; - this.v = uv.v; - - return this; - - }, - - lerpSelf: function ( uv, alpha ) { - - this.u += ( uv.u - this.u ) * alpha; - this.v += ( uv.v - this.v ) * alpha; - - return this; - - }, - - clone: function () { - - return new THREE.UV( this.u, this.v ); - - } - -}; -/** - * @author mr.doob / http://mrdoob.com/ - * @author kile / http://kile.stravaganza.org/ - * @author alteredq / http://alteredqualia.com/ - * @author mikael emtinger / http://gomo.se/ - * @author zz85 / http://www.lab4games.net/zz85/blog - */ - -THREE.Geometry = function () { - - this.id = THREE.GeometryCount ++; - - this.vertices = []; - this.colors = []; // one-to-one vertex colors, used in ParticleSystem, Line and Ribbon - - this.materials = []; - - this.faces = []; - - this.faceUvs = [[]]; - this.faceVertexUvs = [[]]; - - this.morphTargets = []; - this.morphColors = []; - this.morphNormals = []; - - this.skinWeights = []; - this.skinIndices = []; - - this.boundingBox = null; - this.boundingSphere = null; - - this.hasTangents = false; - - this.dynamic = false; // unless set to true the *Arrays will be deleted once sent to a buffer. - -}; - -THREE.Geometry.prototype = { - - constructor : THREE.Geometry, - - applyMatrix: function ( matrix ) { - - var matrixRotation = new THREE.Matrix4(); - matrixRotation.extractRotation( matrix ); - - for ( var i = 0, il = this.vertices.length; i < il; i ++ ) { - - var vertex = this.vertices[ i ]; - - matrix.multiplyVector3( vertex ); - - } - - for ( var i = 0, il = this.faces.length; i < il; i ++ ) { - - var face = this.faces[ i ]; - - matrixRotation.multiplyVector3( face.normal ); - - for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) { - - matrixRotation.multiplyVector3( face.vertexNormals[ j ] ); - - } - - matrix.multiplyVector3( face.centroid ); - - } - - }, - - computeCentroids: function () { - - var f, fl, face; - - for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { - - face = this.faces[ f ]; - face.centroid.set( 0, 0, 0 ); - - if ( face instanceof THREE.Face3 ) { - - face.centroid.addSelf( this.vertices[ face.a ] ); - face.centroid.addSelf( this.vertices[ face.b ] ); - face.centroid.addSelf( this.vertices[ face.c ] ); - face.centroid.divideScalar( 3 ); - - } else if ( face instanceof THREE.Face4 ) { - - face.centroid.addSelf( this.vertices[ face.a ] ); - face.centroid.addSelf( this.vertices[ face.b ] ); - face.centroid.addSelf( this.vertices[ face.c ] ); - face.centroid.addSelf( this.vertices[ face.d ] ); - face.centroid.divideScalar( 4 ); - - } - - } - - }, - - computeFaceNormals: function () { - - var n, nl, v, vl, vertex, f, fl, face, vA, vB, vC, - cb = new THREE.Vector3(), ab = new THREE.Vector3(); - - for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { - - face = this.faces[ f ]; - - vA = this.vertices[ face.a ]; - vB = this.vertices[ face.b ]; - vC = this.vertices[ face.c ]; - - cb.sub( vC, vB ); - ab.sub( vA, vB ); - cb.crossSelf( ab ); - - if ( !cb.isZero() ) { - - cb.normalize(); - - } - - face.normal.copy( cb ); - - } - - }, - - computeVertexNormals: function () { - - var v, vl, f, fl, face, vertices; - - // create internal buffers for reuse when calling this method repeatedly - // (otherwise memory allocation / deallocation every frame is big resource hog) - - if ( this.__tmpVertices === undefined ) { - - this.__tmpVertices = new Array( this.vertices.length ); - vertices = this.__tmpVertices; - - for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) { - - vertices[ v ] = new THREE.Vector3(); - - } - - for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { - - face = this.faces[ f ]; - - if ( face instanceof THREE.Face3 ) { - - face.vertexNormals = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ]; - - } else if ( face instanceof THREE.Face4 ) { - - face.vertexNormals = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ]; - - } - - } - - } else { - - vertices = this.__tmpVertices; - - for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) { - - vertices[ v ].set( 0, 0, 0 ); - - } - - } - - for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { - - face = this.faces[ f ]; - - if ( face instanceof THREE.Face3 ) { - - vertices[ face.a ].addSelf( face.normal ); - vertices[ face.b ].addSelf( face.normal ); - vertices[ face.c ].addSelf( face.normal ); - - } else if ( face instanceof THREE.Face4 ) { - - vertices[ face.a ].addSelf( face.normal ); - vertices[ face.b ].addSelf( face.normal ); - vertices[ face.c ].addSelf( face.normal ); - vertices[ face.d ].addSelf( face.normal ); - - } - - } - - for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) { - - vertices[ v ].normalize(); - - } - - for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { - - face = this.faces[ f ]; - - if ( face instanceof THREE.Face3 ) { - - face.vertexNormals[ 0 ].copy( vertices[ face.a ] ); - face.vertexNormals[ 1 ].copy( vertices[ face.b ] ); - face.vertexNormals[ 2 ].copy( vertices[ face.c ] ); - - } else if ( face instanceof THREE.Face4 ) { - - face.vertexNormals[ 0 ].copy( vertices[ face.a ] ); - face.vertexNormals[ 1 ].copy( vertices[ face.b ] ); - face.vertexNormals[ 2 ].copy( vertices[ face.c ] ); - face.vertexNormals[ 3 ].copy( vertices[ face.d ] ); - - } - - } - - }, - - computeMorphNormals: function () { - - var i, il, f, fl, face; - - // save original normals - // - create temp variables on first access - // otherwise just copy (for faster repeated calls) - - for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { - - face = this.faces[ f ]; - - if ( ! face.__originalFaceNormal ) { - - face.__originalFaceNormal = face.normal.clone(); - - } else { - - face.__originalFaceNormal.copy( face.normal ); - - } - - if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = []; - - for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) { - - if ( ! face.__originalVertexNormals[ i ] ) { - - face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone(); - - } else { - - face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] ); - - } - - } - - } - - // use temp geometry to compute face and vertex normals for each morph - - var tmpGeo = new THREE.Geometry(); - tmpGeo.faces = this.faces; - - for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) { - - // create on first access - - if ( ! this.morphNormals[ i ] ) { - - this.morphNormals[ i ] = {}; - this.morphNormals[ i ].faceNormals = []; - this.morphNormals[ i ].vertexNormals = []; - - var dstNormalsFace = this.morphNormals[ i ].faceNormals; - var dstNormalsVertex = this.morphNormals[ i ].vertexNormals; - - var faceNormal, vertexNormals; - - for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { - - face = this.faces[ f ]; - - faceNormal = new THREE.Vector3(); - - if ( face instanceof THREE.Face3 ) { - - vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3() }; - - } else { - - vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3(), d: new THREE.Vector3() }; - - } - - dstNormalsFace.push( faceNormal ); - dstNormalsVertex.push( vertexNormals ); - - } - - } - - var morphNormals = this.morphNormals[ i ]; - - // set vertices to morph target - - tmpGeo.vertices = this.morphTargets[ i ].vertices; - - // compute morph normals - - tmpGeo.computeFaceNormals(); - tmpGeo.computeVertexNormals(); - - // store morph normals - - var faceNormal, vertexNormals; - - for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { - - face = this.faces[ f ]; - - faceNormal = morphNormals.faceNormals[ f ]; - vertexNormals = morphNormals.vertexNormals[ f ]; - - faceNormal.copy( face.normal ); - - if ( face instanceof THREE.Face3 ) { - - vertexNormals.a.copy( face.vertexNormals[ 0 ] ); - vertexNormals.b.copy( face.vertexNormals[ 1 ] ); - vertexNormals.c.copy( face.vertexNormals[ 2 ] ); - - } else { - - vertexNormals.a.copy( face.vertexNormals[ 0 ] ); - vertexNormals.b.copy( face.vertexNormals[ 1 ] ); - vertexNormals.c.copy( face.vertexNormals[ 2 ] ); - vertexNormals.d.copy( face.vertexNormals[ 3 ] ); - - } - - } - - } - - // restore original normals - - for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { - - face = this.faces[ f ]; - - face.normal = face.__originalFaceNormal; - face.vertexNormals = face.__originalVertexNormals; - - } - - }, - - computeTangents: function () { - - // based on http://www.terathon.com/code/tangent.html - // tangents go to vertices - - var f, fl, v, vl, i, il, vertexIndex, - face, uv, vA, vB, vC, uvA, uvB, uvC, - x1, x2, y1, y2, z1, z2, - s1, s2, t1, t2, r, t, test, - tan1 = [], tan2 = [], - sdir = new THREE.Vector3(), tdir = new THREE.Vector3(), - tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3(), - n = new THREE.Vector3(), w; - - for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) { - - tan1[ v ] = new THREE.Vector3(); - tan2[ v ] = new THREE.Vector3(); - - } - - function handleTriangle( context, a, b, c, ua, ub, uc ) { - - vA = context.vertices[ a ]; - vB = context.vertices[ b ]; - vC = context.vertices[ c ]; - - uvA = uv[ ua ]; - uvB = uv[ ub ]; - uvC = uv[ uc ]; - - x1 = vB.x - vA.x; - x2 = vC.x - vA.x; - y1 = vB.y - vA.y; - y2 = vC.y - vA.y; - z1 = vB.z - vA.z; - z2 = vC.z - vA.z; - - s1 = uvB.u - uvA.u; - s2 = uvC.u - uvA.u; - t1 = uvB.v - uvA.v; - t2 = uvC.v - uvA.v; - - r = 1.0 / ( s1 * t2 - s2 * t1 ); - sdir.set( ( t2 * x1 - t1 * x2 ) * r, - ( t2 * y1 - t1 * y2 ) * r, - ( t2 * z1 - t1 * z2 ) * r ); - tdir.set( ( s1 * x2 - s2 * x1 ) * r, - ( s1 * y2 - s2 * y1 ) * r, - ( s1 * z2 - s2 * z1 ) * r ); - - tan1[ a ].addSelf( sdir ); - tan1[ b ].addSelf( sdir ); - tan1[ c ].addSelf( sdir ); - - tan2[ a ].addSelf( tdir ); - tan2[ b ].addSelf( tdir ); - tan2[ c ].addSelf( tdir ); - - } - - for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { - - face = this.faces[ f ]; - uv = this.faceVertexUvs[ 0 ][ f ]; // use UV layer 0 for tangents - - if ( face instanceof THREE.Face3 ) { - - handleTriangle( this, face.a, face.b, face.c, 0, 1, 2 ); - - } else if ( face instanceof THREE.Face4 ) { - - handleTriangle( this, face.a, face.b, face.d, 0, 1, 3 ); - handleTriangle( this, face.b, face.c, face.d, 1, 2, 3 ); - - } - - } - - var faceIndex = [ 'a', 'b', 'c', 'd' ]; - - for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { - - face = this.faces[ f ]; - - for ( i = 0; i < face.vertexNormals.length; i++ ) { - - n.copy( face.vertexNormals[ i ] ); - - vertexIndex = face[ faceIndex[ i ] ]; - - t = tan1[ vertexIndex ]; - - // Gram-Schmidt orthogonalize - - tmp.copy( t ); - tmp.subSelf( n.multiplyScalar( n.dot( t ) ) ).normalize(); - - // Calculate handedness - - tmp2.cross( face.vertexNormals[ i ], t ); - test = tmp2.dot( tan2[ vertexIndex ] ); - w = (test < 0.0) ? -1.0 : 1.0; - - face.vertexTangents[ i ] = new THREE.Vector4( tmp.x, tmp.y, tmp.z, w ); - - } - - } - - this.hasTangents = true; - - }, - - computeBoundingBox: function () { - - if ( ! this.boundingBox ) { - - this.boundingBox = { min: new THREE.Vector3(), max: new THREE.Vector3() }; - - } - - if ( this.vertices.length > 0 ) { - - var position, firstPosition = this.vertices[ 0 ]; - - this.boundingBox.min.copy( firstPosition ); - this.boundingBox.max.copy( firstPosition ); - - var min = this.boundingBox.min, - max = this.boundingBox.max; - - for ( var v = 1, vl = this.vertices.length; v < vl; v ++ ) { - - position = this.vertices[ v ]; - - if ( position.x < min.x ) { - - min.x = position.x; - - } else if ( position.x > max.x ) { - - max.x = position.x; - - } - - if ( position.y < min.y ) { - - min.y = position.y; - - } else if ( position.y > max.y ) { - - max.y = position.y; - - } - - if ( position.z < min.z ) { - - min.z = position.z; - - } else if ( position.z > max.z ) { - - max.z = position.z; - - } - - } - - } else { - - this.boundingBox.min.set( 0, 0, 0 ); - this.boundingBox.max.set( 0, 0, 0 ); - - } - - }, - - computeBoundingSphere: function () { - - if ( ! this.boundingSphere ) this.boundingSphere = { radius: 0 }; - - var radius, maxRadius = 0; - - for ( var v = 0, vl = this.vertices.length; v < vl; v ++ ) { - - radius = this.vertices[ v ].length(); - if ( radius > maxRadius ) maxRadius = radius; - - } - - this.boundingSphere.radius = maxRadius; - - }, - - /* - * Checks for duplicate vertices with hashmap. - * Duplicated vertices are removed - * and faces' vertices are updated. - */ - - mergeVertices: function() { - - var verticesMap = {}; // Hashmap for looking up vertice by position coordinates (and making sure they are unique) - var unique = [], changes = []; - - var v, key; - var precisionPoints = 4; // number of decimal points, eg. 4 for epsilon of 0.0001 - var precision = Math.pow( 10, precisionPoints ); - var i,il, face; - - for ( i = 0, il = this.vertices.length; i < il; i ++ ) { - - v = this.vertices[ i ]; - key = [ Math.round( v.x * precision ), Math.round( v.y * precision ), Math.round( v.z * precision ) ].join( '_' ); - - if ( verticesMap[ key ] === undefined ) { - - verticesMap[ key ] = i; - unique.push( this.vertices[ i ] ); - changes[ i ] = unique.length - 1; - - } else { - - //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]); - changes[ i ] = changes[ verticesMap[ key ] ]; - - } - - }; - - - // Start to patch face indices - - for( i = 0, il = this.faces.length; i < il; i ++ ) { - - face = this.faces[ i ]; - - if ( face instanceof THREE.Face3 ) { - - face.a = changes[ face.a ]; - face.b = changes[ face.b ]; - face.c = changes[ face.c ]; - - } else if ( face instanceof THREE.Face4 ) { - - face.a = changes[ face.a ]; - face.b = changes[ face.b ]; - face.c = changes[ face.c ]; - face.d = changes[ face.d ]; - - } - - } - - // Use unique set of vertices - - this.vertices = unique; - - } - -}; - -THREE.GeometryCount = 0; -/** - * @author mr.doob / http://mrdoob.com/ - * @author mikael emtinger / http://gomo.se/ - */ - -THREE.Camera = function () { - - THREE.Object3D.call( this ); - - this.matrixWorldInverse = new THREE.Matrix4(); - - this.projectionMatrix = new THREE.Matrix4(); - this.projectionMatrixInverse = new THREE.Matrix4(); - -}; - -THREE.Camera.prototype = new THREE.Object3D(); -THREE.Camera.prototype.constructor = THREE.Camera; - -THREE.Camera.prototype.lookAt = function ( vector ) { - - // TODO: Add hierarchy support. - - this.matrix.lookAt( this.position, vector, this.up ); - - if ( this.rotationAutoUpdate ) { - - this.rotation.getRotationFromMatrix( this.matrix ); - - } - -}; -/** - * @author alteredq / http://alteredqualia.com/ - */ - -THREE.OrthographicCamera = function ( left, right, top, bottom, near, far ) { - - THREE.Camera.call( this ); - - this.left = left; - this.right = right; - this.top = top; - this.bottom = bottom; - - this.near = ( near !== undefined ) ? near : 0.1; - this.far = ( far !== undefined ) ? far : 2000; - - this.updateProjectionMatrix(); - -}; - -THREE.OrthographicCamera.prototype = new THREE.Camera(); -THREE.OrthographicCamera.prototype.constructor = THREE.OrthographicCamera; - -THREE.OrthographicCamera.prototype.updateProjectionMatrix = function () { - - this.projectionMatrix.makeOrthographic( this.left, this.right, this.top, this.bottom, this.near, this.far ); - -}; -/** - * @author mr.doob / http://mrdoob.com/ - * @author greggman / http://games.greggman.com/ - * @author zz85 / http://www.lab4games.net/zz85/blog - */ - -THREE.PerspectiveCamera = function ( fov, aspect, near, far ) { - - THREE.Camera.call( this ); - - this.fov = fov !== undefined ? fov : 50; - this.aspect = aspect !== undefined ? aspect : 1; - this.near = near !== undefined ? near : 0.1; - this.far = far !== undefined ? far : 2000; - - this.updateProjectionMatrix(); - -}; - -THREE.PerspectiveCamera.prototype = new THREE.Camera(); -THREE.PerspectiveCamera.prototype.constructor = THREE.PerspectiveCamera; - - -/** - * Uses Focal Length (in mm) to estimate and set FOV - * 35mm (fullframe) camera is used if frame size is not specified; - * Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html - */ - -THREE.PerspectiveCamera.prototype.setLens = function ( focalLength, frameHeight ) { - - frameHeight = frameHeight !== undefined ? frameHeight : 24; - - this.fov = 2 * Math.atan( frameHeight / ( focalLength * 2 ) ) * ( 180 / Math.PI ); - this.updateProjectionMatrix(); - -} - - -/** - * Sets an offset in a larger frustum. This is useful for multi-window or - * multi-monitor/multi-machine setups. - * - * For example, if you have 3x2 monitors and each monitor is 1920x1080 and - * the monitors are in grid like this - * - * +---+---+---+ - * | A | B | C | - * +---+---+---+ - * | D | E | F | - * +---+---+---+ - * - * then for each monitor you would call it like this - * - * var w = 1920; - * var h = 1080; - * var fullWidth = w * 3; - * var fullHeight = h * 2; - * - * --A-- - * camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h ); - * --B-- - * camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h ); - * --C-- - * camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h ); - * --D-- - * camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h ); - * --E-- - * camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h ); - * --F-- - * camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h ); - * - * Note there is no reason monitors have to be the same size or in a grid. - */ - -THREE.PerspectiveCamera.prototype.setViewOffset = function ( fullWidth, fullHeight, x, y, width, height ) { - - this.fullWidth = fullWidth; - this.fullHeight = fullHeight; - this.x = x; - this.y = y; - this.width = width; - this.height = height; - - this.updateProjectionMatrix(); - -}; - - -THREE.PerspectiveCamera.prototype.updateProjectionMatrix = function () { - - if ( this.fullWidth ) { - - var aspect = this.fullWidth / this.fullHeight; - var top = Math.tan( this.fov * Math.PI / 360 ) * this.near; - var bottom = -top; - var left = aspect * bottom; - var right = aspect * top; - var width = Math.abs( right - left ); - var height = Math.abs( top - bottom ); - - this.projectionMatrix.makeFrustum( - left + this.x * width / this.fullWidth, - left + ( this.x + this.width ) * width / this.fullWidth, - top - ( this.y + this.height ) * height / this.fullHeight, - top - this.y * height / this.fullHeight, - this.near, - this.far - ); - - } else { - - this.projectionMatrix.makePerspective( this.fov, this.aspect, this.near, this.far ); - - } - -}; -/** - * @author mr.doob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - */ - -THREE.Light = function ( hex ) { - - THREE.Object3D.call( this ); - - this.color = new THREE.Color( hex ); - -}; - -THREE.Light.prototype = new THREE.Object3D(); -THREE.Light.prototype.constructor = THREE.Light; -THREE.Light.prototype.supr = THREE.Object3D.prototype; -/** - * @author mr.doob / http://mrdoob.com/ - */ - -THREE.AmbientLight = function ( hex ) { - - THREE.Light.call( this, hex ); - -}; - -THREE.AmbientLight.prototype = new THREE.Light(); -THREE.AmbientLight.prototype.constructor = THREE.AmbientLight; -/** - * @author mr.doob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - */ - -THREE.DirectionalLight = function ( hex, intensity, distance ) { - - THREE.Light.call( this, hex ); - - this.position = new THREE.Vector3( 0, 1, 0 ); - this.target = new THREE.Object3D(); - - this.intensity = ( intensity !== undefined ) ? intensity : 1; - this.distance = ( distance !== undefined ) ? distance : 0; - - this.castShadow = false; - this.onlyShadow = false; - - // - - this.shadowCameraNear = 50; - this.shadowCameraFar = 5000; - - this.shadowCameraLeft = -500; - this.shadowCameraRight = 500; - this.shadowCameraTop = 500; - this.shadowCameraBottom = -500; - - this.shadowCameraVisible = false; - - this.shadowBias = 0; - this.shadowDarkness = 0.5; - - this.shadowMapWidth = 512; - this.shadowMapHeight = 512; - - // - - this.shadowCascade = false; - - this.shadowCascadeOffset = new THREE.Vector3( 0, 0, -1000 ); - this.shadowCascadeCount = 2; - - this.shadowCascadeBias = [ 0, 0, 0 ]; - this.shadowCascadeWidth = [ 512, 512, 512 ]; - this.shadowCascadeHeight = [ 512, 512, 512 ]; - - this.shadowCascadeNearZ = [ -1.000, 0.990, 0.998 ]; - this.shadowCascadeFarZ = [ 0.990, 0.998, 1.000 ]; - - this.shadowCascadeArray = []; - - // - - this.shadowMap = null; - this.shadowMapSize = null; - this.shadowCamera = null; - this.shadowMatrix = null; - -}; - -THREE.DirectionalLight.prototype = new THREE.Light(); -THREE.DirectionalLight.prototype.constructor = THREE.DirectionalLight; -/** - * @author mr.doob / http://mrdoob.com/ - */ - -THREE.PointLight = function ( hex, intensity, distance ) { - - THREE.Light.call( this, hex ); - - this.position = new THREE.Vector3( 0, 0, 0 ); - this.intensity = ( intensity !== undefined ) ? intensity : 1; - this.distance = ( distance !== undefined ) ? distance : 0; - -}; - -THREE.PointLight.prototype = new THREE.Light(); -THREE.PointLight.prototype.constructor = THREE.PointLight; -/** - * @author mr.doob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - */ - -THREE.Material = function ( parameters ) { - - parameters = parameters || {}; - - this.id = THREE.MaterialCount ++; - - this.name = ''; - - this.opacity = parameters.opacity !== undefined ? parameters.opacity : 1; - this.transparent = parameters.transparent !== undefined ? parameters.transparent : false; - - this.blending = parameters.blending !== undefined ? parameters.blending : THREE.NormalBlending; - - this.blendSrc = parameters.blendSrc !== undefined ? parameters.blendSrc : THREE.SrcAlphaFactor; - this.blendDst = parameters.blendDst !== undefined ? parameters.blendDst : THREE.OneMinusSrcAlphaFactor; - this.blendEquation = parameters.blendEquation !== undefined ? parameters.blendEquation : THREE.AddEquation; - - this.depthTest = parameters.depthTest !== undefined ? parameters.depthTest : true; - this.depthWrite = parameters.depthWrite !== undefined ? parameters.depthWrite : true; - - this.polygonOffset = parameters.polygonOffset !== undefined ? parameters.polygonOffset : false; - this.polygonOffsetFactor = parameters.polygonOffsetFactor !== undefined ? parameters.polygonOffsetFactor : 0; - this.polygonOffsetUnits = parameters.polygonOffsetUnits !== undefined ? parameters.polygonOffsetUnits : 0; - - this.alphaTest = parameters.alphaTest !== undefined ? parameters.alphaTest : 0; - - this.overdraw = parameters.overdraw !== undefined ? parameters.overdraw : false; // Boolean for fixing antialiasing gaps in CanvasRenderer - - this.needsUpdate = true; - -} - -THREE.MaterialCount = 0; - -// shading - -THREE.NoShading = 0; -THREE.FlatShading = 1; -THREE.SmoothShading = 2; - -// colors - -THREE.NoColors = 0; -THREE.FaceColors = 1; -THREE.VertexColors = 2; - -// blending modes - -THREE.NoBlending = 0; -THREE.NormalBlending = 1; -THREE.AdditiveBlending = 2; -THREE.SubtractiveBlending = 3; -THREE.MultiplyBlending = 4; -THREE.AdditiveAlphaBlending = 5; -THREE.CustomBlending = 6; - -// custom blending equations -// (numbers start from 100 not to clash with other -// mappings to OpenGL constants defined in Texture.js) - -THREE.AddEquation = 100; -THREE.SubtractEquation = 101; -THREE.ReverseSubtractEquation = 102; - -// custom blending destination factors - -THREE.ZeroFactor = 200; -THREE.OneFactor = 201; -THREE.SrcColorFactor = 202; -THREE.OneMinusSrcColorFactor = 203; -THREE.SrcAlphaFactor = 204; -THREE.OneMinusSrcAlphaFactor = 205; -THREE.DstAlphaFactor = 206; -THREE.OneMinusDstAlphaFactor = 207; - -// custom blending source factors - -//THREE.ZeroFactor = 200; -//THREE.OneFactor = 201; -//THREE.SrcAlphaFactor = 204; -//THREE.OneMinusSrcAlphaFactor = 205; -//THREE.DstAlphaFactor = 206; -//THREE.OneMinusDstAlphaFactor = 207; -THREE.DstColorFactor = 208; -THREE.OneMinusDstColorFactor = 209; -THREE.SrcAlphaSaturateFactor = 210; - -/** - * @author mr.doob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * color: , - * opacity: , - * - * blending: THREE.NormalBlending, - * depthTest: , - * - * linewidth: , - * linecap: "round", - * linejoin: "round", - * - * vertexColors: - * - * fog: - * } - */ - -THREE.LineBasicMaterial = function ( parameters ) { - - THREE.Material.call( this, parameters ); - - parameters = parameters || {}; - - this.color = parameters.color !== undefined ? new THREE.Color( parameters.color ) : new THREE.Color( 0xffffff ); - - this.linewidth = parameters.linewidth !== undefined ? parameters.linewidth : 1; - this.linecap = parameters.linecap !== undefined ? parameters.linecap : 'round'; - this.linejoin = parameters.linejoin !== undefined ? parameters.linejoin : 'round'; - - this.vertexColors = parameters.vertexColors ? parameters.vertexColors : false; - - this.fog = parameters.fog !== undefined ? parameters.fog : true; - -}; - -THREE.LineBasicMaterial.prototype = new THREE.Material(); -THREE.LineBasicMaterial.prototype.constructor = THREE.LineBasicMaterial; -/** - * @author mr.doob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * color: , - * opacity: , - * map: new THREE.Texture( ), - * - * lightMap: new THREE.Texture( ), - * - * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), - * combine: THREE.Multiply, - * reflectivity: , - * refractionRatio: , - * - * shading: THREE.SmoothShading, - * blending: THREE.NormalBlending, - * depthTest: , - * - * wireframe: , - * wireframeLinewidth: , - * - * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors, - * - * skinning: , - * morphTargets: , - * - * fog: - * } - */ - -THREE.MeshBasicMaterial = function ( parameters ) { - - THREE.Material.call( this, parameters ); - - parameters = parameters || {}; - - // color property represents emissive for MeshBasicMaterial - - this.color = parameters.color !== undefined ? new THREE.Color( parameters.color ) : new THREE.Color( 0xffffff ); - - this.map = parameters.map !== undefined ? parameters.map : null; - - this.lightMap = parameters.lightMap !== undefined ? parameters.lightMap : null; - - this.envMap = parameters.envMap !== undefined ? parameters.envMap : null; - this.combine = parameters.combine !== undefined ? parameters.combine : THREE.MultiplyOperation; - this.reflectivity = parameters.reflectivity !== undefined ? parameters.reflectivity : 1; - this.refractionRatio = parameters.refractionRatio !== undefined ? parameters.refractionRatio : 0.98; - - this.fog = parameters.fog !== undefined ? parameters.fog : true; - - this.shading = parameters.shading !== undefined ? parameters.shading : THREE.SmoothShading; - - this.wireframe = parameters.wireframe !== undefined ? parameters.wireframe : false; - this.wireframeLinewidth = parameters.wireframeLinewidth !== undefined ? parameters.wireframeLinewidth : 1; - this.wireframeLinecap = parameters.wireframeLinecap !== undefined ? parameters.wireframeLinecap : 'round'; - this.wireframeLinejoin = parameters.wireframeLinejoin !== undefined ? parameters.wireframeLinejoin : 'round'; - - this.vertexColors = parameters.vertexColors !== undefined ? parameters.vertexColors : THREE.NoColors; - - this.skinning = parameters.skinning !== undefined ? parameters.skinning : false; - this.morphTargets = parameters.morphTargets !== undefined ? parameters.morphTargets : false; - -}; - -THREE.MeshBasicMaterial.prototype = new THREE.Material(); -THREE.MeshBasicMaterial.prototype.constructor = THREE.MeshBasicMaterial; -/** - * @author mr.doob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * color: , - * ambient: , - * emissive: , - * opacity: , - * - * map: new THREE.Texture( ), - * - * lightMap: new THREE.Texture( ), - * - * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), - * combine: THREE.Multiply, - * reflectivity: , - * refractionRatio: , - * - * shading: THREE.SmoothShading, - * blending: THREE.NormalBlending, - * depthTest: , - * - * wireframe: , - * wireframeLinewidth: , - * - * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors, - * - * skinning: , - * morphTargets: , - * morphNormals: , - * - * fog: - * } - */ - -THREE.MeshLambertMaterial = function ( parameters ) { - - THREE.Material.call( this, parameters ); - - parameters = parameters || {}; - - // color property represents diffuse for MeshLambertMaterial - - this.color = parameters.color !== undefined ? new THREE.Color( parameters.color ) : new THREE.Color( 0xffffff ); - this.ambient = parameters.ambient !== undefined ? new THREE.Color( parameters.ambient ) : new THREE.Color( 0xffffff ); - this.emissive = parameters.emissive !== undefined ? new THREE.Color( parameters.emissive ) : new THREE.Color( 0x000000 ); - - this.wrapAround = parameters.wrapAround !== undefined ? parameters.wrapAround: false; - this.wrapRGB = new THREE.Vector3( 1, 1, 1 ); - - this.map = parameters.map !== undefined ? parameters.map : null; - - this.lightMap = parameters.lightMap !== undefined ? parameters.lightMap : null; - - this.envMap = parameters.envMap !== undefined ? parameters.envMap : null; - this.combine = parameters.combine !== undefined ? parameters.combine : THREE.MultiplyOperation; - this.reflectivity = parameters.reflectivity !== undefined ? parameters.reflectivity : 1; - this.refractionRatio = parameters.refractionRatio !== undefined ? parameters.refractionRatio : 0.98; - - this.fog = parameters.fog !== undefined ? parameters.fog : true; - - this.shading = parameters.shading !== undefined ? parameters.shading : THREE.SmoothShading; - - this.wireframe = parameters.wireframe !== undefined ? parameters.wireframe : false; - this.wireframeLinewidth = parameters.wireframeLinewidth !== undefined ? parameters.wireframeLinewidth : 1; - this.wireframeLinecap = parameters.wireframeLinecap !== undefined ? parameters.wireframeLinecap : 'round'; - this.wireframeLinejoin = parameters.wireframeLinejoin !== undefined ? parameters.wireframeLinejoin : 'round'; - - this.vertexColors = parameters.vertexColors !== undefined ? parameters.vertexColors : THREE.NoColors; - - this.skinning = parameters.skinning !== undefined ? parameters.skinning : false; - this.morphTargets = parameters.morphTargets !== undefined ? parameters.morphTargets : false; - this.morphNormals = parameters.morphNormals !== undefined ? parameters.morphNormals : false; - -}; - -THREE.MeshLambertMaterial.prototype = new THREE.Material(); -THREE.MeshLambertMaterial.prototype.constructor = THREE.MeshLambertMaterial; -/** - * @author mr.doob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * color: , - * ambient: , - * emissive: , - * specular: