diff --git a/build/three.js b/build/three.js
index 26e7829184f410520fe79d960635fd3e6a943fca..d03e7562bbeb7a84fa90eaeec1fac364eb23f809 100644
--- a/build/three.js
+++ b/build/three.js
@@ -583,6 +583,12 @@ THREE.Color.prototype = {
},
+ clone: function () {
+
+ return new this.constructor( this.color );
+
+ },
+
copy: function ( color ) {
this.r = color.r;
@@ -803,12 +809,6 @@ THREE.Color.prototype = {
return array;
- },
-
- clone: function () {
-
- return new THREE.Color().copy( this );
-
}
};
@@ -925,6 +925,12 @@ THREE.Quaternion.prototype = {
},
+ clone: function () {
+
+ return new this.constructor( this._x, this._y, this._z, this._w );
+
+ },
+
copy: function ( quaternion ) {
this._x = quaternion.x;
@@ -1346,13 +1352,7 @@ THREE.Quaternion.prototype = {
},
- onChangeCallback: function () {},
-
- clone: function () {
-
- return new THREE.Quaternion( this._x, this._y, this._z, this._w );
-
- }
+ onChangeCallback: function () {}
};
@@ -1431,6 +1431,12 @@ THREE.Vector2.prototype = {
},
+ clone: function () {
+
+ return new this.constructor( this.x, this.y );
+
+ },
+
copy: function ( v ) {
this.x = v.x;
@@ -1809,12 +1815,6 @@ THREE.Vector2.prototype = {
return this;
- },
-
- clone: function () {
-
- return new THREE.Vector2( this.x, this.y );
-
}
};
@@ -1902,6 +1902,12 @@ THREE.Vector3.prototype = {
},
+ clone: function () {
+
+ return new this.constructor( this.x, this.y, this.z );
+
+ },
+
copy: function ( v ) {
this.x = v.x;
@@ -2675,12 +2681,6 @@ THREE.Vector3.prototype = {
return this;
- },
-
- clone: function () {
-
- return new THREE.Vector3( this.x, this.y, this.z );
-
}
};
@@ -2779,6 +2779,12 @@ THREE.Vector4.prototype = {
},
+ clone: function () {
+
+ return new this.constructor( this.x, this.y, this.z, this.w );
+
+ },
+
copy: function ( v ) {
this.x = v.x;
@@ -3386,12 +3392,6 @@ THREE.Vector4.prototype = {
return this;
- },
-
- clone: function () {
-
- return new THREE.Vector4( this.x, this.y, this.z, this.w );
-
}
};
@@ -3486,6 +3486,12 @@ THREE.Euler.prototype = {
},
+ clone: function () {
+
+ return new this.constructor( this._x, this._y, this._z, this._order);
+
+ },
+
copy: function ( euler ) {
this._x = euler._x;
@@ -3714,13 +3720,7 @@ THREE.Euler.prototype = {
},
- onChangeCallback: function () {},
-
- clone: function () {
-
- return new THREE.Euler( this._x, this._y, this._z, this._order );
-
- }
+ onChangeCallback: function () {}
};
@@ -3750,6 +3750,12 @@ THREE.Line3.prototype = {
},
+ clone: function () {
+
+ return new this.constructor().copy( this );
+
+ },
+
copy: function ( line ) {
this.start.copy( line.start );
@@ -3843,12 +3849,6 @@ THREE.Line3.prototype = {
return line.start.equals( this.start ) && line.end.equals( this.end );
- },
-
- clone: function () {
-
- return new THREE.Line3().copy( this );
-
}
};
@@ -3908,6 +3908,12 @@ THREE.Box2.prototype = {
};
}(),
+
+ clone: function () {
+
+ return new this.constructor().copy( this );
+
+ },
copy: function ( box ) {
@@ -4082,12 +4088,6 @@ THREE.Box2.prototype = {
return box.min.equals( this.min ) && box.max.equals( this.max );
- },
-
- clone: function () {
-
- return new THREE.Box2().copy( this );
-
}
};
@@ -4211,6 +4211,12 @@ THREE.Box3.prototype = {
}(),
+ clone: function () {
+
+ return new this.constructor().copy( this );
+
+ },
+
copy: function ( box ) {
this.min.copy( box.min );
@@ -4439,12 +4445,6 @@ THREE.Box3.prototype = {
return box.min.equals( this.min ) && box.max.equals( this.max );
- },
-
- clone: function () {
-
- return new THREE.Box3().copy( this );
-
}
};
@@ -4505,6 +4505,12 @@ THREE.Matrix3.prototype = {
},
+ clone: function () {
+
+ return new this.constructor().fromArray( this.elements );
+
+ },
+
copy: function ( m ) {
var me = m.elements;
@@ -4737,12 +4743,6 @@ THREE.Matrix3.prototype = {
te[ 6 ], te[ 7 ], te[ 8 ]
];
- },
-
- clone: function () {
-
- return new THREE.Matrix3().fromArray( this.elements );
-
}
};
@@ -4813,6 +4813,12 @@ THREE.Matrix4.prototype = {
},
+ clone: function () {
+
+ return new THREE.Matrix4().fromArray( this.elements );
+
+ },
+
copy: function ( m ) {
this.elements.set( m.elements );
@@ -5776,12 +5782,6 @@ THREE.Matrix4.prototype = {
te[ 12 ], te[ 13 ], te[ 14 ], te[ 15 ]
];
- },
-
- clone: function () {
-
- return new THREE.Matrix4().fromArray( this.elements );
-
}
};
@@ -5812,6 +5812,12 @@ THREE.Ray.prototype = {
},
+ clone: function () {
+
+ return new this.constructor().copy( this );
+
+ },
+
copy: function ( ray ) {
this.origin.copy( ray.origin );
@@ -6311,12 +6317,6 @@ THREE.Ray.prototype = {
return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
- },
-
- clone: function () {
-
- return new THREE.Ray().copy( this );
-
}
};
@@ -6382,6 +6382,12 @@ THREE.Sphere.prototype = {
}(),
+ clone: function () {
+
+ return new this.constructor().copy( this );
+
+ },
+
copy: function ( sphere ) {
this.center.copy( sphere.center );
@@ -6467,12 +6473,6 @@ THREE.Sphere.prototype = {
return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
- },
-
- clone: function () {
-
- return new THREE.Sphere().copy( this );
-
}
};
@@ -6519,6 +6519,12 @@ THREE.Frustum.prototype = {
},
+ clone: function () {
+
+ return new this.constructor().copy( this );
+
+ },
+
copy: function ( frustum ) {
var planes = this.planes;
@@ -6650,12 +6656,6 @@ THREE.Frustum.prototype = {
return true;
- },
-
- clone: function () {
-
- return new THREE.Frustum().copy( this );
-
}
};
@@ -6723,6 +6723,11 @@ THREE.Plane.prototype = {
}(),
+ clone: function () {
+
+ return new this.constructor().copy( this );
+
+ },
copy: function ( plane ) {
@@ -6876,12 +6881,6 @@ THREE.Plane.prototype = {
return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
- },
-
- clone: function () {
-
- return new THREE.Plane().copy( this );
-
}
};
@@ -7369,6 +7368,12 @@ THREE.Triangle.prototype = {
},
+ clone: function () {
+
+ return new this.constructor().copy( this );
+
+ },
+
copy: function ( triangle ) {
this.a.copy( triangle.a );
@@ -7432,12 +7437,6 @@ THREE.Triangle.prototype = {
return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
- },
-
- clone: function () {
-
- return new THREE.Triangle().copy( this );
-
}
};
@@ -8436,7 +8435,7 @@ THREE.Object3D.prototype = {
clone: function ( recursive ) {
- return new THREE.Object3D().copy( this, recursive );
+ return new this.constructor().copy( this, recursive );
},
@@ -8520,6 +8519,12 @@ THREE.Face3.prototype = {
constructor: THREE.Face3,
+ clone: function () {
+
+ return new this.constructor().copy( this );
+
+ },
+
copy: function ( source ) {
this.a = source.a;
@@ -8551,12 +8556,6 @@ THREE.Face3.prototype = {
return this;
- },
-
- clone: function () {
-
- return new THREE.Face3().copy( this );
-
}
};
@@ -8859,7 +8858,7 @@ THREE.BufferAttribute.prototype = {
clone: function () {
- return new THREE.BufferAttribute( new this.array.constructor( this.array ), this.itemSize );
+ return new this.constructor( new this.array.constructor( this.array ), this.itemSize );
}
@@ -8938,13 +8937,6 @@ THREE.DynamicBufferAttribute = function ( array, itemSize ) {
THREE.DynamicBufferAttribute.prototype = Object.create( THREE.BufferAttribute.prototype );
THREE.DynamicBufferAttribute.prototype.constructor = THREE.DynamicBufferAttribute;
-
-THREE.DynamicBufferAttribute.prototype.clone = function () {
-
- return new THREE.DynamicBufferAttribute( new this.array.constructor( this.array ), this.itemSize );
-
-};
-
// File:src/core/InstancedBufferAttribute.js
/**
@@ -9038,7 +9030,7 @@ THREE.InterleavedBuffer.prototype = {
clone: function () {
- return new THREE.InterleavedBuffer( new this.array.constructor( this.array ), this.stride, this.dynamic );
+ return new this.constructor( new this.array.constructor( this.array ), this.stride, this.dynamic );
}
@@ -9063,7 +9055,7 @@ THREE.InstancedInterleavedBuffer.prototype.constructor = THREE.InstancedInterlea
THREE.InstancedInterleavedBuffer.prototype.clone = function () {
- return new THREE.InstancedInterleavedBuffer( new this.array.constructor( this.array ), this.stride, this.dynamic, this.meshPerAttribute );
+ return new this.constructor( new this.array.constructor( this.array ), this.stride, this.dynamic, this.meshPerAttribute );
};
@@ -10373,7 +10365,7 @@ THREE.Geometry.prototype = {
clone: function () {
- return new THREE.Geometry().copy( this );
+ return new this.constructor().copy( this );
},
@@ -11967,7 +11959,7 @@ THREE.BufferGeometry.prototype = {
clone: function () {
- return new THREE.BufferGeometry().copy( this );
+ return new this.constructor().copy( this );
},
@@ -12033,28 +12025,26 @@ THREE.InstancedBufferGeometry.prototype.addDrawCall = function ( start, count, i
} );
-},
-
-THREE.InstancedBufferGeometry.prototype.clone = function () {
-
- var geometry = new THREE.InstancedBufferGeometry();
+};
- for ( var attr in this.attributes ) {
+THREE.InstancedBufferGeometry.prototype.copy = function ( source ) {
+
+ for ( var attr in source.attributes ) {
- var sourceAttr = this.attributes[ attr ];
- geometry.addAttribute( attr, sourceAttr.clone() );
+ var sourceAttr = source.attributes[ attr ];
+ this.addAttribute( attr, sourceAttr.clone() );
}
- for ( var i = 0, il = this.drawcalls.length; i < il; i ++ ) {
+ for ( var i = 0, il = source.drawcalls.length; i < il; i ++ ) {
- var offset = this.drawcalls[ i ];
- geometry.addDrawCall( offset.start, offset.count, offset.index, offset.instances );
+ var offset = source.drawcalls[ i ];
+ this.addDrawCall( offset.start, offset.count, offset.index, offset.instances );
}
-
- return geometry;
-
+
+ return this;
+
};
THREE.EventDispatcher.prototype.apply( THREE.InstancedBufferGeometry.prototype );
@@ -12115,8 +12105,7 @@ THREE.Camera.prototype.lookAt = function () {
THREE.Camera.prototype.clone = function () {
- var camera = new THREE.Camera();
- return camera.copy( this );
+ return new this.constructor().copy( this );
};
@@ -12258,24 +12247,21 @@ THREE.OrthographicCamera.prototype.updateProjectionMatrix = function () {
};
-THREE.OrthographicCamera.prototype.clone = function () {
-
- var camera = new THREE.OrthographicCamera();
-
- camera.copy( this );
-
- camera.zoom = this.zoom;
-
- camera.left = this.left;
- camera.right = this.right;
- camera.top = this.top;
- camera.bottom = this.bottom;
-
- camera.near = this.near;
- camera.far = this.far;
-
- return camera;
-
+THREE.OrthographicCamera.prototype.copy = function ( source ) {
+
+ THREE.Camera.prototype.copy.call( this, source );
+
+ this.left = source.left;
+ this.right = source.right;
+ this.top = source.top;
+ this.bottom = source.bottom;
+ this.near = source.near;
+ this.far = source.far;
+
+ this.zoom = source.zoom;
+
+ return this;
+
};
THREE.OrthographicCamera.prototype.toJSON = function ( meta ) {
@@ -12420,21 +12406,19 @@ THREE.PerspectiveCamera.prototype.updateProjectionMatrix = function () {
};
-THREE.PerspectiveCamera.prototype.clone = function () {
-
- var camera = new THREE.PerspectiveCamera();
-
- camera.copy( this );
-
- camera.zoom = this.zoom;
-
- camera.fov = this.fov;
- camera.aspect = this.aspect;
- camera.near = this.near;
- camera.far = this.far;
-
- return camera;
-
+THREE.PerspectiveCamera.prototype.copy = function ( source ) {
+
+ THREE.Camera.prototype.copy.call( this, source );
+
+ this.fov = source.fov;
+ this.aspect = source.aspect;
+ this.near = source.near;
+ this.far = source.far;
+
+ this.zoom = source.zoom;
+
+ return this;
+
};
THREE.PerspectiveCamera.prototype.toJSON = function ( meta ) {
@@ -12471,22 +12455,15 @@ THREE.Light = function ( color ) {
THREE.Light.prototype = Object.create( THREE.Object3D.prototype );
THREE.Light.prototype.constructor = THREE.Light;
-THREE.Light.prototype.clone = function () {
-
- var light = new THREE.Light();
- return light.copy( this );
-
-};
-
THREE.Light.prototype.copy = function ( source ) {
-
+
THREE.Object3D.prototype.copy.call( this, source );
+
this.color.copy( source.color );
-
+
return this;
};
-
// File:src/lights/AmbientLight.js
/**
@@ -12504,16 +12481,6 @@ THREE.AmbientLight = function ( color ) {
THREE.AmbientLight.prototype = Object.create( THREE.Light.prototype );
THREE.AmbientLight.prototype.constructor = THREE.AmbientLight;
-THREE.AmbientLight.prototype.clone = function () {
-
- var light = new THREE.AmbientLight();
-
- light.copy( this );
-
- return light;
-
-};
-
THREE.AmbientLight.prototype.toJSON = function ( meta ) {
var data = THREE.Object3D.prototype.toJSON.call( this, meta );
@@ -12555,22 +12522,20 @@ THREE.AreaLight = function ( color, intensity ) {
THREE.AreaLight.prototype = Object.create( THREE.Light.prototype );
THREE.AreaLight.prototype.constructor = THREE.AreaLight;
-THREE.AreaLight.prototype.clone = function () {
+THREE.AreaLight.prototype.copy = function ( source ) {
- var light = new THREE.AreaLight();
+ THREE.Light.prototype.copy.call( this, source );
- light.copy( this );
+ this.intensity = source.intensity;
+ this.normal.copy( source.normal );
+ this.right.copy( source.right );
+ this.width = source.width;
+ this.height = source.height;
+ this.constantAttenuation = source.constantAttenuation;
+ this.linearAttenuation = source.linearAttenuation;
+ this.quadraticAttenuation = source.quadraticAttenuation;
- light.normal.copy( this.normal );
- light.right.copy( this.right );
- light.intensity = this.intensity;
- light.width = this.width;
- light.height = this.height;
- light.constantAttenuation = this.constantAttenuation;
- light.linearAttenuation = this.linearAttenuation;
- light.quadraticAttenuation = this.quadraticAttenuation;
-
- return light;
+ return this;
};
@@ -12608,8 +12573,6 @@ THREE.DirectionalLight = function ( color, intensity ) {
this.castShadow = false;
this.onlyShadow = false;
- //
-
this.shadowCameraNear = 50;
this.shadowCameraFar = 5000;
@@ -12626,8 +12589,6 @@ THREE.DirectionalLight = function ( color, intensity ) {
this.shadowMapWidth = 512;
this.shadowMapHeight = 512;
- //
-
this.shadowMap = null;
this.shadowMapSize = null;
this.shadowCamera = null;
@@ -12638,38 +12599,33 @@ THREE.DirectionalLight = function ( color, intensity ) {
THREE.DirectionalLight.prototype = Object.create( THREE.Light.prototype );
THREE.DirectionalLight.prototype.constructor = THREE.DirectionalLight;
-THREE.DirectionalLight.prototype.clone = function () {
-
- var light = new THREE.DirectionalLight();
+THREE.DirectionalLight.prototype.copy = function ( source ) {
- light.copy( this );
+ THREE.Light.prototype.copy.call( this, source );
- light.target = this.target.clone();
+ this.intensity = source.intensity;
+ this.target = source.target.clone();
- light.intensity = this.intensity;
+ this.castShadow = source.castShadow;
+ this.onlyShadow = source.onlyShadow;
- light.castShadow = this.castShadow;
- light.onlyShadow = this.onlyShadow;
+ this.shadowCameraNear = source.shadowCameraNear;
+ this.shadowCameraFar = source.shadowCameraFar;
- //
-
- light.shadowCameraNear = this.shadowCameraNear;
- light.shadowCameraFar = this.shadowCameraFar;
+ this.shadowCameraLeft = source.shadowCameraLeft;
+ this.shadowCameraRight = source.shadowCameraRight;
+ this.shadowCameraTop = source.shadowCameraTop;
+ this.shadowCameraBottom = source.shadowCameraBottom;
- light.shadowCameraLeft = this.shadowCameraLeft;
- light.shadowCameraRight = this.shadowCameraRight;
- light.shadowCameraTop = this.shadowCameraTop;
- light.shadowCameraBottom = this.shadowCameraBottom;
+ this.shadowCameraVisible = source.shadowCameraVisible;
- light.shadowCameraVisible = this.shadowCameraVisible;
+ this.shadowBias = source.shadowBias;
+ this.shadowDarkness = source.shadowDarkness;
- light.shadowBias = this.shadowBias;
- light.shadowDarkness = this.shadowDarkness;
+ this.shadowMapWidth = source.shadowMapWidth;
+ this.shadowMapHeight = source.shadowMapHeight;
- light.shadowMapWidth = this.shadowMapWidth;
- light.shadowMapHeight = this.shadowMapHeight;
-
- return light;
+ return this;
};
@@ -12707,16 +12663,14 @@ THREE.HemisphereLight = function ( skyColor, groundColor, intensity ) {
THREE.HemisphereLight.prototype = Object.create( THREE.Light.prototype );
THREE.HemisphereLight.prototype.constructor = THREE.HemisphereLight;
-THREE.HemisphereLight.prototype.clone = function () {
+THREE.HemisphereLight.prototype.copy = function ( source ) {
- var light = new THREE.HemisphereLight();
+ THREE.Light.prototype.copy.call( this, source );
- light.copy( this );
+ this.groundColor.copy( source.groundColor );
+ this.intensity = source.intensity;
- light.groundColor.copy( this.groundColor );
- light.intensity = this.intensity;
-
- return light;
+ return this;
};
@@ -12753,17 +12707,15 @@ THREE.PointLight = function ( color, intensity, distance, decay ) {
THREE.PointLight.prototype = Object.create( THREE.Light.prototype );
THREE.PointLight.prototype.constructor = THREE.PointLight;
-THREE.PointLight.prototype.clone = function () {
+THREE.PointLight.prototype.copy = function ( source ) {
- var light = new THREE.PointLight();
+ THREE.Light.prototype.copy.call( this, source );
- light.copy( this );
+ this.intensity = source.intensity;
+ this.distance = source.distance;
+ this.decay = source.decay;
- light.intensity = this.intensity;
- light.distance = this.distance;
- light.decay = this.decay;
-
- return light;
+ return this;
};
@@ -12806,8 +12758,6 @@ THREE.SpotLight = function ( color, intensity, distance, angle, exponent, decay
this.castShadow = false;
this.onlyShadow = false;
- //
-
this.shadowCameraNear = 50;
this.shadowCameraFar = 5000;
this.shadowCameraFov = 50;
@@ -12820,8 +12770,6 @@ THREE.SpotLight = function ( color, intensity, distance, angle, exponent, decay
this.shadowMapWidth = 512;
this.shadowMapHeight = 512;
- //
-
this.shadowMap = null;
this.shadowMapSize = null;
this.shadowCamera = null;
@@ -12832,40 +12780,35 @@ THREE.SpotLight = function ( color, intensity, distance, angle, exponent, decay
THREE.SpotLight.prototype = Object.create( THREE.Light.prototype );
THREE.SpotLight.prototype.constructor = THREE.SpotLight;
-THREE.SpotLight.prototype.clone = function () {
-
- var light = new THREE.SpotLight();
+THREE.SpotLight.prototype.copy = function ( source ) {
- light.copy( this );
+ THREE.Light.prototype.copy.call( this, source );
- light.target = this.target.clone();
+ this.intensity = source.intensity;
+ this.distance = source.distance;
+ this.angle = source.angle;
+ this.exponent = source.exponent;
+ this.decay = source.decay;
- light.intensity = this.intensity;
- light.distance = this.distance;
- light.angle = this.angle;
- light.exponent = this.exponent;
- light.decay = this.decay;
+ this.target = source.target.clone();
- light.castShadow = this.castShadow;
- light.onlyShadow = this.onlyShadow;
-
- //
+ this.castShadow = source.castShadow;
+ this.onlyShadow = source.onlyShadow;
- light.shadowCameraNear = this.shadowCameraNear;
- light.shadowCameraFar = this.shadowCameraFar;
- light.shadowCameraFov = this.shadowCameraFov;
+ this.shadowCameraNear = source.shadowCameraNear;
+ this.shadowCameraFar = source.shadowCameraFar;
+ this.shadowCameraFov = source.shadowCameraFov;
- light.shadowCameraVisible = this.shadowCameraVisible;
+ this.shadowCameraVisible = source.shadowCameraVisible;
- light.shadowBias = this.shadowBias;
- light.shadowDarkness = this.shadowDarkness;
+ this.shadowBias = source.shadowBias;
+ this.shadowDarkness = source.shadowDarkness;
- light.shadowMapWidth = this.shadowMapWidth;
- light.shadowMapHeight = this.shadowMapHeight;
+ this.shadowMapWidth = source.shadowMapWidth;
+ this.shadowMapHeight = source.shadowMapHeight;
- return light;
-
-};
+ return this;
+}
THREE.SpotLight.prototype.toJSON = function ( meta ) {
@@ -15350,7 +15293,7 @@ THREE.Material.prototype = {
clone: function () {
- return new THREE.Material().copy( this );
+ return new this.constructor().copy( this );
},
@@ -15457,23 +15400,21 @@ THREE.LineBasicMaterial = function ( parameters ) {
THREE.LineBasicMaterial.prototype = Object.create( THREE.Material.prototype );
THREE.LineBasicMaterial.prototype.constructor = THREE.LineBasicMaterial;
-THREE.LineBasicMaterial.prototype.clone = function () {
-
- var material = new THREE.LineBasicMaterial();
+THREE.LineBasicMaterial.prototype.copy = function ( source ) {
- material.copy( this );
+ THREE.Material.prototype.copy.call( this, source );
- material.color.copy( this.color );
+ this.color.copy( source.color );
- material.linewidth = this.linewidth;
- material.linecap = this.linecap;
- material.linejoin = this.linejoin;
+ this.linewidth = source.linewidth;
+ this.linecap = source.linecap;
+ this.linejoin = source.linejoin;
- material.vertexColors = this.vertexColors;
+ this.vertexColors = source.vertexColors;
- material.fog = this.fog;
+ this.fog = source.fog;
- return material;
+ return this;
};
@@ -15527,25 +15468,23 @@ THREE.LineDashedMaterial = function ( parameters ) {
THREE.LineDashedMaterial.prototype = Object.create( THREE.Material.prototype );
THREE.LineDashedMaterial.prototype.constructor = THREE.LineDashedMaterial;
-THREE.LineDashedMaterial.prototype.clone = function () {
+THREE.LineDashedMaterial.prototype.copy = function ( source ) {
- var material = new THREE.LineDashedMaterial();
-
- material.copy( this );
-
- material.color.copy( this.color );
+ THREE.Material.prototype.copy.call( this, source );
- material.linewidth = this.linewidth;
+ this.color.copy( source.color );
+
+ this.linewidth = source.linewidth;
- material.scale = this.scale;
- material.dashSize = this.dashSize;
- material.gapSize = this.gapSize;
+ this.scale = source.scale;
+ this.dashSize = source.dashSize;
+ this.gapSize = source.gapSize;
- material.vertexColors = this.vertexColors;
+ this.vertexColors = source.vertexColors;
- material.fog = this.fog;
+ this.fog = source.fog;
- return material;
+ return this;
};
@@ -15632,43 +15571,41 @@ THREE.MeshBasicMaterial = function ( parameters ) {
THREE.MeshBasicMaterial.prototype = Object.create( THREE.Material.prototype );
THREE.MeshBasicMaterial.prototype.constructor = THREE.MeshBasicMaterial;
-THREE.MeshBasicMaterial.prototype.clone = function () {
-
- var material = new THREE.MeshBasicMaterial();
-
- material.copy( this );
-
- material.color.copy( this.color );
+THREE.MeshBasicMaterial.prototype.copy = function ( source ) {
+
+ THREE.Material.prototype.copy.call( this, source );
- material.map = this.map;
+ this.color.copy( source.color );
- material.aoMap = this.aoMap;
- material.aoMapIntensity = this.aoMapIntensity;
+ this.map = source.map;
- material.specularMap = this.specularMap;
+ this.aoMap = source.aoMap;
+ this.aoMapIntensity = source.aoMapIntensity;
- material.alphaMap = this.alphaMap;
+ this.specularMap = source.specularMap;
- material.envMap = this.envMap;
- material.combine = this.combine;
- material.reflectivity = this.reflectivity;
- material.refractionRatio = this.refractionRatio;
+ this.alphaMap = source.alphaMap;
- material.fog = this.fog;
+ this.envMap = source.envMap;
+ this.combine = source.combine;
+ this.reflectivity = source.reflectivity;
+ this.refractionRatio = source.refractionRatio;
- material.shading = this.shading;
+ this.fog = source.fog;
- material.wireframe = this.wireframe;
- material.wireframeLinewidth = this.wireframeLinewidth;
- material.wireframeLinecap = this.wireframeLinecap;
- material.wireframeLinejoin = this.wireframeLinejoin;
+ this.shading = source.shading;
- material.vertexColors = this.vertexColors;
+ this.wireframe = source.wireframe;
+ this.wireframeLinewidth = source.wireframeLinewidth;
+ this.wireframeLinecap = source.wireframeLinecap;
+ this.wireframeLinejoin = source.wireframeLinejoin;
- material.skinning = this.skinning;
- material.morphTargets = this.morphTargets;
+ this.vertexColors = source.vertexColors;
- return material;
+ this.skinning = source.skinning;
+ this.morphTargets = source.morphTargets;
+
+ return this;
};
@@ -15754,42 +15691,40 @@ THREE.MeshLambertMaterial = function ( parameters ) {
THREE.MeshLambertMaterial.prototype = Object.create( THREE.Material.prototype );
THREE.MeshLambertMaterial.prototype.constructor = THREE.MeshLambertMaterial;
-THREE.MeshLambertMaterial.prototype.clone = function () {
-
- var material = new THREE.MeshLambertMaterial();
+THREE.MeshLambertMaterial.prototype.copy = function ( source ) {
- material.copy( this );
+ THREE.Material.prototype.copy.call( this, source );
- material.color.copy( this.color );
- material.emissive.copy( this.emissive );
+ this.color.copy( source.color );
+ this.emissive.copy( source.emissive );
- material.map = this.map;
+ this.map = source.map;
- material.specularMap = this.specularMap;
+ this.specularMap = source.specularMap;
- material.alphaMap = this.alphaMap;
+ this.alphaMap = source.alphaMap;
- material.envMap = this.envMap;
- material.combine = this.combine;
- material.reflectivity = this.reflectivity;
- material.refractionRatio = this.refractionRatio;
+ this.envMap = source.envMap;
+ this.combine = source.combine;
+ this.reflectivity = source.reflectivity;
+ this.refractionRatio = source.refractionRatio;
- material.fog = this.fog;
+ this.fog = source.fog;
- material.shading = this.shading;
+ this.shading = source.shading;
- material.wireframe = this.wireframe;
- material.wireframeLinewidth = this.wireframeLinewidth;
- material.wireframeLinecap = this.wireframeLinecap;
- material.wireframeLinejoin = this.wireframeLinejoin;
+ this.wireframe = source.wireframe;
+ this.wireframeLinewidth = source.wireframeLinewidth;
+ this.wireframeLinecap = source.wireframeLinecap;
+ this.wireframeLinejoin = source.wireframeLinejoin;
- material.vertexColors = this.vertexColors;
+ this.vertexColors = source.vertexColors;
- material.skinning = this.skinning;
- material.morphTargets = this.morphTargets;
- material.morphNormals = this.morphNormals;
+ this.skinning = source.skinning;
+ this.morphTargets = source.morphTargets;
+ this.morphNormals = source.morphNormals;
- return material;
+ return this;
};
@@ -15964,12 +15899,6 @@ THREE.MeshPhongMaterial.prototype.copy = function ( source ) {
};
-THREE.MeshPhongMaterial.prototype.clone = function () {
-
- return new THREE.MeshPhongMaterial().copy( this );
-
-};
-
// File:src/materials/MeshDepthMaterial.js
/**
@@ -16005,16 +15934,14 @@ THREE.MeshDepthMaterial = function ( parameters ) {
THREE.MeshDepthMaterial.prototype = Object.create( THREE.Material.prototype );
THREE.MeshDepthMaterial.prototype.constructor = THREE.MeshDepthMaterial;
-THREE.MeshDepthMaterial.prototype.clone = function () {
+THREE.MeshDepthMaterial.prototype.copy = function ( source ) {
- var material = new THREE.MeshDepthMaterial();
-
- material.copy( this );
+ THREE.Material.prototype.copy.call( this, source );
- material.wireframe = this.wireframe;
- material.wireframeLinewidth = this.wireframeLinewidth;
+ this.wireframe = source.wireframe;
+ this.wireframeLinewidth = source.wireframeLinewidth;
- return material;
+ return this;
};
@@ -16054,16 +15981,14 @@ THREE.MeshNormalMaterial = function ( parameters ) {
THREE.MeshNormalMaterial.prototype = Object.create( THREE.Material.prototype );
THREE.MeshNormalMaterial.prototype.constructor = THREE.MeshNormalMaterial;
-THREE.MeshNormalMaterial.prototype.clone = function () {
-
- var material = new THREE.MeshNormalMaterial();
+THREE.MeshNormalMaterial.prototype.copy = function ( source ) {
- material.copy( this );
+ THREE.Material.prototype.copy.call( this, source );
- material.wireframe = this.wireframe;
- material.wireframeLinewidth = this.wireframeLinewidth;
+ this.wireframe = source.wireframe;
+ this.wireframeLinewidth = source.wireframeLinewidth;
- return material;
+ return this;
};
@@ -16116,7 +16041,7 @@ THREE.MeshFaceMaterial.prototype = {
clone: function () {
- var material = new THREE.MeshFaceMaterial();
+ var material = new this.constructor();
for ( var i = 0; i < this.materials.length; i ++ ) {
@@ -16180,24 +16105,22 @@ THREE.PointCloudMaterial = function ( parameters ) {
THREE.PointCloudMaterial.prototype = Object.create( THREE.Material.prototype );
THREE.PointCloudMaterial.prototype.constructor = THREE.PointCloudMaterial;
-THREE.PointCloudMaterial.prototype.clone = function () {
+THREE.PointCloudMaterial.prototype.copy = function ( source ) {
- var material = new THREE.PointCloudMaterial();
-
- material.copy( this );
-
- material.color.copy( this.color );
+ THREE.Material.prototype.copy.call( this, source );
- material.map = this.map;
+ this.color.copy( source.color );
- material.size = this.size;
- material.sizeAttenuation = this.sizeAttenuation;
+ this.map = source.map;
- material.vertexColors = this.vertexColors;
+ this.size = source.size;
+ this.sizeAttenuation = source.sizeAttenuation;
- material.fog = this.fog;
+ this.vertexColors = source.vertexColors;
- return material;
+ this.fog = source.fog;
+
+ return this;
};
@@ -16310,13 +16233,6 @@ THREE.ShaderMaterial = function ( parameters ) {
THREE.ShaderMaterial.prototype = Object.create( THREE.Material.prototype );
THREE.ShaderMaterial.prototype.constructor = THREE.ShaderMaterial;
-THREE.ShaderMaterial.prototype.clone = function () {
-
- var material = new THREE.ShaderMaterial();
- return material.copy( this );
-
-};
-
THREE.ShaderMaterial.prototype.copy = function ( source ) {
THREE.Material.prototype.copy.call( this, source );
@@ -16378,17 +16294,6 @@ THREE.RawShaderMaterial = function ( parameters ) {
THREE.RawShaderMaterial.prototype = Object.create( THREE.ShaderMaterial.prototype );
THREE.RawShaderMaterial.prototype.constructor = THREE.RawShaderMaterial;
-
-THREE.RawShaderMaterial.prototype.clone = function () {
-
- var material = new THREE.RawShaderMaterial();
-
- material.copy( this );
-
- return material;
-
-};
-
// File:src/materials/SpriteMaterial.js
/**
@@ -16432,20 +16337,18 @@ THREE.SpriteMaterial = function ( parameters ) {
THREE.SpriteMaterial.prototype = Object.create( THREE.Material.prototype );
THREE.SpriteMaterial.prototype.constructor = THREE.SpriteMaterial;
-THREE.SpriteMaterial.prototype.clone = function () {
-
- var material = new THREE.SpriteMaterial();
+THREE.SpriteMaterial.prototype.copy = function ( source ) {
- material.copy( this );
+ THREE.Material.prototype.copy.call( this, source );
- material.color.copy( this.color );
- material.map = this.map;
+ this.color.copy( source.color );
+ this.map = source.map;
- material.rotation = this.rotation;
+ this.rotation = source.rotation;
- material.fog = this.fog;
+ this.fog = source.fog;
- return material;
+ return this;
};
@@ -16510,7 +16413,7 @@ THREE.Texture.prototype = {
clone: function () {
- return new THREE.Texture().copy( this );
+ return new this.constructor().copy( this );
},
@@ -16529,7 +16432,7 @@ THREE.Texture.prototype = {
this.anisotropy = source.anisotropy;
- this.format = source.format;
+ this.format = source.format;
this.type = source.type;
this.offset.copy( source.offset );
@@ -16666,18 +16569,15 @@ THREE.CubeTexture = function ( images, mapping, wrapS, wrapT, magFilter, minFilt
THREE.CubeTexture.prototype = Object.create( THREE.Texture.prototype );
THREE.CubeTexture.prototype.constructor = THREE.CubeTexture;
-THREE.CubeTexture.clone = function () {
-
- var texture = new THREE.CubeTexture();
-
- texture.copy( this );
+THREE.CubeTexture.prototype.copy = function ( source ) {
- texture.images = this.images;
-
- return texture;
+ THREE.Texture.prototype.copy.call( this, source );
+
+ this.images = source.images;
+
+ return this;
};
-
// File:src/textures/CompressedTexture.js
/**
@@ -16706,16 +16606,6 @@ THREE.CompressedTexture = function ( mipmaps, width, height, format, type, mappi
THREE.CompressedTexture.prototype = Object.create( THREE.Texture.prototype );
THREE.CompressedTexture.prototype.constructor = THREE.CompressedTexture;
-THREE.CompressedTexture.prototype.clone = function () {
-
- var texture = new THREE.CompressedTexture();
-
- texture.copy( this );
-
- return texture;
-
-};
-
// File:src/textures/DataTexture.js
/**
@@ -16732,17 +16622,6 @@ THREE.DataTexture = function ( data, width, height, format, type, mapping, wrapS
THREE.DataTexture.prototype = Object.create( THREE.Texture.prototype );
THREE.DataTexture.prototype.constructor = THREE.DataTexture;
-
-THREE.DataTexture.prototype.clone = function () {
-
- var texture = new THREE.DataTexture();
-
- texture.copy( this );
-
- return texture;
-
-};
-
// File:src/textures/VideoTexture.js
/**
@@ -16792,21 +16671,6 @@ THREE.Group = function () {
THREE.Group.prototype = Object.create( THREE.Object3D.prototype );
THREE.Group.prototype.constructor = THREE.Group;
-
-THREE.Group.prototype.clone = function () {
-
- var group = new THREE.Group();
- return group.copy( this );
-
-};
-
-THREE.Group.prototype.copy = function ( source ) {
-
- THREE.Object3D.prototype.copy.call( this, source );
- return this;
-
-};
-
// File:src/objects/PointCloud.js
/**
@@ -16949,15 +16813,7 @@ THREE.PointCloud.prototype.raycast = ( function () {
THREE.PointCloud.prototype.clone = function () {
- var pointCloud = new THREE.PointCloud( this.geometry, this.material );
- return pointCloud.copy( this );
-
-};
-
-THREE.PointCloud.prototype.copy = function ( source ) {
-
- THREE.Object3D.prototype.copy.call( this, source );
- return this;
+ return new this.constructor( this.geometry, this.material ).copy( this );
};
@@ -17184,15 +17040,7 @@ THREE.Line.prototype.raycast = ( function () {
THREE.Line.prototype.clone = function () {
- var line = new THREE.Line( this.geometry, this.material );
- return line.copy( this );
-
-};
-
-THREE.Line.prototype.copy = function ( source ) {
-
- THREE.Object3D.prototype.copy.call( this, source );
- return this;
+ return new this.constructor( this.geometry, this.material ).copy( this );
};
@@ -17243,16 +17091,6 @@ THREE.LineSegments = function ( geometry, material ) {
THREE.LineSegments.prototype = Object.create( THREE.Line.prototype );
THREE.LineSegments.prototype.constructor = THREE.LineSegments;
-THREE.LineSegments.prototype.clone = function () {
-
- var line = new THREE.LineSegments( this.geometry, this.material );
-
- line.copy( this );
-
- return line;
-
-};
-
// File:src/objects/Mesh.js
/**
@@ -17564,15 +17402,7 @@ THREE.Mesh.prototype.raycast = ( function () {
THREE.Mesh.prototype.clone = function () {
- var mesh = new THREE.Mesh( this.geometry, this.material );
- return mesh.copy( this );
-
-};
-
-THREE.Mesh.prototype.copy = function ( source ) {
-
- THREE.Object3D.prototype.copy.call( this, source );
- return this;
+ return new this.constructor( this.geometry, this.material ).copy( this );
};
@@ -17622,18 +17452,12 @@ THREE.Bone = function ( skin ) {
THREE.Bone.prototype = Object.create( THREE.Object3D.prototype );
THREE.Bone.prototype.constructor = THREE.Bone;
-THREE.Bone.prototype.clone = function () {
-
- var bone = new THREE.Bone( this.skin );
- return bone.copy( this );
-
-};
-
THREE.Bone.prototype.copy = function ( source ) {
-
+
THREE.Object3D.prototype.copy.call( this, source );
+
this.skin = source.skin;
-
+
return this;
};
@@ -17970,15 +17794,7 @@ THREE.SkinnedMesh.prototype.updateMatrixWorld = function( force ) {
THREE.SkinnedMesh.prototype.clone = function() {
- var skinMesh = new THREE.SkinnedMesh( this.geometry, this.material, this.useVertexTexture );
- return skinMesh.copy( this );
-
-};
-
-THREE.SkinnedMesh.prototype.copy = function( source ) {
-
- THREE.Mesh.prototype.copy.call( this, source );
- return this;
+ return new this.constructor( this.geometry, this.material, this.useVertexTexture ).copy( this );
};
@@ -18179,15 +17995,10 @@ THREE.MorphAnimMesh.prototype.interpolateTargets = function ( a, b, t ) {
};
-THREE.MorphAnimMesh.prototype.clone = function () {
-
- var morph = new THREE.MorphAnimMesh( this.geometry, this.material );
- return morph.copy( this );
-
-};
-
THREE.MorphAnimMesh.prototype.copy = function ( source ) {
+ THREE.Object3D.prototype.copy.call( this, source );
+
this.duration = source.duration;
this.mirroredLoop = source.mirroredLoop;
this.time = source.time;
@@ -18198,8 +18009,6 @@ THREE.MorphAnimMesh.prototype.copy = function ( source ) {
this.direction = source.direction;
this.directionBackwards = source.directionBackwards;
- THREE.Mesh.prototype.copy.call( this, source );
-
return this;
};
@@ -18340,14 +18149,6 @@ THREE.LOD.prototype.update = function () {
}();
-THREE.LOD.prototype.clone = function () {
-
- var lod = new THREE.LOD();
- return lod.copy( this );
-
-};
-
-
THREE.LOD.prototype.copy = function ( source ) {
THREE.Object3D.prototype.copy.call( this, source, false );
@@ -18432,15 +18233,7 @@ THREE.Sprite.prototype.raycast = ( function () {
THREE.Sprite.prototype.clone = function () {
- var sprite = new THREE.Sprite( this.material );
- return sprite.copy( this );
-
-};
-
-THREE.Sprite.prototype.copy = function ( source ) {
-
- THREE.Object3D.prototype.copy.call( this, source );
- return this;
+ return new this.constructor( this.material ).copy( this );
};
@@ -18547,13 +18340,6 @@ THREE.LensFlare.prototype.updateLensFlares = function () {
};
-THREE.LensFlare.prototype.clone = function () {
-
- var flare = new THREE.LensFlare();
- return flare.copy( this );
-
-};
-
THREE.LensFlare.prototype.copy = function ( source ) {
THREE.Object3D.prototype.copy.call( this, source );
@@ -18593,13 +18379,6 @@ THREE.Scene = function () {
THREE.Scene.prototype = Object.create( THREE.Object3D.prototype );
THREE.Scene.prototype.constructor = THREE.Scene;
-THREE.Scene.prototype.clone = function () {
-
- var scene = new THREE.Scene();
- return scene.copy( this );
-
-};
-
THREE.Scene.prototype.copy = function ( source ) {
THREE.Object3D.prototype.copy.call( this, source );
@@ -24073,6 +23852,12 @@ THREE.WebGLRenderTarget.prototype = {
},
+ clone: function () {
+
+ return new this.constructor().copy( this );
+
+ },
+
copy: function ( source ) {
this.width = source.width;
@@ -24103,12 +23888,6 @@ THREE.WebGLRenderTarget.prototype = {
},
- clone: function () {
-
- return new THREE.WebGLRenderTarget().copy( this );
-
- },
-
dispose: function () {
this.dispatchEvent( { type: 'dispose' } );
diff --git a/build/three.min.js b/build/three.min.js
index 26e7829184f410520fe79d960635fd3e6a943fca..be9a5e23026d931deb526fe18fe9df0970990ab7 100644
--- a/build/three.min.js
+++ b/build/three.min.js
@@ -1,36576 +1,871 @@
-// File:src/Three.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-var THREE = { REVISION: '72dev' };
-
-//
-
-if ( typeof define === 'function' && define.amd ) {
-
- define( 'three', THREE );
-
-} else if ( 'undefined' !== typeof exports && 'undefined' !== typeof module ) {
-
- module.exports = THREE;
-
-}
-
-
-// polyfills
-
-if ( self.requestAnimationFrame === undefined || self.cancelAnimationFrame === undefined ) {
-
- // Missing in Android stock browser.
-
- ( function () {
-
- var lastTime = 0;
- var vendors = [ 'ms', 'moz', 'webkit', 'o' ];
-
- for ( var x = 0; x < vendors.length && ! self.requestAnimationFrame; ++ x ) {
-
- self.requestAnimationFrame = self[ vendors[ x ] + 'RequestAnimationFrame' ];
- self.cancelAnimationFrame = self[ vendors[ x ] + 'CancelAnimationFrame' ] || self[ vendors[ x ] + 'CancelRequestAnimationFrame' ];
-
- }
-
- if ( self.requestAnimationFrame === undefined && self.setTimeout !== undefined ) {
-
- self.requestAnimationFrame = function ( callback ) {
-
- var currTime = Date.now(), timeToCall = Math.max( 0, 16 - ( currTime - lastTime ) );
- var id = self.setTimeout( function () {
-
- callback( currTime + timeToCall );
-
- }, timeToCall );
- lastTime = currTime + timeToCall;
- return id;
-
- };
-
- }
-
- if ( self.cancelAnimationFrame === undefined && self.clearTimeout !== undefined ) {
-
- self.cancelAnimationFrame = function ( id ) {
-
- self.clearTimeout( id );
-
- };
-
- }
-
- }() );
-
-}
-
-if ( Math.sign === undefined ) {
-
- // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign
-
- Math.sign = function ( x ) {
-
- return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x;
-
- };
-
-}
-
-if ( Function.prototype.name === undefined && Object.defineProperty !== undefined ) {
-
- // Missing in IE9-11.
- // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name
-
- Object.defineProperty( Function.prototype, 'name', {
-
- get: function () {
-
- return this.toString().match( /^\s*function\s*(\S*)\s*\(/ )[ 1 ];
-
- }
-
- } );
-
-}
-
-// https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent.button
-
-THREE.MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2 };
-
-// GL STATE CONSTANTS
-
-THREE.CullFaceNone = 0;
-THREE.CullFaceBack = 1;
-THREE.CullFaceFront = 2;
-THREE.CullFaceFrontBack = 3;
-
-THREE.FrontFaceDirectionCW = 0;
-THREE.FrontFaceDirectionCCW = 1;
-
-// SHADOWING TYPES
-
-THREE.BasicShadowMap = 0;
-THREE.PCFShadowMap = 1;
-THREE.PCFSoftShadowMap = 2;
-
-// 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;
-THREE.MinEquation = 103;
-THREE.MaxEquation = 104;
-
-// 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;
-
-// depth modes
-
-THREE.NeverDepth = 0;
-THREE.AlwaysDepth = 1;
-THREE.LessDepth = 2;
-THREE.LessEqualDepth = 3;
-THREE.EqualDepth = 4;
-THREE.GreaterEqualDepth = 5;
-THREE.GreaterDepth = 6;
-THREE.NotEqualDepth = 7;
-
-
-// TEXTURE CONSTANTS
-
-THREE.MultiplyOperation = 0;
-THREE.MixOperation = 1;
-THREE.AddOperation = 2;
-
-// Mapping modes
-
-THREE.UVMapping = 300;
-
-THREE.CubeReflectionMapping = 301;
-THREE.CubeRefractionMapping = 302;
-
-THREE.EquirectangularReflectionMapping = 303;
-THREE.EquirectangularRefractionMapping = 304;
-
-THREE.SphericalReflectionMapping = 305;
-
-// 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;
-THREE.HalfFloatType = 1025;
-
-// 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;
-// THREE.RGBEFormat handled as THREE.RGBAFormat in shaders
-THREE.RGBEFormat = THREE.RGBAFormat; //1024;
-
-// DDS / ST3C Compressed texture formats
-
-THREE.RGB_S3TC_DXT1_Format = 2001;
-THREE.RGBA_S3TC_DXT1_Format = 2002;
-THREE.RGBA_S3TC_DXT3_Format = 2003;
-THREE.RGBA_S3TC_DXT5_Format = 2004;
-
-
-// PVRTC compressed texture formats
-
-THREE.RGB_PVRTC_4BPPV1_Format = 2100;
-THREE.RGB_PVRTC_2BPPV1_Format = 2101;
-THREE.RGBA_PVRTC_4BPPV1_Format = 2102;
-THREE.RGBA_PVRTC_2BPPV1_Format = 2103;
-
-
-// DEPRECATED
-
-THREE.Projector = function () {
-
- console.error( 'THREE.Projector has been moved to /examples/js/renderers/Projector.js.' );
-
- this.projectVector = function ( vector, camera ) {
-
- console.warn( 'THREE.Projector: .projectVector() is now vector.project().' );
- vector.project( camera );
-
- };
-
- this.unprojectVector = function ( vector, camera ) {
-
- console.warn( 'THREE.Projector: .unprojectVector() is now vector.unproject().' );
- vector.unproject( camera );
-
- };
-
- this.pickingRay = function ( vector, camera ) {
-
- console.error( 'THREE.Projector: .pickingRay() is now raycaster.setFromCamera().' );
-
- };
-
-};
-
-THREE.CanvasRenderer = function () {
-
- console.error( 'THREE.CanvasRenderer has been moved to /examples/js/renderers/CanvasRenderer.js' );
-
- this.domElement = document.createElement( 'canvas' );
- this.clear = function () {};
- this.render = function () {};
- this.setClearColor = function () {};
- this.setSize = function () {};
-
-};
-
-// File:src/math/Color.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.Color = function ( color ) {
-
- if ( arguments.length === 3 ) {
-
- return this.setRGB( arguments[ 0 ], arguments[ 1 ], arguments[ 2 ] );
-
- }
-
- return this.set( color );
-
-};
-
-THREE.Color.prototype = {
-
- constructor: THREE.Color,
-
- r: 1, g: 1, b: 1,
-
- set: function ( value ) {
-
- if ( value instanceof THREE.Color ) {
-
- this.copy( value );
-
- } else if ( typeof value === 'number' ) {
-
- this.setHex( value );
-
- } else if ( typeof value === 'string' ) {
-
- this.setStyle( value );
-
- }
-
- 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;
-
- },
-
- setRGB: function ( r, g, b ) {
-
- this.r = r;
- this.g = g;
- this.b = b;
-
- return this;
-
- },
-
- setHSL: function () {
-
- function hue2rgb ( p, q, t ) {
-
- if ( t < 0 ) t += 1;
- if ( t > 1 ) t -= 1;
- if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
- if ( t < 1 / 2 ) return q;
- if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
- return p;
-
- }
-
- return function ( h, s, l ) {
-
- // h,s,l ranges are in 0.0 - 1.0
- h = THREE.Math.euclideanModulo( h, 1 );
- s = THREE.Math.clamp( s, 0, 1 );
- l = THREE.Math.clamp( l, 0, 1 );
-
- if ( s === 0 ) {
-
- this.r = this.g = this.b = l;
-
- } else {
-
- var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
- var q = ( 2 * l ) - p;
-
- this.r = hue2rgb( q, p, h + 1 / 3 );
- this.g = hue2rgb( q, p, h );
- this.b = hue2rgb( q, p, h - 1 / 3 );
-
- }
-
- return this;
-
- };
-
- }(),
-
- setStyle: function ( style ) {
-
- var parseAlpha = function ( strAlpha ) {
-
- var alpha = parseFloat( strAlpha );
-
- if ( alpha < 1 ) {
-
- console.warn( 'THREE.Color: Alpha component of color ' + style + ' will be ignored.' );
-
- }
-
- return alpha;
-
- }
-
-
- var m;
-
- if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
-
- // rgb / hsl
-
- var color;
- var name = m[ 1 ];
- var components = m[ 2 ];
-
- switch ( name ) {
-
- case 'rgb':
-
- if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*$/.exec( components ) ) {
-
- // rgb(255,0,0)
- this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
- this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
- this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
-
- return this;
-
- }
-
- if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*$/.exec( components ) ) {
-
- // rgb(100%,0%,0%)
- this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
- this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
- this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
-
- return this;
-
- }
-
- break;
-
- case 'rgba':
-
- if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*,\s*([0-9]*\.?[0-9]+)\s*$/.exec( components ) ) {
-
- // rgba(255,0,0,0.5)
- this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
- this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
- this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
- parseAlpha( color[ 4 ] );
-
- return this;
-
- }
-
- if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*([0-9]*\.?[0-9]+)\s*$/.exec( components ) ) {
-
- // rgba(100%,0%,0%,0.5)
- this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
- this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
- this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
- parseAlpha( color[ 4 ] );
-
- return this;
-
- }
-
- break;
-
- case 'hsl':
-
- if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*$/.exec( components ) ) {
-
- // hsl(120,50%,50%)
- var h = parseFloat( color[ 1 ] );
- var s = parseInt( color[ 2 ], 10 ) / 100;
- var l = parseInt( color[ 3 ], 10 ) / 100;
-
- return this.setHSL( h, s, l );
-
- }
-
- break;
-
- case 'hsla':
-
- if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*([0-9]*\.?[0-9]+)\s*$/.exec( components ) ) {
-
- // hsla(120,50%,50%,0.5)
- var h = parseFloat( color[ 1 ] );
- var s = parseInt( color[ 2 ], 10 ) / 100;
- var l = parseInt( color[ 3 ], 10 ) / 100;
- parseAlpha( color[ 4 ] );
-
- return this.setHSL( h, s, l );
-
- }
-
- break;
-
- }
-
- } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
-
- // hex color
-
- var hex = m[ 1 ];
- var size = hex.length;
-
- if ( size === 3 ) {
-
- // #ff0
- this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
- this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
- this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
-
- return this;
-
- } else if ( size === 6 ) {
-
- // #ff0000
- this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
- this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
- this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
-
- return this;
-
- }
-
- }
-
- if ( style && style.length > 0 ) {
-
- // color keywords
- var hex = THREE.ColorKeywords[ style ];
-
- if ( hex !== undefined ) {
-
- // red
- this.setHex( hex );
-
- } else {
-
- // unknown color
- console.warn( 'THREE.Color: Unknown color ' + style );
-
- }
-
- }
-
- return this;
-
- },
-
- copy: function ( color ) {
-
- this.r = color.r;
- this.g = color.g;
- this.b = color.b;
-
- return this;
-
- },
-
- copyGammaToLinear: function ( color, gammaFactor ) {
-
- if ( gammaFactor === undefined ) gammaFactor = 2.0;
-
- this.r = Math.pow( color.r, gammaFactor );
- this.g = Math.pow( color.g, gammaFactor );
- this.b = Math.pow( color.b, gammaFactor );
-
- return this;
-
- },
-
- copyLinearToGamma: function ( color, gammaFactor ) {
-
- if ( gammaFactor === undefined ) gammaFactor = 2.0;
-
- var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
-
- this.r = Math.pow( color.r, safeInverse );
- this.g = Math.pow( color.g, safeInverse );
- this.b = Math.pow( color.b, safeInverse );
-
- 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;
-
- },
-
- getHex: function () {
-
- return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
-
- },
-
- getHexString: function () {
-
- return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
-
- },
-
- getHSL: function ( optionalTarget ) {
-
- // h,s,l ranges are in 0.0 - 1.0
-
- var hsl = optionalTarget || { h: 0, s: 0, l: 0 };
-
- var r = this.r, g = this.g, b = this.b;
-
- var max = Math.max( r, g, b );
- var min = Math.min( r, g, b );
-
- var hue, saturation;
- var lightness = ( min + max ) / 2.0;
-
- if ( min === max ) {
-
- hue = 0;
- saturation = 0;
-
- } else {
-
- var delta = max - min;
-
- saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
-
- switch ( max ) {
-
- case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
- case g: hue = ( b - r ) / delta + 2; break;
- case b: hue = ( r - g ) / delta + 4; break;
-
- }
-
- hue /= 6;
-
- }
-
- hsl.h = hue;
- hsl.s = saturation;
- hsl.l = lightness;
-
- return hsl;
-
- },
-
- getStyle: function () {
-
- return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
-
- },
-
- offsetHSL: function ( h, s, l ) {
-
- var hsl = this.getHSL();
-
- hsl.h += h; hsl.s += s; hsl.l += l;
-
- this.setHSL( hsl.h, hsl.s, hsl.l );
-
- return this;
-
- },
-
- add: function ( color ) {
-
- this.r += color.r;
- this.g += color.g;
- this.b += color.b;
-
- return this;
-
- },
-
- addColors: function ( color1, color2 ) {
-
- this.r = color1.r + color2.r;
- this.g = color1.g + color2.g;
- this.b = color1.b + color2.b;
-
- return this;
-
- },
-
- addScalar: function ( s ) {
-
- this.r += s;
- this.g += s;
- this.b += s;
-
- return this;
-
- },
-
- multiply: function ( color ) {
-
- this.r *= color.r;
- this.g *= color.g;
- this.b *= color.b;
-
- return this;
-
- },
-
- multiplyScalar: function ( s ) {
-
- this.r *= s;
- this.g *= s;
- this.b *= s;
-
- return this;
-
- },
-
- lerp: 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;
-
- },
-
- equals: function ( c ) {
-
- return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
-
- },
-
- fromArray: function ( array ) {
-
- this.r = array[ 0 ];
- this.g = array[ 1 ];
- this.b = array[ 2 ];
-
- return this;
-
- },
-
- toArray: function ( array, offset ) {
-
- if ( array === undefined ) array = [];
- if ( offset === undefined ) offset = 0;
-
- array[ offset ] = this.r;
- array[ offset + 1 ] = this.g;
- array[ offset + 2 ] = this.b;
-
- return array;
-
- },
-
- clone: function () {
-
- return new THREE.Color().copy( this );
-
- }
-
-};
-
-THREE.ColorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
-'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
-'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
-'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
-'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
-'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
-'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
-'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
-'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
-'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
-'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
-'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
-'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
-'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
-'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
-'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
-'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
-'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
-'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
-'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
-'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
-'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
-'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
-'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
-
-// File:src/math/Quaternion.js
-
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- * @author WestLangley / http://github.com/WestLangley
- * @author bhouston / http://exocortex.com
- */
-
-THREE.Quaternion = function ( x, y, z, w ) {
-
- this._x = x || 0;
- this._y = y || 0;
- this._z = z || 0;
- this._w = ( w !== undefined ) ? w : 1;
-
-};
-
-THREE.Quaternion.prototype = {
-
- constructor: THREE.Quaternion,
-
- get x () {
-
- return this._x;
-
- },
-
- set x ( value ) {
-
- this._x = value;
- this.onChangeCallback();
-
- },
-
- get y () {
-
- return this._y;
-
- },
-
- set y ( value ) {
-
- this._y = value;
- this.onChangeCallback();
-
- },
-
- get z () {
-
- return this._z;
-
- },
-
- set z ( value ) {
-
- this._z = value;
- this.onChangeCallback();
-
- },
-
- get w () {
-
- return this._w;
-
- },
-
- set w ( value ) {
-
- this._w = value;
- this.onChangeCallback();
-
- },
-
- set: function ( x, y, z, w ) {
-
- this._x = x;
- this._y = y;
- this._z = z;
- this._w = w;
-
- this.onChangeCallback();
-
- return this;
-
- },
-
- copy: function ( quaternion ) {
-
- this._x = quaternion.x;
- this._y = quaternion.y;
- this._z = quaternion.z;
- this._w = quaternion.w;
-
- this.onChangeCallback();
-
- return this;
-
- },
-
- setFromEuler: function ( euler, update ) {
-
- if ( euler instanceof THREE.Euler === false ) {
-
- throw new Error( 'THREE.Quaternion: .setFromEuler() now expects a Euler rotation rather than a Vector3 and 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( euler._x / 2 );
- var c2 = Math.cos( euler._y / 2 );
- var c3 = Math.cos( euler._z / 2 );
- var s1 = Math.sin( euler._x / 2 );
- var s2 = Math.sin( euler._y / 2 );
- var s3 = Math.sin( euler._z / 2 );
-
- if ( euler.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 ( euler.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 ( euler.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 ( euler.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 ( euler.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 ( euler.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;
-
- }
-
- if ( update !== false ) this.onChangeCallback();
-
- return this;
-
- },
-
- setFromAxisAngle: function ( axis, angle ) {
-
- // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
-
- // assumes axis is 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 );
-
- this.onChangeCallback();
-
- 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;
-
- }
-
- this.onChangeCallback();
-
- return this;
-
- },
-
- setFromUnitVectors: function () {
-
- // http://lolengine.net/blog/2014/02/24/quaternion-from-two-vectors-final
-
- // assumes direction vectors vFrom and vTo are normalized
-
- var v1, r;
-
- var EPS = 0.000001;
-
- return function ( vFrom, vTo ) {
-
- if ( v1 === undefined ) v1 = new THREE.Vector3();
-
- r = vFrom.dot( vTo ) + 1;
-
- if ( r < EPS ) {
-
- r = 0;
-
- if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
-
- v1.set( - vFrom.y, vFrom.x, 0 );
-
- } else {
-
- v1.set( 0, - vFrom.z, vFrom.y );
-
- }
-
- } else {
-
- v1.crossVectors( vFrom, vTo );
-
- }
-
- this._x = v1.x;
- this._y = v1.y;
- this._z = v1.z;
- this._w = r;
-
- this.normalize();
-
- return this;
-
- }
-
- }(),
-
- inverse: function () {
-
- this.conjugate().normalize();
-
- return this;
-
- },
-
- conjugate: function () {
-
- this._x *= - 1;
- this._y *= - 1;
- this._z *= - 1;
-
- this.onChangeCallback();
-
- return this;
-
- },
-
- dot: function ( v ) {
-
- return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
-
- },
-
- lengthSq: function () {
-
- return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
-
- },
-
- 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 = this.length();
-
- if ( l === 0 ) {
-
- this._x = 0;
- this._y = 0;
- this._z = 0;
- this._w = 1;
-
- } else {
-
- l = 1 / l;
-
- this._x = this._x * l;
- this._y = this._y * l;
- this._z = this._z * l;
- this._w = this._w * l;
-
- }
-
- this.onChangeCallback();
-
- return this;
-
- },
-
- multiply: function ( q, p ) {
-
- if ( p !== undefined ) {
-
- console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
- return this.multiplyQuaternions( q, p );
-
- }
-
- return this.multiplyQuaternions( this, q );
-
- },
-
- multiplyQuaternions: 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;
- var 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;
-
- this.onChangeCallback();
-
- return this;
-
- },
-
- multiplyVector3: function ( vector ) {
-
- console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
- return vector.applyQuaternion( this );
-
- },
-
- slerp: function ( qb, t ) {
-
- if ( t === 0 ) return this;
- if ( t === 1 ) return this.copy( qb );
-
- 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 );
-
- this.onChangeCallback();
-
- return this;
-
- },
-
- equals: function ( quaternion ) {
-
- return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
-
- },
-
- fromArray: function ( array, offset ) {
-
- if ( offset === undefined ) offset = 0;
-
- this._x = array[ offset ];
- this._y = array[ offset + 1 ];
- this._z = array[ offset + 2 ];
- this._w = array[ offset + 3 ];
-
- this.onChangeCallback();
-
- return this;
-
- },
-
- toArray: function ( array, offset ) {
-
- if ( array === undefined ) array = [];
- if ( offset === undefined ) offset = 0;
-
- array[ offset ] = this._x;
- array[ offset + 1 ] = this._y;
- array[ offset + 2 ] = this._z;
- array[ offset + 3 ] = this._w;
-
- return array;
-
- },
-
- onChange: function ( callback ) {
-
- this.onChangeCallback = callback;
-
- return this;
-
- },
-
- onChangeCallback: function () {},
-
- clone: function () {
-
- return new THREE.Quaternion( this._x, this._y, this._z, this._w );
-
- }
-
-};
-
-THREE.Quaternion.slerp = function ( qa, qb, qm, t ) {
-
- return qm.copy( qa ).slerp( qb, t );
-
-};
-
-// File:src/math/Vector2.js
-
-/**
- * @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;
-
- },
-
- setX: function ( x ) {
-
- this.x = x;
-
- return this;
-
- },
-
- setY: function ( y ) {
-
- this.y = y;
-
- return this;
-
- },
-
- setComponent: function ( index, value ) {
-
- switch ( index ) {
-
- case 0: this.x = value; break;
- case 1: this.y = value; break;
- default: throw new Error( 'index is out of range: ' + index );
-
- }
-
- },
-
- getComponent: function ( index ) {
-
- switch ( index ) {
-
- case 0: return this.x;
- case 1: return this.y;
- default: throw new Error( 'index is out of range: ' + index );
-
- }
-
- },
-
- copy: function ( v ) {
-
- this.x = v.x;
- this.y = v.y;
-
- return this;
-
- },
-
- add: function ( v, w ) {
-
- if ( w !== undefined ) {
-
- console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
- return this.addVectors( v, w );
-
- }
-
- this.x += v.x;
- this.y += v.y;
-
- return this;
-
- },
-
- addScalar: function ( s ) {
-
- this.x += s;
- this.y += s;
-
- return this;
-
- },
-
- addVectors: function ( a, b ) {
-
- this.x = a.x + b.x;
- this.y = a.y + b.y;
-
- return this;
-
- },
-
- addScaledVector: function ( v, s ) {
-
- this.x += v.x * s;
- this.y += v.y * s;
-
- return this;
-
- },
-
- sub: function ( v, w ) {
-
- if ( w !== undefined ) {
-
- console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
- return this.subVectors( v, w );
-
- }
-
- this.x -= v.x;
- this.y -= v.y;
-
- return this;
-
- },
-
- subScalar: function ( s ) {
-
- this.x -= s;
- this.y -= s;
-
- return this;
-
- },
-
- subVectors: function ( a, b ) {
-
- this.x = a.x - b.x;
- this.y = a.y - b.y;
-
- return this;
-
- },
-
- multiply: function ( v ) {
-
- this.x *= v.x;
- this.y *= v.y;
-
- return this;
-
- },
-
- multiplyScalar: function ( s ) {
-
- this.x *= s;
- this.y *= s;
-
- return this;
-
- },
-
- divide: function ( v ) {
-
- this.x /= v.x;
- this.y /= v.y;
-
- return this;
-
- },
-
- divideScalar: function ( scalar ) {
-
- if ( scalar !== 0 ) {
-
- var invScalar = 1 / scalar;
-
- this.x *= invScalar;
- this.y *= invScalar;
-
- } else {
-
- this.x = 0;
- this.y = 0;
-
- }
-
- return this;
-
- },
-
- min: function ( v ) {
-
- if ( this.x > v.x ) {
-
- this.x = v.x;
-
- }
-
- if ( this.y > v.y ) {
-
- this.y = v.y;
-
- }
-
- return this;
-
- },
-
- max: function ( v ) {
-
- if ( this.x < v.x ) {
-
- this.x = v.x;
-
- }
-
- if ( this.y < v.y ) {
-
- this.y = v.y;
-
- }
-
- return this;
-
- },
-
- clamp: function ( min, max ) {
-
- // This function assumes min < max, if this assumption isn't true it will not operate correctly
-
- if ( this.x < min.x ) {
-
- this.x = min.x;
-
- } else if ( this.x > max.x ) {
-
- this.x = max.x;
-
- }
-
- if ( this.y < min.y ) {
-
- this.y = min.y;
-
- } else if ( this.y > max.y ) {
-
- this.y = max.y;
-
- }
-
- return this;
-
- },
-
- clampScalar: function () {
-
- var min, max;
-
- return function clampScalar( minVal, maxVal ) {
-
- if ( min === undefined ) {
-
- min = new THREE.Vector2();
- max = new THREE.Vector2();
-
- }
-
- min.set( minVal, minVal );
- max.set( maxVal, maxVal );
-
- return this.clamp( min, max );
-
- };
-
- }(),
-
- floor: function () {
-
- this.x = Math.floor( this.x );
- this.y = Math.floor( this.y );
-
- return this;
-
- },
-
- ceil: function () {
-
- this.x = Math.ceil( this.x );
- this.y = Math.ceil( this.y );
-
- return this;
-
- },
-
- round: function () {
-
- this.x = Math.round( this.x );
- this.y = Math.round( this.y );
-
- return this;
-
- },
-
- roundToZero: function () {
-
- this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
- this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
-
- return this;
-
- },
-
- negate: function () {
-
- this.x = - this.x;
- this.y = - this.y;
-
- return this;
-
- },
-
- 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.x * this.x + this.y * this.y );
-
- },
-
- lengthManhattan: function() {
-
- return Math.abs( this.x ) + Math.abs( this.y );
-
- },
-
- 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 ) {
-
- var oldLength = this.length();
-
- if ( oldLength !== 0 && l !== oldLength ) {
-
- this.multiplyScalar( l / oldLength );
-
- }
-
- return this;
-
- },
-
- lerp: function ( v, alpha ) {
-
- this.x += ( v.x - this.x ) * alpha;
- this.y += ( v.y - this.y ) * alpha;
-
- return this;
-
- },
-
- lerpVectors: function ( v1, v2, alpha ) {
-
- this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
-
- return this;
-
- },
-
- equals: function ( v ) {
-
- return ( ( v.x === this.x ) && ( v.y === this.y ) );
-
- },
-
- fromArray: function ( array, offset ) {
-
- if ( offset === undefined ) offset = 0;
-
- this.x = array[ offset ];
- this.y = array[ offset + 1 ];
-
- return this;
-
- },
-
- toArray: function ( array, offset ) {
-
- if ( array === undefined ) array = [];
- if ( offset === undefined ) offset = 0;
-
- array[ offset ] = this.x;
- array[ offset + 1 ] = this.y;
-
- return array;
-
- },
-
- fromAttribute: function ( attribute, index, offset ) {
-
- if ( offset === undefined ) offset = 0;
-
- index = index * attribute.itemSize + offset;
-
- this.x = attribute.array[ index ];
- this.y = attribute.array[ index + 1 ];
-
- return this;
-
- },
-
- clone: function () {
-
- return new THREE.Vector2( this.x, this.y );
-
- }
-
-};
-
-// File:src/math/Vector3.js
-
-/**
- * @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;
-
- },
-
- setComponent: function ( index, value ) {
-
- switch ( index ) {
-
- case 0: this.x = value; break;
- case 1: this.y = value; break;
- case 2: this.z = value; break;
- default: throw new Error( 'index is out of range: ' + index );
-
- }
-
- },
-
- getComponent: function ( index ) {
-
- switch ( index ) {
-
- case 0: return this.x;
- case 1: return this.y;
- case 2: return this.z;
- default: throw new Error( 'index is out of range: ' + index );
-
- }
-
- },
-
- copy: function ( v ) {
-
- this.x = v.x;
- this.y = v.y;
- this.z = v.z;
-
- return this;
-
- },
-
- add: function ( v, w ) {
-
- if ( w !== undefined ) {
-
- console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
- return this.addVectors( v, w );
-
- }
-
- 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;
-
- },
-
- addVectors: function ( a, b ) {
-
- this.x = a.x + b.x;
- this.y = a.y + b.y;
- this.z = a.z + b.z;
-
- return this;
-
- },
-
- addScaledVector: function ( v, s ) {
-
- this.x += v.x * s;
- this.y += v.y * s;
- this.z += v.z * s;
-
- return this;
-
- },
-
- sub: function ( v, w ) {
-
- if ( w !== undefined ) {
-
- console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
- return this.subVectors( v, w );
-
- }
-
- this.x -= v.x;
- this.y -= v.y;
- this.z -= v.z;
-
- return this;
-
- },
-
- subScalar: function ( s ) {
-
- this.x -= s;
- this.y -= s;
- this.z -= s;
-
- return this;
-
- },
-
- subVectors: function ( a, b ) {
-
- this.x = a.x - b.x;
- this.y = a.y - b.y;
- this.z = a.z - b.z;
-
- return this;
-
- },
-
- multiply: function ( v, w ) {
-
- if ( w !== undefined ) {
-
- console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
- return this.multiplyVectors( v, w );
-
- }
-
- this.x *= v.x;
- this.y *= v.y;
- this.z *= v.z;
-
- return this;
-
- },
-
- multiplyScalar: function ( scalar ) {
-
- this.x *= scalar;
- this.y *= scalar;
- this.z *= scalar;
-
- return this;
-
- },
-
- multiplyVectors: function ( a, b ) {
-
- this.x = a.x * b.x;
- this.y = a.y * b.y;
- this.z = a.z * b.z;
-
- return this;
-
- },
-
- applyEuler: function () {
-
- var quaternion;
-
- return function applyEuler( euler ) {
-
- if ( euler instanceof THREE.Euler === false ) {
-
- console.error( 'THREE.Vector3: .applyEuler() now expects a Euler rotation rather than a Vector3 and order.' );
-
- }
-
- if ( quaternion === undefined ) quaternion = new THREE.Quaternion();
-
- this.applyQuaternion( quaternion.setFromEuler( euler ) );
-
- return this;
-
- };
-
- }(),
-
- applyAxisAngle: function () {
-
- var quaternion;
-
- return function applyAxisAngle( axis, angle ) {
-
- if ( quaternion === undefined ) quaternion = new THREE.Quaternion();
-
- this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) );
-
- return this;
-
- };
-
- }(),
-
- applyMatrix3: function ( m ) {
-
- var x = this.x;
- var y = this.y;
- var z = this.z;
-
- var e = m.elements;
-
- this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
- this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
- this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
-
- return this;
-
- },
-
- applyMatrix4: function ( m ) {
-
- // input: THREE.Matrix4 affine matrix
-
- var x = this.x, y = this.y, z = this.z;
-
- var e = m.elements;
-
- this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ];
- this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ];
- this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ];
-
- return this;
-
- },
-
- applyProjection: function ( m ) {
-
- // input: THREE.Matrix4 projection matrix
-
- var x = this.x, y = this.y, z = this.z;
-
- var e = m.elements;
- var d = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] ); // perspective divide
-
- this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * d;
- this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * d;
- this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * d;
-
- return this;
-
- },
-
- applyQuaternion: function ( q ) {
-
- var x = this.x;
- var y = this.y;
- var z = this.z;
-
- var qx = q.x;
- var qy = q.y;
- var qz = q.z;
- var qw = q.w;
-
- // calculate quat * vector
-
- var ix = qw * x + qy * z - qz * y;
- var iy = qw * y + qz * x - qx * z;
- var iz = qw * z + qx * y - qy * x;
- var iw = - qx * x - qy * y - qz * z;
-
- // calculate result * inverse quat
-
- this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
- this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
- this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
-
- return this;
-
- },
-
- project: function () {
-
- var matrix;
-
- return function project( camera ) {
-
- if ( matrix === undefined ) matrix = new THREE.Matrix4();
-
- matrix.multiplyMatrices( camera.projectionMatrix, matrix.getInverse( camera.matrixWorld ) );
- return this.applyProjection( matrix );
-
- };
-
- }(),
-
- unproject: function () {
-
- var matrix;
-
- return function unproject( camera ) {
-
- if ( matrix === undefined ) matrix = new THREE.Matrix4();
-
- matrix.multiplyMatrices( camera.matrixWorld, matrix.getInverse( camera.projectionMatrix ) );
- return this.applyProjection( matrix );
-
- };
-
- }(),
-
- transformDirection: function ( m ) {
-
- // input: THREE.Matrix4 affine matrix
- // vector interpreted as a direction
-
- var x = this.x, y = this.y, z = this.z;
-
- var e = m.elements;
-
- this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
- this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
- this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
-
- this.normalize();
-
- return this;
-
- },
-
- divide: function ( v ) {
-
- this.x /= v.x;
- this.y /= v.y;
- this.z /= v.z;
-
- return this;
-
- },
-
- divideScalar: function ( scalar ) {
-
- if ( scalar !== 0 ) {
-
- var invScalar = 1 / scalar;
-
- this.x *= invScalar;
- this.y *= invScalar;
- this.z *= invScalar;
-
- } else {
-
- this.x = 0;
- this.y = 0;
- this.z = 0;
-
- }
-
- return this;
-
- },
-
- min: function ( v ) {
-
- if ( this.x > v.x ) {
-
- this.x = v.x;
-
- }
-
- if ( this.y > v.y ) {
-
- this.y = v.y;
-
- }
-
- if ( this.z > v.z ) {
-
- this.z = v.z;
-
- }
-
- return this;
-
- },
-
- max: function ( v ) {
-
- if ( this.x < v.x ) {
-
- this.x = v.x;
-
- }
-
- if ( this.y < v.y ) {
-
- this.y = v.y;
-
- }
-
- if ( this.z < v.z ) {
-
- this.z = v.z;
-
- }
-
- return this;
-
- },
-
- clamp: function ( min, max ) {
-
- // This function assumes min < max, if this assumption isn't true it will not operate correctly
-
- if ( this.x < min.x ) {
-
- this.x = min.x;
-
- } else if ( this.x > max.x ) {
-
- this.x = max.x;
-
- }
-
- if ( this.y < min.y ) {
-
- this.y = min.y;
-
- } else if ( this.y > max.y ) {
-
- this.y = max.y;
-
- }
-
- if ( this.z < min.z ) {
-
- this.z = min.z;
-
- } else if ( this.z > max.z ) {
-
- this.z = max.z;
-
- }
-
- return this;
-
- },
-
- clampScalar: function () {
-
- var min, max;
-
- return function clampScalar( minVal, maxVal ) {
-
- if ( min === undefined ) {
-
- min = new THREE.Vector3();
- max = new THREE.Vector3();
-
- }
-
- min.set( minVal, minVal, minVal );
- max.set( maxVal, maxVal, maxVal );
-
- return this.clamp( min, max );
-
- };
-
- }(),
-
- floor: function () {
-
- this.x = Math.floor( this.x );
- this.y = Math.floor( this.y );
- this.z = Math.floor( this.z );
-
- return this;
-
- },
-
- ceil: function () {
-
- this.x = Math.ceil( this.x );
- this.y = Math.ceil( this.y );
- this.z = Math.ceil( this.z );
-
- return this;
-
- },
-
- round: function () {
-
- this.x = Math.round( this.x );
- this.y = Math.round( this.y );
- this.z = Math.round( this.z );
-
- return this;
-
- },
-
- roundToZero: function () {
-
- this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
- this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
- this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
-
- return this;
-
- },
-
- negate: function () {
-
- this.x = - this.x;
- this.y = - this.y;
- this.z = - this.z;
-
- return this;
-
- },
-
- 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.x * this.x + this.y * this.y + this.z * this.z );
-
- },
-
- 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 ) {
-
- var oldLength = this.length();
-
- if ( oldLength !== 0 && l !== oldLength ) {
-
- this.multiplyScalar( l / oldLength );
-
- }
-
- return this;
-
- },
-
- lerp: 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;
-
- },
-
- lerpVectors: function ( v1, v2, alpha ) {
-
- this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
-
- return this;
-
- },
-
- cross: function ( v, w ) {
-
- if ( w !== undefined ) {
-
- console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
- return this.crossVectors( v, w );
-
- }
-
- 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;
-
- },
-
- crossVectors: function ( a, b ) {
-
- var ax = a.x, ay = a.y, az = a.z;
- var bx = b.x, by = b.y, bz = b.z;
-
- this.x = ay * bz - az * by;
- this.y = az * bx - ax * bz;
- this.z = ax * by - ay * bx;
-
- return this;
-
- },
-
- projectOnVector: function () {
-
- var v1, dot;
-
- return function projectOnVector( vector ) {
-
- if ( v1 === undefined ) v1 = new THREE.Vector3();
-
- v1.copy( vector ).normalize();
-
- dot = this.dot( v1 );
-
- return this.copy( v1 ).multiplyScalar( dot );
-
- };
-
- }(),
-
- projectOnPlane: function () {
-
- var v1;
-
- return function projectOnPlane( planeNormal ) {
-
- if ( v1 === undefined ) v1 = new THREE.Vector3();
-
- v1.copy( this ).projectOnVector( planeNormal );
-
- return this.sub( v1 );
-
- }
-
- }(),
-
- reflect: function () {
-
- // reflect incident vector off plane orthogonal to normal
- // normal is assumed to have unit length
-
- var v1;
-
- return function reflect( normal ) {
-
- if ( v1 === undefined ) v1 = new THREE.Vector3();
-
- return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
-
- }
-
- }(),
-
- angleTo: function ( v ) {
-
- var theta = this.dot( v ) / ( this.length() * v.length() );
-
- // clamp, to handle numerical problems
-
- return Math.acos( THREE.Math.clamp( theta, - 1, 1 ) );
-
- },
-
- distanceTo: function ( v ) {
-
- return Math.sqrt( this.distanceToSquared( v ) );
-
- },
-
- distanceToSquared: function ( v ) {
-
- var dx = this.x - v.x;
- var dy = this.y - v.y;
- var dz = this.z - v.z;
-
- return dx * dx + dy * dy + dz * dz;
-
- },
-
- setEulerFromRotationMatrix: function ( m, order ) {
-
- console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
-
- },
-
- setEulerFromQuaternion: function ( q, order ) {
-
- console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
-
- },
-
- getPositionFromMatrix: function ( m ) {
-
- console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
-
- return this.setFromMatrixPosition( m );
-
- },
-
- getScaleFromMatrix: function ( m ) {
-
- console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
-
- return this.setFromMatrixScale( m );
-
- },
-
- getColumnFromMatrix: function ( index, matrix ) {
-
- console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
-
- return this.setFromMatrixColumn( index, matrix );
-
- },
-
- setFromMatrixPosition: function ( m ) {
-
- this.x = m.elements[ 12 ];
- this.y = m.elements[ 13 ];
- this.z = m.elements[ 14 ];
-
- return this;
-
- },
-
- setFromMatrixScale: 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;
-
- },
-
- setFromMatrixColumn: function ( index, matrix ) {
-
- var offset = index * 4;
-
- var me = matrix.elements;
-
- this.x = me[ offset ];
- this.y = me[ offset + 1 ];
- this.z = me[ offset + 2 ];
-
- return this;
-
- },
-
- equals: function ( v ) {
-
- return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
-
- },
-
- fromArray: function ( array, offset ) {
-
- if ( offset === undefined ) offset = 0;
-
- this.x = array[ offset ];
- this.y = array[ offset + 1 ];
- this.z = array[ offset + 2 ];
-
- return this;
-
- },
-
- toArray: function ( array, offset ) {
-
- if ( array === undefined ) array = [];
- if ( offset === undefined ) offset = 0;
-
- array[ offset ] = this.x;
- array[ offset + 1 ] = this.y;
- array[ offset + 2 ] = this.z;
-
- return array;
-
- },
-
- fromAttribute: function ( attribute, index, offset ) {
-
- if ( offset === undefined ) offset = 0;
-
- index = index * attribute.itemSize + offset;
-
- this.x = attribute.array[ index ];
- this.y = attribute.array[ index + 1 ];
- this.z = attribute.array[ index + 2 ];
-
- return this;
-
- },
-
- clone: function () {
-
- return new THREE.Vector3( this.x, this.y, this.z );
-
- }
-
-};
-
-// File:src/math/Vector4.js
-
-/**
- * @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;
-
- },
-
- setX: function ( x ) {
-
- this.x = x;
-
- return this;
-
- },
-
- setY: function ( y ) {
-
- this.y = y;
-
- return this;
-
- },
-
- setZ: function ( z ) {
-
- this.z = z;
-
- return this;
-
- },
-
- setW: function ( w ) {
-
- this.w = w;
-
- return this;
-
- },
-
- setComponent: function ( index, value ) {
-
- switch ( index ) {
-
- case 0: this.x = value; break;
- case 1: this.y = value; break;
- case 2: this.z = value; break;
- case 3: this.w = value; break;
- default: throw new Error( 'index is out of range: ' + index );
-
- }
-
- },
-
- getComponent: function ( index ) {
-
- switch ( index ) {
-
- case 0: return this.x;
- case 1: return this.y;
- case 2: return this.z;
- case 3: return this.w;
- default: throw new Error( 'index is out of range: ' + index );
-
- }
-
- },
-
- 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 ( v, w ) {
-
- if ( w !== undefined ) {
-
- console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
- return this.addVectors( v, w );
-
- }
-
- this.x += v.x;
- this.y += v.y;
- this.z += v.z;
- this.w += v.w;
-
- return this;
-
- },
-
- addScalar: function ( s ) {
-
- this.x += s;
- this.y += s;
- this.z += s;
- this.w += s;
-
- return this;
-
- },
-
- addVectors: 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;
-
- },
-
- addScaledVector: function ( v, s ) {
-
- this.x += v.x * s;
- this.y += v.y * s;
- this.z += v.z * s;
- this.w += v.w * s;
-
- return this;
-
- },
-
- sub: function ( v, w ) {
-
- if ( w !== undefined ) {
-
- console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
- return this.subVectors( v, w );
-
- }
-
- this.x -= v.x;
- this.y -= v.y;
- this.z -= v.z;
- this.w -= v.w;
-
- return this;
-
- },
-
- subScalar: function ( s ) {
-
- this.x -= s;
- this.y -= s;
- this.z -= s;
- this.w -= s;
-
- return this;
-
- },
-
- subVectors: 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;
-
- },
-
- multiplyScalar: function ( scalar ) {
-
- this.x *= scalar;
- this.y *= scalar;
- this.z *= scalar;
- this.w *= scalar;
-
- return this;
-
- },
-
- applyMatrix4: function ( m ) {
-
- var x = this.x;
- var y = this.y;
- var z = this.z;
- var w = this.w;
-
- var e = m.elements;
-
- this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
- this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
- this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
- this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
-
- return this;
-
- },
-
- divideScalar: function ( scalar ) {
-
- if ( scalar !== 0 ) {
-
- var invScalar = 1 / scalar;
-
- this.x *= invScalar;
- this.y *= invScalar;
- this.z *= invScalar;
- this.w *= invScalar;
-
- } else {
-
- this.x = 0;
- this.y = 0;
- this.z = 0;
- this.w = 1;
-
- }
-
- return this;
-
- },
-
- 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;
-
- },
-
- min: function ( v ) {
-
- if ( this.x > v.x ) {
-
- this.x = v.x;
-
- }
-
- if ( this.y > v.y ) {
-
- this.y = v.y;
-
- }
-
- if ( this.z > v.z ) {
-
- this.z = v.z;
-
- }
-
- if ( this.w > v.w ) {
-
- this.w = v.w;
-
- }
-
- return this;
-
- },
-
- max: function ( v ) {
-
- if ( this.x < v.x ) {
-
- this.x = v.x;
-
- }
-
- if ( this.y < v.y ) {
-
- this.y = v.y;
-
- }
-
- if ( this.z < v.z ) {
-
- this.z = v.z;
-
- }
-
- if ( this.w < v.w ) {
-
- this.w = v.w;
-
- }
-
- return this;
-
- },
-
- clamp: function ( min, max ) {
-
- // This function assumes min < max, if this assumption isn't true it will not operate correctly
-
- if ( this.x < min.x ) {
-
- this.x = min.x;
-
- } else if ( this.x > max.x ) {
-
- this.x = max.x;
-
- }
-
- if ( this.y < min.y ) {
-
- this.y = min.y;
-
- } else if ( this.y > max.y ) {
-
- this.y = max.y;
-
- }
-
- if ( this.z < min.z ) {
-
- this.z = min.z;
-
- } else if ( this.z > max.z ) {
-
- this.z = max.z;
-
- }
-
- if ( this.w < min.w ) {
-
- this.w = min.w;
-
- } else if ( this.w > max.w ) {
-
- this.w = max.w;
-
- }
-
- return this;
-
- },
-
- clampScalar: function () {
-
- var min, max;
-
- return function clampScalar( minVal, maxVal ) {
-
- if ( min === undefined ) {
-
- min = new THREE.Vector4();
- max = new THREE.Vector4();
-
- }
-
- min.set( minVal, minVal, minVal, minVal );
- max.set( maxVal, maxVal, maxVal, maxVal );
-
- return this.clamp( min, max );
-
- };
-
- }(),
-
- floor: function () {
-
- this.x = Math.floor( this.x );
- this.y = Math.floor( this.y );
- this.z = Math.floor( this.z );
- this.w = Math.floor( this.w );
-
- return this;
-
- },
-
- ceil: function () {
-
- this.x = Math.ceil( this.x );
- this.y = Math.ceil( this.y );
- this.z = Math.ceil( this.z );
- this.w = Math.ceil( this.w );
-
- return this;
-
- },
-
- round: function () {
-
- this.x = Math.round( this.x );
- this.y = Math.round( this.y );
- this.z = Math.round( this.z );
- this.w = Math.round( this.w );
-
- return this;
-
- },
-
- roundToZero: function () {
-
- this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
- this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
- this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
- this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
-
- return this;
-
- },
-
- negate: function () {
-
- this.x = - this.x;
- this.y = - this.y;
- this.z = - this.z;
- this.w = - this.w;
-
- return this;
-
- },
-
- dot: function ( v ) {
-
- return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
-
- },
-
- lengthSq: function () {
-
- return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
-
- },
-
- length: function () {
-
- return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
-
- },
-
- lengthManhattan: function () {
-
- return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
-
- },
-
- normalize: function () {
-
- return this.divideScalar( this.length() );
-
- },
-
- setLength: function ( l ) {
-
- var oldLength = this.length();
-
- if ( oldLength !== 0 && l !== oldLength ) {
-
- this.multiplyScalar( l / oldLength );
-
- }
-
- return this;
-
- },
-
- lerp: 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;
-
- },
-
- lerpVectors: function ( v1, v2, alpha ) {
-
- this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
-
- return this;
-
- },
-
- equals: function ( v ) {
-
- return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
-
- },
-
- fromArray: function ( array, offset ) {
-
- if ( offset === undefined ) offset = 0;
-
- this.x = array[ offset ];
- this.y = array[ offset + 1 ];
- this.z = array[ offset + 2 ];
- this.w = array[ offset + 3 ];
-
- return this;
-
- },
-
- toArray: function ( array, offset ) {
-
- if ( array === undefined ) array = [];
- if ( offset === undefined ) offset = 0;
-
- array[ offset ] = this.x;
- array[ offset + 1 ] = this.y;
- array[ offset + 2 ] = this.z;
- array[ offset + 3 ] = this.w;
-
- return array;
-
- },
-
- fromAttribute: function ( attribute, index, offset ) {
-
- if ( offset === undefined ) offset = 0;
-
- index = index * attribute.itemSize + offset;
-
- this.x = attribute.array[ index ];
- this.y = attribute.array[ index + 1 ];
- this.z = attribute.array[ index + 2 ];
- this.w = attribute.array[ index + 3 ];
-
- return this;
-
- },
-
- clone: function () {
-
- return new THREE.Vector4( this.x, this.y, this.z, this.w );
-
- }
-
-};
-
-// File:src/math/Euler.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author WestLangley / http://github.com/WestLangley
- * @author bhouston / http://exocortex.com
- */
-
-THREE.Euler = function ( x, y, z, order ) {
-
- this._x = x || 0;
- this._y = y || 0;
- this._z = z || 0;
- this._order = order || THREE.Euler.DefaultOrder;
-
-};
-
-THREE.Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
-
-THREE.Euler.DefaultOrder = 'XYZ';
-
-THREE.Euler.prototype = {
-
- constructor: THREE.Euler,
-
- get x () {
-
- return this._x;
-
- },
-
- set x ( value ) {
-
- this._x = value;
- this.onChangeCallback();
-
- },
-
- get y () {
-
- return this._y;
-
- },
-
- set y ( value ) {
-
- this._y = value;
- this.onChangeCallback();
-
- },
-
- get z () {
-
- return this._z;
-
- },
-
- set z ( value ) {
-
- this._z = value;
- this.onChangeCallback();
-
- },
-
- get order () {
-
- return this._order;
-
- },
-
- set order ( value ) {
-
- this._order = value;
- this.onChangeCallback();
-
- },
-
- set: function ( x, y, z, order ) {
-
- this._x = x;
- this._y = y;
- this._z = z;
- this._order = order || this._order;
-
- this.onChangeCallback();
-
- return this;
-
- },
-
- copy: function ( euler ) {
-
- this._x = euler._x;
- this._y = euler._y;
- this._z = euler._z;
- this._order = euler._order;
-
- this.onChangeCallback();
-
- return this;
-
- },
-
- setFromRotationMatrix: function ( m, order, update ) {
-
- var clamp = THREE.Math.clamp;
-
- // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
-
- 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 ];
-
- order = order || this._order;
-
- if ( order === 'XYZ' ) {
-
- this._y = Math.asin( clamp( m13, - 1, 1 ) );
-
- if ( Math.abs( m13 ) < 0.99999 ) {
-
- this._x = Math.atan2( - m23, m33 );
- this._z = Math.atan2( - m12, m11 );
-
- } else {
-
- this._x = Math.atan2( m32, m22 );
- this._z = 0;
-
- }
-
- } else if ( order === 'YXZ' ) {
-
- this._x = Math.asin( - clamp( m23, - 1, 1 ) );
-
- 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, - 1, 1 ) );
-
- 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( m21, m11 );
-
- }
-
- } else if ( order === 'ZYX' ) {
-
- this._y = Math.asin( - clamp( m31, - 1, 1 ) );
-
- 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, - 1, 1 ) );
-
- 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( m13, m33 );
-
- }
-
- } else if ( order === 'XZY' ) {
-
- this._z = Math.asin( - clamp( m12, - 1, 1 ) );
-
- if ( Math.abs( m12 ) < 0.99999 ) {
-
- this._x = Math.atan2( m32, m22 );
- this._y = Math.atan2( m13, m11 );
-
- } else {
-
- this._x = Math.atan2( - m23, m33 );
- this._y = 0;
-
- }
-
- } else {
-
- console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order )
-
- }
-
- this._order = order;
-
- if ( update !== false ) this.onChangeCallback();
-
- return this;
-
- },
-
- setFromQuaternion: function () {
-
- var matrix;
-
- return function ( q, order, update ) {
-
- if ( matrix === undefined ) matrix = new THREE.Matrix4();
- matrix.makeRotationFromQuaternion( q );
- this.setFromRotationMatrix( matrix, order, update );
-
- return this;
-
- };
-
- }(),
-
- setFromVector3: function ( v, order ) {
-
- return this.set( v.x, v.y, v.z, order || this._order );
-
- },
-
- reorder: function () {
-
- // WARNING: this discards revolution information -bhouston
-
- var q = new THREE.Quaternion();
-
- return function ( newOrder ) {
-
- q.setFromEuler( this );
- this.setFromQuaternion( q, newOrder );
-
- };
-
- }(),
-
- equals: function ( euler ) {
-
- return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
-
- },
-
- fromArray: function ( array ) {
-
- this._x = array[ 0 ];
- this._y = array[ 1 ];
- this._z = array[ 2 ];
- if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
-
- this.onChangeCallback();
-
- return this;
-
- },
-
- toArray: function ( array, offset ) {
-
- if ( array === undefined ) array = [];
- if ( offset === undefined ) offset = 0;
-
- array[ offset ] = this._x;
- array[ offset + 1 ] = this._y;
- array[ offset + 2 ] = this._z;
- array[ offset + 3 ] = this._order;
-
- return array;
-
- },
-
- toVector3: function ( optionalResult ) {
-
- if ( optionalResult ) {
-
- return optionalResult.set( this._x, this._y, this._z );
-
- } else {
-
- return new THREE.Vector3( this._x, this._y, this._z );
-
- }
-
- },
-
- onChange: function ( callback ) {
-
- this.onChangeCallback = callback;
-
- return this;
-
- },
-
- onChangeCallback: function () {},
-
- clone: function () {
-
- return new THREE.Euler( this._x, this._y, this._z, this._order );
-
- }
-
-};
-
-// File:src/math/Line3.js
-
-/**
- * @author bhouston / http://exocortex.com
- */
-
-THREE.Line3 = function ( start, end ) {
-
- this.start = ( start !== undefined ) ? start : new THREE.Vector3();
- this.end = ( end !== undefined ) ? end : new THREE.Vector3();
-
-};
-
-THREE.Line3.prototype = {
-
- constructor: THREE.Line3,
-
- set: function ( start, end ) {
-
- this.start.copy( start );
- this.end.copy( end );
-
- return this;
-
- },
-
- copy: function ( line ) {
-
- this.start.copy( line.start );
- this.end.copy( line.end );
-
- return this;
-
- },
-
- center: function ( optionalTarget ) {
-
- var result = optionalTarget || new THREE.Vector3();
- return result.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
-
- },
-
- delta: function ( optionalTarget ) {
-
- var result = optionalTarget || new THREE.Vector3();
- return result.subVectors( this.end, this.start );
-
- },
-
- distanceSq: function () {
-
- return this.start.distanceToSquared( this.end );
-
- },
-
- distance: function () {
-
- return this.start.distanceTo( this.end );
-
- },
-
- at: function ( t, optionalTarget ) {
-
- var result = optionalTarget || new THREE.Vector3();
-
- return this.delta( result ).multiplyScalar( t ).add( this.start );
-
- },
-
- closestPointToPointParameter: function () {
-
- var startP = new THREE.Vector3();
- var startEnd = new THREE.Vector3();
-
- return function ( point, clampToLine ) {
-
- startP.subVectors( point, this.start );
- startEnd.subVectors( this.end, this.start );
-
- var startEnd2 = startEnd.dot( startEnd );
- var startEnd_startP = startEnd.dot( startP );
-
- var t = startEnd_startP / startEnd2;
-
- if ( clampToLine ) {
-
- t = THREE.Math.clamp( t, 0, 1 );
-
- }
-
- return t;
-
- };
-
- }(),
-
- closestPointToPoint: function ( point, clampToLine, optionalTarget ) {
-
- var t = this.closestPointToPointParameter( point, clampToLine );
-
- var result = optionalTarget || new THREE.Vector3();
-
- return this.delta( result ).multiplyScalar( t ).add( this.start );
-
- },
-
- applyMatrix4: function ( matrix ) {
-
- this.start.applyMatrix4( matrix );
- this.end.applyMatrix4( matrix );
-
- return this;
-
- },
-
- equals: function ( line ) {
-
- return line.start.equals( this.start ) && line.end.equals( this.end );
-
- },
-
- clone: function () {
-
- return new THREE.Line3().copy( this );
-
- }
-
-};
-
-// File:src/math/Box2.js
-
-/**
- * @author bhouston / http://exocortex.com
- */
-
-THREE.Box2 = function ( min, max ) {
-
- this.min = ( min !== undefined ) ? min : new THREE.Vector2( Infinity, Infinity );
- this.max = ( max !== undefined ) ? max : new THREE.Vector2( - Infinity, - Infinity );
-
-};
-
-THREE.Box2.prototype = {
-
- constructor: THREE.Box2,
-
- set: function ( min, max ) {
-
- this.min.copy( min );
- this.max.copy( max );
-
- return this;
-
- },
-
- setFromPoints: function ( points ) {
-
- this.makeEmpty();
-
- for ( var i = 0, il = points.length; i < il; i ++ ) {
-
- this.expandByPoint( points[ i ] )
-
- }
-
- return this;
-
- },
-
- setFromCenterAndSize: function () {
-
- var v1 = new THREE.Vector2();
-
- return function ( center, size ) {
-
- var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
- this.min.copy( center ).sub( halfSize );
- this.max.copy( center ).add( halfSize );
-
- return this;
-
- };
-
- }(),
-
- copy: function ( box ) {
-
- this.min.copy( box.min );
- this.max.copy( box.max );
-
- return this;
-
- },
-
- makeEmpty: function () {
-
- this.min.x = this.min.y = Infinity;
- this.max.x = this.max.y = - Infinity;
-
- return this;
-
- },
-
- empty: function () {
-
- // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
-
- return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
-
- },
-
- center: function ( optionalTarget ) {
-
- var result = optionalTarget || new THREE.Vector2();
- return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
-
- },
-
- size: function ( optionalTarget ) {
-
- var result = optionalTarget || new THREE.Vector2();
- return result.subVectors( this.max, this.min );
-
- },
-
- expandByPoint: function ( point ) {
-
- this.min.min( point );
- this.max.max( point );
-
- return this;
-
- },
-
- expandByVector: function ( vector ) {
-
- this.min.sub( vector );
- this.max.add( vector );
-
- return this;
-
- },
-
- expandByScalar: function ( scalar ) {
-
- this.min.addScalar( - scalar );
- this.max.addScalar( scalar );
-
- return this;
-
- },
-
- containsPoint: function ( point ) {
-
- if ( point.x < this.min.x || point.x > this.max.x ||
- point.y < this.min.y || point.y > this.max.y ) {
-
- return false;
-
- }
-
- return true;
-
- },
-
- containsBox: function ( box ) {
-
- if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) &&
- ( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) ) {
-
- return true;
-
- }
-
- return false;
-
- },
-
- getParameter: function ( point, optionalTarget ) {
-
- // This can potentially have a divide by zero if the box
- // has a size dimension of 0.
-
- var result = optionalTarget || new THREE.Vector2();
-
- return result.set(
- ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
- ( point.y - this.min.y ) / ( this.max.y - this.min.y )
- );
-
- },
-
- isIntersectionBox: function ( box ) {
-
- // using 6 splitting planes to rule out intersections.
-
- if ( box.max.x < this.min.x || box.min.x > this.max.x ||
- box.max.y < this.min.y || box.min.y > this.max.y ) {
-
- return false;
-
- }
-
- return true;
-
- },
-
- clampPoint: function ( point, optionalTarget ) {
-
- var result = optionalTarget || new THREE.Vector2();
- return result.copy( point ).clamp( this.min, this.max );
-
- },
-
- distanceToPoint: function () {
-
- var v1 = new THREE.Vector2();
-
- return function ( point ) {
-
- var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
- return clampedPoint.sub( point ).length();
-
- };
-
- }(),
-
- intersect: function ( box ) {
-
- this.min.max( box.min );
- this.max.min( box.max );
-
- return this;
-
- },
-
- union: function ( box ) {
-
- this.min.min( box.min );
- this.max.max( box.max );
-
- return this;
-
- },
-
- translate: function ( offset ) {
-
- this.min.add( offset );
- this.max.add( offset );
-
- return this;
-
- },
-
- equals: function ( box ) {
-
- return box.min.equals( this.min ) && box.max.equals( this.max );
-
- },
-
- clone: function () {
-
- return new THREE.Box2().copy( this );
-
- }
-
-};
-
-// File:src/math/Box3.js
-
-/**
- * @author bhouston / http://exocortex.com
- * @author WestLangley / http://github.com/WestLangley
- */
-
-THREE.Box3 = function ( min, max ) {
-
- this.min = ( min !== undefined ) ? min : new THREE.Vector3( Infinity, Infinity, Infinity );
- this.max = ( max !== undefined ) ? max : new THREE.Vector3( - Infinity, - Infinity, - Infinity );
-
-};
-
-THREE.Box3.prototype = {
-
- constructor: THREE.Box3,
-
- set: function ( min, max ) {
-
- this.min.copy( min );
- this.max.copy( max );
-
- return this;
-
- },
-
- setFromPoints: function ( points ) {
-
- this.makeEmpty();
-
- for ( var i = 0, il = points.length; i < il; i ++ ) {
-
- this.expandByPoint( points[ i ] );
-
- }
-
- return this;
-
- },
-
- setFromCenterAndSize: function () {
-
- var v1 = new THREE.Vector3();
-
- return function ( center, size ) {
-
- var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
-
- this.min.copy( center ).sub( halfSize );
- this.max.copy( center ).add( halfSize );
-
- return this;
-
- };
-
- }(),
-
- setFromObject: function () {
-
- // Computes the world-axis-aligned bounding box of an object (including its children),
- // accounting for both the object's, and children's, world transforms
-
- var v1 = new THREE.Vector3();
-
- return function ( object ) {
-
- var scope = this;
-
- object.updateMatrixWorld( true );
-
- this.makeEmpty();
-
- object.traverse( function ( node ) {
-
- var geometry = node.geometry;
-
- if ( geometry !== undefined ) {
-
- if ( geometry instanceof THREE.Geometry ) {
-
- var vertices = geometry.vertices;
-
- for ( var i = 0, il = vertices.length; i < il; i ++ ) {
-
- v1.copy( vertices[ i ] );
-
- v1.applyMatrix4( node.matrixWorld );
-
- scope.expandByPoint( v1 );
-
- }
-
- } else if ( geometry instanceof THREE.BufferGeometry && geometry.attributes[ 'position' ] !== undefined ) {
-
- var positions = geometry.attributes[ 'position' ].array;
-
- for ( var i = 0, il = positions.length; i < il; i += 3 ) {
-
- v1.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
-
- v1.applyMatrix4( node.matrixWorld );
-
- scope.expandByPoint( v1 );
-
- }
-
- }
-
- }
-
- } );
-
- return this;
-
- };
-
- }(),
-
- copy: function ( box ) {
-
- this.min.copy( box.min );
- this.max.copy( box.max );
-
- return this;
-
- },
-
- makeEmpty: function () {
-
- this.min.x = this.min.y = this.min.z = Infinity;
- this.max.x = this.max.y = this.max.z = - Infinity;
-
- return this;
-
- },
-
- empty: function () {
-
- // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
-
- return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
-
- },
-
- center: function ( optionalTarget ) {
-
- var result = optionalTarget || new THREE.Vector3();
- return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
-
- },
-
- size: function ( optionalTarget ) {
-
- var result = optionalTarget || new THREE.Vector3();
- return result.subVectors( this.max, this.min );
-
- },
-
- expandByPoint: function ( point ) {
-
- this.min.min( point );
- this.max.max( point );
-
- return this;
-
- },
-
- expandByVector: function ( vector ) {
-
- this.min.sub( vector );
- this.max.add( vector );
-
- return this;
-
- },
-
- expandByScalar: function ( scalar ) {
-
- this.min.addScalar( - scalar );
- this.max.addScalar( scalar );
-
- return this;
-
- },
-
- containsPoint: function ( point ) {
-
- if ( point.x < this.min.x || point.x > this.max.x ||
- point.y < this.min.y || point.y > this.max.y ||
- point.z < this.min.z || point.z > this.max.z ) {
-
- return false;
-
- }
-
- return true;
-
- },
-
- containsBox: function ( box ) {
-
- if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) &&
- ( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) &&
- ( this.min.z <= box.min.z ) && ( box.max.z <= this.max.z ) ) {
-
- return true;
-
- }
-
- return false;
-
- },
-
- getParameter: function ( point, optionalTarget ) {
-
- // This can potentially have a divide by zero if the box
- // has a size dimension of 0.
-
- var result = optionalTarget || new THREE.Vector3();
-
- return result.set(
- ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
- ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
- ( point.z - this.min.z ) / ( this.max.z - this.min.z )
- );
-
- },
-
- isIntersectionBox: function ( box ) {
-
- // using 6 splitting planes to rule out intersections.
-
- if ( box.max.x < this.min.x || box.min.x > this.max.x ||
- box.max.y < this.min.y || box.min.y > this.max.y ||
- box.max.z < this.min.z || box.min.z > this.max.z ) {
-
- return false;
-
- }
-
- return true;
-
- },
-
- clampPoint: function ( point, optionalTarget ) {
-
- var result = optionalTarget || new THREE.Vector3();
- return result.copy( point ).clamp( this.min, this.max );
-
- },
-
- distanceToPoint: function () {
-
- var v1 = new THREE.Vector3();
-
- return function ( point ) {
-
- var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
- return clampedPoint.sub( point ).length();
-
- };
-
- }(),
-
- getBoundingSphere: function () {
-
- var v1 = new THREE.Vector3();
-
- return function ( optionalTarget ) {
-
- var result = optionalTarget || new THREE.Sphere();
-
- result.center = this.center();
- result.radius = this.size( v1 ).length() * 0.5;
-
- return result;
-
- };
-
- }(),
-
- intersect: function ( box ) {
-
- this.min.max( box.min );
- this.max.min( box.max );
-
- return this;
-
- },
-
- union: function ( box ) {
-
- this.min.min( box.min );
- this.max.max( box.max );
-
- return this;
-
- },
-
- applyMatrix4: function () {
-
- var points = [
- new THREE.Vector3(),
- new THREE.Vector3(),
- new THREE.Vector3(),
- new THREE.Vector3(),
- new THREE.Vector3(),
- new THREE.Vector3(),
- new THREE.Vector3(),
- new THREE.Vector3()
- ];
-
- return function ( matrix ) {
-
- // NOTE: I am using a binary pattern to specify all 2^3 combinations below
- points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
- points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
- points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
- points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
- points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
- points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
- points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
- points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
-
- this.makeEmpty();
- this.setFromPoints( points );
-
- return this;
-
- };
-
- }(),
-
- translate: function ( offset ) {
-
- this.min.add( offset );
- this.max.add( offset );
-
- return this;
-
- },
-
- equals: function ( box ) {
-
- return box.min.equals( this.min ) && box.max.equals( this.max );
-
- },
-
- clone: function () {
-
- return new THREE.Box3().copy( this );
-
- }
-
-};
-
-// File:src/math/Matrix3.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- * @author WestLangley / http://github.com/WestLangley
- * @author bhouston / http://exocortex.com
- */
-
-THREE.Matrix3 = function () {
-
- this.elements = new Float32Array( [
-
- 1, 0, 0,
- 0, 1, 0,
- 0, 0, 1
-
- ] );
-
- if ( arguments.length > 0 ) {
-
- console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
-
- }
-
-};
-
-THREE.Matrix3.prototype = {
-
- constructor: THREE.Matrix3,
-
- set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
-
- var te = this.elements;
-
- te[ 0 ] = n11; te[ 3 ] = n12; te[ 6 ] = n13;
- te[ 1 ] = n21; te[ 4 ] = n22; te[ 7 ] = n23;
- te[ 2 ] = n31; te[ 5 ] = n32; te[ 8 ] = n33;
-
- return this;
-
- },
-
- identity: function () {
-
- this.set(
-
- 1, 0, 0,
- 0, 1, 0,
- 0, 0, 1
-
- );
-
- return this;
-
- },
-
- copy: function ( m ) {
-
- var me = m.elements;
-
- this.set(
-
- me[ 0 ], me[ 3 ], me[ 6 ],
- me[ 1 ], me[ 4 ], me[ 7 ],
- me[ 2 ], me[ 5 ], me[ 8 ]
-
- );
-
- return this;
-
- },
-
- multiplyVector3: function ( vector ) {
-
- console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
- return vector.applyMatrix3( this );
-
- },
-
- multiplyVector3Array: function ( a ) {
-
- console.warn( 'THREE.Matrix3: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' );
- return this.applyToVector3Array( a );
-
- },
-
- applyToVector3Array: function () {
-
- var v1;
-
- return function ( array, offset, length ) {
-
- if ( v1 === undefined ) v1 = new THREE.Vector3();
- if ( offset === undefined ) offset = 0;
- if ( length === undefined ) length = array.length;
-
- for ( var i = 0, j = offset; i < length; i += 3, j += 3 ) {
-
- v1.fromArray( array, j );
- v1.applyMatrix3( this );
- v1.toArray( array, j );
-
- }
-
- return array;
-
- };
-
- }(),
-
- applyToBuffer: function () {
-
- var v1;
-
- return function applyToBuffer( buffer, offset, length ) {
-
- if ( v1 === undefined ) v1 = new THREE.Vector3();
- if ( offset === undefined ) offset = 0;
- if ( length === undefined ) length = buffer.length / buffer.itemSize;
-
- for ( var i = 0, j = offset; i < length; i ++, j ++ ) {
-
- v1.x = buffer.getX( j );
- v1.y = buffer.getY( j );
- v1.z = buffer.getZ( j );
-
- v1.applyMatrix3( this );
-
- buffer.setXYZ( v1.x, v1.y, v1.z );
-
- }
-
- return buffer;
-
- };
-
- }(),
-
- multiplyScalar: function ( s ) {
-
- var te = this.elements;
-
- te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
- te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
- te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
-
- return this;
-
- },
-
- determinant: function () {
-
- var te = this.elements;
-
- var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
- d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
- g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
-
- return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
-
- },
-
- getInverse: function ( matrix, throwOnInvertible ) {
-
- // input: THREE.Matrix4
- // ( based on http://code.google.com/p/webgl-mjs/ )
-
- var me = matrix.elements;
- var te = this.elements;
-
- te[ 0 ] = me[ 10 ] * me[ 5 ] - me[ 6 ] * me[ 9 ];
- te[ 1 ] = - me[ 10 ] * me[ 1 ] + me[ 2 ] * me[ 9 ];
- te[ 2 ] = me[ 6 ] * me[ 1 ] - me[ 2 ] * me[ 5 ];
- te[ 3 ] = - me[ 10 ] * me[ 4 ] + me[ 6 ] * me[ 8 ];
- te[ 4 ] = me[ 10 ] * me[ 0 ] - me[ 2 ] * me[ 8 ];
- te[ 5 ] = - me[ 6 ] * me[ 0 ] + me[ 2 ] * me[ 4 ];
- te[ 6 ] = me[ 9 ] * me[ 4 ] - me[ 5 ] * me[ 8 ];
- te[ 7 ] = - me[ 9 ] * me[ 0 ] + me[ 1 ] * me[ 8 ];
- te[ 8 ] = me[ 5 ] * me[ 0 ] - me[ 1 ] * me[ 4 ];
-
- var det = me[ 0 ] * te[ 0 ] + me[ 1 ] * te[ 3 ] + me[ 2 ] * te[ 6 ];
-
- // no inverse
-
- if ( det === 0 ) {
-
- var msg = "Matrix3.getInverse(): can't invert matrix, determinant is 0";
-
- if ( throwOnInvertible || false ) {
-
- throw new Error( msg );
-
- } else {
-
- console.warn( msg );
-
- }
-
- this.identity();
-
- return this;
-
- }
-
- this.multiplyScalar( 1.0 / det );
-
- 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;
-
- },
-
- flattenToArrayOffset: function ( array, offset ) {
-
- var te = this.elements;
-
- array[ offset ] = te[ 0 ];
- array[ offset + 1 ] = te[ 1 ];
- array[ offset + 2 ] = te[ 2 ];
-
- array[ offset + 3 ] = te[ 3 ];
- array[ offset + 4 ] = te[ 4 ];
- array[ offset + 5 ] = te[ 5 ];
-
- array[ offset + 6 ] = te[ 6 ];
- array[ offset + 7 ] = te[ 7 ];
- array[ offset + 8 ] = te[ 8 ];
-
- return array;
-
- },
-
- getNormalMatrix: function ( m ) {
-
- // input: THREE.Matrix4
-
- this.getInverse( m ).transpose();
-
- return this;
-
- },
-
- transposeIntoArray: function ( r ) {
-
- var m = this.elements;
-
- 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;
-
- },
-
- fromArray: function ( array ) {
-
- this.elements.set( array );
-
- return this;
-
- },
-
- toArray: function () {
-
- var te = this.elements;
-
- return [
- te[ 0 ], te[ 1 ], te[ 2 ],
- te[ 3 ], te[ 4 ], te[ 5 ],
- te[ 6 ], te[ 7 ], te[ 8 ]
- ];
-
- },
-
- clone: function () {
-
- return new THREE.Matrix3().fromArray( this.elements );
-
- }
-
-};
-
-// File:src/math/Matrix4.js
-
-/**
- * @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/
- * @author bhouston / http://exocortex.com
- * @author WestLangley / http://github.com/WestLangley
- */
-
-THREE.Matrix4 = function () {
-
- this.elements = new Float32Array( [
-
- 1, 0, 0, 0,
- 0, 1, 0, 0,
- 0, 0, 1, 0,
- 0, 0, 0, 1
-
- ] );
-
- if ( arguments.length > 0 ) {
-
- console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
-
- }
-
-};
-
-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 ) {
-
- this.elements.set( m.elements );
-
- return this;
-
- },
-
- extractPosition: function ( m ) {
-
- console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
- return this.copyPosition( m );
-
- },
-
- copyPosition: function ( m ) {
-
- var te = this.elements;
- var me = m.elements;
-
- te[ 12 ] = me[ 12 ];
- te[ 13 ] = me[ 13 ];
- te[ 14 ] = me[ 14 ];
-
- return this;
-
- },
-
- extractBasis: function ( xAxis, yAxis, zAxis ) {
-
- var te = this.elements;
-
- xAxis.set( te[ 0 ], te[ 1 ], te[ 2 ] );
- yAxis.set( te[ 4 ], te[ 5 ], te[ 6 ] );
- zAxis.set( te[ 8 ], te[ 9 ], te[ 10 ] );
-
- return this;
-
- },
-
- makeBasis: function ( xAxis, yAxis, zAxis ) {
-
- this.set(
- xAxis.x, yAxis.x, zAxis.x, 0,
- xAxis.y, yAxis.y, zAxis.y, 0,
- xAxis.z, yAxis.z, zAxis.z, 0,
- 0, 0, 0, 1
- );
-
- return this;
-
- },
-
- extractRotation: function () {
-
- var v1;
-
- return function ( m ) {
-
- if ( v1 === undefined ) v1 = new THREE.Vector3();
-
- var te = this.elements;
- var me = m.elements;
-
- var scaleX = 1 / v1.set( me[ 0 ], me[ 1 ], me[ 2 ] ).length();
- var scaleY = 1 / v1.set( me[ 4 ], me[ 5 ], me[ 6 ] ).length();
- var scaleZ = 1 / v1.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;
-
- };
-
- }(),
-
- makeRotationFromEuler: function ( euler ) {
-
- if ( euler instanceof THREE.Euler === false ) {
-
- console.error( 'THREE.Matrix: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
-
- }
-
- var te = this.elements;
-
- var x = euler.x, y = euler.y, z = euler.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 ( euler.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 ( euler.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 ( euler.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 ( euler.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 ( euler.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 ( euler.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;
-
- }
-
- // last column
- te[ 3 ] = 0;
- te[ 7 ] = 0;
- te[ 11 ] = 0;
-
- // bottom row
- te[ 12 ] = 0;
- te[ 13 ] = 0;
- te[ 14 ] = 0;
- te[ 15 ] = 1;
-
- return this;
-
- },
-
- setRotationFromQuaternion: function ( q ) {
-
- console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
-
- return this.makeRotationFromQuaternion( q );
-
- },
-
- makeRotationFromQuaternion: 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 );
-
- // last column
- te[ 3 ] = 0;
- te[ 7 ] = 0;
- te[ 11 ] = 0;
-
- // bottom row
- te[ 12 ] = 0;
- te[ 13 ] = 0;
- te[ 14 ] = 0;
- te[ 15 ] = 1;
-
- return this;
-
- },
-
- lookAt: function () {
-
- var x, y, z;
-
- return function ( eye, target, up ) {
-
- if ( x === undefined ) x = new THREE.Vector3();
- if ( y === undefined ) y = new THREE.Vector3();
- if ( z === undefined ) z = new THREE.Vector3();
-
- var te = this.elements;
-
- z.subVectors( eye, target ).normalize();
-
- if ( z.length() === 0 ) {
-
- z.z = 1;
-
- }
-
- x.crossVectors( up, z ).normalize();
-
- if ( x.length() === 0 ) {
-
- z.x += 0.0001;
- x.crossVectors( up, z ).normalize();
-
- }
-
- y.crossVectors( 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 ( m, n ) {
-
- if ( n !== undefined ) {
-
- console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
- return this.multiplyMatrices( m, n );
-
- }
-
- return this.multiplyMatrices( this, m );
-
- },
-
- multiplyMatrices: 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;
-
- },
-
- multiplyToArray: function ( a, b, r ) {
-
- var te = this.elements;
-
- this.multiplyMatrices( 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 ( vector ) {
-
- console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) or vector.applyProjection( matrix ) instead.' );
- return vector.applyProjection( this );
-
- },
-
- multiplyVector4: function ( vector ) {
-
- console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
- return vector.applyMatrix4( this );
-
- },
-
- multiplyVector3Array: function ( a ) {
-
- console.warn( 'THREE.Matrix4: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' );
- return this.applyToVector3Array( a );
-
- },
-
- applyToVector3Array: function () {
-
- var v1;
-
- return function ( array, offset, length ) {
-
- if ( v1 === undefined ) v1 = new THREE.Vector3();
- if ( offset === undefined ) offset = 0;
- if ( length === undefined ) length = array.length;
-
- for ( var i = 0, j = offset; i < length; i += 3, j += 3 ) {
-
- v1.fromArray( array, j );
- v1.applyMatrix4( this );
- v1.toArray( array, j );
-
- }
-
- return array;
-
- };
-
- }(),
-
- applyToBuffer: function () {
-
- var v1;
-
- return function applyToBuffer( buffer, offset, length ) {
-
- if ( v1 === undefined ) v1 = new THREE.Vector3();
- if ( offset === undefined ) offset = 0;
- if ( length === undefined ) length = buffer.length / buffer.itemSize;
-
- for ( var i = 0, j = offset; i < length; i ++, j ++ ) {
-
- v1.x = buffer.getX( j );
- v1.y = buffer.getY( j );
- v1.z = buffer.getZ( j );
-
- v1.applyMatrix4( this );
-
- buffer.setXYZ( v1.x, v1.y, v1.z );
-
- }
-
- return buffer;
-
- };
-
- }(),
-
- rotateAxis: function ( v ) {
-
- console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
-
- v.transformDirection( this );
-
- },
-
- crossVector: function ( vector ) {
-
- console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
- return vector.applyMatrix4( this );
-
- },
-
- 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 (
- n41 * (
- + n14 * n23 * n32
- - n13 * n24 * n32
- - n14 * n22 * n33
- + n12 * n24 * n33
- + n13 * n22 * n34
- - n12 * n23 * n34
- ) +
- n42 * (
- + n11 * n23 * n34
- - n11 * n24 * n33
- + n14 * n21 * n33
- - n13 * n21 * n34
- + n13 * n24 * n31
- - n14 * n23 * n31
- ) +
- n43 * (
- + n11 * n24 * n32
- - n11 * n22 * n34
- - n14 * n21 * n32
- + n12 * n21 * n34
- + n14 * n22 * n31
- - n12 * n24 * n31
- ) +
- n44 * (
- - n13 * n22 * n31
- - n11 * n23 * n32
- + n11 * n22 * n33
- + n13 * n21 * n32
- - n12 * n21 * n33
- + n12 * n23 * n31
- )
-
- );
-
- },
-
- 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;
-
- },
-
- flattenToArrayOffset: function ( array, offset ) {
-
- var te = this.elements;
-
- array[ offset ] = te[ 0 ];
- array[ offset + 1 ] = te[ 1 ];
- array[ offset + 2 ] = te[ 2 ];
- array[ offset + 3 ] = te[ 3 ];
-
- array[ offset + 4 ] = te[ 4 ];
- array[ offset + 5 ] = te[ 5 ];
- array[ offset + 6 ] = te[ 6 ];
- array[ offset + 7 ] = te[ 7 ];
-
- array[ offset + 8 ] = te[ 8 ];
- array[ offset + 9 ] = te[ 9 ];
- array[ offset + 10 ] = te[ 10 ];
- array[ offset + 11 ] = te[ 11 ];
-
- array[ offset + 12 ] = te[ 12 ];
- array[ offset + 13 ] = te[ 13 ];
- array[ offset + 14 ] = te[ 14 ];
- array[ offset + 15 ] = te[ 15 ];
-
- return array;
-
- },
-
- getPosition: function () {
-
- var v1;
-
- return function () {
-
- if ( v1 === undefined ) v1 = new THREE.Vector3();
- console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
-
- var te = this.elements;
- return 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;
-
- },
-
- getInverse: function ( m, throwOnInvertible ) {
-
- // 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;
-
- var det = n11 * te[ 0 ] + n21 * te[ 4 ] + n31 * te[ 8 ] + n41 * te[ 12 ];
-
- if ( det === 0 ) {
-
- var msg = "THREE.Matrix4.getInverse(): can't invert matrix, determinant is 0";
-
- if ( throwOnInvertible || false ) {
-
- throw new Error( msg );
-
- } else {
-
- console.warn( msg );
-
- }
-
- this.identity();
-
- return this;
-
- }
-
- this.multiplyScalar( 1 / det );
-
- return this;
-
- },
-
- translate: function ( v ) {
-
- console.error( 'THREE.Matrix4: .translate() has been removed.' );
-
- },
-
- rotateX: function ( angle ) {
-
- console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
-
- },
-
- rotateY: function ( angle ) {
-
- console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
-
- },
-
- rotateZ: function ( angle ) {
-
- console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
-
- },
-
- rotateByAxis: function ( axis, angle ) {
-
- console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
-
- },
-
- 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;
-
- },
-
- compose: function ( position, quaternion, scale ) {
-
- this.makeRotationFromQuaternion( quaternion );
- this.scale( scale );
- this.setPosition( position );
-
- return this;
-
- },
-
- decompose: function () {
-
- var vector, matrix;
-
- return function ( position, quaternion, scale ) {
-
- if ( vector === undefined ) vector = new THREE.Vector3();
- if ( matrix === undefined ) matrix = new THREE.Matrix4();
-
- var te = this.elements;
-
- var sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
- var sy = vector.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
- var sz = vector.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
-
- // if determine is negative, we need to invert one scale
- var det = this.determinant();
- if ( det < 0 ) {
-
- sx = - sx;
-
- }
-
- position.x = te[ 12 ];
- position.y = te[ 13 ];
- position.z = te[ 14 ];
-
- // scale the rotation part
-
- matrix.elements.set( this.elements ); // at this point matrix is incomplete so we can't use .copy()
-
- var invSX = 1 / sx;
- var invSY = 1 / sy;
- var invSZ = 1 / sz;
-
- matrix.elements[ 0 ] *= invSX;
- matrix.elements[ 1 ] *= invSX;
- matrix.elements[ 2 ] *= invSX;
-
- matrix.elements[ 4 ] *= invSY;
- matrix.elements[ 5 ] *= invSY;
- matrix.elements[ 6 ] *= invSY;
-
- matrix.elements[ 8 ] *= invSZ;
- matrix.elements[ 9 ] *= invSZ;
- matrix.elements[ 10 ] *= invSZ;
-
- quaternion.setFromRotationMatrix( matrix );
-
- scale.x = sx;
- scale.y = sy;
- scale.z = sz;
-
- 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( THREE.Math.degToRad( fov * 0.5 ) );
- 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;
-
- },
-
- equals: function ( matrix ) {
-
- var te = this.elements;
- var me = matrix.elements;
-
- for ( var i = 0; i < 16; i ++ ) {
-
- if ( te[ i ] !== me[ i ] ) return false;
-
- }
-
- return true;
-
- },
-
- fromArray: function ( array ) {
-
- this.elements.set( array );
-
- return this;
-
- },
-
- toArray: function () {
-
- var te = this.elements;
-
- return [
- te[ 0 ], te[ 1 ], te[ 2 ], te[ 3 ],
- te[ 4 ], te[ 5 ], te[ 6 ], te[ 7 ],
- te[ 8 ], te[ 9 ], te[ 10 ], te[ 11 ],
- te[ 12 ], te[ 13 ], te[ 14 ], te[ 15 ]
- ];
-
- },
-
- clone: function () {
-
- return new THREE.Matrix4().fromArray( this.elements );
-
- }
-
-};
-
-// File:src/math/Ray.js
-
-/**
- * @author bhouston / http://exocortex.com
- */
-
-THREE.Ray = function ( origin, direction ) {
-
- this.origin = ( origin !== undefined ) ? origin : new THREE.Vector3();
- this.direction = ( direction !== undefined ) ? direction : new THREE.Vector3();
-
-};
-
-THREE.Ray.prototype = {
-
- constructor: THREE.Ray,
-
- set: function ( origin, direction ) {
-
- this.origin.copy( origin );
- this.direction.copy( direction );
-
- return this;
-
- },
-
- copy: function ( ray ) {
-
- this.origin.copy( ray.origin );
- this.direction.copy( ray.direction );
-
- return this;
-
- },
-
- at: function ( t, optionalTarget ) {
-
- var result = optionalTarget || new THREE.Vector3();
-
- return result.copy( this.direction ).multiplyScalar( t ).add( this.origin );
-
- },
-
- recast: function () {
-
- var v1 = new THREE.Vector3();
-
- return function ( t ) {
-
- this.origin.copy( this.at( t, v1 ) );
-
- return this;
-
- };
-
- }(),
-
- closestPointToPoint: function ( point, optionalTarget ) {
-
- var result = optionalTarget || new THREE.Vector3();
- result.subVectors( point, this.origin );
- var directionDistance = result.dot( this.direction );
-
- if ( directionDistance < 0 ) {
-
- return result.copy( this.origin );
-
- }
-
- return result.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
-
- },
-
- distanceToPoint: function ( point ) {
-
- return Math.sqrt( this.distanceSqToPoint( point ) );
-
- },
-
- distanceSqToPoint: function () {
-
- var v1 = new THREE.Vector3();
-
- return function ( point ) {
-
- var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction );
-
- // point behind the ray
-
- if ( directionDistance < 0 ) {
-
- return this.origin.distanceToSquared( point );
-
- }
-
- v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
-
- return v1.distanceToSquared( point );
-
- };
-
- }(),
-
- distanceSqToSegment: function () {
-
- var segCenter = new THREE.Vector3();
- var segDir = new THREE.Vector3();
- var diff = new THREE.Vector3();
-
- return function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
-
- // from http://www.geometrictools.com/LibMathematics/Distance/Wm5DistRay3Segment3.cpp
- // It returns the min distance between the ray and the segment
- // defined by v0 and v1
- // It can also set two optional targets :
- // - The closest point on the ray
- // - The closest point on the segment
-
- segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
- segDir.copy( v1 ).sub( v0 ).normalize();
- diff.copy( this.origin ).sub( segCenter );
-
- var segExtent = v0.distanceTo( v1 ) * 0.5;
- var a01 = - this.direction.dot( segDir );
- var b0 = diff.dot( this.direction );
- var b1 = - diff.dot( segDir );
- var c = diff.lengthSq();
- var det = Math.abs( 1 - a01 * a01 );
- var s0, s1, sqrDist, extDet;
-
- if ( det > 0 ) {
-
- // The ray and segment are not parallel.
-
- s0 = a01 * b1 - b0;
- s1 = a01 * b0 - b1;
- extDet = segExtent * det;
-
- if ( s0 >= 0 ) {
-
- if ( s1 >= - extDet ) {
-
- if ( s1 <= extDet ) {
-
- // region 0
- // Minimum at interior points of ray and segment.
-
- var invDet = 1 / det;
- s0 *= invDet;
- s1 *= invDet;
- sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
-
- } else {
-
- // region 1
-
- s1 = segExtent;
- s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
- sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
-
- }
-
- } else {
-
- // region 5
-
- s1 = - segExtent;
- s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
- sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
-
- }
-
- } else {
-
- if ( s1 <= - extDet ) {
-
- // region 4
-
- s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
- s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
- sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
-
- } else if ( s1 <= extDet ) {
-
- // region 3
-
- s0 = 0;
- s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
- sqrDist = s1 * ( s1 + 2 * b1 ) + c;
-
- } else {
-
- // region 2
-
- s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
- s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
- sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
-
- }
-
- }
-
- } else {
-
- // Ray and segment are parallel.
-
- s1 = ( a01 > 0 ) ? - segExtent : segExtent;
- s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
- sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
-
- }
-
- if ( optionalPointOnRay ) {
-
- optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
-
- }
-
- if ( optionalPointOnSegment ) {
-
- optionalPointOnSegment.copy( segDir ).multiplyScalar( s1 ).add( segCenter );
-
- }
-
- return sqrDist;
-
- };
-
- }(),
-
-
- isIntersectionSphere: function ( sphere ) {
-
- return this.distanceToPoint( sphere.center ) <= sphere.radius;
-
- },
-
- intersectSphere: function () {
-
- // from http://www.scratchapixel.com/lessons/3d-basic-lessons/lesson-7-intersecting-simple-shapes/ray-sphere-intersection/
-
- var v1 = new THREE.Vector3();
-
- return function ( sphere, optionalTarget ) {
-
- v1.subVectors( sphere.center, this.origin );
-
- var tca = v1.dot( this.direction );
-
- var d2 = v1.dot( v1 ) - tca * tca;
-
- var radius2 = sphere.radius * sphere.radius;
-
- if ( d2 > radius2 ) return null;
-
- var thc = Math.sqrt( radius2 - d2 );
-
- // t0 = first intersect point - entrance on front of sphere
- var t0 = tca - thc;
-
- // t1 = second intersect point - exit point on back of sphere
- var t1 = tca + thc;
-
- // test to see if both t0 and t1 are behind the ray - if so, return null
- if ( t0 < 0 && t1 < 0 ) return null;
-
- // test to see if t0 is behind the ray:
- // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
- // in order to always return an intersect point that is in front of the ray.
- if ( t0 < 0 ) return this.at( t1, optionalTarget );
-
- // else t0 is in front of the ray, so return the first collision point scaled by t0
- return this.at( t0, optionalTarget );
-
- }
-
- }(),
-
- isIntersectionPlane: function ( plane ) {
-
- // check if the ray lies on the plane first
-
- var distToPoint = plane.distanceToPoint( this.origin );
-
- if ( distToPoint === 0 ) {
-
- return true;
-
- }
-
- var denominator = plane.normal.dot( this.direction );
-
- if ( denominator * distToPoint < 0 ) {
-
- return true;
-
- }
-
- // ray origin is behind the plane (and is pointing behind it)
-
- return false;
-
- },
-
- distanceToPlane: function ( plane ) {
-
- var denominator = plane.normal.dot( this.direction );
- if ( denominator === 0 ) {
-
- // line is coplanar, return origin
- if ( plane.distanceToPoint( this.origin ) === 0 ) {
-
- return 0;
-
- }
-
- // Null is preferable to undefined since undefined means.... it is undefined
-
- return null;
-
- }
-
- var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
-
- // Return if the ray never intersects the plane
-
- return t >= 0 ? t : null;
-
- },
-
- intersectPlane: function ( plane, optionalTarget ) {
-
- var t = this.distanceToPlane( plane );
-
- if ( t === null ) {
-
- return null;
-
- }
-
- return this.at( t, optionalTarget );
-
- },
-
- isIntersectionBox: function () {
-
- var v = new THREE.Vector3();
-
- return function ( box ) {
-
- return this.intersectBox( box, v ) !== null;
-
- };
-
- }(),
-
- intersectBox: function ( box, optionalTarget ) {
-
- // http://www.scratchapixel.com/lessons/3d-basic-lessons/lesson-7-intersecting-simple-shapes/ray-box-intersection/
-
- var tmin, tmax, tymin, tymax, tzmin, tzmax;
-
- var invdirx = 1 / this.direction.x,
- invdiry = 1 / this.direction.y,
- invdirz = 1 / this.direction.z;
-
- var origin = this.origin;
-
- if ( invdirx >= 0 ) {
-
- tmin = ( box.min.x - origin.x ) * invdirx;
- tmax = ( box.max.x - origin.x ) * invdirx;
-
- } else {
-
- tmin = ( box.max.x - origin.x ) * invdirx;
- tmax = ( box.min.x - origin.x ) * invdirx;
-
- }
-
- if ( invdiry >= 0 ) {
-
- tymin = ( box.min.y - origin.y ) * invdiry;
- tymax = ( box.max.y - origin.y ) * invdiry;
-
- } else {
-
- tymin = ( box.max.y - origin.y ) * invdiry;
- tymax = ( box.min.y - origin.y ) * invdiry;
-
- }
-
- if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
-
- // These lines also handle the case where tmin or tmax is NaN
- // (result of 0 * Infinity). x !== x returns true if x is NaN
-
- if ( tymin > tmin || tmin !== tmin ) tmin = tymin;
-
- if ( tymax < tmax || tmax !== tmax ) tmax = tymax;
-
- if ( invdirz >= 0 ) {
-
- tzmin = ( box.min.z - origin.z ) * invdirz;
- tzmax = ( box.max.z - origin.z ) * invdirz;
-
- } else {
-
- tzmin = ( box.max.z - origin.z ) * invdirz;
- tzmax = ( box.min.z - origin.z ) * invdirz;
-
- }
-
- if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
-
- if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
-
- if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
-
- //return point closest to the ray (positive side)
-
- if ( tmax < 0 ) return null;
-
- return this.at( tmin >= 0 ? tmin : tmax, optionalTarget );
-
- },
-
- intersectTriangle: function () {
-
- // Compute the offset origin, edges, and normal.
- var diff = new THREE.Vector3();
- var edge1 = new THREE.Vector3();
- var edge2 = new THREE.Vector3();
- var normal = new THREE.Vector3();
-
- return function ( a, b, c, backfaceCulling, optionalTarget ) {
-
- // from http://www.geometrictools.com/LibMathematics/Intersection/Wm5IntrRay3Triangle3.cpp
-
- edge1.subVectors( b, a );
- edge2.subVectors( c, a );
- normal.crossVectors( edge1, edge2 );
-
- // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
- // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
- // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
- // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
- // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
- var DdN = this.direction.dot( normal );
- var sign;
-
- if ( DdN > 0 ) {
-
- if ( backfaceCulling ) return null;
- sign = 1;
-
- } else if ( DdN < 0 ) {
-
- sign = - 1;
- DdN = - DdN;
-
- } else {
-
- return null;
-
- }
-
- diff.subVectors( this.origin, a );
- var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) );
-
- // b1 < 0, no intersection
- if ( DdQxE2 < 0 ) {
-
- return null;
-
- }
-
- var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) );
-
- // b2 < 0, no intersection
- if ( DdE1xQ < 0 ) {
-
- return null;
-
- }
-
- // b1+b2 > 1, no intersection
- if ( DdQxE2 + DdE1xQ > DdN ) {
-
- return null;
-
- }
-
- // Line intersects triangle, check if ray does.
- var QdN = - sign * diff.dot( normal );
-
- // t < 0, no intersection
- if ( QdN < 0 ) {
-
- return null;
-
- }
-
- // Ray intersects triangle.
- return this.at( QdN / DdN, optionalTarget );
-
- };
-
- }(),
-
- applyMatrix4: function ( matrix4 ) {
-
- this.direction.add( this.origin ).applyMatrix4( matrix4 );
- this.origin.applyMatrix4( matrix4 );
- this.direction.sub( this.origin );
- this.direction.normalize();
-
- return this;
-
- },
-
- equals: function ( ray ) {
-
- return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
-
- },
-
- clone: function () {
-
- return new THREE.Ray().copy( this );
-
- }
-
-};
-
-// File:src/math/Sphere.js
-
-/**
- * @author bhouston / http://exocortex.com
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.Sphere = function ( center, radius ) {
-
- this.center = ( center !== undefined ) ? center : new THREE.Vector3();
- this.radius = ( radius !== undefined ) ? radius : 0;
-
-};
-
-THREE.Sphere.prototype = {
-
- constructor: THREE.Sphere,
-
- set: function ( center, radius ) {
-
- this.center.copy( center );
- this.radius = radius;
-
- return this;
-
- },
-
- setFromPoints: function () {
-
- var box = new THREE.Box3();
-
- return function ( points, optionalCenter ) {
-
- var center = this.center;
-
- if ( optionalCenter !== undefined ) {
-
- center.copy( optionalCenter );
-
- } else {
-
- box.setFromPoints( points ).center( center );
-
- }
-
- var maxRadiusSq = 0;
-
- for ( var i = 0, il = points.length; i < il; i ++ ) {
-
- maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
-
- }
-
- this.radius = Math.sqrt( maxRadiusSq );
-
- return this;
-
- };
-
- }(),
-
- copy: function ( sphere ) {
-
- this.center.copy( sphere.center );
- this.radius = sphere.radius;
-
- return this;
-
- },
-
- empty: function () {
-
- return ( this.radius <= 0 );
-
- },
-
- containsPoint: function ( point ) {
-
- return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
-
- },
-
- distanceToPoint: function ( point ) {
-
- return ( point.distanceTo( this.center ) - this.radius );
-
- },
-
- intersectsSphere: function ( sphere ) {
-
- var radiusSum = this.radius + sphere.radius;
-
- return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
-
- },
-
- clampPoint: function ( point, optionalTarget ) {
-
- var deltaLengthSq = this.center.distanceToSquared( point );
-
- var result = optionalTarget || new THREE.Vector3();
- result.copy( point );
-
- if ( deltaLengthSq > ( this.radius * this.radius ) ) {
-
- result.sub( this.center ).normalize();
- result.multiplyScalar( this.radius ).add( this.center );
-
- }
-
- return result;
-
- },
-
- getBoundingBox: function ( optionalTarget ) {
-
- var box = optionalTarget || new THREE.Box3();
-
- box.set( this.center, this.center );
- box.expandByScalar( this.radius );
-
- return box;
-
- },
-
- applyMatrix4: function ( matrix ) {
-
- this.center.applyMatrix4( matrix );
- this.radius = this.radius * matrix.getMaxScaleOnAxis();
-
- return this;
-
- },
-
- translate: function ( offset ) {
-
- this.center.add( offset );
-
- return this;
-
- },
-
- equals: function ( sphere ) {
-
- return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
-
- },
-
- clone: function () {
-
- return new THREE.Sphere().copy( this );
-
- }
-
-};
-
-// File:src/math/Frustum.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- * @author bhouston / http://exocortex.com
- */
-
-THREE.Frustum = function ( p0, p1, p2, p3, p4, p5 ) {
-
- this.planes = [
-
- ( p0 !== undefined ) ? p0 : new THREE.Plane(),
- ( p1 !== undefined ) ? p1 : new THREE.Plane(),
- ( p2 !== undefined ) ? p2 : new THREE.Plane(),
- ( p3 !== undefined ) ? p3 : new THREE.Plane(),
- ( p4 !== undefined ) ? p4 : new THREE.Plane(),
- ( p5 !== undefined ) ? p5 : new THREE.Plane()
-
- ];
-
-};
-
-THREE.Frustum.prototype = {
-
- constructor: THREE.Frustum,
-
- set: function ( p0, p1, p2, p3, p4, p5 ) {
-
- var planes = this.planes;
-
- planes[ 0 ].copy( p0 );
- planes[ 1 ].copy( p1 );
- planes[ 2 ].copy( p2 );
- planes[ 3 ].copy( p3 );
- planes[ 4 ].copy( p4 );
- planes[ 5 ].copy( p5 );
-
- return this;
-
- },
-
- copy: function ( frustum ) {
-
- var planes = this.planes;
-
- for ( var i = 0; i < 6; i ++ ) {
-
- planes[ i ].copy( frustum.planes[ i ] );
-
- }
-
- return this;
-
- },
-
- setFromMatrix: function ( m ) {
-
- 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 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
- planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
- planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
- planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
- planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
- planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
-
- return this;
-
- },
-
- intersectsObject: function () {
-
- var sphere = new THREE.Sphere();
-
- return function ( object ) {
-
- var geometry = object.geometry;
-
- if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
-
- sphere.copy( geometry.boundingSphere );
- sphere.applyMatrix4( object.matrixWorld );
-
- return this.intersectsSphere( sphere );
-
- };
-
- }(),
-
- intersectsSphere: function ( sphere ) {
-
- var planes = this.planes;
- var center = sphere.center;
- var negRadius = - sphere.radius;
-
- for ( var i = 0; i < 6; i ++ ) {
-
- var distance = planes[ i ].distanceToPoint( center );
-
- if ( distance < negRadius ) {
-
- return false;
-
- }
-
- }
-
- return true;
-
- },
-
- intersectsBox: function () {
-
- var p1 = new THREE.Vector3(),
- p2 = new THREE.Vector3();
-
- return function ( box ) {
-
- var planes = this.planes;
-
- for ( var i = 0; i < 6 ; i ++ ) {
-
- var plane = planes[ i ];
-
- p1.x = plane.normal.x > 0 ? box.min.x : box.max.x;
- p2.x = plane.normal.x > 0 ? box.max.x : box.min.x;
- p1.y = plane.normal.y > 0 ? box.min.y : box.max.y;
- p2.y = plane.normal.y > 0 ? box.max.y : box.min.y;
- p1.z = plane.normal.z > 0 ? box.min.z : box.max.z;
- p2.z = plane.normal.z > 0 ? box.max.z : box.min.z;
-
- var d1 = plane.distanceToPoint( p1 );
- var d2 = plane.distanceToPoint( p2 );
-
- // if both outside plane, no intersection
-
- if ( d1 < 0 && d2 < 0 ) {
-
- return false;
-
- }
-
- }
-
- return true;
-
- };
-
- }(),
-
-
- containsPoint: function ( point ) {
-
- var planes = this.planes;
-
- for ( var i = 0; i < 6; i ++ ) {
-
- if ( planes[ i ].distanceToPoint( point ) < 0 ) {
-
- return false;
-
- }
-
- }
-
- return true;
-
- },
-
- clone: function () {
-
- return new THREE.Frustum().copy( this );
-
- }
-
-};
-
-// File:src/math/Plane.js
-
-/**
- * @author bhouston / http://exocortex.com
- */
-
-THREE.Plane = function ( normal, constant ) {
-
- this.normal = ( normal !== undefined ) ? normal : new THREE.Vector3( 1, 0, 0 );
- this.constant = ( constant !== undefined ) ? constant : 0;
-
-};
-
-THREE.Plane.prototype = {
-
- constructor: THREE.Plane,
-
- set: function ( normal, constant ) {
-
- this.normal.copy( normal );
- this.constant = constant;
-
- return this;
-
- },
-
- setComponents: function ( x, y, z, w ) {
-
- this.normal.set( x, y, z );
- this.constant = w;
-
- return this;
-
- },
-
- setFromNormalAndCoplanarPoint: function ( normal, point ) {
-
- this.normal.copy( normal );
- this.constant = - point.dot( this.normal ); // must be this.normal, not normal, as this.normal is normalized
-
- return this;
-
- },
-
- setFromCoplanarPoints: function () {
-
- var v1 = new THREE.Vector3();
- var v2 = new THREE.Vector3();
-
- return function ( a, b, c ) {
-
- var normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize();
-
- // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
-
- this.setFromNormalAndCoplanarPoint( normal, a );
-
- return this;
-
- };
-
- }(),
-
-
- copy: function ( plane ) {
-
- this.normal.copy( plane.normal );
- this.constant = plane.constant;
-
- return this;
-
- },
-
- normalize: function () {
-
- // Note: will lead to a divide by zero if the plane is invalid.
-
- var inverseNormalLength = 1.0 / this.normal.length();
- this.normal.multiplyScalar( inverseNormalLength );
- this.constant *= inverseNormalLength;
-
- return this;
-
- },
-
- negate: function () {
-
- this.constant *= - 1;
- this.normal.negate();
-
- return this;
-
- },
-
- distanceToPoint: function ( point ) {
-
- return this.normal.dot( point ) + this.constant;
-
- },
-
- distanceToSphere: function ( sphere ) {
-
- return this.distanceToPoint( sphere.center ) - sphere.radius;
-
- },
-
- projectPoint: function ( point, optionalTarget ) {
-
- return this.orthoPoint( point, optionalTarget ).sub( point ).negate();
-
- },
-
- orthoPoint: function ( point, optionalTarget ) {
-
- var perpendicularMagnitude = this.distanceToPoint( point );
-
- var result = optionalTarget || new THREE.Vector3();
- return result.copy( this.normal ).multiplyScalar( perpendicularMagnitude );
-
- },
-
- isIntersectionLine: function ( line ) {
-
- // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
-
- var startSign = this.distanceToPoint( line.start );
- var endSign = this.distanceToPoint( line.end );
-
- return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
-
- },
-
- intersectLine: function () {
-
- var v1 = new THREE.Vector3();
-
- return function ( line, optionalTarget ) {
-
- var result = optionalTarget || new THREE.Vector3();
-
- var direction = line.delta( v1 );
-
- var denominator = this.normal.dot( direction );
-
- if ( denominator === 0 ) {
-
- // line is coplanar, return origin
- if ( this.distanceToPoint( line.start ) === 0 ) {
-
- return result.copy( line.start );
-
- }
-
- // Unsure if this is the correct method to handle this case.
- return undefined;
-
- }
-
- var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
-
- if ( t < 0 || t > 1 ) {
-
- return undefined;
-
- }
-
- return result.copy( direction ).multiplyScalar( t ).add( line.start );
-
- };
-
- }(),
-
-
- coplanarPoint: function ( optionalTarget ) {
-
- var result = optionalTarget || new THREE.Vector3();
- return result.copy( this.normal ).multiplyScalar( - this.constant );
-
- },
-
- applyMatrix4: function () {
-
- var v1 = new THREE.Vector3();
- var v2 = new THREE.Vector3();
- var m1 = new THREE.Matrix3();
-
- return function ( matrix, optionalNormalMatrix ) {
-
- // compute new normal based on theory here:
- // http://www.songho.ca/opengl/gl_normaltransform.html
- var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix );
- var newNormal = v1.copy( this.normal ).applyMatrix3( normalMatrix );
-
- var newCoplanarPoint = this.coplanarPoint( v2 );
- newCoplanarPoint.applyMatrix4( matrix );
-
- this.setFromNormalAndCoplanarPoint( newNormal, newCoplanarPoint );
-
- return this;
-
- };
-
- }(),
-
- translate: function ( offset ) {
-
- this.constant = this.constant - offset.dot( this.normal );
-
- return this;
-
- },
-
- equals: function ( plane ) {
-
- return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
-
- },
-
- clone: function () {
-
- return new THREE.Plane().copy( this );
-
- }
-
-};
-
-// File:src/math/Math.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.Math = {
-
- generateUUID: function () {
-
- // http://www.broofa.com/Tools/Math.uuid.htm
-
- var chars = '0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz'.split( '' );
- var uuid = new Array( 36 );
- var rnd = 0, r;
-
- return function () {
-
- for ( var i = 0; i < 36; i ++ ) {
-
- if ( i === 8 || i === 13 || i === 18 || i === 23 ) {
-
- uuid[ i ] = '-';
-
- } else if ( i === 14 ) {
-
- uuid[ i ] = '4';
-
- } else {
-
- if ( rnd <= 0x02 ) rnd = 0x2000000 + ( Math.random() * 0x1000000 ) | 0;
- r = rnd & 0xf;
- rnd = rnd >> 4;
- uuid[ i ] = chars[ ( i === 19 ) ? ( r & 0x3 ) | 0x8 : r ];
-
- }
-
- }
-
- return uuid.join( '' );
-
- };
-
- }(),
-
- // 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 );
-
- },
-
- // http://en.wikipedia.org/wiki/Smoothstep
-
- smoothstep: function ( x, min, max ) {
-
- if ( x <= min ) return 0;
- if ( x >= max ) return 1;
-
- x = ( x - min ) / ( max - min );
-
- return x * x * ( 3 - 2 * x );
-
- },
-
- smootherstep: function ( x, min, max ) {
-
- if ( x <= min ) return 0;
- if ( x >= max ) return 1;
-
- x = ( x - min ) / ( max - min );
-
- return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
-
- },
-
- // 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() );
-
- },
-
- degToRad: function () {
-
- var degreeToRadiansFactor = Math.PI / 180;
-
- return function ( degrees ) {
-
- return degrees * degreeToRadiansFactor;
-
- };
-
- }(),
-
- radToDeg: function () {
-
- var radianToDegreesFactor = 180 / Math.PI;
-
- return function ( radians ) {
-
- return radians * radianToDegreesFactor;
-
- };
-
- }(),
-
- isPowerOfTwo: function ( value ) {
-
- return ( value & ( value - 1 ) ) === 0 && value !== 0;
-
- },
-
- nextPowerOfTwo: function ( value ) {
-
- value --;
- value |= value >> 1;
- value |= value >> 2;
- value |= value >> 4;
- value |= value >> 8;
- value |= value >> 16;
- value ++;
-
- return value;
-
- }
-
-};
-
-// File:src/math/Spline.js
-
-/**
- * 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,
- 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;
-
- }
-
-};
-
-// File:src/math/Triangle.js
-
-/**
- * @author bhouston / http://exocortex.com
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.Triangle = function ( a, b, c ) {
-
- this.a = ( a !== undefined ) ? a : new THREE.Vector3();
- this.b = ( b !== undefined ) ? b : new THREE.Vector3();
- this.c = ( c !== undefined ) ? c : new THREE.Vector3();
-
-};
-
-THREE.Triangle.normal = function () {
-
- var v0 = new THREE.Vector3();
-
- return function ( a, b, c, optionalTarget ) {
-
- var result = optionalTarget || new THREE.Vector3();
-
- result.subVectors( c, b );
- v0.subVectors( a, b );
- result.cross( v0 );
-
- var resultLengthSq = result.lengthSq();
- if ( resultLengthSq > 0 ) {
-
- return result.multiplyScalar( 1 / Math.sqrt( resultLengthSq ) );
-
- }
-
- return result.set( 0, 0, 0 );
-
- };
-
-}();
-
-// static/instance method to calculate barycentric coordinates
-// based on: http://www.blackpawn.com/texts/pointinpoly/default.html
-THREE.Triangle.barycoordFromPoint = function () {
-
- var v0 = new THREE.Vector3();
- var v1 = new THREE.Vector3();
- var v2 = new THREE.Vector3();
-
- return function ( point, a, b, c, optionalTarget ) {
-
- v0.subVectors( c, a );
- v1.subVectors( b, a );
- v2.subVectors( point, a );
-
- var dot00 = v0.dot( v0 );
- var dot01 = v0.dot( v1 );
- var dot02 = v0.dot( v2 );
- var dot11 = v1.dot( v1 );
- var dot12 = v1.dot( v2 );
-
- var denom = ( dot00 * dot11 - dot01 * dot01 );
-
- var result = optionalTarget || new THREE.Vector3();
-
- // collinear or singular triangle
- if ( denom === 0 ) {
-
- // arbitrary location outside of triangle?
- // not sure if this is the best idea, maybe should be returning undefined
- return result.set( - 2, - 1, - 1 );
-
- }
-
- var invDenom = 1 / denom;
- var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
- var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
-
- // barycentric coordinates must always sum to 1
- return result.set( 1 - u - v, v, u );
-
- };
-
-}();
-
-THREE.Triangle.containsPoint = function () {
-
- var v1 = new THREE.Vector3();
-
- return function ( point, a, b, c ) {
-
- var result = THREE.Triangle.barycoordFromPoint( point, a, b, c, v1 );
-
- return ( result.x >= 0 ) && ( result.y >= 0 ) && ( ( result.x + result.y ) <= 1 );
-
- };
-
-}();
-
-THREE.Triangle.prototype = {
-
- constructor: THREE.Triangle,
-
- set: function ( a, b, c ) {
-
- this.a.copy( a );
- this.b.copy( b );
- this.c.copy( c );
-
- return this;
-
- },
-
- setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
-
- this.a.copy( points[ i0 ] );
- this.b.copy( points[ i1 ] );
- this.c.copy( points[ i2 ] );
-
- return this;
-
- },
-
- copy: function ( triangle ) {
-
- this.a.copy( triangle.a );
- this.b.copy( triangle.b );
- this.c.copy( triangle.c );
-
- return this;
-
- },
-
- area: function () {
-
- var v0 = new THREE.Vector3();
- var v1 = new THREE.Vector3();
-
- return function () {
-
- v0.subVectors( this.c, this.b );
- v1.subVectors( this.a, this.b );
-
- return v0.cross( v1 ).length() * 0.5;
-
- };
-
- }(),
-
- midpoint: function ( optionalTarget ) {
-
- var result = optionalTarget || new THREE.Vector3();
- return result.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
-
- },
-
- normal: function ( optionalTarget ) {
-
- return THREE.Triangle.normal( this.a, this.b, this.c, optionalTarget );
-
- },
-
- plane: function ( optionalTarget ) {
-
- var result = optionalTarget || new THREE.Plane();
-
- return result.setFromCoplanarPoints( this.a, this.b, this.c );
-
- },
-
- barycoordFromPoint: function ( point, optionalTarget ) {
-
- return THREE.Triangle.barycoordFromPoint( point, this.a, this.b, this.c, optionalTarget );
-
- },
-
- containsPoint: function ( point ) {
-
- return THREE.Triangle.containsPoint( point, this.a, this.b, this.c );
-
- },
-
- equals: function ( triangle ) {
-
- return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
-
- },
-
- clone: function () {
-
- return new THREE.Triangle().copy( this );
-
- }
-
-};
-
-// File:src/core/Clock.js
-
-/**
- * @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 = {
-
- constructor: THREE.Clock,
-
- start: function () {
-
- this.startTime = self.performance !== undefined && self.performance.now !== undefined
- ? self.performance.now()
- : Date.now();
-
- this.oldTime = this.startTime;
- this.running = true;
-
- },
-
- stop: function () {
-
- this.getElapsedTime();
- this.running = false;
-
- },
-
- getElapsedTime: function () {
-
- this.getDelta();
- return this.elapsedTime;
-
- },
-
- getDelta: function () {
-
- var diff = 0;
-
- if ( this.autoStart && ! this.running ) {
-
- this.start();
-
- }
-
- if ( this.running ) {
-
- var newTime = self.performance !== undefined && self.performance.now !== undefined
- ? self.performance.now()
- : Date.now();
-
- diff = 0.001 * ( newTime - this.oldTime );
- this.oldTime = newTime;
-
- this.elapsedTime += diff;
-
- }
-
- return diff;
-
- }
-
-};
-
-// File:src/core/EventDispatcher.js
-
-/**
- * https://github.com/mrdoob/eventdispatcher.js/
- */
-
-THREE.EventDispatcher = function () {};
-
-THREE.EventDispatcher.prototype = {
-
- constructor: THREE.EventDispatcher,
-
- apply: function ( object ) {
-
- object.addEventListener = THREE.EventDispatcher.prototype.addEventListener;
- object.hasEventListener = THREE.EventDispatcher.prototype.hasEventListener;
- object.removeEventListener = THREE.EventDispatcher.prototype.removeEventListener;
- object.dispatchEvent = THREE.EventDispatcher.prototype.dispatchEvent;
-
- },
-
- addEventListener: function ( type, listener ) {
-
- if ( this._listeners === undefined ) this._listeners = {};
-
- var listeners = this._listeners;
-
- if ( listeners[ type ] === undefined ) {
-
- listeners[ type ] = [];
-
- }
-
- if ( listeners[ type ].indexOf( listener ) === - 1 ) {
-
- listeners[ type ].push( listener );
-
- }
-
- },
-
- hasEventListener: function ( type, listener ) {
-
- if ( this._listeners === undefined ) return false;
-
- var listeners = this._listeners;
-
- if ( listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1 ) {
-
- return true;
-
- }
-
- return false;
-
- },
-
- removeEventListener: function ( type, listener ) {
-
- if ( this._listeners === undefined ) return;
-
- var listeners = this._listeners;
- var listenerArray = listeners[ type ];
-
- if ( listenerArray !== undefined ) {
-
- var index = listenerArray.indexOf( listener );
-
- if ( index !== - 1 ) {
-
- listenerArray.splice( index, 1 );
-
- }
-
- }
-
- },
-
- dispatchEvent: function ( event ) {
-
- if ( this._listeners === undefined ) return;
-
- var listeners = this._listeners;
- var listenerArray = listeners[ event.type ];
-
- if ( listenerArray !== undefined ) {
-
- event.target = this;
-
- var array = [];
- var length = listenerArray.length;
-
- for ( var i = 0; i < length; i ++ ) {
-
- array[ i ] = listenerArray[ i ];
-
- }
-
- for ( var i = 0; i < length; i ++ ) {
-
- array[ i ].call( this, event );
-
- }
-
- }
-
- }
-
-};
-
-// File:src/core/Raycaster.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author bhouston / http://exocortex.com/
- * @author stephomi / http://stephaneginier.com/
- */
-
-( function ( THREE ) {
-
- THREE.Raycaster = function ( origin, direction, near, far ) {
-
- this.ray = new THREE.Ray( origin, direction );
- // direction is assumed to be normalized (for accurate distance calculations)
-
- this.near = near || 0;
- this.far = far || Infinity;
-
- this.params = {
- Sprite: {},
- Mesh: {},
- PointCloud: { threshold: 1 },
- LOD: {},
- Line: {}
- };
-
- };
-
- var descSort = function ( a, b ) {
-
- return a.distance - b.distance;
-
- };
-
- var intersectObject = function ( object, raycaster, intersects, recursive ) {
-
- if ( object.visible === false ) return;
-
- object.raycast( raycaster, intersects );
-
- if ( recursive === true ) {
-
- var children = object.children;
-
- for ( var i = 0, l = children.length; i < l; i ++ ) {
-
- intersectObject( children[ i ], raycaster, intersects, true );
-
- }
-
- }
-
- };
-
- //
-
- THREE.Raycaster.prototype = {
-
- constructor: THREE.Raycaster,
-
- linePrecision: 1,
-
- set: function ( origin, direction ) {
-
- // direction is assumed to be normalized (for accurate distance calculations)
-
- this.ray.set( origin, direction );
-
- },
-
- setFromCamera: function ( coords, camera ) {
-
- if ( camera instanceof THREE.PerspectiveCamera ) {
-
- this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
- this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
-
- } else if ( camera instanceof THREE.OrthographicCamera ) {
-
- this.ray.origin.set( coords.x, coords.y, - 1 ).unproject( camera );
- this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
-
- } else {
-
- console.error( 'THREE.Raycaster: Unsupported camera type.' );
-
- }
-
- },
-
- intersectObject: function ( object, recursive ) {
-
- var intersects = [];
-
- intersectObject( object, this, intersects, recursive );
-
- intersects.sort( descSort );
-
- return intersects;
-
- },
-
- intersectObjects: function ( objects, recursive ) {
-
- var intersects = [];
-
- if ( Array.isArray( objects ) === false ) {
-
- console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
- return intersects;
-
- }
-
- for ( var i = 0, l = objects.length; i < l; i ++ ) {
-
- intersectObject( objects[ i ], this, intersects, recursive );
-
- }
-
- intersects.sort( descSort );
-
- return intersects;
-
- }
-
- };
-
-}( THREE ) );
-
-// File:src/core/Object3D.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- * @author WestLangley / http://github.com/WestLangley
- * @author elephantatwork / www.elephantatwork.ch
- */
-
-THREE.Object3D = function () {
-
- Object.defineProperty( this, 'id', { value: THREE.Object3DIdCount ++ } );
-
- this.uuid = THREE.Math.generateUUID();
-
- this.name = '';
- this.type = 'Object3D';
-
- this.parent = null;
- this.children = [];
-
- this.up = THREE.Object3D.DefaultUp.clone();
-
- var position = new THREE.Vector3();
- var rotation = new THREE.Euler();
- var quaternion = new THREE.Quaternion();
- var scale = new THREE.Vector3( 1, 1, 1 );
-
- var onRotationChange = function () {
-
- quaternion.setFromEuler( rotation, false );
-
- };
-
- var onQuaternionChange = function () {
-
- rotation.setFromQuaternion( quaternion, undefined, false );
-
- };
-
- rotation.onChange( onRotationChange );
- quaternion.onChange( onQuaternionChange );
-
- Object.defineProperties( this, {
- position: {
- enumerable: true,
- value: position
- },
- rotation: {
- enumerable: true,
- value: rotation
- },
- quaternion: {
- enumerable: true,
- value: quaternion
- },
- scale: {
- enumerable: true,
- value: scale
- }
- } );
-
- this.rotationAutoUpdate = true;
-
- this.matrix = new THREE.Matrix4();
- this.matrixWorld = new THREE.Matrix4();
-
- this.matrixAutoUpdate = true;
- this.matrixWorldNeedsUpdate = false;
-
- this.visible = true;
-
- this.castShadow = false;
- this.receiveShadow = false;
-
- this.frustumCulled = true;
- this.renderOrder = 0;
-
- this.userData = {};
-
-};
-
-THREE.Object3D.DefaultUp = new THREE.Vector3( 0, 1, 0 );
-
-THREE.Object3D.prototype = {
-
- constructor: THREE.Object3D,
-
- get eulerOrder () {
-
- console.warn( 'THREE.Object3D: .eulerOrder has been moved to .rotation.order.' );
-
- return this.rotation.order;
-
- },
-
- set eulerOrder ( value ) {
-
- console.warn( 'THREE.Object3D: .eulerOrder has been moved to .rotation.order.' );
-
- this.rotation.order = value;
-
- },
-
- get useQuaternion () {
-
- console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
-
- },
-
- set useQuaternion ( value ) {
-
- console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
-
- },
-
- set renderDepth ( value ) {
-
- console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
-
- },
-
- applyMatrix: function ( matrix ) {
-
- this.matrix.multiplyMatrices( matrix, this.matrix );
-
- this.matrix.decompose( this.position, this.quaternion, this.scale );
-
- },
-
- setRotationFromAxisAngle: function ( axis, angle ) {
-
- // assumes axis is normalized
-
- this.quaternion.setFromAxisAngle( axis, angle );
-
- },
-
- setRotationFromEuler: function ( euler ) {
-
- this.quaternion.setFromEuler( euler, true );
-
- },
-
- setRotationFromMatrix: function ( m ) {
-
- // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
-
- this.quaternion.setFromRotationMatrix( m );
-
- },
-
- setRotationFromQuaternion: function ( q ) {
-
- // assumes q is normalized
-
- this.quaternion.copy( q );
-
- },
-
- rotateOnAxis: function () {
-
- // rotate object on axis in object space
- // axis is assumed to be normalized
-
- var q1 = new THREE.Quaternion();
-
- return function ( axis, angle ) {
-
- q1.setFromAxisAngle( axis, angle );
-
- this.quaternion.multiply( q1 );
-
- return this;
-
- };
-
- }(),
-
- rotateX: function () {
-
- var v1 = new THREE.Vector3( 1, 0, 0 );
-
- return function ( angle ) {
-
- return this.rotateOnAxis( v1, angle );
-
- };
-
- }(),
-
- rotateY: function () {
-
- var v1 = new THREE.Vector3( 0, 1, 0 );
-
- return function ( angle ) {
-
- return this.rotateOnAxis( v1, angle );
-
- };
-
- }(),
-
- rotateZ: function () {
-
- var v1 = new THREE.Vector3( 0, 0, 1 );
-
- return function ( angle ) {
-
- return this.rotateOnAxis( v1, angle );
-
- };
-
- }(),
-
- translateOnAxis: function () {
-
- // translate object by distance along axis in object space
- // axis is assumed to be normalized
-
- var v1 = new THREE.Vector3();
-
- return function ( axis, distance ) {
-
- v1.copy( axis ).applyQuaternion( this.quaternion );
-
- this.position.add( v1.multiplyScalar( distance ) );
-
- return this;
-
- };
-
- }(),
-
- translate: function ( distance, axis ) {
-
- console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
- return this.translateOnAxis( axis, distance );
-
- },
-
- translateX: function () {
-
- var v1 = new THREE.Vector3( 1, 0, 0 );
-
- return function ( distance ) {
-
- return this.translateOnAxis( v1, distance );
-
- };
-
- }(),
-
- translateY: function () {
-
- var v1 = new THREE.Vector3( 0, 1, 0 );
-
- return function ( distance ) {
-
- return this.translateOnAxis( v1, distance );
-
- };
-
- }(),
-
- translateZ: function () {
-
- var v1 = new THREE.Vector3( 0, 0, 1 );
-
- return function ( distance ) {
-
- return this.translateOnAxis( v1, distance );
-
- };
-
- }(),
-
- localToWorld: function ( vector ) {
-
- return vector.applyMatrix4( this.matrixWorld );
-
- },
-
- worldToLocal: function () {
-
- var m1 = new THREE.Matrix4();
-
- return function ( vector ) {
-
- return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) );
-
- };
-
- }(),
-
- lookAt: function () {
-
- // This routine does not support objects with rotated and/or translated parent(s)
-
- var m1 = new THREE.Matrix4();
-
- return function ( vector ) {
-
- m1.lookAt( vector, this.position, this.up );
-
- this.quaternion.setFromRotationMatrix( m1 );
-
- };
-
- }(),
-
- add: function ( object ) {
-
- if ( arguments.length > 1 ) {
-
- for ( var i = 0; i < arguments.length; i ++ ) {
-
- this.add( arguments[ i ] );
-
- }
-
- return this;
-
- }
-
- if ( object === this ) {
-
- console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
- return this;
-
- }
-
- if ( object instanceof THREE.Object3D ) {
-
- if ( object.parent !== null ) {
-
- object.parent.remove( object );
-
- }
-
- object.parent = this;
- object.dispatchEvent( { type: 'added' } );
-
- this.children.push( object );
-
- } else {
-
- console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
-
- }
-
- return this;
-
- },
-
- remove: function ( object ) {
-
- if ( arguments.length > 1 ) {
-
- for ( var i = 0; i < arguments.length; i ++ ) {
-
- this.remove( arguments[ i ] );
-
- }
-
- }
-
- var index = this.children.indexOf( object );
-
- if ( index !== - 1 ) {
-
- object.parent = null;
-
- object.dispatchEvent( { type: 'removed' } );
-
- this.children.splice( index, 1 );
-
- }
-
- },
-
- getChildByName: function ( name ) {
-
- console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
- return this.getObjectByName( name );
-
- },
-
- getObjectById: function ( id ) {
-
- return this.getObjectByProperty( 'id', id );
-
- },
-
- getObjectByName: function ( name ) {
-
- return this.getObjectByProperty( 'name', name );
-
- },
-
- getObjectByProperty: function ( name, value ) {
-
- if ( this[ name ] === value ) return this;
-
- for ( var i = 0, l = this.children.length; i < l; i ++ ) {
-
- var child = this.children[ i ];
- var object = child.getObjectByProperty( name, value );
-
- if ( object !== undefined ) {
-
- return object;
-
- }
-
- }
-
- return undefined;
-
- },
-
- getWorldPosition: function ( optionalTarget ) {
-
- var result = optionalTarget || new THREE.Vector3();
-
- this.updateMatrixWorld( true );
-
- return result.setFromMatrixPosition( this.matrixWorld );
-
- },
-
- getWorldQuaternion: function () {
-
- var position = new THREE.Vector3();
- var scale = new THREE.Vector3();
-
- return function ( optionalTarget ) {
-
- var result = optionalTarget || new THREE.Quaternion();
-
- this.updateMatrixWorld( true );
-
- this.matrixWorld.decompose( position, result, scale );
-
- return result;
-
- };
-
- }(),
-
- getWorldRotation: function () {
-
- var quaternion = new THREE.Quaternion();
-
- return function ( optionalTarget ) {
-
- var result = optionalTarget || new THREE.Euler();
-
- this.getWorldQuaternion( quaternion );
-
- return result.setFromQuaternion( quaternion, this.rotation.order, false );
-
- };
-
- }(),
-
- getWorldScale: function () {
-
- var position = new THREE.Vector3();
- var quaternion = new THREE.Quaternion();
-
- return function ( optionalTarget ) {
-
- var result = optionalTarget || new THREE.Vector3();
-
- this.updateMatrixWorld( true );
-
- this.matrixWorld.decompose( position, quaternion, result );
-
- return result;
-
- };
-
- }(),
-
- getWorldDirection: function () {
-
- var quaternion = new THREE.Quaternion();
-
- return function ( optionalTarget ) {
-
- var result = optionalTarget || new THREE.Vector3();
-
- this.getWorldQuaternion( quaternion );
-
- return result.set( 0, 0, 1 ).applyQuaternion( quaternion );
-
- };
-
- }(),
-
- raycast: function () {},
-
- traverse: function ( callback ) {
-
- callback( this );
-
- var children = this.children;
-
- for ( var i = 0, l = children.length; i < l; i ++ ) {
-
- children[ i ].traverse( callback );
-
- }
-
- },
-
- traverseVisible: function ( callback ) {
-
- if ( this.visible === false ) return;
-
- callback( this );
-
- var children = this.children;
-
- for ( var i = 0, l = children.length; i < l; i ++ ) {
-
- children[ i ].traverseVisible( callback );
-
- }
-
- },
-
- traverseAncestors: function ( callback ) {
-
- var parent = this.parent;
-
- if ( parent !== null ) {
-
- callback( parent );
-
- parent.traverseAncestors( callback );
-
- }
-
- },
-
- updateMatrix: function () {
-
- this.matrix.compose( this.position, this.quaternion, this.scale );
-
- this.matrixWorldNeedsUpdate = true;
-
- },
-
- updateMatrixWorld: function ( force ) {
-
- if ( this.matrixAutoUpdate === true ) this.updateMatrix();
-
- if ( this.matrixWorldNeedsUpdate === true || force === true ) {
-
- if ( this.parent === null ) {
-
- this.matrixWorld.copy( this.matrix );
-
- } else {
-
- this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, 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 );
-
- }
-
- },
-
- toJSON: function ( meta ) {
-
- var isRootObject = ( meta === undefined );
-
- var data = {};
-
- // meta is a hash used to collect geometries, materials.
- // not providing it implies that this is the root object
- // being serialized.
- if ( isRootObject ) {
-
- // initialize meta obj
- meta = {
- geometries: {},
- materials: {},
- textures: {},
- images: {}
- };
-
- data.metadata = {
- version: 4.4,
- type: 'Object',
- generator: 'Object3D.toJSON'
- };
-
- }
-
- // standard Object3D serialization
-
- data.uuid = this.uuid;
- data.type = this.type;
-
- if ( this.name !== '' ) data.name = this.name;
- if ( JSON.stringify( this.userData ) !== '{}' ) data.userData = this.userData;
- if ( this.visible !== true ) data.visible = this.visible;
-
- data.matrix = this.matrix.toArray();
-
- if ( this.children.length > 0 ) {
-
- data.children = [];
-
- for ( var i = 0; i < this.children.length; i ++ ) {
-
- data.children.push( this.children[ i ].toJSON( meta ).object );
-
- }
-
- }
-
- var output = {};
-
- if ( isRootObject ) {
-
- var geometries = extractFromCache( meta.geometries );
- var materials = extractFromCache( meta.materials );
- var textures = extractFromCache( meta.textures );
- var images = extractFromCache( meta.images );
-
- if ( geometries.length > 0 ) output.geometries = geometries;
- if ( materials.length > 0 ) output.materials = materials;
- if ( textures.length > 0 ) output.textures = textures;
- if ( images.length > 0 ) output.images = images;
-
- }
-
- output.object = data;
-
- return output;
-
- // extract data from the cache hash
- // remove metadata on each item
- // and return as array
- function extractFromCache ( cache ) {
-
- var values = [];
- for ( var key in cache ) {
-
- var data = cache[ key ];
- delete data.metadata;
- values.push( data );
-
- }
- return values;
-
- }
-
- },
-
- clone: function ( recursive ) {
-
- return new THREE.Object3D().copy( this, recursive );
-
- },
-
- copy: function ( source, recursive ) {
-
- if ( recursive === undefined ) recursive = true;
-
- this.name = source.name;
-
- this.up.copy( source.up );
-
- this.position.copy( source.position );
- this.quaternion.copy( source.quaternion );
- this.scale.copy( source.scale );
-
- this.rotationAutoUpdate = source.rotationAutoUpdate;
-
- this.matrix.copy( source.matrix );
- this.matrixWorld.copy( source.matrixWorld );
-
- this.matrixAutoUpdate = source.matrixAutoUpdate;
- this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
-
- this.visible = source.visible;
-
- this.castShadow = source.castShadow;
- this.receiveShadow = source.receiveShadow;
-
- this.frustumCulled = source.frustumCulled;
- this.renderOrder = source.renderOrder;
-
- this.userData = JSON.parse( JSON.stringify( source.userData ) );
-
- if ( recursive === true ) {
-
- for ( var i = 0; i < source.children.length; i ++ ) {
-
- var child = source.children[ i ];
- this.add( child.clone() );
-
- }
-
- }
-
- return this;
-
- }
-
-};
-
-THREE.EventDispatcher.prototype.apply( THREE.Object3D.prototype );
-
-THREE.Object3DIdCount = 0;
-
-// File:src/core/Face3.js
-
-/**
- * @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 = Array.isArray( normal ) ? normal : [];
-
- this.color = color instanceof THREE.Color ? color : new THREE.Color();
- this.vertexColors = Array.isArray( color ) ? color : [];
-
- this.vertexTangents = [];
-
- this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
-
-};
-
-THREE.Face3.prototype = {
-
- constructor: THREE.Face3,
-
- copy: function ( source ) {
-
- this.a = source.a;
- this.b = source.b;
- this.c = source.c;
-
- this.normal.copy( source.normal );
- this.color.copy( source.color );
-
- this.materialIndex = source.materialIndex;
-
- for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
-
- this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
-
- }
-
- for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) {
-
- this.vertexColors[ i ] = source.vertexColors[ i ].clone();
-
- }
-
- for ( var i = 0, il = source.vertexTangents.length; i < il; i ++ ) {
-
- this.vertexTangents[ i ] = source.vertexTangents[ i ].clone();
-
- }
-
- return this;
-
- },
-
- clone: function () {
-
- return new THREE.Face3().copy( this );
-
- }
-
-};
-
-// File:src/core/Face4.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.Face4 = function ( a, b, c, d, normal, color, materialIndex ) {
-
- console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
- return new THREE.Face3( a, b, c, normal, color, materialIndex );
-
-};
-
-// File:src/core/BufferAttribute.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.BufferAttribute = function ( array, itemSize ) {
-
- this.uuid = THREE.Math.generateUUID();
-
- this.array = array;
- this.itemSize = itemSize;
-
- this.version = 0;
-
-};
-
-THREE.BufferAttribute.prototype = {
-
- constructor: THREE.BufferAttribute,
-
- get length () {
-
- console.warn( 'THREE.BufferAttribute: .length has been deprecated. Please use .count.' );
- return this.array.length;
-
- },
-
- get count() {
-
- return this.array.length / this.itemSize;
-
- },
-
- set needsUpdate( value ) {
-
- if ( value === true ) this.version ++;
-
- },
-
- copyAt: function ( index1, attribute, index2 ) {
-
- index1 *= this.itemSize;
- index2 *= attribute.itemSize;
-
- for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
-
- this.array[ index1 + i ] = attribute.array[ index2 + i ];
-
- }
-
- return this;
-
- },
-
- copyArray: function ( array ) {
-
- this.array.set( array );
-
- return this;
-
- },
-
- copyColorsArray: function ( colors ) {
-
- var array = this.array, offset = 0;
-
- for ( var i = 0, l = colors.length; i < l; i ++ ) {
-
- var color = colors[ i ];
-
- if ( color === undefined ) {
-
- console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
- color = new THREE.Color();
-
- }
-
- array[ offset ++ ] = color.r;
- array[ offset ++ ] = color.g;
- array[ offset ++ ] = color.b;
-
- }
-
- return this;
-
- },
-
- copyIndicesArray: function ( indices ) {
-
- var array = this.array, offset = 0;
-
- for ( var i = 0, l = indices.length; i < l; i ++ ) {
-
- var index = indices[ i ];
-
- array[ offset ++ ] = index.a;
- array[ offset ++ ] = index.b;
- array[ offset ++ ] = index.c;
-
- }
-
- return this;
-
- },
-
- copyVector2sArray: function ( vectors ) {
-
- var array = this.array, offset = 0;
-
- for ( var i = 0, l = vectors.length; i < l; i ++ ) {
-
- var vector = vectors[ i ];
-
- if ( vector === undefined ) {
-
- console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
- vector = new THREE.Vector2();
-
- }
-
- array[ offset ++ ] = vector.x;
- array[ offset ++ ] = vector.y;
-
- }
-
- return this;
-
- },
-
- copyVector3sArray: function ( vectors ) {
-
- var array = this.array, offset = 0;
-
- for ( var i = 0, l = vectors.length; i < l; i ++ ) {
-
- var vector = vectors[ i ];
-
- if ( vector === undefined ) {
-
- console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
- vector = new THREE.Vector3();
-
- }
-
- array[ offset ++ ] = vector.x;
- array[ offset ++ ] = vector.y;
- array[ offset ++ ] = vector.z;
-
- }
-
- return this;
-
- },
-
- copyVector4sArray: function ( vectors ) {
-
- var array = this.array, offset = 0;
-
- for ( var i = 0, l = vectors.length; i < l; i ++ ) {
-
- var vector = vectors[ i ];
-
- if ( vector === undefined ) {
-
- console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
- vector = new THREE.Vector4();
-
- }
-
- array[ offset ++ ] = vector.x;
- array[ offset ++ ] = vector.y;
- array[ offset ++ ] = vector.z;
- array[ offset ++ ] = vector.w;
-
- }
-
- return this;
-
- },
-
- set: function ( value, offset ) {
-
- if ( offset === undefined ) offset = 0;
-
- this.array.set( value, offset );
-
- return this;
-
- },
-
- getX: function ( index ) {
-
- return this.array[ index * this.itemSize ];
-
- },
-
- setX: function ( index, x ) {
-
- this.array[ index * this.itemSize ] = x;
-
- return this;
-
- },
-
- getY: function ( index ) {
-
- return this.array[ index * this.itemSize + 1 ];
-
- },
-
- setY: function ( index, y ) {
-
- this.array[ index * this.itemSize + 1 ] = y;
-
- return this;
-
- },
-
- getZ: function ( index ) {
-
- return this.array[ index * this.itemSize + 2 ];
-
- },
-
- setZ: function ( index, z ) {
-
- this.array[ index * this.itemSize + 2 ] = z;
-
- return this;
-
- },
-
- getW: function ( index ) {
-
- return this.array[ index * this.itemSize + 3 ];
-
- },
-
- setW: function ( index, w ) {
-
- this.array[ index * this.itemSize + 3 ] = w;
-
- return this;
-
- },
-
- setXY: function ( index, x, y ) {
-
- index *= this.itemSize;
-
- this.array[ index + 0 ] = x;
- this.array[ index + 1 ] = y;
-
- return this;
-
- },
-
- setXYZ: function ( index, x, y, z ) {
-
- index *= this.itemSize;
-
- this.array[ index + 0 ] = x;
- this.array[ index + 1 ] = y;
- this.array[ index + 2 ] = z;
-
- return this;
-
- },
-
- setXYZW: function ( index, x, y, z, w ) {
-
- index *= this.itemSize;
-
- this.array[ index + 0 ] = x;
- this.array[ index + 1 ] = y;
- this.array[ index + 2 ] = z;
- this.array[ index + 3 ] = w;
-
- return this;
-
- },
-
- clone: function () {
-
- return new THREE.BufferAttribute( new this.array.constructor( this.array ), this.itemSize );
-
- }
-
-};
-
-//
-
-THREE.Int8Attribute = function ( array, itemSize ) {
-
- return new THREE.BufferAttribute( new Int8Array( array ), itemSize );
-
-};
-
-THREE.Uint8Attribute = function ( array, itemSize ) {
-
- return new THREE.BufferAttribute( new Uint8Array( array ), itemSize );
-
-};
-
-THREE.Uint8ClampedAttribute = function ( array, itemSize ) {
-
- return new THREE.BufferAttribute( new Uint8ClampedArray( array ), itemSize );
-
-};
-
-THREE.Int16Attribute = function ( array, itemSize ) {
-
- return new THREE.BufferAttribute( new Int16Array( array ), itemSize );
-
-};
-
-THREE.Uint16Attribute = function ( array, itemSize ) {
-
- return new THREE.BufferAttribute( new Uint16Array( array ), itemSize );
-
-};
-
-THREE.Int32Attribute = function ( array, itemSize ) {
-
- return new THREE.BufferAttribute( new Int32Array( array ), itemSize );
-
-};
-
-THREE.Uint32Attribute = function ( array, itemSize ) {
-
- return new THREE.BufferAttribute( new Uint32Array( array ), itemSize );
-
-};
-
-THREE.Float32Attribute = function ( array, itemSize ) {
-
- return new THREE.BufferAttribute( new Float32Array( array ), itemSize );
-
-};
-
-THREE.Float64Attribute = function ( array, itemSize ) {
-
- return new THREE.BufferAttribute( new Float64Array( array ), itemSize );
-
-};
-
-// File:src/core/DynamicBufferAttribute.js
-
-/**
- * @author benaadams / https://twitter.com/ben_a_adams
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.DynamicBufferAttribute = function ( array, itemSize ) {
-
- THREE.BufferAttribute.call( this, array, itemSize );
-
- this.updateRange = { offset: 0, count: - 1 };
-
-};
-
-THREE.DynamicBufferAttribute.prototype = Object.create( THREE.BufferAttribute.prototype );
-THREE.DynamicBufferAttribute.prototype.constructor = THREE.DynamicBufferAttribute;
-
-THREE.DynamicBufferAttribute.prototype.clone = function () {
-
- return new THREE.DynamicBufferAttribute( new this.array.constructor( this.array ), this.itemSize );
-
-};
-
-// File:src/core/InstancedBufferAttribute.js
-
-/**
- * @author benaadams / https://twitter.com/ben_a_adams
- */
-
-THREE.InstancedBufferAttribute = function ( array, itemSize, meshPerAttribute, dynamic ) {
-
- THREE.DynamicBufferAttribute.call( this, array, itemSize );
-
- this.dynamic = dynamic || false;
- this.meshPerAttribute = meshPerAttribute || 1;
-
-};
-
-THREE.InstancedBufferAttribute.prototype = Object.create( THREE.DynamicBufferAttribute.prototype );
-THREE.InstancedBufferAttribute.prototype.constructor = THREE.InstancedBufferAttribute;
-
-THREE.InstancedBufferAttribute.prototype.clone = function () {
-
- return new THREE.InstancedBufferAttribute( new this.array.constructor( this.array ), this.itemSize, this.meshPerAttribute, this.dynamic );
-
-};
-
-// File:src/core/InterleavedBuffer.js
-
-/**
- * @author benaadams / https://twitter.com/ben_a_adams
- */
-
-THREE.InterleavedBuffer = function ( array, stride, dynamic ) {
-
- this.uuid = THREE.Math.generateUUID();
-
- this.array = array;
- this.stride = stride;
-
- this.version = 0;
-
- this.dynamic = dynamic || false;
- this.updateRange = { offset: 0, count: - 1 };
-
-};
-
-THREE.InterleavedBuffer.prototype = {
-
- constructor: THREE.InterleavedBuffer,
-
- get length () {
-
- return this.array.length;
-
- },
-
- get count () {
-
- return this.array.length / this.stride;
-
- },
-
- set needsUpdate( value ) {
-
- if ( value === true ) this.version ++;
-
- },
-
- copyAt: function ( index1, attribute, index2 ) {
-
- index1 *= this.stride;
- index2 *= attribute.stride;
-
- for ( var i = 0, l = this.stride; i < l; i ++ ) {
-
- this.array[ index1 + i ] = attribute.array[ index2 + i ];
-
- }
-
- return this;
-
- },
-
- set: function ( value, offset ) {
-
- if ( offset === undefined ) offset = 0;
-
- this.array.set( value, offset );
-
- return this;
-
- },
-
- clone: function () {
-
- return new THREE.InterleavedBuffer( new this.array.constructor( this.array ), this.stride, this.dynamic );
-
- }
-
-};
-
-// File:src/core/InstancedInterleavedBuffer.js
-
-/**
- * @author benaadams / https://twitter.com/ben_a_adams
- */
-
-THREE.InstancedInterleavedBuffer = function ( array, stride, dynamic, meshPerAttribute ) {
-
- THREE.InterleavedBuffer.call( this, array, stride, dynamic );
-
- this.meshPerAttribute = meshPerAttribute || 1;
-
-};
-
-THREE.InstancedInterleavedBuffer.prototype = Object.create( THREE.InterleavedBuffer.prototype );
-THREE.InstancedInterleavedBuffer.prototype.constructor = THREE.InstancedInterleavedBuffer;
-
-THREE.InstancedInterleavedBuffer.prototype.clone = function () {
-
- return new THREE.InstancedInterleavedBuffer( new this.array.constructor( this.array ), this.stride, this.dynamic, this.meshPerAttribute );
-
-};
-
-// File:src/core/InterleavedBufferAttribute.js
-
-/**
- * @author benaadams / https://twitter.com/ben_a_adams
- */
-
-THREE.InterleavedBufferAttribute = function ( interleavedBuffer, itemSize, offset ) {
-
- this.uuid = THREE.Math.generateUUID();
-
- this.data = interleavedBuffer;
- this.itemSize = itemSize;
- this.offset = offset;
-
-};
-
-
-THREE.InterleavedBufferAttribute.prototype = {
-
- constructor: THREE.InterleavedBufferAttribute,
-
- get length() {
-
- console.warn( 'THREE.BufferAttribute: .length has been deprecated. Please use .count.' );
- return this.array.length;
-
- },
-
- get count() {
-
- return this.data.array.length / this.data.stride;
-
- },
-
- setX: function ( index, x ) {
-
- this.data.array[ index * this.data.stride + this.offset ] = x;
-
- return this;
-
- },
-
- setY: function ( index, y ) {
-
- this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
-
- return this;
-
- },
-
- setZ: function ( index, z ) {
-
- this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
-
- return this;
-
- },
-
- setW: function ( index, w ) {
-
- this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
-
- return this;
-
- },
-
- getX: function ( index ) {
-
- return this.data.array[ index * this.data.stride + this.offset ];
-
- },
-
- getY: function ( index ) {
-
- return this.data.array[ index * this.data.stride + this.offset + 1 ];
-
- },
-
- getZ: function ( index ) {
-
- return this.data.array[ index * this.data.stride + this.offset + 2 ];
-
- },
-
- getW: function ( index ) {
-
- return this.data.array[ index * this.data.stride + this.offset + 3 ];
-
- },
-
- setXY: function ( index, x, y ) {
-
- index = index * this.data.stride + this.offset;
-
- this.data.array[ index + 0 ] = x;
- this.data.array[ index + 1 ] = y;
-
- return this;
-
- },
-
- setXYZ: function ( index, x, y, z ) {
-
- index = index * this.data.stride + this.offset;
-
- this.data.array[ index + 0 ] = x;
- this.data.array[ index + 1 ] = y;
- this.data.array[ index + 2 ] = z;
-
- return this;
-
- },
-
- setXYZW: function ( index, x, y, z, w ) {
-
- index = index * this.data.stride + this.offset;
-
- this.data.array[ index + 0 ] = x;
- this.data.array[ index + 1 ] = y;
- this.data.array[ index + 2 ] = z;
- this.data.array[ index + 3 ] = w;
-
- return this;
-
- }
-
-};
-
-// File:src/core/Geometry.js
-
-/**
- * @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
- * @author bhouston / http://exocortex.com
- */
-
-THREE.Geometry = function () {
-
- Object.defineProperty( this, 'id', { value: THREE.GeometryIdCount ++ } );
-
- this.uuid = THREE.Math.generateUUID();
-
- this.name = '';
- this.type = 'Geometry';
-
- this.vertices = [];
- this.colors = [];
- this.faces = [];
- this.faceVertexUvs = [ [] ];
-
- this.morphTargets = [];
- this.morphColors = [];
- this.morphNormals = [];
-
- this.skinWeights = [];
- this.skinIndices = [];
-
- this.lineDistances = [];
-
- this.boundingBox = null;
- this.boundingSphere = null;
-
- this.hasTangents = false;
-
- // update flags
-
- this.verticesNeedUpdate = false;
- this.elementsNeedUpdate = false;
- this.uvsNeedUpdate = false;
- this.normalsNeedUpdate = false;
- this.tangentsNeedUpdate = false;
- this.colorsNeedUpdate = false;
- this.lineDistancesNeedUpdate = false;
-
-};
-
-THREE.Geometry.prototype = {
-
- constructor: THREE.Geometry,
-
- applyMatrix: function ( matrix ) {
-
- var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
-
- for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
-
- var vertex = this.vertices[ i ];
- vertex.applyMatrix4( matrix );
-
- }
-
- for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
-
- var face = this.faces[ i ];
- face.normal.applyMatrix3( normalMatrix ).normalize();
-
- for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
-
- face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
-
- }
-
- }
-
- if ( this.boundingBox !== null ) {
-
- this.computeBoundingBox();
-
- }
-
- if ( this.boundingSphere !== null ) {
-
- this.computeBoundingSphere();
-
- }
-
- this.verticesNeedUpdate = true;
- this.normalsNeedUpdate = true;
-
- },
-
- rotateX: function () {
-
- // rotate geometry around world x-axis
-
- var m1;
-
- return function rotateX( angle ) {
-
- if ( m1 === undefined ) m1 = new THREE.Matrix4();
-
- m1.makeRotationX( angle );
-
- this.applyMatrix( m1 );
-
- return this;
-
- };
-
- }(),
-
- rotateY: function () {
-
- // rotate geometry around world y-axis
-
- var m1;
-
- return function rotateY( angle ) {
-
- if ( m1 === undefined ) m1 = new THREE.Matrix4();
-
- m1.makeRotationY( angle );
-
- this.applyMatrix( m1 );
-
- return this;
-
- };
-
- }(),
-
- rotateZ: function () {
-
- // rotate geometry around world z-axis
-
- var m1;
-
- return function rotateZ( angle ) {
-
- if ( m1 === undefined ) m1 = new THREE.Matrix4();
-
- m1.makeRotationZ( angle );
-
- this.applyMatrix( m1 );
-
- return this;
-
- };
-
- }(),
-
- translate: function () {
-
- // translate geometry
-
- var m1;
-
- return function translate( x, y, z ) {
-
- if ( m1 === undefined ) m1 = new THREE.Matrix4();
-
- m1.makeTranslation( x, y, z );
-
- this.applyMatrix( m1 );
-
- return this;
-
- };
-
- }(),
-
- scale: function () {
-
- // scale geometry
-
- var m1;
-
- return function scale( x, y, z ) {
-
- if ( m1 === undefined ) m1 = new THREE.Matrix4();
-
- m1.makeScale( x, y, z );
-
- this.applyMatrix( m1 );
-
- return this;
-
- };
-
- }(),
-
- lookAt: function () {
-
- var obj;
-
- return function lookAt( vector ) {
-
- if ( obj === undefined ) obj = new THREE.Object3D();
-
- obj.lookAt( vector );
-
- obj.updateMatrix();
-
- this.applyMatrix( obj.matrix );
-
- };
-
- }(),
-
- fromBufferGeometry: function ( geometry ) {
-
- var scope = this;
-
- var attributes = geometry.attributes;
-
- var vertices = attributes.position.array;
- var indices = attributes.index !== undefined ? attributes.index.array : undefined;
- var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
- var colors = attributes.color !== undefined ? attributes.color.array : undefined;
- var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
- var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined;
- var tangents = attributes.tangent !== undefined ? attributes.tangent.array : undefined;
-
- if ( uvs2 !== undefined ) this.faceVertexUvs[ 1 ] = [];
- if ( tangents !== undefined ) this.hasTangents = true;
-
- var tempNormals = [];
- var tempUVs = [];
- var tempUVs2 = [];
- var tempTangents = [];
-
- for ( var i = 0, j = 0, k = 0; i < vertices.length; i += 3, j += 2, k += 4 ) {
-
- scope.vertices.push( new THREE.Vector3( vertices[ i ], vertices[ i + 1 ], vertices[ i + 2 ] ) );
-
- if ( normals !== undefined ) {
-
- tempNormals.push( new THREE.Vector3( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] ) );
-
- }
-
- if ( colors !== undefined ) {
-
- scope.colors.push( new THREE.Color( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] ) );
-
- }
-
- if ( uvs !== undefined ) {
-
- tempUVs.push( new THREE.Vector2( uvs[ j ], uvs[ j + 1 ] ) );
-
- }
-
- if ( uvs2 !== undefined ) {
-
- tempUVs2.push( new THREE.Vector2( uvs2[ j ], uvs2[ j + 1 ] ) );
-
- }
-
- if ( tangents !== undefined ) {
-
- tempTangents.push( new THREE.Vector4( tangents[ k ], tangents[ k + 1 ], tangents[ k + 2 ], tangents[ k + 3 ] ) );
-
- }
-
- }
-
- var addFace = function ( a, b, c ) {
-
- var vertexNormals = normals !== undefined ? [ tempNormals[ a ].clone(), tempNormals[ b ].clone(), tempNormals[ c ].clone() ] : [];
- var vertexColors = colors !== undefined ? [ scope.colors[ a ].clone(), scope.colors[ b ].clone(), scope.colors[ c ].clone() ] : [];
-
- var face = new THREE.Face3( a, b, c, vertexNormals, vertexColors );
-
- scope.faces.push( face );
-
- if ( uvs !== undefined ) {
-
- scope.faceVertexUvs[ 0 ].push( [ tempUVs[ a ].clone(), tempUVs[ b ].clone(), tempUVs[ c ].clone() ] );
-
- }
-
- if ( uvs2 !== undefined ) {
-
- scope.faceVertexUvs[ 1 ].push( [ tempUVs2[ a ].clone(), tempUVs2[ b ].clone(), tempUVs2[ c ].clone() ] );
-
- }
-
- if ( tangents !== undefined ) {
-
- face.vertexTangents.push( tempTangents[ a ].clone(), tempTangents[ b ].clone(), tempTangents[ c ].clone() );
-
- }
-
- };
-
- if ( indices !== undefined ) {
-
- var drawcalls = geometry.drawcalls;
-
- if ( drawcalls.length > 0 ) {
-
- for ( var i = 0; i < drawcalls.length; i ++ ) {
-
- var drawcall = drawcalls[ i ];
-
- var start = drawcall.start;
- var count = drawcall.count;
- var index = drawcall.index;
-
- for ( var j = start, jl = start + count; j < jl; j += 3 ) {
-
- addFace( index + indices[ j ], index + indices[ j + 1 ], index + indices[ j + 2 ] );
-
- }
-
- }
-
- } else {
-
- for ( var i = 0; i < indices.length; i += 3 ) {
-
- addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
-
- }
-
- }
-
- } else {
-
- for ( var i = 0; i < vertices.length / 3; i += 3 ) {
-
- addFace( i, i + 1, i + 2 );
-
- }
-
- }
-
- this.computeFaceNormals();
-
- if ( geometry.boundingBox !== null ) {
-
- this.boundingBox = geometry.boundingBox.clone();
-
- }
-
- if ( geometry.boundingSphere !== null ) {
-
- this.boundingSphere = geometry.boundingSphere.clone();
-
- }
-
- return this;
-
- },
-
- center: function () {
-
- this.computeBoundingBox();
-
- var offset = this.boundingBox.center().negate();
-
- this.translate( offset.x, offset.y, offset.z );
-
- return offset;
-
- },
-
- normalize: function () {
-
- this.computeBoundingSphere();
-
- var center = this.boundingSphere.center;
- var radius = this.boundingSphere.radius;
-
- var s = radius === 0 ? 1 : 1.0 / radius;
-
- var matrix = new THREE.Matrix4();
- matrix.set(
- s, 0, 0, - s * center.x,
- 0, s, 0, - s * center.y,
- 0, 0, s, - s * center.z,
- 0, 0, 0, 1
- );
-
- this.applyMatrix( matrix );
-
- return this;
-
- },
-
- computeFaceNormals: function () {
-
- var cb = new THREE.Vector3(), ab = new THREE.Vector3();
-
- for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
- var face = this.faces[ f ];
-
- var vA = this.vertices[ face.a ];
- var vB = this.vertices[ face.b ];
- var vC = this.vertices[ face.c ];
-
- cb.subVectors( vC, vB );
- ab.subVectors( vA, vB );
- cb.cross( ab );
-
- cb.normalize();
-
- face.normal.copy( cb );
-
- }
-
- },
-
- computeVertexNormals: function ( areaWeighted ) {
-
- var v, vl, f, fl, face, vertices;
-
- vertices = new Array( this.vertices.length );
-
- for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
-
- vertices[ v ] = new THREE.Vector3();
-
- }
-
- if ( areaWeighted ) {
-
- // vertex normals weighted by triangle areas
- // http://www.iquilezles.org/www/articles/normals/normals.htm
-
- var vA, vB, vC;
- var 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.subVectors( vC, vB );
- ab.subVectors( vA, vB );
- cb.cross( ab );
-
- vertices[ face.a ].add( cb );
- vertices[ face.b ].add( cb );
- vertices[ face.c ].add( cb );
-
- }
-
- } else {
-
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
- face = this.faces[ f ];
-
- vertices[ face.a ].add( face.normal );
- vertices[ face.b ].add( face.normal );
- vertices[ face.c ].add( 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 ];
-
- var vertexNormals = face.vertexNormals;
-
- if ( vertexNormals.length === 3 ) {
-
- vertexNormals[ 0 ].copy( vertices[ face.a ] );
- vertexNormals[ 1 ].copy( vertices[ face.b ] );
- vertexNormals[ 2 ].copy( vertices[ face.c ] );
-
- } else {
-
- vertexNormals[ 0 ] = vertices[ face.a ].clone();
- vertexNormals[ 1 ] = vertices[ face.b ].clone();
- vertexNormals[ 2 ] = vertices[ face.c ].clone();
-
- }
-
- }
-
- },
-
- 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 ++ ) {
-
- faceNormal = new THREE.Vector3();
- vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: 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 );
-
- vertexNormals.a.copy( face.vertexNormals[ 0 ] );
- vertexNormals.b.copy( face.vertexNormals[ 1 ] );
- vertexNormals.c.copy( face.vertexNormals[ 2 ] );
-
- }
-
- }
-
- // 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, 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.x - uvA.x;
- s2 = uvC.x - uvA.x;
- t1 = uvB.y - uvA.y;
- t2 = uvC.y - uvA.y;
-
- 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 ].add( sdir );
- tan1[ b ].add( sdir );
- tan1[ c ].add( sdir );
-
- tan2[ a ].add( tdir );
- tan2[ b ].add( tdir );
- tan2[ c ].add( 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
-
- handleTriangle( this, face.a, face.b, face.c, 0, 1, 2 );
-
- }
-
- var faceIndex = [ 'a', 'b', 'c', 'd' ];
-
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
- face = this.faces[ f ];
-
- for ( i = 0; i < Math.min( face.vertexNormals.length, 3 ); i ++ ) {
-
- n.copy( face.vertexNormals[ i ] );
-
- vertexIndex = face[ faceIndex[ i ] ];
-
- t = tan1[ vertexIndex ];
-
- // Gram-Schmidt orthogonalize
-
- tmp.copy( t );
- tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
-
- // Calculate handedness
-
- tmp2.crossVectors( 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;
-
- },
-
- computeLineDistances: function () {
-
- var d = 0;
- var vertices = this.vertices;
-
- for ( var i = 0, il = vertices.length; i < il; i ++ ) {
-
- if ( i > 0 ) {
-
- d += vertices[ i ].distanceTo( vertices[ i - 1 ] );
-
- }
-
- this.lineDistances[ i ] = d;
-
- }
-
- },
-
- computeBoundingBox: function () {
-
- if ( this.boundingBox === null ) {
-
- this.boundingBox = new THREE.Box3();
-
- }
-
- this.boundingBox.setFromPoints( this.vertices );
-
- },
-
- computeBoundingSphere: function () {
-
- if ( this.boundingSphere === null ) {
-
- this.boundingSphere = new THREE.Sphere();
-
- }
-
- this.boundingSphere.setFromPoints( this.vertices );
-
- },
-
- merge: function ( geometry, matrix, materialIndexOffset ) {
-
- if ( geometry instanceof THREE.Geometry === false ) {
-
- console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
- return;
-
- }
-
- var normalMatrix,
- vertexOffset = this.vertices.length,
- vertices1 = this.vertices,
- vertices2 = geometry.vertices,
- faces1 = this.faces,
- faces2 = geometry.faces,
- uvs1 = this.faceVertexUvs[ 0 ],
- uvs2 = geometry.faceVertexUvs[ 0 ];
-
- if ( materialIndexOffset === undefined ) materialIndexOffset = 0;
-
- if ( matrix !== undefined ) {
-
- normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
-
- }
-
- // vertices
-
- for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
-
- var vertex = vertices2[ i ];
-
- var vertexCopy = vertex.clone();
-
- if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix );
-
- 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;
-
- faceCopy = new THREE.Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
- faceCopy.normal.copy( face.normal );
-
- if ( normalMatrix !== undefined ) {
-
- faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
-
- }
-
- for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
-
- normal = faceVertexNormals[ j ].clone();
-
- if ( normalMatrix !== undefined ) {
-
- normal.applyMatrix3( normalMatrix ).normalize();
-
- }
-
- 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() );
-
- }
-
- faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
-
- faces1.push( faceCopy );
-
- }
-
- // uvs
-
- for ( i = 0, il = uvs2.length; i < il; i ++ ) {
-
- var uv = uvs2[ i ], uvCopy = [];
-
- if ( uv === undefined ) {
-
- continue;
-
- }
-
- for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
-
- uvCopy.push( uv[ j ].clone() );
-
- }
-
- uvs1.push( uvCopy );
-
- }
-
- },
-
- mergeMesh: function ( mesh ) {
-
- if ( mesh instanceof THREE.Mesh === false ) {
-
- console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
- return;
-
- }
-
- mesh.matrixAutoUpdate && mesh.updateMatrix();
-
- this.merge( mesh.geometry, mesh.matrix );
-
- },
-
- /*
- * Checks for duplicate vertices with hashmap.
- * Duplicated vertices are removed
- * and faces' vertices are updated.
- */
-
- mergeVertices: function () {
-
- var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
- var unique = [], changes = [];
-
- var v, key;
- var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
- var precision = Math.pow( 10, precisionPoints );
- var i, il, face;
- var indices, j, jl;
-
- 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 );
-
- 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 ] ];
-
- }
-
- }
-
-
- // if faces are completely degenerate after merging vertices, we
- // have to remove them from the geometry.
- var faceIndicesToRemove = [];
-
- for ( i = 0, il = this.faces.length; i < il; i ++ ) {
-
- face = this.faces[ i ];
-
- face.a = changes[ face.a ];
- face.b = changes[ face.b ];
- face.c = changes[ face.c ];
-
- indices = [ face.a, face.b, face.c ];
-
- var dupIndex = - 1;
-
- // if any duplicate vertices are found in a Face3
- // we have to remove the face as nothing can be saved
- for ( var n = 0; n < 3; n ++ ) {
-
- if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
-
- dupIndex = n;
- faceIndicesToRemove.push( i );
- break;
-
- }
-
- }
-
- }
-
- for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
-
- var idx = faceIndicesToRemove[ i ];
-
- this.faces.splice( idx, 1 );
-
- for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
-
- this.faceVertexUvs[ j ].splice( idx, 1 );
-
- }
-
- }
-
- // Use unique set of vertices
-
- var diff = this.vertices.length - unique.length;
- this.vertices = unique;
- return diff;
-
- },
-
- toJSON: function () {
-
- var data = {
- metadata: {
- version: 4.4,
- type: 'Geometry',
- generator: 'Geometry.toJSON'
- }
- };
-
- // standard Geometry serialization
-
- data.uuid = this.uuid;
- data.type = this.type;
- if ( this.name !== '' ) data.name = this.name;
-
- if ( this.parameters !== undefined ) {
-
- var parameters = this.parameters;
-
- for ( var key in parameters ) {
-
- if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
-
- }
-
- return data;
-
- }
-
- var vertices = [];
-
- for ( var i = 0; i < this.vertices.length; i ++ ) {
-
- var vertex = this.vertices[ i ];
- vertices.push( vertex.x, vertex.y, vertex.z );
-
- }
-
- var faces = [];
- var normals = [];
- var normalsHash = {};
- var colors = [];
- var colorsHash = {};
- var uvs = [];
- var uvsHash = {};
-
- for ( var i = 0; i < this.faces.length; i ++ ) {
-
- var face = this.faces[ i ];
-
- var hasMaterial = false; // face.materialIndex !== undefined;
- var hasFaceUv = false; // deprecated
- var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
- var hasFaceNormal = face.normal.length() > 0;
- var hasFaceVertexNormal = face.vertexNormals.length > 0;
- var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
- var hasFaceVertexColor = face.vertexColors.length > 0;
-
- var faceType = 0;
-
- faceType = setBit( faceType, 0, 0 );
- faceType = setBit( faceType, 1, hasMaterial );
- faceType = setBit( faceType, 2, hasFaceUv );
- faceType = setBit( faceType, 3, hasFaceVertexUv );
- faceType = setBit( faceType, 4, hasFaceNormal );
- faceType = setBit( faceType, 5, hasFaceVertexNormal );
- faceType = setBit( faceType, 6, hasFaceColor );
- faceType = setBit( faceType, 7, hasFaceVertexColor );
-
- faces.push( faceType );
- faces.push( face.a, face.b, face.c );
-
- if ( hasFaceVertexUv ) {
-
- var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];
-
- faces.push(
- getUvIndex( faceVertexUvs[ 0 ] ),
- getUvIndex( faceVertexUvs[ 1 ] ),
- getUvIndex( faceVertexUvs[ 2 ] )
- );
-
- }
-
- if ( hasFaceNormal ) {
-
- faces.push( getNormalIndex( face.normal ) );
-
- }
-
- if ( hasFaceVertexNormal ) {
-
- var vertexNormals = face.vertexNormals;
-
- faces.push(
- getNormalIndex( vertexNormals[ 0 ] ),
- getNormalIndex( vertexNormals[ 1 ] ),
- getNormalIndex( vertexNormals[ 2 ] )
- );
-
- }
-
- if ( hasFaceColor ) {
-
- faces.push( getColorIndex( face.color ) );
-
- }
-
- if ( hasFaceVertexColor ) {
-
- var vertexColors = face.vertexColors;
-
- faces.push(
- getColorIndex( vertexColors[ 0 ] ),
- getColorIndex( vertexColors[ 1 ] ),
- getColorIndex( vertexColors[ 2 ] )
- );
-
- }
-
- }
-
- function setBit( value, position, enabled ) {
-
- return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
-
- }
-
- function getNormalIndex( normal ) {
-
- var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
-
- if ( normalsHash[ hash ] !== undefined ) {
-
- return normalsHash[ hash ];
-
- }
-
- normalsHash[ hash ] = normals.length / 3;
- normals.push( normal.x, normal.y, normal.z );
-
- return normalsHash[ hash ];
-
- }
-
- function getColorIndex( color ) {
-
- var hash = color.r.toString() + color.g.toString() + color.b.toString();
-
- if ( colorsHash[ hash ] !== undefined ) {
-
- return colorsHash[ hash ];
-
- }
-
- colorsHash[ hash ] = colors.length;
- colors.push( color.getHex() );
-
- return colorsHash[ hash ];
-
- }
-
- function getUvIndex( uv ) {
-
- var hash = uv.x.toString() + uv.y.toString();
-
- if ( uvsHash[ hash ] !== undefined ) {
-
- return uvsHash[ hash ];
-
- }
-
- uvsHash[ hash ] = uvs.length / 2;
- uvs.push( uv.x, uv.y );
-
- return uvsHash[ hash ];
-
- }
-
- data.data = {};
-
- data.data.vertices = vertices;
- data.data.normals = normals;
- if ( colors.length > 0 ) data.data.colors = colors;
- if ( uvs.length > 0 ) data.data.uvs = [ uvs ]; // temporal backward compatibility
- data.data.faces = faces;
-
- return data;
-
- },
-
- clone: function () {
-
- return new THREE.Geometry().copy( this );
-
- },
-
- copy: function ( source ) {
-
- this.vertices = [];
- this.faces = [];
- this.faceVertexUvs = [ [] ];
-
- var vertices = source.vertices;
-
- for ( var i = 0, il = vertices.length; i < il; i ++ ) {
-
- this.vertices.push( vertices[ i ].clone() );
-
- }
-
- var faces = source.faces;
-
- for ( var i = 0, il = faces.length; i < il; i ++ ) {
-
- this.faces.push( faces[ i ].clone() );
-
- }
-
- for ( var i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {
-
- var faceVertexUvs = source.faceVertexUvs[ i ];
-
- if ( this.faceVertexUvs[ i ] === undefined ) {
-
- this.faceVertexUvs[ i ] = [];
-
- }
-
- for ( var j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
-
- var uvs = faceVertexUvs[ j ], uvsCopy = [];
-
- for ( var k = 0, kl = uvs.length; k < kl; k ++ ) {
-
- var uv = uvs[ k ];
-
- uvsCopy.push( uv.clone() );
-
- }
-
- this.faceVertexUvs[ i ].push( uvsCopy );
-
- }
-
- }
-
- return this;
-
- },
-
- dispose: function () {
-
- this.dispatchEvent( { type: 'dispose' } );
-
- },
-
- // Backwards compatibility
-
- set groupsNeedUpdate ( value ) {
-
- if ( value === true ) this.dispose();
-
- }
-
-};
-
-THREE.EventDispatcher.prototype.apply( THREE.Geometry.prototype );
-
-THREE.GeometryIdCount = 0;
-
-// File:src/core/DirectGeometry.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.DirectGeometry = function () {
-
- Object.defineProperty( this, 'id', { value: THREE.GeometryIdCount ++ } );
-
- this.uuid = THREE.Math.generateUUID();
-
- this.name = '';
- this.type = 'DirectGeometry';
-
- this.indices = [];
- this.vertices = [];
- this.normals = [];
- this.colors = [];
- this.uvs = [];
- this.uvs2 = [];
- this.tangents = [];
-
- this.morphTargets = {};
-
- this.skinWeights = [];
- this.skinIndices = [];
-
- // this.lineDistances = [];
-
- this.boundingBox = null;
- this.boundingSphere = null;
-
- // update flags
-
- this.verticesNeedUpdate = false;
- this.normalsNeedUpdate = false;
- this.colorsNeedUpdate = false;
- this.uvsNeedUpdate = false;
- this.tangentsNeedUpdate = false;
-
-};
-
-THREE.DirectGeometry.prototype = {
-
- constructor: THREE.DirectGeometry,
-
- computeBoundingBox: THREE.Geometry.prototype.computeBoundingBox,
- computeBoundingSphere: THREE.Geometry.prototype.computeBoundingSphere,
-
- computeFaceNormals: function () {
-
- console.warn( 'THREE.DirectGeometry: computeFaceNormals() is not a method of this type of geometry.' );
- return this;
-
- },
-
- computeVertexNormals: function () {
-
- console.warn( 'THREE.DirectGeometry: computeVertexNormals() is not a method of this type of geometry.' );
- return this;
-
- },
-
- computeTangents: function () {
-
- console.warn( 'THREE.DirectGeometry: computeTangents() is not a method of this type of geometry.' );
- return this;
-
- },
-
-
- fromGeometry: function ( geometry ) {
-
- var faces = geometry.faces;
- var vertices = geometry.vertices;
- var faceVertexUvs = geometry.faceVertexUvs;
-
- var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
- var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
-
- var hasTangents = geometry.hasTangents;
-
- // morphs
-
- var morphTargets = geometry.morphTargets;
- var morphTargetsLength = morphTargets.length;
-
- if ( morphTargetsLength > 0 ) {
-
- var morphTargetsPosition = [];
-
- for ( var i = 0; i < morphTargetsLength; i ++ ) {
-
- morphTargetsPosition[ i ] = [];
-
- }
-
- this.morphTargets.position = morphTargetsPosition;
-
- }
-
- var morphNormals = geometry.morphNormals;
- var morphNormalsLength = morphNormals.length;
-
- if ( morphNormalsLength > 0 ) {
-
- var morphTargetsNormal = [];
-
- for ( var i = 0; i < morphNormalsLength; i ++ ) {
-
- morphTargetsNormal[ i ] = [];
-
- }
-
- this.morphTargets.normal = morphTargetsNormal;
-
- }
-
- // skins
-
- var skinIndices = geometry.skinIndices;
- var skinWeights = geometry.skinWeights;
-
- var hasSkinIndices = skinIndices.length === vertices.length;
- var hasSkinWeights = skinWeights.length === vertices.length;
-
- //
-
- for ( var i = 0; i < faces.length; i ++ ) {
-
- var face = faces[ i ];
-
- this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
-
- var vertexNormals = face.vertexNormals;
-
- if ( vertexNormals.length === 3 ) {
-
- this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
-
- } else {
-
- var normal = face.normal;
-
- this.normals.push( normal, normal, normal );
-
- }
-
- var vertexColors = face.vertexColors;
-
- if ( vertexColors.length === 3 ) {
-
- this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
-
- } else {
-
- var color = face.color;
-
- this.colors.push( color, color, color );
-
- }
-
- if ( hasFaceVertexUv === true ) {
-
- var vertexUvs = faceVertexUvs[ 0 ][ i ];
-
- if ( vertexUvs !== undefined ) {
-
- this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
-
- } else {
-
- console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );
-
- this.uvs.push( new THREE.Vector2(), new THREE.Vector2(), new THREE.Vector2() );
-
- }
-
- }
-
- if ( hasFaceVertexUv2 === true ) {
-
- var vertexUvs = faceVertexUvs[ 1 ][ i ];
-
- if ( vertexUvs !== undefined ) {
-
- this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
-
- } else {
-
- console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );
-
- this.uvs2.push( new THREE.Vector2(), new THREE.Vector2(), new THREE.Vector2() );
-
- }
-
- }
-
- if ( hasTangents === true ) {
-
- var vertexTangents = face.vertexTangents;
-
- if ( vertexTangents.length === 3 ) {
-
- this.tangents.push( vertexTangents[ 0 ], vertexTangents[ 1 ], vertexTangents[ 2 ] );
-
- } else {
-
- console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined tangents ', i );
-
- this.tangents.push( new THREE.Vector4(), new THREE.Vector4(), new THREE.Vector4() );
-
- }
-
- }
-
- // morphs
-
- for ( var j = 0; j < morphTargetsLength; j ++ ) {
-
- var morphTarget = morphTargets[ j ].vertices;
-
- morphTargetsPosition[ j ].push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
-
- }
-
- for ( var j = 0; j < morphNormalsLength; j ++ ) {
-
- var morphNormal = morphNormals[ j ].vertexNormals[ i ];
-
- morphTargetsNormal[ j ].push( morphNormal.a, morphNormal.b, morphNormal.c );
-
- }
-
- // skins
-
- if ( hasSkinIndices ) {
-
- this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
-
- }
-
- if ( hasSkinWeights ) {
-
- this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
-
- }
-
- }
-
- this.verticesNeedUpdate = geometry.verticesNeedUpdate;
- this.normalsNeedUpdate = geometry.normalsNeedUpdate;
- this.colorsNeedUpdate = geometry.colorsNeedUpdate;
- this.uvsNeedUpdate = geometry.uvsNeedUpdate;
- this.tangentsNeedUpdate = geometry.tangentsNeedUpdate;
-
- return this;
-
- },
-
- dispose: function () {
-
- this.dispatchEvent( { type: 'dispose' } );
-
- }
-
-};
-
-THREE.EventDispatcher.prototype.apply( THREE.DirectGeometry.prototype );
-
-// File:src/core/BufferGeometry.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.BufferGeometry = function () {
-
- Object.defineProperty( this, 'id', { value: THREE.GeometryIdCount ++ } );
-
- this.uuid = THREE.Math.generateUUID();
-
- this.name = '';
- this.type = 'BufferGeometry';
-
- this.attributes = {};
-
- this.morphAttributes = {};
-
- this.drawcalls = [];
-
- this.boundingBox = null;
- this.boundingSphere = null;
-
-};
-
-THREE.BufferGeometry.prototype = {
-
- constructor: THREE.BufferGeometry,
-
- addAttribute: function ( name, attribute ) {
-
- if ( attribute instanceof THREE.BufferAttribute === false && attribute instanceof THREE.InterleavedBufferAttribute === false ) {
-
- console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
-
- this.attributes[ name ] = { array: arguments[ 1 ], itemSize: arguments[ 2 ] };
-
- return;
-
- }
-
- this.attributes[ name ] = attribute;
-
- },
-
- getAttribute: function ( name ) {
-
- return this.attributes[ name ];
-
- },
-
- removeAttribute: function ( name ) {
-
- delete this.attributes[ name ];
-
- },
-
- get offsets() {
-
- console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .drawcalls.' );
- return this.drawcalls;
-
- },
-
- addDrawCall: function ( start, count, indexOffset ) {
-
- this.drawcalls.push( {
-
- start: start,
- count: count,
- index: indexOffset !== undefined ? indexOffset : 0
-
- } );
-
- },
-
- clearDrawCalls: function () {
-
- this.drawcalls = [];
-
- },
-
- applyMatrix: function ( matrix ) {
-
- var position = this.attributes.position;
-
- if ( position !== undefined ) {
-
- matrix.applyToVector3Array( position.array );
- position.needsUpdate = true;
-
- }
-
- var normal = this.attributes.normal;
-
- if ( normal !== undefined ) {
-
- var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
-
- normalMatrix.applyToVector3Array( normal.array );
- normal.needsUpdate = true;
-
- }
-
- if ( this.boundingBox !== null ) {
-
- this.computeBoundingBox();
-
- }
-
- if ( this.boundingSphere !== null ) {
-
- this.computeBoundingSphere();
-
- }
-
- },
-
- rotateX: function () {
-
- // rotate geometry around world x-axis
-
- var m1;
-
- return function rotateX( angle ) {
-
- if ( m1 === undefined ) m1 = new THREE.Matrix4();
-
- m1.makeRotationX( angle );
-
- this.applyMatrix( m1 );
-
- return this;
-
- };
-
- }(),
-
- rotateY: function () {
-
- // rotate geometry around world y-axis
-
- var m1;
-
- return function rotateY( angle ) {
-
- if ( m1 === undefined ) m1 = new THREE.Matrix4();
-
- m1.makeRotationY( angle );
-
- this.applyMatrix( m1 );
-
- return this;
-
- };
-
- }(),
-
- rotateZ: function () {
-
- // rotate geometry around world z-axis
-
- var m1;
-
- return function rotateZ( angle ) {
-
- if ( m1 === undefined ) m1 = new THREE.Matrix4();
-
- m1.makeRotationZ( angle );
-
- this.applyMatrix( m1 );
-
- return this;
-
- };
-
- }(),
-
- translate: function () {
-
- // translate geometry
-
- var m1;
-
- return function translate( x, y, z ) {
-
- if ( m1 === undefined ) m1 = new THREE.Matrix4();
-
- m1.makeTranslation( x, y, z );
-
- this.applyMatrix( m1 );
-
- return this;
-
- };
-
- }(),
-
- scale: function () {
-
- // scale geometry
-
- var m1;
-
- return function scale( x, y, z ) {
-
- if ( m1 === undefined ) m1 = new THREE.Matrix4();
-
- m1.makeScale( x, y, z );
-
- this.applyMatrix( m1 );
-
- return this;
-
- };
-
- }(),
-
- lookAt: function () {
-
- var obj;
-
- return function lookAt( vector ) {
-
- if ( obj === undefined ) obj = new THREE.Object3D();
-
- obj.lookAt( vector );
-
- obj.updateMatrix();
-
- this.applyMatrix( obj.matrix );
-
- };
-
- }(),
-
- center: function () {
-
- this.computeBoundingBox();
-
- var offset = this.boundingBox.center().negate();
-
- this.translate( offset.x, offset.y, offset.z );
-
- return offset;
-
- },
-
- setFromObject: function ( object ) {
-
- // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
-
- var geometry = object.geometry;
-
- if ( object instanceof THREE.PointCloud || object instanceof THREE.Line ) {
-
- var positions = new THREE.Float32Attribute( geometry.vertices.length * 3, 3 );
- var colors = new THREE.Float32Attribute( geometry.colors.length * 3, 3 );
-
- this.addAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
- this.addAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
-
- if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
-
- var lineDistances = new THREE.Float32Attribute( geometry.lineDistances.length, 1 );
-
- this.addAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
-
- }
-
- if ( geometry.boundingSphere !== null ) {
-
- this.boundingSphere = geometry.boundingSphere.clone();
-
- }
-
- if ( geometry.boundingBox !== null ) {
-
- this.boundingBox = geometry.boundingBox.clone();
-
- }
-
- } else if ( object instanceof THREE.Mesh ) {
-
- if ( geometry instanceof THREE.Geometry ) {
-
- this.fromGeometry( geometry );
-
- }
-
- }
-
- return this;
-
- },
-
- updateFromObject: function ( object ) {
-
- var geometry = object.geometry;
-
- if ( object instanceof THREE.Mesh ) {
-
- var direct = geometry.__directGeometry;
-
- if ( direct === undefined ) {
-
- return this.fromGeometry( geometry );
-
- }
-
- direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
- direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
- direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
- direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
- direct.tangentsNeedUpdate = geometry.tangentsNeedUpdate;
-
- geometry.verticesNeedUpdate = false;
- geometry.normalsNeedUpdate = false;
- geometry.colorsNeedUpdate = false;
- geometry.uvsNeedUpdate = false;
- geometry.tangentsNeedUpdate = false;
-
- geometry = direct;
-
- }
-
- if ( geometry.verticesNeedUpdate === true ) {
-
- var attribute = this.attributes.position;
-
- if ( attribute !== undefined ) {
-
- attribute.copyVector3sArray( geometry.vertices );
- attribute.needsUpdate = true;
-
- }
-
- geometry.verticesNeedUpdate = false;
-
- }
-
- if ( geometry.normalsNeedUpdate === true ) {
-
- var attribute = this.attributes.normal;
-
- if ( attribute !== undefined ) {
-
- attribute.copyVector3sArray( geometry.normals );
- attribute.needsUpdate = true;
-
- }
-
- geometry.normalsNeedUpdate = false;
-
- }
-
- if ( geometry.colorsNeedUpdate === true ) {
-
- var attribute = this.attributes.color;
-
- if ( attribute !== undefined ) {
-
- attribute.copyColorsArray( geometry.colors );
- attribute.needsUpdate = true;
-
- }
-
- geometry.colorsNeedUpdate = false;
-
- }
-
- if ( geometry.tangentsNeedUpdate === true ) {
-
- var attribute = this.attributes.tangent;
-
- if ( attribute !== undefined ) {
-
- attribute.copyVector4sArray( geometry.tangents );
- attribute.needsUpdate = true;
-
- }
-
- geometry.tangentsNeedUpdate = false;
-
- }
-
- if ( geometry.lineDistancesNeedUpdate ) {
-
- var attribute = this.attributes.lineDistance;
-
- if ( attribute !== undefined ) {
-
- attribute.copyArray( geometry.lineDistances );
- attribute.needsUpdate = true;
-
- }
-
- geometry.lineDistancesNeedUpdate = false;
-
- }
-
- return this;
-
- },
-
- fromGeometry: function ( geometry ) {
-
- geometry.__directGeometry = new THREE.DirectGeometry().fromGeometry( geometry );
-
- return this.fromDirectGeometry( geometry.__directGeometry );
-
- },
-
- fromDirectGeometry: function ( geometry ) {
-
- var positions = new Float32Array( geometry.vertices.length * 3 );
- this.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
-
- if ( geometry.normals.length > 0 ) {
-
- var normals = new Float32Array( geometry.normals.length * 3 );
- this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
-
- }
-
- if ( geometry.colors.length > 0 ) {
-
- var colors = new Float32Array( geometry.colors.length * 3 );
- this.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
-
- }
-
- if ( geometry.uvs.length > 0 ) {
-
- var uvs = new Float32Array( geometry.uvs.length * 2 );
- this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
-
- }
-
- if ( geometry.uvs2.length > 0 ) {
-
- var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
- this.addAttribute( 'uv2', new THREE.BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
-
- }
-
- if ( geometry.tangents.length > 0 ) {
-
- var tangents = new Float32Array( geometry.tangents.length * 4 );
- this.addAttribute( 'tangent', new THREE.BufferAttribute( tangents, 4 ).copyVector4sArray( geometry.tangents ) );
-
- }
-
- if ( geometry.indices.length > 0 ) {
-
- var indices = new Uint16Array( geometry.indices.length * 3 );
- this.addAttribute( 'index', new THREE.BufferAttribute( indices, 1 ).copyIndicesArray( geometry.indices ) );
-
- }
-
- // morphs
-
- for ( var name in geometry.morphTargets ) {
-
- var array = [];
- var morphTargets = geometry.morphTargets[ name ];
-
- for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
-
- var morphTarget = morphTargets[ i ];
-
- var attribute = new THREE.Float32Attribute( morphTarget.length * 3, 3 );
-
- array.push( attribute.copyVector3sArray( morphTarget ) );
-
- }
-
- this.morphAttributes[ name ] = array;
-
- }
-
- // skinning
-
- if ( geometry.skinIndices.length > 0 ) {
-
- var skinIndices = new THREE.Float32Attribute( geometry.skinIndices.length * 4, 4 );
- this.addAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
-
- }
-
- if ( geometry.skinWeights.length > 0 ) {
-
- var skinWeights = new THREE.Float32Attribute( geometry.skinWeights.length * 4, 4 );
- this.addAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
-
- }
-
- //
-
- if ( geometry.boundingSphere !== null ) {
-
- this.boundingSphere = geometry.boundingSphere.clone();
-
- }
-
- if ( geometry.boundingBox !== null ) {
-
- this.boundingBox = geometry.boundingBox.clone();
-
- }
-
- return this;
-
- },
-
- computeBoundingBox: function () {
-
- var vector = new THREE.Vector3();
-
- return function () {
-
- if ( this.boundingBox === null ) {
-
- this.boundingBox = new THREE.Box3();
-
- }
-
- var positions = this.attributes.position.array;
-
- if ( positions ) {
-
- var bb = this.boundingBox;
- bb.makeEmpty();
-
- for ( var i = 0, il = positions.length; i < il; i += 3 ) {
-
- vector.fromArray( positions, i );
- bb.expandByPoint( vector );
-
- }
-
- }
-
- if ( positions === undefined || positions.length === 0 ) {
-
- this.boundingBox.min.set( 0, 0, 0 );
- this.boundingBox.max.set( 0, 0, 0 );
-
- }
-
- if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
-
- console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
-
- }
-
- };
-
- }(),
-
- computeBoundingSphere: function () {
-
- var box = new THREE.Box3();
- var vector = new THREE.Vector3();
-
- return function () {
-
- if ( this.boundingSphere === null ) {
-
- this.boundingSphere = new THREE.Sphere();
-
- }
-
- var positions = this.attributes.position.array;
-
- if ( positions ) {
-
- box.makeEmpty();
-
- var center = this.boundingSphere.center;
-
- for ( var i = 0, il = positions.length; i < il; i += 3 ) {
-
- vector.fromArray( positions, i );
- box.expandByPoint( vector );
-
- }
-
- box.center( center );
-
- // hoping to find a boundingSphere with a radius smaller than the
- // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
-
- var maxRadiusSq = 0;
-
- for ( var i = 0, il = positions.length; i < il; i += 3 ) {
-
- vector.fromArray( positions, i );
- maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );
-
- }
-
- this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
-
- if ( isNaN( this.boundingSphere.radius ) ) {
-
- console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
-
- }
-
- }
-
- };
-
- }(),
-
- computeFaceNormals: function () {
-
- // backwards compatibility
-
- },
-
- computeVertexNormals: function () {
-
- var attributes = this.attributes;
-
- if ( attributes.position ) {
-
- var positions = attributes.position.array;
-
- if ( attributes.normal === undefined ) {
-
- this.addAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( positions.length ), 3 ) );
-
- } else {
-
- // reset existing normals to zero
-
- var normals = attributes.normal.array;
-
- for ( var i = 0, il = normals.length; i < il; i ++ ) {
-
- normals[ i ] = 0;
-
- }
-
- }
-
- var normals = attributes.normal.array;
-
- var vA, vB, vC,
-
- pA = new THREE.Vector3(),
- pB = new THREE.Vector3(),
- pC = new THREE.Vector3(),
-
- cb = new THREE.Vector3(),
- ab = new THREE.Vector3();
-
- // indexed elements
-
- if ( attributes.index ) {
-
- var indices = attributes.index.array;
-
- if ( this.drawcalls.length === 0 ) {
-
- this.addDrawCall( 0, indices.length );
-
- }
-
- for ( var j = 0, jl = this.drawcalls.length; j < jl; ++ j ) {
-
- var start = this.drawcalls[ j ].start;
- var count = this.drawcalls[ j ].count;
- var index = this.drawcalls[ j ].index;
-
- for ( var i = start, il = start + count; i < il; i += 3 ) {
-
- vA = ( index + indices[ i ] ) * 3;
- vB = ( index + indices[ i + 1 ] ) * 3;
- vC = ( index + indices[ i + 2 ] ) * 3;
-
- pA.fromArray( positions, vA );
- pB.fromArray( positions, vB );
- pC.fromArray( positions, vC );
-
- cb.subVectors( pC, pB );
- ab.subVectors( pA, pB );
- cb.cross( ab );
-
- normals[ vA ] += cb.x;
- normals[ vA + 1 ] += cb.y;
- normals[ vA + 2 ] += cb.z;
-
- normals[ vB ] += cb.x;
- normals[ vB + 1 ] += cb.y;
- normals[ vB + 2 ] += cb.z;
-
- normals[ vC ] += cb.x;
- normals[ vC + 1 ] += cb.y;
- normals[ vC + 2 ] += cb.z;
-
- }
-
- }
-
- } else {
-
- // non-indexed elements (unconnected triangle soup)
-
- for ( var i = 0, il = positions.length; i < il; i += 9 ) {
-
- pA.fromArray( positions, i );
- pB.fromArray( positions, i + 3 );
- pC.fromArray( positions, i + 6 );
-
- cb.subVectors( pC, pB );
- ab.subVectors( pA, pB );
- cb.cross( ab );
-
- normals[ i ] = cb.x;
- normals[ i + 1 ] = cb.y;
- normals[ i + 2 ] = cb.z;
-
- normals[ i + 3 ] = cb.x;
- normals[ i + 4 ] = cb.y;
- normals[ i + 5 ] = cb.z;
-
- normals[ i + 6 ] = cb.x;
- normals[ i + 7 ] = cb.y;
- normals[ i + 8 ] = cb.z;
-
- }
-
- }
-
- this.normalizeNormals();
-
- attributes.normal.needsUpdate = 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( 'THREE.BufferGeometry: 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 ) {
-
- this.addAttribute( 'tangent', new THREE.BufferAttribute( new Float32Array( 4 * nVertices ), 4 ) );
-
- }
-
- 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 vA = new THREE.Vector3(),
- vB = new THREE.Vector3(),
- vC = new THREE.Vector3(),
-
- uvA = new THREE.Vector2(),
- uvB = new THREE.Vector2(),
- uvC = new THREE.Vector2(),
-
- 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 ) {
-
- vA.fromArray( positions, a * 3 );
- vB.fromArray( positions, b * 3 );
- vC.fromArray( positions, c * 3 );
-
- uvA.fromArray( uvs, a * 2 );
- uvB.fromArray( uvs, b * 2 );
- uvC.fromArray( uvs, c * 2 );
-
- 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.x - uvA.x;
- s2 = uvC.x - uvA.x;
-
- t1 = uvB.y - uvA.y;
- t2 = uvC.y - uvA.y;
-
- 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 ].add( sdir );
- tan1[ b ].add( sdir );
- tan1[ c ].add( sdir );
-
- tan2[ a ].add( tdir );
- tan2[ b ].add( tdir );
- tan2[ c ].add( tdir );
-
- }
-
- var i, il;
- var j, jl;
- var iA, iB, iC;
-
- if ( this.drawcalls.length === 0 ) {
-
- this.addDrawCall( 0, indices.length );
-
- }
-
- var drawcalls = this.drawcalls;
-
- for ( j = 0, jl = drawcalls.length; j < jl; ++ j ) {
-
- var start = drawcalls[ j ].start;
- var count = drawcalls[ j ].count;
- var index = drawcalls[ 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;
-
- function handleVertex( v ) {
-
- n.fromArray( normals, v * 3 );
- n2.copy( n );
-
- t = tan1[ v ];
-
- // Gram-Schmidt orthogonalize
-
- tmp.copy( t );
- tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
-
- // Calculate handedness
-
- tmp2.crossVectors( 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 = drawcalls.length; j < jl; ++ j ) {
-
- var start = drawcalls[ j ].start;
- var count = drawcalls[ j ].count;
- var index = drawcalls[ 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 );
-
- }
-
- }
-
- },
-
- /*
- Compute the draw offset for large models by chunking the index buffer into chunks of 65k addressable vertices.
- This method will effectively rewrite the index buffer and remap all attributes to match the new indices.
- WARNING: This method will also expand the vertex count to prevent sprawled triangles across draw offsets.
- size - Defaults to 65535 or 4294967296 if extension OES_element_index_uint supported, but allows for larger or smaller chunks.
- */
- computeOffsets: function ( size ) {
-
- if ( size === undefined ) size = THREE.BufferGeometry.MaxIndex;
-
- var indices = this.attributes.index.array;
- var vertices = this.attributes.position.array;
-
- var facesCount = ( indices.length / 3 );
-
- var UintArray = ( ( vertices.length / 3 ) > 65535 && THREE.BufferGeometry.MaxIndex > 65535 ) ? Uint32Array : Uint16Array;
-
- /*
- console.log("Computing buffers in offsets of "+size+" -> indices:"+indices.length+" vertices:"+vertices.length);
- console.log("Faces to process: "+(indices.length/3));
- console.log("Reordering "+verticesCount+" vertices.");
- */
-
- var sortedIndices = new UintArray( indices.length );
-
- var indexPtr = 0;
- var vertexPtr = 0;
-
- var tmpOffsets = [ { start: 0, count: 0, index: 0 } ];
- var offset = tmpOffsets[ 0 ];
-
- var duplicatedVertices = 0;
- var newVerticeMaps = 0;
- var faceVertices = new Int32Array( 6 );
- var vertexMap = new Int32Array( vertices.length );
- var revVertexMap = new Int32Array( vertices.length );
- for ( var j = 0; j < vertices.length; j ++ ) {
-
- vertexMap[ j ] = - 1; revVertexMap[ j ] = - 1;
-
- }
-
- /*
- Traverse every face and reorder vertices in the proper offsets of 65k.
- We can have more than 'size' entries in the index buffer per offset, but only reference 'size' values.
- */
- for ( var findex = 0; findex < facesCount; findex ++ ) {
-
- newVerticeMaps = 0;
-
- for ( var vo = 0; vo < 3; vo ++ ) {
-
- var vid = indices[ findex * 3 + vo ];
- if ( vertexMap[ vid ] === - 1 ) {
-
- //Unmapped vertex
- faceVertices[ vo * 2 ] = vid;
- faceVertices[ vo * 2 + 1 ] = - 1;
- newVerticeMaps ++;
-
- } else if ( vertexMap[ vid ] < offset.index ) {
-
- //Reused vertices from previous block (duplicate)
- faceVertices[ vo * 2 ] = vid;
- faceVertices[ vo * 2 + 1 ] = - 1;
- duplicatedVertices ++;
-
- } else {
-
- //Reused vertex in the current block
- faceVertices[ vo * 2 ] = vid;
- faceVertices[ vo * 2 + 1 ] = vertexMap[ vid ];
-
- }
-
- }
-
- var faceMax = vertexPtr + newVerticeMaps;
- if ( faceMax > ( offset.index + size ) ) {
-
- var new_offset = { start: indexPtr, count: 0, index: vertexPtr };
- tmpOffsets.push( new_offset );
- offset = new_offset;
-
- //Re-evaluate reused vertices in light of new offset.
- for ( var v = 0; v < 6; v += 2 ) {
-
- var new_vid = faceVertices[ v + 1 ];
- if ( new_vid > - 1 && new_vid < offset.index )
- faceVertices[ v + 1 ] = - 1;
-
- }
-
- }
-
- //Reindex the face.
- for ( var v = 0; v < 6; v += 2 ) {
-
- var vid = faceVertices[ v ];
- var new_vid = faceVertices[ v + 1 ];
-
- if ( new_vid === - 1 )
- new_vid = vertexPtr ++;
-
- vertexMap[ vid ] = new_vid;
- revVertexMap[ new_vid ] = vid;
- sortedIndices[ indexPtr ++ ] = new_vid - offset.index; //XXX overflows at 16bit
- offset.count ++;
-
- }
-
- }
-
- /* Move all attribute values to map to the new computed indices , also expand the vertex stack to match our new vertexPtr. */
- this.reorderBuffers( sortedIndices, revVertexMap, vertexPtr );
-
- this.clearDrawCalls();
-
- for ( var i = 0; i < tmpOffsets.length; i ++ ) {
-
- var tmpOffset = tmpOffsets[ i ];
- this.addDrawCall( tmpOffset.start, tmpOffset.count, tmpOffset.index );
-
- }
-
- /*
- var orderTime = Date.now();
- console.log("Reorder time: "+(orderTime-s)+"ms");
- console.log("Duplicated "+duplicatedVertices+" vertices.");
- console.log("Compute Buffers time: "+(Date.now()-s)+"ms");
- console.log("Draw tmpOffsets: "+tmpOffsets.length);
- */
-
- },
-
- merge: function ( geometry, offset ) {
-
- if ( geometry instanceof THREE.BufferGeometry === false ) {
-
- console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
- return;
-
- }
-
- if ( offset === undefined ) offset = 0;
-
- var attributes = this.attributes;
-
- for ( var key in attributes ) {
-
- if ( geometry.attributes[ key ] === undefined ) continue;
-
- var attribute1 = attributes[ key ];
- var attributeArray1 = attribute1.array;
-
- var attribute2 = geometry.attributes[ key ];
- var attributeArray2 = attribute2.array;
-
- var attributeSize = attribute2.itemSize;
-
- for ( var i = 0, j = attributeSize * offset; i < attributeArray2.length; i ++, j ++ ) {
-
- attributeArray1[ j ] = attributeArray2[ i ];
-
- }
-
- }
-
- return this;
-
- },
-
- normalizeNormals: function () {
-
- var normals = this.attributes.normal.array;
-
- var x, y, z, n;
-
- for ( var i = 0, il = normals.length; i < il; i += 3 ) {
-
- x = normals[ i ];
- y = normals[ i + 1 ];
- z = normals[ i + 2 ];
-
- n = 1.0 / Math.sqrt( x * x + y * y + z * z );
-
- normals[ i ] *= n;
- normals[ i + 1 ] *= n;
- normals[ i + 2 ] *= n;
-
- }
-
- },
-
- /*
- reoderBuffers:
- Reorder attributes based on a new indexBuffer and indexMap.
- indexBuffer - Uint16Array of the new ordered indices.
- indexMap - Int32Array where the position is the new vertex ID and the value the old vertex ID for each vertex.
- vertexCount - Amount of total vertices considered in this reordering (in case you want to grow the vertex stack).
- */
- reorderBuffers: function ( indexBuffer, indexMap, vertexCount ) {
-
- /* Create a copy of all attributes for reordering. */
- var sortedAttributes = {};
- for ( var attr in this.attributes ) {
-
- if ( attr === 'index' )
- continue;
- var sourceArray = this.attributes[ attr ].array;
- sortedAttributes[ attr ] = new sourceArray.constructor( this.attributes[ attr ].itemSize * vertexCount );
-
- }
-
- /* Move attribute positions based on the new index map */
- for ( var new_vid = 0; new_vid < vertexCount; new_vid ++ ) {
-
- var vid = indexMap[ new_vid ];
- for ( var attr in this.attributes ) {
-
- if ( attr === 'index' )
- continue;
- var attrArray = this.attributes[ attr ].array;
- var attrSize = this.attributes[ attr ].itemSize;
- var sortedAttr = sortedAttributes[ attr ];
- for ( var k = 0; k < attrSize; k ++ )
- sortedAttr[ new_vid * attrSize + k ] = attrArray[ vid * attrSize + k ];
-
- }
-
- }
-
- /* Carry the new sorted buffers locally */
- this.attributes[ 'index' ].array = indexBuffer;
- for ( var attr in this.attributes ) {
-
- if ( attr === 'index' )
- continue;
- this.attributes[ attr ].array = sortedAttributes[ attr ];
- this.attributes[ attr ].numItems = this.attributes[ attr ].itemSize * vertexCount;
-
- }
-
- },
-
- toJSON: function () {
-
- var data = {
- metadata: {
- version: 4.4,
- type: 'BufferGeometry',
- generator: 'BufferGeometry.toJSON'
- }
- };
-
- // standard BufferGeometry serialization
-
- data.uuid = this.uuid;
- data.type = this.type;
- if ( this.name !== '' ) data.name = this.name;
-
- if ( this.parameters !== undefined ) {
-
- var parameters = this.parameters;
-
- for ( var key in parameters ) {
-
- if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
-
- }
-
- return data;
-
- }
-
- data.data = { attributes: {} };
-
- var attributes = this.attributes;
- var drawcalls = this.drawcalls;
- var boundingSphere = this.boundingSphere;
-
- for ( var key in attributes ) {
-
- var attribute = attributes[ key ];
-
- var array = Array.prototype.slice.call( attribute.array );
-
- data.data.attributes[ key ] = {
- itemSize: attribute.itemSize,
- type: attribute.array.constructor.name,
- array: array
- };
-
- }
-
- if ( drawcalls.length > 0 ) {
-
- data.data.drawcalls = JSON.parse( JSON.stringify( drawcalls ) );
-
- }
-
- if ( boundingSphere !== null ) {
-
- data.data.boundingSphere = {
- center: boundingSphere.center.toArray(),
- radius: boundingSphere.radius
- };
-
- }
-
- return data;
-
- },
-
- clone: function () {
-
- return new THREE.BufferGeometry().copy( this );
-
- },
-
- copy: function ( source ) {
-
- for ( var attr in source.attributes ) {
-
- var sourceAttr = source.attributes[ attr ];
- this.addAttribute( attr, sourceAttr.clone() );
-
- }
-
- for ( var i = 0, il = source.drawcalls.length; i < il; i ++ ) {
-
- var offset = source.drawcalls[ i ];
-
- this.addDrawCall( offset.start, offset.count, offset.index );
-
- }
-
- return this;
-
- },
-
- dispose: function () {
-
- this.dispatchEvent( { type: 'dispose' } );
-
- }
-
-};
-
-THREE.EventDispatcher.prototype.apply( THREE.BufferGeometry.prototype );
-
-THREE.BufferGeometry.MaxIndex = 65535;
-
-// File:src/core/InstancedBufferGeometry.js
-
-/**
- * @author benaadams / https://twitter.com/ben_a_adams
- */
-
-THREE.InstancedBufferGeometry = function () {
-
- THREE.BufferGeometry.call( this );
-
- this.type = 'InstancedBufferGeometry';
- this.maxInstancedCount = undefined;
-
-};
-
-THREE.InstancedBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
-THREE.InstancedBufferGeometry.prototype.constructor = THREE.InstancedBufferGeometry;
-
-THREE.InstancedBufferGeometry.prototype.addDrawCall = function ( start, count, indexOffset, instances ) {
-
- this.drawcalls.push( {
-
- start: start,
- count: count,
- index: indexOffset !== undefined ? indexOffset : 0,
- instances: instances
-
- } );
-
-},
-
-THREE.InstancedBufferGeometry.prototype.clone = function () {
-
- var geometry = new THREE.InstancedBufferGeometry();
-
- for ( var attr in this.attributes ) {
-
- var sourceAttr = this.attributes[ attr ];
- geometry.addAttribute( attr, sourceAttr.clone() );
-
- }
-
- for ( var i = 0, il = this.drawcalls.length; i < il; i ++ ) {
-
- var offset = this.drawcalls[ i ];
- geometry.addDrawCall( offset.start, offset.count, offset.index, offset.instances );
-
- }
-
- return geometry;
-
-};
-
-THREE.EventDispatcher.prototype.apply( THREE.InstancedBufferGeometry.prototype );
-
-// File:src/cameras/Camera.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author mikael emtinger / http://gomo.se/
- * @author WestLangley / http://github.com/WestLangley
-*/
-
-THREE.Camera = function () {
-
- THREE.Object3D.call( this );
-
- this.type = 'Camera';
-
- this.matrixWorldInverse = new THREE.Matrix4();
- this.projectionMatrix = new THREE.Matrix4();
-
-};
-
-THREE.Camera.prototype = Object.create( THREE.Object3D.prototype );
-THREE.Camera.prototype.constructor = THREE.Camera;
-
-THREE.Camera.prototype.getWorldDirection = function () {
-
- var quaternion = new THREE.Quaternion();
-
- return function ( optionalTarget ) {
-
- var result = optionalTarget || new THREE.Vector3();
-
- this.getWorldQuaternion( quaternion );
-
- return result.set( 0, 0, - 1 ).applyQuaternion( quaternion );
-
- };
-
-}();
-
-THREE.Camera.prototype.lookAt = function () {
-
- // This routine does not support cameras with rotated and/or translated parent(s)
-
- var m1 = new THREE.Matrix4();
-
- return function ( vector ) {
-
- m1.lookAt( this.position, vector, this.up );
-
- this.quaternion.setFromRotationMatrix( m1 );
-
- };
-
-}();
-
-THREE.Camera.prototype.clone = function () {
-
- var camera = new THREE.Camera();
- return camera.copy( this );
-
-};
-
-THREE.Camera.prototype.copy = function ( source ) {
-
- THREE.Object3D.prototype.copy.call( this, source );
-
- this.matrixWorldInverse.copy( source.matrixWorldInverse );
- this.projectionMatrix.copy( source.projectionMatrix );
-
- return this;
-
-};
-
-// File:src/cameras/CubeCamera.js
-
-/**
- * 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 );
-
- this.type = 'CubeCamera';
-
- 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 ) {
-
- if ( this.parent === null ) this.updateMatrixWorld();
-
- 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 );
-
- renderer.setRenderTarget( null );
-
- };
-
-};
-
-THREE.CubeCamera.prototype = Object.create( THREE.Object3D.prototype );
-THREE.CubeCamera.prototype.constructor = THREE.CubeCamera;
-
-// File:src/cameras/OrthographicCamera.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.OrthographicCamera = function ( left, right, top, bottom, near, far ) {
-
- THREE.Camera.call( this );
-
- this.type = 'OrthographicCamera';
-
- this.zoom = 1;
-
- 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.constructor = THREE.OrthographicCamera;
-
-THREE.OrthographicCamera.prototype.updateProjectionMatrix = function () {
-
- var dx = ( this.right - this.left ) / ( 2 * this.zoom );
- var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
- var cx = ( this.right + this.left ) / 2;
- var cy = ( this.top + this.bottom ) / 2;
-
- this.projectionMatrix.makeOrthographic( cx - dx, cx + dx, cy + dy, cy - dy, this.near, this.far );
-
-};
-
-THREE.OrthographicCamera.prototype.clone = function () {
-
- var camera = new THREE.OrthographicCamera();
-
- camera.copy( this );
-
- camera.zoom = this.zoom;
-
- camera.left = this.left;
- camera.right = this.right;
- camera.top = this.top;
- camera.bottom = this.bottom;
-
- camera.near = this.near;
- camera.far = this.far;
-
- return camera;
-
-};
-
-THREE.OrthographicCamera.prototype.toJSON = function ( meta ) {
-
- var data = THREE.Object3D.prototype.toJSON.call( this, meta );
-
- data.object.zoom = this.zoom;
- data.object.left = this.left;
- data.object.right = this.right;
- data.object.top = this.top;
- data.object.bottom = this.bottom;
- data.object.near = this.near;
- data.object.far = this.far;
-
- return data;
-
-};
-
-// File:src/cameras/PerspectiveCamera.js
-
-/**
- * @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.type = 'PerspectiveCamera';
-
- this.zoom = 1;
-
- 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 );
-THREE.PerspectiveCamera.prototype.constructor = THREE.PerspectiveCamera;
-
-
-/**
- * Uses Focal Length (in mm) to estimate and set FOV
- * 35mm (full-frame) 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 ) {
-
- if ( frameHeight === undefined ) frameHeight = 24;
-
- this.fov = 2 * THREE.Math.radToDeg( Math.atan( frameHeight / ( focalLength * 2 ) ) );
- 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 () {
-
- var fov = THREE.Math.radToDeg( 2 * Math.atan( Math.tan( THREE.Math.degToRad( this.fov ) * 0.5 ) / this.zoom ) );
-
- if ( this.fullWidth ) {
-
- var aspect = this.fullWidth / this.fullHeight;
- var top = Math.tan( THREE.Math.degToRad( fov * 0.5 ) ) * 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( fov, this.aspect, this.near, this.far );
-
- }
-
-};
-
-THREE.PerspectiveCamera.prototype.clone = function () {
-
- var camera = new THREE.PerspectiveCamera();
-
- camera.copy( this );
-
- camera.zoom = this.zoom;
-
- camera.fov = this.fov;
- camera.aspect = this.aspect;
- camera.near = this.near;
- camera.far = this.far;
-
- return camera;
-
-};
-
-THREE.PerspectiveCamera.prototype.toJSON = function ( meta ) {
-
- var data = THREE.Object3D.prototype.toJSON.call( this, meta );
-
- data.object.zoom = this.zoom;
- data.object.fov = this.fov;
- data.object.aspect = this.aspect;
- data.object.near = this.near;
- data.object.far = this.far;
-
- return data;
-
-};
-
-// File:src/lights/Light.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Light = function ( color ) {
-
- THREE.Object3D.call( this );
-
- this.type = 'Light';
-
- this.color = new THREE.Color( color );
-
-};
-
-THREE.Light.prototype = Object.create( THREE.Object3D.prototype );
-THREE.Light.prototype.constructor = THREE.Light;
-
-THREE.Light.prototype.clone = function () {
-
- var light = new THREE.Light();
- return light.copy( this );
-
-};
-
-THREE.Light.prototype.copy = function ( source ) {
-
- THREE.Object3D.prototype.copy.call( this, source );
- this.color.copy( source.color );
-
- return this;
-
-};
-
-// File:src/lights/AmbientLight.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.AmbientLight = function ( color ) {
-
- THREE.Light.call( this, color );
-
- this.type = 'AmbientLight';
-
-};
-
-THREE.AmbientLight.prototype = Object.create( THREE.Light.prototype );
-THREE.AmbientLight.prototype.constructor = THREE.AmbientLight;
-
-THREE.AmbientLight.prototype.clone = function () {
-
- var light = new THREE.AmbientLight();
-
- light.copy( this );
-
- return light;
-
-};
-
-THREE.AmbientLight.prototype.toJSON = function ( meta ) {
-
- var data = THREE.Object3D.prototype.toJSON.call( this, meta );
-
- data.object.color = this.color.getHex();
-
- return data;
-
-};
-
-// File:src/lights/AreaLight.js
-
-/**
- * @author MPanknin / http://www.redplant.de/
- * @author alteredq / http://alteredqualia.com/
- * @author prafullit
- */
-
-THREE.AreaLight = function ( color, intensity ) {
-
- THREE.Light.call( this, color );
-
- this.type = 'AreaLight';
-
- this.normal = new THREE.Vector3( 0, - 1, 0 );
- this.right = new THREE.Vector3( 1, 0, 0 );
-
- this.intensity = ( intensity !== undefined ) ? intensity : 1;
-
- this.width = 1.0;
- this.height = 1.0;
-
- this.constantAttenuation = 1.5;
- this.linearAttenuation = 0.5;
- this.quadraticAttenuation = 0.1;
-
-};
-
-THREE.AreaLight.prototype = Object.create( THREE.Light.prototype );
-THREE.AreaLight.prototype.constructor = THREE.AreaLight;
-
-THREE.AreaLight.prototype.clone = function () {
-
- var light = new THREE.AreaLight();
-
- light.copy( this );
-
- light.normal.copy( this.normal );
- light.right.copy( this.right );
- light.intensity = this.intensity;
- light.width = this.width;
- light.height = this.height;
- light.constantAttenuation = this.constantAttenuation;
- light.linearAttenuation = this.linearAttenuation;
- light.quadraticAttenuation = this.quadraticAttenuation;
-
- return light;
-
-};
-
-THREE.AreaLight.prototype.toJSON = function ( meta ) {
-
- var data = THREE.Object3D.prototype.toJSON.call( this, meta );
-
- data.object.color = this.color.getHex();
- data.object.intensity = this.intensity;
-
- return data;
-
-};
-
-// File:src/lights/DirectionalLight.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.DirectionalLight = function ( color, intensity ) {
-
- THREE.Light.call( this, color );
-
- this.type = 'DirectionalLight';
-
- this.position.set( 0, 1, 0 );
- this.updateMatrix();
-
- this.target = new THREE.Object3D();
-
- this.intensity = ( intensity !== undefined ) ? intensity : 1;
-
- 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.shadowMap = null;
- this.shadowMapSize = null;
- this.shadowCamera = null;
- this.shadowMatrix = null;
-
-};
-
-THREE.DirectionalLight.prototype = Object.create( THREE.Light.prototype );
-THREE.DirectionalLight.prototype.constructor = THREE.DirectionalLight;
-
-THREE.DirectionalLight.prototype.clone = function () {
-
- var light = new THREE.DirectionalLight();
-
- light.copy( this );
-
- light.target = this.target.clone();
-
- light.intensity = this.intensity;
-
- light.castShadow = this.castShadow;
- light.onlyShadow = this.onlyShadow;
-
- //
-
- light.shadowCameraNear = this.shadowCameraNear;
- light.shadowCameraFar = this.shadowCameraFar;
-
- light.shadowCameraLeft = this.shadowCameraLeft;
- light.shadowCameraRight = this.shadowCameraRight;
- light.shadowCameraTop = this.shadowCameraTop;
- light.shadowCameraBottom = this.shadowCameraBottom;
-
- light.shadowCameraVisible = this.shadowCameraVisible;
-
- light.shadowBias = this.shadowBias;
- light.shadowDarkness = this.shadowDarkness;
-
- light.shadowMapWidth = this.shadowMapWidth;
- light.shadowMapHeight = this.shadowMapHeight;
-
- return light;
-
-};
-
-THREE.DirectionalLight.prototype.toJSON = function ( meta ) {
-
- var data = THREE.Object3D.prototype.toJSON.call( this, meta );
-
- data.object.color = this.color.getHex();
- data.object.intensity = this.intensity;
-
- return data;
-
-};
-
-// File:src/lights/HemisphereLight.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.HemisphereLight = function ( skyColor, groundColor, intensity ) {
-
- THREE.Light.call( this, skyColor );
-
- this.type = 'HemisphereLight';
-
- this.position.set( 0, 100, 0 );
- this.updateMatrix();
-
- this.groundColor = new THREE.Color( groundColor );
- this.intensity = ( intensity !== undefined ) ? intensity : 1;
-
-};
-
-THREE.HemisphereLight.prototype = Object.create( THREE.Light.prototype );
-THREE.HemisphereLight.prototype.constructor = THREE.HemisphereLight;
-
-THREE.HemisphereLight.prototype.clone = function () {
-
- var light = new THREE.HemisphereLight();
-
- light.copy( this );
-
- light.groundColor.copy( this.groundColor );
- light.intensity = this.intensity;
-
- return light;
-
-};
-
-THREE.HemisphereLight.prototype.toJSON = function ( meta ) {
-
- var data = THREE.Object3D.prototype.toJSON.call( this, meta );
-
- data.object.color = this.color.getHex();
- data.object.groundColor = this.groundColor.getHex();
- data.object.intensity = this.intensity;
-
- return data;
-
-};
-
-// File:src/lights/PointLight.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.PointLight = function ( color, intensity, distance, decay ) {
-
- THREE.Light.call( this, color );
-
- this.type = 'PointLight';
-
- this.intensity = ( intensity !== undefined ) ? intensity : 1;
- this.distance = ( distance !== undefined ) ? distance : 0;
- this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
-
-};
-
-THREE.PointLight.prototype = Object.create( THREE.Light.prototype );
-THREE.PointLight.prototype.constructor = THREE.PointLight;
-
-THREE.PointLight.prototype.clone = function () {
-
- var light = new THREE.PointLight();
-
- light.copy( this );
-
- light.intensity = this.intensity;
- light.distance = this.distance;
- light.decay = this.decay;
-
- return light;
-
-};
-
-THREE.PointLight.prototype.toJSON = function ( meta ) {
-
- var data = THREE.Object3D.prototype.toJSON.call( this, meta );
-
- data.object.color = this.color.getHex();
- data.object.intensity = this.intensity;
- data.object.distance = this.distance;
- data.object.decay = this.decay;
-
- return data;
-
-};
-
-// File:src/lights/SpotLight.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.SpotLight = function ( color, intensity, distance, angle, exponent, decay ) {
-
- THREE.Light.call( this, color );
-
- this.type = 'SpotLight';
-
- this.position.set( 0, 1, 0 );
- this.updateMatrix();
-
- this.target = new THREE.Object3D();
-
- this.intensity = ( intensity !== undefined ) ? intensity : 1;
- this.distance = ( distance !== undefined ) ? distance : 0;
- this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
- this.exponent = ( exponent !== undefined ) ? exponent : 10;
- this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
-
- 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 );
-THREE.SpotLight.prototype.constructor = THREE.SpotLight;
-
-THREE.SpotLight.prototype.clone = function () {
-
- var light = new THREE.SpotLight();
-
- light.copy( this );
-
- light.target = this.target.clone();
-
- light.intensity = this.intensity;
- light.distance = this.distance;
- light.angle = this.angle;
- light.exponent = this.exponent;
- light.decay = this.decay;
-
- light.castShadow = this.castShadow;
- light.onlyShadow = this.onlyShadow;
-
- //
-
- light.shadowCameraNear = this.shadowCameraNear;
- light.shadowCameraFar = this.shadowCameraFar;
- light.shadowCameraFov = this.shadowCameraFov;
-
- light.shadowCameraVisible = this.shadowCameraVisible;
-
- light.shadowBias = this.shadowBias;
- light.shadowDarkness = this.shadowDarkness;
-
- light.shadowMapWidth = this.shadowMapWidth;
- light.shadowMapHeight = this.shadowMapHeight;
-
- return light;
-
-};
-
-THREE.SpotLight.prototype.toJSON = function ( meta ) {
-
- var data = THREE.Object3D.prototype.toJSON.call( this, meta );
-
- data.object.color = this.color.getHex();
- data.object.intensity = this.intensity;
- data.object.distance = this.distance;
- data.object.angle = this.angle;
- data.object.exponent = this.exponent;
- data.object.decay = this.decay;
-
- return data;
-
-};
-
-// File:src/loaders/Cache.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.Cache = {
-
- enabled: false,
-
- files: {},
-
- add: function ( key, file ) {
-
- if ( this.enabled === false ) return;
-
- // console.log( 'THREE.Cache', 'Adding key:', key );
-
- this.files[ key ] = file;
-
- },
-
- get: function ( key ) {
-
- if ( this.enabled === false ) return;
-
- // console.log( 'THREE.Cache', 'Checking key:', key );
-
- return this.files[ key ];
-
- },
-
- remove: function ( key ) {
-
- delete this.files[ key ];
-
- },
-
- clear: function () {
-
- this.files = {};
-
- }
-
-};
-
-// File:src/loaders/Loader.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Loader = function () {
-
- this.onLoadStart = function () {};
- this.onLoadProgress = function () {};
- this.onLoadComplete = function () {};
-
-};
-
-THREE.Loader.prototype = {
-
- constructor: THREE.Loader,
-
- crossOrigin: undefined,
-
- extractUrlBase: function ( url ) {
-
- var parts = url.split( '/' );
-
- if ( parts.length === 1 ) return './';
-
- parts.pop();
-
- return parts.join( '/' ) + '/';
-
- },
-
- initMaterials: function ( materials, texturePath, crossOrigin ) {
-
- var array = [];
-
- for ( var i = 0; i < materials.length; ++ i ) {
-
- array[ i ] = this.createMaterial( materials[ i ], texturePath, crossOrigin );
-
- }
-
- return array;
-
- },
-
- needsTangents: function ( materials ) {
-
- for ( var i = 0, il = materials.length; i < il; i ++ ) {
-
- var m = materials[ i ];
-
- if ( m instanceof THREE.ShaderMaterial ) return true;
-
- }
-
- return false;
-
- },
-
- createMaterial: ( function () {
-
- var imageLoader;
-
- return function createMaterial( m, texturePath, crossOrigin ) {
-
- var scope = this;
-
- if ( crossOrigin === undefined && scope.crossOrigin !== undefined ) crossOrigin = scope.crossOrigin;
-
- if ( imageLoader === undefined ) imageLoader = new THREE.ImageLoader();
-
- function nearest_pow2( n ) {
-
- var l = Math.log( n ) / Math.LN2;
- return Math.pow( 2, Math.round( l ) );
-
- }
-
- function create_texture( where, name, sourceFile, repeat, offset, wrap, anisotropy ) {
-
- var fullPath = texturePath + sourceFile;
-
- var texture;
-
- var loader = THREE.Loader.Handlers.get( fullPath );
-
- if ( loader !== null ) {
-
- texture = loader.load( fullPath );
-
- } else {
-
- texture = new THREE.Texture();
-
- loader = imageLoader;
- loader.setCrossOrigin( crossOrigin );
- loader.load( fullPath, function ( image ) {
-
- if ( THREE.Math.isPowerOfTwo( image.width ) === false ||
- THREE.Math.isPowerOfTwo( image.height ) === false ) {
-
- var width = nearest_pow2( image.width );
- var height = nearest_pow2( image.height );
-
- var canvas = document.createElement( 'canvas' );
- canvas.width = width;
- canvas.height = height;
-
- var context = canvas.getContext( '2d' );
- context.drawImage( image, 0, 0, width, height );
-
- texture.image = canvas;
-
- } else {
-
- texture.image = image;
-
- }
-
- texture.needsUpdate = true;
-
- } );
-
- }
-
- texture.sourceFile = sourceFile;
-
- if ( repeat ) {
-
- texture.repeat.set( repeat[ 0 ], repeat[ 1 ] );
-
- if ( repeat[ 0 ] !== 1 ) texture.wrapS = THREE.RepeatWrapping;
- if ( repeat[ 1 ] !== 1 ) texture.wrapT = THREE.RepeatWrapping;
-
- }
-
- if ( offset ) {
-
- texture.offset.set( offset[ 0 ], offset[ 1 ] );
-
- }
-
- if ( wrap ) {
-
- var wrapMap = {
- 'repeat': THREE.RepeatWrapping,
- 'mirror': THREE.MirroredRepeatWrapping
- };
-
- if ( wrapMap[ wrap[ 0 ] ] !== undefined ) texture.wrapS = wrapMap[ wrap[ 0 ] ];
- if ( wrapMap[ wrap[ 1 ] ] !== undefined ) texture.wrapT = wrapMap[ wrap[ 1 ] ];
-
- }
-
- if ( anisotropy ) {
-
- texture.anisotropy = anisotropy;
-
- }
-
- where[ name ] = texture;
-
- }
-
- 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 ) {
-
- mpars.transparent = m.transparent;
-
- }
-
- if ( m.opacity !== undefined && m.opacity < 1.0 ) {
-
- mpars.transparent = true;
-
- }
-
- 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.colorEmissive ) {
-
- mpars.emissive = rgb2hex( m.colorEmissive );
-
- }
-
- // modifiers
-
- if ( m.transparency !== undefined ) {
-
- console.warn( 'THREE.Loader: transparency has been renamed to opacity' );
- m.opacity = m.transparency;
-
- }
-
- if ( m.opacity !== undefined ) {
-
- mpars.opacity = m.opacity;
-
- }
-
- if ( m.specularCoef ) {
-
- mpars.shininess = m.specularCoef;
-
- }
-
- // textures
-
- if ( m.mapDiffuse && texturePath ) {
-
- create_texture( mpars, 'map', m.mapDiffuse, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy );
-
- }
-
- if ( m.mapLight && texturePath ) {
-
- create_texture( mpars, 'lightMap', m.mapLight, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy );
-
- }
-
- if ( m.mapAO && texturePath ) {
-
- create_texture( mpars, 'aoMap', m.mapAO, m.mapAORepeat, m.mapAOOffset, m.mapAOWrap, m.mapAOAnisotropy );
-
- }
-
- if ( m.mapBump && texturePath ) {
-
- create_texture( mpars, 'bumpMap', m.mapBump, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy );
-
- }
-
- if ( m.mapNormal && texturePath ) {
-
- create_texture( mpars, 'normalMap', m.mapNormal, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy );
-
- }
-
- if ( m.mapSpecular && texturePath ) {
-
- create_texture( mpars, 'specularMap', m.mapSpecular, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy );
-
- }
-
- if ( m.mapAlpha && texturePath ) {
-
- create_texture( mpars, 'alphaMap', m.mapAlpha, m.mapAlphaRepeat, m.mapAlphaOffset, m.mapAlphaWrap, m.mapAlphaAnisotropy );
-
- }
-
- //
-
- if ( m.mapBumpScale ) {
-
- mpars.bumpScale = m.mapBumpScale;
-
- }
-
- if ( m.mapNormalFactor ) {
-
- mpars.normalScale = new THREE.Vector2( m.mapNormalFactor, m.mapNormalFactor );
-
- }
-
- var material = new THREE[ mtype ]( mpars );
-
- if ( m.DbgName !== undefined ) material.name = m.DbgName;
-
- return material;
-
- };
-
- } )()
-
-};
-
-THREE.Loader.Handlers = {
-
- handlers: [],
-
- add: function ( regex, loader ) {
-
- this.handlers.push( regex, loader );
-
- },
-
- get: function ( file ) {
-
- for ( var i = 0, l = this.handlers.length; i < l; i += 2 ) {
-
- var regex = this.handlers[ i ];
- var loader = this.handlers[ i + 1 ];
-
- if ( regex.test( file ) ) {
-
- return loader;
-
- }
-
- }
-
- return null;
-
- }
-
-};
-
-// File:src/loaders/XHRLoader.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.XHRLoader = function ( manager ) {
-
- this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
-
-};
-
-THREE.XHRLoader.prototype = {
-
- constructor: THREE.XHRLoader,
-
- load: function ( url, onLoad, onProgress, onError ) {
-
- var scope = this;
-
- var cached = THREE.Cache.get( url );
-
- if ( cached !== undefined ) {
-
- if ( onLoad ) {
-
- setTimeout( function () {
-
- onLoad( cached );
-
- }, 0 );
-
- }
-
- return cached;
-
- }
-
- var request = new XMLHttpRequest();
- request.open( 'GET', url, true );
-
- request.addEventListener( 'load', function ( event ) {
-
- THREE.Cache.add( url, this.response );
-
- if ( onLoad ) onLoad( this.response );
-
- scope.manager.itemEnd( url );
-
- }, false );
-
- if ( onProgress !== undefined ) {
-
- request.addEventListener( 'progress', function ( event ) {
-
- onProgress( event );
-
- }, false );
-
- }
-
- if ( onError !== undefined ) {
-
- request.addEventListener( 'error', function ( event ) {
-
- onError( event );
-
- }, false );
-
- }
-
- if ( this.crossOrigin !== undefined ) request.crossOrigin = this.crossOrigin;
- if ( this.responseType !== undefined ) request.responseType = this.responseType;
- if ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials;
-
- request.send( null );
-
- scope.manager.itemStart( url );
-
- return request;
-
- },
-
- setResponseType: function ( value ) {
-
- this.responseType = value;
-
- },
-
- setCrossOrigin: function ( value ) {
-
- this.crossOrigin = value;
-
- },
-
- setWithCredentials: function ( value ) {
-
- this.withCredentials = value;
-
- }
-
-};
-
-// File:src/loaders/ImageLoader.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.ImageLoader = function ( manager ) {
-
- this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
-
-};
-
-THREE.ImageLoader.prototype = {
-
- constructor: THREE.ImageLoader,
-
- load: function ( url, onLoad, onProgress, onError ) {
-
- var scope = this;
-
- var cached = THREE.Cache.get( url );
-
- if ( cached !== undefined ) {
-
- if ( onLoad ) {
-
- setTimeout( function () {
-
- onLoad( cached );
-
- }, 0 );
-
- }
-
- return cached;
-
- }
-
- var image = document.createElement( 'img' );
-
- image.addEventListener( 'load', function ( event ) {
-
- THREE.Cache.add( url, this );
-
- if ( onLoad ) onLoad( this );
-
- scope.manager.itemEnd( url );
-
- }, false );
-
- if ( onProgress !== undefined ) {
-
- image.addEventListener( 'progress', function ( event ) {
-
- onProgress( event );
-
- }, false );
-
- }
-
- if ( onError !== undefined ) {
-
- image.addEventListener( 'error', function ( event ) {
-
- onError( event );
-
- }, false );
-
- }
-
- if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
-
- scope.manager.itemStart( url );
-
- image.src = url;
-
- return image;
-
- },
-
- setCrossOrigin: function ( value ) {
-
- this.crossOrigin = value;
-
- }
-
-};
-
-// File:src/loaders/JSONLoader.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.JSONLoader = function ( manager ) {
-
- this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
-
- this.withCredentials = false;
-
-};
-
-THREE.JSONLoader.prototype = {
-
- constructor: THREE.JSONLoader,
-
- load: function( url, onLoad, onProgress, onError ) {
-
- var scope = this;
-
- var texturePath = this.texturePath && ( typeof this.texturePath === "string" ) ? this.texturePath : THREE.Loader.prototype.extractUrlBase( url );
-
- var loader = new THREE.XHRLoader( this.manager );
- loader.setCrossOrigin( this.crossOrigin );
- loader.setWithCredentials( this.withCredentials );
- loader.load( url, function ( text ) {
-
- var json = JSON.parse( text );
- var metadata = json.metadata;
-
- if ( metadata !== undefined ) {
-
- if ( metadata.type === 'object' ) {
-
- console.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.ObjectLoader instead.' );
- return;
-
- }
-
- if ( metadata.type === 'scene' ) {
-
- console.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.SceneLoader instead.' );
- return;
-
- }
-
- }
-
- var object = scope.parse( json, texturePath );
- onLoad( object.geometry, object.materials );
-
- } );
-
- },
-
- setCrossOrigin: function ( value ) {
-
- this.crossOrigin = value;
-
- },
-
- setTexturePath: function ( value ) {
-
- this.texturePath = value;
-
- },
-
- parse: function ( json, texturePath ) {
-
- var geometry = new THREE.Geometry(),
- scale = ( json.scale !== undefined ) ? 1.0 / json.scale : 1.0;
-
- parseModel( scale );
-
- parseSkin();
- parseMorphing( scale );
-
- geometry.computeFaceNormals();
- geometry.computeBoundingSphere();
-
- function parseModel( scale ) {
-
- function isBitSet( value, position ) {
-
- return value & ( 1 << position );
-
- }
-
- var i, j, fi,
-
- offset, zLength,
-
- colorIndex, normalIndex, uvIndex, materialIndex,
-
- type,
- isQuad,
- hasMaterial,
- hasFaceVertexUv,
- hasFaceNormal, hasFaceVertexNormal,
- hasFaceColor, hasFaceVertexColor,
-
- vertex, face, faceA, faceB, hex, normal,
-
- uvLayer, uv, u, v,
-
- faces = json.faces,
- vertices = json.vertices,
- normals = json.normals,
- colors = json.colors,
-
- nUvLayers = 0;
-
- if ( json.uvs !== undefined ) {
-
- // disregard empty arrays
-
- for ( i = 0; i < json.uvs.length; i ++ ) {
-
- if ( json.uvs[ i ].length ) nUvLayers ++;
-
- }
-
- for ( i = 0; i < nUvLayers; 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 );
- 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, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor);
-
- if ( isQuad ) {
-
- faceA = new THREE.Face3();
- faceA.a = faces[ offset ];
- faceA.b = faces[ offset + 1 ];
- faceA.c = faces[ offset + 3 ];
-
- faceB = new THREE.Face3();
- faceB.a = faces[ offset + 1 ];
- faceB.b = faces[ offset + 2 ];
- faceB.c = faces[ offset + 3 ];
-
- offset += 4;
-
- if ( hasMaterial ) {
-
- materialIndex = faces[ offset ++ ];
- faceA.materialIndex = materialIndex;
- faceB.materialIndex = materialIndex;
-
- }
-
- // to get face <=> uv index correspondence
-
- fi = geometry.faces.length;
-
- if ( hasFaceVertexUv ) {
-
- for ( i = 0; i < nUvLayers; i ++ ) {
-
- uvLayer = json.uvs[ i ];
-
- geometry.faceVertexUvs[ i ][ fi ] = [];
- geometry.faceVertexUvs[ i ][ fi + 1 ] = [];
-
- for ( j = 0; j < 4; j ++ ) {
-
- uvIndex = faces[ offset ++ ];
-
- u = uvLayer[ uvIndex * 2 ];
- v = uvLayer[ uvIndex * 2 + 1 ];
-
- uv = new THREE.Vector2( u, v );
-
- if ( j !== 2 ) geometry.faceVertexUvs[ i ][ fi ].push( uv );
- if ( j !== 0 ) geometry.faceVertexUvs[ i ][ fi + 1 ].push( uv );
-
- }
-
- }
-
- }
-
- if ( hasFaceNormal ) {
-
- normalIndex = faces[ offset ++ ] * 3;
-
- faceA.normal.set(
- normals[ normalIndex ++ ],
- normals[ normalIndex ++ ],
- normals[ normalIndex ]
- );
-
- faceB.normal.copy( faceA.normal );
-
- }
-
- if ( hasFaceVertexNormal ) {
-
- for ( i = 0; i < 4; i ++ ) {
-
- normalIndex = faces[ offset ++ ] * 3;
-
- normal = new THREE.Vector3(
- normals[ normalIndex ++ ],
- normals[ normalIndex ++ ],
- normals[ normalIndex ]
- );
-
-
- if ( i !== 2 ) faceA.vertexNormals.push( normal );
- if ( i !== 0 ) faceB.vertexNormals.push( normal );
-
- }
-
- }
-
-
- if ( hasFaceColor ) {
-
- colorIndex = faces[ offset ++ ];
- hex = colors[ colorIndex ];
-
- faceA.color.setHex( hex );
- faceB.color.setHex( hex );
-
- }
-
-
- if ( hasFaceVertexColor ) {
-
- for ( i = 0; i < 4; i ++ ) {
-
- colorIndex = faces[ offset ++ ];
- hex = colors[ colorIndex ];
-
- if ( i !== 2 ) faceA.vertexColors.push( new THREE.Color( hex ) );
- if ( i !== 0 ) faceB.vertexColors.push( new THREE.Color( hex ) );
-
- }
-
- }
-
- geometry.faces.push( faceA );
- geometry.faces.push( faceB );
-
- } else {
-
- face = new THREE.Face3();
- face.a = faces[ offset ++ ];
- face.b = faces[ offset ++ ];
- face.c = faces[ offset ++ ];
-
- if ( hasMaterial ) {
-
- materialIndex = faces[ offset ++ ];
- face.materialIndex = materialIndex;
-
- }
-
- // to get face <=> uv index correspondence
-
- fi = geometry.faces.length;
-
- if ( hasFaceVertexUv ) {
-
- for ( i = 0; i < nUvLayers; i ++ ) {
-
- uvLayer = json.uvs[ i ];
-
- geometry.faceVertexUvs[ i ][ fi ] = [];
-
- for ( j = 0; j < 3; j ++ ) {
-
- uvIndex = faces[ offset ++ ];
-
- u = uvLayer[ uvIndex * 2 ];
- v = uvLayer[ uvIndex * 2 + 1 ];
-
- uv = new THREE.Vector2( u, v );
-
- geometry.faceVertexUvs[ i ][ fi ].push( uv );
-
- }
-
- }
-
- }
-
- if ( hasFaceNormal ) {
-
- normalIndex = faces[ offset ++ ] * 3;
-
- face.normal.set(
- normals[ normalIndex ++ ],
- normals[ normalIndex ++ ],
- normals[ normalIndex ]
- );
-
- }
-
- if ( hasFaceVertexNormal ) {
-
- for ( i = 0; i < 3; i ++ ) {
-
- normalIndex = faces[ offset ++ ] * 3;
-
- normal = new THREE.Vector3(
- normals[ normalIndex ++ ],
- normals[ normalIndex ++ ],
- normals[ normalIndex ]
- );
-
- face.vertexNormals.push( normal );
-
- }
-
- }
-
-
- if ( hasFaceColor ) {
-
- colorIndex = faces[ offset ++ ];
- face.color.setHex( colors[ colorIndex ] );
-
- }
-
-
- if ( hasFaceVertexColor ) {
-
- for ( i = 0; i < 3; i ++ ) {
-
- colorIndex = faces[ offset ++ ];
- face.vertexColors.push( new THREE.Color( colors[ colorIndex ] ) );
-
- }
-
- }
-
- geometry.faces.push( face );
-
- }
-
- }
-
- };
-
- function parseSkin() {
-
- var influencesPerVertex = ( json.influencesPerVertex !== undefined ) ? json.influencesPerVertex : 2;
-
- if ( json.skinWeights ) {
-
- for ( var i = 0, l = json.skinWeights.length; i < l; i += influencesPerVertex ) {
-
- var x = json.skinWeights[ i ];
- var y = ( influencesPerVertex > 1 ) ? json.skinWeights[ i + 1 ] : 0;
- var z = ( influencesPerVertex > 2 ) ? json.skinWeights[ i + 2 ] : 0;
- var w = ( influencesPerVertex > 3 ) ? json.skinWeights[ i + 3 ] : 0;
-
- geometry.skinWeights.push( new THREE.Vector4( x, y, z, w ) );
-
- }
-
- }
-
- if ( json.skinIndices ) {
-
- for ( var i = 0, l = json.skinIndices.length; i < l; i += influencesPerVertex ) {
-
- var a = json.skinIndices[ i ];
- var b = ( influencesPerVertex > 1 ) ? json.skinIndices[ i + 1 ] : 0;
- var c = ( influencesPerVertex > 2 ) ? json.skinIndices[ i + 2 ] : 0;
- var d = ( influencesPerVertex > 3 ) ? json.skinIndices[ i + 3 ] : 0;
-
- geometry.skinIndices.push( new THREE.Vector4( a, b, c, d ) );
-
- }
-
- }
-
- geometry.bones = json.bones;
-
- if ( geometry.bones && geometry.bones.length > 0 && ( geometry.skinWeights.length !== geometry.skinIndices.length || geometry.skinIndices.length !== geometry.vertices.length ) ) {
-
- console.warn( 'When skinning, number of vertices (' + geometry.vertices.length + '), skinIndices (' +
- geometry.skinIndices.length + '), and skinWeights (' + geometry.skinWeights.length + ') should match.' );
-
- }
-
-
- // could change this to json.animations[0] or remove completely
-
- geometry.animation = json.animation;
- geometry.animations = json.animations;
-
- };
-
- 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 );
-
- }
-
- }
-
- }
-
- };
-
- if ( json.materials === undefined || json.materials.length === 0 ) {
-
- return { geometry: geometry };
-
- } else {
-
- var materials = THREE.Loader.prototype.initMaterials( json.materials, texturePath, this.crossOrigin );
-
- if ( THREE.Loader.prototype.needsTangents( materials ) ) {
-
- geometry.computeTangents();
-
- }
-
- return { geometry: geometry, materials: materials };
-
- }
-
- }
-
-};
-
-// File:src/loaders/LoadingManager.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.LoadingManager = function ( onLoad, onProgress, onError ) {
-
- var scope = this;
-
- var isLoading = false, itemsLoaded = 0, itemsTotal = 0;
-
- this.onLoad = onLoad;
- this.onProgress = onProgress;
- this.onError = onError;
-
- this.itemStart = function ( url ) {
-
- itemsTotal ++;
-
- if ( isLoading === false ) {
-
- if ( scope.onStart !== undefined ) {
-
- scope.onStart( url, itemsLoaded, itemsTotal );
-
- }
-
- }
-
- isLoading = true;
-
- };
-
- this.itemEnd = function ( url ) {
-
- itemsLoaded ++;
-
- if ( scope.onProgress !== undefined ) {
-
- scope.onProgress( url, itemsLoaded, itemsTotal );
-
- }
-
- if ( itemsLoaded === itemsTotal ) {
-
- isLoading = false;
-
- if ( scope.onLoad !== undefined ) {
-
- scope.onLoad();
-
- }
-
- }
-
- };
-
-};
-
-THREE.DefaultLoadingManager = new THREE.LoadingManager();
-
-// File:src/loaders/BufferGeometryLoader.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.BufferGeometryLoader = function ( manager ) {
-
- this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
-
-};
-
-THREE.BufferGeometryLoader.prototype = {
-
- constructor: THREE.BufferGeometryLoader,
-
- load: function ( url, onLoad, onProgress, onError ) {
-
- var scope = this;
-
- var loader = new THREE.XHRLoader( scope.manager );
- loader.setCrossOrigin( this.crossOrigin );
- loader.load( url, function ( text ) {
-
- onLoad( scope.parse( JSON.parse( text ) ) );
-
- }, onProgress, onError );
-
- },
-
- setCrossOrigin: function ( value ) {
-
- this.crossOrigin = value;
-
- },
-
- parse: function ( json ) {
-
- var geometry = new THREE.BufferGeometry();
-
- var attributes = json.data.attributes;
-
- for ( var key in attributes ) {
-
- var attribute = attributes[ key ];
- var typedArray = new self[ attribute.type ]( attribute.array );
-
- geometry.addAttribute( key, new THREE.BufferAttribute( typedArray, attribute.itemSize ) );
-
- }
-
- var drawcalls = json.data.drawcalls || json.data.offsets;
-
- if ( drawcalls !== undefined ) {
-
- for ( var i = 0, n = drawcalls.length; i !== n; ++ i ) {
-
- var drawcall = drawcalls[ i ];
- var indexStart = drawcall.start;
- var indexCount = drawcall.count;
- var indexOffset = drawcall.index;
-
- geometry.addDrawcall( indexStart, indexCount, indexOffset );
-
- }
-
- }
-
- var boundingSphere = json.data.boundingSphere;
-
- if ( boundingSphere !== undefined ) {
-
- var center = new THREE.Vector3();
-
- if ( boundingSphere.center !== undefined ) {
-
- center.fromArray( boundingSphere.center );
-
- }
-
- geometry.boundingSphere = new THREE.Sphere( center, boundingSphere.radius );
-
- }
-
- return geometry;
-
- }
-
-};
-
-// File:src/loaders/MaterialLoader.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.MaterialLoader = function ( manager ) {
-
- this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
-
-};
-
-THREE.MaterialLoader.prototype = {
-
- constructor: THREE.MaterialLoader,
-
- load: function ( url, onLoad, onProgress, onError ) {
-
- var scope = this;
-
- var loader = new THREE.XHRLoader( scope.manager );
- loader.setCrossOrigin( this.crossOrigin );
- loader.load( url, function ( text ) {
-
- onLoad( scope.parse( JSON.parse( text ) ) );
-
- }, onProgress, onError );
-
- },
-
- setCrossOrigin: function ( value ) {
-
- this.crossOrigin = value;
-
- },
-
- parse: function ( json ) {
-
- var material = new THREE[ json.type ];
-
- if ( json.color !== undefined ) material.color.setHex( json.color );
- if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive );
- if ( json.specular !== undefined ) material.specular.setHex( json.specular );
- if ( json.shininess !== undefined ) material.shininess = json.shininess;
- if ( json.uniforms !== undefined ) material.uniforms = json.uniforms;
- if ( json.attributes !== undefined ) material.attributes = json.attributes;
- if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
- if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
- if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors;
- if ( json.shading !== undefined ) material.shading = json.shading;
- if ( json.blending !== undefined ) material.blending = json.blending;
- if ( json.side !== undefined ) material.side = json.side;
- if ( json.opacity !== undefined ) material.opacity = json.opacity;
- if ( json.transparent !== undefined ) material.transparent = json.transparent;
- if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;
- if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
-
- // for PointCloudMaterial
- if ( json.size !== undefined ) material.size = json.size;
- if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;
-
- if ( json.materials !== undefined ) {
-
- for ( var i = 0, l = json.materials.length; i < l; i ++ ) {
-
- material.materials.push( this.parse( json.materials[ i ] ) );
-
- }
-
- }
-
- return material;
-
- }
-
-};
-
-// File:src/loaders/ObjectLoader.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.ObjectLoader = function ( manager ) {
-
- this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
- this.texturePath = '';
-
-};
-
-THREE.ObjectLoader.prototype = {
-
- constructor: THREE.ObjectLoader,
-
- load: function ( url, onLoad, onProgress, onError ) {
-
- if ( this.texturePath === '' ) {
-
- this.texturePath = url.substring( 0, url.lastIndexOf( '/' ) + 1 );
-
- }
-
- var scope = this;
-
- var loader = new THREE.XHRLoader( scope.manager );
- loader.setCrossOrigin( this.crossOrigin );
- loader.load( url, function ( text ) {
-
- scope.parse( JSON.parse( text ), onLoad );
-
- }, onProgress, onError );
-
- },
-
- setTexturePath: function ( value ) {
-
- this.texturePath = value;
-
- },
-
- setCrossOrigin: function ( value ) {
-
- this.crossOrigin = value;
-
- },
-
- parse: function ( json, onLoad ) {
-
- var geometries = this.parseGeometries( json.geometries );
-
- var images = this.parseImages( json.images, function () {
-
- if ( onLoad !== undefined ) onLoad( object );
-
- } );
-
- var textures = this.parseTextures( json.textures, images );
- var materials = this.parseMaterials( json.materials, textures );
- var object = this.parseObject( json.object, geometries, materials );
-
- if ( json.images === undefined || json.images.length === 0 ) {
-
- if ( onLoad !== undefined ) onLoad( object );
-
- }
-
- return object;
-
- },
-
- parseGeometries: function ( json ) {
-
- var geometries = {};
-
- if ( json !== undefined ) {
-
- var geometryLoader = new THREE.JSONLoader();
- var bufferGeometryLoader = new THREE.BufferGeometryLoader();
-
- for ( var i = 0, l = json.length; i < l; i ++ ) {
-
- var geometry;
- var data = json[ i ];
-
- switch ( data.type ) {
-
- case 'PlaneGeometry':
- case 'PlaneBufferGeometry':
-
- geometry = new THREE[ data.type ](
- data.width,
- data.height,
- data.widthSegments,
- data.heightSegments
- );
-
- break;
-
- case 'BoxGeometry':
- case 'CubeGeometry': // backwards compatible
-
- geometry = new THREE.BoxGeometry(
- data.width,
- data.height,
- data.depth,
- data.widthSegments,
- data.heightSegments,
- data.depthSegments
- );
-
- break;
-
- case 'CircleBufferGeometry':
-
- geometry = new THREE.CircleBufferGeometry(
- data.radius,
- data.segments,
- data.thetaStart,
- data.thetaLength
- );
-
- break;
-
- case 'CircleGeometry':
-
- geometry = new THREE.CircleGeometry(
- data.radius,
- data.segments,
- data.thetaStart,
- data.thetaLength
- );
-
- break;
-
- case 'CylinderGeometry':
-
- geometry = new THREE.CylinderGeometry(
- data.radiusTop,
- data.radiusBottom,
- data.height,
- data.radialSegments,
- data.heightSegments,
- data.openEnded,
- data.thetaStart,
- data.thetaLength
- );
-
- break;
-
- case 'SphereGeometry':
-
- geometry = new THREE.SphereGeometry(
- data.radius,
- data.widthSegments,
- data.heightSegments,
- data.phiStart,
- data.phiLength,
- data.thetaStart,
- data.thetaLength
- );
-
- break;
-
- case 'SphereBufferGeometry':
-
- geometry = new THREE.SphereBufferGeometry(
- data.radius,
- data.widthSegments,
- data.heightSegments,
- data.phiStart,
- data.phiLength,
- data.thetaStart,
- data.thetaLength
- );
-
- break;
-
- case 'DodecahedronGeometry':
-
- geometry = new THREE.DodecahedronGeometry(
- data.radius,
- data.detail
- );
-
- break;
-
- case 'IcosahedronGeometry':
-
- geometry = new THREE.IcosahedronGeometry(
- data.radius,
- data.detail
- );
-
- break;
-
- case 'OctahedronGeometry':
-
- geometry = new THREE.OctahedronGeometry(
- data.radius,
- data.detail
- );
-
- break;
-
- case 'TetrahedronGeometry':
-
- geometry = new THREE.TetrahedronGeometry(
- data.radius,
- data.detail
- );
-
- break;
-
- case 'RingGeometry':
-
- geometry = new THREE.RingGeometry(
- data.innerRadius,
- data.outerRadius,
- data.thetaSegments,
- data.phiSegments,
- data.thetaStart,
- data.thetaLength
- );
-
- break;
-
- case 'TorusGeometry':
-
- geometry = new THREE.TorusGeometry(
- data.radius,
- data.tube,
- data.radialSegments,
- data.tubularSegments,
- data.arc
- );
-
- break;
-
- case 'TorusKnotGeometry':
-
- geometry = new THREE.TorusKnotGeometry(
- data.radius,
- data.tube,
- data.radialSegments,
- data.tubularSegments,
- data.p,
- data.q,
- data.heightScale
- );
-
- break;
-
- case 'BufferGeometry':
-
- geometry = bufferGeometryLoader.parse( data );
-
- break;
-
- case 'Geometry':
-
- geometry = geometryLoader.parse( data.data, this.texturePath ).geometry;
-
- break;
-
- case 'TextGeometry':
-
- geometry = new THREE.TextGeometry(
- data.text,
- data.data
- );
-
- break;
-
- }
-
- geometry.uuid = data.uuid;
-
- if ( data.name !== undefined ) geometry.name = data.name;
-
- geometries[ data.uuid ] = geometry;
-
- }
-
- }
-
- return geometries;
-
- },
-
- parseMaterials: function ( json, textures ) {
-
- var materials = {};
-
- if ( json !== undefined ) {
-
- var getTexture = function ( name ) {
-
- if ( textures[ name ] === undefined ) {
-
- console.warn( 'THREE.ObjectLoader: Undefined texture', name );
-
- }
-
- return textures[ name ];
-
- };
-
- var loader = new THREE.MaterialLoader();
-
- for ( var i = 0, l = json.length; i < l; i ++ ) {
-
- var data = json[ i ];
- var material = loader.parse( data );
-
- material.uuid = data.uuid;
-
- if ( data.depthTest !== undefined ) material.depthTest = data.depthTest;
- if ( data.depthWrite !== undefined ) material.depthWrite = data.depthWrite;
-
- if ( data.name !== undefined ) material.name = data.name;
-
- if ( data.map !== undefined ) material.map = getTexture( data.map );
-
- if ( data.alphaMap !== undefined ) {
-
- material.alphaMap = getTexture( data.alphaMap );
- material.transparent = true;
-
- }
-
- if ( data.bumpMap !== undefined ) material.bumpMap = getTexture( data.bumpMap );
- if ( data.bumpScale !== undefined ) material.bumpScale = data.bumpScale;
-
- if ( data.normalMap !== undefined ) material.normalMap = getTexture( data.normalMap );
- if ( data.normalScale ) material.normalScale = new THREE.Vector2( data.normalScale, data.normalScale );
-
- if ( data.specularMap !== undefined ) material.specularMap = getTexture( data.specularMap );
-
- if ( data.envMap !== undefined ) {
-
- material.envMap = getTexture( data.envMap );
- material.combine = THREE.MultiplyOperation;
-
- }
-
- if ( data.reflectivity ) material.reflectivity = data.reflectivity;
-
- if ( data.lightMap !== undefined ) material.lightMap = getTexture( data.lightMap );
- if ( data.lightMapIntensity !== undefined ) material.lightMapIntensity = data.lightMapIntensity;
-
- if ( data.aoMap !== undefined ) material.aoMap = getTexture( data.aoMap );
- if ( data.aoMapIntensity !== undefined ) material.aoMapIntensity = data.aoMapIntensity;
-
- materials[ data.uuid ] = material;
-
- }
-
- }
-
- return materials;
-
- },
-
- parseImages: function ( json, onLoad ) {
-
- var scope = this;
- var images = {};
-
- if ( json !== undefined && json.length > 0 ) {
-
- var manager = new THREE.LoadingManager( onLoad );
-
- var loader = new THREE.ImageLoader( manager );
- loader.setCrossOrigin( this.crossOrigin );
-
- var loadImage = function ( url ) {
-
- url = scope.texturePath + url;
-
- scope.manager.itemStart( url );
-
- return loader.load( url, function () {
-
- scope.manager.itemEnd( url );
-
- } );
-
- };
-
- for ( var i = 0, l = json.length; i < l; i ++ ) {
-
- var image = json[ i ];
- images[ image.uuid ] = loadImage( image.url );
-
- }
-
- }
-
- return images;
-
- },
-
- parseTextures: function ( json, images ) {
-
- function parseConstant( value ) {
-
- if ( typeof( value ) === 'number' ) return value;
-
- console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
-
- return THREE[ value ];
-
- }
-
- var textures = {};
-
- if ( json !== undefined ) {
-
- for ( var i = 0, l = json.length; i < l; i ++ ) {
-
- var data = json[ i ];
-
- if ( data.image === undefined ) {
-
- console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
-
- }
-
- if ( images[ data.image ] === undefined ) {
-
- console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
-
- }
-
- var texture = new THREE.Texture( images[ data.image ] );
- texture.needsUpdate = true;
-
- texture.uuid = data.uuid;
-
- if ( data.name !== undefined ) texture.name = data.name;
- if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping );
- if ( data.repeat !== undefined ) texture.repeat = new THREE.Vector2( data.repeat[ 0 ], data.repeat[ 1 ] );
- if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter );
- if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter );
- if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;
- if ( Array.isArray( data.wrap ) ) {
-
- texture.wrapS = parseConstant( data.wrap[ 0 ] );
- texture.wrapT = parseConstant( data.wrap[ 1 ] );
-
- }
-
- textures[ data.uuid ] = texture;
-
- }
-
- }
-
- return textures;
-
- },
-
- parseObject: function () {
-
- var matrix = new THREE.Matrix4();
-
- return function ( data, geometries, materials ) {
-
- var object;
-
- var getGeometry = function ( name ) {
-
- if ( geometries[ name ] === undefined ) {
-
- console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
-
- }
-
- return geometries[ name ];
-
- };
-
- var getMaterial = function ( name ) {
-
- if ( materials[ name ] === undefined ) {
-
- console.warn( 'THREE.ObjectLoader: Undefined material', name );
-
- }
-
- return materials[ name ];
-
- };
-
- switch ( data.type ) {
-
- case 'Scene':
-
- object = new THREE.Scene();
-
- break;
-
- case 'PerspectiveCamera':
-
- object = new THREE.PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
-
- break;
-
- case 'OrthographicCamera':
-
- object = new THREE.OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
-
- break;
-
- case 'AmbientLight':
-
- object = new THREE.AmbientLight( data.color );
-
- break;
-
-
- case 'AreaLight':
-
- object = new THREE.AreaLight( data.color, data.intensity );
-
- break;
-
- case 'DirectionalLight':
-
- object = new THREE.DirectionalLight( data.color, data.intensity );
-
- break;
-
- case 'PointLight':
-
- object = new THREE.PointLight( data.color, data.intensity, data.distance, data.decay );
-
- break;
-
- case 'SpotLight':
-
- object = new THREE.SpotLight( data.color, data.intensity, data.distance, data.angle, data.exponent, data.decay );
-
- break;
-
- case 'HemisphereLight':
-
- object = new THREE.HemisphereLight( data.color, data.groundColor, data.intensity );
-
- break;
-
- case 'Mesh':
-
- object = new THREE.Mesh( getGeometry( data.geometry ), getMaterial( data.material ) );
-
- break;
-
- case 'Line':
-
- object = new THREE.Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
-
- break;
-
- case 'PointCloud':
-
- object = new THREE.PointCloud( getGeometry( data.geometry ), getMaterial( data.material ) );
-
- break;
-
- case 'Sprite':
-
- object = new THREE.Sprite( getMaterial( data.material ) );
-
- break;
-
- case 'Group':
-
- object = new THREE.Group();
-
- break;
-
- default:
-
- object = new THREE.Object3D();
-
- }
-
- object.uuid = data.uuid;
-
- if ( data.name !== undefined ) object.name = data.name;
- if ( data.matrix !== undefined ) {
-
- matrix.fromArray( data.matrix );
- matrix.decompose( object.position, object.quaternion, object.scale );
-
- } else {
-
- if ( data.position !== undefined ) object.position.fromArray( data.position );
- if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
- if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
-
- }
-
- if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
- if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;
-
- if ( data.visible !== undefined ) object.visible = data.visible;
- if ( data.userData !== undefined ) object.userData = data.userData;
-
- if ( data.children !== undefined ) {
-
- for ( var child in data.children ) {
-
- object.add( this.parseObject( data.children[ child ], geometries, materials ) );
-
- }
-
- }
-
- return object;
-
- }
-
- }()
-
-};
-
-// File:src/loaders/TextureLoader.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.TextureLoader = function ( manager ) {
-
- this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
-
-};
-
-THREE.TextureLoader.prototype = {
-
- constructor: THREE.TextureLoader,
-
- load: function ( url, onLoad, onProgress, onError ) {
-
- var scope = this;
-
- var loader = new THREE.ImageLoader( scope.manager );
- loader.setCrossOrigin( this.crossOrigin );
- loader.load( url, function ( image ) {
-
- var texture = new THREE.Texture( image );
- texture.needsUpdate = true;
-
- if ( onLoad !== undefined ) {
-
- onLoad( texture );
-
- }
-
- }, onProgress, onError );
-
- },
-
- setCrossOrigin: function ( value ) {
-
- this.crossOrigin = value;
-
- }
-
-};
-
-// File:src/loaders/BinaryTextureLoader.js
-
-/**
- * @author Nikos M. / https://github.com/foo123/
- *
- * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
- */
-
-THREE.DataTextureLoader = THREE.BinaryTextureLoader = function ( manager ) {
-
- this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
-
- // override in sub classes
- this._parser = null;
-
-};
-
-THREE.BinaryTextureLoader.prototype = {
-
- constructor: THREE.BinaryTextureLoader,
-
- load: function ( url, onLoad, onProgress, onError ) {
-
- var scope = this;
-
- var texture = new THREE.DataTexture();
-
- var loader = new THREE.XHRLoader( this.manager );
- loader.setCrossOrigin( this.crossOrigin );
- loader.setResponseType( 'arraybuffer' );
-
- loader.load( url, function ( buffer ) {
-
- var texData = scope._parser( buffer );
-
- if ( ! texData ) return;
-
- if ( undefined !== texData.image ) {
-
- texture.image = texData.image;
-
- } else if ( undefined !== texData.data ) {
-
- texture.image.width = texData.width;
- texture.image.height = texData.height;
- texture.image.data = texData.data;
-
- }
-
- texture.wrapS = undefined !== texData.wrapS ? texData.wrapS : THREE.ClampToEdgeWrapping;
- texture.wrapT = undefined !== texData.wrapT ? texData.wrapT : THREE.ClampToEdgeWrapping;
-
- texture.magFilter = undefined !== texData.magFilter ? texData.magFilter : THREE.LinearFilter;
- texture.minFilter = undefined !== texData.minFilter ? texData.minFilter : THREE.LinearMipMapLinearFilter;
-
- texture.anisotropy = undefined !== texData.anisotropy ? texData.anisotropy : 1;
-
- if ( undefined !== texData.format ) {
-
- texture.format = texData.format;
-
- }
- if ( undefined !== texData.type ) {
-
- texture.type = texData.type;
-
- }
-
- if ( undefined !== texData.mipmaps ) {
-
- texture.mipmaps = texData.mipmaps;
-
- }
-
- if ( 1 === texData.mipmapCount ) {
-
- texture.minFilter = THREE.LinearFilter;
-
- }
-
- texture.needsUpdate = true;
-
- if ( onLoad ) onLoad( texture, texData );
-
- }, onProgress, onError );
-
-
- return texture;
-
- },
-
- setCrossOrigin: function ( value ) {
-
- this.crossOrigin = value;
-
- }
-
-};
-
-// File:src/loaders/CompressedTextureLoader.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- *
- * Abstract Base class to block based textures loader (dds, pvr, ...)
- */
-
-THREE.CompressedTextureLoader = function ( manager ) {
-
- this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
-
- // override in sub classes
- this._parser = null;
-
-};
-
-
-THREE.CompressedTextureLoader.prototype = {
-
- constructor: THREE.CompressedTextureLoader,
-
- load: function ( url, onLoad, onProgress, onError ) {
-
- var scope = this;
-
- var images = [];
-
- var texture = new THREE.CompressedTexture();
- texture.image = images;
-
- var loader = new THREE.XHRLoader( this.manager );
- loader.setCrossOrigin( this.crossOrigin );
- loader.setResponseType( 'arraybuffer' );
-
- if ( Array.isArray( url ) ) {
-
- var loaded = 0;
-
- var loadTexture = function ( i ) {
-
- loader.load( url[ i ], function ( buffer ) {
-
- var texDatas = scope._parser( buffer, true );
-
- images[ i ] = {
- width: texDatas.width,
- height: texDatas.height,
- format: texDatas.format,
- mipmaps: texDatas.mipmaps
- };
-
- loaded += 1;
-
- if ( loaded === 6 ) {
-
- if ( texDatas.mipmapCount === 1 )
- texture.minFilter = THREE.LinearFilter;
-
- texture.format = texDatas.format;
- texture.needsUpdate = true;
-
- if ( onLoad ) onLoad( texture );
-
- }
-
- }, onProgress, onError );
-
- };
-
- for ( var i = 0, il = url.length; i < il; ++ i ) {
-
- loadTexture( i );
-
- }
-
- } else {
-
- // compressed cubemap texture stored in a single DDS file
-
- loader.load( url, function ( buffer ) {
-
- var texDatas = scope._parser( buffer, true );
-
- if ( texDatas.isCubemap ) {
-
- var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
-
- for ( var f = 0; f < faces; f ++ ) {
-
- images[ f ] = { mipmaps : [] };
-
- for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
-
- images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
- images[ f ].format = texDatas.format;
- images[ f ].width = texDatas.width;
- images[ f ].height = texDatas.height;
-
- }
-
- }
-
- } else {
-
- texture.image.width = texDatas.width;
- texture.image.height = texDatas.height;
- texture.mipmaps = texDatas.mipmaps;
-
- }
-
- if ( texDatas.mipmapCount === 1 ) {
-
- texture.minFilter = THREE.LinearFilter;
-
- }
-
- texture.format = texDatas.format;
- texture.needsUpdate = true;
-
- if ( onLoad ) onLoad( texture );
-
- }, onProgress, onError );
-
- }
-
- return texture;
-
- },
-
- setCrossOrigin: function ( value ) {
-
- this.crossOrigin = value;
-
- }
-
-};
-
-// File:src/materials/Material.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Material = function () {
-
- Object.defineProperty( this, 'id', { value: THREE.MaterialIdCount ++ } );
-
- this.uuid = THREE.Math.generateUUID();
-
- this.name = '';
- this.type = 'Material';
-
- 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.blendSrcAlpha = null;
- this.blendDstAlpha = null;
- this.blendEquationAlpha = null;
-
- this.depthFunc = THREE.LessEqualDepth;
- this.depthTest = true;
- this.depthWrite = true;
-
- this.colorWrite = true;
-
- this.precision = null; // override the renderer's default precision for this material
-
- this.polygonOffset = false;
- this.polygonOffsetFactor = 0;
- this.polygonOffsetUnits = 0;
-
- this.alphaTest = 0;
-
- this.overdraw = 0; // Overdrawn pixels (typically between 0 and 1) for fixing antialiasing gaps in CanvasRenderer
-
- this.visible = true;
-
- this._needsUpdate = true;
-
-};
-
-THREE.Material.prototype = {
-
- constructor: THREE.Material,
-
- get needsUpdate () {
-
- return this._needsUpdate;
-
- },
-
- set needsUpdate ( value ) {
-
- if ( value === true ) this.update();
-
- this._needsUpdate = value;
-
- },
-
- 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 ) {
-
- currentValue.set( newValue );
-
- } else if ( currentValue instanceof THREE.Vector3 && newValue instanceof THREE.Vector3 ) {
-
- currentValue.copy( newValue );
-
- } else if ( key === 'overdraw' ) {
-
- // ensure overdraw is backwards-compatible with legacy boolean type
- this[ key ] = Number( newValue );
-
- } else {
-
- this[ key ] = newValue;
-
- }
-
- }
-
- }
-
- },
-
- toJSON: function ( meta ) {
-
- var data = {
- metadata: {
- version: 4.4,
- type: 'Material',
- generator: 'Material.toJSON'
- }
- };
-
- // standard Material serialization
- data.uuid = this.uuid;
- data.type = this.type;
- if ( this.name !== '' ) data.name = this.name;
-
- if ( this.color instanceof THREE.Color ) data.color = this.color.getHex();
- if ( this.emissive instanceof THREE.Color ) data.emissive = this.emissive.getHex();
- if ( this.specular instanceof THREE.Color ) data.specular = this.specular.getHex();
- if ( this.shininess !== undefined ) data.shininess = this.shininess;
-
- if ( this.map instanceof THREE.Texture ) data.map = this.map.toJSON( meta ).uuid;
- if ( this.alphaMap instanceof THREE.Texture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
- if ( this.lightMap instanceof THREE.Texture ) data.lightMap = this.lightMap.toJSON( meta ).uuid;
- if ( this.bumpMap instanceof THREE.Texture ) {
-
- data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
- data.bumpScale = this.bumpScale;
-
- }
- if ( this.normalMap instanceof THREE.Texture ) {
-
- data.normalMap = this.normalMap.toJSON( meta ).uuid;
- data.normalScale = this.normalScale; // Removed for now, causes issue in editor ui.js
-
- }
- if ( this.specularMap instanceof THREE.Texture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
- if ( this.envMap instanceof THREE.Texture ) {
-
- data.envMap = this.envMap.toJSON( meta ).uuid;
- data.reflectivity = this.reflectivity; // Scale behind envMap
-
- }
-
- if ( this.size !== undefined ) data.size = this.size;
- if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;
-
- if ( this.vertexColors !== undefined && this.vertexColors !== THREE.NoColors ) data.vertexColors = this.vertexColors;
- if ( this.shading !== undefined && this.shading !== THREE.SmoothShading ) data.shading = this.shading;
- if ( this.blending !== undefined && this.blending !== THREE.NormalBlending ) data.blending = this.blending;
- if ( this.side !== undefined && this.side !== THREE.FrontSide ) data.side = this.side;
-
- if ( this.opacity < 1 ) data.opacity = this.opacity;
- if ( this.transparent === true ) data.transparent = this.transparent;
- if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
- if ( this.wireframe === true ) data.wireframe = this.wireframe;
-
- return data;
-
- },
-
- clone: function () {
-
- return new THREE.Material().copy( this );
-
- },
-
- copy: function ( source ) {
-
- this.name = source.name;
-
- this.side = source.side;
-
- this.opacity = source.opacity;
- this.transparent = source.transparent;
-
- this.blending = source.blending;
-
- this.blendSrc = source.blendSrc;
- this.blendDst = source.blendDst;
- this.blendEquation = source.blendEquation;
- this.blendSrcAlpha = source.blendSrcAlpha;
- this.blendDstAlpha = source.blendDstAlpha;
- this.blendEquationAlpha = source.blendEquationAlpha;
-
- this.depthFunc = source.depthFunc;
- this.depthTest = source.depthTest;
- this.depthWrite = source.depthWrite;
-
- this.precision = source.precision;
-
- this.polygonOffset = source.polygonOffset;
- this.polygonOffsetFactor = source.polygonOffsetFactor;
- this.polygonOffsetUnits = source.polygonOffsetUnits;
-
- this.alphaTest = source.alphaTest;
-
- this.overdraw = source.overdraw;
-
- this.visible = source.visible;
-
- return this;
-
- },
-
- update: function () {
-
- this.dispatchEvent( { type: 'update' } );
-
- },
-
- dispose: function () {
-
- this.dispatchEvent( { type: 'dispose' } );
-
- }
-
-};
-
-THREE.EventDispatcher.prototype.apply( THREE.Material.prototype );
-
-THREE.MaterialIdCount = 0;
-
-// File:src/materials/LineBasicMaterial.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- * color: ,
- * opacity: ,
- *
- * blending: THREE.NormalBlending,
- * depthTest: ,
- * depthWrite: ,
- *
- * linewidth: ,
- * linecap: "round",
- * linejoin: "round",
- *
- * vertexColors:
- *
- * fog:
- * }
- */
-
-THREE.LineBasicMaterial = function ( parameters ) {
-
- THREE.Material.call( this );
-
- this.type = 'LineBasicMaterial';
-
- this.color = new THREE.Color( 0xffffff );
-
- this.linewidth = 1;
- this.linecap = 'round';
- this.linejoin = 'round';
-
- this.vertexColors = THREE.NoColors;
-
- this.fog = true;
-
- this.setValues( parameters );
-
-};
-
-THREE.LineBasicMaterial.prototype = Object.create( THREE.Material.prototype );
-THREE.LineBasicMaterial.prototype.constructor = THREE.LineBasicMaterial;
-
-THREE.LineBasicMaterial.prototype.clone = function () {
-
- var material = new THREE.LineBasicMaterial();
-
- material.copy( this );
-
- 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;
-
-};
-
-// File:src/materials/LineDashedMaterial.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- * color: ,
- * opacity: ,
- *
- * blending: THREE.NormalBlending,
- * depthTest: ,
- * depthWrite: ,
- *
- * linewidth: ,
- *
- * scale: ,
- * dashSize: ,
- * gapSize: ,
- *
- * vertexColors:
- *
- * fog:
- * }
- */
-
-THREE.LineDashedMaterial = function ( parameters ) {
-
- THREE.Material.call( this );
-
- this.type = 'LineDashedMaterial';
-
- this.color = new THREE.Color( 0xffffff );
-
- this.linewidth = 1;
-
- this.scale = 1;
- this.dashSize = 3;
- this.gapSize = 1;
-
- this.vertexColors = false;
-
- this.fog = true;
-
- this.setValues( parameters );
-
-};
-
-THREE.LineDashedMaterial.prototype = Object.create( THREE.Material.prototype );
-THREE.LineDashedMaterial.prototype.constructor = THREE.LineDashedMaterial;
-
-THREE.LineDashedMaterial.prototype.clone = function () {
-
- var material = new THREE.LineDashedMaterial();
-
- material.copy( this );
-
- material.color.copy( this.color );
-
- material.linewidth = this.linewidth;
-
- material.scale = this.scale;
- material.dashSize = this.dashSize;
- material.gapSize = this.gapSize;
-
- material.vertexColors = this.vertexColors;
-
- material.fog = this.fog;
-
- return material;
-
-};
-
-// File:src/materials/MeshBasicMaterial.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- * color: ,
- * opacity: ,
- * map: new THREE.Texture( ),
- *
- * aoMap: new THREE.Texture( ),
- * aoMapIntensity:
- *
- * specularMap: new THREE.Texture( ),
- *
- * alphaMap: 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: ,
- * depthWrite: ,
- *
- * wireframe: ,
- * wireframeLinewidth: ,
- *
- * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
- *
- * skinning: ,
- * morphTargets: ,
- *
- * fog:
- * }
- */
-
-THREE.MeshBasicMaterial = function ( parameters ) {
-
- THREE.Material.call( this );
-
- this.type = 'MeshBasicMaterial';
-
- this.color = new THREE.Color( 0xffffff ); // emissive
-
- this.map = null;
-
- this.aoMap = null;
- this.aoMapIntensity = 1.0;
-
- this.specularMap = null;
-
- this.alphaMap = 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.constructor = THREE.MeshBasicMaterial;
-
-THREE.MeshBasicMaterial.prototype.clone = function () {
-
- var material = new THREE.MeshBasicMaterial();
-
- material.copy( this );
-
- material.color.copy( this.color );
-
- material.map = this.map;
-
- material.aoMap = this.aoMap;
- material.aoMapIntensity = this.aoMapIntensity;
-
- material.specularMap = this.specularMap;
-
- material.alphaMap = this.alphaMap;
-
- 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;
-
-};
-
-// File:src/materials/MeshLambertMaterial.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- * color: ,
- * emissive: ,
- * opacity: ,
- *
- * map: new THREE.Texture( ),
- *
- * specularMap: new THREE.Texture( ),
- *
- * alphaMap: 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: ,
- * depthWrite: ,
- *
- * wireframe: ,
- * wireframeLinewidth: ,
- *
- * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
- *
- * skinning: ,
- * morphTargets: ,
- * morphNormals: ,
- *
- * fog:
- * }
- */
-
-THREE.MeshLambertMaterial = function ( parameters ) {
-
- THREE.Material.call( this );
-
- this.type = 'MeshLambertMaterial';
-
- this.color = new THREE.Color( 0xffffff ); // diffuse
- this.emissive = new THREE.Color( 0x000000 );
-
- this.map = null;
-
- this.specularMap = null;
-
- this.alphaMap = 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.constructor = THREE.MeshLambertMaterial;
-
-THREE.MeshLambertMaterial.prototype.clone = function () {
-
- var material = new THREE.MeshLambertMaterial();
-
- material.copy( this );
-
- material.color.copy( this.color );
- material.emissive.copy( this.emissive );
-
- material.map = this.map;
-
- material.specularMap = this.specularMap;
-
- material.alphaMap = this.alphaMap;
-
- 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;
-
-};
-
-// File:src/materials/MeshPhongMaterial.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- * color: ,
- * emissive: ,
- * specular: ,
- * shininess: ,
- * opacity: ,
- *
- * map: new THREE.Texture( ),
- *
- * lightMap: new THREE.Texture( ),
- * lightMapIntensity:
- *
- * aoMap: new THREE.Texture( ),
- * aoMapIntensity:
- *
- * emissiveMap: new THREE.Texture( ),
- *
- * bumpMap: new THREE.Texture( ),
- * bumpScale: ,
- *
- * normalMap: new THREE.Texture( ),
- * normalScale: ,
- *
- * specularMap: new THREE.Texture( ),
- *
- * alphaMap: 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: ,
- * depthWrite: ,
- *
- * wireframe: ,
- * wireframeLinewidth: ,
- *
- * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
- *
- * skinning: ,
- * morphTargets: ,
- * morphNormals: ,
- *
- * fog:
- * }
- */
-
-THREE.MeshPhongMaterial = function ( parameters ) {
-
- THREE.Material.call( this );
-
- this.type = 'MeshPhongMaterial';
-
- this.color = new THREE.Color( 0xffffff ); // diffuse
- this.emissive = new THREE.Color( 0x000000 );
- this.specular = new THREE.Color( 0x111111 );
- this.shininess = 30;
-
- this.metal = false;
-
- this.map = null;
-
- this.lightMap = null;
- this.lightMapIntensity = 1.0;
-
- this.aoMap = null;
- this.aoMapIntensity = 1.0;
-
- this.emissiveMap = null;
-
- this.bumpMap = null;
- this.bumpScale = 1;
-
- this.normalMap = null;
- this.normalScale = new THREE.Vector2( 1, 1 );
-
- this.specularMap = null;
-
- this.alphaMap = 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.constructor = THREE.MeshPhongMaterial;
-
-THREE.MeshPhongMaterial.prototype.copy = function ( source ) {
-
- THREE.Material.prototype.copy.call( this, source );
-
- this.color.copy( source.color );
- this.emissive.copy( source.emissive );
- this.specular.copy( source.specular );
- this.shininess = source.shininess;
-
- this.metal = source.metal;
-
- this.map = source.map;
-
- this.lightMap = source.lightMap;
- this.lightMapIntensity = source.lightMapIntensity;
-
- this.aoMap = source.aoMap;
- this.aoMapIntensity = source.aoMapIntensity;
-
- this.emissiveMap = source.emissiveMap;
-
- this.bumpMap = source.bumpMap;
- this.bumpScale = source.bumpScale;
-
- this.normalMap = source.normalMap;
- this.normalScale.copy( source.normalScale );
-
- this.specularMap = source.specularMap;
-
- this.alphaMap = source.alphaMap;
-
- this.envMap = source.envMap;
- this.combine = source.combine;
- this.reflectivity = source.reflectivity;
- this.refractionRatio = source.refractionRatio;
-
- this.fog = source.fog;
-
- this.shading = source.shading;
-
- this.wireframe = source.wireframe;
- this.wireframeLinewidth = source.wireframeLinewidth;
- this.wireframeLinecap = source.wireframeLinecap;
- this.wireframeLinejoin = source.wireframeLinejoin;
-
- this.vertexColors = source.vertexColors;
-
- this.skinning = source.skinning;
- this.morphTargets = source.morphTargets;
- this.morphNormals = source.morphNormals;
-
- return this;
-
-};
-
-THREE.MeshPhongMaterial.prototype.clone = function () {
-
- return new THREE.MeshPhongMaterial().copy( this );
-
-};
-
-// File:src/materials/MeshDepthMaterial.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- * opacity: ,
- *
- * blending: THREE.NormalBlending,
- * depthTest: ,
- * depthWrite: ,
- *
- * wireframe: ,
- * wireframeLinewidth:
- * }
- */
-
-THREE.MeshDepthMaterial = function ( parameters ) {
-
- THREE.Material.call( this );
-
- this.type = 'MeshDepthMaterial';
-
- this.morphTargets = false;
- this.wireframe = false;
- this.wireframeLinewidth = 1;
-
- this.setValues( parameters );
-
-};
-
-THREE.MeshDepthMaterial.prototype = Object.create( THREE.Material.prototype );
-THREE.MeshDepthMaterial.prototype.constructor = THREE.MeshDepthMaterial;
-
-THREE.MeshDepthMaterial.prototype.clone = function () {
-
- var material = new THREE.MeshDepthMaterial();
-
- material.copy( this );
-
- material.wireframe = this.wireframe;
- material.wireframeLinewidth = this.wireframeLinewidth;
-
- return material;
-
-};
-
-// File:src/materials/MeshNormalMaterial.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- *
- * parameters = {
- * opacity: ,
- *
- * shading: THREE.FlatShading,
- * blending: THREE.NormalBlending,
- * depthTest: ,
- * depthWrite: ,
- *
- * wireframe: ,
- * wireframeLinewidth:
- * }
- */
-
-THREE.MeshNormalMaterial = function ( parameters ) {
-
- THREE.Material.call( this, parameters );
-
- this.type = 'MeshNormalMaterial';
-
- this.wireframe = false;
- this.wireframeLinewidth = 1;
-
- this.morphTargets = false;
-
- this.setValues( parameters );
-
-};
-
-THREE.MeshNormalMaterial.prototype = Object.create( THREE.Material.prototype );
-THREE.MeshNormalMaterial.prototype.constructor = THREE.MeshNormalMaterial;
-
-THREE.MeshNormalMaterial.prototype.clone = function () {
-
- var material = new THREE.MeshNormalMaterial();
-
- material.copy( this );
-
- material.wireframe = this.wireframe;
- material.wireframeLinewidth = this.wireframeLinewidth;
-
- return material;
-
-};
-
-// File:src/materials/MeshFaceMaterial.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.MeshFaceMaterial = function ( materials ) {
-
- this.uuid = THREE.Math.generateUUID();
-
- this.type = 'MeshFaceMaterial';
-
- this.materials = materials instanceof Array ? materials : [];
-
- this.visible = true;
-
-};
-
-THREE.MeshFaceMaterial.prototype = {
-
- constructor: THREE.MeshFaceMaterial,
-
- toJSON: function () {
-
- var output = {
- metadata: {
- version: 4.2,
- type: 'material',
- generator: 'MaterialExporter'
- },
- uuid: this.uuid,
- type: this.type,
- materials: []
- };
-
- for ( var i = 0, l = this.materials.length; i < l; i ++ ) {
-
- output.materials.push( this.materials[ i ].toJSON() );
-
- }
-
- output.visible = this.visible;
-
- return output;
-
- },
-
- clone: function () {
-
- var material = new THREE.MeshFaceMaterial();
-
- for ( var i = 0; i < this.materials.length; i ++ ) {
-
- material.materials.push( this.materials[ i ].clone() );
-
- }
-
- material.visible = this.visible;
-
- return material;
-
- }
-
-};
-
-// File:src/materials/PointCloudMaterial.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- * color: ,
- * opacity: ,
- * map: new THREE.Texture( ),
- *
- * size: ,
- * sizeAttenuation: ,
- *
- * blending: THREE.NormalBlending,
- * depthTest: ,
- * depthWrite: ,
- *
- * vertexColors: ,
- *
- * fog:
- * }
- */
-
-THREE.PointCloudMaterial = function ( parameters ) {
-
- THREE.Material.call( this );
-
- this.type = 'PointCloudMaterial';
-
- this.color = new THREE.Color( 0xffffff );
-
- this.map = null;
-
- this.size = 1;
- this.sizeAttenuation = true;
-
- this.vertexColors = THREE.NoColors;
-
- this.fog = true;
-
- this.setValues( parameters );
-
-};
-
-THREE.PointCloudMaterial.prototype = Object.create( THREE.Material.prototype );
-THREE.PointCloudMaterial.prototype.constructor = THREE.PointCloudMaterial;
-
-THREE.PointCloudMaterial.prototype.clone = function () {
-
- var material = new THREE.PointCloudMaterial();
-
- material.copy( this );
-
- 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;
-
-};
-
-// backwards compatibility
-
-THREE.ParticleBasicMaterial = function ( parameters ) {
-
- console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointCloudMaterial.' );
- return new THREE.PointCloudMaterial( parameters );
-
-};
-
-THREE.ParticleSystemMaterial = function ( parameters ) {
-
- console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointCloudMaterial.' );
- return new THREE.PointCloudMaterial( parameters );
-
-};
-
-// File:src/materials/ShaderMaterial.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- * defines: { "label" : "value" },
- * uniforms: { "parameter1": { type: "f", value: 1.0 }, "parameter2": { type: "i" value2: 2 } },
- *
- * fragmentShader: ,
- * vertexShader: ,
- *
- * shading: THREE.SmoothShading,
- * blending: THREE.NormalBlending,
- * depthTest: ,
- * depthWrite: ,
- *
- * wireframe: ,
- * wireframeLinewidth: ,
- *
- * lights: ,
- *
- * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
- *
- * skinning: ,
- * morphTargets: ,
- * morphNormals: ,
- *
- * fog:
- * }
- */
-
-THREE.ShaderMaterial = function ( parameters ) {
-
- THREE.Material.call( this );
-
- this.type = 'ShaderMaterial';
-
- this.defines = {};
- this.uniforms = {};
- this.attributes = [];
-
- this.vertexShader = 'void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}';
- this.fragmentShader = 'void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}';
-
- this.shading = THREE.SmoothShading;
-
- this.linewidth = 1;
-
- 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.derivatives = false; // set to use derivatives
-
- // When rendered geometry doesn't include these attributes but the material does,
- // use these default values in WebGL. This avoids errors when buffer data is missing.
- this.defaultAttributeValues = {
- 'color': [ 1, 1, 1 ],
- 'uv': [ 0, 0 ],
- 'uv2': [ 0, 0 ]
- };
-
- this.index0AttributeName = undefined;
-
- if ( parameters !== undefined ) {
-
- if ( parameters.attributes !== undefined && Array.isArray( parameters.attributes ) === false ) {
-
- console.warn( 'THREE.ShaderMaterial: attributes should now be an array of attribute names.' );
- parameters.attributes = Object.keys( parameters.attributes );
-
- }
-
- this.setValues( parameters );
-
- }
-
-};
-
-THREE.ShaderMaterial.prototype = Object.create( THREE.Material.prototype );
-THREE.ShaderMaterial.prototype.constructor = THREE.ShaderMaterial;
-
-THREE.ShaderMaterial.prototype.clone = function () {
-
- var material = new THREE.ShaderMaterial();
- return material.copy( this );
-
-};
-
-THREE.ShaderMaterial.prototype.copy = function ( source ) {
-
- THREE.Material.prototype.copy.call( this, source );
-
- this.fragmentShader = source.fragmentShader;
- this.vertexShader = source.vertexShader;
-
- this.uniforms = THREE.UniformsUtils.clone( source.uniforms );
-
- this.attributes = source.attributes;
- this.defines = source.defines;
-
- this.shading = source.shading;
-
- this.wireframe = source.wireframe;
- this.wireframeLinewidth = source.wireframeLinewidth;
-
- this.fog = source.fog;
-
- this.lights = source.lights;
-
- this.vertexColors = source.vertexColors;
-
- this.skinning = source.skinning;
-
- this.morphTargets = source.morphTargets;
- this.morphNormals = source.morphNormals;
-
- return this;
-
-};
-
-THREE.ShaderMaterial.prototype.toJSON = function ( meta ) {
-
- var data = THREE.Material.prototype.toJSON.call( this, meta );
-
- data.uniforms = this.uniforms;
- data.attributes = this.attributes;
- data.vertexShader = this.vertexShader;
- data.fragmentShader = this.fragmentShader;
-
- return data;
-
-};
-
-// File:src/materials/RawShaderMaterial.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.RawShaderMaterial = function ( parameters ) {
-
- THREE.ShaderMaterial.call( this, parameters );
-
- this.type = 'RawShaderMaterial';
-
-};
-
-THREE.RawShaderMaterial.prototype = Object.create( THREE.ShaderMaterial.prototype );
-THREE.RawShaderMaterial.prototype.constructor = THREE.RawShaderMaterial;
-
-THREE.RawShaderMaterial.prototype.clone = function () {
-
- var material = new THREE.RawShaderMaterial();
-
- material.copy( this );
-
- return material;
-
-};
-
-// File:src/materials/SpriteMaterial.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- * color: ,
- * opacity: ,
- * map: new THREE.Texture( ),
- *
- * blending: THREE.NormalBlending,
- * depthTest: ,
- * depthWrite: ,
- *
- * uvOffset: new THREE.Vector2(),
- * uvScale: new THREE.Vector2(),
- *
- * fog:
- * }
- */
-
-THREE.SpriteMaterial = function ( parameters ) {
-
- THREE.Material.call( this );
-
- this.type = 'SpriteMaterial';
-
- this.color = new THREE.Color( 0xffffff );
- this.map = null;
-
- this.rotation = 0;
-
- this.fog = false;
-
- // set parameters
-
- this.setValues( parameters );
-
-};
-
-THREE.SpriteMaterial.prototype = Object.create( THREE.Material.prototype );
-THREE.SpriteMaterial.prototype.constructor = THREE.SpriteMaterial;
-
-THREE.SpriteMaterial.prototype.clone = function () {
-
- var material = new THREE.SpriteMaterial();
-
- material.copy( this );
-
- material.color.copy( this.color );
- material.map = this.map;
-
- material.rotation = this.rotation;
-
- material.fog = this.fog;
-
- return material;
-
-};
-
-// File:src/textures/Texture.js
-
-/**
- * @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 ) {
-
- Object.defineProperty( this, 'id', { value: THREE.TextureIdCount ++ } );
-
- this.uuid = THREE.Math.generateUUID();
-
- this.name = '';
- this.sourceFile = '';
-
- this.image = image !== undefined ? image : THREE.Texture.DEFAULT_IMAGE;
- this.mipmaps = [];
-
- this.mapping = mapping !== undefined ? mapping : THREE.Texture.DEFAULT_MAPPING;
-
- 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.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
-
- this.version = 0;
- this.onUpdate = null;
-
-};
-
-THREE.Texture.DEFAULT_IMAGE = undefined;
-THREE.Texture.DEFAULT_MAPPING = THREE.UVMapping;
-
-THREE.Texture.prototype = {
-
- constructor: THREE.Texture,
-
- set needsUpdate ( value ) {
-
- if ( value === true ) this.version ++;
-
- },
-
- clone: function () {
-
- return new THREE.Texture().copy( this );
-
- },
-
- copy: function ( source ) {
-
- this.image = source.image;
- this.mipmaps = source.mipmaps.slice( 0 );
-
- this.mapping = source.mapping;
-
- this.wrapS = source.wrapS;
- this.wrapT = source.wrapT;
-
- this.magFilter = source.magFilter;
- this.minFilter = source.minFilter;
-
- this.anisotropy = source.anisotropy;
-
- this.format = source.format;
- this.type = source.type;
-
- this.offset.copy( source.offset );
- this.repeat.copy( source.repeat );
-
- this.generateMipmaps = source.generateMipmaps;
- this.premultiplyAlpha = source.premultiplyAlpha;
- this.flipY = source.flipY;
- this.unpackAlignment = source.unpackAlignment;
-
- return this;
-
- },
-
- toJSON: function ( meta ) {
-
- if ( meta.textures[ this.uuid ] !== undefined ) {
-
- return meta.textures[ this.uuid ];
-
- }
-
- function getDataURL( image ) {
-
- var canvas;
-
- if ( image.toDataURL !== undefined ) {
-
- canvas = image;
-
- } else {
-
- canvas = document.createElement( 'canvas' );
- canvas.width = image.width;
- canvas.height = image.height;
-
- canvas.getContext( '2d' ).drawImage( image, 0, 0, image.width, image.height );
-
- }
-
- if ( canvas.width > 2048 || canvas.height > 2048 ) {
-
- return canvas.toDataURL( 'image/jpeg', 0.6 );
-
- } else {
-
- return canvas.toDataURL( 'image/png' );
-
- }
-
- }
-
- var output = {
- metadata: {
- version: 4.4,
- type: 'Texture',
- generator: 'Texture.toJSON'
- },
-
- uuid: this.uuid,
- name: this.name,
-
- mapping: this.mapping,
-
- repeat: [ this.repeat.x, this.repeat.y ],
- offset: [ this.offset.x, this.offset.y ],
- wrap: [ this.wrapS, this.wrapT ],
-
- minFilter: this.minFilter,
- magFilter: this.magFilter,
- anisotropy: this.anisotropy
- };
-
- if ( this.image !== undefined ) {
-
- // TODO: Move to THREE.Image
-
- var image = this.image;
-
- if ( image.uuid === undefined ) {
-
- image.uuid = THREE.Math.generateUUID(); // UGH
-
- }
-
- if ( meta.images[ image.uuid ] === undefined ) {
-
- meta.images[ image.uuid ] = {
- uuid: image.uuid,
- url: getDataURL( image )
- };
-
- }
-
- output.image = image.uuid;
-
- }
-
- meta.textures[ this.uuid ] = output;
-
- return output;
-
- },
-
- dispose: function () {
-
- this.dispatchEvent( { type: 'dispose' } );
-
- }
-
-};
-
-THREE.EventDispatcher.prototype.apply( THREE.Texture.prototype );
-
-THREE.TextureIdCount = 0;
-
-// File:src/textures/CubeTexture.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.CubeTexture = function ( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
-
- mapping = mapping !== undefined ? mapping : THREE.CubeReflectionMapping;
-
- THREE.Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
-
- this.images = images;
- this.flipY = false;
-
-};
-
-THREE.CubeTexture.prototype = Object.create( THREE.Texture.prototype );
-THREE.CubeTexture.prototype.constructor = THREE.CubeTexture;
-
-THREE.CubeTexture.clone = function () {
-
- var texture = new THREE.CubeTexture();
-
- texture.copy( this );
-
- texture.images = this.images;
-
- return texture;
-
-};
-
-// File:src/textures/CompressedTexture.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.CompressedTexture = function ( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy ) {
-
- THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
-
- this.image = { width: width, height: height };
- this.mipmaps = mipmaps;
-
- // no flipping for cube textures
- // (also flipping doesn't work for compressed textures )
-
- this.flipY = false;
-
- // can't generate mipmaps for compressed textures
- // mips must be embedded in DDS files
-
- this.generateMipmaps = false;
-
-};
-
-THREE.CompressedTexture.prototype = Object.create( THREE.Texture.prototype );
-THREE.CompressedTexture.prototype.constructor = THREE.CompressedTexture;
-
-THREE.CompressedTexture.prototype.clone = function () {
-
- var texture = new THREE.CompressedTexture();
-
- texture.copy( this );
-
- return texture;
-
-};
-
-// File:src/textures/DataTexture.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.DataTexture = function ( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy ) {
-
- THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
-
- this.image = { data: data, width: width, height: height };
-
-};
-
-THREE.DataTexture.prototype = Object.create( THREE.Texture.prototype );
-THREE.DataTexture.prototype.constructor = THREE.DataTexture;
-
-THREE.DataTexture.prototype.clone = function () {
-
- var texture = new THREE.DataTexture();
-
- texture.copy( this );
-
- return texture;
-
-};
-
-// File:src/textures/VideoTexture.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.VideoTexture = function ( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
-
- THREE.Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
-
- this.generateMipmaps = false;
-
- var scope = this;
-
- var update = function () {
-
- requestAnimationFrame( update );
-
- if ( video.readyState === video.HAVE_ENOUGH_DATA ) {
-
- scope.needsUpdate = true;
-
- }
-
- };
-
- update();
-
-};
-
-THREE.VideoTexture.prototype = Object.create( THREE.Texture.prototype );
-THREE.VideoTexture.prototype.constructor = THREE.VideoTexture;
-
-// File:src/objects/Group.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.Group = function () {
-
- THREE.Object3D.call( this );
-
- this.type = 'Group';
-
-};
-
-THREE.Group.prototype = Object.create( THREE.Object3D.prototype );
-THREE.Group.prototype.constructor = THREE.Group;
-
-THREE.Group.prototype.clone = function () {
-
- var group = new THREE.Group();
- return group.copy( this );
-
-};
-
-THREE.Group.prototype.copy = function ( source ) {
-
- THREE.Object3D.prototype.copy.call( this, source );
- return this;
-
-};
-
-// File:src/objects/PointCloud.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.PointCloud = function ( geometry, material ) {
-
- THREE.Object3D.call( this );
-
- this.type = 'PointCloud';
-
- this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
- this.material = material !== undefined ? material : new THREE.PointCloudMaterial( { color: Math.random() * 0xffffff } );
-
-};
-
-THREE.PointCloud.prototype = Object.create( THREE.Object3D.prototype );
-THREE.PointCloud.prototype.constructor = THREE.PointCloud;
-
-THREE.PointCloud.prototype.raycast = ( function () {
-
- var inverseMatrix = new THREE.Matrix4();
- var ray = new THREE.Ray();
-
- return function raycast( raycaster, intersects ) {
-
- var object = this;
- var geometry = object.geometry;
- var threshold = raycaster.params.PointCloud.threshold;
-
- inverseMatrix.getInverse( this.matrixWorld );
- ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
-
- if ( geometry.boundingBox !== null ) {
-
- if ( ray.isIntersectionBox( geometry.boundingBox ) === false ) {
-
- return;
-
- }
-
- }
-
- var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
- var localThresholdSq = localThreshold * localThreshold;
- var position = new THREE.Vector3();
-
- var testPoint = function ( point, index ) {
-
- var rayPointDistanceSq = ray.distanceSqToPoint( point );
-
- if ( rayPointDistanceSq < localThresholdSq ) {
-
- var intersectPoint = ray.closestPointToPoint( point );
- intersectPoint.applyMatrix4( object.matrixWorld );
-
- var distance = raycaster.ray.origin.distanceTo( intersectPoint );
-
- if ( distance < raycaster.near || distance > raycaster.far ) return;
-
- intersects.push( {
-
- distance: distance,
- distanceToRay: Math.sqrt( rayPointDistanceSq ),
- point: intersectPoint.clone(),
- index: index,
- face: null,
- object: object
-
- } );
-
- }
-
- };
-
- if ( geometry instanceof THREE.BufferGeometry ) {
-
- var attributes = geometry.attributes;
- var positions = attributes.position.array;
-
- if ( attributes.index !== undefined ) {
-
- var indices = attributes.index.array;
- var offsets = geometry.drawcalls;
-
- if ( offsets.length === 0 ) {
-
- offsets = [ { start: 0, count: indices.length, index: 0 } ];
-
- }
-
- for ( var oi = 0, ol = offsets.length; oi < ol; ++ oi ) {
-
- var offset = offsets[ oi ];
-
- var start = offset.start;
- var count = offset.count;
- var index = offset.index;
-
- for ( var i = start, il = start + count; i < il; i ++ ) {
-
- var a = index + indices[ i ];
-
- position.fromArray( positions, a * 3 );
-
- testPoint( position, a );
-
- }
-
- }
-
- } else {
-
- for ( var i = 0, l = positions.length / 3; i < l; i ++ ) {
-
- position.fromArray( positions, i * 3 );
-
- testPoint( position, i );
-
- }
-
- }
-
- } else {
-
- var vertices = geometry.vertices;
-
- for ( var i = 0, l = vertices.length; i < l; i ++ ) {
-
- testPoint( vertices[ i ], i );
-
- }
-
- }
-
- };
-
-}() );
-
-THREE.PointCloud.prototype.clone = function () {
-
- var pointCloud = new THREE.PointCloud( this.geometry, this.material );
- return pointCloud.copy( this );
-
-};
-
-THREE.PointCloud.prototype.copy = function ( source ) {
-
- THREE.Object3D.prototype.copy.call( this, source );
- return this;
-
-};
-
-THREE.PointCloud.prototype.toJSON = function ( meta ) {
-
- var data = THREE.Object3D.prototype.toJSON.call( this, meta );
-
- // only serialize if not in meta geometries cache
- if ( meta.geometries[ this.geometry.uuid ] === undefined ) {
-
- meta.geometries[ this.geometry.uuid ] = this.geometry.toJSON();
-
- }
-
- // only serialize if not in meta materials cache
- if ( meta.materials[ this.material.uuid ] === undefined ) {
-
- meta.materials[ this.material.uuid ] = this.material.toJSON();
-
- }
-
- data.object.geometry = this.geometry.uuid;
- data.object.material = this.material.uuid;
-
- return data;
-
-};
-
-// Backwards compatibility
-
-THREE.ParticleSystem = function ( geometry, material ) {
-
- console.warn( 'THREE.ParticleSystem has been renamed to THREE.PointCloud.' );
- return new THREE.PointCloud( geometry, material );
-
-};
-
-// File:src/objects/Line.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.Line = function ( geometry, material, mode ) {
-
- if ( mode === 1 ) {
-
- console.error( 'THREE.Line: THREE.LinePieces mode has been removed. Use THREE.LineSegments instead.' );
-
- }
-
- THREE.Object3D.call( this );
-
- this.type = 'Line';
-
- this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
- this.material = material !== undefined ? material : new THREE.LineBasicMaterial( { color: Math.random() * 0xffffff } );
-
-};
-
-THREE.Line.prototype = Object.create( THREE.Object3D.prototype );
-THREE.Line.prototype.constructor = THREE.Line;
-
-THREE.Line.prototype.raycast = ( function () {
-
- var inverseMatrix = new THREE.Matrix4();
- var ray = new THREE.Ray();
- var sphere = new THREE.Sphere();
-
- return function raycast( raycaster, intersects ) {
-
- var precision = raycaster.linePrecision;
- var precisionSq = precision * precision;
-
- var geometry = this.geometry;
-
- if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
-
- // Checking boundingSphere distance to ray
-
- sphere.copy( geometry.boundingSphere );
- sphere.applyMatrix4( this.matrixWorld );
-
- if ( raycaster.ray.isIntersectionSphere( sphere ) === false ) {
-
- return;
-
- }
-
- inverseMatrix.getInverse( this.matrixWorld );
- ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
-
- var vStart = new THREE.Vector3();
- var vEnd = new THREE.Vector3();
- var interSegment = new THREE.Vector3();
- var interRay = new THREE.Vector3();
- var step = this instanceof THREE.LineSegments ? 2 : 1;
-
- if ( geometry instanceof THREE.BufferGeometry ) {
-
- var attributes = geometry.attributes;
-
- if ( attributes.index !== undefined ) {
-
- var indices = attributes.index.array;
- var positions = attributes.position.array;
- var offsets = geometry.drawcalls;
-
- if ( offsets.length === 0 ) {
-
- offsets = [ { start: 0, count: indices.length, index: 0 } ];
-
- }
-
- for ( var oi = 0; oi < offsets.length; oi ++ ) {
-
- var start = offsets[ oi ].start;
- var count = offsets[ oi ].count;
- var index = offsets[ oi ].index;
-
- for ( var i = start; i < start + count - 1; i += step ) {
-
- var a = index + indices[ i ];
- var b = index + indices[ i + 1 ];
-
- vStart.fromArray( positions, a * 3 );
- vEnd.fromArray( positions, b * 3 );
-
- var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
-
- if ( distSq > precisionSq ) continue;
-
- var distance = ray.origin.distanceTo( interRay );
-
- if ( distance < raycaster.near || distance > raycaster.far ) continue;
-
- intersects.push( {
-
- distance: distance,
- // What do we want? intersection point on the ray or on the segment??
- // point: raycaster.ray.at( distance ),
- point: interSegment.clone().applyMatrix4( this.matrixWorld ),
- index: i,
- offsetIndex: oi,
- face: null,
- faceIndex: null,
- object: this
-
- } );
-
- }
-
- }
-
- } else {
-
- var positions = attributes.position.array;
-
- for ( var i = 0; i < positions.length / 3 - 1; i += step ) {
-
- vStart.fromArray( positions, 3 * i );
- vEnd.fromArray( positions, 3 * i + 3 );
-
- var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
-
- if ( distSq > precisionSq ) continue;
-
- var distance = ray.origin.distanceTo( interRay );
-
- if ( distance < raycaster.near || distance > raycaster.far ) continue;
-
- intersects.push( {
-
- distance: distance,
- // What do we want? intersection point on the ray or on the segment??
- // point: raycaster.ray.at( distance ),
- point: interSegment.clone().applyMatrix4( this.matrixWorld ),
- index: i,
- face: null,
- faceIndex: null,
- object: this
-
- } );
-
- }
-
- }
-
- } else if ( geometry instanceof THREE.Geometry ) {
-
- var vertices = geometry.vertices;
- var nbVertices = vertices.length;
-
- for ( var i = 0; i < nbVertices - 1; i += step ) {
-
- var distSq = ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
-
- if ( distSq > precisionSq ) continue;
-
- var distance = ray.origin.distanceTo( interRay );
-
- if ( distance < raycaster.near || distance > raycaster.far ) continue;
-
- intersects.push( {
-
- distance: distance,
- // What do we want? intersection point on the ray or on the segment??
- // point: raycaster.ray.at( distance ),
- point: interSegment.clone().applyMatrix4( this.matrixWorld ),
- index: i,
- face: null,
- faceIndex: null,
- object: this
-
- } );
-
- }
-
- }
-
- };
-
-}() );
-
-THREE.Line.prototype.clone = function () {
-
- var line = new THREE.Line( this.geometry, this.material );
- return line.copy( this );
-
-};
-
-THREE.Line.prototype.copy = function ( source ) {
-
- THREE.Object3D.prototype.copy.call( this, source );
- return this;
-
-};
-
-THREE.Line.prototype.toJSON = function ( meta ) {
-
- var data = THREE.Object3D.prototype.toJSON.call( this, meta );
-
- // only serialize if not in meta geometries cache
- if ( meta.geometries[ this.geometry.uuid ] === undefined ) {
-
- meta.geometries[ this.geometry.uuid ] = this.geometry.toJSON();
-
- }
-
- // only serialize if not in meta materials cache
- if ( meta.materials[ this.material.uuid ] === undefined ) {
-
- meta.materials[ this.material.uuid ] = this.material.toJSON();
-
- }
-
- data.object.geometry = this.geometry.uuid;
- data.object.material = this.material.uuid;
-
- return data;
-
-};
-
-// DEPRECATED
-
-THREE.LineStrip = 0;
-THREE.LinePieces = 1;
-
-// File:src/objects/LineSegments.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.LineSegments = function ( geometry, material ) {
-
- THREE.Line.call( this, geometry, material );
-
- this.type = 'LineSegments';
-
-};
-
-THREE.LineSegments.prototype = Object.create( THREE.Line.prototype );
-THREE.LineSegments.prototype.constructor = THREE.LineSegments;
-
-THREE.LineSegments.prototype.clone = function () {
-
- var line = new THREE.LineSegments( this.geometry, this.material );
-
- line.copy( this );
-
- return line;
-
-};
-
-// File:src/objects/Mesh.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- * @author mikael emtinger / http://gomo.se/
- * @author jonobr1 / http://jonobr1.com/
- */
-
-THREE.Mesh = function ( geometry, material ) {
-
- THREE.Object3D.call( this );
-
- this.type = 'Mesh';
-
- this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
- this.material = material !== undefined ? material : new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff } );
-
- this.updateMorphTargets();
-
-};
-
-THREE.Mesh.prototype = Object.create( THREE.Object3D.prototype );
-THREE.Mesh.prototype.constructor = THREE.Mesh;
-
-THREE.Mesh.prototype.updateMorphTargets = function () {
-
- if ( this.geometry.morphTargets !== undefined && this.geometry.morphTargets.length > 0 ) {
-
- this.morphTargetBase = - 1;
- this.morphTargetForcedOrder = [];
- this.morphTargetInfluences = [];
- this.morphTargetDictionary = {};
-
- for ( var m = 0, ml = this.geometry.morphTargets.length; m < ml; m ++ ) {
-
- this.morphTargetInfluences.push( 0 );
- this.morphTargetDictionary[ this.geometry.morphTargets[ m ].name ] = m;
-
- }
-
- }
-
-};
-
-THREE.Mesh.prototype.getMorphTargetIndexByName = function ( name ) {
-
- if ( this.morphTargetDictionary[ name ] !== undefined ) {
-
- return this.morphTargetDictionary[ name ];
-
- }
-
- console.warn( 'THREE.Mesh.getMorphTargetIndexByName: morph target ' + name + ' does not exist. Returning 0.' );
-
- return 0;
-
-};
-
-
-THREE.Mesh.prototype.raycast = ( function () {
-
- var inverseMatrix = new THREE.Matrix4();
- var ray = new THREE.Ray();
- var sphere = new THREE.Sphere();
-
- var vA = new THREE.Vector3();
- var vB = new THREE.Vector3();
- var vC = new THREE.Vector3();
-
- var tempA = new THREE.Vector3();
- var tempB = new THREE.Vector3();
- var tempC = new THREE.Vector3();
-
- return function raycast( raycaster, intersects ) {
-
- var geometry = this.geometry;
- var material = this.material;
-
- if ( material === undefined ) return;
-
- // Checking boundingSphere distance to ray
-
- if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
-
- sphere.copy( geometry.boundingSphere );
- sphere.applyMatrix4( this.matrixWorld );
-
- if ( raycaster.ray.isIntersectionSphere( sphere ) === false ) {
-
- return;
-
- }
-
- // Check boundingBox before continuing
-
- inverseMatrix.getInverse( this.matrixWorld );
- ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
-
- if ( geometry.boundingBox !== null ) {
-
- if ( ray.isIntersectionBox( geometry.boundingBox ) === false ) {
-
- return;
-
- }
-
- }
-
- var a, b, c;
-
- if ( geometry instanceof THREE.BufferGeometry ) {
-
- var attributes = geometry.attributes;
-
- if ( attributes.index !== undefined ) {
-
- var indices = attributes.index.array;
- var positions = attributes.position.array;
- var offsets = geometry.drawcalls;
-
- if ( offsets.length === 0 ) {
-
- offsets = [ { start: 0, count: indices.length, index: 0 } ];
-
- }
-
- for ( var oi = 0, ol = offsets.length; oi < ol; ++ oi ) {
-
- var start = offsets[ oi ].start;
- var count = offsets[ oi ].count;
- var index = offsets[ oi ].index;
-
- for ( var i = start, il = start + count; i < il; i += 3 ) {
-
- a = index + indices[ i ];
- b = index + indices[ i + 1 ];
- c = index + indices[ i + 2 ];
-
- vA.fromArray( positions, a * 3 );
- vB.fromArray( positions, b * 3 );
- vC.fromArray( positions, c * 3 );
-
- if ( material.side === THREE.BackSide ) {
-
- var intersectionPoint = ray.intersectTriangle( vC, vB, vA, true );
-
- } else {
-
- var intersectionPoint = ray.intersectTriangle( vA, vB, vC, material.side !== THREE.DoubleSide );
-
- }
-
- if ( intersectionPoint === null ) continue;
-
- intersectionPoint.applyMatrix4( this.matrixWorld );
-
- var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
-
- if ( distance < raycaster.near || distance > raycaster.far ) continue;
-
- intersects.push( {
-
- distance: distance,
- point: intersectionPoint,
- face: new THREE.Face3( a, b, c, THREE.Triangle.normal( vA, vB, vC ) ),
- faceIndex: Math.floor( i / 3 ), // triangle number in indices buffer semantics
- object: this
-
- } );
-
- }
-
- }
-
- } else {
-
- var positions = attributes.position.array;
-
- for ( var i = 0, il = positions.length; i < il; i += 9 ) {
-
- vA.fromArray( positions, i );
- vB.fromArray( positions, i + 3 );
- vC.fromArray( positions, i + 6 );
-
- if ( material.side === THREE.BackSide ) {
-
- var intersectionPoint = ray.intersectTriangle( vC, vB, vA, true );
-
- } else {
-
- var intersectionPoint = ray.intersectTriangle( vA, vB, vC, material.side !== THREE.DoubleSide );
-
- }
-
- if ( intersectionPoint === null ) continue;
-
- intersectionPoint.applyMatrix4( this.matrixWorld );
-
- var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
-
- if ( distance < raycaster.near || distance > raycaster.far ) continue;
-
- a = i / 3;
- b = a + 1;
- c = a + 2;
-
- intersects.push( {
-
- distance: distance,
- point: intersectionPoint,
- face: new THREE.Face3( a, b, c, THREE.Triangle.normal( vA, vB, vC ) ),
- index: a, // triangle number in positions buffer semantics
- object: this
-
- } );
-
- }
-
- }
-
- } else if ( geometry instanceof THREE.Geometry ) {
-
- var isFaceMaterial = material instanceof THREE.MeshFaceMaterial;
- var materials = isFaceMaterial === true ? material.materials : null;
-
- var vertices = geometry.vertices;
- var faces = geometry.faces;
-
- for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
-
- var face = faces[ f ];
- var faceMaterial = isFaceMaterial === true ? materials[ face.materialIndex ] : material;
-
- if ( faceMaterial === undefined ) continue;
-
- a = vertices[ face.a ];
- b = vertices[ face.b ];
- c = vertices[ face.c ];
-
- if ( faceMaterial.morphTargets === true ) {
-
- var morphTargets = geometry.morphTargets;
- var morphInfluences = this.morphTargetInfluences;
-
- vA.set( 0, 0, 0 );
- vB.set( 0, 0, 0 );
- vC.set( 0, 0, 0 );
-
- for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {
-
- var influence = morphInfluences[ t ];
-
- if ( influence === 0 ) continue;
-
- var targets = morphTargets[ t ].vertices;
-
- vA.addScaledVector( tempA.subVectors( targets[ face.a ], a ), influence );
- vB.addScaledVector( tempB.subVectors( targets[ face.b ], b ), influence );
- vC.addScaledVector( tempC.subVectors( targets[ face.c ], c ), influence );
-
- }
-
- vA.add( a );
- vB.add( b );
- vC.add( c );
-
- a = vA;
- b = vB;
- c = vC;
-
- }
-
- if ( faceMaterial.side === THREE.BackSide ) {
-
- var intersectionPoint = ray.intersectTriangle( c, b, a, true );
-
- } else {
-
- var intersectionPoint = ray.intersectTriangle( a, b, c, faceMaterial.side !== THREE.DoubleSide );
-
- }
-
- if ( intersectionPoint === null ) continue;
-
- intersectionPoint.applyMatrix4( this.matrixWorld );
-
- var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
-
- if ( distance < raycaster.near || distance > raycaster.far ) continue;
-
- intersects.push( {
-
- distance: distance,
- point: intersectionPoint,
- face: face,
- faceIndex: f,
- object: this
-
- } );
-
- }
-
- }
-
- };
-
-}() );
-
-THREE.Mesh.prototype.clone = function () {
-
- var mesh = new THREE.Mesh( this.geometry, this.material );
- return mesh.copy( this );
-
-};
-
-THREE.Mesh.prototype.copy = function ( source ) {
-
- THREE.Object3D.prototype.copy.call( this, source );
- return this;
-
-};
-
-THREE.Mesh.prototype.toJSON = function ( meta ) {
-
- var data = THREE.Object3D.prototype.toJSON.call( this, meta );
-
- // only serialize if not in meta geometries cache
- if ( meta.geometries[ this.geometry.uuid ] === undefined ) {
-
- meta.geometries[ this.geometry.uuid ] = this.geometry.toJSON( meta );
-
- }
-
- // only serialize if not in meta materials cache
- if ( meta.materials[ this.material.uuid ] === undefined ) {
-
- meta.materials[ this.material.uuid ] = this.material.toJSON( meta );
-
- }
-
- data.object.geometry = this.geometry.uuid;
- data.object.material = this.material.uuid;
-
- return data;
-
-};
-
-// File:src/objects/Bone.js
-
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- * @author ikerr / http://verold.com
- */
-
-THREE.Bone = function ( skin ) {
-
- THREE.Object3D.call( this );
-
- this.type = 'Bone';
-
- this.skin = skin;
-
-};
-
-THREE.Bone.prototype = Object.create( THREE.Object3D.prototype );
-THREE.Bone.prototype.constructor = THREE.Bone;
-
-THREE.Bone.prototype.clone = function () {
-
- var bone = new THREE.Bone( this.skin );
- return bone.copy( this );
-
-};
-
-THREE.Bone.prototype.copy = function ( source ) {
-
- THREE.Object3D.prototype.copy.call( this, source );
- this.skin = source.skin;
-
- return this;
-
-};
-
-// File:src/objects/Skeleton.js
-
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- * @author michael guerrero / http://realitymeltdown.com
- * @author ikerr / http://verold.com
- */
-
-THREE.Skeleton = function ( bones, boneInverses, useVertexTexture ) {
-
- this.useVertexTexture = useVertexTexture !== undefined ? useVertexTexture : true;
-
- this.identityMatrix = new THREE.Matrix4();
-
- // copy the bone array
-
- bones = bones || [];
-
- this.bones = bones.slice( 0 );
-
- // create a bone texture or an array of floats
-
- if ( this.useVertexTexture ) {
-
- // layout (1 matrix = 4 pixels)
- // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
- // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
- // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
- // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
- // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
-
-
- var size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix
- size = THREE.Math.nextPowerOfTwo( Math.ceil( size ) );
- size = Math.max( size, 4 );
-
- 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 * this.bones.length );
-
- }
-
- // use the supplied bone inverses or calculate the inverses
-
- if ( boneInverses === undefined ) {
-
- this.calculateInverses();
-
- } else {
-
- if ( this.bones.length === boneInverses.length ) {
-
- this.boneInverses = boneInverses.slice( 0 );
-
- } else {
-
- console.warn( 'THREE.Skeleton bonInverses is the wrong length.' );
-
- this.boneInverses = [];
-
- for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
-
- this.boneInverses.push( new THREE.Matrix4() );
-
- }
-
- }
-
- }
-
-};
-
-THREE.Skeleton.prototype.calculateInverses = function () {
-
- this.boneInverses = [];
-
- for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
-
- var inverse = new THREE.Matrix4();
-
- if ( this.bones[ b ] ) {
-
- inverse.getInverse( this.bones[ b ].matrixWorld );
-
- }
-
- this.boneInverses.push( inverse );
-
- }
-
-};
-
-THREE.Skeleton.prototype.pose = function () {
-
- var bone;
-
- // recover the bind-time world matrices
-
- for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
-
- bone = this.bones[ b ];
-
- if ( bone ) {
-
- bone.matrixWorld.getInverse( this.boneInverses[ b ] );
-
- }
-
- }
-
- // compute the local matrices, positions, rotations and scales
-
- for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
-
- bone = this.bones[ b ];
-
- if ( bone ) {
-
- if ( bone.parent ) {
-
- bone.matrix.getInverse( bone.parent.matrixWorld );
- bone.matrix.multiply( bone.matrixWorld );
-
- } else {
-
- bone.matrix.copy( bone.matrixWorld );
-
- }
-
- bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
-
- }
-
- }
-
-};
-
-THREE.Skeleton.prototype.update = ( function () {
-
- var offsetMatrix = new THREE.Matrix4();
-
- return function update() {
-
- // flatten bone matrices to array
-
- for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
-
- // compute the offset between the current and the original transform
-
- var matrix = this.bones[ b ] ? this.bones[ b ].matrixWorld : this.identityMatrix;
-
- offsetMatrix.multiplyMatrices( matrix, this.boneInverses[ b ] );
- offsetMatrix.flattenToArrayOffset( this.boneMatrices, b * 16 );
-
- }
-
- if ( this.useVertexTexture ) {
-
- this.boneTexture.needsUpdate = true;
-
- }
-
- };
-
-} )();
-
-THREE.Skeleton.prototype.clone = function () {
-
- return new THREE.Skeleton( this.bones, this.boneInverses, this.useVertexTexture );
-
-};
-
-// File:src/objects/SkinnedMesh.js
-
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- * @author ikerr / http://verold.com
- */
-
-THREE.SkinnedMesh = function ( geometry, material, useVertexTexture ) {
-
- THREE.Mesh.call( this, geometry, material );
-
- this.type = 'SkinnedMesh';
-
- this.bindMode = "attached";
- this.bindMatrix = new THREE.Matrix4();
- this.bindMatrixInverse = new THREE.Matrix4();
-
- // init bones
-
- // TODO: remove bone creation as there is no reason (other than
- // convenience) for THREE.SkinnedMesh to do this.
-
- var bones = [];
-
- if ( this.geometry && this.geometry.bones !== undefined ) {
-
- var bone, gbone;
-
- for ( var b = 0, bl = this.geometry.bones.length; b < bl; ++ b ) {
-
- gbone = this.geometry.bones[ b ];
-
- bone = new THREE.Bone( this );
- bones.push( bone );
-
- bone.name = gbone.name;
- bone.position.fromArray( gbone.pos );
- bone.quaternion.fromArray( gbone.rotq );
- if ( gbone.scl !== undefined ) bone.scale.fromArray( gbone.scl );
-
- }
-
- for ( var b = 0, bl = this.geometry.bones.length; b < bl; ++ b ) {
-
- gbone = this.geometry.bones[ b ];
-
- if ( gbone.parent !== - 1 ) {
-
- bones[ gbone.parent ].add( bones[ b ] );
-
- } else {
-
- this.add( bones[ b ] );
-
- }
-
- }
-
- }
-
- this.normalizeSkinWeights();
-
- this.updateMatrixWorld( true );
- this.bind( new THREE.Skeleton( bones, undefined, useVertexTexture ), this.matrixWorld );
-
-};
-
-
-THREE.SkinnedMesh.prototype = Object.create( THREE.Mesh.prototype );
-THREE.SkinnedMesh.prototype.constructor = THREE.SkinnedMesh;
-
-THREE.SkinnedMesh.prototype.bind = function( skeleton, bindMatrix ) {
-
- this.skeleton = skeleton;
-
- if ( bindMatrix === undefined ) {
-
- this.updateMatrixWorld( true );
-
- this.skeleton.calculateInverses();
-
- bindMatrix = this.matrixWorld;
-
- }
-
- this.bindMatrix.copy( bindMatrix );
- this.bindMatrixInverse.getInverse( bindMatrix );
-
-};
-
-THREE.SkinnedMesh.prototype.pose = function () {
-
- this.skeleton.pose();
-
-};
-
-THREE.SkinnedMesh.prototype.normalizeSkinWeights = function () {
-
- if ( this.geometry instanceof THREE.Geometry ) {
-
- for ( var i = 0; i < this.geometry.skinIndices.length; i ++ ) {
-
- var sw = this.geometry.skinWeights[ i ];
-
- var scale = 1.0 / sw.lengthManhattan();
-
- if ( scale !== Infinity ) {
-
- sw.multiplyScalar( scale );
-
- } else {
-
- sw.set( 1 ); // this will be normalized by the shader anyway
-
- }
-
- }
-
- } else {
-
- // skinning weights assumed to be normalized for THREE.BufferGeometry
-
- }
-
-};
-
-THREE.SkinnedMesh.prototype.updateMatrixWorld = function( force ) {
-
- THREE.Mesh.prototype.updateMatrixWorld.call( this, true );
-
- if ( this.bindMode === "attached" ) {
-
- this.bindMatrixInverse.getInverse( this.matrixWorld );
-
- } else if ( this.bindMode === "detached" ) {
-
- this.bindMatrixInverse.getInverse( this.bindMatrix );
-
- } else {
-
- console.warn( 'THREE.SkinnedMesh unrecognized bindMode: ' + this.bindMode );
-
- }
-
-};
-
-THREE.SkinnedMesh.prototype.clone = function() {
-
- var skinMesh = new THREE.SkinnedMesh( this.geometry, this.material, this.useVertexTexture );
- return skinMesh.copy( this );
-
-};
-
-THREE.SkinnedMesh.prototype.copy = function( source ) {
-
- THREE.Mesh.prototype.copy.call( this, source );
- return this;
-
-};
-
-// File:src/objects/MorphAnimMesh.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.MorphAnimMesh = function ( geometry, material ) {
-
- THREE.Mesh.call( this, geometry, material );
-
- this.type = 'MorphAnimMesh';
-
- // 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, geometry.morphTargets.length - 1 );
-
-};
-
-THREE.MorphAnimMesh.prototype = Object.create( THREE.Mesh.prototype );
-THREE.MorphAnimMesh.prototype.constructor = THREE.MorphAnimMesh;
-
-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 ];
-
- 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( 'THREE.MorphAnimMesh: animation[' + label + '] undefined in .playAnimation()' );
-
- }
-
-};
-
-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 );
-
- var influences = this.morphTargetInfluences;
-
- if ( keyframe !== this.currentKeyframe ) {
-
- influences[ this.lastKeyframe ] = 0;
- influences[ this.currentKeyframe ] = 1;
- influences[ keyframe ] = 0;
-
- this.lastKeyframe = this.currentKeyframe;
- this.currentKeyframe = keyframe;
-
- }
-
- var mix = ( this.time % frameTime ) / frameTime;
-
- if ( this.directionBackwards ) {
-
- mix = 1 - mix;
-
- }
-
- influences[ this.currentKeyframe ] = mix;
- influences[ this.lastKeyframe ] = 1 - mix;
-
-};
-
-THREE.MorphAnimMesh.prototype.interpolateTargets = function ( a, b, t ) {
-
- var influences = this.morphTargetInfluences;
-
- for ( var i = 0, l = influences.length; i < l; i ++ ) {
-
- influences[ i ] = 0;
-
- }
-
- if ( a > - 1 ) influences[ a ] = 1 - t;
- if ( b > - 1 ) influences[ b ] = t;
-
-};
-
-THREE.MorphAnimMesh.prototype.clone = function () {
-
- var morph = new THREE.MorphAnimMesh( this.geometry, this.material );
- return morph.copy( this );
-
-};
-
-THREE.MorphAnimMesh.prototype.copy = function ( source ) {
-
- this.duration = source.duration;
- this.mirroredLoop = source.mirroredLoop;
- this.time = source.time;
-
- this.lastKeyframe = source.lastKeyframe;
- this.currentKeyframe = source.currentKeyframe;
-
- this.direction = source.direction;
- this.directionBackwards = source.directionBackwards;
-
- THREE.Mesh.prototype.copy.call( this, source );
-
- return this;
-
-};
-
-// File:src/objects/LOD.js
-
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.LOD = function () {
-
- THREE.Object3D.call( this );
-
- Object.defineProperties( this, {
- levels: {
- enumerable: true,
- value: []
- },
- objects: {
- get: function () {
-
- console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
- return this.levels;
-
- }
- }
- } );
-
-};
-
-
-THREE.LOD.prototype = Object.create( THREE.Object3D.prototype );
-THREE.LOD.prototype.constructor = THREE.LOD;
-
-THREE.LOD.prototype.addLevel = function ( object, distance ) {
-
- if ( distance === undefined ) distance = 0;
-
- distance = Math.abs( distance );
-
- var levels = this.levels;
-
- for ( var l = 0; l < levels.length; l ++ ) {
-
- if ( distance < levels[ l ].distance ) {
-
- break;
-
- }
-
- }
-
- levels.splice( l, 0, { distance: distance, object: object } );
-
- this.add( object );
-
-};
-
-THREE.LOD.prototype.getObjectForDistance = function ( distance ) {
-
- var levels = this.levels;
-
- for ( var i = 1, l = levels.length; i < l; i ++ ) {
-
- if ( distance < levels[ i ].distance ) {
-
- break;
-
- }
-
- }
-
- return levels[ i - 1 ].object;
-
-};
-
-THREE.LOD.prototype.raycast = ( function () {
-
- var matrixPosition = new THREE.Vector3();
-
- return function raycast( raycaster, intersects ) {
-
- matrixPosition.setFromMatrixPosition( this.matrixWorld );
-
- var distance = raycaster.ray.origin.distanceTo( matrixPosition );
-
- this.getObjectForDistance( distance ).raycast( raycaster, intersects );
-
- };
-
-}() );
-
-THREE.LOD.prototype.update = function () {
-
- var v1 = new THREE.Vector3();
- var v2 = new THREE.Vector3();
-
- return function update( camera ) {
-
- var levels = this.levels;
-
- if ( levels.length > 1 ) {
-
- v1.setFromMatrixPosition( camera.matrixWorld );
- v2.setFromMatrixPosition( this.matrixWorld );
-
- var distance = v1.distanceTo( v2 );
-
- levels[ 0 ].object.visible = true;
-
- for ( var i = 1, l = levels.length; i < l; i ++ ) {
-
- if ( distance >= levels[ i ].distance ) {
-
- levels[ i - 1 ].object.visible = false;
- levels[ i ].object.visible = true;
-
- } else {
-
- break;
-
- }
-
- }
-
- for ( ; i < l; i ++ ) {
-
- levels[ i ].object.visible = false;
-
- }
-
- }
-
- };
-
-}();
-
-THREE.LOD.prototype.clone = function () {
-
- var lod = new THREE.LOD();
- return lod.copy( this );
-
-};
-
-
-THREE.LOD.prototype.copy = function ( source ) {
-
- THREE.Object3D.prototype.copy.call( this, source, false );
-
- var levels = source.levels;
-
- for ( var i = 0, l = levels.length; i < l; i ++ ) {
-
- var level = levels[ i ];
-
- this.addLevel( level.object.clone(), level.distance );
-
- }
-
- return this;
-
-};
-
-// File:src/objects/Sprite.js
-
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Sprite = ( function () {
-
- var indices = new Uint16Array( [ 0, 1, 2, 0, 2, 3 ] );
- var vertices = new Float32Array( [ - 0.5, - 0.5, 0, 0.5, - 0.5, 0, 0.5, 0.5, 0, - 0.5, 0.5, 0 ] );
- var uvs = new Float32Array( [ 0, 0, 1, 0, 1, 1, 0, 1 ] );
-
- var geometry = new THREE.BufferGeometry();
- geometry.addAttribute( 'index', new THREE.BufferAttribute( indices, 1 ) );
- geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
- geometry.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );
-
- return function Sprite( material ) {
-
- THREE.Object3D.call( this );
-
- this.type = 'Sprite';
-
- this.geometry = geometry;
- this.material = ( material !== undefined ) ? material : new THREE.SpriteMaterial();
-
- };
-
-} )();
-
-THREE.Sprite.prototype = Object.create( THREE.Object3D.prototype );
-THREE.Sprite.prototype.constructor = THREE.Sprite;
-
-THREE.Sprite.prototype.raycast = ( function () {
-
- var matrixPosition = new THREE.Vector3();
-
- return function raycast( raycaster, intersects ) {
-
- matrixPosition.setFromMatrixPosition( this.matrixWorld );
-
- var distanceSq = raycaster.ray.distanceSqToPoint( matrixPosition );
- var guessSizeSq = this.scale.x * this.scale.y;
-
- if ( distanceSq > guessSizeSq ) {
-
- return;
-
- }
-
- intersects.push( {
-
- distance: Math.sqrt( distanceSq ),
- point: this.position,
- face: null,
- object: this
-
- } );
-
- };
-
-}() );
-
-THREE.Sprite.prototype.clone = function () {
-
- var sprite = new THREE.Sprite( this.material );
- return sprite.copy( this );
-
-};
-
-THREE.Sprite.prototype.copy = function ( source ) {
-
- THREE.Object3D.prototype.copy.call( this, source );
- return this;
-
-};
-
-THREE.Sprite.prototype.toJSON = function ( meta ) {
-
- var data = THREE.Object3D.prototype.toJSON.call( this, meta );
-
- // only serialize if not in meta materials cache
- if ( meta.materials[ this.material.uuid ] === undefined ) {
-
- meta.materials[ this.material.uuid ] = this.material.toJSON();
-
- }
-
- data.object.material = this.material.uuid;
-
- return data;
-
-};
-
-// Backwards compatibility
-
-THREE.Particle = THREE.Sprite;
-
-// File:src/objects/LensFlare.js
-
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.LensFlare = function ( texture, size, distance, blending, color ) {
-
- THREE.Object3D.call( this );
-
- this.lensFlares = [];
-
- this.positionScreen = new THREE.Vector3();
- this.customUpdateCallback = undefined;
-
- if ( texture !== undefined ) {
-
- this.add( texture, size, distance, blending, color );
-
- }
-
-};
-
-THREE.LensFlare.prototype = Object.create( THREE.Object3D.prototype );
-THREE.LensFlare.prototype.constructor = THREE.LensFlare;
-
-
-/*
- * Add: adds another flare
- */
-
-THREE.LensFlare.prototype.add = function ( texture, size, distance, blending, color, opacity ) {
-
- if ( size === undefined ) size = - 1;
- if ( distance === undefined ) distance = 0;
- if ( opacity === undefined ) opacity = 1;
- if ( color === undefined ) color = new THREE.Color( 0xffffff );
- if ( blending === undefined ) blending = THREE.NormalBlending;
-
- distance = Math.min( distance, Math.max( 0, distance ) );
-
- this.lensFlares.push( {
- texture: texture, // THREE.Texture
- size: size, // size in pixels (-1 = use texture.width)
- distance: distance, // distance (0-1) from light source (0=at light source)
- x: 0, y: 0, z: 0, // screen position (-1 => 1) z = 0 is in front z = 1 is back
- scale: 1, // scale
- rotation: 0, // 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;
-
- }
-
-};
-
-THREE.LensFlare.prototype.clone = function () {
-
- var flare = new THREE.LensFlare();
- return flare.copy( this );
-
-};
-
-THREE.LensFlare.prototype.copy = function ( source ) {
-
- THREE.Object3D.prototype.copy.call( this, source );
-
- this.positionScreen.copy( source.positionScreen );
- this.customUpdateCallback = source.customUpdateCallback;
-
- for ( var i = 0, l = source.lensFlares.length; i < l; i ++ ) {
-
- this.lensFlares.push( source.lensFlares[ i ] );
-
- }
-
- return this;
-
-};
-
-// File:src/scenes/Scene.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.Scene = function () {
-
- THREE.Object3D.call( this );
-
- this.type = 'Scene';
-
- this.fog = null;
- this.overrideMaterial = null;
-
- this.autoUpdate = true; // checked by the renderer
-
-};
-
-THREE.Scene.prototype = Object.create( THREE.Object3D.prototype );
-THREE.Scene.prototype.constructor = THREE.Scene;
-
-THREE.Scene.prototype.clone = function () {
-
- var scene = new THREE.Scene();
- return scene.copy( this );
-
-};
-
-THREE.Scene.prototype.copy = function ( source ) {
-
- THREE.Object3D.prototype.copy.call( this, source );
-
- if ( source.fog !== null ) this.fog = source.fog.clone();
- if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();
-
- this.autoUpdate = source.autoUpdate;
- this.matrixAutoUpdate = source.matrixAutoUpdate;
-
- return this;
-
-};
-
-// File:src/scenes/Fog.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Fog = function ( color, near, far ) {
-
- this.name = '';
-
- this.color = new THREE.Color( color );
-
- this.near = ( near !== undefined ) ? near : 1;
- this.far = ( far !== undefined ) ? far : 1000;
-
-};
-
-THREE.Fog.prototype.clone = function () {
-
- return new THREE.Fog( this.color.getHex(), this.near, this.far );
-
-};
-
-// File:src/scenes/FogExp2.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.FogExp2 = function ( color, density ) {
-
- this.name = '';
-
- this.color = new THREE.Color( color );
- this.density = ( density !== undefined ) ? density : 0.00025;
-
-};
-
-THREE.FogExp2.prototype.clone = function () {
-
- return new THREE.FogExp2( this.color.getHex(), this.density );
-
-};
-
-// File:src/renderers/shaders/ShaderChunk.js
-
-THREE.ShaderChunk = {};
-
-// File:src/renderers/shaders/ShaderChunk/alphamap_fragment.glsl
-
-THREE.ShaderChunk[ 'alphamap_fragment'] = "#ifdef USE_ALPHAMAP\n\n diffuseColor.a *= texture2D( alphaMap, vUv ).g;\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/alphamap_pars_fragment.glsl
-
-THREE.ShaderChunk[ 'alphamap_pars_fragment'] = "#ifdef USE_ALPHAMAP\n\n uniform sampler2D alphaMap;\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/alphatest_fragment.glsl
-
-THREE.ShaderChunk[ 'alphatest_fragment'] = "#ifdef ALPHATEST\n\n if ( diffuseColor.a < ALPHATEST ) discard;\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/aomap_fragment.glsl
-
-THREE.ShaderChunk[ 'aomap_fragment'] = "#ifdef USE_AOMAP\n\n totalAmbientLight *= ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/aomap_pars_fragment.glsl
-
-THREE.ShaderChunk[ 'aomap_pars_fragment'] = "#ifdef USE_AOMAP\n\n uniform sampler2D aoMap;\n uniform float aoMapIntensity;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/bumpmap_pars_fragment.glsl
-
-THREE.ShaderChunk[ 'bumpmap_pars_fragment'] = "#ifdef USE_BUMPMAP\n\n uniform sampler2D bumpMap;\n uniform float bumpScale;\n\n // Derivative maps - bump mapping unparametrized surfaces by Morten Mikkelsen\n // http://mmikkelsen3d.blogspot.sk/2011/07/derivative-maps.html\n\n // Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2)\n\n vec2 dHdxy_fwd() {\n\n vec2 dSTdx = dFdx( vUv );\n vec2 dSTdy = dFdy( vUv );\n\n float Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n float dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n float dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\n return vec2( dBx, dBy );\n\n }\n\n vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\n vec3 vSigmaX = dFdx( surf_pos );\n vec3 vSigmaY = dFdy( surf_pos );\n vec3 vN = surf_norm; // normalized\n\n vec3 R1 = cross( vSigmaY, vN );\n vec3 R2 = cross( vN, vSigmaX );\n\n float fDet = dot( vSigmaX, R1 );\n\n vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n return normalize( abs( fDet ) * surf_norm - vGrad );\n\n }\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/color_fragment.glsl
-
-THREE.ShaderChunk[ 'color_fragment'] = "#ifdef USE_COLOR\n\n diffuseColor.rgb *= vColor;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/color_pars_fragment.glsl
-
-THREE.ShaderChunk[ 'color_pars_fragment'] = "#ifdef USE_COLOR\n\n varying vec3 vColor;\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/color_pars_vertex.glsl
-
-THREE.ShaderChunk[ 'color_pars_vertex'] = "#ifdef USE_COLOR\n\n varying vec3 vColor;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/color_vertex.glsl
-
-THREE.ShaderChunk[ 'color_vertex'] = "#ifdef USE_COLOR\n\n vColor.xyz = color.xyz;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/common.glsl
-
-THREE.ShaderChunk[ 'common'] = "#define PI 3.14159\n#define PI2 6.28318\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#define whiteCompliment(a) ( 1.0 - saturate( a ) )\n\nvec3 transformDirection( in vec3 normal, in mat4 matrix ) {\n\n return normalize( ( matrix * vec4( normal, 0.0 ) ).xyz );\n\n}\n\n// http://en.wikibooks.org/wiki/GLSL_Programming/Applying_Matrix_Transformations\nvec3 inverseTransformDirection( in vec3 normal, in mat4 matrix ) {\n\n return normalize( ( vec4( normal, 0.0 ) * matrix ).xyz );\n\n}\n\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\n float distance = dot( planeNormal, point - pointOnPlane );\n\n return - distance * planeNormal + point;\n\n}\n\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\n return sign( dot( point - pointOnPlane, planeNormal ) );\n\n}\n\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\n return lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n\n}\n\nfloat calcLightAttenuation( float lightDistance, float cutoffDistance, float decayExponent ) {\n\n if ( decayExponent > 0.0 ) {\n\n return pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\n }\n\n return 1.0;\n\n}\n\nvec3 F_Schlick( in vec3 specularColor, in float dotLH ) {\n\n return ( 1.0 - specularColor ) * pow( 1.0 - dotLH, 5.0 ) + specularColor;\n\n}\n\nfloat G_BlinnPhong_Implicit( /* in float dotNL, in float dotNV */ ) {\n\n // geometry term is (nâ‹…l)(nâ‹…v) / 4(nâ‹…l)(nâ‹…v)\n\n return 0.25;\n\n}\n\nfloat D_BlinnPhong( in float shininess, in float dotNH ) {\n\n // factor of 1/PI in distribution term omitted\n\n return ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n\n}\n\nvec3 BRDF_BlinnPhong( in vec3 specularColor, in float shininess, in vec3 normal, in vec3 lightDir, in vec3 viewDir ) {\n\n vec3 halfDir = normalize( lightDir + viewDir );\n\n //float dotNL = saturate( dot( normal, lightDir ) );\n //float dotNV = saturate( dot( normal, viewDir ) );\n float dotNH = saturate( dot( normal, halfDir ) );\n float dotLH = saturate( dot( lightDir, halfDir ) );\n\n vec3 F = F_Schlick( specularColor, dotLH );\n\n float G = G_BlinnPhong_Implicit( /* dotNL, dotNV */ );\n\n float D = D_BlinnPhong( shininess, dotNH );\n\n return F * G * D;\n\n}\n\nvec3 inputToLinear( in vec3 a ) {\n\n #ifdef GAMMA_INPUT\n\n return pow( a, vec3( float( GAMMA_FACTOR ) ) );\n\n #else\n\n return a;\n\n #endif\n\n}\n\nvec3 linearToOutput( in vec3 a ) {\n\n #ifdef GAMMA_OUTPUT\n\n return pow( a, vec3( 1.0 / float( GAMMA_FACTOR ) ) );\n\n #else\n\n return a;\n\n #endif\n\n}\n";
-
-// File:src/renderers/shaders/ShaderChunk/default_vertex.glsl
-
-THREE.ShaderChunk[ 'default_vertex'] = "#ifdef USE_SKINNING\n\n vec4 mvPosition = modelViewMatrix * skinned;\n\n#elif defined( USE_MORPHTARGETS )\n\n vec4 mvPosition = modelViewMatrix * vec4( morphed, 1.0 );\n\n#else\n\n vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\n#endif\n\ngl_Position = projectionMatrix * mvPosition;\n";
-
-// File:src/renderers/shaders/ShaderChunk/defaultnormal_vertex.glsl
-
-THREE.ShaderChunk[ 'defaultnormal_vertex'] = "#ifdef USE_SKINNING\n\n vec3 objectNormal = skinnedNormal.xyz;\n\n#elif defined( USE_MORPHNORMALS )\n\n vec3 objectNormal = morphedNormal;\n\n#else\n\n vec3 objectNormal = normal;\n\n#endif\n\n#ifdef FLIP_SIDED\n\n objectNormal = -objectNormal;\n\n#endif\n\nvec3 transformedNormal = normalMatrix * objectNormal;\n";
-
-// File:src/renderers/shaders/ShaderChunk/emissivemap_fragment.glsl
-
-THREE.ShaderChunk[ 'emissivemap_fragment'] = "#ifdef USE_EMISSIVEMAP\n\n vec4 emissiveColor = texture2D( emissiveMap, vUv );\n\n emissiveColor.rgb = inputToLinear( emissiveColor.rgb );\n\n totalEmissiveLight *= emissiveColor.rgb;\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/emissivemap_pars_fragment.glsl
-
-THREE.ShaderChunk[ 'emissivemap_pars_fragment'] = "#ifdef USE_EMISSIVEMAP\n\n uniform sampler2D emissiveMap;\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/envmap_fragment.glsl
-
-THREE.ShaderChunk[ 'envmap_fragment'] = "#ifdef USE_ENVMAP\n\n #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\n vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\n // Transforming Normal Vectors with the Inverse Transformation\n vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\n #ifdef ENVMAP_MODE_REFLECTION\n\n vec3 reflectVec = reflect( cameraToVertex, worldNormal );\n\n #else\n\n vec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n\n #endif\n\n #else\n\n vec3 reflectVec = vReflect;\n\n #endif\n\n #ifdef DOUBLE_SIDED\n float flipNormal = ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n #else\n float flipNormal = 1.0;\n #endif\n\n #ifdef ENVMAP_TYPE_CUBE\n vec4 envColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\n #elif defined( ENVMAP_TYPE_EQUIREC )\n vec2 sampleUV;\n sampleUV.y = saturate( flipNormal * reflectVec.y * 0.5 + 0.5 );\n sampleUV.x = atan( flipNormal * reflectVec.z, flipNormal * reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n vec4 envColor = texture2D( envMap, sampleUV );\n\n #elif defined( ENVMAP_TYPE_SPHERE )\n vec3 reflectView = flipNormal * normalize((viewMatrix * vec4( reflectVec, 0.0 )).xyz + vec3(0.0,0.0,1.0));\n vec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n #endif\n\n envColor.xyz = inputToLinear( envColor.xyz );\n\n #ifdef ENVMAP_BLENDING_MULTIPLY\n\n outgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\n #elif defined( ENVMAP_BLENDING_MIX )\n\n outgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\n #elif defined( ENVMAP_BLENDING_ADD )\n\n outgoingLight += envColor.xyz * specularStrength * reflectivity;\n\n #endif\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/envmap_pars_fragment.glsl
-
-THREE.ShaderChunk[ 'envmap_pars_fragment'] = "#ifdef USE_ENVMAP\n\n uniform float reflectivity;\n #ifdef ENVMAP_TYPE_CUBE\n uniform samplerCube envMap;\n #else\n uniform sampler2D envMap;\n #endif\n uniform float flipEnvMap;\n\n #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\n uniform float refractionRatio;\n\n #else\n\n varying vec3 vReflect;\n\n #endif\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/envmap_pars_vertex.glsl
-
-THREE.ShaderChunk[ 'envmap_pars_vertex'] = "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG )\n\n varying vec3 vReflect;\n\n uniform float refractionRatio;\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/envmap_vertex.glsl
-
-THREE.ShaderChunk[ 'envmap_vertex'] = "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG )\n\n vec3 worldNormal = transformDirection( objectNormal, modelMatrix );\n\n vec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\n #ifdef ENVMAP_MODE_REFLECTION\n\n vReflect = reflect( cameraToVertex, worldNormal );\n\n #else\n\n vReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\n #endif\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/fog_fragment.glsl
-
-THREE.ShaderChunk[ 'fog_fragment'] = "#ifdef USE_FOG\n\n #ifdef USE_LOGDEPTHBUF_EXT\n\n float depth = gl_FragDepthEXT / gl_FragCoord.w;\n\n #else\n\n float depth = gl_FragCoord.z / gl_FragCoord.w;\n\n #endif\n\n #ifdef FOG_EXP2\n\n float fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * depth * depth * LOG2 ) );\n\n #else\n\n float fogFactor = smoothstep( fogNear, fogFar, depth );\n\n #endif\n \n outgoingLight = mix( outgoingLight, fogColor, fogFactor );\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/fog_pars_fragment.glsl
-
-THREE.ShaderChunk[ 'fog_pars_fragment'] = "#ifdef USE_FOG\n\n uniform vec3 fogColor;\n\n #ifdef FOG_EXP2\n\n uniform float fogDensity;\n\n #else\n\n uniform float fogNear;\n uniform float fogFar;\n #endif\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/lightmap_fragment.glsl
-
-THREE.ShaderChunk[ 'lightmap_fragment'] = "#ifdef USE_LIGHTMAP\n\n totalAmbientLight += texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/lightmap_pars_fragment.glsl
-
-THREE.ShaderChunk[ 'lightmap_pars_fragment'] = "#ifdef USE_LIGHTMAP\n\n uniform sampler2D lightMap;\n uniform float lightMapIntensity;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/lights_lambert_pars_vertex.glsl
-
-THREE.ShaderChunk[ 'lights_lambert_pars_vertex'] = "uniform vec3 ambientLightColor;\n\n#if MAX_DIR_LIGHTS > 0\n\n uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\n uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\n uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\n uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\n uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n uniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n uniform float pointLightDecay[ MAX_POINT_LIGHTS ];\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\n uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\n uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\n uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\n uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n uniform float spotLightDecay[ MAX_SPOT_LIGHTS ];\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/lights_lambert_vertex.glsl
-
-THREE.ShaderChunk[ 'lights_lambert_vertex'] = "vLightFront = vec3( 0.0 );\n\n#ifdef DOUBLE_SIDED\n\n vLightBack = vec3( 0.0 );\n\n#endif\n\nvec3 normal = normalize( transformedNormal );\n\n#if MAX_POINT_LIGHTS > 0\n\n for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n\n vec3 lightColor = pointLightColor[ i ];\n\n vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\n vec3 lVector = lPosition.xyz - mvPosition.xyz;\n vec3 lightDir = normalize( lVector );\n\n // attenuation\n\n float attenuation = calcLightAttenuation( length( lVector ), pointLightDistance[ i ], pointLightDecay[ i ] );\n\n // diffuse\n\n float dotProduct = dot( normal, lightDir );\n\n vLightFront += lightColor * attenuation * saturate( dotProduct );\n\n #ifdef DOUBLE_SIDED\n\n vLightBack += lightColor * attenuation * saturate( - dotProduct );\n\n #endif\n\n }\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\n\n vec3 lightColor = spotLightColor[ i ];\n\n vec3 lightPosition = spotLightPosition[ i ];\n vec4 lPosition = viewMatrix * vec4( lightPosition, 1.0 );\n vec3 lVector = lPosition.xyz - mvPosition.xyz;\n vec3 lightDir = normalize( lVector );\n\n float spotEffect = dot( spotLightDirection[ i ], normalize( lightPosition - worldPosition.xyz ) );\n\n if ( spotEffect > spotLightAngleCos[ i ] ) {\n\n spotEffect = saturate( pow( saturate( spotEffect ), spotLightExponent[ i ] ) );\n\n // attenuation\n\n float attenuation = calcLightAttenuation( length( lVector ), spotLightDistance[ i ], spotLightDecay[ i ] );\n\n attenuation *= spotEffect;\n\n // diffuse\n\n float dotProduct = dot( normal, lightDir );\n\n vLightFront += lightColor * attenuation * saturate( dotProduct );\n\n #ifdef DOUBLE_SIDED\n\n vLightBack += lightColor * attenuation * saturate( - dotProduct );\n\n #endif\n\n }\n\n }\n\n#endif\n\n#if MAX_DIR_LIGHTS > 0\n\n for ( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\n\n vec3 lightColor = directionalLightColor[ i ];\n\n vec3 lightDir = transformDirection( directionalLightDirection[ i ], viewMatrix );\n\n // diffuse\n\n float dotProduct = dot( normal, lightDir );\n\n vLightFront += lightColor * saturate( dotProduct );\n\n #ifdef DOUBLE_SIDED\n\n vLightBack += lightColor * saturate( - dotProduct );\n\n #endif\n\n }\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n for ( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\n\n vec3 lightDir = transformDirection( hemisphereLightDirection[ i ], viewMatrix );\n\n // diffuse\n\n float dotProduct = dot( normal, lightDir );\n\n float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\n\n vLightFront += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\n\n #ifdef DOUBLE_SIDED\n\n float hemiDiffuseWeightBack = - 0.5 * dotProduct + 0.5;\n\n vLightBack += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeightBack );\n\n #endif\n\n }\n\n#endif\n\nvLightFront += ambientLightColor;\n\n#ifdef DOUBLE_SIDED\n\n vLightBack += ambientLightColor;\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/lights_phong_fragment.glsl
-
-THREE.ShaderChunk[ 'lights_phong_fragment'] = "#ifndef FLAT_SHADED\n\n vec3 normal = normalize( vNormal );\n\n #ifdef DOUBLE_SIDED\n\n normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );\n\n #endif\n\n#else\n\n vec3 fdx = dFdx( vViewPosition );\n vec3 fdy = dFdy( vViewPosition );\n vec3 normal = normalize( cross( fdx, fdy ) );\n\n#endif\n\n#ifdef USE_NORMALMAP\n\n normal = perturbNormal2Arb( -vViewPosition, normal );\n\n#elif defined( USE_BUMPMAP )\n\n normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n\n#endif\n\nvec3 viewDir = normalize( vViewPosition );\n\nvec3 totalDiffuseLight = vec3( 0.0 );\nvec3 totalSpecularLight = vec3( 0.0 );\n\n#if MAX_POINT_LIGHTS > 0\n\n for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n\n vec3 lightColor = pointLightColor[ i ];\n\n vec3 lightPosition = pointLightPosition[ i ];\n vec4 lPosition = viewMatrix * vec4( lightPosition, 1.0 );\n vec3 lVector = lPosition.xyz + vViewPosition.xyz;\n vec3 lightDir = normalize( lVector );\n\n // attenuation\n\n float attenuation = calcLightAttenuation( length( lVector ), pointLightDistance[ i ], pointLightDecay[ i ] );\n\n // diffuse\n\n float cosineTerm = saturate( dot( normal, lightDir ) );\n\n totalDiffuseLight += lightColor * attenuation * cosineTerm;\n\n // specular\n\n vec3 brdf = BRDF_BlinnPhong( specular, shininess, normal, lightDir, viewDir );\n\n totalSpecularLight += brdf * specularStrength * lightColor * attenuation * cosineTerm;\n\n\n }\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\n\n vec3 lightColor = spotLightColor[ i ];\n\n vec3 lightPosition = spotLightPosition[ i ];\n vec4 lPosition = viewMatrix * vec4( lightPosition, 1.0 );\n vec3 lVector = lPosition.xyz + vViewPosition.xyz;\n vec3 lightDir = normalize( lVector );\n\n float spotEffect = dot( spotLightDirection[ i ], normalize( lightPosition - vWorldPosition ) );\n\n if ( spotEffect > spotLightAngleCos[ i ] ) {\n\n spotEffect = saturate( pow( saturate( spotEffect ), spotLightExponent[ i ] ) );\n\n // attenuation\n\n float attenuation = calcLightAttenuation( length( lVector ), spotLightDistance[ i ], spotLightDecay[ i ] );\n\n attenuation *= spotEffect;\n\n // diffuse\n\n float cosineTerm = saturate( dot( normal, lightDir ) );\n\n totalDiffuseLight += lightColor * attenuation * cosineTerm;\n\n // specular\n\n vec3 brdf = BRDF_BlinnPhong( specular, shininess, normal, lightDir, viewDir );\n\n totalSpecularLight += brdf * specularStrength * lightColor * attenuation * cosineTerm;\n\n }\n\n }\n\n#endif\n\n#if MAX_DIR_LIGHTS > 0\n\n for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\n\n vec3 lightColor = directionalLightColor[ i ];\n\n vec3 lightDir = transformDirection( directionalLightDirection[ i ], viewMatrix );\n\n // diffuse\n\n float cosineTerm = saturate( dot( normal, lightDir ) );\n\n totalDiffuseLight += lightColor * cosineTerm;\n\n // specular\n\n vec3 brdf = BRDF_BlinnPhong( specular, shininess, normal, lightDir, viewDir );\n\n totalSpecularLight += brdf * specularStrength * lightColor * cosineTerm;\n\n }\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\n\n vec3 lightDir = transformDirection( hemisphereLightDirection[ i ], viewMatrix );\n\n // diffuse\n\n float dotProduct = dot( normal, lightDir );\n\n float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\n\n vec3 lightColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\n\n totalDiffuseLight += lightColor;\n\n // specular (sky term only)\n\n vec3 brdf = BRDF_BlinnPhong( specular, shininess, normal, lightDir, viewDir );\n\n totalSpecularLight += brdf * specularStrength * lightColor * max( dotProduct, 0.0 );\n\n }\n\n#endif\n\n#ifdef METAL\n\n outgoingLight += diffuseColor.rgb * ( totalDiffuseLight + totalAmbientLight ) * specular + totalSpecularLight + totalEmissiveLight;\n\n#else\n\n outgoingLight += diffuseColor.rgb * ( totalDiffuseLight + totalAmbientLight ) + totalSpecularLight + totalEmissiveLight;\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl
-
-THREE.ShaderChunk[ 'lights_phong_pars_fragment'] = "uniform vec3 ambientLightColor;\n\n#if MAX_DIR_LIGHTS > 0\n\n uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\n uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\n uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\n uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\n\n uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n uniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n uniform float pointLightDecay[ MAX_POINT_LIGHTS ];\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\n uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\n uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\n uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\n uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n uniform float spotLightDecay[ MAX_SPOT_LIGHTS ];\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )\n\n varying vec3 vWorldPosition;\n\n#endif\n\nvarying vec3 vViewPosition;\n\n#ifndef FLAT_SHADED\n\n varying vec3 vNormal;\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/lights_phong_pars_vertex.glsl
-
-THREE.ShaderChunk[ 'lights_phong_pars_vertex'] = "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )\n\n varying vec3 vWorldPosition;\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/lights_phong_vertex.glsl
-
-THREE.ShaderChunk[ 'lights_phong_vertex'] = "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )\n\n vWorldPosition = worldPosition.xyz;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/linear_to_gamma_fragment.glsl
-
-THREE.ShaderChunk[ 'linear_to_gamma_fragment'] = "\n outgoingLight = linearToOutput( outgoingLight );\n";
-
-// File:src/renderers/shaders/ShaderChunk/logdepthbuf_fragment.glsl
-
-THREE.ShaderChunk[ 'logdepthbuf_fragment'] = "#if defined(USE_LOGDEPTHBUF) && defined(USE_LOGDEPTHBUF_EXT)\n\n gl_FragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/logdepthbuf_pars_fragment.glsl
-
-THREE.ShaderChunk[ 'logdepthbuf_pars_fragment'] = "#ifdef USE_LOGDEPTHBUF\n\n uniform float logDepthBufFC;\n\n #ifdef USE_LOGDEPTHBUF_EXT\n\n varying float vFragDepth;\n\n #endif\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/logdepthbuf_pars_vertex.glsl
-
-THREE.ShaderChunk[ 'logdepthbuf_pars_vertex'] = "#ifdef USE_LOGDEPTHBUF\n\n #ifdef USE_LOGDEPTHBUF_EXT\n\n varying float vFragDepth;\n\n #endif\n\n uniform float logDepthBufFC;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/logdepthbuf_vertex.glsl
-
-THREE.ShaderChunk[ 'logdepthbuf_vertex'] = "#ifdef USE_LOGDEPTHBUF\n\n gl_Position.z = log2(max( EPSILON, gl_Position.w + 1.0 )) * logDepthBufFC;\n\n #ifdef USE_LOGDEPTHBUF_EXT\n\n vFragDepth = 1.0 + gl_Position.w;\n\n#else\n\n gl_Position.z = (gl_Position.z - 1.0) * gl_Position.w;\n\n #endif\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/map_fragment.glsl
-
-THREE.ShaderChunk[ 'map_fragment'] = "#ifdef USE_MAP\n\n vec4 texelColor = texture2D( map, vUv );\n\n texelColor.xyz = inputToLinear( texelColor.xyz );\n\n diffuseColor *= texelColor;\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/map_pars_fragment.glsl
-
-THREE.ShaderChunk[ 'map_pars_fragment'] = "#ifdef USE_MAP\n\n uniform sampler2D map;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/map_particle_fragment.glsl
-
-THREE.ShaderChunk[ 'map_particle_fragment'] = "#ifdef USE_MAP\n\n diffuseColor *= texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) * offsetRepeat.zw + offsetRepeat.xy );\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/map_particle_pars_fragment.glsl
-
-THREE.ShaderChunk[ 'map_particle_pars_fragment'] = "#ifdef USE_MAP\n\n uniform vec4 offsetRepeat;\n uniform sampler2D map;\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/morphnormal_vertex.glsl
-
-THREE.ShaderChunk[ 'morphnormal_vertex'] = "#ifdef USE_MORPHNORMALS\n\n vec3 morphedNormal = vec3( 0.0 );\n\n morphedNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n morphedNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n morphedNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n morphedNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n\n morphedNormal += normal;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/morphtarget_pars_vertex.glsl
-
-THREE.ShaderChunk[ 'morphtarget_pars_vertex'] = "#ifdef USE_MORPHTARGETS\n\n #ifndef USE_MORPHNORMALS\n\n uniform float morphTargetInfluences[ 8 ];\n\n #else\n\n uniform float morphTargetInfluences[ 4 ];\n\n #endif\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/morphtarget_vertex.glsl
-
-THREE.ShaderChunk[ 'morphtarget_vertex'] = "#ifdef USE_MORPHTARGETS\n\n vec3 morphed = vec3( 0.0 );\n morphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n morphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n morphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n morphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n\n #ifndef USE_MORPHNORMALS\n\n morphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n morphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n morphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n morphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n\n #endif\n\n morphed += position;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/normalmap_pars_fragment.glsl
-
-THREE.ShaderChunk[ 'normalmap_pars_fragment'] = "#ifdef USE_NORMALMAP\n\n uniform sampler2D normalMap;\n uniform vec2 normalScale;\n\n // Per-Pixel Tangent Space Normal Mapping\n // http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html\n\n vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\n\n vec3 q0 = dFdx( eye_pos.xyz );\n vec3 q1 = dFdy( eye_pos.xyz );\n vec2 st0 = dFdx( vUv.st );\n vec2 st1 = dFdy( vUv.st );\n\n vec3 S = normalize( q0 * st1.t - q1 * st0.t );\n vec3 T = normalize( -q0 * st1.s + q1 * st0.s );\n vec3 N = normalize( surf_norm );\n\n vec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n mapN.xy = normalScale * mapN.xy;\n mat3 tsn = mat3( S, T, N );\n return normalize( tsn * mapN );\n\n }\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/shadowmap_fragment.glsl
-
-THREE.ShaderChunk[ 'shadowmap_fragment'] = "#ifdef USE_SHADOWMAP\n\n #ifdef SHADOWMAP_DEBUG\n\n vec3 frustumColors[3];\n frustumColors[0] = vec3( 1.0, 0.5, 0.0 );\n frustumColors[1] = vec3( 0.0, 1.0, 0.8 );\n frustumColors[2] = vec3( 0.0, 0.5, 1.0 );\n\n #endif\n\n float fDepth;\n vec3 shadowColor = vec3( 1.0 );\n\n for( int i = 0; i < MAX_SHADOWS; i ++ ) {\n\n vec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;\n\n // if ( something && something ) breaks ATI OpenGL shader compiler\n // if ( all( something, something ) ) using this instead\n\n bvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n bool inFrustum = all( inFrustumVec );\n\n bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\n bool frustumTest = all( frustumTestVec );\n\n if ( frustumTest ) {\n\n shadowCoord.z += shadowBias[ i ];\n\n #if defined( SHADOWMAP_TYPE_PCF )\n\n // Percentage-close filtering\n // (9 pixel kernel)\n // http://fabiensanglard.net/shadowmappingPCF/\n\n float shadow = 0.0;\n\n /*\n // nested loops breaks shader compiler / validator on some ATI cards when using OpenGL\n // must enroll loop manually\n\n for ( float y = -1.25; y <= 1.25; y += 1.25 )\n for ( float x = -1.25; x <= 1.25; x += 1.25 ) {\n\n vec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );\n\n // doesn't seem to produce any noticeable visual difference compared to simple texture2D lookup\n //vec4 rgbaDepth = texture2DProj( shadowMap[ i ], vec4( vShadowCoord[ i ].w * ( vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy ), 0.05, vShadowCoord[ i ].w ) );\n\n float fDepth = unpackDepth( rgbaDepth );\n\n if ( fDepth < shadowCoord.z )\n shadow += 1.0;\n\n }\n\n shadow /= 9.0;\n\n */\n\n const float shadowDelta = 1.0 / 9.0;\n\n float xPixelOffset = 1.0 / shadowMapSize[ i ].x;\n float yPixelOffset = 1.0 / shadowMapSize[ i ].y;\n\n float dx0 = -1.25 * xPixelOffset;\n float dy0 = -1.25 * yPixelOffset;\n float dx1 = 1.25 * xPixelOffset;\n float dy1 = 1.25 * yPixelOffset;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );\n\n #elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\n // Percentage-close filtering\n // (9 pixel kernel)\n // http://fabiensanglard.net/shadowmappingPCF/\n\n float shadow = 0.0;\n\n float xPixelOffset = 1.0 / shadowMapSize[ i ].x;\n float yPixelOffset = 1.0 / shadowMapSize[ i ].y;\n\n float dx0 = -1.0 * xPixelOffset;\n float dy0 = -1.0 * yPixelOffset;\n float dx1 = 1.0 * xPixelOffset;\n float dy1 = 1.0 * yPixelOffset;\n\n mat3 shadowKernel;\n mat3 depthKernel;\n\n depthKernel[0][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );\n depthKernel[0][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );\n depthKernel[0][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );\n depthKernel[1][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );\n depthKernel[1][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );\n depthKernel[1][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );\n depthKernel[2][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );\n depthKernel[2][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );\n depthKernel[2][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );\n\n vec3 shadowZ = vec3( shadowCoord.z );\n shadowKernel[0] = vec3(lessThan(depthKernel[0], shadowZ ));\n shadowKernel[0] *= vec3(0.25);\n\n shadowKernel[1] = vec3(lessThan(depthKernel[1], shadowZ ));\n shadowKernel[1] *= vec3(0.25);\n\n shadowKernel[2] = vec3(lessThan(depthKernel[2], shadowZ ));\n shadowKernel[2] *= vec3(0.25);\n\n vec2 fractionalCoord = 1.0 - fract( shadowCoord.xy * shadowMapSize[i].xy );\n\n shadowKernel[0] = mix( shadowKernel[1], shadowKernel[0], fractionalCoord.x );\n shadowKernel[1] = mix( shadowKernel[2], shadowKernel[1], fractionalCoord.x );\n\n vec4 shadowValues;\n shadowValues.x = mix( shadowKernel[0][1], shadowKernel[0][0], fractionalCoord.y );\n shadowValues.y = mix( shadowKernel[0][2], shadowKernel[0][1], fractionalCoord.y );\n shadowValues.z = mix( shadowKernel[1][1], shadowKernel[1][0], fractionalCoord.y );\n shadowValues.w = mix( shadowKernel[1][2], shadowKernel[1][1], fractionalCoord.y );\n\n shadow = dot( shadowValues, vec4( 1.0 ) );\n\n shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );\n\n #else\n\n vec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );\n float fDepth = unpackDepth( rgbaDepth );\n\n if ( fDepth < shadowCoord.z )\n\n // spot with multiple shadows is darker\n\n shadowColor = shadowColor * vec3( 1.0 - shadowDarkness[ i ] );\n\n // spot with multiple shadows has the same color as single shadow spot\n\n // shadowColor = min( shadowColor, vec3( shadowDarkness[ i ] ) );\n\n #endif\n\n }\n\n\n #ifdef SHADOWMAP_DEBUG\n\n if ( inFrustum ) outgoingLight *= frustumColors[ i ];\n\n #endif\n\n }\n\n outgoingLight = outgoingLight * shadowColor;\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl
-
-THREE.ShaderChunk[ 'shadowmap_pars_fragment'] = "#ifdef USE_SHADOWMAP\n\n uniform sampler2D shadowMap[ MAX_SHADOWS ];\n uniform vec2 shadowMapSize[ MAX_SHADOWS ];\n\n uniform float shadowDarkness[ MAX_SHADOWS ];\n uniform float shadowBias[ MAX_SHADOWS ];\n\n varying vec4 vShadowCoord[ MAX_SHADOWS ];\n\n float unpackDepth( const in vec4 rgba_depth ) {\n\n const vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );\n float depth = dot( rgba_depth, bit_shift );\n return depth;\n\n }\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/shadowmap_pars_vertex.glsl
-
-THREE.ShaderChunk[ 'shadowmap_pars_vertex'] = "#ifdef USE_SHADOWMAP\n\n varying vec4 vShadowCoord[ MAX_SHADOWS ];\n uniform mat4 shadowMatrix[ MAX_SHADOWS ];\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/shadowmap_vertex.glsl
-
-THREE.ShaderChunk[ 'shadowmap_vertex'] = "#ifdef USE_SHADOWMAP\n\n for( int i = 0; i < MAX_SHADOWS; i ++ ) {\n\n vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;\n\n }\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/skinbase_vertex.glsl
-
-THREE.ShaderChunk[ 'skinbase_vertex'] = "#ifdef USE_SKINNING\n\n mat4 boneMatX = getBoneMatrix( skinIndex.x );\n mat4 boneMatY = getBoneMatrix( skinIndex.y );\n mat4 boneMatZ = getBoneMatrix( skinIndex.z );\n mat4 boneMatW = getBoneMatrix( skinIndex.w );\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/skinning_pars_vertex.glsl
-
-THREE.ShaderChunk[ 'skinning_pars_vertex'] = "#ifdef USE_SKINNING\n\n uniform mat4 bindMatrix;\n uniform mat4 bindMatrixInverse;\n\n #ifdef BONE_TEXTURE\n\n uniform sampler2D boneTexture;\n uniform int boneTextureWidth;\n uniform int boneTextureHeight;\n\n mat4 getBoneMatrix( const in float i ) {\n\n float j = i * 4.0;\n float x = mod( j, float( boneTextureWidth ) );\n float y = floor( j / float( boneTextureWidth ) );\n\n float dx = 1.0 / float( boneTextureWidth );\n float dy = 1.0 / float( boneTextureHeight );\n\n y = dy * ( y + 0.5 );\n\n vec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n vec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n vec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n vec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\n mat4 bone = mat4( v1, v2, v3, v4 );\n\n return bone;\n\n }\n\n #else\n\n uniform mat4 boneGlobalMatrices[ MAX_BONES ];\n\n mat4 getBoneMatrix( const in float i ) {\n\n mat4 bone = boneGlobalMatrices[ int(i) ];\n return bone;\n\n }\n\n #endif\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/skinning_vertex.glsl
-
-THREE.ShaderChunk[ 'skinning_vertex'] = "#ifdef USE_SKINNING\n\n #ifdef USE_MORPHTARGETS\n\n vec4 skinVertex = bindMatrix * vec4( morphed, 1.0 );\n\n #else\n\n vec4 skinVertex = bindMatrix * vec4( position, 1.0 );\n\n #endif\n\n vec4 skinned = vec4( 0.0 );\n skinned += boneMatX * skinVertex * skinWeight.x;\n skinned += boneMatY * skinVertex * skinWeight.y;\n skinned += boneMatZ * skinVertex * skinWeight.z;\n skinned += boneMatW * skinVertex * skinWeight.w;\n skinned = bindMatrixInverse * skinned;\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/skinnormal_vertex.glsl
-
-THREE.ShaderChunk[ 'skinnormal_vertex'] = "#ifdef USE_SKINNING\n\n mat4 skinMatrix = mat4( 0.0 );\n skinMatrix += skinWeight.x * boneMatX;\n skinMatrix += skinWeight.y * boneMatY;\n skinMatrix += skinWeight.z * boneMatZ;\n skinMatrix += skinWeight.w * boneMatW;\n skinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\n #ifdef USE_MORPHNORMALS\n\n vec4 skinnedNormal = skinMatrix * vec4( morphedNormal, 0.0 );\n\n #else\n\n vec4 skinnedNormal = skinMatrix * vec4( normal, 0.0 );\n\n #endif\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/specularmap_fragment.glsl
-
-THREE.ShaderChunk[ 'specularmap_fragment'] = "float specularStrength;\n\n#ifdef USE_SPECULARMAP\n\n vec4 texelSpecular = texture2D( specularMap, vUv );\n specularStrength = texelSpecular.r;\n\n#else\n\n specularStrength = 1.0;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/specularmap_pars_fragment.glsl
-
-THREE.ShaderChunk[ 'specularmap_pars_fragment'] = "#ifdef USE_SPECULARMAP\n\n uniform sampler2D specularMap;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/uv2_pars_fragment.glsl
-
-THREE.ShaderChunk[ 'uv2_pars_fragment'] = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\n varying vec2 vUv2;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/uv2_pars_vertex.glsl
-
-THREE.ShaderChunk[ 'uv2_pars_vertex'] = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\n attribute vec2 uv2;\n varying vec2 vUv2;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/uv2_vertex.glsl
-
-THREE.ShaderChunk[ 'uv2_vertex'] = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\n vUv2 = uv2;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/uv_pars_fragment.glsl
-
-THREE.ShaderChunk[ 'uv_pars_fragment'] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP )\n\n varying vec2 vUv;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/uv_pars_vertex.glsl
-
-THREE.ShaderChunk[ 'uv_pars_vertex'] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP )\n\n varying vec2 vUv;\n uniform vec4 offsetRepeat;\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/uv_vertex.glsl
-
-THREE.ShaderChunk[ 'uv_vertex'] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP )\n\n vUv = uv * offsetRepeat.zw + offsetRepeat.xy;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/worldpos_vertex.glsl
-
-THREE.ShaderChunk[ 'worldpos_vertex'] = "#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )\n\n #ifdef USE_SKINNING\n\n vec4 worldPosition = modelMatrix * skinned;\n\n #elif defined( USE_MORPHTARGETS )\n\n vec4 worldPosition = modelMatrix * vec4( morphed, 1.0 );\n\n #else\n\n vec4 worldPosition = modelMatrix * vec4( position, 1.0 );\n\n #endif\n\n#endif\n";
-
-// File:src/renderers/shaders/UniformsUtils.js
-
-/**
- * Uniform Utilities
- */
-
-THREE.UniformsUtils = {
-
- merge: function ( uniforms ) {
-
- var merged = {};
-
- for ( var u = 0; u < uniforms.length; u ++ ) {
-
- var tmp = this.clone( uniforms[ u ] );
-
- for ( var p in tmp ) {
-
- merged[ p ] = tmp[ p ];
-
- }
-
- }
-
- return merged;
-
- },
-
- clone: function ( uniforms_src ) {
-
- var uniforms_dst = {};
-
- for ( var u in uniforms_src ) {
-
- uniforms_dst[ u ] = {};
-
- for ( var p in uniforms_src[ u ] ) {
-
- var 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.Matrix3 ||
- parameter_src instanceof THREE.Matrix4 ||
- parameter_src instanceof THREE.Texture ) {
-
- uniforms_dst[ u ][ p ] = parameter_src.clone();
-
- } else if ( Array.isArray( parameter_src ) ) {
-
- uniforms_dst[ u ][ p ] = parameter_src.slice();
-
- } else {
-
- uniforms_dst[ u ][ p ] = parameter_src;
-
- }
-
- }
-
- }
-
- return uniforms_dst;
-
- }
-
-};
-
-// File:src/renderers/shaders/UniformsLib.js
-
-/**
- * Uniforms library for shared webgl shaders
- */
-
-THREE.UniformsLib = {
-
- common: {
-
- "diffuse" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
- "opacity" : { type: "f", value: 1.0 },
-
- "map" : { type: "t", value: null },
- "offsetRepeat" : { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) },
-
- "specularMap" : { type: "t", value: null },
- "alphaMap" : { type: "t", value: null },
-
- "envMap" : { type: "t", value: null },
- "flipEnvMap" : { type: "f", value: - 1 },
- "reflectivity" : { type: "f", value: 1.0 },
- "refractionRatio" : { type: "f", value: 0.98 }
-
- },
-
- aomap: {
-
- "aoMap" : { type: "t", value: null },
- "aoMapIntensity" : { type: "f", value: 1 },
-
- },
-
- lightmap: {
-
- "lightMap" : { type: "t", value: null },
- "lightMapIntensity" : { type: "f", value: 1 },
-
- },
-
- emissivemap: {
-
- "emissiveMap" : { type: "t", value: null },
-
- },
-
- bump: {
-
- "bumpMap" : { type: "t", value: null },
- "bumpScale" : { type: "f", value: 1 }
-
- },
-
- normalmap: {
-
- "normalMap" : { type: "t", value: null },
- "normalScale" : { type: "v2", value: new THREE.Vector2( 1, 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: [] },
-
- "hemisphereLightDirection" : { type: "fv", value: [] },
- "hemisphereLightSkyColor" : { type: "fv", value: [] },
- "hemisphereLightGroundColor" : { type: "fv", value: [] },
-
- "pointLightColor" : { type: "fv", value: [] },
- "pointLightPosition" : { type: "fv", value: [] },
- "pointLightDistance" : { type: "fv1", value: [] },
- "pointLightDecay" : { type: "fv1", value: [] },
-
- "spotLightColor" : { type: "fv", value: [] },
- "spotLightPosition" : { type: "fv", value: [] },
- "spotLightDirection" : { type: "fv", value: [] },
- "spotLightDistance" : { type: "fv1", value: [] },
- "spotLightAngleCos" : { type: "fv1", value: [] },
- "spotLightExponent" : { type: "fv1", value: [] },
- "spotLightDecay" : { 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: null },
- "offsetRepeat" : { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) },
-
- "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: [] },
- "shadowMapSize": { type: "v2v", value: [] },
-
- "shadowBias" : { type: "fv1", value: [] },
- "shadowDarkness": { type: "fv1", value: [] },
-
- "shadowMatrix" : { type: "m4v", value: [] }
-
- }
-
-};
-
-// File:src/renderers/shaders/ShaderLib.js
-
-/**
- * Webgl Shader Library for three.js
- *
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- * @author mikael emtinger / http://gomo.se/
- */
-
-
-THREE.ShaderLib = {
-
- 'basic': {
-
- uniforms: THREE.UniformsUtils.merge( [
-
- THREE.UniformsLib[ "common" ],
- THREE.UniformsLib[ "aomap" ],
- THREE.UniformsLib[ "fog" ],
- THREE.UniformsLib[ "shadowmap" ]
-
- ] ),
-
- vertexShader: [
-
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "uv_pars_vertex" ],
- THREE.ShaderChunk[ "uv2_pars_vertex" ],
- THREE.ShaderChunk[ "envmap_pars_vertex" ],
- THREE.ShaderChunk[ "color_pars_vertex" ],
- THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
- THREE.ShaderChunk[ "skinning_pars_vertex" ],
- THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
-
- "void main() {",
-
- THREE.ShaderChunk[ "uv_vertex" ],
- THREE.ShaderChunk[ "uv2_vertex" ],
- THREE.ShaderChunk[ "color_vertex" ],
- THREE.ShaderChunk[ "skinbase_vertex" ],
-
- " #ifdef USE_ENVMAP",
-
- THREE.ShaderChunk[ "morphnormal_vertex" ],
- THREE.ShaderChunk[ "skinnormal_vertex" ],
- THREE.ShaderChunk[ "defaultnormal_vertex" ],
-
- " #endif",
-
- THREE.ShaderChunk[ "morphtarget_vertex" ],
- THREE.ShaderChunk[ "skinning_vertex" ],
- THREE.ShaderChunk[ "default_vertex" ],
- THREE.ShaderChunk[ "logdepthbuf_vertex" ],
-
- THREE.ShaderChunk[ "worldpos_vertex" ],
- THREE.ShaderChunk[ "envmap_vertex" ],
- THREE.ShaderChunk[ "shadowmap_vertex" ],
-
- "}"
-
- ].join( "\n" ),
-
- fragmentShader: [
-
- "uniform vec3 diffuse;",
- "uniform float opacity;",
-
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "color_pars_fragment" ],
- THREE.ShaderChunk[ "uv_pars_fragment" ],
- THREE.ShaderChunk[ "uv2_pars_fragment" ],
- THREE.ShaderChunk[ "map_pars_fragment" ],
- THREE.ShaderChunk[ "alphamap_pars_fragment" ],
- THREE.ShaderChunk[ "aomap_pars_fragment" ],
- THREE.ShaderChunk[ "envmap_pars_fragment" ],
- THREE.ShaderChunk[ "fog_pars_fragment" ],
- THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
- THREE.ShaderChunk[ "specularmap_pars_fragment" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
-
- "void main() {",
-
- " vec3 outgoingLight = vec3( 0.0 );",
- " vec4 diffuseColor = vec4( diffuse, opacity );",
- " vec3 totalAmbientLight = vec3( 1.0 );", // hardwired
-
- THREE.ShaderChunk[ "logdepthbuf_fragment" ],
- THREE.ShaderChunk[ "map_fragment" ],
- THREE.ShaderChunk[ "color_fragment" ],
- THREE.ShaderChunk[ "alphamap_fragment" ],
- THREE.ShaderChunk[ "alphatest_fragment" ],
- THREE.ShaderChunk[ "specularmap_fragment" ],
- THREE.ShaderChunk[ "aomap_fragment" ],
-
- " outgoingLight = diffuseColor.rgb * totalAmbientLight;", // simple shader
-
- THREE.ShaderChunk[ "envmap_fragment" ],
- THREE.ShaderChunk[ "shadowmap_fragment" ], // TODO: Shadows on an otherwise unlit surface doesn't make sense.
-
- THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
-
- THREE.ShaderChunk[ "fog_fragment" ],
-
- " gl_FragColor = vec4( outgoingLight, diffuseColor.a );",
-
- "}"
-
- ].join( "\n" )
-
- },
-
- 'lambert': {
-
- uniforms: THREE.UniformsUtils.merge( [
-
- THREE.UniformsLib[ "common" ],
- THREE.UniformsLib[ "fog" ],
- THREE.UniformsLib[ "lights" ],
- THREE.UniformsLib[ "shadowmap" ],
-
- {
- "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) }
- }
-
- ] ),
-
- vertexShader: [
-
- "#define LAMBERT",
-
- "varying vec3 vLightFront;",
-
- "#ifdef DOUBLE_SIDED",
-
- " varying vec3 vLightBack;",
-
- "#endif",
-
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "uv_pars_vertex" ],
- THREE.ShaderChunk[ "uv2_pars_vertex" ],
- THREE.ShaderChunk[ "envmap_pars_vertex" ],
- THREE.ShaderChunk[ "lights_lambert_pars_vertex" ],
- THREE.ShaderChunk[ "color_pars_vertex" ],
- THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
- THREE.ShaderChunk[ "skinning_pars_vertex" ],
- THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
-
- "void main() {",
-
- THREE.ShaderChunk[ "uv_vertex" ],
- THREE.ShaderChunk[ "uv2_vertex" ],
- THREE.ShaderChunk[ "color_vertex" ],
-
- THREE.ShaderChunk[ "morphnormal_vertex" ],
- THREE.ShaderChunk[ "skinbase_vertex" ],
- THREE.ShaderChunk[ "skinnormal_vertex" ],
- THREE.ShaderChunk[ "defaultnormal_vertex" ],
-
- THREE.ShaderChunk[ "morphtarget_vertex" ],
- THREE.ShaderChunk[ "skinning_vertex" ],
- THREE.ShaderChunk[ "default_vertex" ],
- THREE.ShaderChunk[ "logdepthbuf_vertex" ],
-
- THREE.ShaderChunk[ "worldpos_vertex" ],
- THREE.ShaderChunk[ "envmap_vertex" ],
- THREE.ShaderChunk[ "lights_lambert_vertex" ],
- THREE.ShaderChunk[ "shadowmap_vertex" ],
-
- "}"
-
- ].join( "\n" ),
-
- fragmentShader: [
-
- "uniform vec3 diffuse;",
- "uniform vec3 emissive;",
- "uniform float opacity;",
-
- "varying vec3 vLightFront;",
-
- "#ifdef DOUBLE_SIDED",
-
- " varying vec3 vLightBack;",
-
- "#endif",
-
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "color_pars_fragment" ],
- THREE.ShaderChunk[ "uv_pars_fragment" ],
- THREE.ShaderChunk[ "uv2_pars_fragment" ],
- THREE.ShaderChunk[ "map_pars_fragment" ],
- THREE.ShaderChunk[ "alphamap_pars_fragment" ],
- THREE.ShaderChunk[ "envmap_pars_fragment" ],
- THREE.ShaderChunk[ "fog_pars_fragment" ],
- THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
- THREE.ShaderChunk[ "specularmap_pars_fragment" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
-
- "void main() {",
-
- " vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does
- " vec4 diffuseColor = vec4( diffuse, opacity );",
-
- THREE.ShaderChunk[ "logdepthbuf_fragment" ],
- THREE.ShaderChunk[ "map_fragment" ],
- THREE.ShaderChunk[ "color_fragment" ],
- THREE.ShaderChunk[ "alphamap_fragment" ],
- THREE.ShaderChunk[ "alphatest_fragment" ],
- THREE.ShaderChunk[ "specularmap_fragment" ],
-
- " #ifdef DOUBLE_SIDED",
-
- " if ( gl_FrontFacing )",
- " outgoingLight += diffuseColor.rgb * vLightFront + emissive;",
- " else",
- " outgoingLight += diffuseColor.rgb * vLightBack + emissive;",
-
- " #else",
-
- " outgoingLight += diffuseColor.rgb * vLightFront + emissive;",
-
- " #endif",
-
- THREE.ShaderChunk[ "envmap_fragment" ],
- THREE.ShaderChunk[ "shadowmap_fragment" ],
-
- THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
-
- THREE.ShaderChunk[ "fog_fragment" ],
-
- " gl_FragColor = vec4( outgoingLight, diffuseColor.a );",
-
- "}"
-
- ].join( "\n" )
-
- },
-
- 'phong': {
-
- uniforms: THREE.UniformsUtils.merge( [
-
- THREE.UniformsLib[ "common" ],
- THREE.UniformsLib[ "aomap" ],
- THREE.UniformsLib[ "lightmap" ],
- THREE.UniformsLib[ "emissivemap" ],
- THREE.UniformsLib[ "bump" ],
- THREE.UniformsLib[ "normalmap" ],
- THREE.UniformsLib[ "fog" ],
- THREE.UniformsLib[ "lights" ],
- THREE.UniformsLib[ "shadowmap" ],
-
- {
- "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
- "specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
- "shininess": { type: "f", value: 30 }
- }
-
- ] ),
-
- vertexShader: [
-
- "#define PHONG",
-
- "varying vec3 vViewPosition;",
-
- "#ifndef FLAT_SHADED",
-
- " varying vec3 vNormal;",
-
- "#endif",
-
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "uv_pars_vertex" ],
- THREE.ShaderChunk[ "uv2_pars_vertex" ],
- THREE.ShaderChunk[ "envmap_pars_vertex" ],
- THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
- THREE.ShaderChunk[ "color_pars_vertex" ],
- THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
- THREE.ShaderChunk[ "skinning_pars_vertex" ],
- THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
-
- "void main() {",
-
- THREE.ShaderChunk[ "uv_vertex" ],
- THREE.ShaderChunk[ "uv2_vertex" ],
- THREE.ShaderChunk[ "color_vertex" ],
-
- THREE.ShaderChunk[ "morphnormal_vertex" ],
- THREE.ShaderChunk[ "skinbase_vertex" ],
- THREE.ShaderChunk[ "skinnormal_vertex" ],
- THREE.ShaderChunk[ "defaultnormal_vertex" ],
-
- "#ifndef FLAT_SHADED", // Normal computed with derivatives when FLAT_SHADED
-
- " vNormal = normalize( transformedNormal );",
-
- "#endif",
-
- THREE.ShaderChunk[ "morphtarget_vertex" ],
- THREE.ShaderChunk[ "skinning_vertex" ],
- THREE.ShaderChunk[ "default_vertex" ],
- THREE.ShaderChunk[ "logdepthbuf_vertex" ],
-
- " vViewPosition = - mvPosition.xyz;",
-
- THREE.ShaderChunk[ "worldpos_vertex" ],
- THREE.ShaderChunk[ "envmap_vertex" ],
- THREE.ShaderChunk[ "lights_phong_vertex" ],
- THREE.ShaderChunk[ "shadowmap_vertex" ],
-
- "}"
-
- ].join( "\n" ),
-
- fragmentShader: [
-
- "#define PHONG",
-
- "uniform vec3 diffuse;",
- "uniform vec3 emissive;",
- "uniform vec3 specular;",
- "uniform float shininess;",
- "uniform float opacity;",
-
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "color_pars_fragment" ],
- THREE.ShaderChunk[ "uv_pars_fragment" ],
- THREE.ShaderChunk[ "uv2_pars_fragment" ],
- THREE.ShaderChunk[ "map_pars_fragment" ],
- THREE.ShaderChunk[ "alphamap_pars_fragment" ],
- THREE.ShaderChunk[ "aomap_pars_fragment" ],
- THREE.ShaderChunk[ "lightmap_pars_fragment" ],
- THREE.ShaderChunk[ "emissivemap_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" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
-
- "void main() {",
-
- " vec3 outgoingLight = vec3( 0.0 );",
- " vec4 diffuseColor = vec4( diffuse, opacity );",
- " vec3 totalAmbientLight = ambientLightColor;",
- " vec3 totalEmissiveLight = emissive;",
-
- THREE.ShaderChunk[ "logdepthbuf_fragment" ],
- THREE.ShaderChunk[ "map_fragment" ],
- THREE.ShaderChunk[ "color_fragment" ],
- THREE.ShaderChunk[ "alphamap_fragment" ],
- THREE.ShaderChunk[ "alphatest_fragment" ],
- THREE.ShaderChunk[ "specularmap_fragment" ],
- THREE.ShaderChunk[ "lightmap_fragment" ],
- THREE.ShaderChunk[ "aomap_fragment" ],
- THREE.ShaderChunk[ "emissivemap_fragment" ],
-
- THREE.ShaderChunk[ "lights_phong_fragment" ],
-
- THREE.ShaderChunk[ "envmap_fragment" ],
- THREE.ShaderChunk[ "shadowmap_fragment" ],
-
- THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
-
- THREE.ShaderChunk[ "fog_fragment" ],
-
- " gl_FragColor = vec4( outgoingLight, diffuseColor.a );",
-
- "}"
-
- ].join( "\n" )
-
- },
-
- 'particle_basic': {
-
- uniforms: THREE.UniformsUtils.merge( [
-
- THREE.UniformsLib[ "particle" ],
- THREE.UniformsLib[ "shadowmap" ]
-
- ] ),
-
- vertexShader: [
-
- "uniform float size;",
- "uniform float scale;",
-
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "color_pars_vertex" ],
- THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
- THREE.ShaderChunk[ "logdepthbuf_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[ "logdepthbuf_vertex" ],
- THREE.ShaderChunk[ "worldpos_vertex" ],
- THREE.ShaderChunk[ "shadowmap_vertex" ],
-
- "}"
-
- ].join( "\n" ),
-
- fragmentShader: [
-
- "uniform vec3 psColor;",
- "uniform float opacity;",
-
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "color_pars_fragment" ],
- THREE.ShaderChunk[ "map_particle_pars_fragment" ],
- THREE.ShaderChunk[ "fog_pars_fragment" ],
- THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
-
- "void main() {",
-
- " vec3 outgoingLight = vec3( 0.0 );",
- " vec4 diffuseColor = vec4( psColor, opacity );",
-
- THREE.ShaderChunk[ "logdepthbuf_fragment" ],
- THREE.ShaderChunk[ "map_particle_fragment" ],
- THREE.ShaderChunk[ "color_fragment" ],
- THREE.ShaderChunk[ "alphatest_fragment" ],
-
- " outgoingLight = diffuseColor.rgb;", // simple shader
-
- THREE.ShaderChunk[ "shadowmap_fragment" ],
- THREE.ShaderChunk[ "fog_fragment" ],
-
- " gl_FragColor = vec4( outgoingLight, diffuseColor.a );",
-
- "}"
-
- ].join( "\n" )
-
- },
-
- 'dashed': {
-
- uniforms: THREE.UniformsUtils.merge( [
-
- THREE.UniformsLib[ "common" ],
- THREE.UniformsLib[ "fog" ],
-
- {
- "scale" : { type: "f", value: 1 },
- "dashSize" : { type: "f", value: 1 },
- "totalSize": { type: "f", value: 2 }
- }
-
- ] ),
-
- vertexShader: [
-
- "uniform float scale;",
- "attribute float lineDistance;",
-
- "varying float vLineDistance;",
-
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "color_pars_vertex" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
-
- "void main() {",
-
- THREE.ShaderChunk[ "color_vertex" ],
-
- " vLineDistance = scale * lineDistance;",
-
- " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
- " gl_Position = projectionMatrix * mvPosition;",
-
- THREE.ShaderChunk[ "logdepthbuf_vertex" ],
-
- "}"
-
- ].join( "\n" ),
-
- fragmentShader: [
-
- "uniform vec3 diffuse;",
- "uniform float opacity;",
-
- "uniform float dashSize;",
- "uniform float totalSize;",
-
- "varying float vLineDistance;",
-
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "color_pars_fragment" ],
- THREE.ShaderChunk[ "fog_pars_fragment" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
-
- "void main() {",
-
- " if ( mod( vLineDistance, totalSize ) > dashSize ) {",
-
- " discard;",
-
- " }",
-
- " vec3 outgoingLight = vec3( 0.0 );",
- " vec4 diffuseColor = vec4( diffuse, opacity );",
-
- THREE.ShaderChunk[ "logdepthbuf_fragment" ],
- THREE.ShaderChunk[ "color_fragment" ],
-
- " outgoingLight = diffuseColor.rgb;", // simple shader
-
- THREE.ShaderChunk[ "fog_fragment" ],
-
- " gl_FragColor = vec4( outgoingLight, diffuseColor.a );",
-
- "}"
-
- ].join( "\n" )
-
- },
-
- 'depth': {
-
- uniforms: {
-
- "mNear": { type: "f", value: 1.0 },
- "mFar" : { type: "f", value: 2000.0 },
- "opacity" : { type: "f", value: 1.0 }
-
- },
-
- vertexShader: [
-
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
-
- "void main() {",
-
- THREE.ShaderChunk[ "morphtarget_vertex" ],
- THREE.ShaderChunk[ "default_vertex" ],
- THREE.ShaderChunk[ "logdepthbuf_vertex" ],
-
- "}"
-
- ].join( "\n" ),
-
- fragmentShader: [
-
- "uniform float mNear;",
- "uniform float mFar;",
- "uniform float opacity;",
-
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
-
- "void main() {",
-
- THREE.ShaderChunk[ "logdepthbuf_fragment" ],
-
- " #ifdef USE_LOGDEPTHBUF_EXT",
-
- " float depth = gl_FragDepthEXT / gl_FragCoord.w;",
-
- " #else",
-
- " float depth = gl_FragCoord.z / gl_FragCoord.w;",
-
- " #endif",
-
- " 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;",
-
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
-
- "void main() {",
-
- " vNormal = normalize( normalMatrix * normal );",
-
- THREE.ShaderChunk[ "morphtarget_vertex" ],
- THREE.ShaderChunk[ "default_vertex" ],
- THREE.ShaderChunk[ "logdepthbuf_vertex" ],
-
- "}"
-
- ].join( "\n" ),
-
- fragmentShader: [
-
- "uniform float opacity;",
- "varying vec3 vNormal;",
-
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
-
- "void main() {",
-
- " gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
-
- THREE.ShaderChunk[ "logdepthbuf_fragment" ],
-
- "}"
-
- ].join( "\n" )
-
- },
-
- /* -------------------------------------------------------------------------
- // Cube map shader
- ------------------------------------------------------------------------- */
-
- 'cube': {
-
- uniforms: { "tCube": { type: "t", value: null },
- "tFlip": { type: "f", value: - 1 } },
-
- vertexShader: [
-
- "varying vec3 vWorldPosition;",
-
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
-
- "void main() {",
-
- " vWorldPosition = transformDirection( position, modelMatrix );",
-
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
-
- THREE.ShaderChunk[ "logdepthbuf_vertex" ],
-
- "}"
-
- ].join( "\n" ),
-
- fragmentShader: [
-
- "uniform samplerCube tCube;",
- "uniform float tFlip;",
-
- "varying vec3 vWorldPosition;",
-
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
-
- "void main() {",
-
- " gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
-
- THREE.ShaderChunk[ "logdepthbuf_fragment" ],
-
- "}"
-
- ].join( "\n" )
-
- },
-
- /* -------------------------------------------------------------------------
- // Cube map shader
- ------------------------------------------------------------------------- */
-
- 'equirect': {
-
- uniforms: { "tEquirect": { type: "t", value: null },
- "tFlip": { type: "f", value: - 1 } },
-
- vertexShader: [
-
- "varying vec3 vWorldPosition;",
-
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
-
- "void main() {",
-
- " vWorldPosition = transformDirection( position, modelMatrix );",
-
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
-
- THREE.ShaderChunk[ "logdepthbuf_vertex" ],
-
- "}"
-
- ].join( "\n" ),
-
- fragmentShader: [
-
- "uniform sampler2D tEquirect;",
- "uniform float tFlip;",
-
- "varying vec3 vWorldPosition;",
-
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
-
- "void main() {",
-
- // " gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
- "vec3 direction = normalize( vWorldPosition );",
- "vec2 sampleUV;",
- "sampleUV.y = saturate( tFlip * direction.y * -0.5 + 0.5 );",
- "sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;",
- "gl_FragColor = texture2D( tEquirect, sampleUV );",
-
- THREE.ShaderChunk[ "logdepthbuf_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
- * http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/
- */
-
- 'depthRGBA': {
-
- uniforms: {},
-
- vertexShader: [
-
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
- THREE.ShaderChunk[ "skinning_pars_vertex" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
-
- "void main() {",
-
- THREE.ShaderChunk[ "skinbase_vertex" ],
- THREE.ShaderChunk[ "morphtarget_vertex" ],
- THREE.ShaderChunk[ "skinning_vertex" ],
- THREE.ShaderChunk[ "default_vertex" ],
- THREE.ShaderChunk[ "logdepthbuf_vertex" ],
-
- "}"
-
- ].join( "\n" ),
-
- fragmentShader: [
-
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
-
- "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 = mod( depth * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );", // " vec4 res = fract( depth * bit_shift );",
- " res -= res.xxyz * bit_mask;",
- " return res;",
-
- "}",
-
- "void main() {",
-
- THREE.ShaderChunk[ "logdepthbuf_fragment" ],
-
- " #ifdef USE_LOGDEPTHBUF_EXT",
-
- " gl_FragData[ 0 ] = pack_depth( gl_FragDepthEXT );",
-
- " #else",
-
- " gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );",
-
- " #endif",
-
- //"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" )
-
- }
-
-};
-
-// File:src/renderers/WebGLRenderer.js
-
-/**
- * @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' ),
- _context = parameters.context !== undefined ? parameters.context : null,
-
- _width = _canvas.width,
- _height = _canvas.height,
-
- pixelRatio = 1,
-
- _precision = parameters.precision !== undefined ? parameters.precision : 'highp',
-
- _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
- _depth = parameters.depth !== undefined ? parameters.depth : true,
- _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
- _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
- _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
- _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
- _logarithmicDepthBuffer = parameters.logarithmicDepthBuffer !== undefined ? parameters.logarithmicDepthBuffer : false,
-
- _clearColor = new THREE.Color( 0x000000 ),
- _clearAlpha = 0;
-
- var lights = [];
-
- var opaqueObjects = [];
- var transparentObjects = [];
-
- var opaqueImmediateObjects = [];
- var transparentImmediateObjects = [];
-
- var morphInfluences = new Float32Array( 8 );
-
- var sprites = [];
- var lensFlares = [];
-
- // 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;
-
- // physically based shading
-
- this.gammaFactor = 2.0; // for backwards compatibility
- this.gammaInput = false;
- this.gammaOutput = false;
-
- // morphs
-
- this.maxMorphTargets = 8;
- this.maxMorphNormals = 4;
-
- // flags
-
- this.autoScaleCubemaps = true;
-
- // internal properties
-
- var _this = this,
-
- _programs = [],
-
- // internal state cache
-
- _currentProgram = null,
- _currentFramebuffer = null,
- _currentMaterialId = - 1,
- _currentGeometryProgram = '',
- _currentCamera = null,
-
- _usedTextureUnits = 0,
-
- _viewportX = 0,
- _viewportY = 0,
- _viewportWidth = _canvas.width,
- _viewportHeight = _canvas.height,
- _currentWidth = 0,
- _currentHeight = 0,
-
- // frustum
-
- _frustum = new THREE.Frustum(),
-
- // camera matrices cache
-
- _projScreenMatrix = new THREE.Matrix4(),
-
- _vector3 = new THREE.Vector3(),
-
- // light arrays cache
-
- _direction = new THREE.Vector3(),
-
- _lightsNeedUpdate = true,
-
- _lights = {
-
- ambient: [ 0, 0, 0 ],
- directional: { length: 0, colors: [], positions: [] },
- point: { length: 0, colors: [], positions: [], distances: [], decays: [] },
- spot: { length: 0, colors: [], positions: [], distances: [], directions: [], anglesCos: [], exponents: [], decays: [] },
- hemi: { length: 0, skyColors: [], groundColors: [], positions: [] }
-
- },
-
- // info
-
- _infoMemory = {
-
- programs: 0,
- geometries: 0,
- textures: 0
-
- },
-
- _infoRender = {
-
- calls: 0,
- vertices: 0,
- faces: 0,
- points: 0
-
- };
-
- this.info = {
-
- render: _infoRender,
- memory: _infoMemory,
- programs: _programs
-
- };
-
- // initialize
-
- var _gl;
-
- try {
-
- var attributes = {
- alpha: _alpha,
- depth: _depth,
- stencil: _stencil,
- antialias: _antialias,
- premultipliedAlpha: _premultipliedAlpha,
- preserveDrawingBuffer: _preserveDrawingBuffer
- };
-
- _gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );
-
- if ( _gl === null ) {
-
- if ( _canvas.getContext( 'webgl' ) !== null ) {
-
- throw 'Error creating WebGL context with your selected attributes.';
-
- } else {
-
- throw 'Error creating WebGL context.';
-
- }
-
- }
-
- _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
-
- } catch ( error ) {
-
- console.error( 'THREE.WebGLRenderer: ' + error );
-
- }
-
- var extensions = new THREE.WebGLExtensions( _gl );
-
- extensions.get( 'OES_texture_float' );
- extensions.get( 'OES_texture_float_linear' );
- extensions.get( 'OES_texture_half_float' );
- extensions.get( 'OES_texture_half_float_linear' );
- extensions.get( 'OES_standard_derivatives' );
- extensions.get( 'ANGLE_instanced_arrays' );
-
- if ( extensions.get( 'OES_element_index_uint' ) ) {
-
- THREE.BufferGeometry.MaxIndex = 4294967296;
-
- }
-
- if ( _logarithmicDepthBuffer ) {
-
- extensions.get( 'EXT_frag_depth' );
-
- }
-
- var state = new THREE.WebGLState( _gl, extensions, paramThreeToGL );
- var properties = new THREE.WebGLProperties();
- var objects = new THREE.WebGLObjects( _gl, properties, this.info );
-
- //
-
- function glClearColor( r, g, b, a ) {
-
- if ( _premultipliedAlpha === true ) {
-
- r *= a; g *= a; b *= a;
-
- }
-
- _gl.clearColor( r, g, b, a );
-
- }
-
- function setDefaultGLState() {
-
- state.init();
-
- _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
-
- glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
-
- }
-
- function resetGLState() {
-
- _currentProgram = null;
- _currentCamera = null;
-
- _currentGeometryProgram = '';
- _currentMaterialId = - 1;
-
- _lightsNeedUpdate = true;
-
- state.reset();
-
- }
-
- setDefaultGLState();
-
- this.context = _gl;
- this.extensions = extensions;
- this.state = state;
-
- // shadow map
-
- var shadowMap = new THREE.WebGLShadowMap( this, lights, objects );
-
- this.shadowMap = shadowMap;
-
- // GPU capabilities
-
- var _maxTextures = _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS );
- var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
- var _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE );
- var _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );
-
- var _supportsVertexTextures = _maxVertexTextures > 0;
- var _supportsBoneTextures = _supportsVertexTextures && extensions.get( 'OES_texture_float' );
- var _supportsInstancedArrays = extensions.get( 'ANGLE_instanced_arrays' );
-
- //
-
-
-
- //
-
- var _maxPrecision = state.getMaxPrecision( _precision );
-
- if ( _maxPrecision !== _precision ) {
-
- console.warn( 'THREE.WebGLRenderer:', _precision, 'not supported, using', _maxPrecision, 'instead.' );
- _precision = _maxPrecision;
-
- }
-
- // Plugins
-
- var spritePlugin = new THREE.SpritePlugin( this, sprites );
- var lensFlarePlugin = new THREE.LensFlarePlugin( this, lensFlares );
-
- // API
-
- this.getContext = function () {
-
- return _gl;
-
- };
-
- this.getContextAttributes = function () {
-
- return _gl.getContextAttributes();
-
- };
-
- this.forceContextLoss = function () {
-
- extensions.get( 'WEBGL_lose_context' ).loseContext();
-
- };
-
- this.supportsVertexTextures = function () {
-
- return _supportsVertexTextures;
-
- };
-
- this.supportsInstancedArrays = function () {
-
- return _supportsInstancedArrays;
-
- };
-
- this.getMaxAnisotropy = ( function () {
-
- var value;
-
- return function getMaxAnisotropy() {
-
- if ( value !== undefined ) return value;
-
- var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
-
- if ( extension !== null ) {
-
- value = _gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
-
- } else {
-
- value = 0;
-
- }
-
- return value;
-
- }
-
- } )();
-
- this.getPrecision = function () {
-
- return _precision;
-
- };
-
- this.getPixelRatio = function () {
-
- return pixelRatio;
-
- };
-
- this.setPixelRatio = function ( value ) {
-
- if ( value !== undefined ) pixelRatio = value;
-
- };
-
- this.getSize = function () {
-
- return {
- width: _width,
- height: _height
- };
-
- };
-
- this.setSize = function ( width, height, updateStyle ) {
-
- _width = width;
- _height = height;
-
- _canvas.width = width * pixelRatio;
- _canvas.height = height * pixelRatio;
-
- if ( updateStyle !== false ) {
-
- _canvas.style.width = width + 'px';
- _canvas.style.height = height + 'px';
-
- }
-
- this.setViewport( 0, 0, width, height );
-
- };
-
- this.setViewport = function ( x, y, width, height ) {
-
- _viewportX = x * pixelRatio;
- _viewportY = y * pixelRatio;
-
- _viewportWidth = width * pixelRatio;
- _viewportHeight = height * pixelRatio;
-
- _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
-
- };
-
- this.setScissor = function ( x, y, width, height ) {
-
- _gl.scissor(
- x * pixelRatio,
- y * pixelRatio,
- width * pixelRatio,
- height * pixelRatio
- );
-
- };
-
- this.enableScissorTest = function ( boolean ) {
-
- state.setScissorTest( boolean );
-
- };
-
- // Clearing
-
- this.getClearColor = function () {
-
- return _clearColor;
-
- };
-
- this.setClearColor = function ( color, alpha ) {
-
- _clearColor.set( color );
-
- _clearAlpha = alpha !== undefined ? alpha : 1;
-
- glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
-
- };
-
- this.getClearAlpha = function () {
-
- return _clearAlpha;
-
- };
-
- this.setClearAlpha = function ( alpha ) {
-
- _clearAlpha = alpha;
-
- glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _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.clearColor = function () {
-
- _gl.clear( _gl.COLOR_BUFFER_BIT );
-
- };
-
- this.clearDepth = function () {
-
- _gl.clear( _gl.DEPTH_BUFFER_BIT );
-
- };
-
- this.clearStencil = function () {
-
- _gl.clear( _gl.STENCIL_BUFFER_BIT );
-
- };
-
- this.clearTarget = function ( renderTarget, color, depth, stencil ) {
-
- this.setRenderTarget( renderTarget );
- this.clear( color, depth, stencil );
-
- };
-
- // Reset
-
- this.resetGLState = resetGLState;
-
- this.dispose = function() {
-
- _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
-
- };
-
- // Events
-
- function onContextLost( event ) {
-
- event.preventDefault();
-
- resetGLState();
- setDefaultGLState();
-
- objects.clear();
- properties.clear();
-
- };
-
- function onTextureDispose( event ) {
-
- var texture = event.target;
-
- texture.removeEventListener( 'dispose', onTextureDispose );
-
- deallocateTexture( texture );
-
- _infoMemory.textures --;
-
-
- }
-
- function onRenderTargetDispose( event ) {
-
- var renderTarget = event.target;
-
- renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
-
- deallocateRenderTarget( renderTarget );
-
- _infoMemory.textures --;
-
- }
-
- function onMaterialDispose( event ) {
-
- var material = event.target;
-
- material.removeEventListener( 'dispose', onMaterialDispose );
-
- deallocateMaterial( material );
-
- }
-
- // Buffer deallocation
-
- function deallocateTexture( texture ) {
-
- var textureProperties = properties.get( texture );
-
- if ( texture.image && textureProperties.__image__webglTextureCube ) {
-
- // cube texture
-
- _gl.deleteTexture( textureProperties.__image__webglTextureCube );
-
- } else {
-
- // 2D texture
-
- if ( textureProperties.__webglInit === undefined ) return;
-
- _gl.deleteTexture( textureProperties.__webglTexture );
-
- }
-
- // remove all webgl properties
- properties.delete( texture );
-
- }
-
- function deallocateRenderTarget( renderTarget ) {
-
- var renderTargetProperties = properties.get( renderTarget );
-
- if ( ! renderTarget || renderTargetProperties.__webglTexture === undefined ) return;
-
- _gl.deleteTexture( renderTargetProperties.__webglTexture );
-
- if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
-
- for ( var i = 0; i < 6; i ++ ) {
-
- _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
- _gl.deleteRenderbuffer( renderTargetProperties.__webglRenderbuffer[ i ] );
-
- }
-
- } else {
-
- _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
- _gl.deleteRenderbuffer( renderTargetProperties.__webglRenderbuffer );
-
- }
-
- properties.delete( renderTarget );
-
- }
-
- function deallocateMaterial( material ) {
-
- releaseMaterialProgramReference( material );
-
- properties.delete( material );
-
- }
-
-
- function releaseMaterialProgramReference( material ) {
-
- var program = properties.get( material ).program.program;
-
- if ( program === undefined ) return;
-
- material.program = undefined;
-
- for ( var i = 0, n = _programs.length; i !== n; ++ i ) {
-
- var programInfo = _programs[ i ];
-
- if ( programInfo.program === program ) {
-
- var newReferenceCount = -- programInfo.usedTimes;
-
- if ( newReferenceCount === 0 ) {
-
- // the last meterial that has been using the program let
- // go of it, so remove it from the (unordered) _programs
- // set and deallocate the GL resource
-
- var newLength = n - 1;
-
- _programs[ i ] = _programs[ newLength ];
- _programs.pop();
-
- _gl.deleteProgram( program );
-
- _infoMemory.programs = newLength;
-
- }
-
- break;
-
- }
-
- }
-
- }
-
- // Buffer rendering
-
- this.renderBufferImmediate = function ( object, program, material ) {
-
- state.initAttributes();
-
- var buffers = properties.get( object );
-
- if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
- if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
- if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
- if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
-
- var attributes = program.getAttributes();
-
- if ( object.hasPositions ) {
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
- _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
-
- state.enableAttribute( attributes.position );
- _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
-
- }
-
- if ( object.hasNormals ) {
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
-
- if ( material instanceof THREE.MeshPhongMaterial === false && 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 );
-
- state.enableAttribute( attributes.normal );
-
- _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
-
- }
-
- if ( object.hasUvs && material.map ) {
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
- _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
-
- state.enableAttribute( attributes.uv );
-
- _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
-
- }
-
- if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
- _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
-
- state.enableAttribute( attributes.color );
-
- _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
-
- }
-
- state.disableUnusedAttributes();
-
- _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
-
- object.count = 0;
-
- };
-
- this.renderBufferDirect = function ( camera, lights, fog, material, object, materialIndex ) {
-
- if ( material instanceof THREE.MeshFaceMaterial ) {
-
- var materials = material.materials;
-
- for ( var i = 0, il = materials.length; i < il; i ++ ) {
-
- material = materials[ i ];
-
- if ( material === null || material.visible === false ) continue;
-
- _this.renderBufferDirect( camera, lights, fog, material, object, i );
-
- }
-
- return;
-
- }
-
- setMaterial( material );
-
- var geometry = objects.update( object );
- var program = setProgram( camera, lights, fog, material, object );
-
- var updateBuffers = false,
- wireframeBit = material.wireframe ? 1 : 0,
- geometryProgram = geometry.id + '_' + program.id + '_' + wireframeBit;
-
- if ( geometryProgram !== _currentGeometryProgram ) {
-
- _currentGeometryProgram = geometryProgram;
- updateBuffers = true;
-
- }
-
- // morph targets
-
- var morphTargetInfluences = object.morphTargetInfluences;
-
- if ( morphTargetInfluences !== undefined ) {
-
- var activeInfluences = [];
-
- for ( var i = 0, l = morphTargetInfluences.length; i < l; i ++ ) {
-
- var influence = morphTargetInfluences[ i ];
- activeInfluences.push( [ influence, i ] );
-
- }
-
- activeInfluences.sort( numericalSort );
-
- if ( activeInfluences.length > 8 ) {
-
- activeInfluences.length = 8;
-
- }
-
- var morphAttributes = geometry.morphAttributes;
-
- for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) {
-
- var influence = activeInfluences[ i ];
- morphInfluences[ i ] = influence[ 0 ];
-
- if ( influence[ 0 ] !== 0 ) {
-
- var index = influence[ 1 ];
-
- if ( material.morphTargets === true ) geometry.addAttribute( 'morphTarget' + i, morphAttributes.position[ index ] );
- if ( material.morphNormals === true ) geometry.addAttribute( 'morphNormal' + i, morphAttributes.normal[ index ] );
-
- } else {
-
- if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i );
- if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i );
-
- }
-
- }
-
- var uniforms = program.getUniforms();
-
- if ( uniforms.morphTargetInfluences !== null ) {
-
- _gl.uniform1fv( uniforms.morphTargetInfluences, morphInfluences );
-
- }
-
- updateBuffers = true;
-
- }
-
- if ( object instanceof THREE.Mesh ) {
-
- renderMesh( material, geometry, object, program, updateBuffers, materialIndex );
-
- } else if ( object instanceof THREE.Line ) {
-
- renderLine( material, geometry, object, program, updateBuffers, materialIndex );
-
- } else if ( object instanceof THREE.PointCloud ) {
-
- renderPointCloud( material, geometry, object, program, updateBuffers, materialIndex );
-
- }
-
- };
-
- function setupVertexAttributes( material, program, geometry, startIndex ) {
-
- var extension;
-
- if ( geometry instanceof THREE.InstancedBufferGeometry ) {
-
- extension = extensions.get( 'ANGLE_instanced_arrays' );
-
- if ( extension === null ) {
-
- console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
- return;
-
- }
-
- }
-
- state.initAttributes();
-
- var geometryAttributes = geometry.attributes;
-
- var programAttributes = program.getAttributes();
-
- var materialDefaultAttributeValues = material.defaultAttributeValues;
-
- for ( var name in programAttributes ) {
-
- var programAttribute = programAttributes[ name ];
-
- if ( programAttribute >= 0 ) {
-
- var geometryAttribute = geometryAttributes[ name ];
-
- if ( geometryAttribute !== undefined ) {
-
- state.enableAttribute( programAttribute );
-
- var size = geometryAttribute.itemSize;
- var buffer = objects.getAttributeBuffer( geometryAttribute );
-
- if ( geometryAttribute instanceof THREE.InterleavedBufferAttribute ) {
-
- var data = geometryAttribute.data;
- var stride = data.stride;
- var offset = geometryAttribute.offset;
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
- _gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, stride * data.array.BYTES_PER_ELEMENT, ( startIndex * stride + offset ) * data.array.BYTES_PER_ELEMENT );
-
- if ( data instanceof THREE.InstancedInterleavedBuffer ) {
-
- if ( extension === null ) {
-
- console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferAttribute but hardware does not support extension ANGLE_instanced_arrays.' );
- return;
-
- }
-
- extension.vertexAttribDivisorANGLE( programAttribute, data.meshPerAttribute );
-
- if ( geometry.maxInstancedCount === undefined ) {
-
- geometry.maxInstancedCount = data.meshPerAttribute * data.count;
-
- }
-
- }
-
- } else {
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
- _gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, 0, startIndex * size * 4 ); // 4 bytes per Float32
-
- if ( geometryAttribute instanceof THREE.InstancedBufferAttribute ) {
-
- if ( extension === null ) {
-
- console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferAttribute but hardware does not support extension ANGLE_instanced_arrays.' );
- return;
-
- }
-
- extension.vertexAttribDivisorANGLE( programAttribute, geometryAttribute.meshPerAttribute );
-
- if ( geometry.maxInstancedCount === undefined ) {
-
- geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
-
- }
-
- }
-
- }
-
- } else if ( materialDefaultAttributeValues !== undefined ) {
-
- var value = materialDefaultAttributeValues[ name ];
-
- if ( value !== undefined ) {
-
- switch ( value.length ) {
-
- case 2:
- _gl.vertexAttrib2fv( programAttribute, value );
- break;
-
- case 3:
- _gl.vertexAttrib3fv( programAttribute, value );
- break;
-
- case 4:
- _gl.vertexAttrib4fv( programAttribute, value );
- break;
-
- default:
- _gl.vertexAttrib1fv( programAttribute, value );
-
- }
-
- }
-
- }
-
- }
-
- }
-
- state.disableUnusedAttributes();
-
- }
-
- function renderMesh( material, geometry, object, program, updateBuffers, materialIndex ) {
-
- var mode = _gl.TRIANGLES;
-
- if ( material.wireframe === true ) {
-
- mode = _gl.LINES;
- state.setLineWidth( material.wireframeLinewidth * pixelRatio );
-
- }
-
- var index = geometry.attributes.index;
-
- if ( index ) {
-
- // indexed triangles
-
- var type, size;
-
- var indexBuffer = objects.getAttributeBuffer( index );
-
- if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
-
- type = _gl.UNSIGNED_INT;
- size = 4;
-
- } else {
-
- type = _gl.UNSIGNED_SHORT;
- size = 2;
-
- }
-
- var offsets = geometry.drawcalls;
-
- if ( offsets.length === 0 ) {
-
- if ( updateBuffers ) {
-
- setupVertexAttributes( material, program, geometry, 0 );
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, indexBuffer );
-
- }
-
- if ( geometry instanceof THREE.InstancedBufferGeometry && geometry.maxInstancedCount > 0 ) {
-
- var extension = extensions.get( 'ANGLE_instanced_arrays' );
-
- if ( extension === null ) {
-
- console.error( 'THREE.WebGLRenderer.renderMesh: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
- return;
-
- }
-
- extension.drawElementsInstancedANGLE( mode, index.array.length, type, 0, geometry.maxInstancedCount ); // Draw the instanced meshes
-
- } else {
-
- _gl.drawElements( mode, index.array.length, type, 0 );
-
- }
- _infoRender.calls ++;
- _infoRender.vertices += index.array.length; // not really true, here vertices can be shared
- _infoRender.faces += index.array.length / 3;
-
- } else {
-
- // 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
-
- updateBuffers = true;
-
- for ( var i = 0, il = offsets.length; i < il; i ++ ) {
-
- var startIndex = offsets[ i ].index;
-
- if ( materialIndex !== undefined && offsets[ i ].materialIndex !== materialIndex ) continue;
-
- if ( updateBuffers ) {
-
- setupVertexAttributes( material, program, geometry, startIndex );
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, indexBuffer );
-
- }
-
- // render indexed triangles
-
- if ( geometry instanceof THREE.InstancedBufferGeometry && offsets[ i ].instances > 0 ) {
-
- var extension = extensions.get( 'ANGLE_instanced_arrays' );
-
- if ( extension === null ) {
-
- console.error( 'THREE.WebGLRenderer.renderMesh: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
- return;
-
- }
-
- extension.drawElementsInstancedANGLE( mode, offsets[ i ].count, type, offsets[ i ].start * size, offsets[ i ].count, type, offsets[ i ].instances ); // Draw the instanced meshes
-
- } else {
-
- _gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size );
-
- }
-
- _infoRender.calls ++;
- _infoRender.vertices += offsets[ i ].count; // not really true, here vertices can be shared
- _infoRender.faces += offsets[ i ].count / 3;
-
- }
-
- }
-
- } else {
-
- // non-indexed triangles
-
- var offsets = geometry.drawcalls;
-
- if ( offsets.length === 0 ) {
-
- if ( updateBuffers ) {
-
- setupVertexAttributes( material, program, geometry, 0 );
-
- }
-
- var position = geometry.attributes.position;
-
- // render non-indexed triangles
-
- if ( geometry instanceof THREE.InstancedBufferGeometry && geometry.maxInstancedCount > 0 ) {
-
- var extension = extensions.get( 'ANGLE_instanced_arrays' );
-
- if ( extension === null ) {
-
- console.error( 'THREE.WebGLRenderer.renderMesh: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
- return;
-
- }
-
- if ( position instanceof THREE.InterleavedBufferAttribute ) {
-
- extension.drawArraysInstancedANGLE( mode, 0, position.data.count, geometry.maxInstancedCount ); // Draw the instanced meshes
-
- } else {
-
- extension.drawArraysInstancedANGLE( mode, 0, position.count, geometry.maxInstancedCount ); // Draw the instanced meshes
-
- }
-
- } else {
-
- if ( position instanceof THREE.InterleavedBufferAttribute ) {
-
- _gl.drawArrays( mode, 0, position.data.count );
-
- } else {
-
- _gl.drawArrays( mode, 0, position.count );
-
- }
-
- }
-
- _infoRender.calls ++;
- _infoRender.vertices += position.count;
- _infoRender.faces += position.array.length / 3;
-
- } else {
-
- // 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 ( updateBuffers ) {
-
- setupVertexAttributes( material, program, geometry, 0 );
-
- }
-
- for ( var i = 0, il = offsets.length; i < il; i ++ ) {
-
- // render non-indexed triangles
-
- if ( materialIndex !== undefined && offsets[ i ].materialIndex !== materialIndex ) continue;
-
- if ( geometry instanceof THREE.InstancedBufferGeometry ) {
-
- console.error( 'THREE.WebGLRenderer.renderMesh: cannot use drawCalls with THREE.InstancedBufferGeometry.' );
- return;
-
- } else {
-
- _gl.drawArrays( mode, offsets[ i ].start, offsets[ i ].count );
-
- }
-
- _infoRender.calls ++;
- _infoRender.vertices += offsets[ i ].count;
- _infoRender.faces += ( offsets[ i ].count ) / 3;
-
- }
-
- }
-
- }
-
- }
-
- function renderLine( material, geometry, object, program, updateBuffers, materialIndex ) {
-
- var mode = object instanceof THREE.LineSegments ? _gl.LINES : _gl.LINE_STRIP;
-
- // In case user is not using Line*Material by mistake
- var lineWidth = material.linewidth !== undefined ? material.linewidth : 1;
-
- state.setLineWidth( lineWidth * pixelRatio );
-
- var index = geometry.attributes.index;
-
- if ( index ) {
-
- // indexed lines
-
- var type, size;
-
- var indexBuffer = objects.getAttributeBuffer( index );
-
- if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
-
- type = _gl.UNSIGNED_INT;
- size = 4;
-
- } else {
-
- type = _gl.UNSIGNED_SHORT;
- size = 2;
-
- }
-
- var offsets = geometry.drawcalls;
-
- if ( offsets.length === 0 ) {
-
- if ( updateBuffers ) {
-
- setupVertexAttributes( material, program, geometry, 0 );
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, indexBuffer );
-
- }
-
- _gl.drawElements( mode, index.array.length, type, 0 ); // 2 bytes per Uint16Array
-
- _infoRender.calls ++;
- _infoRender.vertices += index.array.length; // not really true, here vertices can be shared
-
- } else {
-
- // 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 ( materialIndex !== undefined && offsets[ i ].materialIndex === materialIndex ) continue;
-
- if ( updateBuffers ) {
-
- setupVertexAttributes( material, program, geometry, startIndex );
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, indexBuffer );
-
- }
-
- // render indexed lines
-
- _gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size ); // 2 bytes per Uint16Array
-
- _infoRender.calls ++;
- _infoRender.vertices += offsets[ i ].count; // not really true, here vertices can be shared
-
- }
-
- }
-
- } else {
-
- // non-indexed lines
-
- if ( updateBuffers ) {
-
- setupVertexAttributes( material, program, geometry, 0 );
-
- }
-
- var position = geometry.attributes.position;
- var offsets = geometry.drawcalls;
-
- if ( offsets.length === 0 ) {
-
- _gl.drawArrays( mode, 0, position.array.length / 3 );
-
- _infoRender.calls ++;
- _infoRender.vertices += position.array.length / 3;
-
- } else {
-
- for ( var i = 0, il = offsets.length; i < il; i ++ ) {
-
- if ( materialIndex !== undefined && offsets[ i ].materialIndex !== materialIndex ) continue;
-
- _gl.drawArrays( mode, offsets[ i ].index, offsets[ i ].count );
-
- _infoRender.calls ++;
- _infoRender.vertices += offsets[ i ].count;
-
- }
-
- }
-
- }
-
- }
-
- function renderPointCloud( material, geometry, object, program, updateBuffers, materialIndex ) {
-
- var mode = _gl.POINTS;
-
- var index = geometry.attributes.index;
-
- if ( index ) {
-
- // indexed points
-
- var type, size;
-
- var indexBuffer = objects.getAttributeBuffer( index );
-
- if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
-
- type = _gl.UNSIGNED_INT;
- size = 4;
-
- } else {
-
- type = _gl.UNSIGNED_SHORT;
- size = 2;
-
- }
-
- var offsets = geometry.drawcalls;
-
- if ( offsets.length === 0 ) {
-
- if ( updateBuffers ) {
-
- setupVertexAttributes( material, program, geometry, 0 );
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, indexBuffer );
-
- }
-
- _gl.drawElements( mode, index.array.length, type, 0 );
-
- _infoRender.calls ++;
- _infoRender.points += index.array.length;
-
- } else {
-
- // 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 ( materialIndex !== undefined && offsets[ i ].materialIndex !== materialIndex ) continue;
-
- if ( updateBuffers ) {
-
- setupVertexAttributes( material, program, geometry, startIndex );
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, indexBuffer );
-
- }
-
- // render indexed points
-
- _gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size );
-
- _infoRender.calls ++;
- _infoRender.points += offsets[ i ].count;
-
- }
-
- }
-
- } else {
-
- // non-indexed points
-
- if ( updateBuffers ) {
-
- setupVertexAttributes( material, program, geometry, 0 );
-
- }
-
- var position = geometry.attributes.position;
- var offsets = geometry.drawcalls;
-
- if ( offsets.length === 0 ) {
-
- _gl.drawArrays( mode, 0, position.array.length / 3 );
-
- _infoRender.calls ++;
- _infoRender.points += position.array.length / 3;
-
- } else {
-
- for ( var i = 0, il = offsets.length; i < il; i ++ ) {
-
- if ( materialIndex !== undefined && offsets[ i ].materialIndex !== materialIndex ) continue;
-
- _gl.drawArrays( mode, offsets[ i ].index, offsets[ i ].count );
-
- _infoRender.calls ++;
- _infoRender.points += offsets[ i ].count;
-
- }
-
- }
-
- }
-
- }
-
- // Sorting
-
- function numericalSort ( a, b ) {
-
- return b[ 0 ] - a[ 0 ];
-
- }
-
- function painterSortStable ( a, b ) {
-
- if ( a.object.renderOrder !== b.object.renderOrder ) {
-
- return a.object.renderOrder - b.object.renderOrder;
-
- } else if ( a.object.material.id !== b.object.material.id ) {
-
- return a.object.material.id - b.object.material.id;
-
- } else if ( a.z !== b.z ) {
-
- return a.z - b.z;
-
- } else {
-
- return a.id - b.id;
-
- }
-
- }
-
- function reversePainterSortStable ( a, b ) {
-
- if ( a.object.renderOrder !== b.object.renderOrder ) {
-
- return a.object.renderOrder - b.object.renderOrder;
-
- } if ( a.z !== b.z ) {
-
- return b.z - a.z;
-
- } else {
-
- return a.id - b.id;
-
- }
-
- }
-
- // 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 fog = scene.fog;
-
- // reset caching for this frame
-
- _currentGeometryProgram = '';
- _currentMaterialId = - 1;
- _currentCamera = null;
- _lightsNeedUpdate = true;
-
- // update scene graph
-
- if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
-
- // update camera matrices and frustum
-
- if ( camera.parent === null ) camera.updateMatrixWorld();
-
- camera.matrixWorldInverse.getInverse( camera.matrixWorld );
-
- _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
- _frustum.setFromMatrix( _projScreenMatrix );
-
- lights.length = 0;
-
- opaqueObjects.length = 0;
- transparentObjects.length = 0;
-
- opaqueImmediateObjects.length = 0;
- transparentImmediateObjects.length = 0;
-
- sprites.length = 0;
- lensFlares.length = 0;
-
- projectObject( scene );
-
- if ( _this.sortObjects === true ) {
-
- opaqueObjects.sort( painterSortStable );
- transparentObjects.sort( reversePainterSortStable );
-
- }
-
- //
-
- shadowMap.render( scene, camera );
-
- //
-
- _infoRender.calls = 0;
- _infoRender.vertices = 0;
- _infoRender.faces = 0;
- _infoRender.points = 0;
-
- this.setRenderTarget( renderTarget );
-
- if ( this.autoClear || forceClear ) {
-
- this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
-
- }
-
- //
-
- if ( scene.overrideMaterial ) {
-
- var overrideMaterial = scene.overrideMaterial;
-
- renderObjects( opaqueObjects, camera, lights, fog, overrideMaterial );
- renderObjects( transparentObjects, camera, lights, fog, overrideMaterial );
-
- renderObjectsImmediate( opaqueImmediateObjects, camera, lights, fog, overrideMaterial );
- renderObjectsImmediate( transparentImmediateObjects, camera, lights, fog, overrideMaterial );
-
- } else {
-
- // opaque pass (front-to-back order)
-
- state.setBlending( THREE.NoBlending );
-
- renderObjects( opaqueObjects, camera, lights, fog );
- renderObjectsImmediate( opaqueImmediateObjects, camera, lights, fog );
-
- // transparent pass (back-to-front order)
-
- renderObjects( transparentObjects, camera, lights, fog );
- renderObjectsImmediate( transparentImmediateObjects, camera, lights, fog );
-
- }
-
- // custom render plugins (post pass)
-
- spritePlugin.render( scene, camera );
- lensFlarePlugin.render( scene, camera, _currentWidth, _currentHeight );
-
- // 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
-
- state.setDepthTest( true );
- state.setDepthWrite( true );
- state.setColorWrite( true );
-
- // _gl.finish();
-
- };
-
- function projectObject( object ) {
-
- if ( object.visible === false ) return;
-
- if ( object instanceof THREE.Scene || object instanceof THREE.Group ) {
-
- // skip
-
- } else {
-
- // update Skeleton objects
- if ( object instanceof THREE.SkinnedMesh ) {
-
- object.skeleton.update();
-
- }
-
- objects.init( object );
-
- if ( object instanceof THREE.Light ) {
-
- lights.push( object );
-
- } else if ( object instanceof THREE.Sprite ) {
-
- sprites.push( object );
-
- } else if ( object instanceof THREE.LensFlare ) {
-
- lensFlares.push( object );
-
- } else if ( object instanceof THREE.ImmediateRenderObject ) {
-
- var material = object.material;
-
- if ( material.transparent ) {
-
- transparentImmediateObjects.push( object );
-
- } else {
-
- opaqueImmediateObjects.push( object );
-
- }
-
- } else {
-
- var webglObject = objects.objects[ object.id ];
-
- if ( webglObject && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) {
-
- var material = object.material;
-
- if ( material !== null && material.visible === true ) {
-
- if ( properties.get( material ) ) {
-
- material.program = properties.get( material ).program;
-
- }
-
- if ( material.transparent ) {
-
- transparentObjects.push( webglObject );
-
- } else {
-
- opaqueObjects.push( webglObject );
-
- }
-
- if ( _this.sortObjects === true ) {
-
- _vector3.setFromMatrixPosition( object.matrixWorld );
- _vector3.applyProjection( _projScreenMatrix );
-
- webglObject.z = _vector3.z;
-
- }
-
- }
-
- }
-
- }
-
- }
-
- var children = object.children;
-
- for ( var i = 0, l = children.length; i < l; i ++ ) {
-
- projectObject( children[ i ] );
-
- }
-
- }
-
- function renderObjects( renderList, camera, lights, fog, overrideMaterial ) {
-
- var material = overrideMaterial;
-
- for ( var i = 0, l = renderList.length; i < l; i ++ ) {
-
- var webglObject = renderList[ i ];
- var object = webglObject.object;
-
- setupMatrices( object, camera );
-
- if ( overrideMaterial === undefined ) material = object.material;
-
- _this.renderBufferDirect( camera, lights, fog, material, object );
-
- }
-
- }
-
- function renderObjectsImmediate( renderList, camera, lights, fog, overrideMaterial ) {
-
- var material = overrideMaterial;
-
- for ( var i = 0, l = renderList.length; i < l; i ++ ) {
-
- var object = renderList[ i ];
-
- setupMatrices( object, camera );
-
- if ( overrideMaterial === undefined ) material = object.material;
-
- setMaterial( material );
-
- var program = setProgram( camera, lights, fog, material, object );
-
- _currentGeometryProgram = '';
-
- object.render( function ( object ) {
-
- _this.renderBufferImmediate( object, program, material );
-
- } );
-
- }
-
- }
-
- // Materials
-
- var shaderIDs = {
- MeshDepthMaterial: 'depth',
- MeshNormalMaterial: 'normal',
- MeshBasicMaterial: 'basic',
- MeshLambertMaterial: 'lambert',
- MeshPhongMaterial: 'phong',
- LineBasicMaterial: 'basic',
- LineDashedMaterial: 'dashed',
- PointCloudMaterial: 'particle_basic'
- };
-
- function initMaterial( material, lights, fog, object ) {
-
- var materialProperties = properties.get( material );
-
- var shaderID = shaderIDs[ material.type ];
-
- // heuristics to create shader parameters according to lights in the scene
- // (not to blow over maxLights budget)
-
- var maxLightCount = allocateLights( lights );
- var maxShadows = allocateShadows( lights );
- var maxBones = allocateBones( object );
- var precision = _precision;
-
- if ( material.precision !== null ) {
-
- precision = state.getMaxPrecision( material.precision );
-
- if ( precision !== material.precision ) {
-
- console.warn( 'THREE.WebGLRenderer.initMaterial:', material.precision, 'not supported, using', precision, 'instead.' );
-
- }
-
- }
-
- var parameters = {
-
- precision: precision,
- supportsVertexTextures: _supportsVertexTextures,
-
- map: !! material.map,
- envMap: !! material.envMap,
- envMapMode: material.envMap && material.envMap.mapping,
- lightMap: !! material.lightMap,
- aoMap: !! material.aoMap,
- emissiveMap: !! material.emissiveMap,
- bumpMap: !! material.bumpMap,
- normalMap: !! material.normalMap,
- specularMap: !! material.specularMap,
- alphaMap: !! material.alphaMap,
-
- combine: material.combine,
-
- vertexColors: material.vertexColors,
-
- fog: fog,
- useFog: material.fog,
- fogExp: fog instanceof THREE.FogExp2,
-
- flatShading: material.shading === THREE.FlatShading,
-
- sizeAttenuation: material.sizeAttenuation,
- logarithmicDepthBuffer: _logarithmicDepthBuffer,
-
- skinning: material.skinning,
- maxBones: maxBones,
- useVertexTexture: _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture,
-
- morphTargets: material.morphTargets,
- morphNormals: material.morphNormals,
- maxMorphTargets: _this.maxMorphTargets,
- maxMorphNormals: _this.maxMorphNormals,
-
- maxDirLights: maxLightCount.directional,
- maxPointLights: maxLightCount.point,
- maxSpotLights: maxLightCount.spot,
- maxHemiLights: maxLightCount.hemi,
-
- maxShadows: maxShadows,
- shadowMapEnabled: shadowMap.enabled && object.receiveShadow && maxShadows > 0,
- shadowMapType: shadowMap.type,
- shadowMapDebug: shadowMap.debug,
-
- alphaTest: material.alphaTest,
- metal: material.metal,
- doubleSided: material.side === THREE.DoubleSide,
- flipSided: material.side === THREE.BackSide
-
- };
-
- // Generate code
-
- var chunks = [];
-
- if ( shaderID ) {
-
- chunks.push( shaderID );
-
- } else {
-
- chunks.push( material.fragmentShader );
- chunks.push( material.vertexShader );
-
- }
-
- if ( material.defines !== undefined ) {
-
- for ( var name in material.defines ) {
-
- chunks.push( name );
- chunks.push( material.defines[ name ] );
-
- }
-
- }
-
- for ( var name in parameters ) {
-
- chunks.push( name );
- chunks.push( parameters[ name ] );
-
- }
-
- var code = chunks.join();
- var programChange = true;
-
- if ( ! materialProperties.program ) {
-
- // new material
- material.addEventListener( 'dispose', onMaterialDispose );
-
- } else if ( materialProperties.program.code !== code ) {
-
- // changed glsl or parameters
- releaseMaterialProgramReference( material );
-
- } else if ( shaderID !== undefined ) {
-
- // same glsl and uniform list
- return;
-
- } else {
-
- // only rebuild uniform list
- programChange = false;
-
- }
-
- if ( shaderID ) {
-
- var shader = THREE.ShaderLib[ shaderID ];
-
- materialProperties.__webglShader = {
- name: material.type,
- uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
- vertexShader: shader.vertexShader,
- fragmentShader: shader.fragmentShader
- };
-
- } else {
-
- materialProperties.__webglShader = {
- name: material.type,
- uniforms: material.uniforms,
- vertexShader: material.vertexShader,
- fragmentShader: material.fragmentShader
- };
-
- }
-
- var program;
-
- // Check if code has been already compiled
-
- for ( var p = 0, pl = _programs.length; p < pl; p ++ ) {
-
- var programInfo = _programs[ p ];
-
- if ( programInfo.code === code ) {
-
- program = programInfo;
-
- if ( programChange ) {
-
- program.usedTimes ++;
-
- }
-
- break;
-
- }
-
- }
-
- if ( program === undefined ) {
-
- material.__webglShader = materialProperties.__webglShader;
- program = new THREE.WebGLProgram( _this, code, material, parameters );
- _programs.push( program );
-
- _infoMemory.programs = _programs.length;
-
- }
-
- materialProperties.program = program;
-
- var attributes = program.getAttributes();
-
- if ( material.morphTargets ) {
-
- material.numSupportedMorphTargets = 0;
-
- for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
-
- if ( attributes[ 'morphTarget' + i ] >= 0 ) {
-
- material.numSupportedMorphTargets ++;
-
- }
-
- }
-
- }
-
- if ( material.morphNormals ) {
-
- material.numSupportedMorphNormals = 0;
-
- for ( i = 0; i < _this.maxMorphNormals; i ++ ) {
-
- if ( attributes[ 'morphNormal' + i ] >= 0 ) {
-
- material.numSupportedMorphNormals ++;
-
- }
-
- }
-
- }
-
- materialProperties.uniformsList = [];
-
- var uniformLocations = materialProperties.program.getUniforms();
- for ( var u in materialProperties.__webglShader.uniforms ) {
-
- var location = uniformLocations[ u ];
-
- if ( location ) {
-
- materialProperties.uniformsList.push( [ materialProperties.__webglShader.uniforms[ u ], location ] );
-
- }
-
- }
-
- }
-
- function setMaterial( material ) {
-
- setMaterialFaces( material );
-
- if ( material.transparent === true ) {
-
- state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha );
-
- } else {
-
- state.setBlending( THREE.NoBlending );
-
- }
-
- state.setDepthFunc( material.depthFunc );
- state.setDepthTest( material.depthTest );
- state.setDepthWrite( material.depthWrite );
- state.setColorWrite( material.colorWrite );
- state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
-
- }
-
- function setMaterialFaces( material ) {
-
- material.side !== THREE.DoubleSide ? state.enable( _gl.CULL_FACE ) : state.disable( _gl.CULL_FACE );
- state.setFlipSided( material.side === THREE.BackSide );
-
- }
-
- function setProgram( camera, lights, fog, material, object ) {
-
- _usedTextureUnits = 0;
-
- var materialProperties = properties.get( material );
-
- if ( material.needsUpdate || ! materialProperties.program ) {
-
- initMaterial( material, lights, fog, object );
- material.needsUpdate = false;
-
- }
-
- var refreshProgram = false;
- var refreshMaterial = false;
- var refreshLights = false;
-
- var program = materialProperties.program,
- p_uniforms = program.getUniforms(),
- m_uniforms = materialProperties.__webglShader.uniforms;
-
- if ( program.id !== _currentProgram ) {
-
- _gl.useProgram( program.program );
- _currentProgram = program.id;
-
- refreshProgram = true;
- refreshMaterial = true;
- refreshLights = true;
-
- }
-
- if ( material.id !== _currentMaterialId ) {
-
- if ( _currentMaterialId === - 1 ) refreshLights = true;
- _currentMaterialId = material.id;
-
- refreshMaterial = true;
-
- }
-
- if ( refreshProgram || camera !== _currentCamera ) {
-
- _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
-
- if ( _logarithmicDepthBuffer ) {
-
- _gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
-
- }
-
-
- if ( camera !== _currentCamera ) _currentCamera = camera;
-
- // 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 !== undefined ) {
-
- _vector3.setFromMatrixPosition( camera.matrixWorld );
- _gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );
-
- }
-
- }
-
- if ( material instanceof THREE.MeshPhongMaterial ||
- material instanceof THREE.MeshLambertMaterial ||
- material instanceof THREE.MeshBasicMaterial ||
- material instanceof THREE.ShaderMaterial ||
- material.skinning ) {
-
- if ( p_uniforms.viewMatrix !== undefined ) {
-
- _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
-
- }
-
- }
-
- }
-
- // skinning uniforms must be set even if material didn't change
- // auto-setting of texture unit for bone texture must go before other textures
- // not sure why, but otherwise weird things happen
-
- if ( material.skinning ) {
-
- if ( object.bindMatrix && p_uniforms.bindMatrix !== undefined ) {
-
- _gl.uniformMatrix4fv( p_uniforms.bindMatrix, false, object.bindMatrix.elements );
-
- }
-
- if ( object.bindMatrixInverse && p_uniforms.bindMatrixInverse !== undefined ) {
-
- _gl.uniformMatrix4fv( p_uniforms.bindMatrixInverse, false, object.bindMatrixInverse.elements );
-
- }
-
- if ( _supportsBoneTextures && object.skeleton && object.skeleton.useVertexTexture ) {
-
- if ( p_uniforms.boneTexture !== undefined ) {
-
- var textureUnit = getTextureUnit();
-
- _gl.uniform1i( p_uniforms.boneTexture, textureUnit );
- _this.setTexture( object.skeleton.boneTexture, textureUnit );
-
- }
-
- if ( p_uniforms.boneTextureWidth !== undefined ) {
-
- _gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );
-
- }
-
- if ( p_uniforms.boneTextureHeight !== undefined ) {
-
- _gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );
-
- }
-
- } else if ( object.skeleton && object.skeleton.boneMatrices ) {
-
- if ( p_uniforms.boneGlobalMatrices !== undefined ) {
-
- _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices );
-
- }
-
- }
-
- }
-
- 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 ) {
-
- refreshLights = true;
- setupLights( lights );
- _lightsNeedUpdate = false;
-
- }
-
- if ( refreshLights ) {
-
- refreshUniformsLights( m_uniforms, _lights );
- markUniformsLightsNeedsUpdate( m_uniforms, true );
-
- } else {
-
- markUniformsLightsNeedsUpdate( m_uniforms, false );
-
- }
-
- }
-
- 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.LineDashedMaterial ) {
-
- refreshUniformsLine( m_uniforms, material );
- refreshUniformsDash( m_uniforms, material );
-
- } else if ( material instanceof THREE.PointCloudMaterial ) {
-
- 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.MeshBasicMaterial ) {
-
- refreshUniformsBasic( 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( materialProperties.uniformsList );
-
- }
-
- loadUniformsMatrices( p_uniforms, object );
-
- if ( p_uniforms.modelMatrix !== undefined ) {
-
- _gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
-
- }
-
- return program;
-
- }
-
- // Uniforms (refresh uniforms objects)
-
- function refreshUniformsCommon ( uniforms, material ) {
-
- uniforms.opacity.value = material.opacity;
-
- uniforms.diffuse.value = material.color;
-
- uniforms.map.value = material.map;
- uniforms.specularMap.value = material.specularMap;
- uniforms.alphaMap.value = material.alphaMap;
-
- if ( material.bumpMap ) {
-
- uniforms.bumpMap.value = material.bumpMap;
- uniforms.bumpScale.value = material.bumpScale;
-
- }
-
- if ( material.normalMap ) {
-
- uniforms.normalMap.value = material.normalMap;
- uniforms.normalScale.value.copy( material.normalScale );
-
- }
-
- // uv repeat and offset setting priorities
- // 1. color map
- // 2. specular map
- // 3. normal map
- // 4. bump map
- // 5. alpha map
- // 6. emissive 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;
-
- } else if ( material.alphaMap ) {
-
- uvScaleMap = material.alphaMap;
-
- } else if ( material.emissiveMap ) {
-
- uvScaleMap = material.emissiveMap;
-
- }
-
- 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.value = material.envMap;
- uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : - 1;
-
- uniforms.reflectivity.value = material.reflectivity;
- uniforms.refractionRatio.value = material.refractionRatio;
-
- }
-
- function refreshUniformsLine ( uniforms, material ) {
-
- uniforms.diffuse.value = material.color;
- uniforms.opacity.value = material.opacity;
-
- }
-
- function refreshUniformsDash ( uniforms, material ) {
-
- uniforms.dashSize.value = material.dashSize;
- uniforms.totalSize.value = material.dashSize + material.gapSize;
- uniforms.scale.value = material.scale;
-
- }
-
- 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.value = material.map;
-
- if ( material.map !== null ) {
-
- var offset = material.map.offset;
- var repeat = material.map.repeat;
-
- uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
-
- }
-
- }
-
- 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;
-
- uniforms.emissive.value = material.emissive;
- uniforms.specular.value = material.specular;
-
- uniforms.lightMap.value = material.lightMap;
- uniforms.lightMapIntensity.value = material.lightMapIntensity;
-
- uniforms.aoMap.value = material.aoMap;
- uniforms.aoMapIntensity.value = material.aoMapIntensity;
-
- uniforms.emissiveMap.value = material.emissiveMap;
-
- }
-
- function refreshUniformsLambert ( uniforms, material ) {
-
- uniforms.emissive.value = material.emissive;
-
- }
-
- function refreshUniformsBasic ( uniforms, material ) {
-
- uniforms.aoMap.value = material.aoMap;
- uniforms.aoMapIntensity.value = material.aoMapIntensity;
-
- }
-
- 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.pointLightDecay.value = lights.point.decays;
-
- 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.spotLightAngleCos.value = lights.spot.anglesCos;
- uniforms.spotLightExponent.value = lights.spot.exponents;
- uniforms.spotLightDecay.value = lights.spot.decays;
-
- uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
- uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
- uniforms.hemisphereLightDirection.value = lights.hemi.positions;
-
- }
-
- // If uniforms are marked as clean, they don't need to be loaded to the GPU.
-
- function markUniformsLightsNeedsUpdate ( uniforms, value ) {
-
- uniforms.ambientLightColor.needsUpdate = value;
-
- uniforms.directionalLightColor.needsUpdate = value;
- uniforms.directionalLightDirection.needsUpdate = value;
-
- uniforms.pointLightColor.needsUpdate = value;
- uniforms.pointLightPosition.needsUpdate = value;
- uniforms.pointLightDistance.needsUpdate = value;
- uniforms.pointLightDecay.needsUpdate = value;
-
- uniforms.spotLightColor.needsUpdate = value;
- uniforms.spotLightPosition.needsUpdate = value;
- uniforms.spotLightDistance.needsUpdate = value;
- uniforms.spotLightDirection.needsUpdate = value;
- uniforms.spotLightAngleCos.needsUpdate = value;
- uniforms.spotLightExponent.needsUpdate = value;
- uniforms.spotLightDecay.needsUpdate = value;
-
- uniforms.hemisphereLightSkyColor.needsUpdate = value;
- uniforms.hemisphereLightGroundColor.needsUpdate = value;
- uniforms.hemisphereLightDirection.needsUpdate = value;
-
- }
-
- 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 ) ) {
-
- uniforms.shadowMap.value[ 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 getTextureUnit() {
-
- var textureUnit = _usedTextureUnits;
-
- if ( textureUnit >= _maxTextures ) {
-
- console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + _maxTextures );
-
- }
-
- _usedTextureUnits += 1;
-
- return textureUnit;
-
- }
-
- function loadUniformsGeneric ( uniforms ) {
-
- var texture, textureUnit, offset;
-
- for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {
-
- var uniform = uniforms[ j ][ 0 ];
-
- // needsUpdate property is not added to all uniforms.
- if ( uniform.needsUpdate === false ) continue;
-
- var type = uniform.type;
- var value = uniform.value;
- var location = uniforms[ j ][ 1 ];
-
- switch ( type ) {
-
- case '1i':
- _gl.uniform1i( location, value );
- break;
-
- case '1f':
- _gl.uniform1f( location, value );
- break;
-
- case '2f':
- _gl.uniform2f( location, value[ 0 ], value[ 1 ] );
- break;
-
- case '3f':
- _gl.uniform3f( location, value[ 0 ], value[ 1 ], value[ 2 ] );
- break;
-
- case '4f':
- _gl.uniform4f( location, value[ 0 ], value[ 1 ], value[ 2 ], value[ 3 ] );
- break;
-
- case '1iv':
- _gl.uniform1iv( location, value );
- break;
-
- case '3iv':
- _gl.uniform3iv( location, value );
- break;
-
- case '1fv':
- _gl.uniform1fv( location, value );
- break;
-
- case '2fv':
- _gl.uniform2fv( location, value );
- break;
-
- case '3fv':
- _gl.uniform3fv( location, value );
- break;
-
- case '4fv':
- _gl.uniform4fv( location, value );
- break;
-
- case 'Matrix3fv':
- _gl.uniformMatrix3fv( location, false, value );
- break;
-
- case 'Matrix4fv':
- _gl.uniformMatrix4fv( location, false, value );
- break;
-
- //
-
- case 'i':
-
- // single integer
- _gl.uniform1i( location, value );
-
- break;
-
- case 'f':
-
- // single float
- _gl.uniform1f( location, value );
-
- break;
-
- case 'v2':
-
- // single THREE.Vector2
- _gl.uniform2f( location, value.x, value.y );
-
- break;
-
- case 'v3':
-
- // single THREE.Vector3
- _gl.uniform3f( location, value.x, value.y, value.z );
-
- break;
-
- case 'v4':
-
- // single THREE.Vector4
- _gl.uniform4f( location, value.x, value.y, value.z, value.w );
-
- break;
-
- case 'c':
-
- // single THREE.Color
- _gl.uniform3f( location, value.r, value.g, value.b );
-
- break;
-
- case 'iv1':
-
- // flat array of integers (JS or typed array)
- _gl.uniform1iv( location, value );
-
- break;
-
- case 'iv':
-
- // flat array of integers with 3 x N size (JS or typed array)
- _gl.uniform3iv( location, value );
-
- break;
-
- case 'fv1':
-
- // flat array of floats (JS or typed array)
- _gl.uniform1fv( location, value );
-
- break;
-
- case 'fv':
-
- // flat array of floats with 3 x N size (JS or typed array)
- _gl.uniform3fv( location, value );
-
- break;
-
- case 'v2v':
-
- // array of THREE.Vector2
-
- if ( uniform._array === undefined ) {
-
- uniform._array = new Float32Array( 2 * value.length );
-
- }
-
- for ( var i = 0, il = value.length; i < il; i ++ ) {
-
- offset = i * 2;
-
- uniform._array[ offset + 0 ] = value[ i ].x;
- uniform._array[ offset + 1 ] = value[ i ].y;
-
- }
-
- _gl.uniform2fv( location, uniform._array );
-
- break;
-
- case 'v3v':
-
- // array of THREE.Vector3
-
- if ( uniform._array === undefined ) {
-
- uniform._array = new Float32Array( 3 * value.length );
-
- }
-
- for ( var i = 0, il = value.length; i < il; i ++ ) {
-
- offset = i * 3;
-
- uniform._array[ offset + 0 ] = value[ i ].x;
- uniform._array[ offset + 1 ] = value[ i ].y;
- uniform._array[ offset + 2 ] = value[ i ].z;
-
- }
-
- _gl.uniform3fv( location, uniform._array );
-
- break;
-
- case 'v4v':
-
- // array of THREE.Vector4
-
- if ( uniform._array === undefined ) {
-
- uniform._array = new Float32Array( 4 * value.length );
-
- }
-
- for ( var i = 0, il = value.length; i < il; i ++ ) {
-
- offset = i * 4;
-
- uniform._array[ offset + 0 ] = 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 );
-
- break;
-
- case 'm3':
-
- // single THREE.Matrix3
- _gl.uniformMatrix3fv( location, false, value.elements );
-
- break;
-
- case 'm3v':
-
- // array of THREE.Matrix3
-
- if ( uniform._array === undefined ) {
-
- uniform._array = new Float32Array( 9 * value.length );
-
- }
-
- for ( var i = 0, il = value.length; i < il; i ++ ) {
-
- value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
-
- }
-
- _gl.uniformMatrix3fv( location, false, uniform._array );
-
- break;
-
- case 'm4':
-
- // single THREE.Matrix4
- _gl.uniformMatrix4fv( location, false, value.elements );
-
- break;
-
- case 'm4v':
-
- // array of THREE.Matrix4
-
- if ( uniform._array === undefined ) {
-
- uniform._array = new Float32Array( 16 * value.length );
-
- }
-
- for ( var i = 0, il = value.length; i < il; i ++ ) {
-
- value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
-
- }
-
- _gl.uniformMatrix4fv( location, false, uniform._array );
-
- break;
-
- case 't':
-
- // single THREE.Texture (2d or cube)
-
- texture = value;
- textureUnit = getTextureUnit();
-
- _gl.uniform1i( location, textureUnit );
-
- if ( ! texture ) continue;
-
- if ( texture instanceof THREE.CubeTexture ||
- ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
-
- // CompressedTexture can have Array in image :/
-
- setCubeTexture( texture, textureUnit );
-
- } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
-
- setCubeTextureDynamic( texture, textureUnit );
-
- } else {
-
- _this.setTexture( texture, textureUnit );
-
- }
-
- break;
-
- case 'tv':
-
- // array of THREE.Texture (2d)
-
- if ( uniform._array === undefined ) {
-
- uniform._array = [];
-
- }
-
- for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
-
- uniform._array[ i ] = getTextureUnit();
-
- }
-
- _gl.uniform1iv( location, uniform._array );
-
- for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
-
- texture = uniform.value[ i ];
- textureUnit = uniform._array[ i ];
-
- if ( ! texture ) continue;
-
- _this.setTexture( texture, textureUnit );
-
- }
-
- break;
-
- default:
-
- console.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
-
- }
-
- }
-
- }
-
- function setupMatrices( object, camera ) {
-
- object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
- object._normalMatrix.getNormalMatrix( object._modelViewMatrix );
-
- }
-
- function setColorLinear( array, offset, color, intensity ) {
-
- array[ offset + 0 ] = color.r * intensity;
- array[ offset + 1 ] = color.g * intensity;
- array[ offset + 2 ] = color.b * intensity;
-
- }
-
- function setupLights ( lights ) {
-
- var l, ll, light,
- r = 0, g = 0, b = 0,
- color, skyColor, groundColor,
- intensity,
- distance,
-
- zlights = _lights,
-
- dirColors = zlights.directional.colors,
- dirPositions = zlights.directional.positions,
-
- pointColors = zlights.point.colors,
- pointPositions = zlights.point.positions,
- pointDistances = zlights.point.distances,
- pointDecays = zlights.point.decays,
-
- spotColors = zlights.spot.colors,
- spotPositions = zlights.spot.positions,
- spotDistances = zlights.spot.distances,
- spotDirections = zlights.spot.directions,
- spotAnglesCos = zlights.spot.anglesCos,
- spotExponents = zlights.spot.exponents,
- spotDecays = zlights.spot.decays,
-
- hemiSkyColors = zlights.hemi.skyColors,
- hemiGroundColors = zlights.hemi.groundColors,
- hemiPositions = zlights.hemi.positions,
-
- dirLength = 0,
- pointLength = 0,
- spotLength = 0,
- hemiLength = 0,
-
- dirCount = 0,
- pointCount = 0,
- spotCount = 0,
- hemiCount = 0,
-
- dirOffset = 0,
- pointOffset = 0,
- spotOffset = 0,
- hemiOffset = 0;
-
- for ( l = 0, ll = lights.length; l < ll; l ++ ) {
-
- light = lights[ l ];
-
- if ( light.onlyShadow ) continue;
-
- color = light.color;
- intensity = light.intensity;
- distance = light.distance;
-
- if ( light instanceof THREE.AmbientLight ) {
-
- if ( ! light.visible ) continue;
-
- r += color.r;
- g += color.g;
- b += color.b;
-
- } else if ( light instanceof THREE.DirectionalLight ) {
-
- dirCount += 1;
-
- if ( ! light.visible ) continue;
-
- _direction.setFromMatrixPosition( light.matrixWorld );
- _vector3.setFromMatrixPosition( light.target.matrixWorld );
- _direction.sub( _vector3 );
- _direction.normalize();
-
- dirOffset = dirLength * 3;
-
- dirPositions[ dirOffset + 0 ] = _direction.x;
- dirPositions[ dirOffset + 1 ] = _direction.y;
- dirPositions[ dirOffset + 2 ] = _direction.z;
-
- setColorLinear( dirColors, dirOffset, color, intensity );
-
- dirLength += 1;
-
- } else if ( light instanceof THREE.PointLight ) {
-
- pointCount += 1;
-
- if ( ! light.visible ) continue;
-
- pointOffset = pointLength * 3;
-
- setColorLinear( pointColors, pointOffset, color, intensity );
-
- _vector3.setFromMatrixPosition( light.matrixWorld );
-
- pointPositions[ pointOffset + 0 ] = _vector3.x;
- pointPositions[ pointOffset + 1 ] = _vector3.y;
- pointPositions[ pointOffset + 2 ] = _vector3.z;
-
- // distance is 0 if decay is 0, because there is no attenuation at all.
- pointDistances[ pointLength ] = distance;
- pointDecays[ pointLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
-
- pointLength += 1;
-
- } else if ( light instanceof THREE.SpotLight ) {
-
- spotCount += 1;
-
- if ( ! light.visible ) continue;
-
- spotOffset = spotLength * 3;
-
- setColorLinear( spotColors, spotOffset, color, intensity );
-
- _direction.setFromMatrixPosition( light.matrixWorld );
-
- spotPositions[ spotOffset + 0 ] = _direction.x;
- spotPositions[ spotOffset + 1 ] = _direction.y;
- spotPositions[ spotOffset + 2 ] = _direction.z;
-
- spotDistances[ spotLength ] = distance;
-
- _vector3.setFromMatrixPosition( light.target.matrixWorld );
- _direction.sub( _vector3 );
- _direction.normalize();
-
- spotDirections[ spotOffset + 0 ] = _direction.x;
- spotDirections[ spotOffset + 1 ] = _direction.y;
- spotDirections[ spotOffset + 2 ] = _direction.z;
-
- spotAnglesCos[ spotLength ] = Math.cos( light.angle );
- spotExponents[ spotLength ] = light.exponent;
- spotDecays[ spotLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
-
- spotLength += 1;
-
- } else if ( light instanceof THREE.HemisphereLight ) {
-
- hemiCount += 1;
-
- if ( ! light.visible ) continue;
-
- _direction.setFromMatrixPosition( light.matrixWorld );
- _direction.normalize();
-
- hemiOffset = hemiLength * 3;
-
- hemiPositions[ hemiOffset + 0 ] = _direction.x;
- hemiPositions[ hemiOffset + 1 ] = _direction.y;
- hemiPositions[ hemiOffset + 2 ] = _direction.z;
-
- skyColor = light.color;
- groundColor = light.groundColor;
-
- setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
- setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
-
- hemiLength += 1;
-
- }
-
- }
-
- // null eventual remains from removed lights
- // (this is to avoid if in shader)
-
- for ( l = dirLength * 3, ll = Math.max( dirColors.length, dirCount * 3 ); l < ll; l ++ ) dirColors[ l ] = 0.0;
- for ( l = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0;
- for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
- for ( l = hemiLength * 3, ll = Math.max( hemiSkyColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
- for ( l = hemiLength * 3, ll = Math.max( hemiGroundColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiGroundColors[ l ] = 0.0;
-
- zlights.directional.length = dirLength;
- zlights.point.length = pointLength;
- zlights.spot.length = spotLength;
- zlights.hemi.length = hemiLength;
-
- zlights.ambient[ 0 ] = r;
- zlights.ambient[ 1 ] = g;
- zlights.ambient[ 2 ] = b;
-
- }
-
- // GL state setting
-
- this.setFaceCulling = function ( cullFace, frontFaceDirection ) {
-
- if ( cullFace === THREE.CullFaceNone ) {
-
- state.disable( _gl.CULL_FACE );
-
- } else {
-
- if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {
-
- _gl.frontFace( _gl.CW );
-
- } else {
-
- _gl.frontFace( _gl.CCW );
-
- }
-
- if ( cullFace === THREE.CullFaceBack ) {
-
- _gl.cullFace( _gl.BACK );
-
- } else if ( cullFace === THREE.CullFaceFront ) {
-
- _gl.cullFace( _gl.FRONT );
-
- } else {
-
- _gl.cullFace( _gl.FRONT_AND_BACK );
-
- }
-
- state.enable( _gl.CULL_FACE );
-
- }
-
- };
-
- // Textures
-
- function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
-
- var extension;
-
- 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 );
-
- if ( texture.wrapS !== THREE.ClampToEdgeWrapping || texture.wrapT !== THREE.ClampToEdgeWrapping ) {
-
- console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping. ( ' + texture.sourceFile + ' )' );
-
- }
-
- _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
- _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
-
- if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) {
-
- console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter. ( ' + texture.sourceFile + ' )' );
-
- }
-
- }
-
- extension = extensions.get( 'EXT_texture_filter_anisotropic' );
-
- if ( extension && texture.type !== THREE.FloatType && texture.type !== THREE.HalfFloatType ) {
-
- if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
-
- _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _this.getMaxAnisotropy() ) );
- properties.get( texture ).__currentAnisotropy = texture.anisotropy;
-
- }
-
- }
-
- }
-
- function uploadTexture( textureProperties, texture, slot ) {
-
- if ( textureProperties.__webglInit === undefined ) {
-
- textureProperties.__webglInit = true;
-
- texture.__webglInit = true;
-
- texture.addEventListener( 'dispose', onTextureDispose );
-
- textureProperties.__webglTexture = _gl.createTexture();
-
- _infoMemory.textures ++;
-
- }
-
- state.activeTexture( _gl.TEXTURE0 + slot );
- state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
-
- _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
- _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
- _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
-
- texture.image = clampToMaxSize( texture.image, _maxTextureSize );
-
- var image = texture.image,
- isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
- glFormat = paramThreeToGL( texture.format ),
- glType = paramThreeToGL( texture.type );
-
- setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
-
- var mipmap, mipmaps = texture.mipmaps;
-
- if ( texture instanceof THREE.DataTexture ) {
-
- // use manually created mipmaps if available
- // if there are no manual mipmaps
- // set 0 level mipmap and then use GL to generate other mipmap levels
-
- if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
-
- for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
-
- mipmap = mipmaps[ i ];
- state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
-
- }
-
- texture.generateMipmaps = false;
-
- } else {
-
- state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
-
- }
-
- } else if ( texture instanceof THREE.CompressedTexture ) {
-
- for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
-
- mipmap = mipmaps[ i ];
-
- if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
-
- if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
-
- state.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
-
- } else {
-
- console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()" );
-
- }
-
- } else {
-
- state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
-
- }
-
- }
-
- } else {
-
- // regular Texture (image, video, canvas)
-
- // use manually created mipmaps if available
- // if there are no manual mipmaps
- // set 0 level mipmap and then use GL to generate other mipmap levels
-
- if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
-
- for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
-
- mipmap = mipmaps[ i ];
- state.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
-
- }
-
- texture.generateMipmaps = false;
-
- } else {
-
- state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
-
- }
-
- }
-
- if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
-
- textureProperties.__version = texture.version;
-
- if ( texture.onUpdate ) texture.onUpdate( texture );
-
- }
-
- this.setTexture = function ( texture, slot ) {
-
- var textureProperties = properties.get( texture );
-
- if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
-
- var image = texture.image;
-
- if ( image === undefined ) {
-
- console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined', texture );
- return;
-
- }
-
- if ( image.complete === false ) {
-
- console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture );
- return;
-
- }
-
- uploadTexture( textureProperties, texture, slot );
- return;
-
- }
-
- state.activeTexture( _gl.TEXTURE0 + slot );
- state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
-
- };
-
- function clampToMaxSize ( image, maxSize ) {
-
- if ( image.width > maxSize || image.height > maxSize ) {
-
- // Warning: Scaling through the canvas will only work with images that use
- // premultiplied alpha.
-
- var scale = maxSize / Math.max( image.width, image.height );
-
- var canvas = document.createElement( 'canvas' );
- canvas.width = Math.floor( image.width * scale );
- canvas.height = Math.floor( image.height * scale );
-
- var context = canvas.getContext( '2d' );
- context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height );
-
- console.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );
-
- return canvas;
-
- }
-
- return image;
-
- }
-
- function setCubeTexture ( texture, slot ) {
-
- var textureProperties = properties.get( texture );
-
- if ( texture.image.length === 6 ) {
-
- if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
-
- if ( ! textureProperties.__image__webglTextureCube ) {
-
- texture.addEventListener( 'dispose', onTextureDispose );
-
- textureProperties.__image__webglTextureCube = _gl.createTexture();
-
- _infoMemory.textures ++;
-
- }
-
- state.activeTexture( _gl.TEXTURE0 + slot );
- state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
-
- _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
-
- var isCompressed = texture instanceof THREE.CompressedTexture;
- var isDataTexture = texture.image[ 0 ] instanceof THREE.DataTexture;
-
- var cubeImage = [];
-
- for ( var i = 0; i < 6; i ++ ) {
-
- if ( _this.autoScaleCubemaps && ! isCompressed && ! isDataTexture ) {
-
- cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );
-
- } else {
-
- cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
-
- }
-
- }
-
- var image = cubeImage[ 0 ],
- isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.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 ++ ) {
-
- if ( ! isCompressed ) {
-
- if ( isDataTexture ) {
-
- state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
-
- } else {
-
- state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
-
- }
-
- } else {
-
- var mipmap, mipmaps = cubeImage[ i ].mipmaps;
-
- for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
-
- mipmap = mipmaps[ j ];
-
- if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
-
- if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
-
- state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
-
- } else {
-
- console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setCubeTexture()" );
-
- }
-
- } else {
-
- state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
-
- }
-
- }
-
- }
-
- }
-
- if ( texture.generateMipmaps && isImagePowerOfTwo ) {
-
- _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
-
- }
-
- textureProperties.__version = texture.version;
-
- if ( texture.onUpdate ) texture.onUpdate( texture );
-
- } else {
-
- state.activeTexture( _gl.TEXTURE0 + slot );
- state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
-
- }
-
- }
-
- }
-
- function setCubeTextureDynamic ( texture, slot ) {
-
- state.activeTexture( _gl.TEXTURE0 + slot );
- state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( texture ).__webglTexture );
-
- }
-
- // Render targets
-
- function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
-
- _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
- _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, properties.get( 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 && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
-
- var renderTargetProperties = properties.get( renderTarget );
-
- if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
- if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
-
- renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
-
- renderTargetProperties.__webglTexture = _gl.createTexture();
-
- _infoMemory.textures ++;
-
- // Setup texture, create render and frame buffers
-
- var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height ),
- glFormat = paramThreeToGL( renderTarget.format ),
- glType = paramThreeToGL( renderTarget.type );
-
- if ( isCube ) {
-
- renderTargetProperties.__webglFramebuffer = [];
- renderTargetProperties.__webglRenderbuffer = [];
-
- state.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTargetProperties.__webglTexture );
-
- setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
-
- for ( var i = 0; i < 6; i ++ ) {
-
- renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
- renderTargetProperties.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
-
- state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
-
- setupFrameBuffer( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
- setupRenderBuffer( renderTargetProperties.__webglRenderbuffer[ i ], renderTarget );
-
- }
-
- if ( renderTarget.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
-
- } else {
-
- renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
-
- if ( renderTarget.shareDepthFrom ) {
-
- renderTargetProperties.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;
-
- } else {
-
- renderTargetProperties.__webglRenderbuffer = _gl.createRenderbuffer();
-
- }
-
- state.bindTexture( _gl.TEXTURE_2D, renderTargetProperties.__webglTexture );
- setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
-
- state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
-
- setupFrameBuffer( renderTargetProperties.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
-
- if ( renderTarget.shareDepthFrom ) {
-
- if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
-
- _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTargetProperties.__webglRenderbuffer );
-
- } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
-
- _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTargetProperties.__webglRenderbuffer );
-
- }
-
- } else {
-
- setupRenderBuffer( renderTargetProperties.__webglRenderbuffer, renderTarget );
-
- }
-
- if ( renderTarget.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
-
- }
-
- // Release everything
-
- if ( isCube ) {
-
- state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
-
- } else {
-
- state.bindTexture( _gl.TEXTURE_2D, null );
-
- }
-
- _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
- _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
-
- }
-
- var framebuffer, width, height, vx, vy;
-
- if ( renderTarget ) {
-
- var renderTargetProperties = properties.get( renderTarget );
-
- if ( isCube ) {
-
- framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
-
- } else {
-
- framebuffer = renderTargetProperties.__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;
-
- };
-
- this.readRenderTargetPixels = function( renderTarget, x, y, width, height, buffer ) {
-
- if ( ! ( renderTarget instanceof THREE.WebGLRenderTarget ) ) {
-
- console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
- return;
-
- }
-
- if ( properties.get( renderTarget ).__webglFramebuffer ) {
-
- if ( renderTarget.format !== THREE.RGBAFormat ) {
-
- console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA format. readPixels can read only RGBA format.' );
- return;
-
- }
-
- var restore = false;
-
- if ( properties.get( renderTarget ).__webglFramebuffer !== _currentFramebuffer ) {
-
- _gl.bindFramebuffer( _gl.FRAMEBUFFER, properties.get( renderTarget ).__webglFramebuffer );
-
- restore = true;
-
- }
-
- if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
-
- _gl.readPixels( x, y, width, height, _gl.RGBA, _gl.UNSIGNED_BYTE, buffer );
-
- } else {
-
- console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
-
- }
-
- if ( restore ) {
-
- _gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
-
- }
-
- }
-
- };
-
- function updateRenderTargetMipmap ( renderTarget ) {
-
- if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
-
- state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( renderTarget ).__webglTexture );
- _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
- state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
-
- } else {
-
- state.bindTexture( _gl.TEXTURE_2D, properties.get( renderTarget ).__webglTexture );
- _gl.generateMipmap( _gl.TEXTURE_2D );
- state.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 ) {
-
- var extension;
-
- 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;
-
- extension = extensions.get( 'OES_texture_half_float' );
-
- if ( extension !== null ) {
-
- if ( p === THREE.HalfFloatType ) return extension.HALF_FLOAT_OES;
-
- }
-
- 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;
-
- extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
-
- if ( extension !== null ) {
-
- if ( p === THREE.RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
- if ( p === THREE.RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
- if ( p === THREE.RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
- if ( p === THREE.RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
-
- }
-
- extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
-
- if ( extension !== null ) {
-
- if ( p === THREE.RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
- if ( p === THREE.RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
- if ( p === THREE.RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
- if ( p === THREE.RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
-
- }
-
- extension = extensions.get( 'EXT_blend_minmax' );
-
- if ( extension !== null ) {
-
- if ( p === THREE.MinEquation ) return extension.MIN_EXT;
- if ( p === THREE.MaxEquation ) return extension.MAX_EXT;
-
- }
-
- return 0;
-
- }
-
- // Allocations
-
- function allocateBones ( object ) {
-
- if ( _supportsBoneTextures && object && object.skeleton && object.skeleton.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.skeleton.bones.length, maxBones );
-
- if ( maxBones < object.skeleton.bones.length ) {
-
- console.warn( 'WebGLRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' );
-
- }
-
- }
-
- return maxBones;
-
- }
-
- }
-
- function allocateLights( lights ) {
-
- var dirLights = 0;
- var pointLights = 0;
- var spotLights = 0;
- var hemiLights = 0;
-
- for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
-
- var light = lights[ l ];
-
- if ( light.onlyShadow || light.visible === false ) continue;
-
- if ( light instanceof THREE.DirectionalLight ) dirLights ++;
- if ( light instanceof THREE.PointLight ) pointLights ++;
- if ( light instanceof THREE.SpotLight ) spotLights ++;
- if ( light instanceof THREE.HemisphereLight ) hemiLights ++;
-
- }
-
- return { 'directional': dirLights, 'point': pointLights, 'spot': spotLights, 'hemi': hemiLights };
-
- }
-
- function allocateShadows( lights ) {
-
- var maxShadows = 0;
-
- for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
-
- var light = lights[ l ];
-
- if ( ! light.castShadow ) continue;
-
- if ( light instanceof THREE.SpotLight ) maxShadows ++;
- if ( light instanceof THREE.DirectionalLight ) maxShadows ++;
-
- }
-
- return maxShadows;
-
- }
-
- // DEPRECATED
-
- this.supportsFloatTextures = function () {
-
- console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
- return extensions.get( 'OES_texture_float' );
-
- };
-
- this.supportsHalfFloatTextures = function () {
-
- console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
- return extensions.get( 'OES_texture_half_float' );
-
- };
-
- this.supportsStandardDerivatives = function () {
-
- console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
- return extensions.get( 'OES_standard_derivatives' );
-
- };
-
- this.supportsCompressedTextureS3TC = function () {
-
- console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
- return extensions.get( 'WEBGL_compressed_texture_s3tc' );
-
- };
-
- this.supportsCompressedTexturePVRTC = function () {
-
- console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
- return extensions.get( 'WEBGL_compressed_texture_pvrtc' );
-
- };
-
- this.supportsBlendMinMax = function () {
-
- console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
- return extensions.get( 'EXT_blend_minmax' );
-
- };
-
- this.initMaterial = function () {
-
- console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
-
- };
-
- this.addPrePlugin = function () {
-
- console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
-
- };
-
- this.addPostPlugin = function () {
-
- console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
-
- };
-
- this.updateShadowMap = function () {
-
- console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
-
- };
-
- Object.defineProperties( this, {
- shadowMapEnabled: {
- get: function () {
-
- return shadowMap.enabled;
-
- },
- set: function ( value ) {
-
- console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
- shadowMap.enabled = value;
-
- }
- },
- shadowMapType: {
- get: function () {
-
- return shadowMap.type;
-
- },
- set: function ( value ) {
-
- console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
- shadowMap.type = value;
-
- }
- },
- shadowMapCullFace: {
- get: function () {
-
- return shadowMap.cullFace;
-
- },
- set: function ( value ) {
-
- console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace is now .shadowMap.cullFace.' );
- shadowMap.cullFace = value;
-
- }
- },
- shadowMapDebug: {
- get: function () {
-
- return shadowMap.debug;
-
- },
- set: function ( value ) {
-
- console.warn( 'THREE.WebGLRenderer: .shadowMapDebug is now .shadowMap.debug.' );
- shadowMap.debug = value;
-
- }
- }
- } );
-
-};
-
-// File:src/renderers/WebGLRenderTarget.js
-
-/**
- * @author szimek / https://github.com/szimek/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.WebGLRenderTarget = function ( width, height, options ) {
-
- this.uuid = THREE.Math.generateUUID();
-
- 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;
-
- this.shareDepthFrom = options.shareDepthFrom !== undefined ? options.shareDepthFrom : null;
-
-};
-
-THREE.WebGLRenderTarget.prototype = {
-
- constructor: THREE.WebGLRenderTarget,
-
- setSize: function ( width, height ) {
-
- if ( this.width !== width || this.height !== height ) {
-
- this.width = width;
- this.height = height;
-
- this.dispose();
-
- }
-
- },
-
- copy: function ( source ) {
-
- this.width = source.width;
- this.height = source.height;
-
- this.wrapS = source.wrapS;
- this.wrapT = source.wrapT;
-
- this.magFilter = source.magFilter;
- this.minFilter = source.minFilter;
-
- this.anisotropy = source.anisotropy;
-
- this.offset.copy( source.offset );
- this.repeat.copy( source.repeat );
-
- this.format = source.format;
- this.type = source.type;
-
- this.depthBuffer = source.depthBuffer;
- this.stencilBuffer = source.stencilBuffer;
-
- this.generateMipmaps = source.generateMipmaps;
-
- this.shareDepthFrom = source.shareDepthFrom;
-
- return this;
-
- },
-
- clone: function () {
-
- return new THREE.WebGLRenderTarget().copy( this );
-
- },
-
- dispose: function () {
-
- this.dispatchEvent( { type: 'dispose' } );
-
- }
-
-};
-
-THREE.EventDispatcher.prototype.apply( THREE.WebGLRenderTarget.prototype );
-
-// File:src/renderers/WebGLRenderTargetCube.js
-
-/**
- * @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 );
-THREE.WebGLRenderTargetCube.prototype.constructor = THREE.WebGLRenderTargetCube;
-
-// File:src/renderers/webgl/WebGLExtensions.js
-
-/**
-* @author mrdoob / http://mrdoob.com/
-*/
-
-THREE.WebGLExtensions = function ( gl ) {
-
- var extensions = {};
-
- this.get = function ( name ) {
-
- if ( extensions[ name ] !== undefined ) {
-
- return extensions[ name ];
-
- }
-
- var extension;
-
- switch ( name ) {
-
- case 'EXT_texture_filter_anisotropic':
- extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
- break;
-
- case 'WEBGL_compressed_texture_s3tc':
- extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
- break;
-
- case 'WEBGL_compressed_texture_pvrtc':
- extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
- break;
-
- default:
- extension = gl.getExtension( name );
-
- }
-
- if ( extension === null ) {
-
- console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
-
- }
-
- extensions[ name ] = extension;
-
- return extension;
-
- };
-
-};
-
-// File:src/renderers/webgl/WebGLGeometries.js
-
-/**
-* @author mrdoob / http://mrdoob.com/
-*/
-
-THREE.WebGLGeometries = function ( gl, properties, info ) {
-
- var geometries = {};
-
- this.get = function ( object ) {
-
- var geometry = object.geometry;
-
- if ( geometries[ geometry.id ] !== undefined ) {
-
- return geometries[ geometry.id ];
-
- }
-
- geometry.addEventListener( 'dispose', onGeometryDispose );
-
- if ( geometry instanceof THREE.BufferGeometry ) {
-
- geometries[ geometry.id ] = geometry;
-
- } else if ( geometry instanceof THREE.Geometry ) {
-
- if ( geometry._bufferGeometry === undefined ) {
-
- geometry._bufferGeometry = new THREE.BufferGeometry().setFromObject( object );
-
- }
-
- geometries[ geometry.id ] = geometry._bufferGeometry;
-
- }
-
- info.memory.geometries ++;
-
- return geometries[ geometry.id ];
-
- };
-
- function onGeometryDispose( event ) {
-
- var geometry = event.target;
- var buffergeometry = geometries[ geometry.id ];
-
- for ( var name in buffergeometry.attributes ) {
-
- var attribute = buffergeometry.attributes[ name ];
- var buffer = getAttributeBuffer( attribute );
-
- if ( buffer !== undefined ) {
-
- gl.deleteBuffer( buffer );
- removeAttributeBuffer( attribute );
-
- }
-
- }
-
- geometry.removeEventListener( 'dispose', onGeometryDispose );
-
- delete geometries[ geometry.id ];
-
- info.memory.geometries --;
-
- }
-
- function getAttributeBuffer( attribute ) {
-
- if ( attribute instanceof THREE.InterleavedBufferAttribute ) {
-
- return properties.get( attribute.data ).__webglBuffer;
-
- }
-
- return properties.get( attribute ).__webglBuffer;
-
- }
-
- function removeAttributeBuffer( attribute ) {
-
- if ( attribute instanceof THREE.InterleavedBufferAttribute ) {
-
- properties.delete( attribute.data );
-
- } else {
-
- properties.delete( attribute );
-
- }
-
- }
-
-};
-
-// File:src/renderers/webgl/WebGLObjects.js
-
-/**
-* @author mrdoob / http://mrdoob.com/
-*/
-
-THREE.WebGLObjects = function ( gl, properties, info ) {
-
- var objects = {};
-
- var geometries = new THREE.WebGLGeometries( gl, properties, info );
-
- //
-
- function onObjectRemoved( event ) {
-
- var object = event.target;
-
- object.traverse( function ( child ) {
-
- child.removeEventListener( 'remove', onObjectRemoved );
- removeObject( child );
-
- } );
-
- }
-
- function removeObject( object ) {
-
- if ( object instanceof THREE.Mesh ||
- object instanceof THREE.PointCloud ||
- object instanceof THREE.Line ) {
-
- delete objects[ object.id ];
-
- }
-
- delete object._modelViewMatrix;
- delete object._normalMatrix;
-
- properties.delete( object );
-
- }
-
- //
-
- this.objects = objects;
-
- this.init = function ( object ) {
-
- var objectProperties = properties.get( object );
-
- if ( objectProperties.__webglInit === undefined ) {
-
- objectProperties.__webglInit = true;
- object._modelViewMatrix = new THREE.Matrix4();
- object._normalMatrix = new THREE.Matrix3();
-
- object.addEventListener( 'removed', onObjectRemoved );
-
- }
-
- if ( objectProperties.__webglActive === undefined ) {
-
- objectProperties.__webglActive = true;
-
- if ( object instanceof THREE.Mesh || object instanceof THREE.Line || object instanceof THREE.PointCloud ) {
-
- objects[ object.id ] = {
- id: object.id,
- object: object,
- z: 0
- };
-
- }
-
- }
-
- };
-
- this.update = function ( object ) {
-
- // TODO: Avoid updating twice (when using shadowMap). Maybe add frame counter.
-
- var geometry = geometries.get( object );
-
- if ( object.geometry instanceof THREE.Geometry ) {
-
- geometry.updateFromObject( object );
-
- }
-
- var attributes = geometry.attributes;
-
- for ( var name in attributes ) {
-
- updateAttribute( attributes[ name ], name );
-
- }
-
- // morph targets
-
- var morphAttributes = geometry.morphAttributes;
-
- for ( var name in morphAttributes ) {
-
- var array = morphAttributes[ name ];
-
- for ( var i = 0, l = array.length; i < l; i ++ ) {
-
- updateAttribute( array[ i ], i );
-
- }
-
- }
-
- return geometry;
-
- }
-
- function updateAttribute( attribute, name ) {
-
- var bufferType = ( name === 'index' ) ? gl.ELEMENT_ARRAY_BUFFER : gl.ARRAY_BUFFER;
-
- var data = ( attribute instanceof THREE.InterleavedBufferAttribute ) ? attribute.data : attribute;
-
- var attributeProperties = properties.get( data );
-
- if ( attributeProperties.__webglBuffer === undefined ) {
-
- createBuffer( attributeProperties, data, bufferType );
-
- } else if ( attributeProperties.version !== data.version ) {
-
- updateBuffer( attributeProperties, data, bufferType );
-
- }
-
- }
-
- function createBuffer( attributeProperties, data, bufferType ) {
-
- attributeProperties.__webglBuffer = gl.createBuffer();
- gl.bindBuffer( bufferType, attributeProperties.__webglBuffer );
-
- var usage = gl.STATIC_DRAW;
-
- if ( data instanceof THREE.DynamicBufferAttribute
- || ( data instanceof THREE.InstancedBufferAttribute && data.dynamic === true )
- || ( data instanceof THREE.InterleavedBuffer && data.dynamic === true ) ) {
-
- usage = gl.DYNAMIC_DRAW;
-
- }
-
- gl.bufferData( bufferType, data.array, usage );
-
- attributeProperties.version = data.version;
-
- }
-
- function updateBuffer( attributeProperties, data, bufferType ) {
-
- gl.bindBuffer( bufferType, attributeProperties.__webglBuffer );
-
- if ( data.updateRange === undefined || data.updateRange.count === - 1 ) {
-
- // Not using update ranges
-
- gl.bufferSubData( bufferType, 0, data.array );
-
- } else if ( data.updateRange.count === 0 ) {
-
- console.error( 'THREE.WebGLObjects.updateBuffer: using updateRange for THREE.DynamicBufferAttribute and marked as needsUpdate but count is 0, ensure you are using set methods or updating manually.' );
-
- } else {
-
- gl.bufferSubData( bufferType, data.updateRange.offset * data.array.BYTES_PER_ELEMENT,
- data.array.subarray( data.updateRange.offset, data.updateRange.offset + data.updateRange.count ) );
-
- data.updateRange.count = 0; // reset range
-
- }
-
- attributeProperties.version = data.version;
-
- }
-
- // returns the webgl buffer for a specified attribute
- this.getAttributeBuffer = function ( attribute ) {
-
- if ( attribute instanceof THREE.InterleavedBufferAttribute ) {
-
- return properties.get( attribute.data ).__webglBuffer;
-
- }
-
- return properties.get( attribute ).__webglBuffer;
-
- };
-
- this.clear = function () {
-
- objects = {};
-
- };
-
-};
-
-// File:src/renderers/webgl/WebGLProgram.js
-
-THREE.WebGLProgram = ( function () {
-
- var programIdCount = 0;
-
- function generateDefines( defines ) {
-
- var chunks = [];
-
- for ( var name in defines ) {
-
- var value = defines[ name ];
-
- if ( value === false ) continue;
-
- chunks.push( '#define ' + name + ' ' + value );
-
- }
-
- return chunks.join( '\n' );
-
- }
-
- function fetchUniformLocations( gl, program, identifiers ) {
-
- var uniforms = {};
-
- var n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS );
-
- for ( var i = 0; i < n; i ++ ) {
-
- var info = gl.getActiveUniform( program, i );
- var name = info.name;
- var location = gl.getUniformLocation( program, name );
-
- // console.log("THREE.WebGLProgram: ACTIVE UNIFORM:", name);
-
- var suffixPos = name.lastIndexOf( '[0]' );
- if ( suffixPos !== - 1 && suffixPos === name.length - 3 ) {
-
- uniforms[ name.substr( 0, suffixPos ) ] = location;
-
- }
-
- uniforms[ name ] = location;
-
- }
-
- return uniforms;
-
- }
-
- function fetchAttributeLocations( gl, program, identifiers ) {
-
- var attributes = {};
-
- var n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES );
-
- for ( var i = 0; i < n; i ++ ) {
-
- var info = gl.getActiveAttrib( program, i );
- var name = info.name;
-
- // console.log("THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:", name, i );
-
- attributes[ name ] = gl.getAttribLocation( program, name );
-
- }
-
- return attributes;
-
- }
-
- function filterEmptyLine( string ) {
-
- return string !== '';
-
- }
-
- return function WebGLProgram( renderer, code, material, parameters ) {
-
- var gl = renderer.context;
-
- var defines = material.defines;
-
- var vertexShader = material.__webglShader.vertexShader;
- var fragmentShader = material.__webglShader.fragmentShader;
-
- var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
-
- if ( parameters.shadowMapType === THREE.PCFShadowMap ) {
-
- shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
-
- } else if ( parameters.shadowMapType === THREE.PCFSoftShadowMap ) {
-
- shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
-
- }
-
- var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
- var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
- var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
-
- if ( parameters.envMap ) {
-
- switch ( material.envMap.mapping ) {
-
- case THREE.CubeReflectionMapping:
- case THREE.CubeRefractionMapping:
- envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
- break;
-
- case THREE.EquirectangularReflectionMapping:
- case THREE.EquirectangularRefractionMapping:
- envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
- break;
-
- case THREE.SphericalReflectionMapping:
- envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
- break;
-
- }
-
- switch ( material.envMap.mapping ) {
-
- case THREE.CubeRefractionMapping:
- case THREE.EquirectangularRefractionMapping:
- envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
- break;
-
- }
-
- switch ( material.combine ) {
-
- case THREE.MultiplyOperation:
- envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
- break;
-
- case THREE.MixOperation:
- envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
- break;
-
- case THREE.AddOperation:
- envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
- break;
-
- }
-
- }
-
- var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
-
- // console.log( 'building new program ' );
-
- //
-
- var customDefines = generateDefines( defines );
-
- //
-
- var program = gl.createProgram();
-
- var prefixVertex, prefixFragment;
-
- if ( material instanceof THREE.RawShaderMaterial ) {
-
- prefixVertex = '';
- prefixFragment = '';
-
- } else {
-
- prefixVertex = [
-
- 'precision ' + parameters.precision + ' float;',
- 'precision ' + parameters.precision + ' int;',
-
- '#define SHADER_NAME ' + material.__webglShader.name,
-
- customDefines,
-
- parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
-
- renderer.gammaInput ? '#define GAMMA_INPUT' : '',
- renderer.gammaOutput ? '#define GAMMA_OUTPUT' : '',
- '#define GAMMA_FACTOR ' + gammaFactorDefine,
-
- '#define MAX_DIR_LIGHTS ' + parameters.maxDirLights,
- '#define MAX_POINT_LIGHTS ' + parameters.maxPointLights,
- '#define MAX_SPOT_LIGHTS ' + parameters.maxSpotLights,
- '#define MAX_HEMI_LIGHTS ' + parameters.maxHemiLights,
-
- '#define MAX_SHADOWS ' + parameters.maxShadows,
-
- '#define MAX_BONES ' + parameters.maxBones,
-
- parameters.map ? '#define USE_MAP' : '',
- parameters.envMap ? '#define USE_ENVMAP' : '',
- parameters.envMap ? '#define ' + envMapModeDefine : '',
- parameters.lightMap ? '#define USE_LIGHTMAP' : '',
- parameters.aoMap ? '#define USE_AOMAP' : '',
- parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
- parameters.bumpMap ? '#define USE_BUMPMAP' : '',
- parameters.normalMap ? '#define USE_NORMALMAP' : '',
- parameters.specularMap ? '#define USE_SPECULARMAP' : '',
- parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
- parameters.vertexColors ? '#define USE_COLOR' : '',
-
- parameters.flatShading ? '#define FLAT_SHADED' : '',
-
- parameters.skinning ? '#define USE_SKINNING' : '',
- parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
-
- parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
- parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
- parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
- parameters.flipSided ? '#define FLIP_SIDED' : '',
-
- parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
- parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
- parameters.shadowMapDebug ? '#define SHADOWMAP_DEBUG' : '',
-
- parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
-
- parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
- parameters.logarithmicDepthBuffer && renderer.extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
-
-
- '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;',
-
- '#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 skinIndex;',
- ' attribute vec4 skinWeight;',
-
- '#endif',
-
- '\n'
-
- ].filter( filterEmptyLine ).join( '\n' );
-
- prefixFragment = [
-
- parameters.bumpMap || parameters.normalMap || parameters.flatShading || material.derivatives ? '#extension GL_OES_standard_derivatives : enable' : '',
- parameters.logarithmicDepthBuffer && renderer.extensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '',
-
- 'precision ' + parameters.precision + ' float;',
- 'precision ' + parameters.precision + ' int;',
-
- '#define SHADER_NAME ' + material.__webglShader.name,
-
- customDefines,
-
- '#define MAX_DIR_LIGHTS ' + parameters.maxDirLights,
- '#define MAX_POINT_LIGHTS ' + parameters.maxPointLights,
- '#define MAX_SPOT_LIGHTS ' + parameters.maxSpotLights,
- '#define MAX_HEMI_LIGHTS ' + parameters.maxHemiLights,
-
- '#define MAX_SHADOWS ' + parameters.maxShadows,
-
- parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest : '',
-
- renderer.gammaInput ? '#define GAMMA_INPUT' : '',
- renderer.gammaOutput ? '#define GAMMA_OUTPUT' : '',
- '#define GAMMA_FACTOR ' + gammaFactorDefine,
-
- ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
- ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',
-
- parameters.map ? '#define USE_MAP' : '',
- parameters.envMap ? '#define USE_ENVMAP' : '',
- parameters.envMap ? '#define ' + envMapTypeDefine : '',
- parameters.envMap ? '#define ' + envMapModeDefine : '',
- parameters.envMap ? '#define ' + envMapBlendingDefine : '',
- parameters.lightMap ? '#define USE_LIGHTMAP' : '',
- parameters.aoMap ? '#define USE_AOMAP' : '',
- parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
- parameters.bumpMap ? '#define USE_BUMPMAP' : '',
- parameters.normalMap ? '#define USE_NORMALMAP' : '',
- parameters.specularMap ? '#define USE_SPECULARMAP' : '',
- parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
- parameters.vertexColors ? '#define USE_COLOR' : '',
-
- parameters.flatShading ? '#define FLAT_SHADED' : '',
-
- parameters.metal ? '#define METAL' : '',
- parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
- parameters.flipSided ? '#define FLIP_SIDED' : '',
-
- parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
- parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
- parameters.shadowMapDebug ? '#define SHADOWMAP_DEBUG' : '',
-
- parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
- parameters.logarithmicDepthBuffer && renderer.extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
-
- 'uniform mat4 viewMatrix;',
- 'uniform vec3 cameraPosition;',
-
- '\n'
-
- ].filter( filterEmptyLine ).join( '\n' );
-
- }
-
- var vertexGlsl = prefixVertex + vertexShader;
- var fragmentGlsl = prefixFragment + fragmentShader;
-
- var glVertexShader = THREE.WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl );
- var glFragmentShader = THREE.WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl );
-
- gl.attachShader( program, glVertexShader );
- gl.attachShader( program, glFragmentShader );
-
- // Force a particular attribute to index 0.
-
- if ( material.index0AttributeName !== undefined ) {
-
- gl.bindAttribLocation( program, 0, material.index0AttributeName );
-
- } else if ( parameters.morphTargets === true ) {
-
- // programs with morphTargets displace position out of attribute 0
- gl.bindAttribLocation( program, 0, 'position' );
-
- }
-
- gl.linkProgram( program );
-
- var programLog = gl.getProgramInfoLog( program );
- var vertexLog = gl.getShaderInfoLog( glVertexShader );
- var fragmentLog = gl.getShaderInfoLog( glFragmentShader );
-
- var runnable = true;
- var haveDiagnostics = true;
-
- if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) {
-
- runnable = false;
-
- console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), 'gl.VALIDATE_STATUS', gl.getProgramParameter( program, gl.VALIDATE_STATUS ), 'gl.getProgramInfoLog', programLog, vertexLog, fragmentLog );
-
- } else if ( programLog !== '' ) {
-
- console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
-
- } else if ( vertexLog === '' || fragmentLog === '' ) {
-
- haveDiagnostics = false;
-
- }
-
- if ( haveDiagnostics ) {
-
- this.diagnostics = {
-
- runnable: runnable,
- material: material,
-
- programLog: programLog,
-
- vertexShader: {
-
- log: vertexLog,
- prefix: prefixVertex
-
- },
-
- fragmentShader: {
-
- log: fragmentLog,
- prefix: prefixFragment
-
- }
-
- };
-
- }
-
- // clean up
-
- gl.deleteShader( glVertexShader );
- gl.deleteShader( glFragmentShader );
-
- // set up caching for uniform locations
-
- var cachedUniforms;
-
- this.getUniforms = function() {
-
- if ( cachedUniforms === undefined ) {
-
- cachedUniforms = fetchUniformLocations( gl, program );
-
- }
-
- return cachedUniforms;
-
- };
-
- // set up caching for attribute locations
-
- var cachedAttributes;
-
- this.getAttributes = function() {
-
- if ( cachedAttributes === undefined ) {
-
- cachedAttributes = fetchAttributeLocations( gl, program );
-
- }
-
- return cachedAttributes;
-
- };
-
- // DEPRECATED
-
- Object.defineProperties( this, {
-
- uniforms: {
- get: function() {
-
- console.warn( 'THREE.WebGLProgram: .uniforms is now .getUniforms().' );
- return this.getUniforms();
-
- }
- },
-
- attributes: {
- get: function() {
-
- console.warn( 'THREE.WebGLProgram: .attributes is now .getAttributes().' );
- return this.getAttributes();
-
- }
- }
-
- } );
-
-
- //
-
- this.id = programIdCount ++;
- this.code = code;
- this.usedTimes = 1;
- this.program = program;
- this.vertexShader = glVertexShader;
- this.fragmentShader = glFragmentShader;
-
- return this;
-
- };
-
-} )();
-
-// File:src/renderers/webgl/WebGLProperties.js
-
-/**
-* @author fordacious / fordacious.github.io
-*/
-
-THREE.WebGLProperties = function () {
-
- var properties = {};
-
- this.get = function ( object ) {
-
- var uuid = object.uuid;
- var map = properties[ uuid ];
-
- if ( map === undefined ) {
-
- map = {};
- properties[ uuid ] = map;
-
- }
-
- return map;
-
- };
-
- this.delete = function ( object ) {
-
- delete properties[ object.uuid ];
-
- };
-
- this.clear = function () {
-
- properties = {};
-
- };
-
-};
-
-// File:src/renderers/webgl/WebGLShader.js
-
-THREE.WebGLShader = ( function () {
-
- var addLineNumbers = function ( string ) {
-
- var lines = string.split( '\n' );
-
- for ( var i = 0; i < lines.length; i ++ ) {
-
- lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
-
- }
-
- return lines.join( '\n' );
-
- };
-
- return function WebGLShader( gl, type, string ) {
-
- var shader = gl.createShader( type );
-
- gl.shaderSource( shader, string );
- gl.compileShader( shader );
-
- if ( gl.getShaderParameter( shader, gl.COMPILE_STATUS ) === false ) {
-
- console.error( 'THREE.WebGLShader: Shader couldn\'t compile.' );
-
- }
-
- if ( gl.getShaderInfoLog( shader ) !== '' ) {
-
- console.warn( 'THREE.WebGLShader: gl.getShaderInfoLog()', type === gl.VERTEX_SHADER ? 'vertex' : 'fragment', gl.getShaderInfoLog( shader ), addLineNumbers( string ) );
-
- }
-
- // --enable-privileged-webgl-extension
- // console.log( type, gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
-
- return shader;
-
- };
-
-} )();
-
-// File:src/renderers/webgl/WebGLShadowMap.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.WebGLShadowMap = function ( _renderer, _lights, _objects ) {
-
- var _gl = _renderer.context,
- _state = _renderer.state,
- _frustum = new THREE.Frustum(),
- _projScreenMatrix = new THREE.Matrix4(),
-
- _min = new THREE.Vector3(),
- _max = new THREE.Vector3(),
-
- _matrixPosition = new THREE.Vector3(),
-
- _renderList = [];
-
- // init
-
- var depthShader = THREE.ShaderLib[ "depthRGBA" ];
- var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
-
- var _depthMaterial = new THREE.ShaderMaterial( {
- uniforms: depthUniforms,
- vertexShader: depthShader.vertexShader,
- fragmentShader: depthShader.fragmentShader
- } );
-
- var _depthMaterialMorph = new THREE.ShaderMaterial( {
- uniforms: depthUniforms,
- vertexShader: depthShader.vertexShader,
- fragmentShader: depthShader.fragmentShader,
- morphTargets: true
- } );
-
- var _depthMaterialSkin = new THREE.ShaderMaterial( {
- uniforms: depthUniforms,
- vertexShader: depthShader.vertexShader,
- fragmentShader: depthShader.fragmentShader,
- skinning: true
- } );
-
- var _depthMaterialMorphSkin = new THREE.ShaderMaterial( {
- uniforms: depthUniforms,
- vertexShader: depthShader.vertexShader,
- fragmentShader: depthShader.fragmentShader,
- morphTargets: true,
- skinning: true
- } );
-
- _depthMaterial._shadowPass = true;
- _depthMaterialMorph._shadowPass = true;
- _depthMaterialSkin._shadowPass = true;
- _depthMaterialMorphSkin._shadowPass = true;
-
- //
-
- var scope = this;
-
- this.enabled = false;
-
- this.autoUpdate = true;
- this.needsUpdate = false;
-
- this.type = THREE.PCFShadowMap;
- this.cullFace = THREE.CullFaceFront;
-
- this.render = function ( scene, camera ) {
-
- if ( scope.enabled === false ) return;
- if ( scope.autoUpdate === false && scope.needsUpdate === false ) return;
-
- // set GL state for depth map
-
- _gl.clearColor( 1, 1, 1, 1 );
- _state.disable( _gl.BLEND );
-
- _state.enable( _gl.CULL_FACE );
- _gl.frontFace( _gl.CCW );
-
- if ( scope.cullFace === THREE.CullFaceFront ) {
-
- _gl.cullFace( _gl.FRONT );
-
- } else {
-
- _gl.cullFace( _gl.BACK );
-
- }
-
- _state.setDepthTest( true );
-
- // render depth map
-
- for ( var i = 0, il = _lights.length; i < il; i ++ ) {
-
- var light = _lights[ i ];
-
- if ( ! light.castShadow ) continue;
-
- if ( ! light.shadowMap ) {
-
- var shadowFilter = THREE.LinearFilter;
-
- if ( scope.type === THREE.PCFSoftShadowMap ) {
-
- shadowFilter = THREE.NearestFilter;
-
- }
-
- var pars = { minFilter: shadowFilter, magFilter: shadowFilter, 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( "THREE.ShadowMapPlugin: Unsupported light type for shadow", light );
- continue;
-
- }
-
- scene.add( light.shadowCamera );
-
- if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
-
- }
-
- if ( light.shadowCameraVisible && ! light.cameraHelper ) {
-
- light.cameraHelper = new THREE.CameraHelper( light.shadowCamera );
- scene.add( light.cameraHelper );
-
- }
-
- var shadowMap = light.shadowMap;
- var shadowMatrix = light.shadowMatrix;
- var shadowCamera = light.shadowCamera;
-
- //
-
- shadowCamera.position.setFromMatrixPosition( light.matrixWorld );
- _matrixPosition.setFromMatrixPosition( light.target.matrixWorld );
- shadowCamera.lookAt( _matrixPosition );
- shadowCamera.updateMatrixWorld();
-
- shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld );
-
- //
-
- if ( light.cameraHelper ) light.cameraHelper.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.multiply( shadowCamera.projectionMatrix );
- shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
-
- // update camera matrices and frustum
-
- _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
- _frustum.setFromMatrix( _projScreenMatrix );
-
- // render shadow map
-
- _renderer.setRenderTarget( shadowMap );
- _renderer.clear();
-
- // set object matrices & frustum culling
-
- _renderList.length = 0;
-
- projectObject( scene, shadowCamera );
-
-
- // render regular objects
-
- var webglObject, object, material;
- var objectMaterial, useMorphing, useSkinning;
-
- for ( var j = 0, jl = _renderList.length; j < jl; j ++ ) {
-
- webglObject = _renderList[ j ];
-
- object = webglObject.object;
- objectMaterial = object.material;
-
- if ( objectMaterial instanceof THREE.MeshFaceMaterial ) {
-
- // For the moment just ignore objects that have multiple materials with different animation methods
- // Only the first material will be taken into account for deciding which depth material to use for shadow maps
-
- objectMaterial = object.material.materials[ 0 ];
-
- if ( objectMaterial === null || objectMaterial.visible === false ) continue;
-
- }
-
- useMorphing = object.geometry.morphTargets !== undefined && object.geometry.morphTargets.length > 0 && objectMaterial.morphTargets;
- useSkinning = object instanceof THREE.SkinnedMesh && objectMaterial.skinning;
-
- if ( object.customDepthMaterial ) {
-
- material = object.customDepthMaterial;
-
- } else if ( useSkinning ) {
-
- material = useMorphing ? _depthMaterialMorphSkin : _depthMaterialSkin;
-
- } else if ( useMorphing ) {
-
- material = _depthMaterialMorph;
-
- } else {
-
- material = _depthMaterial;
-
- }
-
- _renderer.renderBufferDirect( shadowCamera, _lights, null, material, object );
-
- }
-
- }
-
- // restore GL state
-
- var clearColor = _renderer.getClearColor(),
- clearAlpha = _renderer.getClearAlpha();
-
- _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
- _state.enable( _gl.BLEND );
-
- if ( scope.cullFace === THREE.CullFaceFront ) {
-
- _gl.cullFace( _gl.BACK );
-
- }
-
- _renderer.resetGLState();
-
- scope.needsUpdate = false;
-
- };
-
- function projectObject( object, camera ) {
-
- if ( object.visible === false ) return;
-
- var webglObject = _objects.objects[ object.id ];
-
- if ( webglObject && object.castShadow && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) {
-
- var material = object.material;
-
- if ( material !== null && material.visible === true ) {
-
- object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
- _renderList.push( webglObject );
-
- }
-
- }
-
- var children = object.children;
-
- for ( var i = 0, l = children.length; i < l; i ++ ) {
-
- projectObject( children[ i ], camera );
-
- }
-
- }
-
-};
-
-// File:src/renderers/webgl/WebGLState.js
-
-/**
-* @author mrdoob / http://mrdoob.com/
-*/
-
-THREE.WebGLState = function ( gl, extensions, paramThreeToGL ) {
-
- var _this = this;
-
- var newAttributes = new Uint8Array( 16 );
- var enabledAttributes = new Uint8Array( 16 );
-
- var capabilities = {};
-
- var compressedTextureFormats = null;
-
- var currentBlending = null;
- var currentBlendEquation = null;
- var currentBlendSrc = null;
- var currentBlendDst = null;
- var currentBlendEquationAlpha = null;
- var currentBlendSrcAlpha = null;
- var currentBlendDstAlpha = null;
-
- var currentDepthFunc = null;
- var currentDepthWrite = null;
-
- var currentColorWrite = null;
-
- var currentFlipSided = null;
-
- var currentLineWidth = null;
-
- var currentPolygonOffsetFactor = null;
- var currentPolygonOffsetUnits = null;
-
- var maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS );
-
- var currentTextureSlot = undefined;
- var currentBoundTextures = {};
-
- this.init = function () {
-
- gl.clearColor( 0, 0, 0, 1 );
- gl.clearDepth( 1 );
- gl.clearStencil( 0 );
-
- this.enable( gl.DEPTH_TEST );
- gl.depthFunc( gl.LEQUAL );
-
- gl.frontFace( gl.CCW );
- gl.cullFace( gl.BACK );
- this.enable( gl.CULL_FACE );
-
- this.enable( gl.BLEND );
- gl.blendEquation( gl.FUNC_ADD );
- gl.blendFunc( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA );
-
- };
-
- this.initAttributes = function () {
-
- for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {
-
- newAttributes[ i ] = 0;
-
- }
-
- };
-
- this.enableAttribute = function ( attribute ) {
-
- newAttributes[ attribute ] = 1;
-
- if ( enabledAttributes[ attribute ] === 0 ) {
-
- gl.enableVertexAttribArray( attribute );
- enabledAttributes[ attribute ] = 1;
-
- }
-
- };
-
- this.disableUnusedAttributes = function () {
-
- for ( var i = 0, l = enabledAttributes.length; i < l; i ++ ) {
-
- if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
-
- gl.disableVertexAttribArray( i );
- enabledAttributes[ i ] = 0;
-
- }
-
- }
-
- };
-
- this.enable = function ( id ) {
-
- if ( capabilities[ id ] !== true ) {
-
- gl.enable( id );
- capabilities[ id ] = true;
-
- }
-
- };
-
- this.disable = function ( id ) {
-
- if ( capabilities[ id ] !== false ) {
-
- gl.disable( id );
- capabilities[ id ] = false;
-
- }
-
- };
-
- this.getCompressedTextureFormats = function () {
-
- if ( compressedTextureFormats === null ) {
-
- compressedTextureFormats = [];
-
- if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) ||
- extensions.get( 'WEBGL_compressed_texture_s3tc' ) ) {
-
- var formats = gl.getParameter( gl.COMPRESSED_TEXTURE_FORMATS );
-
- for ( var i = 0; i < formats.length; i ++ ) {
-
- compressedTextureFormats.push( formats[ i ] );
-
- }
-
- }
-
- }
-
- return compressedTextureFormats;
-
- };
-
- this.getMaxPrecision = function ( precision ) {
-
- if ( precision === 'highp' ) {
-
- if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.HIGH_FLOAT ).precision > 0 &&
- gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.HIGH_FLOAT ).precision > 0 ) {
-
- return 'highp';
-
- }
-
- precision = 'mediump';
-
- }
-
- if ( precision === 'mediump' ) {
-
- if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.MEDIUM_FLOAT ).precision > 0 &&
- gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT ).precision > 0 ) {
-
- return 'mediump';
-
- }
-
- }
-
- return 'lowp';
-
- };
-
- this.setBlending = function ( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha ) {
-
- if ( blending !== currentBlending ) {
-
- if ( blending === THREE.NoBlending ) {
-
- this.disable( gl.BLEND );
-
- } else if ( blending === THREE.AdditiveBlending ) {
-
- this.enable( gl.BLEND );
- gl.blendEquation( gl.FUNC_ADD );
- gl.blendFunc( gl.SRC_ALPHA, gl.ONE );
-
- } else if ( blending === THREE.SubtractiveBlending ) {
-
- // TODO: Find blendFuncSeparate() combination
-
- this.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
-
- this.enable( gl.BLEND );
- gl.blendEquation( gl.FUNC_ADD );
- gl.blendFunc( gl.ZERO, gl.SRC_COLOR );
-
- } else if ( blending === THREE.CustomBlending ) {
-
- this.enable( gl.BLEND );
-
- } else {
-
- this.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 );
-
- }
-
- currentBlending = blending;
-
- }
-
- if ( blending === THREE.CustomBlending ) {
-
- blendEquationAlpha = blendEquationAlpha || blendEquation;
- blendSrcAlpha = blendSrcAlpha || blendSrc;
- blendDstAlpha = blendDstAlpha || blendDst;
-
- if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
-
- gl.blendEquationSeparate( paramThreeToGL( blendEquation ), paramThreeToGL( blendEquationAlpha ) );
-
- currentBlendEquation = blendEquation;
- currentBlendEquationAlpha = blendEquationAlpha;
-
- }
-
- if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
-
- gl.blendFuncSeparate( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ), paramThreeToGL( blendSrcAlpha ), paramThreeToGL( blendDstAlpha ) );
-
- currentBlendSrc = blendSrc;
- currentBlendDst = blendDst;
- currentBlendSrcAlpha = blendSrcAlpha;
- currentBlendDstAlpha = blendDstAlpha;
-
- }
-
- } else {
-
- currentBlendEquation = null;
- currentBlendSrc = null;
- currentBlendDst = null;
- currentBlendEquationAlpha = null;
- currentBlendSrcAlpha = null;
- currentBlendDstAlpha = null;
-
- }
-
- };
-
- this.setDepthFunc = function ( depthFunc ) {
-
- if ( currentDepthFunc !== depthFunc ) {
-
- if ( depthFunc ) {
-
- switch ( depthFunc ) {
-
- case THREE.NeverDepth:
-
- gl.depthFunc( gl.NEVER );
- break;
-
- case THREE.AlwaysDepth:
-
- gl.depthFunc( gl.ALWAYS );
- break;
-
- case THREE.LessDepth:
-
- gl.depthFunc( gl.LESS );
- break;
-
- case THREE.LessEqualDepth:
-
- gl.depthFunc( gl.LEQUAL );
- break;
-
- case THREE.EqualDepth:
-
- gl.depthFunc( gl.EQUAL );
- break;
-
- case THREE.GreaterEqualDepth:
-
- gl.depthFunc( gl.GEQUAL );
- break;
-
- case THREE.GreaterDepth:
-
- gl.depthFunc( gl.GREATER );
- break;
-
- case THREE.NotEqualDepth:
-
- gl.depthFunc( gl.NOTEQUAL );
- break;
-
- default:
-
- gl.depthFunc( gl.LEQUAL );
-
- }
-
- } else {
-
- gl.depthFunc( gl.LEQUAL );
-
- }
-
- currentDepthFunc = depthFunc;
-
- }
-
- };
-
- this.setDepthTest = function ( depthTest ) {
-
- if ( depthTest ) {
-
- this.enable( gl.DEPTH_TEST );
-
- } else {
-
- this.disable( gl.DEPTH_TEST );
-
- }
-
- };
-
- this.setDepthWrite = function ( depthWrite ) {
-
- if ( currentDepthWrite !== depthWrite ) {
-
- gl.depthMask( depthWrite );
- currentDepthWrite = depthWrite;
-
- }
-
- };
-
- this.setColorWrite = function ( colorWrite ) {
-
- if ( currentColorWrite !== colorWrite ) {
-
- gl.colorMask( colorWrite, colorWrite, colorWrite, colorWrite );
- currentColorWrite = colorWrite;
-
- }
-
- };
-
- this.setFlipSided = function ( flipSided ) {
-
- if ( currentFlipSided !== flipSided ) {
-
- if ( flipSided ) {
-
- gl.frontFace( gl.CW );
-
- } else {
-
- gl.frontFace( gl.CCW );
-
- }
-
- currentFlipSided = flipSided;
-
- }
-
- };
-
- this.setLineWidth = function ( width ) {
-
- if ( width !== currentLineWidth ) {
-
- gl.lineWidth( width );
-
- currentLineWidth = width;
-
- }
-
- };
-
- this.setPolygonOffset = function ( polygonOffset, factor, units ) {
-
- if ( polygonOffset ) {
-
- this.enable( gl.POLYGON_OFFSET_FILL );
-
- } else {
-
- this.disable( gl.POLYGON_OFFSET_FILL );
-
- }
-
- if ( polygonOffset && ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) ) {
-
- gl.polygonOffset( factor, units );
-
- currentPolygonOffsetFactor = factor;
- currentPolygonOffsetUnits = units;
-
- }
-
- };
-
- this.setScissorTest = function ( scissorTest ) {
-
- if ( scissorTest ) {
-
- this.enable( gl.SCISSOR_TEST );
-
- } else {
-
- this.disable( gl.SCISSOR_TEST );
-
- }
-
- };
-
- // texture
-
- this.activeTexture = function ( webglSlot ) {
-
- if ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1;
-
- if ( currentTextureSlot !== webglSlot ) {
-
- gl.activeTexture( webglSlot );
- currentTextureSlot = webglSlot;
-
- }
-
- }
-
- this.bindTexture = function ( webglType, webglTexture ) {
-
- if ( currentTextureSlot === undefined ) {
-
- _this.activeTexture();
-
- }
-
- var boundTexture = currentBoundTextures[ currentTextureSlot ];
-
- if ( boundTexture === undefined ) {
-
- boundTexture = { type: undefined, texture: undefined };
- currentBoundTextures[ currentTextureSlot ] = boundTexture;
-
- }
-
- if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
-
- gl.bindTexture( webglType, webglTexture );
-
- boundTexture.type = webglType;
- boundTexture.texture = webglTexture;
-
- }
-
- };
-
- this.compressedTexImage2D = function () {
-
- try {
-
- gl.compressedTexImage2D.apply( gl, arguments );
-
- } catch ( error ) {
-
- console.error( error );
-
- }
-
- };
-
- this.texImage2D = function () {
-
- try {
-
- gl.texImage2D.apply( gl, arguments );
-
- } catch ( error ) {
-
- console.error( error );
-
- }
-
- };
-
- //
-
- this.reset = function () {
-
- for ( var i = 0; i < enabledAttributes.length; i ++ ) {
-
- if ( enabledAttributes[ i ] === 1 ) {
-
- gl.disableVertexAttribArray( i );
- enabledAttributes[ i ] = 0;
-
- }
-
- }
-
- capabilities = {};
-
- compressedTextureFormats = null;
-
- currentBlending = null;
-
- currentDepthWrite = null;
- currentColorWrite = null;
-
- currentFlipSided = null;
-
- };
-
-};
-
-// File:src/renderers/webgl/plugins/LensFlarePlugin.js
-
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.LensFlarePlugin = function ( renderer, flares ) {
-
- var gl = renderer.context;
- var state = renderer.state;
-
- var vertexBuffer, elementBuffer;
- var program, attributes, uniforms;
- var hasVertexTexture;
-
- var tempTexture, occlusionTexture;
-
- var init = function () {
-
- var vertices = new Float32Array( [
- - 1, - 1, 0, 0,
- 1, - 1, 1, 0,
- 1, 1, 1, 1,
- - 1, 1, 0, 1
- ] );
-
- var faces = new Uint16Array( [
- 0, 1, 2,
- 0, 2, 3
- ] );
-
- // buffers
-
- vertexBuffer = gl.createBuffer();
- elementBuffer = gl.createBuffer();
-
- gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
- gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW );
-
- gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
- gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW );
-
- // textures
-
- tempTexture = gl.createTexture();
- occlusionTexture = gl.createTexture();
-
- state.bindTexture( gl.TEXTURE_2D, 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 );
-
- state.bindTexture( gl.TEXTURE_2D, 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 );
-
- hasVertexTexture = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ) > 0;
-
- var shader;
-
- if ( hasVertexTexture ) {
-
- shader = {
-
- vertexShader: [
-
- "uniform lowp int renderType;",
-
- "uniform vec3 screenPosition;",
- "uniform vec2 scale;",
- "uniform float rotation;",
-
- "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 ) );",
- "visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );",
- "visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );",
- "visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );",
- "visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );",
- "visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );",
- "visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );",
- "visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );",
- "visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );",
-
- "vVisibility = visibility.r / 9.0;",
- "vVisibility *= 1.0 - visibility.g / 9.0;",
- "vVisibility *= visibility.b / 9.0;",
- "vVisibility *= 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: [
-
- "uniform lowp int renderType;",
-
- "uniform sampler2D map;",
- "uniform float opacity;",
- "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" )
-
- };
-
- } else {
-
- shader = {
-
- vertexShader: [
-
- "uniform lowp int renderType;",
-
- "uniform vec3 screenPosition;",
- "uniform vec2 scale;",
- "uniform float rotation;",
-
- "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 lowp int renderType;",
-
- "uniform sampler2D map;",
- "uniform sampler2D occlusionMap;",
- "uniform float opacity;",
- "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;",
- "visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) ).a;",
- "visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) ).a;",
- "visibility += 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" )
-
- };
-
- }
-
- program = createProgram( shader );
-
- attributes = {
- vertex: gl.getAttribLocation ( program, "position" ),
- uv: gl.getAttribLocation ( program, "uv" )
- };
-
- uniforms = {
- renderType: gl.getUniformLocation( program, "renderType" ),
- map: gl.getUniformLocation( program, "map" ),
- occlusionMap: gl.getUniformLocation( program, "occlusionMap" ),
- opacity: gl.getUniformLocation( program, "opacity" ),
- color: gl.getUniformLocation( program, "color" ),
- scale: gl.getUniformLocation( program, "scale" ),
- rotation: gl.getUniformLocation( program, "rotation" ),
- screenPosition: gl.getUniformLocation( program, "screenPosition" )
- };
-
- };
-
- /*
- * Render lens flares
- * Method: renders 16x16 0xff00ff-colored points scattered over the light source area,
- * reads these back and calculates occlusion.
- */
-
- this.render = function ( scene, camera, viewportWidth, viewportHeight ) {
-
- if ( flares.length === 0 ) 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 );
-
- if ( program === undefined ) {
-
- init();
-
- }
-
- gl.useProgram( program );
-
- state.initAttributes();
- state.enableAttribute( attributes.vertex );
- state.enableAttribute( attributes.uv );
- state.disableUnusedAttributes();
-
- // loop through all lens flares to update their occlusion and positions
- // setup gl and common used attribs/uniforms
-
- gl.uniform1i( uniforms.occlusionMap, 0 );
- gl.uniform1i( uniforms.map, 1 );
-
- gl.bindBuffer( gl.ARRAY_BUFFER, 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, elementBuffer );
-
- state.disable( gl.CULL_FACE );
- gl.depthMask( false );
-
- for ( var i = 0, l = flares.length; i < l; i ++ ) {
-
- size = 16 / viewportHeight;
- scale.set( size * invAspect, size );
-
- // calc object screen position
-
- var flare = flares[ i ];
-
- tempPosition.set( flare.matrixWorld.elements[ 12 ], flare.matrixWorld.elements[ 13 ], flare.matrixWorld.elements[ 14 ] );
-
- tempPosition.applyMatrix4( camera.matrixWorldInverse );
- tempPosition.applyProjection( camera.projectionMatrix );
-
- // setup arrays for gl programs
-
- screenPosition.copy( tempPosition );
-
- screenPositionPixels.x = screenPosition.x * halfViewportWidth + halfViewportWidth;
- screenPositionPixels.y = screenPosition.y * halfViewportHeight + halfViewportHeight;
-
- // screen cull
-
- if ( hasVertexTexture || (
- screenPositionPixels.x > 0 &&
- screenPositionPixels.x < viewportWidth &&
- screenPositionPixels.y > 0 &&
- screenPositionPixels.y < viewportHeight ) ) {
-
- // save current RGB to temp texture
-
- state.activeTexture( gl.TEXTURE0 );
- state.bindTexture( gl.TEXTURE_2D, null );
- state.activeTexture( gl.TEXTURE1 );
- state.bindTexture( gl.TEXTURE_2D, 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 );
-
- state.disable( gl.BLEND );
- state.enable( gl.DEPTH_TEST );
-
- gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
-
-
- // copy result to occlusionMap
-
- state.activeTexture( gl.TEXTURE0 );
- state.bindTexture( gl.TEXTURE_2D, 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 );
- state.disable( gl.DEPTH_TEST );
-
- state.activeTexture( gl.TEXTURE1 );
- state.bindTexture( gl.TEXTURE_2D, 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 );
- state.enable( gl.BLEND );
-
- for ( var j = 0, jl = flare.lensFlares.length; j < jl; j ++ ) {
-
- var 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 );
-
- state.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
-
- state.enable( gl.CULL_FACE );
- state.enable( gl.DEPTH_TEST );
- gl.depthMask( true );
-
- renderer.resetGLState();
-
- };
-
- function createProgram ( shader ) {
-
- var program = gl.createProgram();
-
- var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER );
- var vertexShader = gl.createShader( gl.VERTEX_SHADER );
-
- var prefix = "precision " + renderer.getPrecision() + " float;\n";
-
- gl.shaderSource( fragmentShader, prefix + shader.fragmentShader );
- gl.shaderSource( vertexShader, prefix + shader.vertexShader );
-
- gl.compileShader( fragmentShader );
- gl.compileShader( vertexShader );
-
- gl.attachShader( program, fragmentShader );
- gl.attachShader( program, vertexShader );
-
- gl.linkProgram( program );
-
- return program;
-
- }
-
-};
-
-// File:src/renderers/webgl/plugins/SpritePlugin.js
-
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.SpritePlugin = function ( renderer, sprites ) {
-
- var gl = renderer.context;
- var state = renderer.state;
-
- var vertexBuffer, elementBuffer;
- var program, attributes, uniforms;
-
- var texture;
-
- // decompose matrixWorld
-
- var spritePosition = new THREE.Vector3();
- var spriteRotation = new THREE.Quaternion();
- var spriteScale = new THREE.Vector3();
-
- var init = function () {
-
- var vertices = new Float32Array( [
- - 0.5, - 0.5, 0, 0,
- 0.5, - 0.5, 1, 0,
- 0.5, 0.5, 1, 1,
- - 0.5, 0.5, 0, 1
- ] );
-
- var faces = new Uint16Array( [
- 0, 1, 2,
- 0, 2, 3
- ] );
-
- vertexBuffer = gl.createBuffer();
- elementBuffer = gl.createBuffer();
-
- gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
- gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW );
-
- gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
- gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW );
-
- program = createProgram();
-
- attributes = {
- position: gl.getAttribLocation ( program, 'position' ),
- uv: gl.getAttribLocation ( program, 'uv' )
- };
-
- uniforms = {
- uvOffset: gl.getUniformLocation( program, 'uvOffset' ),
- uvScale: gl.getUniformLocation( program, 'uvScale' ),
-
- rotation: gl.getUniformLocation( program, 'rotation' ),
- scale: gl.getUniformLocation( program, 'scale' ),
-
- color: gl.getUniformLocation( program, 'color' ),
- map: gl.getUniformLocation( program, 'map' ),
- opacity: gl.getUniformLocation( program, 'opacity' ),
-
- modelViewMatrix: gl.getUniformLocation( program, 'modelViewMatrix' ),
- projectionMatrix: gl.getUniformLocation( program, 'projectionMatrix' ),
-
- fogType: gl.getUniformLocation( program, 'fogType' ),
- fogDensity: gl.getUniformLocation( program, 'fogDensity' ),
- fogNear: gl.getUniformLocation( program, 'fogNear' ),
- fogFar: gl.getUniformLocation( program, 'fogFar' ),
- fogColor: gl.getUniformLocation( program, 'fogColor' ),
-
- alphaTest: gl.getUniformLocation( program, 'alphaTest' )
- };
-
- var canvas = document.createElement( 'canvas' );
- canvas.width = 8;
- canvas.height = 8;
-
- var context = canvas.getContext( '2d' );
- context.fillStyle = 'white';
- context.fillRect( 0, 0, 8, 8 );
-
- texture = new THREE.Texture( canvas );
- texture.needsUpdate = true;
-
- };
-
- this.render = function ( scene, camera ) {
-
- if ( sprites.length === 0 ) return;
-
- // setup gl
-
- if ( program === undefined ) {
-
- init();
-
- }
-
- gl.useProgram( program );
-
- state.initAttributes();
- state.enableAttribute( attributes.position );
- state.enableAttribute( attributes.uv );
- state.disableUnusedAttributes();
-
- state.disable( gl.CULL_FACE );
- state.enable( gl.BLEND );
-
- gl.bindBuffer( gl.ARRAY_BUFFER, 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, elementBuffer );
-
- gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
-
- state.activeTexture( gl.TEXTURE0 );
- gl.uniform1i( uniforms.map, 0 );
-
- var oldFogType = 0;
- var sceneFogType = 0;
- var fog = scene.fog;
-
- if ( fog ) {
-
- gl.uniform3f( uniforms.fogColor, fog.color.r, fog.color.g, fog.color.b );
-
- if ( fog instanceof THREE.Fog ) {
-
- gl.uniform1f( uniforms.fogNear, fog.near );
- gl.uniform1f( uniforms.fogFar, fog.far );
-
- gl.uniform1i( uniforms.fogType, 1 );
- oldFogType = 1;
- sceneFogType = 1;
-
- } else if ( fog instanceof THREE.FogExp2 ) {
-
- gl.uniform1f( uniforms.fogDensity, fog.density );
-
- gl.uniform1i( uniforms.fogType, 2 );
- oldFogType = 2;
- sceneFogType = 2;
-
- }
-
- } else {
-
- gl.uniform1i( uniforms.fogType, 0 );
- oldFogType = 0;
- sceneFogType = 0;
-
- }
-
-
- // update positions and sort
-
- for ( var i = 0, l = sprites.length; i < l; i ++ ) {
-
- var sprite = sprites[ i ];
-
- sprite._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, sprite.matrixWorld );
- sprite.z = - sprite._modelViewMatrix.elements[ 14 ];
-
- }
-
- sprites.sort( painterSortStable );
-
- // render all sprites
-
- var scale = [];
-
- for ( var i = 0, l = sprites.length; i < l; i ++ ) {
-
- var sprite = sprites[ i ];
- var material = sprite.material;
-
- gl.uniform1f( uniforms.alphaTest, material.alphaTest );
- gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite._modelViewMatrix.elements );
-
- sprite.matrixWorld.decompose( spritePosition, spriteRotation, spriteScale );
-
- scale[ 0 ] = spriteScale.x;
- scale[ 1 ] = spriteScale.y;
-
- var fogType = 0;
-
- if ( scene.fog && material.fog ) {
-
- fogType = sceneFogType;
-
- }
-
- if ( oldFogType !== fogType ) {
-
- gl.uniform1i( uniforms.fogType, fogType );
- oldFogType = fogType;
-
- }
-
- if ( material.map !== null ) {
-
- gl.uniform2f( uniforms.uvOffset, material.map.offset.x, material.map.offset.y );
- gl.uniform2f( uniforms.uvScale, material.map.repeat.x, material.map.repeat.y );
-
- } else {
-
- gl.uniform2f( uniforms.uvOffset, 0, 0 );
- gl.uniform2f( uniforms.uvScale, 1, 1 );
-
- }
-
- gl.uniform1f( uniforms.opacity, material.opacity );
- gl.uniform3f( uniforms.color, material.color.r, material.color.g, material.color.b );
-
- gl.uniform1f( uniforms.rotation, material.rotation );
- gl.uniform2fv( uniforms.scale, scale );
-
- state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
- state.setDepthTest( material.depthTest );
- state.setDepthWrite( material.depthWrite );
-
- if ( material.map && material.map.image && material.map.image.width ) {
-
- renderer.setTexture( material.map, 0 );
-
- } else {
-
- renderer.setTexture( texture, 0 );
-
- }
-
- gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
-
- }
-
- // restore gl
-
- state.enable( gl.CULL_FACE );
-
- renderer.resetGLState();
-
- };
-
- function createProgram () {
-
- var program = gl.createProgram();
-
- var vertexShader = gl.createShader( gl.VERTEX_SHADER );
- var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER );
-
- gl.shaderSource( vertexShader, [
-
- 'precision ' + renderer.getPrecision() + ' float;',
-
- 'uniform mat4 modelViewMatrix;',
- 'uniform mat4 projectionMatrix;',
- 'uniform float rotation;',
- 'uniform vec2 scale;',
- 'uniform vec2 uvOffset;',
- 'uniform vec2 uvScale;',
-
- 'attribute vec2 position;',
- 'attribute vec2 uv;',
-
- 'varying vec2 vUV;',
-
- 'void main() {',
-
- 'vUV = uvOffset + uv * uvScale;',
-
- 'vec2 alignedPosition = position * scale;',
-
- 'vec2 rotatedPosition;',
- 'rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;',
- 'rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;',
-
- 'vec4 finalPosition;',
-
- 'finalPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );',
- 'finalPosition.xy += rotatedPosition;',
- 'finalPosition = projectionMatrix * finalPosition;',
-
- 'gl_Position = finalPosition;',
-
- '}'
-
- ].join( '\n' ) );
-
- gl.shaderSource( fragmentShader, [
-
- 'precision ' + renderer.getPrecision() + ' float;',
-
- 'uniform vec3 color;',
- 'uniform sampler2D map;',
- 'uniform float opacity;',
-
- 'uniform int fogType;',
- 'uniform vec3 fogColor;',
- 'uniform float fogDensity;',
- 'uniform float fogNear;',
- 'uniform float fogFar;',
- 'uniform float alphaTest;',
-
- 'varying vec2 vUV;',
-
- 'void main() {',
-
- 'vec4 texture = texture2D( map, vUV );',
-
- 'if ( texture.a < alphaTest ) discard;',
-
- 'gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );',
-
- 'if ( fogType > 0 ) {',
-
- 'float depth = gl_FragCoord.z / gl_FragCoord.w;',
- 'float fogFactor = 0.0;',
-
- 'if ( fogType == 1 ) {',
-
- 'fogFactor = smoothstep( fogNear, fogFar, depth );',
-
- '} else {',
-
- 'const float LOG2 = 1.442695;',
- 'fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );',
- 'fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );',
-
- '}',
-
- 'gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );',
-
- '}',
-
- '}'
-
- ].join( '\n' ) );
-
- gl.compileShader( vertexShader );
- gl.compileShader( fragmentShader );
-
- gl.attachShader( program, vertexShader );
- gl.attachShader( program, fragmentShader );
-
- gl.linkProgram( program );
-
- return program;
-
- }
-
- function painterSortStable ( a, b ) {
-
- if ( a.z !== b.z ) {
-
- return b.z - a.z;
-
- } else {
-
- return b.id - a.id;
-
- }
-
- }
-
-};
-
-// File:src/extras/GeometryUtils.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.GeometryUtils = {
-
- merge: function ( geometry1, geometry2, materialIndexOffset ) {
-
- console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
-
- var matrix;
-
- if ( geometry2 instanceof THREE.Mesh ) {
-
- geometry2.matrixAutoUpdate && geometry2.updateMatrix();
-
- matrix = geometry2.matrix;
- geometry2 = geometry2.geometry;
-
- }
-
- geometry1.merge( geometry2, matrix, materialIndexOffset );
-
- },
-
- center: function ( geometry ) {
-
- console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
- return geometry.center();
-
- }
-
-};
-
-// File:src/extras/ImageUtils.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- * @author Daosheng Mu / https://github.com/DaoshengMu/
- */
-
-THREE.ImageUtils = {
-
- crossOrigin: undefined,
-
- loadTexture: function ( url, mapping, onLoad, onError ) {
-
- var loader = new THREE.ImageLoader();
- loader.crossOrigin = this.crossOrigin;
-
- var texture = new THREE.Texture( undefined, mapping );
-
- loader.load( url, function ( image ) {
-
- texture.image = image;
- texture.needsUpdate = true;
-
- if ( onLoad ) onLoad( texture );
-
- }, undefined, function ( event ) {
-
- if ( onError ) onError( event );
-
- } );
-
- texture.sourceFile = url;
-
- return texture;
-
- },
-
- loadTextureCube: function ( array, mapping, onLoad, onError ) {
-
- var images = [];
-
- var loader = new THREE.ImageLoader();
- loader.crossOrigin = this.crossOrigin;
-
- var texture = new THREE.CubeTexture( images, mapping );
-
- var loaded = 0;
-
- var loadTexture = function ( i ) {
-
- loader.load( array[ i ], function ( image ) {
-
- texture.images[ i ] = image;
-
- loaded += 1;
-
- if ( loaded === 6 ) {
-
- texture.needsUpdate = true;
-
- if ( onLoad ) onLoad( texture );
-
- }
-
- }, undefined, onError );
-
- };
-
- for ( var i = 0, il = array.length; i < il; ++ i ) {
-
- loadTexture( i );
-
- }
-
- return texture;
-
- },
-
- loadCompressedTexture: function () {
-
- console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' )
-
- },
-
- loadCompressedTextureCube: function () {
-
- console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' )
-
- },
-
- 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;
-
- }
-
-};
-
-// File:src/extras/SceneUtils.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.SceneUtils = {
-
- createMultiMaterialObject: function ( geometry, materials ) {
-
- var group = new THREE.Object3D();
-
- for ( var i = 0, l = materials.length; i < l; i ++ ) {
-
- group.add( new THREE.Mesh( geometry, materials[ i ] ) );
-
- }
-
- return group;
-
- },
-
- 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 );
-
- }
-
-};
-
-// File:src/extras/FontUtils.js
-
-/**
- * @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:
- *
- * 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 () {
-
- try {
-
- return this.faces[ this.face.toLowerCase() ][ this.weight ][ this.style ];
-
- } catch ( e ) {
-
- throw "The font " + this.face + " with " + this.weight + " weight and " + this.style + " style is missing."
-
- }
-
- },
-
- 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;
-
- ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data;
-
- return data;
-
- },
-
- drawText: function ( text ) {
-
- // RenderText
-
- var i,
- 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;
- THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx );
- 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( cpx1, cpy1, cpx2, cpy2, 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;
- THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx );
- 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.warn( 'THREE.FontUtils: Warning, unable to triangulate polygon! in Triangulate.process()' );
-
- 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 ],
- 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;
-
- };
-
- 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;
-
- var aX, aY, bX, bY, cX, cY;
- var apx, apy, 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;
-
- for ( p = 0; p < n; p ++ ) {
-
- px = contour[ verts[ p ] ].x;
- py = contour[ verts[ p ] ].y;
-
- if ( ( ( px === ax ) && ( py === ay ) ) ||
- ( ( px === bx ) && ( py === by ) ) ||
- ( ( px === cx ) && ( py === cy ) ) ) continue;
-
- apx = px - ax; apy = py - ay;
- bpx = px - bx; bpy = py - by;
- cpx = px - cx; cpy = py - cy;
-
- // see if p is inside triangle abc
-
- aCROSSbp = aX * bpy - aY * bpx;
- cCROSSap = cX * apy - cY * apx;
- bCROSScp = bX * cpy - bY * cpx;
-
- if ( ( aCROSSbp >= - EPSILON ) && ( bCROSScp >= - EPSILON ) && ( cCROSSap >= - EPSILON ) ) 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
-
-THREE.typeface_js = { faces: THREE.FontUtils.faces, loadFace: THREE.FontUtils.loadFace };
-if ( typeof self !== 'undefined' ) self._typeface_js = THREE.typeface_js;
-
-// File:src/extras/audio/Audio.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.Audio = function ( listener ) {
-
- THREE.Object3D.call( this );
-
- this.type = 'Audio';
-
- this.context = listener.context;
- this.source = this.context.createBufferSource();
- this.source.onended = this.onEnded.bind( this );
-
- this.gain = this.context.createGain();
- this.gain.connect( this.context.destination );
-
- this.panner = this.context.createPanner();
- this.panner.connect( this.gain );
-
- this.autoplay = false;
-
- this.startTime = 0;
- this.playbackRate = 1;
- this.isPlaying = false;
-
-};
-
-THREE.Audio.prototype = Object.create( THREE.Object3D.prototype );
-THREE.Audio.prototype.constructor = THREE.Audio;
-
-THREE.Audio.prototype.load = function ( file ) {
-
- var scope = this;
-
- var request = new XMLHttpRequest();
- request.open( 'GET', file, true );
- request.responseType = 'arraybuffer';
- request.onload = function ( e ) {
-
- scope.context.decodeAudioData( this.response, function ( buffer ) {
-
- scope.source.buffer = buffer;
-
- if ( scope.autoplay ) scope.play();
-
- } );
-
- };
- request.send();
-
- return this;
-
-};
-
-THREE.Audio.prototype.play = function () {
-
- if ( this.isPlaying === true ) {
-
- console.warn( 'THREE.Audio: Audio is already playing.' );
- return;
-
- }
-
- var source = this.context.createBufferSource();
-
- source.buffer = this.source.buffer;
- source.loop = this.source.loop;
- source.onended = this.source.onended;
- source.start( 0, this.startTime );
- source.playbackRate.value = this.playbackRate;
-
- this.isPlaying = true;
-
- this.source = source;
-
- this.connect();
-
-};
-
-THREE.Audio.prototype.pause = function () {
-
- this.source.stop();
- this.startTime = this.context.currentTime;
-
-};
-
-THREE.Audio.prototype.stop = function () {
-
- this.source.stop();
- this.startTime = 0;
-
-};
-
-THREE.Audio.prototype.connect = function () {
-
- if ( this.filter !== undefined ) {
-
- this.source.connect( this.filter );
- this.filter.connect( this.panner );
-
- } else {
-
- this.source.connect( this.panner );
-
- }
-
-};
-
-THREE.Audio.prototype.disconnect = function () {
-
- if ( this.filter !== undefined ) {
-
- this.source.disconnect( this.filter );
- this.filter.disconnect( this.panner );
-
- } else {
-
- this.source.disconnect( this.panner );
-
- }
-
-};
-
-THREE.Audio.prototype.setFilter = function ( value ) {
-
- if ( this.isPlaying === true ) {
-
- this.disconnect();
- this.filter = value;
- this.connect();
-
- } else {
-
- this.filter = value;
-
- }
-
-};
-
-THREE.Audio.prototype.getFilter = function () {
-
- return this.filter;
-
-};
-
-THREE.Audio.prototype.setPlaybackRate = function ( value ) {
-
- this.playbackRate = value;
-
- if ( this.isPlaying === true ) {
-
- this.source.playbackRate.value = this.playbackRate;
-
- }
-
-};
-
-THREE.Audio.prototype.getPlaybackRate = function () {
-
- return this.playbackRate;
-
-};
-
-THREE.Audio.prototype.onEnded = function() {
-
- this.isPlaying = false;
-
-};
-
-THREE.Audio.prototype.setLoop = function ( value ) {
-
- this.source.loop = value;
-
-};
-
-THREE.Audio.prototype.getLoop = function () {
-
- return this.source.loop;
-
-};
-
-THREE.Audio.prototype.setRefDistance = function ( value ) {
-
- this.panner.refDistance = value;
-
-};
-
-THREE.Audio.prototype.getRefDistance = function () {
-
- return this.panner.refDistance;
-
-};
-
-THREE.Audio.prototype.setRolloffFactor = function ( value ) {
-
- this.panner.rolloffFactor = value;
-
-};
-
-THREE.Audio.prototype.getRolloffFactor = function () {
-
- return this.panner.rolloffFactor;
-
-};
-
-THREE.Audio.prototype.setVolume = function ( value ) {
-
- this.gain.gain.value = value;
-
-};
-
-THREE.Audio.prototype.getVolume = function () {
-
- return this.gain.gain.value;
-
-};
-
-THREE.Audio.prototype.updateMatrixWorld = ( function () {
-
- var position = new THREE.Vector3();
-
- return function updateMatrixWorld( force ) {
-
- THREE.Object3D.prototype.updateMatrixWorld.call( this, force );
-
- position.setFromMatrixPosition( this.matrixWorld );
-
- this.panner.setPosition( position.x, position.y, position.z );
-
- };
-
-} )();
-
-// File:src/extras/audio/AudioListener.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.AudioListener = function () {
-
- THREE.Object3D.call( this );
-
- this.type = 'AudioListener';
-
- this.context = new ( window.AudioContext || window.webkitAudioContext )();
-
-};
-
-THREE.AudioListener.prototype = Object.create( THREE.Object3D.prototype );
-THREE.AudioListener.prototype.constructor = THREE.AudioListener;
-
-THREE.AudioListener.prototype.updateMatrixWorld = ( function () {
-
- var position = new THREE.Vector3();
- var quaternion = new THREE.Quaternion();
- var scale = new THREE.Vector3();
-
- var orientation = new THREE.Vector3();
-
- return function updateMatrixWorld( force ) {
-
- THREE.Object3D.prototype.updateMatrixWorld.call( this, force );
-
- var listener = this.context.listener;
- var up = this.up;
-
- this.matrixWorld.decompose( position, quaternion, scale );
-
- orientation.set( 0, 0, - 1 ).applyQuaternion( quaternion );
-
- listener.setPosition( position.x, position.y, position.z );
- listener.setOrientation( orientation.x, orientation.y, orientation.z, up.x, up.y, up.z );
-
- };
-
-} )();
-
-// File:src/extras/core/Curve.js
-
-/**
- * @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 following classes subclasses THREE.Curve:
- *
- * -- 2d classes --
- * 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.warn( "THREE.Curve: 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 equidistant
-
-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;
-
- } else if ( comparison > 0 ) {
-
- high = i - 1;
-
- } 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 interpolation 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;
-
-};
-
-// Returns a unit vector tangent at t
-// In case any sub curve does not implement its tangent derivation,
-// 2 points a small delta apart will be used to find its gradient
-// which seems to give 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().sub( pt1 );
- return vec.normalize();
-
-};
-
-
-THREE.Curve.prototype.getTangentAt = function ( u ) {
-
- var t = this.getUtoTmapping( u );
- return this.getTangent( t );
-
-};
-
-
-
-
-
-/**************************************************************
- * 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.constructor = constructor;
- constructor.prototype.getPoint = getPointFunc;
-
- return constructor;
-
-};
-
-// File:src/extras/core/CurvePath.js
-
-/**
- * @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.constructor = THREE.CurvePath;
-
-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 );
-
- }
-
- 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.add( p );
-
- }
-
- var ret = {
-
- minX: minX,
- minY: minY,
- maxX: maxX,
- maxY: maxY
-
- };
-
- if ( v3 ) {
-
- ret.maxZ = maxZ;
- ret.minZ = minZ;
-
- }
-
- return ret;
-
-};
-
-/**************************************************************
- * Create Geometries Helpers
- **************************************************************/
-
-/// Generate geometry from path points (for Line or Points objects)
-
-THREE.CurvePath.prototype.createPointsGeometry = function( divisions ) {
-
- var pts = this.getPoints( divisions, true );
- return this.createGeometry( pts );
-
-};
-
-// Generate geometry from equidistant 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.getTangent( xNorm );
- normal.set( - normal.y, normal.x ).multiplyScalar( oldY );
-
- p.x = pathPt.x + normal.x;
- p.y = pathPt.y + normal.y;
-
- }
-
- return oldPts;
-
-};
-
-// File:src/extras/core/Path.js
-
-/**
- * @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.Path.prototype.constructor = THREE.Path;
-
-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, aRotation ) {
-
- 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, aRotation );
-
- };
-
-
-THREE.Path.prototype.absellipse = function ( aX, aY, xRadius, yRadius,
- aStartAngle, aEndAngle, aClockwise, aRotation ) {
-
- var args = [
- aX, aY,
- xRadius, yRadius,
- aStartAngle, aEndAngle,
- aClockwise,
- aRotation || 0 // aRotation is optional.
- ];
- var curve = new THREE.EllipseCurve( aX, aY, xRadius, yRadius,
- aStartAngle, aEndAngle, aClockwise, aRotation );
- this.curves.push( curve );
-
- var lastPoint = curve.getPoint( 1 );
- 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 ) {
-
- 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 ],
- aRotation = args[ 7 ];
-
-
- var deltaAngle = aEndAngle - aStartAngle;
- var angle;
- var tdivisions = divisions * 2;
-
- var cos, sin;
- if ( aRotation !== 0 ) {
-
- cos = Math.cos( aRotation );
- sin = Math.sin( aRotation );
-
- }
-
- 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 );
-
- if ( aRotation !== 0 ) {
-
- var x = tx, y = ty;
-
- // Rotate the point about the center of the ellipse.
- tx = ( x - aX ) * cos - ( y - aY ) * sin + aX;
- ty = ( x - aX ) * sin + ( y - aY ) * cos + aY;
-
- }
-
- //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
-//
-// Assumptions (if parameter isCCW==true the opposite holds):
-// - solid shapes are defined clockwise (CW)
-// - holes are defined counterclockwise (CCW)
-//
-// If parameter noHoles==true:
-// - all subPaths are regarded as solid shapes
-// - definition order CW/CCW has no relevance
-//
-
-THREE.Path.prototype.toShapes = function( isCCW, noHoles ) {
-
- function extractSubpaths( inActions ) {
-
- var i, il, item, action, args;
-
- var subPaths = [], lastPath = new THREE.Path();
-
- for ( i = 0, il = inActions.length; i < il; i ++ ) {
-
- item = inActions[ 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);
-
- return subPaths;
-
- }
-
- function toShapesNoHoles( inSubpaths ) {
-
- var shapes = [];
-
- for ( var i = 0, il = inSubpaths.length; i < il; i ++ ) {
-
- var tmpPath = inSubpaths[ i ];
-
- var tmpShape = new THREE.Shape();
- tmpShape.actions = tmpPath.actions;
- tmpShape.curves = tmpPath.curves;
-
- shapes.push( tmpShape );
-
- }
-
- //console.log("shape", shapes);
-
- return shapes;
-
- }
-
- function isPointInsidePolygon( inPt, inPolygon ) {
-
- var EPSILON = 0.0000000001;
-
- var polyLen = inPolygon.length;
-
- // inPt on polygon contour => immediate success or
- // toggling of inside/outside at every single! intersection point of an edge
- // with the horizontal line through inPt, left of inPt
- // not counting lowerY endpoints of edges and whole edges on that line
- var inside = false;
- for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
-
- var edgeLowPt = inPolygon[ p ];
- var edgeHighPt = inPolygon[ q ];
-
- var edgeDx = edgeHighPt.x - edgeLowPt.x;
- var edgeDy = edgeHighPt.y - edgeLowPt.y;
-
- if ( Math.abs( edgeDy ) > EPSILON ) {
-
- // not parallel
- if ( edgeDy < 0 ) {
-
- edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
- edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
-
- }
- if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
-
- if ( inPt.y === edgeLowPt.y ) {
-
- if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ?
- // continue; // no intersection or edgeLowPt => doesn't count !!!
-
- } else {
-
- var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
- if ( perpEdge === 0 ) return true; // inPt is on contour ?
- if ( perpEdge < 0 ) continue;
- inside = ! inside; // true intersection left of inPt
-
- }
-
- } else {
-
- // parallel or collinear
- if ( inPt.y !== edgeLowPt.y ) continue; // parallel
- // edge lies on the same horizontal line as inPt
- if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
- ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
- // continue;
-
- }
-
- }
-
- return inside;
-
- }
-
-
- var subPaths = extractSubpaths( this.actions );
- if ( subPaths.length === 0 ) return [];
-
- if ( noHoles === true ) return toShapesNoHoles( subPaths );
-
-
- var solid, tmpPath, tmpShape, shapes = [];
-
- if ( subPaths.length === 1 ) {
-
- tmpPath = subPaths[ 0 ];
- tmpShape = new THREE.Shape();
- tmpShape.actions = tmpPath.actions;
- tmpShape.curves = tmpPath.curves;
- shapes.push( tmpShape );
- return shapes;
-
- }
-
- var holesFirst = ! THREE.Shape.Utils.isClockWise( subPaths[ 0 ].getPoints() );
- holesFirst = isCCW ? ! holesFirst : holesFirst;
-
- // console.log("Holes first", holesFirst);
-
- var betterShapeHoles = [];
- var newShapes = [];
- var newShapeHoles = [];
- var mainIdx = 0;
- var tmpPoints;
-
- newShapes[ mainIdx ] = undefined;
- newShapeHoles[ mainIdx ] = [];
-
- var i, il;
-
- for ( i = 0, il = subPaths.length; i < il; i ++ ) {
-
- tmpPath = subPaths[ i ];
- tmpPoints = tmpPath.getPoints();
- solid = THREE.Shape.Utils.isClockWise( tmpPoints );
- solid = isCCW ? ! solid : solid;
-
- if ( solid ) {
-
- if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++;
-
- newShapes[ mainIdx ] = { s: new THREE.Shape(), p: tmpPoints };
- newShapes[ mainIdx ].s.actions = tmpPath.actions;
- newShapes[ mainIdx ].s.curves = tmpPath.curves;
-
- if ( holesFirst ) mainIdx ++;
- newShapeHoles[ mainIdx ] = [];
-
- //console.log('cw', i);
-
- } else {
-
- newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
-
- //console.log('ccw', i);
-
- }
-
- }
-
- // only Holes? -> probably all Shapes with wrong orientation
- if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths );
-
-
- if ( newShapes.length > 1 ) {
-
- var ambiguous = false;
- var toChange = [];
-
- for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
-
- betterShapeHoles[ sIdx ] = [];
-
- }
- for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
-
- var sho = newShapeHoles[ sIdx ];
- for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
-
- var ho = sho[ hIdx ];
- var hole_unassigned = true;
- for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
-
- if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
-
- if ( sIdx !== s2Idx ) toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );
- if ( hole_unassigned ) {
-
- hole_unassigned = false;
- betterShapeHoles[ s2Idx ].push( ho );
-
- } else {
-
- ambiguous = true;
-
- }
-
- }
-
- }
- if ( hole_unassigned ) {
-
- betterShapeHoles[ sIdx ].push( ho );
-
- }
-
- }
-
- }
- // console.log("ambiguous: ", ambiguous);
- if ( toChange.length > 0 ) {
-
- // console.log("to change: ", toChange);
- if ( ! ambiguous ) newShapeHoles = betterShapeHoles;
-
- }
-
- }
-
- var tmpHoles, j, jl;
- for ( i = 0, il = newShapes.length; i < il; i ++ ) {
-
- tmpShape = newShapes[ i ].s;
- shapes.push( tmpShape );
- tmpHoles = newShapeHoles[ i ];
- for ( j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
-
- tmpShape.holes.push( tmpHoles[ j ].h );
-
- }
-
- }
-
- //console.log("shape", shapes);
-
- return shapes;
-
-};
-
-// File:src/extras/core/Shape.js
-
-/**
- * @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 );
-THREE.Shape.prototype.constructor = THREE.Shape;
-
-// Convenience method to return ExtrudeGeometry
-
-THREE.Shape.prototype.extrude = function ( options ) {
-
- var extruded = new THREE.ExtrudeGeometry( this, options );
- return extruded;
-
-};
-
-// Convenience method to return ShapeGeometry
-
-THREE.Shape.prototype.makeGeometry = function ( options ) {
-
- var geometry = new THREE.ShapeGeometry( this, options );
- return geometry;
-
-};
-
-// 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 = {
-
- triangulateShape: function ( contour, holes ) {
-
- function point_in_segment_2D_colin( inSegPt1, inSegPt2, inOtherPt ) {
-
- // inOtherPt needs to be collinear to the inSegment
- if ( inSegPt1.x !== inSegPt2.x ) {
-
- if ( inSegPt1.x < inSegPt2.x ) {
-
- return ( ( inSegPt1.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt2.x ) );
-
- } else {
-
- return ( ( inSegPt2.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt1.x ) );
-
- }
-
- } else {
-
- if ( inSegPt1.y < inSegPt2.y ) {
-
- return ( ( inSegPt1.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt2.y ) );
-
- } else {
-
- return ( ( inSegPt2.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt1.y ) );
-
- }
-
- }
-
- }
-
- function intersect_segments_2D( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1, inSeg2Pt2, inExcludeAdjacentSegs ) {
-
- var EPSILON = 0.0000000001;
-
- var seg1dx = inSeg1Pt2.x - inSeg1Pt1.x, seg1dy = inSeg1Pt2.y - inSeg1Pt1.y;
- var seg2dx = inSeg2Pt2.x - inSeg2Pt1.x, seg2dy = inSeg2Pt2.y - inSeg2Pt1.y;
-
- var seg1seg2dx = inSeg1Pt1.x - inSeg2Pt1.x;
- var seg1seg2dy = inSeg1Pt1.y - inSeg2Pt1.y;
-
- var limit = seg1dy * seg2dx - seg1dx * seg2dy;
- var perpSeg1 = seg1dy * seg1seg2dx - seg1dx * seg1seg2dy;
-
- if ( Math.abs( limit ) > EPSILON ) {
-
- // not parallel
-
- var perpSeg2;
- if ( limit > 0 ) {
-
- if ( ( perpSeg1 < 0 ) || ( perpSeg1 > limit ) ) return [];
- perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy;
- if ( ( perpSeg2 < 0 ) || ( perpSeg2 > limit ) ) return [];
-
- } else {
-
- if ( ( perpSeg1 > 0 ) || ( perpSeg1 < limit ) ) return [];
- perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy;
- if ( ( perpSeg2 > 0 ) || ( perpSeg2 < limit ) ) return [];
-
- }
-
- // i.e. to reduce rounding errors
- // intersection at endpoint of segment#1?
- if ( perpSeg2 === 0 ) {
-
- if ( ( inExcludeAdjacentSegs ) &&
- ( ( perpSeg1 === 0 ) || ( perpSeg1 === limit ) ) ) return [];
- return [ inSeg1Pt1 ];
-
- }
- if ( perpSeg2 === limit ) {
-
- if ( ( inExcludeAdjacentSegs ) &&
- ( ( perpSeg1 === 0 ) || ( perpSeg1 === limit ) ) ) return [];
- return [ inSeg1Pt2 ];
-
- }
- // intersection at endpoint of segment#2?
- if ( perpSeg1 === 0 ) return [ inSeg2Pt1 ];
- if ( perpSeg1 === limit ) return [ inSeg2Pt2 ];
-
- // return real intersection point
- var factorSeg1 = perpSeg2 / limit;
- return [ { x: inSeg1Pt1.x + factorSeg1 * seg1dx,
- y: inSeg1Pt1.y + factorSeg1 * seg1dy } ];
-
- } else {
-
- // parallel or collinear
- if ( ( perpSeg1 !== 0 ) ||
- ( seg2dy * seg1seg2dx !== seg2dx * seg1seg2dy ) ) return [];
-
- // they are collinear or degenerate
- var seg1Pt = ( ( seg1dx === 0 ) && ( seg1dy === 0 ) ); // segment1 is just a point?
- var seg2Pt = ( ( seg2dx === 0 ) && ( seg2dy === 0 ) ); // segment2 is just a point?
- // both segments are points
- if ( seg1Pt && seg2Pt ) {
-
- if ( ( inSeg1Pt1.x !== inSeg2Pt1.x ) ||
- ( inSeg1Pt1.y !== inSeg2Pt1.y ) ) return []; // they are distinct points
- return [ inSeg1Pt1 ]; // they are the same point
-
- }
- // segment#1 is a single point
- if ( seg1Pt ) {
-
- if ( ! point_in_segment_2D_colin( inSeg2Pt1, inSeg2Pt2, inSeg1Pt1 ) ) return []; // but not in segment#2
- return [ inSeg1Pt1 ];
-
- }
- // segment#2 is a single point
- if ( seg2Pt ) {
-
- if ( ! point_in_segment_2D_colin( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1 ) ) return []; // but not in segment#1
- return [ inSeg2Pt1 ];
-
- }
-
- // they are collinear segments, which might overlap
- var seg1min, seg1max, seg1minVal, seg1maxVal;
- var seg2min, seg2max, seg2minVal, seg2maxVal;
- if ( seg1dx !== 0 ) {
-
- // the segments are NOT on a vertical line
- if ( inSeg1Pt1.x < inSeg1Pt2.x ) {
-
- seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.x;
- seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.x;
-
- } else {
-
- seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.x;
- seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.x;
-
- }
- if ( inSeg2Pt1.x < inSeg2Pt2.x ) {
-
- seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.x;
- seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.x;
-
- } else {
-
- seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.x;
- seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.x;
-
- }
-
- } else {
-
- // the segments are on a vertical line
- if ( inSeg1Pt1.y < inSeg1Pt2.y ) {
-
- seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.y;
- seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.y;
-
- } else {
-
- seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.y;
- seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.y;
-
- }
- if ( inSeg2Pt1.y < inSeg2Pt2.y ) {
-
- seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.y;
- seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.y;
-
- } else {
-
- seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.y;
- seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.y;
-
- }
-
- }
- if ( seg1minVal <= seg2minVal ) {
-
- if ( seg1maxVal < seg2minVal ) return [];
- if ( seg1maxVal === seg2minVal ) {
-
- if ( inExcludeAdjacentSegs ) return [];
- return [ seg2min ];
-
- }
- if ( seg1maxVal <= seg2maxVal ) return [ seg2min, seg1max ];
- return [ seg2min, seg2max ];
-
- } else {
-
- if ( seg1minVal > seg2maxVal ) return [];
- if ( seg1minVal === seg2maxVal ) {
-
- if ( inExcludeAdjacentSegs ) return [];
- return [ seg1min ];
-
- }
- if ( seg1maxVal <= seg2maxVal ) return [ seg1min, seg1max ];
- return [ seg1min, seg2max ];
-
- }
-
- }
-
- }
-
- function isPointInsideAngle( inVertex, inLegFromPt, inLegToPt, inOtherPt ) {
-
- // The order of legs is important
-
- var EPSILON = 0.0000000001;
-
- // translation of all points, so that Vertex is at (0,0)
- var legFromPtX = inLegFromPt.x - inVertex.x, legFromPtY = inLegFromPt.y - inVertex.y;
- var legToPtX = inLegToPt.x - inVertex.x, legToPtY = inLegToPt.y - inVertex.y;
- var otherPtX = inOtherPt.x - inVertex.x, otherPtY = inOtherPt.y - inVertex.y;
-
- // main angle >0: < 180 deg.; 0: 180 deg.; <0: > 180 deg.
- var from2toAngle = legFromPtX * legToPtY - legFromPtY * legToPtX;
- var from2otherAngle = legFromPtX * otherPtY - legFromPtY * otherPtX;
-
- if ( Math.abs( from2toAngle ) > EPSILON ) {
-
- // angle != 180 deg.
-
- var other2toAngle = otherPtX * legToPtY - otherPtY * legToPtX;
- // console.log( "from2to: " + from2toAngle + ", from2other: " + from2otherAngle + ", other2to: " + other2toAngle );
-
- if ( from2toAngle > 0 ) {
-
- // main angle < 180 deg.
- return ( ( from2otherAngle >= 0 ) && ( other2toAngle >= 0 ) );
-
- } else {
-
- // main angle > 180 deg.
- return ( ( from2otherAngle >= 0 ) || ( other2toAngle >= 0 ) );
-
- }
-
- } else {
-
- // angle == 180 deg.
- // console.log( "from2to: 180 deg., from2other: " + from2otherAngle );
- return ( from2otherAngle > 0 );
-
- }
-
- }
-
-
- function removeHoles( contour, holes ) {
-
- var shape = contour.concat(); // work on this shape
- var hole;
-
- function isCutLineInsideAngles( inShapeIdx, inHoleIdx ) {
-
- // Check if hole point lies within angle around shape point
- var lastShapeIdx = shape.length - 1;
-
- var prevShapeIdx = inShapeIdx - 1;
- if ( prevShapeIdx < 0 ) prevShapeIdx = lastShapeIdx;
-
- var nextShapeIdx = inShapeIdx + 1;
- if ( nextShapeIdx > lastShapeIdx ) nextShapeIdx = 0;
-
- var insideAngle = isPointInsideAngle( shape[ inShapeIdx ], shape[ prevShapeIdx ], shape[ nextShapeIdx ], hole[ inHoleIdx ] );
- if ( ! insideAngle ) {
-
- // console.log( "Vertex (Shape): " + inShapeIdx + ", Point: " + hole[inHoleIdx].x + "/" + hole[inHoleIdx].y );
- return false;
-
- }
-
- // Check if shape point lies within angle around hole point
- var lastHoleIdx = hole.length - 1;
-
- var prevHoleIdx = inHoleIdx - 1;
- if ( prevHoleIdx < 0 ) prevHoleIdx = lastHoleIdx;
-
- var nextHoleIdx = inHoleIdx + 1;
- if ( nextHoleIdx > lastHoleIdx ) nextHoleIdx = 0;
-
- insideAngle = isPointInsideAngle( hole[ inHoleIdx ], hole[ prevHoleIdx ], hole[ nextHoleIdx ], shape[ inShapeIdx ] );
- if ( ! insideAngle ) {
-
- // console.log( "Vertex (Hole): " + inHoleIdx + ", Point: " + shape[inShapeIdx].x + "/" + shape[inShapeIdx].y );
- return false;
-
- }
-
- return true;
-
- }
-
- function intersectsShapeEdge( inShapePt, inHolePt ) {
-
- // checks for intersections with shape edges
- var sIdx, nextIdx, intersection;
- for ( sIdx = 0; sIdx < shape.length; sIdx ++ ) {
-
- nextIdx = sIdx + 1; nextIdx %= shape.length;
- intersection = intersect_segments_2D( inShapePt, inHolePt, shape[ sIdx ], shape[ nextIdx ], true );
- if ( intersection.length > 0 ) return true;
-
- }
-
- return false;
-
- }
-
- var indepHoles = [];
-
- function intersectsHoleEdge( inShapePt, inHolePt ) {
-
- // checks for intersections with hole edges
- var ihIdx, chkHole,
- hIdx, nextIdx, intersection;
- for ( ihIdx = 0; ihIdx < indepHoles.length; ihIdx ++ ) {
-
- chkHole = holes[ indepHoles[ ihIdx ]];
- for ( hIdx = 0; hIdx < chkHole.length; hIdx ++ ) {
-
- nextIdx = hIdx + 1; nextIdx %= chkHole.length;
- intersection = intersect_segments_2D( inShapePt, inHolePt, chkHole[ hIdx ], chkHole[ nextIdx ], true );
- if ( intersection.length > 0 ) return true;
-
- }
-
- }
- return false;
-
- }
-
- var holeIndex, shapeIndex,
- shapePt, holePt,
- holeIdx, cutKey, failedCuts = [],
- tmpShape1, tmpShape2,
- tmpHole1, tmpHole2;
-
- for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
-
- indepHoles.push( h );
-
- }
-
- var minShapeIndex = 0;
- var counter = indepHoles.length * 2;
- while ( indepHoles.length > 0 ) {
-
- counter --;
- if ( counter < 0 ) {
-
- console.log( "Infinite Loop! Holes left:" + indepHoles.length + ", Probably Hole outside Shape!" );
- break;
-
- }
-
- // search for shape-vertex and hole-vertex,
- // which can be connected without intersections
- for ( shapeIndex = minShapeIndex; shapeIndex < shape.length; shapeIndex ++ ) {
-
- shapePt = shape[ shapeIndex ];
- holeIndex = - 1;
-
- // search for hole which can be reached without intersections
- for ( var h = 0; h < indepHoles.length; h ++ ) {
-
- holeIdx = indepHoles[ h ];
-
- // prevent multiple checks
- cutKey = shapePt.x + ":" + shapePt.y + ":" + holeIdx;
- if ( failedCuts[ cutKey ] !== undefined ) continue;
-
- hole = holes[ holeIdx ];
- for ( var h2 = 0; h2 < hole.length; h2 ++ ) {
-
- holePt = hole[ h2 ];
- if ( ! isCutLineInsideAngles( shapeIndex, h2 ) ) continue;
- if ( intersectsShapeEdge( shapePt, holePt ) ) continue;
- if ( intersectsHoleEdge( shapePt, holePt ) ) continue;
-
- holeIndex = h2;
- indepHoles.splice( h, 1 );
-
- tmpShape1 = shape.slice( 0, shapeIndex + 1 );
- tmpShape2 = shape.slice( shapeIndex );
- tmpHole1 = hole.slice( holeIndex );
- tmpHole2 = hole.slice( 0, holeIndex + 1 );
-
- shape = tmpShape1.concat( tmpHole1 ).concat( tmpHole2 ).concat( tmpShape2 );
-
- minShapeIndex = shapeIndex;
-
- // Debug only, to show the selected cuts
- // glob_CutLines.push( [ shapePt, holePt ] );
-
- break;
-
- }
- if ( holeIndex >= 0 ) break; // hole-vertex found
-
- failedCuts[ cutKey ] = true; // remember failure
-
- }
- if ( holeIndex >= 0 ) break; // hole-vertex found
-
- }
-
- }
-
- return shape; /* shape with no holes */
-
- }
-
-
- var i, il, f, face,
- key, index,
- allPointsMap = {};
-
- // 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.
-
- var allpoints = contour.concat();
-
- for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
-
- Array.prototype.push.apply( allpoints, holes[ h ] );
-
- }
-
- //console.log( "allpoints",allpoints, allpoints.length );
-
- // 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.warn( "THREE.Shape: Duplicate point", key );
-
- }
-
- allPointsMap[ key ] = i;
-
- }
-
- // remove holes by cutting paths to holes and adding them to the shape
- var shapeWithoutHoles = removeHoles( contour, holes );
-
- var triangles = THREE.FontUtils.Triangulate( shapeWithoutHoles, false ); // True returns indices for points of spooled shape
- //console.log( "triangles",triangles, triangles.length );
-
- // 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;
-
- }
-
- }
-
- }
-
- return triangles.concat();
-
- },
-
- isClockWise: function ( pts ) {
-
- return THREE.FontUtils.Triangulate.area( pts ) < 0;
-
- },
-
- // Bezier Curves formulas obtained from
- // http://en.wikipedia.org/wiki/B%C3%A9zier_curve
-
- // Quad Bezier Functions
-
- b2p0: function ( t, p ) {
-
- var k = 1 - t;
- return k * k * p;
-
- },
-
- b2p1: function ( t, p ) {
-
- return 2 * ( 1 - t ) * t * p;
-
- },
-
- b2p2: function ( t, p ) {
-
- return t * t * p;
-
- },
-
- b2: function ( t, p0, p1, p2 ) {
-
- return this.b2p0( t, p0 ) + this.b2p1( t, p1 ) + this.b2p2( t, p2 );
-
- },
-
- // Cubic Bezier Functions
-
- b3p0: function ( t, p ) {
-
- var k = 1 - t;
- return k * k * k * p;
-
- },
-
- b3p1: function ( t, p ) {
-
- var k = 1 - t;
- return 3 * k * k * t * p;
-
- },
-
- b3p2: function ( t, p ) {
-
- var k = 1 - t;
- return 3 * k * t * t * p;
-
- },
-
- b3p3: function ( t, p ) {
-
- return t * t * t * p;
-
- },
-
- b3: function ( t, p0, p1, p2, p3 ) {
-
- return this.b3p0( t, p0 ) + this.b3p1( t, p1 ) + this.b3p2( t, p2 ) + this.b3p3( t, p3 );
-
- }
-
-};
-
-// File:src/extras/curves/LineCurve.js
-
-/**************************************************************
- * Line
- **************************************************************/
-
-THREE.LineCurve = function ( v1, v2 ) {
-
- this.v1 = v1;
- this.v2 = v2;
-
-};
-
-THREE.LineCurve.prototype = Object.create( THREE.Curve.prototype );
-THREE.LineCurve.prototype.constructor = THREE.LineCurve;
-
-THREE.LineCurve.prototype.getPoint = function ( t ) {
-
- var point = this.v2.clone().sub( this.v1 );
- point.multiplyScalar( t ).add( 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().sub( this.v1 );
-
- return tangent.normalize();
-
-};
-
-// File:src/extras/curves/QuadraticBezierCurve.js
-
-/**************************************************************
- * 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.constructor = THREE.QuadraticBezierCurve;
-
-
-THREE.QuadraticBezierCurve.prototype.getPoint = function ( t ) {
-
- var vector = new THREE.Vector2();
-
- vector.x = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
- vector.y = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
-
- return vector;
-
-};
-
-
-THREE.QuadraticBezierCurve.prototype.getTangent = function( t ) {
-
- var vector = new THREE.Vector2();
-
- vector.x = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.x, this.v1.x, this.v2.x );
- vector.y = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.y, this.v1.y, this.v2.y );
-
- // returns unit vector
-
- return vector.normalize();
-
-};
-
-// File:src/extras/curves/CubicBezierCurve.js
-
-/**************************************************************
- * 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.constructor = THREE.CubicBezierCurve;
-
-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;
-
-};
-
-// File:src/extras/curves/SplineCurve.js
-
-/**************************************************************
- * 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.constructor = THREE.SplineCurve;
-
-THREE.SplineCurve.prototype.getPoint = function ( t ) {
-
- var points = this.points;
- var point = ( points.length - 1 ) * t;
-
- var intPoint = Math.floor( point );
- var weight = point - intPoint;
-
- var point0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
- var point1 = points[ intPoint ];
- var point2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
- var point3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
-
- var vector = new THREE.Vector2();
-
- vector.x = THREE.Curve.Utils.interpolate( point0.x, point1.x, point2.x, point3.x, weight );
- vector.y = THREE.Curve.Utils.interpolate( point0.y, point1.y, point2.y, point3.y, weight );
-
- return vector;
-
-};
-
-// File:src/extras/curves/EllipseCurve.js
-
-/**************************************************************
- * Ellipse curve
- **************************************************************/
-
-THREE.EllipseCurve = function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
-
- this.aX = aX;
- this.aY = aY;
-
- this.xRadius = xRadius;
- this.yRadius = yRadius;
-
- this.aStartAngle = aStartAngle;
- this.aEndAngle = aEndAngle;
-
- this.aClockwise = aClockwise;
-
- this.aRotation = aRotation || 0;
-
-};
-
-THREE.EllipseCurve.prototype = Object.create( THREE.Curve.prototype );
-THREE.EllipseCurve.prototype.constructor = THREE.EllipseCurve;
-
-THREE.EllipseCurve.prototype.getPoint = function ( t ) {
-
- var deltaAngle = this.aEndAngle - this.aStartAngle;
-
- if ( deltaAngle < 0 ) deltaAngle += Math.PI * 2;
- if ( deltaAngle > Math.PI * 2 ) deltaAngle -= Math.PI * 2;
-
- var angle;
-
- if ( this.aClockwise === true ) {
-
- angle = this.aEndAngle + ( 1 - t ) * ( Math.PI * 2 - deltaAngle );
-
- } else {
-
- angle = this.aStartAngle + t * deltaAngle;
-
- }
-
- var x = this.aX + this.xRadius * Math.cos( angle );
- var y = this.aY + this.yRadius * Math.sin( angle );
-
- if ( this.aRotation !== 0 ) {
-
- var cos = Math.cos( this.aRotation );
- var sin = Math.sin( this.aRotation );
-
- var tx = x, ty = y;
-
- // Rotate the point about the center of the ellipse.
- x = ( tx - this.aX ) * cos - ( ty - this.aY ) * sin + this.aX;
- y = ( tx - this.aX ) * sin + ( ty - this.aY ) * cos + this.aY;
-
- }
-
- return new THREE.Vector2( x, y );
-
-};
-
-// File:src/extras/curves/ArcCurve.js
-
-/**************************************************************
- * 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 );
-THREE.ArcCurve.prototype.constructor = THREE.ArcCurve;
-
-// File:src/extras/curves/LineCurve3.js
-
-/**************************************************************
- * Line3D
- **************************************************************/
-
-THREE.LineCurve3 = THREE.Curve.create(
-
- function ( v1, v2 ) {
-
- this.v1 = v1;
- this.v2 = v2;
-
- },
-
- function ( t ) {
-
- var vector = new THREE.Vector3();
-
- vector.subVectors( this.v2, this.v1 ); // diff
- vector.multiplyScalar( t );
- vector.add( this.v1 );
-
- return vector;
-
- }
-
-);
-
-// File:src/extras/curves/QuadraticBezierCurve3.js
-
-/**************************************************************
- * 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 vector = new THREE.Vector3();
-
- vector.x = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
- vector.y = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
- vector.z = THREE.Shape.Utils.b2( t, this.v0.z, this.v1.z, this.v2.z );
-
- return vector;
-
- }
-
-);
-
-// File:src/extras/curves/CubicBezierCurve3.js
-
-/**************************************************************
- * 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 vector = new THREE.Vector3();
-
- vector.x = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
- vector.y = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
- vector.z = THREE.Shape.Utils.b3( t, this.v0.z, this.v1.z, this.v2.z, this.v3.z );
-
- return vector;
-
- }
-
-);
-
-// File:src/extras/curves/SplineCurve3.js
-
-/**************************************************************
- * Spline 3D curve
- **************************************************************/
-
-
-THREE.SplineCurve3 = THREE.Curve.create(
-
- function ( points /* array of Vector3 */ ) {
-
- console.warn( 'THREE.SplineCurve3 will be deprecated. Please use THREE.CatmullRomCurve3' );
- this.points = ( points == undefined ) ? [] : points;
-
- },
-
- function ( t ) {
-
- var points = this.points;
- var point = ( points.length - 1 ) * t;
-
- var intPoint = Math.floor( point );
- var weight = point - intPoint;
-
- var point0 = points[ intPoint == 0 ? intPoint : intPoint - 1 ];
- var point1 = points[ intPoint ];
- var point2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
- var point3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
-
- var vector = new THREE.Vector3();
-
- vector.x = THREE.Curve.Utils.interpolate( point0.x, point1.x, point2.x, point3.x, weight );
- vector.y = THREE.Curve.Utils.interpolate( point0.y, point1.y, point2.y, point3.y, weight );
- vector.z = THREE.Curve.Utils.interpolate( point0.z, point1.z, point2.z, point3.z, weight );
-
- return vector;
-
- }
-
-);
-
-// File:src/extras/curves/CatmullRomCurve3.js
-
-/**
- * @author zz85 https://github.com/zz85
- *
- * Centripetal CatmullRom Curve - which is useful for avoiding
- * cusps and self-intersections in non-uniform catmull rom curves.
- * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
- *
- * curve.type accepts centripetal(default), chordal and catmullrom
- * curve.tension is used for catmullrom which defaults to 0.5
- */
-
-THREE.CatmullRomCurve3 = ( function() {
-
- var
- tmp = new THREE.Vector3(),
- px = new CubicPoly(),
- py = new CubicPoly(),
- pz = new CubicPoly();
-
- /*
- Based on an optimized c++ solution in
- - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
- - http://ideone.com/NoEbVM
-
- This CubicPoly class could be used for reusing some variables and calculations,
- but for three.js curve use, it could be possible inlined and flatten into a single function call
- which can be placed in CurveUtils.
- */
-
- function CubicPoly() {
-
- }
-
- /*
- * Compute coefficients for a cubic polynomial
- * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
- * such that
- * p(0) = x0, p(1) = x1
- * and
- * p'(0) = t0, p'(1) = t1.
- */
- CubicPoly.prototype.init = function( x0, x1, t0, t1 ) {
-
- this.c0 = x0;
- this.c1 = t0;
- this.c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
- this.c3 = 2 * x0 - 2 * x1 + t0 + t1;
-
- };
-
- CubicPoly.prototype.initNonuniformCatmullRom = function( x0, x1, x2, x3, dt0, dt1, dt2 ) {
-
- // compute tangents when parameterized in [t1,t2]
- var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
- var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
-
- // rescale tangents for parametrization in [0,1]
- t1 *= dt1;
- t2 *= dt1;
-
- // initCubicPoly
- this.init( x1, x2, t1, t2 );
-
- };
-
- // standard Catmull-Rom spline: interpolate between x1 and x2 with previous/following points x1/x4
- CubicPoly.prototype.initCatmullRom = function( x0, x1, x2, x3, tension ) {
-
- this.init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
-
- };
-
- CubicPoly.prototype.calc = function( t ) {
-
- var t2 = t * t;
- var t3 = t2 * t;
- return this.c0 + this.c1 * t + this.c2 * t2 + this.c3 * t3;
-
- };
-
- // Subclass Three.js curve
- return THREE.Curve.create(
-
- function ( p /* array of Vector3 */ ) {
-
- this.points = p || [];
-
- },
-
- function ( t ) {
-
- var points = this.points,
- point, intPoint, weight, l;
-
- l = points.length;
-
- if ( l < 2 ) console.log( 'duh, you need at least 2 points' );
-
- point = ( l - 1 ) * t;
- intPoint = Math.floor( point );
- weight = point - intPoint;
-
- if ( weight === 0 && intPoint === l - 1 ) {
-
- intPoint = l - 2;
- weight = 1;
-
- }
-
- var p0, p1, p2, p3;
-
- if ( intPoint === 0 ) {
-
- // extrapolate first point
- tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
- p0 = tmp;
-
- } else {
-
- p0 = points[ intPoint - 1 ];
-
- }
-
- p1 = points[ intPoint ];
- p2 = points[ intPoint + 1 ];
-
- if ( intPoint + 2 < l ) {
-
- p3 = points[ intPoint + 2 ]
-
- } else {
-
- // extrapolate last point
- tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 2 ] );
- p3 = tmp;
-
- }
-
- if ( this.type === undefined || this.type === 'centripetal' || this.type === 'chordal' ) {
-
- // init Centripetal / Chordal Catmull-Rom
- var pow = this.type === 'chordal' ? 0.5 : 0.25;
- var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
- var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
- var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
-
- // safety check for repeated points
- if ( dt1 < 1e-4 ) dt1 = 1.0;
- if ( dt0 < 1e-4 ) dt0 = dt1;
- if ( dt2 < 1e-4 ) dt2 = dt1;
-
- px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
- py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
- pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
-
- } else if ( this.type === 'catmullrom' ) {
-
- var tension = this.tension !== undefined ? this.tension : 0.5;
- px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, tension );
- py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, tension );
- pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, tension );
-
- }
-
- var v = new THREE.Vector3(
- px.calc( weight ),
- py.calc( weight ),
- pz.calc( weight )
- );
-
- return v;
-
- }
-
- );
-
-} )();
-
-// File:src/extras/curves/ClosedSplineCurve3.js
-
-/**************************************************************
- * Closed Spline 3D curve
- **************************************************************/
-
-
-THREE.ClosedSplineCurve3 = THREE.Curve.create(
-
- function ( points /* array of Vector3 */ ) {
-
- this.points = ( points == undefined ) ? [] : points;
-
- },
-
- function ( t ) {
-
- var points = this.points;
- var point = ( points.length - 0 ) * t; // This needs to be from 0-length +1
-
- var intPoint = Math.floor( point );
- var weight = point - intPoint;
-
- intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length;
-
- var point0 = points[ ( intPoint - 1 ) % points.length ];
- var point1 = points[ ( intPoint ) % points.length ];
- var point2 = points[ ( intPoint + 1 ) % points.length ];
- var point3 = points[ ( intPoint + 2 ) % points.length ];
-
- var vector = new THREE.Vector3();
-
- vector.x = THREE.Curve.Utils.interpolate( point0.x, point1.x, point2.x, point3.x, weight );
- vector.y = THREE.Curve.Utils.interpolate( point0.y, point1.y, point2.y, point3.y, weight );
- vector.z = THREE.Curve.Utils.interpolate( point0.z, point1.z, point2.z, point3.z, weight );
-
- return vector;
-
- }
-
-);
-
-// File:src/extras/animation/AnimationHandler.js
-
-/**
- * @author mikael emtinger / http://gomo.se/
- */
-
-THREE.AnimationHandler = {
-
- LINEAR: 0,
- CATMULLROM: 1,
- CATMULLROM_FORWARD: 2,
-
- //
-
- add: function () {
-
- console.warn( 'THREE.AnimationHandler.add() has been deprecated.' );
-
- },
- get: function () {
-
- console.warn( 'THREE.AnimationHandler.get() has been deprecated.' );
-
- },
- remove: function () {
-
- console.warn( 'THREE.AnimationHandler.remove() has been deprecated.' );
-
- },
-
- //
-
- animations: [],
-
- init: function ( data ) {
-
- if ( data.initialized === true ) return data;
-
- // loop through all keys
-
- for ( var h = 0; h < data.hierarchy.length; h ++ ) {
-
- for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
-
- // remove minus times
-
- if ( data.hierarchy[ h ].keys[ k ].time < 0 ) {
-
- data.hierarchy[ h ].keys[ k ].time = 0;
-
- }
-
- // create quaternions
-
- if ( data.hierarchy[ h ].keys[ k ].rot !== undefined &&
- ! ( data.hierarchy[ h ].keys[ k ].rot instanceof THREE.Quaternion ) ) {
-
- var quat = data.hierarchy[ h ].keys[ k ].rot;
- data.hierarchy[ h ].keys[ k ].rot = new THREE.Quaternion().fromArray( quat );
-
- }
-
- }
-
- // prepare morph target keys
-
- if ( data.hierarchy[ h ].keys.length && data.hierarchy[ h ].keys[ 0 ].morphTargets !== undefined ) {
-
- // get all used
-
- var usedMorphTargets = {};
-
- for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
-
- for ( var m = 0; m < data.hierarchy[ h ].keys[ k ].morphTargets.length; m ++ ) {
-
- var morphTargetName = data.hierarchy[ h ].keys[ k ].morphTargets[ m ];
- usedMorphTargets[ morphTargetName ] = - 1;
-
- }
-
- }
-
- data.hierarchy[ h ].usedMorphTargets = usedMorphTargets;
-
-
- // set all used on all frames
-
- for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
-
- var influences = {};
-
- for ( var morphTargetName in usedMorphTargets ) {
-
- for ( var m = 0; m < data.hierarchy[ h ].keys[ k ].morphTargets.length; m ++ ) {
-
- if ( data.hierarchy[ h ].keys[ k ].morphTargets[ m ] === morphTargetName ) {
-
- influences[ morphTargetName ] = data.hierarchy[ h ].keys[ k ].morphTargetsInfluences[ m ];
- break;
-
- }
-
- }
-
- if ( m === data.hierarchy[ h ].keys[ k ].morphTargets.length ) {
-
- influences[ morphTargetName ] = 0;
-
- }
-
- }
-
- data.hierarchy[ h ].keys[ k ].morphTargetsInfluences = influences;
-
- }
-
- }
-
-
- // remove all keys that are on the same time
-
- for ( var k = 1; k < data.hierarchy[ h ].keys.length; k ++ ) {
-
- if ( data.hierarchy[ h ].keys[ k ].time === data.hierarchy[ h ].keys[ k - 1 ].time ) {
-
- data.hierarchy[ h ].keys.splice( k, 1 );
- k --;
-
- }
-
- }
-
-
- // set index
-
- for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
-
- data.hierarchy[ h ].keys[ k ].index = k;
-
- }
-
- }
-
- data.initialized = true;
-
- return data;
-
- },
-
- parse: function ( root ) {
-
- var parseRecurseHierarchy = function ( root, hierarchy ) {
-
- hierarchy.push( root );
-
- for ( var c = 0; c < root.children.length; c ++ )
- parseRecurseHierarchy( root.children[ c ], hierarchy );
-
- };
-
- // setup hierarchy
-
- var hierarchy = [];
-
- if ( root instanceof THREE.SkinnedMesh ) {
-
- for ( var b = 0; b < root.skeleton.bones.length; b ++ ) {
-
- hierarchy.push( root.skeleton.bones[ b ] );
-
- }
-
- } else {
-
- parseRecurseHierarchy( root, hierarchy );
-
- }
-
- return hierarchy;
-
- },
-
- play: function ( animation ) {
-
- if ( this.animations.indexOf( animation ) === - 1 ) {
-
- this.animations.push( animation );
-
- }
-
- },
-
- stop: function ( animation ) {
-
- var index = this.animations.indexOf( animation );
-
- if ( index !== - 1 ) {
-
- this.animations.splice( index, 1 );
-
- }
-
- },
-
- update: function ( deltaTimeMS ) {
-
- for ( var i = 0; i < this.animations.length; i ++ ) {
-
- this.animations[ i ].resetBlendWeights( );
-
- }
-
- for ( var i = 0; i < this.animations.length; i ++ ) {
-
- this.animations[ i ].update( deltaTimeMS );
-
- }
-
- }
-
-};
-
-// File:src/extras/animation/Animation.js
-
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Animation = function ( root, data ) {
-
- this.root = root;
- this.data = THREE.AnimationHandler.init( data );
- this.hierarchy = THREE.AnimationHandler.parse( root );
-
- this.currentTime = 0;
- this.timeScale = 1;
-
- this.isPlaying = false;
- this.loop = true;
- this.weight = 0;
-
- this.interpolationType = THREE.AnimationHandler.LINEAR;
-
-};
-
-THREE.Animation.prototype = {
-
- constructor: THREE.Animation,
-
- keyTypes: [ "pos", "rot", "scl" ],
-
- play: function ( startTime, weight ) {
-
- this.currentTime = startTime !== undefined ? startTime : 0;
- this.weight = weight !== undefined ? weight : 1;
-
- this.isPlaying = true;
-
- this.reset();
-
- THREE.AnimationHandler.play( this );
-
- },
-
- stop: function() {
-
- this.isPlaying = false;
-
- THREE.AnimationHandler.stop( this );
-
- },
-
- reset: function () {
-
- for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
-
- var object = this.hierarchy[ h ];
-
- if ( object.animationCache === undefined ) {
-
- object.animationCache = {
- animations: {},
- blending: {
- positionWeight: 0.0,
- quaternionWeight: 0.0,
- scaleWeight: 0.0
- }
- };
-
- }
-
- var name = this.data.name;
- var animations = object.animationCache.animations;
- var animationCache = animations[ name ];
-
- if ( animationCache === undefined ) {
-
- animationCache = {
- prevKey: { pos: 0, rot: 0, scl: 0 },
- nextKey: { pos: 0, rot: 0, scl: 0 },
- originalMatrix: object.matrix
- };
-
- animations[ name ] = animationCache;
-
- }
-
- // Get keys to match our current time
-
- for ( var t = 0; t < 3; t ++ ) {
-
- var type = this.keyTypes[ t ];
-
- var prevKey = this.data.hierarchy[ h ].keys[ 0 ];
- var nextKey = this.getNextKeyWith( type, h, 1 );
-
- while ( nextKey.time < this.currentTime && nextKey.index > prevKey.index ) {
-
- prevKey = nextKey;
- nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );
-
- }
-
- animationCache.prevKey[ type ] = prevKey;
- animationCache.nextKey[ type ] = nextKey;
-
- }
-
- }
-
- },
-
- resetBlendWeights: function () {
-
- for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
-
- var object = this.hierarchy[ h ];
- var animationCache = object.animationCache;
-
- if ( animationCache !== undefined ) {
-
- var blending = animationCache.blending;
-
- blending.positionWeight = 0.0;
- blending.quaternionWeight = 0.0;
- blending.scaleWeight = 0.0;
-
- }
-
- }
-
- },
-
- update: ( function() {
-
- var points = [];
- var target = new THREE.Vector3();
- var newVector = new THREE.Vector3();
- var newQuat = new THREE.Quaternion();
-
- // Catmull-Rom spline
-
- var 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 ] = interpolate( pa[ 0 ], pb[ 0 ], pc[ 0 ], pd[ 0 ], weight, w2, w3 );
- v3[ 1 ] = interpolate( pa[ 1 ], pb[ 1 ], pc[ 1 ], pd[ 1 ], weight, w2, w3 );
- v3[ 2 ] = interpolate( pa[ 2 ], pb[ 2 ], pc[ 2 ], pd[ 2 ], weight, w2, w3 );
-
- return v3;
-
- };
-
- var 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;
-
- };
-
- return function ( delta ) {
-
- if ( this.isPlaying === false ) return;
-
- this.currentTime += delta * this.timeScale;
-
- if ( this.weight === 0 )
- return;
-
- //
-
- var duration = this.data.length;
-
- if ( this.currentTime > duration || this.currentTime < 0 ) {
-
- if ( this.loop ) {
-
- this.currentTime %= duration;
-
- if ( this.currentTime < 0 )
- this.currentTime += duration;
-
- this.reset();
-
- } else {
-
- this.stop();
-
- }
-
- }
-
- for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
-
- var object = this.hierarchy[ h ];
- var animationCache = object.animationCache.animations[ this.data.name ];
- var blending = object.animationCache.blending;
-
- // loop through pos/rot/scl
-
- for ( var t = 0; t < 3; t ++ ) {
-
- // get keys
-
- var type = this.keyTypes[ t ];
- var prevKey = animationCache.prevKey[ type ];
- var nextKey = animationCache.nextKey[ type ];
-
- if ( ( this.timeScale > 0 && nextKey.time <= this.currentTime ) ||
- ( this.timeScale < 0 && prevKey.time >= this.currentTime ) ) {
-
- prevKey = this.data.hierarchy[ h ].keys[ 0 ];
- nextKey = this.getNextKeyWith( type, h, 1 );
-
- while ( nextKey.time < this.currentTime && nextKey.index > prevKey.index ) {
-
- prevKey = nextKey;
- nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );
-
- }
-
- animationCache.prevKey[ type ] = prevKey;
- animationCache.nextKey[ type ] = nextKey;
-
- }
-
- var scale = ( this.currentTime - prevKey.time ) / ( nextKey.time - prevKey.time );
-
- var prevXYZ = prevKey[ type ];
- var nextXYZ = nextKey[ type ];
-
- if ( scale < 0 ) scale = 0;
- if ( scale > 1 ) scale = 1;
-
- // interpolate
-
- if ( type === "pos" ) {
-
- if ( this.interpolationType === THREE.AnimationHandler.LINEAR ) {
-
- newVector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
- newVector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
- newVector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;
-
- // blend
- var proportionalWeight = this.weight / ( this.weight + blending.positionWeight );
- object.position.lerp( newVector, proportionalWeight );
- blending.positionWeight += this.weight;
-
- } else if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
- this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
-
- points[ 0 ] = this.getPrevKeyWith( "pos", h, prevKey.index - 1 )[ "pos" ];
- points[ 1 ] = prevXYZ;
- points[ 2 ] = nextXYZ;
- points[ 3 ] = this.getNextKeyWith( "pos", h, nextKey.index + 1 )[ "pos" ];
-
- scale = scale * 0.33 + 0.33;
-
- var currentPoint = interpolateCatmullRom( points, scale );
- var proportionalWeight = this.weight / ( this.weight + blending.positionWeight );
- blending.positionWeight += this.weight;
-
- // blend
-
- var vector = object.position;
-
- vector.x = vector.x + ( currentPoint[ 0 ] - vector.x ) * proportionalWeight;
- vector.y = vector.y + ( currentPoint[ 1 ] - vector.y ) * proportionalWeight;
- vector.z = vector.z + ( currentPoint[ 2 ] - vector.z ) * proportionalWeight;
-
- if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
-
- var forwardPoint = interpolateCatmullRom( points, scale * 1.01 );
-
- target.set( forwardPoint[ 0 ], forwardPoint[ 1 ], forwardPoint[ 2 ] );
- target.sub( vector );
- target.y = 0;
- target.normalize();
-
- var angle = Math.atan2( target.x, target.z );
- object.rotation.set( 0, angle, 0 );
-
- }
-
- }
-
- } else if ( type === "rot" ) {
-
- THREE.Quaternion.slerp( prevXYZ, nextXYZ, newQuat, scale );
-
- // Avoid paying the cost of an additional slerp if we don't have to
- if ( blending.quaternionWeight === 0 ) {
-
- object.quaternion.copy( newQuat );
- blending.quaternionWeight = this.weight;
-
- } else {
-
- var proportionalWeight = this.weight / ( this.weight + blending.quaternionWeight );
- THREE.Quaternion.slerp( object.quaternion, newQuat, object.quaternion, proportionalWeight );
- blending.quaternionWeight += this.weight;
-
- }
-
- } else if ( type === "scl" ) {
-
- newVector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
- newVector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
- newVector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;
-
- var proportionalWeight = this.weight / ( this.weight + blending.scaleWeight );
- object.scale.lerp( newVector, proportionalWeight );
- blending.scaleWeight += this.weight;
-
- }
-
- }
-
- }
-
- return true;
-
- };
-
- } )(),
-
- 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 ];
-
- },
-
- 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 ];
-
- }
-
-};
-
-// File:src/extras/animation/KeyFrameAnimation.js
-
-/**
- * @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 ( data ) {
-
- this.root = data.node;
- this.data = THREE.AnimationHandler.init( data );
- this.hierarchy = THREE.AnimationHandler.parse( this.root );
- this.currentTime = 0;
- this.timeScale = 0.001;
- this.isPlaying = false;
- this.isPaused = true;
- this.loop = 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;
-
- }
-
- }
-
-};
-
-THREE.KeyFrameAnimation.prototype = {
-
- constructor: THREE.KeyFrameAnimation,
-
- play: function ( startTime ) {
-
- this.currentTime = startTime !== undefined ? startTime : 0;
-
- if ( this.isPlaying === false ) {
-
- this.isPlaying = true;
-
- // 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 ];
-
- if ( node.animationCache === undefined ) {
-
- node.animationCache = {};
- node.animationCache.prevKey = null;
- node.animationCache.nextKey = null;
- node.animationCache.originalMatrix = 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.play( this );
-
- },
-
- stop: function () {
-
- this.isPlaying = false;
- this.isPaused = false;
-
- THREE.AnimationHandler.stop( 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;
-
- original.copy( obj.matrix );
- obj.matrix = original;
-
- delete node.animationCache;
-
- }
-
- }
-
- },
-
- update: function ( delta ) {
-
- if ( this.isPlaying === false ) return;
-
- this.currentTime += delta * this.timeScale;
-
- //
-
- var duration = this.data.length;
-
- if ( this.loop === true && this.currentTime > duration ) {
-
- this.currentTime %= duration;
-
- }
-
- this.currentTime = Math.min( this.currentTime, duration );
-
- for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
-
- var object = this.hierarchy[ h ];
- var node = this.data.hierarchy[ h ];
-
- var keys = node.keys,
- animationCache = node.animationCache;
-
-
- if ( keys.length ) {
-
- var prevKey = animationCache.prevKey;
- var nextKey = animationCache.nextKey;
-
- if ( nextKey.time <= this.currentTime ) {
-
- while ( nextKey.time < this.currentTime && nextKey.index > prevKey.index ) {
-
- prevKey = nextKey;
- nextKey = keys[ prevKey.index + 1 ];
-
- }
-
- animationCache.prevKey = prevKey;
- animationCache.nextKey = nextKey;
-
- }
-
- if ( nextKey.time >= this.currentTime ) {
-
- prevKey.interpolate( nextKey, this.currentTime );
-
- } else {
-
- prevKey.interpolate( nextKey, nextKey.time );
-
- }
-
- this.data.hierarchy[ h ].node.updateMatrix();
- object.matrixWorldNeedsUpdate = true;
-
- }
-
- }
-
- },
-
- 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 ];
-
- },
-
- 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 ];
-
- }
-
-};
-
-// File:src/extras/animation/MorphAnimation.js
-
-/**
- * @author mrdoob / http://mrdoob.com
- * @author willy-vvu / http://willy-vvu.github.io
- */
-
-THREE.MorphAnimation = function ( mesh ) {
-
- this.mesh = mesh;
- this.frames = mesh.morphTargetInfluences.length;
- this.currentTime = 0;
- this.duration = 1000;
- this.loop = true;
- this.lastFrame = 0;
- this.currentFrame = 0;
-
- this.isPlaying = false;
-
-};
-
-THREE.MorphAnimation.prototype = {
-
- constructor: THREE.MorphAnimation,
-
- play: function () {
-
- this.isPlaying = true;
-
- },
-
- pause: function () {
-
- this.isPlaying = false;
-
- },
-
- update: function ( delta ) {
-
- if ( this.isPlaying === false ) return;
-
- this.currentTime += delta;
-
- if ( this.loop === true && this.currentTime > this.duration ) {
-
- this.currentTime %= this.duration;
-
- }
-
- this.currentTime = Math.min( this.currentTime, this.duration );
-
- var frameTime = this.duration / this.frames;
- var frame = Math.floor( this.currentTime / frameTime );
-
- var influences = this.mesh.morphTargetInfluences;
-
- if ( frame !== this.currentFrame ) {
-
- influences[ this.lastFrame ] = 0;
- influences[ this.currentFrame ] = 1;
- influences[ frame ] = 0;
-
- this.lastFrame = this.currentFrame;
- this.currentFrame = frame;
-
- }
-
- var mix = ( this.currentTime % frameTime ) / frameTime;
-
- influences[ frame ] = mix;
- influences[ this.lastFrame ] = 1 - mix;
-
- }
-
-};
-
-// File:src/extras/geometries/BoxGeometry.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Cube.as
- */
-
-THREE.BoxGeometry = function ( width, height, depth, widthSegments, heightSegments, depthSegments ) {
-
- THREE.Geometry.call( this );
-
- this.type = 'BoxGeometry';
-
- this.parameters = {
- width: width,
- height: height,
- depth: depth,
- widthSegments: widthSegments,
- heightSegments: heightSegments,
- depthSegments: depthSegments
- };
-
- this.widthSegments = widthSegments || 1;
- this.heightSegments = heightSegments || 1;
- this.depthSegments = depthSegments || 1;
-
- var scope = this;
-
- var width_half = width / 2;
- var height_half = height / 2;
- var depth_half = depth / 2;
-
- buildPlane( 'z', 'y', - 1, - 1, depth, height, width_half, 0 ); // px
- buildPlane( 'z', 'y', 1, - 1, depth, height, - width_half, 1 ); // nx
- buildPlane( 'x', 'z', 1, 1, width, depth, height_half, 2 ); // py
- buildPlane( 'x', 'z', 1, - 1, width, depth, - height_half, 3 ); // ny
- buildPlane( 'x', 'y', 1, - 1, width, height, depth_half, 4 ); // pz
- buildPlane( 'x', 'y', - 1, - 1, width, height, - depth_half, 5 ); // nz
-
- function buildPlane( u, v, udir, vdir, width, height, depth, materialIndex ) {
-
- var w, ix, iy,
- gridX = scope.widthSegments,
- gridY = scope.heightSegments,
- 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 = scope.depthSegments;
-
- } else if ( ( u === 'z' && v === 'y' ) || ( u === 'y' && v === 'z' ) ) {
-
- w = 'x';
- gridX = scope.depthSegments;
-
- }
-
- 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 uva = new THREE.Vector2( ix / gridX, 1 - iy / gridY );
- var uvb = new THREE.Vector2( ix / gridX, 1 - ( iy + 1 ) / gridY );
- var uvc = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - ( iy + 1 ) / gridY );
- var uvd = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - iy / gridY );
-
- var face = new THREE.Face3( a + offset, b + offset, d + offset );
- face.normal.copy( normal );
- face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );
- face.materialIndex = materialIndex;
-
- scope.faces.push( face );
- scope.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
-
- face = new THREE.Face3( b + offset, c + offset, d + offset );
- face.normal.copy( normal );
- face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );
- face.materialIndex = materialIndex;
-
- scope.faces.push( face );
- scope.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
-
- }
-
- }
-
- }
-
- this.mergeVertices();
-
-};
-
-THREE.BoxGeometry.prototype = Object.create( THREE.Geometry.prototype );
-THREE.BoxGeometry.prototype.constructor = THREE.BoxGeometry;
-
-THREE.BoxGeometry.prototype.clone = function () {
-
- var geometry = new THREE.BoxGeometry(
- this.parameters.width,
- this.parameters.height,
- this.parameters.depth,
- this.parameters.widthSegments,
- this.parameters.heightSegments,
- this.parameters.depthSegments
- );
-
- return geometry;
-
-};
-
-THREE.CubeGeometry = THREE.BoxGeometry; // backwards compatibility
-
-// File:src/extras/geometries/CircleGeometry.js
-
-/**
- * @author hughes
- */
-
-THREE.CircleGeometry = function ( radius, segments, thetaStart, thetaLength ) {
-
- THREE.Geometry.call( this );
-
- this.type = 'CircleGeometry';
-
- this.parameters = {
- radius: radius,
- segments: segments,
- thetaStart: thetaStart,
- thetaLength: thetaLength
- };
-
- radius = radius || 50;
- segments = segments !== undefined ? Math.max( 3, segments ) : 8;
-
- thetaStart = thetaStart !== undefined ? thetaStart : 0;
- thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
-
- var i, uvs = [],
- center = new THREE.Vector3(), centerUV = new THREE.Vector2( 0.5, 0.5 );
-
- this.vertices.push( center );
- uvs.push( centerUV );
-
- for ( i = 0; i <= segments; i ++ ) {
-
- var vertex = new THREE.Vector3();
- var segment = thetaStart + i / segments * thetaLength;
-
- vertex.x = radius * Math.cos( segment );
- vertex.y = radius * Math.sin( segment );
-
- this.vertices.push( vertex );
- uvs.push( new THREE.Vector2( ( vertex.x / radius + 1 ) / 2, ( vertex.y / radius + 1 ) / 2 ) );
-
- }
-
- var n = new THREE.Vector3( 0, 0, 1 );
-
- for ( i = 1; i <= segments; i ++ ) {
-
- this.faces.push( new THREE.Face3( i, i + 1, 0, [ n.clone(), n.clone(), n.clone() ] ) );
- this.faceVertexUvs[ 0 ].push( [ uvs[ i ].clone(), uvs[ i + 1 ].clone(), centerUV.clone() ] );
-
- }
-
- this.computeFaceNormals();
-
- this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
-
-};
-
-THREE.CircleGeometry.prototype = Object.create( THREE.Geometry.prototype );
-THREE.CircleGeometry.prototype.constructor = THREE.CircleGeometry;
-
-THREE.CircleGeometry.prototype.clone = function () {
-
- var geometry = new THREE.CircleGeometry(
- this.parameters.radius,
- this.parameters.segments,
- this.parameters.thetaStart,
- this.parameters.thetaLength
- );
-
- return geometry;
-
-};
-
-// File:src/extras/geometries/CircleBufferGeometry.js
-
-/**
- * @author benaadams / https://twitter.com/ben_a_adams
- */
-
-THREE.CircleBufferGeometry = function ( radius, segments, thetaStart, thetaLength ) {
-
- THREE.BufferGeometry.call( this );
-
- this.type = 'CircleBufferGeometry';
-
- this.parameters = {
- radius: radius,
- segments: segments,
- thetaStart: thetaStart,
- thetaLength: thetaLength
- };
-
- radius = radius || 50;
- segments = segments !== undefined ? Math.max( 3, segments ) : 8;
-
- thetaStart = thetaStart !== undefined ? thetaStart : 0;
- thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
-
- var vertices = segments + 2;
-
- var positions = new Float32Array( vertices * 3 );
- var normals = new Float32Array( vertices * 3 );
- var uvs = new Float32Array( vertices * 2 );
-
- // center data is already zero, but need to set a few extras
- normals[ 3 ] = 1.0;
- uvs[ 0 ] = 0.5;
- uvs[ 1 ] = 0.5;
-
- for ( var s = 0, i = 3, ii = 2 ; s <= segments; s ++, i += 3, ii += 2 ) {
-
- var segment = thetaStart + s / segments * thetaLength;
-
- positions[ i ] = radius * Math.cos( segment );
- positions[ i + 1 ] = radius * Math.sin( segment );
-
- normals[ i + 2 ] = 1; // normal z
-
- uvs[ ii ] = ( positions[ i ] / radius + 1 ) / 2;
- uvs[ ii + 1 ] = ( positions[ i + 1 ] / radius + 1 ) / 2;
-
- }
-
- var indices = [];
-
- for ( var i = 1; i <= segments; i ++ ) {
-
- indices.push( i );
- indices.push( i + 1 );
- indices.push( 0 );
-
- }
-
- this.addAttribute( 'index', new THREE.BufferAttribute( new Uint16Array( indices ), 1 ) );
- this.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
- this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
- this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );
-
- this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
-
-};
-
-THREE.CircleBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
-THREE.CircleBufferGeometry.prototype.constructor = THREE.CircleBufferGeometry;
-
-THREE.CircleBufferGeometry.prototype.clone = function () {
-
- var geometry = new THREE.CircleBufferGeometry(
- this.parameters.radius,
- this.parameters.segments,
- this.parameters.thetaStart,
- this.parameters.thetaLength
- );
-
- geometry.copy( this );
-
- return geometry;
-
-};
-
-// File:src/extras/geometries/CylinderGeometry.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.CylinderGeometry = function ( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
-
- THREE.Geometry.call( this );
-
- this.type = 'CylinderGeometry';
-
- this.parameters = {
- radiusTop: radiusTop,
- radiusBottom: radiusBottom,
- height: height,
- radialSegments: radialSegments,
- heightSegments: heightSegments,
- openEnded: openEnded,
- thetaStart: thetaStart,
- thetaLength: thetaLength
- };
-
- radiusTop = radiusTop !== undefined ? radiusTop : 20;
- radiusBottom = radiusBottom !== undefined ? radiusBottom : 20;
- height = height !== undefined ? height : 100;
-
- radialSegments = radialSegments || 8;
- heightSegments = heightSegments || 1;
-
- openEnded = openEnded !== undefined ? openEnded : false;
- thetaStart = thetaStart !== undefined ? thetaStart : 0;
- thetaLength = thetaLength !== undefined ? thetaLength : 2 * Math.PI;
-
- var heightHalf = height / 2;
-
- var x, y, vertices = [], uvs = [];
-
- for ( y = 0; y <= heightSegments; y ++ ) {
-
- var verticesRow = [];
- var uvsRow = [];
-
- var v = y / heightSegments;
- var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
-
- for ( x = 0; x <= radialSegments; x ++ ) {
-
- var u = x / radialSegments;
-
- var vertex = new THREE.Vector3();
- vertex.x = radius * Math.sin( u * thetaLength + thetaStart );
- vertex.y = - v * height + heightHalf;
- vertex.z = radius * Math.cos( u * thetaLength + thetaStart );
-
- this.vertices.push( vertex );
-
- verticesRow.push( this.vertices.length - 1 );
- uvsRow.push( new THREE.Vector2( u, 1 - v ) );
-
- }
-
- vertices.push( verticesRow );
- uvs.push( uvsRow );
-
- }
-
- var tanTheta = ( radiusBottom - radiusTop ) / height;
- var na, nb;
-
- for ( x = 0; x < radialSegments; 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 < heightSegments; 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.Face3( v1, v2, v4, [ n1, n2, n4 ] ) );
- this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv4 ] );
-
- this.faces.push( new THREE.Face3( v2, v3, v4, [ n2.clone(), n3, n4.clone() ] ) );
- this.faceVertexUvs[ 0 ].push( [ uv2.clone(), uv3, uv4.clone() ] );
-
- }
-
- }
-
- // top cap
-
- if ( openEnded === false && radiusTop > 0 ) {
-
- this.vertices.push( new THREE.Vector3( 0, heightHalf, 0 ) );
-
- for ( x = 0; x < radialSegments; 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.Vector2( uv2.x, 0 );
-
- this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
- this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
-
- }
-
- }
-
- // bottom cap
-
- if ( openEnded === false && radiusBottom > 0 ) {
-
- this.vertices.push( new THREE.Vector3( 0, - heightHalf, 0 ) );
-
- for ( x = 0; x < radialSegments; x ++ ) {
-
- var v1 = vertices[ heightSegments ][ x + 1 ];
- var v2 = vertices[ heightSegments ][ 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[ heightSegments ][ x + 1 ].clone();
- var uv2 = uvs[ heightSegments ][ x ].clone();
- var uv3 = new THREE.Vector2( uv2.x, 1 );
-
- this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
- this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
-
- }
-
- }
-
- this.computeFaceNormals();
-
-};
-
-THREE.CylinderGeometry.prototype = Object.create( THREE.Geometry.prototype );
-THREE.CylinderGeometry.prototype.constructor = THREE.CylinderGeometry;
-
-THREE.CylinderGeometry.prototype.clone = function () {
-
- var geometry = new THREE.CylinderGeometry(
- this.parameters.radiusTop,
- this.parameters.radiusBottom,
- this.parameters.height,
- this.parameters.radialSegments,
- this.parameters.heightSegments,
- this.parameters.openEnded,
- this.parameters.thetaStart,
- this.parameters.thetaLength
- );
-
- return geometry;
-
-};
-
-// File:src/extras/geometries/EdgesGeometry.js
-
-/**
- * @author WestLangley / http://github.com/WestLangley
- */
-
-THREE.EdgesGeometry = function ( geometry, thresholdAngle ) {
-
- THREE.BufferGeometry.call( this );
-
- thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
-
- var thresholdDot = Math.cos( THREE.Math.degToRad( thresholdAngle ) );
-
- var edge = [ 0, 0 ], hash = {};
- var sortFunction = function ( a, b ) {
-
- return a - b;
-
- };
-
- var keys = [ 'a', 'b', 'c' ];
-
- var geometry2;
-
- if ( geometry instanceof THREE.BufferGeometry ) {
-
- geometry2 = new THREE.Geometry();
- geometry2.fromBufferGeometry( geometry );
-
- } else {
-
- geometry2 = geometry.clone();
-
- }
-
- geometry2.mergeVertices();
- geometry2.computeFaceNormals();
-
- var vertices = geometry2.vertices;
- var faces = geometry2.faces;
-
- for ( var i = 0, l = faces.length; i < l; i ++ ) {
-
- var face = faces[ i ];
-
- for ( var j = 0; j < 3; j ++ ) {
-
- edge[ 0 ] = face[ keys[ j ] ];
- edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ];
- edge.sort( sortFunction );
-
- var key = edge.toString();
-
- if ( hash[ key ] === undefined ) {
-
- hash[ key ] = { vert1: edge[ 0 ], vert2: edge[ 1 ], face1: i, face2: undefined };
-
- } else {
-
- hash[ key ].face2 = i;
-
- }
-
- }
-
- }
-
- var coords = [];
-
- for ( var key in hash ) {
-
- var h = hash[ key ];
-
- if ( h.face2 === undefined || faces[ h.face1 ].normal.dot( faces[ h.face2 ].normal ) <= thresholdDot ) {
-
- var vertex = vertices[ h.vert1 ];
- coords.push( vertex.x );
- coords.push( vertex.y );
- coords.push( vertex.z );
-
- vertex = vertices[ h.vert2 ];
- coords.push( vertex.x );
- coords.push( vertex.y );
- coords.push( vertex.z );
-
- }
-
- }
-
- this.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( coords ), 3 ) );
-
-};
-
-THREE.EdgesGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
-THREE.EdgesGeometry.prototype.constructor = THREE.EdgesGeometry;
-
-// File:src/extras/geometries/ExtrudeGeometry.js
-
-/**
- * @author zz85 / http://www.lab4games.net/zz85/blog
- *
- * Creates extruded geometry from a path shape.
- *
- * parameters = {
- *
- * curveSegments: , // number of points on the curves
- * steps: , // number of points for z-side extrusions / used for subdividing segments of extrude spline too
- * amount: , // Depth to extrude the shape
- *
- * bevelEnabled: , // turn on bevel
- * bevelThickness: , // how deep into the original shape bevel goes
- * bevelSize: , // how far from shape 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
- *
- * uvGenerator: