diff --git a/build/three.js b/build/three.js index c3f5aca9c07d7eb2a0244851c522d21181cfbdd9..381cf55a2bf2f719a7d00e8eecbf500ed6365fea 100644 --- a/build/three.js +++ b/build/three.js @@ -1,35080 +1,35148 @@ -/** - * @author mrdoob / http://mrdoob.com/ - */ - -var THREE = THREE || { REVISION: '50' }; - -if ( self.console === undefined ) { - - self.console = { - - info: function () {}, - log: function () {}, - debug: function () {}, - warn: function () {}, - error: function () {} - - }; - -} - -if ( self.Int32Array === undefined ) { - - self.Int32Array = Array; - self.Float32Array = Array; - -} - -// http://paulirish.com/2011/requestanimationframe-for-smart-animating/ -// http://my.opera.com/emoller/blog/2011/12/20/requestanimationframe-for-smart-er-animating - -// requestAnimationFrame polyfill by Erik Möller -// fixes from Paul Irish and Tino Zijdel - -( function () { - - var lastTime = 0; - var vendors = [ 'ms', 'moz', 'webkit', 'o' ]; - - for ( var x = 0; x < vendors.length && !window.requestAnimationFrame; ++ x ) { - - window.requestAnimationFrame = window[ vendors[ x ] + 'RequestAnimationFrame' ]; - window.cancelAnimationFrame = window[ vendors[ x ] + 'CancelAnimationFrame' ] || window[ vendors[ x ] + 'CancelRequestAnimationFrame' ]; - - } - - if ( window.requestAnimationFrame === undefined ) { - - window.requestAnimationFrame = function ( callback, element ) { - - var currTime = Date.now(), timeToCall = Math.max( 0, 16 - ( currTime - lastTime ) ); - var id = window.setTimeout( function() { callback( currTime + timeToCall ); }, timeToCall ); - lastTime = currTime + timeToCall; - return id; - - }; - - } - - - if ( window.cancelAnimationFrame === undefined ) { - - window.cancelAnimationFrame = function ( id ) { clearTimeout( id ); }; - - } - -}() ); - - -// MATERIAL CONSTANTS - -// side - -THREE.FrontSide = 0; -THREE.BackSide = 1; -THREE.DoubleSide = 2; - -// shading - -THREE.NoShading = 0; -THREE.FlatShading = 1; -THREE.SmoothShading = 2; - -// colors - -THREE.NoColors = 0; -THREE.FaceColors = 1; -THREE.VertexColors = 2; - -// blending modes - -THREE.NoBlending = 0; -THREE.NormalBlending = 1; -THREE.AdditiveBlending = 2; -THREE.SubtractiveBlending = 3; -THREE.MultiplyBlending = 4; -THREE.CustomBlending = 5; - -// custom blending equations -// (numbers start from 100 not to clash with other -// mappings to OpenGL constants defined in Texture.js) - -THREE.AddEquation = 100; -THREE.SubtractEquation = 101; -THREE.ReverseSubtractEquation = 102; - -// custom blending destination factors - -THREE.ZeroFactor = 200; -THREE.OneFactor = 201; -THREE.SrcColorFactor = 202; -THREE.OneMinusSrcColorFactor = 203; -THREE.SrcAlphaFactor = 204; -THREE.OneMinusSrcAlphaFactor = 205; -THREE.DstAlphaFactor = 206; -THREE.OneMinusDstAlphaFactor = 207; - -// custom blending source factors - -//THREE.ZeroFactor = 200; -//THREE.OneFactor = 201; -//THREE.SrcAlphaFactor = 204; -//THREE.OneMinusSrcAlphaFactor = 205; -//THREE.DstAlphaFactor = 206; -//THREE.OneMinusDstAlphaFactor = 207; -THREE.DstColorFactor = 208; -THREE.OneMinusDstColorFactor = 209; -THREE.SrcAlphaSaturateFactor = 210; - - -// TEXTURE CONSTANTS - -THREE.MultiplyOperation = 0; -THREE.MixOperation = 1; - -// Mapping modes - -THREE.UVMapping = function () {}; - -THREE.CubeReflectionMapping = function () {}; -THREE.CubeRefractionMapping = function () {}; - -THREE.SphericalReflectionMapping = function () {}; -THREE.SphericalRefractionMapping = function () {}; - -// Wrapping modes - -THREE.RepeatWrapping = 1000; -THREE.ClampToEdgeWrapping = 1001; -THREE.MirroredRepeatWrapping = 1002; - -// Filters - -THREE.NearestFilter = 1003; -THREE.NearestMipMapNearestFilter = 1004; -THREE.NearestMipMapLinearFilter = 1005; -THREE.LinearFilter = 1006; -THREE.LinearMipMapNearestFilter = 1007; -THREE.LinearMipMapLinearFilter = 1008; - -// Data types - -THREE.UnsignedByteType = 1009; -THREE.ByteType = 1010; -THREE.ShortType = 1011; -THREE.UnsignedShortType = 1012; -THREE.IntType = 1013; -THREE.UnsignedIntType = 1014; -THREE.FloatType = 1015; - -// Pixel types - -//THREE.UnsignedByteType = 1009; -THREE.UnsignedShort4444Type = 1016; -THREE.UnsignedShort5551Type = 1017; -THREE.UnsignedShort565Type = 1018; - -// Pixel formats - -THREE.AlphaFormat = 1019; -THREE.RGBFormat = 1020; -THREE.RGBAFormat = 1021; -THREE.LuminanceFormat = 1022; -THREE.LuminanceAlphaFormat = 1023; -/** - * @author alteredq / http://alteredqualia.com/ - */ - -THREE.Clock = function ( autoStart ) { - - this.autoStart = ( autoStart !== undefined ) ? autoStart : true; - - this.startTime = 0; - this.oldTime = 0; - this.elapsedTime = 0; - - this.running = false; - -}; - -THREE.Clock.prototype.start = function () { - - this.startTime = Date.now(); - this.oldTime = this.startTime; - - this.running = true; - -}; - -THREE.Clock.prototype.stop = function () { - - this.getElapsedTime(); - - this.running = false; - -}; - -THREE.Clock.prototype.getElapsedTime = function () { - - this.elapsedTime += this.getDelta(); - - return this.elapsedTime; - -}; - - -THREE.Clock.prototype.getDelta = function () { - - var diff = 0; - - if ( this.autoStart && ! this.running ) { - - this.start(); - - } - - if ( this.running ) { - - var newTime = Date.now(); - diff = 0.001 * ( newTime - this.oldTime ); - this.oldTime = newTime; - - this.elapsedTime += diff; - - } - - return diff; - -};/** - * @author mrdoob / http://mrdoob.com/ - */ - -THREE.Color = function ( hex ) { - - if ( hex !== undefined ) this.setHex( hex ); - - return this; - -}; - -THREE.Color.prototype = { - - constructor: THREE.Color, - - r: 1, g: 1, b: 1, - - copy: function ( color ) { - - this.r = color.r; - this.g = color.g; - this.b = color.b; - - return this; - - }, - - copyGammaToLinear: function ( color ) { - - this.r = color.r * color.r; - this.g = color.g * color.g; - this.b = color.b * color.b; - - return this; - - }, - - copyLinearToGamma: function ( color ) { - - this.r = Math.sqrt( color.r ); - this.g = Math.sqrt( color.g ); - this.b = Math.sqrt( color.b ); - - return this; - - }, - - convertGammaToLinear: function () { - - var r = this.r, g = this.g, b = this.b; - - this.r = r * r; - this.g = g * g; - this.b = b * b; - - return this; - - }, - - convertLinearToGamma: function () { - - this.r = Math.sqrt( this.r ); - this.g = Math.sqrt( this.g ); - this.b = Math.sqrt( this.b ); - - return this; - - }, - - setRGB: function ( r, g, b ) { - - this.r = r; - this.g = g; - this.b = b; - - return this; - - }, - - setHSV: function ( h, s, v ) { - - // based on MochiKit implementation by Bob Ippolito - // h,s,v ranges are < 0.0 - 1.0 > - - var i, f, p, q, t; - - if ( v === 0 ) { - - this.r = this.g = this.b = 0; - - } else { - - i = Math.floor( h * 6 ); - f = ( h * 6 ) - i; - p = v * ( 1 - s ); - q = v * ( 1 - ( s * f ) ); - t = v * ( 1 - ( s * ( 1 - f ) ) ); - - if ( i === 0 ) { - - this.r = v; - this.g = t; - this.b = p; - - } else if ( i === 1 ) { - - this.r = q; - this.g = v; - this.b = p; - - } else if ( i === 2 ) { - - this.r = p; - this.g = v; - this.b = t; - - } else if ( i === 3 ) { - - this.r = p; - this.g = q; - this.b = v; - - } else if ( i === 4 ) { - - this.r = t; - this.g = p; - this.b = v; - - } else if ( i === 5 ) { - - this.r = v; - this.g = p; - this.b = q; - - } - - } - - return this; - - }, - - 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 mrdoob / http://mrdoob.com/ - * @author philogb / http://blog.thejit.org/ - * @author egraether / http://egraether.com/ - * @author zz85 / http://www.lab4games.net/zz85/blog - */ - -THREE.Vector2 = function ( x, y ) { - - this.x = x || 0; - this.y = y || 0; - -}; - -THREE.Vector2.prototype = { - - constructor: THREE.Vector2, - - set: function ( x, y ) { - - this.x = x; - this.y = y; - - return this; - - }, - - 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 mrdoob / http://mrdoob.com/ - * @author kile / http://kile.stravaganza.org/ - * @author philogb / http://blog.thejit.org/ - * @author mikael emtinger / http://gomo.se/ - * @author egraether / http://egraether.com/ - * @author WestLangley / http://github.com/WestLangley - */ - -THREE.Vector3 = function ( x, y, z ) { - - this.x = x || 0; - this.y = y || 0; - this.z = z || 0; - -}; - - -THREE.Vector3.prototype = { - - constructor: THREE.Vector3, - - set: function ( x, y, z ) { - - this.x = x; - this.y = y; - this.z = z; - - return this; - - }, - - setX: function ( x ) { - - this.x = x; - - return this; - - }, - - setY: function ( y ) { - - this.y = y; - - return this; - - }, - - setZ: function ( z ) { - - this.z = z; - - return this; - - }, - - copy: function ( v ) { - - this.x = v.x; - this.y = v.y; - this.z = v.z; - - return this; - - }, - - add: function ( a, b ) { - - this.x = a.x + b.x; - this.y = a.y + b.y; - this.z = a.z + b.z; - - return this; - - }, - - addSelf: function ( v ) { - - this.x += v.x; - this.y += v.y; - this.z += v.z; - - return this; - - }, - - addScalar: function ( s ) { - - this.x += s; - this.y += s; - this.z += s; - - return this; - - }, - - sub: function ( a, b ) { - - this.x = a.x - b.x; - this.y = a.y - b.y; - this.z = a.z - b.z; - - return this; - - }, - - subSelf: function ( v ) { - - this.x -= v.x; - this.y -= v.y; - this.z -= v.z; - - return this; - - }, - - multiply: function ( a, b ) { - - this.x = a.x * b.x; - this.y = a.y * b.y; - this.z = a.z * b.z; - - return this; - - }, - - multiplySelf: function ( v ) { - - this.x *= v.x; - this.y *= v.y; - this.z *= v.z; - - return this; - - }, - - multiplyScalar: function ( s ) { - - this.x *= s; - this.y *= s; - this.z *= s; - - return this; - - }, - - divideSelf: function ( v ) { - - this.x /= v.x; - this.y /= v.y; - this.z /= v.z; - - return this; - - }, - - divideScalar: function ( s ) { - - if ( s ) { - - this.x /= s; - this.y /= s; - this.z /= s; - - } else { - - this.x = 0; - this.y = 0; - this.z = 0; - - } - - return this; - - }, - - - 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; - - }, - - setEulerFromRotationMatrix: function ( m, order ) { - - // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) - - // clamp, to handle numerical problems - - function clamp( x ) { - - return Math.min( Math.max( x, -1 ), 1 ); - - } - - var te = m.elements; - var m11 = te[0], m12 = te[4], m13 = te[8]; - var m21 = te[1], m22 = te[5], m23 = te[9]; - var m31 = te[2], m32 = te[6], m33 = te[10]; - - if ( order === undefined || order === 'XYZ' ) { - - this.y = Math.asin( clamp( m13 ) ); - - if ( Math.abs( m13 ) < 0.99999 ) { - - this.x = Math.atan2( - m23, m33 ); - this.z = Math.atan2( - m12, m11 ); - - } else { - - this.x = Math.atan2( m21, m22 ); - this.z = 0; - - } - - } else if ( order === 'YXZ' ) { - - this.x = Math.asin( - clamp( m23 ) ); - - if ( Math.abs( m23 ) < 0.99999 ) { - - this.y = Math.atan2( m13, m33 ); - this.z = Math.atan2( m21, m22 ); - - } else { - - this.y = Math.atan2( - m31, m11 ); - this.z = 0; - - } - - } else if ( order === 'ZXY' ) { - - this.x = Math.asin( clamp( m32 ) ); - - if ( Math.abs( m32 ) < 0.99999 ) { - - this.y = Math.atan2( - m31, m33 ); - this.z = Math.atan2( - m12, m22 ); - - } else { - - this.y = 0; - this.z = Math.atan2( m13, m11 ); - - } - - } else if ( order === 'ZYX' ) { - - this.y = Math.asin( - clamp( m31 ) ); - - if ( Math.abs( m31 ) < 0.99999 ) { - - this.x = Math.atan2( m32, m33 ); - this.z = Math.atan2( m21, m11 ); - - } else { - - this.x = 0; - this.z = Math.atan2( - m12, m22 ); - - } - - } else if ( order === 'YZX' ) { - - this.z = Math.asin( clamp( m21 ) ); - - if ( Math.abs( m21 ) < 0.99999 ) { - - this.x = Math.atan2( - m23, m22 ); - this.y = Math.atan2( - m31, m11 ); - - } else { - - this.x = 0; - this.y = Math.atan2( m31, m33 ); - - } - - } else if ( order === 'XZY' ) { - - this.z = Math.asin( - clamp( m12 ) ); - - if ( Math.abs( m12 ) < 0.99999 ) { - - this.x = Math.atan2( m32, m22 ); - this.y = Math.atan2( m13, m11 ); - - } else { - - this.x = Math.atan2( - m13, m33 ); - this.y = 0; - - } - - } - - return this; - - }, - - setEulerFromQuaternion: function ( q, order ) { - - // q is assumed to be normalized - - // clamp, to handle numerical problems - - function clamp( x ) { - - return Math.min( Math.max( x, -1 ), 1 ); - - } - - // http://www.mathworks.com/matlabcentral/fileexchange/20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/content/SpinCalc.m - - var sqx = q.x * q.x; - var sqy = q.y * q.y; - var sqz = q.z * q.z; - var sqw = q.w * q.w; - - if ( order === undefined || order === 'XYZ' ) { - - this.x = Math.atan2( 2 * ( q.x * q.w - q.y * q.z ), ( sqw - sqx - sqy + sqz ) ); - this.y = Math.asin( clamp( 2 * ( q.x * q.z + q.y * q.w ) ) ); - this.z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw + sqx - sqy - sqz ) ); - - } else if ( order === 'YXZ' ) { - - this.x = Math.asin( clamp( 2 * ( q.x * q.w - q.y * q.z ) ) ); - this.y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw - sqx - sqy + sqz ) ); - this.z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw - sqx + sqy - sqz ) ); - - } else if ( order === 'ZXY' ) { - - this.x = Math.asin( clamp( 2 * ( q.x * q.w + q.y * q.z ) ) ); - this.y = Math.atan2( 2 * ( q.y * q.w - q.z * q.x ), ( sqw - sqx - sqy + sqz ) ); - this.z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw - sqx + sqy - sqz ) ); - - } else if ( order === 'ZYX' ) { - - this.x = Math.atan2( 2 * ( q.x * q.w + q.z * q.y ), ( sqw - sqx - sqy + sqz ) ); - this.y = Math.asin( clamp( 2 * ( q.y * q.w - q.x * q.z ) ) ); - this.z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw + sqx - sqy - sqz ) ); - - } else if ( order === 'YZX' ) { - - this.x = Math.atan2( 2 * ( q.x * q.w - q.z * q.y ), ( sqw - sqx + sqy - sqz ) ); - this.y = Math.atan2( 2 * ( q.y * q.w - q.x * q.z ), ( sqw + sqx - sqy - sqz ) ); - this.z = Math.asin( clamp( 2 * ( q.x * q.y + q.z * q.w ) ) ); - - } else if ( order === 'XZY' ) { - - this.x = Math.atan2( 2 * ( q.x * q.w + q.y * q.z ), ( sqw - sqx + sqy - sqz ) ); - this.y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw + sqx - sqy - sqz ) ); - this.z = Math.asin( clamp( 2 * ( q.z * q.w - q.x * q.y ) ) ); - - } - - return this; - - }, - - getScaleFromMatrix: function ( m ) { - - var sx = this.set( m.elements[0], m.elements[1], m.elements[2] ).length(); - var sy = this.set( m.elements[4], m.elements[5], m.elements[6] ).length(); - var sz = this.set( m.elements[8], m.elements[9], m.elements[10] ).length(); - - this.x = sx; - this.y = sy; - this.z = sz; - - return this; - }, - - equals: function ( v ) { - - return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) ); - - }, - - 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/ - * @author WestLangley / http://github.com/WestLangley - */ - -THREE.Vector4 = function ( x, y, z, w ) { - - this.x = x || 0; - this.y = y || 0; - this.z = z || 0; - this.w = ( w !== undefined ) ? w : 1; - -}; - -THREE.Vector4.prototype = { - - constructor: THREE.Vector4, - - set: function ( x, y, z, w ) { - - this.x = x; - this.y = y; - this.z = z; - this.w = w; - - return this; - - }, - - 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 ); - - }, - - setAxisAngleFromQuaternion: function ( q ) { - - // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm - - // q is assumed to be normalized - - this.w = 2 * Math.acos( q.w ); - - var s = Math.sqrt( 1 - q.w * q.w ); - - if ( s < 0.0001 ) { - - this.x = 1; - this.y = 0; - this.z = 0; - - } else { - - this.x = q.x / s; - this.y = q.y / s; - this.z = q.z / s; - - } - - return this; - - }, - - setAxisAngleFromRotationMatrix: function ( m ) { - - // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm - - // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) - - var angle, x, y, z, // variables for result - epsilon = 0.01, // margin to allow for rounding errors - epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees - - te = m.elements, - - m11 = te[0], m12 = te[4], m13 = te[8], - m21 = te[1], m22 = te[5], m23 = te[9], - m31 = te[2], m32 = te[6], m33 = te[10]; - - if ( ( Math.abs( m12 - m21 ) < epsilon ) - && ( Math.abs( m13 - m31 ) < epsilon ) - && ( Math.abs( m23 - m32 ) < epsilon ) ) { - - // singularity found - // first check for identity matrix which must have +1 for all terms - // in leading diagonal and zero in other terms - - if ( ( Math.abs( m12 + m21 ) < epsilon2 ) - && ( Math.abs( m13 + m31 ) < epsilon2 ) - && ( Math.abs( m23 + m32 ) < epsilon2 ) - && ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) { - - // this singularity is identity matrix so angle = 0 - - this.set( 1, 0, 0, 0 ); - - return this; // zero angle, arbitrary axis - - } - - // otherwise this singularity is angle = 180 - - angle = Math.PI; - - var xx = ( m11 + 1 ) / 2; - var yy = ( m22 + 1 ) / 2; - var zz = ( m33 + 1 ) / 2; - var xy = ( m12 + m21 ) / 4; - var xz = ( m13 + m31 ) / 4; - var yz = ( m23 + m32 ) / 4; - - if ( ( xx > yy ) && ( xx > zz ) ) { // m11 is the largest diagonal term - - if ( xx < epsilon ) { - - x = 0; - y = 0.707106781; - z = 0.707106781; - - } else { - - x = Math.sqrt( xx ); - y = xy / x; - z = xz / x; - - } - - } else if ( yy > zz ) { // m22 is the largest diagonal term - - if ( yy < epsilon ) { - - x = 0.707106781; - y = 0; - z = 0.707106781; - - } else { - - y = Math.sqrt( yy ); - x = xy / y; - z = yz / y; - - } - - } else { // m33 is the largest diagonal term so base result on this - - if ( zz < epsilon ) { - - x = 0.707106781; - y = 0.707106781; - z = 0; - - } else { - - z = Math.sqrt( zz ); - x = xz / z; - y = yz / z; - - } - - } - - this.set( x, y, z, angle ); - - return this; // return 180 deg rotation - - } - - // as we have reached here there are no singularities so we can handle normally - - var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) - + ( m13 - m31 ) * ( m13 - m31 ) - + ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize - - if ( Math.abs( s ) < 0.001 ) s = 1; - - // prevent divide by zero, should not happen if matrix is orthogonal and should be - // caught by singularity test above, but I've left it in just in case - - this.x = ( m32 - m23 ) / s; - this.y = ( m13 - m31 ) / s; - this.z = ( m21 - m12 ) / s; - this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 ); - - return this; - - } - -}; -/** - * https://github.com/mrdoob/eventtarget.js/ - */ - -THREE.EventTarget = function () { - - var listeners = {}; - - this.addEventListener = function ( type, listener ) { - - if ( listeners[ type ] === undefined ) { - - listeners[ type ] = []; - - } - - if ( listeners[ type ].indexOf( listener ) === - 1 ) { - - listeners[ type ].push( listener ); - - } - - }; - - this.dispatchEvent = function ( event ) { - - for ( var listener in listeners[ event.type ] ) { - - listeners[ event.type ][ listener ]( event ); - - } - - }; - - this.removeEventListener = function ( type, listener ) { - - var index = listeners[ type ].indexOf( listener ); - - if ( index !== - 1 ) { - - listeners[ type ].splice( index, 1 ); - - } - - }; - -}; -/** - * @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 plane; - var planes = this.planes; - - var me = m.elements; - var me0 = me[0], me1 = me[1], me2 = me[2], me3 = me[3]; - var me4 = me[4], me5 = me[5], me6 = me[6], me7 = me[7]; - var me8 = me[8], me9 = me[9], me10 = me[10], me11 = me[11]; - var me12 = me[12], me13 = me[13], me14 = me[14], me15 = me[15]; - - planes[ 0 ].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 ( var 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 = 0.0; - var planes = this.planes; - var matrix = object.matrixWorld; - var me = matrix.elements; - var radius = - object.geometry.boundingSphere.radius * matrix.getMaxScaleOnAxis(); - - 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 mrdoob / http://mrdoob.com/ - */ - -THREE.Ray = function ( origin, direction, near, far ) { - - this.origin = origin || new THREE.Vector3(); - this.direction = direction || new THREE.Vector3(); - this.near = near || 0; - this.far = far || Infinity; - - // - - 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(); - - var descSort = function ( a, b ) { - - return a.distance - b.distance; - - }; - - // - - var v0 = new THREE.Vector3(), v1 = new THREE.Vector3(), v2 = new THREE.Vector3(); - var dot, intersect, distance; - - var distanceFromIntersection = function ( 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; - - var pointInFace3 = function ( 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 ); - - } - - // - - var precision = 0.0001; - - this.setPrecision = function ( value ) { - - precision = value; - - }; - - this.intersectObject = function ( object, recursive ) { - - var intersect, intersects = []; - - if ( recursive === true ) { - - for ( var i = 0, l = object.children.length; i < l; i ++ ) { - - Array.prototype.push.apply( intersects, this.intersectObject( object.children[ i ], recursive ) ); - - } - - } - - if ( object instanceof THREE.Particle ) { - - 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 scale = THREE.Frustum.__v1.set( object.matrixWorld.getColumnX().length(), object.matrixWorld.getColumnY().length(), object.matrixWorld.getColumnZ().length() ); - var scaledRadius = object.geometry.boundingSphere.radius * Math.max( scale.x, Math.max( scale.y, scale.z ) ); - - // Checking distance to ray - - distance = distanceFromIntersection( this.origin, this.direction, object.matrixWorld.getPosition() ); - - if ( distance > scaledRadius) { - - return intersects; - - } - - // Checking faces - - var f, fl, face, dot, scalar, - rangeSq = this.range * this.range, - geometry = object.geometry, - vertices = geometry.vertices, - objMatrix, geometryMaterials, - isFaceMaterial, material, side; - - geometryMaterials = object.geometry.materials; - isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial; - side = object.material.side; - - object.matrixRotationWorld.extractRotation( object.matrixWorld ); - - for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) { - - face = geometry.faces[ f ]; - - material = isFaceMaterial === true ? geometryMaterials[ face.materialIndex ] : object.material; - if ( material === undefined ) continue; - - side = material.side; - - 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 ( side === THREE.DoubleSide || ( side === THREE.FrontSide ? dot < 0 : dot > 0 ) ) { - - intersectPoint.add( originCopy, directionCopy.multiplyScalar( scalar ) ); - - distance = originCopy.distanceTo( intersectPoint ); - - if ( distance < this.near ) continue; - if ( distance > this.far ) continue; - - 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: distance, - point: intersectPoint.clone(), - face: face, - faceIndex: f, - 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: distance, - point: intersectPoint.clone(), - face: face, - faceIndex: f, - object: object - - }; - - intersects.push( intersect ); - - } - - } - - } - - } - - } - - intersects.sort( descSort ); - - return intersects; - - }; - - this.intersectObjects = function ( objects, recursive ) { - - var intersects = []; - - for ( var i = 0, l = objects.length; i < l; i ++ ) { - - Array.prototype.push.apply( intersects, this.intersectObject( objects[ i ], recursive ) ); - - } - - intersects.sort( descSort ); - - return intersects; - - }; - -}; -/** - * @author mrdoob / http://mrdoob.com/ - */ - -THREE.Rectangle = function () { - - var _left = 0; - var _top = 0; - var _right = 0; - var _bottom = 0; - var _width = 0; - var _height = 0; - var _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 === true ) { - - _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 === true ) { - - _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 === true ) { - - _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 mrdoob / http://mrdoob.com/ - * @author supereggbert / http://www.paulbrunt.co.uk/ - * @author philogb / http://blog.thejit.org/ - * @author jordi_ros / http://plattsoft.com - * @author D1plo1d / http://github.com/D1plo1d - * @author alteredq / http://alteredqualia.com/ - * @author mikael emtinger / http://gomo.se/ - * @author timknip / http://www.floorplanner.com/ - */ - - -THREE.Matrix4 = function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) { - - this.elements = new Float32Array( 16 ); - - this.set( - - ( n11 !== undefined ) ? n11 : 1, n12 || 0, n13 || 0, n14 || 0, - n21 || 0, ( n22 !== undefined ) ? n22 : 1, n23 || 0, n24 || 0, - n31 || 0, n32 || 0, ( n33 !== undefined ) ? n33 : 1, n34 || 0, - n41 || 0, n42 || 0, n43 || 0, ( n44 !== undefined ) ? n44 : 1 - - ); - -}; - -THREE.Matrix4.prototype = { - - constructor: THREE.Matrix4, - - set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) { - - var te = this.elements; - - te[0] = n11; te[4] = n12; te[8] = n13; te[12] = n14; - te[1] = n21; te[5] = n22; te[9] = n23; te[13] = n24; - te[2] = n31; te[6] = n32; te[10] = n33; te[14] = n34; - te[3] = n41; te[7] = n42; te[11] = n43; te[15] = n44; - - return this; - - }, - - identity: function () { - - this.set( - - 1, 0, 0, 0, - 0, 1, 0, 0, - 0, 0, 1, 0, - 0, 0, 0, 1 - - ); - - return this; - - }, - - copy: function ( m ) { - - var me = m.elements; - - this.set( - - me[0], me[4], me[8], me[12], - me[1], me[5], me[9], me[13], - me[2], me[6], me[10], me[14], - me[3], me[7], me[11], me[15] - - ); - - return this; - - }, - - lookAt: function ( eye, target, up ) { - - var te = this.elements; - - var x = THREE.Matrix4.__v1; - var y = THREE.Matrix4.__v2; - var z = THREE.Matrix4.__v3; - - z.sub( eye, target ).normalize(); - - if ( z.length() === 0 ) { - - z.z = 1; - - } - - x.cross( up, z ).normalize(); - - if ( x.length() === 0 ) { - - z.x += 0.0001; - x.cross( up, z ).normalize(); - - } - - y.cross( z, x ); - - - te[0] = x.x; te[4] = y.x; te[8] = z.x; - te[1] = x.y; te[5] = y.y; te[9] = z.y; - te[2] = x.z; te[6] = y.z; te[10] = z.z; - - return this; - - }, - - multiply: function ( a, b ) { - - var ae = a.elements; - var be = b.elements; - var te = this.elements; - - var a11 = ae[0], a12 = ae[4], a13 = ae[8], a14 = ae[12]; - var a21 = ae[1], a22 = ae[5], a23 = ae[9], a24 = ae[13]; - var a31 = ae[2], a32 = ae[6], a33 = ae[10], a34 = ae[14]; - var a41 = ae[3], a42 = ae[7], a43 = ae[11], a44 = ae[15]; - - var b11 = be[0], b12 = be[4], b13 = be[8], b14 = be[12]; - var b21 = be[1], b22 = be[5], b23 = be[9], b24 = be[13]; - var b31 = be[2], b32 = be[6], b33 = be[10], b34 = be[14]; - var b41 = be[3], b42 = be[7], b43 = be[11], b44 = be[15]; - - te[0] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41; - te[4] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42; - te[8] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43; - te[12] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44; - - te[1] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41; - te[5] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42; - te[9] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43; - te[13] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44; - - te[2] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41; - te[6] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42; - te[10] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43; - te[14] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44; - - te[3] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41; - te[7] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42; - te[11] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43; - te[15] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44; - - return this; - - }, - - multiplySelf: function ( m ) { - - return this.multiply( this, m ); - - }, - - multiplyToArray: function ( a, b, r ) { - - var te = this.elements; - - this.multiply( a, b ); - - r[ 0 ] = te[0]; r[ 1 ] = te[1]; r[ 2 ] = te[2]; r[ 3 ] = te[3]; - r[ 4 ] = te[4]; r[ 5 ] = te[5]; r[ 6 ] = te[6]; r[ 7 ] = te[7]; - r[ 8 ] = te[8]; r[ 9 ] = te[9]; r[ 10 ] = te[10]; r[ 11 ] = te[11]; - r[ 12 ] = te[12]; r[ 13 ] = te[13]; r[ 14 ] = te[14]; r[ 15 ] = te[15]; - - return this; - - }, - - multiplyScalar: function ( s ) { - - var te = this.elements; - - te[0] *= s; te[4] *= s; te[8] *= s; te[12] *= s; - te[1] *= s; te[5] *= s; te[9] *= s; te[13] *= s; - te[2] *= s; te[6] *= s; te[10] *= s; te[14] *= s; - te[3] *= s; te[7] *= s; te[11] *= s; te[15] *= s; - - return this; - - }, - - multiplyVector3: function ( v ) { - - var te = this.elements; - - var vx = v.x, vy = v.y, vz = v.z; - var d = 1 / ( te[3] * vx + te[7] * vy + te[11] * vz + te[15] ); - - v.x = ( te[0] * vx + te[4] * vy + te[8] * vz + te[12] ) * d; - v.y = ( te[1] * vx + te[5] * vy + te[9] * vz + te[13] ) * d; - v.z = ( te[2] * vx + te[6] * vy + te[10] * vz + te[14] ) * d; - - return v; - - }, - - multiplyVector4: function ( v ) { - - var te = this.elements; - var vx = v.x, vy = v.y, vz = v.z, vw = v.w; - - v.x = te[0] * vx + te[4] * vy + te[8] * vz + te[12] * vw; - v.y = te[1] * vx + te[5] * vy + te[9] * vz + te[13] * vw; - v.z = te[2] * vx + te[6] * vy + te[10] * vz + te[14] * vw; - v.w = te[3] * vx + te[7] * vy + te[11] * vz + te[15] * vw; - - return v; - - }, - - multiplyVector3Array: function ( a ) { - - var tmp = THREE.Matrix4.__v1; - - for ( var i = 0, il = a.length; i < il; i += 3 ) { - - tmp.x = a[ i ]; - tmp.y = a[ i + 1 ]; - tmp.z = a[ i + 2 ]; - - this.multiplyVector3( tmp ); - - a[ i ] = tmp.x; - a[ i + 1 ] = tmp.y; - a[ i + 2 ] = tmp.z; - - } - - return a; - - }, - - rotateAxis: function ( v ) { - - var te = this.elements; - var vx = v.x, vy = v.y, vz = v.z; - - v.x = vx * te[0] + vy * te[4] + vz * te[8]; - v.y = vx * te[1] + vy * te[5] + vz * te[9]; - v.z = vx * te[2] + vy * te[6] + vz * te[10]; - - v.normalize(); - - return v; - - }, - - crossVector: function ( a ) { - - var te = this.elements; - var v = new THREE.Vector4(); - - v.x = te[0] * a.x + te[4] * a.y + te[8] * a.z + te[12] * a.w; - v.y = te[1] * a.x + te[5] * a.y + te[9] * a.z + te[13] * a.w; - v.z = te[2] * a.x + te[6] * a.y + te[10] * a.z + te[14] * a.w; - - v.w = ( a.w ) ? te[3] * a.x + te[7] * a.y + te[11] * a.z + te[15] * a.w : 1; - - return v; - - }, - - determinant: function () { - - var te = this.elements; - - var n11 = te[0], n12 = te[4], n13 = te[8], n14 = te[12]; - var n21 = te[1], n22 = te[5], n23 = te[9], n24 = te[13]; - var n31 = te[2], n32 = te[6], n33 = te[10], n34 = te[14]; - var n41 = te[3], n42 = te[7], n43 = te[11], n44 = te[15]; - - //TODO: make this more efficient - //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm ) - - return ( - n14 * n23 * n32 * n41- - n13 * n24 * n32 * n41- - n14 * n22 * n33 * n41+ - n12 * n24 * n33 * n41+ - - n13 * n22 * n34 * n41- - n12 * n23 * n34 * n41- - n14 * n23 * n31 * n42+ - n13 * n24 * n31 * n42+ - - n14 * n21 * n33 * n42- - n11 * n24 * n33 * n42- - n13 * n21 * n34 * n42+ - n11 * n23 * n34 * n42+ - - n14 * n22 * n31 * n43- - n12 * n24 * n31 * n43- - n14 * n21 * n32 * n43+ - n11 * n24 * n32 * n43+ - - n12 * n21 * n34 * n43- - n11 * n22 * n34 * n43- - n13 * n22 * n31 * n44+ - n12 * n23 * n31 * n44+ - - n13 * n21 * n32 * n44- - n11 * n23 * n32 * n44- - n12 * n21 * n33 * n44+ - n11 * n22 * n33 * n44 - ); - - }, - - transpose: function () { - - var te = this.elements; - var tmp; - - tmp = te[1]; te[1] = te[4]; te[4] = tmp; - tmp = te[2]; te[2] = te[8]; te[8] = tmp; - tmp = te[6]; te[6] = te[9]; te[9] = tmp; - - tmp = te[3]; te[3] = te[12]; te[12] = tmp; - tmp = te[7]; te[7] = te[13]; te[13] = tmp; - tmp = te[11]; te[11] = te[14]; te[14] = tmp; - - return this; - - }, - - flattenToArray: function ( flat ) { - - var te = this.elements; - flat[ 0 ] = te[0]; flat[ 1 ] = te[1]; flat[ 2 ] = te[2]; flat[ 3 ] = te[3]; - flat[ 4 ] = te[4]; flat[ 5 ] = te[5]; flat[ 6 ] = te[6]; flat[ 7 ] = te[7]; - flat[ 8 ] = te[8]; flat[ 9 ] = te[9]; flat[ 10 ] = te[10]; flat[ 11 ] = te[11]; - flat[ 12 ] = te[12]; flat[ 13 ] = te[13]; flat[ 14 ] = te[14]; flat[ 15 ] = te[15]; - - return flat; - - }, - - flattenToArrayOffset: function( flat, offset ) { - - var te = this.elements; - flat[ offset ] = te[0]; - flat[ offset + 1 ] = te[1]; - flat[ offset + 2 ] = te[2]; - flat[ offset + 3 ] = te[3]; - - flat[ offset + 4 ] = te[4]; - flat[ offset + 5 ] = te[5]; - flat[ offset + 6 ] = te[6]; - flat[ offset + 7 ] = te[7]; - - flat[ offset + 8 ] = te[8]; - flat[ offset + 9 ] = te[9]; - flat[ offset + 10 ] = te[10]; - flat[ offset + 11 ] = te[11]; - - flat[ offset + 12 ] = te[12]; - flat[ offset + 13 ] = te[13]; - flat[ offset + 14 ] = te[14]; - flat[ offset + 15 ] = te[15]; - - return flat; - - }, - - getPosition: function () { - - var te = this.elements; - return THREE.Matrix4.__v1.set( te[12], te[13], te[14] ); - - }, - - setPosition: function ( v ) { - - var te = this.elements; - - te[12] = v.x; - te[13] = v.y; - te[14] = v.z; - - return this; - - }, - - getColumnX: function () { - - var te = this.elements; - return THREE.Matrix4.__v1.set( te[0], te[1], te[2] ); - - }, - - getColumnY: function () { - - var te = this.elements; - return THREE.Matrix4.__v1.set( te[4], te[5], te[6] ); - - }, - - getColumnZ: function() { - - var te = this.elements; - return THREE.Matrix4.__v1.set( te[8], te[9], te[10] ); - - }, - - getInverse: function ( m ) { - - // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm - var te = this.elements; - var me = m.elements; - - var n11 = me[0], n12 = me[4], n13 = me[8], n14 = me[12]; - var n21 = me[1], n22 = me[5], n23 = me[9], n24 = me[13]; - var n31 = me[2], n32 = me[6], n33 = me[10], n34 = me[14]; - var n41 = me[3], n42 = me[7], n43 = me[11], n44 = me[15]; - - te[0] = n23*n34*n42 - n24*n33*n42 + n24*n32*n43 - n22*n34*n43 - n23*n32*n44 + n22*n33*n44; - te[4] = n14*n33*n42 - n13*n34*n42 - n14*n32*n43 + n12*n34*n43 + n13*n32*n44 - n12*n33*n44; - te[8] = n13*n24*n42 - n14*n23*n42 + n14*n22*n43 - n12*n24*n43 - n13*n22*n44 + n12*n23*n44; - te[12] = n14*n23*n32 - n13*n24*n32 - n14*n22*n33 + n12*n24*n33 + n13*n22*n34 - n12*n23*n34; - te[1] = n24*n33*n41 - n23*n34*n41 - n24*n31*n43 + n21*n34*n43 + n23*n31*n44 - n21*n33*n44; - te[5] = n13*n34*n41 - n14*n33*n41 + n14*n31*n43 - n11*n34*n43 - n13*n31*n44 + n11*n33*n44; - te[9] = n14*n23*n41 - n13*n24*n41 - n14*n21*n43 + n11*n24*n43 + n13*n21*n44 - n11*n23*n44; - te[13] = n13*n24*n31 - n14*n23*n31 + n14*n21*n33 - n11*n24*n33 - n13*n21*n34 + n11*n23*n34; - te[2] = n22*n34*n41 - n24*n32*n41 + n24*n31*n42 - n21*n34*n42 - n22*n31*n44 + n21*n32*n44; - te[6] = n14*n32*n41 - n12*n34*n41 - n14*n31*n42 + n11*n34*n42 + n12*n31*n44 - n11*n32*n44; - te[10] = n12*n24*n41 - n14*n22*n41 + n14*n21*n42 - n11*n24*n42 - n12*n21*n44 + n11*n22*n44; - te[14] = n14*n22*n31 - n12*n24*n31 - n14*n21*n32 + n11*n24*n32 + n12*n21*n34 - n11*n22*n34; - te[3] = n23*n32*n41 - n22*n33*n41 - n23*n31*n42 + n21*n33*n42 + n22*n31*n43 - n21*n32*n43; - te[7] = n12*n33*n41 - n13*n32*n41 + n13*n31*n42 - n11*n33*n42 - n12*n31*n43 + n11*n32*n43; - te[11] = n13*n22*n41 - n12*n23*n41 - n13*n21*n42 + n11*n23*n42 + n12*n21*n43 - n11*n22*n43; - te[15] = n12*n23*n31 - n13*n22*n31 + n13*n21*n32 - n11*n23*n32 - n12*n21*n33 + n11*n22*n33; - this.multiplyScalar( 1 / m.determinant() ); - - return this; - - }, - - setRotationFromEuler: function ( v, order ) { - - var te = this.elements; - - var x = v.x, y = v.y, z = v.z; - var a = Math.cos( x ), b = Math.sin( x ); - var c = Math.cos( y ), d = Math.sin( y ); - var e = Math.cos( z ), f = Math.sin( z ); - - if ( order === undefined || order === 'XYZ' ) { - - var ae = a * e, af = a * f, be = b * e, bf = b * f; - - te[0] = c * e; - te[4] = - c * f; - te[8] = d; - - te[1] = af + be * d; - te[5] = ae - bf * d; - te[9] = - b * c; - - te[2] = bf - ae * d; - te[6] = be + af * d; - te[10] = a * c; - - } else if ( order === 'YXZ' ) { - - var ce = c * e, cf = c * f, de = d * e, df = d * f; - - te[0] = ce + df * b; - te[4] = de * b - cf; - te[8] = a * d; - - te[1] = a * f; - te[5] = a * e; - te[9] = - b; - - te[2] = cf * b - de; - te[6] = df + ce * b; - te[10] = a * c; - - } else if ( order === 'ZXY' ) { - - var ce = c * e, cf = c * f, de = d * e, df = d * f; - - te[0] = ce - df * b; - te[4] = - a * f; - te[8] = de + cf * b; - - te[1] = cf + de * b; - te[5] = a * e; - te[9] = df - ce * b; - - te[2] = - a * d; - te[6] = b; - te[10] = a * c; - - } else if ( order === 'ZYX' ) { - - var ae = a * e, af = a * f, be = b * e, bf = b * f; - - te[0] = c * e; - te[4] = be * d - af; - te[8] = ae * d + bf; - - te[1] = c * f; - te[5] = bf * d + ae; - te[9] = af * d - be; - - te[2] = - d; - te[6] = b * c; - te[10] = a * c; - - } else if ( order === 'YZX' ) { - - var ac = a * c, ad = a * d, bc = b * c, bd = b * d; - - te[0] = c * e; - te[4] = bd - ac * f; - te[8] = bc * f + ad; - - te[1] = f; - te[5] = a * e; - te[9] = - b * e; - - te[2] = - d * e; - te[6] = ad * f + bc; - te[10] = ac - bd * f; - - } else if ( order === 'XZY' ) { - - var ac = a * c, ad = a * d, bc = b * c, bd = b * d; - - te[0] = c * e; - te[4] = - f; - te[8] = d * e; - - te[1] = ac * f + bd; - te[5] = a * e; - te[9] = ad * f - bc; - - te[2] = bc * f - ad; - te[6] = b * e; - te[10] = bd * f + ac; - - } - - return this; - - }, - - - setRotationFromQuaternion: function ( q ) { - - var te = this.elements; - - var x = q.x, y = q.y, z = q.z, w = q.w; - var x2 = x + x, y2 = y + y, z2 = z + z; - var xx = x * x2, xy = x * y2, xz = x * z2; - var yy = y * y2, yz = y * z2, zz = z * z2; - var wx = w * x2, wy = w * y2, wz = w * z2; - - te[0] = 1 - ( yy + zz ); - te[4] = xy - wz; - te[8] = xz + wy; - - te[1] = xy + wz; - te[5] = 1 - ( xx + zz ); - te[9] = yz - wx; - - te[2] = xz - wy; - te[6] = yz + wx; - te[10] = 1 - ( xx + yy ); - - return this; - - }, - - compose: function ( translation, rotation, scale ) { - - var te = this.elements; - var mRotation = THREE.Matrix4.__m1; - var mScale = THREE.Matrix4.__m2; - - mRotation.identity(); - mRotation.setRotationFromQuaternion( rotation ); - - mScale.makeScale( scale.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 ) { - - var te = this.elements; - - // grab the axis vectors - var x = THREE.Matrix4.__v1; - var y = THREE.Matrix4.__v2; - var z = THREE.Matrix4.__v3; - - x.set( te[0], te[1], te[2] ); - y.set( te[4], te[5], te[6] ); - z.set( te[8], te[9], te[10] ); - - translation = ( translation instanceof THREE.Vector3 ) ? translation : new THREE.Vector3(); - rotation = ( rotation instanceof THREE.Quaternion ) ? rotation : new THREE.Quaternion(); - scale = ( scale instanceof THREE.Vector3 ) ? scale : new THREE.Vector3(); - - scale.x = x.length(); - scale.y = y.length(); - scale.z = z.length(); - - translation.x = te[12]; - translation.y = te[13]; - translation.z = te[14]; - - // scale the rotation part - - var matrix = THREE.Matrix4.__m1; - - matrix.copy( this ); - - matrix.elements[0] /= scale.x; - matrix.elements[1] /= scale.x; - matrix.elements[2] /= scale.x; - - matrix.elements[4] /= scale.y; - matrix.elements[5] /= scale.y; - matrix.elements[6] /= scale.y; - - matrix.elements[8] /= scale.z; - matrix.elements[9] /= scale.z; - matrix.elements[10] /= scale.z; - - rotation.setFromRotationMatrix( matrix ); - - return [ translation, rotation, scale ]; - - }, - - extractPosition: function ( m ) { - - var te = this.elements; - var me = m.elements; - - te[12] = me[12]; - te[13] = me[13]; - te[14] = me[14]; - - return this; - - }, - - extractRotation: function ( m ) { - - var te = this.elements; - var me = m.elements; - - var vector = THREE.Matrix4.__v1; - - var scaleX = 1 / vector.set( me[0], me[1], me[2] ).length(); - var scaleY = 1 / vector.set( me[4], me[5], me[6] ).length(); - var scaleZ = 1 / vector.set( me[8], me[9], me[10] ).length(); - - te[0] = me[0] * scaleX; - te[1] = me[1] * scaleX; - te[2] = me[2] * scaleX; - - te[4] = me[4] * scaleY; - te[5] = me[5] * scaleY; - te[6] = me[6] * scaleY; - - te[8] = me[8] * scaleZ; - te[9] = me[9] * scaleZ; - te[10] = me[10] * scaleZ; - - return this; - - }, - - // - - translate: function ( v ) { - - var te = this.elements; - var x = v.x, y = v.y, z = v.z; - - te[12] = te[0] * x + te[4] * y + te[8] * z + te[12]; - te[13] = te[1] * x + te[5] * y + te[9] * z + te[13]; - te[14] = te[2] * x + te[6] * y + te[10] * z + te[14]; - te[15] = te[3] * x + te[7] * y + te[11] * z + te[15]; - - return this; - - }, - - rotateX: function ( angle ) { - - var te = this.elements; - var m12 = te[4]; - var m22 = te[5]; - var m32 = te[6]; - var m42 = te[7]; - var m13 = te[8]; - var m23 = te[9]; - var m33 = te[10]; - var m43 = te[11]; - var c = Math.cos( angle ); - var s = Math.sin( angle ); - - te[4] = c * m12 + s * m13; - te[5] = c * m22 + s * m23; - te[6] = c * m32 + s * m33; - te[7] = c * m42 + s * m43; - - te[8] = c * m13 - s * m12; - te[9] = c * m23 - s * m22; - te[10] = c * m33 - s * m32; - te[11] = c * m43 - s * m42; - - return this; - - }, - - rotateY: function ( angle ) { - - var te = this.elements; - var m11 = te[0]; - var m21 = te[1]; - var m31 = te[2]; - var m41 = te[3]; - var m13 = te[8]; - var m23 = te[9]; - var m33 = te[10]; - var m43 = te[11]; - var c = Math.cos( angle ); - var s = Math.sin( angle ); - - te[0] = c * m11 - s * m13; - te[1] = c * m21 - s * m23; - te[2] = c * m31 - s * m33; - te[3] = c * m41 - s * m43; - - te[8] = c * m13 + s * m11; - te[9] = c * m23 + s * m21; - te[10] = c * m33 + s * m31; - te[11] = c * m43 + s * m41; - - return this; - - }, - - rotateZ: function ( angle ) { - - var te = this.elements; - var m11 = te[0]; - var m21 = te[1]; - var m31 = te[2]; - var m41 = te[3]; - var m12 = te[4]; - var m22 = te[5]; - var m32 = te[6]; - var m42 = te[7]; - var c = Math.cos( angle ); - var s = Math.sin( angle ); - - te[0] = c * m11 + s * m12; - te[1] = c * m21 + s * m22; - te[2] = c * m31 + s * m32; - te[3] = c * m41 + s * m42; - - te[4] = c * m12 - s * m11; - te[5] = c * m22 - s * m21; - te[6] = c * m32 - s * m31; - te[7] = c * m42 - s * m41; - - return this; - - }, - - rotateByAxis: function ( axis, angle ) { - - var te = this.elements; - - // optimize by checking axis - - if ( axis.x === 1 && axis.y === 0 && axis.z === 0 ) { - - return this.rotateX( angle ); - - } else if ( axis.x === 0 && axis.y === 1 && axis.z === 0 ) { - - return this.rotateY( angle ); - - } else if ( axis.x === 0 && axis.y === 0 && axis.z === 1 ) { - - return this.rotateZ( angle ); - - } - - var x = axis.x, y = axis.y, z = axis.z; - var n = Math.sqrt(x * x + y * y + z * z); - - x /= n; - y /= n; - z /= n; - - var xx = x * x, yy = y * y, zz = z * z; - var c = Math.cos( angle ); - var s = Math.sin( angle ); - var oneMinusCosine = 1 - c; - var xy = x * y * oneMinusCosine; - var xz = x * z * oneMinusCosine; - var yz = y * z * oneMinusCosine; - var xs = x * s; - var ys = y * s; - var zs = z * s; - - var r11 = xx + (1 - xx) * c; - var r21 = xy + zs; - var r31 = xz - ys; - var r12 = xy - zs; - var r22 = yy + (1 - yy) * c; - var r32 = yz + xs; - var r13 = xz + ys; - var r23 = yz - xs; - var r33 = zz + (1 - zz) * c; - - var m11 = te[0], m21 = te[1], m31 = te[2], m41 = te[3]; - var m12 = te[4], m22 = te[5], m32 = te[6], m42 = te[7]; - var m13 = te[8], m23 = te[9], m33 = te[10], m43 = te[11]; - var m14 = te[12], m24 = te[13], m34 = te[14], m44 = te[15]; - - te[0] = r11 * m11 + r21 * m12 + r31 * m13; - te[1] = r11 * m21 + r21 * m22 + r31 * m23; - te[2] = r11 * m31 + r21 * m32 + r31 * m33; - te[3] = r11 * m41 + r21 * m42 + r31 * m43; - - te[4] = r12 * m11 + r22 * m12 + r32 * m13; - te[5] = r12 * m21 + r22 * m22 + r32 * m23; - te[6] = r12 * m31 + r22 * m32 + r32 * m33; - te[7] = r12 * m41 + r22 * m42 + r32 * m43; - - te[8] = r13 * m11 + r23 * m12 + r33 * m13; - te[9] = r13 * m21 + r23 * m22 + r33 * m23; - te[10] = r13 * m31 + r23 * m32 + r33 * m33; - te[11] = r13 * m41 + r23 * m42 + r33 * m43; - - return this; - - }, - - scale: function ( v ) { - - var te = this.elements; - var x = v.x, y = v.y, z = v.z; - - te[0] *= x; te[4] *= y; te[8] *= z; - te[1] *= x; te[5] *= y; te[9] *= z; - te[2] *= x; te[6] *= y; te[10] *= z; - te[3] *= x; te[7] *= y; te[11] *= z; - - return this; - - }, - - getMaxScaleOnAxis: function () { - - var te = this.elements; - - var scaleXSq = te[0] * te[0] + te[1] * te[1] + te[2] * te[2]; - var scaleYSq = te[4] * te[4] + te[5] * te[5] + te[6] * te[6]; - var scaleZSq = te[8] * te[8] + te[9] * te[9] + te[10] * te[10]; - - return Math.sqrt( Math.max( scaleXSq, Math.max( scaleYSq, scaleZSq ) ) ); - - }, - - // - - makeTranslation: function ( 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 mrdoob / http://mrdoob.com/ - * @author mikael emtinger / http://gomo.se/ - * @author alteredq / http://alteredqualia.com/ - */ - -THREE.Object3D = function () { - - this.id = THREE.Object3DCount ++; - - this.name = ''; - this.properties = {}; - - this.parent = undefined; - this.children = []; - - this.up = new THREE.Vector3( 0, 1, 0 ); - - this.position = new THREE.Vector3(); - this.rotation = new THREE.Vector3(); - this.eulerOrder = 'XYZ'; - this.scale = new THREE.Vector3( 1, 1, 1 ); - - this.renderDepth = null; - - this.rotationAutoUpdate = true; - - this.matrix = new THREE.Matrix4(); - this.matrixWorld = new THREE.Matrix4(); - this.matrixRotationWorld = new THREE.Matrix4(); - - this.matrixAutoUpdate = true; - this.matrixWorldNeedsUpdate = true; - - this.quaternion = new THREE.Quaternion(); - this.useQuaternion = false; - - this.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 ); - - var mat = new THREE.Matrix4().extractRotation( this.matrix ); - this.rotation.setEulerFromRotationMatrix( mat, this.eulerOrder ); - - this.position.getPositionFromMatrix( this.matrix ); - - }, - - translate: function ( distance, axis ) { - - this.matrix.rotateAxis( axis ); - this.position.addSelf( axis.multiplyScalar( distance ) ); - - }, - - translateX: function ( distance ) { - - this.translate( distance, this._vector.set( 1, 0, 0 ) ); - - }, - - translateY: function ( distance ) { - - this.translate( distance, this._vector.set( 0, 1, 0 ) ); - - }, - - translateZ: function ( distance ) { - - this.translate( distance, this._vector.set( 0, 0, 1 ) ); - - }, - - lookAt: function ( vector ) { - - // TODO: Add hierarchy support. - - this.matrix.lookAt( vector, this.position, this.up ); - - if ( this.rotationAutoUpdate ) { - - this.rotation.setEulerFromRotationMatrix( this.matrix, this.eulerOrder ); - - } - - }, - - add: function ( object ) { - - if ( object === this ) { - - console.warn( 'THREE.Object3D.add: An object can\'t be added as a child of itself.' ); - return; - - } - - if ( object instanceof THREE.Object3D ) { - - if ( object.parent !== undefined ) { - - object.parent.remove( object ); - - } - - object.parent = this; - this.children.push( object ); - - // add to scene - - var scene = this; - - while ( scene.parent !== undefined ) { - - scene = scene.parent; - - } - - if ( scene !== undefined && scene instanceof THREE.Scene ) { - - scene.__addObject( object ); - - } - - } - - }, - - remove: function ( object ) { - - var index = this.children.indexOf( object ); - - if ( index !== - 1 ) { - - object.parent = undefined; - this.children.splice( index, 1 ); - - // remove from scene - - var scene = this; - - while ( scene.parent !== undefined ) { - - scene = scene.parent; - - } - - if ( scene !== undefined && scene instanceof THREE.Scene ) { - - scene.__removeObject( object ); - - } - - } - - }, - - 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 === true ) { - - 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 ) { - - if ( this.matrixAutoUpdate === true ) this.updateMatrix(); - - if ( this.matrixWorldNeedsUpdate === true || force === true ) { - - if ( this.parent !== undefined ) { - - 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 ); - - } - - }, - - worldToLocal: function ( vector ) { - - return THREE.Object3D.__m1.getInverse( this.matrixWorld ).multiplyVector3( vector ); - - }, - - localToWorld: function ( vector ) { - - return this.matrixWorld.multiplyVector3( vector ); - - }, - - clone: function () { - - // TODO - - } - -}; - -THREE.Object3D.__m1 = new THREE.Matrix4(); - -THREE.Object3DCount = 0; -/** - * @author mrdoob / http://mrdoob.com/ - * @author supereggbert / http://www.paulbrunt.co.uk/ - * @author julianwa / https://github.com/julianwa - */ - -THREE.Projector = function() { - - var _object, _objectCount, _objectPool = [], - _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(), - - _viewProjectionMatrix = new THREE.Matrix4(), - _modelViewProjectionMatrix = 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 ); - - _viewProjectionMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse ); - _viewProjectionMatrix.multiplyVector3( vector ); - - return vector; - - }; - - this.unprojectVector = function ( vector, camera ) { - - camera.projectionMatrixInverse.getInverse( camera.projectionMatrix ); - - _viewProjectionMatrix.multiply( camera.matrixWorld, camera.projectionMatrixInverse ); - _viewProjectionMatrix.multiplyVector3( vector ); - - return vector; - - }; - - this.pickingRay = function ( vector, camera ) { - - 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 ); - - }; - - function projectGraph( 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 ) === true ) ) { - - _vector3.copy( object.matrixWorld.getPosition() ); - _viewProjectionMatrix.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() ); - _viewProjectionMatrix.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 ); - - if ( sort === true ) _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, - modelMatrix, rotationMatrix, - geometry, geometryMaterials, vertices, vertex, vertexPositionScreen, - faces, face, faceVertexNormals, normal, faceVertexUvs, uvs, - v1, v2, v3, v4, isFaceMaterial, material, side; - - _face3Count = 0; - _face4Count = 0; - _lineCount = 0; - _particleCount = 0; - - _renderData.elements.length = 0; - - scene.updateMatrixWorld(); - - if ( camera.parent === undefined ) camera.updateMatrixWorld(); - - camera.matrixWorldInverse.getInverse( camera.matrixWorld ); - - _viewProjectionMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse ); - - _frustum.setFromMatrix( _viewProjectionMatrix ); - - _renderData = projectGraph( scene, false ); - - for ( o = 0, ol = _renderData.objects.length; o < ol; o++ ) { - - object = _renderData.objects[ o ].object; - - modelMatrix = object.matrixWorld; - - _vertexCount = 0; - - if ( object instanceof THREE.Mesh ) { - - geometry = object.geometry; - geometryMaterials = object.geometry.materials; - vertices = geometry.vertices; - faces = geometry.faces; - faceVertexUvs = geometry.faceVertexUvs; - - rotationMatrix = object.matrixRotationWorld.extractRotation( modelMatrix ); - - isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial; - side = object.material.side; - - for ( v = 0, vl = vertices.length; v < vl; v ++ ) { - - _vertex = getNextVertexInPool(); - _vertex.positionWorld.copy( vertices[ v ] ); - - modelMatrix.multiplyVector3( _vertex.positionWorld ); - - _vertex.positionScreen.copy( _vertex.positionWorld ); - _viewProjectionMatrix.multiplyVector4( _vertex.positionScreen ); - - _vertex.positionScreen.x /= _vertex.positionScreen.w; - _vertex.positionScreen.y /= _vertex.positionScreen.w; - - _vertex.visible = _vertex.positionScreen.z > near && _vertex.positionScreen.z < far; - - } - - for ( f = 0, fl = faces.length; f < fl; f ++ ) { - - face = faces[ f ]; - - material = isFaceMaterial === true ? geometryMaterials[ face.materialIndex ] : object.material; - - if ( material === undefined ) continue; - - side = material.side; - - if ( face instanceof THREE.Face3 ) { - - v1 = _vertexPool[ face.a ]; - v2 = _vertexPool[ face.b ]; - v3 = _vertexPool[ face.c ]; - - if ( v1.visible === true && v2.visible === true && v3.visible === true ) { - - visible = ( ( v3.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) - - ( v3.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) ) < 0; - - if ( side === THREE.DoubleSide || visible === ( side === THREE.FrontSide ) ) { - - _face = getNextFace3InPool(); - - _face.v1.copy( v1 ); - _face.v2.copy( v2 ); - _face.v3.copy( v3 ); - - } else { - - continue; - - } - - } else { - - continue; - - } - - } else if ( face instanceof THREE.Face4 ) { - - v1 = _vertexPool[ face.a ]; - v2 = _vertexPool[ face.b ]; - v3 = _vertexPool[ face.c ]; - v4 = _vertexPool[ face.d ]; - - if ( v1.visible === true && v2.visible === true && v3.visible === true && v4.visible === true ) { - - visible = ( v4.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) - - ( v4.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) < 0 || - ( v2.positionScreen.x - v3.positionScreen.x ) * ( v4.positionScreen.y - v3.positionScreen.y ) - - ( v2.positionScreen.y - v3.positionScreen.y ) * ( v4.positionScreen.x - v3.positionScreen.x ) < 0; - - - if ( side === THREE.DoubleSide || visible === ( side === THREE.FrontSide ) ) { - - _face = getNextFace4InPool(); - - _face.v1.copy( v1 ); - _face.v2.copy( v2 ); - _face.v3.copy( v3 ); - _face.v4.copy( v4 ); - - } else { - - continue; - - } - - } else { - - continue; - - } - - } - - _face.normalWorld.copy( face.normal ); - - if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) _face.normalWorld.negate(); - rotationMatrix.multiplyVector3( _face.normalWorld ); - - _face.centroidWorld.copy( face.centroid ); - modelMatrix.multiplyVector3( _face.centroidWorld ); - - _face.centroidScreen.copy( _face.centroidWorld ); - _viewProjectionMatrix.multiplyVector3( _face.centroidScreen ); - - faceVertexNormals = face.vertexNormals; - - for ( n = 0, nl = faceVertexNormals.length; n < nl; n ++ ) { - - normal = _face.vertexNormalsWorld[ n ]; - normal.copy( faceVertexNormals[ n ] ); - - if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) normal.negate(); - - rotationMatrix.multiplyVector3( normal ); - - } - - for ( c = 0, cl = faceVertexUvs.length; c < cl; c ++ ) { - - uvs = faceVertexUvs[ c ][ f ]; - - if ( uvs === undefined ) continue; - - for ( u = 0, ul = uvs.length; u < ul; u ++ ) { - - _face.uvs[ c ][ u ] = uvs[ u ]; - - } - - } - - _face.material = material; - - _face.z = _face.centroidScreen.z; - - _renderData.elements.push( _face ); - - } - - } else if ( object instanceof THREE.Line ) { - - _modelViewProjectionMatrix.multiply( _viewProjectionMatrix, modelMatrix ); - - vertices = object.geometry.vertices; - - v1 = getNextVertexInPool(); - v1.positionScreen.copy( vertices[ 0 ] ); - _modelViewProjectionMatrix.multiplyVector4( v1.positionScreen ); - - // Handle LineStrip and LinePieces - var step = object.type === THREE.LinePieces ? 2 : 1; - - for ( v = 1, vl = vertices.length; v < vl; v ++ ) { - - v1 = getNextVertexInPool(); - v1.positionScreen.copy( vertices[ v ] ); - _modelViewProjectionMatrix.multiplyVector4( v1.positionScreen ); - - if ( ( v + 1 ) % step > 0 ) continue; - - v2 = _vertexPool[ _vertexCount - 2 ]; - - _clippedVertex1PositionScreen.copy( v1.positionScreen ); - _clippedVertex2PositionScreen.copy( v2.positionScreen ); - - if ( clipLine( _clippedVertex1PositionScreen, _clippedVertex2PositionScreen ) === true ) { - - // Perform the perspective divide - _clippedVertex1PositionScreen.multiplyScalar( 1 / _clippedVertex1PositionScreen.w ); - _clippedVertex2PositionScreen.multiplyScalar( 1 / _clippedVertex2PositionScreen.w ); - - _line = getNextLineInPool(); - _line.v1.positionScreen.copy( _clippedVertex1PositionScreen ); - _line.v2.positionScreen.copy( _clippedVertex2PositionScreen ); - - _line.z = Math.max( _clippedVertex1PositionScreen.z, _clippedVertex2PositionScreen.z ); - - _line.material = object.material; - - _renderData.elements.push( _line ); - - } - - } - - } - - } - - for ( o = 0, ol = _renderData.sprites.length; o < ol; o++ ) { - - object = _renderData.sprites[ o ].object; - - modelMatrix = object.matrixWorld; - - if ( object instanceof THREE.Particle ) { - - _vector4.set( modelMatrix.elements[12], modelMatrix.elements[13], modelMatrix.elements[14], 1 ); - _viewProjectionMatrix.multiplyVector4( _vector4 ); - - _vector4.z /= _vector4.w; - - if ( _vector4.z > 0 && _vector4.z < 1 ) { - - _particle = getNextParticleInPool(); - _particle.object = object; - _particle.x = _vector4.x / _vector4.w; - _particle.y = _vector4.y / _vector4.w; - _particle.z = _vector4.z; - - _particle.rotation = object.rotation.z; - - _particle.scale.x = object.scale.x * Math.abs( _particle.x - ( _vector4.x + camera.projectionMatrix.elements[0] ) / ( _vector4.w + camera.projectionMatrix.elements[12] ) ); - _particle.scale.y = object.scale.y * Math.abs( _particle.y - ( _vector4.y + camera.projectionMatrix.elements[5] ) / ( _vector4.w + camera.projectionMatrix.elements[13] ) ); - - _particle.material = object.material; - - _renderData.elements.push( _particle ); - - } - - } - - } - - sort && _renderData.elements.sort( painterSort ); - - return _renderData; - - }; - - // Pools - - function getNextObjectInPool() { - - var object; - - if ( _objectCount === _objectPool.length ) { - - object = new THREE.RenderableObject(); - _objectPool.push( object ); - - } else { - - object = _objectPool[ _objectCount ]; - - } - - _objectCount ++; - - return object; - - } - - function getNextVertexInPool() { - - var vertex; - - if ( _vertexCount === _vertexPool.length ) { - - vertex = new THREE.RenderableVertex(); - _vertexPool.push( vertex ); - - } else { - - vertex = _vertexPool[ _vertexCount ]; - - } - - _vertexCount ++; - - return vertex; - - } - - function getNextFace3InPool() { - - var face; - - if ( _face3Count === _face3Pool.length ) { - - face = new THREE.RenderableFace3(); - _face3Pool.push( face ); - - } else { - - face = _face3Pool[ _face3Count ]; - - } - - _face3Count ++; - - return face; - - - } - - function getNextFace4InPool() { - - var face; - - if ( _face4Count === _face4Pool.length ) { - - face = new THREE.RenderableFace4(); - _face4Pool.push( face ); - - } else { - - face = _face4Pool[ _face4Count ]; - - } - - _face4Count ++; - - return face; - - } - - function getNextLineInPool() { - - var line; - - if ( _lineCount === _linePool.length ) { - - line = new THREE.RenderableLine(); - _linePool.push( line ); - - } else { - - line = _linePool[ _lineCount ]; - - } - - _lineCount ++; - - return line; - - } - - function getNextParticleInPool() { - - var particle; - - if ( _particleCount === _particlePool.length ) { - - particle = new THREE.RenderableParticle(); - _particlePool.push( particle ); - - } else { - - particle = _particlePool[ _particleCount ]; - - } - - _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/ - * @author WestLangley / http://github.com/WestLangley - */ - -THREE.Quaternion = function( x, y, z, w ) { - - this.x = x || 0; - this.y = y || 0; - this.z = z || 0; - this.w = ( w !== undefined ) ? w : 1; - -}; - -THREE.Quaternion.prototype = { - - constructor: THREE.Quaternion, - - set: function ( x, y, z, w ) { - - this.x = x; - this.y = y; - this.z = z; - this.w = w; - - return this; - - }, - - copy: function ( q ) { - - this.x = q.x; - this.y = q.y; - this.z = q.z; - this.w = q.w; - - return this; - - }, - - setFromEuler: function ( v, order ) { - - // http://www.mathworks.com/matlabcentral/fileexchange/ - // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/ - // content/SpinCalc.m - - var c1 = Math.cos( v.x / 2 ); - var c2 = Math.cos( v.y / 2 ); - var c3 = Math.cos( v.z / 2 ); - var s1 = Math.sin( v.x / 2 ); - var s2 = Math.sin( v.y / 2 ); - var s3 = Math.sin( v.z / 2 ); - - if ( order === undefined || order === 'XYZ' ) { - - this.x = s1 * c2 * c3 + c1 * s2 * s3; - this.y = c1 * s2 * c3 - s1 * c2 * s3; - this.z = c1 * c2 * s3 + s1 * s2 * c3; - this.w = c1 * c2 * c3 - s1 * s2 * s3; - - } else if ( order === 'YXZ' ) { - - this.x = s1 * c2 * c3 + c1 * s2 * s3; - this.y = c1 * s2 * c3 - s1 * c2 * s3; - this.z = c1 * c2 * s3 - s1 * s2 * c3; - this.w = c1 * c2 * c3 + s1 * s2 * s3; - - } else if ( order === 'ZXY' ) { - - this.x = s1 * c2 * c3 - c1 * s2 * s3; - this.y = c1 * s2 * c3 + s1 * c2 * s3; - this.z = c1 * c2 * s3 + s1 * s2 * c3; - this.w = c1 * c2 * c3 - s1 * s2 * s3; - - } else if ( order === 'ZYX' ) { - - this.x = s1 * c2 * c3 - c1 * s2 * s3; - this.y = c1 * s2 * c3 + s1 * c2 * s3; - this.z = c1 * c2 * s3 - s1 * s2 * c3; - this.w = c1 * c2 * c3 + s1 * s2 * s3; - - } else if ( order === 'YZX' ) { - - this.x = s1 * c2 * c3 + c1 * s2 * s3; - this.y = c1 * s2 * c3 + s1 * c2 * s3; - this.z = c1 * c2 * s3 - s1 * s2 * c3; - this.w = c1 * c2 * c3 - s1 * s2 * s3; - - } else if ( order === 'XZY' ) { - - this.x = s1 * c2 * c3 - c1 * s2 * s3; - this.y = c1 * s2 * c3 - s1 * c2 * s3; - this.z = c1 * c2 * s3 + s1 * s2 * c3; - this.w = c1 * c2 * c3 + s1 * s2 * s3; - - } - - return this; - - }, - - setFromAxisAngle: function ( axis, angle ) { - - // from http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm - // axis have to be normalized - - var halfAngle = angle / 2, - s = Math.sin( halfAngle ); - - this.x = axis.x * s; - this.y = axis.y * s; - this.z = axis.z * s; - this.w = Math.cos( halfAngle ); - - return this; - - }, - - setFromRotationMatrix: function ( m ) { - - // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm - - // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) - - var te = m.elements, - - m11 = te[0], m12 = te[4], m13 = te[8], - m21 = te[1], m22 = te[5], m23 = te[9], - m31 = te[2], m32 = te[6], m33 = te[10], - - trace = m11 + m22 + m33, - s; - - if( trace > 0 ) { - - s = 0.5 / Math.sqrt( trace + 1.0 ); - - this.w = 0.25 / s; - this.x = ( m32 - m23 ) * s; - this.y = ( m13 - m31 ) * s; - this.z = ( m21 - m12 ) * s; - - } else if ( m11 > m22 && m11 > m33 ) { - - s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 ); - - this.w = (m32 - m23 ) / s; - this.x = 0.25 * s; - this.y = (m12 + m21 ) / s; - this.z = (m13 + m31 ) / s; - - } else if (m22 > m33) { - - s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 ); - - this.w = (m13 - m31 ) / s; - this.x = (m12 + m21 ) / s; - this.y = 0.25 * s; - this.z = (m23 + m32 ) / s; - - } else { - - s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 ); - - this.w = ( m21 - m12 ) / s; - this.x = ( m13 + m31 ) / s; - this.y = ( m23 + m32 ) / s; - this.z = 0.25 * s; - - } - - return this; - - }, - - 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 - var qax = a.x, qay = a.y, qaz = a.z, qaw = a.w, - qbx = b.x, qby = b.y, qbz = b.z, qbw = b.w; - - this.x = qax * qbw + qay * qbz - qaz * qby + qaw * qbx; - this.y = -qax * qbz + qay * qbw + qaz * qbx + qaw * qby; - this.z = qax * qby - qay * qbx + qaz * qbw + qaw * qbz; - this.w = -qax * qbx - qay * qby - qaz * qbz + qaw * qbw; - - return this; - - }, - - multiplySelf: function ( b ) { - - var qax = this.x, qay = this.y, qaz = this.z, qaw = this.w, - qbx = b.x, qby = b.y, qbz = b.z, qbw = b.w; - - this.x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby; - this.y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz; - this.z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx; - this.w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz; - - return this; - - }, - - multiplyVector3: function ( vector, dest ) { - - if ( !dest ) { dest = vector; } - - var x = vector.x, y = vector.y, z = vector.z, - qx = this.x, qy = this.y, qz = this.z, qw = this.w; - - // calculate quat * vector - - var ix = qw * x + qy * z - qz * y, - iy = qw * y + qz * x - qx * z, - iz = qw * z + qx * y - qy * x, - iw = -qx * x - qy * y - qz * z; - - // calculate result * inverse quat - - dest.x = ix * qw + iw * -qx + iy * -qz - iz * -qy; - dest.y = iy * qw + iw * -qy + iz * -qx - ix * -qz; - dest.z = iz * qw + iw * -qz + ix * -qy - iy * -qx; - - return dest; - - }, - - slerpSelf: function ( qb, t ) { - - var x = this.x, y = this.y, z = this.z, w = this.w; - - // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/ - - var cosHalfTheta = w * qb.w + x * qb.x + y * qb.y + z * qb.z; - - if ( cosHalfTheta < 0 ) { - - this.w = -qb.w; - this.x = -qb.x; - this.y = -qb.y; - this.z = -qb.z; - - cosHalfTheta = -cosHalfTheta; - - } else { - - this.copy( qb ); - - } - - if ( cosHalfTheta >= 1.0 ) { - - this.w = w; - this.x = x; - this.y = y; - this.z = z; - - return this; - - } - - var halfTheta = Math.acos( cosHalfTheta ); - var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta ); - - if ( Math.abs( sinHalfTheta ) < 0.001 ) { - - this.w = 0.5 * ( w + this.w ); - this.x = 0.5 * ( x + this.x ); - this.y = 0.5 * ( y + this.y ); - this.z = 0.5 * ( z + this.z ); - - return this; - - } - - var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta, - ratioB = Math.sin( t * halfTheta ) / sinHalfTheta; - - this.w = ( w * ratioA + this.w * ratioB ); - this.x = ( x * ratioA + this.x * ratioB ); - this.y = ( y * ratioA + this.y * ratioB ); - this.z = ( z * ratioA + this.z * ratioB ); - - return this; - - }, - - clone: function () { - - return new THREE.Quaternion( this.x, this.y, this.z, this.w ); - - } - -} - -THREE.Quaternion.slerp = function ( qa, qb, qm, t ) { - - // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/ - - var cosHalfTheta = qa.w * qb.w + qa.x * qb.x + qa.y * qb.y + qa.z * qb.z; - - if ( cosHalfTheta < 0 ) { - - qm.w = -qb.w; - qm.x = -qb.x; - qm.y = -qb.y; - qm.z = -qb.z; - - cosHalfTheta = -cosHalfTheta; - - } else { - - qm.copy( qb ); - - } - - if ( Math.abs( cosHalfTheta ) >= 1.0 ) { - - qm.w = qa.w; - qm.x = qa.x; - qm.y = qa.y; - qm.z = qa.z; - - return qm; - - } - - var halfTheta = Math.acos( cosHalfTheta ); - var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta ); - - if ( Math.abs( sinHalfTheta ) < 0.001 ) { - - qm.w = 0.5 * ( qa.w + qm.w ); - qm.x = 0.5 * ( qa.x + qm.x ); - qm.y = 0.5 * ( qa.y + qm.y ); - qm.z = 0.5 * ( qa.z + qm.z ); - - return qm; - - } - - var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta; - var ratioB = Math.sin( t * halfTheta ) / sinHalfTheta; - - qm.w = ( qa.w * ratioA + qm.w * ratioB ); - qm.x = ( qa.x * ratioA + qm.x * ratioB ); - qm.y = ( qa.y * ratioA + qm.y * ratioB ); - qm.z = ( qa.z * ratioA + qm.z * ratioB ); - - return qm; - -} -/** - * @author mrdoob / http://mrdoob.com/ - */ - -THREE.Vertex = function ( v ) { - - console.warn( 'THREE.Vertex has been DEPRECATED. Use THREE.Vector3 instead.') - return v; - -}; -/** - * @author mrdoob / http://mrdoob.com/ - * @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 mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - */ - -THREE.Face4 = function ( a, b, c, d, normal, color, materialIndex ) { - - this.a = a; - this.b = b; - this.c = c; - this.d = d; - - this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3(); - this.vertexNormals = normal instanceof Array ? normal : [ ]; - - this.color = color instanceof THREE.Color ? color : new THREE.Color(); - this.vertexColors = color instanceof Array ? color : []; - - this.vertexTangents = []; - - this.materialIndex = materialIndex; - - this.centroid = new THREE.Vector3(); - -}; - -THREE.Face4.prototype = { - - constructor: THREE.Face4, - - clone: function () { - - var face = new THREE.Face4( this.a, this.b, this.c, this.d ); - - face.normal.copy( this.normal ); - face.color.copy( this.color ); - face.centroid.copy( this.centroid ); - - face.materialIndex = this.materialIndex; - - var i, il; - for ( i = 0, il = this.vertexNormals.length; i < il; i ++ ) face.vertexNormals[ i ] = this.vertexNormals[ i ].clone(); - for ( i = 0, il = this.vertexColors.length; i < il; i ++ ) face.vertexColors[ i ] = this.vertexColors[ i ].clone(); - for ( i = 0, il = this.vertexTangents.length; i < il; i ++ ) face.vertexTangents[ i ] = this.vertexTangents[ i ].clone(); - - return face; - - } - -}; -/** - * @author mrdoob / http://mrdoob.com/ - */ - -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 mrdoob / http://mrdoob.com/ - * @author kile / http://kile.stravaganza.org/ - * @author alteredq / http://alteredqualia.com/ - * @author mikael emtinger / http://gomo.se/ - * @author zz85 / http://www.lab4games.net/zz85/blog - */ - -THREE.Geometry = function () { - - this.id = THREE.GeometryCount ++; - - this.name = ''; - - 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 = true; // the intermediate typearrays will be deleted when set to false - -}; - -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 () { - - var maxRadiusSq = 0; - - if ( this.boundingSphere === null ) this.boundingSphere = { radius: 0 }; - - for ( var i = 0, l = this.vertices.length; i < l; i ++ ) { - - var radiusSq = this.vertices[ i ].lengthSq(); - if ( radiusSq > maxRadiusSq ) maxRadiusSq = radiusSq; - - } - - this.boundingSphere.radius = Math.sqrt( maxRadiusSq ); - - }, - - /* - * Checks for duplicate vertices with hashmap. - * Duplicated vertices are removed - * and faces' vertices are updated. - */ - - mergeVertices: function () { - - var verticesMap = {}; // Hashmap for looking up vertice by position coordinates (and making sure they are unique) - var unique = [], changes = []; - - var v, key; - var precisionPoints = 4; // number of decimal points, eg. 4 for epsilon of 0.0001 - var precision = Math.pow( 10, precisionPoints ); - var i,il, face; - var abcd = 'abcd', o, k, j, jl, u; - - for ( i = 0, il = this.vertices.length; i < il; i ++ ) { - - v = this.vertices[ i ]; - key = [ Math.round( v.x * precision ), Math.round( v.y * precision ), Math.round( v.z * precision ) ].join( '_' ); - - if ( verticesMap[ key ] === undefined ) { - - verticesMap[ key ] = i; - unique.push( this.vertices[ i ] ); - changes[ i ] = unique.length - 1; - - } else { - - //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]); - changes[ i ] = changes[ verticesMap[ key ] ]; - - } - - }; - - - // Start to patch face indices - - for( i = 0, il = this.faces.length; i < il; i ++ ) { - - face = this.faces[ i ]; - - if ( face instanceof THREE.Face3 ) { - - face.a = changes[ face.a ]; - face.b = changes[ face.b ]; - face.c = changes[ face.c ]; - - } else if ( face instanceof THREE.Face4 ) { - - face.a = changes[ face.a ]; - face.b = changes[ face.b ]; - face.c = changes[ face.c ]; - face.d = changes[ face.d ]; - - // check dups in (a, b, c, d) and convert to -> face3 - - o = [ face.a, face.b, face.c, face.d ]; - - for ( k = 3; k > 0; k -- ) { - - if ( o.indexOf( face[ abcd[ k ] ] ) !== k ) { - - // console.log('faces', face.a, face.b, face.c, face.d, 'dup at', k); - - o.splice( k, 1 ); - - this.faces[ i ] = new THREE.Face3( o[0], o[1], o[2], face.normal, face.color, face.materialIndex ); - - for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) { - - u = this.faceVertexUvs[ j ][ i ]; - if ( u ) u.splice( k, 1 ); - - } - - this.faces[ i ].vertexColors = face.vertexColors; - - break; - } - - } - - } - - } - - // Use unique set of vertices - - var diff = this.vertices.length - unique.length; - this.vertices = unique; - return diff; - - }, - - clone: function () { - - // TODO - - } - -}; - -THREE.GeometryCount = 0; -/** - * @author alteredq / http://alteredqualia.com/ - */ - -THREE.BufferGeometry = function () { - - this.id = THREE.GeometryCount ++; - - // attributes - - this.attributes = {}; - - // attributes typed arrays are kept only if dynamic flag is set - - this.dynamic = false; - - // boundings - - this.boundingBox = null; - this.boundingSphere = null; - - this.hasTangents = false; - - // for compatibility - - this.morphTargets = []; - -}; - -THREE.BufferGeometry.prototype = { - - constructor : THREE.BufferGeometry, - - applyMatrix: function ( matrix ) { - - var positionArray; - var normalArray; - - if ( this.attributes[ "position" ] ) positionArray = this.attributes[ "position" ].array; - if ( this.attributes[ "normal" ] ) normalArray = this.attributes[ "normal" ].array; - - if ( positionArray !== undefined ) { - - matrix.multiplyVector3Array( positionArray ); - this.verticesNeedUpdate = true; - - } - - if ( normalArray !== undefined ) { - - var matrixRotation = new THREE.Matrix4(); - matrixRotation.extractRotation( matrix ); - - matrixRotation.multiplyVector3Array( normalArray ); - this.normalsNeedUpdate = true; - - } - - }, - - computeBoundingBox: function () { - - if ( ! this.boundingBox ) { - - this.boundingBox = { - - min: new THREE.Vector3( Infinity, Infinity, Infinity ), - max: new THREE.Vector3( -Infinity, -Infinity, -Infinity ) - - }; - - } - - var positions = this.attributes[ "position" ].array; - - if ( positions ) { - - var bb = this.boundingBox; - var x, y, z; - - for ( var i = 0, il = positions.length; i < il; i += 3 ) { - - x = positions[ i ]; - y = positions[ i + 1 ]; - z = positions[ i + 2 ]; - - // bounding box - - if ( x < bb.min.x ) { - - bb.min.x = x; - - } else if ( x > bb.max.x ) { - - bb.max.x = x; - - } - - if ( y < bb.min.y ) { - - bb.min.y = y; - - } else if ( y > bb.max.y ) { - - bb.max.y = y; - - } - - if ( z < bb.min.z ) { - - bb.min.z = z; - - } else if ( z > bb.max.z ) { - - bb.max.z = z; - - } - - } - - } - - if ( positions === undefined || positions.length === 0 ) { - - this.boundingBox.min.set( 0, 0, 0 ); - this.boundingBox.max.set( 0, 0, 0 ); - - } - - }, - - computeBoundingSphere: function () { - - if ( ! this.boundingSphere ) this.boundingSphere = { radius: 0 }; - - var positions = this.attributes[ "position" ].array; - - if ( positions ) { - - var radiusSq, maxRadiusSq = 0; - var x, y, z; - - for ( var i = 0, il = positions.length; i < il; i += 3 ) { - - x = positions[ i ]; - y = positions[ i + 1 ]; - z = positions[ i + 2 ]; - - radiusSq = x * x + y * y + z * z; - if ( radiusSq > maxRadiusSq ) maxRadiusSq = radiusSq; - - } - - this.boundingSphere.radius = Math.sqrt( maxRadiusSq ); - - } - - }, - - computeVertexNormals: function () { - - if ( this.attributes[ "position" ] && this.attributes[ "index" ] ) { - - var i, il; - var j, jl; - - var nVertexElements = this.attributes[ "position" ].array.length; - - if ( this.attributes[ "normal" ] === undefined ) { - - this.attributes[ "normal" ] = { - - itemSize: 3, - array: new Float32Array( nVertexElements ), - numItems: nVertexElements - - }; - - } else { - - // reset existing normals to zero - - for ( i = 0, il = this.attributes[ "normal" ].array.length; i < il; i ++ ) { - - this.attributes[ "normal" ].array[ i ] = 0; - - } - - } - - var offsets = this.offsets; - - var indices = this.attributes[ "index" ].array; - var positions = this.attributes[ "position" ].array; - var normals = this.attributes[ "normal" ].array; - - var vA, vB, vC, x, y, z, - - pA = new THREE.Vector3(), - pB = new THREE.Vector3(), - pC = new THREE.Vector3(), - - cb = new THREE.Vector3(), - ab = new THREE.Vector3(); - - for ( j = 0, jl = offsets.length; j < jl; ++ j ) { - - var start = offsets[ j ].start; - var count = offsets[ j ].count; - var index = offsets[ j ].index; - - for ( i = start, il = start + count; i < il; i += 3 ) { - - vA = index + indices[ i ]; - vB = index + indices[ i + 1 ]; - vC = index + indices[ i + 2 ]; - - x = positions[ vA * 3 ]; - y = positions[ vA * 3 + 1 ]; - z = positions[ vA * 3 + 2 ]; - pA.set( x, y, z ); - - x = positions[ vB * 3 ]; - y = positions[ vB * 3 + 1 ]; - z = positions[ vB * 3 + 2 ]; - pB.set( x, y, z ); - - x = positions[ vC * 3 ]; - y = positions[ vC * 3 + 1 ]; - z = positions[ vC * 3 + 2 ]; - pC.set( x, y, z ); - - cb.sub( pC, pB ); - ab.sub( pA, pB ); - cb.crossSelf( ab ); - - normals[ vA * 3 ] += cb.x; - normals[ vA * 3 + 1 ] += cb.y; - normals[ vA * 3 + 2 ] += cb.z; - - normals[ vB * 3 ] += cb.x; - normals[ vB * 3 + 1 ] += cb.y; - normals[ vB * 3 + 2 ] += cb.z; - - normals[ vC * 3 ] += cb.x; - normals[ vC * 3 + 1 ] += cb.y; - normals[ vC * 3 + 2 ] += cb.z; - - } - - } - - // normalize normals - - for ( i = 0, il = normals.length; i < il; i += 3 ) { - - x = normals[ i ]; - y = normals[ i + 1 ]; - z = normals[ i + 2 ]; - - var n = 1.0 / Math.sqrt( x * x + y * y + z * z ); - - normals[ i ] *= n; - normals[ i + 1 ] *= n; - normals[ i + 2 ] *= n; - - } - - this.normalsNeedUpdate = true; - - } - - }, - - computeTangents: function () { - - // based on http://www.terathon.com/code/tangent.html - // (per vertex tangents) - - if ( this.attributes[ "index" ] === undefined || - this.attributes[ "position" ] === undefined || - this.attributes[ "normal" ] === undefined || - this.attributes[ "uv" ] === undefined ) { - - console.warn( "Missing required attributes (index, position, normal or uv) in BufferGeometry.computeTangents()" ); - return; - - } - - var indices = this.attributes[ "index" ].array; - var positions = this.attributes[ "position" ].array; - var normals = this.attributes[ "normal" ].array; - var uvs = this.attributes[ "uv" ].array; - - var nVertices = positions.length / 3; - - if ( this.attributes[ "tangent" ] === undefined ) { - - var nTangentElements = 4 * nVertices; - - this.attributes[ "tangent" ] = { - - itemSize: 4, - array: new Float32Array( nTangentElements ), - numItems: nTangentElements - - }; - - } - - var tangents = this.attributes[ "tangent" ].array; - - var tan1 = [], tan2 = []; - - for ( var k = 0; k < nVertices; k ++ ) { - - tan1[ k ] = new THREE.Vector3(); - tan2[ k ] = new THREE.Vector3(); - - } - - var xA, yA, zA, - xB, yB, zB, - xC, yC, zC, - - uA, vA, - uB, vB, - uC, vC, - - x1, x2, y1, y2, z1, z2, - s1, s2, t1, t2, r; - - var sdir = new THREE.Vector3(), tdir = new THREE.Vector3(); - - function handleTriangle( a, b, c ) { - - xA = positions[ a * 3 ]; - yA = positions[ a * 3 + 1 ]; - zA = positions[ a * 3 + 2 ]; - - xB = positions[ b * 3 ]; - yB = positions[ b * 3 + 1 ]; - zB = positions[ b * 3 + 2 ]; - - xC = positions[ c * 3 ]; - yC = positions[ c * 3 + 1 ]; - zC = positions[ c * 3 + 2 ]; - - uA = uvs[ a * 2 ]; - vA = uvs[ a * 2 + 1 ]; - - uB = uvs[ b * 2 ]; - vB = uvs[ b * 2 + 1 ]; - - uC = uvs[ c * 2 ]; - vC = uvs[ c * 2 + 1 ]; - - x1 = xB - xA; - x2 = xC - xA; - - y1 = yB - yA; - y2 = yC - yA; - - z1 = zB - zA; - z2 = zC - zA; - - s1 = uB - uA; - s2 = uC - uA; - - t1 = vB - vA; - t2 = vC - vA; - - r = 1.0 / ( s1 * t2 - s2 * t1 ); - - sdir.set( - ( t2 * x1 - t1 * x2 ) * r, - ( t2 * y1 - t1 * y2 ) * r, - ( t2 * z1 - t1 * z2 ) * r - ); - - tdir.set( - ( s1 * x2 - s2 * x1 ) * r, - ( s1 * y2 - s2 * y1 ) * r, - ( s1 * z2 - s2 * z1 ) * r - ); - - tan1[ a ].addSelf( sdir ); - tan1[ b ].addSelf( sdir ); - tan1[ c ].addSelf( sdir ); - - tan2[ a ].addSelf( tdir ); - tan2[ b ].addSelf( tdir ); - tan2[ c ].addSelf( tdir ); - - } - - var i, il; - var j, jl; - var iA, iB, iC; - - var offsets = this.offsets; - - for ( j = 0, jl = offsets.length; j < jl; ++ j ) { - - var start = offsets[ j ].start; - var count = offsets[ j ].count; - var index = offsets[ j ].index; - - for ( i = start, il = start + count; i < il; i += 3 ) { - - iA = index + indices[ i ]; - iB = index + indices[ i + 1 ]; - iC = index + indices[ i + 2 ]; - - handleTriangle( iA, iB, iC ); - - } - - } - - var tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3(); - var n = new THREE.Vector3(), n2 = new THREE.Vector3(); - var w, t, test; - var nx, ny, nz; - - function handleVertex( v ) { - - n.x = normals[ v * 3 ]; - n.y = normals[ v * 3 + 1 ]; - n.z = normals[ v * 3 + 2 ]; - - n2.copy( n ); - - t = tan1[ v ]; - - // Gram-Schmidt orthogonalize - - tmp.copy( t ); - tmp.subSelf( n.multiplyScalar( n.dot( t ) ) ).normalize(); - - // Calculate handedness - - tmp2.cross( n2, t ); - test = tmp2.dot( tan2[ v ] ); - w = ( test < 0.0 ) ? -1.0 : 1.0; - - tangents[ v * 4 ] = tmp.x; - tangents[ v * 4 + 1 ] = tmp.y; - tangents[ v * 4 + 2 ] = tmp.z; - tangents[ v * 4 + 3 ] = w; - - } - - for ( j = 0, jl = offsets.length; j < jl; ++ j ) { - - var start = offsets[ j ].start; - var count = offsets[ j ].count; - var index = offsets[ j ].index; - - for ( i = start, il = start + count; i < il; i += 3 ) { - - iA = index + indices[ i ]; - iB = index + indices[ i + 1 ]; - iC = index + indices[ i + 2 ]; - - handleVertex( iA ); - handleVertex( iB ); - handleVertex( iC ); - - } - - } - - this.hasTangents = true; - this.tangentsNeedUpdate = true; - - } - -}; - -/** - * Spline from Tween.js, slightly optimized (and trashed) - * http://sole.github.com/tween.js/examples/05_spline.html - * - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - */ - -THREE.Spline = function ( points ) { - - this.points = points; - - var c = [], v3 = { x: 0, y: 0, z: 0 }, - point, intPoint, weight, w2, w3, - pa, pb, pc, pd; - - this.initFromArray = function( a ) { - - this.points = []; - - for ( var i = 0; i < a.length; i++ ) { - - this.points[ i ] = { x: a[ i ][ 0 ], y: a[ i ][ 1 ], z: a[ i ][ 2 ] }; - - } - - }; - - this.getPoint = function ( k ) { - - point = ( this.points.length - 1 ) * k; - intPoint = Math.floor( point ); - weight = point - intPoint; - - c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1; - c[ 1 ] = intPoint; - c[ 2 ] = intPoint > this.points.length - 2 ? this.points.length - 1 : intPoint + 1; - c[ 3 ] = intPoint > this.points.length - 3 ? this.points.length - 1 : intPoint + 2; - - pa = this.points[ c[ 0 ] ]; - pb = this.points[ c[ 1 ] ]; - pc = this.points[ c[ 2 ] ]; - pd = this.points[ c[ 3 ] ]; - - w2 = weight * weight; - w3 = weight * w2; - - v3.x = interpolate( pa.x, pb.x, pc.x, pd.x, weight, w2, w3 ); - v3.y = interpolate( pa.y, pb.y, pc.y, pd.y, weight, w2, w3 ); - v3.z = interpolate( pa.z, pb.z, pc.z, pd.z, weight, w2, w3 ); - - return v3; - - }; - - this.getControlPointsArray = function () { - - var i, p, l = this.points.length, - coords = []; - - for ( i = 0; i < l; i ++ ) { - - p = this.points[ i ]; - coords[ i ] = [ p.x, p.y, p.z ]; - - } - - return coords; - - }; - - // approximate length by summing linear segments - - this.getLength = function ( nSubDivisions ) { - - var i, index, nSamples, position, - point = 0, intPoint = 0, oldIntPoint = 0, - oldPosition = new THREE.Vector3(), - tmpVec = new THREE.Vector3(), - chunkLengths = [], - totalLength = 0; - - // first point has 0 length - - chunkLengths[ 0 ] = 0; - - if ( !nSubDivisions ) nSubDivisions = 100; - - nSamples = this.points.length * nSubDivisions; - - oldPosition.copy( this.points[ 0 ] ); - - for ( i = 1; i < nSamples; i ++ ) { - - index = i / nSamples; - - position = this.getPoint( index ); - tmpVec.copy( position ); - - totalLength += tmpVec.distanceTo( oldPosition ); - - oldPosition.copy( position ); - - point = ( this.points.length - 1 ) * index; - intPoint = Math.floor( point ); - - if ( intPoint != oldIntPoint ) { - - chunkLengths[ intPoint ] = totalLength; - oldIntPoint = intPoint; - - } - - } - - // last point ends with total length - - chunkLengths[ chunkLengths.length ] = totalLength; - - return { chunks: chunkLengths, total: totalLength }; - - }; - - this.reparametrizeByArcLength = function ( samplingCoef ) { - - var i, j, - index, indexCurrent, indexNext, - linearDistance, realDistance, - sampling, position, - newpoints = [], - tmpVec = new THREE.Vector3(), - sl = this.getLength(); - - newpoints.push( tmpVec.copy( this.points[ 0 ] ).clone() ); - - for ( i = 1; i < this.points.length; i++ ) { - - //tmpVec.copy( this.points[ i - 1 ] ); - //linearDistance = tmpVec.distanceTo( this.points[ i ] ); - - realDistance = sl.chunks[ i ] - sl.chunks[ i - 1 ]; - - sampling = Math.ceil( samplingCoef * realDistance / sl.total ); - - indexCurrent = ( i - 1 ) / ( this.points.length - 1 ); - indexNext = i / ( this.points.length - 1 ); - - for ( j = 1; j < sampling - 1; j++ ) { - - index = indexCurrent + j * ( 1 / sampling ) * ( indexNext - indexCurrent ); - - position = this.getPoint( index ); - newpoints.push( tmpVec.copy( position ).clone() ); - - } - - newpoints.push( tmpVec.copy( this.points[ i ] ).clone() ); - - } - - this.points = newpoints; - - }; - - // Catmull-Rom - - function interpolate( p0, p1, p2, p3, t, t2, t3 ) { - - var v0 = ( p2 - p0 ) * 0.5, - v1 = ( p3 - p1 ) * 0.5; - - return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1; - - }; - -}; -/** - * @author mrdoob / http://mrdoob.com/ - * @author mikael emtinger / http://gomo.se/ - */ - -THREE.Camera = function () { - - THREE.Object3D.call( this ); - - this.matrixWorldInverse = new THREE.Matrix4(); - - this.projectionMatrix = new THREE.Matrix4(); - this.projectionMatrixInverse = new THREE.Matrix4(); - -}; - -THREE.Camera.prototype = Object.create( THREE.Object3D.prototype ); - -THREE.Camera.prototype.lookAt = function ( vector ) { - - // TODO: Add hierarchy support. - - this.matrix.lookAt( this.position, vector, this.up ); - - if ( this.rotationAutoUpdate === true ) { - - this.rotation.setEulerFromRotationMatrix( this.matrix, this.eulerOrder ); - - } - -}; -/** - * @author alteredq / http://alteredqualia.com/ - */ - -THREE.OrthographicCamera = function ( left, right, top, bottom, near, far ) { - - THREE.Camera.call( this ); - - this.left = left; - this.right = right; - this.top = top; - this.bottom = bottom; - - this.near = ( near !== undefined ) ? near : 0.1; - this.far = ( far !== undefined ) ? far : 2000; - - this.updateProjectionMatrix(); - -}; - -THREE.OrthographicCamera.prototype = Object.create( THREE.Camera.prototype ); - -THREE.OrthographicCamera.prototype.updateProjectionMatrix = function () { - - this.projectionMatrix.makeOrthographic( this.left, this.right, this.top, this.bottom, this.near, this.far ); - -}; -/** - * @author mrdoob / http://mrdoob.com/ - * @author greggman / http://games.greggman.com/ - * @author zz85 / http://www.lab4games.net/zz85/blog - */ - -THREE.PerspectiveCamera = function ( fov, aspect, near, far ) { - - THREE.Camera.call( this ); - - this.fov = fov !== undefined ? fov : 50; - this.aspect = aspect !== undefined ? aspect : 1; - this.near = near !== undefined ? near : 0.1; - this.far = far !== undefined ? far : 2000; - - this.updateProjectionMatrix(); - -}; - -THREE.PerspectiveCamera.prototype = Object.create( THREE.Camera.prototype ); - - -/** - * Uses Focal Length (in mm) to estimate and set FOV - * 35mm (fullframe) camera is used if frame size is not specified; - * Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html - */ - -THREE.PerspectiveCamera.prototype.setLens = function ( focalLength, frameHeight ) { - - 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 mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - */ - -THREE.Light = function ( hex ) { - - THREE.Object3D.call( this ); - - this.color = new THREE.Color( hex ); - -}; - -THREE.Light.prototype = Object.create( THREE.Object3D.prototype ); -/** - * @author mrdoob / http://mrdoob.com/ - */ - -THREE.AmbientLight = function ( hex ) { - - THREE.Light.call( this, hex ); - -}; - -THREE.AmbientLight.prototype = Object.create( THREE.Light.prototype ); -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - */ - -THREE.DirectionalLight = function ( hex, intensity, 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 = Object.create( THREE.Light.prototype ); -/** - * @author mrdoob / http://mrdoob.com/ - */ - -THREE.PointLight = function ( hex, intensity, distance ) { - - THREE.Light.call( this, hex ); - - this.position = new THREE.Vector3( 0, 0, 0 ); - this.intensity = ( intensity !== undefined ) ? intensity : 1; - this.distance = ( distance !== undefined ) ? distance : 0; - -}; - -THREE.PointLight.prototype = Object.create( THREE.Light.prototype ); -/** - * @author alteredq / http://alteredqualia.com/ - */ - -THREE.SpotLight = function ( hex, intensity, distance, angle, exponent ) { - - THREE.Light.call( this, hex ); - - this.position = new THREE.Vector3( 0, 1, 0 ); - this.target = new THREE.Object3D(); - - this.intensity = ( intensity !== undefined ) ? intensity : 1; - this.distance = ( distance !== undefined ) ? distance : 0; - this.angle = ( angle !== undefined ) ? angle : Math.PI / 2; - this.exponent = ( exponent !== undefined ) ? exponent : 10; - - this.castShadow = false; - this.onlyShadow = false; - - // - - this.shadowCameraNear = 50; - this.shadowCameraFar = 5000; - this.shadowCameraFov = 50; - - this.shadowCameraVisible = false; - - this.shadowBias = 0; - this.shadowDarkness = 0.5; - - this.shadowMapWidth = 512; - this.shadowMapHeight = 512; - - // - - this.shadowMap = null; - this.shadowMapSize = null; - this.shadowCamera = null; - this.shadowMatrix = null; - -}; - -THREE.SpotLight.prototype = Object.create( THREE.Light.prototype ); /** - * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ */ -THREE.Loader = function ( showStatus ) { +var THREE = THREE || { REVISION: '50' }; - this.showStatus = showStatus; - this.statusDomElement = showStatus ? THREE.Loader.prototype.addStatusElement() : null; +if ( self.console === undefined ) { - this.onLoadStart = function () {}; - this.onLoadProgress = function () {}; - this.onLoadComplete = function () {}; + self.console = { -}; + info: function () {}, + log: function () {}, + debug: function () {}, + warn: function () {}, + error: function () {} -THREE.Loader.prototype = { + }; - constructor: THREE.Loader, +} - crossOrigin: 'anonymous', +if ( self.Int32Array === undefined ) { - addStatusElement: function () { + self.Int32Array = Array; + self.Float32Array = Array; - var e = document.createElement( "div" ); +} - e.style.position = "absolute"; - e.style.right = "0px"; - e.style.top = "0px"; - e.style.fontSize = "0.8em"; - e.style.textAlign = "left"; - e.style.background = "rgba(0,0,0,0.25)"; - e.style.color = "#fff"; - e.style.width = "120px"; - e.style.padding = "0.5em 0.5em 0.5em 0.5em"; - e.style.zIndex = 1000; +// http://paulirish.com/2011/requestanimationframe-for-smart-animating/ +// http://my.opera.com/emoller/blog/2011/12/20/requestanimationframe-for-smart-er-animating - e.innerHTML = "Loading ..."; +// requestAnimationFrame polyfill by Erik Möller +// fixes from Paul Irish and Tino Zijdel - return e; +( function () { - }, + var lastTime = 0; + var vendors = [ 'ms', 'moz', 'webkit', 'o' ]; - updateProgress: function ( progress ) { + for ( var x = 0; x < vendors.length && !window.requestAnimationFrame; ++ x ) { - var message = "Loaded "; + window.requestAnimationFrame = window[ vendors[ x ] + 'RequestAnimationFrame' ]; + window.cancelAnimationFrame = window[ vendors[ x ] + 'CancelAnimationFrame' ] || window[ vendors[ x ] + 'CancelRequestAnimationFrame' ]; - if ( progress.total ) { + } - message += ( 100 * progress.loaded / progress.total ).toFixed(0) + "%"; + if ( window.requestAnimationFrame === undefined ) { + window.requestAnimationFrame = function ( callback, element ) { - } else { + var currTime = Date.now(), timeToCall = Math.max( 0, 16 - ( currTime - lastTime ) ); + var id = window.setTimeout( function() { callback( currTime + timeToCall ); }, timeToCall ); + lastTime = currTime + timeToCall; + return id; - message += ( progress.loaded / 1000 ).toFixed(2) + " KB"; + }; - } + } - this.statusDomElement.innerHTML = message; - }, + if ( window.cancelAnimationFrame === undefined ) { - extractUrlBase: function ( url ) { + window.cancelAnimationFrame = function ( id ) { clearTimeout( id ); }; - var parts = url.split( '/' ); - parts.pop(); - return ( parts.length < 1 ? '.' : parts.join( '/' ) ) + '/'; + } - }, +}() ); - initMaterials: function ( scope, materials, texturePath ) { - scope.materials = []; +// MATERIAL CONSTANTS - for ( var i = 0; i < materials.length; ++ i ) { +// side - scope.materials[ i ] = THREE.Loader.prototype.createMaterial( materials[ i ], texturePath ); +THREE.FrontSide = 0; +THREE.BackSide = 1; +THREE.DoubleSide = 2; - } +// shading - }, +THREE.NoShading = 0; +THREE.FlatShading = 1; +THREE.SmoothShading = 2; - hasNormals: function ( scope ) { +// colors - var m, i, il = scope.materials.length; +THREE.NoColors = 0; +THREE.FaceColors = 1; +THREE.VertexColors = 2; - for( i = 0; i < il; i ++ ) { +// blending modes - m = scope.materials[ i ]; +THREE.NoBlending = 0; +THREE.NormalBlending = 1; +THREE.AdditiveBlending = 2; +THREE.SubtractiveBlending = 3; +THREE.MultiplyBlending = 4; +THREE.CustomBlending = 5; - if ( m instanceof THREE.ShaderMaterial ) return true; +// 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; - return false; +// 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; - createMaterial: function ( m, texturePath ) { +// custom blending source factors - var _this = this; +//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; - function is_pow2( n ) { - var l = Math.log( n ) / Math.LN2; - return Math.floor( l ) == l; +// TEXTURE CONSTANTS - } +THREE.MultiplyOperation = 0; +THREE.MixOperation = 1; - function nearest_pow2( n ) { +// Mapping modes - var l = Math.log( n ) / Math.LN2; - return Math.pow( 2, Math.round( l ) ); +THREE.UVMapping = function () {}; - } +THREE.CubeReflectionMapping = function () {}; +THREE.CubeRefractionMapping = function () {}; - function load_image( where, url ) { +THREE.SphericalReflectionMapping = function () {}; +THREE.SphericalRefractionMapping = function () {}; - var image = new Image(); +// Wrapping modes - image.onload = function () { +THREE.RepeatWrapping = 1000; +THREE.ClampToEdgeWrapping = 1001; +THREE.MirroredRepeatWrapping = 1002; - if ( !is_pow2( this.width ) || !is_pow2( this.height ) ) { +// Filters - var width = nearest_pow2( this.width ); - var height = nearest_pow2( this.height ); +THREE.NearestFilter = 1003; +THREE.NearestMipMapNearestFilter = 1004; +THREE.NearestMipMapLinearFilter = 1005; +THREE.LinearFilter = 1006; +THREE.LinearMipMapNearestFilter = 1007; +THREE.LinearMipMapLinearFilter = 1008; - where.image.width = width; - where.image.height = height; - where.image.getContext( '2d' ).drawImage( this, 0, 0, width, height ); +// Data types - } else { +THREE.UnsignedByteType = 1009; +THREE.ByteType = 1010; +THREE.ShortType = 1011; +THREE.UnsignedShortType = 1012; +THREE.IntType = 1013; +THREE.UnsignedIntType = 1014; +THREE.FloatType = 1015; - where.image = this; +// Pixel types - } +//THREE.UnsignedByteType = 1009; +THREE.UnsignedShort4444Type = 1016; +THREE.UnsignedShort5551Type = 1017; +THREE.UnsignedShort565Type = 1018; - where.needsUpdate = true; +// Pixel formats - }; +THREE.AlphaFormat = 1019; +THREE.RGBFormat = 1020; +THREE.RGBAFormat = 1021; +THREE.LuminanceFormat = 1022; +THREE.LuminanceAlphaFormat = 1023; +/** + * @author alteredq / http://alteredqualia.com/ + */ - image.crossOrigin = _this.crossOrigin; - image.src = url; +THREE.Clock = function ( autoStart ) { - } + this.autoStart = ( autoStart !== undefined ) ? autoStart : true; - function create_texture( where, name, sourceFile, repeat, offset, wrap ) { + this.startTime = 0; + this.oldTime = 0; + this.elapsedTime = 0; - var texture = document.createElement( 'canvas' ); + this.running = false; - where[ name ] = new THREE.Texture( texture ); - where[ name ].sourceFile = sourceFile; +}; - if( repeat ) { +THREE.Clock.prototype.start = function () { - where[ name ].repeat.set( repeat[ 0 ], repeat[ 1 ] ); + this.startTime = Date.now(); + this.oldTime = this.startTime; - if ( repeat[ 0 ] !== 1 ) where[ name ].wrapS = THREE.RepeatWrapping; - if ( repeat[ 1 ] !== 1 ) where[ name ].wrapT = THREE.RepeatWrapping; + this.running = true; - } +}; - if ( offset ) { +THREE.Clock.prototype.stop = function () { - where[ name ].offset.set( offset[ 0 ], offset[ 1 ] ); + this.getElapsedTime(); - } + this.running = false; - if ( wrap ) { +}; - var wrapMap = { - "repeat": THREE.RepeatWrapping, - "mirror": THREE.MirroredRepeatWrapping - } +THREE.Clock.prototype.getElapsedTime = function () { - if ( wrapMap[ wrap[ 0 ] ] !== undefined ) where[ name ].wrapS = wrapMap[ wrap[ 0 ] ]; - if ( wrapMap[ wrap[ 1 ] ] !== undefined ) where[ name ].wrapT = wrapMap[ wrap[ 1 ] ]; + this.elapsedTime += this.getDelta(); - } + return this.elapsedTime; - load_image( where[ name ], texturePath + "/" + sourceFile ); +}; - } - function rgb2hex( rgb ) { +THREE.Clock.prototype.getDelta = function () { - return ( rgb[ 0 ] * 255 << 16 ) + ( rgb[ 1 ] * 255 << 8 ) + rgb[ 2 ] * 255; + var diff = 0; - } + if ( this.autoStart && ! this.running ) { - // defaults + this.start(); - var mtype = "MeshLambertMaterial"; - var mpars = { color: 0xeeeeee, opacity: 1.0, map: null, lightMap: null, normalMap: null, bumpMap: null, wireframe: false }; + } - // parameters from model file + if ( this.running ) { - if ( m.shading ) { + var newTime = Date.now(); + diff = 0.001 * ( newTime - this.oldTime ); + this.oldTime = newTime; - var shading = m.shading.toLowerCase(); + this.elapsedTime += diff; - if ( shading === "phong" ) mtype = "MeshPhongMaterial"; - else if ( shading === "basic" ) mtype = "MeshBasicMaterial"; + } - } + return diff; - if ( m.blending !== undefined && THREE[ m.blending ] !== undefined ) { +};/** + * @author mrdoob / http://mrdoob.com/ + */ - mpars.blending = THREE[ m.blending ]; +THREE.Color = function ( hex ) { - } + if ( hex !== undefined ) this.setHex( hex ); - if ( m.transparent !== undefined || m.opacity < 1.0 ) { + return this; - mpars.transparent = m.transparent; +}; - } +THREE.Color.prototype = { - if ( m.depthTest !== undefined ) { + constructor: THREE.Color, - mpars.depthTest = m.depthTest; + r: 1, g: 1, b: 1, - } + copy: function ( color ) { - if ( m.depthWrite !== undefined ) { + this.r = color.r; + this.g = color.g; + this.b = color.b; - mpars.depthWrite = m.depthWrite; + return this; - } + }, - if ( m.visible !== undefined ) { + copyGammaToLinear: function ( color ) { - mpars.visible = m.visible; + this.r = color.r * color.r; + this.g = color.g * color.g; + this.b = color.b * color.b; - } + return this; - if ( m.flipSided !== undefined ) { + }, - mpars.side = THREE.BackSide; + copyLinearToGamma: function ( color ) { - } + this.r = Math.sqrt( color.r ); + this.g = Math.sqrt( color.g ); + this.b = Math.sqrt( color.b ); - if ( m.doubleSided !== undefined ) { + return this; - mpars.side = THREE.DoubleSide; + }, - } + convertGammaToLinear: function () { - if ( m.wireframe !== undefined ) { + var r = this.r, g = this.g, b = this.b; - mpars.wireframe = m.wireframe; + this.r = r * r; + this.g = g * g; + this.b = b * b; - } + return this; - if ( m.vertexColors !== undefined ) { + }, - if ( m.vertexColors == "face" ) { + convertLinearToGamma: function () { - mpars.vertexColors = THREE.FaceColors; + this.r = Math.sqrt( this.r ); + this.g = Math.sqrt( this.g ); + this.b = Math.sqrt( this.b ); - } else if ( m.vertexColors ) { + return this; - mpars.vertexColors = THREE.VertexColors; + }, - } + setRGB: function ( r, g, b ) { - } + this.r = r; + this.g = g; + this.b = b; - // colors + return this; - if ( m.colorDiffuse ) { + }, - mpars.color = rgb2hex( m.colorDiffuse ); + setHSV: function ( h, s, v ) { - } else if ( m.DbgColor ) { + // based on MochiKit implementation by Bob Ippolito + // h,s,v ranges are < 0.0 - 1.0 > - mpars.color = m.DbgColor; + var i, f, p, q, t; - } + if ( v === 0 ) { - if ( m.colorSpecular ) { + this.r = this.g = this.b = 0; - mpars.specular = rgb2hex( m.colorSpecular ); + } else { - } + i = Math.floor( h * 6 ); + f = ( h * 6 ) - i; + p = v * ( 1 - s ); + q = v * ( 1 - ( s * f ) ); + t = v * ( 1 - ( s * ( 1 - f ) ) ); - if ( m.colorAmbient ) { + if ( i === 0 ) { - mpars.ambient = rgb2hex( m.colorAmbient ); + this.r = v; + this.g = t; + this.b = p; - } + } else if ( i === 1 ) { - // modifiers + this.r = q; + this.g = v; + this.b = p; - if ( m.transparency ) { + } else if ( i === 2 ) { - mpars.opacity = m.transparency; + this.r = p; + this.g = v; + this.b = t; - } + } else if ( i === 3 ) { - if ( m.specularCoef ) { + this.r = p; + this.g = q; + this.b = v; - mpars.shininess = m.specularCoef; + } else if ( i === 4 ) { - } + this.r = t; + this.g = p; + this.b = v; - // textures + } else if ( i === 5 ) { - if ( m.mapDiffuse && texturePath ) { + this.r = v; + this.g = p; + this.b = q; - create_texture( mpars, "map", m.mapDiffuse, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap ); + } } - if ( m.mapLight && texturePath ) { + return this; - create_texture( mpars, "lightMap", m.mapLight, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap ); + }, - } + setHex: function ( hex ) { - if ( m.mapBump && texturePath ) { + hex = Math.floor( hex ); - create_texture( mpars, "bumpMap", m.mapBump, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap ); + this.r = ( hex >> 16 & 255 ) / 255; + this.g = ( hex >> 8 & 255 ) / 255; + this.b = ( hex & 255 ) / 255; - } + return this; - if ( m.mapNormal && texturePath ) { + }, - create_texture( mpars, "normalMap", m.mapNormal, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap ); + 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; - if ( m.mapSpecular && texturePath ) { + return this; - create_texture( mpars, "specularMap", m.mapSpecular, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap ); + }, - } + getHex: function () { - // special case for normal mapped material + return Math.floor( this.r * 255 ) << 16 ^ Math.floor( this.g * 255 ) << 8 ^ Math.floor( this.b * 255 ); - if ( m.mapNormal ) { + }, - var shader = THREE.ShaderUtils.lib[ "normal" ]; - var uniforms = THREE.UniformsUtils.clone( shader.uniforms ); + getContextStyle: function () { - uniforms[ "tNormal" ].texture = mpars.normalMap; + return 'rgb(' + Math.floor( this.r * 255 ) + ',' + Math.floor( this.g * 255 ) + ',' + Math.floor( this.b * 255 ) + ')'; - if ( m.mapNormalFactor ) { + }, - uniforms[ "uNormalScale" ].value = m.mapNormalFactor; + clone: function () { - } + return new THREE.Color().setRGB( this.r, this.g, this.b ); - if ( mpars.map ) { + } - uniforms[ "tDiffuse" ].texture = mpars.map; - uniforms[ "enableDiffuse" ].value = true; +}; +/** + * @author mrdoob / http://mrdoob.com/ + * @author philogb / http://blog.thejit.org/ + * @author egraether / http://egraether.com/ + * @author zz85 / http://www.lab4games.net/zz85/blog + */ - } +THREE.Vector2 = function ( x, y ) { - if ( mpars.specularMap ) { + this.x = x || 0; + this.y = y || 0; - uniforms[ "tSpecular" ].texture = mpars.specularMap; - uniforms[ "enableSpecular" ].value = true; +}; - } +THREE.Vector2.prototype = { - if ( mpars.lightMap ) { + constructor: THREE.Vector2, - uniforms[ "tAO" ].texture = mpars.lightMap; - uniforms[ "enableAO" ].value = true; + set: function ( x, y ) { - } + this.x = x; + this.y = y; - // for the moment don't handle displacement texture + return this; - uniforms[ "uDiffuseColor" ].value.setHex( mpars.color ); - uniforms[ "uSpecularColor" ].value.setHex( mpars.specular ); - uniforms[ "uAmbientColor" ].value.setHex( mpars.ambient ); + }, - uniforms[ "uShininess" ].value = mpars.shininess; + copy: function ( v ) { - if ( mpars.opacity !== undefined ) { + this.x = v.x; + this.y = v.y; - uniforms[ "uOpacity" ].value = mpars.opacity; + return this; - } + }, - var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true }; - var material = new THREE.ShaderMaterial( parameters ); + add: function ( a, b ) { - } else { + this.x = a.x + b.x; + this.y = a.y + b.y; - var material = new THREE[ mtype ]( mpars ); + return this; - } + }, - if ( m.DbgName !== undefined ) material.name = m.DbgName; + addSelf: function ( v ) { - return material; + this.x += v.x; + this.y += v.y; - } + return this; -}; -/** - * @author alteredq / http://alteredqualia.com/ - */ - -THREE.BinaryLoader = function ( showStatus ) { - - THREE.Loader.call( this, showStatus ); - -}; - -THREE.BinaryLoader.prototype = Object.create( THREE.Loader.prototype ); - -// Load models generated by slim OBJ converter with BINARY option (converter_obj_three_slim.py -t binary) -// - binary models consist of two files: JS and BIN -// - parameters -// - url (required) -// - callback (required) -// - texturePath (optional: if not specified, textures will be assumed to be in the same folder as JS model file) -// - binaryPath (optional: if not specified, binary file will be assumed to be in the same folder as JS model file) - -THREE.BinaryLoader.prototype.load = function( url, callback, texturePath, binaryPath ) { - - texturePath = texturePath ? texturePath : this.extractUrlBase( url ); - binaryPath = binaryPath ? binaryPath : this.extractUrlBase( url ); - - var callbackProgress = this.showProgress ? THREE.Loader.prototype.updateProgress : null; - - this.onLoadStart(); - - // #1 load JS part via web worker - - this.loadAjaxJSON( this, url, callback, texturePath, binaryPath, callbackProgress ); - -}; - -THREE.BinaryLoader.prototype.loadAjaxJSON = function ( context, url, callback, texturePath, binaryPath, callbackProgress ) { - - var xhr = new XMLHttpRequest(); - - xhr.onreadystatechange = function () { - - if ( xhr.readyState == 4 ) { - - if ( xhr.status == 200 || xhr.status == 0 ) { - - var json = JSON.parse( xhr.responseText ); - context.loadAjaxBuffers( json, callback, binaryPath, texturePath, callbackProgress ); - - } else { - - console.error( "THREE.BinaryLoader: Couldn't load [" + url + "] [" + xhr.status + "]" ); - - } - - } - - }; - - xhr.open( "GET", url, true ); - if ( xhr.overrideMimeType ) xhr.overrideMimeType( "text/plain; charset=x-user-defined" ); - xhr.setRequestHeader( "Content-Type", "text/plain" ); - xhr.send( null ); - -}; - -THREE.BinaryLoader.prototype.loadAjaxBuffers = function ( json, callback, binaryPath, texturePath, callbackProgress ) { - - var xhr = new XMLHttpRequest(), - url = binaryPath + "/" + json.buffers; - - var length = 0; - - xhr.onreadystatechange = function () { - - if ( xhr.readyState == 4 ) { - - if ( xhr.status == 200 || xhr.status == 0 ) { - - var buffer = xhr.response; - if ( buffer === undefined ) buffer = ( new Uint8Array( xhr.responseBody ) ).buffer; // IEWEBGL needs this - THREE.BinaryLoader.prototype.createBinModel( buffer, callback, texturePath, json.materials ); - - } else { - - console.error( "THREE.BinaryLoader: Couldn't load [" + url + "] [" + xhr.status + "]" ); - - } - - } else if ( xhr.readyState == 3 ) { - - if ( callbackProgress ) { - - if ( length == 0 ) { - - length = xhr.getResponseHeader( "Content-Length" ); - - } - - callbackProgress( { total: length, loaded: xhr.responseText.length } ); - - } - - } else if ( xhr.readyState == 2 ) { - - length = xhr.getResponseHeader( "Content-Length" ); - - } - - }; - - xhr.open( "GET", url, true ); - xhr.responseType = "arraybuffer"; - xhr.send( null ); - -}; - -// Binary AJAX parser - -THREE.BinaryLoader.prototype.createBinModel = function ( data, callback, texturePath, materials ) { - - var Model = function ( texturePath ) { - - var scope = this, - currentOffset = 0, - md, - normals = [], - uvs = [], - start_tri_flat, start_tri_smooth, start_tri_flat_uv, start_tri_smooth_uv, - start_quad_flat, start_quad_smooth, start_quad_flat_uv, start_quad_smooth_uv, - tri_size, quad_size, - len_tri_flat, len_tri_smooth, len_tri_flat_uv, len_tri_smooth_uv, - len_quad_flat, len_quad_smooth, len_quad_flat_uv, len_quad_smooth_uv; - - - THREE.Geometry.call( this ); - - THREE.Loader.prototype.initMaterials( scope, materials, texturePath ); - - md = parseMetaData( data, currentOffset ); - - currentOffset += md.header_bytes; -/* - md.vertex_index_bytes = Uint32Array.BYTES_PER_ELEMENT; - md.material_index_bytes = Uint16Array.BYTES_PER_ELEMENT; - md.normal_index_bytes = Uint32Array.BYTES_PER_ELEMENT; - md.uv_index_bytes = Uint32Array.BYTES_PER_ELEMENT; -*/ - // buffers sizes - - tri_size = md.vertex_index_bytes * 3 + md.material_index_bytes; - quad_size = md.vertex_index_bytes * 4 + md.material_index_bytes; - - len_tri_flat = md.ntri_flat * ( tri_size ); - len_tri_smooth = md.ntri_smooth * ( tri_size + md.normal_index_bytes * 3 ); - len_tri_flat_uv = md.ntri_flat_uv * ( tri_size + md.uv_index_bytes * 3 ); - len_tri_smooth_uv = md.ntri_smooth_uv * ( tri_size + md.normal_index_bytes * 3 + md.uv_index_bytes * 3 ); - - len_quad_flat = md.nquad_flat * ( quad_size ); - len_quad_smooth = md.nquad_smooth * ( quad_size + md.normal_index_bytes * 4 ); - len_quad_flat_uv = md.nquad_flat_uv * ( quad_size + md.uv_index_bytes * 4 ); - len_quad_smooth_uv = md.nquad_smooth_uv * ( quad_size + md.normal_index_bytes * 4 + md.uv_index_bytes * 4 ); - - // read buffers - - currentOffset += init_vertices( currentOffset ); - - currentOffset += init_normals( currentOffset ); - currentOffset += handlePadding( md.nnormals * 3 ); - - currentOffset += init_uvs( currentOffset ); - - start_tri_flat = currentOffset; - start_tri_smooth = start_tri_flat + len_tri_flat + handlePadding( md.ntri_flat * 2 ); - start_tri_flat_uv = start_tri_smooth + len_tri_smooth + handlePadding( md.ntri_smooth * 2 ); - start_tri_smooth_uv = start_tri_flat_uv + len_tri_flat_uv + handlePadding( md.ntri_flat_uv * 2 ); - - start_quad_flat = start_tri_smooth_uv + len_tri_smooth_uv + handlePadding( md.ntri_smooth_uv * 2 ); - start_quad_smooth = start_quad_flat + len_quad_flat + handlePadding( md.nquad_flat * 2 ); - start_quad_flat_uv = start_quad_smooth + len_quad_smooth + handlePadding( md.nquad_smooth * 2 ); - start_quad_smooth_uv= start_quad_flat_uv + len_quad_flat_uv + handlePadding( md.nquad_flat_uv * 2 ); - - // have to first process faces with uvs - // so that face and uv indices match - - init_triangles_flat_uv( start_tri_flat_uv ); - init_triangles_smooth_uv( start_tri_smooth_uv ); - - init_quads_flat_uv( start_quad_flat_uv ); - init_quads_smooth_uv( start_quad_smooth_uv ); - - // now we can process untextured faces - - init_triangles_flat( start_tri_flat ); - init_triangles_smooth( start_tri_smooth ); - - init_quads_flat( start_quad_flat ); - init_quads_smooth( start_quad_smooth ); - - this.computeCentroids(); - this.computeFaceNormals(); - - if ( THREE.Loader.prototype.hasNormals( this ) ) this.computeTangents(); - - function handlePadding( n ) { - - return ( n % 4 ) ? ( 4 - n % 4 ) : 0; - - }; - - function parseMetaData( data, offset ) { - - var metaData = { - - 'signature' :parseString( data, offset, 12 ), - 'header_bytes' :parseUChar8( data, offset + 12 ), - - 'vertex_coordinate_bytes' :parseUChar8( data, offset + 13 ), - 'normal_coordinate_bytes' :parseUChar8( data, offset + 14 ), - 'uv_coordinate_bytes' :parseUChar8( data, offset + 15 ), - - 'vertex_index_bytes' :parseUChar8( data, offset + 16 ), - 'normal_index_bytes' :parseUChar8( data, offset + 17 ), - 'uv_index_bytes' :parseUChar8( data, offset + 18 ), - 'material_index_bytes' :parseUChar8( data, offset + 19 ), - - 'nvertices' :parseUInt32( data, offset + 20 ), - 'nnormals' :parseUInt32( data, offset + 20 + 4*1 ), - 'nuvs' :parseUInt32( data, offset + 20 + 4*2 ), - - 'ntri_flat' :parseUInt32( data, offset + 20 + 4*3 ), - 'ntri_smooth' :parseUInt32( data, offset + 20 + 4*4 ), - 'ntri_flat_uv' :parseUInt32( data, offset + 20 + 4*5 ), - 'ntri_smooth_uv' :parseUInt32( data, offset + 20 + 4*6 ), - - 'nquad_flat' :parseUInt32( data, offset + 20 + 4*7 ), - 'nquad_smooth' :parseUInt32( data, offset + 20 + 4*8 ), - 'nquad_flat_uv' :parseUInt32( data, offset + 20 + 4*9 ), - 'nquad_smooth_uv' :parseUInt32( data, offset + 20 + 4*10 ) - - }; -/* - console.log( "signature: " + metaData.signature ); - - console.log( "header_bytes: " + metaData.header_bytes ); - console.log( "vertex_coordinate_bytes: " + metaData.vertex_coordinate_bytes ); - console.log( "normal_coordinate_bytes: " + metaData.normal_coordinate_bytes ); - console.log( "uv_coordinate_bytes: " + metaData.uv_coordinate_bytes ); - - console.log( "vertex_index_bytes: " + metaData.vertex_index_bytes ); - console.log( "normal_index_bytes: " + metaData.normal_index_bytes ); - console.log( "uv_index_bytes: " + metaData.uv_index_bytes ); - console.log( "material_index_bytes: " + metaData.material_index_bytes ); - - console.log( "nvertices: " + metaData.nvertices ); - console.log( "nnormals: " + metaData.nnormals ); - console.log( "nuvs: " + metaData.nuvs ); - - console.log( "ntri_flat: " + metaData.ntri_flat ); - console.log( "ntri_smooth: " + metaData.ntri_smooth ); - console.log( "ntri_flat_uv: " + metaData.ntri_flat_uv ); - console.log( "ntri_smooth_uv: " + metaData.ntri_smooth_uv ); - - console.log( "nquad_flat: " + metaData.nquad_flat ); - console.log( "nquad_smooth: " + metaData.nquad_smooth ); - console.log( "nquad_flat_uv: " + metaData.nquad_flat_uv ); - console.log( "nquad_smooth_uv: " + metaData.nquad_smooth_uv ); - - var total = metaData.header_bytes - + metaData.nvertices * metaData.vertex_coordinate_bytes * 3 - + metaData.nnormals * metaData.normal_coordinate_bytes * 3 - + metaData.nuvs * metaData.uv_coordinate_bytes * 2 - + metaData.ntri_flat * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes ) - + metaData.ntri_smooth * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes + metaData.normal_index_bytes*3 ) - + metaData.ntri_flat_uv * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes + metaData.uv_index_bytes*3 ) - + metaData.ntri_smooth_uv * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes + metaData.normal_index_bytes*3 + metaData.uv_index_bytes*3 ) - + metaData.nquad_flat * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes ) - + metaData.nquad_smooth * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes + metaData.normal_index_bytes*4 ) - + metaData.nquad_flat_uv * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes + metaData.uv_index_bytes*4 ) - + metaData.nquad_smooth_uv * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes + metaData.normal_index_bytes*4 + metaData.uv_index_bytes*4 ); - console.log( "total bytes: " + total ); -*/ - - return metaData; - - }; - - function parseString( data, offset, length ) { - - var charArray = new Uint8Array( data, offset, length ); - - var text = ""; - - for ( var i = 0; i < length; i ++ ) { - - text += String.fromCharCode( charArray[ offset + i ] ); - - } - - return text; - - }; - - function parseUChar8( data, offset ) { - - var charArray = new Uint8Array( data, offset, 1 ); - - return charArray[ 0 ]; - - }; - - function parseUInt32( data, offset ) { - - var intArray = new Uint32Array( data, offset, 1 ); - - return intArray[ 0 ]; - - }; - - function init_vertices( start ) { - - var nElements = md.nvertices; - - var coordArray = new Float32Array( data, start, nElements * 3 ); - - var i, x, y, z; - - for( i = 0; i < nElements; i ++ ) { - - x = coordArray[ i * 3 ]; - y = coordArray[ i * 3 + 1 ]; - z = coordArray[ i * 3 + 2 ]; - - vertex( scope, x, y, z ); - - } - - return nElements * 3 * Float32Array.BYTES_PER_ELEMENT; - - }; - - function init_normals( start ) { - - var nElements = md.nnormals; - - if ( nElements ) { - - var normalArray = new Int8Array( data, start, nElements * 3 ); - - var i, x, y, z; - - for( i = 0; i < nElements; i ++ ) { - - x = normalArray[ i * 3 ]; - y = normalArray[ i * 3 + 1 ]; - z = normalArray[ i * 3 + 2 ]; - - normals.push( x/127, y/127, z/127 ); - - } - - } - - return nElements * 3 * Int8Array.BYTES_PER_ELEMENT; - - }; - - function init_uvs( start ) { - - var nElements = md.nuvs; - - if ( nElements ) { - - var uvArray = new Float32Array( data, start, nElements * 2 ); - - var i, u, v; - - for( i = 0; i < nElements; i ++ ) { - - u = uvArray[ i * 2 ]; - v = uvArray[ i * 2 + 1 ]; - - uvs.push( u, v ); - - } - - } - - return nElements * 2 * Float32Array.BYTES_PER_ELEMENT; - - }; - - function init_uvs3( nElements, offset ) { - - var i, uva, uvb, uvc, u1, u2, u3, v1, v2, v3; - - var uvIndexBuffer = new Uint32Array( data, offset, 3 * nElements ); - - for( i = 0; i < nElements; i ++ ) { - - uva = uvIndexBuffer[ i * 3 ]; - uvb = uvIndexBuffer[ i * 3 + 1 ]; - uvc = uvIndexBuffer[ i * 3 + 2 ]; - - u1 = uvs[ uva*2 ]; - v1 = uvs[ uva*2 + 1 ]; - - u2 = uvs[ uvb*2 ]; - v2 = uvs[ uvb*2 + 1 ]; - - u3 = uvs[ uvc*2 ]; - v3 = uvs[ uvc*2 + 1 ]; - - uv3( scope.faceVertexUvs[ 0 ], u1, v1, u2, v2, u3, v3 ); - - } - - }; - - function init_uvs4( nElements, offset ) { - - var i, uva, uvb, uvc, uvd, u1, u2, u3, u4, v1, v2, v3, v4; - - var uvIndexBuffer = new Uint32Array( data, offset, 4 * nElements ); - - for( i = 0; i < nElements; i ++ ) { - - uva = uvIndexBuffer[ i * 4 ]; - uvb = uvIndexBuffer[ i * 4 + 1 ]; - uvc = uvIndexBuffer[ i * 4 + 2 ]; - uvd = uvIndexBuffer[ i * 4 + 3 ]; - - u1 = uvs[ uva*2 ]; - v1 = uvs[ uva*2 + 1 ]; - - u2 = uvs[ uvb*2 ]; - v2 = uvs[ uvb*2 + 1 ]; - - u3 = uvs[ uvc*2 ]; - v3 = uvs[ uvc*2 + 1 ]; - - u4 = uvs[ uvd*2 ]; - v4 = uvs[ uvd*2 + 1 ]; - - uv4( scope.faceVertexUvs[ 0 ], u1, v1, u2, v2, u3, v3, u4, v4 ); - - } - - }; - - function init_faces3_flat( nElements, offsetVertices, offsetMaterials ) { - - var i, a, b, c, m; - - var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 3 * nElements ); - var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements ); - - for( i = 0; i < nElements; i ++ ) { - - a = vertexIndexBuffer[ i * 3 ]; - b = vertexIndexBuffer[ i * 3 + 1 ]; - c = vertexIndexBuffer[ i * 3 + 2 ]; - - m = materialIndexBuffer[ i ]; - - f3( scope, a, b, c, m ); - - } - - }; - - function init_faces4_flat( nElements, offsetVertices, offsetMaterials ) { - - var i, a, b, c, d, m; - - var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 4 * nElements ); - var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements ); - - for( i = 0; i < nElements; i ++ ) { - - a = vertexIndexBuffer[ i * 4 ]; - b = vertexIndexBuffer[ i * 4 + 1 ]; - c = vertexIndexBuffer[ i * 4 + 2 ]; - d = vertexIndexBuffer[ i * 4 + 3 ]; - - m = materialIndexBuffer[ i ]; - - f4( scope, a, b, c, d, m ); - - } - - }; - - function init_faces3_smooth( nElements, offsetVertices, offsetNormals, offsetMaterials ) { - - var i, a, b, c, m; - var na, nb, nc; - - var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 3 * nElements ); - var normalIndexBuffer = new Uint32Array( data, offsetNormals, 3 * nElements ); - var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements ); - - for( i = 0; i < nElements; i ++ ) { - - a = vertexIndexBuffer[ i * 3 ]; - b = vertexIndexBuffer[ i * 3 + 1 ]; - c = vertexIndexBuffer[ i * 3 + 2 ]; - - na = normalIndexBuffer[ i * 3 ]; - nb = normalIndexBuffer[ i * 3 + 1 ]; - nc = normalIndexBuffer[ i * 3 + 2 ]; - - m = materialIndexBuffer[ i ]; - - f3n( scope, normals, a, b, c, m, na, nb, nc ); - - } - - }; - - function init_faces4_smooth( nElements, offsetVertices, offsetNormals, offsetMaterials ) { - - var i, a, b, c, d, m; - var na, nb, nc, nd; - - var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 4 * nElements ); - var normalIndexBuffer = new Uint32Array( data, offsetNormals, 4 * nElements ); - var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements ); - - for( i = 0; i < nElements; i ++ ) { - - a = vertexIndexBuffer[ i * 4 ]; - b = vertexIndexBuffer[ i * 4 + 1 ]; - c = vertexIndexBuffer[ i * 4 + 2 ]; - d = vertexIndexBuffer[ i * 4 + 3 ]; - - na = normalIndexBuffer[ i * 4 ]; - nb = normalIndexBuffer[ i * 4 + 1 ]; - nc = normalIndexBuffer[ i * 4 + 2 ]; - nd = normalIndexBuffer[ i * 4 + 3 ]; - - m = materialIndexBuffer[ i ]; - - f4n( scope, normals, a, b, c, d, m, na, nb, nc, nd ); - - } - - }; - - function init_triangles_flat( start ) { - - var nElements = md.ntri_flat; - - if ( nElements ) { - - var offsetMaterials = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3; - init_faces3_flat( nElements, start, offsetMaterials ); - - } - - }; - - function init_triangles_flat_uv( start ) { - - var nElements = md.ntri_flat_uv; - - if ( nElements ) { - - var offsetUvs = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3; - var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 3; - - init_faces3_flat( nElements, start, offsetMaterials ); - init_uvs3( nElements, offsetUvs ); - - } - - }; - - function init_triangles_smooth( start ) { - - var nElements = md.ntri_smooth; - - if ( nElements ) { - - var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3; - var offsetMaterials = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 3; - - init_faces3_smooth( nElements, start, offsetNormals, offsetMaterials ); - - } - - }; - - function init_triangles_smooth_uv( start ) { - - var nElements = md.ntri_smooth_uv; - - if ( nElements ) { - - var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3; - var offsetUvs = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 3; - var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 3; - - init_faces3_smooth( nElements, start, offsetNormals, offsetMaterials ); - init_uvs3( nElements, offsetUvs ); - - } - - }; - - function init_quads_flat( start ) { - - var nElements = md.nquad_flat; - - if ( nElements ) { - - var offsetMaterials = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4; - init_faces4_flat( nElements, start, offsetMaterials ); - - } - - }; - - function init_quads_flat_uv( start ) { - - var nElements = md.nquad_flat_uv; - - if ( nElements ) { - - var offsetUvs = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4; - var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 4; - - init_faces4_flat( nElements, start, offsetMaterials ); - init_uvs4( nElements, offsetUvs ); - - } - - }; - - function init_quads_smooth( start ) { - - var nElements = md.nquad_smooth; - - if ( nElements ) { - - var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4; - var offsetMaterials = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 4; - - init_faces4_smooth( nElements, start, offsetNormals, offsetMaterials ); - - } - - }; - - function init_quads_smooth_uv( start ) { - - var nElements = md.nquad_smooth_uv; - - if ( nElements ) { - - var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4; - var offsetUvs = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 4; - var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 4; - - init_faces4_smooth( nElements, start, offsetNormals, offsetMaterials ); - init_uvs4( nElements, offsetUvs ); - - } - - }; - - }; - - function vertex ( scope, x, y, z ) { - - scope.vertices.push( new THREE.Vector3( x, y, z ) ); - - }; - - function f3 ( scope, a, b, c, mi ) { - - scope.faces.push( new THREE.Face3( a, b, c, null, null, mi ) ); - - }; - - function f4 ( scope, a, b, c, d, mi ) { - - scope.faces.push( new THREE.Face4( a, b, c, d, null, null, mi ) ); - - }; - - function f3n ( scope, normals, a, b, c, mi, na, nb, nc ) { - - var nax = normals[ na*3 ], - nay = normals[ na*3 + 1 ], - naz = normals[ na*3 + 2 ], - - nbx = normals[ nb*3 ], - nby = normals[ nb*3 + 1 ], - nbz = normals[ nb*3 + 2 ], - - ncx = normals[ nc*3 ], - ncy = normals[ nc*3 + 1 ], - ncz = normals[ nc*3 + 2 ]; - - scope.faces.push( new THREE.Face3( a, b, c, - [new THREE.Vector3( nax, nay, naz ), - new THREE.Vector3( nbx, nby, nbz ), - new THREE.Vector3( ncx, ncy, ncz )], - null, - mi ) ); - - }; - - function f4n ( scope, normals, a, b, c, d, mi, na, nb, nc, nd ) { - - var nax = normals[ na*3 ], - nay = normals[ na*3 + 1 ], - naz = normals[ na*3 + 2 ], - - nbx = normals[ nb*3 ], - nby = normals[ nb*3 + 1 ], - nbz = normals[ nb*3 + 2 ], - - ncx = normals[ nc*3 ], - ncy = normals[ nc*3 + 1 ], - ncz = normals[ nc*3 + 2 ], - - ndx = normals[ nd*3 ], - ndy = normals[ nd*3 + 1 ], - ndz = normals[ nd*3 + 2 ]; - - scope.faces.push( new THREE.Face4( a, b, c, d, - [new THREE.Vector3( nax, nay, naz ), - new THREE.Vector3( nbx, nby, nbz ), - new THREE.Vector3( ncx, ncy, ncz ), - new THREE.Vector3( ndx, ndy, ndz )], - null, - mi ) ); - - }; - - function uv3 ( where, u1, v1, u2, v2, u3, v3 ) { - - var uv = []; - uv.push( new THREE.UV( u1, v1 ) ); - uv.push( new THREE.UV( u2, v2 ) ); - uv.push( new THREE.UV( u3, v3 ) ); - where.push( uv ); - - }; - - function uv4 ( where, u1, v1, u2, v2, u3, v3, u4, v4 ) { - - var uv = []; - uv.push( new THREE.UV( u1, v1 ) ); - uv.push( new THREE.UV( u2, v2 ) ); - uv.push( new THREE.UV( u3, v3 ) ); - uv.push( new THREE.UV( u4, v4 ) ); - where.push( uv ); - - }; - - Model.prototype = Object.create( THREE.Geometry.prototype ); - - callback( new Model( texturePath ) ); - -}; -/** - * @author mrdoob / http://mrdoob.com/ - */ - -THREE.ImageLoader = function () { - - THREE.EventTarget.call( this ); - - this.crossOrigin = null; - -}; - -THREE.ImageLoader.prototype = { - - constructor: THREE.ImageLoader, - - load: function ( url, image ) { - - var scope = this; - - if ( image === undefined ) image = new Image(); - - image.addEventListener( 'load', function () { - - scope.dispatchEvent( { type: 'load', content: image } ); - - }, false ); - - image.addEventListener( 'error', function () { - - scope.dispatchEvent( { type: 'error', message: 'Couldn\'t load URL [' + url + ']' } ); - - }, false ); - - if ( scope.crossOrigin ) image.crossOrigin = scope.crossOrigin; - - image.src = url; - - } - -} + }, + + 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 mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ + * @author kile / http://kile.stravaganza.org/ + * @author philogb / http://blog.thejit.org/ + * @author mikael emtinger / http://gomo.se/ + * @author egraether / http://egraether.com/ + * @author WestLangley / http://github.com/WestLangley */ -THREE.JSONLoader = function ( showStatus ) { +THREE.Vector3 = function ( x, y, z ) { - THREE.Loader.call( this, showStatus ); + this.x = x || 0; + this.y = y || 0; + this.z = z || 0; }; -THREE.JSONLoader.prototype = Object.create( THREE.Loader.prototype ); -THREE.JSONLoader.prototype.load = function ( url, callback, texturePath ) { +THREE.Vector3.prototype = { - var scope = this; + constructor: THREE.Vector3, - texturePath = texturePath ? texturePath : this.extractUrlBase( url ); + set: function ( x, y, z ) { - this.onLoadStart(); - this.loadAjaxJSON( this, url, callback, texturePath ); + this.x = x; + this.y = y; + this.z = z; -}; + return this; -THREE.JSONLoader.prototype.loadAjaxJSON = function ( context, url, callback, texturePath, callbackProgress ) { + }, - var xhr = new XMLHttpRequest(); + setX: function ( x ) { - var length = 0; + this.x = x; - xhr.onreadystatechange = function () { + return this; - if ( xhr.readyState === xhr.DONE ) { + }, - if ( xhr.status === 200 || xhr.status === 0 ) { + setY: function ( y ) { - if ( xhr.responseText ) { + this.y = y; - var json = JSON.parse( xhr.responseText ); - context.createModel( json, callback, texturePath ); + return this; - } else { + }, - console.warn( "THREE.JSONLoader: [" + url + "] seems to be unreachable or file there is empty" ); + setZ: function ( z ) { - } + this.z = z; - // in context of more complex asset initialization - // do not block on single failed file - // maybe should go even one more level up + return this; - context.onLoadComplete(); + }, - } else { + copy: function ( v ) { - console.error( "THREE.JSONLoader: Couldn't load [" + url + "] [" + xhr.status + "]" ); + this.x = v.x; + this.y = v.y; + this.z = v.z; - } + return this; - } else if ( xhr.readyState === xhr.LOADING ) { + }, - if ( callbackProgress ) { + add: function ( a, b ) { - if ( length === 0 ) { + this.x = a.x + b.x; + this.y = a.y + b.y; + this.z = a.z + b.z; - length = xhr.getResponseHeader( "Content-Length" ); + return this; - } + }, - callbackProgress( { total: length, loaded: xhr.responseText.length } ); + addSelf: function ( v ) { - } + this.x += v.x; + this.y += v.y; + this.z += v.z; - } else if ( xhr.readyState === xhr.HEADERS_RECEIVED ) { + return this; - length = xhr.getResponseHeader( "Content-Length" ); + }, - } + addScalar: function ( s ) { - }; + this.x += s; + this.y += s; + this.z += s; - xhr.open( "GET", url, true ); - if ( xhr.overrideMimeType ) xhr.overrideMimeType( "text/plain; charset=x-user-defined" ); - xhr.setRequestHeader( "Content-Type", "text/plain" ); - xhr.send( null ); + return this; -}; + }, -THREE.JSONLoader.prototype.createModel = function ( json, callback, texturePath ) { + sub: function ( a, b ) { - var scope = this, - geometry = new THREE.Geometry(), - scale = ( json.scale !== undefined ) ? 1.0 / json.scale : 1.0; + this.x = a.x - b.x; + this.y = a.y - b.y; + this.z = a.z - b.z; - this.initMaterials( geometry, json.materials, texturePath ); + return this; - parseModel( scale ); + }, - parseSkin(); - parseMorphing( scale ); + subSelf: function ( v ) { - geometry.computeCentroids(); - geometry.computeFaceNormals(); + this.x -= v.x; + this.y -= v.y; + this.z -= v.z; - if ( this.hasNormals( geometry ) ) geometry.computeTangents(); + return this; + }, - function parseModel( scale ) { + multiply: function ( a, b ) { - function isBitSet( value, position ) { + this.x = a.x * b.x; + this.y = a.y * b.y; + this.z = a.z * b.z; - return value & ( 1 << position ); + return this; - } + }, - var i, j, fi, + multiplySelf: function ( v ) { - offset, zLength, nVertices, + this.x *= v.x; + this.y *= v.y; + this.z *= v.z; - colorIndex, normalIndex, uvIndex, materialIndex, + return this; - type, - isQuad, - hasMaterial, - hasFaceUv, hasFaceVertexUv, - hasFaceNormal, hasFaceVertexNormal, - hasFaceColor, hasFaceVertexColor, + }, - vertex, face, color, normal, + multiplyScalar: function ( s ) { - uvLayer, uvs, u, v, + this.x *= s; + this.y *= s; + this.z *= s; - faces = json.faces, - vertices = json.vertices, - normals = json.normals, - colors = json.colors, + return this; - nUvLayers = 0; + }, - // disregard empty arrays + divideSelf: function ( v ) { - for ( i = 0; i < json.uvs.length; i++ ) { + this.x /= v.x; + this.y /= v.y; + this.z /= v.z; - if ( json.uvs[ i ].length ) nUvLayers ++; + return this; - } + }, - for ( i = 0; i < nUvLayers; i++ ) { + divideScalar: function ( s ) { - geometry.faceUvs[ i ] = []; - geometry.faceVertexUvs[ i ] = []; + if ( s ) { - } + this.x /= s; + this.y /= s; + this.z /= s; - offset = 0; - zLength = vertices.length; + } else { - while ( offset < zLength ) { + this.x = 0; + this.y = 0; + this.z = 0; - vertex = new THREE.Vector3(); + } - vertex.x = vertices[ offset ++ ] * scale; - vertex.y = vertices[ offset ++ ] * scale; - vertex.z = vertices[ offset ++ ] * scale; + return this; - geometry.vertices.push( vertex ); + }, - } - offset = 0; - zLength = faces.length; + negate: function() { - while ( offset < zLength ) { + return this.multiplyScalar( - 1 ); - type = faces[ offset ++ ]; + }, + dot: function ( v ) { - isQuad = isBitSet( type, 0 ); - hasMaterial = isBitSet( type, 1 ); - hasFaceUv = isBitSet( type, 2 ); - hasFaceVertexUv = isBitSet( type, 3 ); - hasFaceNormal = isBitSet( type, 4 ); - hasFaceVertexNormal = isBitSet( type, 5 ); - hasFaceColor = isBitSet( type, 6 ); - hasFaceVertexColor = isBitSet( type, 7 ); + return this.x * v.x + this.y * v.y + this.z * v.z; - //console.log("type", type, "bits", isQuad, hasMaterial, hasFaceUv, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor); + }, - if ( isQuad ) { + lengthSq: function () { - face = new THREE.Face4(); + return this.x * this.x + this.y * this.y + this.z * this.z; - face.a = faces[ offset ++ ]; - face.b = faces[ offset ++ ]; - face.c = faces[ offset ++ ]; - face.d = faces[ offset ++ ]; + }, - nVertices = 4; + length: function () { - } else { + return Math.sqrt( this.lengthSq() ); - face = new THREE.Face3(); + }, - face.a = faces[ offset ++ ]; - face.b = faces[ offset ++ ]; - face.c = faces[ offset ++ ]; + lengthManhattan: function () { - nVertices = 3; + return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ); - } + }, - if ( hasMaterial ) { + normalize: function () { - materialIndex = faces[ offset ++ ]; - face.materialIndex = materialIndex; + return this.divideScalar( this.length() ); - } + }, - // to get face <=> uv index correspondence + setLength: function ( l ) { - fi = geometry.faces.length; + return this.normalize().multiplyScalar( l ); - if ( hasFaceUv ) { + }, - for ( i = 0; i < nUvLayers; i++ ) { + lerpSelf: function ( v, alpha ) { - uvLayer = json.uvs[ i ]; + this.x += ( v.x - this.x ) * alpha; + this.y += ( v.y - this.y ) * alpha; + this.z += ( v.z - this.z ) * alpha; - uvIndex = faces[ offset ++ ]; + return this; - u = uvLayer[ uvIndex * 2 ]; - v = uvLayer[ uvIndex * 2 + 1 ]; + }, - geometry.faceUvs[ i ][ fi ] = new THREE.UV( u, v ); + 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; - if ( hasFaceVertexUv ) { + }, - for ( i = 0; i < nUvLayers; i++ ) { + crossSelf: function ( v ) { - uvLayer = json.uvs[ i ]; + var x = this.x, y = this.y, z = this.z; - uvs = []; + this.x = y * v.z - z * v.y; + this.y = z * v.x - x * v.z; + this.z = x * v.y - y * v.x; - for ( j = 0; j < nVertices; j ++ ) { + return this; - uvIndex = faces[ offset ++ ]; + }, - u = uvLayer[ uvIndex * 2 ]; - v = uvLayer[ uvIndex * 2 + 1 ]; + distanceTo: function ( v ) { - uvs[ j ] = new THREE.UV( u, v ); + return Math.sqrt( this.distanceToSquared( v ) ); - } + }, - geometry.faceVertexUvs[ i ][ fi ] = uvs; + distanceToSquared: function ( v ) { - } + return new THREE.Vector3().sub( this, v ).lengthSq(); - } + }, - if ( hasFaceNormal ) { + getPositionFromMatrix: function ( m ) { + + this.x = m.elements[12]; + this.y = m.elements[13]; + this.z = m.elements[14]; + + return this; + + }, + + setEulerFromRotationMatrix: function ( m, order ) { + + // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) + + // clamp, to handle numerical problems + + function clamp( x ) { + + return Math.min( Math.max( x, -1 ), 1 ); + + } + + var te = m.elements; + var m11 = te[0], m12 = te[4], m13 = te[8]; + var m21 = te[1], m22 = te[5], m23 = te[9]; + var m31 = te[2], m32 = te[6], m33 = te[10]; + + if ( order === undefined || order === 'XYZ' ) { + + this.y = Math.asin( clamp( m13 ) ); + + if ( Math.abs( m13 ) < 0.99999 ) { + + this.x = Math.atan2( - m23, m33 ); + this.z = Math.atan2( - m12, m11 ); + + } else { + + this.x = Math.atan2( m21, m22 ); + this.z = 0; + + } + + } else if ( order === 'YXZ' ) { + + this.x = Math.asin( - clamp( m23 ) ); + + if ( Math.abs( m23 ) < 0.99999 ) { + + this.y = Math.atan2( m13, m33 ); + this.z = Math.atan2( m21, m22 ); + + } else { + + this.y = Math.atan2( - m31, m11 ); + this.z = 0; + + } + + } else if ( order === 'ZXY' ) { + + this.x = Math.asin( clamp( m32 ) ); + + if ( Math.abs( m32 ) < 0.99999 ) { + + this.y = Math.atan2( - m31, m33 ); + this.z = Math.atan2( - m12, m22 ); + + } else { + + this.y = 0; + this.z = Math.atan2( m13, m11 ); + + } + + } else if ( order === 'ZYX' ) { + + this.y = Math.asin( - clamp( m31 ) ); + + if ( Math.abs( m31 ) < 0.99999 ) { + + this.x = Math.atan2( m32, m33 ); + this.z = Math.atan2( m21, m11 ); + + } else { + + this.x = 0; + this.z = Math.atan2( - m12, m22 ); + + } + + } else if ( order === 'YZX' ) { + + this.z = Math.asin( clamp( m21 ) ); + + if ( Math.abs( m21 ) < 0.99999 ) { + + this.x = Math.atan2( - m23, m22 ); + this.y = Math.atan2( - m31, m11 ); + + } else { + + this.x = 0; + this.y = Math.atan2( m31, m33 ); + + } + + } else if ( order === 'XZY' ) { + + this.z = Math.asin( - clamp( m12 ) ); + + if ( Math.abs( m12 ) < 0.99999 ) { + + this.x = Math.atan2( m32, m22 ); + this.y = Math.atan2( m13, m11 ); + + } else { + + this.x = Math.atan2( - m13, m33 ); + this.y = 0; + + } + + } + + return this; + + }, + + setEulerFromQuaternion: function ( q, order ) { + + // q is assumed to be normalized + + // clamp, to handle numerical problems + + function clamp( x ) { + + return Math.min( Math.max( x, -1 ), 1 ); + + } + + // http://www.mathworks.com/matlabcentral/fileexchange/20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/content/SpinCalc.m + + var sqx = q.x * q.x; + var sqy = q.y * q.y; + var sqz = q.z * q.z; + var sqw = q.w * q.w; + + if ( order === undefined || order === 'XYZ' ) { + + this.x = Math.atan2( 2 * ( q.x * q.w - q.y * q.z ), ( sqw - sqx - sqy + sqz ) ); + this.y = Math.asin( clamp( 2 * ( q.x * q.z + q.y * q.w ) ) ); + this.z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw + sqx - sqy - sqz ) ); + + } else if ( order === 'YXZ' ) { + + this.x = Math.asin( clamp( 2 * ( q.x * q.w - q.y * q.z ) ) ); + this.y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw - sqx - sqy + sqz ) ); + this.z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw - sqx + sqy - sqz ) ); + + } else if ( order === 'ZXY' ) { + + this.x = Math.asin( clamp( 2 * ( q.x * q.w + q.y * q.z ) ) ); + this.y = Math.atan2( 2 * ( q.y * q.w - q.z * q.x ), ( sqw - sqx - sqy + sqz ) ); + this.z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw - sqx + sqy - sqz ) ); + + } else if ( order === 'ZYX' ) { + + this.x = Math.atan2( 2 * ( q.x * q.w + q.z * q.y ), ( sqw - sqx - sqy + sqz ) ); + this.y = Math.asin( clamp( 2 * ( q.y * q.w - q.x * q.z ) ) ); + this.z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw + sqx - sqy - sqz ) ); + + } else if ( order === 'YZX' ) { + + this.x = Math.atan2( 2 * ( q.x * q.w - q.z * q.y ), ( sqw - sqx + sqy - sqz ) ); + this.y = Math.atan2( 2 * ( q.y * q.w - q.x * q.z ), ( sqw + sqx - sqy - sqz ) ); + this.z = Math.asin( clamp( 2 * ( q.x * q.y + q.z * q.w ) ) ); + + } else if ( order === 'XZY' ) { + + this.x = Math.atan2( 2 * ( q.x * q.w + q.y * q.z ), ( sqw - sqx + sqy - sqz ) ); + this.y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw + sqx - sqy - sqz ) ); + this.z = Math.asin( clamp( 2 * ( q.z * q.w - q.x * q.y ) ) ); + + } + + return this; + + }, + + getScaleFromMatrix: function ( m ) { + + var sx = this.set( m.elements[0], m.elements[1], m.elements[2] ).length(); + var sy = this.set( m.elements[4], m.elements[5], m.elements[6] ).length(); + var sz = this.set( m.elements[8], m.elements[9], m.elements[10] ).length(); + + this.x = sx; + this.y = sy; + this.z = sz; + + return this; + }, + + equals: function ( v ) { + + return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) ); + + }, + + 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/ + * @author WestLangley / http://github.com/WestLangley + */ + +THREE.Vector4 = function ( x, y, z, w ) { + + this.x = x || 0; + this.y = y || 0; + this.z = z || 0; + this.w = ( w !== undefined ) ? w : 1; + +}; + +THREE.Vector4.prototype = { + + constructor: THREE.Vector4, + + set: function ( x, y, z, w ) { + + this.x = x; + this.y = y; + this.z = z; + this.w = w; + + return this; + + }, + + 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 ); + + }, + + setAxisAngleFromQuaternion: function ( q ) { + + // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm + + // q is assumed to be normalized + + this.w = 2 * Math.acos( q.w ); + + var s = Math.sqrt( 1 - q.w * q.w ); + + if ( s < 0.0001 ) { + + this.x = 1; + this.y = 0; + this.z = 0; + + } else { + + this.x = q.x / s; + this.y = q.y / s; + this.z = q.z / s; + + } + + return this; + + }, + + setAxisAngleFromRotationMatrix: function ( m ) { + + // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm + + // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) + + var angle, x, y, z, // variables for result + epsilon = 0.01, // margin to allow for rounding errors + epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees + + te = m.elements, + + m11 = te[0], m12 = te[4], m13 = te[8], + m21 = te[1], m22 = te[5], m23 = te[9], + m31 = te[2], m32 = te[6], m33 = te[10]; + + if ( ( Math.abs( m12 - m21 ) < epsilon ) + && ( Math.abs( m13 - m31 ) < epsilon ) + && ( Math.abs( m23 - m32 ) < epsilon ) ) { + + // singularity found + // first check for identity matrix which must have +1 for all terms + // in leading diagonal and zero in other terms + + if ( ( Math.abs( m12 + m21 ) < epsilon2 ) + && ( Math.abs( m13 + m31 ) < epsilon2 ) + && ( Math.abs( m23 + m32 ) < epsilon2 ) + && ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) { + + // this singularity is identity matrix so angle = 0 + + this.set( 1, 0, 0, 0 ); + + return this; // zero angle, arbitrary axis + + } + + // otherwise this singularity is angle = 180 + + angle = Math.PI; + + var xx = ( m11 + 1 ) / 2; + var yy = ( m22 + 1 ) / 2; + var zz = ( m33 + 1 ) / 2; + var xy = ( m12 + m21 ) / 4; + var xz = ( m13 + m31 ) / 4; + var yz = ( m23 + m32 ) / 4; + + if ( ( xx > yy ) && ( xx > zz ) ) { // m11 is the largest diagonal term + + if ( xx < epsilon ) { + + x = 0; + y = 0.707106781; + z = 0.707106781; + + } else { + + x = Math.sqrt( xx ); + y = xy / x; + z = xz / x; + + } + + } else if ( yy > zz ) { // m22 is the largest diagonal term + + if ( yy < epsilon ) { + + x = 0.707106781; + y = 0; + z = 0.707106781; + + } else { + + y = Math.sqrt( yy ); + x = xy / y; + z = yz / y; + + } + + } else { // m33 is the largest diagonal term so base result on this + + if ( zz < epsilon ) { + + x = 0.707106781; + y = 0.707106781; + z = 0; + + } else { + + z = Math.sqrt( zz ); + x = xz / z; + y = yz / z; + + } + + } + + this.set( x, y, z, angle ); + + return this; // return 180 deg rotation + + } + + // as we have reached here there are no singularities so we can handle normally + + var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) + + ( m13 - m31 ) * ( m13 - m31 ) + + ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize + + if ( Math.abs( s ) < 0.001 ) s = 1; + + // prevent divide by zero, should not happen if matrix is orthogonal and should be + // caught by singularity test above, but I've left it in just in case + + this.x = ( m32 - m23 ) / s; + this.y = ( m13 - m31 ) / s; + this.z = ( m21 - m12 ) / s; + this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 ); + + return this; + + } + +}; +/** + * https://github.com/mrdoob/eventtarget.js/ + */ + +THREE.EventTarget = function () { + + var listeners = {}; + + this.addEventListener = function ( type, listener ) { + + if ( listeners[ type ] === undefined ) { + + listeners[ type ] = []; + + } + + if ( listeners[ type ].indexOf( listener ) === - 1 ) { + + listeners[ type ].push( listener ); + + } + + }; + + this.dispatchEvent = function ( event ) { + + for ( var listener in listeners[ event.type ] ) { + + listeners[ event.type ][ listener ]( event ); + + } + + }; + + this.removeEventListener = function ( type, listener ) { + + var index = listeners[ type ].indexOf( listener ); + + if ( index !== - 1 ) { + + listeners[ type ].splice( index, 1 ); + + } + + }; + +}; +/** + * @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 plane; + var planes = this.planes; + + var me = m.elements; + var me0 = me[0], me1 = me[1], me2 = me[2], me3 = me[3]; + var me4 = me[4], me5 = me[5], me6 = me[6], me7 = me[7]; + var me8 = me[8], me9 = me[9], me10 = me[10], me11 = me[11]; + var me12 = me[12], me13 = me[13], me14 = me[14], me15 = me[15]; + + planes[ 0 ].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 ( var 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 = 0.0; + var planes = this.planes; + var matrix = object.matrixWorld; + var me = matrix.elements; + var radius = - object.geometry.boundingSphere.radius * matrix.getMaxScaleOnAxis(); + + 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 mrdoob / http://mrdoob.com/ + */ + +THREE.Ray = function ( origin, direction, near, far ) { + + this.origin = origin || new THREE.Vector3(); + this.direction = direction || new THREE.Vector3(); + this.near = near || 0; + this.far = far || Infinity; + + // + + 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(); + + var descSort = function ( a, b ) { + + return a.distance - b.distance; + + }; + + // + + var v0 = new THREE.Vector3(), v1 = new THREE.Vector3(), v2 = new THREE.Vector3(); + var dot, intersect, distance; + + var distanceFromIntersection = function ( 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; + + var pointInFace3 = function ( 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 ); + + } + + // + + var precision = 0.0001; + + this.setPrecision = function ( value ) { + + precision = value; + + }; + + this.intersectObject = function ( object, recursive ) { + + var intersect, intersects = []; + + if ( recursive === true ) { + + for ( var i = 0, l = object.children.length; i < l; i ++ ) { + + Array.prototype.push.apply( intersects, this.intersectObject( object.children[ i ], recursive ) ); + + } + + } + + if ( object instanceof THREE.Particle ) { + + 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 scale = THREE.Frustum.__v1.set( object.matrixWorld.getColumnX().length(), object.matrixWorld.getColumnY().length(), object.matrixWorld.getColumnZ().length() ); + var scaledRadius = object.geometry.boundingSphere.radius * Math.max( scale.x, Math.max( scale.y, scale.z ) ); + + // Checking distance to ray + + distance = distanceFromIntersection( this.origin, this.direction, object.matrixWorld.getPosition() ); + + if ( distance > scaledRadius) { + + return intersects; + + } + + // Checking faces + + var f, fl, face, dot, scalar, + rangeSq = this.range * this.range, + geometry = object.geometry, + vertices = geometry.vertices, + objMatrix, geometryMaterials, + isFaceMaterial, material, side; + + geometryMaterials = object.geometry.materials; + isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial; + side = object.material.side; + + object.matrixRotationWorld.extractRotation( object.matrixWorld ); + + for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) { + + face = geometry.faces[ f ]; + + material = isFaceMaterial === true ? geometryMaterials[ face.materialIndex ] : object.material; + if ( material === undefined ) continue; + + side = material.side; + + 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 ( side === THREE.DoubleSide || ( side === THREE.FrontSide ? dot < 0 : dot > 0 ) ) { + + intersectPoint.add( originCopy, directionCopy.multiplyScalar( scalar ) ); + + distance = originCopy.distanceTo( intersectPoint ); + + if ( distance < this.near ) continue; + if ( distance > this.far ) continue; + + 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: distance, + point: intersectPoint.clone(), + face: face, + faceIndex: f, + 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: distance, + point: intersectPoint.clone(), + face: face, + faceIndex: f, + object: object + + }; + + intersects.push( intersect ); + + } + + } + + } + + } + + } + + intersects.sort( descSort ); + + return intersects; + + }; + + this.intersectObjects = function ( objects, recursive ) { + + var intersects = []; + + for ( var i = 0, l = objects.length; i < l; i ++ ) { + + Array.prototype.push.apply( intersects, this.intersectObject( objects[ i ], recursive ) ); + + } + + intersects.sort( descSort ); + + return intersects; + + }; + +}; +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.Rectangle = function () { + + var _left = 0; + var _top = 0; + var _right = 0; + var _bottom = 0; + var _width = 0; + var _height = 0; + var _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 === true ) { + + _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 === true ) { + + _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 === true ) { + + _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 mrdoob / http://mrdoob.com/ + * @author supereggbert / http://www.paulbrunt.co.uk/ + * @author philogb / http://blog.thejit.org/ + * @author jordi_ros / http://plattsoft.com + * @author D1plo1d / http://github.com/D1plo1d + * @author alteredq / http://alteredqualia.com/ + * @author mikael emtinger / http://gomo.se/ + * @author timknip / http://www.floorplanner.com/ + */ + + +THREE.Matrix4 = function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) { + + this.elements = new Float32Array( 16 ); + + this.set( + + ( n11 !== undefined ) ? n11 : 1, n12 || 0, n13 || 0, n14 || 0, + n21 || 0, ( n22 !== undefined ) ? n22 : 1, n23 || 0, n24 || 0, + n31 || 0, n32 || 0, ( n33 !== undefined ) ? n33 : 1, n34 || 0, + n41 || 0, n42 || 0, n43 || 0, ( n44 !== undefined ) ? n44 : 1 + + ); + +}; + +THREE.Matrix4.prototype = { + + constructor: THREE.Matrix4, + + set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) { + + var te = this.elements; + + te[0] = n11; te[4] = n12; te[8] = n13; te[12] = n14; + te[1] = n21; te[5] = n22; te[9] = n23; te[13] = n24; + te[2] = n31; te[6] = n32; te[10] = n33; te[14] = n34; + te[3] = n41; te[7] = n42; te[11] = n43; te[15] = n44; + + return this; + + }, + + identity: function () { + + this.set( + + 1, 0, 0, 0, + 0, 1, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1 + + ); + + return this; + + }, + + copy: function ( m ) { + + var me = m.elements; + + this.set( + + me[0], me[4], me[8], me[12], + me[1], me[5], me[9], me[13], + me[2], me[6], me[10], me[14], + me[3], me[7], me[11], me[15] + + ); + + return this; + + }, + + lookAt: function ( eye, target, up ) { + + var te = this.elements; + + var x = THREE.Matrix4.__v1; + var y = THREE.Matrix4.__v2; + var z = THREE.Matrix4.__v3; + + z.sub( eye, target ).normalize(); + + if ( z.length() === 0 ) { + + z.z = 1; + + } + + x.cross( up, z ).normalize(); + + if ( x.length() === 0 ) { + + z.x += 0.0001; + x.cross( up, z ).normalize(); + + } + + y.cross( z, x ); + + + te[0] = x.x; te[4] = y.x; te[8] = z.x; + te[1] = x.y; te[5] = y.y; te[9] = z.y; + te[2] = x.z; te[6] = y.z; te[10] = z.z; + + return this; + + }, + + multiply: function ( a, b ) { + + var ae = a.elements; + var be = b.elements; + var te = this.elements; + + var a11 = ae[0], a12 = ae[4], a13 = ae[8], a14 = ae[12]; + var a21 = ae[1], a22 = ae[5], a23 = ae[9], a24 = ae[13]; + var a31 = ae[2], a32 = ae[6], a33 = ae[10], a34 = ae[14]; + var a41 = ae[3], a42 = ae[7], a43 = ae[11], a44 = ae[15]; + + var b11 = be[0], b12 = be[4], b13 = be[8], b14 = be[12]; + var b21 = be[1], b22 = be[5], b23 = be[9], b24 = be[13]; + var b31 = be[2], b32 = be[6], b33 = be[10], b34 = be[14]; + var b41 = be[3], b42 = be[7], b43 = be[11], b44 = be[15]; + + te[0] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41; + te[4] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42; + te[8] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43; + te[12] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44; + + te[1] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41; + te[5] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42; + te[9] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43; + te[13] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44; + + te[2] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41; + te[6] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42; + te[10] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43; + te[14] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44; + + te[3] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41; + te[7] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42; + te[11] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43; + te[15] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44; + + return this; + + }, + + multiplySelf: function ( m ) { + + return this.multiply( this, m ); + + }, + + multiplyToArray: function ( a, b, r ) { + + var te = this.elements; + + this.multiply( a, b ); + + r[ 0 ] = te[0]; r[ 1 ] = te[1]; r[ 2 ] = te[2]; r[ 3 ] = te[3]; + r[ 4 ] = te[4]; r[ 5 ] = te[5]; r[ 6 ] = te[6]; r[ 7 ] = te[7]; + r[ 8 ] = te[8]; r[ 9 ] = te[9]; r[ 10 ] = te[10]; r[ 11 ] = te[11]; + r[ 12 ] = te[12]; r[ 13 ] = te[13]; r[ 14 ] = te[14]; r[ 15 ] = te[15]; + + return this; + + }, + + multiplyScalar: function ( s ) { + + var te = this.elements; + + te[0] *= s; te[4] *= s; te[8] *= s; te[12] *= s; + te[1] *= s; te[5] *= s; te[9] *= s; te[13] *= s; + te[2] *= s; te[6] *= s; te[10] *= s; te[14] *= s; + te[3] *= s; te[7] *= s; te[11] *= s; te[15] *= s; + + return this; + + }, + + multiplyVector3: function ( v ) { + + var te = this.elements; + + var vx = v.x, vy = v.y, vz = v.z; + var d = 1 / ( te[3] * vx + te[7] * vy + te[11] * vz + te[15] ); + + v.x = ( te[0] * vx + te[4] * vy + te[8] * vz + te[12] ) * d; + v.y = ( te[1] * vx + te[5] * vy + te[9] * vz + te[13] ) * d; + v.z = ( te[2] * vx + te[6] * vy + te[10] * vz + te[14] ) * d; + + return v; + + }, + + multiplyVector4: function ( v ) { + + var te = this.elements; + var vx = v.x, vy = v.y, vz = v.z, vw = v.w; + + v.x = te[0] * vx + te[4] * vy + te[8] * vz + te[12] * vw; + v.y = te[1] * vx + te[5] * vy + te[9] * vz + te[13] * vw; + v.z = te[2] * vx + te[6] * vy + te[10] * vz + te[14] * vw; + v.w = te[3] * vx + te[7] * vy + te[11] * vz + te[15] * vw; + + return v; + + }, + + multiplyVector3Array: function ( a ) { + + var tmp = THREE.Matrix4.__v1; + + for ( var i = 0, il = a.length; i < il; i += 3 ) { + + tmp.x = a[ i ]; + tmp.y = a[ i + 1 ]; + tmp.z = a[ i + 2 ]; + + this.multiplyVector3( tmp ); + + a[ i ] = tmp.x; + a[ i + 1 ] = tmp.y; + a[ i + 2 ] = tmp.z; + + } + + return a; + + }, + + rotateAxis: function ( v ) { + + var te = this.elements; + var vx = v.x, vy = v.y, vz = v.z; + + v.x = vx * te[0] + vy * te[4] + vz * te[8]; + v.y = vx * te[1] + vy * te[5] + vz * te[9]; + v.z = vx * te[2] + vy * te[6] + vz * te[10]; + + v.normalize(); + + return v; + + }, + + crossVector: function ( a ) { + + var te = this.elements; + var v = new THREE.Vector4(); + + v.x = te[0] * a.x + te[4] * a.y + te[8] * a.z + te[12] * a.w; + v.y = te[1] * a.x + te[5] * a.y + te[9] * a.z + te[13] * a.w; + v.z = te[2] * a.x + te[6] * a.y + te[10] * a.z + te[14] * a.w; + + v.w = ( a.w ) ? te[3] * a.x + te[7] * a.y + te[11] * a.z + te[15] * a.w : 1; + + return v; + + }, + + determinant: function () { + + var te = this.elements; + + var n11 = te[0], n12 = te[4], n13 = te[8], n14 = te[12]; + var n21 = te[1], n22 = te[5], n23 = te[9], n24 = te[13]; + var n31 = te[2], n32 = te[6], n33 = te[10], n34 = te[14]; + var n41 = te[3], n42 = te[7], n43 = te[11], n44 = te[15]; + + //TODO: make this more efficient + //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm ) + + return ( + n14 * n23 * n32 * n41- + n13 * n24 * n32 * n41- + n14 * n22 * n33 * n41+ + n12 * n24 * n33 * n41+ + + n13 * n22 * n34 * n41- + n12 * n23 * n34 * n41- + n14 * n23 * n31 * n42+ + n13 * n24 * n31 * n42+ + + n14 * n21 * n33 * n42- + n11 * n24 * n33 * n42- + n13 * n21 * n34 * n42+ + n11 * n23 * n34 * n42+ + + n14 * n22 * n31 * n43- + n12 * n24 * n31 * n43- + n14 * n21 * n32 * n43+ + n11 * n24 * n32 * n43+ + + n12 * n21 * n34 * n43- + n11 * n22 * n34 * n43- + n13 * n22 * n31 * n44+ + n12 * n23 * n31 * n44+ + + n13 * n21 * n32 * n44- + n11 * n23 * n32 * n44- + n12 * n21 * n33 * n44+ + n11 * n22 * n33 * n44 + ); + + }, + + transpose: function () { + + var te = this.elements; + var tmp; + + tmp = te[1]; te[1] = te[4]; te[4] = tmp; + tmp = te[2]; te[2] = te[8]; te[8] = tmp; + tmp = te[6]; te[6] = te[9]; te[9] = tmp; + + tmp = te[3]; te[3] = te[12]; te[12] = tmp; + tmp = te[7]; te[7] = te[13]; te[13] = tmp; + tmp = te[11]; te[11] = te[14]; te[14] = tmp; + + return this; + + }, + + flattenToArray: function ( flat ) { + + var te = this.elements; + flat[ 0 ] = te[0]; flat[ 1 ] = te[1]; flat[ 2 ] = te[2]; flat[ 3 ] = te[3]; + flat[ 4 ] = te[4]; flat[ 5 ] = te[5]; flat[ 6 ] = te[6]; flat[ 7 ] = te[7]; + flat[ 8 ] = te[8]; flat[ 9 ] = te[9]; flat[ 10 ] = te[10]; flat[ 11 ] = te[11]; + flat[ 12 ] = te[12]; flat[ 13 ] = te[13]; flat[ 14 ] = te[14]; flat[ 15 ] = te[15]; + + return flat; + + }, + + flattenToArrayOffset: function( flat, offset ) { + + var te = this.elements; + flat[ offset ] = te[0]; + flat[ offset + 1 ] = te[1]; + flat[ offset + 2 ] = te[2]; + flat[ offset + 3 ] = te[3]; + + flat[ offset + 4 ] = te[4]; + flat[ offset + 5 ] = te[5]; + flat[ offset + 6 ] = te[6]; + flat[ offset + 7 ] = te[7]; + + flat[ offset + 8 ] = te[8]; + flat[ offset + 9 ] = te[9]; + flat[ offset + 10 ] = te[10]; + flat[ offset + 11 ] = te[11]; + + flat[ offset + 12 ] = te[12]; + flat[ offset + 13 ] = te[13]; + flat[ offset + 14 ] = te[14]; + flat[ offset + 15 ] = te[15]; + + return flat; + + }, + + getPosition: function () { + + var te = this.elements; + return THREE.Matrix4.__v1.set( te[12], te[13], te[14] ); + + }, + + setPosition: function ( v ) { + + var te = this.elements; + + te[12] = v.x; + te[13] = v.y; + te[14] = v.z; + + return this; + + }, + + getColumnX: function () { + + var te = this.elements; + return THREE.Matrix4.__v1.set( te[0], te[1], te[2] ); + + }, + + getColumnY: function () { + + var te = this.elements; + return THREE.Matrix4.__v1.set( te[4], te[5], te[6] ); + + }, + + getColumnZ: function() { + + var te = this.elements; + return THREE.Matrix4.__v1.set( te[8], te[9], te[10] ); + + }, + + getInverse: function ( m ) { + + // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm + var te = this.elements; + var me = m.elements; + + var n11 = me[0], n12 = me[4], n13 = me[8], n14 = me[12]; + var n21 = me[1], n22 = me[5], n23 = me[9], n24 = me[13]; + var n31 = me[2], n32 = me[6], n33 = me[10], n34 = me[14]; + var n41 = me[3], n42 = me[7], n43 = me[11], n44 = me[15]; + + te[0] = n23*n34*n42 - n24*n33*n42 + n24*n32*n43 - n22*n34*n43 - n23*n32*n44 + n22*n33*n44; + te[4] = n14*n33*n42 - n13*n34*n42 - n14*n32*n43 + n12*n34*n43 + n13*n32*n44 - n12*n33*n44; + te[8] = n13*n24*n42 - n14*n23*n42 + n14*n22*n43 - n12*n24*n43 - n13*n22*n44 + n12*n23*n44; + te[12] = n14*n23*n32 - n13*n24*n32 - n14*n22*n33 + n12*n24*n33 + n13*n22*n34 - n12*n23*n34; + te[1] = n24*n33*n41 - n23*n34*n41 - n24*n31*n43 + n21*n34*n43 + n23*n31*n44 - n21*n33*n44; + te[5] = n13*n34*n41 - n14*n33*n41 + n14*n31*n43 - n11*n34*n43 - n13*n31*n44 + n11*n33*n44; + te[9] = n14*n23*n41 - n13*n24*n41 - n14*n21*n43 + n11*n24*n43 + n13*n21*n44 - n11*n23*n44; + te[13] = n13*n24*n31 - n14*n23*n31 + n14*n21*n33 - n11*n24*n33 - n13*n21*n34 + n11*n23*n34; + te[2] = n22*n34*n41 - n24*n32*n41 + n24*n31*n42 - n21*n34*n42 - n22*n31*n44 + n21*n32*n44; + te[6] = n14*n32*n41 - n12*n34*n41 - n14*n31*n42 + n11*n34*n42 + n12*n31*n44 - n11*n32*n44; + te[10] = n12*n24*n41 - n14*n22*n41 + n14*n21*n42 - n11*n24*n42 - n12*n21*n44 + n11*n22*n44; + te[14] = n14*n22*n31 - n12*n24*n31 - n14*n21*n32 + n11*n24*n32 + n12*n21*n34 - n11*n22*n34; + te[3] = n23*n32*n41 - n22*n33*n41 - n23*n31*n42 + n21*n33*n42 + n22*n31*n43 - n21*n32*n43; + te[7] = n12*n33*n41 - n13*n32*n41 + n13*n31*n42 - n11*n33*n42 - n12*n31*n43 + n11*n32*n43; + te[11] = n13*n22*n41 - n12*n23*n41 - n13*n21*n42 + n11*n23*n42 + n12*n21*n43 - n11*n22*n43; + te[15] = n12*n23*n31 - n13*n22*n31 + n13*n21*n32 - n11*n23*n32 - n12*n21*n33 + n11*n22*n33; + this.multiplyScalar( 1 / m.determinant() ); + + return this; + + }, + + setRotationFromEuler: function ( v, order ) { + + var te = this.elements; + + var x = v.x, y = v.y, z = v.z; + var a = Math.cos( x ), b = Math.sin( x ); + var c = Math.cos( y ), d = Math.sin( y ); + var e = Math.cos( z ), f = Math.sin( z ); + + if ( order === undefined || order === 'XYZ' ) { + + var ae = a * e, af = a * f, be = b * e, bf = b * f; + + te[0] = c * e; + te[4] = - c * f; + te[8] = d; + + te[1] = af + be * d; + te[5] = ae - bf * d; + te[9] = - b * c; + + te[2] = bf - ae * d; + te[6] = be + af * d; + te[10] = a * c; + + } else if ( order === 'YXZ' ) { + + var ce = c * e, cf = c * f, de = d * e, df = d * f; + + te[0] = ce + df * b; + te[4] = de * b - cf; + te[8] = a * d; + + te[1] = a * f; + te[5] = a * e; + te[9] = - b; + + te[2] = cf * b - de; + te[6] = df + ce * b; + te[10] = a * c; + + } else if ( order === 'ZXY' ) { + + var ce = c * e, cf = c * f, de = d * e, df = d * f; + + te[0] = ce - df * b; + te[4] = - a * f; + te[8] = de + cf * b; + + te[1] = cf + de * b; + te[5] = a * e; + te[9] = df - ce * b; + + te[2] = - a * d; + te[6] = b; + te[10] = a * c; + + } else if ( order === 'ZYX' ) { + + var ae = a * e, af = a * f, be = b * e, bf = b * f; + + te[0] = c * e; + te[4] = be * d - af; + te[8] = ae * d + bf; + + te[1] = c * f; + te[5] = bf * d + ae; + te[9] = af * d - be; + + te[2] = - d; + te[6] = b * c; + te[10] = a * c; + + } else if ( order === 'YZX' ) { + + var ac = a * c, ad = a * d, bc = b * c, bd = b * d; + + te[0] = c * e; + te[4] = bd - ac * f; + te[8] = bc * f + ad; + + te[1] = f; + te[5] = a * e; + te[9] = - b * e; + + te[2] = - d * e; + te[6] = ad * f + bc; + te[10] = ac - bd * f; + + } else if ( order === 'XZY' ) { + + var ac = a * c, ad = a * d, bc = b * c, bd = b * d; + + te[0] = c * e; + te[4] = - f; + te[8] = d * e; + + te[1] = ac * f + bd; + te[5] = a * e; + te[9] = ad * f - bc; + + te[2] = bc * f - ad; + te[6] = b * e; + te[10] = bd * f + ac; + + } + + return this; + + }, + + + setRotationFromQuaternion: function ( q ) { + + var te = this.elements; + + var x = q.x, y = q.y, z = q.z, w = q.w; + var x2 = x + x, y2 = y + y, z2 = z + z; + var xx = x * x2, xy = x * y2, xz = x * z2; + var yy = y * y2, yz = y * z2, zz = z * z2; + var wx = w * x2, wy = w * y2, wz = w * z2; + + te[0] = 1 - ( yy + zz ); + te[4] = xy - wz; + te[8] = xz + wy; + + te[1] = xy + wz; + te[5] = 1 - ( xx + zz ); + te[9] = yz - wx; + + te[2] = xz - wy; + te[6] = yz + wx; + te[10] = 1 - ( xx + yy ); + + return this; + + }, + + compose: function ( translation, rotation, scale ) { + + var te = this.elements; + var mRotation = THREE.Matrix4.__m1; + var mScale = THREE.Matrix4.__m2; + + mRotation.identity(); + mRotation.setRotationFromQuaternion( rotation ); + + mScale.makeScale( scale.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 ) { + + var te = this.elements; + + // grab the axis vectors + var x = THREE.Matrix4.__v1; + var y = THREE.Matrix4.__v2; + var z = THREE.Matrix4.__v3; + + x.set( te[0], te[1], te[2] ); + y.set( te[4], te[5], te[6] ); + z.set( te[8], te[9], te[10] ); + + translation = ( translation instanceof THREE.Vector3 ) ? translation : new THREE.Vector3(); + rotation = ( rotation instanceof THREE.Quaternion ) ? rotation : new THREE.Quaternion(); + scale = ( scale instanceof THREE.Vector3 ) ? scale : new THREE.Vector3(); + + scale.x = x.length(); + scale.y = y.length(); + scale.z = z.length(); + + translation.x = te[12]; + translation.y = te[13]; + translation.z = te[14]; + + // scale the rotation part + + var matrix = THREE.Matrix4.__m1; + + matrix.copy( this ); + + matrix.elements[0] /= scale.x; + matrix.elements[1] /= scale.x; + matrix.elements[2] /= scale.x; + + matrix.elements[4] /= scale.y; + matrix.elements[5] /= scale.y; + matrix.elements[6] /= scale.y; + + matrix.elements[8] /= scale.z; + matrix.elements[9] /= scale.z; + matrix.elements[10] /= scale.z; + + rotation.setFromRotationMatrix( matrix ); + + return [ translation, rotation, scale ]; + + }, + + extractPosition: function ( m ) { + + var te = this.elements; + var me = m.elements; + + te[12] = me[12]; + te[13] = me[13]; + te[14] = me[14]; + + return this; + + }, + + extractRotation: function ( m ) { + + var te = this.elements; + var me = m.elements; + + var vector = THREE.Matrix4.__v1; + + var scaleX = 1 / vector.set( me[0], me[1], me[2] ).length(); + var scaleY = 1 / vector.set( me[4], me[5], me[6] ).length(); + var scaleZ = 1 / vector.set( me[8], me[9], me[10] ).length(); + + te[0] = me[0] * scaleX; + te[1] = me[1] * scaleX; + te[2] = me[2] * scaleX; + + te[4] = me[4] * scaleY; + te[5] = me[5] * scaleY; + te[6] = me[6] * scaleY; + + te[8] = me[8] * scaleZ; + te[9] = me[9] * scaleZ; + te[10] = me[10] * scaleZ; + + return this; + + }, + + // + + translate: function ( v ) { + + var te = this.elements; + var x = v.x, y = v.y, z = v.z; + + te[12] = te[0] * x + te[4] * y + te[8] * z + te[12]; + te[13] = te[1] * x + te[5] * y + te[9] * z + te[13]; + te[14] = te[2] * x + te[6] * y + te[10] * z + te[14]; + te[15] = te[3] * x + te[7] * y + te[11] * z + te[15]; + + return this; + + }, + + rotateX: function ( angle ) { + + var te = this.elements; + var m12 = te[4]; + var m22 = te[5]; + var m32 = te[6]; + var m42 = te[7]; + var m13 = te[8]; + var m23 = te[9]; + var m33 = te[10]; + var m43 = te[11]; + var c = Math.cos( angle ); + var s = Math.sin( angle ); + + te[4] = c * m12 + s * m13; + te[5] = c * m22 + s * m23; + te[6] = c * m32 + s * m33; + te[7] = c * m42 + s * m43; + + te[8] = c * m13 - s * m12; + te[9] = c * m23 - s * m22; + te[10] = c * m33 - s * m32; + te[11] = c * m43 - s * m42; + + return this; + + }, + + rotateY: function ( angle ) { + + var te = this.elements; + var m11 = te[0]; + var m21 = te[1]; + var m31 = te[2]; + var m41 = te[3]; + var m13 = te[8]; + var m23 = te[9]; + var m33 = te[10]; + var m43 = te[11]; + var c = Math.cos( angle ); + var s = Math.sin( angle ); + + te[0] = c * m11 - s * m13; + te[1] = c * m21 - s * m23; + te[2] = c * m31 - s * m33; + te[3] = c * m41 - s * m43; + + te[8] = c * m13 + s * m11; + te[9] = c * m23 + s * m21; + te[10] = c * m33 + s * m31; + te[11] = c * m43 + s * m41; + + return this; + + }, + + rotateZ: function ( angle ) { + + var te = this.elements; + var m11 = te[0]; + var m21 = te[1]; + var m31 = te[2]; + var m41 = te[3]; + var m12 = te[4]; + var m22 = te[5]; + var m32 = te[6]; + var m42 = te[7]; + var c = Math.cos( angle ); + var s = Math.sin( angle ); + + te[0] = c * m11 + s * m12; + te[1] = c * m21 + s * m22; + te[2] = c * m31 + s * m32; + te[3] = c * m41 + s * m42; + + te[4] = c * m12 - s * m11; + te[5] = c * m22 - s * m21; + te[6] = c * m32 - s * m31; + te[7] = c * m42 - s * m41; + + return this; + + }, + + rotateByAxis: function ( axis, angle ) { + + var te = this.elements; + + // optimize by checking axis + + if ( axis.x === 1 && axis.y === 0 && axis.z === 0 ) { + + return this.rotateX( angle ); + + } else if ( axis.x === 0 && axis.y === 1 && axis.z === 0 ) { + + return this.rotateY( angle ); + + } else if ( axis.x === 0 && axis.y === 0 && axis.z === 1 ) { + + return this.rotateZ( angle ); + + } + + var x = axis.x, y = axis.y, z = axis.z; + var n = Math.sqrt(x * x + y * y + z * z); + + x /= n; + y /= n; + z /= n; + + var xx = x * x, yy = y * y, zz = z * z; + var c = Math.cos( angle ); + var s = Math.sin( angle ); + var oneMinusCosine = 1 - c; + var xy = x * y * oneMinusCosine; + var xz = x * z * oneMinusCosine; + var yz = y * z * oneMinusCosine; + var xs = x * s; + var ys = y * s; + var zs = z * s; + + var r11 = xx + (1 - xx) * c; + var r21 = xy + zs; + var r31 = xz - ys; + var r12 = xy - zs; + var r22 = yy + (1 - yy) * c; + var r32 = yz + xs; + var r13 = xz + ys; + var r23 = yz - xs; + var r33 = zz + (1 - zz) * c; + + var m11 = te[0], m21 = te[1], m31 = te[2], m41 = te[3]; + var m12 = te[4], m22 = te[5], m32 = te[6], m42 = te[7]; + var m13 = te[8], m23 = te[9], m33 = te[10], m43 = te[11]; + var m14 = te[12], m24 = te[13], m34 = te[14], m44 = te[15]; + + te[0] = r11 * m11 + r21 * m12 + r31 * m13; + te[1] = r11 * m21 + r21 * m22 + r31 * m23; + te[2] = r11 * m31 + r21 * m32 + r31 * m33; + te[3] = r11 * m41 + r21 * m42 + r31 * m43; + + te[4] = r12 * m11 + r22 * m12 + r32 * m13; + te[5] = r12 * m21 + r22 * m22 + r32 * m23; + te[6] = r12 * m31 + r22 * m32 + r32 * m33; + te[7] = r12 * m41 + r22 * m42 + r32 * m43; + + te[8] = r13 * m11 + r23 * m12 + r33 * m13; + te[9] = r13 * m21 + r23 * m22 + r33 * m23; + te[10] = r13 * m31 + r23 * m32 + r33 * m33; + te[11] = r13 * m41 + r23 * m42 + r33 * m43; + + return this; + + }, + + scale: function ( v ) { + + var te = this.elements; + var x = v.x, y = v.y, z = v.z; + + te[0] *= x; te[4] *= y; te[8] *= z; + te[1] *= x; te[5] *= y; te[9] *= z; + te[2] *= x; te[6] *= y; te[10] *= z; + te[3] *= x; te[7] *= y; te[11] *= z; + + return this; + + }, + + getMaxScaleOnAxis: function () { + + var te = this.elements; + + var scaleXSq = te[0] * te[0] + te[1] * te[1] + te[2] * te[2]; + var scaleYSq = te[4] * te[4] + te[5] * te[5] + te[6] * te[6]; + var scaleZSq = te[8] * te[8] + te[9] * te[9] + te[10] * te[10]; + + return Math.sqrt( Math.max( scaleXSq, Math.max( scaleYSq, scaleZSq ) ) ); + + }, + + // + + makeTranslation: function ( 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 mrdoob / http://mrdoob.com/ + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Object3D = function () { + + this.id = THREE.Object3DCount ++; + + this.name = ''; + this.properties = {}; + + this.parent = undefined; + this.children = []; + + this.up = new THREE.Vector3( 0, 1, 0 ); + + this.position = new THREE.Vector3(); + this.rotation = new THREE.Vector3(); + this.eulerOrder = 'XYZ'; + this.scale = new THREE.Vector3( 1, 1, 1 ); + + this.renderDepth = null; + + this.rotationAutoUpdate = true; + + this.matrix = new THREE.Matrix4(); + this.matrixWorld = new THREE.Matrix4(); + this.matrixRotationWorld = new THREE.Matrix4(); + + this.matrixAutoUpdate = true; + this.matrixWorldNeedsUpdate = true; + + this.quaternion = new THREE.Quaternion(); + this.useQuaternion = false; + + this.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 ); + + var mat = new THREE.Matrix4().extractRotation( this.matrix ); + this.rotation.setEulerFromRotationMatrix( mat, this.eulerOrder ); + + this.position.getPositionFromMatrix( this.matrix ); + + }, + + translate: function ( distance, axis ) { + + this.matrix.rotateAxis( axis ); + this.position.addSelf( axis.multiplyScalar( distance ) ); + + }, + + translateX: function ( distance ) { + + this.translate( distance, this._vector.set( 1, 0, 0 ) ); + + }, + + translateY: function ( distance ) { + + this.translate( distance, this._vector.set( 0, 1, 0 ) ); + + }, + + translateZ: function ( distance ) { + + this.translate( distance, this._vector.set( 0, 0, 1 ) ); + + }, + + lookAt: function ( vector ) { + + // TODO: Add hierarchy support. + + this.matrix.lookAt( vector, this.position, this.up ); + + if ( this.rotationAutoUpdate ) { + + this.rotation.setEulerFromRotationMatrix( this.matrix, this.eulerOrder ); + + } + + }, + + add: function ( object ) { + + if ( object === this ) { + + console.warn( 'THREE.Object3D.add: An object can\'t be added as a child of itself.' ); + return; + + } + + if ( object instanceof THREE.Object3D ) { + + if ( object.parent !== undefined ) { + + object.parent.remove( object ); + + } + + object.parent = this; + this.children.push( object ); + + // add to scene + + var scene = this; + + while ( scene.parent !== undefined ) { + + scene = scene.parent; + + } + + if ( scene !== undefined && scene instanceof THREE.Scene ) { + + scene.__addObject( object ); + + } + + } + + }, + + remove: function ( object ) { + + var index = this.children.indexOf( object ); + + if ( index !== - 1 ) { + + object.parent = undefined; + this.children.splice( index, 1 ); + + // remove from scene + + var scene = this; + + while ( scene.parent !== undefined ) { + + scene = scene.parent; + + } + + if ( scene !== undefined && scene instanceof THREE.Scene ) { + + scene.__removeObject( object ); + + } + + } + + }, + + 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 === true ) { + + 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 ) { + + if ( this.matrixAutoUpdate === true ) this.updateMatrix(); + + if ( this.matrixWorldNeedsUpdate === true || force === true ) { + + if ( this.parent !== undefined ) { + + 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 ); + + } + + }, + + worldToLocal: function ( vector ) { + + return THREE.Object3D.__m1.getInverse( this.matrixWorld ).multiplyVector3( vector ); + + }, + + localToWorld: function ( vector ) { + + return this.matrixWorld.multiplyVector3( vector ); + + }, + + clone: function () { + + // TODO + + } + +}; + +THREE.Object3D.__m1 = new THREE.Matrix4(); + +THREE.Object3DCount = 0; +/** + * @author mrdoob / http://mrdoob.com/ + * @author supereggbert / http://www.paulbrunt.co.uk/ + * @author julianwa / https://github.com/julianwa + */ + +THREE.Projector = function() { + + var _object, _objectCount, _objectPool = [], + _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(), + + _viewProjectionMatrix = new THREE.Matrix4(), + _modelViewProjectionMatrix = 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 ); + + _viewProjectionMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse ); + _viewProjectionMatrix.multiplyVector3( vector ); + + return vector; + + }; + + this.unprojectVector = function ( vector, camera ) { + + camera.projectionMatrixInverse.getInverse( camera.projectionMatrix ); + + _viewProjectionMatrix.multiply( camera.matrixWorld, camera.projectionMatrixInverse ); + _viewProjectionMatrix.multiplyVector3( vector ); + + return vector; + + }; + + this.pickingRay = function ( vector, camera ) { + + 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 ); + + }; + + function projectGraph( 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 ) === true ) ) { + + _vector3.copy( object.matrixWorld.getPosition() ); + _viewProjectionMatrix.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() ); + _viewProjectionMatrix.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 ); + + if ( sort === true ) _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, + modelMatrix, rotationMatrix, + geometry, geometryMaterials, vertices, vertex, vertexPositionScreen, + faces, face, faceVertexNormals, normal, faceVertexUvs, uvs, + v1, v2, v3, v4, isFaceMaterial, material, side; + + _face3Count = 0; + _face4Count = 0; + _lineCount = 0; + _particleCount = 0; + + _renderData.elements.length = 0; + + scene.updateMatrixWorld(); + + if ( camera.parent === undefined ) camera.updateMatrixWorld(); + + camera.matrixWorldInverse.getInverse( camera.matrixWorld ); + + _viewProjectionMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse ); + + _frustum.setFromMatrix( _viewProjectionMatrix ); + + _renderData = projectGraph( scene, false ); + + for ( o = 0, ol = _renderData.objects.length; o < ol; o++ ) { + + object = _renderData.objects[ o ].object; + + modelMatrix = object.matrixWorld; + + _vertexCount = 0; + + if ( object instanceof THREE.Mesh ) { + + geometry = object.geometry; + geometryMaterials = object.geometry.materials; + vertices = geometry.vertices; + faces = geometry.faces; + faceVertexUvs = geometry.faceVertexUvs; + + rotationMatrix = object.matrixRotationWorld.extractRotation( modelMatrix ); + + isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial; + side = object.material.side; + + for ( v = 0, vl = vertices.length; v < vl; v ++ ) { + + _vertex = getNextVertexInPool(); + _vertex.positionWorld.copy( vertices[ v ] ); + + modelMatrix.multiplyVector3( _vertex.positionWorld ); + + _vertex.positionScreen.copy( _vertex.positionWorld ); + _viewProjectionMatrix.multiplyVector4( _vertex.positionScreen ); + + _vertex.positionScreen.x /= _vertex.positionScreen.w; + _vertex.positionScreen.y /= _vertex.positionScreen.w; + + _vertex.visible = _vertex.positionScreen.z > near && _vertex.positionScreen.z < far; + + } + + for ( f = 0, fl = faces.length; f < fl; f ++ ) { + + face = faces[ f ]; + + material = isFaceMaterial === true ? geometryMaterials[ face.materialIndex ] : object.material; + + if ( material === undefined ) continue; + + side = material.side; + + if ( face instanceof THREE.Face3 ) { + + v1 = _vertexPool[ face.a ]; + v2 = _vertexPool[ face.b ]; + v3 = _vertexPool[ face.c ]; + + if ( v1.visible === true && v2.visible === true && v3.visible === true ) { + + visible = ( ( v3.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) - + ( v3.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) ) < 0; + + if ( side === THREE.DoubleSide || visible === ( side === THREE.FrontSide ) ) { + + _face = getNextFace3InPool(); + + _face.v1.copy( v1 ); + _face.v2.copy( v2 ); + _face.v3.copy( v3 ); + + } else { + + continue; + + } + + } else { + + continue; + + } + + } else if ( face instanceof THREE.Face4 ) { + + v1 = _vertexPool[ face.a ]; + v2 = _vertexPool[ face.b ]; + v3 = _vertexPool[ face.c ]; + v4 = _vertexPool[ face.d ]; + + if ( v1.visible === true && v2.visible === true && v3.visible === true && v4.visible === true ) { + + visible = ( v4.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) - + ( v4.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) < 0 || + ( v2.positionScreen.x - v3.positionScreen.x ) * ( v4.positionScreen.y - v3.positionScreen.y ) - + ( v2.positionScreen.y - v3.positionScreen.y ) * ( v4.positionScreen.x - v3.positionScreen.x ) < 0; + + + if ( side === THREE.DoubleSide || visible === ( side === THREE.FrontSide ) ) { + + _face = getNextFace4InPool(); + + _face.v1.copy( v1 ); + _face.v2.copy( v2 ); + _face.v3.copy( v3 ); + _face.v4.copy( v4 ); + + } else { + + continue; + + } + + } else { + + continue; + + } + + } + + _face.normalWorld.copy( face.normal ); + + if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) _face.normalWorld.negate(); + rotationMatrix.multiplyVector3( _face.normalWorld ); + + _face.centroidWorld.copy( face.centroid ); + modelMatrix.multiplyVector3( _face.centroidWorld ); + + _face.centroidScreen.copy( _face.centroidWorld ); + _viewProjectionMatrix.multiplyVector3( _face.centroidScreen ); + + faceVertexNormals = face.vertexNormals; + + for ( n = 0, nl = faceVertexNormals.length; n < nl; n ++ ) { + + normal = _face.vertexNormalsWorld[ n ]; + normal.copy( faceVertexNormals[ n ] ); + + if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) normal.negate(); + + rotationMatrix.multiplyVector3( normal ); + + } + + for ( c = 0, cl = faceVertexUvs.length; c < cl; c ++ ) { + + uvs = faceVertexUvs[ c ][ f ]; + + if ( uvs === undefined ) continue; + + for ( u = 0, ul = uvs.length; u < ul; u ++ ) { + + _face.uvs[ c ][ u ] = uvs[ u ]; + + } + + } + + _face.material = material; + + _face.z = _face.centroidScreen.z; + + _renderData.elements.push( _face ); + + } + + } else if ( object instanceof THREE.Line ) { + + _modelViewProjectionMatrix.multiply( _viewProjectionMatrix, modelMatrix ); + + vertices = object.geometry.vertices; + + v1 = getNextVertexInPool(); + v1.positionScreen.copy( vertices[ 0 ] ); + _modelViewProjectionMatrix.multiplyVector4( v1.positionScreen ); + + // Handle LineStrip and LinePieces + var step = object.type === THREE.LinePieces ? 2 : 1; + + for ( v = 1, vl = vertices.length; v < vl; v ++ ) { + + v1 = getNextVertexInPool(); + v1.positionScreen.copy( vertices[ v ] ); + _modelViewProjectionMatrix.multiplyVector4( v1.positionScreen ); + + if ( ( v + 1 ) % step > 0 ) continue; + + v2 = _vertexPool[ _vertexCount - 2 ]; + + _clippedVertex1PositionScreen.copy( v1.positionScreen ); + _clippedVertex2PositionScreen.copy( v2.positionScreen ); + + if ( clipLine( _clippedVertex1PositionScreen, _clippedVertex2PositionScreen ) === true ) { + + // Perform the perspective divide + _clippedVertex1PositionScreen.multiplyScalar( 1 / _clippedVertex1PositionScreen.w ); + _clippedVertex2PositionScreen.multiplyScalar( 1 / _clippedVertex2PositionScreen.w ); + + _line = getNextLineInPool(); + _line.v1.positionScreen.copy( _clippedVertex1PositionScreen ); + _line.v2.positionScreen.copy( _clippedVertex2PositionScreen ); + + _line.z = Math.max( _clippedVertex1PositionScreen.z, _clippedVertex2PositionScreen.z ); + + _line.material = object.material; + + _renderData.elements.push( _line ); + + } + + } + + } + + } + + for ( o = 0, ol = _renderData.sprites.length; o < ol; o++ ) { + + object = _renderData.sprites[ o ].object; + + modelMatrix = object.matrixWorld; + + if ( object instanceof THREE.Particle ) { + + _vector4.set( modelMatrix.elements[12], modelMatrix.elements[13], modelMatrix.elements[14], 1 ); + _viewProjectionMatrix.multiplyVector4( _vector4 ); + + _vector4.z /= _vector4.w; + + if ( _vector4.z > 0 && _vector4.z < 1 ) { + + _particle = getNextParticleInPool(); + _particle.object = object; + _particle.x = _vector4.x / _vector4.w; + _particle.y = _vector4.y / _vector4.w; + _particle.z = _vector4.z; + + _particle.rotation = object.rotation.z; + + _particle.scale.x = object.scale.x * Math.abs( _particle.x - ( _vector4.x + camera.projectionMatrix.elements[0] ) / ( _vector4.w + camera.projectionMatrix.elements[12] ) ); + _particle.scale.y = object.scale.y * Math.abs( _particle.y - ( _vector4.y + camera.projectionMatrix.elements[5] ) / ( _vector4.w + camera.projectionMatrix.elements[13] ) ); + + _particle.material = object.material; + + _renderData.elements.push( _particle ); + + } + + } + + } + + sort && _renderData.elements.sort( painterSort ); + + return _renderData; + + }; + + // Pools + + function getNextObjectInPool() { + + var object; + + if ( _objectCount === _objectPool.length ) { + + object = new THREE.RenderableObject(); + _objectPool.push( object ); + + } else { + + object = _objectPool[ _objectCount ]; + + } + + _objectCount ++; + + return object; + + } + + function getNextVertexInPool() { + + var vertex; + + if ( _vertexCount === _vertexPool.length ) { + + vertex = new THREE.RenderableVertex(); + _vertexPool.push( vertex ); + + } else { + + vertex = _vertexPool[ _vertexCount ]; + + } + + _vertexCount ++; + + return vertex; + + } + + function getNextFace3InPool() { + + var face; + + if ( _face3Count === _face3Pool.length ) { + + face = new THREE.RenderableFace3(); + _face3Pool.push( face ); + + } else { + + face = _face3Pool[ _face3Count ]; + + } + + _face3Count ++; + + return face; + + + } + + function getNextFace4InPool() { + + var face; + + if ( _face4Count === _face4Pool.length ) { + + face = new THREE.RenderableFace4(); + _face4Pool.push( face ); + + } else { + + face = _face4Pool[ _face4Count ]; + + } + + _face4Count ++; + + return face; + + } + + function getNextLineInPool() { + + var line; + + if ( _lineCount === _linePool.length ) { + + line = new THREE.RenderableLine(); + _linePool.push( line ); + + } else { + + line = _linePool[ _lineCount ]; + + } + + _lineCount ++; + + return line; + + } + + function getNextParticleInPool() { + + var particle; + + if ( _particleCount === _particlePool.length ) { + + particle = new THREE.RenderableParticle(); + _particlePool.push( particle ); + + } else { + + particle = _particlePool[ _particleCount ]; + + } + + _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/ + * @author WestLangley / http://github.com/WestLangley + */ + +THREE.Quaternion = function( x, y, z, w ) { + + this.x = x || 0; + this.y = y || 0; + this.z = z || 0; + this.w = ( w !== undefined ) ? w : 1; + +}; + +THREE.Quaternion.prototype = { + + constructor: THREE.Quaternion, + + set: function ( x, y, z, w ) { + + this.x = x; + this.y = y; + this.z = z; + this.w = w; + + return this; + + }, + + copy: function ( q ) { + + this.x = q.x; + this.y = q.y; + this.z = q.z; + this.w = q.w; + + return this; + + }, + + setFromEuler: function ( v, order ) { + + // http://www.mathworks.com/matlabcentral/fileexchange/ + // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/ + // content/SpinCalc.m + + var c1 = Math.cos( v.x / 2 ); + var c2 = Math.cos( v.y / 2 ); + var c3 = Math.cos( v.z / 2 ); + var s1 = Math.sin( v.x / 2 ); + var s2 = Math.sin( v.y / 2 ); + var s3 = Math.sin( v.z / 2 ); + + if ( order === undefined || order === 'XYZ' ) { + + this.x = s1 * c2 * c3 + c1 * s2 * s3; + this.y = c1 * s2 * c3 - s1 * c2 * s3; + this.z = c1 * c2 * s3 + s1 * s2 * c3; + this.w = c1 * c2 * c3 - s1 * s2 * s3; + + } else if ( order === 'YXZ' ) { + + this.x = s1 * c2 * c3 + c1 * s2 * s3; + this.y = c1 * s2 * c3 - s1 * c2 * s3; + this.z = c1 * c2 * s3 - s1 * s2 * c3; + this.w = c1 * c2 * c3 + s1 * s2 * s3; + + } else if ( order === 'ZXY' ) { + + this.x = s1 * c2 * c3 - c1 * s2 * s3; + this.y = c1 * s2 * c3 + s1 * c2 * s3; + this.z = c1 * c2 * s3 + s1 * s2 * c3; + this.w = c1 * c2 * c3 - s1 * s2 * s3; + + } else if ( order === 'ZYX' ) { + + this.x = s1 * c2 * c3 - c1 * s2 * s3; + this.y = c1 * s2 * c3 + s1 * c2 * s3; + this.z = c1 * c2 * s3 - s1 * s2 * c3; + this.w = c1 * c2 * c3 + s1 * s2 * s3; + + } else if ( order === 'YZX' ) { + + this.x = s1 * c2 * c3 + c1 * s2 * s3; + this.y = c1 * s2 * c3 + s1 * c2 * s3; + this.z = c1 * c2 * s3 - s1 * s2 * c3; + this.w = c1 * c2 * c3 - s1 * s2 * s3; + + } else if ( order === 'XZY' ) { + + this.x = s1 * c2 * c3 - c1 * s2 * s3; + this.y = c1 * s2 * c3 - s1 * c2 * s3; + this.z = c1 * c2 * s3 + s1 * s2 * c3; + this.w = c1 * c2 * c3 + s1 * s2 * s3; + + } + + return this; + + }, + + setFromAxisAngle: function ( axis, angle ) { + + // from http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm + // axis have to be normalized + + var halfAngle = angle / 2, + s = Math.sin( halfAngle ); + + this.x = axis.x * s; + this.y = axis.y * s; + this.z = axis.z * s; + this.w = Math.cos( halfAngle ); + + return this; + + }, + + setFromRotationMatrix: function ( m ) { + + // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm + + // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) + + var te = m.elements, + + m11 = te[0], m12 = te[4], m13 = te[8], + m21 = te[1], m22 = te[5], m23 = te[9], + m31 = te[2], m32 = te[6], m33 = te[10], + + trace = m11 + m22 + m33, + s; + + if( trace > 0 ) { + + s = 0.5 / Math.sqrt( trace + 1.0 ); + + this.w = 0.25 / s; + this.x = ( m32 - m23 ) * s; + this.y = ( m13 - m31 ) * s; + this.z = ( m21 - m12 ) * s; + + } else if ( m11 > m22 && m11 > m33 ) { + + s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 ); + + this.w = (m32 - m23 ) / s; + this.x = 0.25 * s; + this.y = (m12 + m21 ) / s; + this.z = (m13 + m31 ) / s; + + } else if (m22 > m33) { + + s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 ); + + this.w = (m13 - m31 ) / s; + this.x = (m12 + m21 ) / s; + this.y = 0.25 * s; + this.z = (m23 + m32 ) / s; + + } else { + + s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 ); + + this.w = ( m21 - m12 ) / s; + this.x = ( m13 + m31 ) / s; + this.y = ( m23 + m32 ) / s; + this.z = 0.25 * s; + + } + + return this; + + }, + + 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 + var qax = a.x, qay = a.y, qaz = a.z, qaw = a.w, + qbx = b.x, qby = b.y, qbz = b.z, qbw = b.w; + + this.x = qax * qbw + qay * qbz - qaz * qby + qaw * qbx; + this.y = -qax * qbz + qay * qbw + qaz * qbx + qaw * qby; + this.z = qax * qby - qay * qbx + qaz * qbw + qaw * qbz; + this.w = -qax * qbx - qay * qby - qaz * qbz + qaw * qbw; + + return this; + + }, + + multiplySelf: function ( b ) { + + var qax = this.x, qay = this.y, qaz = this.z, qaw = this.w, + qbx = b.x, qby = b.y, qbz = b.z, qbw = b.w; + + this.x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby; + this.y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz; + this.z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx; + this.w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz; + + return this; + + }, + + multiplyVector3: function ( vector, dest ) { + + if ( !dest ) { dest = vector; } + + var x = vector.x, y = vector.y, z = vector.z, + qx = this.x, qy = this.y, qz = this.z, qw = this.w; + + // calculate quat * vector + + var ix = qw * x + qy * z - qz * y, + iy = qw * y + qz * x - qx * z, + iz = qw * z + qx * y - qy * x, + iw = -qx * x - qy * y - qz * z; + + // calculate result * inverse quat + + dest.x = ix * qw + iw * -qx + iy * -qz - iz * -qy; + dest.y = iy * qw + iw * -qy + iz * -qx - ix * -qz; + dest.z = iz * qw + iw * -qz + ix * -qy - iy * -qx; + + return dest; + + }, + + slerpSelf: function ( qb, t ) { + + var x = this.x, y = this.y, z = this.z, w = this.w; + + // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/ + + var cosHalfTheta = w * qb.w + x * qb.x + y * qb.y + z * qb.z; + + if ( cosHalfTheta < 0 ) { + + this.w = -qb.w; + this.x = -qb.x; + this.y = -qb.y; + this.z = -qb.z; + + cosHalfTheta = -cosHalfTheta; + + } else { + + this.copy( qb ); + + } + + if ( cosHalfTheta >= 1.0 ) { + + this.w = w; + this.x = x; + this.y = y; + this.z = z; + + return this; + + } + + var halfTheta = Math.acos( cosHalfTheta ); + var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta ); + + if ( Math.abs( sinHalfTheta ) < 0.001 ) { + + this.w = 0.5 * ( w + this.w ); + this.x = 0.5 * ( x + this.x ); + this.y = 0.5 * ( y + this.y ); + this.z = 0.5 * ( z + this.z ); + + return this; + + } + + var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta, + ratioB = Math.sin( t * halfTheta ) / sinHalfTheta; + + this.w = ( w * ratioA + this.w * ratioB ); + this.x = ( x * ratioA + this.x * ratioB ); + this.y = ( y * ratioA + this.y * ratioB ); + this.z = ( z * ratioA + this.z * ratioB ); + + return this; + + }, + + clone: function () { + + return new THREE.Quaternion( this.x, this.y, this.z, this.w ); + + } + +} + +THREE.Quaternion.slerp = function ( qa, qb, qm, t ) { + + // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/ + + var cosHalfTheta = qa.w * qb.w + qa.x * qb.x + qa.y * qb.y + qa.z * qb.z; + + if ( cosHalfTheta < 0 ) { + + qm.w = -qb.w; + qm.x = -qb.x; + qm.y = -qb.y; + qm.z = -qb.z; + + cosHalfTheta = -cosHalfTheta; + + } else { + + qm.copy( qb ); + + } + + if ( Math.abs( cosHalfTheta ) >= 1.0 ) { + + qm.w = qa.w; + qm.x = qa.x; + qm.y = qa.y; + qm.z = qa.z; + + return qm; + + } + + var halfTheta = Math.acos( cosHalfTheta ); + var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta ); + + if ( Math.abs( sinHalfTheta ) < 0.001 ) { + + qm.w = 0.5 * ( qa.w + qm.w ); + qm.x = 0.5 * ( qa.x + qm.x ); + qm.y = 0.5 * ( qa.y + qm.y ); + qm.z = 0.5 * ( qa.z + qm.z ); + + return qm; + + } + + var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta; + var ratioB = Math.sin( t * halfTheta ) / sinHalfTheta; + + qm.w = ( qa.w * ratioA + qm.w * ratioB ); + qm.x = ( qa.x * ratioA + qm.x * ratioB ); + qm.y = ( qa.y * ratioA + qm.y * ratioB ); + qm.z = ( qa.z * ratioA + qm.z * ratioB ); + + return qm; + +} +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.Vertex = function ( v ) { + + console.warn( 'THREE.Vertex has been DEPRECATED. Use THREE.Vector3 instead.') + return v; + +}; +/** + * @author mrdoob / http://mrdoob.com/ + * @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 mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Face4 = function ( a, b, c, d, normal, color, materialIndex ) { + + this.a = a; + this.b = b; + this.c = c; + this.d = d; + + this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3(); + this.vertexNormals = normal instanceof Array ? normal : [ ]; + + this.color = color instanceof THREE.Color ? color : new THREE.Color(); + this.vertexColors = color instanceof Array ? color : []; + + this.vertexTangents = []; + + this.materialIndex = materialIndex; + + this.centroid = new THREE.Vector3(); + +}; + +THREE.Face4.prototype = { + + constructor: THREE.Face4, + + clone: function () { + + var face = new THREE.Face4( this.a, this.b, this.c, this.d ); + + face.normal.copy( this.normal ); + face.color.copy( this.color ); + face.centroid.copy( this.centroid ); + + face.materialIndex = this.materialIndex; + + var i, il; + for ( i = 0, il = this.vertexNormals.length; i < il; i ++ ) face.vertexNormals[ i ] = this.vertexNormals[ i ].clone(); + for ( i = 0, il = this.vertexColors.length; i < il; i ++ ) face.vertexColors[ i ] = this.vertexColors[ i ].clone(); + for ( i = 0, il = this.vertexTangents.length; i < il; i ++ ) face.vertexTangents[ i ] = this.vertexTangents[ i ].clone(); + + return face; + + } + +}; +/** + * @author mrdoob / http://mrdoob.com/ + */ + +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 mrdoob / http://mrdoob.com/ + * @author kile / http://kile.stravaganza.org/ + * @author alteredq / http://alteredqualia.com/ + * @author mikael emtinger / http://gomo.se/ + * @author zz85 / http://www.lab4games.net/zz85/blog + */ + +THREE.Geometry = function () { + + this.id = THREE.GeometryCount ++; + + this.name = ''; + + 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 = true; // the intermediate typearrays will be deleted when set to false + +}; + +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 () { + + var maxRadiusSq = 0; + + if ( this.boundingSphere === null ) this.boundingSphere = { radius: 0 }; + + for ( var i = 0, l = this.vertices.length; i < l; i ++ ) { + + var radiusSq = this.vertices[ i ].lengthSq(); + if ( radiusSq > maxRadiusSq ) maxRadiusSq = radiusSq; + + } + + this.boundingSphere.radius = Math.sqrt( maxRadiusSq ); + + }, + + /* + * Checks for duplicate vertices with hashmap. + * Duplicated vertices are removed + * and faces' vertices are updated. + */ + + mergeVertices: function () { + + var verticesMap = {}; // Hashmap for looking up vertice by position coordinates (and making sure they are unique) + var unique = [], changes = []; + + var v, key; + var precisionPoints = 4; // number of decimal points, eg. 4 for epsilon of 0.0001 + var precision = Math.pow( 10, precisionPoints ); + var i,il, face; + var abcd = 'abcd', o, k, j, jl, u; + + for ( i = 0, il = this.vertices.length; i < il; i ++ ) { + + v = this.vertices[ i ]; + key = [ Math.round( v.x * precision ), Math.round( v.y * precision ), Math.round( v.z * precision ) ].join( '_' ); + + if ( verticesMap[ key ] === undefined ) { + + verticesMap[ key ] = i; + unique.push( this.vertices[ i ] ); + changes[ i ] = unique.length - 1; + + } else { + + //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]); + changes[ i ] = changes[ verticesMap[ key ] ]; + + } + + }; + + + // Start to patch face indices + + for( i = 0, il = this.faces.length; i < il; i ++ ) { + + face = this.faces[ i ]; + + if ( face instanceof THREE.Face3 ) { + + face.a = changes[ face.a ]; + face.b = changes[ face.b ]; + face.c = changes[ face.c ]; + + } else if ( face instanceof THREE.Face4 ) { + + face.a = changes[ face.a ]; + face.b = changes[ face.b ]; + face.c = changes[ face.c ]; + face.d = changes[ face.d ]; + + // check dups in (a, b, c, d) and convert to -> face3 + + o = [ face.a, face.b, face.c, face.d ]; + + for ( k = 3; k > 0; k -- ) { + + if ( o.indexOf( face[ abcd[ k ] ] ) !== k ) { + + // console.log('faces', face.a, face.b, face.c, face.d, 'dup at', k); + + o.splice( k, 1 ); + + this.faces[ i ] = new THREE.Face3( o[0], o[1], o[2], face.normal, face.color, face.materialIndex ); + + for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) { + + u = this.faceVertexUvs[ j ][ i ]; + if ( u ) u.splice( k, 1 ); + + } + + this.faces[ i ].vertexColors = face.vertexColors; + + break; + } + + } + + } + + } + + // Use unique set of vertices + + var diff = this.vertices.length - unique.length; + this.vertices = unique; + return diff; + + }, + + clone: function () { + + // TODO + + } + +}; + +THREE.GeometryCount = 0; +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.BufferGeometry = function () { + + this.id = THREE.GeometryCount ++; + + // attributes + + this.attributes = {}; + + // attributes typed arrays are kept only if dynamic flag is set + + this.dynamic = false; + + // boundings + + this.boundingBox = null; + this.boundingSphere = null; + + this.hasTangents = false; + + // for compatibility + + this.morphTargets = []; + +}; + +THREE.BufferGeometry.prototype = { + + constructor : THREE.BufferGeometry, + + applyMatrix: function ( matrix ) { + + var positionArray; + var normalArray; + + if ( this.attributes[ "position" ] ) positionArray = this.attributes[ "position" ].array; + if ( this.attributes[ "normal" ] ) normalArray = this.attributes[ "normal" ].array; + + if ( positionArray !== undefined ) { + + matrix.multiplyVector3Array( positionArray ); + this.verticesNeedUpdate = true; + + } + + if ( normalArray !== undefined ) { + + var matrixRotation = new THREE.Matrix4(); + matrixRotation.extractRotation( matrix ); + + matrixRotation.multiplyVector3Array( normalArray ); + this.normalsNeedUpdate = true; + + } + + }, + + computeBoundingBox: function () { + + if ( ! this.boundingBox ) { + + this.boundingBox = { + + min: new THREE.Vector3( Infinity, Infinity, Infinity ), + max: new THREE.Vector3( -Infinity, -Infinity, -Infinity ) + + }; + + } + + var positions = this.attributes[ "position" ].array; + + if ( positions ) { + + var bb = this.boundingBox; + var x, y, z; + + for ( var i = 0, il = positions.length; i < il; i += 3 ) { + + x = positions[ i ]; + y = positions[ i + 1 ]; + z = positions[ i + 2 ]; + + // bounding box + + if ( x < bb.min.x ) { + + bb.min.x = x; + + } else if ( x > bb.max.x ) { + + bb.max.x = x; + + } + + if ( y < bb.min.y ) { + + bb.min.y = y; + + } else if ( y > bb.max.y ) { + + bb.max.y = y; + + } + + if ( z < bb.min.z ) { + + bb.min.z = z; + + } else if ( z > bb.max.z ) { + + bb.max.z = z; + + } + + } + + } + + if ( positions === undefined || positions.length === 0 ) { + + this.boundingBox.min.set( 0, 0, 0 ); + this.boundingBox.max.set( 0, 0, 0 ); + + } + + }, + + computeBoundingSphere: function () { + + if ( ! this.boundingSphere ) this.boundingSphere = { radius: 0 }; + + var positions = this.attributes[ "position" ].array; + + if ( positions ) { + + var radiusSq, maxRadiusSq = 0; + var x, y, z; + + for ( var i = 0, il = positions.length; i < il; i += 3 ) { + + x = positions[ i ]; + y = positions[ i + 1 ]; + z = positions[ i + 2 ]; + + radiusSq = x * x + y * y + z * z; + if ( radiusSq > maxRadiusSq ) maxRadiusSq = radiusSq; + + } + + this.boundingSphere.radius = Math.sqrt( maxRadiusSq ); + + } + + }, + + computeVertexNormals: function () { + + if ( this.attributes[ "position" ] && this.attributes[ "index" ] ) { + + var i, il; + var j, jl; + + var nVertexElements = this.attributes[ "position" ].array.length; + + if ( this.attributes[ "normal" ] === undefined ) { + + this.attributes[ "normal" ] = { + + itemSize: 3, + array: new Float32Array( nVertexElements ), + numItems: nVertexElements + + }; + + } else { + + // reset existing normals to zero + + for ( i = 0, il = this.attributes[ "normal" ].array.length; i < il; i ++ ) { + + this.attributes[ "normal" ].array[ i ] = 0; + + } + + } + + var offsets = this.offsets; + + var indices = this.attributes[ "index" ].array; + var positions = this.attributes[ "position" ].array; + var normals = this.attributes[ "normal" ].array; + + var vA, vB, vC, x, y, z, + + pA = new THREE.Vector3(), + pB = new THREE.Vector3(), + pC = new THREE.Vector3(), + + cb = new THREE.Vector3(), + ab = new THREE.Vector3(); + + for ( j = 0, jl = offsets.length; j < jl; ++ j ) { + + var start = offsets[ j ].start; + var count = offsets[ j ].count; + var index = offsets[ j ].index; + + for ( i = start, il = start + count; i < il; i += 3 ) { + + vA = index + indices[ i ]; + vB = index + indices[ i + 1 ]; + vC = index + indices[ i + 2 ]; + + x = positions[ vA * 3 ]; + y = positions[ vA * 3 + 1 ]; + z = positions[ vA * 3 + 2 ]; + pA.set( x, y, z ); + + x = positions[ vB * 3 ]; + y = positions[ vB * 3 + 1 ]; + z = positions[ vB * 3 + 2 ]; + pB.set( x, y, z ); + + x = positions[ vC * 3 ]; + y = positions[ vC * 3 + 1 ]; + z = positions[ vC * 3 + 2 ]; + pC.set( x, y, z ); + + cb.sub( pC, pB ); + ab.sub( pA, pB ); + cb.crossSelf( ab ); + + normals[ vA * 3 ] += cb.x; + normals[ vA * 3 + 1 ] += cb.y; + normals[ vA * 3 + 2 ] += cb.z; + + normals[ vB * 3 ] += cb.x; + normals[ vB * 3 + 1 ] += cb.y; + normals[ vB * 3 + 2 ] += cb.z; + + normals[ vC * 3 ] += cb.x; + normals[ vC * 3 + 1 ] += cb.y; + normals[ vC * 3 + 2 ] += cb.z; + + } + + } + + // normalize normals + + for ( i = 0, il = normals.length; i < il; i += 3 ) { + + x = normals[ i ]; + y = normals[ i + 1 ]; + z = normals[ i + 2 ]; + + var n = 1.0 / Math.sqrt( x * x + y * y + z * z ); + + normals[ i ] *= n; + normals[ i + 1 ] *= n; + normals[ i + 2 ] *= n; + + } + + this.normalsNeedUpdate = true; + + } + + }, + + computeTangents: function () { + + // based on http://www.terathon.com/code/tangent.html + // (per vertex tangents) + + if ( this.attributes[ "index" ] === undefined || + this.attributes[ "position" ] === undefined || + this.attributes[ "normal" ] === undefined || + this.attributes[ "uv" ] === undefined ) { + + console.warn( "Missing required attributes (index, position, normal or uv) in BufferGeometry.computeTangents()" ); + return; + + } + + var indices = this.attributes[ "index" ].array; + var positions = this.attributes[ "position" ].array; + var normals = this.attributes[ "normal" ].array; + var uvs = this.attributes[ "uv" ].array; + + var nVertices = positions.length / 3; + + if ( this.attributes[ "tangent" ] === undefined ) { + + var nTangentElements = 4 * nVertices; + + this.attributes[ "tangent" ] = { + + itemSize: 4, + array: new Float32Array( nTangentElements ), + numItems: nTangentElements + + }; + + } + + var tangents = this.attributes[ "tangent" ].array; + + var tan1 = [], tan2 = []; + + for ( var k = 0; k < nVertices; k ++ ) { + + tan1[ k ] = new THREE.Vector3(); + tan2[ k ] = new THREE.Vector3(); + + } + + var xA, yA, zA, + xB, yB, zB, + xC, yC, zC, + + uA, vA, + uB, vB, + uC, vC, + + x1, x2, y1, y2, z1, z2, + s1, s2, t1, t2, r; + + var sdir = new THREE.Vector3(), tdir = new THREE.Vector3(); + + function handleTriangle( a, b, c ) { + + xA = positions[ a * 3 ]; + yA = positions[ a * 3 + 1 ]; + zA = positions[ a * 3 + 2 ]; + + xB = positions[ b * 3 ]; + yB = positions[ b * 3 + 1 ]; + zB = positions[ b * 3 + 2 ]; + + xC = positions[ c * 3 ]; + yC = positions[ c * 3 + 1 ]; + zC = positions[ c * 3 + 2 ]; + + uA = uvs[ a * 2 ]; + vA = uvs[ a * 2 + 1 ]; + + uB = uvs[ b * 2 ]; + vB = uvs[ b * 2 + 1 ]; + + uC = uvs[ c * 2 ]; + vC = uvs[ c * 2 + 1 ]; + + x1 = xB - xA; + x2 = xC - xA; + + y1 = yB - yA; + y2 = yC - yA; + + z1 = zB - zA; + z2 = zC - zA; + + s1 = uB - uA; + s2 = uC - uA; + + t1 = vB - vA; + t2 = vC - vA; + + r = 1.0 / ( s1 * t2 - s2 * t1 ); + + sdir.set( + ( t2 * x1 - t1 * x2 ) * r, + ( t2 * y1 - t1 * y2 ) * r, + ( t2 * z1 - t1 * z2 ) * r + ); + + tdir.set( + ( s1 * x2 - s2 * x1 ) * r, + ( s1 * y2 - s2 * y1 ) * r, + ( s1 * z2 - s2 * z1 ) * r + ); + + tan1[ a ].addSelf( sdir ); + tan1[ b ].addSelf( sdir ); + tan1[ c ].addSelf( sdir ); + + tan2[ a ].addSelf( tdir ); + tan2[ b ].addSelf( tdir ); + tan2[ c ].addSelf( tdir ); + + } + + var i, il; + var j, jl; + var iA, iB, iC; + + var offsets = this.offsets; + + for ( j = 0, jl = offsets.length; j < jl; ++ j ) { + + var start = offsets[ j ].start; + var count = offsets[ j ].count; + var index = offsets[ j ].index; + + for ( i = start, il = start + count; i < il; i += 3 ) { + + iA = index + indices[ i ]; + iB = index + indices[ i + 1 ]; + iC = index + indices[ i + 2 ]; + + handleTriangle( iA, iB, iC ); + + } + + } + + var tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3(); + var n = new THREE.Vector3(), n2 = new THREE.Vector3(); + var w, t, test; + var nx, ny, nz; + + function handleVertex( v ) { + + n.x = normals[ v * 3 ]; + n.y = normals[ v * 3 + 1 ]; + n.z = normals[ v * 3 + 2 ]; + + n2.copy( n ); + + t = tan1[ v ]; + + // Gram-Schmidt orthogonalize + + tmp.copy( t ); + tmp.subSelf( n.multiplyScalar( n.dot( t ) ) ).normalize(); + + // Calculate handedness + + tmp2.cross( n2, t ); + test = tmp2.dot( tan2[ v ] ); + w = ( test < 0.0 ) ? -1.0 : 1.0; + + tangents[ v * 4 ] = tmp.x; + tangents[ v * 4 + 1 ] = tmp.y; + tangents[ v * 4 + 2 ] = tmp.z; + tangents[ v * 4 + 3 ] = w; + + } + + for ( j = 0, jl = offsets.length; j < jl; ++ j ) { + + var start = offsets[ j ].start; + var count = offsets[ j ].count; + var index = offsets[ j ].index; + + for ( i = start, il = start + count; i < il; i += 3 ) { + + iA = index + indices[ i ]; + iB = index + indices[ i + 1 ]; + iC = index + indices[ i + 2 ]; + + handleVertex( iA ); + handleVertex( iB ); + handleVertex( iC ); + + } + + } + + this.hasTangents = true; + this.tangentsNeedUpdate = true; + + } + +}; + +/** + * Spline from Tween.js, slightly optimized (and trashed) + * http://sole.github.com/tween.js/examples/05_spline.html + * + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Spline = function ( points ) { + + this.points = points; + + var c = [], v3 = { x: 0, y: 0, z: 0 }, + point, intPoint, weight, w2, w3, + pa, pb, pc, pd; + + this.initFromArray = function( a ) { + + this.points = []; + + for ( var i = 0; i < a.length; i++ ) { + + this.points[ i ] = { x: a[ i ][ 0 ], y: a[ i ][ 1 ], z: a[ i ][ 2 ] }; + + } + + }; + + this.getPoint = function ( k ) { + + point = ( this.points.length - 1 ) * k; + intPoint = Math.floor( point ); + weight = point - intPoint; + + c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1; + c[ 1 ] = intPoint; + c[ 2 ] = intPoint > this.points.length - 2 ? this.points.length - 1 : intPoint + 1; + c[ 3 ] = intPoint > this.points.length - 3 ? this.points.length - 1 : intPoint + 2; + + pa = this.points[ c[ 0 ] ]; + pb = this.points[ c[ 1 ] ]; + pc = this.points[ c[ 2 ] ]; + pd = this.points[ c[ 3 ] ]; + + w2 = weight * weight; + w3 = weight * w2; + + v3.x = interpolate( pa.x, pb.x, pc.x, pd.x, weight, w2, w3 ); + v3.y = interpolate( pa.y, pb.y, pc.y, pd.y, weight, w2, w3 ); + v3.z = interpolate( pa.z, pb.z, pc.z, pd.z, weight, w2, w3 ); + + return v3; + + }; + + this.getControlPointsArray = function () { + + var i, p, l = this.points.length, + coords = []; + + for ( i = 0; i < l; i ++ ) { + + p = this.points[ i ]; + coords[ i ] = [ p.x, p.y, p.z ]; + + } + + return coords; + + }; + + // approximate length by summing linear segments + + this.getLength = function ( nSubDivisions ) { + + var i, index, nSamples, position, + point = 0, intPoint = 0, oldIntPoint = 0, + oldPosition = new THREE.Vector3(), + tmpVec = new THREE.Vector3(), + chunkLengths = [], + totalLength = 0; + + // first point has 0 length + + chunkLengths[ 0 ] = 0; + + if ( !nSubDivisions ) nSubDivisions = 100; + + nSamples = this.points.length * nSubDivisions; + + oldPosition.copy( this.points[ 0 ] ); + + for ( i = 1; i < nSamples; i ++ ) { + + index = i / nSamples; + + position = this.getPoint( index ); + tmpVec.copy( position ); + + totalLength += tmpVec.distanceTo( oldPosition ); + + oldPosition.copy( position ); + + point = ( this.points.length - 1 ) * index; + intPoint = Math.floor( point ); + + if ( intPoint != oldIntPoint ) { + + chunkLengths[ intPoint ] = totalLength; + oldIntPoint = intPoint; + + } + + } + + // last point ends with total length + + chunkLengths[ chunkLengths.length ] = totalLength; + + return { chunks: chunkLengths, total: totalLength }; + + }; + + this.reparametrizeByArcLength = function ( samplingCoef ) { + + var i, j, + index, indexCurrent, indexNext, + linearDistance, realDistance, + sampling, position, + newpoints = [], + tmpVec = new THREE.Vector3(), + sl = this.getLength(); + + newpoints.push( tmpVec.copy( this.points[ 0 ] ).clone() ); + + for ( i = 1; i < this.points.length; i++ ) { + + //tmpVec.copy( this.points[ i - 1 ] ); + //linearDistance = tmpVec.distanceTo( this.points[ i ] ); + + realDistance = sl.chunks[ i ] - sl.chunks[ i - 1 ]; + + sampling = Math.ceil( samplingCoef * realDistance / sl.total ); + + indexCurrent = ( i - 1 ) / ( this.points.length - 1 ); + indexNext = i / ( this.points.length - 1 ); + + for ( j = 1; j < sampling - 1; j++ ) { + + index = indexCurrent + j * ( 1 / sampling ) * ( indexNext - indexCurrent ); + + position = this.getPoint( index ); + newpoints.push( tmpVec.copy( position ).clone() ); + + } + + newpoints.push( tmpVec.copy( this.points[ i ] ).clone() ); + + } + + this.points = newpoints; + + }; + + // Catmull-Rom + + function interpolate( p0, p1, p2, p3, t, t2, t3 ) { + + var v0 = ( p2 - p0 ) * 0.5, + v1 = ( p3 - p1 ) * 0.5; + + return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1; + + }; + +}; +/** + * @author mrdoob / http://mrdoob.com/ + * @author mikael emtinger / http://gomo.se/ + */ + +THREE.Camera = function () { + + THREE.Object3D.call( this ); + + this.matrixWorldInverse = new THREE.Matrix4(); + + this.projectionMatrix = new THREE.Matrix4(); + this.projectionMatrixInverse = new THREE.Matrix4(); + +}; + +THREE.Camera.prototype = Object.create( THREE.Object3D.prototype ); + +THREE.Camera.prototype.lookAt = function ( vector ) { + + // TODO: Add hierarchy support. + + this.matrix.lookAt( this.position, vector, this.up ); + + if ( this.rotationAutoUpdate === true ) { + + this.rotation.setEulerFromRotationMatrix( this.matrix, this.eulerOrder ); + + } + +}; +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.OrthographicCamera = function ( left, right, top, bottom, near, far ) { + + THREE.Camera.call( this ); + + this.left = left; + this.right = right; + this.top = top; + this.bottom = bottom; + + this.near = ( near !== undefined ) ? near : 0.1; + this.far = ( far !== undefined ) ? far : 2000; + + this.updateProjectionMatrix(); + +}; + +THREE.OrthographicCamera.prototype = Object.create( THREE.Camera.prototype ); + +THREE.OrthographicCamera.prototype.updateProjectionMatrix = function () { + + this.projectionMatrix.makeOrthographic( this.left, this.right, this.top, this.bottom, this.near, this.far ); + +}; +/** + * @author mrdoob / http://mrdoob.com/ + * @author greggman / http://games.greggman.com/ + * @author zz85 / http://www.lab4games.net/zz85/blog + */ + +THREE.PerspectiveCamera = function ( fov, aspect, near, far ) { + + THREE.Camera.call( this ); + + this.fov = fov !== undefined ? fov : 50; + this.aspect = aspect !== undefined ? aspect : 1; + this.near = near !== undefined ? near : 0.1; + this.far = far !== undefined ? far : 2000; + + this.updateProjectionMatrix(); + +}; + +THREE.PerspectiveCamera.prototype = Object.create( THREE.Camera.prototype ); + + +/** + * Uses Focal Length (in mm) to estimate and set FOV + * 35mm (fullframe) camera is used if frame size is not specified; + * Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html + */ + +THREE.PerspectiveCamera.prototype.setLens = function ( focalLength, frameHeight ) { + + 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 mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Light = function ( hex ) { + + THREE.Object3D.call( this ); + + this.color = new THREE.Color( hex ); + +}; + +THREE.Light.prototype = Object.create( THREE.Object3D.prototype ); +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.AmbientLight = function ( hex ) { + + THREE.Light.call( this, hex ); + +}; + +THREE.AmbientLight.prototype = Object.create( THREE.Light.prototype ); +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.DirectionalLight = function ( hex, intensity, 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 = Object.create( THREE.Light.prototype ); +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.PointLight = function ( hex, intensity, distance ) { + + THREE.Light.call( this, hex ); + + this.position = new THREE.Vector3( 0, 0, 0 ); + this.intensity = ( intensity !== undefined ) ? intensity : 1; + this.distance = ( distance !== undefined ) ? distance : 0; + +}; + +THREE.PointLight.prototype = Object.create( THREE.Light.prototype ); +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.SpotLight = function ( hex, intensity, distance, angle, exponent ) { + + THREE.Light.call( this, hex ); + + this.position = new THREE.Vector3( 0, 1, 0 ); + this.target = new THREE.Object3D(); + + this.intensity = ( intensity !== undefined ) ? intensity : 1; + this.distance = ( distance !== undefined ) ? distance : 0; + this.angle = ( angle !== undefined ) ? angle : Math.PI / 2; + this.exponent = ( exponent !== undefined ) ? exponent : 10; + + this.castShadow = false; + this.onlyShadow = false; + + // + + this.shadowCameraNear = 50; + this.shadowCameraFar = 5000; + this.shadowCameraFov = 50; + + this.shadowCameraVisible = false; + + this.shadowBias = 0; + this.shadowDarkness = 0.5; + + this.shadowMapWidth = 512; + this.shadowMapHeight = 512; + + // + + this.shadowMap = null; + this.shadowMapSize = null; + this.shadowCamera = null; + this.shadowMatrix = null; + +}; + +THREE.SpotLight.prototype = Object.create( THREE.Light.prototype ); +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Loader = function ( showStatus ) { + + this.showStatus = showStatus; + this.statusDomElement = showStatus ? THREE.Loader.prototype.addStatusElement() : null; + + this.onLoadStart = function () {}; + this.onLoadProgress = function () {}; + this.onLoadComplete = function () {}; + +}; + +THREE.Loader.prototype = { + + constructor: THREE.Loader, + + crossOrigin: 'anonymous', + + addStatusElement: function () { + + var e = document.createElement( "div" ); + + e.style.position = "absolute"; + e.style.right = "0px"; + e.style.top = "0px"; + e.style.fontSize = "0.8em"; + e.style.textAlign = "left"; + e.style.background = "rgba(0,0,0,0.25)"; + e.style.color = "#fff"; + e.style.width = "120px"; + e.style.padding = "0.5em 0.5em 0.5em 0.5em"; + e.style.zIndex = 1000; + + e.innerHTML = "Loading ..."; + + return e; + + }, + + updateProgress: function ( progress ) { + + var message = "Loaded "; + + if ( progress.total ) { + + message += ( 100 * progress.loaded / progress.total ).toFixed(0) + "%"; + + + } else { + + message += ( progress.loaded / 1000 ).toFixed(2) + " KB"; + + } + + this.statusDomElement.innerHTML = message; + + }, + + extractUrlBase: function ( url ) { + + var parts = url.split( '/' ); + parts.pop(); + return ( parts.length < 1 ? '.' : parts.join( '/' ) ) + '/'; + + }, + + initMaterials: function ( scope, materials, texturePath ) { + + scope.materials = []; + + for ( var i = 0; i < materials.length; ++ i ) { + + scope.materials[ i ] = THREE.Loader.prototype.createMaterial( materials[ i ], texturePath ); + + } + + }, + + hasNormals: function ( scope ) { + + var m, i, il = scope.materials.length; + + for( i = 0; i < il; i ++ ) { + + m = scope.materials[ i ]; + + if ( m instanceof THREE.ShaderMaterial ) return true; + + } + + return false; + + }, + + createMaterial: function ( m, texturePath ) { + + var _this = this; + + function is_pow2( n ) { + + var l = Math.log( n ) / Math.LN2; + return Math.floor( l ) == l; + + } + + function nearest_pow2( n ) { + + var l = Math.log( n ) / Math.LN2; + return Math.pow( 2, Math.round( l ) ); + + } + + function load_image( where, url ) { + + var image = new Image(); + + image.onload = function () { + + if ( !is_pow2( this.width ) || !is_pow2( this.height ) ) { + + var width = nearest_pow2( this.width ); + var height = nearest_pow2( this.height ); + + where.image.width = width; + where.image.height = height; + where.image.getContext( '2d' ).drawImage( this, 0, 0, width, height ); + + } else { + + where.image = this; + + } + + where.needsUpdate = true; + + }; + + image.crossOrigin = _this.crossOrigin; + image.src = url; + + } + + function create_texture( where, name, sourceFile, repeat, offset, wrap ) { + + var texture = document.createElement( 'canvas' ); + + where[ name ] = new THREE.Texture( texture ); + where[ name ].sourceFile = sourceFile; + + if( repeat ) { + + where[ name ].repeat.set( repeat[ 0 ], repeat[ 1 ] ); + + if ( repeat[ 0 ] !== 1 ) where[ name ].wrapS = THREE.RepeatWrapping; + if ( repeat[ 1 ] !== 1 ) where[ name ].wrapT = THREE.RepeatWrapping; + + } + + if ( offset ) { + + where[ name ].offset.set( offset[ 0 ], offset[ 1 ] ); + + } + + if ( wrap ) { + + var wrapMap = { + "repeat": THREE.RepeatWrapping, + "mirror": THREE.MirroredRepeatWrapping + } + + if ( wrapMap[ wrap[ 0 ] ] !== undefined ) where[ name ].wrapS = wrapMap[ wrap[ 0 ] ]; + if ( wrapMap[ wrap[ 1 ] ] !== undefined ) where[ name ].wrapT = wrapMap[ wrap[ 1 ] ]; + + } + + load_image( where[ name ], texturePath + "/" + sourceFile ); + + } + + function rgb2hex( rgb ) { + + return ( rgb[ 0 ] * 255 << 16 ) + ( rgb[ 1 ] * 255 << 8 ) + rgb[ 2 ] * 255; + + } + + // defaults + + var mtype = "MeshLambertMaterial"; + var mpars = { color: 0xeeeeee, opacity: 1.0, map: null, lightMap: null, normalMap: null, bumpMap: null, wireframe: false }; + + // parameters from model file + + if ( m.shading ) { + + var shading = m.shading.toLowerCase(); + + if ( shading === "phong" ) mtype = "MeshPhongMaterial"; + else if ( shading === "basic" ) mtype = "MeshBasicMaterial"; + + } + + if ( m.blending !== undefined && THREE[ m.blending ] !== undefined ) { + + mpars.blending = THREE[ m.blending ]; + + } + + if ( m.transparent !== undefined || m.opacity < 1.0 ) { + + mpars.transparent = m.transparent; + + } + + if ( m.depthTest !== undefined ) { + + mpars.depthTest = m.depthTest; + + } + + if ( m.depthWrite !== undefined ) { + + mpars.depthWrite = m.depthWrite; + + } + + if ( m.visible !== undefined ) { + + mpars.visible = m.visible; + + } + + if ( m.flipSided !== undefined ) { + + mpars.side = THREE.BackSide; + + } + + if ( m.doubleSided !== undefined ) { + + mpars.side = THREE.DoubleSide; + + } + + if ( m.wireframe !== undefined ) { + + mpars.wireframe = m.wireframe; + + } + + if ( m.vertexColors !== undefined ) { + + if ( m.vertexColors == "face" ) { + + mpars.vertexColors = THREE.FaceColors; + + } else if ( m.vertexColors ) { + + mpars.vertexColors = THREE.VertexColors; + + } + + } + + // colors + + if ( m.colorDiffuse ) { + + mpars.color = rgb2hex( m.colorDiffuse ); + + } else if ( m.DbgColor ) { + + mpars.color = m.DbgColor; + + } + + if ( m.colorSpecular ) { + + mpars.specular = rgb2hex( m.colorSpecular ); + + } + + if ( m.colorAmbient ) { + + mpars.ambient = rgb2hex( m.colorAmbient ); + + } + + // modifiers + + if ( m.transparency ) { + + mpars.opacity = m.transparency; + + } + + if ( m.specularCoef ) { + + mpars.shininess = m.specularCoef; + + } + + // textures + + if ( m.mapDiffuse && texturePath ) { + + create_texture( mpars, "map", m.mapDiffuse, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap ); + + } + + if ( m.mapLight && texturePath ) { + + create_texture( mpars, "lightMap", m.mapLight, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap ); + + } + + if ( m.mapBump && texturePath ) { + + create_texture( mpars, "bumpMap", m.mapBump, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap ); + + } + + if ( m.mapNormal && texturePath ) { + + create_texture( mpars, "normalMap", m.mapNormal, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap ); + + } + + if ( m.mapSpecular && texturePath ) { + + create_texture( mpars, "specularMap", m.mapSpecular, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap ); + + } + + // special case for normal mapped material + + if ( m.mapNormal ) { + + var shader = THREE.ShaderUtils.lib[ "normal" ]; + var uniforms = THREE.UniformsUtils.clone( shader.uniforms ); + + uniforms[ "tNormal" ].texture = mpars.normalMap; + + if ( m.mapNormalFactor ) { + + uniforms[ "uNormalScale" ].value = m.mapNormalFactor; + + } + + if ( mpars.map ) { + + uniforms[ "tDiffuse" ].texture = mpars.map; + uniforms[ "enableDiffuse" ].value = true; + + } + + if ( mpars.specularMap ) { + + uniforms[ "tSpecular" ].texture = mpars.specularMap; + uniforms[ "enableSpecular" ].value = true; + + } + + if ( mpars.lightMap ) { + + uniforms[ "tAO" ].texture = mpars.lightMap; + uniforms[ "enableAO" ].value = true; + + } + + // for the moment don't handle displacement texture + + uniforms[ "uDiffuseColor" ].value.setHex( mpars.color ); + uniforms[ "uSpecularColor" ].value.setHex( mpars.specular ); + uniforms[ "uAmbientColor" ].value.setHex( mpars.ambient ); + + uniforms[ "uShininess" ].value = mpars.shininess; + + if ( mpars.opacity !== undefined ) { + + uniforms[ "uOpacity" ].value = mpars.opacity; + + } + + var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true }; + var material = new THREE.ShaderMaterial( parameters ); + + } else { + + var material = new THREE[ mtype ]( mpars ); + + } + + if ( m.DbgName !== undefined ) material.name = m.DbgName; + + return material; + + } + +}; +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.BinaryLoader = function ( showStatus ) { + + THREE.Loader.call( this, showStatus ); + +}; + +THREE.BinaryLoader.prototype = Object.create( THREE.Loader.prototype ); + +// Load models generated by slim OBJ converter with BINARY option (converter_obj_three_slim.py -t binary) +// - binary models consist of two files: JS and BIN +// - parameters +// - url (required) +// - callback (required) +// - texturePath (optional: if not specified, textures will be assumed to be in the same folder as JS model file) +// - binaryPath (optional: if not specified, binary file will be assumed to be in the same folder as JS model file) + +THREE.BinaryLoader.prototype.load = function( url, callback, texturePath, binaryPath ) { + + texturePath = texturePath ? texturePath : this.extractUrlBase( url ); + binaryPath = binaryPath ? binaryPath : this.extractUrlBase( url ); + + var callbackProgress = this.showProgress ? THREE.Loader.prototype.updateProgress : null; + + this.onLoadStart(); + + // #1 load JS part via web worker + + this.loadAjaxJSON( this, url, callback, texturePath, binaryPath, callbackProgress ); + +}; + +THREE.BinaryLoader.prototype.loadAjaxJSON = function ( context, url, callback, texturePath, binaryPath, callbackProgress ) { + + var xhr = new XMLHttpRequest(); + + xhr.onreadystatechange = function () { + + if ( xhr.readyState == 4 ) { + + if ( xhr.status == 200 || xhr.status == 0 ) { + + var json = JSON.parse( xhr.responseText ); + context.loadAjaxBuffers( json, callback, binaryPath, texturePath, callbackProgress ); + + } else { + + console.error( "THREE.BinaryLoader: Couldn't load [" + url + "] [" + xhr.status + "]" ); + + } + + } + + }; + + xhr.open( "GET", url, true ); + if ( xhr.overrideMimeType ) xhr.overrideMimeType( "text/plain; charset=x-user-defined" ); + xhr.setRequestHeader( "Content-Type", "text/plain" ); + xhr.send( null ); + +}; + +THREE.BinaryLoader.prototype.loadAjaxBuffers = function ( json, callback, binaryPath, texturePath, callbackProgress ) { + + var xhr = new XMLHttpRequest(), + url = binaryPath + "/" + json.buffers; + + var length = 0; + + xhr.onreadystatechange = function () { + + if ( xhr.readyState == 4 ) { + + if ( xhr.status == 200 || xhr.status == 0 ) { + + var buffer = xhr.response; + if ( buffer === undefined ) buffer = ( new Uint8Array( xhr.responseBody ) ).buffer; // IEWEBGL needs this + THREE.BinaryLoader.prototype.createBinModel( buffer, callback, texturePath, json.materials ); + + } else { + + console.error( "THREE.BinaryLoader: Couldn't load [" + url + "] [" + xhr.status + "]" ); + + } + + } else if ( xhr.readyState == 3 ) { + + if ( callbackProgress ) { + + if ( length == 0 ) { + + length = xhr.getResponseHeader( "Content-Length" ); + + } + + callbackProgress( { total: length, loaded: xhr.responseText.length } ); + + } + + } else if ( xhr.readyState == 2 ) { + + length = xhr.getResponseHeader( "Content-Length" ); + + } + + }; + + xhr.open( "GET", url, true ); + xhr.responseType = "arraybuffer"; + xhr.send( null ); + +}; + +// Binary AJAX parser + +THREE.BinaryLoader.prototype.createBinModel = function ( data, callback, texturePath, materials ) { + + var Model = function ( texturePath ) { + + var scope = this, + currentOffset = 0, + md, + normals = [], + uvs = [], + start_tri_flat, start_tri_smooth, start_tri_flat_uv, start_tri_smooth_uv, + start_quad_flat, start_quad_smooth, start_quad_flat_uv, start_quad_smooth_uv, + tri_size, quad_size, + len_tri_flat, len_tri_smooth, len_tri_flat_uv, len_tri_smooth_uv, + len_quad_flat, len_quad_smooth, len_quad_flat_uv, len_quad_smooth_uv; + + + THREE.Geometry.call( this ); + + THREE.Loader.prototype.initMaterials( scope, materials, texturePath ); + + md = parseMetaData( data, currentOffset ); + + currentOffset += md.header_bytes; +/* + md.vertex_index_bytes = Uint32Array.BYTES_PER_ELEMENT; + md.material_index_bytes = Uint16Array.BYTES_PER_ELEMENT; + md.normal_index_bytes = Uint32Array.BYTES_PER_ELEMENT; + md.uv_index_bytes = Uint32Array.BYTES_PER_ELEMENT; +*/ + // buffers sizes + + tri_size = md.vertex_index_bytes * 3 + md.material_index_bytes; + quad_size = md.vertex_index_bytes * 4 + md.material_index_bytes; + + len_tri_flat = md.ntri_flat * ( tri_size ); + len_tri_smooth = md.ntri_smooth * ( tri_size + md.normal_index_bytes * 3 ); + len_tri_flat_uv = md.ntri_flat_uv * ( tri_size + md.uv_index_bytes * 3 ); + len_tri_smooth_uv = md.ntri_smooth_uv * ( tri_size + md.normal_index_bytes * 3 + md.uv_index_bytes * 3 ); + + len_quad_flat = md.nquad_flat * ( quad_size ); + len_quad_smooth = md.nquad_smooth * ( quad_size + md.normal_index_bytes * 4 ); + len_quad_flat_uv = md.nquad_flat_uv * ( quad_size + md.uv_index_bytes * 4 ); + len_quad_smooth_uv = md.nquad_smooth_uv * ( quad_size + md.normal_index_bytes * 4 + md.uv_index_bytes * 4 ); + + // read buffers + + currentOffset += init_vertices( currentOffset ); + + currentOffset += init_normals( currentOffset ); + currentOffset += handlePadding( md.nnormals * 3 ); + + currentOffset += init_uvs( currentOffset ); + + start_tri_flat = currentOffset; + start_tri_smooth = start_tri_flat + len_tri_flat + handlePadding( md.ntri_flat * 2 ); + start_tri_flat_uv = start_tri_smooth + len_tri_smooth + handlePadding( md.ntri_smooth * 2 ); + start_tri_smooth_uv = start_tri_flat_uv + len_tri_flat_uv + handlePadding( md.ntri_flat_uv * 2 ); + + start_quad_flat = start_tri_smooth_uv + len_tri_smooth_uv + handlePadding( md.ntri_smooth_uv * 2 ); + start_quad_smooth = start_quad_flat + len_quad_flat + handlePadding( md.nquad_flat * 2 ); + start_quad_flat_uv = start_quad_smooth + len_quad_smooth + handlePadding( md.nquad_smooth * 2 ); + start_quad_smooth_uv= start_quad_flat_uv + len_quad_flat_uv + handlePadding( md.nquad_flat_uv * 2 ); + + // have to first process faces with uvs + // so that face and uv indices match + + init_triangles_flat_uv( start_tri_flat_uv ); + init_triangles_smooth_uv( start_tri_smooth_uv ); + + init_quads_flat_uv( start_quad_flat_uv ); + init_quads_smooth_uv( start_quad_smooth_uv ); + + // now we can process untextured faces + + init_triangles_flat( start_tri_flat ); + init_triangles_smooth( start_tri_smooth ); + + init_quads_flat( start_quad_flat ); + init_quads_smooth( start_quad_smooth ); + + this.computeCentroids(); + this.computeFaceNormals(); + + if ( THREE.Loader.prototype.hasNormals( this ) ) this.computeTangents(); + + function handlePadding( n ) { + + return ( n % 4 ) ? ( 4 - n % 4 ) : 0; + + }; + + function parseMetaData( data, offset ) { + + var metaData = { + + 'signature' :parseString( data, offset, 12 ), + 'header_bytes' :parseUChar8( data, offset + 12 ), + + 'vertex_coordinate_bytes' :parseUChar8( data, offset + 13 ), + 'normal_coordinate_bytes' :parseUChar8( data, offset + 14 ), + 'uv_coordinate_bytes' :parseUChar8( data, offset + 15 ), + + 'vertex_index_bytes' :parseUChar8( data, offset + 16 ), + 'normal_index_bytes' :parseUChar8( data, offset + 17 ), + 'uv_index_bytes' :parseUChar8( data, offset + 18 ), + 'material_index_bytes' :parseUChar8( data, offset + 19 ), + + 'nvertices' :parseUInt32( data, offset + 20 ), + 'nnormals' :parseUInt32( data, offset + 20 + 4*1 ), + 'nuvs' :parseUInt32( data, offset + 20 + 4*2 ), + + 'ntri_flat' :parseUInt32( data, offset + 20 + 4*3 ), + 'ntri_smooth' :parseUInt32( data, offset + 20 + 4*4 ), + 'ntri_flat_uv' :parseUInt32( data, offset + 20 + 4*5 ), + 'ntri_smooth_uv' :parseUInt32( data, offset + 20 + 4*6 ), + + 'nquad_flat' :parseUInt32( data, offset + 20 + 4*7 ), + 'nquad_smooth' :parseUInt32( data, offset + 20 + 4*8 ), + 'nquad_flat_uv' :parseUInt32( data, offset + 20 + 4*9 ), + 'nquad_smooth_uv' :parseUInt32( data, offset + 20 + 4*10 ) + + }; +/* + console.log( "signature: " + metaData.signature ); + + console.log( "header_bytes: " + metaData.header_bytes ); + console.log( "vertex_coordinate_bytes: " + metaData.vertex_coordinate_bytes ); + console.log( "normal_coordinate_bytes: " + metaData.normal_coordinate_bytes ); + console.log( "uv_coordinate_bytes: " + metaData.uv_coordinate_bytes ); + + console.log( "vertex_index_bytes: " + metaData.vertex_index_bytes ); + console.log( "normal_index_bytes: " + metaData.normal_index_bytes ); + console.log( "uv_index_bytes: " + metaData.uv_index_bytes ); + console.log( "material_index_bytes: " + metaData.material_index_bytes ); + + console.log( "nvertices: " + metaData.nvertices ); + console.log( "nnormals: " + metaData.nnormals ); + console.log( "nuvs: " + metaData.nuvs ); + + console.log( "ntri_flat: " + metaData.ntri_flat ); + console.log( "ntri_smooth: " + metaData.ntri_smooth ); + console.log( "ntri_flat_uv: " + metaData.ntri_flat_uv ); + console.log( "ntri_smooth_uv: " + metaData.ntri_smooth_uv ); + + console.log( "nquad_flat: " + metaData.nquad_flat ); + console.log( "nquad_smooth: " + metaData.nquad_smooth ); + console.log( "nquad_flat_uv: " + metaData.nquad_flat_uv ); + console.log( "nquad_smooth_uv: " + metaData.nquad_smooth_uv ); + + var total = metaData.header_bytes + + metaData.nvertices * metaData.vertex_coordinate_bytes * 3 + + metaData.nnormals * metaData.normal_coordinate_bytes * 3 + + metaData.nuvs * metaData.uv_coordinate_bytes * 2 + + metaData.ntri_flat * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes ) + + metaData.ntri_smooth * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes + metaData.normal_index_bytes*3 ) + + metaData.ntri_flat_uv * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes + metaData.uv_index_bytes*3 ) + + metaData.ntri_smooth_uv * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes + metaData.normal_index_bytes*3 + metaData.uv_index_bytes*3 ) + + metaData.nquad_flat * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes ) + + metaData.nquad_smooth * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes + metaData.normal_index_bytes*4 ) + + metaData.nquad_flat_uv * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes + metaData.uv_index_bytes*4 ) + + metaData.nquad_smooth_uv * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes + metaData.normal_index_bytes*4 + metaData.uv_index_bytes*4 ); + console.log( "total bytes: " + total ); +*/ + + return metaData; + + }; + + function parseString( data, offset, length ) { + + var charArray = new Uint8Array( data, offset, length ); + + var text = ""; + + for ( var i = 0; i < length; i ++ ) { + + text += String.fromCharCode( charArray[ offset + i ] ); + + } + + return text; + + }; + + function parseUChar8( data, offset ) { + + var charArray = new Uint8Array( data, offset, 1 ); + + return charArray[ 0 ]; + + }; + + function parseUInt32( data, offset ) { + + var intArray = new Uint32Array( data, offset, 1 ); + + return intArray[ 0 ]; + + }; + + function init_vertices( start ) { + + var nElements = md.nvertices; + + var coordArray = new Float32Array( data, start, nElements * 3 ); + + var i, x, y, z; + + for( i = 0; i < nElements; i ++ ) { + + x = coordArray[ i * 3 ]; + y = coordArray[ i * 3 + 1 ]; + z = coordArray[ i * 3 + 2 ]; + + vertex( scope, x, y, z ); + + } + + return nElements * 3 * Float32Array.BYTES_PER_ELEMENT; + + }; + + function init_normals( start ) { + + var nElements = md.nnormals; + + if ( nElements ) { + + var normalArray = new Int8Array( data, start, nElements * 3 ); + + var i, x, y, z; + + for( i = 0; i < nElements; i ++ ) { + + x = normalArray[ i * 3 ]; + y = normalArray[ i * 3 + 1 ]; + z = normalArray[ i * 3 + 2 ]; + + normals.push( x/127, y/127, z/127 ); + + } + + } + + return nElements * 3 * Int8Array.BYTES_PER_ELEMENT; + + }; + + function init_uvs( start ) { + + var nElements = md.nuvs; + + if ( nElements ) { + + var uvArray = new Float32Array( data, start, nElements * 2 ); + + var i, u, v; + + for( i = 0; i < nElements; i ++ ) { + + u = uvArray[ i * 2 ]; + v = uvArray[ i * 2 + 1 ]; + + uvs.push( u, v ); + + } + + } + + return nElements * 2 * Float32Array.BYTES_PER_ELEMENT; + + }; + + function init_uvs3( nElements, offset ) { + + var i, uva, uvb, uvc, u1, u2, u3, v1, v2, v3; + + var uvIndexBuffer = new Uint32Array( data, offset, 3 * nElements ); + + for( i = 0; i < nElements; i ++ ) { + + uva = uvIndexBuffer[ i * 3 ]; + uvb = uvIndexBuffer[ i * 3 + 1 ]; + uvc = uvIndexBuffer[ i * 3 + 2 ]; + + u1 = uvs[ uva*2 ]; + v1 = uvs[ uva*2 + 1 ]; + + u2 = uvs[ uvb*2 ]; + v2 = uvs[ uvb*2 + 1 ]; + + u3 = uvs[ uvc*2 ]; + v3 = uvs[ uvc*2 + 1 ]; + + uv3( scope.faceVertexUvs[ 0 ], u1, v1, u2, v2, u3, v3 ); + + } + + }; + + function init_uvs4( nElements, offset ) { + + var i, uva, uvb, uvc, uvd, u1, u2, u3, u4, v1, v2, v3, v4; + + var uvIndexBuffer = new Uint32Array( data, offset, 4 * nElements ); + + for( i = 0; i < nElements; i ++ ) { + + uva = uvIndexBuffer[ i * 4 ]; + uvb = uvIndexBuffer[ i * 4 + 1 ]; + uvc = uvIndexBuffer[ i * 4 + 2 ]; + uvd = uvIndexBuffer[ i * 4 + 3 ]; + + u1 = uvs[ uva*2 ]; + v1 = uvs[ uva*2 + 1 ]; + + u2 = uvs[ uvb*2 ]; + v2 = uvs[ uvb*2 + 1 ]; + + u3 = uvs[ uvc*2 ]; + v3 = uvs[ uvc*2 + 1 ]; + + u4 = uvs[ uvd*2 ]; + v4 = uvs[ uvd*2 + 1 ]; + + uv4( scope.faceVertexUvs[ 0 ], u1, v1, u2, v2, u3, v3, u4, v4 ); + + } + + }; + + function init_faces3_flat( nElements, offsetVertices, offsetMaterials ) { + + var i, a, b, c, m; + + var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 3 * nElements ); + var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements ); + + for( i = 0; i < nElements; i ++ ) { + + a = vertexIndexBuffer[ i * 3 ]; + b = vertexIndexBuffer[ i * 3 + 1 ]; + c = vertexIndexBuffer[ i * 3 + 2 ]; + + m = materialIndexBuffer[ i ]; + + f3( scope, a, b, c, m ); + + } + + }; + + function init_faces4_flat( nElements, offsetVertices, offsetMaterials ) { + + var i, a, b, c, d, m; + + var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 4 * nElements ); + var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements ); + + for( i = 0; i < nElements; i ++ ) { + + a = vertexIndexBuffer[ i * 4 ]; + b = vertexIndexBuffer[ i * 4 + 1 ]; + c = vertexIndexBuffer[ i * 4 + 2 ]; + d = vertexIndexBuffer[ i * 4 + 3 ]; + + m = materialIndexBuffer[ i ]; + + f4( scope, a, b, c, d, m ); + + } + + }; + + function init_faces3_smooth( nElements, offsetVertices, offsetNormals, offsetMaterials ) { + + var i, a, b, c, m; + var na, nb, nc; + + var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 3 * nElements ); + var normalIndexBuffer = new Uint32Array( data, offsetNormals, 3 * nElements ); + var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements ); + + for( i = 0; i < nElements; i ++ ) { + + a = vertexIndexBuffer[ i * 3 ]; + b = vertexIndexBuffer[ i * 3 + 1 ]; + c = vertexIndexBuffer[ i * 3 + 2 ]; + + na = normalIndexBuffer[ i * 3 ]; + nb = normalIndexBuffer[ i * 3 + 1 ]; + nc = normalIndexBuffer[ i * 3 + 2 ]; + + m = materialIndexBuffer[ i ]; + + f3n( scope, normals, a, b, c, m, na, nb, nc ); + + } + + }; + + function init_faces4_smooth( nElements, offsetVertices, offsetNormals, offsetMaterials ) { + + var i, a, b, c, d, m; + var na, nb, nc, nd; + + var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 4 * nElements ); + var normalIndexBuffer = new Uint32Array( data, offsetNormals, 4 * nElements ); + var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements ); + + for( i = 0; i < nElements; i ++ ) { + + a = vertexIndexBuffer[ i * 4 ]; + b = vertexIndexBuffer[ i * 4 + 1 ]; + c = vertexIndexBuffer[ i * 4 + 2 ]; + d = vertexIndexBuffer[ i * 4 + 3 ]; + + na = normalIndexBuffer[ i * 4 ]; + nb = normalIndexBuffer[ i * 4 + 1 ]; + nc = normalIndexBuffer[ i * 4 + 2 ]; + nd = normalIndexBuffer[ i * 4 + 3 ]; + + m = materialIndexBuffer[ i ]; + + f4n( scope, normals, a, b, c, d, m, na, nb, nc, nd ); + + } + + }; + + function init_triangles_flat( start ) { + + var nElements = md.ntri_flat; + + if ( nElements ) { + + var offsetMaterials = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3; + init_faces3_flat( nElements, start, offsetMaterials ); + + } + + }; + + function init_triangles_flat_uv( start ) { + + var nElements = md.ntri_flat_uv; + + if ( nElements ) { + + var offsetUvs = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3; + var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 3; + + init_faces3_flat( nElements, start, offsetMaterials ); + init_uvs3( nElements, offsetUvs ); + + } + + }; + + function init_triangles_smooth( start ) { + + var nElements = md.ntri_smooth; + + if ( nElements ) { + + var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3; + var offsetMaterials = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 3; + + init_faces3_smooth( nElements, start, offsetNormals, offsetMaterials ); + + } + + }; + + function init_triangles_smooth_uv( start ) { + + var nElements = md.ntri_smooth_uv; + + if ( nElements ) { + + var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3; + var offsetUvs = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 3; + var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 3; + + init_faces3_smooth( nElements, start, offsetNormals, offsetMaterials ); + init_uvs3( nElements, offsetUvs ); + + } + + }; + + function init_quads_flat( start ) { + + var nElements = md.nquad_flat; + + if ( nElements ) { + + var offsetMaterials = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4; + init_faces4_flat( nElements, start, offsetMaterials ); + + } + + }; + + function init_quads_flat_uv( start ) { + + var nElements = md.nquad_flat_uv; + + if ( nElements ) { + + var offsetUvs = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4; + var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 4; + + init_faces4_flat( nElements, start, offsetMaterials ); + init_uvs4( nElements, offsetUvs ); + + } + + }; + + function init_quads_smooth( start ) { + + var nElements = md.nquad_smooth; + + if ( nElements ) { + + var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4; + var offsetMaterials = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 4; + + init_faces4_smooth( nElements, start, offsetNormals, offsetMaterials ); + + } + + }; + + function init_quads_smooth_uv( start ) { + + var nElements = md.nquad_smooth_uv; + + if ( nElements ) { + + var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4; + var offsetUvs = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 4; + var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 4; + + init_faces4_smooth( nElements, start, offsetNormals, offsetMaterials ); + init_uvs4( nElements, offsetUvs ); + + } + + }; + + }; + + function vertex ( scope, x, y, z ) { + + scope.vertices.push( new THREE.Vector3( x, y, z ) ); + + }; + + function f3 ( scope, a, b, c, mi ) { + + scope.faces.push( new THREE.Face3( a, b, c, null, null, mi ) ); + + }; + + function f4 ( scope, a, b, c, d, mi ) { + + scope.faces.push( new THREE.Face4( a, b, c, d, null, null, mi ) ); + + }; + + function f3n ( scope, normals, a, b, c, mi, na, nb, nc ) { + + var nax = normals[ na*3 ], + nay = normals[ na*3 + 1 ], + naz = normals[ na*3 + 2 ], + + nbx = normals[ nb*3 ], + nby = normals[ nb*3 + 1 ], + nbz = normals[ nb*3 + 2 ], + + ncx = normals[ nc*3 ], + ncy = normals[ nc*3 + 1 ], + ncz = normals[ nc*3 + 2 ]; + + scope.faces.push( new THREE.Face3( a, b, c, + [new THREE.Vector3( nax, nay, naz ), + new THREE.Vector3( nbx, nby, nbz ), + new THREE.Vector3( ncx, ncy, ncz )], + null, + mi ) ); + + }; + + function f4n ( scope, normals, a, b, c, d, mi, na, nb, nc, nd ) { + + var nax = normals[ na*3 ], + nay = normals[ na*3 + 1 ], + naz = normals[ na*3 + 2 ], + + nbx = normals[ nb*3 ], + nby = normals[ nb*3 + 1 ], + nbz = normals[ nb*3 + 2 ], + + ncx = normals[ nc*3 ], + ncy = normals[ nc*3 + 1 ], + ncz = normals[ nc*3 + 2 ], + + ndx = normals[ nd*3 ], + ndy = normals[ nd*3 + 1 ], + ndz = normals[ nd*3 + 2 ]; + + scope.faces.push( new THREE.Face4( a, b, c, d, + [new THREE.Vector3( nax, nay, naz ), + new THREE.Vector3( nbx, nby, nbz ), + new THREE.Vector3( ncx, ncy, ncz ), + new THREE.Vector3( ndx, ndy, ndz )], + null, + mi ) ); + + }; + + function uv3 ( where, u1, v1, u2, v2, u3, v3 ) { + + var uv = []; + uv.push( new THREE.UV( u1, v1 ) ); + uv.push( new THREE.UV( u2, v2 ) ); + uv.push( new THREE.UV( u3, v3 ) ); + where.push( uv ); + + }; + + function uv4 ( where, u1, v1, u2, v2, u3, v3, u4, v4 ) { + + var uv = []; + uv.push( new THREE.UV( u1, v1 ) ); + uv.push( new THREE.UV( u2, v2 ) ); + uv.push( new THREE.UV( u3, v3 ) ); + uv.push( new THREE.UV( u4, v4 ) ); + where.push( uv ); + + }; + + Model.prototype = Object.create( THREE.Geometry.prototype ); + + callback( new Model( texturePath ) ); + +}; +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.ImageLoader = function () { + + THREE.EventTarget.call( this ); + + this.crossOrigin = null; + +}; + +THREE.ImageLoader.prototype = { + + constructor: THREE.ImageLoader, + + load: function ( url, image ) { + + var scope = this; + + if ( image === undefined ) image = new Image(); + + image.addEventListener( 'load', function () { + + scope.dispatchEvent( { type: 'load', content: image } ); + + }, false ); + + image.addEventListener( 'error', function () { + + scope.dispatchEvent( { type: 'error', message: 'Couldn\'t load URL [' + url + ']' } ); + + }, false ); + + if ( scope.crossOrigin ) image.crossOrigin = scope.crossOrigin; + + image.src = url; + + } + +} +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.JSONLoader = function ( showStatus ) { + + THREE.Loader.call( this, showStatus ); + +}; + +THREE.JSONLoader.prototype = Object.create( THREE.Loader.prototype ); + +THREE.JSONLoader.prototype.load = function ( url, callback, texturePath ) { + + var scope = this; + + texturePath = texturePath ? texturePath : this.extractUrlBase( url ); + + this.onLoadStart(); + this.loadAjaxJSON( this, url, callback, texturePath ); + +}; + +THREE.JSONLoader.prototype.loadAjaxJSON = function ( context, url, callback, texturePath, callbackProgress ) { + + var xhr = new XMLHttpRequest(); + + var length = 0; + + xhr.onreadystatechange = function () { + + if ( xhr.readyState === xhr.DONE ) { + + if ( xhr.status === 200 || xhr.status === 0 ) { + + if ( xhr.responseText ) { + + var json = JSON.parse( xhr.responseText ); + context.createModel( json, callback, texturePath ); + + } else { + + console.warn( "THREE.JSONLoader: [" + url + "] seems to be unreachable or file there is empty" ); + + } + + // in context of more complex asset initialization + // do not block on single failed file + // maybe should go even one more level up + + context.onLoadComplete(); + + } else { + + console.error( "THREE.JSONLoader: Couldn't load [" + url + "] [" + xhr.status + "]" ); + + } + + } else if ( xhr.readyState === xhr.LOADING ) { + + if ( callbackProgress ) { + + if ( length === 0 ) { + + length = xhr.getResponseHeader( "Content-Length" ); + + } + + callbackProgress( { total: length, loaded: xhr.responseText.length } ); + + } + + } else if ( xhr.readyState === xhr.HEADERS_RECEIVED ) { + + length = xhr.getResponseHeader( "Content-Length" ); + + } + + }; + + xhr.open( "GET", url, true ); + if ( xhr.overrideMimeType ) xhr.overrideMimeType( "text/plain; charset=x-user-defined" ); + xhr.setRequestHeader( "Content-Type", "text/plain" ); + xhr.send( null ); + +}; + +THREE.JSONLoader.prototype.createModel = function ( json, callback, texturePath ) { + + var scope = this, + geometry = new THREE.Geometry(), + scale = ( json.scale !== undefined ) ? 1.0 / json.scale : 1.0; + + this.initMaterials( geometry, json.materials, texturePath ); + + parseModel( scale ); + + parseSkin(); + parseMorphing( scale ); + + geometry.computeCentroids(); + geometry.computeFaceNormals(); + + if ( this.hasNormals( geometry ) ) geometry.computeTangents(); + + + function parseModel( scale ) { + + function isBitSet( value, position ) { + + return value & ( 1 << position ); + + } + + var i, j, fi, + + offset, zLength, nVertices, + + colorIndex, normalIndex, uvIndex, materialIndex, + + type, + isQuad, + hasMaterial, + hasFaceUv, hasFaceVertexUv, + hasFaceNormal, hasFaceVertexNormal, + hasFaceColor, hasFaceVertexColor, + + vertex, face, color, normal, + + uvLayer, uvs, u, v, + + faces = json.faces, + vertices = json.vertices, + normals = json.normals, + colors = json.colors, + + nUvLayers = 0; + + // disregard empty arrays + + for ( i = 0; i < json.uvs.length; i++ ) { + + if ( json.uvs[ i ].length ) nUvLayers ++; + + } + + for ( i = 0; i < nUvLayers; i++ ) { + + geometry.faceUvs[ i ] = []; + geometry.faceVertexUvs[ i ] = []; + + } + + offset = 0; + zLength = vertices.length; + + while ( offset < zLength ) { + + vertex = new THREE.Vector3(); + + vertex.x = vertices[ offset ++ ] * scale; + vertex.y = vertices[ offset ++ ] * scale; + vertex.z = vertices[ offset ++ ] * scale; + + geometry.vertices.push( vertex ); + + } + + offset = 0; + zLength = faces.length; + + while ( offset < zLength ) { + + type = faces[ offset ++ ]; + + + isQuad = isBitSet( type, 0 ); + hasMaterial = isBitSet( type, 1 ); + hasFaceUv = isBitSet( type, 2 ); + hasFaceVertexUv = isBitSet( type, 3 ); + hasFaceNormal = isBitSet( type, 4 ); + hasFaceVertexNormal = isBitSet( type, 5 ); + hasFaceColor = isBitSet( type, 6 ); + hasFaceVertexColor = isBitSet( type, 7 ); + + //console.log("type", type, "bits", isQuad, hasMaterial, hasFaceUv, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor); + + if ( isQuad ) { + + face = new THREE.Face4(); + + face.a = faces[ offset ++ ]; + face.b = faces[ offset ++ ]; + face.c = faces[ offset ++ ]; + face.d = faces[ offset ++ ]; + + nVertices = 4; + + } else { + + face = new THREE.Face3(); + + face.a = faces[ offset ++ ]; + face.b = faces[ offset ++ ]; + face.c = faces[ offset ++ ]; + + nVertices = 3; + + } + + if ( hasMaterial ) { + + materialIndex = faces[ offset ++ ]; + face.materialIndex = materialIndex; + + } + + // to get face <=> uv index correspondence + + fi = geometry.faces.length; + + if ( hasFaceUv ) { + + for ( i = 0; i < nUvLayers; i++ ) { + + uvLayer = json.uvs[ i ]; + + uvIndex = faces[ offset ++ ]; + + u = uvLayer[ uvIndex * 2 ]; + v = uvLayer[ uvIndex * 2 + 1 ]; + + geometry.faceUvs[ i ][ fi ] = new THREE.UV( u, v ); + + } + + } + + if ( hasFaceVertexUv ) { + + for ( i = 0; i < nUvLayers; i++ ) { + + uvLayer = json.uvs[ i ]; + + uvs = []; + + for ( j = 0; j < nVertices; j ++ ) { + + uvIndex = faces[ offset ++ ]; + + u = uvLayer[ uvIndex * 2 ]; + v = uvLayer[ uvIndex * 2 + 1 ]; + + uvs[ j ] = new THREE.UV( u, v ); + + } + + geometry.faceVertexUvs[ i ][ fi ] = uvs; + + } + + } + + if ( hasFaceNormal ) { normalIndex = faces[ offset ++ ] * 3; - normal = new THREE.Vector3(); + normal = new THREE.Vector3(); + + normal.x = normals[ normalIndex ++ ]; + normal.y = normals[ normalIndex ++ ]; + normal.z = normals[ normalIndex ]; + + face.normal = normal; + + } + + if ( hasFaceVertexNormal ) { + + for ( i = 0; i < nVertices; i++ ) { + + normalIndex = faces[ offset ++ ] * 3; + + normal = new THREE.Vector3(); + + normal.x = normals[ normalIndex ++ ]; + normal.y = normals[ normalIndex ++ ]; + normal.z = normals[ normalIndex ]; + + face.vertexNormals.push( normal ); + + } + + } + + + if ( hasFaceColor ) { + + colorIndex = faces[ offset ++ ]; + + color = new THREE.Color( colors[ colorIndex ] ); + face.color = color; + + } + + + if ( hasFaceVertexColor ) { + + for ( i = 0; i < nVertices; i++ ) { + + colorIndex = faces[ offset ++ ]; + + color = new THREE.Color( colors[ colorIndex ] ); + face.vertexColors.push( color ); + + } + + } + + geometry.faces.push( face ); + + } + + }; + + function parseSkin() { + + var i, l, x, y, z, w, a, b, c, d; + + if ( json.skinWeights ) { + + for ( i = 0, l = json.skinWeights.length; i < l; i += 2 ) { + + x = json.skinWeights[ i ]; + y = json.skinWeights[ i + 1 ]; + z = 0; + w = 0; + + geometry.skinWeights.push( new THREE.Vector4( x, y, z, w ) ); + + } + + } + + if ( json.skinIndices ) { + + for ( i = 0, l = json.skinIndices.length; i < l; i += 2 ) { + + a = json.skinIndices[ i ]; + b = json.skinIndices[ i + 1 ]; + c = 0; + d = 0; + + geometry.skinIndices.push( new THREE.Vector4( a, b, c, d ) ); + + } + + } + + geometry.bones = json.bones; + geometry.animation = json.animation; + + }; + + function parseMorphing( scale ) { + + if ( json.morphTargets !== undefined ) { + + var i, l, v, vl, dstVertices, srcVertices; + + for ( i = 0, l = json.morphTargets.length; i < l; i ++ ) { + + geometry.morphTargets[ i ] = {}; + geometry.morphTargets[ i ].name = json.morphTargets[ i ].name; + geometry.morphTargets[ i ].vertices = []; + + dstVertices = geometry.morphTargets[ i ].vertices; + srcVertices = json.morphTargets [ i ].vertices; + + for( v = 0, vl = srcVertices.length; v < vl; v += 3 ) { + + var vertex = new THREE.Vector3(); + vertex.x = srcVertices[ v ] * scale; + vertex.y = srcVertices[ v + 1 ] * scale; + vertex.z = srcVertices[ v + 2 ] * scale; + + dstVertices.push( vertex ); + + } + + } + + } + + if ( json.morphColors !== undefined ) { + + var i, l, c, cl, dstColors, srcColors, color; + + for ( i = 0, l = json.morphColors.length; i < l; i++ ) { + + geometry.morphColors[ i ] = {}; + geometry.morphColors[ i ].name = json.morphColors[ i ].name; + geometry.morphColors[ i ].colors = []; + + dstColors = geometry.morphColors[ i ].colors; + srcColors = json.morphColors [ i ].colors; + + for ( c = 0, cl = srcColors.length; c < cl; c += 3 ) { + + color = new THREE.Color( 0xffaa00 ); + color.setRGB( srcColors[ c ], srcColors[ c + 1 ], srcColors[ c + 2 ] ); + dstColors.push( color ); + + } + + } + + } + + }; + + callback( geometry ); + +}; +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.GeometryLoader = function () { + + THREE.EventTarget.call( this ); + + this.crossOrigin = null; + this.path = null; + + +}; + +THREE.GeometryLoader.prototype = { + + constructor: THREE.GeometryLoader, + + load: function ( url ) { + + var scope = this; + var geometry = null; + + if ( scope.path === null ) { + + var parts = url.split( '/' ); parts.pop(); + scope.path = ( parts.length < 1 ? '.' : parts.join( '/' ) ); + + } + + // + + var xhr = new XMLHttpRequest(); + + xhr.addEventListener( 'load', function ( event ) { + + if ( event.target.responseText ) { + + geometry = scope.parse( JSON.parse( event.target.responseText ), monitor ); + + } else { + + scope.dispatchEvent( { type: 'error', message: 'Invalid file [' + url + ']' } ); + + } + + }, false ); + + xhr.addEventListener( 'error', function () { + + scope.dispatchEvent( { type: 'error', message: 'Couldn\'t load URL [' + url + ']' } ); + + }, false ); + + xhr.open( 'GET', url, true ); + xhr.send( null ); + + // + + var monitor = new THREE.LoadingMonitor(); + + monitor.addEventListener( 'load', function ( event ) { + + scope.dispatchEvent( { type: 'load', content: geometry } ); + + } ); + + monitor.add( xhr ); + + }, + + parse: function ( data, monitor ) { + + var scope = this; + var geometry = new THREE.Geometry(); + + var scale = ( data.scale !== undefined ) ? 1 / data.scale : 1; + + // materials + + if ( data.materials ) { + + geometry.materials = []; + + for ( var i = 0; i < data.materials.length; ++ i ) { + + var m = data.materials[ i ]; + + function isPow2( n ) { + + var l = Math.log( n ) / Math.LN2; + return Math.floor( l ) == l; + + } + + function nearestPow2( n ) { + + var l = Math.log( n ) / Math.LN2; + return Math.pow( 2, Math.round( l ) ); + + } + + function createTexture( where, name, sourceFile, repeat, offset, wrap ) { + + where[ name ] = new THREE.Texture(); + where[ name ].sourceFile = sourceFile; + + if ( repeat ) { + + where[ name ].repeat.set( repeat[ 0 ], repeat[ 1 ] ); + + if ( repeat[ 0 ] !== 1 ) where[ name ].wrapS = THREE.RepeatWrapping; + if ( repeat[ 1 ] !== 1 ) where[ name ].wrapT = THREE.RepeatWrapping; + + } + + if ( offset ) { + + where[ name ].offset.set( offset[ 0 ], offset[ 1 ] ); + + } + + if ( wrap ) { + + var wrapMap = { + + "repeat": THREE.RepeatWrapping, + "mirror": THREE.MirroredRepeatWrapping + + } + + if ( wrapMap[ wrap[ 0 ] ] !== undefined ) where[ name ].wrapS = wrapMap[ wrap[ 0 ] ]; + if ( wrapMap[ wrap[ 1 ] ] !== undefined ) where[ name ].wrapT = wrapMap[ wrap[ 1 ] ]; + + } + + // load image + + var texture = where[ name ]; + + var loader = new THREE.ImageLoader(); + loader.addEventListener( 'load', function ( event ) { + + var image = event.content; + + if ( !isPow2( image.width ) || !isPow2( image.height ) ) { + + var width = nearestPow2( image.width ); + var height = nearestPow2( image.height ); + + texture.image = document.createElement( 'canvas' ); + texture.image.width = width; + texture.image.height = height; + texture.image.getContext( '2d' ).drawImage( image, 0, 0, width, height ); + + } else { + + texture.image = image; + + } + + texture.needsUpdate = true; + + } ); + loader.crossOrigin = scope.crossOrigin; + loader.load( scope.path + '/' + sourceFile ); + + if ( monitor ) monitor.add( loader ); + + } + + function rgb2hex( rgb ) { + + return ( rgb[ 0 ] * 255 << 16 ) + ( rgb[ 1 ] * 255 << 8 ) + rgb[ 2 ] * 255; + + } + + // defaults + + var mtype = "MeshLambertMaterial"; + var mpars = { color: 0xeeeeee, opacity: 1.0, map: null, lightMap: null, normalMap: null, bumpMap: null, wireframe: false }; + + // parameters from model file + + if ( m.shading ) { + + var shading = m.shading.toLowerCase(); + + if ( shading === "phong" ) mtype = "MeshPhongMaterial"; + else if ( shading === "basic" ) mtype = "MeshBasicMaterial"; + + } + + if ( m.blending !== undefined && THREE[ m.blending ] !== undefined ) { + + mpars.blending = THREE[ m.blending ]; + + } + + if ( m.transparent !== undefined || m.opacity < 1.0 ) { + + mpars.transparent = m.transparent; + + } + + if ( m.depthTest !== undefined ) { + + mpars.depthTest = m.depthTest; + + } + + if ( m.depthWrite !== undefined ) { + + mpars.depthWrite = m.depthWrite; + + } + + if ( m.vertexColors !== undefined ) { + + if ( m.vertexColors == "face" ) { + + mpars.vertexColors = THREE.FaceColors; + + } else if ( m.vertexColors ) { + + mpars.vertexColors = THREE.VertexColors; + + } + + } + + // colors + + if ( m.colorDiffuse ) { + + mpars.color = rgb2hex( m.colorDiffuse ); + + } else if ( m.DbgColor ) { + + mpars.color = m.DbgColor; + + } + + if ( m.colorSpecular ) { + + mpars.specular = rgb2hex( m.colorSpecular ); + + } + + if ( m.colorAmbient ) { + + mpars.ambient = rgb2hex( m.colorAmbient ); + + } + + // modifiers + + if ( m.transparency ) { + + mpars.opacity = m.transparency; + + } + + if ( m.specularCoef ) { + + mpars.shininess = m.specularCoef; + + } + + if ( m.visible !== undefined ) { + + mpars.visible = m.visible; + + } + + if ( m.flipSided !== undefined ) { + + mpars.side = THREE.BackSide; + + } + + if ( m.doubleSided !== undefined ) { + + mpars.side = THREE.DoubleSide; + + } + + if ( m.wireframe !== undefined ) { + + mpars.wireframe = m.wireframe; + + } + + // textures + + if ( m.mapDiffuse ) { + + createTexture( mpars, "map", m.mapDiffuse, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap ); + + } + + if ( m.mapLight ) { + + createTexture( mpars, "lightMap", m.mapLight, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap ); + + } + + if ( m.mapBump ) { + + createTexture( mpars, "bumpMap", m.mapBump, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap ); + + } + + if ( m.mapNormal ) { + + createTexture( mpars, "normalMap", m.mapNormal, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap ); + + } + + if ( m.mapSpecular ) { + + createTexture( mpars, "specularMap", m.mapSpecular, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap ); + + } + + // special case for normal mapped material + + if ( m.mapNormal ) { + + var shader = THREE.ShaderUtils.lib[ "normal" ]; + var uniforms = THREE.UniformsUtils.clone( shader.uniforms ); + + uniforms[ "tNormal" ].texture = mpars.normalMap; + + if ( m.mapNormalFactor ) { + + uniforms[ "uNormalScale" ].value = m.mapNormalFactor; + + } + + if ( mpars.map ) { + + uniforms[ "tDiffuse" ].texture = mpars.map; + uniforms[ "enableDiffuse" ].value = true; + + } + + if ( mpars.specularMap ) { + + uniforms[ "tSpecular" ].texture = mpars.specularMap; + uniforms[ "enableSpecular" ].value = true; + + } + + if ( mpars.lightMap ) { + + uniforms[ "tAO" ].texture = mpars.lightMap; + uniforms[ "enableAO" ].value = true; + + } + + // for the moment don't handle displacement texture + + uniforms[ "uDiffuseColor" ].value.setHex( mpars.color ); + uniforms[ "uSpecularColor" ].value.setHex( mpars.specular ); + uniforms[ "uAmbientColor" ].value.setHex( mpars.ambient ); + + uniforms[ "uShininess" ].value = mpars.shininess; + + if ( mpars.opacity !== undefined ) { + + uniforms[ "uOpacity" ].value = mpars.opacity; + + } + + var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true }; + var material = new THREE.ShaderMaterial( parameters ); + + } else { + + var material = new THREE[ mtype ]( mpars ); + + } + + if ( m.DbgName !== undefined ) material.name = m.DbgName; + + geometry.materials[ i ] = material; + + } + + } + + // geometry + + function isBitSet( value, position ) { + + return value & ( 1 << position ); + + } + + var faces = data.faces; + var vertices = data.vertices; + var normals = data.normals; + var colors = data.colors; + var nUvLayers = 0; + + // disregard empty arrays + + if ( data.uvs ) { + + for ( var i = 0; i < data.uvs.length; i ++ ) { + + if ( data.uvs[ i ].length ) nUvLayers ++; + + } + + } + + for ( var i = 0; i < nUvLayers; i ++ ) { + + geometry.faceUvs[ i ] = []; + geometry.faceVertexUvs[ i ] = []; + + } + + var offset = 0; + var zLength = vertices.length; + + while ( offset < zLength ) { + + var vertex = new THREE.Vector3(); + + vertex.x = vertices[ offset ++ ] * scale; + vertex.y = vertices[ offset ++ ] * scale; + vertex.z = vertices[ offset ++ ] * scale; + + geometry.vertices.push( vertex ); + + } + + offset = 0; + zLength = faces.length; + + while ( offset < zLength ) { + + var type = faces[ offset ++ ]; + + var isQuad = isBitSet( type, 0 ); + + var hasMaterial = isBitSet( type, 1 ); + var hasFaceUv = isBitSet( type, 2 ); + var hasFaceVertexUv = isBitSet( type, 3 ); + var hasFaceNormal = isBitSet( type, 4 ); + var hasFaceVertexNormal = isBitSet( type, 5 ); + var hasFaceColor = isBitSet( type, 6 ); + var hasFaceVertexColor = isBitSet( type, 7 ); + + // console.log("type", type, "bits", isQuad, hasMaterial, hasFaceUv, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor); + + if ( isQuad ) { + + var face = new THREE.Face4(); + + face.a = faces[ offset ++ ]; + face.b = faces[ offset ++ ]; + face.c = faces[ offset ++ ]; + face.d = faces[ offset ++ ]; + + var nVertices = 4; + + } else { + + var face = new THREE.Face3(); + + face.a = faces[ offset ++ ]; + face.b = faces[ offset ++ ]; + face.c = faces[ offset ++ ]; + + var nVertices = 3; + + } + + if ( hasMaterial ) { + + var materialIndex = faces[ offset ++ ]; + face.materialIndex = materialIndex; + + } + + // to get face <=> uv index correspondence + + var fi = geometry.faces.length; + + if ( hasFaceUv ) { + + for ( var i = 0; i < nUvLayers; i ++ ) { + + var uvLayer = data.uvs[ i ]; + + var uvIndex = faces[ offset ++ ]; + + var u = uvLayer[ uvIndex * 2 ]; + var v = uvLayer[ uvIndex * 2 + 1 ]; + + geometry.faceUvs[ i ][ fi ] = new THREE.UV( u, v ); + + } + + } + + if ( hasFaceVertexUv ) { + + for ( var i = 0; i < nUvLayers; i ++ ) { + + var uvLayer = data.uvs[ i ]; + + var uvs = []; + + for ( var j = 0; j < nVertices; j ++ ) { + + var uvIndex = faces[ offset ++ ]; + + var u = uvLayer[ uvIndex * 2 ]; + var v = uvLayer[ uvIndex * 2 + 1 ]; + + uvs[ j ] = new THREE.UV( u, v ); + + } + + geometry.faceVertexUvs[ i ][ fi ] = uvs; + + } + + } + + if ( hasFaceNormal ) { + + var normalIndex = faces[ offset ++ ] * 3; + + var normal = new THREE.Vector3(); + + normal.x = normals[ normalIndex ++ ]; + normal.y = normals[ normalIndex ++ ]; + normal.z = normals[ normalIndex ]; + + face.normal = normal; + + } + + if ( hasFaceVertexNormal ) { + + for ( i = 0; i < nVertices; i ++ ) { + + var normalIndex = faces[ offset ++ ] * 3; + + var normal = new THREE.Vector3(); + + normal.x = normals[ normalIndex ++ ]; + normal.y = normals[ normalIndex ++ ]; + normal.z = normals[ normalIndex ]; + + face.vertexNormals.push( normal ); + + } + + } + + + if ( hasFaceColor ) { + + var colorIndex = faces[ offset ++ ]; + + face.color = new THREE.Color( colors[ colorIndex ] ); + + } + + + if ( hasFaceVertexColor ) { + + for ( var i = 0; i < nVertices; i ++ ) { + + var colorIndex = faces[ offset ++ ]; + + face.vertexColors.push( new THREE.Color( colors[ colorIndex ] ) ); + + } + + } + + geometry.faces.push( face ); + + } + + + // skin + + if ( data.skinWeights ) { + + for ( var i = 0, l = data.skinWeights.length; i < l; i += 2 ) { + + var x = data.skinWeights[ i ]; + var y = data.skinWeights[ i + 1 ]; + var z = 0; + var w = 0; + + geometry.skinWeights.push( new THREE.Vector4( x, y, z, w ) ); + + } + + } + + if ( data.skinIndices ) { + + for ( var i = 0, l = data.skinIndices.length; i < l; i += 2 ) { + + var a = data.skinIndices[ i ]; + var b = data.skinIndices[ i + 1 ]; + var c = 0; + var d = 0; + + geometry.skinIndices.push( new THREE.Vector4( a, b, c, d ) ); + + } + + } + + geometry.bones = data.bones; + geometry.animation = data.animation; + + + // morphing + + if ( data.morphTargets ) { + + for ( var i = 0, l = data.morphTargets.length; i < l; i ++ ) { + + geometry.morphTargets[ i ] = {}; + geometry.morphTargets[ i ].name = data.morphTargets[ i ].name; + geometry.morphTargets[ i ].vertices = []; + + var dstVertices = geometry.morphTargets[ i ].vertices; + var srcVertices = data.morphTargets [ i ].vertices; + + for( var v = 0, vl = srcVertices.length; v < vl; v += 3 ) { + + var vertex = new THREE.Vector3(); + vertex.x = srcVertices[ v ] * scale; + vertex.y = srcVertices[ v + 1 ] * scale; + vertex.z = srcVertices[ v + 2 ] * scale; + + dstVertices.push( vertex ); + + } + + } + + } + + if ( data.morphColors ) { + + for ( var i = 0, l = data.morphColors.length; i < l; i++ ) { + + geometry.morphColors[ i ] = {}; + geometry.morphColors[ i ].name = data.morphColors[ i ].name; + geometry.morphColors[ i ].colors = []; + + var dstColors = geometry.morphColors[ i ].colors; + var srcColors = data.morphColors [ i ].colors; + + for ( var c = 0, cl = srcColors.length; c < cl; c += 3 ) { + + var color = new THREE.Color( 0xffaa00 ); + color.setRGB( srcColors[ c ], srcColors[ c + 1 ], srcColors[ c + 2 ] ); + + dstColors.push( color ); + + } + + } + + } + + geometry.computeCentroids(); + geometry.computeFaceNormals(); + + return geometry; + + } + +}; +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.SceneLoader = function () { + + this.onLoadStart = function () {}; + this.onLoadProgress = function() {}; + this.onLoadComplete = function () {}; + + this.callbackSync = function () {}; + this.callbackProgress = function () {}; + +}; + +THREE.SceneLoader.prototype.constructor = THREE.SceneLoader; + +THREE.SceneLoader.prototype.load = function( url, callbackFinished ) { + + var context = this; + + var xhr = new XMLHttpRequest(); + + xhr.onreadystatechange = function () { + + if ( xhr.readyState === 4 ) { + + if ( xhr.status === 200 || xhr.status === 0 ) { + + var json = JSON.parse( xhr.responseText ); + context.createScene( json, callbackFinished, url ); + + } else { + + console.error( "THREE.SceneLoader: Couldn't load [" + url + "] [" + xhr.status + "]" ); + + } + + } + + }; + + xhr.open( "GET", url, true ); + if ( xhr.overrideMimeType ) xhr.overrideMimeType( "text/plain; charset=x-user-defined" ); + xhr.setRequestHeader( "Content-Type", "text/plain" ); + xhr.send( null ); + +}; + +THREE.SceneLoader.prototype.createScene = function ( json, callbackFinished, url ) { + + var scope = this; + + var urlBase = THREE.Loader.prototype.extractUrlBase( url ); + + var dg, dm, dd, dl, dc, df, dt, + g, o, m, l, d, p, r, q, s, c, t, f, tt, pp, u, + geometry, material, camera, fog, + texture, images, + light, + data, binLoader, jsonLoader, + counter_models, counter_textures, + total_models, total_textures, + result; + + data = json; + + binLoader = new THREE.BinaryLoader(); + jsonLoader = new THREE.JSONLoader(); + + counter_models = 0; + counter_textures = 0; + + result = { + + scene: new THREE.Scene(), + geometries: {}, + materials: {}, + textures: {}, + objects: {}, + cameras: {}, + lights: {}, + fogs: {}, + empties: {} + + }; + + if ( data.transform ) { + + var position = data.transform.position, + rotation = data.transform.rotation, + scale = data.transform.scale; + + if ( position ) + result.scene.position.set( position[ 0 ], position[ 1 ], position [ 2 ] ); + + if ( rotation ) + result.scene.rotation.set( rotation[ 0 ], rotation[ 1 ], rotation [ 2 ] ); + + if ( scale ) + result.scene.scale.set( scale[ 0 ], scale[ 1 ], scale [ 2 ] ); + + if ( position || rotation || scale ) { + + result.scene.updateMatrix(); + result.scene.updateMatrixWorld(); + + } + + } + + function get_url( source_url, url_type ) { + + if ( url_type == "relativeToHTML" ) { + + return source_url; + + } else { + + return urlBase + "/" + source_url; + + } + + }; + + // the toplevel loader function, delegates to handle_children + + function handle_objects() { + + handle_children( result.scene, data.objects ); + + } + + // handle all the children from the loaded json and attach them to given parent + function handle_children( parent, children ) { + + var object; + + for ( dd in children ) { + + // check by id if child has already been handled, + // if not, create new object + + if ( result.objects[ dd ] === undefined ) { + + o = children[ dd ]; + + if ( o.geometry !== undefined ) { + + geometry = result.geometries[ o.geometry ]; + + // geometry already loaded + + if ( geometry ) { + + var hasNormals = false; + + // not anymore support for multiple materials + // shouldn't really be array + + material = result.materials[ o.materials[ 0 ] ]; + hasNormals = material instanceof THREE.ShaderMaterial; + + if ( hasNormals ) { + + geometry.computeTangents(); + + } + + p = o.position; + r = o.rotation; + q = o.quaternion; + s = o.scale; + m = o.matrix; + + // turn off quaternions, for the moment + + q = 0; + + if ( o.materials.length == 0 ) { + + material = new THREE.MeshFaceMaterial(); + + } + + // dirty hack to handle meshes with multiple materials + // just use face materials defined in model + + if ( o.materials.length > 1 ) { + + material = new THREE.MeshFaceMaterial(); + + } + + object = new THREE.Mesh( geometry, material ); + object.name = dd; + + if ( m ) { + + object.matrixAutoUpdate = false; + object.matrix.set( + m[0], m[1], m[2], m[3], + m[4], m[5], m[6], m[7], + m[8], m[9], m[10], m[11], + m[12], m[13], m[14], m[15] + ); + + } else { + + object.position.set( p[0], p[1], p[2] ); + + if ( q ) { + + object.quaternion.set( q[0], q[1], q[2], q[3] ); + object.useQuaternion = true; + + } else { + + object.rotation.set( r[0], r[1], r[2] ); + + } + + object.scale.set( s[0], s[1], s[2] ); + + } + + object.visible = o.visible; + object.castShadow = o.castShadow; + object.receiveShadow = o.receiveShadow; + + parent.add( object ); + + result.objects[ dd ] = object; + + } + + // pure Object3D + + } else { + + p = o.position; + r = o.rotation; + q = o.quaternion; + s = o.scale; + + // turn off quaternions, for the moment + + q = 0; + + object = new THREE.Object3D(); + object.name = dd; + object.position.set( p[0], p[1], p[2] ); + + if ( q ) { + + object.quaternion.set( q[0], q[1], q[2], q[3] ); + object.useQuaternion = true; + + } else { + + object.rotation.set( r[0], r[1], r[2] ); + + } + + object.scale.set( s[0], s[1], s[2] ); + object.visible = ( o.visible !== undefined ) ? o.visible : false; + + parent.add( object ); + + result.objects[ dd ] = object; + result.empties[ dd ] = object; + + } + + if ( o.properties !== undefined) { + + for ( var key in o.properties ) { + + var value = o.properties[ key ]; + object.properties[ key ] = value; + + } + } + + if ( o.children !== undefined ) { + + handle_children( object, o.children ); + + } + + } + + } + + }; + + function handle_mesh( geo, id ) { + + result.geometries[ id ] = geo; + handle_objects(); + + }; + + function create_callback( id ) { + + return function( geo ) { + + handle_mesh( geo, id ); + + counter_models -= 1; + + scope.onLoadComplete(); + + async_callback_gate(); + + } + + }; + + function create_callback_embed( id ) { + + return function( geo ) { + + result.geometries[ id ] = geo; + + } + + }; + + function async_callback_gate() { + + var progress = { + + totalModels : total_models, + totalTextures : total_textures, + loadedModels : total_models - counter_models, + loadedTextures : total_textures - counter_textures + + }; + + scope.callbackProgress( progress, result ); + + scope.onLoadProgress(); + + if ( counter_models === 0 && counter_textures === 0 ) { + + callbackFinished( result ); + + } + + }; + + var callbackTexture = function ( count ) { + + counter_textures -= count; + async_callback_gate(); + + scope.onLoadComplete(); + + }; + + // must use this instead of just directly calling callbackTexture + // because of closure in the calling context loop + + var generateTextureCallback = function ( count ) { + + return function() { + + callbackTexture( count ); + + }; + + }; + + // first go synchronous elements + + // cameras + + for( dc in data.cameras ) { + + c = data.cameras[ dc ]; + + if ( c.type === "perspective" ) { + + camera = new THREE.PerspectiveCamera( c.fov, c.aspect, c.near, c.far ); + + } else if ( c.type === "ortho" ) { + + camera = new THREE.OrthographicCamera( c.left, c.right, c.top, c.bottom, c.near, c.far ); + + } + + p = c.position; + t = c.target; + u = c.up; + + camera.position.set( p[0], p[1], p[2] ); + camera.target = new THREE.Vector3( t[0], t[1], t[2] ); + if ( u ) camera.up.set( u[0], u[1], u[2] ); + + result.cameras[ dc ] = camera; + + } + + // lights + + var hex, intensity; + + for ( dl in data.lights ) { + + l = data.lights[ dl ]; + + hex = ( l.color !== undefined ) ? l.color : 0xffffff; + intensity = ( l.intensity !== undefined ) ? l.intensity : 1; + + if ( l.type === "directional" ) { + + p = l.direction; + + light = new THREE.DirectionalLight( hex, intensity ); + light.position.set( p[0], p[1], p[2] ); + light.position.normalize(); + + } else if ( l.type === "point" ) { + + p = l.position; + d = l.distance; + + light = new THREE.PointLight( hex, intensity, d ); + light.position.set( p[0], p[1], p[2] ); + + } else if ( l.type === "ambient" ) { + + light = new THREE.AmbientLight( hex ); + + } + + result.scene.add( light ); + + result.lights[ dl ] = light; + + } + + // fogs + + for( df in data.fogs ) { + + f = data.fogs[ df ]; + + if ( f.type === "linear" ) { + + fog = new THREE.Fog( 0x000000, f.near, f.far ); + + } else if ( f.type === "exp2" ) { + + fog = new THREE.FogExp2( 0x000000, f.density ); + + } + + c = f.color; + fog.color.setRGB( c[0], c[1], c[2] ); + + result.fogs[ df ] = fog; + + } + + // defaults + + if ( result.cameras && data.defaults.camera ) { + + result.currentCamera = result.cameras[ data.defaults.camera ]; + + } + + if ( result.fogs && data.defaults.fog ) { + + result.scene.fog = result.fogs[ data.defaults.fog ]; + + } + + c = data.defaults.bgcolor; + result.bgColor = new THREE.Color(); + result.bgColor.setRGB( c[0], c[1], c[2] ); + + result.bgColorAlpha = data.defaults.bgalpha; + + // now come potentially asynchronous elements + + // geometries + + // count how many models will be loaded asynchronously + + for( dg in data.geometries ) { + + g = data.geometries[ dg ]; + + if ( g.type == "bin_mesh" || g.type == "ascii_mesh" ) { + + counter_models += 1; + + scope.onLoadStart(); + + } + + } + + total_models = counter_models; + + for ( dg in data.geometries ) { + + g = data.geometries[ dg ]; + + if ( g.type === "cube" ) { + + geometry = new THREE.CubeGeometry( g.width, g.height, g.depth, g.segmentsWidth, g.segmentsHeight, g.segmentsDepth, null, g.flipped, g.sides ); + result.geometries[ dg ] = geometry; + + } else if ( g.type === "plane" ) { + + geometry = new THREE.PlaneGeometry( g.width, g.height, g.segmentsWidth, g.segmentsHeight ); + result.geometries[ dg ] = geometry; + + } else if ( g.type === "sphere" ) { + + geometry = new THREE.SphereGeometry( g.radius, g.segmentsWidth, g.segmentsHeight ); + result.geometries[ dg ] = geometry; + + } else if ( g.type === "cylinder" ) { + + geometry = new THREE.CylinderGeometry( g.topRad, g.botRad, g.height, g.radSegs, g.heightSegs ); + result.geometries[ dg ] = geometry; + + } else if ( g.type === "torus" ) { + + geometry = new THREE.TorusGeometry( g.radius, g.tube, g.segmentsR, g.segmentsT ); + result.geometries[ dg ] = geometry; + + } else if ( g.type === "icosahedron" ) { + + geometry = new THREE.IcosahedronGeometry( g.radius, g.subdivisions ); + result.geometries[ dg ] = geometry; + + } else if ( g.type === "bin_mesh" ) { + + binLoader.load( get_url( g.url, data.urlBaseType ), create_callback( dg ) ); + + } else if ( g.type === "ascii_mesh" ) { + + jsonLoader.load( get_url( g.url, data.urlBaseType ), create_callback( dg ) ); + + } else if ( g.type === "embedded_mesh" ) { + + var modelJson = data.embeds[ g.id ], + texture_path = ""; + + // pass metadata along to jsonLoader so it knows the format version + + modelJson.metadata = data.metadata; + + if ( modelJson ) { + + jsonLoader.createModel( modelJson, create_callback_embed( dg ), texture_path ); + + } + + } + + } + + // textures + + // count how many textures will be loaded asynchronously + + for( dt in data.textures ) { + + tt = data.textures[ dt ]; + + if( tt.url instanceof Array ) { + + counter_textures += tt.url.length; + + for( var n = 0; n < tt.url.length; n ++ ) { + + scope.onLoadStart(); + + } + + } else { + + counter_textures += 1; + + scope.onLoadStart(); + + } + + } + + total_textures = counter_textures; + + for( dt in data.textures ) { + + tt = data.textures[ dt ]; + + if ( tt.mapping !== undefined && THREE[ tt.mapping ] !== undefined ) { + + tt.mapping = new THREE[ tt.mapping ](); + + } + + if( tt.url instanceof Array ) { + + var count = tt.url.length; + var url_array = []; + + for( var i = 0; i < count; i ++ ) { + + url_array[ i ] = get_url( tt.url[ i ], data.urlBaseType ); + + } + + texture = THREE.ImageUtils.loadTextureCube( url_array, tt.mapping, generateTextureCallback( count ) ); + + } else { + + texture = THREE.ImageUtils.loadTexture( get_url( tt.url, data.urlBaseType ), tt.mapping, generateTextureCallback( 1 ) ); + + if ( THREE[ tt.minFilter ] !== undefined ) + texture.minFilter = THREE[ tt.minFilter ]; + + if ( THREE[ tt.magFilter ] !== undefined ) + texture.magFilter = THREE[ tt.magFilter ]; + + + if ( tt.repeat ) { + + texture.repeat.set( tt.repeat[ 0 ], tt.repeat[ 1 ] ); + + if ( tt.repeat[ 0 ] !== 1 ) texture.wrapS = THREE.RepeatWrapping; + if ( tt.repeat[ 1 ] !== 1 ) texture.wrapT = THREE.RepeatWrapping; + + } + + if ( tt.offset ) { + + texture.offset.set( tt.offset[ 0 ], tt.offset[ 1 ] ); + + } + + // handle wrap after repeat so that default repeat can be overriden + + if ( tt.wrap ) { + + var wrapMap = { + "repeat" : THREE.RepeatWrapping, + "mirror" : THREE.MirroredRepeatWrapping + } + + if ( wrapMap[ tt.wrap[ 0 ] ] !== undefined ) texture.wrapS = wrapMap[ tt.wrap[ 0 ] ]; + if ( wrapMap[ tt.wrap[ 1 ] ] !== undefined ) texture.wrapT = wrapMap[ tt.wrap[ 1 ] ]; + + } + + } + + result.textures[ dt ] = texture; + + } + + // materials + + for ( dm in data.materials ) { + + m = data.materials[ dm ]; + + for ( pp in m.parameters ) { + + if ( pp === "envMap" || pp === "map" || pp === "lightMap" ) { + + m.parameters[ pp ] = result.textures[ m.parameters[ pp ] ]; + + } else if ( pp === "shading" ) { + + m.parameters[ pp ] = ( m.parameters[ pp ] == "flat" ) ? THREE.FlatShading : THREE.SmoothShading; + + } else if ( pp === "blending" ) { + + m.parameters[ pp ] = m.parameters[ pp ] in THREE ? THREE[ m.parameters[ pp ] ] : THREE.NormalBlending; + + } else if ( pp === "combine" ) { + + m.parameters[ pp ] = ( m.parameters[ pp ] == "MixOperation" ) ? THREE.MixOperation : THREE.MultiplyOperation; + + } else if ( pp === "vertexColors" ) { + + if ( m.parameters[ pp ] == "face" ) { + + m.parameters[ pp ] = THREE.FaceColors; + + // default to vertex colors if "vertexColors" is anything else face colors or 0 / null / false + + } else if ( m.parameters[ pp ] ) { + + m.parameters[ pp ] = THREE.VertexColors; + + } + + } + + } + + if ( m.parameters.opacity !== undefined && m.parameters.opacity < 1.0 ) { + + m.parameters.transparent = true; + + } + + if ( m.parameters.normalMap ) { + + var shader = THREE.ShaderUtils.lib[ "normal" ]; + var uniforms = THREE.UniformsUtils.clone( shader.uniforms ); + + var diffuse = m.parameters.color; + var specular = m.parameters.specular; + var ambient = m.parameters.ambient; + var shininess = m.parameters.shininess; + + uniforms[ "tNormal" ].texture = result.textures[ m.parameters.normalMap ]; + + if ( m.parameters.normalMapFactor ) { + + uniforms[ "uNormalScale" ].value = m.parameters.normalMapFactor; + + } + + if ( m.parameters.map ) { + + uniforms[ "tDiffuse" ].texture = m.parameters.map; + uniforms[ "enableDiffuse" ].value = true; + + } + + if ( m.parameters.lightMap ) { + + uniforms[ "tAO" ].texture = m.parameters.lightMap; + uniforms[ "enableAO" ].value = true; + + } + + if ( m.parameters.specularMap ) { + + uniforms[ "tSpecular" ].texture = result.textures[ m.parameters.specularMap ]; + uniforms[ "enableSpecular" ].value = true; + + } + + uniforms[ "uDiffuseColor" ].value.setHex( diffuse ); + uniforms[ "uSpecularColor" ].value.setHex( specular ); + uniforms[ "uAmbientColor" ].value.setHex( ambient ); + + uniforms[ "uShininess" ].value = shininess; + + if ( m.parameters.opacity ) { + + uniforms[ "uOpacity" ].value = m.parameters.opacity; + + } + + var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true }; + + material = new THREE.ShaderMaterial( parameters ); + + } else { + + material = new THREE[ m.type ]( m.parameters ); + + } + + result.materials[ dm ] = material; + + } + + // objects ( synchronous init of procedural primitives ) + + handle_objects(); + + // synchronous callback + + scope.callbackSync( result ); + + // just in case there are no async elements + + async_callback_gate(); + +}; +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.TextureLoader = function () { + + THREE.EventTarget.call( this ); + + this.crossOrigin = null; + +}; + +THREE.TextureLoader.prototype = { + + constructor: THREE.TextureLoader, + + load: function ( url ) { + + var scope = this; + + var image = new Image(); + + image.addEventListener( 'load', function () { + + var texture = new THREE.Texture( image ); + texture.needsUpdate = true; + + scope.dispatchEvent( { type: 'load', content: texture } ); + + }, false ); + + image.addEventListener( 'error', function () { + + scope.dispatchEvent( { type: 'error', message: 'Couldn\'t load URL [' + url + ']' } ); + + }, false ); + + if ( scope.crossOrigin ) image.crossOrigin = scope.crossOrigin; + + image.src = url; + + } + +} +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Material = function () { + + this.id = THREE.MaterialCount ++; + + this.name = ''; + + this.side = THREE.FrontSide; + + this.opacity = 1; + this.transparent = false; + + this.blending = THREE.NormalBlending; + + this.blendSrc = THREE.SrcAlphaFactor; + this.blendDst = THREE.OneMinusSrcAlphaFactor; + this.blendEquation = THREE.AddEquation; + + this.depthTest = true; + this.depthWrite = true; + + this.polygonOffset = false; + this.polygonOffsetFactor = 0; + this.polygonOffsetUnits = 0; + + this.alphaTest = 0; + + this.overdraw = false; // Boolean for fixing antialiasing gaps in CanvasRenderer + + this.visible = true; + + this.needsUpdate = true; + +}; + +THREE.Material.prototype.setValues = function ( values ) { + + if ( values === undefined ) return; + + for ( var key in values ) { + + var newValue = values[ key ]; + + if ( newValue === undefined ) { + + console.warn( 'THREE.Material: \'' + key + '\' parameter is undefined.' ); + continue; + + } + + if ( key in this ) { + + var currentValue = this[ key ]; + + if ( currentValue instanceof THREE.Color && newValue instanceof THREE.Color ) { + + currentValue.copy( newValue ); + + } else if ( currentValue instanceof THREE.Color && typeof( newValue ) === "number" ) { + + currentValue.setHex( newValue ); + + } else if ( currentValue instanceof THREE.Vector3 && newValue instanceof THREE.Vector3 ) { + + currentValue.copy( newValue ); + + } else { + + this[ key ] = newValue; + + } + + } + + } + +}; + +THREE.Material.prototype.clone = function ( material ) { + + if ( material === undefined ) material = new THREE.Material(); + + material.name = this.name; + + material.side = this.side; + + material.opacity = this.opacity; + material.transparent = this.transparent; + + material.blending = this.blending; + + material.blendSrc = this.blendSrc; + material.blendDst = this.blendDst; + material.blendEquation = this.blendEquation; + + material.depthTest = this.depthTest; + material.depthWrite = this.depthWrite; + + material.polygonOffset = this.polygonOffset; + material.polygonOffsetFactor = this.polygonOffsetFactor; + material.polygonOffsetUnits = this.polygonOffsetUnits; + + material.alphaTest = this.alphaTest; + + material.overdraw = this.overdraw; + + material.visible = this.visible; + + return material; + +}; + +THREE.MaterialCount = 0; +/** + * @author mrdoob / 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 ); + + this.color = new THREE.Color( 0xffffff ); + + this.linewidth = 1; + this.linecap = 'round'; + this.linejoin = 'round'; + + this.vertexColors = false; + + this.fog = true; + + this.setValues( parameters ); + +}; + +THREE.LineBasicMaterial.prototype = Object.create( THREE.Material.prototype ); + +THREE.LineBasicMaterial.prototype.clone = function () { + + var material = new THREE.LineBasicMaterial(); + + THREE.Material.prototype.clone.call( this, material ); + + material.color.copy( this.color ); + + material.linewidth = this.linewidth; + material.linecap = this.linecap; + material.linejoin = this.linejoin; + + material.vertexColors = this.vertexColors; + + material.fog = this.fog; + + return material; + +}; +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * map: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * + * specularMap: 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 ); + + this.color = new THREE.Color( 0xffffff ); // emissive + + this.map = null; + + this.lightMap = null; + + this.specularMap = null; + + this.envMap = null; + this.combine = THREE.MultiplyOperation; + this.reflectivity = 1; + this.refractionRatio = 0.98; + + this.fog = true; + + this.shading = THREE.SmoothShading; + + this.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; + + this.vertexColors = THREE.NoColors; + + this.skinning = false; + this.morphTargets = false; + + this.setValues( parameters ); + +}; + +THREE.MeshBasicMaterial.prototype = Object.create( THREE.Material.prototype ); + +THREE.MeshBasicMaterial.prototype.clone = function () { + + var material = new THREE.MeshBasicMaterial(); + + THREE.Material.prototype.clone.call( this, material ); + + material.color.copy( this.color ); + + material.map = this.map; + + material.lightMap = this.lightMap; + + material.specularMap = this.specularMap; + + material.envMap = this.envMap; + material.combine = this.combine; + material.reflectivity = this.reflectivity; + material.refractionRatio = this.refractionRatio; + + material.fog = this.fog; + + material.shading = this.shading; + + material.wireframe = this.wireframe; + material.wireframeLinewidth = this.wireframeLinewidth; + material.wireframeLinecap = this.wireframeLinecap; + material.wireframeLinejoin = this.wireframeLinejoin; + + material.vertexColors = this.vertexColors; + + material.skinning = this.skinning; + material.morphTargets = this.morphTargets; + + return material; + +}; +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * ambient: , + * emissive: , + * opacity: , + * + * map: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * + * specularMap: 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 ); + + this.color = new THREE.Color( 0xffffff ); // diffuse + this.ambient = new THREE.Color( 0xffffff ); + this.emissive = new THREE.Color( 0x000000 ); + + this.wrapAround = false; + this.wrapRGB = new THREE.Vector3( 1, 1, 1 ); + + this.map = null; + + this.lightMap = null; + + this.specularMap = null; + + this.envMap = null; + this.combine = THREE.MultiplyOperation; + this.reflectivity = 1; + this.refractionRatio = 0.98; + + this.fog = true; + + this.shading = THREE.SmoothShading; + + this.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; + + this.vertexColors = THREE.NoColors; + + this.skinning = false; + this.morphTargets = false; + this.morphNormals = false; + + this.setValues( parameters ); + +}; + +THREE.MeshLambertMaterial.prototype = Object.create( THREE.Material.prototype ); + +THREE.MeshLambertMaterial.prototype.clone = function () { + + var material = new THREE.MeshLambertMaterial(); + + THREE.Material.prototype.clone.call( this, material ); + + material.color.copy( this.color ); + material.ambient.copy( this.ambient ); + material.emissive.copy( this.emissive ); + + material.wrapAround = this.wrapAround; + material.wrapRGB.copy( this.wrapRGB ); + + material.map = this.map; + + material.lightMap = this.lightMap; + + material.specularMap = this.specularMap; + + material.envMap = this.envMap; + material.combine = this.combine; + material.reflectivity = this.reflectivity; + material.refractionRatio = this.refractionRatio; + + material.fog = this.fog; + + material.shading = this.shading; + + material.wireframe = this.wireframe; + material.wireframeLinewidth = this.wireframeLinewidth; + material.wireframeLinecap = this.wireframeLinecap; + material.wireframeLinejoin = this.wireframeLinejoin; + + material.vertexColors = this.vertexColors; + + material.skinning = this.skinning; + material.morphTargets = this.morphTargets; + material.morphNormals = this.morphNormals; + + return material; + +}; +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * ambient: , + * emissive: , + * specular: , + * shininess: , + * opacity: , + * + * map: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * + * bumpMap: new THREE.Texture( ), + * bumpScale: , + * + * normalMap: new THREE.Texture( ), + * normalScale: , + * + * specularMap: 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.MeshPhongMaterial = function ( parameters ) { + + THREE.Material.call( this ); + + this.color = new THREE.Color( 0xffffff ); // diffuse + this.ambient = new THREE.Color( 0xffffff ); + this.emissive = new THREE.Color( 0x000000 ); + this.specular = new THREE.Color( 0x111111 ); + this.shininess = 30; + + this.metal = false; + this.perPixel = false; + + this.wrapAround = false; + this.wrapRGB = new THREE.Vector3( 1, 1, 1 ); + + this.map = null; + + this.lightMap = null; + + this.bumpMap = null; + this.bumpScale = 1; + + this.normalMap = null; + this.normalScale = 1; + + this.specularMap = null; + + this.envMap = null; + this.combine = THREE.MultiplyOperation; + this.reflectivity = 1; + this.refractionRatio = 0.98; + + this.fog = true; + + this.shading = THREE.SmoothShading; + + this.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; + + this.vertexColors = THREE.NoColors; + + this.skinning = false; + this.morphTargets = false; + this.morphNormals = false; + + this.setValues( parameters ); + +}; + +THREE.MeshPhongMaterial.prototype = Object.create( THREE.Material.prototype ); + +THREE.MeshPhongMaterial.prototype.clone = function () { + + var material = new THREE.MeshPhongMaterial(); + + THREE.Material.prototype.clone.call( this, material ); + + material.color.copy( this.color ); + material.ambient.copy( this.ambient ); + material.emissive.copy( this.emissive ); + material.specular.copy( this.specular ); + material.shininess = this.shininess; + + material.metal = this.metal; + material.perPixel = this.perPixel; + + material.wrapAround = this.wrapAround; + material.wrapRGB.copy( this.wrapRGB ); + + material.map = this.map; + + material.lightMap = this.lightMap; + + material.bumpMap = this.bumpMap; + material.bumpScale = this.bumpScale; + + material.normalMap = this.normalMap; + material.normalScale = this.normalScale; + + material.specularMap = this.specularMap; + + material.envMap = this.envMap; + material.combine = this.combine; + material.reflectivity = this.reflectivity; + material.refractionRatio = this.refractionRatio; + + material.fog = this.fog; + + material.shading = this.shading; + + material.wireframe = this.wireframe; + material.wireframeLinewidth = this.wireframeLinewidth; + material.wireframeLinecap = this.wireframeLinecap; + material.wireframeLinejoin = this.wireframeLinejoin; + + material.vertexColors = this.vertexColors; + + material.skinning = this.skinning; + material.morphTargets = this.morphTargets; + material.morphNormals = this.morphNormals; + + return material; + +}; +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * opacity: , + + * blending: THREE.NormalBlending, + * depthTest: , + + * wireframe: , + * wireframeLinewidth: + * } + */ + +THREE.MeshDepthMaterial = function ( parameters ) { + + THREE.Material.call( this ); + + this.wireframe = false; + this.wireframeLinewidth = 1; + + this.setValues( parameters ); + +}; + +THREE.MeshDepthMaterial.prototype = Object.create( THREE.Material.prototype ); + +THREE.MeshDepthMaterial.prototype.clone = function () { + + var material = new THREE.LineBasicMaterial(); + + THREE.Material.prototype.clone.call( this, material ); + + material.wireframe = this.wireframe; + material.wireframeLinewidth = this.wireframeLinewidth; + + return material; + +}; +/** + * @author mrdoob / http://mrdoob.com/ + * + * parameters = { + * opacity: , + + * shading: THREE.FlatShading, + * blending: THREE.NormalBlending, + * depthTest: , + + * wireframe: , + * wireframeLinewidth: + * } + */ + +THREE.MeshNormalMaterial = function ( parameters ) { + + THREE.Material.call( this, parameters ); + + this.shading = THREE.FlatShading; + + this.wireframe = false; + this.wireframeLinewidth = 1; + + this.setValues( parameters ); + +}; + +THREE.MeshNormalMaterial.prototype = Object.create( THREE.Material.prototype ); + +THREE.MeshNormalMaterial.prototype.clone = function () { + + var material = new THREE.MeshNormalMaterial(); + + THREE.Material.prototype.clone.call( this, material ); + + material.shading = this.shading; + + material.wireframe = this.wireframe; + material.wireframeLinewidth = this.wireframeLinewidth; + + return material; + +}; +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.MeshFaceMaterial = function () {}; + +THREE.MeshFaceMaterial.prototype.clone = function () { + + return new THREE.MeshFaceMaterial(); + +}; +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * map: new THREE.Texture( ), + * + * size: , + * + * blending: THREE.NormalBlending, + * depthTest: , + * + * vertexColors: , + * + * fog: + * } + */ + +THREE.ParticleBasicMaterial = function ( parameters ) { + + THREE.Material.call( this ); + + this.color = new THREE.Color( 0xffffff ); + + this.map = null; + + this.size = 1; + this.sizeAttenuation = true; + + this.vertexColors = false; + + this.fog = true; + + this.setValues( parameters ); + +}; + +THREE.ParticleBasicMaterial.prototype = Object.create( THREE.Material.prototype ); + +THREE.ParticleBasicMaterial.prototype.clone = function () { + + var material = new THREE.ParticleBasicMaterial(); + + THREE.Material.prototype.clone.call( this, material ); + + material.color.copy( this.color ); + + material.map = this.map; + + material.size = this.size; + material.sizeAttenuation = this.sizeAttenuation; + + material.vertexColors = this.vertexColors; + + material.fog = this.fog; + + return material; + +}; +/** + * @author mrdoob / http://mrdoob.com/ + * + * parameters = { + * color: , + * program: , + * opacity: , + * blending: THREE.NormalBlending + * } + */ + +THREE.ParticleCanvasMaterial = function ( parameters ) { + + THREE.Material.call( this ); + + this.color = new THREE.Color( 0xffffff ); + this.program = function ( context, color ) {}; + + this.setValues( parameters ); + +}; + +THREE.ParticleCanvasMaterial.prototype = Object.create( THREE.Material.prototype ); + +THREE.ParticleCanvasMaterial.prototype.clone = function () { + + var material = new THREE.ParticleCanvasMaterial(); + + THREE.Material.prototype.clone.call( this, material ); + + material.color.copy( this.color ); + material.program = this.program; + + return material; + +}; +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.ParticleDOMMaterial = function ( domElement ) { + + this.domElement = domElement; + +}; + +THREE.ParticleDOMMaterial.prototype.clone = function(){ + + return new THREE.ParticleDOMMaterial( this.domElement ); + +}; +/** + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * fragmentShader: , + * vertexShader: , + * + * uniforms: { "parameter1": { type: "f", value: 1.0 }, "parameter2": { type: "i" value2: 2 } }, + * + * shading: THREE.SmoothShading, + * blending: THREE.NormalBlending, + * depthTest: , + * + * wireframe: , + * wireframeLinewidth: , + * + * lights: , + * + * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors, + * + * skinning: , + * morphTargets: , + * morphNormals: , + * + * fog: + * } + */ + +THREE.ShaderMaterial = function ( parameters ) { + + THREE.Material.call( this ); + + this.fragmentShader = "void main() {}"; + this.vertexShader = "void main() {}"; + this.uniforms = {}; + this.attributes = null; + + this.shading = THREE.SmoothShading; + + this.wireframe = false; + this.wireframeLinewidth = 1; + + this.fog = false; // set to use scene fog + + this.lights = false; // set to use scene lights + + this.vertexColors = THREE.NoColors; // set to use "color" attribute stream + + this.skinning = false; // set to use skinning attribute streams + + this.morphTargets = false; // set to use morph targets + this.morphNormals = false; // set to use morph normals + + this.setValues( parameters ); + +}; + +THREE.ShaderMaterial.prototype = Object.create( THREE.Material.prototype ); + +THREE.ShaderMaterial.prototype.clone = function () { + + var material = new THREE.ShaderMaterial(); + + THREE.Material.prototype.clone.call( this, material ); + + material.fragmentShader = this.fragmentShader; + material.vertexShader = this.vertexShader; + material.uniforms = this.uniforms; + material.attributes = this.attributes; + + material.shading = this.shading; + + material.wireframe = this.wireframe; + material.wireframeLinewidth = this.wireframeLinewidth; + + material.fog = this.fog; + + material.lights = this.lights; + + material.vertexColors = this.vertexColors; + + material.skinning = this.skinning; + + material.morphTargets = this.morphTargets; + material.morphNormals = this.morphNormals; + + return material; + +}; +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author szimek / https://github.com/szimek/ + */ + +THREE.Texture = function ( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { + + this.id = THREE.TextureCount ++; + + this.image = image; + + this.mapping = mapping !== undefined ? mapping : new THREE.UVMapping(); + + this.wrapS = wrapS !== undefined ? wrapS : THREE.ClampToEdgeWrapping; + this.wrapT = wrapT !== undefined ? wrapT : THREE.ClampToEdgeWrapping; + + this.magFilter = magFilter !== undefined ? magFilter : THREE.LinearFilter; + this.minFilter = minFilter !== undefined ? minFilter : THREE.LinearMipMapLinearFilter; + + this.anisotropy = anisotropy !== undefined ? anisotropy : 1; + + this.format = format !== undefined ? format : THREE.RGBAFormat; + this.type = type !== undefined ? type : THREE.UnsignedByteType; + + this.offset = new THREE.Vector2( 0, 0 ); + this.repeat = new THREE.Vector2( 1, 1 ); + + this.generateMipmaps = true; + this.premultiplyAlpha = false; + this.flipY = true; + + this.needsUpdate = false; + this.onUpdate = null; + +}; + +THREE.Texture.prototype = { + + constructor: THREE.Texture, + + clone: function () { + + var clonedTexture = new THREE.Texture( this.image, this.mapping, this.wrapS, this.wrapT, this.magFilter, this.minFilter, this.format, this.type, this.anisotropy ); + + clonedTexture.offset.copy( this.offset ); + clonedTexture.repeat.copy( this.repeat ); + + clonedTexture.generateMipmaps = this.generateMipmaps; + clonedTexture.premultiplyAlpha = this.premultiplyAlpha; + clonedTexture.flipY = this.flipY; + + return clonedTexture; + + } + +}; + +THREE.TextureCount = 0; +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.DataTexture = function ( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter ) { + + THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type ); + + this.image = { data: data, width: width, height: height }; + +}; + +THREE.DataTexture.prototype = Object.create( THREE.Texture.prototype ); + +THREE.DataTexture.prototype.clone = function () { + + var clonedTexture = new THREE.DataTexture( this.image.data, this.image.width, this.image.height, this.format, this.type, this.mapping, this.wrapS, this.wrapT, this.magFilter, this.minFilter ); + + clonedTexture.offset.copy( this.offset ); + clonedTexture.repeat.copy( this.repeat ); + + return clonedTexture; + +}; +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.Particle = function ( material ) { + + THREE.Object3D.call( this ); + + this.material = material; + +}; + +THREE.Particle.prototype = Object.create( THREE.Object3D.prototype ); +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.ParticleSystem = function ( geometry, material ) { + + THREE.Object3D.call( this ); + + this.geometry = geometry; + this.material = ( material !== undefined ) ? material : new THREE.ParticleBasicMaterial( { color: Math.random() * 0xffffff } ); + + this.sortParticles = false; + + if ( this.geometry ) { + + // calc bound radius + + if( !this.geometry.boundingSphere ) { + + this.geometry.computeBoundingSphere(); + + } + + this.boundRadius = geometry.boundingSphere.radius; + + } + + this.frustumCulled = false; + +}; + +THREE.ParticleSystem.prototype = Object.create( THREE.Object3D.prototype ); +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.Line = function ( geometry, material, type ) { + + THREE.Object3D.call( this ); + + this.geometry = geometry; + this.material = ( material !== undefined ) ? material : new THREE.LineBasicMaterial( { color: Math.random() * 0xffffff } ); + this.type = ( type !== undefined ) ? type : THREE.LineStrip; + + if ( this.geometry ) { + + if ( ! this.geometry.boundingSphere ) { + + this.geometry.computeBoundingSphere(); + + } + + } + +}; + +THREE.LineStrip = 0; +THREE.LinePieces = 1; + +THREE.Line.prototype = Object.create( THREE.Object3D.prototype ); +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author mikael emtinger / http://gomo.se/ + */ + +THREE.Mesh = function ( geometry, material ) { + + THREE.Object3D.call( this ); + + this.geometry = geometry; + this.material = ( material !== undefined ) ? material : new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff, wireframe: true } ); + + if ( this.geometry ) { + + // calc bound radius + + if ( ! this.geometry.boundingSphere ) { + + this.geometry.computeBoundingSphere(); + + } + + this.boundRadius = geometry.boundingSphere.radius; + + + // setup morph targets + + if( this.geometry.morphTargets.length ) { + + this.morphTargetBase = -1; + this.morphTargetForcedOrder = []; + this.morphTargetInfluences = []; + this.morphTargetDictionary = {}; + + for( var m = 0; m < this.geometry.morphTargets.length; m ++ ) { + + this.morphTargetInfluences.push( 0 ); + this.morphTargetDictionary[ this.geometry.morphTargets[ m ].name ] = m; + + } + + } + + } + +} + +THREE.Mesh.prototype = Object.create( THREE.Object3D.prototype ); + + +/* + * Get Morph Target Index by Name + */ + +THREE.Mesh.prototype.getMorphTargetIndexByName = function( name ) { + + if ( this.morphTargetDictionary[ name ] !== undefined ) { + + return this.morphTargetDictionary[ name ]; + } + + console.log( "THREE.Mesh.getMorphTargetIndexByName: morph target " + name + " does not exist. Returning 0." ); + return 0; + +} +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Bone = function( belongsToSkin ) { + + THREE.Object3D.call( this ); + + this.skin = belongsToSkin; + this.skinMatrix = new THREE.Matrix4(); + +}; + +THREE.Bone.prototype = Object.create( THREE.Object3D.prototype ); + +THREE.Bone.prototype.update = function( parentSkinMatrix, forceUpdate ) { + + // update local + + if ( this.matrixAutoUpdate ) { + + forceUpdate |= this.updateMatrix(); + + } + + // update skin matrix + + if ( forceUpdate || this.matrixWorldNeedsUpdate ) { + + if( parentSkinMatrix ) { + + this.skinMatrix.multiply( parentSkinMatrix, this.matrix ); + + } else { + + this.skinMatrix.copy( this.matrix ); + + } + + this.matrixWorldNeedsUpdate = false; + forceUpdate = true; + + } + + // update children + + var child, i, l = this.children.length; + + for ( i = 0; i < l; i ++ ) { + + this.children[ i ].update( this.skinMatrix, forceUpdate ); + + } + +}; + +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.SkinnedMesh = function ( geometry, material, useVertexTexture ) { + + THREE.Mesh.call( this, geometry, material ); + + // + + this.useVertexTexture = useVertexTexture !== undefined ? useVertexTexture : true; + + // init bones + + this.identityMatrix = new THREE.Matrix4(); + + this.bones = []; + this.boneMatrices = []; + + var b, bone, gbone, p, q, s; + + if ( this.geometry.bones !== undefined ) { + + for ( b = 0; b < this.geometry.bones.length; b ++ ) { + + gbone = this.geometry.bones[ b ]; + + p = gbone.pos; + q = gbone.rotq; + s = gbone.scl; + + bone = this.addBone(); + + bone.name = gbone.name; + bone.position.set( p[0], p[1], p[2] ); + bone.quaternion.set( q[0], q[1], q[2], q[3] ); + bone.useQuaternion = true; + + if ( s !== undefined ) { + + bone.scale.set( s[0], s[1], s[2] ); + + } else { + + bone.scale.set( 1, 1, 1 ); + + } + + } + + for ( b = 0; b < this.bones.length; b ++ ) { + + gbone = this.geometry.bones[ b ]; + bone = this.bones[ b ]; + + if ( gbone.parent === -1 ) { + + this.add( bone ); + + } else { + + this.bones[ gbone.parent ].add( bone ); + + } + + } + + // + + var nBones = this.bones.length; + + if ( this.useVertexTexture ) { + + // layout (1 matrix = 4 pixels) + // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4) + // with 8x8 pixel texture max 16 bones (8 * 8 / 4) + // 16x16 pixel texture max 64 bones (16 * 16 / 4) + // 32x32 pixel texture max 256 bones (32 * 32 / 4) + // 64x64 pixel texture max 1024 bones (64 * 64 / 4) + + var size; + + if ( nBones > 256 ) + size = 64; + else if ( nBones > 64 ) + size = 32; + else if ( nBones > 16 ) + size = 16; + else + size = 8; + + this.boneTextureWidth = size; + this.boneTextureHeight = size; + + this.boneMatrices = new Float32Array( this.boneTextureWidth * this.boneTextureHeight * 4 ); // 4 floats per RGBA pixel + this.boneTexture = new THREE.DataTexture( this.boneMatrices, this.boneTextureWidth, this.boneTextureHeight, THREE.RGBAFormat, THREE.FloatType ); + this.boneTexture.minFilter = THREE.NearestFilter; + this.boneTexture.magFilter = THREE.NearestFilter; + this.boneTexture.generateMipmaps = false; + this.boneTexture.flipY = false; + + } else { + + this.boneMatrices = new Float32Array( 16 * nBones ); + + } + + this.pose(); + + } + +}; + +THREE.SkinnedMesh.prototype = Object.create( THREE.Mesh.prototype ); + +THREE.SkinnedMesh.prototype.addBone = function( bone ) { + + if ( bone === undefined ) { + + bone = new THREE.Bone( this ); + + } + + this.bones.push( bone ); + + return bone; + +}; + +THREE.SkinnedMesh.prototype.updateMatrixWorld = function ( force ) { + + this.matrixAutoUpdate && this.updateMatrix(); + + // update matrixWorld + + if ( this.matrixWorldNeedsUpdate || force ) { + + if ( this.parent ) { + + this.matrixWorld.multiply( this.parent.matrixWorld, this.matrix ); + + } else { + + this.matrixWorld.copy( this.matrix ); + + } + + this.matrixWorldNeedsUpdate = false; + + force = true; + + } + + // update children + + for ( var i = 0, l = this.children.length; i < l; i ++ ) { + + var child = this.children[ i ]; + + if ( child instanceof THREE.Bone ) { + + child.update( this.identityMatrix, false ); + + } else { + + child.updateMatrixWorld( true ); + + } + + } + + // flatten bone matrices to array + + var b, bl = this.bones.length, + ba = this.bones, + bm = this.boneMatrices; + + for ( b = 0; b < bl; b ++ ) { + + ba[ b ].skinMatrix.flattenToArrayOffset( bm, b * 16 ); + + } + + if ( this.useVertexTexture ) { + + this.boneTexture.needsUpdate = true; + + } + +}; + +/* + * Pose + */ + +THREE.SkinnedMesh.prototype.pose = function() { + + this.updateMatrixWorld( true ); + + var bim, bone, boneInverses = []; + + for ( var b = 0; b < this.bones.length; b ++ ) { + + bone = this.bones[ b ]; + + var inverseMatrix = new THREE.Matrix4(); + inverseMatrix.getInverse( bone.skinMatrix ); + + boneInverses.push( inverseMatrix ); + + bone.skinMatrix.flattenToArrayOffset( this.boneMatrices, b * 16 ); + + } + + // project vertices to local + + if ( this.geometry.skinVerticesA === undefined ) { + + this.geometry.skinVerticesA = []; + this.geometry.skinVerticesB = []; + + var orgVertex, vertex; + + for ( var i = 0; i < this.geometry.skinIndices.length; i ++ ) { + + orgVertex = this.geometry.vertices[ i ]; + + var indexA = this.geometry.skinIndices[ i ].x; + var indexB = this.geometry.skinIndices[ i ].y; + + vertex = new THREE.Vector3( orgVertex.x, orgVertex.y, orgVertex.z ); + this.geometry.skinVerticesA.push( boneInverses[ indexA ].multiplyVector3( vertex ) ); + + vertex = new THREE.Vector3( orgVertex.x, orgVertex.y, orgVertex.z ); + this.geometry.skinVerticesB.push( boneInverses[ indexB ].multiplyVector3( vertex ) ); + + // todo: add more influences + + // normalize weights + + if ( this.geometry.skinWeights[ i ].x + this.geometry.skinWeights[ i ].y !== 1 ) { + + var len = ( 1.0 - ( this.geometry.skinWeights[ i ].x + this.geometry.skinWeights[ i ].y ) ) * 0.5; + this.geometry.skinWeights[ i ].x += len; + this.geometry.skinWeights[ i ].y += len; + + } + + } + + } + +}; +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.MorphAnimMesh = function ( geometry, material ) { + + THREE.Mesh.call( this, geometry, material ); + + // API + + this.duration = 1000; // milliseconds + this.mirroredLoop = false; + this.time = 0; + + // internals + + this.lastKeyframe = 0; + this.currentKeyframe = 0; + + this.direction = 1; + this.directionBackwards = false; + + this.setFrameRange( 0, this.geometry.morphTargets.length - 1 ); + +}; + +THREE.MorphAnimMesh.prototype = Object.create( THREE.Mesh.prototype ); + +THREE.MorphAnimMesh.prototype.setFrameRange = function ( start, end ) { + + this.startKeyframe = start; + this.endKeyframe = end; + + this.length = this.endKeyframe - this.startKeyframe + 1; + +}; + +THREE.MorphAnimMesh.prototype.setDirectionForward = function () { + + this.direction = 1; + this.directionBackwards = false; + +}; + +THREE.MorphAnimMesh.prototype.setDirectionBackward = function () { + + this.direction = -1; + this.directionBackwards = true; + +}; + +THREE.MorphAnimMesh.prototype.parseAnimations = function () { + + var geometry = this.geometry; + + if ( ! geometry.animations ) geometry.animations = {}; + + var firstAnimation, animations = geometry.animations; + + var pattern = /([a-z]+)(\d+)/; + + for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) { + + var morph = geometry.morphTargets[ i ]; + var parts = morph.name.match( pattern ); + + if ( parts && parts.length > 1 ) { + + var label = parts[ 1 ]; + var num = parts[ 2 ]; + + if ( ! animations[ label ] ) animations[ label ] = { start: Infinity, end: -Infinity }; + + var animation = animations[ label ]; + + if ( i < animation.start ) animation.start = i; + if ( i > animation.end ) animation.end = i; + + if ( ! firstAnimation ) firstAnimation = label; + + } + + } + + geometry.firstAnimation = firstAnimation; + +}; + +THREE.MorphAnimMesh.prototype.setAnimationLabel = function ( label, start, end ) { + + if ( ! this.geometry.animations ) this.geometry.animations = {}; + + this.geometry.animations[ label ] = { start: start, end: end }; + +}; + +THREE.MorphAnimMesh.prototype.playAnimation = function ( label, fps ) { + + var animation = this.geometry.animations[ label ]; + + if ( animation ) { + + this.setFrameRange( animation.start, animation.end ); + this.duration = 1000 * ( ( animation.end - animation.start ) / fps ); + this.time = 0; + + } else { + + console.warn( "animation[" + label + "] undefined" ); + + } + +}; + +THREE.MorphAnimMesh.prototype.updateAnimation = function ( delta ) { + + var frameTime = this.duration / this.length; + + this.time += this.direction * delta; + + if ( this.mirroredLoop ) { + + if ( this.time > this.duration || this.time < 0 ) { + + this.direction *= -1; + + if ( this.time > this.duration ) { + + this.time = this.duration; + this.directionBackwards = true; + + } + + if ( this.time < 0 ) { + + this.time = 0; + this.directionBackwards = false; + + } + + } + + } else { + + this.time = this.time % this.duration; + + if ( this.time < 0 ) this.time += this.duration; + + } + + var keyframe = this.startKeyframe + THREE.Math.clamp( Math.floor( this.time / frameTime ), 0, this.length - 1 ); + + if ( keyframe !== this.currentKeyframe ) { + + this.morphTargetInfluences[ this.lastKeyframe ] = 0; + this.morphTargetInfluences[ this.currentKeyframe ] = 1; + + this.morphTargetInfluences[ keyframe ] = 0; + + this.lastKeyframe = this.currentKeyframe; + this.currentKeyframe = keyframe; + + } + + var mix = ( this.time % frameTime ) / frameTime; + + if ( this.directionBackwards ) { + + mix = 1 - mix; + + } + + this.morphTargetInfluences[ this.currentKeyframe ] = mix; + this.morphTargetInfluences[ this.lastKeyframe ] = 1 - mix; + +}; +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Ribbon = function ( geometry, material ) { + + THREE.Object3D.call( this ); + + this.geometry = geometry; + this.material = material; + +}; + +THREE.Ribbon.prototype = Object.create( THREE.Object3D.prototype ); +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.LOD = function () { + + THREE.Object3D.call( this ); + + this.LODs = []; + +}; + + +THREE.LOD.prototype = Object.create( THREE.Object3D.prototype ); + +THREE.LOD.prototype.addLevel = function ( object3D, visibleAtDistance ) { + + if ( visibleAtDistance === undefined ) { + + visibleAtDistance = 0; + + } + + visibleAtDistance = Math.abs( visibleAtDistance ); + + for ( var l = 0; l < this.LODs.length; l ++ ) { + + if ( visibleAtDistance < this.LODs[ l ].visibleAtDistance ) { + + break; + + } + + } + + this.LODs.splice( l, 0, { visibleAtDistance: visibleAtDistance, object3D: object3D } ); + this.add( object3D ); + +}; + +THREE.LOD.prototype.update = function ( camera ) { + + if ( this.LODs.length > 1 ) { + + camera.matrixWorldInverse.getInverse( camera.matrixWorld ); + + var inverse = camera.matrixWorldInverse; + var distance = -( inverse.elements[2] * this.matrixWorld.elements[12] + inverse.elements[6] * this.matrixWorld.elements[13] + inverse.elements[10] * this.matrixWorld.elements[14] + inverse.elements[14] ); + + this.LODs[ 0 ].object3D.visible = true; + + for ( var l = 1; l < this.LODs.length; l ++ ) { + + if( distance >= this.LODs[ l ].visibleAtDistance ) { + + this.LODs[ l - 1 ].object3D.visible = false; + this.LODs[ l ].object3D.visible = true; + + } else { + + break; + + } + + } + + for( ; l < this.LODs.length; l ++ ) { + + this.LODs[ l ].object3D.visible = false; + + } + + } + +}; +/** + * @author mikael emtinger / http://gomo.se/ + */ + +THREE.Sprite = function ( parameters ) { + + THREE.Object3D.call( this ); + + this.color = ( parameters.color !== undefined ) ? new THREE.Color( parameters.color ) : new THREE.Color( 0xffffff ); + this.map = ( parameters.map !== undefined ) ? parameters.map : new THREE.Texture(); + + 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.useScreenCoordinates = ( parameters.useScreenCoordinates !== undefined ) ? parameters.useScreenCoordinates : true; + this.mergeWith3D = ( parameters.mergeWith3D !== undefined ) ? parameters.mergeWith3D : !this.useScreenCoordinates; + this.affectedByDistance = ( parameters.affectedByDistance !== undefined ) ? parameters.affectedByDistance : !this.useScreenCoordinates; + this.scaleByViewport = ( parameters.scaleByViewport !== undefined ) ? parameters.scaleByViewport : !this.affectedByDistance; + this.alignment = ( parameters.alignment instanceof THREE.Vector2 ) ? parameters.alignment : THREE.SpriteAlignment.center; + + this.rotation3d = this.rotation; + this.rotation = 0; + this.opacity = 1; + + this.uvOffset = new THREE.Vector2( 0, 0 ); + this.uvScale = new THREE.Vector2( 1, 1 ); + +}; + +THREE.Sprite.prototype = Object.create( THREE.Object3D.prototype ); + +/* + * Custom update matrix + */ + +THREE.Sprite.prototype.updateMatrix = function () { + + this.matrix.setPosition( this.position ); + + this.rotation3d.set( 0, 0, this.rotation ); + this.matrix.setRotationFromEuler( this.rotation3d ); + + if ( this.scale.x !== 1 || this.scale.y !== 1 ) { + + this.matrix.scale( this.scale ); + this.boundRadiusScale = Math.max( this.scale.x, this.scale.y ); + + } + + this.matrixWorldNeedsUpdate = true; + +}; + +/* + * Alignment + */ + +THREE.SpriteAlignment = {}; +THREE.SpriteAlignment.topLeft = new THREE.Vector2( 1, -1 ); +THREE.SpriteAlignment.topCenter = new THREE.Vector2( 0, -1 ); +THREE.SpriteAlignment.topRight = new THREE.Vector2( -1, -1 ); +THREE.SpriteAlignment.centerLeft = new THREE.Vector2( 1, 0 ); +THREE.SpriteAlignment.center = new THREE.Vector2( 0, 0 ); +THREE.SpriteAlignment.centerRight = new THREE.Vector2( -1, 0 ); +THREE.SpriteAlignment.bottomLeft = new THREE.Vector2( 1, 1 ); +THREE.SpriteAlignment.bottomCenter = new THREE.Vector2( 0, 1 ); +THREE.SpriteAlignment.bottomRight = new THREE.Vector2( -1, 1 ); +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.Scene = function () { + + THREE.Object3D.call( this ); + + this.fog = null; + this.overrideMaterial = null; + + this.matrixAutoUpdate = false; + + this.__objects = []; + this.__lights = []; + + this.__objectsAdded = []; + this.__objectsRemoved = []; + +}; + +THREE.Scene.prototype = Object.create( THREE.Object3D.prototype ); + +THREE.Scene.prototype.__addObject = function ( object ) { + + if ( object instanceof THREE.Light ) { + + if ( this.__lights.indexOf( object ) === - 1 ) { + + this.__lights.push( object ); + + } + + if ( object.target && object.target.parent === undefined ) { + + this.add( object.target ); + + } + + } else if ( !( object instanceof THREE.Camera || object instanceof THREE.Bone ) ) { + + if ( this.__objects.indexOf( object ) === - 1 ) { + + this.__objects.push( object ); + this.__objectsAdded.push( object ); + + // check if previously removed + + var i = this.__objectsRemoved.indexOf( object ); + + if ( i !== -1 ) { + + this.__objectsRemoved.splice( i, 1 ); + + } + + } + + } + + for ( var c = 0; c < object.children.length; c ++ ) { + + this.__addObject( object.children[ c ] ); + + } + +}; + +THREE.Scene.prototype.__removeObject = function ( object ) { + + if ( object instanceof THREE.Light ) { + + var i = this.__lights.indexOf( object ); + + if ( i !== -1 ) { + + this.__lights.splice( i, 1 ); + + } + + } else if ( !( object instanceof THREE.Camera ) ) { + + var i = this.__objects.indexOf( object ); + + if( i !== -1 ) { + + this.__objects.splice( i, 1 ); + this.__objectsRemoved.push( object ); + + // check if previously added + + var ai = this.__objectsAdded.indexOf( object ); + + if ( ai !== -1 ) { + + this.__objectsAdded.splice( ai, 1 ); + + } + + } + + } + + for ( var c = 0; c < object.children.length; c ++ ) { + + this.__removeObject( object.children[ c ] ); + + } + +}; +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Fog = function ( hex, near, far ) { + + this.color = new THREE.Color( hex ); + + this.near = ( near !== undefined ) ? near : 1; + this.far = ( far !== undefined ) ? far : 1000; + +}; +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.FogExp2 = function ( hex, density ) { + + this.color = new THREE.Color( hex ); + this.density = ( density !== undefined ) ? density : 0.00025; + +}; +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.CanvasRenderer = function ( parameters ) { + + console.log( 'THREE.CanvasRenderer', THREE.REVISION ); + + parameters = parameters || {}; + + var _this = this, + _renderData, _elements, _lights, + _projector = new THREE.Projector(), + + _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ), + + _canvasWidth, _canvasHeight, _canvasWidthHalf, _canvasHeightHalf, + _context = _canvas.getContext( '2d' ), + + _clearColor = new THREE.Color( 0x000000 ), + _clearOpacity = 0, + + _contextGlobalAlpha = 1, + _contextGlobalCompositeOperation = 0, + _contextStrokeStyle = null, + _contextFillStyle = null, + _contextLineWidth = null, + _contextLineCap = null, + _contextLineJoin = null, + + _v1, _v2, _v3, _v4, + _v5 = new THREE.RenderableVertex(), + _v6 = new THREE.RenderableVertex(), + + _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, + _v4x, _v4y, _v5x, _v5y, _v6x, _v6y, + + _color = new THREE.Color(), + _color1 = new THREE.Color(), + _color2 = new THREE.Color(), + _color3 = new THREE.Color(), + _color4 = new THREE.Color(), + + _patterns = [], _imagedatas = [], + + _near, _far, + + _image, _uvs, + _uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y, + + _clipRect = new THREE.Rectangle(), + _clearRect = new THREE.Rectangle(), + _bboxRect = new THREE.Rectangle(), + + _enableLighting = false, + _ambientLight = new THREE.Color(), + _directionalLights = new THREE.Color(), + _pointLights = new THREE.Color(), + + _pi2 = Math.PI * 2, + _vector3 = new THREE.Vector3(), // Needed for PointLight + + _pixelMap, _pixelMapContext, _pixelMapImage, _pixelMapData, + _gradientMap, _gradientMapContext, _gradientMapQuality = 16; + + _pixelMap = document.createElement( 'canvas' ); + _pixelMap.width = _pixelMap.height = 2; + + _pixelMapContext = _pixelMap.getContext( '2d' ); + _pixelMapContext.fillStyle = 'rgba(0,0,0,1)'; + _pixelMapContext.fillRect( 0, 0, 2, 2 ); + + _pixelMapImage = _pixelMapContext.getImageData( 0, 0, 2, 2 ); + _pixelMapData = _pixelMapImage.data; + + _gradientMap = document.createElement( 'canvas' ); + _gradientMap.width = _gradientMap.height = _gradientMapQuality; + + _gradientMapContext = _gradientMap.getContext( '2d' ); + _gradientMapContext.translate( - _gradientMapQuality / 2, - _gradientMapQuality / 2 ); + _gradientMapContext.scale( _gradientMapQuality, _gradientMapQuality ); + + _gradientMapQuality --; // Fix UVs + + this.domElement = _canvas; + + this.autoClear = true; + this.sortObjects = true; + this.sortElements = true; + + this.info = { + + render: { + + vertices: 0, + faces: 0 + + } + + } + + this.setSize = function ( width, height ) { + + _canvasWidth = width; + _canvasHeight = height; + _canvasWidthHalf = Math.floor( _canvasWidth / 2 ); + _canvasHeightHalf = Math.floor( _canvasHeight / 2 ); + + _canvas.width = _canvasWidth; + _canvas.height = _canvasHeight; + + _clipRect.set( - _canvasWidthHalf, - _canvasHeightHalf, _canvasWidthHalf, _canvasHeightHalf ); + _clearRect.set( - _canvasWidthHalf, - _canvasHeightHalf, _canvasWidthHalf, _canvasHeightHalf ); + + _contextGlobalAlpha = 1; + _contextGlobalCompositeOperation = 0; + _contextStrokeStyle = null; + _contextFillStyle = null; + _contextLineWidth = null; + _contextLineCap = null; + _contextLineJoin = null; + + }; + + this.setClearColor = function ( color, opacity ) { + + _clearColor.copy( color ); + _clearOpacity = opacity !== undefined ? opacity : 1; + + _clearRect.set( - _canvasWidthHalf, - _canvasHeightHalf, _canvasWidthHalf, _canvasHeightHalf ); + + }; + + this.setClearColorHex = function ( hex, opacity ) { + + _clearColor.setHex( hex ); + _clearOpacity = opacity !== undefined ? opacity : 1; + + _clearRect.set( - _canvasWidthHalf, - _canvasHeightHalf, _canvasWidthHalf, _canvasHeightHalf ); + + }; + + this.clear = function () { + + _context.setTransform( 1, 0, 0, - 1, _canvasWidthHalf, _canvasHeightHalf ); + + if ( _clearRect.isEmpty() === false ) { + + _clearRect.minSelf( _clipRect ); + _clearRect.inflate( 2 ); + + if ( _clearOpacity < 1 ) { + + _context.clearRect( Math.floor( _clearRect.getX() ), Math.floor( _clearRect.getY() ), Math.floor( _clearRect.getWidth() ), Math.floor( _clearRect.getHeight() ) ); + + } + + if ( _clearOpacity > 0 ) { + + setBlending( THREE.NormalBlending ); + setOpacity( 1 ); + + setFillStyle( 'rgba(' + Math.floor( _clearColor.r * 255 ) + ',' + Math.floor( _clearColor.g * 255 ) + ',' + Math.floor( _clearColor.b * 255 ) + ',' + _clearOpacity + ')' ); + + _context.fillRect( Math.floor( _clearRect.getX() ), Math.floor( _clearRect.getY() ), Math.floor( _clearRect.getWidth() ), Math.floor( _clearRect.getHeight() ) ); + + } + + _clearRect.empty(); + + } + + + }; + + this.render = function ( scene, camera ) { + + if ( camera instanceof THREE.Camera === false ) { + + console.error( 'THREE.CanvasRenderer.render: camera is not an instance of THREE.Camera.' ); + return; + + } + + var e, el, element, material; + + this.autoClear === true ? this.clear() : _context.setTransform( 1, 0, 0, - 1, _canvasWidthHalf, _canvasHeightHalf ); + + _this.info.render.vertices = 0; + _this.info.render.faces = 0; + + _renderData = _projector.projectScene( scene, camera, this.sortElements ); + _elements = _renderData.elements; + _lights = _renderData.lights; + + /* DEBUG + _context.fillStyle = 'rgba( 0, 255, 255, 0.5 )'; + _context.fillRect( _clipRect.getX(), _clipRect.getY(), _clipRect.getWidth(), _clipRect.getHeight() ); + */ + + _enableLighting = _lights.length > 0; + + if ( _enableLighting === true ) { + + calculateLights( _lights ); + + } + + for ( e = 0, el = _elements.length; e < el; e++ ) { + + element = _elements[ e ]; + + material = element.material; + + if ( material === undefined || material.visible === false ) continue; + + _bboxRect.empty(); + + if ( element instanceof THREE.RenderableParticle ) { + + _v1 = element; + _v1.x *= _canvasWidthHalf; _v1.y *= _canvasHeightHalf; + + renderParticle( _v1, element, material, scene ); + + } else if ( element instanceof THREE.RenderableLine ) { + + _v1 = element.v1; _v2 = element.v2; + + _v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf; + _v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf; + + _bboxRect.addPoint( _v1.positionScreen.x, _v1.positionScreen.y ); + _bboxRect.addPoint( _v2.positionScreen.x, _v2.positionScreen.y ); + + if ( _clipRect.intersects( _bboxRect ) === true ) { + + renderLine( _v1, _v2, element, material, scene ); + + } + + + } else if ( element instanceof THREE.RenderableFace3 ) { + + _v1 = element.v1; _v2 = element.v2; _v3 = element.v3; + + _v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf; + _v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf; + _v3.positionScreen.x *= _canvasWidthHalf; _v3.positionScreen.y *= _canvasHeightHalf; + + if ( material.overdraw === true ) { + + expand( _v1.positionScreen, _v2.positionScreen ); + expand( _v2.positionScreen, _v3.positionScreen ); + expand( _v3.positionScreen, _v1.positionScreen ); + + } + + _bboxRect.add3Points( _v1.positionScreen.x, _v1.positionScreen.y, + _v2.positionScreen.x, _v2.positionScreen.y, + _v3.positionScreen.x, _v3.positionScreen.y ); + + if ( _clipRect.intersects( _bboxRect ) === true ) { + + renderFace3( _v1, _v2, _v3, 0, 1, 2, element, material, scene ); + + } + + } else if ( element instanceof THREE.RenderableFace4 ) { + + _v1 = element.v1; _v2 = element.v2; _v3 = element.v3; _v4 = element.v4; + + _v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf; + _v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf; + _v3.positionScreen.x *= _canvasWidthHalf; _v3.positionScreen.y *= _canvasHeightHalf; + _v4.positionScreen.x *= _canvasWidthHalf; _v4.positionScreen.y *= _canvasHeightHalf; + + _v5.positionScreen.copy( _v2.positionScreen ); + _v6.positionScreen.copy( _v4.positionScreen ); + + if ( material.overdraw === true ) { + + expand( _v1.positionScreen, _v2.positionScreen ); + expand( _v2.positionScreen, _v4.positionScreen ); + expand( _v4.positionScreen, _v1.positionScreen ); + + expand( _v3.positionScreen, _v5.positionScreen ); + expand( _v3.positionScreen, _v6.positionScreen ); + + } + + _bboxRect.addPoint( _v1.positionScreen.x, _v1.positionScreen.y ); + _bboxRect.addPoint( _v2.positionScreen.x, _v2.positionScreen.y ); + _bboxRect.addPoint( _v3.positionScreen.x, _v3.positionScreen.y ); + _bboxRect.addPoint( _v4.positionScreen.x, _v4.positionScreen.y ); + + if ( _clipRect.intersects( _bboxRect ) === true ) { + + renderFace4( _v1, _v2, _v3, _v4, _v5, _v6, element, material, scene ); + + } + + } + + /* DEBUG + _context.lineWidth = 1; + _context.strokeStyle = 'rgba( 0, 255, 0, 0.5 )'; + _context.strokeRect( _bboxRect.getX(), _bboxRect.getY(), _bboxRect.getWidth(), _bboxRect.getHeight() ); + */ + + _clearRect.addRectangle( _bboxRect ); + + + } + + /* DEBUG + _context.lineWidth = 1; + _context.strokeStyle = 'rgba( 255, 0, 0, 0.5 )'; + _context.strokeRect( _clearRect.getX(), _clearRect.getY(), _clearRect.getWidth(), _clearRect.getHeight() ); + */ + + _context.setTransform( 1, 0, 0, 1, 0, 0 ); + + // + + function calculateLights( lights ) { + + var l, ll, light, lightColor; + + _ambientLight.setRGB( 0, 0, 0 ); + _directionalLights.setRGB( 0, 0, 0 ); + _pointLights.setRGB( 0, 0, 0 ); + + for ( l = 0, ll = lights.length; l < ll; l ++ ) { + + light = lights[ l ]; + lightColor = light.color; + + if ( light instanceof THREE.AmbientLight ) { + + _ambientLight.r += lightColor.r; + _ambientLight.g += lightColor.g; + _ambientLight.b += lightColor.b; + + } else if ( light instanceof THREE.DirectionalLight ) { + + // for particles + + _directionalLights.r += lightColor.r; + _directionalLights.g += lightColor.g; + _directionalLights.b += lightColor.b; + + } else if ( light instanceof THREE.PointLight ) { + + // for particles + + _pointLights.r += lightColor.r; + _pointLights.g += lightColor.g; + _pointLights.b += lightColor.b; + + } + + } + + } + + function calculateLight( lights, position, normal, color ) { + + var l, ll, light, lightColor, lightPosition, amount; + + for ( l = 0, ll = lights.length; l < ll; l ++ ) { + + light = lights[ l ]; + lightColor = light.color; + + if ( light instanceof THREE.DirectionalLight ) { + + lightPosition = light.matrixWorld.getPosition().normalize(); + + amount = normal.dot( lightPosition ); + + if ( amount <= 0 ) continue; + + amount *= light.intensity; + + color.r += lightColor.r * amount; + color.g += lightColor.g * amount; + color.b += lightColor.b * amount; + + } else if ( light instanceof THREE.PointLight ) { + + lightPosition = light.matrixWorld.getPosition(); + + amount = normal.dot( _vector3.sub( lightPosition, position ).normalize() ); + + if ( amount <= 0 ) continue; + + amount *= light.distance == 0 ? 1 : 1 - Math.min( position.distanceTo( lightPosition ) / light.distance, 1 ); + + if ( amount == 0 ) continue; + + amount *= light.intensity; + + color.r += lightColor.r * amount; + color.g += lightColor.g * amount; + color.b += lightColor.b * amount; + + } + + } + + } + + function renderParticle( v1, element, material, scene ) { + + setOpacity( material.opacity ); + setBlending( material.blending ); + + var width, height, scaleX, scaleY, + bitmap, bitmapWidth, bitmapHeight; + + if ( material instanceof THREE.ParticleBasicMaterial ) { + + if ( material.map === null ) { + + scaleX = element.object.scale.x; + scaleY = element.object.scale.y; + + // TODO: Be able to disable this + + scaleX *= element.scale.x * _canvasWidthHalf; + scaleY *= element.scale.y * _canvasHeightHalf; + + _bboxRect.set( v1.x - scaleX, v1.y - scaleY, v1.x + scaleX, v1.y + scaleY ); + + if ( _clipRect.intersects( _bboxRect ) === false ) { + + return; + + } + + setFillStyle( material.color.getContextStyle() ); + + _context.save(); + _context.translate( v1.x, v1.y ); + _context.rotate( - element.rotation ); + _context.scale( scaleX, scaleY ); + _context.fillRect( -1, -1, 2, 2 ); + _context.restore(); + + } else { + + bitmap = material.map.image; + bitmapWidth = bitmap.width >> 1; + bitmapHeight = bitmap.height >> 1; + + scaleX = element.scale.x * _canvasWidthHalf; + scaleY = element.scale.y * _canvasHeightHalf; + + width = scaleX * bitmapWidth; + height = scaleY * bitmapHeight; + + // TODO: Rotations break this... + + _bboxRect.set( v1.x - width, v1.y - height, v1.x + width, v1.y + height ); + + if ( _clipRect.intersects( _bboxRect ) === false ) { + + return; + + } + + _context.save(); + _context.translate( v1.x, v1.y ); + _context.rotate( - element.rotation ); + _context.scale( scaleX, - scaleY ); + + _context.translate( - bitmapWidth, - bitmapHeight ); + _context.drawImage( bitmap, 0, 0 ); + _context.restore(); + + } + + /* DEBUG + setStrokeStyle( 'rgb(255,255,0)' ); + _context.beginPath(); + _context.moveTo( v1.x - 10, v1.y ); + _context.lineTo( v1.x + 10, v1.y ); + _context.moveTo( v1.x, v1.y - 10 ); + _context.lineTo( v1.x, v1.y + 10 ); + _context.stroke(); + */ + + } else if ( material instanceof THREE.ParticleCanvasMaterial ) { + + width = element.scale.x * _canvasWidthHalf; + height = element.scale.y * _canvasHeightHalf; + + _bboxRect.set( v1.x - width, v1.y - height, v1.x + width, v1.y + height ); + + if ( _clipRect.intersects( _bboxRect ) === false ) { + + return; + + } + + setStrokeStyle( material.color.getContextStyle() ); + setFillStyle( material.color.getContextStyle() ); + + _context.save(); + _context.translate( v1.x, v1.y ); + _context.rotate( - element.rotation ); + _context.scale( width, height ); + + material.program( _context ); + + _context.restore(); + + } + + } + + function renderLine( v1, v2, element, material, scene ) { + + setOpacity( material.opacity ); + setBlending( material.blending ); + + _context.beginPath(); + _context.moveTo( v1.positionScreen.x, v1.positionScreen.y ); + _context.lineTo( v2.positionScreen.x, v2.positionScreen.y ); + _context.closePath(); + + if ( material instanceof THREE.LineBasicMaterial ) { + + setLineWidth( material.linewidth ); + setLineCap( material.linecap ); + setLineJoin( material.linejoin ); + setStrokeStyle( material.color.getContextStyle() ); + + _context.stroke(); + _bboxRect.inflate( material.linewidth * 2 ); + + } + + } + + function renderFace3( v1, v2, v3, uv1, uv2, uv3, element, material, scene ) { + + _this.info.render.vertices += 3; + _this.info.render.faces ++; + + setOpacity( material.opacity ); + setBlending( material.blending ); + + _v1x = v1.positionScreen.x; _v1y = v1.positionScreen.y; + _v2x = v2.positionScreen.x; _v2y = v2.positionScreen.y; + _v3x = v3.positionScreen.x; _v3y = v3.positionScreen.y; + + drawTriangle( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y ); + + if ( material instanceof THREE.MeshBasicMaterial ) { + + if ( material.map !== null ) { + + if ( material.map.mapping instanceof THREE.UVMapping ) { + + _uvs = element.uvs[ 0 ]; + patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uvs[ uv1 ].u, _uvs[ uv1 ].v, _uvs[ uv2 ].u, _uvs[ uv2 ].v, _uvs[ uv3 ].u, _uvs[ uv3 ].v, material.map ); + + } + + + } else if ( material.envMap !== null ) { + + if ( material.envMap.mapping instanceof THREE.SphericalReflectionMapping ) { + + var cameraMatrix = camera.matrixWorldInverse; + + _vector3.copy( element.vertexNormalsWorld[ uv1 ] ); + _uv1x = ( _vector3.x * cameraMatrix.elements[0] + _vector3.y * cameraMatrix.elements[4] + _vector3.z * cameraMatrix.elements[8] ) * 0.5 + 0.5; + _uv1y = ( _vector3.x * cameraMatrix.elements[1] + _vector3.y * cameraMatrix.elements[5] + _vector3.z * cameraMatrix.elements[9] ) * 0.5 + 0.5; + + _vector3.copy( element.vertexNormalsWorld[ uv2 ] ); + _uv2x = ( _vector3.x * cameraMatrix.elements[0] + _vector3.y * cameraMatrix.elements[4] + _vector3.z * cameraMatrix.elements[8] ) * 0.5 + 0.5; + _uv2y = ( _vector3.x * cameraMatrix.elements[1] + _vector3.y * cameraMatrix.elements[5] + _vector3.z * cameraMatrix.elements[9] ) * 0.5 + 0.5; + + _vector3.copy( element.vertexNormalsWorld[ uv3 ] ); + _uv3x = ( _vector3.x * cameraMatrix.elements[0] + _vector3.y * cameraMatrix.elements[4] + _vector3.z * cameraMatrix.elements[8] ) * 0.5 + 0.5; + _uv3y = ( _vector3.x * cameraMatrix.elements[1] + _vector3.y * cameraMatrix.elements[5] + _vector3.z * cameraMatrix.elements[9] ) * 0.5 + 0.5; + + patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y, material.envMap ); + + }/* else if ( material.envMap.mapping == THREE.SphericalRefractionMapping ) { + + + + }*/ + + + } else { + + material.wireframe === true ? strokePath( material.color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin ) : fillPath( material.color ); + + } + + } else if ( material instanceof THREE.MeshLambertMaterial ) { + + if ( _enableLighting === true ) { + + if ( material.wireframe === false && material.shading == THREE.SmoothShading && element.vertexNormalsWorld.length == 3 ) { + + _color1.r = _color2.r = _color3.r = _ambientLight.r; + _color1.g = _color2.g = _color3.g = _ambientLight.g; + _color1.b = _color2.b = _color3.b = _ambientLight.b; + + calculateLight( _lights, element.v1.positionWorld, element.vertexNormalsWorld[ 0 ], _color1 ); + calculateLight( _lights, element.v2.positionWorld, element.vertexNormalsWorld[ 1 ], _color2 ); + calculateLight( _lights, element.v3.positionWorld, element.vertexNormalsWorld[ 2 ], _color3 ); + + _color1.r = Math.max( 0, Math.min( material.color.r * _color1.r, 1 ) ); + _color1.g = Math.max( 0, Math.min( material.color.g * _color1.g, 1 ) ); + _color1.b = Math.max( 0, Math.min( material.color.b * _color1.b, 1 ) ); + + _color2.r = Math.max( 0, Math.min( material.color.r * _color2.r, 1 ) ); + _color2.g = Math.max( 0, Math.min( material.color.g * _color2.g, 1 ) ); + _color2.b = Math.max( 0, Math.min( material.color.b * _color2.b, 1 ) ); + + _color3.r = Math.max( 0, Math.min( material.color.r * _color3.r, 1 ) ); + _color3.g = Math.max( 0, Math.min( material.color.g * _color3.g, 1 ) ); + _color3.b = Math.max( 0, Math.min( material.color.b * _color3.b, 1 ) ); + + _color4.r = ( _color2.r + _color3.r ) * 0.5; + _color4.g = ( _color2.g + _color3.g ) * 0.5; + _color4.b = ( _color2.b + _color3.b ) * 0.5; + + _image = getGradientTexture( _color1, _color2, _color3, _color4 ); + + clipImage( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, 0, 0, 1, 0, 0, 1, _image ); + + } else { + + _color.r = _ambientLight.r; + _color.g = _ambientLight.g; + _color.b = _ambientLight.b; + + calculateLight( _lights, element.centroidWorld, element.normalWorld, _color ); + + _color.r = Math.max( 0, Math.min( material.color.r * _color.r, 1 ) ); + _color.g = Math.max( 0, Math.min( material.color.g * _color.g, 1 ) ); + _color.b = Math.max( 0, Math.min( material.color.b * _color.b, 1 ) ); + + material.wireframe === true ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin ) : fillPath( _color ); + + } + + } else { + + material.wireframe === true ? strokePath( material.color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin ) : fillPath( material.color ); + + } + + } else if ( material instanceof THREE.MeshDepthMaterial ) { + + _near = camera.near; + _far = camera.far; + + _color1.r = _color1.g = _color1.b = 1 - smoothstep( v1.positionScreen.z, _near, _far ); + _color2.r = _color2.g = _color2.b = 1 - smoothstep( v2.positionScreen.z, _near, _far ); + _color3.r = _color3.g = _color3.b = 1 - smoothstep( v3.positionScreen.z, _near, _far ); + + _color4.r = ( _color2.r + _color3.r ) * 0.5; + _color4.g = ( _color2.g + _color3.g ) * 0.5; + _color4.b = ( _color2.b + _color3.b ) * 0.5; + + _image = getGradientTexture( _color1, _color2, _color3, _color4 ); + + clipImage( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, 0, 0, 1, 0, 0, 1, _image ); + + } else if ( material instanceof THREE.MeshNormalMaterial ) { + + _color.r = normalToComponent( element.normalWorld.x ); + _color.g = normalToComponent( element.normalWorld.y ); + _color.b = normalToComponent( element.normalWorld.z ); + + material.wireframe === true ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin ) : fillPath( _color ); + + } + + } + + function renderFace4( v1, v2, v3, v4, v5, v6, element, material, scene ) { + + _this.info.render.vertices += 4; + _this.info.render.faces ++; + + setOpacity( material.opacity ); + setBlending( material.blending ); + + if ( ( material.map !== undefined && material.map !== null ) || ( material.envMap !== undefined && material.envMap !== null ) ) { + + // Let renderFace3() handle this + + renderFace3( v1, v2, v4, 0, 1, 3, element, material, scene ); + renderFace3( v5, v3, v6, 1, 2, 3, element, material, scene ); + + return; + + } + + _v1x = v1.positionScreen.x; _v1y = v1.positionScreen.y; + _v2x = v2.positionScreen.x; _v2y = v2.positionScreen.y; + _v3x = v3.positionScreen.x; _v3y = v3.positionScreen.y; + _v4x = v4.positionScreen.x; _v4y = v4.positionScreen.y; + _v5x = v5.positionScreen.x; _v5y = v5.positionScreen.y; + _v6x = v6.positionScreen.x; _v6y = v6.positionScreen.y; + + if ( material instanceof THREE.MeshBasicMaterial ) { + + drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y ); + + material.wireframe === true ? strokePath( material.color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin ) : fillPath( material.color ); + + } else if ( material instanceof THREE.MeshLambertMaterial ) { + + if ( _enableLighting === true ) { + + if ( !material.wireframe && material.shading == THREE.SmoothShading && element.vertexNormalsWorld.length == 4 ) { + + _color1.r = _color2.r = _color3.r = _color4.r = _ambientLight.r; + _color1.g = _color2.g = _color3.g = _color4.g = _ambientLight.g; + _color1.b = _color2.b = _color3.b = _color4.b = _ambientLight.b; + + calculateLight( _lights, element.v1.positionWorld, element.vertexNormalsWorld[ 0 ], _color1 ); + calculateLight( _lights, element.v2.positionWorld, element.vertexNormalsWorld[ 1 ], _color2 ); + calculateLight( _lights, element.v4.positionWorld, element.vertexNormalsWorld[ 3 ], _color3 ); + calculateLight( _lights, element.v3.positionWorld, element.vertexNormalsWorld[ 2 ], _color4 ); + + _color1.r = Math.max( 0, Math.min( material.color.r * _color1.r, 1 ) ); + _color1.g = Math.max( 0, Math.min( material.color.g * _color1.g, 1 ) ); + _color1.b = Math.max( 0, Math.min( material.color.b * _color1.b, 1 ) ); + + _color2.r = Math.max( 0, Math.min( material.color.r * _color2.r, 1 ) ); + _color2.g = Math.max( 0, Math.min( material.color.g * _color2.g, 1 ) ); + _color2.b = Math.max( 0, Math.min( material.color.b * _color2.b, 1 ) ); + + _color3.r = Math.max( 0, Math.min( material.color.r * _color3.r, 1 ) ); + _color3.g = Math.max( 0, Math.min( material.color.g * _color3.g, 1 ) ); + _color3.b = Math.max( 0, Math.min( material.color.b * _color3.b, 1 ) ); + + _color4.r = Math.max( 0, Math.min( material.color.r * _color4.r, 1 ) ); + _color4.g = Math.max( 0, Math.min( material.color.g * _color4.g, 1 ) ); + _color4.b = Math.max( 0, Math.min( material.color.b * _color4.b, 1 ) ); + + _image = getGradientTexture( _color1, _color2, _color3, _color4 ); + + // TODO: UVs are incorrect, v4->v3? + + drawTriangle( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y ); + clipImage( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y, 0, 0, 1, 0, 0, 1, _image ); + + drawTriangle( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y ); + clipImage( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y, 1, 0, 1, 1, 0, 1, _image ); + + } else { + + _color.r = _ambientLight.r; + _color.g = _ambientLight.g; + _color.b = _ambientLight.b; + + calculateLight( _lights, element.centroidWorld, element.normalWorld, _color ); + + _color.r = Math.max( 0, Math.min( material.color.r * _color.r, 1 ) ); + _color.g = Math.max( 0, Math.min( material.color.g * _color.g, 1 ) ); + _color.b = Math.max( 0, Math.min( material.color.b * _color.b, 1 ) ); + + drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y ); + + material.wireframe === true ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin ) : fillPath( _color ); + + } + + } else { + + drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y ); + + material.wireframe === true ? strokePath( material.color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin ) : fillPath( material.color ); + + } + + } else if ( material instanceof THREE.MeshNormalMaterial ) { + + _color.r = normalToComponent( element.normalWorld.x ); + _color.g = normalToComponent( element.normalWorld.y ); + _color.b = normalToComponent( element.normalWorld.z ); + + drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y ); + + material.wireframe === true ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin ) : fillPath( _color ); + + } else if ( material instanceof THREE.MeshDepthMaterial ) { + + _near = camera.near; + _far = camera.far; + + _color1.r = _color1.g = _color1.b = 1 - smoothstep( v1.positionScreen.z, _near, _far ); + _color2.r = _color2.g = _color2.b = 1 - smoothstep( v2.positionScreen.z, _near, _far ); + _color3.r = _color3.g = _color3.b = 1 - smoothstep( v4.positionScreen.z, _near, _far ); + _color4.r = _color4.g = _color4.b = 1 - smoothstep( v3.positionScreen.z, _near, _far ); + + _image = getGradientTexture( _color1, _color2, _color3, _color4 ); + + // TODO: UVs are incorrect, v4->v3? + + drawTriangle( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y ); + clipImage( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y, 0, 0, 1, 0, 0, 1, _image ); + + drawTriangle( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y ); + clipImage( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y, 1, 0, 1, 1, 0, 1, _image ); + + } + + } + + // + + function drawTriangle( x0, y0, x1, y1, x2, y2 ) { + + _context.beginPath(); + _context.moveTo( x0, y0 ); + _context.lineTo( x1, y1 ); + _context.lineTo( x2, y2 ); + _context.lineTo( x0, y0 ); + + } + + function drawQuad( x0, y0, x1, y1, x2, y2, x3, y3 ) { + + _context.beginPath(); + _context.moveTo( x0, y0 ); + _context.lineTo( x1, y1 ); + _context.lineTo( x2, y2 ); + _context.lineTo( x3, y3 ); + _context.lineTo( x0, y0 ); + + } + + function strokePath( color, linewidth, linecap, linejoin ) { + + setLineWidth( linewidth ); + setLineCap( linecap ); + setLineJoin( linejoin ); + setStrokeStyle( color.getContextStyle() ); + + _context.stroke(); + + _bboxRect.inflate( linewidth * 2 ); + + } + + function fillPath( color ) { + + setFillStyle( color.getContextStyle() ); + _context.fill(); + + } + + function patternPath( x0, y0, x1, y1, x2, y2, u0, v0, u1, v1, u2, v2, texture ) { + + if ( texture.image === undefined || texture.image.width === 0 ) return; + + if ( texture.needsUpdate === true || _patterns[ texture.id ] === undefined ) { + + var repeatX = texture.wrapS == THREE.RepeatWrapping; + var repeatY = texture.wrapT == THREE.RepeatWrapping; + + _patterns[ texture.id ] = _context.createPattern( texture.image, repeatX === true && repeatY === true ? 'repeat' : repeatX === true && repeatY === false ? 'repeat-x' : repeatX === false && repeatY === true ? 'repeat-y' : 'no-repeat' ); + + texture.needsUpdate = false; + + } + + setFillStyle( _patterns[ texture.id ] ); + + // http://extremelysatisfactorytotalitarianism.com/blog/?p=2120 + + var a, b, c, d, e, f, det, idet, + offsetX = texture.offset.x / texture.repeat.x, + offsetY = texture.offset.y / texture.repeat.y, + width = texture.image.width * texture.repeat.x, + height = texture.image.height * texture.repeat.y; + + u0 = ( u0 + offsetX ) * width; + v0 = ( 1.0 - v0 + offsetY ) * height; + + u1 = ( u1 + offsetX ) * width; + v1 = ( 1.0 - v1 + offsetY ) * height; + + u2 = ( u2 + offsetX ) * width; + v2 = ( 1.0 - v2 + offsetY ) * height; + + x1 -= x0; y1 -= y0; + x2 -= x0; y2 -= y0; + + u1 -= u0; v1 -= v0; + u2 -= u0; v2 -= v0; + + det = u1 * v2 - u2 * v1; + + if ( det === 0 ) { + + if ( _imagedatas[ texture.id ] === undefined ) { + + var canvas = document.createElement( 'canvas' ) + canvas.width = texture.image.width; + canvas.height = texture.image.height; + + var context = canvas.getContext( '2d' ); + context.drawImage( texture.image, 0, 0 ); + + _imagedatas[ texture.id ] = context.getImageData( 0, 0, texture.image.width, texture.image.height ).data; + + // variables cannot be deleted in ES5 strict mode + //delete canvas; + + } + + var data = _imagedatas[ texture.id ]; + var index = ( Math.floor( u0 ) + Math.floor( v0 ) * texture.image.width ) * 4; + + _color.setRGB( data[ index ] / 255, data[ index + 1 ] / 255, data[ index + 2 ] / 255 ); + fillPath( _color ); + + return; + + } + + idet = 1 / det; + + a = ( v2 * x1 - v1 * x2 ) * idet; + b = ( v2 * y1 - v1 * y2 ) * idet; + c = ( u1 * x2 - u2 * x1 ) * idet; + d = ( u1 * y2 - u2 * y1 ) * idet; + + e = x0 - a * u0 - c * v0; + f = y0 - b * u0 - d * v0; + + _context.save(); + _context.transform( a, b, c, d, e, f ); + _context.fill(); + _context.restore(); + + } + + function clipImage( x0, y0, x1, y1, x2, y2, u0, v0, u1, v1, u2, v2, image ) { + + // http://extremelysatisfactorytotalitarianism.com/blog/?p=2120 + + var a, b, c, d, e, f, det, idet, + width = image.width - 1, + height = image.height - 1; + + u0 *= width; v0 *= height; + u1 *= width; v1 *= height; + u2 *= width; v2 *= height; + + x1 -= x0; y1 -= y0; + x2 -= x0; y2 -= y0; + + u1 -= u0; v1 -= v0; + u2 -= u0; v2 -= v0; + + det = u1 * v2 - u2 * v1; + + idet = 1 / det; + + a = ( v2 * x1 - v1 * x2 ) * idet; + b = ( v2 * y1 - v1 * y2 ) * idet; + c = ( u1 * x2 - u2 * x1 ) * idet; + d = ( u1 * y2 - u2 * y1 ) * idet; + + e = x0 - a * u0 - c * v0; + f = y0 - b * u0 - d * v0; + + _context.save(); + _context.transform( a, b, c, d, e, f ); + _context.clip(); + _context.drawImage( image, 0, 0 ); + _context.restore(); + + } + + function getGradientTexture( color1, color2, color3, color4 ) { + + // http://mrdoob.com/blog/post/710 + + var c1r = ~~ ( color1.r * 255 ), c1g = ~~ ( color1.g * 255 ), c1b = ~~ ( color1.b * 255 ), + c2r = ~~ ( color2.r * 255 ), c2g = ~~ ( color2.g * 255 ), c2b = ~~ ( color2.b * 255 ), + c3r = ~~ ( color3.r * 255 ), c3g = ~~ ( color3.g * 255 ), c3b = ~~ ( color3.b * 255 ), + c4r = ~~ ( color4.r * 255 ), c4g = ~~ ( color4.g * 255 ), c4b = ~~ ( color4.b * 255 ); + + _pixelMapData[ 0 ] = c1r < 0 ? 0 : c1r > 255 ? 255 : c1r; + _pixelMapData[ 1 ] = c1g < 0 ? 0 : c1g > 255 ? 255 : c1g; + _pixelMapData[ 2 ] = c1b < 0 ? 0 : c1b > 255 ? 255 : c1b; + + _pixelMapData[ 4 ] = c2r < 0 ? 0 : c2r > 255 ? 255 : c2r; + _pixelMapData[ 5 ] = c2g < 0 ? 0 : c2g > 255 ? 255 : c2g; + _pixelMapData[ 6 ] = c2b < 0 ? 0 : c2b > 255 ? 255 : c2b; + + _pixelMapData[ 8 ] = c3r < 0 ? 0 : c3r > 255 ? 255 : c3r; + _pixelMapData[ 9 ] = c3g < 0 ? 0 : c3g > 255 ? 255 : c3g; + _pixelMapData[ 10 ] = c3b < 0 ? 0 : c3b > 255 ? 255 : c3b; + + _pixelMapData[ 12 ] = c4r < 0 ? 0 : c4r > 255 ? 255 : c4r; + _pixelMapData[ 13 ] = c4g < 0 ? 0 : c4g > 255 ? 255 : c4g; + _pixelMapData[ 14 ] = c4b < 0 ? 0 : c4b > 255 ? 255 : c4b; + + _pixelMapContext.putImageData( _pixelMapImage, 0, 0 ); + _gradientMapContext.drawImage( _pixelMap, 0, 0 ); + + return _gradientMap; + + } + + function smoothstep( value, min, max ) { + + var x = ( value - min ) / ( max - min ); + return x * x * ( 3 - 2 * x ); + + } + + function normalToComponent( normal ) { + + var component = ( normal + 1 ) * 0.5; + return component < 0 ? 0 : ( component > 1 ? 1 : component ); + + } + + // Hide anti-alias gaps + + function expand( v1, v2 ) { + + var x = v2.x - v1.x, y = v2.y - v1.y, + det = x * x + y * y, idet; + + if ( det === 0 ) return; + + idet = 1 / Math.sqrt( det ); + + x *= idet; y *= idet; + + v2.x += x; v2.y += y; + v1.x -= x; v1.y -= y; + + } + }; + + // Context cached methods. + + function setOpacity( value ) { + + if ( _contextGlobalAlpha !== value ) { + + _context.globalAlpha = value; + _contextGlobalAlpha = value; + + } + + } + + function setBlending( value ) { + + if ( _contextGlobalCompositeOperation !== value ) { + + if ( value === THREE.NormalBlending ) { + + _context.globalCompositeOperation = 'source-over'; + + } else if ( value === THREE.AdditiveBlending ) { + + _context.globalCompositeOperation = 'lighter'; + + } else if ( value === THREE.SubtractiveBlending ) { + + _context.globalCompositeOperation = 'darker'; + + } + + _contextGlobalCompositeOperation = value; + + } + + } + + function setLineWidth( value ) { + + if ( _contextLineWidth !== value ) { + + _context.lineWidth = value; + _contextLineWidth = value; + + } + + } + + function setLineCap( value ) { + + // "butt", "round", "square" + + if ( _contextLineCap !== value ) { + + _context.lineCap = value; + _contextLineCap = value; + + } + + } + + function setLineJoin( value ) { + + // "round", "bevel", "miter" + + if ( _contextLineJoin !== value ) { + + _context.lineJoin = value; + _contextLineJoin = value; + + } + + } + + function setStrokeStyle( value ) { + + if ( _contextStrokeStyle !== value ) { + + _context.strokeStyle = value; + _contextStrokeStyle = value; + + } + + } + + function setFillStyle( value ) { + + if ( _contextFillStyle !== value ) { + + _context.fillStyle = value; + _contextFillStyle = value; + + } + + } + +}; +/** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + * @author mikael emtinger / http://gomo.se/ + */ + +THREE.ShaderChunk = { + + // FOG + + fog_pars_fragment: [ + + "#ifdef USE_FOG", + + "uniform vec3 fogColor;", + + "#ifdef FOG_EXP2", + + "uniform float fogDensity;", + + "#else", + + "uniform float fogNear;", + "uniform float fogFar;", + + "#endif", + + "#endif" + + ].join("\n"), + + fog_fragment: [ + + "#ifdef USE_FOG", + + "float depth = gl_FragCoord.z / gl_FragCoord.w;", + + "#ifdef FOG_EXP2", + + "const float LOG2 = 1.442695;", + "float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );", + "fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );", + + "#else", + + "float fogFactor = smoothstep( fogNear, fogFar, depth );", + + "#endif", + + "gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );", + + "#endif" + + ].join("\n"), + + // ENVIRONMENT MAP + + envmap_pars_fragment: [ + + "#ifdef USE_ENVMAP", + + "uniform float reflectivity;", + "uniform samplerCube envMap;", + "uniform float flipEnvMap;", + "uniform int combine;", + + "#if defined(USE_BUMPMAP) || defined(USE_NORMALMAP)", + + "uniform bool useRefract;", + "uniform float refractionRatio;", + + "#else", + + "varying vec3 vReflect;", + + "#endif", + + "#endif" + + ].join("\n"), + + envmap_fragment: [ + + "#ifdef USE_ENVMAP", + + "vec3 reflectVec;", + + "#if defined(USE_BUMPMAP) || defined(USE_NORMALMAP)", + + "vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );", + + "if ( useRefract ) {", + + "reflectVec = refract( cameraToVertex, normal, refractionRatio );", + + "} else { ", + + "reflectVec = reflect( cameraToVertex, normal );", + + "}", + + "#else", + + "reflectVec = vReflect;", + + "#endif", + + "#ifdef DOUBLE_SIDED", + + "float flipNormal = ( -1.0 + 2.0 * float( gl_FrontFacing ) );", + "vec4 cubeColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );", + + "#else", + + "vec4 cubeColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );", + + "#endif", + + "#ifdef GAMMA_INPUT", + + "cubeColor.xyz *= cubeColor.xyz;", + + "#endif", + + "if ( combine == 1 ) {", + + "gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularStrength * reflectivity );", + + "} else {", + + "gl_FragColor.xyz = mix( gl_FragColor.xyz, gl_FragColor.xyz * cubeColor.xyz, specularStrength * reflectivity );", + + "}", + + "#endif" + + ].join("\n"), + + envmap_pars_vertex: [ + + "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined(USE_NORMALMAP)", + + "varying vec3 vReflect;", + + "uniform float refractionRatio;", + "uniform bool useRefract;", + + "#endif" + + ].join("\n"), + + envmap_vertex : [ + + "#ifdef USE_ENVMAP", + + "vec4 mPosition = modelMatrix * vec4( position, 1.0 );", + + "#endif", + + "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined(USE_NORMALMAP)", + + "vec3 nWorld = mat3( modelMatrix[ 0 ].xyz, modelMatrix[ 1 ].xyz, modelMatrix[ 2 ].xyz ) * normal;", + + "if ( useRefract ) {", + + "vReflect = refract( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ), refractionRatio );", + + "} else {", + + "vReflect = reflect( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ) );", + + "}", + + "#endif" + + ].join("\n"), + + // COLOR MAP (particles) + + map_particle_pars_fragment: [ + + "#ifdef USE_MAP", + + "uniform sampler2D map;", + + "#endif" + + ].join("\n"), + + + map_particle_fragment: [ + + "#ifdef USE_MAP", + + "gl_FragColor = gl_FragColor * texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) );", + + "#endif" + + ].join("\n"), + + // COLOR MAP (triangles) + + map_pars_vertex: [ + + "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )", + + "varying vec2 vUv;", + "uniform vec4 offsetRepeat;", + + "#endif" + + ].join("\n"), + + map_pars_fragment: [ + + "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )", + + "varying vec2 vUv;", + + "#endif", + + "#ifdef USE_MAP", + + "uniform sampler2D map;", + + "#endif", + + ].join("\n"), + + map_vertex: [ + + "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )", + + "vUv = uv * offsetRepeat.zw + offsetRepeat.xy;", + + "#endif" + + ].join("\n"), + + map_fragment: [ + + "#ifdef USE_MAP", + + "#ifdef GAMMA_INPUT", + + "vec4 texelColor = texture2D( map, vUv );", + "texelColor.xyz *= texelColor.xyz;", + + "gl_FragColor = gl_FragColor * texelColor;", + + "#else", + + "gl_FragColor = gl_FragColor * texture2D( map, vUv );", + + "#endif", + + "#endif" + + ].join("\n"), + + // LIGHT MAP + + lightmap_pars_fragment: [ + + "#ifdef USE_LIGHTMAP", + + "varying vec2 vUv2;", + "uniform sampler2D lightMap;", + + "#endif" + + ].join("\n"), + + lightmap_pars_vertex: [ + + "#ifdef USE_LIGHTMAP", + + "varying vec2 vUv2;", + + "#endif" + + ].join("\n"), + + lightmap_fragment: [ + + "#ifdef USE_LIGHTMAP", + + "gl_FragColor = gl_FragColor * texture2D( lightMap, vUv2 );", + + "#endif" + + ].join("\n"), + + lightmap_vertex: [ + + "#ifdef USE_LIGHTMAP", + + "vUv2 = uv2;", + + "#endif" + + ].join("\n"), + + // BUMP MAP + + bumpmap_pars_fragment: [ + + "#ifdef USE_BUMPMAP", + + "uniform sampler2D bumpMap;", + "uniform float bumpScale;", + + // Derivative maps - bump mapping unparametrized surfaces by Morten Mikkelsen + // http://mmikkelsen3d.blogspot.sk/2011/07/derivative-maps.html + + // Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2) + + "vec2 dHdxy_fwd() {", + + "vec2 dSTdx = dFdx( vUv );", + "vec2 dSTdy = dFdy( vUv );", + + "float Hll = bumpScale * texture2D( bumpMap, vUv ).x;", + "float dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;", + "float dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;", + + "return vec2( dBx, dBy );", + + "}", + + "vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {", + + "vec3 vSigmaX = dFdx( surf_pos );", + "vec3 vSigmaY = dFdy( surf_pos );", + "vec3 vN = surf_norm;", // normalized + + "vec3 R1 = cross( vSigmaY, vN );", + "vec3 R2 = cross( vN, vSigmaX );", + + "float fDet = dot( vSigmaX, R1 );", + + "vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );", + "return normalize( abs( fDet ) * surf_norm - vGrad );", + + "}", + + "#endif" + + ].join("\n"), + + // NORMAL MAP + normalmap_pars_fragment: [ + + "#ifdef USE_NORMALMAP", + + "uniform sampler2D normalMap;", + "uniform float normalScale;", + + // Per-Pixel Tangent Space Normal Mapping + // http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html + + "vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm) {", + + "vec3 q0 = dFdx(eye_pos.xyz);", + "vec3 q1 = dFdy(eye_pos.xyz);", + "vec2 st0 = dFdx(vUv.st);", + "vec2 st1 = dFdy(vUv.st);", + + "vec3 S = normalize( q0 * st1.t - q1 * st0.t);", + "vec3 T = normalize(-q0 * st1.s + q1 * st0.s);", + "vec3 N = normalize(surf_norm);", + + "vec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;", + "mapN = normalScale * mapN;", + "mat3 tsn = mat3( S, T, N );", + "return normalize( tsn * mapN );", + + "}", + + "#endif" + + ].join("\n"), + + // SPECULAR MAP + + specularmap_pars_fragment: [ + + "#ifdef USE_SPECULARMAP", + + "uniform sampler2D specularMap;", + + "#endif" + + ].join("\n"), + + specularmap_fragment: [ + + "float specularStrength;", + + "#ifdef USE_SPECULARMAP", + + "vec4 texelSpecular = texture2D( specularMap, vUv );", + "specularStrength = texelSpecular.r;", + + "#else", + + "specularStrength = 1.0;", + + "#endif" + + ].join("\n"), + + // LIGHTS LAMBERT + + lights_lambert_pars_vertex: [ + + "uniform vec3 ambient;", + "uniform vec3 diffuse;", + "uniform vec3 emissive;", + + "uniform vec3 ambientLightColor;", + + "#if MAX_DIR_LIGHTS > 0", + + "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];", + "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];", + + "#endif", + + "#if MAX_POINT_LIGHTS > 0", + + "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];", + "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];", + "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];", + + "#endif", + + "#if MAX_SPOT_LIGHTS > 0", + + "uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];", + "uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];", + "uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];", + "uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];", + "uniform float spotLightAngle[ MAX_SPOT_LIGHTS ];", + "uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];", + + "#endif", + + "#ifdef WRAP_AROUND", + + "uniform vec3 wrapRGB;", + + "#endif" + + ].join("\n"), + + lights_lambert_vertex: [ + + "vLightFront = vec3( 0.0 );", + + "#ifdef DOUBLE_SIDED", + + "vLightBack = vec3( 0.0 );", + + "#endif", + + "transformedNormal = normalize( transformedNormal );", + + "#if MAX_DIR_LIGHTS > 0", + + "for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {", + + "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );", + "vec3 dirVector = normalize( lDirection.xyz );", + + "float dotProduct = dot( transformedNormal, dirVector );", + "vec3 directionalLightWeighting = vec3( max( dotProduct, 0.0 ) );", + + "#ifdef DOUBLE_SIDED", + + "vec3 directionalLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );", + + "#ifdef WRAP_AROUND", + + "vec3 directionalLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );", + + "#endif", + + "#endif", + + "#ifdef WRAP_AROUND", + + "vec3 directionalLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );", + "directionalLightWeighting = mix( directionalLightWeighting, directionalLightWeightingHalf, wrapRGB );", + + "#ifdef DOUBLE_SIDED", + + "directionalLightWeightingBack = mix( directionalLightWeightingBack, directionalLightWeightingHalfBack, wrapRGB );", + + "#endif", + + "#endif", + + "vLightFront += directionalLightColor[ i ] * directionalLightWeighting;", + + "#ifdef DOUBLE_SIDED", + + "vLightBack += directionalLightColor[ i ] * directionalLightWeightingBack;", + + "#endif", + + "}", + + "#endif", + + "#if MAX_POINT_LIGHTS > 0", + + "for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {", + + "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );", + "vec3 lVector = lPosition.xyz - mvPosition.xyz;", + + "float lDistance = 1.0;", + "if ( pointLightDistance[ i ] > 0.0 )", + "lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );", + + "lVector = normalize( lVector );", + "float dotProduct = dot( transformedNormal, lVector );", + + "vec3 pointLightWeighting = vec3( max( dotProduct, 0.0 ) );", + + "#ifdef DOUBLE_SIDED", + + "vec3 pointLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );", + + "#ifdef WRAP_AROUND", + + "vec3 pointLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );", + + "#endif", + + "#endif", + + "#ifdef WRAP_AROUND", + + "vec3 pointLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );", + "pointLightWeighting = mix( pointLightWeighting, pointLightWeightingHalf, wrapRGB );", + + "#ifdef DOUBLE_SIDED", + + "pointLightWeightingBack = mix( pointLightWeightingBack, pointLightWeightingHalfBack, wrapRGB );", + + "#endif", + + "#endif", + + "vLightFront += pointLightColor[ i ] * pointLightWeighting * lDistance;", + + "#ifdef DOUBLE_SIDED", + + "vLightBack += pointLightColor[ i ] * pointLightWeightingBack * lDistance;", + + "#endif", + + "}", + + "#endif", + + "#if MAX_SPOT_LIGHTS > 0", + + "for( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {", + + "vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );", + "vec3 lVector = lPosition.xyz - mvPosition.xyz;", + + "lVector = normalize( lVector );", + + "float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - mPosition.xyz ) );", + + "if ( spotEffect > spotLightAngle[ i ] ) {", + + "spotEffect = pow( spotEffect, spotLightExponent[ i ] );", + + "float lDistance = 1.0;", + "if ( spotLightDistance[ i ] > 0.0 )", + "lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );", + + "float dotProduct = dot( transformedNormal, lVector );", + "vec3 spotLightWeighting = vec3( max( dotProduct, 0.0 ) );", + + "#ifdef DOUBLE_SIDED", + + "vec3 spotLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );", + + "#ifdef WRAP_AROUND", + + "vec3 spotLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );", + + "#endif", + + "#endif", + + "#ifdef WRAP_AROUND", + + "vec3 spotLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );", + "spotLightWeighting = mix( spotLightWeighting, spotLightWeightingHalf, wrapRGB );", + + "#ifdef DOUBLE_SIDED", + + "spotLightWeightingBack = mix( spotLightWeightingBack, spotLightWeightingHalfBack, wrapRGB );", + + "#endif", + + "#endif", + + "vLightFront += spotLightColor[ i ] * spotLightWeighting * lDistance * spotEffect;", + + "#ifdef DOUBLE_SIDED", + + "vLightBack += spotLightColor[ i ] * spotLightWeightingBack * lDistance * spotEffect;", + + "#endif", + + "}", + + "}", + + "#endif", + + "vLightFront = vLightFront * diffuse + ambient * ambientLightColor + emissive;", + + "#ifdef DOUBLE_SIDED", + + "vLightBack = vLightBack * diffuse + ambient * ambientLightColor + emissive;", + + "#endif" + + ].join("\n"), + + // LIGHTS PHONG + + lights_phong_pars_vertex: [ + + "#ifndef PHONG_PER_PIXEL", + + "#if MAX_POINT_LIGHTS > 0", + + "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];", + "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];", + + "varying vec4 vPointLight[ MAX_POINT_LIGHTS ];", + + "#endif", + + "#if MAX_SPOT_LIGHTS > 0", + + "uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];", + "uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];", + + "varying vec4 vSpotLight[ MAX_SPOT_LIGHTS ];", + + "#endif", + + "#endif", + + "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )", + + "varying vec3 vWorldPosition;", + + "#endif" + + ].join("\n"), + + + lights_phong_vertex: [ + + "#ifndef PHONG_PER_PIXEL", + + "#if MAX_POINT_LIGHTS > 0", + + "for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {", + + "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );", + "vec3 lVector = lPosition.xyz - mvPosition.xyz;", + + "float lDistance = 1.0;", + "if ( pointLightDistance[ i ] > 0.0 )", + "lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );", + + "vPointLight[ i ] = vec4( lVector, lDistance );", + + "}", + + "#endif", + + "#if MAX_SPOT_LIGHTS > 0", + + "for( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {", + + "vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );", + "vec3 lVector = lPosition.xyz - mvPosition.xyz;", + + "float lDistance = 1.0;", + "if ( spotLightDistance[ i ] > 0.0 )", + "lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );", + + "vSpotLight[ i ] = vec4( lVector, lDistance );", + + "}", + + "#endif", + + "#endif", + + "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )", + + "vWorldPosition = mPosition.xyz;", + + "#endif" + + ].join("\n"), + + lights_phong_pars_fragment: [ + + "uniform vec3 ambientLightColor;", + + "#if MAX_DIR_LIGHTS > 0", + + "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];", + "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];", + + "#endif", + + "#if MAX_POINT_LIGHTS > 0", + + "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];", + + "#ifdef PHONG_PER_PIXEL", + + "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];", + "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];", + + "#else", + + "varying vec4 vPointLight[ MAX_POINT_LIGHTS ];", + + "#endif", + + "#endif", + + "#if MAX_SPOT_LIGHTS > 0", + + "uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];", + "uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];", + "uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];", + "uniform float spotLightAngle[ MAX_SPOT_LIGHTS ];", + "uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];", + + "#ifdef PHONG_PER_PIXEL", + + "uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];", + + "#else", + + "varying vec4 vSpotLight[ MAX_SPOT_LIGHTS ];", + + "#endif", + + "#endif", + + "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )", + + "varying vec3 vWorldPosition;", + + "#endif", + + "#ifdef WRAP_AROUND", + + "uniform vec3 wrapRGB;", + + "#endif", + + "varying vec3 vViewPosition;", + "varying vec3 vNormal;" + + ].join("\n"), + + lights_phong_fragment: [ + + "vec3 normal = normalize( vNormal );", + "vec3 viewPosition = normalize( vViewPosition );", + + "#ifdef DOUBLE_SIDED", + + "normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );", + + "#endif", + + "#ifdef USE_NORMALMAP", + + "normal = perturbNormal2Arb( -viewPosition, normal);", + + "#elif defined( USE_BUMPMAP )", + + "normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );", + + "#endif", + + "#if MAX_POINT_LIGHTS > 0", + + "vec3 pointDiffuse = vec3( 0.0 );", + "vec3 pointSpecular = vec3( 0.0 );", + + "for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {", + + "#ifdef PHONG_PER_PIXEL", + + "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );", + "vec3 lVector = lPosition.xyz + vViewPosition.xyz;", + + "float lDistance = 1.0;", + "if ( pointLightDistance[ i ] > 0.0 )", + "lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );", + + "lVector = normalize( lVector );", + + "#else", + + "vec3 lVector = normalize( vPointLight[ i ].xyz );", + "float lDistance = vPointLight[ i ].w;", + + "#endif", + + // diffuse + + "float dotProduct = dot( normal, lVector );", + + "#ifdef WRAP_AROUND", + + "float pointDiffuseWeightFull = max( dotProduct, 0.0 );", + "float pointDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );", + + "vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );", + + "#else", + + "float pointDiffuseWeight = max( dotProduct, 0.0 );", + + "#endif", + + "pointDiffuse += diffuse * pointLightColor[ i ] * pointDiffuseWeight * lDistance;", + + // specular + + "vec3 pointHalfVector = normalize( lVector + viewPosition );", + "float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );", + "float pointSpecularWeight = specularStrength * max( pow( pointDotNormalHalf, shininess ), 0.0 );", + + "#ifdef PHYSICALLY_BASED_SHADING", + + // 2.0 => 2.0001 is hack to work around ANGLE bug + + "float specularNormalization = ( shininess + 2.0001 ) / 8.0;", + + "vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, pointHalfVector ), 5.0 );", + "pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance * specularNormalization;", + + "#else", + + "pointSpecular += specular * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance;", + + "#endif", + + "}", + + "#endif", + + "#if MAX_SPOT_LIGHTS > 0", + + "vec3 spotDiffuse = vec3( 0.0 );", + "vec3 spotSpecular = vec3( 0.0 );", + + "for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {", + + "#ifdef PHONG_PER_PIXEL", + + "vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );", + "vec3 lVector = lPosition.xyz + vViewPosition.xyz;", + + "float lDistance = 1.0;", + "if ( spotLightDistance[ i ] > 0.0 )", + "lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );", + + "lVector = normalize( lVector );", + + "#else", + + "vec3 lVector = normalize( vSpotLight[ i ].xyz );", + "float lDistance = vSpotLight[ i ].w;", + + "#endif", + + "float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );", + + "if ( spotEffect > spotLightAngle[ i ] ) {", + + "spotEffect = pow( spotEffect, spotLightExponent[ i ] );", + + // diffuse + + "float dotProduct = dot( normal, lVector );", + + "#ifdef WRAP_AROUND", + + "float spotDiffuseWeightFull = max( dotProduct, 0.0 );", + "float spotDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );", + + "vec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );", + + "#else", + + "float spotDiffuseWeight = max( dotProduct, 0.0 );", + + "#endif", + + "spotDiffuse += diffuse * spotLightColor[ i ] * spotDiffuseWeight * lDistance * spotEffect;", + + // specular + + "vec3 spotHalfVector = normalize( lVector + viewPosition );", + "float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );", + "float spotSpecularWeight = specularStrength * max( pow( spotDotNormalHalf, shininess ), 0.0 );", + + "#ifdef PHYSICALLY_BASED_SHADING", + + // 2.0 => 2.0001 is hack to work around ANGLE bug + + "float specularNormalization = ( shininess + 2.0001 ) / 8.0;", + + "vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, spotHalfVector ), 5.0 );", + "spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * specularNormalization * spotEffect;", + + "#else", + + "spotSpecular += specular * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * spotEffect;", + + "#endif", + + "}", + + "}", + + "#endif", + + "#if MAX_DIR_LIGHTS > 0", + + "vec3 dirDiffuse = vec3( 0.0 );", + "vec3 dirSpecular = vec3( 0.0 );" , + + "for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {", + + "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );", + "vec3 dirVector = normalize( lDirection.xyz );", + + // diffuse + + "float dotProduct = dot( normal, dirVector );", + + "#ifdef WRAP_AROUND", + + "float dirDiffuseWeightFull = max( dotProduct, 0.0 );", + "float dirDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );", + + "vec3 dirDiffuseWeight = mix( vec3( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), wrapRGB );", + + "#else", + + "float dirDiffuseWeight = max( dotProduct, 0.0 );", + + "#endif", + + "dirDiffuse += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;", + + // specular + + "vec3 dirHalfVector = normalize( dirVector + viewPosition );", + "float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );", + "float dirSpecularWeight = specularStrength * max( pow( dirDotNormalHalf, shininess ), 0.0 );", + + "#ifdef PHYSICALLY_BASED_SHADING", + + /* + // fresnel term from skin shader + "const float F0 = 0.128;", + + "float base = 1.0 - dot( viewPosition, dirHalfVector );", + "float exponential = pow( base, 5.0 );", + + "float fresnel = exponential + F0 * ( 1.0 - exponential );", + */ + + /* + // fresnel term from fresnel shader + "const float mFresnelBias = 0.08;", + "const float mFresnelScale = 0.3;", + "const float mFresnelPower = 5.0;", + + "float fresnel = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( -viewPosition ), normal ), mFresnelPower );", + */ + + // 2.0 => 2.0001 is hack to work around ANGLE bug + + "float specularNormalization = ( shininess + 2.0001 ) / 8.0;", + + //"dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization * fresnel;", + + "vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );", + "dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;", + + "#else", + + "dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight;", + + "#endif", + + "}", + + "#endif", + + "vec3 totalDiffuse = vec3( 0.0 );", + "vec3 totalSpecular = vec3( 0.0 );", + + "#if MAX_DIR_LIGHTS > 0", + + "totalDiffuse += dirDiffuse;", + "totalSpecular += dirSpecular;", + + "#endif", + + "#if MAX_POINT_LIGHTS > 0", + + "totalDiffuse += pointDiffuse;", + "totalSpecular += pointSpecular;", + + "#endif", + + "#if MAX_SPOT_LIGHTS > 0", + + "totalDiffuse += spotDiffuse;", + "totalSpecular += spotSpecular;", + + "#endif", + + "#ifdef METAL", + + "gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient + totalSpecular );", + + "#else", + + "gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient ) + totalSpecular;", + + "#endif" + + ].join("\n"), + + // VERTEX COLORS + + color_pars_fragment: [ + + "#ifdef USE_COLOR", + + "varying vec3 vColor;", + + "#endif" + + ].join("\n"), + + + color_fragment: [ + + "#ifdef USE_COLOR", + + "gl_FragColor = gl_FragColor * vec4( vColor, opacity );", + + "#endif" + + ].join("\n"), + + color_pars_vertex: [ + + "#ifdef USE_COLOR", + + "varying vec3 vColor;", + + "#endif" + + ].join("\n"), + + + color_vertex: [ + + "#ifdef USE_COLOR", + + "#ifdef GAMMA_INPUT", + + "vColor = color * color;", + + "#else", + + "vColor = color;", + + "#endif", + + "#endif" + + ].join("\n"), + + // SKINNING + + skinning_pars_vertex: [ + + "#ifdef USE_SKINNING", + + "#ifdef BONE_TEXTURE", + + "uniform sampler2D boneTexture;", + + "mat4 getBoneMatrix( const in float i ) {", + + "float j = i * 4.0;", + "float x = mod( j, N_BONE_PIXEL_X );", + "float y = floor( j / N_BONE_PIXEL_X );", + + "const float dx = 1.0 / N_BONE_PIXEL_X;", + "const float dy = 1.0 / N_BONE_PIXEL_Y;", + + "y = dy * ( y + 0.5 );", + + "vec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );", + "vec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );", + "vec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );", + "vec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );", + + "mat4 bone = mat4( v1, v2, v3, v4 );", + + "return bone;", + + "}", + + "#else", + + "uniform mat4 boneGlobalMatrices[ MAX_BONES ];", + + "mat4 getBoneMatrix( const in float i ) {", + + "mat4 bone = boneGlobalMatrices[ int(i) ];", + "return bone;", + + "}", + + "#endif", + + "#endif" + + ].join("\n"), + + skinbase_vertex: [ + + "#ifdef USE_SKINNING", + + "mat4 boneMatX = getBoneMatrix( skinIndex.x );", + "mat4 boneMatY = getBoneMatrix( skinIndex.y );", + + "#endif" + + ].join("\n"), + + skinning_vertex: [ + + "#ifdef USE_SKINNING", + + "vec4 skinned = boneMatX * skinVertexA * skinWeight.x;", + "skinned += boneMatY * skinVertexB * skinWeight.y;", + + "gl_Position = projectionMatrix * modelViewMatrix * skinned;", + + "#endif" + + ].join("\n"), + + // MORPHING + + morphtarget_pars_vertex: [ + + "#ifdef USE_MORPHTARGETS", + + "#ifndef USE_MORPHNORMALS", + + "uniform float morphTargetInfluences[ 8 ];", + + "#else", + + "uniform float morphTargetInfluences[ 4 ];", + + "#endif", + + "#endif" + + ].join("\n"), + + morphtarget_vertex: [ + + "#ifdef USE_MORPHTARGETS", + + "vec3 morphed = vec3( 0.0 );", + "morphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];", + "morphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];", + "morphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];", + "morphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];", + + "#ifndef USE_MORPHNORMALS", + + "morphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];", + "morphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];", + "morphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];", + "morphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];", + + "#endif", + + "morphed += position;", + + "gl_Position = projectionMatrix * modelViewMatrix * vec4( morphed, 1.0 );", + + "#endif" + + ].join("\n"), + + default_vertex : [ + + "#ifndef USE_MORPHTARGETS", + "#ifndef USE_SKINNING", + + "gl_Position = projectionMatrix * mvPosition;", + + "#endif", + "#endif" + + ].join("\n"), + + morphnormal_vertex: [ + + "#ifdef USE_MORPHNORMALS", + + "vec3 morphedNormal = vec3( 0.0 );", + + "morphedNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];", + "morphedNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];", + "morphedNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];", + "morphedNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];", + + "morphedNormal += normal;", + + "#endif" + + ].join("\n"), + + skinnormal_vertex: [ + + "#ifdef USE_SKINNING", + + "mat4 skinMatrix = skinWeight.x * boneMatX;", + "skinMatrix += skinWeight.y * boneMatY;", + + "vec4 skinnedNormal = skinMatrix * vec4( normal, 0.0 );", + + "#endif" + + ].join("\n"), + + defaultnormal_vertex: [ + + "vec3 transformedNormal;", + + "#ifdef USE_SKINNING", + + "transformedNormal = skinnedNormal.xyz;", + + "#endif", + + "#ifdef USE_MORPHNORMALS", + + "transformedNormal = morphedNormal;", + + "#endif", + + "#ifndef USE_MORPHNORMALS", + "#ifndef USE_SKINNING", + + "transformedNormal = normal;", + + "#endif", + "#endif", + + "transformedNormal = normalMatrix * transformedNormal;", + + ].join("\n"), + + // SHADOW MAP + + // based on SpiderGL shadow map and Fabien Sanglard's GLSL shadow mapping examples + // http://spidergl.org/example.php?id=6 + // http://fabiensanglard.net/shadowmapping + + shadowmap_pars_fragment: [ + + "#ifdef USE_SHADOWMAP", + + "uniform sampler2D shadowMap[ MAX_SHADOWS ];", + "uniform vec2 shadowMapSize[ MAX_SHADOWS ];", + + "uniform float shadowDarkness[ MAX_SHADOWS ];", + "uniform float shadowBias[ MAX_SHADOWS ];", + + "varying vec4 vShadowCoord[ MAX_SHADOWS ];", + + "float unpackDepth( const in vec4 rgba_depth ) {", + + "const vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );", + "float depth = dot( rgba_depth, bit_shift );", + "return depth;", + + "}", + + "#endif" + + ].join("\n"), + + shadowmap_fragment: [ + + "#ifdef USE_SHADOWMAP", + + "#ifdef SHADOWMAP_DEBUG", + + "vec3 frustumColors[3];", + "frustumColors[0] = vec3( 1.0, 0.5, 0.0 );", + "frustumColors[1] = vec3( 0.0, 1.0, 0.8 );", + "frustumColors[2] = vec3( 0.0, 0.5, 1.0 );", + + "#endif", + + "#ifdef SHADOWMAP_CASCADE", + + "int inFrustumCount = 0;", + + "#endif", + + "float fDepth;", + "vec3 shadowColor = vec3( 1.0 );", + + "for( int i = 0; i < MAX_SHADOWS; i ++ ) {", + + "vec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;", + + // "if ( something && something )" breaks ATI OpenGL shader compiler + // "if ( all( something, something ) )" using this instead + + "bvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );", + "bool inFrustum = all( inFrustumVec );", + + // don't shadow pixels outside of light frustum + // use just first frustum (for cascades) + // don't shadow pixels behind far plane of light frustum + + "#ifdef SHADOWMAP_CASCADE", + + "inFrustumCount += int( inFrustum );", + "bvec3 frustumTestVec = bvec3( inFrustum, inFrustumCount == 1, shadowCoord.z <= 1.0 );", + + "#else", + + "bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );", + + "#endif", + + "bool frustumTest = all( frustumTestVec );", + + "if ( frustumTest ) {", + + "shadowCoord.z += shadowBias[ i ];", + + "#ifdef SHADOWMAP_SOFT", + + // Percentage-close filtering + // (9 pixel kernel) + // http://fabiensanglard.net/shadowmappingPCF/ + + "float shadow = 0.0;", + + /* + // nested loops breaks shader compiler / validator on some ATI cards when using OpenGL + // must enroll loop manually + + "for ( float y = -1.25; y <= 1.25; y += 1.25 )", + "for ( float x = -1.25; x <= 1.25; x += 1.25 ) {", + + "vec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );", + + // doesn't seem to produce any noticeable visual difference compared to simple "texture2D" lookup + //"vec4 rgbaDepth = texture2DProj( shadowMap[ i ], vec4( vShadowCoord[ i ].w * ( vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy ), 0.05, vShadowCoord[ i ].w ) );", + + "float fDepth = unpackDepth( rgbaDepth );", + + "if ( fDepth < shadowCoord.z )", + "shadow += 1.0;", + + "}", + + "shadow /= 9.0;", + + */ + + "const float shadowDelta = 1.0 / 9.0;", + + "float xPixelOffset = 1.0 / shadowMapSize[ i ].x;", + "float yPixelOffset = 1.0 / shadowMapSize[ i ].y;", + + "float dx0 = -1.25 * xPixelOffset;", + "float dy0 = -1.25 * yPixelOffset;", + "float dx1 = 1.25 * xPixelOffset;", + "float dy1 = 1.25 * yPixelOffset;", + + "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );", + "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;", + + "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );", + "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;", + + "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );", + "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;", + + "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );", + "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;", + + "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );", + "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;", + + "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );", + "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;", + + "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );", + "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;", + + "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );", + "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;", + + "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );", + "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;", + + "shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );", + + "#else", + + "vec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );", + "float fDepth = unpackDepth( rgbaDepth );", + + "if ( fDepth < shadowCoord.z )", + + // spot with multiple shadows is darker + + "shadowColor = shadowColor * vec3( 1.0 - shadowDarkness[ i ] );", + + // spot with multiple shadows has the same color as single shadow spot + + //"shadowColor = min( shadowColor, vec3( shadowDarkness[ i ] ) );", + + "#endif", + + "}", + + + "#ifdef SHADOWMAP_DEBUG", + + "#ifdef SHADOWMAP_CASCADE", + + "if ( inFrustum && inFrustumCount == 1 ) gl_FragColor.xyz *= frustumColors[ i ];", + + "#else", + + "if ( inFrustum ) gl_FragColor.xyz *= frustumColors[ i ];", + + "#endif", + + "#endif", + + "}", + + "#ifdef GAMMA_OUTPUT", + + "shadowColor *= shadowColor;", + + "#endif", + + "gl_FragColor.xyz = gl_FragColor.xyz * shadowColor;", + + "#endif" + + ].join("\n"), + + shadowmap_pars_vertex: [ + + "#ifdef USE_SHADOWMAP", + + "varying vec4 vShadowCoord[ MAX_SHADOWS ];", + "uniform mat4 shadowMatrix[ MAX_SHADOWS ];", + + "#endif" + + ].join("\n"), + + shadowmap_vertex: [ + + "#ifdef USE_SHADOWMAP", + + "vec4 transformedPosition;", + + "#ifdef USE_MORPHTARGETS", + + "transformedPosition = modelMatrix * vec4( morphed, 1.0 );", + + "#else", + "#ifdef USE_SKINNING", + + "transformedPosition = modelMatrix * skinned;", + + "#else", + + "transformedPosition = modelMatrix * vec4( position, 1.0 );", + + "#endif", + "#endif", + + "for( int i = 0; i < MAX_SHADOWS; i ++ ) {", + + "vShadowCoord[ i ] = shadowMatrix[ i ] * transformedPosition;", + + "}", + + "#endif" + + ].join("\n"), + + // ALPHATEST + + alphatest_fragment: [ + + "#ifdef ALPHATEST", + + "if ( gl_FragColor.a < ALPHATEST ) discard;", + + "#endif" + + ].join("\n"), + + // LINEAR SPACE + + linear_to_gamma_fragment: [ + + "#ifdef GAMMA_OUTPUT", + + "gl_FragColor.xyz = sqrt( gl_FragColor.xyz );", + + "#endif" + + ].join("\n"), + + +}; + +THREE.UniformsUtils = { + + merge: function ( uniforms ) { + + var u, p, tmp, merged = {}; + + for ( u = 0; u < uniforms.length; u++ ) { + + tmp = this.clone( uniforms[ u ] ); + + for ( p in tmp ) { + + merged[ p ] = tmp[ p ]; + + } + + } + + return merged; + + }, + + clone: function ( uniforms_src ) { + + var u, p, parameter, parameter_src, uniforms_dst = {}; + + for ( u in uniforms_src ) { + + uniforms_dst[ u ] = {}; + + for ( p in uniforms_src[ u ] ) { + + parameter_src = uniforms_src[ u ][ p ]; + + if ( parameter_src instanceof THREE.Color || + parameter_src instanceof THREE.Vector2 || + parameter_src instanceof THREE.Vector3 || + parameter_src instanceof THREE.Vector4 || + parameter_src instanceof THREE.Matrix4 || + parameter_src instanceof THREE.Texture ) { + + uniforms_dst[ u ][ p ] = parameter_src.clone(); + + } else if ( parameter_src instanceof Array ) { + + uniforms_dst[ u ][ p ] = parameter_src.slice(); + + } else { + + uniforms_dst[ u ][ p ] = parameter_src; + + } + + } + + } + + return uniforms_dst; + + } + +}; + +THREE.UniformsLib = { + + common: { + + "diffuse" : { type: "c", value: new THREE.Color( 0xeeeeee ) }, + "opacity" : { type: "f", value: 1.0 }, + + "map" : { type: "t", value: 0, texture: null }, + "offsetRepeat" : { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) }, + + "lightMap" : { type: "t", value: 2, texture: null }, + "specularMap" : { type: "t", value: 3, texture: null }, + + "envMap" : { type: "t", value: 1, texture: null }, + "flipEnvMap" : { type: "f", value: -1 }, + "useRefract" : { type: "i", value: 0 }, + "reflectivity" : { type: "f", value: 1.0 }, + "refractionRatio" : { type: "f", value: 0.98 }, + "combine" : { type: "i", value: 0 }, + + "morphTargetInfluences" : { type: "f", value: 0 } + + }, + + bump: { + + "bumpMap" : { type: "t", value: 4, texture: null }, + "bumpScale" : { type: "f", value: 1 } + + }, + + normalmap: { + + "normalMap" : { type: "t", value: 4, texture: null }, + "normalScale" : { type: "f", value: 1 } + }, + + fog : { + + "fogDensity" : { type: "f", value: 0.00025 }, + "fogNear" : { type: "f", value: 1 }, + "fogFar" : { type: "f", value: 2000 }, + "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) } + + }, + + lights: { + + "ambientLightColor" : { type: "fv", value: [] }, + + "directionalLightDirection" : { type: "fv", value: [] }, + "directionalLightColor" : { type: "fv", value: [] }, + + "pointLightColor" : { type: "fv", value: [] }, + "pointLightPosition" : { type: "fv", value: [] }, + "pointLightDistance" : { type: "fv1", value: [] }, + + "spotLightColor" : { type: "fv", value: [] }, + "spotLightPosition" : { type: "fv", value: [] }, + "spotLightDirection" : { type: "fv", value: [] }, + "spotLightDistance" : { type: "fv1", value: [] }, + "spotLightAngle" : { type: "fv1", value: [] }, + "spotLightExponent" : { type: "fv1", value: [] } + + }, + + particle: { + + "psColor" : { type: "c", value: new THREE.Color( 0xeeeeee ) }, + "opacity" : { type: "f", value: 1.0 }, + "size" : { type: "f", value: 1.0 }, + "scale" : { type: "f", value: 1.0 }, + "map" : { type: "t", value: 0, texture: null }, + + "fogDensity" : { type: "f", value: 0.00025 }, + "fogNear" : { type: "f", value: 1 }, + "fogFar" : { type: "f", value: 2000 }, + "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) } + + }, + + shadowmap: { + + "shadowMap": { type: "tv", value: 6, texture: [] }, + "shadowMapSize": { type: "v2v", value: [] }, + + "shadowBias" : { type: "fv1", value: [] }, + "shadowDarkness": { type: "fv1", value: [] }, + + "shadowMatrix" : { type: "m4v", value: [] }, + + } + +}; + +THREE.ShaderLib = { + + 'depth': { + + uniforms: { + + "mNear": { type: "f", value: 1.0 }, + "mFar" : { type: "f", value: 2000.0 }, + "opacity" : { type: "f", value: 1.0 } + + }, + + vertexShader: [ + + "void main() {", + + "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", + + "}" + + ].join("\n"), + + fragmentShader: [ + + "uniform float mNear;", + "uniform float mFar;", + "uniform float opacity;", + + "void main() {", + + "float depth = gl_FragCoord.z / gl_FragCoord.w;", + "float color = 1.0 - smoothstep( mNear, mFar, depth );", + "gl_FragColor = vec4( vec3( color ), opacity );", + + "}" + + ].join("\n") + + }, + + 'normal': { + + uniforms: { + + "opacity" : { type: "f", value: 1.0 } + + }, + + vertexShader: [ + + "varying vec3 vNormal;", + + "void main() {", + + "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", + "vNormal = normalMatrix * normal;", + + "gl_Position = projectionMatrix * mvPosition;", + + "}" + + ].join("\n"), + + fragmentShader: [ + + "uniform float opacity;", + "varying vec3 vNormal;", + + "void main() {", + + "gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );", + + "}" + + ].join("\n") + + }, + + 'basic': { + + uniforms: THREE.UniformsUtils.merge( [ + + THREE.UniformsLib[ "common" ], + THREE.UniformsLib[ "fog" ], + THREE.UniformsLib[ "shadowmap" ] + + ] ), + + vertexShader: [ + + THREE.ShaderChunk[ "map_pars_vertex" ], + THREE.ShaderChunk[ "lightmap_pars_vertex" ], + THREE.ShaderChunk[ "envmap_pars_vertex" ], + THREE.ShaderChunk[ "color_pars_vertex" ], + THREE.ShaderChunk[ "skinning_pars_vertex" ], + THREE.ShaderChunk[ "morphtarget_pars_vertex" ], + THREE.ShaderChunk[ "shadowmap_pars_vertex" ], + + "void main() {", + + "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", + + THREE.ShaderChunk[ "map_vertex" ], + THREE.ShaderChunk[ "lightmap_vertex" ], + THREE.ShaderChunk[ "envmap_vertex" ], + THREE.ShaderChunk[ "color_vertex" ], + THREE.ShaderChunk[ "skinbase_vertex" ], + THREE.ShaderChunk[ "skinning_vertex" ], + THREE.ShaderChunk[ "morphtarget_vertex" ], + THREE.ShaderChunk[ "default_vertex" ], + THREE.ShaderChunk[ "shadowmap_vertex" ], + + "}" + + ].join("\n"), + + fragmentShader: [ + + "uniform vec3 diffuse;", + "uniform float opacity;", + + THREE.ShaderChunk[ "color_pars_fragment" ], + THREE.ShaderChunk[ "map_pars_fragment" ], + THREE.ShaderChunk[ "lightmap_pars_fragment" ], + THREE.ShaderChunk[ "envmap_pars_fragment" ], + THREE.ShaderChunk[ "fog_pars_fragment" ], + THREE.ShaderChunk[ "shadowmap_pars_fragment" ], + THREE.ShaderChunk[ "specularmap_pars_fragment" ], + + "void main() {", + + "gl_FragColor = vec4( diffuse, opacity );", + + THREE.ShaderChunk[ "map_fragment" ], + THREE.ShaderChunk[ "alphatest_fragment" ], + THREE.ShaderChunk[ "specularmap_fragment" ], + THREE.ShaderChunk[ "lightmap_fragment" ], + THREE.ShaderChunk[ "color_fragment" ], + THREE.ShaderChunk[ "envmap_fragment" ], + THREE.ShaderChunk[ "shadowmap_fragment" ], + + THREE.ShaderChunk[ "linear_to_gamma_fragment" ], + + THREE.ShaderChunk[ "fog_fragment" ], + + "}" + + ].join("\n") + + }, + + 'lambert': { + + uniforms: THREE.UniformsUtils.merge( [ + + THREE.UniformsLib[ "common" ], + THREE.UniformsLib[ "fog" ], + THREE.UniformsLib[ "lights" ], + THREE.UniformsLib[ "shadowmap" ], + + { + "ambient" : { type: "c", value: new THREE.Color( 0xffffff ) }, + "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) }, + "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) } + } + + ] ), + + vertexShader: [ + + "varying vec3 vLightFront;", + + "#ifdef DOUBLE_SIDED", + + "varying vec3 vLightBack;", + + "#endif", + + THREE.ShaderChunk[ "map_pars_vertex" ], + THREE.ShaderChunk[ "lightmap_pars_vertex" ], + THREE.ShaderChunk[ "envmap_pars_vertex" ], + THREE.ShaderChunk[ "lights_lambert_pars_vertex" ], + THREE.ShaderChunk[ "color_pars_vertex" ], + THREE.ShaderChunk[ "skinning_pars_vertex" ], + THREE.ShaderChunk[ "morphtarget_pars_vertex" ], + THREE.ShaderChunk[ "shadowmap_pars_vertex" ], + + "void main() {", + + "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", + + THREE.ShaderChunk[ "map_vertex" ], + THREE.ShaderChunk[ "lightmap_vertex" ], + THREE.ShaderChunk[ "envmap_vertex" ], + THREE.ShaderChunk[ "color_vertex" ], + + THREE.ShaderChunk[ "morphnormal_vertex" ], + THREE.ShaderChunk[ "skinbase_vertex" ], + THREE.ShaderChunk[ "skinnormal_vertex" ], + THREE.ShaderChunk[ "defaultnormal_vertex" ], + + "#ifndef USE_ENVMAP", + + "vec4 mPosition = modelMatrix * vec4( position, 1.0 );", + + "#endif", + + THREE.ShaderChunk[ "lights_lambert_vertex" ], + THREE.ShaderChunk[ "skinning_vertex" ], + THREE.ShaderChunk[ "morphtarget_vertex" ], + THREE.ShaderChunk[ "default_vertex" ], + THREE.ShaderChunk[ "shadowmap_vertex" ], + + "}" + + ].join("\n"), + + fragmentShader: [ + + "uniform float opacity;", + + "varying vec3 vLightFront;", + + "#ifdef DOUBLE_SIDED", + + "varying vec3 vLightBack;", + + "#endif", + + THREE.ShaderChunk[ "color_pars_fragment" ], + THREE.ShaderChunk[ "map_pars_fragment" ], + THREE.ShaderChunk[ "lightmap_pars_fragment" ], + THREE.ShaderChunk[ "envmap_pars_fragment" ], + THREE.ShaderChunk[ "fog_pars_fragment" ], + THREE.ShaderChunk[ "shadowmap_pars_fragment" ], + THREE.ShaderChunk[ "specularmap_pars_fragment" ], + + "void main() {", + + "gl_FragColor = vec4( vec3 ( 1.0 ), opacity );", + + THREE.ShaderChunk[ "map_fragment" ], + THREE.ShaderChunk[ "alphatest_fragment" ], + THREE.ShaderChunk[ "specularmap_fragment" ], + + "#ifdef DOUBLE_SIDED", + + //"float isFront = float( gl_FrontFacing );", + //"gl_FragColor.xyz *= isFront * vLightFront + ( 1.0 - isFront ) * vLightBack;", + + "if ( gl_FrontFacing )", + "gl_FragColor.xyz *= vLightFront;", + "else", + "gl_FragColor.xyz *= vLightBack;", + + "#else", + + "gl_FragColor.xyz *= vLightFront;", + + "#endif", + + THREE.ShaderChunk[ "lightmap_fragment" ], + THREE.ShaderChunk[ "color_fragment" ], + THREE.ShaderChunk[ "envmap_fragment" ], + THREE.ShaderChunk[ "shadowmap_fragment" ], + + THREE.ShaderChunk[ "linear_to_gamma_fragment" ], + + THREE.ShaderChunk[ "fog_fragment" ], + + "}" + + ].join("\n") + + }, + + 'phong': { + + uniforms: THREE.UniformsUtils.merge( [ + + THREE.UniformsLib[ "common" ], + THREE.UniformsLib[ "bump" ], + THREE.UniformsLib[ "normalmap" ], + THREE.UniformsLib[ "fog" ], + THREE.UniformsLib[ "lights" ], + THREE.UniformsLib[ "shadowmap" ], + + { + "ambient" : { type: "c", value: new THREE.Color( 0xffffff ) }, + "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) }, + "specular" : { type: "c", value: new THREE.Color( 0x111111 ) }, + "shininess": { type: "f", value: 30 }, + "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) } + } + + ] ), + + vertexShader: [ + + "varying vec3 vViewPosition;", + "varying vec3 vNormal;", + + THREE.ShaderChunk[ "map_pars_vertex" ], + THREE.ShaderChunk[ "lightmap_pars_vertex" ], + THREE.ShaderChunk[ "envmap_pars_vertex" ], + THREE.ShaderChunk[ "lights_phong_pars_vertex" ], + THREE.ShaderChunk[ "color_pars_vertex" ], + THREE.ShaderChunk[ "skinning_pars_vertex" ], + THREE.ShaderChunk[ "morphtarget_pars_vertex" ], + THREE.ShaderChunk[ "shadowmap_pars_vertex" ], + + "void main() {", + + "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", + + THREE.ShaderChunk[ "map_vertex" ], + THREE.ShaderChunk[ "lightmap_vertex" ], + THREE.ShaderChunk[ "envmap_vertex" ], + THREE.ShaderChunk[ "color_vertex" ], + + "#ifndef USE_ENVMAP", + + "vec4 mPosition = modelMatrix * vec4( position, 1.0 );", + + "#endif", + + "vViewPosition = -mvPosition.xyz;", + + THREE.ShaderChunk[ "morphnormal_vertex" ], + THREE.ShaderChunk[ "skinbase_vertex" ], + THREE.ShaderChunk[ "skinnormal_vertex" ], + THREE.ShaderChunk[ "defaultnormal_vertex" ], + + "vNormal = transformedNormal;", + + THREE.ShaderChunk[ "lights_phong_vertex" ], + THREE.ShaderChunk[ "skinning_vertex" ], + THREE.ShaderChunk[ "morphtarget_vertex" ], + THREE.ShaderChunk[ "default_vertex" ], + THREE.ShaderChunk[ "shadowmap_vertex" ], + + "}" + + ].join("\n"), + + fragmentShader: [ + + "uniform vec3 diffuse;", + "uniform float opacity;", + + "uniform vec3 ambient;", + "uniform vec3 emissive;", + "uniform vec3 specular;", + "uniform float shininess;", + + THREE.ShaderChunk[ "color_pars_fragment" ], + THREE.ShaderChunk[ "map_pars_fragment" ], + THREE.ShaderChunk[ "lightmap_pars_fragment" ], + THREE.ShaderChunk[ "envmap_pars_fragment" ], + THREE.ShaderChunk[ "fog_pars_fragment" ], + THREE.ShaderChunk[ "lights_phong_pars_fragment" ], + THREE.ShaderChunk[ "shadowmap_pars_fragment" ], + THREE.ShaderChunk[ "bumpmap_pars_fragment" ], + THREE.ShaderChunk[ "normalmap_pars_fragment" ], + THREE.ShaderChunk[ "specularmap_pars_fragment" ], + + "void main() {", + + "gl_FragColor = vec4( vec3 ( 1.0 ), opacity );", + + THREE.ShaderChunk[ "map_fragment" ], + THREE.ShaderChunk[ "alphatest_fragment" ], + THREE.ShaderChunk[ "specularmap_fragment" ], + + THREE.ShaderChunk[ "lights_phong_fragment" ], + + THREE.ShaderChunk[ "lightmap_fragment" ], + THREE.ShaderChunk[ "color_fragment" ], + THREE.ShaderChunk[ "envmap_fragment" ], + THREE.ShaderChunk[ "shadowmap_fragment" ], + + THREE.ShaderChunk[ "linear_to_gamma_fragment" ], + + THREE.ShaderChunk[ "fog_fragment" ], + + "}" + + ].join("\n") + + }, + + 'particle_basic': { + + uniforms: THREE.UniformsUtils.merge( [ + + THREE.UniformsLib[ "particle" ], + THREE.UniformsLib[ "shadowmap" ] + + ] ), + + vertexShader: [ + + "uniform float size;", + "uniform float scale;", + + THREE.ShaderChunk[ "color_pars_vertex" ], + THREE.ShaderChunk[ "shadowmap_pars_vertex" ], + + "void main() {", + + THREE.ShaderChunk[ "color_vertex" ], + + "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", + + "#ifdef USE_SIZEATTENUATION", + "gl_PointSize = size * ( scale / length( mvPosition.xyz ) );", + "#else", + "gl_PointSize = size;", + "#endif", + + "gl_Position = projectionMatrix * mvPosition;", + + THREE.ShaderChunk[ "shadowmap_vertex" ], + + "}" + + ].join("\n"), + + fragmentShader: [ + + "uniform vec3 psColor;", + "uniform float opacity;", + + THREE.ShaderChunk[ "color_pars_fragment" ], + THREE.ShaderChunk[ "map_particle_pars_fragment" ], + THREE.ShaderChunk[ "fog_pars_fragment" ], + THREE.ShaderChunk[ "shadowmap_pars_fragment" ], + + "void main() {", + + "gl_FragColor = vec4( psColor, opacity );", + + THREE.ShaderChunk[ "map_particle_fragment" ], + THREE.ShaderChunk[ "alphatest_fragment" ], + THREE.ShaderChunk[ "color_fragment" ], + THREE.ShaderChunk[ "shadowmap_fragment" ], + THREE.ShaderChunk[ "fog_fragment" ], + + "}" + + ].join("\n") + + }, + + // Depth encoding into RGBA texture + // based on SpiderGL shadow map example + // http://spidergl.org/example.php?id=6 + // originally from + // http://www.gamedev.net/topic/442138-packing-a-float-into-a-a8r8g8b8-texture-shader/page__whichpage__1%25EF%25BF%25BD + // see also here: + // http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/ + + 'depthRGBA': { + + uniforms: {}, + + vertexShader: [ + + THREE.ShaderChunk[ "skinning_pars_vertex" ], + THREE.ShaderChunk[ "morphtarget_pars_vertex" ], + + "void main() {", + + "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", + + THREE.ShaderChunk[ "skinbase_vertex" ], + THREE.ShaderChunk[ "skinning_vertex" ], + THREE.ShaderChunk[ "morphtarget_vertex" ], + THREE.ShaderChunk[ "default_vertex" ], + + "}" + + ].join("\n"), + + fragmentShader: [ + + "vec4 pack_depth( const in float depth ) {", + + "const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );", + "const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );", + "vec4 res = fract( depth * bit_shift );", + "res -= res.xxyz * bit_mask;", + "return res;", + + "}", + + "void main() {", + + "gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );", + + //"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );", + //"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );", + //"gl_FragData[ 0 ] = pack_depth( z );", + //"gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );", + + "}" + + ].join("\n") + + } + +}; +/** + * @author supereggbert / http://www.paulbrunt.co.uk/ + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author szimek / https://github.com/szimek/ + */ + +THREE.WebGLRenderer = function ( parameters ) { + + console.log( 'THREE.WebGLRenderer', THREE.REVISION ); + + parameters = parameters || {}; + + var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ), + + _precision = parameters.precision !== undefined ? parameters.precision : 'highp', + + _alpha = parameters.alpha !== undefined ? parameters.alpha : true, + _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true, + _antialias = parameters.antialias !== undefined ? parameters.antialias : false, + _stencil = parameters.stencil !== undefined ? parameters.stencil : true, + _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false, + + _clearColor = parameters.clearColor !== undefined ? new THREE.Color( parameters.clearColor ) : new THREE.Color( 0x000000 ), + _clearAlpha = parameters.clearAlpha !== undefined ? parameters.clearAlpha : 0, + + _maxLights = parameters.maxLights !== undefined ? parameters.maxLights : 4; + + // public properties + + this.domElement = _canvas; + this.context = null; + + // clearing + + this.autoClear = true; + this.autoClearColor = true; + this.autoClearDepth = true; + this.autoClearStencil = true; + + // scene graph + + this.sortObjects = true; + + this.autoUpdateObjects = true; + this.autoUpdateScene = true; + + // physically based shading + + this.gammaInput = false; + this.gammaOutput = false; + this.physicallyBasedShading = false; + + // shadow map + + this.shadowMapEnabled = false; + this.shadowMapAutoUpdate = true; + this.shadowMapSoft = true; + this.shadowMapCullFrontFaces = true; + this.shadowMapDebug = false; + this.shadowMapCascade = false; + + // morphs + + this.maxMorphTargets = 8; + this.maxMorphNormals = 4; + + // flags + + this.autoScaleCubemaps = true; + + // custom render plugins + + this.renderPluginsPre = []; + this.renderPluginsPost = []; + + // info + + this.info = { + + memory: { + + programs: 0, + geometries: 0, + textures: 0 + + }, + + render: { + + calls: 0, + vertices: 0, + faces: 0, + points: 0 + + } + + }; + + // internal properties + + var _this = this, + + _programs = [], + _programs_counter = 0, + + // internal state cache + + _currentProgram = null, + _currentFramebuffer = null, + _currentMaterialId = -1, + _currentGeometryGroupHash = null, + _currentCamera = null, + _geometryGroupCounter = 0, + + // GL state cache + + _oldDoubleSided = -1, + _oldFlipSided = -1, + + _oldBlending = -1, + + _oldBlendEquation = -1, + _oldBlendSrc = -1, + _oldBlendDst = -1, + + _oldDepthTest = -1, + _oldDepthWrite = -1, + + _oldPolygonOffset = null, + _oldPolygonOffsetFactor = null, + _oldPolygonOffsetUnits = null, + + _oldLineWidth = null, + + _viewportX = 0, + _viewportY = 0, + _viewportWidth = 0, + _viewportHeight = 0, + _currentWidth = 0, + _currentHeight = 0, + + // frustum + + _frustum = new THREE.Frustum(), + + // camera matrices cache + + _projScreenMatrix = new THREE.Matrix4(), + _projScreenMatrixPS = new THREE.Matrix4(), + + _vector3 = new THREE.Vector4(), + + // light arrays cache + + _direction = new THREE.Vector3(), + + _lightsNeedUpdate = true, + + _lights = { + + ambient: [ 0, 0, 0 ], + directional: { length: 0, colors: new Array(), positions: new Array() }, + point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() }, + spot: { length: 0, colors: new Array(), positions: new Array(), distances: new Array(), directions: new Array(), angles: new Array(), exponents: new Array() } + + }; + + // initialize + + var _gl; + + var _glExtensionTextureFloat; + var _glExtensionStandardDerivatives; + var _glExtensionTextureFilterAnisotropic; + + initGL(); + + setDefaultGLState(); + + this.context = _gl; + + // GPU capabilities + + var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ), + _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE ), + _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE ); + + var _maxAnisotropy = _glExtensionTextureFilterAnisotropic ? _gl.getParameter( _glExtensionTextureFilterAnisotropic.MAX_TEXTURE_MAX_ANISOTROPY_EXT ) : 0; + + var _supportsVertexTextures = ( _maxVertexTextures > 0 ); + var _supportsBoneTextures = _supportsVertexTextures && _glExtensionTextureFloat; + + // API + + this.getContext = function () { + + return _gl; + + }; + + this.supportsVertexTextures = function () { + + return _supportsVertexTextures; + + }; + + this.getMaxAnisotropy = function () { + + return _maxAnisotropy; + + }; + + this.setSize = function ( width, height ) { + + _canvas.width = width; + _canvas.height = height; + + this.setViewport( 0, 0, _canvas.width, _canvas.height ); + + }; + + this.setViewport = function ( x, y, width, height ) { + + _viewportX = x !== undefined ? x : 0; + _viewportY = y !== undefined ? y : 0; + + _viewportWidth = width !== undefined ? width : _canvas.width; + _viewportHeight = height !== undefined ? height : _canvas.height; + + _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight ); + + }; + + this.setScissor = function ( x, y, width, height ) { + + _gl.scissor( x, y, width, height ); + + }; + + this.enableScissorTest = function ( enable ) { + + enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST ); + + }; + + // Clearing + + this.setClearColorHex = function ( hex, alpha ) { + + _clearColor.setHex( hex ); + _clearAlpha = alpha; + + _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha ); + + }; + + this.setClearColor = function ( color, alpha ) { + + _clearColor.copy( color ); + _clearAlpha = alpha; + + _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha ); + + }; + + this.getClearColor = function () { + + return _clearColor; + + }; + + this.getClearAlpha = function () { + + return _clearAlpha; + + }; + + this.clear = function ( color, depth, stencil ) { + + var bits = 0; + + if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT; + if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT; + if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT; + + _gl.clear( bits ); + + }; + + this.clearTarget = function ( renderTarget, color, depth, stencil ) { + + this.setRenderTarget( renderTarget ); + this.clear( color, depth, stencil ); + + }; + + // Plugins + + this.addPostPlugin = function ( plugin ) { + + plugin.init( this ); + this.renderPluginsPost.push( plugin ); + + }; + + this.addPrePlugin = function ( plugin ) { + + plugin.init( this ); + this.renderPluginsPre.push( plugin ); + + }; + + // Deallocation + + this.deallocateObject = function ( object ) { + + if ( ! object.__webglInit ) return; + + object.__webglInit = false; + + delete object._modelViewMatrix; + delete object._normalMatrix; + + delete object._normalMatrixArray; + delete object._modelViewMatrixArray; + delete object._modelMatrixArray; + + if ( object instanceof THREE.Mesh ) { + + for ( var g in object.geometry.geometryGroups ) { + + deleteMeshBuffers( object.geometry.geometryGroups[ g ] ); + + } + + } else if ( object instanceof THREE.Ribbon ) { + + deleteRibbonBuffers( object.geometry ); + + } else if ( object instanceof THREE.Line ) { + + deleteLineBuffers( object.geometry ); + + } else if ( object instanceof THREE.ParticleSystem ) { + + deleteParticleBuffers( object.geometry ); + + } + + }; + + this.deallocateTexture = function ( texture ) { + + if ( ! texture.__webglInit ) return; + + texture.__webglInit = false; + _gl.deleteTexture( texture.__webglTexture ); + + _this.info.memory.textures --; + + }; + + this.deallocateRenderTarget = function ( renderTarget ) { + + if ( !renderTarget || ! renderTarget.__webglTexture ) return; + + _gl.deleteTexture( renderTarget.__webglTexture ); + + if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) { + + for ( var i = 0; i < 6; i ++ ) { + + _gl.deleteFramebuffer( renderTarget.__webglFramebuffer[ i ] ); + _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer[ i ] ); + + } + + } else { + + _gl.deleteFramebuffer( renderTarget.__webglFramebuffer ); + _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer ); + + } + + }; + + this.deallocateMaterial = function ( material ) { + + var program = material.program; + + if ( ! program ) return; + + material.program = undefined; + + // only deallocate GL program if this was the last use of shared program + // assumed there is only single copy of any program in the _programs list + // (that's how it's constructed) + + var i, il, programInfo; + var deleteProgram = false; + + for ( i = 0, il = _programs.length; i < il; i ++ ) { + + programInfo = _programs[ i ]; + + if ( programInfo.program === program ) { + + programInfo.usedTimes --; + + if ( programInfo.usedTimes === 0 ) { + + deleteProgram = true; + + } + + break; + + } + + } + + if ( deleteProgram ) { + + // avoid using array.splice, this is costlier than creating new array from scratch + + var newPrograms = []; + + for ( i = 0, il = _programs.length; i < il; i ++ ) { + + programInfo = _programs[ i ]; + + if ( programInfo.program !== program ) { + + newPrograms.push( programInfo ); + + } + + } + + _programs = newPrograms; + + _gl.deleteProgram( program ); + + _this.info.memory.programs --; + + } + + }; + + // Rendering + + this.updateShadowMap = function ( scene, camera ) { + + _currentProgram = null; + _oldBlending = -1; + _oldDepthTest = -1; + _oldDepthWrite = -1; + _currentGeometryGroupHash = -1; + _currentMaterialId = -1; + _lightsNeedUpdate = true; + _oldDoubleSided = -1; + _oldFlipSided = -1; + + this.shadowMapPlugin.update( scene, camera ); + + }; + + // Internal functions + + // Buffer allocation + + function createParticleBuffers ( geometry ) { + + geometry.__webglVertexBuffer = _gl.createBuffer(); + geometry.__webglColorBuffer = _gl.createBuffer(); + + _this.info.geometries ++; + + }; + + function createLineBuffers ( geometry ) { + + geometry.__webglVertexBuffer = _gl.createBuffer(); + geometry.__webglColorBuffer = _gl.createBuffer(); + + _this.info.memory.geometries ++; + + }; + + function createRibbonBuffers ( geometry ) { + + geometry.__webglVertexBuffer = _gl.createBuffer(); + geometry.__webglColorBuffer = _gl.createBuffer(); + + _this.info.memory.geometries ++; + + }; + + function createMeshBuffers ( geometryGroup ) { + + geometryGroup.__webglVertexBuffer = _gl.createBuffer(); + geometryGroup.__webglNormalBuffer = _gl.createBuffer(); + geometryGroup.__webglTangentBuffer = _gl.createBuffer(); + geometryGroup.__webglColorBuffer = _gl.createBuffer(); + geometryGroup.__webglUVBuffer = _gl.createBuffer(); + geometryGroup.__webglUV2Buffer = _gl.createBuffer(); + + geometryGroup.__webglSkinVertexABuffer = _gl.createBuffer(); + geometryGroup.__webglSkinVertexBBuffer = _gl.createBuffer(); + geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer(); + geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer(); + + geometryGroup.__webglFaceBuffer = _gl.createBuffer(); + geometryGroup.__webglLineBuffer = _gl.createBuffer(); + + var m, ml; + + if ( geometryGroup.numMorphTargets ) { + + geometryGroup.__webglMorphTargetsBuffers = []; + + for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) { + + geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() ); + + } + + } + + if ( geometryGroup.numMorphNormals ) { + + geometryGroup.__webglMorphNormalsBuffers = []; + + for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) { + + geometryGroup.__webglMorphNormalsBuffers.push( _gl.createBuffer() ); + + } + + } + + _this.info.memory.geometries ++; + + }; + + // Buffer deallocation + + function deleteParticleBuffers ( geometry ) { + + _gl.deleteBuffer( geometry.__webglVertexBuffer ); + _gl.deleteBuffer( geometry.__webglColorBuffer ); + + _this.info.memory.geometries --; + + }; + + function deleteLineBuffers ( geometry ) { + + _gl.deleteBuffer( geometry.__webglVertexBuffer ); + _gl.deleteBuffer( geometry.__webglColorBuffer ); + + _this.info.memory.geometries --; + + }; + + function deleteRibbonBuffers ( geometry ) { + + _gl.deleteBuffer( geometry.__webglVertexBuffer ); + _gl.deleteBuffer( geometry.__webglColorBuffer ); + + _this.info.memory.geometries --; + + }; + + function deleteMeshBuffers ( geometryGroup ) { + + _gl.deleteBuffer( geometryGroup.__webglVertexBuffer ); + _gl.deleteBuffer( geometryGroup.__webglNormalBuffer ); + _gl.deleteBuffer( geometryGroup.__webglTangentBuffer ); + _gl.deleteBuffer( geometryGroup.__webglColorBuffer ); + _gl.deleteBuffer( geometryGroup.__webglUVBuffer ); + _gl.deleteBuffer( geometryGroup.__webglUV2Buffer ); + + _gl.deleteBuffer( geometryGroup.__webglSkinVertexABuffer ); + _gl.deleteBuffer( geometryGroup.__webglSkinVertexBBuffer ); + _gl.deleteBuffer( geometryGroup.__webglSkinIndicesBuffer ); + _gl.deleteBuffer( geometryGroup.__webglSkinWeightsBuffer ); + + _gl.deleteBuffer( geometryGroup.__webglFaceBuffer ); + _gl.deleteBuffer( geometryGroup.__webglLineBuffer ); + + var m, ml; + + if ( geometryGroup.numMorphTargets ) { + + for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) { + + _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] ); + + } + + } + + if ( geometryGroup.numMorphNormals ) { + + for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) { + + _gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] ); + + } + + } + + + if ( geometryGroup.__webglCustomAttributesList ) { + + for ( var id in geometryGroup.__webglCustomAttributesList ) { + + _gl.deleteBuffer( geometryGroup.__webglCustomAttributesList[ id ].buffer ); + + } + + } + + _this.info.memory.geometries --; + + }; + + // Buffer initialization + + function initCustomAttributes ( geometry, object ) { + + var nvertices = geometry.vertices.length; + + var material = object.material; + + if ( material.attributes ) { + + if ( geometry.__webglCustomAttributesList === undefined ) { + + geometry.__webglCustomAttributesList = []; + + } + + for ( var a in material.attributes ) { + + var attribute = material.attributes[ a ]; + + if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) { + + attribute.__webglInitialized = true; + + var size = 1; // "f" and "i" + + if ( attribute.type === "v2" ) size = 2; + else if ( attribute.type === "v3" ) size = 3; + else if ( attribute.type === "v4" ) size = 4; + else if ( attribute.type === "c" ) size = 3; + + attribute.size = size; + + attribute.array = new Float32Array( nvertices * size ); + + attribute.buffer = _gl.createBuffer(); + attribute.buffer.belongsToAttribute = a; + + attribute.needsUpdate = true; + + } + + geometry.__webglCustomAttributesList.push( attribute ); + + } + + } + + }; + + function initParticleBuffers ( geometry, object ) { + + var nvertices = geometry.vertices.length; + + geometry.__vertexArray = new Float32Array( nvertices * 3 ); + geometry.__colorArray = new Float32Array( nvertices * 3 ); + + geometry.__sortArray = []; + + geometry.__webglParticleCount = nvertices; + + initCustomAttributes ( geometry, object ); + + }; + + function initLineBuffers ( geometry, object ) { + + var nvertices = geometry.vertices.length; + + geometry.__vertexArray = new Float32Array( nvertices * 3 ); + geometry.__colorArray = new Float32Array( nvertices * 3 ); + + geometry.__webglLineCount = nvertices; + + initCustomAttributes ( geometry, object ); + + }; + + function initRibbonBuffers ( geometry ) { + + var nvertices = geometry.vertices.length; + + geometry.__vertexArray = new Float32Array( nvertices * 3 ); + geometry.__colorArray = new Float32Array( nvertices * 3 ); + + geometry.__webglVertexCount = nvertices; + + }; + + function initMeshBuffers ( geometryGroup, object ) { + + var geometry = object.geometry, + faces3 = geometryGroup.faces3, + faces4 = geometryGroup.faces4, + + nvertices = faces3.length * 3 + faces4.length * 4, + ntris = faces3.length * 1 + faces4.length * 2, + nlines = faces3.length * 3 + faces4.length * 4, + + material = getBufferMaterial( object, geometryGroup ), + + uvType = bufferGuessUVType( material ), + normalType = bufferGuessNormalType( material ), + vertexColorType = bufferGuessVertexColorType( material ); + + //console.log( "uvType", uvType, "normalType", normalType, "vertexColorType", vertexColorType, object, geometryGroup, material ); + + geometryGroup.__vertexArray = new Float32Array( nvertices * 3 ); + + if ( normalType ) { + + geometryGroup.__normalArray = new Float32Array( nvertices * 3 ); + + } + + if ( geometry.hasTangents ) { + + geometryGroup.__tangentArray = new Float32Array( nvertices * 4 ); + + } + + if ( vertexColorType ) { + + geometryGroup.__colorArray = new Float32Array( nvertices * 3 ); + + } + + if ( uvType ) { + + if ( geometry.faceUvs.length > 0 || geometry.faceVertexUvs.length > 0 ) { + + geometryGroup.__uvArray = new Float32Array( nvertices * 2 ); + + } + + if ( geometry.faceUvs.length > 1 || geometry.faceVertexUvs.length > 1 ) { + + geometryGroup.__uv2Array = new Float32Array( nvertices * 2 ); + + } + + } + + if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) { + + geometryGroup.__skinVertexAArray = new Float32Array( nvertices * 4 ); + geometryGroup.__skinVertexBArray = new Float32Array( nvertices * 4 ); + geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 ); + geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 ); + + } + + geometryGroup.__faceArray = new Uint16Array( ntris * 3 ); + geometryGroup.__lineArray = new Uint16Array( nlines * 2 ); + + var m, ml; + + if ( geometryGroup.numMorphTargets ) { + + geometryGroup.__morphTargetsArrays = []; + + for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) { + + geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) ); + + } + + } + + if ( geometryGroup.numMorphNormals ) { + + geometryGroup.__morphNormalsArrays = []; + + for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) { + + geometryGroup.__morphNormalsArrays.push( new Float32Array( nvertices * 3 ) ); + + } + + } + + geometryGroup.__webglFaceCount = ntris * 3; + geometryGroup.__webglLineCount = nlines * 2; + + + // custom attributes + + if ( material.attributes ) { + + if ( geometryGroup.__webglCustomAttributesList === undefined ) { + + geometryGroup.__webglCustomAttributesList = []; + + } + + for ( var a in material.attributes ) { + + // Do a shallow copy of the attribute object so different geometryGroup chunks use different + // attribute buffers which are correctly indexed in the setMeshBuffers function + + var originalAttribute = material.attributes[ a ]; + + var attribute = {}; + + for ( var property in originalAttribute ) { + + attribute[ property ] = originalAttribute[ property ]; + + } + + if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) { + + attribute.__webglInitialized = true; + + var size = 1; // "f" and "i" + + if( attribute.type === "v2" ) size = 2; + else if( attribute.type === "v3" ) size = 3; + else if( attribute.type === "v4" ) size = 4; + else if( attribute.type === "c" ) size = 3; + + attribute.size = size; + + attribute.array = new Float32Array( nvertices * size ); + + attribute.buffer = _gl.createBuffer(); + attribute.buffer.belongsToAttribute = a; + + originalAttribute.needsUpdate = true; + attribute.__original = originalAttribute; + + } + + geometryGroup.__webglCustomAttributesList.push( attribute ); + + } + + } + + geometryGroup.__inittedArrays = true; + + }; + + function getBufferMaterial( object, geometryGroup ) { + + if ( object.material && ! ( object.material instanceof THREE.MeshFaceMaterial ) ) { + + return object.material; + + } else if ( geometryGroup.materialIndex >= 0 ) { + + return object.geometry.materials[ geometryGroup.materialIndex ]; + + } + + }; + + function materialNeedsSmoothNormals ( material ) { + + return material && material.shading !== undefined && material.shading === THREE.SmoothShading; + + }; + + function bufferGuessNormalType ( material ) { + + // only MeshBasicMaterial and MeshDepthMaterial don't need normals + + if ( ( material instanceof THREE.MeshBasicMaterial && !material.envMap ) || material instanceof THREE.MeshDepthMaterial ) { + + return false; + + } + + if ( materialNeedsSmoothNormals( material ) ) { + + return THREE.SmoothShading; + + } else { + + return THREE.FlatShading; + + } + + }; + + function bufferGuessVertexColorType ( material ) { + + if ( material.vertexColors ) { + + return material.vertexColors; + + } + + return false; + + }; + + function bufferGuessUVType ( material ) { + + // material must use some texture to require uvs + + if ( material.map || material.lightMap || material.bumpMap || material.normalMap || material.specularMap || material instanceof THREE.ShaderMaterial ) { + + return true; + + } + + return false; + + }; + + // + + function initDirectBuffers( geometry ) { + + var a, attribute, type; + + for ( a in geometry.attributes ) { + + if ( a === "index" ) { + + type = _gl.ELEMENT_ARRAY_BUFFER; + + } else { + + type = _gl.ARRAY_BUFFER; + + } + + attribute = geometry.attributes[ a ]; + + attribute.buffer = _gl.createBuffer(); + + _gl.bindBuffer( type, attribute.buffer ); + _gl.bufferData( type, attribute.array, _gl.STATIC_DRAW ); + + } + + }; + + // Buffer setting + + function setParticleBuffers ( geometry, hint, object ) { + + var v, c, vertex, offset, index, color, + + vertices = geometry.vertices, + vl = vertices.length, + + colors = geometry.colors, + cl = colors.length, + + vertexArray = geometry.__vertexArray, + colorArray = geometry.__colorArray, + + sortArray = geometry.__sortArray, + + dirtyVertices = geometry.verticesNeedUpdate, + dirtyElements = geometry.elementsNeedUpdate, + dirtyColors = geometry.colorsNeedUpdate, + + customAttributes = geometry.__webglCustomAttributesList, + i, il, + a, ca, cal, value, + customAttribute; + + if ( object.sortParticles ) { + + _projScreenMatrixPS.copy( _projScreenMatrix ); + _projScreenMatrixPS.multiplySelf( object.matrixWorld ); + + for ( v = 0; v < vl; v ++ ) { + + vertex = vertices[ v ]; + + _vector3.copy( vertex ); + _projScreenMatrixPS.multiplyVector3( _vector3 ); + + sortArray[ v ] = [ _vector3.z, v ]; + + } + + sortArray.sort( function( a, b ) { return b[ 0 ] - a[ 0 ]; } ); + + for ( v = 0; v < vl; v ++ ) { + + vertex = vertices[ sortArray[v][1] ]; + + offset = v * 3; + + vertexArray[ offset ] = vertex.x; + vertexArray[ offset + 1 ] = vertex.y; + vertexArray[ offset + 2 ] = vertex.z; + + } + + for ( c = 0; c < cl; c ++ ) { + + offset = c * 3; + + color = colors[ sortArray[c][1] ]; + + colorArray[ offset ] = color.r; + colorArray[ offset + 1 ] = color.g; + colorArray[ offset + 2 ] = color.b; + + } + + if ( customAttributes ) { + + for ( i = 0, il = customAttributes.length; i < il; i ++ ) { + + customAttribute = customAttributes[ i ]; + + if ( ! ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) ) continue; + + offset = 0; + + cal = customAttribute.value.length; + + if ( customAttribute.size === 1 ) { + + for ( ca = 0; ca < cal; ca ++ ) { + + index = sortArray[ ca ][ 1 ]; + + customAttribute.array[ ca ] = customAttribute.value[ index ]; + + } + + } else if ( customAttribute.size === 2 ) { + + for ( ca = 0; ca < cal; ca ++ ) { + + index = sortArray[ ca ][ 1 ]; + + value = customAttribute.value[ index ]; + + customAttribute.array[ offset ] = value.x; + customAttribute.array[ offset + 1 ] = value.y; + + offset += 2; + + } + + } else if ( customAttribute.size === 3 ) { + + if ( customAttribute.type === "c" ) { + + for ( ca = 0; ca < cal; ca ++ ) { + + index = sortArray[ ca ][ 1 ]; + + value = customAttribute.value[ index ]; + + customAttribute.array[ offset ] = value.r; + customAttribute.array[ offset + 1 ] = value.g; + customAttribute.array[ offset + 2 ] = value.b; + + offset += 3; + + } + + } else { + + for ( ca = 0; ca < cal; ca ++ ) { + + index = sortArray[ ca ][ 1 ]; + + value = customAttribute.value[ index ]; + + customAttribute.array[ offset ] = value.x; + customAttribute.array[ offset + 1 ] = value.y; + customAttribute.array[ offset + 2 ] = value.z; + + offset += 3; + + } + + } + + } else if ( customAttribute.size === 4 ) { + + for ( ca = 0; ca < cal; ca ++ ) { + + index = sortArray[ ca ][ 1 ]; + + value = customAttribute.value[ index ]; + + customAttribute.array[ offset ] = value.x; + customAttribute.array[ offset + 1 ] = value.y; + customAttribute.array[ offset + 2 ] = value.z; + customAttribute.array[ offset + 3 ] = value.w; + + offset += 4; + + } + + } + + } + + } + + } else { + + if ( dirtyVertices ) { + + for ( v = 0; v < vl; v ++ ) { + + vertex = vertices[ v ]; + + offset = v * 3; + + vertexArray[ offset ] = vertex.x; + vertexArray[ offset + 1 ] = vertex.y; + vertexArray[ offset + 2 ] = vertex.z; + + } + + } + + if ( dirtyColors ) { + + for ( c = 0; c < cl; c ++ ) { + + color = colors[ c ]; + + offset = c * 3; + + colorArray[ offset ] = color.r; + colorArray[ offset + 1 ] = color.g; + colorArray[ offset + 2 ] = color.b; + + } + + } + + if ( customAttributes ) { + + for ( i = 0, il = customAttributes.length; i < il; i ++ ) { + + customAttribute = customAttributes[ i ]; + + if ( customAttribute.needsUpdate && + ( customAttribute.boundTo === undefined || + customAttribute.boundTo === "vertices") ) { + + cal = customAttribute.value.length; + + offset = 0; + + if ( customAttribute.size === 1 ) { + + for ( ca = 0; ca < cal; ca ++ ) { + + customAttribute.array[ ca ] = customAttribute.value[ ca ]; + + } + + } else if ( customAttribute.size === 2 ) { + + for ( ca = 0; ca < cal; ca ++ ) { + + value = customAttribute.value[ ca ]; + + customAttribute.array[ offset ] = value.x; + customAttribute.array[ offset + 1 ] = value.y; + + offset += 2; + + } + + } else if ( customAttribute.size === 3 ) { + + if ( customAttribute.type === "c" ) { + + for ( ca = 0; ca < cal; ca ++ ) { + + value = customAttribute.value[ ca ]; + + customAttribute.array[ offset ] = value.r; + customAttribute.array[ offset + 1 ] = value.g; + customAttribute.array[ offset + 2 ] = value.b; + + offset += 3; + + } + + } else { + + for ( ca = 0; ca < cal; ca ++ ) { + + value = customAttribute.value[ ca ]; + + customAttribute.array[ offset ] = value.x; + customAttribute.array[ offset + 1 ] = value.y; + customAttribute.array[ offset + 2 ] = value.z; + + offset += 3; + + } + + } + + } else if ( customAttribute.size === 4 ) { + + for ( ca = 0; ca < cal; ca ++ ) { + + value = customAttribute.value[ ca ]; + + customAttribute.array[ offset ] = value.x; + customAttribute.array[ offset + 1 ] = value.y; + customAttribute.array[ offset + 2 ] = value.z; + customAttribute.array[ offset + 3 ] = value.w; + + offset += 4; + + } + + } + + } + + } + + } + + } + + if ( dirtyVertices || object.sortParticles ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint ); + + } + + if ( dirtyColors || object.sortParticles ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint ); + + } + + if ( customAttributes ) { + + for ( i = 0, il = customAttributes.length; i < il; i ++ ) { + + customAttribute = customAttributes[ i ]; + + if ( customAttribute.needsUpdate || object.sortParticles ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint ); + + } + + } + + } + + + }; + + function setLineBuffers ( geometry, hint ) { + + var v, c, vertex, offset, color, + + vertices = geometry.vertices, + colors = geometry.colors, + vl = vertices.length, + cl = colors.length, + + vertexArray = geometry.__vertexArray, + colorArray = geometry.__colorArray, + + dirtyVertices = geometry.verticesNeedUpdate, + dirtyColors = geometry.colorsNeedUpdate, + + customAttributes = geometry.__webglCustomAttributesList, + + i, il, + a, ca, cal, value, + customAttribute; + + if ( dirtyVertices ) { + + for ( v = 0; v < vl; v ++ ) { + + vertex = vertices[ v ]; + + offset = v * 3; + + vertexArray[ offset ] = vertex.x; + vertexArray[ offset + 1 ] = vertex.y; + vertexArray[ offset + 2 ] = vertex.z; + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint ); + + } + + if ( dirtyColors ) { + + for ( c = 0; c < cl; c ++ ) { + + color = colors[ c ]; + + offset = c * 3; + + colorArray[ offset ] = color.r; + colorArray[ offset + 1 ] = color.g; + colorArray[ offset + 2 ] = color.b; + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint ); + + } + + if ( customAttributes ) { + + for ( i = 0, il = customAttributes.length; i < il; i ++ ) { + + customAttribute = customAttributes[ i ]; + + if ( customAttribute.needsUpdate && + ( customAttribute.boundTo === undefined || + customAttribute.boundTo === "vertices" ) ) { + + offset = 0; + + cal = customAttribute.value.length; + + if ( customAttribute.size === 1 ) { + + for ( ca = 0; ca < cal; ca ++ ) { + + customAttribute.array[ ca ] = customAttribute.value[ ca ]; + + } + + } else if ( customAttribute.size === 2 ) { + + for ( ca = 0; ca < cal; ca ++ ) { + + value = customAttribute.value[ ca ]; + + customAttribute.array[ offset ] = value.x; + customAttribute.array[ offset + 1 ] = value.y; + + offset += 2; + + } + + } else if ( customAttribute.size === 3 ) { + + if ( customAttribute.type === "c" ) { + + for ( ca = 0; ca < cal; ca ++ ) { + + value = customAttribute.value[ ca ]; + + customAttribute.array[ offset ] = value.r; + customAttribute.array[ offset + 1 ] = value.g; + customAttribute.array[ offset + 2 ] = value.b; + + offset += 3; + + } + + } else { + + for ( ca = 0; ca < cal; ca ++ ) { + + value = customAttribute.value[ ca ]; + + customAttribute.array[ offset ] = value.x; + customAttribute.array[ offset + 1 ] = value.y; + customAttribute.array[ offset + 2 ] = value.z; + + offset += 3; + + } + + } + + } else if ( customAttribute.size === 4 ) { + + for ( ca = 0; ca < cal; ca ++ ) { + + value = customAttribute.value[ ca ]; + + customAttribute.array[ offset ] = value.x; + customAttribute.array[ offset + 1 ] = value.y; + customAttribute.array[ offset + 2 ] = value.z; + customAttribute.array[ offset + 3 ] = value.w; + + offset += 4; + + } + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint ); + + } + + } + + } + + }; + + function setRibbonBuffers ( geometry, hint ) { + + var v, c, vertex, offset, color, + + vertices = geometry.vertices, + colors = geometry.colors, + vl = vertices.length, + cl = colors.length, + + vertexArray = geometry.__vertexArray, + colorArray = geometry.__colorArray, + + dirtyVertices = geometry.verticesNeedUpdate, + dirtyColors = geometry.colorsNeedUpdate; + + if ( dirtyVertices ) { + + for ( v = 0; v < vl; v ++ ) { + + vertex = vertices[ v ]; + + offset = v * 3; + + vertexArray[ offset ] = vertex.x; + vertexArray[ offset + 1 ] = vertex.y; + vertexArray[ offset + 2 ] = vertex.z; + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint ); + + } + + if ( dirtyColors ) { + + for ( c = 0; c < cl; c ++ ) { + + color = colors[ c ]; + + offset = c * 3; + + colorArray[ offset ] = color.r; + colorArray[ offset + 1 ] = color.g; + colorArray[ offset + 2 ] = color.b; + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint ); + + } + + }; + + function setMeshBuffers( geometryGroup, object, hint, dispose, material ) { + + if ( ! geometryGroup.__inittedArrays ) { + + // console.log( object ); + return; + + } + + var normalType = bufferGuessNormalType( material ), + vertexColorType = bufferGuessVertexColorType( material ), + uvType = bufferGuessUVType( material ), + + needsSmoothNormals = ( normalType === THREE.SmoothShading ); + + var f, fl, fi, face, + vertexNormals, faceNormal, normal, + vertexColors, faceColor, + vertexTangents, + uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, n1, n2, n3, n4, + c1, c2, c3, c4, + sw1, sw2, sw3, sw4, + si1, si2, si3, si4, + sa1, sa2, sa3, sa4, + sb1, sb2, sb3, sb4, + m, ml, i, il, + vn, uvi, uv2i, + vk, vkl, vka, + nka, chf, faceVertexNormals, + a, + + vertexIndex = 0, + + offset = 0, + offset_uv = 0, + offset_uv2 = 0, + offset_face = 0, + offset_normal = 0, + offset_tangent = 0, + offset_line = 0, + offset_color = 0, + offset_skin = 0, + offset_morphTarget = 0, + offset_custom = 0, + offset_customSrc = 0, + + value, + + vertexArray = geometryGroup.__vertexArray, + uvArray = geometryGroup.__uvArray, + uv2Array = geometryGroup.__uv2Array, + normalArray = geometryGroup.__normalArray, + tangentArray = geometryGroup.__tangentArray, + colorArray = geometryGroup.__colorArray, + + skinVertexAArray = geometryGroup.__skinVertexAArray, + skinVertexBArray = geometryGroup.__skinVertexBArray, + skinIndexArray = geometryGroup.__skinIndexArray, + skinWeightArray = geometryGroup.__skinWeightArray, + + morphTargetsArrays = geometryGroup.__morphTargetsArrays, + morphNormalsArrays = geometryGroup.__morphNormalsArrays, + + customAttributes = geometryGroup.__webglCustomAttributesList, + customAttribute, + + faceArray = geometryGroup.__faceArray, + lineArray = geometryGroup.__lineArray, + + geometry = object.geometry, // this is shared for all chunks + + dirtyVertices = geometry.verticesNeedUpdate, + dirtyElements = geometry.elementsNeedUpdate, + dirtyUvs = geometry.uvsNeedUpdate, + dirtyNormals = geometry.normalsNeedUpdate, + dirtyTangents = geometry.tangentsNeedUpdate, + dirtyColors = geometry.colorsNeedUpdate, + dirtyMorphTargets = geometry.morphTargetsNeedUpdate, + + vertices = geometry.vertices, + chunk_faces3 = geometryGroup.faces3, + chunk_faces4 = geometryGroup.faces4, + obj_faces = geometry.faces, + + obj_uvs = geometry.faceVertexUvs[ 0 ], + obj_uvs2 = geometry.faceVertexUvs[ 1 ], + + obj_colors = geometry.colors, + + obj_skinVerticesA = geometry.skinVerticesA, + obj_skinVerticesB = geometry.skinVerticesB, + obj_skinIndices = geometry.skinIndices, + obj_skinWeights = geometry.skinWeights, + + morphTargets = geometry.morphTargets, + morphNormals = geometry.morphNormals; + + if ( dirtyVertices ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces3[ f ] ]; + + v1 = vertices[ face.a ]; + v2 = vertices[ face.b ]; + v3 = vertices[ face.c ]; + + vertexArray[ offset ] = v1.x; + vertexArray[ offset + 1 ] = v1.y; + vertexArray[ offset + 2 ] = v1.z; + + vertexArray[ offset + 3 ] = v2.x; + vertexArray[ offset + 4 ] = v2.y; + vertexArray[ offset + 5 ] = v2.z; + + vertexArray[ offset + 6 ] = v3.x; + vertexArray[ offset + 7 ] = v3.y; + vertexArray[ offset + 8 ] = v3.z; + + offset += 9; + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces4[ f ] ]; + + v1 = vertices[ face.a ]; + v2 = vertices[ face.b ]; + v3 = vertices[ face.c ]; + v4 = vertices[ face.d ]; + + vertexArray[ offset ] = v1.x; + vertexArray[ offset + 1 ] = v1.y; + vertexArray[ offset + 2 ] = v1.z; + + vertexArray[ offset + 3 ] = v2.x; + vertexArray[ offset + 4 ] = v2.y; + vertexArray[ offset + 5 ] = v2.z; + + vertexArray[ offset + 6 ] = v3.x; + vertexArray[ offset + 7 ] = v3.y; + vertexArray[ offset + 8 ] = v3.z; + + vertexArray[ offset + 9 ] = v4.x; + vertexArray[ offset + 10 ] = v4.y; + vertexArray[ offset + 11 ] = v4.z; + + offset += 12; + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint ); + + } + + if ( dirtyMorphTargets ) { + + for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) { + + offset_morphTarget = 0; + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + chf = chunk_faces3[ f ]; + face = obj_faces[ chf ]; + + // morph positions + + v1 = morphTargets[ vk ].vertices[ face.a ]; + v2 = morphTargets[ vk ].vertices[ face.b ]; + v3 = morphTargets[ vk ].vertices[ face.c ]; + + vka = morphTargetsArrays[ vk ]; + + vka[ offset_morphTarget ] = v1.x; + vka[ offset_morphTarget + 1 ] = v1.y; + vka[ offset_morphTarget + 2 ] = v1.z; + + vka[ offset_morphTarget + 3 ] = v2.x; + vka[ offset_morphTarget + 4 ] = v2.y; + vka[ offset_morphTarget + 5 ] = v2.z; + + vka[ offset_morphTarget + 6 ] = v3.x; + vka[ offset_morphTarget + 7 ] = v3.y; + vka[ offset_morphTarget + 8 ] = v3.z; + + // morph normals + + if ( material.morphNormals ) { + + if ( needsSmoothNormals ) { + + faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ]; + + n1 = faceVertexNormals.a; + n2 = faceVertexNormals.b; + n3 = faceVertexNormals.c; + + } else { + + n1 = morphNormals[ vk ].faceNormals[ chf ]; + n2 = n1; + n3 = n1; + + } + + nka = morphNormalsArrays[ vk ]; + + nka[ offset_morphTarget ] = n1.x; + nka[ offset_morphTarget + 1 ] = n1.y; + nka[ offset_morphTarget + 2 ] = n1.z; + + nka[ offset_morphTarget + 3 ] = n2.x; + nka[ offset_morphTarget + 4 ] = n2.y; + nka[ offset_morphTarget + 5 ] = n2.z; + + nka[ offset_morphTarget + 6 ] = n3.x; + nka[ offset_morphTarget + 7 ] = n3.y; + nka[ offset_morphTarget + 8 ] = n3.z; + + } + + // + + offset_morphTarget += 9; + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + chf = chunk_faces4[ f ]; + face = obj_faces[ chf ]; + + // morph positions + + v1 = morphTargets[ vk ].vertices[ face.a ]; + v2 = morphTargets[ vk ].vertices[ face.b ]; + v3 = morphTargets[ vk ].vertices[ face.c ]; + v4 = morphTargets[ vk ].vertices[ face.d ]; + + vka = morphTargetsArrays[ vk ]; + + vka[ offset_morphTarget ] = v1.x; + vka[ offset_morphTarget + 1 ] = v1.y; + vka[ offset_morphTarget + 2 ] = v1.z; + + vka[ offset_morphTarget + 3 ] = v2.x; + vka[ offset_morphTarget + 4 ] = v2.y; + vka[ offset_morphTarget + 5 ] = v2.z; + + vka[ offset_morphTarget + 6 ] = v3.x; + vka[ offset_morphTarget + 7 ] = v3.y; + vka[ offset_morphTarget + 8 ] = v3.z; + + vka[ offset_morphTarget + 9 ] = v4.x; + vka[ offset_morphTarget + 10 ] = v4.y; + vka[ offset_morphTarget + 11 ] = v4.z; + + // morph normals + + if ( material.morphNormals ) { + + if ( needsSmoothNormals ) { + + faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ]; + + n1 = faceVertexNormals.a; + n2 = faceVertexNormals.b; + n3 = faceVertexNormals.c; + n4 = faceVertexNormals.d; + + } else { + + n1 = morphNormals[ vk ].faceNormals[ chf ]; + n2 = n1; + n3 = n1; + n4 = n1; + + } + + nka = morphNormalsArrays[ vk ]; + + nka[ offset_morphTarget ] = n1.x; + nka[ offset_morphTarget + 1 ] = n1.y; + nka[ offset_morphTarget + 2 ] = n1.z; + + nka[ offset_morphTarget + 3 ] = n2.x; + nka[ offset_morphTarget + 4 ] = n2.y; + nka[ offset_morphTarget + 5 ] = n2.z; + + nka[ offset_morphTarget + 6 ] = n3.x; + nka[ offset_morphTarget + 7 ] = n3.y; + nka[ offset_morphTarget + 8 ] = n3.z; + + nka[ offset_morphTarget + 9 ] = n4.x; + nka[ offset_morphTarget + 10 ] = n4.y; + nka[ offset_morphTarget + 11 ] = n4.z; + + } + + // + + offset_morphTarget += 12; + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] ); + _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint ); + + if ( material.morphNormals ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ vk ] ); + _gl.bufferData( _gl.ARRAY_BUFFER, morphNormalsArrays[ vk ], hint ); + + } + + } + + } + + if ( obj_skinWeights.length ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces3[ f ] ]; + + // weights + + sw1 = obj_skinWeights[ face.a ]; + sw2 = obj_skinWeights[ face.b ]; + sw3 = obj_skinWeights[ face.c ]; + + skinWeightArray[ offset_skin ] = sw1.x; + skinWeightArray[ offset_skin + 1 ] = sw1.y; + skinWeightArray[ offset_skin + 2 ] = sw1.z; + skinWeightArray[ offset_skin + 3 ] = sw1.w; + + skinWeightArray[ offset_skin + 4 ] = sw2.x; + skinWeightArray[ offset_skin + 5 ] = sw2.y; + skinWeightArray[ offset_skin + 6 ] = sw2.z; + skinWeightArray[ offset_skin + 7 ] = sw2.w; + + skinWeightArray[ offset_skin + 8 ] = sw3.x; + skinWeightArray[ offset_skin + 9 ] = sw3.y; + skinWeightArray[ offset_skin + 10 ] = sw3.z; + skinWeightArray[ offset_skin + 11 ] = sw3.w; + + // indices + + si1 = obj_skinIndices[ face.a ]; + si2 = obj_skinIndices[ face.b ]; + si3 = obj_skinIndices[ face.c ]; + + skinIndexArray[ offset_skin ] = si1.x; + skinIndexArray[ offset_skin + 1 ] = si1.y; + skinIndexArray[ offset_skin + 2 ] = si1.z; + skinIndexArray[ offset_skin + 3 ] = si1.w; + + skinIndexArray[ offset_skin + 4 ] = si2.x; + skinIndexArray[ offset_skin + 5 ] = si2.y; + skinIndexArray[ offset_skin + 6 ] = si2.z; + skinIndexArray[ offset_skin + 7 ] = si2.w; + + skinIndexArray[ offset_skin + 8 ] = si3.x; + skinIndexArray[ offset_skin + 9 ] = si3.y; + skinIndexArray[ offset_skin + 10 ] = si3.z; + skinIndexArray[ offset_skin + 11 ] = si3.w; + + // vertices A + + sa1 = obj_skinVerticesA[ face.a ]; + sa2 = obj_skinVerticesA[ face.b ]; + sa3 = obj_skinVerticesA[ face.c ]; + + skinVertexAArray[ offset_skin ] = sa1.x; + skinVertexAArray[ offset_skin + 1 ] = sa1.y; + skinVertexAArray[ offset_skin + 2 ] = sa1.z; + skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader + + skinVertexAArray[ offset_skin + 4 ] = sa2.x; + skinVertexAArray[ offset_skin + 5 ] = sa2.y; + skinVertexAArray[ offset_skin + 6 ] = sa2.z; + skinVertexAArray[ offset_skin + 7 ] = 1; + + skinVertexAArray[ offset_skin + 8 ] = sa3.x; + skinVertexAArray[ offset_skin + 9 ] = sa3.y; + skinVertexAArray[ offset_skin + 10 ] = sa3.z; + skinVertexAArray[ offset_skin + 11 ] = 1; + + // vertices B + + sb1 = obj_skinVerticesB[ face.a ]; + sb2 = obj_skinVerticesB[ face.b ]; + sb3 = obj_skinVerticesB[ face.c ]; + + skinVertexBArray[ offset_skin ] = sb1.x; + skinVertexBArray[ offset_skin + 1 ] = sb1.y; + skinVertexBArray[ offset_skin + 2 ] = sb1.z; + skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader + + skinVertexBArray[ offset_skin + 4 ] = sb2.x; + skinVertexBArray[ offset_skin + 5 ] = sb2.y; + skinVertexBArray[ offset_skin + 6 ] = sb2.z; + skinVertexBArray[ offset_skin + 7 ] = 1; + + skinVertexBArray[ offset_skin + 8 ] = sb3.x; + skinVertexBArray[ offset_skin + 9 ] = sb3.y; + skinVertexBArray[ offset_skin + 10 ] = sb3.z; + skinVertexBArray[ offset_skin + 11 ] = 1; + + offset_skin += 12; + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces4[ f ] ]; + + // weights + + sw1 = obj_skinWeights[ face.a ]; + sw2 = obj_skinWeights[ face.b ]; + sw3 = obj_skinWeights[ face.c ]; + sw4 = obj_skinWeights[ face.d ]; + + skinWeightArray[ offset_skin ] = sw1.x; + skinWeightArray[ offset_skin + 1 ] = sw1.y; + skinWeightArray[ offset_skin + 2 ] = sw1.z; + skinWeightArray[ offset_skin + 3 ] = sw1.w; + + skinWeightArray[ offset_skin + 4 ] = sw2.x; + skinWeightArray[ offset_skin + 5 ] = sw2.y; + skinWeightArray[ offset_skin + 6 ] = sw2.z; + skinWeightArray[ offset_skin + 7 ] = sw2.w; + + skinWeightArray[ offset_skin + 8 ] = sw3.x; + skinWeightArray[ offset_skin + 9 ] = sw3.y; + skinWeightArray[ offset_skin + 10 ] = sw3.z; + skinWeightArray[ offset_skin + 11 ] = sw3.w; + + skinWeightArray[ offset_skin + 12 ] = sw4.x; + skinWeightArray[ offset_skin + 13 ] = sw4.y; + skinWeightArray[ offset_skin + 14 ] = sw4.z; + skinWeightArray[ offset_skin + 15 ] = sw4.w; + + // indices + + si1 = obj_skinIndices[ face.a ]; + si2 = obj_skinIndices[ face.b ]; + si3 = obj_skinIndices[ face.c ]; + si4 = obj_skinIndices[ face.d ]; + + skinIndexArray[ offset_skin ] = si1.x; + skinIndexArray[ offset_skin + 1 ] = si1.y; + skinIndexArray[ offset_skin + 2 ] = si1.z; + skinIndexArray[ offset_skin + 3 ] = si1.w; + + skinIndexArray[ offset_skin + 4 ] = si2.x; + skinIndexArray[ offset_skin + 5 ] = si2.y; + skinIndexArray[ offset_skin + 6 ] = si2.z; + skinIndexArray[ offset_skin + 7 ] = si2.w; + + skinIndexArray[ offset_skin + 8 ] = si3.x; + skinIndexArray[ offset_skin + 9 ] = si3.y; + skinIndexArray[ offset_skin + 10 ] = si3.z; + skinIndexArray[ offset_skin + 11 ] = si3.w; + + skinIndexArray[ offset_skin + 12 ] = si4.x; + skinIndexArray[ offset_skin + 13 ] = si4.y; + skinIndexArray[ offset_skin + 14 ] = si4.z; + skinIndexArray[ offset_skin + 15 ] = si4.w; + + // vertices A + + sa1 = obj_skinVerticesA[ face.a ]; + sa2 = obj_skinVerticesA[ face.b ]; + sa3 = obj_skinVerticesA[ face.c ]; + sa4 = obj_skinVerticesA[ face.d ]; + + skinVertexAArray[ offset_skin ] = sa1.x; + skinVertexAArray[ offset_skin + 1 ] = sa1.y; + skinVertexAArray[ offset_skin + 2 ] = sa1.z; + skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader + + skinVertexAArray[ offset_skin + 4 ] = sa2.x; + skinVertexAArray[ offset_skin + 5 ] = sa2.y; + skinVertexAArray[ offset_skin + 6 ] = sa2.z; + skinVertexAArray[ offset_skin + 7 ] = 1; + + skinVertexAArray[ offset_skin + 8 ] = sa3.x; + skinVertexAArray[ offset_skin + 9 ] = sa3.y; + skinVertexAArray[ offset_skin + 10 ] = sa3.z; + skinVertexAArray[ offset_skin + 11 ] = 1; + + skinVertexAArray[ offset_skin + 12 ] = sa4.x; + skinVertexAArray[ offset_skin + 13 ] = sa4.y; + skinVertexAArray[ offset_skin + 14 ] = sa4.z; + skinVertexAArray[ offset_skin + 15 ] = 1; + + // vertices B + + sb1 = obj_skinVerticesB[ face.a ]; + sb2 = obj_skinVerticesB[ face.b ]; + sb3 = obj_skinVerticesB[ face.c ]; + sb4 = obj_skinVerticesB[ face.d ]; + + skinVertexBArray[ offset_skin ] = sb1.x; + skinVertexBArray[ offset_skin + 1 ] = sb1.y; + skinVertexBArray[ offset_skin + 2 ] = sb1.z; + skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader + + skinVertexBArray[ offset_skin + 4 ] = sb2.x; + skinVertexBArray[ offset_skin + 5 ] = sb2.y; + skinVertexBArray[ offset_skin + 6 ] = sb2.z; + skinVertexBArray[ offset_skin + 7 ] = 1; + + skinVertexBArray[ offset_skin + 8 ] = sb3.x; + skinVertexBArray[ offset_skin + 9 ] = sb3.y; + skinVertexBArray[ offset_skin + 10 ] = sb3.z; + skinVertexBArray[ offset_skin + 11 ] = 1; + + skinVertexBArray[ offset_skin + 12 ] = sb4.x; + skinVertexBArray[ offset_skin + 13 ] = sb4.y; + skinVertexBArray[ offset_skin + 14 ] = sb4.z; + skinVertexBArray[ offset_skin + 15 ] = 1; + + offset_skin += 16; + + } + + if ( offset_skin > 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexAArray, hint ); + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexBArray, hint ); + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint ); + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint ); + + } + + } + + if ( dirtyColors && vertexColorType ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces3[ f ] ]; + + vertexColors = face.vertexColors; + faceColor = face.color; + + if ( vertexColors.length === 3 && vertexColorType === THREE.VertexColors ) { + + c1 = vertexColors[ 0 ]; + c2 = vertexColors[ 1 ]; + c3 = vertexColors[ 2 ]; + + } else { + + c1 = faceColor; + c2 = faceColor; + c3 = faceColor; + + } + + colorArray[ offset_color ] = c1.r; + colorArray[ offset_color + 1 ] = c1.g; + colorArray[ offset_color + 2 ] = c1.b; + + colorArray[ offset_color + 3 ] = c2.r; + colorArray[ offset_color + 4 ] = c2.g; + colorArray[ offset_color + 5 ] = c2.b; + + colorArray[ offset_color + 6 ] = c3.r; + colorArray[ offset_color + 7 ] = c3.g; + colorArray[ offset_color + 8 ] = c3.b; + + offset_color += 9; + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces4[ f ] ]; + + vertexColors = face.vertexColors; + faceColor = face.color; + + if ( vertexColors.length === 4 && vertexColorType === THREE.VertexColors ) { + + c1 = vertexColors[ 0 ]; + c2 = vertexColors[ 1 ]; + c3 = vertexColors[ 2 ]; + c4 = vertexColors[ 3 ]; + + } else { + + c1 = faceColor; + c2 = faceColor; + c3 = faceColor; + c4 = faceColor; + + } + + colorArray[ offset_color ] = c1.r; + colorArray[ offset_color + 1 ] = c1.g; + colorArray[ offset_color + 2 ] = c1.b; + + colorArray[ offset_color + 3 ] = c2.r; + colorArray[ offset_color + 4 ] = c2.g; + colorArray[ offset_color + 5 ] = c2.b; + + colorArray[ offset_color + 6 ] = c3.r; + colorArray[ offset_color + 7 ] = c3.g; + colorArray[ offset_color + 8 ] = c3.b; + + colorArray[ offset_color + 9 ] = c4.r; + colorArray[ offset_color + 10 ] = c4.g; + colorArray[ offset_color + 11 ] = c4.b; + + offset_color += 12; + + } + + if ( offset_color > 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint ); + + } + + } + + if ( dirtyTangents && geometry.hasTangents ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces3[ f ] ]; + + vertexTangents = face.vertexTangents; + + t1 = vertexTangents[ 0 ]; + t2 = vertexTangents[ 1 ]; + t3 = vertexTangents[ 2 ]; + + tangentArray[ offset_tangent ] = t1.x; + tangentArray[ offset_tangent + 1 ] = t1.y; + tangentArray[ offset_tangent + 2 ] = t1.z; + tangentArray[ offset_tangent + 3 ] = t1.w; + + tangentArray[ offset_tangent + 4 ] = t2.x; + tangentArray[ offset_tangent + 5 ] = t2.y; + tangentArray[ offset_tangent + 6 ] = t2.z; + tangentArray[ offset_tangent + 7 ] = t2.w; + + tangentArray[ offset_tangent + 8 ] = t3.x; + tangentArray[ offset_tangent + 9 ] = t3.y; + tangentArray[ offset_tangent + 10 ] = t3.z; + tangentArray[ offset_tangent + 11 ] = t3.w; + + offset_tangent += 12; + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces4[ f ] ]; + + vertexTangents = face.vertexTangents; + + t1 = vertexTangents[ 0 ]; + t2 = vertexTangents[ 1 ]; + t3 = vertexTangents[ 2 ]; + t4 = vertexTangents[ 3 ]; + + tangentArray[ offset_tangent ] = t1.x; + tangentArray[ offset_tangent + 1 ] = t1.y; + tangentArray[ offset_tangent + 2 ] = t1.z; + tangentArray[ offset_tangent + 3 ] = t1.w; + + tangentArray[ offset_tangent + 4 ] = t2.x; + tangentArray[ offset_tangent + 5 ] = t2.y; + tangentArray[ offset_tangent + 6 ] = t2.z; + tangentArray[ offset_tangent + 7 ] = t2.w; + + tangentArray[ offset_tangent + 8 ] = t3.x; + tangentArray[ offset_tangent + 9 ] = t3.y; + tangentArray[ offset_tangent + 10 ] = t3.z; + tangentArray[ offset_tangent + 11 ] = t3.w; + + tangentArray[ offset_tangent + 12 ] = t4.x; + tangentArray[ offset_tangent + 13 ] = t4.y; + tangentArray[ offset_tangent + 14 ] = t4.z; + tangentArray[ offset_tangent + 15 ] = t4.w; + + offset_tangent += 16; + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint ); + + } + + if ( dirtyNormals && normalType ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces3[ f ] ]; + + vertexNormals = face.vertexNormals; + faceNormal = face.normal; + + if ( vertexNormals.length === 3 && needsSmoothNormals ) { + + for ( i = 0; i < 3; i ++ ) { + + vn = vertexNormals[ i ]; + + normalArray[ offset_normal ] = vn.x; + normalArray[ offset_normal + 1 ] = vn.y; + normalArray[ offset_normal + 2 ] = vn.z; + + offset_normal += 3; + + } + + } else { + + for ( i = 0; i < 3; i ++ ) { + + normalArray[ offset_normal ] = faceNormal.x; + normalArray[ offset_normal + 1 ] = faceNormal.y; + normalArray[ offset_normal + 2 ] = faceNormal.z; + + offset_normal += 3; + + } + + } + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces4[ f ] ]; + + vertexNormals = face.vertexNormals; + faceNormal = face.normal; + + if ( vertexNormals.length === 4 && needsSmoothNormals ) { + + for ( i = 0; i < 4; i ++ ) { + + vn = vertexNormals[ i ]; + + normalArray[ offset_normal ] = vn.x; + normalArray[ offset_normal + 1 ] = vn.y; + normalArray[ offset_normal + 2 ] = vn.z; + + offset_normal += 3; + + } + + } else { + + for ( i = 0; i < 4; i ++ ) { + + normalArray[ offset_normal ] = faceNormal.x; + normalArray[ offset_normal + 1 ] = faceNormal.y; + normalArray[ offset_normal + 2 ] = faceNormal.z; + + offset_normal += 3; + + } + + } + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint ); + + } + + if ( dirtyUvs && obj_uvs && uvType ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + fi = chunk_faces3[ f ]; + + face = obj_faces[ fi ]; + uv = obj_uvs[ fi ]; + + if ( uv === undefined ) continue; + + for ( i = 0; i < 3; i ++ ) { + + uvi = uv[ i ]; + + uvArray[ offset_uv ] = uvi.u; + uvArray[ offset_uv + 1 ] = uvi.v; + + offset_uv += 2; + + } + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + fi = chunk_faces4[ f ]; + + face = obj_faces[ fi ]; + uv = obj_uvs[ fi ]; + + if ( uv === undefined ) continue; + + for ( i = 0; i < 4; i ++ ) { + + uvi = uv[ i ]; + + uvArray[ offset_uv ] = uvi.u; + uvArray[ offset_uv + 1 ] = uvi.v; + + offset_uv += 2; + + } + + } + + if ( offset_uv > 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint ); + + } + + } + + if ( dirtyUvs && obj_uvs2 && uvType ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + fi = chunk_faces3[ f ]; + + face = obj_faces[ fi ]; + uv2 = obj_uvs2[ fi ]; + + if ( uv2 === undefined ) continue; + + for ( i = 0; i < 3; i ++ ) { + + uv2i = uv2[ i ]; + + uv2Array[ offset_uv2 ] = uv2i.u; + uv2Array[ offset_uv2 + 1 ] = uv2i.v; + + offset_uv2 += 2; + + } + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + fi = chunk_faces4[ f ]; + + face = obj_faces[ fi ]; + uv2 = obj_uvs2[ fi ]; + + if ( uv2 === undefined ) continue; + + for ( i = 0; i < 4; i ++ ) { + + uv2i = uv2[ i ]; + + uv2Array[ offset_uv2 ] = uv2i.u; + uv2Array[ offset_uv2 + 1 ] = uv2i.v; + + offset_uv2 += 2; + + } + + } + + if ( offset_uv2 > 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint ); + + } + + } + + if ( dirtyElements ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces3[ f ] ]; + + faceArray[ offset_face ] = vertexIndex; + faceArray[ offset_face + 1 ] = vertexIndex + 1; + faceArray[ offset_face + 2 ] = vertexIndex + 2; + + offset_face += 3; + + lineArray[ offset_line ] = vertexIndex; + lineArray[ offset_line + 1 ] = vertexIndex + 1; + + lineArray[ offset_line + 2 ] = vertexIndex; + lineArray[ offset_line + 3 ] = vertexIndex + 2; + + lineArray[ offset_line + 4 ] = vertexIndex + 1; + lineArray[ offset_line + 5 ] = vertexIndex + 2; + + offset_line += 6; + + vertexIndex += 3; + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces4[ f ] ]; + + faceArray[ offset_face ] = vertexIndex; + faceArray[ offset_face + 1 ] = vertexIndex + 1; + faceArray[ offset_face + 2 ] = vertexIndex + 3; + + faceArray[ offset_face + 3 ] = vertexIndex + 1; + faceArray[ offset_face + 4 ] = vertexIndex + 2; + faceArray[ offset_face + 5 ] = vertexIndex + 3; + + offset_face += 6; + + lineArray[ offset_line ] = vertexIndex; + lineArray[ offset_line + 1 ] = vertexIndex + 1; + + lineArray[ offset_line + 2 ] = vertexIndex; + lineArray[ offset_line + 3 ] = vertexIndex + 3; + + lineArray[ offset_line + 4 ] = vertexIndex + 1; + lineArray[ offset_line + 5 ] = vertexIndex + 2; + + lineArray[ offset_line + 6 ] = vertexIndex + 2; + lineArray[ offset_line + 7 ] = vertexIndex + 3; + + offset_line += 8; + + vertexIndex += 4; + + } + + _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer ); + _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint ); + + _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer ); + _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint ); + + } + + if ( customAttributes ) { + + for ( i = 0, il = customAttributes.length; i < il; i ++ ) { + + customAttribute = customAttributes[ i ]; + + if ( ! customAttribute.__original.needsUpdate ) continue; + + offset_custom = 0; + offset_customSrc = 0; + + if ( customAttribute.size === 1 ) { + + if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces3[ f ] ]; + + customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ]; + customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ]; + customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ]; + + offset_custom += 3; + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces4[ f ] ]; + + customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ]; + customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ]; + customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ]; + customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ face.d ]; + + offset_custom += 4; + + } + + } else if ( customAttribute.boundTo === "faces" ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + value = customAttribute.value[ chunk_faces3[ f ] ]; + + customAttribute.array[ offset_custom ] = value; + customAttribute.array[ offset_custom + 1 ] = value; + customAttribute.array[ offset_custom + 2 ] = value; + + offset_custom += 3; + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + value = customAttribute.value[ chunk_faces4[ f ] ]; + + customAttribute.array[ offset_custom ] = value; + customAttribute.array[ offset_custom + 1 ] = value; + customAttribute.array[ offset_custom + 2 ] = value; + customAttribute.array[ offset_custom + 3 ] = value; + + offset_custom += 4; + + } + + } + + } else if ( customAttribute.size === 2 ) { + + if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces3[ f ] ]; + + v1 = customAttribute.value[ face.a ]; + v2 = customAttribute.value[ face.b ]; + v3 = customAttribute.value[ face.c ]; + + customAttribute.array[ offset_custom ] = v1.x; + customAttribute.array[ offset_custom + 1 ] = v1.y; + + customAttribute.array[ offset_custom + 2 ] = v2.x; + customAttribute.array[ offset_custom + 3 ] = v2.y; + + customAttribute.array[ offset_custom + 4 ] = v3.x; + customAttribute.array[ offset_custom + 5 ] = v3.y; + + offset_custom += 6; + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces4[ f ] ]; + + v1 = customAttribute.value[ face.a ]; + v2 = customAttribute.value[ face.b ]; + v3 = customAttribute.value[ face.c ]; + v4 = customAttribute.value[ face.d ]; + + customAttribute.array[ offset_custom ] = v1.x; + customAttribute.array[ offset_custom + 1 ] = v1.y; + + customAttribute.array[ offset_custom + 2 ] = v2.x; + customAttribute.array[ offset_custom + 3 ] = v2.y; + + customAttribute.array[ offset_custom + 4 ] = v3.x; + customAttribute.array[ offset_custom + 5 ] = v3.y; + + customAttribute.array[ offset_custom + 6 ] = v4.x; + customAttribute.array[ offset_custom + 7 ] = v4.y; + + offset_custom += 8; + + } + + } else if ( customAttribute.boundTo === "faces" ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + value = customAttribute.value[ chunk_faces3[ f ] ]; + + v1 = value; + v2 = value; + v3 = value; + + customAttribute.array[ offset_custom ] = v1.x; + customAttribute.array[ offset_custom + 1 ] = v1.y; + + customAttribute.array[ offset_custom + 2 ] = v2.x; + customAttribute.array[ offset_custom + 3 ] = v2.y; + + customAttribute.array[ offset_custom + 4 ] = v3.x; + customAttribute.array[ offset_custom + 5 ] = v3.y; + + offset_custom += 6; + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + value = customAttribute.value[ chunk_faces4[ f ] ]; + + v1 = value; + v2 = value; + v3 = value; + v4 = value; + + customAttribute.array[ offset_custom ] = v1.x; + customAttribute.array[ offset_custom + 1 ] = v1.y; + + customAttribute.array[ offset_custom + 2 ] = v2.x; + customAttribute.array[ offset_custom + 3 ] = v2.y; + + customAttribute.array[ offset_custom + 4 ] = v3.x; + customAttribute.array[ offset_custom + 5 ] = v3.y; + + customAttribute.array[ offset_custom + 6 ] = v4.x; + customAttribute.array[ offset_custom + 7 ] = v4.y; + + offset_custom += 8; + + } + + } + + } else if ( customAttribute.size === 3 ) { + + var pp; + + if ( customAttribute.type === "c" ) { + + pp = [ "r", "g", "b" ]; + + } else { + + pp = [ "x", "y", "z" ]; + + } + + if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces3[ f ] ]; + + v1 = customAttribute.value[ face.a ]; + v2 = customAttribute.value[ face.b ]; + v3 = customAttribute.value[ face.c ]; + + customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ]; + + customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ]; + + customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ]; + + offset_custom += 9; + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces4[ f ] ]; + + v1 = customAttribute.value[ face.a ]; + v2 = customAttribute.value[ face.b ]; + v3 = customAttribute.value[ face.c ]; + v4 = customAttribute.value[ face.d ]; + + customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ]; + + customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ]; + + customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ]; + + customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ]; + + offset_custom += 12; + + } + + } else if ( customAttribute.boundTo === "faces" ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + value = customAttribute.value[ chunk_faces3[ f ] ]; + + v1 = value; + v2 = value; + v3 = value; + + customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ]; + + customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ]; + + customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ]; + + offset_custom += 9; + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + value = customAttribute.value[ chunk_faces4[ f ] ]; + + v1 = value; + v2 = value; + v3 = value; + v4 = value; + + customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ]; + + customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ]; + + customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ]; + + customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ]; + + offset_custom += 12; + + } + + } else if ( customAttribute.boundTo === "faceVertices" ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + value = customAttribute.value[ chunk_faces3[ f ] ]; + + v1 = value[ 0 ]; + v2 = value[ 1 ]; + v3 = value[ 2 ]; + + customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ]; + + customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ]; + + customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ]; + + offset_custom += 9; + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + value = customAttribute.value[ chunk_faces4[ f ] ]; + + v1 = value[ 0 ]; + v2 = value[ 1 ]; + v3 = value[ 2 ]; + v4 = value[ 3 ]; + + customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ]; + + customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ]; + + customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ]; + + customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ]; + + offset_custom += 12; + + } + + } + + } else if ( customAttribute.size === 4 ) { + + if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces3[ f ] ]; + + v1 = customAttribute.value[ face.a ]; + v2 = customAttribute.value[ face.b ]; + v3 = customAttribute.value[ face.c ]; + + customAttribute.array[ offset_custom ] = v1.x; + customAttribute.array[ offset_custom + 1 ] = v1.y; + customAttribute.array[ offset_custom + 2 ] = v1.z; + customAttribute.array[ offset_custom + 3 ] = v1.w; + + customAttribute.array[ offset_custom + 4 ] = v2.x; + customAttribute.array[ offset_custom + 5 ] = v2.y; + customAttribute.array[ offset_custom + 6 ] = v2.z; + customAttribute.array[ offset_custom + 7 ] = v2.w; + + customAttribute.array[ offset_custom + 8 ] = v3.x; + customAttribute.array[ offset_custom + 9 ] = v3.y; + customAttribute.array[ offset_custom + 10 ] = v3.z; + customAttribute.array[ offset_custom + 11 ] = v3.w; + + offset_custom += 12; + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces4[ f ] ]; + + v1 = customAttribute.value[ face.a ]; + v2 = customAttribute.value[ face.b ]; + v3 = customAttribute.value[ face.c ]; + v4 = customAttribute.value[ face.d ]; + + customAttribute.array[ offset_custom ] = v1.x; + customAttribute.array[ offset_custom + 1 ] = v1.y; + customAttribute.array[ offset_custom + 2 ] = v1.z; + customAttribute.array[ offset_custom + 3 ] = v1.w; + + customAttribute.array[ offset_custom + 4 ] = v2.x; + customAttribute.array[ offset_custom + 5 ] = v2.y; + customAttribute.array[ offset_custom + 6 ] = v2.z; + customAttribute.array[ offset_custom + 7 ] = v2.w; + + customAttribute.array[ offset_custom + 8 ] = v3.x; + customAttribute.array[ offset_custom + 9 ] = v3.y; + customAttribute.array[ offset_custom + 10 ] = v3.z; + customAttribute.array[ offset_custom + 11 ] = v3.w; + + customAttribute.array[ offset_custom + 12 ] = v4.x; + customAttribute.array[ offset_custom + 13 ] = v4.y; + customAttribute.array[ offset_custom + 14 ] = v4.z; + customAttribute.array[ offset_custom + 15 ] = v4.w; + + offset_custom += 16; + + } + + } else if ( customAttribute.boundTo === "faces" ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + value = customAttribute.value[ chunk_faces3[ f ] ]; + + v1 = value; + v2 = value; + v3 = value; + + customAttribute.array[ offset_custom ] = v1.x; + customAttribute.array[ offset_custom + 1 ] = v1.y; + customAttribute.array[ offset_custom + 2 ] = v1.z; + customAttribute.array[ offset_custom + 3 ] = v1.w; + + customAttribute.array[ offset_custom + 4 ] = v2.x; + customAttribute.array[ offset_custom + 5 ] = v2.y; + customAttribute.array[ offset_custom + 6 ] = v2.z; + customAttribute.array[ offset_custom + 7 ] = v2.w; + + customAttribute.array[ offset_custom + 8 ] = v3.x; + customAttribute.array[ offset_custom + 9 ] = v3.y; + customAttribute.array[ offset_custom + 10 ] = v3.z; + customAttribute.array[ offset_custom + 11 ] = v3.w; + + offset_custom += 12; + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + value = customAttribute.value[ chunk_faces4[ f ] ]; + + v1 = value; + v2 = value; + v3 = value; + v4 = value; + + customAttribute.array[ offset_custom ] = v1.x; + customAttribute.array[ offset_custom + 1 ] = v1.y; + customAttribute.array[ offset_custom + 2 ] = v1.z; + customAttribute.array[ offset_custom + 3 ] = v1.w; + + customAttribute.array[ offset_custom + 4 ] = v2.x; + customAttribute.array[ offset_custom + 5 ] = v2.y; + customAttribute.array[ offset_custom + 6 ] = v2.z; + customAttribute.array[ offset_custom + 7 ] = v2.w; + + customAttribute.array[ offset_custom + 8 ] = v3.x; + customAttribute.array[ offset_custom + 9 ] = v3.y; + customAttribute.array[ offset_custom + 10 ] = v3.z; + customAttribute.array[ offset_custom + 11 ] = v3.w; + + customAttribute.array[ offset_custom + 12 ] = v4.x; + customAttribute.array[ offset_custom + 13 ] = v4.y; + customAttribute.array[ offset_custom + 14 ] = v4.z; + customAttribute.array[ offset_custom + 15 ] = v4.w; + + offset_custom += 16; + + } + + } else if ( customAttribute.boundTo === "faceVertices" ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + value = customAttribute.value[ chunk_faces3[ f ] ]; + + v1 = value[ 0 ]; + v2 = value[ 1 ]; + v3 = value[ 2 ]; + + customAttribute.array[ offset_custom ] = v1.x; + customAttribute.array[ offset_custom + 1 ] = v1.y; + customAttribute.array[ offset_custom + 2 ] = v1.z; + customAttribute.array[ offset_custom + 3 ] = v1.w; + + customAttribute.array[ offset_custom + 4 ] = v2.x; + customAttribute.array[ offset_custom + 5 ] = v2.y; + customAttribute.array[ offset_custom + 6 ] = v2.z; + customAttribute.array[ offset_custom + 7 ] = v2.w; + + customAttribute.array[ offset_custom + 8 ] = v3.x; + customAttribute.array[ offset_custom + 9 ] = v3.y; + customAttribute.array[ offset_custom + 10 ] = v3.z; + customAttribute.array[ offset_custom + 11 ] = v3.w; + + offset_custom += 12; + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + value = customAttribute.value[ chunk_faces4[ f ] ]; + + v1 = value[ 0 ]; + v2 = value[ 1 ]; + v3 = value[ 2 ]; + v4 = value[ 3 ]; + + customAttribute.array[ offset_custom ] = v1.x; + customAttribute.array[ offset_custom + 1 ] = v1.y; + customAttribute.array[ offset_custom + 2 ] = v1.z; + customAttribute.array[ offset_custom + 3 ] = v1.w; + + customAttribute.array[ offset_custom + 4 ] = v2.x; + customAttribute.array[ offset_custom + 5 ] = v2.y; + customAttribute.array[ offset_custom + 6 ] = v2.z; + customAttribute.array[ offset_custom + 7 ] = v2.w; + + customAttribute.array[ offset_custom + 8 ] = v3.x; + customAttribute.array[ offset_custom + 9 ] = v3.y; + customAttribute.array[ offset_custom + 10 ] = v3.z; + customAttribute.array[ offset_custom + 11 ] = v3.w; + + customAttribute.array[ offset_custom + 12 ] = v4.x; + customAttribute.array[ offset_custom + 13 ] = v4.y; + customAttribute.array[ offset_custom + 14 ] = v4.z; + customAttribute.array[ offset_custom + 15 ] = v4.w; + + offset_custom += 16; + + } + + } + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint ); + + } + + } + + if ( dispose ) { + + delete geometryGroup.__inittedArrays; + delete geometryGroup.__colorArray; + delete geometryGroup.__normalArray; + delete geometryGroup.__tangentArray; + delete geometryGroup.__uvArray; + delete geometryGroup.__uv2Array; + delete geometryGroup.__faceArray; + delete geometryGroup.__vertexArray; + delete geometryGroup.__lineArray; + delete geometryGroup.__skinVertexAArray; + delete geometryGroup.__skinVertexBArray; + delete geometryGroup.__skinIndexArray; + delete geometryGroup.__skinWeightArray; + + } + + }; + + function setDirectBuffers ( geometry, hint, dispose ) { + + var attributes = geometry.attributes; + + var index = attributes[ "index" ]; + var position = attributes[ "position" ]; + var normal = attributes[ "normal" ]; + var uv = attributes[ "uv" ]; + var color = attributes[ "color" ]; + var tangent = attributes[ "tangent" ]; + + if ( geometry.elementsNeedUpdate && index !== undefined ) { + + _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer ); + _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, index.array, hint ); + + } + + if ( geometry.verticesNeedUpdate && position !== undefined ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, position.buffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, position.array, hint ); + + } + + if ( geometry.normalsNeedUpdate && normal !== undefined ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, normal.buffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, normal.array, hint ); + + } + + if ( geometry.uvsNeedUpdate && uv !== undefined ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, uv.buffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, uv.array, hint ); + + } + + if ( geometry.colorsNeedUpdate && color !== undefined ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, color.buffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, color.array, hint ); + + } + + if ( geometry.tangentsNeedUpdate && tangent !== undefined ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, tangent.buffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, tangent.array, hint ); + + } + + if ( dispose ) { + + for ( var i in geometry.attributes ) { + + delete geometry.attributes[ i ].array; + + } + + } + + }; + + // Buffer rendering + + this.renderBufferImmediate = function ( object, program, material ) { + + if ( object.hasPositions && ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer(); + if ( object.hasNormals && ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer(); + if ( object.hasUvs && ! object.__webglUvBuffer ) object.__webglUvBuffer = _gl.createBuffer(); + if ( object.hasColors && ! object.__webglColorBuffer ) object.__webglColorBuffer = _gl.createBuffer(); + + if ( object.hasPositions ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW ); + _gl.enableVertexAttribArray( program.attributes.position ); + _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 ); + + } + + if ( object.hasNormals ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer ); + + if ( material.shading === THREE.FlatShading ) { + + var nx, ny, nz, + nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz, + normalArray, + i, il = object.count * 3; + + for( i = 0; i < il; i += 9 ) { + + normalArray = object.normalArray; + + nax = normalArray[ i ]; + nay = normalArray[ i + 1 ]; + naz = normalArray[ i + 2 ]; + + nbx = normalArray[ i + 3 ]; + nby = normalArray[ i + 4 ]; + nbz = normalArray[ i + 5 ]; + + ncx = normalArray[ i + 6 ]; + ncy = normalArray[ i + 7 ]; + ncz = normalArray[ i + 8 ]; + + nx = ( nax + nbx + ncx ) / 3; + ny = ( nay + nby + ncy ) / 3; + nz = ( naz + nbz + ncz ) / 3; + + normalArray[ i ] = nx; + normalArray[ i + 1 ] = ny; + normalArray[ i + 2 ] = nz; + + normalArray[ i + 3 ] = nx; + normalArray[ i + 4 ] = ny; + normalArray[ i + 5 ] = nz; + + normalArray[ i + 6 ] = nx; + normalArray[ i + 7 ] = ny; + normalArray[ i + 8 ] = nz; + + } + + } + + _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW ); + _gl.enableVertexAttribArray( program.attributes.normal ); + _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 ); + + } + + if ( object.hasUvs && material.map ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglUvBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW ); + _gl.enableVertexAttribArray( program.attributes.uv ); + _gl.vertexAttribPointer( program.attributes.uv, 2, _gl.FLOAT, false, 0, 0 ); + + } + + if ( object.hasColors && material.vertexColors !== THREE.NoColors ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglColorBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW ); + _gl.enableVertexAttribArray( program.attributes.color ); + _gl.vertexAttribPointer( program.attributes.color, 3, _gl.FLOAT, false, 0, 0 ); + + } + + _gl.drawArrays( _gl.TRIANGLES, 0, object.count ); + + object.count = 0; + + }; + + this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) { + + if ( material.visible === false ) return; + + var program, attributes, linewidth, primitives, a, attribute; + + program = setProgram( camera, lights, fog, material, object ); + + attributes = program.attributes; + + var updateBuffers = false, + wireframeBit = material.wireframe ? 1 : 0, + geometryHash = ( geometry.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit; + + if ( geometryHash !== _currentGeometryGroupHash ) { + + _currentGeometryGroupHash = geometryHash; + updateBuffers = true; + + } + + // render mesh + + if ( object instanceof THREE.Mesh ) { + + var offsets = geometry.offsets; + + // if there is more than 1 chunk + // must set attribute pointers to use new offsets for each chunk + // even if geometry and materials didn't change + + if ( offsets.length > 1 ) updateBuffers = true; + + for ( var i = 0, il = offsets.length; i < il; ++ i ) { + + var startIndex = offsets[ i ].index; + + if ( updateBuffers ) { + + // vertices + + var position = geometry.attributes[ "position" ]; + var positionSize = position.itemSize; + + _gl.bindBuffer( _gl.ARRAY_BUFFER, position.buffer ); + _gl.vertexAttribPointer( attributes.position, positionSize, _gl.FLOAT, false, 0, startIndex * positionSize * 4 ); // 4 bytes per Float32 + + // normals + + var normal = geometry.attributes[ "normal" ]; + + if ( attributes.normal >= 0 && normal ) { + + var normalSize = normal.itemSize; + + _gl.bindBuffer( _gl.ARRAY_BUFFER, normal.buffer ); + _gl.vertexAttribPointer( attributes.normal, normalSize, _gl.FLOAT, false, 0, startIndex * normalSize * 4 ); + + } + + // uvs + + var uv = geometry.attributes[ "uv" ]; + + if ( attributes.uv >= 0 && uv ) { + + if ( uv.buffer ) { + + var uvSize = uv.itemSize; + + _gl.bindBuffer( _gl.ARRAY_BUFFER, uv.buffer ); + _gl.vertexAttribPointer( attributes.uv, uvSize, _gl.FLOAT, false, 0, startIndex * uvSize * 4 ); + + _gl.enableVertexAttribArray( attributes.uv ); + + } else { + + _gl.disableVertexAttribArray( attributes.uv ); + + } + + } + + // colors + + var color = geometry.attributes[ "color" ]; + + if ( attributes.color >= 0 && color ) { + + var colorSize = color.itemSize; + + _gl.bindBuffer( _gl.ARRAY_BUFFER, color.buffer ); + _gl.vertexAttribPointer( attributes.color, colorSize, _gl.FLOAT, false, 0, startIndex * colorSize * 4 ); + + } + + // tangents + + var tangent = geometry.attributes[ "tangent" ]; + + if ( attributes.tangent >= 0 && tangent ) { + + var tangentSize = tangent.itemSize; + + _gl.bindBuffer( _gl.ARRAY_BUFFER, tangent.buffer ); + _gl.vertexAttribPointer( attributes.tangent, tangentSize, _gl.FLOAT, false, 0, startIndex * tangentSize * 4 ); + + } + + // indices + + var index = geometry.attributes[ "index" ]; + + _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer ); + + } + + // render indexed triangles + + _gl.drawElements( _gl.TRIANGLES, offsets[ i ].count, _gl.UNSIGNED_SHORT, offsets[ i ].start * 2 ); // 2 bytes per Uint16 + + _this.info.render.calls ++; + _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared + _this.info.render.faces += offsets[ i ].count / 3; + + } + + } + + }; + + this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) { + + if ( material.visible === false ) return; + + var program, attributes, linewidth, primitives, a, attribute, i, il; + + program = setProgram( camera, lights, fog, material, object ); + + attributes = program.attributes; + + var updateBuffers = false, + wireframeBit = material.wireframe ? 1 : 0, + geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit; + + if ( geometryGroupHash !== _currentGeometryGroupHash ) { + + _currentGeometryGroupHash = geometryGroupHash; + updateBuffers = true; + + } + + // vertices + + if ( !material.morphTargets && attributes.position >= 0 ) { + + if ( updateBuffers ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer ); + _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 ); + + } + + } else { + + if ( object.morphTargetBase ) { + + setupMorphTargets( material, geometryGroup, object ); + + } + + } + + + if ( updateBuffers ) { + + // custom attributes + + // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers + + if ( geometryGroup.__webglCustomAttributesList ) { + + for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) { + + attribute = geometryGroup.__webglCustomAttributesList[ i ]; + + if( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer ); + _gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 ); + + } + + } + + } + + + // colors + + if ( attributes.color >= 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer ); + _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 ); + + } + + // normals + + if ( attributes.normal >= 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer ); + _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 ); + + } + + // tangents + + if ( attributes.tangent >= 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer ); + _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 ); + + } + + // uvs + + if ( attributes.uv >= 0 ) { + + if ( geometryGroup.__webglUVBuffer ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer ); + _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 ); + + _gl.enableVertexAttribArray( attributes.uv ); + + } else { + + _gl.disableVertexAttribArray( attributes.uv ); + + } + + } + + if ( attributes.uv2 >= 0 ) { + + if ( geometryGroup.__webglUV2Buffer ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer ); + _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 ); + + _gl.enableVertexAttribArray( attributes.uv2 ); + + } else { + + _gl.disableVertexAttribArray( attributes.uv2 ); + + } + + } + + if ( material.skinning && + attributes.skinVertexA >= 0 && attributes.skinVertexB >= 0 && + attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer ); + _gl.vertexAttribPointer( attributes.skinVertexA, 4, _gl.FLOAT, false, 0, 0 ); + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer ); + _gl.vertexAttribPointer( attributes.skinVertexB, 4, _gl.FLOAT, false, 0, 0 ); + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer ); + _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 ); + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer ); + _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 ); + + } + + } + + // render mesh + + if ( object instanceof THREE.Mesh ) { + + // wireframe + + if ( material.wireframe ) { + + setLineWidth( material.wireframeLinewidth ); + + if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer ); + _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 ); + + // triangles + + } else { + + if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer ); + _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 ); + + } + + _this.info.render.calls ++; + _this.info.render.vertices += geometryGroup.__webglFaceCount; + _this.info.render.faces += geometryGroup.__webglFaceCount / 3; + + // render lines + + } else if ( object instanceof THREE.Line ) { + + primitives = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES; + + setLineWidth( material.linewidth ); + + _gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount ); + + _this.info.render.calls ++; + + // render particles + + } else if ( object instanceof THREE.ParticleSystem ) { + + _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount ); + + _this.info.render.calls ++; + _this.info.render.points += geometryGroup.__webglParticleCount; + + // render ribbon + + } else if ( object instanceof THREE.Ribbon ) { + + _gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webglVertexCount ); + + _this.info.render.calls ++; + + } + + }; + + function setupMorphTargets ( material, geometryGroup, object ) { + + // set base + + var attributes = material.program.attributes; + + if ( object.morphTargetBase !== -1 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] ); + _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 ); + + } else if ( attributes.position >= 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer ); + _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 ); + + } + + if ( object.morphTargetForcedOrder.length ) { + + // set forced order + + var m = 0; + var order = object.morphTargetForcedOrder; + var influences = object.morphTargetInfluences; + + while ( m < material.numSupportedMorphTargets && m < order.length ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] ); + _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 ); + + if ( material.morphNormals ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] ); + _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 ); + + } + + object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ]; + + m ++; + } + + } else { + + // find the most influencing + + var influence, activeInfluenceIndices = []; + var influences = object.morphTargetInfluences; + var i, il = influences.length; + + for ( i = 0; i < il; i ++ ) { + + influence = influences[ i ]; + + if ( influence > 0 ) { + + activeInfluenceIndices.push( [ i, influence ] ); + + } + + } + + if ( activeInfluenceIndices.length > material.numSupportedMorphTargets ) { + + activeInfluenceIndices.sort( numericalSort ); + activeInfluenceIndices.length = material.numSupportedMorphTargets; + + } else if ( activeInfluenceIndices.length > material.numSupportedMorphNormals ) { + + activeInfluenceIndices.sort( numericalSort ); + + } else if ( activeInfluenceIndices.length === 0 ) { + + activeInfluenceIndices.push( [ 0, 0 ] ); + + }; + + var influenceIndex, m = 0; + + while ( m < material.numSupportedMorphTargets ) { + + if ( activeInfluenceIndices[ m ] ) { + + influenceIndex = activeInfluenceIndices[ m ][ 0 ]; + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] ); + + _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 ); + + if ( material.morphNormals ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ] ); + _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 ); + + } + + object.__webglMorphTargetInfluences[ m ] = influences[ influenceIndex ]; + + } else { + + _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 ); + + if ( material.morphNormals ) { + + _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 ); + + } + + object.__webglMorphTargetInfluences[ m ] = 0; + + } + + m ++; + + } + + } + + // load updated influences uniform + + if ( material.program.uniforms.morphTargetInfluences !== null ) { + + _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences ); + + } + + }; + + // Sorting + + function painterSort ( a, b ) { + + return b.z - a.z; + + }; + + function numericalSort ( a, b ) { + + return b[ 1 ] - a[ 1 ]; + + }; + + + // Rendering + + this.render = function ( scene, camera, renderTarget, forceClear ) { + + if ( camera instanceof THREE.Camera === false ) { + + console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' ); + return; + + } + + var i, il, + + webglObject, object, + renderList, + + lights = scene.__lights, + fog = scene.fog; + + // reset caching for this frame + + _currentMaterialId = -1; + _lightsNeedUpdate = true; + + // update scene graph + + if ( this.autoUpdateScene ) scene.updateMatrixWorld(); + + // update camera matrices and frustum + + if ( camera.parent === undefined ) camera.updateMatrixWorld(); + + if ( ! camera._viewMatrixArray ) camera._viewMatrixArray = new Float32Array( 16 ); + if ( ! camera._projectionMatrixArray ) camera._projectionMatrixArray = new Float32Array( 16 ); + + camera.matrixWorldInverse.getInverse( camera.matrixWorld ); + + camera.matrixWorldInverse.flattenToArray( camera._viewMatrixArray ); + camera.projectionMatrix.flattenToArray( camera._projectionMatrixArray ); + + _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse ); + _frustum.setFromMatrix( _projScreenMatrix ); + + // update WebGL objects + + if ( this.autoUpdateObjects ) this.initWebGLObjects( scene ); + + // custom render plugins (pre pass) + + renderPlugins( this.renderPluginsPre, scene, camera ); + + // + + _this.info.render.calls = 0; + _this.info.render.vertices = 0; + _this.info.render.faces = 0; + _this.info.render.points = 0; + + this.setRenderTarget( renderTarget ); + + if ( this.autoClear || forceClear ) { + + this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil ); + + } + + // set matrices for regular objects (frustum culled) + + renderList = scene.__webglObjects; + + for ( i = 0, il = renderList.length; i < il; i ++ ) { + + webglObject = renderList[ i ]; + object = webglObject.object; + + webglObject.render = false; + + if ( object.visible ) { + + if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) { + + //object.matrixWorld.flattenToArray( object._modelMatrixArray ); + + setupMatrices( object, camera ); + + unrollBufferMaterial( webglObject ); + + webglObject.render = true; + + if ( this.sortObjects ) { + + if ( object.renderDepth ) { + + webglObject.z = object.renderDepth; + + } else { + + _vector3.copy( object.matrixWorld.getPosition() ); + _projScreenMatrix.multiplyVector3( _vector3 ); + + webglObject.z = _vector3.z; + + } + + } + + } + + } + + } + + if ( this.sortObjects ) { + + renderList.sort( painterSort ); + + } + + // set matrices for immediate objects + + renderList = scene.__webglObjectsImmediate; + + for ( i = 0, il = renderList.length; i < il; i ++ ) { + + webglObject = renderList[ i ]; + object = webglObject.object; + + if ( object.visible ) { + + /* + if ( object.matrixAutoUpdate ) { + + object.matrixWorld.flattenToArray( object._modelMatrixArray ); + + } + */ + + setupMatrices( object, camera ); + + unrollImmediateBufferMaterial( webglObject ); + + } + + } + + if ( scene.overrideMaterial ) { + + var material = scene.overrideMaterial; + + this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst ); + this.setDepthTest( material.depthTest ); + this.setDepthWrite( material.depthWrite ); + setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits ); + + renderObjects( scene.__webglObjects, false, "", camera, lights, fog, true, material ); + renderObjectsImmediate( scene.__webglObjectsImmediate, "", camera, lights, fog, false, material ); + + } else { + + // opaque pass (front-to-back order) + + this.setBlending( THREE.NormalBlending ); + + renderObjects( scene.__webglObjects, true, "opaque", camera, lights, fog, false ); + renderObjectsImmediate( scene.__webglObjectsImmediate, "opaque", camera, lights, fog, false ); + + // transparent pass (back-to-front order) + + renderObjects( scene.__webglObjects, false, "transparent", camera, lights, fog, true ); + renderObjectsImmediate( scene.__webglObjectsImmediate, "transparent", camera, lights, fog, true ); + + } + + // custom render plugins (post pass) + + renderPlugins( this.renderPluginsPost, scene, camera ); + + + // Generate mipmap if we're using any kind of mipmap filtering + + if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) { + + updateRenderTargetMipmap( renderTarget ); + + } + + // Ensure depth buffer writing is enabled so it can be cleared on next render + + this.setDepthTest( true ); + this.setDepthWrite( true ); + + // _gl.finish(); + + }; + + function renderPlugins( plugins, scene, camera ) { + + if ( ! plugins.length ) return; + + for ( var i = 0, il = plugins.length; i < il; i ++ ) { + + // reset state for plugin (to start from clean slate) + + _currentProgram = null; + _currentCamera = null; + + _oldBlending = -1; + _oldDepthTest = -1; + _oldDepthWrite = -1; + _oldDoubleSided = -1; + _oldFlipSided = -1; + _currentGeometryGroupHash = -1; + _currentMaterialId = -1; + + _lightsNeedUpdate = true; + + plugins[ i ].render( scene, camera, _currentWidth, _currentHeight ); + + // reset state after plugin (anything could have changed) + + _currentProgram = null; + _currentCamera = null; + + _oldBlending = -1; + _oldDepthTest = -1; + _oldDepthWrite = -1; + _oldDoubleSided = -1; + _oldFlipSided = -1; + _currentGeometryGroupHash = -1; + _currentMaterialId = -1; + + _lightsNeedUpdate = true; + + } + + }; + + function renderObjects ( renderList, reverse, materialType, camera, lights, fog, useBlending, overrideMaterial ) { + + var webglObject, object, buffer, material, start, end, delta; + + if ( reverse ) { + + start = renderList.length - 1; + end = -1; + delta = -1; + + } else { + + start = 0; + end = renderList.length; + delta = 1; + } + + for ( var i = start; i !== end; i += delta ) { + + webglObject = renderList[ i ]; + + if ( webglObject.render ) { + + object = webglObject.object; + buffer = webglObject.buffer; + + if ( overrideMaterial ) { + + material = overrideMaterial; + + } else { + + material = webglObject[ materialType ]; + + if ( ! material ) continue; + + if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst ); + + _this.setDepthTest( material.depthTest ); + _this.setDepthWrite( material.depthWrite ); + setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits ); + + } + + _this.setMaterialFaces( material ); + + if ( buffer instanceof THREE.BufferGeometry ) { + + _this.renderBufferDirect( camera, lights, fog, material, buffer, object ); + + } else { + + _this.renderBuffer( camera, lights, fog, material, buffer, object ); + + } + + } + + } + + }; + + function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) { + + var webglObject, object, material, program; + + for ( var i = 0, il = renderList.length; i < il; i ++ ) { + + webglObject = renderList[ i ]; + object = webglObject.object; + + if ( object.visible ) { + + if ( overrideMaterial ) { + + material = overrideMaterial; + + } else { + + material = webglObject[ materialType ]; + + if ( ! material ) continue; + + if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst ); + + _this.setDepthTest( material.depthTest ); + _this.setDepthWrite( material.depthWrite ); + setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits ); + + } + + _this.renderImmediateObject( camera, lights, fog, material, object ); + + } + + } + + }; + + this.renderImmediateObject = function ( camera, lights, fog, material, object ) { + + var program = setProgram( camera, lights, fog, material, object ); + + _currentGeometryGroupHash = -1; + + _this.setMaterialFaces( material ); + + if ( object.immediateRenderCallback ) { + + object.immediateRenderCallback( program, _gl, _frustum ); + + } else { + + object.render( function( object ) { _this.renderBufferImmediate( object, program, material ); } ); + + } + + }; + + function unrollImmediateBufferMaterial ( globject ) { + + var object = globject.object, + material = object.material; + + if ( material.transparent ) { + + globject.transparent = material; + globject.opaque = null; + + } else { + + globject.opaque = material; + globject.transparent = null; + + } + + }; + + function unrollBufferMaterial ( globject ) { + + var object = globject.object, + buffer = globject.buffer, + material, materialIndex, meshMaterial; + + meshMaterial = object.material; + + if ( meshMaterial instanceof THREE.MeshFaceMaterial ) { + + materialIndex = buffer.materialIndex; + + if ( materialIndex >= 0 ) { + + material = object.geometry.materials[ materialIndex ]; + + if ( material.transparent ) { + + globject.transparent = material; + globject.opaque = null; + + } else { + + globject.opaque = material; + globject.transparent = null; + + } + + } + + } else { + + material = meshMaterial; + + if ( material ) { + + if ( material.transparent ) { + + globject.transparent = material; + globject.opaque = null; + + } else { + + globject.opaque = material; + globject.transparent = null; + + } + + } + + } + + }; + + // Geometry splitting + + function sortFacesByMaterial ( geometry ) { + + var f, fl, face, materialIndex, vertices, + materialHash, groupHash, + hash_map = {}; + + var numMorphTargets = geometry.morphTargets.length; + var numMorphNormals = geometry.morphNormals.length; + + geometry.geometryGroups = {}; + + for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) { + + face = geometry.faces[ f ]; + materialIndex = face.materialIndex; + + materialHash = ( materialIndex !== undefined ) ? materialIndex : -1; + + if ( hash_map[ materialHash ] === undefined ) { + + hash_map[ materialHash ] = { 'hash': materialHash, 'counter': 0 }; + + } + + groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter; + + if ( geometry.geometryGroups[ groupHash ] === undefined ) { + + geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals }; + + } + + vertices = face instanceof THREE.Face3 ? 3 : 4; + + if ( geometry.geometryGroups[ groupHash ].vertices + vertices > 65535 ) { + + hash_map[ materialHash ].counter += 1; + groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter; + + if ( geometry.geometryGroups[ groupHash ] === undefined ) { + + geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals }; + + } + + } + + if ( face instanceof THREE.Face3 ) { + + geometry.geometryGroups[ groupHash ].faces3.push( f ); + + } else { + + geometry.geometryGroups[ groupHash ].faces4.push( f ); + + } + + geometry.geometryGroups[ groupHash ].vertices += vertices; + + } + + geometry.geometryGroupsList = []; + + for ( var g in geometry.geometryGroups ) { + + geometry.geometryGroups[ g ].id = _geometryGroupCounter ++; + + geometry.geometryGroupsList.push( geometry.geometryGroups[ g ] ); + + } + + }; + + // Objects refresh + + this.initWebGLObjects = function ( scene ) { + + if ( !scene.__webglObjects ) { + + scene.__webglObjects = []; + scene.__webglObjectsImmediate = []; + scene.__webglSprites = []; + scene.__webglFlares = []; + + } + + while ( scene.__objectsAdded.length ) { + + addObject( scene.__objectsAdded[ 0 ], scene ); + scene.__objectsAdded.splice( 0, 1 ); + + } + + while ( scene.__objectsRemoved.length ) { + + removeObject( scene.__objectsRemoved[ 0 ], scene ); + scene.__objectsRemoved.splice( 0, 1 ); + + } + + // update must be called after objects adding / removal + + for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) { + + updateObject( scene.__webglObjects[ o ].object ); + + } + + }; + + // Objects adding + + function addObject ( object, scene ) { + + var g, geometry, geometryGroup; + + if ( ! object.__webglInit ) { + + object.__webglInit = true; + + object._modelViewMatrix = new THREE.Matrix4(); + object._normalMatrix = new THREE.Matrix3(); + + if ( object instanceof THREE.Mesh ) { + + geometry = object.geometry; + + if ( geometry instanceof THREE.Geometry ) { + + if ( geometry.geometryGroups === undefined ) { + + sortFacesByMaterial( geometry ); + + } + + // create separate VBOs per geometry chunk + + for ( g in geometry.geometryGroups ) { + + geometryGroup = geometry.geometryGroups[ g ]; + + // initialise VBO on the first access + + if ( ! geometryGroup.__webglVertexBuffer ) { + + createMeshBuffers( geometryGroup ); + initMeshBuffers( geometryGroup, object ); + + geometry.verticesNeedUpdate = true; + geometry.morphTargetsNeedUpdate = true; + geometry.elementsNeedUpdate = true; + geometry.uvsNeedUpdate = true; + geometry.normalsNeedUpdate = true; + geometry.tangentsNeedUpdate = true; + geometry.colorsNeedUpdate = true; + + } + + } + + } else if ( geometry instanceof THREE.BufferGeometry ) { + + initDirectBuffers( geometry ); + + } + + } else if ( object instanceof THREE.Ribbon ) { + + geometry = object.geometry; + + if( ! geometry.__webglVertexBuffer ) { + + createRibbonBuffers( geometry ); + initRibbonBuffers( geometry ); + + geometry.verticesNeedUpdate = true; + geometry.colorsNeedUpdate = true; + + } + + } else if ( object instanceof THREE.Line ) { + + geometry = object.geometry; + + if( ! geometry.__webglVertexBuffer ) { + + createLineBuffers( geometry ); + initLineBuffers( geometry, object ); + + geometry.verticesNeedUpdate = true; + geometry.colorsNeedUpdate = true; + + } + + } else if ( object instanceof THREE.ParticleSystem ) { + + geometry = object.geometry; + + if ( ! geometry.__webglVertexBuffer ) { + + createParticleBuffers( geometry ); + initParticleBuffers( geometry, object ); + + geometry.verticesNeedUpdate = true; + geometry.colorsNeedUpdate = true; + + } + + } + + } + + if ( ! object.__webglActive ) { + + if ( object instanceof THREE.Mesh ) { + + geometry = object.geometry; + + if ( geometry instanceof THREE.BufferGeometry ) { + + addBuffer( scene.__webglObjects, geometry, object ); + + } else { + + for ( g in geometry.geometryGroups ) { + + geometryGroup = geometry.geometryGroups[ g ]; + + addBuffer( scene.__webglObjects, geometryGroup, object ); + + } + + } + + } else if ( object instanceof THREE.Ribbon || + object instanceof THREE.Line || + object instanceof THREE.ParticleSystem ) { + + geometry = object.geometry; + addBuffer( scene.__webglObjects, geometry, object ); + + } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) { + + addBufferImmediate( scene.__webglObjectsImmediate, object ); + + } else if ( object instanceof THREE.Sprite ) { + + scene.__webglSprites.push( object ); + + } else if ( object instanceof THREE.LensFlare ) { + + scene.__webglFlares.push( object ); + + } + + object.__webglActive = true; + + } + + }; + + function addBuffer ( objlist, buffer, object ) { + + objlist.push( + { + buffer: buffer, + object: object, + opaque: null, + transparent: null + } + ); + + }; + + function addBufferImmediate ( objlist, object ) { + + objlist.push( + { + object: object, + opaque: null, + transparent: null + } + ); + + }; + + // Objects updates + + function updateObject ( object ) { + + var geometry = object.geometry, + geometryGroup, customAttributesDirty, material; + + if ( object instanceof THREE.Mesh ) { + + if ( geometry instanceof THREE.BufferGeometry ) { + + if ( geometry.verticesNeedUpdate || geometry.elementsNeedUpdate || + geometry.uvsNeedUpdate || geometry.normalsNeedUpdate || + geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate ) { + + setDirectBuffers( geometry, _gl.DYNAMIC_DRAW, !geometry.dynamic ); + + } + + geometry.verticesNeedUpdate = false; + geometry.elementsNeedUpdate = false; + geometry.uvsNeedUpdate = false; + geometry.normalsNeedUpdate = false; + geometry.colorsNeedUpdate = false; + geometry.tangentsNeedUpdate = false; + + } else { + + // check all geometry groups + + for( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) { + + geometryGroup = geometry.geometryGroupsList[ i ]; + + material = getBufferMaterial( object, geometryGroup ); + + customAttributesDirty = material.attributes && areCustomAttributesDirty( material ); + + if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate || + geometry.uvsNeedUpdate || geometry.normalsNeedUpdate || + geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate || customAttributesDirty ) { + + setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, !geometry.dynamic, material ); + + } + + } + + geometry.verticesNeedUpdate = false; + geometry.morphTargetsNeedUpdate = false; + geometry.elementsNeedUpdate = false; + geometry.uvsNeedUpdate = false; + geometry.normalsNeedUpdate = false; + geometry.colorsNeedUpdate = false; + geometry.tangentsNeedUpdate = false; + + material.attributes && clearCustomAttributes( material ); + + } + + } else if ( object instanceof THREE.Ribbon ) { + + if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate ) { + + setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW ); + + } + + geometry.verticesNeedUpdate = false; + geometry.colorsNeedUpdate = false; + + } else if ( object instanceof THREE.Line ) { + + material = getBufferMaterial( object, geometryGroup ); + + customAttributesDirty = material.attributes && areCustomAttributesDirty( material ); + + if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || customAttributesDirty ) { + + setLineBuffers( geometry, _gl.DYNAMIC_DRAW ); + + } + + geometry.verticesNeedUpdate = false; + geometry.colorsNeedUpdate = false; + + material.attributes && clearCustomAttributes( material ); + + } else if ( object instanceof THREE.ParticleSystem ) { + + material = getBufferMaterial( object, geometryGroup ); + + customAttributesDirty = material.attributes && areCustomAttributesDirty( material ); + + if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || object.sortParticles || customAttributesDirty ) { + + setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object ); + + } + + geometry.verticesNeedUpdate = false; + geometry.colorsNeedUpdate = false; + + material.attributes && clearCustomAttributes( material ); + + } + + }; + + // Objects updates - custom attributes check + + function areCustomAttributesDirty ( material ) { + + for ( var a in material.attributes ) { + + if ( material.attributes[ a ].needsUpdate ) return true; + + } + + return false; + + }; + + function clearCustomAttributes ( material ) { + + for ( var a in material.attributes ) { + + material.attributes[ a ].needsUpdate = false; + + } + + }; + + // Objects removal + + function removeObject ( object, scene ) { + + if ( object instanceof THREE.Mesh || + object instanceof THREE.ParticleSystem || + object instanceof THREE.Ribbon || + object instanceof THREE.Line ) { + + removeInstances( scene.__webglObjects, object ); + + } else if ( object instanceof THREE.Sprite ) { + + removeInstancesDirect( scene.__webglSprites, object ); + + } else if ( object instanceof THREE.LensFlare ) { + + removeInstancesDirect( scene.__webglFlares, object ); + + } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) { + + removeInstances( scene.__webglObjectsImmediate, object ); + + } + + object.__webglActive = false; + + }; + + function removeInstances ( objlist, object ) { + + for ( var o = objlist.length - 1; o >= 0; o -- ) { + + if ( objlist[ o ].object === object ) { + + objlist.splice( o, 1 ); + + } + + } + + }; + + function removeInstancesDirect ( objlist, object ) { + + for ( var o = objlist.length - 1; o >= 0; o -- ) { + + if ( objlist[ o ] === object ) { + + objlist.splice( o, 1 ); + + } + + } + + }; + + // Materials + + this.initMaterial = function ( material, lights, fog, object ) { + + var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID; + + if ( material instanceof THREE.MeshDepthMaterial ) { + + shaderID = 'depth'; + + } else if ( material instanceof THREE.MeshNormalMaterial ) { + + shaderID = 'normal'; + + } else if ( material instanceof THREE.MeshBasicMaterial ) { + + shaderID = 'basic'; + + } else if ( material instanceof THREE.MeshLambertMaterial ) { + + shaderID = 'lambert'; + + } else if ( material instanceof THREE.MeshPhongMaterial ) { + + shaderID = 'phong'; + + } else if ( material instanceof THREE.LineBasicMaterial ) { + + shaderID = 'basic'; + + } else if ( material instanceof THREE.ParticleBasicMaterial ) { + + shaderID = 'particle_basic'; + + } + + if ( shaderID ) { + + setMaterialShaders( material, THREE.ShaderLib[ shaderID ] ); + + } + + // heuristics to create shader parameters according to lights in the scene + // (not to blow over maxLights budget) + + maxLightCount = allocateLights( lights ); + + maxShadows = allocateShadows( lights ); + + maxBones = allocateBones( object ); + + parameters = { + + map: !!material.map, + envMap: !!material.envMap, + lightMap: !!material.lightMap, + bumpMap: !!material.bumpMap, + normalMap: !!material.normalMap, + specularMap: !!material.specularMap, + + vertexColors: material.vertexColors, + + fog: fog, + useFog: material.fog, + + sizeAttenuation: material.sizeAttenuation, + + skinning: material.skinning, + maxBones: maxBones, + useVertexTexture: _supportsBoneTextures && object && object.useVertexTexture, + boneTextureWidth: object && object.boneTextureWidth, + boneTextureHeight: object && object.boneTextureHeight, + + morphTargets: material.morphTargets, + morphNormals: material.morphNormals, + maxMorphTargets: this.maxMorphTargets, + maxMorphNormals: this.maxMorphNormals, + + maxDirLights: maxLightCount.directional, + maxPointLights: maxLightCount.point, + maxSpotLights: maxLightCount.spot, + + maxShadows: maxShadows, + shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow, + shadowMapSoft: this.shadowMapSoft, + shadowMapDebug: this.shadowMapDebug, + shadowMapCascade: this.shadowMapCascade, + + alphaTest: material.alphaTest, + metal: material.metal, + perPixel: material.perPixel, + wrapAround: material.wrapAround, + doubleSided: material.side === THREE.DoubleSide + + }; + + material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, parameters ); + + var attributes = material.program.attributes; + + if ( attributes.position >= 0 ) _gl.enableVertexAttribArray( attributes.position ); + if ( attributes.color >= 0 ) _gl.enableVertexAttribArray( attributes.color ); + if ( attributes.normal >= 0 ) _gl.enableVertexAttribArray( attributes.normal ); + if ( attributes.tangent >= 0 ) _gl.enableVertexAttribArray( attributes.tangent ); + + if ( material.skinning && + attributes.skinVertexA >=0 && attributes.skinVertexB >= 0 && + attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) { + + _gl.enableVertexAttribArray( attributes.skinVertexA ); + _gl.enableVertexAttribArray( attributes.skinVertexB ); + _gl.enableVertexAttribArray( attributes.skinIndex ); + _gl.enableVertexAttribArray( attributes.skinWeight ); + + } + + if ( material.attributes ) { + + for ( a in material.attributes ) { + + if( attributes[ a ] !== undefined && attributes[ a ] >= 0 ) _gl.enableVertexAttribArray( attributes[ a ] ); + + } + + } + + if ( material.morphTargets ) { + + material.numSupportedMorphTargets = 0; + + var id, base = "morphTarget"; + + for ( i = 0; i < this.maxMorphTargets; i ++ ) { + + id = base + i; + + if ( attributes[ id ] >= 0 ) { + + _gl.enableVertexAttribArray( attributes[ id ] ); + material.numSupportedMorphTargets ++; + + } + + } + + } + + if ( material.morphNormals ) { + + material.numSupportedMorphNormals = 0; + + var id, base = "morphNormal"; + + for ( i = 0; i < this.maxMorphNormals; i ++ ) { + + id = base + i; + + if ( attributes[ id ] >= 0 ) { + + _gl.enableVertexAttribArray( attributes[ id ] ); + material.numSupportedMorphNormals ++; + + } + + } + + } + + material.uniformsList = []; + + for ( u in material.uniforms ) { + + material.uniformsList.push( [ material.uniforms[ u ], u ] ); + + } + + }; + + function setMaterialShaders( material, shaders ) { + + material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms ); + material.vertexShader = shaders.vertexShader; + material.fragmentShader = shaders.fragmentShader; + + }; + + function setProgram( camera, lights, fog, material, object ) { + + if ( material.needsUpdate ) { + + if ( material.program ) _this.deallocateMaterial( material ); + + _this.initMaterial( material, lights, fog, object ); + material.needsUpdate = false; + + } + + if ( material.morphTargets ) { + + if ( ! object.__webglMorphTargetInfluences ) { + + object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets ); + + } + + } + + var refreshMaterial = false; + + var program = material.program, + p_uniforms = program.uniforms, + m_uniforms = material.uniforms; + + if ( program !== _currentProgram ) { + + _gl.useProgram( program ); + _currentProgram = program; + + refreshMaterial = true; + + } + + if ( material.id !== _currentMaterialId ) { + + _currentMaterialId = material.id; + refreshMaterial = true; + + } + + if ( refreshMaterial || camera !== _currentCamera ) { + + _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera._projectionMatrixArray ); + + if ( camera !== _currentCamera ) _currentCamera = camera; + + } + + if ( refreshMaterial ) { + + // refresh uniforms common to several materials + + if ( fog && material.fog ) { + + refreshUniformsFog( m_uniforms, fog ); + + } + + if ( material instanceof THREE.MeshPhongMaterial || + material instanceof THREE.MeshLambertMaterial || + material.lights ) { + + if ( _lightsNeedUpdate ) { + + setupLights( program, lights ); + _lightsNeedUpdate = false; + + } + + refreshUniformsLights( m_uniforms, _lights ); + + } + + if ( material instanceof THREE.MeshBasicMaterial || + material instanceof THREE.MeshLambertMaterial || + material instanceof THREE.MeshPhongMaterial ) { + + refreshUniformsCommon( m_uniforms, material ); + + } + + // refresh single material specific uniforms + + if ( material instanceof THREE.LineBasicMaterial ) { + + refreshUniformsLine( m_uniforms, material ); + + } else if ( material instanceof THREE.ParticleBasicMaterial ) { + + refreshUniformsParticle( m_uniforms, material ); + + } else if ( material instanceof THREE.MeshPhongMaterial ) { + + refreshUniformsPhong( m_uniforms, material ); + + } else if ( material instanceof THREE.MeshLambertMaterial ) { + + refreshUniformsLambert( m_uniforms, material ); + + } else if ( material instanceof THREE.MeshDepthMaterial ) { + + m_uniforms.mNear.value = camera.near; + m_uniforms.mFar.value = camera.far; + m_uniforms.opacity.value = material.opacity; + + } else if ( material instanceof THREE.MeshNormalMaterial ) { + + m_uniforms.opacity.value = material.opacity; + + } + + if ( object.receiveShadow && ! material._shadowPass ) { + + refreshUniformsShadow( m_uniforms, lights ); + + } + + // load common uniforms + + loadUniformsGeneric( program, material.uniformsList ); + + // load material specific uniforms + // (shader material also gets them for the sake of genericity) + + if ( material instanceof THREE.ShaderMaterial || + material instanceof THREE.MeshPhongMaterial || + material.envMap ) { + + if ( p_uniforms.cameraPosition !== null ) { + + var position = camera.matrixWorld.getPosition(); + _gl.uniform3f( p_uniforms.cameraPosition, position.x, position.y, position.z ); + + } + + } + + if ( material instanceof THREE.MeshPhongMaterial || + material instanceof THREE.MeshLambertMaterial || + material instanceof THREE.ShaderMaterial || + material.skinning ) { + + if ( p_uniforms.viewMatrix !== null ) { + + _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera._viewMatrixArray ); + + } + + } + + } + + if ( material.skinning ) { + + if ( _supportsBoneTextures && object.useVertexTexture ) { + + if ( p_uniforms.boneTexture !== null ) { + + // shadowMap texture array starts from 6 + // texture unit 12 should leave space for 6 shadowmaps + + var textureUnit = 12; + + _gl.uniform1i( p_uniforms.boneTexture, textureUnit ); + _this.setTexture( object.boneTexture, textureUnit ); + + } + + } else { + + if ( p_uniforms.boneGlobalMatrices !== null ) { + + _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.boneMatrices ); + + } + + } + + } + + loadUniformsMatrices( p_uniforms, object ); + + if ( p_uniforms.modelMatrix !== null ) { + + _gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements ); + + } + + return program; + + }; + + // Uniforms (refresh uniforms objects) + + function refreshUniformsCommon ( uniforms, material ) { + + uniforms.opacity.value = material.opacity; + + if ( _this.gammaInput ) { + + uniforms.diffuse.value.copyGammaToLinear( material.color ); + + } else { + + uniforms.diffuse.value = material.color; + + } + + uniforms.map.texture = material.map; + uniforms.lightMap.texture = material.lightMap; + uniforms.specularMap.texture = material.specularMap; + + if ( material.bumpMap ) { + + uniforms.bumpMap.texture = material.bumpMap; + uniforms.bumpScale.value = material.bumpScale; + + } + if ( material.normalMap ) { + + uniforms.normalMap.texture = material.normalMap; + uniforms.normalScale.value = material.normalScale; + } + + // uv repeat and offset setting priorities + // 1. color map + // 2. specular map + // 3. bump map + + var uvScaleMap; + + if ( material.map ) { + + uvScaleMap = material.map; + + } else if ( material.specularMap ) { + + uvScaleMap = material.specularMap; + + } else if ( material.normalMap ) { + + uvScaleMap = material.normalMap; + + } else if ( material.bumpMap ) { + + uvScaleMap = material.bumpMap; + + } + + if ( uvScaleMap !== undefined ) { + + var offset = uvScaleMap.offset; + var repeat = uvScaleMap.repeat; + + uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y ); + + } + + uniforms.envMap.texture = material.envMap; + uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : -1; + + if ( _this.gammaInput ) { + + //uniforms.reflectivity.value = material.reflectivity * material.reflectivity; + uniforms.reflectivity.value = material.reflectivity; + + } else { + + uniforms.reflectivity.value = material.reflectivity; + + } + + uniforms.refractionRatio.value = material.refractionRatio; + uniforms.combine.value = material.combine; + uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping; + + }; + + function refreshUniformsLine ( uniforms, material ) { + + uniforms.diffuse.value = material.color; + uniforms.opacity.value = material.opacity; + + }; + + function refreshUniformsParticle ( uniforms, material ) { + + uniforms.psColor.value = material.color; + uniforms.opacity.value = material.opacity; + uniforms.size.value = material.size; + uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this. + + uniforms.map.texture = material.map; + + }; + + function refreshUniformsFog ( uniforms, fog ) { + + uniforms.fogColor.value = fog.color; + + if ( fog instanceof THREE.Fog ) { + + uniforms.fogNear.value = fog.near; + uniforms.fogFar.value = fog.far; + + } else if ( fog instanceof THREE.FogExp2 ) { + + uniforms.fogDensity.value = fog.density; + + } + + }; + + function refreshUniformsPhong ( uniforms, material ) { + + uniforms.shininess.value = material.shininess; + + if ( _this.gammaInput ) { + + uniforms.ambient.value.copyGammaToLinear( material.ambient ); + uniforms.emissive.value.copyGammaToLinear( material.emissive ); + uniforms.specular.value.copyGammaToLinear( material.specular ); + + } else { + + uniforms.ambient.value = material.ambient; + uniforms.emissive.value = material.emissive; + uniforms.specular.value = material.specular; + + } + + if ( material.wrapAround ) { + + uniforms.wrapRGB.value.copy( material.wrapRGB ); + + } + + }; + + function refreshUniformsLambert ( uniforms, material ) { + + if ( _this.gammaInput ) { + + uniforms.ambient.value.copyGammaToLinear( material.ambient ); + uniforms.emissive.value.copyGammaToLinear( material.emissive ); + + } else { + + uniforms.ambient.value = material.ambient; + uniforms.emissive.value = material.emissive; + + } + + if ( material.wrapAround ) { + + uniforms.wrapRGB.value.copy( material.wrapRGB ); + + } + + }; + + function refreshUniformsLights ( uniforms, lights ) { + + uniforms.ambientLightColor.value = lights.ambient; + + uniforms.directionalLightColor.value = lights.directional.colors; + uniforms.directionalLightDirection.value = lights.directional.positions; + + uniforms.pointLightColor.value = lights.point.colors; + uniforms.pointLightPosition.value = lights.point.positions; + uniforms.pointLightDistance.value = lights.point.distances; + + uniforms.spotLightColor.value = lights.spot.colors; + uniforms.spotLightPosition.value = lights.spot.positions; + uniforms.spotLightDistance.value = lights.spot.distances; + uniforms.spotLightDirection.value = lights.spot.directions; + uniforms.spotLightAngle.value = lights.spot.angles; + uniforms.spotLightExponent.value = lights.spot.exponents; + + }; + + function refreshUniformsShadow ( uniforms, lights ) { + + if ( uniforms.shadowMatrix ) { + + var j = 0; + + for ( var i = 0, il = lights.length; i < il; i ++ ) { + + var light = lights[ i ]; + + if ( ! light.castShadow ) continue; + + if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) { + + uniforms.shadowMap.texture[ j ] = light.shadowMap; + uniforms.shadowMapSize.value[ j ] = light.shadowMapSize; + + uniforms.shadowMatrix.value[ j ] = light.shadowMatrix; + + uniforms.shadowDarkness.value[ j ] = light.shadowDarkness; + uniforms.shadowBias.value[ j ] = light.shadowBias; + + j ++; + + } + + } + + } + + }; + + // Uniforms (load to GPU) + + function loadUniformsMatrices ( uniforms, object ) { + + _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements ); + + if ( uniforms.normalMatrix ) { + + _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrix.elements ); + + } + + }; + + function loadUniformsGeneric ( program, uniforms ) { + + var uniform, value, type, location, texture, i, il, j, jl, offset; + + for ( j = 0, jl = uniforms.length; j < jl; j ++ ) { + + location = program.uniforms[ uniforms[ j ][ 1 ] ]; + if ( !location ) continue; + + uniform = uniforms[ j ][ 0 ]; + + type = uniform.type; + value = uniform.value; + + if ( type === "i" ) { // single integer + + _gl.uniform1i( location, value ); + + } else if ( type === "f" ) { // single float + + _gl.uniform1f( location, value ); + + } else if ( type === "v2" ) { // single THREE.Vector2 + + _gl.uniform2f( location, value.x, value.y ); + + } else if ( type === "v3" ) { // single THREE.Vector3 + + _gl.uniform3f( location, value.x, value.y, value.z ); + + } else if ( type === "v4" ) { // single THREE.Vector4 + + _gl.uniform4f( location, value.x, value.y, value.z, value.w ); + + } else if ( type === "c" ) { // single THREE.Color + + _gl.uniform3f( location, value.r, value.g, value.b ); + + } else if ( type === "iv1" ) { // flat array of integers (JS or typed array) + + _gl.uniform1iv( location, value ); + + } else if ( type === "iv" ) { // flat array of integers with 3 x N size (JS or typed array) + + _gl.uniform3iv( location, value ); + + } else if ( type === "fv1" ) { // flat array of floats (JS or typed array) + + _gl.uniform1fv( location, value ); + + } else if ( type === "fv" ) { // flat array of floats with 3 x N size (JS or typed array) + + _gl.uniform3fv( location, value ); + + } else if ( type === "v2v" ) { // array of THREE.Vector2 + + if ( uniform._array === undefined ) { + + uniform._array = new Float32Array( 2 * value.length ); + + } + + for ( i = 0, il = value.length; i < il; i ++ ) { + + offset = i * 2; + + uniform._array[ offset ] = value[ i ].x; + uniform._array[ offset + 1 ] = value[ i ].y; + + } + + _gl.uniform2fv( location, uniform._array ); + + } else if ( type === "v3v" ) { // array of THREE.Vector3 + + if ( uniform._array === undefined ) { + + uniform._array = new Float32Array( 3 * value.length ); + + } + + for ( i = 0, il = value.length; i < il; i ++ ) { + + offset = i * 3; + + uniform._array[ offset ] = value[ i ].x; + uniform._array[ offset + 1 ] = value[ i ].y; + uniform._array[ offset + 2 ] = value[ i ].z; + + } + + _gl.uniform3fv( location, uniform._array ); + + } else if ( type === "v4v" ) { // array of THREE.Vector4 + + if ( uniform._array === undefined ) { + + uniform._array = new Float32Array( 4 * value.length ); + + } + + for ( i = 0, il = value.length; i < il; i ++ ) { + + offset = i * 4; + + uniform._array[ offset ] = value[ i ].x; + uniform._array[ offset + 1 ] = value[ i ].y; + uniform._array[ offset + 2 ] = value[ i ].z; + uniform._array[ offset + 3 ] = value[ i ].w; + + } + + _gl.uniform4fv( location, uniform._array ); + + } else if ( type === "m4") { // single THREE.Matrix4 + + if ( uniform._array === undefined ) { + + uniform._array = new Float32Array( 16 ); + + } + + value.flattenToArray( uniform._array ); + _gl.uniformMatrix4fv( location, false, uniform._array ); + + } else if ( type === "m4v" ) { // array of THREE.Matrix4 + + if ( uniform._array === undefined ) { + + uniform._array = new Float32Array( 16 * value.length ); + + } + + for ( i = 0, il = value.length; i < il; i ++ ) { + + value[ i ].flattenToArrayOffset( uniform._array, i * 16 ); + + } + + _gl.uniformMatrix4fv( location, false, uniform._array ); + + } else if ( type === "t" ) { // single THREE.Texture (2d or cube) + + _gl.uniform1i( location, value ); + + texture = uniform.texture; + + if ( !texture ) continue; + + if ( texture.image instanceof Array && texture.image.length === 6 ) { + + setCubeTexture( texture, value ); + + } else if ( texture instanceof THREE.WebGLRenderTargetCube ) { + + setCubeTextureDynamic( texture, value ); + + } else { + + _this.setTexture( texture, value ); + + } + + } else if ( type === "tv" ) { // array of THREE.Texture (2d) + + if ( uniform._array === undefined ) { + + uniform._array = []; + + for( i = 0, il = uniform.texture.length; i < il; i ++ ) { + + uniform._array[ i ] = value + i; + + } + + } + + _gl.uniform1iv( location, uniform._array ); + + for( i = 0, il = uniform.texture.length; i < il; i ++ ) { + + texture = uniform.texture[ i ]; + + if ( !texture ) continue; + + _this.setTexture( texture, uniform._array[ i ] ); + + } + + } + + } + + }; + + function setupMatrices ( object, camera ) { + + object._modelViewMatrix.multiply( camera.matrixWorldInverse, object.matrixWorld ); + + object._normalMatrix.getInverse( object._modelViewMatrix ); + object._normalMatrix.transpose(); + + }; + + function setupLights ( program, lights ) { + + var l, ll, light, n, + r = 0, g = 0, b = 0, + color, position, intensity, distance, + + zlights = _lights, + + dcolors = zlights.directional.colors, + dpositions = zlights.directional.positions, + + pcolors = zlights.point.colors, + ppositions = zlights.point.positions, + pdistances = zlights.point.distances, + + scolors = zlights.spot.colors, + spositions = zlights.spot.positions, + sdistances = zlights.spot.distances, + sdirections = zlights.spot.directions, + sangles = zlights.spot.angles, + sexponents = zlights.spot.exponents, + + dlength = 0, + plength = 0, + slength = 0, + + doffset = 0, + poffset = 0, + soffset = 0; + + for ( l = 0, ll = lights.length; l < ll; l ++ ) { + + light = lights[ l ]; + + if ( light.onlyShadow || ! light.visible ) continue; + + color = light.color; + intensity = light.intensity; + distance = light.distance; + + if ( light instanceof THREE.AmbientLight ) { + + if ( _this.gammaInput ) { + + r += color.r * color.r; + g += color.g * color.g; + b += color.b * color.b; + + } else { + + r += color.r; + g += color.g; + b += color.b; + + } + + } else if ( light instanceof THREE.DirectionalLight ) { + + doffset = dlength * 3; + + if ( _this.gammaInput ) { + + dcolors[ doffset ] = color.r * color.r * intensity * intensity; + dcolors[ doffset + 1 ] = color.g * color.g * intensity * intensity; + dcolors[ doffset + 2 ] = color.b * color.b * intensity * intensity; + + } else { + + dcolors[ doffset ] = color.r * intensity; + dcolors[ doffset + 1 ] = color.g * intensity; + dcolors[ doffset + 2 ] = color.b * intensity; + + } + + _direction.copy( light.matrixWorld.getPosition() ); + _direction.subSelf( light.target.matrixWorld.getPosition() ); + _direction.normalize(); + + dpositions[ doffset ] = _direction.x; + dpositions[ doffset + 1 ] = _direction.y; + dpositions[ doffset + 2 ] = _direction.z; + + dlength += 1; + + } else if( light instanceof THREE.PointLight ) { + + poffset = plength * 3; + + if ( _this.gammaInput ) { + + pcolors[ poffset ] = color.r * color.r * intensity * intensity; + pcolors[ poffset + 1 ] = color.g * color.g * intensity * intensity; + pcolors[ poffset + 2 ] = color.b * color.b * intensity * intensity; + + } else { + + pcolors[ poffset ] = color.r * intensity; + pcolors[ poffset + 1 ] = color.g * intensity; + pcolors[ poffset + 2 ] = color.b * intensity; + + } + + position = light.matrixWorld.getPosition(); + + ppositions[ poffset ] = position.x; + ppositions[ poffset + 1 ] = position.y; + ppositions[ poffset + 2 ] = position.z; + + pdistances[ plength ] = distance; + + plength += 1; + + } else if( light instanceof THREE.SpotLight ) { + + soffset = slength * 3; + + if ( _this.gammaInput ) { + + scolors[ soffset ] = color.r * color.r * intensity * intensity; + scolors[ soffset + 1 ] = color.g * color.g * intensity * intensity; + scolors[ soffset + 2 ] = color.b * color.b * intensity * intensity; + + } else { + + scolors[ soffset ] = color.r * intensity; + scolors[ soffset + 1 ] = color.g * intensity; + scolors[ soffset + 2 ] = color.b * intensity; + + } + + position = light.matrixWorld.getPosition(); + + spositions[ soffset ] = position.x; + spositions[ soffset + 1 ] = position.y; + spositions[ soffset + 2 ] = position.z; + + sdistances[ slength ] = distance; + + _direction.copy( position ); + _direction.subSelf( light.target.matrixWorld.getPosition() ); + _direction.normalize(); + + sdirections[ soffset ] = _direction.x; + sdirections[ soffset + 1 ] = _direction.y; + sdirections[ soffset + 2 ] = _direction.z; + + sangles[ slength ] = Math.cos( light.angle ); + sexponents[ slength ] = light.exponent; + + slength += 1; + + } + + } + + // null eventual remains from removed lights + // (this is to avoid if in shader) + + for ( l = dlength * 3, ll = dcolors.length; l < ll; l ++ ) dcolors[ l ] = 0.0; + for ( l = plength * 3, ll = pcolors.length; l < ll; l ++ ) pcolors[ l ] = 0.0; + for ( l = slength * 3, ll = scolors.length; l < ll; l ++ ) scolors[ l ] = 0.0; + + zlights.directional.length = dlength; + zlights.point.length = plength; + zlights.spot.length = slength; + + zlights.ambient[ 0 ] = r; + zlights.ambient[ 1 ] = g; + zlights.ambient[ 2 ] = b; + + }; + + // GL state setting + + this.setFaceCulling = function ( cullFace, frontFace ) { + + if ( cullFace ) { + + if ( !frontFace || frontFace === "ccw" ) { + + _gl.frontFace( _gl.CCW ); + + } else { + + _gl.frontFace( _gl.CW ); + + } + + if( cullFace === "back" ) { + + _gl.cullFace( _gl.BACK ); + + } else if( cullFace === "front" ) { + + _gl.cullFace( _gl.FRONT ); + + } else { + + _gl.cullFace( _gl.FRONT_AND_BACK ); + + } + + _gl.enable( _gl.CULL_FACE ); + + } else { + + _gl.disable( _gl.CULL_FACE ); + + } + + }; + + this.setMaterialFaces = function ( material ) { + + var doubleSided = material.side === THREE.DoubleSide; + var flipSided = material.side === THREE.BackSide; + + if ( _oldDoubleSided !== doubleSided ) { + + if ( doubleSided ) { + + _gl.disable( _gl.CULL_FACE ); + + } else { + + _gl.enable( _gl.CULL_FACE ); + + } + + _oldDoubleSided = doubleSided; + + } + + if ( _oldFlipSided !== flipSided ) { + + if ( flipSided ) { + + _gl.frontFace( _gl.CW ); + + } else { + + _gl.frontFace( _gl.CCW ); + + } + + _oldFlipSided = flipSided; + + } + + }; + + this.setDepthTest = function ( depthTest ) { + + if ( _oldDepthTest !== depthTest ) { + + if ( depthTest ) { + + _gl.enable( _gl.DEPTH_TEST ); + + } else { + + _gl.disable( _gl.DEPTH_TEST ); + + } + + _oldDepthTest = depthTest; + + } + + }; + + this.setDepthWrite = function ( depthWrite ) { + + if ( _oldDepthWrite !== depthWrite ) { + + _gl.depthMask( depthWrite ); + _oldDepthWrite = depthWrite; + + } + + }; + + function setLineWidth ( width ) { + + if ( width !== _oldLineWidth ) { + + _gl.lineWidth( width ); + + _oldLineWidth = width; + + } + + }; + + function setPolygonOffset ( polygonoffset, factor, units ) { + + if ( _oldPolygonOffset !== polygonoffset ) { + + if ( polygonoffset ) { + + _gl.enable( _gl.POLYGON_OFFSET_FILL ); + + } else { + + _gl.disable( _gl.POLYGON_OFFSET_FILL ); + + } + + _oldPolygonOffset = polygonoffset; + + } + + if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) { + + _gl.polygonOffset( factor, units ); + + _oldPolygonOffsetFactor = factor; + _oldPolygonOffsetUnits = units; + + } + + }; + + this.setBlending = function ( blending, blendEquation, blendSrc, blendDst ) { + + if ( blending !== _oldBlending ) { + + if ( blending === THREE.NoBlending ) { + + _gl.disable( _gl.BLEND ); + + } else if ( blending === THREE.AdditiveBlending ) { + + _gl.enable( _gl.BLEND ); + _gl.blendEquation( _gl.FUNC_ADD ); + _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE ); + + } else if ( blending === THREE.SubtractiveBlending ) { + + // TODO: Find blendFuncSeparate() combination + _gl.enable( _gl.BLEND ); + _gl.blendEquation( _gl.FUNC_ADD ); + _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR ); + + } else if ( blending === THREE.MultiplyBlending ) { + + // TODO: Find blendFuncSeparate() combination + _gl.enable( _gl.BLEND ); + _gl.blendEquation( _gl.FUNC_ADD ); + _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR ); + + } else if ( blending === THREE.CustomBlending ) { + + _gl.enable( _gl.BLEND ); + + } else { + + _gl.enable( _gl.BLEND ); + _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD ); + _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA ); + + } + + _oldBlending = blending; + + } + + if ( blending === THREE.CustomBlending ) { + + if ( blendEquation !== _oldBlendEquation ) { + + _gl.blendEquation( paramThreeToGL( blendEquation ) ); + + _oldBlendEquation = blendEquation; + + } + + if ( blendSrc !== _oldBlendSrc || blendDst !== _oldBlendDst ) { + + _gl.blendFunc( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ) ); + + _oldBlendSrc = blendSrc; + _oldBlendDst = blendDst; + + } + + } else { + + _oldBlendEquation = null; + _oldBlendSrc = null; + _oldBlendDst = null; + + } + + }; + + // Shaders + + function buildProgram ( shaderID, fragmentShader, vertexShader, uniforms, attributes, parameters ) { + + var p, pl, program, code; + var chunks = []; + + // Generate code + + if ( shaderID ) { + + chunks.push( shaderID ); + + } else { + + chunks.push( fragmentShader ); + chunks.push( vertexShader ); + + } + + for ( p in parameters ) { + + chunks.push( p ); + chunks.push( parameters[ p ] ); + + } + + code = chunks.join(); + + // Check if code has been already compiled + + for ( p = 0, pl = _programs.length; p < pl; p ++ ) { + + var programInfo = _programs[ p ]; + + if ( programInfo.code === code ) { + + // console.log( "Code already compiled." /*: \n\n" + code*/ ); + + programInfo.usedTimes ++; + + return programInfo.program; + + } + + } + + //console.log( "building new program " ); + + // + + program = _gl.createProgram(); + + var prefix_vertex = [ + + "precision " + _precision + " float;", + + _supportsVertexTextures ? "#define VERTEX_TEXTURES" : "", + + _this.gammaInput ? "#define GAMMA_INPUT" : "", + _this.gammaOutput ? "#define GAMMA_OUTPUT" : "", + _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "", + + "#define MAX_DIR_LIGHTS " + parameters.maxDirLights, + "#define MAX_POINT_LIGHTS " + parameters.maxPointLights, + "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights, + + "#define MAX_SHADOWS " + parameters.maxShadows, + + "#define MAX_BONES " + parameters.maxBones, + + parameters.map ? "#define USE_MAP" : "", + parameters.envMap ? "#define USE_ENVMAP" : "", + parameters.lightMap ? "#define USE_LIGHTMAP" : "", + parameters.bumpMap ? "#define USE_BUMPMAP" : "", + parameters.normalMap ? "#define USE_NORMALMAP" : "", + parameters.specularMap ? "#define USE_SPECULARMAP" : "", + parameters.vertexColors ? "#define USE_COLOR" : "", + + parameters.skinning ? "#define USE_SKINNING" : "", + parameters.useVertexTexture ? "#define BONE_TEXTURE" : "", + parameters.boneTextureWidth ? "#define N_BONE_PIXEL_X " + parameters.boneTextureWidth.toFixed( 1 ) : "", + parameters.boneTextureHeight ? "#define N_BONE_PIXEL_Y " + parameters.boneTextureHeight.toFixed( 1 ) : "", + + parameters.morphTargets ? "#define USE_MORPHTARGETS" : "", + parameters.morphNormals ? "#define USE_MORPHNORMALS" : "", + parameters.perPixel ? "#define PHONG_PER_PIXEL" : "", + parameters.wrapAround ? "#define WRAP_AROUND" : "", + parameters.doubleSided ? "#define DOUBLE_SIDED" : "", + + parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "", + parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "", + parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "", + parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "", + + parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "", + + "uniform mat4 modelMatrix;", + "uniform mat4 modelViewMatrix;", + "uniform mat4 projectionMatrix;", + "uniform mat4 viewMatrix;", + "uniform mat3 normalMatrix;", + "uniform vec3 cameraPosition;", + + "attribute vec3 position;", + "attribute vec3 normal;", + "attribute vec2 uv;", + "attribute vec2 uv2;", + + "#ifdef USE_COLOR", + + "attribute vec3 color;", + + "#endif", + + "#ifdef USE_MORPHTARGETS", + + "attribute vec3 morphTarget0;", + "attribute vec3 morphTarget1;", + "attribute vec3 morphTarget2;", + "attribute vec3 morphTarget3;", + + "#ifdef USE_MORPHNORMALS", + + "attribute vec3 morphNormal0;", + "attribute vec3 morphNormal1;", + "attribute vec3 morphNormal2;", + "attribute vec3 morphNormal3;", + + "#else", + + "attribute vec3 morphTarget4;", + "attribute vec3 morphTarget5;", + "attribute vec3 morphTarget6;", + "attribute vec3 morphTarget7;", + + "#endif", + + "#endif", + + "#ifdef USE_SKINNING", + + "attribute vec4 skinVertexA;", + "attribute vec4 skinVertexB;", + "attribute vec4 skinIndex;", + "attribute vec4 skinWeight;", + + "#endif", + + "" + + ].join("\n"); + + var prefix_fragment = [ + + "precision " + _precision + " float;", + + (parameters.bumpMap||parameters.normalMap) ? "#extension GL_OES_standard_derivatives : enable" : "", + + "#define MAX_DIR_LIGHTS " + parameters.maxDirLights, + "#define MAX_POINT_LIGHTS " + parameters.maxPointLights, + "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights, + + "#define MAX_SHADOWS " + parameters.maxShadows, + + parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "", + + _this.gammaInput ? "#define GAMMA_INPUT" : "", + _this.gammaOutput ? "#define GAMMA_OUTPUT" : "", + _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "", + + ( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "", + ( parameters.useFog && parameters.fog instanceof THREE.FogExp2 ) ? "#define FOG_EXP2" : "", + + parameters.map ? "#define USE_MAP" : "", + parameters.envMap ? "#define USE_ENVMAP" : "", + parameters.lightMap ? "#define USE_LIGHTMAP" : "", + parameters.bumpMap ? "#define USE_BUMPMAP" : "", + parameters.normalMap ? "#define USE_NORMALMAP" : "", + parameters.specularMap ? "#define USE_SPECULARMAP" : "", + parameters.vertexColors ? "#define USE_COLOR" : "", + + parameters.metal ? "#define METAL" : "", + parameters.perPixel ? "#define PHONG_PER_PIXEL" : "", + parameters.wrapAround ? "#define WRAP_AROUND" : "", + parameters.doubleSided ? "#define DOUBLE_SIDED" : "", + + parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "", + parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "", + parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "", + parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "", + + "uniform mat4 viewMatrix;", + "uniform vec3 cameraPosition;", + "" + + ]; + + prefix_fragment = prefix_fragment.join("\n"); + + var glFragmentShader = getShader( "fragment", prefix_fragment + fragmentShader ); + var glVertexShader = getShader( "vertex", prefix_vertex + vertexShader ); + + _gl.attachShader( program, glVertexShader ); + _gl.attachShader( program, glFragmentShader ); + + _gl.linkProgram( program ); + + if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) { + + console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" ); + + } + + // clean up + + _gl.deleteShader( glFragmentShader ); + _gl.deleteShader( glVertexShader ); + + //console.log( prefix_fragment + fragmentShader ); + //console.log( prefix_vertex + vertexShader ); + + program.uniforms = {}; + program.attributes = {}; + + var identifiers, u, a, i; + + // cache uniform locations + + identifiers = [ + + 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'modelMatrix', 'cameraPosition', + 'morphTargetInfluences' + + ]; + + if ( parameters.useVertexTexture ) { + + identifiers.push( 'boneTexture' ); + + } else { + + identifiers.push( 'boneGlobalMatrices' ); + + } + + for ( u in uniforms ) { + + identifiers.push( u ); + + } + + cacheUniformLocations( program, identifiers ); + + // cache attributes locations + + identifiers = [ + + "position", "normal", "uv", "uv2", "tangent", "color", + "skinVertexA", "skinVertexB", "skinIndex", "skinWeight" + + ]; + + for ( i = 0; i < parameters.maxMorphTargets; i ++ ) { + + identifiers.push( "morphTarget" + i ); + + } + + for ( i = 0; i < parameters.maxMorphNormals; i ++ ) { + + identifiers.push( "morphNormal" + i ); + + } + + for ( a in attributes ) { + + identifiers.push( a ); + + } + + cacheAttributeLocations( program, identifiers ); + + program.id = _programs_counter ++; + + _programs.push( { program: program, code: code, usedTimes: 1 } ); + + _this.info.memory.programs = _programs.length; + + return program; + + }; + + // Shader parameters cache + + function cacheUniformLocations ( program, identifiers ) { + + var i, l, id; + + for( i = 0, l = identifiers.length; i < l; i ++ ) { + + id = identifiers[ i ]; + program.uniforms[ id ] = _gl.getUniformLocation( program, id ); + + } + + }; + + function cacheAttributeLocations ( program, identifiers ) { + + var i, l, id; + + for( i = 0, l = identifiers.length; i < l; i ++ ) { + + id = identifiers[ i ]; + program.attributes[ id ] = _gl.getAttribLocation( program, id ); + + } + + }; + + function addLineNumbers ( string ) { + + var chunks = string.split( "\n" ); + + for ( var i = 0, il = chunks.length; i < il; i ++ ) { + + // Chrome reports shader errors on lines + // starting counting from 1 + + chunks[ i ] = ( i + 1 ) + ": " + chunks[ i ]; + + } + + return chunks.join( "\n" ); + + }; + + function getShader ( type, string ) { + + var shader; + + if ( type === "fragment" ) { + + shader = _gl.createShader( _gl.FRAGMENT_SHADER ); + + } else if ( type === "vertex" ) { + + shader = _gl.createShader( _gl.VERTEX_SHADER ); + + } + + _gl.shaderSource( shader, string ); + _gl.compileShader( shader ); + + if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) { + + console.error( _gl.getShaderInfoLog( shader ) ); + console.error( addLineNumbers( string ) ); + return null; + + } + + return shader; + + }; + + // Textures + + + function isPowerOfTwo ( value ) { + + return ( value & ( value - 1 ) ) === 0; + + }; + + function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) { + + if ( isImagePowerOfTwo ) { + + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) ); + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) ); + + _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) ); + _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) ); + + } else { + + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE ); + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE ); + + _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) ); + _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) ); + + } + + if ( _glExtensionTextureFilterAnisotropic && texture.type !== THREE.FloatType ) { + + if ( texture.anisotropy > 1 || texture.__oldAnisotropy ) { + + _gl.texParameterf( textureType, _glExtensionTextureFilterAnisotropic.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _maxAnisotropy ) ); + texture.__oldAnisotropy = texture.anisotropy; + + } + + } + + }; + + this.setTexture = function ( texture, slot ) { + + if ( texture.needsUpdate ) { + + if ( ! texture.__webglInit ) { + + texture.__webglInit = true; + texture.__webglTexture = _gl.createTexture(); + + _this.info.memory.textures ++; + + } + + _gl.activeTexture( _gl.TEXTURE0 + slot ); + _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture ); + + _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY ); + _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha ); + + var image = texture.image, + isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ), + glFormat = paramThreeToGL( texture.format ), + glType = paramThreeToGL( texture.type ); + + setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo ); + + if ( texture instanceof THREE.DataTexture ) { + + _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data ); + + } else { + + _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image ); + + } + + if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D ); + + texture.needsUpdate = false; + + if ( texture.onUpdate ) texture.onUpdate(); + + } else { + + _gl.activeTexture( _gl.TEXTURE0 + slot ); + _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture ); + + } + + }; + + function clampToMaxSize ( image, maxSize ) { + + if ( image.width <= maxSize && image.height <= maxSize ) { + + return image; + + } + + // Warning: Scaling through the canvas will only work with images that use + // premultiplied alpha. + + var maxDimension = Math.max( image.width, image.height ); + var newWidth = Math.floor( image.width * maxSize / maxDimension ); + var newHeight = Math.floor( image.height * maxSize / maxDimension ); + + var canvas = document.createElement( 'canvas' ); + canvas.width = newWidth; + canvas.height = newHeight; + + var ctx = canvas.getContext( "2d" ); + ctx.drawImage( image, 0, 0, image.width, image.height, 0, 0, newWidth, newHeight ); + + return canvas; + + } + + function setCubeTexture ( texture, slot ) { + + if ( texture.image.length === 6 ) { + + if ( texture.needsUpdate ) { + + if ( ! texture.image.__webglTextureCube ) { + + texture.image.__webglTextureCube = _gl.createTexture(); + + } + + _gl.activeTexture( _gl.TEXTURE0 + slot ); + _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube ); + + _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY ); + + var cubeImage = []; + + for ( var i = 0; i < 6; i ++ ) { + + if ( _this.autoScaleCubemaps ) { + + cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize ); + + } else { + + cubeImage[ i ] = texture.image[ i ]; + + } + + } + + var image = cubeImage[ 0 ], + isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ), + glFormat = paramThreeToGL( texture.format ), + glType = paramThreeToGL( texture.type ); + + setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo ); + + for ( var i = 0; i < 6; i ++ ) { + + _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] ); + + } + + if ( texture.generateMipmaps && isImagePowerOfTwo ) { + + _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP ); + + } + + texture.needsUpdate = false; + + if ( texture.onUpdate ) texture.onUpdate(); + + } else { + + _gl.activeTexture( _gl.TEXTURE0 + slot ); + _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube ); + + } + + } + + }; + + function setCubeTextureDynamic ( texture, slot ) { + + _gl.activeTexture( _gl.TEXTURE0 + slot ); + _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture ); + + }; + + // Render targets + + function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) { + + _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); + _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 ); + + }; + + function setupRenderBuffer ( renderbuffer, renderTarget ) { + + _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer ); + + if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) { + + _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height ); + _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer ); + + /* For some reason this is not working. Defaulting to RGBA4. + } else if( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) { + + _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height ); + _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer ); + */ + } else if( renderTarget.depthBuffer && renderTarget.stencilBuffer ) { + + _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height ); + _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer ); + + } else { + + _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height ); + + } + + }; + + this.setRenderTarget = function ( renderTarget ) { + + var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube ); + + if ( renderTarget && ! renderTarget.__webglFramebuffer ) { + + if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true; + if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true; + + renderTarget.__webglTexture = _gl.createTexture(); + + // Setup texture, create render and frame buffers + + var isTargetPowerOfTwo = isPowerOfTwo( renderTarget.width ) && isPowerOfTwo( renderTarget.height ), + glFormat = paramThreeToGL( renderTarget.format ), + glType = paramThreeToGL( renderTarget.type ); + + if ( isCube ) { + + renderTarget.__webglFramebuffer = []; + renderTarget.__webglRenderbuffer = []; + + _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture ); + setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo ); + + for ( var i = 0; i < 6; i ++ ) { + + renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer(); + renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer(); + + _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null ); + + setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i ); + setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget ); + + } + + if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP ); + + } else { + + renderTarget.__webglFramebuffer = _gl.createFramebuffer(); + renderTarget.__webglRenderbuffer = _gl.createRenderbuffer(); + + _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture ); + setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo ); + + _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null ); + + setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D ); + setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget ); + + if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D ); + + } + + // Release everything + + if ( isCube ) { + + _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null ); + + } else { + + _gl.bindTexture( _gl.TEXTURE_2D, null ); + + } + + _gl.bindRenderbuffer( _gl.RENDERBUFFER, null ); + _gl.bindFramebuffer( _gl.FRAMEBUFFER, null); + + } + + var framebuffer, width, height, vx, vy; + + if ( renderTarget ) { + + if ( isCube ) { + + framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ]; + + } else { + + framebuffer = renderTarget.__webglFramebuffer; + + } + + width = renderTarget.width; + height = renderTarget.height; + + vx = 0; + vy = 0; + + } else { + + framebuffer = null; + + width = _viewportWidth; + height = _viewportHeight; + + vx = _viewportX; + vy = _viewportY; + + } + + if ( framebuffer !== _currentFramebuffer ) { + + _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); + _gl.viewport( vx, vy, width, height ); + + _currentFramebuffer = framebuffer; + + } + + _currentWidth = width; + _currentHeight = height; + + }; + + function updateRenderTargetMipmap ( renderTarget ) { + + if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) { + + _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture ); + _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP ); + _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null ); + + } else { + + _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture ); + _gl.generateMipmap( _gl.TEXTURE_2D ); + _gl.bindTexture( _gl.TEXTURE_2D, null ); + + } + + }; + + // Fallback filters for non-power-of-2 textures + + function filterFallback ( f ) { + + if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) { + + return _gl.NEAREST; + + } + + return _gl.LINEAR; + + }; + + // Map three.js constants to WebGL constants + + function paramThreeToGL ( p ) { + + if ( p === THREE.RepeatWrapping ) return _gl.REPEAT; + if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE; + if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT; + + if ( p === THREE.NearestFilter ) return _gl.NEAREST; + if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST; + if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR; + + if ( p === THREE.LinearFilter ) return _gl.LINEAR; + if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST; + if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR; + + if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE; + if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4; + if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1; + if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5; + + if ( p === THREE.ByteType ) return _gl.BYTE; + if ( p === THREE.ShortType ) return _gl.SHORT; + if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT; + if ( p === THREE.IntType ) return _gl.INT; + if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT; + if ( p === THREE.FloatType ) return _gl.FLOAT; + + if ( p === THREE.AlphaFormat ) return _gl.ALPHA; + if ( p === THREE.RGBFormat ) return _gl.RGB; + if ( p === THREE.RGBAFormat ) return _gl.RGBA; + if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE; + if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA; + + if ( p === THREE.AddEquation ) return _gl.FUNC_ADD; + if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT; + if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT; + + if ( p === THREE.ZeroFactor ) return _gl.ZERO; + if ( p === THREE.OneFactor ) return _gl.ONE; + if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR; + if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR; + if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA; + if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA; + if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA; + if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA; + + if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR; + if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR; + if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE; + + return 0; + + }; + + // Allocations + + function allocateBones ( object ) { + + if ( _supportsBoneTextures && object && object.useVertexTexture ) { + + return 1024; + + } else { + + // default for when object is not specified + // ( for example when prebuilding shader + // to be used with multiple objects ) + // + // - leave some extra space for other uniforms + // - limit here is ANGLE's 254 max uniform vectors + // (up to 54 should be safe) + + var nVertexUniforms = _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS ); + var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 ); + + var maxBones = nVertexMatrices; + + if ( object !== undefined && object instanceof THREE.SkinnedMesh ) { + + maxBones = Math.min( object.bones.length, maxBones ); + + if ( maxBones < object.bones.length ) { + + console.warn( "WebGLRenderer: too many bones - " + object.bones.length + ", this GPU supports just " + maxBones + " (try OpenGL instead of ANGLE)" ); + + } + + } + + return maxBones; + + } + + }; + + function allocateLights ( lights ) { + + var l, ll, light, dirLights, pointLights, spotLights, maxDirLights, maxPointLights, maxSpotLights; + + dirLights = pointLights = spotLights = maxDirLights = maxPointLights = maxSpotLights = 0; + + for ( l = 0, ll = lights.length; l < ll; l ++ ) { + + light = lights[ l ]; + + if ( light.onlyShadow ) continue; + + if ( light instanceof THREE.DirectionalLight ) dirLights ++; + if ( light instanceof THREE.PointLight ) pointLights ++; + if ( light instanceof THREE.SpotLight ) spotLights ++; + + } + + if ( ( pointLights + spotLights + dirLights ) <= _maxLights ) { + + maxDirLights = dirLights; + maxPointLights = pointLights; + maxSpotLights = spotLights; + + } else { + + maxDirLights = Math.ceil( _maxLights * dirLights / ( pointLights + dirLights ) ); + maxPointLights = _maxLights - maxDirLights; + maxSpotLights = maxPointLights; // this is not really correct + + } + + return { 'directional' : maxDirLights, 'point' : maxPointLights, 'spot': maxSpotLights }; + + }; + + function allocateShadows ( lights ) { + + var l, ll, light, maxShadows = 0; + + for ( l = 0, ll = lights.length; l < ll; l++ ) { + + light = lights[ l ]; + + if ( ! light.castShadow ) continue; + + if ( light instanceof THREE.SpotLight ) maxShadows ++; + if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++; + + } + + return maxShadows; + + }; + + // Initialization + + function initGL () { + + try { + + if ( ! ( _gl = _canvas.getContext( 'experimental-webgl', { alpha: _alpha, premultipliedAlpha: _premultipliedAlpha, antialias: _antialias, stencil: _stencil, preserveDrawingBuffer: _preserveDrawingBuffer } ) ) ) { + + throw 'Error creating WebGL context.'; + + } + + } catch ( error ) { + + console.error( error ); + + } + + _glExtensionTextureFloat = _gl.getExtension( 'OES_texture_float' ); + _glExtensionStandardDerivatives = _gl.getExtension( 'OES_standard_derivatives' ); + + _glExtensionTextureFilterAnisotropic = _gl.getExtension( 'EXT_texture_filter_anisotropic' ) || + _gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || + _gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' ); + + + if ( ! _glExtensionTextureFloat ) { + + console.log( 'THREE.WebGLRenderer: Float textures not supported.' ); + + } + + if ( ! _glExtensionStandardDerivatives ) { + + console.log( 'THREE.WebGLRenderer: Standard derivatives not supported.' ); + + } + + if ( ! _glExtensionTextureFilterAnisotropic ) { + + console.log( 'THREE.WebGLRenderer: Anisotropic texture filtering not supported.' ); + + } + + }; + + function setDefaultGLState () { + + _gl.clearColor( 0, 0, 0, 1 ); + _gl.clearDepth( 1 ); + _gl.clearStencil( 0 ); + + _gl.enable( _gl.DEPTH_TEST ); + _gl.depthFunc( _gl.LEQUAL ); + + _gl.frontFace( _gl.CCW ); + _gl.cullFace( _gl.BACK ); + _gl.enable( _gl.CULL_FACE ); + + _gl.enable( _gl.BLEND ); + _gl.blendEquation( _gl.FUNC_ADD ); + _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA ); + + _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha ); + + }; + + // default plugins (order is important) + + this.shadowMapPlugin = new THREE.ShadowMapPlugin(); + this.addPrePlugin( this.shadowMapPlugin ); + + this.addPostPlugin( new THREE.SpritePlugin() ); + this.addPostPlugin( new THREE.LensFlarePlugin() ); + +}; +/** + * @author szimek / https://github.com/szimek/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.WebGLRenderTarget = function ( width, height, options ) { + + this.width = width; + this.height = height; + + options = options || {}; + + this.wrapS = options.wrapS !== undefined ? options.wrapS : THREE.ClampToEdgeWrapping; + this.wrapT = options.wrapT !== undefined ? options.wrapT : THREE.ClampToEdgeWrapping; + + this.magFilter = options.magFilter !== undefined ? options.magFilter : THREE.LinearFilter; + this.minFilter = options.minFilter !== undefined ? options.minFilter : THREE.LinearMipMapLinearFilter; + + this.anisotropy = options.anisotropy !== undefined ? options.anisotropy : 1; + + this.offset = new THREE.Vector2( 0, 0 ); + this.repeat = new THREE.Vector2( 1, 1 ); + + this.format = options.format !== undefined ? options.format : THREE.RGBAFormat; + this.type = options.type !== undefined ? options.type : THREE.UnsignedByteType; + + this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true; + this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true; + + this.generateMipmaps = true; + +}; + +THREE.WebGLRenderTarget.prototype.clone = function() { + + var tmp = new THREE.WebGLRenderTarget( this.width, this.height ); + + tmp.wrapS = this.wrapS; + tmp.wrapT = this.wrapT; + + tmp.magFilter = this.magFilter; + tmp.anisotropy = this.anisotropy; + + tmp.minFilter = this.minFilter; + + tmp.offset.copy( this.offset ); + tmp.repeat.copy( this.repeat ); + + tmp.format = this.format; + tmp.type = this.type; + + tmp.depthBuffer = this.depthBuffer; + tmp.stencilBuffer = this.stencilBuffer; + + tmp.generateMipmaps = this.generateMipmaps; + + return tmp; + +}; +/** + * @author alteredq / http://alteredqualia.com + */ + +THREE.WebGLRenderTargetCube = function ( width, height, options ) { + + THREE.WebGLRenderTarget.call( this, width, height, options ); + + this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5 + +}; + +THREE.WebGLRenderTargetCube.prototype = Object.create( THREE.WebGLRenderTarget.prototype ); +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.RenderableVertex = function () { + + this.positionWorld = new THREE.Vector3(); + this.positionScreen = new THREE.Vector4(); + + this.visible = true; + +}; + +THREE.RenderableVertex.prototype.copy = function ( vertex ) { + + this.positionWorld.copy( vertex.positionWorld ); + this.positionScreen.copy( vertex.positionScreen ); + +} +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.RenderableFace3 = function () { + + this.v1 = new THREE.RenderableVertex(); + this.v2 = new THREE.RenderableVertex(); + this.v3 = new THREE.RenderableVertex(); + + this.centroidWorld = new THREE.Vector3(); + this.centroidScreen = new THREE.Vector3(); + + this.normalWorld = new THREE.Vector3(); + this.vertexNormalsWorld = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ]; + + this.material = null; + this.uvs = [[]]; + + this.z = null; + +}; +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.RenderableFace4 = function () { + + this.v1 = new THREE.RenderableVertex(); + this.v2 = new THREE.RenderableVertex(); + this.v3 = new THREE.RenderableVertex(); + this.v4 = new THREE.RenderableVertex(); + + this.centroidWorld = new THREE.Vector3(); + this.centroidScreen = new THREE.Vector3(); + + this.normalWorld = new THREE.Vector3(); + this.vertexNormalsWorld = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ]; + + this.material = null; + this.uvs = [[]]; + + this.z = null; + +}; +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.RenderableObject = function () { + + this.object = null; + this.z = null; + +}; +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.RenderableParticle = function () { + + this.object = null; + + this.x = null; + this.y = null; + this.z = null; + + this.rotation = null; + this.scale = new THREE.Vector2(); + + this.material = null; + +}; +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.RenderableLine = function () { + + this.z = null; + + this.v1 = new THREE.RenderableVertex(); + this.v2 = new THREE.RenderableVertex(); + + this.material = null; + +}; +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.ColorUtils = { + + adjustHSV : function ( color, h, s, v ) { + + var hsv = THREE.ColorUtils.__hsv; + + THREE.ColorUtils.rgbToHsv( color, hsv ); + + hsv.h = THREE.Math.clamp( hsv.h + h, 0, 1 ); + hsv.s = THREE.Math.clamp( hsv.s + s, 0, 1 ); + hsv.v = THREE.Math.clamp( hsv.v + v, 0, 1 ); + + color.setHSV( hsv.h, hsv.s, hsv.v ); + + }, + + // based on MochiKit implementation by Bob Ippolito + + rgbToHsv : function ( color, hsv ) { + + var r = color.r; + var g = color.g; + var b = color.b; + + var max = Math.max( Math.max( r, g ), b ); + var min = Math.min( Math.min( r, g ), b ); + + var hue; + var saturation; + var value = max; + + if ( min === max ) { + + hue = 0; + saturation = 0; + + } else { + + var delta = ( max - min ); + saturation = delta / max; + + if ( r === max ) { + + hue = ( g - b ) / delta; + + } else if ( g === max ) { + + hue = 2 + ( ( b - r ) / delta ); + + } else { + + hue = 4 + ( ( r - g ) / delta ); + } + + hue /= 6; + + if ( hue < 0 ) { + + hue += 1; + + } + + if ( hue > 1 ) { + + hue -= 1; + + } + + } + + if ( hsv === undefined ) { + + hsv = { h: 0, s: 0, v: 0 }; + + } + + hsv.h = hue; + hsv.s = saturation; + hsv.v = value; + + return hsv; + + } + +}; + +THREE.ColorUtils.__hsv = { h: 0, s: 0, v: 0 };/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.GeometryUtils = { + + // Merge two geometries or geometry and geometry from object (using object's transform) + + merge: function ( geometry1, object2 /* mesh | geometry */ ) { + + var matrix, matrixRotation, + vertexOffset = geometry1.vertices.length, + uvPosition = geometry1.faceVertexUvs[ 0 ].length, + geometry2 = object2 instanceof THREE.Mesh ? object2.geometry : object2, + vertices1 = geometry1.vertices, + vertices2 = geometry2.vertices, + faces1 = geometry1.faces, + faces2 = geometry2.faces, + uvs1 = geometry1.faceVertexUvs[ 0 ], + uvs2 = geometry2.faceVertexUvs[ 0 ]; + + var geo1MaterialsMap = {}; + + for ( var i = 0; i < geometry1.materials.length; i ++ ) { + + var id = geometry1.materials[ i ].id; + + geo1MaterialsMap[ id ] = i; + + } + + if ( object2 instanceof THREE.Mesh ) { + + object2.matrixAutoUpdate && object2.updateMatrix(); + + matrix = object2.matrix; + matrixRotation = new THREE.Matrix4(); + matrixRotation.extractRotation( matrix, object2.scale ); + + } + + // vertices + + for ( var i = 0, il = vertices2.length; i < il; i ++ ) { + + var vertex = vertices2[ i ]; + + var vertexCopy = vertex.clone(); + + if ( matrix ) matrix.multiplyVector3( vertexCopy ); + + vertices1.push( vertexCopy ); + + } + + // faces + + for ( i = 0, il = faces2.length; i < il; i ++ ) { + + var face = faces2[ i ], faceCopy, normal, color, + faceVertexNormals = face.vertexNormals, + faceVertexColors = face.vertexColors; + + if ( face instanceof THREE.Face3 ) { + + faceCopy = new THREE.Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset ); + + } else if ( face instanceof THREE.Face4 ) { + + faceCopy = new THREE.Face4( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset, face.d + vertexOffset ); + + } + + faceCopy.normal.copy( face.normal ); + + if ( matrixRotation ) matrixRotation.multiplyVector3( faceCopy.normal ); + + for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) { + + normal = faceVertexNormals[ j ].clone(); + + if ( matrixRotation ) matrixRotation.multiplyVector3( normal ); + + faceCopy.vertexNormals.push( normal ); + + } + + faceCopy.color.copy( face.color ); + + for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) { + + color = faceVertexColors[ j ]; + faceCopy.vertexColors.push( color.clone() ); + + } + + if ( face.materialIndex !== undefined ) { + + var material2 = geometry2.materials[ face.materialIndex ]; + var materialId2 = material2.id; + + var materialIndex = geo1MaterialsMap[ materialId2 ]; + + if ( materialIndex === undefined ) { + + materialIndex = geometry1.materials.length; + geo1MaterialsMap[ materialId2 ] = materialIndex; + + geometry1.materials.push( material2 ); + + } + + faceCopy.materialIndex = materialIndex; + + } + + faceCopy.centroid.copy( face.centroid ); + if ( matrix ) matrix.multiplyVector3( faceCopy.centroid ); + + faces1.push( faceCopy ); + + } + + // uvs + + for ( i = 0, il = uvs2.length; i < il; i ++ ) { + + var uv = uvs2[ i ], uvCopy = []; + + for ( var j = 0, jl = uv.length; j < jl; j ++ ) { + + uvCopy.push( new THREE.UV( uv[ j ].u, uv[ j ].v ) ); + + } + + uvs1.push( uvCopy ); + + } + + }, + + clone: function ( geometry ) { + + var cloneGeo = new THREE.Geometry(); + + var i, il; + + var vertices = geometry.vertices, + faces = geometry.faces, + uvs = geometry.faceVertexUvs[ 0 ]; + + // materials + + if ( geometry.materials ) { + + cloneGeo.materials = geometry.materials.slice(); + + } + + // vertices + + for ( i = 0, il = vertices.length; i < il; i ++ ) { + + var vertex = vertices[ i ]; + + cloneGeo.vertices.push( vertex.clone() ); + + } + + // faces + + for ( i = 0, il = faces.length; i < il; i ++ ) { + + var face = faces[ i ]; + + cloneGeo.faces.push( face.clone() ); + + } + + // uvs + + for ( i = 0, il = uvs.length; i < il; i ++ ) { + + var uv = uvs[ i ], uvCopy = []; + + for ( var j = 0, jl = uv.length; j < jl; j ++ ) { + + uvCopy.push( new THREE.UV( uv[ j ].u, uv[ j ].v ) ); + + } + + cloneGeo.faceVertexUvs[ 0 ].push( uvCopy ); + + } + + return cloneGeo; + + }, + + // Get random point in triangle (via barycentric coordinates) + // (uniform distribution) + // http://www.cgafaq.info/wiki/Random_Point_In_Triangle + + randomPointInTriangle: function ( vectorA, vectorB, vectorC ) { + + var a, b, c, + point = new THREE.Vector3(), + tmp = THREE.GeometryUtils.__v1; + + a = THREE.GeometryUtils.random(); + b = THREE.GeometryUtils.random(); + + if ( ( a + b ) > 1 ) { + + a = 1 - a; + b = 1 - b; + + } + + c = 1 - a - b; + + point.copy( vectorA ); + point.multiplyScalar( a ); + + tmp.copy( vectorB ); + tmp.multiplyScalar( b ); + + point.addSelf( tmp ); + + tmp.copy( vectorC ); + tmp.multiplyScalar( c ); + + point.addSelf( tmp ); + + return point; + + }, + + // Get random point in face (triangle / quad) + // (uniform distribution) + + randomPointInFace: function ( face, geometry, useCachedAreas ) { + + var vA, vB, vC, vD; + + if ( face instanceof THREE.Face3 ) { + + vA = geometry.vertices[ face.a ]; + vB = geometry.vertices[ face.b ]; + vC = geometry.vertices[ face.c ]; + + return THREE.GeometryUtils.randomPointInTriangle( vA, vB, vC ); + + } else if ( face instanceof THREE.Face4 ) { + + vA = geometry.vertices[ face.a ]; + vB = geometry.vertices[ face.b ]; + vC = geometry.vertices[ face.c ]; + vD = geometry.vertices[ face.d ]; + + var area1, area2; + + if ( useCachedAreas ) { + + if ( face._area1 && face._area2 ) { + + area1 = face._area1; + area2 = face._area2; + + } else { + + area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD ); + area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD ); + + face._area1 = area1; + face._area2 = area2; + + } + + } else { + + area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD ), + area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD ); + + } + + var r = THREE.GeometryUtils.random() * ( area1 + area2 ); + + if ( r < area1 ) { + + return THREE.GeometryUtils.randomPointInTriangle( vA, vB, vD ); + + } else { + + return THREE.GeometryUtils.randomPointInTriangle( vB, vC, vD ); + + } + + } + + }, + + // Get uniformly distributed random points in mesh + // - create array with cumulative sums of face areas + // - pick random number from 0 to total area + // - find corresponding place in area array by binary search + // - get random point in face + + randomPointsInGeometry: function ( geometry, n ) { + + var face, i, + faces = geometry.faces, + vertices = geometry.vertices, + il = faces.length, + totalArea = 0, + cumulativeAreas = [], + vA, vB, vC, vD; + + // precompute face areas + + for ( i = 0; i < il; i ++ ) { + + face = faces[ i ]; + + if ( face instanceof THREE.Face3 ) { + + vA = vertices[ face.a ]; + vB = vertices[ face.b ]; + vC = vertices[ face.c ]; + + face._area = THREE.GeometryUtils.triangleArea( vA, vB, vC ); + + } else if ( face instanceof THREE.Face4 ) { + + vA = vertices[ face.a ]; + vB = vertices[ face.b ]; + vC = vertices[ face.c ]; + vD = vertices[ face.d ]; + + face._area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD ); + face._area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD ); + + face._area = face._area1 + face._area2; + + } + + totalArea += face._area; + + cumulativeAreas[ i ] = totalArea; + + } + + // binary search cumulative areas array + + function binarySearchIndices( value ) { + + function binarySearch( start, end ) { + + // return closest larger index + // if exact number is not found + + if ( end < start ) + return start; + + var mid = start + Math.floor( ( end - start ) / 2 ); + + if ( cumulativeAreas[ mid ] > value ) { + + return binarySearch( start, mid - 1 ); + + } else if ( cumulativeAreas[ mid ] < value ) { + + return binarySearch( mid + 1, end ); + + } else { + + return mid; + + } + + } + + var result = binarySearch( 0, cumulativeAreas.length - 1 ) + return result; + + } + + // pick random face weighted by face area + + var r, index, + result = []; + + var stats = {}; + + for ( i = 0; i < n; i ++ ) { + + r = THREE.GeometryUtils.random() * totalArea; + + index = binarySearchIndices( r ); + + result[ i ] = THREE.GeometryUtils.randomPointInFace( faces[ index ], geometry, true ); + + if ( ! stats[ index ] ) { + + stats[ index ] = 1; + + } else { + + stats[ index ] += 1; + + } + + } + + return result; + + }, + + // Get triangle area (by Heron's formula) + // http://en.wikipedia.org/wiki/Heron%27s_formula + + triangleArea: function ( vectorA, vectorB, vectorC ) { + + var s, a, b, c, + tmp = THREE.GeometryUtils.__v1; + + tmp.sub( vectorA, vectorB ); + a = tmp.length(); + + tmp.sub( vectorA, vectorC ); + b = tmp.length(); + + tmp.sub( vectorB, vectorC ); + c = tmp.length(); + + s = 0.5 * ( a + b + c ); + + return Math.sqrt( s * ( s - a ) * ( s - b ) * ( s - c ) ); + + }, + + // Center geometry so that 0,0,0 is in center of bounding box + + center: function ( geometry ) { + + geometry.computeBoundingBox(); + + var bb = geometry.boundingBox; + + var offset = new THREE.Vector3(); + + offset.add( bb.min, bb.max ); + offset.multiplyScalar( -0.5 ); + + geometry.applyMatrix( new THREE.Matrix4().makeTranslation( offset.x, offset.y, offset.z ) ); + geometry.computeBoundingBox(); + + return offset; + + }, + + // Normalize UVs to be from <0,1> + // (for now just the first set of UVs) + + normalizeUVs: function ( geometry ) { + + var uvSet = geometry.faceVertexUvs[ 0 ]; + + for ( var i = 0, il = uvSet.length; i < il; i ++ ) { + + var uvs = uvSet[ i ]; + + for ( var j = 0, jl = uvs.length; j < jl; j ++ ) { + + // texture repeat + + if( uvs[ j ].u !== 1.0 ) uvs[ j ].u = uvs[ j ].u - Math.floor( uvs[ j ].u ); + if( uvs[ j ].v !== 1.0 ) uvs[ j ].v = uvs[ j ].v - Math.floor( uvs[ j ].v ); + + } + + } + + }, + + triangulateQuads: function ( geometry ) { + + var i, il, j, jl; + + var faces = []; + var faceUvs = []; + var faceVertexUvs = []; + + for ( i = 0, il = geometry.faceUvs.length; i < il; i ++ ) { + + faceUvs[ i ] = []; + + } + + for ( i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) { + + faceVertexUvs[ i ] = []; + + } + + for ( i = 0, il = geometry.faces.length; i < il; i ++ ) { + + var face = geometry.faces[ i ]; + + if ( face instanceof THREE.Face4 ) { + + var a = face.a; + var b = face.b; + var c = face.c; + var d = face.d; + + var triA = new THREE.Face3(); + var triB = new THREE.Face3(); + + triA.color.copy( face.color ); + triB.color.copy( face.color ); + + triA.materialIndex = face.materialIndex; + triB.materialIndex = face.materialIndex; + + triA.a = a; + triA.b = b; + triA.c = d; + + triB.a = b; + triB.b = c; + triB.c = d; + + if ( face.vertexColors.length === 4 ) { + + triA.vertexColors[ 0 ] = face.vertexColors[ 0 ].clone(); + triA.vertexColors[ 1 ] = face.vertexColors[ 1 ].clone(); + triA.vertexColors[ 2 ] = face.vertexColors[ 3 ].clone(); + + triB.vertexColors[ 0 ] = face.vertexColors[ 1 ].clone(); + triB.vertexColors[ 1 ] = face.vertexColors[ 2 ].clone(); + triB.vertexColors[ 2 ] = face.vertexColors[ 3 ].clone(); + + } + + faces.push( triA, triB ); + + for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) { + + if ( geometry.faceVertexUvs[ j ].length ) { + + var uvs = geometry.faceVertexUvs[ j ][ i ]; + + var uvA = uvs[ 0 ]; + var uvB = uvs[ 1 ]; + var uvC = uvs[ 2 ]; + var uvD = uvs[ 3 ]; + + var uvsTriA = [ uvA.clone(), uvB.clone(), uvD.clone() ]; + var uvsTriB = [ uvB.clone(), uvC.clone(), uvD.clone() ]; + + faceVertexUvs[ j ].push( uvsTriA, uvsTriB ); + + } + + } + + for ( j = 0, jl = geometry.faceUvs.length; j < jl; j ++ ) { + + if ( geometry.faceUvs[ j ].length ) { + + var faceUv = geometry.faceUvs[ j ][ i ]; + + faceUvs[ j ].push( faceUv, faceUv ); + + } + + } + + } else { + + faces.push( face ); + + for ( j = 0, jl = geometry.faceUvs.length; j < jl; j ++ ) { + + faceUvs[ j ].push( geometry.faceUvs[ j ] ); + + } + + for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) { + + faceVertexUvs[ j ].push( geometry.faceVertexUvs[ j ] ); + + } + + } + + } + + geometry.faces = faces; + geometry.faceUvs = faceUvs; + geometry.faceVertexUvs = faceVertexUvs; + + geometry.computeCentroids(); + geometry.computeFaceNormals(); + geometry.computeVertexNormals(); + + if ( geometry.hasTangents ) geometry.computeTangents(); + + }, + + // Make all faces use unique vertices + // so that each face can be separated from others + + explode: function( geometry ) { + + var vertices = []; + + for ( var i = 0, il = geometry.faces.length; i < il; i ++ ) { + + var n = vertices.length; + + var face = geometry.faces[ i ]; + + if ( face instanceof THREE.Face4 ) { + + var a = face.a; + var b = face.b; + var c = face.c; + var d = face.d; + + var va = geometry.vertices[ a ]; + var vb = geometry.vertices[ b ]; + var vc = geometry.vertices[ c ]; + var vd = geometry.vertices[ d ]; + + vertices.push( va.clone() ); + vertices.push( vb.clone() ); + vertices.push( vc.clone() ); + vertices.push( vd.clone() ); + + face.a = n; + face.b = n + 1; + face.c = n + 2; + face.d = n + 3; + + } else { + + var a = face.a; + var b = face.b; + var c = face.c; + + var va = geometry.vertices[ a ]; + var vb = geometry.vertices[ b ]; + var vc = geometry.vertices[ c ]; + + vertices.push( va.clone() ); + vertices.push( vb.clone() ); + vertices.push( vc.clone() ); + + face.a = n; + face.b = n + 1; + face.c = n + 2; + + } + + } + + geometry.vertices = vertices; + delete geometry.__tmpVertices; + + }, + + // Break faces with edges longer than maxEdgeLength + // - not recursive + + tessellate: function ( geometry, maxEdgeLength ) { + + var i, il, face, + a, b, c, d, + va, vb, vc, vd, + dab, dbc, dac, dcd, dad, + m, m1, m2, + vm, vm1, vm2, + vnm, vnm1, vnm2, + vcm, vcm1, vcm2, + triA, triB, + quadA, quadB, + edge; + + var faces = []; + var faceVertexUvs = []; + + for ( i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) { + + faceVertexUvs[ i ] = []; + + } + + for ( i = 0, il = geometry.faces.length; i < il; i ++ ) { + + face = geometry.faces[ i ]; + + if ( face instanceof THREE.Face3 ) { + + a = face.a; + b = face.b; + c = face.c; + + va = geometry.vertices[ a ]; + vb = geometry.vertices[ b ]; + vc = geometry.vertices[ c ]; + + dab = va.distanceTo( vb ); + dbc = vb.distanceTo( vc ); + dac = va.distanceTo( vc ); + + if ( dab > maxEdgeLength || dbc > maxEdgeLength || dac > maxEdgeLength ) { + + m = geometry.vertices.length; + + triA = face.clone(); + triB = face.clone(); + + if ( dab >= dbc && dab >= dac ) { + + vm = va.clone(); + vm.lerpSelf( vb, 0.5 ); + + triA.a = a; + triA.b = m; + triA.c = c; + + triB.a = m; + triB.b = b; + triB.c = c; + + if ( face.vertexNormals.length === 3 ) { + + vnm = face.vertexNormals[ 0 ].clone(); + vnm.lerpSelf( face.vertexNormals[ 1 ], 0.5 ); + + triA.vertexNormals[ 1 ].copy( vnm ); + triB.vertexNormals[ 0 ].copy( vnm ); + + } + + if ( face.vertexColors.length === 3 ) { + + vcm = face.vertexColors[ 0 ].clone(); + vcm.lerpSelf( face.vertexColors[ 1 ], 0.5 ); + + triA.vertexColors[ 1 ].copy( vcm ); + triB.vertexColors[ 0 ].copy( vcm ); + + } + + edge = 0; + + } else if ( dbc >= dab && dbc >= dac ) { + + vm = vb.clone(); + vm.lerpSelf( vc, 0.5 ); + + triA.a = a; + triA.b = b; + triA.c = m; + + triB.a = m; + triB.b = c; + triB.c = a; + + if ( face.vertexNormals.length === 3 ) { + + vnm = face.vertexNormals[ 1 ].clone(); + vnm.lerpSelf( face.vertexNormals[ 2 ], 0.5 ); + + triA.vertexNormals[ 2 ].copy( vnm ); + + triB.vertexNormals[ 0 ].copy( vnm ); + triB.vertexNormals[ 1 ].copy( face.vertexNormals[ 2 ] ); + triB.vertexNormals[ 2 ].copy( face.vertexNormals[ 0 ] ); + + } + + if ( face.vertexColors.length === 3 ) { + + vcm = face.vertexColors[ 1 ].clone(); + vcm.lerpSelf( face.vertexColors[ 2 ], 0.5 ); + + triA.vertexColors[ 2 ].copy( vcm ); + + triB.vertexColors[ 0 ].copy( vcm ); + triB.vertexColors[ 1 ].copy( face.vertexColors[ 2 ] ); + triB.vertexColors[ 2 ].copy( face.vertexColors[ 0 ] ); + + } + + edge = 1; + + } else { + + vm = va.clone(); + vm.lerpSelf( vc, 0.5 ); + + triA.a = a; + triA.b = b; + triA.c = m; + + triB.a = m; + triB.b = b; + triB.c = c; + + if ( face.vertexNormals.length === 3 ) { + + vnm = face.vertexNormals[ 0 ].clone(); + vnm.lerpSelf( face.vertexNormals[ 2 ], 0.5 ); + + triA.vertexNormals[ 2 ].copy( vnm ); + triB.vertexNormals[ 0 ].copy( vnm ); + + } + + if ( face.vertexColors.length === 3 ) { + + vcm = face.vertexColors[ 0 ].clone(); + vcm.lerpSelf( face.vertexColors[ 2 ], 0.5 ); + + triA.vertexColors[ 2 ].copy( vcm ); + triB.vertexColors[ 0 ].copy( vcm ); + + } + + edge = 2; + + } + + faces.push( triA, triB ); + geometry.vertices.push( vm ); + + var j, jl, uvs, uvA, uvB, uvC, uvM, uvsTriA, uvsTriB; + + for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) { + + if ( geometry.faceVertexUvs[ j ].length ) { + + uvs = geometry.faceVertexUvs[ j ][ i ]; + + uvA = uvs[ 0 ]; + uvB = uvs[ 1 ]; + uvC = uvs[ 2 ]; + + // AB + + if ( edge === 0 ) { + + uvM = uvA.clone(); + uvM.lerpSelf( uvB, 0.5 ); + + uvsTriA = [ uvA.clone(), uvM.clone(), uvC.clone() ]; + uvsTriB = [ uvM.clone(), uvB.clone(), uvC.clone() ]; + + // BC + + } else if ( edge === 1 ) { + + uvM = uvB.clone(); + uvM.lerpSelf( uvC, 0.5 ); + + uvsTriA = [ uvA.clone(), uvB.clone(), uvM.clone() ]; + uvsTriB = [ uvM.clone(), uvC.clone(), uvA.clone() ]; + + // AC + + } else { + + uvM = uvA.clone(); + uvM.lerpSelf( uvC, 0.5 ); + + uvsTriA = [ uvA.clone(), uvB.clone(), uvM.clone() ]; + uvsTriB = [ uvM.clone(), uvB.clone(), uvC.clone() ]; + + } + + faceVertexUvs[ j ].push( uvsTriA, uvsTriB ); + + } + + } + + } else { + + faces.push( face ); + + for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) { + + faceVertexUvs[ j ].push( geometry.faceVertexUvs[ j ][ i ] ); + + } + + } + + } else { + + a = face.a; + b = face.b; + c = face.c; + d = face.d; + + va = geometry.vertices[ a ]; + vb = geometry.vertices[ b ]; + vc = geometry.vertices[ c ]; + vd = geometry.vertices[ d ]; + + dab = va.distanceTo( vb ); + dbc = vb.distanceTo( vc ); + dcd = vc.distanceTo( vd ); + dad = va.distanceTo( vd ); + + if ( dab > maxEdgeLength || dbc > maxEdgeLength || dcd > maxEdgeLength || dad > maxEdgeLength ) { + + m1 = geometry.vertices.length; + m2 = geometry.vertices.length + 1; + + quadA = face.clone(); + quadB = face.clone(); + + if ( ( dab >= dbc && dab >= dcd && dab >= dad ) || ( dcd >= dbc && dcd >= dab && dcd >= dad ) ) { + + vm1 = va.clone(); + vm1.lerpSelf( vb, 0.5 ); + + vm2 = vc.clone(); + vm2.lerpSelf( vd, 0.5 ); + + quadA.a = a; + quadA.b = m1; + quadA.c = m2; + quadA.d = d; + + quadB.a = m1; + quadB.b = b; + quadB.c = c; + quadB.d = m2; + + if ( face.vertexNormals.length === 4 ) { + + vnm1 = face.vertexNormals[ 0 ].clone(); + vnm1.lerpSelf( face.vertexNormals[ 1 ], 0.5 ); + + vnm2 = face.vertexNormals[ 2 ].clone(); + vnm2.lerpSelf( face.vertexNormals[ 3 ], 0.5 ); + + quadA.vertexNormals[ 1 ].copy( vnm1 ); + quadA.vertexNormals[ 2 ].copy( vnm2 ); + + quadB.vertexNormals[ 0 ].copy( vnm1 ); + quadB.vertexNormals[ 3 ].copy( vnm2 ); + + } + + if ( face.vertexColors.length === 4 ) { + + vcm1 = face.vertexColors[ 0 ].clone(); + vcm1.lerpSelf( face.vertexColors[ 1 ], 0.5 ); + + vcm2 = face.vertexColors[ 2 ].clone(); + vcm2.lerpSelf( face.vertexColors[ 3 ], 0.5 ); + + quadA.vertexColors[ 1 ].copy( vcm1 ); + quadA.vertexColors[ 2 ].copy( vcm2 ); + + quadB.vertexColors[ 0 ].copy( vcm1 ); + quadB.vertexColors[ 3 ].copy( vcm2 ); + + } + + edge = 0; + + } else { + + vm1 = vb.clone(); + vm1.lerpSelf( vc, 0.5 ); + + vm2 = vd.clone(); + vm2.lerpSelf( va, 0.5 ); + + quadA.a = a; + quadA.b = b; + quadA.c = m1; + quadA.d = m2; + + quadB.a = m2; + quadB.b = m1; + quadB.c = c; + quadB.d = d; + + if ( face.vertexNormals.length === 4 ) { + + vnm1 = face.vertexNormals[ 1 ].clone(); + vnm1.lerpSelf( face.vertexNormals[ 2 ], 0.5 ); + + vnm2 = face.vertexNormals[ 3 ].clone(); + vnm2.lerpSelf( face.vertexNormals[ 0 ], 0.5 ); + + quadA.vertexNormals[ 2 ].copy( vnm1 ); + quadA.vertexNormals[ 3 ].copy( vnm2 ); + + quadB.vertexNormals[ 0 ].copy( vnm2 ); + quadB.vertexNormals[ 1 ].copy( vnm1 ); + + } + + if ( face.vertexColors.length === 4 ) { + + vcm1 = face.vertexColors[ 1 ].clone(); + vcm1.lerpSelf( face.vertexColors[ 2 ], 0.5 ); + + vcm2 = face.vertexColors[ 3 ].clone(); + vcm2.lerpSelf( face.vertexColors[ 0 ], 0.5 ); + + quadA.vertexColors[ 2 ].copy( vcm1 ); + quadA.vertexColors[ 3 ].copy( vcm2 ); + + quadB.vertexColors[ 0 ].copy( vcm2 ); + quadB.vertexColors[ 1 ].copy( vcm1 ); + + } + + edge = 1; + + } + + faces.push( quadA, quadB ); + geometry.vertices.push( vm1, vm2 ); + + var j, jl, uvs, uvA, uvB, uvC, uvD, uvM1, uvM2, uvsQuadA, uvsQuadB; + + for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) { + + if ( geometry.faceVertexUvs[ j ].length ) { + + uvs = geometry.faceVertexUvs[ j ][ i ]; + + uvA = uvs[ 0 ]; + uvB = uvs[ 1 ]; + uvC = uvs[ 2 ]; + uvD = uvs[ 3 ]; + + // AB + CD + + if ( edge === 0 ) { + + uvM1 = uvA.clone(); + uvM1.lerpSelf( uvB, 0.5 ); + + uvM2 = uvC.clone(); + uvM2.lerpSelf( uvD, 0.5 ); + + uvsQuadA = [ uvA.clone(), uvM1.clone(), uvM2.clone(), uvD.clone() ]; + uvsQuadB = [ uvM1.clone(), uvB.clone(), uvC.clone(), uvM2.clone() ]; + + // BC + AD + + } else { + + uvM1 = uvB.clone(); + uvM1.lerpSelf( uvC, 0.5 ); + + uvM2 = uvD.clone(); + uvM2.lerpSelf( uvA, 0.5 ); + + uvsQuadA = [ uvA.clone(), uvB.clone(), uvM1.clone(), uvM2.clone() ]; + uvsQuadB = [ uvM2.clone(), uvM1.clone(), uvC.clone(), uvD.clone() ]; + + } + + faceVertexUvs[ j ].push( uvsQuadA, uvsQuadB ); + + } + + } + + } else { + + faces.push( face ); + + for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) { + + faceVertexUvs[ j ].push( geometry.faceVertexUvs[ j ][ i ] ); + + } + + } + + } + + } + + geometry.faces = faces; + geometry.faceVertexUvs = faceVertexUvs; + + } + +}; + +THREE.GeometryUtils.random = THREE.Math.random16; + +THREE.GeometryUtils.__v1 = new THREE.Vector3(); +/** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.ImageUtils = { + + crossOrigin: 'anonymous', + + loadTexture: function ( url, mapping, onLoad, onError ) { + + var image = new Image(); + var texture = new THREE.Texture( image, mapping ); + + var loader = new THREE.ImageLoader(); + + loader.addEventListener( 'load', function ( event ) { + + texture.image = event.content; + texture.needsUpdate = true; + + if ( onLoad ) onLoad( texture ); + + } ); + + loader.addEventListener( 'error', function ( event ) { + + if ( onError ) onError( event.message ); + + } ); + + loader.crossOrigin = this.crossOrigin; + loader.load( url, image ); + + return texture; + + }, + + loadTextureCube: function ( array, mapping, onLoad ) { + + var i, l, images = []; + var texture = new THREE.Texture( images, mapping ); + + texture.flipY = false; + + images.loadCount = 0; + + for ( i = 0, l = array.length; i < l; ++ i ) { + + images[ i ] = new Image(); + images[ i ].onload = function () { + + images.loadCount += 1; + + if ( images.loadCount === 6 ) { + + texture.needsUpdate = true; + if ( onLoad ) onLoad(); + + } + + }; + + images[ i ].crossOrigin = this.crossOrigin; + images[ i ].src = array[ i ]; + + } + + return texture; + + }, + + getNormalMap: function ( image, depth ) { + + // Adapted from http://www.paulbrunt.co.uk/lab/heightnormal/ + + var cross = function ( a, b ) { + + return [ a[ 1 ] * b[ 2 ] - a[ 2 ] * b[ 1 ], a[ 2 ] * b[ 0 ] - a[ 0 ] * b[ 2 ], a[ 0 ] * b[ 1 ] - a[ 1 ] * b[ 0 ] ]; + + } + + var subtract = function ( a, b ) { + + return [ a[ 0 ] - b[ 0 ], a[ 1 ] - b[ 1 ], a[ 2 ] - b[ 2 ] ]; + + } + + var normalize = function ( a ) { + + var l = Math.sqrt( a[ 0 ] * a[ 0 ] + a[ 1 ] * a[ 1 ] + a[ 2 ] * a[ 2 ] ); + return [ a[ 0 ] / l, a[ 1 ] / l, a[ 2 ] / l ]; + + } + + depth = depth | 1; + + var width = image.width; + var height = image.height; + + var canvas = document.createElement( 'canvas' ); + canvas.width = width; + canvas.height = height; + + var context = canvas.getContext( '2d' ); + context.drawImage( image, 0, 0 ); + + var data = context.getImageData( 0, 0, width, height ).data; + var imageData = context.createImageData( width, height ); + var output = imageData.data; + + for ( var x = 0; x < width; x ++ ) { + + for ( var y = 0; y < height; y ++ ) { + + var ly = y - 1 < 0 ? 0 : y - 1; + var uy = y + 1 > height - 1 ? height - 1 : y + 1; + var lx = x - 1 < 0 ? 0 : x - 1; + var ux = x + 1 > width - 1 ? width - 1 : x + 1; + + var points = []; + var origin = [ 0, 0, data[ ( y * width + x ) * 4 ] / 255 * depth ]; + points.push( [ - 1, 0, data[ ( y * width + lx ) * 4 ] / 255 * depth ] ); + points.push( [ - 1, - 1, data[ ( ly * width + lx ) * 4 ] / 255 * depth ] ); + points.push( [ 0, - 1, data[ ( ly * width + x ) * 4 ] / 255 * depth ] ); + points.push( [ 1, - 1, data[ ( ly * width + ux ) * 4 ] / 255 * depth ] ); + points.push( [ 1, 0, data[ ( y * width + ux ) * 4 ] / 255 * depth ] ); + points.push( [ 1, 1, data[ ( uy * width + ux ) * 4 ] / 255 * depth ] ); + points.push( [ 0, 1, data[ ( uy * width + x ) * 4 ] / 255 * depth ] ); + points.push( [ - 1, 1, data[ ( uy * width + lx ) * 4 ] / 255 * depth ] ); + + var normals = []; + var num_points = points.length; + + for ( var i = 0; i < num_points; i ++ ) { + + var v1 = points[ i ]; + var v2 = points[ ( i + 1 ) % num_points ]; + v1 = subtract( v1, origin ); + v2 = subtract( v2, origin ); + normals.push( normalize( cross( v1, v2 ) ) ); + + } + + var normal = [ 0, 0, 0 ]; + + for ( var i = 0; i < normals.length; i ++ ) { + + normal[ 0 ] += normals[ i ][ 0 ]; + normal[ 1 ] += normals[ i ][ 1 ]; + normal[ 2 ] += normals[ i ][ 2 ]; + + } + + normal[ 0 ] /= normals.length; + normal[ 1 ] /= normals.length; + normal[ 2 ] /= normals.length; + + var idx = ( y * width + x ) * 4; + + output[ idx ] = ( ( normal[ 0 ] + 1.0 ) / 2.0 * 255 ) | 0; + output[ idx + 1 ] = ( ( normal[ 1 ] + 1.0 ) / 2.0 * 255 ) | 0; + output[ idx + 2 ] = ( normal[ 2 ] * 255 ) | 0; + output[ idx + 3 ] = 255; + + } + + } + + context.putImageData( imageData, 0, 0 ); + + return canvas; + + }, + + generateDataTexture: function ( width, height, color ) { + + var size = width * height; + var data = new Uint8Array( 3 * size ); + + var r = Math.floor( color.r * 255 ); + var g = Math.floor( color.g * 255 ); + var b = Math.floor( color.b * 255 ); + + for ( var i = 0; i < size; i ++ ) { + + data[ i * 3 ] = r; + data[ i * 3 + 1 ] = g; + data[ i * 3 + 2 ] = b; + + } + + var texture = new THREE.DataTexture( data, width, height, THREE.RGBFormat ); + texture.needsUpdate = true; + + return texture; + + } + +}; +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.SceneUtils = { + + showHierarchy : function ( root, visible ) { + + THREE.SceneUtils.traverseHierarchy( root, function( node ) { node.visible = visible; } ); + + }, + + traverseHierarchy : function ( root, callback ) { + + var n, i, l = root.children.length; + + for ( i = 0; i < l; i ++ ) { + + n = root.children[ i ]; + + callback( n ); + + THREE.SceneUtils.traverseHierarchy( n, callback ); + + } + + }, + + createMultiMaterialObject : function ( geometry, materials ) { + + var i, il = materials.length, + group = new THREE.Object3D(); + + for ( i = 0; i < il; i ++ ) { + + var object = new THREE.Mesh( geometry, materials[ i ] ); + group.add( object ); + + } + + return group; + + }, + + cloneObject: function ( source ) { + + var object; + + // subclass specific properties + // (must process in order from more specific subclasses to more abstract classes) + + if ( source instanceof THREE.MorphAnimMesh ) { + + object = new THREE.MorphAnimMesh( source.geometry, source.material ); + + object.duration = source.duration; + object.mirroredLoop = source.mirroredLoop; + object.time = source.time; + + object.lastKeyframe = source.lastKeyframe; + object.currentKeyframe = source.currentKeyframe; + + object.direction = source.direction; + object.directionBackwards = source.directionBackwards; + + } else if ( source instanceof THREE.SkinnedMesh ) { + + object = new THREE.SkinnedMesh( source.geometry, source.material ); + + } else if ( source instanceof THREE.Mesh ) { + + object = new THREE.Mesh( source.geometry, source.material ); + + } else if ( source instanceof THREE.Line ) { + + object = new THREE.Line( source.geometry, source.material, source.type ); + + } else if ( source instanceof THREE.Ribbon ) { + + object = new THREE.Ribbon( source.geometry, source.material ); + + } else if ( source instanceof THREE.ParticleSystem ) { + + object = new THREE.ParticleSystem( source.geometry, source.material ); + object.sortParticles = source.sortParticles; + + } else if ( source instanceof THREE.Particle ) { + + object = new THREE.Particle( source.material ); + + } else if ( source instanceof THREE.Sprite ) { + + object = new THREE.Sprite( {} ); + + object.color.copy( source.color ); + object.map = source.map; + object.blending = source.blending; + + object.useScreenCoordinates = source.useScreenCoordinates; + object.mergeWith3D = source.mergeWith3D; + object.affectedByDistance = source.affectedByDistance; + object.scaleByViewport = source.scaleByViewport; + object.alignment = source.alignment; + + object.rotation3d.copy( source.rotation3d ); + object.rotation = source.rotation; + object.opacity = source.opacity; + + object.uvOffset.copy( source.uvOffset ); + object.uvScale.copy( source.uvScale); + + } else if ( source instanceof THREE.LOD ) { + + object = new THREE.LOD(); + + /* + } else if ( source instanceof THREE.MarchingCubes ) { + + object = new THREE.MarchingCubes( source.resolution, source.material ); + object.field.set( source.field ); + object.isolation = source.isolation; + */ + + } else if ( source instanceof THREE.Object3D ) { + + object = new THREE.Object3D(); + + } + + // base class properties + + object.name = source.name; + + object.parent = source.parent; + + object.up.copy( source.up ); + + object.position.copy( source.position ); + + // because of Sprite madness + + if ( object.rotation instanceof THREE.Vector3 ) + object.rotation.copy( source.rotation ); + + object.eulerOrder = source.eulerOrder; + + object.scale.copy( source.scale ); + + object.dynamic = source.dynamic; + + object.renderDepth = source.renderDepth; + + object.rotationAutoUpdate = source.rotationAutoUpdate; + + object.matrix.copy( source.matrix ); + object.matrixWorld.copy( source.matrixWorld ); + object.matrixRotationWorld.copy( source.matrixRotationWorld ); + + object.matrixAutoUpdate = source.matrixAutoUpdate; + object.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate; + + object.quaternion.copy( source.quaternion ); + object.useQuaternion = source.useQuaternion; + + object.boundRadius = source.boundRadius; + object.boundRadiusScale = source.boundRadiusScale; + + object.visible = source.visible; + + object.castShadow = source.castShadow; + object.receiveShadow = source.receiveShadow; + + object.frustumCulled = source.frustumCulled; + + // children + + for ( var i = 0; i < source.children.length; i ++ ) { + + var child = THREE.SceneUtils.cloneObject( source.children[ i ] ); + object.children[ i ] = child; + + child.parent = object; + + } + + // LODs need to be patched separately to use cloned children + + if ( source instanceof THREE.LOD ) { + + for ( var i = 0; i < source.LODs.length; i ++ ) { + + var lod = source.LODs[ i ]; + object.LODs[ i ] = { visibleAtDistance: lod.visibleAtDistance, object3D: object.children[ i ] }; + + } + + } + + return object; + + }, + + detach : function ( child, parent, scene ) { + + child.applyMatrix( parent.matrixWorld ); + parent.remove( child ); + scene.add( child ); + + }, + + attach: function ( child, scene, parent ) { + + var matrixWorldInverse = new THREE.Matrix4(); + matrixWorldInverse.getInverse( parent.matrixWorld ); + child.applyMatrix( matrixWorldInverse ); + + scene.remove( child ); + parent.add( child ); + + } + +}; +/** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + * + * ShaderUtils currently contains: + * + * fresnel + * normal + * cube + * + */ + +if ( THREE.WebGLRenderer ) { + +THREE.ShaderUtils = { + + lib: { + + /* ------------------------------------------------------------------------- + // Fresnel shader + // - based on Nvidia Cg tutorial + ------------------------------------------------------------------------- */ + + 'fresnel': { + + uniforms: { + + "mRefractionRatio": { type: "f", value: 1.02 }, + "mFresnelBias": { type: "f", value: 0.1 }, + "mFresnelPower": { type: "f", value: 2.0 }, + "mFresnelScale": { type: "f", value: 1.0 }, + "tCube": { type: "t", value: 1, texture: null } + + }, + + fragmentShader: [ + + "uniform samplerCube tCube;", + + "varying vec3 vReflect;", + "varying vec3 vRefract[3];", + "varying float vReflectionFactor;", + + "void main() {", + + "vec4 reflectedColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );", + "vec4 refractedColor = vec4( 1.0, 1.0, 1.0, 1.0 );", + + "refractedColor.r = textureCube( tCube, vec3( -vRefract[0].x, vRefract[0].yz ) ).r;", + "refractedColor.g = textureCube( tCube, vec3( -vRefract[1].x, vRefract[1].yz ) ).g;", + "refractedColor.b = textureCube( tCube, vec3( -vRefract[2].x, vRefract[2].yz ) ).b;", + "refractedColor.a = 1.0;", + + "gl_FragColor = mix( refractedColor, reflectedColor, clamp( vReflectionFactor, 0.0, 1.0 ) );", + + "}" + + ].join("\n"), + + vertexShader: [ + + "uniform float mRefractionRatio;", + "uniform float mFresnelBias;", + "uniform float mFresnelScale;", + "uniform float mFresnelPower;", + + "varying vec3 vReflect;", + "varying vec3 vRefract[3];", + "varying float vReflectionFactor;", + + "void main() {", + + "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", + "vec4 mPosition = modelMatrix * vec4( position, 1.0 );", + + "vec3 nWorld = normalize( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );", + + "vec3 I = mPosition.xyz - cameraPosition;", + + "vReflect = reflect( I, nWorld );", + "vRefract[0] = refract( normalize( I ), nWorld, mRefractionRatio );", + "vRefract[1] = refract( normalize( I ), nWorld, mRefractionRatio * 0.99 );", + "vRefract[2] = refract( normalize( I ), nWorld, mRefractionRatio * 0.98 );", + "vReflectionFactor = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( I ), nWorld ), mFresnelPower );", + + "gl_Position = projectionMatrix * mvPosition;", + + "}" + + ].join("\n") + + }, + + /* ------------------------------------------------------------------------- + // Normal map shader + // - Blinn-Phong + // - normal + diffuse + specular + AO + displacement + reflection + shadow maps + // - point and directional lights (use with "lights: true" material option) + ------------------------------------------------------------------------- */ + + 'normal' : { + + uniforms: THREE.UniformsUtils.merge( [ + + THREE.UniformsLib[ "fog" ], + THREE.UniformsLib[ "lights" ], + THREE.UniformsLib[ "shadowmap" ], + + { + + "enableAO" : { type: "i", value: 0 }, + "enableDiffuse" : { type: "i", value: 0 }, + "enableSpecular" : { type: "i", value: 0 }, + "enableReflection": { type: "i", value: 0 }, + "enableDisplacement": { type: "i", value: 0 }, + + "tDiffuse" : { type: "t", value: 0, texture: null }, + "tCube" : { type: "t", value: 1, texture: null }, + "tNormal" : { type: "t", value: 2, texture: null }, + "tSpecular" : { type: "t", value: 3, texture: null }, + "tAO" : { type: "t", value: 4, texture: null }, + "tDisplacement": { type: "t", value: 5, texture: null }, + + "uNormalScale": { type: "f", value: 1.0 }, + + "uDisplacementBias": { type: "f", value: 0.0 }, + "uDisplacementScale": { type: "f", value: 1.0 }, + + "uDiffuseColor": { type: "c", value: new THREE.Color( 0xffffff ) }, + "uSpecularColor": { type: "c", value: new THREE.Color( 0x111111 ) }, + "uAmbientColor": { type: "c", value: new THREE.Color( 0xffffff ) }, + "uShininess": { type: "f", value: 30 }, + "uOpacity": { type: "f", value: 1 }, + + "useRefract": { type: "i", value: 0 }, + "uRefractionRatio": { type: "f", value: 0.98 }, + "uReflectivity": { type: "f", value: 0.5 }, + + "uOffset" : { type: "v2", value: new THREE.Vector2( 0, 0 ) }, + "uRepeat" : { type: "v2", value: new THREE.Vector2( 1, 1 ) }, + + "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) } + + } + + ] ), + + fragmentShader: [ + + "uniform vec3 uAmbientColor;", + "uniform vec3 uDiffuseColor;", + "uniform vec3 uSpecularColor;", + "uniform float uShininess;", + "uniform float uOpacity;", + + "uniform bool enableDiffuse;", + "uniform bool enableSpecular;", + "uniform bool enableAO;", + "uniform bool enableReflection;", + + "uniform sampler2D tDiffuse;", + "uniform sampler2D tNormal;", + "uniform sampler2D tSpecular;", + "uniform sampler2D tAO;", + + "uniform samplerCube tCube;", + + "uniform float uNormalScale;", + + "uniform bool useRefract;", + "uniform float uRefractionRatio;", + "uniform float uReflectivity;", + + "varying vec3 vTangent;", + "varying vec3 vBinormal;", + "varying vec3 vNormal;", + "varying vec2 vUv;", + + "uniform vec3 ambientLightColor;", + + "#if MAX_DIR_LIGHTS > 0", + + "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];", + "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];", + + "#endif", + + "#if MAX_POINT_LIGHTS > 0", + + "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];", + "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];", + "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];", + + "#endif", + + "#if MAX_SPOT_LIGHTS > 0", + + "uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];", + "uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];", + "uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];", + "uniform float spotLightAngle[ MAX_SPOT_LIGHTS ];", + "uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];", + "uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];", + + "#endif", + + "#ifdef WRAP_AROUND", + + "uniform vec3 wrapRGB;", + + "#endif", + + "varying vec3 vWorldPosition;", + + THREE.ShaderChunk[ "shadowmap_pars_fragment" ], + THREE.ShaderChunk[ "fog_pars_fragment" ], + + "void main() {", + + "vec3 vViewPosition = cameraPosition - vWorldPosition;", + + "gl_FragColor = vec4( vec3( 1.0 ), uOpacity );", + + "vec3 specularTex = vec3( 1.0 );", + + "vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;", + "normalTex.xy *= uNormalScale;", + "normalTex = normalize( normalTex );", + + "if( enableDiffuse ) {", + + "#ifdef GAMMA_INPUT", + + "vec4 texelColor = texture2D( tDiffuse, vUv );", + "texelColor.xyz *= texelColor.xyz;", + + "gl_FragColor = gl_FragColor * texelColor;", + + "#else", + + "gl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );", + + "#endif", + + "}", + + "if( enableAO ) {", + + "#ifdef GAMMA_INPUT", + + "vec4 aoColor = texture2D( tAO, vUv );", + "aoColor.xyz *= aoColor.xyz;", + + "gl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;", + + "#else", + + "gl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;", + + "#endif", + + "}", + + "if( enableSpecular )", + "specularTex = texture2D( tSpecular, vUv ).xyz;", + + "mat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );", + "vec3 finalNormal = tsb * normalTex;", + + "vec3 normal = normalize( finalNormal );", + "vec3 viewPosition = normalize( vViewPosition );", + + // point lights + + "#if MAX_POINT_LIGHTS > 0", + + "vec3 pointDiffuse = vec3( 0.0 );", + "vec3 pointSpecular = vec3( 0.0 );", + + "for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {", + + "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );", + "vec3 pointVector = lPosition.xyz + vViewPosition.xyz;", + + "float pointDistance = 1.0;", + "if ( pointLightDistance[ i ] > 0.0 )", + "pointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );", + + "pointVector = normalize( pointVector );", + + // diffuse + + "#ifdef WRAP_AROUND", + + "float pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );", + "float pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );", + + "vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );", + + "#else", + + "float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );", + + "#endif", + + "pointDiffuse += pointDistance * pointLightColor[ i ] * uDiffuseColor * pointDiffuseWeight;", + + // specular + + "vec3 pointHalfVector = normalize( pointVector + viewPosition );", + "float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );", + "float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, uShininess ), 0.0 );", + + "#ifdef PHYSICALLY_BASED_SHADING", + + // 2.0 => 2.0001 is hack to work around ANGLE bug + + "float specularNormalization = ( uShininess + 2.0001 ) / 8.0;", + + "vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( pointVector, pointHalfVector ), 5.0 );", + "pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;", + + "#else", + + "pointSpecular += pointDistance * pointLightColor[ i ] * uSpecularColor * pointSpecularWeight * pointDiffuseWeight;", + + "#endif", + + "}", + + "#endif", + + // spot lights + + "#if MAX_SPOT_LIGHTS > 0", + + "vec3 spotDiffuse = vec3( 0.0 );", + "vec3 spotSpecular = vec3( 0.0 );", + + "for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {", + + "vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );", + "vec3 spotVector = lPosition.xyz + vViewPosition.xyz;", + + "float spotDistance = 1.0;", + "if ( spotLightDistance[ i ] > 0.0 )", + "spotDistance = 1.0 - min( ( length( spotVector ) / spotLightDistance[ i ] ), 1.0 );", + + "spotVector = normalize( spotVector );", + + "float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );", + + "if ( spotEffect > spotLightAngle[ i ] ) {", + + "spotEffect = pow( spotEffect, spotLightExponent[ i ] );", + + // diffuse + + "#ifdef WRAP_AROUND", + + "float spotDiffuseWeightFull = max( dot( normal, spotVector ), 0.0 );", + "float spotDiffuseWeightHalf = max( 0.5 * dot( normal, spotVector ) + 0.5, 0.0 );", + + "vec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );", + + "#else", + + "float spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );", + + "#endif", + + "spotDiffuse += spotDistance * spotLightColor[ i ] * uDiffuseColor * spotDiffuseWeight * spotEffect;", + + // specular + + "vec3 spotHalfVector = normalize( spotVector + viewPosition );", + "float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );", + "float spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, uShininess ), 0.0 );", + + "#ifdef PHYSICALLY_BASED_SHADING", + + // 2.0 => 2.0001 is hack to work around ANGLE bug + + "float specularNormalization = ( uShininess + 2.0001 ) / 8.0;", + + "vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( spotVector, spotHalfVector ), 5.0 );", + "spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;", + + "#else", + + "spotSpecular += spotDistance * spotLightColor[ i ] * uSpecularColor * spotSpecularWeight * spotDiffuseWeight * spotEffect;", + + "#endif", + + "}", + + "}", + + "#endif", + + // directional lights + + "#if MAX_DIR_LIGHTS > 0", + + "vec3 dirDiffuse = vec3( 0.0 );", + "vec3 dirSpecular = vec3( 0.0 );", + + "for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {", + + "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );", + "vec3 dirVector = normalize( lDirection.xyz );", + + // diffuse + + "#ifdef WRAP_AROUND", + + "float directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );", + "float directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );", + + "vec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );", + + "#else", + + "float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );", + + "#endif", + + "dirDiffuse += directionalLightColor[ i ] * uDiffuseColor * dirDiffuseWeight;", + + // specular + + "vec3 dirHalfVector = normalize( dirVector + viewPosition );", + "float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );", + "float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, uShininess ), 0.0 );", + + "#ifdef PHYSICALLY_BASED_SHADING", + + // 2.0 => 2.0001 is hack to work around ANGLE bug + + "float specularNormalization = ( uShininess + 2.0001 ) / 8.0;", + + "vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );", + "dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;", + + "#else", + + "dirSpecular += directionalLightColor[ i ] * uSpecularColor * dirSpecularWeight * dirDiffuseWeight;", + + "#endif", + + "}", + + "#endif", + + // all lights contribution summation + + "vec3 totalDiffuse = vec3( 0.0 );", + "vec3 totalSpecular = vec3( 0.0 );", + + "#if MAX_DIR_LIGHTS > 0", + + "totalDiffuse += dirDiffuse;", + "totalSpecular += dirSpecular;", + + "#endif", + + "#if MAX_POINT_LIGHTS > 0", + + "totalDiffuse += pointDiffuse;", + "totalSpecular += pointSpecular;", + + "#endif", + + "#if MAX_SPOT_LIGHTS > 0", + + "totalDiffuse += spotDiffuse;", + "totalSpecular += spotSpecular;", + + "#endif", + + "#ifdef METAL", + + "gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor + totalSpecular );", + + "#else", + + "gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor ) + totalSpecular;", + + "#endif", + + "if ( enableReflection ) {", + + "vec3 vReflect;", + "vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );", + + "if ( useRefract ) {", + + "vReflect = refract( cameraToVertex, normal, uRefractionRatio );", + + "} else {", + + "vReflect = reflect( cameraToVertex, normal );", + + "}", + + "vec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );", + + "#ifdef GAMMA_INPUT", + + "cubeColor.xyz *= cubeColor.xyz;", + + "#endif", + + "gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * uReflectivity );", + + "}", + + THREE.ShaderChunk[ "shadowmap_fragment" ], + THREE.ShaderChunk[ "linear_to_gamma_fragment" ], + THREE.ShaderChunk[ "fog_fragment" ], + + "}" + + ].join("\n"), + + vertexShader: [ + + "attribute vec4 tangent;", + + "uniform vec2 uOffset;", + "uniform vec2 uRepeat;", + + "uniform bool enableDisplacement;", + + "#ifdef VERTEX_TEXTURES", + + "uniform sampler2D tDisplacement;", + "uniform float uDisplacementScale;", + "uniform float uDisplacementBias;", + + "#endif", + + "varying vec3 vTangent;", + "varying vec3 vBinormal;", + "varying vec3 vNormal;", + "varying vec2 vUv;", + + "varying vec3 vWorldPosition;", + + THREE.ShaderChunk[ "skinning_pars_vertex" ], + THREE.ShaderChunk[ "shadowmap_pars_vertex" ], + + "void main() {", + + THREE.ShaderChunk[ "skinbase_vertex" ], + THREE.ShaderChunk[ "skinnormal_vertex" ], + + // normal, tangent and binormal vectors + + "#ifdef USE_SKINNING", + + "vNormal = normalMatrix * skinnedNormal.xyz;", + + "vec4 skinnedTangent = skinMatrix * vec4( tangent.xyz, 0.0 );", + "vTangent = normalMatrix * skinnedTangent.xyz;", + + "#else", + + "vNormal = normalMatrix * normal;", + "vTangent = normalMatrix * tangent.xyz;", + + "#endif", + + "vBinormal = cross( vNormal, vTangent ) * tangent.w;", + + "vUv = uv * uRepeat + uOffset;", + + // displacement mapping + + "vec3 displacedPosition;", + + "#ifdef VERTEX_TEXTURES", + + "if ( enableDisplacement ) {", + + "vec3 dv = texture2D( tDisplacement, uv ).xyz;", + "float df = uDisplacementScale * dv.x + uDisplacementBias;", + "displacedPosition = position + normalize( normal ) * df;", + + "} else {", + + "#ifdef USE_SKINNING", + + "vec4 skinned = boneMatX * skinVertexA * skinWeight.x;", + "skinned += boneMatY * skinVertexB * skinWeight.y;", + + "displacedPosition = skinned.xyz;", + + "#else", + + "displacedPosition = position;", + + "#endif", + + "}", + + "#else", + + "#ifdef USE_SKINNING", + + "vec4 skinned = boneMatX * skinVertexA * skinWeight.x;", + "skinned += boneMatY * skinVertexB * skinWeight.y;", + + "displacedPosition = skinned.xyz;", + + "#else", + + "displacedPosition = position;", + + "#endif", + + "#endif", + + // + + "vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );", + "vec4 wPosition = modelMatrix * vec4( displacedPosition, 1.0 );", + + "gl_Position = projectionMatrix * mvPosition;", + + // + + "vWorldPosition = wPosition.xyz;", + + // shadows + + "#ifdef USE_SHADOWMAP", + + "for( int i = 0; i < MAX_SHADOWS; i ++ ) {", + + "vShadowCoord[ i ] = shadowMatrix[ i ] * wPosition;", + + "}", + + "#endif", + + "}" + + ].join("\n") + + }, + + /* ------------------------------------------------------------------------- + // Cube map shader + ------------------------------------------------------------------------- */ + + 'cube': { + + uniforms: { "tCube": { type: "t", value: 1, texture: null }, + "tFlip": { type: "f", value: -1 } }, + + vertexShader: [ + + "varying vec3 vViewPosition;", + + "void main() {", + + "vec4 mPosition = modelMatrix * vec4( position, 1.0 );", + "vViewPosition = cameraPosition - mPosition.xyz;", + + "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", + + "}" + + ].join("\n"), + + fragmentShader: [ + + "uniform samplerCube tCube;", + "uniform float tFlip;", + + "varying vec3 vViewPosition;", + + "void main() {", + + "vec3 wPos = cameraPosition - vViewPosition;", + "gl_FragColor = textureCube( tCube, vec3( tFlip * wPos.x, wPos.yz ) );", + + "}" + + ].join("\n") + + } + + } + +}; + +}; +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * @author alteredq / http://alteredqualia.com/ + * + * For Text operations in three.js (See TextGeometry) + * + * It uses techniques used in: + * + * typeface.js and canvastext + * For converting fonts and rendering with javascript + * http://typeface.neocracy.org + * + * Triangulation ported from AS3 + * Simple Polygon Triangulation + * http://actionsnippet.com/?p=1462 + * + * A Method to triangulate shapes with holes + * http://www.sakri.net/blog/2009/06/12/an-approach-to-triangulating-polygons-with-holes/ + * + */ + +THREE.FontUtils = { + + faces : {}, + + // Just for now. face[weight][style] + + face : "helvetiker", + weight: "normal", + style : "normal", + size : 150, + divisions : 10, + + getFace : function() { + + return this.faces[ this.face ][ this.weight ][ this.style ]; + + }, + + loadFace : function( data ) { + + var family = data.familyName.toLowerCase(); + + var ThreeFont = this; + + ThreeFont.faces[ family ] = ThreeFont.faces[ family ] || {}; + + ThreeFont.faces[ family ][ data.cssFontWeight ] = ThreeFont.faces[ family ][ data.cssFontWeight ] || {}; + ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data; + + var face = ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data; + + return data; + + }, + + drawText : function( text ) { + + var characterPts = [], allPts = []; + + // RenderText + + var i, p, + face = this.getFace(), + scale = this.size / face.resolution, + offset = 0, + chars = String( text ).split( '' ), + length = chars.length; + + var fontPaths = []; + + for ( i = 0; i < length; i ++ ) { + + var path = new THREE.Path(); + + var ret = this.extractGlyphPoints( chars[ i ], face, scale, offset, path ); + offset += ret.offset; + + fontPaths.push( ret.path ); + + } + + // get the width + + var width = offset / 2; + // + // for ( p = 0; p < allPts.length; p++ ) { + // + // allPts[ p ].x -= width; + // + // } + + //var extract = this.extractPoints( allPts, characterPts ); + //extract.contour = allPts; + + //extract.paths = fontPaths; + //extract.offset = width; + + return { paths : fontPaths, offset : width }; + + }, + + + + + extractGlyphPoints : function( c, face, scale, offset, path ) { + + var pts = []; + + var i, i2, divisions, + outline, action, length, + scaleX, scaleY, + x, y, cpx, cpy, cpx0, cpy0, cpx1, cpy1, cpx2, cpy2, + laste, + glyph = face.glyphs[ c ] || face.glyphs[ '?' ]; + + if ( !glyph ) return; + + if ( glyph.o ) { + + outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) ); + length = outline.length; + + scaleX = scale; + scaleY = scale; + + for ( i = 0; i < length; ) { + + action = outline[ i ++ ]; + + //console.log( action ); + + switch( action ) { + + case 'm': + + // Move To + + x = outline[ i++ ] * scaleX + offset; + y = outline[ i++ ] * scaleY; + + path.moveTo( x, y ); + break; + + case 'l': + + // Line To + + x = outline[ i++ ] * scaleX + offset; + y = outline[ i++ ] * scaleY; + path.lineTo(x,y); + break; + + case 'q': + + // QuadraticCurveTo + + cpx = outline[ i++ ] * scaleX + offset; + cpy = outline[ i++ ] * scaleY; + cpx1 = outline[ i++ ] * scaleX + offset; + cpy1 = outline[ i++ ] * scaleY; + + path.quadraticCurveTo(cpx1, cpy1, cpx, cpy); + + laste = pts[ pts.length - 1 ]; + + if ( laste ) { + + cpx0 = laste.x; + cpy0 = laste.y; + + for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) { + + var t = i2 / divisions; + var tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx ); + var ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy ); + } + + } + + break; + + case 'b': + + // Cubic Bezier Curve + + cpx = outline[ i++ ] * scaleX + offset; + cpy = outline[ i++ ] * scaleY; + cpx1 = outline[ i++ ] * scaleX + offset; + cpy1 = outline[ i++ ] * -scaleY; + cpx2 = outline[ i++ ] * scaleX + offset; + cpy2 = outline[ i++ ] * -scaleY; + + path.bezierCurveTo( cpx, cpy, cpx1, cpy1, cpx2, cpy2 ); + + laste = pts[ pts.length - 1 ]; + + if ( laste ) { + + cpx0 = laste.x; + cpy0 = laste.y; + + for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) { + + var t = i2 / divisions; + var tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx ); + var ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy ); + + } + + } + + break; + + } + + } + } + + + + return { offset: glyph.ha*scale, path:path}; + } + +}; + + +THREE.FontUtils.generateShapes = function( text, parameters ) { + + // Parameters + + parameters = parameters || {}; + + var size = parameters.size !== undefined ? parameters.size : 100; + var curveSegments = parameters.curveSegments !== undefined ? parameters.curveSegments: 4; + + var font = parameters.font !== undefined ? parameters.font : "helvetiker"; + var weight = parameters.weight !== undefined ? parameters.weight : "normal"; + var style = parameters.style !== undefined ? parameters.style : "normal"; + + THREE.FontUtils.size = size; + THREE.FontUtils.divisions = curveSegments; + + THREE.FontUtils.face = font; + THREE.FontUtils.weight = weight; + THREE.FontUtils.style = style; + + // Get a Font data json object + + var data = THREE.FontUtils.drawText( text ); + + var paths = data.paths; + var shapes = []; + + for ( var p = 0, pl = paths.length; p < pl; p ++ ) { + + Array.prototype.push.apply( shapes, paths[ p ].toShapes() ); + + } + + return shapes; + +}; + + +/** + * This code is a quick port of code written in C++ which was submitted to + * flipcode.com by John W. Ratcliff // July 22, 2000 + * See original code and more information here: + * http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml + * + * ported to actionscript by Zevan Rosser + * www.actionsnippet.com + * + * ported to javascript by Joshua Koo + * http://www.lab4games.net/zz85/blog + * + */ + + +( function( namespace ) { + + var EPSILON = 0.0000000001; + + // takes in an contour array and returns + + var process = function( contour, indices ) { + + var n = contour.length; + + if ( n < 3 ) return null; + + var result = [], + verts = [], + vertIndices = []; + + /* we want a counter-clockwise polygon in verts */ + + var u, v, w; + + if ( area( contour ) > 0.0 ) { + + for ( v = 0; v < n; v++ ) verts[ v ] = v; + + } else { + + for ( v = 0; v < n; v++ ) verts[ v ] = ( n - 1 ) - v; + + } + + var nv = n; + + /* remove nv - 2 vertices, creating 1 triangle every time */ + + var count = 2 * nv; /* error detection */ + + for( v = nv - 1; nv > 2; ) { + + /* if we loop, it is probably a non-simple polygon */ + + if ( ( count-- ) <= 0 ) { + + //** Triangulate: ERROR - probable bad polygon! + + //throw ( "Warning, unable to triangulate polygon!" ); + //return null; + // Sometimes warning is fine, especially polygons are triangulated in reverse. + console.log( "Warning, unable to triangulate polygon!" ); + + if ( indices ) return vertIndices; + return result; + + } + + /* three consecutive vertices in current polygon, */ + + u = v; if ( nv <= u ) u = 0; /* previous */ + v = u + 1; if ( nv <= v ) v = 0; /* new v */ + w = v + 1; if ( nv <= w ) w = 0; /* next */ + + if ( snip( contour, u, v, w, nv, verts ) ) { + + var a, b, c, s, t; + + /* true names of the vertices */ + + a = verts[ u ]; + b = verts[ v ]; + c = verts[ w ]; + + /* output Triangle */ + + /* + result.push( contour[ a ] ); + result.push( contour[ b ] ); + result.push( contour[ c ] ); + */ + result.push( [ contour[ a ], + contour[ b ], + contour[ c ] ] ); + + + vertIndices.push( [ verts[ u ], verts[ v ], verts[ w ] ] ); + + /* remove v from the remaining polygon */ + + for( s = v, t = v + 1; t < nv; s++, t++ ) { + + verts[ s ] = verts[ t ]; + + } + + nv--; + + /* reset error detection counter */ + + count = 2 * nv; + + } + + } + + if ( indices ) return vertIndices; + return result; + + }; + + // calculate area of the contour polygon + + var area = function ( contour ) { + + var n = contour.length; + var a = 0.0; + + for( var p = n - 1, q = 0; q < n; p = q++ ) { + + a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y; + + } + + return a * 0.5; + + }; + + // see if p is inside triangle abc + + var insideTriangle = function( ax, ay, + bx, by, + cx, cy, + px, py ) { + + var aX, aY, bX, bY; + var cX, cY, apx, apy; + var bpx, bpy, cpx, cpy; + var cCROSSap, bCROSScp, aCROSSbp; + + aX = cx - bx; aY = cy - by; + bX = ax - cx; bY = ay - cy; + cX = bx - ax; cY = by - ay; + apx= px -ax; apy= py - ay; + bpx= px - bx; bpy= py - by; + cpx= px - cx; cpy= py - cy; + + aCROSSbp = aX*bpy - aY*bpx; + cCROSSap = cX*apy - cY*apx; + bCROSScp = bX*cpy - bY*cpx; + + return ( (aCROSSbp >= 0.0) && (bCROSScp >= 0.0) && (cCROSSap >= 0.0) ); + + }; + + + var snip = function ( contour, u, v, w, n, verts ) { + + var p; + var ax, ay, bx, by; + var cx, cy, px, py; + + ax = contour[ verts[ u ] ].x; + ay = contour[ verts[ u ] ].y; + + bx = contour[ verts[ v ] ].x; + by = contour[ verts[ v ] ].y; + + cx = contour[ verts[ w ] ].x; + cy = contour[ verts[ w ] ].y; + + if ( EPSILON > (((bx-ax)*(cy-ay)) - ((by-ay)*(cx-ax))) ) return false; + + for ( p = 0; p < n; p++ ) { + + if( (p == u) || (p == v) || (p == w) ) continue; + + px = contour[ verts[ p ] ].x + py = contour[ verts[ p ] ].y + + if ( insideTriangle( ax, ay, bx, by, cx, cy, px, py ) ) return false; + + } + + return true; + + }; + + + namespace.Triangulate = process; + namespace.Triangulate.area = area; + + return namespace; + +})(THREE.FontUtils); + +// To use the typeface.js face files, hook up the API +self._typeface_js = { faces: THREE.FontUtils.faces, loadFace: THREE.FontUtils.loadFace };/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * Extensible curve object + * + * Some common of Curve methods + * .getPoint(t), getTangent(t) + * .getPointAt(u), getTagentAt(u) + * .getPoints(), .getSpacedPoints() + * .getLength() + * .updateArcLengths() + * + * This file contains following classes: + * + * -- 2d classes -- + * THREE.Curve + * THREE.LineCurve + * THREE.QuadraticBezierCurve + * THREE.CubicBezierCurve + * THREE.SplineCurve + * THREE.ArcCurve + * THREE.EllipseCurve + * + * -- 3d classes -- + * THREE.LineCurve3 + * THREE.QuadraticBezierCurve3 + * THREE.CubicBezierCurve3 + * THREE.SplineCurve3 + * THREE.ClosedSplineCurve3 + * + * A series of curves can be represented as a THREE.CurvePath + * + **/ + +/************************************************************** + * Abstract Curve base class + **************************************************************/ + +THREE.Curve = function () { + +}; + +// Virtual base class method to overwrite and implement in subclasses +// - t [0 .. 1] + +THREE.Curve.prototype.getPoint = function ( t ) { + + console.log( "Warning, getPoint() not implemented!" ); + return null; + +}; + +// Get point at relative position in curve according to arc length +// - u [0 .. 1] + +THREE.Curve.prototype.getPointAt = function ( u ) { + + var t = this.getUtoTmapping( u ); + return this.getPoint( t ); + +}; + +// Get sequence of points using getPoint( t ) + +THREE.Curve.prototype.getPoints = function ( divisions ) { + + if ( !divisions ) divisions = 5; + + var d, pts = []; + + for ( d = 0; d <= divisions; d ++ ) { + + pts.push( this.getPoint( d / divisions ) ); + + } + + return pts; + +}; + +// Get sequence of points using getPointAt( u ) + +THREE.Curve.prototype.getSpacedPoints = function ( divisions ) { + + if ( !divisions ) divisions = 5; + + var d, pts = []; + + for ( d = 0; d <= divisions; d ++ ) { + + pts.push( this.getPointAt( d / divisions ) ); + + } + + return pts; + +}; + +// Get total curve arc length + +THREE.Curve.prototype.getLength = function () { + + var lengths = this.getLengths(); + return lengths[ lengths.length - 1 ]; + +}; + +// Get list of cumulative segment lengths + +THREE.Curve.prototype.getLengths = function ( divisions ) { + + if ( !divisions ) divisions = (this.__arcLengthDivisions) ? (this.__arcLengthDivisions): 200; + + if ( this.cacheArcLengths + && ( this.cacheArcLengths.length == divisions + 1 ) + && !this.needsUpdate) { + + //console.log( "cached", this.cacheArcLengths ); + return this.cacheArcLengths; + + } + + this.needsUpdate = false; + + var cache = []; + var current, last = this.getPoint( 0 ); + var p, sum = 0; + + cache.push( 0 ); + + for ( p = 1; p <= divisions; p ++ ) { + + current = this.getPoint ( p / divisions ); + sum += current.distanceTo( last ); + cache.push( sum ); + last = current; + + } + + this.cacheArcLengths = cache; + + return cache; // { sums: cache, sum:sum }; Sum is in the last element. + +}; + + +THREE.Curve.prototype.updateArcLengths = function() { + this.needsUpdate = true; + this.getLengths(); +}; + +// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equi distance + +THREE.Curve.prototype.getUtoTmapping = function ( u, distance ) { + + var arcLengths = this.getLengths(); + + var i = 0, il = arcLengths.length; + + var targetArcLength; // The targeted u distance value to get + + if ( distance ) { + + targetArcLength = distance; + + } else { + + targetArcLength = u * arcLengths[ il - 1 ]; + + } + + //var time = Date.now(); + + // binary search for the index with largest value smaller than target u distance + + var low = 0, high = il - 1, comparison; + + while ( low <= high ) { + + i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats + + comparison = arcLengths[ i ] - targetArcLength; + + if ( comparison < 0 ) { + + low = i + 1; + continue; + + } else if ( comparison > 0 ) { + + high = i - 1; + continue; + + } else { + + high = i; + break; + + // DONE + + } + + } + + i = high; + + //console.log('b' , i, low, high, Date.now()- time); + + if ( arcLengths[ i ] == targetArcLength ) { + + var t = i / ( il - 1 ); + return t; + + } + + // we could get finer grain at lengths, or use simple interpolatation between two points + + var lengthBefore = arcLengths[ i ]; + var lengthAfter = arcLengths[ i + 1 ]; + + var segmentLength = lengthAfter - lengthBefore; + + // determine where we are between the 'before' and 'after' points + + var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength; + + // add that fractional amount to t + + var t = ( i + segmentFraction ) / ( il -1 ); + + return t; + +}; + + +// In 2D space, there are actually 2 normal vectors, +// and in 3D space, infinte +// TODO this should be depreciated. +THREE.Curve.prototype.getNormalVector = function( t ) { + + var vec = this.getTangent( t ); + + return new THREE.Vector2( -vec.y , vec.x ); + +}; + +// Returns a unit vector tangent at t +// In case any sub curve does not implement its tangent / normal finding, +// we get 2 points with a small delta and find a gradient of the 2 points +// which seems to make a reasonable approximation + +THREE.Curve.prototype.getTangent = function( t ) { + + var delta = 0.0001; + var t1 = t - delta; + var t2 = t + delta; + + // Capping in case of danger + + if ( t1 < 0 ) t1 = 0; + if ( t2 > 1 ) t2 = 1; + + var pt1 = this.getPoint( t1 ); + var pt2 = this.getPoint( t2 ); + + var vec = pt2.clone().subSelf(pt1); + return vec.normalize(); + +}; + + +THREE.Curve.prototype.getTangentAt = function ( u ) { + + var t = this.getUtoTmapping( u ); + return this.getTangent( t ); + +}; + +/************************************************************** + * Line + **************************************************************/ + +THREE.LineCurve = function ( v1, v2 ) { + + this.v1 = v1; + this.v2 = v2; + +}; + +THREE.LineCurve.prototype = Object.create( THREE.Curve.prototype ); + +THREE.LineCurve.prototype.getPoint = function ( t ) { + + var point = this.v2.clone().subSelf(this.v1); + point.multiplyScalar( t ).addSelf( this.v1 ); + + return point; + +}; + +// Line curve is linear, so we can overwrite default getPointAt + +THREE.LineCurve.prototype.getPointAt = function ( u ) { + + return this.getPoint( u ); + +}; + +THREE.LineCurve.prototype.getTangent = function( t ) { + + var tangent = this.v2.clone().subSelf(this.v1); + + return tangent.normalize(); + +}; + +/************************************************************** + * Quadratic Bezier curve + **************************************************************/ + + +THREE.QuadraticBezierCurve = function ( v0, v1, v2 ) { + + this.v0 = v0; + this.v1 = v1; + this.v2 = v2; + +}; + +THREE.QuadraticBezierCurve.prototype = Object.create( THREE.Curve.prototype ); + + +THREE.QuadraticBezierCurve.prototype.getPoint = function ( t ) { + + var tx, ty; + + tx = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x ); + ty = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y ); + + return new THREE.Vector2( tx, ty ); + +}; + + +THREE.QuadraticBezierCurve.prototype.getTangent = function( t ) { + + var tx, ty; + + tx = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.x, this.v1.x, this.v2.x ); + ty = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.y, this.v1.y, this.v2.y ); + + // returns unit vector + + var tangent = new THREE.Vector2( tx, ty ); + tangent.normalize(); + + return tangent; + +}; + + +/************************************************************** + * Cubic Bezier curve + **************************************************************/ + +THREE.CubicBezierCurve = function ( v0, v1, v2, v3 ) { + + this.v0 = v0; + this.v1 = v1; + this.v2 = v2; + this.v3 = v3; + +}; + +THREE.CubicBezierCurve.prototype = Object.create( THREE.Curve.prototype ); + +THREE.CubicBezierCurve.prototype.getPoint = function ( t ) { + + var tx, ty; + + tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x ); + ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y ); + + return new THREE.Vector2( tx, ty ); + +}; + +THREE.CubicBezierCurve.prototype.getTangent = function( t ) { + + var tx, ty; + + tx = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x ); + ty = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y ); + + var tangent = new THREE.Vector2( tx, ty ); + tangent.normalize(); + + return tangent; + +}; + + +/************************************************************** + * Spline curve + **************************************************************/ + +THREE.SplineCurve = function ( points /* array of Vector2 */ ) { + + this.points = (points == undefined) ? [] : points; + +}; + +THREE.SplineCurve.prototype = Object.create( THREE.Curve.prototype ); + +THREE.SplineCurve.prototype.getPoint = function ( t ) { + + var v = new THREE.Vector2(); + var c = []; + var points = this.points, point, intPoint, weight; + point = ( points.length - 1 ) * t; + + intPoint = Math.floor( point ); + weight = point - intPoint; + + c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1; + c[ 1 ] = intPoint; + c[ 2 ] = intPoint > points.length - 2 ? points.length -1 : intPoint + 1; + c[ 3 ] = intPoint > points.length - 3 ? points.length -1 : intPoint + 2; + + v.x = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight ); + v.y = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight ); + + return v; + +}; + +/************************************************************** + * Ellipse curve + **************************************************************/ + +THREE.EllipseCurve = function ( aX, aY, xRadius, yRadius, + aStartAngle, aEndAngle, + aClockwise ) { + + this.aX = aX; + this.aY = aY; + + this.xRadius = xRadius; + this.yRadius = yRadius; + + this.aStartAngle = aStartAngle; + this.aEndAngle = aEndAngle; + + this.aClockwise = aClockwise; + +}; + +THREE.EllipseCurve.prototype = Object.create( THREE.Curve.prototype ); + +THREE.EllipseCurve.prototype.getPoint = function ( t ) { + + var deltaAngle = this.aEndAngle - this.aStartAngle; + + if ( !this.aClockwise ) { + + t = 1 - t; + + } + + var angle = this.aStartAngle + t * deltaAngle; + + var tx = this.aX + this.xRadius * Math.cos( angle ); + var ty = this.aY + this.yRadius * Math.sin( angle ); + + return new THREE.Vector2( tx, ty ); + +}; + +/************************************************************** + * Arc curve + **************************************************************/ + +THREE.ArcCurve = function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { + + THREE.EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise ); +}; + +THREE.ArcCurve.prototype = Object.create( THREE.EllipseCurve.prototype ); + + +/************************************************************** + * Utils + **************************************************************/ + +THREE.Curve.Utils = { + + tangentQuadraticBezier: function ( t, p0, p1, p2 ) { + + return 2 * ( 1 - t ) * ( p1 - p0 ) + 2 * t * ( p2 - p1 ); + + }, + + // Puay Bing, thanks for helping with this derivative! + + tangentCubicBezier: function (t, p0, p1, p2, p3 ) { + + return -3 * p0 * (1 - t) * (1 - t) + + 3 * p1 * (1 - t) * (1-t) - 6 *t *p1 * (1-t) + + 6 * t * p2 * (1-t) - 3 * t * t * p2 + + 3 * t * t * p3; + }, + + + tangentSpline: function ( t, p0, p1, p2, p3 ) { + + // To check if my formulas are correct + + var h00 = 6 * t * t - 6 * t; // derived from 2t^3 − 3t^2 + 1 + var h10 = 3 * t * t - 4 * t + 1; // t^3 − 2t^2 + t + var h01 = -6 * t * t + 6 * t; // − 2t3 + 3t2 + var h11 = 3 * t * t - 2 * t; // t3 − t2 + + return h00 + h10 + h01 + h11; + + }, + + // Catmull-Rom + + interpolate: function( p0, p1, p2, p3, t ) { + + var v0 = ( p2 - p0 ) * 0.5; + var v1 = ( p3 - p1 ) * 0.5; + var t2 = t * t; + var t3 = t * t2; + return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1; + + } + +}; + + +// TODO: Transformation for Curves? + +/************************************************************** + * 3D Curves + **************************************************************/ + +// A Factory method for creating new curve subclasses + +THREE.Curve.create = function ( constructor, getPointFunc ) { + + constructor.prototype = Object.create( THREE.Curve.prototype ); + constructor.prototype.getPoint = getPointFunc; + + return constructor; + +}; + + +/************************************************************** + * Line3D + **************************************************************/ + +THREE.LineCurve3 = THREE.Curve.create( + + function ( v1, v2 ) { + + this.v1 = v1; + this.v2 = v2; + + }, + + function ( t ) { + + var r = new THREE.Vector3(); + + + r.sub( this.v2, this.v1 ); // diff + r.multiplyScalar( t ); + r.addSelf( this.v1 ); + + return r; + + } + +); + + +/************************************************************** + * Quadratic Bezier 3D curve + **************************************************************/ + +THREE.QuadraticBezierCurve3 = THREE.Curve.create( + + function ( v0, v1, v2 ) { + + this.v0 = v0; + this.v1 = v1; + this.v2 = v2; + + }, + + function ( t ) { + + var tx, ty, tz; + + tx = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x ); + ty = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y ); + tz = THREE.Shape.Utils.b2( t, this.v0.z, this.v1.z, this.v2.z ); + + return new THREE.Vector3( tx, ty, tz ); + + } + +); + + + +/************************************************************** + * Cubic Bezier 3D curve + **************************************************************/ + +THREE.CubicBezierCurve3 = THREE.Curve.create( + + function ( v0, v1, v2, v3 ) { + + this.v0 = v0; + this.v1 = v1; + this.v2 = v2; + this.v3 = v3; + + }, + + function ( t ) { + + var tx, ty, tz; + + tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x ); + ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y ); + tz = THREE.Shape.Utils.b3( t, this.v0.z, this.v1.z, this.v2.z, this.v3.z ); + + return new THREE.Vector3( tx, ty, tz ); + + } + +); + + + +/************************************************************** + * Spline 3D curve + **************************************************************/ + + +THREE.SplineCurve3 = THREE.Curve.create( + + function ( points /* array of Vector3 */) { + + this.points = (points == undefined) ? [] : points; + + }, + + function ( t ) { + + var v = new THREE.Vector3(); + var c = []; + var points = this.points, point, intPoint, weight; + point = ( points.length - 1 ) * t; + + intPoint = Math.floor( point ); + weight = point - intPoint; + + c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1; + c[ 1 ] = intPoint; + c[ 2 ] = intPoint > points.length - 2 ? points.length - 1 : intPoint + 1; + c[ 3 ] = intPoint > points.length - 3 ? points.length - 1 : intPoint + 2; + + var pt0 = points[ c[0] ], + pt1 = points[ c[1] ], + pt2 = points[ c[2] ], + pt3 = points[ c[3] ]; + + v.x = THREE.Curve.Utils.interpolate(pt0.x, pt1.x, pt2.x, pt3.x, weight); + v.y = THREE.Curve.Utils.interpolate(pt0.y, pt1.y, pt2.y, pt3.y, weight); + v.z = THREE.Curve.Utils.interpolate(pt0.z, pt1.z, pt2.z, pt3.z, weight); + + return v; + + } + +); + + +// THREE.SplineCurve3.prototype.getTangent = function(t) { +// var v = new THREE.Vector3(); +// var c = []; +// var points = this.points, point, intPoint, weight; +// point = ( points.length - 1 ) * t; + +// intPoint = Math.floor( point ); +// weight = point - intPoint; + +// c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1; +// c[ 1 ] = intPoint; +// c[ 2 ] = intPoint > points.length - 2 ? points.length - 1 : intPoint + 1; +// c[ 3 ] = intPoint > points.length - 3 ? points.length - 1 : intPoint + 2; + +// var pt0 = points[ c[0] ], +// pt1 = points[ c[1] ], +// pt2 = points[ c[2] ], +// pt3 = points[ c[3] ]; + +// // t = weight; +// v.x = THREE.Curve.Utils.tangentSpline( t, pt0.x, pt1.x, pt2.x, pt3.x ); +// v.y = THREE.Curve.Utils.tangentSpline( t, pt0.y, pt1.y, pt2.y, pt3.y ); +// v.z = THREE.Curve.Utils.tangentSpline( t, pt0.z, pt1.z, pt2.z, pt3.z ); + +// return v; + +// } + +/************************************************************** + * Closed Spline 3D curve + **************************************************************/ + + +THREE.ClosedSplineCurve3 = THREE.Curve.create( + + function ( points /* array of Vector3 */) { + + this.points = (points == undefined) ? [] : points; + + }, + + function ( t ) { + + var v = new THREE.Vector3(); + var c = []; + var points = this.points, point, intPoint, weight; + point = ( points.length - 0 ) * t; + // This needs to be from 0-length +1 + + intPoint = Math.floor( point ); + weight = point - intPoint; + + intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length; + c[ 0 ] = ( intPoint - 1 ) % points.length; + c[ 1 ] = ( intPoint ) % points.length; + c[ 2 ] = ( intPoint + 1 ) % points.length; + c[ 3 ] = ( intPoint + 2 ) % points.length; + + v.x = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight ); + v.y = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight ); + v.z = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].z, points[ c[ 1 ] ].z, points[ c[ 2 ] ].z, points[ c[ 3 ] ].z, weight ); + + return v; + + } + +); +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * + **/ + +/************************************************************** + * Curved Path - a curve path is simply a array of connected + * curves, but retains the api of a curve + **************************************************************/ + +THREE.CurvePath = function () { + + this.curves = []; + this.bends = []; + + this.autoClose = false; // Automatically closes the path +}; + +THREE.CurvePath.prototype = Object.create( THREE.Curve.prototype ); + +THREE.CurvePath.prototype.add = function ( curve ) { + + this.curves.push( curve ); + +}; + +THREE.CurvePath.prototype.checkConnection = function() { + // TODO + // If the ending of curve is not connected to the starting + // or the next curve, then, this is not a real path +}; + +THREE.CurvePath.prototype.closePath = function() { + // TODO Test + // and verify for vector3 (needs to implement equals) + // Add a line curve if start and end of lines are not connected + var startPoint = this.curves[0].getPoint(0); + var endPoint = this.curves[this.curves.length-1].getPoint(1); + + if (!startPoint.equals(endPoint)) { + this.curves.push( new THREE.LineCurve(endPoint, startPoint) ); + } + +}; + +// To get accurate point with reference to +// entire path distance at time t, +// following has to be done: + +// 1. Length of each sub path have to be known +// 2. Locate and identify type of curve +// 3. Get t for the curve +// 4. Return curve.getPointAt(t') + +THREE.CurvePath.prototype.getPoint = function( t ) { + + var d = t * this.getLength(); + var curveLengths = this.getCurveLengths(); + var i = 0, diff, curve; + + // To think about boundaries points. + + while ( i < curveLengths.length ) { + + if ( curveLengths[ i ] >= d ) { + + diff = curveLengths[ i ] - d; + curve = this.curves[ i ]; + + var u = 1 - diff / curve.getLength(); + + return curve.getPointAt( u ); + + break; + } + + i ++; + + } + + return null; + + // loop where sum != 0, sum > d , sum+1 maxX ) maxX = p.x; + else if ( p.x < minX ) minX = p.x; + + if ( p.y > maxY ) maxY = p.y; + else if ( p.y < minY ) minY = p.y; + + if (v3) { + + if ( p.z > maxZ ) maxZ = p.z; + else if ( p.z < minZ ) minZ = p.z; + + } + + sum.addSelf( p ); + + } + + var ret = { + + minX: minX, + minY: minY, + maxX: maxX, + maxY: maxY, + centroid: sum.divideScalar( il ) + + }; + + if (v3) { + + ret.maxZ = maxZ; + ret.minZ = minZ; + + } + + return ret; + +}; + +/************************************************************** + * Create Geometries Helpers + **************************************************************/ + +/// Generate geometry from path points (for Line or ParticleSystem objects) + +THREE.CurvePath.prototype.createPointsGeometry = function( divisions ) { + + var pts = this.getPoints( divisions, true ); + return this.createGeometry( pts ); + +}; + +// Generate geometry from equidistance sampling along the path + +THREE.CurvePath.prototype.createSpacedPointsGeometry = function( divisions ) { + + var pts = this.getSpacedPoints( divisions, true ); + return this.createGeometry( pts ); + +}; + +THREE.CurvePath.prototype.createGeometry = function( points ) { + + var geometry = new THREE.Geometry(); + + for ( var i = 0; i < points.length; i ++ ) { + + geometry.vertices.push( new THREE.Vector3( points[ i ].x, points[ i ].y, points[ i ].z || 0) ); + + } + + return geometry; + +}; + + +/************************************************************** + * Bend / Wrap Helper Methods + **************************************************************/ + +// Wrap path / Bend modifiers? + +THREE.CurvePath.prototype.addWrapPath = function ( bendpath ) { + + this.bends.push( bendpath ); + +}; + +THREE.CurvePath.prototype.getTransformedPoints = function( segments, bends ) { + + var oldPts = this.getPoints( segments ); // getPoints getSpacedPoints + var i, il; + + if ( !bends ) { + + bends = this.bends; + + } + + for ( i = 0, il = bends.length; i < il; i ++ ) { + + oldPts = this.getWrapPoints( oldPts, bends[ i ] ); + + } + + return oldPts; + +}; + +THREE.CurvePath.prototype.getTransformedSpacedPoints = function( segments, bends ) { + + var oldPts = this.getSpacedPoints( segments ); + + var i, il; + + if ( !bends ) { + + bends = this.bends; + + } + + for ( i = 0, il = bends.length; i < il; i ++ ) { + + oldPts = this.getWrapPoints( oldPts, bends[ i ] ); + + } + + return oldPts; + +}; + +// This returns getPoints() bend/wrapped around the contour of a path. +// Read http://www.planetclegg.com/projects/WarpingTextToSplines.html + +THREE.CurvePath.prototype.getWrapPoints = function ( oldPts, path ) { + + var bounds = this.getBoundingBox(); + + var i, il, p, oldX, oldY, xNorm; + + for ( i = 0, il = oldPts.length; i < il; i ++ ) { + + p = oldPts[ i ]; + + oldX = p.x; + oldY = p.y; + + xNorm = oldX / bounds.maxX; + + // If using actual distance, for length > path, requires line extrusions + //xNorm = path.getUtoTmapping(xNorm, oldX); // 3 styles. 1) wrap stretched. 2) wrap stretch by arc length 3) warp by actual distance + + xNorm = path.getUtoTmapping( xNorm, oldX ); + + // check for out of bounds? + + var pathPt = path.getPoint( xNorm ); + var normal = path.getNormalVector( xNorm ).multiplyScalar( oldY ); + + p.x = pathPt.x + normal.x; + p.y = pathPt.y + normal.y; + + } + + return oldPts; + +}; + +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Gyroscope = function () { + + THREE.Object3D.call( this ); + +}; + +THREE.Gyroscope.prototype = Object.create( THREE.Object3D.prototype ); + +THREE.Gyroscope.prototype.updateMatrixWorld = function ( force ) { + + this.matrixAutoUpdate && this.updateMatrix(); + + // update matrixWorld + + if ( this.matrixWorldNeedsUpdate || force ) { + + if ( this.parent ) { + + this.matrixWorld.multiply( this.parent.matrixWorld, this.matrix ); + + this.matrixWorld.decompose( this.translationWorld, this.rotationWorld, this.scaleWorld ); + this.matrix.decompose( this.translationObject, this.rotationObject, this.scaleObject ); + + this.matrixWorld.compose( this.translationWorld, this.rotationObject, this.scaleWorld ); + + + } else { + + this.matrixWorld.copy( this.matrix ); + + } + + + this.matrixWorldNeedsUpdate = false; + + force = true; + + } + + // update children + + for ( var i = 0, l = this.children.length; i < l; i ++ ) { + + this.children[ i ].updateMatrixWorld( force ); + + } + +}; + +THREE.Gyroscope.prototype.translationWorld = new THREE.Vector3(); +THREE.Gyroscope.prototype.translationObject = new THREE.Vector3(); +THREE.Gyroscope.prototype.rotationWorld = new THREE.Quaternion(); +THREE.Gyroscope.prototype.rotationObject = new THREE.Quaternion(); +THREE.Gyroscope.prototype.scaleWorld = new THREE.Vector3(); +THREE.Gyroscope.prototype.scaleObject = new THREE.Vector3(); + +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * Creates free form 2d path using series of points, lines or curves. + * + **/ + +THREE.Path = function ( points ) { + + THREE.CurvePath.call(this); + + this.actions = []; + + if ( points ) { + + this.fromPoints( points ); + + } + +}; + +THREE.Path.prototype = Object.create( THREE.CurvePath.prototype ); + +THREE.PathActions = { + + MOVE_TO: 'moveTo', + LINE_TO: 'lineTo', + QUADRATIC_CURVE_TO: 'quadraticCurveTo', // Bezier quadratic curve + BEZIER_CURVE_TO: 'bezierCurveTo', // Bezier cubic curve + CSPLINE_THRU: 'splineThru', // Catmull-rom spline + ARC: 'arc', // Circle + ELLIPSE: 'ellipse' +}; + +// TODO Clean up PATH API + +// Create path using straight lines to connect all points +// - vectors: array of Vector2 + +THREE.Path.prototype.fromPoints = function ( vectors ) { + + this.moveTo( vectors[ 0 ].x, vectors[ 0 ].y ); + + for ( var v = 1, vlen = vectors.length; v < vlen; v ++ ) { + + this.lineTo( vectors[ v ].x, vectors[ v ].y ); + + }; + +}; + +// startPath() endPath()? + +THREE.Path.prototype.moveTo = function ( x, y ) { + + var args = Array.prototype.slice.call( arguments ); + this.actions.push( { action: THREE.PathActions.MOVE_TO, args: args } ); + +}; + +THREE.Path.prototype.lineTo = function ( x, y ) { + + var args = Array.prototype.slice.call( arguments ); + + var lastargs = this.actions[ this.actions.length - 1 ].args; + + var x0 = lastargs[ lastargs.length - 2 ]; + var y0 = lastargs[ lastargs.length - 1 ]; + + var curve = new THREE.LineCurve( new THREE.Vector2( x0, y0 ), new THREE.Vector2( x, y ) ); + this.curves.push( curve ); + + this.actions.push( { action: THREE.PathActions.LINE_TO, args: args } ); + +}; + +THREE.Path.prototype.quadraticCurveTo = function( aCPx, aCPy, aX, aY ) { + + var args = Array.prototype.slice.call( arguments ); + + var lastargs = this.actions[ this.actions.length - 1 ].args; + + var x0 = lastargs[ lastargs.length - 2 ]; + var y0 = lastargs[ lastargs.length - 1 ]; + + var curve = new THREE.QuadraticBezierCurve( new THREE.Vector2( x0, y0 ), + new THREE.Vector2( aCPx, aCPy ), + new THREE.Vector2( aX, aY ) ); + this.curves.push( curve ); + + this.actions.push( { action: THREE.PathActions.QUADRATIC_CURVE_TO, args: args } ); + +}; + +THREE.Path.prototype.bezierCurveTo = function( aCP1x, aCP1y, + aCP2x, aCP2y, + aX, aY ) { + + var args = Array.prototype.slice.call( arguments ); + + var lastargs = this.actions[ this.actions.length - 1 ].args; + + var x0 = lastargs[ lastargs.length - 2 ]; + var y0 = lastargs[ lastargs.length - 1 ]; + + var curve = new THREE.CubicBezierCurve( new THREE.Vector2( x0, y0 ), + new THREE.Vector2( aCP1x, aCP1y ), + new THREE.Vector2( aCP2x, aCP2y ), + new THREE.Vector2( aX, aY ) ); + this.curves.push( curve ); + + this.actions.push( { action: THREE.PathActions.BEZIER_CURVE_TO, args: args } ); + +}; + +THREE.Path.prototype.splineThru = function( pts /*Array of Vector*/ ) { + + var args = Array.prototype.slice.call( arguments ); + var lastargs = this.actions[ this.actions.length - 1 ].args; + + var x0 = lastargs[ lastargs.length - 2 ]; + var y0 = lastargs[ lastargs.length - 1 ]; +//--- + var npts = [ new THREE.Vector2( x0, y0 ) ]; + Array.prototype.push.apply( npts, pts ); + + var curve = new THREE.SplineCurve( npts ); + this.curves.push( curve ); + + this.actions.push( { action: THREE.PathActions.CSPLINE_THRU, args: args } ); + +}; + +// FUTURE: Change the API or follow canvas API? + +THREE.Path.prototype.arc = function ( aX, aY, aRadius, + aStartAngle, aEndAngle, aClockwise ) { + + var lastargs = this.actions[ this.actions.length - 1].args; + var x0 = lastargs[ lastargs.length - 2 ]; + var y0 = lastargs[ lastargs.length - 1 ]; + + this.absarc(aX + x0, aY + y0, aRadius, + aStartAngle, aEndAngle, aClockwise ); + + }; + + THREE.Path.prototype.absarc = function ( aX, aY, aRadius, + aStartAngle, aEndAngle, aClockwise ) { + this.absellipse(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise); + }; + +THREE.Path.prototype.ellipse = function ( aX, aY, xRadius, yRadius, + aStartAngle, aEndAngle, aClockwise ) { + + var lastargs = this.actions[ this.actions.length - 1].args; + var x0 = lastargs[ lastargs.length - 2 ]; + var y0 = lastargs[ lastargs.length - 1 ]; + + this.absellipse(aX + x0, aY + y0, xRadius, yRadius, + aStartAngle, aEndAngle, aClockwise ); + + }; + + +THREE.Path.prototype.absellipse = function ( aX, aY, xRadius, yRadius, + aStartAngle, aEndAngle, aClockwise ) { + + var args = Array.prototype.slice.call( arguments ); + var curve = new THREE.EllipseCurve( aX, aY, xRadius, yRadius, + aStartAngle, aEndAngle, aClockwise ); + this.curves.push( curve ); + + var lastPoint = curve.getPoint(aClockwise ? 1 : 0); + args.push(lastPoint.x); + args.push(lastPoint.y); + + this.actions.push( { action: THREE.PathActions.ELLIPSE, args: args } ); + + }; + +THREE.Path.prototype.getSpacedPoints = function ( divisions, closedPath ) { + + if ( ! divisions ) divisions = 40; + + var points = []; + + for ( var i = 0; i < divisions; i ++ ) { + + points.push( this.getPoint( i / divisions ) ); + + //if( !this.getPoint( i / divisions ) ) throw "DIE"; + + } + + // if ( closedPath ) { + // + // points.push( points[ 0 ] ); + // + // } + + return points; + +}; + +/* Return an array of vectors based on contour of the path */ + +THREE.Path.prototype.getPoints = function( divisions, closedPath ) { + + if (this.useSpacedPoints) { + console.log('tata'); + return this.getSpacedPoints( divisions, closedPath ); + } + + divisions = divisions || 12; + + var points = []; + + var i, il, item, action, args; + var cpx, cpy, cpx2, cpy2, cpx1, cpy1, cpx0, cpy0, + laste, j, + t, tx, ty; + + for ( i = 0, il = this.actions.length; i < il; i ++ ) { + + item = this.actions[ i ]; + + action = item.action; + args = item.args; + + switch( action ) { + + case THREE.PathActions.MOVE_TO: + + points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) ); + + break; + + case THREE.PathActions.LINE_TO: + + points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) ); + + break; + + case THREE.PathActions.QUADRATIC_CURVE_TO: + + cpx = args[ 2 ]; + cpy = args[ 3 ]; + + cpx1 = args[ 0 ]; + cpy1 = args[ 1 ]; + + if ( points.length > 0 ) { + + laste = points[ points.length - 1 ]; + + cpx0 = laste.x; + cpy0 = laste.y; + + } else { + + laste = this.actions[ i - 1 ].args; + + cpx0 = laste[ laste.length - 2 ]; + cpy0 = laste[ laste.length - 1 ]; + + } + + for ( j = 1; j <= divisions; j ++ ) { + + t = j / divisions; + + tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx ); + ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy ); + + points.push( new THREE.Vector2( tx, ty ) ); + + } + + break; + + case THREE.PathActions.BEZIER_CURVE_TO: + + cpx = args[ 4 ]; + cpy = args[ 5 ]; + + cpx1 = args[ 0 ]; + cpy1 = args[ 1 ]; + + cpx2 = args[ 2 ]; + cpy2 = args[ 3 ]; + + if ( points.length > 0 ) { + + laste = points[ points.length - 1 ]; + + cpx0 = laste.x; + cpy0 = laste.y; + + } else { + + laste = this.actions[ i - 1 ].args; + + cpx0 = laste[ laste.length - 2 ]; + cpy0 = laste[ laste.length - 1 ]; + + } + + + for ( j = 1; j <= divisions; j ++ ) { + + t = j / divisions; + + tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx ); + ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy ); + + points.push( new THREE.Vector2( tx, ty ) ); + + } + + break; + + case THREE.PathActions.CSPLINE_THRU: + + laste = this.actions[ i - 1 ].args; + + var last = new THREE.Vector2( laste[ laste.length - 2 ], laste[ laste.length - 1 ] ); + var spts = [ last ]; + + var n = divisions * args[ 0 ].length; + + spts = spts.concat( args[ 0 ] ); + + var spline = new THREE.SplineCurve( spts ); + + for ( j = 1; j <= n; j ++ ) { + + points.push( spline.getPointAt( j / n ) ) ; + + } + + break; + + case THREE.PathActions.ARC: + + var aX = args[ 0 ], aY = args[ 1 ], + aRadius = args[ 2 ], + aStartAngle = args[ 3 ], aEndAngle = args[ 4 ], + aClockwise = !!args[ 5 ]; + + var deltaAngle = aEndAngle - aStartAngle; + var angle; + var tdivisions = divisions * 2; + + for ( j = 1; j <= tdivisions; j ++ ) { + + t = j / tdivisions; + + if ( ! aClockwise ) { + + t = 1 - t; + + } + + angle = aStartAngle + t * deltaAngle; + + tx = aX + aRadius * Math.cos( angle ); + ty = aY + aRadius * Math.sin( angle ); + + //console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty); + + points.push( new THREE.Vector2( tx, ty ) ); + + } + + //console.log(points); + + break; + + case THREE.PathActions.ELLIPSE: + + var aX = args[ 0 ], aY = args[ 1 ], + xRadius = args[ 2 ], + yRadius = args[ 3 ], + aStartAngle = args[ 4 ], aEndAngle = args[ 5 ], + aClockwise = !!args[ 6 ]; + + + var deltaAngle = aEndAngle - aStartAngle; + var angle; + var tdivisions = divisions * 2; + + for ( j = 1; j <= tdivisions; j ++ ) { + + t = j / tdivisions; + + if ( ! aClockwise ) { + + t = 1 - t; + + } + + angle = aStartAngle + t * deltaAngle; + + tx = aX + xRadius * Math.cos( angle ); + ty = aY + yRadius * Math.sin( angle ); + + //console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty); + + points.push( new THREE.Vector2( tx, ty ) ); + + } + + //console.log(points); + + break; + + } // end switch + + } + + + + // Normalize to remove the closing point by default. + var lastPoint = points[ points.length - 1]; + var EPSILON = 0.0000000001; + if ( Math.abs(lastPoint.x - points[ 0 ].x) < EPSILON && + Math.abs(lastPoint.y - points[ 0 ].y) < EPSILON) + points.splice( points.length - 1, 1); + if ( closedPath ) { + + points.push( points[ 0 ] ); + + } + + return points; + +}; + +// Breaks path into shapes + +THREE.Path.prototype.toShapes = function() { + + var i, il, item, action, args; + + var subPaths = [], lastPath = new THREE.Path(); + + for ( i = 0, il = this.actions.length; i < il; i ++ ) { + + item = this.actions[ i ]; + + args = item.args; + action = item.action; + + if ( action == THREE.PathActions.MOVE_TO ) { + + if ( lastPath.actions.length != 0 ) { + + subPaths.push( lastPath ); + lastPath = new THREE.Path(); + + } + + } + + lastPath[ action ].apply( lastPath, args ); + + } + + if ( lastPath.actions.length != 0 ) { + + subPaths.push( lastPath ); + + } + + // console.log(subPaths); + + if ( subPaths.length == 0 ) return []; + + var tmpPath, tmpShape, shapes = []; + + var holesFirst = !THREE.Shape.Utils.isClockWise( subPaths[ 0 ].getPoints() ); + // console.log("Holes first", holesFirst); + + if ( subPaths.length == 1) { + tmpPath = subPaths[0]; + tmpShape = new THREE.Shape(); + tmpShape.actions = tmpPath.actions; + tmpShape.curves = tmpPath.curves; + shapes.push( tmpShape ); + return shapes; + }; + + if ( holesFirst ) { + + tmpShape = new THREE.Shape(); + + for ( i = 0, il = subPaths.length; i < il; i ++ ) { + + tmpPath = subPaths[ i ]; + + if ( THREE.Shape.Utils.isClockWise( tmpPath.getPoints() ) ) { + + tmpShape.actions = tmpPath.actions; + tmpShape.curves = tmpPath.curves; + + shapes.push( tmpShape ); + tmpShape = new THREE.Shape(); + + //console.log('cw', i); + + } else { + + tmpShape.holes.push( tmpPath ); + + //console.log('ccw', i); + + } + + } + + } else { + + // Shapes first + + for ( i = 0, il = subPaths.length; i < il; i ++ ) { + + tmpPath = subPaths[ i ]; + + if ( THREE.Shape.Utils.isClockWise( tmpPath.getPoints() ) ) { + + + if ( tmpShape ) shapes.push( tmpShape ); + + tmpShape = new THREE.Shape(); + tmpShape.actions = tmpPath.actions; + tmpShape.curves = tmpPath.curves; + + } else { + + tmpShape.holes.push( tmpPath ); + + } + + } + + shapes.push( tmpShape ); + + } + + //console.log("shape", shapes); + + return shapes; + +}; +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * Defines a 2d shape plane using paths. + **/ + +// STEP 1 Create a path. +// STEP 2 Turn path into shape. +// STEP 3 ExtrudeGeometry takes in Shape/Shapes +// STEP 3a - Extract points from each shape, turn to vertices +// STEP 3b - Triangulate each shape, add faces. + +THREE.Shape = function ( ) { + + THREE.Path.apply( this, arguments ); + this.holes = []; + +}; + +THREE.Shape.prototype = Object.create( THREE.Path.prototype ); + +// Convenience method to return ExtrudeGeometry + +THREE.Shape.prototype.extrude = function ( options ) { + + var extruded = new THREE.ExtrudeGeometry( this, options ); + return extruded; + +}; + +// Get points of holes + +THREE.Shape.prototype.getPointsHoles = function ( divisions ) { + + var i, il = this.holes.length, holesPts = []; + + for ( i = 0; i < il; i ++ ) { + + holesPts[ i ] = this.holes[ i ].getTransformedPoints( divisions, this.bends ); + + } + + return holesPts; + +}; + +// Get points of holes (spaced by regular distance) + +THREE.Shape.prototype.getSpacedPointsHoles = function ( divisions ) { + + var i, il = this.holes.length, holesPts = []; + + for ( i = 0; i < il; i ++ ) { + + holesPts[ i ] = this.holes[ i ].getTransformedSpacedPoints( divisions, this.bends ); + + } + + return holesPts; + +}; + + +// Get points of shape and holes (keypoints based on segments parameter) + +THREE.Shape.prototype.extractAllPoints = function ( divisions ) { + + return { + + shape: this.getTransformedPoints( divisions ), + holes: this.getPointsHoles( divisions ) + + }; + +}; + +THREE.Shape.prototype.extractPoints = function ( divisions ) { + + if (this.useSpacedPoints) { + return this.extractAllSpacedPoints(divisions); + } + + return this.extractAllPoints(divisions); + +}; + +// +// THREE.Shape.prototype.extractAllPointsWithBend = function ( divisions, bend ) { +// +// return { +// +// shape: this.transform( bend, divisions ), +// holes: this.getPointsHoles( divisions, bend ) +// +// }; +// +// }; + +// Get points of shape and holes (spaced by regular distance) + +THREE.Shape.prototype.extractAllSpacedPoints = function ( divisions ) { + + return { + + shape: this.getTransformedSpacedPoints( divisions ), + holes: this.getSpacedPointsHoles( divisions ) + + }; + +}; + +/************************************************************** + * Utils + **************************************************************/ + +THREE.Shape.Utils = { + + /* + contour - array of vector2 for contour + holes - array of array of vector2 + */ + + removeHoles: function ( contour, holes ) { + + var shape = contour.concat(); // work on this shape + var allpoints = shape.concat(); + + /* For each isolated shape, find the closest points and break to the hole to allow triangulation */ + + + var prevShapeVert, nextShapeVert, + prevHoleVert, nextHoleVert, + holeIndex, shapeIndex, + shapeId, shapeGroup, + h, h2, + hole, shortest, d, + p, pts1, pts2, + tmpShape1, tmpShape2, + tmpHole1, tmpHole2, + verts = []; + + for ( h = 0; h < holes.length; h ++ ) { + + hole = holes[ h ]; + + /* + shapeholes[ h ].concat(); // preserves original + holes.push( hole ); + */ + + Array.prototype.push.apply( allpoints, hole ); + + shortest = Number.POSITIVE_INFINITY; + + + // Find the shortest pair of pts between shape and hole + + // Note: Actually, I'm not sure now if we could optimize this to be faster than O(m*n) + // Using distanceToSquared() intead of distanceTo() should speed a little + // since running square roots operations are reduced. + + for ( h2 = 0; h2 < hole.length; h2 ++ ) { + + pts1 = hole[ h2 ]; + var dist = []; + + for ( p = 0; p < shape.length; p++ ) { + + pts2 = shape[ p ]; + d = pts1.distanceToSquared( pts2 ); + dist.push( d ); + + if ( d < shortest ) { + + shortest = d; + holeIndex = h2; + shapeIndex = p; + + } + + } + + } + + //console.log("shortest", shortest, dist); + + prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1; + prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1; + + var areaapts = [ + + hole[ holeIndex ], + shape[ shapeIndex ], + shape[ prevShapeVert ] + + ]; + + var areaa = THREE.FontUtils.Triangulate.area( areaapts ); + + var areabpts = [ + + hole[ holeIndex ], + hole[ prevHoleVert ], + shape[ shapeIndex ] + + ]; + + var areab = THREE.FontUtils.Triangulate.area( areabpts ); + + var shapeOffset = 1; + var holeOffset = -1; + + var oldShapeIndex = shapeIndex, oldHoleIndex = holeIndex; + shapeIndex += shapeOffset; + holeIndex += holeOffset; + + if ( shapeIndex < 0 ) { shapeIndex += shape.length; } + shapeIndex %= shape.length; + + if ( holeIndex < 0 ) { holeIndex += hole.length; } + holeIndex %= hole.length; + + prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1; + prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1; + + areaapts = [ + + hole[ holeIndex ], + shape[ shapeIndex ], + shape[ prevShapeVert ] + + ]; + + var areaa2 = THREE.FontUtils.Triangulate.area( areaapts ); + + areabpts = [ + + hole[ holeIndex ], + hole[ prevHoleVert ], + shape[ shapeIndex ] + + ]; + + var areab2 = THREE.FontUtils.Triangulate.area( areabpts ); + //console.log(areaa,areab ,areaa2,areab2, ( areaa + areab ), ( areaa2 + areab2 )); + + if ( ( areaa + areab ) > ( areaa2 + areab2 ) ) { + + // In case areas are not correct. + //console.log("USE THIS"); + + shapeIndex = oldShapeIndex; + holeIndex = oldHoleIndex ; + + if ( shapeIndex < 0 ) { shapeIndex += shape.length; } + shapeIndex %= shape.length; + + if ( holeIndex < 0 ) { holeIndex += hole.length; } + holeIndex %= hole.length; + + prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1; + prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1; + + } else { + + //console.log("USE THAT ") + + } + + tmpShape1 = shape.slice( 0, shapeIndex ); + tmpShape2 = shape.slice( shapeIndex ); + tmpHole1 = hole.slice( holeIndex ); + tmpHole2 = hole.slice( 0, holeIndex ); + + // Should check orders here again? + + var trianglea = [ + + hole[ holeIndex ], + shape[ shapeIndex ], + shape[ prevShapeVert ] + + ]; + + var triangleb = [ + + hole[ holeIndex ] , + hole[ prevHoleVert ], + shape[ shapeIndex ] + + ]; + + verts.push( trianglea ); + verts.push( triangleb ); + + shape = tmpShape1.concat( tmpHole1 ).concat( tmpHole2 ).concat( tmpShape2 ); + + } + + return { + + shape:shape, /* shape with no holes */ + isolatedPts: verts, /* isolated faces */ + allpoints: allpoints + + } + + + }, + + triangulateShape: function ( contour, holes ) { + + var shapeWithoutHoles = THREE.Shape.Utils.removeHoles( contour, holes ); + + var shape = shapeWithoutHoles.shape, + allpoints = shapeWithoutHoles.allpoints, + isolatedPts = shapeWithoutHoles.isolatedPts; + + var triangles = THREE.FontUtils.Triangulate( shape, false ); // True returns indices for points of spooled shape + + // To maintain reference to old shape, one must match coordinates, or offset the indices from original arrays. It's probably easier to do the first. + + //console.log( "triangles",triangles, triangles.length ); + //console.log( "allpoints",allpoints, allpoints.length ); + + var i, il, f, face, + key, index, + allPointsMap = {}, + isolatedPointsMap = {}; + + // prepare all points map + + for ( i = 0, il = allpoints.length; i < il; i ++ ) { + + key = allpoints[ i ].x + ":" + allpoints[ i ].y; + + if ( allPointsMap[ key ] !== undefined ) { + + console.log( "Duplicate point", key ); + + } + + allPointsMap[ key ] = i; + + } + + // check all face vertices against all points map + + for ( i = 0, il = triangles.length; i < il; i ++ ) { + + face = triangles[ i ]; + + for ( f = 0; f < 3; f ++ ) { + + key = face[ f ].x + ":" + face[ f ].y; + + index = allPointsMap[ key ]; + + if ( index !== undefined ) { + + face[ f ] = index; + + } + + } + + } + + // check isolated points vertices against all points map + + for ( i = 0, il = isolatedPts.length; i < il; i ++ ) { + + face = isolatedPts[ i ]; + + for ( f = 0; f < 3; f ++ ) { + + key = face[ f ].x + ":" + face[ f ].y; + + index = allPointsMap[ key ]; + + if ( index !== undefined ) { + + face[ f ] = index; + + } + + } + + } + + return triangles.concat( isolatedPts ); + + }, // end triangulate shapes + + /* + triangulate2 : function( pts, holes ) { + + // For use with Poly2Tri.js + + var allpts = pts.concat(); + var shape = []; + for (var p in pts) { + shape.push(new js.poly2tri.Point(pts[p].x, pts[p].y)); + } + + var swctx = new js.poly2tri.SweepContext(shape); + + for (var h in holes) { + var aHole = holes[h]; + var newHole = [] + for (i in aHole) { + newHole.push(new js.poly2tri.Point(aHole[i].x, aHole[i].y)); + allpts.push(aHole[i]); + } + swctx.AddHole(newHole); + } + + var find; + var findIndexForPt = function (pt) { + find = new THREE.Vector2(pt.x, pt.y); + var p; + for (p=0, pl = allpts.length; p 1 ) { + + console.log( "THREE.Animation.update: Warning! Scale out of bounds:" + scale + " on bone " + h ); + scale = scale < 0 ? 0 : 1; + + } + + // interpolate + + if ( type === "pos" ) { + + vector = object.position; + + if ( this.interpolationType === THREE.AnimationHandler.LINEAR ) { + + vector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale; + vector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale; + vector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale; + + } else if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM || + this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) { + + this.points[ 0 ] = this.getPrevKeyWith( "pos", h, prevKey.index - 1 )[ "pos" ]; + this.points[ 1 ] = prevXYZ; + this.points[ 2 ] = nextXYZ; + this.points[ 3 ] = this.getNextKeyWith( "pos", h, nextKey.index + 1 )[ "pos" ]; + + scale = scale * 0.33 + 0.33; + + currentPoint = this.interpolateCatmullRom( this.points, scale ); + + vector.x = currentPoint[ 0 ]; + vector.y = currentPoint[ 1 ]; + vector.z = currentPoint[ 2 ]; + + if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) { + + forwardPoint = this.interpolateCatmullRom( this.points, scale * 1.01 ); + + this.target.set( forwardPoint[ 0 ], forwardPoint[ 1 ], forwardPoint[ 2 ] ); + this.target.subSelf( vector ); + this.target.y = 0; + this.target.normalize(); + + angle = Math.atan2( this.target.x, this.target.z ); + object.rotation.set( 0, angle, 0 ); + + } + + } + + } else if ( type === "rot" ) { + + THREE.Quaternion.slerp( prevXYZ, nextXYZ, object.quaternion, scale ); + + } else if ( type === "scl" ) { + + vector = object.scale; + + vector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale; + vector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale; + vector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale; + + } + + } + + } + +}; + +// Catmull-Rom spline + +THREE.Animation.prototype.interpolateCatmullRom = function ( points, scale ) { + + var c = [], v3 = [], + point, intPoint, weight, w2, w3, + pa, pb, pc, pd; + + point = ( points.length - 1 ) * scale; + intPoint = Math.floor( point ); + weight = point - intPoint; + + c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1; + c[ 1 ] = intPoint; + c[ 2 ] = intPoint > points.length - 2 ? intPoint : intPoint + 1; + c[ 3 ] = intPoint > points.length - 3 ? intPoint : intPoint + 2; + + pa = points[ c[ 0 ] ]; + pb = points[ c[ 1 ] ]; + pc = points[ c[ 2 ] ]; + pd = points[ c[ 3 ] ]; + + w2 = weight * weight; + w3 = weight * w2; + + v3[ 0 ] = this.interpolate( pa[ 0 ], pb[ 0 ], pc[ 0 ], pd[ 0 ], weight, w2, w3 ); + v3[ 1 ] = this.interpolate( pa[ 1 ], pb[ 1 ], pc[ 1 ], pd[ 1 ], weight, w2, w3 ); + v3[ 2 ] = this.interpolate( pa[ 2 ], pb[ 2 ], pc[ 2 ], pd[ 2 ], weight, w2, w3 ); + + return v3; + +}; + +THREE.Animation.prototype.interpolate = function ( p0, p1, p2, p3, t, t2, t3 ) { + + var v0 = ( p2 - p0 ) * 0.5, + v1 = ( p3 - p1 ) * 0.5; + + return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1; + +}; + + + +// Get next key with + +THREE.Animation.prototype.getNextKeyWith = function ( type, h, key ) { + + var keys = this.data.hierarchy[ h ].keys; + + if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM || + this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) { + + key = key < keys.length - 1 ? key : keys.length - 1; + + } else { + + key = key % keys.length; + + } + + for ( ; key < keys.length; key++ ) { + + if ( keys[ key ][ type ] !== undefined ) { + + return keys[ key ]; + + } + + } + + return this.data.hierarchy[ h ].keys[ 0 ]; + +}; + +// Get previous key with + +THREE.Animation.prototype.getPrevKeyWith = function ( type, h, key ) { + + var keys = this.data.hierarchy[ h ].keys; + + if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM || + this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) { + + key = key > 0 ? key : 0; + + } else { + + key = key >= 0 ? key : key + keys.length; + + } + + + for ( ; key >= 0; key -- ) { + + if ( keys[ key ][ type ] !== undefined ) { + + return keys[ key ]; + + } + + } + + return this.data.hierarchy[ h ].keys[ keys.length - 1 ]; + +}; +/** + * @author mikael emtinger / http://gomo.se/ + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author khang duong + * @author erik kitson + */ + +THREE.KeyFrameAnimation = function( root, data, JITCompile ) { + + this.root = root; + this.data = THREE.AnimationHandler.get( data ); + this.hierarchy = THREE.AnimationHandler.parse( root ); + this.currentTime = 0; + this.timeScale = 0.001; + this.isPlaying = false; + this.isPaused = true; + this.loop = true; + this.JITCompile = JITCompile !== undefined ? JITCompile : true; + + // initialize to first keyframes + + for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) { + + var keys = this.data.hierarchy[h].keys, + sids = this.data.hierarchy[h].sids, + obj = this.hierarchy[h]; + + if ( keys.length && sids ) { + + for ( var s = 0; s < sids.length; s++ ) { + + var sid = sids[ s ], + next = this.getNextKeyWith( sid, h, 0 ); + + if ( next ) { + + next.apply( sid ); + + } + + } + + obj.matrixAutoUpdate = false; + this.data.hierarchy[h].node.updateMatrix(); + obj.matrixWorldNeedsUpdate = true; + + } + + } + +}; + +// Play + +THREE.KeyFrameAnimation.prototype.play = function( loop, startTimeMS ) { + + if( !this.isPlaying ) { + + this.isPlaying = true; + this.loop = loop !== undefined ? loop : true; + this.currentTime = startTimeMS !== undefined ? startTimeMS : 0; + this.startTimeMs = startTimeMS; + this.startTime = 10000000; + this.endTime = -this.startTime; + + + // reset key cache + + var h, hl = this.hierarchy.length, + object, + node; + + for ( h = 0; h < hl; h++ ) { + + object = this.hierarchy[ h ]; + node = this.data.hierarchy[ h ]; + object.useQuaternion = true; + + if ( node.animationCache === undefined ) { + + node.animationCache = {}; + node.animationCache.prevKey = null; + node.animationCache.nextKey = null; + node.animationCache.originalMatrix = object instanceof THREE.Bone ? object.skinMatrix : object.matrix; + + } + + var keys = this.data.hierarchy[h].keys; + + if (keys.length) { + + node.animationCache.prevKey = keys[ 0 ]; + node.animationCache.nextKey = keys[ 1 ]; + + this.startTime = Math.min( keys[0].time, this.startTime ); + this.endTime = Math.max( keys[keys.length - 1].time, this.endTime ); + + } + + } + + this.update( 0 ); + + } + + this.isPaused = false; + + THREE.AnimationHandler.addToUpdate( this ); + +}; + + + +// Pause + +THREE.KeyFrameAnimation.prototype.pause = function() { + + if( this.isPaused ) { + + THREE.AnimationHandler.addToUpdate( this ); + + } else { + + THREE.AnimationHandler.removeFromUpdate( this ); + + } + + this.isPaused = !this.isPaused; + +}; + + +// Stop + +THREE.KeyFrameAnimation.prototype.stop = function() { + + this.isPlaying = false; + this.isPaused = false; + THREE.AnimationHandler.removeFromUpdate( this ); + + + // reset JIT matrix and remove cache + + for ( var h = 0; h < this.data.hierarchy.length; h++ ) { + + var obj = this.hierarchy[ h ]; + var node = this.data.hierarchy[ h ]; + + if ( node.animationCache !== undefined ) { + + var original = node.animationCache.originalMatrix; + + if( obj instanceof THREE.Bone ) { + + original.copy( obj.skinMatrix ); + obj.skinMatrix = original; + + } else { + + original.copy( obj.matrix ); + obj.matrix = original; + + } + + delete node.animationCache; + + } + + } + +}; + + +// Update + +THREE.KeyFrameAnimation.prototype.update = function( deltaTimeMS ) { + + // early out + + if( !this.isPlaying ) return; + + + // vars + + var prevKey, nextKey; + var object; + var node; + var frame; + var JIThierarchy = this.data.JIT.hierarchy; + var currentTime, unloopedCurrentTime; + var looped; + + + // update + + this.currentTime += deltaTimeMS * this.timeScale; + + unloopedCurrentTime = this.currentTime; + currentTime = this.currentTime = this.currentTime % this.data.length; + + // if looped around, the current time should be based on the startTime + if ( currentTime < this.startTimeMs ) { + + currentTime = this.currentTime = this.startTimeMs + currentTime; + + } + + frame = parseInt( Math.min( currentTime * this.data.fps, this.data.length * this.data.fps ), 10 ); + looped = currentTime < unloopedCurrentTime; + + if ( looped && !this.loop ) { + + // Set the animation to the last keyframes and stop + for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) { + + var keys = this.data.hierarchy[h].keys, + sids = this.data.hierarchy[h].sids, + end = keys.length-1, + obj = this.hierarchy[h]; + + if ( keys.length ) { + + for ( var s = 0; s < sids.length; s++ ) { + + var sid = sids[ s ], + prev = this.getPrevKeyWith( sid, h, end ); + + if ( prev ) { + prev.apply( sid ); + + } + + } + + this.data.hierarchy[h].node.updateMatrix(); + obj.matrixWorldNeedsUpdate = true; + + } + + } + + this.stop(); + return; + + } + + // check pre-infinity + if ( currentTime < this.startTime ) { + + return; + + } + + // update + + for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) { + + object = this.hierarchy[ h ]; + node = this.data.hierarchy[ h ]; + + var keys = node.keys, + animationCache = node.animationCache; + + // use JIT? + + if ( this.JITCompile && JIThierarchy[ h ][ frame ] !== undefined ) { + + if( object instanceof THREE.Bone ) { + + object.skinMatrix = JIThierarchy[ h ][ frame ]; + object.matrixWorldNeedsUpdate = false; + + } else { + + object.matrix = JIThierarchy[ h ][ frame ]; + object.matrixWorldNeedsUpdate = true; + + } + + // use interpolation + + } else if ( keys.length ) { + + // make sure so original matrix and not JIT matrix is set + + if ( this.JITCompile && animationCache ) { + + if( object instanceof THREE.Bone ) { + + object.skinMatrix = animationCache.originalMatrix; + + } else { + + object.matrix = animationCache.originalMatrix; + + } + + } + + prevKey = animationCache.prevKey; + nextKey = animationCache.nextKey; + + if ( prevKey && nextKey ) { + + // switch keys? + + if ( nextKey.time <= unloopedCurrentTime ) { + + // did we loop? + + if ( looped && this.loop ) { + + prevKey = keys[ 0 ]; + nextKey = keys[ 1 ]; + + while ( nextKey.time < currentTime ) { + + prevKey = nextKey; + nextKey = keys[ prevKey.index + 1 ]; + + } + + } else if ( !looped ) { + + var lastIndex = keys.length - 1; + + while ( nextKey.time < currentTime && nextKey.index !== lastIndex ) { + + prevKey = nextKey; + nextKey = keys[ prevKey.index + 1 ]; + + } + + } + + animationCache.prevKey = prevKey; + animationCache.nextKey = nextKey; + + } + if(nextKey.time >= currentTime) + prevKey.interpolate( nextKey, currentTime ); + else + prevKey.interpolate( nextKey, nextKey.time); + + } + + this.data.hierarchy[h].node.updateMatrix(); + object.matrixWorldNeedsUpdate = true; + + } + + } + + // update JIT? + + if ( this.JITCompile ) { + + if ( JIThierarchy[ 0 ][ frame ] === undefined ) { + + this.hierarchy[ 0 ].updateMatrixWorld( true ); + + for ( var h = 0; h < this.hierarchy.length; h++ ) { + + if( this.hierarchy[ h ] instanceof THREE.Bone ) { + + JIThierarchy[ h ][ frame ] = this.hierarchy[ h ].skinMatrix.clone(); + + } else { + + JIThierarchy[ h ][ frame ] = this.hierarchy[ h ].matrix.clone(); + + } + + } + + } + + } + +}; + +// Get next key with + +THREE.KeyFrameAnimation.prototype.getNextKeyWith = function( sid, h, key ) { + + var keys = this.data.hierarchy[ h ].keys; + key = key % keys.length; + + for ( ; key < keys.length; key++ ) { + + if ( keys[ key ].hasTarget( sid ) ) { + + return keys[ key ]; + + } + + } + + return keys[ 0 ]; + +}; + +// Get previous key with + +THREE.KeyFrameAnimation.prototype.getPrevKeyWith = function( sid, h, key ) { + + var keys = this.data.hierarchy[ h ].keys; + key = key >= 0 ? key : key + keys.length; + + for ( ; key >= 0; key-- ) { + + if ( keys[ key ].hasTarget( sid ) ) { + + return keys[ key ]; + + } + + } + + return keys[ keys.length - 1 ]; + +}; +/** + * Camera for rendering cube maps + * - renders scene into axis-aligned cube + * + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.CubeCamera = function ( near, far, cubeResolution ) { + + THREE.Object3D.call( this ); + + var fov = 90, aspect = 1; + + var cameraPX = new THREE.PerspectiveCamera( fov, aspect, near, far ); + cameraPX.up.set( 0, -1, 0 ); + cameraPX.lookAt( new THREE.Vector3( 1, 0, 0 ) ); + this.add( cameraPX ); + + var cameraNX = new THREE.PerspectiveCamera( fov, aspect, near, far ); + cameraNX.up.set( 0, -1, 0 ); + cameraNX.lookAt( new THREE.Vector3( -1, 0, 0 ) ); + this.add( cameraNX ); + + var cameraPY = new THREE.PerspectiveCamera( fov, aspect, near, far ); + cameraPY.up.set( 0, 0, 1 ); + cameraPY.lookAt( new THREE.Vector3( 0, 1, 0 ) ); + this.add( cameraPY ); + + var cameraNY = new THREE.PerspectiveCamera( fov, aspect, near, far ); + cameraNY.up.set( 0, 0, -1 ); + cameraNY.lookAt( new THREE.Vector3( 0, -1, 0 ) ); + this.add( cameraNY ); + + var cameraPZ = new THREE.PerspectiveCamera( fov, aspect, near, far ); + cameraPZ.up.set( 0, -1, 0 ); + cameraPZ.lookAt( new THREE.Vector3( 0, 0, 1 ) ); + this.add( cameraPZ ); + + var cameraNZ = new THREE.PerspectiveCamera( fov, aspect, near, far ); + cameraNZ.up.set( 0, -1, 0 ); + cameraNZ.lookAt( new THREE.Vector3( 0, 0, -1 ) ); + this.add( cameraNZ ); + + this.renderTarget = new THREE.WebGLRenderTargetCube( cubeResolution, cubeResolution, { format: THREE.RGBFormat, magFilter: THREE.LinearFilter, minFilter: THREE.LinearFilter } ); + + this.updateCubeMap = function ( renderer, scene ) { + + var renderTarget = this.renderTarget; + var generateMipmaps = renderTarget.generateMipmaps; + + renderTarget.generateMipmaps = false; + + renderTarget.activeCubeFace = 0; + renderer.render( scene, cameraPX, renderTarget ); + + renderTarget.activeCubeFace = 1; + renderer.render( scene, cameraNX, renderTarget ); + + renderTarget.activeCubeFace = 2; + renderer.render( scene, cameraPY, renderTarget ); + + renderTarget.activeCubeFace = 3; + renderer.render( scene, cameraNY, renderTarget ); + + renderTarget.activeCubeFace = 4; + renderer.render( scene, cameraPZ, renderTarget ); + + renderTarget.generateMipmaps = generateMipmaps; + + renderTarget.activeCubeFace = 5; + renderer.render( scene, cameraNZ, renderTarget ); + + }; + +}; + +THREE.CubeCamera.prototype = Object.create( THREE.Object3D.prototype ); +/* + * @author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog + * + * A general perpose camera, for setting FOV, Lens Focal Length, + * and switching between perspective and orthographic views easily. + * Use this only if you do not wish to manage + * both a Orthographic and Perspective Camera + * + */ + + +THREE.CombinedCamera = function ( width, height, fov, near, far, orthoNear, orthoFar ) { + + THREE.Camera.call( this ); + + this.fov = fov; + + this.left = -width / 2; + this.right = width / 2 + this.top = height / 2; + this.bottom = -height / 2; + + // We could also handle the projectionMatrix internally, but just wanted to test nested camera objects + + this.cameraO = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, orthoNear, orthoFar ); + this.cameraP = new THREE.PerspectiveCamera( fov, width / height, near, far ); + + this.zoom = 1; + + this.toPerspective(); + + var aspect = width/height; + +}; + +THREE.CombinedCamera.prototype = Object.create( THREE.Camera.prototype ); + +THREE.CombinedCamera.prototype.toPerspective = function () { + + // Switches to the Perspective Camera + + this.near = this.cameraP.near; + this.far = this.cameraP.far; + + this.cameraP.fov = this.fov / this.zoom ; + + this.cameraP.updateProjectionMatrix(); + + this.projectionMatrix = this.cameraP.projectionMatrix; + + this.inPerspectiveMode = true; + this.inOrthographicMode = false; + +}; + +THREE.CombinedCamera.prototype.toOrthographic = function () { + + // Switches to the Orthographic camera estimating viewport from Perspective + + var fov = this.fov; + var aspect = this.cameraP.aspect; + var near = this.cameraP.near; + var far = this.cameraP.far; + + // The size that we set is the mid plane of the viewing frustum + + var hyperfocus = ( near + far ) / 2; + + var halfHeight = Math.tan( fov / 2 ) * hyperfocus; + var planeHeight = 2 * halfHeight; + var planeWidth = planeHeight * aspect; + var halfWidth = planeWidth / 2; + + halfHeight /= this.zoom; + halfWidth /= this.zoom; + + this.cameraO.left = -halfWidth; + this.cameraO.right = halfWidth; + this.cameraO.top = halfHeight; + this.cameraO.bottom = -halfHeight; + + // this.cameraO.left = -farHalfWidth; + // this.cameraO.right = farHalfWidth; + // this.cameraO.top = farHalfHeight; + // this.cameraO.bottom = -farHalfHeight; + + // this.cameraO.left = this.left / this.zoom; + // this.cameraO.right = this.right / this.zoom; + // this.cameraO.top = this.top / this.zoom; + // this.cameraO.bottom = this.bottom / this.zoom; + + this.cameraO.updateProjectionMatrix(); + + this.near = this.cameraO.near; + this.far = this.cameraO.far; + this.projectionMatrix = this.cameraO.projectionMatrix; + + this.inPerspectiveMode = false; + this.inOrthographicMode = true; + +}; + + +THREE.CombinedCamera.prototype.setSize = function( width, height ) { + + this.cameraP.aspect = width / height; + this.left = -width / 2; + this.right = width / 2 + this.top = height / 2; + this.bottom = -height / 2; + +}; + + +THREE.CombinedCamera.prototype.setFov = function( fov ) { + + this.fov = fov; + + if ( this.inPerspectiveMode ) { + + this.toPerspective(); + + } else { + + this.toOrthographic(); + + } + +}; + +// For mantaining similar API with PerspectiveCamera + +THREE.CombinedCamera.prototype.updateProjectionMatrix = function() { + + if ( this.inPerspectiveMode ) { + + this.toPerspective(); + + } else { + + this.toPerspective(); + this.toOrthographic(); + + } + +}; + +/* +* Uses Focal Length (in mm) to estimate and set FOV +* 35mm (fullframe) camera is used if frame size is not specified; +* Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html +*/ +THREE.CombinedCamera.prototype.setLens = function ( focalLength, frameHeight ) { + + frameHeight = frameHeight !== undefined ? frameHeight : 24; + + var fov = 2 * Math.atan( frameHeight / ( focalLength * 2 ) ) * ( 180 / Math.PI ); + + this.setFov( fov ); + + return fov; +}; + + +THREE.CombinedCamera.prototype.setZoom = function( zoom ) { + + this.zoom = zoom; + + if ( this.inPerspectiveMode ) { + + this.toPerspective(); + + } else { + + this.toOrthographic(); + + } + +}; + +THREE.CombinedCamera.prototype.toFrontView = function() { + + this.rotation.x = 0; + this.rotation.y = 0; + this.rotation.z = 0; + + // should we be modifing the matrix instead? + + this.rotationAutoUpdate = false; + +}; + +THREE.CombinedCamera.prototype.toBackView = function() { + + this.rotation.x = 0; + this.rotation.y = Math.PI; + this.rotation.z = 0; + this.rotationAutoUpdate = false; + +}; + +THREE.CombinedCamera.prototype.toLeftView = function() { + + this.rotation.x = 0; + this.rotation.y = - Math.PI / 2; + this.rotation.z = 0; + this.rotationAutoUpdate = false; + +}; + +THREE.CombinedCamera.prototype.toRightView = function() { + + this.rotation.x = 0; + this.rotation.y = Math.PI / 2; + this.rotation.z = 0; + this.rotationAutoUpdate = false; + +}; + +THREE.CombinedCamera.prototype.toTopView = function() { + + this.rotation.x = - Math.PI / 2; + this.rotation.y = 0; + this.rotation.z = 0; + this.rotationAutoUpdate = false; + +}; + +THREE.CombinedCamera.prototype.toBottomView = function() { + + this.rotation.x = Math.PI / 2; + this.rotation.y = 0; + this.rotation.z = 0; + this.rotationAutoUpdate = false; + +}; + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author paulirish / http://paulirish.com/ + */ + +THREE.FirstPersonControls = function ( object, domElement ) { + + this.object = object; + this.target = new THREE.Vector3( 0, 0, 0 ); + + this.domElement = ( domElement !== undefined ) ? domElement : document; + + this.movementSpeed = 1.0; + this.lookSpeed = 0.005; + + this.lookVertical = true; + this.autoForward = false; + // this.invertVertical = false; + + this.activeLook = true; + + this.heightSpeed = false; + this.heightCoef = 1.0; + this.heightMin = 0.0; + this.heightMax = 1.0; + + this.constrainVertical = false; + this.verticalMin = 0; + this.verticalMax = Math.PI; + + this.autoSpeedFactor = 0.0; + + this.mouseX = 0; + this.mouseY = 0; + + this.lat = 0; + this.lon = 0; + this.phi = 0; + this.theta = 0; + + this.moveForward = false; + this.moveBackward = false; + this.moveLeft = false; + this.moveRight = false; + this.freeze = false; + + this.mouseDragOn = false; + + this.viewHalfX = 0; + this.viewHalfY = 0; + + if ( this.domElement !== document ) { + + this.domElement.setAttribute( 'tabindex', -1 ); + + } + + // + + this.handleResize = function () { + + 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.onMouseDown = function ( event ) { + + if ( this.domElement !== document ) { + + this.domElement.focus(); + + } + + event.preventDefault(); + event.stopPropagation(); + + if ( this.activeLook ) { + + switch ( event.button ) { + + case 0: this.moveForward = true; break; + case 2: this.moveBackward = true; break; + + } + + } + + this.mouseDragOn = true; + + }; + + this.onMouseUp = function ( event ) { + + event.preventDefault(); + event.stopPropagation(); + + if ( this.activeLook ) { + + switch ( event.button ) { + + case 0: this.moveForward = false; break; + case 2: this.moveBackward = false; break; + + } + + } + + this.mouseDragOn = false; + + }; + + this.onMouseMove = function ( event ) { + + if ( this.domElement === document ) { + + this.mouseX = event.pageX - this.viewHalfX; + this.mouseY = event.pageY - this.viewHalfY; + + } else { + + this.mouseX = event.pageX - this.domElement.offsetLeft - this.viewHalfX; + this.mouseY = event.pageY - this.domElement.offsetTop - this.viewHalfY; + + } + + }; + + this.onKeyDown = function ( event ) { + + //event.preventDefault(); + + switch ( event.keyCode ) { + + case 38: /*up*/ + case 87: /*W*/ this.moveForward = true; break; + + case 37: /*left*/ + case 65: /*A*/ this.moveLeft = true; break; + + case 40: /*down*/ + case 83: /*S*/ this.moveBackward = true; break; + + case 39: /*right*/ + case 68: /*D*/ this.moveRight = true; break; + + case 82: /*R*/ this.moveUp = true; break; + case 70: /*F*/ this.moveDown = true; break; + + case 81: /*Q*/ this.freeze = !this.freeze; break; + + } + + }; + + this.onKeyUp = function ( event ) { + + switch( event.keyCode ) { + + case 38: /*up*/ + case 87: /*W*/ this.moveForward = false; break; + + case 37: /*left*/ + case 65: /*A*/ this.moveLeft = false; break; + + case 40: /*down*/ + case 83: /*S*/ this.moveBackward = false; break; + + case 39: /*right*/ + case 68: /*D*/ this.moveRight = false; break; + + case 82: /*R*/ this.moveUp = false; break; + case 70: /*F*/ this.moveDown = false; break; + + } + + }; + + this.update = function( delta ) { + var actualMoveSpeed = 0; + + if ( this.freeze ) { + + return; + + } else { + + if ( this.heightSpeed ) { + + var y = THREE.Math.clamp( this.object.position.y, this.heightMin, this.heightMax ); + var heightDelta = y - this.heightMin; + + this.autoSpeedFactor = delta * ( heightDelta * this.heightCoef ); + + } else { + + this.autoSpeedFactor = 0.0; + + } + + actualMoveSpeed = delta * this.movementSpeed; + + if ( this.moveForward || ( this.autoForward && !this.moveBackward ) ) this.object.translateZ( - ( actualMoveSpeed + this.autoSpeedFactor ) ); + if ( this.moveBackward ) this.object.translateZ( actualMoveSpeed ); + + if ( this.moveLeft ) this.object.translateX( - actualMoveSpeed ); + if ( this.moveRight ) this.object.translateX( actualMoveSpeed ); + + if ( this.moveUp ) this.object.translateY( actualMoveSpeed ); + if ( this.moveDown ) this.object.translateY( - actualMoveSpeed ); + + var actualLookSpeed = delta * this.lookSpeed; + + if ( !this.activeLook ) { + + actualLookSpeed = 0; + + } + + this.lon += this.mouseX * actualLookSpeed; + if( this.lookVertical ) this.lat -= this.mouseY * actualLookSpeed; // * this.invertVertical?-1:1; + + 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 targetPosition = this.target, + position = this.object.position; + + targetPosition.x = position.x + 100 * Math.sin( this.phi ) * Math.cos( this.theta ); + targetPosition.y = position.y + 100 * Math.cos( this.phi ); + targetPosition.z = position.z + 100 * Math.sin( this.phi ) * Math.sin( this.theta ); + + } + + var verticalLookRatio = 1; + + if ( this.constrainVertical ) { + + verticalLookRatio = Math.PI / ( this.verticalMax - this.verticalMin ); + + } + + this.lon += this.mouseX * actualLookSpeed; + if( this.lookVertical ) this.lat -= this.mouseY * actualLookSpeed * verticalLookRatio; + + 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 ); + + } + + var targetPosition = this.target, + position = this.object.position; + + targetPosition.x = position.x + 100 * Math.sin( this.phi ) * Math.cos( this.theta ); + targetPosition.y = position.y + 100 * Math.cos( this.phi ); + targetPosition.z = position.z + 100 * Math.sin( this.phi ) * Math.sin( this.theta ); + + this.object.lookAt( targetPosition ); + + }; + + + this.domElement.addEventListener( 'contextmenu', function ( event ) { event.preventDefault(); }, false ); + + this.domElement.addEventListener( 'mousemove', bind( this, this.onMouseMove ), false ); + this.domElement.addEventListener( 'mousedown', bind( this, this.onMouseDown ), false ); + this.domElement.addEventListener( 'mouseup', bind( this, this.onMouseUp ), false ); + this.domElement.addEventListener( 'keydown', bind( this, this.onKeyDown ), false ); + this.domElement.addEventListener( 'keyup', bind( this, this.onKeyUp ), false ); + + function bind( scope, fn ) { + + return function () { + + fn.apply( scope, arguments ); + + }; + + }; + + this.handleResize(); + +}; +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.PathControls = function ( object, domElement ) { + + this.object = object; + this.domElement = ( domElement !== undefined ) ? domElement : document; + + this.id = "PathControls" + THREE.PathControlsIdCounter ++; + + // API + + this.duration = 10 * 1000; // milliseconds + this.waypoints = []; + + this.useConstantSpeed = true; + this.resamplingCoef = 50; + + this.debugPath = new THREE.Object3D(); + this.debugDummy = new THREE.Object3D(); + + this.animationParent = new THREE.Object3D(); + + this.lookSpeed = 0.005; + this.lookVertical = true; + this.lookHorizontal = true; + this.verticalAngleMap = { srcRange: [ 0, 2 * Math.PI ], dstRange: [ 0, 2 * Math.PI ] }; + this.horizontalAngleMap = { srcRange: [ 0, 2 * Math.PI ], dstRange: [ 0, 2 * Math.PI ] }; + + // internals + + this.target = new THREE.Object3D(); + + this.mouseX = 0; + this.mouseY = 0; + + this.lat = 0; + this.lon = 0; + + this.phi = 0; + this.theta = 0; + + var PI2 = Math.PI * 2, + PI180 = Math.PI / 180; + + this.viewHalfX = 0; + this.viewHalfY = 0; + + if ( this.domElement !== document ) { + + this.domElement.setAttribute( 'tabindex', -1 ); + + } + + // methods + + this.handleResize = function () { + + 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.update = function ( delta ) { + + var srcRange, dstRange; + + if( this.lookHorizontal ) this.lon += this.mouseX * this.lookSpeed * delta; + if( this.lookVertical ) this.lat -= this.mouseY * this.lookSpeed * delta; + + this.lon = Math.max( 0, Math.min( 360, this.lon ) ); + this.lat = Math.max( - 85, Math.min( 85, this.lat ) ); + + this.phi = ( 90 - this.lat ) * PI180; + this.theta = this.lon * PI180; + + this.phi = normalize_angle_rad( this.phi ); + + // constrain vertical look angle + + srcRange = this.verticalAngleMap.srcRange; + dstRange = this.verticalAngleMap.dstRange; + + var tmpPhi = THREE.Math.mapLinear( this.phi, srcRange[ 0 ], srcRange[ 1 ], dstRange[ 0 ], dstRange[ 1 ] ); + var tmpPhiFullRange = dstRange[ 1 ] - dstRange[ 0 ]; + var tmpPhiNormalized = ( tmpPhi - dstRange[ 0 ] ) / tmpPhiFullRange; + + this.phi = QuadraticEaseInOut( tmpPhiNormalized ) * tmpPhiFullRange + dstRange[ 0 ]; + + // constrain horizontal look angle + + srcRange = this.horizontalAngleMap.srcRange; + dstRange = this.horizontalAngleMap.dstRange; + + var tmpTheta = THREE.Math.mapLinear( this.theta, srcRange[ 0 ], srcRange[ 1 ], dstRange[ 0 ], dstRange[ 1 ] ); + var tmpThetaFullRange = dstRange[ 1 ] - dstRange[ 0 ]; + var tmpThetaNormalized = ( tmpTheta - dstRange[ 0 ] ) / tmpThetaFullRange; + + this.theta = QuadraticEaseInOut( tmpThetaNormalized ) * tmpThetaFullRange + dstRange[ 0 ]; + + var targetPosition = this.target.position, + position = this.object.position; + + targetPosition.x = 100 * Math.sin( this.phi ) * Math.cos( this.theta ); + targetPosition.y = 100 * Math.cos( this.phi ); + targetPosition.z = 100 * Math.sin( this.phi ) * Math.sin( this.theta ); + + this.object.lookAt( this.target.position ); + + }; + + this.onMouseMove = function ( event ) { + + if ( this.domElement === document ) { + + this.mouseX = event.pageX - this.viewHalfX; + this.mouseY = event.pageY - this.viewHalfY; + + } else { + + this.mouseX = event.pageX - this.domElement.offsetLeft - this.viewHalfX; + this.mouseY = event.pageY - this.domElement.offsetTop - this.viewHalfY; + + } + + }; + + // utils + + function normalize_angle_rad( a ) { + + var b = a % PI2; + return b >= 0 ? b : b + PI2; + + }; + + function distance( a, b ) { + + var dx = a[ 0 ] - b[ 0 ], + dy = a[ 1 ] - b[ 1 ], + dz = a[ 2 ] - b[ 2 ]; + + return Math.sqrt( dx * dx + dy * dy + dz * dz ); + + }; + + function QuadraticEaseInOut ( k ) { + + if ( ( k *= 2 ) < 1 ) return 0.5 * k * k; + return - 0.5 * ( --k * ( k - 2 ) - 1 ); + + }; + + function bind( scope, fn ) { + + return function () { + + fn.apply( scope, arguments ); + + }; + + }; + + function initAnimationPath( parent, spline, name, duration ) { + + var animationData = { + + name: name, + fps: 0.6, + length: duration, + + hierarchy: [] + + }; + + var i, + parentAnimation, childAnimation, + path = spline.getControlPointsArray(), + sl = spline.getLength(), + pl = path.length, + t = 0, + first = 0, + last = pl - 1; + + parentAnimation = { parent: -1, keys: [] }; + parentAnimation.keys[ first ] = { time: 0, pos: path[ first ], rot: [ 0, 0, 0, 1 ], scl: [ 1, 1, 1 ] }; + parentAnimation.keys[ last ] = { time: duration, pos: path[ last ], rot: [ 0, 0, 0, 1 ], scl: [ 1, 1, 1 ] }; + + for ( i = 1; i < pl - 1; i++ ) { + + // real distance (approximation via linear segments) + + t = duration * sl.chunks[ i ] / sl.total; + + // equal distance + + //t = duration * ( i / pl ); + + // linear distance + + //t += duration * distance( path[ i ], path[ i - 1 ] ) / sl.total; + + parentAnimation.keys[ i ] = { time: t, pos: path[ i ] }; + + } + + animationData.hierarchy[ 0 ] = parentAnimation; + + THREE.AnimationHandler.add( animationData ); + + return new THREE.Animation( parent, name, THREE.AnimationHandler.CATMULLROM_FORWARD, false ); + + }; + + + function createSplineGeometry( spline, n_sub ) { + + var i, index, position, + geometry = new THREE.Geometry(); + + for ( i = 0; i < spline.points.length * n_sub; i ++ ) { + + index = i / ( spline.points.length * n_sub ); + position = spline.getPoint( index ); + + geometry.vertices[ i ] = new THREE.Vector3( position.x, position.y, position.z ); + + } + + return geometry; + + }; + + function createPath( parent, spline ) { + + var lineGeo = createSplineGeometry( spline, 10 ), + particleGeo = createSplineGeometry( spline, 10 ), + lineMat = new THREE.LineBasicMaterial( { color: 0xff0000, linewidth: 3 } ), + lineObj = new THREE.Line( lineGeo, lineMat ), + particleObj = new THREE.ParticleSystem( particleGeo, new THREE.ParticleBasicMaterial( { color: 0xffaa00, size: 3 } ) ); + + lineObj.scale.set( 1, 1, 1 ); + parent.add( lineObj ); + + particleObj.scale.set( 1, 1, 1 ); + parent.add( particleObj ); + + var waypoint, + geo = new THREE.SphereGeometry( 1, 16, 8 ), + mat = new THREE.MeshBasicMaterial( { color: 0x00ff00 } ); + + for ( var i = 0; i < spline.points.length; i ++ ) { + + waypoint = new THREE.Mesh( geo, mat ); + waypoint.position.copy( spline.points[ i ] ); + parent.add( waypoint ); + + } + + }; + + this.init = function ( ) { + + // constructor + + this.spline = new THREE.Spline(); + this.spline.initFromArray( this.waypoints ); + + if ( this.useConstantSpeed ) { + + this.spline.reparametrizeByArcLength( this.resamplingCoef ); + + } + + if ( this.createDebugDummy ) { + + var dummyParentMaterial = new THREE.MeshLambertMaterial( { color: 0x0077ff } ), + dummyChildMaterial = new THREE.MeshLambertMaterial( { color: 0x00ff00 } ), + dummyParentGeo = new THREE.CubeGeometry( 10, 10, 20 ), + dummyChildGeo = new THREE.CubeGeometry( 2, 2, 10 ); + + this.animationParent = new THREE.Mesh( dummyParentGeo, dummyParentMaterial ); + + var dummyChild = new THREE.Mesh( dummyChildGeo, dummyChildMaterial ); + dummyChild.position.set( 0, 10, 0 ); + + this.animation = initAnimationPath( this.animationParent, this.spline, this.id, this.duration ); + + this.animationParent.add( this.object ); + this.animationParent.add( this.target ); + this.animationParent.add( dummyChild ); + + } else { + + this.animation = initAnimationPath( this.animationParent, this.spline, this.id, this.duration ); + this.animationParent.add( this.target ); + this.animationParent.add( this.object ); + + } + + if ( this.createDebugPath ) { + + createPath( this.debugPath, this.spline ); + + } + + this.domElement.addEventListener( 'mousemove', bind( this, this.onMouseMove ), false ); + + }; + + this.handleResize(); + +}; + +THREE.PathControlsIdCounter = 0; +/** + * @author James Baicoianu / http://www.baicoianu.com/ + */ + +THREE.FlyControls = function ( object, domElement ) { + + this.object = object; + + this.domElement = ( domElement !== undefined ) ? domElement : document; + if ( domElement ) this.domElement.setAttribute( 'tabindex', -1 ); + + // API + + this.movementSpeed = 1.0; + this.rollSpeed = 0.005; + + this.dragToLook = false; + this.autoForward = false; + + // disable default target object behavior + + this.object.useQuaternion = true; + + // internals + + this.tmpQuaternion = new THREE.Quaternion(); + + this.mouseStatus = 0; + + this.moveState = { up: 0, down: 0, left: 0, right: 0, forward: 0, back: 0, pitchUp: 0, pitchDown: 0, yawLeft: 0, yawRight: 0, rollLeft: 0, rollRight: 0 }; + this.moveVector = new THREE.Vector3( 0, 0, 0 ); + this.rotationVector = new THREE.Vector3( 0, 0, 0 ); + + this.handleEvent = function ( event ) { + + if ( typeof this[ event.type ] == 'function' ) { + + this[ event.type ]( event ); + + } + + }; + + this.keydown = function( event ) { + + if ( event.altKey ) { + + return; + + } + + //event.preventDefault(); + + switch ( event.keyCode ) { + + case 16: /* shift */ this.movementSpeedMultiplier = .1; break; + + case 87: /*W*/ this.moveState.forward = 1; break; + case 83: /*S*/ this.moveState.back = 1; break; + + case 65: /*A*/ this.moveState.left = 1; break; + case 68: /*D*/ this.moveState.right = 1; break; + + case 82: /*R*/ this.moveState.up = 1; break; + case 70: /*F*/ this.moveState.down = 1; break; + + case 38: /*up*/ this.moveState.pitchUp = 1; break; + case 40: /*down*/ this.moveState.pitchDown = 1; break; + + case 37: /*left*/ this.moveState.yawLeft = 1; break; + case 39: /*right*/ this.moveState.yawRight = 1; break; + + case 81: /*Q*/ this.moveState.rollLeft = 1; break; + case 69: /*E*/ this.moveState.rollRight = 1; break; + + } + + this.updateMovementVector(); + this.updateRotationVector(); + + }; + + this.keyup = function( event ) { + + switch( event.keyCode ) { + + case 16: /* shift */ this.movementSpeedMultiplier = 1; break; + + case 87: /*W*/ this.moveState.forward = 0; break; + case 83: /*S*/ this.moveState.back = 0; break; + + case 65: /*A*/ this.moveState.left = 0; break; + case 68: /*D*/ this.moveState.right = 0; break; + + case 82: /*R*/ this.moveState.up = 0; break; + case 70: /*F*/ this.moveState.down = 0; break; + + case 38: /*up*/ this.moveState.pitchUp = 0; break; + case 40: /*down*/ this.moveState.pitchDown = 0; break; + + case 37: /*left*/ this.moveState.yawLeft = 0; break; + case 39: /*right*/ this.moveState.yawRight = 0; break; + + case 81: /*Q*/ this.moveState.rollLeft = 0; break; + case 69: /*E*/ this.moveState.rollRight = 0; break; + + } + + this.updateMovementVector(); + this.updateRotationVector(); + + }; + + this.mousedown = function( event ) { + + if ( this.domElement !== document ) { + + this.domElement.focus(); + + } + + event.preventDefault(); + event.stopPropagation(); + + if ( this.dragToLook ) { + + this.mouseStatus ++; + + } else { + + switch ( event.button ) { + + case 0: this.object.moveForward = true; break; + case 2: this.object.moveBackward = true; break; + + } + + } + + }; + + this.mousemove = function( event ) { + + if ( !this.dragToLook || this.mouseStatus > 0 ) { + + var container = this.getContainerDimensions(); + var halfWidth = container.size[ 0 ] / 2; + var halfHeight = container.size[ 1 ] / 2; + + this.moveState.yawLeft = - ( ( event.pageX - container.offset[ 0 ] ) - halfWidth ) / halfWidth; + this.moveState.pitchDown = ( ( event.pageY - container.offset[ 1 ] ) - halfHeight ) / halfHeight; + + this.updateRotationVector(); + + } + + }; + + this.mouseup = function( event ) { + + event.preventDefault(); + event.stopPropagation(); + + if ( this.dragToLook ) { + + this.mouseStatus --; + + this.moveState.yawLeft = this.moveState.pitchDown = 0; + + } else { + + switch ( event.button ) { + + case 0: this.moveForward = false; break; + case 2: this.moveBackward = false; break; + + } + + } + + this.updateRotationVector(); + + }; + + this.update = function( delta ) { + + var moveMult = delta * this.movementSpeed; + var rotMult = delta * this.rollSpeed; + + this.object.translateX( this.moveVector.x * moveMult ); + this.object.translateY( this.moveVector.y * moveMult ); + this.object.translateZ( this.moveVector.z * moveMult ); + + this.tmpQuaternion.set( this.rotationVector.x * rotMult, this.rotationVector.y * rotMult, this.rotationVector.z * rotMult, 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 forward = ( 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 = ( -forward + this.moveState.back ); + + //console.log( 'move:', [ this.moveVector.x, this.moveVector.y, this.moveVector.z ] ); + + }; + + 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 ); + + //console.log( 'rotate:', [ this.rotationVector.x, this.rotationVector.y, this.rotationVector.z ] ); + + }; + + this.getContainerDimensions = function() { + + if ( this.domElement != document ) { + + return { + size : [ this.domElement.offsetWidth, this.domElement.offsetHeight ], + offset : [ this.domElement.offsetLeft, this.domElement.offsetTop ] + }; + + } else { + + return { + size : [ window.innerWidth, window.innerHeight ], + offset : [ 0, 0 ] + }; + + } + + }; + + function bind( scope, fn ) { + + return function () { + + fn.apply( scope, arguments ); + + }; + + }; + + this.domElement.addEventListener( 'mousemove', bind( this, this.mousemove ), false ); + this.domElement.addEventListener( 'mousedown', bind( this, this.mousedown ), false ); + this.domElement.addEventListener( 'mouseup', bind( this, this.mouseup ), false ); + + this.domElement.addEventListener( 'keydown', bind( this, this.keydown ), false ); + this.domElement.addEventListener( 'keyup', bind( this, this.keyup ), false ); + + this.updateMovementVector(); + this.updateRotationVector(); + +}; +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.RollControls = function ( object, domElement ) { + + this.object = object; + this.domElement = ( domElement !== undefined ) ? domElement : document; + + // API + + this.mouseLook = true; + this.autoForward = false; + + this.lookSpeed = 1; + this.movementSpeed = 1; + this.rollSpeed = 1; + + this.constrainVertical = [ -0.9, 0.9 ]; + + // disable default target object behavior + + this.object.matrixAutoUpdate = false; + + // internals + + this.forward = new THREE.Vector3( 0, 0, 1 ); + this.roll = 0; + + var xTemp = new THREE.Vector3(); + var yTemp = new THREE.Vector3(); + var zTemp = new THREE.Vector3(); + var rollMatrix = new THREE.Matrix4(); + + var doRoll = false, rollDirection = 1, forwardSpeed = 0, sideSpeed = 0, upSpeed = 0; + + var mouseX = 0, mouseY = 0; + + var windowHalfX = 0; + var windowHalfY = 0; + + // + + this.handleResize = function () { + + windowHalfX = window.innerWidth / 2; + windowHalfY = window.innerHeight / 2; + + }; + + // custom update + + this.update = function ( delta ) { + + if ( this.mouseLook ) { + + var actualLookSpeed = delta * this.lookSpeed; + + this.rotateHorizontally( actualLookSpeed * mouseX ); + this.rotateVertically( actualLookSpeed * mouseY ); + + } + + var actualSpeed = delta * this.movementSpeed; + var forwardOrAuto = ( forwardSpeed > 0 || ( this.autoForward && ! ( forwardSpeed < 0 ) ) ) ? 1 : forwardSpeed; + + this.object.translateZ( -actualSpeed * forwardOrAuto ); + this.object.translateX( actualSpeed * sideSpeed ); + this.object.translateY( actualSpeed * upSpeed ); + + if( doRoll ) { + + this.roll += this.rollSpeed * delta * rollDirection; + + } + + // cap forward up / down + + if( this.forward.y > this.constrainVertical[ 1 ] ) { + + this.forward.y = this.constrainVertical[ 1 ]; + this.forward.normalize(); + + } else if( this.forward.y < this.constrainVertical[ 0 ] ) { + + this.forward.y = this.constrainVertical[ 0 ]; + this.forward.normalize(); + + } + + + // construct unrolled camera matrix + + zTemp.copy( this.forward ); + yTemp.set( 0, 1, 0 ); + + xTemp.cross( yTemp, zTemp ).normalize(); + yTemp.cross( zTemp, xTemp ).normalize(); + + this.object.matrix.elements[0] = xTemp.x; this.object.matrix.elements[4] = yTemp.x; this.object.matrix.elements[8] = zTemp.x; + this.object.matrix.elements[1] = xTemp.y; this.object.matrix.elements[5] = yTemp.y; this.object.matrix.elements[9] = zTemp.y; + this.object.matrix.elements[2] = xTemp.z; this.object.matrix.elements[6] = yTemp.z; this.object.matrix.elements[10] = zTemp.z; + + // calculate roll matrix + + rollMatrix.identity(); + rollMatrix.elements[0] = Math.cos( this.roll ); rollMatrix.elements[4] = -Math.sin( this.roll ); + rollMatrix.elements[1] = Math.sin( this.roll ); rollMatrix.elements[5] = Math.cos( this.roll ); + + // multiply camera with roll + + this.object.matrix.multiplySelf( rollMatrix ); + this.object.matrixWorldNeedsUpdate = true; + + // set position + + this.object.matrix.elements[12] = this.object.position.x; + this.object.matrix.elements[13] = this.object.position.y; + this.object.matrix.elements[14] = this.object.position.z; + + + }; + + this.translateX = function ( distance ) { + + this.object.position.x += this.object.matrix.elements[0] * distance; + this.object.position.y += this.object.matrix.elements[1] * distance; + this.object.position.z += this.object.matrix.elements[2] * distance; + + }; + + this.translateY = function ( distance ) { + + this.object.position.x += this.object.matrix.elements[4] * distance; + this.object.position.y += this.object.matrix.elements[5] * distance; + this.object.position.z += this.object.matrix.elements[6] * distance; + + }; + + this.translateZ = function ( distance ) { + + this.object.position.x -= this.object.matrix.elements[8] * distance; + this.object.position.y -= this.object.matrix.elements[9] * distance; + this.object.position.z -= this.object.matrix.elements[10] * distance; + + }; + + + this.rotateHorizontally = function ( amount ) { + + // please note that the amount is NOT degrees, but a scale value + + xTemp.set( this.object.matrix.elements[0], this.object.matrix.elements[1], this.object.matrix.elements[2] ); + xTemp.multiplyScalar( amount ); + + this.forward.subSelf( xTemp ); + this.forward.normalize(); + + }; + + this.rotateVertically = function ( amount ) { + + // please note that the amount is NOT degrees, but a scale value + + yTemp.set( this.object.matrix.elements[4], this.object.matrix.elements[5], this.object.matrix.elements[6] ); + yTemp.multiplyScalar( amount ); + + this.forward.addSelf( yTemp ); + this.forward.normalize(); + + }; + + function onKeyDown( event ) { + + //event.preventDefault(); + + switch ( event.keyCode ) { + + case 38: /*up*/ + case 87: /*W*/ forwardSpeed = 1; break; + + case 37: /*left*/ + case 65: /*A*/ sideSpeed = -1; break; + + case 40: /*down*/ + case 83: /*S*/ forwardSpeed = -1; break; + + case 39: /*right*/ + case 68: /*D*/ sideSpeed = 1; break; + + case 81: /*Q*/ doRoll = true; rollDirection = 1; break; + case 69: /*E*/ doRoll = true; rollDirection = -1; break; + + case 82: /*R*/ upSpeed = 1; break; + case 70: /*F*/ upSpeed = -1; break; + + } + + }; + + function onKeyUp( event ) { + + switch( event.keyCode ) { + + case 38: /*up*/ + case 87: /*W*/ forwardSpeed = 0; break; + + case 37: /*left*/ + case 65: /*A*/ sideSpeed = 0; break; + + case 40: /*down*/ + case 83: /*S*/ forwardSpeed = 0; break; + + case 39: /*right*/ + case 68: /*D*/ sideSpeed = 0; break; + + case 81: /*Q*/ doRoll = false; break; + case 69: /*E*/ doRoll = false; break; + + case 82: /*R*/ upSpeed = 0; break; + case 70: /*F*/ upSpeed = 0; break; + + } + + }; + + function onMouseMove( event ) { + + mouseX = ( event.clientX - windowHalfX ) / window.innerWidth; + mouseY = ( event.clientY - windowHalfY ) / window.innerHeight; + + }; + + function onMouseDown ( event ) { + + event.preventDefault(); + event.stopPropagation(); + + switch ( event.button ) { + + case 0: forwardSpeed = 1; break; + case 2: forwardSpeed = -1; break; + + } + + }; + + function onMouseUp ( event ) { + + event.preventDefault(); + event.stopPropagation(); + + switch ( event.button ) { + + case 0: forwardSpeed = 0; break; + case 2: forwardSpeed = 0; break; + + } + + }; + + this.domElement.addEventListener( 'contextmenu', function ( event ) { event.preventDefault(); }, false ); + + this.domElement.addEventListener( 'mousemove', onMouseMove, false ); + this.domElement.addEventListener( 'mousedown', onMouseDown, false ); + this.domElement.addEventListener( 'mouseup', onMouseUp, false ); + this.domElement.addEventListener( 'keydown', onKeyDown, false ); + this.domElement.addEventListener( 'keyup', onKeyUp, false ); + + this.handleResize(); + +}; +/** + * @author Eberhard Graether / http://egraether.com/ + */ + +THREE.TrackballControls = function ( object, domElement ) { + + THREE.EventTarget.call( this ); + + var _this = this, + STATE = { NONE : -1, ROTATE : 0, ZOOM : 1, PAN : 2 }; + + this.object = object; + this.domElement = ( domElement !== undefined ) ? domElement : document; + + // API + + this.enabled = true; + + this.screen = { width: 0, height: 0, offsetLeft: 0, offsetTop: 0 }; + this.radius = ( this.screen.width + this.screen.height ) / 4; + + this.rotateSpeed = 1.0; + this.zoomSpeed = 1.2; + this.panSpeed = 0.3; + + this.noRotate = false; + this.noZoom = false; + this.noPan = false; + + this.staticMoving = false; + this.dynamicDampingFactor = 0.2; + + this.minDistance = 0; + this.maxDistance = Infinity; + + this.keys = [ 65 /*A*/, 83 /*S*/, 68 /*D*/ ]; + + // internals + + this.target = new THREE.Vector3(); + + var lastPosition = new THREE.Vector3(); + + var _keyPressed = false, + _state = STATE.NONE, + + _eye = new THREE.Vector3(), + + _rotateStart = new THREE.Vector3(), + _rotateEnd = new THREE.Vector3(), + + _zoomStart = new THREE.Vector2(), + _zoomEnd = new THREE.Vector2(), + + _panStart = new THREE.Vector2(), + _panEnd = new THREE.Vector2(); + + // events + + var changeEvent = { type: 'change' }; + + + // methods + + this.handleResize = function () { + + this.screen.width = window.innerWidth; + this.screen.height = window.innerHeight; + + this.screen.offsetLeft = 0; + this.screen.offsetTop = 0; + + this.radius = ( this.screen.width + this.screen.height ) / 4; + }; + + this.handleEvent = function ( event ) { + + if ( typeof this[ event.type ] == 'function' ) { + + this[ event.type ]( event ); + + } + + }; + + this.getMouseOnScreen = function ( clientX, clientY ) { + + return new THREE.Vector2( + ( clientX - _this.screen.offsetLeft ) / _this.radius * 0.5, + ( clientY - _this.screen.offsetTop ) / _this.radius * 0.5 + ); + + }; + + this.getMouseProjectionOnBall = function ( clientX, clientY ) { + + var mouseOnBall = new THREE.Vector3( + ( clientX - _this.screen.width * 0.5 - _this.screen.offsetLeft ) / _this.radius, + ( _this.screen.height * 0.5 + _this.screen.offsetTop - clientY ) / _this.radius, + 0.0 + ); + + var length = mouseOnBall.length(); + + if ( length > 1.0 ) { + + mouseOnBall.normalize(); + + } else { + + mouseOnBall.z = Math.sqrt( 1.0 - length * length ); + + } + + _eye.copy( _this.object.position ).subSelf( _this.target ); + + var projection = _this.object.up.clone().setLength( mouseOnBall.y ); + projection.addSelf( _this.object.up.clone().crossSelf( _eye ).setLength( mouseOnBall.x ) ); + projection.addSelf( _eye.setLength( mouseOnBall.z ) ); + + return projection; + + }; + + this.rotateCamera = function () { + + var angle = Math.acos( _rotateStart.dot( _rotateEnd ) / _rotateStart.length() / _rotateEnd.length() ); + + if ( angle ) { + + var axis = ( new THREE.Vector3() ).cross( _rotateStart, _rotateEnd ).normalize(), + quaternion = new THREE.Quaternion(); + + angle *= _this.rotateSpeed; + + quaternion.setFromAxisAngle( axis, -angle ); + + quaternion.multiplyVector3( _eye ); + quaternion.multiplyVector3( _this.object.up ); + + quaternion.multiplyVector3( _rotateEnd ); + + if ( _this.staticMoving ) { + + _rotateStart = _rotateEnd; + + } else { + + quaternion.setFromAxisAngle( axis, angle * ( _this.dynamicDampingFactor - 1.0 ) ); + quaternion.multiplyVector3( _rotateStart ); + + } + + } + + }; + + this.zoomCamera = function () { + + var factor = 1.0 + ( _zoomEnd.y - _zoomStart.y ) * _this.zoomSpeed; + + if ( factor !== 1.0 && factor > 0.0 ) { + + _eye.multiplyScalar( factor ); + + if ( _this.staticMoving ) { + + _zoomStart = _zoomEnd; + + } else { + + _zoomStart.y += ( _zoomEnd.y - _zoomStart.y ) * this.dynamicDampingFactor; + + } + + } + + }; + + this.panCamera = function () { + + var mouseChange = _panEnd.clone().subSelf( _panStart ); + + if ( mouseChange.lengthSq() ) { + + mouseChange.multiplyScalar( _eye.length() * _this.panSpeed ); + + var pan = _eye.clone().crossSelf( _this.object.up ).setLength( mouseChange.x ); + pan.addSelf( _this.object.up.clone().setLength( mouseChange.y ) ); + + _this.object.position.addSelf( pan ); + _this.target.addSelf( pan ); + + if ( _this.staticMoving ) { + + _panStart = _panEnd; + + } else { + + _panStart.addSelf( mouseChange.sub( _panEnd, _panStart ).multiplyScalar( _this.dynamicDampingFactor ) ); + + } + + } + + }; + + this.checkDistances = function () { + + if ( !_this.noZoom || !_this.noPan ) { + + if ( _this.object.position.lengthSq() > _this.maxDistance * _this.maxDistance ) { + + _this.object.position.setLength( _this.maxDistance ); + + } + + if ( _eye.lengthSq() < _this.minDistance * _this.minDistance ) { + + _this.object.position.add( _this.target, _eye.setLength( _this.minDistance ) ); + + } + + } + + }; + + this.update = function () { + + _eye.copy( _this.object.position ).subSelf( _this.target ); + + if ( !_this.noRotate ) { + + _this.rotateCamera(); + + } + + if ( !_this.noZoom ) { + + _this.zoomCamera(); + + } + + if ( !_this.noPan ) { + + _this.panCamera(); + + } + + _this.object.position.add( _this.target, _eye ); + + _this.checkDistances(); + + _this.object.lookAt( _this.target ); + + if ( lastPosition.distanceToSquared( _this.object.position ) > 0 ) { + + _this.dispatchEvent( changeEvent ); + + lastPosition.copy( _this.object.position ); + + } + + }; + + // listeners + + function keydown( event ) { + + if ( ! _this.enabled ) return; + + //event.preventDefault(); + + if ( _state !== STATE.NONE ) { + + return; + + } else if ( event.keyCode === _this.keys[ STATE.ROTATE ] && !_this.noRotate ) { + + _state = STATE.ROTATE; + + } else if ( event.keyCode === _this.keys[ STATE.ZOOM ] && !_this.noZoom ) { + + _state = STATE.ZOOM; + + } else if ( event.keyCode === _this.keys[ STATE.PAN ] && !_this.noPan ) { + + _state = STATE.PAN; + + } + + if ( _state !== STATE.NONE ) { + + _keyPressed = true; + + } + + } + + function keyup( event ) { + + if ( ! _this.enabled ) return; + + if ( _state !== STATE.NONE ) { + + _state = STATE.NONE; + + } + + } + + function mousedown( event ) { + + if ( ! _this.enabled ) return; + + event.preventDefault(); + event.stopPropagation(); + + if ( _state === STATE.NONE ) { + + _state = event.button; + + if ( _state === STATE.ROTATE && !_this.noRotate ) { + + _rotateStart = _rotateEnd = _this.getMouseProjectionOnBall( event.clientX, event.clientY ); + + } else if ( _state === STATE.ZOOM && !_this.noZoom ) { + + _zoomStart = _zoomEnd = _this.getMouseOnScreen( event.clientX, event.clientY ); + + } else if ( !this.noPan ) { + + _panStart = _panEnd = _this.getMouseOnScreen( event.clientX, event.clientY ); + + } + + } + + } + + function mousemove( event ) { + + if ( ! _this.enabled ) return; + + if ( _keyPressed ) { + + _rotateStart = _rotateEnd = _this.getMouseProjectionOnBall( event.clientX, event.clientY ); + _zoomStart = _zoomEnd = _this.getMouseOnScreen( event.clientX, event.clientY ); + _panStart = _panEnd = _this.getMouseOnScreen( event.clientX, event.clientY ); + + _keyPressed = false; + + } + + if ( _state === STATE.NONE ) { + + return; + + } else if ( _state === STATE.ROTATE && !_this.noRotate ) { + + _rotateEnd = _this.getMouseProjectionOnBall( event.clientX, event.clientY ); + + } else if ( _state === STATE.ZOOM && !_this.noZoom ) { + + _zoomEnd = _this.getMouseOnScreen( event.clientX, event.clientY ); + + } else if ( _state === STATE.PAN && !_this.noPan ) { + + _panEnd = _this.getMouseOnScreen( event.clientX, event.clientY ); + + } + + } + + function mouseup( event ) { + + if ( ! _this.enabled ) return; + + event.preventDefault(); + event.stopPropagation(); + + _state = STATE.NONE; + + } + + this.domElement.addEventListener( 'contextmenu', function ( event ) { event.preventDefault(); }, false ); + + this.domElement.addEventListener( 'mousemove', mousemove, false ); + this.domElement.addEventListener( 'mousedown', mousedown, false ); + this.domElement.addEventListener( 'mouseup', mouseup, false ); + + // this.domElement.addEventListener( 'DOMMouseScroll', mousewheel, false ); + // this.domElement.addEventListener( 'mousewheel', mousewheel, false ); + + window.addEventListener( 'keydown', keydown, false ); + window.addEventListener( 'keyup', keyup, false ); + + this.handleResize(); + +}; +/** + * @author qiao / https://github.com/qiao + * @author mrdoob / http://mrdoob.com + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.OrbitControls = function ( object, domElement ) { + + THREE.EventTarget.call( this ); + + this.object = object; + this.domElement = ( domElement !== undefined ) ? domElement : document; + + // API + + this.center = new THREE.Vector3(); + + this.userZoom = true; + this.userZoomSpeed = 1.0; + + this.userRotate = true; + this.userRotateSpeed = 1.0; + + this.autoRotate = false; + this.autoRotateSpeed = 2.0; // 30 seconds per round when fps is 60 + + // internals + + var scope = this; + + var EPS = 0.000001; + var PIXELS_PER_ROUND = 1800; + + var rotateStart = new THREE.Vector2(); + var rotateEnd = new THREE.Vector2(); + var rotateDelta = new THREE.Vector2(); + + var zoomStart = new THREE.Vector2(); + var zoomEnd = new THREE.Vector2(); + var zoomDelta = new THREE.Vector2(); + + var phiDelta = 0; + var thetaDelta = 0; + var scale = 1; + + var lastPosition = new THREE.Vector3(); + + var STATE = { NONE : -1, ROTATE : 0, ZOOM : 1 }; + var state = STATE.NONE; + + // events + + var changeEvent = { type: 'change' }; + + + this.rotateLeft = function ( angle ) { + + if ( angle === undefined ) { + + angle = getAutoRotationAngle(); + + } + + thetaDelta -= angle; + + }; + + this.rotateRight = function ( angle ) { + + if ( angle === undefined ) { + + angle = getAutoRotationAngle(); + + } + + thetaDelta += angle; + + }; + + this.rotateUp = function ( angle ) { + + if ( angle === undefined ) { + + angle = getAutoRotationAngle(); + + } + + phiDelta -= angle; + + }; + + this.rotateDown = function ( angle ) { + + if ( angle === undefined ) { + + angle = getAutoRotationAngle(); + + } + + phiDelta += angle; + + }; + + this.zoomIn = function ( zoomScale ) { + + if ( zoomScale === undefined ) { + + zoomScale = getZoomScale(); + + } + + scale /= zoomScale; + + }; + + this.zoomOut = function ( zoomScale ) { + + if ( zoomScale === undefined ) { + + zoomScale = getZoomScale(); + + } + + scale *= zoomScale; + + }; + + this.update = function () { + + var position = this.object.position; + var offset = position.clone().subSelf( this.center ) + + // angle from z-axis around y-axis + + var theta = Math.atan2( offset.x, offset.z ); + + // angle from y-axis + + var phi = Math.atan2( Math.sqrt( offset.x * offset.x + offset.z * offset.z ), offset.y ); + + if ( this.autoRotate ) { + + this.rotateLeft( getAutoRotationAngle() ); + + } + + theta += thetaDelta; + phi += phiDelta; + + // restrict phi to be betwee EPS and PI-EPS + + phi = Math.max( EPS, Math.min( Math.PI - EPS, phi ) ); + + var radius = offset.length(); + offset.x = radius * Math.sin( phi ) * Math.sin( theta ); + offset.y = radius * Math.cos( phi ); + offset.z = radius * Math.sin( phi ) * Math.cos( theta ); + offset.multiplyScalar( scale ); + + position.copy( this.center ).addSelf( offset ); + + this.object.lookAt( this.center ); + + thetaDelta = 0; + phiDelta = 0; + scale = 1; + + if ( lastPosition.distanceTo( this.object.position ) > 0 ) { + + this.dispatchEvent( changeEvent ); + + lastPosition.copy( this.object.position ); + + } + + }; + + + function getAutoRotationAngle() { + + return 2 * Math.PI / 60 / 60 * scope.autoRotateSpeed; + + } + + function getZoomScale() { + + return Math.pow( 0.95, scope.userZoomSpeed ); + + } + + function onMouseDown( event ) { + + if ( !scope.userRotate ) return; + + event.preventDefault(); + + if ( event.button === 0 || event.button === 2 ) { + + state = STATE.ROTATE; + + rotateStart.set( event.clientX, event.clientY ); + + } else if ( event.button === 1 ) { + + state = STATE.ZOOM; + + zoomStart.set( event.clientX, event.clientY ); + + } + + document.addEventListener( 'mousemove', onMouseMove, false ); + document.addEventListener( 'mouseup', onMouseUp, false ); + + } + + function onMouseMove( event ) { + + event.preventDefault(); + + if ( state === STATE.ROTATE ) { + + rotateEnd.set( event.clientX, event.clientY ); + rotateDelta.sub( rotateEnd, rotateStart ); + + scope.rotateLeft( 2 * Math.PI * rotateDelta.x / PIXELS_PER_ROUND * scope.userRotateSpeed ); + scope.rotateUp( 2 * Math.PI * rotateDelta.y / PIXELS_PER_ROUND * scope.userRotateSpeed ); + + rotateStart.copy( rotateEnd ); + + } else if ( state === STATE.ZOOM ) { + + zoomEnd.set( event.clientX, event.clientY ); + zoomDelta.sub( zoomEnd, zoomStart ); + + if ( zoomDelta.y > 0 ) { + + scope.zoomIn(); + + } else { + + scope.zoomOut(); + + } + + zoomStart.copy( zoomEnd ); + + } + + } + + function onMouseUp( event ) { + + if ( ! scope.userRotate ) return; + + document.removeEventListener( 'mousemove', onMouseMove, false ); + document.removeEventListener( 'mouseup', onMouseUp, false ); + + state = STATE.NONE; + + } + + function onMouseWheel( event ) { + + if ( ! scope.userZoom ) return; + + if ( event.wheelDelta > 0 ) { + + scope.zoomOut(); + + } else { + + scope.zoomIn(); + + } + + } + + this.domElement.addEventListener( 'contextmenu', function ( event ) { event.preventDefault(); }, false ); + this.domElement.addEventListener( 'mousedown', onMouseDown, false ); + this.domElement.addEventListener( 'mousewheel', onMouseWheel, false ); + +}; +/** + * @author hughes + */ + +THREE.CircleGeometry = function ( radius, segments, thetaStart, thetaLength ) { + + THREE.Geometry.call( this ); + + radius = radius || 50; + + thetaStart = thetaStart !== undefined ? thetaStart : 0; + thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2; + segments = segments !== undefined ? Math.max( 3, segments ) : 8; + + var i, uvs = [], + center = new THREE.Vector3(), centerUV = new THREE.UV( 0.5, 0.5 ); + + this.vertices.push(center); + uvs.push( centerUV ); + + for ( i = 0; i <= segments; i ++ ) { + + var vertex = new THREE.Vector3(); + + vertex.x = radius * Math.cos( thetaStart + i / segments * thetaLength ); + vertex.y = radius * Math.sin( thetaStart + i / segments * thetaLength ); + + this.vertices.push( vertex ); + uvs.push( new THREE.UV( ( vertex.x / radius + 1 ) / 2, - ( vertex.y / radius + 1 ) / 2 + 1 ) ); + + } + + var n = new THREE.Vector3( 0, 0, -1 ); + + for ( i = 1; i <= segments; i ++ ) { + + var v1 = i; + var v2 = i + 1 ; + var v3 = 0; + + this.faces.push( new THREE.Face3( v1, v2, v3, [ n, n, n ] ) ); + this.faceVertexUvs[ 0 ].push( [ uvs[ i ], uvs[ i + 1 ], centerUV ] ); + + } + + this.computeCentroids(); + this.computeFaceNormals(); + + this.boundingSphere = { radius: radius }; + +}; + +THREE.CircleGeometry.prototype = Object.create( THREE.Geometry.prototype ); +/** + * @author mrdoob / http://mrdoob.com/ + * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Cube.as + */ + +THREE.CubeGeometry = function ( width, height, depth, segmentsWidth, segmentsHeight, segmentsDepth, materials, sides ) { + + THREE.Geometry.call( this ); + + var scope = this, + width_half = width / 2, + height_half = height / 2, + depth_half = depth / 2; + + var mpx, mpy, mpz, mnx, mny, mnz; + + if ( materials !== undefined ) { + + if ( materials instanceof Array ) { + + this.materials = materials; + + } else { + + this.materials = []; + + for ( var i = 0; i < 6; i ++ ) { + + this.materials.push( materials ); + + } + + } + + mpx = 0; mnx = 1; mpy = 2; mny = 3; mpz = 4; mnz = 5; + + } else { + + this.materials = []; + + } + + this.sides = { px: true, nx: true, py: true, ny: true, pz: true, nz: true }; + + if ( sides != undefined ) { + + for ( var s in sides ) { + + if ( this.sides[ s ] !== undefined ) { + + this.sides[ s ] = sides[ s ]; + + } + + } + + } + + this.sides.px && buildPlane( 'z', 'y', - 1, - 1, depth, height, width_half, mpx ); // px + this.sides.nx && buildPlane( 'z', 'y', 1, - 1, depth, height, - width_half, mnx ); // nx + this.sides.py && buildPlane( 'x', 'z', 1, 1, width, depth, height_half, mpy ); // py + this.sides.ny && buildPlane( 'x', 'z', 1, - 1, width, depth, - height_half, mny ); // ny + this.sides.pz && buildPlane( 'x', 'y', 1, - 1, width, height, depth_half, mpz ); // pz + this.sides.nz && buildPlane( 'x', 'y', - 1, - 1, width, height, - depth_half, mnz ); // nz + + function buildPlane( u, v, udir, vdir, width, height, depth, material ) { + + var w, ix, iy, + gridX = segmentsWidth || 1, + gridY = segmentsHeight || 1, + width_half = width / 2, + height_half = height / 2, + offset = scope.vertices.length; + + if ( ( u === 'x' && v === 'y' ) || ( u === 'y' && v === 'x' ) ) { + + w = 'z'; + + } else if ( ( u === 'x' && v === 'z' ) || ( u === 'z' && v === 'x' ) ) { + + w = 'y'; + gridY = segmentsDepth || 1; + + } else if ( ( u === 'z' && v === 'y' ) || ( u === 'y' && v === 'z' ) ) { + + w = 'x'; + gridX = segmentsDepth || 1; + + } + + var gridX1 = gridX + 1, + gridY1 = gridY + 1, + segment_width = width / gridX, + segment_height = height / gridY, + normal = new THREE.Vector3(); + + normal[ w ] = depth > 0 ? 1 : - 1; + + for ( iy = 0; iy < gridY1; iy ++ ) { + + for ( ix = 0; ix < gridX1; ix ++ ) { + + var vector = new THREE.Vector3(); + vector[ u ] = ( ix * segment_width - width_half ) * udir; + vector[ v ] = ( iy * segment_height - height_half ) * vdir; + vector[ w ] = depth; + + scope.vertices.push( vector ); + + } + + } + + for ( iy = 0; iy < gridY; iy++ ) { + + for ( ix = 0; ix < gridX; ix++ ) { + + var a = ix + gridX1 * iy; + var b = ix + gridX1 * ( iy + 1 ); + var c = ( ix + 1 ) + gridX1 * ( iy + 1 ); + var d = ( ix + 1 ) + gridX1 * iy; + + var face = new THREE.Face4( a + offset, b + offset, c + offset, d + offset ); + face.normal.copy( normal ); + face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone(), normal.clone() ); + face.materialIndex = material; + + scope.faces.push( face ); + scope.faceVertexUvs[ 0 ].push( [ + new THREE.UV( ix / gridX, 1 - iy / gridY ), + new THREE.UV( ix / gridX, 1 - ( iy + 1 ) / gridY ), + new THREE.UV( ( ix + 1 ) / gridX, 1- ( iy + 1 ) / gridY ), + new THREE.UV( ( ix + 1 ) / gridX, 1 - iy / gridY ) + ] ); + + } + + } + + } + + this.computeCentroids(); + this.mergeVertices(); + +}; + +THREE.CubeGeometry.prototype = Object.create( THREE.Geometry.prototype ); +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.CylinderGeometry = function ( radiusTop, radiusBottom, height, segmentsRadius, segmentsHeight, openEnded ) { + + THREE.Geometry.call( this ); + + radiusTop = radiusTop !== undefined ? radiusTop : 20; + radiusBottom = radiusBottom !== undefined ? radiusBottom : 20; + height = height !== undefined ? height : 100; + + var heightHalf = height / 2; + var segmentsX = segmentsRadius || 8; + var segmentsY = segmentsHeight || 1; + + var x, y, vertices = [], uvs = []; + + for ( y = 0; y <= segmentsY; y ++ ) { + + var verticesRow = []; + var uvsRow = []; + + var v = y / segmentsY; + var radius = v * ( radiusBottom - radiusTop ) + radiusTop; + + for ( x = 0; x <= segmentsX; x ++ ) { + + var u = x / segmentsX; + + var vertex = new THREE.Vector3(); + vertex.x = radius * Math.sin( u * Math.PI * 2 ); + vertex.y = - v * height + heightHalf; + vertex.z = radius * Math.cos( u * Math.PI * 2 ); + + this.vertices.push( vertex ); + + verticesRow.push( this.vertices.length - 1 ); + uvsRow.push( new THREE.UV( u, 1 - v ) ); + + } + + vertices.push( verticesRow ); + uvs.push( uvsRow ); + + } + + var tanTheta = ( radiusBottom - radiusTop ) / height; + var na, nb; + + for ( x = 0; x < segmentsX; x ++ ) { + + if ( radiusTop !== 0 ) { + + na = this.vertices[ vertices[ 0 ][ x ] ].clone(); + nb = this.vertices[ vertices[ 0 ][ x + 1 ] ].clone(); + + } else { + + na = this.vertices[ vertices[ 1 ][ x ] ].clone(); + nb = this.vertices[ vertices[ 1 ][ x + 1 ] ].clone(); + + } + + na.setY( Math.sqrt( na.x * na.x + na.z * na.z ) * tanTheta ).normalize(); + nb.setY( Math.sqrt( nb.x * nb.x + nb.z * nb.z ) * tanTheta ).normalize(); + + for ( y = 0; y < segmentsY; y ++ ) { + + var v1 = vertices[ y ][ x ]; + var v2 = vertices[ y + 1 ][ x ]; + var v3 = vertices[ y + 1 ][ x + 1 ]; + var v4 = vertices[ y ][ x + 1 ]; + + var n1 = na.clone(); + var n2 = na.clone(); + var n3 = nb.clone(); + var n4 = nb.clone(); + + var uv1 = uvs[ y ][ x ].clone(); + var uv2 = uvs[ y + 1 ][ x ].clone(); + var uv3 = uvs[ y + 1 ][ x + 1 ].clone(); + var uv4 = uvs[ y ][ x + 1 ].clone(); + + this.faces.push( new THREE.Face4( v1, v2, v3, v4, [ n1, n2, n3, n4 ] ) ); + this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3, uv4 ] ); + + } + + } + + // top cap + + if ( !openEnded && radiusTop > 0 ) { + + this.vertices.push( new THREE.Vector3( 0, heightHalf, 0 ) ); + + for ( x = 0; x < segmentsX; x ++ ) { + + var v1 = vertices[ 0 ][ x ]; + var v2 = vertices[ 0 ][ x + 1 ]; + var v3 = this.vertices.length - 1; + + var n1 = new THREE.Vector3( 0, 1, 0 ); + var n2 = new THREE.Vector3( 0, 1, 0 ); + var n3 = new THREE.Vector3( 0, 1, 0 ); + + var uv1 = uvs[ 0 ][ x ].clone(); + var uv2 = uvs[ 0 ][ x + 1 ].clone(); + var uv3 = new THREE.UV( uv2.u, 0 ); + + this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) ); + this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] ); + + } + + } + + // bottom cap + + if ( !openEnded && radiusBottom > 0 ) { + + this.vertices.push( new THREE.Vector3( 0, - heightHalf, 0 ) ); + + for ( x = 0; x < segmentsX; x ++ ) { + + var v1 = vertices[ y ][ x + 1 ]; + var v2 = vertices[ y ][ x ]; + var v3 = this.vertices.length - 1; + + var n1 = new THREE.Vector3( 0, - 1, 0 ); + var n2 = new THREE.Vector3( 0, - 1, 0 ); + var n3 = new THREE.Vector3( 0, - 1, 0 ); + + var uv1 = uvs[ y ][ x + 1 ].clone(); + var uv2 = uvs[ y ][ x ].clone(); + var uv3 = new THREE.UV( uv2.u, 1 ); + + this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) ); + this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] ); + + } + + } + + this.computeCentroids(); + this.computeFaceNormals(); + +} + +THREE.CylinderGeometry.prototype = Object.create( THREE.Geometry.prototype ); +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * + * Creates extruded geometry from a path shape. + * + * parameters = { + * + * size: , // size of the text + * height: , // thickness to extrude text + * curveSegments: , // number of points on the curves + * steps: , // number of points for z-side extrusions / used for subdividing segements of extrude spline too + amount: , // Amount + * + * bevelEnabled: , // turn on bevel + * bevelThickness: , // how deep into text bevel goes + * bevelSize: , // how far from text outline is bevel + * bevelSegments: , // number of bevel layers + * + * extrudePath: // 3d spline path to extrude shape along. (creates Frames if .frames aren't defined) + * frames: // containing arrays of tangents, normals, binormals + * bendPath: // 2d path for bend the shape around x/y plane + * + * material: // material index for front and back faces + * extrudeMaterial: // material index for extrusion and beveled faces + * uvGenerator: // object that provides UV generator functions + * + * } + **/ + + +THREE.ExtrudeGeometry = function( shapes, options ) { + + if ( typeof( shapes ) === "undefined" ) { + shapes = []; + return; + } + + THREE.Geometry.call( this ); + + shapes = shapes instanceof Array ? shapes : [ shapes ]; + + this.shapebb = shapes[ shapes.length - 1 ].getBoundingBox(); + + this.addShapeList( shapes, options ); + + this.computeCentroids(); + this.computeFaceNormals(); + + // can't really use automatic vertex normals + // as then front and back sides get smoothed too + // should do separate smoothing just for sides + + //this.computeVertexNormals(); + + //console.log( "took", ( Date.now() - startTime ) ); + +}; + +THREE.ExtrudeGeometry.prototype = Object.create( THREE.Geometry.prototype ); + +THREE.ExtrudeGeometry.prototype.addShapeList = function(shapes, options) { + var sl = shapes.length; + + for ( var s = 0; s < sl; s ++ ) { + var shape = shapes[ s ]; + this.addShape( shape, options ); + } +}; + +THREE.ExtrudeGeometry.prototype.addShape = function( shape, options ) { + + var amount = options.amount !== undefined ? options.amount : 100; + + var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; // 10 + var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; // 8 + var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3; + + var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; // false + + var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12; + + var steps = options.steps !== undefined ? options.steps : 1; + + var bendPath = options.bendPath; + + var extrudePath = options.extrudePath; + var extrudePts, extrudeByPath = false; + + var material = options.material; + var extrudeMaterial = options.extrudeMaterial; + + // Use default WorldUVGenerator if no UV generators are specified. + var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : THREE.ExtrudeGeometry.WorldUVGenerator; + + var shapebb = this.shapebb; + //shapebb = shape.getBoundingBox(); + + + + var splineTube, binormal, normal, position2; + if ( extrudePath ) { + + extrudePts = extrudePath.getSpacedPoints( steps ); + + extrudeByPath = true; + bevelEnabled = false; // bevels not supported for path extrusion + + // SETUP TNB variables + + // Reuse TNB from TubeGeomtry for now. + // TODO1 - have a .isClosed in spline? + + splineTube = options.frames !== undefined ? + options.frames : + new THREE.TubeGeometry.FrenetFrames(extrudePath, steps, false); + + // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length); + + binormal = new THREE.Vector3(); + normal = new THREE.Vector3(); + position2 = new THREE.Vector3(); + + } + + // Safeguards if bevels are not enabled + + if ( ! bevelEnabled ) { + + bevelSegments = 0; + bevelThickness = 0; + bevelSize = 0; + + } + + // Variables initalization + + var ahole, h, hl; // looping of holes + var scope = this; + var bevelPoints = []; + + var shapesOffset = this.vertices.length; + + if ( bendPath ) { + + shape.addWrapPath( bendPath ); + + } + + var shapePoints = shape.extractPoints(); + + var vertices = shapePoints.shape; + var holes = shapePoints.holes; + + var reverse = !THREE.Shape.Utils.isClockWise( vertices ) ; + + if ( reverse ) { + + vertices = vertices.reverse(); + + // Maybe we should also check if holes are in the opposite direction, just to be safe ... + + for ( h = 0, hl = holes.length; h < hl; h ++ ) { + + ahole = holes[ h ]; + + if ( THREE.Shape.Utils.isClockWise( ahole ) ) { + + holes[ h ] = ahole.reverse(); + + } + + } + + reverse = false; // If vertices are in order now, we shouldn't need to worry about them again (hopefully)! + + } + + + var faces = THREE.Shape.Utils.triangulateShape ( vertices, holes ); + //var faces = THREE.Shape.Utils.triangulate2( vertices, holes ); + + // Would it be better to move points after triangulation? + // shapePoints = shape.extractAllPointsWithBend( curveSegments, bendPath ); + // vertices = shapePoints.shape; + // holes = shapePoints.holes; + + //console.log(faces); + + //// + /// Handle Vertices + //// + + var contour = vertices; // vertices has all points but contour has only points of circumference + + for ( h = 0, hl = holes.length; h < hl; h ++ ) { + + ahole = holes[ h ]; + + vertices = vertices.concat( ahole ); + + } + + + function scalePt2 ( pt, vec, size ) { + + if ( !vec ) console.log( "die" ); + + return vec.clone().multiplyScalar( size ).addSelf( pt ); + + } + + var b, bs, t, z, + vert, vlen = vertices.length, + face, flen = faces.length, + cont, clen = contour.length; + + + //------ + // Find directions for point movement + // + + var RAD_TO_DEGREES = 180 / Math.PI; + + + function getBevelVec( pt_i, pt_j, pt_k ) { + + // Algorithm 2 + + return getBevelVec2( pt_i, pt_j, pt_k ); + + } + + function getBevelVec1( pt_i, pt_j, pt_k ) { + + var anglea = Math.atan2( pt_j.y - pt_i.y, pt_j.x - pt_i.x ); + var angleb = Math.atan2( pt_k.y - pt_i.y, pt_k.x - pt_i.x ); + + if ( anglea > angleb ) { + + angleb += Math.PI * 2; + + } + + var anglec = ( anglea + angleb ) / 2; + + + //console.log('angle1', anglea * RAD_TO_DEGREES,'angle2', angleb * RAD_TO_DEGREES, 'anglec', anglec *RAD_TO_DEGREES); + + var x = - Math.cos( anglec ); + var y = - Math.sin( anglec ); + + var vec = new THREE.Vector2( x, y ); //.normalize(); + + return vec; + + } + + function getBevelVec2( pt_i, pt_j, pt_k ) { + + var a = THREE.ExtrudeGeometry.__v1, + b = THREE.ExtrudeGeometry.__v2, + v_hat = THREE.ExtrudeGeometry.__v3, + w_hat = THREE.ExtrudeGeometry.__v4, + p = THREE.ExtrudeGeometry.__v5, + q = THREE.ExtrudeGeometry.__v6, + v, w, + v_dot_w_hat, q_sub_p_dot_w_hat, + s, intersection; + + // good reading for line-line intersection + // http://sputsoft.com/blog/2010/03/line-line-intersection.html + + // define a as vector j->i + // define b as vectot k->i + + a.set( pt_i.x - pt_j.x, pt_i.y - pt_j.y ); + b.set( pt_i.x - pt_k.x, pt_i.y - pt_k.y ); + + // get unit vectors + + v = a.normalize(); + w = b.normalize(); + + // normals from pt i + + v_hat.set( -v.y, v.x ); + w_hat.set( w.y, -w.x ); + + // pts from i + + p.copy( pt_i ).addSelf( v_hat ); + q.copy( pt_i ).addSelf( w_hat ); + + if ( p.equals( q ) ) { + + //console.log("Warning: lines are straight"); + return w_hat.clone(); + + } + + // Points from j, k. helps prevents points cross overover most of the time + + p.copy( pt_j ).addSelf( v_hat ); + q.copy( pt_k ).addSelf( w_hat ); + + v_dot_w_hat = v.dot( w_hat ); + q_sub_p_dot_w_hat = q.subSelf( p ).dot( w_hat ); + + // We should not reach these conditions + + if ( v_dot_w_hat === 0 ) { + + console.log( "Either infinite or no solutions!" ); + + if ( q_sub_p_dot_w_hat === 0 ) { + + console.log( "Its finite solutions." ); + + } else { + + console.log( "Too bad, no solutions." ); + + } + + } + + s = q_sub_p_dot_w_hat / v_dot_w_hat; + + if ( s < 0 ) { + + // in case of emergecy, revert to algorithm 1. + + return getBevelVec1( pt_i, pt_j, pt_k ); + + } + + intersection = v.multiplyScalar( s ).addSelf( p ); + + return intersection.subSelf( pt_i ).clone(); // Don't normalize!, otherwise sharp corners become ugly + + } + + var contourMovements = []; + + for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { + + if ( j === il ) j = 0; + if ( k === il ) k = 0; + + // (j)---(i)---(k) + // console.log('i,j,k', i, j , k) + + var pt_i = contour[ i ]; + var pt_j = contour[ j ]; + var pt_k = contour[ k ]; + + contourMovements[ i ]= getBevelVec( contour[ i ], contour[ j ], contour[ k ] ); + + } + + var holesMovements = [], oneHoleMovements, verticesMovements = contourMovements.concat(); + + for ( h = 0, hl = holes.length; h < hl; h ++ ) { + + ahole = holes[ h ]; + + oneHoleMovements = []; + + for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { + + if ( j === il ) j = 0; + if ( k === il ) k = 0; + + // (j)---(i)---(k) + oneHoleMovements[ i ]= getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] ); + + } + + holesMovements.push( oneHoleMovements ); + verticesMovements = verticesMovements.concat( oneHoleMovements ); + + } + + + // Loop bevelSegments, 1 for the front, 1 for the back + + for ( b = 0; b < bevelSegments; b ++ ) { + //for ( b = bevelSegments; b > 0; b -- ) { + + t = b / bevelSegments; + z = bevelThickness * ( 1 - t ); + + //z = bevelThickness * t; + bs = bevelSize * ( Math.sin ( t * Math.PI/2 ) ) ; // curved + //bs = bevelSize * t ; // linear + + // contract shape + + for ( i = 0, il = contour.length; i < il; i ++ ) { + + vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); + //vert = scalePt( contour[ i ], contourCentroid, bs, false ); + v( vert.x, vert.y, - z ); + + } + + // expand holes + + for ( h = 0, hl = holes.length; h < hl; h++ ) { + + ahole = holes[ h ]; + oneHoleMovements = holesMovements[ h ]; + + for ( i = 0, il = ahole.length; i < il; i++ ) { + + vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); + //vert = scalePt( ahole[ i ], holesCentroids[ h ], bs, true ); + + v( vert.x, vert.y, -z ); + + } + + } + + } + + bs = bevelSize; + + // Back facing vertices + + for ( i = 0; i < vlen; i ++ ) { + + vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; + + if ( !extrudeByPath ) { + + v( vert.x, vert.y, 0 ); + + } else { + + // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x ); + + normal.copy( splineTube.normals[0] ).multiplyScalar(vert.x); + binormal.copy( splineTube.binormals[0] ).multiplyScalar(vert.y); + + position2.copy( extrudePts[0] ).addSelf(normal).addSelf(binormal); + + v( position2.x, position2.y, position2.z ); + + } + + } + + // Add stepped vertices... + // Including front facing vertices + + var s; + + for ( s = 1; s <= steps; s ++ ) { + + for ( i = 0; i < vlen; i ++ ) { + + vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; + + if ( !extrudeByPath ) { + + v( vert.x, vert.y, amount / steps * s ); + + } else { + + // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x ); + + normal.copy( splineTube.normals[s] ).multiplyScalar( vert.x ); + binormal.copy( splineTube.binormals[s] ).multiplyScalar( vert.y ); + + position2.copy( extrudePts[s] ).addSelf( normal ).addSelf( binormal ); + + v( position2.x, position2.y, position2.z ); + + } + + } + + } + + + // Add bevel segments planes + + //for ( b = 1; b <= bevelSegments; b ++ ) { + for ( b = bevelSegments - 1; b >= 0; b -- ) { + + t = b / bevelSegments; + z = bevelThickness * ( 1 - t ); + //bs = bevelSize * ( 1-Math.sin ( ( 1 - t ) * Math.PI/2 ) ); + bs = bevelSize * Math.sin ( t * Math.PI/2 ) ; + + // contract shape + + for ( i = 0, il = contour.length; i < il; i ++ ) { + + vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); + v( vert.x, vert.y, amount + z ); + + } + + // expand holes + + for ( h = 0, hl = holes.length; h < hl; h ++ ) { + + ahole = holes[ h ]; + oneHoleMovements = holesMovements[ h ]; + + for ( i = 0, il = ahole.length; i < il; i ++ ) { + + vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); + + if ( !extrudeByPath ) { + + v( vert.x, vert.y, amount + z ); + + } else { + + v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z ); + + } + + } + + } + + } + + + + //// + /// Handle Faces + //// + + // Top and bottom faces + + buildLidFaces(); + + // Sides faces + + buildSideFaces(); + + + ///// Internal functions + + function buildLidFaces() { + + if ( bevelEnabled ) { + + var layer = 0 ; // steps + 1 + var offset = vlen * layer; + + // Bottom faces + + for ( i = 0; i < flen; i ++ ) { + + face = faces[ i ]; + f3( face[ 2 ]+ offset, face[ 1 ]+ offset, face[ 0 ] + offset, true ); + + } + + layer = steps + bevelSegments * 2; + offset = vlen * layer; + + // Top faces + + for ( i = 0; i < flen; i ++ ) { + + face = faces[ i ]; + f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset, false ); + + } + + } else { + + // Bottom faces + + for ( i = 0; i < flen; i++ ) { + + face = faces[ i ]; + f3( face[ 2 ], face[ 1 ], face[ 0 ], true ); + + } + + // Top faces + + for ( i = 0; i < flen; i ++ ) { + + face = faces[ i ]; + f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps, false ); + + } + } + + } + + // Create faces for the z-sides of the shape + + function buildSideFaces() { + + var layeroffset = 0; + sidewalls( contour, layeroffset ); + layeroffset += contour.length; + + for ( h = 0, hl = holes.length; h < hl; h ++ ) { + + ahole = holes[ h ]; + sidewalls( ahole, layeroffset ); + + //, true + layeroffset += ahole.length; + + } + + } + + function sidewalls( contour, layeroffset ) { + + var j, k; + i = contour.length; + + while ( --i >= 0 ) { + + j = i; + k = i - 1; + if ( k < 0 ) k = contour.length - 1; + + //console.log('b', i,j, i-1, k,vertices.length); + + var s = 0, sl = steps + bevelSegments * 2; + + for ( s = 0; s < sl; s ++ ) { + + var slen1 = vlen * s; + var slen2 = vlen * ( s + 1 ); + + var a = layeroffset + j + slen1, + b = layeroffset + k + slen1, + c = layeroffset + k + slen2, + d = layeroffset + j + slen2; + + f4( a, b, c, d, contour, s, sl, j, k ); + + } + } + + } + + + function v( x, y, z ) { + + scope.vertices.push( new THREE.Vector3( x, y, z ) ); + + } + + function f3( a, b, c, isBottom ) { + + a += shapesOffset; + b += shapesOffset; + c += shapesOffset; + + // normal, color, material + scope.faces.push( new THREE.Face3( a, b, c, null, null, material ) ); + + var uvs = isBottom ? uvgen.generateBottomUV( scope, shape, options, a, b, c ) + : uvgen.generateTopUV( scope, shape, options, a, b, c ); + + scope.faceVertexUvs[ 0 ].push( uvs ); + + } + + function f4( a, b, c, d, wallContour, stepIndex, stepsLength, contourIndex1, contourIndex2 ) { + + a += shapesOffset; + b += shapesOffset; + c += shapesOffset; + d += shapesOffset; + + scope.faces.push( new THREE.Face4( a, b, c, d, null, null, extrudeMaterial ) ); + + var uvs = uvgen.generateSideWallUV( scope, shape, wallContour, options, a, b, c, d, + stepIndex, stepsLength, contourIndex1, contourIndex2 ); + scope.faceVertexUvs[ 0 ].push( uvs ); + + } + +}; + + + +THREE.ExtrudeGeometry.WorldUVGenerator = { + + generateTopUV: function( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC ) { + var ax = geometry.vertices[ indexA ].x, + ay = geometry.vertices[ indexA ].y, + + bx = geometry.vertices[ indexB ].x, + by = geometry.vertices[ indexB ].y, + + cx = geometry.vertices[ indexC ].x, + cy = geometry.vertices[ indexC ].y; + + return [ + new THREE.UV( ax, ay ), + new THREE.UV( bx, by ), + new THREE.UV( cx, cy ) + ]; + + }, + + generateBottomUV: function( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC ) { + + return this.generateTopUV( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC ); + + }, + + generateSideWallUV: function( geometry, extrudedShape, wallContour, extrudeOptions, + indexA, indexB, indexC, indexD, stepIndex, stepsLength, + contourIndex1, contourIndex2 ) { + var ax = geometry.vertices[ indexA ].x, + ay = geometry.vertices[ indexA ].y, + az = geometry.vertices[ indexA ].z, + + bx = geometry.vertices[ indexB ].x, + by = geometry.vertices[ indexB ].y, + bz = geometry.vertices[ indexB ].z, + + cx = geometry.vertices[ indexC ].x, + cy = geometry.vertices[ indexC ].y, + cz = geometry.vertices[ indexC ].z, + + dx = geometry.vertices[ indexD ].x, + dy = geometry.vertices[ indexD ].y, + dz = geometry.vertices[ indexD ].z; + + if ( Math.abs( ay - by ) < 0.01 ) { + return [ + new THREE.UV( ax, 1 - az ), + new THREE.UV( bx, 1 - bz ), + new THREE.UV( cx, 1 - cz ), + new THREE.UV( dx, 1 - dz ) + ]; + } else { + return [ + new THREE.UV( ay, 1 - az ), + new THREE.UV( by, 1 - bz ), + new THREE.UV( cy, 1 - cz ), + new THREE.UV( dy, 1 - dz ) + ]; + } + } +}; + +THREE.ExtrudeGeometry.__v1 = new THREE.Vector2(); +THREE.ExtrudeGeometry.__v2 = new THREE.Vector2(); +THREE.ExtrudeGeometry.__v3 = new THREE.Vector2(); +THREE.ExtrudeGeometry.__v4 = new THREE.Vector2(); +THREE.ExtrudeGeometry.__v5 = new THREE.Vector2(); +THREE.ExtrudeGeometry.__v6 = new THREE.Vector2(); +/** + * @author astrodud / http://astrodud.isgreat.org/ + * @author zz85 / https://github.com/zz85 + */ + +THREE.LatheGeometry = function ( points, steps, angle ) { + + THREE.Geometry.call( this ); + + var _steps = steps || 12; + var _angle = angle || 2 * Math.PI; + + var _newV = []; + var _matrix = new THREE.Matrix4().makeRotationZ( _angle / _steps ); + + for ( var j = 0; j < points.length; j ++ ) { + + _newV[ j ] = points[ j ].clone(); + this.vertices.push( _newV[ j ] ); + + } + + var i, il = _steps + 1; + + for ( i = 0; i < il; i ++ ) { + + for ( var j = 0; j < _newV.length; j ++ ) { + + _newV[ j ] = _matrix.multiplyVector3( _newV[ j ].clone() ); + this.vertices.push( _newV[ j ] ); + + } + + } + + for ( i = 0; i < _steps; i ++ ) { + + for ( var k = 0, kl = points.length; k < kl - 1; k ++ ) { + + var a = i * kl + k; + var b = ( ( i + 1 ) % il ) * kl + k; + var c = ( ( i + 1 ) % il ) * kl + ( k + 1 ) % kl; + var d = i * kl + ( k + 1 ) % kl; + + this.faces.push( new THREE.Face4( a, b, c, d ) ); + + this.faceVertexUvs[ 0 ].push( [ + + new THREE.UV( 1 - i / _steps, k / kl ), + new THREE.UV( 1 - ( i + 1 ) / _steps, k / kl ), + new THREE.UV( 1 - ( i + 1 ) / _steps, ( k + 1 ) / kl ), + new THREE.UV( 1 - i / _steps, ( k + 1 ) / kl ) + + ] ); + + } + + } + + this.computeCentroids(); + this.computeFaceNormals(); + this.computeVertexNormals(); + +}; + +THREE.LatheGeometry.prototype = Object.create( THREE.Geometry.prototype ); +/** + * @author mrdoob / http://mrdoob.com/ + * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as + */ + +THREE.PlaneGeometry = function ( width, height, segmentsWidth, segmentsheight ) { + + THREE.Geometry.call( this ); + + var ix, iz, + width_half = width / 2, + height_half = height / 2, + gridX = segmentsWidth || 1, + gridZ = segmentsheight || 1, + gridX1 = gridX + 1, + gridZ1 = gridZ + 1, + segment_width = width / gridX, + segment_height = height / gridZ, + normal = new THREE.Vector3( 0, 0, 1 ); + + for ( iz = 0; iz < gridZ1; iz ++ ) { + + for ( ix = 0; ix < gridX1; ix ++ ) { + + var x = ix * segment_width - width_half; + var y = iz * segment_height - height_half; + + this.vertices.push( new THREE.Vector3( x, - y, 0 ) ); + + } + + } + + for ( iz = 0; iz < gridZ; iz ++ ) { + + for ( ix = 0; ix < gridX; ix ++ ) { + + var a = ix + gridX1 * iz; + var b = ix + gridX1 * ( iz + 1 ); + var c = ( ix + 1 ) + gridX1 * ( iz + 1 ); + var d = ( ix + 1 ) + gridX1 * iz; + + var face = new THREE.Face4( a, b, c, d ); + face.normal.copy( normal ); + face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone(), normal.clone() ); + + this.faces.push( face ); + this.faceVertexUvs[ 0 ].push( [ + new THREE.UV( ix / gridX, 1 - iz / gridZ ), + new THREE.UV( ix / gridX, 1 - ( iz + 1 ) / gridZ ), + new THREE.UV( ( ix + 1 ) / gridX, 1 - ( iz + 1 ) / gridZ ), + new THREE.UV( ( ix + 1 ) / gridX, 1 - iz / gridZ ) + ] ); + + } + + } + + this.computeCentroids(); + +}; + +THREE.PlaneGeometry.prototype = Object.create( THREE.Geometry.prototype ); +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.SphereGeometry = function ( radius, segmentsWidth, segmentsHeight, phiStart, phiLength, thetaStart, thetaLength ) { + + THREE.Geometry.call( this ); + + radius = radius || 50; + + phiStart = phiStart !== undefined ? phiStart : 0; + phiLength = phiLength !== undefined ? phiLength : Math.PI * 2; + + thetaStart = thetaStart !== undefined ? thetaStart : 0; + thetaLength = thetaLength !== undefined ? thetaLength : Math.PI; + + var segmentsX = Math.max( 3, Math.floor( segmentsWidth ) || 8 ); + var segmentsY = Math.max( 2, Math.floor( segmentsHeight ) || 6 ); + + var x, y, vertices = [], uvs = []; + + for ( y = 0; y <= segmentsY; y ++ ) { + + var verticesRow = []; + var uvsRow = []; + + for ( x = 0; x <= segmentsX; x ++ ) { + + var u = x / segmentsX; + var v = y / segmentsY; + + var vertex = new THREE.Vector3(); + vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); + vertex.y = radius * Math.cos( thetaStart + v * thetaLength ); + vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); + + this.vertices.push( vertex ); + + verticesRow.push( this.vertices.length - 1 ); + uvsRow.push( new THREE.UV( u, 1 - v ) ); + + } + + vertices.push( verticesRow ); + uvs.push( uvsRow ); + + } + + for ( y = 0; y < segmentsY; y ++ ) { + + for ( x = 0; x < segmentsX; x ++ ) { + + var v1 = vertices[ y ][ x + 1 ]; + var v2 = vertices[ y ][ x ]; + var v3 = vertices[ y + 1 ][ x ]; + var v4 = vertices[ y + 1 ][ x + 1 ]; + + var n1 = this.vertices[ v1 ].clone().normalize(); + var n2 = this.vertices[ v2 ].clone().normalize(); + var n3 = this.vertices[ v3 ].clone().normalize(); + var n4 = this.vertices[ v4 ].clone().normalize(); + + var uv1 = uvs[ y ][ x + 1 ].clone(); + var uv2 = uvs[ y ][ x ].clone(); + var uv3 = uvs[ y + 1 ][ x ].clone(); + var uv4 = uvs[ y + 1 ][ x + 1 ].clone(); + + if ( Math.abs( this.vertices[ v1 ].y ) == radius ) { + + this.faces.push( new THREE.Face3( v1, v3, v4, [ n1, n3, n4 ] ) ); + this.faceVertexUvs[ 0 ].push( [ uv1, uv3, uv4 ] ); + + } else if ( Math.abs( this.vertices[ v3 ].y ) == radius ) { + + this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) ); + this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] ); + + } else { + + this.faces.push( new THREE.Face4( v1, v2, v3, v4, [ n1, n2, n3, n4 ] ) ); + this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3, uv4 ] ); + + } + + } + + } + + this.computeCentroids(); + this.computeFaceNormals(); + + this.boundingSphere = { radius: radius }; + +}; + +THREE.SphereGeometry.prototype = Object.create( THREE.Geometry.prototype ); +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * @author alteredq / http://alteredqualia.com/ + * + * For creating 3D text geometry in three.js + * + * Text = 3D Text + * + * parameters = { + * size: , // size of the text + * height: , // thickness to extrude text + * curveSegments: , // number of points on the curves + * + * font: , // font name + * weight: , // font weight (normal, bold) + * style: , // font style (normal, italics) + * + * bevelEnabled: , // turn on bevel + * bevelThickness: , // how deep into text bevel goes + * bevelSize: , // how far from text outline is bevel + * + * bend: // bend according to hardcoded curve (generates bendPath) + * bendPath: // wraps text according to bend Path + * } + * + */ + +/* Usage Examples + + // TextGeometry wrapper + + var text3d = new TextGeometry( text, options ); + + // Complete manner + + var textShapes = THREE.FontUtils.generateShapes( text, options ); + var text3d = new ExtrudeGeometry( textShapes, options ); + +*/ + + +THREE.TextGeometry = function ( text, parameters ) { + + var textShapes = THREE.FontUtils.generateShapes( text, parameters ); + + // translate parameters to ExtrudeGeometry API + + parameters.amount = parameters.height !== undefined ? parameters.height : 50; + + // defaults + + if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10; + if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8; + if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false; + + if ( parameters.bend ) { + + var b = textShapes[ textShapes.length - 1 ].getBoundingBox(); + var max = b.maxX; + + parameters.bendPath = new THREE.QuadraticBezierCurve( + new THREE.Vector2( 0, 0 ), + new THREE.Vector2( max / 2, 120 ), + new THREE.Vector2( max, 0 ) + ); + + } + + THREE.ExtrudeGeometry.call( this, textShapes, parameters ); + +}; + +THREE.TextGeometry.prototype = Object.create( THREE.ExtrudeGeometry.prototype ); +/** + * @author oosmoxiecode + * @author mrdoob / http://mrdoob.com/ + * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3DLite/src/away3dlite/primitives/Torus.as?r=2888 + */ + +THREE.TorusGeometry = function ( radius, tube, segmentsR, segmentsT, arc ) { + + THREE.Geometry.call( this ); + + var scope = this; + + this.radius = radius || 100; + this.tube = tube || 40; + this.segmentsR = segmentsR || 8; + this.segmentsT = segmentsT || 6; + this.arc = arc || Math.PI * 2; + + var center = new THREE.Vector3(), uvs = [], normals = []; + + for ( var j = 0; j <= this.segmentsR; j ++ ) { + + for ( var i = 0; i <= this.segmentsT; i ++ ) { + + var u = i / this.segmentsT * this.arc; + var v = j / this.segmentsR * Math.PI * 2; + + center.x = this.radius * Math.cos( u ); + center.y = this.radius * Math.sin( u ); + + var vertex = new THREE.Vector3(); + vertex.x = ( this.radius + this.tube * Math.cos( v ) ) * Math.cos( u ); + vertex.y = ( this.radius + this.tube * Math.cos( v ) ) * Math.sin( u ); + vertex.z = this.tube * Math.sin( v ); + + this.vertices.push( vertex ); + + uvs.push( new THREE.UV( i / this.segmentsT, j / this.segmentsR ) ); + normals.push( vertex.clone().subSelf( center ).normalize() ); + + } + } + + + for ( var j = 1; j <= this.segmentsR; j ++ ) { + + for ( var i = 1; i <= this.segmentsT; i ++ ) { + + var a = ( this.segmentsT + 1 ) * j + i - 1; + var b = ( this.segmentsT + 1 ) * ( j - 1 ) + i - 1; + var c = ( this.segmentsT + 1 ) * ( j - 1 ) + i; + var d = ( this.segmentsT + 1 ) * j + i; + + var face = new THREE.Face4( a, b, c, d, [ normals[ a ], normals[ b ], normals[ c ], normals[ d ] ] ); + face.normal.addSelf( normals[ a ] ); + face.normal.addSelf( normals[ b ] ); + face.normal.addSelf( normals[ c ] ); + face.normal.addSelf( normals[ d ] ); + face.normal.normalize(); + + this.faces.push( face ); + + this.faceVertexUvs[ 0 ].push( [ uvs[ a ].clone(), uvs[ b ].clone(), uvs[ c ].clone(), uvs[ d ].clone() ] ); + } + + } + + this.computeCentroids(); + +}; + +THREE.TorusGeometry.prototype = Object.create( THREE.Geometry.prototype ); +/** + * @author oosmoxiecode + * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473 + */ + +THREE.TorusKnotGeometry = function ( radius, tube, segmentsR, segmentsT, p, q, heightScale ) { + + THREE.Geometry.call( this ); + + var scope = this; + + this.radius = radius || 200; + this.tube = tube || 40; + this.segmentsR = segmentsR || 64; + this.segmentsT = segmentsT || 8; + this.p = p || 2; + this.q = q || 3; + this.heightScale = heightScale || 1; + this.grid = new Array(this.segmentsR); + + var tang = new THREE.Vector3(); + var n = new THREE.Vector3(); + var bitan = new THREE.Vector3(); + + for ( var i = 0; i < this.segmentsR; ++ i ) { + + this.grid[ i ] = new Array( this.segmentsT ); + + for ( var j = 0; j < this.segmentsT; ++ j ) { + + var u = i / this.segmentsR * 2 * this.p * Math.PI; + var v = j / this.segmentsT * 2 * Math.PI; + var p1 = getPos( u, v, this.q, this.p, this.radius, this.heightScale ); + var p2 = getPos( u + 0.01, v, this.q, this.p, this.radius, this.heightScale ); + var cx, cy; + + tang.sub( p2, p1 ); + n.add( p2, p1 ); + + bitan.cross( tang, n ); + n.cross( bitan, tang ); + bitan.normalize(); + n.normalize(); + + cx = - this.tube * Math.cos( v ); // TODO: Hack: Negating it so it faces outside. + cy = this.tube * Math.sin( v ); + + p1.x += cx * n.x + cy * bitan.x; + p1.y += cx * n.y + cy * bitan.y; + p1.z += cx * n.z + cy * bitan.z; + + this.grid[ i ][ j ] = vert( p1.x, p1.y, p1.z ); + + } + + } + + for ( var i = 0; i < this.segmentsR; ++ i ) { + + for ( var j = 0; j < this.segmentsT; ++ j ) { + + var ip = ( i + 1 ) % this.segmentsR; + var jp = ( j + 1 ) % this.segmentsT; + + var a = this.grid[ i ][ j ]; + var b = this.grid[ ip ][ j ]; + var c = this.grid[ ip ][ jp ]; + var d = this.grid[ i ][ jp ]; + + var uva = new THREE.UV( i / this.segmentsR, j / this.segmentsT ); + var uvb = new THREE.UV( ( i + 1 ) / this.segmentsR, j / this.segmentsT ); + var uvc = new THREE.UV( ( i + 1 ) / this.segmentsR, ( j + 1 ) / this.segmentsT ); + var uvd = new THREE.UV( i / this.segmentsR, ( j + 1 ) / this.segmentsT ); + + this.faces.push( new THREE.Face4( a, b, c, d ) ); + this.faceVertexUvs[ 0 ].push( [ uva,uvb,uvc, uvd ] ); + + } + } + + this.computeCentroids(); + this.computeFaceNormals(); + this.computeVertexNormals(); + + function vert( x, y, z ) { + + return scope.vertices.push( new THREE.Vector3( x, y, z ) ) - 1; + + } + + function getPos( u, v, in_q, in_p, radius, heightScale ) { + + var cu = Math.cos( u ); + var cv = Math.cos( v ); + var su = Math.sin( u ); + var quOverP = in_q / in_p * u; + var cs = Math.cos( quOverP ); + + var tx = radius * ( 2 + cs ) * 0.5 * cu; + var ty = radius * ( 2 + cs ) * su * 0.5; + var tz = heightScale * radius * Math.sin( quOverP ) * 0.5; + + return new THREE.Vector3( tx, ty, tz ); + + } + +}; + +THREE.TorusKnotGeometry.prototype = Object.create( THREE.Geometry.prototype ); +/** + * @author WestLangley / https://github.com/WestLangley + * @author zz85 / https://github.com/zz85 + * @author miningold / https://github.com/miningold + * + * Modified from the TorusKnotGeometry by @oosmoxiecode + * + * Creates a tube which extrudes along a 3d spline + * + * Uses parallel transport frames as described in + * http://www.cs.indiana.edu/pub/techreports/TR425.pdf + */ + +THREE.TubeGeometry = function( path, segments, radius, segmentsRadius, closed, debug ) { + + THREE.Geometry.call( this ); + + this.path = path; + this.segments = segments || 64; + this.radius = radius || 1; + this.segmentsRadius = segmentsRadius || 8; + this.closed = closed || false; + if ( debug ) this.debug = new THREE.Object3D(); + + this.grid = []; + + var scope = this, + + tangent, + normal, + binormal, + + numpoints = this.segments + 1, + + x, y, z, + tx, ty, tz, + u, v, + + cx, cy, + pos, pos2 = new THREE.Vector3(), + i, j, + ip, jp, + a, b, c, d, + uva, uvb, uvc, uvd; + + var frames = new THREE.TubeGeometry.FrenetFrames(path, segments, closed), + tangents = frames.tangents, + normals = frames.normals, + binormals = frames.binormals; + + // proxy internals + this.tangents = tangents; + this.normals = normals; + this.binormals = binormals; + + + function vert( x, y, z ) { + + return scope.vertices.push( new THREE.Vector3( x, y, z ) ) - 1; + + } + + + + + // consruct the grid + + for ( i = 0; i < numpoints; i++ ) { + + this.grid[ i ] = []; + + u = i / ( numpoints - 1 ); + + pos = path.getPointAt( u ); + + tangent = tangents[ i ]; + normal = normals[ i ]; + binormal = binormals[ i ]; + + if ( this.debug ) { + + this.debug.add(new THREE.ArrowHelper(tangent, pos, radius, 0x0000ff)); + this.debug.add(new THREE.ArrowHelper(normal, pos, radius, 0xff0000)); + this.debug.add(new THREE.ArrowHelper(binormal, pos, radius, 0x00ff00)); + + } + + for ( j = 0; j < this.segmentsRadius; j++ ) { + + v = j / this.segmentsRadius * 2 * Math.PI; + + cx = -this.radius * Math.cos( v ); // TODO: Hack: Negating it so it faces outside. + cy = this.radius * Math.sin( v ); + + pos2.copy( pos ); + pos2.x += cx * normal.x + cy * binormal.x; + pos2.y += cx * normal.y + cy * binormal.y; + pos2.z += cx * normal.z + cy * binormal.z; + + this.grid[ i ][ j ] = vert( pos2.x, pos2.y, pos2.z ); + + } + } + + + // construct the mesh + + for ( i = 0; i < this.segments; i++ ) { + + for ( j = 0; j < this.segmentsRadius; j++ ) { + + ip = ( closed ) ? (i + 1) % this.segments : i + 1; + jp = (j + 1) % this.segmentsRadius; + + a = this.grid[ i ][ j ]; // *** NOT NECESSARILY PLANAR ! *** + b = this.grid[ ip ][ j ]; + c = this.grid[ ip ][ jp ]; + d = this.grid[ i ][ jp ]; + + uva = new THREE.UV( i / this.segments, j / this.segmentsRadius ); + uvb = new THREE.UV( ( i + 1 ) / this.segments, j / this.segmentsRadius ); + uvc = new THREE.UV( ( i + 1 ) / this.segments, ( j + 1 ) / this.segmentsRadius ); + uvd = new THREE.UV( i / this.segments, ( j + 1 ) / this.segmentsRadius ); + + this.faces.push( new THREE.Face4( a, b, c, d ) ); + this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvc, uvd ] ); + + } + } + + this.computeCentroids(); + this.computeFaceNormals(); + this.computeVertexNormals(); + +}; + +THREE.TubeGeometry.prototype = Object.create( THREE.Geometry.prototype ); + + +// For computing of Frenet frames, exposing the tangents, normals and binormals the spline +THREE.TubeGeometry.FrenetFrames = function(path, segments, closed) { + + var + tangent = new THREE.Vector3(), + normal = new THREE.Vector3(), + binormal = new THREE.Vector3(), + + tangents = [], + normals = [], + binormals = [], + + vec = new THREE.Vector3(), + mat = new THREE.Matrix4(), + + numpoints = segments + 1, + theta, + epsilon = 0.0001, + smallest, + + tx, ty, tz, + i, u, v; + + + // expose internals + this.tangents = tangents; + this.normals = normals; + this.binormals = binormals; + + // compute the tangent vectors for each segment on the path + + for ( i = 0; i < numpoints; i++ ) { + + u = i / ( numpoints - 1 ); + + tangents[ i ] = path.getTangentAt( u ); + tangents[ i ].normalize(); + + } + + initialNormal3(); + + function initialNormal1(lastBinormal) { + // fixed start binormal. Has dangers of 0 vectors + normals[ 0 ] = new THREE.Vector3(); + binormals[ 0 ] = new THREE.Vector3(); + if (lastBinormal===undefined) lastBinormal = new THREE.Vector3( 0, 0, 1 ); + normals[ 0 ].cross( lastBinormal, tangents[ 0 ] ).normalize(); + binormals[ 0 ].cross( tangents[ 0 ], normals[ 0 ] ).normalize(); + } + + function initialNormal2() { + + // This uses the Frenet-Serret formula for deriving binormal + var t2 = path.getTangentAt( epsilon ); + + normals[ 0 ] = new THREE.Vector3().sub( t2, tangents[ 0 ] ).normalize(); + binormals[ 0 ] = new THREE.Vector3().cross( tangents[ 0 ], normals[ 0 ] ); + + normals[ 0 ].cross( binormals[ 0 ], tangents[ 0 ] ).normalize(); // last binormal x tangent + binormals[ 0 ].cross( tangents[ 0 ], normals[ 0 ] ).normalize(); + + } + + function initialNormal3() { + // select an initial normal vector perpenicular to the first tangent vector, + // and in the direction of the smallest tangent xyz component + + normals[ 0 ] = new THREE.Vector3(); + binormals[ 0 ] = new THREE.Vector3(); + smallest = Number.MAX_VALUE; + tx = Math.abs( tangents[ 0 ].x ); + ty = Math.abs( tangents[ 0 ].y ); + tz = Math.abs( tangents[ 0 ].z ); + + if ( tx <= smallest ) { + smallest = tx; + normal.set( 1, 0, 0 ); + } + + if ( ty <= smallest ) { + smallest = ty; + normal.set( 0, 1, 0 ); + } + + if ( tz <= smallest ) { + normal.set( 0, 0, 1 ); + } + + vec.cross( tangents[ 0 ], normal ).normalize(); + + normals[ 0 ].cross( tangents[ 0 ], vec ); + binormals[ 0 ].cross( tangents[ 0 ], normals[ 0 ] ); + } + + + // compute the slowly-varying normal and binormal vectors for each segment on the path + + for ( i = 1; i < numpoints; i++ ) { + + normals[ i ] = normals[ i-1 ].clone(); + + binormals[ i ] = binormals[ i-1 ].clone(); + + vec.cross( tangents[ i-1 ], tangents[ i ] ); + + if ( vec.length() > epsilon ) { + + vec.normalize(); + + theta = Math.acos( tangents[ i-1 ].dot( tangents[ i ] ) ); + + mat.makeRotationAxis( vec, theta ).multiplyVector3( normals[ i ] ); + + } + + binormals[ i ].cross( tangents[ i ], normals[ i ] ); + + } + + + // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same + + if ( closed ) { + + theta = Math.acos( normals[ 0 ].dot( normals[ numpoints-1 ] ) ); + theta /= ( numpoints - 1 ); + + if ( tangents[ 0 ].dot( vec.cross( normals[ 0 ], normals[ numpoints-1 ] ) ) > 0 ) { + + theta = -theta; + + } + + for ( i = 1; i < numpoints; i++ ) { + + // twist a little... + mat.makeRotationAxis( tangents[ i ], theta * i ).multiplyVector3( normals[ i ] ); + binormals[ i ].cross( tangents[ i ], normals[ i ] ); + + } + + } +}; +/** + * @author clockworkgeek / https://github.com/clockworkgeek + * @author timothypratley / https://github.com/timothypratley + */ + +THREE.PolyhedronGeometry = function ( vertices, faces, radius, detail ) { + + THREE.Geometry.call( this ); + + radius = radius || 1; + detail = detail || 0; + + var that = this; + + for ( var i = 0, l = vertices.length; i < l; i ++ ) { + + prepare( new THREE.Vector3( vertices[ i ][ 0 ], vertices[ i ][ 1 ], vertices[ i ][ 2 ] ) ); + + } + + var midpoints = [], p = this.vertices; + + for ( var i = 0, l = faces.length; i < l; i ++ ) { + + make( p[ faces[ i ][ 0 ] ], p[ faces[ i ][ 1 ] ], p[ faces[ i ][ 2 ] ], detail ); + + } + + this.mergeVertices(); + + // Apply radius + + for ( var i = 0, l = this.vertices.length; i < l; i ++ ) { + + this.vertices[ i ].multiplyScalar( radius ); + + } + + + // Project vector onto sphere's surface + + function prepare( vector ) { + + var vertex = vector.normalize().clone(); + vertex.index = that.vertices.push( vertex ) - 1; + + // Texture coords are equivalent to map coords, calculate angle and convert to fraction of a circle. + + var u = azimuth( vector ) / 2 / Math.PI + 0.5; + var v = inclination( vector ) / Math.PI + 0.5; + vertex.uv = new THREE.UV( u, 1 - v ); + + return vertex; + + } + + + // Approximate a curved face with recursively sub-divided triangles. + + function make( v1, v2, v3, detail ) { + + if ( detail < 1 ) { + + var face = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] ); + face.centroid.addSelf( v1 ).addSelf( v2 ).addSelf( v3 ).divideScalar( 3 ); + face.normal = face.centroid.clone().normalize(); + that.faces.push( face ); + + var azi = azimuth( face.centroid ); + that.faceVertexUvs[ 0 ].push( [ + correctUV( v1.uv, v1, azi ), + correctUV( v2.uv, v2, azi ), + correctUV( v3.uv, v3, azi ) + ] ); + + } else { + + detail -= 1; + + // split triangle into 4 smaller triangles + + make( v1, midpoint( v1, v2 ), midpoint( v1, v3 ), detail ); // top quadrant + make( midpoint( v1, v2 ), v2, midpoint( v2, v3 ), detail ); // left quadrant + make( midpoint( v1, v3 ), midpoint( v2, v3 ), v3, detail ); // right quadrant + make( midpoint( v1, v2 ), midpoint( v2, v3 ), midpoint( v1, v3 ), detail ); // center quadrant + + } + + } + + function midpoint( v1, v2 ) { + + if ( !midpoints[ v1.index ] ) midpoints[ v1.index ] = []; + if ( !midpoints[ v2.index ] ) midpoints[ v2.index ] = []; + + var mid = midpoints[ v1.index ][ v2.index ]; + + if ( mid === undefined ) { + + // generate mean point and project to surface with prepare() + + midpoints[ v1.index ][ v2.index ] = midpoints[ v2.index ][ v1.index ] = mid = prepare( + new THREE.Vector3().add( v1, v2 ).divideScalar( 2 ) + ); + } + + return mid; + + } + + + // Angle around the Y axis, counter-clockwise when looking from above. + + function azimuth( vector ) { + + return Math.atan2( vector.z, -vector.x ); + + } + + + // Angle above the XZ plane. + + function inclination( vector ) { + + return Math.atan2( -vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) ); + + } + + + // Texture fixing helper. Spheres have some odd behaviours. + + function correctUV( uv, vector, azimuth ) { + + if ( ( azimuth < 0 ) && ( uv.u === 1 ) ) uv = new THREE.UV( uv.u - 1, uv.v ); + if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) uv = new THREE.UV( azimuth / 2 / Math.PI + 0.5, uv.v ); + return uv; + + } + + this.computeCentroids(); + + this.boundingSphere = { radius: radius }; + +}; + +THREE.PolyhedronGeometry.prototype = Object.create( THREE.Geometry.prototype ); +/** + * @author timothypratley / https://github.com/timothypratley + */ + +THREE.IcosahedronGeometry = function ( radius, detail ) { + + var t = ( 1 + Math.sqrt( 5 ) ) / 2; + + var vertices = [ + [ -1, t, 0 ], [ 1, t, 0 ], [ -1, -t, 0 ], [ 1, -t, 0 ], + [ 0, -1, t ], [ 0, 1, t ], [ 0, -1, -t ], [ 0, 1, -t ], + [ t, 0, -1 ], [ t, 0, 1 ], [ -t, 0, -1 ], [ -t, 0, 1 ] + ]; + + var faces = [ + [ 0, 11, 5 ], [ 0, 5, 1 ], [ 0, 1, 7 ], [ 0, 7, 10 ], [ 0, 10, 11 ], + [ 1, 5, 9 ], [ 5, 11, 4 ], [ 11, 10, 2 ], [ 10, 7, 6 ], [ 7, 1, 8 ], + [ 3, 9, 4 ], [ 3, 4, 2 ], [ 3, 2, 6 ], [ 3, 6, 8 ], [ 3, 8, 9 ], + [ 4, 9, 5 ], [ 2, 4, 11 ], [ 6, 2, 10 ], [ 8, 6, 7 ], [ 9, 8, 1 ] + ]; + + THREE.PolyhedronGeometry.call( this, vertices, faces, radius, detail ); + +}; + +THREE.IcosahedronGeometry.prototype = Object.create( THREE.Geometry.prototype ); +/** + * @author timothypratley / https://github.com/timothypratley + */ + +THREE.OctahedronGeometry = function ( radius, detail ) { + + var vertices = [ + [ 1, 0, 0 ], [ -1, 0, 0 ], [ 0, 1, 0 ], [ 0, -1, 0 ], [ 0, 0, 1 ], [ 0, 0, -1 ] + ]; + + var faces = [ + [ 0, 2, 4 ], [ 0, 4, 3 ], [ 0, 3, 5 ], [ 0, 5, 2 ], [ 1, 2, 5 ], [ 1, 5, 3 ], [ 1, 3, 4 ], [ 1, 4, 2 ] + ]; + + THREE.PolyhedronGeometry.call( this, vertices, faces, radius, detail ); +}; + +THREE.OctahedronGeometry.prototype = Object.create( THREE.Geometry.prototype ); +/** + * @author timothypratley / https://github.com/timothypratley + */ + +THREE.TetrahedronGeometry = function ( radius, detail ) { + + var vertices = [ + [ 1, 1, 1 ], [ -1, -1, 1 ], [ -1, 1, -1 ], [ 1, -1, -1 ] + ]; + + var faces = [ + [ 2, 1, 0 ], [ 0, 3, 2 ], [ 1, 3, 0 ], [ 2, 3, 1 ] + ]; + + THREE.PolyhedronGeometry.call( this, vertices, faces, radius, detail ); + +}; + +THREE.TetrahedronGeometry.prototype = Object.create( THREE.Geometry.prototype ); +/** + * @author zz85 / https://github.com/zz85 + * Parametric Surfaces Geometry + * based on the brilliant article by @prideout http://prideout.net/blog/?p=44 + * + * new THREE.ParametricGeometry( parametricFunction, uSegments, ySegements, useTris ); + * + */ + +THREE.ParametricGeometry = function ( func, slices, stacks, useTris ) { + + THREE.Geometry.call( this ); + + var verts = this.vertices; + var faces = this.faces; + var uvs = this.faceVertexUvs[ 0 ]; + + useTris = (useTris === undefined) ? false : useTris; + + var i, il, j, p; + var u, v; + + var stackCount = stacks + 1; + var sliceCount = slices + 1; + + for ( i = 0; i <= stacks; i ++ ) { + + v = i / stacks; + + for ( j = 0; j <= slices; j ++ ) { + + u = j / slices; + + p = func( u, v ); + verts.push( p ); + + } + } + + var a, b, c, d; + var uva, uvb, uvc, uvd; + + for ( i = 0; i < stacks; i ++ ) { + + for ( j = 0; j < slices; j ++ ) { + + a = i * sliceCount + j; + b = i * sliceCount + j + 1; + c = (i + 1) * sliceCount + j; + d = (i + 1) * sliceCount + j + 1; + + uva = new THREE.UV( j / slices, i / stacks ); + uvb = new THREE.UV( ( j + 1 ) / slices, i / stacks ); + uvc = new THREE.UV( j / slices, ( i + 1 ) / stacks ); + uvd = new THREE.UV( ( j + 1 ) / slices, ( i + 1 ) / stacks ); + + if ( useTris ) { + + faces.push( new THREE.Face3( a, b, c ) ); + faces.push( new THREE.Face3( b, d, c ) ); + + uvs.push( [ uva, uvb, uvc ] ); + uvs.push( [ uvb, uvd, uvc ] ); + + } else { + + faces.push( new THREE.Face4( a, b, d, c ) ); + uvs.push( [ uva, uvb, uvd, uvc ] ); + + } + + } + + } + + // console.log(this); + + // magic bullet + // var diff = this.mergeVertices(); + // console.log('removed ', diff, ' vertices by merging'); + + this.computeCentroids(); + this.computeFaceNormals(); + this.computeVertexNormals(); + +}; + +THREE.ParametricGeometry.prototype = Object.create( THREE.Geometry.prototype ); +/** + * @author qiao / https://github.com/qiao + * @fileoverview This is a convex hull generator using the incremental method. + * The complexity is O(n^2) where n is the number of vertices. + * O(nlogn) algorithms do exist, but they are much more complicated. + * + * Benchmark: + * + * Platform: CPU: P7350 @2.00GHz Engine: V8 + * + * Num Vertices Time(ms) + * + * 10 1 + * 20 3 + * 30 19 + * 40 48 + * 50 107 + */ + +THREE.ConvexGeometry = function( vertices ) { + + THREE.Geometry.call( this ); + + var faces = [ [ 0, 1, 2 ], [ 0, 2, 1 ] ]; + + for ( var i = 3; i < vertices.length; i++ ) { + + addPoint( i ); + + } + + + function addPoint( vertexId ) { + + var vertex = vertices[ vertexId ].clone(); + + var mag = vertex.length(); + vertex.x += mag * randomOffset(); + vertex.y += mag * randomOffset(); + vertex.z += mag * randomOffset(); + + var hole = []; + + for ( var f = 0; f < faces.length; ) { + + var face = faces[ f ]; + + // for each face, if the vertex can see it, + // then we try to add the face's edges into the hole. + if ( visible( face, vertex ) ) { + + for ( var e = 0; e < 3; e++ ) { + + var edge = [ face[ e ], face[ ( e + 1 ) % 3 ] ]; + var boundary = true; + + // remove duplicated edges. + for ( var h = 0; h < hole.length; h++ ) { + + if ( equalEdge( hole[ h ], edge ) ) { + + hole[ h ] = hole[ hole.length - 1 ]; + hole.pop(); + boundary = false; + break; + + } + + } + + if ( boundary ) { + + hole.push( edge ); + + } + + } + + // remove faces[ f ] + faces[ f ] = faces[ faces.length - 1 ]; + faces.pop(); + + } else { // not visible + + f++; + + } + } + + // construct the new faces formed by the edges of the hole and the vertex + for ( var h = 0; h < hole.length; h++ ) { + + faces.push( [ + hole[ h ][ 0 ], + hole[ h ][ 1 ], + vertexId + ] ); + + } + } + + /** + * Whether the face is visible from the vertex + */ + function visible( face, vertex ) { + + var va = vertices[ face[ 0 ] ]; + var vb = vertices[ face[ 1 ] ]; + var vc = vertices[ face[ 2 ] ]; + + var n = normal( va, vb, vc ); + + // distance from face to origin + var dist = n.dot( va ); + + return n.dot( vertex ) >= dist; + + } + + /** + * Face normal + */ + function normal( va, vb, vc ) { + + var cb = new THREE.Vector3(); + var ab = new THREE.Vector3(); + + cb.sub( vc, vb ); + ab.sub( va, vb ); + cb.crossSelf( ab ); + + if ( !cb.isZero() ) { + + cb.normalize(); + + } + + return cb; + + } + + /** + * Detect whether two edges are equal. + * Note that when constructing the convex hull, two same edges can only + * be of the negative direction. + */ + function equalEdge( ea, eb ) { + + return ea[ 0 ] === eb[ 1 ] && ea[ 1 ] === eb[ 0 ]; + + } + + /** + * Create a random offset between -1e-6 and 1e-6. + */ + function randomOffset() { + + return ( Math.random() - 0.5 ) * 2 * 1e-6; + + } + + + /** + * XXX: Not sure if this is the correct approach. Need someone to review. + */ + function vertexUv( vertex ) { + + var mag = vertex.length(); + return new THREE.UV( vertex.x / mag, vertex.y / mag ); + + } + + // Push vertices into `this.vertices`, skipping those inside the hull + var id = 0; + var newId = new Array( vertices.length ); // map from old vertex id to new id + + for ( var i = 0; i < faces.length; i++ ) { + + var face = faces[ i ]; + + for ( var j = 0; j < 3; j++ ) { + + if ( newId[ face[ j ] ] === undefined ) { + + newId[ face[ j ] ] = id++; + this.vertices.push( vertices[ face[ j ] ] ); + + } + + face[ j ] = newId[ face[ j ] ]; + + } + + } + + // Convert faces into instances of THREE.Face3 + for ( var i = 0; i < faces.length; i++ ) { + + this.faces.push( new THREE.Face3( + faces[ i ][ 0 ], + faces[ i ][ 1 ], + faces[ i ][ 2 ] + ) ); + + } + + // Compute UVs + for ( var i = 0; i < this.faces.length; i++ ) { + + var face = this.faces[ i ]; + + this.faceVertexUvs[ 0 ].push( [ + vertexUv( this.vertices[ face.a ] ), + vertexUv( this.vertices[ face.b ] ), + vertexUv( this.vertices[ face.c ]) + ] ); + + } + + + this.computeCentroids(); + this.computeFaceNormals(); + this.computeVertexNormals(); + +}; + +THREE.ConvexGeometry.prototype = Object.create( THREE.Geometry.prototype ); +/** + * @author sroucheray / http://sroucheray.org/ + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.AxisHelper = function () { + + THREE.Object3D.call( this ); + + var lineGeometry = new THREE.Geometry(); + lineGeometry.vertices.push( new THREE.Vector3() ); + lineGeometry.vertices.push( new THREE.Vector3( 0, 100, 0 ) ); + + var coneGeometry = new THREE.CylinderGeometry( 0, 5, 25, 5, 1 ); + + var line, cone; + + // x + + line = new THREE.Line( lineGeometry, new THREE.LineBasicMaterial( { color : 0xff0000 } ) ); + line.rotation.z = - Math.PI / 2; + this.add( line ); + + cone = new THREE.Mesh( coneGeometry, new THREE.MeshBasicMaterial( { color : 0xff0000 } ) ); + cone.position.x = 100; + cone.rotation.z = - Math.PI / 2; + this.add( cone ); + + // y + + line = new THREE.Line( lineGeometry, new THREE.LineBasicMaterial( { color : 0x00ff00 } ) ); + this.add( line ); + + cone = new THREE.Mesh( coneGeometry, new THREE.MeshBasicMaterial( { color : 0x00ff00 } ) ); + cone.position.y = 100; + this.add( cone ); + + // z + + line = new THREE.Line( lineGeometry, new THREE.LineBasicMaterial( { color : 0x0000ff } ) ); + line.rotation.x = Math.PI / 2; + this.add( line ); + + cone = new THREE.Mesh( coneGeometry, new THREE.MeshBasicMaterial( { color : 0x0000ff } ) ); + cone.position.z = 100; + cone.rotation.x = Math.PI / 2; + this.add( cone ); + +}; + +THREE.AxisHelper.prototype = Object.create( THREE.Object3D.prototype ); +/** + * @author WestLangley / http://github.com/WestLangley + * @author zz85 / https://github.com/zz85 + * + * Creates an arrow for visualizing directions + * + * Parameters: + * dir - Vector3 + * origin - Vector3 + * length - Number + * hex - color in hex value + */ + +THREE.ArrowHelper = function ( dir, origin, length, hex ) { + + THREE.Object3D.call( this ); + + if ( hex === undefined ) hex = 0xffff00; + if ( length === undefined ) length = 20; + + var lineGeometry = new THREE.Geometry(); + lineGeometry.vertices.push( new THREE.Vector3( 0, 0, 0 ) ); + lineGeometry.vertices.push( new THREE.Vector3( 0, 1, 0 ) ); + + this.line = new THREE.Line( lineGeometry, new THREE.LineBasicMaterial( { color: hex } ) ); + this.add( this.line ); + + var coneGeometry = new THREE.CylinderGeometry( 0, 0.05, 0.25, 5, 1 ); + + this.cone = new THREE.Mesh( coneGeometry, new THREE.MeshBasicMaterial( { color: hex } ) ); + this.cone.position.set( 0, 1, 0 ); + this.add( this.cone ); + + if ( origin instanceof THREE.Vector3 ) this.position = origin; + + this.setDirection( dir ); + this.setLength( length ); + +}; + +THREE.ArrowHelper.prototype = Object.create( THREE.Object3D.prototype ); + +THREE.ArrowHelper.prototype.setDirection = function ( dir ) { + + var axis = new THREE.Vector3( 0, 1, 0 ).crossSelf( dir ); + + var radians = Math.acos( new THREE.Vector3( 0, 1, 0 ).dot( dir.clone().normalize() ) ); + + this.matrix = new THREE.Matrix4().makeRotationAxis( axis.normalize(), radians ); + + this.rotation.setEulerFromRotationMatrix( this.matrix, this.eulerOrder ); + +}; + +THREE.ArrowHelper.prototype.setLength = function ( length ) { + + this.scale.set( length, length, length ); + +}; + +THREE.ArrowHelper.prototype.setColor = function ( hex ) { + + this.line.material.color.setHex( hex ); + this.cone.material.color.setHex( hex ); + +}; +/** + * @author alteredq / http://alteredqualia.com/ + * + * - shows frustum, line of sight and up of the camera + * - suitable for fast updates + * - based on frustum visualization in lightgl.js shadowmap example + * http://evanw.github.com/lightgl.js/tests/shadowmap.html + */ + +THREE.CameraHelper = function ( camera ) { + + THREE.Object3D.call( this ); + + var _this = this; + + this.lineGeometry = new THREE.Geometry(); + this.lineMaterial = new THREE.LineBasicMaterial( { color: 0xffffff, vertexColors: THREE.FaceColors } ); + + this.pointMap = {}; + + // colors + + var hexFrustum = 0xffaa00, + hexCone = 0xff0000, + hexUp = 0x00aaff, + hexTarget = 0xffffff, + hexCross = 0x333333; + + // near + + addLine( "n1", "n2", hexFrustum ); + addLine( "n2", "n4", hexFrustum ); + addLine( "n4", "n3", hexFrustum ); + addLine( "n3", "n1", hexFrustum ); + + // far + + addLine( "f1", "f2", hexFrustum ); + addLine( "f2", "f4", hexFrustum ); + addLine( "f4", "f3", hexFrustum ); + addLine( "f3", "f1", hexFrustum ); + + // sides + + addLine( "n1", "f1", hexFrustum ); + addLine( "n2", "f2", hexFrustum ); + addLine( "n3", "f3", hexFrustum ); + addLine( "n4", "f4", hexFrustum ); + + // cone + + addLine( "p", "n1", hexCone ); + addLine( "p", "n2", hexCone ); + addLine( "p", "n3", hexCone ); + addLine( "p", "n4", hexCone ); + + // up + + addLine( "u1", "u2", hexUp ); + addLine( "u2", "u3", hexUp ); + addLine( "u3", "u1", hexUp ); + + // target + + addLine( "c", "t", hexTarget ); + addLine( "p", "c", hexCross ); + + // cross + + addLine( "cn1", "cn2", hexCross ); + addLine( "cn3", "cn4", hexCross ); + + addLine( "cf1", "cf2", hexCross ); + addLine( "cf3", "cf4", hexCross ); + + this.camera = camera; + + function addLine( a, b, hex ) { + + addPoint( a, hex ); + addPoint( b, hex ); + + } + + function addPoint( id, hex ) { + + _this.lineGeometry.vertices.push( new THREE.Vector3() ); + _this.lineGeometry.colors.push( new THREE.Color( hex ) ); + + if ( _this.pointMap[ id ] === undefined ) _this.pointMap[ id ] = []; + _this.pointMap[ id ].push( _this.lineGeometry.vertices.length - 1 ); + + } + + this.update( camera ); + + this.lines = new THREE.Line( this.lineGeometry, this.lineMaterial, THREE.LinePieces ); + this.add( this.lines ); + +}; + +THREE.CameraHelper.prototype = Object.create( THREE.Object3D.prototype ); + +THREE.CameraHelper.prototype.update = function () { + + var camera = this.camera; + + var w = 1; + var h = 1; + + var _this = this; + + // we need just camera projection matrix + // world matrix must be identity + + THREE.CameraHelper.__c.projectionMatrix.copy( camera.projectionMatrix ); + + // center / target + + setPoint( "c", 0, 0, -1 ); + setPoint( "t", 0, 0, 1 ); + + // near + + setPoint( "n1", -w, -h, -1 ); + setPoint( "n2", w, -h, -1 ); + setPoint( "n3", -w, h, -1 ); + setPoint( "n4", w, h, -1 ); + + // far + + setPoint( "f1", -w, -h, 1 ); + setPoint( "f2", w, -h, 1 ); + setPoint( "f3", -w, h, 1 ); + setPoint( "f4", w, h, 1 ); + + // up + + setPoint( "u1", w * 0.7, h * 1.1, -1 ); + setPoint( "u2", -w * 0.7, h * 1.1, -1 ); + setPoint( "u3", 0, h * 2, -1 ); + + // cross + + setPoint( "cf1", -w, 0, 1 ); + setPoint( "cf2", w, 0, 1 ); + setPoint( "cf3", 0, -h, 1 ); + setPoint( "cf4", 0, h, 1 ); + + setPoint( "cn1", -w, 0, -1 ); + setPoint( "cn2", w, 0, -1 ); + setPoint( "cn3", 0, -h, -1 ); + setPoint( "cn4", 0, h, -1 ); + + function setPoint( point, x, y, z ) { + + THREE.CameraHelper.__v.set( x, y, z ); + THREE.CameraHelper.__projector.unprojectVector( THREE.CameraHelper.__v, THREE.CameraHelper.__c ); + + var points = _this.pointMap[ point ]; + + if ( points !== undefined ) { + + for ( var i = 0, il = points.length; i < il; i ++ ) { + + var j = points[ i ]; + _this.lineGeometry.vertices[ j ].copy( THREE.CameraHelper.__v ); + + } + + } + + } + + this.lineGeometry.verticesNeedUpdate = true; + +}; + +THREE.CameraHelper.__projector = new THREE.Projector(); +THREE.CameraHelper.__v = new THREE.Vector3(); +THREE.CameraHelper.__c = new THREE.Camera(); + +/* + * @author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog + * + * Subdivision Geometry Modifier + * using Catmull-Clark Subdivision Surfaces + * for creating smooth geometry meshes + * + * Note: a modifier modifies vertices and faces of geometry, + * so use THREE.GeometryUtils.clone() if orignal geoemtry needs to be retained + * + * Readings: + * http://en.wikipedia.org/wiki/Catmull%E2%80%93Clark_subdivision_surface + * http://www.rorydriscoll.com/2008/08/01/catmull-clark-subdivision-the-basics/ + * http://xrt.wikidot.com/blog:31 + * "Subdivision Surfaces in Character Animation" + * + * Supports: + * Closed and Open geometries. + * + * TODO: + * crease vertex and "semi-sharp" features + * selective subdivision + */ + +THREE.SubdivisionModifier = function( subdivisions ) { + + this.subdivisions = (subdivisions === undefined ) ? 1 : subdivisions; + + // Settings + this.useOldVertexColors = false; + this.supportUVs = true; + this.debug = false; + +}; + +// Applies the "modify" pattern +THREE.SubdivisionModifier.prototype.modify = function ( geometry ) { + + var repeats = this.subdivisions; + + while ( repeats-- > 0 ) { + this.smooth( geometry ); + } + +}; + +// Performs an iteration of Catmull-Clark Subdivision +THREE.SubdivisionModifier.prototype.smooth = function ( oldGeometry ) { + + //debug( 'running smooth' ); + + // New set of vertices, faces and uvs + var newVertices = [], newFaces = [], newUVs = []; + + function v( x, y, z ) { + newVertices.push( new THREE.Vector3( x, y, z ) ); + } + + var scope = this; + + function debug() { + if (scope.debug) console.log.apply(console, arguments); + } + + function warn() { + if (console) + console.log.apply(console, arguments); + } + + function f4( a, b, c, d, oldFace, orders, facei ) { + + // TODO move vertex selection over here! + + var newFace = new THREE.Face4( a, b, c, d, null, oldFace.color, oldFace.materialIndex ); + + if (scope.useOldVertexColors) { + + newFace.vertexColors = []; + + var color, tmpColor, order; + for (var i=0;i<4;i++) { + order = orders[i]; + + color = new THREE.Color(), + color.setRGB(0,0,0); + + for (var j=0, jl=0; j face map + + for( i = 0, il = geometry.faces.length; i < il; i ++ ) { + + face = geometry.faces[ i ]; + + if ( face instanceof THREE.Face3 ) { + + hash = edge_hash( face.a, face.b ); + mapEdgeHash( hash, i ); + + hash = edge_hash( face.b, face.c ); + mapEdgeHash( hash, i ); + + hash = edge_hash( face.c, face.a ); + mapEdgeHash( hash, i ); + + } else if ( face instanceof THREE.Face4 ) { + + hash = edge_hash( face.a, face.b ); + mapEdgeHash( hash, i ); + + hash = edge_hash( face.b, face.c ); + mapEdgeHash( hash, i ); + + hash = edge_hash( face.c, face.d ); + mapEdgeHash( hash, i ); + + hash = edge_hash( face.d, face.a ); + mapEdgeHash( hash, i ); + + } + + } + + // extract faces + + // var edges = []; + // + // var numOfEdges = 0; + // for (i in edgeFaceMap) { + // numOfEdges++; + // + // edge = edgeFaceMap[i]; + // edges.push(edge); + // + // } + + //debug('edgeFaceMap', edgeFaceMap, 'geometry.edges',geometry.edges, 'numOfEdges', numOfEdges); + + return edgeFaceMap; + + } + + var originalPoints = oldGeometry.vertices; + var originalFaces = oldGeometry.faces; + + var newPoints = originalPoints.concat(); // Vertices + + var facePoints = [], edgePoints = {}; + + var sharpEdges = {}, sharpVertices = [], sharpFaces = []; + + var uvForVertices = {}; // Stored in {vertex}:{old face} format + + var originalVerticesLength = originalPoints.length; + + function getUV(vertexNo, oldFaceNo) { + var j,jl; + + var key = vertexNo+':'+oldFaceNo; + var theUV = uvForVertices[key]; + + if (!theUV) { + if (vertexNo>=originalVerticesLength && vertexNo < (originalVerticesLength + originalFaces.length)) { + debug('face pt'); + } else { + debug('edge pt'); + } + + warn('warning, UV not found for', key); + + return null; + } + + return theUV; + + // Original faces -> Vertex Nos. + // new Facepoint -> Vertex Nos. + // edge Points + + } + + function addUV(vertexNo, oldFaceNo, value) { + + var key = vertexNo+':'+oldFaceNo; + if (!(key in uvForVertices)) { + uvForVertices[key] = value; + } else { + warn('dup vertexNo', vertexNo, 'oldFaceNo', oldFaceNo, 'value', value, 'key', key, uvForVertices[key]); + } + } + + // Step 1 + // For each face, add a face point + // Set each face point to be the centroid of all original points for the respective face. + // debug(oldGeometry); + var i, il, j, jl, face; + + // For Uvs + var uvs = oldGeometry.faceVertexUvs[0]; + var abcd = 'abcd', vertice; + + debug('originalFaces, uvs, originalVerticesLength', originalFaces.length, uvs.length, originalVerticesLength); + if (scope.supportUVs) + for (i=0, il = uvs.length; i Faces Index + var edge, faceIndexA, faceIndexB, avg; + + // debug('edgeFaceMap', edgeFaceMap); + + var edgeCount = 0; + + var edgeVertex, edgeVertexA, edgeVertexB; + + //// + + var vertexEdgeMap = {}; // Gives edges connecting from each vertex + var vertexFaceMap = {}; // Gives faces connecting from each vertex + + function addVertexEdgeMap(vertex, edge) { + if (vertexEdgeMap[vertex]===undefined) { + vertexEdgeMap[vertex] = []; + } + + vertexEdgeMap[vertex].push(edge); + } + + function addVertexFaceMap(vertex, face, edge) { + if (vertexFaceMap[vertex]===undefined) { + vertexFaceMap[vertex] = {}; + } + + vertexFaceMap[vertex][face] = edge; + // vertexFaceMap[vertex][face] = null; + } + + // Prepares vertexEdgeMap and vertexFaceMap + for (i in edgeFaceMap) { // This is for every edge + edge = edgeFaceMap[i]; + + edgeVertex = i.split('_'); + edgeVertexA = edgeVertex[0]; + edgeVertexB = edgeVertex[1]; + + // Maps an edgeVertex to connecting edges + addVertexEdgeMap(edgeVertexA, [edgeVertexA, edgeVertexB] ); + addVertexEdgeMap(edgeVertexB, [edgeVertexA, edgeVertexB] ); + + + for (j=0,jl=edge.length;j2) { + // TODO + } + */ + + F.divideScalar(f); + + + + for (j=0; j 1) z = 0 is ontop z = 1 is back + scale: 1, // scale + rotation: 1, // rotation + opacity: opacity, // opacity + color: color, // color + blending: blending } ); // blending + +}; + + +/* + * Update lens flares update positions on all flares based on the screen position + * Set myLensFlare.customUpdateCallback to alter the flares in your project specific way. + */ + +THREE.LensFlare.prototype.updateLensFlares = function () { + + var f, fl = this.lensFlares.length; + var flare; + var vecX = -this.positionScreen.x * 2; + var vecY = -this.positionScreen.y * 2; + + for( f = 0; f < fl; f ++ ) { + + flare = this.lensFlares[ f ]; + + flare.x = this.positionScreen.x + vecX * flare.distance; + flare.y = this.positionScreen.y + vecY * flare.distance; + + flare.wantedRotation = flare.x * Math.PI * 0.25; + flare.rotation += ( flare.wantedRotation - flare.rotation ) * 0.25; + + } + +}; + + + + + + + + + + + + +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.MorphBlendMesh = function( geometry, material ) { + + THREE.Mesh.call( this, geometry, material ); + + this.animationsMap = {}; + this.animationsList = []; + + // prepare default animation + // (all frames played together in 1 second) + + var numFrames = this.geometry.morphTargets.length; + + var name = "__default"; + + var startFrame = 0; + var endFrame = numFrames - 1; + + var fps = numFrames / 1; + + this.createAnimation( name, startFrame, endFrame, fps ); + this.setAnimationWeight( name, 1 ); + +}; + +THREE.MorphBlendMesh.prototype = Object.create( THREE.Mesh.prototype ); + +THREE.MorphBlendMesh.prototype.createAnimation = function ( name, start, end, fps ) { + + var animation = { + + startFrame: start, + endFrame: end, + + length: end - start + 1, + + fps: fps, + duration: ( end - start ) / fps, + + lastFrame: 0, + currentFrame: 0, + + active: false, + + time: 0, + direction: 1, + weight: 1, + + directionBackwards: false, + mirroredLoop: false + + }; + + this.animationsMap[ name ] = animation; + this.animationsList.push( animation ); + +}; + +THREE.MorphBlendMesh.prototype.autoCreateAnimations = function ( fps ) { + + var pattern = /([a-z]+)(\d+)/; + + var firstAnimation, frameRanges = {}; + + var geometry = this.geometry; + + for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) { + + var morph = geometry.morphTargets[ i ]; + var chunks = morph.name.match( pattern ); + + if ( chunks && chunks.length > 1 ) { + + var name = chunks[ 1 ]; + var num = chunks[ 2 ]; + + if ( ! frameRanges[ name ] ) frameRanges[ name ] = { start: Infinity, end: -Infinity }; + + var range = frameRanges[ name ]; + + if ( i < range.start ) range.start = i; + if ( i > range.end ) range.end = i; + + if ( ! firstAnimation ) firstAnimation = name; + + } + + } + + for ( var name in frameRanges ) { + + var range = frameRanges[ name ]; + this.createAnimation( name, range.start, range.end, fps ); + + } + + this.firstAnimation = firstAnimation; + +}; + +THREE.MorphBlendMesh.prototype.setAnimationDirectionForward = function ( name ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.direction = 1; + animation.directionBackwards = false; + + } + +}; + +THREE.MorphBlendMesh.prototype.setAnimationDirectionBackward = function ( name ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.direction = -1; + animation.directionBackwards = true; + + } + +}; + +THREE.MorphBlendMesh.prototype.setAnimationFPS = function ( name, fps ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.fps = fps; + animation.duration = ( animation.end - animation.start ) / animation.fps; + + } + +}; + +THREE.MorphBlendMesh.prototype.setAnimationDuration = function ( name, duration ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.duration = duration; + animation.fps = ( animation.end - animation.start ) / animation.duration; + + } + +}; + +THREE.MorphBlendMesh.prototype.setAnimationWeight = function ( name, weight ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.weight = weight; + + } + +}; + +THREE.MorphBlendMesh.prototype.setAnimationTime = function ( name, time ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.time = time; + + } + +}; + +THREE.MorphBlendMesh.prototype.getAnimationTime = function ( name ) { + + var time = 0; + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + time = animation.time; + + } + + return time; + +}; + +THREE.MorphBlendMesh.prototype.getAnimationDuration = function ( name ) { + + var duration = -1; + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + duration = animation.duration; + + } + + return duration; + +}; + +THREE.MorphBlendMesh.prototype.playAnimation = function ( name ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.time = 0; + animation.active = true; + + } else { + + console.warn( "animation[" + name + "] undefined" ); + + } + +}; + +THREE.MorphBlendMesh.prototype.stopAnimation = function ( name ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.active = false; + + } + +}; + +THREE.MorphBlendMesh.prototype.update = function ( delta ) { + + for ( var i = 0, il = this.animationsList.length; i < il; i ++ ) { + + var animation = this.animationsList[ i ]; + + if ( ! animation.active ) continue; + + var frameTime = animation.duration / animation.length; + + animation.time += animation.direction * delta; + + if ( animation.mirroredLoop ) { + + if ( animation.time > animation.duration || animation.time < 0 ) { + + animation.direction *= -1; + + if ( animation.time > animation.duration ) { + + animation.time = animation.duration; + animation.directionBackwards = true; + + } + + if ( animation.time < 0 ) { + + animation.time = 0; + animation.directionBackwards = false; + + } + + } + + } else { + + animation.time = animation.time % animation.duration; + + if ( animation.time < 0 ) animation.time += animation.duration; + + } + + var keyframe = animation.startFrame + THREE.Math.clamp( Math.floor( animation.time / frameTime ), 0, animation.length - 1 ); + var weight = animation.weight; + + if ( keyframe !== animation.currentFrame ) { + + this.morphTargetInfluences[ animation.lastFrame ] = 0; + this.morphTargetInfluences[ animation.currentFrame ] = 1 * weight; + + this.morphTargetInfluences[ keyframe ] = 0; + + animation.lastFrame = animation.currentFrame; + animation.currentFrame = keyframe; + + } + + var mix = ( animation.time % frameTime ) / frameTime; + + if ( animation.directionBackwards ) mix = 1 - mix; + + this.morphTargetInfluences[ animation.currentFrame ] = mix * weight; + this.morphTargetInfluences[ animation.lastFrame ] = ( 1 - mix ) * weight; - normal.x = normals[ normalIndex ++ ]; - normal.y = normals[ normalIndex ++ ]; - normal.z = normals[ normalIndex ]; + } - face.normal = normal; +}; +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + */ - } +THREE.LensFlarePlugin = function ( ) { - if ( hasFaceVertexNormal ) { + var _gl, _renderer, _lensFlare = {}; - for ( i = 0; i < nVertices; i++ ) { + this.init = function ( renderer ) { - normalIndex = faces[ offset ++ ] * 3; + _gl = renderer.context; + _renderer = renderer; - normal = new THREE.Vector3(); + _lensFlare.vertices = new Float32Array( 8 + 8 ); + _lensFlare.faces = new Uint16Array( 6 ); - normal.x = normals[ normalIndex ++ ]; - normal.y = normals[ normalIndex ++ ]; - normal.z = normals[ normalIndex ]; + var i = 0; + _lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = -1; // vertex + _lensFlare.vertices[ i++ ] = 0; _lensFlare.vertices[ i++ ] = 0; // uv... etc. - face.vertexNormals.push( normal ); + _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = -1; + _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 0; - } + _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 1; + _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 1; - } + _lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = 1; + _lensFlare.vertices[ i++ ] = 0; _lensFlare.vertices[ i++ ] = 1; + i = 0; + _lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 1; _lensFlare.faces[ i++ ] = 2; + _lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 2; _lensFlare.faces[ i++ ] = 3; - if ( hasFaceColor ) { + // buffers - colorIndex = faces[ offset ++ ]; + _lensFlare.vertexBuffer = _gl.createBuffer(); + _lensFlare.elementBuffer = _gl.createBuffer(); - color = new THREE.Color( colors[ colorIndex ] ); - face.color = color; + _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, _lensFlare.vertices, _gl.STATIC_DRAW ); - } + _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer ); + _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.faces, _gl.STATIC_DRAW ); + // textures - if ( hasFaceVertexColor ) { + _lensFlare.tempTexture = _gl.createTexture(); + _lensFlare.occlusionTexture = _gl.createTexture(); - for ( i = 0; i < nVertices; i++ ) { + _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture ); + _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, 16, 16, 0, _gl.RGB, _gl.UNSIGNED_BYTE, null ); + _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE ); + _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE ); + _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST ); + _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST ); - colorIndex = faces[ offset ++ ]; + _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture ); + _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, 16, 16, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, null ); + _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE ); + _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE ); + _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST ); + _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST ); - color = new THREE.Color( colors[ colorIndex ] ); - face.vertexColors.push( color ); + if ( _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ) <= 0 ) { - } + _lensFlare.hasVertexTexture = false; + _lensFlare.program = createProgram( THREE.ShaderFlares[ "lensFlare" ] ); - } + } else { - geometry.faces.push( face ); + _lensFlare.hasVertexTexture = true; + _lensFlare.program = createProgram( THREE.ShaderFlares[ "lensFlareVertexTexture" ] ); } - }; + _lensFlare.attributes = {}; + _lensFlare.uniforms = {}; - function parseSkin() { + _lensFlare.attributes.vertex = _gl.getAttribLocation ( _lensFlare.program, "position" ); + _lensFlare.attributes.uv = _gl.getAttribLocation ( _lensFlare.program, "uv" ); - var i, l, x, y, z, w, a, b, c, d; + _lensFlare.uniforms.renderType = _gl.getUniformLocation( _lensFlare.program, "renderType" ); + _lensFlare.uniforms.map = _gl.getUniformLocation( _lensFlare.program, "map" ); + _lensFlare.uniforms.occlusionMap = _gl.getUniformLocation( _lensFlare.program, "occlusionMap" ); + _lensFlare.uniforms.opacity = _gl.getUniformLocation( _lensFlare.program, "opacity" ); + _lensFlare.uniforms.color = _gl.getUniformLocation( _lensFlare.program, "color" ); + _lensFlare.uniforms.scale = _gl.getUniformLocation( _lensFlare.program, "scale" ); + _lensFlare.uniforms.rotation = _gl.getUniformLocation( _lensFlare.program, "rotation" ); + _lensFlare.uniforms.screenPosition = _gl.getUniformLocation( _lensFlare.program, "screenPosition" ); - if ( json.skinWeights ) { + _lensFlare.attributesEnabled = false; - for ( i = 0, l = json.skinWeights.length; i < l; i += 2 ) { + }; - x = json.skinWeights[ i ]; - y = json.skinWeights[ i + 1 ]; - z = 0; - w = 0; - geometry.skinWeights.push( new THREE.Vector4( x, y, z, w ) ); + /* + * Render lens flares + * Method: renders 16x16 0xff00ff-colored points scattered over the light source area, + * reads these back and calculates occlusion. + * Then _lensFlare.update_lensFlares() is called to re-position and + * update transparency of flares. Then they are rendered. + * + */ - } + this.render = function ( scene, camera, viewportWidth, viewportHeight ) { - } + var flares = scene.__webglFlares, + nFlares = flares.length; - if ( json.skinIndices ) { + if ( ! nFlares ) return; - for ( i = 0, l = json.skinIndices.length; i < l; i += 2 ) { + var tempPosition = new THREE.Vector3(); - a = json.skinIndices[ i ]; - b = json.skinIndices[ i + 1 ]; - c = 0; - d = 0; + var invAspect = viewportHeight / viewportWidth, + halfViewportWidth = viewportWidth * 0.5, + halfViewportHeight = viewportHeight * 0.5; - geometry.skinIndices.push( new THREE.Vector4( a, b, c, d ) ); + var size = 16 / viewportHeight, + scale = new THREE.Vector2( size * invAspect, size ); - } + var screenPosition = new THREE.Vector3( 1, 1, 0 ), + screenPositionPixels = new THREE.Vector2( 1, 1 ); - } + var uniforms = _lensFlare.uniforms, + attributes = _lensFlare.attributes; - geometry.bones = json.bones; - geometry.animation = json.animation; + // set _lensFlare program and reset blending - }; + _gl.useProgram( _lensFlare.program ); - function parseMorphing( scale ) { + if ( ! _lensFlare.attributesEnabled ) { - if ( json.morphTargets !== undefined ) { + _gl.enableVertexAttribArray( _lensFlare.attributes.vertex ); + _gl.enableVertexAttribArray( _lensFlare.attributes.uv ); - var i, l, v, vl, dstVertices, srcVertices; + _lensFlare.attributesEnabled = true; - for ( i = 0, l = json.morphTargets.length; i < l; i ++ ) { + } - geometry.morphTargets[ i ] = {}; - geometry.morphTargets[ i ].name = json.morphTargets[ i ].name; - geometry.morphTargets[ i ].vertices = []; + // loop through all lens flares to update their occlusion and positions + // setup gl and common used attribs/unforms - dstVertices = geometry.morphTargets[ i ].vertices; - srcVertices = json.morphTargets [ i ].vertices; + _gl.uniform1i( uniforms.occlusionMap, 0 ); + _gl.uniform1i( uniforms.map, 1 ); - for( v = 0, vl = srcVertices.length; v < vl; v += 3 ) { + _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer ); + _gl.vertexAttribPointer( attributes.vertex, 2, _gl.FLOAT, false, 2 * 8, 0 ); + _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 ); - var vertex = new THREE.Vector3(); - vertex.x = srcVertices[ v ] * scale; - vertex.y = srcVertices[ v + 1 ] * scale; - vertex.z = srcVertices[ v + 2 ] * scale; + _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer ); - dstVertices.push( vertex ); + _gl.disable( _gl.CULL_FACE ); + _gl.depthMask( false ); - } + var i, j, jl, flare, sprite; - } + for ( i = 0; i < nFlares; i ++ ) { - } + size = 16 / viewportHeight; + scale.set( size * invAspect, size ); - if ( json.morphColors !== undefined ) { + // calc object screen position - var i, l, c, cl, dstColors, srcColors, color; + flare = flares[ i ]; - for ( i = 0, l = json.morphColors.length; i < l; i++ ) { + tempPosition.set( flare.matrixWorld.elements[12], flare.matrixWorld.elements[13], flare.matrixWorld.elements[14] ); - geometry.morphColors[ i ] = {}; - geometry.morphColors[ i ].name = json.morphColors[ i ].name; - geometry.morphColors[ i ].colors = []; + camera.matrixWorldInverse.multiplyVector3( tempPosition ); + camera.projectionMatrix.multiplyVector3( tempPosition ); - dstColors = geometry.morphColors[ i ].colors; - srcColors = json.morphColors [ i ].colors; + // setup arrays for gl programs - for ( c = 0, cl = srcColors.length; c < cl; c += 3 ) { + screenPosition.copy( tempPosition ) - color = new THREE.Color( 0xffaa00 ); - color.setRGB( srcColors[ c ], srcColors[ c + 1 ], srcColors[ c + 2 ] ); - dstColors.push( color ); + screenPositionPixels.x = screenPosition.x * halfViewportWidth + halfViewportWidth; + screenPositionPixels.y = screenPosition.y * halfViewportHeight + halfViewportHeight; - } + // screen cull - } + if ( _lensFlare.hasVertexTexture || ( + screenPositionPixels.x > 0 && + screenPositionPixels.x < viewportWidth && + screenPositionPixels.y > 0 && + screenPositionPixels.y < viewportHeight ) ) { - } + // save current RGB to temp texture - }; + _gl.activeTexture( _gl.TEXTURE1 ); + _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture ); + _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 ); - callback( geometry ); -}; -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - */ + // render pink quad -THREE.GeometryLoader = function () { + _gl.uniform1i( uniforms.renderType, 0 ); + _gl.uniform2f( uniforms.scale, scale.x, scale.y ); + _gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z ); - THREE.EventTarget.call( this ); + _gl.disable( _gl.BLEND ); + _gl.enable( _gl.DEPTH_TEST ); - this.crossOrigin = null; - this.path = null; + _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 ); -}; + // copy result to occlusionMap -THREE.GeometryLoader.prototype = { + _gl.activeTexture( _gl.TEXTURE0 ); + _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture ); + _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 ); - constructor: THREE.GeometryLoader, - load: function ( url ) { + // restore graphics - var scope = this; - var geometry = null; + _gl.uniform1i( uniforms.renderType, 1 ); + _gl.disable( _gl.DEPTH_TEST ); - if ( scope.path === null ) { + _gl.activeTexture( _gl.TEXTURE1 ); + _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture ); + _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 ); - var parts = url.split( '/' ); parts.pop(); - scope.path = ( parts.length < 1 ? '.' : parts.join( '/' ) ); - } + // update object positions - // + flare.positionScreen.copy( screenPosition ) - var xhr = new XMLHttpRequest(); + if ( flare.customUpdateCallback ) { - xhr.addEventListener( 'load', function ( event ) { + flare.customUpdateCallback( flare ); - if ( event.target.responseText ) { + } else { - geometry = scope.parse( JSON.parse( event.target.responseText ), monitor ); + flare.updateLensFlares(); - } else { + } - scope.dispatchEvent( { type: 'error', message: 'Invalid file [' + url + ']' } ); + // render flares - } + _gl.uniform1i( uniforms.renderType, 2 ); + _gl.enable( _gl.BLEND ); - }, false ); + for ( j = 0, jl = flare.lensFlares.length; j < jl; j ++ ) { - xhr.addEventListener( 'error', function () { + sprite = flare.lensFlares[ j ]; - scope.dispatchEvent( { type: 'error', message: 'Couldn\'t load URL [' + url + ']' } ); + if ( sprite.opacity > 0.001 && sprite.scale > 0.001 ) { - }, false ); + screenPosition.x = sprite.x; + screenPosition.y = sprite.y; + screenPosition.z = sprite.z; - xhr.open( 'GET', url, true ); - xhr.send( null ); + size = sprite.size * sprite.scale / viewportHeight; - // + scale.x = size * invAspect; + scale.y = size; - var monitor = new THREE.LoadingMonitor(); + _gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z ); + _gl.uniform2f( uniforms.scale, scale.x, scale.y ); + _gl.uniform1f( uniforms.rotation, sprite.rotation ); - monitor.addEventListener( 'load', function ( event ) { + _gl.uniform1f( uniforms.opacity, sprite.opacity ); + _gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b ); - scope.dispatchEvent( { type: 'load', content: geometry } ); + _renderer.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst ); + _renderer.setTexture( sprite.texture, 1 ); - } ); + _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 ); - monitor.add( xhr ); + } - }, + } - parse: function ( data, monitor ) { + } - var scope = this; - var geometry = new THREE.Geometry(); + } - var scale = ( data.scale !== undefined ) ? 1 / data.scale : 1; + // restore gl - // materials + _gl.enable( _gl.CULL_FACE ); + _gl.enable( _gl.DEPTH_TEST ); + _gl.depthMask( true ); - if ( data.materials ) { + }; - geometry.materials = []; + function createProgram ( shader ) { - for ( var i = 0; i < data.materials.length; ++ i ) { + var program = _gl.createProgram(); - var m = data.materials[ i ]; + var fragmentShader = _gl.createShader( _gl.FRAGMENT_SHADER ); + var vertexShader = _gl.createShader( _gl.VERTEX_SHADER ); - function isPow2( n ) { + _gl.shaderSource( fragmentShader, shader.fragmentShader ); + _gl.shaderSource( vertexShader, shader.vertexShader ); - var l = Math.log( n ) / Math.LN2; - return Math.floor( l ) == l; + _gl.compileShader( fragmentShader ); + _gl.compileShader( vertexShader ); - } + _gl.attachShader( program, fragmentShader ); + _gl.attachShader( program, vertexShader ); - function nearestPow2( n ) { + _gl.linkProgram( program ); - var l = Math.log( n ) / Math.LN2; - return Math.pow( 2, Math.round( l ) ); + return program; - } + }; - function createTexture( where, name, sourceFile, repeat, offset, wrap ) { +};/** + * @author alteredq / http://alteredqualia.com/ + */ - where[ name ] = new THREE.Texture(); - where[ name ].sourceFile = sourceFile; +THREE.ShadowMapPlugin = function ( ) { - if ( repeat ) { + var _gl, + _renderer, + _depthMaterial, _depthMaterialMorph, _depthMaterialSkin, - where[ name ].repeat.set( repeat[ 0 ], repeat[ 1 ] ); + _frustum = new THREE.Frustum(), + _projScreenMatrix = new THREE.Matrix4(), - if ( repeat[ 0 ] !== 1 ) where[ name ].wrapS = THREE.RepeatWrapping; - if ( repeat[ 1 ] !== 1 ) where[ name ].wrapT = THREE.RepeatWrapping; + _min = new THREE.Vector3(), + _max = new THREE.Vector3(); - } + this.init = function ( renderer ) { - if ( offset ) { + _gl = renderer.context; + _renderer = renderer; - where[ name ].offset.set( offset[ 0 ], offset[ 1 ] ); + var depthShader = THREE.ShaderLib[ "depthRGBA" ]; + var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms ); - } + _depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } ); + _depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } ); + _depthMaterialSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, skinning: true } ); - if ( wrap ) { + _depthMaterial._shadowPass = true; + _depthMaterialMorph._shadowPass = true; + _depthMaterialSkin._shadowPass = true; - var wrapMap = { + }; - "repeat": THREE.RepeatWrapping, - "mirror": THREE.MirroredRepeatWrapping + this.render = function ( scene, camera ) { - } + if ( ! ( _renderer.shadowMapEnabled && _renderer.shadowMapAutoUpdate ) ) return; - if ( wrapMap[ wrap[ 0 ] ] !== undefined ) where[ name ].wrapS = wrapMap[ wrap[ 0 ] ]; - if ( wrapMap[ wrap[ 1 ] ] !== undefined ) where[ name ].wrapT = wrapMap[ wrap[ 1 ] ]; + this.update( scene, camera ); - } + }; - // load image + this.update = function ( scene, camera ) { - var texture = where[ name ]; + var i, il, j, jl, n, - var loader = new THREE.ImageLoader(); - loader.addEventListener( 'load', function ( event ) { + shadowMap, shadowMatrix, shadowCamera, + program, buffer, material, + webglObject, object, light, + renderList, - var image = event.content; + lights = [], + k = 0, - if ( !isPow2( image.width ) || !isPow2( image.height ) ) { + fog = null; - var width = nearestPow2( image.width ); - var height = nearestPow2( image.height ); + // set GL state for depth map - texture.image = document.createElement( 'canvas' ); - texture.image.width = width; - texture.image.height = height; - texture.image.getContext( '2d' ).drawImage( image, 0, 0, width, height ); + _gl.clearColor( 1, 1, 1, 1 ); + _gl.disable( _gl.BLEND ); - } else { + _gl.enable( _gl.CULL_FACE ); - texture.image = image; + if ( _renderer.shadowMapCullFrontFaces ) { - } + _gl.cullFace( _gl.FRONT ); - texture.needsUpdate = true; + } else { - } ); - loader.crossOrigin = scope.crossOrigin; - loader.load( scope.path + '/' + sourceFile ); + _gl.cullFace( _gl.BACK ); - if ( monitor ) monitor.add( loader ); + } - } + _renderer.setDepthTest( true ); - function rgb2hex( rgb ) { + // preprocess lights + // - skip lights that are not casting shadows + // - create virtual lights for cascaded shadow maps - return ( rgb[ 0 ] * 255 << 16 ) + ( rgb[ 1 ] * 255 << 8 ) + rgb[ 2 ] * 255; + for ( i = 0, il = scene.__lights.length; i < il; i ++ ) { - } + light = scene.__lights[ i ]; - // defaults + if ( ! light.castShadow ) continue; - var mtype = "MeshLambertMaterial"; - var mpars = { color: 0xeeeeee, opacity: 1.0, map: null, lightMap: null, normalMap: null, bumpMap: null, wireframe: false }; + if ( ( light instanceof THREE.DirectionalLight ) && light.shadowCascade ) { - // parameters from model file + for ( n = 0; n < light.shadowCascadeCount; n ++ ) { - if ( m.shading ) { + var virtualLight; - var shading = m.shading.toLowerCase(); + if ( ! light.shadowCascadeArray[ n ] ) { - if ( shading === "phong" ) mtype = "MeshPhongMaterial"; - else if ( shading === "basic" ) mtype = "MeshBasicMaterial"; + virtualLight = createVirtualLight( light, n ); + virtualLight.originalCamera = camera; - } + var gyro = new THREE.Gyroscope(); + gyro.position = light.shadowCascadeOffset; - if ( m.blending !== undefined && THREE[ m.blending ] !== undefined ) { + gyro.add( virtualLight ); + gyro.add( virtualLight.target ); - mpars.blending = THREE[ m.blending ]; + camera.add( gyro ); - } + light.shadowCascadeArray[ n ] = virtualLight; - if ( m.transparent !== undefined || m.opacity < 1.0 ) { + console.log( "Created virtualLight", virtualLight ); - mpars.transparent = m.transparent; + } else { - } + virtualLight = light.shadowCascadeArray[ n ]; - if ( m.depthTest !== undefined ) { + } - mpars.depthTest = m.depthTest; + updateVirtualLight( light, n ); + + lights[ k ] = virtualLight; + k ++; } - if ( m.depthWrite !== undefined ) { + } else { - mpars.depthWrite = m.depthWrite; + lights[ k ] = light; + k ++; - } + } - if ( m.vertexColors !== undefined ) { + } - if ( m.vertexColors == "face" ) { + // render depth map - mpars.vertexColors = THREE.FaceColors; + for ( i = 0, il = lights.length; i < il; i ++ ) { - } else if ( m.vertexColors ) { + light = lights[ i ]; - mpars.vertexColors = THREE.VertexColors; + if ( ! light.shadowMap ) { - } + var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat }; - } + light.shadowMap = new THREE.WebGLRenderTarget( light.shadowMapWidth, light.shadowMapHeight, pars ); + light.shadowMapSize = new THREE.Vector2( light.shadowMapWidth, light.shadowMapHeight ); - // colors + light.shadowMatrix = new THREE.Matrix4(); - if ( m.colorDiffuse ) { + } - mpars.color = rgb2hex( m.colorDiffuse ); + if ( ! light.shadowCamera ) { - } else if ( m.DbgColor ) { + if ( light instanceof THREE.SpotLight ) { - mpars.color = m.DbgColor; + light.shadowCamera = new THREE.PerspectiveCamera( light.shadowCameraFov, light.shadowMapWidth / light.shadowMapHeight, light.shadowCameraNear, light.shadowCameraFar ); - } + } else if ( light instanceof THREE.DirectionalLight ) { - if ( m.colorSpecular ) { + light.shadowCamera = new THREE.OrthographicCamera( light.shadowCameraLeft, light.shadowCameraRight, light.shadowCameraTop, light.shadowCameraBottom, light.shadowCameraNear, light.shadowCameraFar ); - mpars.specular = rgb2hex( m.colorSpecular ); + } else { + + console.error( "Unsupported light type for shadow" ); + continue; } - if ( m.colorAmbient ) { + scene.add( light.shadowCamera ); - mpars.ambient = rgb2hex( m.colorAmbient ); + if ( _renderer.autoUpdateScene ) scene.updateMatrixWorld(); - } + } - // modifiers + if ( light.shadowCameraVisible && ! light.cameraHelper ) { - if ( m.transparency ) { + light.cameraHelper = new THREE.CameraHelper( light.shadowCamera ); + light.shadowCamera.add( light.cameraHelper ); - mpars.opacity = m.transparency; + } - } + if ( light.isVirtual && virtualLight.originalCamera == camera ) { - if ( m.specularCoef ) { + updateShadowCamera( camera, light ); - mpars.shininess = m.specularCoef; + } - } + shadowMap = light.shadowMap; + shadowMatrix = light.shadowMatrix; + shadowCamera = light.shadowCamera; - if ( m.visible !== undefined ) { + shadowCamera.position.copy( light.matrixWorld.getPosition() ); + shadowCamera.lookAt( light.target.matrixWorld.getPosition() ); + shadowCamera.updateMatrixWorld(); - mpars.visible = m.visible; + shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld ); - } + if ( light.cameraHelper ) light.cameraHelper.lines.visible = light.shadowCameraVisible; + if ( light.shadowCameraVisible ) light.cameraHelper.update(); - if ( m.flipSided !== undefined ) { + // compute shadow matrix - mpars.side = THREE.BackSide; + shadowMatrix.set( 0.5, 0.0, 0.0, 0.5, + 0.0, 0.5, 0.0, 0.5, + 0.0, 0.0, 0.5, 0.5, + 0.0, 0.0, 0.0, 1.0 ); - } + shadowMatrix.multiplySelf( shadowCamera.projectionMatrix ); + shadowMatrix.multiplySelf( shadowCamera.matrixWorldInverse ); - if ( m.doubleSided !== undefined ) { + // update camera matrices and frustum - mpars.side = THREE.DoubleSide; + if ( ! shadowCamera._viewMatrixArray ) shadowCamera._viewMatrixArray = new Float32Array( 16 ); + if ( ! shadowCamera._projectionMatrixArray ) shadowCamera._projectionMatrixArray = new Float32Array( 16 ); - } + shadowCamera.matrixWorldInverse.flattenToArray( shadowCamera._viewMatrixArray ); + shadowCamera.projectionMatrix.flattenToArray( shadowCamera._projectionMatrixArray ); - if ( m.wireframe !== undefined ) { + _projScreenMatrix.multiply( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse ); + _frustum.setFromMatrix( _projScreenMatrix ); - mpars.wireframe = m.wireframe; + // render shadow map - } + _renderer.setRenderTarget( shadowMap ); + _renderer.clear(); - // textures + // set object matrices & frustum culling - if ( m.mapDiffuse ) { + renderList = scene.__webglObjects; - createTexture( mpars, "map", m.mapDiffuse, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap ); + for ( j = 0, jl = renderList.length; j < jl; j ++ ) { - } + webglObject = renderList[ j ]; + object = webglObject.object; - if ( m.mapLight ) { + webglObject.render = false; - createTexture( mpars, "lightMap", m.mapLight, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap ); + if ( object.visible && object.castShadow ) { - } + if ( ! ( object instanceof THREE.Mesh ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) { - if ( m.mapBump ) { + object._modelViewMatrix.multiply( shadowCamera.matrixWorldInverse, object.matrixWorld ); - createTexture( mpars, "bumpMap", m.mapBump, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap ); + webglObject.render = true; + + } } - if ( m.mapNormal ) { + } - createTexture( mpars, "normalMap", m.mapNormal, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap ); + // render regular objects - } + for ( j = 0, jl = renderList.length; j < jl; j ++ ) { - if ( m.mapSpecular ) { + webglObject = renderList[ j ]; - createTexture( mpars, "specularMap", m.mapSpecular, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap ); + if ( webglObject.render ) { - } + object = webglObject.object; + buffer = webglObject.buffer; - // special case for normal mapped material + // culling is overriden globally for all objects + // while rendering depth map - if ( m.mapNormal ) { + if ( object.customDepthMaterial ) { - var shader = THREE.ShaderUtils.lib[ "normal" ]; - var uniforms = THREE.UniformsUtils.clone( shader.uniforms ); + material = object.customDepthMaterial; - uniforms[ "tNormal" ].texture = mpars.normalMap; + } else if ( object.geometry.morphTargets.length ) { - if ( m.mapNormalFactor ) { + material = _depthMaterialMorph; - uniforms[ "uNormalScale" ].value = m.mapNormalFactor; + } else if ( object instanceof THREE.SkinnedMesh ) { - } + material = _depthMaterialSkin; - if ( mpars.map ) { + } else { - uniforms[ "tDiffuse" ].texture = mpars.map; - uniforms[ "enableDiffuse" ].value = true; + material = _depthMaterial; } - if ( mpars.specularMap ) { - - uniforms[ "tSpecular" ].texture = mpars.specularMap; - uniforms[ "enableSpecular" ].value = true; + if ( buffer instanceof THREE.BufferGeometry ) { - } + _renderer.renderBufferDirect( shadowCamera, scene.__lights, fog, material, buffer, object ); - if ( mpars.lightMap ) { + } else { - uniforms[ "tAO" ].texture = mpars.lightMap; - uniforms[ "enableAO" ].value = true; + _renderer.renderBuffer( shadowCamera, scene.__lights, fog, material, buffer, object ); } - // for the moment don't handle displacement texture + } - uniforms[ "uDiffuseColor" ].value.setHex( mpars.color ); - uniforms[ "uSpecularColor" ].value.setHex( mpars.specular ); - uniforms[ "uAmbientColor" ].value.setHex( mpars.ambient ); + } - uniforms[ "uShininess" ].value = mpars.shininess; + // set matrices and render immediate objects - if ( mpars.opacity !== undefined ) { + renderList = scene.__webglObjectsImmediate; - uniforms[ "uOpacity" ].value = mpars.opacity; + for ( j = 0, jl = renderList.length; j < jl; j ++ ) { - } + webglObject = renderList[ j ]; + object = webglObject.object; - var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true }; - var material = new THREE.ShaderMaterial( parameters ); + if ( object.visible && object.castShadow ) { - } else { + object._modelViewMatrix.multiply( shadowCamera.matrixWorldInverse, object.matrixWorld ); - var material = new THREE[ mtype ]( mpars ); + _renderer.renderImmediateObject( shadowCamera, scene.__lights, fog, _depthMaterial, object ); } - if ( m.DbgName !== undefined ) material.name = m.DbgName; - - geometry.materials[ i ] = material; - } } - // geometry + // restore GL state - function isBitSet( value, position ) { + var clearColor = _renderer.getClearColor(), + clearAlpha = _renderer.getClearAlpha(); - return value & ( 1 << position ); + _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha ); + _gl.enable( _gl.BLEND ); - } + if ( _renderer.shadowMapCullFrontFaces ) { - var faces = data.faces; - var vertices = data.vertices; - var normals = data.normals; - var colors = data.colors; - var nUvLayers = 0; + _gl.cullFace( _gl.BACK ); - // disregard empty arrays + } - if ( data.uvs ) { + }; - for ( var i = 0; i < data.uvs.length; i ++ ) { + function createVirtualLight( light, cascade ) { - if ( data.uvs[ i ].length ) nUvLayers ++; + var virtualLight = new THREE.DirectionalLight(); - } + virtualLight.isVirtual = true; - } + virtualLight.onlyShadow = true; + virtualLight.castShadow = true; - for ( var i = 0; i < nUvLayers; i ++ ) { + virtualLight.shadowCameraNear = light.shadowCameraNear; + virtualLight.shadowCameraFar = light.shadowCameraFar; - geometry.faceUvs[ i ] = []; - geometry.faceVertexUvs[ i ] = []; + virtualLight.shadowCameraLeft = light.shadowCameraLeft; + virtualLight.shadowCameraRight = light.shadowCameraRight; + virtualLight.shadowCameraBottom = light.shadowCameraBottom; + virtualLight.shadowCameraTop = light.shadowCameraTop; - } + virtualLight.shadowCameraVisible = light.shadowCameraVisible; - var offset = 0; - var zLength = vertices.length; + virtualLight.shadowDarkness = light.shadowDarkness; - while ( offset < zLength ) { + virtualLight.shadowBias = light.shadowCascadeBias[ cascade ]; + virtualLight.shadowMapWidth = light.shadowCascadeWidth[ cascade ]; + virtualLight.shadowMapHeight = light.shadowCascadeHeight[ cascade ]; - var vertex = new THREE.Vector3(); + virtualLight.pointsWorld = []; + virtualLight.pointsFrustum = []; - vertex.x = vertices[ offset ++ ] * scale; - vertex.y = vertices[ offset ++ ] * scale; - vertex.z = vertices[ offset ++ ] * scale; + var pointsWorld = virtualLight.pointsWorld, + pointsFrustum = virtualLight.pointsFrustum; - geometry.vertices.push( vertex ); + for ( var i = 0; i < 8; i ++ ) { + + pointsWorld[ i ] = new THREE.Vector3(); + pointsFrustum[ i ] = new THREE.Vector3(); } - offset = 0; - zLength = faces.length; + var nearZ = light.shadowCascadeNearZ[ cascade ]; + var farZ = light.shadowCascadeFarZ[ cascade ]; - while ( offset < zLength ) { + pointsFrustum[ 0 ].set( -1, -1, nearZ ); + pointsFrustum[ 1 ].set( 1, -1, nearZ ); + pointsFrustum[ 2 ].set( -1, 1, nearZ ); + pointsFrustum[ 3 ].set( 1, 1, nearZ ); - var type = faces[ offset ++ ]; + pointsFrustum[ 4 ].set( -1, -1, farZ ); + pointsFrustum[ 5 ].set( 1, -1, farZ ); + pointsFrustum[ 6 ].set( -1, 1, farZ ); + pointsFrustum[ 7 ].set( 1, 1, farZ ); - var isQuad = isBitSet( type, 0 ); + return virtualLight; - var hasMaterial = isBitSet( type, 1 ); - var hasFaceUv = isBitSet( type, 2 ); - var hasFaceVertexUv = isBitSet( type, 3 ); - var hasFaceNormal = isBitSet( type, 4 ); - var hasFaceVertexNormal = isBitSet( type, 5 ); - var hasFaceColor = isBitSet( type, 6 ); - var hasFaceVertexColor = isBitSet( type, 7 ); + } - // console.log("type", type, "bits", isQuad, hasMaterial, hasFaceUv, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor); + // Synchronize virtual light with the original light - if ( isQuad ) { + function updateVirtualLight( light, cascade ) { - var face = new THREE.Face4(); + var virtualLight = light.shadowCascadeArray[ cascade ]; - face.a = faces[ offset ++ ]; - face.b = faces[ offset ++ ]; - face.c = faces[ offset ++ ]; - face.d = faces[ offset ++ ]; + virtualLight.position.copy( light.position ); + virtualLight.target.position.copy( light.target.position ); + virtualLight.lookAt( virtualLight.target ); - var nVertices = 4; + virtualLight.shadowCameraVisible = light.shadowCameraVisible; + virtualLight.shadowDarkness = light.shadowDarkness; - } else { + virtualLight.shadowBias = light.shadowCascadeBias[ cascade ]; - var face = new THREE.Face3(); + var nearZ = light.shadowCascadeNearZ[ cascade ]; + var farZ = light.shadowCascadeFarZ[ cascade ]; - face.a = faces[ offset ++ ]; - face.b = faces[ offset ++ ]; - face.c = faces[ offset ++ ]; + var pointsFrustum = virtualLight.pointsFrustum; - var nVertices = 3; + pointsFrustum[ 0 ].z = nearZ; + pointsFrustum[ 1 ].z = nearZ; + pointsFrustum[ 2 ].z = nearZ; + pointsFrustum[ 3 ].z = nearZ; - } + pointsFrustum[ 4 ].z = farZ; + pointsFrustum[ 5 ].z = farZ; + pointsFrustum[ 6 ].z = farZ; + pointsFrustum[ 7 ].z = farZ; - if ( hasMaterial ) { + } - var materialIndex = faces[ offset ++ ]; - face.materialIndex = materialIndex; + // Fit shadow camera's ortho frustum to camera frustum - } + function updateShadowCamera( camera, light ) { - // to get face <=> uv index correspondence + var shadowCamera = light.shadowCamera, + pointsFrustum = light.pointsFrustum, + pointsWorld = light.pointsWorld; - var fi = geometry.faces.length; + _min.set( Infinity, Infinity, Infinity ); + _max.set( -Infinity, -Infinity, -Infinity ); - if ( hasFaceUv ) { + for ( var i = 0; i < 8; i ++ ) { - for ( var i = 0; i < nUvLayers; i ++ ) { + var p = pointsWorld[ i ]; - var uvLayer = data.uvs[ i ]; + p.copy( pointsFrustum[ i ] ); + THREE.ShadowMapPlugin.__projector.unprojectVector( p, camera ); - var uvIndex = faces[ offset ++ ]; + shadowCamera.matrixWorldInverse.multiplyVector3( p ); - var u = uvLayer[ uvIndex * 2 ]; - var v = uvLayer[ uvIndex * 2 + 1 ]; + if ( p.x < _min.x ) _min.x = p.x; + if ( p.x > _max.x ) _max.x = p.x; - geometry.faceUvs[ i ][ fi ] = new THREE.UV( u, v ); + if ( p.y < _min.y ) _min.y = p.y; + if ( p.y > _max.y ) _max.y = p.y; - } + if ( p.z < _min.z ) _min.z = p.z; + if ( p.z > _max.z ) _max.z = p.z; - } + } - if ( hasFaceVertexUv ) { + shadowCamera.left = _min.x; + shadowCamera.right = _max.x; + shadowCamera.top = _max.y; + shadowCamera.bottom = _min.y; - for ( var i = 0; i < nUvLayers; i ++ ) { + // can't really fit near/far + //shadowCamera.near = _min.z; + //shadowCamera.far = _max.z; - var uvLayer = data.uvs[ i ]; + shadowCamera.updateProjectionMatrix(); - var uvs = []; + } - for ( var j = 0; j < nVertices; j ++ ) { +}; - var uvIndex = faces[ offset ++ ]; +THREE.ShadowMapPlugin.__projector = new THREE.Projector(); +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + */ - var u = uvLayer[ uvIndex * 2 ]; - var v = uvLayer[ uvIndex * 2 + 1 ]; +THREE.SpritePlugin = function ( ) { - uvs[ j ] = new THREE.UV( u, v ); + var _gl, _renderer, _sprite = {}; - } + this.init = function ( renderer ) { - geometry.faceVertexUvs[ i ][ fi ] = uvs; + _gl = renderer.context; + _renderer = renderer; - } + _sprite.vertices = new Float32Array( 8 + 8 ); + _sprite.faces = new Uint16Array( 6 ); - } + var i = 0; - if ( hasFaceNormal ) { + _sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = -1; // vertex 0 + _sprite.vertices[ i++ ] = 0; _sprite.vertices[ i++ ] = 0; // uv 0 - var normalIndex = faces[ offset ++ ] * 3; + _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = -1; // vertex 1 + _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 0; // uv 1 - var normal = new THREE.Vector3(); + _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 1; // vertex 2 + _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 1; // uv 2 - normal.x = normals[ normalIndex ++ ]; - normal.y = normals[ normalIndex ++ ]; - normal.z = normals[ normalIndex ]; + _sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = 1; // vertex 3 + _sprite.vertices[ i++ ] = 0; _sprite.vertices[ i++ ] = 1; // uv 3 - face.normal = normal; + i = 0; - } + _sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 1; _sprite.faces[ i++ ] = 2; + _sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 2; _sprite.faces[ i++ ] = 3; - if ( hasFaceVertexNormal ) { + _sprite.vertexBuffer = _gl.createBuffer(); + _sprite.elementBuffer = _gl.createBuffer(); - for ( i = 0; i < nVertices; i ++ ) { + _gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, _sprite.vertices, _gl.STATIC_DRAW ); - var normalIndex = faces[ offset ++ ] * 3; + _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer ); + _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _sprite.faces, _gl.STATIC_DRAW ); - var normal = new THREE.Vector3(); + _sprite.program = createProgram( THREE.ShaderSprite[ "sprite" ] ); - normal.x = normals[ normalIndex ++ ]; - normal.y = normals[ normalIndex ++ ]; - normal.z = normals[ normalIndex ]; + _sprite.attributes = {}; + _sprite.uniforms = {}; - face.vertexNormals.push( normal ); + _sprite.attributes.position = _gl.getAttribLocation ( _sprite.program, "position" ); + _sprite.attributes.uv = _gl.getAttribLocation ( _sprite.program, "uv" ); - } + _sprite.uniforms.uvOffset = _gl.getUniformLocation( _sprite.program, "uvOffset" ); + _sprite.uniforms.uvScale = _gl.getUniformLocation( _sprite.program, "uvScale" ); - } + _sprite.uniforms.rotation = _gl.getUniformLocation( _sprite.program, "rotation" ); + _sprite.uniforms.scale = _gl.getUniformLocation( _sprite.program, "scale" ); + _sprite.uniforms.alignment = _gl.getUniformLocation( _sprite.program, "alignment" ); + _sprite.uniforms.color = _gl.getUniformLocation( _sprite.program, "color" ); + _sprite.uniforms.map = _gl.getUniformLocation( _sprite.program, "map" ); + _sprite.uniforms.opacity = _gl.getUniformLocation( _sprite.program, "opacity" ); - if ( hasFaceColor ) { + _sprite.uniforms.useScreenCoordinates = _gl.getUniformLocation( _sprite.program, "useScreenCoordinates" ); + _sprite.uniforms.affectedByDistance = _gl.getUniformLocation( _sprite.program, "affectedByDistance" ); + _sprite.uniforms.screenPosition = _gl.getUniformLocation( _sprite.program, "screenPosition" ); + _sprite.uniforms.modelViewMatrix = _gl.getUniformLocation( _sprite.program, "modelViewMatrix" ); + _sprite.uniforms.projectionMatrix = _gl.getUniformLocation( _sprite.program, "projectionMatrix" ); - var colorIndex = faces[ offset ++ ]; + _sprite.attributesEnabled = false; - face.color = new THREE.Color( colors[ colorIndex ] ); + }; - } + this.render = function ( scene, camera, viewportWidth, viewportHeight ) { + var sprites = scene.__webglSprites, + nSprites = sprites.length; - if ( hasFaceVertexColor ) { + if ( ! nSprites ) return; - for ( var i = 0; i < nVertices; i ++ ) { + var attributes = _sprite.attributes, + uniforms = _sprite.uniforms; - var colorIndex = faces[ offset ++ ]; + var invAspect = viewportHeight / viewportWidth; - face.vertexColors.push( new THREE.Color( colors[ colorIndex ] ) ); + var halfViewportWidth = viewportWidth * 0.5, + halfViewportHeight = viewportHeight * 0.5; - } + var mergeWith3D = true; - } + // setup gl - geometry.faces.push( face ); + _gl.useProgram( _sprite.program ); + + if ( ! _sprite.attributesEnabled ) { + + _gl.enableVertexAttribArray( attributes.position ); + _gl.enableVertexAttribArray( attributes.uv ); + + _sprite.attributesEnabled = true; } + _gl.disable( _gl.CULL_FACE ); + _gl.enable( _gl.BLEND ); + _gl.depthMask( true ); - // skin + _gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer ); + _gl.vertexAttribPointer( attributes.position, 2, _gl.FLOAT, false, 2 * 8, 0 ); + _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 ); - if ( data.skinWeights ) { + _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer ); - for ( var i = 0, l = data.skinWeights.length; i < l; i += 2 ) { + _gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera._projectionMatrixArray ); - var x = data.skinWeights[ i ]; - var y = data.skinWeights[ i + 1 ]; - var z = 0; - var w = 0; + _gl.activeTexture( _gl.TEXTURE0 ); + _gl.uniform1i( uniforms.map, 0 ); - geometry.skinWeights.push( new THREE.Vector4( x, y, z, w ) ); + // update positions and sort - } + var i, sprite, screenPosition, size, scale = []; - } + for( i = 0; i < nSprites; i ++ ) { - if ( data.skinIndices ) { + sprite = sprites[ i ]; - for ( var i = 0, l = data.skinIndices.length; i < l; i += 2 ) { + if ( ! sprite.visible || sprite.opacity === 0 ) continue; - var a = data.skinIndices[ i ]; - var b = data.skinIndices[ i + 1 ]; - var c = 0; - var d = 0; + if( ! sprite.useScreenCoordinates ) { - geometry.skinIndices.push( new THREE.Vector4( a, b, c, d ) ); + sprite._modelViewMatrix.multiply( camera.matrixWorldInverse, sprite.matrixWorld ); + sprite.z = - sprite._modelViewMatrix.elements[14]; + + } else { + + sprite.z = - sprite.position.z; } } - geometry.bones = data.bones; - geometry.animation = data.animation; + sprites.sort( painterSort ); + // render all sprites - // morphing + for( i = 0; i < nSprites; i ++ ) { - if ( data.morphTargets ) { + sprite = sprites[ i ]; - for ( var i = 0, l = data.morphTargets.length; i < l; i ++ ) { + if ( ! sprite.visible || sprite.opacity === 0 ) continue; - geometry.morphTargets[ i ] = {}; - geometry.morphTargets[ i ].name = data.morphTargets[ i ].name; - geometry.morphTargets[ i ].vertices = []; + if ( sprite.map && sprite.map.image && sprite.map.image.width ) { - var dstVertices = geometry.morphTargets[ i ].vertices; - var srcVertices = data.morphTargets [ i ].vertices; + if ( sprite.useScreenCoordinates ) { - for( var v = 0, vl = srcVertices.length; v < vl; v += 3 ) { + _gl.uniform1i( uniforms.useScreenCoordinates, 1 ); + _gl.uniform3f( uniforms.screenPosition, ( sprite.position.x - halfViewportWidth ) / halfViewportWidth, + ( halfViewportHeight - sprite.position.y ) / halfViewportHeight, + Math.max( 0, Math.min( 1, sprite.position.z ) ) ); - var vertex = new THREE.Vector3(); - vertex.x = srcVertices[ v ] * scale; - vertex.y = srcVertices[ v + 1 ] * scale; - vertex.z = srcVertices[ v + 2 ] * scale; + } else { - dstVertices.push( vertex ); + _gl.uniform1i( uniforms.useScreenCoordinates, 0 ); + _gl.uniform1i( uniforms.affectedByDistance, sprite.affectedByDistance ? 1 : 0 ); + _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite._modelViewMatrix.elements ); + + } + + size = sprite.map.image.width / ( sprite.scaleByViewport ? viewportHeight : 1 ); + + scale[ 0 ] = size * invAspect * sprite.scale.x; + scale[ 1 ] = size * sprite.scale.y; + + _gl.uniform2f( uniforms.uvScale, sprite.uvScale.x, sprite.uvScale.y ); + _gl.uniform2f( uniforms.uvOffset, sprite.uvOffset.x, sprite.uvOffset.y ); + _gl.uniform2f( uniforms.alignment, sprite.alignment.x, sprite.alignment.y ); + + _gl.uniform1f( uniforms.opacity, sprite.opacity ); + _gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b ); + + _gl.uniform1f( uniforms.rotation, sprite.rotation ); + _gl.uniform2fv( uniforms.scale, scale ); + + if ( sprite.mergeWith3D && !mergeWith3D ) { + + _gl.enable( _gl.DEPTH_TEST ); + mergeWith3D = true; + + } else if ( ! sprite.mergeWith3D && mergeWith3D ) { + + _gl.disable( _gl.DEPTH_TEST ); + mergeWith3D = false; } + _renderer.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst ); + _renderer.setTexture( sprite.map, 0 ); + + _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 ); + } } - if ( data.morphColors ) { + // restore gl - for ( var i = 0, l = data.morphColors.length; i < l; i++ ) { + _gl.enable( _gl.CULL_FACE ); + _gl.enable( _gl.DEPTH_TEST ); + _gl.depthMask( true ); - geometry.morphColors[ i ] = {}; - geometry.morphColors[ i ].name = data.morphColors[ i ].name; - geometry.morphColors[ i ].colors = []; + }; - var dstColors = geometry.morphColors[ i ].colors; - var srcColors = data.morphColors [ i ].colors; + function createProgram ( shader ) { - for ( var c = 0, cl = srcColors.length; c < cl; c += 3 ) { + var program = _gl.createProgram(); - var color = new THREE.Color( 0xffaa00 ); - color.setRGB( srcColors[ c ], srcColors[ c + 1 ], srcColors[ c + 2 ] ); + var fragmentShader = _gl.createShader( _gl.FRAGMENT_SHADER ); + var vertexShader = _gl.createShader( _gl.VERTEX_SHADER ); - dstColors.push( color ); + _gl.shaderSource( fragmentShader, shader.fragmentShader ); + _gl.shaderSource( vertexShader, shader.vertexShader ); - } + _gl.compileShader( fragmentShader ); + _gl.compileShader( vertexShader ); - } + _gl.attachShader( program, fragmentShader ); + _gl.attachShader( program, vertexShader ); - } + _gl.linkProgram( program ); - geometry.computeCentroids(); - geometry.computeFaceNormals(); + return program; - return geometry; + }; - } + function painterSort ( a, b ) { -}; -/** - * @author alteredq / http://alteredqualia.com/ - */ - -THREE.SceneLoader = function () { - - this.onLoadStart = function () {}; - this.onLoadProgress = function() {}; - this.onLoadComplete = function () {}; - - this.callbackSync = function () {}; - this.callbackProgress = function () {}; - -}; - -THREE.SceneLoader.prototype.constructor = THREE.SceneLoader; - -THREE.SceneLoader.prototype.load = function( url, callbackFinished ) { - - var context = this; - - var xhr = new XMLHttpRequest(); - - xhr.onreadystatechange = function () { - - if ( xhr.readyState === 4 ) { - - if ( xhr.status === 200 || xhr.status === 0 ) { - - var json = JSON.parse( xhr.responseText ); - context.createScene( json, callbackFinished, url ); - - } else { - - console.error( "THREE.SceneLoader: Couldn't load [" + url + "] [" + xhr.status + "]" ); - - } - - } - - }; - - xhr.open( "GET", url, true ); - if ( xhr.overrideMimeType ) xhr.overrideMimeType( "text/plain; charset=x-user-defined" ); - xhr.setRequestHeader( "Content-Type", "text/plain" ); - xhr.send( null ); - -}; - -THREE.SceneLoader.prototype.createScene = function ( json, callbackFinished, url ) { - - var scope = this; - - var urlBase = THREE.Loader.prototype.extractUrlBase( url ); - - var dg, dm, dd, dl, dc, df, dt, - g, o, m, l, d, p, r, q, s, c, t, f, tt, pp, u, - geometry, material, camera, fog, - texture, images, - light, - data, binLoader, jsonLoader, - counter_models, counter_textures, - total_models, total_textures, - result; - - data = json; - - binLoader = new THREE.BinaryLoader(); - jsonLoader = new THREE.JSONLoader(); - - counter_models = 0; - counter_textures = 0; - - result = { - - scene: new THREE.Scene(), - geometries: {}, - materials: {}, - textures: {}, - objects: {}, - cameras: {}, - lights: {}, - fogs: {}, - empties: {} - - }; - - if ( data.transform ) { - - var position = data.transform.position, - rotation = data.transform.rotation, - scale = data.transform.scale; - - if ( position ) - result.scene.position.set( position[ 0 ], position[ 1 ], position [ 2 ] ); - - if ( rotation ) - result.scene.rotation.set( rotation[ 0 ], rotation[ 1 ], rotation [ 2 ] ); - - if ( scale ) - result.scene.scale.set( scale[ 0 ], scale[ 1 ], scale [ 2 ] ); - - if ( position || rotation || scale ) { - - result.scene.updateMatrix(); - result.scene.updateMatrixWorld(); - - } - - } - - function get_url( source_url, url_type ) { - - if ( url_type == "relativeToHTML" ) { - - return source_url; - - } else { - - return urlBase + "/" + source_url; - - } - - }; - - // the toplevel loader function, delegates to handle_children - - function handle_objects() { - - handle_children( result.scene, data.objects ); - - } - - // handle all the children from the loaded json and attach them to given parent - function handle_children( parent, children ) { - - var object; - - for ( dd in children ) { - - // check by id if child has already been handled, - // if not, create new object - - if ( result.objects[ dd ] === undefined ) { - - o = children[ dd ]; - - if ( o.geometry !== undefined ) { - - geometry = result.geometries[ o.geometry ]; - - // geometry already loaded - - if ( geometry ) { - - var hasNormals = false; - - // not anymore support for multiple materials - // shouldn't really be array - - material = result.materials[ o.materials[ 0 ] ]; - hasNormals = material instanceof THREE.ShaderMaterial; - - if ( hasNormals ) { - - geometry.computeTangents(); - - } - - p = o.position; - r = o.rotation; - q = o.quaternion; - s = o.scale; - m = o.matrix; - - // turn off quaternions, for the moment - - q = 0; - - if ( o.materials.length == 0 ) { - - material = new THREE.MeshFaceMaterial(); - - } - - // dirty hack to handle meshes with multiple materials - // just use face materials defined in model - - if ( o.materials.length > 1 ) { - - material = new THREE.MeshFaceMaterial(); - - } - - object = new THREE.Mesh( geometry, material ); - object.name = dd; - - if ( m ) { - - object.matrixAutoUpdate = false; - object.matrix.set( - m[0], m[1], m[2], m[3], - m[4], m[5], m[6], m[7], - m[8], m[9], m[10], m[11], - m[12], m[13], m[14], m[15] - ); - - } else { - - object.position.set( p[0], p[1], p[2] ); - - if ( q ) { - - object.quaternion.set( q[0], q[1], q[2], q[3] ); - object.useQuaternion = true; - - } else { - - object.rotation.set( r[0], r[1], r[2] ); - - } - - object.scale.set( s[0], s[1], s[2] ); - - } - - object.visible = o.visible; - object.castShadow = o.castShadow; - object.receiveShadow = o.receiveShadow; - - parent.add( object ); - - result.objects[ dd ] = object; - - } - - // pure Object3D - - } else { - - p = o.position; - r = o.rotation; - q = o.quaternion; - s = o.scale; - - // turn off quaternions, for the moment - - q = 0; - - object = new THREE.Object3D(); - object.name = dd; - object.position.set( p[0], p[1], p[2] ); - - if ( q ) { - - object.quaternion.set( q[0], q[1], q[2], q[3] ); - object.useQuaternion = true; - - } else { - - object.rotation.set( r[0], r[1], r[2] ); - - } - - object.scale.set( s[0], s[1], s[2] ); - object.visible = ( o.visible !== undefined ) ? o.visible : false; - - parent.add( object ); - - result.objects[ dd ] = object; - result.empties[ dd ] = object; - - } - - if ( o.properties !== undefined) { - - for ( var key in o.properties ) { - - var value = o.properties[ key ]; - object.properties[ key ] = value; - - } - } - - if ( o.children !== undefined ) { - - handle_children( object, o.children ); - - } - - } - - } - - }; - - function handle_mesh( geo, id ) { - - result.geometries[ id ] = geo; - handle_objects(); - - }; - - function create_callback( id ) { - - return function( geo ) { - - handle_mesh( geo, id ); - - counter_models -= 1; - - scope.onLoadComplete(); - - async_callback_gate(); - - } - - }; - - function create_callback_embed( id ) { - - return function( geo ) { - - result.geometries[ id ] = geo; - - } - - }; - - function async_callback_gate() { - - var progress = { - - totalModels : total_models, - totalTextures : total_textures, - loadedModels : total_models - counter_models, - loadedTextures : total_textures - counter_textures - - }; - - scope.callbackProgress( progress, result ); - - scope.onLoadProgress(); - - if ( counter_models === 0 && counter_textures === 0 ) { - - callbackFinished( result ); - - } - - }; - - var callbackTexture = function ( count ) { - - counter_textures -= count; - async_callback_gate(); - - scope.onLoadComplete(); - - }; - - // must use this instead of just directly calling callbackTexture - // because of closure in the calling context loop - - var generateTextureCallback = function ( count ) { - - return function() { - - callbackTexture( count ); - - }; - - }; - - // first go synchronous elements - - // cameras - - for( dc in data.cameras ) { - - c = data.cameras[ dc ]; - - if ( c.type === "perspective" ) { - - camera = new THREE.PerspectiveCamera( c.fov, c.aspect, c.near, c.far ); - - } else if ( c.type === "ortho" ) { - - camera = new THREE.OrthographicCamera( c.left, c.right, c.top, c.bottom, c.near, c.far ); - - } - - p = c.position; - t = c.target; - u = c.up; - - camera.position.set( p[0], p[1], p[2] ); - camera.target = new THREE.Vector3( t[0], t[1], t[2] ); - if ( u ) camera.up.set( u[0], u[1], u[2] ); - - result.cameras[ dc ] = camera; - - } - - // lights - - var hex, intensity; - - for ( dl in data.lights ) { - - l = data.lights[ dl ]; - - hex = ( l.color !== undefined ) ? l.color : 0xffffff; - intensity = ( l.intensity !== undefined ) ? l.intensity : 1; - - if ( l.type === "directional" ) { - - p = l.direction; - - light = new THREE.DirectionalLight( hex, intensity ); - light.position.set( p[0], p[1], p[2] ); - light.position.normalize(); - - } else if ( l.type === "point" ) { - - p = l.position; - d = l.distance; - - light = new THREE.PointLight( hex, intensity, d ); - light.position.set( p[0], p[1], p[2] ); - - } else if ( l.type === "ambient" ) { - - light = new THREE.AmbientLight( hex ); - - } - - result.scene.add( light ); - - result.lights[ dl ] = light; - - } - - // fogs - - for( df in data.fogs ) { - - f = data.fogs[ df ]; - - if ( f.type === "linear" ) { - - fog = new THREE.Fog( 0x000000, f.near, f.far ); - - } else if ( f.type === "exp2" ) { - - fog = new THREE.FogExp2( 0x000000, f.density ); - - } - - c = f.color; - fog.color.setRGB( c[0], c[1], c[2] ); - - result.fogs[ df ] = fog; - - } - - // defaults - - if ( result.cameras && data.defaults.camera ) { - - result.currentCamera = result.cameras[ data.defaults.camera ]; - - } - - if ( result.fogs && data.defaults.fog ) { - - result.scene.fog = result.fogs[ data.defaults.fog ]; - - } - - c = data.defaults.bgcolor; - result.bgColor = new THREE.Color(); - result.bgColor.setRGB( c[0], c[1], c[2] ); - - result.bgColorAlpha = data.defaults.bgalpha; - - // now come potentially asynchronous elements - - // geometries - - // count how many models will be loaded asynchronously - - for( dg in data.geometries ) { - - g = data.geometries[ dg ]; - - if ( g.type == "bin_mesh" || g.type == "ascii_mesh" ) { - - counter_models += 1; - - scope.onLoadStart(); - - } - - } - - total_models = counter_models; - - for ( dg in data.geometries ) { - - g = data.geometries[ dg ]; - - if ( g.type === "cube" ) { - - geometry = new THREE.CubeGeometry( g.width, g.height, g.depth, g.segmentsWidth, g.segmentsHeight, g.segmentsDepth, null, g.flipped, g.sides ); - result.geometries[ dg ] = geometry; - - } else if ( g.type === "plane" ) { - - geometry = new THREE.PlaneGeometry( g.width, g.height, g.segmentsWidth, g.segmentsHeight ); - result.geometries[ dg ] = geometry; - - } else if ( g.type === "sphere" ) { - - geometry = new THREE.SphereGeometry( g.radius, g.segmentsWidth, g.segmentsHeight ); - result.geometries[ dg ] = geometry; - - } else if ( g.type === "cylinder" ) { - - geometry = new THREE.CylinderGeometry( g.topRad, g.botRad, g.height, g.radSegs, g.heightSegs ); - result.geometries[ dg ] = geometry; - - } else if ( g.type === "torus" ) { - - geometry = new THREE.TorusGeometry( g.radius, g.tube, g.segmentsR, g.segmentsT ); - result.geometries[ dg ] = geometry; - - } else if ( g.type === "icosahedron" ) { - - geometry = new THREE.IcosahedronGeometry( g.radius, g.subdivisions ); - result.geometries[ dg ] = geometry; - - } else if ( g.type === "bin_mesh" ) { - - binLoader.load( get_url( g.url, data.urlBaseType ), create_callback( dg ) ); - - } else if ( g.type === "ascii_mesh" ) { - - jsonLoader.load( get_url( g.url, data.urlBaseType ), create_callback( dg ) ); - - } else if ( g.type === "embedded_mesh" ) { - - var modelJson = data.embeds[ g.id ], - texture_path = ""; - - // pass metadata along to jsonLoader so it knows the format version - - modelJson.metadata = data.metadata; - - if ( modelJson ) { - - jsonLoader.createModel( modelJson, create_callback_embed( dg ), texture_path ); - - } - - } - - } - - // textures - - // count how many textures will be loaded asynchronously - - for( dt in data.textures ) { - - tt = data.textures[ dt ]; - - if( tt.url instanceof Array ) { - - counter_textures += tt.url.length; - - for( var n = 0; n < tt.url.length; n ++ ) { - - scope.onLoadStart(); - - } - - } else { - - counter_textures += 1; - - scope.onLoadStart(); - - } - - } - - total_textures = counter_textures; - - for( dt in data.textures ) { - - tt = data.textures[ dt ]; - - if ( tt.mapping !== undefined && THREE[ tt.mapping ] !== undefined ) { - - tt.mapping = new THREE[ tt.mapping ](); - - } - - if( tt.url instanceof Array ) { - - var count = tt.url.length; - var url_array = []; - - for( var i = 0; i < count; i ++ ) { - - url_array[ i ] = get_url( tt.url[ i ], data.urlBaseType ); - - } - - texture = THREE.ImageUtils.loadTextureCube( url_array, tt.mapping, generateTextureCallback( count ) ); - - } else { - - texture = THREE.ImageUtils.loadTexture( get_url( tt.url, data.urlBaseType ), tt.mapping, generateTextureCallback( 1 ) ); - - if ( THREE[ tt.minFilter ] !== undefined ) - texture.minFilter = THREE[ tt.minFilter ]; - - if ( THREE[ tt.magFilter ] !== undefined ) - texture.magFilter = THREE[ tt.magFilter ]; - - - if ( tt.repeat ) { - - texture.repeat.set( tt.repeat[ 0 ], tt.repeat[ 1 ] ); - - if ( tt.repeat[ 0 ] !== 1 ) texture.wrapS = THREE.RepeatWrapping; - if ( tt.repeat[ 1 ] !== 1 ) texture.wrapT = THREE.RepeatWrapping; - - } - - if ( tt.offset ) { - - texture.offset.set( tt.offset[ 0 ], tt.offset[ 1 ] ); - - } - - // handle wrap after repeat so that default repeat can be overriden - - if ( tt.wrap ) { - - var wrapMap = { - "repeat" : THREE.RepeatWrapping, - "mirror" : THREE.MirroredRepeatWrapping - } - - if ( wrapMap[ tt.wrap[ 0 ] ] !== undefined ) texture.wrapS = wrapMap[ tt.wrap[ 0 ] ]; - if ( wrapMap[ tt.wrap[ 1 ] ] !== undefined ) texture.wrapT = wrapMap[ tt.wrap[ 1 ] ]; - - } - - } - - result.textures[ dt ] = texture; - - } - - // materials - - for ( dm in data.materials ) { - - m = data.materials[ dm ]; - - for ( pp in m.parameters ) { - - if ( pp === "envMap" || pp === "map" || pp === "lightMap" ) { - - m.parameters[ pp ] = result.textures[ m.parameters[ pp ] ]; - - } else if ( pp === "shading" ) { - - m.parameters[ pp ] = ( m.parameters[ pp ] == "flat" ) ? THREE.FlatShading : THREE.SmoothShading; - - } else if ( pp === "blending" ) { - - m.parameters[ pp ] = m.parameters[ pp ] in THREE ? THREE[ m.parameters[ pp ] ] : THREE.NormalBlending; - - } else if ( pp === "combine" ) { - - m.parameters[ pp ] = ( m.parameters[ pp ] == "MixOperation" ) ? THREE.MixOperation : THREE.MultiplyOperation; - - } else if ( pp === "vertexColors" ) { - - if ( m.parameters[ pp ] == "face" ) { - - m.parameters[ pp ] = THREE.FaceColors; - - // default to vertex colors if "vertexColors" is anything else face colors or 0 / null / false - - } else if ( m.parameters[ pp ] ) { - - m.parameters[ pp ] = THREE.VertexColors; - - } - - } - - } - - if ( m.parameters.opacity !== undefined && m.parameters.opacity < 1.0 ) { - - m.parameters.transparent = true; - - } - - if ( m.parameters.normalMap ) { - - var shader = THREE.ShaderUtils.lib[ "normal" ]; - var uniforms = THREE.UniformsUtils.clone( shader.uniforms ); - - var diffuse = m.parameters.color; - var specular = m.parameters.specular; - var ambient = m.parameters.ambient; - var shininess = m.parameters.shininess; - - uniforms[ "tNormal" ].texture = result.textures[ m.parameters.normalMap ]; - - if ( m.parameters.normalMapFactor ) { - - uniforms[ "uNormalScale" ].value = m.parameters.normalMapFactor; - - } - - if ( m.parameters.map ) { - - uniforms[ "tDiffuse" ].texture = m.parameters.map; - uniforms[ "enableDiffuse" ].value = true; - - } - - if ( m.parameters.lightMap ) { - - uniforms[ "tAO" ].texture = m.parameters.lightMap; - uniforms[ "enableAO" ].value = true; - - } - - if ( m.parameters.specularMap ) { - - uniforms[ "tSpecular" ].texture = result.textures[ m.parameters.specularMap ]; - uniforms[ "enableSpecular" ].value = true; - - } - - uniforms[ "uDiffuseColor" ].value.setHex( diffuse ); - uniforms[ "uSpecularColor" ].value.setHex( specular ); - uniforms[ "uAmbientColor" ].value.setHex( ambient ); - - uniforms[ "uShininess" ].value = shininess; - - if ( m.parameters.opacity ) { - - uniforms[ "uOpacity" ].value = m.parameters.opacity; - - } - - var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true }; - - material = new THREE.ShaderMaterial( parameters ); - - } else { - - material = new THREE[ m.type ]( m.parameters ); - - } - - result.materials[ dm ] = material; - - } - - // objects ( synchronous init of procedural primitives ) - - handle_objects(); - - // synchronous callback - - scope.callbackSync( result ); - - // just in case there are no async elements - - async_callback_gate(); - -}; -/** - * @author mrdoob / http://mrdoob.com/ - */ - -THREE.TextureLoader = function () { - - THREE.EventTarget.call( this ); - - this.crossOrigin = null; - -}; - -THREE.TextureLoader.prototype = { - - constructor: THREE.TextureLoader, - - load: function ( url ) { - - var scope = this; - - var image = new Image(); - - image.addEventListener( 'load', function () { - - var texture = new THREE.Texture( image ); - texture.needsUpdate = true; - - scope.dispatchEvent( { type: 'load', content: texture } ); - - }, false ); - - image.addEventListener( 'error', function () { - - scope.dispatchEvent( { type: 'error', message: 'Couldn\'t load URL [' + url + ']' } ); - - }, false ); - - if ( scope.crossOrigin ) image.crossOrigin = scope.crossOrigin; - - image.src = url; - - } - -} -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - */ - -THREE.Material = function () { - - this.id = THREE.MaterialCount ++; - - this.name = ''; - - this.side = THREE.FrontSide; - - this.opacity = 1; - this.transparent = false; - - this.blending = THREE.NormalBlending; - - this.blendSrc = THREE.SrcAlphaFactor; - this.blendDst = THREE.OneMinusSrcAlphaFactor; - this.blendEquation = THREE.AddEquation; - - this.depthTest = true; - this.depthWrite = true; - - this.polygonOffset = false; - this.polygonOffsetFactor = 0; - this.polygonOffsetUnits = 0; - - this.alphaTest = 0; - - this.overdraw = false; // Boolean for fixing antialiasing gaps in CanvasRenderer - - this.visible = true; - - this.needsUpdate = true; - -}; - -THREE.Material.prototype.setValues = function ( values ) { - - if ( values === undefined ) return; - - for ( var key in values ) { - - var newValue = values[ key ]; - - if ( newValue === undefined ) { - - console.warn( 'THREE.Material: \'' + key + '\' parameter is undefined.' ); - continue; - - } - - if ( key in this ) { - - var currentValue = this[ key ]; - - if ( currentValue instanceof THREE.Color && newValue instanceof THREE.Color ) { - - currentValue.copy( newValue ); - - } else if ( currentValue instanceof THREE.Color && typeof( newValue ) === "number" ) { - - currentValue.setHex( newValue ); - - } else if ( currentValue instanceof THREE.Vector3 && newValue instanceof THREE.Vector3 ) { - - currentValue.copy( newValue ); - - } else { - - this[ key ] = newValue; - - } - - } - - } - -}; - -THREE.Material.prototype.clone = function ( material ) { - - if ( material === undefined ) material = new THREE.Material(); - - material.name = this.name; - - material.side = this.side; - - material.opacity = this.opacity; - material.transparent = this.transparent; - - material.blending = this.blending; - - material.blendSrc = this.blendSrc; - material.blendDst = this.blendDst; - material.blendEquation = this.blendEquation; - - material.depthTest = this.depthTest; - material.depthWrite = this.depthWrite; - - material.polygonOffset = this.polygonOffset; - material.polygonOffsetFactor = this.polygonOffsetFactor; - material.polygonOffsetUnits = this.polygonOffsetUnits; - - material.alphaTest = this.alphaTest; - - material.overdraw = this.overdraw; - - material.visible = this.visible; - - return material; - -}; - -THREE.MaterialCount = 0; -/** - * @author mrdoob / 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 ); - - this.color = new THREE.Color( 0xffffff ); - - this.linewidth = 1; - this.linecap = 'round'; - this.linejoin = 'round'; - - this.vertexColors = false; - - this.fog = true; - - this.setValues( parameters ); - -}; - -THREE.LineBasicMaterial.prototype = Object.create( THREE.Material.prototype ); - -THREE.LineBasicMaterial.prototype.clone = function () { - - var material = new THREE.LineBasicMaterial(); - - THREE.Material.prototype.clone.call( this, material ); - - material.color.copy( this.color ); - - material.linewidth = this.linewidth; - material.linecap = this.linecap; - material.linejoin = this.linejoin; - - material.vertexColors = this.vertexColors; - - material.fog = this.fog; - - return material; - -}; -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * color: , - * opacity: , - * map: new THREE.Texture( ), - * - * lightMap: new THREE.Texture( ), - * - * specularMap: 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 ); - - this.color = new THREE.Color( 0xffffff ); // emissive - - this.map = null; - - this.lightMap = null; - - this.specularMap = null; - - this.envMap = null; - this.combine = THREE.MultiplyOperation; - this.reflectivity = 1; - this.refractionRatio = 0.98; - - this.fog = true; - - this.shading = THREE.SmoothShading; - - this.wireframe = false; - this.wireframeLinewidth = 1; - this.wireframeLinecap = 'round'; - this.wireframeLinejoin = 'round'; - - this.vertexColors = THREE.NoColors; - - this.skinning = false; - this.morphTargets = false; - - this.setValues( parameters ); - -}; - -THREE.MeshBasicMaterial.prototype = Object.create( THREE.Material.prototype ); - -THREE.MeshBasicMaterial.prototype.clone = function () { - - var material = new THREE.MeshBasicMaterial(); - - THREE.Material.prototype.clone.call( this, material ); - - material.color.copy( this.color ); - - material.map = this.map; - - material.lightMap = this.lightMap; - - material.specularMap = this.specularMap; - - material.envMap = this.envMap; - material.combine = this.combine; - material.reflectivity = this.reflectivity; - material.refractionRatio = this.refractionRatio; - - material.fog = this.fog; - - material.shading = this.shading; - - material.wireframe = this.wireframe; - material.wireframeLinewidth = this.wireframeLinewidth; - material.wireframeLinecap = this.wireframeLinecap; - material.wireframeLinejoin = this.wireframeLinejoin; - - material.vertexColors = this.vertexColors; - - material.skinning = this.skinning; - material.morphTargets = this.morphTargets; - - return material; - -}; -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * color: , - * ambient: , - * emissive: , - * opacity: , - * - * map: new THREE.Texture( ), - * - * lightMap: new THREE.Texture( ), - * - * specularMap: 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 ); - - this.color = new THREE.Color( 0xffffff ); // diffuse - this.ambient = new THREE.Color( 0xffffff ); - this.emissive = new THREE.Color( 0x000000 ); - - this.wrapAround = false; - this.wrapRGB = new THREE.Vector3( 1, 1, 1 ); - - this.map = null; - - this.lightMap = null; - - this.specularMap = null; - - this.envMap = null; - this.combine = THREE.MultiplyOperation; - this.reflectivity = 1; - this.refractionRatio = 0.98; - - this.fog = true; - - this.shading = THREE.SmoothShading; - - this.wireframe = false; - this.wireframeLinewidth = 1; - this.wireframeLinecap = 'round'; - this.wireframeLinejoin = 'round'; - - this.vertexColors = THREE.NoColors; - - this.skinning = false; - this.morphTargets = false; - this.morphNormals = false; - - this.setValues( parameters ); - -}; - -THREE.MeshLambertMaterial.prototype = Object.create( THREE.Material.prototype ); - -THREE.MeshLambertMaterial.prototype.clone = function () { - - var material = new THREE.MeshLambertMaterial(); - - THREE.Material.prototype.clone.call( this, material ); - - material.color.copy( this.color ); - material.ambient.copy( this.ambient ); - material.emissive.copy( this.emissive ); - - material.wrapAround = this.wrapAround; - material.wrapRGB.copy( this.wrapRGB ); - - material.map = this.map; - - material.lightMap = this.lightMap; - - material.specularMap = this.specularMap; - - material.envMap = this.envMap; - material.combine = this.combine; - material.reflectivity = this.reflectivity; - material.refractionRatio = this.refractionRatio; - - material.fog = this.fog; - - material.shading = this.shading; - - material.wireframe = this.wireframe; - material.wireframeLinewidth = this.wireframeLinewidth; - material.wireframeLinecap = this.wireframeLinecap; - material.wireframeLinejoin = this.wireframeLinejoin; - - material.vertexColors = this.vertexColors; - - material.skinning = this.skinning; - material.morphTargets = this.morphTargets; - material.morphNormals = this.morphNormals; - - return material; - -}; -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * color: , - * ambient: , - * emissive: , - * specular: , - * shininess: , - * opacity: , - * - * map: new THREE.Texture( ), - * - * lightMap: new THREE.Texture( ), - * - * bumpMap: new THREE.Texture( ), - * bumpScale: , - * - * specularMap: 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.MeshPhongMaterial = function ( parameters ) { - - THREE.Material.call( this ); - - this.color = new THREE.Color( 0xffffff ); // diffuse - this.ambient = new THREE.Color( 0xffffff ); - this.emissive = new THREE.Color( 0x000000 ); - this.specular = new THREE.Color( 0x111111 ); - this.shininess = 30; - - this.metal = false; - this.perPixel = false; - - this.wrapAround = false; - this.wrapRGB = new THREE.Vector3( 1, 1, 1 ); - - this.map = null; - - this.lightMap = null; - - this.bumpMap = null; - this.bumpScale = 1; - - this.specularMap = null; - - this.envMap = null; - this.combine = THREE.MultiplyOperation; - this.reflectivity = 1; - this.refractionRatio = 0.98; - - this.fog = true; - - this.shading = THREE.SmoothShading; - - this.wireframe = false; - this.wireframeLinewidth = 1; - this.wireframeLinecap = 'round'; - this.wireframeLinejoin = 'round'; - - this.vertexColors = THREE.NoColors; - - this.skinning = false; - this.morphTargets = false; - this.morphNormals = false; - - this.setValues( parameters ); - -}; - -THREE.MeshPhongMaterial.prototype = Object.create( THREE.Material.prototype ); - -THREE.MeshPhongMaterial.prototype.clone = function () { - - var material = new THREE.MeshPhongMaterial(); - - THREE.Material.prototype.clone.call( this, material ); - - material.color.copy( this.color ); - material.ambient.copy( this.ambient ); - material.emissive.copy( this.emissive ); - material.specular.copy( this.specular ); - material.shininess = this.shininess; - - material.metal = this.metal; - material.perPixel = this.perPixel; - - material.wrapAround = this.wrapAround; - material.wrapRGB.copy( this.wrapRGB ); - - material.map = this.map; - - material.lightMap = this.lightMap; - - material.bumpMap = this.bumpMap; - material.bumpScale= this.bumpScale; - - material.specularMap = this.specularMap; - - material.envMap = this.envMap; - material.combine = this.combine; - material.reflectivity = this.reflectivity; - material.refractionRatio = this.refractionRatio; - - material.fog = this.fog; - - material.shading = this.shading; - - material.wireframe = this.wireframe; - material.wireframeLinewidth = this.wireframeLinewidth; - material.wireframeLinecap = this.wireframeLinecap; - material.wireframeLinejoin = this.wireframeLinejoin; - - material.vertexColors = this.vertexColors; - - material.skinning = this.skinning; - material.morphTargets = this.morphTargets; - material.morphNormals = this.morphNormals; - - return material; - -}; -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * opacity: , - - * blending: THREE.NormalBlending, - * depthTest: , - - * wireframe: , - * wireframeLinewidth: - * } - */ - -THREE.MeshDepthMaterial = function ( parameters ) { - - THREE.Material.call( this ); - - this.wireframe = false; - this.wireframeLinewidth = 1; - - this.setValues( parameters ); - -}; - -THREE.MeshDepthMaterial.prototype = Object.create( THREE.Material.prototype ); - -THREE.MeshDepthMaterial.prototype.clone = function () { - - var material = new THREE.LineBasicMaterial(); - - THREE.Material.prototype.clone.call( this, material ); - - material.wireframe = this.wireframe; - material.wireframeLinewidth = this.wireframeLinewidth; - - return material; - -}; -/** - * @author mrdoob / http://mrdoob.com/ - * - * parameters = { - * opacity: , - - * shading: THREE.FlatShading, - * blending: THREE.NormalBlending, - * depthTest: , - - * wireframe: , - * wireframeLinewidth: - * } - */ - -THREE.MeshNormalMaterial = function ( parameters ) { - - THREE.Material.call( this, parameters ); - - this.shading = THREE.FlatShading; - - this.wireframe = false; - this.wireframeLinewidth = 1; - - this.setValues( parameters ); - -}; - -THREE.MeshNormalMaterial.prototype = Object.create( THREE.Material.prototype ); - -THREE.MeshNormalMaterial.prototype.clone = function () { - - var material = new THREE.MeshNormalMaterial(); - - THREE.Material.prototype.clone.call( this, material ); - - material.shading = this.shading; - - material.wireframe = this.wireframe; - material.wireframeLinewidth = this.wireframeLinewidth; - - return material; - -}; -/** - * @author mrdoob / http://mrdoob.com/ - */ - -THREE.MeshFaceMaterial = function () {}; - -THREE.MeshFaceMaterial.prototype.clone = function () { - - return new THREE.MeshFaceMaterial(); - -}; -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * color: , - * opacity: , - * map: new THREE.Texture( ), - * - * size: , - * - * blending: THREE.NormalBlending, - * depthTest: , - * - * vertexColors: , - * - * fog: - * } - */ - -THREE.ParticleBasicMaterial = function ( parameters ) { - - THREE.Material.call( this ); - - this.color = new THREE.Color( 0xffffff ); - - this.map = null; - - this.size = 1; - this.sizeAttenuation = true; - - this.vertexColors = false; - - this.fog = true; - - this.setValues( parameters ); - -}; - -THREE.ParticleBasicMaterial.prototype = Object.create( THREE.Material.prototype ); - -THREE.ParticleBasicMaterial.prototype.clone = function () { - - var material = new THREE.ParticleBasicMaterial(); - - THREE.Material.prototype.clone.call( this, material ); - - material.color.copy( this.color ); - - material.map = this.map; - - material.size = this.size; - material.sizeAttenuation = this.sizeAttenuation; - - material.vertexColors = this.vertexColors; - - material.fog = this.fog; - - return material; - -}; -/** - * @author mrdoob / http://mrdoob.com/ - * - * parameters = { - * color: , - * program: , - * opacity: , - * blending: THREE.NormalBlending - * } - */ - -THREE.ParticleCanvasMaterial = function ( parameters ) { - - THREE.Material.call( this ); - - this.color = new THREE.Color( 0xffffff ); - this.program = function ( context, color ) {}; - - this.setValues( parameters ); - -}; - -THREE.ParticleCanvasMaterial.prototype = Object.create( THREE.Material.prototype ); - -THREE.ParticleCanvasMaterial.prototype.clone = function () { - - var material = new THREE.ParticleCanvasMaterial(); - - THREE.Material.prototype.clone.call( this, material ); - - material.color.copy( this.color ); - material.program = this.program; - - return material; - -}; -/** - * @author mrdoob / http://mrdoob.com/ - */ - -THREE.ParticleDOMMaterial = function ( domElement ) { - - this.domElement = domElement; - -}; - -THREE.ParticleDOMMaterial.prototype.clone = function(){ - - return new THREE.ParticleDOMMaterial( this.domElement ); - -}; -/** - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * fragmentShader: , - * vertexShader: , - * - * uniforms: { "parameter1": { type: "f", value: 1.0 }, "parameter2": { type: "i" value2: 2 } }, - * - * shading: THREE.SmoothShading, - * blending: THREE.NormalBlending, - * depthTest: , - * - * wireframe: , - * wireframeLinewidth: , - * - * lights: , - * - * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors, - * - * skinning: , - * morphTargets: , - * morphNormals: , - * - * fog: - * } - */ - -THREE.ShaderMaterial = function ( parameters ) { - - THREE.Material.call( this ); - - this.fragmentShader = "void main() {}"; - this.vertexShader = "void main() {}"; - this.uniforms = {}; - this.attributes = null; - - this.shading = THREE.SmoothShading; - - this.wireframe = false; - this.wireframeLinewidth = 1; - - this.fog = false; // set to use scene fog - - this.lights = false; // set to use scene lights - - this.vertexColors = THREE.NoColors; // set to use "color" attribute stream - - this.skinning = false; // set to use skinning attribute streams - - this.morphTargets = false; // set to use morph targets - this.morphNormals = false; // set to use morph normals - - this.setValues( parameters ); - -}; - -THREE.ShaderMaterial.prototype = Object.create( THREE.Material.prototype ); - -THREE.ShaderMaterial.prototype.clone = function () { - - var material = new THREE.ShaderMaterial(); - - THREE.Material.prototype.clone.call( this, material ); - - material.fragmentShader = this.fragmentShader; - material.vertexShader = this.vertexShader; - material.uniforms = this.uniforms; - material.attributes = this.attributes; - - material.shading = this.shading; - - material.wireframe = this.wireframe; - material.wireframeLinewidth = this.wireframeLinewidth; - - material.fog = this.fog; - - material.lights = this.lights; - - material.vertexColors = this.vertexColors; - - material.skinning = this.skinning; - - material.morphTargets = this.morphTargets; - material.morphNormals = this.morphNormals; - - return material; - -}; -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * @author szimek / https://github.com/szimek/ - */ - -THREE.Texture = function ( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { - - this.id = THREE.TextureCount ++; - - this.image = image; - - this.mapping = mapping !== undefined ? mapping : new THREE.UVMapping(); - - this.wrapS = wrapS !== undefined ? wrapS : THREE.ClampToEdgeWrapping; - this.wrapT = wrapT !== undefined ? wrapT : THREE.ClampToEdgeWrapping; - - this.magFilter = magFilter !== undefined ? magFilter : THREE.LinearFilter; - this.minFilter = minFilter !== undefined ? minFilter : THREE.LinearMipMapLinearFilter; - - this.anisotropy = anisotropy !== undefined ? anisotropy : 1; - - this.format = format !== undefined ? format : THREE.RGBAFormat; - this.type = type !== undefined ? type : THREE.UnsignedByteType; - - this.offset = new THREE.Vector2( 0, 0 ); - this.repeat = new THREE.Vector2( 1, 1 ); - - this.generateMipmaps = true; - this.premultiplyAlpha = false; - this.flipY = true; - - this.needsUpdate = false; - this.onUpdate = null; - -}; - -THREE.Texture.prototype = { - - constructor: THREE.Texture, - - clone: function () { - - var clonedTexture = new THREE.Texture( this.image, this.mapping, this.wrapS, this.wrapT, this.magFilter, this.minFilter, this.format, this.type, this.anisotropy ); - - clonedTexture.offset.copy( this.offset ); - clonedTexture.repeat.copy( this.repeat ); - - clonedTexture.generateMipmaps = this.generateMipmaps; - clonedTexture.premultiplyAlpha = this.premultiplyAlpha; - clonedTexture.flipY = this.flipY; - - return clonedTexture; - - } - -}; - -THREE.TextureCount = 0; -/** - * @author alteredq / http://alteredqualia.com/ - */ - -THREE.DataTexture = function ( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter ) { - - THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type ); - - this.image = { data: data, width: width, height: height }; - -}; - -THREE.DataTexture.prototype = Object.create( THREE.Texture.prototype ); - -THREE.DataTexture.prototype.clone = function () { - - var clonedTexture = new THREE.DataTexture( this.image.data, this.image.width, this.image.height, this.format, this.type, this.mapping, this.wrapS, this.wrapT, this.magFilter, this.minFilter ); - - clonedTexture.offset.copy( this.offset ); - clonedTexture.repeat.copy( this.repeat ); - - return clonedTexture; - -}; -/** - * @author mrdoob / http://mrdoob.com/ - */ - -THREE.Particle = function ( material ) { - - THREE.Object3D.call( this ); - - this.material = material; - -}; - -THREE.Particle.prototype = Object.create( THREE.Object3D.prototype ); -/** - * @author alteredq / http://alteredqualia.com/ - */ - -THREE.ParticleSystem = function ( geometry, material ) { - - THREE.Object3D.call( this ); - - this.geometry = geometry; - this.material = ( material !== undefined ) ? material : new THREE.ParticleBasicMaterial( { color: Math.random() * 0xffffff } ); - - this.sortParticles = false; - - if ( this.geometry ) { - - // calc bound radius - - if( !this.geometry.boundingSphere ) { - - this.geometry.computeBoundingSphere(); - - } - - this.boundRadius = geometry.boundingSphere.radius; - - } - - this.frustumCulled = false; - -}; - -THREE.ParticleSystem.prototype = Object.create( THREE.Object3D.prototype ); -/** - * @author mrdoob / http://mrdoob.com/ - */ - -THREE.Line = function ( geometry, material, type ) { - - THREE.Object3D.call( this ); - - this.geometry = geometry; - this.material = ( material !== undefined ) ? material : new THREE.LineBasicMaterial( { color: Math.random() * 0xffffff } ); - this.type = ( type !== undefined ) ? type : THREE.LineStrip; - - if ( this.geometry ) { - - if ( ! this.geometry.boundingSphere ) { - - this.geometry.computeBoundingSphere(); - - } - - } - -}; - -THREE.LineStrip = 0; -THREE.LinePieces = 1; - -THREE.Line.prototype = Object.create( THREE.Object3D.prototype ); -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * @author mikael emtinger / http://gomo.se/ - */ - -THREE.Mesh = function ( geometry, material ) { - - THREE.Object3D.call( this ); - - this.geometry = geometry; - this.material = ( material !== undefined ) ? material : new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff, wireframe: true } ); - - if ( this.geometry ) { - - // calc bound radius - - if ( ! this.geometry.boundingSphere ) { - - this.geometry.computeBoundingSphere(); - - } - - this.boundRadius = geometry.boundingSphere.radius; - - - // setup morph targets - - if( this.geometry.morphTargets.length ) { - - this.morphTargetBase = -1; - this.morphTargetForcedOrder = []; - this.morphTargetInfluences = []; - this.morphTargetDictionary = {}; - - for( var m = 0; m < this.geometry.morphTargets.length; m ++ ) { - - this.morphTargetInfluences.push( 0 ); - this.morphTargetDictionary[ this.geometry.morphTargets[ m ].name ] = m; - - } - - } - - } - -} - -THREE.Mesh.prototype = Object.create( THREE.Object3D.prototype ); - - -/* - * Get Morph Target Index by Name - */ - -THREE.Mesh.prototype.getMorphTargetIndexByName = function( name ) { - - if ( this.morphTargetDictionary[ name ] !== undefined ) { - - return this.morphTargetDictionary[ name ]; - } - - console.log( "THREE.Mesh.getMorphTargetIndexByName: morph target " + name + " does not exist. Returning 0." ); - return 0; - -} -/** - * @author mikael emtinger / http://gomo.se/ - * @author alteredq / http://alteredqualia.com/ - */ - -THREE.Bone = function( belongsToSkin ) { - - THREE.Object3D.call( this ); - - this.skin = belongsToSkin; - this.skinMatrix = new THREE.Matrix4(); - -}; - -THREE.Bone.prototype = Object.create( THREE.Object3D.prototype ); - -THREE.Bone.prototype.update = function( parentSkinMatrix, forceUpdate ) { - - // update local - - if ( this.matrixAutoUpdate ) { - - forceUpdate |= this.updateMatrix(); - - } - - // update skin matrix - - if ( forceUpdate || this.matrixWorldNeedsUpdate ) { - - if( parentSkinMatrix ) { - - this.skinMatrix.multiply( parentSkinMatrix, this.matrix ); - - } else { - - this.skinMatrix.copy( this.matrix ); - - } - - this.matrixWorldNeedsUpdate = false; - forceUpdate = true; - - } - - // update children - - var child, i, l = this.children.length; - - for ( i = 0; i < l; i ++ ) { - - this.children[ i ].update( this.skinMatrix, forceUpdate ); - - } - -}; - -/** - * @author mikael emtinger / http://gomo.se/ - * @author alteredq / http://alteredqualia.com/ - */ - -THREE.SkinnedMesh = function ( geometry, material, useVertexTexture ) { - - THREE.Mesh.call( this, geometry, material ); - - // - - this.useVertexTexture = useVertexTexture !== undefined ? useVertexTexture : true; - - // init bones - - this.identityMatrix = new THREE.Matrix4(); - - this.bones = []; - this.boneMatrices = []; - - var b, bone, gbone, p, q, s; - - if ( this.geometry.bones !== undefined ) { - - for ( b = 0; b < this.geometry.bones.length; b ++ ) { - - gbone = this.geometry.bones[ b ]; - - p = gbone.pos; - q = gbone.rotq; - s = gbone.scl; - - bone = this.addBone(); - - bone.name = gbone.name; - bone.position.set( p[0], p[1], p[2] ); - bone.quaternion.set( q[0], q[1], q[2], q[3] ); - bone.useQuaternion = true; - - if ( s !== undefined ) { - - bone.scale.set( s[0], s[1], s[2] ); - - } else { - - bone.scale.set( 1, 1, 1 ); - - } - - } - - for ( b = 0; b < this.bones.length; b ++ ) { - - gbone = this.geometry.bones[ b ]; - bone = this.bones[ b ]; - - if ( gbone.parent === -1 ) { - - this.add( bone ); - - } else { - - this.bones[ gbone.parent ].add( bone ); - - } - - } - - // - - var nBones = this.bones.length; - - if ( this.useVertexTexture ) { - - // layout (1 matrix = 4 pixels) - // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4) - // with 8x8 pixel texture max 16 bones (8 * 8 / 4) - // 16x16 pixel texture max 64 bones (16 * 16 / 4) - // 32x32 pixel texture max 256 bones (32 * 32 / 4) - // 64x64 pixel texture max 1024 bones (64 * 64 / 4) - - var size; - - if ( nBones > 256 ) - size = 64; - else if ( nBones > 64 ) - size = 32; - else if ( nBones > 16 ) - size = 16; - else - size = 8; - - this.boneTextureWidth = size; - this.boneTextureHeight = size; - - this.boneMatrices = new Float32Array( this.boneTextureWidth * this.boneTextureHeight * 4 ); // 4 floats per RGBA pixel - this.boneTexture = new THREE.DataTexture( this.boneMatrices, this.boneTextureWidth, this.boneTextureHeight, THREE.RGBAFormat, THREE.FloatType ); - this.boneTexture.minFilter = THREE.NearestFilter; - this.boneTexture.magFilter = THREE.NearestFilter; - this.boneTexture.generateMipmaps = false; - this.boneTexture.flipY = false; - - } else { - - this.boneMatrices = new Float32Array( 16 * nBones ); - - } - - this.pose(); - - } - -}; - -THREE.SkinnedMesh.prototype = Object.create( THREE.Mesh.prototype ); - -THREE.SkinnedMesh.prototype.addBone = function( bone ) { - - if ( bone === undefined ) { - - bone = new THREE.Bone( this ); - - } - - this.bones.push( bone ); - - return bone; - -}; - -THREE.SkinnedMesh.prototype.updateMatrixWorld = function ( force ) { - - this.matrixAutoUpdate && this.updateMatrix(); - - // update matrixWorld - - if ( this.matrixWorldNeedsUpdate || force ) { - - if ( this.parent ) { - - this.matrixWorld.multiply( this.parent.matrixWorld, this.matrix ); - - } else { - - this.matrixWorld.copy( this.matrix ); - - } - - this.matrixWorldNeedsUpdate = false; - - force = true; - - } - - // update children - - for ( var i = 0, l = this.children.length; i < l; i ++ ) { - - var child = this.children[ i ]; - - if ( child instanceof THREE.Bone ) { - - child.update( this.identityMatrix, false ); - - } else { - - child.updateMatrixWorld( true ); - - } - - } - - // flatten bone matrices to array - - var b, bl = this.bones.length, - ba = this.bones, - bm = this.boneMatrices; - - for ( b = 0; b < bl; b ++ ) { - - ba[ b ].skinMatrix.flattenToArrayOffset( bm, b * 16 ); - - } - - if ( this.useVertexTexture ) { - - this.boneTexture.needsUpdate = true; - - } - -}; - -/* - * Pose - */ - -THREE.SkinnedMesh.prototype.pose = function() { - - this.updateMatrixWorld( true ); - - var bim, bone, boneInverses = []; - - for ( var b = 0; b < this.bones.length; b ++ ) { - - bone = this.bones[ b ]; - - var inverseMatrix = new THREE.Matrix4(); - inverseMatrix.getInverse( bone.skinMatrix ); - - boneInverses.push( inverseMatrix ); - - bone.skinMatrix.flattenToArrayOffset( this.boneMatrices, b * 16 ); - - } - - // project vertices to local - - if ( this.geometry.skinVerticesA === undefined ) { - - this.geometry.skinVerticesA = []; - this.geometry.skinVerticesB = []; - - var orgVertex, vertex; - - for ( var i = 0; i < this.geometry.skinIndices.length; i ++ ) { - - orgVertex = this.geometry.vertices[ i ]; - - var indexA = this.geometry.skinIndices[ i ].x; - var indexB = this.geometry.skinIndices[ i ].y; - - vertex = new THREE.Vector3( orgVertex.x, orgVertex.y, orgVertex.z ); - this.geometry.skinVerticesA.push( boneInverses[ indexA ].multiplyVector3( vertex ) ); - - vertex = new THREE.Vector3( orgVertex.x, orgVertex.y, orgVertex.z ); - this.geometry.skinVerticesB.push( boneInverses[ indexB ].multiplyVector3( vertex ) ); - - // todo: add more influences - - // normalize weights - - if ( this.geometry.skinWeights[ i ].x + this.geometry.skinWeights[ i ].y !== 1 ) { - - var len = ( 1.0 - ( this.geometry.skinWeights[ i ].x + this.geometry.skinWeights[ i ].y ) ) * 0.5; - this.geometry.skinWeights[ i ].x += len; - this.geometry.skinWeights[ i ].y += len; - - } - - } - - } - -}; -/** - * @author alteredq / http://alteredqualia.com/ - */ - -THREE.MorphAnimMesh = function ( geometry, material ) { - - THREE.Mesh.call( this, geometry, material ); - - // API - - this.duration = 1000; // milliseconds - this.mirroredLoop = false; - this.time = 0; - - // internals - - this.lastKeyframe = 0; - this.currentKeyframe = 0; - - this.direction = 1; - this.directionBackwards = false; - - this.setFrameRange( 0, this.geometry.morphTargets.length - 1 ); - -}; - -THREE.MorphAnimMesh.prototype = Object.create( THREE.Mesh.prototype ); - -THREE.MorphAnimMesh.prototype.setFrameRange = function ( start, end ) { - - this.startKeyframe = start; - this.endKeyframe = end; - - this.length = this.endKeyframe - this.startKeyframe + 1; - -}; - -THREE.MorphAnimMesh.prototype.setDirectionForward = function () { - - this.direction = 1; - this.directionBackwards = false; - -}; - -THREE.MorphAnimMesh.prototype.setDirectionBackward = function () { - - this.direction = -1; - this.directionBackwards = true; - -}; - -THREE.MorphAnimMesh.prototype.parseAnimations = function () { - - var geometry = this.geometry; - - if ( ! geometry.animations ) geometry.animations = {}; - - var firstAnimation, animations = geometry.animations; - - var pattern = /([a-z]+)(\d+)/; - - for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) { - - var morph = geometry.morphTargets[ i ]; - var parts = morph.name.match( pattern ); - - if ( parts && parts.length > 1 ) { - - var label = parts[ 1 ]; - var num = parts[ 2 ]; - - if ( ! animations[ label ] ) animations[ label ] = { start: Infinity, end: -Infinity }; - - var animation = animations[ label ]; - - if ( i < animation.start ) animation.start = i; - if ( i > animation.end ) animation.end = i; - - if ( ! firstAnimation ) firstAnimation = label; - - } - - } - - geometry.firstAnimation = firstAnimation; - -}; - -THREE.MorphAnimMesh.prototype.setAnimationLabel = function ( label, start, end ) { - - if ( ! this.geometry.animations ) this.geometry.animations = {}; - - this.geometry.animations[ label ] = { start: start, end: end }; - -}; - -THREE.MorphAnimMesh.prototype.playAnimation = function ( label, fps ) { - - var animation = this.geometry.animations[ label ]; - - if ( animation ) { - - this.setFrameRange( animation.start, animation.end ); - this.duration = 1000 * ( ( animation.end - animation.start ) / fps ); - this.time = 0; - - } else { - - console.warn( "animation[" + label + "] undefined" ); - - } - -}; - -THREE.MorphAnimMesh.prototype.updateAnimation = function ( delta ) { - - var frameTime = this.duration / this.length; - - this.time += this.direction * delta; - - if ( this.mirroredLoop ) { - - if ( this.time > this.duration || this.time < 0 ) { - - this.direction *= -1; - - if ( this.time > this.duration ) { - - this.time = this.duration; - this.directionBackwards = true; - - } - - if ( this.time < 0 ) { - - this.time = 0; - this.directionBackwards = false; - - } - - } - - } else { - - this.time = this.time % this.duration; - - if ( this.time < 0 ) this.time += this.duration; - - } - - var keyframe = this.startKeyframe + THREE.Math.clamp( Math.floor( this.time / frameTime ), 0, this.length - 1 ); - - if ( keyframe !== this.currentKeyframe ) { - - this.morphTargetInfluences[ this.lastKeyframe ] = 0; - this.morphTargetInfluences[ this.currentKeyframe ] = 1; - - this.morphTargetInfluences[ keyframe ] = 0; - - this.lastKeyframe = this.currentKeyframe; - this.currentKeyframe = keyframe; - - } - - var mix = ( this.time % frameTime ) / frameTime; - - if ( this.directionBackwards ) { - - mix = 1 - mix; - - } - - this.morphTargetInfluences[ this.currentKeyframe ] = mix; - this.morphTargetInfluences[ this.lastKeyframe ] = 1 - mix; - -}; -/** - * @author alteredq / http://alteredqualia.com/ - */ - -THREE.Ribbon = function ( geometry, material ) { - - THREE.Object3D.call( this ); - - this.geometry = geometry; - this.material = material; - -}; - -THREE.Ribbon.prototype = Object.create( THREE.Object3D.prototype ); -/** - * @author mikael emtinger / http://gomo.se/ - * @author alteredq / http://alteredqualia.com/ - * @author mrdoob / http://mrdoob.com/ - */ - -THREE.LOD = function () { - - THREE.Object3D.call( this ); - - this.LODs = []; - -}; - - -THREE.LOD.prototype = Object.create( THREE.Object3D.prototype ); - -THREE.LOD.prototype.addLevel = function ( object3D, visibleAtDistance ) { - - if ( visibleAtDistance === undefined ) { - - visibleAtDistance = 0; - - } - - visibleAtDistance = Math.abs( visibleAtDistance ); - - for ( var l = 0; l < this.LODs.length; l ++ ) { - - if ( visibleAtDistance < this.LODs[ l ].visibleAtDistance ) { - - break; - - } - - } - - this.LODs.splice( l, 0, { visibleAtDistance: visibleAtDistance, object3D: object3D } ); - this.add( object3D ); - -}; - -THREE.LOD.prototype.update = function ( camera ) { - - if ( this.LODs.length > 1 ) { - - camera.matrixWorldInverse.getInverse( camera.matrixWorld ); - - var inverse = camera.matrixWorldInverse; - var distance = -( inverse.elements[2] * this.matrixWorld.elements[12] + inverse.elements[6] * this.matrixWorld.elements[13] + inverse.elements[10] * this.matrixWorld.elements[14] + inverse.elements[14] ); - - this.LODs[ 0 ].object3D.visible = true; - - for ( var l = 1; l < this.LODs.length; l ++ ) { - - if( distance >= this.LODs[ l ].visibleAtDistance ) { - - this.LODs[ l - 1 ].object3D.visible = false; - this.LODs[ l ].object3D.visible = true; - - } else { - - break; - - } - - } - - for( ; l < this.LODs.length; l ++ ) { - - this.LODs[ l ].object3D.visible = false; - - } - - } - -}; -/** - * @author mikael emtinger / http://gomo.se/ - */ - -THREE.Sprite = function ( parameters ) { - - THREE.Object3D.call( this ); - - this.color = ( parameters.color !== undefined ) ? new THREE.Color( parameters.color ) : new THREE.Color( 0xffffff ); - this.map = ( parameters.map !== undefined ) ? parameters.map : new THREE.Texture(); - - 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.useScreenCoordinates = ( parameters.useScreenCoordinates !== undefined ) ? parameters.useScreenCoordinates : true; - this.mergeWith3D = ( parameters.mergeWith3D !== undefined ) ? parameters.mergeWith3D : !this.useScreenCoordinates; - this.affectedByDistance = ( parameters.affectedByDistance !== undefined ) ? parameters.affectedByDistance : !this.useScreenCoordinates; - this.scaleByViewport = ( parameters.scaleByViewport !== undefined ) ? parameters.scaleByViewport : !this.affectedByDistance; - this.alignment = ( parameters.alignment instanceof THREE.Vector2 ) ? parameters.alignment : THREE.SpriteAlignment.center; - - this.rotation3d = this.rotation; - this.rotation = 0; - this.opacity = 1; - - this.uvOffset = new THREE.Vector2( 0, 0 ); - this.uvScale = new THREE.Vector2( 1, 1 ); - -}; - -THREE.Sprite.prototype = Object.create( THREE.Object3D.prototype ); - -/* - * Custom update matrix - */ - -THREE.Sprite.prototype.updateMatrix = function () { - - this.matrix.setPosition( this.position ); - - this.rotation3d.set( 0, 0, this.rotation ); - this.matrix.setRotationFromEuler( this.rotation3d ); - - if ( this.scale.x !== 1 || this.scale.y !== 1 ) { - - this.matrix.scale( this.scale ); - this.boundRadiusScale = Math.max( this.scale.x, this.scale.y ); - - } - - this.matrixWorldNeedsUpdate = true; - -}; - -/* - * Alignment - */ - -THREE.SpriteAlignment = {}; -THREE.SpriteAlignment.topLeft = new THREE.Vector2( 1, -1 ); -THREE.SpriteAlignment.topCenter = new THREE.Vector2( 0, -1 ); -THREE.SpriteAlignment.topRight = new THREE.Vector2( -1, -1 ); -THREE.SpriteAlignment.centerLeft = new THREE.Vector2( 1, 0 ); -THREE.SpriteAlignment.center = new THREE.Vector2( 0, 0 ); -THREE.SpriteAlignment.centerRight = new THREE.Vector2( -1, 0 ); -THREE.SpriteAlignment.bottomLeft = new THREE.Vector2( 1, 1 ); -THREE.SpriteAlignment.bottomCenter = new THREE.Vector2( 0, 1 ); -THREE.SpriteAlignment.bottomRight = new THREE.Vector2( -1, 1 ); -/** - * @author mrdoob / http://mrdoob.com/ - */ - -THREE.Scene = function () { - - THREE.Object3D.call( this ); - - this.fog = null; - this.overrideMaterial = null; - - this.matrixAutoUpdate = false; - - this.__objects = []; - this.__lights = []; - - this.__objectsAdded = []; - this.__objectsRemoved = []; - -}; - -THREE.Scene.prototype = Object.create( THREE.Object3D.prototype ); - -THREE.Scene.prototype.__addObject = function ( object ) { - - if ( object instanceof THREE.Light ) { - - if ( this.__lights.indexOf( object ) === - 1 ) { - - this.__lights.push( object ); - - } - - if ( object.target && object.target.parent === undefined ) { - - this.add( object.target ); - - } - - } else if ( !( object instanceof THREE.Camera || object instanceof THREE.Bone ) ) { - - if ( this.__objects.indexOf( object ) === - 1 ) { - - this.__objects.push( object ); - this.__objectsAdded.push( object ); - - // check if previously removed - - var i = this.__objectsRemoved.indexOf( object ); - - if ( i !== -1 ) { - - this.__objectsRemoved.splice( i, 1 ); - - } - - } - - } - - for ( var c = 0; c < object.children.length; c ++ ) { - - this.__addObject( object.children[ c ] ); - - } - -}; - -THREE.Scene.prototype.__removeObject = function ( object ) { - - if ( object instanceof THREE.Light ) { - - var i = this.__lights.indexOf( object ); - - if ( i !== -1 ) { - - this.__lights.splice( i, 1 ); - - } - - } else if ( !( object instanceof THREE.Camera ) ) { - - var i = this.__objects.indexOf( object ); - - if( i !== -1 ) { - - this.__objects.splice( i, 1 ); - this.__objectsRemoved.push( object ); - - // check if previously added - - var ai = this.__objectsAdded.indexOf( object ); - - if ( ai !== -1 ) { - - this.__objectsAdded.splice( ai, 1 ); - - } - - } - - } - - for ( var c = 0; c < object.children.length; c ++ ) { - - this.__removeObject( object.children[ c ] ); - - } - -}; -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - */ - -THREE.Fog = function ( hex, near, far ) { - - this.color = new THREE.Color( hex ); - - this.near = ( near !== undefined ) ? near : 1; - this.far = ( far !== undefined ) ? far : 1000; - -}; -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - */ - -THREE.FogExp2 = function ( hex, density ) { - - this.color = new THREE.Color( hex ); - this.density = ( density !== undefined ) ? density : 0.00025; - -}; -/** - * @author mrdoob / http://mrdoob.com/ - */ - -THREE.CanvasRenderer = function ( parameters ) { - - console.log( 'THREE.CanvasRenderer', THREE.REVISION ); - - parameters = parameters || {}; - - var _this = this, - _renderData, _elements, _lights, - _projector = new THREE.Projector(), - - _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ), - - _canvasWidth, _canvasHeight, _canvasWidthHalf, _canvasHeightHalf, - _context = _canvas.getContext( '2d' ), - - _clearColor = new THREE.Color( 0x000000 ), - _clearOpacity = 0, - - _contextGlobalAlpha = 1, - _contextGlobalCompositeOperation = 0, - _contextStrokeStyle = null, - _contextFillStyle = null, - _contextLineWidth = null, - _contextLineCap = null, - _contextLineJoin = null, - - _v1, _v2, _v3, _v4, - _v5 = new THREE.RenderableVertex(), - _v6 = new THREE.RenderableVertex(), - - _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, - _v4x, _v4y, _v5x, _v5y, _v6x, _v6y, - - _color = new THREE.Color(), - _color1 = new THREE.Color(), - _color2 = new THREE.Color(), - _color3 = new THREE.Color(), - _color4 = new THREE.Color(), - - _patterns = [], _imagedatas = [], - - _near, _far, - - _image, _uvs, - _uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y, - - _clipRect = new THREE.Rectangle(), - _clearRect = new THREE.Rectangle(), - _bboxRect = new THREE.Rectangle(), - - _enableLighting = false, - _ambientLight = new THREE.Color(), - _directionalLights = new THREE.Color(), - _pointLights = new THREE.Color(), - - _pi2 = Math.PI * 2, - _vector3 = new THREE.Vector3(), // Needed for PointLight - - _pixelMap, _pixelMapContext, _pixelMapImage, _pixelMapData, - _gradientMap, _gradientMapContext, _gradientMapQuality = 16; - - _pixelMap = document.createElement( 'canvas' ); - _pixelMap.width = _pixelMap.height = 2; - - _pixelMapContext = _pixelMap.getContext( '2d' ); - _pixelMapContext.fillStyle = 'rgba(0,0,0,1)'; - _pixelMapContext.fillRect( 0, 0, 2, 2 ); - - _pixelMapImage = _pixelMapContext.getImageData( 0, 0, 2, 2 ); - _pixelMapData = _pixelMapImage.data; - - _gradientMap = document.createElement( 'canvas' ); - _gradientMap.width = _gradientMap.height = _gradientMapQuality; - - _gradientMapContext = _gradientMap.getContext( '2d' ); - _gradientMapContext.translate( - _gradientMapQuality / 2, - _gradientMapQuality / 2 ); - _gradientMapContext.scale( _gradientMapQuality, _gradientMapQuality ); - - _gradientMapQuality --; // Fix UVs - - this.domElement = _canvas; - - this.autoClear = true; - this.sortObjects = true; - this.sortElements = true; - - this.info = { - - render: { - - vertices: 0, - faces: 0 - - } - - } - - this.setSize = function ( width, height ) { - - _canvasWidth = width; - _canvasHeight = height; - _canvasWidthHalf = Math.floor( _canvasWidth / 2 ); - _canvasHeightHalf = Math.floor( _canvasHeight / 2 ); - - _canvas.width = _canvasWidth; - _canvas.height = _canvasHeight; - - _clipRect.set( - _canvasWidthHalf, - _canvasHeightHalf, _canvasWidthHalf, _canvasHeightHalf ); - _clearRect.set( - _canvasWidthHalf, - _canvasHeightHalf, _canvasWidthHalf, _canvasHeightHalf ); - - _contextGlobalAlpha = 1; - _contextGlobalCompositeOperation = 0; - _contextStrokeStyle = null; - _contextFillStyle = null; - _contextLineWidth = null; - _contextLineCap = null; - _contextLineJoin = null; - - }; - - this.setClearColor = function ( color, opacity ) { - - _clearColor.copy( color ); - _clearOpacity = opacity !== undefined ? opacity : 1; - - _clearRect.set( - _canvasWidthHalf, - _canvasHeightHalf, _canvasWidthHalf, _canvasHeightHalf ); - - }; - - this.setClearColorHex = function ( hex, opacity ) { - - _clearColor.setHex( hex ); - _clearOpacity = opacity !== undefined ? opacity : 1; - - _clearRect.set( - _canvasWidthHalf, - _canvasHeightHalf, _canvasWidthHalf, _canvasHeightHalf ); - - }; - - this.clear = function () { - - _context.setTransform( 1, 0, 0, - 1, _canvasWidthHalf, _canvasHeightHalf ); - - if ( _clearRect.isEmpty() === false ) { - - _clearRect.minSelf( _clipRect ); - _clearRect.inflate( 2 ); - - if ( _clearOpacity < 1 ) { - - _context.clearRect( Math.floor( _clearRect.getX() ), Math.floor( _clearRect.getY() ), Math.floor( _clearRect.getWidth() ), Math.floor( _clearRect.getHeight() ) ); - - } - - if ( _clearOpacity > 0 ) { - - setBlending( THREE.NormalBlending ); - setOpacity( 1 ); - - setFillStyle( 'rgba(' + Math.floor( _clearColor.r * 255 ) + ',' + Math.floor( _clearColor.g * 255 ) + ',' + Math.floor( _clearColor.b * 255 ) + ',' + _clearOpacity + ')' ); - - _context.fillRect( Math.floor( _clearRect.getX() ), Math.floor( _clearRect.getY() ), Math.floor( _clearRect.getWidth() ), Math.floor( _clearRect.getHeight() ) ); - - } - - _clearRect.empty(); - - } - - - }; - - this.render = function ( scene, camera ) { - - if ( camera instanceof THREE.Camera === false ) { - - console.error( 'THREE.CanvasRenderer.render: camera is not an instance of THREE.Camera.' ); - return; - - } - - var e, el, element, material; - - this.autoClear === true ? this.clear() : _context.setTransform( 1, 0, 0, - 1, _canvasWidthHalf, _canvasHeightHalf ); - - _this.info.render.vertices = 0; - _this.info.render.faces = 0; - - _renderData = _projector.projectScene( scene, camera, this.sortElements ); - _elements = _renderData.elements; - _lights = _renderData.lights; - - /* DEBUG - _context.fillStyle = 'rgba( 0, 255, 255, 0.5 )'; - _context.fillRect( _clipRect.getX(), _clipRect.getY(), _clipRect.getWidth(), _clipRect.getHeight() ); - */ - - _enableLighting = _lights.length > 0; - - if ( _enableLighting === true ) { - - calculateLights( _lights ); - - } - - for ( e = 0, el = _elements.length; e < el; e++ ) { - - element = _elements[ e ]; - - material = element.material; - - if ( material === undefined || material.visible === false ) continue; - - _bboxRect.empty(); - - if ( element instanceof THREE.RenderableParticle ) { - - _v1 = element; - _v1.x *= _canvasWidthHalf; _v1.y *= _canvasHeightHalf; - - renderParticle( _v1, element, material, scene ); - - } else if ( element instanceof THREE.RenderableLine ) { - - _v1 = element.v1; _v2 = element.v2; - - _v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf; - _v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf; - - _bboxRect.addPoint( _v1.positionScreen.x, _v1.positionScreen.y ); - _bboxRect.addPoint( _v2.positionScreen.x, _v2.positionScreen.y ); - - if ( _clipRect.intersects( _bboxRect ) === true ) { - - renderLine( _v1, _v2, element, material, scene ); - - } - - - } else if ( element instanceof THREE.RenderableFace3 ) { - - _v1 = element.v1; _v2 = element.v2; _v3 = element.v3; - - _v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf; - _v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf; - _v3.positionScreen.x *= _canvasWidthHalf; _v3.positionScreen.y *= _canvasHeightHalf; - - if ( material.overdraw === true ) { - - expand( _v1.positionScreen, _v2.positionScreen ); - expand( _v2.positionScreen, _v3.positionScreen ); - expand( _v3.positionScreen, _v1.positionScreen ); - - } - - _bboxRect.add3Points( _v1.positionScreen.x, _v1.positionScreen.y, - _v2.positionScreen.x, _v2.positionScreen.y, - _v3.positionScreen.x, _v3.positionScreen.y ); - - if ( _clipRect.intersects( _bboxRect ) === true ) { - - renderFace3( _v1, _v2, _v3, 0, 1, 2, element, material, scene ); - - } - - } else if ( element instanceof THREE.RenderableFace4 ) { - - _v1 = element.v1; _v2 = element.v2; _v3 = element.v3; _v4 = element.v4; - - _v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf; - _v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf; - _v3.positionScreen.x *= _canvasWidthHalf; _v3.positionScreen.y *= _canvasHeightHalf; - _v4.positionScreen.x *= _canvasWidthHalf; _v4.positionScreen.y *= _canvasHeightHalf; - - _v5.positionScreen.copy( _v2.positionScreen ); - _v6.positionScreen.copy( _v4.positionScreen ); - - if ( material.overdraw === true ) { - - expand( _v1.positionScreen, _v2.positionScreen ); - expand( _v2.positionScreen, _v4.positionScreen ); - expand( _v4.positionScreen, _v1.positionScreen ); - - expand( _v3.positionScreen, _v5.positionScreen ); - expand( _v3.positionScreen, _v6.positionScreen ); - - } - - _bboxRect.addPoint( _v1.positionScreen.x, _v1.positionScreen.y ); - _bboxRect.addPoint( _v2.positionScreen.x, _v2.positionScreen.y ); - _bboxRect.addPoint( _v3.positionScreen.x, _v3.positionScreen.y ); - _bboxRect.addPoint( _v4.positionScreen.x, _v4.positionScreen.y ); - - if ( _clipRect.intersects( _bboxRect ) === true ) { - - renderFace4( _v1, _v2, _v3, _v4, _v5, _v6, element, material, scene ); - - } - - } - - /* DEBUG - _context.lineWidth = 1; - _context.strokeStyle = 'rgba( 0, 255, 0, 0.5 )'; - _context.strokeRect( _bboxRect.getX(), _bboxRect.getY(), _bboxRect.getWidth(), _bboxRect.getHeight() ); - */ - - _clearRect.addRectangle( _bboxRect ); - - - } - - /* DEBUG - _context.lineWidth = 1; - _context.strokeStyle = 'rgba( 255, 0, 0, 0.5 )'; - _context.strokeRect( _clearRect.getX(), _clearRect.getY(), _clearRect.getWidth(), _clearRect.getHeight() ); - */ - - _context.setTransform( 1, 0, 0, 1, 0, 0 ); - - // - - function calculateLights( lights ) { - - var l, ll, light, lightColor; - - _ambientLight.setRGB( 0, 0, 0 ); - _directionalLights.setRGB( 0, 0, 0 ); - _pointLights.setRGB( 0, 0, 0 ); - - for ( l = 0, ll = lights.length; l < ll; l ++ ) { - - light = lights[ l ]; - lightColor = light.color; - - if ( light instanceof THREE.AmbientLight ) { - - _ambientLight.r += lightColor.r; - _ambientLight.g += lightColor.g; - _ambientLight.b += lightColor.b; - - } else if ( light instanceof THREE.DirectionalLight ) { - - // for particles - - _directionalLights.r += lightColor.r; - _directionalLights.g += lightColor.g; - _directionalLights.b += lightColor.b; - - } else if ( light instanceof THREE.PointLight ) { - - // for particles - - _pointLights.r += lightColor.r; - _pointLights.g += lightColor.g; - _pointLights.b += lightColor.b; - - } - - } - - } - - function calculateLight( lights, position, normal, color ) { - - var l, ll, light, lightColor, lightPosition, amount; - - for ( l = 0, ll = lights.length; l < ll; l ++ ) { - - light = lights[ l ]; - lightColor = light.color; - - if ( light instanceof THREE.DirectionalLight ) { - - lightPosition = light.matrixWorld.getPosition().normalize(); - - amount = normal.dot( lightPosition ); - - if ( amount <= 0 ) continue; - - amount *= light.intensity; - - color.r += lightColor.r * amount; - color.g += lightColor.g * amount; - color.b += lightColor.b * amount; - - } else if ( light instanceof THREE.PointLight ) { - - lightPosition = light.matrixWorld.getPosition(); - - amount = normal.dot( _vector3.sub( lightPosition, position ).normalize() ); - - if ( amount <= 0 ) continue; - - amount *= light.distance == 0 ? 1 : 1 - Math.min( position.distanceTo( lightPosition ) / light.distance, 1 ); - - if ( amount == 0 ) continue; - - amount *= light.intensity; - - color.r += lightColor.r * amount; - color.g += lightColor.g * amount; - color.b += lightColor.b * amount; - - } - - } - - } - - function renderParticle( v1, element, material, scene ) { - - setOpacity( material.opacity ); - setBlending( material.blending ); - - var width, height, scaleX, scaleY, - bitmap, bitmapWidth, bitmapHeight; - - if ( material instanceof THREE.ParticleBasicMaterial ) { - - if ( material.map === null ) { - - scaleX = element.object.scale.x; - scaleY = element.object.scale.y; - - // TODO: Be able to disable this - - scaleX *= element.scale.x * _canvasWidthHalf; - scaleY *= element.scale.y * _canvasHeightHalf; - - _bboxRect.set( v1.x - scaleX, v1.y - scaleY, v1.x + scaleX, v1.y + scaleY ); - - if ( _clipRect.intersects( _bboxRect ) === false ) { - - return; - - } - - setFillStyle( material.color.getContextStyle() ); - - _context.save(); - _context.translate( v1.x, v1.y ); - _context.rotate( - element.rotation ); - _context.scale( scaleX, scaleY ); - _context.fillRect( -1, -1, 2, 2 ); - _context.restore(); - - } else { - - bitmap = material.map.image; - bitmapWidth = bitmap.width >> 1; - bitmapHeight = bitmap.height >> 1; - - scaleX = element.scale.x * _canvasWidthHalf; - scaleY = element.scale.y * _canvasHeightHalf; - - width = scaleX * bitmapWidth; - height = scaleY * bitmapHeight; - - // TODO: Rotations break this... - - _bboxRect.set( v1.x - width, v1.y - height, v1.x + width, v1.y + height ); - - if ( _clipRect.intersects( _bboxRect ) === false ) { - - return; - - } - - _context.save(); - _context.translate( v1.x, v1.y ); - _context.rotate( - element.rotation ); - _context.scale( scaleX, - scaleY ); - - _context.translate( - bitmapWidth, - bitmapHeight ); - _context.drawImage( bitmap, 0, 0 ); - _context.restore(); - - } - - /* DEBUG - setStrokeStyle( 'rgb(255,255,0)' ); - _context.beginPath(); - _context.moveTo( v1.x - 10, v1.y ); - _context.lineTo( v1.x + 10, v1.y ); - _context.moveTo( v1.x, v1.y - 10 ); - _context.lineTo( v1.x, v1.y + 10 ); - _context.stroke(); - */ - - } else if ( material instanceof THREE.ParticleCanvasMaterial ) { - - width = element.scale.x * _canvasWidthHalf; - height = element.scale.y * _canvasHeightHalf; - - _bboxRect.set( v1.x - width, v1.y - height, v1.x + width, v1.y + height ); - - if ( _clipRect.intersects( _bboxRect ) === false ) { - - return; - - } - - setStrokeStyle( material.color.getContextStyle() ); - setFillStyle( material.color.getContextStyle() ); - - _context.save(); - _context.translate( v1.x, v1.y ); - _context.rotate( - element.rotation ); - _context.scale( width, height ); - - material.program( _context ); - - _context.restore(); - - } - - } - - function renderLine( v1, v2, element, material, scene ) { - - setOpacity( material.opacity ); - setBlending( material.blending ); - - _context.beginPath(); - _context.moveTo( v1.positionScreen.x, v1.positionScreen.y ); - _context.lineTo( v2.positionScreen.x, v2.positionScreen.y ); - _context.closePath(); - - if ( material instanceof THREE.LineBasicMaterial ) { - - setLineWidth( material.linewidth ); - setLineCap( material.linecap ); - setLineJoin( material.linejoin ); - setStrokeStyle( material.color.getContextStyle() ); - - _context.stroke(); - _bboxRect.inflate( material.linewidth * 2 ); - - } - - } - - function renderFace3( v1, v2, v3, uv1, uv2, uv3, element, material, scene ) { - - _this.info.render.vertices += 3; - _this.info.render.faces ++; - - setOpacity( material.opacity ); - setBlending( material.blending ); - - _v1x = v1.positionScreen.x; _v1y = v1.positionScreen.y; - _v2x = v2.positionScreen.x; _v2y = v2.positionScreen.y; - _v3x = v3.positionScreen.x; _v3y = v3.positionScreen.y; - - drawTriangle( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y ); - - if ( material instanceof THREE.MeshBasicMaterial ) { - - if ( material.map !== null ) { - - if ( material.map.mapping instanceof THREE.UVMapping ) { - - _uvs = element.uvs[ 0 ]; - patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uvs[ uv1 ].u, _uvs[ uv1 ].v, _uvs[ uv2 ].u, _uvs[ uv2 ].v, _uvs[ uv3 ].u, _uvs[ uv3 ].v, material.map ); - - } - - - } else if ( material.envMap !== null ) { - - if ( material.envMap.mapping instanceof THREE.SphericalReflectionMapping ) { - - var cameraMatrix = camera.matrixWorldInverse; - - _vector3.copy( element.vertexNormalsWorld[ uv1 ] ); - _uv1x = ( _vector3.x * cameraMatrix.elements[0] + _vector3.y * cameraMatrix.elements[4] + _vector3.z * cameraMatrix.elements[8] ) * 0.5 + 0.5; - _uv1y = ( _vector3.x * cameraMatrix.elements[1] + _vector3.y * cameraMatrix.elements[5] + _vector3.z * cameraMatrix.elements[9] ) * 0.5 + 0.5; - - _vector3.copy( element.vertexNormalsWorld[ uv2 ] ); - _uv2x = ( _vector3.x * cameraMatrix.elements[0] + _vector3.y * cameraMatrix.elements[4] + _vector3.z * cameraMatrix.elements[8] ) * 0.5 + 0.5; - _uv2y = ( _vector3.x * cameraMatrix.elements[1] + _vector3.y * cameraMatrix.elements[5] + _vector3.z * cameraMatrix.elements[9] ) * 0.5 + 0.5; - - _vector3.copy( element.vertexNormalsWorld[ uv3 ] ); - _uv3x = ( _vector3.x * cameraMatrix.elements[0] + _vector3.y * cameraMatrix.elements[4] + _vector3.z * cameraMatrix.elements[8] ) * 0.5 + 0.5; - _uv3y = ( _vector3.x * cameraMatrix.elements[1] + _vector3.y * cameraMatrix.elements[5] + _vector3.z * cameraMatrix.elements[9] ) * 0.5 + 0.5; - - patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y, material.envMap ); - - }/* else if ( material.envMap.mapping == THREE.SphericalRefractionMapping ) { - - - - }*/ - - - } else { - - material.wireframe === true ? strokePath( material.color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin ) : fillPath( material.color ); - - } - - } else if ( material instanceof THREE.MeshLambertMaterial ) { - - if ( _enableLighting === true ) { - - if ( material.wireframe === false && material.shading == THREE.SmoothShading && element.vertexNormalsWorld.length == 3 ) { - - _color1.r = _color2.r = _color3.r = _ambientLight.r; - _color1.g = _color2.g = _color3.g = _ambientLight.g; - _color1.b = _color2.b = _color3.b = _ambientLight.b; - - calculateLight( _lights, element.v1.positionWorld, element.vertexNormalsWorld[ 0 ], _color1 ); - calculateLight( _lights, element.v2.positionWorld, element.vertexNormalsWorld[ 1 ], _color2 ); - calculateLight( _lights, element.v3.positionWorld, element.vertexNormalsWorld[ 2 ], _color3 ); - - _color1.r = Math.max( 0, Math.min( material.color.r * _color1.r, 1 ) ); - _color1.g = Math.max( 0, Math.min( material.color.g * _color1.g, 1 ) ); - _color1.b = Math.max( 0, Math.min( material.color.b * _color1.b, 1 ) ); - - _color2.r = Math.max( 0, Math.min( material.color.r * _color2.r, 1 ) ); - _color2.g = Math.max( 0, Math.min( material.color.g * _color2.g, 1 ) ); - _color2.b = Math.max( 0, Math.min( material.color.b * _color2.b, 1 ) ); - - _color3.r = Math.max( 0, Math.min( material.color.r * _color3.r, 1 ) ); - _color3.g = Math.max( 0, Math.min( material.color.g * _color3.g, 1 ) ); - _color3.b = Math.max( 0, Math.min( material.color.b * _color3.b, 1 ) ); - - _color4.r = ( _color2.r + _color3.r ) * 0.5; - _color4.g = ( _color2.g + _color3.g ) * 0.5; - _color4.b = ( _color2.b + _color3.b ) * 0.5; - - _image = getGradientTexture( _color1, _color2, _color3, _color4 ); - - clipImage( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, 0, 0, 1, 0, 0, 1, _image ); - - } else { - - _color.r = _ambientLight.r; - _color.g = _ambientLight.g; - _color.b = _ambientLight.b; - - calculateLight( _lights, element.centroidWorld, element.normalWorld, _color ); - - _color.r = Math.max( 0, Math.min( material.color.r * _color.r, 1 ) ); - _color.g = Math.max( 0, Math.min( material.color.g * _color.g, 1 ) ); - _color.b = Math.max( 0, Math.min( material.color.b * _color.b, 1 ) ); - - material.wireframe === true ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin ) : fillPath( _color ); - - } - - } else { - - material.wireframe === true ? strokePath( material.color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin ) : fillPath( material.color ); - - } - - } else if ( material instanceof THREE.MeshDepthMaterial ) { - - _near = camera.near; - _far = camera.far; - - _color1.r = _color1.g = _color1.b = 1 - smoothstep( v1.positionScreen.z, _near, _far ); - _color2.r = _color2.g = _color2.b = 1 - smoothstep( v2.positionScreen.z, _near, _far ); - _color3.r = _color3.g = _color3.b = 1 - smoothstep( v3.positionScreen.z, _near, _far ); - - _color4.r = ( _color2.r + _color3.r ) * 0.5; - _color4.g = ( _color2.g + _color3.g ) * 0.5; - _color4.b = ( _color2.b + _color3.b ) * 0.5; - - _image = getGradientTexture( _color1, _color2, _color3, _color4 ); - - clipImage( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, 0, 0, 1, 0, 0, 1, _image ); - - } else if ( material instanceof THREE.MeshNormalMaterial ) { - - _color.r = normalToComponent( element.normalWorld.x ); - _color.g = normalToComponent( element.normalWorld.y ); - _color.b = normalToComponent( element.normalWorld.z ); - - material.wireframe === true ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin ) : fillPath( _color ); - - } - - } - - function renderFace4( v1, v2, v3, v4, v5, v6, element, material, scene ) { - - _this.info.render.vertices += 4; - _this.info.render.faces ++; - - setOpacity( material.opacity ); - setBlending( material.blending ); - - if ( ( material.map !== undefined && material.map !== null ) || ( material.envMap !== undefined && material.envMap !== null ) ) { - - // Let renderFace3() handle this - - renderFace3( v1, v2, v4, 0, 1, 3, element, material, scene ); - renderFace3( v5, v3, v6, 1, 2, 3, element, material, scene ); - - return; - - } - - _v1x = v1.positionScreen.x; _v1y = v1.positionScreen.y; - _v2x = v2.positionScreen.x; _v2y = v2.positionScreen.y; - _v3x = v3.positionScreen.x; _v3y = v3.positionScreen.y; - _v4x = v4.positionScreen.x; _v4y = v4.positionScreen.y; - _v5x = v5.positionScreen.x; _v5y = v5.positionScreen.y; - _v6x = v6.positionScreen.x; _v6y = v6.positionScreen.y; - - if ( material instanceof THREE.MeshBasicMaterial ) { - - drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y ); - - material.wireframe === true ? strokePath( material.color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin ) : fillPath( material.color ); - - } else if ( material instanceof THREE.MeshLambertMaterial ) { - - if ( _enableLighting === true ) { - - if ( !material.wireframe && material.shading == THREE.SmoothShading && element.vertexNormalsWorld.length == 4 ) { - - _color1.r = _color2.r = _color3.r = _color4.r = _ambientLight.r; - _color1.g = _color2.g = _color3.g = _color4.g = _ambientLight.g; - _color1.b = _color2.b = _color3.b = _color4.b = _ambientLight.b; - - calculateLight( _lights, element.v1.positionWorld, element.vertexNormalsWorld[ 0 ], _color1 ); - calculateLight( _lights, element.v2.positionWorld, element.vertexNormalsWorld[ 1 ], _color2 ); - calculateLight( _lights, element.v4.positionWorld, element.vertexNormalsWorld[ 3 ], _color3 ); - calculateLight( _lights, element.v3.positionWorld, element.vertexNormalsWorld[ 2 ], _color4 ); - - _color1.r = Math.max( 0, Math.min( material.color.r * _color1.r, 1 ) ); - _color1.g = Math.max( 0, Math.min( material.color.g * _color1.g, 1 ) ); - _color1.b = Math.max( 0, Math.min( material.color.b * _color1.b, 1 ) ); - - _color2.r = Math.max( 0, Math.min( material.color.r * _color2.r, 1 ) ); - _color2.g = Math.max( 0, Math.min( material.color.g * _color2.g, 1 ) ); - _color2.b = Math.max( 0, Math.min( material.color.b * _color2.b, 1 ) ); - - _color3.r = Math.max( 0, Math.min( material.color.r * _color3.r, 1 ) ); - _color3.g = Math.max( 0, Math.min( material.color.g * _color3.g, 1 ) ); - _color3.b = Math.max( 0, Math.min( material.color.b * _color3.b, 1 ) ); - - _color4.r = Math.max( 0, Math.min( material.color.r * _color4.r, 1 ) ); - _color4.g = Math.max( 0, Math.min( material.color.g * _color4.g, 1 ) ); - _color4.b = Math.max( 0, Math.min( material.color.b * _color4.b, 1 ) ); - - _image = getGradientTexture( _color1, _color2, _color3, _color4 ); - - // TODO: UVs are incorrect, v4->v3? - - drawTriangle( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y ); - clipImage( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y, 0, 0, 1, 0, 0, 1, _image ); - - drawTriangle( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y ); - clipImage( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y, 1, 0, 1, 1, 0, 1, _image ); - - } else { - - _color.r = _ambientLight.r; - _color.g = _ambientLight.g; - _color.b = _ambientLight.b; - - calculateLight( _lights, element.centroidWorld, element.normalWorld, _color ); - - _color.r = Math.max( 0, Math.min( material.color.r * _color.r, 1 ) ); - _color.g = Math.max( 0, Math.min( material.color.g * _color.g, 1 ) ); - _color.b = Math.max( 0, Math.min( material.color.b * _color.b, 1 ) ); - - drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y ); - - material.wireframe === true ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin ) : fillPath( _color ); - - } - - } else { - - drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y ); - - material.wireframe === true ? strokePath( material.color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin ) : fillPath( material.color ); - - } - - } else if ( material instanceof THREE.MeshNormalMaterial ) { - - _color.r = normalToComponent( element.normalWorld.x ); - _color.g = normalToComponent( element.normalWorld.y ); - _color.b = normalToComponent( element.normalWorld.z ); - - drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y ); - - material.wireframe === true ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin ) : fillPath( _color ); - - } else if ( material instanceof THREE.MeshDepthMaterial ) { - - _near = camera.near; - _far = camera.far; - - _color1.r = _color1.g = _color1.b = 1 - smoothstep( v1.positionScreen.z, _near, _far ); - _color2.r = _color2.g = _color2.b = 1 - smoothstep( v2.positionScreen.z, _near, _far ); - _color3.r = _color3.g = _color3.b = 1 - smoothstep( v4.positionScreen.z, _near, _far ); - _color4.r = _color4.g = _color4.b = 1 - smoothstep( v3.positionScreen.z, _near, _far ); - - _image = getGradientTexture( _color1, _color2, _color3, _color4 ); - - // TODO: UVs are incorrect, v4->v3? - - drawTriangle( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y ); - clipImage( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y, 0, 0, 1, 0, 0, 1, _image ); - - drawTriangle( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y ); - clipImage( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y, 1, 0, 1, 1, 0, 1, _image ); - - } - - } - - // - - function drawTriangle( x0, y0, x1, y1, x2, y2 ) { - - _context.beginPath(); - _context.moveTo( x0, y0 ); - _context.lineTo( x1, y1 ); - _context.lineTo( x2, y2 ); - _context.lineTo( x0, y0 ); - - } - - function drawQuad( x0, y0, x1, y1, x2, y2, x3, y3 ) { - - _context.beginPath(); - _context.moveTo( x0, y0 ); - _context.lineTo( x1, y1 ); - _context.lineTo( x2, y2 ); - _context.lineTo( x3, y3 ); - _context.lineTo( x0, y0 ); - - } - - function strokePath( color, linewidth, linecap, linejoin ) { - - setLineWidth( linewidth ); - setLineCap( linecap ); - setLineJoin( linejoin ); - setStrokeStyle( color.getContextStyle() ); - - _context.stroke(); - - _bboxRect.inflate( linewidth * 2 ); - - } - - function fillPath( color ) { - - setFillStyle( color.getContextStyle() ); - _context.fill(); - - } - - function patternPath( x0, y0, x1, y1, x2, y2, u0, v0, u1, v1, u2, v2, texture ) { - - if ( texture.image === undefined || texture.image.width === 0 ) return; - - if ( texture.needsUpdate === true || _patterns[ texture.id ] === undefined ) { - - var repeatX = texture.wrapS == THREE.RepeatWrapping; - var repeatY = texture.wrapT == THREE.RepeatWrapping; - - _patterns[ texture.id ] = _context.createPattern( texture.image, repeatX === true && repeatY === true ? 'repeat' : repeatX === true && repeatY === false ? 'repeat-x' : repeatX === false && repeatY === true ? 'repeat-y' : 'no-repeat' ); - - texture.needsUpdate = false; - - } - - setFillStyle( _patterns[ texture.id ] ); - - // http://extremelysatisfactorytotalitarianism.com/blog/?p=2120 - - var a, b, c, d, e, f, det, idet, - offsetX = texture.offset.x / texture.repeat.x, - offsetY = texture.offset.y / texture.repeat.y, - width = texture.image.width * texture.repeat.x, - height = texture.image.height * texture.repeat.y; - - u0 = ( u0 + offsetX ) * width; - v0 = ( 1.0 - v0 + offsetY ) * height; - - u1 = ( u1 + offsetX ) * width; - v1 = ( 1.0 - v1 + offsetY ) * height; - - u2 = ( u2 + offsetX ) * width; - v2 = ( 1.0 - v2 + offsetY ) * height; - - x1 -= x0; y1 -= y0; - x2 -= x0; y2 -= y0; - - u1 -= u0; v1 -= v0; - u2 -= u0; v2 -= v0; - - det = u1 * v2 - u2 * v1; - - if ( det === 0 ) { - - if ( _imagedatas[ texture.id ] === undefined ) { - - var canvas = document.createElement( 'canvas' ) - canvas.width = texture.image.width; - canvas.height = texture.image.height; - - var context = canvas.getContext( '2d' ); - context.drawImage( texture.image, 0, 0 ); - - _imagedatas[ texture.id ] = context.getImageData( 0, 0, texture.image.width, texture.image.height ).data; - - // variables cannot be deleted in ES5 strict mode - //delete canvas; - - } - - var data = _imagedatas[ texture.id ]; - var index = ( Math.floor( u0 ) + Math.floor( v0 ) * texture.image.width ) * 4; - - _color.setRGB( data[ index ] / 255, data[ index + 1 ] / 255, data[ index + 2 ] / 255 ); - fillPath( _color ); - - return; - - } - - idet = 1 / det; - - a = ( v2 * x1 - v1 * x2 ) * idet; - b = ( v2 * y1 - v1 * y2 ) * idet; - c = ( u1 * x2 - u2 * x1 ) * idet; - d = ( u1 * y2 - u2 * y1 ) * idet; - - e = x0 - a * u0 - c * v0; - f = y0 - b * u0 - d * v0; - - _context.save(); - _context.transform( a, b, c, d, e, f ); - _context.fill(); - _context.restore(); - - } - - function clipImage( x0, y0, x1, y1, x2, y2, u0, v0, u1, v1, u2, v2, image ) { - - // http://extremelysatisfactorytotalitarianism.com/blog/?p=2120 - - var a, b, c, d, e, f, det, idet, - width = image.width - 1, - height = image.height - 1; - - u0 *= width; v0 *= height; - u1 *= width; v1 *= height; - u2 *= width; v2 *= height; - - x1 -= x0; y1 -= y0; - x2 -= x0; y2 -= y0; - - u1 -= u0; v1 -= v0; - u2 -= u0; v2 -= v0; - - det = u1 * v2 - u2 * v1; - - idet = 1 / det; - - a = ( v2 * x1 - v1 * x2 ) * idet; - b = ( v2 * y1 - v1 * y2 ) * idet; - c = ( u1 * x2 - u2 * x1 ) * idet; - d = ( u1 * y2 - u2 * y1 ) * idet; - - e = x0 - a * u0 - c * v0; - f = y0 - b * u0 - d * v0; - - _context.save(); - _context.transform( a, b, c, d, e, f ); - _context.clip(); - _context.drawImage( image, 0, 0 ); - _context.restore(); - - } - - function getGradientTexture( color1, color2, color3, color4 ) { - - // http://mrdoob.com/blog/post/710 - - var c1r = ~~ ( color1.r * 255 ), c1g = ~~ ( color1.g * 255 ), c1b = ~~ ( color1.b * 255 ), - c2r = ~~ ( color2.r * 255 ), c2g = ~~ ( color2.g * 255 ), c2b = ~~ ( color2.b * 255 ), - c3r = ~~ ( color3.r * 255 ), c3g = ~~ ( color3.g * 255 ), c3b = ~~ ( color3.b * 255 ), - c4r = ~~ ( color4.r * 255 ), c4g = ~~ ( color4.g * 255 ), c4b = ~~ ( color4.b * 255 ); - - _pixelMapData[ 0 ] = c1r < 0 ? 0 : c1r > 255 ? 255 : c1r; - _pixelMapData[ 1 ] = c1g < 0 ? 0 : c1g > 255 ? 255 : c1g; - _pixelMapData[ 2 ] = c1b < 0 ? 0 : c1b > 255 ? 255 : c1b; - - _pixelMapData[ 4 ] = c2r < 0 ? 0 : c2r > 255 ? 255 : c2r; - _pixelMapData[ 5 ] = c2g < 0 ? 0 : c2g > 255 ? 255 : c2g; - _pixelMapData[ 6 ] = c2b < 0 ? 0 : c2b > 255 ? 255 : c2b; - - _pixelMapData[ 8 ] = c3r < 0 ? 0 : c3r > 255 ? 255 : c3r; - _pixelMapData[ 9 ] = c3g < 0 ? 0 : c3g > 255 ? 255 : c3g; - _pixelMapData[ 10 ] = c3b < 0 ? 0 : c3b > 255 ? 255 : c3b; - - _pixelMapData[ 12 ] = c4r < 0 ? 0 : c4r > 255 ? 255 : c4r; - _pixelMapData[ 13 ] = c4g < 0 ? 0 : c4g > 255 ? 255 : c4g; - _pixelMapData[ 14 ] = c4b < 0 ? 0 : c4b > 255 ? 255 : c4b; - - _pixelMapContext.putImageData( _pixelMapImage, 0, 0 ); - _gradientMapContext.drawImage( _pixelMap, 0, 0 ); - - return _gradientMap; - - } - - function smoothstep( value, min, max ) { - - var x = ( value - min ) / ( max - min ); - return x * x * ( 3 - 2 * x ); - - } - - function normalToComponent( normal ) { - - var component = ( normal + 1 ) * 0.5; - return component < 0 ? 0 : ( component > 1 ? 1 : component ); - - } - - // Hide anti-alias gaps - - function expand( v1, v2 ) { - - var x = v2.x - v1.x, y = v2.y - v1.y, - det = x * x + y * y, idet; - - if ( det === 0 ) return; - - idet = 1 / Math.sqrt( det ); - - x *= idet; y *= idet; - - v2.x += x; v2.y += y; - v1.x -= x; v1.y -= y; - - } - }; - - // Context cached methods. - - function setOpacity( value ) { - - if ( _contextGlobalAlpha !== value ) { - - _context.globalAlpha = value; - _contextGlobalAlpha = value; - - } - - } - - function setBlending( value ) { - - if ( _contextGlobalCompositeOperation !== value ) { - - if ( value === THREE.NormalBlending ) { - - _context.globalCompositeOperation = 'source-over'; - - } else if ( value === THREE.AdditiveBlending ) { - - _context.globalCompositeOperation = 'lighter'; - - } else if ( value === THREE.SubtractiveBlending ) { - - _context.globalCompositeOperation = 'darker'; - - } - - _contextGlobalCompositeOperation = value; - - } - - } - - function setLineWidth( value ) { - - if ( _contextLineWidth !== value ) { - - _context.lineWidth = value; - _contextLineWidth = value; - - } - - } - - function setLineCap( value ) { - - // "butt", "round", "square" - - if ( _contextLineCap !== value ) { - - _context.lineCap = value; - _contextLineCap = value; - - } - - } - - function setLineJoin( value ) { - - // "round", "bevel", "miter" - - if ( _contextLineJoin !== value ) { - - _context.lineJoin = value; - _contextLineJoin = value; - - } - - } - - function setStrokeStyle( value ) { - - if ( _contextStrokeStyle !== value ) { - - _context.strokeStyle = value; - _contextStrokeStyle = value; - - } - - } - - function setFillStyle( value ) { - - if ( _contextFillStyle !== value ) { - - _context.fillStyle = value; - _contextFillStyle = value; - - } - - } - -}; -/** - * @author alteredq / http://alteredqualia.com/ - * @author mrdoob / http://mrdoob.com/ - * @author mikael emtinger / http://gomo.se/ - */ - -THREE.ShaderChunk = { - - // FOG - - fog_pars_fragment: [ - - "#ifdef USE_FOG", - - "uniform vec3 fogColor;", - - "#ifdef FOG_EXP2", - - "uniform float fogDensity;", - - "#else", - - "uniform float fogNear;", - "uniform float fogFar;", - - "#endif", - - "#endif" - - ].join("\n"), - - fog_fragment: [ - - "#ifdef USE_FOG", - - "float depth = gl_FragCoord.z / gl_FragCoord.w;", - - "#ifdef FOG_EXP2", - - "const float LOG2 = 1.442695;", - "float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );", - "fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );", - - "#else", - - "float fogFactor = smoothstep( fogNear, fogFar, depth );", - - "#endif", - - "gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );", - - "#endif" - - ].join("\n"), - - // ENVIRONMENT MAP - - envmap_pars_fragment: [ - - "#ifdef USE_ENVMAP", - - "uniform float reflectivity;", - "uniform samplerCube envMap;", - "uniform float flipEnvMap;", - "uniform int combine;", - - "#ifdef USE_BUMPMAP", - - "uniform bool useRefract;", - "uniform float refractionRatio;", - - "#else", - - "varying vec3 vReflect;", - - "#endif", - - "#endif" - - ].join("\n"), - - envmap_fragment: [ - - "#ifdef USE_ENVMAP", - - "vec3 reflectVec;", - - "#ifdef USE_BUMPMAP", - - "vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );", - - "if ( useRefract ) {", - - "reflectVec = refract( cameraToVertex, normal, refractionRatio );", - - "} else { ", - - "reflectVec = reflect( cameraToVertex, normal );", - - "}", - - "#else", - - "reflectVec = vReflect;", - - "#endif", - - "#ifdef DOUBLE_SIDED", - - "float flipNormal = ( -1.0 + 2.0 * float( gl_FrontFacing ) );", - "vec4 cubeColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );", - - "#else", - - "vec4 cubeColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );", - - "#endif", - - "#ifdef GAMMA_INPUT", - - "cubeColor.xyz *= cubeColor.xyz;", - - "#endif", - - "if ( combine == 1 ) {", - - "gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularStrength * reflectivity );", - - "} else {", - - "gl_FragColor.xyz = mix( gl_FragColor.xyz, gl_FragColor.xyz * cubeColor.xyz, specularStrength * reflectivity );", - - "}", - - "#endif" - - ].join("\n"), - - envmap_pars_vertex: [ - - "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP )", - - "varying vec3 vReflect;", - - "uniform float refractionRatio;", - "uniform bool useRefract;", - - "#endif" - - ].join("\n"), - - envmap_vertex : [ - - "#ifdef USE_ENVMAP", - - "vec4 mPosition = modelMatrix * vec4( position, 1.0 );", - - "#endif", - - "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP )", - - "vec3 nWorld = mat3( modelMatrix[ 0 ].xyz, modelMatrix[ 1 ].xyz, modelMatrix[ 2 ].xyz ) * normal;", - - "if ( useRefract ) {", - - "vReflect = refract( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ), refractionRatio );", - - "} else {", - - "vReflect = reflect( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ) );", - - "}", - - "#endif" - - ].join("\n"), - - // COLOR MAP (particles) - - map_particle_pars_fragment: [ - - "#ifdef USE_MAP", - - "uniform sampler2D map;", - - "#endif" - - ].join("\n"), - - - map_particle_fragment: [ - - "#ifdef USE_MAP", - - "gl_FragColor = gl_FragColor * texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) );", - - "#endif" - - ].join("\n"), - - // COLOR MAP (triangles) - - map_pars_vertex: [ - - "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_SPECULARMAP )", - - "varying vec2 vUv;", - "uniform vec4 offsetRepeat;", - - "#endif" - - ].join("\n"), - - map_pars_fragment: [ - - "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_SPECULARMAP )", - - "varying vec2 vUv;", - - "#endif", - - "#ifdef USE_MAP", - - "uniform sampler2D map;", - - "#endif", - - ].join("\n"), - - map_vertex: [ - - "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_SPECULARMAP )", - - "vUv = uv * offsetRepeat.zw + offsetRepeat.xy;", - - "#endif" - - ].join("\n"), - - map_fragment: [ - - "#ifdef USE_MAP", - - "#ifdef GAMMA_INPUT", - - "vec4 texelColor = texture2D( map, vUv );", - "texelColor.xyz *= texelColor.xyz;", - - "gl_FragColor = gl_FragColor * texelColor;", - - "#else", - - "gl_FragColor = gl_FragColor * texture2D( map, vUv );", - - "#endif", - - "#endif" - - ].join("\n"), - - // LIGHT MAP - - lightmap_pars_fragment: [ - - "#ifdef USE_LIGHTMAP", - - "varying vec2 vUv2;", - "uniform sampler2D lightMap;", - - "#endif" - - ].join("\n"), - - lightmap_pars_vertex: [ - - "#ifdef USE_LIGHTMAP", - - "varying vec2 vUv2;", - - "#endif" - - ].join("\n"), - - lightmap_fragment: [ - - "#ifdef USE_LIGHTMAP", - - "gl_FragColor = gl_FragColor * texture2D( lightMap, vUv2 );", - - "#endif" - - ].join("\n"), - - lightmap_vertex: [ - - "#ifdef USE_LIGHTMAP", - - "vUv2 = uv2;", - - "#endif" - - ].join("\n"), - - // BUMP MAP - - bumpmap_pars_fragment: [ - - "#ifdef USE_BUMPMAP", - - "uniform sampler2D bumpMap;", - "uniform float bumpScale;", - - // Derivative maps - bump mapping unparametrized surfaces by Morten Mikkelsen - // http://mmikkelsen3d.blogspot.sk/2011/07/derivative-maps.html - - // Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2) - - "vec2 dHdxy_fwd() {", - - "vec2 dSTdx = dFdx( vUv );", - "vec2 dSTdy = dFdy( vUv );", - - "float Hll = bumpScale * texture2D( bumpMap, vUv ).x;", - "float dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;", - "float dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;", - - "return vec2( dBx, dBy );", - - "}", - - "vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {", - - "vec3 vSigmaX = dFdx( surf_pos );", - "vec3 vSigmaY = dFdy( surf_pos );", - "vec3 vN = surf_norm;", // normalized - - "vec3 R1 = cross( vSigmaY, vN );", - "vec3 R2 = cross( vN, vSigmaX );", - - "float fDet = dot( vSigmaX, R1 );", - - "vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );", - "return normalize( abs( fDet ) * surf_norm - vGrad );", - - "}", - - "#endif" - - ].join("\n"), - - // SPECULAR MAP - - specularmap_pars_fragment: [ - - "#ifdef USE_SPECULARMAP", - - "uniform sampler2D specularMap;", - - "#endif" - - ].join("\n"), - - specularmap_fragment: [ - - "float specularStrength;", - - "#ifdef USE_SPECULARMAP", - - "vec4 texelSpecular = texture2D( specularMap, vUv );", - "specularStrength = texelSpecular.r;", - - "#else", - - "specularStrength = 1.0;", - - "#endif" - - ].join("\n"), - - // LIGHTS LAMBERT - - lights_lambert_pars_vertex: [ - - "uniform vec3 ambient;", - "uniform vec3 diffuse;", - "uniform vec3 emissive;", - - "uniform vec3 ambientLightColor;", - - "#if MAX_DIR_LIGHTS > 0", - - "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];", - "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];", - - "#endif", - - "#if MAX_POINT_LIGHTS > 0", - - "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];", - "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];", - "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];", - - "#endif", - - "#if MAX_SPOT_LIGHTS > 0", - - "uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];", - "uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];", - "uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];", - "uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];", - "uniform float spotLightAngle[ MAX_SPOT_LIGHTS ];", - "uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];", - - "#endif", - - "#ifdef WRAP_AROUND", - - "uniform vec3 wrapRGB;", - - "#endif" - - ].join("\n"), - - lights_lambert_vertex: [ - - "vLightFront = vec3( 0.0 );", - - "#ifdef DOUBLE_SIDED", - - "vLightBack = vec3( 0.0 );", - - "#endif", - - "transformedNormal = normalize( transformedNormal );", - - "#if MAX_DIR_LIGHTS > 0", - - "for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {", - - "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );", - "vec3 dirVector = normalize( lDirection.xyz );", - - "float dotProduct = dot( transformedNormal, dirVector );", - "vec3 directionalLightWeighting = vec3( max( dotProduct, 0.0 ) );", - - "#ifdef DOUBLE_SIDED", - - "vec3 directionalLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );", - - "#ifdef WRAP_AROUND", - - "vec3 directionalLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );", - - "#endif", - - "#endif", - - "#ifdef WRAP_AROUND", - - "vec3 directionalLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );", - "directionalLightWeighting = mix( directionalLightWeighting, directionalLightWeightingHalf, wrapRGB );", - - "#ifdef DOUBLE_SIDED", - - "directionalLightWeightingBack = mix( directionalLightWeightingBack, directionalLightWeightingHalfBack, wrapRGB );", - - "#endif", - - "#endif", - - "vLightFront += directionalLightColor[ i ] * directionalLightWeighting;", - - "#ifdef DOUBLE_SIDED", - - "vLightBack += directionalLightColor[ i ] * directionalLightWeightingBack;", - - "#endif", - - "}", - - "#endif", - - "#if MAX_POINT_LIGHTS > 0", - - "for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {", - - "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );", - "vec3 lVector = lPosition.xyz - mvPosition.xyz;", - - "float lDistance = 1.0;", - "if ( pointLightDistance[ i ] > 0.0 )", - "lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );", - - "lVector = normalize( lVector );", - "float dotProduct = dot( transformedNormal, lVector );", - - "vec3 pointLightWeighting = vec3( max( dotProduct, 0.0 ) );", - - "#ifdef DOUBLE_SIDED", - - "vec3 pointLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );", - - "#ifdef WRAP_AROUND", - - "vec3 pointLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );", - - "#endif", - - "#endif", - - "#ifdef WRAP_AROUND", - - "vec3 pointLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );", - "pointLightWeighting = mix( pointLightWeighting, pointLightWeightingHalf, wrapRGB );", - - "#ifdef DOUBLE_SIDED", - - "pointLightWeightingBack = mix( pointLightWeightingBack, pointLightWeightingHalfBack, wrapRGB );", - - "#endif", - - "#endif", - - "vLightFront += pointLightColor[ i ] * pointLightWeighting * lDistance;", - - "#ifdef DOUBLE_SIDED", - - "vLightBack += pointLightColor[ i ] * pointLightWeightingBack * lDistance;", - - "#endif", - - "}", - - "#endif", - - "#if MAX_SPOT_LIGHTS > 0", - - "for( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {", - - "vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );", - "vec3 lVector = lPosition.xyz - mvPosition.xyz;", - - "lVector = normalize( lVector );", - - "float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - mPosition.xyz ) );", - - "if ( spotEffect > spotLightAngle[ i ] ) {", - - "spotEffect = pow( spotEffect, spotLightExponent[ i ] );", - - "float lDistance = 1.0;", - "if ( spotLightDistance[ i ] > 0.0 )", - "lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );", - - "float dotProduct = dot( transformedNormal, lVector );", - "vec3 spotLightWeighting = vec3( max( dotProduct, 0.0 ) );", - - "#ifdef DOUBLE_SIDED", - - "vec3 spotLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );", - - "#ifdef WRAP_AROUND", - - "vec3 spotLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );", - - "#endif", - - "#endif", - - "#ifdef WRAP_AROUND", - - "vec3 spotLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );", - "spotLightWeighting = mix( spotLightWeighting, spotLightWeightingHalf, wrapRGB );", - - "#ifdef DOUBLE_SIDED", - - "spotLightWeightingBack = mix( spotLightWeightingBack, spotLightWeightingHalfBack, wrapRGB );", - - "#endif", - - "#endif", - - "vLightFront += spotLightColor[ i ] * spotLightWeighting * lDistance * spotEffect;", - - "#ifdef DOUBLE_SIDED", - - "vLightBack += spotLightColor[ i ] * spotLightWeightingBack * lDistance * spotEffect;", - - "#endif", - - "}", - - "}", - - "#endif", - - "vLightFront = vLightFront * diffuse + ambient * ambientLightColor + emissive;", - - "#ifdef DOUBLE_SIDED", - - "vLightBack = vLightBack * diffuse + ambient * ambientLightColor + emissive;", - - "#endif" - - ].join("\n"), - - // LIGHTS PHONG - - lights_phong_pars_vertex: [ - - "#ifndef PHONG_PER_PIXEL", - - "#if MAX_POINT_LIGHTS > 0", - - "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];", - "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];", - - "varying vec4 vPointLight[ MAX_POINT_LIGHTS ];", - - "#endif", - - "#if MAX_SPOT_LIGHTS > 0", - - "uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];", - "uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];", - - "varying vec4 vSpotLight[ MAX_SPOT_LIGHTS ];", - - "#endif", - - "#endif", - - "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )", - - "varying vec3 vWorldPosition;", - - "#endif" - - ].join("\n"), - - - lights_phong_vertex: [ - - "#ifndef PHONG_PER_PIXEL", - - "#if MAX_POINT_LIGHTS > 0", - - "for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {", - - "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );", - "vec3 lVector = lPosition.xyz - mvPosition.xyz;", - - "float lDistance = 1.0;", - "if ( pointLightDistance[ i ] > 0.0 )", - "lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );", - - "vPointLight[ i ] = vec4( lVector, lDistance );", - - "}", - - "#endif", - - "#if MAX_SPOT_LIGHTS > 0", - - "for( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {", - - "vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );", - "vec3 lVector = lPosition.xyz - mvPosition.xyz;", - - "float lDistance = 1.0;", - "if ( spotLightDistance[ i ] > 0.0 )", - "lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );", - - "vSpotLight[ i ] = vec4( lVector, lDistance );", - - "}", - - "#endif", - - "#endif", - - "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )", - - "vWorldPosition = mPosition.xyz;", - - "#endif" - - ].join("\n"), - - lights_phong_pars_fragment: [ - - "uniform vec3 ambientLightColor;", - - "#if MAX_DIR_LIGHTS > 0", - - "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];", - "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];", - - "#endif", - - "#if MAX_POINT_LIGHTS > 0", - - "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];", - - "#ifdef PHONG_PER_PIXEL", - - "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];", - "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];", - - "#else", - - "varying vec4 vPointLight[ MAX_POINT_LIGHTS ];", - - "#endif", - - "#endif", - - "#if MAX_SPOT_LIGHTS > 0", - - "uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];", - "uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];", - "uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];", - "uniform float spotLightAngle[ MAX_SPOT_LIGHTS ];", - "uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];", - - "#ifdef PHONG_PER_PIXEL", - - "uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];", - - "#else", - - "varying vec4 vSpotLight[ MAX_SPOT_LIGHTS ];", - - "#endif", - - "#endif", - - "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )", - - "varying vec3 vWorldPosition;", - - "#endif", - - "#ifdef WRAP_AROUND", - - "uniform vec3 wrapRGB;", - - "#endif", - - "varying vec3 vViewPosition;", - "varying vec3 vNormal;" - - ].join("\n"), - - lights_phong_fragment: [ - - "vec3 normal = normalize( vNormal );", - "vec3 viewPosition = normalize( vViewPosition );", - - "#ifdef DOUBLE_SIDED", - - "normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );", - - "#endif", - - "#ifdef USE_BUMPMAP", - - "normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );", - - "#endif", - - "#if MAX_POINT_LIGHTS > 0", - - "vec3 pointDiffuse = vec3( 0.0 );", - "vec3 pointSpecular = vec3( 0.0 );", - - "for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {", - - "#ifdef PHONG_PER_PIXEL", - - "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );", - "vec3 lVector = lPosition.xyz + vViewPosition.xyz;", - - "float lDistance = 1.0;", - "if ( pointLightDistance[ i ] > 0.0 )", - "lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );", - - "lVector = normalize( lVector );", - - "#else", - - "vec3 lVector = normalize( vPointLight[ i ].xyz );", - "float lDistance = vPointLight[ i ].w;", - - "#endif", - - // diffuse - - "float dotProduct = dot( normal, lVector );", - - "#ifdef WRAP_AROUND", - - "float pointDiffuseWeightFull = max( dotProduct, 0.0 );", - "float pointDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );", - - "vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );", - - "#else", - - "float pointDiffuseWeight = max( dotProduct, 0.0 );", - - "#endif", - - "pointDiffuse += diffuse * pointLightColor[ i ] * pointDiffuseWeight * lDistance;", - - // specular - - "vec3 pointHalfVector = normalize( lVector + viewPosition );", - "float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );", - "float pointSpecularWeight = specularStrength * max( pow( pointDotNormalHalf, shininess ), 0.0 );", - - "#ifdef PHYSICALLY_BASED_SHADING", - - // 2.0 => 2.0001 is hack to work around ANGLE bug - - "float specularNormalization = ( shininess + 2.0001 ) / 8.0;", - - "vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, pointHalfVector ), 5.0 );", - "pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance * specularNormalization;", - - "#else", - - "pointSpecular += specular * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance;", - - "#endif", - - "}", - - "#endif", - - "#if MAX_SPOT_LIGHTS > 0", - - "vec3 spotDiffuse = vec3( 0.0 );", - "vec3 spotSpecular = vec3( 0.0 );", - - "for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {", - - "#ifdef PHONG_PER_PIXEL", - - "vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );", - "vec3 lVector = lPosition.xyz + vViewPosition.xyz;", - - "float lDistance = 1.0;", - "if ( spotLightDistance[ i ] > 0.0 )", - "lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );", - - "lVector = normalize( lVector );", - - "#else", - - "vec3 lVector = normalize( vSpotLight[ i ].xyz );", - "float lDistance = vSpotLight[ i ].w;", - - "#endif", - - "float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );", - - "if ( spotEffect > spotLightAngle[ i ] ) {", - - "spotEffect = pow( spotEffect, spotLightExponent[ i ] );", - - // diffuse - - "float dotProduct = dot( normal, lVector );", - - "#ifdef WRAP_AROUND", - - "float spotDiffuseWeightFull = max( dotProduct, 0.0 );", - "float spotDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );", - - "vec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );", - - "#else", - - "float spotDiffuseWeight = max( dotProduct, 0.0 );", - - "#endif", - - "spotDiffuse += diffuse * spotLightColor[ i ] * spotDiffuseWeight * lDistance * spotEffect;", - - // specular - - "vec3 spotHalfVector = normalize( lVector + viewPosition );", - "float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );", - "float spotSpecularWeight = specularStrength * max( pow( spotDotNormalHalf, shininess ), 0.0 );", - - "#ifdef PHYSICALLY_BASED_SHADING", - - // 2.0 => 2.0001 is hack to work around ANGLE bug - - "float specularNormalization = ( shininess + 2.0001 ) / 8.0;", - - "vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, spotHalfVector ), 5.0 );", - "spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * specularNormalization * spotEffect;", - - "#else", - - "spotSpecular += specular * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * spotEffect;", - - "#endif", - - "}", - - "}", - - "#endif", - - "#if MAX_DIR_LIGHTS > 0", - - "vec3 dirDiffuse = vec3( 0.0 );", - "vec3 dirSpecular = vec3( 0.0 );" , - - "for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {", - - "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );", - "vec3 dirVector = normalize( lDirection.xyz );", - - // diffuse - - "float dotProduct = dot( normal, dirVector );", - - "#ifdef WRAP_AROUND", - - "float dirDiffuseWeightFull = max( dotProduct, 0.0 );", - "float dirDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );", - - "vec3 dirDiffuseWeight = mix( vec3( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), wrapRGB );", - - "#else", - - "float dirDiffuseWeight = max( dotProduct, 0.0 );", - - "#endif", - - "dirDiffuse += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;", - - // specular - - "vec3 dirHalfVector = normalize( dirVector + viewPosition );", - "float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );", - "float dirSpecularWeight = specularStrength * max( pow( dirDotNormalHalf, shininess ), 0.0 );", - - "#ifdef PHYSICALLY_BASED_SHADING", - - /* - // fresnel term from skin shader - "const float F0 = 0.128;", - - "float base = 1.0 - dot( viewPosition, dirHalfVector );", - "float exponential = pow( base, 5.0 );", - - "float fresnel = exponential + F0 * ( 1.0 - exponential );", - */ - - /* - // fresnel term from fresnel shader - "const float mFresnelBias = 0.08;", - "const float mFresnelScale = 0.3;", - "const float mFresnelPower = 5.0;", - - "float fresnel = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( -viewPosition ), normal ), mFresnelPower );", - */ - - // 2.0 => 2.0001 is hack to work around ANGLE bug - - "float specularNormalization = ( shininess + 2.0001 ) / 8.0;", - - //"dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization * fresnel;", - - "vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );", - "dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;", - - "#else", - - "dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight;", - - "#endif", - - "}", - - "#endif", - - "vec3 totalDiffuse = vec3( 0.0 );", - "vec3 totalSpecular = vec3( 0.0 );", - - "#if MAX_DIR_LIGHTS > 0", - - "totalDiffuse += dirDiffuse;", - "totalSpecular += dirSpecular;", - - "#endif", - - "#if MAX_POINT_LIGHTS > 0", - - "totalDiffuse += pointDiffuse;", - "totalSpecular += pointSpecular;", - - "#endif", - - "#if MAX_SPOT_LIGHTS > 0", - - "totalDiffuse += spotDiffuse;", - "totalSpecular += spotSpecular;", - - "#endif", - - "#ifdef METAL", - - "gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient + totalSpecular );", - - "#else", - - "gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient ) + totalSpecular;", - - "#endif" - - ].join("\n"), - - // VERTEX COLORS - - color_pars_fragment: [ - - "#ifdef USE_COLOR", - - "varying vec3 vColor;", - - "#endif" - - ].join("\n"), - - - color_fragment: [ - - "#ifdef USE_COLOR", - - "gl_FragColor = gl_FragColor * vec4( vColor, opacity );", - - "#endif" - - ].join("\n"), - - color_pars_vertex: [ - - "#ifdef USE_COLOR", - - "varying vec3 vColor;", - - "#endif" - - ].join("\n"), - - - color_vertex: [ - - "#ifdef USE_COLOR", - - "#ifdef GAMMA_INPUT", - - "vColor = color * color;", - - "#else", - - "vColor = color;", - - "#endif", - - "#endif" - - ].join("\n"), - - // SKINNING - - skinning_pars_vertex: [ - - "#ifdef USE_SKINNING", - - "#ifdef BONE_TEXTURE", - - "uniform sampler2D boneTexture;", - - "mat4 getBoneMatrix( const in float i ) {", - - "float j = i * 4.0;", - "float x = mod( j, N_BONE_PIXEL_X );", - "float y = floor( j / N_BONE_PIXEL_X );", - - "const float dx = 1.0 / N_BONE_PIXEL_X;", - "const float dy = 1.0 / N_BONE_PIXEL_Y;", - - "y = dy * ( y + 0.5 );", - - "vec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );", - "vec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );", - "vec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );", - "vec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );", - - "mat4 bone = mat4( v1, v2, v3, v4 );", - - "return bone;", - - "}", - - "#else", - - "uniform mat4 boneGlobalMatrices[ MAX_BONES ];", - - "mat4 getBoneMatrix( const in float i ) {", - - "mat4 bone = boneGlobalMatrices[ int(i) ];", - "return bone;", - - "}", - - "#endif", - - "#endif" - - ].join("\n"), - - skinbase_vertex: [ - - "#ifdef USE_SKINNING", - - "mat4 boneMatX = getBoneMatrix( skinIndex.x );", - "mat4 boneMatY = getBoneMatrix( skinIndex.y );", - - "#endif" - - ].join("\n"), - - skinning_vertex: [ - - "#ifdef USE_SKINNING", - - "vec4 skinned = boneMatX * skinVertexA * skinWeight.x;", - "skinned += boneMatY * skinVertexB * skinWeight.y;", - - "gl_Position = projectionMatrix * modelViewMatrix * skinned;", - - "#endif" - - ].join("\n"), - - // MORPHING - - morphtarget_pars_vertex: [ - - "#ifdef USE_MORPHTARGETS", - - "#ifndef USE_MORPHNORMALS", - - "uniform float morphTargetInfluences[ 8 ];", - - "#else", - - "uniform float morphTargetInfluences[ 4 ];", - - "#endif", - - "#endif" - - ].join("\n"), - - morphtarget_vertex: [ - - "#ifdef USE_MORPHTARGETS", - - "vec3 morphed = vec3( 0.0 );", - "morphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];", - "morphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];", - "morphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];", - "morphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];", - - "#ifndef USE_MORPHNORMALS", - - "morphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];", - "morphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];", - "morphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];", - "morphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];", - - "#endif", - - "morphed += position;", - - "gl_Position = projectionMatrix * modelViewMatrix * vec4( morphed, 1.0 );", - - "#endif" - - ].join("\n"), - - default_vertex : [ - - "#ifndef USE_MORPHTARGETS", - "#ifndef USE_SKINNING", - - "gl_Position = projectionMatrix * mvPosition;", - - "#endif", - "#endif" - - ].join("\n"), - - morphnormal_vertex: [ - - "#ifdef USE_MORPHNORMALS", - - "vec3 morphedNormal = vec3( 0.0 );", - - "morphedNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];", - "morphedNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];", - "morphedNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];", - "morphedNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];", - - "morphedNormal += normal;", - - "#endif" - - ].join("\n"), - - skinnormal_vertex: [ - - "#ifdef USE_SKINNING", - - "mat4 skinMatrix = skinWeight.x * boneMatX;", - "skinMatrix += skinWeight.y * boneMatY;", - - "vec4 skinnedNormal = skinMatrix * vec4( normal, 0.0 );", - - "#endif" - - ].join("\n"), - - defaultnormal_vertex: [ - - "vec3 transformedNormal;", - - "#ifdef USE_SKINNING", - - "transformedNormal = skinnedNormal.xyz;", - - "#endif", - - "#ifdef USE_MORPHNORMALS", - - "transformedNormal = morphedNormal;", - - "#endif", - - "#ifndef USE_MORPHNORMALS", - "#ifndef USE_SKINNING", - - "transformedNormal = normal;", - - "#endif", - "#endif", - - "transformedNormal = normalMatrix * transformedNormal;", - - ].join("\n"), - - // SHADOW MAP - - // based on SpiderGL shadow map and Fabien Sanglard's GLSL shadow mapping examples - // http://spidergl.org/example.php?id=6 - // http://fabiensanglard.net/shadowmapping - - shadowmap_pars_fragment: [ - - "#ifdef USE_SHADOWMAP", - - "uniform sampler2D shadowMap[ MAX_SHADOWS ];", - "uniform vec2 shadowMapSize[ MAX_SHADOWS ];", - - "uniform float shadowDarkness[ MAX_SHADOWS ];", - "uniform float shadowBias[ MAX_SHADOWS ];", - - "varying vec4 vShadowCoord[ MAX_SHADOWS ];", - - "float unpackDepth( const in vec4 rgba_depth ) {", - - "const vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );", - "float depth = dot( rgba_depth, bit_shift );", - "return depth;", - - "}", - - "#endif" - - ].join("\n"), - - shadowmap_fragment: [ - - "#ifdef USE_SHADOWMAP", - - "#ifdef SHADOWMAP_DEBUG", - - "vec3 frustumColors[3];", - "frustumColors[0] = vec3( 1.0, 0.5, 0.0 );", - "frustumColors[1] = vec3( 0.0, 1.0, 0.8 );", - "frustumColors[2] = vec3( 0.0, 0.5, 1.0 );", - - "#endif", - - "#ifdef SHADOWMAP_CASCADE", - - "int inFrustumCount = 0;", - - "#endif", - - "float fDepth;", - "vec3 shadowColor = vec3( 1.0 );", - - "for( int i = 0; i < MAX_SHADOWS; i ++ ) {", - - "vec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;", - - // "if ( something && something )" breaks ATI OpenGL shader compiler - // "if ( all( something, something ) )" using this instead - - "bvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );", - "bool inFrustum = all( inFrustumVec );", - - // don't shadow pixels outside of light frustum - // use just first frustum (for cascades) - // don't shadow pixels behind far plane of light frustum - - "#ifdef SHADOWMAP_CASCADE", - - "inFrustumCount += int( inFrustum );", - "bvec3 frustumTestVec = bvec3( inFrustum, inFrustumCount == 1, shadowCoord.z <= 1.0 );", - - "#else", - - "bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );", - - "#endif", - - "bool frustumTest = all( frustumTestVec );", - - "if ( frustumTest ) {", - - "shadowCoord.z += shadowBias[ i ];", - - "#ifdef SHADOWMAP_SOFT", - - // Percentage-close filtering - // (9 pixel kernel) - // http://fabiensanglard.net/shadowmappingPCF/ - - "float shadow = 0.0;", - - /* - // nested loops breaks shader compiler / validator on some ATI cards when using OpenGL - // must enroll loop manually - - "for ( float y = -1.25; y <= 1.25; y += 1.25 )", - "for ( float x = -1.25; x <= 1.25; x += 1.25 ) {", - - "vec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );", - - // doesn't seem to produce any noticeable visual difference compared to simple "texture2D" lookup - //"vec4 rgbaDepth = texture2DProj( shadowMap[ i ], vec4( vShadowCoord[ i ].w * ( vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy ), 0.05, vShadowCoord[ i ].w ) );", - - "float fDepth = unpackDepth( rgbaDepth );", - - "if ( fDepth < shadowCoord.z )", - "shadow += 1.0;", - - "}", - - "shadow /= 9.0;", - - */ - - "const float shadowDelta = 1.0 / 9.0;", - - "float xPixelOffset = 1.0 / shadowMapSize[ i ].x;", - "float yPixelOffset = 1.0 / shadowMapSize[ i ].y;", - - "float dx0 = -1.25 * xPixelOffset;", - "float dy0 = -1.25 * yPixelOffset;", - "float dx1 = 1.25 * xPixelOffset;", - "float dy1 = 1.25 * yPixelOffset;", - - "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );", - "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;", - - "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );", - "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;", - - "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );", - "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;", - - "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );", - "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;", - - "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );", - "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;", - - "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );", - "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;", - - "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );", - "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;", - - "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );", - "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;", - - "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );", - "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;", - - "shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );", - - "#else", - - "vec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );", - "float fDepth = unpackDepth( rgbaDepth );", - - "if ( fDepth < shadowCoord.z )", - - // spot with multiple shadows is darker - - "shadowColor = shadowColor * vec3( 1.0 - shadowDarkness[ i ] );", - - // spot with multiple shadows has the same color as single shadow spot - - //"shadowColor = min( shadowColor, vec3( shadowDarkness[ i ] ) );", - - "#endif", - - "}", - - - "#ifdef SHADOWMAP_DEBUG", - - "#ifdef SHADOWMAP_CASCADE", - - "if ( inFrustum && inFrustumCount == 1 ) gl_FragColor.xyz *= frustumColors[ i ];", - - "#else", - - "if ( inFrustum ) gl_FragColor.xyz *= frustumColors[ i ];", - - "#endif", - - "#endif", - - "}", - - "#ifdef GAMMA_OUTPUT", - - "shadowColor *= shadowColor;", - - "#endif", - - "gl_FragColor.xyz = gl_FragColor.xyz * shadowColor;", - - "#endif" - - ].join("\n"), - - shadowmap_pars_vertex: [ - - "#ifdef USE_SHADOWMAP", - - "varying vec4 vShadowCoord[ MAX_SHADOWS ];", - "uniform mat4 shadowMatrix[ MAX_SHADOWS ];", - - "#endif" - - ].join("\n"), - - shadowmap_vertex: [ - - "#ifdef USE_SHADOWMAP", - - "vec4 transformedPosition;", - - "#ifdef USE_MORPHTARGETS", - - "transformedPosition = modelMatrix * vec4( morphed, 1.0 );", - - "#else", - "#ifdef USE_SKINNING", - - "transformedPosition = modelMatrix * skinned;", - - "#else", - - "transformedPosition = modelMatrix * vec4( position, 1.0 );", - - "#endif", - "#endif", - - "for( int i = 0; i < MAX_SHADOWS; i ++ ) {", - - "vShadowCoord[ i ] = shadowMatrix[ i ] * transformedPosition;", - - "}", - - "#endif" - - ].join("\n"), - - // ALPHATEST - - alphatest_fragment: [ - - "#ifdef ALPHATEST", - - "if ( gl_FragColor.a < ALPHATEST ) discard;", - - "#endif" - - ].join("\n"), - - // LINEAR SPACE - - linear_to_gamma_fragment: [ - - "#ifdef GAMMA_OUTPUT", - - "gl_FragColor.xyz = sqrt( gl_FragColor.xyz );", - - "#endif" - - ].join("\n"), - - -}; - -THREE.UniformsUtils = { - - merge: function ( uniforms ) { - - var u, p, tmp, merged = {}; - - for ( u = 0; u < uniforms.length; u++ ) { - - tmp = this.clone( uniforms[ u ] ); - - for ( p in tmp ) { - - merged[ p ] = tmp[ p ]; - - } - - } - - return merged; - - }, - - clone: function ( uniforms_src ) { - - var u, p, parameter, parameter_src, uniforms_dst = {}; - - for ( u in uniforms_src ) { - - uniforms_dst[ u ] = {}; - - for ( p in uniforms_src[ u ] ) { - - parameter_src = uniforms_src[ u ][ p ]; - - if ( parameter_src instanceof THREE.Color || - parameter_src instanceof THREE.Vector2 || - parameter_src instanceof THREE.Vector3 || - parameter_src instanceof THREE.Vector4 || - parameter_src instanceof THREE.Matrix4 || - parameter_src instanceof THREE.Texture ) { - - uniforms_dst[ u ][ p ] = parameter_src.clone(); - - } else if ( parameter_src instanceof Array ) { - - uniforms_dst[ u ][ p ] = parameter_src.slice(); - - } else { - - uniforms_dst[ u ][ p ] = parameter_src; - - } - - } - - } - - return uniforms_dst; - - } - -}; - -THREE.UniformsLib = { - - common: { - - "diffuse" : { type: "c", value: new THREE.Color( 0xeeeeee ) }, - "opacity" : { type: "f", value: 1.0 }, - - "map" : { type: "t", value: 0, texture: null }, - "offsetRepeat" : { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) }, - - "lightMap" : { type: "t", value: 2, texture: null }, - "specularMap" : { type: "t", value: 3, texture: null }, - - "envMap" : { type: "t", value: 1, texture: null }, - "flipEnvMap" : { type: "f", value: -1 }, - "useRefract" : { type: "i", value: 0 }, - "reflectivity" : { type: "f", value: 1.0 }, - "refractionRatio" : { type: "f", value: 0.98 }, - "combine" : { type: "i", value: 0 }, - - "morphTargetInfluences" : { type: "f", value: 0 } - - }, - - bump: { - - "bumpMap" : { type: "t", value: 4, texture: null }, - "bumpScale" : { type: "f", value: 1 } - - }, - - fog : { - - "fogDensity" : { type: "f", value: 0.00025 }, - "fogNear" : { type: "f", value: 1 }, - "fogFar" : { type: "f", value: 2000 }, - "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) } - - }, - - lights: { - - "ambientLightColor" : { type: "fv", value: [] }, - - "directionalLightDirection" : { type: "fv", value: [] }, - "directionalLightColor" : { type: "fv", value: [] }, - - "pointLightColor" : { type: "fv", value: [] }, - "pointLightPosition" : { type: "fv", value: [] }, - "pointLightDistance" : { type: "fv1", value: [] }, - - "spotLightColor" : { type: "fv", value: [] }, - "spotLightPosition" : { type: "fv", value: [] }, - "spotLightDirection" : { type: "fv", value: [] }, - "spotLightDistance" : { type: "fv1", value: [] }, - "spotLightAngle" : { type: "fv1", value: [] }, - "spotLightExponent" : { type: "fv1", value: [] } - - }, - - particle: { - - "psColor" : { type: "c", value: new THREE.Color( 0xeeeeee ) }, - "opacity" : { type: "f", value: 1.0 }, - "size" : { type: "f", value: 1.0 }, - "scale" : { type: "f", value: 1.0 }, - "map" : { type: "t", value: 0, texture: null }, - - "fogDensity" : { type: "f", value: 0.00025 }, - "fogNear" : { type: "f", value: 1 }, - "fogFar" : { type: "f", value: 2000 }, - "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) } - - }, - - shadowmap: { - - "shadowMap": { type: "tv", value: 6, texture: [] }, - "shadowMapSize": { type: "v2v", value: [] }, - - "shadowBias" : { type: "fv1", value: [] }, - "shadowDarkness": { type: "fv1", value: [] }, - - "shadowMatrix" : { type: "m4v", value: [] }, - - } - -}; - -THREE.ShaderLib = { - - 'depth': { - - uniforms: { - - "mNear": { type: "f", value: 1.0 }, - "mFar" : { type: "f", value: 2000.0 }, - "opacity" : { type: "f", value: 1.0 } - - }, - - vertexShader: [ - - "void main() {", - - "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", - - "}" - - ].join("\n"), - - fragmentShader: [ - - "uniform float mNear;", - "uniform float mFar;", - "uniform float opacity;", - - "void main() {", - - "float depth = gl_FragCoord.z / gl_FragCoord.w;", - "float color = 1.0 - smoothstep( mNear, mFar, depth );", - "gl_FragColor = vec4( vec3( color ), opacity );", - - "}" - - ].join("\n") - - }, - - 'normal': { - - uniforms: { - - "opacity" : { type: "f", value: 1.0 } - - }, - - vertexShader: [ - - "varying vec3 vNormal;", - - "void main() {", - - "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", - "vNormal = normalMatrix * normal;", - - "gl_Position = projectionMatrix * mvPosition;", - - "}" - - ].join("\n"), - - fragmentShader: [ - - "uniform float opacity;", - "varying vec3 vNormal;", - - "void main() {", - - "gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );", - - "}" - - ].join("\n") - - }, - - 'basic': { - - uniforms: THREE.UniformsUtils.merge( [ - - THREE.UniformsLib[ "common" ], - THREE.UniformsLib[ "fog" ], - THREE.UniformsLib[ "shadowmap" ] - - ] ), - - vertexShader: [ - - THREE.ShaderChunk[ "map_pars_vertex" ], - THREE.ShaderChunk[ "lightmap_pars_vertex" ], - THREE.ShaderChunk[ "envmap_pars_vertex" ], - THREE.ShaderChunk[ "color_pars_vertex" ], - THREE.ShaderChunk[ "skinning_pars_vertex" ], - THREE.ShaderChunk[ "morphtarget_pars_vertex" ], - THREE.ShaderChunk[ "shadowmap_pars_vertex" ], - - "void main() {", - - "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", - - THREE.ShaderChunk[ "map_vertex" ], - THREE.ShaderChunk[ "lightmap_vertex" ], - THREE.ShaderChunk[ "envmap_vertex" ], - THREE.ShaderChunk[ "color_vertex" ], - THREE.ShaderChunk[ "skinbase_vertex" ], - THREE.ShaderChunk[ "skinning_vertex" ], - THREE.ShaderChunk[ "morphtarget_vertex" ], - THREE.ShaderChunk[ "default_vertex" ], - THREE.ShaderChunk[ "shadowmap_vertex" ], - - "}" - - ].join("\n"), - - fragmentShader: [ - - "uniform vec3 diffuse;", - "uniform float opacity;", - - THREE.ShaderChunk[ "color_pars_fragment" ], - THREE.ShaderChunk[ "map_pars_fragment" ], - THREE.ShaderChunk[ "lightmap_pars_fragment" ], - THREE.ShaderChunk[ "envmap_pars_fragment" ], - THREE.ShaderChunk[ "fog_pars_fragment" ], - THREE.ShaderChunk[ "shadowmap_pars_fragment" ], - THREE.ShaderChunk[ "specularmap_pars_fragment" ], - - "void main() {", - - "gl_FragColor = vec4( diffuse, opacity );", - - THREE.ShaderChunk[ "map_fragment" ], - THREE.ShaderChunk[ "alphatest_fragment" ], - THREE.ShaderChunk[ "specularmap_fragment" ], - THREE.ShaderChunk[ "lightmap_fragment" ], - THREE.ShaderChunk[ "color_fragment" ], - THREE.ShaderChunk[ "envmap_fragment" ], - THREE.ShaderChunk[ "shadowmap_fragment" ], - - THREE.ShaderChunk[ "linear_to_gamma_fragment" ], - - THREE.ShaderChunk[ "fog_fragment" ], - - "}" - - ].join("\n") - - }, - - 'lambert': { - - uniforms: THREE.UniformsUtils.merge( [ - - THREE.UniformsLib[ "common" ], - THREE.UniformsLib[ "fog" ], - THREE.UniformsLib[ "lights" ], - THREE.UniformsLib[ "shadowmap" ], - - { - "ambient" : { type: "c", value: new THREE.Color( 0xffffff ) }, - "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) }, - "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) } - } - - ] ), - - vertexShader: [ - - "varying vec3 vLightFront;", - - "#ifdef DOUBLE_SIDED", - - "varying vec3 vLightBack;", - - "#endif", - - THREE.ShaderChunk[ "map_pars_vertex" ], - THREE.ShaderChunk[ "lightmap_pars_vertex" ], - THREE.ShaderChunk[ "envmap_pars_vertex" ], - THREE.ShaderChunk[ "lights_lambert_pars_vertex" ], - THREE.ShaderChunk[ "color_pars_vertex" ], - THREE.ShaderChunk[ "skinning_pars_vertex" ], - THREE.ShaderChunk[ "morphtarget_pars_vertex" ], - THREE.ShaderChunk[ "shadowmap_pars_vertex" ], - - "void main() {", - - "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", - - THREE.ShaderChunk[ "map_vertex" ], - THREE.ShaderChunk[ "lightmap_vertex" ], - THREE.ShaderChunk[ "envmap_vertex" ], - THREE.ShaderChunk[ "color_vertex" ], - - THREE.ShaderChunk[ "morphnormal_vertex" ], - THREE.ShaderChunk[ "skinbase_vertex" ], - THREE.ShaderChunk[ "skinnormal_vertex" ], - THREE.ShaderChunk[ "defaultnormal_vertex" ], - - "#ifndef USE_ENVMAP", - - "vec4 mPosition = modelMatrix * vec4( position, 1.0 );", - - "#endif", - - THREE.ShaderChunk[ "lights_lambert_vertex" ], - THREE.ShaderChunk[ "skinning_vertex" ], - THREE.ShaderChunk[ "morphtarget_vertex" ], - THREE.ShaderChunk[ "default_vertex" ], - THREE.ShaderChunk[ "shadowmap_vertex" ], - - "}" - - ].join("\n"), - - fragmentShader: [ - - "uniform float opacity;", - - "varying vec3 vLightFront;", - - "#ifdef DOUBLE_SIDED", - - "varying vec3 vLightBack;", - - "#endif", - - THREE.ShaderChunk[ "color_pars_fragment" ], - THREE.ShaderChunk[ "map_pars_fragment" ], - THREE.ShaderChunk[ "lightmap_pars_fragment" ], - THREE.ShaderChunk[ "envmap_pars_fragment" ], - THREE.ShaderChunk[ "fog_pars_fragment" ], - THREE.ShaderChunk[ "shadowmap_pars_fragment" ], - THREE.ShaderChunk[ "specularmap_pars_fragment" ], - - "void main() {", - - "gl_FragColor = vec4( vec3 ( 1.0 ), opacity );", - - THREE.ShaderChunk[ "map_fragment" ], - THREE.ShaderChunk[ "alphatest_fragment" ], - THREE.ShaderChunk[ "specularmap_fragment" ], - - "#ifdef DOUBLE_SIDED", - - //"float isFront = float( gl_FrontFacing );", - //"gl_FragColor.xyz *= isFront * vLightFront + ( 1.0 - isFront ) * vLightBack;", - - "if ( gl_FrontFacing )", - "gl_FragColor.xyz *= vLightFront;", - "else", - "gl_FragColor.xyz *= vLightBack;", - - "#else", - - "gl_FragColor.xyz *= vLightFront;", - - "#endif", - - THREE.ShaderChunk[ "lightmap_fragment" ], - THREE.ShaderChunk[ "color_fragment" ], - THREE.ShaderChunk[ "envmap_fragment" ], - THREE.ShaderChunk[ "shadowmap_fragment" ], - - THREE.ShaderChunk[ "linear_to_gamma_fragment" ], - - THREE.ShaderChunk[ "fog_fragment" ], - - "}" - - ].join("\n") - - }, - - 'phong': { - - uniforms: THREE.UniformsUtils.merge( [ - - THREE.UniformsLib[ "common" ], - THREE.UniformsLib[ "bump" ], - THREE.UniformsLib[ "fog" ], - THREE.UniformsLib[ "lights" ], - THREE.UniformsLib[ "shadowmap" ], - - { - "ambient" : { type: "c", value: new THREE.Color( 0xffffff ) }, - "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) }, - "specular" : { type: "c", value: new THREE.Color( 0x111111 ) }, - "shininess": { type: "f", value: 30 }, - "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) } - } - - ] ), - - vertexShader: [ - - "varying vec3 vViewPosition;", - "varying vec3 vNormal;", - - THREE.ShaderChunk[ "map_pars_vertex" ], - THREE.ShaderChunk[ "lightmap_pars_vertex" ], - THREE.ShaderChunk[ "envmap_pars_vertex" ], - THREE.ShaderChunk[ "lights_phong_pars_vertex" ], - THREE.ShaderChunk[ "color_pars_vertex" ], - THREE.ShaderChunk[ "skinning_pars_vertex" ], - THREE.ShaderChunk[ "morphtarget_pars_vertex" ], - THREE.ShaderChunk[ "shadowmap_pars_vertex" ], - - "void main() {", - - "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", - - THREE.ShaderChunk[ "map_vertex" ], - THREE.ShaderChunk[ "lightmap_vertex" ], - THREE.ShaderChunk[ "envmap_vertex" ], - THREE.ShaderChunk[ "color_vertex" ], - - "#ifndef USE_ENVMAP", - - "vec4 mPosition = modelMatrix * vec4( position, 1.0 );", - - "#endif", - - "vViewPosition = -mvPosition.xyz;", - - THREE.ShaderChunk[ "morphnormal_vertex" ], - THREE.ShaderChunk[ "skinbase_vertex" ], - THREE.ShaderChunk[ "skinnormal_vertex" ], - THREE.ShaderChunk[ "defaultnormal_vertex" ], - - "vNormal = transformedNormal;", - - THREE.ShaderChunk[ "lights_phong_vertex" ], - THREE.ShaderChunk[ "skinning_vertex" ], - THREE.ShaderChunk[ "morphtarget_vertex" ], - THREE.ShaderChunk[ "default_vertex" ], - THREE.ShaderChunk[ "shadowmap_vertex" ], - - "}" - - ].join("\n"), - - fragmentShader: [ - - "uniform vec3 diffuse;", - "uniform float opacity;", - - "uniform vec3 ambient;", - "uniform vec3 emissive;", - "uniform vec3 specular;", - "uniform float shininess;", - - THREE.ShaderChunk[ "color_pars_fragment" ], - THREE.ShaderChunk[ "map_pars_fragment" ], - THREE.ShaderChunk[ "lightmap_pars_fragment" ], - THREE.ShaderChunk[ "envmap_pars_fragment" ], - THREE.ShaderChunk[ "fog_pars_fragment" ], - THREE.ShaderChunk[ "lights_phong_pars_fragment" ], - THREE.ShaderChunk[ "shadowmap_pars_fragment" ], - THREE.ShaderChunk[ "bumpmap_pars_fragment" ], - THREE.ShaderChunk[ "specularmap_pars_fragment" ], - - "void main() {", - - "gl_FragColor = vec4( vec3 ( 1.0 ), opacity );", - - THREE.ShaderChunk[ "map_fragment" ], - THREE.ShaderChunk[ "alphatest_fragment" ], - THREE.ShaderChunk[ "specularmap_fragment" ], - - THREE.ShaderChunk[ "lights_phong_fragment" ], - - THREE.ShaderChunk[ "lightmap_fragment" ], - THREE.ShaderChunk[ "color_fragment" ], - THREE.ShaderChunk[ "envmap_fragment" ], - THREE.ShaderChunk[ "shadowmap_fragment" ], - - THREE.ShaderChunk[ "linear_to_gamma_fragment" ], - - THREE.ShaderChunk[ "fog_fragment" ], - - "}" - - ].join("\n") - - }, - - 'particle_basic': { - - uniforms: THREE.UniformsUtils.merge( [ - - THREE.UniformsLib[ "particle" ], - THREE.UniformsLib[ "shadowmap" ] - - ] ), - - vertexShader: [ - - "uniform float size;", - "uniform float scale;", - - THREE.ShaderChunk[ "color_pars_vertex" ], - THREE.ShaderChunk[ "shadowmap_pars_vertex" ], - - "void main() {", - - THREE.ShaderChunk[ "color_vertex" ], - - "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", - - "#ifdef USE_SIZEATTENUATION", - "gl_PointSize = size * ( scale / length( mvPosition.xyz ) );", - "#else", - "gl_PointSize = size;", - "#endif", - - "gl_Position = projectionMatrix * mvPosition;", - - THREE.ShaderChunk[ "shadowmap_vertex" ], - - "}" - - ].join("\n"), - - fragmentShader: [ - - "uniform vec3 psColor;", - "uniform float opacity;", - - THREE.ShaderChunk[ "color_pars_fragment" ], - THREE.ShaderChunk[ "map_particle_pars_fragment" ], - THREE.ShaderChunk[ "fog_pars_fragment" ], - THREE.ShaderChunk[ "shadowmap_pars_fragment" ], - - "void main() {", - - "gl_FragColor = vec4( psColor, opacity );", - - THREE.ShaderChunk[ "map_particle_fragment" ], - THREE.ShaderChunk[ "alphatest_fragment" ], - THREE.ShaderChunk[ "color_fragment" ], - THREE.ShaderChunk[ "shadowmap_fragment" ], - THREE.ShaderChunk[ "fog_fragment" ], - - "}" - - ].join("\n") - - }, - - // Depth encoding into RGBA texture - // based on SpiderGL shadow map example - // http://spidergl.org/example.php?id=6 - // originally from - // http://www.gamedev.net/topic/442138-packing-a-float-into-a-a8r8g8b8-texture-shader/page__whichpage__1%25EF%25BF%25BD - // see also here: - // http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/ - - 'depthRGBA': { - - uniforms: {}, - - vertexShader: [ - - THREE.ShaderChunk[ "skinning_pars_vertex" ], - THREE.ShaderChunk[ "morphtarget_pars_vertex" ], - - "void main() {", - - "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", - - THREE.ShaderChunk[ "skinbase_vertex" ], - THREE.ShaderChunk[ "skinning_vertex" ], - THREE.ShaderChunk[ "morphtarget_vertex" ], - THREE.ShaderChunk[ "default_vertex" ], - - "}" - - ].join("\n"), - - fragmentShader: [ - - "vec4 pack_depth( const in float depth ) {", - - "const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );", - "const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );", - "vec4 res = fract( depth * bit_shift );", - "res -= res.xxyz * bit_mask;", - "return res;", - - "}", - - "void main() {", - - "gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );", - - //"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );", - //"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );", - //"gl_FragData[ 0 ] = pack_depth( z );", - //"gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );", - - "}" - - ].join("\n") - - } - -}; -/** - * @author supereggbert / http://www.paulbrunt.co.uk/ - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * @author szimek / https://github.com/szimek/ - */ - -THREE.WebGLRenderer = function ( parameters ) { - - console.log( 'THREE.WebGLRenderer', THREE.REVISION ); - - parameters = parameters || {}; - - var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ), - - _precision = parameters.precision !== undefined ? parameters.precision : 'highp', - - _alpha = parameters.alpha !== undefined ? parameters.alpha : true, - _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true, - _antialias = parameters.antialias !== undefined ? parameters.antialias : false, - _stencil = parameters.stencil !== undefined ? parameters.stencil : true, - _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false, - - _clearColor = parameters.clearColor !== undefined ? new THREE.Color( parameters.clearColor ) : new THREE.Color( 0x000000 ), - _clearAlpha = parameters.clearAlpha !== undefined ? parameters.clearAlpha : 0, - - _maxLights = parameters.maxLights !== undefined ? parameters.maxLights : 4; - - // public properties - - this.domElement = _canvas; - this.context = null; - - // clearing - - this.autoClear = true; - this.autoClearColor = true; - this.autoClearDepth = true; - this.autoClearStencil = true; - - // scene graph - - this.sortObjects = true; - - this.autoUpdateObjects = true; - this.autoUpdateScene = true; - - // physically based shading - - this.gammaInput = false; - this.gammaOutput = false; - this.physicallyBasedShading = false; - - // shadow map - - this.shadowMapEnabled = false; - this.shadowMapAutoUpdate = true; - this.shadowMapSoft = true; - this.shadowMapCullFrontFaces = true; - this.shadowMapDebug = false; - this.shadowMapCascade = false; - - // morphs - - this.maxMorphTargets = 8; - this.maxMorphNormals = 4; - - // flags - - this.autoScaleCubemaps = true; - - // custom render plugins - - this.renderPluginsPre = []; - this.renderPluginsPost = []; - - // info - - this.info = { - - memory: { - - programs: 0, - geometries: 0, - textures: 0 - - }, - - render: { - - calls: 0, - vertices: 0, - faces: 0, - points: 0 - - } - - }; - - // internal properties - - var _this = this, - - _programs = [], - _programs_counter = 0, - - // internal state cache - - _currentProgram = null, - _currentFramebuffer = null, - _currentMaterialId = -1, - _currentGeometryGroupHash = null, - _currentCamera = null, - _geometryGroupCounter = 0, - - // GL state cache - - _oldDoubleSided = -1, - _oldFlipSided = -1, - - _oldBlending = -1, - - _oldBlendEquation = -1, - _oldBlendSrc = -1, - _oldBlendDst = -1, - - _oldDepthTest = -1, - _oldDepthWrite = -1, - - _oldPolygonOffset = null, - _oldPolygonOffsetFactor = null, - _oldPolygonOffsetUnits = null, - - _oldLineWidth = null, - - _viewportX = 0, - _viewportY = 0, - _viewportWidth = 0, - _viewportHeight = 0, - _currentWidth = 0, - _currentHeight = 0, - - // frustum - - _frustum = new THREE.Frustum(), - - // camera matrices cache - - _projScreenMatrix = new THREE.Matrix4(), - _projScreenMatrixPS = new THREE.Matrix4(), - - _vector3 = new THREE.Vector4(), - - // light arrays cache - - _direction = new THREE.Vector3(), - - _lightsNeedUpdate = true, - - _lights = { - - ambient: [ 0, 0, 0 ], - directional: { length: 0, colors: new Array(), positions: new Array() }, - point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() }, - spot: { length: 0, colors: new Array(), positions: new Array(), distances: new Array(), directions: new Array(), angles: new Array(), exponents: new Array() } - - }; - - // initialize - - var _gl; - - var _glExtensionTextureFloat; - var _glExtensionStandardDerivatives; - var _glExtensionTextureFilterAnisotropic; - - initGL(); - - setDefaultGLState(); - - this.context = _gl; - - // GPU capabilities - - var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ), - _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE ), - _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE ); - - var _maxAnisotropy = _glExtensionTextureFilterAnisotropic ? _gl.getParameter( _glExtensionTextureFilterAnisotropic.MAX_TEXTURE_MAX_ANISOTROPY_EXT ) : 0; - - var _supportsVertexTextures = ( _maxVertexTextures > 0 ); - var _supportsBoneTextures = _supportsVertexTextures && _glExtensionTextureFloat; - - // API - - this.getContext = function () { - - return _gl; - - }; - - this.supportsVertexTextures = function () { - - return _supportsVertexTextures; - - }; - - this.getMaxAnisotropy = function () { - - return _maxAnisotropy; - - }; - - this.setSize = function ( width, height ) { - - _canvas.width = width; - _canvas.height = height; - - this.setViewport( 0, 0, _canvas.width, _canvas.height ); - - }; - - this.setViewport = function ( x, y, width, height ) { - - _viewportX = x !== undefined ? x : 0; - _viewportY = y !== undefined ? y : 0; - - _viewportWidth = width !== undefined ? width : _canvas.width; - _viewportHeight = height !== undefined ? height : _canvas.height; - - _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight ); - - }; - - this.setScissor = function ( x, y, width, height ) { - - _gl.scissor( x, y, width, height ); - - }; - - this.enableScissorTest = function ( enable ) { - - enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST ); - - }; - - // Clearing - - this.setClearColorHex = function ( hex, alpha ) { - - _clearColor.setHex( hex ); - _clearAlpha = alpha; - - _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha ); - - }; - - this.setClearColor = function ( color, alpha ) { - - _clearColor.copy( color ); - _clearAlpha = alpha; - - _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha ); - - }; - - this.getClearColor = function () { - - return _clearColor; - - }; - - this.getClearAlpha = function () { - - return _clearAlpha; - - }; - - this.clear = function ( color, depth, stencil ) { - - var bits = 0; - - if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT; - if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT; - if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT; - - _gl.clear( bits ); - - }; - - this.clearTarget = function ( renderTarget, color, depth, stencil ) { - - this.setRenderTarget( renderTarget ); - this.clear( color, depth, stencil ); - - }; - - // Plugins - - this.addPostPlugin = function ( plugin ) { - - plugin.init( this ); - this.renderPluginsPost.push( plugin ); - - }; - - this.addPrePlugin = function ( plugin ) { - - plugin.init( this ); - this.renderPluginsPre.push( plugin ); - - }; - - // Deallocation - - this.deallocateObject = function ( object ) { - - if ( ! object.__webglInit ) return; - - object.__webglInit = false; - - delete object._modelViewMatrix; - delete object._normalMatrix; - - delete object._normalMatrixArray; - delete object._modelViewMatrixArray; - delete object._modelMatrixArray; - - if ( object instanceof THREE.Mesh ) { - - for ( var g in object.geometry.geometryGroups ) { - - deleteMeshBuffers( object.geometry.geometryGroups[ g ] ); - - } - - } else if ( object instanceof THREE.Ribbon ) { - - deleteRibbonBuffers( object.geometry ); - - } else if ( object instanceof THREE.Line ) { - - deleteLineBuffers( object.geometry ); - - } else if ( object instanceof THREE.ParticleSystem ) { - - deleteParticleBuffers( object.geometry ); - - } - - }; - - this.deallocateTexture = function ( texture ) { - - if ( ! texture.__webglInit ) return; - - texture.__webglInit = false; - _gl.deleteTexture( texture.__webglTexture ); - - _this.info.memory.textures --; - - }; - - this.deallocateRenderTarget = function ( renderTarget ) { - - if ( !renderTarget || ! renderTarget.__webglTexture ) return; - - _gl.deleteTexture( renderTarget.__webglTexture ); - - if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) { - - for ( var i = 0; i < 6; i ++ ) { - - _gl.deleteFramebuffer( renderTarget.__webglFramebuffer[ i ] ); - _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer[ i ] ); - - } - - } else { - - _gl.deleteFramebuffer( renderTarget.__webglFramebuffer ); - _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer ); - - } - - }; - - this.deallocateMaterial = function ( material ) { - - var program = material.program; - - if ( ! program ) return; - - material.program = undefined; - - // only deallocate GL program if this was the last use of shared program - // assumed there is only single copy of any program in the _programs list - // (that's how it's constructed) - - var i, il, programInfo; - var deleteProgram = false; - - for ( i = 0, il = _programs.length; i < il; i ++ ) { - - programInfo = _programs[ i ]; - - if ( programInfo.program === program ) { - - programInfo.usedTimes --; - - if ( programInfo.usedTimes === 0 ) { - - deleteProgram = true; - - } - - break; - - } - - } - - if ( deleteProgram ) { - - // avoid using array.splice, this is costlier than creating new array from scratch - - var newPrograms = []; - - for ( i = 0, il = _programs.length; i < il; i ++ ) { - - programInfo = _programs[ i ]; - - if ( programInfo.program !== program ) { - - newPrograms.push( programInfo ); - - } - - } - - _programs = newPrograms; - - _gl.deleteProgram( program ); - - _this.info.memory.programs --; - - } - - }; - - // Rendering - - this.updateShadowMap = function ( scene, camera ) { - - _currentProgram = null; - _oldBlending = -1; - _oldDepthTest = -1; - _oldDepthWrite = -1; - _currentGeometryGroupHash = -1; - _currentMaterialId = -1; - _lightsNeedUpdate = true; - _oldDoubleSided = -1; - _oldFlipSided = -1; - - this.shadowMapPlugin.update( scene, camera ); - - }; - - // Internal functions - - // Buffer allocation - - function createParticleBuffers ( geometry ) { - - geometry.__webglVertexBuffer = _gl.createBuffer(); - geometry.__webglColorBuffer = _gl.createBuffer(); - - _this.info.geometries ++; - - }; - - function createLineBuffers ( geometry ) { - - geometry.__webglVertexBuffer = _gl.createBuffer(); - geometry.__webglColorBuffer = _gl.createBuffer(); - - _this.info.memory.geometries ++; - - }; - - function createRibbonBuffers ( geometry ) { - - geometry.__webglVertexBuffer = _gl.createBuffer(); - geometry.__webglColorBuffer = _gl.createBuffer(); - - _this.info.memory.geometries ++; - - }; - - function createMeshBuffers ( geometryGroup ) { - - geometryGroup.__webglVertexBuffer = _gl.createBuffer(); - geometryGroup.__webglNormalBuffer = _gl.createBuffer(); - geometryGroup.__webglTangentBuffer = _gl.createBuffer(); - geometryGroup.__webglColorBuffer = _gl.createBuffer(); - geometryGroup.__webglUVBuffer = _gl.createBuffer(); - geometryGroup.__webglUV2Buffer = _gl.createBuffer(); - - geometryGroup.__webglSkinVertexABuffer = _gl.createBuffer(); - geometryGroup.__webglSkinVertexBBuffer = _gl.createBuffer(); - geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer(); - geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer(); - - geometryGroup.__webglFaceBuffer = _gl.createBuffer(); - geometryGroup.__webglLineBuffer = _gl.createBuffer(); - - var m, ml; - - if ( geometryGroup.numMorphTargets ) { - - geometryGroup.__webglMorphTargetsBuffers = []; - - for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) { - - geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() ); - - } - - } - - if ( geometryGroup.numMorphNormals ) { - - geometryGroup.__webglMorphNormalsBuffers = []; - - for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) { - - geometryGroup.__webglMorphNormalsBuffers.push( _gl.createBuffer() ); - - } - - } - - _this.info.memory.geometries ++; - - }; - - // Buffer deallocation - - function deleteParticleBuffers ( geometry ) { - - _gl.deleteBuffer( geometry.__webglVertexBuffer ); - _gl.deleteBuffer( geometry.__webglColorBuffer ); - - _this.info.memory.geometries --; - - }; - - function deleteLineBuffers ( geometry ) { - - _gl.deleteBuffer( geometry.__webglVertexBuffer ); - _gl.deleteBuffer( geometry.__webglColorBuffer ); - - _this.info.memory.geometries --; - - }; - - function deleteRibbonBuffers ( geometry ) { - - _gl.deleteBuffer( geometry.__webglVertexBuffer ); - _gl.deleteBuffer( geometry.__webglColorBuffer ); - - _this.info.memory.geometries --; - - }; - - function deleteMeshBuffers ( geometryGroup ) { - - _gl.deleteBuffer( geometryGroup.__webglVertexBuffer ); - _gl.deleteBuffer( geometryGroup.__webglNormalBuffer ); - _gl.deleteBuffer( geometryGroup.__webglTangentBuffer ); - _gl.deleteBuffer( geometryGroup.__webglColorBuffer ); - _gl.deleteBuffer( geometryGroup.__webglUVBuffer ); - _gl.deleteBuffer( geometryGroup.__webglUV2Buffer ); - - _gl.deleteBuffer( geometryGroup.__webglSkinVertexABuffer ); - _gl.deleteBuffer( geometryGroup.__webglSkinVertexBBuffer ); - _gl.deleteBuffer( geometryGroup.__webglSkinIndicesBuffer ); - _gl.deleteBuffer( geometryGroup.__webglSkinWeightsBuffer ); - - _gl.deleteBuffer( geometryGroup.__webglFaceBuffer ); - _gl.deleteBuffer( geometryGroup.__webglLineBuffer ); - - var m, ml; - - if ( geometryGroup.numMorphTargets ) { - - for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) { - - _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] ); - - } - - } - - if ( geometryGroup.numMorphNormals ) { - - for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) { - - _gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] ); - - } - - } - - - if ( geometryGroup.__webglCustomAttributesList ) { - - for ( var id in geometryGroup.__webglCustomAttributesList ) { - - _gl.deleteBuffer( geometryGroup.__webglCustomAttributesList[ id ].buffer ); - - } - - } - - _this.info.memory.geometries --; - - }; - - // Buffer initialization - - function initCustomAttributes ( geometry, object ) { - - var nvertices = geometry.vertices.length; - - var material = object.material; - - if ( material.attributes ) { - - if ( geometry.__webglCustomAttributesList === undefined ) { - - geometry.__webglCustomAttributesList = []; - - } - - for ( var a in material.attributes ) { - - var attribute = material.attributes[ a ]; - - if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) { - - attribute.__webglInitialized = true; - - var size = 1; // "f" and "i" - - if ( attribute.type === "v2" ) size = 2; - else if ( attribute.type === "v3" ) size = 3; - else if ( attribute.type === "v4" ) size = 4; - else if ( attribute.type === "c" ) size = 3; - - attribute.size = size; - - attribute.array = new Float32Array( nvertices * size ); - - attribute.buffer = _gl.createBuffer(); - attribute.buffer.belongsToAttribute = a; - - attribute.needsUpdate = true; - - } - - geometry.__webglCustomAttributesList.push( attribute ); - - } - - } - - }; - - function initParticleBuffers ( geometry, object ) { - - var nvertices = geometry.vertices.length; - - geometry.__vertexArray = new Float32Array( nvertices * 3 ); - geometry.__colorArray = new Float32Array( nvertices * 3 ); - - geometry.__sortArray = []; - - geometry.__webglParticleCount = nvertices; - - initCustomAttributes ( geometry, object ); - - }; - - function initLineBuffers ( geometry, object ) { - - var nvertices = geometry.vertices.length; - - geometry.__vertexArray = new Float32Array( nvertices * 3 ); - geometry.__colorArray = new Float32Array( nvertices * 3 ); - - geometry.__webglLineCount = nvertices; - - initCustomAttributes ( geometry, object ); - - }; - - function initRibbonBuffers ( geometry ) { - - var nvertices = geometry.vertices.length; - - geometry.__vertexArray = new Float32Array( nvertices * 3 ); - geometry.__colorArray = new Float32Array( nvertices * 3 ); - - geometry.__webglVertexCount = nvertices; - - }; - - function initMeshBuffers ( geometryGroup, object ) { - - var geometry = object.geometry, - faces3 = geometryGroup.faces3, - faces4 = geometryGroup.faces4, - - nvertices = faces3.length * 3 + faces4.length * 4, - ntris = faces3.length * 1 + faces4.length * 2, - nlines = faces3.length * 3 + faces4.length * 4, - - material = getBufferMaterial( object, geometryGroup ), - - uvType = bufferGuessUVType( material ), - normalType = bufferGuessNormalType( material ), - vertexColorType = bufferGuessVertexColorType( material ); - - //console.log( "uvType", uvType, "normalType", normalType, "vertexColorType", vertexColorType, object, geometryGroup, material ); - - geometryGroup.__vertexArray = new Float32Array( nvertices * 3 ); - - if ( normalType ) { - - geometryGroup.__normalArray = new Float32Array( nvertices * 3 ); - - } - - if ( geometry.hasTangents ) { - - geometryGroup.__tangentArray = new Float32Array( nvertices * 4 ); - - } - - if ( vertexColorType ) { - - geometryGroup.__colorArray = new Float32Array( nvertices * 3 ); - - } - - if ( uvType ) { - - if ( geometry.faceUvs.length > 0 || geometry.faceVertexUvs.length > 0 ) { - - geometryGroup.__uvArray = new Float32Array( nvertices * 2 ); - - } - - if ( geometry.faceUvs.length > 1 || geometry.faceVertexUvs.length > 1 ) { - - geometryGroup.__uv2Array = new Float32Array( nvertices * 2 ); - - } - - } - - if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) { - - geometryGroup.__skinVertexAArray = new Float32Array( nvertices * 4 ); - geometryGroup.__skinVertexBArray = new Float32Array( nvertices * 4 ); - geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 ); - geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 ); - - } - - geometryGroup.__faceArray = new Uint16Array( ntris * 3 ); - geometryGroup.__lineArray = new Uint16Array( nlines * 2 ); - - var m, ml; - - if ( geometryGroup.numMorphTargets ) { - - geometryGroup.__morphTargetsArrays = []; - - for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) { - - geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) ); - - } - - } - - if ( geometryGroup.numMorphNormals ) { - - geometryGroup.__morphNormalsArrays = []; - - for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) { - - geometryGroup.__morphNormalsArrays.push( new Float32Array( nvertices * 3 ) ); - - } - - } - - geometryGroup.__webglFaceCount = ntris * 3; - geometryGroup.__webglLineCount = nlines * 2; - - - // custom attributes - - if ( material.attributes ) { - - if ( geometryGroup.__webglCustomAttributesList === undefined ) { - - geometryGroup.__webglCustomAttributesList = []; - - } - - for ( var a in material.attributes ) { - - // Do a shallow copy of the attribute object so different geometryGroup chunks use different - // attribute buffers which are correctly indexed in the setMeshBuffers function - - var originalAttribute = material.attributes[ a ]; - - var attribute = {}; - - for ( var property in originalAttribute ) { - - attribute[ property ] = originalAttribute[ property ]; - - } - - if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) { - - attribute.__webglInitialized = true; - - var size = 1; // "f" and "i" - - if( attribute.type === "v2" ) size = 2; - else if( attribute.type === "v3" ) size = 3; - else if( attribute.type === "v4" ) size = 4; - else if( attribute.type === "c" ) size = 3; - - attribute.size = size; - - attribute.array = new Float32Array( nvertices * size ); - - attribute.buffer = _gl.createBuffer(); - attribute.buffer.belongsToAttribute = a; - - originalAttribute.needsUpdate = true; - attribute.__original = originalAttribute; - - } - - geometryGroup.__webglCustomAttributesList.push( attribute ); - - } - - } - - geometryGroup.__inittedArrays = true; - - }; - - function getBufferMaterial( object, geometryGroup ) { - - if ( object.material && ! ( object.material instanceof THREE.MeshFaceMaterial ) ) { - - return object.material; - - } else if ( geometryGroup.materialIndex >= 0 ) { - - return object.geometry.materials[ geometryGroup.materialIndex ]; - - } - - }; - - function materialNeedsSmoothNormals ( material ) { - - return material && material.shading !== undefined && material.shading === THREE.SmoothShading; - - }; - - function bufferGuessNormalType ( material ) { - - // only MeshBasicMaterial and MeshDepthMaterial don't need normals - - if ( ( material instanceof THREE.MeshBasicMaterial && !material.envMap ) || material instanceof THREE.MeshDepthMaterial ) { - - return false; - - } - - if ( materialNeedsSmoothNormals( material ) ) { - - return THREE.SmoothShading; - - } else { - - return THREE.FlatShading; - - } - - }; - - function bufferGuessVertexColorType ( material ) { - - if ( material.vertexColors ) { - - return material.vertexColors; - - } - - return false; - - }; - - function bufferGuessUVType ( material ) { - - // material must use some texture to require uvs - - if ( material.map || material.lightMap || material.bumpMap || material.specularMap || material instanceof THREE.ShaderMaterial ) { - - return true; - - } - - return false; - - }; - - // - - function initDirectBuffers( geometry ) { - - var a, attribute, type; - - for ( a in geometry.attributes ) { - - if ( a === "index" ) { - - type = _gl.ELEMENT_ARRAY_BUFFER; - - } else { - - type = _gl.ARRAY_BUFFER; - - } - - attribute = geometry.attributes[ a ]; - - attribute.buffer = _gl.createBuffer(); - - _gl.bindBuffer( type, attribute.buffer ); - _gl.bufferData( type, attribute.array, _gl.STATIC_DRAW ); - - } - - }; - - // Buffer setting - - function setParticleBuffers ( geometry, hint, object ) { - - var v, c, vertex, offset, index, color, - - vertices = geometry.vertices, - vl = vertices.length, - - colors = geometry.colors, - cl = colors.length, - - vertexArray = geometry.__vertexArray, - colorArray = geometry.__colorArray, - - sortArray = geometry.__sortArray, - - dirtyVertices = geometry.verticesNeedUpdate, - dirtyElements = geometry.elementsNeedUpdate, - dirtyColors = geometry.colorsNeedUpdate, - - customAttributes = geometry.__webglCustomAttributesList, - i, il, - a, ca, cal, value, - customAttribute; - - if ( object.sortParticles ) { - - _projScreenMatrixPS.copy( _projScreenMatrix ); - _projScreenMatrixPS.multiplySelf( object.matrixWorld ); - - for ( v = 0; v < vl; v ++ ) { - - vertex = vertices[ v ]; - - _vector3.copy( vertex ); - _projScreenMatrixPS.multiplyVector3( _vector3 ); - - sortArray[ v ] = [ _vector3.z, v ]; - - } - - sortArray.sort( function( a, b ) { return b[ 0 ] - a[ 0 ]; } ); - - for ( v = 0; v < vl; v ++ ) { - - vertex = vertices[ sortArray[v][1] ]; - - offset = v * 3; - - vertexArray[ offset ] = vertex.x; - vertexArray[ offset + 1 ] = vertex.y; - vertexArray[ offset + 2 ] = vertex.z; - - } - - for ( c = 0; c < cl; c ++ ) { - - offset = c * 3; - - color = colors[ sortArray[c][1] ]; - - colorArray[ offset ] = color.r; - colorArray[ offset + 1 ] = color.g; - colorArray[ offset + 2 ] = color.b; - - } - - if ( customAttributes ) { - - for ( i = 0, il = customAttributes.length; i < il; i ++ ) { - - customAttribute = customAttributes[ i ]; - - if ( ! ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) ) continue; - - offset = 0; - - cal = customAttribute.value.length; - - if ( customAttribute.size === 1 ) { - - for ( ca = 0; ca < cal; ca ++ ) { - - index = sortArray[ ca ][ 1 ]; - - customAttribute.array[ ca ] = customAttribute.value[ index ]; - - } - - } else if ( customAttribute.size === 2 ) { - - for ( ca = 0; ca < cal; ca ++ ) { - - index = sortArray[ ca ][ 1 ]; - - value = customAttribute.value[ index ]; - - customAttribute.array[ offset ] = value.x; - customAttribute.array[ offset + 1 ] = value.y; - - offset += 2; - - } - - } else if ( customAttribute.size === 3 ) { - - if ( customAttribute.type === "c" ) { - - for ( ca = 0; ca < cal; ca ++ ) { - - index = sortArray[ ca ][ 1 ]; - - value = customAttribute.value[ index ]; - - customAttribute.array[ offset ] = value.r; - customAttribute.array[ offset + 1 ] = value.g; - customAttribute.array[ offset + 2 ] = value.b; - - offset += 3; - - } - - } else { - - for ( ca = 0; ca < cal; ca ++ ) { - - index = sortArray[ ca ][ 1 ]; - - value = customAttribute.value[ index ]; - - customAttribute.array[ offset ] = value.x; - customAttribute.array[ offset + 1 ] = value.y; - customAttribute.array[ offset + 2 ] = value.z; - - offset += 3; - - } - - } - - } else if ( customAttribute.size === 4 ) { - - for ( ca = 0; ca < cal; ca ++ ) { - - index = sortArray[ ca ][ 1 ]; - - value = customAttribute.value[ index ]; - - customAttribute.array[ offset ] = value.x; - customAttribute.array[ offset + 1 ] = value.y; - customAttribute.array[ offset + 2 ] = value.z; - customAttribute.array[ offset + 3 ] = value.w; - - offset += 4; - - } - - } - - } - - } - - } else { - - if ( dirtyVertices ) { - - for ( v = 0; v < vl; v ++ ) { - - vertex = vertices[ v ]; - - offset = v * 3; - - vertexArray[ offset ] = vertex.x; - vertexArray[ offset + 1 ] = vertex.y; - vertexArray[ offset + 2 ] = vertex.z; - - } - - } - - if ( dirtyColors ) { - - for ( c = 0; c < cl; c ++ ) { - - color = colors[ c ]; - - offset = c * 3; - - colorArray[ offset ] = color.r; - colorArray[ offset + 1 ] = color.g; - colorArray[ offset + 2 ] = color.b; - - } - - } - - if ( customAttributes ) { - - for ( i = 0, il = customAttributes.length; i < il; i ++ ) { - - customAttribute = customAttributes[ i ]; - - if ( customAttribute.needsUpdate && - ( customAttribute.boundTo === undefined || - customAttribute.boundTo === "vertices") ) { - - cal = customAttribute.value.length; - - offset = 0; - - if ( customAttribute.size === 1 ) { - - for ( ca = 0; ca < cal; ca ++ ) { - - customAttribute.array[ ca ] = customAttribute.value[ ca ]; - - } - - } else if ( customAttribute.size === 2 ) { - - for ( ca = 0; ca < cal; ca ++ ) { - - value = customAttribute.value[ ca ]; - - customAttribute.array[ offset ] = value.x; - customAttribute.array[ offset + 1 ] = value.y; - - offset += 2; - - } - - } else if ( customAttribute.size === 3 ) { - - if ( customAttribute.type === "c" ) { - - for ( ca = 0; ca < cal; ca ++ ) { - - value = customAttribute.value[ ca ]; - - customAttribute.array[ offset ] = value.r; - customAttribute.array[ offset + 1 ] = value.g; - customAttribute.array[ offset + 2 ] = value.b; - - offset += 3; - - } - - } else { - - for ( ca = 0; ca < cal; ca ++ ) { - - value = customAttribute.value[ ca ]; - - customAttribute.array[ offset ] = value.x; - customAttribute.array[ offset + 1 ] = value.y; - customAttribute.array[ offset + 2 ] = value.z; - - offset += 3; - - } - - } - - } else if ( customAttribute.size === 4 ) { - - for ( ca = 0; ca < cal; ca ++ ) { - - value = customAttribute.value[ ca ]; - - customAttribute.array[ offset ] = value.x; - customAttribute.array[ offset + 1 ] = value.y; - customAttribute.array[ offset + 2 ] = value.z; - customAttribute.array[ offset + 3 ] = value.w; - - offset += 4; - - } - - } - - } - - } - - } - - } - - if ( dirtyVertices || object.sortParticles ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer ); - _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint ); - - } - - if ( dirtyColors || object.sortParticles ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer ); - _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint ); - - } - - if ( customAttributes ) { - - for ( i = 0, il = customAttributes.length; i < il; i ++ ) { - - customAttribute = customAttributes[ i ]; - - if ( customAttribute.needsUpdate || object.sortParticles ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer ); - _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint ); - - } - - } - - } - - - }; - - function setLineBuffers ( geometry, hint ) { - - var v, c, vertex, offset, color, - - vertices = geometry.vertices, - colors = geometry.colors, - vl = vertices.length, - cl = colors.length, - - vertexArray = geometry.__vertexArray, - colorArray = geometry.__colorArray, - - dirtyVertices = geometry.verticesNeedUpdate, - dirtyColors = geometry.colorsNeedUpdate, - - customAttributes = geometry.__webglCustomAttributesList, - - i, il, - a, ca, cal, value, - customAttribute; - - if ( dirtyVertices ) { - - for ( v = 0; v < vl; v ++ ) { - - vertex = vertices[ v ]; - - offset = v * 3; - - vertexArray[ offset ] = vertex.x; - vertexArray[ offset + 1 ] = vertex.y; - vertexArray[ offset + 2 ] = vertex.z; - - } - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer ); - _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint ); - - } - - if ( dirtyColors ) { - - for ( c = 0; c < cl; c ++ ) { - - color = colors[ c ]; - - offset = c * 3; - - colorArray[ offset ] = color.r; - colorArray[ offset + 1 ] = color.g; - colorArray[ offset + 2 ] = color.b; - - } - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer ); - _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint ); - - } - - if ( customAttributes ) { - - for ( i = 0, il = customAttributes.length; i < il; i ++ ) { - - customAttribute = customAttributes[ i ]; - - if ( customAttribute.needsUpdate && - ( customAttribute.boundTo === undefined || - customAttribute.boundTo === "vertices" ) ) { - - offset = 0; - - cal = customAttribute.value.length; - - if ( customAttribute.size === 1 ) { - - for ( ca = 0; ca < cal; ca ++ ) { - - customAttribute.array[ ca ] = customAttribute.value[ ca ]; - - } - - } else if ( customAttribute.size === 2 ) { - - for ( ca = 0; ca < cal; ca ++ ) { - - value = customAttribute.value[ ca ]; - - customAttribute.array[ offset ] = value.x; - customAttribute.array[ offset + 1 ] = value.y; - - offset += 2; - - } - - } else if ( customAttribute.size === 3 ) { - - if ( customAttribute.type === "c" ) { - - for ( ca = 0; ca < cal; ca ++ ) { - - value = customAttribute.value[ ca ]; - - customAttribute.array[ offset ] = value.r; - customAttribute.array[ offset + 1 ] = value.g; - customAttribute.array[ offset + 2 ] = value.b; - - offset += 3; - - } - - } else { - - for ( ca = 0; ca < cal; ca ++ ) { - - value = customAttribute.value[ ca ]; - - customAttribute.array[ offset ] = value.x; - customAttribute.array[ offset + 1 ] = value.y; - customAttribute.array[ offset + 2 ] = value.z; - - offset += 3; - - } - - } - - } else if ( customAttribute.size === 4 ) { - - for ( ca = 0; ca < cal; ca ++ ) { - - value = customAttribute.value[ ca ]; - - customAttribute.array[ offset ] = value.x; - customAttribute.array[ offset + 1 ] = value.y; - customAttribute.array[ offset + 2 ] = value.z; - customAttribute.array[ offset + 3 ] = value.w; - - offset += 4; - - } - - } - - _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer ); - _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint ); - - } - - } - - } - - }; - - function setRibbonBuffers ( geometry, hint ) { - - var v, c, vertex, offset, color, - - vertices = geometry.vertices, - colors = geometry.colors, - vl = vertices.length, - cl = colors.length, - - vertexArray = geometry.__vertexArray, - colorArray = geometry.__colorArray, - - dirtyVertices = geometry.verticesNeedUpdate, - dirtyColors = geometry.colorsNeedUpdate; - - if ( dirtyVertices ) { - - for ( v = 0; v < vl; v ++ ) { - - vertex = vertices[ v ]; - - offset = v * 3; - - vertexArray[ offset ] = vertex.x; - vertexArray[ offset + 1 ] = vertex.y; - vertexArray[ offset + 2 ] = vertex.z; - - } - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer ); - _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint ); - - } - - if ( dirtyColors ) { - - for ( c = 0; c < cl; c ++ ) { - - color = colors[ c ]; - - offset = c * 3; - - colorArray[ offset ] = color.r; - colorArray[ offset + 1 ] = color.g; - colorArray[ offset + 2 ] = color.b; - - } - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer ); - _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint ); - - } - - }; - - function setMeshBuffers( geometryGroup, object, hint, dispose, material ) { - - if ( ! geometryGroup.__inittedArrays ) { - - // console.log( object ); - return; - - } - - var normalType = bufferGuessNormalType( material ), - vertexColorType = bufferGuessVertexColorType( material ), - uvType = bufferGuessUVType( material ), - - needsSmoothNormals = ( normalType === THREE.SmoothShading ); - - var f, fl, fi, face, - vertexNormals, faceNormal, normal, - vertexColors, faceColor, - vertexTangents, - uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, n1, n2, n3, n4, - c1, c2, c3, c4, - sw1, sw2, sw3, sw4, - si1, si2, si3, si4, - sa1, sa2, sa3, sa4, - sb1, sb2, sb3, sb4, - m, ml, i, il, - vn, uvi, uv2i, - vk, vkl, vka, - nka, chf, faceVertexNormals, - a, - - vertexIndex = 0, - - offset = 0, - offset_uv = 0, - offset_uv2 = 0, - offset_face = 0, - offset_normal = 0, - offset_tangent = 0, - offset_line = 0, - offset_color = 0, - offset_skin = 0, - offset_morphTarget = 0, - offset_custom = 0, - offset_customSrc = 0, - - value, - - vertexArray = geometryGroup.__vertexArray, - uvArray = geometryGroup.__uvArray, - uv2Array = geometryGroup.__uv2Array, - normalArray = geometryGroup.__normalArray, - tangentArray = geometryGroup.__tangentArray, - colorArray = geometryGroup.__colorArray, - - skinVertexAArray = geometryGroup.__skinVertexAArray, - skinVertexBArray = geometryGroup.__skinVertexBArray, - skinIndexArray = geometryGroup.__skinIndexArray, - skinWeightArray = geometryGroup.__skinWeightArray, - - morphTargetsArrays = geometryGroup.__morphTargetsArrays, - morphNormalsArrays = geometryGroup.__morphNormalsArrays, - - customAttributes = geometryGroup.__webglCustomAttributesList, - customAttribute, - - faceArray = geometryGroup.__faceArray, - lineArray = geometryGroup.__lineArray, - - geometry = object.geometry, // this is shared for all chunks - - dirtyVertices = geometry.verticesNeedUpdate, - dirtyElements = geometry.elementsNeedUpdate, - dirtyUvs = geometry.uvsNeedUpdate, - dirtyNormals = geometry.normalsNeedUpdate, - dirtyTangents = geometry.tangentsNeedUpdate, - dirtyColors = geometry.colorsNeedUpdate, - dirtyMorphTargets = geometry.morphTargetsNeedUpdate, - - vertices = geometry.vertices, - chunk_faces3 = geometryGroup.faces3, - chunk_faces4 = geometryGroup.faces4, - obj_faces = geometry.faces, - - obj_uvs = geometry.faceVertexUvs[ 0 ], - obj_uvs2 = geometry.faceVertexUvs[ 1 ], - - obj_colors = geometry.colors, - - obj_skinVerticesA = geometry.skinVerticesA, - obj_skinVerticesB = geometry.skinVerticesB, - obj_skinIndices = geometry.skinIndices, - obj_skinWeights = geometry.skinWeights, - - morphTargets = geometry.morphTargets, - morphNormals = geometry.morphNormals; - - if ( dirtyVertices ) { - - for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { - - face = obj_faces[ chunk_faces3[ f ] ]; - - v1 = vertices[ face.a ]; - v2 = vertices[ face.b ]; - v3 = vertices[ face.c ]; - - vertexArray[ offset ] = v1.x; - vertexArray[ offset + 1 ] = v1.y; - vertexArray[ offset + 2 ] = v1.z; - - vertexArray[ offset + 3 ] = v2.x; - vertexArray[ offset + 4 ] = v2.y; - vertexArray[ offset + 5 ] = v2.z; - - vertexArray[ offset + 6 ] = v3.x; - vertexArray[ offset + 7 ] = v3.y; - vertexArray[ offset + 8 ] = v3.z; - - offset += 9; - - } - - for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { - - face = obj_faces[ chunk_faces4[ f ] ]; - - v1 = vertices[ face.a ]; - v2 = vertices[ face.b ]; - v3 = vertices[ face.c ]; - v4 = vertices[ face.d ]; - - vertexArray[ offset ] = v1.x; - vertexArray[ offset + 1 ] = v1.y; - vertexArray[ offset + 2 ] = v1.z; - - vertexArray[ offset + 3 ] = v2.x; - vertexArray[ offset + 4 ] = v2.y; - vertexArray[ offset + 5 ] = v2.z; - - vertexArray[ offset + 6 ] = v3.x; - vertexArray[ offset + 7 ] = v3.y; - vertexArray[ offset + 8 ] = v3.z; - - vertexArray[ offset + 9 ] = v4.x; - vertexArray[ offset + 10 ] = v4.y; - vertexArray[ offset + 11 ] = v4.z; - - offset += 12; - - } - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer ); - _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint ); - - } - - if ( dirtyMorphTargets ) { - - for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) { - - offset_morphTarget = 0; - - for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { - - chf = chunk_faces3[ f ]; - face = obj_faces[ chf ]; - - // morph positions - - v1 = morphTargets[ vk ].vertices[ face.a ]; - v2 = morphTargets[ vk ].vertices[ face.b ]; - v3 = morphTargets[ vk ].vertices[ face.c ]; - - vka = morphTargetsArrays[ vk ]; - - vka[ offset_morphTarget ] = v1.x; - vka[ offset_morphTarget + 1 ] = v1.y; - vka[ offset_morphTarget + 2 ] = v1.z; - - vka[ offset_morphTarget + 3 ] = v2.x; - vka[ offset_morphTarget + 4 ] = v2.y; - vka[ offset_morphTarget + 5 ] = v2.z; - - vka[ offset_morphTarget + 6 ] = v3.x; - vka[ offset_morphTarget + 7 ] = v3.y; - vka[ offset_morphTarget + 8 ] = v3.z; - - // morph normals - - if ( material.morphNormals ) { - - if ( needsSmoothNormals ) { - - faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ]; - - n1 = faceVertexNormals.a; - n2 = faceVertexNormals.b; - n3 = faceVertexNormals.c; - - } else { - - n1 = morphNormals[ vk ].faceNormals[ chf ]; - n2 = n1; - n3 = n1; - - } - - nka = morphNormalsArrays[ vk ]; - - nka[ offset_morphTarget ] = n1.x; - nka[ offset_morphTarget + 1 ] = n1.y; - nka[ offset_morphTarget + 2 ] = n1.z; - - nka[ offset_morphTarget + 3 ] = n2.x; - nka[ offset_morphTarget + 4 ] = n2.y; - nka[ offset_morphTarget + 5 ] = n2.z; - - nka[ offset_morphTarget + 6 ] = n3.x; - nka[ offset_morphTarget + 7 ] = n3.y; - nka[ offset_morphTarget + 8 ] = n3.z; - - } - - // - - offset_morphTarget += 9; - - } - - for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { - - chf = chunk_faces4[ f ]; - face = obj_faces[ chf ]; - - // morph positions - - v1 = morphTargets[ vk ].vertices[ face.a ]; - v2 = morphTargets[ vk ].vertices[ face.b ]; - v3 = morphTargets[ vk ].vertices[ face.c ]; - v4 = morphTargets[ vk ].vertices[ face.d ]; - - vka = morphTargetsArrays[ vk ]; - - vka[ offset_morphTarget ] = v1.x; - vka[ offset_morphTarget + 1 ] = v1.y; - vka[ offset_morphTarget + 2 ] = v1.z; - - vka[ offset_morphTarget + 3 ] = v2.x; - vka[ offset_morphTarget + 4 ] = v2.y; - vka[ offset_morphTarget + 5 ] = v2.z; - - vka[ offset_morphTarget + 6 ] = v3.x; - vka[ offset_morphTarget + 7 ] = v3.y; - vka[ offset_morphTarget + 8 ] = v3.z; - - vka[ offset_morphTarget + 9 ] = v4.x; - vka[ offset_morphTarget + 10 ] = v4.y; - vka[ offset_morphTarget + 11 ] = v4.z; - - // morph normals - - if ( material.morphNormals ) { - - if ( needsSmoothNormals ) { - - faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ]; - - n1 = faceVertexNormals.a; - n2 = faceVertexNormals.b; - n3 = faceVertexNormals.c; - n4 = faceVertexNormals.d; - - } else { - - n1 = morphNormals[ vk ].faceNormals[ chf ]; - n2 = n1; - n3 = n1; - n4 = n1; - - } - - nka = morphNormalsArrays[ vk ]; - - nka[ offset_morphTarget ] = n1.x; - nka[ offset_morphTarget + 1 ] = n1.y; - nka[ offset_morphTarget + 2 ] = n1.z; - - nka[ offset_morphTarget + 3 ] = n2.x; - nka[ offset_morphTarget + 4 ] = n2.y; - nka[ offset_morphTarget + 5 ] = n2.z; - - nka[ offset_morphTarget + 6 ] = n3.x; - nka[ offset_morphTarget + 7 ] = n3.y; - nka[ offset_morphTarget + 8 ] = n3.z; - - nka[ offset_morphTarget + 9 ] = n4.x; - nka[ offset_morphTarget + 10 ] = n4.y; - nka[ offset_morphTarget + 11 ] = n4.z; - - } - - // - - offset_morphTarget += 12; - - } - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] ); - _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint ); - - if ( material.morphNormals ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ vk ] ); - _gl.bufferData( _gl.ARRAY_BUFFER, morphNormalsArrays[ vk ], hint ); - - } - - } - - } - - if ( obj_skinWeights.length ) { - - for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { - - face = obj_faces[ chunk_faces3[ f ] ]; - - // weights - - sw1 = obj_skinWeights[ face.a ]; - sw2 = obj_skinWeights[ face.b ]; - sw3 = obj_skinWeights[ face.c ]; - - skinWeightArray[ offset_skin ] = sw1.x; - skinWeightArray[ offset_skin + 1 ] = sw1.y; - skinWeightArray[ offset_skin + 2 ] = sw1.z; - skinWeightArray[ offset_skin + 3 ] = sw1.w; - - skinWeightArray[ offset_skin + 4 ] = sw2.x; - skinWeightArray[ offset_skin + 5 ] = sw2.y; - skinWeightArray[ offset_skin + 6 ] = sw2.z; - skinWeightArray[ offset_skin + 7 ] = sw2.w; - - skinWeightArray[ offset_skin + 8 ] = sw3.x; - skinWeightArray[ offset_skin + 9 ] = sw3.y; - skinWeightArray[ offset_skin + 10 ] = sw3.z; - skinWeightArray[ offset_skin + 11 ] = sw3.w; - - // indices - - si1 = obj_skinIndices[ face.a ]; - si2 = obj_skinIndices[ face.b ]; - si3 = obj_skinIndices[ face.c ]; - - skinIndexArray[ offset_skin ] = si1.x; - skinIndexArray[ offset_skin + 1 ] = si1.y; - skinIndexArray[ offset_skin + 2 ] = si1.z; - skinIndexArray[ offset_skin + 3 ] = si1.w; - - skinIndexArray[ offset_skin + 4 ] = si2.x; - skinIndexArray[ offset_skin + 5 ] = si2.y; - skinIndexArray[ offset_skin + 6 ] = si2.z; - skinIndexArray[ offset_skin + 7 ] = si2.w; - - skinIndexArray[ offset_skin + 8 ] = si3.x; - skinIndexArray[ offset_skin + 9 ] = si3.y; - skinIndexArray[ offset_skin + 10 ] = si3.z; - skinIndexArray[ offset_skin + 11 ] = si3.w; - - // vertices A - - sa1 = obj_skinVerticesA[ face.a ]; - sa2 = obj_skinVerticesA[ face.b ]; - sa3 = obj_skinVerticesA[ face.c ]; - - skinVertexAArray[ offset_skin ] = sa1.x; - skinVertexAArray[ offset_skin + 1 ] = sa1.y; - skinVertexAArray[ offset_skin + 2 ] = sa1.z; - skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader - - skinVertexAArray[ offset_skin + 4 ] = sa2.x; - skinVertexAArray[ offset_skin + 5 ] = sa2.y; - skinVertexAArray[ offset_skin + 6 ] = sa2.z; - skinVertexAArray[ offset_skin + 7 ] = 1; - - skinVertexAArray[ offset_skin + 8 ] = sa3.x; - skinVertexAArray[ offset_skin + 9 ] = sa3.y; - skinVertexAArray[ offset_skin + 10 ] = sa3.z; - skinVertexAArray[ offset_skin + 11 ] = 1; - - // vertices B - - sb1 = obj_skinVerticesB[ face.a ]; - sb2 = obj_skinVerticesB[ face.b ]; - sb3 = obj_skinVerticesB[ face.c ]; - - skinVertexBArray[ offset_skin ] = sb1.x; - skinVertexBArray[ offset_skin + 1 ] = sb1.y; - skinVertexBArray[ offset_skin + 2 ] = sb1.z; - skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader - - skinVertexBArray[ offset_skin + 4 ] = sb2.x; - skinVertexBArray[ offset_skin + 5 ] = sb2.y; - skinVertexBArray[ offset_skin + 6 ] = sb2.z; - skinVertexBArray[ offset_skin + 7 ] = 1; - - skinVertexBArray[ offset_skin + 8 ] = sb3.x; - skinVertexBArray[ offset_skin + 9 ] = sb3.y; - skinVertexBArray[ offset_skin + 10 ] = sb3.z; - skinVertexBArray[ offset_skin + 11 ] = 1; - - offset_skin += 12; - - } - - for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { - - face = obj_faces[ chunk_faces4[ f ] ]; - - // weights - - sw1 = obj_skinWeights[ face.a ]; - sw2 = obj_skinWeights[ face.b ]; - sw3 = obj_skinWeights[ face.c ]; - sw4 = obj_skinWeights[ face.d ]; - - skinWeightArray[ offset_skin ] = sw1.x; - skinWeightArray[ offset_skin + 1 ] = sw1.y; - skinWeightArray[ offset_skin + 2 ] = sw1.z; - skinWeightArray[ offset_skin + 3 ] = sw1.w; - - skinWeightArray[ offset_skin + 4 ] = sw2.x; - skinWeightArray[ offset_skin + 5 ] = sw2.y; - skinWeightArray[ offset_skin + 6 ] = sw2.z; - skinWeightArray[ offset_skin + 7 ] = sw2.w; - - skinWeightArray[ offset_skin + 8 ] = sw3.x; - skinWeightArray[ offset_skin + 9 ] = sw3.y; - skinWeightArray[ offset_skin + 10 ] = sw3.z; - skinWeightArray[ offset_skin + 11 ] = sw3.w; - - skinWeightArray[ offset_skin + 12 ] = sw4.x; - skinWeightArray[ offset_skin + 13 ] = sw4.y; - skinWeightArray[ offset_skin + 14 ] = sw4.z; - skinWeightArray[ offset_skin + 15 ] = sw4.w; - - // indices - - si1 = obj_skinIndices[ face.a ]; - si2 = obj_skinIndices[ face.b ]; - si3 = obj_skinIndices[ face.c ]; - si4 = obj_skinIndices[ face.d ]; - - skinIndexArray[ offset_skin ] = si1.x; - skinIndexArray[ offset_skin + 1 ] = si1.y; - skinIndexArray[ offset_skin + 2 ] = si1.z; - skinIndexArray[ offset_skin + 3 ] = si1.w; - - skinIndexArray[ offset_skin + 4 ] = si2.x; - skinIndexArray[ offset_skin + 5 ] = si2.y; - skinIndexArray[ offset_skin + 6 ] = si2.z; - skinIndexArray[ offset_skin + 7 ] = si2.w; - - skinIndexArray[ offset_skin + 8 ] = si3.x; - skinIndexArray[ offset_skin + 9 ] = si3.y; - skinIndexArray[ offset_skin + 10 ] = si3.z; - skinIndexArray[ offset_skin + 11 ] = si3.w; - - skinIndexArray[ offset_skin + 12 ] = si4.x; - skinIndexArray[ offset_skin + 13 ] = si4.y; - skinIndexArray[ offset_skin + 14 ] = si4.z; - skinIndexArray[ offset_skin + 15 ] = si4.w; - - // vertices A - - sa1 = obj_skinVerticesA[ face.a ]; - sa2 = obj_skinVerticesA[ face.b ]; - sa3 = obj_skinVerticesA[ face.c ]; - sa4 = obj_skinVerticesA[ face.d ]; - - skinVertexAArray[ offset_skin ] = sa1.x; - skinVertexAArray[ offset_skin + 1 ] = sa1.y; - skinVertexAArray[ offset_skin + 2 ] = sa1.z; - skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader - - skinVertexAArray[ offset_skin + 4 ] = sa2.x; - skinVertexAArray[ offset_skin + 5 ] = sa2.y; - skinVertexAArray[ offset_skin + 6 ] = sa2.z; - skinVertexAArray[ offset_skin + 7 ] = 1; - - skinVertexAArray[ offset_skin + 8 ] = sa3.x; - skinVertexAArray[ offset_skin + 9 ] = sa3.y; - skinVertexAArray[ offset_skin + 10 ] = sa3.z; - skinVertexAArray[ offset_skin + 11 ] = 1; - - skinVertexAArray[ offset_skin + 12 ] = sa4.x; - skinVertexAArray[ offset_skin + 13 ] = sa4.y; - skinVertexAArray[ offset_skin + 14 ] = sa4.z; - skinVertexAArray[ offset_skin + 15 ] = 1; - - // vertices B - - sb1 = obj_skinVerticesB[ face.a ]; - sb2 = obj_skinVerticesB[ face.b ]; - sb3 = obj_skinVerticesB[ face.c ]; - sb4 = obj_skinVerticesB[ face.d ]; - - skinVertexBArray[ offset_skin ] = sb1.x; - skinVertexBArray[ offset_skin + 1 ] = sb1.y; - skinVertexBArray[ offset_skin + 2 ] = sb1.z; - skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader - - skinVertexBArray[ offset_skin + 4 ] = sb2.x; - skinVertexBArray[ offset_skin + 5 ] = sb2.y; - skinVertexBArray[ offset_skin + 6 ] = sb2.z; - skinVertexBArray[ offset_skin + 7 ] = 1; - - skinVertexBArray[ offset_skin + 8 ] = sb3.x; - skinVertexBArray[ offset_skin + 9 ] = sb3.y; - skinVertexBArray[ offset_skin + 10 ] = sb3.z; - skinVertexBArray[ offset_skin + 11 ] = 1; - - skinVertexBArray[ offset_skin + 12 ] = sb4.x; - skinVertexBArray[ offset_skin + 13 ] = sb4.y; - skinVertexBArray[ offset_skin + 14 ] = sb4.z; - skinVertexBArray[ offset_skin + 15 ] = 1; - - offset_skin += 16; - - } - - if ( offset_skin > 0 ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer ); - _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexAArray, hint ); - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer ); - _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexBArray, hint ); - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer ); - _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint ); - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer ); - _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint ); - - } - - } - - if ( dirtyColors && vertexColorType ) { - - for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { - - face = obj_faces[ chunk_faces3[ f ] ]; - - vertexColors = face.vertexColors; - faceColor = face.color; - - if ( vertexColors.length === 3 && vertexColorType === THREE.VertexColors ) { - - c1 = vertexColors[ 0 ]; - c2 = vertexColors[ 1 ]; - c3 = vertexColors[ 2 ]; - - } else { - - c1 = faceColor; - c2 = faceColor; - c3 = faceColor; - - } - - colorArray[ offset_color ] = c1.r; - colorArray[ offset_color + 1 ] = c1.g; - colorArray[ offset_color + 2 ] = c1.b; - - colorArray[ offset_color + 3 ] = c2.r; - colorArray[ offset_color + 4 ] = c2.g; - colorArray[ offset_color + 5 ] = c2.b; - - colorArray[ offset_color + 6 ] = c3.r; - colorArray[ offset_color + 7 ] = c3.g; - colorArray[ offset_color + 8 ] = c3.b; - - offset_color += 9; - - } - - for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { - - face = obj_faces[ chunk_faces4[ f ] ]; - - vertexColors = face.vertexColors; - faceColor = face.color; - - if ( vertexColors.length === 4 && vertexColorType === THREE.VertexColors ) { - - c1 = vertexColors[ 0 ]; - c2 = vertexColors[ 1 ]; - c3 = vertexColors[ 2 ]; - c4 = vertexColors[ 3 ]; - - } else { - - c1 = faceColor; - c2 = faceColor; - c3 = faceColor; - c4 = faceColor; - - } - - colorArray[ offset_color ] = c1.r; - colorArray[ offset_color + 1 ] = c1.g; - colorArray[ offset_color + 2 ] = c1.b; - - colorArray[ offset_color + 3 ] = c2.r; - colorArray[ offset_color + 4 ] = c2.g; - colorArray[ offset_color + 5 ] = c2.b; - - colorArray[ offset_color + 6 ] = c3.r; - colorArray[ offset_color + 7 ] = c3.g; - colorArray[ offset_color + 8 ] = c3.b; - - colorArray[ offset_color + 9 ] = c4.r; - colorArray[ offset_color + 10 ] = c4.g; - colorArray[ offset_color + 11 ] = c4.b; - - offset_color += 12; - - } - - if ( offset_color > 0 ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer ); - _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint ); - - } - - } - - if ( dirtyTangents && geometry.hasTangents ) { - - for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { - - face = obj_faces[ chunk_faces3[ f ] ]; - - vertexTangents = face.vertexTangents; - - t1 = vertexTangents[ 0 ]; - t2 = vertexTangents[ 1 ]; - t3 = vertexTangents[ 2 ]; - - tangentArray[ offset_tangent ] = t1.x; - tangentArray[ offset_tangent + 1 ] = t1.y; - tangentArray[ offset_tangent + 2 ] = t1.z; - tangentArray[ offset_tangent + 3 ] = t1.w; - - tangentArray[ offset_tangent + 4 ] = t2.x; - tangentArray[ offset_tangent + 5 ] = t2.y; - tangentArray[ offset_tangent + 6 ] = t2.z; - tangentArray[ offset_tangent + 7 ] = t2.w; - - tangentArray[ offset_tangent + 8 ] = t3.x; - tangentArray[ offset_tangent + 9 ] = t3.y; - tangentArray[ offset_tangent + 10 ] = t3.z; - tangentArray[ offset_tangent + 11 ] = t3.w; - - offset_tangent += 12; - - } - - for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { - - face = obj_faces[ chunk_faces4[ f ] ]; - - vertexTangents = face.vertexTangents; - - t1 = vertexTangents[ 0 ]; - t2 = vertexTangents[ 1 ]; - t3 = vertexTangents[ 2 ]; - t4 = vertexTangents[ 3 ]; - - tangentArray[ offset_tangent ] = t1.x; - tangentArray[ offset_tangent + 1 ] = t1.y; - tangentArray[ offset_tangent + 2 ] = t1.z; - tangentArray[ offset_tangent + 3 ] = t1.w; - - tangentArray[ offset_tangent + 4 ] = t2.x; - tangentArray[ offset_tangent + 5 ] = t2.y; - tangentArray[ offset_tangent + 6 ] = t2.z; - tangentArray[ offset_tangent + 7 ] = t2.w; - - tangentArray[ offset_tangent + 8 ] = t3.x; - tangentArray[ offset_tangent + 9 ] = t3.y; - tangentArray[ offset_tangent + 10 ] = t3.z; - tangentArray[ offset_tangent + 11 ] = t3.w; - - tangentArray[ offset_tangent + 12 ] = t4.x; - tangentArray[ offset_tangent + 13 ] = t4.y; - tangentArray[ offset_tangent + 14 ] = t4.z; - tangentArray[ offset_tangent + 15 ] = t4.w; - - offset_tangent += 16; - - } - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer ); - _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint ); - - } - - if ( dirtyNormals && normalType ) { - - for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { - - face = obj_faces[ chunk_faces3[ f ] ]; - - vertexNormals = face.vertexNormals; - faceNormal = face.normal; - - if ( vertexNormals.length === 3 && needsSmoothNormals ) { - - for ( i = 0; i < 3; i ++ ) { - - vn = vertexNormals[ i ]; - - normalArray[ offset_normal ] = vn.x; - normalArray[ offset_normal + 1 ] = vn.y; - normalArray[ offset_normal + 2 ] = vn.z; - - offset_normal += 3; - - } - - } else { - - for ( i = 0; i < 3; i ++ ) { - - normalArray[ offset_normal ] = faceNormal.x; - normalArray[ offset_normal + 1 ] = faceNormal.y; - normalArray[ offset_normal + 2 ] = faceNormal.z; - - offset_normal += 3; - - } - - } - - } - - for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { - - face = obj_faces[ chunk_faces4[ f ] ]; - - vertexNormals = face.vertexNormals; - faceNormal = face.normal; - - if ( vertexNormals.length === 4 && needsSmoothNormals ) { - - for ( i = 0; i < 4; i ++ ) { - - vn = vertexNormals[ i ]; - - normalArray[ offset_normal ] = vn.x; - normalArray[ offset_normal + 1 ] = vn.y; - normalArray[ offset_normal + 2 ] = vn.z; - - offset_normal += 3; - - } - - } else { - - for ( i = 0; i < 4; i ++ ) { - - normalArray[ offset_normal ] = faceNormal.x; - normalArray[ offset_normal + 1 ] = faceNormal.y; - normalArray[ offset_normal + 2 ] = faceNormal.z; - - offset_normal += 3; - - } - - } - - } - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer ); - _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint ); - - } - - if ( dirtyUvs && obj_uvs && uvType ) { - - for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { - - fi = chunk_faces3[ f ]; - - face = obj_faces[ fi ]; - uv = obj_uvs[ fi ]; - - if ( uv === undefined ) continue; - - for ( i = 0; i < 3; i ++ ) { - - uvi = uv[ i ]; - - uvArray[ offset_uv ] = uvi.u; - uvArray[ offset_uv + 1 ] = uvi.v; - - offset_uv += 2; - - } - - } - - for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { - - fi = chunk_faces4[ f ]; - - face = obj_faces[ fi ]; - uv = obj_uvs[ fi ]; - - if ( uv === undefined ) continue; - - for ( i = 0; i < 4; i ++ ) { - - uvi = uv[ i ]; - - uvArray[ offset_uv ] = uvi.u; - uvArray[ offset_uv + 1 ] = uvi.v; - - offset_uv += 2; - - } - - } - - if ( offset_uv > 0 ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer ); - _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint ); - - } - - } - - if ( dirtyUvs && obj_uvs2 && uvType ) { - - for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { - - fi = chunk_faces3[ f ]; - - face = obj_faces[ fi ]; - uv2 = obj_uvs2[ fi ]; - - if ( uv2 === undefined ) continue; - - for ( i = 0; i < 3; i ++ ) { - - uv2i = uv2[ i ]; - - uv2Array[ offset_uv2 ] = uv2i.u; - uv2Array[ offset_uv2 + 1 ] = uv2i.v; - - offset_uv2 += 2; - - } - - } - - for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { - - fi = chunk_faces4[ f ]; - - face = obj_faces[ fi ]; - uv2 = obj_uvs2[ fi ]; - - if ( uv2 === undefined ) continue; - - for ( i = 0; i < 4; i ++ ) { - - uv2i = uv2[ i ]; - - uv2Array[ offset_uv2 ] = uv2i.u; - uv2Array[ offset_uv2 + 1 ] = uv2i.v; - - offset_uv2 += 2; - - } - - } - - if ( offset_uv2 > 0 ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer ); - _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint ); - - } - - } - - if ( dirtyElements ) { - - for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { - - face = obj_faces[ chunk_faces3[ f ] ]; - - faceArray[ offset_face ] = vertexIndex; - faceArray[ offset_face + 1 ] = vertexIndex + 1; - faceArray[ offset_face + 2 ] = vertexIndex + 2; - - offset_face += 3; - - lineArray[ offset_line ] = vertexIndex; - lineArray[ offset_line + 1 ] = vertexIndex + 1; - - lineArray[ offset_line + 2 ] = vertexIndex; - lineArray[ offset_line + 3 ] = vertexIndex + 2; - - lineArray[ offset_line + 4 ] = vertexIndex + 1; - lineArray[ offset_line + 5 ] = vertexIndex + 2; - - offset_line += 6; - - vertexIndex += 3; - - } - - for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { - - face = obj_faces[ chunk_faces4[ f ] ]; - - faceArray[ offset_face ] = vertexIndex; - faceArray[ offset_face + 1 ] = vertexIndex + 1; - faceArray[ offset_face + 2 ] = vertexIndex + 3; - - faceArray[ offset_face + 3 ] = vertexIndex + 1; - faceArray[ offset_face + 4 ] = vertexIndex + 2; - faceArray[ offset_face + 5 ] = vertexIndex + 3; - - offset_face += 6; - - lineArray[ offset_line ] = vertexIndex; - lineArray[ offset_line + 1 ] = vertexIndex + 1; - - lineArray[ offset_line + 2 ] = vertexIndex; - lineArray[ offset_line + 3 ] = vertexIndex + 3; - - lineArray[ offset_line + 4 ] = vertexIndex + 1; - lineArray[ offset_line + 5 ] = vertexIndex + 2; - - lineArray[ offset_line + 6 ] = vertexIndex + 2; - lineArray[ offset_line + 7 ] = vertexIndex + 3; - - offset_line += 8; - - vertexIndex += 4; - - } - - _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer ); - _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint ); - - _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer ); - _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint ); - - } - - if ( customAttributes ) { - - for ( i = 0, il = customAttributes.length; i < il; i ++ ) { - - customAttribute = customAttributes[ i ]; - - if ( ! customAttribute.__original.needsUpdate ) continue; - - offset_custom = 0; - offset_customSrc = 0; - - if ( customAttribute.size === 1 ) { - - if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) { - - for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { - - face = obj_faces[ chunk_faces3[ f ] ]; - - customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ]; - customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ]; - customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ]; - - offset_custom += 3; - - } - - for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { - - face = obj_faces[ chunk_faces4[ f ] ]; - - customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ]; - customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ]; - customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ]; - customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ face.d ]; - - offset_custom += 4; - - } - - } else if ( customAttribute.boundTo === "faces" ) { - - for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { - - value = customAttribute.value[ chunk_faces3[ f ] ]; - - customAttribute.array[ offset_custom ] = value; - customAttribute.array[ offset_custom + 1 ] = value; - customAttribute.array[ offset_custom + 2 ] = value; - - offset_custom += 3; - - } - - for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { - - value = customAttribute.value[ chunk_faces4[ f ] ]; - - customAttribute.array[ offset_custom ] = value; - customAttribute.array[ offset_custom + 1 ] = value; - customAttribute.array[ offset_custom + 2 ] = value; - customAttribute.array[ offset_custom + 3 ] = value; - - offset_custom += 4; - - } - - } - - } else if ( customAttribute.size === 2 ) { - - if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) { - - for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { - - face = obj_faces[ chunk_faces3[ f ] ]; - - v1 = customAttribute.value[ face.a ]; - v2 = customAttribute.value[ face.b ]; - v3 = customAttribute.value[ face.c ]; - - customAttribute.array[ offset_custom ] = v1.x; - customAttribute.array[ offset_custom + 1 ] = v1.y; - - customAttribute.array[ offset_custom + 2 ] = v2.x; - customAttribute.array[ offset_custom + 3 ] = v2.y; - - customAttribute.array[ offset_custom + 4 ] = v3.x; - customAttribute.array[ offset_custom + 5 ] = v3.y; - - offset_custom += 6; - - } - - for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { - - face = obj_faces[ chunk_faces4[ f ] ]; - - v1 = customAttribute.value[ face.a ]; - v2 = customAttribute.value[ face.b ]; - v3 = customAttribute.value[ face.c ]; - v4 = customAttribute.value[ face.d ]; - - customAttribute.array[ offset_custom ] = v1.x; - customAttribute.array[ offset_custom + 1 ] = v1.y; - - customAttribute.array[ offset_custom + 2 ] = v2.x; - customAttribute.array[ offset_custom + 3 ] = v2.y; - - customAttribute.array[ offset_custom + 4 ] = v3.x; - customAttribute.array[ offset_custom + 5 ] = v3.y; - - customAttribute.array[ offset_custom + 6 ] = v4.x; - customAttribute.array[ offset_custom + 7 ] = v4.y; - - offset_custom += 8; - - } - - } else if ( customAttribute.boundTo === "faces" ) { - - for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { - - value = customAttribute.value[ chunk_faces3[ f ] ]; - - v1 = value; - v2 = value; - v3 = value; - - customAttribute.array[ offset_custom ] = v1.x; - customAttribute.array[ offset_custom + 1 ] = v1.y; - - customAttribute.array[ offset_custom + 2 ] = v2.x; - customAttribute.array[ offset_custom + 3 ] = v2.y; - - customAttribute.array[ offset_custom + 4 ] = v3.x; - customAttribute.array[ offset_custom + 5 ] = v3.y; - - offset_custom += 6; - - } - - for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { - - value = customAttribute.value[ chunk_faces4[ f ] ]; - - v1 = value; - v2 = value; - v3 = value; - v4 = value; - - customAttribute.array[ offset_custom ] = v1.x; - customAttribute.array[ offset_custom + 1 ] = v1.y; - - customAttribute.array[ offset_custom + 2 ] = v2.x; - customAttribute.array[ offset_custom + 3 ] = v2.y; - - customAttribute.array[ offset_custom + 4 ] = v3.x; - customAttribute.array[ offset_custom + 5 ] = v3.y; - - customAttribute.array[ offset_custom + 6 ] = v4.x; - customAttribute.array[ offset_custom + 7 ] = v4.y; - - offset_custom += 8; - - } - - } - - } else if ( customAttribute.size === 3 ) { - - var pp; - - if ( customAttribute.type === "c" ) { - - pp = [ "r", "g", "b" ]; - - } else { - - pp = [ "x", "y", "z" ]; - - } - - if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) { - - for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { - - face = obj_faces[ chunk_faces3[ f ] ]; - - v1 = customAttribute.value[ face.a ]; - v2 = customAttribute.value[ face.b ]; - v3 = customAttribute.value[ face.c ]; - - customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ]; - customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ]; - customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ]; - - customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ]; - customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ]; - customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ]; - - customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ]; - customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ]; - customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ]; - - offset_custom += 9; - - } - - for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { - - face = obj_faces[ chunk_faces4[ f ] ]; - - v1 = customAttribute.value[ face.a ]; - v2 = customAttribute.value[ face.b ]; - v3 = customAttribute.value[ face.c ]; - v4 = customAttribute.value[ face.d ]; - - customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ]; - customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ]; - customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ]; - - customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ]; - customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ]; - customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ]; - - customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ]; - customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ]; - customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ]; - - customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ]; - customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ]; - customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ]; - - offset_custom += 12; - - } - - } else if ( customAttribute.boundTo === "faces" ) { - - for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { - - value = customAttribute.value[ chunk_faces3[ f ] ]; - - v1 = value; - v2 = value; - v3 = value; - - customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ]; - customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ]; - customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ]; - - customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ]; - customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ]; - customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ]; - - customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ]; - customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ]; - customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ]; - - offset_custom += 9; - - } - - for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { - - value = customAttribute.value[ chunk_faces4[ f ] ]; - - v1 = value; - v2 = value; - v3 = value; - v4 = value; - - customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ]; - customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ]; - customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ]; - - customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ]; - customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ]; - customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ]; - - customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ]; - customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ]; - customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ]; - - customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ]; - customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ]; - customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ]; - - offset_custom += 12; - - } - - } else if ( customAttribute.boundTo === "faceVertices" ) { - - for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { - - value = customAttribute.value[ chunk_faces3[ f ] ]; - - v1 = value[ 0 ]; - v2 = value[ 1 ]; - v3 = value[ 2 ]; - - customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ]; - customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ]; - customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ]; - - customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ]; - customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ]; - customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ]; - - customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ]; - customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ]; - customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ]; - - offset_custom += 9; - - } - - for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { - - value = customAttribute.value[ chunk_faces4[ f ] ]; - - v1 = value[ 0 ]; - v2 = value[ 1 ]; - v3 = value[ 2 ]; - v4 = value[ 3 ]; - - customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ]; - customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ]; - customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ]; - - customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ]; - customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ]; - customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ]; - - customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ]; - customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ]; - customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ]; - - customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ]; - customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ]; - customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ]; - - offset_custom += 12; - - } - - } - - } else if ( customAttribute.size === 4 ) { - - if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) { - - for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { - - face = obj_faces[ chunk_faces3[ f ] ]; - - v1 = customAttribute.value[ face.a ]; - v2 = customAttribute.value[ face.b ]; - v3 = customAttribute.value[ face.c ]; - - customAttribute.array[ offset_custom ] = v1.x; - customAttribute.array[ offset_custom + 1 ] = v1.y; - customAttribute.array[ offset_custom + 2 ] = v1.z; - customAttribute.array[ offset_custom + 3 ] = v1.w; - - customAttribute.array[ offset_custom + 4 ] = v2.x; - customAttribute.array[ offset_custom + 5 ] = v2.y; - customAttribute.array[ offset_custom + 6 ] = v2.z; - customAttribute.array[ offset_custom + 7 ] = v2.w; - - customAttribute.array[ offset_custom + 8 ] = v3.x; - customAttribute.array[ offset_custom + 9 ] = v3.y; - customAttribute.array[ offset_custom + 10 ] = v3.z; - customAttribute.array[ offset_custom + 11 ] = v3.w; - - offset_custom += 12; - - } - - for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { - - face = obj_faces[ chunk_faces4[ f ] ]; - - v1 = customAttribute.value[ face.a ]; - v2 = customAttribute.value[ face.b ]; - v3 = customAttribute.value[ face.c ]; - v4 = customAttribute.value[ face.d ]; - - customAttribute.array[ offset_custom ] = v1.x; - customAttribute.array[ offset_custom + 1 ] = v1.y; - customAttribute.array[ offset_custom + 2 ] = v1.z; - customAttribute.array[ offset_custom + 3 ] = v1.w; - - customAttribute.array[ offset_custom + 4 ] = v2.x; - customAttribute.array[ offset_custom + 5 ] = v2.y; - customAttribute.array[ offset_custom + 6 ] = v2.z; - customAttribute.array[ offset_custom + 7 ] = v2.w; - - customAttribute.array[ offset_custom + 8 ] = v3.x; - customAttribute.array[ offset_custom + 9 ] = v3.y; - customAttribute.array[ offset_custom + 10 ] = v3.z; - customAttribute.array[ offset_custom + 11 ] = v3.w; - - customAttribute.array[ offset_custom + 12 ] = v4.x; - customAttribute.array[ offset_custom + 13 ] = v4.y; - customAttribute.array[ offset_custom + 14 ] = v4.z; - customAttribute.array[ offset_custom + 15 ] = v4.w; - - offset_custom += 16; - - } - - } else if ( customAttribute.boundTo === "faces" ) { - - for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { - - value = customAttribute.value[ chunk_faces3[ f ] ]; - - v1 = value; - v2 = value; - v3 = value; - - customAttribute.array[ offset_custom ] = v1.x; - customAttribute.array[ offset_custom + 1 ] = v1.y; - customAttribute.array[ offset_custom + 2 ] = v1.z; - customAttribute.array[ offset_custom + 3 ] = v1.w; - - customAttribute.array[ offset_custom + 4 ] = v2.x; - customAttribute.array[ offset_custom + 5 ] = v2.y; - customAttribute.array[ offset_custom + 6 ] = v2.z; - customAttribute.array[ offset_custom + 7 ] = v2.w; - - customAttribute.array[ offset_custom + 8 ] = v3.x; - customAttribute.array[ offset_custom + 9 ] = v3.y; - customAttribute.array[ offset_custom + 10 ] = v3.z; - customAttribute.array[ offset_custom + 11 ] = v3.w; - - offset_custom += 12; - - } - - for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { - - value = customAttribute.value[ chunk_faces4[ f ] ]; - - v1 = value; - v2 = value; - v3 = value; - v4 = value; - - customAttribute.array[ offset_custom ] = v1.x; - customAttribute.array[ offset_custom + 1 ] = v1.y; - customAttribute.array[ offset_custom + 2 ] = v1.z; - customAttribute.array[ offset_custom + 3 ] = v1.w; - - customAttribute.array[ offset_custom + 4 ] = v2.x; - customAttribute.array[ offset_custom + 5 ] = v2.y; - customAttribute.array[ offset_custom + 6 ] = v2.z; - customAttribute.array[ offset_custom + 7 ] = v2.w; - - customAttribute.array[ offset_custom + 8 ] = v3.x; - customAttribute.array[ offset_custom + 9 ] = v3.y; - customAttribute.array[ offset_custom + 10 ] = v3.z; - customAttribute.array[ offset_custom + 11 ] = v3.w; - - customAttribute.array[ offset_custom + 12 ] = v4.x; - customAttribute.array[ offset_custom + 13 ] = v4.y; - customAttribute.array[ offset_custom + 14 ] = v4.z; - customAttribute.array[ offset_custom + 15 ] = v4.w; - - offset_custom += 16; - - } - - } else if ( customAttribute.boundTo === "faceVertices" ) { - - for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { - - value = customAttribute.value[ chunk_faces3[ f ] ]; - - v1 = value[ 0 ]; - v2 = value[ 1 ]; - v3 = value[ 2 ]; - - customAttribute.array[ offset_custom ] = v1.x; - customAttribute.array[ offset_custom + 1 ] = v1.y; - customAttribute.array[ offset_custom + 2 ] = v1.z; - customAttribute.array[ offset_custom + 3 ] = v1.w; - - customAttribute.array[ offset_custom + 4 ] = v2.x; - customAttribute.array[ offset_custom + 5 ] = v2.y; - customAttribute.array[ offset_custom + 6 ] = v2.z; - customAttribute.array[ offset_custom + 7 ] = v2.w; - - customAttribute.array[ offset_custom + 8 ] = v3.x; - customAttribute.array[ offset_custom + 9 ] = v3.y; - customAttribute.array[ offset_custom + 10 ] = v3.z; - customAttribute.array[ offset_custom + 11 ] = v3.w; - - offset_custom += 12; - - } - - for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { - - value = customAttribute.value[ chunk_faces4[ f ] ]; - - v1 = value[ 0 ]; - v2 = value[ 1 ]; - v3 = value[ 2 ]; - v4 = value[ 3 ]; - - customAttribute.array[ offset_custom ] = v1.x; - customAttribute.array[ offset_custom + 1 ] = v1.y; - customAttribute.array[ offset_custom + 2 ] = v1.z; - customAttribute.array[ offset_custom + 3 ] = v1.w; - - customAttribute.array[ offset_custom + 4 ] = v2.x; - customAttribute.array[ offset_custom + 5 ] = v2.y; - customAttribute.array[ offset_custom + 6 ] = v2.z; - customAttribute.array[ offset_custom + 7 ] = v2.w; - - customAttribute.array[ offset_custom + 8 ] = v3.x; - customAttribute.array[ offset_custom + 9 ] = v3.y; - customAttribute.array[ offset_custom + 10 ] = v3.z; - customAttribute.array[ offset_custom + 11 ] = v3.w; - - customAttribute.array[ offset_custom + 12 ] = v4.x; - customAttribute.array[ offset_custom + 13 ] = v4.y; - customAttribute.array[ offset_custom + 14 ] = v4.z; - customAttribute.array[ offset_custom + 15 ] = v4.w; - - offset_custom += 16; - - } - - } - - } - - _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer ); - _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint ); - - } - - } - - if ( dispose ) { - - delete geometryGroup.__inittedArrays; - delete geometryGroup.__colorArray; - delete geometryGroup.__normalArray; - delete geometryGroup.__tangentArray; - delete geometryGroup.__uvArray; - delete geometryGroup.__uv2Array; - delete geometryGroup.__faceArray; - delete geometryGroup.__vertexArray; - delete geometryGroup.__lineArray; - delete geometryGroup.__skinVertexAArray; - delete geometryGroup.__skinVertexBArray; - delete geometryGroup.__skinIndexArray; - delete geometryGroup.__skinWeightArray; - - } - - }; - - function setDirectBuffers ( geometry, hint, dispose ) { - - var attributes = geometry.attributes; - - var index = attributes[ "index" ]; - var position = attributes[ "position" ]; - var normal = attributes[ "normal" ]; - var uv = attributes[ "uv" ]; - var color = attributes[ "color" ]; - var tangent = attributes[ "tangent" ]; - - if ( geometry.elementsNeedUpdate && index !== undefined ) { - - _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer ); - _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, index.array, hint ); - - } - - if ( geometry.verticesNeedUpdate && position !== undefined ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, position.buffer ); - _gl.bufferData( _gl.ARRAY_BUFFER, position.array, hint ); - - } - - if ( geometry.normalsNeedUpdate && normal !== undefined ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, normal.buffer ); - _gl.bufferData( _gl.ARRAY_BUFFER, normal.array, hint ); - - } - - if ( geometry.uvsNeedUpdate && uv !== undefined ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, uv.buffer ); - _gl.bufferData( _gl.ARRAY_BUFFER, uv.array, hint ); - - } - - if ( geometry.colorsNeedUpdate && color !== undefined ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, color.buffer ); - _gl.bufferData( _gl.ARRAY_BUFFER, color.array, hint ); - - } - - if ( geometry.tangentsNeedUpdate && tangent !== undefined ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, tangent.buffer ); - _gl.bufferData( _gl.ARRAY_BUFFER, tangent.array, hint ); - - } - - if ( dispose ) { - - for ( var i in geometry.attributes ) { - - delete geometry.attributes[ i ].array; - - } - - } - - }; - - // Buffer rendering - - this.renderBufferImmediate = function ( object, program, material ) { - - if ( object.hasPositions && ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer(); - if ( object.hasNormals && ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer(); - if ( object.hasUvs && ! object.__webglUvBuffer ) object.__webglUvBuffer = _gl.createBuffer(); - if ( object.hasColors && ! object.__webglColorBuffer ) object.__webglColorBuffer = _gl.createBuffer(); - - if ( object.hasPositions ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer ); - _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW ); - _gl.enableVertexAttribArray( program.attributes.position ); - _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 ); - - } - - if ( object.hasNormals ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer ); - - if ( material.shading === THREE.FlatShading ) { - - var nx, ny, nz, - nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz, - normalArray, - i, il = object.count * 3; - - for( i = 0; i < il; i += 9 ) { - - normalArray = object.normalArray; - - nax = normalArray[ i ]; - nay = normalArray[ i + 1 ]; - naz = normalArray[ i + 2 ]; - - nbx = normalArray[ i + 3 ]; - nby = normalArray[ i + 4 ]; - nbz = normalArray[ i + 5 ]; - - ncx = normalArray[ i + 6 ]; - ncy = normalArray[ i + 7 ]; - ncz = normalArray[ i + 8 ]; - - nx = ( nax + nbx + ncx ) / 3; - ny = ( nay + nby + ncy ) / 3; - nz = ( naz + nbz + ncz ) / 3; - - normalArray[ i ] = nx; - normalArray[ i + 1 ] = ny; - normalArray[ i + 2 ] = nz; - - normalArray[ i + 3 ] = nx; - normalArray[ i + 4 ] = ny; - normalArray[ i + 5 ] = nz; - - normalArray[ i + 6 ] = nx; - normalArray[ i + 7 ] = ny; - normalArray[ i + 8 ] = nz; - - } - - } - - _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW ); - _gl.enableVertexAttribArray( program.attributes.normal ); - _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 ); - - } - - if ( object.hasUvs && material.map ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglUvBuffer ); - _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW ); - _gl.enableVertexAttribArray( program.attributes.uv ); - _gl.vertexAttribPointer( program.attributes.uv, 2, _gl.FLOAT, false, 0, 0 ); - - } - - if ( object.hasColors && material.vertexColors !== THREE.NoColors ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglColorBuffer ); - _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW ); - _gl.enableVertexAttribArray( program.attributes.color ); - _gl.vertexAttribPointer( program.attributes.color, 3, _gl.FLOAT, false, 0, 0 ); - - } - - _gl.drawArrays( _gl.TRIANGLES, 0, object.count ); - - object.count = 0; - - }; - - this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) { - - if ( material.visible === false ) return; - - var program, attributes, linewidth, primitives, a, attribute; - - program = setProgram( camera, lights, fog, material, object ); - - attributes = program.attributes; - - var updateBuffers = false, - wireframeBit = material.wireframe ? 1 : 0, - geometryHash = ( geometry.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit; - - if ( geometryHash !== _currentGeometryGroupHash ) { - - _currentGeometryGroupHash = geometryHash; - updateBuffers = true; - - } - - // render mesh - - if ( object instanceof THREE.Mesh ) { - - var offsets = geometry.offsets; - - // if there is more than 1 chunk - // must set attribute pointers to use new offsets for each chunk - // even if geometry and materials didn't change - - if ( offsets.length > 1 ) updateBuffers = true; - - for ( var i = 0, il = offsets.length; i < il; ++ i ) { - - var startIndex = offsets[ i ].index; - - if ( updateBuffers ) { - - // vertices - - var position = geometry.attributes[ "position" ]; - var positionSize = position.itemSize; - - _gl.bindBuffer( _gl.ARRAY_BUFFER, position.buffer ); - _gl.vertexAttribPointer( attributes.position, positionSize, _gl.FLOAT, false, 0, startIndex * positionSize * 4 ); // 4 bytes per Float32 - - // normals - - var normal = geometry.attributes[ "normal" ]; - - if ( attributes.normal >= 0 && normal ) { - - var normalSize = normal.itemSize; - - _gl.bindBuffer( _gl.ARRAY_BUFFER, normal.buffer ); - _gl.vertexAttribPointer( attributes.normal, normalSize, _gl.FLOAT, false, 0, startIndex * normalSize * 4 ); - - } - - // uvs - - var uv = geometry.attributes[ "uv" ]; - - if ( attributes.uv >= 0 && uv ) { - - if ( uv.buffer ) { - - var uvSize = uv.itemSize; - - _gl.bindBuffer( _gl.ARRAY_BUFFER, uv.buffer ); - _gl.vertexAttribPointer( attributes.uv, uvSize, _gl.FLOAT, false, 0, startIndex * uvSize * 4 ); - - _gl.enableVertexAttribArray( attributes.uv ); - - } else { - - _gl.disableVertexAttribArray( attributes.uv ); - - } - - } - - // colors - - var color = geometry.attributes[ "color" ]; - - if ( attributes.color >= 0 && color ) { - - var colorSize = color.itemSize; - - _gl.bindBuffer( _gl.ARRAY_BUFFER, color.buffer ); - _gl.vertexAttribPointer( attributes.color, colorSize, _gl.FLOAT, false, 0, startIndex * colorSize * 4 ); - - } - - // tangents - - var tangent = geometry.attributes[ "tangent" ]; - - if ( attributes.tangent >= 0 && tangent ) { - - var tangentSize = tangent.itemSize; - - _gl.bindBuffer( _gl.ARRAY_BUFFER, tangent.buffer ); - _gl.vertexAttribPointer( attributes.tangent, tangentSize, _gl.FLOAT, false, 0, startIndex * tangentSize * 4 ); - - } - - // indices - - var index = geometry.attributes[ "index" ]; - - _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer ); - - } - - // render indexed triangles - - _gl.drawElements( _gl.TRIANGLES, offsets[ i ].count, _gl.UNSIGNED_SHORT, offsets[ i ].start * 2 ); // 2 bytes per Uint16 - - _this.info.render.calls ++; - _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared - _this.info.render.faces += offsets[ i ].count / 3; - - } - - } - - }; - - this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) { - - if ( material.visible === false ) return; - - var program, attributes, linewidth, primitives, a, attribute, i, il; - - program = setProgram( camera, lights, fog, material, object ); - - attributes = program.attributes; - - var updateBuffers = false, - wireframeBit = material.wireframe ? 1 : 0, - geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit; - - if ( geometryGroupHash !== _currentGeometryGroupHash ) { - - _currentGeometryGroupHash = geometryGroupHash; - updateBuffers = true; - - } - - // vertices - - if ( !material.morphTargets && attributes.position >= 0 ) { - - if ( updateBuffers ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer ); - _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 ); - - } - - } else { - - if ( object.morphTargetBase ) { - - setupMorphTargets( material, geometryGroup, object ); - - } - - } - - - if ( updateBuffers ) { - - // custom attributes - - // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers - - if ( geometryGroup.__webglCustomAttributesList ) { - - for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) { - - attribute = geometryGroup.__webglCustomAttributesList[ i ]; - - if( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer ); - _gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 ); - - } - - } - - } - - - // colors - - if ( attributes.color >= 0 ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer ); - _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 ); - - } - - // normals - - if ( attributes.normal >= 0 ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer ); - _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 ); - - } - - // tangents - - if ( attributes.tangent >= 0 ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer ); - _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 ); - - } - - // uvs - - if ( attributes.uv >= 0 ) { - - if ( geometryGroup.__webglUVBuffer ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer ); - _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 ); - - _gl.enableVertexAttribArray( attributes.uv ); - - } else { - - _gl.disableVertexAttribArray( attributes.uv ); - - } - - } - - if ( attributes.uv2 >= 0 ) { - - if ( geometryGroup.__webglUV2Buffer ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer ); - _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 ); - - _gl.enableVertexAttribArray( attributes.uv2 ); - - } else { - - _gl.disableVertexAttribArray( attributes.uv2 ); - - } - - } - - if ( material.skinning && - attributes.skinVertexA >= 0 && attributes.skinVertexB >= 0 && - attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer ); - _gl.vertexAttribPointer( attributes.skinVertexA, 4, _gl.FLOAT, false, 0, 0 ); - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer ); - _gl.vertexAttribPointer( attributes.skinVertexB, 4, _gl.FLOAT, false, 0, 0 ); - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer ); - _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 ); - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer ); - _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 ); - - } - - } - - // render mesh - - if ( object instanceof THREE.Mesh ) { - - // wireframe - - if ( material.wireframe ) { - - setLineWidth( material.wireframeLinewidth ); - - if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer ); - _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 ); - - // triangles - - } else { - - if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer ); - _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 ); - - } - - _this.info.render.calls ++; - _this.info.render.vertices += geometryGroup.__webglFaceCount; - _this.info.render.faces += geometryGroup.__webglFaceCount / 3; - - // render lines - - } else if ( object instanceof THREE.Line ) { - - primitives = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES; - - setLineWidth( material.linewidth ); - - _gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount ); - - _this.info.render.calls ++; - - // render particles - - } else if ( object instanceof THREE.ParticleSystem ) { - - _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount ); - - _this.info.render.calls ++; - _this.info.render.points += geometryGroup.__webglParticleCount; - - // render ribbon - - } else if ( object instanceof THREE.Ribbon ) { - - _gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webglVertexCount ); - - _this.info.render.calls ++; - - } - - }; - - function setupMorphTargets ( material, geometryGroup, object ) { - - // set base - - var attributes = material.program.attributes; - - if ( object.morphTargetBase !== -1 ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] ); - _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 ); - - } else if ( attributes.position >= 0 ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer ); - _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 ); - - } - - if ( object.morphTargetForcedOrder.length ) { - - // set forced order - - var m = 0; - var order = object.morphTargetForcedOrder; - var influences = object.morphTargetInfluences; - - while ( m < material.numSupportedMorphTargets && m < order.length ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] ); - _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 ); - - if ( material.morphNormals ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] ); - _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 ); - - } - - object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ]; - - m ++; - } - - } else { - - // find the most influencing - - var influence, activeInfluenceIndices = []; - var influences = object.morphTargetInfluences; - var i, il = influences.length; - - for ( i = 0; i < il; i ++ ) { - - influence = influences[ i ]; - - if ( influence > 0 ) { - - activeInfluenceIndices.push( [ i, influence ] ); - - } - - } - - if ( activeInfluenceIndices.length > material.numSupportedMorphTargets ) { - - activeInfluenceIndices.sort( numericalSort ); - activeInfluenceIndices.length = material.numSupportedMorphTargets; - - } else if ( activeInfluenceIndices.length > material.numSupportedMorphNormals ) { - - activeInfluenceIndices.sort( numericalSort ); - - } else if ( activeInfluenceIndices.length === 0 ) { - - activeInfluenceIndices.push( [ 0, 0 ] ); - - }; - - var influenceIndex, m = 0; - - while ( m < material.numSupportedMorphTargets ) { - - if ( activeInfluenceIndices[ m ] ) { - - influenceIndex = activeInfluenceIndices[ m ][ 0 ]; - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] ); - - _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 ); - - if ( material.morphNormals ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ] ); - _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 ); - - } - - object.__webglMorphTargetInfluences[ m ] = influences[ influenceIndex ]; - - } else { - - _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 ); - - if ( material.morphNormals ) { - - _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 ); - - } - - object.__webglMorphTargetInfluences[ m ] = 0; - - } - - m ++; - - } - - } - - // load updated influences uniform - - if ( material.program.uniforms.morphTargetInfluences !== null ) { - - _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences ); - - } - - }; - - // Sorting - - function painterSort ( a, b ) { - - return b.z - a.z; - - }; - - function numericalSort ( a, b ) { - - return b[ 1 ] - a[ 1 ]; - - }; - - - // Rendering - - this.render = function ( scene, camera, renderTarget, forceClear ) { - - if ( camera instanceof THREE.Camera === false ) { - - console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' ); - return; - - } - - var i, il, - - webglObject, object, - renderList, - - lights = scene.__lights, - fog = scene.fog; - - // reset caching for this frame - - _currentMaterialId = -1; - _lightsNeedUpdate = true; - - // update scene graph - - if ( this.autoUpdateScene ) scene.updateMatrixWorld(); - - // update camera matrices and frustum - - if ( camera.parent === undefined ) camera.updateMatrixWorld(); - - if ( ! camera._viewMatrixArray ) camera._viewMatrixArray = new Float32Array( 16 ); - if ( ! camera._projectionMatrixArray ) camera._projectionMatrixArray = new Float32Array( 16 ); - - camera.matrixWorldInverse.getInverse( camera.matrixWorld ); - - camera.matrixWorldInverse.flattenToArray( camera._viewMatrixArray ); - camera.projectionMatrix.flattenToArray( camera._projectionMatrixArray ); - - _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse ); - _frustum.setFromMatrix( _projScreenMatrix ); - - // update WebGL objects - - if ( this.autoUpdateObjects ) this.initWebGLObjects( scene ); - - // custom render plugins (pre pass) - - renderPlugins( this.renderPluginsPre, scene, camera ); - - // - - _this.info.render.calls = 0; - _this.info.render.vertices = 0; - _this.info.render.faces = 0; - _this.info.render.points = 0; - - this.setRenderTarget( renderTarget ); - - if ( this.autoClear || forceClear ) { - - this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil ); - - } - - // set matrices for regular objects (frustum culled) - - renderList = scene.__webglObjects; - - for ( i = 0, il = renderList.length; i < il; i ++ ) { - - webglObject = renderList[ i ]; - object = webglObject.object; - - webglObject.render = false; - - if ( object.visible ) { - - if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) { - - //object.matrixWorld.flattenToArray( object._modelMatrixArray ); - - setupMatrices( object, camera ); - - unrollBufferMaterial( webglObject ); - - webglObject.render = true; - - if ( this.sortObjects ) { - - if ( object.renderDepth ) { - - webglObject.z = object.renderDepth; - - } else { - - _vector3.copy( object.matrixWorld.getPosition() ); - _projScreenMatrix.multiplyVector3( _vector3 ); - - webglObject.z = _vector3.z; - - } - - } - - } - - } - - } - - if ( this.sortObjects ) { - - renderList.sort( painterSort ); - - } - - // set matrices for immediate objects - - renderList = scene.__webglObjectsImmediate; - - for ( i = 0, il = renderList.length; i < il; i ++ ) { - - webglObject = renderList[ i ]; - object = webglObject.object; - - if ( object.visible ) { - - /* - if ( object.matrixAutoUpdate ) { - - object.matrixWorld.flattenToArray( object._modelMatrixArray ); - - } - */ - - setupMatrices( object, camera ); - - unrollImmediateBufferMaterial( webglObject ); - - } - - } - - if ( scene.overrideMaterial ) { - - var material = scene.overrideMaterial; - - this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst ); - this.setDepthTest( material.depthTest ); - this.setDepthWrite( material.depthWrite ); - setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits ); - - renderObjects( scene.__webglObjects, false, "", camera, lights, fog, true, material ); - renderObjectsImmediate( scene.__webglObjectsImmediate, "", camera, lights, fog, false, material ); - - } else { - - // opaque pass (front-to-back order) - - this.setBlending( THREE.NormalBlending ); - - renderObjects( scene.__webglObjects, true, "opaque", camera, lights, fog, false ); - renderObjectsImmediate( scene.__webglObjectsImmediate, "opaque", camera, lights, fog, false ); - - // transparent pass (back-to-front order) - - renderObjects( scene.__webglObjects, false, "transparent", camera, lights, fog, true ); - renderObjectsImmediate( scene.__webglObjectsImmediate, "transparent", camera, lights, fog, true ); - - } - - // custom render plugins (post pass) - - renderPlugins( this.renderPluginsPost, scene, camera ); - - - // Generate mipmap if we're using any kind of mipmap filtering - - if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) { - - updateRenderTargetMipmap( renderTarget ); - - } - - // Ensure depth buffer writing is enabled so it can be cleared on next render - - this.setDepthTest( true ); - this.setDepthWrite( true ); - - // _gl.finish(); - - }; - - function renderPlugins( plugins, scene, camera ) { - - if ( ! plugins.length ) return; - - for ( var i = 0, il = plugins.length; i < il; i ++ ) { - - // reset state for plugin (to start from clean slate) - - _currentProgram = null; - _currentCamera = null; - - _oldBlending = -1; - _oldDepthTest = -1; - _oldDepthWrite = -1; - _oldDoubleSided = -1; - _oldFlipSided = -1; - _currentGeometryGroupHash = -1; - _currentMaterialId = -1; - - _lightsNeedUpdate = true; - - plugins[ i ].render( scene, camera, _currentWidth, _currentHeight ); - - // reset state after plugin (anything could have changed) - - _currentProgram = null; - _currentCamera = null; - - _oldBlending = -1; - _oldDepthTest = -1; - _oldDepthWrite = -1; - _oldDoubleSided = -1; - _oldFlipSided = -1; - _currentGeometryGroupHash = -1; - _currentMaterialId = -1; - - _lightsNeedUpdate = true; - - } - - }; - - function renderObjects ( renderList, reverse, materialType, camera, lights, fog, useBlending, overrideMaterial ) { - - var webglObject, object, buffer, material, start, end, delta; - - if ( reverse ) { - - start = renderList.length - 1; - end = -1; - delta = -1; - - } else { - - start = 0; - end = renderList.length; - delta = 1; - } - - for ( var i = start; i !== end; i += delta ) { - - webglObject = renderList[ i ]; - - if ( webglObject.render ) { - - object = webglObject.object; - buffer = webglObject.buffer; - - if ( overrideMaterial ) { - - material = overrideMaterial; - - } else { - - material = webglObject[ materialType ]; - - if ( ! material ) continue; - - if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst ); - - _this.setDepthTest( material.depthTest ); - _this.setDepthWrite( material.depthWrite ); - setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits ); - - } - - _this.setMaterialFaces( material ); - - if ( buffer instanceof THREE.BufferGeometry ) { - - _this.renderBufferDirect( camera, lights, fog, material, buffer, object ); - - } else { - - _this.renderBuffer( camera, lights, fog, material, buffer, object ); - - } - - } - - } - - }; - - function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) { - - var webglObject, object, material, program; - - for ( var i = 0, il = renderList.length; i < il; i ++ ) { - - webglObject = renderList[ i ]; - object = webglObject.object; - - if ( object.visible ) { - - if ( overrideMaterial ) { - - material = overrideMaterial; - - } else { - - material = webglObject[ materialType ]; - - if ( ! material ) continue; - - if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst ); - - _this.setDepthTest( material.depthTest ); - _this.setDepthWrite( material.depthWrite ); - setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits ); - - } - - _this.renderImmediateObject( camera, lights, fog, material, object ); - - } - - } - - }; - - this.renderImmediateObject = function ( camera, lights, fog, material, object ) { - - var program = setProgram( camera, lights, fog, material, object ); - - _currentGeometryGroupHash = -1; - - _this.setMaterialFaces( material ); - - if ( object.immediateRenderCallback ) { - - object.immediateRenderCallback( program, _gl, _frustum ); - - } else { - - object.render( function( object ) { _this.renderBufferImmediate( object, program, material ); } ); - - } - - }; - - function unrollImmediateBufferMaterial ( globject ) { - - var object = globject.object, - material = object.material; - - if ( material.transparent ) { - - globject.transparent = material; - globject.opaque = null; - - } else { - - globject.opaque = material; - globject.transparent = null; - - } - - }; - - function unrollBufferMaterial ( globject ) { - - var object = globject.object, - buffer = globject.buffer, - material, materialIndex, meshMaterial; - - meshMaterial = object.material; - - if ( meshMaterial instanceof THREE.MeshFaceMaterial ) { - - materialIndex = buffer.materialIndex; - - if ( materialIndex >= 0 ) { - - material = object.geometry.materials[ materialIndex ]; - - if ( material.transparent ) { - - globject.transparent = material; - globject.opaque = null; - - } else { - - globject.opaque = material; - globject.transparent = null; - - } - - } - - } else { - - material = meshMaterial; - - if ( material ) { - - if ( material.transparent ) { - - globject.transparent = material; - globject.opaque = null; - - } else { - - globject.opaque = material; - globject.transparent = null; - - } - - } - - } - - }; - - // Geometry splitting - - function sortFacesByMaterial ( geometry ) { - - var f, fl, face, materialIndex, vertices, - materialHash, groupHash, - hash_map = {}; - - var numMorphTargets = geometry.morphTargets.length; - var numMorphNormals = geometry.morphNormals.length; - - geometry.geometryGroups = {}; - - for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) { - - face = geometry.faces[ f ]; - materialIndex = face.materialIndex; - - materialHash = ( materialIndex !== undefined ) ? materialIndex : -1; - - if ( hash_map[ materialHash ] === undefined ) { - - hash_map[ materialHash ] = { 'hash': materialHash, 'counter': 0 }; - - } - - groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter; - - if ( geometry.geometryGroups[ groupHash ] === undefined ) { - - geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals }; - - } - - vertices = face instanceof THREE.Face3 ? 3 : 4; - - if ( geometry.geometryGroups[ groupHash ].vertices + vertices > 65535 ) { - - hash_map[ materialHash ].counter += 1; - groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter; - - if ( geometry.geometryGroups[ groupHash ] === undefined ) { - - geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals }; - - } - - } - - if ( face instanceof THREE.Face3 ) { - - geometry.geometryGroups[ groupHash ].faces3.push( f ); - - } else { - - geometry.geometryGroups[ groupHash ].faces4.push( f ); - - } - - geometry.geometryGroups[ groupHash ].vertices += vertices; - - } - - geometry.geometryGroupsList = []; - - for ( var g in geometry.geometryGroups ) { - - geometry.geometryGroups[ g ].id = _geometryGroupCounter ++; - - geometry.geometryGroupsList.push( geometry.geometryGroups[ g ] ); - - } - - }; - - // Objects refresh - - this.initWebGLObjects = function ( scene ) { - - if ( !scene.__webglObjects ) { - - scene.__webglObjects = []; - scene.__webglObjectsImmediate = []; - scene.__webglSprites = []; - scene.__webglFlares = []; - - } - - while ( scene.__objectsAdded.length ) { - - addObject( scene.__objectsAdded[ 0 ], scene ); - scene.__objectsAdded.splice( 0, 1 ); - - } - - while ( scene.__objectsRemoved.length ) { - - removeObject( scene.__objectsRemoved[ 0 ], scene ); - scene.__objectsRemoved.splice( 0, 1 ); - - } - - // update must be called after objects adding / removal - - for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) { - - updateObject( scene.__webglObjects[ o ].object ); - - } - - }; - - // Objects adding - - function addObject ( object, scene ) { - - var g, geometry, geometryGroup; - - if ( ! object.__webglInit ) { - - object.__webglInit = true; - - object._modelViewMatrix = new THREE.Matrix4(); - object._normalMatrix = new THREE.Matrix3(); - - if ( object instanceof THREE.Mesh ) { - - geometry = object.geometry; - - if ( geometry instanceof THREE.Geometry ) { - - if ( geometry.geometryGroups === undefined ) { - - sortFacesByMaterial( geometry ); - - } - - // create separate VBOs per geometry chunk - - for ( g in geometry.geometryGroups ) { - - geometryGroup = geometry.geometryGroups[ g ]; - - // initialise VBO on the first access - - if ( ! geometryGroup.__webglVertexBuffer ) { - - createMeshBuffers( geometryGroup ); - initMeshBuffers( geometryGroup, object ); - - geometry.verticesNeedUpdate = true; - geometry.morphTargetsNeedUpdate = true; - geometry.elementsNeedUpdate = true; - geometry.uvsNeedUpdate = true; - geometry.normalsNeedUpdate = true; - geometry.tangentsNeedUpdate = true; - geometry.colorsNeedUpdate = true; - - } - - } - - } else if ( geometry instanceof THREE.BufferGeometry ) { - - initDirectBuffers( geometry ); - - } - - } else if ( object instanceof THREE.Ribbon ) { - - geometry = object.geometry; - - if( ! geometry.__webglVertexBuffer ) { - - createRibbonBuffers( geometry ); - initRibbonBuffers( geometry ); - - geometry.verticesNeedUpdate = true; - geometry.colorsNeedUpdate = true; - - } - - } else if ( object instanceof THREE.Line ) { - - geometry = object.geometry; - - if( ! geometry.__webglVertexBuffer ) { - - createLineBuffers( geometry ); - initLineBuffers( geometry, object ); - - geometry.verticesNeedUpdate = true; - geometry.colorsNeedUpdate = true; - - } - - } else if ( object instanceof THREE.ParticleSystem ) { - - geometry = object.geometry; - - if ( ! geometry.__webglVertexBuffer ) { - - createParticleBuffers( geometry ); - initParticleBuffers( geometry, object ); - - geometry.verticesNeedUpdate = true; - geometry.colorsNeedUpdate = true; - - } - - } - - } - - if ( ! object.__webglActive ) { - - if ( object instanceof THREE.Mesh ) { - - geometry = object.geometry; - - if ( geometry instanceof THREE.BufferGeometry ) { - - addBuffer( scene.__webglObjects, geometry, object ); - - } else { - - for ( g in geometry.geometryGroups ) { - - geometryGroup = geometry.geometryGroups[ g ]; - - addBuffer( scene.__webglObjects, geometryGroup, object ); - - } - - } - - } else if ( object instanceof THREE.Ribbon || - object instanceof THREE.Line || - object instanceof THREE.ParticleSystem ) { - - geometry = object.geometry; - addBuffer( scene.__webglObjects, geometry, object ); - - } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) { - - addBufferImmediate( scene.__webglObjectsImmediate, object ); - - } else if ( object instanceof THREE.Sprite ) { - - scene.__webglSprites.push( object ); - - } else if ( object instanceof THREE.LensFlare ) { - - scene.__webglFlares.push( object ); - - } - - object.__webglActive = true; - - } - - }; - - function addBuffer ( objlist, buffer, object ) { - - objlist.push( - { - buffer: buffer, - object: object, - opaque: null, - transparent: null - } - ); - - }; - - function addBufferImmediate ( objlist, object ) { - - objlist.push( - { - object: object, - opaque: null, - transparent: null - } - ); - - }; - - // Objects updates - - function updateObject ( object ) { - - var geometry = object.geometry, - geometryGroup, customAttributesDirty, material; - - if ( object instanceof THREE.Mesh ) { - - if ( geometry instanceof THREE.BufferGeometry ) { - - if ( geometry.verticesNeedUpdate || geometry.elementsNeedUpdate || - geometry.uvsNeedUpdate || geometry.normalsNeedUpdate || - geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate ) { - - setDirectBuffers( geometry, _gl.DYNAMIC_DRAW, !geometry.dynamic ); - - } - - geometry.verticesNeedUpdate = false; - geometry.elementsNeedUpdate = false; - geometry.uvsNeedUpdate = false; - geometry.normalsNeedUpdate = false; - geometry.colorsNeedUpdate = false; - geometry.tangentsNeedUpdate = false; - - } else { - - // check all geometry groups - - for( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) { - - geometryGroup = geometry.geometryGroupsList[ i ]; - - material = getBufferMaterial( object, geometryGroup ); - - customAttributesDirty = material.attributes && areCustomAttributesDirty( material ); - - if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate || - geometry.uvsNeedUpdate || geometry.normalsNeedUpdate || - geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate || customAttributesDirty ) { - - setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, !geometry.dynamic, material ); - - } - - } - - geometry.verticesNeedUpdate = false; - geometry.morphTargetsNeedUpdate = false; - geometry.elementsNeedUpdate = false; - geometry.uvsNeedUpdate = false; - geometry.normalsNeedUpdate = false; - geometry.colorsNeedUpdate = false; - geometry.tangentsNeedUpdate = false; - - material.attributes && clearCustomAttributes( material ); - - } - - } else if ( object instanceof THREE.Ribbon ) { - - if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate ) { - - setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW ); - - } - - geometry.verticesNeedUpdate = false; - geometry.colorsNeedUpdate = false; - - } else if ( object instanceof THREE.Line ) { - - material = getBufferMaterial( object, geometryGroup ); - - customAttributesDirty = material.attributes && areCustomAttributesDirty( material ); - - if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || customAttributesDirty ) { - - setLineBuffers( geometry, _gl.DYNAMIC_DRAW ); - - } - - geometry.verticesNeedUpdate = false; - geometry.colorsNeedUpdate = false; - - material.attributes && clearCustomAttributes( material ); - - } else if ( object instanceof THREE.ParticleSystem ) { - - material = getBufferMaterial( object, geometryGroup ); - - customAttributesDirty = material.attributes && areCustomAttributesDirty( material ); - - if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || object.sortParticles || customAttributesDirty ) { - - setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object ); - - } - - geometry.verticesNeedUpdate = false; - geometry.colorsNeedUpdate = false; - - material.attributes && clearCustomAttributes( material ); - - } - - }; - - // Objects updates - custom attributes check - - function areCustomAttributesDirty ( material ) { - - for ( var a in material.attributes ) { - - if ( material.attributes[ a ].needsUpdate ) return true; - - } - - return false; - - }; - - function clearCustomAttributes ( material ) { - - for ( var a in material.attributes ) { - - material.attributes[ a ].needsUpdate = false; - - } - - }; - - // Objects removal - - function removeObject ( object, scene ) { - - if ( object instanceof THREE.Mesh || - object instanceof THREE.ParticleSystem || - object instanceof THREE.Ribbon || - object instanceof THREE.Line ) { - - removeInstances( scene.__webglObjects, object ); - - } else if ( object instanceof THREE.Sprite ) { - - removeInstancesDirect( scene.__webglSprites, object ); - - } else if ( object instanceof THREE.LensFlare ) { - - removeInstancesDirect( scene.__webglFlares, object ); - - } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) { - - removeInstances( scene.__webglObjectsImmediate, object ); - - } - - object.__webglActive = false; - - }; - - function removeInstances ( objlist, object ) { - - for ( var o = objlist.length - 1; o >= 0; o -- ) { - - if ( objlist[ o ].object === object ) { - - objlist.splice( o, 1 ); - - } - - } - - }; - - function removeInstancesDirect ( objlist, object ) { - - for ( var o = objlist.length - 1; o >= 0; o -- ) { - - if ( objlist[ o ] === object ) { - - objlist.splice( o, 1 ); - - } - - } - - }; - - // Materials - - this.initMaterial = function ( material, lights, fog, object ) { - - var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID; - - if ( material instanceof THREE.MeshDepthMaterial ) { - - shaderID = 'depth'; - - } else if ( material instanceof THREE.MeshNormalMaterial ) { - - shaderID = 'normal'; - - } else if ( material instanceof THREE.MeshBasicMaterial ) { - - shaderID = 'basic'; - - } else if ( material instanceof THREE.MeshLambertMaterial ) { - - shaderID = 'lambert'; - - } else if ( material instanceof THREE.MeshPhongMaterial ) { - - shaderID = 'phong'; - - } else if ( material instanceof THREE.LineBasicMaterial ) { - - shaderID = 'basic'; - - } else if ( material instanceof THREE.ParticleBasicMaterial ) { - - shaderID = 'particle_basic'; - - } - - if ( shaderID ) { - - setMaterialShaders( material, THREE.ShaderLib[ shaderID ] ); - - } - - // heuristics to create shader parameters according to lights in the scene - // (not to blow over maxLights budget) - - maxLightCount = allocateLights( lights ); - - maxShadows = allocateShadows( lights ); - - maxBones = allocateBones( object ); - - parameters = { - - map: !!material.map, - envMap: !!material.envMap, - lightMap: !!material.lightMap, - bumpMap: !!material.bumpMap, - specularMap: !!material.specularMap, - - vertexColors: material.vertexColors, - - fog: fog, - useFog: material.fog, - - sizeAttenuation: material.sizeAttenuation, - - skinning: material.skinning, - maxBones: maxBones, - useVertexTexture: _supportsBoneTextures && object && object.useVertexTexture, - boneTextureWidth: object && object.boneTextureWidth, - boneTextureHeight: object && object.boneTextureHeight, - - morphTargets: material.morphTargets, - morphNormals: material.morphNormals, - maxMorphTargets: this.maxMorphTargets, - maxMorphNormals: this.maxMorphNormals, - - maxDirLights: maxLightCount.directional, - maxPointLights: maxLightCount.point, - maxSpotLights: maxLightCount.spot, - - maxShadows: maxShadows, - shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow, - shadowMapSoft: this.shadowMapSoft, - shadowMapDebug: this.shadowMapDebug, - shadowMapCascade: this.shadowMapCascade, - - alphaTest: material.alphaTest, - metal: material.metal, - perPixel: material.perPixel, - wrapAround: material.wrapAround, - doubleSided: material.side === THREE.DoubleSide - - }; - - material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, parameters ); - - var attributes = material.program.attributes; - - if ( attributes.position >= 0 ) _gl.enableVertexAttribArray( attributes.position ); - if ( attributes.color >= 0 ) _gl.enableVertexAttribArray( attributes.color ); - if ( attributes.normal >= 0 ) _gl.enableVertexAttribArray( attributes.normal ); - if ( attributes.tangent >= 0 ) _gl.enableVertexAttribArray( attributes.tangent ); - - if ( material.skinning && - attributes.skinVertexA >=0 && attributes.skinVertexB >= 0 && - attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) { - - _gl.enableVertexAttribArray( attributes.skinVertexA ); - _gl.enableVertexAttribArray( attributes.skinVertexB ); - _gl.enableVertexAttribArray( attributes.skinIndex ); - _gl.enableVertexAttribArray( attributes.skinWeight ); - - } - - if ( material.attributes ) { - - for ( a in material.attributes ) { - - if( attributes[ a ] !== undefined && attributes[ a ] >= 0 ) _gl.enableVertexAttribArray( attributes[ a ] ); - - } - - } - - if ( material.morphTargets ) { - - material.numSupportedMorphTargets = 0; - - var id, base = "morphTarget"; - - for ( i = 0; i < this.maxMorphTargets; i ++ ) { - - id = base + i; - - if ( attributes[ id ] >= 0 ) { - - _gl.enableVertexAttribArray( attributes[ id ] ); - material.numSupportedMorphTargets ++; - - } - - } - - } - - if ( material.morphNormals ) { - - material.numSupportedMorphNormals = 0; - - var id, base = "morphNormal"; - - for ( i = 0; i < this.maxMorphNormals; i ++ ) { - - id = base + i; - - if ( attributes[ id ] >= 0 ) { - - _gl.enableVertexAttribArray( attributes[ id ] ); - material.numSupportedMorphNormals ++; - - } - - } - - } - - material.uniformsList = []; - - for ( u in material.uniforms ) { - - material.uniformsList.push( [ material.uniforms[ u ], u ] ); - - } - - }; - - function setMaterialShaders( material, shaders ) { - - material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms ); - material.vertexShader = shaders.vertexShader; - material.fragmentShader = shaders.fragmentShader; - - }; - - function setProgram( camera, lights, fog, material, object ) { - - if ( material.needsUpdate ) { - - if ( material.program ) _this.deallocateMaterial( material ); - - _this.initMaterial( material, lights, fog, object ); - material.needsUpdate = false; - - } - - if ( material.morphTargets ) { - - if ( ! object.__webglMorphTargetInfluences ) { - - object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets ); - - } - - } - - var refreshMaterial = false; - - var program = material.program, - p_uniforms = program.uniforms, - m_uniforms = material.uniforms; - - if ( program !== _currentProgram ) { - - _gl.useProgram( program ); - _currentProgram = program; - - refreshMaterial = true; - - } - - if ( material.id !== _currentMaterialId ) { - - _currentMaterialId = material.id; - refreshMaterial = true; - - } - - if ( refreshMaterial || camera !== _currentCamera ) { - - _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera._projectionMatrixArray ); - - if ( camera !== _currentCamera ) _currentCamera = camera; - - } - - if ( refreshMaterial ) { - - // refresh uniforms common to several materials - - if ( fog && material.fog ) { - - refreshUniformsFog( m_uniforms, fog ); - - } - - if ( material instanceof THREE.MeshPhongMaterial || - material instanceof THREE.MeshLambertMaterial || - material.lights ) { - - if ( _lightsNeedUpdate ) { - - setupLights( program, lights ); - _lightsNeedUpdate = false; - - } - - refreshUniformsLights( m_uniforms, _lights ); - - } - - if ( material instanceof THREE.MeshBasicMaterial || - material instanceof THREE.MeshLambertMaterial || - material instanceof THREE.MeshPhongMaterial ) { - - refreshUniformsCommon( m_uniforms, material ); - - } - - // refresh single material specific uniforms - - if ( material instanceof THREE.LineBasicMaterial ) { - - refreshUniformsLine( m_uniforms, material ); - - } else if ( material instanceof THREE.ParticleBasicMaterial ) { - - refreshUniformsParticle( m_uniforms, material ); - - } else if ( material instanceof THREE.MeshPhongMaterial ) { - - refreshUniformsPhong( m_uniforms, material ); - - } else if ( material instanceof THREE.MeshLambertMaterial ) { - - refreshUniformsLambert( m_uniforms, material ); - - } else if ( material instanceof THREE.MeshDepthMaterial ) { - - m_uniforms.mNear.value = camera.near; - m_uniforms.mFar.value = camera.far; - m_uniforms.opacity.value = material.opacity; - - } else if ( material instanceof THREE.MeshNormalMaterial ) { - - m_uniforms.opacity.value = material.opacity; - - } - - if ( object.receiveShadow && ! material._shadowPass ) { - - refreshUniformsShadow( m_uniforms, lights ); - - } - - // load common uniforms - - loadUniformsGeneric( program, material.uniformsList ); - - // load material specific uniforms - // (shader material also gets them for the sake of genericity) - - if ( material instanceof THREE.ShaderMaterial || - material instanceof THREE.MeshPhongMaterial || - material.envMap ) { - - if ( p_uniforms.cameraPosition !== null ) { - - var position = camera.matrixWorld.getPosition(); - _gl.uniform3f( p_uniforms.cameraPosition, position.x, position.y, position.z ); - - } - - } - - if ( material instanceof THREE.MeshPhongMaterial || - material instanceof THREE.MeshLambertMaterial || - material instanceof THREE.ShaderMaterial || - material.skinning ) { - - if ( p_uniforms.viewMatrix !== null ) { - - _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera._viewMatrixArray ); - - } - - } - - } - - if ( material.skinning ) { - - if ( _supportsBoneTextures && object.useVertexTexture ) { - - if ( p_uniforms.boneTexture !== null ) { - - // shadowMap texture array starts from 6 - // texture unit 12 should leave space for 6 shadowmaps - - var textureUnit = 12; - - _gl.uniform1i( p_uniforms.boneTexture, textureUnit ); - _this.setTexture( object.boneTexture, textureUnit ); - - } - - } else { - - if ( p_uniforms.boneGlobalMatrices !== null ) { - - _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.boneMatrices ); - - } - - } - - } - - loadUniformsMatrices( p_uniforms, object ); - - if ( p_uniforms.modelMatrix !== null ) { - - _gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements ); - - } - - return program; - - }; - - // Uniforms (refresh uniforms objects) - - function refreshUniformsCommon ( uniforms, material ) { - - uniforms.opacity.value = material.opacity; - - if ( _this.gammaInput ) { - - uniforms.diffuse.value.copyGammaToLinear( material.color ); - - } else { - - uniforms.diffuse.value = material.color; - - } - - uniforms.map.texture = material.map; - uniforms.lightMap.texture = material.lightMap; - uniforms.specularMap.texture = material.specularMap; - - if ( material.bumpMap ) { - - uniforms.bumpMap.texture = material.bumpMap; - uniforms.bumpScale.value = material.bumpScale; - - } - - // uv repeat and offset setting priorities - // 1. color map - // 2. specular map - // 3. bump map - - var uvScaleMap; - - if ( material.map ) { - - uvScaleMap = material.map; - - } else if ( material.specularMap ) { - - uvScaleMap = material.specularMap; - - } else if ( material.bumpMap ) { - - uvScaleMap = material.bumpMap; - - } - - if ( uvScaleMap !== undefined ) { - - var offset = uvScaleMap.offset; - var repeat = uvScaleMap.repeat; - - uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y ); - - } - - uniforms.envMap.texture = material.envMap; - uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : -1; - - if ( _this.gammaInput ) { - - //uniforms.reflectivity.value = material.reflectivity * material.reflectivity; - uniforms.reflectivity.value = material.reflectivity; - - } else { - - uniforms.reflectivity.value = material.reflectivity; - - } - - uniforms.refractionRatio.value = material.refractionRatio; - uniforms.combine.value = material.combine; - uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping; - - }; - - function refreshUniformsLine ( uniforms, material ) { - - uniforms.diffuse.value = material.color; - uniforms.opacity.value = material.opacity; - - }; - - function refreshUniformsParticle ( uniforms, material ) { - - uniforms.psColor.value = material.color; - uniforms.opacity.value = material.opacity; - uniforms.size.value = material.size; - uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this. - - uniforms.map.texture = material.map; - - }; - - function refreshUniformsFog ( uniforms, fog ) { - - uniforms.fogColor.value = fog.color; - - if ( fog instanceof THREE.Fog ) { - - uniforms.fogNear.value = fog.near; - uniforms.fogFar.value = fog.far; - - } else if ( fog instanceof THREE.FogExp2 ) { - - uniforms.fogDensity.value = fog.density; - - } - - }; - - function refreshUniformsPhong ( uniforms, material ) { - - uniforms.shininess.value = material.shininess; - - if ( _this.gammaInput ) { - - uniforms.ambient.value.copyGammaToLinear( material.ambient ); - uniforms.emissive.value.copyGammaToLinear( material.emissive ); - uniforms.specular.value.copyGammaToLinear( material.specular ); - - } else { - - uniforms.ambient.value = material.ambient; - uniforms.emissive.value = material.emissive; - uniforms.specular.value = material.specular; - - } - - if ( material.wrapAround ) { - - uniforms.wrapRGB.value.copy( material.wrapRGB ); - - } - - }; - - function refreshUniformsLambert ( uniforms, material ) { - - if ( _this.gammaInput ) { - - uniforms.ambient.value.copyGammaToLinear( material.ambient ); - uniforms.emissive.value.copyGammaToLinear( material.emissive ); - - } else { - - uniforms.ambient.value = material.ambient; - uniforms.emissive.value = material.emissive; - - } - - if ( material.wrapAround ) { - - uniforms.wrapRGB.value.copy( material.wrapRGB ); - - } - - }; - - function refreshUniformsLights ( uniforms, lights ) { - - uniforms.ambientLightColor.value = lights.ambient; - - uniforms.directionalLightColor.value = lights.directional.colors; - uniforms.directionalLightDirection.value = lights.directional.positions; - - uniforms.pointLightColor.value = lights.point.colors; - uniforms.pointLightPosition.value = lights.point.positions; - uniforms.pointLightDistance.value = lights.point.distances; - - uniforms.spotLightColor.value = lights.spot.colors; - uniforms.spotLightPosition.value = lights.spot.positions; - uniforms.spotLightDistance.value = lights.spot.distances; - uniforms.spotLightDirection.value = lights.spot.directions; - uniforms.spotLightAngle.value = lights.spot.angles; - uniforms.spotLightExponent.value = lights.spot.exponents; - - }; - - function refreshUniformsShadow ( uniforms, lights ) { - - if ( uniforms.shadowMatrix ) { - - var j = 0; - - for ( var i = 0, il = lights.length; i < il; i ++ ) { - - var light = lights[ i ]; - - if ( ! light.castShadow ) continue; - - if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) { - - uniforms.shadowMap.texture[ j ] = light.shadowMap; - uniforms.shadowMapSize.value[ j ] = light.shadowMapSize; - - uniforms.shadowMatrix.value[ j ] = light.shadowMatrix; - - uniforms.shadowDarkness.value[ j ] = light.shadowDarkness; - uniforms.shadowBias.value[ j ] = light.shadowBias; - - j ++; - - } - - } - - } - - }; - - // Uniforms (load to GPU) - - function loadUniformsMatrices ( uniforms, object ) { - - _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements ); - - if ( uniforms.normalMatrix ) { - - _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrix.elements ); - - } - - }; - - function loadUniformsGeneric ( program, uniforms ) { - - var uniform, value, type, location, texture, i, il, j, jl, offset; - - for ( j = 0, jl = uniforms.length; j < jl; j ++ ) { - - location = program.uniforms[ uniforms[ j ][ 1 ] ]; - if ( !location ) continue; - - uniform = uniforms[ j ][ 0 ]; - - type = uniform.type; - value = uniform.value; - - if ( type === "i" ) { // single integer - - _gl.uniform1i( location, value ); - - } else if ( type === "f" ) { // single float - - _gl.uniform1f( location, value ); - - } else if ( type === "v2" ) { // single THREE.Vector2 - - _gl.uniform2f( location, value.x, value.y ); - - } else if ( type === "v3" ) { // single THREE.Vector3 - - _gl.uniform3f( location, value.x, value.y, value.z ); - - } else if ( type === "v4" ) { // single THREE.Vector4 - - _gl.uniform4f( location, value.x, value.y, value.z, value.w ); - - } else if ( type === "c" ) { // single THREE.Color - - _gl.uniform3f( location, value.r, value.g, value.b ); - - } else if ( type === "iv1" ) { // flat array of integers (JS or typed array) - - _gl.uniform1iv( location, value ); - - } else if ( type === "iv" ) { // flat array of integers with 3 x N size (JS or typed array) - - _gl.uniform3iv( location, value ); - - } else if ( type === "fv1" ) { // flat array of floats (JS or typed array) - - _gl.uniform1fv( location, value ); - - } else if ( type === "fv" ) { // flat array of floats with 3 x N size (JS or typed array) - - _gl.uniform3fv( location, value ); - - } else if ( type === "v2v" ) { // array of THREE.Vector2 - - if ( uniform._array === undefined ) { - - uniform._array = new Float32Array( 2 * value.length ); - - } - - for ( i = 0, il = value.length; i < il; i ++ ) { - - offset = i * 2; - - uniform._array[ offset ] = value[ i ].x; - uniform._array[ offset + 1 ] = value[ i ].y; - - } - - _gl.uniform2fv( location, uniform._array ); - - } else if ( type === "v3v" ) { // array of THREE.Vector3 - - if ( uniform._array === undefined ) { - - uniform._array = new Float32Array( 3 * value.length ); - - } - - for ( i = 0, il = value.length; i < il; i ++ ) { - - offset = i * 3; - - uniform._array[ offset ] = value[ i ].x; - uniform._array[ offset + 1 ] = value[ i ].y; - uniform._array[ offset + 2 ] = value[ i ].z; - - } - - _gl.uniform3fv( location, uniform._array ); - - } else if ( type === "v4v" ) { // array of THREE.Vector4 - - if ( uniform._array === undefined ) { - - uniform._array = new Float32Array( 4 * value.length ); - - } - - for ( i = 0, il = value.length; i < il; i ++ ) { - - offset = i * 4; - - uniform._array[ offset ] = value[ i ].x; - uniform._array[ offset + 1 ] = value[ i ].y; - uniform._array[ offset + 2 ] = value[ i ].z; - uniform._array[ offset + 3 ] = value[ i ].w; - - } - - _gl.uniform4fv( location, uniform._array ); - - } else if ( type === "m4") { // single THREE.Matrix4 - - if ( uniform._array === undefined ) { - - uniform._array = new Float32Array( 16 ); - - } - - value.flattenToArray( uniform._array ); - _gl.uniformMatrix4fv( location, false, uniform._array ); - - } else if ( type === "m4v" ) { // array of THREE.Matrix4 - - if ( uniform._array === undefined ) { - - uniform._array = new Float32Array( 16 * value.length ); - - } - - for ( i = 0, il = value.length; i < il; i ++ ) { - - value[ i ].flattenToArrayOffset( uniform._array, i * 16 ); - - } - - _gl.uniformMatrix4fv( location, false, uniform._array ); - - } else if ( type === "t" ) { // single THREE.Texture (2d or cube) - - _gl.uniform1i( location, value ); - - texture = uniform.texture; - - if ( !texture ) continue; - - if ( texture.image instanceof Array && texture.image.length === 6 ) { - - setCubeTexture( texture, value ); - - } else if ( texture instanceof THREE.WebGLRenderTargetCube ) { - - setCubeTextureDynamic( texture, value ); - - } else { - - _this.setTexture( texture, value ); - - } - - } else if ( type === "tv" ) { // array of THREE.Texture (2d) - - if ( uniform._array === undefined ) { - - uniform._array = []; - - for( i = 0, il = uniform.texture.length; i < il; i ++ ) { - - uniform._array[ i ] = value + i; - - } - - } - - _gl.uniform1iv( location, uniform._array ); - - for( i = 0, il = uniform.texture.length; i < il; i ++ ) { - - texture = uniform.texture[ i ]; - - if ( !texture ) continue; - - _this.setTexture( texture, uniform._array[ i ] ); - - } - - } - - } - - }; - - function setupMatrices ( object, camera ) { - - object._modelViewMatrix.multiply( camera.matrixWorldInverse, object.matrixWorld ); - - object._normalMatrix.getInverse( object._modelViewMatrix ); - object._normalMatrix.transpose(); - - }; - - function setupLights ( program, lights ) { - - var l, ll, light, n, - r = 0, g = 0, b = 0, - color, position, intensity, distance, - - zlights = _lights, - - dcolors = zlights.directional.colors, - dpositions = zlights.directional.positions, - - pcolors = zlights.point.colors, - ppositions = zlights.point.positions, - pdistances = zlights.point.distances, - - scolors = zlights.spot.colors, - spositions = zlights.spot.positions, - sdistances = zlights.spot.distances, - sdirections = zlights.spot.directions, - sangles = zlights.spot.angles, - sexponents = zlights.spot.exponents, - - dlength = 0, - plength = 0, - slength = 0, - - doffset = 0, - poffset = 0, - soffset = 0; - - for ( l = 0, ll = lights.length; l < ll; l ++ ) { - - light = lights[ l ]; - - if ( light.onlyShadow || ! light.visible ) continue; - - color = light.color; - intensity = light.intensity; - distance = light.distance; - - if ( light instanceof THREE.AmbientLight ) { - - if ( _this.gammaInput ) { - - r += color.r * color.r; - g += color.g * color.g; - b += color.b * color.b; - - } else { - - r += color.r; - g += color.g; - b += color.b; - - } - - } else if ( light instanceof THREE.DirectionalLight ) { - - doffset = dlength * 3; - - if ( _this.gammaInput ) { - - dcolors[ doffset ] = color.r * color.r * intensity * intensity; - dcolors[ doffset + 1 ] = color.g * color.g * intensity * intensity; - dcolors[ doffset + 2 ] = color.b * color.b * intensity * intensity; - - } else { - - dcolors[ doffset ] = color.r * intensity; - dcolors[ doffset + 1 ] = color.g * intensity; - dcolors[ doffset + 2 ] = color.b * intensity; - - } - - _direction.copy( light.matrixWorld.getPosition() ); - _direction.subSelf( light.target.matrixWorld.getPosition() ); - _direction.normalize(); - - dpositions[ doffset ] = _direction.x; - dpositions[ doffset + 1 ] = _direction.y; - dpositions[ doffset + 2 ] = _direction.z; - - dlength += 1; - - } else if( light instanceof THREE.PointLight ) { - - poffset = plength * 3; - - if ( _this.gammaInput ) { - - pcolors[ poffset ] = color.r * color.r * intensity * intensity; - pcolors[ poffset + 1 ] = color.g * color.g * intensity * intensity; - pcolors[ poffset + 2 ] = color.b * color.b * intensity * intensity; - - } else { - - pcolors[ poffset ] = color.r * intensity; - pcolors[ poffset + 1 ] = color.g * intensity; - pcolors[ poffset + 2 ] = color.b * intensity; - - } - - position = light.matrixWorld.getPosition(); - - ppositions[ poffset ] = position.x; - ppositions[ poffset + 1 ] = position.y; - ppositions[ poffset + 2 ] = position.z; - - pdistances[ plength ] = distance; - - plength += 1; - - } else if( light instanceof THREE.SpotLight ) { - - soffset = slength * 3; - - if ( _this.gammaInput ) { - - scolors[ soffset ] = color.r * color.r * intensity * intensity; - scolors[ soffset + 1 ] = color.g * color.g * intensity * intensity; - scolors[ soffset + 2 ] = color.b * color.b * intensity * intensity; - - } else { - - scolors[ soffset ] = color.r * intensity; - scolors[ soffset + 1 ] = color.g * intensity; - scolors[ soffset + 2 ] = color.b * intensity; - - } - - position = light.matrixWorld.getPosition(); - - spositions[ soffset ] = position.x; - spositions[ soffset + 1 ] = position.y; - spositions[ soffset + 2 ] = position.z; - - sdistances[ slength ] = distance; - - _direction.copy( position ); - _direction.subSelf( light.target.matrixWorld.getPosition() ); - _direction.normalize(); - - sdirections[ soffset ] = _direction.x; - sdirections[ soffset + 1 ] = _direction.y; - sdirections[ soffset + 2 ] = _direction.z; - - sangles[ slength ] = Math.cos( light.angle ); - sexponents[ slength ] = light.exponent; - - slength += 1; - - } - - } - - // null eventual remains from removed lights - // (this is to avoid if in shader) - - for ( l = dlength * 3, ll = dcolors.length; l < ll; l ++ ) dcolors[ l ] = 0.0; - for ( l = plength * 3, ll = pcolors.length; l < ll; l ++ ) pcolors[ l ] = 0.0; - for ( l = slength * 3, ll = scolors.length; l < ll; l ++ ) scolors[ l ] = 0.0; - - zlights.directional.length = dlength; - zlights.point.length = plength; - zlights.spot.length = slength; - - zlights.ambient[ 0 ] = r; - zlights.ambient[ 1 ] = g; - zlights.ambient[ 2 ] = b; - - }; - - // GL state setting - - this.setFaceCulling = function ( cullFace, frontFace ) { - - if ( cullFace ) { - - if ( !frontFace || frontFace === "ccw" ) { - - _gl.frontFace( _gl.CCW ); - - } else { - - _gl.frontFace( _gl.CW ); - - } - - if( cullFace === "back" ) { - - _gl.cullFace( _gl.BACK ); - - } else if( cullFace === "front" ) { - - _gl.cullFace( _gl.FRONT ); - - } else { - - _gl.cullFace( _gl.FRONT_AND_BACK ); - - } - - _gl.enable( _gl.CULL_FACE ); - - } else { - - _gl.disable( _gl.CULL_FACE ); - - } - - }; - - this.setMaterialFaces = function ( material ) { - - var doubleSided = material.side === THREE.DoubleSide; - var flipSided = material.side === THREE.BackSide; - - if ( _oldDoubleSided !== doubleSided ) { - - if ( doubleSided ) { - - _gl.disable( _gl.CULL_FACE ); - - } else { - - _gl.enable( _gl.CULL_FACE ); - - } - - _oldDoubleSided = doubleSided; - - } - - if ( _oldFlipSided !== flipSided ) { - - if ( flipSided ) { - - _gl.frontFace( _gl.CW ); - - } else { - - _gl.frontFace( _gl.CCW ); - - } - - _oldFlipSided = flipSided; - - } - - }; - - this.setDepthTest = function ( depthTest ) { - - if ( _oldDepthTest !== depthTest ) { - - if ( depthTest ) { - - _gl.enable( _gl.DEPTH_TEST ); - - } else { - - _gl.disable( _gl.DEPTH_TEST ); - - } - - _oldDepthTest = depthTest; - - } - - }; - - this.setDepthWrite = function ( depthWrite ) { - - if ( _oldDepthWrite !== depthWrite ) { - - _gl.depthMask( depthWrite ); - _oldDepthWrite = depthWrite; - - } - - }; - - function setLineWidth ( width ) { - - if ( width !== _oldLineWidth ) { - - _gl.lineWidth( width ); - - _oldLineWidth = width; - - } - - }; - - function setPolygonOffset ( polygonoffset, factor, units ) { - - if ( _oldPolygonOffset !== polygonoffset ) { - - if ( polygonoffset ) { - - _gl.enable( _gl.POLYGON_OFFSET_FILL ); - - } else { - - _gl.disable( _gl.POLYGON_OFFSET_FILL ); - - } - - _oldPolygonOffset = polygonoffset; - - } - - if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) { - - _gl.polygonOffset( factor, units ); - - _oldPolygonOffsetFactor = factor; - _oldPolygonOffsetUnits = units; - - } - - }; - - this.setBlending = function ( blending, blendEquation, blendSrc, blendDst ) { - - if ( blending !== _oldBlending ) { - - if ( blending === THREE.NoBlending ) { - - _gl.disable( _gl.BLEND ); - - } else if ( blending === THREE.AdditiveBlending ) { - - _gl.enable( _gl.BLEND ); - _gl.blendEquation( _gl.FUNC_ADD ); - _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE ); - - } else if ( blending === THREE.SubtractiveBlending ) { - - // TODO: Find blendFuncSeparate() combination - _gl.enable( _gl.BLEND ); - _gl.blendEquation( _gl.FUNC_ADD ); - _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR ); - - } else if ( blending === THREE.MultiplyBlending ) { - - // TODO: Find blendFuncSeparate() combination - _gl.enable( _gl.BLEND ); - _gl.blendEquation( _gl.FUNC_ADD ); - _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR ); - - } else if ( blending === THREE.CustomBlending ) { - - _gl.enable( _gl.BLEND ); - - } else { - - _gl.enable( _gl.BLEND ); - _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD ); - _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA ); - - } - - _oldBlending = blending; - - } - - if ( blending === THREE.CustomBlending ) { - - if ( blendEquation !== _oldBlendEquation ) { - - _gl.blendEquation( paramThreeToGL( blendEquation ) ); - - _oldBlendEquation = blendEquation; - - } - - if ( blendSrc !== _oldBlendSrc || blendDst !== _oldBlendDst ) { - - _gl.blendFunc( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ) ); - - _oldBlendSrc = blendSrc; - _oldBlendDst = blendDst; - - } - - } else { - - _oldBlendEquation = null; - _oldBlendSrc = null; - _oldBlendDst = null; - - } - - }; - - // Shaders - - function buildProgram ( shaderID, fragmentShader, vertexShader, uniforms, attributes, parameters ) { - - var p, pl, program, code; - var chunks = []; - - // Generate code - - if ( shaderID ) { - - chunks.push( shaderID ); - - } else { - - chunks.push( fragmentShader ); - chunks.push( vertexShader ); - - } - - for ( p in parameters ) { - - chunks.push( p ); - chunks.push( parameters[ p ] ); - - } - - code = chunks.join(); - - // Check if code has been already compiled - - for ( p = 0, pl = _programs.length; p < pl; p ++ ) { - - var programInfo = _programs[ p ]; - - if ( programInfo.code === code ) { - - // console.log( "Code already compiled." /*: \n\n" + code*/ ); - - programInfo.usedTimes ++; - - return programInfo.program; - - } - - } - - //console.log( "building new program " ); - - // - - program = _gl.createProgram(); - - var prefix_vertex = [ - - "precision " + _precision + " float;", - - _supportsVertexTextures ? "#define VERTEX_TEXTURES" : "", - - _this.gammaInput ? "#define GAMMA_INPUT" : "", - _this.gammaOutput ? "#define GAMMA_OUTPUT" : "", - _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "", - - "#define MAX_DIR_LIGHTS " + parameters.maxDirLights, - "#define MAX_POINT_LIGHTS " + parameters.maxPointLights, - "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights, - - "#define MAX_SHADOWS " + parameters.maxShadows, - - "#define MAX_BONES " + parameters.maxBones, - - parameters.map ? "#define USE_MAP" : "", - parameters.envMap ? "#define USE_ENVMAP" : "", - parameters.lightMap ? "#define USE_LIGHTMAP" : "", - parameters.bumpMap ? "#define USE_BUMPMAP" : "", - parameters.specularMap ? "#define USE_SPECULARMAP" : "", - parameters.vertexColors ? "#define USE_COLOR" : "", - - parameters.skinning ? "#define USE_SKINNING" : "", - parameters.useVertexTexture ? "#define BONE_TEXTURE" : "", - parameters.boneTextureWidth ? "#define N_BONE_PIXEL_X " + parameters.boneTextureWidth.toFixed( 1 ) : "", - parameters.boneTextureHeight ? "#define N_BONE_PIXEL_Y " + parameters.boneTextureHeight.toFixed( 1 ) : "", - - parameters.morphTargets ? "#define USE_MORPHTARGETS" : "", - parameters.morphNormals ? "#define USE_MORPHNORMALS" : "", - parameters.perPixel ? "#define PHONG_PER_PIXEL" : "", - parameters.wrapAround ? "#define WRAP_AROUND" : "", - parameters.doubleSided ? "#define DOUBLE_SIDED" : "", - - parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "", - parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "", - parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "", - parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "", - - parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "", - - "uniform mat4 modelMatrix;", - "uniform mat4 modelViewMatrix;", - "uniform mat4 projectionMatrix;", - "uniform mat4 viewMatrix;", - "uniform mat3 normalMatrix;", - "uniform vec3 cameraPosition;", - - "attribute vec3 position;", - "attribute vec3 normal;", - "attribute vec2 uv;", - "attribute vec2 uv2;", - - "#ifdef USE_COLOR", - - "attribute vec3 color;", - - "#endif", - - "#ifdef USE_MORPHTARGETS", - - "attribute vec3 morphTarget0;", - "attribute vec3 morphTarget1;", - "attribute vec3 morphTarget2;", - "attribute vec3 morphTarget3;", - - "#ifdef USE_MORPHNORMALS", - - "attribute vec3 morphNormal0;", - "attribute vec3 morphNormal1;", - "attribute vec3 morphNormal2;", - "attribute vec3 morphNormal3;", - - "#else", - - "attribute vec3 morphTarget4;", - "attribute vec3 morphTarget5;", - "attribute vec3 morphTarget6;", - "attribute vec3 morphTarget7;", - - "#endif", - - "#endif", - - "#ifdef USE_SKINNING", - - "attribute vec4 skinVertexA;", - "attribute vec4 skinVertexB;", - "attribute vec4 skinIndex;", - "attribute vec4 skinWeight;", - - "#endif", - - "" - - ].join("\n"); - - var prefix_fragment = [ - - "precision " + _precision + " float;", - - parameters.bumpMap ? "#extension GL_OES_standard_derivatives : enable" : "", - - "#define MAX_DIR_LIGHTS " + parameters.maxDirLights, - "#define MAX_POINT_LIGHTS " + parameters.maxPointLights, - "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights, - - "#define MAX_SHADOWS " + parameters.maxShadows, - - parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "", - - _this.gammaInput ? "#define GAMMA_INPUT" : "", - _this.gammaOutput ? "#define GAMMA_OUTPUT" : "", - _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "", - - ( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "", - ( parameters.useFog && parameters.fog instanceof THREE.FogExp2 ) ? "#define FOG_EXP2" : "", - - parameters.map ? "#define USE_MAP" : "", - parameters.envMap ? "#define USE_ENVMAP" : "", - parameters.lightMap ? "#define USE_LIGHTMAP" : "", - parameters.bumpMap ? "#define USE_BUMPMAP" : "", - parameters.specularMap ? "#define USE_SPECULARMAP" : "", - parameters.vertexColors ? "#define USE_COLOR" : "", - - parameters.metal ? "#define METAL" : "", - parameters.perPixel ? "#define PHONG_PER_PIXEL" : "", - parameters.wrapAround ? "#define WRAP_AROUND" : "", - parameters.doubleSided ? "#define DOUBLE_SIDED" : "", - - parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "", - parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "", - parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "", - parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "", - - "uniform mat4 viewMatrix;", - "uniform vec3 cameraPosition;", - "" - - ].join("\n"); - - var glFragmentShader = getShader( "fragment", prefix_fragment + fragmentShader ); - var glVertexShader = getShader( "vertex", prefix_vertex + vertexShader ); - - _gl.attachShader( program, glVertexShader ); - _gl.attachShader( program, glFragmentShader ); - - _gl.linkProgram( program ); - - if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) { - - console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" ); - - } - - // clean up - - _gl.deleteShader( glFragmentShader ); - _gl.deleteShader( glVertexShader ); - - //console.log( prefix_fragment + fragmentShader ); - //console.log( prefix_vertex + vertexShader ); - - program.uniforms = {}; - program.attributes = {}; - - var identifiers, u, a, i; - - // cache uniform locations - - identifiers = [ - - 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'modelMatrix', 'cameraPosition', - 'morphTargetInfluences' - - ]; - - if ( parameters.useVertexTexture ) { - - identifiers.push( 'boneTexture' ); - - } else { - - identifiers.push( 'boneGlobalMatrices' ); - - } - - for ( u in uniforms ) { - - identifiers.push( u ); - - } - - cacheUniformLocations( program, identifiers ); - - // cache attributes locations - - identifiers = [ - - "position", "normal", "uv", "uv2", "tangent", "color", - "skinVertexA", "skinVertexB", "skinIndex", "skinWeight" - - ]; - - for ( i = 0; i < parameters.maxMorphTargets; i ++ ) { - - identifiers.push( "morphTarget" + i ); - - } - - for ( i = 0; i < parameters.maxMorphNormals; i ++ ) { - - identifiers.push( "morphNormal" + i ); - - } - - for ( a in attributes ) { - - identifiers.push( a ); - - } - - cacheAttributeLocations( program, identifiers ); - - program.id = _programs_counter ++; - - _programs.push( { program: program, code: code, usedTimes: 1 } ); - - _this.info.memory.programs = _programs.length; - - return program; - - }; - - // Shader parameters cache - - function cacheUniformLocations ( program, identifiers ) { - - var i, l, id; - - for( i = 0, l = identifiers.length; i < l; i ++ ) { - - id = identifiers[ i ]; - program.uniforms[ id ] = _gl.getUniformLocation( program, id ); - - } - - }; - - function cacheAttributeLocations ( program, identifiers ) { - - var i, l, id; - - for( i = 0, l = identifiers.length; i < l; i ++ ) { - - id = identifiers[ i ]; - program.attributes[ id ] = _gl.getAttribLocation( program, id ); - - } - - }; - - function addLineNumbers ( string ) { - - var chunks = string.split( "\n" ); - - for ( var i = 0, il = chunks.length; i < il; i ++ ) { - - // Chrome reports shader errors on lines - // starting counting from 1 - - chunks[ i ] = ( i + 1 ) + ": " + chunks[ i ]; - - } - - return chunks.join( "\n" ); - - }; - - function getShader ( type, string ) { - - var shader; - - if ( type === "fragment" ) { - - shader = _gl.createShader( _gl.FRAGMENT_SHADER ); - - } else if ( type === "vertex" ) { - - shader = _gl.createShader( _gl.VERTEX_SHADER ); - - } - - _gl.shaderSource( shader, string ); - _gl.compileShader( shader ); - - if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) { - - console.error( _gl.getShaderInfoLog( shader ) ); - console.error( addLineNumbers( string ) ); - return null; - - } - - return shader; - - }; - - // Textures - - - function isPowerOfTwo ( value ) { - - return ( value & ( value - 1 ) ) === 0; - - }; - - function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) { - - if ( isImagePowerOfTwo ) { - - _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) ); - _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) ); - - _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) ); - _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) ); - - } else { - - _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE ); - _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE ); - - _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) ); - _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) ); - - } - - if ( _glExtensionTextureFilterAnisotropic && texture.type !== THREE.FloatType ) { - - if ( texture.anisotropy > 1 || texture.__oldAnisotropy ) { - - _gl.texParameterf( textureType, _glExtensionTextureFilterAnisotropic.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _maxAnisotropy ) ); - texture.__oldAnisotropy = texture.anisotropy; - - } - - } - - }; - - this.setTexture = function ( texture, slot ) { - - if ( texture.needsUpdate ) { - - if ( ! texture.__webglInit ) { - - texture.__webglInit = true; - texture.__webglTexture = _gl.createTexture(); - - _this.info.memory.textures ++; - - } - - _gl.activeTexture( _gl.TEXTURE0 + slot ); - _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture ); - - _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY ); - _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha ); - - var image = texture.image, - isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ), - glFormat = paramThreeToGL( texture.format ), - glType = paramThreeToGL( texture.type ); - - setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo ); - - if ( texture instanceof THREE.DataTexture ) { - - _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data ); - - } else { - - _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image ); - - } - - if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D ); - - texture.needsUpdate = false; - - if ( texture.onUpdate ) texture.onUpdate(); - - } else { - - _gl.activeTexture( _gl.TEXTURE0 + slot ); - _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture ); - - } - - }; - - function clampToMaxSize ( image, maxSize ) { - - if ( image.width <= maxSize && image.height <= maxSize ) { - - return image; - - } - - // Warning: Scaling through the canvas will only work with images that use - // premultiplied alpha. - - var maxDimension = Math.max( image.width, image.height ); - var newWidth = Math.floor( image.width * maxSize / maxDimension ); - var newHeight = Math.floor( image.height * maxSize / maxDimension ); - - var canvas = document.createElement( 'canvas' ); - canvas.width = newWidth; - canvas.height = newHeight; - - var ctx = canvas.getContext( "2d" ); - ctx.drawImage( image, 0, 0, image.width, image.height, 0, 0, newWidth, newHeight ); - - return canvas; - - } - - function setCubeTexture ( texture, slot ) { - - if ( texture.image.length === 6 ) { - - if ( texture.needsUpdate ) { - - if ( ! texture.image.__webglTextureCube ) { - - texture.image.__webglTextureCube = _gl.createTexture(); - - } - - _gl.activeTexture( _gl.TEXTURE0 + slot ); - _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube ); - - _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY ); - - var cubeImage = []; - - for ( var i = 0; i < 6; i ++ ) { - - if ( _this.autoScaleCubemaps ) { - - cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize ); - - } else { - - cubeImage[ i ] = texture.image[ i ]; - - } - - } - - var image = cubeImage[ 0 ], - isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ), - glFormat = paramThreeToGL( texture.format ), - glType = paramThreeToGL( texture.type ); - - setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo ); - - for ( var i = 0; i < 6; i ++ ) { - - _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] ); - - } - - if ( texture.generateMipmaps && isImagePowerOfTwo ) { - - _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP ); - - } - - texture.needsUpdate = false; - - if ( texture.onUpdate ) texture.onUpdate(); - - } else { - - _gl.activeTexture( _gl.TEXTURE0 + slot ); - _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube ); - - } - - } - - }; - - function setCubeTextureDynamic ( texture, slot ) { - - _gl.activeTexture( _gl.TEXTURE0 + slot ); - _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture ); - - }; - - // Render targets - - function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) { - - _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); - _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 ); - - }; - - function setupRenderBuffer ( renderbuffer, renderTarget ) { - - _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer ); - - if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) { - - _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height ); - _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer ); - - /* For some reason this is not working. Defaulting to RGBA4. - } else if( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) { - - _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height ); - _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer ); - */ - } else if( renderTarget.depthBuffer && renderTarget.stencilBuffer ) { - - _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height ); - _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer ); - - } else { - - _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height ); - - } - - }; - - this.setRenderTarget = function ( renderTarget ) { - - var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube ); - - if ( renderTarget && ! renderTarget.__webglFramebuffer ) { - - if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true; - if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true; - - renderTarget.__webglTexture = _gl.createTexture(); - - // Setup texture, create render and frame buffers - - var isTargetPowerOfTwo = isPowerOfTwo( renderTarget.width ) && isPowerOfTwo( renderTarget.height ), - glFormat = paramThreeToGL( renderTarget.format ), - glType = paramThreeToGL( renderTarget.type ); - - if ( isCube ) { - - renderTarget.__webglFramebuffer = []; - renderTarget.__webglRenderbuffer = []; - - _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture ); - setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo ); - - for ( var i = 0; i < 6; i ++ ) { - - renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer(); - renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer(); - - _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null ); - - setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i ); - setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget ); - - } - - if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP ); - - } else { - - renderTarget.__webglFramebuffer = _gl.createFramebuffer(); - renderTarget.__webglRenderbuffer = _gl.createRenderbuffer(); - - _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture ); - setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo ); - - _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null ); - - setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D ); - setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget ); - - if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D ); - - } - - // Release everything - - if ( isCube ) { - - _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null ); - - } else { - - _gl.bindTexture( _gl.TEXTURE_2D, null ); - - } - - _gl.bindRenderbuffer( _gl.RENDERBUFFER, null ); - _gl.bindFramebuffer( _gl.FRAMEBUFFER, null); - - } - - var framebuffer, width, height, vx, vy; - - if ( renderTarget ) { - - if ( isCube ) { - - framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ]; - - } else { - - framebuffer = renderTarget.__webglFramebuffer; - - } - - width = renderTarget.width; - height = renderTarget.height; - - vx = 0; - vy = 0; - - } else { - - framebuffer = null; - - width = _viewportWidth; - height = _viewportHeight; - - vx = _viewportX; - vy = _viewportY; - - } - - if ( framebuffer !== _currentFramebuffer ) { - - _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); - _gl.viewport( vx, vy, width, height ); - - _currentFramebuffer = framebuffer; - - } - - _currentWidth = width; - _currentHeight = height; - - }; - - function updateRenderTargetMipmap ( renderTarget ) { - - if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) { - - _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture ); - _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP ); - _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null ); - - } else { - - _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture ); - _gl.generateMipmap( _gl.TEXTURE_2D ); - _gl.bindTexture( _gl.TEXTURE_2D, null ); - - } - - }; - - // Fallback filters for non-power-of-2 textures - - function filterFallback ( f ) { - - if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) { - - return _gl.NEAREST; - - } - - return _gl.LINEAR; - - }; - - // Map three.js constants to WebGL constants - - function paramThreeToGL ( p ) { - - if ( p === THREE.RepeatWrapping ) return _gl.REPEAT; - if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE; - if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT; - - if ( p === THREE.NearestFilter ) return _gl.NEAREST; - if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST; - if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR; - - if ( p === THREE.LinearFilter ) return _gl.LINEAR; - if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST; - if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR; - - if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE; - if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4; - if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1; - if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5; - - if ( p === THREE.ByteType ) return _gl.BYTE; - if ( p === THREE.ShortType ) return _gl.SHORT; - if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT; - if ( p === THREE.IntType ) return _gl.INT; - if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT; - if ( p === THREE.FloatType ) return _gl.FLOAT; - - if ( p === THREE.AlphaFormat ) return _gl.ALPHA; - if ( p === THREE.RGBFormat ) return _gl.RGB; - if ( p === THREE.RGBAFormat ) return _gl.RGBA; - if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE; - if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA; - - if ( p === THREE.AddEquation ) return _gl.FUNC_ADD; - if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT; - if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT; - - if ( p === THREE.ZeroFactor ) return _gl.ZERO; - if ( p === THREE.OneFactor ) return _gl.ONE; - if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR; - if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR; - if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA; - if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA; - if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA; - if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA; - - if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR; - if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR; - if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE; - - return 0; - - }; - - // Allocations - - function allocateBones ( object ) { - - if ( _supportsBoneTextures && object && object.useVertexTexture ) { - - return 1024; - - } else { - - // default for when object is not specified - // ( for example when prebuilding shader - // to be used with multiple objects ) - // - // - leave some extra space for other uniforms - // - limit here is ANGLE's 254 max uniform vectors - // (up to 54 should be safe) - - var nVertexUniforms = _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS ); - var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 ); - - var maxBones = nVertexMatrices; - - if ( object !== undefined && object instanceof THREE.SkinnedMesh ) { - - maxBones = Math.min( object.bones.length, maxBones ); - - if ( maxBones < object.bones.length ) { - - console.warn( "WebGLRenderer: too many bones - " + object.bones.length + ", this GPU supports just " + maxBones + " (try OpenGL instead of ANGLE)" ); - - } - - } - - return maxBones; - - } - - }; - - function allocateLights ( lights ) { - - var l, ll, light, dirLights, pointLights, spotLights, maxDirLights, maxPointLights, maxSpotLights; - - dirLights = pointLights = spotLights = maxDirLights = maxPointLights = maxSpotLights = 0; - - for ( l = 0, ll = lights.length; l < ll; l ++ ) { - - light = lights[ l ]; - - if ( light.onlyShadow ) continue; - - if ( light instanceof THREE.DirectionalLight ) dirLights ++; - if ( light instanceof THREE.PointLight ) pointLights ++; - if ( light instanceof THREE.SpotLight ) spotLights ++; - - } - - if ( ( pointLights + spotLights + dirLights ) <= _maxLights ) { - - maxDirLights = dirLights; - maxPointLights = pointLights; - maxSpotLights = spotLights; - - } else { - - maxDirLights = Math.ceil( _maxLights * dirLights / ( pointLights + dirLights ) ); - maxPointLights = _maxLights - maxDirLights; - maxSpotLights = maxPointLights; // this is not really correct - - } - - return { 'directional' : maxDirLights, 'point' : maxPointLights, 'spot': maxSpotLights }; - - }; - - function allocateShadows ( lights ) { - - var l, ll, light, maxShadows = 0; - - for ( l = 0, ll = lights.length; l < ll; l++ ) { - - light = lights[ l ]; - - if ( ! light.castShadow ) continue; - - if ( light instanceof THREE.SpotLight ) maxShadows ++; - if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++; - - } - - return maxShadows; - - }; - - // Initialization - - function initGL () { - - try { - - if ( ! ( _gl = _canvas.getContext( 'experimental-webgl', { alpha: _alpha, premultipliedAlpha: _premultipliedAlpha, antialias: _antialias, stencil: _stencil, preserveDrawingBuffer: _preserveDrawingBuffer } ) ) ) { - - throw 'Error creating WebGL context.'; - - } - - } catch ( error ) { - - console.error( error ); - - } - - _glExtensionTextureFloat = _gl.getExtension( 'OES_texture_float' ); - _glExtensionStandardDerivatives = _gl.getExtension( 'OES_standard_derivatives' ); - - _glExtensionTextureFilterAnisotropic = _gl.getExtension( 'EXT_texture_filter_anisotropic' ) || - _gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || - _gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' ); - - - if ( ! _glExtensionTextureFloat ) { - - console.log( 'THREE.WebGLRenderer: Float textures not supported.' ); - - } - - if ( ! _glExtensionStandardDerivatives ) { - - console.log( 'THREE.WebGLRenderer: Standard derivatives not supported.' ); - - } - - if ( ! _glExtensionTextureFilterAnisotropic ) { - - console.log( 'THREE.WebGLRenderer: Anisotropic texture filtering not supported.' ); - - } - - }; - - function setDefaultGLState () { - - _gl.clearColor( 0, 0, 0, 1 ); - _gl.clearDepth( 1 ); - _gl.clearStencil( 0 ); - - _gl.enable( _gl.DEPTH_TEST ); - _gl.depthFunc( _gl.LEQUAL ); - - _gl.frontFace( _gl.CCW ); - _gl.cullFace( _gl.BACK ); - _gl.enable( _gl.CULL_FACE ); - - _gl.enable( _gl.BLEND ); - _gl.blendEquation( _gl.FUNC_ADD ); - _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA ); - - _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha ); - - }; - - // default plugins (order is important) - - this.shadowMapPlugin = new THREE.ShadowMapPlugin(); - this.addPrePlugin( this.shadowMapPlugin ); - - this.addPostPlugin( new THREE.SpritePlugin() ); - this.addPostPlugin( new THREE.LensFlarePlugin() ); - -}; -/** - * @author szimek / https://github.com/szimek/ - * @author alteredq / http://alteredqualia.com/ - */ - -THREE.WebGLRenderTarget = function ( width, height, options ) { - - this.width = width; - this.height = height; - - options = options || {}; - - this.wrapS = options.wrapS !== undefined ? options.wrapS : THREE.ClampToEdgeWrapping; - this.wrapT = options.wrapT !== undefined ? options.wrapT : THREE.ClampToEdgeWrapping; - - this.magFilter = options.magFilter !== undefined ? options.magFilter : THREE.LinearFilter; - this.minFilter = options.minFilter !== undefined ? options.minFilter : THREE.LinearMipMapLinearFilter; - - this.anisotropy = options.anisotropy !== undefined ? options.anisotropy : 1; - - this.offset = new THREE.Vector2( 0, 0 ); - this.repeat = new THREE.Vector2( 1, 1 ); - - this.format = options.format !== undefined ? options.format : THREE.RGBAFormat; - this.type = options.type !== undefined ? options.type : THREE.UnsignedByteType; - - this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true; - this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true; - - this.generateMipmaps = true; - -}; - -THREE.WebGLRenderTarget.prototype.clone = function() { - - var tmp = new THREE.WebGLRenderTarget( this.width, this.height ); - - tmp.wrapS = this.wrapS; - tmp.wrapT = this.wrapT; - - tmp.magFilter = this.magFilter; - tmp.anisotropy = this.anisotropy; - - tmp.minFilter = this.minFilter; - - tmp.offset.copy( this.offset ); - tmp.repeat.copy( this.repeat ); - - tmp.format = this.format; - tmp.type = this.type; - - tmp.depthBuffer = this.depthBuffer; - tmp.stencilBuffer = this.stencilBuffer; - - tmp.generateMipmaps = this.generateMipmaps; - - return tmp; - -}; -/** - * @author alteredq / http://alteredqualia.com - */ - -THREE.WebGLRenderTargetCube = function ( width, height, options ) { - - THREE.WebGLRenderTarget.call( this, width, height, options ); - - this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5 - -}; - -THREE.WebGLRenderTargetCube.prototype = Object.create( THREE.WebGLRenderTarget.prototype ); -/** - * @author mrdoob / http://mrdoob.com/ - */ - -THREE.RenderableVertex = function () { - - this.positionWorld = new THREE.Vector3(); - this.positionScreen = new THREE.Vector4(); - - this.visible = true; - -}; - -THREE.RenderableVertex.prototype.copy = function ( vertex ) { - - this.positionWorld.copy( vertex.positionWorld ); - this.positionScreen.copy( vertex.positionScreen ); - -} -/** - * @author mrdoob / http://mrdoob.com/ - */ - -THREE.RenderableFace3 = function () { - - this.v1 = new THREE.RenderableVertex(); - this.v2 = new THREE.RenderableVertex(); - this.v3 = new THREE.RenderableVertex(); - - this.centroidWorld = new THREE.Vector3(); - this.centroidScreen = new THREE.Vector3(); - - this.normalWorld = new THREE.Vector3(); - this.vertexNormalsWorld = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ]; - - this.material = null; - this.uvs = [[]]; - - this.z = null; - -}; -/** - * @author mrdoob / http://mrdoob.com/ - */ - -THREE.RenderableFace4 = function () { - - this.v1 = new THREE.RenderableVertex(); - this.v2 = new THREE.RenderableVertex(); - this.v3 = new THREE.RenderableVertex(); - this.v4 = new THREE.RenderableVertex(); - - this.centroidWorld = new THREE.Vector3(); - this.centroidScreen = new THREE.Vector3(); - - this.normalWorld = new THREE.Vector3(); - this.vertexNormalsWorld = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ]; - - this.material = null; - this.uvs = [[]]; - - this.z = null; - -}; -/** - * @author mrdoob / http://mrdoob.com/ - */ - -THREE.RenderableObject = function () { - - this.object = null; - this.z = null; - -}; -/** - * @author mrdoob / http://mrdoob.com/ - */ - -THREE.RenderableParticle = function () { - - this.object = null; - - this.x = null; - this.y = null; - this.z = null; - - this.rotation = null; - this.scale = new THREE.Vector2(); - - this.material = null; - -}; -/** - * @author mrdoob / http://mrdoob.com/ - */ - -THREE.RenderableLine = function () { - - this.z = null; - - this.v1 = new THREE.RenderableVertex(); - this.v2 = new THREE.RenderableVertex(); - - this.material = null; - -}; -/** - * @author alteredq / http://alteredqualia.com/ - */ - -THREE.ColorUtils = { - - adjustHSV : function ( color, h, s, v ) { - - var hsv = THREE.ColorUtils.__hsv; - - THREE.ColorUtils.rgbToHsv( color, hsv ); - - hsv.h = THREE.Math.clamp( hsv.h + h, 0, 1 ); - hsv.s = THREE.Math.clamp( hsv.s + s, 0, 1 ); - hsv.v = THREE.Math.clamp( hsv.v + v, 0, 1 ); - - color.setHSV( hsv.h, hsv.s, hsv.v ); - - }, - - // based on MochiKit implementation by Bob Ippolito - - rgbToHsv : function ( color, hsv ) { - - var r = color.r; - var g = color.g; - var b = color.b; - - var max = Math.max( Math.max( r, g ), b ); - var min = Math.min( Math.min( r, g ), b ); - - var hue; - var saturation; - var value = max; - - if ( min === max ) { - - hue = 0; - saturation = 0; - - } else { - - var delta = ( max - min ); - saturation = delta / max; - - if ( r === max ) { - - hue = ( g - b ) / delta; - - } else if ( g === max ) { - - hue = 2 + ( ( b - r ) / delta ); - - } else { - - hue = 4 + ( ( r - g ) / delta ); - } - - hue /= 6; - - if ( hue < 0 ) { - - hue += 1; - - } - - if ( hue > 1 ) { - - hue -= 1; - - } - - } - - if ( hsv === undefined ) { - - hsv = { h: 0, s: 0, v: 0 }; - - } - - hsv.h = hue; - hsv.s = saturation; - hsv.v = value; - - return hsv; - - } - -}; - -THREE.ColorUtils.__hsv = { h: 0, s: 0, v: 0 };/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - */ - -THREE.GeometryUtils = { - - // Merge two geometries or geometry and geometry from object (using object's transform) - - merge: function ( geometry1, object2 /* mesh | geometry */ ) { - - var matrix, matrixRotation, - vertexOffset = geometry1.vertices.length, - uvPosition = geometry1.faceVertexUvs[ 0 ].length, - geometry2 = object2 instanceof THREE.Mesh ? object2.geometry : object2, - vertices1 = geometry1.vertices, - vertices2 = geometry2.vertices, - faces1 = geometry1.faces, - faces2 = geometry2.faces, - uvs1 = geometry1.faceVertexUvs[ 0 ], - uvs2 = geometry2.faceVertexUvs[ 0 ]; - - var geo1MaterialsMap = {}; - - for ( var i = 0; i < geometry1.materials.length; i ++ ) { - - var id = geometry1.materials[ i ].id; - - geo1MaterialsMap[ id ] = i; - - } - - if ( object2 instanceof THREE.Mesh ) { - - object2.matrixAutoUpdate && object2.updateMatrix(); - - matrix = object2.matrix; - matrixRotation = new THREE.Matrix4(); - matrixRotation.extractRotation( matrix, object2.scale ); - - } - - // vertices - - for ( var i = 0, il = vertices2.length; i < il; i ++ ) { - - var vertex = vertices2[ i ]; - - var vertexCopy = vertex.clone(); - - if ( matrix ) matrix.multiplyVector3( vertexCopy ); - - vertices1.push( vertexCopy ); - - } - - // faces - - for ( i = 0, il = faces2.length; i < il; i ++ ) { - - var face = faces2[ i ], faceCopy, normal, color, - faceVertexNormals = face.vertexNormals, - faceVertexColors = face.vertexColors; - - if ( face instanceof THREE.Face3 ) { - - faceCopy = new THREE.Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset ); - - } else if ( face instanceof THREE.Face4 ) { - - faceCopy = new THREE.Face4( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset, face.d + vertexOffset ); - - } - - faceCopy.normal.copy( face.normal ); - - if ( matrixRotation ) matrixRotation.multiplyVector3( faceCopy.normal ); - - for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) { - - normal = faceVertexNormals[ j ].clone(); - - if ( matrixRotation ) matrixRotation.multiplyVector3( normal ); - - faceCopy.vertexNormals.push( normal ); - - } - - faceCopy.color.copy( face.color ); - - for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) { - - color = faceVertexColors[ j ]; - faceCopy.vertexColors.push( color.clone() ); - - } - - if ( face.materialIndex !== undefined ) { - - var material2 = geometry2.materials[ face.materialIndex ]; - var materialId2 = material2.id; - - var materialIndex = geo1MaterialsMap[ materialId2 ]; - - if ( materialIndex === undefined ) { - - materialIndex = geometry1.materials.length; - geo1MaterialsMap[ materialId2 ] = materialIndex; - - geometry1.materials.push( material2 ); - - } - - faceCopy.materialIndex = materialIndex; - - } - - faceCopy.centroid.copy( face.centroid ); - if ( matrix ) matrix.multiplyVector3( faceCopy.centroid ); - - faces1.push( faceCopy ); - - } - - // uvs - - for ( i = 0, il = uvs2.length; i < il; i ++ ) { - - var uv = uvs2[ i ], uvCopy = []; - - for ( var j = 0, jl = uv.length; j < jl; j ++ ) { - - uvCopy.push( new THREE.UV( uv[ j ].u, uv[ j ].v ) ); - - } - - uvs1.push( uvCopy ); - - } - - }, - - clone: function ( geometry ) { - - var cloneGeo = new THREE.Geometry(); - - var i, il; - - var vertices = geometry.vertices, - faces = geometry.faces, - uvs = geometry.faceVertexUvs[ 0 ]; - - // materials - - if ( geometry.materials ) { - - cloneGeo.materials = geometry.materials.slice(); - - } - - // vertices - - for ( i = 0, il = vertices.length; i < il; i ++ ) { - - var vertex = vertices[ i ]; - - cloneGeo.vertices.push( vertex.clone() ); - - } - - // faces - - for ( i = 0, il = faces.length; i < il; i ++ ) { - - var face = faces[ i ]; - - cloneGeo.faces.push( face.clone() ); - - } - - // uvs - - for ( i = 0, il = uvs.length; i < il; i ++ ) { - - var uv = uvs[ i ], uvCopy = []; - - for ( var j = 0, jl = uv.length; j < jl; j ++ ) { - - uvCopy.push( new THREE.UV( uv[ j ].u, uv[ j ].v ) ); - - } - - cloneGeo.faceVertexUvs[ 0 ].push( uvCopy ); - - } - - return cloneGeo; - - }, - - // Get random point in triangle (via barycentric coordinates) - // (uniform distribution) - // http://www.cgafaq.info/wiki/Random_Point_In_Triangle - - randomPointInTriangle: function ( vectorA, vectorB, vectorC ) { - - var a, b, c, - point = new THREE.Vector3(), - tmp = THREE.GeometryUtils.__v1; - - a = THREE.GeometryUtils.random(); - b = THREE.GeometryUtils.random(); - - if ( ( a + b ) > 1 ) { - - a = 1 - a; - b = 1 - b; - - } - - c = 1 - a - b; - - point.copy( vectorA ); - point.multiplyScalar( a ); - - tmp.copy( vectorB ); - tmp.multiplyScalar( b ); - - point.addSelf( tmp ); - - tmp.copy( vectorC ); - tmp.multiplyScalar( c ); - - point.addSelf( tmp ); - - return point; - - }, - - // Get random point in face (triangle / quad) - // (uniform distribution) - - randomPointInFace: function ( face, geometry, useCachedAreas ) { - - var vA, vB, vC, vD; - - if ( face instanceof THREE.Face3 ) { - - vA = geometry.vertices[ face.a ]; - vB = geometry.vertices[ face.b ]; - vC = geometry.vertices[ face.c ]; - - return THREE.GeometryUtils.randomPointInTriangle( vA, vB, vC ); - - } else if ( face instanceof THREE.Face4 ) { - - vA = geometry.vertices[ face.a ]; - vB = geometry.vertices[ face.b ]; - vC = geometry.vertices[ face.c ]; - vD = geometry.vertices[ face.d ]; - - var area1, area2; - - if ( useCachedAreas ) { - - if ( face._area1 && face._area2 ) { - - area1 = face._area1; - area2 = face._area2; - - } else { - - area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD ); - area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD ); - - face._area1 = area1; - face._area2 = area2; - - } - - } else { - - area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD ), - area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD ); - - } - - var r = THREE.GeometryUtils.random() * ( area1 + area2 ); - - if ( r < area1 ) { - - return THREE.GeometryUtils.randomPointInTriangle( vA, vB, vD ); - - } else { - - return THREE.GeometryUtils.randomPointInTriangle( vB, vC, vD ); - - } - - } - - }, - - // Get uniformly distributed random points in mesh - // - create array with cumulative sums of face areas - // - pick random number from 0 to total area - // - find corresponding place in area array by binary search - // - get random point in face - - randomPointsInGeometry: function ( geometry, n ) { - - var face, i, - faces = geometry.faces, - vertices = geometry.vertices, - il = faces.length, - totalArea = 0, - cumulativeAreas = [], - vA, vB, vC, vD; - - // precompute face areas - - for ( i = 0; i < il; i ++ ) { - - face = faces[ i ]; - - if ( face instanceof THREE.Face3 ) { - - vA = vertices[ face.a ]; - vB = vertices[ face.b ]; - vC = vertices[ face.c ]; - - face._area = THREE.GeometryUtils.triangleArea( vA, vB, vC ); - - } else if ( face instanceof THREE.Face4 ) { - - vA = vertices[ face.a ]; - vB = vertices[ face.b ]; - vC = vertices[ face.c ]; - vD = vertices[ face.d ]; - - face._area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD ); - face._area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD ); - - face._area = face._area1 + face._area2; - - } - - totalArea += face._area; - - cumulativeAreas[ i ] = totalArea; - - } - - // binary search cumulative areas array - - function binarySearchIndices( value ) { - - function binarySearch( start, end ) { - - // return closest larger index - // if exact number is not found - - if ( end < start ) - return start; - - var mid = start + Math.floor( ( end - start ) / 2 ); - - if ( cumulativeAreas[ mid ] > value ) { - - return binarySearch( start, mid - 1 ); - - } else if ( cumulativeAreas[ mid ] < value ) { - - return binarySearch( mid + 1, end ); - - } else { - - return mid; - - } - - } - - var result = binarySearch( 0, cumulativeAreas.length - 1 ) - return result; - - } - - // pick random face weighted by face area - - var r, index, - result = []; - - var stats = {}; - - for ( i = 0; i < n; i ++ ) { - - r = THREE.GeometryUtils.random() * totalArea; - - index = binarySearchIndices( r ); - - result[ i ] = THREE.GeometryUtils.randomPointInFace( faces[ index ], geometry, true ); - - if ( ! stats[ index ] ) { - - stats[ index ] = 1; - - } else { - - stats[ index ] += 1; - - } - - } - - return result; - - }, - - // Get triangle area (by Heron's formula) - // http://en.wikipedia.org/wiki/Heron%27s_formula - - triangleArea: function ( vectorA, vectorB, vectorC ) { - - var s, a, b, c, - tmp = THREE.GeometryUtils.__v1; - - tmp.sub( vectorA, vectorB ); - a = tmp.length(); - - tmp.sub( vectorA, vectorC ); - b = tmp.length(); - - tmp.sub( vectorB, vectorC ); - c = tmp.length(); - - s = 0.5 * ( a + b + c ); - - return Math.sqrt( s * ( s - a ) * ( s - b ) * ( s - c ) ); - - }, - - // Center geometry so that 0,0,0 is in center of bounding box - - center: function ( geometry ) { - - geometry.computeBoundingBox(); - - var bb = geometry.boundingBox; - - var offset = new THREE.Vector3(); - - offset.add( bb.min, bb.max ); - offset.multiplyScalar( -0.5 ); - - geometry.applyMatrix( new THREE.Matrix4().makeTranslation( offset.x, offset.y, offset.z ) ); - geometry.computeBoundingBox(); - - return offset; - - }, - - // Normalize UVs to be from <0,1> - // (for now just the first set of UVs) - - normalizeUVs: function ( geometry ) { - - var uvSet = geometry.faceVertexUvs[ 0 ]; - - for ( var i = 0, il = uvSet.length; i < il; i ++ ) { - - var uvs = uvSet[ i ]; - - for ( var j = 0, jl = uvs.length; j < jl; j ++ ) { - - // texture repeat - - if( uvs[ j ].u !== 1.0 ) uvs[ j ].u = uvs[ j ].u - Math.floor( uvs[ j ].u ); - if( uvs[ j ].v !== 1.0 ) uvs[ j ].v = uvs[ j ].v - Math.floor( uvs[ j ].v ); - - } - - } - - }, - - triangulateQuads: function ( geometry ) { - - var i, il, j, jl; - - var faces = []; - var faceUvs = []; - var faceVertexUvs = []; - - for ( i = 0, il = geometry.faceUvs.length; i < il; i ++ ) { - - faceUvs[ i ] = []; - - } - - for ( i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) { - - faceVertexUvs[ i ] = []; - - } - - for ( i = 0, il = geometry.faces.length; i < il; i ++ ) { - - var face = geometry.faces[ i ]; - - if ( face instanceof THREE.Face4 ) { - - var a = face.a; - var b = face.b; - var c = face.c; - var d = face.d; - - var triA = new THREE.Face3(); - var triB = new THREE.Face3(); - - triA.color.copy( face.color ); - triB.color.copy( face.color ); - - triA.materialIndex = face.materialIndex; - triB.materialIndex = face.materialIndex; - - triA.a = a; - triA.b = b; - triA.c = d; - - triB.a = b; - triB.b = c; - triB.c = d; - - if ( face.vertexColors.length === 4 ) { - - triA.vertexColors[ 0 ] = face.vertexColors[ 0 ].clone(); - triA.vertexColors[ 1 ] = face.vertexColors[ 1 ].clone(); - triA.vertexColors[ 2 ] = face.vertexColors[ 3 ].clone(); - - triB.vertexColors[ 0 ] = face.vertexColors[ 1 ].clone(); - triB.vertexColors[ 1 ] = face.vertexColors[ 2 ].clone(); - triB.vertexColors[ 2 ] = face.vertexColors[ 3 ].clone(); - - } - - faces.push( triA, triB ); - - for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) { - - if ( geometry.faceVertexUvs[ j ].length ) { - - var uvs = geometry.faceVertexUvs[ j ][ i ]; - - var uvA = uvs[ 0 ]; - var uvB = uvs[ 1 ]; - var uvC = uvs[ 2 ]; - var uvD = uvs[ 3 ]; - - var uvsTriA = [ uvA.clone(), uvB.clone(), uvD.clone() ]; - var uvsTriB = [ uvB.clone(), uvC.clone(), uvD.clone() ]; - - faceVertexUvs[ j ].push( uvsTriA, uvsTriB ); - - } - - } - - for ( j = 0, jl = geometry.faceUvs.length; j < jl; j ++ ) { - - if ( geometry.faceUvs[ j ].length ) { - - var faceUv = geometry.faceUvs[ j ][ i ]; - - faceUvs[ j ].push( faceUv, faceUv ); - - } - - } - - } else { - - faces.push( face ); - - for ( j = 0, jl = geometry.faceUvs.length; j < jl; j ++ ) { - - faceUvs[ j ].push( geometry.faceUvs[ j ] ); - - } - - for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) { - - faceVertexUvs[ j ].push( geometry.faceVertexUvs[ j ] ); - - } - - } - - } - - geometry.faces = faces; - geometry.faceUvs = faceUvs; - geometry.faceVertexUvs = faceVertexUvs; - - geometry.computeCentroids(); - geometry.computeFaceNormals(); - geometry.computeVertexNormals(); - - if ( geometry.hasTangents ) geometry.computeTangents(); - - }, - - // Make all faces use unique vertices - // so that each face can be separated from others - - explode: function( geometry ) { - - var vertices = []; - - for ( var i = 0, il = geometry.faces.length; i < il; i ++ ) { - - var n = vertices.length; - - var face = geometry.faces[ i ]; - - if ( face instanceof THREE.Face4 ) { - - var a = face.a; - var b = face.b; - var c = face.c; - var d = face.d; - - var va = geometry.vertices[ a ]; - var vb = geometry.vertices[ b ]; - var vc = geometry.vertices[ c ]; - var vd = geometry.vertices[ d ]; - - vertices.push( va.clone() ); - vertices.push( vb.clone() ); - vertices.push( vc.clone() ); - vertices.push( vd.clone() ); - - face.a = n; - face.b = n + 1; - face.c = n + 2; - face.d = n + 3; - - } else { - - var a = face.a; - var b = face.b; - var c = face.c; - - var va = geometry.vertices[ a ]; - var vb = geometry.vertices[ b ]; - var vc = geometry.vertices[ c ]; - - vertices.push( va.clone() ); - vertices.push( vb.clone() ); - vertices.push( vc.clone() ); - - face.a = n; - face.b = n + 1; - face.c = n + 2; - - } - - } - - geometry.vertices = vertices; - delete geometry.__tmpVertices; - - }, - - // Break faces with edges longer than maxEdgeLength - // - not recursive - - tessellate: function ( geometry, maxEdgeLength ) { - - var i, il, face, - a, b, c, d, - va, vb, vc, vd, - dab, dbc, dac, dcd, dad, - m, m1, m2, - vm, vm1, vm2, - vnm, vnm1, vnm2, - vcm, vcm1, vcm2, - triA, triB, - quadA, quadB, - edge; - - var faces = []; - var faceVertexUvs = []; - - for ( i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) { - - faceVertexUvs[ i ] = []; - - } - - for ( i = 0, il = geometry.faces.length; i < il; i ++ ) { - - face = geometry.faces[ i ]; - - if ( face instanceof THREE.Face3 ) { - - a = face.a; - b = face.b; - c = face.c; - - va = geometry.vertices[ a ]; - vb = geometry.vertices[ b ]; - vc = geometry.vertices[ c ]; - - dab = va.distanceTo( vb ); - dbc = vb.distanceTo( vc ); - dac = va.distanceTo( vc ); - - if ( dab > maxEdgeLength || dbc > maxEdgeLength || dac > maxEdgeLength ) { - - m = geometry.vertices.length; - - triA = face.clone(); - triB = face.clone(); - - if ( dab >= dbc && dab >= dac ) { - - vm = va.clone(); - vm.lerpSelf( vb, 0.5 ); - - triA.a = a; - triA.b = m; - triA.c = c; - - triB.a = m; - triB.b = b; - triB.c = c; - - if ( face.vertexNormals.length === 3 ) { - - vnm = face.vertexNormals[ 0 ].clone(); - vnm.lerpSelf( face.vertexNormals[ 1 ], 0.5 ); - - triA.vertexNormals[ 1 ].copy( vnm ); - triB.vertexNormals[ 0 ].copy( vnm ); - - } - - if ( face.vertexColors.length === 3 ) { - - vcm = face.vertexColors[ 0 ].clone(); - vcm.lerpSelf( face.vertexColors[ 1 ], 0.5 ); - - triA.vertexColors[ 1 ].copy( vcm ); - triB.vertexColors[ 0 ].copy( vcm ); - - } - - edge = 0; - - } else if ( dbc >= dab && dbc >= dac ) { - - vm = vb.clone(); - vm.lerpSelf( vc, 0.5 ); - - triA.a = a; - triA.b = b; - triA.c = m; - - triB.a = m; - triB.b = c; - triB.c = a; - - if ( face.vertexNormals.length === 3 ) { - - vnm = face.vertexNormals[ 1 ].clone(); - vnm.lerpSelf( face.vertexNormals[ 2 ], 0.5 ); - - triA.vertexNormals[ 2 ].copy( vnm ); - - triB.vertexNormals[ 0 ].copy( vnm ); - triB.vertexNormals[ 1 ].copy( face.vertexNormals[ 2 ] ); - triB.vertexNormals[ 2 ].copy( face.vertexNormals[ 0 ] ); - - } - - if ( face.vertexColors.length === 3 ) { - - vcm = face.vertexColors[ 1 ].clone(); - vcm.lerpSelf( face.vertexColors[ 2 ], 0.5 ); - - triA.vertexColors[ 2 ].copy( vcm ); - - triB.vertexColors[ 0 ].copy( vcm ); - triB.vertexColors[ 1 ].copy( face.vertexColors[ 2 ] ); - triB.vertexColors[ 2 ].copy( face.vertexColors[ 0 ] ); - - } - - edge = 1; - - } else { - - vm = va.clone(); - vm.lerpSelf( vc, 0.5 ); - - triA.a = a; - triA.b = b; - triA.c = m; - - triB.a = m; - triB.b = b; - triB.c = c; - - if ( face.vertexNormals.length === 3 ) { - - vnm = face.vertexNormals[ 0 ].clone(); - vnm.lerpSelf( face.vertexNormals[ 2 ], 0.5 ); - - triA.vertexNormals[ 2 ].copy( vnm ); - triB.vertexNormals[ 0 ].copy( vnm ); - - } - - if ( face.vertexColors.length === 3 ) { - - vcm = face.vertexColors[ 0 ].clone(); - vcm.lerpSelf( face.vertexColors[ 2 ], 0.5 ); - - triA.vertexColors[ 2 ].copy( vcm ); - triB.vertexColors[ 0 ].copy( vcm ); - - } - - edge = 2; - - } - - faces.push( triA, triB ); - geometry.vertices.push( vm ); - - var j, jl, uvs, uvA, uvB, uvC, uvM, uvsTriA, uvsTriB; - - for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) { - - if ( geometry.faceVertexUvs[ j ].length ) { - - uvs = geometry.faceVertexUvs[ j ][ i ]; - - uvA = uvs[ 0 ]; - uvB = uvs[ 1 ]; - uvC = uvs[ 2 ]; - - // AB - - if ( edge === 0 ) { - - uvM = uvA.clone(); - uvM.lerpSelf( uvB, 0.5 ); - - uvsTriA = [ uvA.clone(), uvM.clone(), uvC.clone() ]; - uvsTriB = [ uvM.clone(), uvB.clone(), uvC.clone() ]; - - // BC - - } else if ( edge === 1 ) { - - uvM = uvB.clone(); - uvM.lerpSelf( uvC, 0.5 ); - - uvsTriA = [ uvA.clone(), uvB.clone(), uvM.clone() ]; - uvsTriB = [ uvM.clone(), uvC.clone(), uvA.clone() ]; - - // AC - - } else { - - uvM = uvA.clone(); - uvM.lerpSelf( uvC, 0.5 ); - - uvsTriA = [ uvA.clone(), uvB.clone(), uvM.clone() ]; - uvsTriB = [ uvM.clone(), uvB.clone(), uvC.clone() ]; - - } - - faceVertexUvs[ j ].push( uvsTriA, uvsTriB ); - - } - - } - - } else { - - faces.push( face ); - - for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) { - - faceVertexUvs[ j ].push( geometry.faceVertexUvs[ j ][ i ] ); - - } - - } - - } else { - - a = face.a; - b = face.b; - c = face.c; - d = face.d; - - va = geometry.vertices[ a ]; - vb = geometry.vertices[ b ]; - vc = geometry.vertices[ c ]; - vd = geometry.vertices[ d ]; - - dab = va.distanceTo( vb ); - dbc = vb.distanceTo( vc ); - dcd = vc.distanceTo( vd ); - dad = va.distanceTo( vd ); - - if ( dab > maxEdgeLength || dbc > maxEdgeLength || dcd > maxEdgeLength || dad > maxEdgeLength ) { - - m1 = geometry.vertices.length; - m2 = geometry.vertices.length + 1; - - quadA = face.clone(); - quadB = face.clone(); - - if ( ( dab >= dbc && dab >= dcd && dab >= dad ) || ( dcd >= dbc && dcd >= dab && dcd >= dad ) ) { - - vm1 = va.clone(); - vm1.lerpSelf( vb, 0.5 ); - - vm2 = vc.clone(); - vm2.lerpSelf( vd, 0.5 ); - - quadA.a = a; - quadA.b = m1; - quadA.c = m2; - quadA.d = d; - - quadB.a = m1; - quadB.b = b; - quadB.c = c; - quadB.d = m2; - - if ( face.vertexNormals.length === 4 ) { - - vnm1 = face.vertexNormals[ 0 ].clone(); - vnm1.lerpSelf( face.vertexNormals[ 1 ], 0.5 ); - - vnm2 = face.vertexNormals[ 2 ].clone(); - vnm2.lerpSelf( face.vertexNormals[ 3 ], 0.5 ); - - quadA.vertexNormals[ 1 ].copy( vnm1 ); - quadA.vertexNormals[ 2 ].copy( vnm2 ); - - quadB.vertexNormals[ 0 ].copy( vnm1 ); - quadB.vertexNormals[ 3 ].copy( vnm2 ); - - } - - if ( face.vertexColors.length === 4 ) { - - vcm1 = face.vertexColors[ 0 ].clone(); - vcm1.lerpSelf( face.vertexColors[ 1 ], 0.5 ); - - vcm2 = face.vertexColors[ 2 ].clone(); - vcm2.lerpSelf( face.vertexColors[ 3 ], 0.5 ); - - quadA.vertexColors[ 1 ].copy( vcm1 ); - quadA.vertexColors[ 2 ].copy( vcm2 ); - - quadB.vertexColors[ 0 ].copy( vcm1 ); - quadB.vertexColors[ 3 ].copy( vcm2 ); - - } - - edge = 0; - - } else { - - vm1 = vb.clone(); - vm1.lerpSelf( vc, 0.5 ); - - vm2 = vd.clone(); - vm2.lerpSelf( va, 0.5 ); - - quadA.a = a; - quadA.b = b; - quadA.c = m1; - quadA.d = m2; - - quadB.a = m2; - quadB.b = m1; - quadB.c = c; - quadB.d = d; - - if ( face.vertexNormals.length === 4 ) { - - vnm1 = face.vertexNormals[ 1 ].clone(); - vnm1.lerpSelf( face.vertexNormals[ 2 ], 0.5 ); - - vnm2 = face.vertexNormals[ 3 ].clone(); - vnm2.lerpSelf( face.vertexNormals[ 0 ], 0.5 ); - - quadA.vertexNormals[ 2 ].copy( vnm1 ); - quadA.vertexNormals[ 3 ].copy( vnm2 ); - - quadB.vertexNormals[ 0 ].copy( vnm2 ); - quadB.vertexNormals[ 1 ].copy( vnm1 ); - - } - - if ( face.vertexColors.length === 4 ) { - - vcm1 = face.vertexColors[ 1 ].clone(); - vcm1.lerpSelf( face.vertexColors[ 2 ], 0.5 ); - - vcm2 = face.vertexColors[ 3 ].clone(); - vcm2.lerpSelf( face.vertexColors[ 0 ], 0.5 ); - - quadA.vertexColors[ 2 ].copy( vcm1 ); - quadA.vertexColors[ 3 ].copy( vcm2 ); - - quadB.vertexColors[ 0 ].copy( vcm2 ); - quadB.vertexColors[ 1 ].copy( vcm1 ); - - } - - edge = 1; - - } - - faces.push( quadA, quadB ); - geometry.vertices.push( vm1, vm2 ); - - var j, jl, uvs, uvA, uvB, uvC, uvD, uvM1, uvM2, uvsQuadA, uvsQuadB; - - for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) { - - if ( geometry.faceVertexUvs[ j ].length ) { - - uvs = geometry.faceVertexUvs[ j ][ i ]; - - uvA = uvs[ 0 ]; - uvB = uvs[ 1 ]; - uvC = uvs[ 2 ]; - uvD = uvs[ 3 ]; - - // AB + CD - - if ( edge === 0 ) { - - uvM1 = uvA.clone(); - uvM1.lerpSelf( uvB, 0.5 ); - - uvM2 = uvC.clone(); - uvM2.lerpSelf( uvD, 0.5 ); - - uvsQuadA = [ uvA.clone(), uvM1.clone(), uvM2.clone(), uvD.clone() ]; - uvsQuadB = [ uvM1.clone(), uvB.clone(), uvC.clone(), uvM2.clone() ]; - - // BC + AD - - } else { - - uvM1 = uvB.clone(); - uvM1.lerpSelf( uvC, 0.5 ); - - uvM2 = uvD.clone(); - uvM2.lerpSelf( uvA, 0.5 ); - - uvsQuadA = [ uvA.clone(), uvB.clone(), uvM1.clone(), uvM2.clone() ]; - uvsQuadB = [ uvM2.clone(), uvM1.clone(), uvC.clone(), uvD.clone() ]; - - } - - faceVertexUvs[ j ].push( uvsQuadA, uvsQuadB ); - - } - - } - - } else { - - faces.push( face ); - - for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) { - - faceVertexUvs[ j ].push( geometry.faceVertexUvs[ j ][ i ] ); - - } - - } - - } - - } - - geometry.faces = faces; - geometry.faceVertexUvs = faceVertexUvs; - - } - -}; - -THREE.GeometryUtils.random = THREE.Math.random16; - -THREE.GeometryUtils.__v1 = new THREE.Vector3(); -/** - * @author alteredq / http://alteredqualia.com/ - * @author mrdoob / http://mrdoob.com/ - */ - -THREE.ImageUtils = { - - crossOrigin: 'anonymous', - - loadTexture: function ( url, mapping, onLoad, onError ) { - - var image = new Image(); - var texture = new THREE.Texture( image, mapping ); - - var loader = new THREE.ImageLoader(); - - loader.addEventListener( 'load', function ( event ) { - - texture.image = event.content; - texture.needsUpdate = true; - - if ( onLoad ) onLoad( texture ); - - } ); - - loader.addEventListener( 'error', function ( event ) { - - if ( onError ) onError( event.message ); - - } ); - - loader.crossOrigin = this.crossOrigin; - loader.load( url, image ); - - return texture; - - }, - - loadTextureCube: function ( array, mapping, onLoad ) { - - var i, l, images = []; - var texture = new THREE.Texture( images, mapping ); - - texture.flipY = false; - - images.loadCount = 0; - - for ( i = 0, l = array.length; i < l; ++ i ) { - - images[ i ] = new Image(); - images[ i ].onload = function () { - - images.loadCount += 1; - - if ( images.loadCount === 6 ) { - - texture.needsUpdate = true; - if ( onLoad ) onLoad(); - - } - - }; - - images[ i ].crossOrigin = this.crossOrigin; - images[ i ].src = array[ i ]; - - } - - return texture; - - }, - - getNormalMap: function ( image, depth ) { - - // Adapted from http://www.paulbrunt.co.uk/lab/heightnormal/ - - var cross = function ( a, b ) { - - return [ a[ 1 ] * b[ 2 ] - a[ 2 ] * b[ 1 ], a[ 2 ] * b[ 0 ] - a[ 0 ] * b[ 2 ], a[ 0 ] * b[ 1 ] - a[ 1 ] * b[ 0 ] ]; - - } - - var subtract = function ( a, b ) { - - return [ a[ 0 ] - b[ 0 ], a[ 1 ] - b[ 1 ], a[ 2 ] - b[ 2 ] ]; - - } - - var normalize = function ( a ) { - - var l = Math.sqrt( a[ 0 ] * a[ 0 ] + a[ 1 ] * a[ 1 ] + a[ 2 ] * a[ 2 ] ); - return [ a[ 0 ] / l, a[ 1 ] / l, a[ 2 ] / l ]; - - } - - depth = depth | 1; - - var width = image.width; - var height = image.height; - - var canvas = document.createElement( 'canvas' ); - canvas.width = width; - canvas.height = height; - - var context = canvas.getContext( '2d' ); - context.drawImage( image, 0, 0 ); - - var data = context.getImageData( 0, 0, width, height ).data; - var imageData = context.createImageData( width, height ); - var output = imageData.data; - - for ( var x = 0; x < width; x ++ ) { - - for ( var y = 0; y < height; y ++ ) { - - var ly = y - 1 < 0 ? 0 : y - 1; - var uy = y + 1 > height - 1 ? height - 1 : y + 1; - var lx = x - 1 < 0 ? 0 : x - 1; - var ux = x + 1 > width - 1 ? width - 1 : x + 1; - - var points = []; - var origin = [ 0, 0, data[ ( y * width + x ) * 4 ] / 255 * depth ]; - points.push( [ - 1, 0, data[ ( y * width + lx ) * 4 ] / 255 * depth ] ); - points.push( [ - 1, - 1, data[ ( ly * width + lx ) * 4 ] / 255 * depth ] ); - points.push( [ 0, - 1, data[ ( ly * width + x ) * 4 ] / 255 * depth ] ); - points.push( [ 1, - 1, data[ ( ly * width + ux ) * 4 ] / 255 * depth ] ); - points.push( [ 1, 0, data[ ( y * width + ux ) * 4 ] / 255 * depth ] ); - points.push( [ 1, 1, data[ ( uy * width + ux ) * 4 ] / 255 * depth ] ); - points.push( [ 0, 1, data[ ( uy * width + x ) * 4 ] / 255 * depth ] ); - points.push( [ - 1, 1, data[ ( uy * width + lx ) * 4 ] / 255 * depth ] ); - - var normals = []; - var num_points = points.length; - - for ( var i = 0; i < num_points; i ++ ) { - - var v1 = points[ i ]; - var v2 = points[ ( i + 1 ) % num_points ]; - v1 = subtract( v1, origin ); - v2 = subtract( v2, origin ); - normals.push( normalize( cross( v1, v2 ) ) ); - - } - - var normal = [ 0, 0, 0 ]; - - for ( var i = 0; i < normals.length; i ++ ) { - - normal[ 0 ] += normals[ i ][ 0 ]; - normal[ 1 ] += normals[ i ][ 1 ]; - normal[ 2 ] += normals[ i ][ 2 ]; - - } - - normal[ 0 ] /= normals.length; - normal[ 1 ] /= normals.length; - normal[ 2 ] /= normals.length; - - var idx = ( y * width + x ) * 4; - - output[ idx ] = ( ( normal[ 0 ] + 1.0 ) / 2.0 * 255 ) | 0; - output[ idx + 1 ] = ( ( normal[ 1 ] + 1.0 ) / 2.0 * 255 ) | 0; - output[ idx + 2 ] = ( normal[ 2 ] * 255 ) | 0; - output[ idx + 3 ] = 255; - - } - - } - - context.putImageData( imageData, 0, 0 ); - - return canvas; - - }, - - generateDataTexture: function ( width, height, color ) { - - var size = width * height; - var data = new Uint8Array( 3 * size ); - - var r = Math.floor( color.r * 255 ); - var g = Math.floor( color.g * 255 ); - var b = Math.floor( color.b * 255 ); - - for ( var i = 0; i < size; i ++ ) { - - data[ i * 3 ] = r; - data[ i * 3 + 1 ] = g; - data[ i * 3 + 2 ] = b; - - } - - var texture = new THREE.DataTexture( data, width, height, THREE.RGBFormat ); - texture.needsUpdate = true; - - return texture; - - } - -}; -/** - * @author alteredq / http://alteredqualia.com/ - */ - -THREE.SceneUtils = { - - showHierarchy : function ( root, visible ) { - - THREE.SceneUtils.traverseHierarchy( root, function( node ) { node.visible = visible; } ); - - }, - - traverseHierarchy : function ( root, callback ) { - - var n, i, l = root.children.length; - - for ( i = 0; i < l; i ++ ) { - - n = root.children[ i ]; - - callback( n ); - - THREE.SceneUtils.traverseHierarchy( n, callback ); - - } - - }, - - createMultiMaterialObject : function ( geometry, materials ) { - - var i, il = materials.length, - group = new THREE.Object3D(); - - for ( i = 0; i < il; i ++ ) { - - var object = new THREE.Mesh( geometry, materials[ i ] ); - group.add( object ); - - } - - return group; - - }, - - cloneObject: function ( source ) { - - var object; - - // subclass specific properties - // (must process in order from more specific subclasses to more abstract classes) - - if ( source instanceof THREE.MorphAnimMesh ) { - - object = new THREE.MorphAnimMesh( source.geometry, source.material ); - - object.duration = source.duration; - object.mirroredLoop = source.mirroredLoop; - object.time = source.time; - - object.lastKeyframe = source.lastKeyframe; - object.currentKeyframe = source.currentKeyframe; - - object.direction = source.direction; - object.directionBackwards = source.directionBackwards; - - } else if ( source instanceof THREE.SkinnedMesh ) { - - object = new THREE.SkinnedMesh( source.geometry, source.material ); - - } else if ( source instanceof THREE.Mesh ) { - - object = new THREE.Mesh( source.geometry, source.material ); - - } else if ( source instanceof THREE.Line ) { - - object = new THREE.Line( source.geometry, source.material, source.type ); - - } else if ( source instanceof THREE.Ribbon ) { - - object = new THREE.Ribbon( source.geometry, source.material ); - - } else if ( source instanceof THREE.ParticleSystem ) { - - object = new THREE.ParticleSystem( source.geometry, source.material ); - object.sortParticles = source.sortParticles; - - } else if ( source instanceof THREE.Particle ) { - - object = new THREE.Particle( source.material ); - - } else if ( source instanceof THREE.Sprite ) { - - object = new THREE.Sprite( {} ); - - object.color.copy( source.color ); - object.map = source.map; - object.blending = source.blending; - - object.useScreenCoordinates = source.useScreenCoordinates; - object.mergeWith3D = source.mergeWith3D; - object.affectedByDistance = source.affectedByDistance; - object.scaleByViewport = source.scaleByViewport; - object.alignment = source.alignment; - - object.rotation3d.copy( source.rotation3d ); - object.rotation = source.rotation; - object.opacity = source.opacity; - - object.uvOffset.copy( source.uvOffset ); - object.uvScale.copy( source.uvScale); - - } else if ( source instanceof THREE.LOD ) { - - object = new THREE.LOD(); - - /* - } else if ( source instanceof THREE.MarchingCubes ) { - - object = new THREE.MarchingCubes( source.resolution, source.material ); - object.field.set( source.field ); - object.isolation = source.isolation; - */ - - } else if ( source instanceof THREE.Object3D ) { - - object = new THREE.Object3D(); - - } - - // base class properties - - object.name = source.name; - - object.parent = source.parent; - - object.up.copy( source.up ); - - object.position.copy( source.position ); - - // because of Sprite madness - - if ( object.rotation instanceof THREE.Vector3 ) - object.rotation.copy( source.rotation ); - - object.eulerOrder = source.eulerOrder; - - object.scale.copy( source.scale ); - - object.dynamic = source.dynamic; - - object.renderDepth = source.renderDepth; - - object.rotationAutoUpdate = source.rotationAutoUpdate; - - object.matrix.copy( source.matrix ); - object.matrixWorld.copy( source.matrixWorld ); - object.matrixRotationWorld.copy( source.matrixRotationWorld ); - - object.matrixAutoUpdate = source.matrixAutoUpdate; - object.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate; - - object.quaternion.copy( source.quaternion ); - object.useQuaternion = source.useQuaternion; - - object.boundRadius = source.boundRadius; - object.boundRadiusScale = source.boundRadiusScale; - - object.visible = source.visible; - - object.castShadow = source.castShadow; - object.receiveShadow = source.receiveShadow; - - object.frustumCulled = source.frustumCulled; - - // children - - for ( var i = 0; i < source.children.length; i ++ ) { - - var child = THREE.SceneUtils.cloneObject( source.children[ i ] ); - object.children[ i ] = child; - - child.parent = object; - - } - - // LODs need to be patched separately to use cloned children - - if ( source instanceof THREE.LOD ) { - - for ( var i = 0; i < source.LODs.length; i ++ ) { - - var lod = source.LODs[ i ]; - object.LODs[ i ] = { visibleAtDistance: lod.visibleAtDistance, object3D: object.children[ i ] }; - - } - - } - - return object; - - }, - - detach : function ( child, parent, scene ) { - - child.applyMatrix( parent.matrixWorld ); - parent.remove( child ); - scene.add( child ); - - }, - - attach: function ( child, scene, parent ) { - - var matrixWorldInverse = new THREE.Matrix4(); - matrixWorldInverse.getInverse( parent.matrixWorld ); - child.applyMatrix( matrixWorldInverse ); - - scene.remove( child ); - parent.add( child ); - - } - -}; -/** - * @author alteredq / http://alteredqualia.com/ - * @author mrdoob / http://mrdoob.com/ - * - * ShaderUtils currently contains: - * - * fresnel - * normal - * cube - * - */ - -if ( THREE.WebGLRenderer ) { - -THREE.ShaderUtils = { - - lib: { - - /* ------------------------------------------------------------------------- - // Fresnel shader - // - based on Nvidia Cg tutorial - ------------------------------------------------------------------------- */ - - 'fresnel': { - - uniforms: { - - "mRefractionRatio": { type: "f", value: 1.02 }, - "mFresnelBias": { type: "f", value: 0.1 }, - "mFresnelPower": { type: "f", value: 2.0 }, - "mFresnelScale": { type: "f", value: 1.0 }, - "tCube": { type: "t", value: 1, texture: null } - - }, - - fragmentShader: [ - - "uniform samplerCube tCube;", - - "varying vec3 vReflect;", - "varying vec3 vRefract[3];", - "varying float vReflectionFactor;", - - "void main() {", - - "vec4 reflectedColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );", - "vec4 refractedColor = vec4( 1.0, 1.0, 1.0, 1.0 );", - - "refractedColor.r = textureCube( tCube, vec3( -vRefract[0].x, vRefract[0].yz ) ).r;", - "refractedColor.g = textureCube( tCube, vec3( -vRefract[1].x, vRefract[1].yz ) ).g;", - "refractedColor.b = textureCube( tCube, vec3( -vRefract[2].x, vRefract[2].yz ) ).b;", - "refractedColor.a = 1.0;", - - "gl_FragColor = mix( refractedColor, reflectedColor, clamp( vReflectionFactor, 0.0, 1.0 ) );", - - "}" - - ].join("\n"), - - vertexShader: [ - - "uniform float mRefractionRatio;", - "uniform float mFresnelBias;", - "uniform float mFresnelScale;", - "uniform float mFresnelPower;", - - "varying vec3 vReflect;", - "varying vec3 vRefract[3];", - "varying float vReflectionFactor;", - - "void main() {", - - "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", - "vec4 mPosition = modelMatrix * vec4( position, 1.0 );", - - "vec3 nWorld = normalize( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );", - - "vec3 I = mPosition.xyz - cameraPosition;", - - "vReflect = reflect( I, nWorld );", - "vRefract[0] = refract( normalize( I ), nWorld, mRefractionRatio );", - "vRefract[1] = refract( normalize( I ), nWorld, mRefractionRatio * 0.99 );", - "vRefract[2] = refract( normalize( I ), nWorld, mRefractionRatio * 0.98 );", - "vReflectionFactor = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( I ), nWorld ), mFresnelPower );", - - "gl_Position = projectionMatrix * mvPosition;", - - "}" - - ].join("\n") - - }, - - /* ------------------------------------------------------------------------- - // Normal map shader - // - Blinn-Phong - // - normal + diffuse + specular + AO + displacement + reflection + shadow maps - // - point and directional lights (use with "lights: true" material option) - ------------------------------------------------------------------------- */ - - 'normal' : { - - uniforms: THREE.UniformsUtils.merge( [ - - THREE.UniformsLib[ "fog" ], - THREE.UniformsLib[ "lights" ], - THREE.UniformsLib[ "shadowmap" ], - - { - - "enableAO" : { type: "i", value: 0 }, - "enableDiffuse" : { type: "i", value: 0 }, - "enableSpecular" : { type: "i", value: 0 }, - "enableReflection": { type: "i", value: 0 }, - "enableDisplacement": { type: "i", value: 0 }, - - "tDiffuse" : { type: "t", value: 0, texture: null }, - "tCube" : { type: "t", value: 1, texture: null }, - "tNormal" : { type: "t", value: 2, texture: null }, - "tSpecular" : { type: "t", value: 3, texture: null }, - "tAO" : { type: "t", value: 4, texture: null }, - "tDisplacement": { type: "t", value: 5, texture: null }, - - "uNormalScale": { type: "f", value: 1.0 }, - - "uDisplacementBias": { type: "f", value: 0.0 }, - "uDisplacementScale": { type: "f", value: 1.0 }, - - "uDiffuseColor": { type: "c", value: new THREE.Color( 0xffffff ) }, - "uSpecularColor": { type: "c", value: new THREE.Color( 0x111111 ) }, - "uAmbientColor": { type: "c", value: new THREE.Color( 0xffffff ) }, - "uShininess": { type: "f", value: 30 }, - "uOpacity": { type: "f", value: 1 }, - - "useRefract": { type: "i", value: 0 }, - "uRefractionRatio": { type: "f", value: 0.98 }, - "uReflectivity": { type: "f", value: 0.5 }, - - "uOffset" : { type: "v2", value: new THREE.Vector2( 0, 0 ) }, - "uRepeat" : { type: "v2", value: new THREE.Vector2( 1, 1 ) }, - - "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) } - - } - - ] ), - - fragmentShader: [ - - "uniform vec3 uAmbientColor;", - "uniform vec3 uDiffuseColor;", - "uniform vec3 uSpecularColor;", - "uniform float uShininess;", - "uniform float uOpacity;", - - "uniform bool enableDiffuse;", - "uniform bool enableSpecular;", - "uniform bool enableAO;", - "uniform bool enableReflection;", - - "uniform sampler2D tDiffuse;", - "uniform sampler2D tNormal;", - "uniform sampler2D tSpecular;", - "uniform sampler2D tAO;", - - "uniform samplerCube tCube;", - - "uniform float uNormalScale;", - - "uniform bool useRefract;", - "uniform float uRefractionRatio;", - "uniform float uReflectivity;", - - "varying vec3 vTangent;", - "varying vec3 vBinormal;", - "varying vec3 vNormal;", - "varying vec2 vUv;", - - "uniform vec3 ambientLightColor;", - - "#if MAX_DIR_LIGHTS > 0", - - "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];", - "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];", - - "#endif", - - "#if MAX_POINT_LIGHTS > 0", - - "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];", - "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];", - "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];", - - "#endif", - - "#if MAX_SPOT_LIGHTS > 0", - - "uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];", - "uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];", - "uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];", - "uniform float spotLightAngle[ MAX_SPOT_LIGHTS ];", - "uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];", - "uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];", - - "#endif", - - "#ifdef WRAP_AROUND", - - "uniform vec3 wrapRGB;", - - "#endif", - - "varying vec3 vWorldPosition;", - - THREE.ShaderChunk[ "shadowmap_pars_fragment" ], - THREE.ShaderChunk[ "fog_pars_fragment" ], - - "void main() {", - - "vec3 vViewPosition = cameraPosition - vWorldPosition;", - - "gl_FragColor = vec4( vec3( 1.0 ), uOpacity );", - - "vec3 specularTex = vec3( 1.0 );", - - "vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;", - "normalTex.xy *= uNormalScale;", - "normalTex = normalize( normalTex );", - - "if( enableDiffuse ) {", - - "#ifdef GAMMA_INPUT", - - "vec4 texelColor = texture2D( tDiffuse, vUv );", - "texelColor.xyz *= texelColor.xyz;", - - "gl_FragColor = gl_FragColor * texelColor;", - - "#else", - - "gl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );", - - "#endif", - - "}", - - "if( enableAO ) {", - - "#ifdef GAMMA_INPUT", - - "vec4 aoColor = texture2D( tAO, vUv );", - "aoColor.xyz *= aoColor.xyz;", - - "gl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;", - - "#else", - - "gl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;", - - "#endif", - - "}", - - "if( enableSpecular )", - "specularTex = texture2D( tSpecular, vUv ).xyz;", - - "mat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );", - "vec3 finalNormal = tsb * normalTex;", - - "vec3 normal = normalize( finalNormal );", - "vec3 viewPosition = normalize( vViewPosition );", - - // point lights - - "#if MAX_POINT_LIGHTS > 0", - - "vec3 pointDiffuse = vec3( 0.0 );", - "vec3 pointSpecular = vec3( 0.0 );", - - "for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {", - - "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );", - "vec3 pointVector = lPosition.xyz + vViewPosition.xyz;", - - "float pointDistance = 1.0;", - "if ( pointLightDistance[ i ] > 0.0 )", - "pointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );", - - "pointVector = normalize( pointVector );", - - // diffuse - - "#ifdef WRAP_AROUND", - - "float pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );", - "float pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );", - - "vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );", - - "#else", - - "float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );", - - "#endif", - - "pointDiffuse += pointDistance * pointLightColor[ i ] * uDiffuseColor * pointDiffuseWeight;", - - // specular - - "vec3 pointHalfVector = normalize( pointVector + viewPosition );", - "float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );", - "float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, uShininess ), 0.0 );", - - "#ifdef PHYSICALLY_BASED_SHADING", - - // 2.0 => 2.0001 is hack to work around ANGLE bug - - "float specularNormalization = ( uShininess + 2.0001 ) / 8.0;", - - "vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( pointVector, pointHalfVector ), 5.0 );", - "pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;", - - "#else", - - "pointSpecular += pointDistance * pointLightColor[ i ] * uSpecularColor * pointSpecularWeight * pointDiffuseWeight;", - - "#endif", - - "}", - - "#endif", - - // spot lights - - "#if MAX_SPOT_LIGHTS > 0", - - "vec3 spotDiffuse = vec3( 0.0 );", - "vec3 spotSpecular = vec3( 0.0 );", - - "for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {", - - "vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );", - "vec3 spotVector = lPosition.xyz + vViewPosition.xyz;", - - "float spotDistance = 1.0;", - "if ( spotLightDistance[ i ] > 0.0 )", - "spotDistance = 1.0 - min( ( length( spotVector ) / spotLightDistance[ i ] ), 1.0 );", - - "spotVector = normalize( spotVector );", - - "float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );", - - "if ( spotEffect > spotLightAngle[ i ] ) {", - - "spotEffect = pow( spotEffect, spotLightExponent[ i ] );", - - // diffuse - - "#ifdef WRAP_AROUND", - - "float spotDiffuseWeightFull = max( dot( normal, spotVector ), 0.0 );", - "float spotDiffuseWeightHalf = max( 0.5 * dot( normal, spotVector ) + 0.5, 0.0 );", - - "vec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );", - - "#else", - - "float spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );", - - "#endif", - - "spotDiffuse += spotDistance * spotLightColor[ i ] * uDiffuseColor * spotDiffuseWeight * spotEffect;", - - // specular - - "vec3 spotHalfVector = normalize( spotVector + viewPosition );", - "float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );", - "float spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, uShininess ), 0.0 );", - - "#ifdef PHYSICALLY_BASED_SHADING", - - // 2.0 => 2.0001 is hack to work around ANGLE bug - - "float specularNormalization = ( uShininess + 2.0001 ) / 8.0;", - - "vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( spotVector, spotHalfVector ), 5.0 );", - "spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;", - - "#else", - - "spotSpecular += spotDistance * spotLightColor[ i ] * uSpecularColor * spotSpecularWeight * spotDiffuseWeight * spotEffect;", - - "#endif", - - "}", - - "}", - - "#endif", - - // directional lights - - "#if MAX_DIR_LIGHTS > 0", - - "vec3 dirDiffuse = vec3( 0.0 );", - "vec3 dirSpecular = vec3( 0.0 );", - - "for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {", - - "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );", - "vec3 dirVector = normalize( lDirection.xyz );", - - // diffuse - - "#ifdef WRAP_AROUND", - - "float directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );", - "float directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );", - - "vec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );", - - "#else", - - "float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );", - - "#endif", - - "dirDiffuse += directionalLightColor[ i ] * uDiffuseColor * dirDiffuseWeight;", - - // specular - - "vec3 dirHalfVector = normalize( dirVector + viewPosition );", - "float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );", - "float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, uShininess ), 0.0 );", - - "#ifdef PHYSICALLY_BASED_SHADING", - - // 2.0 => 2.0001 is hack to work around ANGLE bug - - "float specularNormalization = ( uShininess + 2.0001 ) / 8.0;", - - "vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );", - "dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;", - - "#else", - - "dirSpecular += directionalLightColor[ i ] * uSpecularColor * dirSpecularWeight * dirDiffuseWeight;", - - "#endif", - - "}", - - "#endif", - - // all lights contribution summation - - "vec3 totalDiffuse = vec3( 0.0 );", - "vec3 totalSpecular = vec3( 0.0 );", - - "#if MAX_DIR_LIGHTS > 0", - - "totalDiffuse += dirDiffuse;", - "totalSpecular += dirSpecular;", - - "#endif", - - "#if MAX_POINT_LIGHTS > 0", - - "totalDiffuse += pointDiffuse;", - "totalSpecular += pointSpecular;", - - "#endif", - - "#if MAX_SPOT_LIGHTS > 0", - - "totalDiffuse += spotDiffuse;", - "totalSpecular += spotSpecular;", - - "#endif", - - "#ifdef METAL", - - "gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor + totalSpecular );", - - "#else", - - "gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor ) + totalSpecular;", - - "#endif", - - "if ( enableReflection ) {", - - "vec3 vReflect;", - "vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );", - - "if ( useRefract ) {", - - "vReflect = refract( cameraToVertex, normal, uRefractionRatio );", - - "} else {", - - "vReflect = reflect( cameraToVertex, normal );", - - "}", - - "vec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );", - - "#ifdef GAMMA_INPUT", - - "cubeColor.xyz *= cubeColor.xyz;", - - "#endif", - - "gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * uReflectivity );", - - "}", - - THREE.ShaderChunk[ "shadowmap_fragment" ], - THREE.ShaderChunk[ "linear_to_gamma_fragment" ], - THREE.ShaderChunk[ "fog_fragment" ], - - "}" - - ].join("\n"), - - vertexShader: [ - - "attribute vec4 tangent;", - - "uniform vec2 uOffset;", - "uniform vec2 uRepeat;", - - "uniform bool enableDisplacement;", - - "#ifdef VERTEX_TEXTURES", - - "uniform sampler2D tDisplacement;", - "uniform float uDisplacementScale;", - "uniform float uDisplacementBias;", - - "#endif", - - "varying vec3 vTangent;", - "varying vec3 vBinormal;", - "varying vec3 vNormal;", - "varying vec2 vUv;", - - "varying vec3 vWorldPosition;", - - THREE.ShaderChunk[ "skinning_pars_vertex" ], - THREE.ShaderChunk[ "shadowmap_pars_vertex" ], - - "void main() {", - - THREE.ShaderChunk[ "skinbase_vertex" ], - THREE.ShaderChunk[ "skinnormal_vertex" ], - - // normal, tangent and binormal vectors - - "#ifdef USE_SKINNING", - - "vNormal = normalMatrix * skinnedNormal.xyz;", - - "vec4 skinnedTangent = skinMatrix * vec4( tangent.xyz, 0.0 );", - "vTangent = normalMatrix * skinnedTangent.xyz;", - - "#else", - - "vNormal = normalMatrix * normal;", - "vTangent = normalMatrix * tangent.xyz;", - - "#endif", - - "vBinormal = cross( vNormal, vTangent ) * tangent.w;", - - "vUv = uv * uRepeat + uOffset;", - - // displacement mapping - - "vec3 displacedPosition;", - - "#ifdef VERTEX_TEXTURES", - - "if ( enableDisplacement ) {", - - "vec3 dv = texture2D( tDisplacement, uv ).xyz;", - "float df = uDisplacementScale * dv.x + uDisplacementBias;", - "displacedPosition = position + normalize( normal ) * df;", - - "} else {", - - "#ifdef USE_SKINNING", - - "vec4 skinned = boneMatX * skinVertexA * skinWeight.x;", - "skinned += boneMatY * skinVertexB * skinWeight.y;", - - "displacedPosition = skinned.xyz;", - - "#else", - - "displacedPosition = position;", - - "#endif", - - "}", - - "#else", - - "#ifdef USE_SKINNING", - - "vec4 skinned = boneMatX * skinVertexA * skinWeight.x;", - "skinned += boneMatY * skinVertexB * skinWeight.y;", - - "displacedPosition = skinned.xyz;", - - "#else", - - "displacedPosition = position;", - - "#endif", - - "#endif", - - // - - "vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );", - "vec4 wPosition = modelMatrix * vec4( displacedPosition, 1.0 );", - - "gl_Position = projectionMatrix * mvPosition;", - - // - - "vWorldPosition = wPosition.xyz;", - - // shadows - - "#ifdef USE_SHADOWMAP", - - "for( int i = 0; i < MAX_SHADOWS; i ++ ) {", - - "vShadowCoord[ i ] = shadowMatrix[ i ] * wPosition;", - - "}", - - "#endif", - - "}" - - ].join("\n") - - }, - - /* ------------------------------------------------------------------------- - // Cube map shader - ------------------------------------------------------------------------- */ - - 'cube': { - - uniforms: { "tCube": { type: "t", value: 1, texture: null }, - "tFlip": { type: "f", value: -1 } }, - - vertexShader: [ - - "varying vec3 vViewPosition;", - - "void main() {", - - "vec4 mPosition = modelMatrix * vec4( position, 1.0 );", - "vViewPosition = cameraPosition - mPosition.xyz;", - - "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", - - "}" - - ].join("\n"), - - fragmentShader: [ - - "uniform samplerCube tCube;", - "uniform float tFlip;", - - "varying vec3 vViewPosition;", - - "void main() {", - - "vec3 wPos = cameraPosition - vViewPosition;", - "gl_FragColor = textureCube( tCube, vec3( tFlip * wPos.x, wPos.yz ) );", - - "}" - - ].join("\n") - - } - - } - -}; - -}; -/** - * @author zz85 / http://www.lab4games.net/zz85/blog - * @author alteredq / http://alteredqualia.com/ - * - * For Text operations in three.js (See TextGeometry) - * - * It uses techniques used in: - * - * typeface.js and canvastext - * For converting fonts and rendering with javascript - * http://typeface.neocracy.org - * - * Triangulation ported from AS3 - * Simple Polygon Triangulation - * http://actionsnippet.com/?p=1462 - * - * A Method to triangulate shapes with holes - * http://www.sakri.net/blog/2009/06/12/an-approach-to-triangulating-polygons-with-holes/ - * - */ - -THREE.FontUtils = { - - faces : {}, - - // Just for now. face[weight][style] - - face : "helvetiker", - weight: "normal", - style : "normal", - size : 150, - divisions : 10, - - getFace : function() { - - return this.faces[ this.face ][ this.weight ][ this.style ]; - - }, - - loadFace : function( data ) { - - var family = data.familyName.toLowerCase(); - - var ThreeFont = this; - - ThreeFont.faces[ family ] = ThreeFont.faces[ family ] || {}; - - ThreeFont.faces[ family ][ data.cssFontWeight ] = ThreeFont.faces[ family ][ data.cssFontWeight ] || {}; - ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data; - - var face = ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data; - - return data; - - }, - - drawText : function( text ) { - - var characterPts = [], allPts = []; - - // RenderText - - var i, p, - face = this.getFace(), - scale = this.size / face.resolution, - offset = 0, - chars = String( text ).split( '' ), - length = chars.length; - - var fontPaths = []; - - for ( i = 0; i < length; i ++ ) { - - var path = new THREE.Path(); - - var ret = this.extractGlyphPoints( chars[ i ], face, scale, offset, path ); - offset += ret.offset; - - fontPaths.push( ret.path ); - - } - - // get the width - - var width = offset / 2; - // - // for ( p = 0; p < allPts.length; p++ ) { - // - // allPts[ p ].x -= width; - // - // } - - //var extract = this.extractPoints( allPts, characterPts ); - //extract.contour = allPts; - - //extract.paths = fontPaths; - //extract.offset = width; - - return { paths : fontPaths, offset : width }; - - }, - - - - - extractGlyphPoints : function( c, face, scale, offset, path ) { - - var pts = []; - - var i, i2, divisions, - outline, action, length, - scaleX, scaleY, - x, y, cpx, cpy, cpx0, cpy0, cpx1, cpy1, cpx2, cpy2, - laste, - glyph = face.glyphs[ c ] || face.glyphs[ '?' ]; - - if ( !glyph ) return; - - if ( glyph.o ) { - - outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) ); - length = outline.length; - - scaleX = scale; - scaleY = scale; - - for ( i = 0; i < length; ) { - - action = outline[ i ++ ]; - - //console.log( action ); - - switch( action ) { - - case 'm': - - // Move To - - x = outline[ i++ ] * scaleX + offset; - y = outline[ i++ ] * scaleY; - - path.moveTo( x, y ); - break; - - case 'l': - - // Line To - - x = outline[ i++ ] * scaleX + offset; - y = outline[ i++ ] * scaleY; - path.lineTo(x,y); - break; - - case 'q': - - // QuadraticCurveTo - - cpx = outline[ i++ ] * scaleX + offset; - cpy = outline[ i++ ] * scaleY; - cpx1 = outline[ i++ ] * scaleX + offset; - cpy1 = outline[ i++ ] * scaleY; - - path.quadraticCurveTo(cpx1, cpy1, cpx, cpy); - - laste = pts[ pts.length - 1 ]; - - if ( laste ) { - - cpx0 = laste.x; - cpy0 = laste.y; - - for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) { - - var t = i2 / divisions; - var tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx ); - var ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy ); - } - - } - - break; - - case 'b': - - // Cubic Bezier Curve - - cpx = outline[ i++ ] * scaleX + offset; - cpy = outline[ i++ ] * scaleY; - cpx1 = outline[ i++ ] * scaleX + offset; - cpy1 = outline[ i++ ] * -scaleY; - cpx2 = outline[ i++ ] * scaleX + offset; - cpy2 = outline[ i++ ] * -scaleY; - - path.bezierCurveTo( cpx, cpy, cpx1, cpy1, cpx2, cpy2 ); - - laste = pts[ pts.length - 1 ]; - - if ( laste ) { - - cpx0 = laste.x; - cpy0 = laste.y; - - for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) { - - var t = i2 / divisions; - var tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx ); - var ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy ); - - } - - } - - break; - - } - - } - } - - - - return { offset: glyph.ha*scale, path:path}; - } - -}; - - -THREE.FontUtils.generateShapes = function( text, parameters ) { - - // Parameters - - parameters = parameters || {}; - - var size = parameters.size !== undefined ? parameters.size : 100; - var curveSegments = parameters.curveSegments !== undefined ? parameters.curveSegments: 4; - - var font = parameters.font !== undefined ? parameters.font : "helvetiker"; - var weight = parameters.weight !== undefined ? parameters.weight : "normal"; - var style = parameters.style !== undefined ? parameters.style : "normal"; - - THREE.FontUtils.size = size; - THREE.FontUtils.divisions = curveSegments; - - THREE.FontUtils.face = font; - THREE.FontUtils.weight = weight; - THREE.FontUtils.style = style; - - // Get a Font data json object - - var data = THREE.FontUtils.drawText( text ); - - var paths = data.paths; - var shapes = []; - - for ( var p = 0, pl = paths.length; p < pl; p ++ ) { - - Array.prototype.push.apply( shapes, paths[ p ].toShapes() ); - - } - - return shapes; - -}; - - -/** - * This code is a quick port of code written in C++ which was submitted to - * flipcode.com by John W. Ratcliff // July 22, 2000 - * See original code and more information here: - * http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml - * - * ported to actionscript by Zevan Rosser - * www.actionsnippet.com - * - * ported to javascript by Joshua Koo - * http://www.lab4games.net/zz85/blog - * - */ - - -( function( namespace ) { - - var EPSILON = 0.0000000001; - - // takes in an contour array and returns - - var process = function( contour, indices ) { - - var n = contour.length; - - if ( n < 3 ) return null; - - var result = [], - verts = [], - vertIndices = []; - - /* we want a counter-clockwise polygon in verts */ - - var u, v, w; - - if ( area( contour ) > 0.0 ) { - - for ( v = 0; v < n; v++ ) verts[ v ] = v; - - } else { - - for ( v = 0; v < n; v++ ) verts[ v ] = ( n - 1 ) - v; - - } - - var nv = n; - - /* remove nv - 2 vertices, creating 1 triangle every time */ - - var count = 2 * nv; /* error detection */ - - for( v = nv - 1; nv > 2; ) { - - /* if we loop, it is probably a non-simple polygon */ - - if ( ( count-- ) <= 0 ) { - - //** Triangulate: ERROR - probable bad polygon! - - //throw ( "Warning, unable to triangulate polygon!" ); - //return null; - // Sometimes warning is fine, especially polygons are triangulated in reverse. - console.log( "Warning, unable to triangulate polygon!" ); - - if ( indices ) return vertIndices; - return result; - - } - - /* three consecutive vertices in current polygon, */ - - u = v; if ( nv <= u ) u = 0; /* previous */ - v = u + 1; if ( nv <= v ) v = 0; /* new v */ - w = v + 1; if ( nv <= w ) w = 0; /* next */ - - if ( snip( contour, u, v, w, nv, verts ) ) { - - var a, b, c, s, t; - - /* true names of the vertices */ - - a = verts[ u ]; - b = verts[ v ]; - c = verts[ w ]; - - /* output Triangle */ - - /* - result.push( contour[ a ] ); - result.push( contour[ b ] ); - result.push( contour[ c ] ); - */ - result.push( [ contour[ a ], - contour[ b ], - contour[ c ] ] ); - - - vertIndices.push( [ verts[ u ], verts[ v ], verts[ w ] ] ); - - /* remove v from the remaining polygon */ - - for( s = v, t = v + 1; t < nv; s++, t++ ) { - - verts[ s ] = verts[ t ]; - - } - - nv--; - - /* reset error detection counter */ - - count = 2 * nv; - - } - - } - - if ( indices ) return vertIndices; - return result; - - }; - - // calculate area of the contour polygon - - var area = function ( contour ) { - - var n = contour.length; - var a = 0.0; - - for( var p = n - 1, q = 0; q < n; p = q++ ) { - - a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y; - - } - - return a * 0.5; - - }; - - // see if p is inside triangle abc - - var insideTriangle = function( ax, ay, - bx, by, - cx, cy, - px, py ) { - - var aX, aY, bX, bY; - var cX, cY, apx, apy; - var bpx, bpy, cpx, cpy; - var cCROSSap, bCROSScp, aCROSSbp; - - aX = cx - bx; aY = cy - by; - bX = ax - cx; bY = ay - cy; - cX = bx - ax; cY = by - ay; - apx= px -ax; apy= py - ay; - bpx= px - bx; bpy= py - by; - cpx= px - cx; cpy= py - cy; - - aCROSSbp = aX*bpy - aY*bpx; - cCROSSap = cX*apy - cY*apx; - bCROSScp = bX*cpy - bY*cpx; - - return ( (aCROSSbp >= 0.0) && (bCROSScp >= 0.0) && (cCROSSap >= 0.0) ); - - }; - - - var snip = function ( contour, u, v, w, n, verts ) { - - var p; - var ax, ay, bx, by; - var cx, cy, px, py; - - ax = contour[ verts[ u ] ].x; - ay = contour[ verts[ u ] ].y; - - bx = contour[ verts[ v ] ].x; - by = contour[ verts[ v ] ].y; - - cx = contour[ verts[ w ] ].x; - cy = contour[ verts[ w ] ].y; - - if ( EPSILON > (((bx-ax)*(cy-ay)) - ((by-ay)*(cx-ax))) ) return false; - - for ( p = 0; p < n; p++ ) { - - if( (p == u) || (p == v) || (p == w) ) continue; - - px = contour[ verts[ p ] ].x - py = contour[ verts[ p ] ].y - - if ( insideTriangle( ax, ay, bx, by, cx, cy, px, py ) ) return false; - - } - - return true; - - }; - - - namespace.Triangulate = process; - namespace.Triangulate.area = area; - - return namespace; - -})(THREE.FontUtils); - -// To use the typeface.js face files, hook up the API -self._typeface_js = { faces: THREE.FontUtils.faces, loadFace: THREE.FontUtils.loadFace };/** - * @author zz85 / http://www.lab4games.net/zz85/blog - * Extensible curve object - * - * Some common of Curve methods - * .getPoint(t), getTangent(t) - * .getPointAt(u), getTagentAt(u) - * .getPoints(), .getSpacedPoints() - * .getLength() - * .updateArcLengths() - * - * This file contains following classes: - * - * -- 2d classes -- - * THREE.Curve - * THREE.LineCurve - * THREE.QuadraticBezierCurve - * THREE.CubicBezierCurve - * THREE.SplineCurve - * THREE.ArcCurve - * THREE.EllipseCurve - * - * -- 3d classes -- - * THREE.LineCurve3 - * THREE.QuadraticBezierCurve3 - * THREE.CubicBezierCurve3 - * THREE.SplineCurve3 - * THREE.ClosedSplineCurve3 - * - * A series of curves can be represented as a THREE.CurvePath - * - **/ - -/************************************************************** - * Abstract Curve base class - **************************************************************/ - -THREE.Curve = function () { - -}; - -// Virtual base class method to overwrite and implement in subclasses -// - t [0 .. 1] - -THREE.Curve.prototype.getPoint = function ( t ) { - - console.log( "Warning, getPoint() not implemented!" ); - return null; - -}; - -// Get point at relative position in curve according to arc length -// - u [0 .. 1] - -THREE.Curve.prototype.getPointAt = function ( u ) { - - var t = this.getUtoTmapping( u ); - return this.getPoint( t ); - -}; - -// Get sequence of points using getPoint( t ) - -THREE.Curve.prototype.getPoints = function ( divisions ) { - - if ( !divisions ) divisions = 5; - - var d, pts = []; - - for ( d = 0; d <= divisions; d ++ ) { - - pts.push( this.getPoint( d / divisions ) ); - - } - - return pts; - -}; - -// Get sequence of points using getPointAt( u ) - -THREE.Curve.prototype.getSpacedPoints = function ( divisions ) { - - if ( !divisions ) divisions = 5; - - var d, pts = []; - - for ( d = 0; d <= divisions; d ++ ) { - - pts.push( this.getPointAt( d / divisions ) ); - - } - - return pts; - -}; - -// Get total curve arc length - -THREE.Curve.prototype.getLength = function () { - - var lengths = this.getLengths(); - return lengths[ lengths.length - 1 ]; - -}; - -// Get list of cumulative segment lengths - -THREE.Curve.prototype.getLengths = function ( divisions ) { - - if ( !divisions ) divisions = (this.__arcLengthDivisions) ? (this.__arcLengthDivisions): 200; - - if ( this.cacheArcLengths - && ( this.cacheArcLengths.length == divisions + 1 ) - && !this.needsUpdate) { - - //console.log( "cached", this.cacheArcLengths ); - return this.cacheArcLengths; - - } - - this.needsUpdate = false; - - var cache = []; - var current, last = this.getPoint( 0 ); - var p, sum = 0; - - cache.push( 0 ); - - for ( p = 1; p <= divisions; p ++ ) { - - current = this.getPoint ( p / divisions ); - sum += current.distanceTo( last ); - cache.push( sum ); - last = current; - - } - - this.cacheArcLengths = cache; - - return cache; // { sums: cache, sum:sum }; Sum is in the last element. - -}; - - -THREE.Curve.prototype.updateArcLengths = function() { - this.needsUpdate = true; - this.getLengths(); -}; - -// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equi distance - -THREE.Curve.prototype.getUtoTmapping = function ( u, distance ) { - - var arcLengths = this.getLengths(); - - var i = 0, il = arcLengths.length; - - var targetArcLength; // The targeted u distance value to get - - if ( distance ) { - - targetArcLength = distance; - - } else { - - targetArcLength = u * arcLengths[ il - 1 ]; - - } - - //var time = Date.now(); - - // binary search for the index with largest value smaller than target u distance - - var low = 0, high = il - 1, comparison; - - while ( low <= high ) { - - i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats - - comparison = arcLengths[ i ] - targetArcLength; - - if ( comparison < 0 ) { - - low = i + 1; - continue; - - } else if ( comparison > 0 ) { - - high = i - 1; - continue; - - } else { - - high = i; - break; - - // DONE - - } - - } - - i = high; - - //console.log('b' , i, low, high, Date.now()- time); - - if ( arcLengths[ i ] == targetArcLength ) { - - var t = i / ( il - 1 ); - return t; - - } - - // we could get finer grain at lengths, or use simple interpolatation between two points - - var lengthBefore = arcLengths[ i ]; - var lengthAfter = arcLengths[ i + 1 ]; - - var segmentLength = lengthAfter - lengthBefore; - - // determine where we are between the 'before' and 'after' points - - var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength; - - // add that fractional amount to t - - var t = ( i + segmentFraction ) / ( il -1 ); - - return t; - -}; - - -// In 2D space, there are actually 2 normal vectors, -// and in 3D space, infinte -// TODO this should be depreciated. -THREE.Curve.prototype.getNormalVector = function( t ) { - - var vec = this.getTangent( t ); - - return new THREE.Vector2( -vec.y , vec.x ); - -}; - -// Returns a unit vector tangent at t -// In case any sub curve does not implement its tangent / normal finding, -// we get 2 points with a small delta and find a gradient of the 2 points -// which seems to make a reasonable approximation - -THREE.Curve.prototype.getTangent = function( t ) { - - var delta = 0.0001; - var t1 = t - delta; - var t2 = t + delta; - - // Capping in case of danger - - if ( t1 < 0 ) t1 = 0; - if ( t2 > 1 ) t2 = 1; - - var pt1 = this.getPoint( t1 ); - var pt2 = this.getPoint( t2 ); - - var vec = pt2.clone().subSelf(pt1); - return vec.normalize(); - -}; - - -THREE.Curve.prototype.getTangentAt = function ( u ) { - - var t = this.getUtoTmapping( u ); - return this.getTangent( t ); - -}; - -/************************************************************** - * Line - **************************************************************/ - -THREE.LineCurve = function ( v1, v2 ) { - - this.v1 = v1; - this.v2 = v2; - -}; - -THREE.LineCurve.prototype = Object.create( THREE.Curve.prototype ); - -THREE.LineCurve.prototype.getPoint = function ( t ) { - - var point = this.v2.clone().subSelf(this.v1); - point.multiplyScalar( t ).addSelf( this.v1 ); - - return point; - -}; - -// Line curve is linear, so we can overwrite default getPointAt - -THREE.LineCurve.prototype.getPointAt = function ( u ) { - - return this.getPoint( u ); - -}; - -THREE.LineCurve.prototype.getTangent = function( t ) { - - var tangent = this.v2.clone().subSelf(this.v1); - - return tangent.normalize(); - -}; - -/************************************************************** - * Quadratic Bezier curve - **************************************************************/ - - -THREE.QuadraticBezierCurve = function ( v0, v1, v2 ) { - - this.v0 = v0; - this.v1 = v1; - this.v2 = v2; - -}; - -THREE.QuadraticBezierCurve.prototype = Object.create( THREE.Curve.prototype ); - - -THREE.QuadraticBezierCurve.prototype.getPoint = function ( t ) { - - var tx, ty; - - tx = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x ); - ty = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y ); - - return new THREE.Vector2( tx, ty ); - -}; - - -THREE.QuadraticBezierCurve.prototype.getTangent = function( t ) { - - var tx, ty; - - tx = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.x, this.v1.x, this.v2.x ); - ty = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.y, this.v1.y, this.v2.y ); - - // returns unit vector - - var tangent = new THREE.Vector2( tx, ty ); - tangent.normalize(); - - return tangent; - -}; - - -/************************************************************** - * Cubic Bezier curve - **************************************************************/ - -THREE.CubicBezierCurve = function ( v0, v1, v2, v3 ) { - - this.v0 = v0; - this.v1 = v1; - this.v2 = v2; - this.v3 = v3; - -}; - -THREE.CubicBezierCurve.prototype = Object.create( THREE.Curve.prototype ); - -THREE.CubicBezierCurve.prototype.getPoint = function ( t ) { - - var tx, ty; - - tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x ); - ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y ); - - return new THREE.Vector2( tx, ty ); - -}; - -THREE.CubicBezierCurve.prototype.getTangent = function( t ) { - - var tx, ty; - - tx = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x ); - ty = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y ); - - var tangent = new THREE.Vector2( tx, ty ); - tangent.normalize(); - - return tangent; - -}; - - -/************************************************************** - * Spline curve - **************************************************************/ - -THREE.SplineCurve = function ( points /* array of Vector2 */ ) { - - this.points = (points == undefined) ? [] : points; - -}; - -THREE.SplineCurve.prototype = Object.create( THREE.Curve.prototype ); - -THREE.SplineCurve.prototype.getPoint = function ( t ) { - - var v = new THREE.Vector2(); - var c = []; - var points = this.points, point, intPoint, weight; - point = ( points.length - 1 ) * t; - - intPoint = Math.floor( point ); - weight = point - intPoint; - - c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1; - c[ 1 ] = intPoint; - c[ 2 ] = intPoint > points.length - 2 ? points.length -1 : intPoint + 1; - c[ 3 ] = intPoint > points.length - 3 ? points.length -1 : intPoint + 2; - - v.x = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight ); - v.y = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight ); - - return v; - -}; - -/************************************************************** - * Ellipse curve - **************************************************************/ - -THREE.EllipseCurve = function ( aX, aY, xRadius, yRadius, - aStartAngle, aEndAngle, - aClockwise ) { - - this.aX = aX; - this.aY = aY; - - this.xRadius = xRadius; - this.yRadius = yRadius; - - this.aStartAngle = aStartAngle; - this.aEndAngle = aEndAngle; - - this.aClockwise = aClockwise; - -}; - -THREE.EllipseCurve.prototype = Object.create( THREE.Curve.prototype ); - -THREE.EllipseCurve.prototype.getPoint = function ( t ) { - - var deltaAngle = this.aEndAngle - this.aStartAngle; - - if ( !this.aClockwise ) { - - t = 1 - t; - - } - - var angle = this.aStartAngle + t * deltaAngle; - - var tx = this.aX + this.xRadius * Math.cos( angle ); - var ty = this.aY + this.yRadius * Math.sin( angle ); - - return new THREE.Vector2( tx, ty ); - -}; - -/************************************************************** - * Arc curve - **************************************************************/ - -THREE.ArcCurve = function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { - - THREE.EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise ); -}; - -THREE.ArcCurve.prototype = Object.create( THREE.EllipseCurve.prototype ); - - -/************************************************************** - * Utils - **************************************************************/ - -THREE.Curve.Utils = { - - tangentQuadraticBezier: function ( t, p0, p1, p2 ) { - - return 2 * ( 1 - t ) * ( p1 - p0 ) + 2 * t * ( p2 - p1 ); - - }, - - // Puay Bing, thanks for helping with this derivative! - - tangentCubicBezier: function (t, p0, p1, p2, p3 ) { - - return -3 * p0 * (1 - t) * (1 - t) + - 3 * p1 * (1 - t) * (1-t) - 6 *t *p1 * (1-t) + - 6 * t * p2 * (1-t) - 3 * t * t * p2 + - 3 * t * t * p3; - }, - - - tangentSpline: function ( t, p0, p1, p2, p3 ) { - - // To check if my formulas are correct - - var h00 = 6 * t * t - 6 * t; // derived from 2t^3 − 3t^2 + 1 - var h10 = 3 * t * t - 4 * t + 1; // t^3 − 2t^2 + t - var h01 = -6 * t * t + 6 * t; // − 2t3 + 3t2 - var h11 = 3 * t * t - 2 * t; // t3 − t2 - - return h00 + h10 + h01 + h11; - - }, - - // Catmull-Rom - - interpolate: function( p0, p1, p2, p3, t ) { - - var v0 = ( p2 - p0 ) * 0.5; - var v1 = ( p3 - p1 ) * 0.5; - var t2 = t * t; - var t3 = t * t2; - return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1; - - } - -}; - - -// TODO: Transformation for Curves? - -/************************************************************** - * 3D Curves - **************************************************************/ - -// A Factory method for creating new curve subclasses - -THREE.Curve.create = function ( constructor, getPointFunc ) { - - constructor.prototype = Object.create( THREE.Curve.prototype ); - constructor.prototype.getPoint = getPointFunc; - - return constructor; - -}; - - -/************************************************************** - * Line3D - **************************************************************/ - -THREE.LineCurve3 = THREE.Curve.create( - - function ( v1, v2 ) { - - this.v1 = v1; - this.v2 = v2; - - }, - - function ( t ) { - - var r = new THREE.Vector3(); - - - r.sub( this.v2, this.v1 ); // diff - r.multiplyScalar( t ); - r.addSelf( this.v1 ); - - return r; - - } - -); - - -/************************************************************** - * Quadratic Bezier 3D curve - **************************************************************/ - -THREE.QuadraticBezierCurve3 = THREE.Curve.create( - - function ( v0, v1, v2 ) { - - this.v0 = v0; - this.v1 = v1; - this.v2 = v2; - - }, - - function ( t ) { - - var tx, ty, tz; - - tx = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x ); - ty = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y ); - tz = THREE.Shape.Utils.b2( t, this.v0.z, this.v1.z, this.v2.z ); - - return new THREE.Vector3( tx, ty, tz ); - - } - -); - - - -/************************************************************** - * Cubic Bezier 3D curve - **************************************************************/ - -THREE.CubicBezierCurve3 = THREE.Curve.create( - - function ( v0, v1, v2, v3 ) { - - this.v0 = v0; - this.v1 = v1; - this.v2 = v2; - this.v3 = v3; - - }, - - function ( t ) { - - var tx, ty, tz; - - tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x ); - ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y ); - tz = THREE.Shape.Utils.b3( t, this.v0.z, this.v1.z, this.v2.z, this.v3.z ); - - return new THREE.Vector3( tx, ty, tz ); - - } - -); - - - -/************************************************************** - * Spline 3D curve - **************************************************************/ - - -THREE.SplineCurve3 = THREE.Curve.create( - - function ( points /* array of Vector3 */) { - - this.points = (points == undefined) ? [] : points; - - }, - - function ( t ) { - - var v = new THREE.Vector3(); - var c = []; - var points = this.points, point, intPoint, weight; - point = ( points.length - 1 ) * t; - - intPoint = Math.floor( point ); - weight = point - intPoint; - - c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1; - c[ 1 ] = intPoint; - c[ 2 ] = intPoint > points.length - 2 ? points.length - 1 : intPoint + 1; - c[ 3 ] = intPoint > points.length - 3 ? points.length - 1 : intPoint + 2; - - var pt0 = points[ c[0] ], - pt1 = points[ c[1] ], - pt2 = points[ c[2] ], - pt3 = points[ c[3] ]; - - v.x = THREE.Curve.Utils.interpolate(pt0.x, pt1.x, pt2.x, pt3.x, weight); - v.y = THREE.Curve.Utils.interpolate(pt0.y, pt1.y, pt2.y, pt3.y, weight); - v.z = THREE.Curve.Utils.interpolate(pt0.z, pt1.z, pt2.z, pt3.z, weight); - - return v; - - } - -); - - -// THREE.SplineCurve3.prototype.getTangent = function(t) { -// var v = new THREE.Vector3(); -// var c = []; -// var points = this.points, point, intPoint, weight; -// point = ( points.length - 1 ) * t; - -// intPoint = Math.floor( point ); -// weight = point - intPoint; - -// c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1; -// c[ 1 ] = intPoint; -// c[ 2 ] = intPoint > points.length - 2 ? points.length - 1 : intPoint + 1; -// c[ 3 ] = intPoint > points.length - 3 ? points.length - 1 : intPoint + 2; - -// var pt0 = points[ c[0] ], -// pt1 = points[ c[1] ], -// pt2 = points[ c[2] ], -// pt3 = points[ c[3] ]; - -// // t = weight; -// v.x = THREE.Curve.Utils.tangentSpline( t, pt0.x, pt1.x, pt2.x, pt3.x ); -// v.y = THREE.Curve.Utils.tangentSpline( t, pt0.y, pt1.y, pt2.y, pt3.y ); -// v.z = THREE.Curve.Utils.tangentSpline( t, pt0.z, pt1.z, pt2.z, pt3.z ); - -// return v; - -// } - -/************************************************************** - * Closed Spline 3D curve - **************************************************************/ - - -THREE.ClosedSplineCurve3 = THREE.Curve.create( - - function ( points /* array of Vector3 */) { - - this.points = (points == undefined) ? [] : points; - - }, - - function ( t ) { - - var v = new THREE.Vector3(); - var c = []; - var points = this.points, point, intPoint, weight; - point = ( points.length - 0 ) * t; - // This needs to be from 0-length +1 - - intPoint = Math.floor( point ); - weight = point - intPoint; - - intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length; - c[ 0 ] = ( intPoint - 1 ) % points.length; - c[ 1 ] = ( intPoint ) % points.length; - c[ 2 ] = ( intPoint + 1 ) % points.length; - c[ 3 ] = ( intPoint + 2 ) % points.length; - - v.x = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight ); - v.y = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight ); - v.z = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].z, points[ c[ 1 ] ].z, points[ c[ 2 ] ].z, points[ c[ 3 ] ].z, weight ); - - return v; - - } - -); -/** - * @author zz85 / http://www.lab4games.net/zz85/blog - * - **/ - -/************************************************************** - * Curved Path - a curve path is simply a array of connected - * curves, but retains the api of a curve - **************************************************************/ - -THREE.CurvePath = function () { - - this.curves = []; - this.bends = []; - - this.autoClose = false; // Automatically closes the path -}; - -THREE.CurvePath.prototype = Object.create( THREE.Curve.prototype ); - -THREE.CurvePath.prototype.add = function ( curve ) { - - this.curves.push( curve ); - -}; - -THREE.CurvePath.prototype.checkConnection = function() { - // TODO - // If the ending of curve is not connected to the starting - // or the next curve, then, this is not a real path -}; - -THREE.CurvePath.prototype.closePath = function() { - // TODO Test - // and verify for vector3 (needs to implement equals) - // Add a line curve if start and end of lines are not connected - var startPoint = this.curves[0].getPoint(0); - var endPoint = this.curves[this.curves.length-1].getPoint(1); - - if (!startPoint.equals(endPoint)) { - this.curves.push( new THREE.LineCurve(endPoint, startPoint) ); - } - -}; - -// To get accurate point with reference to -// entire path distance at time t, -// following has to be done: - -// 1. Length of each sub path have to be known -// 2. Locate and identify type of curve -// 3. Get t for the curve -// 4. Return curve.getPointAt(t') - -THREE.CurvePath.prototype.getPoint = function( t ) { - - var d = t * this.getLength(); - var curveLengths = this.getCurveLengths(); - var i = 0, diff, curve; - - // To think about boundaries points. - - while ( i < curveLengths.length ) { - - if ( curveLengths[ i ] >= d ) { - - diff = curveLengths[ i ] - d; - curve = this.curves[ i ]; - - var u = 1 - diff / curve.getLength(); - - return curve.getPointAt( u ); - - break; - } - - i ++; - - } - - return null; - - // loop where sum != 0, sum > d , sum+1 maxX ) maxX = p.x; - else if ( p.x < minX ) minX = p.x; - - if ( p.y > maxY ) maxY = p.y; - else if ( p.y < minY ) minY = p.y; - - if (v3) { - - if ( p.z > maxZ ) maxZ = p.z; - else if ( p.z < minZ ) minZ = p.z; - - } - - sum.addSelf( p ); - - } - - var ret = { - - minX: minX, - minY: minY, - maxX: maxX, - maxY: maxY, - centroid: sum.divideScalar( il ) - - }; - - if (v3) { - - ret.maxZ = maxZ; - ret.minZ = minZ; - - } - - return ret; - -}; - -/************************************************************** - * Create Geometries Helpers - **************************************************************/ - -/// Generate geometry from path points (for Line or ParticleSystem objects) - -THREE.CurvePath.prototype.createPointsGeometry = function( divisions ) { - - var pts = this.getPoints( divisions, true ); - return this.createGeometry( pts ); - -}; - -// Generate geometry from equidistance sampling along the path - -THREE.CurvePath.prototype.createSpacedPointsGeometry = function( divisions ) { - - var pts = this.getSpacedPoints( divisions, true ); - return this.createGeometry( pts ); - -}; - -THREE.CurvePath.prototype.createGeometry = function( points ) { - - var geometry = new THREE.Geometry(); - - for ( var i = 0; i < points.length; i ++ ) { - - geometry.vertices.push( new THREE.Vector3( points[ i ].x, points[ i ].y, points[ i ].z || 0) ); - - } - - return geometry; - -}; - - -/************************************************************** - * Bend / Wrap Helper Methods - **************************************************************/ - -// Wrap path / Bend modifiers? - -THREE.CurvePath.prototype.addWrapPath = function ( bendpath ) { - - this.bends.push( bendpath ); - -}; - -THREE.CurvePath.prototype.getTransformedPoints = function( segments, bends ) { - - var oldPts = this.getPoints( segments ); // getPoints getSpacedPoints - var i, il; - - if ( !bends ) { - - bends = this.bends; - - } - - for ( i = 0, il = bends.length; i < il; i ++ ) { - - oldPts = this.getWrapPoints( oldPts, bends[ i ] ); - - } - - return oldPts; - -}; - -THREE.CurvePath.prototype.getTransformedSpacedPoints = function( segments, bends ) { - - var oldPts = this.getSpacedPoints( segments ); - - var i, il; - - if ( !bends ) { - - bends = this.bends; - - } - - for ( i = 0, il = bends.length; i < il; i ++ ) { - - oldPts = this.getWrapPoints( oldPts, bends[ i ] ); - - } - - return oldPts; - -}; - -// This returns getPoints() bend/wrapped around the contour of a path. -// Read http://www.planetclegg.com/projects/WarpingTextToSplines.html - -THREE.CurvePath.prototype.getWrapPoints = function ( oldPts, path ) { - - var bounds = this.getBoundingBox(); - - var i, il, p, oldX, oldY, xNorm; - - for ( i = 0, il = oldPts.length; i < il; i ++ ) { - - p = oldPts[ i ]; - - oldX = p.x; - oldY = p.y; - - xNorm = oldX / bounds.maxX; - - // If using actual distance, for length > path, requires line extrusions - //xNorm = path.getUtoTmapping(xNorm, oldX); // 3 styles. 1) wrap stretched. 2) wrap stretch by arc length 3) warp by actual distance - - xNorm = path.getUtoTmapping( xNorm, oldX ); - - // check for out of bounds? - - var pathPt = path.getPoint( xNorm ); - var normal = path.getNormalVector( xNorm ).multiplyScalar( oldY ); - - p.x = pathPt.x + normal.x; - p.y = pathPt.y + normal.y; - - } - - return oldPts; - -}; - -/** + return b.z - a.z; + + }; + +};/** * @author alteredq / http://alteredqualia.com/ */ -THREE.Gyroscope = function () { - - THREE.Object3D.call( this ); +THREE.DepthPassPlugin = function ( ) { -}; + this.enabled = false; + this.renderTarget = null; -THREE.Gyroscope.prototype = Object.create( THREE.Object3D.prototype ); + var _gl, + _renderer, + _depthMaterial, _depthMaterialMorph, -THREE.Gyroscope.prototype.updateMatrixWorld = function ( force ) { + _frustum = new THREE.Frustum(), + _projScreenMatrix = new THREE.Matrix4(); - this.matrixAutoUpdate && this.updateMatrix(); + this.init = function ( renderer ) { - // update matrixWorld + _gl = renderer.context; + _renderer = renderer; - if ( this.matrixWorldNeedsUpdate || force ) { + var depthShader = THREE.ShaderLib[ "depthRGBA" ]; + var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms ); - if ( this.parent ) { + _depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } ); + _depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } ); - this.matrixWorld.multiply( this.parent.matrixWorld, this.matrix ); + _depthMaterial._shadowPass = true; + _depthMaterialMorph._shadowPass = true; - this.matrixWorld.decompose( this.translationWorld, this.rotationWorld, this.scaleWorld ); - this.matrix.decompose( this.translationObject, this.rotationObject, this.scaleObject ); + }; - this.matrixWorld.compose( this.translationWorld, this.rotationObject, this.scaleWorld ); + this.render = function ( scene, camera ) { + if ( ! this.enabled ) return; - } else { + this.update( scene, camera ); - this.matrixWorld.copy( this.matrix ); + }; - } + this.update = function ( scene, camera ) { + var i, il, j, jl, n, - this.matrixWorldNeedsUpdate = false; + program, buffer, material, + webglObject, object, light, + renderList, - force = true; + fog = null; - } + // set GL state for depth map - // update children + _gl.clearColor( 1, 1, 1, 1 ); + _gl.disable( _gl.BLEND ); - for ( var i = 0, l = this.children.length; i < l; i ++ ) { + _renderer.setDepthTest( true ); - this.children[ i ].updateMatrixWorld( force ); + // update scene - } + if ( _renderer.autoUpdateScene ) scene.updateMatrixWorld(); -}; + // update camera matrices and frustum -THREE.Gyroscope.prototype.translationWorld = new THREE.Vector3(); -THREE.Gyroscope.prototype.translationObject = new THREE.Vector3(); -THREE.Gyroscope.prototype.rotationWorld = new THREE.Quaternion(); -THREE.Gyroscope.prototype.rotationObject = new THREE.Quaternion(); -THREE.Gyroscope.prototype.scaleWorld = new THREE.Vector3(); -THREE.Gyroscope.prototype.scaleObject = new THREE.Vector3(); + if ( ! camera._viewMatrixArray ) camera._viewMatrixArray = new Float32Array( 16 ); + if ( ! camera._projectionMatrixArray ) camera._projectionMatrixArray = new Float32Array( 16 ); -/** - * @author zz85 / http://www.lab4games.net/zz85/blog - * Creates free form 2d path using series of points, lines or curves. - * - **/ - -THREE.Path = function ( points ) { - - THREE.CurvePath.call(this); - - this.actions = []; - - if ( points ) { - - this.fromPoints( points ); - - } - -}; - -THREE.Path.prototype = Object.create( THREE.CurvePath.prototype ); - -THREE.PathActions = { - - MOVE_TO: 'moveTo', - LINE_TO: 'lineTo', - QUADRATIC_CURVE_TO: 'quadraticCurveTo', // Bezier quadratic curve - BEZIER_CURVE_TO: 'bezierCurveTo', // Bezier cubic curve - CSPLINE_THRU: 'splineThru', // Catmull-rom spline - ARC: 'arc', // Circle - ELLIPSE: 'ellipse' -}; - -// TODO Clean up PATH API - -// Create path using straight lines to connect all points -// - vectors: array of Vector2 - -THREE.Path.prototype.fromPoints = function ( vectors ) { - - this.moveTo( vectors[ 0 ].x, vectors[ 0 ].y ); - - for ( var v = 1, vlen = vectors.length; v < vlen; v ++ ) { - - this.lineTo( vectors[ v ].x, vectors[ v ].y ); - - }; - -}; - -// startPath() endPath()? - -THREE.Path.prototype.moveTo = function ( x, y ) { - - var args = Array.prototype.slice.call( arguments ); - this.actions.push( { action: THREE.PathActions.MOVE_TO, args: args } ); - -}; - -THREE.Path.prototype.lineTo = function ( x, y ) { - - var args = Array.prototype.slice.call( arguments ); - - var lastargs = this.actions[ this.actions.length - 1 ].args; - - var x0 = lastargs[ lastargs.length - 2 ]; - var y0 = lastargs[ lastargs.length - 1 ]; - - var curve = new THREE.LineCurve( new THREE.Vector2( x0, y0 ), new THREE.Vector2( x, y ) ); - this.curves.push( curve ); - - this.actions.push( { action: THREE.PathActions.LINE_TO, args: args } ); - -}; - -THREE.Path.prototype.quadraticCurveTo = function( aCPx, aCPy, aX, aY ) { - - var args = Array.prototype.slice.call( arguments ); - - var lastargs = this.actions[ this.actions.length - 1 ].args; - - var x0 = lastargs[ lastargs.length - 2 ]; - var y0 = lastargs[ lastargs.length - 1 ]; - - var curve = new THREE.QuadraticBezierCurve( new THREE.Vector2( x0, y0 ), - new THREE.Vector2( aCPx, aCPy ), - new THREE.Vector2( aX, aY ) ); - this.curves.push( curve ); - - this.actions.push( { action: THREE.PathActions.QUADRATIC_CURVE_TO, args: args } ); - -}; - -THREE.Path.prototype.bezierCurveTo = function( aCP1x, aCP1y, - aCP2x, aCP2y, - aX, aY ) { - - var args = Array.prototype.slice.call( arguments ); - - var lastargs = this.actions[ this.actions.length - 1 ].args; - - var x0 = lastargs[ lastargs.length - 2 ]; - var y0 = lastargs[ lastargs.length - 1 ]; - - var curve = new THREE.CubicBezierCurve( new THREE.Vector2( x0, y0 ), - new THREE.Vector2( aCP1x, aCP1y ), - new THREE.Vector2( aCP2x, aCP2y ), - new THREE.Vector2( aX, aY ) ); - this.curves.push( curve ); - - this.actions.push( { action: THREE.PathActions.BEZIER_CURVE_TO, args: args } ); - -}; - -THREE.Path.prototype.splineThru = function( pts /*Array of Vector*/ ) { - - var args = Array.prototype.slice.call( arguments ); - var lastargs = this.actions[ this.actions.length - 1 ].args; - - var x0 = lastargs[ lastargs.length - 2 ]; - var y0 = lastargs[ lastargs.length - 1 ]; -//--- - var npts = [ new THREE.Vector2( x0, y0 ) ]; - Array.prototype.push.apply( npts, pts ); - - var curve = new THREE.SplineCurve( npts ); - this.curves.push( curve ); - - this.actions.push( { action: THREE.PathActions.CSPLINE_THRU, args: args } ); - -}; - -// FUTURE: Change the API or follow canvas API? - -THREE.Path.prototype.arc = function ( aX, aY, aRadius, - aStartAngle, aEndAngle, aClockwise ) { - - var lastargs = this.actions[ this.actions.length - 1].args; - var x0 = lastargs[ lastargs.length - 2 ]; - var y0 = lastargs[ lastargs.length - 1 ]; - - this.absarc(aX + x0, aY + y0, aRadius, - aStartAngle, aEndAngle, aClockwise ); - - }; - - THREE.Path.prototype.absarc = function ( aX, aY, aRadius, - aStartAngle, aEndAngle, aClockwise ) { - this.absellipse(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise); - }; - -THREE.Path.prototype.ellipse = function ( aX, aY, xRadius, yRadius, - aStartAngle, aEndAngle, aClockwise ) { - - var lastargs = this.actions[ this.actions.length - 1].args; - var x0 = lastargs[ lastargs.length - 2 ]; - var y0 = lastargs[ lastargs.length - 1 ]; - - this.absellipse(aX + x0, aY + y0, xRadius, yRadius, - aStartAngle, aEndAngle, aClockwise ); - - }; - - -THREE.Path.prototype.absellipse = function ( aX, aY, xRadius, yRadius, - aStartAngle, aEndAngle, aClockwise ) { - - var args = Array.prototype.slice.call( arguments ); - var curve = new THREE.EllipseCurve( aX, aY, xRadius, yRadius, - aStartAngle, aEndAngle, aClockwise ); - this.curves.push( curve ); - - var lastPoint = curve.getPoint(aClockwise ? 1 : 0); - args.push(lastPoint.x); - args.push(lastPoint.y); - - this.actions.push( { action: THREE.PathActions.ELLIPSE, args: args } ); - - }; - -THREE.Path.prototype.getSpacedPoints = function ( divisions, closedPath ) { - - if ( ! divisions ) divisions = 40; - - var points = []; - - for ( var i = 0; i < divisions; i ++ ) { - - points.push( this.getPoint( i / divisions ) ); - - //if( !this.getPoint( i / divisions ) ) throw "DIE"; - - } - - // if ( closedPath ) { - // - // points.push( points[ 0 ] ); - // - // } - - return points; - -}; - -/* Return an array of vectors based on contour of the path */ - -THREE.Path.prototype.getPoints = function( divisions, closedPath ) { - - if (this.useSpacedPoints) { - console.log('tata'); - return this.getSpacedPoints( divisions, closedPath ); - } - - divisions = divisions || 12; - - var points = []; - - var i, il, item, action, args; - var cpx, cpy, cpx2, cpy2, cpx1, cpy1, cpx0, cpy0, - laste, j, - t, tx, ty; - - for ( i = 0, il = this.actions.length; i < il; i ++ ) { - - item = this.actions[ i ]; - - action = item.action; - args = item.args; - - switch( action ) { - - case THREE.PathActions.MOVE_TO: - - points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) ); - - break; - - case THREE.PathActions.LINE_TO: - - points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) ); - - break; - - case THREE.PathActions.QUADRATIC_CURVE_TO: - - cpx = args[ 2 ]; - cpy = args[ 3 ]; - - cpx1 = args[ 0 ]; - cpy1 = args[ 1 ]; - - if ( points.length > 0 ) { - - laste = points[ points.length - 1 ]; - - cpx0 = laste.x; - cpy0 = laste.y; - - } else { - - laste = this.actions[ i - 1 ].args; - - cpx0 = laste[ laste.length - 2 ]; - cpy0 = laste[ laste.length - 1 ]; - - } - - for ( j = 1; j <= divisions; j ++ ) { - - t = j / divisions; - - tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx ); - ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy ); - - points.push( new THREE.Vector2( tx, ty ) ); - - } - - break; - - case THREE.PathActions.BEZIER_CURVE_TO: - - cpx = args[ 4 ]; - cpy = args[ 5 ]; - - cpx1 = args[ 0 ]; - cpy1 = args[ 1 ]; - - cpx2 = args[ 2 ]; - cpy2 = args[ 3 ]; - - if ( points.length > 0 ) { - - laste = points[ points.length - 1 ]; - - cpx0 = laste.x; - cpy0 = laste.y; - - } else { - - laste = this.actions[ i - 1 ].args; - - cpx0 = laste[ laste.length - 2 ]; - cpy0 = laste[ laste.length - 1 ]; - - } - - - for ( j = 1; j <= divisions; j ++ ) { - - t = j / divisions; - - tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx ); - ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy ); - - points.push( new THREE.Vector2( tx, ty ) ); - - } - - break; - - case THREE.PathActions.CSPLINE_THRU: - - laste = this.actions[ i - 1 ].args; - - var last = new THREE.Vector2( laste[ laste.length - 2 ], laste[ laste.length - 1 ] ); - var spts = [ last ]; - - var n = divisions * args[ 0 ].length; - - spts = spts.concat( args[ 0 ] ); - - var spline = new THREE.SplineCurve( spts ); - - for ( j = 1; j <= n; j ++ ) { - - points.push( spline.getPointAt( j / n ) ) ; - - } - - break; - - case THREE.PathActions.ARC: - - var aX = args[ 0 ], aY = args[ 1 ], - aRadius = args[ 2 ], - aStartAngle = args[ 3 ], aEndAngle = args[ 4 ], - aClockwise = !!args[ 5 ]; - - var deltaAngle = aEndAngle - aStartAngle; - var angle; - var tdivisions = divisions * 2; - - for ( j = 1; j <= tdivisions; j ++ ) { - - t = j / tdivisions; - - if ( ! aClockwise ) { - - t = 1 - t; - - } - - angle = aStartAngle + t * deltaAngle; - - tx = aX + aRadius * Math.cos( angle ); - ty = aY + aRadius * Math.sin( angle ); - - //console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty); - - points.push( new THREE.Vector2( tx, ty ) ); - - } - - //console.log(points); - - break; - - case THREE.PathActions.ELLIPSE: - - var aX = args[ 0 ], aY = args[ 1 ], - xRadius = args[ 2 ], - yRadius = args[ 3 ], - aStartAngle = args[ 4 ], aEndAngle = args[ 5 ], - aClockwise = !!args[ 6 ]; - - - var deltaAngle = aEndAngle - aStartAngle; - var angle; - var tdivisions = divisions * 2; - - for ( j = 1; j <= tdivisions; j ++ ) { - - t = j / tdivisions; - - if ( ! aClockwise ) { - - t = 1 - t; - - } - - angle = aStartAngle + t * deltaAngle; - - tx = aX + xRadius * Math.cos( angle ); - ty = aY + yRadius * Math.sin( angle ); - - //console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty); - - points.push( new THREE.Vector2( tx, ty ) ); - - } - - //console.log(points); - - break; - - } // end switch - - } - - - - // Normalize to remove the closing point by default. - var lastPoint = points[ points.length - 1]; - var EPSILON = 0.0000000001; - if ( Math.abs(lastPoint.x - points[ 0 ].x) < EPSILON && - Math.abs(lastPoint.y - points[ 0 ].y) < EPSILON) - points.splice( points.length - 1, 1); - if ( closedPath ) { - - points.push( points[ 0 ] ); - - } - - return points; - -}; - -// Breaks path into shapes - -THREE.Path.prototype.toShapes = function() { - - var i, il, item, action, args; - - var subPaths = [], lastPath = new THREE.Path(); - - for ( i = 0, il = this.actions.length; i < il; i ++ ) { - - item = this.actions[ i ]; - - args = item.args; - action = item.action; - - if ( action == THREE.PathActions.MOVE_TO ) { - - if ( lastPath.actions.length != 0 ) { - - subPaths.push( lastPath ); - lastPath = new THREE.Path(); - - } - - } - - lastPath[ action ].apply( lastPath, args ); - - } - - if ( lastPath.actions.length != 0 ) { - - subPaths.push( lastPath ); - - } - - // console.log(subPaths); - - if ( subPaths.length == 0 ) return []; - - var tmpPath, tmpShape, shapes = []; - - var holesFirst = !THREE.Shape.Utils.isClockWise( subPaths[ 0 ].getPoints() ); - // console.log("Holes first", holesFirst); - - if ( subPaths.length == 1) { - tmpPath = subPaths[0]; - tmpShape = new THREE.Shape(); - tmpShape.actions = tmpPath.actions; - tmpShape.curves = tmpPath.curves; - shapes.push( tmpShape ); - return shapes; - }; - - if ( holesFirst ) { - - tmpShape = new THREE.Shape(); - - for ( i = 0, il = subPaths.length; i < il; i ++ ) { - - tmpPath = subPaths[ i ]; - - if ( THREE.Shape.Utils.isClockWise( tmpPath.getPoints() ) ) { - - tmpShape.actions = tmpPath.actions; - tmpShape.curves = tmpPath.curves; - - shapes.push( tmpShape ); - tmpShape = new THREE.Shape(); - - //console.log('cw', i); - - } else { - - tmpShape.holes.push( tmpPath ); - - //console.log('ccw', i); - - } - - } - - } else { - - // Shapes first - - for ( i = 0, il = subPaths.length; i < il; i ++ ) { - - tmpPath = subPaths[ i ]; - - if ( THREE.Shape.Utils.isClockWise( tmpPath.getPoints() ) ) { - - - if ( tmpShape ) shapes.push( tmpShape ); - - tmpShape = new THREE.Shape(); - tmpShape.actions = tmpPath.actions; - tmpShape.curves = tmpPath.curves; - - } else { - - tmpShape.holes.push( tmpPath ); - - } - - } - - shapes.push( tmpShape ); - - } - - //console.log("shape", shapes); - - return shapes; - -}; -/** - * @author zz85 / http://www.lab4games.net/zz85/blog - * Defines a 2d shape plane using paths. - **/ - -// STEP 1 Create a path. -// STEP 2 Turn path into shape. -// STEP 3 ExtrudeGeometry takes in Shape/Shapes -// STEP 3a - Extract points from each shape, turn to vertices -// STEP 3b - Triangulate each shape, add faces. - -THREE.Shape = function ( ) { - - THREE.Path.apply( this, arguments ); - this.holes = []; - -}; - -THREE.Shape.prototype = Object.create( THREE.Path.prototype ); - -// Convenience method to return ExtrudeGeometry - -THREE.Shape.prototype.extrude = function ( options ) { - - var extruded = new THREE.ExtrudeGeometry( this, options ); - return extruded; - -}; - -// Get points of holes - -THREE.Shape.prototype.getPointsHoles = function ( divisions ) { - - var i, il = this.holes.length, holesPts = []; - - for ( i = 0; i < il; i ++ ) { - - holesPts[ i ] = this.holes[ i ].getTransformedPoints( divisions, this.bends ); - - } - - return holesPts; - -}; - -// Get points of holes (spaced by regular distance) - -THREE.Shape.prototype.getSpacedPointsHoles = function ( divisions ) { - - var i, il = this.holes.length, holesPts = []; - - for ( i = 0; i < il; i ++ ) { - - holesPts[ i ] = this.holes[ i ].getTransformedSpacedPoints( divisions, this.bends ); - - } - - return holesPts; - -}; - - -// Get points of shape and holes (keypoints based on segments parameter) - -THREE.Shape.prototype.extractAllPoints = function ( divisions ) { - - return { - - shape: this.getTransformedPoints( divisions ), - holes: this.getPointsHoles( divisions ) - - }; - -}; - -THREE.Shape.prototype.extractPoints = function ( divisions ) { - - if (this.useSpacedPoints) { - return this.extractAllSpacedPoints(divisions); - } - - return this.extractAllPoints(divisions); - -}; - -// -// THREE.Shape.prototype.extractAllPointsWithBend = function ( divisions, bend ) { -// -// return { -// -// shape: this.transform( bend, divisions ), -// holes: this.getPointsHoles( divisions, bend ) -// -// }; -// -// }; - -// Get points of shape and holes (spaced by regular distance) - -THREE.Shape.prototype.extractAllSpacedPoints = function ( divisions ) { - - return { - - shape: this.getTransformedSpacedPoints( divisions ), - holes: this.getSpacedPointsHoles( divisions ) - - }; - -}; - -/************************************************************** - * Utils - **************************************************************/ - -THREE.Shape.Utils = { - - /* - contour - array of vector2 for contour - holes - array of array of vector2 - */ - - removeHoles: function ( contour, holes ) { - - var shape = contour.concat(); // work on this shape - var allpoints = shape.concat(); - - /* For each isolated shape, find the closest points and break to the hole to allow triangulation */ - - - var prevShapeVert, nextShapeVert, - prevHoleVert, nextHoleVert, - holeIndex, shapeIndex, - shapeId, shapeGroup, - h, h2, - hole, shortest, d, - p, pts1, pts2, - tmpShape1, tmpShape2, - tmpHole1, tmpHole2, - verts = []; - - for ( h = 0; h < holes.length; h ++ ) { - - hole = holes[ h ]; - - /* - shapeholes[ h ].concat(); // preserves original - holes.push( hole ); - */ - - Array.prototype.push.apply( allpoints, hole ); - - shortest = Number.POSITIVE_INFINITY; - - - // Find the shortest pair of pts between shape and hole - - // Note: Actually, I'm not sure now if we could optimize this to be faster than O(m*n) - // Using distanceToSquared() intead of distanceTo() should speed a little - // since running square roots operations are reduced. - - for ( h2 = 0; h2 < hole.length; h2 ++ ) { - - pts1 = hole[ h2 ]; - var dist = []; - - for ( p = 0; p < shape.length; p++ ) { - - pts2 = shape[ p ]; - d = pts1.distanceToSquared( pts2 ); - dist.push( d ); - - if ( d < shortest ) { - - shortest = d; - holeIndex = h2; - shapeIndex = p; - - } - - } - - } - - //console.log("shortest", shortest, dist); - - prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1; - prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1; - - var areaapts = [ - - hole[ holeIndex ], - shape[ shapeIndex ], - shape[ prevShapeVert ] - - ]; - - var areaa = THREE.FontUtils.Triangulate.area( areaapts ); - - var areabpts = [ - - hole[ holeIndex ], - hole[ prevHoleVert ], - shape[ shapeIndex ] - - ]; - - var areab = THREE.FontUtils.Triangulate.area( areabpts ); - - var shapeOffset = 1; - var holeOffset = -1; - - var oldShapeIndex = shapeIndex, oldHoleIndex = holeIndex; - shapeIndex += shapeOffset; - holeIndex += holeOffset; - - if ( shapeIndex < 0 ) { shapeIndex += shape.length; } - shapeIndex %= shape.length; - - if ( holeIndex < 0 ) { holeIndex += hole.length; } - holeIndex %= hole.length; - - prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1; - prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1; - - areaapts = [ - - hole[ holeIndex ], - shape[ shapeIndex ], - shape[ prevShapeVert ] - - ]; - - var areaa2 = THREE.FontUtils.Triangulate.area( areaapts ); - - areabpts = [ - - hole[ holeIndex ], - hole[ prevHoleVert ], - shape[ shapeIndex ] - - ]; - - var areab2 = THREE.FontUtils.Triangulate.area( areabpts ); - //console.log(areaa,areab ,areaa2,areab2, ( areaa + areab ), ( areaa2 + areab2 )); - - if ( ( areaa + areab ) > ( areaa2 + areab2 ) ) { - - // In case areas are not correct. - //console.log("USE THIS"); - - shapeIndex = oldShapeIndex; - holeIndex = oldHoleIndex ; - - if ( shapeIndex < 0 ) { shapeIndex += shape.length; } - shapeIndex %= shape.length; - - if ( holeIndex < 0 ) { holeIndex += hole.length; } - holeIndex %= hole.length; - - prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1; - prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1; - - } else { - - //console.log("USE THAT ") - - } - - tmpShape1 = shape.slice( 0, shapeIndex ); - tmpShape2 = shape.slice( shapeIndex ); - tmpHole1 = hole.slice( holeIndex ); - tmpHole2 = hole.slice( 0, holeIndex ); - - // Should check orders here again? - - var trianglea = [ - - hole[ holeIndex ], - shape[ shapeIndex ], - shape[ prevShapeVert ] - - ]; - - var triangleb = [ - - hole[ holeIndex ] , - hole[ prevHoleVert ], - shape[ shapeIndex ] - - ]; - - verts.push( trianglea ); - verts.push( triangleb ); - - shape = tmpShape1.concat( tmpHole1 ).concat( tmpHole2 ).concat( tmpShape2 ); - - } - - return { - - shape:shape, /* shape with no holes */ - isolatedPts: verts, /* isolated faces */ - allpoints: allpoints - - } - - - }, - - triangulateShape: function ( contour, holes ) { - - var shapeWithoutHoles = THREE.Shape.Utils.removeHoles( contour, holes ); - - var shape = shapeWithoutHoles.shape, - allpoints = shapeWithoutHoles.allpoints, - isolatedPts = shapeWithoutHoles.isolatedPts; - - var triangles = THREE.FontUtils.Triangulate( shape, false ); // True returns indices for points of spooled shape - - // To maintain reference to old shape, one must match coordinates, or offset the indices from original arrays. It's probably easier to do the first. - - //console.log( "triangles",triangles, triangles.length ); - //console.log( "allpoints",allpoints, allpoints.length ); - - var i, il, f, face, - key, index, - allPointsMap = {}, - isolatedPointsMap = {}; - - // prepare all points map - - for ( i = 0, il = allpoints.length; i < il; i ++ ) { - - key = allpoints[ i ].x + ":" + allpoints[ i ].y; - - if ( allPointsMap[ key ] !== undefined ) { - - console.log( "Duplicate point", key ); - - } - - allPointsMap[ key ] = i; - - } - - // check all face vertices against all points map - - for ( i = 0, il = triangles.length; i < il; i ++ ) { - - face = triangles[ i ]; - - for ( f = 0; f < 3; f ++ ) { - - key = face[ f ].x + ":" + face[ f ].y; - - index = allPointsMap[ key ]; - - if ( index !== undefined ) { - - face[ f ] = index; - - } - - } - - } - - // check isolated points vertices against all points map - - for ( i = 0, il = isolatedPts.length; i < il; i ++ ) { - - face = isolatedPts[ i ]; - - for ( f = 0; f < 3; f ++ ) { - - key = face[ f ].x + ":" + face[ f ].y; - - index = allPointsMap[ key ]; - - if ( index !== undefined ) { - - face[ f ] = index; - - } - - } - - } - - return triangles.concat( isolatedPts ); - - }, // end triangulate shapes - - /* - triangulate2 : function( pts, holes ) { - - // For use with Poly2Tri.js - - var allpts = pts.concat(); - var shape = []; - for (var p in pts) { - shape.push(new js.poly2tri.Point(pts[p].x, pts[p].y)); - } - - var swctx = new js.poly2tri.SweepContext(shape); - - for (var h in holes) { - var aHole = holes[h]; - var newHole = [] - for (i in aHole) { - newHole.push(new js.poly2tri.Point(aHole[i].x, aHole[i].y)); - allpts.push(aHole[i]); - } - swctx.AddHole(newHole); - } - - var find; - var findIndexForPt = function (pt) { - find = new THREE.Vector2(pt.x, pt.y); - var p; - for (p=0, pl = allpts.length; p 1 ) { - - console.log( "THREE.Animation.update: Warning! Scale out of bounds:" + scale + " on bone " + h ); - scale = scale < 0 ? 0 : 1; - - } - - // interpolate - - if ( type === "pos" ) { - - vector = object.position; - - if ( this.interpolationType === THREE.AnimationHandler.LINEAR ) { - - vector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale; - vector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale; - vector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale; - - } else if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM || - this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) { - - this.points[ 0 ] = this.getPrevKeyWith( "pos", h, prevKey.index - 1 )[ "pos" ]; - this.points[ 1 ] = prevXYZ; - this.points[ 2 ] = nextXYZ; - this.points[ 3 ] = this.getNextKeyWith( "pos", h, nextKey.index + 1 )[ "pos" ]; - - scale = scale * 0.33 + 0.33; - - currentPoint = this.interpolateCatmullRom( this.points, scale ); - - vector.x = currentPoint[ 0 ]; - vector.y = currentPoint[ 1 ]; - vector.z = currentPoint[ 2 ]; - - if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) { - - forwardPoint = this.interpolateCatmullRom( this.points, scale * 1.01 ); - - this.target.set( forwardPoint[ 0 ], forwardPoint[ 1 ], forwardPoint[ 2 ] ); - this.target.subSelf( vector ); - this.target.y = 0; - this.target.normalize(); - - angle = Math.atan2( this.target.x, this.target.z ); - object.rotation.set( 0, angle, 0 ); - - } - - } - - } else if ( type === "rot" ) { - - THREE.Quaternion.slerp( prevXYZ, nextXYZ, object.quaternion, scale ); - - } else if ( type === "scl" ) { - - vector = object.scale; - - vector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale; - vector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale; - vector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale; - - } - - } - - } - -}; - -// Catmull-Rom spline - -THREE.Animation.prototype.interpolateCatmullRom = function ( points, scale ) { - - var c = [], v3 = [], - point, intPoint, weight, w2, w3, - pa, pb, pc, pd; - - point = ( points.length - 1 ) * scale; - intPoint = Math.floor( point ); - weight = point - intPoint; - - c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1; - c[ 1 ] = intPoint; - c[ 2 ] = intPoint > points.length - 2 ? intPoint : intPoint + 1; - c[ 3 ] = intPoint > points.length - 3 ? intPoint : intPoint + 2; - - pa = points[ c[ 0 ] ]; - pb = points[ c[ 1 ] ]; - pc = points[ c[ 2 ] ]; - pd = points[ c[ 3 ] ]; - - w2 = weight * weight; - w3 = weight * w2; - - v3[ 0 ] = this.interpolate( pa[ 0 ], pb[ 0 ], pc[ 0 ], pd[ 0 ], weight, w2, w3 ); - v3[ 1 ] = this.interpolate( pa[ 1 ], pb[ 1 ], pc[ 1 ], pd[ 1 ], weight, w2, w3 ); - v3[ 2 ] = this.interpolate( pa[ 2 ], pb[ 2 ], pc[ 2 ], pd[ 2 ], weight, w2, w3 ); - - return v3; - -}; - -THREE.Animation.prototype.interpolate = function ( p0, p1, p2, p3, t, t2, t3 ) { - - var v0 = ( p2 - p0 ) * 0.5, - v1 = ( p3 - p1 ) * 0.5; - - return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1; - -}; - - - -// Get next key with - -THREE.Animation.prototype.getNextKeyWith = function ( type, h, key ) { - - var keys = this.data.hierarchy[ h ].keys; - - if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM || - this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) { - - key = key < keys.length - 1 ? key : keys.length - 1; - - } else { - - key = key % keys.length; - - } - - for ( ; key < keys.length; key++ ) { - - if ( keys[ key ][ type ] !== undefined ) { - - return keys[ key ]; - - } - - } - - return this.data.hierarchy[ h ].keys[ 0 ]; - -}; - -// Get previous key with - -THREE.Animation.prototype.getPrevKeyWith = function ( type, h, key ) { - - var keys = this.data.hierarchy[ h ].keys; - - if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM || - this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) { - - key = key > 0 ? key : 0; - - } else { - - key = key >= 0 ? key : key + keys.length; - - } - - - for ( ; key >= 0; key -- ) { - - if ( keys[ key ][ type ] !== undefined ) { - - return keys[ key ]; - - } - - } - - return this.data.hierarchy[ h ].keys[ keys.length - 1 ]; - -}; -/** - * @author mikael emtinger / http://gomo.se/ - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * @author khang duong - * @author erik kitson - */ - -THREE.KeyFrameAnimation = function( root, data, JITCompile ) { - - this.root = root; - this.data = THREE.AnimationHandler.get( data ); - this.hierarchy = THREE.AnimationHandler.parse( root ); - this.currentTime = 0; - this.timeScale = 0.001; - this.isPlaying = false; - this.isPaused = true; - this.loop = true; - this.JITCompile = JITCompile !== undefined ? JITCompile : true; - - // initialize to first keyframes - - for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) { - - var keys = this.data.hierarchy[h].keys, - sids = this.data.hierarchy[h].sids, - obj = this.hierarchy[h]; - - if ( keys.length && sids ) { - - for ( var s = 0; s < sids.length; s++ ) { - - var sid = sids[ s ], - next = this.getNextKeyWith( sid, h, 0 ); - - if ( next ) { - - next.apply( sid ); - - } - - } - - obj.matrixAutoUpdate = false; - this.data.hierarchy[h].node.updateMatrix(); - obj.matrixWorldNeedsUpdate = true; - - } - - } - -}; - -// Play - -THREE.KeyFrameAnimation.prototype.play = function( loop, startTimeMS ) { - - if( !this.isPlaying ) { - - this.isPlaying = true; - this.loop = loop !== undefined ? loop : true; - this.currentTime = startTimeMS !== undefined ? startTimeMS : 0; - this.startTimeMs = startTimeMS; - this.startTime = 10000000; - this.endTime = -this.startTime; - - - // reset key cache - - var h, hl = this.hierarchy.length, - object, - node; - - for ( h = 0; h < hl; h++ ) { - - object = this.hierarchy[ h ]; - node = this.data.hierarchy[ h ]; - object.useQuaternion = true; - - if ( node.animationCache === undefined ) { - - node.animationCache = {}; - node.animationCache.prevKey = null; - node.animationCache.nextKey = null; - node.animationCache.originalMatrix = object instanceof THREE.Bone ? object.skinMatrix : object.matrix; - - } - - var keys = this.data.hierarchy[h].keys; - - if (keys.length) { - - node.animationCache.prevKey = keys[ 0 ]; - node.animationCache.nextKey = keys[ 1 ]; - - this.startTime = Math.min( keys[0].time, this.startTime ); - this.endTime = Math.max( keys[keys.length - 1].time, this.endTime ); - - } - - } - - this.update( 0 ); - - } - - this.isPaused = false; - - THREE.AnimationHandler.addToUpdate( this ); - -}; - - - -// Pause - -THREE.KeyFrameAnimation.prototype.pause = function() { - - if( this.isPaused ) { - - THREE.AnimationHandler.addToUpdate( this ); - - } else { - - THREE.AnimationHandler.removeFromUpdate( this ); - - } - - this.isPaused = !this.isPaused; - -}; - - -// Stop - -THREE.KeyFrameAnimation.prototype.stop = function() { - - this.isPlaying = false; - this.isPaused = false; - THREE.AnimationHandler.removeFromUpdate( this ); - - - // reset JIT matrix and remove cache - - for ( var h = 0; h < this.data.hierarchy.length; h++ ) { - - var obj = this.hierarchy[ h ]; - var node = this.data.hierarchy[ h ]; - - if ( node.animationCache !== undefined ) { - - var original = node.animationCache.originalMatrix; - - if( obj instanceof THREE.Bone ) { - - original.copy( obj.skinMatrix ); - obj.skinMatrix = original; - - } else { - - original.copy( obj.matrix ); - obj.matrix = original; - - } - - delete node.animationCache; - - } - - } - -}; - - -// Update - -THREE.KeyFrameAnimation.prototype.update = function( deltaTimeMS ) { - - // early out - - if( !this.isPlaying ) return; - - - // vars - - var prevKey, nextKey; - var object; - var node; - var frame; - var JIThierarchy = this.data.JIT.hierarchy; - var currentTime, unloopedCurrentTime; - var looped; - - - // update - - this.currentTime += deltaTimeMS * this.timeScale; - - unloopedCurrentTime = this.currentTime; - currentTime = this.currentTime = this.currentTime % this.data.length; - - // if looped around, the current time should be based on the startTime - if ( currentTime < this.startTimeMs ) { - - currentTime = this.currentTime = this.startTimeMs + currentTime; - - } - - frame = parseInt( Math.min( currentTime * this.data.fps, this.data.length * this.data.fps ), 10 ); - looped = currentTime < unloopedCurrentTime; - - if ( looped && !this.loop ) { - - // Set the animation to the last keyframes and stop - for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) { - - var keys = this.data.hierarchy[h].keys, - sids = this.data.hierarchy[h].sids, - end = keys.length-1, - obj = this.hierarchy[h]; - - if ( keys.length ) { - - for ( var s = 0; s < sids.length; s++ ) { - - var sid = sids[ s ], - prev = this.getPrevKeyWith( sid, h, end ); - - if ( prev ) { - prev.apply( sid ); - - } - - } - - this.data.hierarchy[h].node.updateMatrix(); - obj.matrixWorldNeedsUpdate = true; - - } - - } - - this.stop(); - return; - - } - - // check pre-infinity - if ( currentTime < this.startTime ) { - - return; - - } - - // update - - for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) { - - object = this.hierarchy[ h ]; - node = this.data.hierarchy[ h ]; - - var keys = node.keys, - animationCache = node.animationCache; - - // use JIT? - - if ( this.JITCompile && JIThierarchy[ h ][ frame ] !== undefined ) { - - if( object instanceof THREE.Bone ) { - - object.skinMatrix = JIThierarchy[ h ][ frame ]; - object.matrixWorldNeedsUpdate = false; - - } else { - - object.matrix = JIThierarchy[ h ][ frame ]; - object.matrixWorldNeedsUpdate = true; - - } - - // use interpolation - - } else if ( keys.length ) { - - // make sure so original matrix and not JIT matrix is set - - if ( this.JITCompile && animationCache ) { - - if( object instanceof THREE.Bone ) { - - object.skinMatrix = animationCache.originalMatrix; - - } else { - - object.matrix = animationCache.originalMatrix; - - } - - } - - prevKey = animationCache.prevKey; - nextKey = animationCache.nextKey; - - if ( prevKey && nextKey ) { - - // switch keys? - - if ( nextKey.time <= unloopedCurrentTime ) { - - // did we loop? - - if ( looped && this.loop ) { - - prevKey = keys[ 0 ]; - nextKey = keys[ 1 ]; - - while ( nextKey.time < currentTime ) { - - prevKey = nextKey; - nextKey = keys[ prevKey.index + 1 ]; - - } - - } else if ( !looped ) { - - var lastIndex = keys.length - 1; - - while ( nextKey.time < currentTime && nextKey.index !== lastIndex ) { - - prevKey = nextKey; - nextKey = keys[ prevKey.index + 1 ]; - - } - - } - - animationCache.prevKey = prevKey; - animationCache.nextKey = nextKey; - - } - if(nextKey.time >= currentTime) - prevKey.interpolate( nextKey, currentTime ); - else - prevKey.interpolate( nextKey, nextKey.time); - - } - - this.data.hierarchy[h].node.updateMatrix(); - object.matrixWorldNeedsUpdate = true; - - } - - } - - // update JIT? - - if ( this.JITCompile ) { - - if ( JIThierarchy[ 0 ][ frame ] === undefined ) { - - this.hierarchy[ 0 ].updateMatrixWorld( true ); - - for ( var h = 0; h < this.hierarchy.length; h++ ) { - - if( this.hierarchy[ h ] instanceof THREE.Bone ) { - - JIThierarchy[ h ][ frame ] = this.hierarchy[ h ].skinMatrix.clone(); - - } else { - - JIThierarchy[ h ][ frame ] = this.hierarchy[ h ].matrix.clone(); - - } - - } - - } - - } - -}; - -// Get next key with - -THREE.KeyFrameAnimation.prototype.getNextKeyWith = function( sid, h, key ) { - - var keys = this.data.hierarchy[ h ].keys; - key = key % keys.length; - - for ( ; key < keys.length; key++ ) { - - if ( keys[ key ].hasTarget( sid ) ) { - - return keys[ key ]; - - } - - } - - return keys[ 0 ]; - -}; - -// Get previous key with - -THREE.KeyFrameAnimation.prototype.getPrevKeyWith = function( sid, h, key ) { - - var keys = this.data.hierarchy[ h ].keys; - key = key >= 0 ? key : key + keys.length; - - for ( ; key >= 0; key-- ) { - - if ( keys[ key ].hasTarget( sid ) ) { - - return keys[ key ]; - - } - - } - - return keys[ keys.length - 1 ]; - -}; -/** - * Camera for rendering cube maps - * - renders scene into axis-aligned cube - * - * @author alteredq / http://alteredqualia.com/ - */ - -THREE.CubeCamera = function ( near, far, cubeResolution ) { - - THREE.Object3D.call( this ); - - var fov = 90, aspect = 1; - - var cameraPX = new THREE.PerspectiveCamera( fov, aspect, near, far ); - cameraPX.up.set( 0, -1, 0 ); - cameraPX.lookAt( new THREE.Vector3( 1, 0, 0 ) ); - this.add( cameraPX ); - - var cameraNX = new THREE.PerspectiveCamera( fov, aspect, near, far ); - cameraNX.up.set( 0, -1, 0 ); - cameraNX.lookAt( new THREE.Vector3( -1, 0, 0 ) ); - this.add( cameraNX ); - - var cameraPY = new THREE.PerspectiveCamera( fov, aspect, near, far ); - cameraPY.up.set( 0, 0, 1 ); - cameraPY.lookAt( new THREE.Vector3( 0, 1, 0 ) ); - this.add( cameraPY ); - - var cameraNY = new THREE.PerspectiveCamera( fov, aspect, near, far ); - cameraNY.up.set( 0, 0, -1 ); - cameraNY.lookAt( new THREE.Vector3( 0, -1, 0 ) ); - this.add( cameraNY ); - - var cameraPZ = new THREE.PerspectiveCamera( fov, aspect, near, far ); - cameraPZ.up.set( 0, -1, 0 ); - cameraPZ.lookAt( new THREE.Vector3( 0, 0, 1 ) ); - this.add( cameraPZ ); - - var cameraNZ = new THREE.PerspectiveCamera( fov, aspect, near, far ); - cameraNZ.up.set( 0, -1, 0 ); - cameraNZ.lookAt( new THREE.Vector3( 0, 0, -1 ) ); - this.add( cameraNZ ); - - this.renderTarget = new THREE.WebGLRenderTargetCube( cubeResolution, cubeResolution, { format: THREE.RGBFormat, magFilter: THREE.LinearFilter, minFilter: THREE.LinearFilter } ); - - this.updateCubeMap = function ( renderer, scene ) { - - var renderTarget = this.renderTarget; - var generateMipmaps = renderTarget.generateMipmaps; - - renderTarget.generateMipmaps = false; - - renderTarget.activeCubeFace = 0; - renderer.render( scene, cameraPX, renderTarget ); - - renderTarget.activeCubeFace = 1; - renderer.render( scene, cameraNX, renderTarget ); - - renderTarget.activeCubeFace = 2; - renderer.render( scene, cameraPY, renderTarget ); - - renderTarget.activeCubeFace = 3; - renderer.render( scene, cameraNY, renderTarget ); - - renderTarget.activeCubeFace = 4; - renderer.render( scene, cameraPZ, renderTarget ); - - renderTarget.generateMipmaps = generateMipmaps; - - renderTarget.activeCubeFace = 5; - renderer.render( scene, cameraNZ, renderTarget ); - - }; - -}; - -THREE.CubeCamera.prototype = Object.create( THREE.Object3D.prototype ); -/* - * @author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog - * - * A general perpose camera, for setting FOV, Lens Focal Length, - * and switching between perspective and orthographic views easily. - * Use this only if you do not wish to manage - * both a Orthographic and Perspective Camera - * - */ - - -THREE.CombinedCamera = function ( width, height, fov, near, far, orthoNear, orthoFar ) { - - THREE.Camera.call( this ); - - this.fov = fov; - - this.left = -width / 2; - this.right = width / 2 - this.top = height / 2; - this.bottom = -height / 2; - - // We could also handle the projectionMatrix internally, but just wanted to test nested camera objects - - this.cameraO = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, orthoNear, orthoFar ); - this.cameraP = new THREE.PerspectiveCamera( fov, width / height, near, far ); - - this.zoom = 1; - - this.toPerspective(); - - var aspect = width/height; - -}; - -THREE.CombinedCamera.prototype = Object.create( THREE.Camera.prototype ); - -THREE.CombinedCamera.prototype.toPerspective = function () { - - // Switches to the Perspective Camera - - this.near = this.cameraP.near; - this.far = this.cameraP.far; - - this.cameraP.fov = this.fov / this.zoom ; - - this.cameraP.updateProjectionMatrix(); - - this.projectionMatrix = this.cameraP.projectionMatrix; - - this.inPerspectiveMode = true; - this.inOrthographicMode = false; - -}; - -THREE.CombinedCamera.prototype.toOrthographic = function () { - - // Switches to the Orthographic camera estimating viewport from Perspective - - var fov = this.fov; - var aspect = this.cameraP.aspect; - var near = this.cameraP.near; - var far = this.cameraP.far; - - // The size that we set is the mid plane of the viewing frustum - - var hyperfocus = ( near + far ) / 2; - - var halfHeight = Math.tan( fov / 2 ) * hyperfocus; - var planeHeight = 2 * halfHeight; - var planeWidth = planeHeight * aspect; - var halfWidth = planeWidth / 2; - - halfHeight /= this.zoom; - halfWidth /= this.zoom; - - this.cameraO.left = -halfWidth; - this.cameraO.right = halfWidth; - this.cameraO.top = halfHeight; - this.cameraO.bottom = -halfHeight; - - // this.cameraO.left = -farHalfWidth; - // this.cameraO.right = farHalfWidth; - // this.cameraO.top = farHalfHeight; - // this.cameraO.bottom = -farHalfHeight; - - // this.cameraO.left = this.left / this.zoom; - // this.cameraO.right = this.right / this.zoom; - // this.cameraO.top = this.top / this.zoom; - // this.cameraO.bottom = this.bottom / this.zoom; - - this.cameraO.updateProjectionMatrix(); - - this.near = this.cameraO.near; - this.far = this.cameraO.far; - this.projectionMatrix = this.cameraO.projectionMatrix; - - this.inPerspectiveMode = false; - this.inOrthographicMode = true; - -}; - - -THREE.CombinedCamera.prototype.setSize = function( width, height ) { - - this.cameraP.aspect = width / height; - this.left = -width / 2; - this.right = width / 2 - this.top = height / 2; - this.bottom = -height / 2; - -}; - - -THREE.CombinedCamera.prototype.setFov = function( fov ) { - - this.fov = fov; - - if ( this.inPerspectiveMode ) { - - this.toPerspective(); - - } else { - - this.toOrthographic(); - - } - -}; - -// For mantaining similar API with PerspectiveCamera - -THREE.CombinedCamera.prototype.updateProjectionMatrix = function() { - - if ( this.inPerspectiveMode ) { - - this.toPerspective(); - - } else { - - this.toPerspective(); - this.toOrthographic(); - - } - -}; - -/* -* Uses Focal Length (in mm) to estimate and set FOV -* 35mm (fullframe) camera is used if frame size is not specified; -* Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html -*/ -THREE.CombinedCamera.prototype.setLens = function ( focalLength, frameHeight ) { - - frameHeight = frameHeight !== undefined ? frameHeight : 24; - - var fov = 2 * Math.atan( frameHeight / ( focalLength * 2 ) ) * ( 180 / Math.PI ); - - this.setFov( fov ); - - return fov; -}; - - -THREE.CombinedCamera.prototype.setZoom = function( zoom ) { - - this.zoom = zoom; - - if ( this.inPerspectiveMode ) { - - this.toPerspective(); - - } else { - - this.toOrthographic(); - - } - -}; - -THREE.CombinedCamera.prototype.toFrontView = function() { - - this.rotation.x = 0; - this.rotation.y = 0; - this.rotation.z = 0; - - // should we be modifing the matrix instead? - - this.rotationAutoUpdate = false; - -}; - -THREE.CombinedCamera.prototype.toBackView = function() { - - this.rotation.x = 0; - this.rotation.y = Math.PI; - this.rotation.z = 0; - this.rotationAutoUpdate = false; - -}; - -THREE.CombinedCamera.prototype.toLeftView = function() { - - this.rotation.x = 0; - this.rotation.y = - Math.PI / 2; - this.rotation.z = 0; - this.rotationAutoUpdate = false; - -}; - -THREE.CombinedCamera.prototype.toRightView = function() { - - this.rotation.x = 0; - this.rotation.y = Math.PI / 2; - this.rotation.z = 0; - this.rotationAutoUpdate = false; - -}; - -THREE.CombinedCamera.prototype.toTopView = function() { - - this.rotation.x = - Math.PI / 2; - this.rotation.y = 0; - this.rotation.z = 0; - this.rotationAutoUpdate = false; - -}; - -THREE.CombinedCamera.prototype.toBottomView = function() { - - this.rotation.x = Math.PI / 2; - this.rotation.y = 0; - this.rotation.z = 0; - this.rotationAutoUpdate = false; - -}; - -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * @author paulirish / http://paulirish.com/ - */ - -THREE.FirstPersonControls = function ( object, domElement ) { - - this.object = object; - this.target = new THREE.Vector3( 0, 0, 0 ); - - this.domElement = ( domElement !== undefined ) ? domElement : document; - - this.movementSpeed = 1.0; - this.lookSpeed = 0.005; - - this.lookVertical = true; - this.autoForward = false; - // this.invertVertical = false; - - this.activeLook = true; - - this.heightSpeed = false; - this.heightCoef = 1.0; - this.heightMin = 0.0; - this.heightMax = 1.0; - - this.constrainVertical = false; - this.verticalMin = 0; - this.verticalMax = Math.PI; - - this.autoSpeedFactor = 0.0; - - this.mouseX = 0; - this.mouseY = 0; - - this.lat = 0; - this.lon = 0; - this.phi = 0; - this.theta = 0; - - this.moveForward = false; - this.moveBackward = false; - this.moveLeft = false; - this.moveRight = false; - this.freeze = false; - - this.mouseDragOn = false; - - this.viewHalfX = 0; - this.viewHalfY = 0; - - if ( this.domElement !== document ) { - - this.domElement.setAttribute( 'tabindex', -1 ); - - } - - // - - this.handleResize = function () { - - 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.onMouseDown = function ( event ) { - - if ( this.domElement !== document ) { - - this.domElement.focus(); - - } - - event.preventDefault(); - event.stopPropagation(); - - if ( this.activeLook ) { - - switch ( event.button ) { - - case 0: this.moveForward = true; break; - case 2: this.moveBackward = true; break; - - } - - } - - this.mouseDragOn = true; - - }; - - this.onMouseUp = function ( event ) { - - event.preventDefault(); - event.stopPropagation(); - - if ( this.activeLook ) { - - switch ( event.button ) { - - case 0: this.moveForward = false; break; - case 2: this.moveBackward = false; break; - - } - - } - - this.mouseDragOn = false; - - }; - - this.onMouseMove = function ( event ) { - - if ( this.domElement === document ) { - - this.mouseX = event.pageX - this.viewHalfX; - this.mouseY = event.pageY - this.viewHalfY; - - } else { - - this.mouseX = event.pageX - this.domElement.offsetLeft - this.viewHalfX; - this.mouseY = event.pageY - this.domElement.offsetTop - this.viewHalfY; - - } - - }; - - this.onKeyDown = function ( event ) { - - //event.preventDefault(); - - switch ( event.keyCode ) { - - case 38: /*up*/ - case 87: /*W*/ this.moveForward = true; break; - - case 37: /*left*/ - case 65: /*A*/ this.moveLeft = true; break; - - case 40: /*down*/ - case 83: /*S*/ this.moveBackward = true; break; - - case 39: /*right*/ - case 68: /*D*/ this.moveRight = true; break; - - case 82: /*R*/ this.moveUp = true; break; - case 70: /*F*/ this.moveDown = true; break; - - case 81: /*Q*/ this.freeze = !this.freeze; break; - - } - - }; - - this.onKeyUp = function ( event ) { - - switch( event.keyCode ) { - - case 38: /*up*/ - case 87: /*W*/ this.moveForward = false; break; - - case 37: /*left*/ - case 65: /*A*/ this.moveLeft = false; break; - - case 40: /*down*/ - case 83: /*S*/ this.moveBackward = false; break; - - case 39: /*right*/ - case 68: /*D*/ this.moveRight = false; break; - - case 82: /*R*/ this.moveUp = false; break; - case 70: /*F*/ this.moveDown = false; break; - - } - - }; - - this.update = function( delta ) { - var actualMoveSpeed = 0; - - if ( this.freeze ) { - - return; - - } else { - - if ( this.heightSpeed ) { - - var y = THREE.Math.clamp( this.object.position.y, this.heightMin, this.heightMax ); - var heightDelta = y - this.heightMin; - - this.autoSpeedFactor = delta * ( heightDelta * this.heightCoef ); - - } else { - - this.autoSpeedFactor = 0.0; - - } - - actualMoveSpeed = delta * this.movementSpeed; - - if ( this.moveForward || ( this.autoForward && !this.moveBackward ) ) this.object.translateZ( - ( actualMoveSpeed + this.autoSpeedFactor ) ); - if ( this.moveBackward ) this.object.translateZ( actualMoveSpeed ); - - if ( this.moveLeft ) this.object.translateX( - actualMoveSpeed ); - if ( this.moveRight ) this.object.translateX( actualMoveSpeed ); - - if ( this.moveUp ) this.object.translateY( actualMoveSpeed ); - if ( this.moveDown ) this.object.translateY( - actualMoveSpeed ); - - var actualLookSpeed = delta * this.lookSpeed; - - if ( !this.activeLook ) { - - actualLookSpeed = 0; - - } - - this.lon += this.mouseX * actualLookSpeed; - if( this.lookVertical ) this.lat -= this.mouseY * actualLookSpeed; // * this.invertVertical?-1:1; - - 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 targetPosition = this.target, - position = this.object.position; - - targetPosition.x = position.x + 100 * Math.sin( this.phi ) * Math.cos( this.theta ); - targetPosition.y = position.y + 100 * Math.cos( this.phi ); - targetPosition.z = position.z + 100 * Math.sin( this.phi ) * Math.sin( this.theta ); - - } - - var verticalLookRatio = 1; - - if ( this.constrainVertical ) { - - verticalLookRatio = Math.PI / ( this.verticalMax - this.verticalMin ); - - } - - this.lon += this.mouseX * actualLookSpeed; - if( this.lookVertical ) this.lat -= this.mouseY * actualLookSpeed * verticalLookRatio; - - 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 ); - - } - - var targetPosition = this.target, - position = this.object.position; - - targetPosition.x = position.x + 100 * Math.sin( this.phi ) * Math.cos( this.theta ); - targetPosition.y = position.y + 100 * Math.cos( this.phi ); - targetPosition.z = position.z + 100 * Math.sin( this.phi ) * Math.sin( this.theta ); - - this.object.lookAt( targetPosition ); - - }; - - - this.domElement.addEventListener( 'contextmenu', function ( event ) { event.preventDefault(); }, false ); - - this.domElement.addEventListener( 'mousemove', bind( this, this.onMouseMove ), false ); - this.domElement.addEventListener( 'mousedown', bind( this, this.onMouseDown ), false ); - this.domElement.addEventListener( 'mouseup', bind( this, this.onMouseUp ), false ); - this.domElement.addEventListener( 'keydown', bind( this, this.onKeyDown ), false ); - this.domElement.addEventListener( 'keyup', bind( this, this.onKeyUp ), false ); - - function bind( scope, fn ) { - - return function () { - - fn.apply( scope, arguments ); - - }; - - }; - - this.handleResize(); - -}; -/** - * @author alteredq / http://alteredqualia.com/ - */ - -THREE.PathControls = function ( object, domElement ) { - - this.object = object; - this.domElement = ( domElement !== undefined ) ? domElement : document; - - this.id = "PathControls" + THREE.PathControlsIdCounter ++; - - // API - - this.duration = 10 * 1000; // milliseconds - this.waypoints = []; - - this.useConstantSpeed = true; - this.resamplingCoef = 50; - - this.debugPath = new THREE.Object3D(); - this.debugDummy = new THREE.Object3D(); - - this.animationParent = new THREE.Object3D(); - - this.lookSpeed = 0.005; - this.lookVertical = true; - this.lookHorizontal = true; - this.verticalAngleMap = { srcRange: [ 0, 2 * Math.PI ], dstRange: [ 0, 2 * Math.PI ] }; - this.horizontalAngleMap = { srcRange: [ 0, 2 * Math.PI ], dstRange: [ 0, 2 * Math.PI ] }; - - // internals - - this.target = new THREE.Object3D(); - - this.mouseX = 0; - this.mouseY = 0; - - this.lat = 0; - this.lon = 0; - - this.phi = 0; - this.theta = 0; - - var PI2 = Math.PI * 2, - PI180 = Math.PI / 180; - - this.viewHalfX = 0; - this.viewHalfY = 0; - - if ( this.domElement !== document ) { - - this.domElement.setAttribute( 'tabindex', -1 ); - - } - - // methods - - this.handleResize = function () { - - 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.update = function ( delta ) { - - var srcRange, dstRange; - - if( this.lookHorizontal ) this.lon += this.mouseX * this.lookSpeed * delta; - if( this.lookVertical ) this.lat -= this.mouseY * this.lookSpeed * delta; - - this.lon = Math.max( 0, Math.min( 360, this.lon ) ); - this.lat = Math.max( - 85, Math.min( 85, this.lat ) ); - - this.phi = ( 90 - this.lat ) * PI180; - this.theta = this.lon * PI180; - - this.phi = normalize_angle_rad( this.phi ); - - // constrain vertical look angle - - srcRange = this.verticalAngleMap.srcRange; - dstRange = this.verticalAngleMap.dstRange; - - var tmpPhi = THREE.Math.mapLinear( this.phi, srcRange[ 0 ], srcRange[ 1 ], dstRange[ 0 ], dstRange[ 1 ] ); - var tmpPhiFullRange = dstRange[ 1 ] - dstRange[ 0 ]; - var tmpPhiNormalized = ( tmpPhi - dstRange[ 0 ] ) / tmpPhiFullRange; - - this.phi = QuadraticEaseInOut( tmpPhiNormalized ) * tmpPhiFullRange + dstRange[ 0 ]; - - // constrain horizontal look angle - - srcRange = this.horizontalAngleMap.srcRange; - dstRange = this.horizontalAngleMap.dstRange; - - var tmpTheta = THREE.Math.mapLinear( this.theta, srcRange[ 0 ], srcRange[ 1 ], dstRange[ 0 ], dstRange[ 1 ] ); - var tmpThetaFullRange = dstRange[ 1 ] - dstRange[ 0 ]; - var tmpThetaNormalized = ( tmpTheta - dstRange[ 0 ] ) / tmpThetaFullRange; - - this.theta = QuadraticEaseInOut( tmpThetaNormalized ) * tmpThetaFullRange + dstRange[ 0 ]; - - var targetPosition = this.target.position, - position = this.object.position; - - targetPosition.x = 100 * Math.sin( this.phi ) * Math.cos( this.theta ); - targetPosition.y = 100 * Math.cos( this.phi ); - targetPosition.z = 100 * Math.sin( this.phi ) * Math.sin( this.theta ); - - this.object.lookAt( this.target.position ); - - }; - - this.onMouseMove = function ( event ) { - - if ( this.domElement === document ) { - - this.mouseX = event.pageX - this.viewHalfX; - this.mouseY = event.pageY - this.viewHalfY; - - } else { - - this.mouseX = event.pageX - this.domElement.offsetLeft - this.viewHalfX; - this.mouseY = event.pageY - this.domElement.offsetTop - this.viewHalfY; - - } - - }; - - // utils - - function normalize_angle_rad( a ) { - - var b = a % PI2; - return b >= 0 ? b : b + PI2; - - }; - - function distance( a, b ) { - - var dx = a[ 0 ] - b[ 0 ], - dy = a[ 1 ] - b[ 1 ], - dz = a[ 2 ] - b[ 2 ]; - - return Math.sqrt( dx * dx + dy * dy + dz * dz ); - - }; - - function QuadraticEaseInOut ( k ) { - - if ( ( k *= 2 ) < 1 ) return 0.5 * k * k; - return - 0.5 * ( --k * ( k - 2 ) - 1 ); - - }; - - function bind( scope, fn ) { - - return function () { - - fn.apply( scope, arguments ); - - }; - - }; - - function initAnimationPath( parent, spline, name, duration ) { - - var animationData = { - - name: name, - fps: 0.6, - length: duration, - - hierarchy: [] - - }; - - var i, - parentAnimation, childAnimation, - path = spline.getControlPointsArray(), - sl = spline.getLength(), - pl = path.length, - t = 0, - first = 0, - last = pl - 1; - - parentAnimation = { parent: -1, keys: [] }; - parentAnimation.keys[ first ] = { time: 0, pos: path[ first ], rot: [ 0, 0, 0, 1 ], scl: [ 1, 1, 1 ] }; - parentAnimation.keys[ last ] = { time: duration, pos: path[ last ], rot: [ 0, 0, 0, 1 ], scl: [ 1, 1, 1 ] }; - - for ( i = 1; i < pl - 1; i++ ) { - - // real distance (approximation via linear segments) - - t = duration * sl.chunks[ i ] / sl.total; - - // equal distance - - //t = duration * ( i / pl ); - - // linear distance - - //t += duration * distance( path[ i ], path[ i - 1 ] ) / sl.total; - - parentAnimation.keys[ i ] = { time: t, pos: path[ i ] }; - - } - - animationData.hierarchy[ 0 ] = parentAnimation; - - THREE.AnimationHandler.add( animationData ); - - return new THREE.Animation( parent, name, THREE.AnimationHandler.CATMULLROM_FORWARD, false ); - - }; - - - function createSplineGeometry( spline, n_sub ) { - - var i, index, position, - geometry = new THREE.Geometry(); - - for ( i = 0; i < spline.points.length * n_sub; i ++ ) { - - index = i / ( spline.points.length * n_sub ); - position = spline.getPoint( index ); - - geometry.vertices[ i ] = new THREE.Vector3( position.x, position.y, position.z ); - - } - - return geometry; - - }; - - function createPath( parent, spline ) { - - var lineGeo = createSplineGeometry( spline, 10 ), - particleGeo = createSplineGeometry( spline, 10 ), - lineMat = new THREE.LineBasicMaterial( { color: 0xff0000, linewidth: 3 } ), - lineObj = new THREE.Line( lineGeo, lineMat ), - particleObj = new THREE.ParticleSystem( particleGeo, new THREE.ParticleBasicMaterial( { color: 0xffaa00, size: 3 } ) ); - - lineObj.scale.set( 1, 1, 1 ); - parent.add( lineObj ); - - particleObj.scale.set( 1, 1, 1 ); - parent.add( particleObj ); - - var waypoint, - geo = new THREE.SphereGeometry( 1, 16, 8 ), - mat = new THREE.MeshBasicMaterial( { color: 0x00ff00 } ); - - for ( var i = 0; i < spline.points.length; i ++ ) { - - waypoint = new THREE.Mesh( geo, mat ); - waypoint.position.copy( spline.points[ i ] ); - parent.add( waypoint ); - - } - - }; - - this.init = function ( ) { - - // constructor - - this.spline = new THREE.Spline(); - this.spline.initFromArray( this.waypoints ); - - if ( this.useConstantSpeed ) { - - this.spline.reparametrizeByArcLength( this.resamplingCoef ); - - } - - if ( this.createDebugDummy ) { - - var dummyParentMaterial = new THREE.MeshLambertMaterial( { color: 0x0077ff } ), - dummyChildMaterial = new THREE.MeshLambertMaterial( { color: 0x00ff00 } ), - dummyParentGeo = new THREE.CubeGeometry( 10, 10, 20 ), - dummyChildGeo = new THREE.CubeGeometry( 2, 2, 10 ); - - this.animationParent = new THREE.Mesh( dummyParentGeo, dummyParentMaterial ); - - var dummyChild = new THREE.Mesh( dummyChildGeo, dummyChildMaterial ); - dummyChild.position.set( 0, 10, 0 ); - - this.animation = initAnimationPath( this.animationParent, this.spline, this.id, this.duration ); - - this.animationParent.add( this.object ); - this.animationParent.add( this.target ); - this.animationParent.add( dummyChild ); - - } else { - - this.animation = initAnimationPath( this.animationParent, this.spline, this.id, this.duration ); - this.animationParent.add( this.target ); - this.animationParent.add( this.object ); - - } - - if ( this.createDebugPath ) { - - createPath( this.debugPath, this.spline ); - - } - - this.domElement.addEventListener( 'mousemove', bind( this, this.onMouseMove ), false ); - - }; - - this.handleResize(); - -}; - -THREE.PathControlsIdCounter = 0; -/** - * @author James Baicoianu / http://www.baicoianu.com/ - */ - -THREE.FlyControls = function ( object, domElement ) { - - this.object = object; - - this.domElement = ( domElement !== undefined ) ? domElement : document; - if ( domElement ) this.domElement.setAttribute( 'tabindex', -1 ); - - // API - - this.movementSpeed = 1.0; - this.rollSpeed = 0.005; - - this.dragToLook = false; - this.autoForward = false; - - // disable default target object behavior - - this.object.useQuaternion = true; - - // internals - - this.tmpQuaternion = new THREE.Quaternion(); - - this.mouseStatus = 0; - - this.moveState = { up: 0, down: 0, left: 0, right: 0, forward: 0, back: 0, pitchUp: 0, pitchDown: 0, yawLeft: 0, yawRight: 0, rollLeft: 0, rollRight: 0 }; - this.moveVector = new THREE.Vector3( 0, 0, 0 ); - this.rotationVector = new THREE.Vector3( 0, 0, 0 ); - - this.handleEvent = function ( event ) { - - if ( typeof this[ event.type ] == 'function' ) { - - this[ event.type ]( event ); - - } - - }; - - this.keydown = function( event ) { - - if ( event.altKey ) { - - return; - - } - - //event.preventDefault(); - - switch ( event.keyCode ) { - - case 16: /* shift */ this.movementSpeedMultiplier = .1; break; - - case 87: /*W*/ this.moveState.forward = 1; break; - case 83: /*S*/ this.moveState.back = 1; break; - - case 65: /*A*/ this.moveState.left = 1; break; - case 68: /*D*/ this.moveState.right = 1; break; - - case 82: /*R*/ this.moveState.up = 1; break; - case 70: /*F*/ this.moveState.down = 1; break; - - case 38: /*up*/ this.moveState.pitchUp = 1; break; - case 40: /*down*/ this.moveState.pitchDown = 1; break; - - case 37: /*left*/ this.moveState.yawLeft = 1; break; - case 39: /*right*/ this.moveState.yawRight = 1; break; - - case 81: /*Q*/ this.moveState.rollLeft = 1; break; - case 69: /*E*/ this.moveState.rollRight = 1; break; - - } - - this.updateMovementVector(); - this.updateRotationVector(); - - }; - - this.keyup = function( event ) { - - switch( event.keyCode ) { - - case 16: /* shift */ this.movementSpeedMultiplier = 1; break; - - case 87: /*W*/ this.moveState.forward = 0; break; - case 83: /*S*/ this.moveState.back = 0; break; - - case 65: /*A*/ this.moveState.left = 0; break; - case 68: /*D*/ this.moveState.right = 0; break; - - case 82: /*R*/ this.moveState.up = 0; break; - case 70: /*F*/ this.moveState.down = 0; break; - - case 38: /*up*/ this.moveState.pitchUp = 0; break; - case 40: /*down*/ this.moveState.pitchDown = 0; break; - - case 37: /*left*/ this.moveState.yawLeft = 0; break; - case 39: /*right*/ this.moveState.yawRight = 0; break; - - case 81: /*Q*/ this.moveState.rollLeft = 0; break; - case 69: /*E*/ this.moveState.rollRight = 0; break; - - } - - this.updateMovementVector(); - this.updateRotationVector(); - - }; - - this.mousedown = function( event ) { - - if ( this.domElement !== document ) { - - this.domElement.focus(); - - } - - event.preventDefault(); - event.stopPropagation(); - - if ( this.dragToLook ) { - - this.mouseStatus ++; - - } else { - - switch ( event.button ) { - - case 0: this.object.moveForward = true; break; - case 2: this.object.moveBackward = true; break; - - } - - } - - }; - - this.mousemove = function( event ) { - - if ( !this.dragToLook || this.mouseStatus > 0 ) { - - var container = this.getContainerDimensions(); - var halfWidth = container.size[ 0 ] / 2; - var halfHeight = container.size[ 1 ] / 2; - - this.moveState.yawLeft = - ( ( event.pageX - container.offset[ 0 ] ) - halfWidth ) / halfWidth; - this.moveState.pitchDown = ( ( event.pageY - container.offset[ 1 ] ) - halfHeight ) / halfHeight; - - this.updateRotationVector(); - - } - - }; - - this.mouseup = function( event ) { - - event.preventDefault(); - event.stopPropagation(); - - if ( this.dragToLook ) { - - this.mouseStatus --; - - this.moveState.yawLeft = this.moveState.pitchDown = 0; - - } else { - - switch ( event.button ) { - - case 0: this.moveForward = false; break; - case 2: this.moveBackward = false; break; - - } - - } - - this.updateRotationVector(); - - }; - - this.update = function( delta ) { - - var moveMult = delta * this.movementSpeed; - var rotMult = delta * this.rollSpeed; - - this.object.translateX( this.moveVector.x * moveMult ); - this.object.translateY( this.moveVector.y * moveMult ); - this.object.translateZ( this.moveVector.z * moveMult ); - - this.tmpQuaternion.set( this.rotationVector.x * rotMult, this.rotationVector.y * rotMult, this.rotationVector.z * rotMult, 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 forward = ( 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 = ( -forward + this.moveState.back ); - - //console.log( 'move:', [ this.moveVector.x, this.moveVector.y, this.moveVector.z ] ); - - }; - - 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 ); - - //console.log( 'rotate:', [ this.rotationVector.x, this.rotationVector.y, this.rotationVector.z ] ); - - }; - - this.getContainerDimensions = function() { - - if ( this.domElement != document ) { - - return { - size : [ this.domElement.offsetWidth, this.domElement.offsetHeight ], - offset : [ this.domElement.offsetLeft, this.domElement.offsetTop ] - }; - - } else { - - return { - size : [ window.innerWidth, window.innerHeight ], - offset : [ 0, 0 ] - }; - - } - - }; - - function bind( scope, fn ) { - - return function () { - - fn.apply( scope, arguments ); - - }; - - }; - - this.domElement.addEventListener( 'mousemove', bind( this, this.mousemove ), false ); - this.domElement.addEventListener( 'mousedown', bind( this, this.mousedown ), false ); - this.domElement.addEventListener( 'mouseup', bind( this, this.mouseup ), false ); - - this.domElement.addEventListener( 'keydown', bind( this, this.keydown ), false ); - this.domElement.addEventListener( 'keyup', bind( this, this.keyup ), false ); - - this.updateMovementVector(); - this.updateRotationVector(); - -}; -/** - * @author mikael emtinger / http://gomo.se/ - * @author alteredq / http://alteredqualia.com/ - */ - -THREE.RollControls = function ( object, domElement ) { - - this.object = object; - this.domElement = ( domElement !== undefined ) ? domElement : document; - - // API - - this.mouseLook = true; - this.autoForward = false; - - this.lookSpeed = 1; - this.movementSpeed = 1; - this.rollSpeed = 1; - - this.constrainVertical = [ -0.9, 0.9 ]; - - // disable default target object behavior - - this.object.matrixAutoUpdate = false; - - // internals - - this.forward = new THREE.Vector3( 0, 0, 1 ); - this.roll = 0; - - var xTemp = new THREE.Vector3(); - var yTemp = new THREE.Vector3(); - var zTemp = new THREE.Vector3(); - var rollMatrix = new THREE.Matrix4(); - - var doRoll = false, rollDirection = 1, forwardSpeed = 0, sideSpeed = 0, upSpeed = 0; - - var mouseX = 0, mouseY = 0; - - var windowHalfX = 0; - var windowHalfY = 0; - - // - - this.handleResize = function () { - - windowHalfX = window.innerWidth / 2; - windowHalfY = window.innerHeight / 2; - - }; - - // custom update - - this.update = function ( delta ) { - - if ( this.mouseLook ) { - - var actualLookSpeed = delta * this.lookSpeed; - - this.rotateHorizontally( actualLookSpeed * mouseX ); - this.rotateVertically( actualLookSpeed * mouseY ); - - } - - var actualSpeed = delta * this.movementSpeed; - var forwardOrAuto = ( forwardSpeed > 0 || ( this.autoForward && ! ( forwardSpeed < 0 ) ) ) ? 1 : forwardSpeed; - - this.object.translateZ( -actualSpeed * forwardOrAuto ); - this.object.translateX( actualSpeed * sideSpeed ); - this.object.translateY( actualSpeed * upSpeed ); - - if( doRoll ) { - - this.roll += this.rollSpeed * delta * rollDirection; - - } - - // cap forward up / down - - if( this.forward.y > this.constrainVertical[ 1 ] ) { - - this.forward.y = this.constrainVertical[ 1 ]; - this.forward.normalize(); - - } else if( this.forward.y < this.constrainVertical[ 0 ] ) { - - this.forward.y = this.constrainVertical[ 0 ]; - this.forward.normalize(); - - } - - - // construct unrolled camera matrix - - zTemp.copy( this.forward ); - yTemp.set( 0, 1, 0 ); - - xTemp.cross( yTemp, zTemp ).normalize(); - yTemp.cross( zTemp, xTemp ).normalize(); - - this.object.matrix.elements[0] = xTemp.x; this.object.matrix.elements[4] = yTemp.x; this.object.matrix.elements[8] = zTemp.x; - this.object.matrix.elements[1] = xTemp.y; this.object.matrix.elements[5] = yTemp.y; this.object.matrix.elements[9] = zTemp.y; - this.object.matrix.elements[2] = xTemp.z; this.object.matrix.elements[6] = yTemp.z; this.object.matrix.elements[10] = zTemp.z; - - // calculate roll matrix - - rollMatrix.identity(); - rollMatrix.elements[0] = Math.cos( this.roll ); rollMatrix.elements[4] = -Math.sin( this.roll ); - rollMatrix.elements[1] = Math.sin( this.roll ); rollMatrix.elements[5] = Math.cos( this.roll ); - - // multiply camera with roll - - this.object.matrix.multiplySelf( rollMatrix ); - this.object.matrixWorldNeedsUpdate = true; - - // set position - - this.object.matrix.elements[12] = this.object.position.x; - this.object.matrix.elements[13] = this.object.position.y; - this.object.matrix.elements[14] = this.object.position.z; - - - }; - - this.translateX = function ( distance ) { - - this.object.position.x += this.object.matrix.elements[0] * distance; - this.object.position.y += this.object.matrix.elements[1] * distance; - this.object.position.z += this.object.matrix.elements[2] * distance; - - }; - - this.translateY = function ( distance ) { - - this.object.position.x += this.object.matrix.elements[4] * distance; - this.object.position.y += this.object.matrix.elements[5] * distance; - this.object.position.z += this.object.matrix.elements[6] * distance; - - }; - - this.translateZ = function ( distance ) { - - this.object.position.x -= this.object.matrix.elements[8] * distance; - this.object.position.y -= this.object.matrix.elements[9] * distance; - this.object.position.z -= this.object.matrix.elements[10] * distance; - - }; - - - this.rotateHorizontally = function ( amount ) { - - // please note that the amount is NOT degrees, but a scale value - - xTemp.set( this.object.matrix.elements[0], this.object.matrix.elements[1], this.object.matrix.elements[2] ); - xTemp.multiplyScalar( amount ); - - this.forward.subSelf( xTemp ); - this.forward.normalize(); - - }; - - this.rotateVertically = function ( amount ) { - - // please note that the amount is NOT degrees, but a scale value - - yTemp.set( this.object.matrix.elements[4], this.object.matrix.elements[5], this.object.matrix.elements[6] ); - yTemp.multiplyScalar( amount ); - - this.forward.addSelf( yTemp ); - this.forward.normalize(); - - }; - - function onKeyDown( event ) { - - //event.preventDefault(); - - switch ( event.keyCode ) { - - case 38: /*up*/ - case 87: /*W*/ forwardSpeed = 1; break; - - case 37: /*left*/ - case 65: /*A*/ sideSpeed = -1; break; - - case 40: /*down*/ - case 83: /*S*/ forwardSpeed = -1; break; - - case 39: /*right*/ - case 68: /*D*/ sideSpeed = 1; break; - - case 81: /*Q*/ doRoll = true; rollDirection = 1; break; - case 69: /*E*/ doRoll = true; rollDirection = -1; break; - - case 82: /*R*/ upSpeed = 1; break; - case 70: /*F*/ upSpeed = -1; break; - - } - - }; - - function onKeyUp( event ) { - - switch( event.keyCode ) { - - case 38: /*up*/ - case 87: /*W*/ forwardSpeed = 0; break; - - case 37: /*left*/ - case 65: /*A*/ sideSpeed = 0; break; - - case 40: /*down*/ - case 83: /*S*/ forwardSpeed = 0; break; - - case 39: /*right*/ - case 68: /*D*/ sideSpeed = 0; break; - - case 81: /*Q*/ doRoll = false; break; - case 69: /*E*/ doRoll = false; break; - - case 82: /*R*/ upSpeed = 0; break; - case 70: /*F*/ upSpeed = 0; break; - - } - - }; - - function onMouseMove( event ) { - - mouseX = ( event.clientX - windowHalfX ) / window.innerWidth; - mouseY = ( event.clientY - windowHalfY ) / window.innerHeight; - - }; - - function onMouseDown ( event ) { - - event.preventDefault(); - event.stopPropagation(); - - switch ( event.button ) { - - case 0: forwardSpeed = 1; break; - case 2: forwardSpeed = -1; break; - - } - - }; - - function onMouseUp ( event ) { - - event.preventDefault(); - event.stopPropagation(); - - switch ( event.button ) { - - case 0: forwardSpeed = 0; break; - case 2: forwardSpeed = 0; break; - - } - - }; - - this.domElement.addEventListener( 'contextmenu', function ( event ) { event.preventDefault(); }, false ); - - this.domElement.addEventListener( 'mousemove', onMouseMove, false ); - this.domElement.addEventListener( 'mousedown', onMouseDown, false ); - this.domElement.addEventListener( 'mouseup', onMouseUp, false ); - this.domElement.addEventListener( 'keydown', onKeyDown, false ); - this.domElement.addEventListener( 'keyup', onKeyUp, false ); - - this.handleResize(); - -}; -/** - * @author Eberhard Graether / http://egraether.com/ - */ - -THREE.TrackballControls = function ( object, domElement ) { - - THREE.EventTarget.call( this ); - - var _this = this, - STATE = { NONE : -1, ROTATE : 0, ZOOM : 1, PAN : 2 }; - - this.object = object; - this.domElement = ( domElement !== undefined ) ? domElement : document; - - // API - - this.enabled = true; - - this.screen = { width: 0, height: 0, offsetLeft: 0, offsetTop: 0 }; - this.radius = ( this.screen.width + this.screen.height ) / 4; - - this.rotateSpeed = 1.0; - this.zoomSpeed = 1.2; - this.panSpeed = 0.3; - - this.noRotate = false; - this.noZoom = false; - this.noPan = false; - - this.staticMoving = false; - this.dynamicDampingFactor = 0.2; - - this.minDistance = 0; - this.maxDistance = Infinity; - - this.keys = [ 65 /*A*/, 83 /*S*/, 68 /*D*/ ]; - - // internals - - this.target = new THREE.Vector3(); - - var lastPosition = new THREE.Vector3(); - - var _keyPressed = false, - _state = STATE.NONE, - - _eye = new THREE.Vector3(), - - _rotateStart = new THREE.Vector3(), - _rotateEnd = new THREE.Vector3(), - - _zoomStart = new THREE.Vector2(), - _zoomEnd = new THREE.Vector2(), - - _panStart = new THREE.Vector2(), - _panEnd = new THREE.Vector2(); - - // events - - var changeEvent = { type: 'change' }; - - - // methods - - this.handleResize = function () { - - this.screen.width = window.innerWidth; - this.screen.height = window.innerHeight; - - this.screen.offsetLeft = 0; - this.screen.offsetTop = 0; - - this.radius = ( this.screen.width + this.screen.height ) / 4; - }; - - this.handleEvent = function ( event ) { - - if ( typeof this[ event.type ] == 'function' ) { - - this[ event.type ]( event ); - - } - - }; - - this.getMouseOnScreen = function ( clientX, clientY ) { - - return new THREE.Vector2( - ( clientX - _this.screen.offsetLeft ) / _this.radius * 0.5, - ( clientY - _this.screen.offsetTop ) / _this.radius * 0.5 - ); - - }; - - this.getMouseProjectionOnBall = function ( clientX, clientY ) { - - var mouseOnBall = new THREE.Vector3( - ( clientX - _this.screen.width * 0.5 - _this.screen.offsetLeft ) / _this.radius, - ( _this.screen.height * 0.5 + _this.screen.offsetTop - clientY ) / _this.radius, - 0.0 - ); - - var length = mouseOnBall.length(); - - if ( length > 1.0 ) { - - mouseOnBall.normalize(); - - } else { - - mouseOnBall.z = Math.sqrt( 1.0 - length * length ); - - } - - _eye.copy( _this.object.position ).subSelf( _this.target ); - - var projection = _this.object.up.clone().setLength( mouseOnBall.y ); - projection.addSelf( _this.object.up.clone().crossSelf( _eye ).setLength( mouseOnBall.x ) ); - projection.addSelf( _eye.setLength( mouseOnBall.z ) ); - - return projection; - - }; - - this.rotateCamera = function () { - - var angle = Math.acos( _rotateStart.dot( _rotateEnd ) / _rotateStart.length() / _rotateEnd.length() ); - - if ( angle ) { - - var axis = ( new THREE.Vector3() ).cross( _rotateStart, _rotateEnd ).normalize(), - quaternion = new THREE.Quaternion(); - - angle *= _this.rotateSpeed; - - quaternion.setFromAxisAngle( axis, -angle ); - - quaternion.multiplyVector3( _eye ); - quaternion.multiplyVector3( _this.object.up ); - - quaternion.multiplyVector3( _rotateEnd ); - - if ( _this.staticMoving ) { - - _rotateStart = _rotateEnd; - - } else { - - quaternion.setFromAxisAngle( axis, angle * ( _this.dynamicDampingFactor - 1.0 ) ); - quaternion.multiplyVector3( _rotateStart ); - - } - - } - - }; - - this.zoomCamera = function () { - - var factor = 1.0 + ( _zoomEnd.y - _zoomStart.y ) * _this.zoomSpeed; - - if ( factor !== 1.0 && factor > 0.0 ) { - - _eye.multiplyScalar( factor ); - - if ( _this.staticMoving ) { - - _zoomStart = _zoomEnd; - - } else { - - _zoomStart.y += ( _zoomEnd.y - _zoomStart.y ) * this.dynamicDampingFactor; - - } - - } - - }; - - this.panCamera = function () { - - var mouseChange = _panEnd.clone().subSelf( _panStart ); - - if ( mouseChange.lengthSq() ) { - - mouseChange.multiplyScalar( _eye.length() * _this.panSpeed ); - - var pan = _eye.clone().crossSelf( _this.object.up ).setLength( mouseChange.x ); - pan.addSelf( _this.object.up.clone().setLength( mouseChange.y ) ); - - _this.object.position.addSelf( pan ); - _this.target.addSelf( pan ); - - if ( _this.staticMoving ) { - - _panStart = _panEnd; - - } else { - - _panStart.addSelf( mouseChange.sub( _panEnd, _panStart ).multiplyScalar( _this.dynamicDampingFactor ) ); - - } - - } - - }; - - this.checkDistances = function () { - - if ( !_this.noZoom || !_this.noPan ) { - - if ( _this.object.position.lengthSq() > _this.maxDistance * _this.maxDistance ) { - - _this.object.position.setLength( _this.maxDistance ); - - } - - if ( _eye.lengthSq() < _this.minDistance * _this.minDistance ) { - - _this.object.position.add( _this.target, _eye.setLength( _this.minDistance ) ); - - } - - } - - }; - - this.update = function () { - - _eye.copy( _this.object.position ).subSelf( _this.target ); - - if ( !_this.noRotate ) { - - _this.rotateCamera(); - - } - - if ( !_this.noZoom ) { - - _this.zoomCamera(); - - } - - if ( !_this.noPan ) { - - _this.panCamera(); - - } - - _this.object.position.add( _this.target, _eye ); - - _this.checkDistances(); - - _this.object.lookAt( _this.target ); - - if ( lastPosition.distanceToSquared( _this.object.position ) > 0 ) { - - _this.dispatchEvent( changeEvent ); - - lastPosition.copy( _this.object.position ); - - } - - }; - - // listeners - - function keydown( event ) { - - if ( ! _this.enabled ) return; - - //event.preventDefault(); - - if ( _state !== STATE.NONE ) { - - return; - - } else if ( event.keyCode === _this.keys[ STATE.ROTATE ] && !_this.noRotate ) { - - _state = STATE.ROTATE; - - } else if ( event.keyCode === _this.keys[ STATE.ZOOM ] && !_this.noZoom ) { - - _state = STATE.ZOOM; - - } else if ( event.keyCode === _this.keys[ STATE.PAN ] && !_this.noPan ) { - - _state = STATE.PAN; - - } - - if ( _state !== STATE.NONE ) { - - _keyPressed = true; - - } - - } - - function keyup( event ) { - - if ( ! _this.enabled ) return; - - if ( _state !== STATE.NONE ) { - - _state = STATE.NONE; - - } - - } - - function mousedown( event ) { - - if ( ! _this.enabled ) return; - - event.preventDefault(); - event.stopPropagation(); - - if ( _state === STATE.NONE ) { - - _state = event.button; - - if ( _state === STATE.ROTATE && !_this.noRotate ) { - - _rotateStart = _rotateEnd = _this.getMouseProjectionOnBall( event.clientX, event.clientY ); - - } else if ( _state === STATE.ZOOM && !_this.noZoom ) { - - _zoomStart = _zoomEnd = _this.getMouseOnScreen( event.clientX, event.clientY ); - - } else if ( !this.noPan ) { - - _panStart = _panEnd = _this.getMouseOnScreen( event.clientX, event.clientY ); - - } - - } - - } - - function mousemove( event ) { - - if ( ! _this.enabled ) return; - - if ( _keyPressed ) { - - _rotateStart = _rotateEnd = _this.getMouseProjectionOnBall( event.clientX, event.clientY ); - _zoomStart = _zoomEnd = _this.getMouseOnScreen( event.clientX, event.clientY ); - _panStart = _panEnd = _this.getMouseOnScreen( event.clientX, event.clientY ); - - _keyPressed = false; - - } - - if ( _state === STATE.NONE ) { - - return; - - } else if ( _state === STATE.ROTATE && !_this.noRotate ) { - - _rotateEnd = _this.getMouseProjectionOnBall( event.clientX, event.clientY ); - - } else if ( _state === STATE.ZOOM && !_this.noZoom ) { - - _zoomEnd = _this.getMouseOnScreen( event.clientX, event.clientY ); - - } else if ( _state === STATE.PAN && !_this.noPan ) { - - _panEnd = _this.getMouseOnScreen( event.clientX, event.clientY ); - - } - - } - - function mouseup( event ) { - - if ( ! _this.enabled ) return; - - event.preventDefault(); - event.stopPropagation(); - - _state = STATE.NONE; - - } - - this.domElement.addEventListener( 'contextmenu', function ( event ) { event.preventDefault(); }, false ); - - this.domElement.addEventListener( 'mousemove', mousemove, false ); - this.domElement.addEventListener( 'mousedown', mousedown, false ); - this.domElement.addEventListener( 'mouseup', mouseup, false ); - - // this.domElement.addEventListener( 'DOMMouseScroll', mousewheel, false ); - // this.domElement.addEventListener( 'mousewheel', mousewheel, false ); - - window.addEventListener( 'keydown', keydown, false ); - window.addEventListener( 'keyup', keyup, false ); - - this.handleResize(); - -}; -/** - * @author qiao / https://github.com/qiao - * @author mrdoob / http://mrdoob.com - * @author alteredq / http://alteredqualia.com/ - */ - -THREE.OrbitControls = function ( object, domElement ) { - - THREE.EventTarget.call( this ); - - this.object = object; - this.domElement = ( domElement !== undefined ) ? domElement : document; - - // API - - this.center = new THREE.Vector3(); - - this.userZoom = true; - this.userZoomSpeed = 1.0; - - this.userRotate = true; - this.userRotateSpeed = 1.0; - - this.autoRotate = false; - this.autoRotateSpeed = 2.0; // 30 seconds per round when fps is 60 - - // internals - - var scope = this; - - var EPS = 0.000001; - var PIXELS_PER_ROUND = 1800; - - var rotateStart = new THREE.Vector2(); - var rotateEnd = new THREE.Vector2(); - var rotateDelta = new THREE.Vector2(); - - var zoomStart = new THREE.Vector2(); - var zoomEnd = new THREE.Vector2(); - var zoomDelta = new THREE.Vector2(); - - var phiDelta = 0; - var thetaDelta = 0; - var scale = 1; - - var lastPosition = new THREE.Vector3(); - - var STATE = { NONE : -1, ROTATE : 0, ZOOM : 1 }; - var state = STATE.NONE; - - // events - - var changeEvent = { type: 'change' }; - - - this.rotateLeft = function ( angle ) { - - if ( angle === undefined ) { - - angle = getAutoRotationAngle(); - - } - - thetaDelta -= angle; - - }; - - this.rotateRight = function ( angle ) { - - if ( angle === undefined ) { - - angle = getAutoRotationAngle(); - - } - - thetaDelta += angle; - - }; - - this.rotateUp = function ( angle ) { - - if ( angle === undefined ) { - - angle = getAutoRotationAngle(); - - } - - phiDelta -= angle; - - }; - - this.rotateDown = function ( angle ) { - - if ( angle === undefined ) { - - angle = getAutoRotationAngle(); - - } - - phiDelta += angle; - - }; - - this.zoomIn = function ( zoomScale ) { - - if ( zoomScale === undefined ) { - - zoomScale = getZoomScale(); - - } - - scale /= zoomScale; - - }; - - this.zoomOut = function ( zoomScale ) { - - if ( zoomScale === undefined ) { - - zoomScale = getZoomScale(); - - } - - scale *= zoomScale; - - }; - - this.update = function () { - - var position = this.object.position; - var offset = position.clone().subSelf( this.center ) - - // angle from z-axis around y-axis - - var theta = Math.atan2( offset.x, offset.z ); - - // angle from y-axis - - var phi = Math.atan2( Math.sqrt( offset.x * offset.x + offset.z * offset.z ), offset.y ); - - if ( this.autoRotate ) { - - this.rotateLeft( getAutoRotationAngle() ); - - } - - theta += thetaDelta; - phi += phiDelta; - - // restrict phi to be betwee EPS and PI-EPS - - phi = Math.max( EPS, Math.min( Math.PI - EPS, phi ) ); - - var radius = offset.length(); - offset.x = radius * Math.sin( phi ) * Math.sin( theta ); - offset.y = radius * Math.cos( phi ); - offset.z = radius * Math.sin( phi ) * Math.cos( theta ); - offset.multiplyScalar( scale ); - - position.copy( this.center ).addSelf( offset ); - - this.object.lookAt( this.center ); - - thetaDelta = 0; - phiDelta = 0; - scale = 1; - - if ( lastPosition.distanceTo( this.object.position ) > 0 ) { - - this.dispatchEvent( changeEvent ); - - lastPosition.copy( this.object.position ); - - } - - }; - - - function getAutoRotationAngle() { - - return 2 * Math.PI / 60 / 60 * scope.autoRotateSpeed; - - } - - function getZoomScale() { - - return Math.pow( 0.95, scope.userZoomSpeed ); - - } - - function onMouseDown( event ) { - - if ( !scope.userRotate ) return; - - event.preventDefault(); - - if ( event.button === 0 || event.button === 2 ) { - - state = STATE.ROTATE; - - rotateStart.set( event.clientX, event.clientY ); - - } else if ( event.button === 1 ) { - - state = STATE.ZOOM; - - zoomStart.set( event.clientX, event.clientY ); - - } - - document.addEventListener( 'mousemove', onMouseMove, false ); - document.addEventListener( 'mouseup', onMouseUp, false ); - - } - - function onMouseMove( event ) { - - event.preventDefault(); - - if ( state === STATE.ROTATE ) { - - rotateEnd.set( event.clientX, event.clientY ); - rotateDelta.sub( rotateEnd, rotateStart ); - - scope.rotateLeft( 2 * Math.PI * rotateDelta.x / PIXELS_PER_ROUND * scope.userRotateSpeed ); - scope.rotateUp( 2 * Math.PI * rotateDelta.y / PIXELS_PER_ROUND * scope.userRotateSpeed ); - - rotateStart.copy( rotateEnd ); - - } else if ( state === STATE.ZOOM ) { - - zoomEnd.set( event.clientX, event.clientY ); - zoomDelta.sub( zoomEnd, zoomStart ); - - if ( zoomDelta.y > 0 ) { - - scope.zoomIn(); - - } else { - - scope.zoomOut(); - - } - - zoomStart.copy( zoomEnd ); - - } - - } - - function onMouseUp( event ) { - - if ( ! scope.userRotate ) return; - - document.removeEventListener( 'mousemove', onMouseMove, false ); - document.removeEventListener( 'mouseup', onMouseUp, false ); - - state = STATE.NONE; - - } - - function onMouseWheel( event ) { - - if ( ! scope.userZoom ) return; - - if ( event.wheelDelta > 0 ) { - - scope.zoomOut(); - - } else { - - scope.zoomIn(); - - } - - } - - this.domElement.addEventListener( 'contextmenu', function ( event ) { event.preventDefault(); }, false ); - this.domElement.addEventListener( 'mousedown', onMouseDown, false ); - this.domElement.addEventListener( 'mousewheel', onMouseWheel, false ); - -}; -/** - * @author hughes - */ - -THREE.CircleGeometry = function ( radius, segments, thetaStart, thetaLength ) { - - THREE.Geometry.call( this ); - - radius = radius || 50; - - thetaStart = thetaStart !== undefined ? thetaStart : 0; - thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2; - segments = segments !== undefined ? Math.max( 3, segments ) : 8; - - var i, uvs = [], - center = new THREE.Vector3(), centerUV = new THREE.UV( 0.5, 0.5 ); - - this.vertices.push(center); - uvs.push( centerUV ); - - for ( i = 0; i <= segments; i ++ ) { - - var vertex = new THREE.Vector3(); - - vertex.x = radius * Math.cos( thetaStart + i / segments * thetaLength ); - vertex.y = radius * Math.sin( thetaStart + i / segments * thetaLength ); - - this.vertices.push( vertex ); - uvs.push( new THREE.UV( ( vertex.x / radius + 1 ) / 2, - ( vertex.y / radius + 1 ) / 2 + 1 ) ); - - } - - var n = new THREE.Vector3( 0, 0, -1 ); - - for ( i = 1; i <= segments; i ++ ) { - - var v1 = i; - var v2 = i + 1 ; - var v3 = 0; - - this.faces.push( new THREE.Face3( v1, v2, v3, [ n, n, n ] ) ); - this.faceVertexUvs[ 0 ].push( [ uvs[ i ], uvs[ i + 1 ], centerUV ] ); - - } - - this.computeCentroids(); - this.computeFaceNormals(); - - this.boundingSphere = { radius: radius }; - -}; - -THREE.CircleGeometry.prototype = Object.create( THREE.Geometry.prototype ); -/** - * @author mrdoob / http://mrdoob.com/ - * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Cube.as - */ - -THREE.CubeGeometry = function ( width, height, depth, segmentsWidth, segmentsHeight, segmentsDepth, materials, sides ) { - - THREE.Geometry.call( this ); - - var scope = this, - width_half = width / 2, - height_half = height / 2, - depth_half = depth / 2; - - var mpx, mpy, mpz, mnx, mny, mnz; - - if ( materials !== undefined ) { - - if ( materials instanceof Array ) { - - this.materials = materials; - - } else { - - this.materials = []; - - for ( var i = 0; i < 6; i ++ ) { - - this.materials.push( materials ); - - } - - } - - mpx = 0; mnx = 1; mpy = 2; mny = 3; mpz = 4; mnz = 5; - - } else { - - this.materials = []; - - } - - this.sides = { px: true, nx: true, py: true, ny: true, pz: true, nz: true }; - - if ( sides != undefined ) { - - for ( var s in sides ) { - - if ( this.sides[ s ] !== undefined ) { - - this.sides[ s ] = sides[ s ]; - - } - - } - - } - - this.sides.px && buildPlane( 'z', 'y', - 1, - 1, depth, height, width_half, mpx ); // px - this.sides.nx && buildPlane( 'z', 'y', 1, - 1, depth, height, - width_half, mnx ); // nx - this.sides.py && buildPlane( 'x', 'z', 1, 1, width, depth, height_half, mpy ); // py - this.sides.ny && buildPlane( 'x', 'z', 1, - 1, width, depth, - height_half, mny ); // ny - this.sides.pz && buildPlane( 'x', 'y', 1, - 1, width, height, depth_half, mpz ); // pz - this.sides.nz && buildPlane( 'x', 'y', - 1, - 1, width, height, - depth_half, mnz ); // nz - - function buildPlane( u, v, udir, vdir, width, height, depth, material ) { - - var w, ix, iy, - gridX = segmentsWidth || 1, - gridY = segmentsHeight || 1, - width_half = width / 2, - height_half = height / 2, - offset = scope.vertices.length; - - if ( ( u === 'x' && v === 'y' ) || ( u === 'y' && v === 'x' ) ) { - - w = 'z'; - - } else if ( ( u === 'x' && v === 'z' ) || ( u === 'z' && v === 'x' ) ) { - - w = 'y'; - gridY = segmentsDepth || 1; - - } else if ( ( u === 'z' && v === 'y' ) || ( u === 'y' && v === 'z' ) ) { - - w = 'x'; - gridX = segmentsDepth || 1; - - } - - var gridX1 = gridX + 1, - gridY1 = gridY + 1, - segment_width = width / gridX, - segment_height = height / gridY, - normal = new THREE.Vector3(); - - normal[ w ] = depth > 0 ? 1 : - 1; - - for ( iy = 0; iy < gridY1; iy ++ ) { - - for ( ix = 0; ix < gridX1; ix ++ ) { - - var vector = new THREE.Vector3(); - vector[ u ] = ( ix * segment_width - width_half ) * udir; - vector[ v ] = ( iy * segment_height - height_half ) * vdir; - vector[ w ] = depth; - - scope.vertices.push( vector ); - - } - - } - - for ( iy = 0; iy < gridY; iy++ ) { - - for ( ix = 0; ix < gridX; ix++ ) { - - var a = ix + gridX1 * iy; - var b = ix + gridX1 * ( iy + 1 ); - var c = ( ix + 1 ) + gridX1 * ( iy + 1 ); - var d = ( ix + 1 ) + gridX1 * iy; - - var face = new THREE.Face4( a + offset, b + offset, c + offset, d + offset ); - face.normal.copy( normal ); - face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone(), normal.clone() ); - face.materialIndex = material; - - scope.faces.push( face ); - scope.faceVertexUvs[ 0 ].push( [ - new THREE.UV( ix / gridX, 1 - iy / gridY ), - new THREE.UV( ix / gridX, 1 - ( iy + 1 ) / gridY ), - new THREE.UV( ( ix + 1 ) / gridX, 1- ( iy + 1 ) / gridY ), - new THREE.UV( ( ix + 1 ) / gridX, 1 - iy / gridY ) - ] ); - - } - - } - - } - - this.computeCentroids(); - this.mergeVertices(); - -}; - -THREE.CubeGeometry.prototype = Object.create( THREE.Geometry.prototype ); -/** - * @author mrdoob / http://mrdoob.com/ - */ - -THREE.CylinderGeometry = function ( radiusTop, radiusBottom, height, segmentsRadius, segmentsHeight, openEnded ) { - - THREE.Geometry.call( this ); - - radiusTop = radiusTop !== undefined ? radiusTop : 20; - radiusBottom = radiusBottom !== undefined ? radiusBottom : 20; - height = height !== undefined ? height : 100; - - var heightHalf = height / 2; - var segmentsX = segmentsRadius || 8; - var segmentsY = segmentsHeight || 1; - - var x, y, vertices = [], uvs = []; - - for ( y = 0; y <= segmentsY; y ++ ) { - - var verticesRow = []; - var uvsRow = []; - - var v = y / segmentsY; - var radius = v * ( radiusBottom - radiusTop ) + radiusTop; - - for ( x = 0; x <= segmentsX; x ++ ) { - - var u = x / segmentsX; - - var vertex = new THREE.Vector3(); - vertex.x = radius * Math.sin( u * Math.PI * 2 ); - vertex.y = - v * height + heightHalf; - vertex.z = radius * Math.cos( u * Math.PI * 2 ); - - this.vertices.push( vertex ); - - verticesRow.push( this.vertices.length - 1 ); - uvsRow.push( new THREE.UV( u, 1 - v ) ); - - } - - vertices.push( verticesRow ); - uvs.push( uvsRow ); - - } - - var tanTheta = ( radiusBottom - radiusTop ) / height; - var na, nb; - - for ( x = 0; x < segmentsX; x ++ ) { - - if ( radiusTop !== 0 ) { - - na = this.vertices[ vertices[ 0 ][ x ] ].clone(); - nb = this.vertices[ vertices[ 0 ][ x + 1 ] ].clone(); - - } else { - - na = this.vertices[ vertices[ 1 ][ x ] ].clone(); - nb = this.vertices[ vertices[ 1 ][ x + 1 ] ].clone(); - - } - - na.setY( Math.sqrt( na.x * na.x + na.z * na.z ) * tanTheta ).normalize(); - nb.setY( Math.sqrt( nb.x * nb.x + nb.z * nb.z ) * tanTheta ).normalize(); - - for ( y = 0; y < segmentsY; y ++ ) { - - var v1 = vertices[ y ][ x ]; - var v2 = vertices[ y + 1 ][ x ]; - var v3 = vertices[ y + 1 ][ x + 1 ]; - var v4 = vertices[ y ][ x + 1 ]; - - var n1 = na.clone(); - var n2 = na.clone(); - var n3 = nb.clone(); - var n4 = nb.clone(); - - var uv1 = uvs[ y ][ x ].clone(); - var uv2 = uvs[ y + 1 ][ x ].clone(); - var uv3 = uvs[ y + 1 ][ x + 1 ].clone(); - var uv4 = uvs[ y ][ x + 1 ].clone(); - - this.faces.push( new THREE.Face4( v1, v2, v3, v4, [ n1, n2, n3, n4 ] ) ); - this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3, uv4 ] ); - - } - - } - - // top cap - - if ( !openEnded && radiusTop > 0 ) { - - this.vertices.push( new THREE.Vector3( 0, heightHalf, 0 ) ); - - for ( x = 0; x < segmentsX; x ++ ) { - - var v1 = vertices[ 0 ][ x ]; - var v2 = vertices[ 0 ][ x + 1 ]; - var v3 = this.vertices.length - 1; - - var n1 = new THREE.Vector3( 0, 1, 0 ); - var n2 = new THREE.Vector3( 0, 1, 0 ); - var n3 = new THREE.Vector3( 0, 1, 0 ); - - var uv1 = uvs[ 0 ][ x ].clone(); - var uv2 = uvs[ 0 ][ x + 1 ].clone(); - var uv3 = new THREE.UV( uv2.u, 0 ); - - this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) ); - this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] ); - - } - - } - - // bottom cap - - if ( !openEnded && radiusBottom > 0 ) { - - this.vertices.push( new THREE.Vector3( 0, - heightHalf, 0 ) ); - - for ( x = 0; x < segmentsX; x ++ ) { - - var v1 = vertices[ y ][ x + 1 ]; - var v2 = vertices[ y ][ x ]; - var v3 = this.vertices.length - 1; - - var n1 = new THREE.Vector3( 0, - 1, 0 ); - var n2 = new THREE.Vector3( 0, - 1, 0 ); - var n3 = new THREE.Vector3( 0, - 1, 0 ); - - var uv1 = uvs[ y ][ x + 1 ].clone(); - var uv2 = uvs[ y ][ x ].clone(); - var uv3 = new THREE.UV( uv2.u, 1 ); - - this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) ); - this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] ); - - } - - } - - this.computeCentroids(); - this.computeFaceNormals(); - -} - -THREE.CylinderGeometry.prototype = Object.create( THREE.Geometry.prototype ); -/** - * @author zz85 / http://www.lab4games.net/zz85/blog - * - * Creates extruded geometry from a path shape. - * - * parameters = { - * - * size: , // size of the text - * height: , // thickness to extrude text - * curveSegments: , // number of points on the curves - * steps: , // number of points for z-side extrusions / used for subdividing segements of extrude spline too - amount: , // Amount - * - * bevelEnabled: , // turn on bevel - * bevelThickness: , // how deep into text bevel goes - * bevelSize: , // how far from text outline is bevel - * bevelSegments: , // number of bevel layers - * - * extrudePath: // 3d spline path to extrude shape along. (creates Frames if .frames aren't defined) - * frames: // containing arrays of tangents, normals, binormals - * bendPath: // 2d path for bend the shape around x/y plane - * - * material: // material index for front and back faces - * extrudeMaterial: // material index for extrusion and beveled faces - * uvGenerator: // object that provides UV generator functions - * - * } - **/ - - -THREE.ExtrudeGeometry = function( shapes, options ) { - - if ( typeof( shapes ) === "undefined" ) { - shapes = []; - return; - } - - THREE.Geometry.call( this ); - - shapes = shapes instanceof Array ? shapes : [ shapes ]; - - this.shapebb = shapes[ shapes.length - 1 ].getBoundingBox(); - - this.addShapeList( shapes, options ); - - this.computeCentroids(); - this.computeFaceNormals(); - - // can't really use automatic vertex normals - // as then front and back sides get smoothed too - // should do separate smoothing just for sides - - //this.computeVertexNormals(); - - //console.log( "took", ( Date.now() - startTime ) ); - -}; - -THREE.ExtrudeGeometry.prototype = Object.create( THREE.Geometry.prototype ); - -THREE.ExtrudeGeometry.prototype.addShapeList = function(shapes, options) { - var sl = shapes.length; - - for ( var s = 0; s < sl; s ++ ) { - var shape = shapes[ s ]; - this.addShape( shape, options ); - } -}; - -THREE.ExtrudeGeometry.prototype.addShape = function( shape, options ) { - - var amount = options.amount !== undefined ? options.amount : 100; - - var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; // 10 - var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; // 8 - var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3; - - var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; // false - - var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12; - - var steps = options.steps !== undefined ? options.steps : 1; - - var bendPath = options.bendPath; - - var extrudePath = options.extrudePath; - var extrudePts, extrudeByPath = false; - - var material = options.material; - var extrudeMaterial = options.extrudeMaterial; - - // Use default WorldUVGenerator if no UV generators are specified. - var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : THREE.ExtrudeGeometry.WorldUVGenerator; - - var shapebb = this.shapebb; - //shapebb = shape.getBoundingBox(); - - - - var splineTube, binormal, normal, position2; - if ( extrudePath ) { - - extrudePts = extrudePath.getSpacedPoints( steps ); - - extrudeByPath = true; - bevelEnabled = false; // bevels not supported for path extrusion - - // SETUP TNB variables - - // Reuse TNB from TubeGeomtry for now. - // TODO1 - have a .isClosed in spline? - - splineTube = options.frames !== undefined ? - options.frames : - new THREE.TubeGeometry.FrenetFrames(extrudePath, steps, false); - - // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length); - - binormal = new THREE.Vector3(); - normal = new THREE.Vector3(); - position2 = new THREE.Vector3(); - - } - - // Safeguards if bevels are not enabled - - if ( ! bevelEnabled ) { - - bevelSegments = 0; - bevelThickness = 0; - bevelSize = 0; - - } - - // Variables initalization - - var ahole, h, hl; // looping of holes - var scope = this; - var bevelPoints = []; - - var shapesOffset = this.vertices.length; - - if ( bendPath ) { - - shape.addWrapPath( bendPath ); - - } - - var shapePoints = shape.extractPoints(); - - var vertices = shapePoints.shape; - var holes = shapePoints.holes; - - var reverse = !THREE.Shape.Utils.isClockWise( vertices ) ; - - if ( reverse ) { - - vertices = vertices.reverse(); - - // Maybe we should also check if holes are in the opposite direction, just to be safe ... - - for ( h = 0, hl = holes.length; h < hl; h ++ ) { - - ahole = holes[ h ]; - - if ( THREE.Shape.Utils.isClockWise( ahole ) ) { - - holes[ h ] = ahole.reverse(); - - } - - } - - reverse = false; // If vertices are in order now, we shouldn't need to worry about them again (hopefully)! - - } - - - var faces = THREE.Shape.Utils.triangulateShape ( vertices, holes ); - //var faces = THREE.Shape.Utils.triangulate2( vertices, holes ); - - // Would it be better to move points after triangulation? - // shapePoints = shape.extractAllPointsWithBend( curveSegments, bendPath ); - // vertices = shapePoints.shape; - // holes = shapePoints.holes; - - //console.log(faces); - - //// - /// Handle Vertices - //// - - var contour = vertices; // vertices has all points but contour has only points of circumference - - for ( h = 0, hl = holes.length; h < hl; h ++ ) { - - ahole = holes[ h ]; - - vertices = vertices.concat( ahole ); - - } - - - function scalePt2 ( pt, vec, size ) { - - if ( !vec ) console.log( "die" ); - - return vec.clone().multiplyScalar( size ).addSelf( pt ); - - } - - var b, bs, t, z, - vert, vlen = vertices.length, - face, flen = faces.length, - cont, clen = contour.length; - - - //------ - // Find directions for point movement - // - - var RAD_TO_DEGREES = 180 / Math.PI; - - - function getBevelVec( pt_i, pt_j, pt_k ) { - - // Algorithm 2 - - return getBevelVec2( pt_i, pt_j, pt_k ); - - } - - function getBevelVec1( pt_i, pt_j, pt_k ) { - - var anglea = Math.atan2( pt_j.y - pt_i.y, pt_j.x - pt_i.x ); - var angleb = Math.atan2( pt_k.y - pt_i.y, pt_k.x - pt_i.x ); - - if ( anglea > angleb ) { - - angleb += Math.PI * 2; - - } - - var anglec = ( anglea + angleb ) / 2; - - - //console.log('angle1', anglea * RAD_TO_DEGREES,'angle2', angleb * RAD_TO_DEGREES, 'anglec', anglec *RAD_TO_DEGREES); - - var x = - Math.cos( anglec ); - var y = - Math.sin( anglec ); - - var vec = new THREE.Vector2( x, y ); //.normalize(); - - return vec; - - } - - function getBevelVec2( pt_i, pt_j, pt_k ) { - - var a = THREE.ExtrudeGeometry.__v1, - b = THREE.ExtrudeGeometry.__v2, - v_hat = THREE.ExtrudeGeometry.__v3, - w_hat = THREE.ExtrudeGeometry.__v4, - p = THREE.ExtrudeGeometry.__v5, - q = THREE.ExtrudeGeometry.__v6, - v, w, - v_dot_w_hat, q_sub_p_dot_w_hat, - s, intersection; - - // good reading for line-line intersection - // http://sputsoft.com/blog/2010/03/line-line-intersection.html - - // define a as vector j->i - // define b as vectot k->i - - a.set( pt_i.x - pt_j.x, pt_i.y - pt_j.y ); - b.set( pt_i.x - pt_k.x, pt_i.y - pt_k.y ); - - // get unit vectors - - v = a.normalize(); - w = b.normalize(); - - // normals from pt i - - v_hat.set( -v.y, v.x ); - w_hat.set( w.y, -w.x ); - - // pts from i - - p.copy( pt_i ).addSelf( v_hat ); - q.copy( pt_i ).addSelf( w_hat ); - - if ( p.equals( q ) ) { - - //console.log("Warning: lines are straight"); - return w_hat.clone(); - - } - - // Points from j, k. helps prevents points cross overover most of the time - - p.copy( pt_j ).addSelf( v_hat ); - q.copy( pt_k ).addSelf( w_hat ); - - v_dot_w_hat = v.dot( w_hat ); - q_sub_p_dot_w_hat = q.subSelf( p ).dot( w_hat ); - - // We should not reach these conditions - - if ( v_dot_w_hat === 0 ) { - - console.log( "Either infinite or no solutions!" ); - - if ( q_sub_p_dot_w_hat === 0 ) { - - console.log( "Its finite solutions." ); - - } else { - - console.log( "Too bad, no solutions." ); - - } - - } - - s = q_sub_p_dot_w_hat / v_dot_w_hat; - - if ( s < 0 ) { - - // in case of emergecy, revert to algorithm 1. - - return getBevelVec1( pt_i, pt_j, pt_k ); - - } - - intersection = v.multiplyScalar( s ).addSelf( p ); - - return intersection.subSelf( pt_i ).clone(); // Don't normalize!, otherwise sharp corners become ugly - - } - - var contourMovements = []; - - for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { - - if ( j === il ) j = 0; - if ( k === il ) k = 0; - - // (j)---(i)---(k) - // console.log('i,j,k', i, j , k) - - var pt_i = contour[ i ]; - var pt_j = contour[ j ]; - var pt_k = contour[ k ]; - - contourMovements[ i ]= getBevelVec( contour[ i ], contour[ j ], contour[ k ] ); - - } - - var holesMovements = [], oneHoleMovements, verticesMovements = contourMovements.concat(); - - for ( h = 0, hl = holes.length; h < hl; h ++ ) { - - ahole = holes[ h ]; - - oneHoleMovements = []; - - for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { - - if ( j === il ) j = 0; - if ( k === il ) k = 0; - - // (j)---(i)---(k) - oneHoleMovements[ i ]= getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] ); - - } - - holesMovements.push( oneHoleMovements ); - verticesMovements = verticesMovements.concat( oneHoleMovements ); - - } - - - // Loop bevelSegments, 1 for the front, 1 for the back - - for ( b = 0; b < bevelSegments; b ++ ) { - //for ( b = bevelSegments; b > 0; b -- ) { - - t = b / bevelSegments; - z = bevelThickness * ( 1 - t ); - - //z = bevelThickness * t; - bs = bevelSize * ( Math.sin ( t * Math.PI/2 ) ) ; // curved - //bs = bevelSize * t ; // linear - - // contract shape - - for ( i = 0, il = contour.length; i < il; i ++ ) { - - vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); - //vert = scalePt( contour[ i ], contourCentroid, bs, false ); - v( vert.x, vert.y, - z ); - - } - - // expand holes - - for ( h = 0, hl = holes.length; h < hl; h++ ) { - - ahole = holes[ h ]; - oneHoleMovements = holesMovements[ h ]; - - for ( i = 0, il = ahole.length; i < il; i++ ) { - - vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); - //vert = scalePt( ahole[ i ], holesCentroids[ h ], bs, true ); - - v( vert.x, vert.y, -z ); - - } - - } - - } - - bs = bevelSize; - - // Back facing vertices - - for ( i = 0; i < vlen; i ++ ) { - - vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; - - if ( !extrudeByPath ) { - - v( vert.x, vert.y, 0 ); - - } else { - - // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x ); - - normal.copy( splineTube.normals[0] ).multiplyScalar(vert.x); - binormal.copy( splineTube.binormals[0] ).multiplyScalar(vert.y); - - position2.copy( extrudePts[0] ).addSelf(normal).addSelf(binormal); - - v( position2.x, position2.y, position2.z ); - - } - - } - - // Add stepped vertices... - // Including front facing vertices - - var s; - - for ( s = 1; s <= steps; s ++ ) { - - for ( i = 0; i < vlen; i ++ ) { - - vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; - - if ( !extrudeByPath ) { - - v( vert.x, vert.y, amount / steps * s ); - - } else { - - // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x ); - - normal.copy( splineTube.normals[s] ).multiplyScalar( vert.x ); - binormal.copy( splineTube.binormals[s] ).multiplyScalar( vert.y ); - - position2.copy( extrudePts[s] ).addSelf( normal ).addSelf( binormal ); - - v( position2.x, position2.y, position2.z ); - - } - - } - - } - - - // Add bevel segments planes - - //for ( b = 1; b <= bevelSegments; b ++ ) { - for ( b = bevelSegments - 1; b >= 0; b -- ) { - - t = b / bevelSegments; - z = bevelThickness * ( 1 - t ); - //bs = bevelSize * ( 1-Math.sin ( ( 1 - t ) * Math.PI/2 ) ); - bs = bevelSize * Math.sin ( t * Math.PI/2 ) ; - - // contract shape - - for ( i = 0, il = contour.length; i < il; i ++ ) { - - vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); - v( vert.x, vert.y, amount + z ); - - } - - // expand holes - - for ( h = 0, hl = holes.length; h < hl; h ++ ) { - - ahole = holes[ h ]; - oneHoleMovements = holesMovements[ h ]; - - for ( i = 0, il = ahole.length; i < il; i ++ ) { - - vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); - - if ( !extrudeByPath ) { - - v( vert.x, vert.y, amount + z ); - - } else { - - v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z ); - - } - - } - - } - - } - - - - //// - /// Handle Faces - //// - - // Top and bottom faces - - buildLidFaces(); - - // Sides faces - - buildSideFaces(); - - - ///// Internal functions - - function buildLidFaces() { - - if ( bevelEnabled ) { - - var layer = 0 ; // steps + 1 - var offset = vlen * layer; - - // Bottom faces - - for ( i = 0; i < flen; i ++ ) { - - face = faces[ i ]; - f3( face[ 2 ]+ offset, face[ 1 ]+ offset, face[ 0 ] + offset, true ); - - } - - layer = steps + bevelSegments * 2; - offset = vlen * layer; - - // Top faces - - for ( i = 0; i < flen; i ++ ) { - - face = faces[ i ]; - f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset, false ); - - } - - } else { - - // Bottom faces - - for ( i = 0; i < flen; i++ ) { - - face = faces[ i ]; - f3( face[ 2 ], face[ 1 ], face[ 0 ], true ); - - } - - // Top faces - - for ( i = 0; i < flen; i ++ ) { - - face = faces[ i ]; - f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps, false ); - - } - } - - } - - // Create faces for the z-sides of the shape - - function buildSideFaces() { - - var layeroffset = 0; - sidewalls( contour, layeroffset ); - layeroffset += contour.length; - - for ( h = 0, hl = holes.length; h < hl; h ++ ) { - - ahole = holes[ h ]; - sidewalls( ahole, layeroffset ); - - //, true - layeroffset += ahole.length; - - } - - } - - function sidewalls( contour, layeroffset ) { - - var j, k; - i = contour.length; - - while ( --i >= 0 ) { - - j = i; - k = i - 1; - if ( k < 0 ) k = contour.length - 1; - - //console.log('b', i,j, i-1, k,vertices.length); - - var s = 0, sl = steps + bevelSegments * 2; - - for ( s = 0; s < sl; s ++ ) { - - var slen1 = vlen * s; - var slen2 = vlen * ( s + 1 ); - - var a = layeroffset + j + slen1, - b = layeroffset + k + slen1, - c = layeroffset + k + slen2, - d = layeroffset + j + slen2; - - f4( a, b, c, d, contour, s, sl, j, k ); - - } - } - - } - - - function v( x, y, z ) { - - scope.vertices.push( new THREE.Vector3( x, y, z ) ); - - } - - function f3( a, b, c, isBottom ) { - - a += shapesOffset; - b += shapesOffset; - c += shapesOffset; - - // normal, color, material - scope.faces.push( new THREE.Face3( a, b, c, null, null, material ) ); - - var uvs = isBottom ? uvgen.generateBottomUV( scope, shape, options, a, b, c ) - : uvgen.generateTopUV( scope, shape, options, a, b, c ); - - scope.faceVertexUvs[ 0 ].push( uvs ); - - } - - function f4( a, b, c, d, wallContour, stepIndex, stepsLength, contourIndex1, contourIndex2 ) { - - a += shapesOffset; - b += shapesOffset; - c += shapesOffset; - d += shapesOffset; - - scope.faces.push( new THREE.Face4( a, b, c, d, null, null, extrudeMaterial ) ); - - var uvs = uvgen.generateSideWallUV( scope, shape, wallContour, options, a, b, c, d, - stepIndex, stepsLength, contourIndex1, contourIndex2 ); - scope.faceVertexUvs[ 0 ].push( uvs ); - - } - -}; - - - -THREE.ExtrudeGeometry.WorldUVGenerator = { - - generateTopUV: function( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC ) { - var ax = geometry.vertices[ indexA ].x, - ay = geometry.vertices[ indexA ].y, - - bx = geometry.vertices[ indexB ].x, - by = geometry.vertices[ indexB ].y, - - cx = geometry.vertices[ indexC ].x, - cy = geometry.vertices[ indexC ].y; - - return [ - new THREE.UV( ax, ay ), - new THREE.UV( bx, by ), - new THREE.UV( cx, cy ) - ]; - - }, - - generateBottomUV: function( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC ) { - - return this.generateTopUV( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC ); - - }, - - generateSideWallUV: function( geometry, extrudedShape, wallContour, extrudeOptions, - indexA, indexB, indexC, indexD, stepIndex, stepsLength, - contourIndex1, contourIndex2 ) { - var ax = geometry.vertices[ indexA ].x, - ay = geometry.vertices[ indexA ].y, - az = geometry.vertices[ indexA ].z, - - bx = geometry.vertices[ indexB ].x, - by = geometry.vertices[ indexB ].y, - bz = geometry.vertices[ indexB ].z, - - cx = geometry.vertices[ indexC ].x, - cy = geometry.vertices[ indexC ].y, - cz = geometry.vertices[ indexC ].z, - - dx = geometry.vertices[ indexD ].x, - dy = geometry.vertices[ indexD ].y, - dz = geometry.vertices[ indexD ].z; - - if ( Math.abs( ay - by ) < 0.01 ) { - return [ - new THREE.UV( ax, 1 - az ), - new THREE.UV( bx, 1 - bz ), - new THREE.UV( cx, 1 - cz ), - new THREE.UV( dx, 1 - dz ) - ]; - } else { - return [ - new THREE.UV( ay, 1 - az ), - new THREE.UV( by, 1 - bz ), - new THREE.UV( cy, 1 - cz ), - new THREE.UV( dy, 1 - dz ) - ]; - } - } -}; - -THREE.ExtrudeGeometry.__v1 = new THREE.Vector2(); -THREE.ExtrudeGeometry.__v2 = new THREE.Vector2(); -THREE.ExtrudeGeometry.__v3 = new THREE.Vector2(); -THREE.ExtrudeGeometry.__v4 = new THREE.Vector2(); -THREE.ExtrudeGeometry.__v5 = new THREE.Vector2(); -THREE.ExtrudeGeometry.__v6 = new THREE.Vector2(); -/** - * @author astrodud / http://astrodud.isgreat.org/ - * @author zz85 / https://github.com/zz85 - */ - -THREE.LatheGeometry = function ( points, steps, angle ) { - - THREE.Geometry.call( this ); - - var _steps = steps || 12; - var _angle = angle || 2 * Math.PI; - - var _newV = []; - var _matrix = new THREE.Matrix4().makeRotationZ( _angle / _steps ); - - for ( var j = 0; j < points.length; j ++ ) { - - _newV[ j ] = points[ j ].clone(); - this.vertices.push( _newV[ j ] ); - - } - - var i, il = _steps + 1; - - for ( i = 0; i < il; i ++ ) { - - for ( var j = 0; j < _newV.length; j ++ ) { - - _newV[ j ] = _matrix.multiplyVector3( _newV[ j ].clone() ); - this.vertices.push( _newV[ j ] ); - - } - - } - - for ( i = 0; i < _steps; i ++ ) { - - for ( var k = 0, kl = points.length; k < kl - 1; k ++ ) { - - var a = i * kl + k; - var b = ( ( i + 1 ) % il ) * kl + k; - var c = ( ( i + 1 ) % il ) * kl + ( k + 1 ) % kl; - var d = i * kl + ( k + 1 ) % kl; - - this.faces.push( new THREE.Face4( a, b, c, d ) ); - - this.faceVertexUvs[ 0 ].push( [ - - new THREE.UV( 1 - i / _steps, k / kl ), - new THREE.UV( 1 - ( i + 1 ) / _steps, k / kl ), - new THREE.UV( 1 - ( i + 1 ) / _steps, ( k + 1 ) / kl ), - new THREE.UV( 1 - i / _steps, ( k + 1 ) / kl ) - - ] ); - - } - - } - - this.computeCentroids(); - this.computeFaceNormals(); - this.computeVertexNormals(); - -}; - -THREE.LatheGeometry.prototype = Object.create( THREE.Geometry.prototype ); -/** - * @author mrdoob / http://mrdoob.com/ - * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as - */ - -THREE.PlaneGeometry = function ( width, height, segmentsWidth, segmentsheight ) { - - THREE.Geometry.call( this ); - - var ix, iz, - width_half = width / 2, - height_half = height / 2, - gridX = segmentsWidth || 1, - gridZ = segmentsheight || 1, - gridX1 = gridX + 1, - gridZ1 = gridZ + 1, - segment_width = width / gridX, - segment_height = height / gridZ, - normal = new THREE.Vector3( 0, 0, 1 ); - - for ( iz = 0; iz < gridZ1; iz ++ ) { - - for ( ix = 0; ix < gridX1; ix ++ ) { - - var x = ix * segment_width - width_half; - var y = iz * segment_height - height_half; - - this.vertices.push( new THREE.Vector3( x, - y, 0 ) ); - - } - - } - - for ( iz = 0; iz < gridZ; iz ++ ) { - - for ( ix = 0; ix < gridX; ix ++ ) { - - var a = ix + gridX1 * iz; - var b = ix + gridX1 * ( iz + 1 ); - var c = ( ix + 1 ) + gridX1 * ( iz + 1 ); - var d = ( ix + 1 ) + gridX1 * iz; - - var face = new THREE.Face4( a, b, c, d ); - face.normal.copy( normal ); - face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone(), normal.clone() ); - - this.faces.push( face ); - this.faceVertexUvs[ 0 ].push( [ - new THREE.UV( ix / gridX, 1 - iz / gridZ ), - new THREE.UV( ix / gridX, 1 - ( iz + 1 ) / gridZ ), - new THREE.UV( ( ix + 1 ) / gridX, 1 - ( iz + 1 ) / gridZ ), - new THREE.UV( ( ix + 1 ) / gridX, 1 - iz / gridZ ) - ] ); - - } - - } - - this.computeCentroids(); - -}; - -THREE.PlaneGeometry.prototype = Object.create( THREE.Geometry.prototype ); -/** - * @author mrdoob / http://mrdoob.com/ - */ - -THREE.SphereGeometry = function ( radius, segmentsWidth, segmentsHeight, phiStart, phiLength, thetaStart, thetaLength ) { - - THREE.Geometry.call( this ); - - radius = radius || 50; - - phiStart = phiStart !== undefined ? phiStart : 0; - phiLength = phiLength !== undefined ? phiLength : Math.PI * 2; - - thetaStart = thetaStart !== undefined ? thetaStart : 0; - thetaLength = thetaLength !== undefined ? thetaLength : Math.PI; - - var segmentsX = Math.max( 3, Math.floor( segmentsWidth ) || 8 ); - var segmentsY = Math.max( 2, Math.floor( segmentsHeight ) || 6 ); - - var x, y, vertices = [], uvs = []; - - for ( y = 0; y <= segmentsY; y ++ ) { - - var verticesRow = []; - var uvsRow = []; - - for ( x = 0; x <= segmentsX; x ++ ) { - - var u = x / segmentsX; - var v = y / segmentsY; - - var vertex = new THREE.Vector3(); - vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); - vertex.y = radius * Math.cos( thetaStart + v * thetaLength ); - vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); - - this.vertices.push( vertex ); - - verticesRow.push( this.vertices.length - 1 ); - uvsRow.push( new THREE.UV( u, 1 - v ) ); - - } - - vertices.push( verticesRow ); - uvs.push( uvsRow ); - - } - - for ( y = 0; y < segmentsY; y ++ ) { - - for ( x = 0; x < segmentsX; x ++ ) { - - var v1 = vertices[ y ][ x + 1 ]; - var v2 = vertices[ y ][ x ]; - var v3 = vertices[ y + 1 ][ x ]; - var v4 = vertices[ y + 1 ][ x + 1 ]; - - var n1 = this.vertices[ v1 ].clone().normalize(); - var n2 = this.vertices[ v2 ].clone().normalize(); - var n3 = this.vertices[ v3 ].clone().normalize(); - var n4 = this.vertices[ v4 ].clone().normalize(); - - var uv1 = uvs[ y ][ x + 1 ].clone(); - var uv2 = uvs[ y ][ x ].clone(); - var uv3 = uvs[ y + 1 ][ x ].clone(); - var uv4 = uvs[ y + 1 ][ x + 1 ].clone(); - - if ( Math.abs( this.vertices[ v1 ].y ) == radius ) { - - this.faces.push( new THREE.Face3( v1, v3, v4, [ n1, n3, n4 ] ) ); - this.faceVertexUvs[ 0 ].push( [ uv1, uv3, uv4 ] ); - - } else if ( Math.abs( this.vertices[ v3 ].y ) == radius ) { - - this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) ); - this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] ); - - } else { - - this.faces.push( new THREE.Face4( v1, v2, v3, v4, [ n1, n2, n3, n4 ] ) ); - this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3, uv4 ] ); - - } - - } - - } - - this.computeCentroids(); - this.computeFaceNormals(); - - this.boundingSphere = { radius: radius }; - -}; - -THREE.SphereGeometry.prototype = Object.create( THREE.Geometry.prototype ); -/** - * @author zz85 / http://www.lab4games.net/zz85/blog - * @author alteredq / http://alteredqualia.com/ - * - * For creating 3D text geometry in three.js - * - * Text = 3D Text - * - * parameters = { - * size: , // size of the text - * height: , // thickness to extrude text - * curveSegments: , // number of points on the curves - * - * font: , // font name - * weight: , // font weight (normal, bold) - * style: , // font style (normal, italics) - * - * bevelEnabled: , // turn on bevel - * bevelThickness: , // how deep into text bevel goes - * bevelSize: , // how far from text outline is bevel - * - * bend: // bend according to hardcoded curve (generates bendPath) - * bendPath: // wraps text according to bend Path - * } - * - */ - -/* Usage Examples - - // TextGeometry wrapper - - var text3d = new TextGeometry( text, options ); - - // Complete manner - - var textShapes = THREE.FontUtils.generateShapes( text, options ); - var text3d = new ExtrudeGeometry( textShapes, options ); - -*/ - - -THREE.TextGeometry = function ( text, parameters ) { - - var textShapes = THREE.FontUtils.generateShapes( text, parameters ); - - // translate parameters to ExtrudeGeometry API - - parameters.amount = parameters.height !== undefined ? parameters.height : 50; - - // defaults - - if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10; - if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8; - if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false; - - if ( parameters.bend ) { - - var b = textShapes[ textShapes.length - 1 ].getBoundingBox(); - var max = b.maxX; - - parameters.bendPath = new THREE.QuadraticBezierCurve( - new THREE.Vector2( 0, 0 ), - new THREE.Vector2( max / 2, 120 ), - new THREE.Vector2( max, 0 ) - ); - - } - - THREE.ExtrudeGeometry.call( this, textShapes, parameters ); - -}; - -THREE.TextGeometry.prototype = Object.create( THREE.ExtrudeGeometry.prototype ); -/** - * @author oosmoxiecode - * @author mrdoob / http://mrdoob.com/ - * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3DLite/src/away3dlite/primitives/Torus.as?r=2888 - */ - -THREE.TorusGeometry = function ( radius, tube, segmentsR, segmentsT, arc ) { - - THREE.Geometry.call( this ); - - var scope = this; - - this.radius = radius || 100; - this.tube = tube || 40; - this.segmentsR = segmentsR || 8; - this.segmentsT = segmentsT || 6; - this.arc = arc || Math.PI * 2; - - var center = new THREE.Vector3(), uvs = [], normals = []; - - for ( var j = 0; j <= this.segmentsR; j ++ ) { - - for ( var i = 0; i <= this.segmentsT; i ++ ) { - - var u = i / this.segmentsT * this.arc; - var v = j / this.segmentsR * Math.PI * 2; - - center.x = this.radius * Math.cos( u ); - center.y = this.radius * Math.sin( u ); - - var vertex = new THREE.Vector3(); - vertex.x = ( this.radius + this.tube * Math.cos( v ) ) * Math.cos( u ); - vertex.y = ( this.radius + this.tube * Math.cos( v ) ) * Math.sin( u ); - vertex.z = this.tube * Math.sin( v ); - - this.vertices.push( vertex ); - - uvs.push( new THREE.UV( i / this.segmentsT, j / this.segmentsR ) ); - normals.push( vertex.clone().subSelf( center ).normalize() ); - - } - } - - - for ( var j = 1; j <= this.segmentsR; j ++ ) { - - for ( var i = 1; i <= this.segmentsT; i ++ ) { - - var a = ( this.segmentsT + 1 ) * j + i - 1; - var b = ( this.segmentsT + 1 ) * ( j - 1 ) + i - 1; - var c = ( this.segmentsT + 1 ) * ( j - 1 ) + i; - var d = ( this.segmentsT + 1 ) * j + i; - - var face = new THREE.Face4( a, b, c, d, [ normals[ a ], normals[ b ], normals[ c ], normals[ d ] ] ); - face.normal.addSelf( normals[ a ] ); - face.normal.addSelf( normals[ b ] ); - face.normal.addSelf( normals[ c ] ); - face.normal.addSelf( normals[ d ] ); - face.normal.normalize(); - - this.faces.push( face ); - - this.faceVertexUvs[ 0 ].push( [ uvs[ a ].clone(), uvs[ b ].clone(), uvs[ c ].clone(), uvs[ d ].clone() ] ); - } - - } - - this.computeCentroids(); - -}; - -THREE.TorusGeometry.prototype = Object.create( THREE.Geometry.prototype ); -/** - * @author oosmoxiecode - * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473 - */ - -THREE.TorusKnotGeometry = function ( radius, tube, segmentsR, segmentsT, p, q, heightScale ) { - - THREE.Geometry.call( this ); - - var scope = this; - - this.radius = radius || 200; - this.tube = tube || 40; - this.segmentsR = segmentsR || 64; - this.segmentsT = segmentsT || 8; - this.p = p || 2; - this.q = q || 3; - this.heightScale = heightScale || 1; - this.grid = new Array(this.segmentsR); - - var tang = new THREE.Vector3(); - var n = new THREE.Vector3(); - var bitan = new THREE.Vector3(); - - for ( var i = 0; i < this.segmentsR; ++ i ) { - - this.grid[ i ] = new Array( this.segmentsT ); - - for ( var j = 0; j < this.segmentsT; ++ j ) { - - var u = i / this.segmentsR * 2 * this.p * Math.PI; - var v = j / this.segmentsT * 2 * Math.PI; - var p1 = getPos( u, v, this.q, this.p, this.radius, this.heightScale ); - var p2 = getPos( u + 0.01, v, this.q, this.p, this.radius, this.heightScale ); - var cx, cy; - - tang.sub( p2, p1 ); - n.add( p2, p1 ); - - bitan.cross( tang, n ); - n.cross( bitan, tang ); - bitan.normalize(); - n.normalize(); - - cx = - this.tube * Math.cos( v ); // TODO: Hack: Negating it so it faces outside. - cy = this.tube * Math.sin( v ); - - p1.x += cx * n.x + cy * bitan.x; - p1.y += cx * n.y + cy * bitan.y; - p1.z += cx * n.z + cy * bitan.z; - - this.grid[ i ][ j ] = vert( p1.x, p1.y, p1.z ); - - } - - } - - for ( var i = 0; i < this.segmentsR; ++ i ) { - - for ( var j = 0; j < this.segmentsT; ++ j ) { - - var ip = ( i + 1 ) % this.segmentsR; - var jp = ( j + 1 ) % this.segmentsT; - - var a = this.grid[ i ][ j ]; - var b = this.grid[ ip ][ j ]; - var c = this.grid[ ip ][ jp ]; - var d = this.grid[ i ][ jp ]; - - var uva = new THREE.UV( i / this.segmentsR, j / this.segmentsT ); - var uvb = new THREE.UV( ( i + 1 ) / this.segmentsR, j / this.segmentsT ); - var uvc = new THREE.UV( ( i + 1 ) / this.segmentsR, ( j + 1 ) / this.segmentsT ); - var uvd = new THREE.UV( i / this.segmentsR, ( j + 1 ) / this.segmentsT ); - - this.faces.push( new THREE.Face4( a, b, c, d ) ); - this.faceVertexUvs[ 0 ].push( [ uva,uvb,uvc, uvd ] ); - - } - } - - this.computeCentroids(); - this.computeFaceNormals(); - this.computeVertexNormals(); - - function vert( x, y, z ) { - - return scope.vertices.push( new THREE.Vector3( x, y, z ) ) - 1; - - } - - function getPos( u, v, in_q, in_p, radius, heightScale ) { - - var cu = Math.cos( u ); - var cv = Math.cos( v ); - var su = Math.sin( u ); - var quOverP = in_q / in_p * u; - var cs = Math.cos( quOverP ); - - var tx = radius * ( 2 + cs ) * 0.5 * cu; - var ty = radius * ( 2 + cs ) * su * 0.5; - var tz = heightScale * radius * Math.sin( quOverP ) * 0.5; - - return new THREE.Vector3( tx, ty, tz ); - - } - -}; - -THREE.TorusKnotGeometry.prototype = Object.create( THREE.Geometry.prototype ); -/** - * @author WestLangley / https://github.com/WestLangley - * @author zz85 / https://github.com/zz85 - * @author miningold / https://github.com/miningold - * - * Modified from the TorusKnotGeometry by @oosmoxiecode - * - * Creates a tube which extrudes along a 3d spline - * - * Uses parallel transport frames as described in - * http://www.cs.indiana.edu/pub/techreports/TR425.pdf - */ - -THREE.TubeGeometry = function( path, segments, radius, segmentsRadius, closed, debug ) { - - THREE.Geometry.call( this ); - - this.path = path; - this.segments = segments || 64; - this.radius = radius || 1; - this.segmentsRadius = segmentsRadius || 8; - this.closed = closed || false; - if ( debug ) this.debug = new THREE.Object3D(); - - this.grid = []; - - var scope = this, - - tangent, - normal, - binormal, - - numpoints = this.segments + 1, - - x, y, z, - tx, ty, tz, - u, v, - - cx, cy, - pos, pos2 = new THREE.Vector3(), - i, j, - ip, jp, - a, b, c, d, - uva, uvb, uvc, uvd; - - var frames = new THREE.TubeGeometry.FrenetFrames(path, segments, closed), - tangents = frames.tangents, - normals = frames.normals, - binormals = frames.binormals; - - // proxy internals - this.tangents = tangents; - this.normals = normals; - this.binormals = binormals; - - - function vert( x, y, z ) { - - return scope.vertices.push( new THREE.Vector3( x, y, z ) ) - 1; - - } - - - - - // consruct the grid - - for ( i = 0; i < numpoints; i++ ) { - - this.grid[ i ] = []; - - u = i / ( numpoints - 1 ); - - pos = path.getPointAt( u ); - - tangent = tangents[ i ]; - normal = normals[ i ]; - binormal = binormals[ i ]; - - if ( this.debug ) { - - this.debug.add(new THREE.ArrowHelper(tangent, pos, radius, 0x0000ff)); - this.debug.add(new THREE.ArrowHelper(normal, pos, radius, 0xff0000)); - this.debug.add(new THREE.ArrowHelper(binormal, pos, radius, 0x00ff00)); - - } - - for ( j = 0; j < this.segmentsRadius; j++ ) { - - v = j / this.segmentsRadius * 2 * Math.PI; - - cx = -this.radius * Math.cos( v ); // TODO: Hack: Negating it so it faces outside. - cy = this.radius * Math.sin( v ); - - pos2.copy( pos ); - pos2.x += cx * normal.x + cy * binormal.x; - pos2.y += cx * normal.y + cy * binormal.y; - pos2.z += cx * normal.z + cy * binormal.z; - - this.grid[ i ][ j ] = vert( pos2.x, pos2.y, pos2.z ); - - } - } - - - // construct the mesh - - for ( i = 0; i < this.segments; i++ ) { - - for ( j = 0; j < this.segmentsRadius; j++ ) { - - ip = ( closed ) ? (i + 1) % this.segments : i + 1; - jp = (j + 1) % this.segmentsRadius; - - a = this.grid[ i ][ j ]; // *** NOT NECESSARILY PLANAR ! *** - b = this.grid[ ip ][ j ]; - c = this.grid[ ip ][ jp ]; - d = this.grid[ i ][ jp ]; - - uva = new THREE.UV( i / this.segments, j / this.segmentsRadius ); - uvb = new THREE.UV( ( i + 1 ) / this.segments, j / this.segmentsRadius ); - uvc = new THREE.UV( ( i + 1 ) / this.segments, ( j + 1 ) / this.segmentsRadius ); - uvd = new THREE.UV( i / this.segments, ( j + 1 ) / this.segmentsRadius ); - - this.faces.push( new THREE.Face4( a, b, c, d ) ); - this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvc, uvd ] ); - - } - } - - this.computeCentroids(); - this.computeFaceNormals(); - this.computeVertexNormals(); - -}; - -THREE.TubeGeometry.prototype = Object.create( THREE.Geometry.prototype ); - - -// For computing of Frenet frames, exposing the tangents, normals and binormals the spline -THREE.TubeGeometry.FrenetFrames = function(path, segments, closed) { - - var - tangent = new THREE.Vector3(), - normal = new THREE.Vector3(), - binormal = new THREE.Vector3(), - - tangents = [], - normals = [], - binormals = [], - - vec = new THREE.Vector3(), - mat = new THREE.Matrix4(), - - numpoints = segments + 1, - theta, - epsilon = 0.0001, - smallest, - - tx, ty, tz, - i, u, v; - - - // expose internals - this.tangents = tangents; - this.normals = normals; - this.binormals = binormals; - - // compute the tangent vectors for each segment on the path - - for ( i = 0; i < numpoints; i++ ) { - - u = i / ( numpoints - 1 ); - - tangents[ i ] = path.getTangentAt( u ); - tangents[ i ].normalize(); - - } - - initialNormal3(); - - function initialNormal1(lastBinormal) { - // fixed start binormal. Has dangers of 0 vectors - normals[ 0 ] = new THREE.Vector3(); - binormals[ 0 ] = new THREE.Vector3(); - if (lastBinormal===undefined) lastBinormal = new THREE.Vector3( 0, 0, 1 ); - normals[ 0 ].cross( lastBinormal, tangents[ 0 ] ).normalize(); - binormals[ 0 ].cross( tangents[ 0 ], normals[ 0 ] ).normalize(); - } - - function initialNormal2() { - - // This uses the Frenet-Serret formula for deriving binormal - var t2 = path.getTangentAt( epsilon ); - - normals[ 0 ] = new THREE.Vector3().sub( t2, tangents[ 0 ] ).normalize(); - binormals[ 0 ] = new THREE.Vector3().cross( tangents[ 0 ], normals[ 0 ] ); - - normals[ 0 ].cross( binormals[ 0 ], tangents[ 0 ] ).normalize(); // last binormal x tangent - binormals[ 0 ].cross( tangents[ 0 ], normals[ 0 ] ).normalize(); - - } - - function initialNormal3() { - // select an initial normal vector perpenicular to the first tangent vector, - // and in the direction of the smallest tangent xyz component - - normals[ 0 ] = new THREE.Vector3(); - binormals[ 0 ] = new THREE.Vector3(); - smallest = Number.MAX_VALUE; - tx = Math.abs( tangents[ 0 ].x ); - ty = Math.abs( tangents[ 0 ].y ); - tz = Math.abs( tangents[ 0 ].z ); - - if ( tx <= smallest ) { - smallest = tx; - normal.set( 1, 0, 0 ); - } - - if ( ty <= smallest ) { - smallest = ty; - normal.set( 0, 1, 0 ); - } - - if ( tz <= smallest ) { - normal.set( 0, 0, 1 ); - } - - vec.cross( tangents[ 0 ], normal ).normalize(); - - normals[ 0 ].cross( tangents[ 0 ], vec ); - binormals[ 0 ].cross( tangents[ 0 ], normals[ 0 ] ); - } - - - // compute the slowly-varying normal and binormal vectors for each segment on the path - - for ( i = 1; i < numpoints; i++ ) { - - normals[ i ] = normals[ i-1 ].clone(); - - binormals[ i ] = binormals[ i-1 ].clone(); - - vec.cross( tangents[ i-1 ], tangents[ i ] ); - - if ( vec.length() > epsilon ) { - - vec.normalize(); - - theta = Math.acos( tangents[ i-1 ].dot( tangents[ i ] ) ); - - mat.makeRotationAxis( vec, theta ).multiplyVector3( normals[ i ] ); - - } - - binormals[ i ].cross( tangents[ i ], normals[ i ] ); - - } - - - // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same - - if ( closed ) { - - theta = Math.acos( normals[ 0 ].dot( normals[ numpoints-1 ] ) ); - theta /= ( numpoints - 1 ); - - if ( tangents[ 0 ].dot( vec.cross( normals[ 0 ], normals[ numpoints-1 ] ) ) > 0 ) { - - theta = -theta; - - } - - for ( i = 1; i < numpoints; i++ ) { - - // twist a little... - mat.makeRotationAxis( tangents[ i ], theta * i ).multiplyVector3( normals[ i ] ); - binormals[ i ].cross( tangents[ i ], normals[ i ] ); - - } - - } -}; -/** - * @author clockworkgeek / https://github.com/clockworkgeek - * @author timothypratley / https://github.com/timothypratley - */ - -THREE.PolyhedronGeometry = function ( vertices, faces, radius, detail ) { - - THREE.Geometry.call( this ); - - radius = radius || 1; - detail = detail || 0; - - var that = this; - - for ( var i = 0, l = vertices.length; i < l; i ++ ) { - - prepare( new THREE.Vector3( vertices[ i ][ 0 ], vertices[ i ][ 1 ], vertices[ i ][ 2 ] ) ); - - } - - var midpoints = [], p = this.vertices; - - for ( var i = 0, l = faces.length; i < l; i ++ ) { - - make( p[ faces[ i ][ 0 ] ], p[ faces[ i ][ 1 ] ], p[ faces[ i ][ 2 ] ], detail ); - - } - - this.mergeVertices(); - - // Apply radius - - for ( var i = 0, l = this.vertices.length; i < l; i ++ ) { - - this.vertices[ i ].multiplyScalar( radius ); - - } - - - // Project vector onto sphere's surface - - function prepare( vector ) { - - var vertex = vector.normalize().clone(); - vertex.index = that.vertices.push( vertex ) - 1; - - // Texture coords are equivalent to map coords, calculate angle and convert to fraction of a circle. - - var u = azimuth( vector ) / 2 / Math.PI + 0.5; - var v = inclination( vector ) / Math.PI + 0.5; - vertex.uv = new THREE.UV( u, 1 - v ); - - return vertex; - - } - - - // Approximate a curved face with recursively sub-divided triangles. - - function make( v1, v2, v3, detail ) { - - if ( detail < 1 ) { - - var face = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] ); - face.centroid.addSelf( v1 ).addSelf( v2 ).addSelf( v3 ).divideScalar( 3 ); - face.normal = face.centroid.clone().normalize(); - that.faces.push( face ); - - var azi = azimuth( face.centroid ); - that.faceVertexUvs[ 0 ].push( [ - correctUV( v1.uv, v1, azi ), - correctUV( v2.uv, v2, azi ), - correctUV( v3.uv, v3, azi ) - ] ); - - } else { - - detail -= 1; - - // split triangle into 4 smaller triangles - - make( v1, midpoint( v1, v2 ), midpoint( v1, v3 ), detail ); // top quadrant - make( midpoint( v1, v2 ), v2, midpoint( v2, v3 ), detail ); // left quadrant - make( midpoint( v1, v3 ), midpoint( v2, v3 ), v3, detail ); // right quadrant - make( midpoint( v1, v2 ), midpoint( v2, v3 ), midpoint( v1, v3 ), detail ); // center quadrant - - } - - } - - function midpoint( v1, v2 ) { - - if ( !midpoints[ v1.index ] ) midpoints[ v1.index ] = []; - if ( !midpoints[ v2.index ] ) midpoints[ v2.index ] = []; - - var mid = midpoints[ v1.index ][ v2.index ]; - - if ( mid === undefined ) { - - // generate mean point and project to surface with prepare() - - midpoints[ v1.index ][ v2.index ] = midpoints[ v2.index ][ v1.index ] = mid = prepare( - new THREE.Vector3().add( v1, v2 ).divideScalar( 2 ) - ); - } - - return mid; - - } - - - // Angle around the Y axis, counter-clockwise when looking from above. - - function azimuth( vector ) { - - return Math.atan2( vector.z, -vector.x ); - - } - - - // Angle above the XZ plane. - - function inclination( vector ) { - - return Math.atan2( -vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) ); - - } - - - // Texture fixing helper. Spheres have some odd behaviours. - - function correctUV( uv, vector, azimuth ) { - - if ( ( azimuth < 0 ) && ( uv.u === 1 ) ) uv = new THREE.UV( uv.u - 1, uv.v ); - if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) uv = new THREE.UV( azimuth / 2 / Math.PI + 0.5, uv.v ); - return uv; - - } - - this.computeCentroids(); - - this.boundingSphere = { radius: radius }; - -}; - -THREE.PolyhedronGeometry.prototype = Object.create( THREE.Geometry.prototype ); -/** - * @author timothypratley / https://github.com/timothypratley - */ - -THREE.IcosahedronGeometry = function ( radius, detail ) { - - var t = ( 1 + Math.sqrt( 5 ) ) / 2; - - var vertices = [ - [ -1, t, 0 ], [ 1, t, 0 ], [ -1, -t, 0 ], [ 1, -t, 0 ], - [ 0, -1, t ], [ 0, 1, t ], [ 0, -1, -t ], [ 0, 1, -t ], - [ t, 0, -1 ], [ t, 0, 1 ], [ -t, 0, -1 ], [ -t, 0, 1 ] - ]; - - var faces = [ - [ 0, 11, 5 ], [ 0, 5, 1 ], [ 0, 1, 7 ], [ 0, 7, 10 ], [ 0, 10, 11 ], - [ 1, 5, 9 ], [ 5, 11, 4 ], [ 11, 10, 2 ], [ 10, 7, 6 ], [ 7, 1, 8 ], - [ 3, 9, 4 ], [ 3, 4, 2 ], [ 3, 2, 6 ], [ 3, 6, 8 ], [ 3, 8, 9 ], - [ 4, 9, 5 ], [ 2, 4, 11 ], [ 6, 2, 10 ], [ 8, 6, 7 ], [ 9, 8, 1 ] - ]; - - THREE.PolyhedronGeometry.call( this, vertices, faces, radius, detail ); - -}; - -THREE.IcosahedronGeometry.prototype = Object.create( THREE.Geometry.prototype ); -/** - * @author timothypratley / https://github.com/timothypratley - */ - -THREE.OctahedronGeometry = function ( radius, detail ) { - - var vertices = [ - [ 1, 0, 0 ], [ -1, 0, 0 ], [ 0, 1, 0 ], [ 0, -1, 0 ], [ 0, 0, 1 ], [ 0, 0, -1 ] - ]; - - var faces = [ - [ 0, 2, 4 ], [ 0, 4, 3 ], [ 0, 3, 5 ], [ 0, 5, 2 ], [ 1, 2, 5 ], [ 1, 5, 3 ], [ 1, 3, 4 ], [ 1, 4, 2 ] - ]; - - THREE.PolyhedronGeometry.call( this, vertices, faces, radius, detail ); -}; - -THREE.OctahedronGeometry.prototype = Object.create( THREE.Geometry.prototype ); -/** - * @author timothypratley / https://github.com/timothypratley - */ - -THREE.TetrahedronGeometry = function ( radius, detail ) { - - var vertices = [ - [ 1, 1, 1 ], [ -1, -1, 1 ], [ -1, 1, -1 ], [ 1, -1, -1 ] - ]; - - var faces = [ - [ 2, 1, 0 ], [ 0, 3, 2 ], [ 1, 3, 0 ], [ 2, 3, 1 ] - ]; - - THREE.PolyhedronGeometry.call( this, vertices, faces, radius, detail ); - -}; - -THREE.TetrahedronGeometry.prototype = Object.create( THREE.Geometry.prototype ); -/** - * @author zz85 / https://github.com/zz85 - * Parametric Surfaces Geometry - * based on the brilliant article by @prideout http://prideout.net/blog/?p=44 - * - * new THREE.ParametricGeometry( parametricFunction, uSegments, ySegements, useTris ); - * - */ - -THREE.ParametricGeometry = function ( func, slices, stacks, useTris ) { - - THREE.Geometry.call( this ); - - var verts = this.vertices; - var faces = this.faces; - var uvs = this.faceVertexUvs[ 0 ]; - - useTris = (useTris === undefined) ? false : useTris; - - var i, il, j, p; - var u, v; - - var stackCount = stacks + 1; - var sliceCount = slices + 1; - - for ( i = 0; i <= stacks; i ++ ) { - - v = i / stacks; - - for ( j = 0; j <= slices; j ++ ) { - - u = j / slices; - - p = func( u, v ); - verts.push( p ); - - } - } - - var a, b, c, d; - var uva, uvb, uvc, uvd; - - for ( i = 0; i < stacks; i ++ ) { - - for ( j = 0; j < slices; j ++ ) { - - a = i * sliceCount + j; - b = i * sliceCount + j + 1; - c = (i + 1) * sliceCount + j; - d = (i + 1) * sliceCount + j + 1; - - uva = new THREE.UV( j / slices, i / stacks ); - uvb = new THREE.UV( ( j + 1 ) / slices, i / stacks ); - uvc = new THREE.UV( j / slices, ( i + 1 ) / stacks ); - uvd = new THREE.UV( ( j + 1 ) / slices, ( i + 1 ) / stacks ); - - if ( useTris ) { - - faces.push( new THREE.Face3( a, b, c ) ); - faces.push( new THREE.Face3( b, d, c ) ); - - uvs.push( [ uva, uvb, uvc ] ); - uvs.push( [ uvb, uvd, uvc ] ); - - } else { - - faces.push( new THREE.Face4( a, b, d, c ) ); - uvs.push( [ uva, uvb, uvd, uvc ] ); - - } - - } - - } - - // console.log(this); - - // magic bullet - // var diff = this.mergeVertices(); - // console.log('removed ', diff, ' vertices by merging'); - - this.computeCentroids(); - this.computeFaceNormals(); - this.computeVertexNormals(); - -}; - -THREE.ParametricGeometry.prototype = Object.create( THREE.Geometry.prototype ); -/** - * @author qiao / https://github.com/qiao - * @fileoverview This is a convex hull generator using the incremental method. - * The complexity is O(n^2) where n is the number of vertices. - * O(nlogn) algorithms do exist, but they are much more complicated. - * - * Benchmark: - * - * Platform: CPU: P7350 @2.00GHz Engine: V8 - * - * Num Vertices Time(ms) - * - * 10 1 - * 20 3 - * 30 19 - * 40 48 - * 50 107 - */ - -THREE.ConvexGeometry = function( vertices ) { - - THREE.Geometry.call( this ); - - var faces = [ [ 0, 1, 2 ], [ 0, 2, 1 ] ]; - - for ( var i = 3; i < vertices.length; i++ ) { - - addPoint( i ); - - } - - - function addPoint( vertexId ) { - - var vertex = vertices[ vertexId ].clone(); - - var mag = vertex.length(); - vertex.x += mag * randomOffset(); - vertex.y += mag * randomOffset(); - vertex.z += mag * randomOffset(); - - var hole = []; - - for ( var f = 0; f < faces.length; ) { - - var face = faces[ f ]; - - // for each face, if the vertex can see it, - // then we try to add the face's edges into the hole. - if ( visible( face, vertex ) ) { - - for ( var e = 0; e < 3; e++ ) { - - var edge = [ face[ e ], face[ ( e + 1 ) % 3 ] ]; - var boundary = true; - - // remove duplicated edges. - for ( var h = 0; h < hole.length; h++ ) { - - if ( equalEdge( hole[ h ], edge ) ) { - - hole[ h ] = hole[ hole.length - 1 ]; - hole.pop(); - boundary = false; - break; - - } - - } - - if ( boundary ) { - - hole.push( edge ); - - } - - } - - // remove faces[ f ] - faces[ f ] = faces[ faces.length - 1 ]; - faces.pop(); - - } else { // not visible - - f++; - - } - } - - // construct the new faces formed by the edges of the hole and the vertex - for ( var h = 0; h < hole.length; h++ ) { - - faces.push( [ - hole[ h ][ 0 ], - hole[ h ][ 1 ], - vertexId - ] ); - - } - } - - /** - * Whether the face is visible from the vertex - */ - function visible( face, vertex ) { - - var va = vertices[ face[ 0 ] ]; - var vb = vertices[ face[ 1 ] ]; - var vc = vertices[ face[ 2 ] ]; - - var n = normal( va, vb, vc ); - - // distance from face to origin - var dist = n.dot( va ); - - return n.dot( vertex ) >= dist; - - } - - /** - * Face normal - */ - function normal( va, vb, vc ) { - - var cb = new THREE.Vector3(); - var ab = new THREE.Vector3(); - - cb.sub( vc, vb ); - ab.sub( va, vb ); - cb.crossSelf( ab ); - - if ( !cb.isZero() ) { - - cb.normalize(); - - } - - return cb; - - } - - /** - * Detect whether two edges are equal. - * Note that when constructing the convex hull, two same edges can only - * be of the negative direction. - */ - function equalEdge( ea, eb ) { - - return ea[ 0 ] === eb[ 1 ] && ea[ 1 ] === eb[ 0 ]; - - } - - /** - * Create a random offset between -1e-6 and 1e-6. - */ - function randomOffset() { - - return ( Math.random() - 0.5 ) * 2 * 1e-6; - - } - - - /** - * XXX: Not sure if this is the correct approach. Need someone to review. - */ - function vertexUv( vertex ) { - - var mag = vertex.length(); - return new THREE.UV( vertex.x / mag, vertex.y / mag ); - - } - - // Push vertices into `this.vertices`, skipping those inside the hull - var id = 0; - var newId = new Array( vertices.length ); // map from old vertex id to new id - - for ( var i = 0; i < faces.length; i++ ) { - - var face = faces[ i ]; - - for ( var j = 0; j < 3; j++ ) { - - if ( newId[ face[ j ] ] === undefined ) { - - newId[ face[ j ] ] = id++; - this.vertices.push( vertices[ face[ j ] ] ); - - } - - face[ j ] = newId[ face[ j ] ]; - - } - - } - - // Convert faces into instances of THREE.Face3 - for ( var i = 0; i < faces.length; i++ ) { - - this.faces.push( new THREE.Face3( - faces[ i ][ 0 ], - faces[ i ][ 1 ], - faces[ i ][ 2 ] - ) ); - - } - - // Compute UVs - for ( var i = 0; i < this.faces.length; i++ ) { - - var face = this.faces[ i ]; - - this.faceVertexUvs[ 0 ].push( [ - vertexUv( this.vertices[ face.a ] ), - vertexUv( this.vertices[ face.b ] ), - vertexUv( this.vertices[ face.c ]) - ] ); - - } - - - this.computeCentroids(); - this.computeFaceNormals(); - this.computeVertexNormals(); - -}; - -THREE.ConvexGeometry.prototype = Object.create( THREE.Geometry.prototype ); -/** - * @author sroucheray / http://sroucheray.org/ - * @author mrdoob / http://mrdoob.com/ - */ - -THREE.AxisHelper = function () { - - THREE.Object3D.call( this ); - - var lineGeometry = new THREE.Geometry(); - lineGeometry.vertices.push( new THREE.Vector3() ); - lineGeometry.vertices.push( new THREE.Vector3( 0, 100, 0 ) ); - - var coneGeometry = new THREE.CylinderGeometry( 0, 5, 25, 5, 1 ); - - var line, cone; - - // x - - line = new THREE.Line( lineGeometry, new THREE.LineBasicMaterial( { color : 0xff0000 } ) ); - line.rotation.z = - Math.PI / 2; - this.add( line ); - - cone = new THREE.Mesh( coneGeometry, new THREE.MeshBasicMaterial( { color : 0xff0000 } ) ); - cone.position.x = 100; - cone.rotation.z = - Math.PI / 2; - this.add( cone ); - - // y - - line = new THREE.Line( lineGeometry, new THREE.LineBasicMaterial( { color : 0x00ff00 } ) ); - this.add( line ); - - cone = new THREE.Mesh( coneGeometry, new THREE.MeshBasicMaterial( { color : 0x00ff00 } ) ); - cone.position.y = 100; - this.add( cone ); - - // z - - line = new THREE.Line( lineGeometry, new THREE.LineBasicMaterial( { color : 0x0000ff } ) ); - line.rotation.x = Math.PI / 2; - this.add( line ); - - cone = new THREE.Mesh( coneGeometry, new THREE.MeshBasicMaterial( { color : 0x0000ff } ) ); - cone.position.z = 100; - cone.rotation.x = Math.PI / 2; - this.add( cone ); - -}; - -THREE.AxisHelper.prototype = Object.create( THREE.Object3D.prototype ); -/** - * @author WestLangley / http://github.com/WestLangley - * @author zz85 / https://github.com/zz85 - * - * Creates an arrow for visualizing directions - * - * Parameters: - * dir - Vector3 - * origin - Vector3 - * length - Number - * hex - color in hex value - */ - -THREE.ArrowHelper = function ( dir, origin, length, hex ) { - - THREE.Object3D.call( this ); - - if ( hex === undefined ) hex = 0xffff00; - if ( length === undefined ) length = 20; - - var lineGeometry = new THREE.Geometry(); - lineGeometry.vertices.push( new THREE.Vector3( 0, 0, 0 ) ); - lineGeometry.vertices.push( new THREE.Vector3( 0, 1, 0 ) ); - - this.line = new THREE.Line( lineGeometry, new THREE.LineBasicMaterial( { color: hex } ) ); - this.add( this.line ); - - var coneGeometry = new THREE.CylinderGeometry( 0, 0.05, 0.25, 5, 1 ); - - this.cone = new THREE.Mesh( coneGeometry, new THREE.MeshBasicMaterial( { color: hex } ) ); - this.cone.position.set( 0, 1, 0 ); - this.add( this.cone ); - - if ( origin instanceof THREE.Vector3 ) this.position = origin; - - this.setDirection( dir ); - this.setLength( length ); - -}; - -THREE.ArrowHelper.prototype = Object.create( THREE.Object3D.prototype ); - -THREE.ArrowHelper.prototype.setDirection = function ( dir ) { - - var axis = new THREE.Vector3( 0, 1, 0 ).crossSelf( dir ); - - var radians = Math.acos( new THREE.Vector3( 0, 1, 0 ).dot( dir.clone().normalize() ) ); - - this.matrix = new THREE.Matrix4().makeRotationAxis( axis.normalize(), radians ); - - this.rotation.setEulerFromRotationMatrix( this.matrix, this.eulerOrder ); - -}; - -THREE.ArrowHelper.prototype.setLength = function ( length ) { - - this.scale.set( length, length, length ); - -}; - -THREE.ArrowHelper.prototype.setColor = function ( hex ) { - - this.line.material.color.setHex( hex ); - this.cone.material.color.setHex( hex ); - -}; -/** - * @author alteredq / http://alteredqualia.com/ - * - * - shows frustum, line of sight and up of the camera - * - suitable for fast updates - * - based on frustum visualization in lightgl.js shadowmap example - * http://evanw.github.com/lightgl.js/tests/shadowmap.html - */ - -THREE.CameraHelper = function ( camera ) { - - THREE.Object3D.call( this ); - - var _this = this; - - this.lineGeometry = new THREE.Geometry(); - this.lineMaterial = new THREE.LineBasicMaterial( { color: 0xffffff, vertexColors: THREE.FaceColors } ); - - this.pointMap = {}; - - // colors - - var hexFrustum = 0xffaa00, - hexCone = 0xff0000, - hexUp = 0x00aaff, - hexTarget = 0xffffff, - hexCross = 0x333333; - - // near - - addLine( "n1", "n2", hexFrustum ); - addLine( "n2", "n4", hexFrustum ); - addLine( "n4", "n3", hexFrustum ); - addLine( "n3", "n1", hexFrustum ); - - // far - - addLine( "f1", "f2", hexFrustum ); - addLine( "f2", "f4", hexFrustum ); - addLine( "f4", "f3", hexFrustum ); - addLine( "f3", "f1", hexFrustum ); - - // sides - - addLine( "n1", "f1", hexFrustum ); - addLine( "n2", "f2", hexFrustum ); - addLine( "n3", "f3", hexFrustum ); - addLine( "n4", "f4", hexFrustum ); - - // cone - - addLine( "p", "n1", hexCone ); - addLine( "p", "n2", hexCone ); - addLine( "p", "n3", hexCone ); - addLine( "p", "n4", hexCone ); - - // up - - addLine( "u1", "u2", hexUp ); - addLine( "u2", "u3", hexUp ); - addLine( "u3", "u1", hexUp ); - - // target - - addLine( "c", "t", hexTarget ); - addLine( "p", "c", hexCross ); - - // cross - - addLine( "cn1", "cn2", hexCross ); - addLine( "cn3", "cn4", hexCross ); - - addLine( "cf1", "cf2", hexCross ); - addLine( "cf3", "cf4", hexCross ); - - this.camera = camera; - - function addLine( a, b, hex ) { - - addPoint( a, hex ); - addPoint( b, hex ); - - } - - function addPoint( id, hex ) { - - _this.lineGeometry.vertices.push( new THREE.Vector3() ); - _this.lineGeometry.colors.push( new THREE.Color( hex ) ); - - if ( _this.pointMap[ id ] === undefined ) _this.pointMap[ id ] = []; - _this.pointMap[ id ].push( _this.lineGeometry.vertices.length - 1 ); - - } - - this.update( camera ); - - this.lines = new THREE.Line( this.lineGeometry, this.lineMaterial, THREE.LinePieces ); - this.add( this.lines ); - -}; - -THREE.CameraHelper.prototype = Object.create( THREE.Object3D.prototype ); - -THREE.CameraHelper.prototype.update = function () { - - var camera = this.camera; - - var w = 1; - var h = 1; - - var _this = this; - - // we need just camera projection matrix - // world matrix must be identity - - THREE.CameraHelper.__c.projectionMatrix.copy( camera.projectionMatrix ); - - // center / target - - setPoint( "c", 0, 0, -1 ); - setPoint( "t", 0, 0, 1 ); - - // near - - setPoint( "n1", -w, -h, -1 ); - setPoint( "n2", w, -h, -1 ); - setPoint( "n3", -w, h, -1 ); - setPoint( "n4", w, h, -1 ); - - // far - - setPoint( "f1", -w, -h, 1 ); - setPoint( "f2", w, -h, 1 ); - setPoint( "f3", -w, h, 1 ); - setPoint( "f4", w, h, 1 ); - - // up - - setPoint( "u1", w * 0.7, h * 1.1, -1 ); - setPoint( "u2", -w * 0.7, h * 1.1, -1 ); - setPoint( "u3", 0, h * 2, -1 ); - - // cross - - setPoint( "cf1", -w, 0, 1 ); - setPoint( "cf2", w, 0, 1 ); - setPoint( "cf3", 0, -h, 1 ); - setPoint( "cf4", 0, h, 1 ); - - setPoint( "cn1", -w, 0, -1 ); - setPoint( "cn2", w, 0, -1 ); - setPoint( "cn3", 0, -h, -1 ); - setPoint( "cn4", 0, h, -1 ); - - function setPoint( point, x, y, z ) { - - THREE.CameraHelper.__v.set( x, y, z ); - THREE.CameraHelper.__projector.unprojectVector( THREE.CameraHelper.__v, THREE.CameraHelper.__c ); - - var points = _this.pointMap[ point ]; - - if ( points !== undefined ) { - - for ( var i = 0, il = points.length; i < il; i ++ ) { - - var j = points[ i ]; - _this.lineGeometry.vertices[ j ].copy( THREE.CameraHelper.__v ); - - } - - } - - } - - this.lineGeometry.verticesNeedUpdate = true; - -}; - -THREE.CameraHelper.__projector = new THREE.Projector(); -THREE.CameraHelper.__v = new THREE.Vector3(); -THREE.CameraHelper.__c = new THREE.Camera(); - -/* - * @author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog - * - * Subdivision Geometry Modifier - * using Catmull-Clark Subdivision Surfaces - * for creating smooth geometry meshes - * - * Note: a modifier modifies vertices and faces of geometry, - * so use THREE.GeometryUtils.clone() if orignal geoemtry needs to be retained - * - * Readings: - * http://en.wikipedia.org/wiki/Catmull%E2%80%93Clark_subdivision_surface - * http://www.rorydriscoll.com/2008/08/01/catmull-clark-subdivision-the-basics/ - * http://xrt.wikidot.com/blog:31 - * "Subdivision Surfaces in Character Animation" - * - * Supports: - * Closed and Open geometries. - * - * TODO: - * crease vertex and "semi-sharp" features - * selective subdivision - */ - -THREE.SubdivisionModifier = function( subdivisions ) { - - this.subdivisions = (subdivisions === undefined ) ? 1 : subdivisions; - - // Settings - this.useOldVertexColors = false; - this.supportUVs = true; - this.debug = false; - -}; - -// Applies the "modify" pattern -THREE.SubdivisionModifier.prototype.modify = function ( geometry ) { - - var repeats = this.subdivisions; - - while ( repeats-- > 0 ) { - this.smooth( geometry ); - } - -}; - -// Performs an iteration of Catmull-Clark Subdivision -THREE.SubdivisionModifier.prototype.smooth = function ( oldGeometry ) { - - //debug( 'running smooth' ); - - // New set of vertices, faces and uvs - var newVertices = [], newFaces = [], newUVs = []; - - function v( x, y, z ) { - newVertices.push( new THREE.Vector3( x, y, z ) ); - } - - var scope = this; - - function debug() { - if (scope.debug) console.log.apply(console, arguments); - } - - function warn() { - if (console) - console.log.apply(console, arguments); - } - - function f4( a, b, c, d, oldFace, orders, facei ) { - - // TODO move vertex selection over here! - - var newFace = new THREE.Face4( a, b, c, d, null, oldFace.color, oldFace.materialIndex ); - - if (scope.useOldVertexColors) { - - newFace.vertexColors = []; - - var color, tmpColor, order; - for (var i=0;i<4;i++) { - order = orders[i]; - - color = new THREE.Color(), - color.setRGB(0,0,0); - - for (var j=0, jl=0; j face map - - for( i = 0, il = geometry.faces.length; i < il; i ++ ) { - - face = geometry.faces[ i ]; - - if ( face instanceof THREE.Face3 ) { - - hash = edge_hash( face.a, face.b ); - mapEdgeHash( hash, i ); - - hash = edge_hash( face.b, face.c ); - mapEdgeHash( hash, i ); - - hash = edge_hash( face.c, face.a ); - mapEdgeHash( hash, i ); - - } else if ( face instanceof THREE.Face4 ) { - - hash = edge_hash( face.a, face.b ); - mapEdgeHash( hash, i ); - - hash = edge_hash( face.b, face.c ); - mapEdgeHash( hash, i ); - - hash = edge_hash( face.c, face.d ); - mapEdgeHash( hash, i ); - - hash = edge_hash( face.d, face.a ); - mapEdgeHash( hash, i ); - - } - - } - - // extract faces - - // var edges = []; - // - // var numOfEdges = 0; - // for (i in edgeFaceMap) { - // numOfEdges++; - // - // edge = edgeFaceMap[i]; - // edges.push(edge); - // - // } - - //debug('edgeFaceMap', edgeFaceMap, 'geometry.edges',geometry.edges, 'numOfEdges', numOfEdges); - - return edgeFaceMap; - - } - - var originalPoints = oldGeometry.vertices; - var originalFaces = oldGeometry.faces; - - var newPoints = originalPoints.concat(); // Vertices - - var facePoints = [], edgePoints = {}; - - var sharpEdges = {}, sharpVertices = [], sharpFaces = []; - - var uvForVertices = {}; // Stored in {vertex}:{old face} format - - var originalVerticesLength = originalPoints.length; - - function getUV(vertexNo, oldFaceNo) { - var j,jl; - - var key = vertexNo+':'+oldFaceNo; - var theUV = uvForVertices[key]; - - if (!theUV) { - if (vertexNo>=originalVerticesLength && vertexNo < (originalVerticesLength + originalFaces.length)) { - debug('face pt'); - } else { - debug('edge pt'); - } - - warn('warning, UV not found for', key); - - return null; - } - - return theUV; - - // Original faces -> Vertex Nos. - // new Facepoint -> Vertex Nos. - // edge Points - - } - - function addUV(vertexNo, oldFaceNo, value) { - - var key = vertexNo+':'+oldFaceNo; - if (!(key in uvForVertices)) { - uvForVertices[key] = value; - } else { - warn('dup vertexNo', vertexNo, 'oldFaceNo', oldFaceNo, 'value', value, 'key', key, uvForVertices[key]); - } - } - - // Step 1 - // For each face, add a face point - // Set each face point to be the centroid of all original points for the respective face. - // debug(oldGeometry); - var i, il, j, jl, face; - - // For Uvs - var uvs = oldGeometry.faceVertexUvs[0]; - var abcd = 'abcd', vertice; - - debug('originalFaces, uvs, originalVerticesLength', originalFaces.length, uvs.length, originalVerticesLength); - if (scope.supportUVs) - for (i=0, il = uvs.length; i Faces Index - var edge, faceIndexA, faceIndexB, avg; - - // debug('edgeFaceMap', edgeFaceMap); - - var edgeCount = 0; - - var edgeVertex, edgeVertexA, edgeVertexB; - - //// - - var vertexEdgeMap = {}; // Gives edges connecting from each vertex - var vertexFaceMap = {}; // Gives faces connecting from each vertex - - function addVertexEdgeMap(vertex, edge) { - if (vertexEdgeMap[vertex]===undefined) { - vertexEdgeMap[vertex] = []; - } - - vertexEdgeMap[vertex].push(edge); - } - - function addVertexFaceMap(vertex, face, edge) { - if (vertexFaceMap[vertex]===undefined) { - vertexFaceMap[vertex] = {}; - } - - vertexFaceMap[vertex][face] = edge; - // vertexFaceMap[vertex][face] = null; - } - - // Prepares vertexEdgeMap and vertexFaceMap - for (i in edgeFaceMap) { // This is for every edge - edge = edgeFaceMap[i]; - - edgeVertex = i.split('_'); - edgeVertexA = edgeVertex[0]; - edgeVertexB = edgeVertex[1]; - - // Maps an edgeVertex to connecting edges - addVertexEdgeMap(edgeVertexA, [edgeVertexA, edgeVertexB] ); - addVertexEdgeMap(edgeVertexB, [edgeVertexA, edgeVertexB] ); - - - for (j=0,jl=edge.length;j2) { - // TODO - } - */ - - F.divideScalar(f); - - - - for (j=0; j 1) z = 0 is ontop z = 1 is back - scale: 1, // scale - rotation: 1, // rotation - opacity: opacity, // opacity - color: color, // color - blending: blending } ); // blending - -}; - - -/* - * Update lens flares update positions on all flares based on the screen position - * Set myLensFlare.customUpdateCallback to alter the flares in your project specific way. - */ - -THREE.LensFlare.prototype.updateLensFlares = function () { - - var f, fl = this.lensFlares.length; - var flare; - var vecX = -this.positionScreen.x * 2; - var vecY = -this.positionScreen.y * 2; - - for( f = 0; f < fl; f ++ ) { - - flare = this.lensFlares[ f ]; - - flare.x = this.positionScreen.x + vecX * flare.distance; - flare.y = this.positionScreen.y + vecY * flare.distance; - - flare.wantedRotation = flare.x * Math.PI * 0.25; - flare.rotation += ( flare.wantedRotation - flare.rotation ) * 0.25; - - } - -}; - - - - - - - - - - - - -/** - * @author alteredq / http://alteredqualia.com/ - */ + camera.matrixWorldInverse.getInverse( camera.matrixWorld ); -THREE.MorphBlendMesh = function( geometry, material ) { + camera.matrixWorldInverse.flattenToArray( camera._viewMatrixArray ); + camera.projectionMatrix.flattenToArray( camera._projectionMatrixArray ); - THREE.Mesh.call( this, geometry, material ); + _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse ); + _frustum.setFromMatrix( _projScreenMatrix ); - this.animationsMap = {}; - this.animationsList = []; + // render depth map - // prepare default animation - // (all frames played together in 1 second) + _renderer.setRenderTarget( this.renderTarget ); + _renderer.clear(); - var numFrames = this.geometry.morphTargets.length; + // set object matrices & frustum culling - var name = "__default"; + renderList = scene.__webglObjects; - var startFrame = 0; - var endFrame = numFrames - 1; + for ( j = 0, jl = renderList.length; j < jl; j ++ ) { - var fps = numFrames / 1; + webglObject = renderList[ j ]; + object = webglObject.object; - this.createAnimation( name, startFrame, endFrame, fps ); - this.setAnimationWeight( name, 1 ); + webglObject.render = false; -}; + if ( object.visible ) { -THREE.MorphBlendMesh.prototype = Object.create( THREE.Mesh.prototype ); + if ( ! ( object instanceof THREE.Mesh ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) { -THREE.MorphBlendMesh.prototype.createAnimation = function ( name, start, end, fps ) { + //object.matrixWorld.flattenToArray( object._modelMatrixArray ); + object._modelViewMatrix.multiply( camera.matrixWorldInverse, object.matrixWorld); - var animation = { + webglObject.render = true; - startFrame: start, - endFrame: end, + } - length: end - start + 1, + } - fps: fps, - duration: ( end - start ) / fps, + } - lastFrame: 0, - currentFrame: 0, + // render regular objects - active: false, + for ( j = 0, jl = renderList.length; j < jl; j ++ ) { - time: 0, - direction: 1, - weight: 1, + webglObject = renderList[ j ]; - directionBackwards: false, - mirroredLoop: false + if ( webglObject.render ) { - }; + object = webglObject.object; + buffer = webglObject.buffer; - this.animationsMap[ name ] = animation; - this.animationsList.push( animation ); + if ( object.material ) _renderer.setMaterialFaces( object.material ); -}; + if ( object.customDepthMaterial ) { -THREE.MorphBlendMesh.prototype.autoCreateAnimations = function ( fps ) { + material = object.customDepthMaterial; - var pattern = /([a-z]+)(\d+)/; + } else if ( object.geometry.morphTargets.length ) { - var firstAnimation, frameRanges = {}; + material = _depthMaterialMorph; - var geometry = this.geometry; + } else { - for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) { + material = _depthMaterial; - var morph = geometry.morphTargets[ i ]; - var chunks = morph.name.match( pattern ); + } - if ( chunks && chunks.length > 1 ) { + if ( buffer instanceof THREE.BufferGeometry ) { - var name = chunks[ 1 ]; - var num = chunks[ 2 ]; + _renderer.renderBufferDirect( camera, scene.__lights, fog, material, buffer, object ); - if ( ! frameRanges[ name ] ) frameRanges[ name ] = { start: Infinity, end: -Infinity }; + } else { - var range = frameRanges[ name ]; + _renderer.renderBuffer( camera, scene.__lights, fog, material, buffer, object ); - if ( i < range.start ) range.start = i; - if ( i > range.end ) range.end = i; + } - if ( ! firstAnimation ) firstAnimation = name; + } } - } + // set matrices and render immediate objects - for ( var name in frameRanges ) { + renderList = scene.__webglObjectsImmediate; - var range = frameRanges[ name ]; - this.createAnimation( name, range.start, range.end, fps ); + for ( j = 0, jl = renderList.length; j < jl; j ++ ) { - } + webglObject = renderList[ j ]; + object = webglObject.object; - this.firstAnimation = firstAnimation; + if ( object.visible && object.castShadow ) { -}; + /* + if ( object.matrixAutoUpdate ) { -THREE.MorphBlendMesh.prototype.setAnimationDirectionForward = function ( name ) { + object.matrixWorld.flattenToArray( object._modelMatrixArray ); - var animation = this.animationsMap[ name ]; + } + */ - if ( animation ) { + object._modelViewMatrix.multiply( camera.matrixWorldInverse, object.matrixWorld); - animation.direction = 1; - animation.directionBackwards = false; + _renderer.renderImmediateObject( camera, scene.__lights, fog, _depthMaterial, object ); - } + } + + } + + // restore GL state + + var clearColor = _renderer.getClearColor(), + clearAlpha = _renderer.getClearAlpha(); + + _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha ); + _gl.enable( _gl.BLEND ); + + }; }; -THREE.MorphBlendMesh.prototype.setAnimationDirectionBackward = function ( name ) { +/** + * @author mikael emtinger / http://gomo.se/ + * + */ - var animation = this.animationsMap[ name ]; +THREE.ShaderFlares = { - if ( animation ) { + 'lensFlareVertexTexture': { - animation.direction = -1; - animation.directionBackwards = true; + vertexShader: [ - } + "uniform vec3 screenPosition;", + "uniform vec2 scale;", + "uniform float rotation;", + "uniform int renderType;", -}; + "uniform sampler2D occlusionMap;", -THREE.MorphBlendMesh.prototype.setAnimationFPS = function ( name, fps ) { + "attribute vec2 position;", + "attribute vec2 uv;", - var animation = this.animationsMap[ name ]; + "varying vec2 vUV;", + "varying float vVisibility;", - if ( animation ) { + "void main() {", - animation.fps = fps; - animation.duration = ( animation.end - animation.start ) / animation.fps; + "vUV = uv;", - } + "vec2 pos = position;", -}; + "if( renderType == 2 ) {", -THREE.MorphBlendMesh.prototype.setAnimationDuration = function ( name, duration ) { + "vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) ) +", + "texture2D( occlusionMap, vec2( 0.5, 0.1 ) ) +", + "texture2D( occlusionMap, vec2( 0.9, 0.1 ) ) +", + "texture2D( occlusionMap, vec2( 0.9, 0.5 ) ) +", + "texture2D( occlusionMap, vec2( 0.9, 0.9 ) ) +", + "texture2D( occlusionMap, vec2( 0.5, 0.9 ) ) +", + "texture2D( occlusionMap, vec2( 0.1, 0.9 ) ) +", + "texture2D( occlusionMap, vec2( 0.1, 0.5 ) ) +", + "texture2D( occlusionMap, vec2( 0.5, 0.5 ) );", - var animation = this.animationsMap[ name ]; + "vVisibility = ( visibility.r / 9.0 ) *", + "( 1.0 - visibility.g / 9.0 ) *", + "( visibility.b / 9.0 ) *", + "( 1.0 - visibility.a / 9.0 );", - if ( animation ) { + "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;", + "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;", - animation.duration = duration; - animation.fps = ( animation.end - animation.start ) / animation.duration; + "}", - } + "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );", -}; + "}" -THREE.MorphBlendMesh.prototype.setAnimationWeight = function ( name, weight ) { + ].join( "\n" ), - var animation = this.animationsMap[ name ]; + fragmentShader: [ - if ( animation ) { + "precision mediump float;", - animation.weight = weight; + "uniform sampler2D map;", + "uniform float opacity;", + "uniform int renderType;", + "uniform vec3 color;", - } + "varying vec2 vUV;", + "varying float vVisibility;", -}; + "void main() {", -THREE.MorphBlendMesh.prototype.setAnimationTime = function ( name, time ) { + // pink square - var animation = this.animationsMap[ name ]; + "if( renderType == 0 ) {", - if ( animation ) { + "gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );", - animation.time = time; + // restore - } + "} else if( renderType == 1 ) {", -}; + "gl_FragColor = texture2D( map, vUV );", -THREE.MorphBlendMesh.prototype.getAnimationTime = function ( name ) { + // flare - var time = 0; + "} else {", - var animation = this.animationsMap[ name ]; + "vec4 texture = texture2D( map, vUV );", + "texture.a *= opacity * vVisibility;", + "gl_FragColor = texture;", + "gl_FragColor.rgb *= color;", - if ( animation ) { + "}", - time = animation.time; + "}" + ].join( "\n" ) - } + }, - return time; -}; + 'lensFlare': { -THREE.MorphBlendMesh.prototype.getAnimationDuration = function ( name ) { + vertexShader: [ - var duration = -1; + "uniform vec3 screenPosition;", + "uniform vec2 scale;", + "uniform float rotation;", + "uniform int renderType;", - var animation = this.animationsMap[ name ]; + "attribute vec2 position;", + "attribute vec2 uv;", - if ( animation ) { + "varying vec2 vUV;", - duration = animation.duration; + "void main() {", - } + "vUV = uv;", - return duration; + "vec2 pos = position;", -}; + "if( renderType == 2 ) {", -THREE.MorphBlendMesh.prototype.playAnimation = function ( name ) { + "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;", + "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;", - var animation = this.animationsMap[ name ]; + "}", - if ( animation ) { + "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );", - animation.time = 0; - animation.active = true; + "}" - } else { + ].join( "\n" ), - console.warn( "animation[" + name + "] undefined" ); + fragmentShader: [ - } + "precision mediump float;", -}; + "uniform sampler2D map;", + "uniform sampler2D occlusionMap;", + "uniform float opacity;", + "uniform int renderType;", + "uniform vec3 color;", -THREE.MorphBlendMesh.prototype.stopAnimation = function ( name ) { + "varying vec2 vUV;", - var animation = this.animationsMap[ name ]; + "void main() {", - if ( animation ) { + // pink square - animation.active = false; + "if( renderType == 0 ) {", - } + "gl_FragColor = vec4( texture2D( map, vUV ).rgb, 0.0 );", -}; + // restore -THREE.MorphBlendMesh.prototype.update = function ( delta ) { + "} else if( renderType == 1 ) {", - for ( var i = 0, il = this.animationsList.length; i < il; i ++ ) { + "gl_FragColor = texture2D( map, vUV );", - var animation = this.animationsList[ i ]; + // flare - if ( ! animation.active ) continue; + "} else {", - var frameTime = animation.duration / animation.length; + "float visibility = texture2D( occlusionMap, vec2( 0.5, 0.1 ) ).a +", + "texture2D( occlusionMap, vec2( 0.9, 0.5 ) ).a +", + "texture2D( occlusionMap, vec2( 0.5, 0.9 ) ).a +", + "texture2D( occlusionMap, vec2( 0.1, 0.5 ) ).a;", - animation.time += animation.direction * delta; + "visibility = ( 1.0 - visibility / 4.0 );", - if ( animation.mirroredLoop ) { + "vec4 texture = texture2D( map, vUV );", + "texture.a *= opacity * visibility;", + "gl_FragColor = texture;", + "gl_FragColor.rgb *= color;", - if ( animation.time > animation.duration || animation.time < 0 ) { + "}", - animation.direction *= -1; + "}" - if ( animation.time > animation.duration ) { + ].join( "\n" ) - animation.time = animation.duration; - animation.directionBackwards = true; + } - } +}; +/** + * @author mikael emtinger / http://gomo.se/ + * + */ - if ( animation.time < 0 ) { +THREE.ShaderSprite = { - animation.time = 0; - animation.directionBackwards = false; + 'sprite': { - } + vertexShader: [ - } + "uniform int useScreenCoordinates;", + "uniform int affectedByDistance;", + "uniform vec3 screenPosition;", + "uniform mat4 modelViewMatrix;", + "uniform mat4 projectionMatrix;", + "uniform float rotation;", + "uniform vec2 scale;", + "uniform vec2 alignment;", + "uniform vec2 uvOffset;", + "uniform vec2 uvScale;", - } else { + "attribute vec2 position;", + "attribute vec2 uv;", - animation.time = animation.time % animation.duration; + "varying vec2 vUV;", - if ( animation.time < 0 ) animation.time += animation.duration; + "void main() {", - } + "vUV = uvOffset + uv * uvScale;", - var keyframe = animation.startFrame + THREE.Math.clamp( Math.floor( animation.time / frameTime ), 0, animation.length - 1 ); - var weight = animation.weight; + "vec2 alignedPosition = position + alignment;", - if ( keyframe !== animation.currentFrame ) { + "vec2 rotatedPosition;", + "rotatedPosition.x = ( cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y ) * scale.x;", + "rotatedPosition.y = ( sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y ) * scale.y;", - this.morphTargetInfluences[ animation.lastFrame ] = 0; - this.morphTargetInfluences[ animation.currentFrame ] = 1 * weight; + "vec4 finalPosition;", - this.morphTargetInfluences[ keyframe ] = 0; + "if( useScreenCoordinates != 0 ) {", - animation.lastFrame = animation.currentFrame; - animation.currentFrame = keyframe; + "finalPosition = vec4( screenPosition.xy + rotatedPosition, screenPosition.z, 1.0 );", - } + "} else {", - var mix = ( animation.time % frameTime ) / frameTime; + "finalPosition = projectionMatrix * modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );", + "finalPosition.xy += rotatedPosition * ( affectedByDistance == 1 ? 1.0 : finalPosition.z );", - if ( animation.directionBackwards ) mix = 1 - mix; + "}", - this.morphTargetInfluences[ animation.currentFrame ] = mix * weight; - this.morphTargetInfluences[ animation.lastFrame ] = ( 1 - mix ) * weight; + "gl_Position = finalPosition;", + + "}" + + ].join( "\n" ), + + fragmentShader: [ + + "precision mediump float;", + + "uniform vec3 color;", + "uniform sampler2D map;", + "uniform float opacity;", + + "varying vec2 vUV;", + + "void main() {", + + "vec4 texture = texture2D( map, vUV );", + "gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );", + + "}" + + ].join( "\n" ) } }; -/** - * @author mikael emtinger / http://gomo.se/ - * @author alteredq / http://alteredqualia.com/ - */ - -THREE.LensFlarePlugin = function ( ) { - - var _gl, _renderer, _lensFlare = {}; - - this.init = function ( renderer ) { - - _gl = renderer.context; - _renderer = renderer; - - _lensFlare.vertices = new Float32Array( 8 + 8 ); - _lensFlare.faces = new Uint16Array( 6 ); - - var i = 0; - _lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = -1; // vertex - _lensFlare.vertices[ i++ ] = 0; _lensFlare.vertices[ i++ ] = 0; // uv... etc. - - _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = -1; - _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 0; - - _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 1; - _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 1; - - _lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = 1; - _lensFlare.vertices[ i++ ] = 0; _lensFlare.vertices[ i++ ] = 1; - - i = 0; - _lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 1; _lensFlare.faces[ i++ ] = 2; - _lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 2; _lensFlare.faces[ i++ ] = 3; - - // buffers - - _lensFlare.vertexBuffer = _gl.createBuffer(); - _lensFlare.elementBuffer = _gl.createBuffer(); - - _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer ); - _gl.bufferData( _gl.ARRAY_BUFFER, _lensFlare.vertices, _gl.STATIC_DRAW ); - - _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer ); - _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.faces, _gl.STATIC_DRAW ); - - // textures - - _lensFlare.tempTexture = _gl.createTexture(); - _lensFlare.occlusionTexture = _gl.createTexture(); - - _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture ); - _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, 16, 16, 0, _gl.RGB, _gl.UNSIGNED_BYTE, null ); - _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE ); - _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE ); - _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST ); - _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST ); - - _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture ); - _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, 16, 16, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, null ); - _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE ); - _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE ); - _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST ); - _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST ); - - if ( _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ) <= 0 ) { - - _lensFlare.hasVertexTexture = false; - _lensFlare.program = createProgram( THREE.ShaderFlares[ "lensFlare" ] ); - - } else { - - _lensFlare.hasVertexTexture = true; - _lensFlare.program = createProgram( THREE.ShaderFlares[ "lensFlareVertexTexture" ] ); - - } - - _lensFlare.attributes = {}; - _lensFlare.uniforms = {}; - - _lensFlare.attributes.vertex = _gl.getAttribLocation ( _lensFlare.program, "position" ); - _lensFlare.attributes.uv = _gl.getAttribLocation ( _lensFlare.program, "uv" ); - - _lensFlare.uniforms.renderType = _gl.getUniformLocation( _lensFlare.program, "renderType" ); - _lensFlare.uniforms.map = _gl.getUniformLocation( _lensFlare.program, "map" ); - _lensFlare.uniforms.occlusionMap = _gl.getUniformLocation( _lensFlare.program, "occlusionMap" ); - _lensFlare.uniforms.opacity = _gl.getUniformLocation( _lensFlare.program, "opacity" ); - _lensFlare.uniforms.color = _gl.getUniformLocation( _lensFlare.program, "color" ); - _lensFlare.uniforms.scale = _gl.getUniformLocation( _lensFlare.program, "scale" ); - _lensFlare.uniforms.rotation = _gl.getUniformLocation( _lensFlare.program, "rotation" ); - _lensFlare.uniforms.screenPosition = _gl.getUniformLocation( _lensFlare.program, "screenPosition" ); - - _lensFlare.attributesEnabled = false; - - }; - - - /* - * Render lens flares - * Method: renders 16x16 0xff00ff-colored points scattered over the light source area, - * reads these back and calculates occlusion. - * Then _lensFlare.update_lensFlares() is called to re-position and - * update transparency of flares. Then they are rendered. - * - */ - - this.render = function ( scene, camera, viewportWidth, viewportHeight ) { - - var flares = scene.__webglFlares, - nFlares = flares.length; - - if ( ! nFlares ) return; - - var tempPosition = new THREE.Vector3(); - - var invAspect = viewportHeight / viewportWidth, - halfViewportWidth = viewportWidth * 0.5, - halfViewportHeight = viewportHeight * 0.5; - - var size = 16 / viewportHeight, - scale = new THREE.Vector2( size * invAspect, size ); - - var screenPosition = new THREE.Vector3( 1, 1, 0 ), - screenPositionPixels = new THREE.Vector2( 1, 1 ); - - var uniforms = _lensFlare.uniforms, - attributes = _lensFlare.attributes; - - // set _lensFlare program and reset blending - - _gl.useProgram( _lensFlare.program ); - - if ( ! _lensFlare.attributesEnabled ) { - - _gl.enableVertexAttribArray( _lensFlare.attributes.vertex ); - _gl.enableVertexAttribArray( _lensFlare.attributes.uv ); - - _lensFlare.attributesEnabled = true; - - } - - // loop through all lens flares to update their occlusion and positions - // setup gl and common used attribs/unforms - - _gl.uniform1i( uniforms.occlusionMap, 0 ); - _gl.uniform1i( uniforms.map, 1 ); - - _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer ); - _gl.vertexAttribPointer( attributes.vertex, 2, _gl.FLOAT, false, 2 * 8, 0 ); - _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 ); - - _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer ); - - _gl.disable( _gl.CULL_FACE ); - _gl.depthMask( false ); - - var i, j, jl, flare, sprite; - - for ( i = 0; i < nFlares; i ++ ) { - - size = 16 / viewportHeight; - scale.set( size * invAspect, size ); - - // calc object screen position - - flare = flares[ i ]; - - tempPosition.set( flare.matrixWorld.elements[12], flare.matrixWorld.elements[13], flare.matrixWorld.elements[14] ); - - camera.matrixWorldInverse.multiplyVector3( tempPosition ); - camera.projectionMatrix.multiplyVector3( tempPosition ); - - // setup arrays for gl programs - - screenPosition.copy( tempPosition ) - - screenPositionPixels.x = screenPosition.x * halfViewportWidth + halfViewportWidth; - screenPositionPixels.y = screenPosition.y * halfViewportHeight + halfViewportHeight; - - // screen cull - - if ( _lensFlare.hasVertexTexture || ( - screenPositionPixels.x > 0 && - screenPositionPixels.x < viewportWidth && - screenPositionPixels.y > 0 && - screenPositionPixels.y < viewportHeight ) ) { - - // save current RGB to temp texture - - _gl.activeTexture( _gl.TEXTURE1 ); - _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture ); - _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 ); - - - // render pink quad - - _gl.uniform1i( uniforms.renderType, 0 ); - _gl.uniform2f( uniforms.scale, scale.x, scale.y ); - _gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z ); - - _gl.disable( _gl.BLEND ); - _gl.enable( _gl.DEPTH_TEST ); - - _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 ); - - - // copy result to occlusionMap - - _gl.activeTexture( _gl.TEXTURE0 ); - _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture ); - _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 ); - - - // restore graphics - - _gl.uniform1i( uniforms.renderType, 1 ); - _gl.disable( _gl.DEPTH_TEST ); - - _gl.activeTexture( _gl.TEXTURE1 ); - _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture ); - _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 ); - - - // update object positions - - flare.positionScreen.copy( screenPosition ) - - if ( flare.customUpdateCallback ) { - - flare.customUpdateCallback( flare ); - - } else { - - flare.updateLensFlares(); - - } - - // render flares - - _gl.uniform1i( uniforms.renderType, 2 ); - _gl.enable( _gl.BLEND ); - - for ( j = 0, jl = flare.lensFlares.length; j < jl; j ++ ) { - - sprite = flare.lensFlares[ j ]; - - if ( sprite.opacity > 0.001 && sprite.scale > 0.001 ) { - - screenPosition.x = sprite.x; - screenPosition.y = sprite.y; - screenPosition.z = sprite.z; - - size = sprite.size * sprite.scale / viewportHeight; - - scale.x = size * invAspect; - scale.y = size; - - _gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z ); - _gl.uniform2f( uniforms.scale, scale.x, scale.y ); - _gl.uniform1f( uniforms.rotation, sprite.rotation ); - - _gl.uniform1f( uniforms.opacity, sprite.opacity ); - _gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b ); - - _renderer.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst ); - _renderer.setTexture( sprite.texture, 1 ); - - _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 ); - - } - - } - - } - - } - - // restore gl - - _gl.enable( _gl.CULL_FACE ); - _gl.enable( _gl.DEPTH_TEST ); - _gl.depthMask( true ); - - }; - - function createProgram ( shader ) { - - var program = _gl.createProgram(); - - var fragmentShader = _gl.createShader( _gl.FRAGMENT_SHADER ); - var vertexShader = _gl.createShader( _gl.VERTEX_SHADER ); - - _gl.shaderSource( fragmentShader, shader.fragmentShader ); - _gl.shaderSource( vertexShader, shader.vertexShader ); - - _gl.compileShader( fragmentShader ); - _gl.compileShader( vertexShader ); - - _gl.attachShader( program, fragmentShader ); - _gl.attachShader( program, vertexShader ); - - _gl.linkProgram( program ); - - return program; - - }; - -};/** - * @author alteredq / http://alteredqualia.com/ - */ - -THREE.ShadowMapPlugin = function ( ) { - - var _gl, - _renderer, - _depthMaterial, _depthMaterialMorph, _depthMaterialSkin, - - _frustum = new THREE.Frustum(), - _projScreenMatrix = new THREE.Matrix4(), - - _min = new THREE.Vector3(), - _max = new THREE.Vector3(); - - this.init = function ( renderer ) { - - _gl = renderer.context; - _renderer = renderer; - - var depthShader = THREE.ShaderLib[ "depthRGBA" ]; - var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms ); - - _depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } ); - _depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } ); - _depthMaterialSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, skinning: true } ); - - _depthMaterial._shadowPass = true; - _depthMaterialMorph._shadowPass = true; - _depthMaterialSkin._shadowPass = true; - - }; - - this.render = function ( scene, camera ) { - - if ( ! ( _renderer.shadowMapEnabled && _renderer.shadowMapAutoUpdate ) ) return; - - this.update( scene, camera ); - - }; - - this.update = function ( scene, camera ) { - - var i, il, j, jl, n, - - shadowMap, shadowMatrix, shadowCamera, - program, buffer, material, - webglObject, object, light, - renderList, - - lights = [], - k = 0, - - fog = null; - - // set GL state for depth map - - _gl.clearColor( 1, 1, 1, 1 ); - _gl.disable( _gl.BLEND ); - - _gl.enable( _gl.CULL_FACE ); - - if ( _renderer.shadowMapCullFrontFaces ) { - - _gl.cullFace( _gl.FRONT ); - - } else { - - _gl.cullFace( _gl.BACK ); - - } - - _renderer.setDepthTest( true ); - - // preprocess lights - // - skip lights that are not casting shadows - // - create virtual lights for cascaded shadow maps - - for ( i = 0, il = scene.__lights.length; i < il; i ++ ) { - - light = scene.__lights[ i ]; - - if ( ! light.castShadow ) continue; - - if ( ( light instanceof THREE.DirectionalLight ) && light.shadowCascade ) { - - for ( n = 0; n < light.shadowCascadeCount; n ++ ) { - - var virtualLight; - - if ( ! light.shadowCascadeArray[ n ] ) { - - virtualLight = createVirtualLight( light, n ); - virtualLight.originalCamera = camera; - - var gyro = new THREE.Gyroscope(); - gyro.position = light.shadowCascadeOffset; - - gyro.add( virtualLight ); - gyro.add( virtualLight.target ); - - camera.add( gyro ); - - light.shadowCascadeArray[ n ] = virtualLight; - - console.log( "Created virtualLight", virtualLight ); - - } else { - - virtualLight = light.shadowCascadeArray[ n ]; - - } - - updateVirtualLight( light, n ); - - lights[ k ] = virtualLight; - k ++; - - } - - } else { - - lights[ k ] = light; - k ++; - - } - - } - - // render depth map - - for ( i = 0, il = lights.length; i < il; i ++ ) { - - light = lights[ i ]; - - if ( ! light.shadowMap ) { - - var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat }; - - light.shadowMap = new THREE.WebGLRenderTarget( light.shadowMapWidth, light.shadowMapHeight, pars ); - light.shadowMapSize = new THREE.Vector2( light.shadowMapWidth, light.shadowMapHeight ); - - light.shadowMatrix = new THREE.Matrix4(); - - } - - if ( ! light.shadowCamera ) { - - if ( light instanceof THREE.SpotLight ) { - - light.shadowCamera = new THREE.PerspectiveCamera( light.shadowCameraFov, light.shadowMapWidth / light.shadowMapHeight, light.shadowCameraNear, light.shadowCameraFar ); - - } else if ( light instanceof THREE.DirectionalLight ) { - - light.shadowCamera = new THREE.OrthographicCamera( light.shadowCameraLeft, light.shadowCameraRight, light.shadowCameraTop, light.shadowCameraBottom, light.shadowCameraNear, light.shadowCameraFar ); - - } else { - - console.error( "Unsupported light type for shadow" ); - continue; - - } - - scene.add( light.shadowCamera ); - - if ( _renderer.autoUpdateScene ) scene.updateMatrixWorld(); - - } - - if ( light.shadowCameraVisible && ! light.cameraHelper ) { - - light.cameraHelper = new THREE.CameraHelper( light.shadowCamera ); - light.shadowCamera.add( light.cameraHelper ); - - } - - if ( light.isVirtual && virtualLight.originalCamera == camera ) { - - updateShadowCamera( camera, light ); - - } - - shadowMap = light.shadowMap; - shadowMatrix = light.shadowMatrix; - shadowCamera = light.shadowCamera; - - shadowCamera.position.copy( light.matrixWorld.getPosition() ); - shadowCamera.lookAt( light.target.matrixWorld.getPosition() ); - shadowCamera.updateMatrixWorld(); - - shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld ); - - if ( light.cameraHelper ) light.cameraHelper.lines.visible = light.shadowCameraVisible; - if ( light.shadowCameraVisible ) light.cameraHelper.update(); - - // compute shadow matrix - - shadowMatrix.set( 0.5, 0.0, 0.0, 0.5, - 0.0, 0.5, 0.0, 0.5, - 0.0, 0.0, 0.5, 0.5, - 0.0, 0.0, 0.0, 1.0 ); - - shadowMatrix.multiplySelf( shadowCamera.projectionMatrix ); - shadowMatrix.multiplySelf( shadowCamera.matrixWorldInverse ); - - // update camera matrices and frustum - - if ( ! shadowCamera._viewMatrixArray ) shadowCamera._viewMatrixArray = new Float32Array( 16 ); - if ( ! shadowCamera._projectionMatrixArray ) shadowCamera._projectionMatrixArray = new Float32Array( 16 ); - - shadowCamera.matrixWorldInverse.flattenToArray( shadowCamera._viewMatrixArray ); - shadowCamera.projectionMatrix.flattenToArray( shadowCamera._projectionMatrixArray ); - - _projScreenMatrix.multiply( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse ); - _frustum.setFromMatrix( _projScreenMatrix ); - - // render shadow map - - _renderer.setRenderTarget( shadowMap ); - _renderer.clear(); - - // set object matrices & frustum culling - - renderList = scene.__webglObjects; - - for ( j = 0, jl = renderList.length; j < jl; j ++ ) { - - webglObject = renderList[ j ]; - object = webglObject.object; - - webglObject.render = false; - - if ( object.visible && object.castShadow ) { - - if ( ! ( object instanceof THREE.Mesh ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) { - - object._modelViewMatrix.multiply( shadowCamera.matrixWorldInverse, object.matrixWorld ); - - webglObject.render = true; - - } - - } - - } - - // render regular objects - - for ( j = 0, jl = renderList.length; j < jl; j ++ ) { - - webglObject = renderList[ j ]; - - if ( webglObject.render ) { - - object = webglObject.object; - buffer = webglObject.buffer; - - // culling is overriden globally for all objects - // while rendering depth map - - if ( object.customDepthMaterial ) { - - material = object.customDepthMaterial; - - } else if ( object.geometry.morphTargets.length ) { - - material = _depthMaterialMorph; - - } else if ( object instanceof THREE.SkinnedMesh ) { - - material = _depthMaterialSkin; - - } else { - - material = _depthMaterial; - - } - - if ( buffer instanceof THREE.BufferGeometry ) { - - _renderer.renderBufferDirect( shadowCamera, scene.__lights, fog, material, buffer, object ); - - } else { - - _renderer.renderBuffer( shadowCamera, scene.__lights, fog, material, buffer, object ); - - } - - } - - } - - // set matrices and render immediate objects - - renderList = scene.__webglObjectsImmediate; - - for ( j = 0, jl = renderList.length; j < jl; j ++ ) { - - webglObject = renderList[ j ]; - object = webglObject.object; - - if ( object.visible && object.castShadow ) { - - object._modelViewMatrix.multiply( shadowCamera.matrixWorldInverse, object.matrixWorld ); - - _renderer.renderImmediateObject( shadowCamera, scene.__lights, fog, _depthMaterial, object ); - - } - - } - - } - - // restore GL state - - var clearColor = _renderer.getClearColor(), - clearAlpha = _renderer.getClearAlpha(); - - _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha ); - _gl.enable( _gl.BLEND ); - - if ( _renderer.shadowMapCullFrontFaces ) { - - _gl.cullFace( _gl.BACK ); - - } - - }; - - function createVirtualLight( light, cascade ) { - - var virtualLight = new THREE.DirectionalLight(); - - virtualLight.isVirtual = true; - - virtualLight.onlyShadow = true; - virtualLight.castShadow = true; - - virtualLight.shadowCameraNear = light.shadowCameraNear; - virtualLight.shadowCameraFar = light.shadowCameraFar; - - virtualLight.shadowCameraLeft = light.shadowCameraLeft; - virtualLight.shadowCameraRight = light.shadowCameraRight; - virtualLight.shadowCameraBottom = light.shadowCameraBottom; - virtualLight.shadowCameraTop = light.shadowCameraTop; - - virtualLight.shadowCameraVisible = light.shadowCameraVisible; - - virtualLight.shadowDarkness = light.shadowDarkness; - - virtualLight.shadowBias = light.shadowCascadeBias[ cascade ]; - virtualLight.shadowMapWidth = light.shadowCascadeWidth[ cascade ]; - virtualLight.shadowMapHeight = light.shadowCascadeHeight[ cascade ]; - - virtualLight.pointsWorld = []; - virtualLight.pointsFrustum = []; - - var pointsWorld = virtualLight.pointsWorld, - pointsFrustum = virtualLight.pointsFrustum; - - for ( var i = 0; i < 8; i ++ ) { - - pointsWorld[ i ] = new THREE.Vector3(); - pointsFrustum[ i ] = new THREE.Vector3(); - - } - - var nearZ = light.shadowCascadeNearZ[ cascade ]; - var farZ = light.shadowCascadeFarZ[ cascade ]; - - pointsFrustum[ 0 ].set( -1, -1, nearZ ); - pointsFrustum[ 1 ].set( 1, -1, nearZ ); - pointsFrustum[ 2 ].set( -1, 1, nearZ ); - pointsFrustum[ 3 ].set( 1, 1, nearZ ); - - pointsFrustum[ 4 ].set( -1, -1, farZ ); - pointsFrustum[ 5 ].set( 1, -1, farZ ); - pointsFrustum[ 6 ].set( -1, 1, farZ ); - pointsFrustum[ 7 ].set( 1, 1, farZ ); - - return virtualLight; - - } - - // Synchronize virtual light with the original light - - function updateVirtualLight( light, cascade ) { - - var virtualLight = light.shadowCascadeArray[ cascade ]; - - virtualLight.position.copy( light.position ); - virtualLight.target.position.copy( light.target.position ); - virtualLight.lookAt( virtualLight.target ); - - virtualLight.shadowCameraVisible = light.shadowCameraVisible; - virtualLight.shadowDarkness = light.shadowDarkness; - - virtualLight.shadowBias = light.shadowCascadeBias[ cascade ]; - - var nearZ = light.shadowCascadeNearZ[ cascade ]; - var farZ = light.shadowCascadeFarZ[ cascade ]; - - var pointsFrustum = virtualLight.pointsFrustum; - - pointsFrustum[ 0 ].z = nearZ; - pointsFrustum[ 1 ].z = nearZ; - pointsFrustum[ 2 ].z = nearZ; - pointsFrustum[ 3 ].z = nearZ; - - pointsFrustum[ 4 ].z = farZ; - pointsFrustum[ 5 ].z = farZ; - pointsFrustum[ 6 ].z = farZ; - pointsFrustum[ 7 ].z = farZ; - - } - - // Fit shadow camera's ortho frustum to camera frustum - - function updateShadowCamera( camera, light ) { - - var shadowCamera = light.shadowCamera, - pointsFrustum = light.pointsFrustum, - pointsWorld = light.pointsWorld; - - _min.set( Infinity, Infinity, Infinity ); - _max.set( -Infinity, -Infinity, -Infinity ); - - for ( var i = 0; i < 8; i ++ ) { - - var p = pointsWorld[ i ]; - - p.copy( pointsFrustum[ i ] ); - THREE.ShadowMapPlugin.__projector.unprojectVector( p, camera ); - - shadowCamera.matrixWorldInverse.multiplyVector3( p ); - - if ( p.x < _min.x ) _min.x = p.x; - if ( p.x > _max.x ) _max.x = p.x; - - if ( p.y < _min.y ) _min.y = p.y; - if ( p.y > _max.y ) _max.y = p.y; - - if ( p.z < _min.z ) _min.z = p.z; - if ( p.z > _max.z ) _max.z = p.z; - - } - - shadowCamera.left = _min.x; - shadowCamera.right = _max.x; - shadowCamera.top = _max.y; - shadowCamera.bottom = _min.y; - - // can't really fit near/far - //shadowCamera.near = _min.z; - //shadowCamera.far = _max.z; - - shadowCamera.updateProjectionMatrix(); - - } - -}; - -THREE.ShadowMapPlugin.__projector = new THREE.Projector(); -/** - * @author mikael emtinger / http://gomo.se/ - * @author alteredq / http://alteredqualia.com/ - */ - -THREE.SpritePlugin = function ( ) { - - var _gl, _renderer, _sprite = {}; - - this.init = function ( renderer ) { - - _gl = renderer.context; - _renderer = renderer; - - _sprite.vertices = new Float32Array( 8 + 8 ); - _sprite.faces = new Uint16Array( 6 ); - - var i = 0; - - _sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = -1; // vertex 0 - _sprite.vertices[ i++ ] = 0; _sprite.vertices[ i++ ] = 0; // uv 0 - - _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = -1; // vertex 1 - _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 0; // uv 1 - - _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 1; // vertex 2 - _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 1; // uv 2 - - _sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = 1; // vertex 3 - _sprite.vertices[ i++ ] = 0; _sprite.vertices[ i++ ] = 1; // uv 3 - - i = 0; - - _sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 1; _sprite.faces[ i++ ] = 2; - _sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 2; _sprite.faces[ i++ ] = 3; - - _sprite.vertexBuffer = _gl.createBuffer(); - _sprite.elementBuffer = _gl.createBuffer(); - - _gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer ); - _gl.bufferData( _gl.ARRAY_BUFFER, _sprite.vertices, _gl.STATIC_DRAW ); - - _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer ); - _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _sprite.faces, _gl.STATIC_DRAW ); - - _sprite.program = createProgram( THREE.ShaderSprite[ "sprite" ] ); - - _sprite.attributes = {}; - _sprite.uniforms = {}; - - _sprite.attributes.position = _gl.getAttribLocation ( _sprite.program, "position" ); - _sprite.attributes.uv = _gl.getAttribLocation ( _sprite.program, "uv" ); - - _sprite.uniforms.uvOffset = _gl.getUniformLocation( _sprite.program, "uvOffset" ); - _sprite.uniforms.uvScale = _gl.getUniformLocation( _sprite.program, "uvScale" ); - - _sprite.uniforms.rotation = _gl.getUniformLocation( _sprite.program, "rotation" ); - _sprite.uniforms.scale = _gl.getUniformLocation( _sprite.program, "scale" ); - _sprite.uniforms.alignment = _gl.getUniformLocation( _sprite.program, "alignment" ); - - _sprite.uniforms.color = _gl.getUniformLocation( _sprite.program, "color" ); - _sprite.uniforms.map = _gl.getUniformLocation( _sprite.program, "map" ); - _sprite.uniforms.opacity = _gl.getUniformLocation( _sprite.program, "opacity" ); - - _sprite.uniforms.useScreenCoordinates = _gl.getUniformLocation( _sprite.program, "useScreenCoordinates" ); - _sprite.uniforms.affectedByDistance = _gl.getUniformLocation( _sprite.program, "affectedByDistance" ); - _sprite.uniforms.screenPosition = _gl.getUniformLocation( _sprite.program, "screenPosition" ); - _sprite.uniforms.modelViewMatrix = _gl.getUniformLocation( _sprite.program, "modelViewMatrix" ); - _sprite.uniforms.projectionMatrix = _gl.getUniformLocation( _sprite.program, "projectionMatrix" ); - - _sprite.attributesEnabled = false; - - }; - - this.render = function ( scene, camera, viewportWidth, viewportHeight ) { - - var sprites = scene.__webglSprites, - nSprites = sprites.length; - - if ( ! nSprites ) return; - - var attributes = _sprite.attributes, - uniforms = _sprite.uniforms; - - var invAspect = viewportHeight / viewportWidth; - - var halfViewportWidth = viewportWidth * 0.5, - halfViewportHeight = viewportHeight * 0.5; - - var mergeWith3D = true; - - // setup gl - - _gl.useProgram( _sprite.program ); - - if ( ! _sprite.attributesEnabled ) { - - _gl.enableVertexAttribArray( attributes.position ); - _gl.enableVertexAttribArray( attributes.uv ); - - _sprite.attributesEnabled = true; - - } - - _gl.disable( _gl.CULL_FACE ); - _gl.enable( _gl.BLEND ); - _gl.depthMask( true ); - - _gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer ); - _gl.vertexAttribPointer( attributes.position, 2, _gl.FLOAT, false, 2 * 8, 0 ); - _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 ); - - _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer ); - - _gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera._projectionMatrixArray ); - - _gl.activeTexture( _gl.TEXTURE0 ); - _gl.uniform1i( uniforms.map, 0 ); - - // update positions and sort - - var i, sprite, screenPosition, size, scale = []; - - for( i = 0; i < nSprites; i ++ ) { - - sprite = sprites[ i ]; - - if ( ! sprite.visible || sprite.opacity === 0 ) continue; - - if( ! sprite.useScreenCoordinates ) { - - sprite._modelViewMatrix.multiply( camera.matrixWorldInverse, sprite.matrixWorld ); - sprite.z = - sprite._modelViewMatrix.elements[14]; - - } else { - - sprite.z = - sprite.position.z; - - } - - } - - sprites.sort( painterSort ); - - // render all sprites - - for( i = 0; i < nSprites; i ++ ) { - - sprite = sprites[ i ]; - - if ( ! sprite.visible || sprite.opacity === 0 ) continue; - - if ( sprite.map && sprite.map.image && sprite.map.image.width ) { - - if ( sprite.useScreenCoordinates ) { - - _gl.uniform1i( uniforms.useScreenCoordinates, 1 ); - _gl.uniform3f( uniforms.screenPosition, ( sprite.position.x - halfViewportWidth ) / halfViewportWidth, - ( halfViewportHeight - sprite.position.y ) / halfViewportHeight, - Math.max( 0, Math.min( 1, sprite.position.z ) ) ); - - } else { - - _gl.uniform1i( uniforms.useScreenCoordinates, 0 ); - _gl.uniform1i( uniforms.affectedByDistance, sprite.affectedByDistance ? 1 : 0 ); - _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite._modelViewMatrix.elements ); - - } - - size = sprite.map.image.width / ( sprite.scaleByViewport ? viewportHeight : 1 ); - - scale[ 0 ] = size * invAspect * sprite.scale.x; - scale[ 1 ] = size * sprite.scale.y; - - _gl.uniform2f( uniforms.uvScale, sprite.uvScale.x, sprite.uvScale.y ); - _gl.uniform2f( uniforms.uvOffset, sprite.uvOffset.x, sprite.uvOffset.y ); - _gl.uniform2f( uniforms.alignment, sprite.alignment.x, sprite.alignment.y ); - - _gl.uniform1f( uniforms.opacity, sprite.opacity ); - _gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b ); - - _gl.uniform1f( uniforms.rotation, sprite.rotation ); - _gl.uniform2fv( uniforms.scale, scale ); - - if ( sprite.mergeWith3D && !mergeWith3D ) { - - _gl.enable( _gl.DEPTH_TEST ); - mergeWith3D = true; - - } else if ( ! sprite.mergeWith3D && mergeWith3D ) { - - _gl.disable( _gl.DEPTH_TEST ); - mergeWith3D = false; - - } - - _renderer.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst ); - _renderer.setTexture( sprite.map, 0 ); - - _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 ); - - } - - } - - // restore gl - - _gl.enable( _gl.CULL_FACE ); - _gl.enable( _gl.DEPTH_TEST ); - _gl.depthMask( true ); - - }; - - function createProgram ( shader ) { - - var program = _gl.createProgram(); - - var fragmentShader = _gl.createShader( _gl.FRAGMENT_SHADER ); - var vertexShader = _gl.createShader( _gl.VERTEX_SHADER ); - - _gl.shaderSource( fragmentShader, shader.fragmentShader ); - _gl.shaderSource( vertexShader, shader.vertexShader ); - - _gl.compileShader( fragmentShader ); - _gl.compileShader( vertexShader ); - - _gl.attachShader( program, fragmentShader ); - _gl.attachShader( program, vertexShader ); - - _gl.linkProgram( program ); - - return program; - - }; - - function painterSort ( a, b ) { - - return b.z - a.z; - - }; - -};/** - * @author alteredq / http://alteredqualia.com/ - */ - -THREE.DepthPassPlugin = function ( ) { - - this.enabled = false; - this.renderTarget = null; - - var _gl, - _renderer, - _depthMaterial, _depthMaterialMorph, - - _frustum = new THREE.Frustum(), - _projScreenMatrix = new THREE.Matrix4(); - - this.init = function ( renderer ) { - - _gl = renderer.context; - _renderer = renderer; - - var depthShader = THREE.ShaderLib[ "depthRGBA" ]; - var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms ); - - _depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } ); - _depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } ); - - _depthMaterial._shadowPass = true; - _depthMaterialMorph._shadowPass = true; - - }; - - this.render = function ( scene, camera ) { - - if ( ! this.enabled ) return; - - this.update( scene, camera ); - - }; - - this.update = function ( scene, camera ) { - - var i, il, j, jl, n, - - program, buffer, material, - webglObject, object, light, - renderList, - - fog = null; - - // set GL state for depth map - - _gl.clearColor( 1, 1, 1, 1 ); - _gl.disable( _gl.BLEND ); - - _renderer.setDepthTest( true ); - - // update scene - - if ( _renderer.autoUpdateScene ) scene.updateMatrixWorld(); - - // update camera matrices and frustum - - if ( ! camera._viewMatrixArray ) camera._viewMatrixArray = new Float32Array( 16 ); - if ( ! camera._projectionMatrixArray ) camera._projectionMatrixArray = new Float32Array( 16 ); - - camera.matrixWorldInverse.getInverse( camera.matrixWorld ); - - camera.matrixWorldInverse.flattenToArray( camera._viewMatrixArray ); - camera.projectionMatrix.flattenToArray( camera._projectionMatrixArray ); - - _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse ); - _frustum.setFromMatrix( _projScreenMatrix ); - - // render depth map - - _renderer.setRenderTarget( this.renderTarget ); - _renderer.clear(); - - // set object matrices & frustum culling - - renderList = scene.__webglObjects; - - for ( j = 0, jl = renderList.length; j < jl; j ++ ) { - - webglObject = renderList[ j ]; - object = webglObject.object; - - webglObject.render = false; - - if ( object.visible ) { - - if ( ! ( object instanceof THREE.Mesh ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) { - - //object.matrixWorld.flattenToArray( object._modelMatrixArray ); - object._modelViewMatrix.multiply( camera.matrixWorldInverse, object.matrixWorld); - - webglObject.render = true; - - } - - } - - } - - // render regular objects - - for ( j = 0, jl = renderList.length; j < jl; j ++ ) { - - webglObject = renderList[ j ]; - - if ( webglObject.render ) { - - object = webglObject.object; - buffer = webglObject.buffer; - - if ( object.material ) _renderer.setMaterialFaces( object.material ); - - if ( object.customDepthMaterial ) { - - material = object.customDepthMaterial; - - } else if ( object.geometry.morphTargets.length ) { - - material = _depthMaterialMorph; - - } else { - - material = _depthMaterial; - - } - - if ( buffer instanceof THREE.BufferGeometry ) { - - _renderer.renderBufferDirect( camera, scene.__lights, fog, material, buffer, object ); - - } else { - - _renderer.renderBuffer( camera, scene.__lights, fog, material, buffer, object ); - - } - - } - - } - - // set matrices and render immediate objects - - renderList = scene.__webglObjectsImmediate; - - for ( j = 0, jl = renderList.length; j < jl; j ++ ) { - - webglObject = renderList[ j ]; - object = webglObject.object; - - if ( object.visible && object.castShadow ) { - - /* - if ( object.matrixAutoUpdate ) { - - object.matrixWorld.flattenToArray( object._modelMatrixArray ); - - } - */ - - object._modelViewMatrix.multiply( camera.matrixWorldInverse, object.matrixWorld); - - _renderer.renderImmediateObject( camera, scene.__lights, fog, _depthMaterial, object ); - - } - - } - - // restore GL state - - var clearColor = _renderer.getClearColor(), - clearAlpha = _renderer.getClearAlpha(); - - _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha ); - _gl.enable( _gl.BLEND ); - - }; - -}; - -/** - * @author mikael emtinger / http://gomo.se/ - * - */ - -THREE.ShaderFlares = { - - 'lensFlareVertexTexture': { - - vertexShader: [ - - "uniform vec3 screenPosition;", - "uniform vec2 scale;", - "uniform float rotation;", - "uniform int renderType;", - - "uniform sampler2D occlusionMap;", - - "attribute vec2 position;", - "attribute vec2 uv;", - - "varying vec2 vUV;", - "varying float vVisibility;", - - "void main() {", - - "vUV = uv;", - - "vec2 pos = position;", - - "if( renderType == 2 ) {", - - "vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) ) +", - "texture2D( occlusionMap, vec2( 0.5, 0.1 ) ) +", - "texture2D( occlusionMap, vec2( 0.9, 0.1 ) ) +", - "texture2D( occlusionMap, vec2( 0.9, 0.5 ) ) +", - "texture2D( occlusionMap, vec2( 0.9, 0.9 ) ) +", - "texture2D( occlusionMap, vec2( 0.5, 0.9 ) ) +", - "texture2D( occlusionMap, vec2( 0.1, 0.9 ) ) +", - "texture2D( occlusionMap, vec2( 0.1, 0.5 ) ) +", - "texture2D( occlusionMap, vec2( 0.5, 0.5 ) );", - - "vVisibility = ( visibility.r / 9.0 ) *", - "( 1.0 - visibility.g / 9.0 ) *", - "( visibility.b / 9.0 ) *", - "( 1.0 - visibility.a / 9.0 );", - - "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;", - "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;", - - "}", - - "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );", - - "}" - - ].join( "\n" ), - - fragmentShader: [ - - "precision mediump float;", - - "uniform sampler2D map;", - "uniform float opacity;", - "uniform int renderType;", - "uniform vec3 color;", - - "varying vec2 vUV;", - "varying float vVisibility;", - - "void main() {", - - // pink square - - "if( renderType == 0 ) {", - - "gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );", - - // restore - - "} else if( renderType == 1 ) {", - - "gl_FragColor = texture2D( map, vUV );", - - // flare - - "} else {", - - "vec4 texture = texture2D( map, vUV );", - "texture.a *= opacity * vVisibility;", - "gl_FragColor = texture;", - "gl_FragColor.rgb *= color;", - - "}", - - "}" - ].join( "\n" ) - - }, - - - 'lensFlare': { - - vertexShader: [ - - "uniform vec3 screenPosition;", - "uniform vec2 scale;", - "uniform float rotation;", - "uniform int renderType;", - - "attribute vec2 position;", - "attribute vec2 uv;", - - "varying vec2 vUV;", - - "void main() {", - - "vUV = uv;", - - "vec2 pos = position;", - - "if( renderType == 2 ) {", - - "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;", - "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;", - - "}", - - "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );", - - "}" - - ].join( "\n" ), - - fragmentShader: [ - - "precision mediump float;", - - "uniform sampler2D map;", - "uniform sampler2D occlusionMap;", - "uniform float opacity;", - "uniform int renderType;", - "uniform vec3 color;", - - "varying vec2 vUV;", - - "void main() {", - - // pink square - - "if( renderType == 0 ) {", - - "gl_FragColor = vec4( texture2D( map, vUV ).rgb, 0.0 );", - - // restore - - "} else if( renderType == 1 ) {", - - "gl_FragColor = texture2D( map, vUV );", - - // flare - - "} else {", - - "float visibility = texture2D( occlusionMap, vec2( 0.5, 0.1 ) ).a +", - "texture2D( occlusionMap, vec2( 0.9, 0.5 ) ).a +", - "texture2D( occlusionMap, vec2( 0.5, 0.9 ) ).a +", - "texture2D( occlusionMap, vec2( 0.1, 0.5 ) ).a;", - - "visibility = ( 1.0 - visibility / 4.0 );", - - "vec4 texture = texture2D( map, vUV );", - "texture.a *= opacity * visibility;", - "gl_FragColor = texture;", - "gl_FragColor.rgb *= color;", - - "}", - - "}" - - ].join( "\n" ) - - } - -}; -/** - * @author mikael emtinger / http://gomo.se/ - * - */ - -THREE.ShaderSprite = { - - 'sprite': { - - vertexShader: [ - - "uniform int useScreenCoordinates;", - "uniform int affectedByDistance;", - "uniform vec3 screenPosition;", - "uniform mat4 modelViewMatrix;", - "uniform mat4 projectionMatrix;", - "uniform float rotation;", - "uniform vec2 scale;", - "uniform vec2 alignment;", - "uniform vec2 uvOffset;", - "uniform vec2 uvScale;", - - "attribute vec2 position;", - "attribute vec2 uv;", - - "varying vec2 vUV;", - - "void main() {", - - "vUV = uvOffset + uv * uvScale;", - - "vec2 alignedPosition = position + alignment;", - - "vec2 rotatedPosition;", - "rotatedPosition.x = ( cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y ) * scale.x;", - "rotatedPosition.y = ( sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y ) * scale.y;", - - "vec4 finalPosition;", - - "if( useScreenCoordinates != 0 ) {", - - "finalPosition = vec4( screenPosition.xy + rotatedPosition, screenPosition.z, 1.0 );", - - "} else {", - - "finalPosition = projectionMatrix * modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );", - "finalPosition.xy += rotatedPosition * ( affectedByDistance == 1 ? 1.0 : finalPosition.z );", - - "}", - - "gl_Position = finalPosition;", - - "}" - - ].join( "\n" ), - - fragmentShader: [ - - "precision mediump float;", - - "uniform vec3 color;", - "uniform sampler2D map;", - "uniform float opacity;", - - "varying vec2 vUV;", - - "void main() {", - - "vec4 texture = texture2D( map, vUV );", - "gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );", - - "}" - - ].join( "\n" ) - - } - -}; diff --git a/build/three.min.js b/build/three.min.js index 7dd1e6b1ebd07465d11da7d451fbfcdbb3417060..bae9eeb6ed4fa072772ad0f9cce9a03c28d60b11 100644 --- a/build/three.min.js +++ b/build/three.min.js @@ -5,7 +5,7 @@ function(a){clearTimeout(a)}})();THREE.FrontSide=0;THREE.BackSide=1;THREE.Double THREE.OneMinusSrcColorFactor=203;THREE.SrcAlphaFactor=204;THREE.OneMinusSrcAlphaFactor=205;THREE.DstAlphaFactor=206;THREE.OneMinusDstAlphaFactor=207;THREE.DstColorFactor=208;THREE.OneMinusDstColorFactor=209;THREE.SrcAlphaSaturateFactor=210;THREE.MultiplyOperation=0;THREE.MixOperation=1;THREE.UVMapping=function(){};THREE.CubeReflectionMapping=function(){};THREE.CubeRefractionMapping=function(){};THREE.SphericalReflectionMapping=function(){};THREE.SphericalRefractionMapping=function(){}; THREE.RepeatWrapping=1E3;THREE.ClampToEdgeWrapping=1001;THREE.MirroredRepeatWrapping=1002;THREE.NearestFilter=1003;THREE.NearestMipMapNearestFilter=1004;THREE.NearestMipMapLinearFilter=1005;THREE.LinearFilter=1006;THREE.LinearMipMapNearestFilter=1007;THREE.LinearMipMapLinearFilter=1008;THREE.UnsignedByteType=1009;THREE.ByteType=1010;THREE.ShortType=1011;THREE.UnsignedShortType=1012;THREE.IntType=1013;THREE.UnsignedIntType=1014;THREE.FloatType=1015;THREE.UnsignedShort4444Type=1016; THREE.UnsignedShort5551Type=1017;THREE.UnsignedShort565Type=1018;THREE.AlphaFormat=1019;THREE.RGBFormat=1020;THREE.RGBAFormat=1021;THREE.LuminanceFormat=1022;THREE.LuminanceAlphaFormat=1023;THREE.Clock=function(a){this.autoStart=a!==void 0?a:true;this.elapsedTime=this.oldTime=this.startTime=0;this.running=false};THREE.Clock.prototype.start=function(){this.oldTime=this.startTime=Date.now();this.running=true};THREE.Clock.prototype.stop=function(){this.getElapsedTime();this.running=false}; -THREE.Clock.prototype.getElapsedTime=function(){return this.elapsedTime=this.elapsedTime+this.getDelta()};THREE.Clock.prototype.getDelta=function(){var a=0;this.autoStart&&!this.running&&this.start();if(this.running){var b=Date.now(),a=0.001*(b-this.oldTime);this.oldTime=b;this.elapsedTime=this.elapsedTime+a}return a};THREE.Color=function(a){a!==void 0&&this.setHex(a);return this}; +THREE.Clock.prototype.getElapsedTime=function(){return this.elapsedTime=this.elapsedTime+this.getDelta()};THREE.Clock.prototype.getDelta=function(){var a=0;this.autoStart&&!this.running&&this.start();if(this.running){var b=Date.now(),a=0.0010*(b-this.oldTime);this.oldTime=b;this.elapsedTime=this.elapsedTime+a}return a};THREE.Color=function(a){a!==void 0&&this.setHex(a);return this}; THREE.Color.prototype={constructor:THREE.Color,r:1,g:1,b:1,copy:function(a){this.r=a.r;this.g=a.g;this.b=a.b;return this},copyGammaToLinear:function(a){this.r=a.r*a.r;this.g=a.g*a.g;this.b=a.b*a.b;return this},copyLinearToGamma:function(a){this.r=Math.sqrt(a.r);this.g=Math.sqrt(a.g);this.b=Math.sqrt(a.b);return this},convertGammaToLinear:function(){var a=this.r,b=this.g,c=this.b;this.r=a*a;this.g=b*b;this.b=c*c;return this},convertLinearToGamma:function(){this.r=Math.sqrt(this.r);this.g=Math.sqrt(this.g); this.b=Math.sqrt(this.b);return this},setRGB:function(a,b,c){this.r=a;this.g=b;this.b=c;return this},setHSV:function(a,b,c){var d,f,e;if(c===0)this.r=this.g=this.b=0;else{d=Math.floor(a*6);f=a*6-d;a=c*(1-b);e=c*(1-b*f);b=c*(1-b*(1-f));if(d===0){this.r=c;this.g=b;this.b=a}else if(d===1){this.r=e;this.g=c;this.b=a}else if(d===2){this.r=a;this.g=c;this.b=b}else if(d===3){this.r=a;this.g=e;this.b=c}else if(d===4){this.r=b;this.g=a;this.b=c}else if(d===5){this.r=c;this.g=a;this.b=e}}return this},setHex:function(a){a= Math.floor(a);this.r=(a>>16&255)/255;this.g=(a>>8&255)/255;this.b=(a&255)/255;return this},lerpSelf:function(a,b){this.r=this.r+(a.r-this.r)*b;this.g=this.g+(a.g-this.g)*b;this.b=this.b+(a.b-this.b)*b;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)}}; @@ -27,7 +27,7 @@ THREE.Vector4.prototype={constructor:THREE.Vector4,set:function(a,b,c,d){this.x= this.x-a.x;this.y=this.y-a.y;this.z=this.z-a.z;this.w=this.w-a.w;return this},multiplyScalar:function(a){this.x=this.x*a;this.y=this.y*a;this.z=this.z*a;this.w=this.w*a;return this},divideScalar:function(a){if(a){this.x=this.x/a;this.y=this.y/a;this.z=this.z/a;this.w=this.w/a}else{this.z=this.y=this.x=0;this.w=1}return this},negate:function(){return this.multiplyScalar(-1)},dot:function(a){return this.x*a.x+this.y*a.y+this.z*a.z+this.w*a.w},lengthSq:function(){return this.dot(this)},length:function(){return Math.sqrt(this.lengthSq())}, normalize:function(){return this.divideScalar(this.length())},setLength:function(a){return this.normalize().multiplyScalar(a)},lerpSelf:function(a,b){this.x=this.x+(a.x-this.x)*b;this.y=this.y+(a.y-this.y)*b;this.z=this.z+(a.z-this.z)*b;this.w=this.w+(a.w-this.w)*b;return this},clone:function(){return new THREE.Vector4(this.x,this.y,this.z,this.w)},setAxisAngleFromQuaternion:function(a){this.w=2*Math.acos(a.w);var b=Math.sqrt(1-a.w*a.w);if(b<1E-4){this.x=1;this.z=this.y=0}else{this.x=a.x/b;this.y= a.y/b;this.z=a.z/b}return this},setAxisAngleFromRotationMatrix:function(a){var b,c,d,a=a.elements,f=a[0];d=a[4];var e=a[8],g=a[1],h=a[5],i=a[9];c=a[2];b=a[6];var j=a[10];if(Math.abs(d-g)<0.01&&Math.abs(e-c)<0.01&&Math.abs(i-b)<0.01){if(Math.abs(d+g)<0.1&&Math.abs(e+c)<0.1&&Math.abs(i+b)<0.1&&Math.abs(f+h+j-3)<0.1){this.set(1,0,0,0);return this}a=Math.PI;f=(f+1)/2;h=(h+1)/2;j=(j+1)/2;d=(d+g)/4;e=(e+c)/4;i=(i+b)/4;if(f>h&&f>j)if(f<0.01){b=0;d=c=0.707106781}else{b=Math.sqrt(f);c=d/b;d=e/b}else if(h> -j)if(h<0.01){b=0.707106781;c=0;d=0.707106781}else{c=Math.sqrt(h);b=d/c;d=i/c}else if(j<0.01){c=b=0.707106781;d=0}else{d=Math.sqrt(j);b=e/d;c=i/d}this.set(b,c,d,a);return this}a=Math.sqrt((b-i)*(b-i)+(e-c)*(e-c)+(g-d)*(g-d));Math.abs(a)<0.001&&(a=1);this.x=(b-i)/a;this.y=(e-c)/a;this.z=(g-d)/a;this.w=Math.acos((f+h+j-1)/2);return this}}; +j)if(h<0.01){b=0.707106781;c=0;d=0.707106781}else{c=Math.sqrt(h);b=d/c;d=i/c}else if(j<0.01){c=b=0.707106781;d=0}else{d=Math.sqrt(j);b=e/d;c=i/d}this.set(b,c,d,a);return this}a=Math.sqrt((b-i)*(b-i)+(e-c)*(e-c)+(g-d)*(g-d));Math.abs(a)<0.0010&&(a=1);this.x=(b-i)/a;this.y=(e-c)/a;this.z=(g-d)/a;this.w=Math.acos((f+h+j-1)/2);return this}}; THREE.EventTarget=function(){var a={};this.addEventListener=function(b,c){a[b]===void 0&&(a[b]=[]);a[b].indexOf(c)===-1&&a[b].push(c)};this.dispatchEvent=function(b){for(var c in a[b.type])a[b.type][c](b)};this.removeEventListener=function(b,c){var d=a[b].indexOf(c);d!==-1&&a[b].splice(d,1)}};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(a){var b=this.planes,c=a.elements,a=c[0],d=c[1],f=c[2],e=c[3],g=c[4],h=c[5],i=c[6],j=c[7],l=c[8],o=c[9],m=c[10],p=c[11],q=c[12],n=c[13],r=c[14],c=c[15];b[0].set(e-a,j-g,p-l,c-q);b[1].set(e+a,j+g,p+l,c+q);b[2].set(e+d,j+h,p+o,c+n);b[3].set(e-d,j-h,p-o,c-n);b[4].set(e-f,j-i,p-m,c-r);b[5].set(e+f,j+i,p+m,c+r);for(d=0;d<6;d++){a=b[d];a.divideScalar(Math.sqrt(a.x*a.x+a.y*a.y+a.z*a.z))}}; THREE.Frustum.prototype.contains=function(a){for(var b=0,c=this.planes,b=a.matrixWorld,d=b.elements,a=-a.geometry.boundingSphere.radius*b.getMaxScaleOnAxis(),f=0;f<6;f++){b=c[f].x*d[12]+c[f].y*d[13]+c[f].z*d[14]+c[f].w;if(b<=a)return false}return true};THREE.Frustum.__v1=new THREE.Vector3; @@ -92,9 +92,9 @@ c*d*h-e*g*f;this.w=c*d*f+e*g*h}else if(b==="ZXY"){this.x=e*d*f-c*g*h;this.y=c*g* d;this.z=a.z*d;this.w=Math.cos(c);return this},setFromRotationMatrix:function(a){var b=a.elements,c=b[0],a=b[4],d=b[8],f=b[1],e=b[5],g=b[9],h=b[2],i=b[6],b=b[10],j=c+e+b;if(j>0){c=0.5/Math.sqrt(j+1);this.w=0.25/c;this.x=(i-g)*c;this.y=(d-h)*c;this.z=(f-a)*c}else if(c>e&&c>b){c=2*Math.sqrt(1+c-e-b);this.w=(i-g)/c;this.x=0.25*c;this.y=(a+f)/c;this.z=(d+h)/c}else if(e>b){c=2*Math.sqrt(1+e-c-b);this.w=(d-h)/c;this.x=(a+f)/c;this.y=0.25*c;this.z=(g+i)/c}else{c=2*Math.sqrt(1+b-c-e);this.w=(f-a)/c;this.x= (d+h)/c;this.y=(g+i)/c;this.z=0.25*c}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){var c=a.x,d=a.y,f=a.z,e=a.w,g=b.x,h=b.y,i=b.z,j=b.w;this.x=c*j+d*i-f*h+e*g;this.y=-c*i+d*j+f*g+e*h;this.z=c*h-d*g+f*j+e*i;this.w=-c*g-d*h-f*i+e*j;return this},multiplySelf:function(a){var b=this.x,c=this.y,d=this.z,f=this.w,e=a.x,g=a.y,h=a.z,a=a.w;this.x=b*a+f*e+c*h-d*g;this.y=c*a+f*g+d*e-b*h;this.z=d*a+f*h+b*g-c*e;this.w=f*a-b*e-c*g-d*h;return this},multiplyVector3:function(a,b){b||(b=a);var c=a.x,d=a.y,f=a.z,e=this.x,g= -this.y,h=this.z,i=this.w,j=i*c+g*f-h*d,l=i*d+h*c-e*f,o=i*f+e*d-g*c,c=-e*c-g*d-h*f;b.x=j*i+c*-e+l*-h-o*-g;b.y=l*i+c*-g+o*-e-j*-h;b.z=o*i+c*-h+j*-g-l*-e;return b},slerpSelf:function(a,b){var c=this.x,d=this.y,f=this.z,e=this.w,g=e*a.w+c*a.x+d*a.y+f*a.z;if(g<0){this.w=-a.w;this.x=-a.x;this.y=-a.y;this.z=-a.z;g=-g}else this.copy(a);if(g>=1){this.w=e;this.x=c;this.y=d;this.z=f;return this}var h=Math.acos(g),i=Math.sqrt(1-g*g);if(Math.abs(i)<0.001){this.w=0.5*(e+this.w);this.x=0.5*(c+this.x);this.y=0.5* +this.y,h=this.z,i=this.w,j=i*c+g*f-h*d,l=i*d+h*c-e*f,o=i*f+e*d-g*c,c=-e*c-g*d-h*f;b.x=j*i+c*-e+l*-h-o*-g;b.y=l*i+c*-g+o*-e-j*-h;b.z=o*i+c*-h+j*-g-l*-e;return b},slerpSelf:function(a,b){var c=this.x,d=this.y,f=this.z,e=this.w,g=e*a.w+c*a.x+d*a.y+f*a.z;if(g<0){this.w=-a.w;this.x=-a.x;this.y=-a.y;this.z=-a.z;g=-g}else this.copy(a);if(g>=1){this.w=e;this.x=c;this.y=d;this.z=f;return this}var h=Math.acos(g),i=Math.sqrt(1-g*g);if(Math.abs(i)<0.0010){this.w=0.5*(e+this.w);this.x=0.5*(c+this.x);this.y=0.5* (d+this.y);this.z=0.5*(f+this.z);return this}g=Math.sin((1-b)*h)/i;h=Math.sin(b*h)/i;this.w=e*g+this.w*h;this.x=c*g+this.x*h;this.y=d*g+this.y*h;this.z=f*g+this.z*h;return this},clone:function(){return new THREE.Quaternion(this.x,this.y,this.z,this.w)}}; -THREE.Quaternion.slerp=function(a,b,c,d){var f=a.w*b.w+a.x*b.x+a.y*b.y+a.z*b.z;if(f<0){c.w=-b.w;c.x=-b.x;c.y=-b.y;c.z=-b.z;f=-f}else c.copy(b);if(Math.abs(f)>=1){c.w=a.w;c.x=a.x;c.y=a.y;c.z=a.z;return c}var b=Math.acos(f),e=Math.sqrt(1-f*f);if(Math.abs(e)<0.001){c.w=0.5*(a.w+c.w);c.x=0.5*(a.x+c.x);c.y=0.5*(a.y+c.y);c.z=0.5*(a.z+c.z);return c}f=Math.sin((1-d)*b)/e;d=Math.sin(d*b)/e;c.w=a.w*f+c.w*d;c.x=a.x*f+c.x*d;c.y=a.y*f+c.y*d;c.z=a.z*f+c.z*d;return c}; +THREE.Quaternion.slerp=function(a,b,c,d){var f=a.w*b.w+a.x*b.x+a.y*b.y+a.z*b.z;if(f<0){c.w=-b.w;c.x=-b.x;c.y=-b.y;c.z=-b.z;f=-f}else c.copy(b);if(Math.abs(f)>=1){c.w=a.w;c.x=a.x;c.y=a.y;c.z=a.z;return c}var b=Math.acos(f),e=Math.sqrt(1-f*f);if(Math.abs(e)<0.0010){c.w=0.5*(a.w+c.w);c.x=0.5*(a.x+c.x);c.y=0.5*(a.y+c.y);c.z=0.5*(a.z+c.z);return c}f=Math.sin((1-d)*b)/e;d=Math.sin(d*b)/e;c.w=a.w*f+c.w*d;c.x=a.x*f+c.x*d;c.y=a.y*f+c.y*d;c.z=a.z*f+c.z*d;return c}; THREE.Vertex=function(a){console.warn("THREE.Vertex has been DEPRECATED. Use THREE.Vector3 instead.");return a};THREE.Face3=function(a,b,c,d,f,e){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=f instanceof THREE.Color?f:new THREE.Color;this.vertexColors=f instanceof Array?f:[];this.vertexTangents=[];this.materialIndex=e;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\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#if MAX_SPOT_LIGHTS > 0\nuniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\nuniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\nuniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\nuniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\nuniform float spotLightAngle[ MAX_SPOT_LIGHTS ];\nuniform float spotLightExponent[ MAX_SPOT_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\n#if MAX_SPOT_LIGHTS > 0\nfor( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\nvec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\nlVector = normalize( lVector );\nfloat spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - mPosition.xyz ) );\nif ( spotEffect > spotLightAngle[ i ] ) {\nspotEffect = pow( spotEffect, spotLightExponent[ i ] );\nfloat lDistance = 1.0;\nif ( spotLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );\nfloat dotProduct = dot( transformedNormal, lVector );\nvec3 spotLightWeighting = vec3( max( dotProduct, 0.0 ) );\n#ifdef DOUBLE_SIDED\nvec3 spotLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n#ifdef WRAP_AROUND\nvec3 spotLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n#endif\n#endif\n#ifdef WRAP_AROUND\nvec3 spotLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\nspotLightWeighting = mix( spotLightWeighting, spotLightWeightingHalf, wrapRGB );\n#ifdef DOUBLE_SIDED\nspotLightWeightingBack = mix( spotLightWeightingBack, spotLightWeightingHalfBack, wrapRGB );\n#endif\n#endif\nvLightFront += spotLightColor[ i ] * spotLightWeighting * lDistance * spotEffect;\n#ifdef DOUBLE_SIDED\nvLightBack += spotLightColor[ i ] * spotLightWeightingBack * lDistance * spotEffect;\n#endif\n}\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:"#ifndef PHONG_PER_PIXEL\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\n#if MAX_SPOT_LIGHTS > 0\nuniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\nuniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\nvarying vec4 vSpotLight[ MAX_SPOT_LIGHTS ];\n#endif\n#endif\n#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )\nvarying vec3 vWorldPosition;\n#endif", lights_phong_vertex:"#ifndef PHONG_PER_PIXEL\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 );\nvPointLight[ i ] = vec4( lVector, lDistance );\n}\n#endif\n#if MAX_SPOT_LIGHTS > 0\nfor( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\nvec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\nfloat lDistance = 1.0;\nif ( spotLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );\nvSpotLight[ i ] = vec4( lVector, lDistance );\n}\n#endif\n#endif\n#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )\nvWorldPosition = mPosition.xyz;\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#if MAX_SPOT_LIGHTS > 0\nuniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\nuniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\nuniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\nuniform float spotLightAngle[ MAX_SPOT_LIGHTS ];\nuniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n#ifdef PHONG_PER_PIXEL\nuniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n#else\nvarying vec4 vSpotLight[ MAX_SPOT_LIGHTS ];\n#endif\n#endif\n#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )\nvarying vec3 vWorldPosition;\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#ifdef USE_BUMPMAP\nnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\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 = specularStrength * 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_SPOT_LIGHTS > 0\nvec3 spotDiffuse = vec3( 0.0 );\nvec3 spotSpecular = vec3( 0.0 );\nfor ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\n#ifdef PHONG_PER_PIXEL\nvec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz + vViewPosition.xyz;\nfloat lDistance = 1.0;\nif ( spotLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\n#else\nvec3 lVector = normalize( vSpotLight[ i ].xyz );\nfloat lDistance = vSpotLight[ i ].w;\n#endif\nfloat spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );\nif ( spotEffect > spotLightAngle[ i ] ) {\nspotEffect = pow( spotEffect, spotLightExponent[ i ] );\nfloat dotProduct = dot( normal, lVector );\n#ifdef WRAP_AROUND\nfloat spotDiffuseWeightFull = max( dotProduct, 0.0 );\nfloat spotDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\nvec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );\n#else\nfloat spotDiffuseWeight = max( dotProduct, 0.0 );\n#endif\nspotDiffuse += diffuse * spotLightColor[ i ] * spotDiffuseWeight * lDistance * spotEffect;\nvec3 spotHalfVector = normalize( lVector + viewPosition );\nfloat spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );\nfloat spotSpecularWeight = specularStrength * max( pow( spotDotNormalHalf, 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, spotHalfVector ), 5.0 );\nspotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * specularNormalization * spotEffect;\n#else\nspotSpecular += specular * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * spotEffect;\n#endif\n}\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 = specularStrength * 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#if MAX_SPOT_LIGHTS > 0\ntotalDiffuse += spotDiffuse;\ntotalSpecular += spotSpecular;\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", +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#ifdef USE_NORMALMAP\nnormal = perturbNormal2Arb( -viewPosition, normal);\n#elif defined( USE_BUMPMAP )\nnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\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 = specularStrength * 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_SPOT_LIGHTS > 0\nvec3 spotDiffuse = vec3( 0.0 );\nvec3 spotSpecular = vec3( 0.0 );\nfor ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\n#ifdef PHONG_PER_PIXEL\nvec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz + vViewPosition.xyz;\nfloat lDistance = 1.0;\nif ( spotLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\n#else\nvec3 lVector = normalize( vSpotLight[ i ].xyz );\nfloat lDistance = vSpotLight[ i ].w;\n#endif\nfloat spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );\nif ( spotEffect > spotLightAngle[ i ] ) {\nspotEffect = pow( spotEffect, spotLightExponent[ i ] );\nfloat dotProduct = dot( normal, lVector );\n#ifdef WRAP_AROUND\nfloat spotDiffuseWeightFull = max( dotProduct, 0.0 );\nfloat spotDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\nvec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );\n#else\nfloat spotDiffuseWeight = max( dotProduct, 0.0 );\n#endif\nspotDiffuse += diffuse * spotLightColor[ i ] * spotDiffuseWeight * lDistance * spotEffect;\nvec3 spotHalfVector = normalize( lVector + viewPosition );\nfloat spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );\nfloat spotSpecularWeight = specularStrength * max( pow( spotDotNormalHalf, 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, spotHalfVector ), 5.0 );\nspotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * specularNormalization * spotEffect;\n#else\nspotSpecular += specular * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * spotEffect;\n#endif\n}\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 = specularStrength * 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#if MAX_SPOT_LIGHTS > 0\ntotalDiffuse += spotDiffuse;\ntotalSpecular += spotSpecular;\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\n#ifdef BONE_TEXTURE\nuniform sampler2D boneTexture;\nmat4 getBoneMatrix( const in float i ) {\nfloat j = i * 4.0;\nfloat x = mod( j, N_BONE_PIXEL_X );\nfloat y = floor( j / N_BONE_PIXEL_X );\nconst float dx = 1.0 / N_BONE_PIXEL_X;\nconst float dy = 1.0 / N_BONE_PIXEL_Y;\ny = dy * ( y + 0.5 );\nvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\nvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\nvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\nvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\nmat4 bone = mat4( v1, v2, v3, v4 );\nreturn bone;\n}\n#else\nuniform mat4 boneGlobalMatrices[ MAX_BONES ];\nmat4 getBoneMatrix( const in float i ) {\nmat4 bone = boneGlobalMatrices[ int(i) ];\nreturn bone;\n}\n#endif\n#endif", skinbase_vertex:"#ifdef USE_SKINNING\nmat4 boneMatX = getBoneMatrix( skinIndex.x );\nmat4 boneMatY = getBoneMatrix( skinIndex.y );\n#endif",skinning_vertex:"#ifdef USE_SKINNING\nvec4 skinned = boneMatX * skinVertexA * skinWeight.x;\nskinned \t += boneMatY * skinVertexB * skinWeight.y;\ngl_Position = projectionMatrix * modelViewMatrix * skinned;\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", @@ -308,9 +309,9 @@ shadowmap_pars_vertex:"#ifdef USE_SHADOWMAP\nvarying vec4 vShadowCoord[ MAX_SHAD 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,f={};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 f(a){return a.map||a.lightMap||a.bumpMap||a.specularMap||a instanceof THREE.ShaderMaterial?true:false}function e(a,b,c){var d, -f,e,g,h=a.vertices;g=h.length;var i=a.colors,j=i.length,l=a.__vertexArray,n=a.__colorArray,m=a.__sortArray,o=a.verticesNeedUpdate,p=a.colorsNeedUpdate,q=a.__webglCustomAttributesList;if(c.sortParticles){Ea.copy(Za);Ea.multiplySelf(c.matrixWorld);for(d=0;d=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 f(a){return a.map||a.lightMap||a.bumpMap||a.normalMap||a.specularMap||a instanceof THREE.ShaderMaterial?true:false}function e(a, +b,c){var d,f,e,g,h=a.vertices;g=h.length;var i=a.colors,j=i.length,l=a.__vertexArray,n=a.__colorArray,m=a.__sortArray,o=a.verticesNeedUpdate,p=a.colorsNeedUpdate,q=a.__webglCustomAttributesList;if(c.sortParticles){Ea.copy(Za);Ea.multiplySelf(c.matrixWorld);for(d=0;d1||b.__oldAnisotropy)){k.texParameterf(a, -eb.TEXTURE_MAX_ANISOTROPY_EXT,Math.min(b.anisotropy,jb));b.__oldAnisotropy=b.anisotropy}}function A(a,b){k.bindRenderbuffer(k.RENDERBUFFER,a);if(b.depthBuffer&&!b.stencilBuffer){k.renderbufferStorage(k.RENDERBUFFER,k.DEPTH_COMPONENT16,b.width,b.height);k.framebufferRenderbuffer(k.FRAMEBUFFER,k.DEPTH_ATTACHMENT,k.RENDERBUFFER,a)}else if(b.depthBuffer&&b.stencilBuffer){k.renderbufferStorage(k.RENDERBUFFER,k.DEPTH_STENCIL,b.width,b.height);k.framebufferRenderbuffer(k.FRAMEBUFFER,k.DEPTH_STENCIL_ATTACHMENT, -k.RENDERBUFFER,a)}else k.renderbufferStorage(k.RENDERBUFFER,k.RGBA4,b.width,b.height)}function B(a){return a===THREE.NearestFilter||a===THREE.NearestMipMapNearestFilter||a===THREE.NearestMipMapLinearFilter?k.NEAREST:k.LINEAR}function C(a){return a===THREE.RepeatWrapping?k.REPEAT:a===THREE.ClampToEdgeWrapping?k.CLAMP_TO_EDGE:a===THREE.MirroredRepeatWrapping?k.MIRRORED_REPEAT:a===THREE.NearestFilter?k.NEAREST:a===THREE.NearestMipMapNearestFilter?k.NEAREST_MIPMAP_NEAREST:a===THREE.NearestMipMapLinearFilter? -k.NEAREST_MIPMAP_LINEAR:a===THREE.LinearFilter?k.LINEAR:a===THREE.LinearMipMapNearestFilter?k.LINEAR_MIPMAP_NEAREST:a===THREE.LinearMipMapLinearFilter?k.LINEAR_MIPMAP_LINEAR:a===THREE.UnsignedByteType?k.UNSIGNED_BYTE:a===THREE.UnsignedShort4444Type?k.UNSIGNED_SHORT_4_4_4_4:a===THREE.UnsignedShort5551Type?k.UNSIGNED_SHORT_5_5_5_1:a===THREE.UnsignedShort565Type?k.UNSIGNED_SHORT_5_6_5:a===THREE.ByteType?k.BYTE:a===THREE.ShortType?k.SHORT:a===THREE.UnsignedShortType?k.UNSIGNED_SHORT:a===THREE.IntType? -k.INT:a===THREE.UnsignedIntType?k.UNSIGNED_INT:a===THREE.FloatType?k.FLOAT:a===THREE.AlphaFormat?k.ALPHA:a===THREE.RGBFormat?k.RGB:a===THREE.RGBAFormat?k.RGBA:a===THREE.LuminanceFormat?k.LUMINANCE:a===THREE.LuminanceAlphaFormat?k.LUMINANCE_ALPHA:a===THREE.AddEquation?k.FUNC_ADD:a===THREE.SubtractEquation?k.FUNC_SUBTRACT:a===THREE.ReverseSubtractEquation?k.FUNC_REVERSE_SUBTRACT:a===THREE.ZeroFactor?k.ZERO:a===THREE.OneFactor?k.ONE:a===THREE.SrcColorFactor?k.SRC_COLOR:a===THREE.OneMinusSrcColorFactor? -k.ONE_MINUS_SRC_COLOR:a===THREE.SrcAlphaFactor?k.SRC_ALPHA:a===THREE.OneMinusSrcAlphaFactor?k.ONE_MINUS_SRC_ALPHA:a===THREE.DstAlphaFactor?k.DST_ALPHA:a===THREE.OneMinusDstAlphaFactor?k.ONE_MINUS_DST_ALPHA:a===THREE.DstColorFactor?k.DST_COLOR:a===THREE.OneMinusDstColorFactor?k.ONE_MINUS_DST_COLOR:a===THREE.SrcAlphaSaturateFactor?k.SRC_ALPHA_SATURATE:0}console.log("THREE.WebGLRenderer",THREE.REVISION);var a=a||{},v=a.canvas!==void 0?a.canvas:document.createElement("canvas"),J=a.precision!==void 0? -a.precision:"highp",F=a.alpha!==void 0?a.alpha:true,O=a.premultipliedAlpha!==void 0?a.premultipliedAlpha:true,P=a.antialias!==void 0?a.antialias:false,G=a.stencil!==void 0?a.stencil:true,E=a.preserveDrawingBuffer!==void 0?a.preserveDrawingBuffer:false,I=a.clearColor!==void 0?new THREE.Color(a.clearColor):new THREE.Color(0),R=a.clearAlpha!==void 0?a.clearAlpha:0,M=a.maxLights!==void 0?a.maxLights:4;this.domElement=v;this.context=null;this.autoUpdateScene=this.autoUpdateObjects=this.sortObjects=this.autoClearStencil= -this.autoClearDepth=this.autoClearColor=this.autoClear=true;this.shadowMapEnabled=this.physicallyBasedShading=this.gammaOutput=this.gammaInput=false;this.shadowMapCullFrontFaces=this.shadowMapSoft=this.shadowMapAutoUpdate=true;this.shadowMapCascade=this.shadowMapDebug=false;this.maxMorphTargets=8;this.maxMorphNormals=4;this.autoScaleCubemaps=true;this.renderPluginsPre=[];this.renderPluginsPost=[];this.info={memory:{programs:0,geometries:0,textures:0},render:{calls:0,vertices:0,faces:0,points:0}}; -var H=this,V=[],Q=0,L=null,W=null,ha=-1,ia=null,da=null,Z=0,ba=-1,$=-1,ca=-1,ma=-1,sa=-1,bb=-1,qa=-1,Ia=-1,Sa=null,Va=null,Mb=null,ub=null,Ub=0,vb=0,fb=0,gb=0,hb=0,Ka=0,Da=new THREE.Frustum,Za=new THREE.Matrix4,Ea=new THREE.Matrix4,Ta=new THREE.Vector4,La=new THREE.Vector3,ta=true,ib={ambient:[0,0,0],directional:{length:0,colors:[],positions:[]},point:{length:0,colors:[],positions:[],distances:[]},spot:{length:0,colors:[],positions:[],distances:[],directions:[],angles:[],exponents:[]}},k,eb;try{if(!(k= -v.getContext("experimental-webgl",{alpha:F,premultipliedAlpha:O,antialias:P,stencil:G,preserveDrawingBuffer:E})))throw"Error creating WebGL context.";}catch(Wa){console.error(Wa)}a=k.getExtension("OES_texture_float");F=k.getExtension("OES_standard_derivatives");eb=k.getExtension("EXT_texture_filter_anisotropic")||k.getExtension("MOZ_EXT_texture_filter_anisotropic")||k.getExtension("WEBKIT_EXT_texture_filter_anisotropic");a||console.log("THREE.WebGLRenderer: Float textures not supported.");F||console.log("THREE.WebGLRenderer: Standard derivatives not supported."); -eb||console.log("THREE.WebGLRenderer: Anisotropic texture filtering not supported.");k.clearColor(0,0,0,1);k.clearDepth(1);k.clearStencil(0);k.enable(k.DEPTH_TEST);k.depthFunc(k.LEQUAL);k.frontFace(k.CCW);k.cullFace(k.BACK);k.enable(k.CULL_FACE);k.enable(k.BLEND);k.blendEquation(k.FUNC_ADD);k.blendFunc(k.SRC_ALPHA,k.ONE_MINUS_SRC_ALPHA);k.clearColor(I.r,I.g,I.b,R);this.context=k;F=k.getParameter(k.MAX_VERTEX_TEXTURE_IMAGE_UNITS);k.getParameter(k.MAX_TEXTURE_SIZE);var Nb=k.getParameter(k.MAX_CUBE_MAP_TEXTURE_SIZE), -jb=eb?k.getParameter(eb.MAX_TEXTURE_MAX_ANISOTROPY_EXT):0,Cc=F>0,jc=Cc&&a;this.getContext=function(){return k};this.supportsVertexTextures=function(){return Cc};this.getMaxAnisotropy=function(){return jb};this.setSize=function(a,b){v.width=a;v.height=b;this.setViewport(0,0,v.width,v.height)};this.setViewport=function(a,b,c,d){Ub=a!==void 0?a:0;vb=b!==void 0?b:0;fb=c!==void 0?c:v.width;gb=d!==void 0?d:v.height;k.viewport(Ub,vb,fb,gb)};this.setScissor=function(a,b,c,d){k.scissor(a,b,c,d)};this.enableScissorTest= -function(a){a?k.enable(k.SCISSOR_TEST):k.disable(k.SCISSOR_TEST)};this.setClearColorHex=function(a,b){I.setHex(a);R=b;k.clearColor(I.r,I.g,I.b,R)};this.setClearColor=function(a,b){I.copy(a);R=b;k.clearColor(I.r,I.g,I.b,R)};this.getClearColor=function(){return I};this.getClearAlpha=function(){return R};this.clear=function(a,b,c){var d=0;if(a===void 0||a)d=d|k.COLOR_BUFFER_BIT;if(b===void 0||b)d=d|k.DEPTH_BUFFER_BIT;if(c===void 0||c)d=d|k.STENCIL_BUFFER_BIT;k.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._modelMatrixArray;if(a instanceof THREE.Mesh)for(var b in a.geometry.geometryGroups){var c=a.geometry.geometryGroups[b]; -k.deleteBuffer(c.__webglVertexBuffer);k.deleteBuffer(c.__webglNormalBuffer);k.deleteBuffer(c.__webglTangentBuffer);k.deleteBuffer(c.__webglColorBuffer);k.deleteBuffer(c.__webglUVBuffer);k.deleteBuffer(c.__webglUV2Buffer);k.deleteBuffer(c.__webglSkinVertexABuffer);k.deleteBuffer(c.__webglSkinVertexBBuffer);k.deleteBuffer(c.__webglSkinIndicesBuffer);k.deleteBuffer(c.__webglSkinWeightsBuffer);k.deleteBuffer(c.__webglFaceBuffer);k.deleteBuffer(c.__webglLineBuffer);var d=void 0,e=void 0;if(c.numMorphTargets){d= -0;for(e=c.numMorphTargets;d1&&(b=true);d=0;for(c=f.length;d=0&&h){i=h.itemSize;k.bindBuffer(k.ARRAY_BUFFER,h.buffer);k.vertexAttribPointer(a.normal,i,k.FLOAT,false,0,g*i*4)}h=e.attributes.uv;if(a.uv>=0&&h)if(h.buffer){i=h.itemSize;k.bindBuffer(k.ARRAY_BUFFER,h.buffer);k.vertexAttribPointer(a.uv,i,k.FLOAT,false,0,g*i* -4);k.enableVertexAttribArray(a.uv)}else k.disableVertexAttribArray(a.uv);h=e.attributes.color;if(a.color>=0&&h){i=h.itemSize;k.bindBuffer(k.ARRAY_BUFFER,h.buffer);k.vertexAttribPointer(a.color,i,k.FLOAT,false,0,g*i*4)}h=e.attributes.tangent;if(a.tangent>=0&&h){i=h.itemSize;k.bindBuffer(k.ARRAY_BUFFER,h.buffer);k.vertexAttribPointer(a.tangent,i,k.FLOAT,false,0,g*i*4)}k.bindBuffer(k.ELEMENT_ARRAY_BUFFER,e.attributes.index.buffer)}k.drawElements(k.TRIANGLES,f[d].count,k.UNSIGNED_SHORT,f[d].start*2); -H.info.render.calls++;H.info.render.vertices=H.info.render.vertices+f[d].count;H.info.render.faces=H.info.render.faces+f[d].count/3}}}};this.renderBuffer=function(a,b,c,d,e,f){if(d.visible!==false){var g,i,c=r(a,b,c,d,f),b=c.attributes,a=false,c=e.id*16777215+c.id*2+(d.wireframe?1:0);if(c!==ia){ia=c;a=true}if(!d.morphTargets&&b.position>=0){if(a){k.bindBuffer(k.ARRAY_BUFFER,e.__webglVertexBuffer);k.vertexAttribPointer(b.position,3,k.FLOAT,false,0,0)}}else if(f.morphTargetBase){c=d.program.attributes; -if(f.morphTargetBase!==-1){k.bindBuffer(k.ARRAY_BUFFER,e.__webglMorphTargetsBuffers[f.morphTargetBase]);k.vertexAttribPointer(c.position,3,k.FLOAT,false,0,0)}else if(c.position>=0){k.bindBuffer(k.ARRAY_BUFFER,e.__webglVertexBuffer);k.vertexAttribPointer(c.position,3,k.FLOAT,false,0,0)}if(f.morphTargetForcedOrder.length){var j=0;i=f.morphTargetForcedOrder;for(g=f.morphTargetInfluences;j0&&i.push([l,j])}if(i.length>d.numSupportedMorphTargets){i.sort(h);i.length=d.numSupportedMorphTargets}else i.length>d.numSupportedMorphNormals?i.sort(h):i.length===0&&i.push([0,0]);for(j=0;j=0){k.bindBuffer(k.ARRAY_BUFFER,c.buffer);k.vertexAttribPointer(b[c.buffer.belongsToAttribute],c.size,k.FLOAT,false,0,0)}}}if(b.color>=0){k.bindBuffer(k.ARRAY_BUFFER,e.__webglColorBuffer);k.vertexAttribPointer(b.color,3,k.FLOAT,false,0,0)}if(b.normal>= -0){k.bindBuffer(k.ARRAY_BUFFER,e.__webglNormalBuffer);k.vertexAttribPointer(b.normal,3,k.FLOAT,false,0,0)}if(b.tangent>=0){k.bindBuffer(k.ARRAY_BUFFER,e.__webglTangentBuffer);k.vertexAttribPointer(b.tangent,4,k.FLOAT,false,0,0)}if(b.uv>=0)if(e.__webglUVBuffer){k.bindBuffer(k.ARRAY_BUFFER,e.__webglUVBuffer);k.vertexAttribPointer(b.uv,2,k.FLOAT,false,0,0);k.enableVertexAttribArray(b.uv)}else k.disableVertexAttribArray(b.uv);if(b.uv2>=0)if(e.__webglUV2Buffer){k.bindBuffer(k.ARRAY_BUFFER,e.__webglUV2Buffer); -k.vertexAttribPointer(b.uv2,2,k.FLOAT,false,0,0);k.enableVertexAttribArray(b.uv2)}else k.disableVertexAttribArray(b.uv2);if(d.skinning&&b.skinVertexA>=0&&b.skinVertexB>=0&&b.skinIndex>=0&&b.skinWeight>=0){k.bindBuffer(k.ARRAY_BUFFER,e.__webglSkinVertexABuffer);k.vertexAttribPointer(b.skinVertexA,4,k.FLOAT,false,0,0);k.bindBuffer(k.ARRAY_BUFFER,e.__webglSkinVertexBBuffer);k.vertexAttribPointer(b.skinVertexB,4,k.FLOAT,false,0,0);k.bindBuffer(k.ARRAY_BUFFER,e.__webglSkinIndicesBuffer);k.vertexAttribPointer(b.skinIndex, -4,k.FLOAT,false,0,0);k.bindBuffer(k.ARRAY_BUFFER,e.__webglSkinWeightsBuffer);k.vertexAttribPointer(b.skinWeight,4,k.FLOAT,false,0,0)}}if(f instanceof THREE.Mesh){if(d.wireframe){d=d.wireframeLinewidth;if(d!==ub){k.lineWidth(d);ub=d}a&&k.bindBuffer(k.ELEMENT_ARRAY_BUFFER,e.__webglLineBuffer);k.drawElements(k.LINES,e.__webglLineCount,k.UNSIGNED_SHORT,0)}else{a&&k.bindBuffer(k.ELEMENT_ARRAY_BUFFER,e.__webglFaceBuffer);k.drawElements(k.TRIANGLES,e.__webglFaceCount,k.UNSIGNED_SHORT,0)}H.info.render.calls++; -H.info.render.vertices=H.info.render.vertices+e.__webglFaceCount;H.info.render.faces=H.info.render.faces+e.__webglFaceCount/3}else if(f instanceof THREE.Line){f=f.type===THREE.LineStrip?k.LINE_STRIP:k.LINES;d=d.linewidth;if(d!==ub){k.lineWidth(d);ub=d}k.drawArrays(f,0,e.__webglLineCount);H.info.render.calls++}else if(f instanceof THREE.ParticleSystem){k.drawArrays(k.POINTS,0,e.__webglParticleCount);H.info.render.calls++;H.info.render.points=H.info.render.points+e.__webglParticleCount}else if(f instanceof -THREE.Ribbon){k.drawArrays(k.TRIANGLE_STRIP,0,e.__webglVertexCount);H.info.render.calls++}}};this.render=function(a,b,c,d){if(b instanceof THREE.Camera===false)console.error("THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.");else{var e,f,h,n,o=a.__lights,m=a.fog;ha=-1;ta=true;this.autoUpdateScene&&a.updateMatrixWorld();b.parent===void 0&&b.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);Za.multiply(b.projectionMatrix,b.matrixWorldInverse);Da.setFromMatrix(Za);this.autoUpdateObjects&&this.initWebGLObjects(a);i(this.renderPluginsPre,a,b);H.info.render.calls=0;H.info.render.vertices=0;H.info.render.faces=0;H.info.render.points=0;this.setRenderTarget(c);(this.autoClear||d)&&this.clear(this.autoClearColor, -this.autoClearDepth,this.autoClearStencil);n=a.__webglObjects;d=0;for(e=n.length;d=0){u=q.geometry.materials[u];if(u.transparent){p.transparent=u;p.opaque=null}else{p.opaque=u;p.transparent=null}}}else if(u)if(u.transparent){p.transparent= -u;p.opaque=null}else{p.opaque=u;p.transparent=null}f.render=true;if(this.sortObjects)if(h.renderDepth)f.z=h.renderDepth;else{Ta.copy(h.matrixWorld.getPosition());Za.multiplyVector3(Ta);f.z=Ta.z}}}this.sortObjects&&n.sort(g);n=a.__webglObjectsImmediate;d=0;for(e=n.length;d65535){C[x].counter=C[x].counter+1;A=C[x].hash+"_"+C[x].counter;r.geometryGroups[A]===void 0&&(r.geometryGroups[A]={faces3:[],faces4:[],materialIndex:z,vertices:0,numMorphTargets:B,numMorphNormals:E})}t instanceof THREE.Face3?r.geometryGroups[A].faces3.push(s):r.geometryGroups[A].faces4.push(s);r.geometryGroups[A].vertices=r.geometryGroups[A].vertices+v}r.geometryGroupsList=[];var I=void 0;for(I in r.geometryGroups){r.geometryGroups[I].id= -Z++;r.geometryGroupsList.push(r.geometryGroups[I])}}for(i in j.geometryGroups){l=j.geometryGroups[i];if(!l.__webglVertexBuffer){var F=l;F.__webglVertexBuffer=k.createBuffer();F.__webglNormalBuffer=k.createBuffer();F.__webglTangentBuffer=k.createBuffer();F.__webglColorBuffer=k.createBuffer();F.__webglUVBuffer=k.createBuffer();F.__webglUV2Buffer=k.createBuffer();F.__webglSkinVertexABuffer=k.createBuffer();F.__webglSkinVertexBBuffer=k.createBuffer();F.__webglSkinIndicesBuffer=k.createBuffer();F.__webglSkinWeightsBuffer= -k.createBuffer();F.__webglFaceBuffer=k.createBuffer();F.__webglLineBuffer=k.createBuffer();var J=void 0,L=void 0;if(F.numMorphTargets){F.__webglMorphTargetsBuffers=[];J=0;for(L=F.numMorphTargets;J0||Q.faceVertexUvs.length>0)G.__uvArray=new Float32Array($*2);if(Q.faceUvs.length>1||Q.faceVertexUvs.length>1)G.__uv2Array=new Float32Array($*2)}if(M.geometry.skinWeights.length&&M.geometry.skinIndices.length){G.__skinVertexAArray= -new Float32Array($*4);G.__skinVertexBArray=new Float32Array($*4);G.__skinIndexArray=new Float32Array($*4);G.__skinWeightArray=new Float32Array($*4)}G.__faceArray=new Uint16Array(R*3);G.__lineArray=new Uint16Array(W*2);var ma=void 0,ia=void 0;if(G.numMorphTargets){G.__morphTargetsArrays=[];ma=0;for(ia=G.numMorphTargets;ma0){k.bindBuffer(k.ARRAY_BUFFER,ga.__webglSkinVertexABuffer);k.bufferData(k.ARRAY_BUFFER,ya,cb);k.bindBuffer(k.ARRAY_BUFFER,ga.__webglSkinVertexBBuffer);k.bufferData(k.ARRAY_BUFFER,za,cb);k.bindBuffer(k.ARRAY_BUFFER,ga.__webglSkinIndicesBuffer);k.bufferData(k.ARRAY_BUFFER,Aa,cb);k.bindBuffer(k.ARRAY_BUFFER,ga.__webglSkinWeightsBuffer);k.bufferData(k.ARRAY_BUFFER, -Ba,cb)}}if(Id&&id){D=0;for(X=na.length;D0){k.bindBuffer(k.ARRAY_BUFFER,ga.__webglColorBuffer);k.bufferData(k.ARRAY_BUFFER,Qa,cb)}}if(Hd&&Ya.hasTangents){D=0;for(X=na.length;D0){k.bindBuffer(k.ARRAY_BUFFER,ga.__webglUVBuffer);k.bufferData(k.ARRAY_BUFFER,Ic,cb)}}if(vd&&nd&&sd){D=0;for(X=na.length;D0){k.bindBuffer(k.ARRAY_BUFFER,ga.__webglUV2Buffer);k.bufferData(k.ARRAY_BUFFER,Jc,cb)}}if(Fd){D=0;for(X=na.length;D=0&&k.enableVertexAttribArray(q.position);q.color>=0&&k.enableVertexAttribArray(q.color);q.normal>=0&&k.enableVertexAttribArray(q.normal);q.tangent>=0&&k.enableVertexAttribArray(q.tangent);if(a.skinning&&q.skinVertexA>=0&&q.skinVertexB>=0&&q.skinIndex>=0&&q.skinWeight>=0){k.enableVertexAttribArray(q.skinVertexA); -k.enableVertexAttribArray(q.skinVertexB);k.enableVertexAttribArray(q.skinIndex);k.enableVertexAttribArray(q.skinWeight)}if(a.attributes)for(i in a.attributes)q[i]!==void 0&&q[i]>=0&&k.enableVertexAttribArray(q[i]);if(a.morphTargets){a.numSupportedMorphTargets=0;r="morphTarget";for(i=0;i=0){k.enableVertexAttribArray(q[s]);a.numSupportedMorphTargets++}}}if(a.morphNormals){a.numSupportedMorphNormals=0;r="morphNormal";for(i=0;i=0){k.enableVertexAttribArray(q[s]);a.numSupportedMorphNormals++}}}a.uniformsList=[];for(h in a.uniforms)a.uniformsList.push([a.uniforms[h],h])};this.setFaceCulling=function(a,b){if(a){!b||b==="ccw"?k.frontFace(k.CCW):k.frontFace(k.CW);a==="back"?k.cullFace(k.BACK):a==="front"?k.cullFace(k.FRONT):k.cullFace(k.FRONT_AND_BACK);k.enable(k.CULL_FACE)}else k.disable(k.CULL_FACE)};this.setMaterialFaces=function(a){var b=a.side===THREE.DoubleSide,a=a.side===THREE.BackSide;if(ba!==b){b?k.disable(k.CULL_FACE): -k.enable(k.CULL_FACE);ba=b}if($!==a){a?k.frontFace(k.CW):k.frontFace(k.CCW);$=a}};this.setDepthTest=function(a){if(qa!==a){a?k.enable(k.DEPTH_TEST):k.disable(k.DEPTH_TEST);qa=a}};this.setDepthWrite=function(a){if(Ia!==a){k.depthMask(a);Ia=a}};this.setBlending=function(a,b,c,d){if(a!==ca){if(a===THREE.NoBlending)k.disable(k.BLEND);else if(a===THREE.AdditiveBlending){k.enable(k.BLEND);k.blendEquation(k.FUNC_ADD);k.blendFunc(k.SRC_ALPHA,k.ONE)}else if(a===THREE.SubtractiveBlending){k.enable(k.BLEND); -k.blendEquation(k.FUNC_ADD);k.blendFunc(k.ZERO,k.ONE_MINUS_SRC_COLOR)}else if(a===THREE.MultiplyBlending){k.enable(k.BLEND);k.blendEquation(k.FUNC_ADD);k.blendFunc(k.ZERO,k.SRC_COLOR)}else if(a===THREE.CustomBlending)k.enable(k.BLEND);else{k.enable(k.BLEND);k.blendEquationSeparate(k.FUNC_ADD,k.FUNC_ADD);k.blendFuncSeparate(k.SRC_ALPHA,k.ONE_MINUS_SRC_ALPHA,k.ONE,k.ONE_MINUS_SRC_ALPHA)}ca=a}if(a===THREE.CustomBlending){if(b!==ma){k.blendEquation(C(b));ma=b}if(c!==sa||d!==bb){k.blendFunc(C(c),C(d)); -sa=c;bb=d}}else bb=sa=ma=null};this.setTexture=function(a,b){if(a.needsUpdate){if(!a.__webglInit){a.__webglInit=true;a.__webglTexture=k.createTexture();H.info.memory.textures++}k.activeTexture(k.TEXTURE0+b);k.bindTexture(k.TEXTURE_2D,a.__webglTexture);k.pixelStorei(k.UNPACK_FLIP_Y_WEBGL,a.flipY);k.pixelStorei(k.UNPACK_PREMULTIPLY_ALPHA_WEBGL,a.premultiplyAlpha);var c=a.image,d=(c.width&c.width-1)===0&&(c.height&c.height-1)===0,e=C(a.format),f=C(a.type);x(k.TEXTURE_2D,a,d);a instanceof THREE.DataTexture? -k.texImage2D(k.TEXTURE_2D,0,e,c.width,c.height,0,e,f,c.data):k.texImage2D(k.TEXTURE_2D,0,e,e,f,a.image);a.generateMipmaps&&d&&k.generateMipmap(k.TEXTURE_2D);a.needsUpdate=false;if(a.onUpdate)a.onUpdate()}else{k.activeTexture(k.TEXTURE0+b);k.bindTexture(k.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= -k.createTexture();var c=(a.width&a.width-1)===0&&(a.height&a.height-1)===0,d=C(a.format),e=C(a.type);if(b){a.__webglFramebuffer=[];a.__webglRenderbuffer=[];k.bindTexture(k.TEXTURE_CUBE_MAP,a.__webglTexture);x(k.TEXTURE_CUBE_MAP,a,c);for(var f=0;f<6;f++){a.__webglFramebuffer[f]=k.createFramebuffer();a.__webglRenderbuffer[f]=k.createRenderbuffer();k.texImage2D(k.TEXTURE_CUBE_MAP_POSITIVE_X+f,0,d,a.width,a.height,0,d,e,null);var g=a,h=k.TEXTURE_CUBE_MAP_POSITIVE_X+f;k.bindFramebuffer(k.FRAMEBUFFER,a.__webglFramebuffer[f]); -k.framebufferTexture2D(k.FRAMEBUFFER,k.COLOR_ATTACHMENT0,h,g.__webglTexture,0);A(a.__webglRenderbuffer[f],a)}c&&k.generateMipmap(k.TEXTURE_CUBE_MAP)}else{a.__webglFramebuffer=k.createFramebuffer();a.__webglRenderbuffer=k.createRenderbuffer();k.bindTexture(k.TEXTURE_2D,a.__webglTexture);x(k.TEXTURE_2D,a,c);k.texImage2D(k.TEXTURE_2D,0,d,a.width,a.height,0,d,e,null);d=k.TEXTURE_2D;k.bindFramebuffer(k.FRAMEBUFFER,a.__webglFramebuffer);k.framebufferTexture2D(k.FRAMEBUFFER,k.COLOR_ATTACHMENT0,d,a.__webglTexture, -0);A(a.__webglRenderbuffer,a);c&&k.generateMipmap(k.TEXTURE_2D)}b?k.bindTexture(k.TEXTURE_CUBE_MAP,null):k.bindTexture(k.TEXTURE_2D,null);k.bindRenderbuffer(k.RENDERBUFFER,null);k.bindFramebuffer(k.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=fb;a=gb;d=Ub;e=vb}if(b!==W){k.bindFramebuffer(k.FRAMEBUFFER,b);k.viewport(d,e,c,a);W=b}hb=c;Ka=a};this.shadowMapPlugin=new THREE.ShadowMapPlugin;this.addPrePlugin(this.shadowMapPlugin); -this.addPostPlugin(new THREE.SpritePlugin);this.addPostPlugin(new THREE.LensFlarePlugin)}; +THREE.MeshBasicMaterial||d instanceof THREE.MeshLambertMaterial||d instanceof THREE.MeshPhongMaterial){i.opacity.value=d.opacity;H.gammaInput?i.diffuse.value.copyGammaToLinear(d.color):i.diffuse.value=d.color;i.map.texture=d.map;i.lightMap.texture=d.lightMap;i.specularMap.texture=d.specularMap;if(d.bumpMap){i.bumpMap.texture=d.bumpMap;i.bumpScale.value=d.bumpScale}if(d.normalMap){i.normalMap.texture=d.normalMap;i.normalScale.value=d.normalScale}var M;if(d.map)M=d.map;else if(d.specularMap)M=d.specularMap; +else if(d.normalMap)M=d.normalMap;else if(d.bumpMap)M=d.bumpMap;if(M!==void 0){c=M.offset;M=M.repeat;i.offsetRepeat.value.set(c.x,c.y,M.x,M.y)}i.envMap.texture=d.envMap;i.flipEnvMap.value=d.envMap instanceof THREE.WebGLRenderTargetCube?1:-1;i.reflectivity.value=d.reflectivity;i.refractionRatio.value=d.refractionRatio;i.combine.value=d.combine;i.useRefract.value=d.envMap&&d.envMap.mapping instanceof THREE.CubeRefractionMapping}if(d instanceof THREE.LineBasicMaterial){i.diffuse.value=d.color;i.opacity.value= +d.opacity}else if(d instanceof THREE.ParticleBasicMaterial){i.psColor.value=d.color;i.opacity.value=d.opacity;i.size.value=d.size;i.scale.value=v.height/2;i.map.texture=d.map}else if(d instanceof THREE.MeshPhongMaterial){i.shininess.value=d.shininess;if(H.gammaInput){i.ambient.value.copyGammaToLinear(d.ambient);i.emissive.value.copyGammaToLinear(d.emissive);i.specular.value.copyGammaToLinear(d.specular)}else{i.ambient.value=d.ambient;i.emissive.value=d.emissive;i.specular.value=d.specular}d.wrapAround&& +i.wrapRGB.value.copy(d.wrapRGB)}else if(d instanceof THREE.MeshLambertMaterial){if(H.gammaInput){i.ambient.value.copyGammaToLinear(d.ambient);i.emissive.value.copyGammaToLinear(d.emissive)}else{i.ambient.value=d.ambient;i.emissive.value=d.emissive}d.wrapAround&&i.wrapRGB.value.copy(d.wrapRGB)}else if(d instanceof THREE.MeshDepthMaterial){i.mNear.value=a.near;i.mFar.value=a.far;i.opacity.value=d.opacity}else if(d instanceof THREE.MeshNormalMaterial)i.opacity.value=d.opacity;if(f.receiveShadow&&!d._shadowPass&& +i.shadowMatrix){c=M=0;for(e=b.length;c1||b.__oldAnisotropy)){k.texParameterf(a,eb.TEXTURE_MAX_ANISOTROPY_EXT,Math.min(b.anisotropy,jb));b.__oldAnisotropy=b.anisotropy}}function A(a,b){k.bindRenderbuffer(k.RENDERBUFFER,a);if(b.depthBuffer&&!b.stencilBuffer){k.renderbufferStorage(k.RENDERBUFFER,k.DEPTH_COMPONENT16,b.width,b.height);k.framebufferRenderbuffer(k.FRAMEBUFFER,k.DEPTH_ATTACHMENT,k.RENDERBUFFER, +a)}else if(b.depthBuffer&&b.stencilBuffer){k.renderbufferStorage(k.RENDERBUFFER,k.DEPTH_STENCIL,b.width,b.height);k.framebufferRenderbuffer(k.FRAMEBUFFER,k.DEPTH_STENCIL_ATTACHMENT,k.RENDERBUFFER,a)}else k.renderbufferStorage(k.RENDERBUFFER,k.RGBA4,b.width,b.height)}function B(a){return a===THREE.NearestFilter||a===THREE.NearestMipMapNearestFilter||a===THREE.NearestMipMapLinearFilter?k.NEAREST:k.LINEAR}function C(a){return a===THREE.RepeatWrapping?k.REPEAT:a===THREE.ClampToEdgeWrapping?k.CLAMP_TO_EDGE: +a===THREE.MirroredRepeatWrapping?k.MIRRORED_REPEAT:a===THREE.NearestFilter?k.NEAREST:a===THREE.NearestMipMapNearestFilter?k.NEAREST_MIPMAP_NEAREST:a===THREE.NearestMipMapLinearFilter?k.NEAREST_MIPMAP_LINEAR:a===THREE.LinearFilter?k.LINEAR:a===THREE.LinearMipMapNearestFilter?k.LINEAR_MIPMAP_NEAREST:a===THREE.LinearMipMapLinearFilter?k.LINEAR_MIPMAP_LINEAR:a===THREE.UnsignedByteType?k.UNSIGNED_BYTE:a===THREE.UnsignedShort4444Type?k.UNSIGNED_SHORT_4_4_4_4:a===THREE.UnsignedShort5551Type?k.UNSIGNED_SHORT_5_5_5_1: +a===THREE.UnsignedShort565Type?k.UNSIGNED_SHORT_5_6_5:a===THREE.ByteType?k.BYTE:a===THREE.ShortType?k.SHORT:a===THREE.UnsignedShortType?k.UNSIGNED_SHORT:a===THREE.IntType?k.INT:a===THREE.UnsignedIntType?k.UNSIGNED_INT:a===THREE.FloatType?k.FLOAT:a===THREE.AlphaFormat?k.ALPHA:a===THREE.RGBFormat?k.RGB:a===THREE.RGBAFormat?k.RGBA:a===THREE.LuminanceFormat?k.LUMINANCE:a===THREE.LuminanceAlphaFormat?k.LUMINANCE_ALPHA:a===THREE.AddEquation?k.FUNC_ADD:a===THREE.SubtractEquation?k.FUNC_SUBTRACT:a===THREE.ReverseSubtractEquation? +k.FUNC_REVERSE_SUBTRACT:a===THREE.ZeroFactor?k.ZERO:a===THREE.OneFactor?k.ONE:a===THREE.SrcColorFactor?k.SRC_COLOR:a===THREE.OneMinusSrcColorFactor?k.ONE_MINUS_SRC_COLOR:a===THREE.SrcAlphaFactor?k.SRC_ALPHA:a===THREE.OneMinusSrcAlphaFactor?k.ONE_MINUS_SRC_ALPHA:a===THREE.DstAlphaFactor?k.DST_ALPHA:a===THREE.OneMinusDstAlphaFactor?k.ONE_MINUS_DST_ALPHA:a===THREE.DstColorFactor?k.DST_COLOR:a===THREE.OneMinusDstColorFactor?k.ONE_MINUS_DST_COLOR:a===THREE.SrcAlphaSaturateFactor?k.SRC_ALPHA_SATURATE:0} +console.log("THREE.WebGLRenderer",THREE.REVISION);var a=a||{},v=a.canvas!==void 0?a.canvas:document.createElement("canvas"),J=a.precision!==void 0?a.precision:"highp",F=a.alpha!==void 0?a.alpha:true,O=a.premultipliedAlpha!==void 0?a.premultipliedAlpha:true,P=a.antialias!==void 0?a.antialias:false,G=a.stencil!==void 0?a.stencil:true,E=a.preserveDrawingBuffer!==void 0?a.preserveDrawingBuffer:false,I=a.clearColor!==void 0?new THREE.Color(a.clearColor):new THREE.Color(0),R=a.clearAlpha!==void 0?a.clearAlpha: +0,M=a.maxLights!==void 0?a.maxLights:4;this.domElement=v;this.context=null;this.autoUpdateScene=this.autoUpdateObjects=this.sortObjects=this.autoClearStencil=this.autoClearDepth=this.autoClearColor=this.autoClear=true;this.shadowMapEnabled=this.physicallyBasedShading=this.gammaOutput=this.gammaInput=false;this.shadowMapCullFrontFaces=this.shadowMapSoft=this.shadowMapAutoUpdate=true;this.shadowMapCascade=this.shadowMapDebug=false;this.maxMorphTargets=8;this.maxMorphNormals=4;this.autoScaleCubemaps= +true;this.renderPluginsPre=[];this.renderPluginsPost=[];this.info={memory:{programs:0,geometries:0,textures:0},render:{calls:0,vertices:0,faces:0,points:0}};var H=this,V=[],Q=0,L=null,W=null,ha=-1,ia=null,da=null,Z=0,ba=-1,$=-1,ca=-1,ma=-1,sa=-1,bb=-1,qa=-1,Ia=-1,Sa=null,Va=null,Mb=null,ub=null,Ub=0,vb=0,fb=0,gb=0,hb=0,Ka=0,Da=new THREE.Frustum,Za=new THREE.Matrix4,Ea=new THREE.Matrix4,Ta=new THREE.Vector4,La=new THREE.Vector3,ta=true,ib={ambient:[0,0,0],directional:{length:0,colors:[],positions:[]}, +point:{length:0,colors:[],positions:[],distances:[]},spot:{length:0,colors:[],positions:[],distances:[],directions:[],angles:[],exponents:[]}},k,eb;try{if(!(k=v.getContext("experimental-webgl",{alpha:F,premultipliedAlpha:O,antialias:P,stencil:G,preserveDrawingBuffer:E})))throw"Error creating WebGL context.";}catch(Wa){console.error(Wa)}a=k.getExtension("OES_texture_float");F=k.getExtension("OES_standard_derivatives");eb=k.getExtension("EXT_texture_filter_anisotropic")||k.getExtension("MOZ_EXT_texture_filter_anisotropic")|| +k.getExtension("WEBKIT_EXT_texture_filter_anisotropic");a||console.log("THREE.WebGLRenderer: Float textures not supported.");F||console.log("THREE.WebGLRenderer: Standard derivatives not supported.");eb||console.log("THREE.WebGLRenderer: Anisotropic texture filtering not supported.");k.clearColor(0,0,0,1);k.clearDepth(1);k.clearStencil(0);k.enable(k.DEPTH_TEST);k.depthFunc(k.LEQUAL);k.frontFace(k.CCW);k.cullFace(k.BACK);k.enable(k.CULL_FACE);k.enable(k.BLEND);k.blendEquation(k.FUNC_ADD);k.blendFunc(k.SRC_ALPHA, +k.ONE_MINUS_SRC_ALPHA);k.clearColor(I.r,I.g,I.b,R);this.context=k;F=k.getParameter(k.MAX_VERTEX_TEXTURE_IMAGE_UNITS);k.getParameter(k.MAX_TEXTURE_SIZE);var Nb=k.getParameter(k.MAX_CUBE_MAP_TEXTURE_SIZE),jb=eb?k.getParameter(eb.MAX_TEXTURE_MAX_ANISOTROPY_EXT):0,Cc=F>0,jc=Cc&&a;this.getContext=function(){return k};this.supportsVertexTextures=function(){return Cc};this.getMaxAnisotropy=function(){return jb};this.setSize=function(a,b){v.width=a;v.height=b;this.setViewport(0,0,v.width,v.height)};this.setViewport= +function(a,b,c,d){Ub=a!==void 0?a:0;vb=b!==void 0?b:0;fb=c!==void 0?c:v.width;gb=d!==void 0?d:v.height;k.viewport(Ub,vb,fb,gb)};this.setScissor=function(a,b,c,d){k.scissor(a,b,c,d)};this.enableScissorTest=function(a){a?k.enable(k.SCISSOR_TEST):k.disable(k.SCISSOR_TEST)};this.setClearColorHex=function(a,b){I.setHex(a);R=b;k.clearColor(I.r,I.g,I.b,R)};this.setClearColor=function(a,b){I.copy(a);R=b;k.clearColor(I.r,I.g,I.b,R)};this.getClearColor=function(){return I};this.getClearAlpha=function(){return R}; +this.clear=function(a,b,c){var d=0;if(a===void 0||a)d=d|k.COLOR_BUFFER_BIT;if(b===void 0||b)d=d|k.DEPTH_BUFFER_BIT;if(c===void 0||c)d=d|k.STENCIL_BUFFER_BIT;k.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._modelMatrixArray;if(a instanceof THREE.Mesh)for(var b in a.geometry.geometryGroups){var c=a.geometry.geometryGroups[b];k.deleteBuffer(c.__webglVertexBuffer);k.deleteBuffer(c.__webglNormalBuffer);k.deleteBuffer(c.__webglTangentBuffer);k.deleteBuffer(c.__webglColorBuffer);k.deleteBuffer(c.__webglUVBuffer);k.deleteBuffer(c.__webglUV2Buffer);k.deleteBuffer(c.__webglSkinVertexABuffer);k.deleteBuffer(c.__webglSkinVertexBBuffer);k.deleteBuffer(c.__webglSkinIndicesBuffer); +k.deleteBuffer(c.__webglSkinWeightsBuffer);k.deleteBuffer(c.__webglFaceBuffer);k.deleteBuffer(c.__webglLineBuffer);var d=void 0,e=void 0;if(c.numMorphTargets){d=0;for(e=c.numMorphTargets;d1&&(b=true);d=0;for(c=f.length;d=0&&h){i=h.itemSize;k.bindBuffer(k.ARRAY_BUFFER,h.buffer);k.vertexAttribPointer(a.normal,i,k.FLOAT,false,0,g*i*4)}h=e.attributes.uv; +if(a.uv>=0&&h)if(h.buffer){i=h.itemSize;k.bindBuffer(k.ARRAY_BUFFER,h.buffer);k.vertexAttribPointer(a.uv,i,k.FLOAT,false,0,g*i*4);k.enableVertexAttribArray(a.uv)}else k.disableVertexAttribArray(a.uv);h=e.attributes.color;if(a.color>=0&&h){i=h.itemSize;k.bindBuffer(k.ARRAY_BUFFER,h.buffer);k.vertexAttribPointer(a.color,i,k.FLOAT,false,0,g*i*4)}h=e.attributes.tangent;if(a.tangent>=0&&h){i=h.itemSize;k.bindBuffer(k.ARRAY_BUFFER,h.buffer);k.vertexAttribPointer(a.tangent,i,k.FLOAT,false,0,g*i*4)}k.bindBuffer(k.ELEMENT_ARRAY_BUFFER, +e.attributes.index.buffer)}k.drawElements(k.TRIANGLES,f[d].count,k.UNSIGNED_SHORT,f[d].start*2);H.info.render.calls++;H.info.render.vertices=H.info.render.vertices+f[d].count;H.info.render.faces=H.info.render.faces+f[d].count/3}}}};this.renderBuffer=function(a,b,c,d,e,f){if(d.visible!==false){var g,i,c=r(a,b,c,d,f),b=c.attributes,a=false,c=e.id*16777215+c.id*2+(d.wireframe?1:0);if(c!==ia){ia=c;a=true}if(!d.morphTargets&&b.position>=0){if(a){k.bindBuffer(k.ARRAY_BUFFER,e.__webglVertexBuffer);k.vertexAttribPointer(b.position, +3,k.FLOAT,false,0,0)}}else if(f.morphTargetBase){c=d.program.attributes;if(f.morphTargetBase!==-1){k.bindBuffer(k.ARRAY_BUFFER,e.__webglMorphTargetsBuffers[f.morphTargetBase]);k.vertexAttribPointer(c.position,3,k.FLOAT,false,0,0)}else if(c.position>=0){k.bindBuffer(k.ARRAY_BUFFER,e.__webglVertexBuffer);k.vertexAttribPointer(c.position,3,k.FLOAT,false,0,0)}if(f.morphTargetForcedOrder.length){var j=0;i=f.morphTargetForcedOrder;for(g=f.morphTargetInfluences;j0&&i.push([l,j])}if(i.length>d.numSupportedMorphTargets){i.sort(h);i.length=d.numSupportedMorphTargets}else i.length>d.numSupportedMorphNormals? +i.sort(h):i.length===0&&i.push([0,0]);for(j=0;j=0){k.bindBuffer(k.ARRAY_BUFFER,c.buffer);k.vertexAttribPointer(b[c.buffer.belongsToAttribute],c.size,k.FLOAT,false,0,0)}}}if(b.color>=0){k.bindBuffer(k.ARRAY_BUFFER, +e.__webglColorBuffer);k.vertexAttribPointer(b.color,3,k.FLOAT,false,0,0)}if(b.normal>=0){k.bindBuffer(k.ARRAY_BUFFER,e.__webglNormalBuffer);k.vertexAttribPointer(b.normal,3,k.FLOAT,false,0,0)}if(b.tangent>=0){k.bindBuffer(k.ARRAY_BUFFER,e.__webglTangentBuffer);k.vertexAttribPointer(b.tangent,4,k.FLOAT,false,0,0)}if(b.uv>=0)if(e.__webglUVBuffer){k.bindBuffer(k.ARRAY_BUFFER,e.__webglUVBuffer);k.vertexAttribPointer(b.uv,2,k.FLOAT,false,0,0);k.enableVertexAttribArray(b.uv)}else k.disableVertexAttribArray(b.uv); +if(b.uv2>=0)if(e.__webglUV2Buffer){k.bindBuffer(k.ARRAY_BUFFER,e.__webglUV2Buffer);k.vertexAttribPointer(b.uv2,2,k.FLOAT,false,0,0);k.enableVertexAttribArray(b.uv2)}else k.disableVertexAttribArray(b.uv2);if(d.skinning&&b.skinVertexA>=0&&b.skinVertexB>=0&&b.skinIndex>=0&&b.skinWeight>=0){k.bindBuffer(k.ARRAY_BUFFER,e.__webglSkinVertexABuffer);k.vertexAttribPointer(b.skinVertexA,4,k.FLOAT,false,0,0);k.bindBuffer(k.ARRAY_BUFFER,e.__webglSkinVertexBBuffer);k.vertexAttribPointer(b.skinVertexB,4,k.FLOAT, +false,0,0);k.bindBuffer(k.ARRAY_BUFFER,e.__webglSkinIndicesBuffer);k.vertexAttribPointer(b.skinIndex,4,k.FLOAT,false,0,0);k.bindBuffer(k.ARRAY_BUFFER,e.__webglSkinWeightsBuffer);k.vertexAttribPointer(b.skinWeight,4,k.FLOAT,false,0,0)}}if(f instanceof THREE.Mesh){if(d.wireframe){d=d.wireframeLinewidth;if(d!==ub){k.lineWidth(d);ub=d}a&&k.bindBuffer(k.ELEMENT_ARRAY_BUFFER,e.__webglLineBuffer);k.drawElements(k.LINES,e.__webglLineCount,k.UNSIGNED_SHORT,0)}else{a&&k.bindBuffer(k.ELEMENT_ARRAY_BUFFER,e.__webglFaceBuffer); +k.drawElements(k.TRIANGLES,e.__webglFaceCount,k.UNSIGNED_SHORT,0)}H.info.render.calls++;H.info.render.vertices=H.info.render.vertices+e.__webglFaceCount;H.info.render.faces=H.info.render.faces+e.__webglFaceCount/3}else if(f instanceof THREE.Line){f=f.type===THREE.LineStrip?k.LINE_STRIP:k.LINES;d=d.linewidth;if(d!==ub){k.lineWidth(d);ub=d}k.drawArrays(f,0,e.__webglLineCount);H.info.render.calls++}else if(f instanceof THREE.ParticleSystem){k.drawArrays(k.POINTS,0,e.__webglParticleCount);H.info.render.calls++; +H.info.render.points=H.info.render.points+e.__webglParticleCount}else if(f instanceof THREE.Ribbon){k.drawArrays(k.TRIANGLE_STRIP,0,e.__webglVertexCount);H.info.render.calls++}}};this.render=function(a,b,c,d){if(b instanceof THREE.Camera===false)console.error("THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.");else{var e,f,h,n,o=a.__lights,m=a.fog;ha=-1;ta=true;this.autoUpdateScene&&a.updateMatrixWorld();b.parent===void 0&&b.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);Za.multiply(b.projectionMatrix,b.matrixWorldInverse);Da.setFromMatrix(Za);this.autoUpdateObjects&&this.initWebGLObjects(a);i(this.renderPluginsPre,a,b);H.info.render.calls=0;H.info.render.vertices=0;H.info.render.faces=0;H.info.render.points= +0;this.setRenderTarget(c);(this.autoClear||d)&&this.clear(this.autoClearColor,this.autoClearDepth,this.autoClearStencil);n=a.__webglObjects;d=0;for(e=n.length;d=0){u=q.geometry.materials[u];if(u.transparent){p.transparent= +u;p.opaque=null}else{p.opaque=u;p.transparent=null}}}else if(u)if(u.transparent){p.transparent=u;p.opaque=null}else{p.opaque=u;p.transparent=null}f.render=true;if(this.sortObjects)if(h.renderDepth)f.z=h.renderDepth;else{Ta.copy(h.matrixWorld.getPosition());Za.multiplyVector3(Ta);f.z=Ta.z}}}this.sortObjects&&n.sort(g);n=a.__webglObjectsImmediate;d=0;for(e=n.length;d65535){C[x].counter=C[x].counter+1;A=C[x].hash+"_"+C[x].counter;r.geometryGroups[A]===void 0&&(r.geometryGroups[A]={faces3:[],faces4:[],materialIndex:z,vertices:0,numMorphTargets:B,numMorphNormals:E})}t instanceof THREE.Face3?r.geometryGroups[A].faces3.push(s):r.geometryGroups[A].faces4.push(s);r.geometryGroups[A].vertices=r.geometryGroups[A].vertices+v}r.geometryGroupsList= +[];var I=void 0;for(I in r.geometryGroups){r.geometryGroups[I].id=Z++;r.geometryGroupsList.push(r.geometryGroups[I])}}for(i in j.geometryGroups){l=j.geometryGroups[i];if(!l.__webglVertexBuffer){var F=l;F.__webglVertexBuffer=k.createBuffer();F.__webglNormalBuffer=k.createBuffer();F.__webglTangentBuffer=k.createBuffer();F.__webglColorBuffer=k.createBuffer();F.__webglUVBuffer=k.createBuffer();F.__webglUV2Buffer=k.createBuffer();F.__webglSkinVertexABuffer=k.createBuffer();F.__webglSkinVertexBBuffer=k.createBuffer(); +F.__webglSkinIndicesBuffer=k.createBuffer();F.__webglSkinWeightsBuffer=k.createBuffer();F.__webglFaceBuffer=k.createBuffer();F.__webglLineBuffer=k.createBuffer();var J=void 0,L=void 0;if(F.numMorphTargets){F.__webglMorphTargetsBuffers=[];J=0;for(L=F.numMorphTargets;J0||Q.faceVertexUvs.length>0)G.__uvArray=new Float32Array($*2);if(Q.faceUvs.length>1||Q.faceVertexUvs.length>1)G.__uv2Array= +new Float32Array($*2)}if(M.geometry.skinWeights.length&&M.geometry.skinIndices.length){G.__skinVertexAArray=new Float32Array($*4);G.__skinVertexBArray=new Float32Array($*4);G.__skinIndexArray=new Float32Array($*4);G.__skinWeightArray=new Float32Array($*4)}G.__faceArray=new Uint16Array(R*3);G.__lineArray=new Uint16Array(W*2);var ma=void 0,ia=void 0;if(G.numMorphTargets){G.__morphTargetsArrays=[];ma=0;for(ia=G.numMorphTargets;ma0){k.bindBuffer(k.ARRAY_BUFFER,ga.__webglSkinVertexABuffer);k.bufferData(k.ARRAY_BUFFER,ya,cb);k.bindBuffer(k.ARRAY_BUFFER,ga.__webglSkinVertexBBuffer);k.bufferData(k.ARRAY_BUFFER, +za,cb);k.bindBuffer(k.ARRAY_BUFFER,ga.__webglSkinIndicesBuffer);k.bufferData(k.ARRAY_BUFFER,Aa,cb);k.bindBuffer(k.ARRAY_BUFFER,ga.__webglSkinWeightsBuffer);k.bufferData(k.ARRAY_BUFFER,Ba,cb)}}if(Id&&id){D=0;for(X=na.length;D0){k.bindBuffer(k.ARRAY_BUFFER,ga.__webglColorBuffer);k.bufferData(k.ARRAY_BUFFER,Qa,cb)}}if(Hd&&Ya.hasTangents){D=0;for(X=na.length;D0){k.bindBuffer(k.ARRAY_BUFFER, +ga.__webglUVBuffer);k.bufferData(k.ARRAY_BUFFER,Ic,cb)}}if(vd&&nd&&sd){D=0;for(X=na.length;D0){k.bindBuffer(k.ARRAY_BUFFER,ga.__webglUV2Buffer);k.bufferData(k.ARRAY_BUFFER,Jc,cb)}}if(Fd){D=0;for(X=na.length;D=0&&k.enableVertexAttribArray(q.position);q.color>=0&&k.enableVertexAttribArray(q.color);q.normal>=0&&k.enableVertexAttribArray(q.normal);q.tangent>=0&&k.enableVertexAttribArray(q.tangent);if(a.skinning&&q.skinVertexA>=0&&q.skinVertexB>= +0&&q.skinIndex>=0&&q.skinWeight>=0){k.enableVertexAttribArray(q.skinVertexA);k.enableVertexAttribArray(q.skinVertexB);k.enableVertexAttribArray(q.skinIndex);k.enableVertexAttribArray(q.skinWeight)}if(a.attributes)for(i in a.attributes)q[i]!==void 0&&q[i]>=0&&k.enableVertexAttribArray(q[i]);if(a.morphTargets){a.numSupportedMorphTargets=0;r="morphTarget";for(i=0;i=0){k.enableVertexAttribArray(q[s]);a.numSupportedMorphTargets++}}}if(a.morphNormals){a.numSupportedMorphNormals= +0;r="morphNormal";for(i=0;i=0){k.enableVertexAttribArray(q[s]);a.numSupportedMorphNormals++}}}a.uniformsList=[];for(h in a.uniforms)a.uniformsList.push([a.uniforms[h],h])};this.setFaceCulling=function(a,b){if(a){!b||b==="ccw"?k.frontFace(k.CCW):k.frontFace(k.CW);a==="back"?k.cullFace(k.BACK):a==="front"?k.cullFace(k.FRONT):k.cullFace(k.FRONT_AND_BACK);k.enable(k.CULL_FACE)}else k.disable(k.CULL_FACE)};this.setMaterialFaces=function(a){var b=a.side===THREE.DoubleSide, +a=a.side===THREE.BackSide;if(ba!==b){b?k.disable(k.CULL_FACE):k.enable(k.CULL_FACE);ba=b}if($!==a){a?k.frontFace(k.CW):k.frontFace(k.CCW);$=a}};this.setDepthTest=function(a){if(qa!==a){a?k.enable(k.DEPTH_TEST):k.disable(k.DEPTH_TEST);qa=a}};this.setDepthWrite=function(a){if(Ia!==a){k.depthMask(a);Ia=a}};this.setBlending=function(a,b,c,d){if(a!==ca){if(a===THREE.NoBlending)k.disable(k.BLEND);else if(a===THREE.AdditiveBlending){k.enable(k.BLEND);k.blendEquation(k.FUNC_ADD);k.blendFunc(k.SRC_ALPHA,k.ONE)}else if(a=== +THREE.SubtractiveBlending){k.enable(k.BLEND);k.blendEquation(k.FUNC_ADD);k.blendFunc(k.ZERO,k.ONE_MINUS_SRC_COLOR)}else if(a===THREE.MultiplyBlending){k.enable(k.BLEND);k.blendEquation(k.FUNC_ADD);k.blendFunc(k.ZERO,k.SRC_COLOR)}else if(a===THREE.CustomBlending)k.enable(k.BLEND);else{k.enable(k.BLEND);k.blendEquationSeparate(k.FUNC_ADD,k.FUNC_ADD);k.blendFuncSeparate(k.SRC_ALPHA,k.ONE_MINUS_SRC_ALPHA,k.ONE,k.ONE_MINUS_SRC_ALPHA)}ca=a}if(a===THREE.CustomBlending){if(b!==ma){k.blendEquation(C(b));ma= +b}if(c!==sa||d!==bb){k.blendFunc(C(c),C(d));sa=c;bb=d}}else bb=sa=ma=null};this.setTexture=function(a,b){if(a.needsUpdate){if(!a.__webglInit){a.__webglInit=true;a.__webglTexture=k.createTexture();H.info.memory.textures++}k.activeTexture(k.TEXTURE0+b);k.bindTexture(k.TEXTURE_2D,a.__webglTexture);k.pixelStorei(k.UNPACK_FLIP_Y_WEBGL,a.flipY);k.pixelStorei(k.UNPACK_PREMULTIPLY_ALPHA_WEBGL,a.premultiplyAlpha);var c=a.image,d=(c.width&c.width-1)===0&&(c.height&c.height-1)===0,e=C(a.format),f=C(a.type); +x(k.TEXTURE_2D,a,d);a instanceof THREE.DataTexture?k.texImage2D(k.TEXTURE_2D,0,e,c.width,c.height,0,e,f,c.data):k.texImage2D(k.TEXTURE_2D,0,e,e,f,a.image);a.generateMipmaps&&d&&k.generateMipmap(k.TEXTURE_2D);a.needsUpdate=false;if(a.onUpdate)a.onUpdate()}else{k.activeTexture(k.TEXTURE0+b);k.bindTexture(k.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=k.createTexture();var c=(a.width&a.width-1)===0&&(a.height&a.height-1)===0,d=C(a.format),e=C(a.type);if(b){a.__webglFramebuffer=[];a.__webglRenderbuffer=[];k.bindTexture(k.TEXTURE_CUBE_MAP,a.__webglTexture);x(k.TEXTURE_CUBE_MAP,a,c);for(var f=0;f<6;f++){a.__webglFramebuffer[f]=k.createFramebuffer();a.__webglRenderbuffer[f]=k.createRenderbuffer();k.texImage2D(k.TEXTURE_CUBE_MAP_POSITIVE_X+f,0,d,a.width,a.height,0,d,e,null);var g=a,h=k.TEXTURE_CUBE_MAP_POSITIVE_X+ +f;k.bindFramebuffer(k.FRAMEBUFFER,a.__webglFramebuffer[f]);k.framebufferTexture2D(k.FRAMEBUFFER,k.COLOR_ATTACHMENT0,h,g.__webglTexture,0);A(a.__webglRenderbuffer[f],a)}c&&k.generateMipmap(k.TEXTURE_CUBE_MAP)}else{a.__webglFramebuffer=k.createFramebuffer();a.__webglRenderbuffer=k.createRenderbuffer();k.bindTexture(k.TEXTURE_2D,a.__webglTexture);x(k.TEXTURE_2D,a,c);k.texImage2D(k.TEXTURE_2D,0,d,a.width,a.height,0,d,e,null);d=k.TEXTURE_2D;k.bindFramebuffer(k.FRAMEBUFFER,a.__webglFramebuffer);k.framebufferTexture2D(k.FRAMEBUFFER, +k.COLOR_ATTACHMENT0,d,a.__webglTexture,0);A(a.__webglRenderbuffer,a);c&&k.generateMipmap(k.TEXTURE_2D)}b?k.bindTexture(k.TEXTURE_CUBE_MAP,null):k.bindTexture(k.TEXTURE_2D,null);k.bindRenderbuffer(k.RENDERBUFFER,null);k.bindFramebuffer(k.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=fb;a=gb;d=Ub;e=vb}if(b!==W){k.bindFramebuffer(k.FRAMEBUFFER,b);k.viewport(d,e,c,a);W=b}hb=c;Ka=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.anisotropy=c.anisotropy!==void 0?c.anisotropy:1;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.anisotropy=this.anisotropy;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;a.generateMipmaps=this.generateMipmaps;return a}; @@ -588,7 +589,7 @@ this.interpolateCatmullRom(this.points,d*1.01);this.target.set(d[0],d[1],d[2]);t THREE.Animation.prototype.interpolateCatmullRom=function(a,b){var c=[],d=[],f,e,g,h,i,j;f=(a.length-1)*b;e=Math.floor(f);f=f-e;c[0]=e===0?e:e-1;c[1]=e;c[2]=e>a.length-2?e:e+1;c[3]=e>a.length-3?e:e+2;e=a[c[0]];h=a[c[1]];i=a[c[2]];j=a[c[3]];c=f*f;g=f*c;d[0]=this.interpolate(e[0],h[0],i[0],j[0],f,c,g);d[1]=this.interpolate(e[1],h[1],i[1],j[1],f,c,g);d[2]=this.interpolate(e[2],h[2],i[2],j[2],f,c,g);return d}; THREE.Animation.prototype.interpolate=function(a,b,c,d,f,e,g){a=(c-a)*0.5;d=(d-b)*0.5;return(2*(b-c)+a+d)*g+(-3*(b-c)-2*a-d)*e+a*f+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?c0?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=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=f(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=f(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=e(b,10),c=e(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}),p=0;p0&&J.x0&& J.y0.001&&I.scale>0.001){v.x=I.x;v.y=I.y;v.z=I.z;B=I.size*I.scale/s;C.x=B*z;C.y=B;b.uniform3f(F.screenPosition,v.x,v.y,v.z);b.uniform2f(F.scale,C.x,C.y);b.uniform1f(F.rotation,I.rotation);b.uniform1f(F.opacity,I.opacity); +b.bindTexture(b.TEXTURE_2D,h);b.drawElements(b.TRIANGLES,6,b.UNSIGNED_SHORT,0);E.positionScreen.copy(v);E.customUpdateCallback?E.customUpdateCallback(E):E.updateLensFlares();b.uniform1i(F.renderType,2);b.enable(b.BLEND);P=0;for(G=E.lensFlares.length;P0.0010&&I.scale>0.0010){v.x=I.x;v.y=I.y;v.z=I.z;B=I.size*I.scale/s;C.x=B*z;C.y=B;b.uniform3f(F.screenPosition,v.x,v.y,v.z);b.uniform2f(F.scale,C.x,C.y);b.uniform1f(F.rotation,I.rotation);b.uniform1f(F.opacity,I.opacity); b.uniform3f(F.color,I.color.r,I.color.g,I.color.b);c.setBlending(I.blending,I.blendEquation,I.blendSrc,I.blendDst);c.setTexture(I.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,f,e=new THREE.Frustum,g=new THREE.Matrix4,h=new THREE.Vector3,i=new THREE.Vector3;this.init=function(e){a=e.context;b=e;var e=THREE.ShaderLib.depthRGBA,g=THREE.UniformsUtils.clone(e.uniforms);c=new THREE.ShaderMaterial({fragmentShader:e.fragmentShader,vertexShader:e.vertexShader,uniforms:g});d=new THREE.ShaderMaterial({fragmentShader:e.fragmentShader,vertexShader:e.vertexShader,uniforms:g,morphTargets:true});f=new THREE.ShaderMaterial({fragmentShader:e.fragmentShader, vertexShader:e.vertexShader,uniforms:g,skinning:true});c._shadowPass=true;d._shadowPass=true;f._shadowPass=true};this.render=function(a,c){b.shadowMapEnabled&&b.shadowMapAutoUpdate&&this.update(a,c)};this.update=function(j,l){var o,m,p,q,n,r,s,t,u,z=[];q=0;a.clearColor(1,1,1,1);a.disable(a.BLEND);a.enable(a.CULL_FACE);b.shadowMapCullFrontFaces?a.cullFace(a.FRONT):a.cullFace(a.BACK);b.setDepthTest(true);o=0;for(m=j.__lights.length;o ), * bumpScale: , * + * normalMap: new THREE.Texture( ), + * normalScale: , + * * specularMap: new THREE.Texture( ), * * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), @@ -64,6 +67,9 @@ THREE.MeshPhongMaterial = function ( parameters ) { this.bumpMap = null; this.bumpScale = 1; + this.normalMap = null; + this.normalScale = 1; + this.specularMap = null; this.envMap = null; @@ -115,7 +121,10 @@ THREE.MeshPhongMaterial.prototype.clone = function () { material.lightMap = this.lightMap; material.bumpMap = this.bumpMap; - material.bumpScale= this.bumpScale; + material.bumpScale = this.bumpScale; + + material.normalMap = this.normalMap; + material.normalScale = this.normalScale; material.specularMap = this.specularMap; diff --git a/src/renderers/WebGLRenderer.js b/src/renderers/WebGLRenderer.js index 3b12550256de3708d52dedb8bf5010a8da67051d..9f6823705c428c0a209329820c74802c115d01cc 100644 --- a/src/renderers/WebGLRenderer.js +++ b/src/renderers/WebGLRenderer.js @@ -928,7 +928,7 @@ THREE.WebGLRenderer = function ( parameters ) { // material must use some texture to require uvs - if ( material.map || material.lightMap || material.bumpMap || material.specularMap || material instanceof THREE.ShaderMaterial ) { + if ( material.map || material.lightMap || material.bumpMap || material.normalMap || material.specularMap || material instanceof THREE.ShaderMaterial ) { return true; @@ -4647,6 +4647,7 @@ THREE.WebGLRenderer = function ( parameters ) { envMap: !!material.envMap, lightMap: !!material.lightMap, bumpMap: !!material.bumpMap, + normalMap: !!material.normalMap, specularMap: !!material.specularMap, vertexColors: material.vertexColors, @@ -4996,6 +4997,11 @@ THREE.WebGLRenderer = function ( parameters ) { uniforms.bumpScale.value = material.bumpScale; } + if ( material.normalMap ) { + + uniforms.normalMap.texture = material.normalMap; + uniforms.normalScale.value = material.normalScale; + } // uv repeat and offset setting priorities // 1. color map @@ -5012,6 +5018,10 @@ THREE.WebGLRenderer = function ( parameters ) { uvScaleMap = material.specularMap; + } else if ( material.normalMap ) { + + uvScaleMap = material.normalMap; + } else if ( material.bumpMap ) { uvScaleMap = material.bumpMap; @@ -5871,6 +5881,7 @@ THREE.WebGLRenderer = function ( parameters ) { parameters.envMap ? "#define USE_ENVMAP" : "", parameters.lightMap ? "#define USE_LIGHTMAP" : "", parameters.bumpMap ? "#define USE_BUMPMAP" : "", + parameters.normalMap ? "#define USE_NORMALMAP" : "", parameters.specularMap ? "#define USE_SPECULARMAP" : "", parameters.vertexColors ? "#define USE_COLOR" : "", @@ -5952,7 +5963,7 @@ THREE.WebGLRenderer = function ( parameters ) { "precision " + _precision + " float;", - parameters.bumpMap ? "#extension GL_OES_standard_derivatives : enable" : "", + (parameters.bumpMap||parameters.normalMap) ? "#extension GL_OES_standard_derivatives : enable" : "", "#define MAX_DIR_LIGHTS " + parameters.maxDirLights, "#define MAX_POINT_LIGHTS " + parameters.maxPointLights, @@ -5973,6 +5984,7 @@ THREE.WebGLRenderer = function ( parameters ) { parameters.envMap ? "#define USE_ENVMAP" : "", parameters.lightMap ? "#define USE_LIGHTMAP" : "", parameters.bumpMap ? "#define USE_BUMPMAP" : "", + parameters.normalMap ? "#define USE_NORMALMAP" : "", parameters.specularMap ? "#define USE_SPECULARMAP" : "", parameters.vertexColors ? "#define USE_COLOR" : "", @@ -5990,7 +6002,9 @@ THREE.WebGLRenderer = function ( parameters ) { "uniform vec3 cameraPosition;", "" - ].join("\n"); + ]; + + prefix_fragment = prefix_fragment.join("\n"); var glFragmentShader = getShader( "fragment", prefix_fragment + fragmentShader ); var glVertexShader = getShader( "vertex", prefix_vertex + vertexShader ); diff --git a/src/renderers/WebGLShaders.js b/src/renderers/WebGLShaders.js index 6bfa2435cd3f5b11b67c6af33f1eee20666e5726..95bd41e742e79ac81df5519471286a0c6c98b434 100644 --- a/src/renderers/WebGLShaders.js +++ b/src/renderers/WebGLShaders.js @@ -64,7 +64,7 @@ THREE.ShaderChunk = { "uniform float flipEnvMap;", "uniform int combine;", - "#ifdef USE_BUMPMAP", + "#if defined(USE_BUMPMAP) || defined(USE_NORMALMAP)", "uniform bool useRefract;", "uniform float refractionRatio;", @@ -85,7 +85,7 @@ THREE.ShaderChunk = { "vec3 reflectVec;", - "#ifdef USE_BUMPMAP", + "#if defined(USE_BUMPMAP) || defined(USE_NORMALMAP)", "vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );", @@ -138,7 +138,7 @@ THREE.ShaderChunk = { envmap_pars_vertex: [ - "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP )", + "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined(USE_NORMALMAP)", "varying vec3 vReflect;", @@ -157,7 +157,7 @@ THREE.ShaderChunk = { "#endif", - "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP )", + "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined(USE_NORMALMAP)", "vec3 nWorld = mat3( modelMatrix[ 0 ].xyz, modelMatrix[ 1 ].xyz, modelMatrix[ 2 ].xyz ) * normal;", @@ -202,7 +202,7 @@ THREE.ShaderChunk = { map_pars_vertex: [ - "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_SPECULARMAP )", + "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )", "varying vec2 vUv;", "uniform vec4 offsetRepeat;", @@ -213,7 +213,7 @@ THREE.ShaderChunk = { map_pars_fragment: [ - "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_SPECULARMAP )", + "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )", "varying vec2 vUv;", @@ -229,7 +229,7 @@ THREE.ShaderChunk = { map_vertex: [ - "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_SPECULARMAP )", + "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )", "vUv = uv * offsetRepeat.zw + offsetRepeat.xy;", @@ -348,6 +348,39 @@ THREE.ShaderChunk = { ].join("\n"), + // NORMAL MAP + normalmap_pars_fragment: [ + + "#ifdef USE_NORMALMAP", + + "uniform sampler2D normalMap;", + "uniform float normalScale;", + + // Per-Pixel Tangent Space Normal Mapping + // http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html + + "vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm) {", + + "vec3 q0 = dFdx(eye_pos.xyz);", + "vec3 q1 = dFdy(eye_pos.xyz);", + "vec2 st0 = dFdx(vUv.st);", + "vec2 st1 = dFdy(vUv.st);", + + "vec3 S = normalize( q0 * st1.t - q1 * st0.t);", + "vec3 T = normalize(-q0 * st1.s + q1 * st0.s);", + "vec3 N = normalize(surf_norm);", + + "vec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;", + "mapN.xy = normalScale * mapN.xy;", + "mat3 tsn = mat3( S, T, N );", + "return normalize( tsn * mapN );", + + "}", + + "#endif" + + ].join("\n"), + // SPECULAR MAP specularmap_pars_fragment: [ @@ -763,7 +796,11 @@ THREE.ShaderChunk = { "#endif", - "#ifdef USE_BUMPMAP", + "#ifdef USE_NORMALMAP", + + "normal = perturbNormal2Arb( -viewPosition, normal);", + + "#elif defined( USE_BUMPMAP )", "normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );", @@ -1633,6 +1670,12 @@ THREE.UniformsLib = { }, + normalmap: { + + "normalMap" : { type: "t", value: 4, texture: null }, + "normalScale" : { type: "f", value: 1 } + }, + fog : { "fogDensity" : { type: "f", value: 0.00025 }, @@ -1973,6 +2016,7 @@ THREE.ShaderLib = { THREE.UniformsLib[ "common" ], THREE.UniformsLib[ "bump" ], + THREE.UniformsLib[ "normalmap" ], THREE.UniformsLib[ "fog" ], THREE.UniformsLib[ "lights" ], THREE.UniformsLib[ "shadowmap" ], @@ -2053,6 +2097,7 @@ THREE.ShaderLib = { THREE.ShaderChunk[ "lights_phong_pars_fragment" ], THREE.ShaderChunk[ "shadowmap_pars_fragment" ], THREE.ShaderChunk[ "bumpmap_pars_fragment" ], + THREE.ShaderChunk[ "normalmap_pars_fragment" ], THREE.ShaderChunk[ "specularmap_pars_fragment" ], "void main() {",