diff --git a/build/three-canvas.min.js b/build/three-canvas.min.js new file mode 100644 index 0000000000000000000000000000000000000000..57ec7b2c6a9c6ac8c9eddafddbdee4aa1c467667 --- /dev/null +++ b/build/three-canvas.min.js @@ -0,0 +1,316 @@ +// threejs.org/license +'use strict';var THREE={REVISION:"69dev"};"object"===typeof module&&(module.exports=THREE);void 0===Math.sign&&(Math.sign=function(a){return 0>a?-1:0>16&255)/255;this.g=(a>>8&255)/255;this.b=(a&255)/255;return this},setRGB:function(a,b,c){this.r=a;this.g=b;this.b=c;return this},setHSL:function(a,b,c){if(0===b)this.r=this.g=this.b=c;else{var d=function(a,b,c){0>c&&(c+=1);1c?b:c<2/3?a+6*(b-a)*(2/3-c):a};b=0.5>=c?c*(1+b):c+b-c*b;c=2*c-b;this.r=d(c,b,a+1/3);this.g=d(c,b,a);this.b=d(c,b,a-1/3)}return this},setStyle:function(a){if(/^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.test(a))return a=/^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.exec(a),this.r=Math.min(255,parseInt(a[1],10))/255,this.g=Math.min(255,parseInt(a[2],10))/255,this.b=Math.min(255,parseInt(a[3],10))/255,this;if(/^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.test(a))return a=/^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.exec(a),this.r= +Math.min(100,parseInt(a[1],10))/100,this.g=Math.min(100,parseInt(a[2],10))/100,this.b=Math.min(100,parseInt(a[3],10))/100,this;if(/^\#([0-9a-f]{6})$/i.test(a))return a=/^\#([0-9a-f]{6})$/i.exec(a),this.setHex(parseInt(a[1],16)),this;if(/^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.test(a))return a=/^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.exec(a),this.setHex(parseInt(a[1]+a[1]+a[2]+a[2]+a[3]+a[3],16)),this;if(/^(\w+)$/i.test(a))return this.setHex(THREE.ColorKeywords[a]),this},copy:function(a){this.r=a.r;this.g= +a.g;this.b=a.b;return this},copyGammaToLinear:function(a){this.r=a.r*a.r;this.g=a.g*a.g;this.b=a.b*a.b;return this},copyLinearToGamma:function(a){this.r=Math.sqrt(a.r);this.g=Math.sqrt(a.g);this.b=Math.sqrt(a.b);return this},convertGammaToLinear:function(){var a=this.r,b=this.g,c=this.b;this.r=a*a;this.g=b*b;this.b=c*c;return this},convertLinearToGamma:function(){this.r=Math.sqrt(this.r);this.g=Math.sqrt(this.g);this.b=Math.sqrt(this.b);return this},getHex:function(){return 255*this.r<<16^255*this.g<< +8^255*this.b<<0},getHexString:function(){return("000000"+this.getHex().toString(16)).slice(-6)},getHSL:function(a){a=a||{h:0,s:0,l:0};var b=this.r,c=this.g,d=this.b,e=Math.max(b,c,d),g=Math.min(b,c,d),f,h=(g+e)/2;if(g===e)g=f=0;else{var k=e-g,g=0.5>=h?k/(e+g):k/(2-e-g);switch(e){case b:f=(c-d)/k+(cg&&c>b?(c=2*Math.sqrt(1+c-g-b),this._w=(k-f)/c,this._x=0.25*c,this._y=(a+e)/c,this._z=(d+h)/c):g>b?(c=2*Math.sqrt(1+g-c-b),this._w=(d-h)/c,this._x=(a+e)/c,this._y= +0.25*c,this._z=(f+k)/c):(c=2*Math.sqrt(1+b-c-g),this._w=(e-a)/c,this._x=(d+h)/c,this._y=(f+k)/c,this._z=0.25*c);this.onChangeCallback();return this},setFromUnitVectors:function(){var a,b;return function(c,d){void 0===a&&(a=new THREE.Vector3);b=c.dot(d)+1;1E-6>b?(b=0,Math.abs(c.x)>Math.abs(c.z)?a.set(-c.y,c.x,0):a.set(0,-c.z,c.y)):a.crossVectors(c,d);this._x=a.x;this._y=a.y;this._z=a.z;this._w=b;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(a){return this._x*a._x+this._y*a._y+this._z*a._z+this._w*a._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 a=this.length();0===a?(this._z=this._y=this._x=0,this._w=1):(a=1/a,this._x*=a,this._y*=a,this._z*=a,this._w*=a);this.onChangeCallback();return this}, +multiply:function(a,b){return void 0!==b?(console.warn("THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead."),this.multiplyQuaternions(a,b)):this.multiplyQuaternions(this,a)},multiplyQuaternions:function(a,b){var c=a._x,d=a._y,e=a._z,g=a._w,f=b._x,h=b._y,k=b._z,m=b._w;this._x=c*m+g*f+d*k-e*h;this._y=d*m+g*h+e*f-c*k;this._z=e*m+g*k+c*h-d*f;this._w=g*m-c*f-d*h-e*k;this.onChangeCallback();return this},multiplyVector3:function(a){console.warn("THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead."); +return a.applyQuaternion(this)},slerp:function(a,b){if(0===b)return this;if(1===b)return this.copy(a);var c=this._x,d=this._y,e=this._z,g=this._w,f=g*a._w+c*a._x+d*a._y+e*a._z;0>f?(this._w=-a._w,this._x=-a._x,this._y=-a._y,this._z=-a._z,f=-f):this.copy(a);if(1<=f)return this._w=g,this._x=c,this._y=d,this._z=e,this;var h=Math.acos(f),k=Math.sqrt(1-f*f);if(0.001>Math.abs(k))return this._w=0.5*(g+this._w),this._x=0.5*(c+this._x),this._y=0.5*(d+this._y),this._z=0.5*(e+this._z),this;f=Math.sin((1-b)*h)/ +k;h=Math.sin(b*h)/k;this._w=g*f+this._w*h;this._x=c*f+this._x*h;this._y=d*f+this._y*h;this._z=e*f+this._z*h;this.onChangeCallback();return this},equals:function(a){return a._x===this._x&&a._y===this._y&&a._z===this._z&&a._w===this._w},fromArray:function(a){this._x=a[0];this._y=a[1];this._z=a[2];this._w=a[3];this.onChangeCallback();return this},toArray:function(){return[this._x,this._y,this._z,this._w]},onChange:function(a){this.onChangeCallback=a;return this},onChangeCallback:function(){},clone:function(){return new THREE.Quaternion(this._x, +this._y,this._z,this._w)}};THREE.Quaternion.slerp=function(a,b,c,d){return c.copy(a).slerp(b,d)};THREE.Vector2=function(a,b){this.x=a||0;this.y=b||0}; +THREE.Vector2.prototype={constructor:THREE.Vector2,set:function(a,b){this.x=a;this.y=b;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setComponent:function(a,b){switch(a){case 0:this.x=b;break;case 1:this.y=b;break;default:throw Error("index is out of range: "+a);}},getComponent:function(a){switch(a){case 0:return this.x;case 1:return this.y;default:throw Error("index is out of range: "+a);}},copy:function(a){this.x=a.x;this.y=a.y;return this},add:function(a, +b){if(void 0!==b)return console.warn("THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(a,b);this.x+=a.x;this.y+=a.y;return this},addVectors:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;return this},addScalar:function(a){this.x+=a;this.y+=a;return this},sub:function(a,b){if(void 0!==b)return console.warn("THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(a,b);this.x-=a.x;this.y-=a.y;return this}, +subVectors:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;return this},multiply:function(a){this.x*=a.x;this.y*=a.y;return this},multiplyScalar:function(a){this.x*=a;this.y*=a;return this},divide:function(a){this.x/=a.x;this.y/=a.y;return this},divideScalar:function(a){0!==a?(a=1/a,this.x*=a,this.y*=a):this.y=this.x=0;return this},min:function(a){this.x>a.x&&(this.x=a.x);this.y>a.y&&(this.y=a.y);return this},max:function(a){this.xb.x&&(this.x=b.x);this.yb.y&&(this.y=b.y);return this},clampScalar:function(){var a,b;return function(c,d){void 0===a&&(a=new THREE.Vector2,b=new THREE.Vector2);a.set(c,c);b.set(d,d);return this.clamp(a,b)}}(),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=0>this.x?Math.ceil(this.x):Math.floor(this.x);this.y=0>this.y?Math.ceil(this.y):Math.floor(this.y);return this},negate:function(){this.x=-this.x;this.y=-this.y;return this},dot:function(a){return this.x*a.x+this.y*a.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)},normalize:function(){return this.divideScalar(this.length())},distanceTo:function(a){return Math.sqrt(this.distanceToSquared(a))},distanceToSquared:function(a){var b= +this.x-a.x;a=this.y-a.y;return b*b+a*a},setLength:function(a){var b=this.length();0!==b&&a!==b&&this.multiplyScalar(a/b);return this},lerp:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;return this},equals:function(a){return a.x===this.x&&a.y===this.y},fromArray:function(a){this.x=a[0];this.y=a[1];return this},toArray:function(){return[this.x,this.y]},clone:function(){return new THREE.Vector2(this.x,this.y)}};THREE.Vector3=function(a,b,c){this.x=a||0;this.y=b||0;this.z=c||0}; +THREE.Vector3.prototype={constructor:THREE.Vector3,set:function(a,b,c){this.x=a;this.y=b;this.z=c;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setZ:function(a){this.z=a;return this},setComponent:function(a,b){switch(a){case 0:this.x=b;break;case 1:this.y=b;break;case 2:this.z=b;break;default:throw Error("index is out of range: "+a);}},getComponent:function(a){switch(a){case 0:return this.x;case 1:return this.y;case 2:return this.z;default:throw Error("index is out of range: "+ +a);}},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;return this},add:function(a,b){if(void 0!==b)return console.warn("THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(a,b);this.x+=a.x;this.y+=a.y;this.z+=a.z;return this},addScalar:function(a){this.x+=a;this.y+=a;this.z+=a;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},sub:function(a,b){if(void 0!==b)return console.warn("THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."), +this.subVectors(a,b);this.x-=a.x;this.y-=a.y;this.z-=a.z;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(a,b){if(void 0!==b)return console.warn("THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead."),this.multiplyVectors(a,b);this.x*=a.x;this.y*=a.y;this.z*=a.z;return this},multiplyScalar:function(a){this.x*=a;this.y*=a;this.z*=a;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 a;return function(b){!1===b instanceof THREE.Euler&&console.error("THREE.Vector3: .applyEuler() now expects a Euler rotation rather than a Vector3 and order.");void 0===a&&(a=new THREE.Quaternion);this.applyQuaternion(a.setFromEuler(b));return this}}(),applyAxisAngle:function(){var a;return function(b,c){void 0===a&&(a=new THREE.Quaternion);this.applyQuaternion(a.setFromAxisAngle(b,c));return this}}(),applyMatrix3:function(a){var b=this.x, +c=this.y,d=this.z;a=a.elements;this.x=a[0]*b+a[3]*c+a[6]*d;this.y=a[1]*b+a[4]*c+a[7]*d;this.z=a[2]*b+a[5]*c+a[8]*d;return this},applyMatrix4:function(a){var b=this.x,c=this.y,d=this.z;a=a.elements;this.x=a[0]*b+a[4]*c+a[8]*d+a[12];this.y=a[1]*b+a[5]*c+a[9]*d+a[13];this.z=a[2]*b+a[6]*c+a[10]*d+a[14];return this},applyProjection:function(a){var b=this.x,c=this.y,d=this.z;a=a.elements;var e=1/(a[3]*b+a[7]*c+a[11]*d+a[15]);this.x=(a[0]*b+a[4]*c+a[8]*d+a[12])*e;this.y=(a[1]*b+a[5]*c+a[9]*d+a[13])*e;this.z= +(a[2]*b+a[6]*c+a[10]*d+a[14])*e;return this},applyQuaternion:function(a){var b=this.x,c=this.y,d=this.z,e=a.x,g=a.y,f=a.z;a=a.w;var h=a*b+g*d-f*c,k=a*c+f*b-e*d,m=a*d+e*c-g*b,b=-e*b-g*c-f*d;this.x=h*a+b*-e+k*-f-m*-g;this.y=k*a+b*-g+m*-e-h*-f;this.z=m*a+b*-f+h*-g-k*-e;return this},transformDirection:function(a){var b=this.x,c=this.y,d=this.z;a=a.elements;this.x=a[0]*b+a[4]*c+a[8]*d;this.y=a[1]*b+a[5]*c+a[9]*d;this.z=a[2]*b+a[6]*c+a[10]*d;this.normalize();return this},divide:function(a){this.x/=a.x; +this.y/=a.y;this.z/=a.z;return this},divideScalar:function(a){0!==a?(a=1/a,this.x*=a,this.y*=a,this.z*=a):this.z=this.y=this.x=0;return this},min:function(a){this.x>a.x&&(this.x=a.x);this.y>a.y&&(this.y=a.y);this.z>a.z&&(this.z=a.z);return this},max:function(a){this.xb.x&&(this.x=b.x);this.yb.y&&(this.y=b.y);this.zb.z&&(this.z= +b.z);return this},clampScalar:function(){var a,b;return function(c,d){void 0===a&&(a=new THREE.Vector3,b=new THREE.Vector3);a.set(c,c,c);b.set(d,d,d);return this.clamp(a,b)}}(),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= +0>this.x?Math.ceil(this.x):Math.floor(this.x);this.y=0>this.y?Math.ceil(this.y):Math.floor(this.y);this.z=0>this.z?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(a){return this.x*a.x+this.y*a.y+this.z*a.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(a){var b=this.length();0!==b&&a!==b&&this.multiplyScalar(a/b);return this},lerp:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;this.z+=(a.z-this.z)*b;return this},cross:function(a,b){if(void 0!==b)return console.warn("THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead."),this.crossVectors(a,b);var c=this.x,d=this.y,e=this.z;this.x=d*a.z-e*a.y;this.y= +e*a.x-c*a.z;this.z=c*a.y-d*a.x;return this},crossVectors:function(a,b){var c=a.x,d=a.y,e=a.z,g=b.x,f=b.y,h=b.z;this.x=d*h-e*f;this.y=e*g-c*h;this.z=c*f-d*g;return this},projectOnVector:function(){var a,b;return function(c){void 0===a&&(a=new THREE.Vector3);a.copy(c).normalize();b=this.dot(a);return this.copy(a).multiplyScalar(b)}}(),projectOnPlane:function(){var a;return function(b){void 0===a&&(a=new THREE.Vector3);a.copy(this).projectOnVector(b);return this.sub(a)}}(),reflect:function(){var a;return function(b){void 0=== +a&&(a=new THREE.Vector3);return this.sub(a.copy(b).multiplyScalar(2*this.dot(b)))}}(),angleTo:function(a){a=this.dot(a)/(this.length()*a.length());return Math.acos(THREE.Math.clamp(a,-1,1))},distanceTo:function(a){return Math.sqrt(this.distanceToSquared(a))},distanceToSquared:function(a){var b=this.x-a.x,c=this.y-a.y;a=this.z-a.z;return b*b+c*c+a*a},setEulerFromRotationMatrix:function(a,b){console.error("THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.")}, +setEulerFromQuaternion:function(a,b){console.error("THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.")},getPositionFromMatrix:function(a){console.warn("THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().");return this.setFromMatrixPosition(a)},getScaleFromMatrix:function(a){console.warn("THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().");return this.setFromMatrixScale(a)},getColumnFromMatrix:function(a, +b){console.warn("THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().");return this.setFromMatrixColumn(a,b)},setFromMatrixPosition:function(a){this.x=a.elements[12];this.y=a.elements[13];this.z=a.elements[14];return this},setFromMatrixScale:function(a){var b=this.set(a.elements[0],a.elements[1],a.elements[2]).length(),c=this.set(a.elements[4],a.elements[5],a.elements[6]).length();a=this.set(a.elements[8],a.elements[9],a.elements[10]).length();this.x=b;this.y=c;this.z= +a;return this},setFromMatrixColumn:function(a,b){var c=4*a,d=b.elements;this.x=d[c];this.y=d[c+1];this.z=d[c+2];return this},equals:function(a){return a.x===this.x&&a.y===this.y&&a.z===this.z},fromArray:function(a){this.x=a[0];this.y=a[1];this.z=a[2];return this},toArray:function(){return[this.x,this.y,this.z]},clone:function(){return new THREE.Vector3(this.x,this.y,this.z)}};THREE.Vector4=function(a,b,c,d){this.x=a||0;this.y=b||0;this.z=c||0;this.w=void 0!==d?d:1}; +THREE.Vector4.prototype={constructor:THREE.Vector4,set:function(a,b,c,d){this.x=a;this.y=b;this.z=c;this.w=d;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setZ:function(a){this.z=a;return this},setW:function(a){this.w=a;return this},setComponent:function(a,b){switch(a){case 0:this.x=b;break;case 1:this.y=b;break;case 2:this.z=b;break;case 3:this.w=b;break;default:throw Error("index is out of range: "+a);}},getComponent:function(a){switch(a){case 0:return this.x; +case 1:return this.y;case 2:return this.z;case 3:return this.w;default:throw Error("index is out of range: "+a);}},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;this.w=void 0!==a.w?a.w:1;return this},add:function(a,b){if(void 0!==b)return console.warn("THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(a,b);this.x+=a.x;this.y+=a.y;this.z+=a.z;this.w+=a.w;return this},addScalar:function(a){this.x+=a;this.y+=a;this.z+=a;this.w+=a;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},sub:function(a,b){if(void 0!==b)return console.warn("THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(a,b);this.x-=a.x;this.y-=a.y;this.z-=a.z;this.w-=a.w;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(a){this.x*=a;this.y*=a;this.z*=a;this.w*=a;return this},applyMatrix4:function(a){var b= +this.x,c=this.y,d=this.z,e=this.w;a=a.elements;this.x=a[0]*b+a[4]*c+a[8]*d+a[12]*e;this.y=a[1]*b+a[5]*c+a[9]*d+a[13]*e;this.z=a[2]*b+a[6]*c+a[10]*d+a[14]*e;this.w=a[3]*b+a[7]*c+a[11]*d+a[15]*e;return this},divideScalar:function(a){0!==a?(a=1/a,this.x*=a,this.y*=a,this.z*=a,this.w*=a):(this.z=this.y=this.x=0,this.w=1);return this},setAxisAngleFromQuaternion:function(a){this.w=2*Math.acos(a.w);var b=Math.sqrt(1-a.w*a.w);1E-4>b?(this.x=1,this.z=this.y=0):(this.x=a.x/b,this.y=a.y/b,this.z=a.z/b);return this}, +setAxisAngleFromRotationMatrix:function(a){var b,c,d;a=a.elements;var e=a[0];d=a[4];var g=a[8],f=a[1],h=a[5],k=a[9];c=a[2];b=a[6];var m=a[10];if(0.01>Math.abs(d-f)&&0.01>Math.abs(g-c)&&0.01>Math.abs(k-b)){if(0.1>Math.abs(d+f)&&0.1>Math.abs(g+c)&&0.1>Math.abs(k+b)&&0.1>Math.abs(e+h+m-3))return this.set(1,0,0,0),this;a=Math.PI;e=(e+1)/2;h=(h+1)/2;m=(m+1)/2;d=(d+f)/4;g=(g+c)/4;k=(k+b)/4;e>h&&e>m?0.01>e?(b=0,d=c=0.707106781):(b=Math.sqrt(e),c=d/b,d=g/b):h>m?0.01>h?(b=0.707106781,c=0,d=0.707106781):(c= +Math.sqrt(h),b=d/c,d=k/c):0.01>m?(c=b=0.707106781,d=0):(d=Math.sqrt(m),b=g/d,c=k/d);this.set(b,c,d,a);return this}a=Math.sqrt((b-k)*(b-k)+(g-c)*(g-c)+(f-d)*(f-d));0.001>Math.abs(a)&&(a=1);this.x=(b-k)/a;this.y=(g-c)/a;this.z=(f-d)/a;this.w=Math.acos((e+h+m-1)/2);return this},min:function(a){this.x>a.x&&(this.x=a.x);this.y>a.y&&(this.y=a.y);this.z>a.z&&(this.z=a.z);this.w>a.w&&(this.w=a.w);return this},max:function(a){this.xb.x&&(this.x=b.x);this.yb.y&&(this.y=b.y);this.zb.z&&(this.z=b.z);this.wb.w&&(this.w=b.w);return this},clampScalar:function(){var a,b;return function(c,d){void 0===a&&(a=new THREE.Vector4,b=new THREE.Vector4);a.set(c,c,c,c);b.set(d,d,d,d);return this.clamp(a,b)}}(),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=0>this.x?Math.ceil(this.x):Math.floor(this.x);this.y=0>this.y?Math.ceil(this.y):Math.floor(this.y);this.z=0>this.z?Math.ceil(this.z):Math.floor(this.z);this.w=0>this.w?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(a){return this.x*a.x+this.y*a.y+this.z*a.z+this.w*a.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(a){var b=this.length();0!==b&&a!==b&&this.multiplyScalar(a/b);return this},lerp:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;this.z+=(a.z-this.z)*b;this.w+=(a.w-this.w)*b;return this},equals:function(a){return a.x===this.x&&a.y===this.y&&a.z===this.z&&a.w===this.w},fromArray:function(a){this.x=a[0];this.y=a[1];this.z=a[2];this.w=a[3];return this},toArray:function(){return[this.x,this.y,this.z,this.w]},clone:function(){return new THREE.Vector4(this.x,this.y,this.z, +this.w)}};THREE.Euler=function(a,b,c,d){this._x=a||0;this._y=b||0;this._z=c||0;this._order=d||THREE.Euler.DefaultOrder};THREE.Euler.RotationOrders="XYZ YZX ZXY XZY YXZ ZYX".split(" ");THREE.Euler.DefaultOrder="XYZ"; +THREE.Euler.prototype={constructor:THREE.Euler,_x:0,_y:0,_z:0,_order:THREE.Euler.DefaultOrder,get x(){return this._x},set x(a){this._x=a;this.onChangeCallback()},get y(){return this._y},set y(a){this._y=a;this.onChangeCallback()},get z(){return this._z},set z(a){this._z=a;this.onChangeCallback()},get order(){return this._order},set order(a){this._order=a;this.onChangeCallback()},set:function(a,b,c,d){this._x=a;this._y=b;this._z=c;this._order=d||this._order;this.onChangeCallback();return this},copy:function(a){this._x= +a._x;this._y=a._y;this._z=a._z;this._order=a._order;this.onChangeCallback();return this},setFromRotationMatrix:function(a,b){var c=THREE.Math.clamp,d=a.elements,e=d[0],g=d[4],f=d[8],h=d[1],k=d[5],m=d[9],l=d[2],n=d[6],d=d[10];b=b||this._order;"XYZ"===b?(this._y=Math.asin(c(f,-1,1)),0.99999>Math.abs(f)?(this._x=Math.atan2(-m,d),this._z=Math.atan2(-g,e)):(this._x=Math.atan2(n,k),this._z=0)):"YXZ"===b?(this._x=Math.asin(-c(m,-1,1)),0.99999>Math.abs(m)?(this._y=Math.atan2(f,d),this._z=Math.atan2(h,k)): +(this._y=Math.atan2(-l,e),this._z=0)):"ZXY"===b?(this._x=Math.asin(c(n,-1,1)),0.99999>Math.abs(n)?(this._y=Math.atan2(-l,d),this._z=Math.atan2(-g,k)):(this._y=0,this._z=Math.atan2(h,e))):"ZYX"===b?(this._y=Math.asin(-c(l,-1,1)),0.99999>Math.abs(l)?(this._x=Math.atan2(n,d),this._z=Math.atan2(h,e)):(this._x=0,this._z=Math.atan2(-g,k))):"YZX"===b?(this._z=Math.asin(c(h,-1,1)),0.99999>Math.abs(h)?(this._x=Math.atan2(-m,k),this._y=Math.atan2(-l,e)):(this._x=0,this._y=Math.atan2(f,d))):"XZY"===b?(this._z= +Math.asin(-c(g,-1,1)),0.99999>Math.abs(g)?(this._x=Math.atan2(n,k),this._y=Math.atan2(f,e)):(this._x=Math.atan2(-m,d),this._y=0)):console.warn("THREE.Euler: .setFromRotationMatrix() given unsupported order: "+b);this._order=b;this.onChangeCallback();return this},setFromQuaternion:function(a,b,c){var d=THREE.Math.clamp,e=a.x*a.x,g=a.y*a.y,f=a.z*a.z,h=a.w*a.w;b=b||this._order;"XYZ"===b?(this._x=Math.atan2(2*(a.x*a.w-a.y*a.z),h-e-g+f),this._y=Math.asin(d(2*(a.x*a.z+a.y*a.w),-1,1)),this._z=Math.atan2(2* +(a.z*a.w-a.x*a.y),h+e-g-f)):"YXZ"===b?(this._x=Math.asin(d(2*(a.x*a.w-a.y*a.z),-1,1)),this._y=Math.atan2(2*(a.x*a.z+a.y*a.w),h-e-g+f),this._z=Math.atan2(2*(a.x*a.y+a.z*a.w),h-e+g-f)):"ZXY"===b?(this._x=Math.asin(d(2*(a.x*a.w+a.y*a.z),-1,1)),this._y=Math.atan2(2*(a.y*a.w-a.z*a.x),h-e-g+f),this._z=Math.atan2(2*(a.z*a.w-a.x*a.y),h-e+g-f)):"ZYX"===b?(this._x=Math.atan2(2*(a.x*a.w+a.z*a.y),h-e-g+f),this._y=Math.asin(d(2*(a.y*a.w-a.x*a.z),-1,1)),this._z=Math.atan2(2*(a.x*a.y+a.z*a.w),h+e-g-f)):"YZX"=== +b?(this._x=Math.atan2(2*(a.x*a.w-a.z*a.y),h-e+g-f),this._y=Math.atan2(2*(a.y*a.w-a.x*a.z),h+e-g-f),this._z=Math.asin(d(2*(a.x*a.y+a.z*a.w),-1,1))):"XZY"===b?(this._x=Math.atan2(2*(a.x*a.w+a.y*a.z),h-e+g-f),this._y=Math.atan2(2*(a.x*a.z+a.y*a.w),h+e-g-f),this._z=Math.asin(d(2*(a.z*a.w-a.x*a.y),-1,1))):console.warn("THREE.Euler: .setFromQuaternion() given unsupported order: "+b);this._order=b;if(!1!==c)this.onChangeCallback();return this},reorder:function(){var a=new THREE.Quaternion;return function(b){a.setFromEuler(this); +this.setFromQuaternion(a,b)}}(),equals:function(a){return a._x===this._x&&a._y===this._y&&a._z===this._z&&a._order===this._order},fromArray:function(a){this._x=a[0];this._y=a[1];this._z=a[2];void 0!==a[3]&&(this._order=a[3]);this.onChangeCallback();return this},toArray:function(){return[this._x,this._y,this._z,this._order]},onChange:function(a){this.onChangeCallback=a;return this},onChangeCallback:function(){},clone:function(){return new THREE.Euler(this._x,this._y,this._z,this._order)}}; +THREE.Matrix3=function(){this.elements=new Float32Array([1,0,0,0,1,0,0,0,1]);0this.determinant()&&(f=-f);c.x=g[12];c.y=g[13];c.z=g[14];b.elements.set(this.elements);c=1/f;var g=1/h,m=1/k;b.elements[0]*=c;b.elements[1]*= +c;b.elements[2]*=c;b.elements[4]*=g;b.elements[5]*=g;b.elements[6]*=g;b.elements[8]*=m;b.elements[9]*=m;b.elements[10]*=m;d.setFromRotationMatrix(b);e.x=f;e.y=h;e.z=k;return this}}(),makeFrustum:function(a,b,c,d,e,g){var f=this.elements;f[0]=2*e/(b-a);f[4]=0;f[8]=(b+a)/(b-a);f[12]=0;f[1]=0;f[5]=2*e/(d-c);f[9]=(d+c)/(d-c);f[13]=0;f[2]=0;f[6]=0;f[10]=-(g+e)/(g-e);f[14]=-2*g*e/(g-e);f[3]=0;f[7]=0;f[11]=-1;f[15]=0;return this},makePerspective:function(a,b,c,d){a=c*Math.tan(THREE.Math.degToRad(0.5*a)); +var e=-a;return this.makeFrustum(e*b,a*b,e,a,c,d)},makeOrthographic:function(a,b,c,d,e,g){var f=this.elements,h=b-a,k=c-d,m=g-e;f[0]=2/h;f[4]=0;f[8]=0;f[12]=-((b+a)/h);f[1]=0;f[5]=2/k;f[9]=0;f[13]=-((c+d)/k);f[2]=0;f[6]=0;f[10]=-2/m;f[14]=-((g+e)/m);f[3]=0;f[7]=0;f[11]=0;f[15]=1;return this},fromArray:function(a){this.elements.set(a);return this},toArray:function(){var a=this.elements;return[a[0],a[1],a[2],a[3],a[4],a[5],a[6],a[7],a[8],a[9],a[10],a[11],a[12],a[13],a[14],a[15]]},clone:function(){return(new THREE.Matrix4).fromArray(this.elements)}}; +THREE.Ray=function(a,b){this.origin=void 0!==a?a:new THREE.Vector3;this.direction=void 0!==b?b:new THREE.Vector3}; +THREE.Ray.prototype={constructor:THREE.Ray,set:function(a,b){this.origin.copy(a);this.direction.copy(b);return this},copy:function(a){this.origin.copy(a.origin);this.direction.copy(a.direction);return this},at:function(a,b){return(b||new THREE.Vector3).copy(this.direction).multiplyScalar(a).add(this.origin)},recast:function(){var a=new THREE.Vector3;return function(b){this.origin.copy(this.at(b,a));return this}}(),closestPointToPoint:function(a,b){var c=b||new THREE.Vector3;c.subVectors(a,this.origin); +var d=c.dot(this.direction);return 0>d?c.copy(this.origin):c.copy(this.direction).multiplyScalar(d).add(this.origin)},distanceToPoint:function(){var a=new THREE.Vector3;return function(b){var c=a.subVectors(b,this.origin).dot(this.direction);if(0>c)return this.origin.distanceTo(b);a.copy(this.direction).multiplyScalar(c).add(this.origin);return a.distanceTo(b)}}(),distanceSqToSegment:function(a,b,c,d){var e=a.clone().add(b).multiplyScalar(0.5),g=b.clone().sub(a).normalize(),f=0.5*a.distanceTo(b), +h=this.origin.clone().sub(e);a=-this.direction.dot(g);b=h.dot(this.direction);var k=-h.dot(g),m=h.lengthSq(),l=Math.abs(1-a*a),n,q;0<=l?(h=a*k-b,n=a*b-k,q=f*l,0<=h?n>=-q?n<=q?(f=1/l,h*=f,n*=f,a=h*(h+a*n+2*b)+n*(a*h+n+2*k)+m):(n=f,h=Math.max(0,-(a*n+b)),a=-h*h+n*(n+2*k)+m):(n=-f,h=Math.max(0,-(a*n+b)),a=-h*h+n*(n+2*k)+m):n<=-q?(h=Math.max(0,-(-a*f+b)),n=0g)return null;g=Math.sqrt(g-e);e=d-g; +d+=g;return 0>e&&0>d?null:0>e?this.at(d,c):this.at(e,c)}}(),isIntersectionPlane:function(a){var b=a.distanceToPoint(this.origin);return 0===b||0>a.normal.dot(this.direction)*b?!0:!1},distanceToPlane:function(a){var b=a.normal.dot(this.direction);if(0==b)return 0==a.distanceToPoint(this.origin)?0:null;a=-(this.origin.dot(a.normal)+a.constant)/b;return 0<=a?a:null},intersectPlane:function(a,b){var c=this.distanceToPlane(a);return null===c?null:this.at(c,b)},isIntersectionBox:function(){var a=new THREE.Vector3; +return function(b){return null!==this.intersectBox(b,a)}}(),intersectBox:function(a,b){var c,d,e,g,f;d=1/this.direction.x;g=1/this.direction.y;f=1/this.direction.z;var h=this.origin;0<=d?(c=(a.min.x-h.x)*d,d*=a.max.x-h.x):(c=(a.max.x-h.x)*d,d*=a.min.x-h.x);0<=g?(e=(a.min.y-h.y)*g,g*=a.max.y-h.y):(e=(a.max.y-h.y)*g,g*=a.min.y-h.y);if(c>g||e>d)return null;if(e>c||c!==c)c=e;if(gf||e>d)return null;if(e>c||c!== +c)c=e;if(fd?null:this.at(0<=c?c:d,b)},intersectTriangle:function(){var a=new THREE.Vector3,b=new THREE.Vector3,c=new THREE.Vector3,d=new THREE.Vector3;return function(e,g,f,h,k){b.subVectors(g,e);c.subVectors(f,e);d.crossVectors(b,c);g=this.direction.dot(d);if(0g)h=-1,g=-g;else return null;a.subVectors(this.origin,e);e=h*this.direction.dot(c.crossVectors(a,c));if(0>e)return null;f=h*this.direction.dot(b.cross(a));if(0>f||e+f>g)return null; +e=-h*a.dot(d);return 0>e?null:this.at(e/g,k)}}(),applyMatrix4:function(a){this.direction.add(this.origin).applyMatrix4(a);this.origin.applyMatrix4(a);this.direction.sub(this.origin);this.direction.normalize();return this},equals:function(a){return a.origin.equals(this.origin)&&a.direction.equals(this.direction)},clone:function(){return(new THREE.Ray).copy(this)}};THREE.Box2=function(a,b){this.min=void 0!==a?a:new THREE.Vector2(Infinity,Infinity);this.max=void 0!==b?b:new THREE.Vector2(-Infinity,-Infinity)}; +THREE.Box2.prototype={constructor:THREE.Box2,set:function(a,b){this.min.copy(a);this.max.copy(b);return this},setFromPoints:function(a){this.makeEmpty();for(var b=0,c=a.length;bthis.max.x||a.ythis.max.y?!1:!0},containsBox:function(a){return this.min.x<=a.min.x&&a.max.x<=this.max.x&&this.min.y<=a.min.y&&a.max.y<=this.max.y?!0:!1},getParameter:function(a,b){return(b||new THREE.Vector2).set((a.x-this.min.x)/(this.max.x-this.min.x),(a.y-this.min.y)/(this.max.y-this.min.y))},isIntersectionBox:function(a){return a.max.xthis.max.x||a.max.y +this.max.y?!1:!0},clampPoint:function(a,b){return(b||new THREE.Vector2).copy(a).clamp(this.min,this.max)},distanceToPoint:function(){var a=new THREE.Vector2;return function(b){return a.copy(b).clamp(this.min,this.max).sub(b).length()}}(),intersect:function(a){this.min.max(a.min);this.max.min(a.max);return this},union:function(a){this.min.min(a.min);this.max.max(a.max);return this},translate:function(a){this.min.add(a);this.max.add(a);return this},equals:function(a){return a.min.equals(this.min)&& +a.max.equals(this.max)},clone:function(){return(new THREE.Box2).copy(this)}};THREE.Box3=function(a,b){this.min=void 0!==a?a:new THREE.Vector3(Infinity,Infinity,Infinity);this.max=void 0!==b?b:new THREE.Vector3(-Infinity,-Infinity,-Infinity)}; +THREE.Box3.prototype={constructor:THREE.Box3,set:function(a,b){this.min.copy(a);this.max.copy(b);return this},setFromPoints:function(a){this.makeEmpty();for(var b=0,c=a.length;bthis.max.x||a.ythis.max.y||a.zthis.max.z?!1:!0},containsBox:function(a){return this.min.x<=a.min.x&&a.max.x<=this.max.x&&this.min.y<=a.min.y&&a.max.y<=this.max.y&&this.min.z<=a.min.z&&a.max.z<=this.max.z?!0:!1},getParameter:function(a,b){return(b||new THREE.Vector3).set((a.x-this.min.x)/(this.max.x- +this.min.x),(a.y-this.min.y)/(this.max.y-this.min.y),(a.z-this.min.z)/(this.max.z-this.min.z))},isIntersectionBox:function(a){return a.max.xthis.max.x||a.max.ythis.max.y||a.max.zthis.max.z?!1:!0},clampPoint:function(a,b){return(b||new THREE.Vector3).copy(a).clamp(this.min,this.max)},distanceToPoint:function(){var a=new THREE.Vector3;return function(b){return a.copy(b).clamp(this.min,this.max).sub(b).length()}}(),getBoundingSphere:function(){var a= +new THREE.Vector3;return function(b){b=b||new THREE.Sphere;b.center=this.center();b.radius=0.5*this.size(a).length();return b}}(),intersect:function(a){this.min.max(a.min);this.max.min(a.max);return this},union:function(a){this.min.min(a.min);this.max.max(a.max);return this},applyMatrix4:function(){var a=[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(b){a[0].set(this.min.x,this.min.y, +this.min.z).applyMatrix4(b);a[1].set(this.min.x,this.min.y,this.max.z).applyMatrix4(b);a[2].set(this.min.x,this.max.y,this.min.z).applyMatrix4(b);a[3].set(this.min.x,this.max.y,this.max.z).applyMatrix4(b);a[4].set(this.max.x,this.min.y,this.min.z).applyMatrix4(b);a[5].set(this.max.x,this.min.y,this.max.z).applyMatrix4(b);a[6].set(this.max.x,this.max.y,this.min.z).applyMatrix4(b);a[7].set(this.max.x,this.max.y,this.max.z).applyMatrix4(b);this.makeEmpty();this.setFromPoints(a);return this}}(),translate:function(a){this.min.add(a); +this.max.add(a);return this},equals:function(a){return a.min.equals(this.min)&&a.max.equals(this.max)},clone:function(){return(new THREE.Box3).copy(this)}};THREE.Sphere=function(a,b){this.center=void 0!==a?a:new THREE.Vector3;this.radius=void 0!==b?b:0}; +THREE.Sphere.prototype={constructor:THREE.Sphere,set:function(a,b){this.center.copy(a);this.radius=b;return this},setFromPoints:function(){var a=new THREE.Box3;return function(b,c){var d=this.center;void 0!==c?d.copy(c):a.setFromPoints(b).center(d);for(var e=0,g=0,f=b.length;g=this.radius},containsPoint:function(a){return a.distanceToSquared(this.center)<= +this.radius*this.radius},distanceToPoint:function(a){return a.distanceTo(this.center)-this.radius},intersectsSphere:function(a){var b=this.radius+a.radius;return a.center.distanceToSquared(this.center)<=b*b},clampPoint:function(a,b){var c=this.center.distanceToSquared(a),d=b||new THREE.Vector3;d.copy(a);c>this.radius*this.radius&&(d.sub(this.center).normalize(),d.multiplyScalar(this.radius).add(this.center));return d},getBoundingBox:function(a){a=a||new THREE.Box3;a.set(this.center,this.center);a.expandByScalar(this.radius); +return a},applyMatrix4:function(a){this.center.applyMatrix4(a);this.radius*=a.getMaxScaleOnAxis();return this},translate:function(a){this.center.add(a);return this},equals:function(a){return a.center.equals(this.center)&&a.radius===this.radius},clone:function(){return(new THREE.Sphere).copy(this)}};THREE.Plane=function(a,b){this.normal=void 0!==a?a:new THREE.Vector3(1,0,0);this.constant=void 0!==b?b:0}; +THREE.Plane.prototype={constructor:THREE.Plane,set:function(a,b){this.normal.copy(a);this.constant=b;return this},setComponents:function(a,b,c,d){this.normal.set(a,b,c);this.constant=d;return this},setFromNormalAndCoplanarPoint:function(a,b){this.normal.copy(a);this.constant=-b.dot(this.normal);return this},setFromCoplanarPoints:function(){var a=new THREE.Vector3,b=new THREE.Vector3;return function(c,d,e){d=a.subVectors(e,d).cross(b.subVectors(c,d)).normalize();this.setFromNormalAndCoplanarPoint(d, +c);return this}}(),copy:function(a){this.normal.copy(a.normal);this.constant=a.constant;return this},normalize:function(){var a=1/this.normal.length();this.normal.multiplyScalar(a);this.constant*=a;return this},negate:function(){this.constant*=-1;this.normal.negate();return this},distanceToPoint:function(a){return this.normal.dot(a)+this.constant},distanceToSphere:function(a){return this.distanceToPoint(a.center)-a.radius},projectPoint:function(a,b){return this.orthoPoint(a,b).sub(a).negate()},orthoPoint:function(a, +b){var c=this.distanceToPoint(a);return(b||new THREE.Vector3).copy(this.normal).multiplyScalar(c)},isIntersectionLine:function(a){var b=this.distanceToPoint(a.start);a=this.distanceToPoint(a.end);return 0>b&&0a&&0g||1c;c++)b[c].copy(a.planes[c]);return this},setFromMatrix:function(a){var b=this.planes,c=a.elements;a=c[0];var d=c[1],e=c[2],g=c[3],f=c[4],h=c[5],k=c[6],m=c[7],l=c[8],n=c[9],q=c[10],s=c[11],r=c[12],t=c[13],p=c[14],c=c[15];b[0].setComponents(g-a,m-f,s-l,c-r).normalize();b[1].setComponents(g+ +a,m+f,s+l,c+r).normalize();b[2].setComponents(g+d,m+h,s+n,c+t).normalize();b[3].setComponents(g-d,m-h,s-n,c-t).normalize();b[4].setComponents(g-e,m-k,s-q,c-p).normalize();b[5].setComponents(g+e,m+k,s+q,c+p).normalize();return this},intersectsObject:function(){var a=new THREE.Sphere;return function(b){var c=b.geometry;null===c.boundingSphere&&c.computeBoundingSphere();a.copy(c.boundingSphere);a.applyMatrix4(b.matrixWorld);return this.intersectsSphere(a)}}(),intersectsSphere:function(a){var b=this.planes, +c=a.center;a=-a.radius;for(var d=0;6>d;d++)if(b[d].distanceToPoint(c)e;e++){var g=d[e];a.x=0f&&0>g)return!1}return!0}}(), +containsPoint:function(a){for(var b=this.planes,c=0;6>c;c++)if(0>b[c].distanceToPoint(a))return!1;return!0},clone:function(){return(new THREE.Frustum).copy(this)}}; +THREE.Math={generateUUID:function(){var a="0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz".split(""),b=Array(36),c=0,d;return function(){for(var e=0;36>e;e++)8==e||13==e||18==e||23==e?b[e]="-":14==e?b[e]="4":(2>=c&&(c=33554432+16777216*Math.random()|0),d=c&15,c>>=4,b[e]=a[19==e?d&3|8:d]);return b.join("")}}(),clamp:function(a,b,c){return ac?c:a},clampBottom:function(a,b){return a=c)return 1;a=(a-b)/(c-b);return a*a*(3-2*a)},smootherstep:function(a,b,c){if(a<=b)return 0;if(a>=c)return 1;a=(a-b)/(c-b);return a*a*a*(a*(6*a-15)+10)},random16:function(){return(65280*Math.random()+255*Math.random())/65535},randInt:function(a,b){return a+Math.floor(Math.random()*(b-a+1))},randFloat:function(a,b){return a+Math.random()*(b-a)},randFloatSpread:function(a){return a*(0.5-Math.random())},degToRad:function(){var a=Math.PI/180;return function(b){return b*a}}(),radToDeg:function(){var a= +180/Math.PI;return function(b){return b*a}}(),isPowerOfTwo:function(a){return 0===(a&a-1)&&0!==a}};THREE.Triangle=function(a,b,c){this.a=void 0!==a?a:new THREE.Vector3;this.b=void 0!==b?b:new THREE.Vector3;this.c=void 0!==c?c:new THREE.Vector3};THREE.Triangle.normal=function(){var a=new THREE.Vector3;return function(b,c,d,e){e=e||new THREE.Vector3;e.subVectors(d,c);a.subVectors(b,c);e.cross(a);b=e.lengthSq();return 0=b.x+b.y}}(); +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(a,b,c,d){this.a.copy(a[b]);this.b.copy(a[c]);this.c.copy(a[d]);return this},copy:function(a){this.a.copy(a.a);this.b.copy(a.b);this.c.copy(a.c);return this},area:function(){var a=new THREE.Vector3,b=new THREE.Vector3;return function(){a.subVectors(this.c,this.b);b.subVectors(this.a,this.b);return 0.5*a.cross(b).length()}}(),midpoint:function(a){return(a|| +new THREE.Vector3).addVectors(this.a,this.b).add(this.c).multiplyScalar(1/3)},normal:function(a){return THREE.Triangle.normal(this.a,this.b,this.c,a)},plane:function(a){return(a||new THREE.Plane).setFromCoplanarPoints(this.a,this.b,this.c)},barycoordFromPoint:function(a,b){return THREE.Triangle.barycoordFromPoint(a,this.a,this.b,this.c,b)},containsPoint:function(a){return THREE.Triangle.containsPoint(a,this.a,this.b,this.c)},equals:function(a){return a.a.equals(this.a)&&a.b.equals(this.b)&&a.c.equals(this.c)}, +clone:function(){return(new THREE.Triangle).copy(this)}};THREE.EventDispatcher=function(){}; +THREE.EventDispatcher.prototype={constructor:THREE.EventDispatcher,apply:function(a){a.addEventListener=THREE.EventDispatcher.prototype.addEventListener;a.hasEventListener=THREE.EventDispatcher.prototype.hasEventListener;a.removeEventListener=THREE.EventDispatcher.prototype.removeEventListener;a.dispatchEvent=THREE.EventDispatcher.prototype.dispatchEvent},addEventListener:function(a,b){void 0===this._listeners&&(this._listeners={});var c=this._listeners;void 0===c[a]&&(c[a]=[]);-1===c[a].indexOf(b)&& +c[a].push(b)},hasEventListener:function(a,b){if(void 0===this._listeners)return!1;var c=this._listeners;return void 0!==c[a]&&-1!==c[a].indexOf(b)?!0:!1},removeEventListener:function(a,b){if(void 0!==this._listeners){var c=this._listeners[a];if(void 0!==c){var d=c.indexOf(b);-1!==d&&c.splice(d,1)}}},dispatchEvent:function(a){if(void 0!==this._listeners){var b=this._listeners[a.type];if(void 0!==b){a.target=this;for(var c=[],d=b.length,e=0;ee&&0>g||0>f&&0>h)return!1;0>e?c=Math.max(c,e/(e-g)):0>g&&(d=Math.min(d,e/(e-g)));0>f?c=Math.max(c,f/(f-h)):0>h&&(d=Math.min(d,f/(f-h)));if(d=c.x&&-1<=c.y&&1>=c.y&&-1<=c.z&&1>=c.z},m=function(a, +b,c){if(!0===a.visible||!0===b.visible||!0===c.visible)return!0;O[0]=a.positionScreen;O[1]=b.positionScreen;O[2]=c.positionScreen;return I.isIntersectionBox(N.setFromPoints(O))},n=function(a,b,c){return 0>(c.positionScreen.x-a.positionScreen.x)*(b.positionScreen.y-a.positionScreen.y)-(c.positionScreen.y-a.positionScreen.y)*(b.positionScreen.x-a.positionScreen.x)};return{setObject:function(a){g=a;f=g.material;h.getNormalMatrix(g.matrixWorld);d.length=0;e.length=0},projectVertex:k,checkTriangleVisibility:m, +checkBackfaceCulling:n,pushVertex:function(b,c,d){l=a();l.position.set(b,c,d);k(l)},pushNormal:function(a,b,c){d.push(a,b,c)},pushUv:function(a,b){e.push(a,b)},pushLine:function(a,b){var d=q[a],e=q[b];u=c();u.id=g.id;u.v1.copy(d);u.v2.copy(e);u.z=(d.positionScreen.z+e.positionScreen.z)/2;u.material=g.material;Q.elements.push(u)},pushTriangle:function(a,c,k){var l=q[a],s=q[c],p=q[k];if(!1!==m(l,s,p)&&(f.side===THREE.DoubleSide||!0===n(l,s,p))){r=b();r.id=g.id;r.v1.copy(l);r.v2.copy(s);r.v3.copy(p); +r.z=(l.positionScreen.z+s.positionScreen.z+p.positionScreen.z)/3;for(l=0;3>l;l++)s=3*arguments[l],p=r.vertexNormalsModel[l],p.set(d[s],d[s+1],d[s+2]),p.applyMatrix3(h).normalize(),s=2*arguments[l],r.uvs[l].set(e[s],e[s+1]);r.vertexNormalsLength=3;r.material=g.material;Q.elements.push(r)}}}};this.projectScene=function(l,s,p,x){V=B=t=0;Q.elements.length=0;!0===l.autoUpdate&&l.updateMatrixWorld();void 0===s.parent&&s.updateMatrixWorld();sa.copy(s.matrixWorldInverse.getInverse(s.matrixWorld));X.multiplyMatrices(s.projectionMatrix, +sa);ya.setFromMatrix(X);h=0;Q.objects.length=0;Q.lights.length=0;l.traverseVisible(function(a){if(a instanceof THREE.Light)Q.lights.push(a);else if((a instanceof THREE.Mesh||a instanceof THREE.Line||a instanceof THREE.Sprite)&&!1!==a.material.visible&&(!1===a.frustumCulled||!0===ya.intersectsObject(a))){if(h===m){var b=new THREE.RenderableObject;k.push(b);m++;h++;f=b}else f=k[h++];f.id=a.id;f.object=a;null!==a.renderDepth?f.z=a.renderDepth:(z.setFromMatrixPosition(a.matrixWorld),z.applyProjection(X), +f.z=z.z);Q.objects.push(f)}});!0===p&&Q.objects.sort(e);l=0;for(p=Q.objects.length;lY;Y++)r.uvs[Y].copy(ga[Y]);r.color=P.color; +r.material=I;r.z=(T.positionScreen.z+ha.positionScreen.z+ja.positionScreen.z)/3;Q.elements.push(r)}}}}}else if(y instanceof THREE.Line)if(v instanceof THREE.BufferGeometry){if(w=v.attributes,void 0!==w.position){D=w.position.array;v=0;for(A=D.length;v=K.z&&(E=d(),E.id=y.id,E.x=K.x*v,E.y=K.y*v,E.z=K.z,E.object=y,E.rotation=y.rotation,E.scale.x=y.scale.x*Math.abs(E.x-(K.x+s.projectionMatrix.elements[0])/(K.w+s.projectionMatrix.elements[12])),E.scale.y=y.scale.y*Math.abs(E.y-(K.y+ +s.projectionMatrix.elements[5])/(K.w+s.projectionMatrix.elements[13])),E.material=y.material,Q.elements.push(E)))}!0===x&&Q.elements.sort(e);return Q}};THREE.Face3=function(a,b,c,d,e,g){this.a=a;this.b=b;this.c=c;this.normal=d instanceof THREE.Vector3?d:new THREE.Vector3;this.vertexNormals=d instanceof Array?d:[];this.color=e instanceof THREE.Color?e:new THREE.Color;this.vertexColors=e instanceof Array?e:[];this.vertexTangents=[];this.materialIndex=void 0!==g?g:0}; +THREE.Face3.prototype={constructor:THREE.Face3,clone:function(){var a=new THREE.Face3(this.a,this.b,this.c);a.normal.copy(this.normal);a.color.copy(this.color);a.materialIndex=this.materialIndex;for(var b=0,c=this.vertexNormals.length;bd?-1:1,e.vertexTangents[c]=new THREE.Vector4(w.x, +w.y,w.z,d);this.hasTangents=!0},computeLineDistances:function(){for(var a=0,b=this.vertices,c=0,d=b.length;cd;d++)if(e[d]==e[(d+1)%3]){a.push(g);break}for(g=a.length-1;0<=g;g--)for(e=a[g],this.faces.splice(e,1),c=0,f=this.faceVertexUvs.length;cc&&(h[g].counter+=1,f=h[g].hash+"_"+h[g].counter,f in this.geometryGroups||(k={id:a++,faces3:[],materialIndex:g,vertices:0,numMorphTargets:m,numMorphNormals:l},this.geometryGroups[f]=k,this.geometryGroupsList.push(k))),this.geometryGroups[f].faces3.push(d),this.geometryGroups[f].vertices+=3}}(),toJSON:function(){function a(a,b,c){return c?a|1<a.opacity)h.transparent=a.transparent;void 0!==a.depthTest&&(h.depthTest=a.depthTest);void 0!==a.depthWrite&&(h.depthWrite=a.depthWrite);void 0!==a.visible&&(h.visible=a.visible);void 0!==a.flipSided&&(h.side=THREE.BackSide);void 0!==a.doubleSided&&(h.side=THREE.DoubleSide);void 0!==a.wireframe&&(h.wireframe=a.wireframe);void 0!==a.vertexColors&&("face"=== +a.vertexColors?h.vertexColors=THREE.FaceColors:a.vertexColors&&(h.vertexColors=THREE.VertexColors));a.colorDiffuse?h.color=e(a.colorDiffuse):a.DbgColor&&(h.color=a.DbgColor);a.colorSpecular&&(h.specular=e(a.colorSpecular));a.colorAmbient&&(h.ambient=e(a.colorAmbient));a.colorEmissive&&(h.emissive=e(a.colorEmissive));a.transparency&&(h.opacity=a.transparency);a.specularCoef&&(h.shininess=a.specularCoef);a.mapDiffuse&&b&&d(h,"map",a.mapDiffuse,a.mapDiffuseRepeat,a.mapDiffuseOffset,a.mapDiffuseWrap, +a.mapDiffuseAnisotropy);a.mapLight&&b&&d(h,"lightMap",a.mapLight,a.mapLightRepeat,a.mapLightOffset,a.mapLightWrap,a.mapLightAnisotropy);a.mapBump&&b&&d(h,"bumpMap",a.mapBump,a.mapBumpRepeat,a.mapBumpOffset,a.mapBumpWrap,a.mapBumpAnisotropy);a.mapNormal&&b&&d(h,"normalMap",a.mapNormal,a.mapNormalRepeat,a.mapNormalOffset,a.mapNormalWrap,a.mapNormalAnisotropy);a.mapSpecular&&b&&d(h,"specularMap",a.mapSpecular,a.mapSpecularRepeat,a.mapSpecularOffset,a.mapSpecularWrap,a.mapSpecularAnisotropy);a.mapAlpha&& +b&&d(h,"alphaMap",a.mapAlpha,a.mapAlphaRepeat,a.mapAlphaOffset,a.mapAlphaWrap,a.mapAlphaAnisotropy);a.mapBumpScale&&(h.bumpScale=a.mapBumpScale);a.mapNormal?(f=THREE.ShaderLib.normalmap,k=THREE.UniformsUtils.clone(f.uniforms),k.tNormal.value=h.normalMap,a.mapNormalFactor&&k.uNormalScale.value.set(a.mapNormalFactor,a.mapNormalFactor),h.map&&(k.tDiffuse.value=h.map,k.enableDiffuse.value=!0),h.specularMap&&(k.tSpecular.value=h.specularMap,k.enableSpecular.value=!0),h.lightMap&&(k.tAO.value=h.lightMap, +k.enableAO.value=!0),k.diffuse.value.setHex(h.color),k.specular.value.setHex(h.specular),k.ambient.value.setHex(h.ambient),k.shininess.value=h.shininess,void 0!==h.opacity&&(k.opacity.value=h.opacity),f=new THREE.ShaderMaterial({fragmentShader:f.fragmentShader,vertexShader:f.vertexShader,uniforms:k,lights:!0,fog:!0}),h.transparent&&(f.transparent=!0)):f=new THREE[f](h);void 0!==a.DbgName&&(f.name=a.DbgName);return f}}; +THREE.Loader.Handlers={handlers:[],add:function(a,b){this.handlers.push(a,b)},get:function(a){for(var b=0,c=this.handlers.length;bf;f++)q=u[k++],x=p[2*q],q=p[2*q+1],x=new THREE.Vector2(x,q),2!==f&&c.faceVertexUvs[d][h].push(x),0!==f&&c.faceVertexUvs[d][h+1].push(x);n&&(n=3*u[k++],s.normal.set(B[n++],B[n++],B[n]),t.normal.copy(s.normal));if(r)for(d=0;4>d;d++)n=3*u[k++],r=new THREE.Vector3(B[n++], +B[n++],B[n]),2!==d&&s.vertexNormals.push(r),0!==d&&t.vertexNormals.push(r);l&&(l=u[k++],l=w[l],s.color.setHex(l),t.color.setHex(l));if(b)for(d=0;4>d;d++)l=u[k++],l=w[l],2!==d&&s.vertexColors.push(new THREE.Color(l)),0!==d&&t.vertexColors.push(new THREE.Color(l));c.faces.push(s);c.faces.push(t)}else{s=new THREE.Face3;s.a=u[k++];s.b=u[k++];s.c=u[k++];h&&(h=u[k++],s.materialIndex=h);h=c.faces.length;if(d)for(d=0;df;f++)q=u[k++],x=p[2*q],q=p[2*q+1], +x=new THREE.Vector2(x,q),c.faceVertexUvs[d][h].push(x);n&&(n=3*u[k++],s.normal.set(B[n++],B[n++],B[n]));if(r)for(d=0;3>d;d++)n=3*u[k++],r=new THREE.Vector3(B[n++],B[n++],B[n]),s.vertexNormals.push(r);l&&(l=u[k++],s.color.setHex(w[l]));if(b)for(d=0;3>d;d++)l=u[k++],s.vertexColors.push(new THREE.Color(w[l]));c.faces.push(s)}})(d);(function(){var b=void 0!==a.influencesPerVertex?a.influencesPerVertex:2;if(a.skinWeights)for(var d=0,f=a.skinWeights.length;dthis.opacity&&(a.opacity=this.opacity);!1!==this.transparent&&(a.transparent=this.transparent);!1!==this.wireframe&&(a.wireframe=this.wireframe);return a},clone:function(a){void 0===a&&(a=new THREE.Material);a.name=this.name;a.side=this.side;a.opacity=this.opacity;a.transparent=this.transparent;a.blending=this.blending;a.blendSrc=this.blendSrc;a.blendDst=this.blendDst;a.blendEquation=this.blendEquation;a.depthTest=this.depthTest;a.depthWrite=this.depthWrite;a.polygonOffset=this.polygonOffset;a.polygonOffsetFactor= +this.polygonOffsetFactor;a.polygonOffsetUnits=this.polygonOffsetUnits;a.alphaTest=this.alphaTest;a.overdraw=this.overdraw;a.visible=this.visible;return a},dispose:function(){this.dispatchEvent({type:"dispose"})}};THREE.EventDispatcher.prototype.apply(THREE.Material.prototype);THREE.MaterialIdCount=0; +THREE.LineBasicMaterial=function(a){THREE.Material.call(this);this.type="LineBasicMaterial";this.color=new THREE.Color(16777215);this.linewidth=1;this.linejoin=this.linecap="round";this.vertexColors=THREE.NoColors;this.fog=!0;this.setValues(a)};THREE.LineBasicMaterial.prototype=Object.create(THREE.Material.prototype); +THREE.LineBasicMaterial.prototype.clone=function(){var a=new THREE.LineBasicMaterial;THREE.Material.prototype.clone.call(this,a);a.color.copy(this.color);a.linewidth=this.linewidth;a.linecap=this.linecap;a.linejoin=this.linejoin;a.vertexColors=this.vertexColors;a.fog=this.fog;return a}; +THREE.MeshBasicMaterial=function(a){THREE.Material.call(this);this.type="MeshBasicMaterial";this.color=new THREE.Color(16777215);this.envMap=this.alphaMap=this.specularMap=this.lightMap=this.map=null;this.combine=THREE.MultiplyOperation;this.reflectivity=1;this.refractionRatio=0.98;this.fog=!0;this.shading=THREE.SmoothShading;this.wireframe=!1;this.wireframeLinewidth=1;this.wireframeLinejoin=this.wireframeLinecap="round";this.vertexColors=THREE.NoColors;this.morphTargets=this.skinning=!1;this.setValues(a)}; +THREE.MeshBasicMaterial.prototype=Object.create(THREE.Material.prototype); +THREE.MeshBasicMaterial.prototype.clone=function(){var a=new THREE.MeshBasicMaterial;THREE.Material.prototype.clone.call(this,a);a.color.copy(this.color);a.map=this.map;a.lightMap=this.lightMap;a.specularMap=this.specularMap;a.alphaMap=this.alphaMap;a.envMap=this.envMap;a.combine=this.combine;a.reflectivity=this.reflectivity;a.refractionRatio=this.refractionRatio;a.fog=this.fog;a.shading=this.shading;a.wireframe=this.wireframe;a.wireframeLinewidth=this.wireframeLinewidth;a.wireframeLinecap=this.wireframeLinecap; +a.wireframeLinejoin=this.wireframeLinejoin;a.vertexColors=this.vertexColors;a.skinning=this.skinning;a.morphTargets=this.morphTargets;return a}; +THREE.MeshLambertMaterial=function(a){THREE.Material.call(this);this.type="MeshLambertMaterial";this.color=new THREE.Color(16777215);this.ambient=new THREE.Color(16777215);this.emissive=new THREE.Color(0);this.wrapAround=!1;this.wrapRGB=new THREE.Vector3(1,1,1);this.envMap=this.alphaMap=this.specularMap=this.lightMap=this.map=null;this.combine=THREE.MultiplyOperation;this.reflectivity=1;this.refractionRatio=0.98;this.fog=!0;this.shading=THREE.SmoothShading;this.wireframe=!1;this.wireframeLinewidth= +1;this.wireframeLinejoin=this.wireframeLinecap="round";this.vertexColors=THREE.NoColors;this.morphNormals=this.morphTargets=this.skinning=!1;this.setValues(a)};THREE.MeshLambertMaterial.prototype=Object.create(THREE.Material.prototype); +THREE.MeshLambertMaterial.prototype.clone=function(){var a=new THREE.MeshLambertMaterial;THREE.Material.prototype.clone.call(this,a);a.color.copy(this.color);a.ambient.copy(this.ambient);a.emissive.copy(this.emissive);a.wrapAround=this.wrapAround;a.wrapRGB.copy(this.wrapRGB);a.map=this.map;a.lightMap=this.lightMap;a.specularMap=this.specularMap;a.alphaMap=this.alphaMap;a.envMap=this.envMap;a.combine=this.combine;a.reflectivity=this.reflectivity;a.refractionRatio=this.refractionRatio;a.fog=this.fog; +a.shading=this.shading;a.wireframe=this.wireframe;a.wireframeLinewidth=this.wireframeLinewidth;a.wireframeLinecap=this.wireframeLinecap;a.wireframeLinejoin=this.wireframeLinejoin;a.vertexColors=this.vertexColors;a.skinning=this.skinning;a.morphTargets=this.morphTargets;a.morphNormals=this.morphNormals;return a}; +THREE.MeshPhongMaterial=function(a){THREE.Material.call(this);this.type="MeshPhongMaterial";this.color=new THREE.Color(16777215);this.ambient=new THREE.Color(16777215);this.emissive=new THREE.Color(0);this.specular=new THREE.Color(1118481);this.shininess=30;this.wrapAround=this.metal=!1;this.wrapRGB=new THREE.Vector3(1,1,1);this.bumpMap=this.lightMap=this.map=null;this.bumpScale=1;this.normalMap=null;this.normalScale=new THREE.Vector2(1,1);this.envMap=this.alphaMap=this.specularMap=null;this.combine= +THREE.MultiplyOperation;this.reflectivity=1;this.refractionRatio=0.98;this.fog=!0;this.shading=THREE.SmoothShading;this.wireframe=!1;this.wireframeLinewidth=1;this.wireframeLinejoin=this.wireframeLinecap="round";this.vertexColors=THREE.NoColors;this.morphNormals=this.morphTargets=this.skinning=!1;this.setValues(a)};THREE.MeshPhongMaterial.prototype=Object.create(THREE.Material.prototype); +THREE.MeshPhongMaterial.prototype.clone=function(){var a=new THREE.MeshPhongMaterial;THREE.Material.prototype.clone.call(this,a);a.color.copy(this.color);a.ambient.copy(this.ambient);a.emissive.copy(this.emissive);a.specular.copy(this.specular);a.shininess=this.shininess;a.metal=this.metal;a.wrapAround=this.wrapAround;a.wrapRGB.copy(this.wrapRGB);a.map=this.map;a.lightMap=this.lightMap;a.bumpMap=this.bumpMap;a.bumpScale=this.bumpScale;a.normalMap=this.normalMap;a.normalScale.copy(this.normalScale); +a.specularMap=this.specularMap;a.alphaMap=this.alphaMap;a.envMap=this.envMap;a.combine=this.combine;a.reflectivity=this.reflectivity;a.refractionRatio=this.refractionRatio;a.fog=this.fog;a.shading=this.shading;a.wireframe=this.wireframe;a.wireframeLinewidth=this.wireframeLinewidth;a.wireframeLinecap=this.wireframeLinecap;a.wireframeLinejoin=this.wireframeLinejoin;a.vertexColors=this.vertexColors;a.skinning=this.skinning;a.morphTargets=this.morphTargets;a.morphNormals=this.morphNormals;return a}; +THREE.MeshDepthMaterial=function(a){THREE.Material.call(this);this.type="MeshDepthMaterial";this.wireframe=this.morphTargets=!1;this.wireframeLinewidth=1;this.setValues(a)};THREE.MeshDepthMaterial.prototype=Object.create(THREE.Material.prototype);THREE.MeshDepthMaterial.prototype.clone=function(){var a=new THREE.MeshDepthMaterial;THREE.Material.prototype.clone.call(this,a);a.wireframe=this.wireframe;a.wireframeLinewidth=this.wireframeLinewidth;return a}; +THREE.MeshNormalMaterial=function(a){THREE.Material.call(this,a);this.type="MeshNormalMaterial";this.shading=THREE.FlatShading;this.wireframe=!1;this.wireframeLinewidth=1;this.morphTargets=!1;this.setValues(a)};THREE.MeshNormalMaterial.prototype=Object.create(THREE.Material.prototype); +THREE.MeshNormalMaterial.prototype.clone=function(){var a=new THREE.MeshNormalMaterial;THREE.Material.prototype.clone.call(this,a);a.shading=this.shading;a.wireframe=this.wireframe;a.wireframeLinewidth=this.wireframeLinewidth;return a};THREE.MeshFaceMaterial=function(a){this.uuid=THREE.Math.generateUUID();this.type="MeshFaceMaterial";this.materials=a instanceof Array?a:[]}; +THREE.MeshFaceMaterial.prototype={constructor:THREE.MeshFaceMaterial,toJSON:function(){for(var a={metadata:{version:4.2,type:"material",generator:"MaterialExporter"},uuid:this.uuid,type:this.type,materials:[]},b=0,c=this.materials.length;bg)){var q=b.origin.distanceTo(m);qd.far||e.push({distance:q,point:k.clone().applyMatrix4(this.matrixWorld),face:null,faceIndex:null,object:this})}}}();THREE.Line.prototype.clone=function(a){void 0===a&&(a=new THREE.Line(this.geometry,this.material,this.type));THREE.Object3D.prototype.clone.call(this,a);return a}; +THREE.Mesh=function(a,b){THREE.Object3D.call(this);this.type="Mesh";this.geometry=void 0!==a?a:new THREE.Geometry;this.material=void 0!==b?b:new THREE.MeshBasicMaterial({color:16777215*Math.random()});this.updateMorphTargets()};THREE.Mesh.prototype=Object.create(THREE.Object3D.prototype); +THREE.Mesh.prototype.updateMorphTargets=function(){if(void 0!==this.geometry.morphTargets&&0f.far||h.push({distance:E,point:y,face:new THREE.Face3(l,n,q,THREE.Triangle.normal(d,e,g)),faceIndex:null,object:this})}}}else for(t=l.position.array,r=k=0,w=t.length;kf.far||h.push({distance:E,point:y,face:new THREE.Face3(l,n,q,THREE.Triangle.normal(d,e,g)),faceIndex:null,object:this}))}}else if(k instanceof THREE.Geometry)for(r=this.material instanceof THREE.MeshFaceMaterial,t=!0===r?this.material.materials:null,s=f.precision,p=k.vertices,x=0,u=k.faces.length;xf.far||h.push({distance:E,point:y,face:B,faceIndex:x,object:this}))}}}();THREE.Mesh.prototype.clone=function(a,b){void 0===a&&(a=new THREE.Mesh(this.geometry,this.material));THREE.Object3D.prototype.clone.call(this,a,b);return a};THREE.Bone=function(a){THREE.Object3D.call(this);this.skin=a};THREE.Bone.prototype=Object.create(THREE.Object3D.prototype); +THREE.Skeleton=function(a,b,c){this.useVertexTexture=void 0!==c?c:!0;this.identityMatrix=new THREE.Matrix4;a=a||[];this.bones=a.slice(0);this.useVertexTexture?(this.boneTextureHeight=this.boneTextureWidth=a=256this.scale.x||c.push({distance:d,point:this.position,face:null,object:this})}}();THREE.Sprite.prototype.clone=function(a){void 0===a&&(a=new THREE.Sprite(this.material));THREE.Object3D.prototype.clone.call(this,a);return a};THREE.Particle=THREE.Sprite; +THREE.Scene=function(){THREE.Object3D.call(this);this.type="Scene";this.overrideMaterial=this.fog=null;this.autoUpdate=!0;this.matrixAutoUpdate=!1};THREE.Scene.prototype=Object.create(THREE.Object3D.prototype); +THREE.Scene.prototype.clone=function(a){void 0===a&&(a=new THREE.Scene);THREE.Object3D.prototype.clone.call(this,a);null!==this.fog&&(a.fog=this.fog.clone());null!==this.overrideMaterial&&(a.overrideMaterial=this.overrideMaterial.clone());a.autoUpdate=this.autoUpdate;a.matrixAutoUpdate=this.matrixAutoUpdate;return a}; +THREE.CanvasRenderer=function(a){function b(a,b,c,d){m(b);l(c);n(d);q(a.getStyle());z.stroke();Z.expandByScalar(2*b)}function c(a){s(a.getStyle());z.fill()}function d(a){e(a.target)}function e(a){if(!(a instanceof THREE.CompressedTexture)){var b=a.wrapS===THREE.RepeatWrapping,c=a.wrapT===THREE.RepeatWrapping,d=a.image,e=document.createElement("canvas");e.width=d.width;e.height=d.height;var f=e.getContext("2d");f.setTransform(1,0,0,-1,0,d.height);f.drawImage(d,0,0);fa[a.id]=z.createPattern(e,!0=== +b&&!0===c?"repeat":!0===b&&!1===c?"repeat-x":!1===b&&!0===c?"repeat-y":"no-repeat")}}function g(a,b,c,f,g,h,k,l,m,n,q,r,p){if(!(p instanceof THREE.DataTexture)){!1===p.hasEventListener("update",d)&&(void 0!==p.image&&0I&&z.clearRect(G.min.x|0,G.min.y|0,G.max.x-G.min.x|0,G.max.y-G.min.y|0),0M.positionScreen.z||1H.positionScreen.z||1la.positionScreen.z||1=U||(U*=N.intensity,J.add(ea.multiplyScalar(U)))): +N instanceof THREE.PointLight&&(S=ia.setFromMatrixPosition(N.matrixWorld),U=W.dot(ia.subVectors(S,L).normalize()),0>=U||(U*=0==N.distance?1:1-Math.min(L.distanceTo(S)/N.distance,1),0!=U&&(U*=N.intensity,J.add(ea.multiplyScalar(U)))));ca.multiply(Ba).add(Ca);!0===C.wireframe?b(ca,C.wireframeLinewidth,C.wireframeLinecap,C.wireframeLinejoin):c(ca)}else C instanceof THREE.MeshBasicMaterial||C instanceof THREE.MeshLambertMaterial||C instanceof THREE.MeshPhongMaterial?null!==C.map?C.map.mapping instanceof +THREE.UVMapping&&(P=F.uvs,g(ta,ua,va,wa,v,xa,P[0].x,P[0].y,P[1].x,P[1].y,P[2].x,P[2].y,C.map)):null!==C.envMap?C.envMap.mapping instanceof THREE.SphericalReflectionMapping?(R.copy(F.vertexNormalsModel[0]).applyMatrix3(ra),T=0.5*R.x+0.5,za=0.5*R.y+0.5,R.copy(F.vertexNormalsModel[1]).applyMatrix3(ra),ga=0.5*R.x+0.5,ha=0.5*R.y+0.5,R.copy(F.vertexNormalsModel[2]).applyMatrix3(ra),ja=0.5*R.x+0.5,Y=0.5*R.y+0.5,g(ta,ua,va,wa,v,xa,T,za,ga,ha,ja,Y,C.envMap)):C.envMap.mapping instanceof THREE.SphericalRefractionMapping&& +(R.copy(F.vertexNormalsModel[0]).applyMatrix3(ra),T=-0.5*R.x+0.5,za=-0.5*R.y+0.5,R.copy(F.vertexNormalsModel[1]).applyMatrix3(ra),ga=-0.5*R.x+0.5,ha=-0.5*R.y+0.5,R.copy(F.vertexNormalsModel[2]).applyMatrix3(ra),ja=-0.5*R.x+0.5,Y=-0.5*R.y+0.5,g(ta,ua,va,wa,v,xa,T,za,ga,ha,ja,Y,C.envMap)):(ca.copy(C.color),C.vertexColors===THREE.FaceColors&&ca.multiply(F.color),!0===C.wireframe?b(ca,C.wireframeLinewidth,C.wireframeLinecap,C.wireframeLinejoin):c(ca)):(C instanceof THREE.MeshDepthMaterial?ca.r=ca.g=ca.b= +1-t(L.positionScreen.z*L.positionScreen.w,oa.near,oa.far):C instanceof THREE.MeshNormalMaterial?(R.copy(F.normalModel).applyMatrix3(ra),ca.setRGB(R.x,R.y,R.z).multiplyScalar(0.5).addScalar(0.5)):ca.setRGB(1,1,1),!0===C.wireframe?b(ca,C.wireframeLinewidth,C.wireframeLinecap,C.wireframeLinejoin):c(ca))}}G.union(Z)}}z.setTransform(1,0,0,1,0,0)}}};THREE.RenderableVertex=function(){this.position=new THREE.Vector3;this.positionWorld=new THREE.Vector3;this.positionScreen=new THREE.Vector4;this.visible=!0}; +THREE.RenderableVertex.prototype.copy=function(a){this.positionWorld.copy(a.positionWorld);this.positionScreen.copy(a.positionScreen)}; +THREE.RenderableFace=function(){this.id=0;this.v1=new THREE.RenderableVertex;this.v2=new THREE.RenderableVertex;this.v3=new THREE.RenderableVertex;this.normalModel=new THREE.Vector3;this.vertexNormalsModel=[new THREE.Vector3,new THREE.Vector3,new THREE.Vector3];this.vertexNormalsLength=0;this.color=new THREE.Color;this.material=null;this.uvs=[new THREE.Vector2,new THREE.Vector2,new THREE.Vector2];this.z=0};THREE.RenderableObject=function(){this.id=0;this.object=null;this.z=0}; +THREE.RenderableSprite=function(){this.id=0;this.object=null;this.rotation=this.z=this.y=this.x=0;this.scale=new THREE.Vector2;this.material=null};THREE.RenderableLine=function(){this.id=0;this.v1=new THREE.RenderableVertex;this.v2=new THREE.RenderableVertex;this.vertexColors=[new THREE.Color,new THREE.Color];this.material=null;this.z=0}; diff --git a/build/three-css3d.min.js b/build/three-css3d.min.js new file mode 100644 index 0000000000000000000000000000000000000000..39d2f32621fed2a46368d158e6f2ac05c4d06f66 --- /dev/null +++ b/build/three-css3d.min.js @@ -0,0 +1,156 @@ +// threejs.org/license +'use strict';var THREE={REVISION:"70dev"};"object"===typeof module&&(module.exports=THREE);void 0===Math.sign&&(Math.sign=function(a){return 0>a?-1:0>16&255)/255;this.g=(a>>8&255)/255;this.b=(a&255)/255;return this},setRGB:function(a,b,c){this.r=a;this.g=b;this.b=c;return this},setHSL:function(a,b,c){if(0===b)this.r=this.g=this.b=c;else{var d=function(a,b,c){0>c&&(c+=1);1c?b:c<2/3?a+6*(b-a)*(2/3-c):a};b=.5>=c?c*(1+b):c+b-c*b;c=2*c-b;this.r=d(c,b,a+1/3);this.g=d(c,b,a);this.b=d(c,b,a-1/3)}return this},setStyle:function(a){if(/^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.test(a))return a=/^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.exec(a),this.r=Math.min(255,parseInt(a[1],10))/255,this.g=Math.min(255,parseInt(a[2],10))/255,this.b=Math.min(255,parseInt(a[3],10))/255,this;if(/^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.test(a))return a=/^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.exec(a),this.r= +Math.min(100,parseInt(a[1],10))/100,this.g=Math.min(100,parseInt(a[2],10))/100,this.b=Math.min(100,parseInt(a[3],10))/100,this;if(/^\#([0-9a-f]{6})$/i.test(a))return a=/^\#([0-9a-f]{6})$/i.exec(a),this.setHex(parseInt(a[1],16)),this;if(/^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.test(a))return a=/^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.exec(a),this.setHex(parseInt(a[1]+a[1]+a[2]+a[2]+a[3]+a[3],16)),this;if(/^(\w+)$/i.test(a))return this.setHex(THREE.ColorKeywords[a]),this},copy:function(a){this.r=a.r;this.g= +a.g;this.b=a.b;return this},copyGammaToLinear:function(a){this.r=a.r*a.r;this.g=a.g*a.g;this.b=a.b*a.b;return this},copyLinearToGamma:function(a){this.r=Math.sqrt(a.r);this.g=Math.sqrt(a.g);this.b=Math.sqrt(a.b);return this},convertGammaToLinear:function(){var a=this.r,b=this.g,c=this.b;this.r=a*a;this.g=b*b;this.b=c*c;return this},convertLinearToGamma:function(){this.r=Math.sqrt(this.r);this.g=Math.sqrt(this.g);this.b=Math.sqrt(this.b);return this},getHex:function(){return 255*this.r<<16^255*this.g<< +8^255*this.b<<0},getHexString:function(){return("000000"+this.getHex().toString(16)).slice(-6)},getHSL:function(a){a=a||{h:0,s:0,l:0};var b=this.r,c=this.g,d=this.b,e=Math.max(b,c,d),f=Math.min(b,c,d),g,h=(f+e)/2;if(f===e)f=g=0;else{var k=e-f,f=.5>=h?k/(e+f):k/(2-e-f);switch(e){case b:g=(c-d)/k+(cf&&c>b?(c=2*Math.sqrt(1+c-f-b),this._w=(k-g)/c,this._x=.25*c,this._y=(a+e)/c,this._z=(d+h)/c):f>b?(c=2*Math.sqrt(1+f-c-b),this._w=(d-h)/c,this._x=(a+e)/c,this._y= +.25*c,this._z=(g+k)/c):(c=2*Math.sqrt(1+b-c-f),this._w=(e-a)/c,this._x=(d+h)/c,this._y=(g+k)/c,this._z=.25*c);this.onChangeCallback();return this},setFromUnitVectors:function(){var a,b;return function(c,d){void 0===a&&(a=new THREE.Vector3);b=c.dot(d)+1;1E-6>b?(b=0,Math.abs(c.x)>Math.abs(c.z)?a.set(-c.y,c.x,0):a.set(0,-c.z,c.y)):a.crossVectors(c,d);this._x=a.x;this._y=a.y;this._z=a.z;this._w=b;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(a){return this._x*a._x+this._y*a._y+this._z*a._z+this._w*a._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 a=this.length();0===a?(this._z=this._y=this._x=0,this._w=1):(a=1/a,this._x*=a,this._y*=a,this._z*=a,this._w*=a);this.onChangeCallback();return this}, +multiply:function(a,b){return void 0!==b?(console.warn("THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead."),this.multiplyQuaternions(a,b)):this.multiplyQuaternions(this,a)},multiplyQuaternions:function(a,b){var c=a._x,d=a._y,e=a._z,f=a._w,g=b._x,h=b._y,k=b._z,l=b._w;this._x=c*l+f*g+d*k-e*h;this._y=d*l+f*h+e*g-c*k;this._z=e*l+f*k+c*h-d*g;this._w=f*l-c*g-d*h-e*k;this.onChangeCallback();return this},multiplyVector3:function(a){console.warn("THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead."); +return a.applyQuaternion(this)},slerp:function(a,b){if(0===b)return this;if(1===b)return this.copy(a);var c=this._x,d=this._y,e=this._z,f=this._w,g=f*a._w+c*a._x+d*a._y+e*a._z;0>g?(this._w=-a._w,this._x=-a._x,this._y=-a._y,this._z=-a._z,g=-g):this.copy(a);if(1<=g)return this._w=f,this._x=c,this._y=d,this._z=e,this;var h=Math.acos(g),k=Math.sqrt(1-g*g);if(.001>Math.abs(k))return this._w=.5*(f+this._w),this._x=.5*(c+this._x),this._y=.5*(d+this._y),this._z=.5*(e+this._z),this;g=Math.sin((1-b)*h)/k;h= +Math.sin(b*h)/k;this._w=f*g+this._w*h;this._x=c*g+this._x*h;this._y=d*g+this._y*h;this._z=e*g+this._z*h;this.onChangeCallback();return this},equals:function(a){return a._x===this._x&&a._y===this._y&&a._z===this._z&&a._w===this._w},fromArray:function(a,b){void 0===b&&(b=0);this._x=a[b];this._y=a[b+1];this._z=a[b+2];this._w=a[b+3];this.onChangeCallback();return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this._x;a[b+1]=this._y;a[b+2]=this._z;a[b+3]=this._w;return a},onChange:function(a){this.onChangeCallback= +a;return this},onChangeCallback:function(){},clone:function(){return new THREE.Quaternion(this._x,this._y,this._z,this._w)}};THREE.Quaternion.slerp=function(a,b,c,d){return c.copy(a).slerp(b,d)};THREE.Vector2=function(a,b){this.x=a||0;this.y=b||0}; +THREE.Vector2.prototype={constructor:THREE.Vector2,set:function(a,b){this.x=a;this.y=b;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setComponent:function(a,b){switch(a){case 0:this.x=b;break;case 1:this.y=b;break;default:throw Error("index is out of range: "+a);}},getComponent:function(a){switch(a){case 0:return this.x;case 1:return this.y;default:throw Error("index is out of range: "+a);}},copy:function(a){this.x=a.x;this.y=a.y;return this},add:function(a, +b){if(void 0!==b)return console.warn("THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(a,b);this.x+=a.x;this.y+=a.y;return this},addVectors:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;return this},addScalar:function(a){this.x+=a;this.y+=a;return this},sub:function(a,b){if(void 0!==b)return console.warn("THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(a,b);this.x-=a.x;this.y-=a.y;return this}, +subVectors:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;return this},multiply:function(a){this.x*=a.x;this.y*=a.y;return this},multiplyScalar:function(a){this.x*=a;this.y*=a;return this},divide:function(a){this.x/=a.x;this.y/=a.y;return this},divideScalar:function(a){0!==a?(a=1/a,this.x*=a,this.y*=a):this.y=this.x=0;return this},min:function(a){this.x>a.x&&(this.x=a.x);this.y>a.y&&(this.y=a.y);return this},max:function(a){this.xb.x&&(this.x=b.x);this.yb.y&&(this.y=b.y);return this},clampScalar:function(){var a,b;return function(c,d){void 0===a&&(a=new THREE.Vector2,b=new THREE.Vector2);a.set(c,c);b.set(d,d);return this.clamp(a,b)}}(),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=0>this.x?Math.ceil(this.x):Math.floor(this.x);this.y=0>this.y?Math.ceil(this.y):Math.floor(this.y);return this},negate:function(){this.x=-this.x;this.y=-this.y;return this},dot:function(a){return this.x*a.x+this.y*a.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)},normalize:function(){return this.divideScalar(this.length())},distanceTo:function(a){return Math.sqrt(this.distanceToSquared(a))},distanceToSquared:function(a){var b= +this.x-a.x;a=this.y-a.y;return b*b+a*a},setLength:function(a){var b=this.length();0!==b&&a!==b&&this.multiplyScalar(a/b);return this},lerp:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;return this},equals:function(a){return a.x===this.x&&a.y===this.y},fromArray:function(a,b){void 0===b&&(b=0);this.x=a[b];this.y=a[b+1];return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this.x;a[b+1]=this.y;return a},clone:function(){return new THREE.Vector2(this.x,this.y)}}; +THREE.Vector3=function(a,b,c){this.x=a||0;this.y=b||0;this.z=c||0}; +THREE.Vector3.prototype={constructor:THREE.Vector3,set:function(a,b,c){this.x=a;this.y=b;this.z=c;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setZ:function(a){this.z=a;return this},setComponent:function(a,b){switch(a){case 0:this.x=b;break;case 1:this.y=b;break;case 2:this.z=b;break;default:throw Error("index is out of range: "+a);}},getComponent:function(a){switch(a){case 0:return this.x;case 1:return this.y;case 2:return this.z;default:throw Error("index is out of range: "+ +a);}},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;return this},add:function(a,b){if(void 0!==b)return console.warn("THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(a,b);this.x+=a.x;this.y+=a.y;this.z+=a.z;return this},addScalar:function(a){this.x+=a;this.y+=a;this.z+=a;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},sub:function(a,b){if(void 0!==b)return console.warn("THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."), +this.subVectors(a,b);this.x-=a.x;this.y-=a.y;this.z-=a.z;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(a,b){if(void 0!==b)return console.warn("THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead."),this.multiplyVectors(a,b);this.x*=a.x;this.y*=a.y;this.z*=a.z;return this},multiplyScalar:function(a){this.x*=a;this.y*=a;this.z*=a;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 a;return function(b){!1===b instanceof THREE.Euler&&console.error("THREE.Vector3: .applyEuler() now expects a Euler rotation rather than a Vector3 and order.");void 0===a&&(a=new THREE.Quaternion);this.applyQuaternion(a.setFromEuler(b));return this}}(),applyAxisAngle:function(){var a;return function(b,c){void 0===a&&(a=new THREE.Quaternion);this.applyQuaternion(a.setFromAxisAngle(b,c));return this}}(),applyMatrix3:function(a){var b=this.x, +c=this.y,d=this.z;a=a.elements;this.x=a[0]*b+a[3]*c+a[6]*d;this.y=a[1]*b+a[4]*c+a[7]*d;this.z=a[2]*b+a[5]*c+a[8]*d;return this},applyMatrix4:function(a){var b=this.x,c=this.y,d=this.z;a=a.elements;this.x=a[0]*b+a[4]*c+a[8]*d+a[12];this.y=a[1]*b+a[5]*c+a[9]*d+a[13];this.z=a[2]*b+a[6]*c+a[10]*d+a[14];return this},applyProjection:function(a){var b=this.x,c=this.y,d=this.z;a=a.elements;var e=1/(a[3]*b+a[7]*c+a[11]*d+a[15]);this.x=(a[0]*b+a[4]*c+a[8]*d+a[12])*e;this.y=(a[1]*b+a[5]*c+a[9]*d+a[13])*e;this.z= +(a[2]*b+a[6]*c+a[10]*d+a[14])*e;return this},applyQuaternion:function(a){var b=this.x,c=this.y,d=this.z,e=a.x,f=a.y,g=a.z;a=a.w;var h=a*b+f*d-g*c,k=a*c+g*b-e*d,l=a*d+e*c-f*b,b=-e*b-f*c-g*d;this.x=h*a+b*-e+k*-g-l*-f;this.y=k*a+b*-f+l*-e-h*-g;this.z=l*a+b*-g+h*-f-k*-e;return this},project:function(){var a;return function(b){void 0===a&&(a=new THREE.Matrix4);a.multiplyMatrices(b.projectionMatrix,a.getInverse(b.matrixWorld));return this.applyProjection(a)}}(),unproject:function(){var a;return function(b){void 0=== +a&&(a=new THREE.Matrix4);a.multiplyMatrices(b.matrixWorld,a.getInverse(b.projectionMatrix));return this.applyProjection(a)}}(),transformDirection:function(a){var b=this.x,c=this.y,d=this.z;a=a.elements;this.x=a[0]*b+a[4]*c+a[8]*d;this.y=a[1]*b+a[5]*c+a[9]*d;this.z=a[2]*b+a[6]*c+a[10]*d;this.normalize();return this},divide:function(a){this.x/=a.x;this.y/=a.y;this.z/=a.z;return this},divideScalar:function(a){0!==a?(a=1/a,this.x*=a,this.y*=a,this.z*=a):this.z=this.y=this.x=0;return this},min:function(a){this.x> +a.x&&(this.x=a.x);this.y>a.y&&(this.y=a.y);this.z>a.z&&(this.z=a.z);return this},max:function(a){this.xb.x&&(this.x=b.x);this.yb.y&&(this.y=b.y);this.zb.z&&(this.z=b.z);return this},clampScalar:function(){var a,b;return function(c,d){void 0===a&&(a=new THREE.Vector3,b=new THREE.Vector3);a.set(c,c,c);b.set(d,d,d);return this.clamp(a, +b)}}(),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=0>this.x?Math.ceil(this.x):Math.floor(this.x);this.y=0>this.y?Math.ceil(this.y):Math.floor(this.y);this.z=0>this.z?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(a){return this.x*a.x+this.y*a.y+this.z*a.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(a){var b=this.length();0!==b&&a!==b&&this.multiplyScalar(a/ +b);return this},lerp:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;this.z+=(a.z-this.z)*b;return this},cross:function(a,b){if(void 0!==b)return console.warn("THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead."),this.crossVectors(a,b);var c=this.x,d=this.y,e=this.z;this.x=d*a.z-e*a.y;this.y=e*a.x-c*a.z;this.z=c*a.y-d*a.x;return this},crossVectors:function(a,b){var c=a.x,d=a.y,e=a.z,f=b.x,g=b.y,h=b.z;this.x=d*h-e*g;this.y=e*f-c*h;this.z=c*g-d*f;return this}, +projectOnVector:function(){var a,b;return function(c){void 0===a&&(a=new THREE.Vector3);a.copy(c).normalize();b=this.dot(a);return this.copy(a).multiplyScalar(b)}}(),projectOnPlane:function(){var a;return function(b){void 0===a&&(a=new THREE.Vector3);a.copy(this).projectOnVector(b);return this.sub(a)}}(),reflect:function(){var a;return function(b){void 0===a&&(a=new THREE.Vector3);return this.sub(a.copy(b).multiplyScalar(2*this.dot(b)))}}(),angleTo:function(a){a=this.dot(a)/(this.length()*a.length()); +return Math.acos(THREE.Math.clamp(a,-1,1))},distanceTo:function(a){return Math.sqrt(this.distanceToSquared(a))},distanceToSquared:function(a){var b=this.x-a.x,c=this.y-a.y;a=this.z-a.z;return b*b+c*c+a*a},setEulerFromRotationMatrix:function(a,b){console.error("THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.")},setEulerFromQuaternion:function(a,b){console.error("THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.")}, +getPositionFromMatrix:function(a){console.warn("THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().");return this.setFromMatrixPosition(a)},getScaleFromMatrix:function(a){console.warn("THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().");return this.setFromMatrixScale(a)},getColumnFromMatrix:function(a,b){console.warn("THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().");return this.setFromMatrixColumn(a, +b)},setFromMatrixPosition:function(a){this.x=a.elements[12];this.y=a.elements[13];this.z=a.elements[14];return this},setFromMatrixScale:function(a){var b=this.set(a.elements[0],a.elements[1],a.elements[2]).length(),c=this.set(a.elements[4],a.elements[5],a.elements[6]).length();a=this.set(a.elements[8],a.elements[9],a.elements[10]).length();this.x=b;this.y=c;this.z=a;return this},setFromMatrixColumn:function(a,b){var c=4*a,d=b.elements;this.x=d[c];this.y=d[c+1];this.z=d[c+2];return this},equals:function(a){return a.x=== +this.x&&a.y===this.y&&a.z===this.z},fromArray:function(a,b){void 0===b&&(b=0);this.x=a[b];this.y=a[b+1];this.z=a[b+2];return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this.x;a[b+1]=this.y;a[b+2]=this.z;return a},clone:function(){return new THREE.Vector3(this.x,this.y,this.z)}};THREE.Vector4=function(a,b,c,d){this.x=a||0;this.y=b||0;this.z=c||0;this.w=void 0!==d?d:1}; +THREE.Vector4.prototype={constructor:THREE.Vector4,set:function(a,b,c,d){this.x=a;this.y=b;this.z=c;this.w=d;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setZ:function(a){this.z=a;return this},setW:function(a){this.w=a;return this},setComponent:function(a,b){switch(a){case 0:this.x=b;break;case 1:this.y=b;break;case 2:this.z=b;break;case 3:this.w=b;break;default:throw Error("index is out of range: "+a);}},getComponent:function(a){switch(a){case 0:return this.x; +case 1:return this.y;case 2:return this.z;case 3:return this.w;default:throw Error("index is out of range: "+a);}},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;this.w=void 0!==a.w?a.w:1;return this},add:function(a,b){if(void 0!==b)return console.warn("THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(a,b);this.x+=a.x;this.y+=a.y;this.z+=a.z;this.w+=a.w;return this},addScalar:function(a){this.x+=a;this.y+=a;this.z+=a;this.w+=a;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},sub:function(a,b){if(void 0!==b)return console.warn("THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(a,b);this.x-=a.x;this.y-=a.y;this.z-=a.z;this.w-=a.w;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(a){this.x*=a;this.y*=a;this.z*=a;this.w*=a;return this},applyMatrix4:function(a){var b= +this.x,c=this.y,d=this.z,e=this.w;a=a.elements;this.x=a[0]*b+a[4]*c+a[8]*d+a[12]*e;this.y=a[1]*b+a[5]*c+a[9]*d+a[13]*e;this.z=a[2]*b+a[6]*c+a[10]*d+a[14]*e;this.w=a[3]*b+a[7]*c+a[11]*d+a[15]*e;return this},divideScalar:function(a){0!==a?(a=1/a,this.x*=a,this.y*=a,this.z*=a,this.w*=a):(this.z=this.y=this.x=0,this.w=1);return this},setAxisAngleFromQuaternion:function(a){this.w=2*Math.acos(a.w);var b=Math.sqrt(1-a.w*a.w);1E-4>b?(this.x=1,this.z=this.y=0):(this.x=a.x/b,this.y=a.y/b,this.z=a.z/b);return this}, +setAxisAngleFromRotationMatrix:function(a){var b,c,d;a=a.elements;var e=a[0];d=a[4];var f=a[8],g=a[1],h=a[5],k=a[9];c=a[2];b=a[6];var l=a[10];if(.01>Math.abs(d-g)&&.01>Math.abs(f-c)&&.01>Math.abs(k-b)){if(.1>Math.abs(d+g)&&.1>Math.abs(f+c)&&.1>Math.abs(k+b)&&.1>Math.abs(e+h+l-3))return this.set(1,0,0,0),this;a=Math.PI;e=(e+1)/2;h=(h+1)/2;l=(l+1)/2;d=(d+g)/4;f=(f+c)/4;k=(k+b)/4;e>h&&e>l?.01>e?(b=0,d=c=.707106781):(b=Math.sqrt(e),c=d/b,d=f/b):h>l?.01>h?(b=.707106781,c=0,d=.707106781):(c=Math.sqrt(h), +b=d/c,d=k/c):.01>l?(c=b=.707106781,d=0):(d=Math.sqrt(l),b=f/d,c=k/d);this.set(b,c,d,a);return this}a=Math.sqrt((b-k)*(b-k)+(f-c)*(f-c)+(g-d)*(g-d));.001>Math.abs(a)&&(a=1);this.x=(b-k)/a;this.y=(f-c)/a;this.z=(g-d)/a;this.w=Math.acos((e+h+l-1)/2);return this},min:function(a){this.x>a.x&&(this.x=a.x);this.y>a.y&&(this.y=a.y);this.z>a.z&&(this.z=a.z);this.w>a.w&&(this.w=a.w);return this},max:function(a){this.xb.x&&(this.x=b.x);this.yb.y&&(this.y=b.y);this.zb.z&&(this.z=b.z);this.wb.w&&(this.w=b.w);return this},clampScalar:function(){var a,b;return function(c,d){void 0===a&&(a=new THREE.Vector4,b=new THREE.Vector4);a.set(c,c,c,c);b.set(d,d,d,d);return this.clamp(a,b)}}(),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=0>this.x?Math.ceil(this.x):Math.floor(this.x);this.y=0>this.y?Math.ceil(this.y):Math.floor(this.y);this.z=0>this.z?Math.ceil(this.z):Math.floor(this.z);this.w=0>this.w?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(a){return this.x*a.x+this.y*a.y+this.z*a.z+this.w*a.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(a){var b=this.length();0!==b&&a!==b&&this.multiplyScalar(a/b);return this},lerp:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;this.z+=(a.z-this.z)*b;this.w+=(a.w-this.w)*b;return this},equals:function(a){return a.x===this.x&&a.y===this.y&&a.z===this.z&&a.w===this.w},fromArray:function(a,b){void 0===b&&(b=0);this.x=a[b];this.y=a[b+1];this.z=a[b+2];this.w=a[b+3];return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this.x;a[b+1]=this.y;a[b+2]= +this.z;a[b+3]=this.w;return a},clone:function(){return new THREE.Vector4(this.x,this.y,this.z,this.w)}};THREE.Euler=function(a,b,c,d){this._x=a||0;this._y=b||0;this._z=c||0;this._order=d||THREE.Euler.DefaultOrder};THREE.Euler.RotationOrders="XYZ YZX ZXY XZY YXZ ZYX".split(" ");THREE.Euler.DefaultOrder="XYZ"; +THREE.Euler.prototype={constructor:THREE.Euler,_x:0,_y:0,_z:0,_order:THREE.Euler.DefaultOrder,get x(){return this._x},set x(a){this._x=a;this.onChangeCallback()},get y(){return this._y},set y(a){this._y=a;this.onChangeCallback()},get z(){return this._z},set z(a){this._z=a;this.onChangeCallback()},get order(){return this._order},set order(a){this._order=a;this.onChangeCallback()},set:function(a,b,c,d){this._x=a;this._y=b;this._z=c;this._order=d||this._order;this.onChangeCallback();return this},copy:function(a){this._x= +a._x;this._y=a._y;this._z=a._z;this._order=a._order;this.onChangeCallback();return this},setFromRotationMatrix:function(a,b){var c=THREE.Math.clamp,d=a.elements,e=d[0],f=d[4],g=d[8],h=d[1],k=d[5],l=d[9],m=d[2],p=d[6],d=d[10];b=b||this._order;"XYZ"===b?(this._y=Math.asin(c(g,-1,1)),.99999>Math.abs(g)?(this._x=Math.atan2(-l,d),this._z=Math.atan2(-f,e)):(this._x=Math.atan2(p,k),this._z=0)):"YXZ"===b?(this._x=Math.asin(-c(l,-1,1)),.99999>Math.abs(l)?(this._y=Math.atan2(g,d),this._z=Math.atan2(h,k)):(this._y= +Math.atan2(-m,e),this._z=0)):"ZXY"===b?(this._x=Math.asin(c(p,-1,1)),.99999>Math.abs(p)?(this._y=Math.atan2(-m,d),this._z=Math.atan2(-f,k)):(this._y=0,this._z=Math.atan2(h,e))):"ZYX"===b?(this._y=Math.asin(-c(m,-1,1)),.99999>Math.abs(m)?(this._x=Math.atan2(p,d),this._z=Math.atan2(h,e)):(this._x=0,this._z=Math.atan2(-f,k))):"YZX"===b?(this._z=Math.asin(c(h,-1,1)),.99999>Math.abs(h)?(this._x=Math.atan2(-l,k),this._y=Math.atan2(-m,e)):(this._x=0,this._y=Math.atan2(g,d))):"XZY"===b?(this._z=Math.asin(-c(f, +-1,1)),.99999>Math.abs(f)?(this._x=Math.atan2(p,k),this._y=Math.atan2(g,e)):(this._x=Math.atan2(-l,d),this._y=0)):console.warn("THREE.Euler: .setFromRotationMatrix() given unsupported order: "+b);this._order=b;this.onChangeCallback();return this},setFromQuaternion:function(a,b,c){var d=THREE.Math.clamp,e=a.x*a.x,f=a.y*a.y,g=a.z*a.z,h=a.w*a.w;b=b||this._order;"XYZ"===b?(this._x=Math.atan2(2*(a.x*a.w-a.y*a.z),h-e-f+g),this._y=Math.asin(d(2*(a.x*a.z+a.y*a.w),-1,1)),this._z=Math.atan2(2*(a.z*a.w-a.x* +a.y),h+e-f-g)):"YXZ"===b?(this._x=Math.asin(d(2*(a.x*a.w-a.y*a.z),-1,1)),this._y=Math.atan2(2*(a.x*a.z+a.y*a.w),h-e-f+g),this._z=Math.atan2(2*(a.x*a.y+a.z*a.w),h-e+f-g)):"ZXY"===b?(this._x=Math.asin(d(2*(a.x*a.w+a.y*a.z),-1,1)),this._y=Math.atan2(2*(a.y*a.w-a.z*a.x),h-e-f+g),this._z=Math.atan2(2*(a.z*a.w-a.x*a.y),h-e+f-g)):"ZYX"===b?(this._x=Math.atan2(2*(a.x*a.w+a.z*a.y),h-e-f+g),this._y=Math.asin(d(2*(a.y*a.w-a.x*a.z),-1,1)),this._z=Math.atan2(2*(a.x*a.y+a.z*a.w),h+e-f-g)):"YZX"===b?(this._x=Math.atan2(2* +(a.x*a.w-a.z*a.y),h-e+f-g),this._y=Math.atan2(2*(a.y*a.w-a.x*a.z),h+e-f-g),this._z=Math.asin(d(2*(a.x*a.y+a.z*a.w),-1,1))):"XZY"===b?(this._x=Math.atan2(2*(a.x*a.w+a.y*a.z),h-e+f-g),this._y=Math.atan2(2*(a.x*a.z+a.y*a.w),h+e-f-g),this._z=Math.asin(d(2*(a.z*a.w-a.x*a.y),-1,1))):console.warn("THREE.Euler: .setFromQuaternion() given unsupported order: "+b);this._order=b;if(!1!==c)this.onChangeCallback();return this},reorder:function(){var a=new THREE.Quaternion;return function(b){a.setFromEuler(this); +this.setFromQuaternion(a,b)}}(),equals:function(a){return a._x===this._x&&a._y===this._y&&a._z===this._z&&a._order===this._order},fromArray:function(a){this._x=a[0];this._y=a[1];this._z=a[2];void 0!==a[3]&&(this._order=a[3]);this.onChangeCallback();return this},toArray:function(){return[this._x,this._y,this._z,this._order]},onChange:function(a){this.onChangeCallback=a;return this},onChangeCallback:function(){},clone:function(){return new THREE.Euler(this._x,this._y,this._z,this._order)}}; +THREE.Math={generateUUID:function(){var a="0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz".split(""),b=Array(36),c=0,d;return function(){for(var e=0;36>e;e++)8==e||13==e||18==e||23==e?b[e]="-":14==e?b[e]="4":(2>=c&&(c=33554432+16777216*Math.random()|0),d=c&15,c>>=4,b[e]=a[19==e?d&3|8:d]);return b.join("")}}(),clamp:function(a,b,c){return ac?c:a},clampBottom:function(a,b){return a=c)return 1;a=(a-b)/(c-b);return a*a*(3-2*a)},smootherstep:function(a,b,c){if(a<=b)return 0;if(a>=c)return 1;a=(a-b)/(c-b);return a*a*a*(a*(6*a-15)+10)},random16:function(){return(65280*Math.random()+255*Math.random())/65535},randInt:function(a,b){return Math.floor(this.randFloat(a,b))},randFloat:function(a,b){return a+Math.random()*(b-a)},randFloatSpread:function(a){return a*(.5-Math.random())},degToRad:function(){var a=Math.PI/180;return function(b){return b*a}}(),radToDeg:function(){var a= +180/Math.PI;return function(b){return b*a}}(),isPowerOfTwo:function(a){return 0===(a&a-1)&&0!==a}};THREE.Matrix3=function(){this.elements=new Float32Array([1,0,0,0,1,0,0,0,1]);0this.determinant()&&(g=-g);c.x=f[12];c.y=f[13];c.z=f[14];b.elements.set(this.elements);c=1/g;var f=1/h,l=1/k;b.elements[0]*=c;b.elements[1]*= +c;b.elements[2]*=c;b.elements[4]*=f;b.elements[5]*=f;b.elements[6]*=f;b.elements[8]*=l;b.elements[9]*=l;b.elements[10]*=l;d.setFromRotationMatrix(b);e.x=g;e.y=h;e.z=k;return this}}(),makeFrustum:function(a,b,c,d,e,f){var g=this.elements;g[0]=2*e/(b-a);g[4]=0;g[8]=(b+a)/(b-a);g[12]=0;g[1]=0;g[5]=2*e/(d-c);g[9]=(d+c)/(d-c);g[13]=0;g[2]=0;g[6]=0;g[10]=-(f+e)/(f-e);g[14]=-2*f*e/(f-e);g[3]=0;g[7]=0;g[11]=-1;g[15]=0;return this},makePerspective:function(a,b,c,d){a=c*Math.tan(THREE.Math.degToRad(.5*a)); +var e=-a;return this.makeFrustum(e*b,a*b,e,a,c,d)},makeOrthographic:function(a,b,c,d,e,f){var g=this.elements,h=b-a,k=c-d,l=f-e;g[0]=2/h;g[4]=0;g[8]=0;g[12]=-((b+a)/h);g[1]=0;g[5]=2/k;g[9]=0;g[13]=-((c+d)/k);g[2]=0;g[6]=0;g[10]=-2/l;g[14]=-((f+e)/l);g[3]=0;g[7]=0;g[11]=0;g[15]=1;return this},fromArray:function(a){this.elements.set(a);return this},toArray:function(){var a=this.elements;return[a[0],a[1],a[2],a[3],a[4],a[5],a[6],a[7],a[8],a[9],a[10],a[11],a[12],a[13],a[14],a[15]]},clone:function(){return(new THREE.Matrix4).fromArray(this.elements)}}; +THREE.Box3=function(a,b){this.min=void 0!==a?a:new THREE.Vector3(Infinity,Infinity,Infinity);this.max=void 0!==b?b:new THREE.Vector3(-Infinity,-Infinity,-Infinity)}; +THREE.Box3.prototype={constructor:THREE.Box3,set:function(a,b){this.min.copy(a);this.max.copy(b);return this},setFromPoints:function(a){this.makeEmpty();for(var b=0,c=a.length;bthis.max.x||a.ythis.max.y||a.zthis.max.z?!1:!0},containsBox:function(a){return this.min.x<=a.min.x&&a.max.x<=this.max.x&&this.min.y<=a.min.y&&a.max.y<=this.max.y&&this.min.z<=a.min.z&&a.max.z<=this.max.z?!0:!1},getParameter:function(a,b){return(b||new THREE.Vector3).set((a.x-this.min.x)/(this.max.x- +this.min.x),(a.y-this.min.y)/(this.max.y-this.min.y),(a.z-this.min.z)/(this.max.z-this.min.z))},isIntersectionBox:function(a){return a.max.xthis.max.x||a.max.ythis.max.y||a.max.zthis.max.z?!1:!0},clampPoint:function(a,b){return(b||new THREE.Vector3).copy(a).clamp(this.min,this.max)},distanceToPoint:function(){var a=new THREE.Vector3;return function(b){return a.copy(b).clamp(this.min,this.max).sub(b).length()}}(),getBoundingSphere:function(){var a= +new THREE.Vector3;return function(b){b=b||new THREE.Sphere;b.center=this.center();b.radius=.5*this.size(a).length();return b}}(),intersect:function(a){this.min.max(a.min);this.max.min(a.max);return this},union:function(a){this.min.min(a.min);this.max.max(a.max);return this},applyMatrix4:function(){var a=[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(b){a[0].set(this.min.x,this.min.y, +this.min.z).applyMatrix4(b);a[1].set(this.min.x,this.min.y,this.max.z).applyMatrix4(b);a[2].set(this.min.x,this.max.y,this.min.z).applyMatrix4(b);a[3].set(this.min.x,this.max.y,this.max.z).applyMatrix4(b);a[4].set(this.max.x,this.min.y,this.min.z).applyMatrix4(b);a[5].set(this.max.x,this.min.y,this.max.z).applyMatrix4(b);a[6].set(this.max.x,this.max.y,this.min.z).applyMatrix4(b);a[7].set(this.max.x,this.max.y,this.max.z).applyMatrix4(b);this.makeEmpty();this.setFromPoints(a);return this}}(),translate:function(a){this.min.add(a); +this.max.add(a);return this},equals:function(a){return a.min.equals(this.min)&&a.max.equals(this.max)},clone:function(){return(new THREE.Box3).copy(this)}};THREE.Sphere=function(a,b){this.center=void 0!==a?a:new THREE.Vector3;this.radius=void 0!==b?b:0}; +THREE.Sphere.prototype={constructor:THREE.Sphere,set:function(a,b){this.center.copy(a);this.radius=b;return this},setFromPoints:function(){var a=new THREE.Box3;return function(b,c){var d=this.center;void 0!==c?d.copy(c):a.setFromPoints(b).center(d);for(var e=0,f=0,g=b.length;f=this.radius},containsPoint:function(a){return a.distanceToSquared(this.center)<= +this.radius*this.radius},distanceToPoint:function(a){return a.distanceTo(this.center)-this.radius},intersectsSphere:function(a){var b=this.radius+a.radius;return a.center.distanceToSquared(this.center)<=b*b},clampPoint:function(a,b){var c=this.center.distanceToSquared(a),d=b||new THREE.Vector3;d.copy(a);c>this.radius*this.radius&&(d.sub(this.center).normalize(),d.multiplyScalar(this.radius).add(this.center));return d},getBoundingBox:function(a){a=a||new THREE.Box3;a.set(this.center,this.center);a.expandByScalar(this.radius); +return a},applyMatrix4:function(a){this.center.applyMatrix4(a);this.radius*=a.getMaxScaleOnAxis();return this},translate:function(a){this.center.add(a);return this},equals:function(a){return a.center.equals(this.center)&&a.radius===this.radius},clone:function(){return(new THREE.Sphere).copy(this)}}; +THREE.Frustum=function(a,b,c,d,e,f){this.planes=[void 0!==a?a:new THREE.Plane,void 0!==b?b:new THREE.Plane,void 0!==c?c:new THREE.Plane,void 0!==d?d:new THREE.Plane,void 0!==e?e:new THREE.Plane,void 0!==f?f:new THREE.Plane]}; +THREE.Frustum.prototype={constructor:THREE.Frustum,set:function(a,b,c,d,e,f){var g=this.planes;g[0].copy(a);g[1].copy(b);g[2].copy(c);g[3].copy(d);g[4].copy(e);g[5].copy(f);return this},copy:function(a){for(var b=this.planes,c=0;6>c;c++)b[c].copy(a.planes[c]);return this},setFromMatrix:function(a){var b=this.planes,c=a.elements;a=c[0];var d=c[1],e=c[2],f=c[3],g=c[4],h=c[5],k=c[6],l=c[7],m=c[8],p=c[9],q=c[10],r=c[11],s=c[12],t=c[13],n=c[14],c=c[15];b[0].setComponents(f-a,l-g,r-m,c-s).normalize();b[1].setComponents(f+ +a,l+g,r+m,c+s).normalize();b[2].setComponents(f+d,l+h,r+p,c+t).normalize();b[3].setComponents(f-d,l-h,r-p,c-t).normalize();b[4].setComponents(f-e,l-k,r-q,c-n).normalize();b[5].setComponents(f+e,l+k,r+q,c+n).normalize();return this},intersectsObject:function(){var a=new THREE.Sphere;return function(b){var c=b.geometry;null===c.boundingSphere&&c.computeBoundingSphere();a.copy(c.boundingSphere);a.applyMatrix4(b.matrixWorld);return this.intersectsSphere(a)}}(),intersectsSphere:function(a){var b=this.planes, +c=a.center;a=-a.radius;for(var d=0;6>d;d++)if(b[d].distanceToPoint(c)e;e++){var f=d[e];a.x=0g&&0>f)return!1}return!0}}(), +containsPoint:function(a){for(var b=this.planes,c=0;6>c;c++)if(0>b[c].distanceToPoint(a))return!1;return!0},clone:function(){return(new THREE.Frustum).copy(this)}};THREE.Plane=function(a,b){this.normal=void 0!==a?a:new THREE.Vector3(1,0,0);this.constant=void 0!==b?b:0}; +THREE.Plane.prototype={constructor:THREE.Plane,set:function(a,b){this.normal.copy(a);this.constant=b;return this},setComponents:function(a,b,c,d){this.normal.set(a,b,c);this.constant=d;return this},setFromNormalAndCoplanarPoint:function(a,b){this.normal.copy(a);this.constant=-b.dot(this.normal);return this},setFromCoplanarPoints:function(){var a=new THREE.Vector3,b=new THREE.Vector3;return function(c,d,e){d=a.subVectors(e,d).cross(b.subVectors(c,d)).normalize();this.setFromNormalAndCoplanarPoint(d, +c);return this}}(),copy:function(a){this.normal.copy(a.normal);this.constant=a.constant;return this},normalize:function(){var a=1/this.normal.length();this.normal.multiplyScalar(a);this.constant*=a;return this},negate:function(){this.constant*=-1;this.normal.negate();return this},distanceToPoint:function(a){return this.normal.dot(a)+this.constant},distanceToSphere:function(a){return this.distanceToPoint(a.center)-a.radius},projectPoint:function(a,b){return this.orthoPoint(a,b).sub(a).negate()},orthoPoint:function(a, +b){var c=this.distanceToPoint(a);return(b||new THREE.Vector3).copy(this.normal).multiplyScalar(c)},isIntersectionLine:function(a){var b=this.distanceToPoint(a.start);a=this.distanceToPoint(a.end);return 0>b&&0a&&0f||1Math.abs(a)?0:a},p=function(a){a=a.elements;return"translate3d(-50%,-50%,0) matrix3d("+m(a[0])+","+m(a[1])+","+m(a[2])+","+m(a[3])+","+m(-a[4])+","+m(-a[5])+","+m(-a[6])+","+m(-a[7])+","+m(a[8])+","+m(a[9])+","+m(a[10])+","+m(a[11])+","+ +m(a[12])+","+m(a[13])+","+m(a[14])+","+m(a[15])+")"},q=function(a,b){if(a instanceof THREE.CSS3DObject){var c;a instanceof THREE.CSS3DSprite?(e.copy(b.matrixWorldInverse),e.transpose(),e.copyPosition(a.matrixWorld),e.scale(a.scale),e.elements[3]=0,e.elements[7]=0,e.elements[11]=0,e.elements[15]=1,c=p(e)):c=p(a.matrixWorld);var d=a.element,f=h[a.id];if(void 0===f||f!==c)d.style.WebkitTransform=c,d.style.MozTransform=c,d.style.oTransform=c,d.style.transform=c,h[a.id]=c;d.parentNode!==l&&l.appendChild(d)}c= +0;for(d=a.children.length;cq-1?0:q-1,r=q+1>f-1?f-1:q+1,s=0>m-1?0:m-1,p=m+1>d-1?d-1:m+1,t=[],u=[0,0,h[4*(q*d+m)]/255*b];t.push([-1,0,h[4*(q*d+s)]/255*b]);t.push([-1,-1,h[4*(n*d+s)]/255*b]);t.push([0,-1,h[4*(n*d+m)]/255*b]);t.push([1,-1,h[4*(n*d+p)]/255*b]);t.push([1,0,h[4*(q*d+p)]/255*b]);t.push([1,1,h[4*(r*d+p)]/255*b]);t.push([0,1,h[4*(r*d+m)]/255* +b]);t.push([-1,1,h[4*(r*d+s)]/255*b]);n=[];s=t.length;for(r=0;rf)return null;var e=[],g=[],h=[],k,l,m;if(0=q--){console.log("Warning, unable to triangulate polygon!");break}k=l;f<=k&&(k=0);l=k+1;f<=l&&(l=0);m=l+1;f<=m&&(m=0);var n;a:{var r=n=void 0,s=void 0,p=void 0,t=void 0,u=void 0,w=void 0,G=void 0,A=void 0, +r=a[g[k]].x,s=a[g[k]].y,p=a[g[l]].x,t=a[g[l]].y,u=a[g[m]].x,w=a[g[m]].y;if(1E-10>(p-r)*(w-s)-(t-s)*(u-r))n=!1;else{var I=void 0,D=void 0,x=void 0,y=void 0,z=void 0,B=void 0,E=void 0,L=void 0,F=void 0,N=void 0,F=L=E=A=G=void 0,I=u-p,D=w-t,x=r-u,y=s-w,z=p-r,B=t-s;for(n=0;nk)g=d+1;else if(0b&&(b=0);1=b)return b=c[a]-b,a=this.curves[a],b=1-b/a.getLength(),a.getPointAt(b);a++}return null};THREE.CurvePath.prototype.getLength=function(){var a=this.getCurveLengths();return a[a.length-1]}; +THREE.CurvePath.prototype.getCurveLengths=function(){if(this.cacheLengths&&this.cacheLengths.length==this.curves.length)return this.cacheLengths;var a=[],b=0,c,d=this.curves.length;for(c=0;cb?b=h.x:h.xc?c=h.y:h.yd?d=h.z:h.zMath.abs(d.x-c[0].x)&&1E-10>Math.abs(d.y-c[0].y)&&c.splice(c.length-1,1);b&&c.push(c[0]);return c}; +THREE.Path.prototype.toShapes=function(a,b){function c(a){for(var b=[],c=0,d=a.length;cn&&(e=b[f],k=-k,h=b[g],n=-n),!(a.yh.y))if(a.y==e.y){if(a.x==e.x)return!0}else{g=n*(a.x-e.x)-k*(a.y-e.y);if(0==g)return!0;0>g||(d=!d)}}else if(a.y==e.y&&(h.x<=a.x&&a.x<=e.x||e.x<=a.x&&a.x<= +h.x))return!0}return d}var f=function(a){var b,c,d,g,f=[],e=new THREE.Path;b=0;for(c=a.length;by||y>x)return[];k=l*m-k*q;if(0>k||k>x)return[]}else{if(0d?[]:k==d?f?[]:[e]:a<=d?[e,h]: +[e,l]}function f(a,b,c,d){var g=b.x-a.x,e=b.y-a.y;b=c.x-a.x;c=c.y-a.y;var f=d.x-a.x;d=d.y-a.y;a=g*c-e*b;g=g*d-e*f;return 1E-10g&&(g=d);var e=a+1;e>d&&(e=0);d=f(h[a],h[g],h[e],k[b]);if(!d)return!1; +d=k.length-1;g=b-1;0>g&&(g=d);e=b+1;e>d&&(e=0);return(d=f(k[b],k[g],k[e],h[a]))?!0:!1}function g(a,b){var c,e;for(c=0;cN){console.log("Infinite Loop! Holes left:"+ +l.length+", Probably Hole outside Shape!");break}for(q=B;qh;h++)l=k[h].x+":"+k[h].y, +l=m[l],void 0!==l&&(k[h]=l);return q.concat()},isClockWise:function(a){return 0>THREE.FontUtils.Triangulate.area(a)},b2p0:function(a,b){var c=1-a;return c*c*b},b2p1:function(a,b){return 2*(1-a)*a*b},b2p2:function(a,b){return a*a*b},b2:function(a,b,c,d){return this.b2p0(a,b)+this.b2p1(a,c)+this.b2p2(a,d)},b3p0:function(a,b){var c=1-a;return c*c*c*b},b3p1:function(a,b){var c=1-a;return 3*c*c*a*b},b3p2:function(a,b){return 3*(1-a)*a*a*b},b3p3:function(a,b){return a*a*a*b},b3:function(a,b,c,d,f){return this.b3p0(a, +b)+this.b3p1(a,c)+this.b3p2(a,d)+this.b3p3(a,f)}};THREE.LineCurve=function(a,b){this.v1=a;this.v2=b};THREE.LineCurve.prototype=Object.create(THREE.Curve.prototype);THREE.LineCurve.prototype.getPoint=function(a){var b=this.v2.clone().sub(this.v1);b.multiplyScalar(a).add(this.v1);return b};THREE.LineCurve.prototype.getPointAt=function(a){return this.getPoint(a)};THREE.LineCurve.prototype.getTangent=function(a){return this.v2.clone().sub(this.v1).normalize()}; +THREE.QuadraticBezierCurve=function(a,b,c){this.v0=a;this.v1=b;this.v2=c};THREE.QuadraticBezierCurve.prototype=Object.create(THREE.Curve.prototype);THREE.QuadraticBezierCurve.prototype.getPoint=function(a){var b=new THREE.Vector2;b.x=THREE.Shape.Utils.b2(a,this.v0.x,this.v1.x,this.v2.x);b.y=THREE.Shape.Utils.b2(a,this.v0.y,this.v1.y,this.v2.y);return b}; +THREE.QuadraticBezierCurve.prototype.getTangent=function(a){var b=new THREE.Vector2;b.x=THREE.Curve.Utils.tangentQuadraticBezier(a,this.v0.x,this.v1.x,this.v2.x);b.y=THREE.Curve.Utils.tangentQuadraticBezier(a,this.v0.y,this.v1.y,this.v2.y);return b.normalize()};THREE.CubicBezierCurve=function(a,b,c,d){this.v0=a;this.v1=b;this.v2=c;this.v3=d};THREE.CubicBezierCurve.prototype=Object.create(THREE.Curve.prototype); +THREE.CubicBezierCurve.prototype.getPoint=function(a){var b;b=THREE.Shape.Utils.b3(a,this.v0.x,this.v1.x,this.v2.x,this.v3.x);a=THREE.Shape.Utils.b3(a,this.v0.y,this.v1.y,this.v2.y,this.v3.y);return new THREE.Vector2(b,a)};THREE.CubicBezierCurve.prototype.getTangent=function(a){var b;b=THREE.Curve.Utils.tangentCubicBezier(a,this.v0.x,this.v1.x,this.v2.x,this.v3.x);a=THREE.Curve.Utils.tangentCubicBezier(a,this.v0.y,this.v1.y,this.v2.y,this.v3.y);b=new THREE.Vector2(b,a);b.normalize();return b}; +THREE.SplineCurve=function(a){this.points=void 0==a?[]:a};THREE.SplineCurve.prototype=Object.create(THREE.Curve.prototype);THREE.SplineCurve.prototype.getPoint=function(a){var b=this.points;a*=b.length-1;var c=Math.floor(a);a-=c;var d=b[0==c?c:c-1],f=b[c],e=b[c>b.length-2?b.length-1:c+1],b=b[c>b.length-3?b.length-1:c+2],c=new THREE.Vector2;c.x=THREE.Curve.Utils.interpolate(d.x,f.x,e.x,b.x,a);c.y=THREE.Curve.Utils.interpolate(d.y,f.y,e.y,b.y,a);return c}; +THREE.EllipseCurve=function(a,b,c,d,f,e,g){this.aX=a;this.aY=b;this.xRadius=c;this.yRadius=d;this.aStartAngle=f;this.aEndAngle=e;this.aClockwise=g};THREE.EllipseCurve.prototype=Object.create(THREE.Curve.prototype); +THREE.EllipseCurve.prototype.getPoint=function(a){var b=this.aEndAngle-this.aStartAngle;0>b&&(b+=2*Math.PI);b>2*Math.PI&&(b-=2*Math.PI);a=!0===this.aClockwise?this.aEndAngle+(1-a)*(2*Math.PI-b):this.aStartAngle+a*b;b=new THREE.Vector2;b.x=this.aX+this.xRadius*Math.cos(a);b.y=this.aY+this.yRadius*Math.sin(a);return b};THREE.ArcCurve=function(a,b,c,d,f,e){THREE.EllipseCurve.call(this,a,b,c,c,d,f,e)};THREE.ArcCurve.prototype=Object.create(THREE.EllipseCurve.prototype); +THREE.LineCurve3=THREE.Curve.create(function(a,b){this.v1=a;this.v2=b},function(a){var b=new THREE.Vector3;b.subVectors(this.v2,this.v1);b.multiplyScalar(a);b.add(this.v1);return b});THREE.QuadraticBezierCurve3=THREE.Curve.create(function(a,b,c){this.v0=a;this.v1=b;this.v2=c},function(a){var b=new THREE.Vector3;b.x=THREE.Shape.Utils.b2(a,this.v0.x,this.v1.x,this.v2.x);b.y=THREE.Shape.Utils.b2(a,this.v0.y,this.v1.y,this.v2.y);b.z=THREE.Shape.Utils.b2(a,this.v0.z,this.v1.z,this.v2.z);return b}); +THREE.CubicBezierCurve3=THREE.Curve.create(function(a,b,c,d){this.v0=a;this.v1=b;this.v2=c;this.v3=d},function(a){var b=new THREE.Vector3;b.x=THREE.Shape.Utils.b3(a,this.v0.x,this.v1.x,this.v2.x,this.v3.x);b.y=THREE.Shape.Utils.b3(a,this.v0.y,this.v1.y,this.v2.y,this.v3.y);b.z=THREE.Shape.Utils.b3(a,this.v0.z,this.v1.z,this.v2.z,this.v3.z);return b}); +THREE.SplineCurve3=THREE.Curve.create(function(a){this.points=void 0==a?[]:a},function(a){var b=this.points;a*=b.length-1;var c=Math.floor(a);a-=c;var d=b[0==c?c:c-1],f=b[c],e=b[c>b.length-2?b.length-1:c+1],b=b[c>b.length-3?b.length-1:c+2],c=new THREE.Vector3;c.x=THREE.Curve.Utils.interpolate(d.x,f.x,e.x,b.x,a);c.y=THREE.Curve.Utils.interpolate(d.y,f.y,e.y,b.y,a);c.z=THREE.Curve.Utils.interpolate(d.z,f.z,e.z,b.z,a);return c}); +THREE.ClosedSplineCurve3=THREE.Curve.create(function(a){this.points=void 0==a?[]:a},function(a){var b=this.points;a*=b.length-0;var c=Math.floor(a);a-=c;var c=c+(0a.hierarchy[b].keys[c].time&&(a.hierarchy[b].keys[c].time= +0),void 0!==a.hierarchy[b].keys[c].rot&&!(a.hierarchy[b].keys[c].rot instanceof THREE.Quaternion)){var d=a.hierarchy[b].keys[c].rot;a.hierarchy[b].keys[c].rot=(new THREE.Quaternion).fromArray(d)}if(a.hierarchy[b].keys.length&&void 0!==a.hierarchy[b].keys[0].morphTargets){d={};for(c=0;cd;d++){for(var f=this.keyTypes[d],e=this.data.hierarchy[a].keys[0],g=this.getNextKeyWith(f,a,1);g.timee.index;)e=g,g=this.getNextKeyWith(f,a,g.index+1);c.prevKey[f]=e;c.nextKey[f]=g}}}; +THREE.Animation.prototype.resetBlendWeights=function(){for(var a=0,b=this.hierarchy.length;aa.length-2?q:q+1;c[3]=q>a.length-3?q:q+2;q=a[c[0]];r=a[c[1]];s=a[c[2]];p=a[c[3]];c=f*f;n=f*c;d[0]=e(q[0],r[0],s[0],p[0],f,c,n);d[1]=e(q[1],r[1],s[1],p[1],f,c,n);d[2]=e(q[2],r[2],s[2],p[2],f,c,n);return d},e=function(a,b,c,d,e,f,n){a=.5*(c-a);d=.5*(d-b);return(2*(b-c)+a+d)*n+ +(-3*(b-c)-2*a-d)*f+a*e+b};return function(e){if(!1!==this.isPlaying&&(this.currentTime+=e*this.timeScale,0!==this.weight)){e=this.data.length;if(this.currentTime>e||0>this.currentTime)if(this.loop)this.currentTime%=e,0>this.currentTime&&(this.currentTime+=e),this.reset();else{this.stop();return}e=0;for(var h=this.hierarchy.length;eq;q++){var n=this.keyTypes[q],r=l.prevKey[n],s=l.nextKey[n]; +if(0this.timeScale&&r.time>=this.currentTime){r=this.data.hierarchy[e].keys[0];for(s=this.getNextKeyWith(n,e,1);s.timer.index;)r=s,s=this.getNextKeyWith(n,e,s.index+1);l.prevKey[n]=r;l.nextKey[n]=s}k.matrixAutoUpdate=!0;k.matrixWorldNeedsUpdate=!0;var p=(this.currentTime-r.time)/(s.time-r.time),t=r[n],u=s[n];0>p&&(p=0);1a&&(this.currentTime%=a);this.currentTime=Math.min(this.currentTime,a);a=0;for(var b=this.hierarchy.length;ae.index;)e=g,g=f[e.index+1];d.prevKey= +e;d.nextKey=g}g.time>=this.currentTime?e.interpolate(g,this.currentTime):e.interpolate(g,g.time);this.data.hierarchy[a].node.updateMatrix();c.matrixWorldNeedsUpdate=!0}}}};THREE.KeyFrameAnimation.prototype.getNextKeyWith=function(a,b,c){b=this.data.hierarchy[b].keys;for(c%=b.length;cthis.duration&&(this.currentTime%=this.duration);this.currentTime=Math.min(this.currentTime,this.duration);c=this.duration/this.frames;var d=Math.floor(this.currentTime/c);d!=b&&(this.mesh.morphTargetInfluences[a]=0,this.mesh.morphTargetInfluences[b]=1,this.mesh.morphTargetInfluences[d]= +0,a=b,b=d);this.mesh.morphTargetInfluences[d]=this.currentTime%c/c;this.mesh.morphTargetInfluences[a]=1-this.mesh.morphTargetInfluences[d]}}}()}; +THREE.BoxGeometry=function(a,b,c,d,f,e){function g(a,b,c,d,e,f,g,p){var t,u=h.widthSegments,w=h.heightSegments,G=e/2,A=f/2,I=h.vertices.length;if("x"===a&&"y"===b||"y"===a&&"x"===b)t="z";else if("x"===a&&"z"===b||"z"===a&&"x"===b)t="y",w=h.depthSegments;else if("z"===a&&"y"===b||"y"===a&&"z"===b)t="x",u=h.depthSegments;var D=u+1,x=w+1,y=e/u,z=f/w,B=new THREE.Vector3;B[t]=0=d)return new THREE.Vector2(c,a);d=Math.sqrt(d/2)}else a=!1,1E-10d?-1E-10>f&&(a=!0):Math.sign(e)== +Math.sign(g)&&(a=!0),a?(c=-e,a=d,d=Math.sqrt(h)):(c=d,a=e,d=Math.sqrt(h/2));return new THREE.Vector2(c/d,a/d)}function f(a,b){var c,d;for(v=a.length;0<=--v;){c=v;d=v-1;0>d&&(d=a.length-1);for(var e=0,f=r+2*m,e=0;eMath.abs(b.y-c.y)?[new THREE.Vector2(b.x,1-b.z),new THREE.Vector2(c.x,1-c.z),new THREE.Vector2(d.x,1-d.z),new THREE.Vector2(f.x,1-f.z)]:[new THREE.Vector2(b.y,1-b.z),new THREE.Vector2(c.y,1-c.z),new THREE.Vector2(d.y, +1-d.z),new THREE.Vector2(f.y,1-f.z)]}};THREE.ShapeGeometry=function(a,b){THREE.Geometry.call(this);this.type="ShapeGeometry";!1===a instanceof Array&&(a=[a]);this.addShapeList(a,b);this.computeFaceNormals()};THREE.ShapeGeometry.prototype=Object.create(THREE.Geometry.prototype);THREE.ShapeGeometry.prototype.addShapeList=function(a,b){for(var c=0,d=a.length;cc&&1===a.x&&(a=new THREE.Vector2(a.x-1,a.y));0===b.x&&0===b.z&&(a=new THREE.Vector2(c/2/Math.PI+.5, +a.y));return a.clone()}THREE.Geometry.call(this);this.type="PolyhedronGeometry";this.parameters={vertices:a,indices:b,radius:c,detail:d};c=c||1;d=d||0;for(var k=this,l=0,m=a.length;lr&&(.2>d&&(b[0].x+=1),.2>a&&(b[1].x+=1),.2>q&&(b[2].x+=1));l=0;for(m=this.vertices.length;lc.y?this.quaternion.set(1,0,0,0):(a.set(c.z,0,-c.x).normalize(),b=Math.acos(c.y),this.quaternion.setFromAxisAngle(a,b))}}(); +THREE.ArrowHelper.prototype.setLength=function(a,b,c){void 0===b&&(b=.2*a);void 0===c&&(c=.2*b);this.line.scale.set(1,a-b,1);this.line.updateMatrix();this.cone.scale.set(c,b,c);this.cone.position.y=a;this.cone.updateMatrix()};THREE.ArrowHelper.prototype.setColor=function(a){this.line.material.color.set(a);this.cone.material.color.set(a)}; +THREE.BoxHelper=function(a){var b=new THREE.BufferGeometry;b.addAttribute("position",new THREE.BufferAttribute(new Float32Array(72),3));THREE.Line.call(this,b,new THREE.LineBasicMaterial({color:16776960}),THREE.LinePieces);void 0!==a&&this.update(a)};THREE.BoxHelper.prototype=Object.create(THREE.Line.prototype); +THREE.BoxHelper.prototype.update=function(a){var b=a.geometry;null===b.boundingBox&&b.computeBoundingBox();var c=b.boundingBox.min,b=b.boundingBox.max,d=this.geometry.attributes.position.array;d[0]=b.x;d[1]=b.y;d[2]=b.z;d[3]=c.x;d[4]=b.y;d[5]=b.z;d[6]=c.x;d[7]=b.y;d[8]=b.z;d[9]=c.x;d[10]=c.y;d[11]=b.z;d[12]=c.x;d[13]=c.y;d[14]=b.z;d[15]=b.x;d[16]=c.y;d[17]=b.z;d[18]=b.x;d[19]=c.y;d[20]=b.z;d[21]=b.x;d[22]=b.y;d[23]=b.z;d[24]=b.x;d[25]=b.y;d[26]=c.z;d[27]=c.x;d[28]=b.y;d[29]=c.z;d[30]=c.x;d[31]=b.y; +d[32]=c.z;d[33]=c.x;d[34]=c.y;d[35]=c.z;d[36]=c.x;d[37]=c.y;d[38]=c.z;d[39]=b.x;d[40]=c.y;d[41]=c.z;d[42]=b.x;d[43]=c.y;d[44]=c.z;d[45]=b.x;d[46]=b.y;d[47]=c.z;d[48]=b.x;d[49]=b.y;d[50]=b.z;d[51]=b.x;d[52]=b.y;d[53]=c.z;d[54]=c.x;d[55]=b.y;d[56]=b.z;d[57]=c.x;d[58]=b.y;d[59]=c.z;d[60]=c.x;d[61]=c.y;d[62]=b.z;d[63]=c.x;d[64]=c.y;d[65]=c.z;d[66]=b.x;d[67]=c.y;d[68]=b.z;d[69]=b.x;d[70]=c.y;d[71]=c.z;this.geometry.attributes.position.needsUpdate=!0;this.geometry.computeBoundingSphere();this.matrix=a.matrixWorld; +this.matrixAutoUpdate=!1};THREE.BoundingBoxHelper=function(a,b){var c=void 0!==b?b:8947848;this.object=a;this.box=new THREE.Box3;THREE.Mesh.call(this,new THREE.BoxGeometry(1,1,1),new THREE.MeshBasicMaterial({color:c,wireframe:!0}))};THREE.BoundingBoxHelper.prototype=Object.create(THREE.Mesh.prototype);THREE.BoundingBoxHelper.prototype.update=function(){this.box.setFromObject(this.object);this.box.size(this.scale);this.box.center(this.position)}; +THREE.CameraHelper=function(a){function b(a,b,d){c(a,d);c(b,d)}function c(a,b){d.vertices.push(new THREE.Vector3);d.colors.push(new THREE.Color(b));void 0===e[a]&&(e[a]=[]);e[a].push(d.vertices.length-1)}var d=new THREE.Geometry,f=new THREE.LineBasicMaterial({color:16777215,vertexColors:THREE.FaceColors}),e={};b("n1","n2",16755200);b("n2","n4",16755200);b("n4","n3",16755200);b("n3","n1",16755200);b("f1","f2",16755200);b("f2","f4",16755200);b("f4","f3",16755200);b("f3","f1",16755200);b("n1","f1",16755200); +b("n2","f2",16755200);b("n3","f3",16755200);b("n4","f4",16755200);b("p","n1",16711680);b("p","n2",16711680);b("p","n3",16711680);b("p","n4",16711680);b("u1","u2",43775);b("u2","u3",43775);b("u3","u1",43775);b("c","t",16777215);b("p","c",3355443);b("cn1","cn2",3355443);b("cn3","cn4",3355443);b("cf1","cf2",3355443);b("cf3","cf4",3355443);THREE.Line.call(this,d,f,THREE.LinePieces);this.camera=a;this.matrix=a.matrixWorld;this.matrixAutoUpdate=!1;this.pointMap=e;this.update()}; +THREE.CameraHelper.prototype=Object.create(THREE.Line.prototype); +THREE.CameraHelper.prototype.update=function(){var a,b,c=new THREE.Vector3,d=new THREE.Camera,f=function(e,f,h,k){c.set(f,h,k).unproject(d);e=b[e];if(void 0!==e)for(f=0,h=e.length;fs;s++){d[0]=r[g[s]];d[1]=r[g[(s+1)%3]];d.sort(e);var p=d.toString();void 0===f[p]?(f[p]={vert1:d[0],vert2:d[1],face1:q,face2:void 0},m++):f[p].face2=q}d=new Float32Array(6*m);e=0;for(p in f)if(g=f[p],void 0===g.face2|| +.9999>k[g.face1].normal.dot(k[g.face2].normal))m=l[g.vert1],d[e++]=m.x,d[e++]=m.y,d[e++]=m.z,m=l[g.vert2],d[e++]=m.x,d[e++]=m.y,d[e++]=m.z;h.addAttribute("position",new THREE.BufferAttribute(d,3));THREE.Line.call(this,h,new THREE.LineBasicMaterial({color:c}),THREE.LinePieces);this.matrix=a.matrixWorld;this.matrixAutoUpdate=!1};THREE.EdgesHelper.prototype=Object.create(THREE.Line.prototype); +THREE.FaceNormalsHelper=function(a,b,c,d){this.object=a;this.size=void 0!==b?b:1;a=void 0!==c?c:16776960;d=void 0!==d?d:1;b=new THREE.Geometry;c=0;for(var f=this.object.geometry.faces.length;cb;b++)a.faces[b].color=this.colors[4>b?0:1];b=new THREE.MeshBasicMaterial({vertexColors:THREE.FaceColors,wireframe:!0});this.lightSphere=new THREE.Mesh(a,b);this.add(this.lightSphere); +this.update()};THREE.HemisphereLightHelper.prototype=Object.create(THREE.Object3D.prototype);THREE.HemisphereLightHelper.prototype.dispose=function(){this.lightSphere.geometry.dispose();this.lightSphere.material.dispose()}; +THREE.HemisphereLightHelper.prototype.update=function(){var a=new THREE.Vector3;return function(){this.colors[0].copy(this.light.color).multiplyScalar(this.light.intensity);this.colors[1].copy(this.light.groundColor).multiplyScalar(this.light.intensity);this.lightSphere.lookAt(a.setFromMatrixPosition(this.light.matrixWorld).negate());this.lightSphere.geometry.colorsNeedUpdate=!0}}(); +THREE.PointLightHelper=function(a,b){this.light=a;this.light.updateMatrixWorld();var c=new THREE.SphereGeometry(b,4,2),d=new THREE.MeshBasicMaterial({wireframe:!0,fog:!1});d.color.copy(this.light.color).multiplyScalar(this.light.intensity);THREE.Mesh.call(this,c,d);this.matrix=this.light.matrixWorld;this.matrixAutoUpdate=!1};THREE.PointLightHelper.prototype=Object.create(THREE.Mesh.prototype);THREE.PointLightHelper.prototype.dispose=function(){this.geometry.dispose();this.material.dispose()}; +THREE.PointLightHelper.prototype.update=function(){this.material.color.copy(this.light.color).multiplyScalar(this.light.intensity)}; +THREE.SkeletonHelper=function(a){this.bones=this.getBoneList(a);for(var b=new THREE.Geometry,c=0;cp;p++){d[0]=s[g[p]];d[1]=s[g[(p+1)%3]];d.sort(e);var t=d.toString();void 0===f[t]&&(q[2*m]=d[0],q[2*m+1]=d[1],f[t]=!0,m++)}d=new Float32Array(6*m);n=0;for(r=m;np;p++)m= +k[q[2*n+p]],g=6*n+3*p,d[g+0]=m.x,d[g+1]=m.y,d[g+2]=m.z;h.addAttribute("position",new THREE.BufferAttribute(d,3))}else if(a.geometry instanceof THREE.BufferGeometry){if(void 0!==a.geometry.attributes.index){k=a.geometry.attributes.position.array;r=a.geometry.attributes.index.array;l=a.geometry.drawcalls;m=0;0===l.length&&(l=[{count:r.length,index:0,start:0}]);for(var q=new Uint32Array(2*r.length),s=0,u=l.length;sp;p++)d[0]= +g+r[n+p],d[1]=g+r[n+(p+1)%3],d.sort(e),t=d.toString(),void 0===f[t]&&(q[2*m]=d[0],q[2*m+1]=d[1],f[t]=!0,m++);d=new Float32Array(6*m);n=0;for(r=m;np;p++)g=6*n+3*p,m=3*q[2*n+p],d[g+0]=k[m],d[g+1]=k[m+1],d[g+2]=k[m+2]}else for(k=a.geometry.attributes.position.array,m=k.length/3,q=m/3,d=new Float32Array(6*m),n=0,r=q;np;p++)g=18*n+6*p,q=9*n+3*p,d[g+0]=k[q],d[g+1]=k[q+1],d[g+2]=k[q+2],m=9*n+(p+1)%3*3,d[g+3]=k[m],d[g+4]=k[m+1],d[g+5]=k[m+2];h.addAttribute("position",new THREE.BufferAttribute(d, +3))}THREE.Line.call(this,h,new THREE.LineBasicMaterial({color:c}),THREE.LinePieces);this.matrix=a.matrixWorld;this.matrixAutoUpdate=!1};THREE.WireframeHelper.prototype=Object.create(THREE.Line.prototype);THREE.ImmediateRenderObject=function(){THREE.Object3D.call(this);this.render=function(a){}};THREE.ImmediateRenderObject.prototype=Object.create(THREE.Object3D.prototype); +THREE.MorphBlendMesh=function(a,b){THREE.Mesh.call(this,a,b);this.animationsMap={};this.animationsList=[];var c=this.geometry.morphTargets.length;this.createAnimation("__default",0,c-1,c/1);this.setAnimationWeight("__default",1)};THREE.MorphBlendMesh.prototype=Object.create(THREE.Mesh.prototype); +THREE.MorphBlendMesh.prototype.createAnimation=function(a,b,c,d){b={startFrame:b,endFrame:c,length:c-b+1,fps:d,duration:(c-b)/d,lastFrame:0,currentFrame:0,active:!1,time:0,direction:1,weight:1,directionBackwards:!1,mirroredLoop:!1};this.animationsMap[a]=b;this.animationsList.push(b)}; +THREE.MorphBlendMesh.prototype.autoCreateAnimations=function(a){for(var b=/([a-z]+)_?(\d+)/,c,d={},f=this.geometry,e=0,g=f.morphTargets.length;eh.end&&(h.end=e);c||(c=k)}}for(k in d)h=d[k],this.createAnimation(k,h.start,h.end,a);this.firstAnimation=c}; +THREE.MorphBlendMesh.prototype.setAnimationDirectionForward=function(a){if(a=this.animationsMap[a])a.direction=1,a.directionBackwards=!1};THREE.MorphBlendMesh.prototype.setAnimationDirectionBackward=function(a){if(a=this.animationsMap[a])a.direction=-1,a.directionBackwards=!0};THREE.MorphBlendMesh.prototype.setAnimationFPS=function(a,b){var c=this.animationsMap[a];c&&(c.fps=b,c.duration=(c.end-c.start)/c.fps)}; +THREE.MorphBlendMesh.prototype.setAnimationDuration=function(a,b){var c=this.animationsMap[a];c&&(c.duration=b,c.fps=(c.end-c.start)/c.duration)};THREE.MorphBlendMesh.prototype.setAnimationWeight=function(a,b){var c=this.animationsMap[a];c&&(c.weight=b)};THREE.MorphBlendMesh.prototype.setAnimationTime=function(a,b){var c=this.animationsMap[a];c&&(c.time=b)};THREE.MorphBlendMesh.prototype.getAnimationTime=function(a){var b=0;if(a=this.animationsMap[a])b=a.time;return b}; +THREE.MorphBlendMesh.prototype.getAnimationDuration=function(a){var b=-1;if(a=this.animationsMap[a])b=a.duration;return b};THREE.MorphBlendMesh.prototype.playAnimation=function(a){var b=this.animationsMap[a];b?(b.time=0,b.active=!0):console.warn("animation["+a+"] undefined")};THREE.MorphBlendMesh.prototype.stopAnimation=function(a){if(a=this.animationsMap[a])a.active=!1}; +THREE.MorphBlendMesh.prototype.update=function(a){for(var b=0,c=this.animationsList.length;bd.duration||0>d.time)d.direction*=-1,d.time>d.duration&&(d.time=d.duration,d.directionBackwards=!0),0>d.time&&(d.time=0,d.directionBackwards=!1)}else d.time%=d.duration,0>d.time&&(d.time+=d.duration);var e=d.startFrame+THREE.Math.clamp(Math.floor(d.time/f),0,d.length-1),g=d.weight; +e!==d.currentFrame&&(this.morphTargetInfluences[d.lastFrame]=0,this.morphTargetInfluences[d.currentFrame]=1*g,this.morphTargetInfluences[e]=0,d.lastFrame=d.currentFrame,d.currentFrame=e);f=d.time%f/f;d.directionBackwards&&(f=1-f);this.morphTargetInfluences[d.currentFrame]=f*g;this.morphTargetInfluences[d.lastFrame]=(1-f)*g}}}; diff --git a/build/three-math.js b/build/three-math.js new file mode 100644 index 0000000000000000000000000000000000000000..afc22e89eb0546409c75d61c424dc69d7ee6bb7e --- /dev/null +++ b/build/three-math.js @@ -0,0 +1,6928 @@ +// File:src/Three.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +var THREE = { REVISION: '70dev' }; + +// browserify support + +if ( typeof module === 'object' ) { + + module.exports = THREE; + +} + +// polyfills + +if ( Math.sign === undefined ) { + + Math.sign = function ( x ) { + + return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : 0; + + }; + +} + +// 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; + + +// TEXTURE CONSTANTS + +THREE.MultiplyOperation = 0; +THREE.MixOperation = 1; +THREE.AddOperation = 2; + +// Mapping modes + +THREE.UVMapping = function () {}; + +THREE.CubeReflectionMapping = function () {}; +THREE.CubeRefractionMapping = function () {}; + +THREE.SphericalReflectionMapping = function () {}; +THREE.SphericalRefractionMapping = function () {}; + +// Wrapping modes + +THREE.RepeatWrapping = 1000; +THREE.ClampToEdgeWrapping = 1001; +THREE.MirroredRepeatWrapping = 1002; + +// Filters + +THREE.NearestFilter = 1003; +THREE.NearestMipMapNearestFilter = 1004; +THREE.NearestMipMapLinearFilter = 1005; +THREE.LinearFilter = 1006; +THREE.LinearMipMapNearestFilter = 1007; +THREE.LinearMipMapLinearFilter = 1008; + +// Data types + +THREE.UnsignedByteType = 1009; +THREE.ByteType = 1010; +THREE.ShortType = 1011; +THREE.UnsignedShortType = 1012; +THREE.IntType = 1013; +THREE.UnsignedIntType = 1014; +THREE.FloatType = 1015; + +// Pixel types + +//THREE.UnsignedByteType = 1009; +THREE.UnsignedShort4444Type = 1016; +THREE.UnsignedShort5551Type = 1017; +THREE.UnsignedShort565Type = 1018; + +// Pixel formats + +THREE.AlphaFormat = 1019; +THREE.RGBFormat = 1020; +THREE.RGBAFormat = 1021; +THREE.LuminanceFormat = 1022; +THREE.LuminanceAlphaFormat = 1023; + +// 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; + +// 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 ( h, s, l ) { + + // h,s,l ranges are in 0.0 - 1.0 + + if ( s === 0 ) { + + this.r = this.g = this.b = l; + + } else { + + var hue2rgb = function ( 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; + + }; + + 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 ) { + + // rgb(255,0,0) + + if ( /^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.test( style ) ) { + + var color = /^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.exec( style ); + + 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; + + } + + // rgb(100%,0%,0%) + + if ( /^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.test( style ) ) { + + var color = /^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.exec( style ); + + this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100; + this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100; + this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100; + + return this; + + } + + // #ff0000 + + if ( /^\#([0-9a-f]{6})$/i.test( style ) ) { + + var color = /^\#([0-9a-f]{6})$/i.exec( style ); + + this.setHex( parseInt( color[ 1 ], 16 ) ); + + return this; + + } + + // #f00 + + if ( /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.test( style ) ) { + + var color = /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.exec( style ); + + this.setHex( parseInt( color[ 1 ] + color[ 1 ] + color[ 2 ] + color[ 2 ] + color[ 3 ] + color[ 3 ], 16 ) ); + + return this; + + } + + // red + + if ( /^(\w+)$/i.test( style ) ) { + + this.setHex( THREE.ColorKeywords[ style ] ); + + return this; + + } + + + }, + + copy: function ( color ) { + + this.r = color.r; + this.g = color.g; + this.b = color.b; + + return this; + + }, + + copyGammaToLinear: function ( color ) { + + this.r = color.r * color.r; + this.g = color.g * color.g; + this.b = color.b * color.b; + + return this; + + }, + + copyLinearToGamma: function ( color ) { + + this.r = Math.sqrt( color.r ); + this.g = Math.sqrt( color.g ); + this.b = Math.sqrt( color.b ); + + return this; + + }, + + convertGammaToLinear: function () { + + var r = this.r, g = this.g, b = this.b; + + this.r = r * r; + this.g = g * g; + this.b = b * b; + + return this; + + }, + + convertLinearToGamma: function () { + + this.r = Math.sqrt( this.r ); + this.g = Math.sqrt( this.g ); + this.b = Math.sqrt( this.b ); + + return this; + + }, + + 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 () { + + return [ this.r, this.g, this.b ]; + + }, + + clone: function () { + + return new THREE.Color().setRGB( this.r, this.g, this.b ); + + } + +}; + +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, + + _x: 0,_y: 0, _z: 0, _w: 0, + + 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; + + }, + + addVectors: function ( a, b ) { + + this.x = a.x + b.x; + this.y = a.y + b.y; + + return this; + + }, + + addScalar: function ( s ) { + + this.x += s; + this.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; + + }, + + 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 ( 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 ); + + }, + + 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; + + }, + + 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; + + }, + + 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; + + }, + + 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; + + }, + + 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 ( 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 ( 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 ( 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 ( 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 ( 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; + + }, + + 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 ( 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 ( 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 ( 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; + + }, + + 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; + + }, + + 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; + + }, + + 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 ( 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; + + }, + + 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; + + }, + + 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, + + _x: 0, _y: 0, _z: 0, _order: THREE.Euler.DefaultOrder, + + 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 ) { + + 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; + + this.onChangeCallback(); + + return this; + + }, + + setFromQuaternion: function ( q, order, update ) { + + var clamp = THREE.Math.clamp; + + // q is assumed to be normalized + + // http://www.mathworks.com/matlabcentral/fileexchange/20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/content/SpinCalc.m + + var sqx = q.x * q.x; + var sqy = q.y * q.y; + var sqz = q.z * q.z; + var sqw = q.w * q.w; + + order = order || this._order; + + if ( order === 'XYZ' ) { + + this._x = Math.atan2( 2 * ( q.x * q.w - q.y * q.z ), ( sqw - sqx - sqy + sqz ) ); + this._y = Math.asin( clamp( 2 * ( q.x * q.z + q.y * q.w ), - 1, 1 ) ); + this._z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw + sqx - sqy - sqz ) ); + + } else if ( order === 'YXZ' ) { + + this._x = Math.asin( clamp( 2 * ( q.x * q.w - q.y * q.z ), - 1, 1 ) ); + this._y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw - sqx - sqy + sqz ) ); + this._z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw - sqx + sqy - sqz ) ); + + } else if ( order === 'ZXY' ) { + + this._x = Math.asin( clamp( 2 * ( q.x * q.w + q.y * q.z ), - 1, 1 ) ); + this._y = Math.atan2( 2 * ( q.y * q.w - q.z * q.x ), ( sqw - sqx - sqy + sqz ) ); + this._z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw - sqx + sqy - sqz ) ); + + } else if ( order === 'ZYX' ) { + + this._x = Math.atan2( 2 * ( q.x * q.w + q.z * q.y ), ( sqw - sqx - sqy + sqz ) ); + this._y = Math.asin( clamp( 2 * ( q.y * q.w - q.x * q.z ), - 1, 1 ) ); + this._z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw + sqx - sqy - sqz ) ); + + } else if ( order === 'YZX' ) { + + this._x = Math.atan2( 2 * ( q.x * q.w - q.z * q.y ), ( sqw - sqx + sqy - sqz ) ); + this._y = Math.atan2( 2 * ( q.y * q.w - q.x * q.z ), ( sqw + sqx - sqy - sqz ) ); + this._z = Math.asin( clamp( 2 * ( q.x * q.y + q.z * q.w ), - 1, 1 ) ); + + } else if ( order === 'XZY' ) { + + this._x = Math.atan2( 2 * ( q.x * q.w + q.y * q.z ), ( sqw - sqx + sqy - sqz ) ); + this._y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw + sqx - sqy - sqz ) ); + this._z = Math.asin( clamp( 2 * ( q.z * q.w - q.x * q.y ), - 1, 1 ) ); + + } else { + + console.warn( 'THREE.Euler: .setFromQuaternion() given unsupported order: ' + order ) + + } + + this._order = order; + + if ( update !== false ) this.onChangeCallback(); + + return this; + + }, + + 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 () { + + return [ this._x, this._y, this._z, this._order ]; + + }, + + 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 childrens', 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 = new THREE.Vector3(); + + return function ( array, offset, length ) { + + if ( offset === undefined ) offset = 0; + if ( length === undefined ) length = array.length; + + for ( var i = 0, j = offset, il; i < length; i += 3, j += 3 ) { + + v1.x = array[ j ]; + v1.y = array[ j + 1 ]; + v1.z = array[ j + 2 ]; + + v1.applyMatrix3( this ); + + array[ j ] = v1.x; + array[ j + 1 ] = v1.y; + array[ j + 2 ] = v1.z; + + } + + return array; + + }; + + }(), + + 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; + + }, + + extractRotation: function () { + + var v1 = new THREE.Vector3(); + + return function ( m ) { + + 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 = new THREE.Vector3(); + var y = new THREE.Vector3(); + var z = new THREE.Vector3(); + + return function ( eye, target, up ) { + + 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 = new THREE.Vector3(); + + return function ( array, offset, length ) { + + if ( offset === undefined ) offset = 0; + if ( length === undefined ) length = array.length; + + for ( var i = 0, j = offset, il; i < length; i += 3, j += 3 ) { + + v1.x = array[ j ]; + v1.y = array[ j + 1 ]; + v1.z = array[ j + 2 ]; + + v1.applyMatrix4( this ); + + array[ j ] = v1.x; + array[ j + 1 ] = v1.y; + array[ j + 2 ] = v1.z; + + } + + return array; + + }; + + }(), + + 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 = new THREE.Vector3(); + + return function () { + + 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 = "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.warn( 'THREE.Matrix4: .translate() has been removed.' ); + + }, + + rotateX: function ( angle ) { + + console.warn( 'THREE.Matrix4: .rotateX() has been removed.' ); + + }, + + rotateY: function ( angle ) { + + console.warn( 'THREE.Matrix4: .rotateY() has been removed.' ); + + }, + + rotateZ: function ( angle ) { + + console.warn( 'THREE.Matrix4: .rotateZ() has been removed.' ); + + }, + + rotateByAxis: function ( axis, angle ) { + + console.warn( '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 = new THREE.Vector3(); + var matrix = new THREE.Matrix4(); + + return function ( position, quaternion, scale ) { + + 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; + + }, + + 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 () { + + 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.distanceTo( point ); + + } + + v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin ); + + return v1.distanceTo( point ); + + }; + + }(), + + distanceSqToSegment: 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 + + var segCenter = v0.clone().add( v1 ).multiplyScalar( 0.5 ); + var segDir = v1.clone().sub( v0 ).normalize(); + var segExtent = v0.distanceTo( v1 ) * 0.5; + var diff = this.origin.clone().sub( segCenter ); + 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.clone().multiplyScalar( s0 ).add( this.origin ) ); + + } + + if ( optionalPointOnSegment ) { + + optionalPointOnSegment.copy( segDir.clone().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 Math.floor( this.randFloat( low, high ) ); + + }, + + // 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; + + } + +}; + +// 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, + linearDistance, realDistance, + sampling, position, + newpoints = [], + tmpVec = new THREE.Vector3(), + sl = this.getLength(); + + newpoints.push( tmpVec.copy( this.points[ 0 ] ).clone() ); + + for ( i = 1; i < this.points.length; i ++ ) { + + //tmpVec.copy( this.points[ i - 1 ] ); + //linearDistance = tmpVec.distanceTo( this.points[ i ] ); + + realDistance = sl.chunks[ i ] - sl.chunks[ i - 1 ]; + + sampling = Math.ceil( samplingCoef * realDistance / sl.total ); + + indexCurrent = ( i - 1 ) / ( this.points.length - 1 ); + indexNext = i / ( this.points.length - 1 ); + + for ( j = 1; j < sampling - 1; j ++ ) { + + index = indexCurrent + j * ( 1 / sampling ) * ( indexNext - indexCurrent ); + + position = this.getPoint( index ); + newpoints.push( tmpVec.copy( position ).clone() ); + + } + + newpoints.push( tmpVec.copy( this.points[ i ] ).clone() ); + + } + + this.points = newpoints; + + }; + + // Catmull-Rom + + function interpolate( p0, p1, p2, p3, t, t2, t3 ) { + + var v0 = ( p2 - p0 ) * 0.5, + v1 = ( p3 - p1 ) * 0.5; + + return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1; + + }; + +}; + +// 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 barycoordinates +// 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(); + + // colinear 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; + + // barycoordinates 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 ); + + } + +}; + diff --git a/build/three-math.min.js b/build/three-math.min.js new file mode 100644 index 0000000000000000000000000000000000000000..cdb469308c3f8a77b85f97ba94e7520b7b1089a5 --- /dev/null +++ b/build/three-math.min.js @@ -0,0 +1,149 @@ +// threejs.org/license +'use strict';var THREE={REVISION:"70dev"};"object"===typeof module&&(module.exports=THREE);void 0===Math.sign&&(Math.sign=function(a){return 0>a?-1:0>16&255)/255;this.g=(a>>8&255)/255;this.b=(a&255)/255;return this},setRGB:function(a,b,c){this.r=a;this.g=b;this.b=c;return this},setHSL:function(a,b,c){if(0===b)this.r=this.g=this.b=c;else{var d=function(a,b,c){0>c&&(c+=1);1c?b:c<2/3?a+6*(b-a)*(2/3-c):a};b=.5>=c?c*(1+b):c+b-c*b;c=2*c-b;this.r=d(c,b,a+1/3);this.g=d(c,b,a);this.b=d(c,b,a-1/3)}return this},setStyle:function(a){if(/^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.test(a))return a=/^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.exec(a),this.r=Math.min(255,parseInt(a[1],10))/255,this.g=Math.min(255,parseInt(a[2],10))/255,this.b=Math.min(255,parseInt(a[3],10))/255,this;if(/^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.test(a))return a=/^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.exec(a),this.r= +Math.min(100,parseInt(a[1],10))/100,this.g=Math.min(100,parseInt(a[2],10))/100,this.b=Math.min(100,parseInt(a[3],10))/100,this;if(/^\#([0-9a-f]{6})$/i.test(a))return a=/^\#([0-9a-f]{6})$/i.exec(a),this.setHex(parseInt(a[1],16)),this;if(/^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.test(a))return a=/^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.exec(a),this.setHex(parseInt(a[1]+a[1]+a[2]+a[2]+a[3]+a[3],16)),this;if(/^(\w+)$/i.test(a))return this.setHex(THREE.ColorKeywords[a]),this},copy:function(a){this.r=a.r;this.g= +a.g;this.b=a.b;return this},copyGammaToLinear:function(a){this.r=a.r*a.r;this.g=a.g*a.g;this.b=a.b*a.b;return this},copyLinearToGamma:function(a){this.r=Math.sqrt(a.r);this.g=Math.sqrt(a.g);this.b=Math.sqrt(a.b);return this},convertGammaToLinear:function(){var a=this.r,b=this.g,c=this.b;this.r=a*a;this.g=b*b;this.b=c*c;return this},convertLinearToGamma:function(){this.r=Math.sqrt(this.r);this.g=Math.sqrt(this.g);this.b=Math.sqrt(this.b);return this},getHex:function(){return 255*this.r<<16^255*this.g<< +8^255*this.b<<0},getHexString:function(){return("000000"+this.getHex().toString(16)).slice(-6)},getHSL:function(a){a=a||{h:0,s:0,l:0};var b=this.r,c=this.g,d=this.b,e=Math.max(b,c,d),f=Math.min(b,c,d),g,h=(f+e)/2;if(f===e)f=g=0;else{var k=e-f,f=.5>=h?k/(e+f):k/(2-e-f);switch(e){case b:g=(c-d)/k+(cf&&c>b?(c=2*Math.sqrt(1+c-f-b),this._w=(k-g)/c,this._x=.25*c,this._y=(a+e)/c,this._z=(d+h)/c):f>b?(c=2*Math.sqrt(1+f-c-b),this._w=(d-h)/c,this._x=(a+e)/c,this._y= +.25*c,this._z=(g+k)/c):(c=2*Math.sqrt(1+b-c-f),this._w=(e-a)/c,this._x=(d+h)/c,this._y=(g+k)/c,this._z=.25*c);this.onChangeCallback();return this},setFromUnitVectors:function(){var a,b;return function(c,d){void 0===a&&(a=new THREE.Vector3);b=c.dot(d)+1;1E-6>b?(b=0,Math.abs(c.x)>Math.abs(c.z)?a.set(-c.y,c.x,0):a.set(0,-c.z,c.y)):a.crossVectors(c,d);this._x=a.x;this._y=a.y;this._z=a.z;this._w=b;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(a){return this._x*a._x+this._y*a._y+this._z*a._z+this._w*a._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 a=this.length();0===a?(this._z=this._y=this._x=0,this._w=1):(a=1/a,this._x*=a,this._y*=a,this._z*=a,this._w*=a);this.onChangeCallback();return this}, +multiply:function(a,b){return void 0!==b?(console.warn("THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead."),this.multiplyQuaternions(a,b)):this.multiplyQuaternions(this,a)},multiplyQuaternions:function(a,b){var c=a._x,d=a._y,e=a._z,f=a._w,g=b._x,h=b._y,k=b._z,l=b._w;this._x=c*l+f*g+d*k-e*h;this._y=d*l+f*h+e*g-c*k;this._z=e*l+f*k+c*h-d*g;this._w=f*l-c*g-d*h-e*k;this.onChangeCallback();return this},multiplyVector3:function(a){console.warn("THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead."); +return a.applyQuaternion(this)},slerp:function(a,b){if(0===b)return this;if(1===b)return this.copy(a);var c=this._x,d=this._y,e=this._z,f=this._w,g=f*a._w+c*a._x+d*a._y+e*a._z;0>g?(this._w=-a._w,this._x=-a._x,this._y=-a._y,this._z=-a._z,g=-g):this.copy(a);if(1<=g)return this._w=f,this._x=c,this._y=d,this._z=e,this;var h=Math.acos(g),k=Math.sqrt(1-g*g);if(.001>Math.abs(k))return this._w=.5*(f+this._w),this._x=.5*(c+this._x),this._y=.5*(d+this._y),this._z=.5*(e+this._z),this;g=Math.sin((1-b)*h)/k;h= +Math.sin(b*h)/k;this._w=f*g+this._w*h;this._x=c*g+this._x*h;this._y=d*g+this._y*h;this._z=e*g+this._z*h;this.onChangeCallback();return this},equals:function(a){return a._x===this._x&&a._y===this._y&&a._z===this._z&&a._w===this._w},fromArray:function(a,b){void 0===b&&(b=0);this._x=a[b];this._y=a[b+1];this._z=a[b+2];this._w=a[b+3];this.onChangeCallback();return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this._x;a[b+1]=this._y;a[b+2]=this._z;a[b+3]=this._w;return a},onChange:function(a){this.onChangeCallback= +a;return this},onChangeCallback:function(){},clone:function(){return new THREE.Quaternion(this._x,this._y,this._z,this._w)}};THREE.Quaternion.slerp=function(a,b,c,d){return c.copy(a).slerp(b,d)};THREE.Vector2=function(a,b){this.x=a||0;this.y=b||0}; +THREE.Vector2.prototype={constructor:THREE.Vector2,set:function(a,b){this.x=a;this.y=b;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setComponent:function(a,b){switch(a){case 0:this.x=b;break;case 1:this.y=b;break;default:throw Error("index is out of range: "+a);}},getComponent:function(a){switch(a){case 0:return this.x;case 1:return this.y;default:throw Error("index is out of range: "+a);}},copy:function(a){this.x=a.x;this.y=a.y;return this},add:function(a, +b){if(void 0!==b)return console.warn("THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(a,b);this.x+=a.x;this.y+=a.y;return this},addVectors:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;return this},addScalar:function(a){this.x+=a;this.y+=a;return this},sub:function(a,b){if(void 0!==b)return console.warn("THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(a,b);this.x-=a.x;this.y-=a.y;return this}, +subVectors:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;return this},multiply:function(a){this.x*=a.x;this.y*=a.y;return this},multiplyScalar:function(a){this.x*=a;this.y*=a;return this},divide:function(a){this.x/=a.x;this.y/=a.y;return this},divideScalar:function(a){0!==a?(a=1/a,this.x*=a,this.y*=a):this.y=this.x=0;return this},min:function(a){this.x>a.x&&(this.x=a.x);this.y>a.y&&(this.y=a.y);return this},max:function(a){this.xb.x&&(this.x=b.x);this.yb.y&&(this.y=b.y);return this},clampScalar:function(){var a,b;return function(c,d){void 0===a&&(a=new THREE.Vector2,b=new THREE.Vector2);a.set(c,c);b.set(d,d);return this.clamp(a,b)}}(),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=0>this.x?Math.ceil(this.x):Math.floor(this.x);this.y=0>this.y?Math.ceil(this.y):Math.floor(this.y);return this},negate:function(){this.x=-this.x;this.y=-this.y;return this},dot:function(a){return this.x*a.x+this.y*a.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)},normalize:function(){return this.divideScalar(this.length())},distanceTo:function(a){return Math.sqrt(this.distanceToSquared(a))},distanceToSquared:function(a){var b= +this.x-a.x;a=this.y-a.y;return b*b+a*a},setLength:function(a){var b=this.length();0!==b&&a!==b&&this.multiplyScalar(a/b);return this},lerp:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;return this},equals:function(a){return a.x===this.x&&a.y===this.y},fromArray:function(a,b){void 0===b&&(b=0);this.x=a[b];this.y=a[b+1];return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this.x;a[b+1]=this.y;return a},clone:function(){return new THREE.Vector2(this.x,this.y)}}; +THREE.Vector3=function(a,b,c){this.x=a||0;this.y=b||0;this.z=c||0}; +THREE.Vector3.prototype={constructor:THREE.Vector3,set:function(a,b,c){this.x=a;this.y=b;this.z=c;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setZ:function(a){this.z=a;return this},setComponent:function(a,b){switch(a){case 0:this.x=b;break;case 1:this.y=b;break;case 2:this.z=b;break;default:throw Error("index is out of range: "+a);}},getComponent:function(a){switch(a){case 0:return this.x;case 1:return this.y;case 2:return this.z;default:throw Error("index is out of range: "+ +a);}},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;return this},add:function(a,b){if(void 0!==b)return console.warn("THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(a,b);this.x+=a.x;this.y+=a.y;this.z+=a.z;return this},addScalar:function(a){this.x+=a;this.y+=a;this.z+=a;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},sub:function(a,b){if(void 0!==b)return console.warn("THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."), +this.subVectors(a,b);this.x-=a.x;this.y-=a.y;this.z-=a.z;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(a,b){if(void 0!==b)return console.warn("THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead."),this.multiplyVectors(a,b);this.x*=a.x;this.y*=a.y;this.z*=a.z;return this},multiplyScalar:function(a){this.x*=a;this.y*=a;this.z*=a;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 a;return function(b){!1===b instanceof THREE.Euler&&console.error("THREE.Vector3: .applyEuler() now expects a Euler rotation rather than a Vector3 and order.");void 0===a&&(a=new THREE.Quaternion);this.applyQuaternion(a.setFromEuler(b));return this}}(),applyAxisAngle:function(){var a;return function(b,c){void 0===a&&(a=new THREE.Quaternion);this.applyQuaternion(a.setFromAxisAngle(b,c));return this}}(),applyMatrix3:function(a){var b=this.x, +c=this.y,d=this.z;a=a.elements;this.x=a[0]*b+a[3]*c+a[6]*d;this.y=a[1]*b+a[4]*c+a[7]*d;this.z=a[2]*b+a[5]*c+a[8]*d;return this},applyMatrix4:function(a){var b=this.x,c=this.y,d=this.z;a=a.elements;this.x=a[0]*b+a[4]*c+a[8]*d+a[12];this.y=a[1]*b+a[5]*c+a[9]*d+a[13];this.z=a[2]*b+a[6]*c+a[10]*d+a[14];return this},applyProjection:function(a){var b=this.x,c=this.y,d=this.z;a=a.elements;var e=1/(a[3]*b+a[7]*c+a[11]*d+a[15]);this.x=(a[0]*b+a[4]*c+a[8]*d+a[12])*e;this.y=(a[1]*b+a[5]*c+a[9]*d+a[13])*e;this.z= +(a[2]*b+a[6]*c+a[10]*d+a[14])*e;return this},applyQuaternion:function(a){var b=this.x,c=this.y,d=this.z,e=a.x,f=a.y,g=a.z;a=a.w;var h=a*b+f*d-g*c,k=a*c+g*b-e*d,l=a*d+e*c-f*b,b=-e*b-f*c-g*d;this.x=h*a+b*-e+k*-g-l*-f;this.y=k*a+b*-f+l*-e-h*-g;this.z=l*a+b*-g+h*-f-k*-e;return this},project:function(){var a;return function(b){void 0===a&&(a=new THREE.Matrix4);a.multiplyMatrices(b.projectionMatrix,a.getInverse(b.matrixWorld));return this.applyProjection(a)}}(),unproject:function(){var a;return function(b){void 0=== +a&&(a=new THREE.Matrix4);a.multiplyMatrices(b.matrixWorld,a.getInverse(b.projectionMatrix));return this.applyProjection(a)}}(),transformDirection:function(a){var b=this.x,c=this.y,d=this.z;a=a.elements;this.x=a[0]*b+a[4]*c+a[8]*d;this.y=a[1]*b+a[5]*c+a[9]*d;this.z=a[2]*b+a[6]*c+a[10]*d;this.normalize();return this},divide:function(a){this.x/=a.x;this.y/=a.y;this.z/=a.z;return this},divideScalar:function(a){0!==a?(a=1/a,this.x*=a,this.y*=a,this.z*=a):this.z=this.y=this.x=0;return this},min:function(a){this.x> +a.x&&(this.x=a.x);this.y>a.y&&(this.y=a.y);this.z>a.z&&(this.z=a.z);return this},max:function(a){this.xb.x&&(this.x=b.x);this.yb.y&&(this.y=b.y);this.zb.z&&(this.z=b.z);return this},clampScalar:function(){var a,b;return function(c,d){void 0===a&&(a=new THREE.Vector3,b=new THREE.Vector3);a.set(c,c,c);b.set(d,d,d);return this.clamp(a, +b)}}(),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=0>this.x?Math.ceil(this.x):Math.floor(this.x);this.y=0>this.y?Math.ceil(this.y):Math.floor(this.y);this.z=0>this.z?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(a){return this.x*a.x+this.y*a.y+this.z*a.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(a){var b=this.length();0!==b&&a!==b&&this.multiplyScalar(a/ +b);return this},lerp:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;this.z+=(a.z-this.z)*b;return this},cross:function(a,b){if(void 0!==b)return console.warn("THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead."),this.crossVectors(a,b);var c=this.x,d=this.y,e=this.z;this.x=d*a.z-e*a.y;this.y=e*a.x-c*a.z;this.z=c*a.y-d*a.x;return this},crossVectors:function(a,b){var c=a.x,d=a.y,e=a.z,f=b.x,g=b.y,h=b.z;this.x=d*h-e*g;this.y=e*f-c*h;this.z=c*g-d*f;return this}, +projectOnVector:function(){var a,b;return function(c){void 0===a&&(a=new THREE.Vector3);a.copy(c).normalize();b=this.dot(a);return this.copy(a).multiplyScalar(b)}}(),projectOnPlane:function(){var a;return function(b){void 0===a&&(a=new THREE.Vector3);a.copy(this).projectOnVector(b);return this.sub(a)}}(),reflect:function(){var a;return function(b){void 0===a&&(a=new THREE.Vector3);return this.sub(a.copy(b).multiplyScalar(2*this.dot(b)))}}(),angleTo:function(a){a=this.dot(a)/(this.length()*a.length()); +return Math.acos(THREE.Math.clamp(a,-1,1))},distanceTo:function(a){return Math.sqrt(this.distanceToSquared(a))},distanceToSquared:function(a){var b=this.x-a.x,c=this.y-a.y;a=this.z-a.z;return b*b+c*c+a*a},setEulerFromRotationMatrix:function(a,b){console.error("THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.")},setEulerFromQuaternion:function(a,b){console.error("THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.")}, +getPositionFromMatrix:function(a){console.warn("THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().");return this.setFromMatrixPosition(a)},getScaleFromMatrix:function(a){console.warn("THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().");return this.setFromMatrixScale(a)},getColumnFromMatrix:function(a,b){console.warn("THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().");return this.setFromMatrixColumn(a, +b)},setFromMatrixPosition:function(a){this.x=a.elements[12];this.y=a.elements[13];this.z=a.elements[14];return this},setFromMatrixScale:function(a){var b=this.set(a.elements[0],a.elements[1],a.elements[2]).length(),c=this.set(a.elements[4],a.elements[5],a.elements[6]).length();a=this.set(a.elements[8],a.elements[9],a.elements[10]).length();this.x=b;this.y=c;this.z=a;return this},setFromMatrixColumn:function(a,b){var c=4*a,d=b.elements;this.x=d[c];this.y=d[c+1];this.z=d[c+2];return this},equals:function(a){return a.x=== +this.x&&a.y===this.y&&a.z===this.z},fromArray:function(a,b){void 0===b&&(b=0);this.x=a[b];this.y=a[b+1];this.z=a[b+2];return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this.x;a[b+1]=this.y;a[b+2]=this.z;return a},clone:function(){return new THREE.Vector3(this.x,this.y,this.z)}};THREE.Vector4=function(a,b,c,d){this.x=a||0;this.y=b||0;this.z=c||0;this.w=void 0!==d?d:1}; +THREE.Vector4.prototype={constructor:THREE.Vector4,set:function(a,b,c,d){this.x=a;this.y=b;this.z=c;this.w=d;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setZ:function(a){this.z=a;return this},setW:function(a){this.w=a;return this},setComponent:function(a,b){switch(a){case 0:this.x=b;break;case 1:this.y=b;break;case 2:this.z=b;break;case 3:this.w=b;break;default:throw Error("index is out of range: "+a);}},getComponent:function(a){switch(a){case 0:return this.x; +case 1:return this.y;case 2:return this.z;case 3:return this.w;default:throw Error("index is out of range: "+a);}},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;this.w=void 0!==a.w?a.w:1;return this},add:function(a,b){if(void 0!==b)return console.warn("THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(a,b);this.x+=a.x;this.y+=a.y;this.z+=a.z;this.w+=a.w;return this},addScalar:function(a){this.x+=a;this.y+=a;this.z+=a;this.w+=a;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},sub:function(a,b){if(void 0!==b)return console.warn("THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(a,b);this.x-=a.x;this.y-=a.y;this.z-=a.z;this.w-=a.w;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(a){this.x*=a;this.y*=a;this.z*=a;this.w*=a;return this},applyMatrix4:function(a){var b= +this.x,c=this.y,d=this.z,e=this.w;a=a.elements;this.x=a[0]*b+a[4]*c+a[8]*d+a[12]*e;this.y=a[1]*b+a[5]*c+a[9]*d+a[13]*e;this.z=a[2]*b+a[6]*c+a[10]*d+a[14]*e;this.w=a[3]*b+a[7]*c+a[11]*d+a[15]*e;return this},divideScalar:function(a){0!==a?(a=1/a,this.x*=a,this.y*=a,this.z*=a,this.w*=a):(this.z=this.y=this.x=0,this.w=1);return this},setAxisAngleFromQuaternion:function(a){this.w=2*Math.acos(a.w);var b=Math.sqrt(1-a.w*a.w);1E-4>b?(this.x=1,this.z=this.y=0):(this.x=a.x/b,this.y=a.y/b,this.z=a.z/b);return this}, +setAxisAngleFromRotationMatrix:function(a){var b,c,d;a=a.elements;var e=a[0];d=a[4];var f=a[8],g=a[1],h=a[5],k=a[9];c=a[2];b=a[6];var l=a[10];if(.01>Math.abs(d-g)&&.01>Math.abs(f-c)&&.01>Math.abs(k-b)){if(.1>Math.abs(d+g)&&.1>Math.abs(f+c)&&.1>Math.abs(k+b)&&.1>Math.abs(e+h+l-3))return this.set(1,0,0,0),this;a=Math.PI;e=(e+1)/2;h=(h+1)/2;l=(l+1)/2;d=(d+g)/4;f=(f+c)/4;k=(k+b)/4;e>h&&e>l?.01>e?(b=0,d=c=.707106781):(b=Math.sqrt(e),c=d/b,d=f/b):h>l?.01>h?(b=.707106781,c=0,d=.707106781):(c=Math.sqrt(h), +b=d/c,d=k/c):.01>l?(c=b=.707106781,d=0):(d=Math.sqrt(l),b=f/d,c=k/d);this.set(b,c,d,a);return this}a=Math.sqrt((b-k)*(b-k)+(f-c)*(f-c)+(g-d)*(g-d));.001>Math.abs(a)&&(a=1);this.x=(b-k)/a;this.y=(f-c)/a;this.z=(g-d)/a;this.w=Math.acos((e+h+l-1)/2);return this},min:function(a){this.x>a.x&&(this.x=a.x);this.y>a.y&&(this.y=a.y);this.z>a.z&&(this.z=a.z);this.w>a.w&&(this.w=a.w);return this},max:function(a){this.xb.x&&(this.x=b.x);this.yb.y&&(this.y=b.y);this.zb.z&&(this.z=b.z);this.wb.w&&(this.w=b.w);return this},clampScalar:function(){var a,b;return function(c,d){void 0===a&&(a=new THREE.Vector4,b=new THREE.Vector4);a.set(c,c,c,c);b.set(d,d,d,d);return this.clamp(a,b)}}(),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=0>this.x?Math.ceil(this.x):Math.floor(this.x);this.y=0>this.y?Math.ceil(this.y):Math.floor(this.y);this.z=0>this.z?Math.ceil(this.z):Math.floor(this.z);this.w=0>this.w?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(a){return this.x*a.x+this.y*a.y+this.z*a.z+this.w*a.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(a){var b=this.length();0!==b&&a!==b&&this.multiplyScalar(a/b);return this},lerp:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;this.z+=(a.z-this.z)*b;this.w+=(a.w-this.w)*b;return this},equals:function(a){return a.x===this.x&&a.y===this.y&&a.z===this.z&&a.w===this.w},fromArray:function(a,b){void 0===b&&(b=0);this.x=a[b];this.y=a[b+1];this.z=a[b+2];this.w=a[b+3];return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this.x;a[b+1]=this.y;a[b+2]= +this.z;a[b+3]=this.w;return a},clone:function(){return new THREE.Vector4(this.x,this.y,this.z,this.w)}};THREE.Euler=function(a,b,c,d){this._x=a||0;this._y=b||0;this._z=c||0;this._order=d||THREE.Euler.DefaultOrder};THREE.Euler.RotationOrders="XYZ YZX ZXY XZY YXZ ZYX".split(" ");THREE.Euler.DefaultOrder="XYZ"; +THREE.Euler.prototype={constructor:THREE.Euler,_x:0,_y:0,_z:0,_order:THREE.Euler.DefaultOrder,get x(){return this._x},set x(a){this._x=a;this.onChangeCallback()},get y(){return this._y},set y(a){this._y=a;this.onChangeCallback()},get z(){return this._z},set z(a){this._z=a;this.onChangeCallback()},get order(){return this._order},set order(a){this._order=a;this.onChangeCallback()},set:function(a,b,c,d){this._x=a;this._y=b;this._z=c;this._order=d||this._order;this.onChangeCallback();return this},copy:function(a){this._x= +a._x;this._y=a._y;this._z=a._z;this._order=a._order;this.onChangeCallback();return this},setFromRotationMatrix:function(a,b){var c=THREE.Math.clamp,d=a.elements,e=d[0],f=d[4],g=d[8],h=d[1],k=d[5],l=d[9],n=d[2],m=d[6],d=d[10];b=b||this._order;"XYZ"===b?(this._y=Math.asin(c(g,-1,1)),.99999>Math.abs(g)?(this._x=Math.atan2(-l,d),this._z=Math.atan2(-f,e)):(this._x=Math.atan2(m,k),this._z=0)):"YXZ"===b?(this._x=Math.asin(-c(l,-1,1)),.99999>Math.abs(l)?(this._y=Math.atan2(g,d),this._z=Math.atan2(h,k)):(this._y= +Math.atan2(-n,e),this._z=0)):"ZXY"===b?(this._x=Math.asin(c(m,-1,1)),.99999>Math.abs(m)?(this._y=Math.atan2(-n,d),this._z=Math.atan2(-f,k)):(this._y=0,this._z=Math.atan2(h,e))):"ZYX"===b?(this._y=Math.asin(-c(n,-1,1)),.99999>Math.abs(n)?(this._x=Math.atan2(m,d),this._z=Math.atan2(h,e)):(this._x=0,this._z=Math.atan2(-f,k))):"YZX"===b?(this._z=Math.asin(c(h,-1,1)),.99999>Math.abs(h)?(this._x=Math.atan2(-l,k),this._y=Math.atan2(-n,e)):(this._x=0,this._y=Math.atan2(g,d))):"XZY"===b?(this._z=Math.asin(-c(f, +-1,1)),.99999>Math.abs(f)?(this._x=Math.atan2(m,k),this._y=Math.atan2(g,e)):(this._x=Math.atan2(-l,d),this._y=0)):console.warn("THREE.Euler: .setFromRotationMatrix() given unsupported order: "+b);this._order=b;this.onChangeCallback();return this},setFromQuaternion:function(a,b,c){var d=THREE.Math.clamp,e=a.x*a.x,f=a.y*a.y,g=a.z*a.z,h=a.w*a.w;b=b||this._order;"XYZ"===b?(this._x=Math.atan2(2*(a.x*a.w-a.y*a.z),h-e-f+g),this._y=Math.asin(d(2*(a.x*a.z+a.y*a.w),-1,1)),this._z=Math.atan2(2*(a.z*a.w-a.x* +a.y),h+e-f-g)):"YXZ"===b?(this._x=Math.asin(d(2*(a.x*a.w-a.y*a.z),-1,1)),this._y=Math.atan2(2*(a.x*a.z+a.y*a.w),h-e-f+g),this._z=Math.atan2(2*(a.x*a.y+a.z*a.w),h-e+f-g)):"ZXY"===b?(this._x=Math.asin(d(2*(a.x*a.w+a.y*a.z),-1,1)),this._y=Math.atan2(2*(a.y*a.w-a.z*a.x),h-e-f+g),this._z=Math.atan2(2*(a.z*a.w-a.x*a.y),h-e+f-g)):"ZYX"===b?(this._x=Math.atan2(2*(a.x*a.w+a.z*a.y),h-e-f+g),this._y=Math.asin(d(2*(a.y*a.w-a.x*a.z),-1,1)),this._z=Math.atan2(2*(a.x*a.y+a.z*a.w),h+e-f-g)):"YZX"===b?(this._x=Math.atan2(2* +(a.x*a.w-a.z*a.y),h-e+f-g),this._y=Math.atan2(2*(a.y*a.w-a.x*a.z),h+e-f-g),this._z=Math.asin(d(2*(a.x*a.y+a.z*a.w),-1,1))):"XZY"===b?(this._x=Math.atan2(2*(a.x*a.w+a.y*a.z),h-e+f-g),this._y=Math.atan2(2*(a.x*a.z+a.y*a.w),h+e-f-g),this._z=Math.asin(d(2*(a.z*a.w-a.x*a.y),-1,1))):console.warn("THREE.Euler: .setFromQuaternion() given unsupported order: "+b);this._order=b;if(!1!==c)this.onChangeCallback();return this},reorder:function(){var a=new THREE.Quaternion;return function(b){a.setFromEuler(this); +this.setFromQuaternion(a,b)}}(),equals:function(a){return a._x===this._x&&a._y===this._y&&a._z===this._z&&a._order===this._order},fromArray:function(a){this._x=a[0];this._y=a[1];this._z=a[2];void 0!==a[3]&&(this._order=a[3]);this.onChangeCallback();return this},toArray:function(){return[this._x,this._y,this._z,this._order]},onChange:function(a){this.onChangeCallback=a;return this},onChangeCallback:function(){},clone:function(){return new THREE.Euler(this._x,this._y,this._z,this._order)}}; +THREE.Line3=function(a,b){this.start=void 0!==a?a:new THREE.Vector3;this.end=void 0!==b?b:new THREE.Vector3}; +THREE.Line3.prototype={constructor:THREE.Line3,set:function(a,b){this.start.copy(a);this.end.copy(b);return this},copy:function(a){this.start.copy(a.start);this.end.copy(a.end);return this},center:function(a){return(a||new THREE.Vector3).addVectors(this.start,this.end).multiplyScalar(.5)},delta:function(a){return(a||new THREE.Vector3).subVectors(this.end,this.start)},distanceSq:function(){return this.start.distanceToSquared(this.end)},distance:function(){return this.start.distanceTo(this.end)},at:function(a, +b){var c=b||new THREE.Vector3;return this.delta(c).multiplyScalar(a).add(this.start)},closestPointToPointParameter:function(){var a=new THREE.Vector3,b=new THREE.Vector3;return function(c,d){a.subVectors(c,this.start);b.subVectors(this.end,this.start);var e=b.dot(b),e=b.dot(a)/e;d&&(e=THREE.Math.clamp(e,0,1));return e}}(),closestPointToPoint:function(a,b,c){a=this.closestPointToPointParameter(a,b);c=c||new THREE.Vector3;return this.delta(c).multiplyScalar(a).add(this.start)},applyMatrix4:function(a){this.start.applyMatrix4(a); +this.end.applyMatrix4(a);return this},equals:function(a){return a.start.equals(this.start)&&a.end.equals(this.end)},clone:function(){return(new THREE.Line3).copy(this)}};THREE.Box2=function(a,b){this.min=void 0!==a?a:new THREE.Vector2(Infinity,Infinity);this.max=void 0!==b?b:new THREE.Vector2(-Infinity,-Infinity)}; +THREE.Box2.prototype={constructor:THREE.Box2,set:function(a,b){this.min.copy(a);this.max.copy(b);return this},setFromPoints:function(a){this.makeEmpty();for(var b=0,c=a.length;bthis.max.x||a.ythis.max.y?!1:!0},containsBox:function(a){return this.min.x<=a.min.x&&a.max.x<=this.max.x&&this.min.y<=a.min.y&&a.max.y<=this.max.y?!0:!1},getParameter:function(a,b){return(b||new THREE.Vector2).set((a.x-this.min.x)/(this.max.x-this.min.x),(a.y-this.min.y)/(this.max.y-this.min.y))},isIntersectionBox:function(a){return a.max.xthis.max.x||a.max.y +this.max.y?!1:!0},clampPoint:function(a,b){return(b||new THREE.Vector2).copy(a).clamp(this.min,this.max)},distanceToPoint:function(){var a=new THREE.Vector2;return function(b){return a.copy(b).clamp(this.min,this.max).sub(b).length()}}(),intersect:function(a){this.min.max(a.min);this.max.min(a.max);return this},union:function(a){this.min.min(a.min);this.max.max(a.max);return this},translate:function(a){this.min.add(a);this.max.add(a);return this},equals:function(a){return a.min.equals(this.min)&& +a.max.equals(this.max)},clone:function(){return(new THREE.Box2).copy(this)}};THREE.Box3=function(a,b){this.min=void 0!==a?a:new THREE.Vector3(Infinity,Infinity,Infinity);this.max=void 0!==b?b:new THREE.Vector3(-Infinity,-Infinity,-Infinity)}; +THREE.Box3.prototype={constructor:THREE.Box3,set:function(a,b){this.min.copy(a);this.max.copy(b);return this},setFromPoints:function(a){this.makeEmpty();for(var b=0,c=a.length;bthis.max.x||a.ythis.max.y||a.zthis.max.z?!1:!0},containsBox:function(a){return this.min.x<=a.min.x&&a.max.x<=this.max.x&&this.min.y<=a.min.y&&a.max.y<=this.max.y&&this.min.z<=a.min.z&&a.max.z<=this.max.z?!0:!1},getParameter:function(a,b){return(b||new THREE.Vector3).set((a.x-this.min.x)/(this.max.x- +this.min.x),(a.y-this.min.y)/(this.max.y-this.min.y),(a.z-this.min.z)/(this.max.z-this.min.z))},isIntersectionBox:function(a){return a.max.xthis.max.x||a.max.ythis.max.y||a.max.zthis.max.z?!1:!0},clampPoint:function(a,b){return(b||new THREE.Vector3).copy(a).clamp(this.min,this.max)},distanceToPoint:function(){var a=new THREE.Vector3;return function(b){return a.copy(b).clamp(this.min,this.max).sub(b).length()}}(),getBoundingSphere:function(){var a= +new THREE.Vector3;return function(b){b=b||new THREE.Sphere;b.center=this.center();b.radius=.5*this.size(a).length();return b}}(),intersect:function(a){this.min.max(a.min);this.max.min(a.max);return this},union:function(a){this.min.min(a.min);this.max.max(a.max);return this},applyMatrix4:function(){var a=[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(b){a[0].set(this.min.x,this.min.y, +this.min.z).applyMatrix4(b);a[1].set(this.min.x,this.min.y,this.max.z).applyMatrix4(b);a[2].set(this.min.x,this.max.y,this.min.z).applyMatrix4(b);a[3].set(this.min.x,this.max.y,this.max.z).applyMatrix4(b);a[4].set(this.max.x,this.min.y,this.min.z).applyMatrix4(b);a[5].set(this.max.x,this.min.y,this.max.z).applyMatrix4(b);a[6].set(this.max.x,this.max.y,this.min.z).applyMatrix4(b);a[7].set(this.max.x,this.max.y,this.max.z).applyMatrix4(b);this.makeEmpty();this.setFromPoints(a);return this}}(),translate:function(a){this.min.add(a); +this.max.add(a);return this},equals:function(a){return a.min.equals(this.min)&&a.max.equals(this.max)},clone:function(){return(new THREE.Box3).copy(this)}};THREE.Matrix3=function(){this.elements=new Float32Array([1,0,0,0,1,0,0,0,1]);0this.determinant()&&(g=-g);c.x=f[12];c.y=f[13];c.z=f[14];b.elements.set(this.elements);c=1/g;var f=1/h,l=1/k;b.elements[0]*=c;b.elements[1]*= +c;b.elements[2]*=c;b.elements[4]*=f;b.elements[5]*=f;b.elements[6]*=f;b.elements[8]*=l;b.elements[9]*=l;b.elements[10]*=l;d.setFromRotationMatrix(b);e.x=g;e.y=h;e.z=k;return this}}(),makeFrustum:function(a,b,c,d,e,f){var g=this.elements;g[0]=2*e/(b-a);g[4]=0;g[8]=(b+a)/(b-a);g[12]=0;g[1]=0;g[5]=2*e/(d-c);g[9]=(d+c)/(d-c);g[13]=0;g[2]=0;g[6]=0;g[10]=-(f+e)/(f-e);g[14]=-2*f*e/(f-e);g[3]=0;g[7]=0;g[11]=-1;g[15]=0;return this},makePerspective:function(a,b,c,d){a=c*Math.tan(THREE.Math.degToRad(.5*a)); +var e=-a;return this.makeFrustum(e*b,a*b,e,a,c,d)},makeOrthographic:function(a,b,c,d,e,f){var g=this.elements,h=b-a,k=c-d,l=f-e;g[0]=2/h;g[4]=0;g[8]=0;g[12]=-((b+a)/h);g[1]=0;g[5]=2/k;g[9]=0;g[13]=-((c+d)/k);g[2]=0;g[6]=0;g[10]=-2/l;g[14]=-((f+e)/l);g[3]=0;g[7]=0;g[11]=0;g[15]=1;return this},fromArray:function(a){this.elements.set(a);return this},toArray:function(){var a=this.elements;return[a[0],a[1],a[2],a[3],a[4],a[5],a[6],a[7],a[8],a[9],a[10],a[11],a[12],a[13],a[14],a[15]]},clone:function(){return(new THREE.Matrix4).fromArray(this.elements)}}; +THREE.Ray=function(a,b){this.origin=void 0!==a?a:new THREE.Vector3;this.direction=void 0!==b?b:new THREE.Vector3}; +THREE.Ray.prototype={constructor:THREE.Ray,set:function(a,b){this.origin.copy(a);this.direction.copy(b);return this},copy:function(a){this.origin.copy(a.origin);this.direction.copy(a.direction);return this},at:function(a,b){return(b||new THREE.Vector3).copy(this.direction).multiplyScalar(a).add(this.origin)},recast:function(){var a=new THREE.Vector3;return function(b){this.origin.copy(this.at(b,a));return this}}(),closestPointToPoint:function(a,b){var c=b||new THREE.Vector3;c.subVectors(a,this.origin); +var d=c.dot(this.direction);return 0>d?c.copy(this.origin):c.copy(this.direction).multiplyScalar(d).add(this.origin)},distanceToPoint:function(){var a=new THREE.Vector3;return function(b){var c=a.subVectors(b,this.origin).dot(this.direction);if(0>c)return this.origin.distanceTo(b);a.copy(this.direction).multiplyScalar(c).add(this.origin);return a.distanceTo(b)}}(),distanceSqToSegment:function(a,b,c,d){var e=a.clone().add(b).multiplyScalar(.5),f=b.clone().sub(a).normalize(),g=.5*a.distanceTo(b),h= +this.origin.clone().sub(e);a=-this.direction.dot(f);b=h.dot(this.direction);var k=-h.dot(f),l=h.lengthSq(),n=Math.abs(1-a*a),m,p;0<=n?(h=a*k-b,m=a*b-k,p=g*n,0<=h?m>=-p?m<=p?(g=1/n,h*=g,m*=g,a=h*(h+a*m+2*b)+m*(a*h+m+2*k)+l):(m=g,h=Math.max(0,-(a*m+b)),a=-h*h+m*(m+2*k)+l):(m=-g,h=Math.max(0,-(a*m+b)),a=-h*h+m*(m+2*k)+l):m<=-p?(h=Math.max(0,-(-a*g+b)),m=0f)return null;f=Math.sqrt(f-e);e=d-f; +d+=f;return 0>e&&0>d?null:0>e?this.at(d,c):this.at(e,c)}}(),isIntersectionPlane:function(a){var b=a.distanceToPoint(this.origin);return 0===b||0>a.normal.dot(this.direction)*b?!0:!1},distanceToPlane:function(a){var b=a.normal.dot(this.direction);if(0==b)return 0==a.distanceToPoint(this.origin)?0:null;a=-(this.origin.dot(a.normal)+a.constant)/b;return 0<=a?a:null},intersectPlane:function(a,b){var c=this.distanceToPlane(a);return null===c?null:this.at(c,b)},isIntersectionBox:function(){var a=new THREE.Vector3; +return function(b){return null!==this.intersectBox(b,a)}}(),intersectBox:function(a,b){var c,d,e,f,g;d=1/this.direction.x;f=1/this.direction.y;g=1/this.direction.z;var h=this.origin;0<=d?(c=(a.min.x-h.x)*d,d*=a.max.x-h.x):(c=(a.max.x-h.x)*d,d*=a.min.x-h.x);0<=f?(e=(a.min.y-h.y)*f,f*=a.max.y-h.y):(e=(a.max.y-h.y)*f,f*=a.min.y-h.y);if(c>f||e>d)return null;if(e>c||c!==c)c=e;if(fg||e>d)return null;if(e>c||c!== +c)c=e;if(gd?null:this.at(0<=c?c:d,b)},intersectTriangle:function(){var a=new THREE.Vector3,b=new THREE.Vector3,c=new THREE.Vector3,d=new THREE.Vector3;return function(e,f,g,h,k){b.subVectors(f,e);c.subVectors(g,e);d.crossVectors(b,c);f=this.direction.dot(d);if(0f)h=-1,f=-f;else return null;a.subVectors(this.origin,e);e=h*this.direction.dot(c.crossVectors(a,c));if(0>e)return null;g=h*this.direction.dot(b.cross(a));if(0>g||e+g>f)return null; +e=-h*a.dot(d);return 0>e?null:this.at(e/f,k)}}(),applyMatrix4:function(a){this.direction.add(this.origin).applyMatrix4(a);this.origin.applyMatrix4(a);this.direction.sub(this.origin);this.direction.normalize();return this},equals:function(a){return a.origin.equals(this.origin)&&a.direction.equals(this.direction)},clone:function(){return(new THREE.Ray).copy(this)}};THREE.Sphere=function(a,b){this.center=void 0!==a?a:new THREE.Vector3;this.radius=void 0!==b?b:0}; +THREE.Sphere.prototype={constructor:THREE.Sphere,set:function(a,b){this.center.copy(a);this.radius=b;return this},setFromPoints:function(){var a=new THREE.Box3;return function(b,c){var d=this.center;void 0!==c?d.copy(c):a.setFromPoints(b).center(d);for(var e=0,f=0,g=b.length;f=this.radius},containsPoint:function(a){return a.distanceToSquared(this.center)<= +this.radius*this.radius},distanceToPoint:function(a){return a.distanceTo(this.center)-this.radius},intersectsSphere:function(a){var b=this.radius+a.radius;return a.center.distanceToSquared(this.center)<=b*b},clampPoint:function(a,b){var c=this.center.distanceToSquared(a),d=b||new THREE.Vector3;d.copy(a);c>this.radius*this.radius&&(d.sub(this.center).normalize(),d.multiplyScalar(this.radius).add(this.center));return d},getBoundingBox:function(a){a=a||new THREE.Box3;a.set(this.center,this.center);a.expandByScalar(this.radius); +return a},applyMatrix4:function(a){this.center.applyMatrix4(a);this.radius*=a.getMaxScaleOnAxis();return this},translate:function(a){this.center.add(a);return this},equals:function(a){return a.center.equals(this.center)&&a.radius===this.radius},clone:function(){return(new THREE.Sphere).copy(this)}}; +THREE.Frustum=function(a,b,c,d,e,f){this.planes=[void 0!==a?a:new THREE.Plane,void 0!==b?b:new THREE.Plane,void 0!==c?c:new THREE.Plane,void 0!==d?d:new THREE.Plane,void 0!==e?e:new THREE.Plane,void 0!==f?f:new THREE.Plane]}; +THREE.Frustum.prototype={constructor:THREE.Frustum,set:function(a,b,c,d,e,f){var g=this.planes;g[0].copy(a);g[1].copy(b);g[2].copy(c);g[3].copy(d);g[4].copy(e);g[5].copy(f);return this},copy:function(a){for(var b=this.planes,c=0;6>c;c++)b[c].copy(a.planes[c]);return this},setFromMatrix:function(a){var b=this.planes,c=a.elements;a=c[0];var d=c[1],e=c[2],f=c[3],g=c[4],h=c[5],k=c[6],l=c[7],n=c[8],m=c[9],p=c[10],r=c[11],s=c[12],t=c[13],q=c[14],c=c[15];b[0].setComponents(f-a,l-g,r-n,c-s).normalize();b[1].setComponents(f+ +a,l+g,r+n,c+s).normalize();b[2].setComponents(f+d,l+h,r+m,c+t).normalize();b[3].setComponents(f-d,l-h,r-m,c-t).normalize();b[4].setComponents(f-e,l-k,r-p,c-q).normalize();b[5].setComponents(f+e,l+k,r+p,c+q).normalize();return this},intersectsObject:function(){var a=new THREE.Sphere;return function(b){var c=b.geometry;null===c.boundingSphere&&c.computeBoundingSphere();a.copy(c.boundingSphere);a.applyMatrix4(b.matrixWorld);return this.intersectsSphere(a)}}(),intersectsSphere:function(a){var b=this.planes, +c=a.center;a=-a.radius;for(var d=0;6>d;d++)if(b[d].distanceToPoint(c)e;e++){var f=d[e];a.x=0g&&0>f)return!1}return!0}}(), +containsPoint:function(a){for(var b=this.planes,c=0;6>c;c++)if(0>b[c].distanceToPoint(a))return!1;return!0},clone:function(){return(new THREE.Frustum).copy(this)}};THREE.Plane=function(a,b){this.normal=void 0!==a?a:new THREE.Vector3(1,0,0);this.constant=void 0!==b?b:0}; +THREE.Plane.prototype={constructor:THREE.Plane,set:function(a,b){this.normal.copy(a);this.constant=b;return this},setComponents:function(a,b,c,d){this.normal.set(a,b,c);this.constant=d;return this},setFromNormalAndCoplanarPoint:function(a,b){this.normal.copy(a);this.constant=-b.dot(this.normal);return this},setFromCoplanarPoints:function(){var a=new THREE.Vector3,b=new THREE.Vector3;return function(c,d,e){d=a.subVectors(e,d).cross(b.subVectors(c,d)).normalize();this.setFromNormalAndCoplanarPoint(d, +c);return this}}(),copy:function(a){this.normal.copy(a.normal);this.constant=a.constant;return this},normalize:function(){var a=1/this.normal.length();this.normal.multiplyScalar(a);this.constant*=a;return this},negate:function(){this.constant*=-1;this.normal.negate();return this},distanceToPoint:function(a){return this.normal.dot(a)+this.constant},distanceToSphere:function(a){return this.distanceToPoint(a.center)-a.radius},projectPoint:function(a,b){return this.orthoPoint(a,b).sub(a).negate()},orthoPoint:function(a, +b){var c=this.distanceToPoint(a);return(b||new THREE.Vector3).copy(this.normal).multiplyScalar(c)},isIntersectionLine:function(a){var b=this.distanceToPoint(a.start);a=this.distanceToPoint(a.end);return 0>b&&0a&&0f||1e;e++)8==e||13==e||18==e||23==e?b[e]="-":14==e?b[e]="4":(2>=c&&(c=33554432+16777216*Math.random()|0),d=c&15,c>>=4,b[e]=a[19==e?d&3|8:d]);return b.join("")}}(),clamp:function(a,b,c){return ac?c:a},clampBottom:function(a,b){return a=c)return 1;a=(a-b)/(c-b);return a*a*(3-2*a)},smootherstep:function(a,b,c){if(a<=b)return 0;if(a>=c)return 1;a=(a-b)/(c-b);return a*a*a*(a*(6*a-15)+10)},random16:function(){return(65280*Math.random()+255*Math.random())/65535},randInt:function(a,b){return Math.floor(this.randFloat(a,b))},randFloat:function(a,b){return a+Math.random()*(b-a)},randFloatSpread:function(a){return a*(.5-Math.random())},degToRad:function(){var a=Math.PI/180;return function(b){return b*a}}(),radToDeg:function(){var a= +180/Math.PI;return function(b){return b*a}}(),isPowerOfTwo:function(a){return 0===(a&a-1)&&0!==a}}; +THREE.Spline=function(a){function b(a,b,c,d,e,f,g){a=.5*(c-a);d=.5*(d-b);return(2*(b-c)+a+d)*g+(-3*(b-c)-2*a-d)*f+a*e+b}this.points=a;var c=[],d={x:0,y:0,z:0},e,f,g,h,k,l,n,m,p;this.initFromArray=function(a){this.points=[];for(var b=0;bthis.points.length-2?this.points.length-1:f+1;c[3]=f>this.points.length-3?this.points.length-1:f+ +2;l=this.points[c[0]];n=this.points[c[1]];m=this.points[c[2]];p=this.points[c[3]];h=g*g;k=g*h;d.x=b(l.x,n.x,m.x,p.x,g,h,k);d.y=b(l.y,n.y,m.y,p.y,g,h,k);d.z=b(l.z,n.z,m.z,p.z,g,h,k);return d};this.getControlPointsArray=function(){var a,b,c=this.points.length,d=[];for(a=0;a=b.x+b.y}}(); +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(a,b,c,d){this.a.copy(a[b]);this.b.copy(a[c]);this.c.copy(a[d]);return this},copy:function(a){this.a.copy(a.a);this.b.copy(a.b);this.c.copy(a.c);return this},area:function(){var a=new THREE.Vector3,b=new THREE.Vector3;return function(){a.subVectors(this.c,this.b);b.subVectors(this.a,this.b);return.5*a.cross(b).length()}}(),midpoint:function(a){return(a|| +new THREE.Vector3).addVectors(this.a,this.b).add(this.c).multiplyScalar(1/3)},normal:function(a){return THREE.Triangle.normal(this.a,this.b,this.c,a)},plane:function(a){return(a||new THREE.Plane).setFromCoplanarPoints(this.a,this.b,this.c)},barycoordFromPoint:function(a,b){return THREE.Triangle.barycoordFromPoint(a,this.a,this.b,this.c,b)},containsPoint:function(a){return THREE.Triangle.containsPoint(a,this.a,this.b,this.c)},equals:function(a){return a.a.equals(this.a)&&a.b.equals(this.b)&&a.c.equals(this.c)}, +clone:function(){return(new THREE.Triangle).copy(this)}}; diff --git a/build/three-webgl.min.js b/build/three-webgl.min.js new file mode 100644 index 0000000000000000000000000000000000000000..f0d1a1f0bbb5054d4c9c2aaba3a14f85dae8bf2b --- /dev/null +++ b/build/three-webgl.min.js @@ -0,0 +1,619 @@ +// threejs.org/license +'use strict';var THREE={REVISION:"69dev"};"object"===typeof module&&(module.exports=THREE);void 0===Math.sign&&(Math.sign=function(a){return 0>a?-1:0>16&255)/255;this.g=(a>>8&255)/255;this.b=(a&255)/255;return this},setRGB:function(a,b,c){this.r=a;this.g=b;this.b=c;return this},setHSL:function(a,b,c){if(0===b)this.r=this.g=this.b=c;else{var d=function(a,b,c){0>c&&(c+=1);1c?b:c<2/3?a+6*(b-a)*(2/3-c):a};b=0.5>=c?c*(1+b):c+b-c*b;c=2*c-b;this.r=d(c,b,a+1/3);this.g=d(c,b,a);this.b=d(c,b,a-1/3)}return this},setStyle:function(a){if(/^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.test(a))return a=/^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.exec(a),this.r=Math.min(255,parseInt(a[1],10))/255,this.g=Math.min(255,parseInt(a[2],10))/255,this.b=Math.min(255,parseInt(a[3],10))/255,this;if(/^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.test(a))return a=/^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.exec(a),this.r= +Math.min(100,parseInt(a[1],10))/100,this.g=Math.min(100,parseInt(a[2],10))/100,this.b=Math.min(100,parseInt(a[3],10))/100,this;if(/^\#([0-9a-f]{6})$/i.test(a))return a=/^\#([0-9a-f]{6})$/i.exec(a),this.setHex(parseInt(a[1],16)),this;if(/^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.test(a))return a=/^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.exec(a),this.setHex(parseInt(a[1]+a[1]+a[2]+a[2]+a[3]+a[3],16)),this;if(/^(\w+)$/i.test(a))return this.setHex(THREE.ColorKeywords[a]),this},copy:function(a){this.r=a.r;this.g= +a.g;this.b=a.b;return this},copyGammaToLinear:function(a){this.r=a.r*a.r;this.g=a.g*a.g;this.b=a.b*a.b;return this},copyLinearToGamma:function(a){this.r=Math.sqrt(a.r);this.g=Math.sqrt(a.g);this.b=Math.sqrt(a.b);return this},convertGammaToLinear:function(){var a=this.r,b=this.g,c=this.b;this.r=a*a;this.g=b*b;this.b=c*c;return this},convertLinearToGamma:function(){this.r=Math.sqrt(this.r);this.g=Math.sqrt(this.g);this.b=Math.sqrt(this.b);return this},getHex:function(){return 255*this.r<<16^255*this.g<< +8^255*this.b<<0},getHexString:function(){return("000000"+this.getHex().toString(16)).slice(-6)},getHSL:function(a){a=a||{h:0,s:0,l:0};var b=this.r,c=this.g,d=this.b,e=Math.max(b,c,d),g=Math.min(b,c,d),f,k=(g+e)/2;if(g===e)g=f=0;else{var l=e-g,g=0.5>=k?l/(e+g):l/(2-e-g);switch(e){case b:f=(c-d)/l+(cg&&c>b?(c=2*Math.sqrt(1+c-g-b),this._w=(l-f)/c,this._x=0.25*c,this._y=(a+e)/c,this._z=(d+k)/c):g>b?(c=2*Math.sqrt(1+g-c-b),this._w=(d-k)/c,this._x=(a+e)/c,this._y= +0.25*c,this._z=(f+l)/c):(c=2*Math.sqrt(1+b-c-g),this._w=(e-a)/c,this._x=(d+k)/c,this._y=(f+l)/c,this._z=0.25*c);this.onChangeCallback();return this},setFromUnitVectors:function(){var a,b;return function(c,d){void 0===a&&(a=new THREE.Vector3);b=c.dot(d)+1;1E-6>b?(b=0,Math.abs(c.x)>Math.abs(c.z)?a.set(-c.y,c.x,0):a.set(0,-c.z,c.y)):a.crossVectors(c,d);this._x=a.x;this._y=a.y;this._z=a.z;this._w=b;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(a){return this._x*a._x+this._y*a._y+this._z*a._z+this._w*a._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 a=this.length();0===a?(this._z=this._y=this._x=0,this._w=1):(a=1/a,this._x*=a,this._y*=a,this._z*=a,this._w*=a);this.onChangeCallback();return this}, +multiply:function(a,b){return void 0!==b?(console.warn("THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead."),this.multiplyQuaternions(a,b)):this.multiplyQuaternions(this,a)},multiplyQuaternions:function(a,b){var c=a._x,d=a._y,e=a._z,g=a._w,f=b._x,k=b._y,l=b._z,n=b._w;this._x=c*n+g*f+d*l-e*k;this._y=d*n+g*k+e*f-c*l;this._z=e*n+g*l+c*k-d*f;this._w=g*n-c*f-d*k-e*l;this.onChangeCallback();return this},multiplyVector3:function(a){console.warn("THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead."); +return a.applyQuaternion(this)},slerp:function(a,b){if(0===b)return this;if(1===b)return this.copy(a);var c=this._x,d=this._y,e=this._z,g=this._w,f=g*a._w+c*a._x+d*a._y+e*a._z;0>f?(this._w=-a._w,this._x=-a._x,this._y=-a._y,this._z=-a._z,f=-f):this.copy(a);if(1<=f)return this._w=g,this._x=c,this._y=d,this._z=e,this;var k=Math.acos(f),l=Math.sqrt(1-f*f);if(0.001>Math.abs(l))return this._w=0.5*(g+this._w),this._x=0.5*(c+this._x),this._y=0.5*(d+this._y),this._z=0.5*(e+this._z),this;f=Math.sin((1-b)*k)/ +l;k=Math.sin(b*k)/l;this._w=g*f+this._w*k;this._x=c*f+this._x*k;this._y=d*f+this._y*k;this._z=e*f+this._z*k;this.onChangeCallback();return this},equals:function(a){return a._x===this._x&&a._y===this._y&&a._z===this._z&&a._w===this._w},fromArray:function(a){this._x=a[0];this._y=a[1];this._z=a[2];this._w=a[3];this.onChangeCallback();return this},toArray:function(){return[this._x,this._y,this._z,this._w]},onChange:function(a){this.onChangeCallback=a;return this},onChangeCallback:function(){},clone:function(){return new THREE.Quaternion(this._x, +this._y,this._z,this._w)}};THREE.Quaternion.slerp=function(a,b,c,d){return c.copy(a).slerp(b,d)};THREE.Vector2=function(a,b){this.x=a||0;this.y=b||0}; +THREE.Vector2.prototype={constructor:THREE.Vector2,set:function(a,b){this.x=a;this.y=b;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setComponent:function(a,b){switch(a){case 0:this.x=b;break;case 1:this.y=b;break;default:throw Error("index is out of range: "+a);}},getComponent:function(a){switch(a){case 0:return this.x;case 1:return this.y;default:throw Error("index is out of range: "+a);}},copy:function(a){this.x=a.x;this.y=a.y;return this},add:function(a, +b){if(void 0!==b)return console.warn("THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(a,b);this.x+=a.x;this.y+=a.y;return this},addVectors:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;return this},addScalar:function(a){this.x+=a;this.y+=a;return this},sub:function(a,b){if(void 0!==b)return console.warn("THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(a,b);this.x-=a.x;this.y-=a.y;return this}, +subVectors:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;return this},multiply:function(a){this.x*=a.x;this.y*=a.y;return this},multiplyScalar:function(a){this.x*=a;this.y*=a;return this},divide:function(a){this.x/=a.x;this.y/=a.y;return this},divideScalar:function(a){0!==a?(a=1/a,this.x*=a,this.y*=a):this.y=this.x=0;return this},min:function(a){this.x>a.x&&(this.x=a.x);this.y>a.y&&(this.y=a.y);return this},max:function(a){this.xb.x&&(this.x=b.x);this.yb.y&&(this.y=b.y);return this},clampScalar:function(){var a,b;return function(c,d){void 0===a&&(a=new THREE.Vector2,b=new THREE.Vector2);a.set(c,c);b.set(d,d);return this.clamp(a,b)}}(),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=0>this.x?Math.ceil(this.x):Math.floor(this.x);this.y=0>this.y?Math.ceil(this.y):Math.floor(this.y);return this},negate:function(){this.x=-this.x;this.y=-this.y;return this},dot:function(a){return this.x*a.x+this.y*a.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)},normalize:function(){return this.divideScalar(this.length())},distanceTo:function(a){return Math.sqrt(this.distanceToSquared(a))},distanceToSquared:function(a){var b= +this.x-a.x;a=this.y-a.y;return b*b+a*a},setLength:function(a){var b=this.length();0!==b&&a!==b&&this.multiplyScalar(a/b);return this},lerp:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;return this},equals:function(a){return a.x===this.x&&a.y===this.y},fromArray:function(a){this.x=a[0];this.y=a[1];return this},toArray:function(){return[this.x,this.y]},clone:function(){return new THREE.Vector2(this.x,this.y)}};THREE.Vector3=function(a,b,c){this.x=a||0;this.y=b||0;this.z=c||0}; +THREE.Vector3.prototype={constructor:THREE.Vector3,set:function(a,b,c){this.x=a;this.y=b;this.z=c;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setZ:function(a){this.z=a;return this},setComponent:function(a,b){switch(a){case 0:this.x=b;break;case 1:this.y=b;break;case 2:this.z=b;break;default:throw Error("index is out of range: "+a);}},getComponent:function(a){switch(a){case 0:return this.x;case 1:return this.y;case 2:return this.z;default:throw Error("index is out of range: "+ +a);}},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;return this},add:function(a,b){if(void 0!==b)return console.warn("THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(a,b);this.x+=a.x;this.y+=a.y;this.z+=a.z;return this},addScalar:function(a){this.x+=a;this.y+=a;this.z+=a;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},sub:function(a,b){if(void 0!==b)return console.warn("THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."), +this.subVectors(a,b);this.x-=a.x;this.y-=a.y;this.z-=a.z;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(a,b){if(void 0!==b)return console.warn("THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead."),this.multiplyVectors(a,b);this.x*=a.x;this.y*=a.y;this.z*=a.z;return this},multiplyScalar:function(a){this.x*=a;this.y*=a;this.z*=a;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 a;return function(b){!1===b instanceof THREE.Euler&&console.error("THREE.Vector3: .applyEuler() now expects a Euler rotation rather than a Vector3 and order.");void 0===a&&(a=new THREE.Quaternion);this.applyQuaternion(a.setFromEuler(b));return this}}(),applyAxisAngle:function(){var a;return function(b,c){void 0===a&&(a=new THREE.Quaternion);this.applyQuaternion(a.setFromAxisAngle(b,c));return this}}(),applyMatrix3:function(a){var b=this.x, +c=this.y,d=this.z;a=a.elements;this.x=a[0]*b+a[3]*c+a[6]*d;this.y=a[1]*b+a[4]*c+a[7]*d;this.z=a[2]*b+a[5]*c+a[8]*d;return this},applyMatrix4:function(a){var b=this.x,c=this.y,d=this.z;a=a.elements;this.x=a[0]*b+a[4]*c+a[8]*d+a[12];this.y=a[1]*b+a[5]*c+a[9]*d+a[13];this.z=a[2]*b+a[6]*c+a[10]*d+a[14];return this},applyProjection:function(a){var b=this.x,c=this.y,d=this.z;a=a.elements;var e=1/(a[3]*b+a[7]*c+a[11]*d+a[15]);this.x=(a[0]*b+a[4]*c+a[8]*d+a[12])*e;this.y=(a[1]*b+a[5]*c+a[9]*d+a[13])*e;this.z= +(a[2]*b+a[6]*c+a[10]*d+a[14])*e;return this},applyQuaternion:function(a){var b=this.x,c=this.y,d=this.z,e=a.x,g=a.y,f=a.z;a=a.w;var k=a*b+g*d-f*c,l=a*c+f*b-e*d,n=a*d+e*c-g*b,b=-e*b-g*c-f*d;this.x=k*a+b*-e+l*-f-n*-g;this.y=l*a+b*-g+n*-e-k*-f;this.z=n*a+b*-f+k*-g-l*-e;return this},transformDirection:function(a){var b=this.x,c=this.y,d=this.z;a=a.elements;this.x=a[0]*b+a[4]*c+a[8]*d;this.y=a[1]*b+a[5]*c+a[9]*d;this.z=a[2]*b+a[6]*c+a[10]*d;this.normalize();return this},divide:function(a){this.x/=a.x; +this.y/=a.y;this.z/=a.z;return this},divideScalar:function(a){0!==a?(a=1/a,this.x*=a,this.y*=a,this.z*=a):this.z=this.y=this.x=0;return this},min:function(a){this.x>a.x&&(this.x=a.x);this.y>a.y&&(this.y=a.y);this.z>a.z&&(this.z=a.z);return this},max:function(a){this.xb.x&&(this.x=b.x);this.yb.y&&(this.y=b.y);this.zb.z&&(this.z= +b.z);return this},clampScalar:function(){var a,b;return function(c,d){void 0===a&&(a=new THREE.Vector3,b=new THREE.Vector3);a.set(c,c,c);b.set(d,d,d);return this.clamp(a,b)}}(),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= +0>this.x?Math.ceil(this.x):Math.floor(this.x);this.y=0>this.y?Math.ceil(this.y):Math.floor(this.y);this.z=0>this.z?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(a){return this.x*a.x+this.y*a.y+this.z*a.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(a){var b=this.length();0!==b&&a!==b&&this.multiplyScalar(a/b);return this},lerp:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;this.z+=(a.z-this.z)*b;return this},cross:function(a,b){if(void 0!==b)return console.warn("THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead."),this.crossVectors(a,b);var c=this.x,d=this.y,e=this.z;this.x=d*a.z-e*a.y;this.y= +e*a.x-c*a.z;this.z=c*a.y-d*a.x;return this},crossVectors:function(a,b){var c=a.x,d=a.y,e=a.z,g=b.x,f=b.y,k=b.z;this.x=d*k-e*f;this.y=e*g-c*k;this.z=c*f-d*g;return this},projectOnVector:function(){var a,b;return function(c){void 0===a&&(a=new THREE.Vector3);a.copy(c).normalize();b=this.dot(a);return this.copy(a).multiplyScalar(b)}}(),projectOnPlane:function(){var a;return function(b){void 0===a&&(a=new THREE.Vector3);a.copy(this).projectOnVector(b);return this.sub(a)}}(),reflect:function(){var a;return function(b){void 0=== +a&&(a=new THREE.Vector3);return this.sub(a.copy(b).multiplyScalar(2*this.dot(b)))}}(),angleTo:function(a){a=this.dot(a)/(this.length()*a.length());return Math.acos(THREE.Math.clamp(a,-1,1))},distanceTo:function(a){return Math.sqrt(this.distanceToSquared(a))},distanceToSquared:function(a){var b=this.x-a.x,c=this.y-a.y;a=this.z-a.z;return b*b+c*c+a*a},setEulerFromRotationMatrix:function(a,b){console.error("THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.")}, +setEulerFromQuaternion:function(a,b){console.error("THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.")},getPositionFromMatrix:function(a){console.warn("THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().");return this.setFromMatrixPosition(a)},getScaleFromMatrix:function(a){console.warn("THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().");return this.setFromMatrixScale(a)},getColumnFromMatrix:function(a, +b){console.warn("THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().");return this.setFromMatrixColumn(a,b)},setFromMatrixPosition:function(a){this.x=a.elements[12];this.y=a.elements[13];this.z=a.elements[14];return this},setFromMatrixScale:function(a){var b=this.set(a.elements[0],a.elements[1],a.elements[2]).length(),c=this.set(a.elements[4],a.elements[5],a.elements[6]).length();a=this.set(a.elements[8],a.elements[9],a.elements[10]).length();this.x=b;this.y=c;this.z= +a;return this},setFromMatrixColumn:function(a,b){var c=4*a,d=b.elements;this.x=d[c];this.y=d[c+1];this.z=d[c+2];return this},equals:function(a){return a.x===this.x&&a.y===this.y&&a.z===this.z},fromArray:function(a){this.x=a[0];this.y=a[1];this.z=a[2];return this},toArray:function(){return[this.x,this.y,this.z]},clone:function(){return new THREE.Vector3(this.x,this.y,this.z)}};THREE.Vector4=function(a,b,c,d){this.x=a||0;this.y=b||0;this.z=c||0;this.w=void 0!==d?d:1}; +THREE.Vector4.prototype={constructor:THREE.Vector4,set:function(a,b,c,d){this.x=a;this.y=b;this.z=c;this.w=d;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setZ:function(a){this.z=a;return this},setW:function(a){this.w=a;return this},setComponent:function(a,b){switch(a){case 0:this.x=b;break;case 1:this.y=b;break;case 2:this.z=b;break;case 3:this.w=b;break;default:throw Error("index is out of range: "+a);}},getComponent:function(a){switch(a){case 0:return this.x; +case 1:return this.y;case 2:return this.z;case 3:return this.w;default:throw Error("index is out of range: "+a);}},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;this.w=void 0!==a.w?a.w:1;return this},add:function(a,b){if(void 0!==b)return console.warn("THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(a,b);this.x+=a.x;this.y+=a.y;this.z+=a.z;this.w+=a.w;return this},addScalar:function(a){this.x+=a;this.y+=a;this.z+=a;this.w+=a;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},sub:function(a,b){if(void 0!==b)return console.warn("THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(a,b);this.x-=a.x;this.y-=a.y;this.z-=a.z;this.w-=a.w;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(a){this.x*=a;this.y*=a;this.z*=a;this.w*=a;return this},applyMatrix4:function(a){var b= +this.x,c=this.y,d=this.z,e=this.w;a=a.elements;this.x=a[0]*b+a[4]*c+a[8]*d+a[12]*e;this.y=a[1]*b+a[5]*c+a[9]*d+a[13]*e;this.z=a[2]*b+a[6]*c+a[10]*d+a[14]*e;this.w=a[3]*b+a[7]*c+a[11]*d+a[15]*e;return this},divideScalar:function(a){0!==a?(a=1/a,this.x*=a,this.y*=a,this.z*=a,this.w*=a):(this.z=this.y=this.x=0,this.w=1);return this},setAxisAngleFromQuaternion:function(a){this.w=2*Math.acos(a.w);var b=Math.sqrt(1-a.w*a.w);1E-4>b?(this.x=1,this.z=this.y=0):(this.x=a.x/b,this.y=a.y/b,this.z=a.z/b);return this}, +setAxisAngleFromRotationMatrix:function(a){var b,c,d;a=a.elements;var e=a[0];d=a[4];var g=a[8],f=a[1],k=a[5],l=a[9];c=a[2];b=a[6];var n=a[10];if(0.01>Math.abs(d-f)&&0.01>Math.abs(g-c)&&0.01>Math.abs(l-b)){if(0.1>Math.abs(d+f)&&0.1>Math.abs(g+c)&&0.1>Math.abs(l+b)&&0.1>Math.abs(e+k+n-3))return this.set(1,0,0,0),this;a=Math.PI;e=(e+1)/2;k=(k+1)/2;n=(n+1)/2;d=(d+f)/4;g=(g+c)/4;l=(l+b)/4;e>k&&e>n?0.01>e?(b=0,d=c=0.707106781):(b=Math.sqrt(e),c=d/b,d=g/b):k>n?0.01>k?(b=0.707106781,c=0,d=0.707106781):(c= +Math.sqrt(k),b=d/c,d=l/c):0.01>n?(c=b=0.707106781,d=0):(d=Math.sqrt(n),b=g/d,c=l/d);this.set(b,c,d,a);return this}a=Math.sqrt((b-l)*(b-l)+(g-c)*(g-c)+(f-d)*(f-d));0.001>Math.abs(a)&&(a=1);this.x=(b-l)/a;this.y=(g-c)/a;this.z=(f-d)/a;this.w=Math.acos((e+k+n-1)/2);return this},min:function(a){this.x>a.x&&(this.x=a.x);this.y>a.y&&(this.y=a.y);this.z>a.z&&(this.z=a.z);this.w>a.w&&(this.w=a.w);return this},max:function(a){this.xb.x&&(this.x=b.x);this.yb.y&&(this.y=b.y);this.zb.z&&(this.z=b.z);this.wb.w&&(this.w=b.w);return this},clampScalar:function(){var a,b;return function(c,d){void 0===a&&(a=new THREE.Vector4,b=new THREE.Vector4);a.set(c,c,c,c);b.set(d,d,d,d);return this.clamp(a,b)}}(),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=0>this.x?Math.ceil(this.x):Math.floor(this.x);this.y=0>this.y?Math.ceil(this.y):Math.floor(this.y);this.z=0>this.z?Math.ceil(this.z):Math.floor(this.z);this.w=0>this.w?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(a){return this.x*a.x+this.y*a.y+this.z*a.z+this.w*a.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(a){var b=this.length();0!==b&&a!==b&&this.multiplyScalar(a/b);return this},lerp:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;this.z+=(a.z-this.z)*b;this.w+=(a.w-this.w)*b;return this},equals:function(a){return a.x===this.x&&a.y===this.y&&a.z===this.z&&a.w===this.w},fromArray:function(a){this.x=a[0];this.y=a[1];this.z=a[2];this.w=a[3];return this},toArray:function(){return[this.x,this.y,this.z,this.w]},clone:function(){return new THREE.Vector4(this.x,this.y,this.z, +this.w)}};THREE.Euler=function(a,b,c,d){this._x=a||0;this._y=b||0;this._z=c||0;this._order=d||THREE.Euler.DefaultOrder};THREE.Euler.RotationOrders="XYZ YZX ZXY XZY YXZ ZYX".split(" ");THREE.Euler.DefaultOrder="XYZ"; +THREE.Euler.prototype={constructor:THREE.Euler,_x:0,_y:0,_z:0,_order:THREE.Euler.DefaultOrder,get x(){return this._x},set x(a){this._x=a;this.onChangeCallback()},get y(){return this._y},set y(a){this._y=a;this.onChangeCallback()},get z(){return this._z},set z(a){this._z=a;this.onChangeCallback()},get order(){return this._order},set order(a){this._order=a;this.onChangeCallback()},set:function(a,b,c,d){this._x=a;this._y=b;this._z=c;this._order=d||this._order;this.onChangeCallback();return this},copy:function(a){this._x= +a._x;this._y=a._y;this._z=a._z;this._order=a._order;this.onChangeCallback();return this},setFromRotationMatrix:function(a,b){var c=THREE.Math.clamp,d=a.elements,e=d[0],g=d[4],f=d[8],k=d[1],l=d[5],n=d[9],m=d[2],s=d[6],d=d[10];b=b||this._order;"XYZ"===b?(this._y=Math.asin(c(f,-1,1)),0.99999>Math.abs(f)?(this._x=Math.atan2(-n,d),this._z=Math.atan2(-g,e)):(this._x=Math.atan2(s,l),this._z=0)):"YXZ"===b?(this._x=Math.asin(-c(n,-1,1)),0.99999>Math.abs(n)?(this._y=Math.atan2(f,d),this._z=Math.atan2(k,l)): +(this._y=Math.atan2(-m,e),this._z=0)):"ZXY"===b?(this._x=Math.asin(c(s,-1,1)),0.99999>Math.abs(s)?(this._y=Math.atan2(-m,d),this._z=Math.atan2(-g,l)):(this._y=0,this._z=Math.atan2(k,e))):"ZYX"===b?(this._y=Math.asin(-c(m,-1,1)),0.99999>Math.abs(m)?(this._x=Math.atan2(s,d),this._z=Math.atan2(k,e)):(this._x=0,this._z=Math.atan2(-g,l))):"YZX"===b?(this._z=Math.asin(c(k,-1,1)),0.99999>Math.abs(k)?(this._x=Math.atan2(-n,l),this._y=Math.atan2(-m,e)):(this._x=0,this._y=Math.atan2(f,d))):"XZY"===b?(this._z= +Math.asin(-c(g,-1,1)),0.99999>Math.abs(g)?(this._x=Math.atan2(s,l),this._y=Math.atan2(f,e)):(this._x=Math.atan2(-n,d),this._y=0)):console.warn("THREE.Euler: .setFromRotationMatrix() given unsupported order: "+b);this._order=b;this.onChangeCallback();return this},setFromQuaternion:function(a,b,c){var d=THREE.Math.clamp,e=a.x*a.x,g=a.y*a.y,f=a.z*a.z,k=a.w*a.w;b=b||this._order;"XYZ"===b?(this._x=Math.atan2(2*(a.x*a.w-a.y*a.z),k-e-g+f),this._y=Math.asin(d(2*(a.x*a.z+a.y*a.w),-1,1)),this._z=Math.atan2(2* +(a.z*a.w-a.x*a.y),k+e-g-f)):"YXZ"===b?(this._x=Math.asin(d(2*(a.x*a.w-a.y*a.z),-1,1)),this._y=Math.atan2(2*(a.x*a.z+a.y*a.w),k-e-g+f),this._z=Math.atan2(2*(a.x*a.y+a.z*a.w),k-e+g-f)):"ZXY"===b?(this._x=Math.asin(d(2*(a.x*a.w+a.y*a.z),-1,1)),this._y=Math.atan2(2*(a.y*a.w-a.z*a.x),k-e-g+f),this._z=Math.atan2(2*(a.z*a.w-a.x*a.y),k-e+g-f)):"ZYX"===b?(this._x=Math.atan2(2*(a.x*a.w+a.z*a.y),k-e-g+f),this._y=Math.asin(d(2*(a.y*a.w-a.x*a.z),-1,1)),this._z=Math.atan2(2*(a.x*a.y+a.z*a.w),k+e-g-f)):"YZX"=== +b?(this._x=Math.atan2(2*(a.x*a.w-a.z*a.y),k-e+g-f),this._y=Math.atan2(2*(a.y*a.w-a.x*a.z),k+e-g-f),this._z=Math.asin(d(2*(a.x*a.y+a.z*a.w),-1,1))):"XZY"===b?(this._x=Math.atan2(2*(a.x*a.w+a.y*a.z),k-e+g-f),this._y=Math.atan2(2*(a.x*a.z+a.y*a.w),k+e-g-f),this._z=Math.asin(d(2*(a.z*a.w-a.x*a.y),-1,1))):console.warn("THREE.Euler: .setFromQuaternion() given unsupported order: "+b);this._order=b;if(!1!==c)this.onChangeCallback();return this},reorder:function(){var a=new THREE.Quaternion;return function(b){a.setFromEuler(this); +this.setFromQuaternion(a,b)}}(),equals:function(a){return a._x===this._x&&a._y===this._y&&a._z===this._z&&a._order===this._order},fromArray:function(a){this._x=a[0];this._y=a[1];this._z=a[2];void 0!==a[3]&&(this._order=a[3]);this.onChangeCallback();return this},toArray:function(){return[this._x,this._y,this._z,this._order]},onChange:function(a){this.onChangeCallback=a;return this},onChangeCallback:function(){},clone:function(){return new THREE.Euler(this._x,this._y,this._z,this._order)}}; +THREE.Matrix3=function(){this.elements=new Float32Array([1,0,0,0,1,0,0,0,1]);0this.determinant()&&(f=-f);c.x=g[12];c.y=g[13];c.z=g[14];b.elements.set(this.elements);c=1/f;var g=1/k,n=1/l;b.elements[0]*=c;b.elements[1]*= +c;b.elements[2]*=c;b.elements[4]*=g;b.elements[5]*=g;b.elements[6]*=g;b.elements[8]*=n;b.elements[9]*=n;b.elements[10]*=n;d.setFromRotationMatrix(b);e.x=f;e.y=k;e.z=l;return this}}(),makeFrustum:function(a,b,c,d,e,g){var f=this.elements;f[0]=2*e/(b-a);f[4]=0;f[8]=(b+a)/(b-a);f[12]=0;f[1]=0;f[5]=2*e/(d-c);f[9]=(d+c)/(d-c);f[13]=0;f[2]=0;f[6]=0;f[10]=-(g+e)/(g-e);f[14]=-2*g*e/(g-e);f[3]=0;f[7]=0;f[11]=-1;f[15]=0;return this},makePerspective:function(a,b,c,d){a=c*Math.tan(THREE.Math.degToRad(0.5*a)); +var e=-a;return this.makeFrustum(e*b,a*b,e,a,c,d)},makeOrthographic:function(a,b,c,d,e,g){var f=this.elements,k=b-a,l=c-d,n=g-e;f[0]=2/k;f[4]=0;f[8]=0;f[12]=-((b+a)/k);f[1]=0;f[5]=2/l;f[9]=0;f[13]=-((c+d)/l);f[2]=0;f[6]=0;f[10]=-2/n;f[14]=-((g+e)/n);f[3]=0;f[7]=0;f[11]=0;f[15]=1;return this},fromArray:function(a){this.elements.set(a);return this},toArray:function(){var a=this.elements;return[a[0],a[1],a[2],a[3],a[4],a[5],a[6],a[7],a[8],a[9],a[10],a[11],a[12],a[13],a[14],a[15]]},clone:function(){return(new THREE.Matrix4).fromArray(this.elements)}}; +THREE.Math={generateUUID:function(){var a="0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz".split(""),b=Array(36),c=0,d;return function(){for(var e=0;36>e;e++)8==e||13==e||18==e||23==e?b[e]="-":14==e?b[e]="4":(2>=c&&(c=33554432+16777216*Math.random()|0),d=c&15,c>>=4,b[e]=a[19==e?d&3|8:d]);return b.join("")}}(),clamp:function(a,b,c){return ac?c:a},clampBottom:function(a,b){return a=c)return 1;a=(a-b)/(c-b);return a*a*(3-2*a)},smootherstep:function(a,b,c){if(a<=b)return 0;if(a>=c)return 1;a=(a-b)/(c-b);return a*a*a*(a*(6*a-15)+10)},random16:function(){return(65280*Math.random()+255*Math.random())/65535},randInt:function(a,b){return a+Math.floor(Math.random()*(b-a+1))},randFloat:function(a,b){return a+Math.random()*(b-a)},randFloatSpread:function(a){return a*(0.5-Math.random())},degToRad:function(){var a=Math.PI/180;return function(b){return b*a}}(),radToDeg:function(){var a= +180/Math.PI;return function(b){return b*a}}(),isPowerOfTwo:function(a){return 0===(a&a-1)&&0!==a}}; +THREE.Spline=function(a){function b(a,b,c,d,e,g,f){a=0.5*(c-a);d=0.5*(d-b);return(2*(b-c)+a+d)*f+(-3*(b-c)-2*a-d)*g+a*e+b}this.points=a;var c=[],d={x:0,y:0,z:0},e,g,f,k,l,n,m,s,p;this.initFromArray=function(a){this.points=[];for(var b=0;bthis.points.length-2?this.points.length-1:g+1;c[3]=g>this.points.length-3?this.points.length-1: +g+2;n=this.points[c[0]];m=this.points[c[1]];s=this.points[c[2]];p=this.points[c[3]];k=f*f;l=f*k;d.x=b(n.x,m.x,s.x,p.x,f,k,l);d.y=b(n.y,m.y,s.y,p.y,f,k,l);d.z=b(n.z,m.z,s.z,p.z,f,k,l);return d};this.getControlPointsArray=function(){var a,b,c=this.points.length,d=[];for(a=0;athis.max.x||a.ythis.max.y?!1:!0},containsBox:function(a){return this.min.x<=a.min.x&&a.max.x<=this.max.x&&this.min.y<=a.min.y&&a.max.y<=this.max.y?!0:!1},getParameter:function(a,b){return(b||new THREE.Vector2).set((a.x-this.min.x)/(this.max.x-this.min.x),(a.y-this.min.y)/(this.max.y-this.min.y))},isIntersectionBox:function(a){return a.max.xthis.max.x||a.max.y +this.max.y?!1:!0},clampPoint:function(a,b){return(b||new THREE.Vector2).copy(a).clamp(this.min,this.max)},distanceToPoint:function(){var a=new THREE.Vector2;return function(b){return a.copy(b).clamp(this.min,this.max).sub(b).length()}}(),intersect:function(a){this.min.max(a.min);this.max.min(a.max);return this},union:function(a){this.min.min(a.min);this.max.max(a.max);return this},translate:function(a){this.min.add(a);this.max.add(a);return this},equals:function(a){return a.min.equals(this.min)&& +a.max.equals(this.max)},clone:function(){return(new THREE.Box2).copy(this)}};THREE.Box3=function(a,b){this.min=void 0!==a?a:new THREE.Vector3(Infinity,Infinity,Infinity);this.max=void 0!==b?b:new THREE.Vector3(-Infinity,-Infinity,-Infinity)}; +THREE.Box3.prototype={constructor:THREE.Box3,set:function(a,b){this.min.copy(a);this.max.copy(b);return this},setFromPoints:function(a){this.makeEmpty();for(var b=0,c=a.length;bthis.max.x||a.ythis.max.y||a.zthis.max.z?!1:!0},containsBox:function(a){return this.min.x<=a.min.x&&a.max.x<=this.max.x&&this.min.y<=a.min.y&&a.max.y<=this.max.y&&this.min.z<=a.min.z&&a.max.z<=this.max.z?!0:!1},getParameter:function(a,b){return(b||new THREE.Vector3).set((a.x-this.min.x)/(this.max.x- +this.min.x),(a.y-this.min.y)/(this.max.y-this.min.y),(a.z-this.min.z)/(this.max.z-this.min.z))},isIntersectionBox:function(a){return a.max.xthis.max.x||a.max.ythis.max.y||a.max.zthis.max.z?!1:!0},clampPoint:function(a,b){return(b||new THREE.Vector3).copy(a).clamp(this.min,this.max)},distanceToPoint:function(){var a=new THREE.Vector3;return function(b){return a.copy(b).clamp(this.min,this.max).sub(b).length()}}(),getBoundingSphere:function(){var a= +new THREE.Vector3;return function(b){b=b||new THREE.Sphere;b.center=this.center();b.radius=0.5*this.size(a).length();return b}}(),intersect:function(a){this.min.max(a.min);this.max.min(a.max);return this},union:function(a){this.min.min(a.min);this.max.max(a.max);return this},applyMatrix4:function(){var a=[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(b){a[0].set(this.min.x,this.min.y, +this.min.z).applyMatrix4(b);a[1].set(this.min.x,this.min.y,this.max.z).applyMatrix4(b);a[2].set(this.min.x,this.max.y,this.min.z).applyMatrix4(b);a[3].set(this.min.x,this.max.y,this.max.z).applyMatrix4(b);a[4].set(this.max.x,this.min.y,this.min.z).applyMatrix4(b);a[5].set(this.max.x,this.min.y,this.max.z).applyMatrix4(b);a[6].set(this.max.x,this.max.y,this.min.z).applyMatrix4(b);a[7].set(this.max.x,this.max.y,this.max.z).applyMatrix4(b);this.makeEmpty();this.setFromPoints(a);return this}}(),translate:function(a){this.min.add(a); +this.max.add(a);return this},equals:function(a){return a.min.equals(this.min)&&a.max.equals(this.max)},clone:function(){return(new THREE.Box3).copy(this)}};THREE.Triangle=function(a,b,c){this.a=void 0!==a?a:new THREE.Vector3;this.b=void 0!==b?b:new THREE.Vector3;this.c=void 0!==c?c:new THREE.Vector3}; +THREE.Triangle.normal=function(){var a=new THREE.Vector3;return function(b,c,d,e){e=e||new THREE.Vector3;e.subVectors(d,c);a.subVectors(b,c);e.cross(a);b=e.lengthSq();return 0=b.x+b.y}}(); +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(a,b,c,d){this.a.copy(a[b]);this.b.copy(a[c]);this.c.copy(a[d]);return this},copy:function(a){this.a.copy(a.a);this.b.copy(a.b);this.c.copy(a.c);return this},area:function(){var a=new THREE.Vector3,b=new THREE.Vector3;return function(){a.subVectors(this.c,this.b);b.subVectors(this.a,this.b);return 0.5*a.cross(b).length()}}(),midpoint:function(a){return(a|| +new THREE.Vector3).addVectors(this.a,this.b).add(this.c).multiplyScalar(1/3)},normal:function(a){return THREE.Triangle.normal(this.a,this.b,this.c,a)},plane:function(a){return(a||new THREE.Plane).setFromCoplanarPoints(this.a,this.b,this.c)},barycoordFromPoint:function(a,b){return THREE.Triangle.barycoordFromPoint(a,this.a,this.b,this.c,b)},containsPoint:function(a){return THREE.Triangle.containsPoint(a,this.a,this.b,this.c)},equals:function(a){return a.a.equals(this.a)&&a.b.equals(this.b)&&a.c.equals(this.c)}, +clone:function(){return(new THREE.Triangle).copy(this)}};THREE.Sphere=function(a,b){this.center=void 0!==a?a:new THREE.Vector3;this.radius=void 0!==b?b:0}; +THREE.Sphere.prototype={constructor:THREE.Sphere,set:function(a,b){this.center.copy(a);this.radius=b;return this},setFromPoints:function(){var a=new THREE.Box3;return function(b,c){var d=this.center;void 0!==c?d.copy(c):a.setFromPoints(b).center(d);for(var e=0,g=0,f=b.length;g=this.radius},containsPoint:function(a){return a.distanceToSquared(this.center)<= +this.radius*this.radius},distanceToPoint:function(a){return a.distanceTo(this.center)-this.radius},intersectsSphere:function(a){var b=this.radius+a.radius;return a.center.distanceToSquared(this.center)<=b*b},clampPoint:function(a,b){var c=this.center.distanceToSquared(a),d=b||new THREE.Vector3;d.copy(a);c>this.radius*this.radius&&(d.sub(this.center).normalize(),d.multiplyScalar(this.radius).add(this.center));return d},getBoundingBox:function(a){a=a||new THREE.Box3;a.set(this.center,this.center);a.expandByScalar(this.radius); +return a},applyMatrix4:function(a){this.center.applyMatrix4(a);this.radius*=a.getMaxScaleOnAxis();return this},translate:function(a){this.center.add(a);return this},equals:function(a){return a.center.equals(this.center)&&a.radius===this.radius},clone:function(){return(new THREE.Sphere).copy(this)}}; +THREE.Frustum=function(a,b,c,d,e,g){this.planes=[void 0!==a?a:new THREE.Plane,void 0!==b?b:new THREE.Plane,void 0!==c?c:new THREE.Plane,void 0!==d?d:new THREE.Plane,void 0!==e?e:new THREE.Plane,void 0!==g?g:new THREE.Plane]}; +THREE.Frustum.prototype={constructor:THREE.Frustum,set:function(a,b,c,d,e,g){var f=this.planes;f[0].copy(a);f[1].copy(b);f[2].copy(c);f[3].copy(d);f[4].copy(e);f[5].copy(g);return this},copy:function(a){for(var b=this.planes,c=0;6>c;c++)b[c].copy(a.planes[c]);return this},setFromMatrix:function(a){var b=this.planes,c=a.elements;a=c[0];var d=c[1],e=c[2],g=c[3],f=c[4],k=c[5],l=c[6],n=c[7],m=c[8],s=c[9],p=c[10],w=c[11],q=c[12],t=c[13],u=c[14],c=c[15];b[0].setComponents(g-a,n-f,w-m,c-q).normalize();b[1].setComponents(g+ +a,n+f,w+m,c+q).normalize();b[2].setComponents(g+d,n+k,w+s,c+t).normalize();b[3].setComponents(g-d,n-k,w-s,c-t).normalize();b[4].setComponents(g-e,n-l,w-p,c-u).normalize();b[5].setComponents(g+e,n+l,w+p,c+u).normalize();return this},intersectsObject:function(){var a=new THREE.Sphere;return function(b){var c=b.geometry;null===c.boundingSphere&&c.computeBoundingSphere();a.copy(c.boundingSphere);a.applyMatrix4(b.matrixWorld);return this.intersectsSphere(a)}}(),intersectsSphere:function(a){var b=this.planes, +c=a.center;a=-a.radius;for(var d=0;6>d;d++)if(b[d].distanceToPoint(c)e;e++){var g=d[e];a.x=0f&&0>g)return!1}return!0}}(), +containsPoint:function(a){for(var b=this.planes,c=0;6>c;c++)if(0>b[c].distanceToPoint(a))return!1;return!0},clone:function(){return(new THREE.Frustum).copy(this)}};THREE.Plane=function(a,b){this.normal=void 0!==a?a:new THREE.Vector3(1,0,0);this.constant=void 0!==b?b:0}; +THREE.Plane.prototype={constructor:THREE.Plane,set:function(a,b){this.normal.copy(a);this.constant=b;return this},setComponents:function(a,b,c,d){this.normal.set(a,b,c);this.constant=d;return this},setFromNormalAndCoplanarPoint:function(a,b){this.normal.copy(a);this.constant=-b.dot(this.normal);return this},setFromCoplanarPoints:function(){var a=new THREE.Vector3,b=new THREE.Vector3;return function(c,d,e){d=a.subVectors(e,d).cross(b.subVectors(c,d)).normalize();this.setFromNormalAndCoplanarPoint(d, +c);return this}}(),copy:function(a){this.normal.copy(a.normal);this.constant=a.constant;return this},normalize:function(){var a=1/this.normal.length();this.normal.multiplyScalar(a);this.constant*=a;return this},negate:function(){this.constant*=-1;this.normal.negate();return this},distanceToPoint:function(a){return this.normal.dot(a)+this.constant},distanceToSphere:function(a){return this.distanceToPoint(a.center)-a.radius},projectPoint:function(a,b){return this.orthoPoint(a,b).sub(a).negate()},orthoPoint:function(a, +b){var c=this.distanceToPoint(a);return(b||new THREE.Vector3).copy(this.normal).multiplyScalar(c)},isIntersectionLine:function(a){var b=this.distanceToPoint(a.start);a=this.distanceToPoint(a.end);return 0>b&&0a&&0g||1e&&0>g||0>f&&0>k)return!1;0>e?c=Math.max(c,e/(e-g)):0>g&&(d=Math.min(d,e/(e-g)));0>f?c=Math.max(c,f/(f-k)):0>k&&(d=Math.min(d,f/(f-k)));if(d=c.x&&-1<=c.y&&1>=c.y&&-1<=c.z&&1>=c.z},n=function(a, +b,c){if(!0===a.visible||!0===b.visible||!0===c.visible)return!0;N[0]=a.positionScreen;N[1]=b.positionScreen;N[2]=c.positionScreen;return F.isIntersectionBox(T.setFromPoints(N))},s=function(a,b,c){return 0>(c.positionScreen.x-a.positionScreen.x)*(b.positionScreen.y-a.positionScreen.y)-(c.positionScreen.y-a.positionScreen.y)*(b.positionScreen.x-a.positionScreen.x)};return{setObject:function(a){g=a;f=g.material;k.getNormalMatrix(g.matrixWorld);d.length=0;e.length=0},projectVertex:l,checkTriangleVisibility:n, +checkBackfaceCulling:s,pushVertex:function(b,c,d){m=a();m.position.set(b,c,d);l(m)},pushNormal:function(a,b,c){d.push(a,b,c)},pushUv:function(a,b){e.push(a,b)},pushLine:function(a,b){var d=p[a],e=p[b];r=c();r.id=g.id;r.v1.copy(d);r.v2.copy(e);r.z=(d.positionScreen.z+e.positionScreen.z)/2;r.material=g.material;K.elements.push(r)},pushTriangle:function(a,c,l){var m=p[a],r=p[c],t=p[l];if(!1!==n(m,r,t)&&(f.side===THREE.DoubleSide||!0===s(m,r,t))){q=b();q.id=g.id;q.v1.copy(m);q.v2.copy(r);q.v3.copy(t); +q.z=(m.positionScreen.z+r.positionScreen.z+t.positionScreen.z)/3;for(m=0;3>m;m++)r=3*arguments[m],t=q.vertexNormalsModel[m],t.set(d[r],d[r+1],d[r+2]),t.applyMatrix3(k).normalize(),r=2*arguments[m],q.uvs[m].set(e[r],e[r+1]);q.vertexNormalsLength=3;q.material=g.material;K.elements.push(q)}}}};this.projectScene=function(m,u,y,w){G=H=t=0;K.elements.length=0;!0===m.autoUpdate&&m.updateMatrixWorld();void 0===u.parent&&u.updateMatrixWorld();ya.copy(u.matrixWorldInverse.getInverse(u.matrixWorld));ga.multiplyMatrices(u.projectionMatrix, +ya);Ta.setFromMatrix(ga);k=0;K.objects.length=0;K.lights.length=0;m.traverseVisible(function(a){if(a instanceof THREE.Light)K.lights.push(a);else if((a instanceof THREE.Mesh||a instanceof THREE.Line||a instanceof THREE.Sprite)&&!1!==a.material.visible&&(!1===a.frustumCulled||!0===Ta.intersectsObject(a))){if(k===n){var b=new THREE.RenderableObject;l.push(b);n++;k++;f=b}else f=l[k++];f.id=a.id;f.object=a;null!==a.renderDepth?f.z=a.renderDepth:(ca.setFromMatrixPosition(a.matrixWorld),ca.applyProjection(ga), +f.z=ca.z);K.objects.push(f)}});!0===y&&K.objects.sort(e);m=0;for(y=K.objects.length;mAa;Aa++)q.uvs[Aa].copy(za[Aa]);q.color=ea.color;q.material=jb;q.z=(ra.positionScreen.z+ua.positionScreen.z+ja.positionScreen.z)/3;K.elements.push(q)}}}}}else if(x instanceof THREE.Line)if(v instanceof THREE.BufferGeometry){if(z=v.attributes,void 0!==z.position){B=z.position.array;v=0;for(D=B.length;v=M.z&&(E=d(),E.id=x.id,E.x=M.x*v,E.y=M.y*v,E.z=M.z,E.object=x,E.rotation=x.rotation,E.scale.x=x.scale.x*Math.abs(E.x-(M.x+u.projectionMatrix.elements[0])/(M.w+ +u.projectionMatrix.elements[12])),E.scale.y=x.scale.y*Math.abs(E.y-(M.y+u.projectionMatrix.elements[5])/(M.w+u.projectionMatrix.elements[13])),E.material=x.material,K.elements.push(E)))}!0===w&&K.elements.sort(e);return K}}; +THREE.Face3=function(a,b,c,d,e,g){this.a=a;this.b=b;this.c=c;this.normal=d instanceof THREE.Vector3?d:new THREE.Vector3;this.vertexNormals=d instanceof Array?d:[];this.color=e instanceof THREE.Color?e:new THREE.Color;this.vertexColors=e instanceof Array?e:[];this.vertexTangents=[];this.materialIndex=void 0!==g?g:0}; +THREE.Face3.prototype={constructor:THREE.Face3,clone:function(){var a=new THREE.Face3(this.a,this.b,this.c);a.normal.copy(this.normal);a.color.copy(this.color);a.materialIndex=this.materialIndex;for(var b=0,c=this.vertexNormals.length;bd?-1:1,e.vertexTangents[c]=new THREE.Vector4(y.x, +y.y,y.z,d);this.hasTangents=!0},computeLineDistances:function(){for(var a=0,b=this.vertices,c=0,d=b.length;cd;d++)if(e[d]==e[(d+1)%3]){a.push(g);break}for(g=a.length-1;0<=g;g--)for(e=a[g],this.faces.splice(e,1),c=0,f=this.faceVertexUvs.length;cc&&(k[g].counter+=1,f=k[g].hash+"_"+k[g].counter,f in this.geometryGroups||(l={id:a++,faces3:[],materialIndex:g,vertices:0,numMorphTargets:n,numMorphNormals:m},this.geometryGroups[f]=l,this.geometryGroupsList.push(l))),this.geometryGroups[f].faces3.push(d),this.geometryGroups[f].vertices+=3}}(),toJSON:function(){function a(a,b,c){return c?a|1<Ya?-1:1;k[4*a]=Ba.x;k[4*a+1]=Ba.y;k[4*a+2]=Ba.z;k[4*a+3]=xb}if(void 0===this.attributes.index||void 0===this.attributes.position||void 0===this.attributes.normal|| +void 0===this.attributes.uv)console.warn("Missing required attributes (index, position, normal or uv) in BufferGeometry.computeTangents()");else{var c=this.attributes.index.array,d=this.attributes.position.array,e=this.attributes.normal.array,g=this.attributes.uv.array,f=d.length/3;void 0===this.attributes.tangent&&this.addAttribute("tangent",new THREE.BufferAttribute(new Float32Array(4*f),4));for(var k=this.attributes.tangent.array,l=[],n=[],m=0;mt;t++)q=a[3*c+t],-1==p[q]?(s[2*t]= +q,s[2*t+1]=-1,m++):p[q]l.index+b)for(l={start:g,count:0,index:f},k.push(l),m=0;6>m;m+=2)t=s[m+1],-1m;m+=2)q=s[m],t=s[m+1],-1===t&&(t=f++),p[q]=t,w[t]=q,e[g++]=t-l.index,l.count++}this.reorderBuffers(e,w,f);return this.offsets=k},merge:function(){console.log("BufferGeometry.merge(): TODO")},normalizeNormals:function(){for(var a=this.attributes.normal.array,b,c,d,e=0,g=a.length;ea.opacity)k.transparent=a.transparent;void 0!==a.depthTest&&(k.depthTest=a.depthTest);void 0!==a.depthWrite&&(k.depthWrite=a.depthWrite);void 0!==a.visible&&(k.visible=a.visible);void 0!==a.flipSided&&(k.side=THREE.BackSide);void 0!==a.doubleSided&&(k.side=THREE.DoubleSide);void 0!==a.wireframe&&(k.wireframe=a.wireframe);void 0!==a.vertexColors&&("face"=== +a.vertexColors?k.vertexColors=THREE.FaceColors:a.vertexColors&&(k.vertexColors=THREE.VertexColors));a.colorDiffuse?k.color=e(a.colorDiffuse):a.DbgColor&&(k.color=a.DbgColor);a.colorSpecular&&(k.specular=e(a.colorSpecular));a.colorAmbient&&(k.ambient=e(a.colorAmbient));a.colorEmissive&&(k.emissive=e(a.colorEmissive));a.transparency&&(k.opacity=a.transparency);a.specularCoef&&(k.shininess=a.specularCoef);a.mapDiffuse&&b&&d(k,"map",a.mapDiffuse,a.mapDiffuseRepeat,a.mapDiffuseOffset,a.mapDiffuseWrap, +a.mapDiffuseAnisotropy);a.mapLight&&b&&d(k,"lightMap",a.mapLight,a.mapLightRepeat,a.mapLightOffset,a.mapLightWrap,a.mapLightAnisotropy);a.mapBump&&b&&d(k,"bumpMap",a.mapBump,a.mapBumpRepeat,a.mapBumpOffset,a.mapBumpWrap,a.mapBumpAnisotropy);a.mapNormal&&b&&d(k,"normalMap",a.mapNormal,a.mapNormalRepeat,a.mapNormalOffset,a.mapNormalWrap,a.mapNormalAnisotropy);a.mapSpecular&&b&&d(k,"specularMap",a.mapSpecular,a.mapSpecularRepeat,a.mapSpecularOffset,a.mapSpecularWrap,a.mapSpecularAnisotropy);a.mapAlpha&& +b&&d(k,"alphaMap",a.mapAlpha,a.mapAlphaRepeat,a.mapAlphaOffset,a.mapAlphaWrap,a.mapAlphaAnisotropy);a.mapBumpScale&&(k.bumpScale=a.mapBumpScale);a.mapNormal?(f=THREE.ShaderLib.normalmap,l=THREE.UniformsUtils.clone(f.uniforms),l.tNormal.value=k.normalMap,a.mapNormalFactor&&l.uNormalScale.value.set(a.mapNormalFactor,a.mapNormalFactor),k.map&&(l.tDiffuse.value=k.map,l.enableDiffuse.value=!0),k.specularMap&&(l.tSpecular.value=k.specularMap,l.enableSpecular.value=!0),k.lightMap&&(l.tAO.value=k.lightMap, +l.enableAO.value=!0),l.diffuse.value.setHex(k.color),l.specular.value.setHex(k.specular),l.ambient.value.setHex(k.ambient),l.shininess.value=k.shininess,void 0!==k.opacity&&(l.opacity.value=k.opacity),f=new THREE.ShaderMaterial({fragmentShader:f.fragmentShader,vertexShader:f.vertexShader,uniforms:l,lights:!0,fog:!0}),k.transparent&&(f.transparent=!0)):f=new THREE[f](k);void 0!==a.DbgName&&(f.name=a.DbgName);return f}}; +THREE.Loader.Handlers={handlers:[],add:function(a,b){this.handlers.push(a,b)},get:function(a){for(var b=0,c=this.handlers.length;bf;f++)p=r[l++],x=u[2*p],p=u[2*p+1],x=new THREE.Vector2(x,p),2!==f&&c.faceVertexUvs[d][k].push(x),0!==f&&c.faceVertexUvs[d][k+1].push(x);s&&(s=3*r[l++],w.normal.set(H[s++],H[s++],H[s]),t.normal.copy(w.normal));if(q)for(d=0;4>d;d++)s=3*r[l++],q=new THREE.Vector3(H[s++], +H[s++],H[s]),2!==d&&w.vertexNormals.push(q),0!==d&&t.vertexNormals.push(q);m&&(m=r[l++],m=y[m],w.color.setHex(m),t.color.setHex(m));if(b)for(d=0;4>d;d++)m=r[l++],m=y[m],2!==d&&w.vertexColors.push(new THREE.Color(m)),0!==d&&t.vertexColors.push(new THREE.Color(m));c.faces.push(w);c.faces.push(t)}else{w=new THREE.Face3;w.a=r[l++];w.b=r[l++];w.c=r[l++];k&&(k=r[l++],w.materialIndex=k);k=c.faces.length;if(d)for(d=0;df;f++)p=r[l++],x=u[2*p],p=u[2*p+1], +x=new THREE.Vector2(x,p),c.faceVertexUvs[d][k].push(x);s&&(s=3*r[l++],w.normal.set(H[s++],H[s++],H[s]));if(q)for(d=0;3>d;d++)s=3*r[l++],q=new THREE.Vector3(H[s++],H[s++],H[s]),w.vertexNormals.push(q);m&&(m=r[l++],w.color.setHex(y[m]));if(b)for(d=0;3>d;d++)m=r[l++],w.vertexColors.push(new THREE.Color(y[m]));c.faces.push(w)}})(d);(function(){var b=void 0!==a.influencesPerVertex?a.influencesPerVertex:2;if(a.skinWeights)for(var d=0,f=a.skinWeights.length;dthis.opacity&&(a.opacity=this.opacity);!1!==this.transparent&&(a.transparent=this.transparent);!1!==this.wireframe&&(a.wireframe=this.wireframe);return a},clone:function(a){void 0===a&&(a=new THREE.Material);a.name=this.name;a.side=this.side;a.opacity=this.opacity;a.transparent=this.transparent;a.blending=this.blending;a.blendSrc=this.blendSrc;a.blendDst=this.blendDst;a.blendEquation=this.blendEquation;a.depthTest=this.depthTest;a.depthWrite=this.depthWrite;a.polygonOffset=this.polygonOffset;a.polygonOffsetFactor= +this.polygonOffsetFactor;a.polygonOffsetUnits=this.polygonOffsetUnits;a.alphaTest=this.alphaTest;a.overdraw=this.overdraw;a.visible=this.visible;return a},dispose:function(){this.dispatchEvent({type:"dispose"})}};THREE.EventDispatcher.prototype.apply(THREE.Material.prototype);THREE.MaterialIdCount=0; +THREE.LineBasicMaterial=function(a){THREE.Material.call(this);this.type="LineBasicMaterial";this.color=new THREE.Color(16777215);this.linewidth=1;this.linejoin=this.linecap="round";this.vertexColors=THREE.NoColors;this.fog=!0;this.setValues(a)};THREE.LineBasicMaterial.prototype=Object.create(THREE.Material.prototype); +THREE.LineBasicMaterial.prototype.clone=function(){var a=new THREE.LineBasicMaterial;THREE.Material.prototype.clone.call(this,a);a.color.copy(this.color);a.linewidth=this.linewidth;a.linecap=this.linecap;a.linejoin=this.linejoin;a.vertexColors=this.vertexColors;a.fog=this.fog;return a}; +THREE.LineDashedMaterial=function(a){THREE.Material.call(this);this.type="LineDashedMaterial";this.color=new THREE.Color(16777215);this.scale=this.linewidth=1;this.dashSize=3;this.gapSize=1;this.vertexColors=!1;this.fog=!0;this.setValues(a)};THREE.LineDashedMaterial.prototype=Object.create(THREE.Material.prototype); +THREE.LineDashedMaterial.prototype.clone=function(){var a=new THREE.LineDashedMaterial;THREE.Material.prototype.clone.call(this,a);a.color.copy(this.color);a.linewidth=this.linewidth;a.scale=this.scale;a.dashSize=this.dashSize;a.gapSize=this.gapSize;a.vertexColors=this.vertexColors;a.fog=this.fog;return a}; +THREE.MeshBasicMaterial=function(a){THREE.Material.call(this);this.type="MeshBasicMaterial";this.color=new THREE.Color(16777215);this.envMap=this.alphaMap=this.specularMap=this.lightMap=this.map=null;this.combine=THREE.MultiplyOperation;this.reflectivity=1;this.refractionRatio=0.98;this.fog=!0;this.shading=THREE.SmoothShading;this.wireframe=!1;this.wireframeLinewidth=1;this.wireframeLinejoin=this.wireframeLinecap="round";this.vertexColors=THREE.NoColors;this.morphTargets=this.skinning=!1;this.setValues(a)}; +THREE.MeshBasicMaterial.prototype=Object.create(THREE.Material.prototype); +THREE.MeshBasicMaterial.prototype.clone=function(){var a=new THREE.MeshBasicMaterial;THREE.Material.prototype.clone.call(this,a);a.color.copy(this.color);a.map=this.map;a.lightMap=this.lightMap;a.specularMap=this.specularMap;a.alphaMap=this.alphaMap;a.envMap=this.envMap;a.combine=this.combine;a.reflectivity=this.reflectivity;a.refractionRatio=this.refractionRatio;a.fog=this.fog;a.shading=this.shading;a.wireframe=this.wireframe;a.wireframeLinewidth=this.wireframeLinewidth;a.wireframeLinecap=this.wireframeLinecap; +a.wireframeLinejoin=this.wireframeLinejoin;a.vertexColors=this.vertexColors;a.skinning=this.skinning;a.morphTargets=this.morphTargets;return a}; +THREE.MeshLambertMaterial=function(a){THREE.Material.call(this);this.type="MeshLambertMaterial";this.color=new THREE.Color(16777215);this.ambient=new THREE.Color(16777215);this.emissive=new THREE.Color(0);this.wrapAround=!1;this.wrapRGB=new THREE.Vector3(1,1,1);this.envMap=this.alphaMap=this.specularMap=this.lightMap=this.map=null;this.combine=THREE.MultiplyOperation;this.reflectivity=1;this.refractionRatio=0.98;this.fog=!0;this.shading=THREE.SmoothShading;this.wireframe=!1;this.wireframeLinewidth= +1;this.wireframeLinejoin=this.wireframeLinecap="round";this.vertexColors=THREE.NoColors;this.morphNormals=this.morphTargets=this.skinning=!1;this.setValues(a)};THREE.MeshLambertMaterial.prototype=Object.create(THREE.Material.prototype); +THREE.MeshLambertMaterial.prototype.clone=function(){var a=new THREE.MeshLambertMaterial;THREE.Material.prototype.clone.call(this,a);a.color.copy(this.color);a.ambient.copy(this.ambient);a.emissive.copy(this.emissive);a.wrapAround=this.wrapAround;a.wrapRGB.copy(this.wrapRGB);a.map=this.map;a.lightMap=this.lightMap;a.specularMap=this.specularMap;a.alphaMap=this.alphaMap;a.envMap=this.envMap;a.combine=this.combine;a.reflectivity=this.reflectivity;a.refractionRatio=this.refractionRatio;a.fog=this.fog; +a.shading=this.shading;a.wireframe=this.wireframe;a.wireframeLinewidth=this.wireframeLinewidth;a.wireframeLinecap=this.wireframeLinecap;a.wireframeLinejoin=this.wireframeLinejoin;a.vertexColors=this.vertexColors;a.skinning=this.skinning;a.morphTargets=this.morphTargets;a.morphNormals=this.morphNormals;return a}; +THREE.MeshPhongMaterial=function(a){THREE.Material.call(this);this.type="MeshPhongMaterial";this.color=new THREE.Color(16777215);this.ambient=new THREE.Color(16777215);this.emissive=new THREE.Color(0);this.specular=new THREE.Color(1118481);this.shininess=30;this.wrapAround=this.metal=!1;this.wrapRGB=new THREE.Vector3(1,1,1);this.bumpMap=this.lightMap=this.map=null;this.bumpScale=1;this.normalMap=null;this.normalScale=new THREE.Vector2(1,1);this.envMap=this.alphaMap=this.specularMap=null;this.combine= +THREE.MultiplyOperation;this.reflectivity=1;this.refractionRatio=0.98;this.fog=!0;this.shading=THREE.SmoothShading;this.wireframe=!1;this.wireframeLinewidth=1;this.wireframeLinejoin=this.wireframeLinecap="round";this.vertexColors=THREE.NoColors;this.morphNormals=this.morphTargets=this.skinning=!1;this.setValues(a)};THREE.MeshPhongMaterial.prototype=Object.create(THREE.Material.prototype); +THREE.MeshPhongMaterial.prototype.clone=function(){var a=new THREE.MeshPhongMaterial;THREE.Material.prototype.clone.call(this,a);a.color.copy(this.color);a.ambient.copy(this.ambient);a.emissive.copy(this.emissive);a.specular.copy(this.specular);a.shininess=this.shininess;a.metal=this.metal;a.wrapAround=this.wrapAround;a.wrapRGB.copy(this.wrapRGB);a.map=this.map;a.lightMap=this.lightMap;a.bumpMap=this.bumpMap;a.bumpScale=this.bumpScale;a.normalMap=this.normalMap;a.normalScale.copy(this.normalScale); +a.specularMap=this.specularMap;a.alphaMap=this.alphaMap;a.envMap=this.envMap;a.combine=this.combine;a.reflectivity=this.reflectivity;a.refractionRatio=this.refractionRatio;a.fog=this.fog;a.shading=this.shading;a.wireframe=this.wireframe;a.wireframeLinewidth=this.wireframeLinewidth;a.wireframeLinecap=this.wireframeLinecap;a.wireframeLinejoin=this.wireframeLinejoin;a.vertexColors=this.vertexColors;a.skinning=this.skinning;a.morphTargets=this.morphTargets;a.morphNormals=this.morphNormals;return a}; +THREE.MeshDepthMaterial=function(a){THREE.Material.call(this);this.type="MeshDepthMaterial";this.wireframe=this.morphTargets=!1;this.wireframeLinewidth=1;this.setValues(a)};THREE.MeshDepthMaterial.prototype=Object.create(THREE.Material.prototype);THREE.MeshDepthMaterial.prototype.clone=function(){var a=new THREE.MeshDepthMaterial;THREE.Material.prototype.clone.call(this,a);a.wireframe=this.wireframe;a.wireframeLinewidth=this.wireframeLinewidth;return a}; +THREE.MeshNormalMaterial=function(a){THREE.Material.call(this,a);this.type="MeshNormalMaterial";this.shading=THREE.FlatShading;this.wireframe=!1;this.wireframeLinewidth=1;this.morphTargets=!1;this.setValues(a)};THREE.MeshNormalMaterial.prototype=Object.create(THREE.Material.prototype); +THREE.MeshNormalMaterial.prototype.clone=function(){var a=new THREE.MeshNormalMaterial;THREE.Material.prototype.clone.call(this,a);a.shading=this.shading;a.wireframe=this.wireframe;a.wireframeLinewidth=this.wireframeLinewidth;return a};THREE.MeshFaceMaterial=function(a){this.uuid=THREE.Math.generateUUID();this.type="MeshFaceMaterial";this.materials=a instanceof Array?a:[]}; +THREE.MeshFaceMaterial.prototype={constructor:THREE.MeshFaceMaterial,toJSON:function(){for(var a={metadata:{version:4.2,type:"material",generator:"MaterialExporter"},uuid:this.uuid,type:this.type,materials:[]},b=0,c=this.materials.length;bg)){var p=b.origin.distanceTo(n);pd.far||e.push({distance:p,point:l.clone().applyMatrix4(this.matrixWorld),face:null,faceIndex:null,object:this})}}}();THREE.Line.prototype.clone=function(a){void 0===a&&(a=new THREE.Line(this.geometry,this.material,this.type));THREE.Object3D.prototype.clone.call(this,a);return a}; +THREE.Mesh=function(a,b){THREE.Object3D.call(this);this.type="Mesh";this.geometry=void 0!==a?a:new THREE.Geometry;this.material=void 0!==b?b:new THREE.MeshBasicMaterial({color:16777215*Math.random()});this.updateMorphTargets()};THREE.Mesh.prototype=Object.create(THREE.Object3D.prototype); +THREE.Mesh.prototype.updateMorphTargets=function(){if(void 0!==this.geometry.morphTargets&&0f.far||k.push({distance:E,point:v,face:new THREE.Face3(m,s,p,THREE.Triangle.normal(d,e,g)),faceIndex:null,object:this})}}}else for(t=m.position.array,q=l=0,y=t.length;lf.far||k.push({distance:E,point:v,face:new THREE.Face3(m,s,p,THREE.Triangle.normal(d,e,g)),faceIndex:null,object:this}))}}else if(l instanceof THREE.Geometry)for(q=this.material instanceof THREE.MeshFaceMaterial,t=!0===q?this.material.materials:null,w=f.precision,u=l.vertices,x=0,r=l.faces.length;xf.far||k.push({distance:E,point:v,face:H,faceIndex:x,object:this}))}}}();THREE.Mesh.prototype.clone=function(a,b){void 0===a&&(a=new THREE.Mesh(this.geometry,this.material));THREE.Object3D.prototype.clone.call(this,a,b);return a};THREE.Bone=function(a){THREE.Object3D.call(this);this.skin=a};THREE.Bone.prototype=Object.create(THREE.Object3D.prototype); +THREE.Skeleton=function(a,b,c){this.useVertexTexture=void 0!==c?c:!0;this.identityMatrix=new THREE.Matrix4;a=a||[];this.bones=a.slice(0);this.useVertexTexture?(this.boneTextureHeight=this.boneTextureWidth=a=256k.end&&(k.end=e);b||(b=f)}}a.firstAnimation=b}; +THREE.MorphAnimMesh.prototype.setAnimationLabel=function(a,b,c){this.geometry.animations||(this.geometry.animations={});this.geometry.animations[a]={start:b,end:c}};THREE.MorphAnimMesh.prototype.playAnimation=function(a,b){var c=this.geometry.animations[a];c?(this.setFrameRange(c.start,c.end),this.duration=(c.end-c.start)/b*1E3,this.time=0):console.warn("animation["+a+"] undefined")}; +THREE.MorphAnimMesh.prototype.updateAnimation=function(a){var b=this.duration/this.length;this.time+=this.direction*a;if(this.mirroredLoop){if(this.time>this.duration||0>this.time)this.direction*=-1,this.time>this.duration&&(this.time=this.duration,this.directionBackwards=!0),0>this.time&&(this.time=0,this.directionBackwards=!1)}else this.time%=this.duration,0>this.time&&(this.time+=this.duration);a=this.startKeyframe+THREE.Math.clamp(Math.floor(this.time/b),0,this.length-1);a!==this.currentKeyframe&& +(this.morphTargetInfluences[this.lastKeyframe]=0,this.morphTargetInfluences[this.currentKeyframe]=1,this.morphTargetInfluences[a]=0,this.lastKeyframe=this.currentKeyframe,this.currentKeyframe=a);b=this.time%b/b;this.directionBackwards&&(b=1-b);this.morphTargetInfluences[this.currentKeyframe]=b;this.morphTargetInfluences[this.lastKeyframe]=1-b}; +THREE.MorphAnimMesh.prototype.interpolateTargets=function(a,b,c){for(var d=this.morphTargetInfluences,e=0,g=d.length;e=this.objects[d].distance)this.objects[d-1].object.visible=!1,this.objects[d].object.visible=!0;else break;for(;dthis.scale.x||c.push({distance:d,point:this.position,face:null,object:this})}}();THREE.Sprite.prototype.clone=function(a){void 0===a&&(a=new THREE.Sprite(this.material));THREE.Object3D.prototype.clone.call(this,a);return a};THREE.Particle=THREE.Sprite; +THREE.Scene=function(){THREE.Object3D.call(this);this.type="Scene";this.overrideMaterial=this.fog=null;this.autoUpdate=!0;this.matrixAutoUpdate=!1};THREE.Scene.prototype=Object.create(THREE.Object3D.prototype); +THREE.Scene.prototype.clone=function(a){void 0===a&&(a=new THREE.Scene);THREE.Object3D.prototype.clone.call(this,a);null!==this.fog&&(a.fog=this.fog.clone());null!==this.overrideMaterial&&(a.overrideMaterial=this.overrideMaterial.clone());a.autoUpdate=this.autoUpdate;a.matrixAutoUpdate=this.matrixAutoUpdate;return a};THREE.Fog=function(a,b,c){this.name="";this.color=new THREE.Color(a);this.near=void 0!==b?b:1;this.far=void 0!==c?c:1E3}; +THREE.Fog.prototype.clone=function(){return new THREE.Fog(this.color.getHex(),this.near,this.far)};THREE.FogExp2=function(a,b){this.name="";this.color=new THREE.Color(a);this.density=void 0!==b?b:2.5E-4};THREE.FogExp2.prototype.clone=function(){return new THREE.FogExp2(this.color.getHex(),this.density)};THREE.ShaderChunk={};THREE.ShaderChunk.alphatest_fragment="#ifdef ALPHATEST\n\n\tif ( gl_FragColor.a < ALPHATEST ) discard;\n\n#endif\n";THREE.ShaderChunk.lights_lambert_vertex="vLightFront = vec3( 0.0 );\n\n#ifdef DOUBLE_SIDED\n\n\tvLightBack = vec3( 0.0 );\n\n#endif\n\ntransformedNormal = normalize( transformedNormal );\n\n#if MAX_DIR_LIGHTS > 0\n\nfor( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\n\n\tvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\n\tvec3 dirVector = normalize( lDirection.xyz );\n\n\tfloat dotProduct = dot( transformedNormal, dirVector );\n\tvec3 directionalLightWeighting = vec3( max( dotProduct, 0.0 ) );\n\n\t#ifdef DOUBLE_SIDED\n\n\t\tvec3 directionalLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n\n\t\t#ifdef WRAP_AROUND\n\n\t\t\tvec3 directionalLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n\n\t\t#endif\n\n\t#endif\n\n\t#ifdef WRAP_AROUND\n\n\t\tvec3 directionalLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\n\t\tdirectionalLightWeighting = mix( directionalLightWeighting, directionalLightWeightingHalf, wrapRGB );\n\n\t\t#ifdef DOUBLE_SIDED\n\n\t\t\tdirectionalLightWeightingBack = mix( directionalLightWeightingBack, directionalLightWeightingHalfBack, wrapRGB );\n\n\t\t#endif\n\n\t#endif\n\n\tvLightFront += directionalLightColor[ i ] * directionalLightWeighting;\n\n\t#ifdef DOUBLE_SIDED\n\n\t\tvLightBack += directionalLightColor[ i ] * directionalLightWeightingBack;\n\n\t#endif\n\n}\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n\tfor( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n\n\t\tvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\n\t\tvec3 lVector = lPosition.xyz - mvPosition.xyz;\n\n\t\tfloat lDistance = 1.0;\n\t\tif ( pointLightDistance[ i ] > 0.0 )\n\t\t\tlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\n\n\t\tlVector = normalize( lVector );\n\t\tfloat dotProduct = dot( transformedNormal, lVector );\n\n\t\tvec3 pointLightWeighting = vec3( max( dotProduct, 0.0 ) );\n\n\t\t#ifdef DOUBLE_SIDED\n\n\t\t\tvec3 pointLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n\n\t\t\t#ifdef WRAP_AROUND\n\n\t\t\t\tvec3 pointLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n\n\t\t\t#endif\n\n\t\t#endif\n\n\t\t#ifdef WRAP_AROUND\n\n\t\t\tvec3 pointLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\n\t\t\tpointLightWeighting = mix( pointLightWeighting, pointLightWeightingHalf, wrapRGB );\n\n\t\t\t#ifdef DOUBLE_SIDED\n\n\t\t\t\tpointLightWeightingBack = mix( pointLightWeightingBack, pointLightWeightingHalfBack, wrapRGB );\n\n\t\t\t#endif\n\n\t\t#endif\n\n\t\tvLightFront += pointLightColor[ i ] * pointLightWeighting * lDistance;\n\n\t\t#ifdef DOUBLE_SIDED\n\n\t\t\tvLightBack += pointLightColor[ i ] * pointLightWeightingBack * lDistance;\n\n\t\t#endif\n\n\t}\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n\tfor( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\n\n\t\tvec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\n\t\tvec3 lVector = lPosition.xyz - mvPosition.xyz;\n\n\t\tfloat spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - worldPosition.xyz ) );\n\n\t\tif ( spotEffect > spotLightAngleCos[ i ] ) {\n\n\t\t\tspotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );\n\n\t\t\tfloat lDistance = 1.0;\n\t\t\tif ( spotLightDistance[ i ] > 0.0 )\n\t\t\t\tlDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );\n\n\t\t\tlVector = normalize( lVector );\n\n\t\t\tfloat dotProduct = dot( transformedNormal, lVector );\n\t\t\tvec3 spotLightWeighting = vec3( max( dotProduct, 0.0 ) );\n\n\t\t\t#ifdef DOUBLE_SIDED\n\n\t\t\t\tvec3 spotLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n\n\t\t\t\t#ifdef WRAP_AROUND\n\n\t\t\t\t\tvec3 spotLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n\n\t\t\t\t#endif\n\n\t\t\t#endif\n\n\t\t\t#ifdef WRAP_AROUND\n\n\t\t\t\tvec3 spotLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\n\t\t\t\tspotLightWeighting = mix( spotLightWeighting, spotLightWeightingHalf, wrapRGB );\n\n\t\t\t\t#ifdef DOUBLE_SIDED\n\n\t\t\t\t\tspotLightWeightingBack = mix( spotLightWeightingBack, spotLightWeightingHalfBack, wrapRGB );\n\n\t\t\t\t#endif\n\n\t\t\t#endif\n\n\t\t\tvLightFront += spotLightColor[ i ] * spotLightWeighting * lDistance * spotEffect;\n\n\t\t\t#ifdef DOUBLE_SIDED\n\n\t\t\t\tvLightBack += spotLightColor[ i ] * spotLightWeightingBack * lDistance * spotEffect;\n\n\t\t\t#endif\n\n\t\t}\n\n\t}\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n\tfor( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\n\n\t\tvec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );\n\t\tvec3 lVector = normalize( lDirection.xyz );\n\n\t\tfloat dotProduct = dot( transformedNormal, lVector );\n\n\t\tfloat hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\n\t\tfloat hemiDiffuseWeightBack = -0.5 * dotProduct + 0.5;\n\n\t\tvLightFront += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\n\n\t\t#ifdef DOUBLE_SIDED\n\n\t\t\tvLightBack += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeightBack );\n\n\t\t#endif\n\n\t}\n\n#endif\n\nvLightFront = vLightFront * diffuse + ambient * ambientLightColor + emissive;\n\n#ifdef DOUBLE_SIDED\n\n\tvLightBack = vLightBack * diffuse + ambient * ambientLightColor + emissive;\n\n#endif"; +THREE.ShaderChunk.map_particle_pars_fragment="#ifdef USE_MAP\n\n\tuniform sampler2D map;\n\n#endif";THREE.ShaderChunk.default_vertex="vec4 mvPosition;\n\n#ifdef USE_SKINNING\n\n\tmvPosition = modelViewMatrix * skinned;\n\n#endif\n\n#if !defined( USE_SKINNING ) && defined( USE_MORPHTARGETS )\n\n\tmvPosition = modelViewMatrix * vec4( morphed, 1.0 );\n\n#endif\n\n#if !defined( USE_SKINNING ) && ! defined( USE_MORPHTARGETS )\n\n\tmvPosition = modelViewMatrix * vec4( position, 1.0 );\n\n#endif\n\ngl_Position = projectionMatrix * mvPosition;"; +THREE.ShaderChunk.map_pars_fragment="#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP )\n\n\tvarying vec2 vUv;\n\n#endif\n\n#ifdef USE_MAP\n\n\tuniform sampler2D map;\n\n#endif";THREE.ShaderChunk.skinnormal_vertex="#ifdef USE_SKINNING\n\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\n\t#ifdef USE_MORPHNORMALS\n\n\tvec4 skinnedNormal = skinMatrix * vec4( morphedNormal, 0.0 );\n\n\t#else\n\n\tvec4 skinnedNormal = skinMatrix * vec4( normal, 0.0 );\n\n\t#endif\n\n#endif\n"; +THREE.ShaderChunk.logdepthbuf_pars_vertex="#ifdef USE_LOGDEPTHBUF\n\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\n\t\tvarying float vFragDepth;\n\n\t#endif\n\n\tuniform float logDepthBufFC;\n\n#endif";THREE.ShaderChunk.lightmap_pars_vertex="#ifdef USE_LIGHTMAP\n\n\tvarying vec2 vUv2;\n\n#endif";THREE.ShaderChunk.lights_phong_fragment="vec3 normal = normalize( vNormal );\nvec3 viewPosition = normalize( vViewPosition );\n\n#ifdef DOUBLE_SIDED\n\n\tnormal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );\n\n#endif\n\n#ifdef USE_NORMALMAP\n\n\tnormal = perturbNormal2Arb( -vViewPosition, normal );\n\n#elif defined( USE_BUMPMAP )\n\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n\tvec3 pointDiffuse = vec3( 0.0 );\n\tvec3 pointSpecular = vec3( 0.0 );\n\n\tfor ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n\n\t\tvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\n\t\tvec3 lVector = lPosition.xyz + vViewPosition.xyz;\n\n\t\tfloat lDistance = 1.0;\n\t\tif ( pointLightDistance[ i ] > 0.0 )\n\t\t\tlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\n\n\t\tlVector = normalize( lVector );\n\n\t\t\t\t// diffuse\n\n\t\tfloat dotProduct = dot( normal, lVector );\n\n\t\t#ifdef WRAP_AROUND\n\n\t\t\tfloat pointDiffuseWeightFull = max( dotProduct, 0.0 );\n\t\t\tfloat pointDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\n\n\t\t\tvec3 pointDiffuseWeight = mix( vec3( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );\n\n\t\t#else\n\n\t\t\tfloat pointDiffuseWeight = max( dotProduct, 0.0 );\n\n\t\t#endif\n\n\t\tpointDiffuse += diffuse * pointLightColor[ i ] * pointDiffuseWeight * lDistance;\n\n\t\t\t\t// specular\n\n\t\tvec3 pointHalfVector = normalize( lVector + viewPosition );\n\t\tfloat pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );\n\t\tfloat pointSpecularWeight = specularStrength * max( pow( pointDotNormalHalf, shininess ), 0.0 );\n\n\t\tfloat specularNormalization = ( shininess + 2.0 ) / 8.0;\n\n\t\tvec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, pointHalfVector ), 0.0 ), 5.0 );\n\t\tpointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance * specularNormalization;\n\n\t}\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n\tvec3 spotDiffuse = vec3( 0.0 );\n\tvec3 spotSpecular = vec3( 0.0 );\n\n\tfor ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\n\n\t\tvec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\n\t\tvec3 lVector = lPosition.xyz + vViewPosition.xyz;\n\n\t\tfloat lDistance = 1.0;\n\t\tif ( spotLightDistance[ i ] > 0.0 )\n\t\t\tlDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );\n\n\t\tlVector = normalize( lVector );\n\n\t\tfloat spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );\n\n\t\tif ( spotEffect > spotLightAngleCos[ i ] ) {\n\n\t\t\tspotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );\n\n\t\t\t\t\t// diffuse\n\n\t\t\tfloat dotProduct = dot( normal, lVector );\n\n\t\t\t#ifdef WRAP_AROUND\n\n\t\t\t\tfloat spotDiffuseWeightFull = max( dotProduct, 0.0 );\n\t\t\t\tfloat spotDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\n\n\t\t\t\tvec3 spotDiffuseWeight = mix( vec3( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );\n\n\t\t\t#else\n\n\t\t\t\tfloat spotDiffuseWeight = max( dotProduct, 0.0 );\n\n\t\t\t#endif\n\n\t\t\tspotDiffuse += diffuse * spotLightColor[ i ] * spotDiffuseWeight * lDistance * spotEffect;\n\n\t\t\t\t\t// specular\n\n\t\t\tvec3 spotHalfVector = normalize( lVector + viewPosition );\n\t\t\tfloat spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );\n\t\t\tfloat spotSpecularWeight = specularStrength * max( pow( spotDotNormalHalf, shininess ), 0.0 );\n\n\t\t\tfloat specularNormalization = ( shininess + 2.0 ) / 8.0;\n\n\t\t\tvec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, spotHalfVector ), 0.0 ), 5.0 );\n\t\t\tspotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * specularNormalization * spotEffect;\n\n\t\t}\n\n\t}\n\n#endif\n\n#if MAX_DIR_LIGHTS > 0\n\n\tvec3 dirDiffuse = vec3( 0.0 );\n\tvec3 dirSpecular = vec3( 0.0 );\n\n\tfor( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\n\n\t\tvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\n\t\tvec3 dirVector = normalize( lDirection.xyz );\n\n\t\t\t\t// diffuse\n\n\t\tfloat dotProduct = dot( normal, dirVector );\n\n\t\t#ifdef WRAP_AROUND\n\n\t\t\tfloat dirDiffuseWeightFull = max( dotProduct, 0.0 );\n\t\t\tfloat dirDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\n\n\t\t\tvec3 dirDiffuseWeight = mix( vec3( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), wrapRGB );\n\n\t\t#else\n\n\t\t\tfloat dirDiffuseWeight = max( dotProduct, 0.0 );\n\n\t\t#endif\n\n\t\tdirDiffuse += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;\n\n\t\t// specular\n\n\t\tvec3 dirHalfVector = normalize( dirVector + viewPosition );\n\t\tfloat dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );\n\t\tfloat dirSpecularWeight = specularStrength * max( pow( dirDotNormalHalf, shininess ), 0.0 );\n\n\t\t/*\n\t\t// fresnel term from skin shader\n\t\tconst float F0 = 0.128;\n\n\t\tfloat base = 1.0 - dot( viewPosition, dirHalfVector );\n\t\tfloat exponential = pow( base, 5.0 );\n\n\t\tfloat fresnel = exponential + F0 * ( 1.0 - exponential );\n\t\t*/\n\n\t\t/*\n\t\t// fresnel term from fresnel shader\n\t\tconst float mFresnelBias = 0.08;\n\t\tconst float mFresnelScale = 0.3;\n\t\tconst float mFresnelPower = 5.0;\n\n\t\tfloat fresnel = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( -viewPosition ), normal ), mFresnelPower );\n\t\t*/\n\n\t\tfloat specularNormalization = ( shininess + 2.0 ) / 8.0;\n\n\t\t// \t\tdirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization * fresnel;\n\n\t\tvec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( dirVector, dirHalfVector ), 0.0 ), 5.0 );\n\t\tdirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;\n\n\n\t}\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n\tvec3 hemiDiffuse = vec3( 0.0 );\n\tvec3 hemiSpecular = vec3( 0.0 );\n\n\tfor( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\n\n\t\tvec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );\n\t\tvec3 lVector = normalize( lDirection.xyz );\n\n\t\t// diffuse\n\n\t\tfloat dotProduct = dot( normal, lVector );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\n\n\t\tvec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\n\n\t\themiDiffuse += diffuse * hemiColor;\n\n\t\t// specular (sky light)\n\n\t\tvec3 hemiHalfVectorSky = normalize( lVector + viewPosition );\n\t\tfloat hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;\n\t\tfloat hemiSpecularWeightSky = specularStrength * max( pow( max( hemiDotNormalHalfSky, 0.0 ), shininess ), 0.0 );\n\n\t\t// specular (ground light)\n\n\t\tvec3 lVectorGround = -lVector;\n\n\t\tvec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );\n\t\tfloat hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;\n\t\tfloat hemiSpecularWeightGround = specularStrength * max( pow( max( hemiDotNormalHalfGround, 0.0 ), shininess ), 0.0 );\n\n\t\tfloat dotProductGround = dot( normal, lVectorGround );\n\n\t\tfloat specularNormalization = ( shininess + 2.0 ) / 8.0;\n\n\t\tvec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, hemiHalfVectorSky ), 0.0 ), 5.0 );\n\t\tvec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 0.0 ), 5.0 );\n\t\themiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );\n\n\t}\n\n#endif\n\nvec3 totalDiffuse = vec3( 0.0 );\nvec3 totalSpecular = vec3( 0.0 );\n\n#if MAX_DIR_LIGHTS > 0\n\n\ttotalDiffuse += dirDiffuse;\n\ttotalSpecular += dirSpecular;\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n\ttotalDiffuse += hemiDiffuse;\n\ttotalSpecular += hemiSpecular;\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n\ttotalDiffuse += pointDiffuse;\n\ttotalSpecular += pointSpecular;\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n\ttotalDiffuse += spotDiffuse;\n\ttotalSpecular += spotSpecular;\n\n#endif\n\n#ifdef METAL\n\n\tgl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient + totalSpecular );\n\n#else\n\n\tgl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient ) + totalSpecular;\n\n#endif"; +THREE.ShaderChunk.fog_pars_fragment="#ifdef USE_FOG\n\n\tuniform vec3 fogColor;\n\n\t#ifdef FOG_EXP2\n\n\t\tuniform float fogDensity;\n\n\t#else\n\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n\n#endif";THREE.ShaderChunk.morphnormal_vertex="#ifdef USE_MORPHNORMALS\n\n\tvec3 morphedNormal = vec3( 0.0 );\n\n\tmorphedNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n\tmorphedNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n\tmorphedNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n\tmorphedNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n\n\tmorphedNormal += normal;\n\n#endif"; +THREE.ShaderChunk.envmap_pars_fragment="#ifdef USE_ENVMAP\n\n\tuniform float reflectivity;\n\tuniform samplerCube envMap;\n\tuniform float flipEnvMap;\n\tuniform int combine;\n\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\n\t\tuniform bool useRefract;\n\t\tuniform float refractionRatio;\n\n\t#else\n\n\t\tvarying vec3 vReflect;\n\n\t#endif\n\n#endif";THREE.ShaderChunk.logdepthbuf_fragment="#if defined(USE_LOGDEPTHBUF) && defined(USE_LOGDEPTHBUF_EXT)\n\n\tgl_FragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5;\n\n#endif"; +THREE.ShaderChunk.normalmap_pars_fragment="#ifdef USE_NORMALMAP\n\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n\n\t\t\t// Per-Pixel Tangent Space Normal Mapping\n\t\t\t// http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html\n\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\n\n\t\tvec3 q0 = dFdx( eye_pos.xyz );\n\t\tvec3 q1 = dFdy( eye_pos.xyz );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\n\t\tvec3 S = normalize( q0 * st1.t - q1 * st0.t );\n\t\tvec3 T = normalize( -q0 * st1.s + q1 * st0.s );\n\t\tvec3 N = normalize( surf_norm );\n\n\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\tmapN.xy = normalScale * mapN.xy;\n\t\tmat3 tsn = mat3( S, T, N );\n\t\treturn normalize( tsn * mapN );\n\n\t}\n\n#endif\n"; +THREE.ShaderChunk.lights_phong_pars_vertex="#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )\n\n\tvarying vec3 vWorldPosition;\n\n#endif\n";THREE.ShaderChunk.lightmap_pars_fragment="#ifdef USE_LIGHTMAP\n\n\tvarying vec2 vUv2;\n\tuniform sampler2D lightMap;\n\n#endif";THREE.ShaderChunk.shadowmap_vertex="#ifdef USE_SHADOWMAP\n\n\tfor( int i = 0; i < MAX_SHADOWS; i ++ ) {\n\n\t\tvShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;\n\n\t}\n\n#endif"; +THREE.ShaderChunk.lights_phong_vertex="#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )\n\n\tvWorldPosition = worldPosition.xyz;\n\n#endif";THREE.ShaderChunk.map_fragment="#ifdef USE_MAP\n\n\tvec4 texelColor = texture2D( map, vUv );\n\n\t#ifdef GAMMA_INPUT\n\n\t\ttexelColor.xyz *= texelColor.xyz;\n\n\t#endif\n\n\tgl_FragColor = gl_FragColor * texelColor;\n\n#endif";THREE.ShaderChunk.lightmap_vertex="#ifdef USE_LIGHTMAP\n\n\tvUv2 = uv2;\n\n#endif"; +THREE.ShaderChunk.map_particle_fragment="#ifdef USE_MAP\n\n\tgl_FragColor = gl_FragColor * texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) );\n\n#endif";THREE.ShaderChunk.color_pars_fragment="#ifdef USE_COLOR\n\n\tvarying vec3 vColor;\n\n#endif\n";THREE.ShaderChunk.color_vertex="#ifdef USE_COLOR\n\n\t#ifdef GAMMA_INPUT\n\n\t\tvColor = color * color;\n\n\t#else\n\n\t\tvColor = color;\n\n\t#endif\n\n#endif";THREE.ShaderChunk.skinning_vertex="#ifdef USE_SKINNING\n\n\t#ifdef USE_MORPHTARGETS\n\n\tvec4 skinVertex = bindMatrix * vec4( morphed, 1.0 );\n\n\t#else\n\n\tvec4 skinVertex = bindMatrix * vec4( position, 1.0 );\n\n\t#endif\n\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\tskinned = bindMatrixInverse * skinned;\n\n#endif\n"; +THREE.ShaderChunk.envmap_pars_vertex="#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG )\n\n\tvarying vec3 vReflect;\n\n\tuniform float refractionRatio;\n\tuniform bool useRefract;\n\n#endif\n";THREE.ShaderChunk.linear_to_gamma_fragment="#ifdef GAMMA_OUTPUT\n\n\tgl_FragColor.xyz = sqrt( gl_FragColor.xyz );\n\n#endif";THREE.ShaderChunk.hdr_encode_pars_fragment="#ifdef LOGLUV_HDR\n // logLuvMatrix matrix, for encoding\n // const mat3 logLuvMatrix = mat3(\n // 0.2209, 0.3390, 0.4184,\n // 0.1138, 0.6780, 0.7319,\n // 0.0102, 0.1130, 0.2969);\n\n const mat3 logLuvMatrix = mat3(\n 0.2209, 0.1138, 0.0102,\n 0.3390, 0.6780, 0.1130,\n 0.4184, 0.7319, 0.2969);\n\n vec4 LogLuvEncode(in vec3 vRGB) \n { \n vec4 vResult; \n vec3 Xp_Y_XYZp = vRGB * logLuvMatrix;\n Xp_Y_XYZp = max(Xp_Y_XYZp, vec3(1e-6, 1e-6, 1e-6));\n vResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n float Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n vResult.w = fract(Le);\n vResult.z = (Le - (floor(vResult.w*255.0))/255.0)/255.0;\n return vResult;\n }\n\n#elif defined( RGBM_HDR )\n\n vec4 RGBMEncode( vec3 color ) {\n vec4 rgbm;\n color *= 1.0 / 6.0;\n rgbm.a = clamp( max( max( color.r, color.g ), max( color.b, 1e-6 ) ) , 0.0, 1.0 );\n rgbm.a = ceil( rgbm.a * 255.0 ) / 255.0;\n rgbm.rgb = color / rgbm.a;\n return rgbm;\n }\n\n#endif"; +THREE.ShaderChunk.hdr_decode_pars_fragment="#ifdef LOGLUV_HDR\n\n // Inverse logLuvMatrix matrix, for decoding\n const mat3 InverseLogLuvMatrix = mat3(\n 6.0013, -1.332, .3007,\n -2.700, 3.1029, -1.088,\n -1.7995, -5.7720, 5.6268); \n\n vec3 LogLuvDecode(in vec4 vLogLuv)\n { \n float Le = vLogLuv.z * 255.0 + vLogLuv.w;\n vec3 Xp_Y_XYZp;\n Xp_Y_XYZp.y = exp2((Le - 127.0) / 2.0);\n Xp_Y_XYZp.z = Xp_Y_XYZp.y / vLogLuv.y;\n Xp_Y_XYZp.x = vLogLuv.x * Xp_Y_XYZp.z;\n vec3 vRGB = InverseLogLuvMatrix * Xp_Y_XYZp;\n return clamp(vRGB, 0.0, 1.0);\n }\n#elif defined( RGBM_HDR )\n\n vec3 RGBMDecode( vec4 rgbm ) {\n return 6.0 * rgbm.rgb * rgbm.a;\n }\n\n#endif"; +THREE.ShaderChunk.hdr_encode_fragment="#ifdef LOGLUV_HDR\n\n\tgl_FragColor = LogLuvEncode( gl_FragColor.xyz );\n\n#elif defined( RGBM_HDR )\n \n gl_FragColor = RGBMEncode( gl_FragColor.xyz );\n\n#endif";THREE.ShaderChunk.color_pars_vertex="#ifdef USE_COLOR\n\n\tvarying vec3 vColor;\n\n#endif";THREE.ShaderChunk.lights_lambert_pars_vertex="uniform vec3 ambient;\nuniform vec3 diffuse;\nuniform vec3 emissive;\n\nuniform vec3 ambientLightColor;\n\n#if MAX_DIR_LIGHTS > 0\n\n\tuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\n\tuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n\tuniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\n\tuniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\n\tuniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n\tuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\n\tuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n\tuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n\tuniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\n\tuniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\n\tuniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\n\tuniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n\tuniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\n\tuniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n\n#endif\n\n#ifdef WRAP_AROUND\n\n\tuniform vec3 wrapRGB;\n\n#endif\n"; +THREE.ShaderChunk.map_pars_vertex="#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP )\n\n\tvarying vec2 vUv;\n\tuniform vec4 offsetRepeat;\n\n#endif\n";THREE.ShaderChunk.envmap_fragment="#ifdef USE_ENVMAP\n\n\tvec3 reflectVec;\n\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\n\t\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\n\t\t// http://en.wikibooks.org/wiki/GLSL_Programming/Applying_Matrix_Transformations\n\t\t// Transforming Normal Vectors with the Inverse Transformation\n\n\t\tvec3 worldNormal = normalize( vec3( vec4( normal, 0.0 ) * viewMatrix ) );\n\n\t\tif ( useRefract ) {\n\n\t\t\treflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n\n\t\t} else { \n\n\t\t\treflectVec = reflect( cameraToVertex, worldNormal );\n\n\t\t}\n\n\t#else\n\n\t\treflectVec = vReflect;\n\n\t#endif\n\n\t#ifdef DOUBLE_SIDED\n\n\t\tfloat flipNormal = ( -1.0 + 2.0 * float( gl_FrontFacing ) );\n\t\tvec4 cubeColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\n\t#else\n\n\t\tvec4 cubeColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\n\t#endif\n\n\t#ifdef GAMMA_INPUT\n\n\t\tcubeColor.xyz *= cubeColor.xyz;\n\n\t#endif\n\n\tif ( combine == 1 ) {\n\n\t\tgl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularStrength * reflectivity );\n\n\t} else if ( combine == 2 ) {\n\n\t\tgl_FragColor.xyz += cubeColor.xyz * specularStrength * reflectivity;\n\n\t} else {\n\n\t\tgl_FragColor.xyz = mix( gl_FragColor.xyz, gl_FragColor.xyz * cubeColor.xyz, specularStrength * reflectivity );\n\n\t}\n\n#endif"; +THREE.ShaderChunk.specularmap_pars_fragment="#ifdef USE_SPECULARMAP\n\n\tuniform sampler2D specularMap;\n\n#endif";THREE.ShaderChunk.logdepthbuf_vertex="#ifdef USE_LOGDEPTHBUF\n\n\tgl_Position.z = log2(max(1e-6, gl_Position.w + 1.0)) * logDepthBufFC;\n\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\n#else\n\n\t\tgl_Position.z = (gl_Position.z - 1.0) * gl_Position.w;\n\n\t#endif\n\n#endif";THREE.ShaderChunk.morphtarget_pars_vertex="#ifdef USE_MORPHTARGETS\n\n\t#ifndef USE_MORPHNORMALS\n\n\tuniform float morphTargetInfluences[ 8 ];\n\n\t#else\n\n\tuniform float morphTargetInfluences[ 4 ];\n\n\t#endif\n\n#endif"; +THREE.ShaderChunk.specularmap_fragment="float specularStrength;\n\n#ifdef USE_SPECULARMAP\n\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n\n#else\n\n\tspecularStrength = 1.0;\n\n#endif";THREE.ShaderChunk.fog_fragment="#ifdef USE_FOG\n\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\n\t\tfloat depth = gl_FragDepthEXT / gl_FragCoord.w;\n\n\t#else\n\n\t\tfloat depth = gl_FragCoord.z / gl_FragCoord.w;\n\n\t#endif\n\n\t#ifdef FOG_EXP2\n\n\t\tconst float LOG2 = 1.442695;\n\t\tfloat fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );\n\t\tfogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );\n\n\t#else\n\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, depth );\n\n\t#endif\n\t\n\tgl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );\n\n#endif"; +THREE.ShaderChunk.bumpmap_pars_fragment="#ifdef USE_BUMPMAP\n\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\n\t\t\t// Derivative maps - bump mapping unparametrized surfaces by Morten Mikkelsen\n\t\t\t//\thttp://mmikkelsen3d.blogspot.sk/2011/07/derivative-maps.html\n\n\t\t\t// Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2)\n\n\tvec2 dHdxy_fwd() {\n\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\n\t\treturn vec2( dBx, dBy );\n\n\t}\n\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\n\t\tvec3 vSigmaX = dFdx( surf_pos );\n\t\tvec3 vSigmaY = dFdy( surf_pos );\n\t\tvec3 vN = surf_norm;\t\t// normalized\n\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\n\t\tfloat fDet = dot( vSigmaX, R1 );\n\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\n\t}\n\n#endif"; +THREE.ShaderChunk.defaultnormal_vertex="vec3 objectNormal;\n\n#ifdef USE_SKINNING\n\n\tobjectNormal = skinnedNormal.xyz;\n\n#endif\n\n#if !defined( USE_SKINNING ) && defined( USE_MORPHNORMALS )\n\n\tobjectNormal = morphedNormal;\n\n#endif\n\n#if !defined( USE_SKINNING ) && ! defined( USE_MORPHNORMALS )\n\n\tobjectNormal = normal;\n\n#endif\n\n#ifdef FLIP_SIDED\n\n\tobjectNormal = -objectNormal;\n\n#endif\n\nvec3 transformedNormal = normalMatrix * objectNormal;"; +THREE.ShaderChunk.lights_phong_pars_fragment="uniform vec3 ambientLightColor;\n\n#if MAX_DIR_LIGHTS > 0\n\n\tuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\n\tuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n\tuniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\n\tuniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\n\tuniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n\tuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\n\n\tuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n\tuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n\tuniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\n\tuniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\n\tuniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\n\tuniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\n\tuniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n\n\tuniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )\n\n\tvarying vec3 vWorldPosition;\n\n#endif\n\n#ifdef WRAP_AROUND\n\n\tuniform vec3 wrapRGB;\n\n#endif\n\nvarying vec3 vViewPosition;\nvarying vec3 vNormal;"; +THREE.ShaderChunk.skinbase_vertex="#ifdef USE_SKINNING\n\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n\n#endif";THREE.ShaderChunk.map_vertex="#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP )\n\n\tvUv = uv * offsetRepeat.zw + offsetRepeat.xy;\n\n#endif"; +THREE.ShaderChunk.lightmap_fragment="#ifdef USE_LIGHTMAP\n\n\tgl_FragColor = gl_FragColor * texture2D( lightMap, vUv2 );\n\n#endif";THREE.ShaderChunk.shadowmap_pars_vertex="#ifdef USE_SHADOWMAP\n\n\tvarying vec4 vShadowCoord[ MAX_SHADOWS ];\n\tuniform mat4 shadowMatrix[ MAX_SHADOWS ];\n\n#endif";THREE.ShaderChunk.color_fragment="#ifdef USE_COLOR\n\n\tgl_FragColor = gl_FragColor * vec4( vColor, 1.0 );\n\n#endif";THREE.ShaderChunk.morphtarget_vertex="#ifdef USE_MORPHTARGETS\n\n\tvec3 morphed = vec3( 0.0 );\n\tmorphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n\tmorphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n\tmorphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n\tmorphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n\n\t#ifndef USE_MORPHNORMALS\n\n\tmorphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n\tmorphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n\tmorphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n\tmorphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n\n\t#endif\n\n\tmorphed += position;\n\n#endif"; +THREE.ShaderChunk.envmap_vertex="#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG )\n\n\tvec3 worldNormal = mat3( modelMatrix[ 0 ].xyz, modelMatrix[ 1 ].xyz, modelMatrix[ 2 ].xyz ) * objectNormal;\n\tworldNormal = normalize( worldNormal );\n\n\tvec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\n\tif ( useRefract ) {\n\n\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\n\t} else {\n\n\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\n\t}\n\n#endif"; +THREE.ShaderChunk.shadowmap_fragment="#ifdef USE_SHADOWMAP\n\n\t#ifdef SHADOWMAP_DEBUG\n\n\t\tvec3 frustumColors[3];\n\t\tfrustumColors[0] = vec3( 1.0, 0.5, 0.0 );\n\t\tfrustumColors[1] = vec3( 0.0, 1.0, 0.8 );\n\t\tfrustumColors[2] = vec3( 0.0, 0.5, 1.0 );\n\n\t#endif\n\n\t#ifdef SHADOWMAP_CASCADE\n\n\t\tint inFrustumCount = 0;\n\n\t#endif\n\n\tfloat fDepth;\n\tvec3 shadowColor = vec3( 1.0 );\n\n\tfor( int i = 0; i < MAX_SHADOWS; i ++ ) {\n\n\t\tvec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;\n\n\t\t\t\t// if ( something && something ) breaks ATI OpenGL shader compiler\n\t\t\t\t// if ( all( something, something ) ) using this instead\n\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\n\t\t\t\t// don't shadow pixels outside of light frustum\n\t\t\t\t// use just first frustum (for cascades)\n\t\t\t\t// don't shadow pixels behind far plane of light frustum\n\n\t\t#ifdef SHADOWMAP_CASCADE\n\n\t\t\tinFrustumCount += int( inFrustum );\n\t\t\tbvec3 frustumTestVec = bvec3( inFrustum, inFrustumCount == 1, shadowCoord.z <= 1.0 );\n\n\t\t#else\n\n\t\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\n\t\t#endif\n\n\t\tbool frustumTest = all( frustumTestVec );\n\n\t\tif ( frustumTest ) {\n\n\t\t\tshadowCoord.z += shadowBias[ i ];\n\n\t\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\n\t\t\t\t\t\t// Percentage-close filtering\n\t\t\t\t\t\t// (9 pixel kernel)\n\t\t\t\t\t\t// http://fabiensanglard.net/shadowmappingPCF/\n\n\t\t\t\tfloat shadow = 0.0;\n\n\t\t/*\n\t\t\t\t\t\t// nested loops breaks shader compiler / validator on some ATI cards when using OpenGL\n\t\t\t\t\t\t// must enroll loop manually\n\n\t\t\t\tfor ( float y = -1.25; y <= 1.25; y += 1.25 )\n\t\t\t\t\tfor ( float x = -1.25; x <= 1.25; x += 1.25 ) {\n\n\t\t\t\t\t\tvec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );\n\n\t\t\t\t\t\t\t\t// doesn't seem to produce any noticeable visual difference compared to simple texture2D lookup\n\t\t\t\t\t\t\t\t//vec4 rgbaDepth = texture2DProj( shadowMap[ i ], vec4( vShadowCoord[ i ].w * ( vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy ), 0.05, vShadowCoord[ i ].w ) );\n\n\t\t\t\t\t\tfloat fDepth = unpackDepth( rgbaDepth );\n\n\t\t\t\t\t\tif ( fDepth < shadowCoord.z )\n\t\t\t\t\t\t\tshadow += 1.0;\n\n\t\t\t\t}\n\n\t\t\t\tshadow /= 9.0;\n\n\t\t*/\n\n\t\t\t\tconst float shadowDelta = 1.0 / 9.0;\n\n\t\t\t\tfloat xPixelOffset = 1.0 / shadowMapSize[ i ].x;\n\t\t\t\tfloat yPixelOffset = 1.0 / shadowMapSize[ i ].y;\n\n\t\t\t\tfloat dx0 = -1.25 * xPixelOffset;\n\t\t\t\tfloat dy0 = -1.25 * yPixelOffset;\n\t\t\t\tfloat dx1 = 1.25 * xPixelOffset;\n\t\t\t\tfloat dy1 = 1.25 * yPixelOffset;\n\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n\t\t\t\tshadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );\n\n\t\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\n\t\t\t\t\t\t// Percentage-close filtering\n\t\t\t\t\t\t// (9 pixel kernel)\n\t\t\t\t\t\t// http://fabiensanglard.net/shadowmappingPCF/\n\n\t\t\t\tfloat shadow = 0.0;\n\n\t\t\t\tfloat xPixelOffset = 1.0 / shadowMapSize[ i ].x;\n\t\t\t\tfloat yPixelOffset = 1.0 / shadowMapSize[ i ].y;\n\n\t\t\t\tfloat dx0 = -1.0 * xPixelOffset;\n\t\t\t\tfloat dy0 = -1.0 * yPixelOffset;\n\t\t\t\tfloat dx1 = 1.0 * xPixelOffset;\n\t\t\t\tfloat dy1 = 1.0 * yPixelOffset;\n\n\t\t\t\tmat3 shadowKernel;\n\t\t\t\tmat3 depthKernel;\n\n\t\t\t\tdepthKernel[0][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );\n\t\t\t\tdepthKernel[0][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );\n\t\t\t\tdepthKernel[0][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );\n\t\t\t\tdepthKernel[1][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );\n\t\t\t\tdepthKernel[1][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );\n\t\t\t\tdepthKernel[1][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );\n\t\t\t\tdepthKernel[2][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );\n\t\t\t\tdepthKernel[2][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );\n\t\t\t\tdepthKernel[2][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );\n\n\t\t\t\tvec3 shadowZ = vec3( shadowCoord.z );\n\t\t\t\tshadowKernel[0] = vec3(lessThan(depthKernel[0], shadowZ ));\n\t\t\t\tshadowKernel[0] *= vec3(0.25);\n\n\t\t\t\tshadowKernel[1] = vec3(lessThan(depthKernel[1], shadowZ ));\n\t\t\t\tshadowKernel[1] *= vec3(0.25);\n\n\t\t\t\tshadowKernel[2] = vec3(lessThan(depthKernel[2], shadowZ ));\n\t\t\t\tshadowKernel[2] *= vec3(0.25);\n\n\t\t\t\tvec2 fractionalCoord = 1.0 - fract( shadowCoord.xy * shadowMapSize[i].xy );\n\n\t\t\t\tshadowKernel[0] = mix( shadowKernel[1], shadowKernel[0], fractionalCoord.x );\n\t\t\t\tshadowKernel[1] = mix( shadowKernel[2], shadowKernel[1], fractionalCoord.x );\n\n\t\t\t\tvec4 shadowValues;\n\t\t\t\tshadowValues.x = mix( shadowKernel[0][1], shadowKernel[0][0], fractionalCoord.y );\n\t\t\t\tshadowValues.y = mix( shadowKernel[0][2], shadowKernel[0][1], fractionalCoord.y );\n\t\t\t\tshadowValues.z = mix( shadowKernel[1][1], shadowKernel[1][0], fractionalCoord.y );\n\t\t\t\tshadowValues.w = mix( shadowKernel[1][2], shadowKernel[1][1], fractionalCoord.y );\n\n\t\t\t\tshadow = dot( shadowValues, vec4( 1.0 ) );\n\n\t\t\t\tshadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );\n\n\t\t\t#else\n\n\t\t\t\tvec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );\n\t\t\t\tfloat fDepth = unpackDepth( rgbaDepth );\n\n\t\t\t\tif ( fDepth < shadowCoord.z )\n\n\t\t// spot with multiple shadows is darker\n\n\t\t\t\t\tshadowColor = shadowColor * vec3( 1.0 - shadowDarkness[ i ] );\n\n\t\t// spot with multiple shadows has the same color as single shadow spot\n\n\t\t// \t\t\t\t\tshadowColor = min( shadowColor, vec3( shadowDarkness[ i ] ) );\n\n\t\t\t#endif\n\n\t\t}\n\n\n\t\t#ifdef SHADOWMAP_DEBUG\n\n\t\t\t#ifdef SHADOWMAP_CASCADE\n\n\t\t\t\tif ( inFrustum && inFrustumCount == 1 ) gl_FragColor.xyz *= frustumColors[ i ];\n\n\t\t\t#else\n\n\t\t\t\tif ( inFrustum ) gl_FragColor.xyz *= frustumColors[ i ];\n\n\t\t\t#endif\n\n\t\t#endif\n\n\t}\n\n\t#ifdef GAMMA_OUTPUT\n\n\t\tshadowColor *= shadowColor;\n\n\t#endif\n\n\tgl_FragColor.xyz = gl_FragColor.xyz * shadowColor;\n\n#endif\n"; +THREE.ShaderChunk.worldpos_vertex="#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )\n\n\t#ifdef USE_SKINNING\n\n\t\tvec4 worldPosition = modelMatrix * skinned;\n\n\t#endif\n\n\t#if defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )\n\n\t\tvec4 worldPosition = modelMatrix * vec4( morphed, 1.0 );\n\n\t#endif\n\n\t#if ! defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )\n\n\t\tvec4 worldPosition = modelMatrix * vec4( position, 1.0 );\n\n\t#endif\n\n#endif"; +THREE.ShaderChunk.shadowmap_pars_fragment="#ifdef USE_SHADOWMAP\n\n\tuniform sampler2D shadowMap[ MAX_SHADOWS ];\n\tuniform vec2 shadowMapSize[ MAX_SHADOWS ];\n\n\tuniform float shadowDarkness[ MAX_SHADOWS ];\n\tuniform float shadowBias[ MAX_SHADOWS ];\n\n\tvarying vec4 vShadowCoord[ MAX_SHADOWS ];\n\n\tfloat unpackDepth( const in vec4 rgba_depth ) {\n\n\t\tconst 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\t\tfloat depth = dot( rgba_depth, bit_shift );\n\t\treturn depth;\n\n\t}\n\n#endif"; +THREE.ShaderChunk.skinning_pars_vertex="#ifdef USE_SKINNING\n\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\n\t#ifdef BONE_TEXTURE\n\n\t\tuniform sampler2D boneTexture;\n\t\tuniform int boneTextureWidth;\n\t\tuniform int boneTextureHeight;\n\n\t\tmat4 getBoneMatrix( const in float i ) {\n\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureWidth ) );\n\t\t\tfloat y = floor( j / float( boneTextureWidth ) );\n\n\t\t\tfloat dx = 1.0 / float( boneTextureWidth );\n\t\t\tfloat dy = 1.0 / float( boneTextureHeight );\n\n\t\t\ty = dy * ( y + 0.5 );\n\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\n\t\t\treturn bone;\n\n\t\t}\n\n\t#else\n\n\t\tuniform mat4 boneGlobalMatrices[ MAX_BONES ];\n\n\t\tmat4 getBoneMatrix( const in float i ) {\n\n\t\t\tmat4 bone = boneGlobalMatrices[ int(i) ];\n\t\t\treturn bone;\n\n\t\t}\n\n\t#endif\n\n#endif\n"; +THREE.ShaderChunk.logdepthbuf_pars_fragment="#ifdef USE_LOGDEPTHBUF\n\n\tuniform float logDepthBufFC;\n\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\n\t\t#extension GL_EXT_frag_depth : enable\n\t\tvarying float vFragDepth;\n\n\t#endif\n\n#endif";THREE.ShaderChunk.alphamap_fragment="#ifdef USE_ALPHAMAP\n\n\tgl_FragColor.a *= texture2D( alphaMap, vUv ).g;\n\n#endif\n";THREE.ShaderChunk.alphamap_pars_fragment="#ifdef USE_ALPHAMAP\n\n\tuniform sampler2D alphaMap;\n\n#endif\n"; +THREE.UniformsUtils={merge:function(a){for(var b={},c=0;c dashSize ) {\n\t\tdiscard;\n\t}\n\tgl_FragColor = vec4( diffuse, opacity );", +THREE.ShaderChunk.logdepthbuf_fragment,THREE.ShaderChunk.color_fragment,THREE.ShaderChunk.fog_fragment,"}"].join("\n")},depth:{uniforms:{mNear:{type:"f",value:1},mFar:{type:"f",value:2E3},opacity:{type:"f",value:1}},vertexShader:[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;\nuniform float mFar;\nuniform float opacity;", +THREE.ShaderChunk.logdepthbuf_pars_fragment,"void main() {",THREE.ShaderChunk.logdepthbuf_fragment,"\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tfloat depth = gl_FragDepthEXT / gl_FragCoord.w;\n\t#else\n\t\tfloat depth = gl_FragCoord.z / gl_FragCoord.w;\n\t#endif\n\tfloat color = 1.0 - smoothstep( mNear, mFar, depth );\n\tgl_FragColor = vec4( vec3( color ), opacity );\n}"].join("\n")},normal:{uniforms:{opacity:{type:"f",value:1}},vertexShader:["varying vec3 vNormal;",THREE.ShaderChunk.morphtarget_pars_vertex, +THREE.ShaderChunk.logdepthbuf_pars_vertex,"void main() {\n\tvNormal = normalize( normalMatrix * normal );",THREE.ShaderChunk.morphtarget_vertex,THREE.ShaderChunk.default_vertex,THREE.ShaderChunk.logdepthbuf_vertex,"}"].join("\n"),fragmentShader:["uniform float opacity;\nvarying vec3 vNormal;",THREE.ShaderChunk.logdepthbuf_pars_fragment,"void main() {\n\tgl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",THREE.ShaderChunk.logdepthbuf_fragment,"}"].join("\n")},normalmap:{uniforms:THREE.UniformsUtils.merge([THREE.UniformsLib.fog, +THREE.UniformsLib.lights,THREE.UniformsLib.shadowmap,{enableAO:{type:"i",value:0},enableDiffuse:{type:"i",value:0},enableSpecular:{type:"i",value:0},enableReflection:{type:"i",value:0},enableDisplacement:{type:"i",value:0},tDisplacement:{type:"t",value:null},tDiffuse:{type:"t",value:null},tCube:{type:"t",value:null},tNormal:{type:"t",value:null},tSpecular:{type:"t",value:null},tAO:{type:"t",value:null},uNormalScale:{type:"v2",value:new THREE.Vector2(1,1)},uDisplacementBias:{type:"f",value:0},uDisplacementScale:{type:"f", +value:1},diffuse:{type:"c",value:new THREE.Color(16777215)},specular:{type:"c",value:new THREE.Color(1118481)},ambient:{type:"c",value:new THREE.Color(16777215)},shininess:{type:"f",value:30},opacity:{type:"f",value:1},useRefract:{type:"i",value:0},refractionRatio:{type:"f",value:0.98},reflectivity:{type:"f",value:0.5},uOffset:{type:"v2",value:new THREE.Vector2(0,0)},uRepeat:{type:"v2",value:new THREE.Vector2(1,1)},wrapRGB:{type:"v3",value:new THREE.Vector3(1,1,1)}}]),fragmentShader:["uniform vec3 ambient;\nuniform vec3 diffuse;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\nuniform bool enableDiffuse;\nuniform bool enableSpecular;\nuniform bool enableAO;\nuniform bool enableReflection;\nuniform sampler2D tDiffuse;\nuniform sampler2D tNormal;\nuniform sampler2D tSpecular;\nuniform sampler2D tAO;\nuniform samplerCube tCube;\nuniform vec2 uNormalScale;\nuniform bool useRefract;\nuniform float refractionRatio;\nuniform float reflectivity;\nvarying vec3 vTangent;\nvarying vec3 vBinormal;\nvarying vec3 vNormal;\nvarying vec2 vUv;\nuniform vec3 ambientLightColor;\n#if MAX_DIR_LIGHTS > 0\n\tuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\n\tuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_HEMI_LIGHTS > 0\n\tuniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\n\tuniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\n\tuniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\n\tuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\n\tuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n\tuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n#endif\n#if MAX_SPOT_LIGHTS > 0\n\tuniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\n\tuniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\n\tuniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\n\tuniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\n\tuniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n\tuniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n#endif\n#ifdef WRAP_AROUND\n\tuniform vec3 wrapRGB;\n#endif\nvarying vec3 vWorldPosition;\nvarying vec3 vViewPosition;", +THREE.ShaderChunk.shadowmap_pars_fragment,THREE.ShaderChunk.fog_pars_fragment,THREE.ShaderChunk.logdepthbuf_pars_fragment,"void main() {",THREE.ShaderChunk.logdepthbuf_fragment,"\tgl_FragColor = vec4( vec3( 1.0 ), opacity );\n\tvec3 specularTex = vec3( 1.0 );\n\tvec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;\n\tnormalTex.xy *= uNormalScale;\n\tnormalTex = normalize( normalTex );\n\tif( enableDiffuse ) {\n\t\t#ifdef GAMMA_INPUT\n\t\t\tvec4 texelColor = texture2D( tDiffuse, vUv );\n\t\t\ttexelColor.xyz *= texelColor.xyz;\n\t\t\tgl_FragColor = gl_FragColor * texelColor;\n\t\t#else\n\t\t\tgl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );\n\t\t#endif\n\t}\n\tif( enableAO ) {\n\t\t#ifdef GAMMA_INPUT\n\t\t\tvec4 aoColor = texture2D( tAO, vUv );\n\t\t\taoColor.xyz *= aoColor.xyz;\n\t\t\tgl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;\n\t\t#else\n\t\t\tgl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;\n\t\t#endif\n\t}", +THREE.ShaderChunk.alphatest_fragment,"\tif( enableSpecular )\n\t\tspecularTex = texture2D( tSpecular, vUv ).xyz;\n\tmat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );\n\tvec3 finalNormal = tsb * normalTex;\n\t#ifdef FLIP_SIDED\n\t\tfinalNormal = -finalNormal;\n\t#endif\n\tvec3 normal = normalize( finalNormal );\n\tvec3 viewPosition = normalize( vViewPosition );\n\t#if MAX_POINT_LIGHTS > 0\n\t\tvec3 pointDiffuse = vec3( 0.0 );\n\t\tvec3 pointSpecular = vec3( 0.0 );\n\t\tfor ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n\t\t\tvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\n\t\t\tvec3 pointVector = lPosition.xyz + vViewPosition.xyz;\n\t\t\tfloat pointDistance = 1.0;\n\t\t\tif ( pointLightDistance[ i ] > 0.0 )\n\t\t\t\tpointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );\n\t\t\tpointVector = normalize( pointVector );\n\t\t\t#ifdef WRAP_AROUND\n\t\t\t\tfloat pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );\n\t\t\t\tfloat pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );\n\t\t\t\tvec3 pointDiffuseWeight = mix( vec3( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );\n\t\t\t#else\n\t\t\t\tfloat pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );\n\t\t\t#endif\n\t\t\tpointDiffuse += pointDistance * pointLightColor[ i ] * diffuse * pointDiffuseWeight;\n\t\t\tvec3 pointHalfVector = normalize( pointVector + viewPosition );\n\t\t\tfloat pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );\n\t\t\tfloat pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, shininess ), 0.0 );\n\t\t\tfloat specularNormalization = ( shininess + 2.0 ) / 8.0;\n\t\t\tvec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( pointVector, pointHalfVector ), 0.0 ), 5.0 );\n\t\t\tpointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;\n\t\t}\n\t#endif\n\t#if MAX_SPOT_LIGHTS > 0\n\t\tvec3 spotDiffuse = vec3( 0.0 );\n\t\tvec3 spotSpecular = vec3( 0.0 );\n\t\tfor ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\n\t\t\tvec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\n\t\t\tvec3 spotVector = lPosition.xyz + vViewPosition.xyz;\n\t\t\tfloat spotDistance = 1.0;\n\t\t\tif ( spotLightDistance[ i ] > 0.0 )\n\t\t\t\tspotDistance = 1.0 - min( ( length( spotVector ) / spotLightDistance[ i ] ), 1.0 );\n\t\t\tspotVector = normalize( spotVector );\n\t\t\tfloat spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );\n\t\t\tif ( spotEffect > spotLightAngleCos[ i ] ) {\n\t\t\t\tspotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );\n\t\t\t\t#ifdef WRAP_AROUND\n\t\t\t\t\tfloat spotDiffuseWeightFull = max( dot( normal, spotVector ), 0.0 );\n\t\t\t\t\tfloat spotDiffuseWeightHalf = max( 0.5 * dot( normal, spotVector ) + 0.5, 0.0 );\n\t\t\t\t\tvec3 spotDiffuseWeight = mix( vec3( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );\n\t\t\t\t#else\n\t\t\t\t\tfloat spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );\n\t\t\t\t#endif\n\t\t\t\tspotDiffuse += spotDistance * spotLightColor[ i ] * diffuse * spotDiffuseWeight * spotEffect;\n\t\t\t\tvec3 spotHalfVector = normalize( spotVector + viewPosition );\n\t\t\t\tfloat spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );\n\t\t\t\tfloat spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, shininess ), 0.0 );\n\t\t\t\tfloat specularNormalization = ( shininess + 2.0 ) / 8.0;\n\t\t\t\tvec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( spotVector, spotHalfVector ), 0.0 ), 5.0 );\n\t\t\t\tspotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;\n\t\t\t}\n\t\t}\n\t#endif\n\t#if MAX_DIR_LIGHTS > 0\n\t\tvec3 dirDiffuse = vec3( 0.0 );\n\t\tvec3 dirSpecular = vec3( 0.0 );\n\t\tfor( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {\n\t\t\tvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\n\t\t\tvec3 dirVector = normalize( lDirection.xyz );\n\t\t\t#ifdef WRAP_AROUND\n\t\t\t\tfloat directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );\n\t\t\t\tfloat directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );\n\t\t\t\tvec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );\n\t\t\t#else\n\t\t\t\tfloat dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );\n\t\t\t#endif\n\t\t\tdirDiffuse += directionalLightColor[ i ] * diffuse * dirDiffuseWeight;\n\t\t\tvec3 dirHalfVector = normalize( dirVector + viewPosition );\n\t\t\tfloat dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );\n\t\t\tfloat dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, shininess ), 0.0 );\n\t\t\tfloat specularNormalization = ( shininess + 2.0 ) / 8.0;\n\t\t\tvec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( dirVector, dirHalfVector ), 0.0 ), 5.0 );\n\t\t\tdirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;\n\t\t}\n\t#endif\n\t#if MAX_HEMI_LIGHTS > 0\n\t\tvec3 hemiDiffuse = vec3( 0.0 );\n\t\tvec3 hemiSpecular = vec3( 0.0 );\n\t\tfor( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\n\t\t\tvec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );\n\t\t\tvec3 lVector = normalize( lDirection.xyz );\n\t\t\tfloat dotProduct = dot( normal, lVector );\n\t\t\tfloat hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\n\t\t\tvec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\n\t\t\themiDiffuse += diffuse * hemiColor;\n\t\t\tvec3 hemiHalfVectorSky = normalize( lVector + viewPosition );\n\t\t\tfloat hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;\n\t\t\tfloat hemiSpecularWeightSky = specularTex.r * max( pow( max( hemiDotNormalHalfSky, 0.0 ), shininess ), 0.0 );\n\t\t\tvec3 lVectorGround = -lVector;\n\t\t\tvec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );\n\t\t\tfloat hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;\n\t\t\tfloat hemiSpecularWeightGround = specularTex.r * max( pow( max( hemiDotNormalHalfGround, 0.0 ), shininess ), 0.0 );\n\t\t\tfloat dotProductGround = dot( normal, lVectorGround );\n\t\t\tfloat specularNormalization = ( shininess + 2.0 ) / 8.0;\n\t\t\tvec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, hemiHalfVectorSky ), 0.0 ), 5.0 );\n\t\t\tvec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 0.0 ), 5.0 );\n\t\t\themiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );\n\t\t}\n\t#endif\n\tvec3 totalDiffuse = vec3( 0.0 );\n\tvec3 totalSpecular = vec3( 0.0 );\n\t#if MAX_DIR_LIGHTS > 0\n\t\ttotalDiffuse += dirDiffuse;\n\t\ttotalSpecular += dirSpecular;\n\t#endif\n\t#if MAX_HEMI_LIGHTS > 0\n\t\ttotalDiffuse += hemiDiffuse;\n\t\ttotalSpecular += hemiSpecular;\n\t#endif\n\t#if MAX_POINT_LIGHTS > 0\n\t\ttotalDiffuse += pointDiffuse;\n\t\ttotalSpecular += pointSpecular;\n\t#endif\n\t#if MAX_SPOT_LIGHTS > 0\n\t\ttotalDiffuse += spotDiffuse;\n\t\ttotalSpecular += spotSpecular;\n\t#endif\n\t#ifdef METAL\n\t\tgl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient + totalSpecular );\n\t#else\n\t\tgl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient ) + totalSpecular;\n\t#endif\n\tif ( enableReflection ) {\n\t\tvec3 vReflect;\n\t\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\t\tif ( useRefract ) {\n\t\t\tvReflect = refract( cameraToVertex, normal, refractionRatio );\n\t\t} else {\n\t\t\tvReflect = reflect( cameraToVertex, normal );\n\t\t}\n\t\tvec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );\n\t\t#ifdef GAMMA_INPUT\n\t\t\tcubeColor.xyz *= cubeColor.xyz;\n\t\t#endif\n\t\tgl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * reflectivity );\n\t}", +THREE.ShaderChunk.shadowmap_fragment,THREE.ShaderChunk.linear_to_gamma_fragment,THREE.ShaderChunk.fog_fragment,"}"].join("\n"),vertexShader:["attribute vec4 tangent;\nuniform vec2 uOffset;\nuniform vec2 uRepeat;\nuniform bool enableDisplacement;\n#ifdef VERTEX_TEXTURES\n\tuniform sampler2D tDisplacement;\n\tuniform float uDisplacementScale;\n\tuniform float uDisplacementBias;\n#endif\nvarying vec3 vTangent;\nvarying vec3 vBinormal;\nvarying vec3 vNormal;\nvarying vec2 vUv;\nvarying vec3 vWorldPosition;\nvarying vec3 vViewPosition;", +THREE.ShaderChunk.skinning_pars_vertex,THREE.ShaderChunk.shadowmap_pars_vertex,THREE.ShaderChunk.logdepthbuf_pars_vertex,"void main() {",THREE.ShaderChunk.skinbase_vertex,THREE.ShaderChunk.skinnormal_vertex,"\t#ifdef USE_SKINNING\n\t\tvNormal = normalize( normalMatrix * skinnedNormal.xyz );\n\t\tvec4 skinnedTangent = skinMatrix * vec4( tangent.xyz, 0.0 );\n\t\tvTangent = normalize( normalMatrix * skinnedTangent.xyz );\n\t#else\n\t\tvNormal = normalize( normalMatrix * normal );\n\t\tvTangent = normalize( normalMatrix * tangent.xyz );\n\t#endif\n\tvBinormal = normalize( cross( vNormal, vTangent ) * tangent.w );\n\tvUv = uv * uRepeat + uOffset;\n\tvec3 displacedPosition;\n\t#ifdef VERTEX_TEXTURES\n\t\tif ( enableDisplacement ) {\n\t\t\tvec3 dv = texture2D( tDisplacement, uv ).xyz;\n\t\t\tfloat df = uDisplacementScale * dv.x + uDisplacementBias;\n\t\t\tdisplacedPosition = position + normalize( normal ) * df;\n\t\t} else {\n\t\t\t#ifdef USE_SKINNING\n\t\t\t\tvec4 skinVertex = bindMatrix * vec4( position, 1.0 );\n\t\t\t\tvec4 skinned = vec4( 0.0 );\n\t\t\t\tskinned += boneMatX * skinVertex * skinWeight.x;\n\t\t\t\tskinned += boneMatY * skinVertex * skinWeight.y;\n\t\t\t\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\t\t\t\tskinned += boneMatW * skinVertex * skinWeight.w;\n\t\t\t\tskinned = bindMatrixInverse * skinned;\n\t\t\t\tdisplacedPosition = skinned.xyz;\n\t\t\t#else\n\t\t\t\tdisplacedPosition = position;\n\t\t\t#endif\n\t\t}\n\t#else\n\t\t#ifdef USE_SKINNING\n\t\t\tvec4 skinVertex = bindMatrix * vec4( position, 1.0 );\n\t\t\tvec4 skinned = vec4( 0.0 );\n\t\t\tskinned += boneMatX * skinVertex * skinWeight.x;\n\t\t\tskinned += boneMatY * skinVertex * skinWeight.y;\n\t\t\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\t\t\tskinned += boneMatW * skinVertex * skinWeight.w;\n\t\t\tskinned = bindMatrixInverse * skinned;\n\t\t\tdisplacedPosition = skinned.xyz;\n\t\t#else\n\t\t\tdisplacedPosition = position;\n\t\t#endif\n\t#endif\n\tvec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );\n\tvec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );\n\tgl_Position = projectionMatrix * mvPosition;", +THREE.ShaderChunk.logdepthbuf_vertex,"\tvWorldPosition = worldPosition.xyz;\n\tvViewPosition = -mvPosition.xyz;\n\t#ifdef USE_SHADOWMAP\n\t\tfor( int i = 0; i < MAX_SHADOWS; i ++ ) {\n\t\t\tvShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;\n\t\t}\n\t#endif\n}"].join("\n")},cube:{uniforms:{tCube:{type:"t",value:null},tFlip:{type:"f",value:-1}},vertexShader:["varying vec3 vWorldPosition;",THREE.ShaderChunk.logdepthbuf_pars_vertex,"void main() {\n\tvec4 worldPosition = modelMatrix * vec4( position, 1.0 );\n\tvWorldPosition = worldPosition.xyz;\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", +THREE.ShaderChunk.logdepthbuf_vertex,"}"].join("\n"),fragmentShader:["uniform samplerCube tCube;\nuniform float tFlip;\nvarying vec3 vWorldPosition;",THREE.ShaderChunk.logdepthbuf_pars_fragment,THREE.ShaderChunk.hdr_encode_pars_fragment,"void main() {\n\tgl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",THREE.ShaderChunk.logdepthbuf_fragment,THREE.ShaderChunk.hdr_encode_fragment,"}"].join("\n")},depthRGBA:{uniforms:{},vertexShader:[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.logdepthbuf_pars_fragment,"vec4 pack_depth( const in float depth ) {\n\tconst vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );\n\tconst vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );\n\tvec4 res = mod( depth * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );\n\tres -= res.xxyz * bit_mask;\n\treturn res;\n}\nvoid main() {", +THREE.ShaderChunk.logdepthbuf_fragment,"\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tgl_FragData[ 0 ] = pack_depth( gl_FragDepthEXT );\n\t#else\n\t\tgl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );\n\t#endif\n}"].join("\n")}}; +THREE.WebGLRenderer=function(a){function b(a,b){var c=a.vertices.length,d=b.material;if(d.attributes){void 0===a.__webglCustomAttributesList&&(a.__webglCustomAttributesList=[]);for(var e in d.attributes){var f=d.attributes[e];if(!f.__webglInitialized||f.createUniqueBuffers){f.__webglInitialized=!0;var g=1;"v2"===f.type?g=2:"v3"===f.type?g=3:"v4"===f.type?g=4:"c"===f.type&&(g=3);f.size=g;f.array=new Float32Array(c*g);f.buffer=h.createBuffer();f.buffer.belongsToAttribute=e;f.needsUpdate=!0}a.__webglCustomAttributesList.push(f)}}} +function c(a,b){var c=b.geometry,e=a.faces3,f=3*e.length,g=1*e.length,k=3*e.length,e=d(b,a);a.__vertexArray=new Float32Array(3*f);a.__normalArray=new Float32Array(3*f);a.__colorArray=new Float32Array(3*f);a.__uvArray=new Float32Array(2*f);1Fa;Fa++)sa=ra[Fa],ab[qb]=sa.x,ab[qb+1]=sa.y,ab[qb+2]=sa.z,qb+=3;else for(Fa=0;3>Fa;Fa++)ab[qb]=xa.x,ab[qb+1]=xa.y,ab[qb+2]=xa.z,qb+=3;h.bindBuffer(h.ARRAY_BUFFER,F.__webglNormalBuffer);h.bufferData(h.ARRAY_BUFFER,ab,M)}if(ob&&eb){I=0;for(aa=L.length;IFa;Fa++)Ia=Aa[Fa],Hb[jb]=Ia.x,Hb[jb+1]=Ia.y,jb+=2;0Fa;Fa++)Qa=za[Fa],Ib[Fb]=Qa.x,Ib[Fb+1]=Qa.y,Fb+=2;0fb;fb++)Qb[fb]=B.autoScaleCubemaps&&!Nb?U(Ma.image[fb],Nc):Ma.image[fb];var la=Qb[0],bc=THREE.Math.isPowerOfTwo(la.width)&&THREE.Math.isPowerOfTwo(la.height),Cb=T(Ma.format),Wb=T(Ma.type);P(h.TEXTURE_CUBE_MAP,Ma,bc);for(fb=0;6>fb;fb++)if(Nb)for(var ub,cc=Qb[fb].mipmaps,da=0,Ub=cc.length;da=Ic&&console.warn("WebGLRenderer: trying to use "+a+" texture units while this GPU supports only "+Ic);jb+=1;return a}function G(a,b){a._modelViewMatrix.multiplyMatrices(b.matrixWorldInverse,a.matrixWorld);a._normalMatrix.getNormalMatrix(a._modelViewMatrix)}function z(a,b,c,d){a[b]=c.r*c.r*d;a[b+1]=c.g*c.g*d;a[b+2]= +c.b*c.b*d}function D(a,b,c,d){a[b]=c.r*d;a[b+1]=c.g*d;a[b+2]=c.b*d}function K(a){a!==Qa&&(h.lineWidth(a),Qa=a)}function Q(a,b,c){sb!==a&&(a?h.enable(h.POLYGON_OFFSET_FILL):h.disable(h.POLYGON_OFFSET_FILL),sb=a);!a||Vb===b&&va===c||(h.polygonOffset(b,c),Vb=b,va=c)}function P(a,b,c){c?(h.texParameteri(a,h.TEXTURE_WRAP_S,T(b.wrapS)),h.texParameteri(a,h.TEXTURE_WRAP_T,T(b.wrapT)),h.texParameteri(a,h.TEXTURE_MAG_FILTER,T(b.magFilter)),h.texParameteri(a,h.TEXTURE_MIN_FILTER,T(b.minFilter))):(h.texParameteri(a, +h.TEXTURE_WRAP_S,h.CLAMP_TO_EDGE),h.texParameteri(a,h.TEXTURE_WRAP_T,h.CLAMP_TO_EDGE),h.texParameteri(a,h.TEXTURE_MAG_FILTER,F(b.magFilter)),h.texParameteri(a,h.TEXTURE_MIN_FILTER,F(b.minFilter)));vb&&b.type!==THREE.FloatType&&(1b||a.height>b){var c=b/Math.max(a.width,a.height),d=document.createElement("canvas");d.width=Math.floor(a.width* +c);d.height=Math.floor(a.height*c);d.getContext("2d").drawImage(a,0,0,a.width,a.height,0,0,d.width,d.height);console.log("THREE.WebGLRenderer:",a,"is too big ("+a.width+"x"+a.height+"). Resized to "+d.width+"x"+d.height+".");return d}return a}function ca(a,b){h.bindRenderbuffer(h.RENDERBUFFER,a);b.depthBuffer&&!b.stencilBuffer?(h.renderbufferStorage(h.RENDERBUFFER,h.DEPTH_COMPONENT16,b.width,b.height),h.framebufferRenderbuffer(h.FRAMEBUFFER,h.DEPTH_ATTACHMENT,h.RENDERBUFFER,a)):b.depthBuffer&&b.stencilBuffer? +(h.renderbufferStorage(h.RENDERBUFFER,h.DEPTH_STENCIL,b.width,b.height),h.framebufferRenderbuffer(h.FRAMEBUFFER,h.DEPTH_STENCIL_ATTACHMENT,h.RENDERBUFFER,a)):h.renderbufferStorage(h.RENDERBUFFER,h.RGBA4,b.width,b.height)}function M(a){a instanceof THREE.WebGLRenderTargetCube?(h.bindTexture(h.TEXTURE_CUBE_MAP,a.__webglTexture),h.generateMipmap(h.TEXTURE_CUBE_MAP),h.bindTexture(h.TEXTURE_CUBE_MAP,null)):(h.bindTexture(h.TEXTURE_2D,a.__webglTexture),h.generateMipmap(h.TEXTURE_2D),h.bindTexture(h.TEXTURE_2D, +null))}function F(a){return a===THREE.NearestFilter||a===THREE.NearestMipMapNearestFilter||a===THREE.NearestMipMapLinearFilter?h.NEAREST:h.LINEAR}function T(a){if(a===THREE.RepeatWrapping)return h.REPEAT;if(a===THREE.ClampToEdgeWrapping)return h.CLAMP_TO_EDGE;if(a===THREE.MirroredRepeatWrapping)return h.MIRRORED_REPEAT;if(a===THREE.NearestFilter)return h.NEAREST;if(a===THREE.NearestMipMapNearestFilter)return h.NEAREST_MIPMAP_NEAREST;if(a===THREE.NearestMipMapLinearFilter)return h.NEAREST_MIPMAP_LINEAR; +if(a===THREE.LinearFilter)return h.LINEAR;if(a===THREE.LinearMipMapNearestFilter)return h.LINEAR_MIPMAP_NEAREST;if(a===THREE.LinearMipMapLinearFilter)return h.LINEAR_MIPMAP_LINEAR;if(a===THREE.UnsignedByteType)return h.UNSIGNED_BYTE;if(a===THREE.UnsignedShort4444Type)return h.UNSIGNED_SHORT_4_4_4_4;if(a===THREE.UnsignedShort5551Type)return h.UNSIGNED_SHORT_5_5_5_1;if(a===THREE.UnsignedShort565Type)return h.UNSIGNED_SHORT_5_6_5;if(a===THREE.ByteType)return h.BYTE;if(a===THREE.ShortType)return h.SHORT; +if(a===THREE.UnsignedShortType)return h.UNSIGNED_SHORT;if(a===THREE.IntType)return h.INT;if(a===THREE.UnsignedIntType)return h.UNSIGNED_INT;if(a===THREE.FloatType)return h.FLOAT;if(a===THREE.AlphaFormat)return h.ALPHA;if(a===THREE.RGBFormat)return h.RGB;if(a===THREE.RGBAFormat)return h.RGBA;if(a===THREE.LuminanceFormat)return h.LUMINANCE;if(a===THREE.LuminanceAlphaFormat)return h.LUMINANCE_ALPHA;if(a===THREE.AddEquation)return h.FUNC_ADD;if(a===THREE.SubtractEquation)return h.FUNC_SUBTRACT;if(a=== +THREE.ReverseSubtractEquation)return h.FUNC_REVERSE_SUBTRACT;if(a===THREE.ZeroFactor)return h.ZERO;if(a===THREE.OneFactor)return h.ONE;if(a===THREE.SrcColorFactor)return h.SRC_COLOR;if(a===THREE.OneMinusSrcColorFactor)return h.ONE_MINUS_SRC_COLOR;if(a===THREE.SrcAlphaFactor)return h.SRC_ALPHA;if(a===THREE.OneMinusSrcAlphaFactor)return h.ONE_MINUS_SRC_ALPHA;if(a===THREE.DstAlphaFactor)return h.DST_ALPHA;if(a===THREE.OneMinusDstAlphaFactor)return h.ONE_MINUS_DST_ALPHA;if(a===THREE.DstColorFactor)return h.DST_COLOR; +if(a===THREE.OneMinusDstColorFactor)return h.ONE_MINUS_DST_COLOR;if(a===THREE.SrcAlphaSaturateFactor)return h.SRC_ALPHA_SATURATE;if(void 0!==ib){if(a===THREE.RGB_S3TC_DXT1_Format)return ib.COMPRESSED_RGB_S3TC_DXT1_EXT;if(a===THREE.RGBA_S3TC_DXT1_Format)return ib.COMPRESSED_RGBA_S3TC_DXT1_EXT;if(a===THREE.RGBA_S3TC_DXT3_Format)return ib.COMPRESSED_RGBA_S3TC_DXT3_EXT;if(a===THREE.RGBA_S3TC_DXT5_Format)return ib.COMPRESSED_RGBA_S3TC_DXT5_EXT}return 0}console.log("THREE.WebGLRenderer",THREE.REVISION); +a=a||{};var N=void 0!==a.canvas?a.canvas:document.createElement("canvas"),ya=void 0!==a.context?a.context:null,ga=void 0!==a.precision?a.precision:"highp",Ca=void 0!==a.alpha?a.alpha:!1,$a=void 0!==a.depth?a.depth:!0,Da=void 0!==a.stencil?a.stencil:!0,Ta=void 0!==a.antialias?a.antialias:!1,Ea=void 0!==a.premultipliedAlpha?a.premultipliedAlpha:!0,Ha=void 0!==a.preserveDrawingBuffer?a.preserveDrawingBuffer:!1,ma=void 0!==a.logarithmicDepthBuffer?a.logarithmicDepthBuffer:!1,ia=new THREE.Color(0),Na= +0,Ba=[],bb={},Ga=[],Ab=[],xb=[];this.domElement=N;this.context=null;this.devicePixelRatio=void 0!==a.devicePixelRatio?a.devicePixelRatio:void 0!==self.devicePixelRatio?self.devicePixelRatio:1;this.sortObjects=this.autoClearStencil=this.autoClearDepth=this.autoClearColor=this.autoClear=!0;this.hdrEnabled=this.gammaOutput=this.gammaInput=!1;this.hdrType=THREE.LogLuvHDR;this.shadowMapEnabled=!1;this.shadowMapAutoUpdate=!0;this.shadowMapType=THREE.PCFShadowMap;this.shadowMapCullFace=THREE.CullFaceFront; +this.shadowMapCascade=this.shadowMapDebug=!1;this.maxMorphTargets=8;this.maxMorphNormals=4;this.autoScaleCubemaps=!0;this.renderPluginsPre=[];this.renderPluginsPost=[];this.info={memory:{programs:0,geometries:0,textures:0},render:{calls:0,vertices:0,faces:0,points:0}};var B=this,Ya=[],ac=null,mc=null,Tb=-1,ea=null,ra=null,jb=0,za=-1,ua=-1,ja=-1,Aa=-1,pb=-1,Ua=-1,Va=-1,Ia=-1,sb=null,Vb=null,va=null,Qa=null,Ob=0,Ub=0,wb=N.width,Mb=N.height,oc=0,pc=0,cb=new Uint8Array(16),Db=new Uint8Array(16),Ac=new THREE.Frustum, +wc=new THREE.Matrix4,Ec=new THREE.Matrix4,Za=new THREE.Vector3,xa=new THREE.Vector3,$b=!0,zc={ambient:[0,0,0],directional:{length:0,colors:[],positions:[]},point:{length:0,colors:[],positions:[],distances:[]},spot:{length:0,colors:[],positions:[],distances:[],directions:[],anglesCos:[],exponents:[]},hemi:{length:0,skyColors:[],groundColors:[],positions:[]}},h,lc,Nb,vb,ib,hc;(function(){try{var a={alpha:Ca,depth:$a,stencil:Da,antialias:Ta,premultipliedAlpha:Ea,preserveDrawingBuffer:Ha};h=ya||N.getContext("webgl", +a)||N.getContext("experimental-webgl",a);if(null===h)throw"Error creating WebGL context.";}catch(b){console.error(b)}lc=h.getExtension("OES_texture_float");h.getExtension("OES_texture_float_linear");Nb=h.getExtension("OES_standard_derivatives");vb=h.getExtension("EXT_texture_filter_anisotropic")||h.getExtension("MOZ_EXT_texture_filter_anisotropic")||h.getExtension("WEBKIT_EXT_texture_filter_anisotropic");ib=h.getExtension("WEBGL_compressed_texture_s3tc")||h.getExtension("MOZ_WEBGL_compressed_texture_s3tc")|| +h.getExtension("WEBKIT_WEBGL_compressed_texture_s3tc");hc=h.getExtension("OES_element_index_uint");null===lc&&console.log("THREE.WebGLRenderer: Float textures not supported.");null===Nb&&console.log("THREE.WebGLRenderer: Standard derivatives not supported.");null===vb&&console.log("THREE.WebGLRenderer: Anisotropic texture filtering not supported.");null===ib&&console.log("THREE.WebGLRenderer: S3TC compressed textures not supported.");null===hc&&console.log("THREE.WebGLRenderer: elementindex as unsigned integer not supported."); +void 0===h.getShaderPrecisionFormat&&(h.getShaderPrecisionFormat=function(){return{rangeMin:1,rangeMax:1,precision:1}});ma&&h.getExtension("EXT_frag_depth")})();h.clearColor(0,0,0,1);h.clearDepth(1);h.clearStencil(0);h.enable(h.DEPTH_TEST);h.depthFunc(h.LEQUAL);h.frontFace(h.CCW);h.cullFace(h.BACK);h.enable(h.CULL_FACE);h.enable(h.BLEND);h.blendEquation(h.FUNC_ADD);h.blendFunc(h.SRC_ALPHA,h.ONE_MINUS_SRC_ALPHA);h.viewport(Ob,Ub,wb,Mb);h.clearColor(ia.r,ia.g,ia.b,Na);this.context=h;var Ic=h.getParameter(h.MAX_TEXTURE_IMAGE_UNITS), +Oc=h.getParameter(h.MAX_VERTEX_TEXTURE_IMAGE_UNITS),Pc=h.getParameter(h.MAX_TEXTURE_SIZE),Nc=h.getParameter(h.MAX_CUBE_MAP_TEXTURE_SIZE),Jc=vb?h.getParameter(vb.MAX_TEXTURE_MAX_ANISOTROPY_EXT):0,gc=0b;b++)h.deleteFramebuffer(a.__webglFramebuffer[b]),h.deleteRenderbuffer(a.__webglRenderbuffer[b]);else h.deleteFramebuffer(a.__webglFramebuffer),h.deleteRenderbuffer(a.__webglRenderbuffer); +B.info.memory.textures--},yc=function(a){a=a.target;a.removeEventListener("dispose",yc);qc(a)},Lc=function(a){void 0!==a.__webglVertexBuffer&&h.deleteBuffer(a.__webglVertexBuffer);void 0!==a.__webglNormalBuffer&&h.deleteBuffer(a.__webglNormalBuffer);void 0!==a.__webglTangentBuffer&&h.deleteBuffer(a.__webglTangentBuffer);void 0!==a.__webglColorBuffer&&h.deleteBuffer(a.__webglColorBuffer);void 0!==a.__webglUVBuffer&&h.deleteBuffer(a.__webglUVBuffer);void 0!==a.__webglUV2Buffer&&h.deleteBuffer(a.__webglUV2Buffer); +void 0!==a.__webglSkinIndicesBuffer&&h.deleteBuffer(a.__webglSkinIndicesBuffer);void 0!==a.__webglSkinWeightsBuffer&&h.deleteBuffer(a.__webglSkinWeightsBuffer);void 0!==a.__webglFaceBuffer&&h.deleteBuffer(a.__webglFaceBuffer);void 0!==a.__webglLineBuffer&&h.deleteBuffer(a.__webglLineBuffer);void 0!==a.__webglLineDistanceBuffer&&h.deleteBuffer(a.__webglLineDistanceBuffer);if(void 0!==a.__webglCustomAttributesList)for(var b in a.__webglCustomAttributesList)h.deleteBuffer(a.__webglCustomAttributesList[b].buffer); +B.info.memory.geometries--},qc=function(a){var b=a.program.program;if(void 0!==b){a.program=void 0;var c,d,e=!1;a=0;for(c=Ya.length;ad.numSupportedMorphTargets?(p.sort(m),p.length=d.numSupportedMorphTargets):p.length>d.numSupportedMorphNormals?p.sort(m):0===p.length&&p.push([0,0]);for(q=0;qf;f++){a.__webglFramebuffer[f]=h.createFramebuffer();a.__webglRenderbuffer[f]=h.createRenderbuffer();h.texImage2D(h.TEXTURE_CUBE_MAP_POSITIVE_X+f,0,d,a.width,a.height,0,d,e,null);var g=a,k=h.TEXTURE_CUBE_MAP_POSITIVE_X+ +f;h.bindFramebuffer(h.FRAMEBUFFER,a.__webglFramebuffer[f]);h.framebufferTexture2D(h.FRAMEBUFFER,h.COLOR_ATTACHMENT0,k,g.__webglTexture,0);ca(a.__webglRenderbuffer[f],a)}c&&h.generateMipmap(h.TEXTURE_CUBE_MAP)}else a.__webglFramebuffer=h.createFramebuffer(),a.__webglRenderbuffer=a.shareDepthFrom?a.shareDepthFrom.__webglRenderbuffer:h.createRenderbuffer(),h.bindTexture(h.TEXTURE_2D,a.__webglTexture),P(h.TEXTURE_2D,a,c),h.texImage2D(h.TEXTURE_2D,0,d,a.width,a.height,0,d,e,null),d=h.TEXTURE_2D,h.bindFramebuffer(h.FRAMEBUFFER, +a.__webglFramebuffer),h.framebufferTexture2D(h.FRAMEBUFFER,h.COLOR_ATTACHMENT0,d,a.__webglTexture,0),a.shareDepthFrom?a.depthBuffer&&!a.stencilBuffer?h.framebufferRenderbuffer(h.FRAMEBUFFER,h.DEPTH_ATTACHMENT,h.RENDERBUFFER,a.__webglRenderbuffer):a.depthBuffer&&a.stencilBuffer&&h.framebufferRenderbuffer(h.FRAMEBUFFER,h.DEPTH_STENCIL_ATTACHMENT,h.RENDERBUFFER,a.__webglRenderbuffer):ca(a.__webglRenderbuffer,a),c&&h.generateMipmap(h.TEXTURE_2D);b?h.bindTexture(h.TEXTURE_CUBE_MAP,null):h.bindTexture(h.TEXTURE_2D, +null);h.bindRenderbuffer(h.RENDERBUFFER,null);h.bindFramebuffer(h.FRAMEBUFFER,null)}a?(b=b?a.__webglFramebuffer[a.activeCubeFace]:a.__webglFramebuffer,c=a.width,a=a.height,e=d=0):(b=null,c=wb,a=Mb,d=Ob,e=Ub);b!==mc&&(h.bindFramebuffer(h.FRAMEBUFFER,b),h.viewport(d,e,c,a),mc=b);oc=c;pc=a};this.resetGLState=function(){ra=ac=null;Tb=ea=ua=za=Ia=Va=ja=-1;$b=!0};this.shadowMapPlugin=new THREE.ShadowMapPlugin;this.addPrePlugin(this.shadowMapPlugin);this.addPostPlugin(new THREE.SpritePlugin);this.addPostPlugin(new THREE.LensFlarePlugin)}; +THREE.WebGLRenderTarget=function(a,b,c){this.width=a;this.height=b;c=c||{};this.wrapS=void 0!==c.wrapS?c.wrapS:THREE.ClampToEdgeWrapping;this.wrapT=void 0!==c.wrapT?c.wrapT:THREE.ClampToEdgeWrapping;this.magFilter=void 0!==c.magFilter?c.magFilter:THREE.LinearFilter;this.minFilter=void 0!==c.minFilter?c.minFilter:THREE.LinearMipMapLinearFilter;this.anisotropy=void 0!==c.anisotropy?c.anisotropy:1;this.offset=new THREE.Vector2(0,0);this.repeat=new THREE.Vector2(1,1);this.format=void 0!==c.format?c.format: +THREE.RGBAFormat;this.type=void 0!==c.type?c.type:THREE.UnsignedByteType;this.depthBuffer=void 0!==c.depthBuffer?c.depthBuffer:!0;this.stencilBuffer=void 0!==c.stencilBuffer?c.stencilBuffer:!0;this.generateMipmaps=!0;this.shareDepthFrom=null}; +THREE.WebGLRenderTarget.prototype={constructor:THREE.WebGLRenderTarget,setSize:function(a,b){this.width=a;this.height=b},clone:function(){var a=new THREE.WebGLRenderTarget(this.width,this.height);a.wrapS=this.wrapS;a.wrapT=this.wrapT;a.magFilter=this.magFilter;a.minFilter=this.minFilter;a.anisotropy=this.anisotropy;a.offset.copy(this.offset);a.repeat.copy(this.repeat);a.format=this.format;a.type=this.type;a.depthBuffer=this.depthBuffer;a.stencilBuffer=this.stencilBuffer;a.generateMipmaps=this.generateMipmaps; +a.shareDepthFrom=this.shareDepthFrom;return a},dispose:function(){this.dispatchEvent({type:"dispose"})}};THREE.EventDispatcher.prototype.apply(THREE.WebGLRenderTarget.prototype);THREE.WebGLRenderTargetCube=function(a,b,c){THREE.WebGLRenderTarget.call(this,a,b,c);this.activeCubeFace=0};THREE.WebGLRenderTargetCube.prototype=Object.create(THREE.WebGLRenderTarget.prototype); +THREE.WebGLProgram=function(){var a=0;return function(b,c,d,e){var g=b.context,f=d.defines,k=d.__webglShader.uniforms,l=d.attributes,n=d.__webglShader.vertexShader,m=d.__webglShader.fragmentShader,s=d.index0AttributeName;void 0===s&&!0===e.morphTargets&&(s="position");var p="SHADOWMAP_TYPE_BASIC";e.shadowMapType===THREE.PCFShadowMap?p="SHADOWMAP_TYPE_PCF":e.shadowMapType===THREE.PCFSoftShadowMap&&(p="SHADOWMAP_TYPE_PCF_SOFT");var w,q;w=[];for(var t in f)q=f[t],!1!==q&&(q="#define "+t+" "+q,w.push(q)); +w=w.join("\n");f=g.createProgram();d instanceof THREE.RawShaderMaterial?b=d="":(d=["precision "+e.precision+" float;","precision "+e.precision+" int;",w,e.supportsVertexTextures?"#define VERTEX_TEXTURES":"",b.gammaInput?"#define GAMMA_INPUT":"",b.gammaOutput?"#define GAMMA_OUTPUT":"","#define MAX_DIR_LIGHTS "+e.maxDirLights,"#define MAX_POINT_LIGHTS "+e.maxPointLights,"#define MAX_SPOT_LIGHTS "+e.maxSpotLights,"#define MAX_HEMI_LIGHTS "+e.maxHemiLights,"#define MAX_SHADOWS "+e.maxShadows,"#define MAX_BONES "+ +e.maxBones,e.map?"#define USE_MAP":"",e.envMap?"#define USE_ENVMAP":"",e.lightMap?"#define USE_LIGHTMAP":"",e.bumpMap?"#define USE_BUMPMAP":"",e.normalMap?"#define USE_NORMALMAP":"",e.specularMap?"#define USE_SPECULARMAP":"",e.alphaMap?"#define USE_ALPHAMAP":"",e.vertexColors?"#define USE_COLOR":"",e.skinning?"#define USE_SKINNING":"",e.useVertexTexture?"#define BONE_TEXTURE":"",e.morphTargets?"#define USE_MORPHTARGETS":"",e.morphNormals?"#define USE_MORPHNORMALS":"",e.wrapAround?"#define WRAP_AROUND": +"",e.doubleSided?"#define DOUBLE_SIDED":"",e.flipSided?"#define FLIP_SIDED":"",e.shadowMapEnabled?"#define USE_SHADOWMAP":"",e.shadowMapEnabled?"#define "+p:"",e.shadowMapDebug?"#define SHADOWMAP_DEBUG":"",e.shadowMapCascade?"#define SHADOWMAP_CASCADE":"",e.sizeAttenuation?"#define USE_SIZEATTENUATION":"",e.logarithmicDepthBuffer?"#define USE_LOGDEPTHBUF":"","uniform mat4 modelMatrix;\nuniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform mat4 viewMatrix;\nuniform mat3 normalMatrix;\nuniform vec3 cameraPosition;\nattribute vec3 position;\nattribute vec3 normal;\nattribute vec2 uv;\nattribute vec2 uv2;\n#ifdef USE_COLOR\n\tattribute vec3 color;\n#endif\n#ifdef USE_MORPHTARGETS\n\tattribute vec3 morphTarget0;\n\tattribute vec3 morphTarget1;\n\tattribute vec3 morphTarget2;\n\tattribute vec3 morphTarget3;\n\t#ifdef USE_MORPHNORMALS\n\t\tattribute vec3 morphNormal0;\n\t\tattribute vec3 morphNormal1;\n\t\tattribute vec3 morphNormal2;\n\t\tattribute vec3 morphNormal3;\n\t#else\n\t\tattribute vec3 morphTarget4;\n\t\tattribute vec3 morphTarget5;\n\t\tattribute vec3 morphTarget6;\n\t\tattribute vec3 morphTarget7;\n\t#endif\n#endif\n#ifdef USE_SKINNING\n\tattribute vec4 skinIndex;\n\tattribute vec4 skinWeight;\n#endif\n"].join("\n"), +b=["precision "+e.precision+" float;","precision "+e.precision+" int;",e.bumpMap||e.normalMap?"#extension GL_OES_standard_derivatives : enable":"",w,"#define MAX_DIR_LIGHTS "+e.maxDirLights,"#define MAX_POINT_LIGHTS "+e.maxPointLights,"#define MAX_SPOT_LIGHTS "+e.maxSpotLights,"#define MAX_HEMI_LIGHTS "+e.maxHemiLights,"#define MAX_SHADOWS "+e.maxShadows,e.alphaTest?"#define ALPHATEST "+e.alphaTest:"",b.gammaInput?"#define GAMMA_INPUT":"",b.gammaOutput?"#define GAMMA_OUTPUT":"",b.hdrEnabled&&b.hdrType=== +THREE.LogLuvHDR?"#define LOGLUV_HDR":"",b.hdrEnabled&&b.hdrType===THREE.RGBMHDR?"#define RGBM_HDR":"",e.useFog&&e.fog?"#define USE_FOG":"",e.useFog&&e.fogExp?"#define FOG_EXP2":"",e.map?"#define USE_MAP":"",e.envMap?"#define USE_ENVMAP":"",e.lightMap?"#define USE_LIGHTMAP":"",e.bumpMap?"#define USE_BUMPMAP":"",e.normalMap?"#define USE_NORMALMAP":"",e.specularMap?"#define USE_SPECULARMAP":"",e.alphaMap?"#define USE_ALPHAMAP":"",e.vertexColors?"#define USE_COLOR":"",e.metal?"#define METAL":"",e.wrapAround? +"#define WRAP_AROUND":"",e.doubleSided?"#define DOUBLE_SIDED":"",e.flipSided?"#define FLIP_SIDED":"",e.shadowMapEnabled?"#define USE_SHADOWMAP":"",e.shadowMapEnabled?"#define "+p:"",e.shadowMapDebug?"#define SHADOWMAP_DEBUG":"",e.shadowMapCascade?"#define SHADOWMAP_CASCADE":"",e.logarithmicDepthBuffer?"#define USE_LOGDEPTHBUF":"","uniform mat4 viewMatrix;\nuniform vec3 cameraPosition;\n"].join("\n"));n=new THREE.WebGLShader(g,g.VERTEX_SHADER,d+n);m=new THREE.WebGLShader(g,g.FRAGMENT_SHADER,b+m);g.attachShader(f, +n);g.attachShader(f,m);void 0!==s&&g.bindAttribLocation(f,0,s);g.linkProgram(f);!1===g.getProgramParameter(f,g.LINK_STATUS)&&(console.error("THREE.WebGLProgram: Could not initialise shader."),console.error("gl.VALIDATE_STATUS",g.getProgramParameter(f,g.VALIDATE_STATUS)),console.error("gl.getError()",g.getError()));""!==g.getProgramInfoLog(f)&&console.warn("THREE.WebGLProgram: gl.getProgramInfoLog()",g.getProgramInfoLog(f));g.deleteShader(n);g.deleteShader(m);s="viewMatrix modelViewMatrix projectionMatrix normalMatrix modelMatrix cameraPosition morphTargetInfluences bindMatrix bindMatrixInverse".split(" "); +e.useVertexTexture?(s.push("boneTexture"),s.push("boneTextureWidth"),s.push("boneTextureHeight")):s.push("boneGlobalMatrices");e.logarithmicDepthBuffer&&s.push("logDepthBufFC");for(var u in k)s.push(u);k=s;u={};s=0;for(b=k.length;sb;b++)a.faces[b].color=this.colors[4>b?0:1];b=new THREE.MeshBasicMaterial({vertexColors:THREE.FaceColors,wireframe:!0});this.lightSphere=new THREE.Mesh(a,b);this.add(this.lightSphere); +this.update()};THREE.HemisphereLightHelper.prototype=Object.create(THREE.Object3D.prototype);THREE.HemisphereLightHelper.prototype.dispose=function(){this.lightSphere.geometry.dispose();this.lightSphere.material.dispose()}; +THREE.HemisphereLightHelper.prototype.update=function(){var a=new THREE.Vector3;return function(){this.colors[0].copy(this.light.color).multiplyScalar(this.light.intensity);this.colors[1].copy(this.light.groundColor).multiplyScalar(this.light.intensity);this.lightSphere.lookAt(a.setFromMatrixPosition(this.light.matrixWorld).negate());this.lightSphere.geometry.colorsNeedUpdate=!0}}(); +THREE.PointLightHelper=function(a,b){this.light=a;this.light.updateMatrixWorld();var c=new THREE.SphereGeometry(b,4,2),d=new THREE.MeshBasicMaterial({wireframe:!0,fog:!1});d.color.copy(this.light.color).multiplyScalar(this.light.intensity);THREE.Mesh.call(this,c,d);this.matrixWorld=this.light.matrixWorld;this.matrixAutoUpdate=!1};THREE.PointLightHelper.prototype=Object.create(THREE.Mesh.prototype);THREE.PointLightHelper.prototype.dispose=function(){this.geometry.dispose();this.material.dispose()}; +THREE.PointLightHelper.prototype.update=function(){this.material.color.copy(this.light.color).multiplyScalar(this.light.intensity)}; +THREE.SpotLightHelper=function(a){THREE.Object3D.call(this);this.light=a;this.light.updateMatrixWorld();this.matrixWorld=a.matrixWorld;this.matrixAutoUpdate=!1;a=new THREE.CylinderGeometry(0,1,1,8,1,!0);a.applyMatrix((new THREE.Matrix4).makeTranslation(0,-0.5,0));a.applyMatrix((new THREE.Matrix4).makeRotationX(-Math.PI/2));var b=new THREE.MeshBasicMaterial({wireframe:!0,fog:!1});this.cone=new THREE.Mesh(a,b);this.add(this.cone);this.update()};THREE.SpotLightHelper.prototype=Object.create(THREE.Object3D.prototype); +THREE.SpotLightHelper.prototype.dispose=function(){this.cone.geometry.dispose();this.cone.material.dispose()};THREE.SpotLightHelper.prototype.update=function(){var a=new THREE.Vector3,b=new THREE.Vector3;return function(){var c=this.light.distance?this.light.distance:1E4,d=c*Math.tan(this.light.angle);this.cone.scale.set(d,d,c);a.setFromMatrixPosition(this.light.matrixWorld);b.setFromMatrixPosition(this.light.target.matrixWorld);this.cone.lookAt(b.sub(a));this.cone.material.color.copy(this.light.color).multiplyScalar(this.light.intensity)}}(); +THREE.LensFlare=function(a,b,c,d,e){THREE.Object3D.call(this);this.lensFlares=[];this.positionScreen=new THREE.Vector3;this.customUpdateCallback=void 0;void 0!==a&&this.add(a,b,c,d,e)};THREE.LensFlare.prototype=Object.create(THREE.Object3D.prototype); +THREE.LensFlare.prototype.add=function(a,b,c,d,e,g){void 0===b&&(b=-1);void 0===c&&(c=0);void 0===g&&(g=1);void 0===e&&(e=new THREE.Color(16777215));void 0===d&&(d=THREE.NormalBlending);c=Math.min(c,Math.max(0,c));this.lensFlares.push({texture:a,size:b,distance:c,x:0,y:0,z:0,scale:1,rotation:1,opacity:g,color:e,blending:d})}; +THREE.LensFlare.prototype.updateLensFlares=function(){var a,b=this.lensFlares.length,c,d=2*-this.positionScreen.x,e=2*-this.positionScreen.y;for(a=0;a=c.getParameter(c.MAX_VERTEX_TEXTURE_IMAGE_UNITS)?(s=!1,p=a(THREE.ShaderFlares.lensFlare,e)):(s=!0,p=a(THREE.ShaderFlares.lensFlareVertexTexture,e));w={};q={};w.vertex=c.getAttribLocation(p,"position");w.uv=c.getAttribLocation(p,"uv");q.renderType=c.getUniformLocation(p,"renderType");q.map=c.getUniformLocation(p,"map");q.occlusionMap=c.getUniformLocation(p,"occlusionMap");q.opacity= +c.getUniformLocation(p,"opacity");q.color=c.getUniformLocation(p,"color");q.scale=c.getUniformLocation(p,"scale");q.rotation=c.getUniformLocation(p,"rotation");q.screenPosition=c.getUniformLocation(p,"screenPosition")};this.render=function(a,e,f,g){b.length=0;a.traverseVisible(function(a){a instanceof THREE.LensFlare&&b.push(a)});if(0!==b.length){a=new THREE.Vector3;var H=g/f,y=0.5*f,v=0.5*g,E=16/g,G=new THREE.Vector2(E*H,E),z=new THREE.Vector3(1,1,0),D=new THREE.Vector2(1,1),K=q,E=w;c.useProgram(p); +c.enableVertexAttribArray(w.vertex);c.enableVertexAttribArray(w.uv);c.uniform1i(K.occlusionMap,0);c.uniform1i(K.map,1);c.bindBuffer(c.ARRAY_BUFFER,k);c.vertexAttribPointer(E.vertex,2,c.FLOAT,!1,16,0);c.vertexAttribPointer(E.uv,2,c.FLOAT,!1,16,8);c.bindBuffer(c.ELEMENT_ARRAY_BUFFER,l);c.disable(c.CULL_FACE);c.depthMask(!1);for(var Q=0,P=b.length;QU;U++)D[U]=new THREE.Vector3,G[U]=new THREE.Vector3;D=z.shadowCascadeNearZ[P];z=z.shadowCascadeFarZ[P];G[0].set(-1,-1,D);G[1].set(1,-1,D);G[2].set(-1,1,D);G[3].set(1,1,D);G[4].set(-1,-1,z);G[5].set(1,-1,z);G[6].set(-1,1,z);G[7].set(1,1,z);Q.originalCamera=x;G=new THREE.Gyroscope; +G.position.copy(y.shadowCascadeOffset);G.add(Q);G.add(Q.target);x.add(G);y.shadowCascadeArray[E]=Q;console.log("Created virtualLight",Q)}P=y;D=E;z=P.shadowCascadeArray[D];z.position.copy(P.position);z.target.position.copy(P.target.position);z.lookAt(z.target);z.shadowCameraVisible=P.shadowCameraVisible;z.shadowDarkness=P.shadowDarkness;z.shadowBias=P.shadowCascadeBias[D];G=P.shadowCascadeNearZ[D];P=P.shadowCascadeFarZ[D];z=z.pointsFrustum;z[0].z=G;z[1].z=G;z[2].z=G;z[3].z=G;z[4].z=P;z[5].z=P;z[6].z= +P;z[7].z=P;K[v]=Q;v++}else K[v]=y,v++;r=0;for(H=K.length;rP;P++)D=z[P],D.copy(G[P]),THREE.ShadowMapPlugin.__projector.unprojectVector(D,E),D.applyMatrix4(v.matrixWorldInverse),D.xw.x&&(w.x=D.x),D.yw.y&&(w.y=D.y),D.zw.z&&(w.z=D.z);v.left=p.x;v.right=w.x;v.top=w.y;v.bottom=p.y;v.updateProjectionMatrix()}v=y.shadowMap;G=y.shadowMatrix; +E=y.shadowCamera;E.position.setFromMatrixPosition(y.matrixWorld);q.setFromMatrixPosition(y.target.matrixWorld);E.lookAt(q);E.updateMatrixWorld();E.matrixWorldInverse.getInverse(E.matrixWorld);y.cameraHelper&&(y.cameraHelper.visible=y.shadowCameraVisible);y.shadowCameraVisible&&y.cameraHelper.update();G.set(0.5,0,0,0.5,0,0.5,0,0.5,0,0,0.5,0.5,0,0,0,1);G.multiply(E.projectionMatrix);G.multiply(E.matrixWorldInverse);s.multiplyMatrices(E.projectionMatrix,E.matrixWorldInverse);m.setFromMatrix(s);c.setRenderTarget(v); +c.clear();t.length=0;a(e,e,E);y=0;for(v=t.length;y 0 ) {\nfloat depth = gl_FragCoord.z / gl_FragCoord.w;\nfloat fogFactor = 0.0;\nif ( fogType == 1 ) {\nfogFactor = smoothstep( fogNear, fogFar, depth );\n} else {\nconst float LOG2 = 1.442695;\nfloat fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );\nfogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );\n}\ngl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );\n}\n}"].join("\n")); +r.compileShader(x);r.compileShader(U);r.attachShader(v,x);r.attachShader(v,U);r.linkProgram(v);K=v;t=r.getAttribLocation(K,"position");u=r.getAttribLocation(K,"uv");a=r.getUniformLocation(K,"uvOffset");b=r.getUniformLocation(K,"uvScale");c=r.getUniformLocation(K,"rotation");d=r.getUniformLocation(K,"scale");e=r.getUniformLocation(K,"color");g=r.getUniformLocation(K,"map");f=r.getUniformLocation(K,"opacity");k=r.getUniformLocation(K,"modelViewMatrix");l=r.getUniformLocation(K,"projectionMatrix");n= +r.getUniformLocation(K,"fogType");m=r.getUniformLocation(K,"fogDensity");s=r.getUniformLocation(K,"fogNear");p=r.getUniformLocation(K,"fogFar");w=r.getUniformLocation(K,"fogColor");q=r.getUniformLocation(K,"alphaTest");v=document.createElement("canvas");v.width=8;v.height=8;x=v.getContext("2d");x.fillStyle="white";x.fillRect(0,0,8,8);y=new THREE.Texture(v);y.needsUpdate=!0};this.render=function(E,G,U,ca){v.length=0;E.traverseVisible(function(a){a instanceof THREE.Sprite&&v.push(a)});if(0!==v.length){r.useProgram(K); +r.enableVertexAttribArray(t);r.enableVertexAttribArray(u);r.disable(r.CULL_FACE);r.enable(r.BLEND);r.bindBuffer(r.ARRAY_BUFFER,z);r.vertexAttribPointer(t,2,r.FLOAT,!1,16,0);r.vertexAttribPointer(u,2,r.FLOAT,!1,16,8);r.bindBuffer(r.ELEMENT_ARRAY_BUFFER,D);r.uniformMatrix4fv(l,!1,G.projectionMatrix.elements);r.activeTexture(r.TEXTURE0);r.uniform1i(g,0);ca=U=0;var M=E.fog;M?(r.uniform3f(w,M.color.r,M.color.g,M.color.b),M instanceof THREE.Fog?(r.uniform1f(s,M.near),r.uniform1f(p,M.far),r.uniform1i(n, +1),ca=U=1):M instanceof THREE.FogExp2&&(r.uniform1f(m,M.density),r.uniform1i(n,2),ca=U=2)):(r.uniform1i(n,0),ca=U=0);for(var M=0,F=v.length;M 0 ) ? 1 : 0; - - }; - -} - -// 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; - - -// TEXTURE CONSTANTS - -THREE.MultiplyOperation = 0; -THREE.MixOperation = 1; -THREE.AddOperation = 2; - -// Mapping modes - -THREE.UVMapping = function () {}; - -THREE.CubeReflectionMapping = function () {}; -THREE.CubeRefractionMapping = function () {}; - -THREE.SphericalReflectionMapping = function () {}; -THREE.SphericalRefractionMapping = function () {}; - -// Wrapping modes - -THREE.RepeatWrapping = 1000; -THREE.ClampToEdgeWrapping = 1001; -THREE.MirroredRepeatWrapping = 1002; - -// Filters - -THREE.NearestFilter = 1003; -THREE.NearestMipMapNearestFilter = 1004; -THREE.NearestMipMapLinearFilter = 1005; -THREE.LinearFilter = 1006; -THREE.LinearMipMapNearestFilter = 1007; -THREE.LinearMipMapLinearFilter = 1008; - -// Data types - -THREE.UnsignedByteType = 1009; -THREE.ByteType = 1010; -THREE.ShortType = 1011; -THREE.UnsignedShortType = 1012; -THREE.IntType = 1013; -THREE.UnsignedIntType = 1014; -THREE.FloatType = 1015; - -// Pixel types - -//THREE.UnsignedByteType = 1009; -THREE.UnsignedShort4444Type = 1016; -THREE.UnsignedShort5551Type = 1017; -THREE.UnsignedShort565Type = 1018; - -// Pixel formats - -THREE.AlphaFormat = 1019; -THREE.RGBFormat = 1020; -THREE.RGBAFormat = 1021; -THREE.LuminanceFormat = 1022; -THREE.LuminanceAlphaFormat = 1023; - -// 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; - -// 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 ( h, s, l ) { - - // h,s,l ranges are in 0.0 - 1.0 - - if ( s === 0 ) { - - this.r = this.g = this.b = l; - - } else { - - var hue2rgb = function ( 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; - - }; - - 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 ) { - - // rgb(255,0,0) - - if ( /^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.test( style ) ) { - - var color = /^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.exec( style ); - - 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; - - } - - // rgb(100%,0%,0%) - - if ( /^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.test( style ) ) { - - var color = /^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.exec( style ); - - this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100; - this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100; - this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100; - - return this; - - } - - // #ff0000 - - if ( /^\#([0-9a-f]{6})$/i.test( style ) ) { - - var color = /^\#([0-9a-f]{6})$/i.exec( style ); - - this.setHex( parseInt( color[ 1 ], 16 ) ); - - return this; - - } - - // #f00 - - if ( /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.test( style ) ) { - - var color = /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.exec( style ); - - this.setHex( parseInt( color[ 1 ] + color[ 1 ] + color[ 2 ] + color[ 2 ] + color[ 3 ] + color[ 3 ], 16 ) ); - - return this; - - } - - // red - - if ( /^(\w+)$/i.test( style ) ) { - - this.setHex( THREE.ColorKeywords[ style ] ); - - return this; - - } - - - }, - - copy: function ( color ) { - - this.r = color.r; - this.g = color.g; - this.b = color.b; - - return this; - - }, - - copyGammaToLinear: function ( color ) { - - this.r = color.r * color.r; - this.g = color.g * color.g; - this.b = color.b * color.b; - - return this; - - }, - - copyLinearToGamma: function ( color ) { - - this.r = Math.sqrt( color.r ); - this.g = Math.sqrt( color.g ); - this.b = Math.sqrt( color.b ); - - return this; - - }, - - convertGammaToLinear: function () { - - var r = this.r, g = this.g, b = this.b; - - this.r = r * r; - this.g = g * g; - this.b = b * b; - - return this; - - }, - - convertLinearToGamma: function () { - - this.r = Math.sqrt( this.r ); - this.g = Math.sqrt( this.g ); - this.b = Math.sqrt( this.b ); - - return this; - - }, - - 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 () { - - return [ this.r, this.g, this.b ]; - - }, - - clone: function () { - - return new THREE.Color().setRGB( this.r, this.g, this.b ); - - } - -}; - -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, - - _x: 0,_y: 0, _z: 0, _w: 0, - - 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; - - }, - - addVectors: function ( a, b ) { - - this.x = a.x + b.x; - this.y = a.y + b.y; - - return this; - - }, - - addScalar: function ( s ) { - - this.x += s; - this.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; - - }, - - 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 ( 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 ); - - }, - - 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; - - }, - - 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; - - }, - - 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; - - }, - - 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; - - }, - - 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 ( 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 ( 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 ( 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 ( 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 ( 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; - - }, - - 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 ( 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 ( 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 ( 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; - - }, - - 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; - - }, - - 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; - - }, - - 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 ( 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; - - }, - - 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; - - }, - - 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, - - _x: 0, _y: 0, _z: 0, _order: THREE.Euler.DefaultOrder, - - 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 ) { - - 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; - - this.onChangeCallback(); - - return this; - - }, - - setFromQuaternion: function ( q, order, update ) { - - var clamp = THREE.Math.clamp; - - // q is assumed to be normalized - - // http://www.mathworks.com/matlabcentral/fileexchange/20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/content/SpinCalc.m - - var sqx = q.x * q.x; - var sqy = q.y * q.y; - var sqz = q.z * q.z; - var sqw = q.w * q.w; - - order = order || this._order; - - if ( order === 'XYZ' ) { - - this._x = Math.atan2( 2 * ( q.x * q.w - q.y * q.z ), ( sqw - sqx - sqy + sqz ) ); - this._y = Math.asin( clamp( 2 * ( q.x * q.z + q.y * q.w ), - 1, 1 ) ); - this._z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw + sqx - sqy - sqz ) ); - - } else if ( order === 'YXZ' ) { - - this._x = Math.asin( clamp( 2 * ( q.x * q.w - q.y * q.z ), - 1, 1 ) ); - this._y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw - sqx - sqy + sqz ) ); - this._z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw - sqx + sqy - sqz ) ); - - } else if ( order === 'ZXY' ) { - - this._x = Math.asin( clamp( 2 * ( q.x * q.w + q.y * q.z ), - 1, 1 ) ); - this._y = Math.atan2( 2 * ( q.y * q.w - q.z * q.x ), ( sqw - sqx - sqy + sqz ) ); - this._z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw - sqx + sqy - sqz ) ); - - } else if ( order === 'ZYX' ) { - - this._x = Math.atan2( 2 * ( q.x * q.w + q.z * q.y ), ( sqw - sqx - sqy + sqz ) ); - this._y = Math.asin( clamp( 2 * ( q.y * q.w - q.x * q.z ), - 1, 1 ) ); - this._z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw + sqx - sqy - sqz ) ); - - } else if ( order === 'YZX' ) { - - this._x = Math.atan2( 2 * ( q.x * q.w - q.z * q.y ), ( sqw - sqx + sqy - sqz ) ); - this._y = Math.atan2( 2 * ( q.y * q.w - q.x * q.z ), ( sqw + sqx - sqy - sqz ) ); - this._z = Math.asin( clamp( 2 * ( q.x * q.y + q.z * q.w ), - 1, 1 ) ); - - } else if ( order === 'XZY' ) { - - this._x = Math.atan2( 2 * ( q.x * q.w + q.y * q.z ), ( sqw - sqx + sqy - sqz ) ); - this._y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw + sqx - sqy - sqz ) ); - this._z = Math.asin( clamp( 2 * ( q.z * q.w - q.x * q.y ), - 1, 1 ) ); - - } else { - - console.warn( 'THREE.Euler: .setFromQuaternion() given unsupported order: ' + order ) - - } - - this._order = order; - - if ( update !== false ) this.onChangeCallback(); - - return this; - - }, - - 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 () { - - return [ this._x, this._y, this._z, this._order ]; - - }, - - 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 childrens', 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 = new THREE.Vector3(); - - return function ( array, offset, length ) { - - if ( offset === undefined ) offset = 0; - if ( length === undefined ) length = array.length; - - for ( var i = 0, j = offset, il; i < length; i += 3, j += 3 ) { - - v1.x = array[ j ]; - v1.y = array[ j + 1 ]; - v1.z = array[ j + 2 ]; - - v1.applyMatrix3( this ); - - array[ j ] = v1.x; - array[ j + 1 ] = v1.y; - array[ j + 2 ] = v1.z; - - } - - return array; - - }; - - }(), - - 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; - - }, - - extractRotation: function () { - - var v1 = new THREE.Vector3(); - - return function ( m ) { - - 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 = new THREE.Vector3(); - var y = new THREE.Vector3(); - var z = new THREE.Vector3(); - - return function ( eye, target, up ) { - - 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 = new THREE.Vector3(); - - return function ( array, offset, length ) { - - if ( offset === undefined ) offset = 0; - if ( length === undefined ) length = array.length; - - for ( var i = 0, j = offset, il; i < length; i += 3, j += 3 ) { - - v1.x = array[ j ]; - v1.y = array[ j + 1 ]; - v1.z = array[ j + 2 ]; - - v1.applyMatrix4( this ); - - array[ j ] = v1.x; - array[ j + 1 ] = v1.y; - array[ j + 2 ] = v1.z; - - } - - return array; - - }; - - }(), - - 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 = new THREE.Vector3(); - - return function () { - - 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 = "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.warn( 'THREE.Matrix4: .translate() has been removed.' ); - - }, - - rotateX: function ( angle ) { - - console.warn( 'THREE.Matrix4: .rotateX() has been removed.' ); - - }, - - rotateY: function ( angle ) { - - console.warn( 'THREE.Matrix4: .rotateY() has been removed.' ); - - }, - - rotateZ: function ( angle ) { - - console.warn( 'THREE.Matrix4: .rotateZ() has been removed.' ); - - }, - - rotateByAxis: function ( axis, angle ) { - - console.warn( '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 = new THREE.Vector3(); - var matrix = new THREE.Matrix4(); - - return function ( position, quaternion, scale ) { - - 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; - - }, - - 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 () { - - 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.distanceTo( point ); - - } - - v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin ); - - return v1.distanceTo( point ); - - }; - - }(), - - distanceSqToSegment: 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 - - var segCenter = v0.clone().add( v1 ).multiplyScalar( 0.5 ); - var segDir = v1.clone().sub( v0 ).normalize(); - var segExtent = v0.distanceTo( v1 ) * 0.5; - var diff = this.origin.clone().sub( segCenter ); - 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.clone().multiplyScalar( s0 ).add( this.origin ) ); - - } - - if ( optionalPointOnSegment ) { - - optionalPointOnSegment.copy( segDir.clone().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 Math.floor( this.randFloat( low, high ) ); - - }, - - // 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; - - } - -}; - -// 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, - linearDistance, realDistance, - sampling, position, - newpoints = [], - tmpVec = new THREE.Vector3(), - sl = this.getLength(); - - newpoints.push( tmpVec.copy( this.points[ 0 ] ).clone() ); - - for ( i = 1; i < this.points.length; i ++ ) { - - //tmpVec.copy( this.points[ i - 1 ] ); - //linearDistance = tmpVec.distanceTo( this.points[ i ] ); - - realDistance = sl.chunks[ i ] - sl.chunks[ i - 1 ]; - - sampling = Math.ceil( samplingCoef * realDistance / sl.total ); - - indexCurrent = ( i - 1 ) / ( this.points.length - 1 ); - indexNext = i / ( this.points.length - 1 ); - - for ( j = 1; j < sampling - 1; j ++ ) { - - index = indexCurrent + j * ( 1 / sampling ) * ( indexNext - indexCurrent ); - - position = this.getPoint( index ); - newpoints.push( tmpVec.copy( position ).clone() ); - - } - - newpoints.push( tmpVec.copy( this.points[ i ] ).clone() ); - - } - - this.points = newpoints; - - }; - - // Catmull-Rom - - function interpolate( p0, p1, p2, p3, t, t2, t3 ) { - - var v0 = ( p2 - p0 ) * 0.5, - v1 = ( p3 - p1 ) * 0.5; - - return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1; - - }; - -}; - -// 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 barycoordinates -// 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(); - - // colinear 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; - - // barycoordinates 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 ) { - - 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, - - precision: 0.0001, - linePrecision: 1, - - set: function ( origin, direction ) { - - this.ray.set( origin, direction ); - // direction is assumed to be normalized (for accurate distance calculations) - - }, - - intersectObject: function ( object, recursive ) { - - var intersects = []; - - intersectObject( object, this, intersects, recursive ); - - intersects.sort( descSort ); - - return intersects; - - }, - - intersectObjects: function ( objects, recursive ) { - - var intersects = []; - - if ( objects instanceof Array === false ) { - - console.log( '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 - */ - -THREE.Object3D = function () { - - Object.defineProperty( this, 'id', { value: THREE.Object3DIdCount ++ } ); - - this.uuid = THREE.Math.generateUUID(); - - this.name = ''; - this.type = 'Object3D'; - - this.parent = undefined; - this.children = []; - - this.up = THREE.Object3D.DefaultUp.clone(); - - var scope = this; - - 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.renderDepth = null; - - 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.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.' ); - - }, - - 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." ); - return this; - - } - - if ( object instanceof THREE.Object3D ) { - - if ( object.parent !== undefined ) { - - object.parent.remove( object ); - - } - - object.parent = this; - object.dispatchEvent( { type: 'added' } ); - - this.children.push( object ); - - } else { - - console.error( "THREE.Object3D.add:", object, "is not an instance of THREE.Object3D." ); - - } - - 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 = undefined; - - object.dispatchEvent( { type: 'removed' } ); - - this.children.splice( index, 1 ); - - } - - }, - - getChildByName: function ( name, recursive ) { - - console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' ); - return this.getObjectByName( name, recursive ); - - }, - - getObjectById: function ( id, recursive ) { - - if ( this.id === id ) return this; - - for ( var i = 0, l = this.children.length; i < l; i ++ ) { - - var child = this.children[ i ]; - var object = child.getObjectById( id, recursive ); - - if ( object !== undefined ) { - - return object; - - } - - } - - return undefined; - - }, - - getObjectByName: function ( name, recursive ) { - - if ( this.name === name ) return this; - - for ( var i = 0, l = this.children.length; i < l; i ++ ) { - - var child = this.children[ i ]; - var object = child.getObjectByName( name, recursive ); - - 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 ); - - for ( var i = 0, l = this.children.length; i < l; i ++ ) { - - this.children[ i ].traverse( callback ); - - } - - }, - - traverseVisible: function ( callback ) { - - if ( this.visible === false ) return; - - callback( this ); - - for ( var i = 0, l = this.children.length; i < l; i ++ ) { - - this.children[ i ].traverseVisible( 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 === undefined ) { - - 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 () { - - var output = { - metadata: { - version: 4.3, - type: 'Object', - generator: 'ObjectExporter' - } - }; - - // - - var geometries = {}; - - var parseGeometry = function ( geometry ) { - - if ( output.geometries === undefined ) { - - output.geometries = []; - - } - - if ( geometries[ geometry.uuid ] === undefined ) { - - var json = geometry.toJSON(); - - delete json.metadata; - - geometries[ geometry.uuid ] = json; - - output.geometries.push( json ); - - } - - return geometry.uuid; - - }; - - // - - var materials = {}; - - var parseMaterial = function ( material ) { - - if ( output.materials === undefined ) { - - output.materials = []; - - } - - if ( materials[ material.uuid ] === undefined ) { - - var json = material.toJSON(); - - delete json.metadata; - - materials[ material.uuid ] = json; - - output.materials.push( json ); - - } - - return material.uuid; - - }; - - // - - var parseObject = function ( object ) { - - var data = {}; - - data.uuid = object.uuid; - data.type = object.type; - - if ( object.name !== '' ) data.name = object.name; - if ( JSON.stringify( object.userData ) !== '{}' ) data.userData = object.userData; - if ( object.visible !== true ) data.visible = object.visible; - - if ( object instanceof THREE.PerspectiveCamera ) { - - data.fov = object.fov; - data.aspect = object.aspect; - data.near = object.near; - data.far = object.far; - - } else if ( object instanceof THREE.OrthographicCamera ) { - - data.left = object.left; - data.right = object.right; - data.top = object.top; - data.bottom = object.bottom; - data.near = object.near; - data.far = object.far; - - } else if ( object instanceof THREE.AmbientLight ) { - - data.color = object.color.getHex(); - - } else if ( object instanceof THREE.DirectionalLight ) { - - data.color = object.color.getHex(); - data.intensity = object.intensity; - - } else if ( object instanceof THREE.PointLight ) { - - data.color = object.color.getHex(); - data.intensity = object.intensity; - data.distance = object.distance; - - } else if ( object instanceof THREE.SpotLight ) { - - data.color = object.color.getHex(); - data.intensity = object.intensity; - data.distance = object.distance; - data.angle = object.angle; - data.exponent = object.exponent; - - } else if ( object instanceof THREE.HemisphereLight ) { - - data.color = object.color.getHex(); - data.groundColor = object.groundColor.getHex(); - - } else if ( object instanceof THREE.Mesh ) { - - data.geometry = parseGeometry( object.geometry ); - data.material = parseMaterial( object.material ); - - } else if ( object instanceof THREE.Line ) { - - data.geometry = parseGeometry( object.geometry ); - data.material = parseMaterial( object.material ); - - } else if ( object instanceof THREE.Sprite ) { - - data.material = parseMaterial( object.material ); - - } - - data.matrix = object.matrix.toArray(); - - if ( object.children.length > 0 ) { - - data.children = []; - - for ( var i = 0; i < object.children.length; i ++ ) { - - data.children.push( parseObject( object.children[ i ] ) ); - - } - - } - - return data; - - } - - output.object = parseObject( this ); - - return output; - - }, - - clone: function ( object, recursive ) { - - if ( object === undefined ) object = new THREE.Object3D(); - if ( recursive === undefined ) recursive = true; - - object.name = this.name; - - object.up.copy( this.up ); - - object.position.copy( this.position ); - object.quaternion.copy( this.quaternion ); - object.scale.copy( this.scale ); - - object.renderDepth = this.renderDepth; - - object.rotationAutoUpdate = this.rotationAutoUpdate; - - object.matrix.copy( this.matrix ); - object.matrixWorld.copy( this.matrixWorld ); - - object.matrixAutoUpdate = this.matrixAutoUpdate; - object.matrixWorldNeedsUpdate = this.matrixWorldNeedsUpdate; - - object.visible = this.visible; - - object.castShadow = this.castShadow; - object.receiveShadow = this.receiveShadow; - - object.frustumCulled = this.frustumCulled; - - object.userData = JSON.parse( JSON.stringify( this.userData ) ); - - if ( recursive === true ) { - - for ( var i = 0; i < this.children.length; i ++ ) { - - var child = this.children[ i ]; - object.add( child.clone() ); - - } - - } - - return object; - - } - -}; - -THREE.EventDispatcher.prototype.apply( THREE.Object3D.prototype ); - -THREE.Object3DIdCount = 0; - -// File:src/core/Projector.js - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -THREE.Projector = function () { - - console.warn( 'THREE.Projector has been moved to /examples/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() has been removed.' ); - - }; - -}; - -// 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 = normal instanceof Array ? normal : []; - - this.color = color instanceof THREE.Color ? color : new THREE.Color(); - this.vertexColors = color instanceof Array ? color : []; - - this.vertexTangents = []; - - this.materialIndex = materialIndex !== undefined ? materialIndex : 0; - -}; - -THREE.Face3.prototype = { - - constructor: THREE.Face3, - - clone: function () { - - var face = new THREE.Face3( this.a, this.b, this.c ); - - face.normal.copy( this.normal ); - face.color.copy( this.color ); - - face.materialIndex = this.materialIndex; - - for ( var i = 0, il = this.vertexNormals.length; i < il; i ++ ) { - - face.vertexNormals[ i ] = this.vertexNormals[ i ].clone(); - - } - - for ( var i = 0, il = this.vertexColors.length; i < il; i ++ ) { - - face.vertexColors[ i ] = this.vertexColors[ i ].clone(); - - } - - for ( var i = 0, il = this.vertexTangents.length; i < il; i ++ ) { - - face.vertexTangents[ i ] = this.vertexTangents[ i ].clone(); - - } - - return face; - - } - -}; - -// 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.array = array; - this.itemSize = itemSize; - - this.needsUpdate = false; - -}; - -THREE.BufferAttribute.prototype = { - - constructor: THREE.BufferAttribute, - - get length () { - - return this.array.length; - - }, - - 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 ]; - - } - - }, - - set: function ( value ) { - - this.array.set( value ); - - return this; - - }, - - setX: function ( index, x ) { - - this.array[ index * this.itemSize ] = x; - - return this; - - }, - - setY: function ( index, y ) { - - this.array[ index * this.itemSize + 1 ] = y; - - return this; - - }, - - setZ: function ( index, z ) { - - this.array[ index * this.itemSize + 2 ] = z; - - return this; - - }, - - setXY: function ( index, x, y ) { - - index *= this.itemSize; - - this.array[ index ] = x; - this.array[ index + 1 ] = y; - - return this; - - }, - - setXYZ: function ( index, x, y, z ) { - - index *= this.itemSize; - - this.array[ index ] = 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 ] = 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 ( data, itemSize ) { - - console.warn( 'THREE.Int8Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' ); - return new THREE.BufferAttribute( data, itemSize ); - -}; - -THREE.Uint8Attribute = function ( data, itemSize ) { - - console.warn( 'THREE.Uint8Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' ); - return new THREE.BufferAttribute( data, itemSize ); - -}; - -THREE.Uint8ClampedAttribute = function ( data, itemSize ) { - - console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' ); - return new THREE.BufferAttribute( data, itemSize ); - - -}; - -THREE.Int16Attribute = function ( data, itemSize ) { - - console.warn( 'THREE.Int16Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' ); - return new THREE.BufferAttribute( data, itemSize ); - -}; - -THREE.Uint16Attribute = function ( data, itemSize ) { - - console.warn( 'THREE.Uint16Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' ); - return new THREE.BufferAttribute( data, itemSize ); - -}; - -THREE.Int32Attribute = function ( data, itemSize ) { - - console.warn( 'THREE.Int32Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' ); - return new THREE.BufferAttribute( data, itemSize ); - -}; - -THREE.Uint32Attribute = function ( data, itemSize ) { - - console.warn( 'THREE.Uint32Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' ); - return new THREE.BufferAttribute( data, itemSize ); - -}; - -THREE.Float32Attribute = function ( data, itemSize ) { - - console.warn( 'THREE.Float32Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' ); - return new THREE.BufferAttribute( data, itemSize ); - -}; - -THREE.Float64Attribute = function ( data, itemSize ) { - - console.warn( 'THREE.Float64Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' ); - return new THREE.BufferAttribute( data, itemSize ); - -}; - -// 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.attributesKeys = []; - - this.drawcalls = []; - this.offsets = this.drawcalls; // backwards compatibility - - this.boundingBox = null; - this.boundingSphere = null; - -}; - -THREE.BufferGeometry.prototype = { - - constructor: THREE.BufferGeometry, - - addAttribute: function ( name, attribute ) { - - if ( attribute instanceof THREE.BufferAttribute === false ) { - - console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' ); - - this.attributes[ name ] = { array: arguments[ 1 ], itemSize: arguments[ 2 ] }; - - return; - - } - - this.attributes[ name ] = attribute; - this.attributesKeys = Object.keys( this.attributes ); - - }, - - getAttribute: function ( name ) { - - return this.attributes[ name ]; - - }, - - addDrawCall: function ( start, count, indexOffset ) { - - this.drawcalls.push( { - - start: start, - count: count, - index: indexOffset !== undefined ? indexOffset : 0 - - } ); - - }, - - 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; - - } - - }, - - center: function () { - - // TODO - - }, - - fromGeometry: function ( geometry, settings ) { - - settings = settings || { 'vertexColors': THREE.NoColors }; - - var vertices = geometry.vertices; - var faces = geometry.faces; - var faceVertexUvs = geometry.faceVertexUvs; - var vertexColors = settings.vertexColors; - var hasFaceVertexUv = faceVertexUvs[ 0 ].length > 0; - var hasFaceVertexNormals = faces[ 0 ].vertexNormals.length == 3; - - var positions = new Float32Array( faces.length * 3 * 3 ); - this.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) ); - - var normals = new Float32Array( faces.length * 3 * 3 ); - this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) ); - - if ( vertexColors !== THREE.NoColors ) { - - var colors = new Float32Array( faces.length * 3 * 3 ); - this.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) ); - - } - - if ( hasFaceVertexUv === true ) { - - var uvs = new Float32Array( faces.length * 3 * 2 ); - this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) ); - - } - - for ( var i = 0, i2 = 0, i3 = 0; i < faces.length; i ++, i2 += 6, i3 += 9 ) { - - var face = faces[ i ]; - - var a = vertices[ face.a ]; - var b = vertices[ face.b ]; - var c = vertices[ face.c ]; - - positions[ i3 ] = a.x; - positions[ i3 + 1 ] = a.y; - positions[ i3 + 2 ] = a.z; - - positions[ i3 + 3 ] = b.x; - positions[ i3 + 4 ] = b.y; - positions[ i3 + 5 ] = b.z; - - positions[ i3 + 6 ] = c.x; - positions[ i3 + 7 ] = c.y; - positions[ i3 + 8 ] = c.z; - - if ( hasFaceVertexNormals === true ) { - - var na = face.vertexNormals[ 0 ]; - var nb = face.vertexNormals[ 1 ]; - var nc = face.vertexNormals[ 2 ]; - - normals[ i3 ] = na.x; - normals[ i3 + 1 ] = na.y; - normals[ i3 + 2 ] = na.z; - - normals[ i3 + 3 ] = nb.x; - normals[ i3 + 4 ] = nb.y; - normals[ i3 + 5 ] = nb.z; - - normals[ i3 + 6 ] = nc.x; - normals[ i3 + 7 ] = nc.y; - normals[ i3 + 8 ] = nc.z; - - } else { - - var n = face.normal; - - normals[ i3 ] = n.x; - normals[ i3 + 1 ] = n.y; - normals[ i3 + 2 ] = n.z; - - normals[ i3 + 3 ] = n.x; - normals[ i3 + 4 ] = n.y; - normals[ i3 + 5 ] = n.z; - - normals[ i3 + 6 ] = n.x; - normals[ i3 + 7 ] = n.y; - normals[ i3 + 8 ] = n.z; - - } - - if ( vertexColors === THREE.FaceColors ) { - - var fc = face.color; - - colors[ i3 ] = fc.r; - colors[ i3 + 1 ] = fc.g; - colors[ i3 + 2 ] = fc.b; - - colors[ i3 + 3 ] = fc.r; - colors[ i3 + 4 ] = fc.g; - colors[ i3 + 5 ] = fc.b; - - colors[ i3 + 6 ] = fc.r; - colors[ i3 + 7 ] = fc.g; - colors[ i3 + 8 ] = fc.b; - - } else if ( vertexColors === THREE.VertexColors ) { - - var vca = face.vertexColors[ 0 ]; - var vcb = face.vertexColors[ 1 ]; - var vcc = face.vertexColors[ 2 ]; - - colors[ i3 ] = vca.r; - colors[ i3 + 1 ] = vca.g; - colors[ i3 + 2 ] = vca.b; - - colors[ i3 + 3 ] = vcb.r; - colors[ i3 + 4 ] = vcb.g; - colors[ i3 + 5 ] = vcb.b; - - colors[ i3 + 6 ] = vcc.r; - colors[ i3 + 7 ] = vcc.g; - colors[ i3 + 8 ] = vcc.b; - - } - - if ( hasFaceVertexUv === true ) { - - var uva = faceVertexUvs[ 0 ][ i ][ 0 ]; - var uvb = faceVertexUvs[ 0 ][ i ][ 1 ]; - var uvc = faceVertexUvs[ 0 ][ i ][ 2 ]; - - uvs[ i2 ] = uva.x; - uvs[ i2 + 1 ] = uva.y; - - uvs[ i2 + 2 ] = uvb.x; - uvs[ i2 + 3 ] = uvb.y; - - uvs[ i2 + 4 ] = uvc.x; - uvs[ i2 + 5 ] = uvc.y; - - } - - } - - this.computeBoundingSphere() - - 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.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] ); - 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.' ); - - } - - } - - }(), - - 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.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] ); - 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.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] ); - 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.' ); - - } - - } - - } - - }(), - - 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; - - var offsets = ( this.offsets.length > 0 ? this.offsets : [ { start: 0, count: indices.length, index: 0 } ] ); - - for ( var j = 0, jl = offsets.length; j < jl; ++ j ) { - - var start = offsets[ j ].start; - var count = offsets[ j ].count; - var index = offsets[ 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( '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, 0 ); - - } - - 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 ); - - } - - } - - }, - - /* - computeOffsets - 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. - indexBufferSize - Defaults to 65535, but allows for larger or smaller chunks. - */ - computeOffsets: function ( indexBufferSize ) { - - var size = indexBufferSize; - if ( indexBufferSize === undefined ) - size = 65535; //WebGL limits type of index buffer values to 16-bit. - - var s = Date.now(); - - var indices = this.attributes.index.array; - var vertices = this.attributes.position.array; - - var verticesCount = ( vertices.length / 3 ); - var facesCount = ( indices.length / 3 ); - - /* - 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 Uint16Array( indices.length ); //16-bit buffers - var indexPtr = 0; - var vertexPtr = 0; - - var offsets = [ { start:0, count:0, index:0 } ]; - var offset = offsets[ 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 65k entries in the index buffer per offset, but only reference 65k 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 vertice - 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 vertice 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 }; - offsets.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 vertice stack to match our new vertexPtr. */ - this.reorderBuffers( sortedIndices, revVertexMap, vertexPtr ); - this.offsets = offsets; - - /* - 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 offsets: "+offsets.length); - */ - - return offsets; - }, - - merge: function () { - - console.log( 'BufferGeometry.merge(): TODO' ); - - }, - - 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 vertice 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 output = { - metadata: { - version: 4.0, - type: 'BufferGeometry', - generator: 'BufferGeometryExporter' - }, - uuid: this.uuid, - type: this.type, - data: { - attributes: {} - } - }; - - var attributes = this.attributes; - var offsets = this.offsets; - var boundingSphere = this.boundingSphere; - - for ( var key in attributes ) { - - var attribute = attributes[ key ]; - - var array = [], typeArray = attribute.array; - - for ( var i = 0, l = typeArray.length; i < l; i ++ ) { - - array[ i ] = typeArray[ i ]; - - } - - output.data.attributes[ key ] = { - itemSize: attribute.itemSize, - type: attribute.array.constructor.name, - array: array - } - - } - - if ( offsets.length > 0 ) { - - output.data.offsets = JSON.parse( JSON.stringify( offsets ) ); - - } - - if ( boundingSphere !== null ) { - - output.data.boundingSphere = { - center: boundingSphere.center.toArray(), - radius: boundingSphere.radius - } - - } - - return output; - - }, - - clone: function () { - - var geometry = new THREE.BufferGeometry(); - - for ( var attr in this.attributes ) { - - var sourceAttr = this.attributes[ attr ]; - geometry.addAttribute( attr, sourceAttr.clone() ); - - } - - for ( var i = 0, il = this.offsets.length; i < il; i ++ ) { - - var offset = this.offsets[ i ]; - - geometry.offsets.push( { - - start: offset.start, - index: offset.index, - count: offset.count - - } ); - - } - - return geometry; - - }, - - dispose: function () { - - this.dispatchEvent( { type: 'dispose' } ); - - } - -}; - -THREE.EventDispatcher.prototype.apply( THREE.BufferGeometry.prototype ); - -// 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 = []; // one-to-one vertex colors, used in Points and Line - - 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; - - this.dynamic = true; // the intermediate typed arrays will be deleted when set to false - - // update flags - - this.verticesNeedUpdate = false; - this.elementsNeedUpdate = false; - this.uvsNeedUpdate = false; - this.normalsNeedUpdate = false; - this.tangentsNeedUpdate = false; - this.colorsNeedUpdate = false; - this.lineDistancesNeedUpdate = false; - - this.groupsNeedUpdate = 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 instanceof THREE.Box3 ) { - - this.computeBoundingBox(); - - } - - if ( this.boundingSphere instanceof THREE.Sphere ) { - - this.computeBoundingSphere(); - - } - - }, - - 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 tempNormals = []; - var tempUVs = []; - - for ( var i = 0, j = 0; i < vertices.length; i += 3, j += 2 ) { - - 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 ] ) ); - - } - - } - - 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() ] : []; - - scope.faces.push( new THREE.Face3( a, b, c, vertexNormals, vertexColors ) ); - - if ( uvs !== undefined ) { - - scope.faceVertexUvs[ 0 ].push( [ tempUVs[ a ].clone(), tempUVs[ b ].clone(), tempUVs[ c ].clone() ] ); - - } - - }; - - if ( indices !== undefined ) { - - 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 = new THREE.Vector3(); - - offset.addVectors( this.boundingBox.min, this.boundingBox.max ); - offset.multiplyScalar( - 0.5 ); - - this.applyMatrix( new THREE.Matrix4().makeTranslation( offset.x, offset.y, offset.z ) ); - this.computeBoundingBox(); - - return offset; - - }, - - 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, vD; - var cb = new THREE.Vector3(), ab = new THREE.Vector3(), - db = new THREE.Vector3(), dc = new THREE.Vector3(), bc = 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 ]; - - face.vertexNormals[ 0 ] = vertices[ face.a ].clone(); - face.vertexNormals[ 1 ] = vertices[ face.b ].clone(); - face.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, il, vertexIndex, - face, uv, vA, vB, vC, uvA, uvB, uvC, - x1, x2, y1, y2, z1, z2, - s1, s2, t1, t2, r, t, test, - tan1 = [], tan2 = [], - sdir = new THREE.Vector3(), tdir = new THREE.Vector3(), - tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3(), - n = new THREE.Vector3(), w; - - for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) { - - tan1[ v ] = new THREE.Vector3(); - tan2[ v ] = new THREE.Vector3(); - - } - - function handleTriangle( context, a, b, c, ua, ub, uc ) { - - vA = context.vertices[ a ]; - vB = context.vertices[ b ]; - vC = context.vertices[ c ]; - - uvA = uv[ ua ]; - uvB = uv[ ub ]; - uvC = uv[ uc ]; - - x1 = vB.x - vA.x; - x2 = vC.x - vA.x; - y1 = vB.y - vA.y; - y2 = vC.y - vA.y; - z1 = vB.z - vA.z; - z2 = vC.z - vA.z; - - s1 = uvB.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 vertice by position coordinates (and making sure they are unique) - var unique = [], changes = []; - - var v, key; - var precisionPoints = 4; // number of decimal points, eg. 4 for epsilon of 0.0001 - var precision = Math.pow( 10, precisionPoints ); - var i,il, face; - var indices, k, j, jl, u; - - for ( i = 0, il = this.vertices.length; i < il; i ++ ) { - - v = this.vertices[ i ]; - key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision ); - - 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 output = { - metadata: { - version: 4.0, - type: 'BufferGeometry', - generator: 'BufferGeometryExporter' - }, - uuid: this.uuid, - type: this.type - }; - - if ( this.name !== "" ) output.name = this.name; - - if ( this.parameters !== undefined ) { - - var parameters = this.parameters; - - for ( var key in parameters ) { - - if ( parameters[ key ] !== undefined ) output[ key ] = parameters[ key ]; - - } - - return output; - - } - - 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 ( hasMaterial ) { - - faces.push( face.materialIndex ); - - } - */ - - 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 ]; - - } - - output.data = {}; - - output.data.vertices = vertices; - output.data.normals = normals; - if ( colors.length > 0 ) output.data.colors = colors; - if ( uvs.length > 0 ) output.data.uvs = [ uvs ]; // temporal backward compatibility - output.data.faces = faces; - - // - - return output; - - }, - - clone: function () { - - var geometry = new THREE.Geometry(); - - var vertices = this.vertices; - - for ( var i = 0, il = vertices.length; i < il; i ++ ) { - - geometry.vertices.push( vertices[ i ].clone() ); - - } - - var faces = this.faces; - - for ( var i = 0, il = faces.length; i < il; i ++ ) { - - geometry.faces.push( faces[ i ].clone() ); - - } - - var uvs = this.faceVertexUvs[ 0 ]; - - for ( var i = 0, il = uvs.length; i < il; i ++ ) { - - var uv = uvs[ i ], uvCopy = []; - - for ( var j = 0, jl = uv.length; j < jl; j ++ ) { - - uvCopy.push( new THREE.Vector2( uv[ j ].x, uv[ j ].y ) ); - - } - - geometry.faceVertexUvs[ 0 ].push( uvCopy ); - - } - - return geometry; - - }, - - dispose: function () { - - this.dispatchEvent( { type: 'dispose' } ); - - } - -}; - -THREE.EventDispatcher.prototype.apply( THREE.Geometry.prototype ); - -THREE.GeometryIdCount = 0; - -// 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.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 ( camera ) { - - if ( camera === undefined ) camera = new THREE.Camera(); - - THREE.Object3D.prototype.clone.call( this, camera ); - - camera.matrixWorldInverse.copy( this.matrixWorldInverse ); - camera.projectionMatrix.copy( this.projectionMatrix ); - - return camera; -}; - -// 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 ) { - - var renderTarget = this.renderTarget; - var generateMipmaps = renderTarget.generateMipmaps; - - renderTarget.generateMipmaps = false; - - renderTarget.activeCubeFace = 0; - renderer.render( scene, cameraPX, renderTarget ); - - renderTarget.activeCubeFace = 1; - renderer.render( scene, cameraNX, renderTarget ); - - renderTarget.activeCubeFace = 2; - renderer.render( scene, cameraPY, renderTarget ); - - renderTarget.activeCubeFace = 3; - renderer.render( scene, cameraNY, renderTarget ); - - renderTarget.activeCubeFace = 4; - renderer.render( scene, cameraPZ, renderTarget ); - - renderTarget.generateMipmaps = generateMipmaps; - - renderTarget.activeCubeFace = 5; - renderer.render( scene, cameraNZ, renderTarget ); - - }; - -}; - -THREE.CubeCamera.prototype = Object.create( THREE.Object3D.prototype ); - -// 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.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(); - - THREE.Camera.prototype.clone.call( this, camera ); - - 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; - - camera.projectionMatrix.copy( this.projectionMatrix ); - - return camera; -}; - -// 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 ); - - -/** - * Uses Focal Length (in mm) to estimate and set FOV - * 35mm (fullframe) camera is used if frame size is not specified; - * Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html - */ - -THREE.PerspectiveCamera.prototype.setLens = function ( focalLength, frameHeight ) { - - 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(); - - THREE.Camera.prototype.clone.call( this, camera ); - - camera.zoom = this.zoom; - - camera.fov = this.fov; - camera.aspect = this.aspect; - camera.near = this.near; - camera.far = this.far; - - camera.projectionMatrix.copy( this.projectionMatrix ); - - return camera; - -}; - -// 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.clone = function ( light ) { - - if ( light === undefined ) light = new THREE.Light(); - - THREE.Object3D.prototype.clone.call( this, light ); - - light.color.copy( this.color ); - - return light; - -}; - -// 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.clone = function () { - - var light = new THREE.AmbientLight(); - - THREE.Light.prototype.clone.call( this, light ); - - return light; - -}; - -// File:src/lights/AreaLight.js - -/** - * @author MPanknin / http://www.redplant.de/ - * @author alteredq / http://alteredqualia.com/ - */ - -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 ); - - -// 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.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.shadowCascade = false; - - this.shadowCascadeOffset = new THREE.Vector3( 0, 0, - 1000 ); - this.shadowCascadeCount = 2; - - this.shadowCascadeBias = [ 0, 0, 0 ]; - this.shadowCascadeWidth = [ 512, 512, 512 ]; - this.shadowCascadeHeight = [ 512, 512, 512 ]; - - this.shadowCascadeNearZ = [ - 1.000, 0.990, 0.998 ]; - this.shadowCascadeFarZ = [ 0.990, 0.998, 1.000 ]; - - this.shadowCascadeArray = []; - - // - - this.shadowMap = null; - this.shadowMapSize = null; - this.shadowCamera = null; - this.shadowMatrix = null; - -}; - -THREE.DirectionalLight.prototype = Object.create( THREE.Light.prototype ); - -THREE.DirectionalLight.prototype.clone = function () { - - var light = new THREE.DirectionalLight(); - - THREE.Light.prototype.clone.call( this, light ); - - 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; - - // - - light.shadowCascade = this.shadowCascade; - - light.shadowCascadeOffset.copy( this.shadowCascadeOffset ); - light.shadowCascadeCount = this.shadowCascadeCount; - - light.shadowCascadeBias = this.shadowCascadeBias.slice( 0 ); - light.shadowCascadeWidth = this.shadowCascadeWidth.slice( 0 ); - light.shadowCascadeHeight = this.shadowCascadeHeight.slice( 0 ); - - light.shadowCascadeNearZ = this.shadowCascadeNearZ.slice( 0 ); - light.shadowCascadeFarZ = this.shadowCascadeFarZ.slice( 0 ); - - return light; - -}; - -// 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.groundColor = new THREE.Color( groundColor ); - this.intensity = ( intensity !== undefined ) ? intensity : 1; - -}; - -THREE.HemisphereLight.prototype = Object.create( THREE.Light.prototype ); - -THREE.HemisphereLight.prototype.clone = function () { - - var light = new THREE.HemisphereLight(); - - THREE.Light.prototype.clone.call( this, light ); - - light.groundColor.copy( this.groundColor ); - light.intensity = this.intensity; - - return light; - -}; - -// File:src/lights/PointLight.js - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -THREE.PointLight = function ( color, intensity, distance ) { - - THREE.Light.call( this, color ); - - this.type = 'PointLight'; - - this.intensity = ( intensity !== undefined ) ? intensity : 1; - this.distance = ( distance !== undefined ) ? distance : 0; - -}; - -THREE.PointLight.prototype = Object.create( THREE.Light.prototype ); - -THREE.PointLight.prototype.clone = function () { - - var light = new THREE.PointLight(); - - THREE.Light.prototype.clone.call( this, light ); - - light.intensity = this.intensity; - light.distance = this.distance; - - return light; - -}; - -// File:src/lights/SpotLight.js - -/** - * @author alteredq / http://alteredqualia.com/ - */ - -THREE.SpotLight = function ( color, intensity, distance, angle, exponent ) { - - THREE.Light.call( this, color ); - - this.type = 'SpotLight'; - - this.position.set( 0, 1, 0 ); - this.target = new THREE.Object3D(); - - this.intensity = ( intensity !== undefined ) ? intensity : 1; - this.distance = ( distance !== undefined ) ? distance : 0; - this.angle = ( angle !== undefined ) ? angle : Math.PI / 3; - this.exponent = ( exponent !== undefined ) ? exponent : 10; - - this.castShadow = false; - this.onlyShadow = false; - - // - - this.shadowCameraNear = 50; - this.shadowCameraFar = 5000; - this.shadowCameraFov = 50; - - this.shadowCameraVisible = false; - - this.shadowBias = 0; - this.shadowDarkness = 0.5; - - this.shadowMapWidth = 512; - this.shadowMapHeight = 512; - - // - - this.shadowMap = null; - this.shadowMapSize = null; - this.shadowCamera = null; - this.shadowMatrix = null; - -}; - -THREE.SpotLight.prototype = Object.create( THREE.Light.prototype ); - -THREE.SpotLight.prototype.clone = function () { - - var light = new THREE.SpotLight(); - - THREE.Light.prototype.clone.call( this, light ); - - light.target = this.target.clone(); - - light.intensity = this.intensity; - light.distance = this.distance; - light.angle = this.angle; - light.exponent = this.exponent; - - 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; - -}; - -// File:src/loaders/Cache.js - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -THREE.Cache = function () { - - this.files = {}; - -}; - -THREE.Cache.prototype = { - - constructor: THREE.Cache, - - add: function ( key, file ) { - - // console.log( 'THREE.Cache', 'Adding key:', key ); - - this.files[ key ] = file; - - }, - - get: function ( key ) { - - // 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 ( showStatus ) { - - this.showStatus = showStatus; - this.statusDomElement = showStatus ? THREE.Loader.prototype.addStatusElement() : null; - - this.imageLoader = new THREE.ImageLoader(); - - this.onLoadStart = function () {}; - this.onLoadProgress = function () {}; - this.onLoadComplete = function () {}; - -}; - -THREE.Loader.prototype = { - - constructor: THREE.Loader, - - crossOrigin: undefined, - - addStatusElement: function () { - - var e = document.createElement( 'div' ); - - e.style.position = 'absolute'; - e.style.right = '0px'; - e.style.top = '0px'; - e.style.fontSize = '0.8em'; - e.style.textAlign = 'left'; - e.style.background = 'rgba(0,0,0,0.25)'; - e.style.color = '#fff'; - e.style.width = '120px'; - e.style.padding = '0.5em 0.5em 0.5em 0.5em'; - e.style.zIndex = 1000; - - e.innerHTML = 'Loading ...'; - - return e; - - }, - - updateProgress: function ( progress ) { - - var message = 'Loaded '; - - if ( progress.total ) { - - message += ( 100 * progress.loaded / progress.total ).toFixed( 0 ) + '%'; - - - } else { - - message += ( progress.loaded / 1024 ).toFixed( 2 ) + ' KB'; - - } - - this.statusDomElement.innerHTML = message; - - }, - - extractUrlBase: function ( url ) { - - var parts = url.split( '/' ); - - if ( parts.length === 1 ) return './'; - - parts.pop(); - - return parts.join( '/' ) + '/'; - - }, - - initMaterials: function ( materials, texturePath ) { - - var array = []; - - for ( var i = 0; i < materials.length; ++ i ) { - - array[ i ] = this.createMaterial( materials[ i ], texturePath ); - - } - - 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 ( m, texturePath ) { - - var scope = this; - - 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 = scope.imageLoader; - loader.crossOrigin = scope.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 || m.opacity < 1.0 ) { - - mpars.transparent = m.transparent; - - } - - if ( m.depthTest !== undefined ) { - - mpars.depthTest = m.depthTest; - - } - - if ( m.depthWrite !== undefined ) { - - mpars.depthWrite = m.depthWrite; - - } - - if ( m.visible !== undefined ) { - - mpars.visible = m.visible; - - } - - if ( m.flipSided !== undefined ) { - - mpars.side = THREE.BackSide; - - } - - if ( m.doubleSided !== undefined ) { - - mpars.side = THREE.DoubleSide; - - } - - if ( m.wireframe !== undefined ) { - - mpars.wireframe = m.wireframe; - - } - - if ( m.vertexColors !== undefined ) { - - if ( m.vertexColors === 'face' ) { - - mpars.vertexColors = THREE.FaceColors; - - } else if ( m.vertexColors ) { - - mpars.vertexColors = THREE.VertexColors; - - } - - } - - // colors - - if ( m.colorDiffuse ) { - - mpars.color = rgb2hex( m.colorDiffuse ); - - } else if ( m.DbgColor ) { - - mpars.color = m.DbgColor; - - } - - if ( m.colorSpecular ) { - - mpars.specular = rgb2hex( m.colorSpecular ); - - } - - if ( m.colorAmbient ) { - - mpars.ambient = rgb2hex( m.colorAmbient ); - - } - - if ( m.colorEmissive ) { - - mpars.emissive = rgb2hex( m.colorEmissive ); - - } - - // modifiers - - if ( m.transparency ) { - - mpars.opacity = m.transparency; - - } - - if ( m.specularCoef ) { - - mpars.shininess = m.specularCoef; - - } - - // textures - - if ( m.mapDiffuse && texturePath ) { - - create_texture( mpars, 'map', m.mapDiffuse, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy ); - - } - - if ( m.mapLight && texturePath ) { - - create_texture( mpars, 'lightMap', m.mapLight, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy ); - - } - - 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; - - } - - // special case for normal mapped material - - if ( m.mapNormal ) { - - var shader = THREE.ShaderLib[ 'normalmap' ]; - var uniforms = THREE.UniformsUtils.clone( shader.uniforms ); - - uniforms[ 'tNormal' ].value = mpars.normalMap; - - if ( m.mapNormalFactor ) { - - uniforms[ 'uNormalScale' ].value.set( m.mapNormalFactor, m.mapNormalFactor ); - - } - - if ( mpars.map ) { - - uniforms[ 'tDiffuse' ].value = mpars.map; - uniforms[ 'enableDiffuse' ].value = true; - - } - - if ( mpars.specularMap ) { - - uniforms[ 'tSpecular' ].value = mpars.specularMap; - uniforms[ 'enableSpecular' ].value = true; - - } - - if ( mpars.lightMap ) { - - uniforms[ 'tAO' ].value = mpars.lightMap; - uniforms[ 'enableAO' ].value = true; - - } - - // for the moment don't handle displacement texture - - uniforms[ 'diffuse' ].value.setHex( mpars.color ); - uniforms[ 'specular' ].value.setHex( mpars.specular ); - uniforms[ 'ambient' ].value.setHex( mpars.ambient ); - - uniforms[ 'shininess' ].value = mpars.shininess; - - if ( mpars.opacity !== undefined ) { - - uniforms[ 'opacity' ].value = mpars.opacity; - - } - - var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true }; - var material = new THREE.ShaderMaterial( parameters ); - - if ( mpars.transparent ) { - - material.transparent = true; - - } - - } else { - - 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.cache = new THREE.Cache(); - this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager; - -}; - -THREE.XHRLoader.prototype = { - - constructor: THREE.XHRLoader, - - load: function ( url, onLoad, onProgress, onError ) { - - var scope = this; - - var cached = scope.cache.get( url ); - - if ( cached !== undefined ) { - - if ( onLoad ) onLoad( cached ); - return; - - } - - var request = new XMLHttpRequest(); - request.open( 'GET', url, true ); - - request.addEventListener( 'load', function ( event ) { - - scope.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; - - request.send( null ); - - scope.manager.itemStart( url ); - - }, - - setResponseType: function ( value ) { - - this.responseType = value; - - }, - - setCrossOrigin: function ( value ) { - - this.crossOrigin = value; - - } - -}; - -// File:src/loaders/ImageLoader.js - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -THREE.ImageLoader = function ( manager ) { - - this.cache = new THREE.Cache(); - this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager; - -}; - -THREE.ImageLoader.prototype = { - - constructor: THREE.ImageLoader, - - load: function ( url, onLoad, onProgress, onError ) { - - var scope = this; - - var cached = scope.cache.get( url ); - - if ( cached !== undefined ) { - - onLoad( cached ); - return; - - } - - var image = document.createElement( 'img' ); - - if ( onLoad !== undefined ) { - - image.addEventListener( 'load', function ( event ) { - - scope.cache.add( url, this ); - - 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; - - image.src = url; - - scope.manager.itemStart( 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 ( showStatus ) { - - THREE.Loader.call( this, showStatus ); - - this.withCredentials = false; - -}; - -THREE.JSONLoader.prototype = Object.create( THREE.Loader.prototype ); - -THREE.JSONLoader.prototype.load = function ( url, callback, texturePath ) { - - var scope = this; - - // todo: unify load API to for easier SceneLoader use - - texturePath = texturePath && ( typeof texturePath === 'string' ) ? texturePath : this.extractUrlBase( url ); - - this.onLoadStart(); - this.loadAjaxJSON( this, url, callback, texturePath ); - -}; - -THREE.JSONLoader.prototype.loadAjaxJSON = function ( context, url, callback, texturePath, callbackProgress ) { - - var xhr = new XMLHttpRequest(); - - var length = 0; - - xhr.onreadystatechange = function () { - - if ( xhr.readyState === xhr.DONE ) { - - if ( xhr.status === 200 || xhr.status === 0 ) { - - if ( xhr.responseText ) { - - var json = JSON.parse( xhr.responseText ); - - if ( json.metadata !== undefined && json.metadata.type === 'scene' ) { - - console.error( 'THREE.JSONLoader: "' + url + '" seems to be a Scene. Use THREE.SceneLoader instead.' ); - return; - - } - - var result = context.parse( json, texturePath ); - callback( result.geometry, result.materials ); - - } else { - - console.error( 'THREE.JSONLoader: "' + url + '" seems to be unreachable or the file is empty.' ); - - } - - // in context of more complex asset initialization - // do not block on single failed file - // maybe should go even one more level up - - context.onLoadComplete(); - - } else { - - console.error( 'THREE.JSONLoader: Couldn\'t load "' + url + '" (' + xhr.status + ')' ); - - } - - } else if ( xhr.readyState === xhr.LOADING ) { - - if ( callbackProgress ) { - - if ( length === 0 ) { - - length = xhr.getResponseHeader( 'Content-Length' ); - - } - - callbackProgress( { total: length, loaded: xhr.responseText.length } ); - - } - - } else if ( xhr.readyState === xhr.HEADERS_RECEIVED ) { - - if ( callbackProgress !== undefined ) { - - length = xhr.getResponseHeader( 'Content-Length' ); - - } - - } - - }; - - xhr.open( 'GET', url, true ); - xhr.withCredentials = this.withCredentials; - xhr.send( null ); - -}; - -THREE.JSONLoader.prototype.parse = function ( json, texturePath ) { - - var scope = this, - 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, color, 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 = this.initMaterials( json.materials, texturePath ); - - if ( this.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 loaded = 0, total = 0; - - this.onLoad = onLoad; - this.onProgress = onProgress; - this.onError = onError; - - this.itemStart = function ( url ) { - - total ++; - - }; - - this.itemEnd = function ( url ) { - - loaded ++; - - if ( scope.onProgress !== undefined ) { - - scope.onProgress( url, loaded, total ); - - } - - if ( loaded === total && 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(); - 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.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 offsets = json.offsets; - - if ( offsets !== undefined ) { - - geometry.offsets = JSON.parse( JSON.stringify( offsets ) ); - - } - - var boundingSphere = json.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(); - 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.ambient !== undefined ) material.ambient.setHex( json.ambient ); - 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.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.wireframe !== undefined ) material.wireframe = json.wireframe; - - 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; - -}; - -THREE.ObjectLoader.prototype = { - - constructor: THREE.ObjectLoader, - - 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 geometries = this.parseGeometries( json.geometries ); - var materials = this.parseMaterials( json.materials ); - var object = this.parseObject( json.object, geometries, materials ); - - 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': - - geometry = new THREE.PlaneGeometry( - 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 'CircleGeometry': - - geometry = new THREE.CircleGeometry( - data.radius, - data.segments - ); - - break; - - case 'CylinderGeometry': - - geometry = new THREE.CylinderGeometry( - data.radiusTop, - data.radiusBottom, - data.height, - data.radialSegments, - data.heightSegments, - data.openEnded - ); - - break; - - case 'SphereGeometry': - - geometry = new THREE.SphereGeometry( - data.radius, - data.widthSegments, - data.heightSegments, - data.phiStart, - data.phiLength, - data.thetaStart, - data.thetaLength - ); - - break; - - case 'IcosahedronGeometry': - - geometry = new THREE.IcosahedronGeometry( - data.radius, - data.detail - ); - - 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.data ); - - break; - - case 'Geometry': - - geometry = geometryLoader.parse( data.data ).geometry; - - break; - - } - - geometry.uuid = data.uuid; - - if ( data.name !== undefined ) geometry.name = data.name; - - geometries[ data.uuid ] = geometry; - - } - - } - - return geometries; - - }, - - parseMaterials: function ( json ) { - - var materials = {}; - - if ( json !== undefined ) { - - 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.name !== undefined ) material.name = data.name; - - materials[ data.uuid ] = material; - - } - - } - - return materials; - - }, - - parseObject: function () { - - var matrix = new THREE.Matrix4(); - - return function ( data, geometries, materials ) { - - var object; - - 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 'DirectionalLight': - - object = new THREE.DirectionalLight( data.color, data.intensity ); - - break; - - case 'PointLight': - - object = new THREE.PointLight( data.color, data.intensity, data.distance ); - - break; - - case 'SpotLight': - - object = new THREE.SpotLight( data.color, data.intensity, data.distance, data.angle, data.exponent ); - - break; - - case 'HemisphereLight': - - object = new THREE.HemisphereLight( data.color, data.groundColor, data.intensity ); - - break; - - case 'Mesh': - - var geometry = geometries[ data.geometry ]; - var material = materials[ data.material ]; - - if ( geometry === undefined ) { - - console.warn( 'THREE.ObjectLoader: Undefined geometry', data.geometry ); - - } - - if ( material === undefined ) { - - console.warn( 'THREE.ObjectLoader: Undefined material', data.material ); - - } - - object = new THREE.Mesh( geometry, material ); - - break; - - case 'Line': - - var geometry = geometries[ data.geometry ]; - var material = materials[ data.material ]; - - if ( geometry === undefined ) { - - console.warn( 'THREE.ObjectLoader: Undefined geometry', data.geometry ); - - } - - if ( material === undefined ) { - - console.warn( 'THREE.ObjectLoader: Undefined material', data.material ); - - } - - object = new THREE.Line( geometry, material ); - - break; - - case 'Sprite': - - var material = materials[ data.material ]; - - if ( material === undefined ) { - - console.warn( 'THREE.ObjectLoader: Undefined material', data.material ); - - } - - object = new THREE.Sprite( 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.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/CompressedTextureLoader.js - -/** - * @author mrdoob / http://mrdoob.com/ - * - * Abstract Base class to block based textures loader (dds, pvr, ...) - */ - -THREE.CompressedTextureLoader = function () { - - // override in sub classes - this._parser = null; - -}; - - -THREE.CompressedTextureLoader.prototype = { - - constructor: THREE.CompressedTextureLoader, - - load: function ( url, onLoad, onError ) { - - var scope = this; - - var images = []; - - var texture = new THREE.CompressedTexture(); - texture.image = images; - - var loader = new THREE.XHRLoader(); - loader.setResponseType( 'arraybuffer' ); - - if ( url instanceof Array ) { - - 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 ); - - } - - } ); - - }; - - 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 ); - - } ); - - } - - return texture; - - } - -}; - -// 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.depthTest = true; - this.depthWrite = true; - - 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, - - 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-compatable with legacy boolean type - this[ key ] = Number( newValue ); - - } else { - - this[ key ] = newValue; - - } - - } - - } - - }, - - toJSON: function () { - - var output = { - metadata: { - version: 4.2, - type: 'material', - generator: 'MaterialExporter' - }, - uuid: this.uuid, - type: this.type - }; - - if ( this.name !== "" ) output.name = this.name; - - if ( this instanceof THREE.MeshBasicMaterial ) { - - output.color = this.color.getHex(); - if ( this.vertexColors !== THREE.NoColors ) output.vertexColors = this.vertexColors; - if ( this.blending !== THREE.NormalBlending ) output.blending = this.blending; - if ( this.side !== THREE.FrontSide ) output.side = this.side; - - } else if ( this instanceof THREE.MeshLambertMaterial ) { - - output.color = this.color.getHex(); - output.ambient = this.ambient.getHex(); - output.emissive = this.emissive.getHex(); - if ( this.vertexColors !== THREE.NoColors ) output.vertexColors = this.vertexColors; - if ( this.blending !== THREE.NormalBlending ) output.blending = this.blending; - if ( this.side !== THREE.FrontSide ) output.side = this.side; - - } else if ( this instanceof THREE.MeshPhongMaterial ) { - - output.color = this.color.getHex(); - output.ambient = this.ambient.getHex(); - output.emissive = this.emissive.getHex(); - output.specular = this.specular.getHex(); - output.shininess = this.shininess; - if ( this.vertexColors !== THREE.NoColors ) output.vertexColors = this.vertexColors; - if ( this.blending !== THREE.NormalBlending ) output.blending = this.blending; - if ( this.side !== THREE.FrontSide ) output.side = this.side; - - } else if ( this instanceof THREE.MeshNormalMaterial ) { - - if ( this.shading !== THREE.FlatShading ) output.shading = this.shading; - if ( this.blending !== THREE.NormalBlending ) output.blending = this.blending; - if ( this.side !== THREE.FrontSide ) output.side = this.side; - - } else if ( this instanceof THREE.MeshDepthMaterial ) { - - if ( this.blending !== THREE.NormalBlending ) output.blending = this.blending; - if ( this.side !== THREE.FrontSide ) output.side = this.side; - - } else if ( this instanceof THREE.ShaderMaterial ) { - - output.uniforms = this.uniforms; - output.vertexShader = this.vertexShader; - output.fragmentShader = this.fragmentShader; - - } else if ( this instanceof THREE.SpriteMaterial ) { - - output.color = this.color.getHex(); - - } - - if ( this.opacity < 1 ) output.opacity = this.opacity; - if ( this.transparent !== false ) output.transparent = this.transparent; - if ( this.wireframe !== false ) output.wireframe = this.wireframe; - - return output; - - }, - - clone: function ( material ) { - - if ( material === undefined ) material = new THREE.Material(); - - material.name = this.name; - - material.side = this.side; - - material.opacity = this.opacity; - material.transparent = this.transparent; - - material.blending = this.blending; - - material.blendSrc = this.blendSrc; - material.blendDst = this.blendDst; - material.blendEquation = this.blendEquation; - - material.depthTest = this.depthTest; - material.depthWrite = this.depthWrite; - - material.polygonOffset = this.polygonOffset; - material.polygonOffsetFactor = this.polygonOffsetFactor; - material.polygonOffsetUnits = this.polygonOffsetUnits; - - material.alphaTest = this.alphaTest; - - material.overdraw = this.overdraw; - - material.visible = this.visible; - - return material; - - }, - - 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.clone = function () { - - var material = new THREE.LineBasicMaterial(); - - THREE.Material.prototype.clone.call( this, material ); - - material.color.copy( this.color ); - - material.linewidth = this.linewidth; - material.linecap = this.linecap; - material.linejoin = this.linejoin; - - material.vertexColors = this.vertexColors; - - material.fog = this.fog; - - return material; - -}; - -// 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.clone = function () { - - var material = new THREE.LineDashedMaterial(); - - THREE.Material.prototype.clone.call( this, material ); - - 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( ), - * - * lightMap: 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: , - * - * fog: - * } - */ - -THREE.MeshBasicMaterial = function ( parameters ) { - - THREE.Material.call( this ); - - this.type = 'MeshBasicMaterial'; - - this.color = new THREE.Color( 0xffffff ); // emissive - - this.map = null; - - this.lightMap = 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.setValues( parameters ); - -}; - -THREE.MeshBasicMaterial.prototype = Object.create( THREE.Material.prototype ); - -THREE.MeshBasicMaterial.prototype.clone = function () { - - var material = new THREE.MeshBasicMaterial(); - - THREE.Material.prototype.clone.call( this, material ); - - material.color.copy( this.color ); - - material.map = this.map; - - material.lightMap = this.lightMap; - - material.specularMap = this.specularMap; - - material.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: , - * ambient: , - * emissive: , - * opacity: , - * - * map: new THREE.Texture( ), - * - * lightMap: 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.ambient = new THREE.Color( 0xffffff ); - this.emissive = new THREE.Color( 0x000000 ); - - this.wrapAround = false; - this.wrapRGB = new THREE.Vector3( 1, 1, 1 ); - - this.map = null; - - this.lightMap = null; - - this.specularMap = null; - - this.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.clone = function () { - - var material = new THREE.MeshLambertMaterial(); - - THREE.Material.prototype.clone.call( this, material ); - - material.color.copy( this.color ); - material.ambient.copy( this.ambient ); - material.emissive.copy( this.emissive ); - - material.wrapAround = this.wrapAround; - material.wrapRGB.copy( this.wrapRGB ); - - material.map = this.map; - - material.lightMap = this.lightMap; - - material.specularMap = this.specularMap; - - material.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: , - * ambient: , - * emissive: , - * specular: , - * shininess: , - * opacity: , - * - * map: new THREE.Texture( ), - * - * lightMap: new THREE.Texture( ), - * - * bumpMap: new THREE.Texture( ), - * bumpScale: , - * - * normalMap: new THREE.Texture( ), - * normalScale: , - * - * specularMap: new THREE.Texture( ), - * - * 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.ambient = new THREE.Color( 0xffffff ); - this.emissive = new THREE.Color( 0x000000 ); - this.specular = new THREE.Color( 0x111111 ); - this.shininess = 30; - - this.metal = false; - - this.wrapAround = false; - this.wrapRGB = new THREE.Vector3( 1, 1, 1 ); - - this.map = null; - - this.lightMap = null; - - this.bumpMap = null; - this.bumpScale = 1; - - this.normalMap = null; - this.normalScale = 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.clone = function () { - - var material = new THREE.MeshPhongMaterial(); - - THREE.Material.prototype.clone.call( this, material ); - - material.color.copy( this.color ); - material.ambient.copy( this.ambient ); - material.emissive.copy( this.emissive ); - material.specular.copy( this.specular ); - material.shininess = this.shininess; - - material.metal = this.metal; - - material.wrapAround = this.wrapAround; - material.wrapRGB.copy( this.wrapRGB ); - - material.map = this.map; - - material.lightMap = this.lightMap; - - material.bumpMap = this.bumpMap; - material.bumpScale = this.bumpScale; - - material.normalMap = this.normalMap; - material.normalScale.copy( this.normalScale ); - - 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/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.clone = function () { - - var material = new THREE.MeshDepthMaterial(); - - THREE.Material.prototype.clone.call( this, material ); - - 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.shading = THREE.FlatShading; - - this.wireframe = false; - this.wireframeLinewidth = 1; - - this.morphTargets = false; - - this.setValues( parameters ); - -}; - -THREE.MeshNormalMaterial.prototype = Object.create( THREE.Material.prototype ); - -THREE.MeshNormalMaterial.prototype.clone = function () { - - var material = new THREE.MeshNormalMaterial(); - - THREE.Material.prototype.clone.call( this, material ); - - material.shading = this.shading; - - material.wireframe = this.wireframe; - material.wireframeLinewidth = this.wireframeLinewidth; - - return material; - -}; - -// 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 : []; - -}; - -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() ); - - } - - 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() ); - - } - - 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: , - * - * 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.clone = function () { - - var material = new THREE.PointCloudMaterial(); - - THREE.Material.prototype.clone.call( this, material ); - - material.color.copy( this.color ); - - material.map = this.map; - - material.size = this.size; - material.sizeAttenuation = this.sizeAttenuation; - - material.vertexColors = this.vertexColors; - - material.fog = this.fog; - - return material; - -}; - -// 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 = null; - - 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 - - // 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; - - this.setValues( parameters ); - -}; - -THREE.ShaderMaterial.prototype = Object.create( THREE.Material.prototype ); - -THREE.ShaderMaterial.prototype.clone = function () { - - var material = new THREE.ShaderMaterial(); - - THREE.Material.prototype.clone.call( this, material ); - - material.fragmentShader = this.fragmentShader; - material.vertexShader = this.vertexShader; - - material.uniforms = THREE.UniformsUtils.clone( this.uniforms ); - - material.attributes = this.attributes; - material.defines = this.defines; - - material.shading = this.shading; - - material.wireframe = this.wireframe; - material.wireframeLinewidth = this.wireframeLinewidth; - - material.fog = this.fog; - - material.lights = this.lights; - - material.vertexColors = this.vertexColors; - - material.skinning = this.skinning; - - material.morphTargets = this.morphTargets; - material.morphNormals = this.morphNormals; - - return material; - -}; - -// 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.clone = function () { - - var material = new THREE.RawShaderMaterial(); - - THREE.ShaderMaterial.prototype.clone.call( this, material ); - - 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.clone = function () { - - var material = new THREE.SpriteMaterial(); - - THREE.Material.prototype.clone.call( this, material ); - - 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.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._needsUpdate = false; - this.onUpdate = null; - -}; - -THREE.Texture.DEFAULT_IMAGE = undefined; -THREE.Texture.DEFAULT_MAPPING = new THREE.UVMapping(); - -THREE.Texture.prototype = { - - constructor: THREE.Texture, - - get needsUpdate () { - - return this._needsUpdate; - - }, - - set needsUpdate ( value ) { - - if ( value === true ) this.update(); - - this._needsUpdate = value; - - }, - - clone: function ( texture ) { - - if ( texture === undefined ) texture = new THREE.Texture(); - - texture.image = this.image; - texture.mipmaps = this.mipmaps.slice( 0 ); - - texture.mapping = this.mapping; - - texture.wrapS = this.wrapS; - texture.wrapT = this.wrapT; - - texture.magFilter = this.magFilter; - texture.minFilter = this.minFilter; - - texture.anisotropy = this.anisotropy; - - texture.format = this.format; - texture.type = this.type; - - texture.offset.copy( this.offset ); - texture.repeat.copy( this.repeat ); - - texture.generateMipmaps = this.generateMipmaps; - texture.premultiplyAlpha = this.premultiplyAlpha; - texture.flipY = this.flipY; - texture.unpackAlignment = this.unpackAlignment; - - return texture; - - }, - - update: function () { - - this.dispatchEvent( { type: 'update' } ); - - }, - - 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 ) { - - THREE.Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); - - this.images = images; - -}; - -THREE.CubeTexture.prototype = Object.create( THREE.Texture.prototype ); - -THREE.CubeTexture.clone = function ( texture ) { - - if ( texture === undefined ) texture = new THREE.CubeTexture(); - - THREE.Texture.prototype.clone.call( this, texture ); - - 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.clone = function () { - - var texture = new THREE.CompressedTexture(); - - THREE.Texture.prototype.clone.call( this, texture ); - - 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.clone = function () { - - var texture = new THREE.DataTexture(); - - THREE.Texture.prototype.clone.call( this, texture ); - - 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 ); - -// 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 ); - -// 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 } ); - - this.sortParticles = false; - -}; - -THREE.PointCloud.prototype = Object.create( THREE.Object3D.prototype ); - -THREE.PointCloud.prototype.raycast = ( function () { - - var inverseMatrix = new THREE.Matrix4(); - var ray = new THREE.Ray(); - - return function ( 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 position = new THREE.Vector3(); - - var testPoint = function ( point, index ) { - - var rayPointDistance = ray.distanceToPoint( point ); - - if ( rayPointDistance < localThreshold ) { - - var intersectPoint = ray.closestPointToPoint( point ); - intersectPoint.applyMatrix4( object.matrixWorld ); - - var distance = raycaster.ray.origin.distanceTo( intersectPoint ); - - intersects.push( { - - distance: distance, - distanceToRay: rayPointDistance, - 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.offsets; - - if ( offsets.length === 0 ) { - - var offset = { - start: 0, - count: indices.length, - index: 0 - }; - - offsets = [ offset ]; - - } - - 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 ++ ) { - - var a = index + indices[ i ]; - - position.fromArray( positions, a * 3 ); - - testPoint( position, a ); - - } - - } - - } else { - - var pointCount = positions.length / 3; - - for ( var i = 0; i < pointCount; i ++ ) { - - position.set( - positions[ 3 * i ], - positions[ 3 * i + 1 ], - positions[ 3 * i + 2 ] - ); - - testPoint( position, i ); - - } - - } - - } else { - - var vertices = this.geometry.vertices; - - for ( var i = 0; i < vertices.length; i ++ ) { - - testPoint( vertices[ i ], i ); - - } - - } - - }; - -}() ); - -THREE.PointCloud.prototype.clone = function ( object ) { - - if ( object === undefined ) object = new THREE.PointCloud( this.geometry, this.material ); - - object.sortParticles = this.sortParticles; - - THREE.Object3D.prototype.clone.call( this, object ); - - return object; - -}; - -// 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 ) { - - 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 } ); - - this.mode = ( mode !== undefined ) ? mode : THREE.LineStrip; - -}; - -THREE.LineStrip = 0; -THREE.LinePieces = 1; - -THREE.Line.prototype = Object.create( THREE.Object3D.prototype ); - -THREE.Line.prototype.raycast = ( function () { - - var inverseMatrix = new THREE.Matrix4(); - var ray = new THREE.Ray(); - var sphere = new THREE.Sphere(); - - return function ( 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 ); - - /* if ( geometry instanceof THREE.BufferGeometry ) { - - } else */ if ( geometry instanceof THREE.Geometry ) { - - var vertices = geometry.vertices; - var nbVertices = vertices.length; - var interSegment = new THREE.Vector3(); - var interRay = new THREE.Vector3(); - var step = this.mode === THREE.LineStrip ? 1 : 2; - - for ( var i = 0; i < nbVertices - 1; i = 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 ), - face: null, - faceIndex: null, - object: this - - } ); - - } - - } - - }; - -}() ); - -THREE.Line.prototype.clone = function ( object ) { - - if ( object === undefined ) object = new THREE.Line( this.geometry, this.material, this.mode ); - - THREE.Object3D.prototype.clone.call( this, object ); - - return object; - -}; - -// 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.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.log( '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(); - - return function ( raycaster, intersects ) { - - var geometry = this.geometry; - - // 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; - - } - - } - - if ( geometry instanceof THREE.BufferGeometry ) { - - var material = this.material; - - if ( material === undefined ) return; - - var attributes = geometry.attributes; - - var a, b, c; - var precision = raycaster.precision; - - if ( attributes.index !== undefined ) { - - var indices = attributes.index.array; - var positions = attributes.position.array; - var offsets = geometry.offsets; - - 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 < precision || 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: null, - object: this - - } ); - - } - - } - - } else { - - var positions = attributes.position.array; - - for ( var i = 0, j = 0, il = positions.length; i < il; i += 3, j += 9 ) { - - a = i; - b = i + 1; - c = i + 2; - - vA.fromArray( positions, j ); - vB.fromArray( positions, j + 3 ); - vC.fromArray( positions, j + 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 < precision || 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: null, - object: this - - } ); - - } - - } - - } else if ( geometry instanceof THREE.Geometry ) { - - var isFaceMaterial = this.material instanceof THREE.MeshFaceMaterial; - var objectMaterials = isFaceMaterial === true ? this.material.materials : null; - - var a, b, c, d; - var precision = raycaster.precision; - - var vertices = geometry.vertices; - - for ( var f = 0, fl = geometry.faces.length; f < fl; f ++ ) { - - var face = geometry.faces[ f ]; - - var material = isFaceMaterial === true ? objectMaterials[ face.materialIndex ] : this.material; - - if ( material === undefined ) continue; - - a = vertices[ face.a ]; - b = vertices[ face.b ]; - c = vertices[ face.c ]; - - if ( material.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.x += ( targets[ face.a ].x - a.x ) * influence; - vA.y += ( targets[ face.a ].y - a.y ) * influence; - vA.z += ( targets[ face.a ].z - a.z ) * influence; - - vB.x += ( targets[ face.b ].x - b.x ) * influence; - vB.y += ( targets[ face.b ].y - b.y ) * influence; - vB.z += ( targets[ face.b ].z - b.z ) * influence; - - vC.x += ( targets[ face.c ].x - c.x ) * influence; - vC.y += ( targets[ face.c ].y - c.y ) * influence; - vC.z += ( targets[ face.c ].z - c.z ) * influence; - - } - - vA.add( a ); - vB.add( b ); - vC.add( c ); - - a = vA; - b = vB; - c = vC; - - } - - if ( material.side === THREE.BackSide ) { - - var intersectionPoint = ray.intersectTriangle( c, b, a, true ); - - } else { - - var intersectionPoint = ray.intersectTriangle( a, b, c, material.side !== THREE.DoubleSide ); - - } - - if ( intersectionPoint === null ) continue; - - intersectionPoint.applyMatrix4( this.matrixWorld ); - - var distance = raycaster.ray.origin.distanceTo( intersectionPoint ); - - if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue; - - intersects.push( { - - distance: distance, - point: intersectionPoint, - face: face, - faceIndex: f, - object: this - - } ); - - } - - } - - }; - -}() ); - -THREE.Mesh.prototype.clone = function ( object, recursive ) { - - if ( object === undefined ) object = new THREE.Mesh( this.geometry, this.material ); - - THREE.Object3D.prototype.clone.call( this, object, recursive ); - - return object; - -}; - -// File:src/objects/Bone.js - -/** - * @author mikael emtinger / http://gomo.se/ - * @author alteredq / http://alteredqualia.com/ - * @author ikerr / http://verold.com - */ - -THREE.Bone = function ( belongsToSkin ) { - - THREE.Object3D.call( this ); - - this.skin = belongsToSkin; - -}; - -THREE.Bone.prototype = Object.create( THREE.Object3D.prototype ); - - -// 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 (8 * 8 / 4) - // 16x16 pixel texture max 64 bones (16 * 16 / 4) - // 32x32 pixel texture max 256 bones (32 * 32 / 4) - // 64x64 pixel texture max 1024 bones (64 * 64 / 4) - - var size; - - if ( this.bones.length > 256 ) - size = 64; - else if ( this.bones.length > 64 ) - size = 32; - else if ( this.bones.length > 16 ) - size = 16; - else - size = 8; - - this.boneTextureWidth = size; - this.boneTextureHeight = size; - - this.boneMatrices = new Float32Array( this.boneTextureWidth * this.boneTextureHeight * 4 ); // 4 floats per RGBA pixel - this.boneTexture = new THREE.DataTexture( this.boneMatrices, this.boneTextureWidth, this.boneTextureHeight, THREE.RGBAFormat, THREE.FloatType ); - this.boneTexture.minFilter = THREE.NearestFilter; - this.boneTexture.magFilter = THREE.NearestFilter; - this.boneTexture.generateMipmaps = false; - this.boneTexture.flipY = false; - - } else { - - this.boneMatrices = new Float32Array( 16 * 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 () { - - // 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; - - } - - }; - -} )(); - - -// 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, p, q, s; - - for ( var b = 0, bl = this.geometry.bones.length; b < bl; ++b ) { - - gbone = this.geometry.bones[ b ]; - - p = gbone.pos; - q = gbone.rotq; - s = gbone.scl; - - bone = new THREE.Bone( this ); - bones.push( bone ); - - bone.name = gbone.name; - bone.position.set( p[ 0 ], p[ 1 ], p[ 2 ] ); - bone.quaternion.set( q[ 0 ], q[ 1 ], q[ 2 ], q[ 3 ] ); - - if ( s !== undefined ) { - - bone.scale.set( s[ 0 ], s[ 1 ], s[ 2 ] ); - - } else { - - bone.scale.set( 1, 1, 1 ); - - } - - } - - 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 ) ); - -}; - - -THREE.SkinnedMesh.prototype = Object.create( THREE.Mesh.prototype ); - -THREE.SkinnedMesh.prototype.bind = function( skeleton, bindMatrix ) { - - this.skeleton = skeleton; - - if ( bindMatrix === undefined ) { - - this.updateMatrixWorld( true ); - - 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 unreckognized bindMode: ' + this.bindMode ); - - } - -}; - -THREE.SkinnedMesh.prototype.clone = function( object ) { - - if ( object === undefined ) { - - object = new THREE.SkinnedMesh( this.geometry, this.material, this.useVertexTexture ); - - } - - THREE.Mesh.prototype.clone.call( this, object ); - - return object; - -}; - - -// 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, this.geometry.morphTargets.length - 1 ); - -}; - -THREE.MorphAnimMesh.prototype = Object.create( THREE.Mesh.prototype ); - -THREE.MorphAnimMesh.prototype.setFrameRange = function ( start, end ) { - - this.startKeyframe = start; - this.endKeyframe = end; - - this.length = this.endKeyframe - this.startKeyframe + 1; - -}; - -THREE.MorphAnimMesh.prototype.setDirectionForward = function () { - - this.direction = 1; - this.directionBackwards = false; - -}; - -THREE.MorphAnimMesh.prototype.setDirectionBackward = function () { - - this.direction = - 1; - this.directionBackwards = true; - -}; - -THREE.MorphAnimMesh.prototype.parseAnimations = function () { - - var geometry = this.geometry; - - if ( ! geometry.animations ) geometry.animations = {}; - - var firstAnimation, animations = geometry.animations; - - var pattern = /([a-z]+)_?(\d+)/; - - for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) { - - var morph = geometry.morphTargets[ i ]; - var parts = morph.name.match( pattern ); - - if ( parts && parts.length > 1 ) { - - var label = parts[ 1 ]; - var num = parts[ 2 ]; - - if ( ! animations[ label ] ) animations[ label ] = { start: Infinity, end: - Infinity }; - - var animation = animations[ label ]; - - if ( i < animation.start ) animation.start = i; - if ( i > animation.end ) animation.end = i; - - if ( ! firstAnimation ) firstAnimation = label; - - } - - } - - geometry.firstAnimation = firstAnimation; - -}; - -THREE.MorphAnimMesh.prototype.setAnimationLabel = function ( label, start, end ) { - - if ( ! this.geometry.animations ) this.geometry.animations = {}; - - this.geometry.animations[ label ] = { start: start, end: end }; - -}; - -THREE.MorphAnimMesh.prototype.playAnimation = function ( label, fps ) { - - var animation = this.geometry.animations[ label ]; - - if ( animation ) { - - this.setFrameRange( animation.start, animation.end ); - this.duration = 1000 * ( ( animation.end - animation.start ) / fps ); - this.time = 0; - - } else { - - console.warn( 'animation[' + label + '] undefined' ); - - } - -}; - -THREE.MorphAnimMesh.prototype.updateAnimation = function ( delta ) { - - var frameTime = this.duration / this.length; - - this.time += this.direction * delta; - - if ( this.mirroredLoop ) { - - if ( this.time > this.duration || this.time < 0 ) { - - this.direction *= - 1; - - if ( this.time > this.duration ) { - - this.time = this.duration; - this.directionBackwards = true; - - } - - if ( this.time < 0 ) { - - this.time = 0; - this.directionBackwards = false; - - } - - } - - } else { - - this.time = this.time % this.duration; - - if ( this.time < 0 ) this.time += this.duration; - - } - - var keyframe = this.startKeyframe + THREE.Math.clamp( Math.floor( this.time / frameTime ), 0, this.length - 1 ); - - if ( keyframe !== this.currentKeyframe ) { - - this.morphTargetInfluences[ this.lastKeyframe ] = 0; - this.morphTargetInfluences[ this.currentKeyframe ] = 1; - - this.morphTargetInfluences[ keyframe ] = 0; - - this.lastKeyframe = this.currentKeyframe; - this.currentKeyframe = keyframe; - - } - - var mix = ( this.time % frameTime ) / frameTime; - - if ( this.directionBackwards ) { - - mix = 1 - mix; - - } - - this.morphTargetInfluences[ this.currentKeyframe ] = mix; - this.morphTargetInfluences[ this.lastKeyframe ] = 1 - mix; - -}; - -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 ( object ) { - - if ( object === undefined ) object = new THREE.MorphAnimMesh( this.geometry, this.material ); - - object.duration = this.duration; - object.mirroredLoop = this.mirroredLoop; - object.time = this.time; - - object.lastKeyframe = this.lastKeyframe; - object.currentKeyframe = this.currentKeyframe; - - object.direction = this.direction; - object.directionBackwards = this.directionBackwards; - - THREE.Mesh.prototype.clone.call( this, object ); - - return object; - -}; - -// 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 ); - - this.objects = []; - -}; - - -THREE.LOD.prototype = Object.create( THREE.Object3D.prototype ); - -THREE.LOD.prototype.addLevel = function ( object, distance ) { - - if ( distance === undefined ) distance = 0; - - distance = Math.abs( distance ); - - for ( var l = 0; l < this.objects.length; l ++ ) { - - if ( distance < this.objects[ l ].distance ) { - - break; - - } - - } - - this.objects.splice( l, 0, { distance: distance, object: object } ); - this.add( object ); - -}; - -THREE.LOD.prototype.getObjectForDistance = function ( distance ) { - - for ( var i = 1, l = this.objects.length; i < l; i ++ ) { - - if ( distance < this.objects[ i ].distance ) { - - break; - - } - - } - - return this.objects[ i - 1 ].object; - -}; - -THREE.LOD.prototype.raycast = ( function () { - - var matrixPosition = new THREE.Vector3(); - - return function ( 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 ( camera ) { - - if ( this.objects.length > 1 ) { - - v1.setFromMatrixPosition( camera.matrixWorld ); - v2.setFromMatrixPosition( this.matrixWorld ); - - var distance = v1.distanceTo( v2 ); - - this.objects[ 0 ].object.visible = true; - - for ( var i = 1, l = this.objects.length; i < l; i ++ ) { - - if ( distance >= this.objects[ i ].distance ) { - - this.objects[ i - 1 ].object.visible = false; - this.objects[ i ].object.visible = true; - - } else { - - break; - - } - - } - - for ( ; i < l; i ++ ) { - - this.objects[ i ].object.visible = false; - - } - - } - - }; - -}(); - -THREE.LOD.prototype.clone = function ( object ) { - - if ( object === undefined ) object = new THREE.LOD(); - - THREE.Object3D.prototype.clone.call( this, object ); - - for ( var i = 0, l = this.objects.length; i < l; i ++ ) { - var x = this.objects[ i ].object.clone(); - x.visible = i === 0; - object.addLevel( x, this.objects[ i ].distance ); - } - - return object; - -}; - -// 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 ( 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.raycast = ( function () { - - var matrixPosition = new THREE.Vector3(); - - return function ( raycaster, intersects ) { - - matrixPosition.setFromMatrixPosition( this.matrixWorld ); - - var distance = raycaster.ray.distanceToPoint( matrixPosition ); - - if ( distance > this.scale.x ) { - - return; - - } - - intersects.push( { - - distance: distance, - point: this.position, - face: null, - object: this - - } ); - - }; - -}() ); - -THREE.Sprite.prototype.clone = function ( object ) { - - if ( object === undefined ) object = new THREE.Sprite( this.material ); - - THREE.Object3D.prototype.clone.call( this, object ); - - return object; - -}; - -// 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 ); - - -/* - * 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 ontop z = 1 is back - scale: 1, // scale - rotation: 1, // rotation - opacity: opacity, // opacity - color: color, // color - blending: blending // blending - } ); - -}; - -/* - * Update lens flares update positions on all flares based on the screen position - * Set myLensFlare.customUpdateCallback to alter the flares in your project specific way. - */ - -THREE.LensFlare.prototype.updateLensFlares = function () { - - var f, fl = this.lensFlares.length; - var flare; - var vecX = - this.positionScreen.x * 2; - var vecY = - this.positionScreen.y * 2; - - for( f = 0; f < fl; f ++ ) { - - flare = this.lensFlares[ f ]; - - flare.x = this.positionScreen.x + vecX * flare.distance; - flare.y = this.positionScreen.y + vecY * flare.distance; - - flare.wantedRotation = flare.x * Math.PI * 0.25; - flare.rotation += ( flare.wantedRotation - flare.rotation ) * 0.25; - - } - -}; - - -// 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.clone = function ( object ) { - - if ( object === undefined ) object = new THREE.Scene(); - - THREE.Object3D.prototype.clone.call( this, object ); - - if ( this.fog !== null ) object.fog = this.fog.clone(); - if ( this.overrideMaterial !== null ) object.overrideMaterial = this.overrideMaterial.clone(); - - object.autoUpdate = this.autoUpdate; - object.matrixAutoUpdate = this.matrixAutoUpdate; - - return object; - -}; - -// 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/alphatest_fragment.glsl - -THREE.ShaderChunk[ 'alphatest_fragment'] = "#ifdef ALPHATEST\n\n if ( gl_FragColor.a < ALPHATEST ) discard;\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\ntransformedNormal = normalize( transformedNormal );\n\n#if MAX_DIR_LIGHTS > 0\n\nfor( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\n\n vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\n vec3 dirVector = normalize( lDirection.xyz );\n\n float dotProduct = dot( transformedNormal, dirVector );\n vec3 directionalLightWeighting = vec3( max( dotProduct, 0.0 ) );\n\n #ifdef DOUBLE_SIDED\n\n vec3 directionalLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n\n #ifdef WRAP_AROUND\n\n vec3 directionalLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n\n #endif\n\n #endif\n\n #ifdef WRAP_AROUND\n\n vec3 directionalLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\n directionalLightWeighting = mix( directionalLightWeighting, directionalLightWeightingHalf, wrapRGB );\n\n #ifdef DOUBLE_SIDED\n\n directionalLightWeightingBack = mix( directionalLightWeightingBack, directionalLightWeightingHalfBack, wrapRGB );\n\n #endif\n\n #endif\n\n vLightFront += directionalLightColor[ i ] * directionalLightWeighting;\n\n #ifdef DOUBLE_SIDED\n\n vLightBack += directionalLightColor[ i ] * directionalLightWeightingBack;\n\n #endif\n\n}\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n\n vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\n vec3 lVector = lPosition.xyz - mvPosition.xyz;\n\n float lDistance = 1.0;\n if ( pointLightDistance[ i ] > 0.0 )\n lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\n\n lVector = normalize( lVector );\n float dotProduct = dot( transformedNormal, lVector );\n\n vec3 pointLightWeighting = vec3( max( dotProduct, 0.0 ) );\n\n #ifdef DOUBLE_SIDED\n\n vec3 pointLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n\n #ifdef WRAP_AROUND\n\n vec3 pointLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n\n #endif\n\n #endif\n\n #ifdef WRAP_AROUND\n\n vec3 pointLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\n pointLightWeighting = mix( pointLightWeighting, pointLightWeightingHalf, wrapRGB );\n\n #ifdef DOUBLE_SIDED\n\n pointLightWeightingBack = mix( pointLightWeightingBack, pointLightWeightingHalfBack, wrapRGB );\n\n #endif\n\n #endif\n\n vLightFront += pointLightColor[ i ] * pointLightWeighting * lDistance;\n\n #ifdef DOUBLE_SIDED\n\n vLightBack += pointLightColor[ i ] * pointLightWeightingBack * lDistance;\n\n #endif\n\n }\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n for( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\n\n vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\n vec3 lVector = lPosition.xyz - mvPosition.xyz;\n\n float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - worldPosition.xyz ) );\n\n if ( spotEffect > spotLightAngleCos[ i ] ) {\n\n spotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );\n\n float lDistance = 1.0;\n if ( spotLightDistance[ i ] > 0.0 )\n lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );\n\n lVector = normalize( lVector );\n\n float dotProduct = dot( transformedNormal, lVector );\n vec3 spotLightWeighting = vec3( max( dotProduct, 0.0 ) );\n\n #ifdef DOUBLE_SIDED\n\n vec3 spotLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n\n #ifdef WRAP_AROUND\n\n vec3 spotLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n\n #endif\n\n #endif\n\n #ifdef WRAP_AROUND\n\n vec3 spotLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\n spotLightWeighting = mix( spotLightWeighting, spotLightWeightingHalf, wrapRGB );\n\n #ifdef DOUBLE_SIDED\n\n spotLightWeightingBack = mix( spotLightWeightingBack, spotLightWeightingHalfBack, wrapRGB );\n\n #endif\n\n #endif\n\n vLightFront += spotLightColor[ i ] * spotLightWeighting * lDistance * spotEffect;\n\n #ifdef DOUBLE_SIDED\n\n vLightBack += spotLightColor[ i ] * spotLightWeightingBack * lDistance * spotEffect;\n\n #endif\n\n }\n\n }\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\n\n vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );\n vec3 lVector = normalize( lDirection.xyz );\n\n float dotProduct = dot( transformedNormal, lVector );\n\n float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\n float hemiDiffuseWeightBack = -0.5 * dotProduct + 0.5;\n\n vLightFront += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\n\n #ifdef DOUBLE_SIDED\n\n vLightBack += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeightBack );\n\n #endif\n\n }\n\n#endif\n\nvLightFront = vLightFront * diffuse + ambient * ambientLightColor + emissive;\n\n#ifdef DOUBLE_SIDED\n\n vLightBack = vLightBack * diffuse + ambient * ambientLightColor + emissive;\n\n#endif"; - -// File:src/renderers/shaders/ShaderChunk/map_particle_pars_fragment.glsl - -THREE.ShaderChunk[ 'map_particle_pars_fragment'] = "#ifdef USE_MAP\n\n uniform sampler2D map;\n\n#endif"; - -// File:src/renderers/shaders/ShaderChunk/default_vertex.glsl - -THREE.ShaderChunk[ 'default_vertex'] = "vec4 mvPosition;\n\n#ifdef USE_SKINNING\n\n mvPosition = modelViewMatrix * skinned;\n\n#endif\n\n#if !defined( USE_SKINNING ) && defined( USE_MORPHTARGETS )\n\n mvPosition = modelViewMatrix * vec4( morphed, 1.0 );\n\n#endif\n\n#if !defined( USE_SKINNING ) && ! defined( USE_MORPHTARGETS )\n\n mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\n#endif\n\ngl_Position = projectionMatrix * mvPosition;"; - -// File:src/renderers/shaders/ShaderChunk/map_pars_fragment.glsl - -THREE.ShaderChunk[ 'map_pars_fragment'] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP )\n\n varying vec2 vUv;\n\n#endif\n\n#ifdef USE_MAP\n\n uniform sampler2D map;\n\n#endif"; - -// 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/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/lightmap_pars_vertex.glsl - -THREE.ShaderChunk[ 'lightmap_pars_vertex'] = "#ifdef USE_LIGHTMAP\n\n varying vec2 vUv2;\n\n#endif"; - -// File:src/renderers/shaders/ShaderChunk/lights_phong_fragment.glsl - -THREE.ShaderChunk[ 'lights_phong_fragment'] = "vec3 normal = normalize( vNormal );\nvec3 viewPosition = normalize( vViewPosition );\n\n#ifdef DOUBLE_SIDED\n\n normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );\n\n#endif\n\n#ifdef USE_NORMALMAP\n\n normal = perturbNormal2Arb( -vViewPosition, normal );\n\n#elif defined( USE_BUMPMAP )\n\n normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n vec3 pointDiffuse = vec3( 0.0 );\n vec3 pointSpecular = vec3( 0.0 );\n\n for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n\n vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\n vec3 lVector = lPosition.xyz + vViewPosition.xyz;\n\n float lDistance = 1.0;\n if ( pointLightDistance[ i ] > 0.0 )\n lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\n\n lVector = normalize( lVector );\n\n // diffuse\n\n float dotProduct = dot( normal, lVector );\n\n #ifdef WRAP_AROUND\n\n float pointDiffuseWeightFull = max( dotProduct, 0.0 );\n float pointDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\n\n vec3 pointDiffuseWeight = mix( vec3( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );\n\n #else\n\n float pointDiffuseWeight = max( dotProduct, 0.0 );\n\n #endif\n\n pointDiffuse += diffuse * pointLightColor[ i ] * pointDiffuseWeight * lDistance;\n\n // specular\n\n vec3 pointHalfVector = normalize( lVector + viewPosition );\n float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );\n float pointSpecularWeight = specularStrength * max( pow( pointDotNormalHalf, shininess ), 0.0 );\n\n float specularNormalization = ( shininess + 2.0 ) / 8.0;\n\n vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, pointHalfVector ), 0.0 ), 5.0 );\n pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance * specularNormalization;\n\n }\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n vec3 spotDiffuse = vec3( 0.0 );\n vec3 spotSpecular = vec3( 0.0 );\n\n for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\n\n vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\n vec3 lVector = lPosition.xyz + vViewPosition.xyz;\n\n float lDistance = 1.0;\n if ( spotLightDistance[ i ] > 0.0 )\n lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );\n\n lVector = normalize( lVector );\n\n float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );\n\n if ( spotEffect > spotLightAngleCos[ i ] ) {\n\n spotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );\n\n // diffuse\n\n float dotProduct = dot( normal, lVector );\n\n #ifdef WRAP_AROUND\n\n float spotDiffuseWeightFull = max( dotProduct, 0.0 );\n float spotDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\n\n vec3 spotDiffuseWeight = mix( vec3( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );\n\n #else\n\n float spotDiffuseWeight = max( dotProduct, 0.0 );\n\n #endif\n\n spotDiffuse += diffuse * spotLightColor[ i ] * spotDiffuseWeight * lDistance * spotEffect;\n\n // specular\n\n vec3 spotHalfVector = normalize( lVector + viewPosition );\n float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );\n float spotSpecularWeight = specularStrength * max( pow( spotDotNormalHalf, shininess ), 0.0 );\n\n float specularNormalization = ( shininess + 2.0 ) / 8.0;\n\n vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, spotHalfVector ), 0.0 ), 5.0 );\n spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * specularNormalization * spotEffect;\n\n }\n\n }\n\n#endif\n\n#if MAX_DIR_LIGHTS > 0\n\n vec3 dirDiffuse = vec3( 0.0 );\n vec3 dirSpecular = vec3( 0.0 );\n\n for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\n\n vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\n vec3 dirVector = normalize( lDirection.xyz );\n\n // diffuse\n\n float dotProduct = dot( normal, dirVector );\n\n #ifdef WRAP_AROUND\n\n float dirDiffuseWeightFull = max( dotProduct, 0.0 );\n float dirDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\n\n vec3 dirDiffuseWeight = mix( vec3( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), wrapRGB );\n\n #else\n\n float dirDiffuseWeight = max( dotProduct, 0.0 );\n\n #endif\n\n dirDiffuse += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;\n\n // specular\n\n vec3 dirHalfVector = normalize( dirVector + viewPosition );\n float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );\n float dirSpecularWeight = specularStrength * max( pow( dirDotNormalHalf, shininess ), 0.0 );\n\n /*\n // fresnel term from skin shader\n const float F0 = 0.128;\n\n float base = 1.0 - dot( viewPosition, dirHalfVector );\n float exponential = pow( base, 5.0 );\n\n float fresnel = exponential + F0 * ( 1.0 - exponential );\n */\n\n /*\n // fresnel term from fresnel shader\n const float mFresnelBias = 0.08;\n const float mFresnelScale = 0.3;\n const float mFresnelPower = 5.0;\n\n float fresnel = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( -viewPosition ), normal ), mFresnelPower );\n */\n\n float specularNormalization = ( shininess + 2.0 ) / 8.0;\n\n // dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization * fresnel;\n\n vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( dirVector, dirHalfVector ), 0.0 ), 5.0 );\n dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;\n\n\n }\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n vec3 hemiDiffuse = vec3( 0.0 );\n vec3 hemiSpecular = vec3( 0.0 );\n\n for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\n\n vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );\n vec3 lVector = normalize( lDirection.xyz );\n\n // diffuse\n\n float dotProduct = dot( normal, lVector );\n float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\n\n vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\n\n hemiDiffuse += diffuse * hemiColor;\n\n // specular (sky light)\n\n vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );\n float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;\n float hemiSpecularWeightSky = specularStrength * max( pow( max( hemiDotNormalHalfSky, 0.0 ), shininess ), 0.0 );\n\n // specular (ground light)\n\n vec3 lVectorGround = -lVector;\n\n vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );\n float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;\n float hemiSpecularWeightGround = specularStrength * max( pow( max( hemiDotNormalHalfGround, 0.0 ), shininess ), 0.0 );\n\n float dotProductGround = dot( normal, lVectorGround );\n\n float specularNormalization = ( shininess + 2.0 ) / 8.0;\n\n vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, hemiHalfVectorSky ), 0.0 ), 5.0 );\n vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 0.0 ), 5.0 );\n hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );\n\n }\n\n#endif\n\nvec3 totalDiffuse = vec3( 0.0 );\nvec3 totalSpecular = vec3( 0.0 );\n\n#if MAX_DIR_LIGHTS > 0\n\n totalDiffuse += dirDiffuse;\n totalSpecular += dirSpecular;\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n totalDiffuse += hemiDiffuse;\n totalSpecular += hemiSpecular;\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n totalDiffuse += pointDiffuse;\n totalSpecular += pointSpecular;\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n totalDiffuse += spotDiffuse;\n totalSpecular += spotSpecular;\n\n#endif\n\n#ifdef METAL\n\n gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient + totalSpecular );\n\n#else\n\n gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient ) + totalSpecular;\n\n#endif"; - -// 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/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/envmap_pars_fragment.glsl - -THREE.ShaderChunk[ 'envmap_pars_fragment'] = "#ifdef USE_ENVMAP\n\n uniform float reflectivity;\n uniform samplerCube envMap;\n uniform float flipEnvMap;\n uniform int combine;\n\n #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\n uniform bool useRefract;\n uniform float refractionRatio;\n\n #else\n\n varying vec3 vReflect;\n\n #endif\n\n#endif"; - -// 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/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/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/lightmap_pars_fragment.glsl - -THREE.ShaderChunk[ 'lightmap_pars_fragment'] = "#ifdef USE_LIGHTMAP\n\n varying vec2 vUv2;\n uniform sampler2D lightMap;\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/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/map_fragment.glsl - -THREE.ShaderChunk[ 'map_fragment'] = "#ifdef USE_MAP\n\n vec4 texelColor = texture2D( map, vUv );\n\n #ifdef GAMMA_INPUT\n\n texelColor.xyz *= texelColor.xyz;\n\n #endif\n\n gl_FragColor = gl_FragColor * texelColor;\n\n#endif"; - -// File:src/renderers/shaders/ShaderChunk/lightmap_vertex.glsl - -THREE.ShaderChunk[ 'lightmap_vertex'] = "#ifdef USE_LIGHTMAP\n\n vUv2 = uv2;\n\n#endif"; - -// File:src/renderers/shaders/ShaderChunk/map_particle_fragment.glsl - -THREE.ShaderChunk[ 'map_particle_fragment'] = "#ifdef USE_MAP\n\n gl_FragColor = gl_FragColor * texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) );\n\n#endif"; - -// 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_vertex.glsl - -THREE.ShaderChunk[ 'color_vertex'] = "#ifdef USE_COLOR\n\n #ifdef GAMMA_INPUT\n\n vColor = color * color;\n\n #else\n\n vColor = color;\n\n #endif\n\n#endif"; - -// 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/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 uniform bool useRefract;\n\n#endif\n"; - -// File:src/renderers/shaders/ShaderChunk/linear_to_gamma_fragment.glsl - -THREE.ShaderChunk[ 'linear_to_gamma_fragment'] = "#ifdef GAMMA_OUTPUT\n\n gl_FragColor.xyz = sqrt( gl_FragColor.xyz );\n\n#endif"; - -// 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/lights_lambert_pars_vertex.glsl - -THREE.ShaderChunk[ 'lights_lambert_pars_vertex'] = "uniform vec3 ambient;\nuniform vec3 diffuse;\nuniform vec3 emissive;\n\nuniform vec3 ambientLightColor;\n\n#if MAX_DIR_LIGHTS > 0\n\n uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\n uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\n uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\n uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\n uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n uniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\n uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\n uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\n uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\n uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n\n#endif\n\n#ifdef WRAP_AROUND\n\n uniform vec3 wrapRGB;\n\n#endif\n"; - -// File:src/renderers/shaders/ShaderChunk/map_pars_vertex.glsl - -THREE.ShaderChunk[ 'map_pars_vertex'] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP )\n\n varying vec2 vUv;\n uniform vec4 offsetRepeat;\n\n#endif\n"; - -// File:src/renderers/shaders/ShaderChunk/envmap_fragment.glsl - -THREE.ShaderChunk[ 'envmap_fragment'] = "#ifdef USE_ENVMAP\n\n vec3 reflectVec;\n\n #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\n vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\n // http://en.wikibooks.org/wiki/GLSL_Programming/Applying_Matrix_Transformations\n // Transforming Normal Vectors with the Inverse Transformation\n\n vec3 worldNormal = normalize( vec3( vec4( normal, 0.0 ) * viewMatrix ) );\n\n if ( useRefract ) {\n\n reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n\n } else { \n\n reflectVec = reflect( cameraToVertex, worldNormal );\n\n }\n\n #else\n\n reflectVec = vReflect;\n\n #endif\n\n #ifdef DOUBLE_SIDED\n\n float flipNormal = ( -1.0 + 2.0 * float( gl_FrontFacing ) );\n vec4 cubeColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\n #else\n\n vec4 cubeColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\n #endif\n\n #ifdef GAMMA_INPUT\n\n cubeColor.xyz *= cubeColor.xyz;\n\n #endif\n\n if ( combine == 1 ) {\n\n gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularStrength * reflectivity );\n\n } else if ( combine == 2 ) {\n\n gl_FragColor.xyz += cubeColor.xyz * specularStrength * reflectivity;\n\n } else {\n\n gl_FragColor.xyz = mix( gl_FragColor.xyz, gl_FragColor.xyz * cubeColor.xyz, specularStrength * reflectivity );\n\n }\n\n#endif"; - -// 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/logdepthbuf_vertex.glsl - -THREE.ShaderChunk[ 'logdepthbuf_vertex'] = "#ifdef USE_LOGDEPTHBUF\n\n gl_Position.z = log2(max(1e-6, gl_Position.w + 1.0)) * logDepthBufFC;\n\n #ifdef USE_LOGDEPTHBUF_EXT\n\n vFragDepth = 1.0 + gl_Position.w;\n\n#else\n\n gl_Position.z = (gl_Position.z - 1.0) * gl_Position.w;\n\n #endif\n\n#endif"; - -// 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/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/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 const float LOG2 = 1.442695;\n float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );\n fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );\n\n #else\n\n float fogFactor = smoothstep( fogNear, fogFar, depth );\n\n #endif\n \n gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );\n\n#endif"; - -// 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"; - -// File:src/renderers/shaders/ShaderChunk/defaultnormal_vertex.glsl - -THREE.ShaderChunk[ 'defaultnormal_vertex'] = "vec3 objectNormal;\n\n#ifdef USE_SKINNING\n\n objectNormal = skinnedNormal.xyz;\n\n#endif\n\n#if !defined( USE_SKINNING ) && defined( USE_MORPHNORMALS )\n\n objectNormal = morphedNormal;\n\n#endif\n\n#if !defined( USE_SKINNING ) && ! defined( USE_MORPHNORMALS )\n\n objectNormal = normal;\n\n#endif\n\n#ifdef FLIP_SIDED\n\n objectNormal = -objectNormal;\n\n#endif\n\nvec3 transformedNormal = normalMatrix * objectNormal;"; - -// 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\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\n uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\n uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\n uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\n uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n\n uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )\n\n varying vec3 vWorldPosition;\n\n#endif\n\n#ifdef WRAP_AROUND\n\n uniform vec3 wrapRGB;\n\n#endif\n\nvarying vec3 vViewPosition;\nvarying vec3 vNormal;"; - -// 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/map_vertex.glsl - -THREE.ShaderChunk[ 'map_vertex'] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP )\n\n vUv = uv * offsetRepeat.zw + offsetRepeat.xy;\n\n#endif"; - -// File:src/renderers/shaders/ShaderChunk/lightmap_fragment.glsl - -THREE.ShaderChunk[ 'lightmap_fragment'] = "#ifdef USE_LIGHTMAP\n\n gl_FragColor = gl_FragColor * texture2D( lightMap, vUv2 );\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/color_fragment.glsl - -THREE.ShaderChunk[ 'color_fragment'] = "#ifdef USE_COLOR\n\n gl_FragColor = gl_FragColor * vec4( vColor, 1.0 );\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/envmap_vertex.glsl - -THREE.ShaderChunk[ 'envmap_vertex'] = "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG )\n\n vec3 worldNormal = mat3( modelMatrix[ 0 ].xyz, modelMatrix[ 1 ].xyz, modelMatrix[ 2 ].xyz ) * objectNormal;\n worldNormal = normalize( worldNormal );\n\n vec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\n if ( useRefract ) {\n\n vReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\n } else {\n\n vReflect = reflect( cameraToVertex, worldNormal );\n\n }\n\n#endif"; - -// 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 #ifdef SHADOWMAP_CASCADE\n\n int inFrustumCount = 0;\n\n #endif\n\n float fDepth;\n vec3 shadowColor = vec3( 1.0 );\n\n for( int i = 0; i < MAX_SHADOWS; i ++ ) {\n\n vec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;\n\n // if ( something && something ) breaks ATI OpenGL shader compiler\n // if ( all( something, something ) ) using this instead\n\n bvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n bool inFrustum = all( inFrustumVec );\n\n // don't shadow pixels outside of light frustum\n // use just first frustum (for cascades)\n // don't shadow pixels behind far plane of light frustum\n\n #ifdef SHADOWMAP_CASCADE\n\n inFrustumCount += int( inFrustum );\n bvec3 frustumTestVec = bvec3( inFrustum, inFrustumCount == 1, shadowCoord.z <= 1.0 );\n\n #else\n\n bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\n #endif\n\n bool frustumTest = all( frustumTestVec );\n\n if ( frustumTest ) {\n\n shadowCoord.z += shadowBias[ i ];\n\n #if defined( SHADOWMAP_TYPE_PCF )\n\n // Percentage-close filtering\n // (9 pixel kernel)\n // http://fabiensanglard.net/shadowmappingPCF/\n\n float shadow = 0.0;\n\n /*\n // nested loops breaks shader compiler / validator on some ATI cards when using OpenGL\n // must enroll loop manually\n\n for ( float y = -1.25; y <= 1.25; y += 1.25 )\n for ( float x = -1.25; x <= 1.25; x += 1.25 ) {\n\n vec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );\n\n // doesn't seem to produce any noticeable visual difference compared to simple texture2D lookup\n //vec4 rgbaDepth = texture2DProj( shadowMap[ i ], vec4( vShadowCoord[ i ].w * ( vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy ), 0.05, vShadowCoord[ i ].w ) );\n\n float fDepth = unpackDepth( rgbaDepth );\n\n if ( fDepth < shadowCoord.z )\n shadow += 1.0;\n\n }\n\n shadow /= 9.0;\n\n */\n\n const float shadowDelta = 1.0 / 9.0;\n\n float xPixelOffset = 1.0 / shadowMapSize[ i ].x;\n float yPixelOffset = 1.0 / shadowMapSize[ i ].y;\n\n float dx0 = -1.25 * xPixelOffset;\n float dy0 = -1.25 * yPixelOffset;\n float dx1 = 1.25 * xPixelOffset;\n float dy1 = 1.25 * yPixelOffset;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );\n\n #elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\n // Percentage-close filtering\n // (9 pixel kernel)\n // http://fabiensanglard.net/shadowmappingPCF/\n\n float shadow = 0.0;\n\n float xPixelOffset = 1.0 / shadowMapSize[ i ].x;\n float yPixelOffset = 1.0 / shadowMapSize[ i ].y;\n\n float dx0 = -1.0 * xPixelOffset;\n float dy0 = -1.0 * yPixelOffset;\n float dx1 = 1.0 * xPixelOffset;\n float dy1 = 1.0 * yPixelOffset;\n\n mat3 shadowKernel;\n mat3 depthKernel;\n\n depthKernel[0][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );\n depthKernel[0][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );\n depthKernel[0][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );\n depthKernel[1][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );\n depthKernel[1][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );\n depthKernel[1][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );\n depthKernel[2][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );\n depthKernel[2][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );\n depthKernel[2][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );\n\n vec3 shadowZ = vec3( shadowCoord.z );\n shadowKernel[0] = vec3(lessThan(depthKernel[0], shadowZ ));\n shadowKernel[0] *= vec3(0.25);\n\n shadowKernel[1] = vec3(lessThan(depthKernel[1], shadowZ ));\n shadowKernel[1] *= vec3(0.25);\n\n shadowKernel[2] = vec3(lessThan(depthKernel[2], shadowZ ));\n shadowKernel[2] *= vec3(0.25);\n\n vec2 fractionalCoord = 1.0 - fract( shadowCoord.xy * shadowMapSize[i].xy );\n\n shadowKernel[0] = mix( shadowKernel[1], shadowKernel[0], fractionalCoord.x );\n shadowKernel[1] = mix( shadowKernel[2], shadowKernel[1], fractionalCoord.x );\n\n vec4 shadowValues;\n shadowValues.x = mix( shadowKernel[0][1], shadowKernel[0][0], fractionalCoord.y );\n shadowValues.y = mix( shadowKernel[0][2], shadowKernel[0][1], fractionalCoord.y );\n shadowValues.z = mix( shadowKernel[1][1], shadowKernel[1][0], fractionalCoord.y );\n shadowValues.w = mix( shadowKernel[1][2], shadowKernel[1][1], fractionalCoord.y );\n\n shadow = dot( shadowValues, vec4( 1.0 ) );\n\n shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );\n\n #else\n\n vec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );\n float fDepth = unpackDepth( rgbaDepth );\n\n if ( fDepth < shadowCoord.z )\n\n // spot with multiple shadows is darker\n\n shadowColor = shadowColor * vec3( 1.0 - shadowDarkness[ i ] );\n\n // spot with multiple shadows has the same color as single shadow spot\n\n // shadowColor = min( shadowColor, vec3( shadowDarkness[ i ] ) );\n\n #endif\n\n }\n\n\n #ifdef SHADOWMAP_DEBUG\n\n #ifdef SHADOWMAP_CASCADE\n\n if ( inFrustum && inFrustumCount == 1 ) gl_FragColor.xyz *= frustumColors[ i ];\n\n #else\n\n if ( inFrustum ) gl_FragColor.xyz *= frustumColors[ i ];\n\n #endif\n\n #endif\n\n }\n\n #ifdef GAMMA_OUTPUT\n\n shadowColor *= shadowColor;\n\n #endif\n\n gl_FragColor.xyz = gl_FragColor.xyz * shadowColor;\n\n#endif\n"; - -// 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 #endif\n\n #if defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )\n\n vec4 worldPosition = modelMatrix * vec4( morphed, 1.0 );\n\n #endif\n\n #if ! defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )\n\n vec4 worldPosition = modelMatrix * vec4( position, 1.0 );\n\n #endif\n\n#endif"; - -// 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/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/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 #extension GL_EXT_frag_depth : enable\n varying float vFragDepth;\n\n #endif\n\n#endif"; - -// File:src/renderers/shaders/ShaderChunk/alphamap_fragment.glsl - -THREE.ShaderChunk[ 'alphamap_fragment'] = "#ifdef USE_ALPHAMAP\n\n gl_FragColor.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/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.Matrix4 || - parameter_src instanceof THREE.Texture ) { - - uniforms_dst[ u ][ p ] = parameter_src.clone(); - - } else if ( parameter_src instanceof Array ) { - - uniforms_dst[ u ][ p ] = parameter_src.slice(); - - } else { - - uniforms_dst[ u ][ p ] = parameter_src; - - } - - } - - } - - return uniforms_dst; - - } - -}; - -// 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 ) }, - - "lightMap" : { type: "t", value: null }, - "specularMap" : { type: "t", value: null }, - "alphaMap" : { type: "t", value: null }, - - "envMap" : { type: "t", value: null }, - "flipEnvMap" : { type: "f", value: - 1 }, - "useRefract" : { type: "i", value: 0 }, - "reflectivity" : { type: "f", value: 1.0 }, - "refractionRatio" : { type: "f", value: 0.98 }, - "combine" : { type: "i", value: 0 }, - - "morphTargetInfluences" : { type: "f", value: 0 } - - }, - - bump: { - - "bumpMap" : { type: "t", value: 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: [] }, - - "spotLightColor" : { type: "fv", value: [] }, - "spotLightPosition" : { type: "fv", value: [] }, - "spotLightDirection" : { type: "fv", value: [] }, - "spotLightDistance" : { type: "fv1", value: [] }, - "spotLightAngleCos" : { type: "fv1", value: [] }, - "spotLightExponent" : { type: "fv1", value: [] } - - }, - - particle: { - - "psColor" : { type: "c", value: new THREE.Color( 0xeeeeee ) }, - "opacity" : { type: "f", value: 1.0 }, - "size" : { type: "f", value: 1.0 }, - "scale" : { type: "f", value: 1.0 }, - "map" : { type: "t", value: null }, - - "fogDensity" : { type: "f", value: 0.00025 }, - "fogNear" : { type: "f", value: 1 }, - "fogFar" : { type: "f", value: 2000 }, - "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) } - - }, - - shadowmap: { - - "shadowMap": { type: "tv", value: [] }, - "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[ "fog" ], - THREE.UniformsLib[ "shadowmap" ] - - ] ), - - vertexShader: [ - - THREE.ShaderChunk[ "map_pars_vertex" ], - THREE.ShaderChunk[ "lightmap_pars_vertex" ], - THREE.ShaderChunk[ "envmap_pars_vertex" ], - THREE.ShaderChunk[ "color_pars_vertex" ], - THREE.ShaderChunk[ "morphtarget_pars_vertex" ], - THREE.ShaderChunk[ "skinning_pars_vertex" ], - THREE.ShaderChunk[ "shadowmap_pars_vertex" ], - THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ], - - "void main() {", - - THREE.ShaderChunk[ "map_vertex" ], - THREE.ShaderChunk[ "lightmap_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[ "color_pars_fragment" ], - THREE.ShaderChunk[ "map_pars_fragment" ], - THREE.ShaderChunk[ "alphamap_pars_fragment" ], - THREE.ShaderChunk[ "lightmap_pars_fragment" ], - THREE.ShaderChunk[ "envmap_pars_fragment" ], - THREE.ShaderChunk[ "fog_pars_fragment" ], - THREE.ShaderChunk[ "shadowmap_pars_fragment" ], - THREE.ShaderChunk[ "specularmap_pars_fragment" ], - THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ], - - "void main() {", - - " gl_FragColor = vec4( diffuse, opacity );", - - THREE.ShaderChunk[ "logdepthbuf_fragment" ], - THREE.ShaderChunk[ "map_fragment" ], - THREE.ShaderChunk[ "alphamap_fragment" ], - THREE.ShaderChunk[ "alphatest_fragment" ], - THREE.ShaderChunk[ "specularmap_fragment" ], - THREE.ShaderChunk[ "lightmap_fragment" ], - THREE.ShaderChunk[ "color_fragment" ], - THREE.ShaderChunk[ "envmap_fragment" ], - THREE.ShaderChunk[ "shadowmap_fragment" ], - - THREE.ShaderChunk[ "linear_to_gamma_fragment" ], - - THREE.ShaderChunk[ "fog_fragment" ], - - "}" - - ].join("\n") - - }, - - 'lambert': { - - uniforms: THREE.UniformsUtils.merge( [ - - THREE.UniformsLib[ "common" ], - THREE.UniformsLib[ "fog" ], - THREE.UniformsLib[ "lights" ], - THREE.UniformsLib[ "shadowmap" ], - - { - "ambient" : { type: "c", value: new THREE.Color( 0xffffff ) }, - "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) }, - "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) } - } - - ] ), - - vertexShader: [ - - "#define LAMBERT", - - "varying vec3 vLightFront;", - - "#ifdef DOUBLE_SIDED", - - " varying vec3 vLightBack;", - - "#endif", - - THREE.ShaderChunk[ "map_pars_vertex" ], - THREE.ShaderChunk[ "lightmap_pars_vertex" ], - THREE.ShaderChunk[ "envmap_pars_vertex" ], - THREE.ShaderChunk[ "lights_lambert_pars_vertex" ], - THREE.ShaderChunk[ "color_pars_vertex" ], - THREE.ShaderChunk[ "morphtarget_pars_vertex" ], - THREE.ShaderChunk[ "skinning_pars_vertex" ], - THREE.ShaderChunk[ "shadowmap_pars_vertex" ], - THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ], - - "void main() {", - - THREE.ShaderChunk[ "map_vertex" ], - THREE.ShaderChunk[ "lightmap_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 float opacity;", - - "varying vec3 vLightFront;", - - "#ifdef DOUBLE_SIDED", - - " varying vec3 vLightBack;", - - "#endif", - - THREE.ShaderChunk[ "color_pars_fragment" ], - THREE.ShaderChunk[ "map_pars_fragment" ], - THREE.ShaderChunk[ "alphamap_pars_fragment" ], - THREE.ShaderChunk[ "lightmap_pars_fragment" ], - THREE.ShaderChunk[ "envmap_pars_fragment" ], - THREE.ShaderChunk[ "fog_pars_fragment" ], - THREE.ShaderChunk[ "shadowmap_pars_fragment" ], - THREE.ShaderChunk[ "specularmap_pars_fragment" ], - THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ], - - "void main() {", - - " gl_FragColor = vec4( vec3( 1.0 ), opacity );", - - THREE.ShaderChunk[ "logdepthbuf_fragment" ], - THREE.ShaderChunk[ "map_fragment" ], - THREE.ShaderChunk[ "alphamap_fragment" ], - THREE.ShaderChunk[ "alphatest_fragment" ], - THREE.ShaderChunk[ "specularmap_fragment" ], - - " #ifdef DOUBLE_SIDED", - - //"float isFront = float( gl_FrontFacing );", - //"gl_FragColor.xyz *= isFront * vLightFront + ( 1.0 - isFront ) * vLightBack;", - - " if ( gl_FrontFacing )", - " gl_FragColor.xyz *= vLightFront;", - " else", - " gl_FragColor.xyz *= vLightBack;", - - " #else", - - " gl_FragColor.xyz *= vLightFront;", - - " #endif", - - THREE.ShaderChunk[ "lightmap_fragment" ], - THREE.ShaderChunk[ "color_fragment" ], - THREE.ShaderChunk[ "envmap_fragment" ], - THREE.ShaderChunk[ "shadowmap_fragment" ], - - THREE.ShaderChunk[ "linear_to_gamma_fragment" ], - - THREE.ShaderChunk[ "fog_fragment" ], - - "}" - - ].join("\n") - - }, - - 'phong': { - - uniforms: THREE.UniformsUtils.merge( [ - - THREE.UniformsLib[ "common" ], - THREE.UniformsLib[ "bump" ], - THREE.UniformsLib[ "normalmap" ], - THREE.UniformsLib[ "fog" ], - THREE.UniformsLib[ "lights" ], - THREE.UniformsLib[ "shadowmap" ], - - { - "ambient" : { type: "c", value: new THREE.Color( 0xffffff ) }, - "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) }, - "specular" : { type: "c", value: new THREE.Color( 0x111111 ) }, - "shininess": { type: "f", value: 30 }, - "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) } - } - - ] ), - - vertexShader: [ - - "#define PHONG", - - "varying vec3 vViewPosition;", - "varying vec3 vNormal;", - - THREE.ShaderChunk[ "map_pars_vertex" ], - THREE.ShaderChunk[ "lightmap_pars_vertex" ], - THREE.ShaderChunk[ "envmap_pars_vertex" ], - THREE.ShaderChunk[ "lights_phong_pars_vertex" ], - THREE.ShaderChunk[ "color_pars_vertex" ], - THREE.ShaderChunk[ "morphtarget_pars_vertex" ], - THREE.ShaderChunk[ "skinning_pars_vertex" ], - THREE.ShaderChunk[ "shadowmap_pars_vertex" ], - THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ], - - "void main() {", - - THREE.ShaderChunk[ "map_vertex" ], - THREE.ShaderChunk[ "lightmap_vertex" ], - THREE.ShaderChunk[ "color_vertex" ], - - THREE.ShaderChunk[ "morphnormal_vertex" ], - THREE.ShaderChunk[ "skinbase_vertex" ], - THREE.ShaderChunk[ "skinnormal_vertex" ], - THREE.ShaderChunk[ "defaultnormal_vertex" ], - - " vNormal = normalize( transformedNormal );", - - 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 float opacity;", - - "uniform vec3 ambient;", - "uniform vec3 emissive;", - "uniform vec3 specular;", - "uniform float shininess;", - - THREE.ShaderChunk[ "color_pars_fragment" ], - THREE.ShaderChunk[ "map_pars_fragment" ], - THREE.ShaderChunk[ "alphamap_pars_fragment" ], - THREE.ShaderChunk[ "lightmap_pars_fragment" ], - THREE.ShaderChunk[ "envmap_pars_fragment" ], - THREE.ShaderChunk[ "fog_pars_fragment" ], - THREE.ShaderChunk[ "lights_phong_pars_fragment" ], - THREE.ShaderChunk[ "shadowmap_pars_fragment" ], - THREE.ShaderChunk[ "bumpmap_pars_fragment" ], - THREE.ShaderChunk[ "normalmap_pars_fragment" ], - THREE.ShaderChunk[ "specularmap_pars_fragment" ], - THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ], - - "void main() {", - - " gl_FragColor = vec4( vec3( 1.0 ), opacity );", - - THREE.ShaderChunk[ "logdepthbuf_fragment" ], - THREE.ShaderChunk[ "map_fragment" ], - THREE.ShaderChunk[ "alphamap_fragment" ], - THREE.ShaderChunk[ "alphatest_fragment" ], - THREE.ShaderChunk[ "specularmap_fragment" ], - - THREE.ShaderChunk[ "lights_phong_fragment" ], - - THREE.ShaderChunk[ "lightmap_fragment" ], - THREE.ShaderChunk[ "color_fragment" ], - THREE.ShaderChunk[ "envmap_fragment" ], - THREE.ShaderChunk[ "shadowmap_fragment" ], - - THREE.ShaderChunk[ "linear_to_gamma_fragment" ], - - THREE.ShaderChunk[ "fog_fragment" ], - - "}" - - ].join("\n") - - }, - - 'particle_basic': { - - uniforms: THREE.UniformsUtils.merge( [ - - THREE.UniformsLib[ "particle" ], - THREE.UniformsLib[ "shadowmap" ] - - ] ), - - vertexShader: [ - - "uniform float size;", - "uniform float scale;", - - THREE.ShaderChunk[ "color_pars_vertex" ], - THREE.ShaderChunk[ "shadowmap_pars_vertex" ], - 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[ "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() {", - - " gl_FragColor = vec4( psColor, opacity );", - - THREE.ShaderChunk[ "logdepthbuf_fragment" ], - THREE.ShaderChunk[ "map_particle_fragment" ], - THREE.ShaderChunk[ "alphatest_fragment" ], - THREE.ShaderChunk[ "color_fragment" ], - THREE.ShaderChunk[ "shadowmap_fragment" ], - THREE.ShaderChunk[ "fog_fragment" ], - - "}" - - ].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[ "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[ "color_pars_fragment" ], - THREE.ShaderChunk[ "fog_pars_fragment" ], - THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ], - - "void main() {", - - " if ( mod( vLineDistance, totalSize ) > dashSize ) {", - - " discard;", - - " }", - - " gl_FragColor = vec4( diffuse, opacity );", - - THREE.ShaderChunk[ "logdepthbuf_fragment" ], - THREE.ShaderChunk[ "color_fragment" ], - THREE.ShaderChunk[ "fog_fragment" ], - - "}" - - ].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[ "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[ "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[ "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[ "logdepthbuf_pars_fragment" ], - - "void main() {", - - " gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );", - - THREE.ShaderChunk[ "logdepthbuf_fragment" ], - - "}" - - ].join("\n") - - }, - - /* ------------------------------------------------------------------------- - // Normal map shader - // - Blinn-Phong - // - normal + diffuse + specular + AO + displacement + reflection + shadow maps - // - point and directional lights (use with "lights: true" material option) - ------------------------------------------------------------------------- */ - - 'normalmap' : { - - uniforms: THREE.UniformsUtils.merge( [ - - THREE.UniformsLib[ "fog" ], - THREE.UniformsLib[ "lights" ], - THREE.UniformsLib[ "shadowmap" ], - - { - - "enableAO" : { type: "i", value: 0 }, - "enableDiffuse" : { type: "i", value: 0 }, - "enableSpecular" : { type: "i", value: 0 }, - "enableReflection" : { type: "i", value: 0 }, - "enableDisplacement": { type: "i", value: 0 }, - - "tDisplacement": { type: "t", value: null }, // must go first as this is vertex texture - "tDiffuse" : { type: "t", value: null }, - "tCube" : { type: "t", value: null }, - "tNormal" : { type: "t", value: null }, - "tSpecular" : { type: "t", value: null }, - "tAO" : { type: "t", value: null }, - - "uNormalScale": { type: "v2", value: new THREE.Vector2( 1, 1 ) }, - - "uDisplacementBias": { type: "f", value: 0.0 }, - "uDisplacementScale": { type: "f", value: 1.0 }, - - "diffuse": { type: "c", value: new THREE.Color( 0xffffff ) }, - "specular": { type: "c", value: new THREE.Color( 0x111111 ) }, - "ambient": { type: "c", value: new THREE.Color( 0xffffff ) }, - "shininess": { type: "f", value: 30 }, - "opacity": { type: "f", value: 1 }, - - "useRefract": { type: "i", value: 0 }, - "refractionRatio": { type: "f", value: 0.98 }, - "reflectivity": { type: "f", value: 0.5 }, - - "uOffset" : { type: "v2", value: new THREE.Vector2( 0, 0 ) }, - "uRepeat" : { type: "v2", value: new THREE.Vector2( 1, 1 ) }, - - "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) } - - } - - ] ), - - fragmentShader: [ - - "uniform vec3 ambient;", - "uniform vec3 diffuse;", - "uniform vec3 specular;", - "uniform float shininess;", - "uniform float opacity;", - - "uniform bool enableDiffuse;", - "uniform bool enableSpecular;", - "uniform bool enableAO;", - "uniform bool enableReflection;", - - "uniform sampler2D tDiffuse;", - "uniform sampler2D tNormal;", - "uniform sampler2D tSpecular;", - "uniform sampler2D tAO;", - - "uniform samplerCube tCube;", - - "uniform vec2 uNormalScale;", - - "uniform bool useRefract;", - "uniform float refractionRatio;", - "uniform float reflectivity;", - - "varying vec3 vTangent;", - "varying vec3 vBinormal;", - "varying vec3 vNormal;", - "varying vec2 vUv;", - - "uniform vec3 ambientLightColor;", - - "#if MAX_DIR_LIGHTS > 0", - - " uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];", - " uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];", - - "#endif", - - "#if MAX_HEMI_LIGHTS > 0", - - " uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];", - " uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];", - " uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];", - - "#endif", - - "#if MAX_POINT_LIGHTS > 0", - - " uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];", - " uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];", - " uniform float pointLightDistance[ MAX_POINT_LIGHTS ];", - - "#endif", - - "#if MAX_SPOT_LIGHTS > 0", - - " uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];", - " uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];", - " uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];", - " uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];", - " uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];", - " uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];", - - "#endif", - - "#ifdef WRAP_AROUND", - - " uniform vec3 wrapRGB;", - - "#endif", - - "varying vec3 vWorldPosition;", - "varying vec3 vViewPosition;", - - THREE.ShaderChunk[ "shadowmap_pars_fragment" ], - THREE.ShaderChunk[ "fog_pars_fragment" ], - THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ], - - "void main() {", - THREE.ShaderChunk[ "logdepthbuf_fragment" ], - - " gl_FragColor = vec4( vec3( 1.0 ), opacity );", - - " vec3 specularTex = vec3( 1.0 );", - - " vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;", - " normalTex.xy *= uNormalScale;", - " normalTex = normalize( normalTex );", - - " if( enableDiffuse ) {", - - " #ifdef GAMMA_INPUT", - - " vec4 texelColor = texture2D( tDiffuse, vUv );", - " texelColor.xyz *= texelColor.xyz;", - - " gl_FragColor = gl_FragColor * texelColor;", - - " #else", - - " gl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );", - - " #endif", - - " }", - - " if( enableAO ) {", - - " #ifdef GAMMA_INPUT", - - " vec4 aoColor = texture2D( tAO, vUv );", - " aoColor.xyz *= aoColor.xyz;", - - " gl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;", - - " #else", - - " gl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;", - - " #endif", - - " }", - - THREE.ShaderChunk[ "alphatest_fragment" ], - - " if( enableSpecular )", - " specularTex = texture2D( tSpecular, vUv ).xyz;", - - " mat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );", - " vec3 finalNormal = tsb * normalTex;", - - " #ifdef FLIP_SIDED", - - " finalNormal = -finalNormal;", - - " #endif", - - " vec3 normal = normalize( finalNormal );", - " vec3 viewPosition = normalize( vViewPosition );", - - // point lights - - " #if MAX_POINT_LIGHTS > 0", - - " vec3 pointDiffuse = vec3( 0.0 );", - " vec3 pointSpecular = vec3( 0.0 );", - - " for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {", - - " vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );", - " vec3 pointVector = lPosition.xyz + vViewPosition.xyz;", - - " float pointDistance = 1.0;", - " if ( pointLightDistance[ i ] > 0.0 )", - " pointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );", - - " pointVector = normalize( pointVector );", - - // diffuse - - " #ifdef WRAP_AROUND", - - " float pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );", - " float pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );", - - " vec3 pointDiffuseWeight = mix( vec3( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );", - - " #else", - - " float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );", - - " #endif", - - " pointDiffuse += pointDistance * pointLightColor[ i ] * diffuse * pointDiffuseWeight;", - - // specular - - " vec3 pointHalfVector = normalize( pointVector + viewPosition );", - " float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );", - " float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, shininess ), 0.0 );", - - " float specularNormalization = ( shininess + 2.0 ) / 8.0;", - - " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( pointVector, pointHalfVector ), 0.0 ), 5.0 );", - " pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;", - - " }", - - " #endif", - - // spot lights - - " #if MAX_SPOT_LIGHTS > 0", - - " vec3 spotDiffuse = vec3( 0.0 );", - " vec3 spotSpecular = vec3( 0.0 );", - - " for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {", - - " vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );", - " vec3 spotVector = lPosition.xyz + vViewPosition.xyz;", - - " float spotDistance = 1.0;", - " if ( spotLightDistance[ i ] > 0.0 )", - " spotDistance = 1.0 - min( ( length( spotVector ) / spotLightDistance[ i ] ), 1.0 );", - - " spotVector = normalize( spotVector );", - - " float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );", - - " if ( spotEffect > spotLightAngleCos[ i ] ) {", - - " spotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );", - - // diffuse - - " #ifdef WRAP_AROUND", - - " float spotDiffuseWeightFull = max( dot( normal, spotVector ), 0.0 );", - " float spotDiffuseWeightHalf = max( 0.5 * dot( normal, spotVector ) + 0.5, 0.0 );", - - " vec3 spotDiffuseWeight = mix( vec3( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );", - - " #else", - - " float spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );", - - " #endif", - - " spotDiffuse += spotDistance * spotLightColor[ i ] * diffuse * spotDiffuseWeight * spotEffect;", - - // specular - - " vec3 spotHalfVector = normalize( spotVector + viewPosition );", - " float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );", - " float spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, shininess ), 0.0 );", - - " float specularNormalization = ( shininess + 2.0 ) / 8.0;", - - " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( spotVector, spotHalfVector ), 0.0 ), 5.0 );", - " spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;", - - " }", - - " }", - - " #endif", - - // directional lights - - " #if MAX_DIR_LIGHTS > 0", - - " vec3 dirDiffuse = vec3( 0.0 );", - " vec3 dirSpecular = vec3( 0.0 );", - - " for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {", - - " vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );", - " vec3 dirVector = normalize( lDirection.xyz );", - - // diffuse - - " #ifdef WRAP_AROUND", - - " float directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );", - " float directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );", - - " vec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );", - - " #else", - - " float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );", - - " #endif", - - " dirDiffuse += directionalLightColor[ i ] * diffuse * dirDiffuseWeight;", - - // specular - - " vec3 dirHalfVector = normalize( dirVector + viewPosition );", - " float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );", - " float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, shininess ), 0.0 );", - - " float specularNormalization = ( shininess + 2.0 ) / 8.0;", - - " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( dirVector, dirHalfVector ), 0.0 ), 5.0 );", - " dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;", - - " }", - - " #endif", - - // hemisphere lights - - " #if MAX_HEMI_LIGHTS > 0", - - " vec3 hemiDiffuse = vec3( 0.0 );", - " vec3 hemiSpecular = vec3( 0.0 );" , - - " for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {", - - " vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );", - " vec3 lVector = normalize( lDirection.xyz );", - - // diffuse - - " float dotProduct = dot( normal, lVector );", - " float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;", - - " vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );", - - " hemiDiffuse += diffuse * hemiColor;", - - // specular (sky light) - - - " vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );", - " float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;", - " float hemiSpecularWeightSky = specularTex.r * max( pow( max( hemiDotNormalHalfSky, 0.0 ), shininess ), 0.0 );", - - // specular (ground light) - - " vec3 lVectorGround = -lVector;", - - " vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );", - " float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;", - " float hemiSpecularWeightGround = specularTex.r * max( pow( max( hemiDotNormalHalfGround, 0.0 ), shininess ), 0.0 );", - - " float dotProductGround = dot( normal, lVectorGround );", - - " float specularNormalization = ( shininess + 2.0 ) / 8.0;", - - " vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, hemiHalfVectorSky ), 0.0 ), 5.0 );", - " vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 0.0 ), 5.0 );", - " hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );", - - " }", - - " #endif", - - // all lights contribution summation - - " vec3 totalDiffuse = vec3( 0.0 );", - " vec3 totalSpecular = vec3( 0.0 );", - - " #if MAX_DIR_LIGHTS > 0", - - " totalDiffuse += dirDiffuse;", - " totalSpecular += dirSpecular;", - - " #endif", - - " #if MAX_HEMI_LIGHTS > 0", - - " totalDiffuse += hemiDiffuse;", - " totalSpecular += hemiSpecular;", - - " #endif", - - " #if MAX_POINT_LIGHTS > 0", - - " totalDiffuse += pointDiffuse;", - " totalSpecular += pointSpecular;", - - " #endif", - - " #if MAX_SPOT_LIGHTS > 0", - - " totalDiffuse += spotDiffuse;", - " totalSpecular += spotSpecular;", - - " #endif", - - " #ifdef METAL", - - " gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient + totalSpecular );", - - " #else", - - " gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient ) + totalSpecular;", - - " #endif", - - " if ( enableReflection ) {", - - " vec3 vReflect;", - " vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );", - - " if ( useRefract ) {", - - " vReflect = refract( cameraToVertex, normal, refractionRatio );", - - " } else {", - - " vReflect = reflect( cameraToVertex, normal );", - - " }", - - " vec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );", - - " #ifdef GAMMA_INPUT", - - " cubeColor.xyz *= cubeColor.xyz;", - - " #endif", - - " gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * reflectivity );", - - " }", - - THREE.ShaderChunk[ "shadowmap_fragment" ], - THREE.ShaderChunk[ "linear_to_gamma_fragment" ], - THREE.ShaderChunk[ "fog_fragment" ], - - "}" - - ].join("\n"), - - vertexShader: [ - - "attribute vec4 tangent;", - - "uniform vec2 uOffset;", - "uniform vec2 uRepeat;", - - "uniform bool enableDisplacement;", - - "#ifdef VERTEX_TEXTURES", - - " uniform sampler2D tDisplacement;", - " uniform float uDisplacementScale;", - " uniform float uDisplacementBias;", - - "#endif", - - "varying vec3 vTangent;", - "varying vec3 vBinormal;", - "varying vec3 vNormal;", - "varying vec2 vUv;", - - "varying vec3 vWorldPosition;", - "varying vec3 vViewPosition;", - - THREE.ShaderChunk[ "skinning_pars_vertex" ], - THREE.ShaderChunk[ "shadowmap_pars_vertex" ], - THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ], - - "void main() {", - - THREE.ShaderChunk[ "skinbase_vertex" ], - THREE.ShaderChunk[ "skinnormal_vertex" ], - - // normal, tangent and binormal vectors - - " #ifdef USE_SKINNING", - - " vNormal = normalize( normalMatrix * skinnedNormal.xyz );", - - " vec4 skinnedTangent = skinMatrix * vec4( tangent.xyz, 0.0 );", - " vTangent = normalize( normalMatrix * skinnedTangent.xyz );", - - " #else", - - " vNormal = normalize( normalMatrix * normal );", - " vTangent = normalize( normalMatrix * tangent.xyz );", - - " #endif", - - " vBinormal = normalize( cross( vNormal, vTangent ) * tangent.w );", - - " vUv = uv * uRepeat + uOffset;", - - // displacement mapping - - " vec3 displacedPosition;", - - " #ifdef VERTEX_TEXTURES", - - " if ( enableDisplacement ) {", - - " vec3 dv = texture2D( tDisplacement, uv ).xyz;", - " float df = uDisplacementScale * dv.x + uDisplacementBias;", - " displacedPosition = position + normalize( normal ) * df;", - - " } else {", - - " #ifdef USE_SKINNING", - - " vec4 skinVertex = bindMatrix * vec4( position, 1.0 );", - - " vec4 skinned = vec4( 0.0 );", - " skinned += boneMatX * skinVertex * skinWeight.x;", - " skinned += boneMatY * skinVertex * skinWeight.y;", - " skinned += boneMatZ * skinVertex * skinWeight.z;", - " skinned += boneMatW * skinVertex * skinWeight.w;", - " skinned = bindMatrixInverse * skinned;", - - " displacedPosition = skinned.xyz;", - - " #else", - - " displacedPosition = position;", - - " #endif", - - " }", - - " #else", - - " #ifdef USE_SKINNING", - - " vec4 skinVertex = bindMatrix * vec4( position, 1.0 );", - - " vec4 skinned = vec4( 0.0 );", - " skinned += boneMatX * skinVertex * skinWeight.x;", - " skinned += boneMatY * skinVertex * skinWeight.y;", - " skinned += boneMatZ * skinVertex * skinWeight.z;", - " skinned += boneMatW * skinVertex * skinWeight.w;", - " skinned = bindMatrixInverse * skinned;", - - " displacedPosition = skinned.xyz;", - - " #else", - - " displacedPosition = position;", - - " #endif", - - " #endif", - - // - - " vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );", - " vec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );", - - " gl_Position = projectionMatrix * mvPosition;", - - THREE.ShaderChunk[ "logdepthbuf_vertex" ], - - // - - " vWorldPosition = worldPosition.xyz;", - " vViewPosition = -mvPosition.xyz;", - - // shadows - - " #ifdef USE_SHADOWMAP", - - " for( int i = 0; i < MAX_SHADOWS; i ++ ) {", - - " vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;", - - " }", - - " #endif", - - "}" - - ].join("\n") - - }, - - /* ------------------------------------------------------------------------- - // Cube map shader - ------------------------------------------------------------------------- */ - - 'cube': { - - uniforms: { "tCube": { type: "t", value: null }, - "tFlip": { type: "f", value: - 1 } }, - - vertexShader: [ - - "varying vec3 vWorldPosition;", - - THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ], - - "void main() {", - - " vec4 worldPosition = modelMatrix * vec4( position, 1.0 );", - " vWorldPosition = worldPosition.xyz;", - - " 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[ "logdepthbuf_pars_fragment" ], - - "void main() {", - - " gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );", - - 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[ "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[ "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, - - _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 _webglObjects = {}; - var _webglObjectsImmediate = []; - - var opaqueObjects = []; - var transparentObjects = []; - - var sprites = []; - var lensFlares = []; - - // public properties - - this.domElement = _canvas; - this.context = null; - this.devicePixelRatio = parameters.devicePixelRatio !== undefined - ? parameters.devicePixelRatio - : self.devicePixelRatio !== undefined - ? self.devicePixelRatio - : 1; - - // clearing - - this.autoClear = true; - this.autoClearColor = true; - this.autoClearDepth = true; - this.autoClearStencil = true; - - // scene graph - - this.sortObjects = true; - - // physically based shading - - this.gammaInput = false; - this.gammaOutput = false; - - // shadow map - - this.shadowMapEnabled = false; - this.shadowMapType = THREE.PCFShadowMap; - this.shadowMapCullFace = THREE.CullFaceFront; - this.shadowMapDebug = false; - this.shadowMapCascade = false; - - // morphs - - this.maxMorphTargets = 8; - this.maxMorphNormals = 4; - - // flags - - this.autoScaleCubemaps = true; - - // info - - this.info = { - - memory: { - - programs: 0, - geometries: 0, - textures: 0 - - }, - - render: { - - calls: 0, - vertices: 0, - faces: 0, - points: 0 - - } - - }; - - // internal properties - - var _this = this, - - _programs = [], - - // internal state cache - - _currentProgram = null, - _currentFramebuffer = null, - _currentMaterialId = - 1, - _currentGeometryGroupHash = - 1, - _currentCamera = null, - - _usedTextureUnits = 0, - - // GL state cache - - _oldDoubleSided = - 1, - _oldFlipSided = - 1, - - _oldBlending = - 1, - - _oldBlendEquation = - 1, - _oldBlendSrc = - 1, - _oldBlendDst = - 1, - - _oldDepthTest = - 1, - _oldDepthWrite = - 1, - - _oldPolygonOffset = null, - _oldPolygonOffsetFactor = null, - _oldPolygonOffsetUnits = null, - - _oldLineWidth = null, - - _viewportX = 0, - _viewportY = 0, - _viewportWidth = _canvas.width, - _viewportHeight = _canvas.height, - _currentWidth = 0, - _currentHeight = 0, - - _newAttributes = new Uint8Array( 16 ), - _enabledAttributes = new Uint8Array( 16 ), - - // frustum - - _frustum = new THREE.Frustum(), - - // camera matrices cache - - _projScreenMatrix = new THREE.Matrix4(), - _projScreenMatrixPS = 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: [] }, - spot: { length: 0, colors: [], positions: [], distances: [], directions: [], anglesCos: [], exponents: [] }, - hemi: { length: 0, skyColors: [], groundColors: [], positions: [] } - - }; - - // 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', function ( event ) { - - event.preventDefault(); - - resetGLState(); - setDefaultGLState(); - - _webglObjects = {}; - - }, false); - - } catch ( error ) { - - console.error( error ); - - } - - if ( _gl.getShaderPrecisionFormat === undefined ) { - - _gl.getShaderPrecisionFormat = function () { - - return { - 'rangeMin': 1, - 'rangeMax': 1, - 'precision': 1 - }; - - } - - } - - var extensions = new THREE.WebGLExtensions( _gl ); - - extensions.get( 'OES_texture_float' ); - extensions.get( 'OES_texture_float_linear' ); - extensions.get( 'OES_standard_derivatives' ); - - if ( _logarithmicDepthBuffer ) { - - extensions.get( 'EXT_frag_depth' ); - - } - - // - - var setDefaultGLState = function () { - - _gl.clearColor( 0, 0, 0, 1 ); - _gl.clearDepth( 1 ); - _gl.clearStencil( 0 ); - - _gl.enable( _gl.DEPTH_TEST ); - _gl.depthFunc( _gl.LEQUAL ); - - _gl.frontFace( _gl.CCW ); - _gl.cullFace( _gl.BACK ); - _gl.enable( _gl.CULL_FACE ); - - _gl.enable( _gl.BLEND ); - _gl.blendEquation( _gl.FUNC_ADD ); - _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA ); - - _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight ); - - _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha ); - - }; - - var resetGLState = function () { - - _currentProgram = null; - _currentCamera = null; - - _oldBlending = - 1; - _oldDepthTest = - 1; - _oldDepthWrite = - 1; - _oldDoubleSided = - 1; - _oldFlipSided = - 1; - _currentGeometryGroupHash = - 1; - _currentMaterialId = - 1; - - _lightsNeedUpdate = true; - - }; - - setDefaultGLState(); - - this.context = _gl; - - // 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 _vertexShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_FLOAT ); - var _vertexShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_FLOAT ); - var _vertexShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_FLOAT ); - - var _fragmentShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_FLOAT ); - var _fragmentShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_FLOAT ); - var _fragmentShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_FLOAT ); - - var getCompressedTextureFormats = ( function () { - - var array; - - return function () { - - if ( array !== undefined ) { - - return array; - - } - - array = []; - - 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 ++ ){ - - array.push( formats[ i ] ); - - } - - } - - return array; - - }; - - } )(); - - // clamp precision to maximum available - - var highpAvailable = _vertexShaderPrecisionHighpFloat.precision > 0 && _fragmentShaderPrecisionHighpFloat.precision > 0; - var mediumpAvailable = _vertexShaderPrecisionMediumpFloat.precision > 0 && _fragmentShaderPrecisionMediumpFloat.precision > 0; - - if ( _precision === 'highp' && ! highpAvailable ) { - - if ( mediumpAvailable ) { - - _precision = 'mediump'; - console.warn( 'THREE.WebGLRenderer: highp not supported, using mediump.' ); - - } else { - - _precision = 'lowp'; - console.warn( 'THREE.WebGLRenderer: highp and mediump not supported, using lowp.' ); - - } - - } - - if ( _precision === 'mediump' && ! mediumpAvailable ) { - - _precision = 'lowp'; - console.warn( 'THREE.WebGLRenderer: mediump not supported, using lowp.' ); - - } - - // Plugins - - var shadowMapPlugin = new THREE.ShadowMapPlugin( this, lights, _webglObjects, _webglObjectsImmediate ); - - var spritePlugin = new THREE.SpritePlugin( this, sprites ); - var lensFlarePlugin = new THREE.LensFlarePlugin( this, lensFlares ); - - // API - - this.getContext = function () { - - return _gl; - - }; - - this.forceContextLoss = function () { - - extensions.get( 'WEBGL_lose_context' ).loseContext(); - - }; - - this.supportsVertexTextures = function () { - - return _supportsVertexTextures; - - }; - - this.supportsFloatTextures = function () { - - return extensions.get( 'OES_texture_float' ); - - }; - - this.supportsStandardDerivatives = function () { - - return extensions.get( 'OES_standard_derivatives' ); - - }; - - this.supportsCompressedTextureS3TC = function () { - - return extensions.get( 'WEBGL_compressed_texture_s3tc' ); - - }; - - this.supportsCompressedTexturePVRTC = function () { - - return extensions.get( 'WEBGL_compressed_texture_pvrtc' ); - - }; - - this.supportsBlendMinMax = function () { - - return extensions.get( 'EXT_blend_minmax' ); - - }; - - this.getMaxAnisotropy = ( function () { - - var value; - - return function () { - - if ( value !== undefined ) { - - return value; - - } - - var extension = extensions.get( 'EXT_texture_filter_anisotropic' ); - - value = extension !== null ? _gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT ) : 0; - - return value; - - } - - } )(); - - this.getPrecision = function () { - - return _precision; - - }; - - this.setSize = function ( width, height, updateStyle ) { - - _canvas.width = width * this.devicePixelRatio; - _canvas.height = height * this.devicePixelRatio; - - 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 * this.devicePixelRatio; - _viewportY = y * this.devicePixelRatio; - - _viewportWidth = width * this.devicePixelRatio; - _viewportHeight = height * this.devicePixelRatio; - - _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight ); - - }; - - this.setScissor = function ( x, y, width, height ) { - - _gl.scissor( - x * this.devicePixelRatio, - y * this.devicePixelRatio, - width * this.devicePixelRatio, - height * this.devicePixelRatio - ); - - }; - - this.enableScissorTest = function ( enable ) { - - enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST ); - - }; - - // Clearing - - this.setClearColor = function ( color, alpha ) { - - _clearColor.set( color ); - _clearAlpha = alpha !== undefined ? alpha : 1; - - _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha ); - - }; - - this.setClearColorHex = function ( hex, alpha ) { - - console.warn( 'THREE.WebGLRenderer: .setClearColorHex() is being removed. Use .setClearColor() instead.' ); - this.setClearColor( hex, alpha ); - - }; - - this.getClearColor = function () { - - return _clearColor; - - }; - - this.getClearAlpha = function () { - - return _clearAlpha; - - }; - - this.clear = function ( color, depth, stencil ) { - - var bits = 0; - - if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT; - if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT; - if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT; - - _gl.clear( bits ); - - }; - - this.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; - - // Buffer allocation - - function createParticleBuffers ( geometry ) { - - geometry.__webglVertexBuffer = _gl.createBuffer(); - geometry.__webglColorBuffer = _gl.createBuffer(); - - _this.info.memory.geometries ++; - - }; - - function createLineBuffers ( geometry ) { - - geometry.__webglVertexBuffer = _gl.createBuffer(); - geometry.__webglColorBuffer = _gl.createBuffer(); - geometry.__webglLineDistanceBuffer = _gl.createBuffer(); - - _this.info.memory.geometries ++; - - }; - - function createMeshBuffers ( geometryGroup ) { - - geometryGroup.__webglVertexBuffer = _gl.createBuffer(); - geometryGroup.__webglNormalBuffer = _gl.createBuffer(); - geometryGroup.__webglTangentBuffer = _gl.createBuffer(); - geometryGroup.__webglColorBuffer = _gl.createBuffer(); - geometryGroup.__webglUVBuffer = _gl.createBuffer(); - geometryGroup.__webglUV2Buffer = _gl.createBuffer(); - - geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer(); - geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer(); - - geometryGroup.__webglFaceBuffer = _gl.createBuffer(); - geometryGroup.__webglLineBuffer = _gl.createBuffer(); - - var m, ml; - - if ( geometryGroup.numMorphTargets ) { - - geometryGroup.__webglMorphTargetsBuffers = []; - - for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) { - - geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() ); - - } - - } - - if ( geometryGroup.numMorphNormals ) { - - geometryGroup.__webglMorphNormalsBuffers = []; - - for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) { - - geometryGroup.__webglMorphNormalsBuffers.push( _gl.createBuffer() ); - - } - - } - - _this.info.memory.geometries ++; - - }; - - // Events - - var onObjectRemoved = function ( event ) { - - var object = event.target; - - object.traverse( function ( child ) { - - child.removeEventListener( 'remove', onObjectRemoved ); - - removeObject( child ); - - } ); - - }; - - var onGeometryDispose = function ( event ) { - - var geometry = event.target; - - geometry.removeEventListener( 'dispose', onGeometryDispose ); - - deallocateGeometry( geometry ); - - }; - - var onTextureDispose = function ( event ) { - - var texture = event.target; - - texture.removeEventListener( 'dispose', onTextureDispose ); - - deallocateTexture( texture ); - - _this.info.memory.textures --; - - - }; - - var onRenderTargetDispose = function ( event ) { - - var renderTarget = event.target; - - renderTarget.removeEventListener( 'dispose', onRenderTargetDispose ); - - deallocateRenderTarget( renderTarget ); - - _this.info.memory.textures --; - - }; - - var onMaterialDispose = function ( event ) { - - var material = event.target; - - material.removeEventListener( 'dispose', onMaterialDispose ); - - deallocateMaterial( material ); - - }; - - // Buffer deallocation - - var deleteBuffers = function ( geometry ) { - - var buffers = [ - '__webglVertexBuffer', - '__webglNormalBuffer', - '__webglTangentBuffer', - '__webglColorBuffer', - '__webglUVBuffer', - '__webglUV2Buffer', - - '__webglSkinIndicesBuffer', - '__webglSkinWeightsBuffer', - - '__webglFaceBuffer', - '__webglLineBuffer', - - '__webglLineDistanceBuffer' - ]; - - for ( var i = 0, l = buffers.length; i < l; i ++ ) { - - var name = buffers[ i ]; - - if ( geometry[ name ] !== undefined ) { - - _gl.deleteBuffer( geometry[ name ] ); - - delete geometry[ name ]; - - } - - } - - // custom attributes - - if ( geometry.__webglCustomAttributesList !== undefined ) { - - for ( var name in geometry.__webglCustomAttributesList ) { - - _gl.deleteBuffer( geometry.__webglCustomAttributesList[ name ].buffer ); - - } - - delete geometry.__webglCustomAttributesList; - - } - - _this.info.memory.geometries --; - - }; - - var deallocateGeometry = function ( geometry ) { - - delete geometry.__webglInit; - - if ( geometry instanceof THREE.BufferGeometry ) { - - for ( var name in geometry.attributes ) { - - var attribute = geometry.attributes[ name ]; - - if ( attribute.buffer !== undefined ) { - - _gl.deleteBuffer( attribute.buffer ); - - delete attribute.buffer; - - } - - } - - _this.info.memory.geometries --; - - } else { - - var geometryGroupsList = geometryGroups[ geometry.id ]; - - if ( geometryGroupsList !== undefined ) { - - for ( var i = 0,l = geometryGroupsList.length; i < l; i ++ ) { - - var geometryGroup = geometryGroupsList[ i ]; - - if ( geometryGroup.numMorphTargets !== undefined ) { - - for ( var m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) { - - _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] ); - - } - - delete geometryGroup.__webglMorphTargetsBuffers; - - } - - if ( geometryGroup.numMorphNormals !== undefined ) { - - for ( var m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) { - - _gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] ); - - } - - delete geometryGroup.__webglMorphNormalsBuffers; - - } - - deleteBuffers( geometryGroup ); - - } - - delete geometryGroups[ geometry.id ]; - - } else { - - deleteBuffers( geometry ); - - } - - } - - // TOFIX: Workaround for deleted geometry being currently bound - - _currentGeometryGroupHash = - 1; - - }; - - var deallocateTexture = function ( texture ) { - - if ( texture.image && texture.image.__webglTextureCube ) { - - // cube texture - - _gl.deleteTexture( texture.image.__webglTextureCube ); - - delete texture.image.__webglTextureCube; - - } else { - - // 2D texture - - if ( texture.__webglInit === undefined ) return; - - _gl.deleteTexture( texture.__webglTexture ); - - delete texture.__webglTexture; - delete texture.__webglInit; - - } - - }; - - var deallocateRenderTarget = function ( renderTarget ) { - - if ( ! renderTarget || renderTarget.__webglTexture === undefined ) return; - - _gl.deleteTexture( renderTarget.__webglTexture ); - - delete renderTarget.__webglTexture; - - if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) { - - for ( var i = 0; i < 6; i ++ ) { - - _gl.deleteFramebuffer( renderTarget.__webglFramebuffer[ i ] ); - _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer[ i ] ); - - } - - } else { - - _gl.deleteFramebuffer( renderTarget.__webglFramebuffer ); - _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer ); - - } - - delete renderTarget.__webglFramebuffer; - delete renderTarget.__webglRenderbuffer; - - }; - - var deallocateMaterial = function ( material ) { - - var program = material.program.program; - - if ( program === undefined ) return; - - material.program = undefined; - - // only deallocate GL program if this was the last use of shared program - // assumed there is only single copy of any program in the _programs list - // (that's how it's constructed) - - var i, il, programInfo; - var deleteProgram = false; - - for ( i = 0, il = _programs.length; i < il; i ++ ) { - - programInfo = _programs[ i ]; - - if ( programInfo.program === program ) { - - programInfo.usedTimes --; - - if ( programInfo.usedTimes === 0 ) { - - deleteProgram = true; - - } - - break; - - } - - } - - if ( deleteProgram === true ) { - - // avoid using array.splice, this is costlier than creating new array from scratch - - var newPrograms = []; - - for ( i = 0, il = _programs.length; i < il; i ++ ) { - - programInfo = _programs[ i ]; - - if ( programInfo.program !== program ) { - - newPrograms.push( programInfo ); - - } - - } - - _programs = newPrograms; - - _gl.deleteProgram( program ); - - _this.info.memory.programs --; - - } - - }; - - // Buffer initialization - - function initCustomAttributes ( object ) { - - var geometry = object.geometry; - var material = object.material; - - var nvertices = geometry.vertices.length; - - if ( material.attributes ) { - - if ( geometry.__webglCustomAttributesList === undefined ) { - - geometry.__webglCustomAttributesList = []; - - } - - for ( var name in material.attributes ) { - - var attribute = material.attributes[ name ]; - - if ( ! attribute.__webglInitialized || attribute.createUniqueBuffers ) { - - attribute.__webglInitialized = true; - - var size = 1; // "f" and "i" - - if ( attribute.type === 'v2' ) size = 2; - else if ( attribute.type === 'v3' ) size = 3; - else if ( attribute.type === 'v4' ) size = 4; - else if ( attribute.type === 'c' ) size = 3; - - attribute.size = size; - - attribute.array = new Float32Array( nvertices * size ); - - attribute.buffer = _gl.createBuffer(); - attribute.buffer.belongsToAttribute = name; - - attribute.needsUpdate = true; - - } - - geometry.__webglCustomAttributesList.push( attribute ); - - } - - } - - }; - - function initParticleBuffers ( geometry, object ) { - - var nvertices = geometry.vertices.length; - - geometry.__vertexArray = new Float32Array( nvertices * 3 ); - geometry.__colorArray = new Float32Array( nvertices * 3 ); - - geometry.__sortArray = []; - - geometry.__webglParticleCount = nvertices; - - initCustomAttributes( object ); - - }; - - function initLineBuffers ( geometry, object ) { - - var nvertices = geometry.vertices.length; - - geometry.__vertexArray = new Float32Array( nvertices * 3 ); - geometry.__colorArray = new Float32Array( nvertices * 3 ); - geometry.__lineDistanceArray = new Float32Array( nvertices * 1 ); - - geometry.__webglLineCount = nvertices; - - initCustomAttributes( object ); - - }; - - function initMeshBuffers ( geometryGroup, object ) { - - var geometry = object.geometry, - faces3 = geometryGroup.faces3, - - nvertices = faces3.length * 3, - ntris = faces3.length * 1, - nlines = faces3.length * 3, - - material = getBufferMaterial( object, geometryGroup ); - - geometryGroup.__vertexArray = new Float32Array( nvertices * 3 ); - geometryGroup.__normalArray = new Float32Array( nvertices * 3 ); - geometryGroup.__colorArray = new Float32Array( nvertices * 3 ); - geometryGroup.__uvArray = new Float32Array( nvertices * 2 ); - - if ( geometry.faceVertexUvs.length > 1 ) { - - geometryGroup.__uv2Array = new Float32Array( nvertices * 2 ); - - } - - if ( geometry.hasTangents ) { - - geometryGroup.__tangentArray = new Float32Array( nvertices * 4 ); - - } - - if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) { - - geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 ); - geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 ); - - } - - var UintArray = extensions.get( 'OES_element_index_uint' ) !== null && ntris > 21845 ? Uint32Array : Uint16Array; // 65535 / 3 - - geometryGroup.__typeArray = UintArray; - geometryGroup.__faceArray = new UintArray( ntris * 3 ); - geometryGroup.__lineArray = new UintArray( nlines * 2 ); - - var m, ml; - - if ( geometryGroup.numMorphTargets ) { - - geometryGroup.__morphTargetsArrays = []; - - for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) { - - geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) ); - - } - - } - - if ( geometryGroup.numMorphNormals ) { - - geometryGroup.__morphNormalsArrays = []; - - for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) { - - geometryGroup.__morphNormalsArrays.push( new Float32Array( nvertices * 3 ) ); - - } - - } - - geometryGroup.__webglFaceCount = ntris * 3; - geometryGroup.__webglLineCount = nlines * 2; - - - // custom attributes - - if ( material.attributes ) { - - if ( geometryGroup.__webglCustomAttributesList === undefined ) { - - geometryGroup.__webglCustomAttributesList = []; - - } - - for ( var name in material.attributes ) { - - // Do a shallow copy of the attribute object so different geometryGroup chunks use different - // attribute buffers which are correctly indexed in the setMeshBuffers function - - var originalAttribute = material.attributes[ name ]; - - var attribute = {}; - - for ( var property in originalAttribute ) { - - attribute[ property ] = originalAttribute[ property ]; - - } - - if ( ! attribute.__webglInitialized || attribute.createUniqueBuffers ) { - - attribute.__webglInitialized = true; - - var size = 1; // "f" and "i" - - if ( attribute.type === 'v2' ) size = 2; - else if ( attribute.type === 'v3' ) size = 3; - else if ( attribute.type === 'v4' ) size = 4; - else if ( attribute.type === 'c' ) size = 3; - - attribute.size = size; - - attribute.array = new Float32Array( nvertices * size ); - - attribute.buffer = _gl.createBuffer(); - attribute.buffer.belongsToAttribute = name; - - originalAttribute.needsUpdate = true; - attribute.__original = originalAttribute; - - } - - geometryGroup.__webglCustomAttributesList.push( attribute ); - - } - - } - - geometryGroup.__inittedArrays = true; - - }; - - function getBufferMaterial( object, geometryGroup ) { - - return object.material instanceof THREE.MeshFaceMaterial - ? object.material.materials[ geometryGroup.materialIndex ] - : object.material; - - }; - - function materialNeedsSmoothNormals ( material ) { - - return material && material.shading !== undefined && material.shading === THREE.SmoothShading; - - }; - - // Buffer setting - - function setParticleBuffers ( geometry, hint, object ) { - - var v, c, vertex, offset, index, color, - - vertices = geometry.vertices, - vl = vertices.length, - - colors = geometry.colors, - cl = colors.length, - - vertexArray = geometry.__vertexArray, - colorArray = geometry.__colorArray, - - sortArray = geometry.__sortArray, - - dirtyVertices = geometry.verticesNeedUpdate, - dirtyElements = geometry.elementsNeedUpdate, - dirtyColors = geometry.colorsNeedUpdate, - - customAttributes = geometry.__webglCustomAttributesList, - i, il, - a, ca, cal, value, - customAttribute; - - if ( object.sortParticles ) { - - _projScreenMatrixPS.copy( _projScreenMatrix ); - _projScreenMatrixPS.multiply( object.matrixWorld ); - - for ( v = 0; v < vl; v ++ ) { - - vertex = vertices[ v ]; - - _vector3.copy( vertex ); - _vector3.applyProjection( _projScreenMatrixPS ); - - sortArray[ v ] = [ _vector3.z, v ]; - - } - - sortArray.sort( numericalSort ); - - for ( v = 0; v < vl; v ++ ) { - - vertex = vertices[ sortArray[ v ][ 1 ] ]; - - offset = v * 3; - - vertexArray[ offset ] = vertex.x; - vertexArray[ offset + 1 ] = vertex.y; - vertexArray[ offset + 2 ] = vertex.z; - - } - - for ( c = 0; c < cl; c ++ ) { - - offset = c * 3; - - color = colors[ sortArray[ c ][ 1 ] ]; - - colorArray[ offset ] = color.r; - colorArray[ offset + 1 ] = color.g; - colorArray[ offset + 2 ] = color.b; - - } - - if ( customAttributes ) { - - for ( i = 0, il = customAttributes.length; i < il; i ++ ) { - - customAttribute = customAttributes[ i ]; - - if ( ! ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) ) continue; - - offset = 0; - - cal = customAttribute.value.length; - - if ( customAttribute.size === 1 ) { - - for ( ca = 0; ca < cal; ca ++ ) { - - index = sortArray[ ca ][ 1 ]; - - customAttribute.array[ ca ] = customAttribute.value[ index ]; - - } - - } else if ( customAttribute.size === 2 ) { - - for ( ca = 0; ca < cal; ca ++ ) { - - index = sortArray[ ca ][ 1 ]; - - value = customAttribute.value[ index ]; - - customAttribute.array[ offset ] = value.x; - customAttribute.array[ offset + 1 ] = value.y; - - offset += 2; - - } - - } else if ( customAttribute.size === 3 ) { - - if ( customAttribute.type === 'c' ) { - - for ( ca = 0; ca < cal; ca ++ ) { - - index = sortArray[ ca ][ 1 ]; - - value = customAttribute.value[ index ]; - - customAttribute.array[ offset ] = value.r; - customAttribute.array[ offset + 1 ] = value.g; - customAttribute.array[ offset + 2 ] = value.b; - - offset += 3; - - } - - } else { - - for ( ca = 0; ca < cal; ca ++ ) { - - index = sortArray[ ca ][ 1 ]; - - value = customAttribute.value[ index ]; - - customAttribute.array[ offset ] = value.x; - customAttribute.array[ offset + 1 ] = value.y; - customAttribute.array[ offset + 2 ] = value.z; - - offset += 3; - - } - - } - - } else if ( customAttribute.size === 4 ) { - - for ( ca = 0; ca < cal; ca ++ ) { - - index = sortArray[ ca ][ 1 ]; - - value = customAttribute.value[ index ]; - - customAttribute.array[ offset ] = value.x; - customAttribute.array[ offset + 1 ] = value.y; - customAttribute.array[ offset + 2 ] = value.z; - customAttribute.array[ offset + 3 ] = value.w; - - offset += 4; - - } - - } - - } - - } - - } else { - - if ( dirtyVertices ) { - - for ( v = 0; v < vl; v ++ ) { - - vertex = vertices[ v ]; - - offset = v * 3; - - vertexArray[ offset ] = vertex.x; - vertexArray[ offset + 1 ] = vertex.y; - vertexArray[ offset + 2 ] = vertex.z; - - } - - } - - if ( dirtyColors ) { - - for ( c = 0; c < cl; c ++ ) { - - color = colors[ c ]; - - offset = c * 3; - - colorArray[ offset ] = color.r; - colorArray[ offset + 1 ] = color.g; - colorArray[ offset + 2 ] = color.b; - - } - - } - - if ( customAttributes ) { - - for ( i = 0, il = customAttributes.length; i < il; i ++ ) { - - customAttribute = customAttributes[ i ]; - - if ( customAttribute.needsUpdate && - ( customAttribute.boundTo === undefined || - customAttribute.boundTo === 'vertices' ) ) { - - cal = customAttribute.value.length; - - offset = 0; - - if ( customAttribute.size === 1 ) { - - for ( ca = 0; ca < cal; ca ++ ) { - - customAttribute.array[ ca ] = customAttribute.value[ ca ]; - - } - - } else if ( customAttribute.size === 2 ) { - - for ( ca = 0; ca < cal; ca ++ ) { - - value = customAttribute.value[ ca ]; - - customAttribute.array[ offset ] = value.x; - customAttribute.array[ offset + 1 ] = value.y; - - offset += 2; - - } - - } else if ( customAttribute.size === 3 ) { - - if ( customAttribute.type === 'c' ) { - - for ( ca = 0; ca < cal; ca ++ ) { - - value = customAttribute.value[ ca ]; - - customAttribute.array[ offset ] = value.r; - customAttribute.array[ offset + 1 ] = value.g; - customAttribute.array[ offset + 2 ] = value.b; - - offset += 3; - - } - - } else { - - for ( ca = 0; ca < cal; ca ++ ) { - - value = customAttribute.value[ ca ]; - - customAttribute.array[ offset ] = value.x; - customAttribute.array[ offset + 1 ] = value.y; - customAttribute.array[ offset + 2 ] = value.z; - - offset += 3; - - } - - } - - } else if ( customAttribute.size === 4 ) { - - for ( ca = 0; ca < cal; ca ++ ) { - - value = customAttribute.value[ ca ]; - - customAttribute.array[ offset ] = value.x; - customAttribute.array[ offset + 1 ] = value.y; - customAttribute.array[ offset + 2 ] = value.z; - customAttribute.array[ offset + 3 ] = value.w; - - offset += 4; - - } - - } - - } - - } - - } - - } - - if ( dirtyVertices || object.sortParticles ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer ); - _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint ); - - } - - if ( dirtyColors || object.sortParticles ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer ); - _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint ); - - } - - if ( customAttributes ) { - - for ( i = 0, il = customAttributes.length; i < il; i ++ ) { - - customAttribute = customAttributes[ i ]; - - if ( customAttribute.needsUpdate || object.sortParticles ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer ); - _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint ); - - } - - } - - } - - } - - function setLineBuffers ( geometry, hint ) { - - var v, c, d, vertex, offset, color, - - vertices = geometry.vertices, - colors = geometry.colors, - lineDistances = geometry.lineDistances, - - vl = vertices.length, - cl = colors.length, - dl = lineDistances.length, - - vertexArray = geometry.__vertexArray, - colorArray = geometry.__colorArray, - lineDistanceArray = geometry.__lineDistanceArray, - - dirtyVertices = geometry.verticesNeedUpdate, - dirtyColors = geometry.colorsNeedUpdate, - dirtyLineDistances = geometry.lineDistancesNeedUpdate, - - customAttributes = geometry.__webglCustomAttributesList, - - i, il, - a, ca, cal, value, - customAttribute; - - if ( dirtyVertices ) { - - for ( v = 0; v < vl; v ++ ) { - - vertex = vertices[ v ]; - - offset = v * 3; - - vertexArray[ offset ] = vertex.x; - vertexArray[ offset + 1 ] = vertex.y; - vertexArray[ offset + 2 ] = vertex.z; - - } - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer ); - _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint ); - - } - - if ( dirtyColors ) { - - for ( c = 0; c < cl; c ++ ) { - - color = colors[ c ]; - - offset = c * 3; - - colorArray[ offset ] = color.r; - colorArray[ offset + 1 ] = color.g; - colorArray[ offset + 2 ] = color.b; - - } - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer ); - _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint ); - - } - - if ( dirtyLineDistances ) { - - for ( d = 0; d < dl; d ++ ) { - - lineDistanceArray[ d ] = lineDistances[ d ]; - - } - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglLineDistanceBuffer ); - _gl.bufferData( _gl.ARRAY_BUFFER, lineDistanceArray, hint ); - - } - - if ( customAttributes ) { - - for ( i = 0, il = customAttributes.length; i < il; i ++ ) { - - customAttribute = customAttributes[ i ]; - - if ( customAttribute.needsUpdate && - ( customAttribute.boundTo === undefined || - customAttribute.boundTo === 'vertices' ) ) { - - offset = 0; - - cal = customAttribute.value.length; - - if ( customAttribute.size === 1 ) { - - for ( ca = 0; ca < cal; ca ++ ) { - - customAttribute.array[ ca ] = customAttribute.value[ ca ]; - - } - - } else if ( customAttribute.size === 2 ) { - - for ( ca = 0; ca < cal; ca ++ ) { - - value = customAttribute.value[ ca ]; - - customAttribute.array[ offset ] = value.x; - customAttribute.array[ offset + 1 ] = value.y; - - offset += 2; - - } - - } else if ( customAttribute.size === 3 ) { - - if ( customAttribute.type === 'c' ) { - - for ( ca = 0; ca < cal; ca ++ ) { - - value = customAttribute.value[ ca ]; - - customAttribute.array[ offset ] = value.r; - customAttribute.array[ offset + 1 ] = value.g; - customAttribute.array[ offset + 2 ] = value.b; - - offset += 3; - - } - - } else { - - for ( ca = 0; ca < cal; ca ++ ) { - - value = customAttribute.value[ ca ]; - - customAttribute.array[ offset ] = value.x; - customAttribute.array[ offset + 1 ] = value.y; - customAttribute.array[ offset + 2 ] = value.z; - - offset += 3; - - } - - } - - } else if ( customAttribute.size === 4 ) { - - for ( ca = 0; ca < cal; ca ++ ) { - - value = customAttribute.value[ ca ]; - - customAttribute.array[ offset ] = value.x; - customAttribute.array[ offset + 1 ] = value.y; - customAttribute.array[ offset + 2 ] = value.z; - customAttribute.array[ offset + 3 ] = value.w; - - offset += 4; - - } - - } - - _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer ); - _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint ); - - } - - } - - } - - } - - function setMeshBuffers( geometryGroup, object, hint, dispose, material ) { - - if ( ! geometryGroup.__inittedArrays ) { - - return; - - } - - var needsSmoothNormals = materialNeedsSmoothNormals( material ); - - var f, fl, fi, face, - vertexNormals, faceNormal, normal, - vertexColors, faceColor, - vertexTangents, - uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, n1, n2, n3, n4, - c1, c2, c3, - sw1, sw2, sw3, sw4, - si1, si2, si3, si4, - sa1, sa2, sa3, sa4, - sb1, sb2, sb3, sb4, - m, ml, i, il, - vn, uvi, uv2i, - vk, vkl, vka, - nka, chf, faceVertexNormals, - a, - - vertexIndex = 0, - - offset = 0, - offset_uv = 0, - offset_uv2 = 0, - offset_face = 0, - offset_normal = 0, - offset_tangent = 0, - offset_line = 0, - offset_color = 0, - offset_skin = 0, - offset_morphTarget = 0, - offset_custom = 0, - offset_customSrc = 0, - - value, - - vertexArray = geometryGroup.__vertexArray, - uvArray = geometryGroup.__uvArray, - uv2Array = geometryGroup.__uv2Array, - normalArray = geometryGroup.__normalArray, - tangentArray = geometryGroup.__tangentArray, - colorArray = geometryGroup.__colorArray, - - skinIndexArray = geometryGroup.__skinIndexArray, - skinWeightArray = geometryGroup.__skinWeightArray, - - morphTargetsArrays = geometryGroup.__morphTargetsArrays, - morphNormalsArrays = geometryGroup.__morphNormalsArrays, - - customAttributes = geometryGroup.__webglCustomAttributesList, - customAttribute, - - faceArray = geometryGroup.__faceArray, - lineArray = geometryGroup.__lineArray, - - geometry = object.geometry, // this is shared for all chunks - - dirtyVertices = geometry.verticesNeedUpdate, - dirtyElements = geometry.elementsNeedUpdate, - dirtyUvs = geometry.uvsNeedUpdate, - dirtyNormals = geometry.normalsNeedUpdate, - dirtyTangents = geometry.tangentsNeedUpdate, - dirtyColors = geometry.colorsNeedUpdate, - dirtyMorphTargets = geometry.morphTargetsNeedUpdate, - - vertices = geometry.vertices, - chunk_faces3 = geometryGroup.faces3, - obj_faces = geometry.faces, - - obj_uvs = geometry.faceVertexUvs[ 0 ], - obj_uvs2 = geometry.faceVertexUvs[ 1 ], - - obj_colors = geometry.colors, - - obj_skinIndices = geometry.skinIndices, - obj_skinWeights = geometry.skinWeights, - - morphTargets = geometry.morphTargets, - morphNormals = geometry.morphNormals; - - if ( dirtyVertices ) { - - for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { - - face = obj_faces[ chunk_faces3[ f ] ]; - - v1 = vertices[ face.a ]; - v2 = vertices[ face.b ]; - v3 = vertices[ face.c ]; - - vertexArray[ offset ] = v1.x; - vertexArray[ offset + 1 ] = v1.y; - vertexArray[ offset + 2 ] = v1.z; - - vertexArray[ offset + 3 ] = v2.x; - vertexArray[ offset + 4 ] = v2.y; - vertexArray[ offset + 5 ] = v2.z; - - vertexArray[ offset + 6 ] = v3.x; - vertexArray[ offset + 7 ] = v3.y; - vertexArray[ offset + 8 ] = v3.z; - - offset += 9; - - } - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer ); - _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint ); - - } - - if ( dirtyMorphTargets ) { - - for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) { - - offset_morphTarget = 0; - - for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { - - chf = chunk_faces3[ f ]; - face = obj_faces[ chf ]; - - // morph positions - - v1 = morphTargets[ vk ].vertices[ face.a ]; - v2 = morphTargets[ vk ].vertices[ face.b ]; - v3 = morphTargets[ vk ].vertices[ face.c ]; - - vka = morphTargetsArrays[ vk ]; - - vka[ offset_morphTarget ] = v1.x; - vka[ offset_morphTarget + 1 ] = v1.y; - vka[ offset_morphTarget + 2 ] = v1.z; - - vka[ offset_morphTarget + 3 ] = v2.x; - vka[ offset_morphTarget + 4 ] = v2.y; - vka[ offset_morphTarget + 5 ] = v2.z; - - vka[ offset_morphTarget + 6 ] = v3.x; - vka[ offset_morphTarget + 7 ] = v3.y; - vka[ offset_morphTarget + 8 ] = v3.z; - - // morph normals - - if ( material.morphNormals ) { - - if ( needsSmoothNormals ) { - - faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ]; - - n1 = faceVertexNormals.a; - n2 = faceVertexNormals.b; - n3 = faceVertexNormals.c; - - } else { - - n1 = morphNormals[ vk ].faceNormals[ chf ]; - n2 = n1; - n3 = n1; - - } - - nka = morphNormalsArrays[ vk ]; - - nka[ offset_morphTarget ] = n1.x; - nka[ offset_morphTarget + 1 ] = n1.y; - nka[ offset_morphTarget + 2 ] = n1.z; - - nka[ offset_morphTarget + 3 ] = n2.x; - nka[ offset_morphTarget + 4 ] = n2.y; - nka[ offset_morphTarget + 5 ] = n2.z; - - nka[ offset_morphTarget + 6 ] = n3.x; - nka[ offset_morphTarget + 7 ] = n3.y; - nka[ offset_morphTarget + 8 ] = n3.z; - - } - - // - - offset_morphTarget += 9; - - } - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] ); - _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint ); - - if ( material.morphNormals ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ vk ] ); - _gl.bufferData( _gl.ARRAY_BUFFER, morphNormalsArrays[ vk ], hint ); - - } - - } - - } - - if ( obj_skinWeights.length ) { - - for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { - - face = obj_faces[ chunk_faces3[ f ] ]; - - // weights - - sw1 = obj_skinWeights[ face.a ]; - sw2 = obj_skinWeights[ face.b ]; - sw3 = obj_skinWeights[ face.c ]; - - skinWeightArray[ offset_skin ] = sw1.x; - skinWeightArray[ offset_skin + 1 ] = sw1.y; - skinWeightArray[ offset_skin + 2 ] = sw1.z; - skinWeightArray[ offset_skin + 3 ] = sw1.w; - - skinWeightArray[ offset_skin + 4 ] = sw2.x; - skinWeightArray[ offset_skin + 5 ] = sw2.y; - skinWeightArray[ offset_skin + 6 ] = sw2.z; - skinWeightArray[ offset_skin + 7 ] = sw2.w; - - skinWeightArray[ offset_skin + 8 ] = sw3.x; - skinWeightArray[ offset_skin + 9 ] = sw3.y; - skinWeightArray[ offset_skin + 10 ] = sw3.z; - skinWeightArray[ offset_skin + 11 ] = sw3.w; - - // indices - - si1 = obj_skinIndices[ face.a ]; - si2 = obj_skinIndices[ face.b ]; - si3 = obj_skinIndices[ face.c ]; - - skinIndexArray[ offset_skin ] = si1.x; - skinIndexArray[ offset_skin + 1 ] = si1.y; - skinIndexArray[ offset_skin + 2 ] = si1.z; - skinIndexArray[ offset_skin + 3 ] = si1.w; - - skinIndexArray[ offset_skin + 4 ] = si2.x; - skinIndexArray[ offset_skin + 5 ] = si2.y; - skinIndexArray[ offset_skin + 6 ] = si2.z; - skinIndexArray[ offset_skin + 7 ] = si2.w; - - skinIndexArray[ offset_skin + 8 ] = si3.x; - skinIndexArray[ offset_skin + 9 ] = si3.y; - skinIndexArray[ offset_skin + 10 ] = si3.z; - skinIndexArray[ offset_skin + 11 ] = si3.w; - - offset_skin += 12; - - } - - if ( offset_skin > 0 ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer ); - _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint ); - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer ); - _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint ); - - } - - } - - if ( dirtyColors ) { - - for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { - - face = obj_faces[ chunk_faces3[ f ] ]; - - vertexColors = face.vertexColors; - faceColor = face.color; - - if ( vertexColors.length === 3 && material.vertexColors === THREE.VertexColors ) { - - c1 = vertexColors[ 0 ]; - c2 = vertexColors[ 1 ]; - c3 = vertexColors[ 2 ]; - - } else { - - c1 = faceColor; - c2 = faceColor; - c3 = faceColor; - - } - - colorArray[ offset_color ] = c1.r; - colorArray[ offset_color + 1 ] = c1.g; - colorArray[ offset_color + 2 ] = c1.b; - - colorArray[ offset_color + 3 ] = c2.r; - colorArray[ offset_color + 4 ] = c2.g; - colorArray[ offset_color + 5 ] = c2.b; - - colorArray[ offset_color + 6 ] = c3.r; - colorArray[ offset_color + 7 ] = c3.g; - colorArray[ offset_color + 8 ] = c3.b; - - offset_color += 9; - - } - - if ( offset_color > 0 ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer ); - _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint ); - - } - - } - - if ( dirtyTangents && geometry.hasTangents ) { - - for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { - - face = obj_faces[ chunk_faces3[ f ] ]; - - vertexTangents = face.vertexTangents; - - t1 = vertexTangents[ 0 ]; - t2 = vertexTangents[ 1 ]; - t3 = vertexTangents[ 2 ]; - - tangentArray[ offset_tangent ] = t1.x; - tangentArray[ offset_tangent + 1 ] = t1.y; - tangentArray[ offset_tangent + 2 ] = t1.z; - tangentArray[ offset_tangent + 3 ] = t1.w; - - tangentArray[ offset_tangent + 4 ] = t2.x; - tangentArray[ offset_tangent + 5 ] = t2.y; - tangentArray[ offset_tangent + 6 ] = t2.z; - tangentArray[ offset_tangent + 7 ] = t2.w; - - tangentArray[ offset_tangent + 8 ] = t3.x; - tangentArray[ offset_tangent + 9 ] = t3.y; - tangentArray[ offset_tangent + 10 ] = t3.z; - tangentArray[ offset_tangent + 11 ] = t3.w; - - offset_tangent += 12; - - } - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer ); - _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint ); - - } - - if ( dirtyNormals ) { - - for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { - - face = obj_faces[ chunk_faces3[ f ] ]; - - vertexNormals = face.vertexNormals; - faceNormal = face.normal; - - if ( vertexNormals.length === 3 && needsSmoothNormals ) { - - for ( i = 0; i < 3; i ++ ) { - - vn = vertexNormals[ i ]; - - normalArray[ offset_normal ] = vn.x; - normalArray[ offset_normal + 1 ] = vn.y; - normalArray[ offset_normal + 2 ] = vn.z; - - offset_normal += 3; - - } - - } else { - - for ( i = 0; i < 3; i ++ ) { - - normalArray[ offset_normal ] = faceNormal.x; - normalArray[ offset_normal + 1 ] = faceNormal.y; - normalArray[ offset_normal + 2 ] = faceNormal.z; - - offset_normal += 3; - - } - - } - - } - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer ); - _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint ); - - } - - if ( dirtyUvs && obj_uvs ) { - - for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { - - fi = chunk_faces3[ f ]; - - uv = obj_uvs[ fi ]; - - if ( uv === undefined ) continue; - - for ( i = 0; i < 3; i ++ ) { - - uvi = uv[ i ]; - - uvArray[ offset_uv ] = uvi.x; - uvArray[ offset_uv + 1 ] = uvi.y; - - offset_uv += 2; - - } - - } - - if ( offset_uv > 0 ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer ); - _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint ); - - } - - } - - if ( dirtyUvs && obj_uvs2 ) { - - for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { - - fi = chunk_faces3[ f ]; - - uv2 = obj_uvs2[ fi ]; - - if ( uv2 === undefined ) continue; - - for ( i = 0; i < 3; i ++ ) { - - uv2i = uv2[ i ]; - - uv2Array[ offset_uv2 ] = uv2i.x; - uv2Array[ offset_uv2 + 1 ] = uv2i.y; - - offset_uv2 += 2; - - } - - } - - if ( offset_uv2 > 0 ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer ); - _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint ); - - } - - } - - if ( dirtyElements ) { - - for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { - - faceArray[ offset_face ] = vertexIndex; - faceArray[ offset_face + 1 ] = vertexIndex + 1; - faceArray[ offset_face + 2 ] = vertexIndex + 2; - - offset_face += 3; - - lineArray[ offset_line ] = vertexIndex; - lineArray[ offset_line + 1 ] = vertexIndex + 1; - - lineArray[ offset_line + 2 ] = vertexIndex; - lineArray[ offset_line + 3 ] = vertexIndex + 2; - - lineArray[ offset_line + 4 ] = vertexIndex + 1; - lineArray[ offset_line + 5 ] = vertexIndex + 2; - - offset_line += 6; - - vertexIndex += 3; - - } - - _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer ); - _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint ); - - _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer ); - _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint ); - - } - - if ( customAttributes ) { - - for ( i = 0, il = customAttributes.length; i < il; i ++ ) { - - customAttribute = customAttributes[ i ]; - - if ( ! customAttribute.__original.needsUpdate ) continue; - - offset_custom = 0; - offset_customSrc = 0; - - if ( customAttribute.size === 1 ) { - - if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) { - - for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { - - face = obj_faces[ chunk_faces3[ f ] ]; - - customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ]; - customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ]; - customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ]; - - offset_custom += 3; - - } - - } else if ( customAttribute.boundTo === 'faces' ) { - - for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { - - value = customAttribute.value[ chunk_faces3[ f ] ]; - - customAttribute.array[ offset_custom ] = value; - customAttribute.array[ offset_custom + 1 ] = value; - customAttribute.array[ offset_custom + 2 ] = value; - - offset_custom += 3; - - } - - } - - } else if ( customAttribute.size === 2 ) { - - if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) { - - for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { - - face = obj_faces[ chunk_faces3[ f ] ]; - - v1 = customAttribute.value[ face.a ]; - v2 = customAttribute.value[ face.b ]; - v3 = customAttribute.value[ face.c ]; - - customAttribute.array[ offset_custom ] = v1.x; - customAttribute.array[ offset_custom + 1 ] = v1.y; - - customAttribute.array[ offset_custom + 2 ] = v2.x; - customAttribute.array[ offset_custom + 3 ] = v2.y; - - customAttribute.array[ offset_custom + 4 ] = v3.x; - customAttribute.array[ offset_custom + 5 ] = v3.y; - - offset_custom += 6; - - } - - } else if ( customAttribute.boundTo === 'faces' ) { - - for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { - - value = customAttribute.value[ chunk_faces3[ f ] ]; - - v1 = value; - v2 = value; - v3 = value; - - customAttribute.array[ offset_custom ] = v1.x; - customAttribute.array[ offset_custom + 1 ] = v1.y; - - customAttribute.array[ offset_custom + 2 ] = v2.x; - customAttribute.array[ offset_custom + 3 ] = v2.y; - - customAttribute.array[ offset_custom + 4 ] = v3.x; - customAttribute.array[ offset_custom + 5 ] = v3.y; - - offset_custom += 6; - - } - - } - - } else if ( customAttribute.size === 3 ) { - - var pp; - - if ( customAttribute.type === 'c' ) { - - pp = [ 'r', 'g', 'b' ]; - - } else { - - pp = [ 'x', 'y', 'z' ]; - - } - - if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) { - - for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { - - face = obj_faces[ chunk_faces3[ f ] ]; - - v1 = customAttribute.value[ face.a ]; - v2 = customAttribute.value[ face.b ]; - v3 = customAttribute.value[ face.c ]; - - customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ]; - customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ]; - customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ]; - - customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ]; - customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ]; - customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ]; - - customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ]; - customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ]; - customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ]; - - offset_custom += 9; - - } - - } else if ( customAttribute.boundTo === 'faces' ) { - - for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { - - value = customAttribute.value[ chunk_faces3[ f ] ]; - - v1 = value; - v2 = value; - v3 = value; - - customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ]; - customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ]; - customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ]; - - customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ]; - customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ]; - customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ]; - - customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ]; - customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ]; - customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ]; - - offset_custom += 9; - - } - - } else if ( customAttribute.boundTo === 'faceVertices' ) { - - for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { - - value = customAttribute.value[ chunk_faces3[ f ] ]; - - v1 = value[ 0 ]; - v2 = value[ 1 ]; - v3 = value[ 2 ]; - - customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ]; - customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ]; - customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ]; - - customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ]; - customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ]; - customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ]; - - customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ]; - customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ]; - customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ]; - - offset_custom += 9; - - } - - } - - } else if ( customAttribute.size === 4 ) { - - if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) { - - for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { - - face = obj_faces[ chunk_faces3[ f ] ]; - - v1 = customAttribute.value[ face.a ]; - v2 = customAttribute.value[ face.b ]; - v3 = customAttribute.value[ face.c ]; - - customAttribute.array[ offset_custom ] = v1.x; - customAttribute.array[ offset_custom + 1 ] = v1.y; - customAttribute.array[ offset_custom + 2 ] = v1.z; - customAttribute.array[ offset_custom + 3 ] = v1.w; - - customAttribute.array[ offset_custom + 4 ] = v2.x; - customAttribute.array[ offset_custom + 5 ] = v2.y; - customAttribute.array[ offset_custom + 6 ] = v2.z; - customAttribute.array[ offset_custom + 7 ] = v2.w; - - customAttribute.array[ offset_custom + 8 ] = v3.x; - customAttribute.array[ offset_custom + 9 ] = v3.y; - customAttribute.array[ offset_custom + 10 ] = v3.z; - customAttribute.array[ offset_custom + 11 ] = v3.w; - - offset_custom += 12; - - } - - } else if ( customAttribute.boundTo === 'faces' ) { - - for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { - - value = customAttribute.value[ chunk_faces3[ f ] ]; - - v1 = value; - v2 = value; - v3 = value; - - customAttribute.array[ offset_custom ] = v1.x; - customAttribute.array[ offset_custom + 1 ] = v1.y; - customAttribute.array[ offset_custom + 2 ] = v1.z; - customAttribute.array[ offset_custom + 3 ] = v1.w; - - customAttribute.array[ offset_custom + 4 ] = v2.x; - customAttribute.array[ offset_custom + 5 ] = v2.y; - customAttribute.array[ offset_custom + 6 ] = v2.z; - customAttribute.array[ offset_custom + 7 ] = v2.w; - - customAttribute.array[ offset_custom + 8 ] = v3.x; - customAttribute.array[ offset_custom + 9 ] = v3.y; - customAttribute.array[ offset_custom + 10 ] = v3.z; - customAttribute.array[ offset_custom + 11 ] = v3.w; - - offset_custom += 12; - - } - - } else if ( customAttribute.boundTo === 'faceVertices' ) { - - for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { - - value = customAttribute.value[ chunk_faces3[ f ] ]; - - v1 = value[ 0 ]; - v2 = value[ 1 ]; - v3 = value[ 2 ]; - - customAttribute.array[ offset_custom ] = v1.x; - customAttribute.array[ offset_custom + 1 ] = v1.y; - customAttribute.array[ offset_custom + 2 ] = v1.z; - customAttribute.array[ offset_custom + 3 ] = v1.w; - - customAttribute.array[ offset_custom + 4 ] = v2.x; - customAttribute.array[ offset_custom + 5 ] = v2.y; - customAttribute.array[ offset_custom + 6 ] = v2.z; - customAttribute.array[ offset_custom + 7 ] = v2.w; - - customAttribute.array[ offset_custom + 8 ] = v3.x; - customAttribute.array[ offset_custom + 9 ] = v3.y; - customAttribute.array[ offset_custom + 10 ] = v3.z; - customAttribute.array[ offset_custom + 11 ] = v3.w; - - offset_custom += 12; - - } - - } - - } - - _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer ); - _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint ); - - } - - } - - if ( dispose ) { - - delete geometryGroup.__inittedArrays; - delete geometryGroup.__colorArray; - delete geometryGroup.__normalArray; - delete geometryGroup.__tangentArray; - delete geometryGroup.__uvArray; - delete geometryGroup.__uv2Array; - delete geometryGroup.__faceArray; - delete geometryGroup.__vertexArray; - delete geometryGroup.__lineArray; - delete geometryGroup.__skinIndexArray; - delete geometryGroup.__skinWeightArray; - - } - - }; - - function setDirectBuffers( geometry ) { - - var attributes = geometry.attributes; - var attributesKeys = geometry.attributesKeys; - - for ( var i = 0, l = attributesKeys.length; i < l; i ++ ) { - - var key = attributesKeys[ i ]; - var attribute = attributes[ key ]; - - if ( attribute.buffer === undefined ) { - - attribute.buffer = _gl.createBuffer(); - attribute.needsUpdate = true; - - } - - if ( attribute.needsUpdate === true ) { - - var bufferType = ( key === 'index' ) ? _gl.ELEMENT_ARRAY_BUFFER : _gl.ARRAY_BUFFER; - - _gl.bindBuffer( bufferType, attribute.buffer ); - _gl.bufferData( bufferType, attribute.array, _gl.STATIC_DRAW ); - - attribute.needsUpdate = false; - - } - - } - - } - - // Buffer rendering - - this.renderBufferImmediate = function ( object, program, material ) { - - initAttributes(); - - if ( object.hasPositions && ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer(); - if ( object.hasNormals && ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer(); - if ( object.hasUvs && ! object.__webglUvBuffer ) object.__webglUvBuffer = _gl.createBuffer(); - if ( object.hasColors && ! object.__webglColorBuffer ) object.__webglColorBuffer = _gl.createBuffer(); - - if ( object.hasPositions ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer ); - _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW ); - enableAttribute( program.attributes.position ); - _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 ); - - } - - if ( object.hasNormals ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer ); - - if ( material.shading === THREE.FlatShading ) { - - var nx, ny, nz, - nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz, - normalArray, - i, il = object.count * 3; - - for ( i = 0; i < il; i += 9 ) { - - normalArray = object.normalArray; - - nax = normalArray[ i ]; - nay = normalArray[ i + 1 ]; - naz = normalArray[ i + 2 ]; - - nbx = normalArray[ i + 3 ]; - nby = normalArray[ i + 4 ]; - nbz = normalArray[ i + 5 ]; - - ncx = normalArray[ i + 6 ]; - ncy = normalArray[ i + 7 ]; - ncz = normalArray[ i + 8 ]; - - nx = ( nax + nbx + ncx ) / 3; - ny = ( nay + nby + ncy ) / 3; - nz = ( naz + nbz + ncz ) / 3; - - normalArray[ i ] = nx; - normalArray[ i + 1 ] = ny; - normalArray[ i + 2 ] = nz; - - normalArray[ i + 3 ] = nx; - normalArray[ i + 4 ] = ny; - normalArray[ i + 5 ] = nz; - - normalArray[ i + 6 ] = nx; - normalArray[ i + 7 ] = ny; - normalArray[ i + 8 ] = nz; - - } - - } - - _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW ); - enableAttribute( program.attributes.normal ); - _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 ); - - } - - if ( object.hasUvs && material.map ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglUvBuffer ); - _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW ); - enableAttribute( program.attributes.uv ); - _gl.vertexAttribPointer( program.attributes.uv, 2, _gl.FLOAT, false, 0, 0 ); - - } - - if ( object.hasColors && material.vertexColors !== THREE.NoColors ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglColorBuffer ); - _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW ); - enableAttribute( program.attributes.color ); - _gl.vertexAttribPointer( program.attributes.color, 3, _gl.FLOAT, false, 0, 0 ); - - } - - disableUnusedAttributes(); - - _gl.drawArrays( _gl.TRIANGLES, 0, object.count ); - - object.count = 0; - - }; - - function setupVertexAttributes( material, program, geometry, startIndex ) { - - var geometryAttributes = geometry.attributes; - - var programAttributes = program.attributes; - var programAttributesKeys = program.attributesKeys; - - for ( var i = 0, l = programAttributesKeys.length; i < l; i ++ ) { - - var key = programAttributesKeys[ i ]; - var programAttribute = programAttributes[ key ]; - - if ( programAttribute >= 0 ) { - - var geometryAttribute = geometryAttributes[ key ]; - - if ( geometryAttribute !== undefined ) { - - var size = geometryAttribute.itemSize; - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryAttribute.buffer ); - - enableAttribute( programAttribute ); - - _gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, 0, startIndex * size * 4 ); // 4 bytes per Float32 - - } else if ( material.defaultAttributeValues !== undefined ) { - - if ( material.defaultAttributeValues[ key ].length === 2 ) { - - _gl.vertexAttrib2fv( programAttribute, material.defaultAttributeValues[ key ] ); - - } else if ( material.defaultAttributeValues[ key ].length === 3 ) { - - _gl.vertexAttrib3fv( programAttribute, material.defaultAttributeValues[ key ] ); - - } - - } - - } - - } - - disableUnusedAttributes(); - - } - - this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) { - - if ( material.visible === false ) return; - - var program = setProgram( camera, lights, fog, material, object ); - - var updateBuffers = false, - wireframeBit = material.wireframe ? 1 : 0, - geometryHash = ( geometry.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit; - - if ( geometryHash !== _currentGeometryGroupHash ) { - - _currentGeometryGroupHash = geometryHash; - updateBuffers = true; - - } - - if ( updateBuffers ) { - - initAttributes(); - - } - - // render mesh - - if ( object instanceof THREE.Mesh ) { - - var mode = material.wireframe === true ? _gl.LINES : _gl.TRIANGLES; - - var index = geometry.attributes.index; - - if ( index ) { - - // indexed triangles - - var type, size; - - 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.offsets; - - if ( offsets.length === 0 ) { - - if ( updateBuffers ) { - - setupVertexAttributes( material, program, geometry, 0 ); - _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer ); - - } - - _gl.drawElements( mode, index.array.length, type, 0 ); - - _this.info.render.calls ++; - _this.info.render.vertices += index.array.length; // not really true, here vertices can be shared - _this.info.render.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 ( updateBuffers ) { - - setupVertexAttributes( material, program, geometry, startIndex ); - _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer ); - - } - - // render indexed triangles - - _gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size ); - - _this.info.render.calls ++; - _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared - _this.info.render.faces += offsets[ i ].count / 3; - - } - - } - - } else { - - // non-indexed triangles - - if ( updateBuffers ) { - - setupVertexAttributes( material, program, geometry, 0 ); - - } - - var position = geometry.attributes[ 'position' ]; - - // render non-indexed triangles - - _gl.drawArrays( mode, 0, position.array.length / 3 ); - - _this.info.render.calls ++; - _this.info.render.vertices += position.array.length / 3; - _this.info.render.faces += position.array.length / 9; - - } - - } else if ( object instanceof THREE.PointCloud ) { - - // render particles - - if ( updateBuffers ) { - - setupVertexAttributes( material, program, geometry, 0 ); - - } - - var position = geometry.attributes.position; - - // render particles - - _gl.drawArrays( _gl.POINTS, 0, position.array.length / 3 ); - - _this.info.render.calls ++; - _this.info.render.points += position.array.length / 3; - - } else if ( object instanceof THREE.Line ) { - - var mode = ( object.mode === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES; - - setLineWidth( material.linewidth ); - - var index = geometry.attributes.index; - - if ( index ) { - - // indexed lines - - var type, size; - - if ( index.array instanceof Uint32Array ) { - - type = _gl.UNSIGNED_INT; - size = 4; - - } else { - - type = _gl.UNSIGNED_SHORT; - size = 2; - - } - - var offsets = geometry.offsets; - - if ( offsets.length === 0 ) { - - if ( updateBuffers ) { - - setupVertexAttributes( material, program, geometry, 0 ); - _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer ); - - } - - _gl.drawElements( mode, index.array.length, type, 0 ); // 2 bytes per Uint16Array - - _this.info.render.calls ++; - _this.info.render.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 ( updateBuffers ) { - - setupVertexAttributes( material, program, geometry, startIndex ); - _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer ); - - } - - // render indexed lines - - _gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size ); // 2 bytes per Uint16Array - - _this.info.render.calls ++; - _this.info.render.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; - - _gl.drawArrays( mode, 0, position.array.length / 3 ); - - _this.info.render.calls ++; - _this.info.render.points += position.array.length / 3; - - } - - } - - }; - - this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) { - - if ( material.visible === false ) return; - - var program = setProgram( camera, lights, fog, material, object ); - - var attributes = program.attributes; - - var updateBuffers = false, - wireframeBit = material.wireframe ? 1 : 0, - geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit; - - if ( geometryGroupHash !== _currentGeometryGroupHash ) { - - _currentGeometryGroupHash = geometryGroupHash; - updateBuffers = true; - - } - - if ( updateBuffers ) { - - initAttributes(); - - } - - // vertices - - if ( ! material.morphTargets && attributes.position >= 0 ) { - - if ( updateBuffers ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer ); - enableAttribute( attributes.position ); - _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 ); - - } - - } else { - - if ( object.morphTargetBase ) { - - setupMorphTargets( material, geometryGroup, object ); - - } - - } - - - if ( updateBuffers ) { - - // custom attributes - - // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers - - if ( geometryGroup.__webglCustomAttributesList ) { - - for ( var i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) { - - var attribute = geometryGroup.__webglCustomAttributesList[ i ]; - - if ( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer ); - enableAttribute( attributes[ attribute.buffer.belongsToAttribute ] ); - _gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 ); - - } - - } - - } - - - // colors - - if ( attributes.color >= 0 ) { - - if ( object.geometry.colors.length > 0 || object.geometry.faces.length > 0 ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer ); - enableAttribute( attributes.color ); - _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 ); - - } else if ( material.defaultAttributeValues !== undefined ) { - - - _gl.vertexAttrib3fv( attributes.color, material.defaultAttributeValues.color ); - - } - - } - - // normals - - if ( attributes.normal >= 0 ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer ); - enableAttribute( attributes.normal ); - _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 ); - - } - - // tangents - - if ( attributes.tangent >= 0 ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer ); - enableAttribute( attributes.tangent ); - _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 ); - - } - - // uvs - - if ( attributes.uv >= 0 ) { - - if ( object.geometry.faceVertexUvs[ 0 ] ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer ); - enableAttribute( attributes.uv ); - _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 ); - - } else if ( material.defaultAttributeValues !== undefined ) { - - - _gl.vertexAttrib2fv( attributes.uv, material.defaultAttributeValues.uv ); - - } - - } - - if ( attributes.uv2 >= 0 ) { - - if ( object.geometry.faceVertexUvs[ 1 ] ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer ); - enableAttribute( attributes.uv2 ); - _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 ); - - } else if ( material.defaultAttributeValues !== undefined ) { - - - _gl.vertexAttrib2fv( attributes.uv2, material.defaultAttributeValues.uv2 ); - - } - - } - - if ( material.skinning && - attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer ); - enableAttribute( attributes.skinIndex ); - _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 ); - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer ); - enableAttribute( attributes.skinWeight ); - _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 ); - - } - - // line distances - - if ( attributes.lineDistance >= 0 ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglLineDistanceBuffer ); - enableAttribute( attributes.lineDistance ); - _gl.vertexAttribPointer( attributes.lineDistance, 1, _gl.FLOAT, false, 0, 0 ); - - } - - } - - disableUnusedAttributes(); - - // render mesh - - if ( object instanceof THREE.Mesh ) { - - var type = geometryGroup.__typeArray === Uint32Array ? _gl.UNSIGNED_INT : _gl.UNSIGNED_SHORT; - - // wireframe - - if ( material.wireframe ) { - - setLineWidth( material.wireframeLinewidth ); - if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer ); - _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, type, 0 ); - - // triangles - - } else { - - if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer ); - _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, type, 0 ); - - } - - _this.info.render.calls ++; - _this.info.render.vertices += geometryGroup.__webglFaceCount; - _this.info.render.faces += geometryGroup.__webglFaceCount / 3; - - // render lines - - } else if ( object instanceof THREE.Line ) { - - var mode = ( object.mode === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES; - - setLineWidth( material.linewidth ); - - _gl.drawArrays( mode, 0, geometryGroup.__webglLineCount ); - - _this.info.render.calls ++; - - // render particles - - } else if ( object instanceof THREE.PointCloud ) { - - _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount ); - - _this.info.render.calls ++; - _this.info.render.points += geometryGroup.__webglParticleCount; - - } - - }; - - function initAttributes() { - - for ( var i = 0, l = _newAttributes.length; i < l; i ++ ) { - - _newAttributes[ i ] = 0; - - } - - } - - function enableAttribute( attribute ) { - - _newAttributes[ attribute ] = 1; - - if ( _enabledAttributes[ attribute ] === 0 ) { - - _gl.enableVertexAttribArray( attribute ); - _enabledAttributes[ attribute ] = 1; - - } - - } - - function disableUnusedAttributes() { - - for ( var i = 0, l = _enabledAttributes.length; i < l; i ++ ) { - - if ( _enabledAttributes[ i ] !== _newAttributes[ i ] ) { - - _gl.disableVertexAttribArray( i ); - _enabledAttributes[ i ] = 0; - - } - - } - - } - - function setupMorphTargets ( material, geometryGroup, object ) { - - // set base - - var attributes = material.program.attributes; - - if ( object.morphTargetBase !== - 1 && attributes.position >= 0 ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] ); - enableAttribute( attributes.position ); - _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 ); - - } else if ( attributes.position >= 0 ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer ); - enableAttribute( attributes.position ); - _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 ); - - } - - if ( object.morphTargetForcedOrder.length ) { - - // set forced order - - var m = 0; - var order = object.morphTargetForcedOrder; - var influences = object.morphTargetInfluences; - - while ( m < material.numSupportedMorphTargets && m < order.length ) { - - if ( attributes[ 'morphTarget' + m ] >= 0 ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] ); - enableAttribute( attributes[ 'morphTarget' + m ] ); - _gl.vertexAttribPointer( attributes[ 'morphTarget' + m ], 3, _gl.FLOAT, false, 0, 0 ); - - } - - if ( attributes[ 'morphNormal' + m ] >= 0 && material.morphNormals ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] ); - enableAttribute( attributes[ 'morphNormal' + m ] ); - _gl.vertexAttribPointer( attributes[ 'morphNormal' + m ], 3, _gl.FLOAT, false, 0, 0 ); - - } - - object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ]; - - m ++; - } - - } else { - - // find the most influencing - - var influence, activeInfluenceIndices = []; - var influences = object.morphTargetInfluences; - var i, il = influences.length; - - for ( i = 0; i < il; i ++ ) { - - influence = influences[ i ]; - - if ( influence > 0 ) { - - activeInfluenceIndices.push( [ influence, i ] ); - - } - - } - - if ( activeInfluenceIndices.length > material.numSupportedMorphTargets ) { - - activeInfluenceIndices.sort( numericalSort ); - activeInfluenceIndices.length = material.numSupportedMorphTargets; - - } else if ( activeInfluenceIndices.length > material.numSupportedMorphNormals ) { - - activeInfluenceIndices.sort( numericalSort ); - - } else if ( activeInfluenceIndices.length === 0 ) { - - activeInfluenceIndices.push( [ 0, 0 ] ); - - }; - - var influenceIndex, m = 0; - - while ( m < material.numSupportedMorphTargets ) { - - if ( activeInfluenceIndices[ m ] ) { - - influenceIndex = activeInfluenceIndices[ m ][ 1 ]; - - if ( attributes[ 'morphTarget' + m ] >= 0 ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] ); - enableAttribute( attributes[ 'morphTarget' + m ] ); - _gl.vertexAttribPointer( attributes[ 'morphTarget' + m ], 3, _gl.FLOAT, false, 0, 0 ); - - } - - if ( attributes[ 'morphNormal' + m ] >= 0 && material.morphNormals ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ] ); - enableAttribute( attributes[ 'morphNormal' + m ] ); - _gl.vertexAttribPointer( attributes[ 'morphNormal' + m ], 3, _gl.FLOAT, false, 0, 0 ); - - - } - - object.__webglMorphTargetInfluences[ m ] = influences[ influenceIndex ]; - - } else { - - /* - _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 ); - - if ( material.morphNormals ) { - - _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 ); - - } - */ - - object.__webglMorphTargetInfluences[ m ] = 0; - - } - - m ++; - - } - - } - - // load updated influences uniform - - if ( material.program.uniforms.morphTargetInfluences !== null ) { - - _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences ); - - } - - } - - // Sorting - - function painterSortStable ( a, b ) { - - if ( a.material.id !== b.material.id ) { - - return b.material.id - a.material.id; - - } else if ( a.z !== b.z ) { - - return b.z - a.z; - - } else { - - return a.id - b.id; - - } - - } - - function reversePainterSortStable ( a, b ) { - - if ( a.z !== b.z ) { - - return a.z - b.z; - - } else { - - return a.id - b.id; - - } - - } - - function numericalSort ( a, b ) { - - return b[ 0 ] - a[ 0 ]; - - } - - // 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 - - _currentGeometryGroupHash = - 1; - _currentMaterialId = - 1; - _currentCamera = null; - _lightsNeedUpdate = true; - - // update scene graph - - if ( scene.autoUpdate === true ) scene.updateMatrixWorld(); - - // update camera matrices and frustum - - if ( camera.parent === undefined ) camera.updateMatrixWorld(); - - // update Skeleton objects - - scene.traverse( function ( object ) { - - if ( object instanceof THREE.SkinnedMesh ) { - - object.skeleton.update(); - - } - - } ); - - camera.matrixWorldInverse.getInverse( camera.matrixWorld ); - - _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse ); - _frustum.setFromMatrix( _projScreenMatrix ); - - lights.length = 0; - opaqueObjects.length = 0; - transparentObjects.length = 0; - - sprites.length = 0; - lensFlares.length = 0; - - projectObject( scene, scene ); - - if ( _this.sortObjects === true ) { - - opaqueObjects.sort( painterSortStable ); - transparentObjects.sort( reversePainterSortStable ); - - } - - // custom render plugins (pre pass) - - shadowMapPlugin.render( scene, camera ); - - // - - _this.info.render.calls = 0; - _this.info.render.vertices = 0; - _this.info.render.faces = 0; - _this.info.render.points = 0; - - this.setRenderTarget( renderTarget ); - - if ( this.autoClear || forceClear ) { - - this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil ); - - } - - // set matrices for immediate objects - - for ( var i = 0, il = _webglObjectsImmediate.length; i < il; i ++ ) { - - var webglObject = _webglObjectsImmediate[ i ]; - var object = webglObject.object; - - if ( object.visible ) { - - setupMatrices( object, camera ); - - unrollImmediateBufferMaterial( webglObject ); - - } - - } - - if ( scene.overrideMaterial ) { - - var material = scene.overrideMaterial; - - this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst ); - this.setDepthTest( material.depthTest ); - this.setDepthWrite( material.depthWrite ); - setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits ); - - renderObjects( opaqueObjects, camera, lights, fog, true, material ); - renderObjects( transparentObjects, camera, lights, fog, true, material ); - renderObjectsImmediate( _webglObjectsImmediate, '', camera, lights, fog, false, material ); - - } else { - - var material = null; - - // opaque pass (front-to-back order) - - this.setBlending( THREE.NoBlending ); - - renderObjects( opaqueObjects, camera, lights, fog, false, material ); - renderObjectsImmediate( _webglObjectsImmediate, 'opaque', camera, lights, fog, false, material ); - - // transparent pass (back-to-front order) - - renderObjects( transparentObjects, camera, lights, fog, true, material ); - renderObjectsImmediate( _webglObjectsImmediate, 'transparent', camera, lights, fog, true, material ); - - } - - // 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 - - this.setDepthTest( true ); - this.setDepthWrite( true ); - - // _gl.finish(); - - }; - - function projectObject( scene, object ) { - - if ( object.visible === false ) return; - - if ( object instanceof THREE.Scene || object instanceof THREE.Group ) { - - // skip - - } else { - - initObject( object, scene ); - - 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 { - - var webglObjects = _webglObjects[ object.id ]; - - if ( webglObjects && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) { - - updateObject( object, scene ); - - for ( var i = 0, l = webglObjects.length; i < l; i ++ ) { - - var webglObject = webglObjects[i]; - - unrollBufferMaterial( webglObject ); - - webglObject.render = true; - - if ( _this.sortObjects === true ) { - - if ( object.renderDepth !== null ) { - - webglObject.z = object.renderDepth; - - } else { - - _vector3.setFromMatrixPosition( object.matrixWorld ); - _vector3.applyProjection( _projScreenMatrix ); - - webglObject.z = _vector3.z; - - } - - } - - } - - } - - } - - } - - for ( var i = 0, l = object.children.length; i < l; i ++ ) { - - projectObject( scene, object.children[ i ] ); - - } - - } - - function renderObjects( renderList, camera, lights, fog, useBlending, overrideMaterial ) { - - var material; - - for ( var i = renderList.length - 1; i !== - 1; i -- ) { - - var webglObject = renderList[ i ]; - - var object = webglObject.object; - var buffer = webglObject.buffer; - - setupMatrices( object, camera ); - - if ( overrideMaterial ) { - - material = overrideMaterial; - - } else { - - material = webglObject.material; - - if ( ! material ) continue; - - if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst ); - - _this.setDepthTest( material.depthTest ); - _this.setDepthWrite( material.depthWrite ); - setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits ); - - } - - _this.setMaterialFaces( material ); - - if ( buffer instanceof THREE.BufferGeometry ) { - - _this.renderBufferDirect( camera, lights, fog, material, buffer, object ); - - } else { - - _this.renderBuffer( camera, lights, fog, material, buffer, object ); - - } - - } - - } - - function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) { - - var material; - - for ( var i = 0, il = renderList.length; i < il; i ++ ) { - - var webglObject = renderList[ i ]; - var object = webglObject.object; - - if ( object.visible ) { - - if ( overrideMaterial ) { - - material = overrideMaterial; - - } else { - - material = webglObject[ materialType ]; - - if ( ! material ) continue; - - if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst ); - - _this.setDepthTest( material.depthTest ); - _this.setDepthWrite( material.depthWrite ); - setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits ); - - } - - _this.renderImmediateObject( camera, lights, fog, material, object ); - - } - - } - - } - - this.renderImmediateObject = function ( camera, lights, fog, material, object ) { - - var program = setProgram( camera, lights, fog, material, object ); - - _currentGeometryGroupHash = - 1; - - _this.setMaterialFaces( material ); - - if ( object.immediateRenderCallback ) { - - object.immediateRenderCallback( program, _gl, _frustum ); - - } else { - - object.render( function ( object ) { _this.renderBufferImmediate( object, program, material ); } ); - - } - - }; - - function unrollImmediateBufferMaterial ( globject ) { - - var object = globject.object, - material = object.material; - - if ( material.transparent ) { - - globject.transparent = material; - globject.opaque = null; - - } else { - - globject.opaque = material; - globject.transparent = null; - - } - - } - - function unrollBufferMaterial ( globject ) { - - var object = globject.object; - var buffer = globject.buffer; - - var geometry = object.geometry; - var material = object.material; - - if ( material instanceof THREE.MeshFaceMaterial ) { - - var materialIndex = geometry instanceof THREE.BufferGeometry ? 0 : buffer.materialIndex; - - material = material.materials[ materialIndex ]; - - globject.material = material; - - if ( material.transparent ) { - - transparentObjects.push( globject ); - - } else { - - opaqueObjects.push( globject ); - - } - - } else if ( material ) { - - globject.material = material; - - if ( material.transparent ) { - - transparentObjects.push( globject ); - - } else { - - opaqueObjects.push( globject ); - - } - - } - - } - - function initObject( object, scene ) { - - if ( object.__webglInit === undefined ) { - - object.__webglInit = true; - object._modelViewMatrix = new THREE.Matrix4(); - object._normalMatrix = new THREE.Matrix3(); - - object.addEventListener( 'removed', onObjectRemoved ); - - } - - var geometry = object.geometry; - - if ( geometry === undefined ) { - - // ImmediateRenderObject - - } else if ( geometry.__webglInit === undefined ) { - - geometry.__webglInit = true; - geometry.addEventListener( 'dispose', onGeometryDispose ); - - if ( geometry instanceof THREE.BufferGeometry ) { - - // - - } else if ( object instanceof THREE.Mesh ) { - - initGeometryGroups( scene, object, geometry ); - - } else if ( object instanceof THREE.Line ) { - - if ( geometry.__webglVertexBuffer === undefined ) { - - createLineBuffers( geometry ); - initLineBuffers( geometry, object ); - - geometry.verticesNeedUpdate = true; - geometry.colorsNeedUpdate = true; - geometry.lineDistancesNeedUpdate = true; - - } - - } else if ( object instanceof THREE.PointCloud ) { - - if ( geometry.__webglVertexBuffer === undefined ) { - - createParticleBuffers( geometry ); - initParticleBuffers( geometry, object ); - - geometry.verticesNeedUpdate = true; - geometry.colorsNeedUpdate = true; - - } - - } - - } - - if ( object.__webglActive === undefined) { - - object.__webglActive = true; - - if ( object instanceof THREE.Mesh ) { - - if ( geometry instanceof THREE.BufferGeometry ) { - - addBuffer( _webglObjects, geometry, object ); - - } else if ( geometry instanceof THREE.Geometry ) { - - var geometryGroupsList = geometryGroups[ geometry.id ]; - - for ( var i = 0,l = geometryGroupsList.length; i < l; i ++ ) { - - addBuffer( _webglObjects, geometryGroupsList[ i ], object ); - - } - - } - - } else if ( object instanceof THREE.Line || object instanceof THREE.PointCloud ) { - - addBuffer( _webglObjects, geometry, object ); - - } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) { - - addBufferImmediate( _webglObjectsImmediate, object ); - - } - - } - - } - - // Geometry splitting - - var geometryGroups = {}; - var geometryGroupCounter = 0; - - function makeGroups( geometry, usesFaceMaterial ) { - - var maxVerticesInGroup = extensions.get( 'OES_element_index_uint' ) ? 4294967296 : 65535; - - var groupHash, hash_map = {}; - - var numMorphTargets = geometry.morphTargets.length; - var numMorphNormals = geometry.morphNormals.length; - - var group; - var groups = {}; - var groupsList = []; - - for ( var f = 0, fl = geometry.faces.length; f < fl; f ++ ) { - - var face = geometry.faces[ f ]; - var materialIndex = usesFaceMaterial ? face.materialIndex : 0; - - if ( ! ( materialIndex in hash_map ) ) { - - hash_map[ materialIndex ] = { hash: materialIndex, counter: 0 }; - - } - - groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter; - - if ( ! ( groupHash in groups ) ) { - - group = { - id: geometryGroupCounter ++, - faces3: [], - materialIndex: materialIndex, - vertices: 0, - numMorphTargets: numMorphTargets, - numMorphNormals: numMorphNormals - }; - - groups[ groupHash ] = group; - groupsList.push( group ); - - } - - if ( groups[ groupHash ].vertices + 3 > maxVerticesInGroup ) { - - hash_map[ materialIndex ].counter += 1; - groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter; - - if ( ! ( groupHash in groups ) ) { - - group = { - id: geometryGroupCounter ++, - faces3: [], - materialIndex: materialIndex, - vertices: 0, - numMorphTargets: numMorphTargets, - numMorphNormals: numMorphNormals - }; - - groups[ groupHash ] = group; - groupsList.push( group ); - - } - - } - - groups[ groupHash ].faces3.push( f ); - groups[ groupHash ].vertices += 3; - - } - - return groupsList; - - } - - function initGeometryGroups( scene, object, geometry ) { - - var material = object.material, addBuffers = false; - - if ( geometryGroups[ geometry.id ] === undefined || geometry.groupsNeedUpdate === true ) { - - delete _webglObjects[ object.id ]; - - geometryGroups[ geometry.id ] = makeGroups( geometry, material instanceof THREE.MeshFaceMaterial ); - - geometry.groupsNeedUpdate = false; - - } - - var geometryGroupsList = geometryGroups[ geometry.id ]; - - // create separate VBOs per geometry chunk - - for ( var i = 0, il = geometryGroupsList.length; i < il; i ++ ) { - - var geometryGroup = geometryGroupsList[ i ]; - - // initialise VBO on the first access - - if ( geometryGroup.__webglVertexBuffer === undefined ) { - - createMeshBuffers( geometryGroup ); - initMeshBuffers( geometryGroup, object ); - - geometry.verticesNeedUpdate = true; - geometry.morphTargetsNeedUpdate = true; - geometry.elementsNeedUpdate = true; - geometry.uvsNeedUpdate = true; - geometry.normalsNeedUpdate = true; - geometry.tangentsNeedUpdate = true; - geometry.colorsNeedUpdate = true; - - addBuffers = true; - - } else { - - addBuffers = false; - - } - - if ( addBuffers || object.__webglActive === undefined ) { - - addBuffer( _webglObjects, geometryGroup, object ); - - } - - } - - object.__webglActive = true; - - } - - function addBuffer( objlist, buffer, object ) { - - var id = object.id; - objlist[id] = objlist[id] || []; - objlist[id].push( - { - id: id, - buffer: buffer, - object: object, - material: null, - z: 0 - } - ); - - }; - - function addBufferImmediate( objlist, object ) { - - objlist.push( - { - id: null, - object: object, - opaque: null, - transparent: null, - z: 0 - } - ); - - }; - - // Objects updates - - function updateObject( object, scene ) { - - var geometry = object.geometry, customAttributesDirty, material; - - if ( geometry instanceof THREE.BufferGeometry ) { - - setDirectBuffers( geometry ); - - } else if ( object instanceof THREE.Mesh ) { - - // check all geometry groups - - if ( geometry.groupsNeedUpdate === true ) { - - initGeometryGroups( scene, object, geometry ); - - } - - var geometryGroupsList = geometryGroups[ geometry.id ]; - - for ( var i = 0, il = geometryGroupsList.length; i < il; i ++ ) { - - var geometryGroup = geometryGroupsList[ i ]; - - material = getBufferMaterial( object, geometryGroup ); - - if ( geometry.groupsNeedUpdate === true ) { - - initMeshBuffers( geometryGroup, object ); - - } - - customAttributesDirty = material.attributes && areCustomAttributesDirty( material ); - - if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate || - geometry.uvsNeedUpdate || geometry.normalsNeedUpdate || - geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate || customAttributesDirty ) { - - setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, ! geometry.dynamic, material ); - - } - - } - - geometry.verticesNeedUpdate = false; - geometry.morphTargetsNeedUpdate = false; - geometry.elementsNeedUpdate = false; - geometry.uvsNeedUpdate = false; - geometry.normalsNeedUpdate = false; - geometry.colorsNeedUpdate = false; - geometry.tangentsNeedUpdate = false; - - material.attributes && clearCustomAttributes( material ); - - } else if ( object instanceof THREE.Line ) { - - material = getBufferMaterial( object, geometry ); - - customAttributesDirty = material.attributes && areCustomAttributesDirty( material ); - - if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.lineDistancesNeedUpdate || customAttributesDirty ) { - - setLineBuffers( geometry, _gl.DYNAMIC_DRAW ); - - } - - geometry.verticesNeedUpdate = false; - geometry.colorsNeedUpdate = false; - geometry.lineDistancesNeedUpdate = false; - - material.attributes && clearCustomAttributes( material ); - - - } else if ( object instanceof THREE.PointCloud ) { - - material = getBufferMaterial( object, geometry ); - - customAttributesDirty = material.attributes && areCustomAttributesDirty( material ); - - if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || object.sortParticles || customAttributesDirty ) { - - setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object ); - - } - - geometry.verticesNeedUpdate = false; - geometry.colorsNeedUpdate = false; - - material.attributes && clearCustomAttributes( material ); - - } - - } - - // Objects updates - custom attributes check - - function areCustomAttributesDirty( material ) { - - for ( var name in material.attributes ) { - - if ( material.attributes[ name ].needsUpdate ) return true; - - } - - return false; - - } - - function clearCustomAttributes( material ) { - - for ( var name in material.attributes ) { - - material.attributes[ name ].needsUpdate = false; - - } - - } - - // Objects removal - - function removeObject( object ) { - - if ( object instanceof THREE.Mesh || - object instanceof THREE.PointCloud || - object instanceof THREE.Line ) { - - delete _webglObjects[ object.id ]; - - } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) { - - removeInstances( _webglObjectsImmediate, object ); - - } - - delete object.__webglInit; - delete object._modelViewMatrix; - delete object._normalMatrix; - - delete object.__webglActive; - - } - - function removeInstances( objlist, object ) { - - for ( var o = objlist.length - 1; o >= 0; o -- ) { - - if ( objlist[ o ].object === object ) { - - objlist.splice( o, 1 ); - - } - - } - - } - - // Materials - - function initMaterial( material, lights, fog, object ) { - - material.addEventListener( 'dispose', onMaterialDispose ); - - var shaderID; - - if ( material instanceof THREE.MeshDepthMaterial ) { - - shaderID = 'depth'; - - } else if ( material instanceof THREE.MeshNormalMaterial ) { - - shaderID = 'normal'; - - } else if ( material instanceof THREE.MeshBasicMaterial ) { - - shaderID = 'basic'; - - } else if ( material instanceof THREE.MeshLambertMaterial ) { - - shaderID = 'lambert'; - - } else if ( material instanceof THREE.MeshPhongMaterial ) { - - shaderID = 'phong'; - - } else if ( material instanceof THREE.LineBasicMaterial ) { - - shaderID = 'basic'; - - } else if ( material instanceof THREE.LineDashedMaterial ) { - - shaderID = 'dashed'; - - } else if ( material instanceof THREE.PointCloudMaterial ) { - - shaderID = 'particle_basic'; - - } - - if ( shaderID ) { - - var shader = THREE.ShaderLib[ shaderID ]; - - material.__webglShader = { - uniforms: THREE.UniformsUtils.clone( shader.uniforms ), - vertexShader: shader.vertexShader, - fragmentShader: shader.fragmentShader - } - - } else { - - material.__webglShader = { - uniforms: material.uniforms, - vertexShader: material.vertexShader, - fragmentShader: material.fragmentShader - } - - } - - // 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 parameters = { - - precision: _precision, - supportsVertexTextures: _supportsVertexTextures, - - map: !! material.map, - envMap: !! material.envMap, - lightMap: !! material.lightMap, - bumpMap: !! material.bumpMap, - normalMap: !! material.normalMap, - specularMap: !! material.specularMap, - alphaMap: !! material.alphaMap, - - vertexColors: material.vertexColors, - - fog: fog, - useFog: material.fog, - fogExp: fog instanceof THREE.FogExp2, - - 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: _this.shadowMapEnabled && object.receiveShadow && maxShadows > 0, - shadowMapType: _this.shadowMapType, - shadowMapDebug: _this.shadowMapDebug, - shadowMapCascade: _this.shadowMapCascade, - - alphaTest: material.alphaTest, - metal: material.metal, - wrapAround: material.wrapAround, - 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 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; - program.usedTimes ++; - - break; - - } - - } - - if ( program === undefined ) { - - program = new THREE.WebGLProgram( _this, code, material, parameters ); - _programs.push( program ); - - _this.info.memory.programs = _programs.length; - - } - - material.program = program; - - var attributes = program.attributes; - - if ( material.morphTargets ) { - - material.numSupportedMorphTargets = 0; - - var id, base = 'morphTarget'; - - for ( var i = 0; i < _this.maxMorphTargets; i ++ ) { - - id = base + i; - - if ( attributes[ id ] >= 0 ) { - - material.numSupportedMorphTargets ++; - - } - - } - - } - - if ( material.morphNormals ) { - - material.numSupportedMorphNormals = 0; - - var id, base = 'morphNormal'; - - for ( i = 0; i < _this.maxMorphNormals; i ++ ) { - - id = base + i; - - if ( attributes[ id ] >= 0 ) { - - material.numSupportedMorphNormals ++; - - } - - } - - } - - material.uniformsList = []; - - for ( var u in material.__webglShader.uniforms ) { - - var location = material.program.uniforms[ u ]; - - if ( location ) { - material.uniformsList.push( [ material.__webglShader.uniforms[ u ], location ] ); - } - - } - - } - - function setProgram( camera, lights, fog, material, object ) { - - _usedTextureUnits = 0; - - if ( material.needsUpdate ) { - - if ( material.program ) deallocateMaterial( material ); - - initMaterial( material, lights, fog, object ); - material.needsUpdate = false; - - } - - if ( material.morphTargets ) { - - if ( ! object.__webglMorphTargetInfluences ) { - - object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets ); - - } - - } - - var refreshProgram = false; - var refreshMaterial = false; - var refreshLights = false; - - var program = material.program, - p_uniforms = program.uniforms, - m_uniforms = material.__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 !== null ) { - - _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.ShaderMaterial || - material.skinning ) { - - if ( p_uniforms.viewMatrix !== null ) { - - _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 !== null ) { - - _gl.uniformMatrix4fv( p_uniforms.bindMatrix, false, object.bindMatrix.elements ); - - } - - if ( object.bindMatrixInverse && p_uniforms.bindMatrixInverse !== null ) { - - _gl.uniformMatrix4fv( p_uniforms.bindMatrixInverse, false, object.bindMatrixInverse.elements ); - - } - - if ( _supportsBoneTextures && object.skeleton && object.skeleton.useVertexTexture ) { - - if ( p_uniforms.boneTexture !== null ) { - - var textureUnit = getTextureUnit(); - - _gl.uniform1i( p_uniforms.boneTexture, textureUnit ); - _this.setTexture( object.skeleton.boneTexture, textureUnit ); - - } - - if ( p_uniforms.boneTextureWidth !== null ) { - - _gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth ); - - } - - if ( p_uniforms.boneTextureHeight !== null ) { - - _gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight ); - - } - - } else if ( object.skeleton && object.skeleton.boneMatrices ) { - - if ( p_uniforms.boneGlobalMatrices !== null ) { - - _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.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( material.uniformsList ); - - } - - loadUniformsMatrices( p_uniforms, object ); - - if ( p_uniforms.modelMatrix !== null ) { - - _gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements ); - - } - - return program; - - } - - // Uniforms (refresh uniforms objects) - - function refreshUniformsCommon ( uniforms, material ) { - - uniforms.opacity.value = material.opacity; - - if ( _this.gammaInput ) { - - uniforms.diffuse.value.copyGammaToLinear( material.color ); - - } else { - - uniforms.diffuse.value = material.color; - - } - - uniforms.map.value = material.map; - uniforms.lightMap.value = material.lightMap; - 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 - - 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; - - } - - 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; - - if ( _this.gammaInput ) { - - //uniforms.reflectivity.value = material.reflectivity * material.reflectivity; - uniforms.reflectivity.value = material.reflectivity; - - } else { - - uniforms.reflectivity.value = material.reflectivity; - - } - - uniforms.refractionRatio.value = material.refractionRatio; - uniforms.combine.value = material.combine; - uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping; - - } - - function refreshUniformsLine ( uniforms, material ) { - - uniforms.diffuse.value = material.color; - uniforms.opacity.value = material.opacity; - - } - - function 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; - - } - - function refreshUniformsFog ( uniforms, fog ) { - - uniforms.fogColor.value = fog.color; - - if ( fog instanceof THREE.Fog ) { - - uniforms.fogNear.value = fog.near; - uniforms.fogFar.value = fog.far; - - } else if ( fog instanceof THREE.FogExp2 ) { - - uniforms.fogDensity.value = fog.density; - - } - - } - - function refreshUniformsPhong ( uniforms, material ) { - - uniforms.shininess.value = material.shininess; - - if ( _this.gammaInput ) { - - uniforms.ambient.value.copyGammaToLinear( material.ambient ); - uniforms.emissive.value.copyGammaToLinear( material.emissive ); - uniforms.specular.value.copyGammaToLinear( material.specular ); - - } else { - - uniforms.ambient.value = material.ambient; - uniforms.emissive.value = material.emissive; - uniforms.specular.value = material.specular; - - } - - if ( material.wrapAround ) { - - uniforms.wrapRGB.value.copy( material.wrapRGB ); - - } - - } - - function refreshUniformsLambert ( uniforms, material ) { - - if ( _this.gammaInput ) { - - uniforms.ambient.value.copyGammaToLinear( material.ambient ); - uniforms.emissive.value.copyGammaToLinear( material.emissive ); - - } else { - - uniforms.ambient.value = material.ambient; - uniforms.emissive.value = material.emissive; - - } - - if ( material.wrapAround ) { - - uniforms.wrapRGB.value.copy( material.wrapRGB ); - - } - - } - - function refreshUniformsLights ( uniforms, lights ) { - - uniforms.ambientLightColor.value = lights.ambient; - - uniforms.directionalLightColor.value = lights.directional.colors; - uniforms.directionalLightDirection.value = lights.directional.positions; - - uniforms.pointLightColor.value = lights.point.colors; - uniforms.pointLightPosition.value = lights.point.positions; - uniforms.pointLightDistance.value = lights.point.distances; - - uniforms.spotLightColor.value = lights.spot.colors; - uniforms.spotLightPosition.value = lights.spot.positions; - uniforms.spotLightDistance.value = lights.spot.distances; - uniforms.spotLightDirection.value = lights.spot.directions; - uniforms.spotLightAngleCos.value = lights.spot.anglesCos; - uniforms.spotLightExponent.value = lights.spot.exponents; - - 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, boolean ) { - - uniforms.ambientLightColor.needsUpdate = boolean; - - uniforms.directionalLightColor.needsUpdate = boolean; - uniforms.directionalLightDirection.needsUpdate = boolean; - - uniforms.pointLightColor.needsUpdate = boolean; - uniforms.pointLightPosition.needsUpdate = boolean; - uniforms.pointLightDistance.needsUpdate = boolean; - - uniforms.spotLightColor.needsUpdate = boolean; - uniforms.spotLightPosition.needsUpdate = boolean; - uniforms.spotLightDistance.needsUpdate = boolean; - uniforms.spotLightDirection.needsUpdate = boolean; - uniforms.spotLightAngleCos.needsUpdate = boolean; - uniforms.spotLightExponent.needsUpdate = boolean; - - uniforms.hemisphereLightSkyColor.needsUpdate = boolean; - uniforms.hemisphereLightGroundColor.needsUpdate = boolean; - uniforms.hemisphereLightDirection.needsUpdate = boolean; - - } - - function refreshUniformsShadow ( uniforms, lights ) { - - if ( uniforms.shadowMatrix ) { - - var j = 0; - - for ( var i = 0, il = lights.length; i < il; i ++ ) { - - var light = lights[ i ]; - - if ( ! light.castShadow ) continue; - - if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) { - - uniforms.shadowMap.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 ] = 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 ] = 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 ] = 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 || - ( texture.image instanceof Array && 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 setColorGamma( array, offset, color, intensitySq ) { - - array[ offset ] = color.r * color.r * intensitySq; - array[ offset + 1 ] = color.g * color.g * intensitySq; - array[ offset + 2 ] = color.b * color.b * intensitySq; - - } - - function setColorLinear( array, offset, color, intensity ) { - - array[ offset ] = color.r * intensity; - array[ offset + 1 ] = color.g * intensity; - array[ offset + 2 ] = color.b * intensity; - - } - - function setupLights ( lights ) { - - var l, ll, light, n, - r = 0, g = 0, b = 0, - color, skyColor, groundColor, - intensity, intensitySq, - position, - distance, - - zlights = _lights, - - dirColors = zlights.directional.colors, - dirPositions = zlights.directional.positions, - - pointColors = zlights.point.colors, - pointPositions = zlights.point.positions, - pointDistances = zlights.point.distances, - - spotColors = zlights.spot.colors, - spotPositions = zlights.spot.positions, - spotDistances = zlights.spot.distances, - spotDirections = zlights.spot.directions, - spotAnglesCos = zlights.spot.anglesCos, - spotExponents = zlights.spot.exponents, - - 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; - - if ( _this.gammaInput ) { - - r += color.r * color.r; - g += color.g * color.g; - b += color.b * color.b; - - } else { - - r += color.r; - g += color.g; - b += color.b; - - } - - } else if ( light instanceof THREE.DirectionalLight ) { - - 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 ] = _direction.x; - dirPositions[ dirOffset + 1 ] = _direction.y; - dirPositions[ dirOffset + 2 ] = _direction.z; - - if ( _this.gammaInput ) { - - setColorGamma( dirColors, dirOffset, color, intensity * intensity ); - - } else { - - setColorLinear( dirColors, dirOffset, color, intensity ); - - } - - dirLength += 1; - - } else if ( light instanceof THREE.PointLight ) { - - pointCount += 1; - - if ( ! light.visible ) continue; - - pointOffset = pointLength * 3; - - if ( _this.gammaInput ) { - - setColorGamma( pointColors, pointOffset, color, intensity * intensity ); - - } else { - - setColorLinear( pointColors, pointOffset, color, intensity ); - - } - - _vector3.setFromMatrixPosition( light.matrixWorld ); - - pointPositions[ pointOffset ] = _vector3.x; - pointPositions[ pointOffset + 1 ] = _vector3.y; - pointPositions[ pointOffset + 2 ] = _vector3.z; - - pointDistances[ pointLength ] = distance; - - pointLength += 1; - - } else if ( light instanceof THREE.SpotLight ) { - - spotCount += 1; - - if ( ! light.visible ) continue; - - spotOffset = spotLength * 3; - - if ( _this.gammaInput ) { - - setColorGamma( spotColors, spotOffset, color, intensity * intensity ); - - } else { - - setColorLinear( spotColors, spotOffset, color, intensity ); - - } - - _direction.setFromMatrixPosition( light.matrixWorld ); - - spotPositions[ spotOffset ] = _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 ] = _direction.x; - spotDirections[ spotOffset + 1 ] = _direction.y; - spotDirections[ spotOffset + 2 ] = _direction.z; - - spotAnglesCos[ spotLength ] = Math.cos( light.angle ); - spotExponents[ spotLength ] = light.exponent; - - 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 ] = _direction.x; - hemiPositions[ hemiOffset + 1 ] = _direction.y; - hemiPositions[ hemiOffset + 2 ] = _direction.z; - - skyColor = light.color; - groundColor = light.groundColor; - - if ( _this.gammaInput ) { - - intensitySq = intensity * intensity; - - setColorGamma( hemiSkyColors, hemiOffset, skyColor, intensitySq ); - setColorGamma( hemiGroundColors, hemiOffset, groundColor, intensitySq ); - - } else { - - 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 ) { - - _gl.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 ); - - } - - _gl.enable( _gl.CULL_FACE ); - - } - - }; - - this.setMaterialFaces = function ( material ) { - - var doubleSided = material.side === THREE.DoubleSide; - var flipSided = material.side === THREE.BackSide; - - if ( _oldDoubleSided !== doubleSided ) { - - if ( doubleSided ) { - - _gl.disable( _gl.CULL_FACE ); - - } else { - - _gl.enable( _gl.CULL_FACE ); - - } - - _oldDoubleSided = doubleSided; - - } - - if ( _oldFlipSided !== flipSided ) { - - if ( flipSided ) { - - _gl.frontFace( _gl.CW ); - - } else { - - _gl.frontFace( _gl.CCW ); - - } - - _oldFlipSided = flipSided; - - } - - }; - - this.setDepthTest = function ( depthTest ) { - - if ( _oldDepthTest !== depthTest ) { - - if ( depthTest ) { - - _gl.enable( _gl.DEPTH_TEST ); - - } else { - - _gl.disable( _gl.DEPTH_TEST ); - - } - - _oldDepthTest = depthTest; - - } - - }; - - this.setDepthWrite = function ( depthWrite ) { - - if ( _oldDepthWrite !== depthWrite ) { - - _gl.depthMask( depthWrite ); - _oldDepthWrite = depthWrite; - - } - - }; - - function setLineWidth ( width ) { - - if ( width !== _oldLineWidth ) { - - _gl.lineWidth( width ); - - _oldLineWidth = width; - - } - - } - - function setPolygonOffset ( polygonoffset, factor, units ) { - - if ( _oldPolygonOffset !== polygonoffset ) { - - if ( polygonoffset ) { - - _gl.enable( _gl.POLYGON_OFFSET_FILL ); - - } else { - - _gl.disable( _gl.POLYGON_OFFSET_FILL ); - - } - - _oldPolygonOffset = polygonoffset; - - } - - if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) { - - _gl.polygonOffset( factor, units ); - - _oldPolygonOffsetFactor = factor; - _oldPolygonOffsetUnits = units; - - } - - } - - this.setBlending = function ( blending, blendEquation, blendSrc, blendDst ) { - - if ( blending !== _oldBlending ) { - - if ( blending === THREE.NoBlending ) { - - _gl.disable( _gl.BLEND ); - - } else if ( blending === THREE.AdditiveBlending ) { - - _gl.enable( _gl.BLEND ); - _gl.blendEquation( _gl.FUNC_ADD ); - _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE ); - - } else if ( blending === THREE.SubtractiveBlending ) { - - // TODO: Find blendFuncSeparate() combination - _gl.enable( _gl.BLEND ); - _gl.blendEquation( _gl.FUNC_ADD ); - _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR ); - - } else if ( blending === THREE.MultiplyBlending ) { - - // TODO: Find blendFuncSeparate() combination - _gl.enable( _gl.BLEND ); - _gl.blendEquation( _gl.FUNC_ADD ); - _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR ); - - } else if ( blending === THREE.CustomBlending ) { - - _gl.enable( _gl.BLEND ); - - } else { - - _gl.enable( _gl.BLEND ); - _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD ); - _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA ); - - } - - _oldBlending = blending; - - } - - if ( blending === THREE.CustomBlending ) { - - if ( blendEquation !== _oldBlendEquation ) { - - _gl.blendEquation( paramThreeToGL( blendEquation ) ); - - _oldBlendEquation = blendEquation; - - } - - if ( blendSrc !== _oldBlendSrc || blendDst !== _oldBlendDst ) { - - _gl.blendFunc( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ) ); - - _oldBlendSrc = blendSrc; - _oldBlendDst = blendDst; - - } - - } else { - - _oldBlendEquation = null; - _oldBlendSrc = null; - _oldBlendDst = null; - - } - - }; - - // 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 ); - - _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) ); - _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) ); - - } - - extension = extensions.get( 'EXT_texture_filter_anisotropic' ); - - if ( extension && texture.type !== THREE.FloatType ) { - - if ( texture.anisotropy > 1 || texture.__oldAnisotropy ) { - - _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _this.getMaxAnisotropy() ) ); - texture.__oldAnisotropy = texture.anisotropy; - - } - - } - - } - - this.uploadTexture = function ( texture ) { - - if ( texture.__webglInit === undefined ) { - - texture.__webglInit = true; - - texture.addEventListener( 'dispose', onTextureDispose ); - - texture.__webglTexture = _gl.createTexture(); - - _this.info.memory.textures ++; - - } - - _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture ); - - _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY ); - _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha ); - _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 ]; - _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); - - } - - texture.generateMipmaps = false; - - } else { - - _gl.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 ( getCompressedTextureFormats().indexOf( glFormat ) > -1 ) { - - _gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data ); - - } else { - - console.warn( "Attempt to load unsupported compressed texture format" ); - - } - - } else { - - _gl.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 ]; - _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap ); - - } - - texture.generateMipmaps = false; - - } else { - - _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image ); - - } - - } - - if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D ); - - texture.needsUpdate = false; - - if ( texture.onUpdate ) texture.onUpdate(); - - }; - - this.setTexture = function ( texture, slot ) { - - _gl.activeTexture( _gl.TEXTURE0 + slot ); - - if ( texture.needsUpdate ) { - - _this.uploadTexture( texture ); - - } else { - - _gl.bindTexture( _gl.TEXTURE_2D, texture.__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.log( 'THREE.WebGLRenderer:', image, 'is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height + '.' ); - - return canvas; - - } - - return image; - - } - - function setCubeTexture ( texture, slot ) { - - if ( texture.image.length === 6 ) { - - if ( texture.needsUpdate ) { - - if ( ! texture.image.__webglTextureCube ) { - - texture.addEventListener( 'dispose', onTextureDispose ); - - texture.image.__webglTextureCube = _gl.createTexture(); - - _this.info.memory.textures ++; - - } - - _gl.activeTexture( _gl.TEXTURE0 + slot ); - _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.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 ) { - - _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data ); - - } else { - - _gl.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 ( getCompressedTextureFormats().indexOf( glFormat ) > -1 ) { - - _gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data ); - - } else { - - console.warn( "Attempt to load unsupported compressed texture format" ); - - } - - } else { - - _gl.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 ); - - } - - texture.needsUpdate = false; - - if ( texture.onUpdate ) texture.onUpdate(); - - } else { - - _gl.activeTexture( _gl.TEXTURE0 + slot ); - _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube ); - - } - - } - - } - - function setCubeTextureDynamic ( texture, slot ) { - - _gl.activeTexture( _gl.TEXTURE0 + slot ); - _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture ); - - } - - // Render targets - - function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) { - - _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); - _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 ); - - } - - function setupRenderBuffer ( renderbuffer, renderTarget ) { - - _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer ); - - if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) { - - _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height ); - _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer ); - - /* For some reason this is not working. Defaulting to RGBA4. - } else if ( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) { - - _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height ); - _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer ); - */ - } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) { - - _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height ); - _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer ); - - } else { - - _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height ); - - } - - } - - this.setRenderTarget = function ( renderTarget ) { - - var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube ); - - if ( renderTarget && renderTarget.__webglFramebuffer === undefined ) { - - if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true; - if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true; - - renderTarget.addEventListener( 'dispose', onRenderTargetDispose ); - - renderTarget.__webglTexture = _gl.createTexture(); - - _this.info.memory.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 ) { - - renderTarget.__webglFramebuffer = []; - renderTarget.__webglRenderbuffer = []; - - _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture ); - setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo ); - - for ( var i = 0; i < 6; i ++ ) { - - renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer(); - renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer(); - - _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null ); - - setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i ); - setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget ); - - } - - if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP ); - - } else { - - renderTarget.__webglFramebuffer = _gl.createFramebuffer(); - - if ( renderTarget.shareDepthFrom ) { - - renderTarget.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer; - - } else { - - renderTarget.__webglRenderbuffer = _gl.createRenderbuffer(); - - } - - _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture ); - setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo ); - - _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null ); - - setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D ); - - if ( renderTarget.shareDepthFrom ) { - - if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) { - - _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer ); - - } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) { - - _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer ); - - } - - } else { - - setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget ); - - } - - if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D ); - - } - - // Release everything - - if ( isCube ) { - - _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null ); - - } else { - - _gl.bindTexture( _gl.TEXTURE_2D, null ); - - } - - _gl.bindRenderbuffer( _gl.RENDERBUFFER, null ); - _gl.bindFramebuffer( _gl.FRAMEBUFFER, null ); - - } - - var framebuffer, width, height, vx, vy; - - if ( renderTarget ) { - - if ( isCube ) { - - framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ]; - - } else { - - framebuffer = renderTarget.__webglFramebuffer; - - } - - width = renderTarget.width; - height = renderTarget.height; - - vx = 0; - vy = 0; - - } else { - - framebuffer = null; - - width = _viewportWidth; - height = _viewportHeight; - - vx = _viewportX; - vy = _viewportY; - - } - - if ( framebuffer !== _currentFramebuffer ) { - - _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); - _gl.viewport( vx, vy, width, height ); - - _currentFramebuffer = framebuffer; - - } - - _currentWidth = width; - _currentHeight = height; - - }; - - function updateRenderTargetMipmap ( renderTarget ) { - - if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) { - - _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture ); - _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP ); - _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null ); - - } else { - - _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture ); - _gl.generateMipmap( _gl.TEXTURE_2D ); - _gl.bindTexture( _gl.TEXTURE_2D, null ); - - } - - } - - // Fallback filters for non-power-of-2 textures - - function filterFallback ( f ) { - - if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) { - - return _gl.NEAREST; - - } - - return _gl.LINEAR; - - } - - // Map three.js constants to WebGL constants - - function paramThreeToGL ( p ) { - - 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; - - 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 && ! light.shadowCascade ) maxShadows ++; - - } - - return maxShadows; - - } - - // DEPRECATED - - 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.' ); - - }; - -}; - -// File:src/renderers/WebGLRenderTarget.js - -/** - * @author szimek / https://github.com/szimek/ - * @author alteredq / http://alteredqualia.com/ - */ - -THREE.WebGLRenderTarget = function ( width, height, options ) { - - this.width = width; - this.height = height; - - options = options || {}; - - this.wrapS = options.wrapS !== undefined ? options.wrapS : THREE.ClampToEdgeWrapping; - this.wrapT = options.wrapT !== undefined ? options.wrapT : THREE.ClampToEdgeWrapping; - - this.magFilter = options.magFilter !== undefined ? options.magFilter : THREE.LinearFilter; - this.minFilter = options.minFilter !== undefined ? options.minFilter : THREE.LinearMipMapLinearFilter; - - this.anisotropy = options.anisotropy !== undefined ? options.anisotropy : 1; - - this.offset = new THREE.Vector2( 0, 0 ); - this.repeat = new THREE.Vector2( 1, 1 ); - - this.format = options.format !== undefined ? options.format : THREE.RGBAFormat; - this.type = options.type !== undefined ? options.type : THREE.UnsignedByteType; - - this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true; - this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true; - - this.generateMipmaps = true; - - this.shareDepthFrom = null; - -}; - -THREE.WebGLRenderTarget.prototype = { - - constructor: THREE.WebGLRenderTarget, - - setSize: function ( width, height ) { - - this.width = width; - this.height = height; - - }, - - clone: function () { - - var tmp = new THREE.WebGLRenderTarget( this.width, this.height ); - - tmp.wrapS = this.wrapS; - tmp.wrapT = this.wrapT; - - tmp.magFilter = this.magFilter; - tmp.minFilter = this.minFilter; - - tmp.anisotropy = this.anisotropy; - - tmp.offset.copy( this.offset ); - tmp.repeat.copy( this.repeat ); - - tmp.format = this.format; - tmp.type = this.type; - - tmp.depthBuffer = this.depthBuffer; - tmp.stencilBuffer = this.stencilBuffer; - - tmp.generateMipmaps = this.generateMipmaps; - - tmp.shareDepthFrom = this.shareDepthFrom; - - return tmp; - - }, - - 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 ); - -// 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.log( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' ); - - } - - extensions[ name ] = extension; - - return extension; - - }; - -}; - -// File:src/renderers/webgl/WebGLProgram.js - -THREE.WebGLProgram = ( function () { - - var programIdCount = 0; - - var generateDefines = function ( defines ) { - - var value, chunk, chunks = []; - - for ( var d in defines ) { - - value = defines[ d ]; - if ( value === false ) continue; - - chunk = "#define " + d + " " + value; - chunks.push( chunk ); - - } - - return chunks.join( "\n" ); - - }; - - var cacheUniformLocations = function ( gl, program, identifiers ) { - - var uniforms = {}; - - for ( var i = 0, l = identifiers.length; i < l; i ++ ) { - - var id = identifiers[ i ]; - uniforms[ id ] = gl.getUniformLocation( program, id ); - - } - - return uniforms; - - }; - - var cacheAttributeLocations = function ( gl, program, identifiers ) { - - var attributes = {}; - - for ( var i = 0, l = identifiers.length; i < l; i ++ ) { - - var id = identifiers[ i ]; - attributes[ id ] = gl.getAttribLocation( program, id ); - - } - - return attributes; - - }; - - return function ( renderer, code, material, parameters ) { - - var _this = renderer; - var _gl = _this.context; - - var defines = material.defines; - var uniforms = material.__webglShader.uniforms; - var attributes = material.attributes; - - var vertexShader = material.__webglShader.vertexShader; - var fragmentShader = material.__webglShader.fragmentShader; - - var index0AttributeName = material.index0AttributeName; - - if ( index0AttributeName === undefined && parameters.morphTargets === true ) { - - // programs with morphTargets displace position out of attribute 0 - - index0AttributeName = 'position'; - - } - - 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"; - - } - - // console.log( "building new program " ); - - // - - var customDefines = generateDefines( defines ); - - // - - var program = _gl.createProgram(); - - var prefix_vertex, prefix_fragment; - - if ( material instanceof THREE.RawShaderMaterial ) { - - prefix_vertex = ''; - prefix_fragment = ''; - - } else { - - prefix_vertex = [ - - "precision " + parameters.precision + " float;", - "precision " + parameters.precision + " int;", - - customDefines, - - parameters.supportsVertexTextures ? "#define VERTEX_TEXTURES" : "", - - _this.gammaInput ? "#define GAMMA_INPUT" : "", - _this.gammaOutput ? "#define GAMMA_OUTPUT" : "", - - "#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.lightMap ? "#define USE_LIGHTMAP" : "", - 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.skinning ? "#define USE_SKINNING" : "", - parameters.useVertexTexture ? "#define BONE_TEXTURE" : "", - - parameters.morphTargets ? "#define USE_MORPHTARGETS" : "", - parameters.morphNormals ? "#define USE_MORPHNORMALS" : "", - parameters.wrapAround ? "#define WRAP_AROUND" : "", - 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.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "", - - parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "", - - parameters.logarithmicDepthBuffer ? "#define USE_LOGDEPTHBUF" : "", - //_this._glExtensionFragDepth ? "#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;", - "attribute vec2 uv2;", - - "#ifdef USE_COLOR", - - " attribute vec3 color;", - - "#endif", - - "#ifdef USE_MORPHTARGETS", - - " attribute vec3 morphTarget0;", - " attribute vec3 morphTarget1;", - " attribute vec3 morphTarget2;", - " attribute vec3 morphTarget3;", - - " #ifdef USE_MORPHNORMALS", - - " attribute vec3 morphNormal0;", - " attribute vec3 morphNormal1;", - " attribute vec3 morphNormal2;", - " attribute vec3 morphNormal3;", - - " #else", - - " attribute vec3 morphTarget4;", - " attribute vec3 morphTarget5;", - " attribute vec3 morphTarget6;", - " attribute vec3 morphTarget7;", - - " #endif", - - "#endif", - - "#ifdef USE_SKINNING", - - " attribute vec4 skinIndex;", - " attribute vec4 skinWeight;", - - "#endif", - - "" - - ].join( '\n' ); - - prefix_fragment = [ - - "precision " + parameters.precision + " float;", - "precision " + parameters.precision + " int;", - - ( parameters.bumpMap || parameters.normalMap ) ? "#extension GL_OES_standard_derivatives : enable" : "", - - 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: "", - - _this.gammaInput ? "#define GAMMA_INPUT" : "", - _this.gammaOutput ? "#define GAMMA_OUTPUT" : "", - - ( 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.lightMap ? "#define USE_LIGHTMAP" : "", - 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.metal ? "#define METAL" : "", - parameters.wrapAround ? "#define WRAP_AROUND" : "", - 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.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "", - - parameters.logarithmicDepthBuffer ? "#define USE_LOGDEPTHBUF" : "", - //_this._glExtensionFragDepth ? "#define USE_LOGDEPTHBUF_EXT" : "", - - "uniform mat4 viewMatrix;", - "uniform vec3 cameraPosition;", - "" - - ].join( '\n' ); - - } - - var glVertexShader = new THREE.WebGLShader( _gl, _gl.VERTEX_SHADER, prefix_vertex + vertexShader ); - var glFragmentShader = new THREE.WebGLShader( _gl, _gl.FRAGMENT_SHADER, prefix_fragment + fragmentShader ); - - _gl.attachShader( program, glVertexShader ); - _gl.attachShader( program, glFragmentShader ); - - if ( index0AttributeName !== undefined ) { - - // Force a particular attribute to index 0. - // because potentially expensive emulation is done by browser if attribute 0 is disabled. - // And, color, for example is often automatically bound to index 0 so disabling it - - _gl.bindAttribLocation( program, 0, index0AttributeName ); - - } - - _gl.linkProgram( program ); - - if ( _gl.getProgramParameter( program, _gl.LINK_STATUS ) === false ) { - - console.error( 'THREE.WebGLProgram: Could not initialise shader.' ); - console.error( 'gl.VALIDATE_STATUS', _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) ); - console.error( 'gl.getError()', _gl.getError() ); - - } - - if ( _gl.getProgramInfoLog( program ) !== '' ) { - - console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', _gl.getProgramInfoLog( program ) ); - - } - - // clean up - - _gl.deleteShader( glVertexShader ); - _gl.deleteShader( glFragmentShader ); - - // cache uniform locations - - var identifiers = [ - - 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'modelMatrix', 'cameraPosition', 'morphTargetInfluences', 'bindMatrix', 'bindMatrixInverse' - - ]; - - if ( parameters.useVertexTexture ) { - - identifiers.push( 'boneTexture' ); - identifiers.push( 'boneTextureWidth' ); - identifiers.push( 'boneTextureHeight' ); - - } else { - - identifiers.push( 'boneGlobalMatrices' ); - - } - - if ( parameters.logarithmicDepthBuffer ) { - - identifiers.push('logDepthBufFC'); - - } - - - for ( var u in uniforms ) { - - identifiers.push( u ); - - } - - this.uniforms = cacheUniformLocations( _gl, program, identifiers ); - - // cache attributes locations - - identifiers = [ - - "position", "normal", "uv", "uv2", "tangent", "color", - "skinIndex", "skinWeight", "lineDistance" - - ]; - - for ( var i = 0; i < parameters.maxMorphTargets; i ++ ) { - - identifiers.push( "morphTarget" + i ); - - } - - for ( var i = 0; i < parameters.maxMorphNormals; i ++ ) { - - identifiers.push( "morphNormal" + i ); - - } - - for ( var a in attributes ) { - - identifiers.push( a ); - - } - - this.attributes = cacheAttributeLocations( _gl, program, identifiers ); - this.attributesKeys = Object.keys( this.attributes ); - - // - - this.id = programIdCount ++; - this.code = code; - this.usedTimes = 1; - this.program = program; - this.vertexShader = glVertexShader; - this.fragmentShader = glFragmentShader; - - return this; - - }; - -} )(); - -// 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 ( 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()', gl.getShaderInfoLog( shader ) ); - console.warn( addLineNumbers( string ) ); - - } - - // --enable-privileged-webgl-extension - // console.log( type, gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) ); - - return shader; - - }; - -} )(); - -// 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 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(); - - gl.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 ); - - gl.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 ); - - gl.enableVertexAttribArray( attributes.vertex ); - gl.enableVertexAttribArray( attributes.uv ); - - // loop through all lens flares to update their occlusion and positions - // setup gl and common used attribs/unforms - - gl.uniform1i( uniforms.occlusionMap, 0 ); - gl.uniform1i( uniforms.map, 1 ); - - gl.bindBuffer( gl.ARRAY_BUFFER, 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 ); - - gl.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 - - gl.activeTexture( gl.TEXTURE1 ); - gl.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 ); - - gl.disable( gl.BLEND ); - gl.enable( gl.DEPTH_TEST ); - - gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 ); - - - // copy result to occlusionMap - - gl.activeTexture( gl.TEXTURE0 ); - gl.bindTexture( gl.TEXTURE_2D, occlusionTexture ); - gl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGBA, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 ); - - - // restore graphics - - gl.uniform1i( uniforms.renderType, 1 ); - gl.disable( gl.DEPTH_TEST ); - - gl.activeTexture( gl.TEXTURE1 ); - gl.bindTexture( gl.TEXTURE_2D, tempTexture ); - gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 ); - - - // update object positions - - flare.positionScreen.copy( screenPosition ) - - if ( flare.customUpdateCallback ) { - - flare.customUpdateCallback( flare ); - - } else { - - flare.updateLensFlares(); - - } - - // render flares - - gl.uniform1i( uniforms.renderType, 2 ); - gl.enable( gl.BLEND ); - - for ( 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 ); - - renderer.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst ); - renderer.setTexture( sprite.texture, 1 ); - - gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 ); - - } - - } - - } - - } - - // restore gl - - gl.enable( gl.CULL_FACE ); - gl.enable( gl.DEPTH_TEST ); - gl.depthMask( true ); - - 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/ShadowMapPlugin.js - -/** - * @author alteredq / http://alteredqualia.com/ - */ - -THREE.ShadowMapPlugin = function ( _renderer, _lights, _webglObjects, _webglObjectsImmediate ) { - - var _gl = _renderer.context; - - var _depthMaterial, _depthMaterialMorph, _depthMaterialSkin, _depthMaterialMorphSkin, - - _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 ); - - _depthMaterial = new THREE.ShaderMaterial( { - uniforms: depthUniforms, - vertexShader: depthShader.vertexShader, - fragmentShader: depthShader.fragmentShader - } ); - - _depthMaterialMorph = new THREE.ShaderMaterial( { - uniforms: depthUniforms, - vertexShader: depthShader.vertexShader, - fragmentShader: depthShader.fragmentShader, - morphTargets: true - } ); - - _depthMaterialSkin = new THREE.ShaderMaterial( { - uniforms: depthUniforms, - vertexShader: depthShader.vertexShader, - fragmentShader: depthShader.fragmentShader, - skinning: true - } ); - - _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; - - this.render = function ( scene, camera ) { - - if ( _renderer.shadowMapEnabled === false ) return; - - var i, il, j, jl, n, - - shadowMap, shadowMatrix, shadowCamera, - program, buffer, material, - webglObject, object, light, - - lights = [], - k = 0, - - fog = null; - - // set GL state for depth map - - _gl.clearColor( 1, 1, 1, 1 ); - _gl.disable( _gl.BLEND ); - - _gl.enable( _gl.CULL_FACE ); - _gl.frontFace( _gl.CCW ); - - if ( _renderer.shadowMapCullFace === THREE.CullFaceFront ) { - - _gl.cullFace( _gl.FRONT ); - - } else { - - _gl.cullFace( _gl.BACK ); - - } - - _renderer.setDepthTest( true ); - - // preprocess lights - // - skip lights that are not casting shadows - // - create virtual lights for cascaded shadow maps - - for ( i = 0, il = _lights.length; i < il; i ++ ) { - - light = _lights[ i ]; - - if ( ! light.castShadow ) continue; - - if ( ( light instanceof THREE.DirectionalLight ) && light.shadowCascade ) { - - for ( n = 0; n < light.shadowCascadeCount; n ++ ) { - - var virtualLight; - - if ( ! light.shadowCascadeArray[ n ] ) { - - virtualLight = createVirtualLight( light, n ); - virtualLight.originalCamera = camera; - - var gyro = new THREE.Gyroscope(); - gyro.position.copy( light.shadowCascadeOffset ); - - gyro.add( virtualLight ); - gyro.add( virtualLight.target ); - - camera.add( gyro ); - - light.shadowCascadeArray[ n ] = virtualLight; - - console.log( "Created virtualLight", virtualLight ); - - } else { - - virtualLight = light.shadowCascadeArray[ n ]; - - } - - updateVirtualLight( light, n ); - - lights[ k ] = virtualLight; - k ++; - - } - - } else { - - lights[ k ] = light; - k ++; - - } - - } - - // render depth map - - for ( i = 0, il = lights.length; i < il; i ++ ) { - - light = lights[ i ]; - - if ( ! light.shadowMap ) { - - var shadowFilter = THREE.LinearFilter; - - if ( _renderer.shadowMapType === 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( "Unsupported light type for shadow" ); - 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 ); - - } - - if ( light.isVirtual && virtualLight.originalCamera == camera ) { - - updateShadowCamera( camera, light ); - - } - - shadowMap = light.shadowMap; - shadowMatrix = light.shadowMatrix; - 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, scene, shadowCamera ); - - - // render regular objects - - var objectMaterial, useMorphing, useSkinning; - - for ( j = 0, jl = _renderList.length; j < jl; j ++ ) { - - webglObject = _renderList[ j ]; - - object = webglObject.object; - buffer = webglObject.buffer; - - // culling is overriden globally for all objects - // while rendering depth map - - // need to deal with MeshFaceMaterial somehow - // in that case just use the first of material.materials for now - // (proper solution would require to break objects by materials - // similarly to regular rendering and then set corresponding - // depth materials per each chunk instead of just once per object) - - objectMaterial = getObjectMaterial( object ); - - 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.setMaterialFaces( objectMaterial ); - - if ( buffer instanceof THREE.BufferGeometry ) { - - _renderer.renderBufferDirect( shadowCamera, _lights, fog, material, buffer, object ); - - } else { - - _renderer.renderBuffer( shadowCamera, _lights, fog, material, buffer, object ); - - } - - } - - // set matrices and render immediate objects - - for ( j = 0, jl = _webglObjectsImmediate.length; j < jl; j ++ ) { - - webglObject = _webglObjectsImmediate[ j ]; - object = webglObject.object; - - if ( object.visible && object.castShadow ) { - - object._modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld ); - - _renderer.renderImmediateObject( shadowCamera, _lights, fog, _depthMaterial, object ); - - } - - } - - } - - // restore GL state - - var clearColor = _renderer.getClearColor(), - clearAlpha = _renderer.getClearAlpha(); - - _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha ); - _gl.enable( _gl.BLEND ); - - if ( _renderer.shadowMapCullFace === THREE.CullFaceFront ) { - - _gl.cullFace( _gl.BACK ); - - } - - _renderer.resetGLState(); - - }; - - function projectObject( scene, object, shadowCamera ){ - - if ( object.visible ) { - - var webglObjects = _webglObjects[ object.id ]; - - if ( webglObjects && object.castShadow && (object.frustumCulled === false || _frustum.intersectsObject( object ) === true) ) { - - for ( var i = 0, l = webglObjects.length; i < l; i ++ ) { - - var webglObject = webglObjects[ i ]; - - object._modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld ); - _renderList.push( webglObject ); - - } - - } - - for ( var i = 0, l = object.children.length; i < l; i ++ ) { - - projectObject( scene, object.children[ i ], shadowCamera ); - - } - - } - - } - - function createVirtualLight( light, cascade ) { - - var virtualLight = new THREE.DirectionalLight(); - - virtualLight.isVirtual = true; - - virtualLight.onlyShadow = true; - virtualLight.castShadow = true; - - virtualLight.shadowCameraNear = light.shadowCameraNear; - virtualLight.shadowCameraFar = light.shadowCameraFar; - - virtualLight.shadowCameraLeft = light.shadowCameraLeft; - virtualLight.shadowCameraRight = light.shadowCameraRight; - virtualLight.shadowCameraBottom = light.shadowCameraBottom; - virtualLight.shadowCameraTop = light.shadowCameraTop; - - virtualLight.shadowCameraVisible = light.shadowCameraVisible; - - virtualLight.shadowDarkness = light.shadowDarkness; - - virtualLight.shadowBias = light.shadowCascadeBias[ cascade ]; - virtualLight.shadowMapWidth = light.shadowCascadeWidth[ cascade ]; - virtualLight.shadowMapHeight = light.shadowCascadeHeight[ cascade ]; - - virtualLight.pointsWorld = []; - virtualLight.pointsFrustum = []; - - var pointsWorld = virtualLight.pointsWorld, - pointsFrustum = virtualLight.pointsFrustum; - - for ( var i = 0; i < 8; i ++ ) { - - pointsWorld[ i ] = new THREE.Vector3(); - pointsFrustum[ i ] = new THREE.Vector3(); - - } - - var nearZ = light.shadowCascadeNearZ[ cascade ]; - var farZ = light.shadowCascadeFarZ[ cascade ]; - - pointsFrustum[ 0 ].set( - 1, - 1, nearZ ); - pointsFrustum[ 1 ].set( 1, - 1, nearZ ); - pointsFrustum[ 2 ].set( - 1, 1, nearZ ); - pointsFrustum[ 3 ].set( 1, 1, nearZ ); - - pointsFrustum[ 4 ].set( - 1, - 1, farZ ); - pointsFrustum[ 5 ].set( 1, - 1, farZ ); - pointsFrustum[ 6 ].set( - 1, 1, farZ ); - pointsFrustum[ 7 ].set( 1, 1, farZ ); - - return virtualLight; - - } - - // Synchronize virtual light with the original light - - function updateVirtualLight( light, cascade ) { - - var virtualLight = light.shadowCascadeArray[ cascade ]; - - virtualLight.position.copy( light.position ); - virtualLight.target.position.copy( light.target.position ); - virtualLight.lookAt( virtualLight.target ); - - virtualLight.shadowCameraVisible = light.shadowCameraVisible; - virtualLight.shadowDarkness = light.shadowDarkness; - - virtualLight.shadowBias = light.shadowCascadeBias[ cascade ]; - - var nearZ = light.shadowCascadeNearZ[ cascade ]; - var farZ = light.shadowCascadeFarZ[ cascade ]; - - var pointsFrustum = virtualLight.pointsFrustum; - - pointsFrustum[ 0 ].z = nearZ; - pointsFrustum[ 1 ].z = nearZ; - pointsFrustum[ 2 ].z = nearZ; - pointsFrustum[ 3 ].z = nearZ; - - pointsFrustum[ 4 ].z = farZ; - pointsFrustum[ 5 ].z = farZ; - pointsFrustum[ 6 ].z = farZ; - pointsFrustum[ 7 ].z = farZ; - - } - - // Fit shadow camera's ortho frustum to camera frustum - - function updateShadowCamera( camera, light ) { - - var shadowCamera = light.shadowCamera, - pointsFrustum = light.pointsFrustum, - pointsWorld = light.pointsWorld; - - _min.set( Infinity, Infinity, Infinity ); - _max.set( - Infinity, - Infinity, - Infinity ); - - for ( var i = 0; i < 8; i ++ ) { - - var p = pointsWorld[ i ]; - - p.copy( pointsFrustum[ i ] ); - p.unproject( camera ); - - p.applyMatrix4( shadowCamera.matrixWorldInverse ); - - if ( p.x < _min.x ) _min.x = p.x; - if ( p.x > _max.x ) _max.x = p.x; - - if ( p.y < _min.y ) _min.y = p.y; - if ( p.y > _max.y ) _max.y = p.y; - - if ( p.z < _min.z ) _min.z = p.z; - if ( p.z > _max.z ) _max.z = p.z; - - } - - shadowCamera.left = _min.x; - shadowCamera.right = _max.x; - shadowCamera.top = _max.y; - shadowCamera.bottom = _min.y; - - // can't really fit near/far - //shadowCamera.near = _min.z; - //shadowCamera.far = _max.z; - - shadowCamera.updateProjectionMatrix(); - - } - - // 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 - - function getObjectMaterial( object ) { - - return object.material instanceof THREE.MeshFaceMaterial - ? object.material.materials[ 0 ] - : object.material; - - }; - -}; - -// 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 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 ); - - gl.enableVertexAttribArray( attributes.position ); - gl.enableVertexAttribArray( attributes.uv ); - - gl.disable( gl.CULL_FACE ); - gl.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 ); - - gl.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 ); - - if ( sprite.renderDepth === null ) { - - sprite.z = - sprite._modelViewMatrix.elements[ 14 ]; - - } else { - - sprite.z = sprite.renderDepth; - - } - - } - - 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 ); - - renderer.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst ); - renderer.setDepthTest( material.depthTest ); - renderer.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 - - gl.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;', - 'float 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 ); - - // no flipping needed for cube textures - - texture.flipY = false; - - 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 ); - - } - - } ); - - } - - 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: - * - * typeface.js and canvastext - * For converting fonts and rendering with javascript - * http://typeface.neocracy.org - * - * Triangulation ported from AS3 - * Simple Polygon Triangulation - * http://actionsnippet.com/?p=1462 - * - * A Method to triangulate shapes with holes - * http://www.sakri.net/blog/2009/06/12/an-approach-to-triangulating-polygons-with-holes/ - * - */ - -THREE.FontUtils = { - - faces: {}, - - // Just for now. face[weight][style] - - face: 'helvetiker', - weight: 'normal', - style: 'normal', - size: 150, - divisions: 10, - - getFace: function () { - - try { - - return this.faces[ this.face ][ 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; - - var face = ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data; - - return data; - - }, - - drawText: function ( text ) { - - var characterPts = [], allPts = []; - - // RenderText - - var i, p, - face = this.getFace(), - scale = this.size / face.resolution, - offset = 0, - chars = String( text ).split( '' ), - length = chars.length; - - var fontPaths = []; - - for ( i = 0; i < length; i ++ ) { - - var path = new THREE.Path(); - - var ret = this.extractGlyphPoints( chars[ i ], face, scale, offset, path ); - offset += ret.offset; - - fontPaths.push( ret.path ); - - } - - // get the width - - var width = offset / 2; - // - // for ( p = 0; p < allPts.length; p++ ) { - // - // allPts[ p ].x -= width; - // - // } - - //var extract = this.extractPoints( allPts, characterPts ); - //extract.contour = allPts; - - //extract.paths = fontPaths; - //extract.offset = width; - - return { paths: fontPaths, offset: width }; - - }, - - - - - extractGlyphPoints: function ( c, face, scale, offset, path ) { - - var pts = []; - - var i, i2, divisions, - outline, action, length, - scaleX, scaleY, - x, y, cpx, cpy, cpx0, cpy0, cpx1, cpy1, cpx2, cpy2, - laste, - glyph = face.glyphs[ c ] || face.glyphs[ '?' ]; - - if ( ! glyph ) return; - - if ( glyph.o ) { - - outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) ); - length = outline.length; - - scaleX = scale; - scaleY = scale; - - for ( i = 0; i < length; ) { - - action = outline[ i ++ ]; - - //console.log( action ); - - switch ( action ) { - - case 'm': - - // Move To - - x = outline[ i ++ ] * scaleX + offset; - y = outline[ i ++ ] * scaleY; - - path.moveTo( x, y ); - break; - - case 'l': - - // Line To - - x = outline[ i ++ ] * scaleX + offset; - y = outline[ i ++ ] * scaleY; - path.lineTo( x,y ); - break; - - case 'q': - - // QuadraticCurveTo - - cpx = outline[ i ++ ] * scaleX + offset; - cpy = outline[ i ++ ] * scaleY; - cpx1 = outline[ i ++ ] * scaleX + offset; - cpy1 = outline[ i ++ ] * scaleY; - - path.quadraticCurveTo( cpx1, cpy1, cpx, cpy ); - - laste = pts[ pts.length - 1 ]; - - if ( laste ) { - - cpx0 = laste.x; - cpy0 = laste.y; - - for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) { - - var t = i2 / divisions; - var tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx ); - var ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy ); - } - - } - - break; - - case 'b': - - // Cubic Bezier Curve - - cpx = outline[ i ++ ] * scaleX + offset; - cpy = outline[ i ++ ] * scaleY; - cpx1 = outline[ i ++ ] * scaleX + offset; - cpy1 = outline[ i ++ ] * scaleY; - cpx2 = outline[ i ++ ] * scaleX + offset; - cpy2 = outline[ i ++ ] * scaleY; - - path.bezierCurveTo( 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; - var tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx ); - var ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy ); - - } - - } - - break; - - } - - } - } - - - - return { offset: glyph.ha * scale, path:path }; - } - -}; - - -THREE.FontUtils.generateShapes = function ( text, parameters ) { - - // Parameters - - parameters = parameters || {}; - - var size = parameters.size !== undefined ? parameters.size : 100; - var curveSegments = parameters.curveSegments !== undefined ? parameters.curveSegments : 4; - - var font = parameters.font !== undefined ? parameters.font : 'helvetiker'; - var weight = parameters.weight !== undefined ? parameters.weight : 'normal'; - var style = parameters.style !== undefined ? parameters.style : 'normal'; - - THREE.FontUtils.size = size; - THREE.FontUtils.divisions = curveSegments; - - THREE.FontUtils.face = font; - THREE.FontUtils.weight = weight; - THREE.FontUtils.style = style; - - // Get a Font data json object - - var data = THREE.FontUtils.drawText( text ); - - var paths = data.paths; - var shapes = []; - - for ( var p = 0, pl = paths.length; p < pl; p ++ ) { - - Array.prototype.push.apply( shapes, paths[ p ].toShapes() ); - - } - - return shapes; - -}; - - -/** - * This code is a quick port of code written in C++ which was submitted to - * flipcode.com by John W. Ratcliff // July 22, 2000 - * See original code and more information here: - * http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml - * - * ported to actionscript by Zevan Rosser - * www.actionsnippet.com - * - * ported to javascript by Joshua Koo - * http://www.lab4games.net/zz85/blog - * - */ - - -( function ( namespace ) { - - var EPSILON = 0.0000000001; - - // takes in an contour array and returns - - var process = function ( contour, indices ) { - - var n = contour.length; - - if ( n < 3 ) return null; - - var result = [], - verts = [], - vertIndices = []; - - /* we want a counter-clockwise polygon in verts */ - - var u, v, w; - - if ( area( contour ) > 0.0 ) { - - for ( v = 0; v < n; v ++ ) verts[ v ] = v; - - } else { - - for ( v = 0; v < n; v ++ ) verts[ v ] = ( n - 1 ) - v; - - } - - var nv = n; - - /* remove nv - 2 vertices, creating 1 triangle every time */ - - var count = 2 * nv; /* error detection */ - - for ( v = nv - 1; nv > 2; ) { - - /* if we loop, it is probably a non-simple polygon */ - - if ( ( count -- ) <= 0 ) { - - //** Triangulate: ERROR - probable bad polygon! - - //throw ( "Warning, unable to triangulate polygon!" ); - //return null; - // Sometimes warning is fine, especially polygons are triangulated in reverse. - console.log( 'Warning, unable to triangulate polygon!' ); - - if ( indices ) return vertIndices; - return result; - - } - - /* three consecutive vertices in current polygon, */ - - u = v; if ( nv <= u ) u = 0; /* previous */ - v = u + 1; if ( nv <= v ) v = 0; /* new v */ - w = v + 1; if ( nv <= w ) w = 0; /* next */ - - if ( snip( contour, u, v, w, nv, verts ) ) { - - var a, b, c, s, t; - - /* true names of the vertices */ - - a = verts[ u ]; - b = verts[ v ]; - c = verts[ w ]; - - /* output Triangle */ - - result.push( [ contour[ a ], - 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 -self._typeface_js = { faces: THREE.FontUtils.faces, loadFace: THREE.FontUtils.loadFace }; -THREE.typeface_js = self._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.gain = this.context.createGain(); - this.gain.connect( this.context.destination ); - - this.panner = this.context.createPanner(); - this.panner.connect( this.gain ); - -}; - -THREE.Audio.prototype = Object.create( THREE.Object3D.prototype ); - -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; - scope.source.connect( scope.panner ); - scope.source.start( 0 ); - - } ); - - }; - request.send(); - - return this; - -}; - -THREE.Audio.prototype.setLoop = function ( value ) { - - this.source.loop = value; - -}; - -THREE.Audio.prototype.setRefDistance = function ( value ) { - - this.panner.refDistance = value; - -}; - -THREE.Audio.prototype.setRolloffFactor = function ( value ) { - - this.panner.rolloffFactor = value; - -}; - -THREE.Audio.prototype.updateMatrixWorld = ( function () { - - var position = new THREE.Vector3(); - - return function ( 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.updateMatrixWorld = ( function () { - - var position = new THREE.Vector3(); - var quaternion = new THREE.Quaternion(); - var scale = new THREE.Vector3(); - - var orientation = new THREE.Vector3(); - var velocity = new THREE.Vector3(); - - var positionPrev = new THREE.Vector3(); - - return function ( force ) { - - THREE.Object3D.prototype.updateMatrixWorld.call( this, force ); - - var listener = this.context.listener; - - this.matrixWorld.decompose( position, quaternion, scale ); - - orientation.set( 0, 0, -1 ).applyQuaternion( quaternion ); - velocity.subVectors( position, positionPrev ); - - listener.setPosition( position.x, position.y, position.z ); - listener.setOrientation( orientation.x, orientation.y, orientation.z, this.up.x, this.up.y, this.up.z ); - listener.setVelocity( velocity.x, velocity.y, velocity.z ); - - positionPrev.copy( position ); - - }; - -} )(); - -// 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.log( "Warning, getPoint() not implemented!" ); - return null; - -}; - -// Get point at relative position in curve according to arc length -// - u [0 .. 1] - -THREE.Curve.prototype.getPointAt = function ( u ) { - - var t = this.getUtoTmapping( u ); - return this.getPoint( t ); - -}; - -// Get sequence of points using getPoint( t ) - -THREE.Curve.prototype.getPoints = function ( divisions ) { - - if ( ! divisions ) divisions = 5; - - var d, pts = []; - - for ( d = 0; d <= divisions; d ++ ) { - - pts.push( this.getPoint( d / divisions ) ); - - } - - return pts; - -}; - -// Get sequence of points using getPointAt( u ) - -THREE.Curve.prototype.getSpacedPoints = function ( divisions ) { - - if ( ! divisions ) divisions = 5; - - var d, pts = []; - - for ( d = 0; d <= divisions; d ++ ) { - - pts.push( this.getPointAt( d / divisions ) ); - - } - - return pts; - -}; - -// Get total curve arc length - -THREE.Curve.prototype.getLength = function () { - - var lengths = this.getLengths(); - return lengths[ lengths.length - 1 ]; - -}; - -// Get list of cumulative segment lengths - -THREE.Curve.prototype.getLengths = function ( divisions ) { - - if ( ! divisions ) divisions = (this.__arcLengthDivisions) ? (this.__arcLengthDivisions): 200; - - if ( this.cacheArcLengths - && ( this.cacheArcLengths.length == divisions + 1 ) - && ! this.needsUpdate) { - - //console.log( "cached", this.cacheArcLengths ); - return this.cacheArcLengths; - - } - - this.needsUpdate = false; - - var cache = []; - var current, last = this.getPoint( 0 ); - var p, sum = 0; - - cache.push( 0 ); - - for ( p = 1; p <= divisions; p ++ ) { - - current = this.getPoint ( p / divisions ); - sum += current.distanceTo( last ); - cache.push( sum ); - last = current; - - } - - this.cacheArcLengths = cache; - - return cache; // { sums: cache, sum:sum }; Sum is in the last element. - -}; - - -THREE.Curve.prototype.updateArcLengths = function() { - this.needsUpdate = true; - this.getLengths(); -}; - -// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equi distance - -THREE.Curve.prototype.getUtoTmapping = function ( u, distance ) { - - var arcLengths = this.getLengths(); - - var i = 0, il = arcLengths.length; - - var targetArcLength; // The targeted u distance value to get - - if ( distance ) { - - targetArcLength = distance; - - } else { - - targetArcLength = u * arcLengths[ il - 1 ]; - - } - - //var time = Date.now(); - - // binary search for the index with largest value smaller than target u distance - - var low = 0, high = il - 1, comparison; - - while ( low <= high ) { - - i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats - - comparison = arcLengths[ i ] - targetArcLength; - - if ( comparison < 0 ) { - - low = i + 1; - continue; - - } else if ( comparison > 0 ) { - - high = i - 1; - continue; - - } else { - - high = i; - break; - - // DONE - - } - - } - - i = high; - - //console.log('b' , i, low, high, Date.now()- time); - - if ( arcLengths[ i ] == targetArcLength ) { - - var t = i / ( il - 1 ); - return t; - - } - - // we could get finer grain at lengths, or use simple interpolatation between two points - - var lengthBefore = arcLengths[ i ]; - var lengthAfter = arcLengths[ i + 1 ]; - - var segmentLength = lengthAfter - lengthBefore; - - // determine where we are between the 'before' and 'after' points - - var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength; - - // add that fractional amount to t - - var t = ( i + segmentFraction ) / ( il -1 ); - - return t; - -}; - -// 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.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.add = function ( curve ) { - - this.curves.push( curve ); - -}; - -THREE.CurvePath.prototype.checkConnection = function() { - // TODO - // If the ending of curve is not connected to the starting - // or the next curve, then, this is not a real path -}; - -THREE.CurvePath.prototype.closePath = function() { - // TODO Test - // and verify for vector3 (needs to implement equals) - // Add a line curve if start and end of lines are not connected - var startPoint = this.curves[0].getPoint(0); - var endPoint = this.curves[this.curves.length-1].getPoint(1); - - if (! startPoint.equals(endPoint)) { - this.curves.push( new THREE.LineCurve(endPoint, startPoint) ); - } - -}; - -// To get accurate point with reference to -// entire path distance at time t, -// following has to be done: - -// 1. Length of each sub path have to be known -// 2. Locate and identify type of curve -// 3. Get t for the curve -// 4. Return curve.getPointAt(t') - -THREE.CurvePath.prototype.getPoint = function( t ) { - - var d = t * this.getLength(); - var curveLengths = this.getCurveLengths(); - var i = 0, diff, curve; - - // To think about boundaries points. - - while ( i < curveLengths.length ) { - - if ( curveLengths[ i ] >= d ) { - - diff = curveLengths[ i ] - d; - curve = this.curves[ i ]; - - var u = 1 - diff / curve.getLength(); - - return curve.getPointAt( u ); - - break; - } - - i ++; - - } - - return null; - - // loop where sum != 0, sum > d , sum+1 maxX ) maxX = p.x; - else if ( p.x < minX ) minX = p.x; - - if ( p.y > maxY ) maxY = p.y; - else if ( p.y < minY ) minY = p.y; - - if ( v3 ) { - - if ( p.z > maxZ ) maxZ = p.z; - else if ( p.z < minZ ) minZ = p.z; - - } - - sum.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 equidistance sampling along the path - -THREE.CurvePath.prototype.createSpacedPointsGeometry = function( divisions ) { - - var pts = this.getSpacedPoints( divisions, true ); - return this.createGeometry( pts ); - -}; - -THREE.CurvePath.prototype.createGeometry = function( points ) { - - var geometry = new THREE.Geometry(); - - for ( var i = 0; i < points.length; i ++ ) { - - geometry.vertices.push( new THREE.Vector3( points[ i ].x, points[ i ].y, points[ i ].z || 0) ); - - } - - return geometry; - -}; - - -/************************************************************** - * Bend / Wrap Helper Methods - **************************************************************/ - -// Wrap path / Bend modifiers? - -THREE.CurvePath.prototype.addWrapPath = function ( bendpath ) { - - this.bends.push( bendpath ); - -}; - -THREE.CurvePath.prototype.getTransformedPoints = function( segments, bends ) { - - var oldPts = this.getPoints( segments ); // getPoints getSpacedPoints - var i, il; - - if ( ! bends ) { - - bends = this.bends; - - } - - for ( i = 0, il = bends.length; i < il; i ++ ) { - - oldPts = this.getWrapPoints( oldPts, bends[ i ] ); - - } - - return oldPts; - -}; - -THREE.CurvePath.prototype.getTransformedSpacedPoints = function( segments, bends ) { - - var oldPts = this.getSpacedPoints( segments ); - - var i, il; - - if ( ! bends ) { - - bends = this.bends; - - } - - for ( i = 0, il = bends.length; i < il; i ++ ) { - - oldPts = this.getWrapPoints( oldPts, bends[ i ] ); - - } - - return oldPts; - -}; - -// This returns getPoints() bend/wrapped around the contour of a path. -// Read http://www.planetclegg.com/projects/WarpingTextToSplines.html - -THREE.CurvePath.prototype.getWrapPoints = function ( oldPts, path ) { - - var bounds = this.getBoundingBox(); - - var i, il, p, oldX, oldY, xNorm; - - for ( i = 0, il = oldPts.length; i < il; i ++ ) { - - p = oldPts[ i ]; - - oldX = p.x; - oldY = p.y; - - xNorm = oldX / bounds.maxX; - - // If using actual distance, for length > path, requires line extrusions - //xNorm = path.getUtoTmapping(xNorm, oldX); // 3 styles. 1) wrap stretched. 2) wrap stretch by arc length 3) warp by actual distance - - xNorm = path.getUtoTmapping( xNorm, oldX ); - - // check for out of bounds? - - var pathPt = path.getPoint( xNorm ); - var normal = path.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/Gyroscope.js - -/** - * @author alteredq / http://alteredqualia.com/ - */ - -THREE.Gyroscope = function () { - - THREE.Object3D.call( this ); - -}; - -THREE.Gyroscope.prototype = Object.create( THREE.Object3D.prototype ); - -THREE.Gyroscope.prototype.updateMatrixWorld = ( function () { - - var translationObject = new THREE.Vector3(); - var quaternionObject = new THREE.Quaternion(); - var scaleObject = new THREE.Vector3(); - - var translationWorld = new THREE.Vector3(); - var quaternionWorld = new THREE.Quaternion(); - var scaleWorld = new THREE.Vector3(); - - return function ( force ) { - - this.matrixAutoUpdate && this.updateMatrix(); - - // update matrixWorld - - if ( this.matrixWorldNeedsUpdate || force ) { - - if ( this.parent ) { - - this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix ); - - this.matrixWorld.decompose( translationWorld, quaternionWorld, scaleWorld ); - this.matrix.decompose( translationObject, quaternionObject, scaleObject ); - - this.matrixWorld.compose( translationWorld, quaternionObject, scaleWorld ); - - - } else { - - this.matrixWorld.copy( this.matrix ); - - } - - - this.matrixWorldNeedsUpdate = false; - - force = true; - - } - - // update children - - for ( var i = 0, l = this.children.length; i < l; i ++ ) { - - this.children[ i ].updateMatrixWorld( force ); - - } - - }; - -}() ); - -// 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.PathActions = { - - MOVE_TO: 'moveTo', - LINE_TO: 'lineTo', - QUADRATIC_CURVE_TO: 'quadraticCurveTo', // Bezier quadratic curve - BEZIER_CURVE_TO: 'bezierCurveTo', // Bezier cubic curve - CSPLINE_THRU: 'splineThru', // Catmull-rom spline - ARC: 'arc', // Circle - ELLIPSE: 'ellipse' -}; - -// TODO Clean up PATH API - -// Create path using straight lines to connect all points -// - vectors: array of Vector2 - -THREE.Path.prototype.fromPoints = function ( vectors ) { - - this.moveTo( vectors[ 0 ].x, vectors[ 0 ].y ); - - for ( var v = 1, vlen = vectors.length; v < vlen; v ++ ) { - - this.lineTo( vectors[ v ].x, vectors[ v ].y ); - - }; - -}; - -// startPath() endPath()? - -THREE.Path.prototype.moveTo = function ( x, y ) { - - var args = Array.prototype.slice.call( arguments ); - this.actions.push( { action: THREE.PathActions.MOVE_TO, args: args } ); - -}; - -THREE.Path.prototype.lineTo = function ( x, y ) { - - var args = Array.prototype.slice.call( arguments ); - - var lastargs = this.actions[ this.actions.length - 1 ].args; - - var x0 = lastargs[ lastargs.length - 2 ]; - var y0 = lastargs[ lastargs.length - 1 ]; - - var curve = new THREE.LineCurve( new THREE.Vector2( x0, y0 ), new THREE.Vector2( x, y ) ); - this.curves.push( curve ); - - this.actions.push( { action: THREE.PathActions.LINE_TO, args: args } ); - -}; - -THREE.Path.prototype.quadraticCurveTo = function( aCPx, aCPy, aX, aY ) { - - var args = Array.prototype.slice.call( arguments ); - - var lastargs = this.actions[ this.actions.length - 1 ].args; - - var x0 = lastargs[ lastargs.length - 2 ]; - var y0 = lastargs[ lastargs.length - 1 ]; - - var curve = new THREE.QuadraticBezierCurve( new THREE.Vector2( x0, y0 ), - new THREE.Vector2( aCPx, aCPy ), - new THREE.Vector2( aX, aY ) ); - this.curves.push( curve ); - - this.actions.push( { action: THREE.PathActions.QUADRATIC_CURVE_TO, args: args } ); - -}; - -THREE.Path.prototype.bezierCurveTo = function( aCP1x, aCP1y, - aCP2x, aCP2y, - aX, aY ) { - - var args = Array.prototype.slice.call( arguments ); - - var lastargs = this.actions[ this.actions.length - 1 ].args; - - var x0 = lastargs[ lastargs.length - 2 ]; - var y0 = lastargs[ lastargs.length - 1 ]; - - var curve = new THREE.CubicBezierCurve( new THREE.Vector2( x0, y0 ), - new THREE.Vector2( aCP1x, aCP1y ), - new THREE.Vector2( aCP2x, aCP2y ), - new THREE.Vector2( aX, aY ) ); - this.curves.push( curve ); - - this.actions.push( { action: THREE.PathActions.BEZIER_CURVE_TO, args: args } ); - -}; - -THREE.Path.prototype.splineThru = function( pts /*Array of Vector*/ ) { - - var args = Array.prototype.slice.call( arguments ); - var lastargs = this.actions[ this.actions.length - 1 ].args; - - var x0 = lastargs[ lastargs.length - 2 ]; - var y0 = lastargs[ lastargs.length - 1 ]; -//--- - var npts = [ new THREE.Vector2( x0, y0 ) ]; - Array.prototype.push.apply( npts, pts ); - - var curve = new THREE.SplineCurve( npts ); - this.curves.push( curve ); - - this.actions.push( { action: THREE.PathActions.CSPLINE_THRU, args: args } ); - -}; - -// FUTURE: Change the API or follow canvas API? - -THREE.Path.prototype.arc = function ( aX, aY, aRadius, - aStartAngle, aEndAngle, aClockwise ) { - - var lastargs = this.actions[ this.actions.length - 1].args; - var x0 = lastargs[ lastargs.length - 2 ]; - var y0 = lastargs[ lastargs.length - 1 ]; - - this.absarc(aX + x0, aY + y0, aRadius, - aStartAngle, aEndAngle, aClockwise ); - - }; - - THREE.Path.prototype.absarc = function ( aX, aY, aRadius, - aStartAngle, aEndAngle, aClockwise ) { - this.absellipse(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise); - }; - -THREE.Path.prototype.ellipse = function ( aX, aY, xRadius, yRadius, - aStartAngle, aEndAngle, aClockwise ) { - - var lastargs = this.actions[ this.actions.length - 1].args; - var x0 = lastargs[ lastargs.length - 2 ]; - var y0 = lastargs[ lastargs.length - 1 ]; - - this.absellipse(aX + x0, aY + y0, xRadius, yRadius, - aStartAngle, aEndAngle, aClockwise ); - - }; - - -THREE.Path.prototype.absellipse = function ( aX, aY, xRadius, yRadius, - aStartAngle, aEndAngle, aClockwise ) { - - var args = Array.prototype.slice.call( arguments ); - var curve = new THREE.EllipseCurve( aX, aY, xRadius, yRadius, - aStartAngle, aEndAngle, aClockwise ); - this.curves.push( curve ); - - var lastPoint = curve.getPoint(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) { - console.log('tata'); - return this.getSpacedPoints( divisions, closedPath ); - } - - divisions = divisions || 12; - - var points = []; - - var i, il, item, action, args; - var cpx, cpy, cpx2, cpy2, cpx1, cpy1, cpx0, cpy0, - laste, j, - t, tx, ty; - - for ( i = 0, il = this.actions.length; i < il; i ++ ) { - - item = this.actions[ i ]; - - action = item.action; - args = item.args; - - switch( action ) { - - case THREE.PathActions.MOVE_TO: - - points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) ); - - break; - - case THREE.PathActions.LINE_TO: - - points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) ); - - break; - - case THREE.PathActions.QUADRATIC_CURVE_TO: - - cpx = args[ 2 ]; - cpy = args[ 3 ]; - - cpx1 = args[ 0 ]; - cpy1 = args[ 1 ]; - - if ( points.length > 0 ) { - - laste = points[ points.length - 1 ]; - - cpx0 = laste.x; - cpy0 = laste.y; - - } else { - - laste = this.actions[ i - 1 ].args; - - cpx0 = laste[ laste.length - 2 ]; - cpy0 = laste[ laste.length - 1 ]; - - } - - for ( j = 1; j <= divisions; j ++ ) { - - t = j / divisions; - - tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx ); - ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy ); - - points.push( new THREE.Vector2( tx, ty ) ); - - } - - break; - - case THREE.PathActions.BEZIER_CURVE_TO: - - cpx = args[ 4 ]; - cpy = args[ 5 ]; - - cpx1 = args[ 0 ]; - cpy1 = args[ 1 ]; - - cpx2 = args[ 2 ]; - cpy2 = args[ 3 ]; - - if ( points.length > 0 ) { - - laste = points[ points.length - 1 ]; - - cpx0 = laste.x; - cpy0 = laste.y; - - } else { - - laste = this.actions[ i - 1 ].args; - - cpx0 = laste[ laste.length - 2 ]; - cpy0 = laste[ laste.length - 1 ]; - - } - - - for ( j = 1; j <= divisions; j ++ ) { - - t = j / divisions; - - tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx ); - ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy ); - - points.push( new THREE.Vector2( tx, ty ) ); - - } - - break; - - case THREE.PathActions.CSPLINE_THRU: - - laste = this.actions[ i - 1 ].args; - - var last = new THREE.Vector2( laste[ laste.length - 2 ], laste[ laste.length - 1 ] ); - var spts = [ last ]; - - var n = divisions * args[ 0 ].length; - - spts = spts.concat( args[ 0 ] ); - - var spline = new THREE.SplineCurve( spts ); - - for ( j = 1; j <= n; j ++ ) { - - points.push( spline.getPointAt( j / n ) ) ; - - } - - break; - - case THREE.PathActions.ARC: - - var aX = args[ 0 ], aY = args[ 1 ], - aRadius = args[ 2 ], - aStartAngle = args[ 3 ], aEndAngle = args[ 4 ], - aClockwise = !! args[ 5 ]; - - var deltaAngle = aEndAngle - aStartAngle; - var angle; - var tdivisions = divisions * 2; - - for ( j = 1; j <= tdivisions; j ++ ) { - - t = j / tdivisions; - - if ( ! aClockwise ) { - - t = 1 - t; - - } - - angle = aStartAngle + t * deltaAngle; - - tx = aX + aRadius * Math.cos( angle ); - ty = aY + aRadius * Math.sin( angle ); - - //console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty); - - points.push( new THREE.Vector2( tx, ty ) ); - - } - - //console.log(points); - - break; - - case THREE.PathActions.ELLIPSE: - - var aX = args[ 0 ], aY = args[ 1 ], - xRadius = args[ 2 ], - yRadius = args[ 3 ], - aStartAngle = args[ 4 ], aEndAngle = args[ 5 ], - aClockwise = !! args[ 6 ]; - - - var deltaAngle = aEndAngle - aStartAngle; - var angle; - var tdivisions = divisions * 2; - - for ( j = 1; j <= tdivisions; j ++ ) { - - t = j / tdivisions; - - if ( ! aClockwise ) { - - t = 1 - t; - - } - - angle = aStartAngle + t * deltaAngle; - - tx = aX + xRadius * Math.cos( angle ); - ty = aY + yRadius * Math.sin( angle ); - - //console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty); - - points.push( new THREE.Vector2( tx, ty ) ); - - } - - //console.log(points); - - break; - - } // end switch - - } - - - - // Normalize to remove the closing point by default. - var lastPoint = points[ points.length - 1]; - var EPSILON = 0.0000000001; - if ( Math.abs(lastPoint.x - points[ 0 ].x) < EPSILON && - Math.abs(lastPoint.y - points[ 0 ].y) < EPSILON) - points.splice( points.length - 1, 1); - if ( closedPath ) { - - points.push( points[ 0 ] ); - - } - - return points; - -}; - -// -// Breaks path into shapes -// -// 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 colinear - if ( inPt.y != edgeLowPt.y ) continue; // parallel - // egde 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 ambigious = 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 sh = newShapes[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 { - ambigious = true; - } - } - } - if ( hole_unassigned ) { betterShapeHoles[sIdx].push( ho ); } - } - } - // console.log("ambigious: ", ambigious); - if ( toChange.length > 0 ) { - // console.log("to change: ", toChange); - if (! ambigious) 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 ); - -// 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 colinear 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 colinear - if ( ( perpSeg1 != 0 ) || - ( seg2dy * seg1seg2dx != seg2dx * seg1seg2dy ) ) return []; - - // they are collinear or degenerate - var seg1Pt = ( (seg1dx == 0) && (seg1dy == 0) ); // segment1 ist just a point? - var seg2Pt = ( (seg2dx == 0) && (seg2dy == 0) ); // segment2 ist 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.log( "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.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.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.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.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 ) { - - this.aX = aX; - this.aY = aY; - - this.xRadius = xRadius; - this.yRadius = yRadius; - - this.aStartAngle = aStartAngle; - this.aEndAngle = aEndAngle; - - this.aClockwise = aClockwise; - -}; - -THREE.EllipseCurve.prototype = Object.create( THREE.Curve.prototype ); - -THREE.EllipseCurve.prototype.getPoint = function ( t ) { - - var deltaAngle = this.aEndAngle - this.aStartAngle; - - if ( 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 vector = new THREE.Vector2(); - - vector.x = this.aX + this.xRadius * Math.cos( angle ); - vector.y = this.aY + this.yRadius * Math.sin( angle ); - - return vector; - -}; - -// 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 ); - -// 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 */) { - - 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/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.keyTypes = [ "pos", "rot", "scl" ]; - - -THREE.Animation.prototype.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 ); - -}; - - -THREE.Animation.prototype.stop = function() { - - this.isPlaying = false; - - THREE.AnimationHandler.stop( this ); - -}; - -THREE.Animation.prototype.reset = function () { - - for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) { - - var object = this.hierarchy[ h ]; - - object.matrixAutoUpdate = true; - - if ( object.animationCache === undefined ) { - - object.animationCache = { - animations: {}, - blending: { - positionWeight: 0.0, - quaternionWeight: 0.0, - scaleWeight: 0.0 - } - }; - } - - if ( object.animationCache.animations[this.data.name] === undefined ) { - - object.animationCache.animations[this.data.name] = {}; - object.animationCache.animations[this.data.name].prevKey = { pos: 0, rot: 0, scl: 0 }; - object.animationCache.animations[this.data.name].nextKey = { pos: 0, rot: 0, scl: 0 }; - object.animationCache.animations[this.data.name].originalMatrix = object.matrix; - - } - - var animationCache = object.animationCache.animations[this.data.name]; - - // 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; - - } - - } - -}; - -THREE.Animation.prototype.resetBlendWeights = function () { - - for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) { - - var object = this.hierarchy[ h ]; - - if ( object.animationCache !== undefined ) { - - object.animationCache.blending.positionWeight = 0.0; - object.animationCache.blending.quaternionWeight = 0.0; - object.animationCache.blending.scaleWeight = 0.0; - - } - - } - -}; - -THREE.Animation.prototype.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(); - return; - - } - - } - - 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; - - } - - object.matrixAutoUpdate = true; - object.matrixWorldNeedsUpdate = true; - - 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; - - }; - -})(); - - - - - -// Get next key with - -THREE.Animation.prototype.getNextKeyWith = function ( type, h, key ) { - - var keys = this.data.hierarchy[ h ].keys; - - if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM || - this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) { - - key = key < keys.length - 1 ? key : keys.length - 1; - - } else { - - key = key % keys.length; - - } - - for ( ; key < keys.length; key ++ ) { - - if ( keys[ key ][ type ] !== undefined ) { - - return keys[ key ]; - - } - - } - - return this.data.hierarchy[ h ].keys[ 0 ]; - -}; - -// Get previous key with - -THREE.Animation.prototype.getPrevKeyWith = function ( type, h, key ) { - - var keys = this.data.hierarchy[ h ].keys; - - if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM || - this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) { - - key = key > 0 ? key : 0; - - } else { - - key = key >= 0 ? key : key + keys.length; - - } - - - for ( ; key >= 0; key -- ) { - - if ( keys[ key ][ type ] !== undefined ) { - - return keys[ key ]; - - } - - } - - return this.data.hierarchy[ h ].keys[ keys.length - 1 ]; - -}; - -// 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.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 ); - -}; - - -THREE.KeyFrameAnimation.prototype.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 - -THREE.KeyFrameAnimation.prototype.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; - - } - - } - -}; - -// Get next key with - -THREE.KeyFrameAnimation.prototype.getNextKeyWith = function( sid, h, key ) { - - var keys = this.data.hierarchy[ h ].keys; - key = key % keys.length; - - for ( ; key < keys.length; key ++ ) { - - if ( keys[ key ].hasTarget( sid ) ) { - - return keys[ key ]; - - } - - } - - return keys[ 0 ]; - -}; - -// Get previous key with - -THREE.KeyFrameAnimation.prototype.getPrevKeyWith = function( sid, h, key ) { - - var keys = this.data.hierarchy[ h ].keys; - key = key >= 0 ? key : key + keys.length; - - for ( ; key >= 0; key -- ) { - - if ( keys[ key ].hasTarget( sid ) ) { - - return keys[ key ]; - - } - - } - - return keys[ keys.length - 1 ]; - -}; - -// File:src/extras/animation/MorphAnimation.js - -/** - * @author mrdoob / http://mrdoob.com - */ - -THREE.MorphAnimation = function ( mesh ) { - - this.mesh = mesh; - this.frames = mesh.morphTargetInfluences.length; - this.currentTime = 0; - this.duration = 1000; - this.loop = true; - - this.isPlaying = false; - -}; - -THREE.MorphAnimation.prototype = { - - play: function () { - - this.isPlaying = true; - - }, - - pause: function () { - - this.isPlaying = false; - - }, - - update: ( function () { - - var lastFrame = 0; - var currentFrame = 0; - - return 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 interpolation = this.duration / this.frames; - var frame = Math.floor( this.currentTime / interpolation ); - - if ( frame != currentFrame ) { - - this.mesh.morphTargetInfluences[ lastFrame ] = 0; - this.mesh.morphTargetInfluences[ currentFrame ] = 1; - this.mesh.morphTargetInfluences[ frame ] = 0; - - lastFrame = currentFrame; - currentFrame = frame; - - } - - this.mesh.morphTargetInfluences[ frame ] = ( this.currentTime % interpolation ) / interpolation; - this.mesh.morphTargetInfluences[ lastFrame ] = 1 - this.mesh.morphTargetInfluences[ frame ]; - - } - - } )() - -}; - -// 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 ); - -// 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 ); - -// File:src/extras/geometries/CubeGeometry.js - -/** - * @author mrdoob / http://mrdoob.com/ - */ - - -THREE.CubeGeometry = function ( width, height, depth, widthSegments, heightSegments, depthSegments ) { - - console.warn( 'THREE.CubeGeometry has been renamed to THREE.BoxGeometry.' ); - return new THREE.BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ); - - }; - -// File:src/extras/geometries/CylinderGeometry.js - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -THREE.CylinderGeometry = function ( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded ) { - - THREE.Geometry.call( this ); - - this.type = 'CylinderGeometry'; - - this.parameters = { - radiusTop: radiusTop, - radiusBottom: radiusBottom, - height: height, - radialSegments: radialSegments, - heightSegments: heightSegments, - openEnded: openEnded - }; - - 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; - - 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 * Math.PI * 2 ); - vertex.y = - v * height + heightHalf; - vertex.z = radius * Math.cos( u * Math.PI * 2 ); - - this.vertices.push( vertex ); - - verticesRow.push( this.vertices.length - 1 ); - uvsRow.push( new THREE.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[ y ][ x + 1 ]; - var v2 = vertices[ y ][ x ]; - var v3 = this.vertices.length - 1; - - var n1 = new THREE.Vector3( 0, - 1, 0 ); - var n2 = new THREE.Vector3( 0, - 1, 0 ); - var n3 = new THREE.Vector3( 0, - 1, 0 ); - - var uv1 = uvs[ y ][ x + 1 ].clone(); - var uv2 = uvs[ y ][ x ].clone(); - var uv3 = new THREE.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 ); - -// 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 segements 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 - * - * material: // material index for front and back faces - * extrudeMaterial: // material index for extrusion and beveled faces - * uvGenerator: // object that provides UV generator functions - * - * } - **/ - -THREE.ExtrudeGeometry = function ( shapes, options ) { - - if ( typeof( shapes ) === "undefined" ) { - shapes = []; - return; - } - - THREE.Geometry.call( this ); - - this.type = 'ExtrudeGeometry'; - - shapes = shapes instanceof Array ? shapes : [ shapes ]; - - this.addShapeList( shapes, options ); - - this.computeFaceNormals(); - - // can't really use automatic vertex normals - // as then front and back sides get smoothed too - // should do separate smoothing just for sides - - //this.computeVertexNormals(); - - //console.log( "took", ( Date.now() - startTime ) ); - -}; - -THREE.ExtrudeGeometry.prototype = Object.create( THREE.Geometry.prototype ); - -THREE.ExtrudeGeometry.prototype.addShapeList = function ( shapes, options ) { - var sl = shapes.length; - - for ( var s = 0; s < sl; s ++ ) { - var shape = shapes[ s ]; - this.addShape( shape, options ); - } -}; - -THREE.ExtrudeGeometry.prototype.addShape = function ( shape, options ) { - - var amount = options.amount !== undefined ? options.amount : 100; - - var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; // 10 - var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; // 8 - var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3; - - var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; // false - - var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12; - - var steps = options.steps !== undefined ? options.steps : 1; - - var extrudePath = options.extrudePath; - var extrudePts, extrudeByPath = false; - - var material = options.material; - var extrudeMaterial = options.extrudeMaterial; - - // Use default WorldUVGenerator if no UV generators are specified. - var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : THREE.ExtrudeGeometry.WorldUVGenerator; - - var splineTube, binormal, normal, position2; - if ( extrudePath ) { - - extrudePts = extrudePath.getSpacedPoints( steps ); - - extrudeByPath = true; - bevelEnabled = false; // bevels not supported for path extrusion - - // SETUP TNB variables - - // Reuse TNB from TubeGeomtry for now. - // TODO1 - have a .isClosed in spline? - - splineTube = options.frames !== undefined ? options.frames : new THREE.TubeGeometry.FrenetFrames(extrudePath, steps, false); - - // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length); - - binormal = new THREE.Vector3(); - normal = new THREE.Vector3(); - position2 = new THREE.Vector3(); - - } - - // Safeguards if bevels are not enabled - - if ( ! bevelEnabled ) { - - bevelSegments = 0; - bevelThickness = 0; - bevelSize = 0; - - } - - // Variables initalization - - var ahole, h, hl; // looping of holes - var scope = this; - var bevelPoints = []; - - var shapesOffset = this.vertices.length; - - var shapePoints = shape.extractPoints( curveSegments ); - - var vertices = shapePoints.shape; - var holes = shapePoints.holes; - - var reverse = ! THREE.Shape.Utils.isClockWise( vertices ) ; - - if ( reverse ) { - - vertices = vertices.reverse(); - - // Maybe we should also check if holes are in the opposite direction, just to be safe ... - - for ( h = 0, hl = holes.length; h < hl; h ++ ) { - - ahole = holes[ h ]; - - if ( THREE.Shape.Utils.isClockWise( ahole ) ) { - - holes[ h ] = ahole.reverse(); - - } - - } - - reverse = false; // If vertices are in order now, we shouldn't need to worry about them again (hopefully)! - - } - - - var faces = THREE.Shape.Utils.triangulateShape ( vertices, holes ); - - /* Vertices */ - - var contour = vertices; // vertices has all points but contour has only points of circumference - - for ( h = 0, hl = holes.length; h < hl; h ++ ) { - - ahole = holes[ h ]; - - vertices = vertices.concat( ahole ); - - } - - - function scalePt2 ( pt, vec, size ) { - - if ( ! vec ) console.log( "die" ); - - return vec.clone().multiplyScalar( size ).add( pt ); - - } - - var b, bs, t, z, - vert, vlen = vertices.length, - face, flen = faces.length, - cont, clen = contour.length; - - - // Find directions for point movement - - var RAD_TO_DEGREES = 180 / Math.PI; - - - function getBevelVec( inPt, inPrev, inNext ) { - - var EPSILON = 0.0000000001; - - // computes for inPt the corresponding point inPt' on a new contour - // shiftet by 1 unit (length of normalized vector) to the left - // if we walk along contour clockwise, this new contour is outside the old one - // - // inPt' is the intersection of the two lines parallel to the two - // adjacent edges of inPt at a distance of 1 unit on the left side. - - var v_trans_x, v_trans_y, shrink_by = 1; // resulting translation vector for inPt - - // good reading for geometry algorithms (here: line-line intersection) - // http://geomalgorithms.com/a05-_intersect-1.html - - var v_prev_x = inPt.x - inPrev.x, v_prev_y = inPt.y - inPrev.y; - var v_next_x = inNext.x - inPt.x, v_next_y = inNext.y - inPt.y; - - var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y ); - - // check for colinear edges - var colinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x ); - - if ( Math.abs( colinear0 ) > EPSILON ) { // not colinear - - // length of vectors for normalizing - - var v_prev_len = Math.sqrt( v_prev_lensq ); - var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y ); - - // shift adjacent points by unit vectors to the left - - var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len ); - var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len ); - - var ptNextShift_x = ( inNext.x - v_next_y / v_next_len ); - var ptNextShift_y = ( inNext.y + v_next_x / v_next_len ); - - // scaling factor for v_prev to intersection point - - var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y - - ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) / - ( v_prev_x * v_next_y - v_prev_y * v_next_x ); - - // vector from inPt to intersection point - - v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x ); - v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y ); - - // Don't normalize!, otherwise sharp corners become ugly - // but prevent crazy spikes - var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y ) - if ( v_trans_lensq <= 2 ) { - return new THREE.Vector2( v_trans_x, v_trans_y ); - } else { - shrink_by = Math.sqrt( v_trans_lensq / 2 ); - } - - } else { // handle special case of colinear edges - - var direction_eq = false; // assumes: opposite - if ( v_prev_x > EPSILON ) { - if ( v_next_x > EPSILON ) { direction_eq = true; } - } else { - if ( v_prev_x < - EPSILON ) { - if ( v_next_x < - EPSILON ) { direction_eq = true; } - } else { - if ( Math.sign(v_prev_y) == Math.sign(v_next_y) ) { direction_eq = true; } - } - } - - if ( direction_eq ) { - // console.log("Warning: lines are a straight sequence"); - v_trans_x = - v_prev_y; - v_trans_y = v_prev_x; - shrink_by = Math.sqrt( v_prev_lensq ); - } else { - // console.log("Warning: lines are a straight spike"); - v_trans_x = v_prev_x; - v_trans_y = v_prev_y; - shrink_by = Math.sqrt( v_prev_lensq / 2 ); - } - - } - - return new THREE.Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by ); - - } - - - var contourMovements = []; - - for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { - - if ( j === il ) j = 0; - if ( k === il ) k = 0; - - // (j)---(i)---(k) - // console.log('i,j,k', i, j , k) - - var pt_i = contour[ i ]; - var pt_j = contour[ j ]; - var pt_k = contour[ k ]; - - contourMovements[ i ]= getBevelVec( contour[ i ], contour[ j ], contour[ k ] ); - - } - - var holesMovements = [], oneHoleMovements, verticesMovements = contourMovements.concat(); - - for ( h = 0, hl = holes.length; h < hl; h ++ ) { - - ahole = holes[ h ]; - - oneHoleMovements = []; - - for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { - - if ( j === il ) j = 0; - if ( k === il ) k = 0; - - // (j)---(i)---(k) - oneHoleMovements[ i ]= getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] ); - - } - - holesMovements.push( oneHoleMovements ); - verticesMovements = verticesMovements.concat( oneHoleMovements ); - - } - - - // Loop bevelSegments, 1 for the front, 1 for the back - - for ( b = 0; b < bevelSegments; b ++ ) { - //for ( b = bevelSegments; b > 0; b -- ) { - - t = b / bevelSegments; - z = bevelThickness * ( 1 - t ); - - //z = bevelThickness * t; - bs = bevelSize * ( Math.sin ( t * Math.PI/2 ) ) ; // curved - //bs = bevelSize * t ; // linear - - // contract shape - - for ( i = 0, il = contour.length; i < il; i ++ ) { - - vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); - - v( vert.x, vert.y, - z ); - - } - - // expand holes - - for ( h = 0, hl = holes.length; h < hl; h ++ ) { - - ahole = holes[ h ]; - oneHoleMovements = holesMovements[ h ]; - - for ( i = 0, il = ahole.length; i < il; i ++ ) { - - vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); - - v( vert.x, vert.y, - z ); - - } - - } - - } - - bs = bevelSize; - - // Back facing vertices - - for ( i = 0; i < vlen; i ++ ) { - - vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; - - if ( ! extrudeByPath ) { - - v( vert.x, vert.y, 0 ); - - } else { - - // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x ); - - normal.copy( splineTube.normals[0] ).multiplyScalar(vert.x); - binormal.copy( splineTube.binormals[0] ).multiplyScalar(vert.y); - - position2.copy( extrudePts[0] ).add(normal).add(binormal); - - v( position2.x, position2.y, position2.z ); - - } - - } - - // Add stepped vertices... - // Including front facing vertices - - var s; - - for ( s = 1; s <= steps; s ++ ) { - - for ( i = 0; i < vlen; i ++ ) { - - vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; - - if ( ! extrudeByPath ) { - - v( vert.x, vert.y, amount / steps * s ); - - } else { - - // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x ); - - normal.copy( splineTube.normals[s] ).multiplyScalar( vert.x ); - binormal.copy( splineTube.binormals[s] ).multiplyScalar( vert.y ); - - position2.copy( extrudePts[s] ).add( normal ).add( binormal ); - - v( position2.x, position2.y, position2.z ); - - } - - } - - } - - - // Add bevel segments planes - - //for ( b = 1; b <= bevelSegments; b ++ ) { - for ( b = bevelSegments - 1; b >= 0; b -- ) { - - t = b / bevelSegments; - z = bevelThickness * ( 1 - t ); - //bs = bevelSize * ( 1-Math.sin ( ( 1 - t ) * Math.PI/2 ) ); - bs = bevelSize * Math.sin ( t * Math.PI/2 ) ; - - // contract shape - - for ( i = 0, il = contour.length; i < il; i ++ ) { - - vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); - v( vert.x, vert.y, amount + z ); - - } - - // expand holes - - for ( h = 0, hl = holes.length; h < hl; h ++ ) { - - ahole = holes[ h ]; - oneHoleMovements = holesMovements[ h ]; - - for ( i = 0, il = ahole.length; i < il; i ++ ) { - - vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); - - if ( ! extrudeByPath ) { - - v( vert.x, vert.y, amount + z ); - - } else { - - v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z ); - - } - - } - - } - - } - - /* Faces */ - - // Top and bottom faces - - buildLidFaces(); - - // Sides faces - - buildSideFaces(); - - - ///// Internal functions - - function buildLidFaces() { - - if ( bevelEnabled ) { - - var layer = 0 ; // steps + 1 - var offset = vlen * layer; - - // Bottom faces - - for ( i = 0; i < flen; i ++ ) { - - face = faces[ i ]; - f3( face[ 2 ]+ offset, face[ 1 ]+ offset, face[ 0 ] + offset ); - - } - - layer = steps + bevelSegments * 2; - offset = vlen * layer; - - // Top faces - - for ( i = 0; i < flen; i ++ ) { - - face = faces[ i ]; - f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset ); - - } - - } else { - - // Bottom faces - - for ( i = 0; i < flen; i ++ ) { - - face = faces[ i ]; - f3( face[ 2 ], face[ 1 ], face[ 0 ] ); - - } - - // Top faces - - for ( i = 0; i < flen; i ++ ) { - - face = faces[ i ]; - f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps ); - - } - } - - } - - // Create faces for the z-sides of the shape - - function buildSideFaces() { - - var layeroffset = 0; - sidewalls( contour, layeroffset ); - layeroffset += contour.length; - - for ( h = 0, hl = holes.length; h < hl; h ++ ) { - - ahole = holes[ h ]; - sidewalls( ahole, layeroffset ); - - //, true - layeroffset += ahole.length; - - } - - } - - function sidewalls( contour, layeroffset ) { - - var j, k; - i = contour.length; - - while ( --i >= 0 ) { - - j = i; - k = i - 1; - if ( k < 0 ) k = contour.length - 1; - - //console.log('b', i,j, i-1, k,vertices.length); - - var s = 0, sl = steps + bevelSegments * 2; - - for ( s = 0; s < sl; s ++ ) { - - var slen1 = vlen * s; - var slen2 = vlen * ( s + 1 ); - - var a = layeroffset + j + slen1, - b = layeroffset + k + slen1, - c = layeroffset + k + slen2, - d = layeroffset + j + slen2; - - f4( a, b, c, d, contour, s, sl, j, k ); - - } - } - - } - - - function v( x, y, z ) { - - scope.vertices.push( new THREE.Vector3( x, y, z ) ); - - } - - function f3( a, b, c ) { - - a += shapesOffset; - b += shapesOffset; - c += shapesOffset; - - // normal, color, material - scope.faces.push( new THREE.Face3( a, b, c, null, null, material ) ); - - var uvs = uvgen.generateTopUV( scope, a, b, c ); - - scope.faceVertexUvs[ 0 ].push( uvs ); - - } - - function f4( a, b, c, d, wallContour, stepIndex, stepsLength, contourIndex1, contourIndex2 ) { - - a += shapesOffset; - b += shapesOffset; - c += shapesOffset; - d += shapesOffset; - - scope.faces.push( new THREE.Face3( a, b, d, null, null, extrudeMaterial ) ); - scope.faces.push( new THREE.Face3( b, c, d, null, null, extrudeMaterial ) ); - - var uvs = uvgen.generateSideWallUV( scope, a, b, c, d ); - - scope.faceVertexUvs[ 0 ].push( [ uvs[ 0 ], uvs[ 1 ], uvs[ 3 ] ] ); - scope.faceVertexUvs[ 0 ].push( [ uvs[ 1 ], uvs[ 2 ], uvs[ 3 ] ] ); - - } - -}; - -THREE.ExtrudeGeometry.WorldUVGenerator = { - - generateTopUV: function ( geometry, indexA, indexB, indexC ) { - - var vertices = geometry.vertices; - - var a = vertices[ indexA ]; - var b = vertices[ indexB ]; - var c = vertices[ indexC ]; - - return [ - new THREE.Vector2( a.x, a.y ), - new THREE.Vector2( b.x, b.y ), - new THREE.Vector2( c.x, c.y ) - ]; - - }, - - generateSideWallUV: function ( geometry, indexA, indexB, indexC, indexD ) { - - var vertices = geometry.vertices; - - var a = vertices[ indexA ]; - var b = vertices[ indexB ]; - var c = vertices[ indexC ]; - var d = vertices[ indexD ]; - - if ( Math.abs( a.y - b.y ) < 0.01 ) { - return [ - new THREE.Vector2( a.x, 1 - a.z ), - new THREE.Vector2( b.x, 1 - b.z ), - new THREE.Vector2( c.x, 1 - c.z ), - new THREE.Vector2( d.x, 1 - d.z ) - ]; - } else { - return [ - new THREE.Vector2( a.y, 1 - a.z ), - new THREE.Vector2( b.y, 1 - b.z ), - new THREE.Vector2( c.y, 1 - c.z ), - new THREE.Vector2( d.y, 1 - d.z ) - ]; - } - } -}; - -// File:src/extras/geometries/ShapeGeometry.js - -/** - * @author jonobr1 / http://jonobr1.com - * - * Creates a one-sided polygonal geometry from a path shape. Similar to - * ExtrudeGeometry. - * - * parameters = { - * - * curveSegments: , // number of points on the curves. NOT USED AT THE MOMENT. - * - * material: // material index for front and back faces - * uvGenerator: // object that provides UV generator functions - * - * } - **/ - -THREE.ShapeGeometry = function ( shapes, options ) { - - THREE.Geometry.call( this ); - - this.type = 'ShapeGeometry'; - - if ( shapes instanceof Array === false ) shapes = [ shapes ]; - - this.addShapeList( shapes, options ); - - this.computeFaceNormals(); - -}; - -THREE.ShapeGeometry.prototype = Object.create( THREE.Geometry.prototype ); - -/** - * Add an array of shapes to THREE.ShapeGeometry. - */ -THREE.ShapeGeometry.prototype.addShapeList = function ( shapes, options ) { - - for ( var i = 0, l = shapes.length; i < l; i ++ ) { - - this.addShape( shapes[ i ], options ); - - } - - return this; - -}; - -/** - * Adds a shape to THREE.ShapeGeometry, based on THREE.ExtrudeGeometry. - */ -THREE.ShapeGeometry.prototype.addShape = function ( shape, options ) { - - if ( options === undefined ) options = {}; - var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12; - - var material = options.material; - var uvgen = options.UVGenerator === undefined ? THREE.ExtrudeGeometry.WorldUVGenerator : options.UVGenerator; - - // - - var i, l, hole, s; - - var shapesOffset = this.vertices.length; - var shapePoints = shape.extractPoints( curveSegments ); - - var vertices = shapePoints.shape; - var holes = shapePoints.holes; - - var reverse = ! THREE.Shape.Utils.isClockWise( vertices ); - - if ( reverse ) { - - vertices = vertices.reverse(); - - // Maybe we should also check if holes are in the opposite direction, just to be safe... - - for ( i = 0, l = holes.length; i < l; i ++ ) { - - hole = holes[ i ]; - - if ( THREE.Shape.Utils.isClockWise( hole ) ) { - - holes[ i ] = hole.reverse(); - - } - - } - - reverse = false; - - } - - var faces = THREE.Shape.Utils.triangulateShape( vertices, holes ); - - // Vertices - - var contour = vertices; - - for ( i = 0, l = holes.length; i < l; i ++ ) { - - hole = holes[ i ]; - vertices = vertices.concat( hole ); - - } - - // - - var vert, vlen = vertices.length; - var face, flen = faces.length; - var cont, clen = contour.length; - - for ( i = 0; i < vlen; i ++ ) { - - vert = vertices[ i ]; - - this.vertices.push( new THREE.Vector3( vert.x, vert.y, 0 ) ); - - } - - for ( i = 0; i < flen; i ++ ) { - - face = faces[ i ]; - - var a = face[ 0 ] + shapesOffset; - var b = face[ 1 ] + shapesOffset; - var c = face[ 2 ] + shapesOffset; - - this.faces.push( new THREE.Face3( a, b, c, null, null, material ) ); - this.faceVertexUvs[ 0 ].push( uvgen.generateTopUV( this, a, b, c ) ); - - } - -}; - -// File:src/extras/geometries/LatheGeometry.js - -/** - * @author astrodud / http://astrodud.isgreat.org/ - * @author zz85 / https://github.com/zz85 - * @author bhouston / http://exocortex.com - */ - -// points - to create a closed torus, one must use a set of points -// like so: [ a, b, c, d, a ], see first is the same as last. -// segments - the number of circumference segments to create -// phiStart - the starting radian -// phiLength - the radian (0 to 2*PI) range of the lathed section -// 2*pi is a closed lathe, less than 2PI is a portion. - -THREE.LatheGeometry = function ( points, segments, phiStart, phiLength ) { - - THREE.Geometry.call( this ); - - this.type = 'LatheGeometry'; - - this.parameters = { - points: points, - segments: segments, - phiStart: phiStart, - phiLength: phiLength - }; - - segments = segments || 12; - phiStart = phiStart || 0; - phiLength = phiLength || 2 * Math.PI; - - var inversePointLength = 1.0 / ( points.length - 1 ); - var inverseSegments = 1.0 / segments; - - for ( var i = 0, il = segments; i <= il; i ++ ) { - - var phi = phiStart + i * inverseSegments * phiLength; - - var c = Math.cos( phi ), - s = Math.sin( phi ); - - for ( var j = 0, jl = points.length; j < jl; j ++ ) { - - var pt = points[ j ]; - - var vertex = new THREE.Vector3(); - - vertex.x = c * pt.x - s * pt.y; - vertex.y = s * pt.x + c * pt.y; - vertex.z = pt.z; - - this.vertices.push( vertex ); - - } - - } - - var np = points.length; - - for ( var i = 0, il = segments; i < il; i ++ ) { - - for ( var j = 0, jl = points.length - 1; j < jl; j ++ ) { - - var base = j + np * i; - var a = base; - var b = base + np; - var c = base + 1 + np; - var d = base + 1; - - var u0 = i * inverseSegments; - var v0 = j * inversePointLength; - var u1 = u0 + inverseSegments; - var v1 = v0 + inversePointLength; - - this.faces.push( new THREE.Face3( a, b, d ) ); - - this.faceVertexUvs[ 0 ].push( [ - - new THREE.Vector2( u0, v0 ), - new THREE.Vector2( u1, v0 ), - new THREE.Vector2( u0, v1 ) - - ] ); - - this.faces.push( new THREE.Face3( b, c, d ) ); - - this.faceVertexUvs[ 0 ].push( [ - - new THREE.Vector2( u1, v0 ), - new THREE.Vector2( u1, v1 ), - new THREE.Vector2( u0, v1 ) - - ] ); - - - } - - } - - this.mergeVertices(); - this.computeFaceNormals(); - this.computeVertexNormals(); - -}; - -THREE.LatheGeometry.prototype = Object.create( THREE.Geometry.prototype ); - -// File:src/extras/geometries/PlaneGeometry.js - -/** - * @author mrdoob / http://mrdoob.com/ - * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as - */ - -THREE.PlaneGeometry = function ( width, height, widthSegments, heightSegments ) { - - console.info( 'THREE.PlaneGeometry: Consider using THREE.PlaneBufferGeometry for lower memory footprint.' ); - - THREE.Geometry.call( this ); - - this.type = 'PlaneGeometry'; - - this.parameters = { - width: width, - height: height, - widthSegments: widthSegments, - heightSegments: heightSegments - }; - - this.fromBufferGeometry( new THREE.PlaneBufferGeometry( width, height, widthSegments, heightSegments ) ); - -}; - -THREE.PlaneGeometry.prototype = Object.create( THREE.Geometry.prototype ); - -// File:src/extras/geometries/PlaneBufferGeometry.js - -/** - * @author mrdoob / http://mrdoob.com/ - * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as - */ - -THREE.PlaneBufferGeometry = function ( width, height, widthSegments, heightSegments ) { - - THREE.BufferGeometry.call( this ); - - this.type = 'PlaneBufferGeometry'; - - this.parameters = { - width: width, - height: height, - widthSegments: widthSegments, - heightSegments: heightSegments - }; - - var width_half = width / 2; - var height_half = height / 2; - - var gridX = widthSegments || 1; - var gridY = heightSegments || 1; - - var gridX1 = gridX + 1; - var gridY1 = gridY + 1; - - var segment_width = width / gridX; - var segment_height = height / gridY; - - var vertices = new Float32Array( gridX1 * gridY1 * 3 ); - var normals = new Float32Array( gridX1 * gridY1 * 3 ); - var uvs = new Float32Array( gridX1 * gridY1 * 2 ); - - var offset = 0; - var offset2 = 0; - - for ( var iy = 0; iy < gridY1; iy ++ ) { - - var y = iy * segment_height - height_half; - - for ( var ix = 0; ix < gridX1; ix ++ ) { - - var x = ix * segment_width - width_half; - - vertices[ offset ] = x; - vertices[ offset + 1 ] = - y; - - normals[ offset + 2 ] = 1; - - uvs[ offset2 ] = ix / gridX; - uvs[ offset2 + 1 ] = 1 - ( iy / gridY ); - - offset += 3; - offset2 += 2; - - } - - } - - offset = 0; - - var indices = new ( ( vertices.length / 3 ) > 65535 ? Uint32Array : Uint16Array )( gridX * gridY * 6 ); - - for ( var iy = 0; iy < gridY; iy ++ ) { - - for ( var 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; - - indices[ offset ] = a; - indices[ offset + 1 ] = b; - indices[ offset + 2 ] = d; - - indices[ offset + 3 ] = b; - indices[ offset + 4 ] = c; - indices[ offset + 5 ] = d; - - offset += 6; - - } - - } - - this.addAttribute( 'index', new THREE.BufferAttribute( indices, 1 ) ); - this.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) ); - this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) ); - this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) ); - -}; - -THREE.PlaneBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype ); - -// File:src/extras/geometries/RingGeometry.js - -/** - * @author Kaleb Murphy - */ - -THREE.RingGeometry = function ( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) { - - THREE.Geometry.call( this ); - - this.type = 'RingGeometry'; - - this.parameters = { - innerRadius: innerRadius, - outerRadius: outerRadius, - thetaSegments: thetaSegments, - phiSegments: phiSegments, - thetaStart: thetaStart, - thetaLength: thetaLength - }; - - innerRadius = innerRadius || 0; - outerRadius = outerRadius || 50; - - thetaStart = thetaStart !== undefined ? thetaStart : 0; - thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2; - - thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8; - phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 8; - - var i, o, uvs = [], radius = innerRadius, radiusStep = ( ( outerRadius - innerRadius ) / phiSegments ); - - for ( i = 0; i < phiSegments + 1; i ++ ) { // concentric circles inside ring - - for ( o = 0; o < thetaSegments + 1; o ++ ) { // number of segments per circle - - var vertex = new THREE.Vector3(); - var segment = thetaStart + o / thetaSegments * thetaLength; - vertex.x = radius * Math.cos( segment ); - vertex.y = radius * Math.sin( segment ); - - this.vertices.push( vertex ); - uvs.push( new THREE.Vector2( ( vertex.x / outerRadius + 1 ) / 2, ( vertex.y / outerRadius + 1 ) / 2 ) ); - } - - radius += radiusStep; - - } - - var n = new THREE.Vector3( 0, 0, 1 ); - - for ( i = 0; i < phiSegments; i ++ ) { // concentric circles inside ring - - var thetaSegment = i * (thetaSegments + 1); - - for ( o = 0; o < thetaSegments ; o ++ ) { // number of segments per circle - - var segment = o + thetaSegment; - - var v1 = segment; - var v2 = segment + thetaSegments + 1; - var v3 = segment + thetaSegments + 2; - - this.faces.push( new THREE.Face3( v1, v2, v3, [ n.clone(), n.clone(), n.clone() ] ) ); - this.faceVertexUvs[ 0 ].push( [ uvs[ v1 ].clone(), uvs[ v2 ].clone(), uvs[ v3 ].clone() ]); - - v1 = segment; - v2 = segment + thetaSegments + 2; - v3 = segment + 1; - - this.faces.push( new THREE.Face3( v1, v2, v3, [ n.clone(), n.clone(), n.clone() ] ) ); - this.faceVertexUvs[ 0 ].push( [ uvs[ v1 ].clone(), uvs[ v2 ].clone(), uvs[ v3 ].clone() ]); - - } - } - - this.computeFaceNormals(); - - this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius ); - -}; - -THREE.RingGeometry.prototype = Object.create( THREE.Geometry.prototype ); - - -// File:src/extras/geometries/SphereGeometry.js - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -THREE.SphereGeometry = function ( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) { - - THREE.Geometry.call( this ); - - this.type = 'SphereGeometry'; - - this.parameters = { - radius: radius, - widthSegments: widthSegments, - heightSegments: heightSegments, - phiStart: phiStart, - phiLength: phiLength, - thetaStart: thetaStart, - thetaLength: thetaLength - }; - - radius = radius || 50; - - widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 ); - heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 ); - - phiStart = phiStart !== undefined ? phiStart : 0; - phiLength = phiLength !== undefined ? phiLength : Math.PI * 2; - - thetaStart = thetaStart !== undefined ? thetaStart : 0; - thetaLength = thetaLength !== undefined ? thetaLength : Math.PI; - - var x, y, vertices = [], uvs = []; - - for ( y = 0; y <= heightSegments; y ++ ) { - - var verticesRow = []; - var uvsRow = []; - - for ( x = 0; x <= widthSegments; x ++ ) { - - var u = x / widthSegments; - var v = y / heightSegments; - - var vertex = new THREE.Vector3(); - vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); - vertex.y = radius * Math.cos( thetaStart + v * thetaLength ); - vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); - - this.vertices.push( vertex ); - - verticesRow.push( this.vertices.length - 1 ); - uvsRow.push( new THREE.Vector2( u, 1 - v ) ); - - } - - vertices.push( verticesRow ); - uvs.push( uvsRow ); - - } - - for ( y = 0; y < heightSegments; y ++ ) { - - for ( x = 0; x < widthSegments; x ++ ) { - - var v1 = vertices[ y ][ x + 1 ]; - var v2 = vertices[ y ][ x ]; - var v3 = vertices[ y + 1 ][ x ]; - var v4 = vertices[ y + 1 ][ x + 1 ]; - - var n1 = this.vertices[ v1 ].clone().normalize(); - var n2 = this.vertices[ v2 ].clone().normalize(); - var n3 = this.vertices[ v3 ].clone().normalize(); - var n4 = this.vertices[ v4 ].clone().normalize(); - - var uv1 = uvs[ y ][ x + 1 ].clone(); - var uv2 = uvs[ y ][ x ].clone(); - var uv3 = uvs[ y + 1 ][ x ].clone(); - var uv4 = uvs[ y + 1 ][ x + 1 ].clone(); - - if ( Math.abs( this.vertices[ v1 ].y ) === radius ) { - - uv1.x = ( uv1.x + uv2.x ) / 2; - this.faces.push( new THREE.Face3( v1, v3, v4, [ n1, n3, n4 ] ) ); - this.faceVertexUvs[ 0 ].push( [ uv1, uv3, uv4 ] ); - - } else if ( Math.abs( this.vertices[ v3 ].y ) === radius ) { - - uv3.x = ( uv3.x + uv4.x ) / 2; - this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) ); - this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] ); - - } else { - - this.faces.push( new THREE.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() ] ); - - } - - } - - } - - this.computeFaceNormals(); - - this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius ); - -}; - -THREE.SphereGeometry.prototype = Object.create( THREE.Geometry.prototype ); - -// File:src/extras/geometries/TextGeometry.js - -/** - * @author zz85 / http://www.lab4games.net/zz85/blog - * @author alteredq / http://alteredqualia.com/ - * - * For creating 3D text geometry in three.js - * - * Text = 3D Text - * - * parameters = { - * size: , // size of the text - * height: , // thickness to extrude text - * curveSegments: , // number of points on the curves - * - * font: , // font name - * weight: , // font weight (normal, bold) - * style: , // font style (normal, italics) - * - * bevelEnabled: , // turn on bevel - * bevelThickness: , // how deep into text bevel goes - * bevelSize: , // how far from text outline is bevel - * } - * - */ - -/* Usage Examples - - // TextGeometry wrapper - - var text3d = new TextGeometry( text, options ); - - // Complete manner - - var textShapes = THREE.FontUtils.generateShapes( text, options ); - var text3d = new ExtrudeGeometry( textShapes, options ); - -*/ - - -THREE.TextGeometry = function ( text, parameters ) { - - parameters = parameters || {}; - - var textShapes = THREE.FontUtils.generateShapes( text, parameters ); - - // translate parameters to ExtrudeGeometry API - - parameters.amount = parameters.height !== undefined ? parameters.height : 50; - - // defaults - - if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10; - if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8; - if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false; - - THREE.ExtrudeGeometry.call( this, textShapes, parameters ); - - this.type = 'TextGeometry'; - -}; - -THREE.TextGeometry.prototype = Object.create( THREE.ExtrudeGeometry.prototype ); - -// File:src/extras/geometries/TorusGeometry.js - -/** - * @author oosmoxiecode - * @author mrdoob / http://mrdoob.com/ - * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3DLite/src/away3dlite/primitives/Torus.as?r=2888 - */ - -THREE.TorusGeometry = function ( radius, tube, radialSegments, tubularSegments, arc ) { - - THREE.Geometry.call( this ); - - this.type = 'TorusGeometry'; - - this.parameters = { - radius: radius, - tube: tube, - radialSegments: radialSegments, - tubularSegments: tubularSegments, - arc: arc - }; - - radius = radius || 100; - tube = tube || 40; - radialSegments = radialSegments || 8; - tubularSegments = tubularSegments || 6; - arc = arc || Math.PI * 2; - - var center = new THREE.Vector3(), uvs = [], normals = []; - - for ( var j = 0; j <= radialSegments; j ++ ) { - - for ( var i = 0; i <= tubularSegments; i ++ ) { - - var u = i / tubularSegments * arc; - var v = j / radialSegments * Math.PI * 2; - - center.x = radius * Math.cos( u ); - center.y = radius * Math.sin( u ); - - var vertex = new THREE.Vector3(); - vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u ); - vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u ); - vertex.z = tube * Math.sin( v ); - - this.vertices.push( vertex ); - - uvs.push( new THREE.Vector2( i / tubularSegments, j / radialSegments ) ); - normals.push( vertex.clone().sub( center ).normalize() ); - - } - - } - - for ( var j = 1; j <= radialSegments; j ++ ) { - - for ( var i = 1; i <= tubularSegments; i ++ ) { - - var a = ( tubularSegments + 1 ) * j + i - 1; - var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1; - var c = ( tubularSegments + 1 ) * ( j - 1 ) + i; - var d = ( tubularSegments + 1 ) * j + i; - - var face = new THREE.Face3( a, b, d, [ normals[ a ].clone(), normals[ b ].clone(), normals[ d ].clone() ] ); - this.faces.push( face ); - this.faceVertexUvs[ 0 ].push( [ uvs[ a ].clone(), uvs[ b ].clone(), uvs[ d ].clone() ] ); - - face = new THREE.Face3( b, c, d, [ normals[ b ].clone(), normals[ c ].clone(), normals[ d ].clone() ] ); - this.faces.push( face ); - this.faceVertexUvs[ 0 ].push( [ uvs[ b ].clone(), uvs[ c ].clone(), uvs[ d ].clone() ] ); - - } - - } - - this.computeFaceNormals(); - -}; - -THREE.TorusGeometry.prototype = Object.create( THREE.Geometry.prototype ); - -// File:src/extras/geometries/TorusKnotGeometry.js - -/** - * @author oosmoxiecode - * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473 - */ - -THREE.TorusKnotGeometry = function ( radius, tube, radialSegments, tubularSegments, p, q, heightScale ) { - - THREE.Geometry.call( this ); - - this.type = 'TorusKnotGeometry'; - - this.parameters = { - radius: radius, - tube: tube, - radialSegments: radialSegments, - tubularSegments: tubularSegments, - p: p, - q: q, - heightScale: heightScale - }; - - radius = radius || 100; - tube = tube || 40; - radialSegments = radialSegments || 64; - tubularSegments = tubularSegments || 8; - p = p || 2; - q = q || 3; - heightScale = heightScale || 1; - - var grid = new Array( radialSegments ); - var tang = new THREE.Vector3(); - var n = new THREE.Vector3(); - var bitan = new THREE.Vector3(); - - for ( var i = 0; i < radialSegments; ++ i ) { - - grid[ i ] = new Array( tubularSegments ); - var u = i / radialSegments * 2 * p * Math.PI; - var p1 = getPos( u, q, p, radius, heightScale ); - var p2 = getPos( u + 0.01, q, p, radius, heightScale ); - tang.subVectors( p2, p1 ); - n.addVectors( p2, p1 ); - - bitan.crossVectors( tang, n ); - n.crossVectors( bitan, tang ); - bitan.normalize(); - n.normalize(); - - for ( var j = 0; j < tubularSegments; ++ j ) { - - var v = j / tubularSegments * 2 * Math.PI; - var cx = - tube * Math.cos( v ); // TODO: Hack: Negating it so it faces outside. - var cy = tube * Math.sin( v ); - - var pos = new THREE.Vector3(); - pos.x = p1.x + cx * n.x + cy * bitan.x; - pos.y = p1.y + cx * n.y + cy * bitan.y; - pos.z = p1.z + cx * n.z + cy * bitan.z; - - grid[ i ][ j ] = this.vertices.push( pos ) - 1; - - } - - } - - for ( var i = 0; i < radialSegments; ++ i ) { - - for ( var j = 0; j < tubularSegments; ++ j ) { - - var ip = ( i + 1 ) % radialSegments; - var jp = ( j + 1 ) % tubularSegments; - - var a = grid[ i ][ j ]; - var b = grid[ ip ][ j ]; - var c = grid[ ip ][ jp ]; - var d = grid[ i ][ jp ]; - - var uva = new THREE.Vector2( i / radialSegments, j / tubularSegments ); - var uvb = new THREE.Vector2( ( i + 1 ) / radialSegments, j / tubularSegments ); - var uvc = new THREE.Vector2( ( i + 1 ) / radialSegments, ( j + 1 ) / tubularSegments ); - var uvd = new THREE.Vector2( i / radialSegments, ( j + 1 ) / tubularSegments ); - - this.faces.push( new THREE.Face3( a, b, d ) ); - this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] ); - - this.faces.push( new THREE.Face3( b, c, d ) ); - this.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] ); - - } - } - - this.computeFaceNormals(); - this.computeVertexNormals(); - - function getPos( u, in_q, in_p, radius, heightScale ) { - - var cu = Math.cos( u ); - var su = Math.sin( u ); - var quOverP = in_q / in_p * u; - var cs = Math.cos( quOverP ); - - var tx = radius * ( 2 + cs ) * 0.5 * cu; - var ty = radius * ( 2 + cs ) * su * 0.5; - var tz = heightScale * radius * Math.sin( quOverP ) * 0.5; - - return new THREE.Vector3( tx, ty, tz ); - - } - -}; - -THREE.TorusKnotGeometry.prototype = Object.create( THREE.Geometry.prototype ); - -// File:src/extras/geometries/TubeGeometry.js - -/** - * @author WestLangley / https://github.com/WestLangley - * @author zz85 / https://github.com/zz85 - * @author miningold / https://github.com/miningold - * - * Modified from the TorusKnotGeometry by @oosmoxiecode - * - * Creates a tube which extrudes along a 3d spline - * - * Uses parallel transport frames as described in - * http://www.cs.indiana.edu/pub/techreports/TR425.pdf - */ - -THREE.TubeGeometry = function ( path, segments, radius, radialSegments, closed ) { - - THREE.Geometry.call( this ); - - this.type = 'TubeGeometry'; - - this.parameters = { - path: path, - segments: segments, - radius: radius, - radialSegments: radialSegments, - closed: closed - }; - - segments = segments || 64; - radius = radius || 1; - radialSegments = radialSegments || 8; - closed = closed || false; - - var grid = []; - - var scope = this, - - tangent, - normal, - binormal, - - numpoints = segments + 1, - - x, y, z, - tx, ty, tz, - u, v, - - cx, cy, - pos, pos2 = new THREE.Vector3(), - i, j, - ip, jp, - a, b, c, d, - uva, uvb, uvc, uvd; - - var frames = new THREE.TubeGeometry.FrenetFrames( path, segments, closed ), - tangents = frames.tangents, - normals = frames.normals, - binormals = frames.binormals; - - // proxy internals - this.tangents = tangents; - this.normals = normals; - this.binormals = binormals; - - function vert( x, y, z ) { - - return scope.vertices.push( new THREE.Vector3( x, y, z ) ) - 1; - - } - - // consruct the grid - - for ( i = 0; i < numpoints; i ++ ) { - - grid[ i ] = []; - - u = i / ( numpoints - 1 ); - - pos = path.getPointAt( u ); - - tangent = tangents[ i ]; - normal = normals[ i ]; - binormal = binormals[ i ]; - - for ( j = 0; j < radialSegments; j ++ ) { - - v = j / radialSegments * 2 * Math.PI; - - cx = - radius * Math.cos( v ); // TODO: Hack: Negating it so it faces outside. - cy = radius * Math.sin( v ); - - pos2.copy( pos ); - pos2.x += cx * normal.x + cy * binormal.x; - pos2.y += cx * normal.y + cy * binormal.y; - pos2.z += cx * normal.z + cy * binormal.z; - - grid[ i ][ j ] = vert( pos2.x, pos2.y, pos2.z ); - - } - } - - - // construct the mesh - - for ( i = 0; i < segments; i ++ ) { - - for ( j = 0; j < radialSegments; j ++ ) { - - ip = ( closed ) ? (i + 1) % segments : i + 1; - jp = (j + 1) % radialSegments; - - a = grid[ i ][ j ]; // *** NOT NECESSARILY PLANAR ! *** - b = grid[ ip ][ j ]; - c = grid[ ip ][ jp ]; - d = grid[ i ][ jp ]; - - uva = new THREE.Vector2( i / segments, j / radialSegments ); - uvb = new THREE.Vector2( ( i + 1 ) / segments, j / radialSegments ); - uvc = new THREE.Vector2( ( i + 1 ) / segments, ( j + 1 ) / radialSegments ); - uvd = new THREE.Vector2( i / segments, ( j + 1 ) / radialSegments ); - - this.faces.push( new THREE.Face3( a, b, d ) ); - this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] ); - - this.faces.push( new THREE.Face3( b, c, d ) ); - this.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] ); - - } - } - - this.computeFaceNormals(); - this.computeVertexNormals(); - -}; - -THREE.TubeGeometry.prototype = Object.create( THREE.Geometry.prototype ); - - -// For computing of Frenet frames, exposing the tangents, normals and binormals the spline -THREE.TubeGeometry.FrenetFrames = function ( path, segments, closed ) { - - var tangent = new THREE.Vector3(), - normal = new THREE.Vector3(), - binormal = new THREE.Vector3(), - - tangents = [], - normals = [], - binormals = [], - - vec = new THREE.Vector3(), - mat = new THREE.Matrix4(), - - numpoints = segments + 1, - theta, - epsilon = 0.0001, - smallest, - - tx, ty, tz, - i, u, v; - - - // expose internals - this.tangents = tangents; - this.normals = normals; - this.binormals = binormals; - - // compute the tangent vectors for each segment on the path - - for ( i = 0; i < numpoints; i ++ ) { - - u = i / ( numpoints - 1 ); - - tangents[ i ] = path.getTangentAt( u ); - tangents[ i ].normalize(); - - } - - initialNormal3(); - - /* - function initialNormal1(lastBinormal) { - // fixed start binormal. Has dangers of 0 vectors - normals[ 0 ] = new THREE.Vector3(); - binormals[ 0 ] = new THREE.Vector3(); - if (lastBinormal===undefined) lastBinormal = new THREE.Vector3( 0, 0, 1 ); - normals[ 0 ].crossVectors( lastBinormal, tangents[ 0 ] ).normalize(); - binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize(); - } - - function initialNormal2() { - - // This uses the Frenet-Serret formula for deriving binormal - var t2 = path.getTangentAt( epsilon ); - - normals[ 0 ] = new THREE.Vector3().subVectors( t2, tangents[ 0 ] ).normalize(); - binormals[ 0 ] = new THREE.Vector3().crossVectors( tangents[ 0 ], normals[ 0 ] ); - - normals[ 0 ].crossVectors( binormals[ 0 ], tangents[ 0 ] ).normalize(); // last binormal x tangent - binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize(); - - } - */ - - function initialNormal3() { - // select an initial normal vector perpenicular to the first tangent vector, - // and in the direction of the smallest tangent xyz component - - normals[ 0 ] = new THREE.Vector3(); - binormals[ 0 ] = new THREE.Vector3(); - smallest = Number.MAX_VALUE; - tx = Math.abs( tangents[ 0 ].x ); - ty = Math.abs( tangents[ 0 ].y ); - tz = Math.abs( tangents[ 0 ].z ); - - if ( tx <= smallest ) { - smallest = tx; - normal.set( 1, 0, 0 ); - } - - if ( ty <= smallest ) { - smallest = ty; - normal.set( 0, 1, 0 ); - } - - if ( tz <= smallest ) { - normal.set( 0, 0, 1 ); - } - - vec.crossVectors( tangents[ 0 ], normal ).normalize(); - - normals[ 0 ].crossVectors( tangents[ 0 ], vec ); - binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ); - } - - - // compute the slowly-varying normal and binormal vectors for each segment on the path - - for ( i = 1; i < numpoints; i ++ ) { - - normals[ i ] = normals[ i-1 ].clone(); - - binormals[ i ] = binormals[ i-1 ].clone(); - - vec.crossVectors( tangents[ i-1 ], tangents[ i ] ); - - if ( vec.length() > epsilon ) { - - vec.normalize(); - - theta = Math.acos( THREE.Math.clamp( tangents[ i-1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors - - normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) ); - - } - - binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); - - } - - - // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same - - if ( closed ) { - - theta = Math.acos( THREE.Math.clamp( normals[ 0 ].dot( normals[ numpoints-1 ] ), - 1, 1 ) ); - theta /= ( numpoints - 1 ); - - if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ numpoints-1 ] ) ) > 0 ) { - - theta = - theta; - - } - - for ( i = 1; i < numpoints; i ++ ) { - - // twist a little... - normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) ); - binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); - - } - - } -}; - -// File:src/extras/geometries/PolyhedronGeometry.js - -/** - * @author clockworkgeek / https://github.com/clockworkgeek - * @author timothypratley / https://github.com/timothypratley - * @author WestLangley / http://github.com/WestLangley -*/ - -THREE.PolyhedronGeometry = function ( vertices, indices, radius, detail ) { - - THREE.Geometry.call( this ); - - this.type = 'PolyhedronGeometry'; - - this.parameters = { - vertices: vertices, - indices: indices, - radius: radius, - detail: detail - }; - - radius = radius || 1; - detail = detail || 0; - - var that = this; - - for ( var i = 0, l = vertices.length; i < l; i += 3 ) { - - prepare( new THREE.Vector3( vertices[ i ], vertices[ i + 1 ], vertices[ i + 2 ] ) ); - - } - - var midpoints = [], p = this.vertices; - - var faces = []; - - for ( var i = 0, j = 0, l = indices.length; i < l; i += 3, j ++ ) { - - var v1 = p[ indices[ i ] ]; - var v2 = p[ indices[ i + 1 ] ]; - var v3 = p[ indices[ i + 2 ] ]; - - faces[ j ] = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] ); - - } - - var centroid = new THREE.Vector3(); - - for ( var i = 0, l = faces.length; i < l; i ++ ) { - - subdivide( faces[ i ], detail ); - - } - - - // Handle case when face straddles the seam - - for ( var i = 0, l = this.faceVertexUvs[ 0 ].length; i < l; i ++ ) { - - var uvs = this.faceVertexUvs[ 0 ][ i ]; - - var x0 = uvs[ 0 ].x; - var x1 = uvs[ 1 ].x; - var x2 = uvs[ 2 ].x; - - var max = Math.max( x0, Math.max( x1, x2 ) ); - var min = Math.min( x0, Math.min( x1, x2 ) ); - - if ( max > 0.9 && min < 0.1 ) { // 0.9 is somewhat arbitrary - - if ( x0 < 0.2 ) uvs[ 0 ].x += 1; - if ( x1 < 0.2 ) uvs[ 1 ].x += 1; - if ( x2 < 0.2 ) uvs[ 2 ].x += 1; - - } - - } - - - // Apply radius - - for ( var i = 0, l = this.vertices.length; i < l; i ++ ) { - - this.vertices[ i ].multiplyScalar( radius ); - - } - - - // Merge vertices - - this.mergeVertices(); - - this.computeFaceNormals(); - - this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius ); - - - // Project vector onto sphere's surface - - function prepare( vector ) { - - var vertex = vector.normalize().clone(); - vertex.index = that.vertices.push( vertex ) - 1; - - // Texture coords are equivalent to map coords, calculate angle and convert to fraction of a circle. - - var u = azimuth( vector ) / 2 / Math.PI + 0.5; - var v = inclination( vector ) / Math.PI + 0.5; - vertex.uv = new THREE.Vector2( u, 1 - v ); - - return vertex; - - } - - - // Approximate a curved face with recursively sub-divided triangles. - - function make( v1, v2, v3 ) { - - var face = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] ); - that.faces.push( face ); - - centroid.copy( v1 ).add( v2 ).add( v3 ).divideScalar( 3 ); - - var azi = azimuth( centroid ); - - that.faceVertexUvs[ 0 ].push( [ - correctUV( v1.uv, v1, azi ), - correctUV( v2.uv, v2, azi ), - correctUV( v3.uv, v3, azi ) - ] ); - - } - - - // Analytically subdivide a face to the required detail level. - - function subdivide( face, detail ) { - - var cols = Math.pow(2, detail); - var cells = Math.pow(4, detail); - var a = prepare( that.vertices[ face.a ] ); - var b = prepare( that.vertices[ face.b ] ); - var c = prepare( that.vertices[ face.c ] ); - var v = []; - - // Construct all of the vertices for this subdivision. - - for ( var i = 0 ; i <= cols; i ++ ) { - - v[ i ] = []; - - var aj = prepare( a.clone().lerp( c, i / cols ) ); - var bj = prepare( b.clone().lerp( c, i / cols ) ); - var rows = cols - i; - - for ( var j = 0; j <= rows; j ++) { - - if ( j == 0 && i == cols ) { - - v[ i ][ j ] = aj; - - } else { - - v[ i ][ j ] = prepare( aj.clone().lerp( bj, j / rows ) ); - - } - - } - - } - - // Construct all of the faces. - - for ( var i = 0; i < cols ; i ++ ) { - - for ( var j = 0; j < 2 * (cols - i) - 1; j ++ ) { - - var k = Math.floor( j / 2 ); - - if ( j % 2 == 0 ) { - - make( - v[ i ][ k + 1], - v[ i + 1 ][ k ], - v[ i ][ k ] - ); - - } else { - - make( - v[ i ][ k + 1 ], - v[ i + 1][ k + 1], - v[ i + 1 ][ k ] - ); - - } - - } - - } - - } - - - // Angle around the Y axis, counter-clockwise when looking from above. - - function azimuth( vector ) { - - return Math.atan2( vector.z, - vector.x ); - - } - - - // Angle above the XZ plane. - - function inclination( vector ) { - - return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) ); - - } - - - // Texture fixing helper. Spheres have some odd behaviours. - - function correctUV( uv, vector, azimuth ) { - - if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) uv = new THREE.Vector2( uv.x - 1, uv.y ); - if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) uv = new THREE.Vector2( azimuth / 2 / Math.PI + 0.5, uv.y ); - return uv.clone(); - - } - - -}; - -THREE.PolyhedronGeometry.prototype = Object.create( THREE.Geometry.prototype ); - -// File:src/extras/geometries/DodecahedronGeometry.js - -/** - * @author Abe Pazos / https://hamoid.com - */ - -THREE.DodecahedronGeometry = function ( radius, detail ) { - - this.parameters = { - radius: radius, - detail: detail - }; - - var t = ( 1 + Math.sqrt( 5 ) ) / 2; - var r = 1 / t; - - var vertices = [ - - // (±1, ±1, ±1) - -1, -1, -1, -1, -1, 1, - -1, 1, -1, -1, 1, 1, - 1, -1, -1, 1, -1, 1, - 1, 1, -1, 1, 1, 1, - - // (0, ±1/φ, ±φ) - 0, -r, -t, 0, -r, t, - 0, r, -t, 0, r, t, - - // (±1/φ, ±φ, 0) - -r, -t, 0, -r, t, 0, - r, -t, 0, r, t, 0, - - // (±φ, 0, ±1/φ) - -t, 0, -r, t, 0, -r, - -t, 0, r, t, 0, r - ]; - - var indices = [ - 3, 11, 7, 3, 7, 15, 3, 15, 13, - 7, 19, 17, 7, 17, 6, 7, 6, 15, - 17, 4, 8, 17, 8, 10, 17, 10, 6, - 8, 0, 16, 8, 16, 2, 8, 2, 10, - 0, 12, 1, 0, 1, 18, 0, 18, 16, - 6, 10, 2, 6, 2, 13, 6, 13, 15, - 2, 16, 18, 2, 18, 3, 2, 3, 13, - 18, 1, 9, 18, 9, 11, 18, 11, 3, - 4, 14, 12, 4, 12, 0, 4, 0, 8, - 11, 9, 5, 11, 5, 19, 11, 19, 7, - 19, 5, 14, 19, 14, 4, 19, 4, 17, - 1, 12, 14, 1, 14, 5, 1, 5, 9 - ]; - - THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail ); - -}; - -THREE.DodecahedronGeometry.prototype = Object.create( THREE.Geometry.prototype ); - -// File:src/extras/geometries/IcosahedronGeometry.js - -/** - * @author timothypratley / https://github.com/timothypratley - */ - -THREE.IcosahedronGeometry = function ( radius, detail ) { - - var t = ( 1 + Math.sqrt( 5 ) ) / 2; - - var vertices = [ - - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0, - 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, - t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1 - ]; - - var indices = [ - 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11, - 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8, - 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9, - 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1 - ]; - - THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail ); - - this.type = 'IcosahedronGeometry'; - - this.parameters = { - radius: radius, - detail: detail - }; -}; - -THREE.IcosahedronGeometry.prototype = Object.create( THREE.Geometry.prototype ); - -// File:src/extras/geometries/OctahedronGeometry.js - -/** - * @author timothypratley / https://github.com/timothypratley - */ - -THREE.OctahedronGeometry = function ( radius, detail ) { - - this.parameters = { - radius: radius, - detail: detail - }; - - var vertices = [ - 1, 0, 0, - 1, 0, 0, 0, 1, 0, 0,- 1, 0, 0, 0, 1, 0, 0,- 1 - ]; - - var indices = [ - 0, 2, 4, 0, 4, 3, 0, 3, 5, 0, 5, 2, 1, 2, 5, 1, 5, 3, 1, 3, 4, 1, 4, 2 - ]; - - THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail ); - - this.type = 'OctahedronGeometry'; - - this.parameters = { - radius: radius, - detail: detail - }; -}; - -THREE.OctahedronGeometry.prototype = Object.create( THREE.Geometry.prototype ); - -// File:src/extras/geometries/TetrahedronGeometry.js - -/** - * @author timothypratley / https://github.com/timothypratley - */ - -THREE.TetrahedronGeometry = function ( radius, detail ) { - - var vertices = [ - 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1 - ]; - - var indices = [ - 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1 - ]; - - THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail ); - - this.type = 'TetrahedronGeometry'; - - this.parameters = { - radius: radius, - detail: detail - }; - -}; - -THREE.TetrahedronGeometry.prototype = Object.create( THREE.Geometry.prototype ); - -// File:src/extras/geometries/ParametricGeometry.js - -/** - * @author zz85 / https://github.com/zz85 - * Parametric Surfaces Geometry - * based on the brilliant article by @prideout http://prideout.net/blog/?p=44 - * - * new THREE.ParametricGeometry( parametricFunction, uSegments, ySegements ); - * - */ - -THREE.ParametricGeometry = function ( func, slices, stacks ) { - - THREE.Geometry.call( this ); - - this.type = 'ParametricGeometry'; - - this.parameters = { - func: func, - slices: slices, - stacks: stacks - }; - - var verts = this.vertices; - var faces = this.faces; - var uvs = this.faceVertexUvs[ 0 ]; - - var i, il, j, p; - var u, v; - - var stackCount = stacks + 1; - var sliceCount = slices + 1; - - for ( i = 0; i <= stacks; i ++ ) { - - v = i / stacks; - - for ( j = 0; j <= slices; j ++ ) { - - u = j / slices; - - p = func( u, v ); - verts.push( p ); - - } - } - - var a, b, c, d; - var uva, uvb, uvc, uvd; - - for ( i = 0; i < stacks; i ++ ) { - - for ( j = 0; j < slices; j ++ ) { - - a = i * sliceCount + j; - b = i * sliceCount + j + 1; - c = (i + 1) * sliceCount + j + 1; - d = (i + 1) * sliceCount + j; - - uva = new THREE.Vector2( j / slices, i / stacks ); - uvb = new THREE.Vector2( ( j + 1 ) / slices, i / stacks ); - uvc = new THREE.Vector2( ( j + 1 ) / slices, ( i + 1 ) / stacks ); - uvd = new THREE.Vector2( j / slices, ( i + 1 ) / stacks ); - - faces.push( new THREE.Face3( a, b, d ) ); - uvs.push( [ uva, uvb, uvd ] ); - - faces.push( new THREE.Face3( b, c, d ) ); - uvs.push( [ uvb.clone(), uvc, uvd.clone() ] ); - - } - - } - - // console.log(this); - - // magic bullet - // var diff = this.mergeVertices(); - // console.log('removed ', diff, ' vertices by merging'); - - this.computeFaceNormals(); - this.computeVertexNormals(); - -}; - -THREE.ParametricGeometry.prototype = Object.create( THREE.Geometry.prototype ); - -// File:src/extras/helpers/AxisHelper.js - -/** - * @author sroucheray / http://sroucheray.org/ - * @author mrdoob / http://mrdoob.com/ - */ - -THREE.AxisHelper = function ( size ) { - - size = size || 1; - - var vertices = new Float32Array( [ - 0, 0, 0, size, 0, 0, - 0, 0, 0, 0, size, 0, - 0, 0, 0, 0, 0, size - ] ); - - var colors = new Float32Array( [ - 1, 0, 0, 1, 0.6, 0, - 0, 1, 0, 0.6, 1, 0, - 0, 0, 1, 0, 0.6, 1 - ] ); - - var geometry = new THREE.BufferGeometry(); - geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) ); - geometry.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) ); - - var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } ); - - THREE.Line.call( this, geometry, material, THREE.LinePieces ); - -}; - -THREE.AxisHelper.prototype = Object.create( THREE.Line.prototype ); - -// File:src/extras/helpers/ArrowHelper.js - -/** - * @author WestLangley / http://github.com/WestLangley - * @author zz85 / http://github.com/zz85 - * @author bhouston / http://exocortex.com - * - * Creates an arrow for visualizing directions - * - * Parameters: - * dir - Vector3 - * origin - Vector3 - * length - Number - * color - color in hex value - * headLength - Number - * headWidth - Number - */ - -THREE.ArrowHelper = ( function () { - - var lineGeometry = new THREE.Geometry(); - lineGeometry.vertices.push( new THREE.Vector3( 0, 0, 0 ), new THREE.Vector3( 0, 1, 0 ) ); - - var coneGeometry = new THREE.CylinderGeometry( 0, 0.5, 1, 5, 1 ); - coneGeometry.applyMatrix( new THREE.Matrix4().makeTranslation( 0, - 0.5, 0 ) ); - - return function ( dir, origin, length, color, headLength, headWidth ) { - - // dir is assumed to be normalized - - THREE.Object3D.call( this ); - - if ( color === undefined ) color = 0xffff00; - if ( length === undefined ) length = 1; - if ( headLength === undefined ) headLength = 0.2 * length; - if ( headWidth === undefined ) headWidth = 0.2 * headLength; - - this.position.copy( origin ); - - this.line = new THREE.Line( lineGeometry, new THREE.LineBasicMaterial( { color: color } ) ); - this.line.matrixAutoUpdate = false; - this.add( this.line ); - - this.cone = new THREE.Mesh( coneGeometry, new THREE.MeshBasicMaterial( { color: color } ) ); - this.cone.matrixAutoUpdate = false; - this.add( this.cone ); - - this.setDirection( dir ); - this.setLength( length, headLength, headWidth ); - - } - -}() ); - -THREE.ArrowHelper.prototype = Object.create( THREE.Object3D.prototype ); - -THREE.ArrowHelper.prototype.setDirection = ( function () { - - var axis = new THREE.Vector3(); - var radians; - - return function ( dir ) { - - // dir is assumed to be normalized - - if ( dir.y > 0.99999 ) { - - this.quaternion.set( 0, 0, 0, 1 ); - - } else if ( dir.y < - 0.99999 ) { - - this.quaternion.set( 1, 0, 0, 0 ); - - } else { - - axis.set( dir.z, 0, - dir.x ).normalize(); - - radians = Math.acos( dir.y ); - - this.quaternion.setFromAxisAngle( axis, radians ); - - } - - }; - -}() ); - -THREE.ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) { - - if ( headLength === undefined ) headLength = 0.2 * length; - if ( headWidth === undefined ) headWidth = 0.2 * headLength; - - this.line.scale.set( 1, length - headLength, 1 ); - this.line.updateMatrix(); - - this.cone.scale.set( headWidth, headLength, headWidth ); - this.cone.position.y = length; - this.cone.updateMatrix(); - -}; - -THREE.ArrowHelper.prototype.setColor = function ( color ) { - - this.line.material.color.set( color ); - this.cone.material.color.set( color ); - -}; - -// File:src/extras/helpers/BoxHelper.js - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -THREE.BoxHelper = function ( object ) { - - var geometry = new THREE.BufferGeometry(); - geometry.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( 72 ), 3 ) ); - - THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: 0xffff00 } ), THREE.LinePieces ); - - if ( object !== undefined ) { - - this.update( object ); - - } - -}; - -THREE.BoxHelper.prototype = Object.create( THREE.Line.prototype ); - -THREE.BoxHelper.prototype.update = function ( object ) { - - var geometry = object.geometry; - - if ( geometry.boundingBox === null ) { - - geometry.computeBoundingBox(); - - } - - var min = geometry.boundingBox.min; - var max = geometry.boundingBox.max; - - /* - 5____4 - 1/___0/| - | 6__|_7 - 2/___3/ - - 0: max.x, max.y, max.z - 1: min.x, max.y, max.z - 2: min.x, min.y, max.z - 3: max.x, min.y, max.z - 4: max.x, max.y, min.z - 5: min.x, max.y, min.z - 6: min.x, min.y, min.z - 7: max.x, min.y, min.z - */ - - var vertices = this.geometry.attributes.position.array; - - vertices[ 0 ] = max.x; vertices[ 1 ] = max.y; vertices[ 2 ] = max.z; - vertices[ 3 ] = min.x; vertices[ 4 ] = max.y; vertices[ 5 ] = max.z; - - vertices[ 6 ] = min.x; vertices[ 7 ] = max.y; vertices[ 8 ] = max.z; - vertices[ 9 ] = min.x; vertices[ 10 ] = min.y; vertices[ 11 ] = max.z; - - vertices[ 12 ] = min.x; vertices[ 13 ] = min.y; vertices[ 14 ] = max.z; - vertices[ 15 ] = max.x; vertices[ 16 ] = min.y; vertices[ 17 ] = max.z; - - vertices[ 18 ] = max.x; vertices[ 19 ] = min.y; vertices[ 20 ] = max.z; - vertices[ 21 ] = max.x; vertices[ 22 ] = max.y; vertices[ 23 ] = max.z; - - // - - vertices[ 24 ] = max.x; vertices[ 25 ] = max.y; vertices[ 26 ] = min.z; - vertices[ 27 ] = min.x; vertices[ 28 ] = max.y; vertices[ 29 ] = min.z; - - vertices[ 30 ] = min.x; vertices[ 31 ] = max.y; vertices[ 32 ] = min.z; - vertices[ 33 ] = min.x; vertices[ 34 ] = min.y; vertices[ 35 ] = min.z; - - vertices[ 36 ] = min.x; vertices[ 37 ] = min.y; vertices[ 38 ] = min.z; - vertices[ 39 ] = max.x; vertices[ 40 ] = min.y; vertices[ 41 ] = min.z; - - vertices[ 42 ] = max.x; vertices[ 43 ] = min.y; vertices[ 44 ] = min.z; - vertices[ 45 ] = max.x; vertices[ 46 ] = max.y; vertices[ 47 ] = min.z; - - // - - vertices[ 48 ] = max.x; vertices[ 49 ] = max.y; vertices[ 50 ] = max.z; - vertices[ 51 ] = max.x; vertices[ 52 ] = max.y; vertices[ 53 ] = min.z; - - vertices[ 54 ] = min.x; vertices[ 55 ] = max.y; vertices[ 56 ] = max.z; - vertices[ 57 ] = min.x; vertices[ 58 ] = max.y; vertices[ 59 ] = min.z; - - vertices[ 60 ] = min.x; vertices[ 61 ] = min.y; vertices[ 62 ] = max.z; - vertices[ 63 ] = min.x; vertices[ 64 ] = min.y; vertices[ 65 ] = min.z; - - vertices[ 66 ] = max.x; vertices[ 67 ] = min.y; vertices[ 68 ] = max.z; - vertices[ 69 ] = max.x; vertices[ 70 ] = min.y; vertices[ 71 ] = min.z; - - this.geometry.attributes.position.needsUpdate = true; - - this.geometry.computeBoundingSphere(); - - this.matrix = object.matrixWorld; - this.matrixAutoUpdate = false; - -}; - -// File:src/extras/helpers/BoundingBoxHelper.js - -/** - * @author WestLangley / http://github.com/WestLangley - */ - -// a helper to show the world-axis-aligned bounding box for an object - -THREE.BoundingBoxHelper = function ( object, hex ) { - - var color = ( hex !== undefined ) ? hex : 0x888888; - - this.object = object; - - this.box = new THREE.Box3(); - - THREE.Mesh.call( this, new THREE.BoxGeometry( 1, 1, 1 ), new THREE.MeshBasicMaterial( { color: color, wireframe: true } ) ); - -}; - -THREE.BoundingBoxHelper.prototype = Object.create( THREE.Mesh.prototype ); - -THREE.BoundingBoxHelper.prototype.update = function () { - - this.box.setFromObject( this.object ); - - this.box.size( this.scale ); - - this.box.center( this.position ); - -}; - -// File:src/extras/helpers/CameraHelper.js - -/** - * @author alteredq / http://alteredqualia.com/ - * - * - shows frustum, line of sight and up of the camera - * - suitable for fast updates - * - based on frustum visualization in lightgl.js shadowmap example - * http://evanw.github.com/lightgl.js/tests/shadowmap.html - */ - -THREE.CameraHelper = function ( camera ) { - - var geometry = new THREE.Geometry(); - var material = new THREE.LineBasicMaterial( { color: 0xffffff, vertexColors: THREE.FaceColors } ); - - var pointMap = {}; - - // colors - - var hexFrustum = 0xffaa00; - var hexCone = 0xff0000; - var hexUp = 0x00aaff; - var hexTarget = 0xffffff; - var hexCross = 0x333333; - - // near - - addLine( "n1", "n2", hexFrustum ); - addLine( "n2", "n4", hexFrustum ); - addLine( "n4", "n3", hexFrustum ); - addLine( "n3", "n1", hexFrustum ); - - // far - - addLine( "f1", "f2", hexFrustum ); - addLine( "f2", "f4", hexFrustum ); - addLine( "f4", "f3", hexFrustum ); - addLine( "f3", "f1", hexFrustum ); - - // sides - - addLine( "n1", "f1", hexFrustum ); - addLine( "n2", "f2", hexFrustum ); - addLine( "n3", "f3", hexFrustum ); - addLine( "n4", "f4", hexFrustum ); - - // cone - - addLine( "p", "n1", hexCone ); - addLine( "p", "n2", hexCone ); - addLine( "p", "n3", hexCone ); - addLine( "p", "n4", hexCone ); - - // up - - addLine( "u1", "u2", hexUp ); - addLine( "u2", "u3", hexUp ); - addLine( "u3", "u1", hexUp ); - - // target - - addLine( "c", "t", hexTarget ); - addLine( "p", "c", hexCross ); - - // cross - - addLine( "cn1", "cn2", hexCross ); - addLine( "cn3", "cn4", hexCross ); - - addLine( "cf1", "cf2", hexCross ); - addLine( "cf3", "cf4", hexCross ); - - function addLine( a, b, hex ) { - - addPoint( a, hex ); - addPoint( b, hex ); - - } - - function addPoint( id, hex ) { - - geometry.vertices.push( new THREE.Vector3() ); - geometry.colors.push( new THREE.Color( hex ) ); - - if ( pointMap[ id ] === undefined ) { - - pointMap[ id ] = []; - - } - - pointMap[ id ].push( geometry.vertices.length - 1 ); - - } - - THREE.Line.call( this, geometry, material, THREE.LinePieces ); - - this.camera = camera; - this.matrix = camera.matrixWorld; - this.matrixAutoUpdate = false; - - this.pointMap = pointMap; - - this.update(); - -}; - -THREE.CameraHelper.prototype = Object.create( THREE.Line.prototype ); - -THREE.CameraHelper.prototype.update = function () { - - var geometry, pointMap; - - var vector = new THREE.Vector3(); - var camera = new THREE.Camera(); - - var setPoint = function ( point, x, y, z ) { - - vector.set( x, y, z ).unproject( camera ); - - var points = pointMap[ point ]; - - if ( points !== undefined ) { - - for ( var i = 0, il = points.length; i < il; i ++ ) { - - geometry.vertices[ points[ i ] ].copy( vector ); - - } - - } - - }; - - return function () { - - geometry = this.geometry; - pointMap = this.pointMap; - - var w = 1, h = 1; - - // we need just camera projection matrix - // world matrix must be identity - - camera.projectionMatrix.copy( this.camera.projectionMatrix ); - - // center / target - - setPoint( "c", 0, 0, - 1 ); - setPoint( "t", 0, 0, 1 ); - - // near - - setPoint( "n1", - w, - h, - 1 ); - setPoint( "n2", w, - h, - 1 ); - setPoint( "n3", - w, h, - 1 ); - setPoint( "n4", w, h, - 1 ); - - // far - - setPoint( "f1", - w, - h, 1 ); - setPoint( "f2", w, - h, 1 ); - setPoint( "f3", - w, h, 1 ); - setPoint( "f4", w, h, 1 ); - - // up - - setPoint( "u1", w * 0.7, h * 1.1, - 1 ); - setPoint( "u2", - w * 0.7, h * 1.1, - 1 ); - setPoint( "u3", 0, h * 2, - 1 ); - - // cross - - setPoint( "cf1", - w, 0, 1 ); - setPoint( "cf2", w, 0, 1 ); - setPoint( "cf3", 0, - h, 1 ); - setPoint( "cf4", 0, h, 1 ); - - setPoint( "cn1", - w, 0, - 1 ); - setPoint( "cn2", w, 0, - 1 ); - setPoint( "cn3", 0, - h, - 1 ); - setPoint( "cn4", 0, h, - 1 ); - - geometry.verticesNeedUpdate = true; - - }; - -}(); - -// File:src/extras/helpers/DirectionalLightHelper.js - -/** - * @author alteredq / http://alteredqualia.com/ - * @author mrdoob / http://mrdoob.com/ - * @author WestLangley / http://github.com/WestLangley - */ - -THREE.DirectionalLightHelper = function ( light, size ) { - - THREE.Object3D.call( this ); - - this.light = light; - this.light.updateMatrixWorld(); - - this.matrix = light.matrixWorld; - this.matrixAutoUpdate = false; - - size = size || 1; - - var geometry = new THREE.Geometry(); - geometry.vertices.push( - new THREE.Vector3( - size, size, 0 ), - new THREE.Vector3( size, size, 0 ), - new THREE.Vector3( size, - size, 0 ), - new THREE.Vector3( - size, - size, 0 ), - new THREE.Vector3( - size, size, 0 ) - ); - - var material = new THREE.LineBasicMaterial( { fog: false } ); - material.color.copy( this.light.color ).multiplyScalar( this.light.intensity ); - - this.lightPlane = new THREE.Line( geometry, material ); - this.add( this.lightPlane ); - - geometry = new THREE.Geometry(); - geometry.vertices.push( - new THREE.Vector3(), - new THREE.Vector3() - ); - - material = new THREE.LineBasicMaterial( { fog: false } ); - material.color.copy( this.light.color ).multiplyScalar( this.light.intensity ); - - this.targetLine = new THREE.Line( geometry, material ); - this.add( this.targetLine ); - - this.update(); - -}; - -THREE.DirectionalLightHelper.prototype = Object.create( THREE.Object3D.prototype ); - -THREE.DirectionalLightHelper.prototype.dispose = function () { - - this.lightPlane.geometry.dispose(); - this.lightPlane.material.dispose(); - this.targetLine.geometry.dispose(); - this.targetLine.material.dispose(); -}; - -THREE.DirectionalLightHelper.prototype.update = function () { - - var v1 = new THREE.Vector3(); - var v2 = new THREE.Vector3(); - var v3 = new THREE.Vector3(); - - return function () { - - v1.setFromMatrixPosition( this.light.matrixWorld ); - v2.setFromMatrixPosition( this.light.target.matrixWorld ); - v3.subVectors( v2, v1 ); - - this.lightPlane.lookAt( v3 ); - this.lightPlane.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity ); - - this.targetLine.geometry.vertices[ 1 ].copy( v3 ); - this.targetLine.geometry.verticesNeedUpdate = true; - this.targetLine.material.color.copy( this.lightPlane.material.color ); - - }; - -}(); - -// File:src/extras/helpers/EdgesHelper.js - -/** - * @author WestLangley / http://github.com/WestLangley - */ - -THREE.EdgesHelper = function ( object, hex ) { - - var color = ( hex !== undefined ) ? hex : 0xffffff; - - var edge = [ 0, 0 ], hash = {}; - var sortFunction = function ( a, b ) { return a - b }; - - var keys = [ 'a', 'b', 'c' ]; - var geometry = new THREE.BufferGeometry(); - - var geometry2 = object.geometry.clone(); - - geometry2.mergeVertices(); - geometry2.computeFaceNormals(); - - var vertices = geometry2.vertices; - var faces = geometry2.faces; - var numEdges = 0; - - 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 }; - numEdges ++; - - } else { - - hash[ key ].face2 = i; - - } - - } - - } - - var coords = new Float32Array( numEdges * 2 * 3 ); - - var index = 0; - - for ( var key in hash ) { - - var h = hash[ key ]; - - if ( h.face2 === undefined || faces[ h.face1 ].normal.dot( faces[ h.face2 ].normal ) < 0.9999 ) { // hardwired const OK - - var vertex = vertices[ h.vert1 ]; - coords[ index ++ ] = vertex.x; - coords[ index ++ ] = vertex.y; - coords[ index ++ ] = vertex.z; - - vertex = vertices[ h.vert2 ]; - coords[ index ++ ] = vertex.x; - coords[ index ++ ] = vertex.y; - coords[ index ++ ] = vertex.z; - - } - - } - - geometry.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) ); - - THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color } ), THREE.LinePieces ); - - this.matrix = object.matrixWorld; - this.matrixAutoUpdate = false; - -}; - -THREE.EdgesHelper.prototype = Object.create( THREE.Line.prototype ); - -// File:src/extras/helpers/FaceNormalsHelper.js - -/** - * @author mrdoob / http://mrdoob.com/ - * @author WestLangley / http://github.com/WestLangley -*/ - -THREE.FaceNormalsHelper = function ( object, size, hex, linewidth ) { - - this.object = object; - - this.size = ( size !== undefined ) ? size : 1; - - var color = ( hex !== undefined ) ? hex : 0xffff00; - - var width = ( linewidth !== undefined ) ? linewidth : 1; - - var geometry = new THREE.Geometry(); - - var faces = this.object.geometry.faces; - - for ( var i = 0, l = faces.length; i < l; i ++ ) { - - geometry.vertices.push( new THREE.Vector3(), new THREE.Vector3() ); - - } - - THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ), THREE.LinePieces ); - - this.matrixAutoUpdate = false; - - this.normalMatrix = new THREE.Matrix3(); - - this.update(); - -}; - -THREE.FaceNormalsHelper.prototype = Object.create( THREE.Line.prototype ); - -THREE.FaceNormalsHelper.prototype.update = function () { - - var vertices = this.geometry.vertices; - - var object = this.object; - var objectVertices = object.geometry.vertices; - var objectFaces = object.geometry.faces; - var objectWorldMatrix = object.matrixWorld; - - object.updateMatrixWorld( true ); - - this.normalMatrix.getNormalMatrix( objectWorldMatrix ); - - for ( var i = 0, i2 = 0, l = objectFaces.length; i < l; i ++, i2 += 2 ) { - - var face = objectFaces[ i ]; - - vertices[ i2 ].copy( objectVertices[ face.a ] ) - .add( objectVertices[ face.b ] ) - .add( objectVertices[ face.c ] ) - .divideScalar( 3 ) - .applyMatrix4( objectWorldMatrix ); - - vertices[ i2 + 1 ].copy( face.normal ) - .applyMatrix3( this.normalMatrix ) - .normalize() - .multiplyScalar( this.size ) - .add( vertices[ i2 ] ); - - } - - this.geometry.verticesNeedUpdate = true; - - return this; - -}; - - -// File:src/extras/helpers/GridHelper.js - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -THREE.GridHelper = function ( size, step ) { - - var geometry = new THREE.Geometry(); - var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } ); - - this.color1 = new THREE.Color( 0x444444 ); - this.color2 = new THREE.Color( 0x888888 ); - - for ( var i = - size; i <= size; i += step ) { - - geometry.vertices.push( - new THREE.Vector3( - size, 0, i ), new THREE.Vector3( size, 0, i ), - new THREE.Vector3( i, 0, - size ), new THREE.Vector3( i, 0, size ) - ); - - var color = i === 0 ? this.color1 : this.color2; - - geometry.colors.push( color, color, color, color ); - - } - - THREE.Line.call( this, geometry, material, THREE.LinePieces ); - -}; - -THREE.GridHelper.prototype = Object.create( THREE.Line.prototype ); - -THREE.GridHelper.prototype.setColors = function( colorCenterLine, colorGrid ) { - - this.color1.set( colorCenterLine ); - this.color2.set( colorGrid ); - - this.geometry.colorsNeedUpdate = true; - -} - -// File:src/extras/helpers/HemisphereLightHelper.js - -/** - * @author alteredq / http://alteredqualia.com/ - * @author mrdoob / http://mrdoob.com/ - */ - -THREE.HemisphereLightHelper = function ( light, sphereSize, arrowLength, domeSize ) { - - THREE.Object3D.call( this ); - - this.light = light; - this.light.updateMatrixWorld(); - - this.matrix = light.matrixWorld; - this.matrixAutoUpdate = false; - - this.colors = [ new THREE.Color(), new THREE.Color() ]; - - var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 ); - geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) ); - - for ( var i = 0, il = 8; i < il; i ++ ) { - - geometry.faces[ i ].color = this.colors[ i < 4 ? 0 : 1 ]; - - } - - var material = new THREE.MeshBasicMaterial( { vertexColors: THREE.FaceColors, wireframe: true } ); - - this.lightSphere = new THREE.Mesh( geometry, material ); - this.add( this.lightSphere ); - - this.update(); - -}; - -THREE.HemisphereLightHelper.prototype = Object.create( THREE.Object3D.prototype ); - -THREE.HemisphereLightHelper.prototype.dispose = function () { - this.lightSphere.geometry.dispose(); - this.lightSphere.material.dispose(); -}; - -THREE.HemisphereLightHelper.prototype.update = function () { - - var vector = new THREE.Vector3(); - - return function () { - - this.colors[ 0 ].copy( this.light.color ).multiplyScalar( this.light.intensity ); - this.colors[ 1 ].copy( this.light.groundColor ).multiplyScalar( this.light.intensity ); - - this.lightSphere.lookAt( vector.setFromMatrixPosition( this.light.matrixWorld ).negate() ); - this.lightSphere.geometry.colorsNeedUpdate = true; - - } - -}(); - -// File:src/extras/helpers/PointLightHelper.js - -/** - * @author alteredq / http://alteredqualia.com/ - * @author mrdoob / http://mrdoob.com/ - */ - -THREE.PointLightHelper = function ( light, sphereSize ) { - - this.light = light; - this.light.updateMatrixWorld(); - - var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 ); - var material = new THREE.MeshBasicMaterial( { wireframe: true, fog: false } ); - material.color.copy( this.light.color ).multiplyScalar( this.light.intensity ); - - THREE.Mesh.call( this, geometry, material ); - - this.matrix = this.light.matrixWorld; - this.matrixAutoUpdate = false; - - /* - var distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 ); - var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } ); - - this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial ); - this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial ); - - var d = light.distance; - - if ( d === 0.0 ) { - - this.lightDistance.visible = false; - - } else { - - this.lightDistance.scale.set( d, d, d ); - - } - - this.add( this.lightDistance ); - */ - -}; - -THREE.PointLightHelper.prototype = Object.create( THREE.Mesh.prototype ); - -THREE.PointLightHelper.prototype.dispose = function () { - - this.geometry.dispose(); - this.material.dispose(); -}; - -THREE.PointLightHelper.prototype.update = function () { - - this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity ); - - /* - var d = this.light.distance; - - if ( d === 0.0 ) { - - this.lightDistance.visible = false; - - } else { - - this.lightDistance.visible = true; - this.lightDistance.scale.set( d, d, d ); - - } - */ - -}; - -// File:src/extras/helpers/SkeletonHelper.js - -/** - * @author Sean Griffin / http://twitter.com/sgrif - * @author Michael Guerrero / http://realitymeltdown.com - * @author mrdoob / http://mrdoob.com/ - * @author ikerr / http://verold.com - */ - -THREE.SkeletonHelper = function ( object ) { - - this.bones = this.getBoneList( object ); - - var geometry = new THREE.Geometry(); - - for ( var i = 0; i < this.bones.length; i ++ ) { - - var bone = this.bones[ i ]; - - if ( bone.parent instanceof THREE.Bone ) { - - geometry.vertices.push( new THREE.Vector3() ); - geometry.vertices.push( new THREE.Vector3() ); - geometry.colors.push( new THREE.Color( 0, 0, 1 ) ); - geometry.colors.push( new THREE.Color( 0, 1, 0 ) ); - - } - - } - - var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors, depthTest: false, depthWrite: false, transparent: true } ); - - THREE.Line.call( this, geometry, material, THREE.LinePieces ); - - this.root = object; - - this.matrix = object.matrixWorld; - this.matrixAutoUpdate = false; - - this.update(); - -}; - - -THREE.SkeletonHelper.prototype = Object.create( THREE.Line.prototype ); - -THREE.SkeletonHelper.prototype.getBoneList = function( object ) { - - var boneList = []; - - if ( object instanceof THREE.Bone ) { - - boneList.push( object ); - - } - - for ( var i = 0; i < object.children.length; i ++ ) { - - boneList.push.apply( boneList, this.getBoneList( object.children[ i ] ) ); - - } - - return boneList; - -}; - -THREE.SkeletonHelper.prototype.update = function () { - - var geometry = this.geometry; - - var matrixWorldInv = new THREE.Matrix4().getInverse( this.root.matrixWorld ); - - var boneMatrix = new THREE.Matrix4(); - - var j = 0; - - for ( var i = 0; i < this.bones.length; i ++ ) { - - var bone = this.bones[ i ]; - - if ( bone.parent instanceof THREE.Bone ) { - - boneMatrix.multiplyMatrices( matrixWorldInv, bone.matrixWorld ); - geometry.vertices[ j ].setFromMatrixPosition( boneMatrix ); - - boneMatrix.multiplyMatrices( matrixWorldInv, bone.parent.matrixWorld ); - geometry.vertices[ j + 1 ].setFromMatrixPosition( boneMatrix ); - - j += 2; - - } - - } - - geometry.verticesNeedUpdate = true; - - geometry.computeBoundingSphere(); - -}; - -// File:src/extras/helpers/SpotLightHelper.js - -/** - * @author alteredq / http://alteredqualia.com/ - * @author mrdoob / http://mrdoob.com/ - * @author WestLangley / http://github.com/WestLangley -*/ - -THREE.SpotLightHelper = function ( light ) { - - THREE.Object3D.call( this ); - - this.light = light; - this.light.updateMatrixWorld(); - - this.matrix = light.matrixWorld; - this.matrixAutoUpdate = false; - - var geometry = new THREE.CylinderGeometry( 0, 1, 1, 8, 1, true ); - - geometry.applyMatrix( new THREE.Matrix4().makeTranslation( 0, - 0.5, 0 ) ); - geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) ); - - var material = new THREE.MeshBasicMaterial( { wireframe: true, fog: false } ); - - this.cone = new THREE.Mesh( geometry, material ); - this.add( this.cone ); - - this.update(); - -}; - -THREE.SpotLightHelper.prototype = Object.create( THREE.Object3D.prototype ); - -THREE.SpotLightHelper.prototype.dispose = function () { - this.cone.geometry.dispose(); - this.cone.material.dispose(); -}; - -THREE.SpotLightHelper.prototype.update = function () { - - var vector = new THREE.Vector3(); - var vector2 = new THREE.Vector3(); - - return function () { - - var coneLength = this.light.distance ? this.light.distance : 10000; - var coneWidth = coneLength * Math.tan( this.light.angle ); - - this.cone.scale.set( coneWidth, coneWidth, coneLength ); - - vector.setFromMatrixPosition( this.light.matrixWorld ); - vector2.setFromMatrixPosition( this.light.target.matrixWorld ); - - this.cone.lookAt( vector2.sub( vector ) ); - - this.cone.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity ); - - }; - -}(); - -// File:src/extras/helpers/VertexNormalsHelper.js - -/** - * @author mrdoob / http://mrdoob.com/ - * @author WestLangley / http://github.com/WestLangley -*/ - -THREE.VertexNormalsHelper = function ( object, size, hex, linewidth ) { - - this.object = object; - - this.size = ( size !== undefined ) ? size : 1; - - var color = ( hex !== undefined ) ? hex : 0xff0000; - - var width = ( linewidth !== undefined ) ? linewidth : 1; - - var geometry = new THREE.Geometry(); - - var vertices = object.geometry.vertices; - - var faces = object.geometry.faces; - - for ( var i = 0, l = faces.length; i < l; i ++ ) { - - var face = faces[ i ]; - - for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) { - - geometry.vertices.push( new THREE.Vector3(), new THREE.Vector3() ); - - } - - } - - THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ), THREE.LinePieces ); - - this.matrixAutoUpdate = false; - - this.normalMatrix = new THREE.Matrix3(); - - this.update(); - -}; - -THREE.VertexNormalsHelper.prototype = Object.create( THREE.Line.prototype ); - -THREE.VertexNormalsHelper.prototype.update = ( function ( object ) { - - var v1 = new THREE.Vector3(); - - return function( object ) { - - var keys = [ 'a', 'b', 'c', 'd' ]; - - this.object.updateMatrixWorld( true ); - - this.normalMatrix.getNormalMatrix( this.object.matrixWorld ); - - var vertices = this.geometry.vertices; - - var verts = this.object.geometry.vertices; - - var faces = this.object.geometry.faces; - - var worldMatrix = this.object.matrixWorld; - - var idx = 0; - - for ( var i = 0, l = faces.length; i < l; i ++ ) { - - var face = faces[ i ]; - - for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) { - - var vertexId = face[ keys[ j ] ]; - var vertex = verts[ vertexId ]; - - var normal = face.vertexNormals[ j ]; - - vertices[ idx ].copy( vertex ).applyMatrix4( worldMatrix ); - - v1.copy( normal ).applyMatrix3( this.normalMatrix ).normalize().multiplyScalar( this.size ); - - v1.add( vertices[ idx ] ); - idx = idx + 1; - - vertices[ idx ].copy( v1 ); - idx = idx + 1; - - } - - } - - this.geometry.verticesNeedUpdate = true; - - return this; - - } - -}()); - -// File:src/extras/helpers/VertexTangentsHelper.js - -/** - * @author mrdoob / http://mrdoob.com/ - * @author WestLangley / http://github.com/WestLangley -*/ - -THREE.VertexTangentsHelper = function ( object, size, hex, linewidth ) { - - this.object = object; - - this.size = ( size !== undefined ) ? size : 1; - - var color = ( hex !== undefined ) ? hex : 0x0000ff; - - var width = ( linewidth !== undefined ) ? linewidth : 1; - - var geometry = new THREE.Geometry(); - - var vertices = object.geometry.vertices; - - var faces = object.geometry.faces; - - for ( var i = 0, l = faces.length; i < l; i ++ ) { - - var face = faces[ i ]; - - for ( var j = 0, jl = face.vertexTangents.length; j < jl; j ++ ) { - - geometry.vertices.push( new THREE.Vector3() ); - geometry.vertices.push( new THREE.Vector3() ); - - } - - } - - THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ), THREE.LinePieces ); - - this.matrixAutoUpdate = false; - - this.update(); - -}; - -THREE.VertexTangentsHelper.prototype = Object.create( THREE.Line.prototype ); - -THREE.VertexTangentsHelper.prototype.update = ( function ( object ) { - - var v1 = new THREE.Vector3(); - - return function( object ) { - - var keys = [ 'a', 'b', 'c', 'd' ]; - - this.object.updateMatrixWorld( true ); - - var vertices = this.geometry.vertices; - - var verts = this.object.geometry.vertices; - - var faces = this.object.geometry.faces; - - var worldMatrix = this.object.matrixWorld; - - var idx = 0; - - for ( var i = 0, l = faces.length; i < l; i ++ ) { - - var face = faces[ i ]; - - for ( var j = 0, jl = face.vertexTangents.length; j < jl; j ++ ) { - - var vertexId = face[ keys[ j ] ]; - var vertex = verts[ vertexId ]; - - var tangent = face.vertexTangents[ j ]; - - vertices[ idx ].copy( vertex ).applyMatrix4( worldMatrix ); - - v1.copy( tangent ).transformDirection( worldMatrix ).multiplyScalar( this.size ); - - v1.add( vertices[ idx ] ); - idx = idx + 1; - - vertices[ idx ].copy( v1 ); - idx = idx + 1; - - } - - } - - this.geometry.verticesNeedUpdate = true; - - return this; - - } - -}()); - -// File:src/extras/helpers/WireframeHelper.js - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -THREE.WireframeHelper = function ( object, hex ) { - - var color = ( hex !== undefined ) ? hex : 0xffffff; - - var edge = [ 0, 0 ], hash = {}; - var sortFunction = function ( a, b ) { return a - b }; - - var keys = [ 'a', 'b', 'c' ]; - var geometry = new THREE.BufferGeometry(); - - if ( object.geometry instanceof THREE.Geometry ) { - - var vertices = object.geometry.vertices; - var faces = object.geometry.faces; - var numEdges = 0; - - // allocate maximal size - var edges = new Uint32Array( 6 * faces.length ); - - 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 ) { - - edges[ 2 * numEdges ] = edge[ 0 ]; - edges[ 2 * numEdges + 1 ] = edge[ 1 ]; - hash[ key ] = true; - numEdges ++; - - } - - } - - } - - var coords = new Float32Array( numEdges * 2 * 3 ); - - for ( var i = 0, l = numEdges; i < l; i ++ ) { - - for ( var j = 0; j < 2; j ++ ) { - - var vertex = vertices[ edges [ 2 * i + j] ]; - - var index = 6 * i + 3 * j; - coords[ index + 0 ] = vertex.x; - coords[ index + 1 ] = vertex.y; - coords[ index + 2 ] = vertex.z; - - } - - } - - geometry.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) ); - - } else if ( object.geometry instanceof THREE.BufferGeometry ) { - - if ( object.geometry.attributes.index !== undefined ) { // Indexed BufferGeometry - - var vertices = object.geometry.attributes.position.array; - var indices = object.geometry.attributes.index.array; - var drawcalls = object.geometry.drawcalls; - var numEdges = 0; - - if ( drawcalls.length === 0 ) { - - drawcalls = [ { count : indices.length, index : 0, start : 0 } ]; - - } - - // allocate maximal size - var edges = new Uint32Array( 2 * indices.length ); - - for ( var o = 0, ol = drawcalls.length; o < ol; ++ o ) { - - var start = drawcalls[ o ].start; - var count = drawcalls[ o ].count; - var index = drawcalls[ o ].index; - - for ( var i = start, il = start + count; i < il; i += 3 ) { - - for ( var j = 0; j < 3; j ++ ) { - - edge[ 0 ] = index + indices[ i + j ]; - edge[ 1 ] = index + indices[ i + ( j + 1 ) % 3 ]; - edge.sort( sortFunction ); - - var key = edge.toString(); - - if ( hash[ key ] === undefined ) { - - edges[ 2 * numEdges ] = edge[ 0 ]; - edges[ 2 * numEdges + 1 ] = edge[ 1 ]; - hash[ key ] = true; - numEdges ++; - - } - - } - - } - - } - - var coords = new Float32Array( numEdges * 2 * 3 ); - - for ( var i = 0, l = numEdges; i < l; i ++ ) { - - for ( var j = 0; j < 2; j ++ ) { - - var index = 6 * i + 3 * j; - var index2 = 3 * edges[ 2 * i + j]; - coords[ index + 0 ] = vertices[ index2 ]; - coords[ index + 1 ] = vertices[ index2 + 1 ]; - coords[ index + 2 ] = vertices[ index2 + 2 ]; - - } - - } - - geometry.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) ); - - } else { // non-indexed BufferGeometry - - var vertices = object.geometry.attributes.position.array; - var numEdges = vertices.length / 3; - var numTris = numEdges / 3; - - var coords = new Float32Array( numEdges * 2 * 3 ); - - for ( var i = 0, l = numTris; i < l; i ++ ) { - - for ( var j = 0; j < 3; j ++ ) { - - var index = 18 * i + 6 * j; - - var index1 = 9 * i + 3 * j; - coords[ index + 0 ] = vertices[ index1 ]; - coords[ index + 1 ] = vertices[ index1 + 1 ]; - coords[ index + 2 ] = vertices[ index1 + 2 ]; - - var index2 = 9 * i + 3 * ( ( j + 1 ) % 3 ); - coords[ index + 3 ] = vertices[ index2 ]; - coords[ index + 4 ] = vertices[ index2 + 1 ]; - coords[ index + 5 ] = vertices[ index2 + 2 ]; - - } - - } - - geometry.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) ); - - } - - } - - THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color } ), THREE.LinePieces ); - - this.matrix = object.matrixWorld; - this.matrixAutoUpdate = false; - -}; - -THREE.WireframeHelper.prototype = Object.create( THREE.Line.prototype ); - -// File:src/extras/objects/ImmediateRenderObject.js - -/** - * @author alteredq / http://alteredqualia.com/ - */ - -THREE.ImmediateRenderObject = function () { - - THREE.Object3D.call( this ); - - this.render = function ( renderCallback ) {}; - -}; - -THREE.ImmediateRenderObject.prototype = Object.create( THREE.Object3D.prototype ); - -// File:src/extras/objects/MorphBlendMesh.js - -/** - * @author alteredq / http://alteredqualia.com/ - */ - -THREE.MorphBlendMesh = function( geometry, material ) { - - THREE.Mesh.call( this, geometry, material ); - - this.animationsMap = {}; - this.animationsList = []; - - // prepare default animation - // (all frames played together in 1 second) - - var numFrames = this.geometry.morphTargets.length; - - var name = "__default"; - - var startFrame = 0; - var endFrame = numFrames - 1; - - var fps = numFrames / 1; - - this.createAnimation( name, startFrame, endFrame, fps ); - this.setAnimationWeight( name, 1 ); - -}; - -THREE.MorphBlendMesh.prototype = Object.create( THREE.Mesh.prototype ); - -THREE.MorphBlendMesh.prototype.createAnimation = function ( name, start, end, fps ) { - - var animation = { - - startFrame: start, - endFrame: end, - - length: end - start + 1, - - fps: fps, - duration: ( end - start ) / fps, - - lastFrame: 0, - currentFrame: 0, - - active: false, - - time: 0, - direction: 1, - weight: 1, - - directionBackwards: false, - mirroredLoop: false - - }; - - this.animationsMap[ name ] = animation; - this.animationsList.push( animation ); - -}; - -THREE.MorphBlendMesh.prototype.autoCreateAnimations = function ( fps ) { - - var pattern = /([a-z]+)_?(\d+)/; - - var firstAnimation, frameRanges = {}; - - var geometry = this.geometry; - - for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) { - - var morph = geometry.morphTargets[ i ]; - var chunks = morph.name.match( pattern ); - - if ( chunks && chunks.length > 1 ) { - - var name = chunks[ 1 ]; - var num = chunks[ 2 ]; - - if ( ! frameRanges[ name ] ) frameRanges[ name ] = { start: Infinity, end: - Infinity }; - - var range = frameRanges[ name ]; - - if ( i < range.start ) range.start = i; - if ( i > range.end ) range.end = i; - - if ( ! firstAnimation ) firstAnimation = name; - - } - - } - - for ( var name in frameRanges ) { - - var range = frameRanges[ name ]; - this.createAnimation( name, range.start, range.end, fps ); - - } - - this.firstAnimation = firstAnimation; - -}; - -THREE.MorphBlendMesh.prototype.setAnimationDirectionForward = function ( name ) { - - var animation = this.animationsMap[ name ]; - - if ( animation ) { - - animation.direction = 1; - animation.directionBackwards = false; - - } - -}; - -THREE.MorphBlendMesh.prototype.setAnimationDirectionBackward = function ( name ) { - - var animation = this.animationsMap[ name ]; - - if ( animation ) { - - animation.direction = - 1; - animation.directionBackwards = true; - - } - -}; - -THREE.MorphBlendMesh.prototype.setAnimationFPS = function ( name, fps ) { - - var animation = this.animationsMap[ name ]; - - if ( animation ) { - - animation.fps = fps; - animation.duration = ( animation.end - animation.start ) / animation.fps; - - } - -}; - -THREE.MorphBlendMesh.prototype.setAnimationDuration = function ( name, duration ) { - - var animation = this.animationsMap[ name ]; - - if ( animation ) { - - animation.duration = duration; - animation.fps = ( animation.end - animation.start ) / animation.duration; - - } - -}; - -THREE.MorphBlendMesh.prototype.setAnimationWeight = function ( name, weight ) { - - var animation = this.animationsMap[ name ]; - - if ( animation ) { - - animation.weight = weight; - - } - -}; - -THREE.MorphBlendMesh.prototype.setAnimationTime = function ( name, time ) { - - var animation = this.animationsMap[ name ]; - - if ( animation ) { - - animation.time = time; - - } - -}; - -THREE.MorphBlendMesh.prototype.getAnimationTime = function ( name ) { - - var time = 0; - - var animation = this.animationsMap[ name ]; - - if ( animation ) { - - time = animation.time; - - } - - return time; - -}; - -THREE.MorphBlendMesh.prototype.getAnimationDuration = function ( name ) { - - var duration = - 1; - - var animation = this.animationsMap[ name ]; - - if ( animation ) { - - duration = animation.duration; - - } - - return duration; - -}; - -THREE.MorphBlendMesh.prototype.playAnimation = function ( name ) { - - var animation = this.animationsMap[ name ]; - - if ( animation ) { - - animation.time = 0; - animation.active = true; - - } else { - - console.warn( "animation[" + name + "] undefined" ); - - } - -}; - -THREE.MorphBlendMesh.prototype.stopAnimation = function ( name ) { - - var animation = this.animationsMap[ name ]; - - if ( animation ) { - - animation.active = false; - - } - -}; - -THREE.MorphBlendMesh.prototype.update = function ( delta ) { - - for ( var i = 0, il = this.animationsList.length; i < il; i ++ ) { - - var animation = this.animationsList[ i ]; - - if ( ! animation.active ) continue; - - var frameTime = animation.duration / animation.length; - - animation.time += animation.direction * delta; - - if ( animation.mirroredLoop ) { - - if ( animation.time > animation.duration || animation.time < 0 ) { - - animation.direction *= - 1; - - if ( animation.time > animation.duration ) { - - animation.time = animation.duration; - animation.directionBackwards = true; - - } - - if ( animation.time < 0 ) { - - animation.time = 0; - animation.directionBackwards = false; - - } - - } - - } else { - - animation.time = animation.time % animation.duration; - - if ( animation.time < 0 ) animation.time += animation.duration; - - } - - var keyframe = animation.startFrame + THREE.Math.clamp( Math.floor( animation.time / frameTime ), 0, animation.length - 1 ); - var weight = animation.weight; - - if ( keyframe !== animation.currentFrame ) { - - this.morphTargetInfluences[ animation.lastFrame ] = 0; - this.morphTargetInfluences[ animation.currentFrame ] = 1 * weight; - - this.morphTargetInfluences[ keyframe ] = 0; - - animation.lastFrame = animation.currentFrame; - animation.currentFrame = keyframe; - - } - - var mix = ( animation.time % frameTime ) / frameTime; - - if ( animation.directionBackwards ) mix = 1 - mix; - - this.morphTargetInfluences[ animation.currentFrame ] = mix * weight; - this.morphTargetInfluences[ animation.lastFrame ] = ( 1 - mix ) * weight; - - } - -}; - +// File:src/Three.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +var THREE = { REVISION: '70dev' }; + +// browserify support + +if ( typeof module === 'object' ) { + + module.exports = THREE; + +} + +// polyfills + +if ( Math.sign === undefined ) { + + Math.sign = function ( x ) { + + return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : 0; + + }; + +} + +// 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; + + +// TEXTURE CONSTANTS + +THREE.MultiplyOperation = 0; +THREE.MixOperation = 1; +THREE.AddOperation = 2; + +// Mapping modes + +THREE.UVMapping = function () {}; + +THREE.CubeReflectionMapping = function () {}; +THREE.CubeRefractionMapping = function () {}; + +THREE.SphericalReflectionMapping = function () {}; +THREE.SphericalRefractionMapping = function () {}; + +// Wrapping modes + +THREE.RepeatWrapping = 1000; +THREE.ClampToEdgeWrapping = 1001; +THREE.MirroredRepeatWrapping = 1002; + +// Filters + +THREE.NearestFilter = 1003; +THREE.NearestMipMapNearestFilter = 1004; +THREE.NearestMipMapLinearFilter = 1005; +THREE.LinearFilter = 1006; +THREE.LinearMipMapNearestFilter = 1007; +THREE.LinearMipMapLinearFilter = 1008; + +// Data types + +THREE.UnsignedByteType = 1009; +THREE.ByteType = 1010; +THREE.ShortType = 1011; +THREE.UnsignedShortType = 1012; +THREE.IntType = 1013; +THREE.UnsignedIntType = 1014; +THREE.FloatType = 1015; + +// Pixel types + +//THREE.UnsignedByteType = 1009; +THREE.UnsignedShort4444Type = 1016; +THREE.UnsignedShort5551Type = 1017; +THREE.UnsignedShort565Type = 1018; + +// Pixel formats + +THREE.AlphaFormat = 1019; +THREE.RGBFormat = 1020; +THREE.RGBAFormat = 1021; +THREE.LuminanceFormat = 1022; +THREE.LuminanceAlphaFormat = 1023; + +// 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; + +// 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 ( h, s, l ) { + + // h,s,l ranges are in 0.0 - 1.0 + + if ( s === 0 ) { + + this.r = this.g = this.b = l; + + } else { + + var hue2rgb = function ( 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; + + }; + + 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 ) { + + // rgb(255,0,0) + + if ( /^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.test( style ) ) { + + var color = /^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.exec( style ); + + 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; + + } + + // rgb(100%,0%,0%) + + if ( /^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.test( style ) ) { + + var color = /^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.exec( style ); + + this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100; + this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100; + this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100; + + return this; + + } + + // #ff0000 + + if ( /^\#([0-9a-f]{6})$/i.test( style ) ) { + + var color = /^\#([0-9a-f]{6})$/i.exec( style ); + + this.setHex( parseInt( color[ 1 ], 16 ) ); + + return this; + + } + + // #f00 + + if ( /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.test( style ) ) { + + var color = /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.exec( style ); + + this.setHex( parseInt( color[ 1 ] + color[ 1 ] + color[ 2 ] + color[ 2 ] + color[ 3 ] + color[ 3 ], 16 ) ); + + return this; + + } + + // red + + if ( /^(\w+)$/i.test( style ) ) { + + this.setHex( THREE.ColorKeywords[ style ] ); + + return this; + + } + + + }, + + copy: function ( color ) { + + this.r = color.r; + this.g = color.g; + this.b = color.b; + + return this; + + }, + + copyGammaToLinear: function ( color ) { + + this.r = color.r * color.r; + this.g = color.g * color.g; + this.b = color.b * color.b; + + return this; + + }, + + copyLinearToGamma: function ( color ) { + + this.r = Math.sqrt( color.r ); + this.g = Math.sqrt( color.g ); + this.b = Math.sqrt( color.b ); + + return this; + + }, + + convertGammaToLinear: function () { + + var r = this.r, g = this.g, b = this.b; + + this.r = r * r; + this.g = g * g; + this.b = b * b; + + return this; + + }, + + convertLinearToGamma: function () { + + this.r = Math.sqrt( this.r ); + this.g = Math.sqrt( this.g ); + this.b = Math.sqrt( this.b ); + + return this; + + }, + + 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 () { + + return [ this.r, this.g, this.b ]; + + }, + + clone: function () { + + return new THREE.Color().setRGB( this.r, this.g, this.b ); + + } + +}; + +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, + + _x: 0,_y: 0, _z: 0, _w: 0, + + 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; + + }, + + addVectors: function ( a, b ) { + + this.x = a.x + b.x; + this.y = a.y + b.y; + + return this; + + }, + + addScalar: function ( s ) { + + this.x += s; + this.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; + + }, + + 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 ( 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 ); + + }, + + 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; + + }, + + 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; + + }, + + 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; + + }, + + 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; + + }, + + 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 ( 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 ( 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 ( 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 ( 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 ( 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; + + }, + + 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 ( 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 ( 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 ( 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; + + }, + + 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; + + }, + + 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; + + }, + + 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 ( 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; + + }, + + 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; + + }, + + 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, + + _x: 0, _y: 0, _z: 0, _order: THREE.Euler.DefaultOrder, + + 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 ) { + + 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; + + this.onChangeCallback(); + + return this; + + }, + + setFromQuaternion: function ( q, order, update ) { + + var clamp = THREE.Math.clamp; + + // q is assumed to be normalized + + // http://www.mathworks.com/matlabcentral/fileexchange/20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/content/SpinCalc.m + + var sqx = q.x * q.x; + var sqy = q.y * q.y; + var sqz = q.z * q.z; + var sqw = q.w * q.w; + + order = order || this._order; + + if ( order === 'XYZ' ) { + + this._x = Math.atan2( 2 * ( q.x * q.w - q.y * q.z ), ( sqw - sqx - sqy + sqz ) ); + this._y = Math.asin( clamp( 2 * ( q.x * q.z + q.y * q.w ), - 1, 1 ) ); + this._z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw + sqx - sqy - sqz ) ); + + } else if ( order === 'YXZ' ) { + + this._x = Math.asin( clamp( 2 * ( q.x * q.w - q.y * q.z ), - 1, 1 ) ); + this._y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw - sqx - sqy + sqz ) ); + this._z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw - sqx + sqy - sqz ) ); + + } else if ( order === 'ZXY' ) { + + this._x = Math.asin( clamp( 2 * ( q.x * q.w + q.y * q.z ), - 1, 1 ) ); + this._y = Math.atan2( 2 * ( q.y * q.w - q.z * q.x ), ( sqw - sqx - sqy + sqz ) ); + this._z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw - sqx + sqy - sqz ) ); + + } else if ( order === 'ZYX' ) { + + this._x = Math.atan2( 2 * ( q.x * q.w + q.z * q.y ), ( sqw - sqx - sqy + sqz ) ); + this._y = Math.asin( clamp( 2 * ( q.y * q.w - q.x * q.z ), - 1, 1 ) ); + this._z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw + sqx - sqy - sqz ) ); + + } else if ( order === 'YZX' ) { + + this._x = Math.atan2( 2 * ( q.x * q.w - q.z * q.y ), ( sqw - sqx + sqy - sqz ) ); + this._y = Math.atan2( 2 * ( q.y * q.w - q.x * q.z ), ( sqw + sqx - sqy - sqz ) ); + this._z = Math.asin( clamp( 2 * ( q.x * q.y + q.z * q.w ), - 1, 1 ) ); + + } else if ( order === 'XZY' ) { + + this._x = Math.atan2( 2 * ( q.x * q.w + q.y * q.z ), ( sqw - sqx + sqy - sqz ) ); + this._y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw + sqx - sqy - sqz ) ); + this._z = Math.asin( clamp( 2 * ( q.z * q.w - q.x * q.y ), - 1, 1 ) ); + + } else { + + console.warn( 'THREE.Euler: .setFromQuaternion() given unsupported order: ' + order ) + + } + + this._order = order; + + if ( update !== false ) this.onChangeCallback(); + + return this; + + }, + + 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 () { + + return [ this._x, this._y, this._z, this._order ]; + + }, + + 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 childrens', 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 = new THREE.Vector3(); + + return function ( array, offset, length ) { + + if ( offset === undefined ) offset = 0; + if ( length === undefined ) length = array.length; + + for ( var i = 0, j = offset, il; i < length; i += 3, j += 3 ) { + + v1.x = array[ j ]; + v1.y = array[ j + 1 ]; + v1.z = array[ j + 2 ]; + + v1.applyMatrix3( this ); + + array[ j ] = v1.x; + array[ j + 1 ] = v1.y; + array[ j + 2 ] = v1.z; + + } + + return array; + + }; + + }(), + + 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; + + }, + + extractRotation: function () { + + var v1 = new THREE.Vector3(); + + return function ( m ) { + + 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 = new THREE.Vector3(); + var y = new THREE.Vector3(); + var z = new THREE.Vector3(); + + return function ( eye, target, up ) { + + 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 = new THREE.Vector3(); + + return function ( array, offset, length ) { + + if ( offset === undefined ) offset = 0; + if ( length === undefined ) length = array.length; + + for ( var i = 0, j = offset, il; i < length; i += 3, j += 3 ) { + + v1.x = array[ j ]; + v1.y = array[ j + 1 ]; + v1.z = array[ j + 2 ]; + + v1.applyMatrix4( this ); + + array[ j ] = v1.x; + array[ j + 1 ] = v1.y; + array[ j + 2 ] = v1.z; + + } + + return array; + + }; + + }(), + + 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 = new THREE.Vector3(); + + return function () { + + 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 = "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.warn( 'THREE.Matrix4: .translate() has been removed.' ); + + }, + + rotateX: function ( angle ) { + + console.warn( 'THREE.Matrix4: .rotateX() has been removed.' ); + + }, + + rotateY: function ( angle ) { + + console.warn( 'THREE.Matrix4: .rotateY() has been removed.' ); + + }, + + rotateZ: function ( angle ) { + + console.warn( 'THREE.Matrix4: .rotateZ() has been removed.' ); + + }, + + rotateByAxis: function ( axis, angle ) { + + console.warn( '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 = new THREE.Vector3(); + var matrix = new THREE.Matrix4(); + + return function ( position, quaternion, scale ) { + + 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; + + }, + + 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 () { + + 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.distanceTo( point ); + + } + + v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin ); + + return v1.distanceTo( point ); + + }; + + }(), + + distanceSqToSegment: 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 + + var segCenter = v0.clone().add( v1 ).multiplyScalar( 0.5 ); + var segDir = v1.clone().sub( v0 ).normalize(); + var segExtent = v0.distanceTo( v1 ) * 0.5; + var diff = this.origin.clone().sub( segCenter ); + 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.clone().multiplyScalar( s0 ).add( this.origin ) ); + + } + + if ( optionalPointOnSegment ) { + + optionalPointOnSegment.copy( segDir.clone().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 Math.floor( this.randFloat( low, high ) ); + + }, + + // 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; + + } + +}; + +// 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, + linearDistance, realDistance, + sampling, position, + newpoints = [], + tmpVec = new THREE.Vector3(), + sl = this.getLength(); + + newpoints.push( tmpVec.copy( this.points[ 0 ] ).clone() ); + + for ( i = 1; i < this.points.length; i ++ ) { + + //tmpVec.copy( this.points[ i - 1 ] ); + //linearDistance = tmpVec.distanceTo( this.points[ i ] ); + + realDistance = sl.chunks[ i ] - sl.chunks[ i - 1 ]; + + sampling = Math.ceil( samplingCoef * realDistance / sl.total ); + + indexCurrent = ( i - 1 ) / ( this.points.length - 1 ); + indexNext = i / ( this.points.length - 1 ); + + for ( j = 1; j < sampling - 1; j ++ ) { + + index = indexCurrent + j * ( 1 / sampling ) * ( indexNext - indexCurrent ); + + position = this.getPoint( index ); + newpoints.push( tmpVec.copy( position ).clone() ); + + } + + newpoints.push( tmpVec.copy( this.points[ i ] ).clone() ); + + } + + this.points = newpoints; + + }; + + // Catmull-Rom + + function interpolate( p0, p1, p2, p3, t, t2, t3 ) { + + var v0 = ( p2 - p0 ) * 0.5, + v1 = ( p3 - p1 ) * 0.5; + + return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1; + + }; + +}; + +// 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 barycoordinates +// 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(); + + // colinear 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; + + // barycoordinates 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 ) { + + 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, + + precision: 0.0001, + linePrecision: 1, + + set: function ( origin, direction ) { + + this.ray.set( origin, direction ); + // direction is assumed to be normalized (for accurate distance calculations) + + }, + + intersectObject: function ( object, recursive ) { + + var intersects = []; + + intersectObject( object, this, intersects, recursive ); + + intersects.sort( descSort ); + + return intersects; + + }, + + intersectObjects: function ( objects, recursive ) { + + var intersects = []; + + if ( objects instanceof Array === false ) { + + console.log( '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 + */ + +THREE.Object3D = function () { + + Object.defineProperty( this, 'id', { value: THREE.Object3DIdCount ++ } ); + + this.uuid = THREE.Math.generateUUID(); + + this.name = ''; + this.type = 'Object3D'; + + this.parent = undefined; + this.children = []; + + this.up = THREE.Object3D.DefaultUp.clone(); + + var scope = this; + + 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.renderDepth = null; + + 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.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.' ); + + }, + + 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." ); + return this; + + } + + if ( object instanceof THREE.Object3D ) { + + if ( object.parent !== undefined ) { + + object.parent.remove( object ); + + } + + object.parent = this; + object.dispatchEvent( { type: 'added' } ); + + this.children.push( object ); + + } else { + + console.error( "THREE.Object3D.add:", object, "is not an instance of THREE.Object3D." ); + + } + + 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 = undefined; + + object.dispatchEvent( { type: 'removed' } ); + + this.children.splice( index, 1 ); + + } + + }, + + getChildByName: function ( name, recursive ) { + + console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' ); + return this.getObjectByName( name, recursive ); + + }, + + getObjectById: function ( id, recursive ) { + + if ( this.id === id ) return this; + + for ( var i = 0, l = this.children.length; i < l; i ++ ) { + + var child = this.children[ i ]; + var object = child.getObjectById( id, recursive ); + + if ( object !== undefined ) { + + return object; + + } + + } + + return undefined; + + }, + + getObjectByName: function ( name, recursive ) { + + if ( this.name === name ) return this; + + for ( var i = 0, l = this.children.length; i < l; i ++ ) { + + var child = this.children[ i ]; + var object = child.getObjectByName( name, recursive ); + + 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 ); + + for ( var i = 0, l = this.children.length; i < l; i ++ ) { + + this.children[ i ].traverse( callback ); + + } + + }, + + traverseVisible: function ( callback ) { + + if ( this.visible === false ) return; + + callback( this ); + + for ( var i = 0, l = this.children.length; i < l; i ++ ) { + + this.children[ i ].traverseVisible( 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 === undefined ) { + + 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 () { + + var output = { + metadata: { + version: 4.3, + type: 'Object', + generator: 'ObjectExporter' + } + }; + + // + + var geometries = {}; + + var parseGeometry = function ( geometry ) { + + if ( output.geometries === undefined ) { + + output.geometries = []; + + } + + if ( geometries[ geometry.uuid ] === undefined ) { + + var json = geometry.toJSON(); + + delete json.metadata; + + geometries[ geometry.uuid ] = json; + + output.geometries.push( json ); + + } + + return geometry.uuid; + + }; + + // + + var materials = {}; + + var parseMaterial = function ( material ) { + + if ( output.materials === undefined ) { + + output.materials = []; + + } + + if ( materials[ material.uuid ] === undefined ) { + + var json = material.toJSON(); + + delete json.metadata; + + materials[ material.uuid ] = json; + + output.materials.push( json ); + + } + + return material.uuid; + + }; + + // + + var parseObject = function ( object ) { + + var data = {}; + + data.uuid = object.uuid; + data.type = object.type; + + if ( object.name !== '' ) data.name = object.name; + if ( JSON.stringify( object.userData ) !== '{}' ) data.userData = object.userData; + if ( object.visible !== true ) data.visible = object.visible; + + if ( object instanceof THREE.PerspectiveCamera ) { + + data.fov = object.fov; + data.aspect = object.aspect; + data.near = object.near; + data.far = object.far; + + } else if ( object instanceof THREE.OrthographicCamera ) { + + data.left = object.left; + data.right = object.right; + data.top = object.top; + data.bottom = object.bottom; + data.near = object.near; + data.far = object.far; + + } else if ( object instanceof THREE.AmbientLight ) { + + data.color = object.color.getHex(); + + } else if ( object instanceof THREE.DirectionalLight ) { + + data.color = object.color.getHex(); + data.intensity = object.intensity; + + } else if ( object instanceof THREE.PointLight ) { + + data.color = object.color.getHex(); + data.intensity = object.intensity; + data.distance = object.distance; + + } else if ( object instanceof THREE.SpotLight ) { + + data.color = object.color.getHex(); + data.intensity = object.intensity; + data.distance = object.distance; + data.angle = object.angle; + data.exponent = object.exponent; + + } else if ( object instanceof THREE.HemisphereLight ) { + + data.color = object.color.getHex(); + data.groundColor = object.groundColor.getHex(); + + } else if ( object instanceof THREE.Mesh ) { + + data.geometry = parseGeometry( object.geometry ); + data.material = parseMaterial( object.material ); + + } else if ( object instanceof THREE.Line ) { + + data.geometry = parseGeometry( object.geometry ); + data.material = parseMaterial( object.material ); + + } else if ( object instanceof THREE.Sprite ) { + + data.material = parseMaterial( object.material ); + + } + + data.matrix = object.matrix.toArray(); + + if ( object.children.length > 0 ) { + + data.children = []; + + for ( var i = 0; i < object.children.length; i ++ ) { + + data.children.push( parseObject( object.children[ i ] ) ); + + } + + } + + return data; + + } + + output.object = parseObject( this ); + + return output; + + }, + + clone: function ( object, recursive ) { + + if ( object === undefined ) object = new THREE.Object3D(); + if ( recursive === undefined ) recursive = true; + + object.name = this.name; + + object.up.copy( this.up ); + + object.position.copy( this.position ); + object.quaternion.copy( this.quaternion ); + object.scale.copy( this.scale ); + + object.renderDepth = this.renderDepth; + + object.rotationAutoUpdate = this.rotationAutoUpdate; + + object.matrix.copy( this.matrix ); + object.matrixWorld.copy( this.matrixWorld ); + + object.matrixAutoUpdate = this.matrixAutoUpdate; + object.matrixWorldNeedsUpdate = this.matrixWorldNeedsUpdate; + + object.visible = this.visible; + + object.castShadow = this.castShadow; + object.receiveShadow = this.receiveShadow; + + object.frustumCulled = this.frustumCulled; + + object.userData = JSON.parse( JSON.stringify( this.userData ) ); + + if ( recursive === true ) { + + for ( var i = 0; i < this.children.length; i ++ ) { + + var child = this.children[ i ]; + object.add( child.clone() ); + + } + + } + + return object; + + } + +}; + +THREE.EventDispatcher.prototype.apply( THREE.Object3D.prototype ); + +THREE.Object3DIdCount = 0; + +// File:src/core/Projector.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.Projector = function () { + + console.warn( 'THREE.Projector has been moved to /examples/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() has been removed.' ); + + }; + +}; + +// 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 = normal instanceof Array ? normal : []; + + this.color = color instanceof THREE.Color ? color : new THREE.Color(); + this.vertexColors = color instanceof Array ? color : []; + + this.vertexTangents = []; + + this.materialIndex = materialIndex !== undefined ? materialIndex : 0; + +}; + +THREE.Face3.prototype = { + + constructor: THREE.Face3, + + clone: function () { + + var face = new THREE.Face3( this.a, this.b, this.c ); + + face.normal.copy( this.normal ); + face.color.copy( this.color ); + + face.materialIndex = this.materialIndex; + + for ( var i = 0, il = this.vertexNormals.length; i < il; i ++ ) { + + face.vertexNormals[ i ] = this.vertexNormals[ i ].clone(); + + } + + for ( var i = 0, il = this.vertexColors.length; i < il; i ++ ) { + + face.vertexColors[ i ] = this.vertexColors[ i ].clone(); + + } + + for ( var i = 0, il = this.vertexTangents.length; i < il; i ++ ) { + + face.vertexTangents[ i ] = this.vertexTangents[ i ].clone(); + + } + + return face; + + } + +}; + +// 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.array = array; + this.itemSize = itemSize; + + this.needsUpdate = false; + +}; + +THREE.BufferAttribute.prototype = { + + constructor: THREE.BufferAttribute, + + get length () { + + return this.array.length; + + }, + + 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 ]; + + } + + }, + + set: function ( value ) { + + this.array.set( value ); + + return this; + + }, + + setX: function ( index, x ) { + + this.array[ index * this.itemSize ] = x; + + return this; + + }, + + setY: function ( index, y ) { + + this.array[ index * this.itemSize + 1 ] = y; + + return this; + + }, + + setZ: function ( index, z ) { + + this.array[ index * this.itemSize + 2 ] = z; + + return this; + + }, + + setXY: function ( index, x, y ) { + + index *= this.itemSize; + + this.array[ index ] = x; + this.array[ index + 1 ] = y; + + return this; + + }, + + setXYZ: function ( index, x, y, z ) { + + index *= this.itemSize; + + this.array[ index ] = 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 ] = 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 ( data, itemSize ) { + + console.warn( 'THREE.Int8Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' ); + return new THREE.BufferAttribute( data, itemSize ); + +}; + +THREE.Uint8Attribute = function ( data, itemSize ) { + + console.warn( 'THREE.Uint8Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' ); + return new THREE.BufferAttribute( data, itemSize ); + +}; + +THREE.Uint8ClampedAttribute = function ( data, itemSize ) { + + console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' ); + return new THREE.BufferAttribute( data, itemSize ); + + +}; + +THREE.Int16Attribute = function ( data, itemSize ) { + + console.warn( 'THREE.Int16Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' ); + return new THREE.BufferAttribute( data, itemSize ); + +}; + +THREE.Uint16Attribute = function ( data, itemSize ) { + + console.warn( 'THREE.Uint16Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' ); + return new THREE.BufferAttribute( data, itemSize ); + +}; + +THREE.Int32Attribute = function ( data, itemSize ) { + + console.warn( 'THREE.Int32Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' ); + return new THREE.BufferAttribute( data, itemSize ); + +}; + +THREE.Uint32Attribute = function ( data, itemSize ) { + + console.warn( 'THREE.Uint32Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' ); + return new THREE.BufferAttribute( data, itemSize ); + +}; + +THREE.Float32Attribute = function ( data, itemSize ) { + + console.warn( 'THREE.Float32Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' ); + return new THREE.BufferAttribute( data, itemSize ); + +}; + +THREE.Float64Attribute = function ( data, itemSize ) { + + console.warn( 'THREE.Float64Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' ); + return new THREE.BufferAttribute( data, itemSize ); + +}; + +// 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.attributesKeys = []; + + this.drawcalls = []; + this.offsets = this.drawcalls; // backwards compatibility + + this.boundingBox = null; + this.boundingSphere = null; + +}; + +THREE.BufferGeometry.prototype = { + + constructor: THREE.BufferGeometry, + + addAttribute: function ( name, attribute ) { + + if ( attribute instanceof THREE.BufferAttribute === false ) { + + console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' ); + + this.attributes[ name ] = { array: arguments[ 1 ], itemSize: arguments[ 2 ] }; + + return; + + } + + this.attributes[ name ] = attribute; + this.attributesKeys = Object.keys( this.attributes ); + + }, + + getAttribute: function ( name ) { + + return this.attributes[ name ]; + + }, + + addDrawCall: function ( start, count, indexOffset ) { + + this.drawcalls.push( { + + start: start, + count: count, + index: indexOffset !== undefined ? indexOffset : 0 + + } ); + + }, + + 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; + + } + + }, + + center: function () { + + // TODO + + }, + + fromGeometry: function ( geometry, settings ) { + + settings = settings || { 'vertexColors': THREE.NoColors }; + + var vertices = geometry.vertices; + var faces = geometry.faces; + var faceVertexUvs = geometry.faceVertexUvs; + var vertexColors = settings.vertexColors; + var hasFaceVertexUv = faceVertexUvs[ 0 ].length > 0; + var hasFaceVertexNormals = faces[ 0 ].vertexNormals.length == 3; + + var positions = new Float32Array( faces.length * 3 * 3 ); + this.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) ); + + var normals = new Float32Array( faces.length * 3 * 3 ); + this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) ); + + if ( vertexColors !== THREE.NoColors ) { + + var colors = new Float32Array( faces.length * 3 * 3 ); + this.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) ); + + } + + if ( hasFaceVertexUv === true ) { + + var uvs = new Float32Array( faces.length * 3 * 2 ); + this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) ); + + } + + for ( var i = 0, i2 = 0, i3 = 0; i < faces.length; i ++, i2 += 6, i3 += 9 ) { + + var face = faces[ i ]; + + var a = vertices[ face.a ]; + var b = vertices[ face.b ]; + var c = vertices[ face.c ]; + + positions[ i3 ] = a.x; + positions[ i3 + 1 ] = a.y; + positions[ i3 + 2 ] = a.z; + + positions[ i3 + 3 ] = b.x; + positions[ i3 + 4 ] = b.y; + positions[ i3 + 5 ] = b.z; + + positions[ i3 + 6 ] = c.x; + positions[ i3 + 7 ] = c.y; + positions[ i3 + 8 ] = c.z; + + if ( hasFaceVertexNormals === true ) { + + var na = face.vertexNormals[ 0 ]; + var nb = face.vertexNormals[ 1 ]; + var nc = face.vertexNormals[ 2 ]; + + normals[ i3 ] = na.x; + normals[ i3 + 1 ] = na.y; + normals[ i3 + 2 ] = na.z; + + normals[ i3 + 3 ] = nb.x; + normals[ i3 + 4 ] = nb.y; + normals[ i3 + 5 ] = nb.z; + + normals[ i3 + 6 ] = nc.x; + normals[ i3 + 7 ] = nc.y; + normals[ i3 + 8 ] = nc.z; + + } else { + + var n = face.normal; + + normals[ i3 ] = n.x; + normals[ i3 + 1 ] = n.y; + normals[ i3 + 2 ] = n.z; + + normals[ i3 + 3 ] = n.x; + normals[ i3 + 4 ] = n.y; + normals[ i3 + 5 ] = n.z; + + normals[ i3 + 6 ] = n.x; + normals[ i3 + 7 ] = n.y; + normals[ i3 + 8 ] = n.z; + + } + + if ( vertexColors === THREE.FaceColors ) { + + var fc = face.color; + + colors[ i3 ] = fc.r; + colors[ i3 + 1 ] = fc.g; + colors[ i3 + 2 ] = fc.b; + + colors[ i3 + 3 ] = fc.r; + colors[ i3 + 4 ] = fc.g; + colors[ i3 + 5 ] = fc.b; + + colors[ i3 + 6 ] = fc.r; + colors[ i3 + 7 ] = fc.g; + colors[ i3 + 8 ] = fc.b; + + } else if ( vertexColors === THREE.VertexColors ) { + + var vca = face.vertexColors[ 0 ]; + var vcb = face.vertexColors[ 1 ]; + var vcc = face.vertexColors[ 2 ]; + + colors[ i3 ] = vca.r; + colors[ i3 + 1 ] = vca.g; + colors[ i3 + 2 ] = vca.b; + + colors[ i3 + 3 ] = vcb.r; + colors[ i3 + 4 ] = vcb.g; + colors[ i3 + 5 ] = vcb.b; + + colors[ i3 + 6 ] = vcc.r; + colors[ i3 + 7 ] = vcc.g; + colors[ i3 + 8 ] = vcc.b; + + } + + if ( hasFaceVertexUv === true ) { + + var uva = faceVertexUvs[ 0 ][ i ][ 0 ]; + var uvb = faceVertexUvs[ 0 ][ i ][ 1 ]; + var uvc = faceVertexUvs[ 0 ][ i ][ 2 ]; + + uvs[ i2 ] = uva.x; + uvs[ i2 + 1 ] = uva.y; + + uvs[ i2 + 2 ] = uvb.x; + uvs[ i2 + 3 ] = uvb.y; + + uvs[ i2 + 4 ] = uvc.x; + uvs[ i2 + 5 ] = uvc.y; + + } + + } + + this.computeBoundingSphere() + + 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.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] ); + 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.' ); + + } + + } + + }(), + + 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.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] ); + 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.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] ); + 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.' ); + + } + + } + + } + + }(), + + 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; + + var offsets = ( this.offsets.length > 0 ? this.offsets : [ { start: 0, count: indices.length, index: 0 } ] ); + + for ( var j = 0, jl = offsets.length; j < jl; ++ j ) { + + var start = offsets[ j ].start; + var count = offsets[ j ].count; + var index = offsets[ 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( '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, 0 ); + + } + + 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 ); + + } + + } + + }, + + /* + computeOffsets + 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. + indexBufferSize - Defaults to 65535, but allows for larger or smaller chunks. + */ + computeOffsets: function ( indexBufferSize ) { + + var size = indexBufferSize; + if ( indexBufferSize === undefined ) + size = 65535; //WebGL limits type of index buffer values to 16-bit. + + var s = Date.now(); + + var indices = this.attributes.index.array; + var vertices = this.attributes.position.array; + + var verticesCount = ( vertices.length / 3 ); + var facesCount = ( indices.length / 3 ); + + /* + 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 Uint16Array( indices.length ); //16-bit buffers + var indexPtr = 0; + var vertexPtr = 0; + + var offsets = [ { start:0, count:0, index:0 } ]; + var offset = offsets[ 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 65k entries in the index buffer per offset, but only reference 65k 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 vertice + 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 vertice 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 }; + offsets.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 vertice stack to match our new vertexPtr. */ + this.reorderBuffers( sortedIndices, revVertexMap, vertexPtr ); + this.offsets = offsets; + + /* + 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 offsets: "+offsets.length); + */ + + return offsets; + }, + + merge: function () { + + console.log( 'BufferGeometry.merge(): TODO' ); + + }, + + 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 vertice 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 output = { + metadata: { + version: 4.0, + type: 'BufferGeometry', + generator: 'BufferGeometryExporter' + }, + uuid: this.uuid, + type: this.type, + data: { + attributes: {} + } + }; + + var attributes = this.attributes; + var offsets = this.offsets; + var boundingSphere = this.boundingSphere; + + for ( var key in attributes ) { + + var attribute = attributes[ key ]; + + var array = [], typeArray = attribute.array; + + for ( var i = 0, l = typeArray.length; i < l; i ++ ) { + + array[ i ] = typeArray[ i ]; + + } + + output.data.attributes[ key ] = { + itemSize: attribute.itemSize, + type: attribute.array.constructor.name, + array: array + } + + } + + if ( offsets.length > 0 ) { + + output.data.offsets = JSON.parse( JSON.stringify( offsets ) ); + + } + + if ( boundingSphere !== null ) { + + output.data.boundingSphere = { + center: boundingSphere.center.toArray(), + radius: boundingSphere.radius + } + + } + + return output; + + }, + + clone: function () { + + var geometry = new THREE.BufferGeometry(); + + for ( var attr in this.attributes ) { + + var sourceAttr = this.attributes[ attr ]; + geometry.addAttribute( attr, sourceAttr.clone() ); + + } + + for ( var i = 0, il = this.offsets.length; i < il; i ++ ) { + + var offset = this.offsets[ i ]; + + geometry.offsets.push( { + + start: offset.start, + index: offset.index, + count: offset.count + + } ); + + } + + return geometry; + + }, + + dispose: function () { + + this.dispatchEvent( { type: 'dispose' } ); + + } + +}; + +THREE.EventDispatcher.prototype.apply( THREE.BufferGeometry.prototype ); + +// 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 = []; // one-to-one vertex colors, used in Points and Line + + 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; + + this.dynamic = true; // the intermediate typed arrays will be deleted when set to false + + // update flags + + this.verticesNeedUpdate = false; + this.elementsNeedUpdate = false; + this.uvsNeedUpdate = false; + this.normalsNeedUpdate = false; + this.tangentsNeedUpdate = false; + this.colorsNeedUpdate = false; + this.lineDistancesNeedUpdate = false; + + this.groupsNeedUpdate = 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 instanceof THREE.Box3 ) { + + this.computeBoundingBox(); + + } + + if ( this.boundingSphere instanceof THREE.Sphere ) { + + this.computeBoundingSphere(); + + } + + }, + + 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 tempNormals = []; + var tempUVs = []; + + for ( var i = 0, j = 0; i < vertices.length; i += 3, j += 2 ) { + + 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 ] ) ); + + } + + } + + 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() ] : []; + + scope.faces.push( new THREE.Face3( a, b, c, vertexNormals, vertexColors ) ); + + if ( uvs !== undefined ) { + + scope.faceVertexUvs[ 0 ].push( [ tempUVs[ a ].clone(), tempUVs[ b ].clone(), tempUVs[ c ].clone() ] ); + + } + + }; + + if ( indices !== undefined ) { + + 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 = new THREE.Vector3(); + + offset.addVectors( this.boundingBox.min, this.boundingBox.max ); + offset.multiplyScalar( - 0.5 ); + + this.applyMatrix( new THREE.Matrix4().makeTranslation( offset.x, offset.y, offset.z ) ); + this.computeBoundingBox(); + + return offset; + + }, + + 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, vD; + var cb = new THREE.Vector3(), ab = new THREE.Vector3(), + db = new THREE.Vector3(), dc = new THREE.Vector3(), bc = 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 ]; + + face.vertexNormals[ 0 ] = vertices[ face.a ].clone(); + face.vertexNormals[ 1 ] = vertices[ face.b ].clone(); + face.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, il, vertexIndex, + face, uv, vA, vB, vC, uvA, uvB, uvC, + x1, x2, y1, y2, z1, z2, + s1, s2, t1, t2, r, t, test, + tan1 = [], tan2 = [], + sdir = new THREE.Vector3(), tdir = new THREE.Vector3(), + tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3(), + n = new THREE.Vector3(), w; + + for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) { + + tan1[ v ] = new THREE.Vector3(); + tan2[ v ] = new THREE.Vector3(); + + } + + function handleTriangle( context, a, b, c, ua, ub, uc ) { + + vA = context.vertices[ a ]; + vB = context.vertices[ b ]; + vC = context.vertices[ c ]; + + uvA = uv[ ua ]; + uvB = uv[ ub ]; + uvC = uv[ uc ]; + + x1 = vB.x - vA.x; + x2 = vC.x - vA.x; + y1 = vB.y - vA.y; + y2 = vC.y - vA.y; + z1 = vB.z - vA.z; + z2 = vC.z - vA.z; + + s1 = uvB.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 vertice by position coordinates (and making sure they are unique) + var unique = [], changes = []; + + var v, key; + var precisionPoints = 4; // number of decimal points, eg. 4 for epsilon of 0.0001 + var precision = Math.pow( 10, precisionPoints ); + var i,il, face; + var indices, k, j, jl, u; + + for ( i = 0, il = this.vertices.length; i < il; i ++ ) { + + v = this.vertices[ i ]; + key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision ); + + 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 output = { + metadata: { + version: 4.0, + type: 'BufferGeometry', + generator: 'BufferGeometryExporter' + }, + uuid: this.uuid, + type: this.type + }; + + if ( this.name !== "" ) output.name = this.name; + + if ( this.parameters !== undefined ) { + + var parameters = this.parameters; + + for ( var key in parameters ) { + + if ( parameters[ key ] !== undefined ) output[ key ] = parameters[ key ]; + + } + + return output; + + } + + 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 ( hasMaterial ) { + + faces.push( face.materialIndex ); + + } + */ + + 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 ]; + + } + + output.data = {}; + + output.data.vertices = vertices; + output.data.normals = normals; + if ( colors.length > 0 ) output.data.colors = colors; + if ( uvs.length > 0 ) output.data.uvs = [ uvs ]; // temporal backward compatibility + output.data.faces = faces; + + // + + return output; + + }, + + clone: function () { + + var geometry = new THREE.Geometry(); + + var vertices = this.vertices; + + for ( var i = 0, il = vertices.length; i < il; i ++ ) { + + geometry.vertices.push( vertices[ i ].clone() ); + + } + + var faces = this.faces; + + for ( var i = 0, il = faces.length; i < il; i ++ ) { + + geometry.faces.push( faces[ i ].clone() ); + + } + + var uvs = this.faceVertexUvs[ 0 ]; + + for ( var i = 0, il = uvs.length; i < il; i ++ ) { + + var uv = uvs[ i ], uvCopy = []; + + for ( var j = 0, jl = uv.length; j < jl; j ++ ) { + + uvCopy.push( new THREE.Vector2( uv[ j ].x, uv[ j ].y ) ); + + } + + geometry.faceVertexUvs[ 0 ].push( uvCopy ); + + } + + return geometry; + + }, + + dispose: function () { + + this.dispatchEvent( { type: 'dispose' } ); + + } + +}; + +THREE.EventDispatcher.prototype.apply( THREE.Geometry.prototype ); + +THREE.GeometryIdCount = 0; + +// 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.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 ( camera ) { + + if ( camera === undefined ) camera = new THREE.Camera(); + + THREE.Object3D.prototype.clone.call( this, camera ); + + camera.matrixWorldInverse.copy( this.matrixWorldInverse ); + camera.projectionMatrix.copy( this.projectionMatrix ); + + return camera; +}; + +// 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 ) { + + var renderTarget = this.renderTarget; + var generateMipmaps = renderTarget.generateMipmaps; + + renderTarget.generateMipmaps = false; + + renderTarget.activeCubeFace = 0; + renderer.render( scene, cameraPX, renderTarget ); + + renderTarget.activeCubeFace = 1; + renderer.render( scene, cameraNX, renderTarget ); + + renderTarget.activeCubeFace = 2; + renderer.render( scene, cameraPY, renderTarget ); + + renderTarget.activeCubeFace = 3; + renderer.render( scene, cameraNY, renderTarget ); + + renderTarget.activeCubeFace = 4; + renderer.render( scene, cameraPZ, renderTarget ); + + renderTarget.generateMipmaps = generateMipmaps; + + renderTarget.activeCubeFace = 5; + renderer.render( scene, cameraNZ, renderTarget ); + + }; + +}; + +THREE.CubeCamera.prototype = Object.create( THREE.Object3D.prototype ); + +// 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.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(); + + THREE.Camera.prototype.clone.call( this, camera ); + + 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; + + camera.projectionMatrix.copy( this.projectionMatrix ); + + return camera; +}; + +// 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 ); + + +/** + * Uses Focal Length (in mm) to estimate and set FOV + * 35mm (fullframe) camera is used if frame size is not specified; + * Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html + */ + +THREE.PerspectiveCamera.prototype.setLens = function ( focalLength, frameHeight ) { + + 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(); + + THREE.Camera.prototype.clone.call( this, camera ); + + camera.zoom = this.zoom; + + camera.fov = this.fov; + camera.aspect = this.aspect; + camera.near = this.near; + camera.far = this.far; + + camera.projectionMatrix.copy( this.projectionMatrix ); + + return camera; + +}; + +// 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.clone = function ( light ) { + + if ( light === undefined ) light = new THREE.Light(); + + THREE.Object3D.prototype.clone.call( this, light ); + + light.color.copy( this.color ); + + return light; + +}; + +// 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.clone = function () { + + var light = new THREE.AmbientLight(); + + THREE.Light.prototype.clone.call( this, light ); + + return light; + +}; + +// File:src/lights/AreaLight.js + +/** + * @author MPanknin / http://www.redplant.de/ + * @author alteredq / http://alteredqualia.com/ + */ + +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 ); + + +// 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.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.shadowCascade = false; + + this.shadowCascadeOffset = new THREE.Vector3( 0, 0, - 1000 ); + this.shadowCascadeCount = 2; + + this.shadowCascadeBias = [ 0, 0, 0 ]; + this.shadowCascadeWidth = [ 512, 512, 512 ]; + this.shadowCascadeHeight = [ 512, 512, 512 ]; + + this.shadowCascadeNearZ = [ - 1.000, 0.990, 0.998 ]; + this.shadowCascadeFarZ = [ 0.990, 0.998, 1.000 ]; + + this.shadowCascadeArray = []; + + // + + this.shadowMap = null; + this.shadowMapSize = null; + this.shadowCamera = null; + this.shadowMatrix = null; + +}; + +THREE.DirectionalLight.prototype = Object.create( THREE.Light.prototype ); + +THREE.DirectionalLight.prototype.clone = function () { + + var light = new THREE.DirectionalLight(); + + THREE.Light.prototype.clone.call( this, light ); + + 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; + + // + + light.shadowCascade = this.shadowCascade; + + light.shadowCascadeOffset.copy( this.shadowCascadeOffset ); + light.shadowCascadeCount = this.shadowCascadeCount; + + light.shadowCascadeBias = this.shadowCascadeBias.slice( 0 ); + light.shadowCascadeWidth = this.shadowCascadeWidth.slice( 0 ); + light.shadowCascadeHeight = this.shadowCascadeHeight.slice( 0 ); + + light.shadowCascadeNearZ = this.shadowCascadeNearZ.slice( 0 ); + light.shadowCascadeFarZ = this.shadowCascadeFarZ.slice( 0 ); + + return light; + +}; + +// 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.groundColor = new THREE.Color( groundColor ); + this.intensity = ( intensity !== undefined ) ? intensity : 1; + +}; + +THREE.HemisphereLight.prototype = Object.create( THREE.Light.prototype ); + +THREE.HemisphereLight.prototype.clone = function () { + + var light = new THREE.HemisphereLight(); + + THREE.Light.prototype.clone.call( this, light ); + + light.groundColor.copy( this.groundColor ); + light.intensity = this.intensity; + + return light; + +}; + +// File:src/lights/PointLight.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.PointLight = function ( color, intensity, distance ) { + + THREE.Light.call( this, color ); + + this.type = 'PointLight'; + + this.intensity = ( intensity !== undefined ) ? intensity : 1; + this.distance = ( distance !== undefined ) ? distance : 0; + +}; + +THREE.PointLight.prototype = Object.create( THREE.Light.prototype ); + +THREE.PointLight.prototype.clone = function () { + + var light = new THREE.PointLight(); + + THREE.Light.prototype.clone.call( this, light ); + + light.intensity = this.intensity; + light.distance = this.distance; + + return light; + +}; + +// File:src/lights/SpotLight.js + +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.SpotLight = function ( color, intensity, distance, angle, exponent ) { + + THREE.Light.call( this, color ); + + this.type = 'SpotLight'; + + this.position.set( 0, 1, 0 ); + this.target = new THREE.Object3D(); + + this.intensity = ( intensity !== undefined ) ? intensity : 1; + this.distance = ( distance !== undefined ) ? distance : 0; + this.angle = ( angle !== undefined ) ? angle : Math.PI / 3; + this.exponent = ( exponent !== undefined ) ? exponent : 10; + + this.castShadow = false; + this.onlyShadow = false; + + // + + this.shadowCameraNear = 50; + this.shadowCameraFar = 5000; + this.shadowCameraFov = 50; + + this.shadowCameraVisible = false; + + this.shadowBias = 0; + this.shadowDarkness = 0.5; + + this.shadowMapWidth = 512; + this.shadowMapHeight = 512; + + // + + this.shadowMap = null; + this.shadowMapSize = null; + this.shadowCamera = null; + this.shadowMatrix = null; + +}; + +THREE.SpotLight.prototype = Object.create( THREE.Light.prototype ); + +THREE.SpotLight.prototype.clone = function () { + + var light = new THREE.SpotLight(); + + THREE.Light.prototype.clone.call( this, light ); + + light.target = this.target.clone(); + + light.intensity = this.intensity; + light.distance = this.distance; + light.angle = this.angle; + light.exponent = this.exponent; + + 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; + +}; + +// File:src/loaders/Cache.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.Cache = function () { + + this.files = {}; + +}; + +THREE.Cache.prototype = { + + constructor: THREE.Cache, + + add: function ( key, file ) { + + // console.log( 'THREE.Cache', 'Adding key:', key ); + + this.files[ key ] = file; + + }, + + get: function ( key ) { + + // 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 ( showStatus ) { + + this.showStatus = showStatus; + this.statusDomElement = showStatus ? THREE.Loader.prototype.addStatusElement() : null; + + this.imageLoader = new THREE.ImageLoader(); + + this.onLoadStart = function () {}; + this.onLoadProgress = function () {}; + this.onLoadComplete = function () {}; + +}; + +THREE.Loader.prototype = { + + constructor: THREE.Loader, + + crossOrigin: undefined, + + addStatusElement: function () { + + var e = document.createElement( 'div' ); + + e.style.position = 'absolute'; + e.style.right = '0px'; + e.style.top = '0px'; + e.style.fontSize = '0.8em'; + e.style.textAlign = 'left'; + e.style.background = 'rgba(0,0,0,0.25)'; + e.style.color = '#fff'; + e.style.width = '120px'; + e.style.padding = '0.5em 0.5em 0.5em 0.5em'; + e.style.zIndex = 1000; + + e.innerHTML = 'Loading ...'; + + return e; + + }, + + updateProgress: function ( progress ) { + + var message = 'Loaded '; + + if ( progress.total ) { + + message += ( 100 * progress.loaded / progress.total ).toFixed( 0 ) + '%'; + + + } else { + + message += ( progress.loaded / 1024 ).toFixed( 2 ) + ' KB'; + + } + + this.statusDomElement.innerHTML = message; + + }, + + extractUrlBase: function ( url ) { + + var parts = url.split( '/' ); + + if ( parts.length === 1 ) return './'; + + parts.pop(); + + return parts.join( '/' ) + '/'; + + }, + + initMaterials: function ( materials, texturePath ) { + + var array = []; + + for ( var i = 0; i < materials.length; ++ i ) { + + array[ i ] = this.createMaterial( materials[ i ], texturePath ); + + } + + 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 ( m, texturePath ) { + + var scope = this; + + 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 = scope.imageLoader; + loader.crossOrigin = scope.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 || m.opacity < 1.0 ) { + + mpars.transparent = m.transparent; + + } + + if ( m.depthTest !== undefined ) { + + mpars.depthTest = m.depthTest; + + } + + if ( m.depthWrite !== undefined ) { + + mpars.depthWrite = m.depthWrite; + + } + + if ( m.visible !== undefined ) { + + mpars.visible = m.visible; + + } + + if ( m.flipSided !== undefined ) { + + mpars.side = THREE.BackSide; + + } + + if ( m.doubleSided !== undefined ) { + + mpars.side = THREE.DoubleSide; + + } + + if ( m.wireframe !== undefined ) { + + mpars.wireframe = m.wireframe; + + } + + if ( m.vertexColors !== undefined ) { + + if ( m.vertexColors === 'face' ) { + + mpars.vertexColors = THREE.FaceColors; + + } else if ( m.vertexColors ) { + + mpars.vertexColors = THREE.VertexColors; + + } + + } + + // colors + + if ( m.colorDiffuse ) { + + mpars.color = rgb2hex( m.colorDiffuse ); + + } else if ( m.DbgColor ) { + + mpars.color = m.DbgColor; + + } + + if ( m.colorSpecular ) { + + mpars.specular = rgb2hex( m.colorSpecular ); + + } + + if ( m.colorAmbient ) { + + mpars.ambient = rgb2hex( m.colorAmbient ); + + } + + if ( m.colorEmissive ) { + + mpars.emissive = rgb2hex( m.colorEmissive ); + + } + + // modifiers + + if ( m.transparency ) { + + mpars.opacity = m.transparency; + + } + + if ( m.specularCoef ) { + + mpars.shininess = m.specularCoef; + + } + + // textures + + if ( m.mapDiffuse && texturePath ) { + + create_texture( mpars, 'map', m.mapDiffuse, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy ); + + } + + if ( m.mapLight && texturePath ) { + + create_texture( mpars, 'lightMap', m.mapLight, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy ); + + } + + 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; + + } + + // special case for normal mapped material + + if ( m.mapNormal ) { + + var shader = THREE.ShaderLib[ 'normalmap' ]; + var uniforms = THREE.UniformsUtils.clone( shader.uniforms ); + + uniforms[ 'tNormal' ].value = mpars.normalMap; + + if ( m.mapNormalFactor ) { + + uniforms[ 'uNormalScale' ].value.set( m.mapNormalFactor, m.mapNormalFactor ); + + } + + if ( mpars.map ) { + + uniforms[ 'tDiffuse' ].value = mpars.map; + uniforms[ 'enableDiffuse' ].value = true; + + } + + if ( mpars.specularMap ) { + + uniforms[ 'tSpecular' ].value = mpars.specularMap; + uniforms[ 'enableSpecular' ].value = true; + + } + + if ( mpars.lightMap ) { + + uniforms[ 'tAO' ].value = mpars.lightMap; + uniforms[ 'enableAO' ].value = true; + + } + + // for the moment don't handle displacement texture + + uniforms[ 'diffuse' ].value.setHex( mpars.color ); + uniforms[ 'specular' ].value.setHex( mpars.specular ); + uniforms[ 'ambient' ].value.setHex( mpars.ambient ); + + uniforms[ 'shininess' ].value = mpars.shininess; + + if ( mpars.opacity !== undefined ) { + + uniforms[ 'opacity' ].value = mpars.opacity; + + } + + var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true }; + var material = new THREE.ShaderMaterial( parameters ); + + if ( mpars.transparent ) { + + material.transparent = true; + + } + + } else { + + 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.cache = new THREE.Cache(); + this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager; + +}; + +THREE.XHRLoader.prototype = { + + constructor: THREE.XHRLoader, + + load: function ( url, onLoad, onProgress, onError ) { + + var scope = this; + + var cached = scope.cache.get( url ); + + if ( cached !== undefined ) { + + if ( onLoad ) onLoad( cached ); + return; + + } + + var request = new XMLHttpRequest(); + request.open( 'GET', url, true ); + + request.addEventListener( 'load', function ( event ) { + + scope.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; + + request.send( null ); + + scope.manager.itemStart( url ); + + }, + + setResponseType: function ( value ) { + + this.responseType = value; + + }, + + setCrossOrigin: function ( value ) { + + this.crossOrigin = value; + + } + +}; + +// File:src/loaders/ImageLoader.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.ImageLoader = function ( manager ) { + + this.cache = new THREE.Cache(); + this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager; + +}; + +THREE.ImageLoader.prototype = { + + constructor: THREE.ImageLoader, + + load: function ( url, onLoad, onProgress, onError ) { + + var scope = this; + + var cached = scope.cache.get( url ); + + if ( cached !== undefined ) { + + onLoad( cached ); + return; + + } + + var image = document.createElement( 'img' ); + + if ( onLoad !== undefined ) { + + image.addEventListener( 'load', function ( event ) { + + scope.cache.add( url, this ); + + 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; + + image.src = url; + + scope.manager.itemStart( 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 ( showStatus ) { + + THREE.Loader.call( this, showStatus ); + + this.withCredentials = false; + +}; + +THREE.JSONLoader.prototype = Object.create( THREE.Loader.prototype ); + +THREE.JSONLoader.prototype.load = function ( url, callback, texturePath ) { + + var scope = this; + + // todo: unify load API to for easier SceneLoader use + + texturePath = texturePath && ( typeof texturePath === 'string' ) ? texturePath : this.extractUrlBase( url ); + + this.onLoadStart(); + this.loadAjaxJSON( this, url, callback, texturePath ); + +}; + +THREE.JSONLoader.prototype.loadAjaxJSON = function ( context, url, callback, texturePath, callbackProgress ) { + + var xhr = new XMLHttpRequest(); + + var length = 0; + + xhr.onreadystatechange = function () { + + if ( xhr.readyState === xhr.DONE ) { + + if ( xhr.status === 200 || xhr.status === 0 ) { + + if ( xhr.responseText ) { + + var json = JSON.parse( xhr.responseText ); + + if ( json.metadata !== undefined && json.metadata.type === 'scene' ) { + + console.error( 'THREE.JSONLoader: "' + url + '" seems to be a Scene. Use THREE.SceneLoader instead.' ); + return; + + } + + var result = context.parse( json, texturePath ); + callback( result.geometry, result.materials ); + + } else { + + console.error( 'THREE.JSONLoader: "' + url + '" seems to be unreachable or the file is empty.' ); + + } + + // in context of more complex asset initialization + // do not block on single failed file + // maybe should go even one more level up + + context.onLoadComplete(); + + } else { + + console.error( 'THREE.JSONLoader: Couldn\'t load "' + url + '" (' + xhr.status + ')' ); + + } + + } else if ( xhr.readyState === xhr.LOADING ) { + + if ( callbackProgress ) { + + if ( length === 0 ) { + + length = xhr.getResponseHeader( 'Content-Length' ); + + } + + callbackProgress( { total: length, loaded: xhr.responseText.length } ); + + } + + } else if ( xhr.readyState === xhr.HEADERS_RECEIVED ) { + + if ( callbackProgress !== undefined ) { + + length = xhr.getResponseHeader( 'Content-Length' ); + + } + + } + + }; + + xhr.open( 'GET', url, true ); + xhr.withCredentials = this.withCredentials; + xhr.send( null ); + +}; + +THREE.JSONLoader.prototype.parse = function ( json, texturePath ) { + + var scope = this, + 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, color, 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 = this.initMaterials( json.materials, texturePath ); + + if ( this.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 loaded = 0, total = 0; + + this.onLoad = onLoad; + this.onProgress = onProgress; + this.onError = onError; + + this.itemStart = function ( url ) { + + total ++; + + }; + + this.itemEnd = function ( url ) { + + loaded ++; + + if ( scope.onProgress !== undefined ) { + + scope.onProgress( url, loaded, total ); + + } + + if ( loaded === total && 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(); + 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.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 offsets = json.offsets; + + if ( offsets !== undefined ) { + + geometry.offsets = JSON.parse( JSON.stringify( offsets ) ); + + } + + var boundingSphere = json.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(); + 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.ambient !== undefined ) material.ambient.setHex( json.ambient ); + 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.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.wireframe !== undefined ) material.wireframe = json.wireframe; + + 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; + +}; + +THREE.ObjectLoader.prototype = { + + constructor: THREE.ObjectLoader, + + 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 geometries = this.parseGeometries( json.geometries ); + var materials = this.parseMaterials( json.materials ); + var object = this.parseObject( json.object, geometries, materials ); + + 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': + + geometry = new THREE.PlaneGeometry( + 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 'CircleGeometry': + + geometry = new THREE.CircleGeometry( + data.radius, + data.segments + ); + + break; + + case 'CylinderGeometry': + + geometry = new THREE.CylinderGeometry( + data.radiusTop, + data.radiusBottom, + data.height, + data.radialSegments, + data.heightSegments, + data.openEnded + ); + + break; + + case 'SphereGeometry': + + geometry = new THREE.SphereGeometry( + data.radius, + data.widthSegments, + data.heightSegments, + data.phiStart, + data.phiLength, + data.thetaStart, + data.thetaLength + ); + + break; + + case 'IcosahedronGeometry': + + geometry = new THREE.IcosahedronGeometry( + data.radius, + data.detail + ); + + 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.data ); + + break; + + case 'Geometry': + + geometry = geometryLoader.parse( data.data ).geometry; + + break; + + } + + geometry.uuid = data.uuid; + + if ( data.name !== undefined ) geometry.name = data.name; + + geometries[ data.uuid ] = geometry; + + } + + } + + return geometries; + + }, + + parseMaterials: function ( json ) { + + var materials = {}; + + if ( json !== undefined ) { + + 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.name !== undefined ) material.name = data.name; + + materials[ data.uuid ] = material; + + } + + } + + return materials; + + }, + + parseObject: function () { + + var matrix = new THREE.Matrix4(); + + return function ( data, geometries, materials ) { + + var object; + + 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 'DirectionalLight': + + object = new THREE.DirectionalLight( data.color, data.intensity ); + + break; + + case 'PointLight': + + object = new THREE.PointLight( data.color, data.intensity, data.distance ); + + break; + + case 'SpotLight': + + object = new THREE.SpotLight( data.color, data.intensity, data.distance, data.angle, data.exponent ); + + break; + + case 'HemisphereLight': + + object = new THREE.HemisphereLight( data.color, data.groundColor, data.intensity ); + + break; + + case 'Mesh': + + var geometry = geometries[ data.geometry ]; + var material = materials[ data.material ]; + + if ( geometry === undefined ) { + + console.warn( 'THREE.ObjectLoader: Undefined geometry', data.geometry ); + + } + + if ( material === undefined ) { + + console.warn( 'THREE.ObjectLoader: Undefined material', data.material ); + + } + + object = new THREE.Mesh( geometry, material ); + + break; + + case 'Line': + + var geometry = geometries[ data.geometry ]; + var material = materials[ data.material ]; + + if ( geometry === undefined ) { + + console.warn( 'THREE.ObjectLoader: Undefined geometry', data.geometry ); + + } + + if ( material === undefined ) { + + console.warn( 'THREE.ObjectLoader: Undefined material', data.material ); + + } + + object = new THREE.Line( geometry, material ); + + break; + + case 'Sprite': + + var material = materials[ data.material ]; + + if ( material === undefined ) { + + console.warn( 'THREE.ObjectLoader: Undefined material', data.material ); + + } + + object = new THREE.Sprite( 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.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/CompressedTextureLoader.js + +/** + * @author mrdoob / http://mrdoob.com/ + * + * Abstract Base class to block based textures loader (dds, pvr, ...) + */ + +THREE.CompressedTextureLoader = function () { + + // override in sub classes + this._parser = null; + +}; + + +THREE.CompressedTextureLoader.prototype = { + + constructor: THREE.CompressedTextureLoader, + + load: function ( url, onLoad, onError ) { + + var scope = this; + + var images = []; + + var texture = new THREE.CompressedTexture(); + texture.image = images; + + var loader = new THREE.XHRLoader(); + loader.setResponseType( 'arraybuffer' ); + + if ( url instanceof Array ) { + + 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 ); + + } + + } ); + + }; + + 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 ); + + } ); + + } + + return texture; + + } + +}; + +// 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.depthTest = true; + this.depthWrite = true; + + 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, + + 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-compatable with legacy boolean type + this[ key ] = Number( newValue ); + + } else { + + this[ key ] = newValue; + + } + + } + + } + + }, + + toJSON: function () { + + var output = { + metadata: { + version: 4.2, + type: 'material', + generator: 'MaterialExporter' + }, + uuid: this.uuid, + type: this.type + }; + + if ( this.name !== "" ) output.name = this.name; + + if ( this instanceof THREE.MeshBasicMaterial ) { + + output.color = this.color.getHex(); + if ( this.vertexColors !== THREE.NoColors ) output.vertexColors = this.vertexColors; + if ( this.blending !== THREE.NormalBlending ) output.blending = this.blending; + if ( this.side !== THREE.FrontSide ) output.side = this.side; + + } else if ( this instanceof THREE.MeshLambertMaterial ) { + + output.color = this.color.getHex(); + output.ambient = this.ambient.getHex(); + output.emissive = this.emissive.getHex(); + if ( this.vertexColors !== THREE.NoColors ) output.vertexColors = this.vertexColors; + if ( this.blending !== THREE.NormalBlending ) output.blending = this.blending; + if ( this.side !== THREE.FrontSide ) output.side = this.side; + + } else if ( this instanceof THREE.MeshPhongMaterial ) { + + output.color = this.color.getHex(); + output.ambient = this.ambient.getHex(); + output.emissive = this.emissive.getHex(); + output.specular = this.specular.getHex(); + output.shininess = this.shininess; + if ( this.vertexColors !== THREE.NoColors ) output.vertexColors = this.vertexColors; + if ( this.blending !== THREE.NormalBlending ) output.blending = this.blending; + if ( this.side !== THREE.FrontSide ) output.side = this.side; + + } else if ( this instanceof THREE.MeshNormalMaterial ) { + + if ( this.shading !== THREE.FlatShading ) output.shading = this.shading; + if ( this.blending !== THREE.NormalBlending ) output.blending = this.blending; + if ( this.side !== THREE.FrontSide ) output.side = this.side; + + } else if ( this instanceof THREE.MeshDepthMaterial ) { + + if ( this.blending !== THREE.NormalBlending ) output.blending = this.blending; + if ( this.side !== THREE.FrontSide ) output.side = this.side; + + } else if ( this instanceof THREE.ShaderMaterial ) { + + output.uniforms = this.uniforms; + output.vertexShader = this.vertexShader; + output.fragmentShader = this.fragmentShader; + + } else if ( this instanceof THREE.SpriteMaterial ) { + + output.color = this.color.getHex(); + + } + + if ( this.opacity < 1 ) output.opacity = this.opacity; + if ( this.transparent !== false ) output.transparent = this.transparent; + if ( this.wireframe !== false ) output.wireframe = this.wireframe; + + return output; + + }, + + clone: function ( material ) { + + if ( material === undefined ) material = new THREE.Material(); + + material.name = this.name; + + material.side = this.side; + + material.opacity = this.opacity; + material.transparent = this.transparent; + + material.blending = this.blending; + + material.blendSrc = this.blendSrc; + material.blendDst = this.blendDst; + material.blendEquation = this.blendEquation; + + material.depthTest = this.depthTest; + material.depthWrite = this.depthWrite; + + material.polygonOffset = this.polygonOffset; + material.polygonOffsetFactor = this.polygonOffsetFactor; + material.polygonOffsetUnits = this.polygonOffsetUnits; + + material.alphaTest = this.alphaTest; + + material.overdraw = this.overdraw; + + material.visible = this.visible; + + return material; + + }, + + 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.clone = function () { + + var material = new THREE.LineBasicMaterial(); + + THREE.Material.prototype.clone.call( this, material ); + + material.color.copy( this.color ); + + material.linewidth = this.linewidth; + material.linecap = this.linecap; + material.linejoin = this.linejoin; + + material.vertexColors = this.vertexColors; + + material.fog = this.fog; + + return material; + +}; + +// 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.clone = function () { + + var material = new THREE.LineDashedMaterial(); + + THREE.Material.prototype.clone.call( this, material ); + + 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( ), + * + * lightMap: 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: , + * + * fog: + * } + */ + +THREE.MeshBasicMaterial = function ( parameters ) { + + THREE.Material.call( this ); + + this.type = 'MeshBasicMaterial'; + + this.color = new THREE.Color( 0xffffff ); // emissive + + this.map = null; + + this.lightMap = 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.setValues( parameters ); + +}; + +THREE.MeshBasicMaterial.prototype = Object.create( THREE.Material.prototype ); + +THREE.MeshBasicMaterial.prototype.clone = function () { + + var material = new THREE.MeshBasicMaterial(); + + THREE.Material.prototype.clone.call( this, material ); + + material.color.copy( this.color ); + + material.map = this.map; + + material.lightMap = this.lightMap; + + material.specularMap = this.specularMap; + + material.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: , + * ambient: , + * emissive: , + * opacity: , + * + * map: new THREE.Texture( ), + * + * lightMap: 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.ambient = new THREE.Color( 0xffffff ); + this.emissive = new THREE.Color( 0x000000 ); + + this.wrapAround = false; + this.wrapRGB = new THREE.Vector3( 1, 1, 1 ); + + this.map = null; + + this.lightMap = null; + + this.specularMap = null; + + this.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.clone = function () { + + var material = new THREE.MeshLambertMaterial(); + + THREE.Material.prototype.clone.call( this, material ); + + material.color.copy( this.color ); + material.ambient.copy( this.ambient ); + material.emissive.copy( this.emissive ); + + material.wrapAround = this.wrapAround; + material.wrapRGB.copy( this.wrapRGB ); + + material.map = this.map; + + material.lightMap = this.lightMap; + + material.specularMap = this.specularMap; + + material.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: , + * ambient: , + * emissive: , + * specular: , + * shininess: , + * opacity: , + * + * map: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * + * bumpMap: new THREE.Texture( ), + * bumpScale: , + * + * normalMap: new THREE.Texture( ), + * normalScale: , + * + * specularMap: new THREE.Texture( ), + * + * 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.ambient = new THREE.Color( 0xffffff ); + this.emissive = new THREE.Color( 0x000000 ); + this.specular = new THREE.Color( 0x111111 ); + this.shininess = 30; + + this.metal = false; + + this.wrapAround = false; + this.wrapRGB = new THREE.Vector3( 1, 1, 1 ); + + this.map = null; + + this.lightMap = null; + + this.bumpMap = null; + this.bumpScale = 1; + + this.normalMap = null; + this.normalScale = 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.clone = function () { + + var material = new THREE.MeshPhongMaterial(); + + THREE.Material.prototype.clone.call( this, material ); + + material.color.copy( this.color ); + material.ambient.copy( this.ambient ); + material.emissive.copy( this.emissive ); + material.specular.copy( this.specular ); + material.shininess = this.shininess; + + material.metal = this.metal; + + material.wrapAround = this.wrapAround; + material.wrapRGB.copy( this.wrapRGB ); + + material.map = this.map; + + material.lightMap = this.lightMap; + + material.bumpMap = this.bumpMap; + material.bumpScale = this.bumpScale; + + material.normalMap = this.normalMap; + material.normalScale.copy( this.normalScale ); + + 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/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.clone = function () { + + var material = new THREE.MeshDepthMaterial(); + + THREE.Material.prototype.clone.call( this, material ); + + 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.shading = THREE.FlatShading; + + this.wireframe = false; + this.wireframeLinewidth = 1; + + this.morphTargets = false; + + this.setValues( parameters ); + +}; + +THREE.MeshNormalMaterial.prototype = Object.create( THREE.Material.prototype ); + +THREE.MeshNormalMaterial.prototype.clone = function () { + + var material = new THREE.MeshNormalMaterial(); + + THREE.Material.prototype.clone.call( this, material ); + + material.shading = this.shading; + + material.wireframe = this.wireframe; + material.wireframeLinewidth = this.wireframeLinewidth; + + return material; + +}; + +// 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 : []; + +}; + +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() ); + + } + + 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() ); + + } + + 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: , + * + * 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.clone = function () { + + var material = new THREE.PointCloudMaterial(); + + THREE.Material.prototype.clone.call( this, material ); + + material.color.copy( this.color ); + + material.map = this.map; + + material.size = this.size; + material.sizeAttenuation = this.sizeAttenuation; + + material.vertexColors = this.vertexColors; + + material.fog = this.fog; + + return material; + +}; + +// 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 = null; + + 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 + + // 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; + + this.setValues( parameters ); + +}; + +THREE.ShaderMaterial.prototype = Object.create( THREE.Material.prototype ); + +THREE.ShaderMaterial.prototype.clone = function () { + + var material = new THREE.ShaderMaterial(); + + THREE.Material.prototype.clone.call( this, material ); + + material.fragmentShader = this.fragmentShader; + material.vertexShader = this.vertexShader; + + material.uniforms = THREE.UniformsUtils.clone( this.uniforms ); + + material.attributes = this.attributes; + material.defines = this.defines; + + material.shading = this.shading; + + material.wireframe = this.wireframe; + material.wireframeLinewidth = this.wireframeLinewidth; + + material.fog = this.fog; + + material.lights = this.lights; + + material.vertexColors = this.vertexColors; + + material.skinning = this.skinning; + + material.morphTargets = this.morphTargets; + material.morphNormals = this.morphNormals; + + return material; + +}; + +// 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.clone = function () { + + var material = new THREE.RawShaderMaterial(); + + THREE.ShaderMaterial.prototype.clone.call( this, material ); + + 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.clone = function () { + + var material = new THREE.SpriteMaterial(); + + THREE.Material.prototype.clone.call( this, material ); + + 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.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._needsUpdate = false; + this.onUpdate = null; + +}; + +THREE.Texture.DEFAULT_IMAGE = undefined; +THREE.Texture.DEFAULT_MAPPING = new THREE.UVMapping(); + +THREE.Texture.prototype = { + + constructor: THREE.Texture, + + get needsUpdate () { + + return this._needsUpdate; + + }, + + set needsUpdate ( value ) { + + if ( value === true ) this.update(); + + this._needsUpdate = value; + + }, + + clone: function ( texture ) { + + if ( texture === undefined ) texture = new THREE.Texture(); + + texture.image = this.image; + texture.mipmaps = this.mipmaps.slice( 0 ); + + texture.mapping = this.mapping; + + texture.wrapS = this.wrapS; + texture.wrapT = this.wrapT; + + texture.magFilter = this.magFilter; + texture.minFilter = this.minFilter; + + texture.anisotropy = this.anisotropy; + + texture.format = this.format; + texture.type = this.type; + + texture.offset.copy( this.offset ); + texture.repeat.copy( this.repeat ); + + texture.generateMipmaps = this.generateMipmaps; + texture.premultiplyAlpha = this.premultiplyAlpha; + texture.flipY = this.flipY; + texture.unpackAlignment = this.unpackAlignment; + + return texture; + + }, + + update: function () { + + this.dispatchEvent( { type: 'update' } ); + + }, + + 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 ) { + + THREE.Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); + + this.images = images; + +}; + +THREE.CubeTexture.prototype = Object.create( THREE.Texture.prototype ); + +THREE.CubeTexture.clone = function ( texture ) { + + if ( texture === undefined ) texture = new THREE.CubeTexture(); + + THREE.Texture.prototype.clone.call( this, texture ); + + 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.clone = function () { + + var texture = new THREE.CompressedTexture(); + + THREE.Texture.prototype.clone.call( this, texture ); + + 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.clone = function () { + + var texture = new THREE.DataTexture(); + + THREE.Texture.prototype.clone.call( this, texture ); + + 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 ); + +// 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 ); + +// 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 } ); + + this.sortParticles = false; + +}; + +THREE.PointCloud.prototype = Object.create( THREE.Object3D.prototype ); + +THREE.PointCloud.prototype.raycast = ( function () { + + var inverseMatrix = new THREE.Matrix4(); + var ray = new THREE.Ray(); + + return function ( 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 position = new THREE.Vector3(); + + var testPoint = function ( point, index ) { + + var rayPointDistance = ray.distanceToPoint( point ); + + if ( rayPointDistance < localThreshold ) { + + var intersectPoint = ray.closestPointToPoint( point ); + intersectPoint.applyMatrix4( object.matrixWorld ); + + var distance = raycaster.ray.origin.distanceTo( intersectPoint ); + + intersects.push( { + + distance: distance, + distanceToRay: rayPointDistance, + 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.offsets; + + if ( offsets.length === 0 ) { + + var offset = { + start: 0, + count: indices.length, + index: 0 + }; + + offsets = [ offset ]; + + } + + 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 ++ ) { + + var a = index + indices[ i ]; + + position.fromArray( positions, a * 3 ); + + testPoint( position, a ); + + } + + } + + } else { + + var pointCount = positions.length / 3; + + for ( var i = 0; i < pointCount; i ++ ) { + + position.set( + positions[ 3 * i ], + positions[ 3 * i + 1 ], + positions[ 3 * i + 2 ] + ); + + testPoint( position, i ); + + } + + } + + } else { + + var vertices = this.geometry.vertices; + + for ( var i = 0; i < vertices.length; i ++ ) { + + testPoint( vertices[ i ], i ); + + } + + } + + }; + +}() ); + +THREE.PointCloud.prototype.clone = function ( object ) { + + if ( object === undefined ) object = new THREE.PointCloud( this.geometry, this.material ); + + object.sortParticles = this.sortParticles; + + THREE.Object3D.prototype.clone.call( this, object ); + + return object; + +}; + +// 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 ) { + + 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 } ); + + this.mode = ( mode !== undefined ) ? mode : THREE.LineStrip; + +}; + +THREE.LineStrip = 0; +THREE.LinePieces = 1; + +THREE.Line.prototype = Object.create( THREE.Object3D.prototype ); + +THREE.Line.prototype.raycast = ( function () { + + var inverseMatrix = new THREE.Matrix4(); + var ray = new THREE.Ray(); + var sphere = new THREE.Sphere(); + + return function ( 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 ); + + /* if ( geometry instanceof THREE.BufferGeometry ) { + + } else */ if ( geometry instanceof THREE.Geometry ) { + + var vertices = geometry.vertices; + var nbVertices = vertices.length; + var interSegment = new THREE.Vector3(); + var interRay = new THREE.Vector3(); + var step = this.mode === THREE.LineStrip ? 1 : 2; + + for ( var i = 0; i < nbVertices - 1; i = 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 ), + face: null, + faceIndex: null, + object: this + + } ); + + } + + } + + }; + +}() ); + +THREE.Line.prototype.clone = function ( object ) { + + if ( object === undefined ) object = new THREE.Line( this.geometry, this.material, this.mode ); + + THREE.Object3D.prototype.clone.call( this, object ); + + return object; + +}; + +// 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.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.log( '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(); + + return function ( raycaster, intersects ) { + + var geometry = this.geometry; + + // 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; + + } + + } + + if ( geometry instanceof THREE.BufferGeometry ) { + + var material = this.material; + + if ( material === undefined ) return; + + var attributes = geometry.attributes; + + var a, b, c; + var precision = raycaster.precision; + + if ( attributes.index !== undefined ) { + + var indices = attributes.index.array; + var positions = attributes.position.array; + var offsets = geometry.offsets; + + 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 < precision || 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: null, + object: this + + } ); + + } + + } + + } else { + + var positions = attributes.position.array; + + for ( var i = 0, j = 0, il = positions.length; i < il; i += 3, j += 9 ) { + + a = i; + b = i + 1; + c = i + 2; + + vA.fromArray( positions, j ); + vB.fromArray( positions, j + 3 ); + vC.fromArray( positions, j + 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 < precision || 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: null, + object: this + + } ); + + } + + } + + } else if ( geometry instanceof THREE.Geometry ) { + + var isFaceMaterial = this.material instanceof THREE.MeshFaceMaterial; + var objectMaterials = isFaceMaterial === true ? this.material.materials : null; + + var a, b, c, d; + var precision = raycaster.precision; + + var vertices = geometry.vertices; + + for ( var f = 0, fl = geometry.faces.length; f < fl; f ++ ) { + + var face = geometry.faces[ f ]; + + var material = isFaceMaterial === true ? objectMaterials[ face.materialIndex ] : this.material; + + if ( material === undefined ) continue; + + a = vertices[ face.a ]; + b = vertices[ face.b ]; + c = vertices[ face.c ]; + + if ( material.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.x += ( targets[ face.a ].x - a.x ) * influence; + vA.y += ( targets[ face.a ].y - a.y ) * influence; + vA.z += ( targets[ face.a ].z - a.z ) * influence; + + vB.x += ( targets[ face.b ].x - b.x ) * influence; + vB.y += ( targets[ face.b ].y - b.y ) * influence; + vB.z += ( targets[ face.b ].z - b.z ) * influence; + + vC.x += ( targets[ face.c ].x - c.x ) * influence; + vC.y += ( targets[ face.c ].y - c.y ) * influence; + vC.z += ( targets[ face.c ].z - c.z ) * influence; + + } + + vA.add( a ); + vB.add( b ); + vC.add( c ); + + a = vA; + b = vB; + c = vC; + + } + + if ( material.side === THREE.BackSide ) { + + var intersectionPoint = ray.intersectTriangle( c, b, a, true ); + + } else { + + var intersectionPoint = ray.intersectTriangle( a, b, c, material.side !== THREE.DoubleSide ); + + } + + if ( intersectionPoint === null ) continue; + + intersectionPoint.applyMatrix4( this.matrixWorld ); + + var distance = raycaster.ray.origin.distanceTo( intersectionPoint ); + + if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue; + + intersects.push( { + + distance: distance, + point: intersectionPoint, + face: face, + faceIndex: f, + object: this + + } ); + + } + + } + + }; + +}() ); + +THREE.Mesh.prototype.clone = function ( object, recursive ) { + + if ( object === undefined ) object = new THREE.Mesh( this.geometry, this.material ); + + THREE.Object3D.prototype.clone.call( this, object, recursive ); + + return object; + +}; + +// File:src/objects/Bone.js + +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + * @author ikerr / http://verold.com + */ + +THREE.Bone = function ( belongsToSkin ) { + + THREE.Object3D.call( this ); + + this.skin = belongsToSkin; + +}; + +THREE.Bone.prototype = Object.create( THREE.Object3D.prototype ); + + +// 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 (8 * 8 / 4) + // 16x16 pixel texture max 64 bones (16 * 16 / 4) + // 32x32 pixel texture max 256 bones (32 * 32 / 4) + // 64x64 pixel texture max 1024 bones (64 * 64 / 4) + + var size; + + if ( this.bones.length > 256 ) + size = 64; + else if ( this.bones.length > 64 ) + size = 32; + else if ( this.bones.length > 16 ) + size = 16; + else + size = 8; + + this.boneTextureWidth = size; + this.boneTextureHeight = size; + + this.boneMatrices = new Float32Array( this.boneTextureWidth * this.boneTextureHeight * 4 ); // 4 floats per RGBA pixel + this.boneTexture = new THREE.DataTexture( this.boneMatrices, this.boneTextureWidth, this.boneTextureHeight, THREE.RGBAFormat, THREE.FloatType ); + this.boneTexture.minFilter = THREE.NearestFilter; + this.boneTexture.magFilter = THREE.NearestFilter; + this.boneTexture.generateMipmaps = false; + this.boneTexture.flipY = false; + + } else { + + this.boneMatrices = new Float32Array( 16 * 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 () { + + // 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; + + } + + }; + +} )(); + + +// 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, p, q, s; + + for ( var b = 0, bl = this.geometry.bones.length; b < bl; ++b ) { + + gbone = this.geometry.bones[ b ]; + + p = gbone.pos; + q = gbone.rotq; + s = gbone.scl; + + bone = new THREE.Bone( this ); + bones.push( bone ); + + bone.name = gbone.name; + bone.position.set( p[ 0 ], p[ 1 ], p[ 2 ] ); + bone.quaternion.set( q[ 0 ], q[ 1 ], q[ 2 ], q[ 3 ] ); + + if ( s !== undefined ) { + + bone.scale.set( s[ 0 ], s[ 1 ], s[ 2 ] ); + + } else { + + bone.scale.set( 1, 1, 1 ); + + } + + } + + 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 ) ); + +}; + + +THREE.SkinnedMesh.prototype = Object.create( THREE.Mesh.prototype ); + +THREE.SkinnedMesh.prototype.bind = function( skeleton, bindMatrix ) { + + this.skeleton = skeleton; + + if ( bindMatrix === undefined ) { + + this.updateMatrixWorld( true ); + + 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 unreckognized bindMode: ' + this.bindMode ); + + } + +}; + +THREE.SkinnedMesh.prototype.clone = function( object ) { + + if ( object === undefined ) { + + object = new THREE.SkinnedMesh( this.geometry, this.material, this.useVertexTexture ); + + } + + THREE.Mesh.prototype.clone.call( this, object ); + + return object; + +}; + + +// 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, this.geometry.morphTargets.length - 1 ); + +}; + +THREE.MorphAnimMesh.prototype = Object.create( THREE.Mesh.prototype ); + +THREE.MorphAnimMesh.prototype.setFrameRange = function ( start, end ) { + + this.startKeyframe = start; + this.endKeyframe = end; + + this.length = this.endKeyframe - this.startKeyframe + 1; + +}; + +THREE.MorphAnimMesh.prototype.setDirectionForward = function () { + + this.direction = 1; + this.directionBackwards = false; + +}; + +THREE.MorphAnimMesh.prototype.setDirectionBackward = function () { + + this.direction = - 1; + this.directionBackwards = true; + +}; + +THREE.MorphAnimMesh.prototype.parseAnimations = function () { + + var geometry = this.geometry; + + if ( ! geometry.animations ) geometry.animations = {}; + + var firstAnimation, animations = geometry.animations; + + var pattern = /([a-z]+)_?(\d+)/; + + for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) { + + var morph = geometry.morphTargets[ i ]; + var parts = morph.name.match( pattern ); + + if ( parts && parts.length > 1 ) { + + var label = parts[ 1 ]; + var num = parts[ 2 ]; + + if ( ! animations[ label ] ) animations[ label ] = { start: Infinity, end: - Infinity }; + + var animation = animations[ label ]; + + if ( i < animation.start ) animation.start = i; + if ( i > animation.end ) animation.end = i; + + if ( ! firstAnimation ) firstAnimation = label; + + } + + } + + geometry.firstAnimation = firstAnimation; + +}; + +THREE.MorphAnimMesh.prototype.setAnimationLabel = function ( label, start, end ) { + + if ( ! this.geometry.animations ) this.geometry.animations = {}; + + this.geometry.animations[ label ] = { start: start, end: end }; + +}; + +THREE.MorphAnimMesh.prototype.playAnimation = function ( label, fps ) { + + var animation = this.geometry.animations[ label ]; + + if ( animation ) { + + this.setFrameRange( animation.start, animation.end ); + this.duration = 1000 * ( ( animation.end - animation.start ) / fps ); + this.time = 0; + + } else { + + console.warn( 'animation[' + label + '] undefined' ); + + } + +}; + +THREE.MorphAnimMesh.prototype.updateAnimation = function ( delta ) { + + var frameTime = this.duration / this.length; + + this.time += this.direction * delta; + + if ( this.mirroredLoop ) { + + if ( this.time > this.duration || this.time < 0 ) { + + this.direction *= - 1; + + if ( this.time > this.duration ) { + + this.time = this.duration; + this.directionBackwards = true; + + } + + if ( this.time < 0 ) { + + this.time = 0; + this.directionBackwards = false; + + } + + } + + } else { + + this.time = this.time % this.duration; + + if ( this.time < 0 ) this.time += this.duration; + + } + + var keyframe = this.startKeyframe + THREE.Math.clamp( Math.floor( this.time / frameTime ), 0, this.length - 1 ); + + if ( keyframe !== this.currentKeyframe ) { + + this.morphTargetInfluences[ this.lastKeyframe ] = 0; + this.morphTargetInfluences[ this.currentKeyframe ] = 1; + + this.morphTargetInfluences[ keyframe ] = 0; + + this.lastKeyframe = this.currentKeyframe; + this.currentKeyframe = keyframe; + + } + + var mix = ( this.time % frameTime ) / frameTime; + + if ( this.directionBackwards ) { + + mix = 1 - mix; + + } + + this.morphTargetInfluences[ this.currentKeyframe ] = mix; + this.morphTargetInfluences[ this.lastKeyframe ] = 1 - mix; + +}; + +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 ( object ) { + + if ( object === undefined ) object = new THREE.MorphAnimMesh( this.geometry, this.material ); + + object.duration = this.duration; + object.mirroredLoop = this.mirroredLoop; + object.time = this.time; + + object.lastKeyframe = this.lastKeyframe; + object.currentKeyframe = this.currentKeyframe; + + object.direction = this.direction; + object.directionBackwards = this.directionBackwards; + + THREE.Mesh.prototype.clone.call( this, object ); + + return object; + +}; + +// 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 ); + + this.objects = []; + +}; + + +THREE.LOD.prototype = Object.create( THREE.Object3D.prototype ); + +THREE.LOD.prototype.addLevel = function ( object, distance ) { + + if ( distance === undefined ) distance = 0; + + distance = Math.abs( distance ); + + for ( var l = 0; l < this.objects.length; l ++ ) { + + if ( distance < this.objects[ l ].distance ) { + + break; + + } + + } + + this.objects.splice( l, 0, { distance: distance, object: object } ); + this.add( object ); + +}; + +THREE.LOD.prototype.getObjectForDistance = function ( distance ) { + + for ( var i = 1, l = this.objects.length; i < l; i ++ ) { + + if ( distance < this.objects[ i ].distance ) { + + break; + + } + + } + + return this.objects[ i - 1 ].object; + +}; + +THREE.LOD.prototype.raycast = ( function () { + + var matrixPosition = new THREE.Vector3(); + + return function ( 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 ( camera ) { + + if ( this.objects.length > 1 ) { + + v1.setFromMatrixPosition( camera.matrixWorld ); + v2.setFromMatrixPosition( this.matrixWorld ); + + var distance = v1.distanceTo( v2 ); + + this.objects[ 0 ].object.visible = true; + + for ( var i = 1, l = this.objects.length; i < l; i ++ ) { + + if ( distance >= this.objects[ i ].distance ) { + + this.objects[ i - 1 ].object.visible = false; + this.objects[ i ].object.visible = true; + + } else { + + break; + + } + + } + + for ( ; i < l; i ++ ) { + + this.objects[ i ].object.visible = false; + + } + + } + + }; + +}(); + +THREE.LOD.prototype.clone = function ( object ) { + + if ( object === undefined ) object = new THREE.LOD(); + + THREE.Object3D.prototype.clone.call( this, object ); + + for ( var i = 0, l = this.objects.length; i < l; i ++ ) { + var x = this.objects[ i ].object.clone(); + x.visible = i === 0; + object.addLevel( x, this.objects[ i ].distance ); + } + + return object; + +}; + +// 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 ( 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.raycast = ( function () { + + var matrixPosition = new THREE.Vector3(); + + return function ( raycaster, intersects ) { + + matrixPosition.setFromMatrixPosition( this.matrixWorld ); + + var distance = raycaster.ray.distanceToPoint( matrixPosition ); + + if ( distance > this.scale.x ) { + + return; + + } + + intersects.push( { + + distance: distance, + point: this.position, + face: null, + object: this + + } ); + + }; + +}() ); + +THREE.Sprite.prototype.clone = function ( object ) { + + if ( object === undefined ) object = new THREE.Sprite( this.material ); + + THREE.Object3D.prototype.clone.call( this, object ); + + return object; + +}; + +// 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 ); + + +/* + * 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 ontop z = 1 is back + scale: 1, // scale + rotation: 1, // rotation + opacity: opacity, // opacity + color: color, // color + blending: blending // blending + } ); + +}; + +/* + * Update lens flares update positions on all flares based on the screen position + * Set myLensFlare.customUpdateCallback to alter the flares in your project specific way. + */ + +THREE.LensFlare.prototype.updateLensFlares = function () { + + var f, fl = this.lensFlares.length; + var flare; + var vecX = - this.positionScreen.x * 2; + var vecY = - this.positionScreen.y * 2; + + for( f = 0; f < fl; f ++ ) { + + flare = this.lensFlares[ f ]; + + flare.x = this.positionScreen.x + vecX * flare.distance; + flare.y = this.positionScreen.y + vecY * flare.distance; + + flare.wantedRotation = flare.x * Math.PI * 0.25; + flare.rotation += ( flare.wantedRotation - flare.rotation ) * 0.25; + + } + +}; + + +// 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.clone = function ( object ) { + + if ( object === undefined ) object = new THREE.Scene(); + + THREE.Object3D.prototype.clone.call( this, object ); + + if ( this.fog !== null ) object.fog = this.fog.clone(); + if ( this.overrideMaterial !== null ) object.overrideMaterial = this.overrideMaterial.clone(); + + object.autoUpdate = this.autoUpdate; + object.matrixAutoUpdate = this.matrixAutoUpdate; + + return object; + +}; + +// 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/alphatest_fragment.glsl + +THREE.ShaderChunk[ 'alphatest_fragment'] = "#ifdef ALPHATEST\n\n if ( gl_FragColor.a < ALPHATEST ) discard;\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\ntransformedNormal = normalize( transformedNormal );\n\n#if MAX_DIR_LIGHTS > 0\n\nfor( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\n\n vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\n vec3 dirVector = normalize( lDirection.xyz );\n\n float dotProduct = dot( transformedNormal, dirVector );\n vec3 directionalLightWeighting = vec3( max( dotProduct, 0.0 ) );\n\n #ifdef DOUBLE_SIDED\n\n vec3 directionalLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n\n #ifdef WRAP_AROUND\n\n vec3 directionalLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n\n #endif\n\n #endif\n\n #ifdef WRAP_AROUND\n\n vec3 directionalLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\n directionalLightWeighting = mix( directionalLightWeighting, directionalLightWeightingHalf, wrapRGB );\n\n #ifdef DOUBLE_SIDED\n\n directionalLightWeightingBack = mix( directionalLightWeightingBack, directionalLightWeightingHalfBack, wrapRGB );\n\n #endif\n\n #endif\n\n vLightFront += directionalLightColor[ i ] * directionalLightWeighting;\n\n #ifdef DOUBLE_SIDED\n\n vLightBack += directionalLightColor[ i ] * directionalLightWeightingBack;\n\n #endif\n\n}\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n\n vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\n vec3 lVector = lPosition.xyz - mvPosition.xyz;\n\n float lDistance = 1.0;\n if ( pointLightDistance[ i ] > 0.0 )\n lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\n\n lVector = normalize( lVector );\n float dotProduct = dot( transformedNormal, lVector );\n\n vec3 pointLightWeighting = vec3( max( dotProduct, 0.0 ) );\n\n #ifdef DOUBLE_SIDED\n\n vec3 pointLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n\n #ifdef WRAP_AROUND\n\n vec3 pointLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n\n #endif\n\n #endif\n\n #ifdef WRAP_AROUND\n\n vec3 pointLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\n pointLightWeighting = mix( pointLightWeighting, pointLightWeightingHalf, wrapRGB );\n\n #ifdef DOUBLE_SIDED\n\n pointLightWeightingBack = mix( pointLightWeightingBack, pointLightWeightingHalfBack, wrapRGB );\n\n #endif\n\n #endif\n\n vLightFront += pointLightColor[ i ] * pointLightWeighting * lDistance;\n\n #ifdef DOUBLE_SIDED\n\n vLightBack += pointLightColor[ i ] * pointLightWeightingBack * lDistance;\n\n #endif\n\n }\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n for( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\n\n vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\n vec3 lVector = lPosition.xyz - mvPosition.xyz;\n\n float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - worldPosition.xyz ) );\n\n if ( spotEffect > spotLightAngleCos[ i ] ) {\n\n spotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );\n\n float lDistance = 1.0;\n if ( spotLightDistance[ i ] > 0.0 )\n lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );\n\n lVector = normalize( lVector );\n\n float dotProduct = dot( transformedNormal, lVector );\n vec3 spotLightWeighting = vec3( max( dotProduct, 0.0 ) );\n\n #ifdef DOUBLE_SIDED\n\n vec3 spotLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n\n #ifdef WRAP_AROUND\n\n vec3 spotLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n\n #endif\n\n #endif\n\n #ifdef WRAP_AROUND\n\n vec3 spotLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\n spotLightWeighting = mix( spotLightWeighting, spotLightWeightingHalf, wrapRGB );\n\n #ifdef DOUBLE_SIDED\n\n spotLightWeightingBack = mix( spotLightWeightingBack, spotLightWeightingHalfBack, wrapRGB );\n\n #endif\n\n #endif\n\n vLightFront += spotLightColor[ i ] * spotLightWeighting * lDistance * spotEffect;\n\n #ifdef DOUBLE_SIDED\n\n vLightBack += spotLightColor[ i ] * spotLightWeightingBack * lDistance * spotEffect;\n\n #endif\n\n }\n\n }\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\n\n vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );\n vec3 lVector = normalize( lDirection.xyz );\n\n float dotProduct = dot( transformedNormal, lVector );\n\n float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\n float hemiDiffuseWeightBack = -0.5 * dotProduct + 0.5;\n\n vLightFront += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\n\n #ifdef DOUBLE_SIDED\n\n vLightBack += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeightBack );\n\n #endif\n\n }\n\n#endif\n\nvLightFront = vLightFront * diffuse + ambient * ambientLightColor + emissive;\n\n#ifdef DOUBLE_SIDED\n\n vLightBack = vLightBack * diffuse + ambient * ambientLightColor + emissive;\n\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/map_particle_pars_fragment.glsl + +THREE.ShaderChunk[ 'map_particle_pars_fragment'] = "#ifdef USE_MAP\n\n uniform sampler2D map;\n\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/default_vertex.glsl + +THREE.ShaderChunk[ 'default_vertex'] = "vec4 mvPosition;\n\n#ifdef USE_SKINNING\n\n mvPosition = modelViewMatrix * skinned;\n\n#endif\n\n#if !defined( USE_SKINNING ) && defined( USE_MORPHTARGETS )\n\n mvPosition = modelViewMatrix * vec4( morphed, 1.0 );\n\n#endif\n\n#if !defined( USE_SKINNING ) && ! defined( USE_MORPHTARGETS )\n\n mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\n#endif\n\ngl_Position = projectionMatrix * mvPosition;"; + +// File:src/renderers/shaders/ShaderChunk/map_pars_fragment.glsl + +THREE.ShaderChunk[ 'map_pars_fragment'] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP )\n\n varying vec2 vUv;\n\n#endif\n\n#ifdef USE_MAP\n\n uniform sampler2D map;\n\n#endif"; + +// 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/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/lightmap_pars_vertex.glsl + +THREE.ShaderChunk[ 'lightmap_pars_vertex'] = "#ifdef USE_LIGHTMAP\n\n varying vec2 vUv2;\n\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/lights_phong_fragment.glsl + +THREE.ShaderChunk[ 'lights_phong_fragment'] = "vec3 normal = normalize( vNormal );\nvec3 viewPosition = normalize( vViewPosition );\n\n#ifdef DOUBLE_SIDED\n\n normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );\n\n#endif\n\n#ifdef USE_NORMALMAP\n\n normal = perturbNormal2Arb( -vViewPosition, normal );\n\n#elif defined( USE_BUMPMAP )\n\n normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n vec3 pointDiffuse = vec3( 0.0 );\n vec3 pointSpecular = vec3( 0.0 );\n\n for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n\n vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\n vec3 lVector = lPosition.xyz + vViewPosition.xyz;\n\n float lDistance = 1.0;\n if ( pointLightDistance[ i ] > 0.0 )\n lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\n\n lVector = normalize( lVector );\n\n // diffuse\n\n float dotProduct = dot( normal, lVector );\n\n #ifdef WRAP_AROUND\n\n float pointDiffuseWeightFull = max( dotProduct, 0.0 );\n float pointDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\n\n vec3 pointDiffuseWeight = mix( vec3( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );\n\n #else\n\n float pointDiffuseWeight = max( dotProduct, 0.0 );\n\n #endif\n\n pointDiffuse += diffuse * pointLightColor[ i ] * pointDiffuseWeight * lDistance;\n\n // specular\n\n vec3 pointHalfVector = normalize( lVector + viewPosition );\n float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );\n float pointSpecularWeight = specularStrength * max( pow( pointDotNormalHalf, shininess ), 0.0 );\n\n float specularNormalization = ( shininess + 2.0 ) / 8.0;\n\n vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, pointHalfVector ), 0.0 ), 5.0 );\n pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance * specularNormalization;\n\n }\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n vec3 spotDiffuse = vec3( 0.0 );\n vec3 spotSpecular = vec3( 0.0 );\n\n for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\n\n vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\n vec3 lVector = lPosition.xyz + vViewPosition.xyz;\n\n float lDistance = 1.0;\n if ( spotLightDistance[ i ] > 0.0 )\n lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );\n\n lVector = normalize( lVector );\n\n float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );\n\n if ( spotEffect > spotLightAngleCos[ i ] ) {\n\n spotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );\n\n // diffuse\n\n float dotProduct = dot( normal, lVector );\n\n #ifdef WRAP_AROUND\n\n float spotDiffuseWeightFull = max( dotProduct, 0.0 );\n float spotDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\n\n vec3 spotDiffuseWeight = mix( vec3( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );\n\n #else\n\n float spotDiffuseWeight = max( dotProduct, 0.0 );\n\n #endif\n\n spotDiffuse += diffuse * spotLightColor[ i ] * spotDiffuseWeight * lDistance * spotEffect;\n\n // specular\n\n vec3 spotHalfVector = normalize( lVector + viewPosition );\n float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );\n float spotSpecularWeight = specularStrength * max( pow( spotDotNormalHalf, shininess ), 0.0 );\n\n float specularNormalization = ( shininess + 2.0 ) / 8.0;\n\n vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, spotHalfVector ), 0.0 ), 5.0 );\n spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * specularNormalization * spotEffect;\n\n }\n\n }\n\n#endif\n\n#if MAX_DIR_LIGHTS > 0\n\n vec3 dirDiffuse = vec3( 0.0 );\n vec3 dirSpecular = vec3( 0.0 );\n\n for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\n\n vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\n vec3 dirVector = normalize( lDirection.xyz );\n\n // diffuse\n\n float dotProduct = dot( normal, dirVector );\n\n #ifdef WRAP_AROUND\n\n float dirDiffuseWeightFull = max( dotProduct, 0.0 );\n float dirDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\n\n vec3 dirDiffuseWeight = mix( vec3( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), wrapRGB );\n\n #else\n\n float dirDiffuseWeight = max( dotProduct, 0.0 );\n\n #endif\n\n dirDiffuse += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;\n\n // specular\n\n vec3 dirHalfVector = normalize( dirVector + viewPosition );\n float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );\n float dirSpecularWeight = specularStrength * max( pow( dirDotNormalHalf, shininess ), 0.0 );\n\n /*\n // fresnel term from skin shader\n const float F0 = 0.128;\n\n float base = 1.0 - dot( viewPosition, dirHalfVector );\n float exponential = pow( base, 5.0 );\n\n float fresnel = exponential + F0 * ( 1.0 - exponential );\n */\n\n /*\n // fresnel term from fresnel shader\n const float mFresnelBias = 0.08;\n const float mFresnelScale = 0.3;\n const float mFresnelPower = 5.0;\n\n float fresnel = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( -viewPosition ), normal ), mFresnelPower );\n */\n\n float specularNormalization = ( shininess + 2.0 ) / 8.0;\n\n // dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization * fresnel;\n\n vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( dirVector, dirHalfVector ), 0.0 ), 5.0 );\n dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;\n\n\n }\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n vec3 hemiDiffuse = vec3( 0.0 );\n vec3 hemiSpecular = vec3( 0.0 );\n\n for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\n\n vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );\n vec3 lVector = normalize( lDirection.xyz );\n\n // diffuse\n\n float dotProduct = dot( normal, lVector );\n float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\n\n vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\n\n hemiDiffuse += diffuse * hemiColor;\n\n // specular (sky light)\n\n vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );\n float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;\n float hemiSpecularWeightSky = specularStrength * max( pow( max( hemiDotNormalHalfSky, 0.0 ), shininess ), 0.0 );\n\n // specular (ground light)\n\n vec3 lVectorGround = -lVector;\n\n vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );\n float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;\n float hemiSpecularWeightGround = specularStrength * max( pow( max( hemiDotNormalHalfGround, 0.0 ), shininess ), 0.0 );\n\n float dotProductGround = dot( normal, lVectorGround );\n\n float specularNormalization = ( shininess + 2.0 ) / 8.0;\n\n vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, hemiHalfVectorSky ), 0.0 ), 5.0 );\n vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 0.0 ), 5.0 );\n hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );\n\n }\n\n#endif\n\nvec3 totalDiffuse = vec3( 0.0 );\nvec3 totalSpecular = vec3( 0.0 );\n\n#if MAX_DIR_LIGHTS > 0\n\n totalDiffuse += dirDiffuse;\n totalSpecular += dirSpecular;\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n totalDiffuse += hemiDiffuse;\n totalSpecular += hemiSpecular;\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n totalDiffuse += pointDiffuse;\n totalSpecular += pointSpecular;\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n totalDiffuse += spotDiffuse;\n totalSpecular += spotSpecular;\n\n#endif\n\n#ifdef METAL\n\n gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient + totalSpecular );\n\n#else\n\n gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient ) + totalSpecular;\n\n#endif"; + +// 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/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/envmap_pars_fragment.glsl + +THREE.ShaderChunk[ 'envmap_pars_fragment'] = "#ifdef USE_ENVMAP\n\n uniform float reflectivity;\n uniform samplerCube envMap;\n uniform float flipEnvMap;\n uniform int combine;\n\n #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\n uniform bool useRefract;\n uniform float refractionRatio;\n\n #else\n\n varying vec3 vReflect;\n\n #endif\n\n#endif"; + +// 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/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/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/lightmap_pars_fragment.glsl + +THREE.ShaderChunk[ 'lightmap_pars_fragment'] = "#ifdef USE_LIGHTMAP\n\n varying vec2 vUv2;\n uniform sampler2D lightMap;\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/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/map_fragment.glsl + +THREE.ShaderChunk[ 'map_fragment'] = "#ifdef USE_MAP\n\n vec4 texelColor = texture2D( map, vUv );\n\n #ifdef GAMMA_INPUT\n\n texelColor.xyz *= texelColor.xyz;\n\n #endif\n\n gl_FragColor = gl_FragColor * texelColor;\n\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/lightmap_vertex.glsl + +THREE.ShaderChunk[ 'lightmap_vertex'] = "#ifdef USE_LIGHTMAP\n\n vUv2 = uv2;\n\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/map_particle_fragment.glsl + +THREE.ShaderChunk[ 'map_particle_fragment'] = "#ifdef USE_MAP\n\n gl_FragColor = gl_FragColor * texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) );\n\n#endif"; + +// 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_vertex.glsl + +THREE.ShaderChunk[ 'color_vertex'] = "#ifdef USE_COLOR\n\n #ifdef GAMMA_INPUT\n\n vColor = color * color;\n\n #else\n\n vColor = color;\n\n #endif\n\n#endif"; + +// 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/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 uniform bool useRefract;\n\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/linear_to_gamma_fragment.glsl + +THREE.ShaderChunk[ 'linear_to_gamma_fragment'] = "#ifdef GAMMA_OUTPUT\n\n gl_FragColor.xyz = sqrt( gl_FragColor.xyz );\n\n#endif"; + +// 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/lights_lambert_pars_vertex.glsl + +THREE.ShaderChunk[ 'lights_lambert_pars_vertex'] = "uniform vec3 ambient;\nuniform vec3 diffuse;\nuniform vec3 emissive;\n\nuniform vec3 ambientLightColor;\n\n#if MAX_DIR_LIGHTS > 0\n\n uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\n uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\n uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\n uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\n uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n uniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\n uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\n uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\n uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\n uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n\n#endif\n\n#ifdef WRAP_AROUND\n\n uniform vec3 wrapRGB;\n\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/map_pars_vertex.glsl + +THREE.ShaderChunk[ 'map_pars_vertex'] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP )\n\n varying vec2 vUv;\n uniform vec4 offsetRepeat;\n\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/envmap_fragment.glsl + +THREE.ShaderChunk[ 'envmap_fragment'] = "#ifdef USE_ENVMAP\n\n vec3 reflectVec;\n\n #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\n vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\n // http://en.wikibooks.org/wiki/GLSL_Programming/Applying_Matrix_Transformations\n // Transforming Normal Vectors with the Inverse Transformation\n\n vec3 worldNormal = normalize( vec3( vec4( normal, 0.0 ) * viewMatrix ) );\n\n if ( useRefract ) {\n\n reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n\n } else { \n\n reflectVec = reflect( cameraToVertex, worldNormal );\n\n }\n\n #else\n\n reflectVec = vReflect;\n\n #endif\n\n #ifdef DOUBLE_SIDED\n\n float flipNormal = ( -1.0 + 2.0 * float( gl_FrontFacing ) );\n vec4 cubeColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\n #else\n\n vec4 cubeColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\n #endif\n\n #ifdef GAMMA_INPUT\n\n cubeColor.xyz *= cubeColor.xyz;\n\n #endif\n\n if ( combine == 1 ) {\n\n gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularStrength * reflectivity );\n\n } else if ( combine == 2 ) {\n\n gl_FragColor.xyz += cubeColor.xyz * specularStrength * reflectivity;\n\n } else {\n\n gl_FragColor.xyz = mix( gl_FragColor.xyz, gl_FragColor.xyz * cubeColor.xyz, specularStrength * reflectivity );\n\n }\n\n#endif"; + +// 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/logdepthbuf_vertex.glsl + +THREE.ShaderChunk[ 'logdepthbuf_vertex'] = "#ifdef USE_LOGDEPTHBUF\n\n gl_Position.z = log2(max(1e-6, gl_Position.w + 1.0)) * logDepthBufFC;\n\n #ifdef USE_LOGDEPTHBUF_EXT\n\n vFragDepth = 1.0 + gl_Position.w;\n\n#else\n\n gl_Position.z = (gl_Position.z - 1.0) * gl_Position.w;\n\n #endif\n\n#endif"; + +// 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/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/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 const float LOG2 = 1.442695;\n float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );\n fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );\n\n #else\n\n float fogFactor = smoothstep( fogNear, fogFar, depth );\n\n #endif\n \n gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );\n\n#endif"; + +// 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"; + +// File:src/renderers/shaders/ShaderChunk/defaultnormal_vertex.glsl + +THREE.ShaderChunk[ 'defaultnormal_vertex'] = "vec3 objectNormal;\n\n#ifdef USE_SKINNING\n\n objectNormal = skinnedNormal.xyz;\n\n#endif\n\n#if !defined( USE_SKINNING ) && defined( USE_MORPHNORMALS )\n\n objectNormal = morphedNormal;\n\n#endif\n\n#if !defined( USE_SKINNING ) && ! defined( USE_MORPHNORMALS )\n\n objectNormal = normal;\n\n#endif\n\n#ifdef FLIP_SIDED\n\n objectNormal = -objectNormal;\n\n#endif\n\nvec3 transformedNormal = normalMatrix * objectNormal;"; + +// 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\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\n uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\n uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\n uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\n uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n\n uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )\n\n varying vec3 vWorldPosition;\n\n#endif\n\n#ifdef WRAP_AROUND\n\n uniform vec3 wrapRGB;\n\n#endif\n\nvarying vec3 vViewPosition;\nvarying vec3 vNormal;"; + +// 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/map_vertex.glsl + +THREE.ShaderChunk[ 'map_vertex'] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP )\n\n vUv = uv * offsetRepeat.zw + offsetRepeat.xy;\n\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/lightmap_fragment.glsl + +THREE.ShaderChunk[ 'lightmap_fragment'] = "#ifdef USE_LIGHTMAP\n\n gl_FragColor = gl_FragColor * texture2D( lightMap, vUv2 );\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/color_fragment.glsl + +THREE.ShaderChunk[ 'color_fragment'] = "#ifdef USE_COLOR\n\n gl_FragColor = gl_FragColor * vec4( vColor, 1.0 );\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/envmap_vertex.glsl + +THREE.ShaderChunk[ 'envmap_vertex'] = "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG )\n\n vec3 worldNormal = mat3( modelMatrix[ 0 ].xyz, modelMatrix[ 1 ].xyz, modelMatrix[ 2 ].xyz ) * objectNormal;\n worldNormal = normalize( worldNormal );\n\n vec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\n if ( useRefract ) {\n\n vReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\n } else {\n\n vReflect = reflect( cameraToVertex, worldNormal );\n\n }\n\n#endif"; + +// 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 #ifdef SHADOWMAP_CASCADE\n\n int inFrustumCount = 0;\n\n #endif\n\n float fDepth;\n vec3 shadowColor = vec3( 1.0 );\n\n for( int i = 0; i < MAX_SHADOWS; i ++ ) {\n\n vec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;\n\n // if ( something && something ) breaks ATI OpenGL shader compiler\n // if ( all( something, something ) ) using this instead\n\n bvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n bool inFrustum = all( inFrustumVec );\n\n // don't shadow pixels outside of light frustum\n // use just first frustum (for cascades)\n // don't shadow pixels behind far plane of light frustum\n\n #ifdef SHADOWMAP_CASCADE\n\n inFrustumCount += int( inFrustum );\n bvec3 frustumTestVec = bvec3( inFrustum, inFrustumCount == 1, shadowCoord.z <= 1.0 );\n\n #else\n\n bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\n #endif\n\n bool frustumTest = all( frustumTestVec );\n\n if ( frustumTest ) {\n\n shadowCoord.z += shadowBias[ i ];\n\n #if defined( SHADOWMAP_TYPE_PCF )\n\n // Percentage-close filtering\n // (9 pixel kernel)\n // http://fabiensanglard.net/shadowmappingPCF/\n\n float shadow = 0.0;\n\n /*\n // nested loops breaks shader compiler / validator on some ATI cards when using OpenGL\n // must enroll loop manually\n\n for ( float y = -1.25; y <= 1.25; y += 1.25 )\n for ( float x = -1.25; x <= 1.25; x += 1.25 ) {\n\n vec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );\n\n // doesn't seem to produce any noticeable visual difference compared to simple texture2D lookup\n //vec4 rgbaDepth = texture2DProj( shadowMap[ i ], vec4( vShadowCoord[ i ].w * ( vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy ), 0.05, vShadowCoord[ i ].w ) );\n\n float fDepth = unpackDepth( rgbaDepth );\n\n if ( fDepth < shadowCoord.z )\n shadow += 1.0;\n\n }\n\n shadow /= 9.0;\n\n */\n\n const float shadowDelta = 1.0 / 9.0;\n\n float xPixelOffset = 1.0 / shadowMapSize[ i ].x;\n float yPixelOffset = 1.0 / shadowMapSize[ i ].y;\n\n float dx0 = -1.25 * xPixelOffset;\n float dy0 = -1.25 * yPixelOffset;\n float dx1 = 1.25 * xPixelOffset;\n float dy1 = 1.25 * yPixelOffset;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );\n\n #elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\n // Percentage-close filtering\n // (9 pixel kernel)\n // http://fabiensanglard.net/shadowmappingPCF/\n\n float shadow = 0.0;\n\n float xPixelOffset = 1.0 / shadowMapSize[ i ].x;\n float yPixelOffset = 1.0 / shadowMapSize[ i ].y;\n\n float dx0 = -1.0 * xPixelOffset;\n float dy0 = -1.0 * yPixelOffset;\n float dx1 = 1.0 * xPixelOffset;\n float dy1 = 1.0 * yPixelOffset;\n\n mat3 shadowKernel;\n mat3 depthKernel;\n\n depthKernel[0][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );\n depthKernel[0][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );\n depthKernel[0][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );\n depthKernel[1][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );\n depthKernel[1][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );\n depthKernel[1][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );\n depthKernel[2][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );\n depthKernel[2][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );\n depthKernel[2][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );\n\n vec3 shadowZ = vec3( shadowCoord.z );\n shadowKernel[0] = vec3(lessThan(depthKernel[0], shadowZ ));\n shadowKernel[0] *= vec3(0.25);\n\n shadowKernel[1] = vec3(lessThan(depthKernel[1], shadowZ ));\n shadowKernel[1] *= vec3(0.25);\n\n shadowKernel[2] = vec3(lessThan(depthKernel[2], shadowZ ));\n shadowKernel[2] *= vec3(0.25);\n\n vec2 fractionalCoord = 1.0 - fract( shadowCoord.xy * shadowMapSize[i].xy );\n\n shadowKernel[0] = mix( shadowKernel[1], shadowKernel[0], fractionalCoord.x );\n shadowKernel[1] = mix( shadowKernel[2], shadowKernel[1], fractionalCoord.x );\n\n vec4 shadowValues;\n shadowValues.x = mix( shadowKernel[0][1], shadowKernel[0][0], fractionalCoord.y );\n shadowValues.y = mix( shadowKernel[0][2], shadowKernel[0][1], fractionalCoord.y );\n shadowValues.z = mix( shadowKernel[1][1], shadowKernel[1][0], fractionalCoord.y );\n shadowValues.w = mix( shadowKernel[1][2], shadowKernel[1][1], fractionalCoord.y );\n\n shadow = dot( shadowValues, vec4( 1.0 ) );\n\n shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );\n\n #else\n\n vec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );\n float fDepth = unpackDepth( rgbaDepth );\n\n if ( fDepth < shadowCoord.z )\n\n // spot with multiple shadows is darker\n\n shadowColor = shadowColor * vec3( 1.0 - shadowDarkness[ i ] );\n\n // spot with multiple shadows has the same color as single shadow spot\n\n // shadowColor = min( shadowColor, vec3( shadowDarkness[ i ] ) );\n\n #endif\n\n }\n\n\n #ifdef SHADOWMAP_DEBUG\n\n #ifdef SHADOWMAP_CASCADE\n\n if ( inFrustum && inFrustumCount == 1 ) gl_FragColor.xyz *= frustumColors[ i ];\n\n #else\n\n if ( inFrustum ) gl_FragColor.xyz *= frustumColors[ i ];\n\n #endif\n\n #endif\n\n }\n\n #ifdef GAMMA_OUTPUT\n\n shadowColor *= shadowColor;\n\n #endif\n\n gl_FragColor.xyz = gl_FragColor.xyz * shadowColor;\n\n#endif\n"; + +// 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 #endif\n\n #if defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )\n\n vec4 worldPosition = modelMatrix * vec4( morphed, 1.0 );\n\n #endif\n\n #if ! defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )\n\n vec4 worldPosition = modelMatrix * vec4( position, 1.0 );\n\n #endif\n\n#endif"; + +// 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/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/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 #extension GL_EXT_frag_depth : enable\n varying float vFragDepth;\n\n #endif\n\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/alphamap_fragment.glsl + +THREE.ShaderChunk[ 'alphamap_fragment'] = "#ifdef USE_ALPHAMAP\n\n gl_FragColor.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/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.Matrix4 || + parameter_src instanceof THREE.Texture ) { + + uniforms_dst[ u ][ p ] = parameter_src.clone(); + + } else if ( parameter_src instanceof Array ) { + + uniforms_dst[ u ][ p ] = parameter_src.slice(); + + } else { + + uniforms_dst[ u ][ p ] = parameter_src; + + } + + } + + } + + return uniforms_dst; + + } + +}; + +// 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 ) }, + + "lightMap" : { type: "t", value: null }, + "specularMap" : { type: "t", value: null }, + "alphaMap" : { type: "t", value: null }, + + "envMap" : { type: "t", value: null }, + "flipEnvMap" : { type: "f", value: - 1 }, + "useRefract" : { type: "i", value: 0 }, + "reflectivity" : { type: "f", value: 1.0 }, + "refractionRatio" : { type: "f", value: 0.98 }, + "combine" : { type: "i", value: 0 }, + + "morphTargetInfluences" : { type: "f", value: 0 } + + }, + + bump: { + + "bumpMap" : { type: "t", value: 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: [] }, + + "spotLightColor" : { type: "fv", value: [] }, + "spotLightPosition" : { type: "fv", value: [] }, + "spotLightDirection" : { type: "fv", value: [] }, + "spotLightDistance" : { type: "fv1", value: [] }, + "spotLightAngleCos" : { type: "fv1", value: [] }, + "spotLightExponent" : { type: "fv1", value: [] } + + }, + + particle: { + + "psColor" : { type: "c", value: new THREE.Color( 0xeeeeee ) }, + "opacity" : { type: "f", value: 1.0 }, + "size" : { type: "f", value: 1.0 }, + "scale" : { type: "f", value: 1.0 }, + "map" : { type: "t", value: null }, + + "fogDensity" : { type: "f", value: 0.00025 }, + "fogNear" : { type: "f", value: 1 }, + "fogFar" : { type: "f", value: 2000 }, + "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) } + + }, + + shadowmap: { + + "shadowMap": { type: "tv", value: [] }, + "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[ "fog" ], + THREE.UniformsLib[ "shadowmap" ] + + ] ), + + vertexShader: [ + + THREE.ShaderChunk[ "map_pars_vertex" ], + THREE.ShaderChunk[ "lightmap_pars_vertex" ], + THREE.ShaderChunk[ "envmap_pars_vertex" ], + THREE.ShaderChunk[ "color_pars_vertex" ], + THREE.ShaderChunk[ "morphtarget_pars_vertex" ], + THREE.ShaderChunk[ "skinning_pars_vertex" ], + THREE.ShaderChunk[ "shadowmap_pars_vertex" ], + THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ], + + "void main() {", + + THREE.ShaderChunk[ "map_vertex" ], + THREE.ShaderChunk[ "lightmap_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[ "color_pars_fragment" ], + THREE.ShaderChunk[ "map_pars_fragment" ], + THREE.ShaderChunk[ "alphamap_pars_fragment" ], + THREE.ShaderChunk[ "lightmap_pars_fragment" ], + THREE.ShaderChunk[ "envmap_pars_fragment" ], + THREE.ShaderChunk[ "fog_pars_fragment" ], + THREE.ShaderChunk[ "shadowmap_pars_fragment" ], + THREE.ShaderChunk[ "specularmap_pars_fragment" ], + THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ], + + "void main() {", + + " gl_FragColor = vec4( diffuse, opacity );", + + THREE.ShaderChunk[ "logdepthbuf_fragment" ], + THREE.ShaderChunk[ "map_fragment" ], + THREE.ShaderChunk[ "alphamap_fragment" ], + THREE.ShaderChunk[ "alphatest_fragment" ], + THREE.ShaderChunk[ "specularmap_fragment" ], + THREE.ShaderChunk[ "lightmap_fragment" ], + THREE.ShaderChunk[ "color_fragment" ], + THREE.ShaderChunk[ "envmap_fragment" ], + THREE.ShaderChunk[ "shadowmap_fragment" ], + + THREE.ShaderChunk[ "linear_to_gamma_fragment" ], + + THREE.ShaderChunk[ "fog_fragment" ], + + "}" + + ].join("\n") + + }, + + 'lambert': { + + uniforms: THREE.UniformsUtils.merge( [ + + THREE.UniformsLib[ "common" ], + THREE.UniformsLib[ "fog" ], + THREE.UniformsLib[ "lights" ], + THREE.UniformsLib[ "shadowmap" ], + + { + "ambient" : { type: "c", value: new THREE.Color( 0xffffff ) }, + "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) }, + "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) } + } + + ] ), + + vertexShader: [ + + "#define LAMBERT", + + "varying vec3 vLightFront;", + + "#ifdef DOUBLE_SIDED", + + " varying vec3 vLightBack;", + + "#endif", + + THREE.ShaderChunk[ "map_pars_vertex" ], + THREE.ShaderChunk[ "lightmap_pars_vertex" ], + THREE.ShaderChunk[ "envmap_pars_vertex" ], + THREE.ShaderChunk[ "lights_lambert_pars_vertex" ], + THREE.ShaderChunk[ "color_pars_vertex" ], + THREE.ShaderChunk[ "morphtarget_pars_vertex" ], + THREE.ShaderChunk[ "skinning_pars_vertex" ], + THREE.ShaderChunk[ "shadowmap_pars_vertex" ], + THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ], + + "void main() {", + + THREE.ShaderChunk[ "map_vertex" ], + THREE.ShaderChunk[ "lightmap_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 float opacity;", + + "varying vec3 vLightFront;", + + "#ifdef DOUBLE_SIDED", + + " varying vec3 vLightBack;", + + "#endif", + + THREE.ShaderChunk[ "color_pars_fragment" ], + THREE.ShaderChunk[ "map_pars_fragment" ], + THREE.ShaderChunk[ "alphamap_pars_fragment" ], + THREE.ShaderChunk[ "lightmap_pars_fragment" ], + THREE.ShaderChunk[ "envmap_pars_fragment" ], + THREE.ShaderChunk[ "fog_pars_fragment" ], + THREE.ShaderChunk[ "shadowmap_pars_fragment" ], + THREE.ShaderChunk[ "specularmap_pars_fragment" ], + THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ], + + "void main() {", + + " gl_FragColor = vec4( vec3( 1.0 ), opacity );", + + THREE.ShaderChunk[ "logdepthbuf_fragment" ], + THREE.ShaderChunk[ "map_fragment" ], + THREE.ShaderChunk[ "alphamap_fragment" ], + THREE.ShaderChunk[ "alphatest_fragment" ], + THREE.ShaderChunk[ "specularmap_fragment" ], + + " #ifdef DOUBLE_SIDED", + + //"float isFront = float( gl_FrontFacing );", + //"gl_FragColor.xyz *= isFront * vLightFront + ( 1.0 - isFront ) * vLightBack;", + + " if ( gl_FrontFacing )", + " gl_FragColor.xyz *= vLightFront;", + " else", + " gl_FragColor.xyz *= vLightBack;", + + " #else", + + " gl_FragColor.xyz *= vLightFront;", + + " #endif", + + THREE.ShaderChunk[ "lightmap_fragment" ], + THREE.ShaderChunk[ "color_fragment" ], + THREE.ShaderChunk[ "envmap_fragment" ], + THREE.ShaderChunk[ "shadowmap_fragment" ], + + THREE.ShaderChunk[ "linear_to_gamma_fragment" ], + + THREE.ShaderChunk[ "fog_fragment" ], + + "}" + + ].join("\n") + + }, + + 'phong': { + + uniforms: THREE.UniformsUtils.merge( [ + + THREE.UniformsLib[ "common" ], + THREE.UniformsLib[ "bump" ], + THREE.UniformsLib[ "normalmap" ], + THREE.UniformsLib[ "fog" ], + THREE.UniformsLib[ "lights" ], + THREE.UniformsLib[ "shadowmap" ], + + { + "ambient" : { type: "c", value: new THREE.Color( 0xffffff ) }, + "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) }, + "specular" : { type: "c", value: new THREE.Color( 0x111111 ) }, + "shininess": { type: "f", value: 30 }, + "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) } + } + + ] ), + + vertexShader: [ + + "#define PHONG", + + "varying vec3 vViewPosition;", + "varying vec3 vNormal;", + + THREE.ShaderChunk[ "map_pars_vertex" ], + THREE.ShaderChunk[ "lightmap_pars_vertex" ], + THREE.ShaderChunk[ "envmap_pars_vertex" ], + THREE.ShaderChunk[ "lights_phong_pars_vertex" ], + THREE.ShaderChunk[ "color_pars_vertex" ], + THREE.ShaderChunk[ "morphtarget_pars_vertex" ], + THREE.ShaderChunk[ "skinning_pars_vertex" ], + THREE.ShaderChunk[ "shadowmap_pars_vertex" ], + THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ], + + "void main() {", + + THREE.ShaderChunk[ "map_vertex" ], + THREE.ShaderChunk[ "lightmap_vertex" ], + THREE.ShaderChunk[ "color_vertex" ], + + THREE.ShaderChunk[ "morphnormal_vertex" ], + THREE.ShaderChunk[ "skinbase_vertex" ], + THREE.ShaderChunk[ "skinnormal_vertex" ], + THREE.ShaderChunk[ "defaultnormal_vertex" ], + + " vNormal = normalize( transformedNormal );", + + 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 float opacity;", + + "uniform vec3 ambient;", + "uniform vec3 emissive;", + "uniform vec3 specular;", + "uniform float shininess;", + + THREE.ShaderChunk[ "color_pars_fragment" ], + THREE.ShaderChunk[ "map_pars_fragment" ], + THREE.ShaderChunk[ "alphamap_pars_fragment" ], + THREE.ShaderChunk[ "lightmap_pars_fragment" ], + THREE.ShaderChunk[ "envmap_pars_fragment" ], + THREE.ShaderChunk[ "fog_pars_fragment" ], + THREE.ShaderChunk[ "lights_phong_pars_fragment" ], + THREE.ShaderChunk[ "shadowmap_pars_fragment" ], + THREE.ShaderChunk[ "bumpmap_pars_fragment" ], + THREE.ShaderChunk[ "normalmap_pars_fragment" ], + THREE.ShaderChunk[ "specularmap_pars_fragment" ], + THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ], + + "void main() {", + + " gl_FragColor = vec4( vec3( 1.0 ), opacity );", + + THREE.ShaderChunk[ "logdepthbuf_fragment" ], + THREE.ShaderChunk[ "map_fragment" ], + THREE.ShaderChunk[ "alphamap_fragment" ], + THREE.ShaderChunk[ "alphatest_fragment" ], + THREE.ShaderChunk[ "specularmap_fragment" ], + + THREE.ShaderChunk[ "lights_phong_fragment" ], + + THREE.ShaderChunk[ "lightmap_fragment" ], + THREE.ShaderChunk[ "color_fragment" ], + THREE.ShaderChunk[ "envmap_fragment" ], + THREE.ShaderChunk[ "shadowmap_fragment" ], + + THREE.ShaderChunk[ "linear_to_gamma_fragment" ], + + THREE.ShaderChunk[ "fog_fragment" ], + + "}" + + ].join("\n") + + }, + + 'particle_basic': { + + uniforms: THREE.UniformsUtils.merge( [ + + THREE.UniformsLib[ "particle" ], + THREE.UniformsLib[ "shadowmap" ] + + ] ), + + vertexShader: [ + + "uniform float size;", + "uniform float scale;", + + THREE.ShaderChunk[ "color_pars_vertex" ], + THREE.ShaderChunk[ "shadowmap_pars_vertex" ], + 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[ "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() {", + + " gl_FragColor = vec4( psColor, opacity );", + + THREE.ShaderChunk[ "logdepthbuf_fragment" ], + THREE.ShaderChunk[ "map_particle_fragment" ], + THREE.ShaderChunk[ "alphatest_fragment" ], + THREE.ShaderChunk[ "color_fragment" ], + THREE.ShaderChunk[ "shadowmap_fragment" ], + THREE.ShaderChunk[ "fog_fragment" ], + + "}" + + ].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[ "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[ "color_pars_fragment" ], + THREE.ShaderChunk[ "fog_pars_fragment" ], + THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ], + + "void main() {", + + " if ( mod( vLineDistance, totalSize ) > dashSize ) {", + + " discard;", + + " }", + + " gl_FragColor = vec4( diffuse, opacity );", + + THREE.ShaderChunk[ "logdepthbuf_fragment" ], + THREE.ShaderChunk[ "color_fragment" ], + THREE.ShaderChunk[ "fog_fragment" ], + + "}" + + ].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[ "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[ "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[ "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[ "logdepthbuf_pars_fragment" ], + + "void main() {", + + " gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );", + + THREE.ShaderChunk[ "logdepthbuf_fragment" ], + + "}" + + ].join("\n") + + }, + + /* ------------------------------------------------------------------------- + // Normal map shader + // - Blinn-Phong + // - normal + diffuse + specular + AO + displacement + reflection + shadow maps + // - point and directional lights (use with "lights: true" material option) + ------------------------------------------------------------------------- */ + + 'normalmap' : { + + uniforms: THREE.UniformsUtils.merge( [ + + THREE.UniformsLib[ "fog" ], + THREE.UniformsLib[ "lights" ], + THREE.UniformsLib[ "shadowmap" ], + + { + + "enableAO" : { type: "i", value: 0 }, + "enableDiffuse" : { type: "i", value: 0 }, + "enableSpecular" : { type: "i", value: 0 }, + "enableReflection" : { type: "i", value: 0 }, + "enableDisplacement": { type: "i", value: 0 }, + + "tDisplacement": { type: "t", value: null }, // must go first as this is vertex texture + "tDiffuse" : { type: "t", value: null }, + "tCube" : { type: "t", value: null }, + "tNormal" : { type: "t", value: null }, + "tSpecular" : { type: "t", value: null }, + "tAO" : { type: "t", value: null }, + + "uNormalScale": { type: "v2", value: new THREE.Vector2( 1, 1 ) }, + + "uDisplacementBias": { type: "f", value: 0.0 }, + "uDisplacementScale": { type: "f", value: 1.0 }, + + "diffuse": { type: "c", value: new THREE.Color( 0xffffff ) }, + "specular": { type: "c", value: new THREE.Color( 0x111111 ) }, + "ambient": { type: "c", value: new THREE.Color( 0xffffff ) }, + "shininess": { type: "f", value: 30 }, + "opacity": { type: "f", value: 1 }, + + "useRefract": { type: "i", value: 0 }, + "refractionRatio": { type: "f", value: 0.98 }, + "reflectivity": { type: "f", value: 0.5 }, + + "uOffset" : { type: "v2", value: new THREE.Vector2( 0, 0 ) }, + "uRepeat" : { type: "v2", value: new THREE.Vector2( 1, 1 ) }, + + "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) } + + } + + ] ), + + fragmentShader: [ + + "uniform vec3 ambient;", + "uniform vec3 diffuse;", + "uniform vec3 specular;", + "uniform float shininess;", + "uniform float opacity;", + + "uniform bool enableDiffuse;", + "uniform bool enableSpecular;", + "uniform bool enableAO;", + "uniform bool enableReflection;", + + "uniform sampler2D tDiffuse;", + "uniform sampler2D tNormal;", + "uniform sampler2D tSpecular;", + "uniform sampler2D tAO;", + + "uniform samplerCube tCube;", + + "uniform vec2 uNormalScale;", + + "uniform bool useRefract;", + "uniform float refractionRatio;", + "uniform float reflectivity;", + + "varying vec3 vTangent;", + "varying vec3 vBinormal;", + "varying vec3 vNormal;", + "varying vec2 vUv;", + + "uniform vec3 ambientLightColor;", + + "#if MAX_DIR_LIGHTS > 0", + + " uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];", + " uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];", + + "#endif", + + "#if MAX_HEMI_LIGHTS > 0", + + " uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];", + " uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];", + " uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];", + + "#endif", + + "#if MAX_POINT_LIGHTS > 0", + + " uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];", + " uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];", + " uniform float pointLightDistance[ MAX_POINT_LIGHTS ];", + + "#endif", + + "#if MAX_SPOT_LIGHTS > 0", + + " uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];", + " uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];", + " uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];", + " uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];", + " uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];", + " uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];", + + "#endif", + + "#ifdef WRAP_AROUND", + + " uniform vec3 wrapRGB;", + + "#endif", + + "varying vec3 vWorldPosition;", + "varying vec3 vViewPosition;", + + THREE.ShaderChunk[ "shadowmap_pars_fragment" ], + THREE.ShaderChunk[ "fog_pars_fragment" ], + THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ], + + "void main() {", + THREE.ShaderChunk[ "logdepthbuf_fragment" ], + + " gl_FragColor = vec4( vec3( 1.0 ), opacity );", + + " vec3 specularTex = vec3( 1.0 );", + + " vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;", + " normalTex.xy *= uNormalScale;", + " normalTex = normalize( normalTex );", + + " if( enableDiffuse ) {", + + " #ifdef GAMMA_INPUT", + + " vec4 texelColor = texture2D( tDiffuse, vUv );", + " texelColor.xyz *= texelColor.xyz;", + + " gl_FragColor = gl_FragColor * texelColor;", + + " #else", + + " gl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );", + + " #endif", + + " }", + + " if( enableAO ) {", + + " #ifdef GAMMA_INPUT", + + " vec4 aoColor = texture2D( tAO, vUv );", + " aoColor.xyz *= aoColor.xyz;", + + " gl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;", + + " #else", + + " gl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;", + + " #endif", + + " }", + + THREE.ShaderChunk[ "alphatest_fragment" ], + + " if( enableSpecular )", + " specularTex = texture2D( tSpecular, vUv ).xyz;", + + " mat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );", + " vec3 finalNormal = tsb * normalTex;", + + " #ifdef FLIP_SIDED", + + " finalNormal = -finalNormal;", + + " #endif", + + " vec3 normal = normalize( finalNormal );", + " vec3 viewPosition = normalize( vViewPosition );", + + // point lights + + " #if MAX_POINT_LIGHTS > 0", + + " vec3 pointDiffuse = vec3( 0.0 );", + " vec3 pointSpecular = vec3( 0.0 );", + + " for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {", + + " vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );", + " vec3 pointVector = lPosition.xyz + vViewPosition.xyz;", + + " float pointDistance = 1.0;", + " if ( pointLightDistance[ i ] > 0.0 )", + " pointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );", + + " pointVector = normalize( pointVector );", + + // diffuse + + " #ifdef WRAP_AROUND", + + " float pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );", + " float pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );", + + " vec3 pointDiffuseWeight = mix( vec3( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );", + + " #else", + + " float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );", + + " #endif", + + " pointDiffuse += pointDistance * pointLightColor[ i ] * diffuse * pointDiffuseWeight;", + + // specular + + " vec3 pointHalfVector = normalize( pointVector + viewPosition );", + " float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );", + " float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, shininess ), 0.0 );", + + " float specularNormalization = ( shininess + 2.0 ) / 8.0;", + + " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( pointVector, pointHalfVector ), 0.0 ), 5.0 );", + " pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;", + + " }", + + " #endif", + + // spot lights + + " #if MAX_SPOT_LIGHTS > 0", + + " vec3 spotDiffuse = vec3( 0.0 );", + " vec3 spotSpecular = vec3( 0.0 );", + + " for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {", + + " vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );", + " vec3 spotVector = lPosition.xyz + vViewPosition.xyz;", + + " float spotDistance = 1.0;", + " if ( spotLightDistance[ i ] > 0.0 )", + " spotDistance = 1.0 - min( ( length( spotVector ) / spotLightDistance[ i ] ), 1.0 );", + + " spotVector = normalize( spotVector );", + + " float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );", + + " if ( spotEffect > spotLightAngleCos[ i ] ) {", + + " spotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );", + + // diffuse + + " #ifdef WRAP_AROUND", + + " float spotDiffuseWeightFull = max( dot( normal, spotVector ), 0.0 );", + " float spotDiffuseWeightHalf = max( 0.5 * dot( normal, spotVector ) + 0.5, 0.0 );", + + " vec3 spotDiffuseWeight = mix( vec3( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );", + + " #else", + + " float spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );", + + " #endif", + + " spotDiffuse += spotDistance * spotLightColor[ i ] * diffuse * spotDiffuseWeight * spotEffect;", + + // specular + + " vec3 spotHalfVector = normalize( spotVector + viewPosition );", + " float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );", + " float spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, shininess ), 0.0 );", + + " float specularNormalization = ( shininess + 2.0 ) / 8.0;", + + " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( spotVector, spotHalfVector ), 0.0 ), 5.0 );", + " spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;", + + " }", + + " }", + + " #endif", + + // directional lights + + " #if MAX_DIR_LIGHTS > 0", + + " vec3 dirDiffuse = vec3( 0.0 );", + " vec3 dirSpecular = vec3( 0.0 );", + + " for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {", + + " vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );", + " vec3 dirVector = normalize( lDirection.xyz );", + + // diffuse + + " #ifdef WRAP_AROUND", + + " float directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );", + " float directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );", + + " vec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );", + + " #else", + + " float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );", + + " #endif", + + " dirDiffuse += directionalLightColor[ i ] * diffuse * dirDiffuseWeight;", + + // specular + + " vec3 dirHalfVector = normalize( dirVector + viewPosition );", + " float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );", + " float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, shininess ), 0.0 );", + + " float specularNormalization = ( shininess + 2.0 ) / 8.0;", + + " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( dirVector, dirHalfVector ), 0.0 ), 5.0 );", + " dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;", + + " }", + + " #endif", + + // hemisphere lights + + " #if MAX_HEMI_LIGHTS > 0", + + " vec3 hemiDiffuse = vec3( 0.0 );", + " vec3 hemiSpecular = vec3( 0.0 );" , + + " for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {", + + " vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );", + " vec3 lVector = normalize( lDirection.xyz );", + + // diffuse + + " float dotProduct = dot( normal, lVector );", + " float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;", + + " vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );", + + " hemiDiffuse += diffuse * hemiColor;", + + // specular (sky light) + + + " vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );", + " float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;", + " float hemiSpecularWeightSky = specularTex.r * max( pow( max( hemiDotNormalHalfSky, 0.0 ), shininess ), 0.0 );", + + // specular (ground light) + + " vec3 lVectorGround = -lVector;", + + " vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );", + " float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;", + " float hemiSpecularWeightGround = specularTex.r * max( pow( max( hemiDotNormalHalfGround, 0.0 ), shininess ), 0.0 );", + + " float dotProductGround = dot( normal, lVectorGround );", + + " float specularNormalization = ( shininess + 2.0 ) / 8.0;", + + " vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, hemiHalfVectorSky ), 0.0 ), 5.0 );", + " vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 0.0 ), 5.0 );", + " hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );", + + " }", + + " #endif", + + // all lights contribution summation + + " vec3 totalDiffuse = vec3( 0.0 );", + " vec3 totalSpecular = vec3( 0.0 );", + + " #if MAX_DIR_LIGHTS > 0", + + " totalDiffuse += dirDiffuse;", + " totalSpecular += dirSpecular;", + + " #endif", + + " #if MAX_HEMI_LIGHTS > 0", + + " totalDiffuse += hemiDiffuse;", + " totalSpecular += hemiSpecular;", + + " #endif", + + " #if MAX_POINT_LIGHTS > 0", + + " totalDiffuse += pointDiffuse;", + " totalSpecular += pointSpecular;", + + " #endif", + + " #if MAX_SPOT_LIGHTS > 0", + + " totalDiffuse += spotDiffuse;", + " totalSpecular += spotSpecular;", + + " #endif", + + " #ifdef METAL", + + " gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient + totalSpecular );", + + " #else", + + " gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient ) + totalSpecular;", + + " #endif", + + " if ( enableReflection ) {", + + " vec3 vReflect;", + " vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );", + + " if ( useRefract ) {", + + " vReflect = refract( cameraToVertex, normal, refractionRatio );", + + " } else {", + + " vReflect = reflect( cameraToVertex, normal );", + + " }", + + " vec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );", + + " #ifdef GAMMA_INPUT", + + " cubeColor.xyz *= cubeColor.xyz;", + + " #endif", + + " gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * reflectivity );", + + " }", + + THREE.ShaderChunk[ "shadowmap_fragment" ], + THREE.ShaderChunk[ "linear_to_gamma_fragment" ], + THREE.ShaderChunk[ "fog_fragment" ], + + "}" + + ].join("\n"), + + vertexShader: [ + + "attribute vec4 tangent;", + + "uniform vec2 uOffset;", + "uniform vec2 uRepeat;", + + "uniform bool enableDisplacement;", + + "#ifdef VERTEX_TEXTURES", + + " uniform sampler2D tDisplacement;", + " uniform float uDisplacementScale;", + " uniform float uDisplacementBias;", + + "#endif", + + "varying vec3 vTangent;", + "varying vec3 vBinormal;", + "varying vec3 vNormal;", + "varying vec2 vUv;", + + "varying vec3 vWorldPosition;", + "varying vec3 vViewPosition;", + + THREE.ShaderChunk[ "skinning_pars_vertex" ], + THREE.ShaderChunk[ "shadowmap_pars_vertex" ], + THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ], + + "void main() {", + + THREE.ShaderChunk[ "skinbase_vertex" ], + THREE.ShaderChunk[ "skinnormal_vertex" ], + + // normal, tangent and binormal vectors + + " #ifdef USE_SKINNING", + + " vNormal = normalize( normalMatrix * skinnedNormal.xyz );", + + " vec4 skinnedTangent = skinMatrix * vec4( tangent.xyz, 0.0 );", + " vTangent = normalize( normalMatrix * skinnedTangent.xyz );", + + " #else", + + " vNormal = normalize( normalMatrix * normal );", + " vTangent = normalize( normalMatrix * tangent.xyz );", + + " #endif", + + " vBinormal = normalize( cross( vNormal, vTangent ) * tangent.w );", + + " vUv = uv * uRepeat + uOffset;", + + // displacement mapping + + " vec3 displacedPosition;", + + " #ifdef VERTEX_TEXTURES", + + " if ( enableDisplacement ) {", + + " vec3 dv = texture2D( tDisplacement, uv ).xyz;", + " float df = uDisplacementScale * dv.x + uDisplacementBias;", + " displacedPosition = position + normalize( normal ) * df;", + + " } else {", + + " #ifdef USE_SKINNING", + + " vec4 skinVertex = bindMatrix * vec4( position, 1.0 );", + + " vec4 skinned = vec4( 0.0 );", + " skinned += boneMatX * skinVertex * skinWeight.x;", + " skinned += boneMatY * skinVertex * skinWeight.y;", + " skinned += boneMatZ * skinVertex * skinWeight.z;", + " skinned += boneMatW * skinVertex * skinWeight.w;", + " skinned = bindMatrixInverse * skinned;", + + " displacedPosition = skinned.xyz;", + + " #else", + + " displacedPosition = position;", + + " #endif", + + " }", + + " #else", + + " #ifdef USE_SKINNING", + + " vec4 skinVertex = bindMatrix * vec4( position, 1.0 );", + + " vec4 skinned = vec4( 0.0 );", + " skinned += boneMatX * skinVertex * skinWeight.x;", + " skinned += boneMatY * skinVertex * skinWeight.y;", + " skinned += boneMatZ * skinVertex * skinWeight.z;", + " skinned += boneMatW * skinVertex * skinWeight.w;", + " skinned = bindMatrixInverse * skinned;", + + " displacedPosition = skinned.xyz;", + + " #else", + + " displacedPosition = position;", + + " #endif", + + " #endif", + + // + + " vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );", + " vec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );", + + " gl_Position = projectionMatrix * mvPosition;", + + THREE.ShaderChunk[ "logdepthbuf_vertex" ], + + // + + " vWorldPosition = worldPosition.xyz;", + " vViewPosition = -mvPosition.xyz;", + + // shadows + + " #ifdef USE_SHADOWMAP", + + " for( int i = 0; i < MAX_SHADOWS; i ++ ) {", + + " vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;", + + " }", + + " #endif", + + "}" + + ].join("\n") + + }, + + /* ------------------------------------------------------------------------- + // Cube map shader + ------------------------------------------------------------------------- */ + + 'cube': { + + uniforms: { "tCube": { type: "t", value: null }, + "tFlip": { type: "f", value: - 1 } }, + + vertexShader: [ + + "varying vec3 vWorldPosition;", + + THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ], + + "void main() {", + + " vec4 worldPosition = modelMatrix * vec4( position, 1.0 );", + " vWorldPosition = worldPosition.xyz;", + + " 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[ "logdepthbuf_pars_fragment" ], + + "void main() {", + + " gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );", + + 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[ "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[ "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, + + _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 _webglObjects = {}; + var _webglObjectsImmediate = []; + + var opaqueObjects = []; + var transparentObjects = []; + + var sprites = []; + var lensFlares = []; + + // public properties + + this.domElement = _canvas; + this.context = null; + this.devicePixelRatio = parameters.devicePixelRatio !== undefined + ? parameters.devicePixelRatio + : self.devicePixelRatio !== undefined + ? self.devicePixelRatio + : 1; + + // clearing + + this.autoClear = true; + this.autoClearColor = true; + this.autoClearDepth = true; + this.autoClearStencil = true; + + // scene graph + + this.sortObjects = true; + + // physically based shading + + this.gammaInput = false; + this.gammaOutput = false; + + // shadow map + + this.shadowMapEnabled = false; + this.shadowMapType = THREE.PCFShadowMap; + this.shadowMapCullFace = THREE.CullFaceFront; + this.shadowMapDebug = false; + this.shadowMapCascade = false; + + // morphs + + this.maxMorphTargets = 8; + this.maxMorphNormals = 4; + + // flags + + this.autoScaleCubemaps = true; + + // info + + this.info = { + + memory: { + + programs: 0, + geometries: 0, + textures: 0 + + }, + + render: { + + calls: 0, + vertices: 0, + faces: 0, + points: 0 + + } + + }; + + // internal properties + + var _this = this, + + _programs = [], + + // internal state cache + + _currentProgram = null, + _currentFramebuffer = null, + _currentMaterialId = - 1, + _currentGeometryGroupHash = - 1, + _currentCamera = null, + + _usedTextureUnits = 0, + + // GL state cache + + _oldDoubleSided = - 1, + _oldFlipSided = - 1, + + _oldBlending = - 1, + + _oldBlendEquation = - 1, + _oldBlendSrc = - 1, + _oldBlendDst = - 1, + + _oldDepthTest = - 1, + _oldDepthWrite = - 1, + + _oldPolygonOffset = null, + _oldPolygonOffsetFactor = null, + _oldPolygonOffsetUnits = null, + + _oldLineWidth = null, + + _viewportX = 0, + _viewportY = 0, + _viewportWidth = _canvas.width, + _viewportHeight = _canvas.height, + _currentWidth = 0, + _currentHeight = 0, + + _newAttributes = new Uint8Array( 16 ), + _enabledAttributes = new Uint8Array( 16 ), + + // frustum + + _frustum = new THREE.Frustum(), + + // camera matrices cache + + _projScreenMatrix = new THREE.Matrix4(), + _projScreenMatrixPS = 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: [] }, + spot: { length: 0, colors: [], positions: [], distances: [], directions: [], anglesCos: [], exponents: [] }, + hemi: { length: 0, skyColors: [], groundColors: [], positions: [] } + + }; + + // 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', function ( event ) { + + event.preventDefault(); + + resetGLState(); + setDefaultGLState(); + + _webglObjects = {}; + + }, false); + + } catch ( error ) { + + console.error( error ); + + } + + if ( _gl.getShaderPrecisionFormat === undefined ) { + + _gl.getShaderPrecisionFormat = function () { + + return { + 'rangeMin': 1, + 'rangeMax': 1, + 'precision': 1 + }; + + } + + } + + var extensions = new THREE.WebGLExtensions( _gl ); + + extensions.get( 'OES_texture_float' ); + extensions.get( 'OES_texture_float_linear' ); + extensions.get( 'OES_standard_derivatives' ); + + if ( _logarithmicDepthBuffer ) { + + extensions.get( 'EXT_frag_depth' ); + + } + + // + + var setDefaultGLState = function () { + + _gl.clearColor( 0, 0, 0, 1 ); + _gl.clearDepth( 1 ); + _gl.clearStencil( 0 ); + + _gl.enable( _gl.DEPTH_TEST ); + _gl.depthFunc( _gl.LEQUAL ); + + _gl.frontFace( _gl.CCW ); + _gl.cullFace( _gl.BACK ); + _gl.enable( _gl.CULL_FACE ); + + _gl.enable( _gl.BLEND ); + _gl.blendEquation( _gl.FUNC_ADD ); + _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA ); + + _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight ); + + _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha ); + + }; + + var resetGLState = function () { + + _currentProgram = null; + _currentCamera = null; + + _oldBlending = - 1; + _oldDepthTest = - 1; + _oldDepthWrite = - 1; + _oldDoubleSided = - 1; + _oldFlipSided = - 1; + _currentGeometryGroupHash = - 1; + _currentMaterialId = - 1; + + _lightsNeedUpdate = true; + + }; + + setDefaultGLState(); + + this.context = _gl; + + // 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 _vertexShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_FLOAT ); + var _vertexShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_FLOAT ); + var _vertexShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_FLOAT ); + + var _fragmentShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_FLOAT ); + var _fragmentShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_FLOAT ); + var _fragmentShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_FLOAT ); + + var getCompressedTextureFormats = ( function () { + + var array; + + return function () { + + if ( array !== undefined ) { + + return array; + + } + + array = []; + + 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 ++ ){ + + array.push( formats[ i ] ); + + } + + } + + return array; + + }; + + } )(); + + // clamp precision to maximum available + + var highpAvailable = _vertexShaderPrecisionHighpFloat.precision > 0 && _fragmentShaderPrecisionHighpFloat.precision > 0; + var mediumpAvailable = _vertexShaderPrecisionMediumpFloat.precision > 0 && _fragmentShaderPrecisionMediumpFloat.precision > 0; + + if ( _precision === 'highp' && ! highpAvailable ) { + + if ( mediumpAvailable ) { + + _precision = 'mediump'; + console.warn( 'THREE.WebGLRenderer: highp not supported, using mediump.' ); + + } else { + + _precision = 'lowp'; + console.warn( 'THREE.WebGLRenderer: highp and mediump not supported, using lowp.' ); + + } + + } + + if ( _precision === 'mediump' && ! mediumpAvailable ) { + + _precision = 'lowp'; + console.warn( 'THREE.WebGLRenderer: mediump not supported, using lowp.' ); + + } + + // Plugins + + var shadowMapPlugin = new THREE.ShadowMapPlugin( this, lights, _webglObjects, _webglObjectsImmediate ); + + var spritePlugin = new THREE.SpritePlugin( this, sprites ); + var lensFlarePlugin = new THREE.LensFlarePlugin( this, lensFlares ); + + // API + + this.getContext = function () { + + return _gl; + + }; + + this.forceContextLoss = function () { + + extensions.get( 'WEBGL_lose_context' ).loseContext(); + + }; + + this.supportsVertexTextures = function () { + + return _supportsVertexTextures; + + }; + + this.supportsFloatTextures = function () { + + return extensions.get( 'OES_texture_float' ); + + }; + + this.supportsStandardDerivatives = function () { + + return extensions.get( 'OES_standard_derivatives' ); + + }; + + this.supportsCompressedTextureS3TC = function () { + + return extensions.get( 'WEBGL_compressed_texture_s3tc' ); + + }; + + this.supportsCompressedTexturePVRTC = function () { + + return extensions.get( 'WEBGL_compressed_texture_pvrtc' ); + + }; + + this.supportsBlendMinMax = function () { + + return extensions.get( 'EXT_blend_minmax' ); + + }; + + this.getMaxAnisotropy = ( function () { + + var value; + + return function () { + + if ( value !== undefined ) { + + return value; + + } + + var extension = extensions.get( 'EXT_texture_filter_anisotropic' ); + + value = extension !== null ? _gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT ) : 0; + + return value; + + } + + } )(); + + this.getPrecision = function () { + + return _precision; + + }; + + this.setSize = function ( width, height, updateStyle ) { + + _canvas.width = width * this.devicePixelRatio; + _canvas.height = height * this.devicePixelRatio; + + 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 * this.devicePixelRatio; + _viewportY = y * this.devicePixelRatio; + + _viewportWidth = width * this.devicePixelRatio; + _viewportHeight = height * this.devicePixelRatio; + + _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight ); + + }; + + this.setScissor = function ( x, y, width, height ) { + + _gl.scissor( + x * this.devicePixelRatio, + y * this.devicePixelRatio, + width * this.devicePixelRatio, + height * this.devicePixelRatio + ); + + }; + + this.enableScissorTest = function ( enable ) { + + enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST ); + + }; + + // Clearing + + this.setClearColor = function ( color, alpha ) { + + _clearColor.set( color ); + _clearAlpha = alpha !== undefined ? alpha : 1; + + _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha ); + + }; + + this.setClearColorHex = function ( hex, alpha ) { + + console.warn( 'THREE.WebGLRenderer: .setClearColorHex() is being removed. Use .setClearColor() instead.' ); + this.setClearColor( hex, alpha ); + + }; + + this.getClearColor = function () { + + return _clearColor; + + }; + + this.getClearAlpha = function () { + + return _clearAlpha; + + }; + + this.clear = function ( color, depth, stencil ) { + + var bits = 0; + + if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT; + if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT; + if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT; + + _gl.clear( bits ); + + }; + + this.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; + + // Buffer allocation + + function createParticleBuffers ( geometry ) { + + geometry.__webglVertexBuffer = _gl.createBuffer(); + geometry.__webglColorBuffer = _gl.createBuffer(); + + _this.info.memory.geometries ++; + + }; + + function createLineBuffers ( geometry ) { + + geometry.__webglVertexBuffer = _gl.createBuffer(); + geometry.__webglColorBuffer = _gl.createBuffer(); + geometry.__webglLineDistanceBuffer = _gl.createBuffer(); + + _this.info.memory.geometries ++; + + }; + + function createMeshBuffers ( geometryGroup ) { + + geometryGroup.__webglVertexBuffer = _gl.createBuffer(); + geometryGroup.__webglNormalBuffer = _gl.createBuffer(); + geometryGroup.__webglTangentBuffer = _gl.createBuffer(); + geometryGroup.__webglColorBuffer = _gl.createBuffer(); + geometryGroup.__webglUVBuffer = _gl.createBuffer(); + geometryGroup.__webglUV2Buffer = _gl.createBuffer(); + + geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer(); + geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer(); + + geometryGroup.__webglFaceBuffer = _gl.createBuffer(); + geometryGroup.__webglLineBuffer = _gl.createBuffer(); + + var m, ml; + + if ( geometryGroup.numMorphTargets ) { + + geometryGroup.__webglMorphTargetsBuffers = []; + + for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) { + + geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() ); + + } + + } + + if ( geometryGroup.numMorphNormals ) { + + geometryGroup.__webglMorphNormalsBuffers = []; + + for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) { + + geometryGroup.__webglMorphNormalsBuffers.push( _gl.createBuffer() ); + + } + + } + + _this.info.memory.geometries ++; + + }; + + // Events + + var onObjectRemoved = function ( event ) { + + var object = event.target; + + object.traverse( function ( child ) { + + child.removeEventListener( 'remove', onObjectRemoved ); + + removeObject( child ); + + } ); + + }; + + var onGeometryDispose = function ( event ) { + + var geometry = event.target; + + geometry.removeEventListener( 'dispose', onGeometryDispose ); + + deallocateGeometry( geometry ); + + }; + + var onTextureDispose = function ( event ) { + + var texture = event.target; + + texture.removeEventListener( 'dispose', onTextureDispose ); + + deallocateTexture( texture ); + + _this.info.memory.textures --; + + + }; + + var onRenderTargetDispose = function ( event ) { + + var renderTarget = event.target; + + renderTarget.removeEventListener( 'dispose', onRenderTargetDispose ); + + deallocateRenderTarget( renderTarget ); + + _this.info.memory.textures --; + + }; + + var onMaterialDispose = function ( event ) { + + var material = event.target; + + material.removeEventListener( 'dispose', onMaterialDispose ); + + deallocateMaterial( material ); + + }; + + // Buffer deallocation + + var deleteBuffers = function ( geometry ) { + + var buffers = [ + '__webglVertexBuffer', + '__webglNormalBuffer', + '__webglTangentBuffer', + '__webglColorBuffer', + '__webglUVBuffer', + '__webglUV2Buffer', + + '__webglSkinIndicesBuffer', + '__webglSkinWeightsBuffer', + + '__webglFaceBuffer', + '__webglLineBuffer', + + '__webglLineDistanceBuffer' + ]; + + for ( var i = 0, l = buffers.length; i < l; i ++ ) { + + var name = buffers[ i ]; + + if ( geometry[ name ] !== undefined ) { + + _gl.deleteBuffer( geometry[ name ] ); + + delete geometry[ name ]; + + } + + } + + // custom attributes + + if ( geometry.__webglCustomAttributesList !== undefined ) { + + for ( var name in geometry.__webglCustomAttributesList ) { + + _gl.deleteBuffer( geometry.__webglCustomAttributesList[ name ].buffer ); + + } + + delete geometry.__webglCustomAttributesList; + + } + + _this.info.memory.geometries --; + + }; + + var deallocateGeometry = function ( geometry ) { + + delete geometry.__webglInit; + + if ( geometry instanceof THREE.BufferGeometry ) { + + for ( var name in geometry.attributes ) { + + var attribute = geometry.attributes[ name ]; + + if ( attribute.buffer !== undefined ) { + + _gl.deleteBuffer( attribute.buffer ); + + delete attribute.buffer; + + } + + } + + _this.info.memory.geometries --; + + } else { + + var geometryGroupsList = geometryGroups[ geometry.id ]; + + if ( geometryGroupsList !== undefined ) { + + for ( var i = 0,l = geometryGroupsList.length; i < l; i ++ ) { + + var geometryGroup = geometryGroupsList[ i ]; + + if ( geometryGroup.numMorphTargets !== undefined ) { + + for ( var m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) { + + _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] ); + + } + + delete geometryGroup.__webglMorphTargetsBuffers; + + } + + if ( geometryGroup.numMorphNormals !== undefined ) { + + for ( var m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) { + + _gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] ); + + } + + delete geometryGroup.__webglMorphNormalsBuffers; + + } + + deleteBuffers( geometryGroup ); + + } + + delete geometryGroups[ geometry.id ]; + + } else { + + deleteBuffers( geometry ); + + } + + } + + // TOFIX: Workaround for deleted geometry being currently bound + + _currentGeometryGroupHash = - 1; + + }; + + var deallocateTexture = function ( texture ) { + + if ( texture.image && texture.image.__webglTextureCube ) { + + // cube texture + + _gl.deleteTexture( texture.image.__webglTextureCube ); + + delete texture.image.__webglTextureCube; + + } else { + + // 2D texture + + if ( texture.__webglInit === undefined ) return; + + _gl.deleteTexture( texture.__webglTexture ); + + delete texture.__webglTexture; + delete texture.__webglInit; + + } + + }; + + var deallocateRenderTarget = function ( renderTarget ) { + + if ( ! renderTarget || renderTarget.__webglTexture === undefined ) return; + + _gl.deleteTexture( renderTarget.__webglTexture ); + + delete renderTarget.__webglTexture; + + if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) { + + for ( var i = 0; i < 6; i ++ ) { + + _gl.deleteFramebuffer( renderTarget.__webglFramebuffer[ i ] ); + _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer[ i ] ); + + } + + } else { + + _gl.deleteFramebuffer( renderTarget.__webglFramebuffer ); + _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer ); + + } + + delete renderTarget.__webglFramebuffer; + delete renderTarget.__webglRenderbuffer; + + }; + + var deallocateMaterial = function ( material ) { + + var program = material.program.program; + + if ( program === undefined ) return; + + material.program = undefined; + + // only deallocate GL program if this was the last use of shared program + // assumed there is only single copy of any program in the _programs list + // (that's how it's constructed) + + var i, il, programInfo; + var deleteProgram = false; + + for ( i = 0, il = _programs.length; i < il; i ++ ) { + + programInfo = _programs[ i ]; + + if ( programInfo.program === program ) { + + programInfo.usedTimes --; + + if ( programInfo.usedTimes === 0 ) { + + deleteProgram = true; + + } + + break; + + } + + } + + if ( deleteProgram === true ) { + + // avoid using array.splice, this is costlier than creating new array from scratch + + var newPrograms = []; + + for ( i = 0, il = _programs.length; i < il; i ++ ) { + + programInfo = _programs[ i ]; + + if ( programInfo.program !== program ) { + + newPrograms.push( programInfo ); + + } + + } + + _programs = newPrograms; + + _gl.deleteProgram( program ); + + _this.info.memory.programs --; + + } + + }; + + // Buffer initialization + + function initCustomAttributes ( object ) { + + var geometry = object.geometry; + var material = object.material; + + var nvertices = geometry.vertices.length; + + if ( material.attributes ) { + + if ( geometry.__webglCustomAttributesList === undefined ) { + + geometry.__webglCustomAttributesList = []; + + } + + for ( var name in material.attributes ) { + + var attribute = material.attributes[ name ]; + + if ( ! attribute.__webglInitialized || attribute.createUniqueBuffers ) { + + attribute.__webglInitialized = true; + + var size = 1; // "f" and "i" + + if ( attribute.type === 'v2' ) size = 2; + else if ( attribute.type === 'v3' ) size = 3; + else if ( attribute.type === 'v4' ) size = 4; + else if ( attribute.type === 'c' ) size = 3; + + attribute.size = size; + + attribute.array = new Float32Array( nvertices * size ); + + attribute.buffer = _gl.createBuffer(); + attribute.buffer.belongsToAttribute = name; + + attribute.needsUpdate = true; + + } + + geometry.__webglCustomAttributesList.push( attribute ); + + } + + } + + }; + + function initParticleBuffers ( geometry, object ) { + + var nvertices = geometry.vertices.length; + + geometry.__vertexArray = new Float32Array( nvertices * 3 ); + geometry.__colorArray = new Float32Array( nvertices * 3 ); + + geometry.__sortArray = []; + + geometry.__webglParticleCount = nvertices; + + initCustomAttributes( object ); + + }; + + function initLineBuffers ( geometry, object ) { + + var nvertices = geometry.vertices.length; + + geometry.__vertexArray = new Float32Array( nvertices * 3 ); + geometry.__colorArray = new Float32Array( nvertices * 3 ); + geometry.__lineDistanceArray = new Float32Array( nvertices * 1 ); + + geometry.__webglLineCount = nvertices; + + initCustomAttributes( object ); + + }; + + function initMeshBuffers ( geometryGroup, object ) { + + var geometry = object.geometry, + faces3 = geometryGroup.faces3, + + nvertices = faces3.length * 3, + ntris = faces3.length * 1, + nlines = faces3.length * 3, + + material = getBufferMaterial( object, geometryGroup ); + + geometryGroup.__vertexArray = new Float32Array( nvertices * 3 ); + geometryGroup.__normalArray = new Float32Array( nvertices * 3 ); + geometryGroup.__colorArray = new Float32Array( nvertices * 3 ); + geometryGroup.__uvArray = new Float32Array( nvertices * 2 ); + + if ( geometry.faceVertexUvs.length > 1 ) { + + geometryGroup.__uv2Array = new Float32Array( nvertices * 2 ); + + } + + if ( geometry.hasTangents ) { + + geometryGroup.__tangentArray = new Float32Array( nvertices * 4 ); + + } + + if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) { + + geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 ); + geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 ); + + } + + var UintArray = extensions.get( 'OES_element_index_uint' ) !== null && ntris > 21845 ? Uint32Array : Uint16Array; // 65535 / 3 + + geometryGroup.__typeArray = UintArray; + geometryGroup.__faceArray = new UintArray( ntris * 3 ); + geometryGroup.__lineArray = new UintArray( nlines * 2 ); + + var m, ml; + + if ( geometryGroup.numMorphTargets ) { + + geometryGroup.__morphTargetsArrays = []; + + for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) { + + geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) ); + + } + + } + + if ( geometryGroup.numMorphNormals ) { + + geometryGroup.__morphNormalsArrays = []; + + for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) { + + geometryGroup.__morphNormalsArrays.push( new Float32Array( nvertices * 3 ) ); + + } + + } + + geometryGroup.__webglFaceCount = ntris * 3; + geometryGroup.__webglLineCount = nlines * 2; + + + // custom attributes + + if ( material.attributes ) { + + if ( geometryGroup.__webglCustomAttributesList === undefined ) { + + geometryGroup.__webglCustomAttributesList = []; + + } + + for ( var name in material.attributes ) { + + // Do a shallow copy of the attribute object so different geometryGroup chunks use different + // attribute buffers which are correctly indexed in the setMeshBuffers function + + var originalAttribute = material.attributes[ name ]; + + var attribute = {}; + + for ( var property in originalAttribute ) { + + attribute[ property ] = originalAttribute[ property ]; + + } + + if ( ! attribute.__webglInitialized || attribute.createUniqueBuffers ) { + + attribute.__webglInitialized = true; + + var size = 1; // "f" and "i" + + if ( attribute.type === 'v2' ) size = 2; + else if ( attribute.type === 'v3' ) size = 3; + else if ( attribute.type === 'v4' ) size = 4; + else if ( attribute.type === 'c' ) size = 3; + + attribute.size = size; + + attribute.array = new Float32Array( nvertices * size ); + + attribute.buffer = _gl.createBuffer(); + attribute.buffer.belongsToAttribute = name; + + originalAttribute.needsUpdate = true; + attribute.__original = originalAttribute; + + } + + geometryGroup.__webglCustomAttributesList.push( attribute ); + + } + + } + + geometryGroup.__inittedArrays = true; + + }; + + function getBufferMaterial( object, geometryGroup ) { + + return object.material instanceof THREE.MeshFaceMaterial + ? object.material.materials[ geometryGroup.materialIndex ] + : object.material; + + }; + + function materialNeedsSmoothNormals ( material ) { + + return material && material.shading !== undefined && material.shading === THREE.SmoothShading; + + }; + + // Buffer setting + + function setParticleBuffers ( geometry, hint, object ) { + + var v, c, vertex, offset, index, color, + + vertices = geometry.vertices, + vl = vertices.length, + + colors = geometry.colors, + cl = colors.length, + + vertexArray = geometry.__vertexArray, + colorArray = geometry.__colorArray, + + sortArray = geometry.__sortArray, + + dirtyVertices = geometry.verticesNeedUpdate, + dirtyElements = geometry.elementsNeedUpdate, + dirtyColors = geometry.colorsNeedUpdate, + + customAttributes = geometry.__webglCustomAttributesList, + i, il, + a, ca, cal, value, + customAttribute; + + if ( object.sortParticles ) { + + _projScreenMatrixPS.copy( _projScreenMatrix ); + _projScreenMatrixPS.multiply( object.matrixWorld ); + + for ( v = 0; v < vl; v ++ ) { + + vertex = vertices[ v ]; + + _vector3.copy( vertex ); + _vector3.applyProjection( _projScreenMatrixPS ); + + sortArray[ v ] = [ _vector3.z, v ]; + + } + + sortArray.sort( numericalSort ); + + for ( v = 0; v < vl; v ++ ) { + + vertex = vertices[ sortArray[ v ][ 1 ] ]; + + offset = v * 3; + + vertexArray[ offset ] = vertex.x; + vertexArray[ offset + 1 ] = vertex.y; + vertexArray[ offset + 2 ] = vertex.z; + + } + + for ( c = 0; c < cl; c ++ ) { + + offset = c * 3; + + color = colors[ sortArray[ c ][ 1 ] ]; + + colorArray[ offset ] = color.r; + colorArray[ offset + 1 ] = color.g; + colorArray[ offset + 2 ] = color.b; + + } + + if ( customAttributes ) { + + for ( i = 0, il = customAttributes.length; i < il; i ++ ) { + + customAttribute = customAttributes[ i ]; + + if ( ! ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) ) continue; + + offset = 0; + + cal = customAttribute.value.length; + + if ( customAttribute.size === 1 ) { + + for ( ca = 0; ca < cal; ca ++ ) { + + index = sortArray[ ca ][ 1 ]; + + customAttribute.array[ ca ] = customAttribute.value[ index ]; + + } + + } else if ( customAttribute.size === 2 ) { + + for ( ca = 0; ca < cal; ca ++ ) { + + index = sortArray[ ca ][ 1 ]; + + value = customAttribute.value[ index ]; + + customAttribute.array[ offset ] = value.x; + customAttribute.array[ offset + 1 ] = value.y; + + offset += 2; + + } + + } else if ( customAttribute.size === 3 ) { + + if ( customAttribute.type === 'c' ) { + + for ( ca = 0; ca < cal; ca ++ ) { + + index = sortArray[ ca ][ 1 ]; + + value = customAttribute.value[ index ]; + + customAttribute.array[ offset ] = value.r; + customAttribute.array[ offset + 1 ] = value.g; + customAttribute.array[ offset + 2 ] = value.b; + + offset += 3; + + } + + } else { + + for ( ca = 0; ca < cal; ca ++ ) { + + index = sortArray[ ca ][ 1 ]; + + value = customAttribute.value[ index ]; + + customAttribute.array[ offset ] = value.x; + customAttribute.array[ offset + 1 ] = value.y; + customAttribute.array[ offset + 2 ] = value.z; + + offset += 3; + + } + + } + + } else if ( customAttribute.size === 4 ) { + + for ( ca = 0; ca < cal; ca ++ ) { + + index = sortArray[ ca ][ 1 ]; + + value = customAttribute.value[ index ]; + + customAttribute.array[ offset ] = value.x; + customAttribute.array[ offset + 1 ] = value.y; + customAttribute.array[ offset + 2 ] = value.z; + customAttribute.array[ offset + 3 ] = value.w; + + offset += 4; + + } + + } + + } + + } + + } else { + + if ( dirtyVertices ) { + + for ( v = 0; v < vl; v ++ ) { + + vertex = vertices[ v ]; + + offset = v * 3; + + vertexArray[ offset ] = vertex.x; + vertexArray[ offset + 1 ] = vertex.y; + vertexArray[ offset + 2 ] = vertex.z; + + } + + } + + if ( dirtyColors ) { + + for ( c = 0; c < cl; c ++ ) { + + color = colors[ c ]; + + offset = c * 3; + + colorArray[ offset ] = color.r; + colorArray[ offset + 1 ] = color.g; + colorArray[ offset + 2 ] = color.b; + + } + + } + + if ( customAttributes ) { + + for ( i = 0, il = customAttributes.length; i < il; i ++ ) { + + customAttribute = customAttributes[ i ]; + + if ( customAttribute.needsUpdate && + ( customAttribute.boundTo === undefined || + customAttribute.boundTo === 'vertices' ) ) { + + cal = customAttribute.value.length; + + offset = 0; + + if ( customAttribute.size === 1 ) { + + for ( ca = 0; ca < cal; ca ++ ) { + + customAttribute.array[ ca ] = customAttribute.value[ ca ]; + + } + + } else if ( customAttribute.size === 2 ) { + + for ( ca = 0; ca < cal; ca ++ ) { + + value = customAttribute.value[ ca ]; + + customAttribute.array[ offset ] = value.x; + customAttribute.array[ offset + 1 ] = value.y; + + offset += 2; + + } + + } else if ( customAttribute.size === 3 ) { + + if ( customAttribute.type === 'c' ) { + + for ( ca = 0; ca < cal; ca ++ ) { + + value = customAttribute.value[ ca ]; + + customAttribute.array[ offset ] = value.r; + customAttribute.array[ offset + 1 ] = value.g; + customAttribute.array[ offset + 2 ] = value.b; + + offset += 3; + + } + + } else { + + for ( ca = 0; ca < cal; ca ++ ) { + + value = customAttribute.value[ ca ]; + + customAttribute.array[ offset ] = value.x; + customAttribute.array[ offset + 1 ] = value.y; + customAttribute.array[ offset + 2 ] = value.z; + + offset += 3; + + } + + } + + } else if ( customAttribute.size === 4 ) { + + for ( ca = 0; ca < cal; ca ++ ) { + + value = customAttribute.value[ ca ]; + + customAttribute.array[ offset ] = value.x; + customAttribute.array[ offset + 1 ] = value.y; + customAttribute.array[ offset + 2 ] = value.z; + customAttribute.array[ offset + 3 ] = value.w; + + offset += 4; + + } + + } + + } + + } + + } + + } + + if ( dirtyVertices || object.sortParticles ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint ); + + } + + if ( dirtyColors || object.sortParticles ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint ); + + } + + if ( customAttributes ) { + + for ( i = 0, il = customAttributes.length; i < il; i ++ ) { + + customAttribute = customAttributes[ i ]; + + if ( customAttribute.needsUpdate || object.sortParticles ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint ); + + } + + } + + } + + } + + function setLineBuffers ( geometry, hint ) { + + var v, c, d, vertex, offset, color, + + vertices = geometry.vertices, + colors = geometry.colors, + lineDistances = geometry.lineDistances, + + vl = vertices.length, + cl = colors.length, + dl = lineDistances.length, + + vertexArray = geometry.__vertexArray, + colorArray = geometry.__colorArray, + lineDistanceArray = geometry.__lineDistanceArray, + + dirtyVertices = geometry.verticesNeedUpdate, + dirtyColors = geometry.colorsNeedUpdate, + dirtyLineDistances = geometry.lineDistancesNeedUpdate, + + customAttributes = geometry.__webglCustomAttributesList, + + i, il, + a, ca, cal, value, + customAttribute; + + if ( dirtyVertices ) { + + for ( v = 0; v < vl; v ++ ) { + + vertex = vertices[ v ]; + + offset = v * 3; + + vertexArray[ offset ] = vertex.x; + vertexArray[ offset + 1 ] = vertex.y; + vertexArray[ offset + 2 ] = vertex.z; + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint ); + + } + + if ( dirtyColors ) { + + for ( c = 0; c < cl; c ++ ) { + + color = colors[ c ]; + + offset = c * 3; + + colorArray[ offset ] = color.r; + colorArray[ offset + 1 ] = color.g; + colorArray[ offset + 2 ] = color.b; + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint ); + + } + + if ( dirtyLineDistances ) { + + for ( d = 0; d < dl; d ++ ) { + + lineDistanceArray[ d ] = lineDistances[ d ]; + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglLineDistanceBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, lineDistanceArray, hint ); + + } + + if ( customAttributes ) { + + for ( i = 0, il = customAttributes.length; i < il; i ++ ) { + + customAttribute = customAttributes[ i ]; + + if ( customAttribute.needsUpdate && + ( customAttribute.boundTo === undefined || + customAttribute.boundTo === 'vertices' ) ) { + + offset = 0; + + cal = customAttribute.value.length; + + if ( customAttribute.size === 1 ) { + + for ( ca = 0; ca < cal; ca ++ ) { + + customAttribute.array[ ca ] = customAttribute.value[ ca ]; + + } + + } else if ( customAttribute.size === 2 ) { + + for ( ca = 0; ca < cal; ca ++ ) { + + value = customAttribute.value[ ca ]; + + customAttribute.array[ offset ] = value.x; + customAttribute.array[ offset + 1 ] = value.y; + + offset += 2; + + } + + } else if ( customAttribute.size === 3 ) { + + if ( customAttribute.type === 'c' ) { + + for ( ca = 0; ca < cal; ca ++ ) { + + value = customAttribute.value[ ca ]; + + customAttribute.array[ offset ] = value.r; + customAttribute.array[ offset + 1 ] = value.g; + customAttribute.array[ offset + 2 ] = value.b; + + offset += 3; + + } + + } else { + + for ( ca = 0; ca < cal; ca ++ ) { + + value = customAttribute.value[ ca ]; + + customAttribute.array[ offset ] = value.x; + customAttribute.array[ offset + 1 ] = value.y; + customAttribute.array[ offset + 2 ] = value.z; + + offset += 3; + + } + + } + + } else if ( customAttribute.size === 4 ) { + + for ( ca = 0; ca < cal; ca ++ ) { + + value = customAttribute.value[ ca ]; + + customAttribute.array[ offset ] = value.x; + customAttribute.array[ offset + 1 ] = value.y; + customAttribute.array[ offset + 2 ] = value.z; + customAttribute.array[ offset + 3 ] = value.w; + + offset += 4; + + } + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint ); + + } + + } + + } + + } + + function setMeshBuffers( geometryGroup, object, hint, dispose, material ) { + + if ( ! geometryGroup.__inittedArrays ) { + + return; + + } + + var needsSmoothNormals = materialNeedsSmoothNormals( material ); + + var f, fl, fi, face, + vertexNormals, faceNormal, normal, + vertexColors, faceColor, + vertexTangents, + uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, n1, n2, n3, n4, + c1, c2, c3, + sw1, sw2, sw3, sw4, + si1, si2, si3, si4, + sa1, sa2, sa3, sa4, + sb1, sb2, sb3, sb4, + m, ml, i, il, + vn, uvi, uv2i, + vk, vkl, vka, + nka, chf, faceVertexNormals, + a, + + vertexIndex = 0, + + offset = 0, + offset_uv = 0, + offset_uv2 = 0, + offset_face = 0, + offset_normal = 0, + offset_tangent = 0, + offset_line = 0, + offset_color = 0, + offset_skin = 0, + offset_morphTarget = 0, + offset_custom = 0, + offset_customSrc = 0, + + value, + + vertexArray = geometryGroup.__vertexArray, + uvArray = geometryGroup.__uvArray, + uv2Array = geometryGroup.__uv2Array, + normalArray = geometryGroup.__normalArray, + tangentArray = geometryGroup.__tangentArray, + colorArray = geometryGroup.__colorArray, + + skinIndexArray = geometryGroup.__skinIndexArray, + skinWeightArray = geometryGroup.__skinWeightArray, + + morphTargetsArrays = geometryGroup.__morphTargetsArrays, + morphNormalsArrays = geometryGroup.__morphNormalsArrays, + + customAttributes = geometryGroup.__webglCustomAttributesList, + customAttribute, + + faceArray = geometryGroup.__faceArray, + lineArray = geometryGroup.__lineArray, + + geometry = object.geometry, // this is shared for all chunks + + dirtyVertices = geometry.verticesNeedUpdate, + dirtyElements = geometry.elementsNeedUpdate, + dirtyUvs = geometry.uvsNeedUpdate, + dirtyNormals = geometry.normalsNeedUpdate, + dirtyTangents = geometry.tangentsNeedUpdate, + dirtyColors = geometry.colorsNeedUpdate, + dirtyMorphTargets = geometry.morphTargetsNeedUpdate, + + vertices = geometry.vertices, + chunk_faces3 = geometryGroup.faces3, + obj_faces = geometry.faces, + + obj_uvs = geometry.faceVertexUvs[ 0 ], + obj_uvs2 = geometry.faceVertexUvs[ 1 ], + + obj_colors = geometry.colors, + + obj_skinIndices = geometry.skinIndices, + obj_skinWeights = geometry.skinWeights, + + morphTargets = geometry.morphTargets, + morphNormals = geometry.morphNormals; + + if ( dirtyVertices ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces3[ f ] ]; + + v1 = vertices[ face.a ]; + v2 = vertices[ face.b ]; + v3 = vertices[ face.c ]; + + vertexArray[ offset ] = v1.x; + vertexArray[ offset + 1 ] = v1.y; + vertexArray[ offset + 2 ] = v1.z; + + vertexArray[ offset + 3 ] = v2.x; + vertexArray[ offset + 4 ] = v2.y; + vertexArray[ offset + 5 ] = v2.z; + + vertexArray[ offset + 6 ] = v3.x; + vertexArray[ offset + 7 ] = v3.y; + vertexArray[ offset + 8 ] = v3.z; + + offset += 9; + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint ); + + } + + if ( dirtyMorphTargets ) { + + for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) { + + offset_morphTarget = 0; + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + chf = chunk_faces3[ f ]; + face = obj_faces[ chf ]; + + // morph positions + + v1 = morphTargets[ vk ].vertices[ face.a ]; + v2 = morphTargets[ vk ].vertices[ face.b ]; + v3 = morphTargets[ vk ].vertices[ face.c ]; + + vka = morphTargetsArrays[ vk ]; + + vka[ offset_morphTarget ] = v1.x; + vka[ offset_morphTarget + 1 ] = v1.y; + vka[ offset_morphTarget + 2 ] = v1.z; + + vka[ offset_morphTarget + 3 ] = v2.x; + vka[ offset_morphTarget + 4 ] = v2.y; + vka[ offset_morphTarget + 5 ] = v2.z; + + vka[ offset_morphTarget + 6 ] = v3.x; + vka[ offset_morphTarget + 7 ] = v3.y; + vka[ offset_morphTarget + 8 ] = v3.z; + + // morph normals + + if ( material.morphNormals ) { + + if ( needsSmoothNormals ) { + + faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ]; + + n1 = faceVertexNormals.a; + n2 = faceVertexNormals.b; + n3 = faceVertexNormals.c; + + } else { + + n1 = morphNormals[ vk ].faceNormals[ chf ]; + n2 = n1; + n3 = n1; + + } + + nka = morphNormalsArrays[ vk ]; + + nka[ offset_morphTarget ] = n1.x; + nka[ offset_morphTarget + 1 ] = n1.y; + nka[ offset_morphTarget + 2 ] = n1.z; + + nka[ offset_morphTarget + 3 ] = n2.x; + nka[ offset_morphTarget + 4 ] = n2.y; + nka[ offset_morphTarget + 5 ] = n2.z; + + nka[ offset_morphTarget + 6 ] = n3.x; + nka[ offset_morphTarget + 7 ] = n3.y; + nka[ offset_morphTarget + 8 ] = n3.z; + + } + + // + + offset_morphTarget += 9; + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] ); + _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint ); + + if ( material.morphNormals ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ vk ] ); + _gl.bufferData( _gl.ARRAY_BUFFER, morphNormalsArrays[ vk ], hint ); + + } + + } + + } + + if ( obj_skinWeights.length ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces3[ f ] ]; + + // weights + + sw1 = obj_skinWeights[ face.a ]; + sw2 = obj_skinWeights[ face.b ]; + sw3 = obj_skinWeights[ face.c ]; + + skinWeightArray[ offset_skin ] = sw1.x; + skinWeightArray[ offset_skin + 1 ] = sw1.y; + skinWeightArray[ offset_skin + 2 ] = sw1.z; + skinWeightArray[ offset_skin + 3 ] = sw1.w; + + skinWeightArray[ offset_skin + 4 ] = sw2.x; + skinWeightArray[ offset_skin + 5 ] = sw2.y; + skinWeightArray[ offset_skin + 6 ] = sw2.z; + skinWeightArray[ offset_skin + 7 ] = sw2.w; + + skinWeightArray[ offset_skin + 8 ] = sw3.x; + skinWeightArray[ offset_skin + 9 ] = sw3.y; + skinWeightArray[ offset_skin + 10 ] = sw3.z; + skinWeightArray[ offset_skin + 11 ] = sw3.w; + + // indices + + si1 = obj_skinIndices[ face.a ]; + si2 = obj_skinIndices[ face.b ]; + si3 = obj_skinIndices[ face.c ]; + + skinIndexArray[ offset_skin ] = si1.x; + skinIndexArray[ offset_skin + 1 ] = si1.y; + skinIndexArray[ offset_skin + 2 ] = si1.z; + skinIndexArray[ offset_skin + 3 ] = si1.w; + + skinIndexArray[ offset_skin + 4 ] = si2.x; + skinIndexArray[ offset_skin + 5 ] = si2.y; + skinIndexArray[ offset_skin + 6 ] = si2.z; + skinIndexArray[ offset_skin + 7 ] = si2.w; + + skinIndexArray[ offset_skin + 8 ] = si3.x; + skinIndexArray[ offset_skin + 9 ] = si3.y; + skinIndexArray[ offset_skin + 10 ] = si3.z; + skinIndexArray[ offset_skin + 11 ] = si3.w; + + offset_skin += 12; + + } + + if ( offset_skin > 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint ); + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint ); + + } + + } + + if ( dirtyColors ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces3[ f ] ]; + + vertexColors = face.vertexColors; + faceColor = face.color; + + if ( vertexColors.length === 3 && material.vertexColors === THREE.VertexColors ) { + + c1 = vertexColors[ 0 ]; + c2 = vertexColors[ 1 ]; + c3 = vertexColors[ 2 ]; + + } else { + + c1 = faceColor; + c2 = faceColor; + c3 = faceColor; + + } + + colorArray[ offset_color ] = c1.r; + colorArray[ offset_color + 1 ] = c1.g; + colorArray[ offset_color + 2 ] = c1.b; + + colorArray[ offset_color + 3 ] = c2.r; + colorArray[ offset_color + 4 ] = c2.g; + colorArray[ offset_color + 5 ] = c2.b; + + colorArray[ offset_color + 6 ] = c3.r; + colorArray[ offset_color + 7 ] = c3.g; + colorArray[ offset_color + 8 ] = c3.b; + + offset_color += 9; + + } + + if ( offset_color > 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint ); + + } + + } + + if ( dirtyTangents && geometry.hasTangents ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces3[ f ] ]; + + vertexTangents = face.vertexTangents; + + t1 = vertexTangents[ 0 ]; + t2 = vertexTangents[ 1 ]; + t3 = vertexTangents[ 2 ]; + + tangentArray[ offset_tangent ] = t1.x; + tangentArray[ offset_tangent + 1 ] = t1.y; + tangentArray[ offset_tangent + 2 ] = t1.z; + tangentArray[ offset_tangent + 3 ] = t1.w; + + tangentArray[ offset_tangent + 4 ] = t2.x; + tangentArray[ offset_tangent + 5 ] = t2.y; + tangentArray[ offset_tangent + 6 ] = t2.z; + tangentArray[ offset_tangent + 7 ] = t2.w; + + tangentArray[ offset_tangent + 8 ] = t3.x; + tangentArray[ offset_tangent + 9 ] = t3.y; + tangentArray[ offset_tangent + 10 ] = t3.z; + tangentArray[ offset_tangent + 11 ] = t3.w; + + offset_tangent += 12; + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint ); + + } + + if ( dirtyNormals ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces3[ f ] ]; + + vertexNormals = face.vertexNormals; + faceNormal = face.normal; + + if ( vertexNormals.length === 3 && needsSmoothNormals ) { + + for ( i = 0; i < 3; i ++ ) { + + vn = vertexNormals[ i ]; + + normalArray[ offset_normal ] = vn.x; + normalArray[ offset_normal + 1 ] = vn.y; + normalArray[ offset_normal + 2 ] = vn.z; + + offset_normal += 3; + + } + + } else { + + for ( i = 0; i < 3; i ++ ) { + + normalArray[ offset_normal ] = faceNormal.x; + normalArray[ offset_normal + 1 ] = faceNormal.y; + normalArray[ offset_normal + 2 ] = faceNormal.z; + + offset_normal += 3; + + } + + } + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint ); + + } + + if ( dirtyUvs && obj_uvs ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + fi = chunk_faces3[ f ]; + + uv = obj_uvs[ fi ]; + + if ( uv === undefined ) continue; + + for ( i = 0; i < 3; i ++ ) { + + uvi = uv[ i ]; + + uvArray[ offset_uv ] = uvi.x; + uvArray[ offset_uv + 1 ] = uvi.y; + + offset_uv += 2; + + } + + } + + if ( offset_uv > 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint ); + + } + + } + + if ( dirtyUvs && obj_uvs2 ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + fi = chunk_faces3[ f ]; + + uv2 = obj_uvs2[ fi ]; + + if ( uv2 === undefined ) continue; + + for ( i = 0; i < 3; i ++ ) { + + uv2i = uv2[ i ]; + + uv2Array[ offset_uv2 ] = uv2i.x; + uv2Array[ offset_uv2 + 1 ] = uv2i.y; + + offset_uv2 += 2; + + } + + } + + if ( offset_uv2 > 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint ); + + } + + } + + if ( dirtyElements ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + faceArray[ offset_face ] = vertexIndex; + faceArray[ offset_face + 1 ] = vertexIndex + 1; + faceArray[ offset_face + 2 ] = vertexIndex + 2; + + offset_face += 3; + + lineArray[ offset_line ] = vertexIndex; + lineArray[ offset_line + 1 ] = vertexIndex + 1; + + lineArray[ offset_line + 2 ] = vertexIndex; + lineArray[ offset_line + 3 ] = vertexIndex + 2; + + lineArray[ offset_line + 4 ] = vertexIndex + 1; + lineArray[ offset_line + 5 ] = vertexIndex + 2; + + offset_line += 6; + + vertexIndex += 3; + + } + + _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer ); + _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint ); + + _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer ); + _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint ); + + } + + if ( customAttributes ) { + + for ( i = 0, il = customAttributes.length; i < il; i ++ ) { + + customAttribute = customAttributes[ i ]; + + if ( ! customAttribute.__original.needsUpdate ) continue; + + offset_custom = 0; + offset_customSrc = 0; + + if ( customAttribute.size === 1 ) { + + if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces3[ f ] ]; + + customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ]; + customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ]; + customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ]; + + offset_custom += 3; + + } + + } else if ( customAttribute.boundTo === 'faces' ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + value = customAttribute.value[ chunk_faces3[ f ] ]; + + customAttribute.array[ offset_custom ] = value; + customAttribute.array[ offset_custom + 1 ] = value; + customAttribute.array[ offset_custom + 2 ] = value; + + offset_custom += 3; + + } + + } + + } else if ( customAttribute.size === 2 ) { + + if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces3[ f ] ]; + + v1 = customAttribute.value[ face.a ]; + v2 = customAttribute.value[ face.b ]; + v3 = customAttribute.value[ face.c ]; + + customAttribute.array[ offset_custom ] = v1.x; + customAttribute.array[ offset_custom + 1 ] = v1.y; + + customAttribute.array[ offset_custom + 2 ] = v2.x; + customAttribute.array[ offset_custom + 3 ] = v2.y; + + customAttribute.array[ offset_custom + 4 ] = v3.x; + customAttribute.array[ offset_custom + 5 ] = v3.y; + + offset_custom += 6; + + } + + } else if ( customAttribute.boundTo === 'faces' ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + value = customAttribute.value[ chunk_faces3[ f ] ]; + + v1 = value; + v2 = value; + v3 = value; + + customAttribute.array[ offset_custom ] = v1.x; + customAttribute.array[ offset_custom + 1 ] = v1.y; + + customAttribute.array[ offset_custom + 2 ] = v2.x; + customAttribute.array[ offset_custom + 3 ] = v2.y; + + customAttribute.array[ offset_custom + 4 ] = v3.x; + customAttribute.array[ offset_custom + 5 ] = v3.y; + + offset_custom += 6; + + } + + } + + } else if ( customAttribute.size === 3 ) { + + var pp; + + if ( customAttribute.type === 'c' ) { + + pp = [ 'r', 'g', 'b' ]; + + } else { + + pp = [ 'x', 'y', 'z' ]; + + } + + if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces3[ f ] ]; + + v1 = customAttribute.value[ face.a ]; + v2 = customAttribute.value[ face.b ]; + v3 = customAttribute.value[ face.c ]; + + customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ]; + + customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ]; + + customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ]; + + offset_custom += 9; + + } + + } else if ( customAttribute.boundTo === 'faces' ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + value = customAttribute.value[ chunk_faces3[ f ] ]; + + v1 = value; + v2 = value; + v3 = value; + + customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ]; + + customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ]; + + customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ]; + + offset_custom += 9; + + } + + } else if ( customAttribute.boundTo === 'faceVertices' ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + value = customAttribute.value[ chunk_faces3[ f ] ]; + + v1 = value[ 0 ]; + v2 = value[ 1 ]; + v3 = value[ 2 ]; + + customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ]; + + customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ]; + + customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ]; + + offset_custom += 9; + + } + + } + + } else if ( customAttribute.size === 4 ) { + + if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces3[ f ] ]; + + v1 = customAttribute.value[ face.a ]; + v2 = customAttribute.value[ face.b ]; + v3 = customAttribute.value[ face.c ]; + + customAttribute.array[ offset_custom ] = v1.x; + customAttribute.array[ offset_custom + 1 ] = v1.y; + customAttribute.array[ offset_custom + 2 ] = v1.z; + customAttribute.array[ offset_custom + 3 ] = v1.w; + + customAttribute.array[ offset_custom + 4 ] = v2.x; + customAttribute.array[ offset_custom + 5 ] = v2.y; + customAttribute.array[ offset_custom + 6 ] = v2.z; + customAttribute.array[ offset_custom + 7 ] = v2.w; + + customAttribute.array[ offset_custom + 8 ] = v3.x; + customAttribute.array[ offset_custom + 9 ] = v3.y; + customAttribute.array[ offset_custom + 10 ] = v3.z; + customAttribute.array[ offset_custom + 11 ] = v3.w; + + offset_custom += 12; + + } + + } else if ( customAttribute.boundTo === 'faces' ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + value = customAttribute.value[ chunk_faces3[ f ] ]; + + v1 = value; + v2 = value; + v3 = value; + + customAttribute.array[ offset_custom ] = v1.x; + customAttribute.array[ offset_custom + 1 ] = v1.y; + customAttribute.array[ offset_custom + 2 ] = v1.z; + customAttribute.array[ offset_custom + 3 ] = v1.w; + + customAttribute.array[ offset_custom + 4 ] = v2.x; + customAttribute.array[ offset_custom + 5 ] = v2.y; + customAttribute.array[ offset_custom + 6 ] = v2.z; + customAttribute.array[ offset_custom + 7 ] = v2.w; + + customAttribute.array[ offset_custom + 8 ] = v3.x; + customAttribute.array[ offset_custom + 9 ] = v3.y; + customAttribute.array[ offset_custom + 10 ] = v3.z; + customAttribute.array[ offset_custom + 11 ] = v3.w; + + offset_custom += 12; + + } + + } else if ( customAttribute.boundTo === 'faceVertices' ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + value = customAttribute.value[ chunk_faces3[ f ] ]; + + v1 = value[ 0 ]; + v2 = value[ 1 ]; + v3 = value[ 2 ]; + + customAttribute.array[ offset_custom ] = v1.x; + customAttribute.array[ offset_custom + 1 ] = v1.y; + customAttribute.array[ offset_custom + 2 ] = v1.z; + customAttribute.array[ offset_custom + 3 ] = v1.w; + + customAttribute.array[ offset_custom + 4 ] = v2.x; + customAttribute.array[ offset_custom + 5 ] = v2.y; + customAttribute.array[ offset_custom + 6 ] = v2.z; + customAttribute.array[ offset_custom + 7 ] = v2.w; + + customAttribute.array[ offset_custom + 8 ] = v3.x; + customAttribute.array[ offset_custom + 9 ] = v3.y; + customAttribute.array[ offset_custom + 10 ] = v3.z; + customAttribute.array[ offset_custom + 11 ] = v3.w; + + offset_custom += 12; + + } + + } + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint ); + + } + + } + + if ( dispose ) { + + delete geometryGroup.__inittedArrays; + delete geometryGroup.__colorArray; + delete geometryGroup.__normalArray; + delete geometryGroup.__tangentArray; + delete geometryGroup.__uvArray; + delete geometryGroup.__uv2Array; + delete geometryGroup.__faceArray; + delete geometryGroup.__vertexArray; + delete geometryGroup.__lineArray; + delete geometryGroup.__skinIndexArray; + delete geometryGroup.__skinWeightArray; + + } + + }; + + function setDirectBuffers( geometry ) { + + var attributes = geometry.attributes; + var attributesKeys = geometry.attributesKeys; + + for ( var i = 0, l = attributesKeys.length; i < l; i ++ ) { + + var key = attributesKeys[ i ]; + var attribute = attributes[ key ]; + + if ( attribute.buffer === undefined ) { + + attribute.buffer = _gl.createBuffer(); + attribute.needsUpdate = true; + + } + + if ( attribute.needsUpdate === true ) { + + var bufferType = ( key === 'index' ) ? _gl.ELEMENT_ARRAY_BUFFER : _gl.ARRAY_BUFFER; + + _gl.bindBuffer( bufferType, attribute.buffer ); + _gl.bufferData( bufferType, attribute.array, _gl.STATIC_DRAW ); + + attribute.needsUpdate = false; + + } + + } + + } + + // Buffer rendering + + this.renderBufferImmediate = function ( object, program, material ) { + + initAttributes(); + + if ( object.hasPositions && ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer(); + if ( object.hasNormals && ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer(); + if ( object.hasUvs && ! object.__webglUvBuffer ) object.__webglUvBuffer = _gl.createBuffer(); + if ( object.hasColors && ! object.__webglColorBuffer ) object.__webglColorBuffer = _gl.createBuffer(); + + if ( object.hasPositions ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW ); + enableAttribute( program.attributes.position ); + _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 ); + + } + + if ( object.hasNormals ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer ); + + if ( material.shading === THREE.FlatShading ) { + + var nx, ny, nz, + nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz, + normalArray, + i, il = object.count * 3; + + for ( i = 0; i < il; i += 9 ) { + + normalArray = object.normalArray; + + nax = normalArray[ i ]; + nay = normalArray[ i + 1 ]; + naz = normalArray[ i + 2 ]; + + nbx = normalArray[ i + 3 ]; + nby = normalArray[ i + 4 ]; + nbz = normalArray[ i + 5 ]; + + ncx = normalArray[ i + 6 ]; + ncy = normalArray[ i + 7 ]; + ncz = normalArray[ i + 8 ]; + + nx = ( nax + nbx + ncx ) / 3; + ny = ( nay + nby + ncy ) / 3; + nz = ( naz + nbz + ncz ) / 3; + + normalArray[ i ] = nx; + normalArray[ i + 1 ] = ny; + normalArray[ i + 2 ] = nz; + + normalArray[ i + 3 ] = nx; + normalArray[ i + 4 ] = ny; + normalArray[ i + 5 ] = nz; + + normalArray[ i + 6 ] = nx; + normalArray[ i + 7 ] = ny; + normalArray[ i + 8 ] = nz; + + } + + } + + _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW ); + enableAttribute( program.attributes.normal ); + _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 ); + + } + + if ( object.hasUvs && material.map ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglUvBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW ); + enableAttribute( program.attributes.uv ); + _gl.vertexAttribPointer( program.attributes.uv, 2, _gl.FLOAT, false, 0, 0 ); + + } + + if ( object.hasColors && material.vertexColors !== THREE.NoColors ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglColorBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW ); + enableAttribute( program.attributes.color ); + _gl.vertexAttribPointer( program.attributes.color, 3, _gl.FLOAT, false, 0, 0 ); + + } + + disableUnusedAttributes(); + + _gl.drawArrays( _gl.TRIANGLES, 0, object.count ); + + object.count = 0; + + }; + + function setupVertexAttributes( material, program, geometry, startIndex ) { + + var geometryAttributes = geometry.attributes; + + var programAttributes = program.attributes; + var programAttributesKeys = program.attributesKeys; + + for ( var i = 0, l = programAttributesKeys.length; i < l; i ++ ) { + + var key = programAttributesKeys[ i ]; + var programAttribute = programAttributes[ key ]; + + if ( programAttribute >= 0 ) { + + var geometryAttribute = geometryAttributes[ key ]; + + if ( geometryAttribute !== undefined ) { + + var size = geometryAttribute.itemSize; + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryAttribute.buffer ); + + enableAttribute( programAttribute ); + + _gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, 0, startIndex * size * 4 ); // 4 bytes per Float32 + + } else if ( material.defaultAttributeValues !== undefined ) { + + if ( material.defaultAttributeValues[ key ].length === 2 ) { + + _gl.vertexAttrib2fv( programAttribute, material.defaultAttributeValues[ key ] ); + + } else if ( material.defaultAttributeValues[ key ].length === 3 ) { + + _gl.vertexAttrib3fv( programAttribute, material.defaultAttributeValues[ key ] ); + + } + + } + + } + + } + + disableUnusedAttributes(); + + } + + this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) { + + if ( material.visible === false ) return; + + var program = setProgram( camera, lights, fog, material, object ); + + var updateBuffers = false, + wireframeBit = material.wireframe ? 1 : 0, + geometryHash = ( geometry.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit; + + if ( geometryHash !== _currentGeometryGroupHash ) { + + _currentGeometryGroupHash = geometryHash; + updateBuffers = true; + + } + + if ( updateBuffers ) { + + initAttributes(); + + } + + // render mesh + + if ( object instanceof THREE.Mesh ) { + + var mode = material.wireframe === true ? _gl.LINES : _gl.TRIANGLES; + + var index = geometry.attributes.index; + + if ( index ) { + + // indexed triangles + + var type, size; + + 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.offsets; + + if ( offsets.length === 0 ) { + + if ( updateBuffers ) { + + setupVertexAttributes( material, program, geometry, 0 ); + _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer ); + + } + + _gl.drawElements( mode, index.array.length, type, 0 ); + + _this.info.render.calls ++; + _this.info.render.vertices += index.array.length; // not really true, here vertices can be shared + _this.info.render.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 ( updateBuffers ) { + + setupVertexAttributes( material, program, geometry, startIndex ); + _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer ); + + } + + // render indexed triangles + + _gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size ); + + _this.info.render.calls ++; + _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared + _this.info.render.faces += offsets[ i ].count / 3; + + } + + } + + } else { + + // non-indexed triangles + + if ( updateBuffers ) { + + setupVertexAttributes( material, program, geometry, 0 ); + + } + + var position = geometry.attributes[ 'position' ]; + + // render non-indexed triangles + + _gl.drawArrays( mode, 0, position.array.length / 3 ); + + _this.info.render.calls ++; + _this.info.render.vertices += position.array.length / 3; + _this.info.render.faces += position.array.length / 9; + + } + + } else if ( object instanceof THREE.PointCloud ) { + + // render particles + + if ( updateBuffers ) { + + setupVertexAttributes( material, program, geometry, 0 ); + + } + + var position = geometry.attributes.position; + + // render particles + + _gl.drawArrays( _gl.POINTS, 0, position.array.length / 3 ); + + _this.info.render.calls ++; + _this.info.render.points += position.array.length / 3; + + } else if ( object instanceof THREE.Line ) { + + var mode = ( object.mode === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES; + + setLineWidth( material.linewidth ); + + var index = geometry.attributes.index; + + if ( index ) { + + // indexed lines + + var type, size; + + if ( index.array instanceof Uint32Array ) { + + type = _gl.UNSIGNED_INT; + size = 4; + + } else { + + type = _gl.UNSIGNED_SHORT; + size = 2; + + } + + var offsets = geometry.offsets; + + if ( offsets.length === 0 ) { + + if ( updateBuffers ) { + + setupVertexAttributes( material, program, geometry, 0 ); + _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer ); + + } + + _gl.drawElements( mode, index.array.length, type, 0 ); // 2 bytes per Uint16Array + + _this.info.render.calls ++; + _this.info.render.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 ( updateBuffers ) { + + setupVertexAttributes( material, program, geometry, startIndex ); + _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer ); + + } + + // render indexed lines + + _gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size ); // 2 bytes per Uint16Array + + _this.info.render.calls ++; + _this.info.render.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; + + _gl.drawArrays( mode, 0, position.array.length / 3 ); + + _this.info.render.calls ++; + _this.info.render.points += position.array.length / 3; + + } + + } + + }; + + this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) { + + if ( material.visible === false ) return; + + var program = setProgram( camera, lights, fog, material, object ); + + var attributes = program.attributes; + + var updateBuffers = false, + wireframeBit = material.wireframe ? 1 : 0, + geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit; + + if ( geometryGroupHash !== _currentGeometryGroupHash ) { + + _currentGeometryGroupHash = geometryGroupHash; + updateBuffers = true; + + } + + if ( updateBuffers ) { + + initAttributes(); + + } + + // vertices + + if ( ! material.morphTargets && attributes.position >= 0 ) { + + if ( updateBuffers ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer ); + enableAttribute( attributes.position ); + _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 ); + + } + + } else { + + if ( object.morphTargetBase ) { + + setupMorphTargets( material, geometryGroup, object ); + + } + + } + + + if ( updateBuffers ) { + + // custom attributes + + // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers + + if ( geometryGroup.__webglCustomAttributesList ) { + + for ( var i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) { + + var attribute = geometryGroup.__webglCustomAttributesList[ i ]; + + if ( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer ); + enableAttribute( attributes[ attribute.buffer.belongsToAttribute ] ); + _gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 ); + + } + + } + + } + + + // colors + + if ( attributes.color >= 0 ) { + + if ( object.geometry.colors.length > 0 || object.geometry.faces.length > 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer ); + enableAttribute( attributes.color ); + _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 ); + + } else if ( material.defaultAttributeValues !== undefined ) { + + + _gl.vertexAttrib3fv( attributes.color, material.defaultAttributeValues.color ); + + } + + } + + // normals + + if ( attributes.normal >= 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer ); + enableAttribute( attributes.normal ); + _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 ); + + } + + // tangents + + if ( attributes.tangent >= 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer ); + enableAttribute( attributes.tangent ); + _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 ); + + } + + // uvs + + if ( attributes.uv >= 0 ) { + + if ( object.geometry.faceVertexUvs[ 0 ] ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer ); + enableAttribute( attributes.uv ); + _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 ); + + } else if ( material.defaultAttributeValues !== undefined ) { + + + _gl.vertexAttrib2fv( attributes.uv, material.defaultAttributeValues.uv ); + + } + + } + + if ( attributes.uv2 >= 0 ) { + + if ( object.geometry.faceVertexUvs[ 1 ] ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer ); + enableAttribute( attributes.uv2 ); + _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 ); + + } else if ( material.defaultAttributeValues !== undefined ) { + + + _gl.vertexAttrib2fv( attributes.uv2, material.defaultAttributeValues.uv2 ); + + } + + } + + if ( material.skinning && + attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer ); + enableAttribute( attributes.skinIndex ); + _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 ); + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer ); + enableAttribute( attributes.skinWeight ); + _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 ); + + } + + // line distances + + if ( attributes.lineDistance >= 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglLineDistanceBuffer ); + enableAttribute( attributes.lineDistance ); + _gl.vertexAttribPointer( attributes.lineDistance, 1, _gl.FLOAT, false, 0, 0 ); + + } + + } + + disableUnusedAttributes(); + + // render mesh + + if ( object instanceof THREE.Mesh ) { + + var type = geometryGroup.__typeArray === Uint32Array ? _gl.UNSIGNED_INT : _gl.UNSIGNED_SHORT; + + // wireframe + + if ( material.wireframe ) { + + setLineWidth( material.wireframeLinewidth ); + if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer ); + _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, type, 0 ); + + // triangles + + } else { + + if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer ); + _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, type, 0 ); + + } + + _this.info.render.calls ++; + _this.info.render.vertices += geometryGroup.__webglFaceCount; + _this.info.render.faces += geometryGroup.__webglFaceCount / 3; + + // render lines + + } else if ( object instanceof THREE.Line ) { + + var mode = ( object.mode === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES; + + setLineWidth( material.linewidth ); + + _gl.drawArrays( mode, 0, geometryGroup.__webglLineCount ); + + _this.info.render.calls ++; + + // render particles + + } else if ( object instanceof THREE.PointCloud ) { + + _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount ); + + _this.info.render.calls ++; + _this.info.render.points += geometryGroup.__webglParticleCount; + + } + + }; + + function initAttributes() { + + for ( var i = 0, l = _newAttributes.length; i < l; i ++ ) { + + _newAttributes[ i ] = 0; + + } + + } + + function enableAttribute( attribute ) { + + _newAttributes[ attribute ] = 1; + + if ( _enabledAttributes[ attribute ] === 0 ) { + + _gl.enableVertexAttribArray( attribute ); + _enabledAttributes[ attribute ] = 1; + + } + + } + + function disableUnusedAttributes() { + + for ( var i = 0, l = _enabledAttributes.length; i < l; i ++ ) { + + if ( _enabledAttributes[ i ] !== _newAttributes[ i ] ) { + + _gl.disableVertexAttribArray( i ); + _enabledAttributes[ i ] = 0; + + } + + } + + } + + function setupMorphTargets ( material, geometryGroup, object ) { + + // set base + + var attributes = material.program.attributes; + + if ( object.morphTargetBase !== - 1 && attributes.position >= 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] ); + enableAttribute( attributes.position ); + _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 ); + + } else if ( attributes.position >= 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer ); + enableAttribute( attributes.position ); + _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 ); + + } + + if ( object.morphTargetForcedOrder.length ) { + + // set forced order + + var m = 0; + var order = object.morphTargetForcedOrder; + var influences = object.morphTargetInfluences; + + while ( m < material.numSupportedMorphTargets && m < order.length ) { + + if ( attributes[ 'morphTarget' + m ] >= 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] ); + enableAttribute( attributes[ 'morphTarget' + m ] ); + _gl.vertexAttribPointer( attributes[ 'morphTarget' + m ], 3, _gl.FLOAT, false, 0, 0 ); + + } + + if ( attributes[ 'morphNormal' + m ] >= 0 && material.morphNormals ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] ); + enableAttribute( attributes[ 'morphNormal' + m ] ); + _gl.vertexAttribPointer( attributes[ 'morphNormal' + m ], 3, _gl.FLOAT, false, 0, 0 ); + + } + + object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ]; + + m ++; + } + + } else { + + // find the most influencing + + var influence, activeInfluenceIndices = []; + var influences = object.morphTargetInfluences; + var i, il = influences.length; + + for ( i = 0; i < il; i ++ ) { + + influence = influences[ i ]; + + if ( influence > 0 ) { + + activeInfluenceIndices.push( [ influence, i ] ); + + } + + } + + if ( activeInfluenceIndices.length > material.numSupportedMorphTargets ) { + + activeInfluenceIndices.sort( numericalSort ); + activeInfluenceIndices.length = material.numSupportedMorphTargets; + + } else if ( activeInfluenceIndices.length > material.numSupportedMorphNormals ) { + + activeInfluenceIndices.sort( numericalSort ); + + } else if ( activeInfluenceIndices.length === 0 ) { + + activeInfluenceIndices.push( [ 0, 0 ] ); + + }; + + var influenceIndex, m = 0; + + while ( m < material.numSupportedMorphTargets ) { + + if ( activeInfluenceIndices[ m ] ) { + + influenceIndex = activeInfluenceIndices[ m ][ 1 ]; + + if ( attributes[ 'morphTarget' + m ] >= 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] ); + enableAttribute( attributes[ 'morphTarget' + m ] ); + _gl.vertexAttribPointer( attributes[ 'morphTarget' + m ], 3, _gl.FLOAT, false, 0, 0 ); + + } + + if ( attributes[ 'morphNormal' + m ] >= 0 && material.morphNormals ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ] ); + enableAttribute( attributes[ 'morphNormal' + m ] ); + _gl.vertexAttribPointer( attributes[ 'morphNormal' + m ], 3, _gl.FLOAT, false, 0, 0 ); + + + } + + object.__webglMorphTargetInfluences[ m ] = influences[ influenceIndex ]; + + } else { + + /* + _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 ); + + if ( material.morphNormals ) { + + _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 ); + + } + */ + + object.__webglMorphTargetInfluences[ m ] = 0; + + } + + m ++; + + } + + } + + // load updated influences uniform + + if ( material.program.uniforms.morphTargetInfluences !== null ) { + + _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences ); + + } + + } + + // Sorting + + function painterSortStable ( a, b ) { + + if ( a.material.id !== b.material.id ) { + + return b.material.id - a.material.id; + + } else if ( a.z !== b.z ) { + + return b.z - a.z; + + } else { + + return a.id - b.id; + + } + + } + + function reversePainterSortStable ( a, b ) { + + if ( a.z !== b.z ) { + + return a.z - b.z; + + } else { + + return a.id - b.id; + + } + + } + + function numericalSort ( a, b ) { + + return b[ 0 ] - a[ 0 ]; + + } + + // 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 + + _currentGeometryGroupHash = - 1; + _currentMaterialId = - 1; + _currentCamera = null; + _lightsNeedUpdate = true; + + // update scene graph + + if ( scene.autoUpdate === true ) scene.updateMatrixWorld(); + + // update camera matrices and frustum + + if ( camera.parent === undefined ) camera.updateMatrixWorld(); + + // update Skeleton objects + + scene.traverse( function ( object ) { + + if ( object instanceof THREE.SkinnedMesh ) { + + object.skeleton.update(); + + } + + } ); + + camera.matrixWorldInverse.getInverse( camera.matrixWorld ); + + _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse ); + _frustum.setFromMatrix( _projScreenMatrix ); + + lights.length = 0; + opaqueObjects.length = 0; + transparentObjects.length = 0; + + sprites.length = 0; + lensFlares.length = 0; + + projectObject( scene, scene ); + + if ( _this.sortObjects === true ) { + + opaqueObjects.sort( painterSortStable ); + transparentObjects.sort( reversePainterSortStable ); + + } + + // custom render plugins (pre pass) + + shadowMapPlugin.render( scene, camera ); + + // + + _this.info.render.calls = 0; + _this.info.render.vertices = 0; + _this.info.render.faces = 0; + _this.info.render.points = 0; + + this.setRenderTarget( renderTarget ); + + if ( this.autoClear || forceClear ) { + + this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil ); + + } + + // set matrices for immediate objects + + for ( var i = 0, il = _webglObjectsImmediate.length; i < il; i ++ ) { + + var webglObject = _webglObjectsImmediate[ i ]; + var object = webglObject.object; + + if ( object.visible ) { + + setupMatrices( object, camera ); + + unrollImmediateBufferMaterial( webglObject ); + + } + + } + + if ( scene.overrideMaterial ) { + + var material = scene.overrideMaterial; + + this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst ); + this.setDepthTest( material.depthTest ); + this.setDepthWrite( material.depthWrite ); + setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits ); + + renderObjects( opaqueObjects, camera, lights, fog, true, material ); + renderObjects( transparentObjects, camera, lights, fog, true, material ); + renderObjectsImmediate( _webglObjectsImmediate, '', camera, lights, fog, false, material ); + + } else { + + var material = null; + + // opaque pass (front-to-back order) + + this.setBlending( THREE.NoBlending ); + + renderObjects( opaqueObjects, camera, lights, fog, false, material ); + renderObjectsImmediate( _webglObjectsImmediate, 'opaque', camera, lights, fog, false, material ); + + // transparent pass (back-to-front order) + + renderObjects( transparentObjects, camera, lights, fog, true, material ); + renderObjectsImmediate( _webglObjectsImmediate, 'transparent', camera, lights, fog, true, material ); + + } + + // 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 + + this.setDepthTest( true ); + this.setDepthWrite( true ); + + // _gl.finish(); + + }; + + function projectObject( scene, object ) { + + if ( object.visible === false ) return; + + if ( object instanceof THREE.Scene || object instanceof THREE.Group ) { + + // skip + + } else { + + initObject( object, scene ); + + 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 { + + var webglObjects = _webglObjects[ object.id ]; + + if ( webglObjects && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) { + + updateObject( object, scene ); + + for ( var i = 0, l = webglObjects.length; i < l; i ++ ) { + + var webglObject = webglObjects[i]; + + unrollBufferMaterial( webglObject ); + + webglObject.render = true; + + if ( _this.sortObjects === true ) { + + if ( object.renderDepth !== null ) { + + webglObject.z = object.renderDepth; + + } else { + + _vector3.setFromMatrixPosition( object.matrixWorld ); + _vector3.applyProjection( _projScreenMatrix ); + + webglObject.z = _vector3.z; + + } + + } + + } + + } + + } + + } + + for ( var i = 0, l = object.children.length; i < l; i ++ ) { + + projectObject( scene, object.children[ i ] ); + + } + + } + + function renderObjects( renderList, camera, lights, fog, useBlending, overrideMaterial ) { + + var material; + + for ( var i = renderList.length - 1; i !== - 1; i -- ) { + + var webglObject = renderList[ i ]; + + var object = webglObject.object; + var buffer = webglObject.buffer; + + setupMatrices( object, camera ); + + if ( overrideMaterial ) { + + material = overrideMaterial; + + } else { + + material = webglObject.material; + + if ( ! material ) continue; + + if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst ); + + _this.setDepthTest( material.depthTest ); + _this.setDepthWrite( material.depthWrite ); + setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits ); + + } + + _this.setMaterialFaces( material ); + + if ( buffer instanceof THREE.BufferGeometry ) { + + _this.renderBufferDirect( camera, lights, fog, material, buffer, object ); + + } else { + + _this.renderBuffer( camera, lights, fog, material, buffer, object ); + + } + + } + + } + + function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) { + + var material; + + for ( var i = 0, il = renderList.length; i < il; i ++ ) { + + var webglObject = renderList[ i ]; + var object = webglObject.object; + + if ( object.visible ) { + + if ( overrideMaterial ) { + + material = overrideMaterial; + + } else { + + material = webglObject[ materialType ]; + + if ( ! material ) continue; + + if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst ); + + _this.setDepthTest( material.depthTest ); + _this.setDepthWrite( material.depthWrite ); + setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits ); + + } + + _this.renderImmediateObject( camera, lights, fog, material, object ); + + } + + } + + } + + this.renderImmediateObject = function ( camera, lights, fog, material, object ) { + + var program = setProgram( camera, lights, fog, material, object ); + + _currentGeometryGroupHash = - 1; + + _this.setMaterialFaces( material ); + + if ( object.immediateRenderCallback ) { + + object.immediateRenderCallback( program, _gl, _frustum ); + + } else { + + object.render( function ( object ) { _this.renderBufferImmediate( object, program, material ); } ); + + } + + }; + + function unrollImmediateBufferMaterial ( globject ) { + + var object = globject.object, + material = object.material; + + if ( material.transparent ) { + + globject.transparent = material; + globject.opaque = null; + + } else { + + globject.opaque = material; + globject.transparent = null; + + } + + } + + function unrollBufferMaterial ( globject ) { + + var object = globject.object; + var buffer = globject.buffer; + + var geometry = object.geometry; + var material = object.material; + + if ( material instanceof THREE.MeshFaceMaterial ) { + + var materialIndex = geometry instanceof THREE.BufferGeometry ? 0 : buffer.materialIndex; + + material = material.materials[ materialIndex ]; + + globject.material = material; + + if ( material.transparent ) { + + transparentObjects.push( globject ); + + } else { + + opaqueObjects.push( globject ); + + } + + } else if ( material ) { + + globject.material = material; + + if ( material.transparent ) { + + transparentObjects.push( globject ); + + } else { + + opaqueObjects.push( globject ); + + } + + } + + } + + function initObject( object, scene ) { + + if ( object.__webglInit === undefined ) { + + object.__webglInit = true; + object._modelViewMatrix = new THREE.Matrix4(); + object._normalMatrix = new THREE.Matrix3(); + + object.addEventListener( 'removed', onObjectRemoved ); + + } + + var geometry = object.geometry; + + if ( geometry === undefined ) { + + // ImmediateRenderObject + + } else if ( geometry.__webglInit === undefined ) { + + geometry.__webglInit = true; + geometry.addEventListener( 'dispose', onGeometryDispose ); + + if ( geometry instanceof THREE.BufferGeometry ) { + + // + + } else if ( object instanceof THREE.Mesh ) { + + initGeometryGroups( scene, object, geometry ); + + } else if ( object instanceof THREE.Line ) { + + if ( geometry.__webglVertexBuffer === undefined ) { + + createLineBuffers( geometry ); + initLineBuffers( geometry, object ); + + geometry.verticesNeedUpdate = true; + geometry.colorsNeedUpdate = true; + geometry.lineDistancesNeedUpdate = true; + + } + + } else if ( object instanceof THREE.PointCloud ) { + + if ( geometry.__webglVertexBuffer === undefined ) { + + createParticleBuffers( geometry ); + initParticleBuffers( geometry, object ); + + geometry.verticesNeedUpdate = true; + geometry.colorsNeedUpdate = true; + + } + + } + + } + + if ( object.__webglActive === undefined) { + + object.__webglActive = true; + + if ( object instanceof THREE.Mesh ) { + + if ( geometry instanceof THREE.BufferGeometry ) { + + addBuffer( _webglObjects, geometry, object ); + + } else if ( geometry instanceof THREE.Geometry ) { + + var geometryGroupsList = geometryGroups[ geometry.id ]; + + for ( var i = 0,l = geometryGroupsList.length; i < l; i ++ ) { + + addBuffer( _webglObjects, geometryGroupsList[ i ], object ); + + } + + } + + } else if ( object instanceof THREE.Line || object instanceof THREE.PointCloud ) { + + addBuffer( _webglObjects, geometry, object ); + + } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) { + + addBufferImmediate( _webglObjectsImmediate, object ); + + } + + } + + } + + // Geometry splitting + + var geometryGroups = {}; + var geometryGroupCounter = 0; + + function makeGroups( geometry, usesFaceMaterial ) { + + var maxVerticesInGroup = extensions.get( 'OES_element_index_uint' ) ? 4294967296 : 65535; + + var groupHash, hash_map = {}; + + var numMorphTargets = geometry.morphTargets.length; + var numMorphNormals = geometry.morphNormals.length; + + var group; + var groups = {}; + var groupsList = []; + + for ( var f = 0, fl = geometry.faces.length; f < fl; f ++ ) { + + var face = geometry.faces[ f ]; + var materialIndex = usesFaceMaterial ? face.materialIndex : 0; + + if ( ! ( materialIndex in hash_map ) ) { + + hash_map[ materialIndex ] = { hash: materialIndex, counter: 0 }; + + } + + groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter; + + if ( ! ( groupHash in groups ) ) { + + group = { + id: geometryGroupCounter ++, + faces3: [], + materialIndex: materialIndex, + vertices: 0, + numMorphTargets: numMorphTargets, + numMorphNormals: numMorphNormals + }; + + groups[ groupHash ] = group; + groupsList.push( group ); + + } + + if ( groups[ groupHash ].vertices + 3 > maxVerticesInGroup ) { + + hash_map[ materialIndex ].counter += 1; + groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter; + + if ( ! ( groupHash in groups ) ) { + + group = { + id: geometryGroupCounter ++, + faces3: [], + materialIndex: materialIndex, + vertices: 0, + numMorphTargets: numMorphTargets, + numMorphNormals: numMorphNormals + }; + + groups[ groupHash ] = group; + groupsList.push( group ); + + } + + } + + groups[ groupHash ].faces3.push( f ); + groups[ groupHash ].vertices += 3; + + } + + return groupsList; + + } + + function initGeometryGroups( scene, object, geometry ) { + + var material = object.material, addBuffers = false; + + if ( geometryGroups[ geometry.id ] === undefined || geometry.groupsNeedUpdate === true ) { + + delete _webglObjects[ object.id ]; + + geometryGroups[ geometry.id ] = makeGroups( geometry, material instanceof THREE.MeshFaceMaterial ); + + geometry.groupsNeedUpdate = false; + + } + + var geometryGroupsList = geometryGroups[ geometry.id ]; + + // create separate VBOs per geometry chunk + + for ( var i = 0, il = geometryGroupsList.length; i < il; i ++ ) { + + var geometryGroup = geometryGroupsList[ i ]; + + // initialise VBO on the first access + + if ( geometryGroup.__webglVertexBuffer === undefined ) { + + createMeshBuffers( geometryGroup ); + initMeshBuffers( geometryGroup, object ); + + geometry.verticesNeedUpdate = true; + geometry.morphTargetsNeedUpdate = true; + geometry.elementsNeedUpdate = true; + geometry.uvsNeedUpdate = true; + geometry.normalsNeedUpdate = true; + geometry.tangentsNeedUpdate = true; + geometry.colorsNeedUpdate = true; + + addBuffers = true; + + } else { + + addBuffers = false; + + } + + if ( addBuffers || object.__webglActive === undefined ) { + + addBuffer( _webglObjects, geometryGroup, object ); + + } + + } + + object.__webglActive = true; + + } + + function addBuffer( objlist, buffer, object ) { + + var id = object.id; + objlist[id] = objlist[id] || []; + objlist[id].push( + { + id: id, + buffer: buffer, + object: object, + material: null, + z: 0 + } + ); + + }; + + function addBufferImmediate( objlist, object ) { + + objlist.push( + { + id: null, + object: object, + opaque: null, + transparent: null, + z: 0 + } + ); + + }; + + // Objects updates + + function updateObject( object, scene ) { + + var geometry = object.geometry, customAttributesDirty, material; + + if ( geometry instanceof THREE.BufferGeometry ) { + + setDirectBuffers( geometry ); + + } else if ( object instanceof THREE.Mesh ) { + + // check all geometry groups + + if ( geometry.groupsNeedUpdate === true ) { + + initGeometryGroups( scene, object, geometry ); + + } + + var geometryGroupsList = geometryGroups[ geometry.id ]; + + for ( var i = 0, il = geometryGroupsList.length; i < il; i ++ ) { + + var geometryGroup = geometryGroupsList[ i ]; + + material = getBufferMaterial( object, geometryGroup ); + + if ( geometry.groupsNeedUpdate === true ) { + + initMeshBuffers( geometryGroup, object ); + + } + + customAttributesDirty = material.attributes && areCustomAttributesDirty( material ); + + if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate || + geometry.uvsNeedUpdate || geometry.normalsNeedUpdate || + geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate || customAttributesDirty ) { + + setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, ! geometry.dynamic, material ); + + } + + } + + geometry.verticesNeedUpdate = false; + geometry.morphTargetsNeedUpdate = false; + geometry.elementsNeedUpdate = false; + geometry.uvsNeedUpdate = false; + geometry.normalsNeedUpdate = false; + geometry.colorsNeedUpdate = false; + geometry.tangentsNeedUpdate = false; + + material.attributes && clearCustomAttributes( material ); + + } else if ( object instanceof THREE.Line ) { + + material = getBufferMaterial( object, geometry ); + + customAttributesDirty = material.attributes && areCustomAttributesDirty( material ); + + if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.lineDistancesNeedUpdate || customAttributesDirty ) { + + setLineBuffers( geometry, _gl.DYNAMIC_DRAW ); + + } + + geometry.verticesNeedUpdate = false; + geometry.colorsNeedUpdate = false; + geometry.lineDistancesNeedUpdate = false; + + material.attributes && clearCustomAttributes( material ); + + + } else if ( object instanceof THREE.PointCloud ) { + + material = getBufferMaterial( object, geometry ); + + customAttributesDirty = material.attributes && areCustomAttributesDirty( material ); + + if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || object.sortParticles || customAttributesDirty ) { + + setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object ); + + } + + geometry.verticesNeedUpdate = false; + geometry.colorsNeedUpdate = false; + + material.attributes && clearCustomAttributes( material ); + + } + + } + + // Objects updates - custom attributes check + + function areCustomAttributesDirty( material ) { + + for ( var name in material.attributes ) { + + if ( material.attributes[ name ].needsUpdate ) return true; + + } + + return false; + + } + + function clearCustomAttributes( material ) { + + for ( var name in material.attributes ) { + + material.attributes[ name ].needsUpdate = false; + + } + + } + + // Objects removal + + function removeObject( object ) { + + if ( object instanceof THREE.Mesh || + object instanceof THREE.PointCloud || + object instanceof THREE.Line ) { + + delete _webglObjects[ object.id ]; + + } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) { + + removeInstances( _webglObjectsImmediate, object ); + + } + + delete object.__webglInit; + delete object._modelViewMatrix; + delete object._normalMatrix; + + delete object.__webglActive; + + } + + function removeInstances( objlist, object ) { + + for ( var o = objlist.length - 1; o >= 0; o -- ) { + + if ( objlist[ o ].object === object ) { + + objlist.splice( o, 1 ); + + } + + } + + } + + // Materials + + function initMaterial( material, lights, fog, object ) { + + material.addEventListener( 'dispose', onMaterialDispose ); + + var shaderID; + + if ( material instanceof THREE.MeshDepthMaterial ) { + + shaderID = 'depth'; + + } else if ( material instanceof THREE.MeshNormalMaterial ) { + + shaderID = 'normal'; + + } else if ( material instanceof THREE.MeshBasicMaterial ) { + + shaderID = 'basic'; + + } else if ( material instanceof THREE.MeshLambertMaterial ) { + + shaderID = 'lambert'; + + } else if ( material instanceof THREE.MeshPhongMaterial ) { + + shaderID = 'phong'; + + } else if ( material instanceof THREE.LineBasicMaterial ) { + + shaderID = 'basic'; + + } else if ( material instanceof THREE.LineDashedMaterial ) { + + shaderID = 'dashed'; + + } else if ( material instanceof THREE.PointCloudMaterial ) { + + shaderID = 'particle_basic'; + + } + + if ( shaderID ) { + + var shader = THREE.ShaderLib[ shaderID ]; + + material.__webglShader = { + uniforms: THREE.UniformsUtils.clone( shader.uniforms ), + vertexShader: shader.vertexShader, + fragmentShader: shader.fragmentShader + } + + } else { + + material.__webglShader = { + uniforms: material.uniforms, + vertexShader: material.vertexShader, + fragmentShader: material.fragmentShader + } + + } + + // 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 parameters = { + + precision: _precision, + supportsVertexTextures: _supportsVertexTextures, + + map: !! material.map, + envMap: !! material.envMap, + lightMap: !! material.lightMap, + bumpMap: !! material.bumpMap, + normalMap: !! material.normalMap, + specularMap: !! material.specularMap, + alphaMap: !! material.alphaMap, + + vertexColors: material.vertexColors, + + fog: fog, + useFog: material.fog, + fogExp: fog instanceof THREE.FogExp2, + + 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: _this.shadowMapEnabled && object.receiveShadow && maxShadows > 0, + shadowMapType: _this.shadowMapType, + shadowMapDebug: _this.shadowMapDebug, + shadowMapCascade: _this.shadowMapCascade, + + alphaTest: material.alphaTest, + metal: material.metal, + wrapAround: material.wrapAround, + 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 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; + program.usedTimes ++; + + break; + + } + + } + + if ( program === undefined ) { + + program = new THREE.WebGLProgram( _this, code, material, parameters ); + _programs.push( program ); + + _this.info.memory.programs = _programs.length; + + } + + material.program = program; + + var attributes = program.attributes; + + if ( material.morphTargets ) { + + material.numSupportedMorphTargets = 0; + + var id, base = 'morphTarget'; + + for ( var i = 0; i < _this.maxMorphTargets; i ++ ) { + + id = base + i; + + if ( attributes[ id ] >= 0 ) { + + material.numSupportedMorphTargets ++; + + } + + } + + } + + if ( material.morphNormals ) { + + material.numSupportedMorphNormals = 0; + + var id, base = 'morphNormal'; + + for ( i = 0; i < _this.maxMorphNormals; i ++ ) { + + id = base + i; + + if ( attributes[ id ] >= 0 ) { + + material.numSupportedMorphNormals ++; + + } + + } + + } + + material.uniformsList = []; + + for ( var u in material.__webglShader.uniforms ) { + + var location = material.program.uniforms[ u ]; + + if ( location ) { + material.uniformsList.push( [ material.__webglShader.uniforms[ u ], location ] ); + } + + } + + } + + function setProgram( camera, lights, fog, material, object ) { + + _usedTextureUnits = 0; + + if ( material.needsUpdate ) { + + if ( material.program ) deallocateMaterial( material ); + + initMaterial( material, lights, fog, object ); + material.needsUpdate = false; + + } + + if ( material.morphTargets ) { + + if ( ! object.__webglMorphTargetInfluences ) { + + object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets ); + + } + + } + + var refreshProgram = false; + var refreshMaterial = false; + var refreshLights = false; + + var program = material.program, + p_uniforms = program.uniforms, + m_uniforms = material.__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 !== null ) { + + _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.ShaderMaterial || + material.skinning ) { + + if ( p_uniforms.viewMatrix !== null ) { + + _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 !== null ) { + + _gl.uniformMatrix4fv( p_uniforms.bindMatrix, false, object.bindMatrix.elements ); + + } + + if ( object.bindMatrixInverse && p_uniforms.bindMatrixInverse !== null ) { + + _gl.uniformMatrix4fv( p_uniforms.bindMatrixInverse, false, object.bindMatrixInverse.elements ); + + } + + if ( _supportsBoneTextures && object.skeleton && object.skeleton.useVertexTexture ) { + + if ( p_uniforms.boneTexture !== null ) { + + var textureUnit = getTextureUnit(); + + _gl.uniform1i( p_uniforms.boneTexture, textureUnit ); + _this.setTexture( object.skeleton.boneTexture, textureUnit ); + + } + + if ( p_uniforms.boneTextureWidth !== null ) { + + _gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth ); + + } + + if ( p_uniforms.boneTextureHeight !== null ) { + + _gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight ); + + } + + } else if ( object.skeleton && object.skeleton.boneMatrices ) { + + if ( p_uniforms.boneGlobalMatrices !== null ) { + + _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.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( material.uniformsList ); + + } + + loadUniformsMatrices( p_uniforms, object ); + + if ( p_uniforms.modelMatrix !== null ) { + + _gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements ); + + } + + return program; + + } + + // Uniforms (refresh uniforms objects) + + function refreshUniformsCommon ( uniforms, material ) { + + uniforms.opacity.value = material.opacity; + + if ( _this.gammaInput ) { + + uniforms.diffuse.value.copyGammaToLinear( material.color ); + + } else { + + uniforms.diffuse.value = material.color; + + } + + uniforms.map.value = material.map; + uniforms.lightMap.value = material.lightMap; + 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 + + 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; + + } + + 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; + + if ( _this.gammaInput ) { + + //uniforms.reflectivity.value = material.reflectivity * material.reflectivity; + uniforms.reflectivity.value = material.reflectivity; + + } else { + + uniforms.reflectivity.value = material.reflectivity; + + } + + uniforms.refractionRatio.value = material.refractionRatio; + uniforms.combine.value = material.combine; + uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping; + + } + + function refreshUniformsLine ( uniforms, material ) { + + uniforms.diffuse.value = material.color; + uniforms.opacity.value = material.opacity; + + } + + function 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; + + } + + function refreshUniformsFog ( uniforms, fog ) { + + uniforms.fogColor.value = fog.color; + + if ( fog instanceof THREE.Fog ) { + + uniforms.fogNear.value = fog.near; + uniforms.fogFar.value = fog.far; + + } else if ( fog instanceof THREE.FogExp2 ) { + + uniforms.fogDensity.value = fog.density; + + } + + } + + function refreshUniformsPhong ( uniforms, material ) { + + uniforms.shininess.value = material.shininess; + + if ( _this.gammaInput ) { + + uniforms.ambient.value.copyGammaToLinear( material.ambient ); + uniforms.emissive.value.copyGammaToLinear( material.emissive ); + uniforms.specular.value.copyGammaToLinear( material.specular ); + + } else { + + uniforms.ambient.value = material.ambient; + uniforms.emissive.value = material.emissive; + uniforms.specular.value = material.specular; + + } + + if ( material.wrapAround ) { + + uniforms.wrapRGB.value.copy( material.wrapRGB ); + + } + + } + + function refreshUniformsLambert ( uniforms, material ) { + + if ( _this.gammaInput ) { + + uniforms.ambient.value.copyGammaToLinear( material.ambient ); + uniforms.emissive.value.copyGammaToLinear( material.emissive ); + + } else { + + uniforms.ambient.value = material.ambient; + uniforms.emissive.value = material.emissive; + + } + + if ( material.wrapAround ) { + + uniforms.wrapRGB.value.copy( material.wrapRGB ); + + } + + } + + function refreshUniformsLights ( uniforms, lights ) { + + uniforms.ambientLightColor.value = lights.ambient; + + uniforms.directionalLightColor.value = lights.directional.colors; + uniforms.directionalLightDirection.value = lights.directional.positions; + + uniforms.pointLightColor.value = lights.point.colors; + uniforms.pointLightPosition.value = lights.point.positions; + uniforms.pointLightDistance.value = lights.point.distances; + + uniforms.spotLightColor.value = lights.spot.colors; + uniforms.spotLightPosition.value = lights.spot.positions; + uniforms.spotLightDistance.value = lights.spot.distances; + uniforms.spotLightDirection.value = lights.spot.directions; + uniforms.spotLightAngleCos.value = lights.spot.anglesCos; + uniforms.spotLightExponent.value = lights.spot.exponents; + + 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, boolean ) { + + uniforms.ambientLightColor.needsUpdate = boolean; + + uniforms.directionalLightColor.needsUpdate = boolean; + uniforms.directionalLightDirection.needsUpdate = boolean; + + uniforms.pointLightColor.needsUpdate = boolean; + uniforms.pointLightPosition.needsUpdate = boolean; + uniforms.pointLightDistance.needsUpdate = boolean; + + uniforms.spotLightColor.needsUpdate = boolean; + uniforms.spotLightPosition.needsUpdate = boolean; + uniforms.spotLightDistance.needsUpdate = boolean; + uniforms.spotLightDirection.needsUpdate = boolean; + uniforms.spotLightAngleCos.needsUpdate = boolean; + uniforms.spotLightExponent.needsUpdate = boolean; + + uniforms.hemisphereLightSkyColor.needsUpdate = boolean; + uniforms.hemisphereLightGroundColor.needsUpdate = boolean; + uniforms.hemisphereLightDirection.needsUpdate = boolean; + + } + + function refreshUniformsShadow ( uniforms, lights ) { + + if ( uniforms.shadowMatrix ) { + + var j = 0; + + for ( var i = 0, il = lights.length; i < il; i ++ ) { + + var light = lights[ i ]; + + if ( ! light.castShadow ) continue; + + if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) { + + uniforms.shadowMap.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 ] = 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 ] = 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 ] = 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 || + ( texture.image instanceof Array && 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 setColorGamma( array, offset, color, intensitySq ) { + + array[ offset ] = color.r * color.r * intensitySq; + array[ offset + 1 ] = color.g * color.g * intensitySq; + array[ offset + 2 ] = color.b * color.b * intensitySq; + + } + + function setColorLinear( array, offset, color, intensity ) { + + array[ offset ] = color.r * intensity; + array[ offset + 1 ] = color.g * intensity; + array[ offset + 2 ] = color.b * intensity; + + } + + function setupLights ( lights ) { + + var l, ll, light, n, + r = 0, g = 0, b = 0, + color, skyColor, groundColor, + intensity, intensitySq, + position, + distance, + + zlights = _lights, + + dirColors = zlights.directional.colors, + dirPositions = zlights.directional.positions, + + pointColors = zlights.point.colors, + pointPositions = zlights.point.positions, + pointDistances = zlights.point.distances, + + spotColors = zlights.spot.colors, + spotPositions = zlights.spot.positions, + spotDistances = zlights.spot.distances, + spotDirections = zlights.spot.directions, + spotAnglesCos = zlights.spot.anglesCos, + spotExponents = zlights.spot.exponents, + + 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; + + if ( _this.gammaInput ) { + + r += color.r * color.r; + g += color.g * color.g; + b += color.b * color.b; + + } else { + + r += color.r; + g += color.g; + b += color.b; + + } + + } else if ( light instanceof THREE.DirectionalLight ) { + + 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 ] = _direction.x; + dirPositions[ dirOffset + 1 ] = _direction.y; + dirPositions[ dirOffset + 2 ] = _direction.z; + + if ( _this.gammaInput ) { + + setColorGamma( dirColors, dirOffset, color, intensity * intensity ); + + } else { + + setColorLinear( dirColors, dirOffset, color, intensity ); + + } + + dirLength += 1; + + } else if ( light instanceof THREE.PointLight ) { + + pointCount += 1; + + if ( ! light.visible ) continue; + + pointOffset = pointLength * 3; + + if ( _this.gammaInput ) { + + setColorGamma( pointColors, pointOffset, color, intensity * intensity ); + + } else { + + setColorLinear( pointColors, pointOffset, color, intensity ); + + } + + _vector3.setFromMatrixPosition( light.matrixWorld ); + + pointPositions[ pointOffset ] = _vector3.x; + pointPositions[ pointOffset + 1 ] = _vector3.y; + pointPositions[ pointOffset + 2 ] = _vector3.z; + + pointDistances[ pointLength ] = distance; + + pointLength += 1; + + } else if ( light instanceof THREE.SpotLight ) { + + spotCount += 1; + + if ( ! light.visible ) continue; + + spotOffset = spotLength * 3; + + if ( _this.gammaInput ) { + + setColorGamma( spotColors, spotOffset, color, intensity * intensity ); + + } else { + + setColorLinear( spotColors, spotOffset, color, intensity ); + + } + + _direction.setFromMatrixPosition( light.matrixWorld ); + + spotPositions[ spotOffset ] = _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 ] = _direction.x; + spotDirections[ spotOffset + 1 ] = _direction.y; + spotDirections[ spotOffset + 2 ] = _direction.z; + + spotAnglesCos[ spotLength ] = Math.cos( light.angle ); + spotExponents[ spotLength ] = light.exponent; + + 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 ] = _direction.x; + hemiPositions[ hemiOffset + 1 ] = _direction.y; + hemiPositions[ hemiOffset + 2 ] = _direction.z; + + skyColor = light.color; + groundColor = light.groundColor; + + if ( _this.gammaInput ) { + + intensitySq = intensity * intensity; + + setColorGamma( hemiSkyColors, hemiOffset, skyColor, intensitySq ); + setColorGamma( hemiGroundColors, hemiOffset, groundColor, intensitySq ); + + } else { + + 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 ) { + + _gl.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 ); + + } + + _gl.enable( _gl.CULL_FACE ); + + } + + }; + + this.setMaterialFaces = function ( material ) { + + var doubleSided = material.side === THREE.DoubleSide; + var flipSided = material.side === THREE.BackSide; + + if ( _oldDoubleSided !== doubleSided ) { + + if ( doubleSided ) { + + _gl.disable( _gl.CULL_FACE ); + + } else { + + _gl.enable( _gl.CULL_FACE ); + + } + + _oldDoubleSided = doubleSided; + + } + + if ( _oldFlipSided !== flipSided ) { + + if ( flipSided ) { + + _gl.frontFace( _gl.CW ); + + } else { + + _gl.frontFace( _gl.CCW ); + + } + + _oldFlipSided = flipSided; + + } + + }; + + this.setDepthTest = function ( depthTest ) { + + if ( _oldDepthTest !== depthTest ) { + + if ( depthTest ) { + + _gl.enable( _gl.DEPTH_TEST ); + + } else { + + _gl.disable( _gl.DEPTH_TEST ); + + } + + _oldDepthTest = depthTest; + + } + + }; + + this.setDepthWrite = function ( depthWrite ) { + + if ( _oldDepthWrite !== depthWrite ) { + + _gl.depthMask( depthWrite ); + _oldDepthWrite = depthWrite; + + } + + }; + + function setLineWidth ( width ) { + + if ( width !== _oldLineWidth ) { + + _gl.lineWidth( width ); + + _oldLineWidth = width; + + } + + } + + function setPolygonOffset ( polygonoffset, factor, units ) { + + if ( _oldPolygonOffset !== polygonoffset ) { + + if ( polygonoffset ) { + + _gl.enable( _gl.POLYGON_OFFSET_FILL ); + + } else { + + _gl.disable( _gl.POLYGON_OFFSET_FILL ); + + } + + _oldPolygonOffset = polygonoffset; + + } + + if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) { + + _gl.polygonOffset( factor, units ); + + _oldPolygonOffsetFactor = factor; + _oldPolygonOffsetUnits = units; + + } + + } + + this.setBlending = function ( blending, blendEquation, blendSrc, blendDst ) { + + if ( blending !== _oldBlending ) { + + if ( blending === THREE.NoBlending ) { + + _gl.disable( _gl.BLEND ); + + } else if ( blending === THREE.AdditiveBlending ) { + + _gl.enable( _gl.BLEND ); + _gl.blendEquation( _gl.FUNC_ADD ); + _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE ); + + } else if ( blending === THREE.SubtractiveBlending ) { + + // TODO: Find blendFuncSeparate() combination + _gl.enable( _gl.BLEND ); + _gl.blendEquation( _gl.FUNC_ADD ); + _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR ); + + } else if ( blending === THREE.MultiplyBlending ) { + + // TODO: Find blendFuncSeparate() combination + _gl.enable( _gl.BLEND ); + _gl.blendEquation( _gl.FUNC_ADD ); + _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR ); + + } else if ( blending === THREE.CustomBlending ) { + + _gl.enable( _gl.BLEND ); + + } else { + + _gl.enable( _gl.BLEND ); + _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD ); + _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA ); + + } + + _oldBlending = blending; + + } + + if ( blending === THREE.CustomBlending ) { + + if ( blendEquation !== _oldBlendEquation ) { + + _gl.blendEquation( paramThreeToGL( blendEquation ) ); + + _oldBlendEquation = blendEquation; + + } + + if ( blendSrc !== _oldBlendSrc || blendDst !== _oldBlendDst ) { + + _gl.blendFunc( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ) ); + + _oldBlendSrc = blendSrc; + _oldBlendDst = blendDst; + + } + + } else { + + _oldBlendEquation = null; + _oldBlendSrc = null; + _oldBlendDst = null; + + } + + }; + + // 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 ); + + _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) ); + _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) ); + + } + + extension = extensions.get( 'EXT_texture_filter_anisotropic' ); + + if ( extension && texture.type !== THREE.FloatType ) { + + if ( texture.anisotropy > 1 || texture.__oldAnisotropy ) { + + _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _this.getMaxAnisotropy() ) ); + texture.__oldAnisotropy = texture.anisotropy; + + } + + } + + } + + this.uploadTexture = function ( texture ) { + + if ( texture.__webglInit === undefined ) { + + texture.__webglInit = true; + + texture.addEventListener( 'dispose', onTextureDispose ); + + texture.__webglTexture = _gl.createTexture(); + + _this.info.memory.textures ++; + + } + + _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture ); + + _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY ); + _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha ); + _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 ]; + _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); + + } + + texture.generateMipmaps = false; + + } else { + + _gl.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 ( getCompressedTextureFormats().indexOf( glFormat ) > -1 ) { + + _gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data ); + + } else { + + console.warn( "Attempt to load unsupported compressed texture format" ); + + } + + } else { + + _gl.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 ]; + _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap ); + + } + + texture.generateMipmaps = false; + + } else { + + _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image ); + + } + + } + + if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D ); + + texture.needsUpdate = false; + + if ( texture.onUpdate ) texture.onUpdate(); + + }; + + this.setTexture = function ( texture, slot ) { + + _gl.activeTexture( _gl.TEXTURE0 + slot ); + + if ( texture.needsUpdate ) { + + _this.uploadTexture( texture ); + + } else { + + _gl.bindTexture( _gl.TEXTURE_2D, texture.__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.log( 'THREE.WebGLRenderer:', image, 'is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height + '.' ); + + return canvas; + + } + + return image; + + } + + function setCubeTexture ( texture, slot ) { + + if ( texture.image.length === 6 ) { + + if ( texture.needsUpdate ) { + + if ( ! texture.image.__webglTextureCube ) { + + texture.addEventListener( 'dispose', onTextureDispose ); + + texture.image.__webglTextureCube = _gl.createTexture(); + + _this.info.memory.textures ++; + + } + + _gl.activeTexture( _gl.TEXTURE0 + slot ); + _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.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 ) { + + _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data ); + + } else { + + _gl.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 ( getCompressedTextureFormats().indexOf( glFormat ) > -1 ) { + + _gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data ); + + } else { + + console.warn( "Attempt to load unsupported compressed texture format" ); + + } + + } else { + + _gl.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 ); + + } + + texture.needsUpdate = false; + + if ( texture.onUpdate ) texture.onUpdate(); + + } else { + + _gl.activeTexture( _gl.TEXTURE0 + slot ); + _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube ); + + } + + } + + } + + function setCubeTextureDynamic ( texture, slot ) { + + _gl.activeTexture( _gl.TEXTURE0 + slot ); + _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture ); + + } + + // Render targets + + function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) { + + _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); + _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 ); + + } + + function setupRenderBuffer ( renderbuffer, renderTarget ) { + + _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer ); + + if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) { + + _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height ); + _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer ); + + /* For some reason this is not working. Defaulting to RGBA4. + } else if ( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) { + + _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height ); + _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer ); + */ + } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) { + + _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height ); + _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer ); + + } else { + + _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height ); + + } + + } + + this.setRenderTarget = function ( renderTarget ) { + + var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube ); + + if ( renderTarget && renderTarget.__webglFramebuffer === undefined ) { + + if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true; + if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true; + + renderTarget.addEventListener( 'dispose', onRenderTargetDispose ); + + renderTarget.__webglTexture = _gl.createTexture(); + + _this.info.memory.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 ) { + + renderTarget.__webglFramebuffer = []; + renderTarget.__webglRenderbuffer = []; + + _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture ); + setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo ); + + for ( var i = 0; i < 6; i ++ ) { + + renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer(); + renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer(); + + _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null ); + + setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i ); + setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget ); + + } + + if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP ); + + } else { + + renderTarget.__webglFramebuffer = _gl.createFramebuffer(); + + if ( renderTarget.shareDepthFrom ) { + + renderTarget.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer; + + } else { + + renderTarget.__webglRenderbuffer = _gl.createRenderbuffer(); + + } + + _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture ); + setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo ); + + _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null ); + + setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D ); + + if ( renderTarget.shareDepthFrom ) { + + if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) { + + _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer ); + + } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) { + + _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer ); + + } + + } else { + + setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget ); + + } + + if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D ); + + } + + // Release everything + + if ( isCube ) { + + _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null ); + + } else { + + _gl.bindTexture( _gl.TEXTURE_2D, null ); + + } + + _gl.bindRenderbuffer( _gl.RENDERBUFFER, null ); + _gl.bindFramebuffer( _gl.FRAMEBUFFER, null ); + + } + + var framebuffer, width, height, vx, vy; + + if ( renderTarget ) { + + if ( isCube ) { + + framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ]; + + } else { + + framebuffer = renderTarget.__webglFramebuffer; + + } + + width = renderTarget.width; + height = renderTarget.height; + + vx = 0; + vy = 0; + + } else { + + framebuffer = null; + + width = _viewportWidth; + height = _viewportHeight; + + vx = _viewportX; + vy = _viewportY; + + } + + if ( framebuffer !== _currentFramebuffer ) { + + _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); + _gl.viewport( vx, vy, width, height ); + + _currentFramebuffer = framebuffer; + + } + + _currentWidth = width; + _currentHeight = height; + + }; + + function updateRenderTargetMipmap ( renderTarget ) { + + if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) { + + _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture ); + _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP ); + _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null ); + + } else { + + _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture ); + _gl.generateMipmap( _gl.TEXTURE_2D ); + _gl.bindTexture( _gl.TEXTURE_2D, null ); + + } + + } + + // Fallback filters for non-power-of-2 textures + + function filterFallback ( f ) { + + if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) { + + return _gl.NEAREST; + + } + + return _gl.LINEAR; + + } + + // Map three.js constants to WebGL constants + + function paramThreeToGL ( p ) { + + 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; + + 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 && ! light.shadowCascade ) maxShadows ++; + + } + + return maxShadows; + + } + + // DEPRECATED + + 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.' ); + + }; + +}; + +// File:src/renderers/WebGLRenderTarget.js + +/** + * @author szimek / https://github.com/szimek/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.WebGLRenderTarget = function ( width, height, options ) { + + this.width = width; + this.height = height; + + options = options || {}; + + this.wrapS = options.wrapS !== undefined ? options.wrapS : THREE.ClampToEdgeWrapping; + this.wrapT = options.wrapT !== undefined ? options.wrapT : THREE.ClampToEdgeWrapping; + + this.magFilter = options.magFilter !== undefined ? options.magFilter : THREE.LinearFilter; + this.minFilter = options.minFilter !== undefined ? options.minFilter : THREE.LinearMipMapLinearFilter; + + this.anisotropy = options.anisotropy !== undefined ? options.anisotropy : 1; + + this.offset = new THREE.Vector2( 0, 0 ); + this.repeat = new THREE.Vector2( 1, 1 ); + + this.format = options.format !== undefined ? options.format : THREE.RGBAFormat; + this.type = options.type !== undefined ? options.type : THREE.UnsignedByteType; + + this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true; + this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true; + + this.generateMipmaps = true; + + this.shareDepthFrom = null; + +}; + +THREE.WebGLRenderTarget.prototype = { + + constructor: THREE.WebGLRenderTarget, + + setSize: function ( width, height ) { + + this.width = width; + this.height = height; + + }, + + clone: function () { + + var tmp = new THREE.WebGLRenderTarget( this.width, this.height ); + + tmp.wrapS = this.wrapS; + tmp.wrapT = this.wrapT; + + tmp.magFilter = this.magFilter; + tmp.minFilter = this.minFilter; + + tmp.anisotropy = this.anisotropy; + + tmp.offset.copy( this.offset ); + tmp.repeat.copy( this.repeat ); + + tmp.format = this.format; + tmp.type = this.type; + + tmp.depthBuffer = this.depthBuffer; + tmp.stencilBuffer = this.stencilBuffer; + + tmp.generateMipmaps = this.generateMipmaps; + + tmp.shareDepthFrom = this.shareDepthFrom; + + return tmp; + + }, + + 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 ); + +// 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.log( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' ); + + } + + extensions[ name ] = extension; + + return extension; + + }; + +}; + +// File:src/renderers/webgl/WebGLProgram.js + +THREE.WebGLProgram = ( function () { + + var programIdCount = 0; + + var generateDefines = function ( defines ) { + + var value, chunk, chunks = []; + + for ( var d in defines ) { + + value = defines[ d ]; + if ( value === false ) continue; + + chunk = "#define " + d + " " + value; + chunks.push( chunk ); + + } + + return chunks.join( "\n" ); + + }; + + var cacheUniformLocations = function ( gl, program, identifiers ) { + + var uniforms = {}; + + for ( var i = 0, l = identifiers.length; i < l; i ++ ) { + + var id = identifiers[ i ]; + uniforms[ id ] = gl.getUniformLocation( program, id ); + + } + + return uniforms; + + }; + + var cacheAttributeLocations = function ( gl, program, identifiers ) { + + var attributes = {}; + + for ( var i = 0, l = identifiers.length; i < l; i ++ ) { + + var id = identifiers[ i ]; + attributes[ id ] = gl.getAttribLocation( program, id ); + + } + + return attributes; + + }; + + return function ( renderer, code, material, parameters ) { + + var _this = renderer; + var _gl = _this.context; + + var defines = material.defines; + var uniforms = material.__webglShader.uniforms; + var attributes = material.attributes; + + var vertexShader = material.__webglShader.vertexShader; + var fragmentShader = material.__webglShader.fragmentShader; + + var index0AttributeName = material.index0AttributeName; + + if ( index0AttributeName === undefined && parameters.morphTargets === true ) { + + // programs with morphTargets displace position out of attribute 0 + + index0AttributeName = 'position'; + + } + + 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"; + + } + + // console.log( "building new program " ); + + // + + var customDefines = generateDefines( defines ); + + // + + var program = _gl.createProgram(); + + var prefix_vertex, prefix_fragment; + + if ( material instanceof THREE.RawShaderMaterial ) { + + prefix_vertex = ''; + prefix_fragment = ''; + + } else { + + prefix_vertex = [ + + "precision " + parameters.precision + " float;", + "precision " + parameters.precision + " int;", + + customDefines, + + parameters.supportsVertexTextures ? "#define VERTEX_TEXTURES" : "", + + _this.gammaInput ? "#define GAMMA_INPUT" : "", + _this.gammaOutput ? "#define GAMMA_OUTPUT" : "", + + "#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.lightMap ? "#define USE_LIGHTMAP" : "", + 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.skinning ? "#define USE_SKINNING" : "", + parameters.useVertexTexture ? "#define BONE_TEXTURE" : "", + + parameters.morphTargets ? "#define USE_MORPHTARGETS" : "", + parameters.morphNormals ? "#define USE_MORPHNORMALS" : "", + parameters.wrapAround ? "#define WRAP_AROUND" : "", + 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.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "", + + parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "", + + parameters.logarithmicDepthBuffer ? "#define USE_LOGDEPTHBUF" : "", + //_this._glExtensionFragDepth ? "#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;", + "attribute vec2 uv2;", + + "#ifdef USE_COLOR", + + " attribute vec3 color;", + + "#endif", + + "#ifdef USE_MORPHTARGETS", + + " attribute vec3 morphTarget0;", + " attribute vec3 morphTarget1;", + " attribute vec3 morphTarget2;", + " attribute vec3 morphTarget3;", + + " #ifdef USE_MORPHNORMALS", + + " attribute vec3 morphNormal0;", + " attribute vec3 morphNormal1;", + " attribute vec3 morphNormal2;", + " attribute vec3 morphNormal3;", + + " #else", + + " attribute vec3 morphTarget4;", + " attribute vec3 morphTarget5;", + " attribute vec3 morphTarget6;", + " attribute vec3 morphTarget7;", + + " #endif", + + "#endif", + + "#ifdef USE_SKINNING", + + " attribute vec4 skinIndex;", + " attribute vec4 skinWeight;", + + "#endif", + + "" + + ].join( '\n' ); + + prefix_fragment = [ + + "precision " + parameters.precision + " float;", + "precision " + parameters.precision + " int;", + + ( parameters.bumpMap || parameters.normalMap ) ? "#extension GL_OES_standard_derivatives : enable" : "", + + 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: "", + + _this.gammaInput ? "#define GAMMA_INPUT" : "", + _this.gammaOutput ? "#define GAMMA_OUTPUT" : "", + + ( 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.lightMap ? "#define USE_LIGHTMAP" : "", + 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.metal ? "#define METAL" : "", + parameters.wrapAround ? "#define WRAP_AROUND" : "", + 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.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "", + + parameters.logarithmicDepthBuffer ? "#define USE_LOGDEPTHBUF" : "", + //_this._glExtensionFragDepth ? "#define USE_LOGDEPTHBUF_EXT" : "", + + "uniform mat4 viewMatrix;", + "uniform vec3 cameraPosition;", + "" + + ].join( '\n' ); + + } + + var glVertexShader = new THREE.WebGLShader( _gl, _gl.VERTEX_SHADER, prefix_vertex + vertexShader ); + var glFragmentShader = new THREE.WebGLShader( _gl, _gl.FRAGMENT_SHADER, prefix_fragment + fragmentShader ); + + _gl.attachShader( program, glVertexShader ); + _gl.attachShader( program, glFragmentShader ); + + if ( index0AttributeName !== undefined ) { + + // Force a particular attribute to index 0. + // because potentially expensive emulation is done by browser if attribute 0 is disabled. + // And, color, for example is often automatically bound to index 0 so disabling it + + _gl.bindAttribLocation( program, 0, index0AttributeName ); + + } + + _gl.linkProgram( program ); + + if ( _gl.getProgramParameter( program, _gl.LINK_STATUS ) === false ) { + + console.error( 'THREE.WebGLProgram: Could not initialise shader.' ); + console.error( 'gl.VALIDATE_STATUS', _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) ); + console.error( 'gl.getError()', _gl.getError() ); + + } + + if ( _gl.getProgramInfoLog( program ) !== '' ) { + + console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', _gl.getProgramInfoLog( program ) ); + + } + + // clean up + + _gl.deleteShader( glVertexShader ); + _gl.deleteShader( glFragmentShader ); + + // cache uniform locations + + var identifiers = [ + + 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'modelMatrix', 'cameraPosition', 'morphTargetInfluences', 'bindMatrix', 'bindMatrixInverse' + + ]; + + if ( parameters.useVertexTexture ) { + + identifiers.push( 'boneTexture' ); + identifiers.push( 'boneTextureWidth' ); + identifiers.push( 'boneTextureHeight' ); + + } else { + + identifiers.push( 'boneGlobalMatrices' ); + + } + + if ( parameters.logarithmicDepthBuffer ) { + + identifiers.push('logDepthBufFC'); + + } + + + for ( var u in uniforms ) { + + identifiers.push( u ); + + } + + this.uniforms = cacheUniformLocations( _gl, program, identifiers ); + + // cache attributes locations + + identifiers = [ + + "position", "normal", "uv", "uv2", "tangent", "color", + "skinIndex", "skinWeight", "lineDistance" + + ]; + + for ( var i = 0; i < parameters.maxMorphTargets; i ++ ) { + + identifiers.push( "morphTarget" + i ); + + } + + for ( var i = 0; i < parameters.maxMorphNormals; i ++ ) { + + identifiers.push( "morphNormal" + i ); + + } + + for ( var a in attributes ) { + + identifiers.push( a ); + + } + + this.attributes = cacheAttributeLocations( _gl, program, identifiers ); + this.attributesKeys = Object.keys( this.attributes ); + + // + + this.id = programIdCount ++; + this.code = code; + this.usedTimes = 1; + this.program = program; + this.vertexShader = glVertexShader; + this.fragmentShader = glFragmentShader; + + return this; + + }; + +} )(); + +// 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 ( 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()', gl.getShaderInfoLog( shader ) ); + console.warn( addLineNumbers( string ) ); + + } + + // --enable-privileged-webgl-extension + // console.log( type, gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) ); + + return shader; + + }; + +} )(); + +// 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 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(); + + gl.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 ); + + gl.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 ); + + gl.enableVertexAttribArray( attributes.vertex ); + gl.enableVertexAttribArray( attributes.uv ); + + // loop through all lens flares to update their occlusion and positions + // setup gl and common used attribs/unforms + + gl.uniform1i( uniforms.occlusionMap, 0 ); + gl.uniform1i( uniforms.map, 1 ); + + gl.bindBuffer( gl.ARRAY_BUFFER, 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 ); + + gl.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 + + gl.activeTexture( gl.TEXTURE1 ); + gl.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 ); + + gl.disable( gl.BLEND ); + gl.enable( gl.DEPTH_TEST ); + + gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 ); + + + // copy result to occlusionMap + + gl.activeTexture( gl.TEXTURE0 ); + gl.bindTexture( gl.TEXTURE_2D, occlusionTexture ); + gl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGBA, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 ); + + + // restore graphics + + gl.uniform1i( uniforms.renderType, 1 ); + gl.disable( gl.DEPTH_TEST ); + + gl.activeTexture( gl.TEXTURE1 ); + gl.bindTexture( gl.TEXTURE_2D, tempTexture ); + gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 ); + + + // update object positions + + flare.positionScreen.copy( screenPosition ) + + if ( flare.customUpdateCallback ) { + + flare.customUpdateCallback( flare ); + + } else { + + flare.updateLensFlares(); + + } + + // render flares + + gl.uniform1i( uniforms.renderType, 2 ); + gl.enable( gl.BLEND ); + + for ( 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 ); + + renderer.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst ); + renderer.setTexture( sprite.texture, 1 ); + + gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 ); + + } + + } + + } + + } + + // restore gl + + gl.enable( gl.CULL_FACE ); + gl.enable( gl.DEPTH_TEST ); + gl.depthMask( true ); + + 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/ShadowMapPlugin.js + +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.ShadowMapPlugin = function ( _renderer, _lights, _webglObjects, _webglObjectsImmediate ) { + + var _gl = _renderer.context; + + var _depthMaterial, _depthMaterialMorph, _depthMaterialSkin, _depthMaterialMorphSkin, + + _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 ); + + _depthMaterial = new THREE.ShaderMaterial( { + uniforms: depthUniforms, + vertexShader: depthShader.vertexShader, + fragmentShader: depthShader.fragmentShader + } ); + + _depthMaterialMorph = new THREE.ShaderMaterial( { + uniforms: depthUniforms, + vertexShader: depthShader.vertexShader, + fragmentShader: depthShader.fragmentShader, + morphTargets: true + } ); + + _depthMaterialSkin = new THREE.ShaderMaterial( { + uniforms: depthUniforms, + vertexShader: depthShader.vertexShader, + fragmentShader: depthShader.fragmentShader, + skinning: true + } ); + + _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; + + this.render = function ( scene, camera ) { + + if ( _renderer.shadowMapEnabled === false ) return; + + var i, il, j, jl, n, + + shadowMap, shadowMatrix, shadowCamera, + program, buffer, material, + webglObject, object, light, + + lights = [], + k = 0, + + fog = null; + + // set GL state for depth map + + _gl.clearColor( 1, 1, 1, 1 ); + _gl.disable( _gl.BLEND ); + + _gl.enable( _gl.CULL_FACE ); + _gl.frontFace( _gl.CCW ); + + if ( _renderer.shadowMapCullFace === THREE.CullFaceFront ) { + + _gl.cullFace( _gl.FRONT ); + + } else { + + _gl.cullFace( _gl.BACK ); + + } + + _renderer.setDepthTest( true ); + + // preprocess lights + // - skip lights that are not casting shadows + // - create virtual lights for cascaded shadow maps + + for ( i = 0, il = _lights.length; i < il; i ++ ) { + + light = _lights[ i ]; + + if ( ! light.castShadow ) continue; + + if ( ( light instanceof THREE.DirectionalLight ) && light.shadowCascade ) { + + for ( n = 0; n < light.shadowCascadeCount; n ++ ) { + + var virtualLight; + + if ( ! light.shadowCascadeArray[ n ] ) { + + virtualLight = createVirtualLight( light, n ); + virtualLight.originalCamera = camera; + + var gyro = new THREE.Gyroscope(); + gyro.position.copy( light.shadowCascadeOffset ); + + gyro.add( virtualLight ); + gyro.add( virtualLight.target ); + + camera.add( gyro ); + + light.shadowCascadeArray[ n ] = virtualLight; + + console.log( "Created virtualLight", virtualLight ); + + } else { + + virtualLight = light.shadowCascadeArray[ n ]; + + } + + updateVirtualLight( light, n ); + + lights[ k ] = virtualLight; + k ++; + + } + + } else { + + lights[ k ] = light; + k ++; + + } + + } + + // render depth map + + for ( i = 0, il = lights.length; i < il; i ++ ) { + + light = lights[ i ]; + + if ( ! light.shadowMap ) { + + var shadowFilter = THREE.LinearFilter; + + if ( _renderer.shadowMapType === 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( "Unsupported light type for shadow" ); + 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 ); + + } + + if ( light.isVirtual && virtualLight.originalCamera == camera ) { + + updateShadowCamera( camera, light ); + + } + + shadowMap = light.shadowMap; + shadowMatrix = light.shadowMatrix; + 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, scene, shadowCamera ); + + + // render regular objects + + var objectMaterial, useMorphing, useSkinning; + + for ( j = 0, jl = _renderList.length; j < jl; j ++ ) { + + webglObject = _renderList[ j ]; + + object = webglObject.object; + buffer = webglObject.buffer; + + // culling is overriden globally for all objects + // while rendering depth map + + // need to deal with MeshFaceMaterial somehow + // in that case just use the first of material.materials for now + // (proper solution would require to break objects by materials + // similarly to regular rendering and then set corresponding + // depth materials per each chunk instead of just once per object) + + objectMaterial = getObjectMaterial( object ); + + 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.setMaterialFaces( objectMaterial ); + + if ( buffer instanceof THREE.BufferGeometry ) { + + _renderer.renderBufferDirect( shadowCamera, _lights, fog, material, buffer, object ); + + } else { + + _renderer.renderBuffer( shadowCamera, _lights, fog, material, buffer, object ); + + } + + } + + // set matrices and render immediate objects + + for ( j = 0, jl = _webglObjectsImmediate.length; j < jl; j ++ ) { + + webglObject = _webglObjectsImmediate[ j ]; + object = webglObject.object; + + if ( object.visible && object.castShadow ) { + + object._modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld ); + + _renderer.renderImmediateObject( shadowCamera, _lights, fog, _depthMaterial, object ); + + } + + } + + } + + // restore GL state + + var clearColor = _renderer.getClearColor(), + clearAlpha = _renderer.getClearAlpha(); + + _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha ); + _gl.enable( _gl.BLEND ); + + if ( _renderer.shadowMapCullFace === THREE.CullFaceFront ) { + + _gl.cullFace( _gl.BACK ); + + } + + _renderer.resetGLState(); + + }; + + function projectObject( scene, object, shadowCamera ){ + + if ( object.visible ) { + + var webglObjects = _webglObjects[ object.id ]; + + if ( webglObjects && object.castShadow && (object.frustumCulled === false || _frustum.intersectsObject( object ) === true) ) { + + for ( var i = 0, l = webglObjects.length; i < l; i ++ ) { + + var webglObject = webglObjects[ i ]; + + object._modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld ); + _renderList.push( webglObject ); + + } + + } + + for ( var i = 0, l = object.children.length; i < l; i ++ ) { + + projectObject( scene, object.children[ i ], shadowCamera ); + + } + + } + + } + + function createVirtualLight( light, cascade ) { + + var virtualLight = new THREE.DirectionalLight(); + + virtualLight.isVirtual = true; + + virtualLight.onlyShadow = true; + virtualLight.castShadow = true; + + virtualLight.shadowCameraNear = light.shadowCameraNear; + virtualLight.shadowCameraFar = light.shadowCameraFar; + + virtualLight.shadowCameraLeft = light.shadowCameraLeft; + virtualLight.shadowCameraRight = light.shadowCameraRight; + virtualLight.shadowCameraBottom = light.shadowCameraBottom; + virtualLight.shadowCameraTop = light.shadowCameraTop; + + virtualLight.shadowCameraVisible = light.shadowCameraVisible; + + virtualLight.shadowDarkness = light.shadowDarkness; + + virtualLight.shadowBias = light.shadowCascadeBias[ cascade ]; + virtualLight.shadowMapWidth = light.shadowCascadeWidth[ cascade ]; + virtualLight.shadowMapHeight = light.shadowCascadeHeight[ cascade ]; + + virtualLight.pointsWorld = []; + virtualLight.pointsFrustum = []; + + var pointsWorld = virtualLight.pointsWorld, + pointsFrustum = virtualLight.pointsFrustum; + + for ( var i = 0; i < 8; i ++ ) { + + pointsWorld[ i ] = new THREE.Vector3(); + pointsFrustum[ i ] = new THREE.Vector3(); + + } + + var nearZ = light.shadowCascadeNearZ[ cascade ]; + var farZ = light.shadowCascadeFarZ[ cascade ]; + + pointsFrustum[ 0 ].set( - 1, - 1, nearZ ); + pointsFrustum[ 1 ].set( 1, - 1, nearZ ); + pointsFrustum[ 2 ].set( - 1, 1, nearZ ); + pointsFrustum[ 3 ].set( 1, 1, nearZ ); + + pointsFrustum[ 4 ].set( - 1, - 1, farZ ); + pointsFrustum[ 5 ].set( 1, - 1, farZ ); + pointsFrustum[ 6 ].set( - 1, 1, farZ ); + pointsFrustum[ 7 ].set( 1, 1, farZ ); + + return virtualLight; + + } + + // Synchronize virtual light with the original light + + function updateVirtualLight( light, cascade ) { + + var virtualLight = light.shadowCascadeArray[ cascade ]; + + virtualLight.position.copy( light.position ); + virtualLight.target.position.copy( light.target.position ); + virtualLight.lookAt( virtualLight.target ); + + virtualLight.shadowCameraVisible = light.shadowCameraVisible; + virtualLight.shadowDarkness = light.shadowDarkness; + + virtualLight.shadowBias = light.shadowCascadeBias[ cascade ]; + + var nearZ = light.shadowCascadeNearZ[ cascade ]; + var farZ = light.shadowCascadeFarZ[ cascade ]; + + var pointsFrustum = virtualLight.pointsFrustum; + + pointsFrustum[ 0 ].z = nearZ; + pointsFrustum[ 1 ].z = nearZ; + pointsFrustum[ 2 ].z = nearZ; + pointsFrustum[ 3 ].z = nearZ; + + pointsFrustum[ 4 ].z = farZ; + pointsFrustum[ 5 ].z = farZ; + pointsFrustum[ 6 ].z = farZ; + pointsFrustum[ 7 ].z = farZ; + + } + + // Fit shadow camera's ortho frustum to camera frustum + + function updateShadowCamera( camera, light ) { + + var shadowCamera = light.shadowCamera, + pointsFrustum = light.pointsFrustum, + pointsWorld = light.pointsWorld; + + _min.set( Infinity, Infinity, Infinity ); + _max.set( - Infinity, - Infinity, - Infinity ); + + for ( var i = 0; i < 8; i ++ ) { + + var p = pointsWorld[ i ]; + + p.copy( pointsFrustum[ i ] ); + p.unproject( camera ); + + p.applyMatrix4( shadowCamera.matrixWorldInverse ); + + if ( p.x < _min.x ) _min.x = p.x; + if ( p.x > _max.x ) _max.x = p.x; + + if ( p.y < _min.y ) _min.y = p.y; + if ( p.y > _max.y ) _max.y = p.y; + + if ( p.z < _min.z ) _min.z = p.z; + if ( p.z > _max.z ) _max.z = p.z; + + } + + shadowCamera.left = _min.x; + shadowCamera.right = _max.x; + shadowCamera.top = _max.y; + shadowCamera.bottom = _min.y; + + // can't really fit near/far + //shadowCamera.near = _min.z; + //shadowCamera.far = _max.z; + + shadowCamera.updateProjectionMatrix(); + + } + + // 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 + + function getObjectMaterial( object ) { + + return object.material instanceof THREE.MeshFaceMaterial + ? object.material.materials[ 0 ] + : object.material; + + }; + +}; + +// 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 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 ); + + gl.enableVertexAttribArray( attributes.position ); + gl.enableVertexAttribArray( attributes.uv ); + + gl.disable( gl.CULL_FACE ); + gl.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 ); + + gl.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 ); + + if ( sprite.renderDepth === null ) { + + sprite.z = - sprite._modelViewMatrix.elements[ 14 ]; + + } else { + + sprite.z = sprite.renderDepth; + + } + + } + + 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 ); + + renderer.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst ); + renderer.setDepthTest( material.depthTest ); + renderer.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 + + gl.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;', + 'float 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 ); + + // no flipping needed for cube textures + + texture.flipY = false; + + 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 ); + + } + + } ); + + } + + 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: + * + * typeface.js and canvastext + * For converting fonts and rendering with javascript + * http://typeface.neocracy.org + * + * Triangulation ported from AS3 + * Simple Polygon Triangulation + * http://actionsnippet.com/?p=1462 + * + * A Method to triangulate shapes with holes + * http://www.sakri.net/blog/2009/06/12/an-approach-to-triangulating-polygons-with-holes/ + * + */ + +THREE.FontUtils = { + + faces: {}, + + // Just for now. face[weight][style] + + face: 'helvetiker', + weight: 'normal', + style: 'normal', + size: 150, + divisions: 10, + + getFace: function () { + + try { + + return this.faces[ this.face ][ 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; + + var face = ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data; + + return data; + + }, + + drawText: function ( text ) { + + var characterPts = [], allPts = []; + + // RenderText + + var i, p, + face = this.getFace(), + scale = this.size / face.resolution, + offset = 0, + chars = String( text ).split( '' ), + length = chars.length; + + var fontPaths = []; + + for ( i = 0; i < length; i ++ ) { + + var path = new THREE.Path(); + + var ret = this.extractGlyphPoints( chars[ i ], face, scale, offset, path ); + offset += ret.offset; + + fontPaths.push( ret.path ); + + } + + // get the width + + var width = offset / 2; + // + // for ( p = 0; p < allPts.length; p++ ) { + // + // allPts[ p ].x -= width; + // + // } + + //var extract = this.extractPoints( allPts, characterPts ); + //extract.contour = allPts; + + //extract.paths = fontPaths; + //extract.offset = width; + + return { paths: fontPaths, offset: width }; + + }, + + + + + extractGlyphPoints: function ( c, face, scale, offset, path ) { + + var pts = []; + + var i, i2, divisions, + outline, action, length, + scaleX, scaleY, + x, y, cpx, cpy, cpx0, cpy0, cpx1, cpy1, cpx2, cpy2, + laste, + glyph = face.glyphs[ c ] || face.glyphs[ '?' ]; + + if ( ! glyph ) return; + + if ( glyph.o ) { + + outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) ); + length = outline.length; + + scaleX = scale; + scaleY = scale; + + for ( i = 0; i < length; ) { + + action = outline[ i ++ ]; + + //console.log( action ); + + switch ( action ) { + + case 'm': + + // Move To + + x = outline[ i ++ ] * scaleX + offset; + y = outline[ i ++ ] * scaleY; + + path.moveTo( x, y ); + break; + + case 'l': + + // Line To + + x = outline[ i ++ ] * scaleX + offset; + y = outline[ i ++ ] * scaleY; + path.lineTo( x,y ); + break; + + case 'q': + + // QuadraticCurveTo + + cpx = outline[ i ++ ] * scaleX + offset; + cpy = outline[ i ++ ] * scaleY; + cpx1 = outline[ i ++ ] * scaleX + offset; + cpy1 = outline[ i ++ ] * scaleY; + + path.quadraticCurveTo( cpx1, cpy1, cpx, cpy ); + + laste = pts[ pts.length - 1 ]; + + if ( laste ) { + + cpx0 = laste.x; + cpy0 = laste.y; + + for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) { + + var t = i2 / divisions; + var tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx ); + var ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy ); + } + + } + + break; + + case 'b': + + // Cubic Bezier Curve + + cpx = outline[ i ++ ] * scaleX + offset; + cpy = outline[ i ++ ] * scaleY; + cpx1 = outline[ i ++ ] * scaleX + offset; + cpy1 = outline[ i ++ ] * scaleY; + cpx2 = outline[ i ++ ] * scaleX + offset; + cpy2 = outline[ i ++ ] * scaleY; + + path.bezierCurveTo( 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; + var tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx ); + var ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy ); + + } + + } + + break; + + } + + } + } + + + + return { offset: glyph.ha * scale, path:path }; + } + +}; + + +THREE.FontUtils.generateShapes = function ( text, parameters ) { + + // Parameters + + parameters = parameters || {}; + + var size = parameters.size !== undefined ? parameters.size : 100; + var curveSegments = parameters.curveSegments !== undefined ? parameters.curveSegments : 4; + + var font = parameters.font !== undefined ? parameters.font : 'helvetiker'; + var weight = parameters.weight !== undefined ? parameters.weight : 'normal'; + var style = parameters.style !== undefined ? parameters.style : 'normal'; + + THREE.FontUtils.size = size; + THREE.FontUtils.divisions = curveSegments; + + THREE.FontUtils.face = font; + THREE.FontUtils.weight = weight; + THREE.FontUtils.style = style; + + // Get a Font data json object + + var data = THREE.FontUtils.drawText( text ); + + var paths = data.paths; + var shapes = []; + + for ( var p = 0, pl = paths.length; p < pl; p ++ ) { + + Array.prototype.push.apply( shapes, paths[ p ].toShapes() ); + + } + + return shapes; + +}; + + +/** + * This code is a quick port of code written in C++ which was submitted to + * flipcode.com by John W. Ratcliff // July 22, 2000 + * See original code and more information here: + * http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml + * + * ported to actionscript by Zevan Rosser + * www.actionsnippet.com + * + * ported to javascript by Joshua Koo + * http://www.lab4games.net/zz85/blog + * + */ + + +( function ( namespace ) { + + var EPSILON = 0.0000000001; + + // takes in an contour array and returns + + var process = function ( contour, indices ) { + + var n = contour.length; + + if ( n < 3 ) return null; + + var result = [], + verts = [], + vertIndices = []; + + /* we want a counter-clockwise polygon in verts */ + + var u, v, w; + + if ( area( contour ) > 0.0 ) { + + for ( v = 0; v < n; v ++ ) verts[ v ] = v; + + } else { + + for ( v = 0; v < n; v ++ ) verts[ v ] = ( n - 1 ) - v; + + } + + var nv = n; + + /* remove nv - 2 vertices, creating 1 triangle every time */ + + var count = 2 * nv; /* error detection */ + + for ( v = nv - 1; nv > 2; ) { + + /* if we loop, it is probably a non-simple polygon */ + + if ( ( count -- ) <= 0 ) { + + //** Triangulate: ERROR - probable bad polygon! + + //throw ( "Warning, unable to triangulate polygon!" ); + //return null; + // Sometimes warning is fine, especially polygons are triangulated in reverse. + console.log( 'Warning, unable to triangulate polygon!' ); + + if ( indices ) return vertIndices; + return result; + + } + + /* three consecutive vertices in current polygon, */ + + u = v; if ( nv <= u ) u = 0; /* previous */ + v = u + 1; if ( nv <= v ) v = 0; /* new v */ + w = v + 1; if ( nv <= w ) w = 0; /* next */ + + if ( snip( contour, u, v, w, nv, verts ) ) { + + var a, b, c, s, t; + + /* true names of the vertices */ + + a = verts[ u ]; + b = verts[ v ]; + c = verts[ w ]; + + /* output Triangle */ + + result.push( [ contour[ a ], + 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 +self._typeface_js = { faces: THREE.FontUtils.faces, loadFace: THREE.FontUtils.loadFace }; +THREE.typeface_js = self._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.gain = this.context.createGain(); + this.gain.connect( this.context.destination ); + + this.panner = this.context.createPanner(); + this.panner.connect( this.gain ); + +}; + +THREE.Audio.prototype = Object.create( THREE.Object3D.prototype ); + +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; + scope.source.connect( scope.panner ); + scope.source.start( 0 ); + + } ); + + }; + request.send(); + + return this; + +}; + +THREE.Audio.prototype.setLoop = function ( value ) { + + this.source.loop = value; + +}; + +THREE.Audio.prototype.setRefDistance = function ( value ) { + + this.panner.refDistance = value; + +}; + +THREE.Audio.prototype.setRolloffFactor = function ( value ) { + + this.panner.rolloffFactor = value; + +}; + +THREE.Audio.prototype.updateMatrixWorld = ( function () { + + var position = new THREE.Vector3(); + + return function ( 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.updateMatrixWorld = ( function () { + + var position = new THREE.Vector3(); + var quaternion = new THREE.Quaternion(); + var scale = new THREE.Vector3(); + + var orientation = new THREE.Vector3(); + var velocity = new THREE.Vector3(); + + var positionPrev = new THREE.Vector3(); + + return function ( force ) { + + THREE.Object3D.prototype.updateMatrixWorld.call( this, force ); + + var listener = this.context.listener; + + this.matrixWorld.decompose( position, quaternion, scale ); + + orientation.set( 0, 0, -1 ).applyQuaternion( quaternion ); + velocity.subVectors( position, positionPrev ); + + listener.setPosition( position.x, position.y, position.z ); + listener.setOrientation( orientation.x, orientation.y, orientation.z, this.up.x, this.up.y, this.up.z ); + listener.setVelocity( velocity.x, velocity.y, velocity.z ); + + positionPrev.copy( position ); + + }; + +} )(); + +// 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.log( "Warning, getPoint() not implemented!" ); + return null; + +}; + +// Get point at relative position in curve according to arc length +// - u [0 .. 1] + +THREE.Curve.prototype.getPointAt = function ( u ) { + + var t = this.getUtoTmapping( u ); + return this.getPoint( t ); + +}; + +// Get sequence of points using getPoint( t ) + +THREE.Curve.prototype.getPoints = function ( divisions ) { + + if ( ! divisions ) divisions = 5; + + var d, pts = []; + + for ( d = 0; d <= divisions; d ++ ) { + + pts.push( this.getPoint( d / divisions ) ); + + } + + return pts; + +}; + +// Get sequence of points using getPointAt( u ) + +THREE.Curve.prototype.getSpacedPoints = function ( divisions ) { + + if ( ! divisions ) divisions = 5; + + var d, pts = []; + + for ( d = 0; d <= divisions; d ++ ) { + + pts.push( this.getPointAt( d / divisions ) ); + + } + + return pts; + +}; + +// Get total curve arc length + +THREE.Curve.prototype.getLength = function () { + + var lengths = this.getLengths(); + return lengths[ lengths.length - 1 ]; + +}; + +// Get list of cumulative segment lengths + +THREE.Curve.prototype.getLengths = function ( divisions ) { + + if ( ! divisions ) divisions = (this.__arcLengthDivisions) ? (this.__arcLengthDivisions): 200; + + if ( this.cacheArcLengths + && ( this.cacheArcLengths.length == divisions + 1 ) + && ! this.needsUpdate) { + + //console.log( "cached", this.cacheArcLengths ); + return this.cacheArcLengths; + + } + + this.needsUpdate = false; + + var cache = []; + var current, last = this.getPoint( 0 ); + var p, sum = 0; + + cache.push( 0 ); + + for ( p = 1; p <= divisions; p ++ ) { + + current = this.getPoint ( p / divisions ); + sum += current.distanceTo( last ); + cache.push( sum ); + last = current; + + } + + this.cacheArcLengths = cache; + + return cache; // { sums: cache, sum:sum }; Sum is in the last element. + +}; + + +THREE.Curve.prototype.updateArcLengths = function() { + this.needsUpdate = true; + this.getLengths(); +}; + +// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equi distance + +THREE.Curve.prototype.getUtoTmapping = function ( u, distance ) { + + var arcLengths = this.getLengths(); + + var i = 0, il = arcLengths.length; + + var targetArcLength; // The targeted u distance value to get + + if ( distance ) { + + targetArcLength = distance; + + } else { + + targetArcLength = u * arcLengths[ il - 1 ]; + + } + + //var time = Date.now(); + + // binary search for the index with largest value smaller than target u distance + + var low = 0, high = il - 1, comparison; + + while ( low <= high ) { + + i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats + + comparison = arcLengths[ i ] - targetArcLength; + + if ( comparison < 0 ) { + + low = i + 1; + continue; + + } else if ( comparison > 0 ) { + + high = i - 1; + continue; + + } else { + + high = i; + break; + + // DONE + + } + + } + + i = high; + + //console.log('b' , i, low, high, Date.now()- time); + + if ( arcLengths[ i ] == targetArcLength ) { + + var t = i / ( il - 1 ); + return t; + + } + + // we could get finer grain at lengths, or use simple interpolatation between two points + + var lengthBefore = arcLengths[ i ]; + var lengthAfter = arcLengths[ i + 1 ]; + + var segmentLength = lengthAfter - lengthBefore; + + // determine where we are between the 'before' and 'after' points + + var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength; + + // add that fractional amount to t + + var t = ( i + segmentFraction ) / ( il -1 ); + + return t; + +}; + +// 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.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.add = function ( curve ) { + + this.curves.push( curve ); + +}; + +THREE.CurvePath.prototype.checkConnection = function() { + // TODO + // If the ending of curve is not connected to the starting + // or the next curve, then, this is not a real path +}; + +THREE.CurvePath.prototype.closePath = function() { + // TODO Test + // and verify for vector3 (needs to implement equals) + // Add a line curve if start and end of lines are not connected + var startPoint = this.curves[0].getPoint(0); + var endPoint = this.curves[this.curves.length-1].getPoint(1); + + if (! startPoint.equals(endPoint)) { + this.curves.push( new THREE.LineCurve(endPoint, startPoint) ); + } + +}; + +// To get accurate point with reference to +// entire path distance at time t, +// following has to be done: + +// 1. Length of each sub path have to be known +// 2. Locate and identify type of curve +// 3. Get t for the curve +// 4. Return curve.getPointAt(t') + +THREE.CurvePath.prototype.getPoint = function( t ) { + + var d = t * this.getLength(); + var curveLengths = this.getCurveLengths(); + var i = 0, diff, curve; + + // To think about boundaries points. + + while ( i < curveLengths.length ) { + + if ( curveLengths[ i ] >= d ) { + + diff = curveLengths[ i ] - d; + curve = this.curves[ i ]; + + var u = 1 - diff / curve.getLength(); + + return curve.getPointAt( u ); + + break; + } + + i ++; + + } + + return null; + + // loop where sum != 0, sum > d , sum+1 maxX ) maxX = p.x; + else if ( p.x < minX ) minX = p.x; + + if ( p.y > maxY ) maxY = p.y; + else if ( p.y < minY ) minY = p.y; + + if ( v3 ) { + + if ( p.z > maxZ ) maxZ = p.z; + else if ( p.z < minZ ) minZ = p.z; + + } + + sum.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 equidistance sampling along the path + +THREE.CurvePath.prototype.createSpacedPointsGeometry = function( divisions ) { + + var pts = this.getSpacedPoints( divisions, true ); + return this.createGeometry( pts ); + +}; + +THREE.CurvePath.prototype.createGeometry = function( points ) { + + var geometry = new THREE.Geometry(); + + for ( var i = 0; i < points.length; i ++ ) { + + geometry.vertices.push( new THREE.Vector3( points[ i ].x, points[ i ].y, points[ i ].z || 0) ); + + } + + return geometry; + +}; + + +/************************************************************** + * Bend / Wrap Helper Methods + **************************************************************/ + +// Wrap path / Bend modifiers? + +THREE.CurvePath.prototype.addWrapPath = function ( bendpath ) { + + this.bends.push( bendpath ); + +}; + +THREE.CurvePath.prototype.getTransformedPoints = function( segments, bends ) { + + var oldPts = this.getPoints( segments ); // getPoints getSpacedPoints + var i, il; + + if ( ! bends ) { + + bends = this.bends; + + } + + for ( i = 0, il = bends.length; i < il; i ++ ) { + + oldPts = this.getWrapPoints( oldPts, bends[ i ] ); + + } + + return oldPts; + +}; + +THREE.CurvePath.prototype.getTransformedSpacedPoints = function( segments, bends ) { + + var oldPts = this.getSpacedPoints( segments ); + + var i, il; + + if ( ! bends ) { + + bends = this.bends; + + } + + for ( i = 0, il = bends.length; i < il; i ++ ) { + + oldPts = this.getWrapPoints( oldPts, bends[ i ] ); + + } + + return oldPts; + +}; + +// This returns getPoints() bend/wrapped around the contour of a path. +// Read http://www.planetclegg.com/projects/WarpingTextToSplines.html + +THREE.CurvePath.prototype.getWrapPoints = function ( oldPts, path ) { + + var bounds = this.getBoundingBox(); + + var i, il, p, oldX, oldY, xNorm; + + for ( i = 0, il = oldPts.length; i < il; i ++ ) { + + p = oldPts[ i ]; + + oldX = p.x; + oldY = p.y; + + xNorm = oldX / bounds.maxX; + + // If using actual distance, for length > path, requires line extrusions + //xNorm = path.getUtoTmapping(xNorm, oldX); // 3 styles. 1) wrap stretched. 2) wrap stretch by arc length 3) warp by actual distance + + xNorm = path.getUtoTmapping( xNorm, oldX ); + + // check for out of bounds? + + var pathPt = path.getPoint( xNorm ); + var normal = path.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/Gyroscope.js + +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Gyroscope = function () { + + THREE.Object3D.call( this ); + +}; + +THREE.Gyroscope.prototype = Object.create( THREE.Object3D.prototype ); + +THREE.Gyroscope.prototype.updateMatrixWorld = ( function () { + + var translationObject = new THREE.Vector3(); + var quaternionObject = new THREE.Quaternion(); + var scaleObject = new THREE.Vector3(); + + var translationWorld = new THREE.Vector3(); + var quaternionWorld = new THREE.Quaternion(); + var scaleWorld = new THREE.Vector3(); + + return function ( force ) { + + this.matrixAutoUpdate && this.updateMatrix(); + + // update matrixWorld + + if ( this.matrixWorldNeedsUpdate || force ) { + + if ( this.parent ) { + + this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix ); + + this.matrixWorld.decompose( translationWorld, quaternionWorld, scaleWorld ); + this.matrix.decompose( translationObject, quaternionObject, scaleObject ); + + this.matrixWorld.compose( translationWorld, quaternionObject, scaleWorld ); + + + } else { + + this.matrixWorld.copy( this.matrix ); + + } + + + this.matrixWorldNeedsUpdate = false; + + force = true; + + } + + // update children + + for ( var i = 0, l = this.children.length; i < l; i ++ ) { + + this.children[ i ].updateMatrixWorld( force ); + + } + + }; + +}() ); + +// 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.PathActions = { + + MOVE_TO: 'moveTo', + LINE_TO: 'lineTo', + QUADRATIC_CURVE_TO: 'quadraticCurveTo', // Bezier quadratic curve + BEZIER_CURVE_TO: 'bezierCurveTo', // Bezier cubic curve + CSPLINE_THRU: 'splineThru', // Catmull-rom spline + ARC: 'arc', // Circle + ELLIPSE: 'ellipse' +}; + +// TODO Clean up PATH API + +// Create path using straight lines to connect all points +// - vectors: array of Vector2 + +THREE.Path.prototype.fromPoints = function ( vectors ) { + + this.moveTo( vectors[ 0 ].x, vectors[ 0 ].y ); + + for ( var v = 1, vlen = vectors.length; v < vlen; v ++ ) { + + this.lineTo( vectors[ v ].x, vectors[ v ].y ); + + }; + +}; + +// startPath() endPath()? + +THREE.Path.prototype.moveTo = function ( x, y ) { + + var args = Array.prototype.slice.call( arguments ); + this.actions.push( { action: THREE.PathActions.MOVE_TO, args: args } ); + +}; + +THREE.Path.prototype.lineTo = function ( x, y ) { + + var args = Array.prototype.slice.call( arguments ); + + var lastargs = this.actions[ this.actions.length - 1 ].args; + + var x0 = lastargs[ lastargs.length - 2 ]; + var y0 = lastargs[ lastargs.length - 1 ]; + + var curve = new THREE.LineCurve( new THREE.Vector2( x0, y0 ), new THREE.Vector2( x, y ) ); + this.curves.push( curve ); + + this.actions.push( { action: THREE.PathActions.LINE_TO, args: args } ); + +}; + +THREE.Path.prototype.quadraticCurveTo = function( aCPx, aCPy, aX, aY ) { + + var args = Array.prototype.slice.call( arguments ); + + var lastargs = this.actions[ this.actions.length - 1 ].args; + + var x0 = lastargs[ lastargs.length - 2 ]; + var y0 = lastargs[ lastargs.length - 1 ]; + + var curve = new THREE.QuadraticBezierCurve( new THREE.Vector2( x0, y0 ), + new THREE.Vector2( aCPx, aCPy ), + new THREE.Vector2( aX, aY ) ); + this.curves.push( curve ); + + this.actions.push( { action: THREE.PathActions.QUADRATIC_CURVE_TO, args: args } ); + +}; + +THREE.Path.prototype.bezierCurveTo = function( aCP1x, aCP1y, + aCP2x, aCP2y, + aX, aY ) { + + var args = Array.prototype.slice.call( arguments ); + + var lastargs = this.actions[ this.actions.length - 1 ].args; + + var x0 = lastargs[ lastargs.length - 2 ]; + var y0 = lastargs[ lastargs.length - 1 ]; + + var curve = new THREE.CubicBezierCurve( new THREE.Vector2( x0, y0 ), + new THREE.Vector2( aCP1x, aCP1y ), + new THREE.Vector2( aCP2x, aCP2y ), + new THREE.Vector2( aX, aY ) ); + this.curves.push( curve ); + + this.actions.push( { action: THREE.PathActions.BEZIER_CURVE_TO, args: args } ); + +}; + +THREE.Path.prototype.splineThru = function( pts /*Array of Vector*/ ) { + + var args = Array.prototype.slice.call( arguments ); + var lastargs = this.actions[ this.actions.length - 1 ].args; + + var x0 = lastargs[ lastargs.length - 2 ]; + var y0 = lastargs[ lastargs.length - 1 ]; +//--- + var npts = [ new THREE.Vector2( x0, y0 ) ]; + Array.prototype.push.apply( npts, pts ); + + var curve = new THREE.SplineCurve( npts ); + this.curves.push( curve ); + + this.actions.push( { action: THREE.PathActions.CSPLINE_THRU, args: args } ); + +}; + +// FUTURE: Change the API or follow canvas API? + +THREE.Path.prototype.arc = function ( aX, aY, aRadius, + aStartAngle, aEndAngle, aClockwise ) { + + var lastargs = this.actions[ this.actions.length - 1].args; + var x0 = lastargs[ lastargs.length - 2 ]; + var y0 = lastargs[ lastargs.length - 1 ]; + + this.absarc(aX + x0, aY + y0, aRadius, + aStartAngle, aEndAngle, aClockwise ); + + }; + + THREE.Path.prototype.absarc = function ( aX, aY, aRadius, + aStartAngle, aEndAngle, aClockwise ) { + this.absellipse(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise); + }; + +THREE.Path.prototype.ellipse = function ( aX, aY, xRadius, yRadius, + aStartAngle, aEndAngle, aClockwise ) { + + var lastargs = this.actions[ this.actions.length - 1].args; + var x0 = lastargs[ lastargs.length - 2 ]; + var y0 = lastargs[ lastargs.length - 1 ]; + + this.absellipse(aX + x0, aY + y0, xRadius, yRadius, + aStartAngle, aEndAngle, aClockwise ); + + }; + + +THREE.Path.prototype.absellipse = function ( aX, aY, xRadius, yRadius, + aStartAngle, aEndAngle, aClockwise ) { + + var args = Array.prototype.slice.call( arguments ); + var curve = new THREE.EllipseCurve( aX, aY, xRadius, yRadius, + aStartAngle, aEndAngle, aClockwise ); + this.curves.push( curve ); + + var lastPoint = curve.getPoint(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) { + console.log('tata'); + return this.getSpacedPoints( divisions, closedPath ); + } + + divisions = divisions || 12; + + var points = []; + + var i, il, item, action, args; + var cpx, cpy, cpx2, cpy2, cpx1, cpy1, cpx0, cpy0, + laste, j, + t, tx, ty; + + for ( i = 0, il = this.actions.length; i < il; i ++ ) { + + item = this.actions[ i ]; + + action = item.action; + args = item.args; + + switch( action ) { + + case THREE.PathActions.MOVE_TO: + + points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) ); + + break; + + case THREE.PathActions.LINE_TO: + + points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) ); + + break; + + case THREE.PathActions.QUADRATIC_CURVE_TO: + + cpx = args[ 2 ]; + cpy = args[ 3 ]; + + cpx1 = args[ 0 ]; + cpy1 = args[ 1 ]; + + if ( points.length > 0 ) { + + laste = points[ points.length - 1 ]; + + cpx0 = laste.x; + cpy0 = laste.y; + + } else { + + laste = this.actions[ i - 1 ].args; + + cpx0 = laste[ laste.length - 2 ]; + cpy0 = laste[ laste.length - 1 ]; + + } + + for ( j = 1; j <= divisions; j ++ ) { + + t = j / divisions; + + tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx ); + ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy ); + + points.push( new THREE.Vector2( tx, ty ) ); + + } + + break; + + case THREE.PathActions.BEZIER_CURVE_TO: + + cpx = args[ 4 ]; + cpy = args[ 5 ]; + + cpx1 = args[ 0 ]; + cpy1 = args[ 1 ]; + + cpx2 = args[ 2 ]; + cpy2 = args[ 3 ]; + + if ( points.length > 0 ) { + + laste = points[ points.length - 1 ]; + + cpx0 = laste.x; + cpy0 = laste.y; + + } else { + + laste = this.actions[ i - 1 ].args; + + cpx0 = laste[ laste.length - 2 ]; + cpy0 = laste[ laste.length - 1 ]; + + } + + + for ( j = 1; j <= divisions; j ++ ) { + + t = j / divisions; + + tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx ); + ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy ); + + points.push( new THREE.Vector2( tx, ty ) ); + + } + + break; + + case THREE.PathActions.CSPLINE_THRU: + + laste = this.actions[ i - 1 ].args; + + var last = new THREE.Vector2( laste[ laste.length - 2 ], laste[ laste.length - 1 ] ); + var spts = [ last ]; + + var n = divisions * args[ 0 ].length; + + spts = spts.concat( args[ 0 ] ); + + var spline = new THREE.SplineCurve( spts ); + + for ( j = 1; j <= n; j ++ ) { + + points.push( spline.getPointAt( j / n ) ) ; + + } + + break; + + case THREE.PathActions.ARC: + + var aX = args[ 0 ], aY = args[ 1 ], + aRadius = args[ 2 ], + aStartAngle = args[ 3 ], aEndAngle = args[ 4 ], + aClockwise = !! args[ 5 ]; + + var deltaAngle = aEndAngle - aStartAngle; + var angle; + var tdivisions = divisions * 2; + + for ( j = 1; j <= tdivisions; j ++ ) { + + t = j / tdivisions; + + if ( ! aClockwise ) { + + t = 1 - t; + + } + + angle = aStartAngle + t * deltaAngle; + + tx = aX + aRadius * Math.cos( angle ); + ty = aY + aRadius * Math.sin( angle ); + + //console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty); + + points.push( new THREE.Vector2( tx, ty ) ); + + } + + //console.log(points); + + break; + + case THREE.PathActions.ELLIPSE: + + var aX = args[ 0 ], aY = args[ 1 ], + xRadius = args[ 2 ], + yRadius = args[ 3 ], + aStartAngle = args[ 4 ], aEndAngle = args[ 5 ], + aClockwise = !! args[ 6 ]; + + + var deltaAngle = aEndAngle - aStartAngle; + var angle; + var tdivisions = divisions * 2; + + for ( j = 1; j <= tdivisions; j ++ ) { + + t = j / tdivisions; + + if ( ! aClockwise ) { + + t = 1 - t; + + } + + angle = aStartAngle + t * deltaAngle; + + tx = aX + xRadius * Math.cos( angle ); + ty = aY + yRadius * Math.sin( angle ); + + //console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty); + + points.push( new THREE.Vector2( tx, ty ) ); + + } + + //console.log(points); + + break; + + } // end switch + + } + + + + // Normalize to remove the closing point by default. + var lastPoint = points[ points.length - 1]; + var EPSILON = 0.0000000001; + if ( Math.abs(lastPoint.x - points[ 0 ].x) < EPSILON && + Math.abs(lastPoint.y - points[ 0 ].y) < EPSILON) + points.splice( points.length - 1, 1); + if ( closedPath ) { + + points.push( points[ 0 ] ); + + } + + return points; + +}; + +// +// Breaks path into shapes +// +// 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 colinear + if ( inPt.y != edgeLowPt.y ) continue; // parallel + // egde 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 ambigious = 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 sh = newShapes[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 { + ambigious = true; + } + } + } + if ( hole_unassigned ) { betterShapeHoles[sIdx].push( ho ); } + } + } + // console.log("ambigious: ", ambigious); + if ( toChange.length > 0 ) { + // console.log("to change: ", toChange); + if (! ambigious) 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 ); + +// 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 colinear 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 colinear + if ( ( perpSeg1 != 0 ) || + ( seg2dy * seg1seg2dx != seg2dx * seg1seg2dy ) ) return []; + + // they are collinear or degenerate + var seg1Pt = ( (seg1dx == 0) && (seg1dy == 0) ); // segment1 ist just a point? + var seg2Pt = ( (seg2dx == 0) && (seg2dy == 0) ); // segment2 ist 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.log( "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.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.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.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.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 ) { + + this.aX = aX; + this.aY = aY; + + this.xRadius = xRadius; + this.yRadius = yRadius; + + this.aStartAngle = aStartAngle; + this.aEndAngle = aEndAngle; + + this.aClockwise = aClockwise; + +}; + +THREE.EllipseCurve.prototype = Object.create( THREE.Curve.prototype ); + +THREE.EllipseCurve.prototype.getPoint = function ( t ) { + + var deltaAngle = this.aEndAngle - this.aStartAngle; + + if ( 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 vector = new THREE.Vector2(); + + vector.x = this.aX + this.xRadius * Math.cos( angle ); + vector.y = this.aY + this.yRadius * Math.sin( angle ); + + return vector; + +}; + +// 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 ); + +// 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 */) { + + 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/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.keyTypes = [ "pos", "rot", "scl" ]; + + +THREE.Animation.prototype.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 ); + +}; + + +THREE.Animation.prototype.stop = function() { + + this.isPlaying = false; + + THREE.AnimationHandler.stop( this ); + +}; + +THREE.Animation.prototype.reset = function () { + + for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) { + + var object = this.hierarchy[ h ]; + + object.matrixAutoUpdate = true; + + if ( object.animationCache === undefined ) { + + object.animationCache = { + animations: {}, + blending: { + positionWeight: 0.0, + quaternionWeight: 0.0, + scaleWeight: 0.0 + } + }; + } + + if ( object.animationCache.animations[this.data.name] === undefined ) { + + object.animationCache.animations[this.data.name] = {}; + object.animationCache.animations[this.data.name].prevKey = { pos: 0, rot: 0, scl: 0 }; + object.animationCache.animations[this.data.name].nextKey = { pos: 0, rot: 0, scl: 0 }; + object.animationCache.animations[this.data.name].originalMatrix = object.matrix; + + } + + var animationCache = object.animationCache.animations[this.data.name]; + + // 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; + + } + + } + +}; + +THREE.Animation.prototype.resetBlendWeights = function () { + + for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) { + + var object = this.hierarchy[ h ]; + + if ( object.animationCache !== undefined ) { + + object.animationCache.blending.positionWeight = 0.0; + object.animationCache.blending.quaternionWeight = 0.0; + object.animationCache.blending.scaleWeight = 0.0; + + } + + } + +}; + +THREE.Animation.prototype.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(); + return; + + } + + } + + 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; + + } + + object.matrixAutoUpdate = true; + object.matrixWorldNeedsUpdate = true; + + 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; + + }; + +})(); + + + + + +// Get next key with + +THREE.Animation.prototype.getNextKeyWith = function ( type, h, key ) { + + var keys = this.data.hierarchy[ h ].keys; + + if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM || + this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) { + + key = key < keys.length - 1 ? key : keys.length - 1; + + } else { + + key = key % keys.length; + + } + + for ( ; key < keys.length; key ++ ) { + + if ( keys[ key ][ type ] !== undefined ) { + + return keys[ key ]; + + } + + } + + return this.data.hierarchy[ h ].keys[ 0 ]; + +}; + +// Get previous key with + +THREE.Animation.prototype.getPrevKeyWith = function ( type, h, key ) { + + var keys = this.data.hierarchy[ h ].keys; + + if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM || + this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) { + + key = key > 0 ? key : 0; + + } else { + + key = key >= 0 ? key : key + keys.length; + + } + + + for ( ; key >= 0; key -- ) { + + if ( keys[ key ][ type ] !== undefined ) { + + return keys[ key ]; + + } + + } + + return this.data.hierarchy[ h ].keys[ keys.length - 1 ]; + +}; + +// 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.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 ); + +}; + + +THREE.KeyFrameAnimation.prototype.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 + +THREE.KeyFrameAnimation.prototype.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; + + } + + } + +}; + +// Get next key with + +THREE.KeyFrameAnimation.prototype.getNextKeyWith = function( sid, h, key ) { + + var keys = this.data.hierarchy[ h ].keys; + key = key % keys.length; + + for ( ; key < keys.length; key ++ ) { + + if ( keys[ key ].hasTarget( sid ) ) { + + return keys[ key ]; + + } + + } + + return keys[ 0 ]; + +}; + +// Get previous key with + +THREE.KeyFrameAnimation.prototype.getPrevKeyWith = function( sid, h, key ) { + + var keys = this.data.hierarchy[ h ].keys; + key = key >= 0 ? key : key + keys.length; + + for ( ; key >= 0; key -- ) { + + if ( keys[ key ].hasTarget( sid ) ) { + + return keys[ key ]; + + } + + } + + return keys[ keys.length - 1 ]; + +}; + +// File:src/extras/animation/MorphAnimation.js + +/** + * @author mrdoob / http://mrdoob.com + */ + +THREE.MorphAnimation = function ( mesh ) { + + this.mesh = mesh; + this.frames = mesh.morphTargetInfluences.length; + this.currentTime = 0; + this.duration = 1000; + this.loop = true; + + this.isPlaying = false; + +}; + +THREE.MorphAnimation.prototype = { + + play: function () { + + this.isPlaying = true; + + }, + + pause: function () { + + this.isPlaying = false; + + }, + + update: ( function () { + + var lastFrame = 0; + var currentFrame = 0; + + return 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 interpolation = this.duration / this.frames; + var frame = Math.floor( this.currentTime / interpolation ); + + if ( frame != currentFrame ) { + + this.mesh.morphTargetInfluences[ lastFrame ] = 0; + this.mesh.morphTargetInfluences[ currentFrame ] = 1; + this.mesh.morphTargetInfluences[ frame ] = 0; + + lastFrame = currentFrame; + currentFrame = frame; + + } + + this.mesh.morphTargetInfluences[ frame ] = ( this.currentTime % interpolation ) / interpolation; + this.mesh.morphTargetInfluences[ lastFrame ] = 1 - this.mesh.morphTargetInfluences[ frame ]; + + } + + } )() + +}; + +// 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 ); + +// 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 ); + +// File:src/extras/geometries/CubeGeometry.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + + +THREE.CubeGeometry = function ( width, height, depth, widthSegments, heightSegments, depthSegments ) { + + console.warn( 'THREE.CubeGeometry has been renamed to THREE.BoxGeometry.' ); + return new THREE.BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ); + + }; + +// File:src/extras/geometries/CylinderGeometry.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.CylinderGeometry = function ( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded ) { + + THREE.Geometry.call( this ); + + this.type = 'CylinderGeometry'; + + this.parameters = { + radiusTop: radiusTop, + radiusBottom: radiusBottom, + height: height, + radialSegments: radialSegments, + heightSegments: heightSegments, + openEnded: openEnded + }; + + 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; + + 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 * Math.PI * 2 ); + vertex.y = - v * height + heightHalf; + vertex.z = radius * Math.cos( u * Math.PI * 2 ); + + this.vertices.push( vertex ); + + verticesRow.push( this.vertices.length - 1 ); + uvsRow.push( new THREE.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[ y ][ x + 1 ]; + var v2 = vertices[ y ][ x ]; + var v3 = this.vertices.length - 1; + + var n1 = new THREE.Vector3( 0, - 1, 0 ); + var n2 = new THREE.Vector3( 0, - 1, 0 ); + var n3 = new THREE.Vector3( 0, - 1, 0 ); + + var uv1 = uvs[ y ][ x + 1 ].clone(); + var uv2 = uvs[ y ][ x ].clone(); + var uv3 = new THREE.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 ); + +// 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 segements 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 + * + * material: // material index for front and back faces + * extrudeMaterial: // material index for extrusion and beveled faces + * uvGenerator: // object that provides UV generator functions + * + * } + **/ + +THREE.ExtrudeGeometry = function ( shapes, options ) { + + if ( typeof( shapes ) === "undefined" ) { + shapes = []; + return; + } + + THREE.Geometry.call( this ); + + this.type = 'ExtrudeGeometry'; + + shapes = shapes instanceof Array ? shapes : [ shapes ]; + + this.addShapeList( shapes, options ); + + this.computeFaceNormals(); + + // can't really use automatic vertex normals + // as then front and back sides get smoothed too + // should do separate smoothing just for sides + + //this.computeVertexNormals(); + + //console.log( "took", ( Date.now() - startTime ) ); + +}; + +THREE.ExtrudeGeometry.prototype = Object.create( THREE.Geometry.prototype ); + +THREE.ExtrudeGeometry.prototype.addShapeList = function ( shapes, options ) { + var sl = shapes.length; + + for ( var s = 0; s < sl; s ++ ) { + var shape = shapes[ s ]; + this.addShape( shape, options ); + } +}; + +THREE.ExtrudeGeometry.prototype.addShape = function ( shape, options ) { + + var amount = options.amount !== undefined ? options.amount : 100; + + var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; // 10 + var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; // 8 + var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3; + + var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; // false + + var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12; + + var steps = options.steps !== undefined ? options.steps : 1; + + var extrudePath = options.extrudePath; + var extrudePts, extrudeByPath = false; + + var material = options.material; + var extrudeMaterial = options.extrudeMaterial; + + // Use default WorldUVGenerator if no UV generators are specified. + var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : THREE.ExtrudeGeometry.WorldUVGenerator; + + var splineTube, binormal, normal, position2; + if ( extrudePath ) { + + extrudePts = extrudePath.getSpacedPoints( steps ); + + extrudeByPath = true; + bevelEnabled = false; // bevels not supported for path extrusion + + // SETUP TNB variables + + // Reuse TNB from TubeGeomtry for now. + // TODO1 - have a .isClosed in spline? + + splineTube = options.frames !== undefined ? options.frames : new THREE.TubeGeometry.FrenetFrames(extrudePath, steps, false); + + // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length); + + binormal = new THREE.Vector3(); + normal = new THREE.Vector3(); + position2 = new THREE.Vector3(); + + } + + // Safeguards if bevels are not enabled + + if ( ! bevelEnabled ) { + + bevelSegments = 0; + bevelThickness = 0; + bevelSize = 0; + + } + + // Variables initalization + + var ahole, h, hl; // looping of holes + var scope = this; + var bevelPoints = []; + + var shapesOffset = this.vertices.length; + + var shapePoints = shape.extractPoints( curveSegments ); + + var vertices = shapePoints.shape; + var holes = shapePoints.holes; + + var reverse = ! THREE.Shape.Utils.isClockWise( vertices ) ; + + if ( reverse ) { + + vertices = vertices.reverse(); + + // Maybe we should also check if holes are in the opposite direction, just to be safe ... + + for ( h = 0, hl = holes.length; h < hl; h ++ ) { + + ahole = holes[ h ]; + + if ( THREE.Shape.Utils.isClockWise( ahole ) ) { + + holes[ h ] = ahole.reverse(); + + } + + } + + reverse = false; // If vertices are in order now, we shouldn't need to worry about them again (hopefully)! + + } + + + var faces = THREE.Shape.Utils.triangulateShape ( vertices, holes ); + + /* Vertices */ + + var contour = vertices; // vertices has all points but contour has only points of circumference + + for ( h = 0, hl = holes.length; h < hl; h ++ ) { + + ahole = holes[ h ]; + + vertices = vertices.concat( ahole ); + + } + + + function scalePt2 ( pt, vec, size ) { + + if ( ! vec ) console.log( "die" ); + + return vec.clone().multiplyScalar( size ).add( pt ); + + } + + var b, bs, t, z, + vert, vlen = vertices.length, + face, flen = faces.length, + cont, clen = contour.length; + + + // Find directions for point movement + + var RAD_TO_DEGREES = 180 / Math.PI; + + + function getBevelVec( inPt, inPrev, inNext ) { + + var EPSILON = 0.0000000001; + + // computes for inPt the corresponding point inPt' on a new contour + // shiftet by 1 unit (length of normalized vector) to the left + // if we walk along contour clockwise, this new contour is outside the old one + // + // inPt' is the intersection of the two lines parallel to the two + // adjacent edges of inPt at a distance of 1 unit on the left side. + + var v_trans_x, v_trans_y, shrink_by = 1; // resulting translation vector for inPt + + // good reading for geometry algorithms (here: line-line intersection) + // http://geomalgorithms.com/a05-_intersect-1.html + + var v_prev_x = inPt.x - inPrev.x, v_prev_y = inPt.y - inPrev.y; + var v_next_x = inNext.x - inPt.x, v_next_y = inNext.y - inPt.y; + + var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y ); + + // check for colinear edges + var colinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x ); + + if ( Math.abs( colinear0 ) > EPSILON ) { // not colinear + + // length of vectors for normalizing + + var v_prev_len = Math.sqrt( v_prev_lensq ); + var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y ); + + // shift adjacent points by unit vectors to the left + + var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len ); + var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len ); + + var ptNextShift_x = ( inNext.x - v_next_y / v_next_len ); + var ptNextShift_y = ( inNext.y + v_next_x / v_next_len ); + + // scaling factor for v_prev to intersection point + + var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y - + ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) / + ( v_prev_x * v_next_y - v_prev_y * v_next_x ); + + // vector from inPt to intersection point + + v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x ); + v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y ); + + // Don't normalize!, otherwise sharp corners become ugly + // but prevent crazy spikes + var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y ) + if ( v_trans_lensq <= 2 ) { + return new THREE.Vector2( v_trans_x, v_trans_y ); + } else { + shrink_by = Math.sqrt( v_trans_lensq / 2 ); + } + + } else { // handle special case of colinear edges + + var direction_eq = false; // assumes: opposite + if ( v_prev_x > EPSILON ) { + if ( v_next_x > EPSILON ) { direction_eq = true; } + } else { + if ( v_prev_x < - EPSILON ) { + if ( v_next_x < - EPSILON ) { direction_eq = true; } + } else { + if ( Math.sign(v_prev_y) == Math.sign(v_next_y) ) { direction_eq = true; } + } + } + + if ( direction_eq ) { + // console.log("Warning: lines are a straight sequence"); + v_trans_x = - v_prev_y; + v_trans_y = v_prev_x; + shrink_by = Math.sqrt( v_prev_lensq ); + } else { + // console.log("Warning: lines are a straight spike"); + v_trans_x = v_prev_x; + v_trans_y = v_prev_y; + shrink_by = Math.sqrt( v_prev_lensq / 2 ); + } + + } + + return new THREE.Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by ); + + } + + + var contourMovements = []; + + for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { + + if ( j === il ) j = 0; + if ( k === il ) k = 0; + + // (j)---(i)---(k) + // console.log('i,j,k', i, j , k) + + var pt_i = contour[ i ]; + var pt_j = contour[ j ]; + var pt_k = contour[ k ]; + + contourMovements[ i ]= getBevelVec( contour[ i ], contour[ j ], contour[ k ] ); + + } + + var holesMovements = [], oneHoleMovements, verticesMovements = contourMovements.concat(); + + for ( h = 0, hl = holes.length; h < hl; h ++ ) { + + ahole = holes[ h ]; + + oneHoleMovements = []; + + for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { + + if ( j === il ) j = 0; + if ( k === il ) k = 0; + + // (j)---(i)---(k) + oneHoleMovements[ i ]= getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] ); + + } + + holesMovements.push( oneHoleMovements ); + verticesMovements = verticesMovements.concat( oneHoleMovements ); + + } + + + // Loop bevelSegments, 1 for the front, 1 for the back + + for ( b = 0; b < bevelSegments; b ++ ) { + //for ( b = bevelSegments; b > 0; b -- ) { + + t = b / bevelSegments; + z = bevelThickness * ( 1 - t ); + + //z = bevelThickness * t; + bs = bevelSize * ( Math.sin ( t * Math.PI/2 ) ) ; // curved + //bs = bevelSize * t ; // linear + + // contract shape + + for ( i = 0, il = contour.length; i < il; i ++ ) { + + vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); + + v( vert.x, vert.y, - z ); + + } + + // expand holes + + for ( h = 0, hl = holes.length; h < hl; h ++ ) { + + ahole = holes[ h ]; + oneHoleMovements = holesMovements[ h ]; + + for ( i = 0, il = ahole.length; i < il; i ++ ) { + + vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); + + v( vert.x, vert.y, - z ); + + } + + } + + } + + bs = bevelSize; + + // Back facing vertices + + for ( i = 0; i < vlen; i ++ ) { + + vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; + + if ( ! extrudeByPath ) { + + v( vert.x, vert.y, 0 ); + + } else { + + // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x ); + + normal.copy( splineTube.normals[0] ).multiplyScalar(vert.x); + binormal.copy( splineTube.binormals[0] ).multiplyScalar(vert.y); + + position2.copy( extrudePts[0] ).add(normal).add(binormal); + + v( position2.x, position2.y, position2.z ); + + } + + } + + // Add stepped vertices... + // Including front facing vertices + + var s; + + for ( s = 1; s <= steps; s ++ ) { + + for ( i = 0; i < vlen; i ++ ) { + + vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; + + if ( ! extrudeByPath ) { + + v( vert.x, vert.y, amount / steps * s ); + + } else { + + // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x ); + + normal.copy( splineTube.normals[s] ).multiplyScalar( vert.x ); + binormal.copy( splineTube.binormals[s] ).multiplyScalar( vert.y ); + + position2.copy( extrudePts[s] ).add( normal ).add( binormal ); + + v( position2.x, position2.y, position2.z ); + + } + + } + + } + + + // Add bevel segments planes + + //for ( b = 1; b <= bevelSegments; b ++ ) { + for ( b = bevelSegments - 1; b >= 0; b -- ) { + + t = b / bevelSegments; + z = bevelThickness * ( 1 - t ); + //bs = bevelSize * ( 1-Math.sin ( ( 1 - t ) * Math.PI/2 ) ); + bs = bevelSize * Math.sin ( t * Math.PI/2 ) ; + + // contract shape + + for ( i = 0, il = contour.length; i < il; i ++ ) { + + vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); + v( vert.x, vert.y, amount + z ); + + } + + // expand holes + + for ( h = 0, hl = holes.length; h < hl; h ++ ) { + + ahole = holes[ h ]; + oneHoleMovements = holesMovements[ h ]; + + for ( i = 0, il = ahole.length; i < il; i ++ ) { + + vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); + + if ( ! extrudeByPath ) { + + v( vert.x, vert.y, amount + z ); + + } else { + + v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z ); + + } + + } + + } + + } + + /* Faces */ + + // Top and bottom faces + + buildLidFaces(); + + // Sides faces + + buildSideFaces(); + + + ///// Internal functions + + function buildLidFaces() { + + if ( bevelEnabled ) { + + var layer = 0 ; // steps + 1 + var offset = vlen * layer; + + // Bottom faces + + for ( i = 0; i < flen; i ++ ) { + + face = faces[ i ]; + f3( face[ 2 ]+ offset, face[ 1 ]+ offset, face[ 0 ] + offset ); + + } + + layer = steps + bevelSegments * 2; + offset = vlen * layer; + + // Top faces + + for ( i = 0; i < flen; i ++ ) { + + face = faces[ i ]; + f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset ); + + } + + } else { + + // Bottom faces + + for ( i = 0; i < flen; i ++ ) { + + face = faces[ i ]; + f3( face[ 2 ], face[ 1 ], face[ 0 ] ); + + } + + // Top faces + + for ( i = 0; i < flen; i ++ ) { + + face = faces[ i ]; + f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps ); + + } + } + + } + + // Create faces for the z-sides of the shape + + function buildSideFaces() { + + var layeroffset = 0; + sidewalls( contour, layeroffset ); + layeroffset += contour.length; + + for ( h = 0, hl = holes.length; h < hl; h ++ ) { + + ahole = holes[ h ]; + sidewalls( ahole, layeroffset ); + + //, true + layeroffset += ahole.length; + + } + + } + + function sidewalls( contour, layeroffset ) { + + var j, k; + i = contour.length; + + while ( --i >= 0 ) { + + j = i; + k = i - 1; + if ( k < 0 ) k = contour.length - 1; + + //console.log('b', i,j, i-1, k,vertices.length); + + var s = 0, sl = steps + bevelSegments * 2; + + for ( s = 0; s < sl; s ++ ) { + + var slen1 = vlen * s; + var slen2 = vlen * ( s + 1 ); + + var a = layeroffset + j + slen1, + b = layeroffset + k + slen1, + c = layeroffset + k + slen2, + d = layeroffset + j + slen2; + + f4( a, b, c, d, contour, s, sl, j, k ); + + } + } + + } + + + function v( x, y, z ) { + + scope.vertices.push( new THREE.Vector3( x, y, z ) ); + + } + + function f3( a, b, c ) { + + a += shapesOffset; + b += shapesOffset; + c += shapesOffset; + + // normal, color, material + scope.faces.push( new THREE.Face3( a, b, c, null, null, material ) ); + + var uvs = uvgen.generateTopUV( scope, a, b, c ); + + scope.faceVertexUvs[ 0 ].push( uvs ); + + } + + function f4( a, b, c, d, wallContour, stepIndex, stepsLength, contourIndex1, contourIndex2 ) { + + a += shapesOffset; + b += shapesOffset; + c += shapesOffset; + d += shapesOffset; + + scope.faces.push( new THREE.Face3( a, b, d, null, null, extrudeMaterial ) ); + scope.faces.push( new THREE.Face3( b, c, d, null, null, extrudeMaterial ) ); + + var uvs = uvgen.generateSideWallUV( scope, a, b, c, d ); + + scope.faceVertexUvs[ 0 ].push( [ uvs[ 0 ], uvs[ 1 ], uvs[ 3 ] ] ); + scope.faceVertexUvs[ 0 ].push( [ uvs[ 1 ], uvs[ 2 ], uvs[ 3 ] ] ); + + } + +}; + +THREE.ExtrudeGeometry.WorldUVGenerator = { + + generateTopUV: function ( geometry, indexA, indexB, indexC ) { + + var vertices = geometry.vertices; + + var a = vertices[ indexA ]; + var b = vertices[ indexB ]; + var c = vertices[ indexC ]; + + return [ + new THREE.Vector2( a.x, a.y ), + new THREE.Vector2( b.x, b.y ), + new THREE.Vector2( c.x, c.y ) + ]; + + }, + + generateSideWallUV: function ( geometry, indexA, indexB, indexC, indexD ) { + + var vertices = geometry.vertices; + + var a = vertices[ indexA ]; + var b = vertices[ indexB ]; + var c = vertices[ indexC ]; + var d = vertices[ indexD ]; + + if ( Math.abs( a.y - b.y ) < 0.01 ) { + return [ + new THREE.Vector2( a.x, 1 - a.z ), + new THREE.Vector2( b.x, 1 - b.z ), + new THREE.Vector2( c.x, 1 - c.z ), + new THREE.Vector2( d.x, 1 - d.z ) + ]; + } else { + return [ + new THREE.Vector2( a.y, 1 - a.z ), + new THREE.Vector2( b.y, 1 - b.z ), + new THREE.Vector2( c.y, 1 - c.z ), + new THREE.Vector2( d.y, 1 - d.z ) + ]; + } + } +}; + +// File:src/extras/geometries/ShapeGeometry.js + +/** + * @author jonobr1 / http://jonobr1.com + * + * Creates a one-sided polygonal geometry from a path shape. Similar to + * ExtrudeGeometry. + * + * parameters = { + * + * curveSegments: , // number of points on the curves. NOT USED AT THE MOMENT. + * + * material: // material index for front and back faces + * uvGenerator: // object that provides UV generator functions + * + * } + **/ + +THREE.ShapeGeometry = function ( shapes, options ) { + + THREE.Geometry.call( this ); + + this.type = 'ShapeGeometry'; + + if ( shapes instanceof Array === false ) shapes = [ shapes ]; + + this.addShapeList( shapes, options ); + + this.computeFaceNormals(); + +}; + +THREE.ShapeGeometry.prototype = Object.create( THREE.Geometry.prototype ); + +/** + * Add an array of shapes to THREE.ShapeGeometry. + */ +THREE.ShapeGeometry.prototype.addShapeList = function ( shapes, options ) { + + for ( var i = 0, l = shapes.length; i < l; i ++ ) { + + this.addShape( shapes[ i ], options ); + + } + + return this; + +}; + +/** + * Adds a shape to THREE.ShapeGeometry, based on THREE.ExtrudeGeometry. + */ +THREE.ShapeGeometry.prototype.addShape = function ( shape, options ) { + + if ( options === undefined ) options = {}; + var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12; + + var material = options.material; + var uvgen = options.UVGenerator === undefined ? THREE.ExtrudeGeometry.WorldUVGenerator : options.UVGenerator; + + // + + var i, l, hole, s; + + var shapesOffset = this.vertices.length; + var shapePoints = shape.extractPoints( curveSegments ); + + var vertices = shapePoints.shape; + var holes = shapePoints.holes; + + var reverse = ! THREE.Shape.Utils.isClockWise( vertices ); + + if ( reverse ) { + + vertices = vertices.reverse(); + + // Maybe we should also check if holes are in the opposite direction, just to be safe... + + for ( i = 0, l = holes.length; i < l; i ++ ) { + + hole = holes[ i ]; + + if ( THREE.Shape.Utils.isClockWise( hole ) ) { + + holes[ i ] = hole.reverse(); + + } + + } + + reverse = false; + + } + + var faces = THREE.Shape.Utils.triangulateShape( vertices, holes ); + + // Vertices + + var contour = vertices; + + for ( i = 0, l = holes.length; i < l; i ++ ) { + + hole = holes[ i ]; + vertices = vertices.concat( hole ); + + } + + // + + var vert, vlen = vertices.length; + var face, flen = faces.length; + var cont, clen = contour.length; + + for ( i = 0; i < vlen; i ++ ) { + + vert = vertices[ i ]; + + this.vertices.push( new THREE.Vector3( vert.x, vert.y, 0 ) ); + + } + + for ( i = 0; i < flen; i ++ ) { + + face = faces[ i ]; + + var a = face[ 0 ] + shapesOffset; + var b = face[ 1 ] + shapesOffset; + var c = face[ 2 ] + shapesOffset; + + this.faces.push( new THREE.Face3( a, b, c, null, null, material ) ); + this.faceVertexUvs[ 0 ].push( uvgen.generateTopUV( this, a, b, c ) ); + + } + +}; + +// File:src/extras/geometries/LatheGeometry.js + +/** + * @author astrodud / http://astrodud.isgreat.org/ + * @author zz85 / https://github.com/zz85 + * @author bhouston / http://exocortex.com + */ + +// points - to create a closed torus, one must use a set of points +// like so: [ a, b, c, d, a ], see first is the same as last. +// segments - the number of circumference segments to create +// phiStart - the starting radian +// phiLength - the radian (0 to 2*PI) range of the lathed section +// 2*pi is a closed lathe, less than 2PI is a portion. + +THREE.LatheGeometry = function ( points, segments, phiStart, phiLength ) { + + THREE.Geometry.call( this ); + + this.type = 'LatheGeometry'; + + this.parameters = { + points: points, + segments: segments, + phiStart: phiStart, + phiLength: phiLength + }; + + segments = segments || 12; + phiStart = phiStart || 0; + phiLength = phiLength || 2 * Math.PI; + + var inversePointLength = 1.0 / ( points.length - 1 ); + var inverseSegments = 1.0 / segments; + + for ( var i = 0, il = segments; i <= il; i ++ ) { + + var phi = phiStart + i * inverseSegments * phiLength; + + var c = Math.cos( phi ), + s = Math.sin( phi ); + + for ( var j = 0, jl = points.length; j < jl; j ++ ) { + + var pt = points[ j ]; + + var vertex = new THREE.Vector3(); + + vertex.x = c * pt.x - s * pt.y; + vertex.y = s * pt.x + c * pt.y; + vertex.z = pt.z; + + this.vertices.push( vertex ); + + } + + } + + var np = points.length; + + for ( var i = 0, il = segments; i < il; i ++ ) { + + for ( var j = 0, jl = points.length - 1; j < jl; j ++ ) { + + var base = j + np * i; + var a = base; + var b = base + np; + var c = base + 1 + np; + var d = base + 1; + + var u0 = i * inverseSegments; + var v0 = j * inversePointLength; + var u1 = u0 + inverseSegments; + var v1 = v0 + inversePointLength; + + this.faces.push( new THREE.Face3( a, b, d ) ); + + this.faceVertexUvs[ 0 ].push( [ + + new THREE.Vector2( u0, v0 ), + new THREE.Vector2( u1, v0 ), + new THREE.Vector2( u0, v1 ) + + ] ); + + this.faces.push( new THREE.Face3( b, c, d ) ); + + this.faceVertexUvs[ 0 ].push( [ + + new THREE.Vector2( u1, v0 ), + new THREE.Vector2( u1, v1 ), + new THREE.Vector2( u0, v1 ) + + ] ); + + + } + + } + + this.mergeVertices(); + this.computeFaceNormals(); + this.computeVertexNormals(); + +}; + +THREE.LatheGeometry.prototype = Object.create( THREE.Geometry.prototype ); + +// File:src/extras/geometries/PlaneGeometry.js + +/** + * @author mrdoob / http://mrdoob.com/ + * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as + */ + +THREE.PlaneGeometry = function ( width, height, widthSegments, heightSegments ) { + + console.info( 'THREE.PlaneGeometry: Consider using THREE.PlaneBufferGeometry for lower memory footprint.' ); + + THREE.Geometry.call( this ); + + this.type = 'PlaneGeometry'; + + this.parameters = { + width: width, + height: height, + widthSegments: widthSegments, + heightSegments: heightSegments + }; + + this.fromBufferGeometry( new THREE.PlaneBufferGeometry( width, height, widthSegments, heightSegments ) ); + +}; + +THREE.PlaneGeometry.prototype = Object.create( THREE.Geometry.prototype ); + +// File:src/extras/geometries/PlaneBufferGeometry.js + +/** + * @author mrdoob / http://mrdoob.com/ + * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as + */ + +THREE.PlaneBufferGeometry = function ( width, height, widthSegments, heightSegments ) { + + THREE.BufferGeometry.call( this ); + + this.type = 'PlaneBufferGeometry'; + + this.parameters = { + width: width, + height: height, + widthSegments: widthSegments, + heightSegments: heightSegments + }; + + var width_half = width / 2; + var height_half = height / 2; + + var gridX = widthSegments || 1; + var gridY = heightSegments || 1; + + var gridX1 = gridX + 1; + var gridY1 = gridY + 1; + + var segment_width = width / gridX; + var segment_height = height / gridY; + + var vertices = new Float32Array( gridX1 * gridY1 * 3 ); + var normals = new Float32Array( gridX1 * gridY1 * 3 ); + var uvs = new Float32Array( gridX1 * gridY1 * 2 ); + + var offset = 0; + var offset2 = 0; + + for ( var iy = 0; iy < gridY1; iy ++ ) { + + var y = iy * segment_height - height_half; + + for ( var ix = 0; ix < gridX1; ix ++ ) { + + var x = ix * segment_width - width_half; + + vertices[ offset ] = x; + vertices[ offset + 1 ] = - y; + + normals[ offset + 2 ] = 1; + + uvs[ offset2 ] = ix / gridX; + uvs[ offset2 + 1 ] = 1 - ( iy / gridY ); + + offset += 3; + offset2 += 2; + + } + + } + + offset = 0; + + var indices = new ( ( vertices.length / 3 ) > 65535 ? Uint32Array : Uint16Array )( gridX * gridY * 6 ); + + for ( var iy = 0; iy < gridY; iy ++ ) { + + for ( var 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; + + indices[ offset ] = a; + indices[ offset + 1 ] = b; + indices[ offset + 2 ] = d; + + indices[ offset + 3 ] = b; + indices[ offset + 4 ] = c; + indices[ offset + 5 ] = d; + + offset += 6; + + } + + } + + this.addAttribute( 'index', new THREE.BufferAttribute( indices, 1 ) ); + this.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) ); + +}; + +THREE.PlaneBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype ); + +// File:src/extras/geometries/RingGeometry.js + +/** + * @author Kaleb Murphy + */ + +THREE.RingGeometry = function ( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) { + + THREE.Geometry.call( this ); + + this.type = 'RingGeometry'; + + this.parameters = { + innerRadius: innerRadius, + outerRadius: outerRadius, + thetaSegments: thetaSegments, + phiSegments: phiSegments, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + innerRadius = innerRadius || 0; + outerRadius = outerRadius || 50; + + thetaStart = thetaStart !== undefined ? thetaStart : 0; + thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2; + + thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8; + phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 8; + + var i, o, uvs = [], radius = innerRadius, radiusStep = ( ( outerRadius - innerRadius ) / phiSegments ); + + for ( i = 0; i < phiSegments + 1; i ++ ) { // concentric circles inside ring + + for ( o = 0; o < thetaSegments + 1; o ++ ) { // number of segments per circle + + var vertex = new THREE.Vector3(); + var segment = thetaStart + o / thetaSegments * thetaLength; + vertex.x = radius * Math.cos( segment ); + vertex.y = radius * Math.sin( segment ); + + this.vertices.push( vertex ); + uvs.push( new THREE.Vector2( ( vertex.x / outerRadius + 1 ) / 2, ( vertex.y / outerRadius + 1 ) / 2 ) ); + } + + radius += radiusStep; + + } + + var n = new THREE.Vector3( 0, 0, 1 ); + + for ( i = 0; i < phiSegments; i ++ ) { // concentric circles inside ring + + var thetaSegment = i * (thetaSegments + 1); + + for ( o = 0; o < thetaSegments ; o ++ ) { // number of segments per circle + + var segment = o + thetaSegment; + + var v1 = segment; + var v2 = segment + thetaSegments + 1; + var v3 = segment + thetaSegments + 2; + + this.faces.push( new THREE.Face3( v1, v2, v3, [ n.clone(), n.clone(), n.clone() ] ) ); + this.faceVertexUvs[ 0 ].push( [ uvs[ v1 ].clone(), uvs[ v2 ].clone(), uvs[ v3 ].clone() ]); + + v1 = segment; + v2 = segment + thetaSegments + 2; + v3 = segment + 1; + + this.faces.push( new THREE.Face3( v1, v2, v3, [ n.clone(), n.clone(), n.clone() ] ) ); + this.faceVertexUvs[ 0 ].push( [ uvs[ v1 ].clone(), uvs[ v2 ].clone(), uvs[ v3 ].clone() ]); + + } + } + + this.computeFaceNormals(); + + this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius ); + +}; + +THREE.RingGeometry.prototype = Object.create( THREE.Geometry.prototype ); + + +// File:src/extras/geometries/SphereGeometry.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.SphereGeometry = function ( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) { + + THREE.Geometry.call( this ); + + this.type = 'SphereGeometry'; + + this.parameters = { + radius: radius, + widthSegments: widthSegments, + heightSegments: heightSegments, + phiStart: phiStart, + phiLength: phiLength, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + radius = radius || 50; + + widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 ); + heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 ); + + phiStart = phiStart !== undefined ? phiStart : 0; + phiLength = phiLength !== undefined ? phiLength : Math.PI * 2; + + thetaStart = thetaStart !== undefined ? thetaStart : 0; + thetaLength = thetaLength !== undefined ? thetaLength : Math.PI; + + var x, y, vertices = [], uvs = []; + + for ( y = 0; y <= heightSegments; y ++ ) { + + var verticesRow = []; + var uvsRow = []; + + for ( x = 0; x <= widthSegments; x ++ ) { + + var u = x / widthSegments; + var v = y / heightSegments; + + var vertex = new THREE.Vector3(); + vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); + vertex.y = radius * Math.cos( thetaStart + v * thetaLength ); + vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); + + this.vertices.push( vertex ); + + verticesRow.push( this.vertices.length - 1 ); + uvsRow.push( new THREE.Vector2( u, 1 - v ) ); + + } + + vertices.push( verticesRow ); + uvs.push( uvsRow ); + + } + + for ( y = 0; y < heightSegments; y ++ ) { + + for ( x = 0; x < widthSegments; x ++ ) { + + var v1 = vertices[ y ][ x + 1 ]; + var v2 = vertices[ y ][ x ]; + var v3 = vertices[ y + 1 ][ x ]; + var v4 = vertices[ y + 1 ][ x + 1 ]; + + var n1 = this.vertices[ v1 ].clone().normalize(); + var n2 = this.vertices[ v2 ].clone().normalize(); + var n3 = this.vertices[ v3 ].clone().normalize(); + var n4 = this.vertices[ v4 ].clone().normalize(); + + var uv1 = uvs[ y ][ x + 1 ].clone(); + var uv2 = uvs[ y ][ x ].clone(); + var uv3 = uvs[ y + 1 ][ x ].clone(); + var uv4 = uvs[ y + 1 ][ x + 1 ].clone(); + + if ( Math.abs( this.vertices[ v1 ].y ) === radius ) { + + uv1.x = ( uv1.x + uv2.x ) / 2; + this.faces.push( new THREE.Face3( v1, v3, v4, [ n1, n3, n4 ] ) ); + this.faceVertexUvs[ 0 ].push( [ uv1, uv3, uv4 ] ); + + } else if ( Math.abs( this.vertices[ v3 ].y ) === radius ) { + + uv3.x = ( uv3.x + uv4.x ) / 2; + this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) ); + this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] ); + + } else { + + this.faces.push( new THREE.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() ] ); + + } + + } + + } + + this.computeFaceNormals(); + + this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius ); + +}; + +THREE.SphereGeometry.prototype = Object.create( THREE.Geometry.prototype ); + +// File:src/extras/geometries/TextGeometry.js + +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * @author alteredq / http://alteredqualia.com/ + * + * For creating 3D text geometry in three.js + * + * Text = 3D Text + * + * parameters = { + * size: , // size of the text + * height: , // thickness to extrude text + * curveSegments: , // number of points on the curves + * + * font: , // font name + * weight: , // font weight (normal, bold) + * style: , // font style (normal, italics) + * + * bevelEnabled: , // turn on bevel + * bevelThickness: , // how deep into text bevel goes + * bevelSize: , // how far from text outline is bevel + * } + * + */ + +/* Usage Examples + + // TextGeometry wrapper + + var text3d = new TextGeometry( text, options ); + + // Complete manner + + var textShapes = THREE.FontUtils.generateShapes( text, options ); + var text3d = new ExtrudeGeometry( textShapes, options ); + +*/ + + +THREE.TextGeometry = function ( text, parameters ) { + + parameters = parameters || {}; + + var textShapes = THREE.FontUtils.generateShapes( text, parameters ); + + // translate parameters to ExtrudeGeometry API + + parameters.amount = parameters.height !== undefined ? parameters.height : 50; + + // defaults + + if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10; + if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8; + if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false; + + THREE.ExtrudeGeometry.call( this, textShapes, parameters ); + + this.type = 'TextGeometry'; + +}; + +THREE.TextGeometry.prototype = Object.create( THREE.ExtrudeGeometry.prototype ); + +// File:src/extras/geometries/TorusGeometry.js + +/** + * @author oosmoxiecode + * @author mrdoob / http://mrdoob.com/ + * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3DLite/src/away3dlite/primitives/Torus.as?r=2888 + */ + +THREE.TorusGeometry = function ( radius, tube, radialSegments, tubularSegments, arc ) { + + THREE.Geometry.call( this ); + + this.type = 'TorusGeometry'; + + this.parameters = { + radius: radius, + tube: tube, + radialSegments: radialSegments, + tubularSegments: tubularSegments, + arc: arc + }; + + radius = radius || 100; + tube = tube || 40; + radialSegments = radialSegments || 8; + tubularSegments = tubularSegments || 6; + arc = arc || Math.PI * 2; + + var center = new THREE.Vector3(), uvs = [], normals = []; + + for ( var j = 0; j <= radialSegments; j ++ ) { + + for ( var i = 0; i <= tubularSegments; i ++ ) { + + var u = i / tubularSegments * arc; + var v = j / radialSegments * Math.PI * 2; + + center.x = radius * Math.cos( u ); + center.y = radius * Math.sin( u ); + + var vertex = new THREE.Vector3(); + vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u ); + vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u ); + vertex.z = tube * Math.sin( v ); + + this.vertices.push( vertex ); + + uvs.push( new THREE.Vector2( i / tubularSegments, j / radialSegments ) ); + normals.push( vertex.clone().sub( center ).normalize() ); + + } + + } + + for ( var j = 1; j <= radialSegments; j ++ ) { + + for ( var i = 1; i <= tubularSegments; i ++ ) { + + var a = ( tubularSegments + 1 ) * j + i - 1; + var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1; + var c = ( tubularSegments + 1 ) * ( j - 1 ) + i; + var d = ( tubularSegments + 1 ) * j + i; + + var face = new THREE.Face3( a, b, d, [ normals[ a ].clone(), normals[ b ].clone(), normals[ d ].clone() ] ); + this.faces.push( face ); + this.faceVertexUvs[ 0 ].push( [ uvs[ a ].clone(), uvs[ b ].clone(), uvs[ d ].clone() ] ); + + face = new THREE.Face3( b, c, d, [ normals[ b ].clone(), normals[ c ].clone(), normals[ d ].clone() ] ); + this.faces.push( face ); + this.faceVertexUvs[ 0 ].push( [ uvs[ b ].clone(), uvs[ c ].clone(), uvs[ d ].clone() ] ); + + } + + } + + this.computeFaceNormals(); + +}; + +THREE.TorusGeometry.prototype = Object.create( THREE.Geometry.prototype ); + +// File:src/extras/geometries/TorusKnotGeometry.js + +/** + * @author oosmoxiecode + * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473 + */ + +THREE.TorusKnotGeometry = function ( radius, tube, radialSegments, tubularSegments, p, q, heightScale ) { + + THREE.Geometry.call( this ); + + this.type = 'TorusKnotGeometry'; + + this.parameters = { + radius: radius, + tube: tube, + radialSegments: radialSegments, + tubularSegments: tubularSegments, + p: p, + q: q, + heightScale: heightScale + }; + + radius = radius || 100; + tube = tube || 40; + radialSegments = radialSegments || 64; + tubularSegments = tubularSegments || 8; + p = p || 2; + q = q || 3; + heightScale = heightScale || 1; + + var grid = new Array( radialSegments ); + var tang = new THREE.Vector3(); + var n = new THREE.Vector3(); + var bitan = new THREE.Vector3(); + + for ( var i = 0; i < radialSegments; ++ i ) { + + grid[ i ] = new Array( tubularSegments ); + var u = i / radialSegments * 2 * p * Math.PI; + var p1 = getPos( u, q, p, radius, heightScale ); + var p2 = getPos( u + 0.01, q, p, radius, heightScale ); + tang.subVectors( p2, p1 ); + n.addVectors( p2, p1 ); + + bitan.crossVectors( tang, n ); + n.crossVectors( bitan, tang ); + bitan.normalize(); + n.normalize(); + + for ( var j = 0; j < tubularSegments; ++ j ) { + + var v = j / tubularSegments * 2 * Math.PI; + var cx = - tube * Math.cos( v ); // TODO: Hack: Negating it so it faces outside. + var cy = tube * Math.sin( v ); + + var pos = new THREE.Vector3(); + pos.x = p1.x + cx * n.x + cy * bitan.x; + pos.y = p1.y + cx * n.y + cy * bitan.y; + pos.z = p1.z + cx * n.z + cy * bitan.z; + + grid[ i ][ j ] = this.vertices.push( pos ) - 1; + + } + + } + + for ( var i = 0; i < radialSegments; ++ i ) { + + for ( var j = 0; j < tubularSegments; ++ j ) { + + var ip = ( i + 1 ) % radialSegments; + var jp = ( j + 1 ) % tubularSegments; + + var a = grid[ i ][ j ]; + var b = grid[ ip ][ j ]; + var c = grid[ ip ][ jp ]; + var d = grid[ i ][ jp ]; + + var uva = new THREE.Vector2( i / radialSegments, j / tubularSegments ); + var uvb = new THREE.Vector2( ( i + 1 ) / radialSegments, j / tubularSegments ); + var uvc = new THREE.Vector2( ( i + 1 ) / radialSegments, ( j + 1 ) / tubularSegments ); + var uvd = new THREE.Vector2( i / radialSegments, ( j + 1 ) / tubularSegments ); + + this.faces.push( new THREE.Face3( a, b, d ) ); + this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] ); + + this.faces.push( new THREE.Face3( b, c, d ) ); + this.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] ); + + } + } + + this.computeFaceNormals(); + this.computeVertexNormals(); + + function getPos( u, in_q, in_p, radius, heightScale ) { + + var cu = Math.cos( u ); + var su = Math.sin( u ); + var quOverP = in_q / in_p * u; + var cs = Math.cos( quOverP ); + + var tx = radius * ( 2 + cs ) * 0.5 * cu; + var ty = radius * ( 2 + cs ) * su * 0.5; + var tz = heightScale * radius * Math.sin( quOverP ) * 0.5; + + return new THREE.Vector3( tx, ty, tz ); + + } + +}; + +THREE.TorusKnotGeometry.prototype = Object.create( THREE.Geometry.prototype ); + +// File:src/extras/geometries/TubeGeometry.js + +/** + * @author WestLangley / https://github.com/WestLangley + * @author zz85 / https://github.com/zz85 + * @author miningold / https://github.com/miningold + * + * Modified from the TorusKnotGeometry by @oosmoxiecode + * + * Creates a tube which extrudes along a 3d spline + * + * Uses parallel transport frames as described in + * http://www.cs.indiana.edu/pub/techreports/TR425.pdf + */ + +THREE.TubeGeometry = function ( path, segments, radius, radialSegments, closed ) { + + THREE.Geometry.call( this ); + + this.type = 'TubeGeometry'; + + this.parameters = { + path: path, + segments: segments, + radius: radius, + radialSegments: radialSegments, + closed: closed + }; + + segments = segments || 64; + radius = radius || 1; + radialSegments = radialSegments || 8; + closed = closed || false; + + var grid = []; + + var scope = this, + + tangent, + normal, + binormal, + + numpoints = segments + 1, + + x, y, z, + tx, ty, tz, + u, v, + + cx, cy, + pos, pos2 = new THREE.Vector3(), + i, j, + ip, jp, + a, b, c, d, + uva, uvb, uvc, uvd; + + var frames = new THREE.TubeGeometry.FrenetFrames( path, segments, closed ), + tangents = frames.tangents, + normals = frames.normals, + binormals = frames.binormals; + + // proxy internals + this.tangents = tangents; + this.normals = normals; + this.binormals = binormals; + + function vert( x, y, z ) { + + return scope.vertices.push( new THREE.Vector3( x, y, z ) ) - 1; + + } + + // consruct the grid + + for ( i = 0; i < numpoints; i ++ ) { + + grid[ i ] = []; + + u = i / ( numpoints - 1 ); + + pos = path.getPointAt( u ); + + tangent = tangents[ i ]; + normal = normals[ i ]; + binormal = binormals[ i ]; + + for ( j = 0; j < radialSegments; j ++ ) { + + v = j / radialSegments * 2 * Math.PI; + + cx = - radius * Math.cos( v ); // TODO: Hack: Negating it so it faces outside. + cy = radius * Math.sin( v ); + + pos2.copy( pos ); + pos2.x += cx * normal.x + cy * binormal.x; + pos2.y += cx * normal.y + cy * binormal.y; + pos2.z += cx * normal.z + cy * binormal.z; + + grid[ i ][ j ] = vert( pos2.x, pos2.y, pos2.z ); + + } + } + + + // construct the mesh + + for ( i = 0; i < segments; i ++ ) { + + for ( j = 0; j < radialSegments; j ++ ) { + + ip = ( closed ) ? (i + 1) % segments : i + 1; + jp = (j + 1) % radialSegments; + + a = grid[ i ][ j ]; // *** NOT NECESSARILY PLANAR ! *** + b = grid[ ip ][ j ]; + c = grid[ ip ][ jp ]; + d = grid[ i ][ jp ]; + + uva = new THREE.Vector2( i / segments, j / radialSegments ); + uvb = new THREE.Vector2( ( i + 1 ) / segments, j / radialSegments ); + uvc = new THREE.Vector2( ( i + 1 ) / segments, ( j + 1 ) / radialSegments ); + uvd = new THREE.Vector2( i / segments, ( j + 1 ) / radialSegments ); + + this.faces.push( new THREE.Face3( a, b, d ) ); + this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] ); + + this.faces.push( new THREE.Face3( b, c, d ) ); + this.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] ); + + } + } + + this.computeFaceNormals(); + this.computeVertexNormals(); + +}; + +THREE.TubeGeometry.prototype = Object.create( THREE.Geometry.prototype ); + + +// For computing of Frenet frames, exposing the tangents, normals and binormals the spline +THREE.TubeGeometry.FrenetFrames = function ( path, segments, closed ) { + + var tangent = new THREE.Vector3(), + normal = new THREE.Vector3(), + binormal = new THREE.Vector3(), + + tangents = [], + normals = [], + binormals = [], + + vec = new THREE.Vector3(), + mat = new THREE.Matrix4(), + + numpoints = segments + 1, + theta, + epsilon = 0.0001, + smallest, + + tx, ty, tz, + i, u, v; + + + // expose internals + this.tangents = tangents; + this.normals = normals; + this.binormals = binormals; + + // compute the tangent vectors for each segment on the path + + for ( i = 0; i < numpoints; i ++ ) { + + u = i / ( numpoints - 1 ); + + tangents[ i ] = path.getTangentAt( u ); + tangents[ i ].normalize(); + + } + + initialNormal3(); + + /* + function initialNormal1(lastBinormal) { + // fixed start binormal. Has dangers of 0 vectors + normals[ 0 ] = new THREE.Vector3(); + binormals[ 0 ] = new THREE.Vector3(); + if (lastBinormal===undefined) lastBinormal = new THREE.Vector3( 0, 0, 1 ); + normals[ 0 ].crossVectors( lastBinormal, tangents[ 0 ] ).normalize(); + binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize(); + } + + function initialNormal2() { + + // This uses the Frenet-Serret formula for deriving binormal + var t2 = path.getTangentAt( epsilon ); + + normals[ 0 ] = new THREE.Vector3().subVectors( t2, tangents[ 0 ] ).normalize(); + binormals[ 0 ] = new THREE.Vector3().crossVectors( tangents[ 0 ], normals[ 0 ] ); + + normals[ 0 ].crossVectors( binormals[ 0 ], tangents[ 0 ] ).normalize(); // last binormal x tangent + binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize(); + + } + */ + + function initialNormal3() { + // select an initial normal vector perpenicular to the first tangent vector, + // and in the direction of the smallest tangent xyz component + + normals[ 0 ] = new THREE.Vector3(); + binormals[ 0 ] = new THREE.Vector3(); + smallest = Number.MAX_VALUE; + tx = Math.abs( tangents[ 0 ].x ); + ty = Math.abs( tangents[ 0 ].y ); + tz = Math.abs( tangents[ 0 ].z ); + + if ( tx <= smallest ) { + smallest = tx; + normal.set( 1, 0, 0 ); + } + + if ( ty <= smallest ) { + smallest = ty; + normal.set( 0, 1, 0 ); + } + + if ( tz <= smallest ) { + normal.set( 0, 0, 1 ); + } + + vec.crossVectors( tangents[ 0 ], normal ).normalize(); + + normals[ 0 ].crossVectors( tangents[ 0 ], vec ); + binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ); + } + + + // compute the slowly-varying normal and binormal vectors for each segment on the path + + for ( i = 1; i < numpoints; i ++ ) { + + normals[ i ] = normals[ i-1 ].clone(); + + binormals[ i ] = binormals[ i-1 ].clone(); + + vec.crossVectors( tangents[ i-1 ], tangents[ i ] ); + + if ( vec.length() > epsilon ) { + + vec.normalize(); + + theta = Math.acos( THREE.Math.clamp( tangents[ i-1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors + + normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) ); + + } + + binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); + + } + + + // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same + + if ( closed ) { + + theta = Math.acos( THREE.Math.clamp( normals[ 0 ].dot( normals[ numpoints-1 ] ), - 1, 1 ) ); + theta /= ( numpoints - 1 ); + + if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ numpoints-1 ] ) ) > 0 ) { + + theta = - theta; + + } + + for ( i = 1; i < numpoints; i ++ ) { + + // twist a little... + normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) ); + binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); + + } + + } +}; + +// File:src/extras/geometries/PolyhedronGeometry.js + +/** + * @author clockworkgeek / https://github.com/clockworkgeek + * @author timothypratley / https://github.com/timothypratley + * @author WestLangley / http://github.com/WestLangley +*/ + +THREE.PolyhedronGeometry = function ( vertices, indices, radius, detail ) { + + THREE.Geometry.call( this ); + + this.type = 'PolyhedronGeometry'; + + this.parameters = { + vertices: vertices, + indices: indices, + radius: radius, + detail: detail + }; + + radius = radius || 1; + detail = detail || 0; + + var that = this; + + for ( var i = 0, l = vertices.length; i < l; i += 3 ) { + + prepare( new THREE.Vector3( vertices[ i ], vertices[ i + 1 ], vertices[ i + 2 ] ) ); + + } + + var midpoints = [], p = this.vertices; + + var faces = []; + + for ( var i = 0, j = 0, l = indices.length; i < l; i += 3, j ++ ) { + + var v1 = p[ indices[ i ] ]; + var v2 = p[ indices[ i + 1 ] ]; + var v3 = p[ indices[ i + 2 ] ]; + + faces[ j ] = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] ); + + } + + var centroid = new THREE.Vector3(); + + for ( var i = 0, l = faces.length; i < l; i ++ ) { + + subdivide( faces[ i ], detail ); + + } + + + // Handle case when face straddles the seam + + for ( var i = 0, l = this.faceVertexUvs[ 0 ].length; i < l; i ++ ) { + + var uvs = this.faceVertexUvs[ 0 ][ i ]; + + var x0 = uvs[ 0 ].x; + var x1 = uvs[ 1 ].x; + var x2 = uvs[ 2 ].x; + + var max = Math.max( x0, Math.max( x1, x2 ) ); + var min = Math.min( x0, Math.min( x1, x2 ) ); + + if ( max > 0.9 && min < 0.1 ) { // 0.9 is somewhat arbitrary + + if ( x0 < 0.2 ) uvs[ 0 ].x += 1; + if ( x1 < 0.2 ) uvs[ 1 ].x += 1; + if ( x2 < 0.2 ) uvs[ 2 ].x += 1; + + } + + } + + + // Apply radius + + for ( var i = 0, l = this.vertices.length; i < l; i ++ ) { + + this.vertices[ i ].multiplyScalar( radius ); + + } + + + // Merge vertices + + this.mergeVertices(); + + this.computeFaceNormals(); + + this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius ); + + + // Project vector onto sphere's surface + + function prepare( vector ) { + + var vertex = vector.normalize().clone(); + vertex.index = that.vertices.push( vertex ) - 1; + + // Texture coords are equivalent to map coords, calculate angle and convert to fraction of a circle. + + var u = azimuth( vector ) / 2 / Math.PI + 0.5; + var v = inclination( vector ) / Math.PI + 0.5; + vertex.uv = new THREE.Vector2( u, 1 - v ); + + return vertex; + + } + + + // Approximate a curved face with recursively sub-divided triangles. + + function make( v1, v2, v3 ) { + + var face = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] ); + that.faces.push( face ); + + centroid.copy( v1 ).add( v2 ).add( v3 ).divideScalar( 3 ); + + var azi = azimuth( centroid ); + + that.faceVertexUvs[ 0 ].push( [ + correctUV( v1.uv, v1, azi ), + correctUV( v2.uv, v2, azi ), + correctUV( v3.uv, v3, azi ) + ] ); + + } + + + // Analytically subdivide a face to the required detail level. + + function subdivide( face, detail ) { + + var cols = Math.pow(2, detail); + var cells = Math.pow(4, detail); + var a = prepare( that.vertices[ face.a ] ); + var b = prepare( that.vertices[ face.b ] ); + var c = prepare( that.vertices[ face.c ] ); + var v = []; + + // Construct all of the vertices for this subdivision. + + for ( var i = 0 ; i <= cols; i ++ ) { + + v[ i ] = []; + + var aj = prepare( a.clone().lerp( c, i / cols ) ); + var bj = prepare( b.clone().lerp( c, i / cols ) ); + var rows = cols - i; + + for ( var j = 0; j <= rows; j ++) { + + if ( j == 0 && i == cols ) { + + v[ i ][ j ] = aj; + + } else { + + v[ i ][ j ] = prepare( aj.clone().lerp( bj, j / rows ) ); + + } + + } + + } + + // Construct all of the faces. + + for ( var i = 0; i < cols ; i ++ ) { + + for ( var j = 0; j < 2 * (cols - i) - 1; j ++ ) { + + var k = Math.floor( j / 2 ); + + if ( j % 2 == 0 ) { + + make( + v[ i ][ k + 1], + v[ i + 1 ][ k ], + v[ i ][ k ] + ); + + } else { + + make( + v[ i ][ k + 1 ], + v[ i + 1][ k + 1], + v[ i + 1 ][ k ] + ); + + } + + } + + } + + } + + + // Angle around the Y axis, counter-clockwise when looking from above. + + function azimuth( vector ) { + + return Math.atan2( vector.z, - vector.x ); + + } + + + // Angle above the XZ plane. + + function inclination( vector ) { + + return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) ); + + } + + + // Texture fixing helper. Spheres have some odd behaviours. + + function correctUV( uv, vector, azimuth ) { + + if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) uv = new THREE.Vector2( uv.x - 1, uv.y ); + if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) uv = new THREE.Vector2( azimuth / 2 / Math.PI + 0.5, uv.y ); + return uv.clone(); + + } + + +}; + +THREE.PolyhedronGeometry.prototype = Object.create( THREE.Geometry.prototype ); + +// File:src/extras/geometries/DodecahedronGeometry.js + +/** + * @author Abe Pazos / https://hamoid.com + */ + +THREE.DodecahedronGeometry = function ( radius, detail ) { + + this.parameters = { + radius: radius, + detail: detail + }; + + var t = ( 1 + Math.sqrt( 5 ) ) / 2; + var r = 1 / t; + + var vertices = [ + + // (±1, ±1, ±1) + -1, -1, -1, -1, -1, 1, + -1, 1, -1, -1, 1, 1, + 1, -1, -1, 1, -1, 1, + 1, 1, -1, 1, 1, 1, + + // (0, ±1/φ, ±φ) + 0, -r, -t, 0, -r, t, + 0, r, -t, 0, r, t, + + // (±1/φ, ±φ, 0) + -r, -t, 0, -r, t, 0, + r, -t, 0, r, t, 0, + + // (±φ, 0, ±1/φ) + -t, 0, -r, t, 0, -r, + -t, 0, r, t, 0, r + ]; + + var indices = [ + 3, 11, 7, 3, 7, 15, 3, 15, 13, + 7, 19, 17, 7, 17, 6, 7, 6, 15, + 17, 4, 8, 17, 8, 10, 17, 10, 6, + 8, 0, 16, 8, 16, 2, 8, 2, 10, + 0, 12, 1, 0, 1, 18, 0, 18, 16, + 6, 10, 2, 6, 2, 13, 6, 13, 15, + 2, 16, 18, 2, 18, 3, 2, 3, 13, + 18, 1, 9, 18, 9, 11, 18, 11, 3, + 4, 14, 12, 4, 12, 0, 4, 0, 8, + 11, 9, 5, 11, 5, 19, 11, 19, 7, + 19, 5, 14, 19, 14, 4, 19, 4, 17, + 1, 12, 14, 1, 14, 5, 1, 5, 9 + ]; + + THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail ); + +}; + +THREE.DodecahedronGeometry.prototype = Object.create( THREE.Geometry.prototype ); + +// File:src/extras/geometries/IcosahedronGeometry.js + +/** + * @author timothypratley / https://github.com/timothypratley + */ + +THREE.IcosahedronGeometry = function ( radius, detail ) { + + var t = ( 1 + Math.sqrt( 5 ) ) / 2; + + var vertices = [ + - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0, + 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, + t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1 + ]; + + var indices = [ + 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11, + 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8, + 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9, + 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1 + ]; + + THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail ); + + this.type = 'IcosahedronGeometry'; + + this.parameters = { + radius: radius, + detail: detail + }; +}; + +THREE.IcosahedronGeometry.prototype = Object.create( THREE.Geometry.prototype ); + +// File:src/extras/geometries/OctahedronGeometry.js + +/** + * @author timothypratley / https://github.com/timothypratley + */ + +THREE.OctahedronGeometry = function ( radius, detail ) { + + this.parameters = { + radius: radius, + detail: detail + }; + + var vertices = [ + 1, 0, 0, - 1, 0, 0, 0, 1, 0, 0,- 1, 0, 0, 0, 1, 0, 0,- 1 + ]; + + var indices = [ + 0, 2, 4, 0, 4, 3, 0, 3, 5, 0, 5, 2, 1, 2, 5, 1, 5, 3, 1, 3, 4, 1, 4, 2 + ]; + + THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail ); + + this.type = 'OctahedronGeometry'; + + this.parameters = { + radius: radius, + detail: detail + }; +}; + +THREE.OctahedronGeometry.prototype = Object.create( THREE.Geometry.prototype ); + +// File:src/extras/geometries/TetrahedronGeometry.js + +/** + * @author timothypratley / https://github.com/timothypratley + */ + +THREE.TetrahedronGeometry = function ( radius, detail ) { + + var vertices = [ + 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1 + ]; + + var indices = [ + 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1 + ]; + + THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail ); + + this.type = 'TetrahedronGeometry'; + + this.parameters = { + radius: radius, + detail: detail + }; + +}; + +THREE.TetrahedronGeometry.prototype = Object.create( THREE.Geometry.prototype ); + +// File:src/extras/geometries/ParametricGeometry.js + +/** + * @author zz85 / https://github.com/zz85 + * Parametric Surfaces Geometry + * based on the brilliant article by @prideout http://prideout.net/blog/?p=44 + * + * new THREE.ParametricGeometry( parametricFunction, uSegments, ySegements ); + * + */ + +THREE.ParametricGeometry = function ( func, slices, stacks ) { + + THREE.Geometry.call( this ); + + this.type = 'ParametricGeometry'; + + this.parameters = { + func: func, + slices: slices, + stacks: stacks + }; + + var verts = this.vertices; + var faces = this.faces; + var uvs = this.faceVertexUvs[ 0 ]; + + var i, il, j, p; + var u, v; + + var stackCount = stacks + 1; + var sliceCount = slices + 1; + + for ( i = 0; i <= stacks; i ++ ) { + + v = i / stacks; + + for ( j = 0; j <= slices; j ++ ) { + + u = j / slices; + + p = func( u, v ); + verts.push( p ); + + } + } + + var a, b, c, d; + var uva, uvb, uvc, uvd; + + for ( i = 0; i < stacks; i ++ ) { + + for ( j = 0; j < slices; j ++ ) { + + a = i * sliceCount + j; + b = i * sliceCount + j + 1; + c = (i + 1) * sliceCount + j + 1; + d = (i + 1) * sliceCount + j; + + uva = new THREE.Vector2( j / slices, i / stacks ); + uvb = new THREE.Vector2( ( j + 1 ) / slices, i / stacks ); + uvc = new THREE.Vector2( ( j + 1 ) / slices, ( i + 1 ) / stacks ); + uvd = new THREE.Vector2( j / slices, ( i + 1 ) / stacks ); + + faces.push( new THREE.Face3( a, b, d ) ); + uvs.push( [ uva, uvb, uvd ] ); + + faces.push( new THREE.Face3( b, c, d ) ); + uvs.push( [ uvb.clone(), uvc, uvd.clone() ] ); + + } + + } + + // console.log(this); + + // magic bullet + // var diff = this.mergeVertices(); + // console.log('removed ', diff, ' vertices by merging'); + + this.computeFaceNormals(); + this.computeVertexNormals(); + +}; + +THREE.ParametricGeometry.prototype = Object.create( THREE.Geometry.prototype ); + +// File:src/extras/helpers/AxisHelper.js + +/** + * @author sroucheray / http://sroucheray.org/ + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.AxisHelper = function ( size ) { + + size = size || 1; + + var vertices = new Float32Array( [ + 0, 0, 0, size, 0, 0, + 0, 0, 0, 0, size, 0, + 0, 0, 0, 0, 0, size + ] ); + + var colors = new Float32Array( [ + 1, 0, 0, 1, 0.6, 0, + 0, 1, 0, 0.6, 1, 0, + 0, 0, 1, 0, 0.6, 1 + ] ); + + var geometry = new THREE.BufferGeometry(); + geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) ); + geometry.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) ); + + var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } ); + + THREE.Line.call( this, geometry, material, THREE.LinePieces ); + +}; + +THREE.AxisHelper.prototype = Object.create( THREE.Line.prototype ); + +// File:src/extras/helpers/ArrowHelper.js + +/** + * @author WestLangley / http://github.com/WestLangley + * @author zz85 / http://github.com/zz85 + * @author bhouston / http://exocortex.com + * + * Creates an arrow for visualizing directions + * + * Parameters: + * dir - Vector3 + * origin - Vector3 + * length - Number + * color - color in hex value + * headLength - Number + * headWidth - Number + */ + +THREE.ArrowHelper = ( function () { + + var lineGeometry = new THREE.Geometry(); + lineGeometry.vertices.push( new THREE.Vector3( 0, 0, 0 ), new THREE.Vector3( 0, 1, 0 ) ); + + var coneGeometry = new THREE.CylinderGeometry( 0, 0.5, 1, 5, 1 ); + coneGeometry.applyMatrix( new THREE.Matrix4().makeTranslation( 0, - 0.5, 0 ) ); + + return function ( dir, origin, length, color, headLength, headWidth ) { + + // dir is assumed to be normalized + + THREE.Object3D.call( this ); + + if ( color === undefined ) color = 0xffff00; + if ( length === undefined ) length = 1; + if ( headLength === undefined ) headLength = 0.2 * length; + if ( headWidth === undefined ) headWidth = 0.2 * headLength; + + this.position.copy( origin ); + + this.line = new THREE.Line( lineGeometry, new THREE.LineBasicMaterial( { color: color } ) ); + this.line.matrixAutoUpdate = false; + this.add( this.line ); + + this.cone = new THREE.Mesh( coneGeometry, new THREE.MeshBasicMaterial( { color: color } ) ); + this.cone.matrixAutoUpdate = false; + this.add( this.cone ); + + this.setDirection( dir ); + this.setLength( length, headLength, headWidth ); + + } + +}() ); + +THREE.ArrowHelper.prototype = Object.create( THREE.Object3D.prototype ); + +THREE.ArrowHelper.prototype.setDirection = ( function () { + + var axis = new THREE.Vector3(); + var radians; + + return function ( dir ) { + + // dir is assumed to be normalized + + if ( dir.y > 0.99999 ) { + + this.quaternion.set( 0, 0, 0, 1 ); + + } else if ( dir.y < - 0.99999 ) { + + this.quaternion.set( 1, 0, 0, 0 ); + + } else { + + axis.set( dir.z, 0, - dir.x ).normalize(); + + radians = Math.acos( dir.y ); + + this.quaternion.setFromAxisAngle( axis, radians ); + + } + + }; + +}() ); + +THREE.ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) { + + if ( headLength === undefined ) headLength = 0.2 * length; + if ( headWidth === undefined ) headWidth = 0.2 * headLength; + + this.line.scale.set( 1, length - headLength, 1 ); + this.line.updateMatrix(); + + this.cone.scale.set( headWidth, headLength, headWidth ); + this.cone.position.y = length; + this.cone.updateMatrix(); + +}; + +THREE.ArrowHelper.prototype.setColor = function ( color ) { + + this.line.material.color.set( color ); + this.cone.material.color.set( color ); + +}; + +// File:src/extras/helpers/BoxHelper.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.BoxHelper = function ( object ) { + + var geometry = new THREE.BufferGeometry(); + geometry.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( 72 ), 3 ) ); + + THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: 0xffff00 } ), THREE.LinePieces ); + + if ( object !== undefined ) { + + this.update( object ); + + } + +}; + +THREE.BoxHelper.prototype = Object.create( THREE.Line.prototype ); + +THREE.BoxHelper.prototype.update = function ( object ) { + + var geometry = object.geometry; + + if ( geometry.boundingBox === null ) { + + geometry.computeBoundingBox(); + + } + + var min = geometry.boundingBox.min; + var max = geometry.boundingBox.max; + + /* + 5____4 + 1/___0/| + | 6__|_7 + 2/___3/ + + 0: max.x, max.y, max.z + 1: min.x, max.y, max.z + 2: min.x, min.y, max.z + 3: max.x, min.y, max.z + 4: max.x, max.y, min.z + 5: min.x, max.y, min.z + 6: min.x, min.y, min.z + 7: max.x, min.y, min.z + */ + + var vertices = this.geometry.attributes.position.array; + + vertices[ 0 ] = max.x; vertices[ 1 ] = max.y; vertices[ 2 ] = max.z; + vertices[ 3 ] = min.x; vertices[ 4 ] = max.y; vertices[ 5 ] = max.z; + + vertices[ 6 ] = min.x; vertices[ 7 ] = max.y; vertices[ 8 ] = max.z; + vertices[ 9 ] = min.x; vertices[ 10 ] = min.y; vertices[ 11 ] = max.z; + + vertices[ 12 ] = min.x; vertices[ 13 ] = min.y; vertices[ 14 ] = max.z; + vertices[ 15 ] = max.x; vertices[ 16 ] = min.y; vertices[ 17 ] = max.z; + + vertices[ 18 ] = max.x; vertices[ 19 ] = min.y; vertices[ 20 ] = max.z; + vertices[ 21 ] = max.x; vertices[ 22 ] = max.y; vertices[ 23 ] = max.z; + + // + + vertices[ 24 ] = max.x; vertices[ 25 ] = max.y; vertices[ 26 ] = min.z; + vertices[ 27 ] = min.x; vertices[ 28 ] = max.y; vertices[ 29 ] = min.z; + + vertices[ 30 ] = min.x; vertices[ 31 ] = max.y; vertices[ 32 ] = min.z; + vertices[ 33 ] = min.x; vertices[ 34 ] = min.y; vertices[ 35 ] = min.z; + + vertices[ 36 ] = min.x; vertices[ 37 ] = min.y; vertices[ 38 ] = min.z; + vertices[ 39 ] = max.x; vertices[ 40 ] = min.y; vertices[ 41 ] = min.z; + + vertices[ 42 ] = max.x; vertices[ 43 ] = min.y; vertices[ 44 ] = min.z; + vertices[ 45 ] = max.x; vertices[ 46 ] = max.y; vertices[ 47 ] = min.z; + + // + + vertices[ 48 ] = max.x; vertices[ 49 ] = max.y; vertices[ 50 ] = max.z; + vertices[ 51 ] = max.x; vertices[ 52 ] = max.y; vertices[ 53 ] = min.z; + + vertices[ 54 ] = min.x; vertices[ 55 ] = max.y; vertices[ 56 ] = max.z; + vertices[ 57 ] = min.x; vertices[ 58 ] = max.y; vertices[ 59 ] = min.z; + + vertices[ 60 ] = min.x; vertices[ 61 ] = min.y; vertices[ 62 ] = max.z; + vertices[ 63 ] = min.x; vertices[ 64 ] = min.y; vertices[ 65 ] = min.z; + + vertices[ 66 ] = max.x; vertices[ 67 ] = min.y; vertices[ 68 ] = max.z; + vertices[ 69 ] = max.x; vertices[ 70 ] = min.y; vertices[ 71 ] = min.z; + + this.geometry.attributes.position.needsUpdate = true; + + this.geometry.computeBoundingSphere(); + + this.matrix = object.matrixWorld; + this.matrixAutoUpdate = false; + +}; + +// File:src/extras/helpers/BoundingBoxHelper.js + +/** + * @author WestLangley / http://github.com/WestLangley + */ + +// a helper to show the world-axis-aligned bounding box for an object + +THREE.BoundingBoxHelper = function ( object, hex ) { + + var color = ( hex !== undefined ) ? hex : 0x888888; + + this.object = object; + + this.box = new THREE.Box3(); + + THREE.Mesh.call( this, new THREE.BoxGeometry( 1, 1, 1 ), new THREE.MeshBasicMaterial( { color: color, wireframe: true } ) ); + +}; + +THREE.BoundingBoxHelper.prototype = Object.create( THREE.Mesh.prototype ); + +THREE.BoundingBoxHelper.prototype.update = function () { + + this.box.setFromObject( this.object ); + + this.box.size( this.scale ); + + this.box.center( this.position ); + +}; + +// File:src/extras/helpers/CameraHelper.js + +/** + * @author alteredq / http://alteredqualia.com/ + * + * - shows frustum, line of sight and up of the camera + * - suitable for fast updates + * - based on frustum visualization in lightgl.js shadowmap example + * http://evanw.github.com/lightgl.js/tests/shadowmap.html + */ + +THREE.CameraHelper = function ( camera ) { + + var geometry = new THREE.Geometry(); + var material = new THREE.LineBasicMaterial( { color: 0xffffff, vertexColors: THREE.FaceColors } ); + + var pointMap = {}; + + // colors + + var hexFrustum = 0xffaa00; + var hexCone = 0xff0000; + var hexUp = 0x00aaff; + var hexTarget = 0xffffff; + var hexCross = 0x333333; + + // near + + addLine( "n1", "n2", hexFrustum ); + addLine( "n2", "n4", hexFrustum ); + addLine( "n4", "n3", hexFrustum ); + addLine( "n3", "n1", hexFrustum ); + + // far + + addLine( "f1", "f2", hexFrustum ); + addLine( "f2", "f4", hexFrustum ); + addLine( "f4", "f3", hexFrustum ); + addLine( "f3", "f1", hexFrustum ); + + // sides + + addLine( "n1", "f1", hexFrustum ); + addLine( "n2", "f2", hexFrustum ); + addLine( "n3", "f3", hexFrustum ); + addLine( "n4", "f4", hexFrustum ); + + // cone + + addLine( "p", "n1", hexCone ); + addLine( "p", "n2", hexCone ); + addLine( "p", "n3", hexCone ); + addLine( "p", "n4", hexCone ); + + // up + + addLine( "u1", "u2", hexUp ); + addLine( "u2", "u3", hexUp ); + addLine( "u3", "u1", hexUp ); + + // target + + addLine( "c", "t", hexTarget ); + addLine( "p", "c", hexCross ); + + // cross + + addLine( "cn1", "cn2", hexCross ); + addLine( "cn3", "cn4", hexCross ); + + addLine( "cf1", "cf2", hexCross ); + addLine( "cf3", "cf4", hexCross ); + + function addLine( a, b, hex ) { + + addPoint( a, hex ); + addPoint( b, hex ); + + } + + function addPoint( id, hex ) { + + geometry.vertices.push( new THREE.Vector3() ); + geometry.colors.push( new THREE.Color( hex ) ); + + if ( pointMap[ id ] === undefined ) { + + pointMap[ id ] = []; + + } + + pointMap[ id ].push( geometry.vertices.length - 1 ); + + } + + THREE.Line.call( this, geometry, material, THREE.LinePieces ); + + this.camera = camera; + this.matrix = camera.matrixWorld; + this.matrixAutoUpdate = false; + + this.pointMap = pointMap; + + this.update(); + +}; + +THREE.CameraHelper.prototype = Object.create( THREE.Line.prototype ); + +THREE.CameraHelper.prototype.update = function () { + + var geometry, pointMap; + + var vector = new THREE.Vector3(); + var camera = new THREE.Camera(); + + var setPoint = function ( point, x, y, z ) { + + vector.set( x, y, z ).unproject( camera ); + + var points = pointMap[ point ]; + + if ( points !== undefined ) { + + for ( var i = 0, il = points.length; i < il; i ++ ) { + + geometry.vertices[ points[ i ] ].copy( vector ); + + } + + } + + }; + + return function () { + + geometry = this.geometry; + pointMap = this.pointMap; + + var w = 1, h = 1; + + // we need just camera projection matrix + // world matrix must be identity + + camera.projectionMatrix.copy( this.camera.projectionMatrix ); + + // center / target + + setPoint( "c", 0, 0, - 1 ); + setPoint( "t", 0, 0, 1 ); + + // near + + setPoint( "n1", - w, - h, - 1 ); + setPoint( "n2", w, - h, - 1 ); + setPoint( "n3", - w, h, - 1 ); + setPoint( "n4", w, h, - 1 ); + + // far + + setPoint( "f1", - w, - h, 1 ); + setPoint( "f2", w, - h, 1 ); + setPoint( "f3", - w, h, 1 ); + setPoint( "f4", w, h, 1 ); + + // up + + setPoint( "u1", w * 0.7, h * 1.1, - 1 ); + setPoint( "u2", - w * 0.7, h * 1.1, - 1 ); + setPoint( "u3", 0, h * 2, - 1 ); + + // cross + + setPoint( "cf1", - w, 0, 1 ); + setPoint( "cf2", w, 0, 1 ); + setPoint( "cf3", 0, - h, 1 ); + setPoint( "cf4", 0, h, 1 ); + + setPoint( "cn1", - w, 0, - 1 ); + setPoint( "cn2", w, 0, - 1 ); + setPoint( "cn3", 0, - h, - 1 ); + setPoint( "cn4", 0, h, - 1 ); + + geometry.verticesNeedUpdate = true; + + }; + +}(); + +// File:src/extras/helpers/DirectionalLightHelper.js + +/** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley + */ + +THREE.DirectionalLightHelper = function ( light, size ) { + + THREE.Object3D.call( this ); + + this.light = light; + this.light.updateMatrixWorld(); + + this.matrix = light.matrixWorld; + this.matrixAutoUpdate = false; + + size = size || 1; + + var geometry = new THREE.Geometry(); + geometry.vertices.push( + new THREE.Vector3( - size, size, 0 ), + new THREE.Vector3( size, size, 0 ), + new THREE.Vector3( size, - size, 0 ), + new THREE.Vector3( - size, - size, 0 ), + new THREE.Vector3( - size, size, 0 ) + ); + + var material = new THREE.LineBasicMaterial( { fog: false } ); + material.color.copy( this.light.color ).multiplyScalar( this.light.intensity ); + + this.lightPlane = new THREE.Line( geometry, material ); + this.add( this.lightPlane ); + + geometry = new THREE.Geometry(); + geometry.vertices.push( + new THREE.Vector3(), + new THREE.Vector3() + ); + + material = new THREE.LineBasicMaterial( { fog: false } ); + material.color.copy( this.light.color ).multiplyScalar( this.light.intensity ); + + this.targetLine = new THREE.Line( geometry, material ); + this.add( this.targetLine ); + + this.update(); + +}; + +THREE.DirectionalLightHelper.prototype = Object.create( THREE.Object3D.prototype ); + +THREE.DirectionalLightHelper.prototype.dispose = function () { + + this.lightPlane.geometry.dispose(); + this.lightPlane.material.dispose(); + this.targetLine.geometry.dispose(); + this.targetLine.material.dispose(); +}; + +THREE.DirectionalLightHelper.prototype.update = function () { + + var v1 = new THREE.Vector3(); + var v2 = new THREE.Vector3(); + var v3 = new THREE.Vector3(); + + return function () { + + v1.setFromMatrixPosition( this.light.matrixWorld ); + v2.setFromMatrixPosition( this.light.target.matrixWorld ); + v3.subVectors( v2, v1 ); + + this.lightPlane.lookAt( v3 ); + this.lightPlane.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity ); + + this.targetLine.geometry.vertices[ 1 ].copy( v3 ); + this.targetLine.geometry.verticesNeedUpdate = true; + this.targetLine.material.color.copy( this.lightPlane.material.color ); + + }; + +}(); + +// File:src/extras/helpers/EdgesHelper.js + +/** + * @author WestLangley / http://github.com/WestLangley + */ + +THREE.EdgesHelper = function ( object, hex ) { + + var color = ( hex !== undefined ) ? hex : 0xffffff; + + var edge = [ 0, 0 ], hash = {}; + var sortFunction = function ( a, b ) { return a - b }; + + var keys = [ 'a', 'b', 'c' ]; + var geometry = new THREE.BufferGeometry(); + + var geometry2 = object.geometry.clone(); + + geometry2.mergeVertices(); + geometry2.computeFaceNormals(); + + var vertices = geometry2.vertices; + var faces = geometry2.faces; + var numEdges = 0; + + 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 }; + numEdges ++; + + } else { + + hash[ key ].face2 = i; + + } + + } + + } + + var coords = new Float32Array( numEdges * 2 * 3 ); + + var index = 0; + + for ( var key in hash ) { + + var h = hash[ key ]; + + if ( h.face2 === undefined || faces[ h.face1 ].normal.dot( faces[ h.face2 ].normal ) < 0.9999 ) { // hardwired const OK + + var vertex = vertices[ h.vert1 ]; + coords[ index ++ ] = vertex.x; + coords[ index ++ ] = vertex.y; + coords[ index ++ ] = vertex.z; + + vertex = vertices[ h.vert2 ]; + coords[ index ++ ] = vertex.x; + coords[ index ++ ] = vertex.y; + coords[ index ++ ] = vertex.z; + + } + + } + + geometry.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) ); + + THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color } ), THREE.LinePieces ); + + this.matrix = object.matrixWorld; + this.matrixAutoUpdate = false; + +}; + +THREE.EdgesHelper.prototype = Object.create( THREE.Line.prototype ); + +// File:src/extras/helpers/FaceNormalsHelper.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley +*/ + +THREE.FaceNormalsHelper = function ( object, size, hex, linewidth ) { + + this.object = object; + + this.size = ( size !== undefined ) ? size : 1; + + var color = ( hex !== undefined ) ? hex : 0xffff00; + + var width = ( linewidth !== undefined ) ? linewidth : 1; + + var geometry = new THREE.Geometry(); + + var faces = this.object.geometry.faces; + + for ( var i = 0, l = faces.length; i < l; i ++ ) { + + geometry.vertices.push( new THREE.Vector3(), new THREE.Vector3() ); + + } + + THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ), THREE.LinePieces ); + + this.matrixAutoUpdate = false; + + this.normalMatrix = new THREE.Matrix3(); + + this.update(); + +}; + +THREE.FaceNormalsHelper.prototype = Object.create( THREE.Line.prototype ); + +THREE.FaceNormalsHelper.prototype.update = function () { + + var vertices = this.geometry.vertices; + + var object = this.object; + var objectVertices = object.geometry.vertices; + var objectFaces = object.geometry.faces; + var objectWorldMatrix = object.matrixWorld; + + object.updateMatrixWorld( true ); + + this.normalMatrix.getNormalMatrix( objectWorldMatrix ); + + for ( var i = 0, i2 = 0, l = objectFaces.length; i < l; i ++, i2 += 2 ) { + + var face = objectFaces[ i ]; + + vertices[ i2 ].copy( objectVertices[ face.a ] ) + .add( objectVertices[ face.b ] ) + .add( objectVertices[ face.c ] ) + .divideScalar( 3 ) + .applyMatrix4( objectWorldMatrix ); + + vertices[ i2 + 1 ].copy( face.normal ) + .applyMatrix3( this.normalMatrix ) + .normalize() + .multiplyScalar( this.size ) + .add( vertices[ i2 ] ); + + } + + this.geometry.verticesNeedUpdate = true; + + return this; + +}; + + +// File:src/extras/helpers/GridHelper.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.GridHelper = function ( size, step ) { + + var geometry = new THREE.Geometry(); + var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } ); + + this.color1 = new THREE.Color( 0x444444 ); + this.color2 = new THREE.Color( 0x888888 ); + + for ( var i = - size; i <= size; i += step ) { + + geometry.vertices.push( + new THREE.Vector3( - size, 0, i ), new THREE.Vector3( size, 0, i ), + new THREE.Vector3( i, 0, - size ), new THREE.Vector3( i, 0, size ) + ); + + var color = i === 0 ? this.color1 : this.color2; + + geometry.colors.push( color, color, color, color ); + + } + + THREE.Line.call( this, geometry, material, THREE.LinePieces ); + +}; + +THREE.GridHelper.prototype = Object.create( THREE.Line.prototype ); + +THREE.GridHelper.prototype.setColors = function( colorCenterLine, colorGrid ) { + + this.color1.set( colorCenterLine ); + this.color2.set( colorGrid ); + + this.geometry.colorsNeedUpdate = true; + +} + +// File:src/extras/helpers/HemisphereLightHelper.js + +/** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.HemisphereLightHelper = function ( light, sphereSize, arrowLength, domeSize ) { + + THREE.Object3D.call( this ); + + this.light = light; + this.light.updateMatrixWorld(); + + this.matrix = light.matrixWorld; + this.matrixAutoUpdate = false; + + this.colors = [ new THREE.Color(), new THREE.Color() ]; + + var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 ); + geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) ); + + for ( var i = 0, il = 8; i < il; i ++ ) { + + geometry.faces[ i ].color = this.colors[ i < 4 ? 0 : 1 ]; + + } + + var material = new THREE.MeshBasicMaterial( { vertexColors: THREE.FaceColors, wireframe: true } ); + + this.lightSphere = new THREE.Mesh( geometry, material ); + this.add( this.lightSphere ); + + this.update(); + +}; + +THREE.HemisphereLightHelper.prototype = Object.create( THREE.Object3D.prototype ); + +THREE.HemisphereLightHelper.prototype.dispose = function () { + this.lightSphere.geometry.dispose(); + this.lightSphere.material.dispose(); +}; + +THREE.HemisphereLightHelper.prototype.update = function () { + + var vector = new THREE.Vector3(); + + return function () { + + this.colors[ 0 ].copy( this.light.color ).multiplyScalar( this.light.intensity ); + this.colors[ 1 ].copy( this.light.groundColor ).multiplyScalar( this.light.intensity ); + + this.lightSphere.lookAt( vector.setFromMatrixPosition( this.light.matrixWorld ).negate() ); + this.lightSphere.geometry.colorsNeedUpdate = true; + + } + +}(); + +// File:src/extras/helpers/PointLightHelper.js + +/** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.PointLightHelper = function ( light, sphereSize ) { + + this.light = light; + this.light.updateMatrixWorld(); + + var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 ); + var material = new THREE.MeshBasicMaterial( { wireframe: true, fog: false } ); + material.color.copy( this.light.color ).multiplyScalar( this.light.intensity ); + + THREE.Mesh.call( this, geometry, material ); + + this.matrix = this.light.matrixWorld; + this.matrixAutoUpdate = false; + + /* + var distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 ); + var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } ); + + this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial ); + this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial ); + + var d = light.distance; + + if ( d === 0.0 ) { + + this.lightDistance.visible = false; + + } else { + + this.lightDistance.scale.set( d, d, d ); + + } + + this.add( this.lightDistance ); + */ + +}; + +THREE.PointLightHelper.prototype = Object.create( THREE.Mesh.prototype ); + +THREE.PointLightHelper.prototype.dispose = function () { + + this.geometry.dispose(); + this.material.dispose(); +}; + +THREE.PointLightHelper.prototype.update = function () { + + this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity ); + + /* + var d = this.light.distance; + + if ( d === 0.0 ) { + + this.lightDistance.visible = false; + + } else { + + this.lightDistance.visible = true; + this.lightDistance.scale.set( d, d, d ); + + } + */ + +}; + +// File:src/extras/helpers/SkeletonHelper.js + +/** + * @author Sean Griffin / http://twitter.com/sgrif + * @author Michael Guerrero / http://realitymeltdown.com + * @author mrdoob / http://mrdoob.com/ + * @author ikerr / http://verold.com + */ + +THREE.SkeletonHelper = function ( object ) { + + this.bones = this.getBoneList( object ); + + var geometry = new THREE.Geometry(); + + for ( var i = 0; i < this.bones.length; i ++ ) { + + var bone = this.bones[ i ]; + + if ( bone.parent instanceof THREE.Bone ) { + + geometry.vertices.push( new THREE.Vector3() ); + geometry.vertices.push( new THREE.Vector3() ); + geometry.colors.push( new THREE.Color( 0, 0, 1 ) ); + geometry.colors.push( new THREE.Color( 0, 1, 0 ) ); + + } + + } + + var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors, depthTest: false, depthWrite: false, transparent: true } ); + + THREE.Line.call( this, geometry, material, THREE.LinePieces ); + + this.root = object; + + this.matrix = object.matrixWorld; + this.matrixAutoUpdate = false; + + this.update(); + +}; + + +THREE.SkeletonHelper.prototype = Object.create( THREE.Line.prototype ); + +THREE.SkeletonHelper.prototype.getBoneList = function( object ) { + + var boneList = []; + + if ( object instanceof THREE.Bone ) { + + boneList.push( object ); + + } + + for ( var i = 0; i < object.children.length; i ++ ) { + + boneList.push.apply( boneList, this.getBoneList( object.children[ i ] ) ); + + } + + return boneList; + +}; + +THREE.SkeletonHelper.prototype.update = function () { + + var geometry = this.geometry; + + var matrixWorldInv = new THREE.Matrix4().getInverse( this.root.matrixWorld ); + + var boneMatrix = new THREE.Matrix4(); + + var j = 0; + + for ( var i = 0; i < this.bones.length; i ++ ) { + + var bone = this.bones[ i ]; + + if ( bone.parent instanceof THREE.Bone ) { + + boneMatrix.multiplyMatrices( matrixWorldInv, bone.matrixWorld ); + geometry.vertices[ j ].setFromMatrixPosition( boneMatrix ); + + boneMatrix.multiplyMatrices( matrixWorldInv, bone.parent.matrixWorld ); + geometry.vertices[ j + 1 ].setFromMatrixPosition( boneMatrix ); + + j += 2; + + } + + } + + geometry.verticesNeedUpdate = true; + + geometry.computeBoundingSphere(); + +}; + +// File:src/extras/helpers/SpotLightHelper.js + +/** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley +*/ + +THREE.SpotLightHelper = function ( light ) { + + THREE.Object3D.call( this ); + + this.light = light; + this.light.updateMatrixWorld(); + + this.matrix = light.matrixWorld; + this.matrixAutoUpdate = false; + + var geometry = new THREE.CylinderGeometry( 0, 1, 1, 8, 1, true ); + + geometry.applyMatrix( new THREE.Matrix4().makeTranslation( 0, - 0.5, 0 ) ); + geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) ); + + var material = new THREE.MeshBasicMaterial( { wireframe: true, fog: false } ); + + this.cone = new THREE.Mesh( geometry, material ); + this.add( this.cone ); + + this.update(); + +}; + +THREE.SpotLightHelper.prototype = Object.create( THREE.Object3D.prototype ); + +THREE.SpotLightHelper.prototype.dispose = function () { + this.cone.geometry.dispose(); + this.cone.material.dispose(); +}; + +THREE.SpotLightHelper.prototype.update = function () { + + var vector = new THREE.Vector3(); + var vector2 = new THREE.Vector3(); + + return function () { + + var coneLength = this.light.distance ? this.light.distance : 10000; + var coneWidth = coneLength * Math.tan( this.light.angle ); + + this.cone.scale.set( coneWidth, coneWidth, coneLength ); + + vector.setFromMatrixPosition( this.light.matrixWorld ); + vector2.setFromMatrixPosition( this.light.target.matrixWorld ); + + this.cone.lookAt( vector2.sub( vector ) ); + + this.cone.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity ); + + }; + +}(); + +// File:src/extras/helpers/VertexNormalsHelper.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley +*/ + +THREE.VertexNormalsHelper = function ( object, size, hex, linewidth ) { + + this.object = object; + + this.size = ( size !== undefined ) ? size : 1; + + var color = ( hex !== undefined ) ? hex : 0xff0000; + + var width = ( linewidth !== undefined ) ? linewidth : 1; + + var geometry = new THREE.Geometry(); + + var vertices = object.geometry.vertices; + + var faces = object.geometry.faces; + + for ( var i = 0, l = faces.length; i < l; i ++ ) { + + var face = faces[ i ]; + + for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) { + + geometry.vertices.push( new THREE.Vector3(), new THREE.Vector3() ); + + } + + } + + THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ), THREE.LinePieces ); + + this.matrixAutoUpdate = false; + + this.normalMatrix = new THREE.Matrix3(); + + this.update(); + +}; + +THREE.VertexNormalsHelper.prototype = Object.create( THREE.Line.prototype ); + +THREE.VertexNormalsHelper.prototype.update = ( function ( object ) { + + var v1 = new THREE.Vector3(); + + return function( object ) { + + var keys = [ 'a', 'b', 'c', 'd' ]; + + this.object.updateMatrixWorld( true ); + + this.normalMatrix.getNormalMatrix( this.object.matrixWorld ); + + var vertices = this.geometry.vertices; + + var verts = this.object.geometry.vertices; + + var faces = this.object.geometry.faces; + + var worldMatrix = this.object.matrixWorld; + + var idx = 0; + + for ( var i = 0, l = faces.length; i < l; i ++ ) { + + var face = faces[ i ]; + + for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) { + + var vertexId = face[ keys[ j ] ]; + var vertex = verts[ vertexId ]; + + var normal = face.vertexNormals[ j ]; + + vertices[ idx ].copy( vertex ).applyMatrix4( worldMatrix ); + + v1.copy( normal ).applyMatrix3( this.normalMatrix ).normalize().multiplyScalar( this.size ); + + v1.add( vertices[ idx ] ); + idx = idx + 1; + + vertices[ idx ].copy( v1 ); + idx = idx + 1; + + } + + } + + this.geometry.verticesNeedUpdate = true; + + return this; + + } + +}()); + +// File:src/extras/helpers/VertexTangentsHelper.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley +*/ + +THREE.VertexTangentsHelper = function ( object, size, hex, linewidth ) { + + this.object = object; + + this.size = ( size !== undefined ) ? size : 1; + + var color = ( hex !== undefined ) ? hex : 0x0000ff; + + var width = ( linewidth !== undefined ) ? linewidth : 1; + + var geometry = new THREE.Geometry(); + + var vertices = object.geometry.vertices; + + var faces = object.geometry.faces; + + for ( var i = 0, l = faces.length; i < l; i ++ ) { + + var face = faces[ i ]; + + for ( var j = 0, jl = face.vertexTangents.length; j < jl; j ++ ) { + + geometry.vertices.push( new THREE.Vector3() ); + geometry.vertices.push( new THREE.Vector3() ); + + } + + } + + THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ), THREE.LinePieces ); + + this.matrixAutoUpdate = false; + + this.update(); + +}; + +THREE.VertexTangentsHelper.prototype = Object.create( THREE.Line.prototype ); + +THREE.VertexTangentsHelper.prototype.update = ( function ( object ) { + + var v1 = new THREE.Vector3(); + + return function( object ) { + + var keys = [ 'a', 'b', 'c', 'd' ]; + + this.object.updateMatrixWorld( true ); + + var vertices = this.geometry.vertices; + + var verts = this.object.geometry.vertices; + + var faces = this.object.geometry.faces; + + var worldMatrix = this.object.matrixWorld; + + var idx = 0; + + for ( var i = 0, l = faces.length; i < l; i ++ ) { + + var face = faces[ i ]; + + for ( var j = 0, jl = face.vertexTangents.length; j < jl; j ++ ) { + + var vertexId = face[ keys[ j ] ]; + var vertex = verts[ vertexId ]; + + var tangent = face.vertexTangents[ j ]; + + vertices[ idx ].copy( vertex ).applyMatrix4( worldMatrix ); + + v1.copy( tangent ).transformDirection( worldMatrix ).multiplyScalar( this.size ); + + v1.add( vertices[ idx ] ); + idx = idx + 1; + + vertices[ idx ].copy( v1 ); + idx = idx + 1; + + } + + } + + this.geometry.verticesNeedUpdate = true; + + return this; + + } + +}()); + +// File:src/extras/helpers/WireframeHelper.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.WireframeHelper = function ( object, hex ) { + + var color = ( hex !== undefined ) ? hex : 0xffffff; + + var edge = [ 0, 0 ], hash = {}; + var sortFunction = function ( a, b ) { return a - b }; + + var keys = [ 'a', 'b', 'c' ]; + var geometry = new THREE.BufferGeometry(); + + if ( object.geometry instanceof THREE.Geometry ) { + + var vertices = object.geometry.vertices; + var faces = object.geometry.faces; + var numEdges = 0; + + // allocate maximal size + var edges = new Uint32Array( 6 * faces.length ); + + 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 ) { + + edges[ 2 * numEdges ] = edge[ 0 ]; + edges[ 2 * numEdges + 1 ] = edge[ 1 ]; + hash[ key ] = true; + numEdges ++; + + } + + } + + } + + var coords = new Float32Array( numEdges * 2 * 3 ); + + for ( var i = 0, l = numEdges; i < l; i ++ ) { + + for ( var j = 0; j < 2; j ++ ) { + + var vertex = vertices[ edges [ 2 * i + j] ]; + + var index = 6 * i + 3 * j; + coords[ index + 0 ] = vertex.x; + coords[ index + 1 ] = vertex.y; + coords[ index + 2 ] = vertex.z; + + } + + } + + geometry.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) ); + + } else if ( object.geometry instanceof THREE.BufferGeometry ) { + + if ( object.geometry.attributes.index !== undefined ) { // Indexed BufferGeometry + + var vertices = object.geometry.attributes.position.array; + var indices = object.geometry.attributes.index.array; + var drawcalls = object.geometry.drawcalls; + var numEdges = 0; + + if ( drawcalls.length === 0 ) { + + drawcalls = [ { count : indices.length, index : 0, start : 0 } ]; + + } + + // allocate maximal size + var edges = new Uint32Array( 2 * indices.length ); + + for ( var o = 0, ol = drawcalls.length; o < ol; ++ o ) { + + var start = drawcalls[ o ].start; + var count = drawcalls[ o ].count; + var index = drawcalls[ o ].index; + + for ( var i = start, il = start + count; i < il; i += 3 ) { + + for ( var j = 0; j < 3; j ++ ) { + + edge[ 0 ] = index + indices[ i + j ]; + edge[ 1 ] = index + indices[ i + ( j + 1 ) % 3 ]; + edge.sort( sortFunction ); + + var key = edge.toString(); + + if ( hash[ key ] === undefined ) { + + edges[ 2 * numEdges ] = edge[ 0 ]; + edges[ 2 * numEdges + 1 ] = edge[ 1 ]; + hash[ key ] = true; + numEdges ++; + + } + + } + + } + + } + + var coords = new Float32Array( numEdges * 2 * 3 ); + + for ( var i = 0, l = numEdges; i < l; i ++ ) { + + for ( var j = 0; j < 2; j ++ ) { + + var index = 6 * i + 3 * j; + var index2 = 3 * edges[ 2 * i + j]; + coords[ index + 0 ] = vertices[ index2 ]; + coords[ index + 1 ] = vertices[ index2 + 1 ]; + coords[ index + 2 ] = vertices[ index2 + 2 ]; + + } + + } + + geometry.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) ); + + } else { // non-indexed BufferGeometry + + var vertices = object.geometry.attributes.position.array; + var numEdges = vertices.length / 3; + var numTris = numEdges / 3; + + var coords = new Float32Array( numEdges * 2 * 3 ); + + for ( var i = 0, l = numTris; i < l; i ++ ) { + + for ( var j = 0; j < 3; j ++ ) { + + var index = 18 * i + 6 * j; + + var index1 = 9 * i + 3 * j; + coords[ index + 0 ] = vertices[ index1 ]; + coords[ index + 1 ] = vertices[ index1 + 1 ]; + coords[ index + 2 ] = vertices[ index1 + 2 ]; + + var index2 = 9 * i + 3 * ( ( j + 1 ) % 3 ); + coords[ index + 3 ] = vertices[ index2 ]; + coords[ index + 4 ] = vertices[ index2 + 1 ]; + coords[ index + 5 ] = vertices[ index2 + 2 ]; + + } + + } + + geometry.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) ); + + } + + } + + THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color } ), THREE.LinePieces ); + + this.matrix = object.matrixWorld; + this.matrixAutoUpdate = false; + +}; + +THREE.WireframeHelper.prototype = Object.create( THREE.Line.prototype ); + +// File:src/extras/objects/ImmediateRenderObject.js + +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.ImmediateRenderObject = function () { + + THREE.Object3D.call( this ); + + this.render = function ( renderCallback ) {}; + +}; + +THREE.ImmediateRenderObject.prototype = Object.create( THREE.Object3D.prototype ); + +// File:src/extras/objects/MorphBlendMesh.js + +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.MorphBlendMesh = function( geometry, material ) { + + THREE.Mesh.call( this, geometry, material ); + + this.animationsMap = {}; + this.animationsList = []; + + // prepare default animation + // (all frames played together in 1 second) + + var numFrames = this.geometry.morphTargets.length; + + var name = "__default"; + + var startFrame = 0; + var endFrame = numFrames - 1; + + var fps = numFrames / 1; + + this.createAnimation( name, startFrame, endFrame, fps ); + this.setAnimationWeight( name, 1 ); + +}; + +THREE.MorphBlendMesh.prototype = Object.create( THREE.Mesh.prototype ); + +THREE.MorphBlendMesh.prototype.createAnimation = function ( name, start, end, fps ) { + + var animation = { + + startFrame: start, + endFrame: end, + + length: end - start + 1, + + fps: fps, + duration: ( end - start ) / fps, + + lastFrame: 0, + currentFrame: 0, + + active: false, + + time: 0, + direction: 1, + weight: 1, + + directionBackwards: false, + mirroredLoop: false + + }; + + this.animationsMap[ name ] = animation; + this.animationsList.push( animation ); + +}; + +THREE.MorphBlendMesh.prototype.autoCreateAnimations = function ( fps ) { + + var pattern = /([a-z]+)_?(\d+)/; + + var firstAnimation, frameRanges = {}; + + var geometry = this.geometry; + + for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) { + + var morph = geometry.morphTargets[ i ]; + var chunks = morph.name.match( pattern ); + + if ( chunks && chunks.length > 1 ) { + + var name = chunks[ 1 ]; + var num = chunks[ 2 ]; + + if ( ! frameRanges[ name ] ) frameRanges[ name ] = { start: Infinity, end: - Infinity }; + + var range = frameRanges[ name ]; + + if ( i < range.start ) range.start = i; + if ( i > range.end ) range.end = i; + + if ( ! firstAnimation ) firstAnimation = name; + + } + + } + + for ( var name in frameRanges ) { + + var range = frameRanges[ name ]; + this.createAnimation( name, range.start, range.end, fps ); + + } + + this.firstAnimation = firstAnimation; + +}; + +THREE.MorphBlendMesh.prototype.setAnimationDirectionForward = function ( name ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.direction = 1; + animation.directionBackwards = false; + + } + +}; + +THREE.MorphBlendMesh.prototype.setAnimationDirectionBackward = function ( name ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.direction = - 1; + animation.directionBackwards = true; + + } + +}; + +THREE.MorphBlendMesh.prototype.setAnimationFPS = function ( name, fps ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.fps = fps; + animation.duration = ( animation.end - animation.start ) / animation.fps; + + } + +}; + +THREE.MorphBlendMesh.prototype.setAnimationDuration = function ( name, duration ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.duration = duration; + animation.fps = ( animation.end - animation.start ) / animation.duration; + + } + +}; + +THREE.MorphBlendMesh.prototype.setAnimationWeight = function ( name, weight ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.weight = weight; + + } + +}; + +THREE.MorphBlendMesh.prototype.setAnimationTime = function ( name, time ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.time = time; + + } + +}; + +THREE.MorphBlendMesh.prototype.getAnimationTime = function ( name ) { + + var time = 0; + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + time = animation.time; + + } + + return time; + +}; + +THREE.MorphBlendMesh.prototype.getAnimationDuration = function ( name ) { + + var duration = - 1; + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + duration = animation.duration; + + } + + return duration; + +}; + +THREE.MorphBlendMesh.prototype.playAnimation = function ( name ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.time = 0; + animation.active = true; + + } else { + + console.warn( "animation[" + name + "] undefined" ); + + } + +}; + +THREE.MorphBlendMesh.prototype.stopAnimation = function ( name ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.active = false; + + } + +}; + +THREE.MorphBlendMesh.prototype.update = function ( delta ) { + + for ( var i = 0, il = this.animationsList.length; i < il; i ++ ) { + + var animation = this.animationsList[ i ]; + + if ( ! animation.active ) continue; + + var frameTime = animation.duration / animation.length; + + animation.time += animation.direction * delta; + + if ( animation.mirroredLoop ) { + + if ( animation.time > animation.duration || animation.time < 0 ) { + + animation.direction *= - 1; + + if ( animation.time > animation.duration ) { + + animation.time = animation.duration; + animation.directionBackwards = true; + + } + + if ( animation.time < 0 ) { + + animation.time = 0; + animation.directionBackwards = false; + + } + + } + + } else { + + animation.time = animation.time % animation.duration; + + if ( animation.time < 0 ) animation.time += animation.duration; + + } + + var keyframe = animation.startFrame + THREE.Math.clamp( Math.floor( animation.time / frameTime ), 0, animation.length - 1 ); + var weight = animation.weight; + + if ( keyframe !== animation.currentFrame ) { + + this.morphTargetInfluences[ animation.lastFrame ] = 0; + this.morphTargetInfluences[ animation.currentFrame ] = 1 * weight; + + this.morphTargetInfluences[ keyframe ] = 0; + + animation.lastFrame = animation.currentFrame; + animation.currentFrame = keyframe; + + } + + var mix = ( animation.time % frameTime ) / frameTime; + + if ( animation.directionBackwards ) mix = 1 - mix; + + this.morphTargetInfluences[ animation.currentFrame ] = mix * weight; + this.morphTargetInfluences[ animation.lastFrame ] = ( 1 - mix ) * weight; + + } + +}; + diff --git a/build/three.min.js b/build/three.min.js index f39310d446836914872c24ae3a7b32d5217f3259..651b278af6388e8046015bae94f70b60936d821b 100644 --- a/build/three.min.js +++ b/build/three.min.js @@ -1,814 +1,814 @@ -// threejs.org/license -'use strict';var THREE={REVISION:"70dev"};"object"===typeof module&&(module.exports=THREE);void 0===Math.sign&&(Math.sign=function(a){return 0>a?-1:0>16&255)/255;this.g=(a>>8&255)/255;this.b=(a&255)/255;return this},setRGB:function(a,b,c){this.r=a;this.g=b;this.b=c;return this},setHSL:function(a,b,c){if(0===b)this.r=this.g=this.b=c;else{var d=function(a,b,c){0>c&&(c+=1);1c?b:c<2/3?a+6*(b-a)*(2/3-c):a};b=.5>=c?c*(1+b):c+b-c*b;c=2*c-b;this.r=d(c,b,a+1/3);this.g=d(c,b,a);this.b=d(c,b,a-1/3)}return this},setStyle:function(a){if(/^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.test(a))return a=/^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.exec(a),this.r=Math.min(255,parseInt(a[1],10))/255,this.g=Math.min(255,parseInt(a[2],10))/255,this.b=Math.min(255,parseInt(a[3],10))/255,this;if(/^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.test(a))return a=/^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.exec(a),this.r= -Math.min(100,parseInt(a[1],10))/100,this.g=Math.min(100,parseInt(a[2],10))/100,this.b=Math.min(100,parseInt(a[3],10))/100,this;if(/^\#([0-9a-f]{6})$/i.test(a))return a=/^\#([0-9a-f]{6})$/i.exec(a),this.setHex(parseInt(a[1],16)),this;if(/^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.test(a))return a=/^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.exec(a),this.setHex(parseInt(a[1]+a[1]+a[2]+a[2]+a[3]+a[3],16)),this;if(/^(\w+)$/i.test(a))return this.setHex(THREE.ColorKeywords[a]),this},copy:function(a){this.r=a.r;this.g= -a.g;this.b=a.b;return this},copyGammaToLinear:function(a){this.r=a.r*a.r;this.g=a.g*a.g;this.b=a.b*a.b;return this},copyLinearToGamma:function(a){this.r=Math.sqrt(a.r);this.g=Math.sqrt(a.g);this.b=Math.sqrt(a.b);return this},convertGammaToLinear:function(){var a=this.r,b=this.g,c=this.b;this.r=a*a;this.g=b*b;this.b=c*c;return this},convertLinearToGamma:function(){this.r=Math.sqrt(this.r);this.g=Math.sqrt(this.g);this.b=Math.sqrt(this.b);return this},getHex:function(){return 255*this.r<<16^255*this.g<< -8^255*this.b<<0},getHexString:function(){return("000000"+this.getHex().toString(16)).slice(-6)},getHSL:function(a){a=a||{h:0,s:0,l:0};var b=this.r,c=this.g,d=this.b,e=Math.max(b,c,d),f=Math.min(b,c,d),g,h=(f+e)/2;if(f===e)f=g=0;else{var k=e-f,f=.5>=h?k/(e+f):k/(2-e-f);switch(e){case b:g=(c-d)/k+(cf&&c>b?(c=2*Math.sqrt(1+c-f-b),this._w=(k-g)/c,this._x=.25*c,this._y=(a+e)/c,this._z=(d+h)/c):f>b?(c=2*Math.sqrt(1+f-c-b),this._w=(d-h)/c,this._x=(a+e)/c,this._y= -.25*c,this._z=(g+k)/c):(c=2*Math.sqrt(1+b-c-f),this._w=(e-a)/c,this._x=(d+h)/c,this._y=(g+k)/c,this._z=.25*c);this.onChangeCallback();return this},setFromUnitVectors:function(){var a,b;return function(c,d){void 0===a&&(a=new THREE.Vector3);b=c.dot(d)+1;1E-6>b?(b=0,Math.abs(c.x)>Math.abs(c.z)?a.set(-c.y,c.x,0):a.set(0,-c.z,c.y)):a.crossVectors(c,d);this._x=a.x;this._y=a.y;this._z=a.z;this._w=b;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(a){return this._x*a._x+this._y*a._y+this._z*a._z+this._w*a._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 a=this.length();0===a?(this._z=this._y=this._x=0,this._w=1):(a=1/a,this._x*=a,this._y*=a,this._z*=a,this._w*=a);this.onChangeCallback();return this}, -multiply:function(a,b){return void 0!==b?(console.warn("THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead."),this.multiplyQuaternions(a,b)):this.multiplyQuaternions(this,a)},multiplyQuaternions:function(a,b){var c=a._x,d=a._y,e=a._z,f=a._w,g=b._x,h=b._y,k=b._z,n=b._w;this._x=c*n+f*g+d*k-e*h;this._y=d*n+f*h+e*g-c*k;this._z=e*n+f*k+c*h-d*g;this._w=f*n-c*g-d*h-e*k;this.onChangeCallback();return this},multiplyVector3:function(a){console.warn("THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead."); -return a.applyQuaternion(this)},slerp:function(a,b){if(0===b)return this;if(1===b)return this.copy(a);var c=this._x,d=this._y,e=this._z,f=this._w,g=f*a._w+c*a._x+d*a._y+e*a._z;0>g?(this._w=-a._w,this._x=-a._x,this._y=-a._y,this._z=-a._z,g=-g):this.copy(a);if(1<=g)return this._w=f,this._x=c,this._y=d,this._z=e,this;var h=Math.acos(g),k=Math.sqrt(1-g*g);if(.001>Math.abs(k))return this._w=.5*(f+this._w),this._x=.5*(c+this._x),this._y=.5*(d+this._y),this._z=.5*(e+this._z),this;g=Math.sin((1-b)*h)/k;h= -Math.sin(b*h)/k;this._w=f*g+this._w*h;this._x=c*g+this._x*h;this._y=d*g+this._y*h;this._z=e*g+this._z*h;this.onChangeCallback();return this},equals:function(a){return a._x===this._x&&a._y===this._y&&a._z===this._z&&a._w===this._w},fromArray:function(a,b){void 0===b&&(b=0);this._x=a[b];this._y=a[b+1];this._z=a[b+2];this._w=a[b+3];this.onChangeCallback();return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this._x;a[b+1]=this._y;a[b+2]=this._z;a[b+3]=this._w;return a},onChange:function(a){this.onChangeCallback= -a;return this},onChangeCallback:function(){},clone:function(){return new THREE.Quaternion(this._x,this._y,this._z,this._w)}};THREE.Quaternion.slerp=function(a,b,c,d){return c.copy(a).slerp(b,d)};THREE.Vector2=function(a,b){this.x=a||0;this.y=b||0}; -THREE.Vector2.prototype={constructor:THREE.Vector2,set:function(a,b){this.x=a;this.y=b;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setComponent:function(a,b){switch(a){case 0:this.x=b;break;case 1:this.y=b;break;default:throw Error("index is out of range: "+a);}},getComponent:function(a){switch(a){case 0:return this.x;case 1:return this.y;default:throw Error("index is out of range: "+a);}},copy:function(a){this.x=a.x;this.y=a.y;return this},add:function(a, -b){if(void 0!==b)return console.warn("THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(a,b);this.x+=a.x;this.y+=a.y;return this},addVectors:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;return this},addScalar:function(a){this.x+=a;this.y+=a;return this},sub:function(a,b){if(void 0!==b)return console.warn("THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(a,b);this.x-=a.x;this.y-=a.y;return this}, -subVectors:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;return this},multiply:function(a){this.x*=a.x;this.y*=a.y;return this},multiplyScalar:function(a){this.x*=a;this.y*=a;return this},divide:function(a){this.x/=a.x;this.y/=a.y;return this},divideScalar:function(a){0!==a?(a=1/a,this.x*=a,this.y*=a):this.y=this.x=0;return this},min:function(a){this.x>a.x&&(this.x=a.x);this.y>a.y&&(this.y=a.y);return this},max:function(a){this.xb.x&&(this.x=b.x);this.yb.y&&(this.y=b.y);return this},clampScalar:function(){var a,b;return function(c,d){void 0===a&&(a=new THREE.Vector2,b=new THREE.Vector2);a.set(c,c);b.set(d,d);return this.clamp(a,b)}}(),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=0>this.x?Math.ceil(this.x):Math.floor(this.x);this.y=0>this.y?Math.ceil(this.y):Math.floor(this.y);return this},negate:function(){this.x=-this.x;this.y=-this.y;return this},dot:function(a){return this.x*a.x+this.y*a.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)},normalize:function(){return this.divideScalar(this.length())},distanceTo:function(a){return Math.sqrt(this.distanceToSquared(a))},distanceToSquared:function(a){var b= -this.x-a.x;a=this.y-a.y;return b*b+a*a},setLength:function(a){var b=this.length();0!==b&&a!==b&&this.multiplyScalar(a/b);return this},lerp:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;return this},equals:function(a){return a.x===this.x&&a.y===this.y},fromArray:function(a,b){void 0===b&&(b=0);this.x=a[b];this.y=a[b+1];return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this.x;a[b+1]=this.y;return a},clone:function(){return new THREE.Vector2(this.x,this.y)}}; -THREE.Vector3=function(a,b,c){this.x=a||0;this.y=b||0;this.z=c||0}; -THREE.Vector3.prototype={constructor:THREE.Vector3,set:function(a,b,c){this.x=a;this.y=b;this.z=c;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setZ:function(a){this.z=a;return this},setComponent:function(a,b){switch(a){case 0:this.x=b;break;case 1:this.y=b;break;case 2:this.z=b;break;default:throw Error("index is out of range: "+a);}},getComponent:function(a){switch(a){case 0:return this.x;case 1:return this.y;case 2:return this.z;default:throw Error("index is out of range: "+ -a);}},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;return this},add:function(a,b){if(void 0!==b)return console.warn("THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(a,b);this.x+=a.x;this.y+=a.y;this.z+=a.z;return this},addScalar:function(a){this.x+=a;this.y+=a;this.z+=a;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},sub:function(a,b){if(void 0!==b)return console.warn("THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."), -this.subVectors(a,b);this.x-=a.x;this.y-=a.y;this.z-=a.z;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(a,b){if(void 0!==b)return console.warn("THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead."),this.multiplyVectors(a,b);this.x*=a.x;this.y*=a.y;this.z*=a.z;return this},multiplyScalar:function(a){this.x*=a;this.y*=a;this.z*=a;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 a;return function(b){!1===b instanceof THREE.Euler&&console.error("THREE.Vector3: .applyEuler() now expects a Euler rotation rather than a Vector3 and order.");void 0===a&&(a=new THREE.Quaternion);this.applyQuaternion(a.setFromEuler(b));return this}}(),applyAxisAngle:function(){var a;return function(b,c){void 0===a&&(a=new THREE.Quaternion);this.applyQuaternion(a.setFromAxisAngle(b,c));return this}}(),applyMatrix3:function(a){var b=this.x, -c=this.y,d=this.z;a=a.elements;this.x=a[0]*b+a[3]*c+a[6]*d;this.y=a[1]*b+a[4]*c+a[7]*d;this.z=a[2]*b+a[5]*c+a[8]*d;return this},applyMatrix4:function(a){var b=this.x,c=this.y,d=this.z;a=a.elements;this.x=a[0]*b+a[4]*c+a[8]*d+a[12];this.y=a[1]*b+a[5]*c+a[9]*d+a[13];this.z=a[2]*b+a[6]*c+a[10]*d+a[14];return this},applyProjection:function(a){var b=this.x,c=this.y,d=this.z;a=a.elements;var e=1/(a[3]*b+a[7]*c+a[11]*d+a[15]);this.x=(a[0]*b+a[4]*c+a[8]*d+a[12])*e;this.y=(a[1]*b+a[5]*c+a[9]*d+a[13])*e;this.z= -(a[2]*b+a[6]*c+a[10]*d+a[14])*e;return this},applyQuaternion:function(a){var b=this.x,c=this.y,d=this.z,e=a.x,f=a.y,g=a.z;a=a.w;var h=a*b+f*d-g*c,k=a*c+g*b-e*d,n=a*d+e*c-f*b,b=-e*b-f*c-g*d;this.x=h*a+b*-e+k*-g-n*-f;this.y=k*a+b*-f+n*-e-h*-g;this.z=n*a+b*-g+h*-f-k*-e;return this},project:function(){var a;return function(b){void 0===a&&(a=new THREE.Matrix4);a.multiplyMatrices(b.projectionMatrix,a.getInverse(b.matrixWorld));return this.applyProjection(a)}}(),unproject:function(){var a;return function(b){void 0=== -a&&(a=new THREE.Matrix4);a.multiplyMatrices(b.matrixWorld,a.getInverse(b.projectionMatrix));return this.applyProjection(a)}}(),transformDirection:function(a){var b=this.x,c=this.y,d=this.z;a=a.elements;this.x=a[0]*b+a[4]*c+a[8]*d;this.y=a[1]*b+a[5]*c+a[9]*d;this.z=a[2]*b+a[6]*c+a[10]*d;this.normalize();return this},divide:function(a){this.x/=a.x;this.y/=a.y;this.z/=a.z;return this},divideScalar:function(a){0!==a?(a=1/a,this.x*=a,this.y*=a,this.z*=a):this.z=this.y=this.x=0;return this},min:function(a){this.x> -a.x&&(this.x=a.x);this.y>a.y&&(this.y=a.y);this.z>a.z&&(this.z=a.z);return this},max:function(a){this.xb.x&&(this.x=b.x);this.yb.y&&(this.y=b.y);this.zb.z&&(this.z=b.z);return this},clampScalar:function(){var a,b;return function(c,d){void 0===a&&(a=new THREE.Vector3,b=new THREE.Vector3);a.set(c,c,c);b.set(d,d,d);return this.clamp(a, -b)}}(),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=0>this.x?Math.ceil(this.x):Math.floor(this.x);this.y=0>this.y?Math.ceil(this.y):Math.floor(this.y);this.z=0>this.z?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(a){return this.x*a.x+this.y*a.y+this.z*a.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(a){var b=this.length();0!==b&&a!==b&&this.multiplyScalar(a/ -b);return this},lerp:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;this.z+=(a.z-this.z)*b;return this},cross:function(a,b){if(void 0!==b)return console.warn("THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead."),this.crossVectors(a,b);var c=this.x,d=this.y,e=this.z;this.x=d*a.z-e*a.y;this.y=e*a.x-c*a.z;this.z=c*a.y-d*a.x;return this},crossVectors:function(a,b){var c=a.x,d=a.y,e=a.z,f=b.x,g=b.y,h=b.z;this.x=d*h-e*g;this.y=e*f-c*h;this.z=c*g-d*f;return this}, -projectOnVector:function(){var a,b;return function(c){void 0===a&&(a=new THREE.Vector3);a.copy(c).normalize();b=this.dot(a);return this.copy(a).multiplyScalar(b)}}(),projectOnPlane:function(){var a;return function(b){void 0===a&&(a=new THREE.Vector3);a.copy(this).projectOnVector(b);return this.sub(a)}}(),reflect:function(){var a;return function(b){void 0===a&&(a=new THREE.Vector3);return this.sub(a.copy(b).multiplyScalar(2*this.dot(b)))}}(),angleTo:function(a){a=this.dot(a)/(this.length()*a.length()); -return Math.acos(THREE.Math.clamp(a,-1,1))},distanceTo:function(a){return Math.sqrt(this.distanceToSquared(a))},distanceToSquared:function(a){var b=this.x-a.x,c=this.y-a.y;a=this.z-a.z;return b*b+c*c+a*a},setEulerFromRotationMatrix:function(a,b){console.error("THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.")},setEulerFromQuaternion:function(a,b){console.error("THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.")}, -getPositionFromMatrix:function(a){console.warn("THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().");return this.setFromMatrixPosition(a)},getScaleFromMatrix:function(a){console.warn("THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().");return this.setFromMatrixScale(a)},getColumnFromMatrix:function(a,b){console.warn("THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().");return this.setFromMatrixColumn(a, -b)},setFromMatrixPosition:function(a){this.x=a.elements[12];this.y=a.elements[13];this.z=a.elements[14];return this},setFromMatrixScale:function(a){var b=this.set(a.elements[0],a.elements[1],a.elements[2]).length(),c=this.set(a.elements[4],a.elements[5],a.elements[6]).length();a=this.set(a.elements[8],a.elements[9],a.elements[10]).length();this.x=b;this.y=c;this.z=a;return this},setFromMatrixColumn:function(a,b){var c=4*a,d=b.elements;this.x=d[c];this.y=d[c+1];this.z=d[c+2];return this},equals:function(a){return a.x=== -this.x&&a.y===this.y&&a.z===this.z},fromArray:function(a,b){void 0===b&&(b=0);this.x=a[b];this.y=a[b+1];this.z=a[b+2];return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this.x;a[b+1]=this.y;a[b+2]=this.z;return a},clone:function(){return new THREE.Vector3(this.x,this.y,this.z)}};THREE.Vector4=function(a,b,c,d){this.x=a||0;this.y=b||0;this.z=c||0;this.w=void 0!==d?d:1}; -THREE.Vector4.prototype={constructor:THREE.Vector4,set:function(a,b,c,d){this.x=a;this.y=b;this.z=c;this.w=d;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setZ:function(a){this.z=a;return this},setW:function(a){this.w=a;return this},setComponent:function(a,b){switch(a){case 0:this.x=b;break;case 1:this.y=b;break;case 2:this.z=b;break;case 3:this.w=b;break;default:throw Error("index is out of range: "+a);}},getComponent:function(a){switch(a){case 0:return this.x; -case 1:return this.y;case 2:return this.z;case 3:return this.w;default:throw Error("index is out of range: "+a);}},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;this.w=void 0!==a.w?a.w:1;return this},add:function(a,b){if(void 0!==b)return console.warn("THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(a,b);this.x+=a.x;this.y+=a.y;this.z+=a.z;this.w+=a.w;return this},addScalar:function(a){this.x+=a;this.y+=a;this.z+=a;this.w+=a;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},sub:function(a,b){if(void 0!==b)return console.warn("THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(a,b);this.x-=a.x;this.y-=a.y;this.z-=a.z;this.w-=a.w;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(a){this.x*=a;this.y*=a;this.z*=a;this.w*=a;return this},applyMatrix4:function(a){var b= -this.x,c=this.y,d=this.z,e=this.w;a=a.elements;this.x=a[0]*b+a[4]*c+a[8]*d+a[12]*e;this.y=a[1]*b+a[5]*c+a[9]*d+a[13]*e;this.z=a[2]*b+a[6]*c+a[10]*d+a[14]*e;this.w=a[3]*b+a[7]*c+a[11]*d+a[15]*e;return this},divideScalar:function(a){0!==a?(a=1/a,this.x*=a,this.y*=a,this.z*=a,this.w*=a):(this.z=this.y=this.x=0,this.w=1);return this},setAxisAngleFromQuaternion:function(a){this.w=2*Math.acos(a.w);var b=Math.sqrt(1-a.w*a.w);1E-4>b?(this.x=1,this.z=this.y=0):(this.x=a.x/b,this.y=a.y/b,this.z=a.z/b);return this}, -setAxisAngleFromRotationMatrix:function(a){var b,c,d;a=a.elements;var e=a[0];d=a[4];var f=a[8],g=a[1],h=a[5],k=a[9];c=a[2];b=a[6];var n=a[10];if(.01>Math.abs(d-g)&&.01>Math.abs(f-c)&&.01>Math.abs(k-b)){if(.1>Math.abs(d+g)&&.1>Math.abs(f+c)&&.1>Math.abs(k+b)&&.1>Math.abs(e+h+n-3))return this.set(1,0,0,0),this;a=Math.PI;e=(e+1)/2;h=(h+1)/2;n=(n+1)/2;d=(d+g)/4;f=(f+c)/4;k=(k+b)/4;e>h&&e>n?.01>e?(b=0,d=c=.707106781):(b=Math.sqrt(e),c=d/b,d=f/b):h>n?.01>h?(b=.707106781,c=0,d=.707106781):(c=Math.sqrt(h), -b=d/c,d=k/c):.01>n?(c=b=.707106781,d=0):(d=Math.sqrt(n),b=f/d,c=k/d);this.set(b,c,d,a);return this}a=Math.sqrt((b-k)*(b-k)+(f-c)*(f-c)+(g-d)*(g-d));.001>Math.abs(a)&&(a=1);this.x=(b-k)/a;this.y=(f-c)/a;this.z=(g-d)/a;this.w=Math.acos((e+h+n-1)/2);return this},min:function(a){this.x>a.x&&(this.x=a.x);this.y>a.y&&(this.y=a.y);this.z>a.z&&(this.z=a.z);this.w>a.w&&(this.w=a.w);return this},max:function(a){this.xb.x&&(this.x=b.x);this.yb.y&&(this.y=b.y);this.zb.z&&(this.z=b.z);this.wb.w&&(this.w=b.w);return this},clampScalar:function(){var a,b;return function(c,d){void 0===a&&(a=new THREE.Vector4,b=new THREE.Vector4);a.set(c,c,c,c);b.set(d,d,d,d);return this.clamp(a,b)}}(),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=0>this.x?Math.ceil(this.x):Math.floor(this.x);this.y=0>this.y?Math.ceil(this.y):Math.floor(this.y);this.z=0>this.z?Math.ceil(this.z):Math.floor(this.z);this.w=0>this.w?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(a){return this.x*a.x+this.y*a.y+this.z*a.z+this.w*a.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(a){var b=this.length();0!==b&&a!==b&&this.multiplyScalar(a/b);return this},lerp:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;this.z+=(a.z-this.z)*b;this.w+=(a.w-this.w)*b;return this},equals:function(a){return a.x===this.x&&a.y===this.y&&a.z===this.z&&a.w===this.w},fromArray:function(a,b){void 0===b&&(b=0);this.x=a[b];this.y=a[b+1];this.z=a[b+2];this.w=a[b+3];return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this.x;a[b+1]=this.y;a[b+2]= -this.z;a[b+3]=this.w;return a},clone:function(){return new THREE.Vector4(this.x,this.y,this.z,this.w)}};THREE.Euler=function(a,b,c,d){this._x=a||0;this._y=b||0;this._z=c||0;this._order=d||THREE.Euler.DefaultOrder};THREE.Euler.RotationOrders="XYZ YZX ZXY XZY YXZ ZYX".split(" ");THREE.Euler.DefaultOrder="XYZ"; -THREE.Euler.prototype={constructor:THREE.Euler,_x:0,_y:0,_z:0,_order:THREE.Euler.DefaultOrder,get x(){return this._x},set x(a){this._x=a;this.onChangeCallback()},get y(){return this._y},set y(a){this._y=a;this.onChangeCallback()},get z(){return this._z},set z(a){this._z=a;this.onChangeCallback()},get order(){return this._order},set order(a){this._order=a;this.onChangeCallback()},set:function(a,b,c,d){this._x=a;this._y=b;this._z=c;this._order=d||this._order;this.onChangeCallback();return this},copy:function(a){this._x= -a._x;this._y=a._y;this._z=a._z;this._order=a._order;this.onChangeCallback();return this},setFromRotationMatrix:function(a,b){var c=THREE.Math.clamp,d=a.elements,e=d[0],f=d[4],g=d[8],h=d[1],k=d[5],n=d[9],p=d[2],q=d[6],d=d[10];b=b||this._order;"XYZ"===b?(this._y=Math.asin(c(g,-1,1)),.99999>Math.abs(g)?(this._x=Math.atan2(-n,d),this._z=Math.atan2(-f,e)):(this._x=Math.atan2(q,k),this._z=0)):"YXZ"===b?(this._x=Math.asin(-c(n,-1,1)),.99999>Math.abs(n)?(this._y=Math.atan2(g,d),this._z=Math.atan2(h,k)):(this._y= -Math.atan2(-p,e),this._z=0)):"ZXY"===b?(this._x=Math.asin(c(q,-1,1)),.99999>Math.abs(q)?(this._y=Math.atan2(-p,d),this._z=Math.atan2(-f,k)):(this._y=0,this._z=Math.atan2(h,e))):"ZYX"===b?(this._y=Math.asin(-c(p,-1,1)),.99999>Math.abs(p)?(this._x=Math.atan2(q,d),this._z=Math.atan2(h,e)):(this._x=0,this._z=Math.atan2(-f,k))):"YZX"===b?(this._z=Math.asin(c(h,-1,1)),.99999>Math.abs(h)?(this._x=Math.atan2(-n,k),this._y=Math.atan2(-p,e)):(this._x=0,this._y=Math.atan2(g,d))):"XZY"===b?(this._z=Math.asin(-c(f, --1,1)),.99999>Math.abs(f)?(this._x=Math.atan2(q,k),this._y=Math.atan2(g,e)):(this._x=Math.atan2(-n,d),this._y=0)):console.warn("THREE.Euler: .setFromRotationMatrix() given unsupported order: "+b);this._order=b;this.onChangeCallback();return this},setFromQuaternion:function(a,b,c){var d=THREE.Math.clamp,e=a.x*a.x,f=a.y*a.y,g=a.z*a.z,h=a.w*a.w;b=b||this._order;"XYZ"===b?(this._x=Math.atan2(2*(a.x*a.w-a.y*a.z),h-e-f+g),this._y=Math.asin(d(2*(a.x*a.z+a.y*a.w),-1,1)),this._z=Math.atan2(2*(a.z*a.w-a.x* -a.y),h+e-f-g)):"YXZ"===b?(this._x=Math.asin(d(2*(a.x*a.w-a.y*a.z),-1,1)),this._y=Math.atan2(2*(a.x*a.z+a.y*a.w),h-e-f+g),this._z=Math.atan2(2*(a.x*a.y+a.z*a.w),h-e+f-g)):"ZXY"===b?(this._x=Math.asin(d(2*(a.x*a.w+a.y*a.z),-1,1)),this._y=Math.atan2(2*(a.y*a.w-a.z*a.x),h-e-f+g),this._z=Math.atan2(2*(a.z*a.w-a.x*a.y),h-e+f-g)):"ZYX"===b?(this._x=Math.atan2(2*(a.x*a.w+a.z*a.y),h-e-f+g),this._y=Math.asin(d(2*(a.y*a.w-a.x*a.z),-1,1)),this._z=Math.atan2(2*(a.x*a.y+a.z*a.w),h+e-f-g)):"YZX"===b?(this._x=Math.atan2(2* -(a.x*a.w-a.z*a.y),h-e+f-g),this._y=Math.atan2(2*(a.y*a.w-a.x*a.z),h+e-f-g),this._z=Math.asin(d(2*(a.x*a.y+a.z*a.w),-1,1))):"XZY"===b?(this._x=Math.atan2(2*(a.x*a.w+a.y*a.z),h-e+f-g),this._y=Math.atan2(2*(a.x*a.z+a.y*a.w),h+e-f-g),this._z=Math.asin(d(2*(a.z*a.w-a.x*a.y),-1,1))):console.warn("THREE.Euler: .setFromQuaternion() given unsupported order: "+b);this._order=b;if(!1!==c)this.onChangeCallback();return this},reorder:function(){var a=new THREE.Quaternion;return function(b){a.setFromEuler(this); -this.setFromQuaternion(a,b)}}(),equals:function(a){return a._x===this._x&&a._y===this._y&&a._z===this._z&&a._order===this._order},fromArray:function(a){this._x=a[0];this._y=a[1];this._z=a[2];void 0!==a[3]&&(this._order=a[3]);this.onChangeCallback();return this},toArray:function(){return[this._x,this._y,this._z,this._order]},onChange:function(a){this.onChangeCallback=a;return this},onChangeCallback:function(){},clone:function(){return new THREE.Euler(this._x,this._y,this._z,this._order)}}; -THREE.Line3=function(a,b){this.start=void 0!==a?a:new THREE.Vector3;this.end=void 0!==b?b:new THREE.Vector3}; -THREE.Line3.prototype={constructor:THREE.Line3,set:function(a,b){this.start.copy(a);this.end.copy(b);return this},copy:function(a){this.start.copy(a.start);this.end.copy(a.end);return this},center:function(a){return(a||new THREE.Vector3).addVectors(this.start,this.end).multiplyScalar(.5)},delta:function(a){return(a||new THREE.Vector3).subVectors(this.end,this.start)},distanceSq:function(){return this.start.distanceToSquared(this.end)},distance:function(){return this.start.distanceTo(this.end)},at:function(a, -b){var c=b||new THREE.Vector3;return this.delta(c).multiplyScalar(a).add(this.start)},closestPointToPointParameter:function(){var a=new THREE.Vector3,b=new THREE.Vector3;return function(c,d){a.subVectors(c,this.start);b.subVectors(this.end,this.start);var e=b.dot(b),e=b.dot(a)/e;d&&(e=THREE.Math.clamp(e,0,1));return e}}(),closestPointToPoint:function(a,b,c){a=this.closestPointToPointParameter(a,b);c=c||new THREE.Vector3;return this.delta(c).multiplyScalar(a).add(this.start)},applyMatrix4:function(a){this.start.applyMatrix4(a); -this.end.applyMatrix4(a);return this},equals:function(a){return a.start.equals(this.start)&&a.end.equals(this.end)},clone:function(){return(new THREE.Line3).copy(this)}};THREE.Box2=function(a,b){this.min=void 0!==a?a:new THREE.Vector2(Infinity,Infinity);this.max=void 0!==b?b:new THREE.Vector2(-Infinity,-Infinity)}; -THREE.Box2.prototype={constructor:THREE.Box2,set:function(a,b){this.min.copy(a);this.max.copy(b);return this},setFromPoints:function(a){this.makeEmpty();for(var b=0,c=a.length;bthis.max.x||a.ythis.max.y?!1:!0},containsBox:function(a){return this.min.x<=a.min.x&&a.max.x<=this.max.x&&this.min.y<=a.min.y&&a.max.y<=this.max.y?!0:!1},getParameter:function(a,b){return(b||new THREE.Vector2).set((a.x-this.min.x)/(this.max.x-this.min.x),(a.y-this.min.y)/(this.max.y-this.min.y))},isIntersectionBox:function(a){return a.max.xthis.max.x||a.max.y -this.max.y?!1:!0},clampPoint:function(a,b){return(b||new THREE.Vector2).copy(a).clamp(this.min,this.max)},distanceToPoint:function(){var a=new THREE.Vector2;return function(b){return a.copy(b).clamp(this.min,this.max).sub(b).length()}}(),intersect:function(a){this.min.max(a.min);this.max.min(a.max);return this},union:function(a){this.min.min(a.min);this.max.max(a.max);return this},translate:function(a){this.min.add(a);this.max.add(a);return this},equals:function(a){return a.min.equals(this.min)&& -a.max.equals(this.max)},clone:function(){return(new THREE.Box2).copy(this)}};THREE.Box3=function(a,b){this.min=void 0!==a?a:new THREE.Vector3(Infinity,Infinity,Infinity);this.max=void 0!==b?b:new THREE.Vector3(-Infinity,-Infinity,-Infinity)}; -THREE.Box3.prototype={constructor:THREE.Box3,set:function(a,b){this.min.copy(a);this.max.copy(b);return this},setFromPoints:function(a){this.makeEmpty();for(var b=0,c=a.length;bthis.max.x||a.ythis.max.y||a.zthis.max.z?!1:!0},containsBox:function(a){return this.min.x<=a.min.x&&a.max.x<=this.max.x&&this.min.y<=a.min.y&&a.max.y<=this.max.y&&this.min.z<=a.min.z&&a.max.z<=this.max.z?!0:!1},getParameter:function(a,b){return(b||new THREE.Vector3).set((a.x-this.min.x)/(this.max.x- -this.min.x),(a.y-this.min.y)/(this.max.y-this.min.y),(a.z-this.min.z)/(this.max.z-this.min.z))},isIntersectionBox:function(a){return a.max.xthis.max.x||a.max.ythis.max.y||a.max.zthis.max.z?!1:!0},clampPoint:function(a,b){return(b||new THREE.Vector3).copy(a).clamp(this.min,this.max)},distanceToPoint:function(){var a=new THREE.Vector3;return function(b){return a.copy(b).clamp(this.min,this.max).sub(b).length()}}(),getBoundingSphere:function(){var a= -new THREE.Vector3;return function(b){b=b||new THREE.Sphere;b.center=this.center();b.radius=.5*this.size(a).length();return b}}(),intersect:function(a){this.min.max(a.min);this.max.min(a.max);return this},union:function(a){this.min.min(a.min);this.max.max(a.max);return this},applyMatrix4:function(){var a=[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(b){a[0].set(this.min.x,this.min.y, -this.min.z).applyMatrix4(b);a[1].set(this.min.x,this.min.y,this.max.z).applyMatrix4(b);a[2].set(this.min.x,this.max.y,this.min.z).applyMatrix4(b);a[3].set(this.min.x,this.max.y,this.max.z).applyMatrix4(b);a[4].set(this.max.x,this.min.y,this.min.z).applyMatrix4(b);a[5].set(this.max.x,this.min.y,this.max.z).applyMatrix4(b);a[6].set(this.max.x,this.max.y,this.min.z).applyMatrix4(b);a[7].set(this.max.x,this.max.y,this.max.z).applyMatrix4(b);this.makeEmpty();this.setFromPoints(a);return this}}(),translate:function(a){this.min.add(a); -this.max.add(a);return this},equals:function(a){return a.min.equals(this.min)&&a.max.equals(this.max)},clone:function(){return(new THREE.Box3).copy(this)}};THREE.Matrix3=function(){this.elements=new Float32Array([1,0,0,0,1,0,0,0,1]);0this.determinant()&&(g=-g);c.x=f[12];c.y=f[13];c.z=f[14];b.elements.set(this.elements);c=1/g;var f=1/h,n=1/k;b.elements[0]*=c;b.elements[1]*= -c;b.elements[2]*=c;b.elements[4]*=f;b.elements[5]*=f;b.elements[6]*=f;b.elements[8]*=n;b.elements[9]*=n;b.elements[10]*=n;d.setFromRotationMatrix(b);e.x=g;e.y=h;e.z=k;return this}}(),makeFrustum:function(a,b,c,d,e,f){var g=this.elements;g[0]=2*e/(b-a);g[4]=0;g[8]=(b+a)/(b-a);g[12]=0;g[1]=0;g[5]=2*e/(d-c);g[9]=(d+c)/(d-c);g[13]=0;g[2]=0;g[6]=0;g[10]=-(f+e)/(f-e);g[14]=-2*f*e/(f-e);g[3]=0;g[7]=0;g[11]=-1;g[15]=0;return this},makePerspective:function(a,b,c,d){a=c*Math.tan(THREE.Math.degToRad(.5*a)); -var e=-a;return this.makeFrustum(e*b,a*b,e,a,c,d)},makeOrthographic:function(a,b,c,d,e,f){var g=this.elements,h=b-a,k=c-d,n=f-e;g[0]=2/h;g[4]=0;g[8]=0;g[12]=-((b+a)/h);g[1]=0;g[5]=2/k;g[9]=0;g[13]=-((c+d)/k);g[2]=0;g[6]=0;g[10]=-2/n;g[14]=-((f+e)/n);g[3]=0;g[7]=0;g[11]=0;g[15]=1;return this},fromArray:function(a){this.elements.set(a);return this},toArray:function(){var a=this.elements;return[a[0],a[1],a[2],a[3],a[4],a[5],a[6],a[7],a[8],a[9],a[10],a[11],a[12],a[13],a[14],a[15]]},clone:function(){return(new THREE.Matrix4).fromArray(this.elements)}}; -THREE.Ray=function(a,b){this.origin=void 0!==a?a:new THREE.Vector3;this.direction=void 0!==b?b:new THREE.Vector3}; -THREE.Ray.prototype={constructor:THREE.Ray,set:function(a,b){this.origin.copy(a);this.direction.copy(b);return this},copy:function(a){this.origin.copy(a.origin);this.direction.copy(a.direction);return this},at:function(a,b){return(b||new THREE.Vector3).copy(this.direction).multiplyScalar(a).add(this.origin)},recast:function(){var a=new THREE.Vector3;return function(b){this.origin.copy(this.at(b,a));return this}}(),closestPointToPoint:function(a,b){var c=b||new THREE.Vector3;c.subVectors(a,this.origin); -var d=c.dot(this.direction);return 0>d?c.copy(this.origin):c.copy(this.direction).multiplyScalar(d).add(this.origin)},distanceToPoint:function(){var a=new THREE.Vector3;return function(b){var c=a.subVectors(b,this.origin).dot(this.direction);if(0>c)return this.origin.distanceTo(b);a.copy(this.direction).multiplyScalar(c).add(this.origin);return a.distanceTo(b)}}(),distanceSqToSegment:function(a,b,c,d){var e=a.clone().add(b).multiplyScalar(.5),f=b.clone().sub(a).normalize(),g=.5*a.distanceTo(b),h= -this.origin.clone().sub(e);a=-this.direction.dot(f);b=h.dot(this.direction);var k=-h.dot(f),n=h.lengthSq(),p=Math.abs(1-a*a),q,m;0<=p?(h=a*k-b,q=a*b-k,m=g*p,0<=h?q>=-m?q<=m?(g=1/p,h*=g,q*=g,a=h*(h+a*q+2*b)+q*(a*h+q+2*k)+n):(q=g,h=Math.max(0,-(a*q+b)),a=-h*h+q*(q+2*k)+n):(q=-g,h=Math.max(0,-(a*q+b)),a=-h*h+q*(q+2*k)+n):q<=-m?(h=Math.max(0,-(-a*g+b)),q=0f)return null;f=Math.sqrt(f-e);e=d-f; -d+=f;return 0>e&&0>d?null:0>e?this.at(d,c):this.at(e,c)}}(),isIntersectionPlane:function(a){var b=a.distanceToPoint(this.origin);return 0===b||0>a.normal.dot(this.direction)*b?!0:!1},distanceToPlane:function(a){var b=a.normal.dot(this.direction);if(0==b)return 0==a.distanceToPoint(this.origin)?0:null;a=-(this.origin.dot(a.normal)+a.constant)/b;return 0<=a?a:null},intersectPlane:function(a,b){var c=this.distanceToPlane(a);return null===c?null:this.at(c,b)},isIntersectionBox:function(){var a=new THREE.Vector3; -return function(b){return null!==this.intersectBox(b,a)}}(),intersectBox:function(a,b){var c,d,e,f,g;d=1/this.direction.x;f=1/this.direction.y;g=1/this.direction.z;var h=this.origin;0<=d?(c=(a.min.x-h.x)*d,d*=a.max.x-h.x):(c=(a.max.x-h.x)*d,d*=a.min.x-h.x);0<=f?(e=(a.min.y-h.y)*f,f*=a.max.y-h.y):(e=(a.max.y-h.y)*f,f*=a.min.y-h.y);if(c>f||e>d)return null;if(e>c||c!==c)c=e;if(fg||e>d)return null;if(e>c||c!== -c)c=e;if(gd?null:this.at(0<=c?c:d,b)},intersectTriangle:function(){var a=new THREE.Vector3,b=new THREE.Vector3,c=new THREE.Vector3,d=new THREE.Vector3;return function(e,f,g,h,k){b.subVectors(f,e);c.subVectors(g,e);d.crossVectors(b,c);f=this.direction.dot(d);if(0f)h=-1,f=-f;else return null;a.subVectors(this.origin,e);e=h*this.direction.dot(c.crossVectors(a,c));if(0>e)return null;g=h*this.direction.dot(b.cross(a));if(0>g||e+g>f)return null; -e=-h*a.dot(d);return 0>e?null:this.at(e/f,k)}}(),applyMatrix4:function(a){this.direction.add(this.origin).applyMatrix4(a);this.origin.applyMatrix4(a);this.direction.sub(this.origin);this.direction.normalize();return this},equals:function(a){return a.origin.equals(this.origin)&&a.direction.equals(this.direction)},clone:function(){return(new THREE.Ray).copy(this)}};THREE.Sphere=function(a,b){this.center=void 0!==a?a:new THREE.Vector3;this.radius=void 0!==b?b:0}; -THREE.Sphere.prototype={constructor:THREE.Sphere,set:function(a,b){this.center.copy(a);this.radius=b;return this},setFromPoints:function(){var a=new THREE.Box3;return function(b,c){var d=this.center;void 0!==c?d.copy(c):a.setFromPoints(b).center(d);for(var e=0,f=0,g=b.length;f=this.radius},containsPoint:function(a){return a.distanceToSquared(this.center)<= -this.radius*this.radius},distanceToPoint:function(a){return a.distanceTo(this.center)-this.radius},intersectsSphere:function(a){var b=this.radius+a.radius;return a.center.distanceToSquared(this.center)<=b*b},clampPoint:function(a,b){var c=this.center.distanceToSquared(a),d=b||new THREE.Vector3;d.copy(a);c>this.radius*this.radius&&(d.sub(this.center).normalize(),d.multiplyScalar(this.radius).add(this.center));return d},getBoundingBox:function(a){a=a||new THREE.Box3;a.set(this.center,this.center);a.expandByScalar(this.radius); -return a},applyMatrix4:function(a){this.center.applyMatrix4(a);this.radius*=a.getMaxScaleOnAxis();return this},translate:function(a){this.center.add(a);return this},equals:function(a){return a.center.equals(this.center)&&a.radius===this.radius},clone:function(){return(new THREE.Sphere).copy(this)}}; -THREE.Frustum=function(a,b,c,d,e,f){this.planes=[void 0!==a?a:new THREE.Plane,void 0!==b?b:new THREE.Plane,void 0!==c?c:new THREE.Plane,void 0!==d?d:new THREE.Plane,void 0!==e?e:new THREE.Plane,void 0!==f?f:new THREE.Plane]}; -THREE.Frustum.prototype={constructor:THREE.Frustum,set:function(a,b,c,d,e,f){var g=this.planes;g[0].copy(a);g[1].copy(b);g[2].copy(c);g[3].copy(d);g[4].copy(e);g[5].copy(f);return this},copy:function(a){for(var b=this.planes,c=0;6>c;c++)b[c].copy(a.planes[c]);return this},setFromMatrix:function(a){var b=this.planes,c=a.elements;a=c[0];var d=c[1],e=c[2],f=c[3],g=c[4],h=c[5],k=c[6],n=c[7],p=c[8],q=c[9],m=c[10],r=c[11],t=c[12],s=c[13],u=c[14],c=c[15];b[0].setComponents(f-a,n-g,r-p,c-t).normalize();b[1].setComponents(f+ -a,n+g,r+p,c+t).normalize();b[2].setComponents(f+d,n+h,r+q,c+s).normalize();b[3].setComponents(f-d,n-h,r-q,c-s).normalize();b[4].setComponents(f-e,n-k,r-m,c-u).normalize();b[5].setComponents(f+e,n+k,r+m,c+u).normalize();return this},intersectsObject:function(){var a=new THREE.Sphere;return function(b){var c=b.geometry;null===c.boundingSphere&&c.computeBoundingSphere();a.copy(c.boundingSphere);a.applyMatrix4(b.matrixWorld);return this.intersectsSphere(a)}}(),intersectsSphere:function(a){var b=this.planes, -c=a.center;a=-a.radius;for(var d=0;6>d;d++)if(b[d].distanceToPoint(c)e;e++){var f=d[e];a.x=0g&&0>f)return!1}return!0}}(), -containsPoint:function(a){for(var b=this.planes,c=0;6>c;c++)if(0>b[c].distanceToPoint(a))return!1;return!0},clone:function(){return(new THREE.Frustum).copy(this)}};THREE.Plane=function(a,b){this.normal=void 0!==a?a:new THREE.Vector3(1,0,0);this.constant=void 0!==b?b:0}; -THREE.Plane.prototype={constructor:THREE.Plane,set:function(a,b){this.normal.copy(a);this.constant=b;return this},setComponents:function(a,b,c,d){this.normal.set(a,b,c);this.constant=d;return this},setFromNormalAndCoplanarPoint:function(a,b){this.normal.copy(a);this.constant=-b.dot(this.normal);return this},setFromCoplanarPoints:function(){var a=new THREE.Vector3,b=new THREE.Vector3;return function(c,d,e){d=a.subVectors(e,d).cross(b.subVectors(c,d)).normalize();this.setFromNormalAndCoplanarPoint(d, -c);return this}}(),copy:function(a){this.normal.copy(a.normal);this.constant=a.constant;return this},normalize:function(){var a=1/this.normal.length();this.normal.multiplyScalar(a);this.constant*=a;return this},negate:function(){this.constant*=-1;this.normal.negate();return this},distanceToPoint:function(a){return this.normal.dot(a)+this.constant},distanceToSphere:function(a){return this.distanceToPoint(a.center)-a.radius},projectPoint:function(a,b){return this.orthoPoint(a,b).sub(a).negate()},orthoPoint:function(a, -b){var c=this.distanceToPoint(a);return(b||new THREE.Vector3).copy(this.normal).multiplyScalar(c)},isIntersectionLine:function(a){var b=this.distanceToPoint(a.start);a=this.distanceToPoint(a.end);return 0>b&&0a&&0f||1e;e++)8==e||13==e||18==e||23==e?b[e]="-":14==e?b[e]="4":(2>=c&&(c=33554432+16777216*Math.random()|0),d=c&15,c>>=4,b[e]=a[19==e?d&3|8:d]);return b.join("")}}(),clamp:function(a,b,c){return ac?c:a},clampBottom:function(a,b){return a=c)return 1;a=(a-b)/(c-b);return a*a*(3-2*a)},smootherstep:function(a,b,c){if(a<=b)return 0;if(a>=c)return 1;a=(a-b)/(c-b);return a*a*a*(a*(6*a-15)+10)},random16:function(){return(65280*Math.random()+255*Math.random())/65535},randInt:function(a,b){return Math.floor(this.randFloat(a,b))},randFloat:function(a,b){return a+Math.random()*(b-a)},randFloatSpread:function(a){return a*(.5-Math.random())},degToRad:function(){var a=Math.PI/180;return function(b){return b*a}}(),radToDeg:function(){var a= -180/Math.PI;return function(b){return b*a}}(),isPowerOfTwo:function(a){return 0===(a&a-1)&&0!==a}}; -THREE.Spline=function(a){function b(a,b,c,d,e,f,g){a=.5*(c-a);d=.5*(d-b);return(2*(b-c)+a+d)*g+(-3*(b-c)-2*a-d)*f+a*e+b}this.points=a;var c=[],d={x:0,y:0,z:0},e,f,g,h,k,n,p,q,m;this.initFromArray=function(a){this.points=[];for(var b=0;bthis.points.length-2?this.points.length-1:f+1;c[3]=f>this.points.length-3?this.points.length-1:f+ -2;n=this.points[c[0]];p=this.points[c[1]];q=this.points[c[2]];m=this.points[c[3]];h=g*g;k=g*h;d.x=b(n.x,p.x,q.x,m.x,g,h,k);d.y=b(n.y,p.y,q.y,m.y,g,h,k);d.z=b(n.z,p.z,q.z,m.z,g,h,k);return d};this.getControlPointsArray=function(){var a,b,c=this.points.length,d=[];for(a=0;a=b.x+b.y}}(); -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(a,b,c,d){this.a.copy(a[b]);this.b.copy(a[c]);this.c.copy(a[d]);return this},copy:function(a){this.a.copy(a.a);this.b.copy(a.b);this.c.copy(a.c);return this},area:function(){var a=new THREE.Vector3,b=new THREE.Vector3;return function(){a.subVectors(this.c,this.b);b.subVectors(this.a,this.b);return.5*a.cross(b).length()}}(),midpoint:function(a){return(a|| -new THREE.Vector3).addVectors(this.a,this.b).add(this.c).multiplyScalar(1/3)},normal:function(a){return THREE.Triangle.normal(this.a,this.b,this.c,a)},plane:function(a){return(a||new THREE.Plane).setFromCoplanarPoints(this.a,this.b,this.c)},barycoordFromPoint:function(a,b){return THREE.Triangle.barycoordFromPoint(a,this.a,this.b,this.c,b)},containsPoint:function(a){return THREE.Triangle.containsPoint(a,this.a,this.b,this.c)},equals:function(a){return a.a.equals(this.a)&&a.b.equals(this.b)&&a.c.equals(this.c)}, -clone:function(){return(new THREE.Triangle).copy(this)}};THREE.Clock=function(a){this.autoStart=void 0!==a?a:!0;this.elapsedTime=this.oldTime=this.startTime=0;this.running=!1}; -THREE.Clock.prototype={constructor:THREE.Clock,start:function(){this.oldTime=this.startTime=void 0!==self.performance&&void 0!==self.performance.now?self.performance.now():Date.now();this.running=!0},stop:function(){this.getElapsedTime();this.running=!1},getElapsedTime:function(){this.getDelta();return this.elapsedTime},getDelta:function(){var a=0;this.autoStart&&!this.running&&this.start();if(this.running){var b=void 0!==self.performance&&void 0!==self.performance.now?self.performance.now():Date.now(), -a=.001*(b-this.oldTime);this.oldTime=b;this.elapsedTime+=a}return a}};THREE.EventDispatcher=function(){}; -THREE.EventDispatcher.prototype={constructor:THREE.EventDispatcher,apply:function(a){a.addEventListener=THREE.EventDispatcher.prototype.addEventListener;a.hasEventListener=THREE.EventDispatcher.prototype.hasEventListener;a.removeEventListener=THREE.EventDispatcher.prototype.removeEventListener;a.dispatchEvent=THREE.EventDispatcher.prototype.dispatchEvent},addEventListener:function(a,b){void 0===this._listeners&&(this._listeners={});var c=this._listeners;void 0===c[a]&&(c[a]=[]);-1===c[a].indexOf(b)&& -c[a].push(b)},hasEventListener:function(a,b){if(void 0===this._listeners)return!1;var c=this._listeners;return void 0!==c[a]&&-1!==c[a].indexOf(b)?!0:!1},removeEventListener:function(a,b){if(void 0!==this._listeners){var c=this._listeners[a];if(void 0!==c){var d=c.indexOf(b);-1!==d&&c.splice(d,1)}}},dispatchEvent:function(a){if(void 0!==this._listeners){var b=this._listeners[a.type];if(void 0!==b){a.target=this;for(var c=[],d=b.length,e=0;eza?-1:1;h[4*a]=ya.x;h[4*a+1]=ya.y;h[4*a+2]=ya.z;h[4*a+3]=Ga}if(void 0===this.attributes.index||void 0===this.attributes.position||void 0===this.attributes.normal||void 0===this.attributes.uv)console.warn("Missing required attributes (index, position, normal or uv) in BufferGeometry.computeTangents()");else{var c=this.attributes.index.array,d=this.attributes.position.array, -e=this.attributes.normal.array,f=this.attributes.uv.array,g=d.length/3;void 0===this.attributes.tangent&&this.addAttribute("tangent",new THREE.BufferAttribute(new Float32Array(4*g),4));for(var h=this.attributes.tangent.array,k=[],n=[],p=0;ps;s++)t=a[3*c+s],-1==m[t]?(q[2*s]=t,q[2*s+1]=-1,p++):m[t]k.index+b)for(k={start:f,count:0,index:g},h.push(k),p=0;6>p;p+=2)s=q[p+1],-1p;p+=2)t=q[p],s=q[p+1],-1===s&&(s=g++),m[t]=s,r[s]=t,e[f++]=s-k.index,k.count++}this.reorderBuffers(e,r,g);return this.offsets=h},merge:function(){console.log("BufferGeometry.merge(): TODO")},normalizeNormals:function(){for(var a=this.attributes.normal.array,b,c,d,e=0,f=a.length;ed?-1:1,e.vertexTangents[c]=new THREE.Vector4(w.x,w.y,w.z,d);this.hasTangents=!0},computeLineDistances:function(){for(var a=0,b=this.vertices,c=0,d=b.length;cd;d++)if(e[d]==e[(d+1)%3]){a.push(f);break}for(f=a.length-1;0<=f;f--)for(e=a[f],this.faces.splice(e,1),c=0,g=this.faceVertexUvs.length;ca.opacity)h.transparent=a.transparent;void 0!==a.depthTest&&(h.depthTest=a.depthTest);void 0!==a.depthWrite&&(h.depthWrite=a.depthWrite);void 0!==a.visible&&(h.visible=a.visible);void 0!==a.flipSided&&(h.side=THREE.BackSide);void 0!==a.doubleSided&&(h.side=THREE.DoubleSide);void 0!==a.wireframe&&(h.wireframe=a.wireframe);void 0!==a.vertexColors&&("face"=== -a.vertexColors?h.vertexColors=THREE.FaceColors:a.vertexColors&&(h.vertexColors=THREE.VertexColors));a.colorDiffuse?h.color=e(a.colorDiffuse):a.DbgColor&&(h.color=a.DbgColor);a.colorSpecular&&(h.specular=e(a.colorSpecular));a.colorAmbient&&(h.ambient=e(a.colorAmbient));a.colorEmissive&&(h.emissive=e(a.colorEmissive));a.transparency&&(h.opacity=a.transparency);a.specularCoef&&(h.shininess=a.specularCoef);a.mapDiffuse&&b&&d(h,"map",a.mapDiffuse,a.mapDiffuseRepeat,a.mapDiffuseOffset,a.mapDiffuseWrap, -a.mapDiffuseAnisotropy);a.mapLight&&b&&d(h,"lightMap",a.mapLight,a.mapLightRepeat,a.mapLightOffset,a.mapLightWrap,a.mapLightAnisotropy);a.mapBump&&b&&d(h,"bumpMap",a.mapBump,a.mapBumpRepeat,a.mapBumpOffset,a.mapBumpWrap,a.mapBumpAnisotropy);a.mapNormal&&b&&d(h,"normalMap",a.mapNormal,a.mapNormalRepeat,a.mapNormalOffset,a.mapNormalWrap,a.mapNormalAnisotropy);a.mapSpecular&&b&&d(h,"specularMap",a.mapSpecular,a.mapSpecularRepeat,a.mapSpecularOffset,a.mapSpecularWrap,a.mapSpecularAnisotropy);a.mapAlpha&& -b&&d(h,"alphaMap",a.mapAlpha,a.mapAlphaRepeat,a.mapAlphaOffset,a.mapAlphaWrap,a.mapAlphaAnisotropy);a.mapBumpScale&&(h.bumpScale=a.mapBumpScale);a.mapNormal?(g=THREE.ShaderLib.normalmap,k=THREE.UniformsUtils.clone(g.uniforms),k.tNormal.value=h.normalMap,a.mapNormalFactor&&k.uNormalScale.value.set(a.mapNormalFactor,a.mapNormalFactor),h.map&&(k.tDiffuse.value=h.map,k.enableDiffuse.value=!0),h.specularMap&&(k.tSpecular.value=h.specularMap,k.enableSpecular.value=!0),h.lightMap&&(k.tAO.value=h.lightMap, -k.enableAO.value=!0),k.diffuse.value.setHex(h.color),k.specular.value.setHex(h.specular),k.ambient.value.setHex(h.ambient),k.shininess.value=h.shininess,void 0!==h.opacity&&(k.opacity.value=h.opacity),g=new THREE.ShaderMaterial({fragmentShader:g.fragmentShader,vertexShader:g.vertexShader,uniforms:k,lights:!0,fog:!0}),h.transparent&&(g.transparent=!0)):g=new THREE[g](h);void 0!==a.DbgName&&(g.name=a.DbgName);return g}}; -THREE.Loader.Handlers={handlers:[],add:function(a,b){this.handlers.push(a,b)},get:function(a){for(var b=0,c=this.handlers.length;bg;g++)m=y[k++],v=u[2*m],m=u[2*m+1],v=new THREE.Vector2(v,m),2!==g&&c.faceVertexUvs[d][h].push(v),0!==g&&c.faceVertexUvs[d][h+1].push(v);q&&(q=3*y[k++],r.normal.set(E[q++],E[q++],E[q]),s.normal.copy(r.normal));if(t)for(d=0;4>d;d++)q=3*y[k++],t=new THREE.Vector3(E[q++], -E[q++],E[q]),2!==d&&r.vertexNormals.push(t),0!==d&&s.vertexNormals.push(t);p&&(p=y[k++],p=w[p],r.color.setHex(p),s.color.setHex(p));if(b)for(d=0;4>d;d++)p=y[k++],p=w[p],2!==d&&r.vertexColors.push(new THREE.Color(p)),0!==d&&s.vertexColors.push(new THREE.Color(p));c.faces.push(r);c.faces.push(s)}else{r=new THREE.Face3;r.a=y[k++];r.b=y[k++];r.c=y[k++];h&&(h=y[k++],r.materialIndex=h);h=c.faces.length;if(d)for(d=0;dg;g++)m=y[k++],v=u[2*m],m=u[2*m+1], -v=new THREE.Vector2(v,m),c.faceVertexUvs[d][h].push(v);q&&(q=3*y[k++],r.normal.set(E[q++],E[q++],E[q]));if(t)for(d=0;3>d;d++)q=3*y[k++],t=new THREE.Vector3(E[q++],E[q++],E[q]),r.vertexNormals.push(t);p&&(p=y[k++],r.color.setHex(w[p]));if(b)for(d=0;3>d;d++)p=y[k++],r.vertexColors.push(new THREE.Color(w[p]));c.faces.push(r)}})(d);(function(){var b=void 0!==a.influencesPerVertex?a.influencesPerVertex:2;if(a.skinWeights)for(var d=0,g=a.skinWeights.length;dthis.opacity&&(a.opacity=this.opacity);!1!==this.transparent&&(a.transparent=this.transparent);!1!==this.wireframe&&(a.wireframe=this.wireframe);return a},clone:function(a){void 0===a&&(a=new THREE.Material);a.name=this.name;a.side=this.side;a.opacity=this.opacity;a.transparent=this.transparent;a.blending=this.blending;a.blendSrc=this.blendSrc;a.blendDst=this.blendDst;a.blendEquation=this.blendEquation;a.depthTest=this.depthTest;a.depthWrite=this.depthWrite;a.polygonOffset=this.polygonOffset;a.polygonOffsetFactor= -this.polygonOffsetFactor;a.polygonOffsetUnits=this.polygonOffsetUnits;a.alphaTest=this.alphaTest;a.overdraw=this.overdraw;a.visible=this.visible;return a},dispose:function(){this.dispatchEvent({type:"dispose"})}};THREE.EventDispatcher.prototype.apply(THREE.Material.prototype);THREE.MaterialIdCount=0; -THREE.LineBasicMaterial=function(a){THREE.Material.call(this);this.type="LineBasicMaterial";this.color=new THREE.Color(16777215);this.linewidth=1;this.linejoin=this.linecap="round";this.vertexColors=THREE.NoColors;this.fog=!0;this.setValues(a)};THREE.LineBasicMaterial.prototype=Object.create(THREE.Material.prototype); -THREE.LineBasicMaterial.prototype.clone=function(){var a=new THREE.LineBasicMaterial;THREE.Material.prototype.clone.call(this,a);a.color.copy(this.color);a.linewidth=this.linewidth;a.linecap=this.linecap;a.linejoin=this.linejoin;a.vertexColors=this.vertexColors;a.fog=this.fog;return a}; -THREE.LineDashedMaterial=function(a){THREE.Material.call(this);this.type="LineDashedMaterial";this.color=new THREE.Color(16777215);this.scale=this.linewidth=1;this.dashSize=3;this.gapSize=1;this.vertexColors=!1;this.fog=!0;this.setValues(a)};THREE.LineDashedMaterial.prototype=Object.create(THREE.Material.prototype); -THREE.LineDashedMaterial.prototype.clone=function(){var a=new THREE.LineDashedMaterial;THREE.Material.prototype.clone.call(this,a);a.color.copy(this.color);a.linewidth=this.linewidth;a.scale=this.scale;a.dashSize=this.dashSize;a.gapSize=this.gapSize;a.vertexColors=this.vertexColors;a.fog=this.fog;return a}; -THREE.MeshBasicMaterial=function(a){THREE.Material.call(this);this.type="MeshBasicMaterial";this.color=new THREE.Color(16777215);this.envMap=this.alphaMap=this.specularMap=this.lightMap=this.map=null;this.combine=THREE.MultiplyOperation;this.reflectivity=1;this.refractionRatio=.98;this.fog=!0;this.shading=THREE.SmoothShading;this.wireframe=!1;this.wireframeLinewidth=1;this.wireframeLinejoin=this.wireframeLinecap="round";this.vertexColors=THREE.NoColors;this.morphTargets=this.skinning=!1;this.setValues(a)}; -THREE.MeshBasicMaterial.prototype=Object.create(THREE.Material.prototype); -THREE.MeshBasicMaterial.prototype.clone=function(){var a=new THREE.MeshBasicMaterial;THREE.Material.prototype.clone.call(this,a);a.color.copy(this.color);a.map=this.map;a.lightMap=this.lightMap;a.specularMap=this.specularMap;a.alphaMap=this.alphaMap;a.envMap=this.envMap;a.combine=this.combine;a.reflectivity=this.reflectivity;a.refractionRatio=this.refractionRatio;a.fog=this.fog;a.shading=this.shading;a.wireframe=this.wireframe;a.wireframeLinewidth=this.wireframeLinewidth;a.wireframeLinecap=this.wireframeLinecap; -a.wireframeLinejoin=this.wireframeLinejoin;a.vertexColors=this.vertexColors;a.skinning=this.skinning;a.morphTargets=this.morphTargets;return a}; -THREE.MeshLambertMaterial=function(a){THREE.Material.call(this);this.type="MeshLambertMaterial";this.color=new THREE.Color(16777215);this.ambient=new THREE.Color(16777215);this.emissive=new THREE.Color(0);this.wrapAround=!1;this.wrapRGB=new THREE.Vector3(1,1,1);this.envMap=this.alphaMap=this.specularMap=this.lightMap=this.map=null;this.combine=THREE.MultiplyOperation;this.reflectivity=1;this.refractionRatio=.98;this.fog=!0;this.shading=THREE.SmoothShading;this.wireframe=!1;this.wireframeLinewidth= -1;this.wireframeLinejoin=this.wireframeLinecap="round";this.vertexColors=THREE.NoColors;this.morphNormals=this.morphTargets=this.skinning=!1;this.setValues(a)};THREE.MeshLambertMaterial.prototype=Object.create(THREE.Material.prototype); -THREE.MeshLambertMaterial.prototype.clone=function(){var a=new THREE.MeshLambertMaterial;THREE.Material.prototype.clone.call(this,a);a.color.copy(this.color);a.ambient.copy(this.ambient);a.emissive.copy(this.emissive);a.wrapAround=this.wrapAround;a.wrapRGB.copy(this.wrapRGB);a.map=this.map;a.lightMap=this.lightMap;a.specularMap=this.specularMap;a.alphaMap=this.alphaMap;a.envMap=this.envMap;a.combine=this.combine;a.reflectivity=this.reflectivity;a.refractionRatio=this.refractionRatio;a.fog=this.fog; -a.shading=this.shading;a.wireframe=this.wireframe;a.wireframeLinewidth=this.wireframeLinewidth;a.wireframeLinecap=this.wireframeLinecap;a.wireframeLinejoin=this.wireframeLinejoin;a.vertexColors=this.vertexColors;a.skinning=this.skinning;a.morphTargets=this.morphTargets;a.morphNormals=this.morphNormals;return a}; -THREE.MeshPhongMaterial=function(a){THREE.Material.call(this);this.type="MeshPhongMaterial";this.color=new THREE.Color(16777215);this.ambient=new THREE.Color(16777215);this.emissive=new THREE.Color(0);this.specular=new THREE.Color(1118481);this.shininess=30;this.wrapAround=this.metal=!1;this.wrapRGB=new THREE.Vector3(1,1,1);this.bumpMap=this.lightMap=this.map=null;this.bumpScale=1;this.normalMap=null;this.normalScale=new THREE.Vector2(1,1);this.envMap=this.alphaMap=this.specularMap=null;this.combine= -THREE.MultiplyOperation;this.reflectivity=1;this.refractionRatio=.98;this.fog=!0;this.shading=THREE.SmoothShading;this.wireframe=!1;this.wireframeLinewidth=1;this.wireframeLinejoin=this.wireframeLinecap="round";this.vertexColors=THREE.NoColors;this.morphNormals=this.morphTargets=this.skinning=!1;this.setValues(a)};THREE.MeshPhongMaterial.prototype=Object.create(THREE.Material.prototype); -THREE.MeshPhongMaterial.prototype.clone=function(){var a=new THREE.MeshPhongMaterial;THREE.Material.prototype.clone.call(this,a);a.color.copy(this.color);a.ambient.copy(this.ambient);a.emissive.copy(this.emissive);a.specular.copy(this.specular);a.shininess=this.shininess;a.metal=this.metal;a.wrapAround=this.wrapAround;a.wrapRGB.copy(this.wrapRGB);a.map=this.map;a.lightMap=this.lightMap;a.bumpMap=this.bumpMap;a.bumpScale=this.bumpScale;a.normalMap=this.normalMap;a.normalScale.copy(this.normalScale); -a.specularMap=this.specularMap;a.alphaMap=this.alphaMap;a.envMap=this.envMap;a.combine=this.combine;a.reflectivity=this.reflectivity;a.refractionRatio=this.refractionRatio;a.fog=this.fog;a.shading=this.shading;a.wireframe=this.wireframe;a.wireframeLinewidth=this.wireframeLinewidth;a.wireframeLinecap=this.wireframeLinecap;a.wireframeLinejoin=this.wireframeLinejoin;a.vertexColors=this.vertexColors;a.skinning=this.skinning;a.morphTargets=this.morphTargets;a.morphNormals=this.morphNormals;return a}; -THREE.MeshDepthMaterial=function(a){THREE.Material.call(this);this.type="MeshDepthMaterial";this.wireframe=this.morphTargets=!1;this.wireframeLinewidth=1;this.setValues(a)};THREE.MeshDepthMaterial.prototype=Object.create(THREE.Material.prototype);THREE.MeshDepthMaterial.prototype.clone=function(){var a=new THREE.MeshDepthMaterial;THREE.Material.prototype.clone.call(this,a);a.wireframe=this.wireframe;a.wireframeLinewidth=this.wireframeLinewidth;return a}; -THREE.MeshNormalMaterial=function(a){THREE.Material.call(this,a);this.type="MeshNormalMaterial";this.shading=THREE.FlatShading;this.wireframe=!1;this.wireframeLinewidth=1;this.morphTargets=!1;this.setValues(a)};THREE.MeshNormalMaterial.prototype=Object.create(THREE.Material.prototype); -THREE.MeshNormalMaterial.prototype.clone=function(){var a=new THREE.MeshNormalMaterial;THREE.Material.prototype.clone.call(this,a);a.shading=this.shading;a.wireframe=this.wireframe;a.wireframeLinewidth=this.wireframeLinewidth;return a};THREE.MeshFaceMaterial=function(a){this.uuid=THREE.Math.generateUUID();this.type="MeshFaceMaterial";this.materials=a instanceof Array?a:[]}; -THREE.MeshFaceMaterial.prototype={constructor:THREE.MeshFaceMaterial,toJSON:function(){for(var a={metadata:{version:4.2,type:"material",generator:"MaterialExporter"},uuid:this.uuid,type:this.type,materials:[]},b=0,c=this.materials.length;bf)){var m=b.origin.distanceTo(n);md.far||e.push({distance:m,point:k.clone().applyMatrix4(this.matrixWorld),face:null,faceIndex:null,object:this})}}}();THREE.Line.prototype.clone=function(a){void 0===a&&(a=new THREE.Line(this.geometry,this.material,this.mode));THREE.Object3D.prototype.clone.call(this,a);return a}; -THREE.Mesh=function(a,b){THREE.Object3D.call(this);this.type="Mesh";this.geometry=void 0!==a?a:new THREE.Geometry;this.material=void 0!==b?b:new THREE.MeshBasicMaterial({color:16777215*Math.random()});this.updateMorphTargets()};THREE.Mesh.prototype=Object.create(THREE.Object3D.prototype); -THREE.Mesh.prototype.updateMorphTargets=function(){if(void 0!==this.geometry.morphTargets&&0g.far||h.push({distance:x,point:M,face:new THREE.Face3(p,q,m,THREE.Triangle.normal(d,e,f)),faceIndex:null,object:this})}}}else for(s=p.position.array,t=k=0,w=s.length;k -g.far||h.push({distance:x,point:M,face:new THREE.Face3(p,q,m,THREE.Triangle.normal(d,e,f)),faceIndex:null,object:this}))}}else if(k instanceof THREE.Geometry)for(t=this.material instanceof THREE.MeshFaceMaterial,s=!0===t?this.material.materials:null,r=g.precision,u=k.vertices,v=0,y=k.faces.length;vg.far||h.push({distance:x,point:M,face:E,faceIndex:v,object:this}))}}}();THREE.Mesh.prototype.clone=function(a,b){void 0===a&&(a=new THREE.Mesh(this.geometry,this.material));THREE.Object3D.prototype.clone.call(this,a,b);return a};THREE.Bone=function(a){THREE.Object3D.call(this);this.skin=a};THREE.Bone.prototype=Object.create(THREE.Object3D.prototype); -THREE.Skeleton=function(a,b,c){this.useVertexTexture=void 0!==c?c:!0;this.identityMatrix=new THREE.Matrix4;a=a||[];this.bones=a.slice(0);this.useVertexTexture?(this.boneTextureHeight=this.boneTextureWidth=a=256h.end&&(h.end=e);b||(b=g)}}a.firstAnimation=b}; -THREE.MorphAnimMesh.prototype.setAnimationLabel=function(a,b,c){this.geometry.animations||(this.geometry.animations={});this.geometry.animations[a]={start:b,end:c}};THREE.MorphAnimMesh.prototype.playAnimation=function(a,b){var c=this.geometry.animations[a];c?(this.setFrameRange(c.start,c.end),this.duration=(c.end-c.start)/b*1E3,this.time=0):console.warn("animation["+a+"] undefined")}; -THREE.MorphAnimMesh.prototype.updateAnimation=function(a){var b=this.duration/this.length;this.time+=this.direction*a;if(this.mirroredLoop){if(this.time>this.duration||0>this.time)this.direction*=-1,this.time>this.duration&&(this.time=this.duration,this.directionBackwards=!0),0>this.time&&(this.time=0,this.directionBackwards=!1)}else this.time%=this.duration,0>this.time&&(this.time+=this.duration);a=this.startKeyframe+THREE.Math.clamp(Math.floor(this.time/b),0,this.length-1);a!==this.currentKeyframe&& -(this.morphTargetInfluences[this.lastKeyframe]=0,this.morphTargetInfluences[this.currentKeyframe]=1,this.morphTargetInfluences[a]=0,this.lastKeyframe=this.currentKeyframe,this.currentKeyframe=a);b=this.time%b/b;this.directionBackwards&&(b=1-b);this.morphTargetInfluences[this.currentKeyframe]=b;this.morphTargetInfluences[this.lastKeyframe]=1-b}; -THREE.MorphAnimMesh.prototype.interpolateTargets=function(a,b,c){for(var d=this.morphTargetInfluences,e=0,f=d.length;e=this.objects[d].distance)this.objects[d-1].object.visible=!1,this.objects[d].object.visible=!0;else break;for(;dthis.scale.x||c.push({distance:d,point:this.position,face:null,object:this})}}();THREE.Sprite.prototype.clone=function(a){void 0===a&&(a=new THREE.Sprite(this.material));THREE.Object3D.prototype.clone.call(this,a);return a};THREE.Particle=THREE.Sprite; -THREE.LensFlare=function(a,b,c,d,e){THREE.Object3D.call(this);this.lensFlares=[];this.positionScreen=new THREE.Vector3;this.customUpdateCallback=void 0;void 0!==a&&this.add(a,b,c,d,e)};THREE.LensFlare.prototype=Object.create(THREE.Object3D.prototype); -THREE.LensFlare.prototype.add=function(a,b,c,d,e,f){void 0===b&&(b=-1);void 0===c&&(c=0);void 0===f&&(f=1);void 0===e&&(e=new THREE.Color(16777215));void 0===d&&(d=THREE.NormalBlending);c=Math.min(c,Math.max(0,c));this.lensFlares.push({texture:a,size:b,distance:c,x:0,y:0,z:0,scale:1,rotation:1,opacity:f,color:e,blending:d})}; -THREE.LensFlare.prototype.updateLensFlares=function(){var a,b=this.lensFlares.length,c,d=2*-this.positionScreen.x,e=2*-this.positionScreen.y;for(a=0;a dashSize ) {\n\t\tdiscard;\n\t}\n\tgl_FragColor = vec4( diffuse, opacity );",THREE.ShaderChunk.logdepthbuf_fragment,THREE.ShaderChunk.color_fragment,THREE.ShaderChunk.fog_fragment, -"}"].join("\n")},depth:{uniforms:{mNear:{type:"f",value:1},mFar:{type:"f",value:2E3},opacity:{type:"f",value:1}},vertexShader:[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;\nuniform float mFar;\nuniform float opacity;",THREE.ShaderChunk.logdepthbuf_pars_fragment,"void main() {",THREE.ShaderChunk.logdepthbuf_fragment, -"\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tfloat depth = gl_FragDepthEXT / gl_FragCoord.w;\n\t#else\n\t\tfloat depth = gl_FragCoord.z / gl_FragCoord.w;\n\t#endif\n\tfloat color = 1.0 - smoothstep( mNear, mFar, depth );\n\tgl_FragColor = vec4( vec3( color ), opacity );\n}"].join("\n")},normal:{uniforms:{opacity:{type:"f",value:1}},vertexShader:["varying vec3 vNormal;",THREE.ShaderChunk.morphtarget_pars_vertex,THREE.ShaderChunk.logdepthbuf_pars_vertex,"void main() {\n\tvNormal = normalize( normalMatrix * normal );", -THREE.ShaderChunk.morphtarget_vertex,THREE.ShaderChunk.default_vertex,THREE.ShaderChunk.logdepthbuf_vertex,"}"].join("\n"),fragmentShader:["uniform float opacity;\nvarying vec3 vNormal;",THREE.ShaderChunk.logdepthbuf_pars_fragment,"void main() {\n\tgl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",THREE.ShaderChunk.logdepthbuf_fragment,"}"].join("\n")},normalmap:{uniforms:THREE.UniformsUtils.merge([THREE.UniformsLib.fog,THREE.UniformsLib.lights,THREE.UniformsLib.shadowmap,{enableAO:{type:"i", -value:0},enableDiffuse:{type:"i",value:0},enableSpecular:{type:"i",value:0},enableReflection:{type:"i",value:0},enableDisplacement:{type:"i",value:0},tDisplacement:{type:"t",value:null},tDiffuse:{type:"t",value:null},tCube:{type:"t",value:null},tNormal:{type:"t",value:null},tSpecular:{type:"t",value:null},tAO:{type:"t",value:null},uNormalScale:{type:"v2",value:new THREE.Vector2(1,1)},uDisplacementBias:{type:"f",value:0},uDisplacementScale:{type:"f",value:1},diffuse:{type:"c",value:new THREE.Color(16777215)}, -specular:{type:"c",value:new THREE.Color(1118481)},ambient:{type:"c",value:new THREE.Color(16777215)},shininess:{type:"f",value:30},opacity:{type:"f",value:1},useRefract:{type:"i",value:0},refractionRatio:{type:"f",value:.98},reflectivity:{type:"f",value:.5},uOffset:{type:"v2",value:new THREE.Vector2(0,0)},uRepeat:{type:"v2",value:new THREE.Vector2(1,1)},wrapRGB:{type:"v3",value:new THREE.Vector3(1,1,1)}}]),fragmentShader:["uniform vec3 ambient;\nuniform vec3 diffuse;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\nuniform bool enableDiffuse;\nuniform bool enableSpecular;\nuniform bool enableAO;\nuniform bool enableReflection;\nuniform sampler2D tDiffuse;\nuniform sampler2D tNormal;\nuniform sampler2D tSpecular;\nuniform sampler2D tAO;\nuniform samplerCube tCube;\nuniform vec2 uNormalScale;\nuniform bool useRefract;\nuniform float refractionRatio;\nuniform float reflectivity;\nvarying vec3 vTangent;\nvarying vec3 vBinormal;\nvarying vec3 vNormal;\nvarying vec2 vUv;\nuniform vec3 ambientLightColor;\n#if MAX_DIR_LIGHTS > 0\n\tuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\n\tuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_HEMI_LIGHTS > 0\n\tuniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\n\tuniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\n\tuniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\n\tuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\n\tuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n\tuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n#endif\n#if MAX_SPOT_LIGHTS > 0\n\tuniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\n\tuniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\n\tuniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\n\tuniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\n\tuniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n\tuniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n#endif\n#ifdef WRAP_AROUND\n\tuniform vec3 wrapRGB;\n#endif\nvarying vec3 vWorldPosition;\nvarying vec3 vViewPosition;", -THREE.ShaderChunk.shadowmap_pars_fragment,THREE.ShaderChunk.fog_pars_fragment,THREE.ShaderChunk.logdepthbuf_pars_fragment,"void main() {",THREE.ShaderChunk.logdepthbuf_fragment,"\tgl_FragColor = vec4( vec3( 1.0 ), opacity );\n\tvec3 specularTex = vec3( 1.0 );\n\tvec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;\n\tnormalTex.xy *= uNormalScale;\n\tnormalTex = normalize( normalTex );\n\tif( enableDiffuse ) {\n\t\t#ifdef GAMMA_INPUT\n\t\t\tvec4 texelColor = texture2D( tDiffuse, vUv );\n\t\t\ttexelColor.xyz *= texelColor.xyz;\n\t\t\tgl_FragColor = gl_FragColor * texelColor;\n\t\t#else\n\t\t\tgl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );\n\t\t#endif\n\t}\n\tif( enableAO ) {\n\t\t#ifdef GAMMA_INPUT\n\t\t\tvec4 aoColor = texture2D( tAO, vUv );\n\t\t\taoColor.xyz *= aoColor.xyz;\n\t\t\tgl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;\n\t\t#else\n\t\t\tgl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;\n\t\t#endif\n\t}", -THREE.ShaderChunk.alphatest_fragment,"\tif( enableSpecular )\n\t\tspecularTex = texture2D( tSpecular, vUv ).xyz;\n\tmat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );\n\tvec3 finalNormal = tsb * normalTex;\n\t#ifdef FLIP_SIDED\n\t\tfinalNormal = -finalNormal;\n\t#endif\n\tvec3 normal = normalize( finalNormal );\n\tvec3 viewPosition = normalize( vViewPosition );\n\t#if MAX_POINT_LIGHTS > 0\n\t\tvec3 pointDiffuse = vec3( 0.0 );\n\t\tvec3 pointSpecular = vec3( 0.0 );\n\t\tfor ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n\t\t\tvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\n\t\t\tvec3 pointVector = lPosition.xyz + vViewPosition.xyz;\n\t\t\tfloat pointDistance = 1.0;\n\t\t\tif ( pointLightDistance[ i ] > 0.0 )\n\t\t\t\tpointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );\n\t\t\tpointVector = normalize( pointVector );\n\t\t\t#ifdef WRAP_AROUND\n\t\t\t\tfloat pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );\n\t\t\t\tfloat pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );\n\t\t\t\tvec3 pointDiffuseWeight = mix( vec3( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );\n\t\t\t#else\n\t\t\t\tfloat pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );\n\t\t\t#endif\n\t\t\tpointDiffuse += pointDistance * pointLightColor[ i ] * diffuse * pointDiffuseWeight;\n\t\t\tvec3 pointHalfVector = normalize( pointVector + viewPosition );\n\t\t\tfloat pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );\n\t\t\tfloat pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, shininess ), 0.0 );\n\t\t\tfloat specularNormalization = ( shininess + 2.0 ) / 8.0;\n\t\t\tvec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( pointVector, pointHalfVector ), 0.0 ), 5.0 );\n\t\t\tpointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;\n\t\t}\n\t#endif\n\t#if MAX_SPOT_LIGHTS > 0\n\t\tvec3 spotDiffuse = vec3( 0.0 );\n\t\tvec3 spotSpecular = vec3( 0.0 );\n\t\tfor ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\n\t\t\tvec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\n\t\t\tvec3 spotVector = lPosition.xyz + vViewPosition.xyz;\n\t\t\tfloat spotDistance = 1.0;\n\t\t\tif ( spotLightDistance[ i ] > 0.0 )\n\t\t\t\tspotDistance = 1.0 - min( ( length( spotVector ) / spotLightDistance[ i ] ), 1.0 );\n\t\t\tspotVector = normalize( spotVector );\n\t\t\tfloat spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );\n\t\t\tif ( spotEffect > spotLightAngleCos[ i ] ) {\n\t\t\t\tspotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );\n\t\t\t\t#ifdef WRAP_AROUND\n\t\t\t\t\tfloat spotDiffuseWeightFull = max( dot( normal, spotVector ), 0.0 );\n\t\t\t\t\tfloat spotDiffuseWeightHalf = max( 0.5 * dot( normal, spotVector ) + 0.5, 0.0 );\n\t\t\t\t\tvec3 spotDiffuseWeight = mix( vec3( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );\n\t\t\t\t#else\n\t\t\t\t\tfloat spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );\n\t\t\t\t#endif\n\t\t\t\tspotDiffuse += spotDistance * spotLightColor[ i ] * diffuse * spotDiffuseWeight * spotEffect;\n\t\t\t\tvec3 spotHalfVector = normalize( spotVector + viewPosition );\n\t\t\t\tfloat spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );\n\t\t\t\tfloat spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, shininess ), 0.0 );\n\t\t\t\tfloat specularNormalization = ( shininess + 2.0 ) / 8.0;\n\t\t\t\tvec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( spotVector, spotHalfVector ), 0.0 ), 5.0 );\n\t\t\t\tspotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;\n\t\t\t}\n\t\t}\n\t#endif\n\t#if MAX_DIR_LIGHTS > 0\n\t\tvec3 dirDiffuse = vec3( 0.0 );\n\t\tvec3 dirSpecular = vec3( 0.0 );\n\t\tfor( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {\n\t\t\tvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\n\t\t\tvec3 dirVector = normalize( lDirection.xyz );\n\t\t\t#ifdef WRAP_AROUND\n\t\t\t\tfloat directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );\n\t\t\t\tfloat directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );\n\t\t\t\tvec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );\n\t\t\t#else\n\t\t\t\tfloat dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );\n\t\t\t#endif\n\t\t\tdirDiffuse += directionalLightColor[ i ] * diffuse * dirDiffuseWeight;\n\t\t\tvec3 dirHalfVector = normalize( dirVector + viewPosition );\n\t\t\tfloat dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );\n\t\t\tfloat dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, shininess ), 0.0 );\n\t\t\tfloat specularNormalization = ( shininess + 2.0 ) / 8.0;\n\t\t\tvec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( dirVector, dirHalfVector ), 0.0 ), 5.0 );\n\t\t\tdirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;\n\t\t}\n\t#endif\n\t#if MAX_HEMI_LIGHTS > 0\n\t\tvec3 hemiDiffuse = vec3( 0.0 );\n\t\tvec3 hemiSpecular = vec3( 0.0 );\n\t\tfor( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\n\t\t\tvec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );\n\t\t\tvec3 lVector = normalize( lDirection.xyz );\n\t\t\tfloat dotProduct = dot( normal, lVector );\n\t\t\tfloat hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\n\t\t\tvec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\n\t\t\themiDiffuse += diffuse * hemiColor;\n\t\t\tvec3 hemiHalfVectorSky = normalize( lVector + viewPosition );\n\t\t\tfloat hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;\n\t\t\tfloat hemiSpecularWeightSky = specularTex.r * max( pow( max( hemiDotNormalHalfSky, 0.0 ), shininess ), 0.0 );\n\t\t\tvec3 lVectorGround = -lVector;\n\t\t\tvec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );\n\t\t\tfloat hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;\n\t\t\tfloat hemiSpecularWeightGround = specularTex.r * max( pow( max( hemiDotNormalHalfGround, 0.0 ), shininess ), 0.0 );\n\t\t\tfloat dotProductGround = dot( normal, lVectorGround );\n\t\t\tfloat specularNormalization = ( shininess + 2.0 ) / 8.0;\n\t\t\tvec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, hemiHalfVectorSky ), 0.0 ), 5.0 );\n\t\t\tvec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 0.0 ), 5.0 );\n\t\t\themiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );\n\t\t}\n\t#endif\n\tvec3 totalDiffuse = vec3( 0.0 );\n\tvec3 totalSpecular = vec3( 0.0 );\n\t#if MAX_DIR_LIGHTS > 0\n\t\ttotalDiffuse += dirDiffuse;\n\t\ttotalSpecular += dirSpecular;\n\t#endif\n\t#if MAX_HEMI_LIGHTS > 0\n\t\ttotalDiffuse += hemiDiffuse;\n\t\ttotalSpecular += hemiSpecular;\n\t#endif\n\t#if MAX_POINT_LIGHTS > 0\n\t\ttotalDiffuse += pointDiffuse;\n\t\ttotalSpecular += pointSpecular;\n\t#endif\n\t#if MAX_SPOT_LIGHTS > 0\n\t\ttotalDiffuse += spotDiffuse;\n\t\ttotalSpecular += spotSpecular;\n\t#endif\n\t#ifdef METAL\n\t\tgl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient + totalSpecular );\n\t#else\n\t\tgl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient ) + totalSpecular;\n\t#endif\n\tif ( enableReflection ) {\n\t\tvec3 vReflect;\n\t\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\t\tif ( useRefract ) {\n\t\t\tvReflect = refract( cameraToVertex, normal, refractionRatio );\n\t\t} else {\n\t\t\tvReflect = reflect( cameraToVertex, normal );\n\t\t}\n\t\tvec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );\n\t\t#ifdef GAMMA_INPUT\n\t\t\tcubeColor.xyz *= cubeColor.xyz;\n\t\t#endif\n\t\tgl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * reflectivity );\n\t}", -THREE.ShaderChunk.shadowmap_fragment,THREE.ShaderChunk.linear_to_gamma_fragment,THREE.ShaderChunk.fog_fragment,"}"].join("\n"),vertexShader:["attribute vec4 tangent;\nuniform vec2 uOffset;\nuniform vec2 uRepeat;\nuniform bool enableDisplacement;\n#ifdef VERTEX_TEXTURES\n\tuniform sampler2D tDisplacement;\n\tuniform float uDisplacementScale;\n\tuniform float uDisplacementBias;\n#endif\nvarying vec3 vTangent;\nvarying vec3 vBinormal;\nvarying vec3 vNormal;\nvarying vec2 vUv;\nvarying vec3 vWorldPosition;\nvarying vec3 vViewPosition;", -THREE.ShaderChunk.skinning_pars_vertex,THREE.ShaderChunk.shadowmap_pars_vertex,THREE.ShaderChunk.logdepthbuf_pars_vertex,"void main() {",THREE.ShaderChunk.skinbase_vertex,THREE.ShaderChunk.skinnormal_vertex,"\t#ifdef USE_SKINNING\n\t\tvNormal = normalize( normalMatrix * skinnedNormal.xyz );\n\t\tvec4 skinnedTangent = skinMatrix * vec4( tangent.xyz, 0.0 );\n\t\tvTangent = normalize( normalMatrix * skinnedTangent.xyz );\n\t#else\n\t\tvNormal = normalize( normalMatrix * normal );\n\t\tvTangent = normalize( normalMatrix * tangent.xyz );\n\t#endif\n\tvBinormal = normalize( cross( vNormal, vTangent ) * tangent.w );\n\tvUv = uv * uRepeat + uOffset;\n\tvec3 displacedPosition;\n\t#ifdef VERTEX_TEXTURES\n\t\tif ( enableDisplacement ) {\n\t\t\tvec3 dv = texture2D( tDisplacement, uv ).xyz;\n\t\t\tfloat df = uDisplacementScale * dv.x + uDisplacementBias;\n\t\t\tdisplacedPosition = position + normalize( normal ) * df;\n\t\t} else {\n\t\t\t#ifdef USE_SKINNING\n\t\t\t\tvec4 skinVertex = bindMatrix * vec4( position, 1.0 );\n\t\t\t\tvec4 skinned = vec4( 0.0 );\n\t\t\t\tskinned += boneMatX * skinVertex * skinWeight.x;\n\t\t\t\tskinned += boneMatY * skinVertex * skinWeight.y;\n\t\t\t\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\t\t\t\tskinned += boneMatW * skinVertex * skinWeight.w;\n\t\t\t\tskinned = bindMatrixInverse * skinned;\n\t\t\t\tdisplacedPosition = skinned.xyz;\n\t\t\t#else\n\t\t\t\tdisplacedPosition = position;\n\t\t\t#endif\n\t\t}\n\t#else\n\t\t#ifdef USE_SKINNING\n\t\t\tvec4 skinVertex = bindMatrix * vec4( position, 1.0 );\n\t\t\tvec4 skinned = vec4( 0.0 );\n\t\t\tskinned += boneMatX * skinVertex * skinWeight.x;\n\t\t\tskinned += boneMatY * skinVertex * skinWeight.y;\n\t\t\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\t\t\tskinned += boneMatW * skinVertex * skinWeight.w;\n\t\t\tskinned = bindMatrixInverse * skinned;\n\t\t\tdisplacedPosition = skinned.xyz;\n\t\t#else\n\t\t\tdisplacedPosition = position;\n\t\t#endif\n\t#endif\n\tvec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );\n\tvec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );\n\tgl_Position = projectionMatrix * mvPosition;", -THREE.ShaderChunk.logdepthbuf_vertex,"\tvWorldPosition = worldPosition.xyz;\n\tvViewPosition = -mvPosition.xyz;\n\t#ifdef USE_SHADOWMAP\n\t\tfor( int i = 0; i < MAX_SHADOWS; i ++ ) {\n\t\t\tvShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;\n\t\t}\n\t#endif\n}"].join("\n")},cube:{uniforms:{tCube:{type:"t",value:null},tFlip:{type:"f",value:-1}},vertexShader:["varying vec3 vWorldPosition;",THREE.ShaderChunk.logdepthbuf_pars_vertex,"void main() {\n\tvec4 worldPosition = modelMatrix * vec4( position, 1.0 );\n\tvWorldPosition = worldPosition.xyz;\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", -THREE.ShaderChunk.logdepthbuf_vertex,"}"].join("\n"),fragmentShader:["uniform samplerCube tCube;\nuniform float tFlip;\nvarying vec3 vWorldPosition;",THREE.ShaderChunk.logdepthbuf_pars_fragment,"void main() {\n\tgl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",THREE.ShaderChunk.logdepthbuf_fragment,"}"].join("\n")},depthRGBA:{uniforms:{},vertexShader:[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.logdepthbuf_pars_fragment,"vec4 pack_depth( const in float depth ) {\n\tconst vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );\n\tconst vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );\n\tvec4 res = mod( depth * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );\n\tres -= res.xxyz * bit_mask;\n\treturn res;\n}\nvoid main() {", -THREE.ShaderChunk.logdepthbuf_fragment,"\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tgl_FragData[ 0 ] = pack_depth( gl_FragDepthEXT );\n\t#else\n\t\tgl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );\n\t#endif\n}"].join("\n")}}; -THREE.WebGLRenderer=function(a){function b(a){var b=a.geometry;a=a.material;var c=b.vertices.length;if(a.attributes){void 0===b.__webglCustomAttributesList&&(b.__webglCustomAttributesList=[]);for(var d in a.attributes){var e=a.attributes[d];if(!e.__webglInitialized||e.createUniqueBuffers){e.__webglInitialized=!0;var f=1;"v2"===e.type?f=2:"v3"===e.type?f=3:"v4"===e.type?f=4:"c"===e.type&&(f=3);e.size=f;e.array=new Float32Array(c*f);e.buffer=l.createBuffer();e.buffer.belongsToAttribute=d;e.needsUpdate= -!0}b.__webglCustomAttributesList.push(e)}}}function c(a,b){var c=b.geometry,e=a.faces3,f=3*e.length,g=1*e.length,h=3*e.length,e=d(b,a);a.__vertexArray=new Float32Array(3*f);a.__normalArray=new Float32Array(3*f);a.__colorArray=new Float32Array(3*f);a.__uvArray=new Float32Array(2*f);1Aa;Aa++)Cb=oa[Aa],Ta[Sa]=Cb.x,Ta[Sa+1]=Cb.y,Ta[Sa+2]=Cb.z,Sa+=3;else for(Aa=0;3>Aa;Aa++)Ta[Sa]=ta.x,Ta[Sa+1]=ta.y,Ta[Sa+2]=ta.z,Sa+=3;l.bindBuffer(l.ARRAY_BUFFER,I.__webglNormalBuffer);l.bufferData(l.ARRAY_BUFFER, -Ta,S)}if(Kc&&sa){P=0;for(Z=Q.length;PAa;Aa++)Oa=za[Aa],sb[qb]=Oa.x,sb[qb+1]=Oa.y,qb+=2;0Aa;Aa++)Pb=Ca[Aa],hb[rb]=Pb.x,hb[rb+1]=Pb.y,rb+=2;0h&&(f[v].counter+=1,k=f[v].hash+ -"_"+f[v].counter,k in r||(p={id:rc++,faces3:[],materialIndex:v,vertices:0,numMorphTargets:m,numMorphNormals:n},r[k]=p,q.push(p)));r[k].faces3.push(t);r[k].vertices+=3}a[g]=q;d.groupsNeedUpdate=!1}a=xb[d.id];g=0;for(e=a.length;gEa;Ea++)kb[Ea]=!K.autoScaleCubemaps||Nb||Sb?Sb?sa.image[Ea].image:sa.image[Ea]:S(sa.image[Ea],bd);var la=kb[0],Yb=THREE.Math.isPowerOfTwo(la.width)&&THREE.Math.isPowerOfTwo(la.height),ab=L(sa.format),Fb=L(sa.type);G(l.TEXTURE_CUBE_MAP,sa,Yb);for(Ea=0;6>Ea;Ea++)if(Nb)for(var ib,Zb=kb[Ea].mipmaps, -ga=0,Wb=Zb.length;ga=Oc&& -console.warn("WebGLRenderer: trying to use "+a+" texture units while this GPU supports only "+Oc);cc+=1;return a}function x(a,b){a._modelViewMatrix.multiplyMatrices(b.matrixWorldInverse,a.matrixWorld);a._normalMatrix.getNormalMatrix(a._modelViewMatrix)}function C(a,b,c,d){a[b]=c.r*c.r*d;a[b+1]=c.g*c.g*d;a[b+2]=c.b*c.b*d}function D(a,b,c,d){a[b]=c.r*d;a[b+1]=c.g*d;a[b+2]=c.b*d}function A(a){a!==Pc&&(l.lineWidth(a),Pc=a)}function B(a,b,c){Qc!==a&&(a?l.enable(l.POLYGON_OFFSET_FILL):l.disable(l.POLYGON_OFFSET_FILL), -Qc=a);!a||Rc===b&&Sc===c||(l.polygonOffset(b,c),Rc=b,Sc=c)}function G(a,b,c){c?(l.texParameteri(a,l.TEXTURE_WRAP_S,L(b.wrapS)),l.texParameteri(a,l.TEXTURE_WRAP_T,L(b.wrapT)),l.texParameteri(a,l.TEXTURE_MAG_FILTER,L(b.magFilter)),l.texParameteri(a,l.TEXTURE_MIN_FILTER,L(b.minFilter))):(l.texParameteri(a,l.TEXTURE_WRAP_S,l.CLAMP_TO_EDGE),l.texParameteri(a,l.TEXTURE_WRAP_T,l.CLAMP_TO_EDGE),l.texParameteri(a,l.TEXTURE_MAG_FILTER,V(b.magFilter)),l.texParameteri(a,l.TEXTURE_MIN_FILTER,V(b.minFilter))); -(c=oa.get("EXT_texture_filter_anisotropic"))&&b.type!==THREE.FloatType&&(1b||a.height>b){var c=b/Math.max(a.width,a.height),d=document.createElement("canvas");d.width=Math.floor(a.width*c);d.height=Math.floor(a.height*c);d.getContext("2d").drawImage(a,0,0,a.width,a.height,0,0,d.width,d.height);console.log("THREE.WebGLRenderer:", -a,"is too big ("+a.width+"x"+a.height+"). Resized to "+d.width+"x"+d.height+".");return d}return a}function J(a,b){l.bindRenderbuffer(l.RENDERBUFFER,a);b.depthBuffer&&!b.stencilBuffer?(l.renderbufferStorage(l.RENDERBUFFER,l.DEPTH_COMPONENT16,b.width,b.height),l.framebufferRenderbuffer(l.FRAMEBUFFER,l.DEPTH_ATTACHMENT,l.RENDERBUFFER,a)):b.depthBuffer&&b.stencilBuffer?(l.renderbufferStorage(l.RENDERBUFFER,l.DEPTH_STENCIL,b.width,b.height),l.framebufferRenderbuffer(l.FRAMEBUFFER,l.DEPTH_STENCIL_ATTACHMENT, -l.RENDERBUFFER,a)):l.renderbufferStorage(l.RENDERBUFFER,l.RGBA4,b.width,b.height)}function H(a){a instanceof THREE.WebGLRenderTargetCube?(l.bindTexture(l.TEXTURE_CUBE_MAP,a.__webglTexture),l.generateMipmap(l.TEXTURE_CUBE_MAP),l.bindTexture(l.TEXTURE_CUBE_MAP,null)):(l.bindTexture(l.TEXTURE_2D,a.__webglTexture),l.generateMipmap(l.TEXTURE_2D),l.bindTexture(l.TEXTURE_2D,null))}function V(a){return a===THREE.NearestFilter||a===THREE.NearestMipMapNearestFilter||a===THREE.NearestMipMapLinearFilter?l.NEAREST: -l.LINEAR}function L(a){var b;if(a===THREE.RepeatWrapping)return l.REPEAT;if(a===THREE.ClampToEdgeWrapping)return l.CLAMP_TO_EDGE;if(a===THREE.MirroredRepeatWrapping)return l.MIRRORED_REPEAT;if(a===THREE.NearestFilter)return l.NEAREST;if(a===THREE.NearestMipMapNearestFilter)return l.NEAREST_MIPMAP_NEAREST;if(a===THREE.NearestMipMapLinearFilter)return l.NEAREST_MIPMAP_LINEAR;if(a===THREE.LinearFilter)return l.LINEAR;if(a===THREE.LinearMipMapNearestFilter)return l.LINEAR_MIPMAP_NEAREST;if(a===THREE.LinearMipMapLinearFilter)return l.LINEAR_MIPMAP_LINEAR; -if(a===THREE.UnsignedByteType)return l.UNSIGNED_BYTE;if(a===THREE.UnsignedShort4444Type)return l.UNSIGNED_SHORT_4_4_4_4;if(a===THREE.UnsignedShort5551Type)return l.UNSIGNED_SHORT_5_5_5_1;if(a===THREE.UnsignedShort565Type)return l.UNSIGNED_SHORT_5_6_5;if(a===THREE.ByteType)return l.BYTE;if(a===THREE.ShortType)return l.SHORT;if(a===THREE.UnsignedShortType)return l.UNSIGNED_SHORT;if(a===THREE.IntType)return l.INT;if(a===THREE.UnsignedIntType)return l.UNSIGNED_INT;if(a===THREE.FloatType)return l.FLOAT; -if(a===THREE.AlphaFormat)return l.ALPHA;if(a===THREE.RGBFormat)return l.RGB;if(a===THREE.RGBAFormat)return l.RGBA;if(a===THREE.LuminanceFormat)return l.LUMINANCE;if(a===THREE.LuminanceAlphaFormat)return l.LUMINANCE_ALPHA;if(a===THREE.AddEquation)return l.FUNC_ADD;if(a===THREE.SubtractEquation)return l.FUNC_SUBTRACT;if(a===THREE.ReverseSubtractEquation)return l.FUNC_REVERSE_SUBTRACT;if(a===THREE.ZeroFactor)return l.ZERO;if(a===THREE.OneFactor)return l.ONE;if(a===THREE.SrcColorFactor)return l.SRC_COLOR; -if(a===THREE.OneMinusSrcColorFactor)return l.ONE_MINUS_SRC_COLOR;if(a===THREE.SrcAlphaFactor)return l.SRC_ALPHA;if(a===THREE.OneMinusSrcAlphaFactor)return l.ONE_MINUS_SRC_ALPHA;if(a===THREE.DstAlphaFactor)return l.DST_ALPHA;if(a===THREE.OneMinusDstAlphaFactor)return l.ONE_MINUS_DST_ALPHA;if(a===THREE.DstColorFactor)return l.DST_COLOR;if(a===THREE.OneMinusDstColorFactor)return l.ONE_MINUS_DST_COLOR;if(a===THREE.SrcAlphaSaturateFactor)return l.SRC_ALPHA_SATURATE;b=oa.get("WEBGL_compressed_texture_s3tc"); -if(null!==b){if(a===THREE.RGB_S3TC_DXT1_Format)return b.COMPRESSED_RGB_S3TC_DXT1_EXT;if(a===THREE.RGBA_S3TC_DXT1_Format)return b.COMPRESSED_RGBA_S3TC_DXT1_EXT;if(a===THREE.RGBA_S3TC_DXT3_Format)return b.COMPRESSED_RGBA_S3TC_DXT3_EXT;if(a===THREE.RGBA_S3TC_DXT5_Format)return b.COMPRESSED_RGBA_S3TC_DXT5_EXT}b=oa.get("WEBGL_compressed_texture_pvrtc");if(null!==b){if(a===THREE.RGB_PVRTC_4BPPV1_Format)return b.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;if(a===THREE.RGB_PVRTC_2BPPV1_Format)return b.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; -if(a===THREE.RGBA_PVRTC_4BPPV1_Format)return b.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;if(a===THREE.RGBA_PVRTC_2BPPV1_Format)return b.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG}b=oa.get("EXT_blend_minmax");if(null!==b){if(a===THREE.MinEquation)return b.MIN_EXT;if(a===THREE.MaxEquation)return b.MAX_EXT}return 0}console.log("THREE.WebGLRenderer",THREE.REVISION);a=a||{};var I=void 0!==a.canvas?a.canvas:document.createElement("canvas"),R=void 0!==a.context?a.context:null,Y=void 0!==a.precision?a.precision:"highp",T=void 0!== -a.alpha?a.alpha:!1,ya=void 0!==a.depth?a.depth:!0,ia=void 0!==a.stencil?a.stencil:!0,Ca=void 0!==a.antialias?a.antialias:!1,O=void 0!==a.premultipliedAlpha?a.premultipliedAlpha:!0,Ga=void 0!==a.preserveDrawingBuffer?a.preserveDrawingBuffer:!1,xa=void 0!==a.logarithmicDepthBuffer?a.logarithmicDepthBuffer:!1,za=new THREE.Color(0),Z=0,db=[],eb={},ob=[],bb=[],Ib=[],yb=[],Ra=[];this.domElement=I;this.context=null;this.devicePixelRatio=void 0!==a.devicePixelRatio?a.devicePixelRatio:void 0!==self.devicePixelRatio? 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THREE.Vector3,ec=!0,Mc={ambient:[0,0,0],directional:{length:0,colors:[],positions:[]},point:{length:0,colors:[],positions:[],distances:[]},spot:{length:0,colors:[],positions:[],distances:[],directions:[],anglesCos:[], -exponents:[]},hemi:{length:0,skyColors:[],groundColors:[],positions:[]}},l;try{var Wc={alpha:T,depth:ya,stencil:ia,antialias:Ca,premultipliedAlpha:O,preserveDrawingBuffer:Ga};l=R||I.getContext("webgl",Wc)||I.getContext("experimental-webgl",Wc);if(null===l){if(null!==I.getContext("webgl"))throw"Error creating WebGL context with your selected attributes.";throw"Error creating WebGL context.";}I.addEventListener("webglcontextlost",function(a){a.preventDefault();Xc();Yc();eb={}},!1)}catch(cd){console.error(cd)}void 0=== -l.getShaderPrecisionFormat&&(l.getShaderPrecisionFormat=function(){return{rangeMin:1,rangeMax:1,precision:1}});var oa=new THREE.WebGLExtensions(l);oa.get("OES_texture_float");oa.get("OES_texture_float_linear");oa.get("OES_standard_derivatives");xa&&oa.get("EXT_frag_depth");var Yc=function(){l.clearColor(0,0,0,1);l.clearDepth(1);l.clearStencil(0);l.enable(l.DEPTH_TEST);l.depthFunc(l.LEQUAL);l.frontFace(l.CCW);l.cullFace(l.BACK);l.enable(l.CULL_FACE);l.enable(l.BLEND);l.blendEquation(l.FUNC_ADD);l.blendFunc(l.SRC_ALPHA, -l.ONE_MINUS_SRC_ALPHA);l.viewport(Ob,jc,kc,lc);l.clearColor(za.r,za.g,za.b,Z)},Xc=function(){dc=tc=null;Jb=Oa=Lb=Kb=nb=Xb=pb=-1;ec=!0};Yc();this.context=l;var Oc=l.getParameter(l.MAX_TEXTURE_IMAGE_UNITS),dd=l.getParameter(l.MAX_VERTEX_TEXTURE_IMAGE_UNITS),ed=l.getParameter(l.MAX_TEXTURE_SIZE),bd=l.getParameter(l.MAX_CUBE_MAP_TEXTURE_SIZE),sc=0b;b++)l.deleteFramebuffer(a.__webglFramebuffer[b]),l.deleteRenderbuffer(a.__webglRenderbuffer[b]);else l.deleteFramebuffer(a.__webglFramebuffer),l.deleteRenderbuffer(a.__webglRenderbuffer);delete a.__webglFramebuffer;delete a.__webglRenderbuffer}K.info.memory.textures--},Dc=function(a){a=a.target;a.removeEventListener("dispose",Dc);Cc(a)},$c=function(a){for(var b="__webglVertexBuffer __webglNormalBuffer __webglTangentBuffer __webglColorBuffer __webglUVBuffer __webglUV2Buffer __webglSkinIndicesBuffer __webglSkinWeightsBuffer __webglFaceBuffer __webglLineBuffer __webglLineDistanceBuffer".split(" "), -c=0,d=b.length;cd.numSupportedMorphTargets?(n.sort(p),n.length=d.numSupportedMorphTargets):n.length>d.numSupportedMorphNormals?n.sort(p):0===n.length&&n.push([0, -0]);for(m=0;mf;f++){a.__webglFramebuffer[f]=l.createFramebuffer();a.__webglRenderbuffer[f]=l.createRenderbuffer();l.texImage2D(l.TEXTURE_CUBE_MAP_POSITIVE_X+f,0,d,a.width,a.height,0,d,e,null);var g=a,h=l.TEXTURE_CUBE_MAP_POSITIVE_X+f;l.bindFramebuffer(l.FRAMEBUFFER,a.__webglFramebuffer[f]);l.framebufferTexture2D(l.FRAMEBUFFER,l.COLOR_ATTACHMENT0,h,g.__webglTexture,0);J(a.__webglRenderbuffer[f],a)}c&&l.generateMipmap(l.TEXTURE_CUBE_MAP)}else a.__webglFramebuffer= -l.createFramebuffer(),a.__webglRenderbuffer=a.shareDepthFrom?a.shareDepthFrom.__webglRenderbuffer:l.createRenderbuffer(),l.bindTexture(l.TEXTURE_2D,a.__webglTexture),G(l.TEXTURE_2D,a,c),l.texImage2D(l.TEXTURE_2D,0,d,a.width,a.height,0,d,e,null),d=l.TEXTURE_2D,l.bindFramebuffer(l.FRAMEBUFFER,a.__webglFramebuffer),l.framebufferTexture2D(l.FRAMEBUFFER,l.COLOR_ATTACHMENT0,d,a.__webglTexture,0),a.shareDepthFrom?a.depthBuffer&&!a.stencilBuffer?l.framebufferRenderbuffer(l.FRAMEBUFFER,l.DEPTH_ATTACHMENT, -l.RENDERBUFFER,a.__webglRenderbuffer):a.depthBuffer&&a.stencilBuffer&&l.framebufferRenderbuffer(l.FRAMEBUFFER,l.DEPTH_STENCIL_ATTACHMENT,l.RENDERBUFFER,a.__webglRenderbuffer):J(a.__webglRenderbuffer,a),c&&l.generateMipmap(l.TEXTURE_2D);b?l.bindTexture(l.TEXTURE_CUBE_MAP,null):l.bindTexture(l.TEXTURE_2D,null);l.bindRenderbuffer(l.RENDERBUFFER,null);l.bindFramebuffer(l.FRAMEBUFFER,null)}a?(b=b?a.__webglFramebuffer[a.activeCubeFace]:a.__webglFramebuffer,c=a.width,a=a.height,e=d=0):(b=null,c=kc,a=lc, -d=Ob,e=jc);b!==Tc&&(l.bindFramebuffer(l.FRAMEBUFFER,b),l.viewport(d,e,c,a),Tc=b);Uc=c;Vc=a};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.")}}; -THREE.WebGLRenderTarget=function(a,b,c){this.width=a;this.height=b;c=c||{};this.wrapS=void 0!==c.wrapS?c.wrapS:THREE.ClampToEdgeWrapping;this.wrapT=void 0!==c.wrapT?c.wrapT:THREE.ClampToEdgeWrapping;this.magFilter=void 0!==c.magFilter?c.magFilter:THREE.LinearFilter;this.minFilter=void 0!==c.minFilter?c.minFilter:THREE.LinearMipMapLinearFilter;this.anisotropy=void 0!==c.anisotropy?c.anisotropy:1;this.offset=new THREE.Vector2(0,0);this.repeat=new THREE.Vector2(1,1);this.format=void 0!==c.format?c.format: -THREE.RGBAFormat;this.type=void 0!==c.type?c.type:THREE.UnsignedByteType;this.depthBuffer=void 0!==c.depthBuffer?c.depthBuffer:!0;this.stencilBuffer=void 0!==c.stencilBuffer?c.stencilBuffer:!0;this.generateMipmaps=!0;this.shareDepthFrom=null}; -THREE.WebGLRenderTarget.prototype={constructor:THREE.WebGLRenderTarget,setSize:function(a,b){this.width=a;this.height=b},clone:function(){var a=new THREE.WebGLRenderTarget(this.width,this.height);a.wrapS=this.wrapS;a.wrapT=this.wrapT;a.magFilter=this.magFilter;a.minFilter=this.minFilter;a.anisotropy=this.anisotropy;a.offset.copy(this.offset);a.repeat.copy(this.repeat);a.format=this.format;a.type=this.type;a.depthBuffer=this.depthBuffer;a.stencilBuffer=this.stencilBuffer;a.generateMipmaps=this.generateMipmaps; -a.shareDepthFrom=this.shareDepthFrom;return a},dispose:function(){this.dispatchEvent({type:"dispose"})}};THREE.EventDispatcher.prototype.apply(THREE.WebGLRenderTarget.prototype);THREE.WebGLRenderTargetCube=function(a,b,c){THREE.WebGLRenderTarget.call(this,a,b,c);this.activeCubeFace=0};THREE.WebGLRenderTargetCube.prototype=Object.create(THREE.WebGLRenderTarget.prototype); -THREE.WebGLExtensions=function(a){var b={};this.get=function(c){if(void 0!==b[c])return b[c];var d;switch(c){case "EXT_texture_filter_anisotropic":d=a.getExtension("EXT_texture_filter_anisotropic")||a.getExtension("MOZ_EXT_texture_filter_anisotropic")||a.getExtension("WEBKIT_EXT_texture_filter_anisotropic");break;case "WEBGL_compressed_texture_s3tc":d=a.getExtension("WEBGL_compressed_texture_s3tc")||a.getExtension("MOZ_WEBGL_compressed_texture_s3tc")||a.getExtension("WEBKIT_WEBGL_compressed_texture_s3tc"); -break;case "WEBGL_compressed_texture_pvrtc":d=a.getExtension("WEBGL_compressed_texture_pvrtc")||a.getExtension("WEBKIT_WEBGL_compressed_texture_pvrtc");break;default:d=a.getExtension(c)}null===d&&console.log("THREE.WebGLRenderer: "+c+" extension not supported.");return b[c]=d}}; -THREE.WebGLProgram=function(){var a=0;return function(b,c,d,e){var f=b.context,g=d.defines,h=d.__webglShader.uniforms,k=d.attributes,n=d.__webglShader.vertexShader,p=d.__webglShader.fragmentShader,q=d.index0AttributeName;void 0===q&&!0===e.morphTargets&&(q="position");var m="SHADOWMAP_TYPE_BASIC";e.shadowMapType===THREE.PCFShadowMap?m="SHADOWMAP_TYPE_PCF":e.shadowMapType===THREE.PCFSoftShadowMap&&(m="SHADOWMAP_TYPE_PCF_SOFT");var r,t;r=[];for(var s in g)t=g[s],!1!==t&&(t="#define "+s+" "+t,r.push(t)); -r=r.join("\n");g=f.createProgram();d instanceof THREE.RawShaderMaterial?b=d="":(d=["precision "+e.precision+" float;","precision "+e.precision+" int;",r,e.supportsVertexTextures?"#define VERTEX_TEXTURES":"",b.gammaInput?"#define GAMMA_INPUT":"",b.gammaOutput?"#define GAMMA_OUTPUT":"","#define MAX_DIR_LIGHTS "+e.maxDirLights,"#define MAX_POINT_LIGHTS "+e.maxPointLights,"#define MAX_SPOT_LIGHTS "+e.maxSpotLights,"#define MAX_HEMI_LIGHTS "+e.maxHemiLights,"#define MAX_SHADOWS "+e.maxShadows,"#define MAX_BONES "+ -e.maxBones,e.map?"#define USE_MAP":"",e.envMap?"#define USE_ENVMAP":"",e.lightMap?"#define USE_LIGHTMAP":"",e.bumpMap?"#define USE_BUMPMAP":"",e.normalMap?"#define USE_NORMALMAP":"",e.specularMap?"#define USE_SPECULARMAP":"",e.alphaMap?"#define USE_ALPHAMAP":"",e.vertexColors?"#define USE_COLOR":"",e.skinning?"#define USE_SKINNING":"",e.useVertexTexture?"#define BONE_TEXTURE":"",e.morphTargets?"#define USE_MORPHTARGETS":"",e.morphNormals?"#define USE_MORPHNORMALS":"",e.wrapAround?"#define WRAP_AROUND": -"",e.doubleSided?"#define DOUBLE_SIDED":"",e.flipSided?"#define FLIP_SIDED":"",e.shadowMapEnabled?"#define USE_SHADOWMAP":"",e.shadowMapEnabled?"#define "+m:"",e.shadowMapDebug?"#define SHADOWMAP_DEBUG":"",e.shadowMapCascade?"#define SHADOWMAP_CASCADE":"",e.sizeAttenuation?"#define USE_SIZEATTENUATION":"",e.logarithmicDepthBuffer?"#define USE_LOGDEPTHBUF":"","uniform mat4 modelMatrix;\nuniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform mat4 viewMatrix;\nuniform mat3 normalMatrix;\nuniform vec3 cameraPosition;\nattribute vec3 position;\nattribute vec3 normal;\nattribute vec2 uv;\nattribute vec2 uv2;\n#ifdef USE_COLOR\n\tattribute vec3 color;\n#endif\n#ifdef USE_MORPHTARGETS\n\tattribute vec3 morphTarget0;\n\tattribute vec3 morphTarget1;\n\tattribute vec3 morphTarget2;\n\tattribute vec3 morphTarget3;\n\t#ifdef USE_MORPHNORMALS\n\t\tattribute vec3 morphNormal0;\n\t\tattribute vec3 morphNormal1;\n\t\tattribute vec3 morphNormal2;\n\t\tattribute vec3 morphNormal3;\n\t#else\n\t\tattribute vec3 morphTarget4;\n\t\tattribute vec3 morphTarget5;\n\t\tattribute vec3 morphTarget6;\n\t\tattribute vec3 morphTarget7;\n\t#endif\n#endif\n#ifdef USE_SKINNING\n\tattribute vec4 skinIndex;\n\tattribute vec4 skinWeight;\n#endif\n"].join("\n"), -b=["precision "+e.precision+" float;","precision "+e.precision+" int;",e.bumpMap||e.normalMap?"#extension GL_OES_standard_derivatives : enable":"",r,"#define MAX_DIR_LIGHTS "+e.maxDirLights,"#define MAX_POINT_LIGHTS "+e.maxPointLights,"#define MAX_SPOT_LIGHTS "+e.maxSpotLights,"#define MAX_HEMI_LIGHTS "+e.maxHemiLights,"#define MAX_SHADOWS "+e.maxShadows,e.alphaTest?"#define ALPHATEST "+e.alphaTest:"",b.gammaInput?"#define GAMMA_INPUT":"",b.gammaOutput?"#define GAMMA_OUTPUT":"",e.useFog&&e.fog?"#define USE_FOG": -"",e.useFog&&e.fogExp?"#define FOG_EXP2":"",e.map?"#define USE_MAP":"",e.envMap?"#define USE_ENVMAP":"",e.lightMap?"#define USE_LIGHTMAP":"",e.bumpMap?"#define USE_BUMPMAP":"",e.normalMap?"#define USE_NORMALMAP":"",e.specularMap?"#define USE_SPECULARMAP":"",e.alphaMap?"#define USE_ALPHAMAP":"",e.vertexColors?"#define USE_COLOR":"",e.metal?"#define METAL":"",e.wrapAround?"#define WRAP_AROUND":"",e.doubleSided?"#define DOUBLE_SIDED":"",e.flipSided?"#define FLIP_SIDED":"",e.shadowMapEnabled?"#define USE_SHADOWMAP": -"",e.shadowMapEnabled?"#define "+m:"",e.shadowMapDebug?"#define SHADOWMAP_DEBUG":"",e.shadowMapCascade?"#define SHADOWMAP_CASCADE":"",e.logarithmicDepthBuffer?"#define USE_LOGDEPTHBUF":"","uniform mat4 viewMatrix;\nuniform vec3 cameraPosition;\n"].join("\n"));n=new THREE.WebGLShader(f,f.VERTEX_SHADER,d+n);p=new THREE.WebGLShader(f,f.FRAGMENT_SHADER,b+p);f.attachShader(g,n);f.attachShader(g,p);void 0!==q&&f.bindAttribLocation(g,0,q);f.linkProgram(g);!1===f.getProgramParameter(g,f.LINK_STATUS)&&(console.error("THREE.WebGLProgram: Could not initialise shader."), -console.error("gl.VALIDATE_STATUS",f.getProgramParameter(g,f.VALIDATE_STATUS)),console.error("gl.getError()",f.getError()));""!==f.getProgramInfoLog(g)&&console.warn("THREE.WebGLProgram: gl.getProgramInfoLog()",f.getProgramInfoLog(g));f.deleteShader(n);f.deleteShader(p);q="viewMatrix modelViewMatrix projectionMatrix normalMatrix modelMatrix cameraPosition morphTargetInfluences bindMatrix bindMatrixInverse".split(" ");e.useVertexTexture?(q.push("boneTexture"),q.push("boneTextureWidth"),q.push("boneTextureHeight")): -q.push("boneGlobalMatrices");e.logarithmicDepthBuffer&&q.push("logDepthBufFC");for(var u in h)q.push(u);h=q;u={};q=0;for(b=h.length;qV;V++)G[V]=new THREE.Vector3,A[V]=new THREE.Vector3;G=B.shadowCascadeNearZ[H];B=B.shadowCascadeFarZ[H];A[0].set(-1,-1,G);A[1].set(1,-1,G);A[2].set(-1,1,G);A[3].set(1,1,G);A[4].set(-1,-1,B);A[5].set(1,-1,B);A[6].set(-1,1,B);A[7].set(1,1,B);J.originalCamera=v;A=new THREE.Gyroscope;A.position.copy(x.shadowCascadeOffset);A.add(J);A.add(J.target);v.add(A);x.shadowCascadeArray[D]=J;console.log("Created virtualLight",J)}H= -x;G=D;B=H.shadowCascadeArray[G];B.position.copy(H.position);B.target.position.copy(H.target.position);B.lookAt(B.target);B.shadowCameraVisible=H.shadowCameraVisible;B.shadowDarkness=H.shadowDarkness;B.shadowBias=H.shadowCascadeBias[G];A=H.shadowCascadeNearZ[G];H=H.shadowCascadeFarZ[G];B=B.pointsFrustum;B[0].z=A;B[1].z=A;B[2].z=A;B[3].z=A;B[4].z=H;B[5].z=H;B[6].z=H;B[7].z=H;S[C]=J;C++}else S[C]=x,C++;u=0;for(M=S.length;uH;H++)G=B[H],G.copy(A[H]),G.unproject(D),G.applyMatrix4(C.matrixWorldInverse),G.xr.x&&(r.x=G.x),G.yr.y&&(r.y=G.y),G.zr.z&&(r.z=G.z);C.left=m.x;C.right=r.x;C.top=r.y;C.bottom=m.y;C.updateProjectionMatrix()}C=x.shadowMap;A=x.shadowMatrix;D=x.shadowCamera;D.position.setFromMatrixPosition(x.matrixWorld);t.setFromMatrixPosition(x.target.matrixWorld);D.lookAt(t);D.updateMatrixWorld();D.matrixWorldInverse.getInverse(D.matrixWorld);x.cameraHelper&& -(x.cameraHelper.visible=x.shadowCameraVisible);x.shadowCameraVisible&&x.cameraHelper.update();A.set(.5,0,0,.5,0,.5,0,.5,0,0,.5,.5,0,0,0,1);A.multiply(D.projectionMatrix);A.multiply(D.matrixWorldInverse);q.multiplyMatrices(D.projectionMatrix,D.matrixWorldInverse);p.setFromMatrix(q);a.setRenderTarget(C);a.clear();s.length=0;e(c,c,D);x=0;for(C=s.length;x 0 ) {\nfloat depth = gl_FragCoord.z / gl_FragCoord.w;\nfloat fogFactor = 0.0;\nif ( fogType == 1 ) {\nfogFactor = smoothstep( fogNear, fogFar, depth );\n} else {\nconst float LOG2 = 1.442695;\nfloat fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );\nfogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );\n}\ngl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );\n}\n}"].join("\n")); -w.compileShader(V);w.compileShader(L);w.attachShader(H,V);w.attachShader(H,L);w.linkProgram(H);C=H;v=w.getAttribLocation(C,"position");y=w.getAttribLocation(C,"uv");c=w.getUniformLocation(C,"uvOffset");d=w.getUniformLocation(C,"uvScale");e=w.getUniformLocation(C,"rotation");f=w.getUniformLocation(C,"scale");g=w.getUniformLocation(C,"color");h=w.getUniformLocation(C,"map");k=w.getUniformLocation(C,"opacity");n=w.getUniformLocation(C,"modelViewMatrix");p=w.getUniformLocation(C,"projectionMatrix");q= -w.getUniformLocation(C,"fogType");m=w.getUniformLocation(C,"fogDensity");r=w.getUniformLocation(C,"fogNear");t=w.getUniformLocation(C,"fogFar");s=w.getUniformLocation(C,"fogColor");u=w.getUniformLocation(C,"alphaTest");H=document.createElement("canvas");H.width=8;H.height=8;V=H.getContext("2d");V.fillStyle="white";V.fillRect(0,0,8,8);D=new THREE.Texture(H);D.needsUpdate=!0}w.useProgram(C);w.enableVertexAttribArray(v);w.enableVertexAttribArray(y);w.disable(w.CULL_FACE);w.enable(w.BLEND);w.bindBuffer(w.ARRAY_BUFFER, -M);w.vertexAttribPointer(v,2,w.FLOAT,!1,16,0);w.vertexAttribPointer(y,2,w.FLOAT,!1,16,8);w.bindBuffer(w.ELEMENT_ARRAY_BUFFER,x);w.uniformMatrix4fv(p,!1,J.projectionMatrix.elements);w.activeTexture(w.TEXTURE0);w.uniform1i(h,0);V=H=0;(L=S.fog)?(w.uniform3f(s,L.color.r,L.color.g,L.color.b),L instanceof THREE.Fog?(w.uniform1f(r,L.near),w.uniform1f(t,L.far),w.uniform1i(q,1),V=H=1):L instanceof THREE.FogExp2&&(w.uniform1f(m,L.density),w.uniform1i(q,2),V=H=2)):(w.uniform1i(q,0),V=H=0);for(var L=0,I=b.length;L< -I;L++){var R=b[L];R._modelViewMatrix.multiplyMatrices(J.matrixWorldInverse,R.matrixWorld);R.z=null===R.renderDepth?-R._modelViewMatrix.elements[14]:R.renderDepth}b.sort(E);for(var Y=[],L=0,I=b.length;Lq-1?0:q-1,r=q+1>e-1?e-1:q+1,t=0>p-1?0:p-1,s=p+1>d-1?d-1:p+1,u=[],v=[0,0,h[4*(q*d+p)]/255*b];u.push([-1,0,h[4*(q*d+t)]/255*b]);u.push([-1,-1,h[4*(m*d+t)]/255*b]);u.push([0,-1,h[4*(m*d+p)]/255*b]);u.push([1,-1,h[4*(m*d+s)]/255*b]);u.push([1,0,h[4*(q*d+s)]/255*b]);u.push([1,1,h[4*(r*d+s)]/255*b]);u.push([0,1,h[4*(r*d+p)]/255* -b]);u.push([-1,1,h[4*(r*d+t)]/255*b]);m=[];t=u.length;for(r=0;re)return null;var f=[],g=[],h=[],k,n,p;if(0=q--){console.log("Warning, unable to triangulate polygon!");break}k=n;e<=k&&(k=0);n=k+1;e<=n&&(n=0);p=n+1;e<=p&&(p=0);var m;a:{var r=m=void 0,t=void 0,s=void 0,u=void 0,v=void 0,y=void 0,E=void 0,w=void 0, -r=a[g[k]].x,t=a[g[k]].y,s=a[g[n]].x,u=a[g[n]].y,v=a[g[p]].x,y=a[g[p]].y;if(1E-10>(s-r)*(y-t)-(u-t)*(v-r))m=!1;else{var M=void 0,x=void 0,C=void 0,D=void 0,A=void 0,B=void 0,G=void 0,S=void 0,J=void 0,H=void 0,J=S=G=w=E=void 0,M=v-s,x=y-u,C=r-v,D=t-y,A=s-r,B=u-t;for(m=0;mk)g=d+1;else if(0b&&(b=0);1=b)return b=c[a]-b,a=this.curves[a],b=1-b/a.getLength(),a.getPointAt(b);a++}return null};THREE.CurvePath.prototype.getLength=function(){var a=this.getCurveLengths();return a[a.length-1]}; -THREE.CurvePath.prototype.getCurveLengths=function(){if(this.cacheLengths&&this.cacheLengths.length==this.curves.length)return this.cacheLengths;var a=[],b=0,c,d=this.curves.length;for(c=0;cb?b=h.x:h.xc?c=h.y:h.yd?d=h.z:h.zMath.abs(d.x-c[0].x)&&1E-10>Math.abs(d.y-c[0].y)&&c.splice(c.length-1,1);b&&c.push(c[0]);return c}; -THREE.Path.prototype.toShapes=function(a,b){function c(a){for(var b=[],c=0,d=a.length;cm&&(g=b[f],k=-k,h=b[e],m=-m),!(a.yh.y))if(a.y==g.y){if(a.x==g.x)return!0}else{e=m*(a.x-g.x)-k*(a.y-g.y);if(0==e)return!0;0>e||(d=!d)}}else if(a.y==g.y&&(h.x<=a.x&&a.x<=g.x||g.x<=a.x&&a.x<= -h.x))return!0}return d}var e=function(a){var b,c,d,e,f=[],g=new THREE.Path;b=0;for(c=a.length;bD||D>C)return[];k=n*p-k*q;if(0>k||k>C)return[]}else{if(0d?[]:k==d?f?[]:[g]:a<=d?[g,h]: -[g,n]}function e(a,b,c,d){var e=b.x-a.x,f=b.y-a.y;b=c.x-a.x;c=c.y-a.y;var g=d.x-a.x;d=d.y-a.y;a=e*c-f*b;e=e*d-f*g;return 1E-10f&&(f=d);var g=a+1;g>d&&(g=0);d=e(h[a],h[f],h[g],k[b]);if(!d)return!1; -d=k.length-1;f=b-1;0>f&&(f=d);g=b+1;g>d&&(g=0);return(d=e(k[b],k[f],k[g],h[a]))?!0:!1}function f(a,b){var c,e;for(c=0;cH){console.log("Infinite Loop! Holes left:"+ -n.length+", Probably Hole outside Shape!");break}for(q=B;qh;h++)n=k[h].x+":"+k[h].y, -n=p[n],void 0!==n&&(k[h]=n);return q.concat()},isClockWise:function(a){return 0>THREE.FontUtils.Triangulate.area(a)},b2p0:function(a,b){var c=1-a;return c*c*b},b2p1:function(a,b){return 2*(1-a)*a*b},b2p2:function(a,b){return a*a*b},b2:function(a,b,c,d){return this.b2p0(a,b)+this.b2p1(a,c)+this.b2p2(a,d)},b3p0:function(a,b){var c=1-a;return c*c*c*b},b3p1:function(a,b){var c=1-a;return 3*c*c*a*b},b3p2:function(a,b){return 3*(1-a)*a*a*b},b3p3:function(a,b){return a*a*a*b},b3:function(a,b,c,d,e){return this.b3p0(a, -b)+this.b3p1(a,c)+this.b3p2(a,d)+this.b3p3(a,e)}};THREE.LineCurve=function(a,b){this.v1=a;this.v2=b};THREE.LineCurve.prototype=Object.create(THREE.Curve.prototype);THREE.LineCurve.prototype.getPoint=function(a){var b=this.v2.clone().sub(this.v1);b.multiplyScalar(a).add(this.v1);return b};THREE.LineCurve.prototype.getPointAt=function(a){return this.getPoint(a)};THREE.LineCurve.prototype.getTangent=function(a){return this.v2.clone().sub(this.v1).normalize()}; -THREE.QuadraticBezierCurve=function(a,b,c){this.v0=a;this.v1=b;this.v2=c};THREE.QuadraticBezierCurve.prototype=Object.create(THREE.Curve.prototype);THREE.QuadraticBezierCurve.prototype.getPoint=function(a){var b=new THREE.Vector2;b.x=THREE.Shape.Utils.b2(a,this.v0.x,this.v1.x,this.v2.x);b.y=THREE.Shape.Utils.b2(a,this.v0.y,this.v1.y,this.v2.y);return b}; -THREE.QuadraticBezierCurve.prototype.getTangent=function(a){var b=new THREE.Vector2;b.x=THREE.Curve.Utils.tangentQuadraticBezier(a,this.v0.x,this.v1.x,this.v2.x);b.y=THREE.Curve.Utils.tangentQuadraticBezier(a,this.v0.y,this.v1.y,this.v2.y);return b.normalize()};THREE.CubicBezierCurve=function(a,b,c,d){this.v0=a;this.v1=b;this.v2=c;this.v3=d};THREE.CubicBezierCurve.prototype=Object.create(THREE.Curve.prototype); -THREE.CubicBezierCurve.prototype.getPoint=function(a){var b;b=THREE.Shape.Utils.b3(a,this.v0.x,this.v1.x,this.v2.x,this.v3.x);a=THREE.Shape.Utils.b3(a,this.v0.y,this.v1.y,this.v2.y,this.v3.y);return new THREE.Vector2(b,a)};THREE.CubicBezierCurve.prototype.getTangent=function(a){var b;b=THREE.Curve.Utils.tangentCubicBezier(a,this.v0.x,this.v1.x,this.v2.x,this.v3.x);a=THREE.Curve.Utils.tangentCubicBezier(a,this.v0.y,this.v1.y,this.v2.y,this.v3.y);b=new THREE.Vector2(b,a);b.normalize();return b}; -THREE.SplineCurve=function(a){this.points=void 0==a?[]:a};THREE.SplineCurve.prototype=Object.create(THREE.Curve.prototype);THREE.SplineCurve.prototype.getPoint=function(a){var b=this.points;a*=b.length-1;var c=Math.floor(a);a-=c;var d=b[0==c?c:c-1],e=b[c],f=b[c>b.length-2?b.length-1:c+1],b=b[c>b.length-3?b.length-1:c+2],c=new THREE.Vector2;c.x=THREE.Curve.Utils.interpolate(d.x,e.x,f.x,b.x,a);c.y=THREE.Curve.Utils.interpolate(d.y,e.y,f.y,b.y,a);return c}; -THREE.EllipseCurve=function(a,b,c,d,e,f,g){this.aX=a;this.aY=b;this.xRadius=c;this.yRadius=d;this.aStartAngle=e;this.aEndAngle=f;this.aClockwise=g};THREE.EllipseCurve.prototype=Object.create(THREE.Curve.prototype); -THREE.EllipseCurve.prototype.getPoint=function(a){var b=this.aEndAngle-this.aStartAngle;0>b&&(b+=2*Math.PI);b>2*Math.PI&&(b-=2*Math.PI);a=!0===this.aClockwise?this.aEndAngle+(1-a)*(2*Math.PI-b):this.aStartAngle+a*b;b=new THREE.Vector2;b.x=this.aX+this.xRadius*Math.cos(a);b.y=this.aY+this.yRadius*Math.sin(a);return b};THREE.ArcCurve=function(a,b,c,d,e,f){THREE.EllipseCurve.call(this,a,b,c,c,d,e,f)};THREE.ArcCurve.prototype=Object.create(THREE.EllipseCurve.prototype); -THREE.LineCurve3=THREE.Curve.create(function(a,b){this.v1=a;this.v2=b},function(a){var b=new THREE.Vector3;b.subVectors(this.v2,this.v1);b.multiplyScalar(a);b.add(this.v1);return b});THREE.QuadraticBezierCurve3=THREE.Curve.create(function(a,b,c){this.v0=a;this.v1=b;this.v2=c},function(a){var b=new THREE.Vector3;b.x=THREE.Shape.Utils.b2(a,this.v0.x,this.v1.x,this.v2.x);b.y=THREE.Shape.Utils.b2(a,this.v0.y,this.v1.y,this.v2.y);b.z=THREE.Shape.Utils.b2(a,this.v0.z,this.v1.z,this.v2.z);return b}); -THREE.CubicBezierCurve3=THREE.Curve.create(function(a,b,c,d){this.v0=a;this.v1=b;this.v2=c;this.v3=d},function(a){var b=new THREE.Vector3;b.x=THREE.Shape.Utils.b3(a,this.v0.x,this.v1.x,this.v2.x,this.v3.x);b.y=THREE.Shape.Utils.b3(a,this.v0.y,this.v1.y,this.v2.y,this.v3.y);b.z=THREE.Shape.Utils.b3(a,this.v0.z,this.v1.z,this.v2.z,this.v3.z);return b}); -THREE.SplineCurve3=THREE.Curve.create(function(a){this.points=void 0==a?[]:a},function(a){var b=this.points;a*=b.length-1;var c=Math.floor(a);a-=c;var d=b[0==c?c:c-1],e=b[c],f=b[c>b.length-2?b.length-1:c+1],b=b[c>b.length-3?b.length-1:c+2],c=new THREE.Vector3;c.x=THREE.Curve.Utils.interpolate(d.x,e.x,f.x,b.x,a);c.y=THREE.Curve.Utils.interpolate(d.y,e.y,f.y,b.y,a);c.z=THREE.Curve.Utils.interpolate(d.z,e.z,f.z,b.z,a);return c}); -THREE.ClosedSplineCurve3=THREE.Curve.create(function(a){this.points=void 0==a?[]:a},function(a){var b=this.points;a*=b.length-0;var c=Math.floor(a);a-=c;var c=c+(0a.hierarchy[b].keys[c].time&&(a.hierarchy[b].keys[c].time= -0),void 0!==a.hierarchy[b].keys[c].rot&&!(a.hierarchy[b].keys[c].rot instanceof THREE.Quaternion)){var d=a.hierarchy[b].keys[c].rot;a.hierarchy[b].keys[c].rot=(new THREE.Quaternion).fromArray(d)}if(a.hierarchy[b].keys.length&&void 0!==a.hierarchy[b].keys[0].morphTargets){d={};for(c=0;cd;d++){for(var e=this.keyTypes[d],f=this.data.hierarchy[a].keys[0],g=this.getNextKeyWith(e,a,1);g.timef.index;)f=g,g=this.getNextKeyWith(e,a,g.index+1);c.prevKey[e]=f;c.nextKey[e]=g}}}; -THREE.Animation.prototype.resetBlendWeights=function(){for(var a=0,b=this.hierarchy.length;aa.length-2?q:q+1;c[3]=q>a.length-3?q:q+2;q=a[c[0]];r=a[c[1]];t=a[c[2]];s=a[c[3]];c=e*e;m=e*c;d[0]=f(q[0],r[0],t[0],s[0],e,c,m);d[1]=f(q[1],r[1],t[1],s[1],e,c,m);d[2]=f(q[2],r[2],t[2],s[2],e,c,m);return d},f=function(a,b,c,d,e,f,m){a=.5*(c-a);d=.5*(d-b);return(2*(b-c)+a+d)*m+ -(-3*(b-c)-2*a-d)*f+a*e+b};return function(f){if(!1!==this.isPlaying&&(this.currentTime+=f*this.timeScale,0!==this.weight)){f=this.data.length;if(this.currentTime>f||0>this.currentTime)if(this.loop)this.currentTime%=f,0>this.currentTime&&(this.currentTime+=f),this.reset();else{this.stop();return}f=0;for(var h=this.hierarchy.length;fq;q++){var m=this.keyTypes[q],r=n.prevKey[m],t=n.nextKey[m]; -if(0this.timeScale&&r.time>=this.currentTime){r=this.data.hierarchy[f].keys[0];for(t=this.getNextKeyWith(m,f,1);t.timer.index;)r=t,t=this.getNextKeyWith(m,f,t.index+1);n.prevKey[m]=r;n.nextKey[m]=t}k.matrixAutoUpdate=!0;k.matrixWorldNeedsUpdate=!0;var s=(this.currentTime-r.time)/(t.time-r.time),u=r[m],v=t[m];0>s&&(s=0);1a&&(this.currentTime%=a);this.currentTime=Math.min(this.currentTime,a);a=0;for(var b=this.hierarchy.length;af.index;)f=g,g=e[f.index+1];d.prevKey= -f;d.nextKey=g}g.time>=this.currentTime?f.interpolate(g,this.currentTime):f.interpolate(g,g.time);this.data.hierarchy[a].node.updateMatrix();c.matrixWorldNeedsUpdate=!0}}}};THREE.KeyFrameAnimation.prototype.getNextKeyWith=function(a,b,c){b=this.data.hierarchy[b].keys;for(c%=b.length;cthis.duration&&(this.currentTime%=this.duration);this.currentTime=Math.min(this.currentTime,this.duration);c=this.duration/this.frames;var d=Math.floor(this.currentTime/c);d!=b&&(this.mesh.morphTargetInfluences[a]=0,this.mesh.morphTargetInfluences[b]=1,this.mesh.morphTargetInfluences[d]= -0,a=b,b=d);this.mesh.morphTargetInfluences[d]=this.currentTime%c/c;this.mesh.morphTargetInfluences[a]=1-this.mesh.morphTargetInfluences[d]}}}()}; -THREE.BoxGeometry=function(a,b,c,d,e,f){function g(a,b,c,d,e,f,g,s){var u,v=h.widthSegments,y=h.heightSegments,E=e/2,w=f/2,M=h.vertices.length;if("x"===a&&"y"===b||"y"===a&&"x"===b)u="z";else if("x"===a&&"z"===b||"z"===a&&"x"===b)u="y",y=h.depthSegments;else if("z"===a&&"y"===b||"y"===a&&"z"===b)u="x",v=h.depthSegments;var x=v+1,C=y+1,D=e/v,A=f/y,B=new THREE.Vector3;B[u]=0=d)return new THREE.Vector2(c,a);d=Math.sqrt(d/2)}else a=!1,1E-10d?-1E-10>f&&(a=!0):Math.sign(e)== -Math.sign(g)&&(a=!0),a?(c=-e,a=d,d=Math.sqrt(h)):(c=d,a=e,d=Math.sqrt(h/2));return new THREE.Vector2(c/d,a/d)}function e(a,b){var c,d;for(O=a.length;0<=--O;){c=O;d=O-1;0>d&&(d=a.length-1);for(var e=0,f=r+2*p,e=0;eMath.abs(b.y-c.y)?[new THREE.Vector2(b.x,1-b.z),new THREE.Vector2(c.x,1-c.z),new THREE.Vector2(d.x,1-d.z),new THREE.Vector2(e.x,1-e.z)]:[new THREE.Vector2(b.y,1-b.z),new THREE.Vector2(c.y,1-c.z),new THREE.Vector2(d.y, -1-d.z),new THREE.Vector2(e.y,1-e.z)]}};THREE.ShapeGeometry=function(a,b){THREE.Geometry.call(this);this.type="ShapeGeometry";!1===a instanceof Array&&(a=[a]);this.addShapeList(a,b);this.computeFaceNormals()};THREE.ShapeGeometry.prototype=Object.create(THREE.Geometry.prototype);THREE.ShapeGeometry.prototype.addShapeList=function(a,b){for(var c=0,d=a.length;cc&&1===a.x&&(a=new THREE.Vector2(a.x-1,a.y));0===b.x&&0===b.z&&(a=new THREE.Vector2(c/2/Math.PI+.5, -a.y));return a.clone()}THREE.Geometry.call(this);this.type="PolyhedronGeometry";this.parameters={vertices:a,indices:b,radius:c,detail:d};c=c||1;d=d||0;for(var k=this,n=0,p=a.length;nr&&(.2>d&&(b[0].x+=1),.2>a&&(b[1].x+=1),.2>q&&(b[2].x+=1));n=0;for(p=this.vertices.length;nc.y?this.quaternion.set(1,0,0,0):(a.set(c.z,0,-c.x).normalize(),b=Math.acos(c.y),this.quaternion.setFromAxisAngle(a,b))}}(); -THREE.ArrowHelper.prototype.setLength=function(a,b,c){void 0===b&&(b=.2*a);void 0===c&&(c=.2*b);this.line.scale.set(1,a-b,1);this.line.updateMatrix();this.cone.scale.set(c,b,c);this.cone.position.y=a;this.cone.updateMatrix()};THREE.ArrowHelper.prototype.setColor=function(a){this.line.material.color.set(a);this.cone.material.color.set(a)}; -THREE.BoxHelper=function(a){var b=new THREE.BufferGeometry;b.addAttribute("position",new THREE.BufferAttribute(new Float32Array(72),3));THREE.Line.call(this,b,new THREE.LineBasicMaterial({color:16776960}),THREE.LinePieces);void 0!==a&&this.update(a)};THREE.BoxHelper.prototype=Object.create(THREE.Line.prototype); -THREE.BoxHelper.prototype.update=function(a){var b=a.geometry;null===b.boundingBox&&b.computeBoundingBox();var c=b.boundingBox.min,b=b.boundingBox.max,d=this.geometry.attributes.position.array;d[0]=b.x;d[1]=b.y;d[2]=b.z;d[3]=c.x;d[4]=b.y;d[5]=b.z;d[6]=c.x;d[7]=b.y;d[8]=b.z;d[9]=c.x;d[10]=c.y;d[11]=b.z;d[12]=c.x;d[13]=c.y;d[14]=b.z;d[15]=b.x;d[16]=c.y;d[17]=b.z;d[18]=b.x;d[19]=c.y;d[20]=b.z;d[21]=b.x;d[22]=b.y;d[23]=b.z;d[24]=b.x;d[25]=b.y;d[26]=c.z;d[27]=c.x;d[28]=b.y;d[29]=c.z;d[30]=c.x;d[31]=b.y; -d[32]=c.z;d[33]=c.x;d[34]=c.y;d[35]=c.z;d[36]=c.x;d[37]=c.y;d[38]=c.z;d[39]=b.x;d[40]=c.y;d[41]=c.z;d[42]=b.x;d[43]=c.y;d[44]=c.z;d[45]=b.x;d[46]=b.y;d[47]=c.z;d[48]=b.x;d[49]=b.y;d[50]=b.z;d[51]=b.x;d[52]=b.y;d[53]=c.z;d[54]=c.x;d[55]=b.y;d[56]=b.z;d[57]=c.x;d[58]=b.y;d[59]=c.z;d[60]=c.x;d[61]=c.y;d[62]=b.z;d[63]=c.x;d[64]=c.y;d[65]=c.z;d[66]=b.x;d[67]=c.y;d[68]=b.z;d[69]=b.x;d[70]=c.y;d[71]=c.z;this.geometry.attributes.position.needsUpdate=!0;this.geometry.computeBoundingSphere();this.matrix=a.matrixWorld; -this.matrixAutoUpdate=!1};THREE.BoundingBoxHelper=function(a,b){var c=void 0!==b?b:8947848;this.object=a;this.box=new THREE.Box3;THREE.Mesh.call(this,new THREE.BoxGeometry(1,1,1),new THREE.MeshBasicMaterial({color:c,wireframe:!0}))};THREE.BoundingBoxHelper.prototype=Object.create(THREE.Mesh.prototype);THREE.BoundingBoxHelper.prototype.update=function(){this.box.setFromObject(this.object);this.box.size(this.scale);this.box.center(this.position)}; -THREE.CameraHelper=function(a){function b(a,b,d){c(a,d);c(b,d)}function c(a,b){d.vertices.push(new THREE.Vector3);d.colors.push(new THREE.Color(b));void 0===f[a]&&(f[a]=[]);f[a].push(d.vertices.length-1)}var d=new THREE.Geometry,e=new THREE.LineBasicMaterial({color:16777215,vertexColors:THREE.FaceColors}),f={};b("n1","n2",16755200);b("n2","n4",16755200);b("n4","n3",16755200);b("n3","n1",16755200);b("f1","f2",16755200);b("f2","f4",16755200);b("f4","f3",16755200);b("f3","f1",16755200);b("n1","f1",16755200); -b("n2","f2",16755200);b("n3","f3",16755200);b("n4","f4",16755200);b("p","n1",16711680);b("p","n2",16711680);b("p","n3",16711680);b("p","n4",16711680);b("u1","u2",43775);b("u2","u3",43775);b("u3","u1",43775);b("c","t",16777215);b("p","c",3355443);b("cn1","cn2",3355443);b("cn3","cn4",3355443);b("cf1","cf2",3355443);b("cf3","cf4",3355443);THREE.Line.call(this,d,e,THREE.LinePieces);this.camera=a;this.matrix=a.matrixWorld;this.matrixAutoUpdate=!1;this.pointMap=f;this.update()}; -THREE.CameraHelper.prototype=Object.create(THREE.Line.prototype); -THREE.CameraHelper.prototype.update=function(){var a,b,c=new THREE.Vector3,d=new THREE.Camera,e=function(e,g,h,k){c.set(g,h,k).unproject(d);e=b[e];if(void 0!==e)for(g=0,h=e.length;gt;t++){d[0]=r[g[t]];d[1]=r[g[(t+1)%3]];d.sort(f);var s=d.toString();void 0===e[s]?(e[s]={vert1:d[0],vert2:d[1],face1:q,face2:void 0},p++):e[s].face2=q}d=new Float32Array(6*p);f=0;for(s in e)if(g=e[s],void 0===g.face2|| -.9999>k[g.face1].normal.dot(k[g.face2].normal))p=n[g.vert1],d[f++]=p.x,d[f++]=p.y,d[f++]=p.z,p=n[g.vert2],d[f++]=p.x,d[f++]=p.y,d[f++]=p.z;h.addAttribute("position",new THREE.BufferAttribute(d,3));THREE.Line.call(this,h,new THREE.LineBasicMaterial({color:c}),THREE.LinePieces);this.matrix=a.matrixWorld;this.matrixAutoUpdate=!1};THREE.EdgesHelper.prototype=Object.create(THREE.Line.prototype); -THREE.FaceNormalsHelper=function(a,b,c,d){this.object=a;this.size=void 0!==b?b:1;a=void 0!==c?c:16776960;d=void 0!==d?d:1;b=new THREE.Geometry;c=0;for(var e=this.object.geometry.faces.length;cb;b++)a.faces[b].color=this.colors[4>b?0:1];b=new THREE.MeshBasicMaterial({vertexColors:THREE.FaceColors,wireframe:!0});this.lightSphere=new THREE.Mesh(a,b);this.add(this.lightSphere); -this.update()};THREE.HemisphereLightHelper.prototype=Object.create(THREE.Object3D.prototype);THREE.HemisphereLightHelper.prototype.dispose=function(){this.lightSphere.geometry.dispose();this.lightSphere.material.dispose()}; -THREE.HemisphereLightHelper.prototype.update=function(){var a=new THREE.Vector3;return function(){this.colors[0].copy(this.light.color).multiplyScalar(this.light.intensity);this.colors[1].copy(this.light.groundColor).multiplyScalar(this.light.intensity);this.lightSphere.lookAt(a.setFromMatrixPosition(this.light.matrixWorld).negate());this.lightSphere.geometry.colorsNeedUpdate=!0}}(); -THREE.PointLightHelper=function(a,b){this.light=a;this.light.updateMatrixWorld();var c=new THREE.SphereGeometry(b,4,2),d=new THREE.MeshBasicMaterial({wireframe:!0,fog:!1});d.color.copy(this.light.color).multiplyScalar(this.light.intensity);THREE.Mesh.call(this,c,d);this.matrix=this.light.matrixWorld;this.matrixAutoUpdate=!1};THREE.PointLightHelper.prototype=Object.create(THREE.Mesh.prototype);THREE.PointLightHelper.prototype.dispose=function(){this.geometry.dispose();this.material.dispose()}; -THREE.PointLightHelper.prototype.update=function(){this.material.color.copy(this.light.color).multiplyScalar(this.light.intensity)}; -THREE.SkeletonHelper=function(a){this.bones=this.getBoneList(a);for(var b=new THREE.Geometry,c=0;cs;s++){d[0]=t[g[s]];d[1]=t[g[(s+1)%3]];d.sort(f);var u=d.toString();void 0===e[u]&&(q[2*p]=d[0],q[2*p+1]=d[1],e[u]=!0,p++)}d=new Float32Array(6*p);m=0;for(r=p;ms;s++)p= -k[q[2*m+s]],g=6*m+3*s,d[g+0]=p.x,d[g+1]=p.y,d[g+2]=p.z;h.addAttribute("position",new THREE.BufferAttribute(d,3))}else if(a.geometry instanceof THREE.BufferGeometry){if(void 0!==a.geometry.attributes.index){k=a.geometry.attributes.position.array;r=a.geometry.attributes.index.array;n=a.geometry.drawcalls;p=0;0===n.length&&(n=[{count:r.length,index:0,start:0}]);for(var q=new Uint32Array(2*r.length),t=0,v=n.length;ts;s++)d[0]= -g+r[m+s],d[1]=g+r[m+(s+1)%3],d.sort(f),u=d.toString(),void 0===e[u]&&(q[2*p]=d[0],q[2*p+1]=d[1],e[u]=!0,p++);d=new Float32Array(6*p);m=0;for(r=p;ms;s++)g=6*m+3*s,p=3*q[2*m+s],d[g+0]=k[p],d[g+1]=k[p+1],d[g+2]=k[p+2]}else for(k=a.geometry.attributes.position.array,p=k.length/3,q=p/3,d=new Float32Array(6*p),m=0,r=q;ms;s++)g=18*m+6*s,q=9*m+3*s,d[g+0]=k[q],d[g+1]=k[q+1],d[g+2]=k[q+2],p=9*m+(s+1)%3*3,d[g+3]=k[p],d[g+4]=k[p+1],d[g+5]=k[p+2];h.addAttribute("position",new THREE.BufferAttribute(d, -3))}THREE.Line.call(this,h,new THREE.LineBasicMaterial({color:c}),THREE.LinePieces);this.matrix=a.matrixWorld;this.matrixAutoUpdate=!1};THREE.WireframeHelper.prototype=Object.create(THREE.Line.prototype);THREE.ImmediateRenderObject=function(){THREE.Object3D.call(this);this.render=function(a){}};THREE.ImmediateRenderObject.prototype=Object.create(THREE.Object3D.prototype); -THREE.MorphBlendMesh=function(a,b){THREE.Mesh.call(this,a,b);this.animationsMap={};this.animationsList=[];var c=this.geometry.morphTargets.length;this.createAnimation("__default",0,c-1,c/1);this.setAnimationWeight("__default",1)};THREE.MorphBlendMesh.prototype=Object.create(THREE.Mesh.prototype); -THREE.MorphBlendMesh.prototype.createAnimation=function(a,b,c,d){b={startFrame:b,endFrame:c,length:c-b+1,fps:d,duration:(c-b)/d,lastFrame:0,currentFrame:0,active:!1,time:0,direction:1,weight:1,directionBackwards:!1,mirroredLoop:!1};this.animationsMap[a]=b;this.animationsList.push(b)}; -THREE.MorphBlendMesh.prototype.autoCreateAnimations=function(a){for(var b=/([a-z]+)_?(\d+)/,c,d={},e=this.geometry,f=0,g=e.morphTargets.length;fh.end&&(h.end=f);c||(c=k)}}for(k in d)h=d[k],this.createAnimation(k,h.start,h.end,a);this.firstAnimation=c}; -THREE.MorphBlendMesh.prototype.setAnimationDirectionForward=function(a){if(a=this.animationsMap[a])a.direction=1,a.directionBackwards=!1};THREE.MorphBlendMesh.prototype.setAnimationDirectionBackward=function(a){if(a=this.animationsMap[a])a.direction=-1,a.directionBackwards=!0};THREE.MorphBlendMesh.prototype.setAnimationFPS=function(a,b){var c=this.animationsMap[a];c&&(c.fps=b,c.duration=(c.end-c.start)/c.fps)}; -THREE.MorphBlendMesh.prototype.setAnimationDuration=function(a,b){var c=this.animationsMap[a];c&&(c.duration=b,c.fps=(c.end-c.start)/c.duration)};THREE.MorphBlendMesh.prototype.setAnimationWeight=function(a,b){var c=this.animationsMap[a];c&&(c.weight=b)};THREE.MorphBlendMesh.prototype.setAnimationTime=function(a,b){var c=this.animationsMap[a];c&&(c.time=b)};THREE.MorphBlendMesh.prototype.getAnimationTime=function(a){var b=0;if(a=this.animationsMap[a])b=a.time;return b}; -THREE.MorphBlendMesh.prototype.getAnimationDuration=function(a){var b=-1;if(a=this.animationsMap[a])b=a.duration;return b};THREE.MorphBlendMesh.prototype.playAnimation=function(a){var b=this.animationsMap[a];b?(b.time=0,b.active=!0):console.warn("animation["+a+"] undefined")};THREE.MorphBlendMesh.prototype.stopAnimation=function(a){if(a=this.animationsMap[a])a.active=!1}; -THREE.MorphBlendMesh.prototype.update=function(a){for(var b=0,c=this.animationsList.length;bd.duration||0>d.time)d.direction*=-1,d.time>d.duration&&(d.time=d.duration,d.directionBackwards=!0),0>d.time&&(d.time=0,d.directionBackwards=!1)}else d.time%=d.duration,0>d.time&&(d.time+=d.duration);var f=d.startFrame+THREE.Math.clamp(Math.floor(d.time/e),0,d.length-1),g=d.weight; -f!==d.currentFrame&&(this.morphTargetInfluences[d.lastFrame]=0,this.morphTargetInfluences[d.currentFrame]=1*g,this.morphTargetInfluences[f]=0,d.lastFrame=d.currentFrame,d.currentFrame=f);e=d.time%e/e;d.directionBackwards&&(e=1-e);this.morphTargetInfluences[d.currentFrame]=e*g;this.morphTargetInfluences[d.lastFrame]=(1-e)*g}}}; +// threejs.org/license +'use strict';var THREE={REVISION:"70dev"};"object"===typeof module&&(module.exports=THREE);void 0===Math.sign&&(Math.sign=function(a){return 0>a?-1:0>16&255)/255;this.g=(a>>8&255)/255;this.b=(a&255)/255;return this},setRGB:function(a,b,c){this.r=a;this.g=b;this.b=c;return this},setHSL:function(a,b,c){if(0===b)this.r=this.g=this.b=c;else{var d=function(a,b,c){0>c&&(c+=1);1c?b:c<2/3?a+6*(b-a)*(2/3-c):a};b=.5>=c?c*(1+b):c+b-c*b;c=2*c-b;this.r=d(c,b,a+1/3);this.g=d(c,b,a);this.b=d(c,b,a-1/3)}return this},setStyle:function(a){if(/^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.test(a))return a=/^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.exec(a),this.r=Math.min(255,parseInt(a[1],10))/255,this.g=Math.min(255,parseInt(a[2],10))/255,this.b=Math.min(255,parseInt(a[3],10))/255,this;if(/^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.test(a))return a=/^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.exec(a),this.r= +Math.min(100,parseInt(a[1],10))/100,this.g=Math.min(100,parseInt(a[2],10))/100,this.b=Math.min(100,parseInt(a[3],10))/100,this;if(/^\#([0-9a-f]{6})$/i.test(a))return a=/^\#([0-9a-f]{6})$/i.exec(a),this.setHex(parseInt(a[1],16)),this;if(/^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.test(a))return a=/^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.exec(a),this.setHex(parseInt(a[1]+a[1]+a[2]+a[2]+a[3]+a[3],16)),this;if(/^(\w+)$/i.test(a))return this.setHex(THREE.ColorKeywords[a]),this},copy:function(a){this.r=a.r;this.g= +a.g;this.b=a.b;return this},copyGammaToLinear:function(a){this.r=a.r*a.r;this.g=a.g*a.g;this.b=a.b*a.b;return this},copyLinearToGamma:function(a){this.r=Math.sqrt(a.r);this.g=Math.sqrt(a.g);this.b=Math.sqrt(a.b);return this},convertGammaToLinear:function(){var a=this.r,b=this.g,c=this.b;this.r=a*a;this.g=b*b;this.b=c*c;return this},convertLinearToGamma:function(){this.r=Math.sqrt(this.r);this.g=Math.sqrt(this.g);this.b=Math.sqrt(this.b);return this},getHex:function(){return 255*this.r<<16^255*this.g<< +8^255*this.b<<0},getHexString:function(){return("000000"+this.getHex().toString(16)).slice(-6)},getHSL:function(a){a=a||{h:0,s:0,l:0};var b=this.r,c=this.g,d=this.b,e=Math.max(b,c,d),f=Math.min(b,c,d),g,h=(f+e)/2;if(f===e)f=g=0;else{var k=e-f,f=.5>=h?k/(e+f):k/(2-e-f);switch(e){case b:g=(c-d)/k+(cf&&c>b?(c=2*Math.sqrt(1+c-f-b),this._w=(k-g)/c,this._x=.25*c,this._y=(a+e)/c,this._z=(d+h)/c):f>b?(c=2*Math.sqrt(1+f-c-b),this._w=(d-h)/c,this._x=(a+e)/c,this._y= +.25*c,this._z=(g+k)/c):(c=2*Math.sqrt(1+b-c-f),this._w=(e-a)/c,this._x=(d+h)/c,this._y=(g+k)/c,this._z=.25*c);this.onChangeCallback();return this},setFromUnitVectors:function(){var a,b;return function(c,d){void 0===a&&(a=new THREE.Vector3);b=c.dot(d)+1;1E-6>b?(b=0,Math.abs(c.x)>Math.abs(c.z)?a.set(-c.y,c.x,0):a.set(0,-c.z,c.y)):a.crossVectors(c,d);this._x=a.x;this._y=a.y;this._z=a.z;this._w=b;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(a){return this._x*a._x+this._y*a._y+this._z*a._z+this._w*a._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 a=this.length();0===a?(this._z=this._y=this._x=0,this._w=1):(a=1/a,this._x*=a,this._y*=a,this._z*=a,this._w*=a);this.onChangeCallback();return this}, +multiply:function(a,b){return void 0!==b?(console.warn("THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead."),this.multiplyQuaternions(a,b)):this.multiplyQuaternions(this,a)},multiplyQuaternions:function(a,b){var c=a._x,d=a._y,e=a._z,f=a._w,g=b._x,h=b._y,k=b._z,n=b._w;this._x=c*n+f*g+d*k-e*h;this._y=d*n+f*h+e*g-c*k;this._z=e*n+f*k+c*h-d*g;this._w=f*n-c*g-d*h-e*k;this.onChangeCallback();return this},multiplyVector3:function(a){console.warn("THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead."); +return a.applyQuaternion(this)},slerp:function(a,b){if(0===b)return this;if(1===b)return this.copy(a);var c=this._x,d=this._y,e=this._z,f=this._w,g=f*a._w+c*a._x+d*a._y+e*a._z;0>g?(this._w=-a._w,this._x=-a._x,this._y=-a._y,this._z=-a._z,g=-g):this.copy(a);if(1<=g)return this._w=f,this._x=c,this._y=d,this._z=e,this;var h=Math.acos(g),k=Math.sqrt(1-g*g);if(.001>Math.abs(k))return this._w=.5*(f+this._w),this._x=.5*(c+this._x),this._y=.5*(d+this._y),this._z=.5*(e+this._z),this;g=Math.sin((1-b)*h)/k;h= +Math.sin(b*h)/k;this._w=f*g+this._w*h;this._x=c*g+this._x*h;this._y=d*g+this._y*h;this._z=e*g+this._z*h;this.onChangeCallback();return this},equals:function(a){return a._x===this._x&&a._y===this._y&&a._z===this._z&&a._w===this._w},fromArray:function(a,b){void 0===b&&(b=0);this._x=a[b];this._y=a[b+1];this._z=a[b+2];this._w=a[b+3];this.onChangeCallback();return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this._x;a[b+1]=this._y;a[b+2]=this._z;a[b+3]=this._w;return a},onChange:function(a){this.onChangeCallback= +a;return this},onChangeCallback:function(){},clone:function(){return new THREE.Quaternion(this._x,this._y,this._z,this._w)}};THREE.Quaternion.slerp=function(a,b,c,d){return c.copy(a).slerp(b,d)};THREE.Vector2=function(a,b){this.x=a||0;this.y=b||0}; +THREE.Vector2.prototype={constructor:THREE.Vector2,set:function(a,b){this.x=a;this.y=b;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setComponent:function(a,b){switch(a){case 0:this.x=b;break;case 1:this.y=b;break;default:throw Error("index is out of range: "+a);}},getComponent:function(a){switch(a){case 0:return this.x;case 1:return this.y;default:throw Error("index is out of range: "+a);}},copy:function(a){this.x=a.x;this.y=a.y;return this},add:function(a, +b){if(void 0!==b)return console.warn("THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(a,b);this.x+=a.x;this.y+=a.y;return this},addVectors:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;return this},addScalar:function(a){this.x+=a;this.y+=a;return this},sub:function(a,b){if(void 0!==b)return console.warn("THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(a,b);this.x-=a.x;this.y-=a.y;return this}, +subVectors:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;return this},multiply:function(a){this.x*=a.x;this.y*=a.y;return this},multiplyScalar:function(a){this.x*=a;this.y*=a;return this},divide:function(a){this.x/=a.x;this.y/=a.y;return this},divideScalar:function(a){0!==a?(a=1/a,this.x*=a,this.y*=a):this.y=this.x=0;return this},min:function(a){this.x>a.x&&(this.x=a.x);this.y>a.y&&(this.y=a.y);return this},max:function(a){this.xb.x&&(this.x=b.x);this.yb.y&&(this.y=b.y);return this},clampScalar:function(){var a,b;return function(c,d){void 0===a&&(a=new THREE.Vector2,b=new THREE.Vector2);a.set(c,c);b.set(d,d);return this.clamp(a,b)}}(),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=0>this.x?Math.ceil(this.x):Math.floor(this.x);this.y=0>this.y?Math.ceil(this.y):Math.floor(this.y);return this},negate:function(){this.x=-this.x;this.y=-this.y;return this},dot:function(a){return this.x*a.x+this.y*a.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)},normalize:function(){return this.divideScalar(this.length())},distanceTo:function(a){return Math.sqrt(this.distanceToSquared(a))},distanceToSquared:function(a){var b= +this.x-a.x;a=this.y-a.y;return b*b+a*a},setLength:function(a){var b=this.length();0!==b&&a!==b&&this.multiplyScalar(a/b);return this},lerp:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;return this},equals:function(a){return a.x===this.x&&a.y===this.y},fromArray:function(a,b){void 0===b&&(b=0);this.x=a[b];this.y=a[b+1];return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this.x;a[b+1]=this.y;return a},clone:function(){return new THREE.Vector2(this.x,this.y)}}; +THREE.Vector3=function(a,b,c){this.x=a||0;this.y=b||0;this.z=c||0}; +THREE.Vector3.prototype={constructor:THREE.Vector3,set:function(a,b,c){this.x=a;this.y=b;this.z=c;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setZ:function(a){this.z=a;return this},setComponent:function(a,b){switch(a){case 0:this.x=b;break;case 1:this.y=b;break;case 2:this.z=b;break;default:throw Error("index is out of range: "+a);}},getComponent:function(a){switch(a){case 0:return this.x;case 1:return this.y;case 2:return this.z;default:throw Error("index is out of range: "+ +a);}},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;return this},add:function(a,b){if(void 0!==b)return console.warn("THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(a,b);this.x+=a.x;this.y+=a.y;this.z+=a.z;return this},addScalar:function(a){this.x+=a;this.y+=a;this.z+=a;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},sub:function(a,b){if(void 0!==b)return console.warn("THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."), +this.subVectors(a,b);this.x-=a.x;this.y-=a.y;this.z-=a.z;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(a,b){if(void 0!==b)return console.warn("THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead."),this.multiplyVectors(a,b);this.x*=a.x;this.y*=a.y;this.z*=a.z;return this},multiplyScalar:function(a){this.x*=a;this.y*=a;this.z*=a;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 a;return function(b){!1===b instanceof THREE.Euler&&console.error("THREE.Vector3: .applyEuler() now expects a Euler rotation rather than a Vector3 and order.");void 0===a&&(a=new THREE.Quaternion);this.applyQuaternion(a.setFromEuler(b));return this}}(),applyAxisAngle:function(){var a;return function(b,c){void 0===a&&(a=new THREE.Quaternion);this.applyQuaternion(a.setFromAxisAngle(b,c));return this}}(),applyMatrix3:function(a){var b=this.x, +c=this.y,d=this.z;a=a.elements;this.x=a[0]*b+a[3]*c+a[6]*d;this.y=a[1]*b+a[4]*c+a[7]*d;this.z=a[2]*b+a[5]*c+a[8]*d;return this},applyMatrix4:function(a){var b=this.x,c=this.y,d=this.z;a=a.elements;this.x=a[0]*b+a[4]*c+a[8]*d+a[12];this.y=a[1]*b+a[5]*c+a[9]*d+a[13];this.z=a[2]*b+a[6]*c+a[10]*d+a[14];return this},applyProjection:function(a){var b=this.x,c=this.y,d=this.z;a=a.elements;var e=1/(a[3]*b+a[7]*c+a[11]*d+a[15]);this.x=(a[0]*b+a[4]*c+a[8]*d+a[12])*e;this.y=(a[1]*b+a[5]*c+a[9]*d+a[13])*e;this.z= +(a[2]*b+a[6]*c+a[10]*d+a[14])*e;return this},applyQuaternion:function(a){var b=this.x,c=this.y,d=this.z,e=a.x,f=a.y,g=a.z;a=a.w;var h=a*b+f*d-g*c,k=a*c+g*b-e*d,n=a*d+e*c-f*b,b=-e*b-f*c-g*d;this.x=h*a+b*-e+k*-g-n*-f;this.y=k*a+b*-f+n*-e-h*-g;this.z=n*a+b*-g+h*-f-k*-e;return this},project:function(){var a;return function(b){void 0===a&&(a=new THREE.Matrix4);a.multiplyMatrices(b.projectionMatrix,a.getInverse(b.matrixWorld));return this.applyProjection(a)}}(),unproject:function(){var a;return function(b){void 0=== +a&&(a=new THREE.Matrix4);a.multiplyMatrices(b.matrixWorld,a.getInverse(b.projectionMatrix));return this.applyProjection(a)}}(),transformDirection:function(a){var b=this.x,c=this.y,d=this.z;a=a.elements;this.x=a[0]*b+a[4]*c+a[8]*d;this.y=a[1]*b+a[5]*c+a[9]*d;this.z=a[2]*b+a[6]*c+a[10]*d;this.normalize();return this},divide:function(a){this.x/=a.x;this.y/=a.y;this.z/=a.z;return this},divideScalar:function(a){0!==a?(a=1/a,this.x*=a,this.y*=a,this.z*=a):this.z=this.y=this.x=0;return this},min:function(a){this.x> +a.x&&(this.x=a.x);this.y>a.y&&(this.y=a.y);this.z>a.z&&(this.z=a.z);return this},max:function(a){this.xb.x&&(this.x=b.x);this.yb.y&&(this.y=b.y);this.zb.z&&(this.z=b.z);return this},clampScalar:function(){var a,b;return function(c,d){void 0===a&&(a=new THREE.Vector3,b=new THREE.Vector3);a.set(c,c,c);b.set(d,d,d);return this.clamp(a, +b)}}(),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=0>this.x?Math.ceil(this.x):Math.floor(this.x);this.y=0>this.y?Math.ceil(this.y):Math.floor(this.y);this.z=0>this.z?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(a){return this.x*a.x+this.y*a.y+this.z*a.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(a){var b=this.length();0!==b&&a!==b&&this.multiplyScalar(a/ +b);return this},lerp:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;this.z+=(a.z-this.z)*b;return this},cross:function(a,b){if(void 0!==b)return console.warn("THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead."),this.crossVectors(a,b);var c=this.x,d=this.y,e=this.z;this.x=d*a.z-e*a.y;this.y=e*a.x-c*a.z;this.z=c*a.y-d*a.x;return this},crossVectors:function(a,b){var c=a.x,d=a.y,e=a.z,f=b.x,g=b.y,h=b.z;this.x=d*h-e*g;this.y=e*f-c*h;this.z=c*g-d*f;return this}, +projectOnVector:function(){var a,b;return function(c){void 0===a&&(a=new THREE.Vector3);a.copy(c).normalize();b=this.dot(a);return this.copy(a).multiplyScalar(b)}}(),projectOnPlane:function(){var a;return function(b){void 0===a&&(a=new THREE.Vector3);a.copy(this).projectOnVector(b);return this.sub(a)}}(),reflect:function(){var a;return function(b){void 0===a&&(a=new THREE.Vector3);return this.sub(a.copy(b).multiplyScalar(2*this.dot(b)))}}(),angleTo:function(a){a=this.dot(a)/(this.length()*a.length()); +return Math.acos(THREE.Math.clamp(a,-1,1))},distanceTo:function(a){return Math.sqrt(this.distanceToSquared(a))},distanceToSquared:function(a){var b=this.x-a.x,c=this.y-a.y;a=this.z-a.z;return b*b+c*c+a*a},setEulerFromRotationMatrix:function(a,b){console.error("THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.")},setEulerFromQuaternion:function(a,b){console.error("THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.")}, +getPositionFromMatrix:function(a){console.warn("THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().");return this.setFromMatrixPosition(a)},getScaleFromMatrix:function(a){console.warn("THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().");return this.setFromMatrixScale(a)},getColumnFromMatrix:function(a,b){console.warn("THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().");return this.setFromMatrixColumn(a, +b)},setFromMatrixPosition:function(a){this.x=a.elements[12];this.y=a.elements[13];this.z=a.elements[14];return this},setFromMatrixScale:function(a){var b=this.set(a.elements[0],a.elements[1],a.elements[2]).length(),c=this.set(a.elements[4],a.elements[5],a.elements[6]).length();a=this.set(a.elements[8],a.elements[9],a.elements[10]).length();this.x=b;this.y=c;this.z=a;return this},setFromMatrixColumn:function(a,b){var c=4*a,d=b.elements;this.x=d[c];this.y=d[c+1];this.z=d[c+2];return this},equals:function(a){return a.x=== +this.x&&a.y===this.y&&a.z===this.z},fromArray:function(a,b){void 0===b&&(b=0);this.x=a[b];this.y=a[b+1];this.z=a[b+2];return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this.x;a[b+1]=this.y;a[b+2]=this.z;return a},clone:function(){return new THREE.Vector3(this.x,this.y,this.z)}};THREE.Vector4=function(a,b,c,d){this.x=a||0;this.y=b||0;this.z=c||0;this.w=void 0!==d?d:1}; +THREE.Vector4.prototype={constructor:THREE.Vector4,set:function(a,b,c,d){this.x=a;this.y=b;this.z=c;this.w=d;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setZ:function(a){this.z=a;return this},setW:function(a){this.w=a;return this},setComponent:function(a,b){switch(a){case 0:this.x=b;break;case 1:this.y=b;break;case 2:this.z=b;break;case 3:this.w=b;break;default:throw Error("index is out of range: "+a);}},getComponent:function(a){switch(a){case 0:return this.x; +case 1:return this.y;case 2:return this.z;case 3:return this.w;default:throw Error("index is out of range: "+a);}},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;this.w=void 0!==a.w?a.w:1;return this},add:function(a,b){if(void 0!==b)return console.warn("THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(a,b);this.x+=a.x;this.y+=a.y;this.z+=a.z;this.w+=a.w;return this},addScalar:function(a){this.x+=a;this.y+=a;this.z+=a;this.w+=a;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},sub:function(a,b){if(void 0!==b)return console.warn("THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(a,b);this.x-=a.x;this.y-=a.y;this.z-=a.z;this.w-=a.w;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(a){this.x*=a;this.y*=a;this.z*=a;this.w*=a;return this},applyMatrix4:function(a){var b= +this.x,c=this.y,d=this.z,e=this.w;a=a.elements;this.x=a[0]*b+a[4]*c+a[8]*d+a[12]*e;this.y=a[1]*b+a[5]*c+a[9]*d+a[13]*e;this.z=a[2]*b+a[6]*c+a[10]*d+a[14]*e;this.w=a[3]*b+a[7]*c+a[11]*d+a[15]*e;return this},divideScalar:function(a){0!==a?(a=1/a,this.x*=a,this.y*=a,this.z*=a,this.w*=a):(this.z=this.y=this.x=0,this.w=1);return this},setAxisAngleFromQuaternion:function(a){this.w=2*Math.acos(a.w);var b=Math.sqrt(1-a.w*a.w);1E-4>b?(this.x=1,this.z=this.y=0):(this.x=a.x/b,this.y=a.y/b,this.z=a.z/b);return this}, +setAxisAngleFromRotationMatrix:function(a){var b,c,d;a=a.elements;var e=a[0];d=a[4];var f=a[8],g=a[1],h=a[5],k=a[9];c=a[2];b=a[6];var n=a[10];if(.01>Math.abs(d-g)&&.01>Math.abs(f-c)&&.01>Math.abs(k-b)){if(.1>Math.abs(d+g)&&.1>Math.abs(f+c)&&.1>Math.abs(k+b)&&.1>Math.abs(e+h+n-3))return this.set(1,0,0,0),this;a=Math.PI;e=(e+1)/2;h=(h+1)/2;n=(n+1)/2;d=(d+g)/4;f=(f+c)/4;k=(k+b)/4;e>h&&e>n?.01>e?(b=0,d=c=.707106781):(b=Math.sqrt(e),c=d/b,d=f/b):h>n?.01>h?(b=.707106781,c=0,d=.707106781):(c=Math.sqrt(h), +b=d/c,d=k/c):.01>n?(c=b=.707106781,d=0):(d=Math.sqrt(n),b=f/d,c=k/d);this.set(b,c,d,a);return this}a=Math.sqrt((b-k)*(b-k)+(f-c)*(f-c)+(g-d)*(g-d));.001>Math.abs(a)&&(a=1);this.x=(b-k)/a;this.y=(f-c)/a;this.z=(g-d)/a;this.w=Math.acos((e+h+n-1)/2);return this},min:function(a){this.x>a.x&&(this.x=a.x);this.y>a.y&&(this.y=a.y);this.z>a.z&&(this.z=a.z);this.w>a.w&&(this.w=a.w);return this},max:function(a){this.xb.x&&(this.x=b.x);this.yb.y&&(this.y=b.y);this.zb.z&&(this.z=b.z);this.wb.w&&(this.w=b.w);return this},clampScalar:function(){var a,b;return function(c,d){void 0===a&&(a=new THREE.Vector4,b=new THREE.Vector4);a.set(c,c,c,c);b.set(d,d,d,d);return this.clamp(a,b)}}(),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=0>this.x?Math.ceil(this.x):Math.floor(this.x);this.y=0>this.y?Math.ceil(this.y):Math.floor(this.y);this.z=0>this.z?Math.ceil(this.z):Math.floor(this.z);this.w=0>this.w?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(a){return this.x*a.x+this.y*a.y+this.z*a.z+this.w*a.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(a){var b=this.length();0!==b&&a!==b&&this.multiplyScalar(a/b);return this},lerp:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;this.z+=(a.z-this.z)*b;this.w+=(a.w-this.w)*b;return this},equals:function(a){return a.x===this.x&&a.y===this.y&&a.z===this.z&&a.w===this.w},fromArray:function(a,b){void 0===b&&(b=0);this.x=a[b];this.y=a[b+1];this.z=a[b+2];this.w=a[b+3];return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this.x;a[b+1]=this.y;a[b+2]= +this.z;a[b+3]=this.w;return a},clone:function(){return new THREE.Vector4(this.x,this.y,this.z,this.w)}};THREE.Euler=function(a,b,c,d){this._x=a||0;this._y=b||0;this._z=c||0;this._order=d||THREE.Euler.DefaultOrder};THREE.Euler.RotationOrders="XYZ YZX ZXY XZY YXZ ZYX".split(" ");THREE.Euler.DefaultOrder="XYZ"; +THREE.Euler.prototype={constructor:THREE.Euler,_x:0,_y:0,_z:0,_order:THREE.Euler.DefaultOrder,get x(){return this._x},set x(a){this._x=a;this.onChangeCallback()},get y(){return this._y},set y(a){this._y=a;this.onChangeCallback()},get z(){return this._z},set z(a){this._z=a;this.onChangeCallback()},get order(){return this._order},set order(a){this._order=a;this.onChangeCallback()},set:function(a,b,c,d){this._x=a;this._y=b;this._z=c;this._order=d||this._order;this.onChangeCallback();return this},copy:function(a){this._x= +a._x;this._y=a._y;this._z=a._z;this._order=a._order;this.onChangeCallback();return this},setFromRotationMatrix:function(a,b){var c=THREE.Math.clamp,d=a.elements,e=d[0],f=d[4],g=d[8],h=d[1],k=d[5],n=d[9],p=d[2],q=d[6],d=d[10];b=b||this._order;"XYZ"===b?(this._y=Math.asin(c(g,-1,1)),.99999>Math.abs(g)?(this._x=Math.atan2(-n,d),this._z=Math.atan2(-f,e)):(this._x=Math.atan2(q,k),this._z=0)):"YXZ"===b?(this._x=Math.asin(-c(n,-1,1)),.99999>Math.abs(n)?(this._y=Math.atan2(g,d),this._z=Math.atan2(h,k)):(this._y= +Math.atan2(-p,e),this._z=0)):"ZXY"===b?(this._x=Math.asin(c(q,-1,1)),.99999>Math.abs(q)?(this._y=Math.atan2(-p,d),this._z=Math.atan2(-f,k)):(this._y=0,this._z=Math.atan2(h,e))):"ZYX"===b?(this._y=Math.asin(-c(p,-1,1)),.99999>Math.abs(p)?(this._x=Math.atan2(q,d),this._z=Math.atan2(h,e)):(this._x=0,this._z=Math.atan2(-f,k))):"YZX"===b?(this._z=Math.asin(c(h,-1,1)),.99999>Math.abs(h)?(this._x=Math.atan2(-n,k),this._y=Math.atan2(-p,e)):(this._x=0,this._y=Math.atan2(g,d))):"XZY"===b?(this._z=Math.asin(-c(f, +-1,1)),.99999>Math.abs(f)?(this._x=Math.atan2(q,k),this._y=Math.atan2(g,e)):(this._x=Math.atan2(-n,d),this._y=0)):console.warn("THREE.Euler: .setFromRotationMatrix() given unsupported order: "+b);this._order=b;this.onChangeCallback();return this},setFromQuaternion:function(a,b,c){var d=THREE.Math.clamp,e=a.x*a.x,f=a.y*a.y,g=a.z*a.z,h=a.w*a.w;b=b||this._order;"XYZ"===b?(this._x=Math.atan2(2*(a.x*a.w-a.y*a.z),h-e-f+g),this._y=Math.asin(d(2*(a.x*a.z+a.y*a.w),-1,1)),this._z=Math.atan2(2*(a.z*a.w-a.x* +a.y),h+e-f-g)):"YXZ"===b?(this._x=Math.asin(d(2*(a.x*a.w-a.y*a.z),-1,1)),this._y=Math.atan2(2*(a.x*a.z+a.y*a.w),h-e-f+g),this._z=Math.atan2(2*(a.x*a.y+a.z*a.w),h-e+f-g)):"ZXY"===b?(this._x=Math.asin(d(2*(a.x*a.w+a.y*a.z),-1,1)),this._y=Math.atan2(2*(a.y*a.w-a.z*a.x),h-e-f+g),this._z=Math.atan2(2*(a.z*a.w-a.x*a.y),h-e+f-g)):"ZYX"===b?(this._x=Math.atan2(2*(a.x*a.w+a.z*a.y),h-e-f+g),this._y=Math.asin(d(2*(a.y*a.w-a.x*a.z),-1,1)),this._z=Math.atan2(2*(a.x*a.y+a.z*a.w),h+e-f-g)):"YZX"===b?(this._x=Math.atan2(2* +(a.x*a.w-a.z*a.y),h-e+f-g),this._y=Math.atan2(2*(a.y*a.w-a.x*a.z),h+e-f-g),this._z=Math.asin(d(2*(a.x*a.y+a.z*a.w),-1,1))):"XZY"===b?(this._x=Math.atan2(2*(a.x*a.w+a.y*a.z),h-e+f-g),this._y=Math.atan2(2*(a.x*a.z+a.y*a.w),h+e-f-g),this._z=Math.asin(d(2*(a.z*a.w-a.x*a.y),-1,1))):console.warn("THREE.Euler: .setFromQuaternion() given unsupported order: "+b);this._order=b;if(!1!==c)this.onChangeCallback();return this},reorder:function(){var a=new THREE.Quaternion;return function(b){a.setFromEuler(this); +this.setFromQuaternion(a,b)}}(),equals:function(a){return a._x===this._x&&a._y===this._y&&a._z===this._z&&a._order===this._order},fromArray:function(a){this._x=a[0];this._y=a[1];this._z=a[2];void 0!==a[3]&&(this._order=a[3]);this.onChangeCallback();return this},toArray:function(){return[this._x,this._y,this._z,this._order]},onChange:function(a){this.onChangeCallback=a;return this},onChangeCallback:function(){},clone:function(){return new THREE.Euler(this._x,this._y,this._z,this._order)}}; +THREE.Line3=function(a,b){this.start=void 0!==a?a:new THREE.Vector3;this.end=void 0!==b?b:new THREE.Vector3}; +THREE.Line3.prototype={constructor:THREE.Line3,set:function(a,b){this.start.copy(a);this.end.copy(b);return this},copy:function(a){this.start.copy(a.start);this.end.copy(a.end);return this},center:function(a){return(a||new THREE.Vector3).addVectors(this.start,this.end).multiplyScalar(.5)},delta:function(a){return(a||new THREE.Vector3).subVectors(this.end,this.start)},distanceSq:function(){return this.start.distanceToSquared(this.end)},distance:function(){return this.start.distanceTo(this.end)},at:function(a, +b){var c=b||new THREE.Vector3;return this.delta(c).multiplyScalar(a).add(this.start)},closestPointToPointParameter:function(){var a=new THREE.Vector3,b=new THREE.Vector3;return function(c,d){a.subVectors(c,this.start);b.subVectors(this.end,this.start);var e=b.dot(b),e=b.dot(a)/e;d&&(e=THREE.Math.clamp(e,0,1));return e}}(),closestPointToPoint:function(a,b,c){a=this.closestPointToPointParameter(a,b);c=c||new THREE.Vector3;return this.delta(c).multiplyScalar(a).add(this.start)},applyMatrix4:function(a){this.start.applyMatrix4(a); +this.end.applyMatrix4(a);return this},equals:function(a){return a.start.equals(this.start)&&a.end.equals(this.end)},clone:function(){return(new THREE.Line3).copy(this)}};THREE.Box2=function(a,b){this.min=void 0!==a?a:new THREE.Vector2(Infinity,Infinity);this.max=void 0!==b?b:new THREE.Vector2(-Infinity,-Infinity)}; +THREE.Box2.prototype={constructor:THREE.Box2,set:function(a,b){this.min.copy(a);this.max.copy(b);return this},setFromPoints:function(a){this.makeEmpty();for(var b=0,c=a.length;bthis.max.x||a.ythis.max.y?!1:!0},containsBox:function(a){return this.min.x<=a.min.x&&a.max.x<=this.max.x&&this.min.y<=a.min.y&&a.max.y<=this.max.y?!0:!1},getParameter:function(a,b){return(b||new THREE.Vector2).set((a.x-this.min.x)/(this.max.x-this.min.x),(a.y-this.min.y)/(this.max.y-this.min.y))},isIntersectionBox:function(a){return a.max.xthis.max.x||a.max.y +this.max.y?!1:!0},clampPoint:function(a,b){return(b||new THREE.Vector2).copy(a).clamp(this.min,this.max)},distanceToPoint:function(){var a=new THREE.Vector2;return function(b){return a.copy(b).clamp(this.min,this.max).sub(b).length()}}(),intersect:function(a){this.min.max(a.min);this.max.min(a.max);return this},union:function(a){this.min.min(a.min);this.max.max(a.max);return this},translate:function(a){this.min.add(a);this.max.add(a);return this},equals:function(a){return a.min.equals(this.min)&& +a.max.equals(this.max)},clone:function(){return(new THREE.Box2).copy(this)}};THREE.Box3=function(a,b){this.min=void 0!==a?a:new THREE.Vector3(Infinity,Infinity,Infinity);this.max=void 0!==b?b:new THREE.Vector3(-Infinity,-Infinity,-Infinity)}; +THREE.Box3.prototype={constructor:THREE.Box3,set:function(a,b){this.min.copy(a);this.max.copy(b);return this},setFromPoints:function(a){this.makeEmpty();for(var b=0,c=a.length;bthis.max.x||a.ythis.max.y||a.zthis.max.z?!1:!0},containsBox:function(a){return this.min.x<=a.min.x&&a.max.x<=this.max.x&&this.min.y<=a.min.y&&a.max.y<=this.max.y&&this.min.z<=a.min.z&&a.max.z<=this.max.z?!0:!1},getParameter:function(a,b){return(b||new THREE.Vector3).set((a.x-this.min.x)/(this.max.x- +this.min.x),(a.y-this.min.y)/(this.max.y-this.min.y),(a.z-this.min.z)/(this.max.z-this.min.z))},isIntersectionBox:function(a){return a.max.xthis.max.x||a.max.ythis.max.y||a.max.zthis.max.z?!1:!0},clampPoint:function(a,b){return(b||new THREE.Vector3).copy(a).clamp(this.min,this.max)},distanceToPoint:function(){var a=new THREE.Vector3;return function(b){return a.copy(b).clamp(this.min,this.max).sub(b).length()}}(),getBoundingSphere:function(){var a= +new THREE.Vector3;return function(b){b=b||new THREE.Sphere;b.center=this.center();b.radius=.5*this.size(a).length();return b}}(),intersect:function(a){this.min.max(a.min);this.max.min(a.max);return this},union:function(a){this.min.min(a.min);this.max.max(a.max);return this},applyMatrix4:function(){var a=[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(b){a[0].set(this.min.x,this.min.y, +this.min.z).applyMatrix4(b);a[1].set(this.min.x,this.min.y,this.max.z).applyMatrix4(b);a[2].set(this.min.x,this.max.y,this.min.z).applyMatrix4(b);a[3].set(this.min.x,this.max.y,this.max.z).applyMatrix4(b);a[4].set(this.max.x,this.min.y,this.min.z).applyMatrix4(b);a[5].set(this.max.x,this.min.y,this.max.z).applyMatrix4(b);a[6].set(this.max.x,this.max.y,this.min.z).applyMatrix4(b);a[7].set(this.max.x,this.max.y,this.max.z).applyMatrix4(b);this.makeEmpty();this.setFromPoints(a);return this}}(),translate:function(a){this.min.add(a); +this.max.add(a);return this},equals:function(a){return a.min.equals(this.min)&&a.max.equals(this.max)},clone:function(){return(new THREE.Box3).copy(this)}};THREE.Matrix3=function(){this.elements=new Float32Array([1,0,0,0,1,0,0,0,1]);0this.determinant()&&(g=-g);c.x=f[12];c.y=f[13];c.z=f[14];b.elements.set(this.elements);c=1/g;var f=1/h,n=1/k;b.elements[0]*=c;b.elements[1]*= +c;b.elements[2]*=c;b.elements[4]*=f;b.elements[5]*=f;b.elements[6]*=f;b.elements[8]*=n;b.elements[9]*=n;b.elements[10]*=n;d.setFromRotationMatrix(b);e.x=g;e.y=h;e.z=k;return this}}(),makeFrustum:function(a,b,c,d,e,f){var g=this.elements;g[0]=2*e/(b-a);g[4]=0;g[8]=(b+a)/(b-a);g[12]=0;g[1]=0;g[5]=2*e/(d-c);g[9]=(d+c)/(d-c);g[13]=0;g[2]=0;g[6]=0;g[10]=-(f+e)/(f-e);g[14]=-2*f*e/(f-e);g[3]=0;g[7]=0;g[11]=-1;g[15]=0;return this},makePerspective:function(a,b,c,d){a=c*Math.tan(THREE.Math.degToRad(.5*a)); +var e=-a;return this.makeFrustum(e*b,a*b,e,a,c,d)},makeOrthographic:function(a,b,c,d,e,f){var g=this.elements,h=b-a,k=c-d,n=f-e;g[0]=2/h;g[4]=0;g[8]=0;g[12]=-((b+a)/h);g[1]=0;g[5]=2/k;g[9]=0;g[13]=-((c+d)/k);g[2]=0;g[6]=0;g[10]=-2/n;g[14]=-((f+e)/n);g[3]=0;g[7]=0;g[11]=0;g[15]=1;return this},fromArray:function(a){this.elements.set(a);return this},toArray:function(){var a=this.elements;return[a[0],a[1],a[2],a[3],a[4],a[5],a[6],a[7],a[8],a[9],a[10],a[11],a[12],a[13],a[14],a[15]]},clone:function(){return(new THREE.Matrix4).fromArray(this.elements)}}; +THREE.Ray=function(a,b){this.origin=void 0!==a?a:new THREE.Vector3;this.direction=void 0!==b?b:new THREE.Vector3}; +THREE.Ray.prototype={constructor:THREE.Ray,set:function(a,b){this.origin.copy(a);this.direction.copy(b);return this},copy:function(a){this.origin.copy(a.origin);this.direction.copy(a.direction);return this},at:function(a,b){return(b||new THREE.Vector3).copy(this.direction).multiplyScalar(a).add(this.origin)},recast:function(){var a=new THREE.Vector3;return function(b){this.origin.copy(this.at(b,a));return this}}(),closestPointToPoint:function(a,b){var c=b||new THREE.Vector3;c.subVectors(a,this.origin); +var d=c.dot(this.direction);return 0>d?c.copy(this.origin):c.copy(this.direction).multiplyScalar(d).add(this.origin)},distanceToPoint:function(){var a=new THREE.Vector3;return function(b){var c=a.subVectors(b,this.origin).dot(this.direction);if(0>c)return this.origin.distanceTo(b);a.copy(this.direction).multiplyScalar(c).add(this.origin);return a.distanceTo(b)}}(),distanceSqToSegment:function(a,b,c,d){var e=a.clone().add(b).multiplyScalar(.5),f=b.clone().sub(a).normalize(),g=.5*a.distanceTo(b),h= +this.origin.clone().sub(e);a=-this.direction.dot(f);b=h.dot(this.direction);var k=-h.dot(f),n=h.lengthSq(),p=Math.abs(1-a*a),q,m;0<=p?(h=a*k-b,q=a*b-k,m=g*p,0<=h?q>=-m?q<=m?(g=1/p,h*=g,q*=g,a=h*(h+a*q+2*b)+q*(a*h+q+2*k)+n):(q=g,h=Math.max(0,-(a*q+b)),a=-h*h+q*(q+2*k)+n):(q=-g,h=Math.max(0,-(a*q+b)),a=-h*h+q*(q+2*k)+n):q<=-m?(h=Math.max(0,-(-a*g+b)),q=0f)return null;f=Math.sqrt(f-e);e=d-f; +d+=f;return 0>e&&0>d?null:0>e?this.at(d,c):this.at(e,c)}}(),isIntersectionPlane:function(a){var b=a.distanceToPoint(this.origin);return 0===b||0>a.normal.dot(this.direction)*b?!0:!1},distanceToPlane:function(a){var b=a.normal.dot(this.direction);if(0==b)return 0==a.distanceToPoint(this.origin)?0:null;a=-(this.origin.dot(a.normal)+a.constant)/b;return 0<=a?a:null},intersectPlane:function(a,b){var c=this.distanceToPlane(a);return null===c?null:this.at(c,b)},isIntersectionBox:function(){var a=new THREE.Vector3; +return function(b){return null!==this.intersectBox(b,a)}}(),intersectBox:function(a,b){var c,d,e,f,g;d=1/this.direction.x;f=1/this.direction.y;g=1/this.direction.z;var h=this.origin;0<=d?(c=(a.min.x-h.x)*d,d*=a.max.x-h.x):(c=(a.max.x-h.x)*d,d*=a.min.x-h.x);0<=f?(e=(a.min.y-h.y)*f,f*=a.max.y-h.y):(e=(a.max.y-h.y)*f,f*=a.min.y-h.y);if(c>f||e>d)return null;if(e>c||c!==c)c=e;if(fg||e>d)return null;if(e>c||c!== +c)c=e;if(gd?null:this.at(0<=c?c:d,b)},intersectTriangle:function(){var a=new THREE.Vector3,b=new THREE.Vector3,c=new THREE.Vector3,d=new THREE.Vector3;return function(e,f,g,h,k){b.subVectors(f,e);c.subVectors(g,e);d.crossVectors(b,c);f=this.direction.dot(d);if(0f)h=-1,f=-f;else return null;a.subVectors(this.origin,e);e=h*this.direction.dot(c.crossVectors(a,c));if(0>e)return null;g=h*this.direction.dot(b.cross(a));if(0>g||e+g>f)return null; +e=-h*a.dot(d);return 0>e?null:this.at(e/f,k)}}(),applyMatrix4:function(a){this.direction.add(this.origin).applyMatrix4(a);this.origin.applyMatrix4(a);this.direction.sub(this.origin);this.direction.normalize();return this},equals:function(a){return a.origin.equals(this.origin)&&a.direction.equals(this.direction)},clone:function(){return(new THREE.Ray).copy(this)}};THREE.Sphere=function(a,b){this.center=void 0!==a?a:new THREE.Vector3;this.radius=void 0!==b?b:0}; +THREE.Sphere.prototype={constructor:THREE.Sphere,set:function(a,b){this.center.copy(a);this.radius=b;return this},setFromPoints:function(){var a=new THREE.Box3;return function(b,c){var d=this.center;void 0!==c?d.copy(c):a.setFromPoints(b).center(d);for(var e=0,f=0,g=b.length;f=this.radius},containsPoint:function(a){return a.distanceToSquared(this.center)<= +this.radius*this.radius},distanceToPoint:function(a){return a.distanceTo(this.center)-this.radius},intersectsSphere:function(a){var b=this.radius+a.radius;return a.center.distanceToSquared(this.center)<=b*b},clampPoint:function(a,b){var c=this.center.distanceToSquared(a),d=b||new THREE.Vector3;d.copy(a);c>this.radius*this.radius&&(d.sub(this.center).normalize(),d.multiplyScalar(this.radius).add(this.center));return d},getBoundingBox:function(a){a=a||new THREE.Box3;a.set(this.center,this.center);a.expandByScalar(this.radius); +return a},applyMatrix4:function(a){this.center.applyMatrix4(a);this.radius*=a.getMaxScaleOnAxis();return this},translate:function(a){this.center.add(a);return this},equals:function(a){return a.center.equals(this.center)&&a.radius===this.radius},clone:function(){return(new THREE.Sphere).copy(this)}}; +THREE.Frustum=function(a,b,c,d,e,f){this.planes=[void 0!==a?a:new THREE.Plane,void 0!==b?b:new THREE.Plane,void 0!==c?c:new THREE.Plane,void 0!==d?d:new THREE.Plane,void 0!==e?e:new THREE.Plane,void 0!==f?f:new THREE.Plane]}; +THREE.Frustum.prototype={constructor:THREE.Frustum,set:function(a,b,c,d,e,f){var g=this.planes;g[0].copy(a);g[1].copy(b);g[2].copy(c);g[3].copy(d);g[4].copy(e);g[5].copy(f);return this},copy:function(a){for(var b=this.planes,c=0;6>c;c++)b[c].copy(a.planes[c]);return this},setFromMatrix:function(a){var b=this.planes,c=a.elements;a=c[0];var d=c[1],e=c[2],f=c[3],g=c[4],h=c[5],k=c[6],n=c[7],p=c[8],q=c[9],m=c[10],r=c[11],t=c[12],s=c[13],u=c[14],c=c[15];b[0].setComponents(f-a,n-g,r-p,c-t).normalize();b[1].setComponents(f+ +a,n+g,r+p,c+t).normalize();b[2].setComponents(f+d,n+h,r+q,c+s).normalize();b[3].setComponents(f-d,n-h,r-q,c-s).normalize();b[4].setComponents(f-e,n-k,r-m,c-u).normalize();b[5].setComponents(f+e,n+k,r+m,c+u).normalize();return this},intersectsObject:function(){var a=new THREE.Sphere;return function(b){var c=b.geometry;null===c.boundingSphere&&c.computeBoundingSphere();a.copy(c.boundingSphere);a.applyMatrix4(b.matrixWorld);return this.intersectsSphere(a)}}(),intersectsSphere:function(a){var b=this.planes, +c=a.center;a=-a.radius;for(var d=0;6>d;d++)if(b[d].distanceToPoint(c)e;e++){var f=d[e];a.x=0g&&0>f)return!1}return!0}}(), +containsPoint:function(a){for(var b=this.planes,c=0;6>c;c++)if(0>b[c].distanceToPoint(a))return!1;return!0},clone:function(){return(new THREE.Frustum).copy(this)}};THREE.Plane=function(a,b){this.normal=void 0!==a?a:new THREE.Vector3(1,0,0);this.constant=void 0!==b?b:0}; +THREE.Plane.prototype={constructor:THREE.Plane,set:function(a,b){this.normal.copy(a);this.constant=b;return this},setComponents:function(a,b,c,d){this.normal.set(a,b,c);this.constant=d;return this},setFromNormalAndCoplanarPoint:function(a,b){this.normal.copy(a);this.constant=-b.dot(this.normal);return this},setFromCoplanarPoints:function(){var a=new THREE.Vector3,b=new THREE.Vector3;return function(c,d,e){d=a.subVectors(e,d).cross(b.subVectors(c,d)).normalize();this.setFromNormalAndCoplanarPoint(d, +c);return this}}(),copy:function(a){this.normal.copy(a.normal);this.constant=a.constant;return this},normalize:function(){var a=1/this.normal.length();this.normal.multiplyScalar(a);this.constant*=a;return this},negate:function(){this.constant*=-1;this.normal.negate();return this},distanceToPoint:function(a){return this.normal.dot(a)+this.constant},distanceToSphere:function(a){return this.distanceToPoint(a.center)-a.radius},projectPoint:function(a,b){return this.orthoPoint(a,b).sub(a).negate()},orthoPoint:function(a, +b){var c=this.distanceToPoint(a);return(b||new THREE.Vector3).copy(this.normal).multiplyScalar(c)},isIntersectionLine:function(a){var b=this.distanceToPoint(a.start);a=this.distanceToPoint(a.end);return 0>b&&0a&&0f||1e;e++)8==e||13==e||18==e||23==e?b[e]="-":14==e?b[e]="4":(2>=c&&(c=33554432+16777216*Math.random()|0),d=c&15,c>>=4,b[e]=a[19==e?d&3|8:d]);return b.join("")}}(),clamp:function(a,b,c){return ac?c:a},clampBottom:function(a,b){return a=c)return 1;a=(a-b)/(c-b);return a*a*(3-2*a)},smootherstep:function(a,b,c){if(a<=b)return 0;if(a>=c)return 1;a=(a-b)/(c-b);return a*a*a*(a*(6*a-15)+10)},random16:function(){return(65280*Math.random()+255*Math.random())/65535},randInt:function(a,b){return Math.floor(this.randFloat(a,b))},randFloat:function(a,b){return a+Math.random()*(b-a)},randFloatSpread:function(a){return a*(.5-Math.random())},degToRad:function(){var a=Math.PI/180;return function(b){return b*a}}(),radToDeg:function(){var a= +180/Math.PI;return function(b){return b*a}}(),isPowerOfTwo:function(a){return 0===(a&a-1)&&0!==a}}; +THREE.Spline=function(a){function b(a,b,c,d,e,f,g){a=.5*(c-a);d=.5*(d-b);return(2*(b-c)+a+d)*g+(-3*(b-c)-2*a-d)*f+a*e+b}this.points=a;var c=[],d={x:0,y:0,z:0},e,f,g,h,k,n,p,q,m;this.initFromArray=function(a){this.points=[];for(var b=0;bthis.points.length-2?this.points.length-1:f+1;c[3]=f>this.points.length-3?this.points.length-1:f+ +2;n=this.points[c[0]];p=this.points[c[1]];q=this.points[c[2]];m=this.points[c[3]];h=g*g;k=g*h;d.x=b(n.x,p.x,q.x,m.x,g,h,k);d.y=b(n.y,p.y,q.y,m.y,g,h,k);d.z=b(n.z,p.z,q.z,m.z,g,h,k);return d};this.getControlPointsArray=function(){var a,b,c=this.points.length,d=[];for(a=0;a=b.x+b.y}}(); +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(a,b,c,d){this.a.copy(a[b]);this.b.copy(a[c]);this.c.copy(a[d]);return this},copy:function(a){this.a.copy(a.a);this.b.copy(a.b);this.c.copy(a.c);return this},area:function(){var a=new THREE.Vector3,b=new THREE.Vector3;return function(){a.subVectors(this.c,this.b);b.subVectors(this.a,this.b);return.5*a.cross(b).length()}}(),midpoint:function(a){return(a|| +new THREE.Vector3).addVectors(this.a,this.b).add(this.c).multiplyScalar(1/3)},normal:function(a){return THREE.Triangle.normal(this.a,this.b,this.c,a)},plane:function(a){return(a||new THREE.Plane).setFromCoplanarPoints(this.a,this.b,this.c)},barycoordFromPoint:function(a,b){return THREE.Triangle.barycoordFromPoint(a,this.a,this.b,this.c,b)},containsPoint:function(a){return THREE.Triangle.containsPoint(a,this.a,this.b,this.c)},equals:function(a){return a.a.equals(this.a)&&a.b.equals(this.b)&&a.c.equals(this.c)}, +clone:function(){return(new THREE.Triangle).copy(this)}};THREE.Clock=function(a){this.autoStart=void 0!==a?a:!0;this.elapsedTime=this.oldTime=this.startTime=0;this.running=!1}; +THREE.Clock.prototype={constructor:THREE.Clock,start:function(){this.oldTime=this.startTime=void 0!==self.performance&&void 0!==self.performance.now?self.performance.now():Date.now();this.running=!0},stop:function(){this.getElapsedTime();this.running=!1},getElapsedTime:function(){this.getDelta();return this.elapsedTime},getDelta:function(){var a=0;this.autoStart&&!this.running&&this.start();if(this.running){var b=void 0!==self.performance&&void 0!==self.performance.now?self.performance.now():Date.now(), +a=.001*(b-this.oldTime);this.oldTime=b;this.elapsedTime+=a}return a}};THREE.EventDispatcher=function(){}; +THREE.EventDispatcher.prototype={constructor:THREE.EventDispatcher,apply:function(a){a.addEventListener=THREE.EventDispatcher.prototype.addEventListener;a.hasEventListener=THREE.EventDispatcher.prototype.hasEventListener;a.removeEventListener=THREE.EventDispatcher.prototype.removeEventListener;a.dispatchEvent=THREE.EventDispatcher.prototype.dispatchEvent},addEventListener:function(a,b){void 0===this._listeners&&(this._listeners={});var c=this._listeners;void 0===c[a]&&(c[a]=[]);-1===c[a].indexOf(b)&& +c[a].push(b)},hasEventListener:function(a,b){if(void 0===this._listeners)return!1;var c=this._listeners;return void 0!==c[a]&&-1!==c[a].indexOf(b)?!0:!1},removeEventListener:function(a,b){if(void 0!==this._listeners){var c=this._listeners[a];if(void 0!==c){var d=c.indexOf(b);-1!==d&&c.splice(d,1)}}},dispatchEvent:function(a){if(void 0!==this._listeners){var b=this._listeners[a.type];if(void 0!==b){a.target=this;for(var c=[],d=b.length,e=0;eza?-1:1;h[4*a]=ya.x;h[4*a+1]=ya.y;h[4*a+2]=ya.z;h[4*a+3]=Ga}if(void 0===this.attributes.index||void 0===this.attributes.position||void 0===this.attributes.normal||void 0===this.attributes.uv)console.warn("Missing required attributes (index, position, normal or uv) in BufferGeometry.computeTangents()");else{var c=this.attributes.index.array,d=this.attributes.position.array, +e=this.attributes.normal.array,f=this.attributes.uv.array,g=d.length/3;void 0===this.attributes.tangent&&this.addAttribute("tangent",new THREE.BufferAttribute(new Float32Array(4*g),4));for(var h=this.attributes.tangent.array,k=[],n=[],p=0;ps;s++)t=a[3*c+s],-1==m[t]?(q[2*s]=t,q[2*s+1]=-1,p++):m[t]k.index+b)for(k={start:f,count:0,index:g},h.push(k),p=0;6>p;p+=2)s=q[p+1],-1p;p+=2)t=q[p],s=q[p+1],-1===s&&(s=g++),m[t]=s,r[s]=t,e[f++]=s-k.index,k.count++}this.reorderBuffers(e,r,g);return this.offsets=h},merge:function(){console.log("BufferGeometry.merge(): TODO")},normalizeNormals:function(){for(var a=this.attributes.normal.array,b,c,d,e=0,f=a.length;ed?-1:1,e.vertexTangents[c]=new THREE.Vector4(w.x,w.y,w.z,d);this.hasTangents=!0},computeLineDistances:function(){for(var a=0,b=this.vertices,c=0,d=b.length;cd;d++)if(e[d]==e[(d+1)%3]){a.push(f);break}for(f=a.length-1;0<=f;f--)for(e=a[f],this.faces.splice(e,1),c=0,g=this.faceVertexUvs.length;ca.opacity)h.transparent=a.transparent;void 0!==a.depthTest&&(h.depthTest=a.depthTest);void 0!==a.depthWrite&&(h.depthWrite=a.depthWrite);void 0!==a.visible&&(h.visible=a.visible);void 0!==a.flipSided&&(h.side=THREE.BackSide);void 0!==a.doubleSided&&(h.side=THREE.DoubleSide);void 0!==a.wireframe&&(h.wireframe=a.wireframe);void 0!==a.vertexColors&&("face"=== +a.vertexColors?h.vertexColors=THREE.FaceColors:a.vertexColors&&(h.vertexColors=THREE.VertexColors));a.colorDiffuse?h.color=e(a.colorDiffuse):a.DbgColor&&(h.color=a.DbgColor);a.colorSpecular&&(h.specular=e(a.colorSpecular));a.colorAmbient&&(h.ambient=e(a.colorAmbient));a.colorEmissive&&(h.emissive=e(a.colorEmissive));a.transparency&&(h.opacity=a.transparency);a.specularCoef&&(h.shininess=a.specularCoef);a.mapDiffuse&&b&&d(h,"map",a.mapDiffuse,a.mapDiffuseRepeat,a.mapDiffuseOffset,a.mapDiffuseWrap, +a.mapDiffuseAnisotropy);a.mapLight&&b&&d(h,"lightMap",a.mapLight,a.mapLightRepeat,a.mapLightOffset,a.mapLightWrap,a.mapLightAnisotropy);a.mapBump&&b&&d(h,"bumpMap",a.mapBump,a.mapBumpRepeat,a.mapBumpOffset,a.mapBumpWrap,a.mapBumpAnisotropy);a.mapNormal&&b&&d(h,"normalMap",a.mapNormal,a.mapNormalRepeat,a.mapNormalOffset,a.mapNormalWrap,a.mapNormalAnisotropy);a.mapSpecular&&b&&d(h,"specularMap",a.mapSpecular,a.mapSpecularRepeat,a.mapSpecularOffset,a.mapSpecularWrap,a.mapSpecularAnisotropy);a.mapAlpha&& +b&&d(h,"alphaMap",a.mapAlpha,a.mapAlphaRepeat,a.mapAlphaOffset,a.mapAlphaWrap,a.mapAlphaAnisotropy);a.mapBumpScale&&(h.bumpScale=a.mapBumpScale);a.mapNormal?(g=THREE.ShaderLib.normalmap,k=THREE.UniformsUtils.clone(g.uniforms),k.tNormal.value=h.normalMap,a.mapNormalFactor&&k.uNormalScale.value.set(a.mapNormalFactor,a.mapNormalFactor),h.map&&(k.tDiffuse.value=h.map,k.enableDiffuse.value=!0),h.specularMap&&(k.tSpecular.value=h.specularMap,k.enableSpecular.value=!0),h.lightMap&&(k.tAO.value=h.lightMap, +k.enableAO.value=!0),k.diffuse.value.setHex(h.color),k.specular.value.setHex(h.specular),k.ambient.value.setHex(h.ambient),k.shininess.value=h.shininess,void 0!==h.opacity&&(k.opacity.value=h.opacity),g=new THREE.ShaderMaterial({fragmentShader:g.fragmentShader,vertexShader:g.vertexShader,uniforms:k,lights:!0,fog:!0}),h.transparent&&(g.transparent=!0)):g=new THREE[g](h);void 0!==a.DbgName&&(g.name=a.DbgName);return g}}; +THREE.Loader.Handlers={handlers:[],add:function(a,b){this.handlers.push(a,b)},get:function(a){for(var b=0,c=this.handlers.length;bg;g++)m=y[k++],v=u[2*m],m=u[2*m+1],v=new THREE.Vector2(v,m),2!==g&&c.faceVertexUvs[d][h].push(v),0!==g&&c.faceVertexUvs[d][h+1].push(v);q&&(q=3*y[k++],r.normal.set(E[q++],E[q++],E[q]),s.normal.copy(r.normal));if(t)for(d=0;4>d;d++)q=3*y[k++],t=new THREE.Vector3(E[q++], +E[q++],E[q]),2!==d&&r.vertexNormals.push(t),0!==d&&s.vertexNormals.push(t);p&&(p=y[k++],p=w[p],r.color.setHex(p),s.color.setHex(p));if(b)for(d=0;4>d;d++)p=y[k++],p=w[p],2!==d&&r.vertexColors.push(new THREE.Color(p)),0!==d&&s.vertexColors.push(new THREE.Color(p));c.faces.push(r);c.faces.push(s)}else{r=new THREE.Face3;r.a=y[k++];r.b=y[k++];r.c=y[k++];h&&(h=y[k++],r.materialIndex=h);h=c.faces.length;if(d)for(d=0;dg;g++)m=y[k++],v=u[2*m],m=u[2*m+1], +v=new THREE.Vector2(v,m),c.faceVertexUvs[d][h].push(v);q&&(q=3*y[k++],r.normal.set(E[q++],E[q++],E[q]));if(t)for(d=0;3>d;d++)q=3*y[k++],t=new THREE.Vector3(E[q++],E[q++],E[q]),r.vertexNormals.push(t);p&&(p=y[k++],r.color.setHex(w[p]));if(b)for(d=0;3>d;d++)p=y[k++],r.vertexColors.push(new THREE.Color(w[p]));c.faces.push(r)}})(d);(function(){var b=void 0!==a.influencesPerVertex?a.influencesPerVertex:2;if(a.skinWeights)for(var d=0,g=a.skinWeights.length;dthis.opacity&&(a.opacity=this.opacity);!1!==this.transparent&&(a.transparent=this.transparent);!1!==this.wireframe&&(a.wireframe=this.wireframe);return a},clone:function(a){void 0===a&&(a=new THREE.Material);a.name=this.name;a.side=this.side;a.opacity=this.opacity;a.transparent=this.transparent;a.blending=this.blending;a.blendSrc=this.blendSrc;a.blendDst=this.blendDst;a.blendEquation=this.blendEquation;a.depthTest=this.depthTest;a.depthWrite=this.depthWrite;a.polygonOffset=this.polygonOffset;a.polygonOffsetFactor= +this.polygonOffsetFactor;a.polygonOffsetUnits=this.polygonOffsetUnits;a.alphaTest=this.alphaTest;a.overdraw=this.overdraw;a.visible=this.visible;return a},dispose:function(){this.dispatchEvent({type:"dispose"})}};THREE.EventDispatcher.prototype.apply(THREE.Material.prototype);THREE.MaterialIdCount=0; +THREE.LineBasicMaterial=function(a){THREE.Material.call(this);this.type="LineBasicMaterial";this.color=new THREE.Color(16777215);this.linewidth=1;this.linejoin=this.linecap="round";this.vertexColors=THREE.NoColors;this.fog=!0;this.setValues(a)};THREE.LineBasicMaterial.prototype=Object.create(THREE.Material.prototype); +THREE.LineBasicMaterial.prototype.clone=function(){var a=new THREE.LineBasicMaterial;THREE.Material.prototype.clone.call(this,a);a.color.copy(this.color);a.linewidth=this.linewidth;a.linecap=this.linecap;a.linejoin=this.linejoin;a.vertexColors=this.vertexColors;a.fog=this.fog;return a}; +THREE.LineDashedMaterial=function(a){THREE.Material.call(this);this.type="LineDashedMaterial";this.color=new THREE.Color(16777215);this.scale=this.linewidth=1;this.dashSize=3;this.gapSize=1;this.vertexColors=!1;this.fog=!0;this.setValues(a)};THREE.LineDashedMaterial.prototype=Object.create(THREE.Material.prototype); +THREE.LineDashedMaterial.prototype.clone=function(){var a=new THREE.LineDashedMaterial;THREE.Material.prototype.clone.call(this,a);a.color.copy(this.color);a.linewidth=this.linewidth;a.scale=this.scale;a.dashSize=this.dashSize;a.gapSize=this.gapSize;a.vertexColors=this.vertexColors;a.fog=this.fog;return a}; +THREE.MeshBasicMaterial=function(a){THREE.Material.call(this);this.type="MeshBasicMaterial";this.color=new THREE.Color(16777215);this.envMap=this.alphaMap=this.specularMap=this.lightMap=this.map=null;this.combine=THREE.MultiplyOperation;this.reflectivity=1;this.refractionRatio=.98;this.fog=!0;this.shading=THREE.SmoothShading;this.wireframe=!1;this.wireframeLinewidth=1;this.wireframeLinejoin=this.wireframeLinecap="round";this.vertexColors=THREE.NoColors;this.morphTargets=this.skinning=!1;this.setValues(a)}; +THREE.MeshBasicMaterial.prototype=Object.create(THREE.Material.prototype); +THREE.MeshBasicMaterial.prototype.clone=function(){var a=new THREE.MeshBasicMaterial;THREE.Material.prototype.clone.call(this,a);a.color.copy(this.color);a.map=this.map;a.lightMap=this.lightMap;a.specularMap=this.specularMap;a.alphaMap=this.alphaMap;a.envMap=this.envMap;a.combine=this.combine;a.reflectivity=this.reflectivity;a.refractionRatio=this.refractionRatio;a.fog=this.fog;a.shading=this.shading;a.wireframe=this.wireframe;a.wireframeLinewidth=this.wireframeLinewidth;a.wireframeLinecap=this.wireframeLinecap; +a.wireframeLinejoin=this.wireframeLinejoin;a.vertexColors=this.vertexColors;a.skinning=this.skinning;a.morphTargets=this.morphTargets;return a}; +THREE.MeshLambertMaterial=function(a){THREE.Material.call(this);this.type="MeshLambertMaterial";this.color=new THREE.Color(16777215);this.ambient=new THREE.Color(16777215);this.emissive=new THREE.Color(0);this.wrapAround=!1;this.wrapRGB=new THREE.Vector3(1,1,1);this.envMap=this.alphaMap=this.specularMap=this.lightMap=this.map=null;this.combine=THREE.MultiplyOperation;this.reflectivity=1;this.refractionRatio=.98;this.fog=!0;this.shading=THREE.SmoothShading;this.wireframe=!1;this.wireframeLinewidth= +1;this.wireframeLinejoin=this.wireframeLinecap="round";this.vertexColors=THREE.NoColors;this.morphNormals=this.morphTargets=this.skinning=!1;this.setValues(a)};THREE.MeshLambertMaterial.prototype=Object.create(THREE.Material.prototype); +THREE.MeshLambertMaterial.prototype.clone=function(){var a=new THREE.MeshLambertMaterial;THREE.Material.prototype.clone.call(this,a);a.color.copy(this.color);a.ambient.copy(this.ambient);a.emissive.copy(this.emissive);a.wrapAround=this.wrapAround;a.wrapRGB.copy(this.wrapRGB);a.map=this.map;a.lightMap=this.lightMap;a.specularMap=this.specularMap;a.alphaMap=this.alphaMap;a.envMap=this.envMap;a.combine=this.combine;a.reflectivity=this.reflectivity;a.refractionRatio=this.refractionRatio;a.fog=this.fog; +a.shading=this.shading;a.wireframe=this.wireframe;a.wireframeLinewidth=this.wireframeLinewidth;a.wireframeLinecap=this.wireframeLinecap;a.wireframeLinejoin=this.wireframeLinejoin;a.vertexColors=this.vertexColors;a.skinning=this.skinning;a.morphTargets=this.morphTargets;a.morphNormals=this.morphNormals;return a}; +THREE.MeshPhongMaterial=function(a){THREE.Material.call(this);this.type="MeshPhongMaterial";this.color=new THREE.Color(16777215);this.ambient=new THREE.Color(16777215);this.emissive=new THREE.Color(0);this.specular=new THREE.Color(1118481);this.shininess=30;this.wrapAround=this.metal=!1;this.wrapRGB=new THREE.Vector3(1,1,1);this.bumpMap=this.lightMap=this.map=null;this.bumpScale=1;this.normalMap=null;this.normalScale=new THREE.Vector2(1,1);this.envMap=this.alphaMap=this.specularMap=null;this.combine= +THREE.MultiplyOperation;this.reflectivity=1;this.refractionRatio=.98;this.fog=!0;this.shading=THREE.SmoothShading;this.wireframe=!1;this.wireframeLinewidth=1;this.wireframeLinejoin=this.wireframeLinecap="round";this.vertexColors=THREE.NoColors;this.morphNormals=this.morphTargets=this.skinning=!1;this.setValues(a)};THREE.MeshPhongMaterial.prototype=Object.create(THREE.Material.prototype); +THREE.MeshPhongMaterial.prototype.clone=function(){var a=new THREE.MeshPhongMaterial;THREE.Material.prototype.clone.call(this,a);a.color.copy(this.color);a.ambient.copy(this.ambient);a.emissive.copy(this.emissive);a.specular.copy(this.specular);a.shininess=this.shininess;a.metal=this.metal;a.wrapAround=this.wrapAround;a.wrapRGB.copy(this.wrapRGB);a.map=this.map;a.lightMap=this.lightMap;a.bumpMap=this.bumpMap;a.bumpScale=this.bumpScale;a.normalMap=this.normalMap;a.normalScale.copy(this.normalScale); +a.specularMap=this.specularMap;a.alphaMap=this.alphaMap;a.envMap=this.envMap;a.combine=this.combine;a.reflectivity=this.reflectivity;a.refractionRatio=this.refractionRatio;a.fog=this.fog;a.shading=this.shading;a.wireframe=this.wireframe;a.wireframeLinewidth=this.wireframeLinewidth;a.wireframeLinecap=this.wireframeLinecap;a.wireframeLinejoin=this.wireframeLinejoin;a.vertexColors=this.vertexColors;a.skinning=this.skinning;a.morphTargets=this.morphTargets;a.morphNormals=this.morphNormals;return a}; +THREE.MeshDepthMaterial=function(a){THREE.Material.call(this);this.type="MeshDepthMaterial";this.wireframe=this.morphTargets=!1;this.wireframeLinewidth=1;this.setValues(a)};THREE.MeshDepthMaterial.prototype=Object.create(THREE.Material.prototype);THREE.MeshDepthMaterial.prototype.clone=function(){var a=new THREE.MeshDepthMaterial;THREE.Material.prototype.clone.call(this,a);a.wireframe=this.wireframe;a.wireframeLinewidth=this.wireframeLinewidth;return a}; +THREE.MeshNormalMaterial=function(a){THREE.Material.call(this,a);this.type="MeshNormalMaterial";this.shading=THREE.FlatShading;this.wireframe=!1;this.wireframeLinewidth=1;this.morphTargets=!1;this.setValues(a)};THREE.MeshNormalMaterial.prototype=Object.create(THREE.Material.prototype); +THREE.MeshNormalMaterial.prototype.clone=function(){var a=new THREE.MeshNormalMaterial;THREE.Material.prototype.clone.call(this,a);a.shading=this.shading;a.wireframe=this.wireframe;a.wireframeLinewidth=this.wireframeLinewidth;return a};THREE.MeshFaceMaterial=function(a){this.uuid=THREE.Math.generateUUID();this.type="MeshFaceMaterial";this.materials=a instanceof Array?a:[]}; +THREE.MeshFaceMaterial.prototype={constructor:THREE.MeshFaceMaterial,toJSON:function(){for(var a={metadata:{version:4.2,type:"material",generator:"MaterialExporter"},uuid:this.uuid,type:this.type,materials:[]},b=0,c=this.materials.length;bf)){var m=b.origin.distanceTo(n);md.far||e.push({distance:m,point:k.clone().applyMatrix4(this.matrixWorld),face:null,faceIndex:null,object:this})}}}();THREE.Line.prototype.clone=function(a){void 0===a&&(a=new THREE.Line(this.geometry,this.material,this.mode));THREE.Object3D.prototype.clone.call(this,a);return a}; +THREE.Mesh=function(a,b){THREE.Object3D.call(this);this.type="Mesh";this.geometry=void 0!==a?a:new THREE.Geometry;this.material=void 0!==b?b:new THREE.MeshBasicMaterial({color:16777215*Math.random()});this.updateMorphTargets()};THREE.Mesh.prototype=Object.create(THREE.Object3D.prototype); +THREE.Mesh.prototype.updateMorphTargets=function(){if(void 0!==this.geometry.morphTargets&&0g.far||h.push({distance:x,point:M,face:new THREE.Face3(p,q,m,THREE.Triangle.normal(d,e,f)),faceIndex:null,object:this})}}}else for(s=p.position.array,t=k=0,w=s.length;k +g.far||h.push({distance:x,point:M,face:new THREE.Face3(p,q,m,THREE.Triangle.normal(d,e,f)),faceIndex:null,object:this}))}}else if(k instanceof THREE.Geometry)for(t=this.material instanceof THREE.MeshFaceMaterial,s=!0===t?this.material.materials:null,r=g.precision,u=k.vertices,v=0,y=k.faces.length;vg.far||h.push({distance:x,point:M,face:E,faceIndex:v,object:this}))}}}();THREE.Mesh.prototype.clone=function(a,b){void 0===a&&(a=new THREE.Mesh(this.geometry,this.material));THREE.Object3D.prototype.clone.call(this,a,b);return a};THREE.Bone=function(a){THREE.Object3D.call(this);this.skin=a};THREE.Bone.prototype=Object.create(THREE.Object3D.prototype); +THREE.Skeleton=function(a,b,c){this.useVertexTexture=void 0!==c?c:!0;this.identityMatrix=new THREE.Matrix4;a=a||[];this.bones=a.slice(0);this.useVertexTexture?(this.boneTextureHeight=this.boneTextureWidth=a=256h.end&&(h.end=e);b||(b=g)}}a.firstAnimation=b}; +THREE.MorphAnimMesh.prototype.setAnimationLabel=function(a,b,c){this.geometry.animations||(this.geometry.animations={});this.geometry.animations[a]={start:b,end:c}};THREE.MorphAnimMesh.prototype.playAnimation=function(a,b){var c=this.geometry.animations[a];c?(this.setFrameRange(c.start,c.end),this.duration=(c.end-c.start)/b*1E3,this.time=0):console.warn("animation["+a+"] undefined")}; +THREE.MorphAnimMesh.prototype.updateAnimation=function(a){var b=this.duration/this.length;this.time+=this.direction*a;if(this.mirroredLoop){if(this.time>this.duration||0>this.time)this.direction*=-1,this.time>this.duration&&(this.time=this.duration,this.directionBackwards=!0),0>this.time&&(this.time=0,this.directionBackwards=!1)}else this.time%=this.duration,0>this.time&&(this.time+=this.duration);a=this.startKeyframe+THREE.Math.clamp(Math.floor(this.time/b),0,this.length-1);a!==this.currentKeyframe&& +(this.morphTargetInfluences[this.lastKeyframe]=0,this.morphTargetInfluences[this.currentKeyframe]=1,this.morphTargetInfluences[a]=0,this.lastKeyframe=this.currentKeyframe,this.currentKeyframe=a);b=this.time%b/b;this.directionBackwards&&(b=1-b);this.morphTargetInfluences[this.currentKeyframe]=b;this.morphTargetInfluences[this.lastKeyframe]=1-b}; +THREE.MorphAnimMesh.prototype.interpolateTargets=function(a,b,c){for(var d=this.morphTargetInfluences,e=0,f=d.length;e=this.objects[d].distance)this.objects[d-1].object.visible=!1,this.objects[d].object.visible=!0;else break;for(;dthis.scale.x||c.push({distance:d,point:this.position,face:null,object:this})}}();THREE.Sprite.prototype.clone=function(a){void 0===a&&(a=new THREE.Sprite(this.material));THREE.Object3D.prototype.clone.call(this,a);return a};THREE.Particle=THREE.Sprite; +THREE.LensFlare=function(a,b,c,d,e){THREE.Object3D.call(this);this.lensFlares=[];this.positionScreen=new THREE.Vector3;this.customUpdateCallback=void 0;void 0!==a&&this.add(a,b,c,d,e)};THREE.LensFlare.prototype=Object.create(THREE.Object3D.prototype); +THREE.LensFlare.prototype.add=function(a,b,c,d,e,f){void 0===b&&(b=-1);void 0===c&&(c=0);void 0===f&&(f=1);void 0===e&&(e=new THREE.Color(16777215));void 0===d&&(d=THREE.NormalBlending);c=Math.min(c,Math.max(0,c));this.lensFlares.push({texture:a,size:b,distance:c,x:0,y:0,z:0,scale:1,rotation:1,opacity:f,color:e,blending:d})}; +THREE.LensFlare.prototype.updateLensFlares=function(){var a,b=this.lensFlares.length,c,d=2*-this.positionScreen.x,e=2*-this.positionScreen.y;for(a=0;a dashSize ) {\n\t\tdiscard;\n\t}\n\tgl_FragColor = vec4( diffuse, opacity );",THREE.ShaderChunk.logdepthbuf_fragment,THREE.ShaderChunk.color_fragment,THREE.ShaderChunk.fog_fragment, +"}"].join("\n")},depth:{uniforms:{mNear:{type:"f",value:1},mFar:{type:"f",value:2E3},opacity:{type:"f",value:1}},vertexShader:[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;\nuniform float mFar;\nuniform float opacity;",THREE.ShaderChunk.logdepthbuf_pars_fragment,"void main() {",THREE.ShaderChunk.logdepthbuf_fragment, +"\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tfloat depth = gl_FragDepthEXT / gl_FragCoord.w;\n\t#else\n\t\tfloat depth = gl_FragCoord.z / gl_FragCoord.w;\n\t#endif\n\tfloat color = 1.0 - smoothstep( mNear, mFar, depth );\n\tgl_FragColor = vec4( vec3( color ), opacity );\n}"].join("\n")},normal:{uniforms:{opacity:{type:"f",value:1}},vertexShader:["varying vec3 vNormal;",THREE.ShaderChunk.morphtarget_pars_vertex,THREE.ShaderChunk.logdepthbuf_pars_vertex,"void main() {\n\tvNormal = normalize( normalMatrix * normal );", +THREE.ShaderChunk.morphtarget_vertex,THREE.ShaderChunk.default_vertex,THREE.ShaderChunk.logdepthbuf_vertex,"}"].join("\n"),fragmentShader:["uniform float opacity;\nvarying vec3 vNormal;",THREE.ShaderChunk.logdepthbuf_pars_fragment,"void main() {\n\tgl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",THREE.ShaderChunk.logdepthbuf_fragment,"}"].join("\n")},normalmap:{uniforms:THREE.UniformsUtils.merge([THREE.UniformsLib.fog,THREE.UniformsLib.lights,THREE.UniformsLib.shadowmap,{enableAO:{type:"i", +value:0},enableDiffuse:{type:"i",value:0},enableSpecular:{type:"i",value:0},enableReflection:{type:"i",value:0},enableDisplacement:{type:"i",value:0},tDisplacement:{type:"t",value:null},tDiffuse:{type:"t",value:null},tCube:{type:"t",value:null},tNormal:{type:"t",value:null},tSpecular:{type:"t",value:null},tAO:{type:"t",value:null},uNormalScale:{type:"v2",value:new THREE.Vector2(1,1)},uDisplacementBias:{type:"f",value:0},uDisplacementScale:{type:"f",value:1},diffuse:{type:"c",value:new THREE.Color(16777215)}, +specular:{type:"c",value:new THREE.Color(1118481)},ambient:{type:"c",value:new THREE.Color(16777215)},shininess:{type:"f",value:30},opacity:{type:"f",value:1},useRefract:{type:"i",value:0},refractionRatio:{type:"f",value:.98},reflectivity:{type:"f",value:.5},uOffset:{type:"v2",value:new THREE.Vector2(0,0)},uRepeat:{type:"v2",value:new THREE.Vector2(1,1)},wrapRGB:{type:"v3",value:new THREE.Vector3(1,1,1)}}]),fragmentShader:["uniform vec3 ambient;\nuniform vec3 diffuse;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\nuniform bool enableDiffuse;\nuniform bool enableSpecular;\nuniform bool enableAO;\nuniform bool enableReflection;\nuniform sampler2D tDiffuse;\nuniform sampler2D tNormal;\nuniform sampler2D tSpecular;\nuniform sampler2D tAO;\nuniform samplerCube tCube;\nuniform vec2 uNormalScale;\nuniform bool useRefract;\nuniform float refractionRatio;\nuniform float reflectivity;\nvarying vec3 vTangent;\nvarying vec3 vBinormal;\nvarying vec3 vNormal;\nvarying vec2 vUv;\nuniform vec3 ambientLightColor;\n#if MAX_DIR_LIGHTS > 0\n\tuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\n\tuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_HEMI_LIGHTS > 0\n\tuniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\n\tuniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\n\tuniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\n\tuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\n\tuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n\tuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n#endif\n#if MAX_SPOT_LIGHTS > 0\n\tuniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\n\tuniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\n\tuniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\n\tuniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\n\tuniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n\tuniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n#endif\n#ifdef WRAP_AROUND\n\tuniform vec3 wrapRGB;\n#endif\nvarying vec3 vWorldPosition;\nvarying vec3 vViewPosition;", +THREE.ShaderChunk.shadowmap_pars_fragment,THREE.ShaderChunk.fog_pars_fragment,THREE.ShaderChunk.logdepthbuf_pars_fragment,"void main() {",THREE.ShaderChunk.logdepthbuf_fragment,"\tgl_FragColor = vec4( vec3( 1.0 ), opacity );\n\tvec3 specularTex = vec3( 1.0 );\n\tvec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;\n\tnormalTex.xy *= uNormalScale;\n\tnormalTex = normalize( normalTex );\n\tif( enableDiffuse ) {\n\t\t#ifdef GAMMA_INPUT\n\t\t\tvec4 texelColor = texture2D( tDiffuse, vUv );\n\t\t\ttexelColor.xyz *= texelColor.xyz;\n\t\t\tgl_FragColor = gl_FragColor * texelColor;\n\t\t#else\n\t\t\tgl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );\n\t\t#endif\n\t}\n\tif( enableAO ) {\n\t\t#ifdef GAMMA_INPUT\n\t\t\tvec4 aoColor = texture2D( tAO, vUv );\n\t\t\taoColor.xyz *= aoColor.xyz;\n\t\t\tgl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;\n\t\t#else\n\t\t\tgl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;\n\t\t#endif\n\t}", +THREE.ShaderChunk.alphatest_fragment,"\tif( enableSpecular )\n\t\tspecularTex = texture2D( tSpecular, vUv ).xyz;\n\tmat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );\n\tvec3 finalNormal = tsb * normalTex;\n\t#ifdef FLIP_SIDED\n\t\tfinalNormal = -finalNormal;\n\t#endif\n\tvec3 normal = normalize( finalNormal );\n\tvec3 viewPosition = normalize( vViewPosition );\n\t#if MAX_POINT_LIGHTS > 0\n\t\tvec3 pointDiffuse = vec3( 0.0 );\n\t\tvec3 pointSpecular = vec3( 0.0 );\n\t\tfor ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n\t\t\tvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\n\t\t\tvec3 pointVector = lPosition.xyz + vViewPosition.xyz;\n\t\t\tfloat pointDistance = 1.0;\n\t\t\tif ( pointLightDistance[ i ] > 0.0 )\n\t\t\t\tpointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );\n\t\t\tpointVector = normalize( pointVector );\n\t\t\t#ifdef WRAP_AROUND\n\t\t\t\tfloat pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );\n\t\t\t\tfloat pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );\n\t\t\t\tvec3 pointDiffuseWeight = mix( vec3( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );\n\t\t\t#else\n\t\t\t\tfloat pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );\n\t\t\t#endif\n\t\t\tpointDiffuse += pointDistance * pointLightColor[ i ] * diffuse * pointDiffuseWeight;\n\t\t\tvec3 pointHalfVector = normalize( pointVector + viewPosition );\n\t\t\tfloat pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );\n\t\t\tfloat pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, shininess ), 0.0 );\n\t\t\tfloat specularNormalization = ( shininess + 2.0 ) / 8.0;\n\t\t\tvec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( pointVector, pointHalfVector ), 0.0 ), 5.0 );\n\t\t\tpointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;\n\t\t}\n\t#endif\n\t#if MAX_SPOT_LIGHTS > 0\n\t\tvec3 spotDiffuse = vec3( 0.0 );\n\t\tvec3 spotSpecular = vec3( 0.0 );\n\t\tfor ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\n\t\t\tvec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\n\t\t\tvec3 spotVector = lPosition.xyz + vViewPosition.xyz;\n\t\t\tfloat spotDistance = 1.0;\n\t\t\tif ( spotLightDistance[ i ] > 0.0 )\n\t\t\t\tspotDistance = 1.0 - min( ( length( spotVector ) / spotLightDistance[ i ] ), 1.0 );\n\t\t\tspotVector = normalize( spotVector );\n\t\t\tfloat spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );\n\t\t\tif ( spotEffect > spotLightAngleCos[ i ] ) {\n\t\t\t\tspotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );\n\t\t\t\t#ifdef WRAP_AROUND\n\t\t\t\t\tfloat spotDiffuseWeightFull = max( dot( normal, spotVector ), 0.0 );\n\t\t\t\t\tfloat spotDiffuseWeightHalf = max( 0.5 * dot( normal, spotVector ) + 0.5, 0.0 );\n\t\t\t\t\tvec3 spotDiffuseWeight = mix( vec3( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );\n\t\t\t\t#else\n\t\t\t\t\tfloat spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );\n\t\t\t\t#endif\n\t\t\t\tspotDiffuse += spotDistance * spotLightColor[ i ] * diffuse * spotDiffuseWeight * spotEffect;\n\t\t\t\tvec3 spotHalfVector = normalize( spotVector + viewPosition );\n\t\t\t\tfloat spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );\n\t\t\t\tfloat spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, shininess ), 0.0 );\n\t\t\t\tfloat specularNormalization = ( shininess + 2.0 ) / 8.0;\n\t\t\t\tvec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( spotVector, spotHalfVector ), 0.0 ), 5.0 );\n\t\t\t\tspotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;\n\t\t\t}\n\t\t}\n\t#endif\n\t#if MAX_DIR_LIGHTS > 0\n\t\tvec3 dirDiffuse = vec3( 0.0 );\n\t\tvec3 dirSpecular = vec3( 0.0 );\n\t\tfor( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {\n\t\t\tvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\n\t\t\tvec3 dirVector = normalize( lDirection.xyz );\n\t\t\t#ifdef WRAP_AROUND\n\t\t\t\tfloat directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );\n\t\t\t\tfloat directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );\n\t\t\t\tvec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );\n\t\t\t#else\n\t\t\t\tfloat dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );\n\t\t\t#endif\n\t\t\tdirDiffuse += directionalLightColor[ i ] * diffuse * dirDiffuseWeight;\n\t\t\tvec3 dirHalfVector = normalize( dirVector + viewPosition );\n\t\t\tfloat dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );\n\t\t\tfloat dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, shininess ), 0.0 );\n\t\t\tfloat specularNormalization = ( shininess + 2.0 ) / 8.0;\n\t\t\tvec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( dirVector, dirHalfVector ), 0.0 ), 5.0 );\n\t\t\tdirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;\n\t\t}\n\t#endif\n\t#if MAX_HEMI_LIGHTS > 0\n\t\tvec3 hemiDiffuse = vec3( 0.0 );\n\t\tvec3 hemiSpecular = vec3( 0.0 );\n\t\tfor( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\n\t\t\tvec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );\n\t\t\tvec3 lVector = normalize( lDirection.xyz );\n\t\t\tfloat dotProduct = dot( normal, lVector );\n\t\t\tfloat hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\n\t\t\tvec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\n\t\t\themiDiffuse += diffuse * hemiColor;\n\t\t\tvec3 hemiHalfVectorSky = normalize( lVector + viewPosition );\n\t\t\tfloat hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;\n\t\t\tfloat hemiSpecularWeightSky = specularTex.r * max( pow( max( hemiDotNormalHalfSky, 0.0 ), shininess ), 0.0 );\n\t\t\tvec3 lVectorGround = -lVector;\n\t\t\tvec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );\n\t\t\tfloat hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;\n\t\t\tfloat hemiSpecularWeightGround = specularTex.r * max( pow( max( hemiDotNormalHalfGround, 0.0 ), shininess ), 0.0 );\n\t\t\tfloat dotProductGround = dot( normal, lVectorGround );\n\t\t\tfloat specularNormalization = ( shininess + 2.0 ) / 8.0;\n\t\t\tvec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, hemiHalfVectorSky ), 0.0 ), 5.0 );\n\t\t\tvec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 0.0 ), 5.0 );\n\t\t\themiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );\n\t\t}\n\t#endif\n\tvec3 totalDiffuse = vec3( 0.0 );\n\tvec3 totalSpecular = vec3( 0.0 );\n\t#if MAX_DIR_LIGHTS > 0\n\t\ttotalDiffuse += dirDiffuse;\n\t\ttotalSpecular += dirSpecular;\n\t#endif\n\t#if MAX_HEMI_LIGHTS > 0\n\t\ttotalDiffuse += hemiDiffuse;\n\t\ttotalSpecular += hemiSpecular;\n\t#endif\n\t#if MAX_POINT_LIGHTS > 0\n\t\ttotalDiffuse += pointDiffuse;\n\t\ttotalSpecular += pointSpecular;\n\t#endif\n\t#if MAX_SPOT_LIGHTS > 0\n\t\ttotalDiffuse += spotDiffuse;\n\t\ttotalSpecular += spotSpecular;\n\t#endif\n\t#ifdef METAL\n\t\tgl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient + totalSpecular );\n\t#else\n\t\tgl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient ) + totalSpecular;\n\t#endif\n\tif ( enableReflection ) {\n\t\tvec3 vReflect;\n\t\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\t\tif ( useRefract ) {\n\t\t\tvReflect = refract( cameraToVertex, normal, refractionRatio );\n\t\t} else {\n\t\t\tvReflect = reflect( cameraToVertex, normal );\n\t\t}\n\t\tvec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );\n\t\t#ifdef GAMMA_INPUT\n\t\t\tcubeColor.xyz *= cubeColor.xyz;\n\t\t#endif\n\t\tgl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * reflectivity );\n\t}", +THREE.ShaderChunk.shadowmap_fragment,THREE.ShaderChunk.linear_to_gamma_fragment,THREE.ShaderChunk.fog_fragment,"}"].join("\n"),vertexShader:["attribute vec4 tangent;\nuniform vec2 uOffset;\nuniform vec2 uRepeat;\nuniform bool enableDisplacement;\n#ifdef VERTEX_TEXTURES\n\tuniform sampler2D tDisplacement;\n\tuniform float uDisplacementScale;\n\tuniform float uDisplacementBias;\n#endif\nvarying vec3 vTangent;\nvarying vec3 vBinormal;\nvarying vec3 vNormal;\nvarying vec2 vUv;\nvarying vec3 vWorldPosition;\nvarying vec3 vViewPosition;", +THREE.ShaderChunk.skinning_pars_vertex,THREE.ShaderChunk.shadowmap_pars_vertex,THREE.ShaderChunk.logdepthbuf_pars_vertex,"void main() {",THREE.ShaderChunk.skinbase_vertex,THREE.ShaderChunk.skinnormal_vertex,"\t#ifdef USE_SKINNING\n\t\tvNormal = normalize( normalMatrix * skinnedNormal.xyz );\n\t\tvec4 skinnedTangent = skinMatrix * vec4( tangent.xyz, 0.0 );\n\t\tvTangent = normalize( normalMatrix * skinnedTangent.xyz );\n\t#else\n\t\tvNormal = normalize( normalMatrix * normal );\n\t\tvTangent = normalize( normalMatrix * tangent.xyz );\n\t#endif\n\tvBinormal = normalize( cross( vNormal, vTangent ) * tangent.w );\n\tvUv = uv * uRepeat + uOffset;\n\tvec3 displacedPosition;\n\t#ifdef VERTEX_TEXTURES\n\t\tif ( enableDisplacement ) {\n\t\t\tvec3 dv = texture2D( tDisplacement, uv ).xyz;\n\t\t\tfloat df = uDisplacementScale * dv.x + uDisplacementBias;\n\t\t\tdisplacedPosition = position + normalize( normal ) * df;\n\t\t} else {\n\t\t\t#ifdef USE_SKINNING\n\t\t\t\tvec4 skinVertex = bindMatrix * vec4( position, 1.0 );\n\t\t\t\tvec4 skinned = vec4( 0.0 );\n\t\t\t\tskinned += boneMatX * skinVertex * skinWeight.x;\n\t\t\t\tskinned += boneMatY * skinVertex * skinWeight.y;\n\t\t\t\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\t\t\t\tskinned += boneMatW * skinVertex * skinWeight.w;\n\t\t\t\tskinned = bindMatrixInverse * skinned;\n\t\t\t\tdisplacedPosition = skinned.xyz;\n\t\t\t#else\n\t\t\t\tdisplacedPosition = position;\n\t\t\t#endif\n\t\t}\n\t#else\n\t\t#ifdef USE_SKINNING\n\t\t\tvec4 skinVertex = bindMatrix * vec4( position, 1.0 );\n\t\t\tvec4 skinned = vec4( 0.0 );\n\t\t\tskinned += boneMatX * skinVertex * skinWeight.x;\n\t\t\tskinned += boneMatY * skinVertex * skinWeight.y;\n\t\t\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\t\t\tskinned += boneMatW * skinVertex * skinWeight.w;\n\t\t\tskinned = bindMatrixInverse * skinned;\n\t\t\tdisplacedPosition = skinned.xyz;\n\t\t#else\n\t\t\tdisplacedPosition = position;\n\t\t#endif\n\t#endif\n\tvec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );\n\tvec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );\n\tgl_Position = projectionMatrix * mvPosition;", +THREE.ShaderChunk.logdepthbuf_vertex,"\tvWorldPosition = worldPosition.xyz;\n\tvViewPosition = -mvPosition.xyz;\n\t#ifdef USE_SHADOWMAP\n\t\tfor( int i = 0; i < MAX_SHADOWS; i ++ ) {\n\t\t\tvShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;\n\t\t}\n\t#endif\n}"].join("\n")},cube:{uniforms:{tCube:{type:"t",value:null},tFlip:{type:"f",value:-1}},vertexShader:["varying vec3 vWorldPosition;",THREE.ShaderChunk.logdepthbuf_pars_vertex,"void main() {\n\tvec4 worldPosition = modelMatrix * vec4( position, 1.0 );\n\tvWorldPosition = worldPosition.xyz;\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", +THREE.ShaderChunk.logdepthbuf_vertex,"}"].join("\n"),fragmentShader:["uniform samplerCube tCube;\nuniform float tFlip;\nvarying vec3 vWorldPosition;",THREE.ShaderChunk.logdepthbuf_pars_fragment,"void main() {\n\tgl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",THREE.ShaderChunk.logdepthbuf_fragment,"}"].join("\n")},depthRGBA:{uniforms:{},vertexShader:[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.logdepthbuf_pars_fragment,"vec4 pack_depth( const in float depth ) {\n\tconst vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );\n\tconst vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );\n\tvec4 res = mod( depth * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );\n\tres -= res.xxyz * bit_mask;\n\treturn res;\n}\nvoid main() {", +THREE.ShaderChunk.logdepthbuf_fragment,"\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tgl_FragData[ 0 ] = pack_depth( gl_FragDepthEXT );\n\t#else\n\t\tgl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );\n\t#endif\n}"].join("\n")}}; +THREE.WebGLRenderer=function(a){function b(a){var b=a.geometry;a=a.material;var c=b.vertices.length;if(a.attributes){void 0===b.__webglCustomAttributesList&&(b.__webglCustomAttributesList=[]);for(var d in a.attributes){var e=a.attributes[d];if(!e.__webglInitialized||e.createUniqueBuffers){e.__webglInitialized=!0;var f=1;"v2"===e.type?f=2:"v3"===e.type?f=3:"v4"===e.type?f=4:"c"===e.type&&(f=3);e.size=f;e.array=new Float32Array(c*f);e.buffer=l.createBuffer();e.buffer.belongsToAttribute=d;e.needsUpdate= +!0}b.__webglCustomAttributesList.push(e)}}}function c(a,b){var c=b.geometry,e=a.faces3,f=3*e.length,g=1*e.length,h=3*e.length,e=d(b,a);a.__vertexArray=new Float32Array(3*f);a.__normalArray=new Float32Array(3*f);a.__colorArray=new Float32Array(3*f);a.__uvArray=new Float32Array(2*f);1Aa;Aa++)Cb=oa[Aa],Ta[Sa]=Cb.x,Ta[Sa+1]=Cb.y,Ta[Sa+2]=Cb.z,Sa+=3;else for(Aa=0;3>Aa;Aa++)Ta[Sa]=ta.x,Ta[Sa+1]=ta.y,Ta[Sa+2]=ta.z,Sa+=3;l.bindBuffer(l.ARRAY_BUFFER,I.__webglNormalBuffer);l.bufferData(l.ARRAY_BUFFER, +Ta,S)}if(Kc&&sa){P=0;for(Z=Q.length;PAa;Aa++)Oa=za[Aa],sb[qb]=Oa.x,sb[qb+1]=Oa.y,qb+=2;0Aa;Aa++)Pb=Ca[Aa],hb[rb]=Pb.x,hb[rb+1]=Pb.y,rb+=2;0h&&(f[v].counter+=1,k=f[v].hash+ +"_"+f[v].counter,k in r||(p={id:rc++,faces3:[],materialIndex:v,vertices:0,numMorphTargets:m,numMorphNormals:n},r[k]=p,q.push(p)));r[k].faces3.push(t);r[k].vertices+=3}a[g]=q;d.groupsNeedUpdate=!1}a=xb[d.id];g=0;for(e=a.length;gEa;Ea++)kb[Ea]=!K.autoScaleCubemaps||Nb||Sb?Sb?sa.image[Ea].image:sa.image[Ea]:S(sa.image[Ea],bd);var la=kb[0],Yb=THREE.Math.isPowerOfTwo(la.width)&&THREE.Math.isPowerOfTwo(la.height),ab=L(sa.format),Fb=L(sa.type);G(l.TEXTURE_CUBE_MAP,sa,Yb);for(Ea=0;6>Ea;Ea++)if(Nb)for(var ib,Zb=kb[Ea].mipmaps, +ga=0,Wb=Zb.length;ga=Oc&& +console.warn("WebGLRenderer: trying to use "+a+" texture units while this GPU supports only "+Oc);cc+=1;return a}function x(a,b){a._modelViewMatrix.multiplyMatrices(b.matrixWorldInverse,a.matrixWorld);a._normalMatrix.getNormalMatrix(a._modelViewMatrix)}function C(a,b,c,d){a[b]=c.r*c.r*d;a[b+1]=c.g*c.g*d;a[b+2]=c.b*c.b*d}function D(a,b,c,d){a[b]=c.r*d;a[b+1]=c.g*d;a[b+2]=c.b*d}function A(a){a!==Pc&&(l.lineWidth(a),Pc=a)}function B(a,b,c){Qc!==a&&(a?l.enable(l.POLYGON_OFFSET_FILL):l.disable(l.POLYGON_OFFSET_FILL), +Qc=a);!a||Rc===b&&Sc===c||(l.polygonOffset(b,c),Rc=b,Sc=c)}function G(a,b,c){c?(l.texParameteri(a,l.TEXTURE_WRAP_S,L(b.wrapS)),l.texParameteri(a,l.TEXTURE_WRAP_T,L(b.wrapT)),l.texParameteri(a,l.TEXTURE_MAG_FILTER,L(b.magFilter)),l.texParameteri(a,l.TEXTURE_MIN_FILTER,L(b.minFilter))):(l.texParameteri(a,l.TEXTURE_WRAP_S,l.CLAMP_TO_EDGE),l.texParameteri(a,l.TEXTURE_WRAP_T,l.CLAMP_TO_EDGE),l.texParameteri(a,l.TEXTURE_MAG_FILTER,V(b.magFilter)),l.texParameteri(a,l.TEXTURE_MIN_FILTER,V(b.minFilter))); +(c=oa.get("EXT_texture_filter_anisotropic"))&&b.type!==THREE.FloatType&&(1b||a.height>b){var c=b/Math.max(a.width,a.height),d=document.createElement("canvas");d.width=Math.floor(a.width*c);d.height=Math.floor(a.height*c);d.getContext("2d").drawImage(a,0,0,a.width,a.height,0,0,d.width,d.height);console.log("THREE.WebGLRenderer:", +a,"is too big ("+a.width+"x"+a.height+"). Resized to "+d.width+"x"+d.height+".");return d}return a}function J(a,b){l.bindRenderbuffer(l.RENDERBUFFER,a);b.depthBuffer&&!b.stencilBuffer?(l.renderbufferStorage(l.RENDERBUFFER,l.DEPTH_COMPONENT16,b.width,b.height),l.framebufferRenderbuffer(l.FRAMEBUFFER,l.DEPTH_ATTACHMENT,l.RENDERBUFFER,a)):b.depthBuffer&&b.stencilBuffer?(l.renderbufferStorage(l.RENDERBUFFER,l.DEPTH_STENCIL,b.width,b.height),l.framebufferRenderbuffer(l.FRAMEBUFFER,l.DEPTH_STENCIL_ATTACHMENT, +l.RENDERBUFFER,a)):l.renderbufferStorage(l.RENDERBUFFER,l.RGBA4,b.width,b.height)}function H(a){a instanceof THREE.WebGLRenderTargetCube?(l.bindTexture(l.TEXTURE_CUBE_MAP,a.__webglTexture),l.generateMipmap(l.TEXTURE_CUBE_MAP),l.bindTexture(l.TEXTURE_CUBE_MAP,null)):(l.bindTexture(l.TEXTURE_2D,a.__webglTexture),l.generateMipmap(l.TEXTURE_2D),l.bindTexture(l.TEXTURE_2D,null))}function V(a){return a===THREE.NearestFilter||a===THREE.NearestMipMapNearestFilter||a===THREE.NearestMipMapLinearFilter?l.NEAREST: +l.LINEAR}function L(a){var b;if(a===THREE.RepeatWrapping)return l.REPEAT;if(a===THREE.ClampToEdgeWrapping)return l.CLAMP_TO_EDGE;if(a===THREE.MirroredRepeatWrapping)return l.MIRRORED_REPEAT;if(a===THREE.NearestFilter)return l.NEAREST;if(a===THREE.NearestMipMapNearestFilter)return l.NEAREST_MIPMAP_NEAREST;if(a===THREE.NearestMipMapLinearFilter)return l.NEAREST_MIPMAP_LINEAR;if(a===THREE.LinearFilter)return l.LINEAR;if(a===THREE.LinearMipMapNearestFilter)return l.LINEAR_MIPMAP_NEAREST;if(a===THREE.LinearMipMapLinearFilter)return l.LINEAR_MIPMAP_LINEAR; +if(a===THREE.UnsignedByteType)return l.UNSIGNED_BYTE;if(a===THREE.UnsignedShort4444Type)return l.UNSIGNED_SHORT_4_4_4_4;if(a===THREE.UnsignedShort5551Type)return l.UNSIGNED_SHORT_5_5_5_1;if(a===THREE.UnsignedShort565Type)return l.UNSIGNED_SHORT_5_6_5;if(a===THREE.ByteType)return l.BYTE;if(a===THREE.ShortType)return l.SHORT;if(a===THREE.UnsignedShortType)return l.UNSIGNED_SHORT;if(a===THREE.IntType)return l.INT;if(a===THREE.UnsignedIntType)return l.UNSIGNED_INT;if(a===THREE.FloatType)return l.FLOAT; +if(a===THREE.AlphaFormat)return l.ALPHA;if(a===THREE.RGBFormat)return l.RGB;if(a===THREE.RGBAFormat)return l.RGBA;if(a===THREE.LuminanceFormat)return l.LUMINANCE;if(a===THREE.LuminanceAlphaFormat)return l.LUMINANCE_ALPHA;if(a===THREE.AddEquation)return l.FUNC_ADD;if(a===THREE.SubtractEquation)return l.FUNC_SUBTRACT;if(a===THREE.ReverseSubtractEquation)return l.FUNC_REVERSE_SUBTRACT;if(a===THREE.ZeroFactor)return l.ZERO;if(a===THREE.OneFactor)return l.ONE;if(a===THREE.SrcColorFactor)return l.SRC_COLOR; +if(a===THREE.OneMinusSrcColorFactor)return l.ONE_MINUS_SRC_COLOR;if(a===THREE.SrcAlphaFactor)return l.SRC_ALPHA;if(a===THREE.OneMinusSrcAlphaFactor)return l.ONE_MINUS_SRC_ALPHA;if(a===THREE.DstAlphaFactor)return l.DST_ALPHA;if(a===THREE.OneMinusDstAlphaFactor)return l.ONE_MINUS_DST_ALPHA;if(a===THREE.DstColorFactor)return l.DST_COLOR;if(a===THREE.OneMinusDstColorFactor)return l.ONE_MINUS_DST_COLOR;if(a===THREE.SrcAlphaSaturateFactor)return l.SRC_ALPHA_SATURATE;b=oa.get("WEBGL_compressed_texture_s3tc"); +if(null!==b){if(a===THREE.RGB_S3TC_DXT1_Format)return b.COMPRESSED_RGB_S3TC_DXT1_EXT;if(a===THREE.RGBA_S3TC_DXT1_Format)return b.COMPRESSED_RGBA_S3TC_DXT1_EXT;if(a===THREE.RGBA_S3TC_DXT3_Format)return b.COMPRESSED_RGBA_S3TC_DXT3_EXT;if(a===THREE.RGBA_S3TC_DXT5_Format)return b.COMPRESSED_RGBA_S3TC_DXT5_EXT}b=oa.get("WEBGL_compressed_texture_pvrtc");if(null!==b){if(a===THREE.RGB_PVRTC_4BPPV1_Format)return b.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;if(a===THREE.RGB_PVRTC_2BPPV1_Format)return b.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; +if(a===THREE.RGBA_PVRTC_4BPPV1_Format)return b.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;if(a===THREE.RGBA_PVRTC_2BPPV1_Format)return b.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG}b=oa.get("EXT_blend_minmax");if(null!==b){if(a===THREE.MinEquation)return b.MIN_EXT;if(a===THREE.MaxEquation)return b.MAX_EXT}return 0}console.log("THREE.WebGLRenderer",THREE.REVISION);a=a||{};var I=void 0!==a.canvas?a.canvas:document.createElement("canvas"),R=void 0!==a.context?a.context:null,Y=void 0!==a.precision?a.precision:"highp",T=void 0!== +a.alpha?a.alpha:!1,ya=void 0!==a.depth?a.depth:!0,ia=void 0!==a.stencil?a.stencil:!0,Ca=void 0!==a.antialias?a.antialias:!1,O=void 0!==a.premultipliedAlpha?a.premultipliedAlpha:!0,Ga=void 0!==a.preserveDrawingBuffer?a.preserveDrawingBuffer:!1,xa=void 0!==a.logarithmicDepthBuffer?a.logarithmicDepthBuffer:!1,za=new THREE.Color(0),Z=0,db=[],eb={},ob=[],bb=[],Ib=[],yb=[],Ra=[];this.domElement=I;this.context=null;this.devicePixelRatio=void 0!==a.devicePixelRatio?a.devicePixelRatio:void 0!==self.devicePixelRatio? +self.devicePixelRatio:1;this.sortObjects=this.autoClearStencil=this.autoClearDepth=this.autoClearColor=this.autoClear=!0;this.shadowMapEnabled=this.gammaOutput=this.gammaInput=!1;this.shadowMapType=THREE.PCFShadowMap;this.shadowMapCullFace=THREE.CullFaceFront;this.shadowMapCascade=this.shadowMapDebug=!1;this.maxMorphTargets=8;this.maxMorphNormals=4;this.autoScaleCubemaps=!0;this.info={memory:{programs:0,geometries:0,textures:0},render:{calls:0,vertices:0,faces:0,points:0}};var K=this,cb=[],tc=null, +Tc=null,Jb=-1,Oa=-1,dc=null,cc=0,Kb=-1,Lb=-1,pb=-1,Mb=-1,Nb=-1,Wb=-1,Xb=-1,nb=-1,Qc=null,Rc=null,Sc=null,Pc=null,Ob=0,jc=0,kc=I.width,lc=I.height,Uc=0,Vc=0,wb=new Uint8Array(16),jb=new Uint8Array(16),Ec=new THREE.Frustum,Ac=new THREE.Matrix4,Gc=new THREE.Matrix4,Na=new THREE.Vector3,ta=new THREE.Vector3,ec=!0,Mc={ambient:[0,0,0],directional:{length:0,colors:[],positions:[]},point:{length:0,colors:[],positions:[],distances:[]},spot:{length:0,colors:[],positions:[],distances:[],directions:[],anglesCos:[], +exponents:[]},hemi:{length:0,skyColors:[],groundColors:[],positions:[]}},l;try{var Wc={alpha:T,depth:ya,stencil:ia,antialias:Ca,premultipliedAlpha:O,preserveDrawingBuffer:Ga};l=R||I.getContext("webgl",Wc)||I.getContext("experimental-webgl",Wc);if(null===l){if(null!==I.getContext("webgl"))throw"Error creating WebGL context with your selected attributes.";throw"Error creating WebGL context.";}I.addEventListener("webglcontextlost",function(a){a.preventDefault();Xc();Yc();eb={}},!1)}catch(cd){console.error(cd)}void 0=== +l.getShaderPrecisionFormat&&(l.getShaderPrecisionFormat=function(){return{rangeMin:1,rangeMax:1,precision:1}});var oa=new THREE.WebGLExtensions(l);oa.get("OES_texture_float");oa.get("OES_texture_float_linear");oa.get("OES_standard_derivatives");xa&&oa.get("EXT_frag_depth");var Yc=function(){l.clearColor(0,0,0,1);l.clearDepth(1);l.clearStencil(0);l.enable(l.DEPTH_TEST);l.depthFunc(l.LEQUAL);l.frontFace(l.CCW);l.cullFace(l.BACK);l.enable(l.CULL_FACE);l.enable(l.BLEND);l.blendEquation(l.FUNC_ADD);l.blendFunc(l.SRC_ALPHA, +l.ONE_MINUS_SRC_ALPHA);l.viewport(Ob,jc,kc,lc);l.clearColor(za.r,za.g,za.b,Z)},Xc=function(){dc=tc=null;Jb=Oa=Lb=Kb=nb=Xb=pb=-1;ec=!0};Yc();this.context=l;var Oc=l.getParameter(l.MAX_TEXTURE_IMAGE_UNITS),dd=l.getParameter(l.MAX_VERTEX_TEXTURE_IMAGE_UNITS),ed=l.getParameter(l.MAX_TEXTURE_SIZE),bd=l.getParameter(l.MAX_CUBE_MAP_TEXTURE_SIZE),sc=0b;b++)l.deleteFramebuffer(a.__webglFramebuffer[b]),l.deleteRenderbuffer(a.__webglRenderbuffer[b]);else l.deleteFramebuffer(a.__webglFramebuffer),l.deleteRenderbuffer(a.__webglRenderbuffer);delete a.__webglFramebuffer;delete a.__webglRenderbuffer}K.info.memory.textures--},Dc=function(a){a=a.target;a.removeEventListener("dispose",Dc);Cc(a)},$c=function(a){for(var b="__webglVertexBuffer __webglNormalBuffer __webglTangentBuffer __webglColorBuffer __webglUVBuffer __webglUV2Buffer __webglSkinIndicesBuffer __webglSkinWeightsBuffer __webglFaceBuffer __webglLineBuffer __webglLineDistanceBuffer".split(" "), +c=0,d=b.length;cd.numSupportedMorphTargets?(n.sort(p),n.length=d.numSupportedMorphTargets):n.length>d.numSupportedMorphNormals?n.sort(p):0===n.length&&n.push([0, +0]);for(m=0;mf;f++){a.__webglFramebuffer[f]=l.createFramebuffer();a.__webglRenderbuffer[f]=l.createRenderbuffer();l.texImage2D(l.TEXTURE_CUBE_MAP_POSITIVE_X+f,0,d,a.width,a.height,0,d,e,null);var g=a,h=l.TEXTURE_CUBE_MAP_POSITIVE_X+f;l.bindFramebuffer(l.FRAMEBUFFER,a.__webglFramebuffer[f]);l.framebufferTexture2D(l.FRAMEBUFFER,l.COLOR_ATTACHMENT0,h,g.__webglTexture,0);J(a.__webglRenderbuffer[f],a)}c&&l.generateMipmap(l.TEXTURE_CUBE_MAP)}else a.__webglFramebuffer= +l.createFramebuffer(),a.__webglRenderbuffer=a.shareDepthFrom?a.shareDepthFrom.__webglRenderbuffer:l.createRenderbuffer(),l.bindTexture(l.TEXTURE_2D,a.__webglTexture),G(l.TEXTURE_2D,a,c),l.texImage2D(l.TEXTURE_2D,0,d,a.width,a.height,0,d,e,null),d=l.TEXTURE_2D,l.bindFramebuffer(l.FRAMEBUFFER,a.__webglFramebuffer),l.framebufferTexture2D(l.FRAMEBUFFER,l.COLOR_ATTACHMENT0,d,a.__webglTexture,0),a.shareDepthFrom?a.depthBuffer&&!a.stencilBuffer?l.framebufferRenderbuffer(l.FRAMEBUFFER,l.DEPTH_ATTACHMENT, +l.RENDERBUFFER,a.__webglRenderbuffer):a.depthBuffer&&a.stencilBuffer&&l.framebufferRenderbuffer(l.FRAMEBUFFER,l.DEPTH_STENCIL_ATTACHMENT,l.RENDERBUFFER,a.__webglRenderbuffer):J(a.__webglRenderbuffer,a),c&&l.generateMipmap(l.TEXTURE_2D);b?l.bindTexture(l.TEXTURE_CUBE_MAP,null):l.bindTexture(l.TEXTURE_2D,null);l.bindRenderbuffer(l.RENDERBUFFER,null);l.bindFramebuffer(l.FRAMEBUFFER,null)}a?(b=b?a.__webglFramebuffer[a.activeCubeFace]:a.__webglFramebuffer,c=a.width,a=a.height,e=d=0):(b=null,c=kc,a=lc, +d=Ob,e=jc);b!==Tc&&(l.bindFramebuffer(l.FRAMEBUFFER,b),l.viewport(d,e,c,a),Tc=b);Uc=c;Vc=a};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.")}}; +THREE.WebGLRenderTarget=function(a,b,c){this.width=a;this.height=b;c=c||{};this.wrapS=void 0!==c.wrapS?c.wrapS:THREE.ClampToEdgeWrapping;this.wrapT=void 0!==c.wrapT?c.wrapT:THREE.ClampToEdgeWrapping;this.magFilter=void 0!==c.magFilter?c.magFilter:THREE.LinearFilter;this.minFilter=void 0!==c.minFilter?c.minFilter:THREE.LinearMipMapLinearFilter;this.anisotropy=void 0!==c.anisotropy?c.anisotropy:1;this.offset=new THREE.Vector2(0,0);this.repeat=new THREE.Vector2(1,1);this.format=void 0!==c.format?c.format: +THREE.RGBAFormat;this.type=void 0!==c.type?c.type:THREE.UnsignedByteType;this.depthBuffer=void 0!==c.depthBuffer?c.depthBuffer:!0;this.stencilBuffer=void 0!==c.stencilBuffer?c.stencilBuffer:!0;this.generateMipmaps=!0;this.shareDepthFrom=null}; +THREE.WebGLRenderTarget.prototype={constructor:THREE.WebGLRenderTarget,setSize:function(a,b){this.width=a;this.height=b},clone:function(){var a=new THREE.WebGLRenderTarget(this.width,this.height);a.wrapS=this.wrapS;a.wrapT=this.wrapT;a.magFilter=this.magFilter;a.minFilter=this.minFilter;a.anisotropy=this.anisotropy;a.offset.copy(this.offset);a.repeat.copy(this.repeat);a.format=this.format;a.type=this.type;a.depthBuffer=this.depthBuffer;a.stencilBuffer=this.stencilBuffer;a.generateMipmaps=this.generateMipmaps; +a.shareDepthFrom=this.shareDepthFrom;return a},dispose:function(){this.dispatchEvent({type:"dispose"})}};THREE.EventDispatcher.prototype.apply(THREE.WebGLRenderTarget.prototype);THREE.WebGLRenderTargetCube=function(a,b,c){THREE.WebGLRenderTarget.call(this,a,b,c);this.activeCubeFace=0};THREE.WebGLRenderTargetCube.prototype=Object.create(THREE.WebGLRenderTarget.prototype); +THREE.WebGLExtensions=function(a){var b={};this.get=function(c){if(void 0!==b[c])return b[c];var d;switch(c){case "EXT_texture_filter_anisotropic":d=a.getExtension("EXT_texture_filter_anisotropic")||a.getExtension("MOZ_EXT_texture_filter_anisotropic")||a.getExtension("WEBKIT_EXT_texture_filter_anisotropic");break;case "WEBGL_compressed_texture_s3tc":d=a.getExtension("WEBGL_compressed_texture_s3tc")||a.getExtension("MOZ_WEBGL_compressed_texture_s3tc")||a.getExtension("WEBKIT_WEBGL_compressed_texture_s3tc"); +break;case "WEBGL_compressed_texture_pvrtc":d=a.getExtension("WEBGL_compressed_texture_pvrtc")||a.getExtension("WEBKIT_WEBGL_compressed_texture_pvrtc");break;default:d=a.getExtension(c)}null===d&&console.log("THREE.WebGLRenderer: "+c+" extension not supported.");return b[c]=d}}; +THREE.WebGLProgram=function(){var a=0;return function(b,c,d,e){var f=b.context,g=d.defines,h=d.__webglShader.uniforms,k=d.attributes,n=d.__webglShader.vertexShader,p=d.__webglShader.fragmentShader,q=d.index0AttributeName;void 0===q&&!0===e.morphTargets&&(q="position");var m="SHADOWMAP_TYPE_BASIC";e.shadowMapType===THREE.PCFShadowMap?m="SHADOWMAP_TYPE_PCF":e.shadowMapType===THREE.PCFSoftShadowMap&&(m="SHADOWMAP_TYPE_PCF_SOFT");var r,t;r=[];for(var s in g)t=g[s],!1!==t&&(t="#define "+s+" "+t,r.push(t)); +r=r.join("\n");g=f.createProgram();d instanceof THREE.RawShaderMaterial?b=d="":(d=["precision "+e.precision+" float;","precision "+e.precision+" int;",r,e.supportsVertexTextures?"#define VERTEX_TEXTURES":"",b.gammaInput?"#define GAMMA_INPUT":"",b.gammaOutput?"#define GAMMA_OUTPUT":"","#define MAX_DIR_LIGHTS "+e.maxDirLights,"#define MAX_POINT_LIGHTS "+e.maxPointLights,"#define MAX_SPOT_LIGHTS "+e.maxSpotLights,"#define MAX_HEMI_LIGHTS "+e.maxHemiLights,"#define MAX_SHADOWS "+e.maxShadows,"#define MAX_BONES "+ +e.maxBones,e.map?"#define USE_MAP":"",e.envMap?"#define USE_ENVMAP":"",e.lightMap?"#define USE_LIGHTMAP":"",e.bumpMap?"#define USE_BUMPMAP":"",e.normalMap?"#define USE_NORMALMAP":"",e.specularMap?"#define USE_SPECULARMAP":"",e.alphaMap?"#define USE_ALPHAMAP":"",e.vertexColors?"#define USE_COLOR":"",e.skinning?"#define USE_SKINNING":"",e.useVertexTexture?"#define BONE_TEXTURE":"",e.morphTargets?"#define USE_MORPHTARGETS":"",e.morphNormals?"#define USE_MORPHNORMALS":"",e.wrapAround?"#define WRAP_AROUND": +"",e.doubleSided?"#define DOUBLE_SIDED":"",e.flipSided?"#define FLIP_SIDED":"",e.shadowMapEnabled?"#define USE_SHADOWMAP":"",e.shadowMapEnabled?"#define "+m:"",e.shadowMapDebug?"#define SHADOWMAP_DEBUG":"",e.shadowMapCascade?"#define SHADOWMAP_CASCADE":"",e.sizeAttenuation?"#define USE_SIZEATTENUATION":"",e.logarithmicDepthBuffer?"#define USE_LOGDEPTHBUF":"","uniform mat4 modelMatrix;\nuniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform mat4 viewMatrix;\nuniform mat3 normalMatrix;\nuniform vec3 cameraPosition;\nattribute vec3 position;\nattribute vec3 normal;\nattribute vec2 uv;\nattribute vec2 uv2;\n#ifdef USE_COLOR\n\tattribute vec3 color;\n#endif\n#ifdef USE_MORPHTARGETS\n\tattribute vec3 morphTarget0;\n\tattribute vec3 morphTarget1;\n\tattribute vec3 morphTarget2;\n\tattribute vec3 morphTarget3;\n\t#ifdef USE_MORPHNORMALS\n\t\tattribute vec3 morphNormal0;\n\t\tattribute vec3 morphNormal1;\n\t\tattribute vec3 morphNormal2;\n\t\tattribute vec3 morphNormal3;\n\t#else\n\t\tattribute vec3 morphTarget4;\n\t\tattribute vec3 morphTarget5;\n\t\tattribute vec3 morphTarget6;\n\t\tattribute vec3 morphTarget7;\n\t#endif\n#endif\n#ifdef USE_SKINNING\n\tattribute vec4 skinIndex;\n\tattribute vec4 skinWeight;\n#endif\n"].join("\n"), +b=["precision "+e.precision+" float;","precision "+e.precision+" int;",e.bumpMap||e.normalMap?"#extension GL_OES_standard_derivatives : enable":"",r,"#define MAX_DIR_LIGHTS "+e.maxDirLights,"#define MAX_POINT_LIGHTS "+e.maxPointLights,"#define MAX_SPOT_LIGHTS "+e.maxSpotLights,"#define MAX_HEMI_LIGHTS "+e.maxHemiLights,"#define MAX_SHADOWS "+e.maxShadows,e.alphaTest?"#define ALPHATEST "+e.alphaTest:"",b.gammaInput?"#define GAMMA_INPUT":"",b.gammaOutput?"#define GAMMA_OUTPUT":"",e.useFog&&e.fog?"#define USE_FOG": +"",e.useFog&&e.fogExp?"#define FOG_EXP2":"",e.map?"#define USE_MAP":"",e.envMap?"#define USE_ENVMAP":"",e.lightMap?"#define USE_LIGHTMAP":"",e.bumpMap?"#define USE_BUMPMAP":"",e.normalMap?"#define USE_NORMALMAP":"",e.specularMap?"#define USE_SPECULARMAP":"",e.alphaMap?"#define USE_ALPHAMAP":"",e.vertexColors?"#define USE_COLOR":"",e.metal?"#define METAL":"",e.wrapAround?"#define WRAP_AROUND":"",e.doubleSided?"#define DOUBLE_SIDED":"",e.flipSided?"#define FLIP_SIDED":"",e.shadowMapEnabled?"#define USE_SHADOWMAP": +"",e.shadowMapEnabled?"#define "+m:"",e.shadowMapDebug?"#define SHADOWMAP_DEBUG":"",e.shadowMapCascade?"#define SHADOWMAP_CASCADE":"",e.logarithmicDepthBuffer?"#define USE_LOGDEPTHBUF":"","uniform mat4 viewMatrix;\nuniform vec3 cameraPosition;\n"].join("\n"));n=new THREE.WebGLShader(f,f.VERTEX_SHADER,d+n);p=new THREE.WebGLShader(f,f.FRAGMENT_SHADER,b+p);f.attachShader(g,n);f.attachShader(g,p);void 0!==q&&f.bindAttribLocation(g,0,q);f.linkProgram(g);!1===f.getProgramParameter(g,f.LINK_STATUS)&&(console.error("THREE.WebGLProgram: Could not initialise shader."), +console.error("gl.VALIDATE_STATUS",f.getProgramParameter(g,f.VALIDATE_STATUS)),console.error("gl.getError()",f.getError()));""!==f.getProgramInfoLog(g)&&console.warn("THREE.WebGLProgram: gl.getProgramInfoLog()",f.getProgramInfoLog(g));f.deleteShader(n);f.deleteShader(p);q="viewMatrix modelViewMatrix projectionMatrix normalMatrix modelMatrix cameraPosition morphTargetInfluences bindMatrix bindMatrixInverse".split(" ");e.useVertexTexture?(q.push("boneTexture"),q.push("boneTextureWidth"),q.push("boneTextureHeight")): +q.push("boneGlobalMatrices");e.logarithmicDepthBuffer&&q.push("logDepthBufFC");for(var u in h)q.push(u);h=q;u={};q=0;for(b=h.length;qV;V++)G[V]=new THREE.Vector3,A[V]=new THREE.Vector3;G=B.shadowCascadeNearZ[H];B=B.shadowCascadeFarZ[H];A[0].set(-1,-1,G);A[1].set(1,-1,G);A[2].set(-1,1,G);A[3].set(1,1,G);A[4].set(-1,-1,B);A[5].set(1,-1,B);A[6].set(-1,1,B);A[7].set(1,1,B);J.originalCamera=v;A=new THREE.Gyroscope;A.position.copy(x.shadowCascadeOffset);A.add(J);A.add(J.target);v.add(A);x.shadowCascadeArray[D]=J;console.log("Created virtualLight",J)}H= +x;G=D;B=H.shadowCascadeArray[G];B.position.copy(H.position);B.target.position.copy(H.target.position);B.lookAt(B.target);B.shadowCameraVisible=H.shadowCameraVisible;B.shadowDarkness=H.shadowDarkness;B.shadowBias=H.shadowCascadeBias[G];A=H.shadowCascadeNearZ[G];H=H.shadowCascadeFarZ[G];B=B.pointsFrustum;B[0].z=A;B[1].z=A;B[2].z=A;B[3].z=A;B[4].z=H;B[5].z=H;B[6].z=H;B[7].z=H;S[C]=J;C++}else S[C]=x,C++;u=0;for(M=S.length;uH;H++)G=B[H],G.copy(A[H]),G.unproject(D),G.applyMatrix4(C.matrixWorldInverse),G.xr.x&&(r.x=G.x),G.yr.y&&(r.y=G.y),G.zr.z&&(r.z=G.z);C.left=m.x;C.right=r.x;C.top=r.y;C.bottom=m.y;C.updateProjectionMatrix()}C=x.shadowMap;A=x.shadowMatrix;D=x.shadowCamera;D.position.setFromMatrixPosition(x.matrixWorld);t.setFromMatrixPosition(x.target.matrixWorld);D.lookAt(t);D.updateMatrixWorld();D.matrixWorldInverse.getInverse(D.matrixWorld);x.cameraHelper&& +(x.cameraHelper.visible=x.shadowCameraVisible);x.shadowCameraVisible&&x.cameraHelper.update();A.set(.5,0,0,.5,0,.5,0,.5,0,0,.5,.5,0,0,0,1);A.multiply(D.projectionMatrix);A.multiply(D.matrixWorldInverse);q.multiplyMatrices(D.projectionMatrix,D.matrixWorldInverse);p.setFromMatrix(q);a.setRenderTarget(C);a.clear();s.length=0;e(c,c,D);x=0;for(C=s.length;x 0 ) {\nfloat depth = gl_FragCoord.z / gl_FragCoord.w;\nfloat fogFactor = 0.0;\nif ( fogType == 1 ) {\nfogFactor = smoothstep( fogNear, fogFar, depth );\n} else {\nconst float LOG2 = 1.442695;\nfloat fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );\nfogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );\n}\ngl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );\n}\n}"].join("\n")); +w.compileShader(V);w.compileShader(L);w.attachShader(H,V);w.attachShader(H,L);w.linkProgram(H);C=H;v=w.getAttribLocation(C,"position");y=w.getAttribLocation(C,"uv");c=w.getUniformLocation(C,"uvOffset");d=w.getUniformLocation(C,"uvScale");e=w.getUniformLocation(C,"rotation");f=w.getUniformLocation(C,"scale");g=w.getUniformLocation(C,"color");h=w.getUniformLocation(C,"map");k=w.getUniformLocation(C,"opacity");n=w.getUniformLocation(C,"modelViewMatrix");p=w.getUniformLocation(C,"projectionMatrix");q= +w.getUniformLocation(C,"fogType");m=w.getUniformLocation(C,"fogDensity");r=w.getUniformLocation(C,"fogNear");t=w.getUniformLocation(C,"fogFar");s=w.getUniformLocation(C,"fogColor");u=w.getUniformLocation(C,"alphaTest");H=document.createElement("canvas");H.width=8;H.height=8;V=H.getContext("2d");V.fillStyle="white";V.fillRect(0,0,8,8);D=new THREE.Texture(H);D.needsUpdate=!0}w.useProgram(C);w.enableVertexAttribArray(v);w.enableVertexAttribArray(y);w.disable(w.CULL_FACE);w.enable(w.BLEND);w.bindBuffer(w.ARRAY_BUFFER, +M);w.vertexAttribPointer(v,2,w.FLOAT,!1,16,0);w.vertexAttribPointer(y,2,w.FLOAT,!1,16,8);w.bindBuffer(w.ELEMENT_ARRAY_BUFFER,x);w.uniformMatrix4fv(p,!1,J.projectionMatrix.elements);w.activeTexture(w.TEXTURE0);w.uniform1i(h,0);V=H=0;(L=S.fog)?(w.uniform3f(s,L.color.r,L.color.g,L.color.b),L instanceof THREE.Fog?(w.uniform1f(r,L.near),w.uniform1f(t,L.far),w.uniform1i(q,1),V=H=1):L instanceof THREE.FogExp2&&(w.uniform1f(m,L.density),w.uniform1i(q,2),V=H=2)):(w.uniform1i(q,0),V=H=0);for(var L=0,I=b.length;L< +I;L++){var R=b[L];R._modelViewMatrix.multiplyMatrices(J.matrixWorldInverse,R.matrixWorld);R.z=null===R.renderDepth?-R._modelViewMatrix.elements[14]:R.renderDepth}b.sort(E);for(var Y=[],L=0,I=b.length;Lq-1?0:q-1,r=q+1>e-1?e-1:q+1,t=0>p-1?0:p-1,s=p+1>d-1?d-1:p+1,u=[],v=[0,0,h[4*(q*d+p)]/255*b];u.push([-1,0,h[4*(q*d+t)]/255*b]);u.push([-1,-1,h[4*(m*d+t)]/255*b]);u.push([0,-1,h[4*(m*d+p)]/255*b]);u.push([1,-1,h[4*(m*d+s)]/255*b]);u.push([1,0,h[4*(q*d+s)]/255*b]);u.push([1,1,h[4*(r*d+s)]/255*b]);u.push([0,1,h[4*(r*d+p)]/255* +b]);u.push([-1,1,h[4*(r*d+t)]/255*b]);m=[];t=u.length;for(r=0;re)return null;var f=[],g=[],h=[],k,n,p;if(0=q--){console.log("Warning, unable to triangulate polygon!");break}k=n;e<=k&&(k=0);n=k+1;e<=n&&(n=0);p=n+1;e<=p&&(p=0);var m;a:{var r=m=void 0,t=void 0,s=void 0,u=void 0,v=void 0,y=void 0,E=void 0,w=void 0, +r=a[g[k]].x,t=a[g[k]].y,s=a[g[n]].x,u=a[g[n]].y,v=a[g[p]].x,y=a[g[p]].y;if(1E-10>(s-r)*(y-t)-(u-t)*(v-r))m=!1;else{var M=void 0,x=void 0,C=void 0,D=void 0,A=void 0,B=void 0,G=void 0,S=void 0,J=void 0,H=void 0,J=S=G=w=E=void 0,M=v-s,x=y-u,C=r-v,D=t-y,A=s-r,B=u-t;for(m=0;mk)g=d+1;else if(0b&&(b=0);1=b)return b=c[a]-b,a=this.curves[a],b=1-b/a.getLength(),a.getPointAt(b);a++}return null};THREE.CurvePath.prototype.getLength=function(){var a=this.getCurveLengths();return a[a.length-1]}; +THREE.CurvePath.prototype.getCurveLengths=function(){if(this.cacheLengths&&this.cacheLengths.length==this.curves.length)return this.cacheLengths;var a=[],b=0,c,d=this.curves.length;for(c=0;cb?b=h.x:h.xc?c=h.y:h.yd?d=h.z:h.zMath.abs(d.x-c[0].x)&&1E-10>Math.abs(d.y-c[0].y)&&c.splice(c.length-1,1);b&&c.push(c[0]);return c}; +THREE.Path.prototype.toShapes=function(a,b){function c(a){for(var b=[],c=0,d=a.length;cm&&(g=b[f],k=-k,h=b[e],m=-m),!(a.yh.y))if(a.y==g.y){if(a.x==g.x)return!0}else{e=m*(a.x-g.x)-k*(a.y-g.y);if(0==e)return!0;0>e||(d=!d)}}else if(a.y==g.y&&(h.x<=a.x&&a.x<=g.x||g.x<=a.x&&a.x<= +h.x))return!0}return d}var e=function(a){var b,c,d,e,f=[],g=new THREE.Path;b=0;for(c=a.length;bD||D>C)return[];k=n*p-k*q;if(0>k||k>C)return[]}else{if(0d?[]:k==d?f?[]:[g]:a<=d?[g,h]: +[g,n]}function e(a,b,c,d){var e=b.x-a.x,f=b.y-a.y;b=c.x-a.x;c=c.y-a.y;var g=d.x-a.x;d=d.y-a.y;a=e*c-f*b;e=e*d-f*g;return 1E-10f&&(f=d);var g=a+1;g>d&&(g=0);d=e(h[a],h[f],h[g],k[b]);if(!d)return!1; +d=k.length-1;f=b-1;0>f&&(f=d);g=b+1;g>d&&(g=0);return(d=e(k[b],k[f],k[g],h[a]))?!0:!1}function f(a,b){var c,e;for(c=0;cH){console.log("Infinite Loop! Holes left:"+ +n.length+", Probably Hole outside Shape!");break}for(q=B;qh;h++)n=k[h].x+":"+k[h].y, +n=p[n],void 0!==n&&(k[h]=n);return q.concat()},isClockWise:function(a){return 0>THREE.FontUtils.Triangulate.area(a)},b2p0:function(a,b){var c=1-a;return c*c*b},b2p1:function(a,b){return 2*(1-a)*a*b},b2p2:function(a,b){return a*a*b},b2:function(a,b,c,d){return this.b2p0(a,b)+this.b2p1(a,c)+this.b2p2(a,d)},b3p0:function(a,b){var c=1-a;return c*c*c*b},b3p1:function(a,b){var c=1-a;return 3*c*c*a*b},b3p2:function(a,b){return 3*(1-a)*a*a*b},b3p3:function(a,b){return a*a*a*b},b3:function(a,b,c,d,e){return this.b3p0(a, +b)+this.b3p1(a,c)+this.b3p2(a,d)+this.b3p3(a,e)}};THREE.LineCurve=function(a,b){this.v1=a;this.v2=b};THREE.LineCurve.prototype=Object.create(THREE.Curve.prototype);THREE.LineCurve.prototype.getPoint=function(a){var b=this.v2.clone().sub(this.v1);b.multiplyScalar(a).add(this.v1);return b};THREE.LineCurve.prototype.getPointAt=function(a){return this.getPoint(a)};THREE.LineCurve.prototype.getTangent=function(a){return this.v2.clone().sub(this.v1).normalize()}; +THREE.QuadraticBezierCurve=function(a,b,c){this.v0=a;this.v1=b;this.v2=c};THREE.QuadraticBezierCurve.prototype=Object.create(THREE.Curve.prototype);THREE.QuadraticBezierCurve.prototype.getPoint=function(a){var b=new THREE.Vector2;b.x=THREE.Shape.Utils.b2(a,this.v0.x,this.v1.x,this.v2.x);b.y=THREE.Shape.Utils.b2(a,this.v0.y,this.v1.y,this.v2.y);return b}; +THREE.QuadraticBezierCurve.prototype.getTangent=function(a){var b=new THREE.Vector2;b.x=THREE.Curve.Utils.tangentQuadraticBezier(a,this.v0.x,this.v1.x,this.v2.x);b.y=THREE.Curve.Utils.tangentQuadraticBezier(a,this.v0.y,this.v1.y,this.v2.y);return b.normalize()};THREE.CubicBezierCurve=function(a,b,c,d){this.v0=a;this.v1=b;this.v2=c;this.v3=d};THREE.CubicBezierCurve.prototype=Object.create(THREE.Curve.prototype); +THREE.CubicBezierCurve.prototype.getPoint=function(a){var b;b=THREE.Shape.Utils.b3(a,this.v0.x,this.v1.x,this.v2.x,this.v3.x);a=THREE.Shape.Utils.b3(a,this.v0.y,this.v1.y,this.v2.y,this.v3.y);return new THREE.Vector2(b,a)};THREE.CubicBezierCurve.prototype.getTangent=function(a){var b;b=THREE.Curve.Utils.tangentCubicBezier(a,this.v0.x,this.v1.x,this.v2.x,this.v3.x);a=THREE.Curve.Utils.tangentCubicBezier(a,this.v0.y,this.v1.y,this.v2.y,this.v3.y);b=new THREE.Vector2(b,a);b.normalize();return b}; +THREE.SplineCurve=function(a){this.points=void 0==a?[]:a};THREE.SplineCurve.prototype=Object.create(THREE.Curve.prototype);THREE.SplineCurve.prototype.getPoint=function(a){var b=this.points;a*=b.length-1;var c=Math.floor(a);a-=c;var d=b[0==c?c:c-1],e=b[c],f=b[c>b.length-2?b.length-1:c+1],b=b[c>b.length-3?b.length-1:c+2],c=new THREE.Vector2;c.x=THREE.Curve.Utils.interpolate(d.x,e.x,f.x,b.x,a);c.y=THREE.Curve.Utils.interpolate(d.y,e.y,f.y,b.y,a);return c}; +THREE.EllipseCurve=function(a,b,c,d,e,f,g){this.aX=a;this.aY=b;this.xRadius=c;this.yRadius=d;this.aStartAngle=e;this.aEndAngle=f;this.aClockwise=g};THREE.EllipseCurve.prototype=Object.create(THREE.Curve.prototype); +THREE.EllipseCurve.prototype.getPoint=function(a){var b=this.aEndAngle-this.aStartAngle;0>b&&(b+=2*Math.PI);b>2*Math.PI&&(b-=2*Math.PI);a=!0===this.aClockwise?this.aEndAngle+(1-a)*(2*Math.PI-b):this.aStartAngle+a*b;b=new THREE.Vector2;b.x=this.aX+this.xRadius*Math.cos(a);b.y=this.aY+this.yRadius*Math.sin(a);return b};THREE.ArcCurve=function(a,b,c,d,e,f){THREE.EllipseCurve.call(this,a,b,c,c,d,e,f)};THREE.ArcCurve.prototype=Object.create(THREE.EllipseCurve.prototype); +THREE.LineCurve3=THREE.Curve.create(function(a,b){this.v1=a;this.v2=b},function(a){var b=new THREE.Vector3;b.subVectors(this.v2,this.v1);b.multiplyScalar(a);b.add(this.v1);return b});THREE.QuadraticBezierCurve3=THREE.Curve.create(function(a,b,c){this.v0=a;this.v1=b;this.v2=c},function(a){var b=new THREE.Vector3;b.x=THREE.Shape.Utils.b2(a,this.v0.x,this.v1.x,this.v2.x);b.y=THREE.Shape.Utils.b2(a,this.v0.y,this.v1.y,this.v2.y);b.z=THREE.Shape.Utils.b2(a,this.v0.z,this.v1.z,this.v2.z);return b}); +THREE.CubicBezierCurve3=THREE.Curve.create(function(a,b,c,d){this.v0=a;this.v1=b;this.v2=c;this.v3=d},function(a){var b=new THREE.Vector3;b.x=THREE.Shape.Utils.b3(a,this.v0.x,this.v1.x,this.v2.x,this.v3.x);b.y=THREE.Shape.Utils.b3(a,this.v0.y,this.v1.y,this.v2.y,this.v3.y);b.z=THREE.Shape.Utils.b3(a,this.v0.z,this.v1.z,this.v2.z,this.v3.z);return b}); +THREE.SplineCurve3=THREE.Curve.create(function(a){this.points=void 0==a?[]:a},function(a){var b=this.points;a*=b.length-1;var c=Math.floor(a);a-=c;var d=b[0==c?c:c-1],e=b[c],f=b[c>b.length-2?b.length-1:c+1],b=b[c>b.length-3?b.length-1:c+2],c=new THREE.Vector3;c.x=THREE.Curve.Utils.interpolate(d.x,e.x,f.x,b.x,a);c.y=THREE.Curve.Utils.interpolate(d.y,e.y,f.y,b.y,a);c.z=THREE.Curve.Utils.interpolate(d.z,e.z,f.z,b.z,a);return c}); +THREE.ClosedSplineCurve3=THREE.Curve.create(function(a){this.points=void 0==a?[]:a},function(a){var b=this.points;a*=b.length-0;var c=Math.floor(a);a-=c;var c=c+(0a.hierarchy[b].keys[c].time&&(a.hierarchy[b].keys[c].time= +0),void 0!==a.hierarchy[b].keys[c].rot&&!(a.hierarchy[b].keys[c].rot instanceof THREE.Quaternion)){var d=a.hierarchy[b].keys[c].rot;a.hierarchy[b].keys[c].rot=(new THREE.Quaternion).fromArray(d)}if(a.hierarchy[b].keys.length&&void 0!==a.hierarchy[b].keys[0].morphTargets){d={};for(c=0;cd;d++){for(var e=this.keyTypes[d],f=this.data.hierarchy[a].keys[0],g=this.getNextKeyWith(e,a,1);g.timef.index;)f=g,g=this.getNextKeyWith(e,a,g.index+1);c.prevKey[e]=f;c.nextKey[e]=g}}}; +THREE.Animation.prototype.resetBlendWeights=function(){for(var a=0,b=this.hierarchy.length;aa.length-2?q:q+1;c[3]=q>a.length-3?q:q+2;q=a[c[0]];r=a[c[1]];t=a[c[2]];s=a[c[3]];c=e*e;m=e*c;d[0]=f(q[0],r[0],t[0],s[0],e,c,m);d[1]=f(q[1],r[1],t[1],s[1],e,c,m);d[2]=f(q[2],r[2],t[2],s[2],e,c,m);return d},f=function(a,b,c,d,e,f,m){a=.5*(c-a);d=.5*(d-b);return(2*(b-c)+a+d)*m+ +(-3*(b-c)-2*a-d)*f+a*e+b};return function(f){if(!1!==this.isPlaying&&(this.currentTime+=f*this.timeScale,0!==this.weight)){f=this.data.length;if(this.currentTime>f||0>this.currentTime)if(this.loop)this.currentTime%=f,0>this.currentTime&&(this.currentTime+=f),this.reset();else{this.stop();return}f=0;for(var h=this.hierarchy.length;fq;q++){var m=this.keyTypes[q],r=n.prevKey[m],t=n.nextKey[m]; +if(0this.timeScale&&r.time>=this.currentTime){r=this.data.hierarchy[f].keys[0];for(t=this.getNextKeyWith(m,f,1);t.timer.index;)r=t,t=this.getNextKeyWith(m,f,t.index+1);n.prevKey[m]=r;n.nextKey[m]=t}k.matrixAutoUpdate=!0;k.matrixWorldNeedsUpdate=!0;var s=(this.currentTime-r.time)/(t.time-r.time),u=r[m],v=t[m];0>s&&(s=0);1a&&(this.currentTime%=a);this.currentTime=Math.min(this.currentTime,a);a=0;for(var b=this.hierarchy.length;af.index;)f=g,g=e[f.index+1];d.prevKey= +f;d.nextKey=g}g.time>=this.currentTime?f.interpolate(g,this.currentTime):f.interpolate(g,g.time);this.data.hierarchy[a].node.updateMatrix();c.matrixWorldNeedsUpdate=!0}}}};THREE.KeyFrameAnimation.prototype.getNextKeyWith=function(a,b,c){b=this.data.hierarchy[b].keys;for(c%=b.length;cthis.duration&&(this.currentTime%=this.duration);this.currentTime=Math.min(this.currentTime,this.duration);c=this.duration/this.frames;var d=Math.floor(this.currentTime/c);d!=b&&(this.mesh.morphTargetInfluences[a]=0,this.mesh.morphTargetInfluences[b]=1,this.mesh.morphTargetInfluences[d]= +0,a=b,b=d);this.mesh.morphTargetInfluences[d]=this.currentTime%c/c;this.mesh.morphTargetInfluences[a]=1-this.mesh.morphTargetInfluences[d]}}}()}; +THREE.BoxGeometry=function(a,b,c,d,e,f){function g(a,b,c,d,e,f,g,s){var u,v=h.widthSegments,y=h.heightSegments,E=e/2,w=f/2,M=h.vertices.length;if("x"===a&&"y"===b||"y"===a&&"x"===b)u="z";else if("x"===a&&"z"===b||"z"===a&&"x"===b)u="y",y=h.depthSegments;else if("z"===a&&"y"===b||"y"===a&&"z"===b)u="x",v=h.depthSegments;var x=v+1,C=y+1,D=e/v,A=f/y,B=new THREE.Vector3;B[u]=0=d)return new THREE.Vector2(c,a);d=Math.sqrt(d/2)}else a=!1,1E-10d?-1E-10>f&&(a=!0):Math.sign(e)== +Math.sign(g)&&(a=!0),a?(c=-e,a=d,d=Math.sqrt(h)):(c=d,a=e,d=Math.sqrt(h/2));return new THREE.Vector2(c/d,a/d)}function e(a,b){var c,d;for(O=a.length;0<=--O;){c=O;d=O-1;0>d&&(d=a.length-1);for(var e=0,f=r+2*p,e=0;eMath.abs(b.y-c.y)?[new THREE.Vector2(b.x,1-b.z),new THREE.Vector2(c.x,1-c.z),new THREE.Vector2(d.x,1-d.z),new THREE.Vector2(e.x,1-e.z)]:[new THREE.Vector2(b.y,1-b.z),new THREE.Vector2(c.y,1-c.z),new THREE.Vector2(d.y, +1-d.z),new THREE.Vector2(e.y,1-e.z)]}};THREE.ShapeGeometry=function(a,b){THREE.Geometry.call(this);this.type="ShapeGeometry";!1===a instanceof Array&&(a=[a]);this.addShapeList(a,b);this.computeFaceNormals()};THREE.ShapeGeometry.prototype=Object.create(THREE.Geometry.prototype);THREE.ShapeGeometry.prototype.addShapeList=function(a,b){for(var c=0,d=a.length;cc&&1===a.x&&(a=new THREE.Vector2(a.x-1,a.y));0===b.x&&0===b.z&&(a=new THREE.Vector2(c/2/Math.PI+.5, +a.y));return a.clone()}THREE.Geometry.call(this);this.type="PolyhedronGeometry";this.parameters={vertices:a,indices:b,radius:c,detail:d};c=c||1;d=d||0;for(var k=this,n=0,p=a.length;nr&&(.2>d&&(b[0].x+=1),.2>a&&(b[1].x+=1),.2>q&&(b[2].x+=1));n=0;for(p=this.vertices.length;nc.y?this.quaternion.set(1,0,0,0):(a.set(c.z,0,-c.x).normalize(),b=Math.acos(c.y),this.quaternion.setFromAxisAngle(a,b))}}(); +THREE.ArrowHelper.prototype.setLength=function(a,b,c){void 0===b&&(b=.2*a);void 0===c&&(c=.2*b);this.line.scale.set(1,a-b,1);this.line.updateMatrix();this.cone.scale.set(c,b,c);this.cone.position.y=a;this.cone.updateMatrix()};THREE.ArrowHelper.prototype.setColor=function(a){this.line.material.color.set(a);this.cone.material.color.set(a)}; +THREE.BoxHelper=function(a){var b=new THREE.BufferGeometry;b.addAttribute("position",new THREE.BufferAttribute(new Float32Array(72),3));THREE.Line.call(this,b,new THREE.LineBasicMaterial({color:16776960}),THREE.LinePieces);void 0!==a&&this.update(a)};THREE.BoxHelper.prototype=Object.create(THREE.Line.prototype); +THREE.BoxHelper.prototype.update=function(a){var b=a.geometry;null===b.boundingBox&&b.computeBoundingBox();var c=b.boundingBox.min,b=b.boundingBox.max,d=this.geometry.attributes.position.array;d[0]=b.x;d[1]=b.y;d[2]=b.z;d[3]=c.x;d[4]=b.y;d[5]=b.z;d[6]=c.x;d[7]=b.y;d[8]=b.z;d[9]=c.x;d[10]=c.y;d[11]=b.z;d[12]=c.x;d[13]=c.y;d[14]=b.z;d[15]=b.x;d[16]=c.y;d[17]=b.z;d[18]=b.x;d[19]=c.y;d[20]=b.z;d[21]=b.x;d[22]=b.y;d[23]=b.z;d[24]=b.x;d[25]=b.y;d[26]=c.z;d[27]=c.x;d[28]=b.y;d[29]=c.z;d[30]=c.x;d[31]=b.y; +d[32]=c.z;d[33]=c.x;d[34]=c.y;d[35]=c.z;d[36]=c.x;d[37]=c.y;d[38]=c.z;d[39]=b.x;d[40]=c.y;d[41]=c.z;d[42]=b.x;d[43]=c.y;d[44]=c.z;d[45]=b.x;d[46]=b.y;d[47]=c.z;d[48]=b.x;d[49]=b.y;d[50]=b.z;d[51]=b.x;d[52]=b.y;d[53]=c.z;d[54]=c.x;d[55]=b.y;d[56]=b.z;d[57]=c.x;d[58]=b.y;d[59]=c.z;d[60]=c.x;d[61]=c.y;d[62]=b.z;d[63]=c.x;d[64]=c.y;d[65]=c.z;d[66]=b.x;d[67]=c.y;d[68]=b.z;d[69]=b.x;d[70]=c.y;d[71]=c.z;this.geometry.attributes.position.needsUpdate=!0;this.geometry.computeBoundingSphere();this.matrix=a.matrixWorld; +this.matrixAutoUpdate=!1};THREE.BoundingBoxHelper=function(a,b){var c=void 0!==b?b:8947848;this.object=a;this.box=new THREE.Box3;THREE.Mesh.call(this,new THREE.BoxGeometry(1,1,1),new THREE.MeshBasicMaterial({color:c,wireframe:!0}))};THREE.BoundingBoxHelper.prototype=Object.create(THREE.Mesh.prototype);THREE.BoundingBoxHelper.prototype.update=function(){this.box.setFromObject(this.object);this.box.size(this.scale);this.box.center(this.position)}; +THREE.CameraHelper=function(a){function b(a,b,d){c(a,d);c(b,d)}function c(a,b){d.vertices.push(new THREE.Vector3);d.colors.push(new THREE.Color(b));void 0===f[a]&&(f[a]=[]);f[a].push(d.vertices.length-1)}var d=new THREE.Geometry,e=new THREE.LineBasicMaterial({color:16777215,vertexColors:THREE.FaceColors}),f={};b("n1","n2",16755200);b("n2","n4",16755200);b("n4","n3",16755200);b("n3","n1",16755200);b("f1","f2",16755200);b("f2","f4",16755200);b("f4","f3",16755200);b("f3","f1",16755200);b("n1","f1",16755200); +b("n2","f2",16755200);b("n3","f3",16755200);b("n4","f4",16755200);b("p","n1",16711680);b("p","n2",16711680);b("p","n3",16711680);b("p","n4",16711680);b("u1","u2",43775);b("u2","u3",43775);b("u3","u1",43775);b("c","t",16777215);b("p","c",3355443);b("cn1","cn2",3355443);b("cn3","cn4",3355443);b("cf1","cf2",3355443);b("cf3","cf4",3355443);THREE.Line.call(this,d,e,THREE.LinePieces);this.camera=a;this.matrix=a.matrixWorld;this.matrixAutoUpdate=!1;this.pointMap=f;this.update()}; +THREE.CameraHelper.prototype=Object.create(THREE.Line.prototype); +THREE.CameraHelper.prototype.update=function(){var a,b,c=new THREE.Vector3,d=new THREE.Camera,e=function(e,g,h,k){c.set(g,h,k).unproject(d);e=b[e];if(void 0!==e)for(g=0,h=e.length;gt;t++){d[0]=r[g[t]];d[1]=r[g[(t+1)%3]];d.sort(f);var s=d.toString();void 0===e[s]?(e[s]={vert1:d[0],vert2:d[1],face1:q,face2:void 0},p++):e[s].face2=q}d=new Float32Array(6*p);f=0;for(s in e)if(g=e[s],void 0===g.face2|| +.9999>k[g.face1].normal.dot(k[g.face2].normal))p=n[g.vert1],d[f++]=p.x,d[f++]=p.y,d[f++]=p.z,p=n[g.vert2],d[f++]=p.x,d[f++]=p.y,d[f++]=p.z;h.addAttribute("position",new THREE.BufferAttribute(d,3));THREE.Line.call(this,h,new THREE.LineBasicMaterial({color:c}),THREE.LinePieces);this.matrix=a.matrixWorld;this.matrixAutoUpdate=!1};THREE.EdgesHelper.prototype=Object.create(THREE.Line.prototype); +THREE.FaceNormalsHelper=function(a,b,c,d){this.object=a;this.size=void 0!==b?b:1;a=void 0!==c?c:16776960;d=void 0!==d?d:1;b=new THREE.Geometry;c=0;for(var e=this.object.geometry.faces.length;cb;b++)a.faces[b].color=this.colors[4>b?0:1];b=new THREE.MeshBasicMaterial({vertexColors:THREE.FaceColors,wireframe:!0});this.lightSphere=new THREE.Mesh(a,b);this.add(this.lightSphere); +this.update()};THREE.HemisphereLightHelper.prototype=Object.create(THREE.Object3D.prototype);THREE.HemisphereLightHelper.prototype.dispose=function(){this.lightSphere.geometry.dispose();this.lightSphere.material.dispose()}; +THREE.HemisphereLightHelper.prototype.update=function(){var a=new THREE.Vector3;return function(){this.colors[0].copy(this.light.color).multiplyScalar(this.light.intensity);this.colors[1].copy(this.light.groundColor).multiplyScalar(this.light.intensity);this.lightSphere.lookAt(a.setFromMatrixPosition(this.light.matrixWorld).negate());this.lightSphere.geometry.colorsNeedUpdate=!0}}(); +THREE.PointLightHelper=function(a,b){this.light=a;this.light.updateMatrixWorld();var c=new THREE.SphereGeometry(b,4,2),d=new THREE.MeshBasicMaterial({wireframe:!0,fog:!1});d.color.copy(this.light.color).multiplyScalar(this.light.intensity);THREE.Mesh.call(this,c,d);this.matrix=this.light.matrixWorld;this.matrixAutoUpdate=!1};THREE.PointLightHelper.prototype=Object.create(THREE.Mesh.prototype);THREE.PointLightHelper.prototype.dispose=function(){this.geometry.dispose();this.material.dispose()}; +THREE.PointLightHelper.prototype.update=function(){this.material.color.copy(this.light.color).multiplyScalar(this.light.intensity)}; +THREE.SkeletonHelper=function(a){this.bones=this.getBoneList(a);for(var b=new THREE.Geometry,c=0;cs;s++){d[0]=t[g[s]];d[1]=t[g[(s+1)%3]];d.sort(f);var u=d.toString();void 0===e[u]&&(q[2*p]=d[0],q[2*p+1]=d[1],e[u]=!0,p++)}d=new Float32Array(6*p);m=0;for(r=p;ms;s++)p= +k[q[2*m+s]],g=6*m+3*s,d[g+0]=p.x,d[g+1]=p.y,d[g+2]=p.z;h.addAttribute("position",new THREE.BufferAttribute(d,3))}else if(a.geometry instanceof THREE.BufferGeometry){if(void 0!==a.geometry.attributes.index){k=a.geometry.attributes.position.array;r=a.geometry.attributes.index.array;n=a.geometry.drawcalls;p=0;0===n.length&&(n=[{count:r.length,index:0,start:0}]);for(var q=new Uint32Array(2*r.length),t=0,v=n.length;ts;s++)d[0]= +g+r[m+s],d[1]=g+r[m+(s+1)%3],d.sort(f),u=d.toString(),void 0===e[u]&&(q[2*p]=d[0],q[2*p+1]=d[1],e[u]=!0,p++);d=new Float32Array(6*p);m=0;for(r=p;ms;s++)g=6*m+3*s,p=3*q[2*m+s],d[g+0]=k[p],d[g+1]=k[p+1],d[g+2]=k[p+2]}else for(k=a.geometry.attributes.position.array,p=k.length/3,q=p/3,d=new Float32Array(6*p),m=0,r=q;ms;s++)g=18*m+6*s,q=9*m+3*s,d[g+0]=k[q],d[g+1]=k[q+1],d[g+2]=k[q+2],p=9*m+(s+1)%3*3,d[g+3]=k[p],d[g+4]=k[p+1],d[g+5]=k[p+2];h.addAttribute("position",new THREE.BufferAttribute(d, +3))}THREE.Line.call(this,h,new THREE.LineBasicMaterial({color:c}),THREE.LinePieces);this.matrix=a.matrixWorld;this.matrixAutoUpdate=!1};THREE.WireframeHelper.prototype=Object.create(THREE.Line.prototype);THREE.ImmediateRenderObject=function(){THREE.Object3D.call(this);this.render=function(a){}};THREE.ImmediateRenderObject.prototype=Object.create(THREE.Object3D.prototype); +THREE.MorphBlendMesh=function(a,b){THREE.Mesh.call(this,a,b);this.animationsMap={};this.animationsList=[];var c=this.geometry.morphTargets.length;this.createAnimation("__default",0,c-1,c/1);this.setAnimationWeight("__default",1)};THREE.MorphBlendMesh.prototype=Object.create(THREE.Mesh.prototype); +THREE.MorphBlendMesh.prototype.createAnimation=function(a,b,c,d){b={startFrame:b,endFrame:c,length:c-b+1,fps:d,duration:(c-b)/d,lastFrame:0,currentFrame:0,active:!1,time:0,direction:1,weight:1,directionBackwards:!1,mirroredLoop:!1};this.animationsMap[a]=b;this.animationsList.push(b)}; +THREE.MorphBlendMesh.prototype.autoCreateAnimations=function(a){for(var b=/([a-z]+)_?(\d+)/,c,d={},e=this.geometry,f=0,g=e.morphTargets.length;fh.end&&(h.end=f);c||(c=k)}}for(k in d)h=d[k],this.createAnimation(k,h.start,h.end,a);this.firstAnimation=c}; +THREE.MorphBlendMesh.prototype.setAnimationDirectionForward=function(a){if(a=this.animationsMap[a])a.direction=1,a.directionBackwards=!1};THREE.MorphBlendMesh.prototype.setAnimationDirectionBackward=function(a){if(a=this.animationsMap[a])a.direction=-1,a.directionBackwards=!0};THREE.MorphBlendMesh.prototype.setAnimationFPS=function(a,b){var c=this.animationsMap[a];c&&(c.fps=b,c.duration=(c.end-c.start)/c.fps)}; +THREE.MorphBlendMesh.prototype.setAnimationDuration=function(a,b){var c=this.animationsMap[a];c&&(c.duration=b,c.fps=(c.end-c.start)/c.duration)};THREE.MorphBlendMesh.prototype.setAnimationWeight=function(a,b){var c=this.animationsMap[a];c&&(c.weight=b)};THREE.MorphBlendMesh.prototype.setAnimationTime=function(a,b){var c=this.animationsMap[a];c&&(c.time=b)};THREE.MorphBlendMesh.prototype.getAnimationTime=function(a){var b=0;if(a=this.animationsMap[a])b=a.time;return b}; +THREE.MorphBlendMesh.prototype.getAnimationDuration=function(a){var b=-1;if(a=this.animationsMap[a])b=a.duration;return b};THREE.MorphBlendMesh.prototype.playAnimation=function(a){var b=this.animationsMap[a];b?(b.time=0,b.active=!0):console.warn("animation["+a+"] undefined")};THREE.MorphBlendMesh.prototype.stopAnimation=function(a){if(a=this.animationsMap[a])a.active=!1}; +THREE.MorphBlendMesh.prototype.update=function(a){for(var b=0,c=this.animationsList.length;bd.duration||0>d.time)d.direction*=-1,d.time>d.duration&&(d.time=d.duration,d.directionBackwards=!0),0>d.time&&(d.time=0,d.directionBackwards=!1)}else d.time%=d.duration,0>d.time&&(d.time+=d.duration);var f=d.startFrame+THREE.Math.clamp(Math.floor(d.time/e),0,d.length-1),g=d.weight; +f!==d.currentFrame&&(this.morphTargetInfluences[d.lastFrame]=0,this.morphTargetInfluences[d.currentFrame]=1*g,this.morphTargetInfluences[f]=0,d.lastFrame=d.currentFrame,d.currentFrame=f);e=d.time%e/e;d.directionBackwards&&(e=1-e);this.morphTargetInfluences[d.currentFrame]=e*g;this.morphTargetInfluences[d.lastFrame]=(1-e)*g}}}; diff --git a/examples/index.html b/examples/index.html index 7b40f038349ac55909a2c2426e5b4352e7296fe7..a602e0156759f3c025ab40068ae522612afec69d 100644 --- a/examples/index.html +++ b/examples/index.html @@ -102,6 +102,7 @@ var files = { "webgl": [ + "webgl_adaptive_tonemapping", "webgl_animation_cloth", "webgl_animation_skinning_blending", "webgl_animation_skinning_morph", diff --git a/examples/js/postprocessing/AdaptiveToneMappingPass.js b/examples/js/postprocessing/AdaptiveToneMappingPass.js new file mode 100644 index 0000000000000000000000000000000000000000..a4fabcf472bece596eb608f41495127f6133888e --- /dev/null +++ b/examples/js/postprocessing/AdaptiveToneMappingPass.js @@ -0,0 +1,271 @@ +/** + * @author miibond + * Generate a texture that represents the luminosity of the current scene, adapted over time + * to simulate the optic nerve responding to the amount of light it is receiving. + * Based on a GDC2007 presentation by Wolfgang Engel titled "Post-Processing Pipeline" + * + * Full-screen tone-mapping shader based on http://www.graphics.cornell.edu/~jaf/publications/sig02_paper.pdf + */ + +THREE.AdaptiveToneMappingPass = function ( adaptive, resolution ) { + + this.resolution = ( resolution !== undefined ) ? resolution : 256; + this.needsInit = true; + this.adaptive = adaptive !== undefined? !!adaptive : true; + + this.luminanceRT = null; + this.previousLuminanceRT = null; + this.currentLuminanceRT = null; + + if ( THREE.CopyShader === undefined ) + console.error( "THREE.AdaptiveToneMappingPass relies on THREE.CopyShader" ); + + var copyShader = THREE.CopyShader; + + this.copyUniforms = THREE.UniformsUtils.clone( copyShader.uniforms ); + + this.materialCopy = new THREE.ShaderMaterial( { + + uniforms: this.copyUniforms, + vertexShader: copyShader.vertexShader, + fragmentShader: copyShader.fragmentShader, + blending: THREE.NoBlending, + depthTest: false + + } ); + + if ( THREE.LuminosityShader === undefined ) + console.error( "THREE.AdaptiveToneMappingPass relies on THREE.LuminosityShader" ); + + this.materialLuminance = new THREE.ShaderMaterial( { + + uniforms: THREE.LuminosityShader.uniforms, + vertexShader: THREE.LuminosityShader.vertexShader, + fragmentShader: THREE.LuminosityShader.fragmentShader, + blending: THREE.NoBlending, + } ); + + this.adaptLuminanceShader = { + defines: { + "MIP_LEVEL_1X1" : Math.log2( this.resolution ).toFixed(1), + }, + uniforms: { + "lastLum": { type: "t", value: null }, + "currentLum": { type: "t", value: null }, + "delta": { type: 'f', value: 0.016 }, + "tau": { type: 'f', value: 1.0 } + }, + vertexShader: [ + "varying vec2 vUv;", + + "void main() {", + + "vUv = uv;", + "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", + + "}" + ].join('\n'), + fragmentShader: [ + "varying vec2 vUv;", + + "uniform sampler2D lastLum;", + "uniform sampler2D currentLum;", + "uniform float delta;", + "uniform float tau;", + + "void main() {", + + "vec4 lastLum = texture2D( lastLum, vUv, MIP_LEVEL_1X1 );", + "vec4 currentLum = texture2D( currentLum, vUv, MIP_LEVEL_1X1 );", + "#ifdef HDR_INPUT_LOGLUV", + "float fLastLum = HDRDecodeLOGLUV( lastLum ).r;", + "float fCurrentLum = HDRDecodeLOGLUV( currentLum ).r;", + "#elif defined( HDR_INPUT_RGBM )", + "float fLastLum = HDRDecodeRGBM( lastLum ).r;", + "float fCurrentLum = HDRDecodeRGBM( currentLum ).r;", + "#else", + "float fLastLum = lastLum.r;", + "float fCurrentLum = currentLum.r;", + "#endif", + + //The adaption seems to work better in extreme lighting differences + //if the input luminance is squared. + "fCurrentLum *= fCurrentLum;", + + // Adapt the luminance using Pattanaik's technique + "float fAdaptedLum = fLastLum + (fCurrentLum - fLastLum) * (1.0 - exp(-delta * tau));", + // "fAdaptedLum = sqrt(fAdaptedLum);", + "gl_FragColor = vec4( vec3( fAdaptedLum ), 1.0 );", + "}", + ].join('\n') + }; + + this.materialAdaptiveLum = new THREE.ShaderMaterial( { + + uniforms: this.adaptLuminanceShader.uniforms, + vertexShader: this.adaptLuminanceShader.vertexShader, + fragmentShader: this.adaptLuminanceShader.fragmentShader, + defines: this.adaptLuminanceShader.defines, + blending: THREE.NoBlending + } ); + + if ( THREE.ToneMapShader === undefined ) + console.error( "THREE.AdaptiveToneMappingPass relies on THREE.ToneMapShader" ); + + this.materialToneMap = new THREE.ShaderMaterial( { + + uniforms: THREE.ToneMapShader.uniforms, + vertexShader: THREE.ToneMapShader.vertexShader, + fragmentShader: THREE.ToneMapShader.fragmentShader, + blending: THREE.NoBlending + } ); + + this.enabled = true; + this.needsSwap = true; + this.clear = false; + + this.camera = new THREE.OrthographicCamera( -1, 1, 1, -1, 0, 1 ); + this.scene = new THREE.Scene(); + + this.quad = new THREE.Mesh( new THREE.PlaneGeometry( 2, 2 ), null ); + this.scene.add( this.quad ); + +}; + +THREE.AdaptiveToneMappingPass.prototype = { + + render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) { + + if ( this.needsInit ) { + this.reset( renderer ); + this.luminanceRT.type = readBuffer.type; + this.previousLuminanceRT.type = readBuffer.type; + this.currentLuminanceRT.type = readBuffer.type; + this.needsInit = false; + } + + if ( this.adaptive ) { + //Render the luminance of the current scene into a render target with mipmapping enabled + this.quad.material = this.materialLuminance; + this.materialLuminance.uniforms.tDiffuse.value = readBuffer; + renderer.render( this.scene, this.camera, this.currentLuminanceRT ); + + //Use the new luminance values, the previous luminance and the frame delta to + //adapt the luminance over time. + this.quad.material = this.materialAdaptiveLum; + this.materialAdaptiveLum.uniforms.delta.value = delta; + this.materialAdaptiveLum.uniforms.lastLum.value = this.previousLuminanceRT; + this.materialAdaptiveLum.uniforms.currentLum.value = this.currentLuminanceRT; + renderer.render( this.scene, this.camera, this.luminanceRT ); + + //Copy the new adapted luminance value so that it can be used by the next frame. + this.quad.material = this.materialCopy; + this.copyUniforms.tDiffuse.value = this.luminanceRT; + renderer.render( this.scene, this.camera, this.previousLuminanceRT ); + } + + this.quad.material = this.materialToneMap; + this.materialToneMap.uniforms.tDiffuse.value = readBuffer; + renderer.render( this.scene, this.camera, writeBuffer, this.clear ); + + }, + + reset: function( renderer ) { + // render targets + if ( this.luminanceRT ) { + this.luminanceRT.dispose(); + } + if ( this.currentLuminanceRT ) { + this.currentLuminanceRT.dispose(); + } + if ( this.previousLuminanceRT ) { + this.previousLuminanceRT.dispose(); + } + var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat }; + + this.luminanceRT = new THREE.WebGLRenderTarget( this.resolution, this.resolution, pars ); + this.luminanceRT.generateMipmaps = false; + this.previousLuminanceRT = new THREE.WebGLRenderTarget( this.resolution, this.resolution, pars ); + this.previousLuminanceRT.generateMipmaps = false; + + //We only need mipmapping for the current luminosity because we want a down-sampled version to sample in our adaptive shader + pars.minFilter = THREE.LinearMipMapLinearFilter; + this.currentLuminanceRT = new THREE.WebGLRenderTarget( this.resolution, this.resolution, pars ); + + if ( this.adaptive ) { + this.materialToneMap.defines["ADAPTED_LUMINANCE"] = ""; + this.materialToneMap.uniforms.luminanceMap.value = this.luminanceRT; + } + //Put something in the adaptive luminance texture so that the scene can render initially + this.quad.material = new THREE.MeshBasicMaterial( {color: 0x777777 }); + this.materialLuminance.needsUpdate = true; + this.materialAdaptiveLum.needsUpdate = true; + this.materialToneMap.needsUpdate = true; + // renderer.render( this.scene, this.camera, this.luminanceRT ); + // renderer.render( this.scene, this.camera, this.previousLuminanceRT ); + // renderer.render( this.scene, this.camera, this.currentLuminanceRT ); + }, + + setAdaptive: function( adaptive ) { + if ( adaptive ) { + this.adaptive = true; + this.materialToneMap.defines["ADAPTED_LUMINANCE"] = ""; + this.materialToneMap.uniforms.luminanceMap.value = this.luminanceRT; + } + else { + this.adaptive = false; + delete this.materialToneMap.defines["ADAPTED_LUMINANCE"]; + this.materialToneMap.uniforms.luminanceMap.value = undefined; + } + this.materialToneMap.needsUpdate = true; + }, + + setAdaptionRate: function( rate ) { + if ( rate ) { + this.materialAdaptiveLum.uniforms.tau.value = Math.abs( rate ); + } + }, + + setMaxLuminance: function( maxLum ) { + if ( maxLum ) { + this.materialToneMap.uniforms.maxLuminance.value = maxLum; + } + }, + + setAverageLuminance: function( avgLum ) { + if ( avgLum ) { + this.materialToneMap.uniforms.averageLuminance.value = avgLum; + } + }, + + setMiddleGrey: function( middleGrey ) { + if ( middleGrey ) { + this.materialToneMap.uniforms.middleGrey.value = middleGrey; + } + }, + + dispose: function() { + if ( this.luminanceRT ) { + this.luminanceRT.dispose(); + } + if ( this.previousLuminanceRT ) { + this.previousLuminanceRT.dispose(); + } + if ( this.currentLuminanceRT ) { + this.currentLuminanceRT.dispose(); + } + if ( this.materialLuminance ) { + this.materialLuminance.dispose(); + } + if ( this.materialAdaptiveLum ) { + this.materialAdaptiveLum.dispose(); + } + if ( this.materialCopy ) { + this.materialCopy.dispose(); + } + if ( this.materialToneMap ) { + this.materialToneMap.dispose(); + } + } + +}; \ No newline at end of file diff --git a/examples/js/shaders/ToneMapShader.js b/examples/js/shaders/ToneMapShader.js new file mode 100644 index 0000000000000000000000000000000000000000..d76b313bde9c496e6523df48426eeea19a3c6df6 --- /dev/null +++ b/examples/js/shaders/ToneMapShader.js @@ -0,0 +1,77 @@ +/** + * @author miibond + * + * Full-screen tone-mapping shader based on http://www.graphics.cornell.edu/~jaf/publications/sig02_paper.pdf + */ + +THREE.ToneMapShader = { + + uniforms: { + + "tDiffuse": { type: "t", value: null }, + "averageLuminance": { type: "f", value: 1.0 }, + "luminanceMap": { type: "t", value: null }, + "maxLuminance": { type: "f", value: 16.0 }, + "middleGrey": { type: "f", value: 0.6 } + }, + + vertexShader: [ + + "varying vec2 vUv;", + + "void main() {", + + "vUv = uv;", + "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", + + "}" + + ].join("\n"), + + fragmentShader: [ + + "uniform sampler2D tDiffuse;", + + "varying vec2 vUv;", + + "uniform float middleGrey;", + "uniform float maxLuminance;", + "#ifdef ADAPTED_LUMINANCE", + "uniform sampler2D luminanceMap;", + "#else", + "uniform float averageLuminance;", + "#endif", + + "const vec3 LUM_CONVERT = vec3(0.299, 0.587, 0.114);", + + "vec3 ToneMap( vec3 vColor ) {", + "#ifdef ADAPTED_LUMINANCE", + // Get the calculated average luminance + "float fLumAvg = texture2D(luminanceMap, vec2(0.5, 0.5)).r;", + "#else", + "float fLumAvg = averageLuminance;", + "#endif", + + // Calculate the luminance of the current pixel + "float fLumPixel = dot(vColor, LUM_CONVERT);", + + // Apply the modified operator (Eq. 4) + "float fLumScaled = (fLumPixel * middleGrey) / fLumAvg;", + + "float fLumCompressed = (fLumScaled * (1.0 + (fLumScaled / (maxLuminance * maxLuminance)))) / (1.0 + fLumScaled);", + "return fLumCompressed * vColor;", + "}", + + "void main() {", + + "vec4 texel = texture2D( tDiffuse, vUv );", + + "gl_FragColor = vec4( ToneMap( texel.xyz ), texel.w );", + //Gamma 2.0 + "gl_FragColor.xyz = sqrt( gl_FragColor.xyz );", + + "}" + + ].join("\n") + +}; diff --git a/examples/textures/cube/MilkyWay/dark-s_nx.jpg b/examples/textures/cube/MilkyWay/dark-s_nx.jpg new file mode 100644 index 0000000000000000000000000000000000000000..a8e8010635ce443556f5f7749c2e184b3bdafb80 Binary files /dev/null and b/examples/textures/cube/MilkyWay/dark-s_nx.jpg differ diff --git a/examples/textures/cube/MilkyWay/dark-s_ny.jpg b/examples/textures/cube/MilkyWay/dark-s_ny.jpg new file mode 100644 index 0000000000000000000000000000000000000000..3f81962c3b3f7d75cbb2d503acadb030d0bacda7 Binary files /dev/null and b/examples/textures/cube/MilkyWay/dark-s_ny.jpg differ diff --git a/examples/textures/cube/MilkyWay/dark-s_nz.jpg b/examples/textures/cube/MilkyWay/dark-s_nz.jpg new file mode 100644 index 0000000000000000000000000000000000000000..abb1e6611d14eb27815e33b4283b3c679cb47b7b Binary files /dev/null and b/examples/textures/cube/MilkyWay/dark-s_nz.jpg differ diff --git a/examples/textures/cube/MilkyWay/dark-s_px.jpg b/examples/textures/cube/MilkyWay/dark-s_px.jpg new file mode 100644 index 0000000000000000000000000000000000000000..0f624cd026300c0a085675a3957665d5a5b7f729 Binary files /dev/null and b/examples/textures/cube/MilkyWay/dark-s_px.jpg differ diff --git a/examples/textures/cube/MilkyWay/dark-s_py.jpg b/examples/textures/cube/MilkyWay/dark-s_py.jpg new file mode 100644 index 0000000000000000000000000000000000000000..0a262175b3cec9fd023234a4c2798b6ea0b032b5 Binary files /dev/null and b/examples/textures/cube/MilkyWay/dark-s_py.jpg differ diff --git a/examples/textures/cube/MilkyWay/dark-s_pz.jpg b/examples/textures/cube/MilkyWay/dark-s_pz.jpg new file mode 100644 index 0000000000000000000000000000000000000000..0ef5d7e9281bf86b31c4119f057ab6bdb4271db7 Binary files /dev/null and b/examples/textures/cube/MilkyWay/dark-s_pz.jpg differ diff --git a/examples/textures/planets/earth_atmos_4096.jpg b/examples/textures/planets/earth_atmos_4096.jpg new file mode 100644 index 0000000000000000000000000000000000000000..56df0a84d9316546c45b16e5083ac94161f31bff Binary files /dev/null and b/examples/textures/planets/earth_atmos_4096.jpg differ diff --git a/examples/textures/planets/earth_clouds_2048.png b/examples/textures/planets/earth_clouds_2048.png new file mode 100644 index 0000000000000000000000000000000000000000..56a53c8e9fde2e6c87b51b41aa82d4f8e934c7b8 Binary files /dev/null and b/examples/textures/planets/earth_clouds_2048.png differ diff --git a/examples/textures/planets/earth_lights_2048.png b/examples/textures/planets/earth_lights_2048.png new file mode 100644 index 0000000000000000000000000000000000000000..8c470501ad9999888fff0bbaf774b2edf2715d82 Binary files /dev/null and b/examples/textures/planets/earth_lights_2048.png differ diff --git a/examples/webgl_adaptive_tonemapping.html b/examples/webgl_adaptive_tonemapping.html new file mode 100644 index 0000000000000000000000000000000000000000..50e5ab511760b12b5a97d2d5932b1b35f3cae90a --- /dev/null +++ b/examples/webgl_adaptive_tonemapping.html @@ -0,0 +1,471 @@ + + + + three.js webgl - adaptive tone-mapping + + + + + + +
+
+ three.js webgl demo : + Earth diffuse and city lights by Sean Ward : + +
+
Low Dynamic Range
+
Static Tone Mapping
+
High Dynamic Range
+
Static Tone Mapping
+
High Dynamic Range
+
Adaptive Tone Mapping
+
+ + + + + + + + + + + + + + + + + + + + + + + + diff --git a/src/Three.js b/src/Three.js index 4a9a655148eed048de9c53b32064bf1142affce9..716b95cf96cf41b055c65cdae6d48ad5883025dc 100644 --- a/src/Three.js +++ b/src/Three.js @@ -8,7 +8,7 @@ var THREE = { REVISION: '70dev' }; if ( typeof module === 'object' ) { - module.exports = THREE; + module.exports = THREE; } @@ -16,11 +16,11 @@ if ( typeof module === 'object' ) { if ( Math.sign === undefined ) { - Math.sign = function ( x ) { + Math.sign = function ( x ) { - return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : 0; + return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : 0; - }; + }; }