/** * @author mr.doob / http://mrdoob.com/ */ var THREE = THREE || { REVISION: '49dev' }; if ( ! self.Int32Array ) { self.Int32Array = Array; self.Float32Array = Array; } // http://paulirish.com/2011/requestanimationframe-for-smart-animating/ // http://my.opera.com/emoller/blog/2011/12/20/requestanimationframe-for-smart-er-animating // requestAnimationFrame polyfill by Erik Möller // fixes from Paul Irish and Tino Zijdel (function() { var lastTime = 0; var vendors = ['ms', 'moz', 'webkit', 'o']; for(var x = 0; x < vendors.length && !window.requestAnimationFrame; ++x) { window.requestAnimationFrame = window[vendors[x]+'RequestAnimationFrame']; window.cancelAnimationFrame = window[vendors[x]+'CancelAnimationFrame'] || window[vendors[x]+'CancelRequestAnimationFrame']; } if (!window.requestAnimationFrame) window.requestAnimationFrame = function(callback, element) { var currTime = new Date().getTime(); var timeToCall = Math.max(0, 16 - (currTime - lastTime)); var id = window.setTimeout(function() { callback(currTime + timeToCall); }, timeToCall); lastTime = currTime + timeToCall; return id; }; if (!window.cancelAnimationFrame) window.cancelAnimationFrame = function(id) { clearTimeout(id); }; }()); /** * @author alteredq / http://alteredqualia.com/ */ THREE.Clock = function ( autoStart ) { this.autoStart = ( autoStart !== undefined ) ? autoStart : true; this.startTime = 0; this.oldTime = 0; this.elapsedTime = 0; this.running = false; }; THREE.Clock.prototype.start = function () { this.startTime = Date.now(); this.oldTime = this.startTime; this.running = true; }; THREE.Clock.prototype.stop = function () { this.getElapsedTime(); this.running = false; }; THREE.Clock.prototype.getElapsedTime = function () { this.elapsedTime += this.getDelta(); return this.elapsedTime; }; THREE.Clock.prototype.getDelta = function () { var diff = 0; if ( this.autoStart && ! this.running ) { this.start(); } if ( this.running ) { var newTime = Date.now(); diff = 0.001 * ( newTime - this.oldTime ); this.oldTime = newTime; this.elapsedTime += diff; } return diff; };/** * @author mr.doob / http://mrdoob.com/ */ THREE.Color = function ( hex ) { if ( hex !== undefined ) this.setHex( hex ); return this; }; THREE.Color.prototype = { constructor: THREE.Color, r: 1, g: 1, b: 1, copy: function ( color ) { this.r = color.r; this.g = color.g; this.b = color.b; return this; }, copyGammaToLinear: function ( color ) { this.r = color.r * color.r; this.g = color.g * color.g; this.b = color.b * color.b; return this; }, copyLinearToGamma: function ( color ) { this.r = Math.sqrt( color.r ); this.g = Math.sqrt( color.g ); this.b = Math.sqrt( color.b ); return this; }, convertGammaToLinear: function () { var r = this.r, g = this.g, b = this.b; this.r = r * r; this.g = g * g; this.b = b * b; return this; }, convertLinearToGamma: function () { this.r = Math.sqrt( this.r ); this.g = Math.sqrt( this.g ); this.b = Math.sqrt( this.b ); return this; }, setRGB: function ( r, g, b ) { this.r = r; this.g = g; this.b = b; return this; }, setHSV: function ( h, s, v ) { // based on MochiKit implementation by Bob Ippolito // h,s,v ranges are < 0.0 - 1.0 > var i, f, p, q, t; if ( v === 0 ) { this.r = this.g = this.b = 0; } else { i = Math.floor( h * 6 ); f = ( h * 6 ) - i; p = v * ( 1 - s ); q = v * ( 1 - ( s * f ) ); t = v * ( 1 - ( s * ( 1 - f ) ) ); switch ( i ) { case 1: this.r = q; this.g = v; this.b = p; break; case 2: this.r = p; this.g = v; this.b = t; break; case 3: this.r = p; this.g = q; this.b = v; break; case 4: this.r = t; this.g = p; this.b = v; break; case 5: this.r = v; this.g = p; this.b = q; break; case 6: // fall through case 0: this.r = v; this.g = t; this.b = p; break; } } return this; }, setHex: function ( hex ) { hex = Math.floor( hex ); this.r = ( hex >> 16 & 255 ) / 255; this.g = ( hex >> 8 & 255 ) / 255; this.b = ( hex & 255 ) / 255; return this; }, lerpSelf: function ( color, alpha ) { this.r += ( color.r - this.r ) * alpha; this.g += ( color.g - this.g ) * alpha; this.b += ( color.b - this.b ) * alpha; return this; }, getHex: function () { return Math.floor( this.r * 255 ) << 16 ^ Math.floor( this.g * 255 ) << 8 ^ Math.floor( this.b * 255 ); }, getContextStyle: function () { return 'rgb(' + Math.floor( this.r * 255 ) + ',' + Math.floor( this.g * 255 ) + ',' + Math.floor( this.b * 255 ) + ')'; }, clone: function () { return new THREE.Color().setRGB( this.r, this.g, this.b ); } }; /** * @author mr.doob / http://mrdoob.com/ * @author philogb / http://blog.thejit.org/ * @author egraether / http://egraether.com/ * @author zz85 / http://www.lab4games.net/zz85/blog */ THREE.Vector2 = function ( x, y ) { this.x = x || 0; this.y = y || 0; }; THREE.Vector2.prototype = { constructor: THREE.Vector2, set: function ( x, y ) { this.x = x; this.y = y; return this; }, copy: function ( v ) { this.x = v.x; this.y = v.y; return this; }, add: function ( a, b ) { this.x = a.x + b.x; this.y = a.y + b.y; return this; }, addSelf: function ( v ) { this.x += v.x; this.y += v.y; return this; }, sub: function ( a, b ) { this.x = a.x - b.x; this.y = a.y - b.y; return this; }, subSelf: function ( v ) { this.x -= v.x; this.y -= v.y; return this; }, multiplyScalar: function ( s ) { this.x *= s; this.y *= s; return this; }, divideScalar: function ( s ) { if ( s ) { this.x /= s; this.y /= s; } else { this.set( 0, 0 ); } return this; }, negate: function() { return this.multiplyScalar( - 1 ); }, dot: function ( v ) { return this.x * v.x + this.y * v.y; }, lengthSq: function () { return this.x * this.x + this.y * this.y; }, length: function () { return Math.sqrt( this.lengthSq() ); }, normalize: function () { return this.divideScalar( this.length() ); }, distanceTo: function ( v ) { return Math.sqrt( this.distanceToSquared( v ) ); }, distanceToSquared: function ( v ) { var dx = this.x - v.x, dy = this.y - v.y; return dx * dx + dy * dy; }, setLength: function ( l ) { return this.normalize().multiplyScalar( l ); }, lerpSelf: function ( v, alpha ) { this.x += ( v.x - this.x ) * alpha; this.y += ( v.y - this.y ) * alpha; return this; }, equals: function( v ) { return ( ( v.x === this.x ) && ( v.y === this.y ) ); }, isZero: function () { return ( this.lengthSq() < 0.0001 /* almostZero */ ); }, clone: function () { return new THREE.Vector2( this.x, this.y ); } }; /** * @author mr.doob / http://mrdoob.com/ * @author kile / http://kile.stravaganza.org/ * @author philogb / http://blog.thejit.org/ * @author mikael emtinger / http://gomo.se/ * @author egraether / http://egraether.com/ */ THREE.Vector3 = function ( x, y, z ) { this.x = x || 0; this.y = y || 0; this.z = z || 0; }; THREE.Vector3.prototype = { constructor: THREE.Vector3, set: function ( x, y, z ) { this.x = x; this.y = y; this.z = z; return this; }, setX: function ( x ) { this.x = x; return this; }, setY: function ( y ) { this.y = y; return this; }, setZ: function ( z ) { this.z = z; return this; }, copy: function ( v ) { this.x = v.x; this.y = v.y; this.z = v.z; return this; }, add: function ( a, b ) { this.x = a.x + b.x; this.y = a.y + b.y; this.z = a.z + b.z; return this; }, addSelf: function ( v ) { this.x += v.x; this.y += v.y; this.z += v.z; return this; }, addScalar: function ( s ) { this.x += s; this.y += s; this.z += s; return this; }, sub: function ( a, b ) { this.x = a.x - b.x; this.y = a.y - b.y; this.z = a.z - b.z; return this; }, subSelf: function ( v ) { this.x -= v.x; this.y -= v.y; this.z -= v.z; return this; }, multiply: function ( a, b ) { this.x = a.x * b.x; this.y = a.y * b.y; this.z = a.z * b.z; return this; }, multiplySelf: function ( v ) { this.x *= v.x; this.y *= v.y; this.z *= v.z; return this; }, multiplyScalar: function ( s ) { this.x *= s; this.y *= s; this.z *= s; return this; }, divideSelf: function ( v ) { this.x /= v.x; this.y /= v.y; this.z /= v.z; return this; }, divideScalar: function ( s ) { if ( s ) { this.x /= s; this.y /= s; this.z /= s; } else { this.x = 0; this.y = 0; this.z = 0; } return this; }, negate: function() { return this.multiplyScalar( - 1 ); }, dot: function ( v ) { return this.x * v.x + this.y * v.y + this.z * v.z; }, lengthSq: function () { return this.x * this.x + this.y * this.y + this.z * this.z; }, length: function () { return Math.sqrt( this.lengthSq() ); }, lengthManhattan: function () { return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ); }, normalize: function () { return this.divideScalar( this.length() ); }, setLength: function ( l ) { return this.normalize().multiplyScalar( l ); }, lerpSelf: function ( v, alpha ) { this.x += ( v.x - this.x ) * alpha; this.y += ( v.y - this.y ) * alpha; this.z += ( v.z - this.z ) * alpha; return this; }, cross: function ( a, b ) { this.x = a.y * b.z - a.z * b.y; this.y = a.z * b.x - a.x * b.z; this.z = a.x * b.y - a.y * b.x; return this; }, crossSelf: function ( v ) { var x = this.x, y = this.y, z = this.z; this.x = y * v.z - z * v.y; this.y = z * v.x - x * v.z; this.z = x * v.y - y * v.x; return this; }, distanceTo: function ( v ) { return Math.sqrt( this.distanceToSquared( v ) ); }, distanceToSquared: function ( v ) { return new THREE.Vector3().sub( this, v ).lengthSq(); }, getPositionFromMatrix: function ( m ) { this.x = m.elements[12]; this.y = m.elements[13]; this.z = m.elements[14]; return this; }, getRotationFromMatrix: function ( m, scale ) { var sx = scale ? scale.x : 1; var sy = scale ? scale.y : 1; var sz = scale ? scale.z : 1; var m11 = m.elements[0] / sx, m12 = m.elements[4] / sy, m13 = m.elements[8] / sz; var m21 = m.elements[1] / sx, m22 = m.elements[5] / sy, m23 = m.elements[9] / sz; var m33 = m.elements[10] / sz; this.y = Math.asin( m13 ); var cosY = Math.cos( this.y ); if ( Math.abs( cosY ) > 0.00001 ) { this.x = Math.atan2( - m23 / cosY, m33 / cosY ); this.z = Math.atan2( - m12 / cosY, m11 / cosY ); } else { this.x = 0; this.z = Math.atan2( m21, m22 ); } return this; }, /* // from http://www.mathworks.com/matlabcentral/fileexchange/20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/content/SpinCalc.m // order XYZ getEulerXYZFromQuaternion: function ( q ) { this.x = Math.atan2( 2 * ( q.x * q.w - q.y * q.z ), ( q.w * q.w - q.x * q.x - q.y * q.y + q.z * q.z ) ); this.y = Math.asin( 2 * ( q.x * q.z + q.y * q.w ) ); this.z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( q.w * q.w + q.x * q.x - q.y * q.y - q.z * q.z ) ); }, // from http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToEuler/index.htm // order YZX (assuming heading == y, attitude == z, bank == x) getEulerYZXFromQuaternion: function ( q ) { var sqw = q.w * q.w; var sqx = q.x * q.x; var sqy = q.y * q.y; var sqz = q.z * q.z; var unit = sqx + sqy + sqz + sqw; // if normalised is one, otherwise is correction factor var test = q.x * q.y + q.z * q.w; if ( test > 0.499 * unit ) { // singularity at north pole this.y = 2 * Math.atan2( q.x, q.w ); this.z = Math.PI / 2; this.x = 0; return; } if ( test < -0.499 * unit ) { // singularity at south pole this.y = -2 * Math.atan2( q.x, q.w ); this.z = -Math.PI / 2; this.x = 0; return; } this.y = Math.atan2( 2 * q.y * q.w - 2 * q.x * q.z, sqx - sqy - sqz + sqw ); this.z = Math.asin( 2 * test / unit ); this.x = Math.atan2( 2 * q.x * q.w - 2 * q.y * q.z, -sqx + sqy - sqz + sqw ); }, */ getScaleFromMatrix: function ( m ) { var sx = this.set( m.elements[0], m.elements[1], m.elements[2] ).length(); var sy = this.set( m.elements[4], m.elements[5], m.elements[6] ).length(); var sz = this.set( m.elements[8], m.elements[9], m.elements[10] ).length(); this.x = sx; this.y = sy; this.z = sz; }, equals: function ( v ) { return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) ); }, isZero: function () { return ( this.lengthSq() < 0.0001 /* almostZero */ ); }, clone: function () { return new THREE.Vector3( this.x, this.y, this.z ); } }; /** * @author supereggbert / http://www.paulbrunt.co.uk/ * @author philogb / http://blog.thejit.org/ * @author mikael emtinger / http://gomo.se/ * @author egraether / http://egraether.com/ */ THREE.Vector4 = function ( x, y, z, w ) { this.x = x || 0; this.y = y || 0; this.z = z || 0; this.w = ( w !== undefined ) ? w : 1; }; THREE.Vector4.prototype = { constructor: THREE.Vector4, set: function ( x, y, z, w ) { this.x = x; this.y = y; this.z = z; this.w = w; return this; }, copy: function ( v ) { this.x = v.x; this.y = v.y; this.z = v.z; this.w = ( v.w !== undefined ) ? v.w : 1; return this; }, add: function ( a, b ) { this.x = a.x + b.x; this.y = a.y + b.y; this.z = a.z + b.z; this.w = a.w + b.w; return this; }, addSelf: function ( v ) { this.x += v.x; this.y += v.y; this.z += v.z; this.w += v.w; return this; }, sub: function ( a, b ) { this.x = a.x - b.x; this.y = a.y - b.y; this.z = a.z - b.z; this.w = a.w - b.w; return this; }, subSelf: function ( v ) { this.x -= v.x; this.y -= v.y; this.z -= v.z; this.w -= v.w; return this; }, multiplyScalar: function ( s ) { this.x *= s; this.y *= s; this.z *= s; this.w *= s; return this; }, divideScalar: function ( s ) { if ( s ) { this.x /= s; this.y /= s; this.z /= s; this.w /= s; } else { this.x = 0; this.y = 0; this.z = 0; this.w = 1; } return this; }, negate: function() { return this.multiplyScalar( -1 ); }, dot: function ( v ) { return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w; }, lengthSq: function () { return this.dot( this ); }, length: function () { return Math.sqrt( this.lengthSq() ); }, normalize: function () { return this.divideScalar( this.length() ); }, setLength: function ( l ) { return this.normalize().multiplyScalar( l ); }, lerpSelf: function ( v, alpha ) { this.x += ( v.x - this.x ) * alpha; this.y += ( v.y - this.y ) * alpha; this.z += ( v.z - this.z ) * alpha; this.w += ( v.w - this.w ) * alpha; return this; }, clone: function () { return new THREE.Vector4( this.x, this.y, this.z, this.w ); } }; /** * @author mrdoob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ */ THREE.Frustum = function ( ) { this.planes = [ new THREE.Vector4(), new THREE.Vector4(), new THREE.Vector4(), new THREE.Vector4(), new THREE.Vector4(), new THREE.Vector4() ]; }; THREE.Frustum.prototype.setFromMatrix = function ( m ) { var i, plane, planes = this.planes; var me = m.elements; planes[ 0 ].set( me[3] - me[0], me[7] - me[4], me[11] - me[8], me[15] - me[12] ); planes[ 1 ].set( me[3] + me[0], me[7] + me[4], me[11] + me[8], me[15] + me[12] ); planes[ 2 ].set( me[3] + me[1], me[7] + me[5], me[11] + me[9], me[15] + me[13] ); planes[ 3 ].set( me[3] - me[1], me[7] - me[5], me[11] - me[9], me[15] - me[13] ); planes[ 4 ].set( me[3] - me[2], me[7] - me[6], me[11] - me[10], me[15] - me[14] ); planes[ 5 ].set( me[3] + me[2], me[7] + me[6], me[11] + me[10], me[15] + me[14] ); for ( i = 0; i < 6; i ++ ) { plane = planes[ i ]; plane.divideScalar( Math.sqrt( plane.x * plane.x + plane.y * plane.y + plane.z * plane.z ) ); } }; THREE.Frustum.prototype.contains = function ( object ) { var distance, planes = this.planes, matrix = object.matrixWorld, me = matrix.elements, scale = THREE.Frustum.__v1.set( matrix.getColumnX().length(), matrix.getColumnY().length(), matrix.getColumnZ().length() ), radius = - object.geometry.boundingSphere.radius * Math.max( scale.x, Math.max( scale.y, scale.z ) ); for ( var i = 0; i < 6; i ++ ) { distance = planes[ i ].x * me[12] + planes[ i ].y * me[13] + planes[ i ].z * me[14] + planes[ i ].w; if ( distance <= radius ) return false; } return true; }; THREE.Frustum.__v1 = new THREE.Vector3(); /** * @author mr.doob / http://mrdoob.com/ */ THREE.Ray = function ( origin, direction ) { this.origin = origin || new THREE.Vector3(); this.direction = direction || new THREE.Vector3(); var precision = 0.0001; this.setPrecision = function ( value ) { precision = value; }; var a = new THREE.Vector3(); var b = new THREE.Vector3(); var c = new THREE.Vector3(); var d = new THREE.Vector3(); var originCopy = new THREE.Vector3(); var directionCopy = new THREE.Vector3(); var vector = new THREE.Vector3(); var normal = new THREE.Vector3(); var intersectPoint = new THREE.Vector3() this.intersectObject = function ( object ) { var intersect, intersects = []; if ( object instanceof THREE.Particle ) { var distance = distanceFromIntersection( this.origin, this.direction, object.matrixWorld.getPosition() ); if ( distance > object.scale.x ) { return []; } intersect = { distance: distance, point: object.position, face: null, object: object }; intersects.push( intersect ); } else if ( object instanceof THREE.Mesh ) { // Checking boundingSphere var distance = distanceFromIntersection( this.origin, this.direction, object.matrixWorld.getPosition() ); var scale = THREE.Frustum.__v1.set( object.matrixWorld.getColumnX().length(), object.matrixWorld.getColumnY().length(), object.matrixWorld.getColumnZ().length() ); if ( distance > object.geometry.boundingSphere.radius * Math.max( scale.x, Math.max( scale.y, scale.z ) ) ) { return intersects; } // Checking faces var f, fl, face, dot, scalar, geometry = object.geometry, vertices = geometry.vertices, objMatrix; object.matrixRotationWorld.extractRotation( object.matrixWorld ); for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) { face = geometry.faces[ f ]; originCopy.copy( this.origin ); directionCopy.copy( this.direction ); objMatrix = object.matrixWorld; // determine if ray intersects the plane of the face // note: this works regardless of the direction of the face normal vector = objMatrix.multiplyVector3( vector.copy( face.centroid ) ).subSelf( originCopy ); normal = object.matrixRotationWorld.multiplyVector3( normal.copy( face.normal ) ); dot = directionCopy.dot( normal ); // bail if ray and plane are parallel if ( Math.abs( dot ) < precision ) continue; // calc distance to plane scalar = normal.dot( vector ) / dot; // if negative distance, then plane is behind ray if ( scalar < 0 ) continue; if ( object.doubleSided || ( object.flipSided ? dot > 0 : dot < 0 ) ) { intersectPoint.add( originCopy, directionCopy.multiplyScalar( scalar ) ); if ( face instanceof THREE.Face3 ) { a = objMatrix.multiplyVector3( a.copy( vertices[ face.a ].position ) ); b = objMatrix.multiplyVector3( b.copy( vertices[ face.b ].position ) ); c = objMatrix.multiplyVector3( c.copy( vertices[ face.c ].position ) ); if ( pointInFace3( intersectPoint, a, b, c ) ) { intersect = { distance: originCopy.distanceTo( intersectPoint ), point: intersectPoint.clone(), face: face, object: object }; intersects.push( intersect ); } } else if ( face instanceof THREE.Face4 ) { a = objMatrix.multiplyVector3( a.copy( vertices[ face.a ].position ) ); b = objMatrix.multiplyVector3( b.copy( vertices[ face.b ].position ) ); c = objMatrix.multiplyVector3( c.copy( vertices[ face.c ].position ) ); d = objMatrix.multiplyVector3( d.copy( vertices[ face.d ].position ) ); if ( pointInFace3( intersectPoint, a, b, d ) || pointInFace3( intersectPoint, b, c, d ) ) { intersect = { distance: originCopy.distanceTo( intersectPoint ), point: intersectPoint.clone(), face: face, object: object }; intersects.push( intersect ); } } } } } return intersects; } this.intersectObjects = function ( objects ) { var intersects = []; for ( var i = 0, l = objects.length; i < l; i ++ ) { Array.prototype.push.apply( intersects, this.intersectObject( objects[ i ] ) ); } intersects.sort( function ( a, b ) { return a.distance - b.distance; } ); return intersects; }; var v0 = new THREE.Vector3(), v1 = new THREE.Vector3(), v2 = new THREE.Vector3(); var dot, intersect, distance; function distanceFromIntersection( origin, direction, position ) { v0.sub( position, origin ); dot = v0.dot( direction ); intersect = v1.add( origin, v2.copy( direction ).multiplyScalar( dot ) ); distance = position.distanceTo( intersect ); return distance; } // http://www.blackpawn.com/texts/pointinpoly/default.html var dot00, dot01, dot02, dot11, dot12, invDenom, u, v; function pointInFace3( p, a, b, c ) { v0.sub( c, a ); v1.sub( b, a ); v2.sub( p, a ); dot00 = v0.dot( v0 ); dot01 = v0.dot( v1 ); dot02 = v0.dot( v2 ); dot11 = v1.dot( v1 ); dot12 = v1.dot( v2 ); invDenom = 1 / ( dot00 * dot11 - dot01 * dot01 ); u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom; v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom; return ( u >= 0 ) && ( v >= 0 ) && ( u + v < 1 ); } };/** * @author mr.doob / http://mrdoob.com/ */ THREE.Rectangle = function () { var _left, _top, _right, _bottom, _width, _height, _isEmpty = true; function resize() { _width = _right - _left; _height = _bottom - _top; } this.getX = function () { return _left; }; this.getY = function () { return _top; }; this.getWidth = function () { return _width; }; this.getHeight = function () { return _height; }; this.getLeft = function() { return _left; }; this.getTop = function() { return _top; }; this.getRight = function() { return _right; }; this.getBottom = function() { return _bottom; }; this.set = function ( left, top, right, bottom ) { _isEmpty = false; _left = left; _top = top; _right = right; _bottom = bottom; resize(); }; this.addPoint = function ( x, y ) { if ( _isEmpty ) { _isEmpty = false; _left = x; _top = y; _right = x; _bottom = y; resize(); } else { _left = _left < x ? _left : x; // Math.min( _left, x ); _top = _top < y ? _top : y; // Math.min( _top, y ); _right = _right > x ? _right : x; // Math.max( _right, x ); _bottom = _bottom > y ? _bottom : y; // Math.max( _bottom, y ); resize(); } }; this.add3Points = function ( x1, y1, x2, y2, x3, y3 ) { if (_isEmpty) { _isEmpty = false; _left = x1 < x2 ? ( x1 < x3 ? x1 : x3 ) : ( x2 < x3 ? x2 : x3 ); _top = y1 < y2 ? ( y1 < y3 ? y1 : y3 ) : ( y2 < y3 ? y2 : y3 ); _right = x1 > x2 ? ( x1 > x3 ? x1 : x3 ) : ( x2 > x3 ? x2 : x3 ); _bottom = y1 > y2 ? ( y1 > y3 ? y1 : y3 ) : ( y2 > y3 ? y2 : y3 ); resize(); } else { _left = x1 < x2 ? ( x1 < x3 ? ( x1 < _left ? x1 : _left ) : ( x3 < _left ? x3 : _left ) ) : ( x2 < x3 ? ( x2 < _left ? x2 : _left ) : ( x3 < _left ? x3 : _left ) ); _top = y1 < y2 ? ( y1 < y3 ? ( y1 < _top ? y1 : _top ) : ( y3 < _top ? y3 : _top ) ) : ( y2 < y3 ? ( y2 < _top ? y2 : _top ) : ( y3 < _top ? y3 : _top ) ); _right = x1 > x2 ? ( x1 > x3 ? ( x1 > _right ? x1 : _right ) : ( x3 > _right ? x3 : _right ) ) : ( x2 > x3 ? ( x2 > _right ? x2 : _right ) : ( x3 > _right ? x3 : _right ) ); _bottom = y1 > y2 ? ( y1 > y3 ? ( y1 > _bottom ? y1 : _bottom ) : ( y3 > _bottom ? y3 : _bottom ) ) : ( y2 > y3 ? ( y2 > _bottom ? y2 : _bottom ) : ( y3 > _bottom ? y3 : _bottom ) ); resize(); }; }; this.addRectangle = function ( r ) { if ( _isEmpty ) { _isEmpty = false; _left = r.getLeft(); _top = r.getTop(); _right = r.getRight(); _bottom = r.getBottom(); resize(); } else { _left = _left < r.getLeft() ? _left : r.getLeft(); // Math.min(_left, r.getLeft() ); _top = _top < r.getTop() ? _top : r.getTop(); // Math.min(_top, r.getTop() ); _right = _right > r.getRight() ? _right : r.getRight(); // Math.max(_right, r.getRight() ); _bottom = _bottom > r.getBottom() ? _bottom : r.getBottom(); // Math.max(_bottom, r.getBottom() ); resize(); } }; this.inflate = function ( v ) { _left -= v; _top -= v; _right += v; _bottom += v; resize(); }; this.minSelf = function ( r ) { _left = _left > r.getLeft() ? _left : r.getLeft(); // Math.max( _left, r.getLeft() ); _top = _top > r.getTop() ? _top : r.getTop(); // Math.max( _top, r.getTop() ); _right = _right < r.getRight() ? _right : r.getRight(); // Math.min( _right, r.getRight() ); _bottom = _bottom < r.getBottom() ? _bottom : r.getBottom(); // Math.min( _bottom, r.getBottom() ); resize(); }; this.intersects = function ( r ) { // http://gamemath.com/2011/09/detecting-whether-two-boxes-overlap/ if ( _right < r.getLeft() ) return false; if ( _left > r.getRight() ) return false; if ( _bottom < r.getTop() ) return false; if ( _top > r.getBottom() ) return false; return true; }; this.empty = function () { _isEmpty = true; _left = 0; _top = 0; _right = 0; _bottom = 0; resize(); }; this.isEmpty = function () { return _isEmpty; }; }; /** * @author alteredq / http://alteredqualia.com/ */ THREE.Math = { // Clamp value to range clamp: function ( x, a, b ) { return ( x < a ) ? a : ( ( x > b ) ? b : x ); }, // Clamp value to range to range mapLinear: function ( x, a1, a2, b1, b2 ) { return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 ); }, // Random float from <0, 1> with 16 bits of randomness // (standard Math.random() creates repetitive patterns when applied over larger space) random16: function () { return ( 65280 * Math.random() + 255 * Math.random() ) / 65535; }, // Random integer from interval randInt: function ( low, high ) { return low + Math.floor( Math.random() * ( high - low + 1 ) ); }, // Random float from interval randFloat: function ( low, high ) { return low + Math.random() * ( high - low ); }, // Random float from <-range/2, range/2> interval randFloatSpread: function ( range ) { return range * ( 0.5 - Math.random() ); }, sign: function ( x ) { return ( x < 0 ) ? -1 : ( ( x > 0 ) ? 1 : 0 ); } }; /** * @author alteredq / http://alteredqualia.com/ */ THREE.Matrix3 = function () { this.m = []; }; THREE.Matrix3.prototype = { constructor: THREE.Matrix3, getInverse: function ( matrix ) { // input: THREE.Matrix4 // ( based on http://code.google.com/p/webgl-mjs/ ) var a11 = matrix.elements[10] * matrix.elements[5] - matrix.elements[6] * matrix.elements[9]; var a21 = - matrix.elements[10] * matrix.elements[1] + matrix.elements[2] * matrix.elements[9]; var a31 = matrix.elements[6] * matrix.elements[1] - matrix.elements[2] * matrix.elements[5]; var a12 = - matrix.elements[10] * matrix.elements[4] + matrix.elements[6] * matrix.elements[8]; var a22 = matrix.elements[10] * matrix.elements[0] - matrix.elements[2] * matrix.elements[8]; var a32 = - matrix.elements[6] * matrix.elements[0] + matrix.elements[2] * matrix.elements[4]; var a13 = matrix.elements[9] * matrix.elements[4] - matrix.elements[5] * matrix.elements[8]; var a23 = - matrix.elements[9] * matrix.elements[0] + matrix.elements[1] * matrix.elements[8]; var a33 = matrix.elements[5] * matrix.elements[0] - matrix.elements[1] * matrix.elements[4]; var det = matrix.elements[0] * a11 + matrix.elements[1] * a12 + matrix.elements[2] * a13; // no inverse if ( det === 0 ) { console.warn( "Matrix3.getInverse(): determinant == 0" ); } var idet = 1.0 / det; var m = this.m; m[ 0 ] = idet * a11; m[ 1 ] = idet * a21; m[ 2 ] = idet * a31; m[ 3 ] = idet * a12; m[ 4 ] = idet * a22; m[ 5 ] = idet * a32; m[ 6 ] = idet * a13; m[ 7 ] = idet * a23; m[ 8 ] = idet * a33; return this; }, /* transpose: function () { var tmp, m = this.m; tmp = m[1]; m[1] = m[3]; m[3] = tmp; tmp = m[2]; m[2] = m[6]; m[6] = tmp; tmp = m[5]; m[5] = m[7]; m[7] = tmp; return this; }, */ transposeIntoArray: function ( r ) { var m = this.m; r[ 0 ] = m[ 0 ]; r[ 1 ] = m[ 3 ]; r[ 2 ] = m[ 6 ]; r[ 3 ] = m[ 1 ]; r[ 4 ] = m[ 4 ]; r[ 5 ] = m[ 7 ]; r[ 6 ] = m[ 2 ]; r[ 7 ] = m[ 5 ]; r[ 8 ] = m[ 8 ]; return this; } }; /** * @author mr.doob / http://mrdoob.com/ * @author supereggbert / http://www.paulbrunt.co.uk/ * @author philogb / http://blog.thejit.org/ * @author jordi_ros / http://plattsoft.com * @author D1plo1d / http://github.com/D1plo1d * @author alteredq / http://alteredqualia.com/ * @author mikael emtinger / http://gomo.se/ * @author timknip / http://www.floorplanner.com/ */ THREE.Matrix4 = function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) { this.elements = new Float32Array(16); this.set( ( n11 !== undefined ) ? n11 : 1, n12 || 0, n13 || 0, n14 || 0, n21 || 0, ( n22 !== undefined ) ? n22 : 1, n23 || 0, n24 || 0, n31 || 0, n32 || 0, ( n33 !== undefined ) ? n33 : 1, n34 || 0, n41 || 0, n42 || 0, n43 || 0, ( n44 !== undefined ) ? n44 : 1 ); }; THREE.Matrix4.prototype = { constructor: THREE.Matrix4, set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) { var te = this.elements; te[0] = n11; te[4] = n12; te[8] = n13; te[12] = n14; te[1] = n21; te[5] = n22; te[9] = n23; te[13] = n24; te[2] = n31; te[6] = n32; te[10] = n33; te[14] = n34; te[3] = n41; te[7] = n42; te[11] = n43; te[15] = n44; return this; }, identity: function () { this.set( 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 ); return this; }, copy: function ( m ) { var me = m.elements; this.set( me[0], me[4], me[8], me[12], me[1], me[5], me[9], me[13], me[2], me[6], me[10], me[14], me[3], me[7], me[11], me[15] ); return this; }, lookAt: function ( eye, target, up ) { var te = this.elements; var x = THREE.Matrix4.__v1; var y = THREE.Matrix4.__v2; var z = THREE.Matrix4.__v3; z.sub( eye, target ).normalize(); if ( z.length() === 0 ) { z.z = 1; } x.cross( up, z ).normalize(); if ( x.length() === 0 ) { z.x += 0.0001; x.cross( up, z ).normalize(); } y.cross( z, x ); te[0] = x.x; te[4] = y.x; te[8] = z.x; te[1] = x.y; te[5] = y.y; te[9] = z.y; te[2] = x.z; te[6] = y.z; te[10] = z.z; return this; }, multiply: function ( a, b ) { var ae = a.elements, be = b.elements, te = this.elements; var a11 = ae[0], a12 = ae[4], a13 = ae[8], a14 = ae[12]; var a21 = ae[1], a22 = ae[5], a23 = ae[9], a24 = ae[13]; var a31 = ae[2], a32 = ae[6], a33 = ae[10], a34 = ae[14]; var a41 = ae[3], a42 = ae[7], a43 = ae[11], a44 = ae[15]; var b11 = be[0], b12 = be[4], b13 = be[8], b14 = be[12]; var b21 = be[1], b22 = be[5], b23 = be[9], b24 = be[13]; var b31 = be[2], b32 = be[6], b33 = be[10], b34 = be[14]; var b41 = be[3], b42 = be[7], b43 = be[11], b44 = be[15]; te[0] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41; te[4] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42; te[8] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43; te[12] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44; te[1] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41; te[5] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42; te[9] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43; te[13] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44; te[2] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41; te[6] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42; te[10] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43; te[14] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44; te[3] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41; te[7] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42; te[11] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43; te[15] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44; return this; }, multiplySelf: function ( m ) { return this.multiply( this, m ); }, multiplyToArray: function ( a, b, r ) { var te = this.elements; this.multiply( a, b ); r[ 0 ] = te[0]; r[ 1 ] = te[1]; r[ 2 ] = te[2]; r[ 3 ] = te[3]; r[ 4 ] = te[4]; r[ 5 ] = te[5]; r[ 6 ] = te[6]; r[ 7 ] = te[7]; r[ 8 ] = te[8]; r[ 9 ] = te[9]; r[ 10 ] = te[10]; r[ 11 ] = te[11]; r[ 12 ] = te[12]; r[ 13 ] = te[13]; r[ 14 ] = te[14]; r[ 15 ] = te[15]; return this; }, multiplyScalar: function ( s ) { var te = this.elements; te[0] *= s; te[4] *= s; te[8] *= s; te[12] *= s; te[1] *= s; te[5] *= s; te[9] *= s; te[13] *= s; te[2] *= s; te[6] *= s; te[10] *= s; te[14] *= s; te[3] *= s; te[7] *= s; te[11] *= s; te[15] *= s; return this; }, multiplyVector3: function ( v ) { var te = this.elements; var vx = v.x, vy = v.y, vz = v.z; var d = 1 / ( te[3] * vx + te[7] * vy + te[11] * vz + te[15] ); v.x = ( te[0] * vx + te[4] * vy + te[8] * vz + te[12] ) * d; v.y = ( te[1] * vx + te[5] * vy + te[9] * vz + te[13] ) * d; v.z = ( te[2] * vx + te[6] * vy + te[10] * vz + te[14] ) * d; return v; }, multiplyVector4: function ( v ) { var te = this.elements; var vx = v.x, vy = v.y, vz = v.z, vw = v.w; v.x = te[0] * vx + te[4] * vy + te[8] * vz + te[12] * vw; v.y = te[1] * vx + te[5] * vy + te[9] * vz + te[13] * vw; v.z = te[2] * vx + te[6] * vy + te[10] * vz + te[14] * vw; v.w = te[3] * vx + te[7] * vy + te[11] * vz + te[15] * vw; return v; }, rotateAxis: function ( v ) { var te = this.elements; var vx = v.x, vy = v.y, vz = v.z; v.x = vx * te[0] + vy * te[4] + vz * te[8]; v.y = vx * te[1] + vy * te[5] + vz * te[9]; v.z = vx * te[2] + vy * te[6] + vz * te[10]; v.normalize(); return v; }, crossVector: function ( a ) { var te = this.elements; var v = new THREE.Vector4(); v.x = te[0] * a.x + te[4] * a.y + te[8] * a.z + te[12] * a.w; v.y = te[1] * a.x + te[5] * a.y + te[9] * a.z + te[13] * a.w; v.z = te[2] * a.x + te[6] * a.y + te[10] * a.z + te[14] * a.w; v.w = ( a.w ) ? te[3] * a.x + te[7] * a.y + te[11] * a.z + te[15] * a.w : 1; return v; }, determinant: function () { var te = this.elements; var n11 = te[0], n12 = te[4], n13 = te[8], n14 = te[12]; var n21 = te[1], n22 = te[5], n23 = te[9], n24 = te[13]; var n31 = te[2], n32 = te[6], n33 = te[10], n34 = te[14]; var n41 = te[3], n42 = te[7], n43 = te[11], n44 = te[15]; //TODO: make this more efficient //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm ) return ( n14 * n23 * n32 * n41- n13 * n24 * n32 * n41- n14 * n22 * n33 * n41+ n12 * n24 * n33 * n41+ n13 * n22 * n34 * n41- n12 * n23 * n34 * n41- n14 * n23 * n31 * n42+ n13 * n24 * n31 * n42+ n14 * n21 * n33 * n42- n11 * n24 * n33 * n42- n13 * n21 * n34 * n42+ n11 * n23 * n34 * n42+ n14 * n22 * n31 * n43- n12 * n24 * n31 * n43- n14 * n21 * n32 * n43+ n11 * n24 * n32 * n43+ n12 * n21 * n34 * n43- n11 * n22 * n34 * n43- n13 * n22 * n31 * n44+ n12 * n23 * n31 * n44+ n13 * n21 * n32 * n44- n11 * n23 * n32 * n44- n12 * n21 * n33 * n44+ n11 * n22 * n33 * n44 ); }, transpose: function () { var te = this.elements; var tmp; tmp = te[1]; te[1] = te[4]; te[4] = tmp; tmp = te[2]; te[2] = te[8]; te[8] = tmp; tmp = te[6]; te[6] = te[9]; te[9] = tmp; tmp = te[3]; te[3] = te[12]; te[12] = tmp; tmp = te[7]; te[7] = te[13]; te[13] = tmp; tmp = te[11]; te[11] = te[14]; te[14] = tmp; return this; }, flattenToArray: function ( flat ) { var te = this.elements; flat[ 0 ] = te[0]; flat[ 1 ] = te[1]; flat[ 2 ] = te[2]; flat[ 3 ] = te[3]; flat[ 4 ] = te[4]; flat[ 5 ] = te[5]; flat[ 6 ] = te[6]; flat[ 7 ] = te[7]; flat[ 8 ] = te[8]; flat[ 9 ] = te[9]; flat[ 10 ] = te[10]; flat[ 11 ] = te[11]; flat[ 12 ] = te[12]; flat[ 13 ] = te[13]; flat[ 14 ] = te[14]; flat[ 15 ] = te[15]; return flat; }, flattenToArrayOffset: function( flat, offset ) { var te = this.elements; flat[ offset ] = te[0]; flat[ offset + 1 ] = te[1]; flat[ offset + 2 ] = te[2]; flat[ offset + 3 ] = te[3]; flat[ offset + 4 ] = te[4]; flat[ offset + 5 ] = te[5]; flat[ offset + 6 ] = te[6]; flat[ offset + 7 ] = te[7]; flat[ offset + 8 ] = te[8]; flat[ offset + 9 ] = te[9]; flat[ offset + 10 ] = te[10]; flat[ offset + 11 ] = te[11]; flat[ offset + 12 ] = te[12]; flat[ offset + 13 ] = te[13]; flat[ offset + 14 ] = te[14]; flat[ offset + 15 ] = te[15]; return flat; }, getPosition: function () { var te = this.elements; return THREE.Matrix4.__v1.set( te[12], te[13], te[14] ); }, setPosition: function ( v ) { var te = this.elements; te[12] = v.x; te[13] = v.y; te[14] = v.z; return this; }, getColumnX: function () { var te = this.elements; return THREE.Matrix4.__v1.set( te[0], te[1], te[2] ); }, getColumnY: function () { var te = this.elements; return THREE.Matrix4.__v1.set( te[4], te[5], te[6] ); }, getColumnZ: function() { var te = this.elements; return THREE.Matrix4.__v1.set( te[8], te[9], te[10] ); }, getInverse: function ( m ) { // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm var te = this.elements; var me = m.elements; var n11 = me[0], n12 = me[4], n13 = me[8], n14 = me[12]; var n21 = me[1], n22 = me[5], n23 = me[9], n24 = me[13]; var n31 = me[2], n32 = me[6], n33 = me[10], n34 = me[14]; var n41 = me[3], n42 = me[7], n43 = me[11], n44 = me[15]; te[0] = n23*n34*n42 - n24*n33*n42 + n24*n32*n43 - n22*n34*n43 - n23*n32*n44 + n22*n33*n44; te[4] = n14*n33*n42 - n13*n34*n42 - n14*n32*n43 + n12*n34*n43 + n13*n32*n44 - n12*n33*n44; te[8] = n13*n24*n42 - n14*n23*n42 + n14*n22*n43 - n12*n24*n43 - n13*n22*n44 + n12*n23*n44; te[12] = n14*n23*n32 - n13*n24*n32 - n14*n22*n33 + n12*n24*n33 + n13*n22*n34 - n12*n23*n34; te[1] = n24*n33*n41 - n23*n34*n41 - n24*n31*n43 + n21*n34*n43 + n23*n31*n44 - n21*n33*n44; te[5] = n13*n34*n41 - n14*n33*n41 + n14*n31*n43 - n11*n34*n43 - n13*n31*n44 + n11*n33*n44; te[9] = n14*n23*n41 - n13*n24*n41 - n14*n21*n43 + n11*n24*n43 + n13*n21*n44 - n11*n23*n44; te[13] = n13*n24*n31 - n14*n23*n31 + n14*n21*n33 - n11*n24*n33 - n13*n21*n34 + n11*n23*n34; te[2] = n22*n34*n41 - n24*n32*n41 + n24*n31*n42 - n21*n34*n42 - n22*n31*n44 + n21*n32*n44; te[6] = n14*n32*n41 - n12*n34*n41 - n14*n31*n42 + n11*n34*n42 + n12*n31*n44 - n11*n32*n44; te[10] = n12*n24*n41 - n14*n22*n41 + n14*n21*n42 - n11*n24*n42 - n12*n21*n44 + n11*n22*n44; te[14] = n14*n22*n31 - n12*n24*n31 - n14*n21*n32 + n11*n24*n32 + n12*n21*n34 - n11*n22*n34; te[3] = n23*n32*n41 - n22*n33*n41 - n23*n31*n42 + n21*n33*n42 + n22*n31*n43 - n21*n32*n43; te[7] = n12*n33*n41 - n13*n32*n41 + n13*n31*n42 - n11*n33*n42 - n12*n31*n43 + n11*n32*n43; te[11] = n13*n22*n41 - n12*n23*n41 - n13*n21*n42 + n11*n23*n42 + n12*n21*n43 - n11*n22*n43; te[15] = n12*n23*n31 - n13*n22*n31 + n13*n21*n32 - n11*n23*n32 - n12*n21*n33 + n11*n22*n33; this.multiplyScalar( 1 / m.determinant() ); return this; }, setRotationFromEuler: function( v, order ) { var te = this.elements; var x = v.x, y = v.y, z = v.z; var a = Math.cos( x ), b = Math.sin( x ); var c = Math.cos( y ), d = Math.sin( y ); var e = Math.cos( z ), f = Math.sin( z ); switch ( order ) { case 'YXZ': var ce = c * e, cf = c * f, de = d * e, df = d * f; te[0] = ce + df * b; te[4] = de * b - cf; te[8] = a * d; te[1] = a * f; te[5] = a * e; te[9] = - b; te[2] = cf * b - de; te[6] = df + ce * b; te[10] = a * c; break; case 'ZXY': var ce = c * e, cf = c * f, de = d * e, df = d * f; te[0] = ce - df * b; te[4] = - a * f; te[8] = de + cf * b; te[1] = cf + de * b; te[5] = a * e; te[9] = df - ce * b; te[2] = - a * d; te[6] = b; te[10] = a * c; break; case 'ZYX': var ae = a * e, af = a * f, be = b * e, bf = b * f; te[0] = c * e; te[4] = be * d - af; te[8] = ae * d + bf; te[1] = c * f; te[5] = bf * d + ae; te[9] = af * d - be; te[2] = - d; te[6] = b * c; te[10] = a * c; break; case 'YZX': var ac = a * c, ad = a * d, bc = b * c, bd = b * d; te[0] = c * e; te[4] = bd - ac * f; te[8] = bc * f + ad; te[1] = f; te[5] = a * e; te[9] = - b * e; te[2] = - d * e; te[6] = ad * f + bc; te[10] = ac - bd * f; break; case 'XZY': var ac = a * c, ad = a * d, bc = b * c, bd = b * d; te[0] = c * e; te[4] = - f; te[8] = d * e; te[1] = ac * f + bd; te[5] = a * e; te[9] = ad * f - bc; te[2] = bc * f - ad; te[6] = b * e; te[10] = bd * f + ac; break; default: // 'XYZ' var ae = a * e, af = a * f, be = b * e, bf = b * f; te[0] = c * e; te[4] = - c * f; te[8] = d; te[1] = af + be * d; te[5] = ae - bf * d; te[9] = - b * c; te[2] = bf - ae * d; te[6] = be + af * d; te[10] = a * c; break; } return this; }, setRotationFromQuaternion: function( q ) { var te = this.elements; var x = q.x, y = q.y, z = q.z, w = q.w; var x2 = x + x, y2 = y + y, z2 = z + z; var xx = x * x2, xy = x * y2, xz = x * z2; var yy = y * y2, yz = y * z2, zz = z * z2; var wx = w * x2, wy = w * y2, wz = w * z2; te[0] = 1 - ( yy + zz ); te[4] = xy - wz; te[8] = xz + wy; te[1] = xy + wz; te[5] = 1 - ( xx + zz ); te[9] = yz - wx; te[2] = xz - wy; te[6] = yz + wx; te[10] = 1 - ( xx + yy ); return this; }, compose: function ( translation, rotation, scale ) { var te = this.elements; var mRotation = THREE.Matrix4.__m1; var mScale = THREE.Matrix4.__m2; mRotation.identity(); mRotation.setRotationFromQuaternion( rotation ); mScale.makeScale( scale.x, scale.y, scale.z ); this.multiply( mRotation, mScale ); te[12] = translation.x; te[13] = translation.y; te[14] = translation.z; return this; }, decompose: function ( translation, rotation, scale ) { // grab the axis vectors var te = this.elements; var x = THREE.Matrix4.__v1; var y = THREE.Matrix4.__v2; var z = THREE.Matrix4.__v3; x.set( te[0], te[1], te[2] ); y.set( te[4], te[5], te[6] ); z.set( te[8], te[9], te[10] ); translation = ( translation instanceof THREE.Vector3 ) ? translation : new THREE.Vector3(); rotation = ( rotation instanceof THREE.Quaternion ) ? rotation : new THREE.Quaternion(); scale = ( scale instanceof THREE.Vector3 ) ? scale : new THREE.Vector3(); scale.x = x.length(); scale.y = y.length(); scale.z = z.length(); translation.x = te[12]; translation.y = te[13]; translation.z = te[14]; // scale the rotation part var matrix = THREE.Matrix4.__m1; matrix.copy( this ); matrix.elements[0] /= scale.x; matrix.elements[1] /= scale.x; matrix.elements[2] /= scale.x; matrix.elements[4] /= scale.y; matrix.elements[5] /= scale.y; matrix.elements[6] /= scale.y; matrix.elements[8] /= scale.z; matrix.elements[9] /= scale.z; matrix.elements[10] /= scale.z; rotation.setFromRotationMatrix( matrix ); return [ translation, rotation, scale ]; }, extractPosition: function ( m ) { var te = this.elements; var me = m.elements; te[12] = me[12]; te[13] = me[13]; te[14] = me[14]; return this; }, extractRotation: function ( m ) { var te = this.elements; var me = m.elements; var vector = THREE.Matrix4.__v1; var scaleX = 1 / vector.set( me[0], me[1], me[2] ).length(); var scaleY = 1 / vector.set( me[4], me[5], me[6] ).length(); var scaleZ = 1 / vector.set( me[8], me[9], me[10] ).length(); te[0] = me[0] * scaleX; te[1] = me[1] * scaleX; te[2] = me[2] * scaleX; te[4] = me[4] * scaleY; te[5] = me[5] * scaleY; te[6] = me[6] * scaleY; te[8] = me[8] * scaleZ; te[9] = me[9] * scaleZ; te[10] = me[10] * scaleZ; return this; }, // translate: function ( v ) { var te = this.elements; var x = v.x, y = v.y, z = v.z; te[12] = te[0] * x + te[4] * y + te[8] * z + te[12]; te[13] = te[1] * x + te[5] * y + te[9] * z + te[13]; te[14] = te[2] * x + te[6] * y + te[10] * z + te[14]; te[15] = te[3] * x + te[7] * y + te[11] * z + te[15]; return this; }, rotateX: function ( angle ) { var te = this.elements; var m12 = te[4]; var m22 = te[5]; var m32 = te[6]; var m42 = te[7]; var m13 = te[8]; var m23 = te[9]; var m33 = te[10]; var m43 = te[11]; var c = Math.cos( angle ); var s = Math.sin( angle ); te[4] = c * m12 + s * m13; te[5] = c * m22 + s * m23; te[6] = c * m32 + s * m33; te[7] = c * m42 + s * m43; te[8] = c * m13 - s * m12; te[9] = c * m23 - s * m22; te[10] = c * m33 - s * m32; te[11] = c * m43 - s * m42; return this; }, rotateY: function ( angle ) { var te = this.elements; var m11 = te[0]; var m21 = te[1]; var m31 = te[2]; var m41 = te[3]; var m13 = te[8]; var m23 = te[9]; var m33 = te[10]; var m43 = te[11]; var c = Math.cos( angle ); var s = Math.sin( angle ); te[0] = c * m11 - s * m13; te[1] = c * m21 - s * m23; te[2] = c * m31 - s * m33; te[3] = c * m41 - s * m43; te[8] = c * m13 + s * m11; te[9] = c * m23 + s * m21; te[10] = c * m33 + s * m31; te[11] = c * m43 + s * m41; return this; }, rotateZ: function ( angle ) { var te = this.elements; var m11 = te[0]; var m21 = te[1]; var m31 = te[2]; var m41 = te[3]; var m12 = te[4]; var m22 = te[5]; var m32 = te[6]; var m42 = te[7]; var c = Math.cos( angle ); var s = Math.sin( angle ); te[0] = c * m11 + s * m12; te[1] = c * m21 + s * m22; te[2] = c * m31 + s * m32; te[3] = c * m41 + s * m42; te[4] = c * m12 - s * m11; te[5] = c * m22 - s * m21; te[6] = c * m32 - s * m31; te[7] = c * m42 - s * m41; return this; }, rotateByAxis: function ( axis, angle ) { var te = this.elements; // optimize by checking axis if ( axis.x === 1 && axis.y === 0 && axis.z === 0 ) { return this.rotateX( angle ); } else if ( axis.x === 0 && axis.y === 1 && axis.z === 0 ) { return this.rotateY( angle ); } else if ( axis.x === 0 && axis.y === 0 && axis.z === 1 ) { return this.rotateZ( angle ); } var x = axis.x, y = axis.y, z = axis.z; var n = Math.sqrt(x * x + y * y + z * z); x /= n; y /= n; z /= n; var xx = x * x, yy = y * y, zz = z * z; var c = Math.cos( angle ); var s = Math.sin( angle ); var oneMinusCosine = 1 - c; var xy = x * y * oneMinusCosine; var xz = x * z * oneMinusCosine; var yz = y * z * oneMinusCosine; var xs = x * s; var ys = y * s; var zs = z * s; var r11 = xx + (1 - xx) * c; var r21 = xy + zs; var r31 = xz - ys; var r12 = xy - zs; var r22 = yy + (1 - yy) * c; var r32 = yz + xs; var r13 = xz + ys; var r23 = yz - xs; var r33 = zz + (1 - zz) * c; var m11 = te[0], m21 = te[1], m31 = te[2], m41 = te[3]; var m12 = te[4], m22 = te[5], m32 = te[6], m42 = te[7]; var m13 = te[8], m23 = te[9], m33 = te[10], m43 = te[11]; var m14 = te[12], m24 = te[13], m34 = te[14], m44 = te[15]; te[0] = r11 * m11 + r21 * m12 + r31 * m13; te[1] = r11 * m21 + r21 * m22 + r31 * m23; te[2] = r11 * m31 + r21 * m32 + r31 * m33; te[3] = r11 * m41 + r21 * m42 + r31 * m43; te[4] = r12 * m11 + r22 * m12 + r32 * m13; te[5] = r12 * m21 + r22 * m22 + r32 * m23; te[6] = r12 * m31 + r22 * m32 + r32 * m33; te[7] = r12 * m41 + r22 * m42 + r32 * m43; te[8] = r13 * m11 + r23 * m12 + r33 * m13; te[9] = r13 * m21 + r23 * m22 + r33 * m23; te[10] = r13 * m31 + r23 * m32 + r33 * m33; te[11] = r13 * m41 + r23 * m42 + r33 * m43; return this; }, scale: function ( v ) { var te = this.elements; var x = v.x, y = v.y, z = v.z; te[0] *= x; te[4] *= y; te[8] *= z; te[1] *= x; te[5] *= y; te[9] *= z; te[2] *= x; te[6] *= y; te[10] *= z; te[3] *= x; te[7] *= y; te[11] *= z; return this; }, // makeTranslation: function ( x, y, z ) { this.set( 1, 0, 0, x, 0, 1, 0, y, 0, 0, 1, z, 0, 0, 0, 1 ); return this; }, makeRotationX: function ( theta ) { var c = Math.cos( theta ), s = Math.sin( theta ); this.set( 1, 0, 0, 0, 0, c, -s, 0, 0, s, c, 0, 0, 0, 0, 1 ); return this; }, makeRotationY: function ( theta ) { var c = Math.cos( theta ), s = Math.sin( theta ); this.set( c, 0, s, 0, 0, 1, 0, 0, -s, 0, c, 0, 0, 0, 0, 1 ); return this; }, makeRotationZ: function ( theta ) { var c = Math.cos( theta ), s = Math.sin( theta ); this.set( c, -s, 0, 0, s, c, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 ); return this; }, makeRotationAxis: function ( axis, angle ) { // Based on http://www.gamedev.net/reference/articles/article1199.asp var c = Math.cos( angle ); var s = Math.sin( angle ); var t = 1 - c; var x = axis.x, y = axis.y, z = axis.z; var tx = t * x, ty = t * y; this.set( tx * x + c, tx * y - s * z, tx * z + s * y, 0, tx * y + s * z, ty * y + c, ty * z - s * x, 0, tx * z - s * y, ty * z + s * x, t * z * z + c, 0, 0, 0, 0, 1 ); return this; }, makeScale: function ( x, y, z ) { this.set( x, 0, 0, 0, 0, y, 0, 0, 0, 0, z, 0, 0, 0, 0, 1 ); return this; }, makeFrustum: function ( left, right, bottom, top, near, far ) { var te = this.elements; var x = 2 * near / ( right - left ); var y = 2 * near / ( top - bottom ); var a = ( right + left ) / ( right - left ); var b = ( top + bottom ) / ( top - bottom ); var c = - ( far + near ) / ( far - near ); var d = - 2 * far * near / ( far - near ); te[0] = x; te[4] = 0; te[8] = a; te[12] = 0; te[1] = 0; te[5] = y; te[9] = b; te[13] = 0; te[2] = 0; te[6] = 0; te[10] = c; te[14] = d; te[3] = 0; te[7] = 0; te[11] = - 1; te[15] = 0; return this; }, makePerspective: function ( fov, aspect, near, far ) { var ymax = near * Math.tan( fov * Math.PI / 360 ); var ymin = - ymax; var xmin = ymin * aspect; var xmax = ymax * aspect; return this.makeFrustum( xmin, xmax, ymin, ymax, near, far ); }, makeOrthographic: function ( left, right, top, bottom, near, far ) { var te = this.elements; var w = right - left; var h = top - bottom; var p = far - near; var x = ( right + left ) / w; var y = ( top + bottom ) / h; var z = ( far + near ) / p; te[0] = 2 / w; te[4] = 0; te[8] = 0; te[12] = -x; te[1] = 0; te[5] = 2 / h; te[9] = 0; te[13] = -y; te[2] = 0; te[6] = 0; te[10] = -2 / p; te[14] = -z; te[3] = 0; te[7] = 0; te[11] = 0; te[15] = 1; return this; }, clone: function () { var te = this.elements; return new THREE.Matrix4( te[0], te[4], te[8], te[12], te[1], te[5], te[9], te[13], te[2], te[6], te[10], te[14], te[3], te[7], te[11], te[15] ); } }; THREE.Matrix4.__v1 = new THREE.Vector3(); THREE.Matrix4.__v2 = new THREE.Vector3(); THREE.Matrix4.__v3 = new THREE.Vector3(); THREE.Matrix4.__m1 = new THREE.Matrix4(); THREE.Matrix4.__m2 = new THREE.Matrix4(); /** * @author mr.doob / http://mrdoob.com/ * @author mikael emtinger / http://gomo.se/ * @author alteredq / http://alteredqualia.com/ */ THREE.Object3D = function () { this.id = THREE.Object3DCount ++; this.name = ''; this.parent = undefined; this.children = []; this.up = new THREE.Vector3( 0, 1, 0 ); this.position = new THREE.Vector3(); this.rotation = new THREE.Vector3(); this.eulerOrder = 'XYZ'; this.scale = new THREE.Vector3( 1, 1, 1 ); this.doubleSided = false; this.flipSided = false; this.renderDepth = null; this.rotationAutoUpdate = true; this.matrix = new THREE.Matrix4(); this.matrixWorld = new THREE.Matrix4(); this.matrixRotationWorld = new THREE.Matrix4(); this.matrixAutoUpdate = true; this.matrixWorldNeedsUpdate = true; this.quaternion = new THREE.Quaternion(); this.useQuaternion = false; this.boundRadius = 0.0; this.boundRadiusScale = 1.0; this.visible = true; this.castShadow = false; this.receiveShadow = false; this.frustumCulled = true; this._vector = new THREE.Vector3(); }; THREE.Object3D.prototype = { constructor: THREE.Object3D, applyMatrix: function ( matrix ) { this.matrix.multiply( matrix, this.matrix ); this.scale.getScaleFromMatrix( this.matrix ); this.rotation.getRotationFromMatrix( this.matrix, this.scale ); this.position.getPositionFromMatrix( this.matrix ); }, translate: function ( distance, axis ) { this.matrix.rotateAxis( axis ); this.position.addSelf( axis.multiplyScalar( distance ) ); }, translateX: function ( distance ) { this.translate( distance, this._vector.set( 1, 0, 0 ) ); }, translateY: function ( distance ) { this.translate( distance, this._vector.set( 0, 1, 0 ) ); }, translateZ: function ( distance ) { this.translate( distance, this._vector.set( 0, 0, 1 ) ); }, lookAt: function ( vector ) { // TODO: Add hierarchy support. this.matrix.lookAt( vector, this.position, this.up ); if ( this.rotationAutoUpdate ) { this.rotation.getRotationFromMatrix( this.matrix ); } }, add: function ( object ) { if ( object === this ) { console.warn( 'THREE.Object3D.add: An object can\'t be added as a child of itself.' ); return; } if ( this.children.indexOf( object ) === - 1 ) { if ( object.parent !== undefined ) { object.parent.remove( object ); } object.parent = this; this.children.push( object ); // add to scene var scene = this; while ( scene.parent !== undefined ) { scene = scene.parent; } if ( scene !== undefined && scene instanceof THREE.Scene ) { scene.__addObject( object ); } } }, remove: function ( object ) { var index = this.children.indexOf( object ); if ( index !== - 1 ) { object.parent = undefined; this.children.splice( index, 1 ); // remove from scene var scene = this; while ( scene.parent !== undefined ) { scene = scene.parent; } if ( scene !== undefined && scene instanceof THREE.Scene ) { scene.__removeObject( object ); } } }, getChildByName: function ( name, recursive ) { var c, cl, child; for ( c = 0, cl = this.children.length; c < cl; c ++ ) { child = this.children[ c ]; if ( child.name === name ) { return child; } if ( recursive ) { child = child.getChildByName( name, recursive ); if ( child !== undefined ) { return child; } } } return undefined; }, updateMatrix: function () { this.matrix.setPosition( this.position ); if ( this.useQuaternion ) { this.matrix.setRotationFromQuaternion( this.quaternion ); } else { this.matrix.setRotationFromEuler( this.rotation, this.eulerOrder ); } if ( this.scale.x !== 1 || this.scale.y !== 1 || this.scale.z !== 1 ) { this.matrix.scale( this.scale ); this.boundRadiusScale = Math.max( this.scale.x, Math.max( this.scale.y, this.scale.z ) ); } this.matrixWorldNeedsUpdate = true; }, updateMatrixWorld: function ( force ) { this.matrixAutoUpdate && this.updateMatrix(); // update matrixWorld if ( this.matrixWorldNeedsUpdate || force ) { if ( this.parent ) { this.matrixWorld.multiply( this.parent.matrixWorld, this.matrix ); } else { this.matrixWorld.copy( this.matrix ); } this.matrixWorldNeedsUpdate = false; force = true; } // update children for ( var i = 0, l = this.children.length; i < l; i ++ ) { this.children[ i ].updateMatrixWorld( force ); } } }; THREE.Object3DCount = 0; /** * @author mr.doob / http://mrdoob.com/ * @author supereggbert / http://www.paulbrunt.co.uk/ * @author julianwa / https://github.com/julianwa */ THREE.Projector = function() { var _object, _objectCount, _objectPool = [], _vertex, _vertexCount, _vertexPool = [], _face, _face3Count, _face3Pool = [], _face4Count, _face4Pool = [], _line, _lineCount, _linePool = [], _particle, _particleCount, _particlePool = [], _renderData = { objects: [], sprites: [], lights: [], elements: [] }, _vector3 = new THREE.Vector3(), _vector4 = new THREE.Vector4(), _projScreenMatrix = new THREE.Matrix4(), _projScreenobjectMatrixWorld = new THREE.Matrix4(), _frustum = new THREE.Frustum(), _clippedVertex1PositionScreen = new THREE.Vector4(), _clippedVertex2PositionScreen = new THREE.Vector4(), _face3VertexNormals; this.projectVector = function ( vector, camera ) { camera.matrixWorldInverse.getInverse( camera.matrixWorld ); _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse ); _projScreenMatrix.multiplyVector3( vector ); return vector; }; this.unprojectVector = function ( vector, camera ) { camera.projectionMatrixInverse.getInverse( camera.projectionMatrix ); _projScreenMatrix.multiply( camera.matrixWorld, camera.projectionMatrixInverse ); _projScreenMatrix.multiplyVector3( vector ); return vector; }; this.pickingRay = function ( vector, camera ) { var end, ray, t; // set two vectors with opposing z values vector.z = -1.0; end = new THREE.Vector3( vector.x, vector.y, 1.0 ); this.unprojectVector( vector, camera ); this.unprojectVector( end, camera ); // find direction from vector to end end.subSelf( vector ).normalize(); return new THREE.Ray( vector, end ); }; this.projectGraph = function ( root, sort ) { _objectCount = 0; _renderData.objects.length = 0; _renderData.sprites.length = 0; _renderData.lights.length = 0; var projectObject = function ( object ) { if ( object.visible === false ) return; if ( ( object instanceof THREE.Mesh || object instanceof THREE.Line ) && ( object.frustumCulled === false || _frustum.contains( object ) ) ) { _vector3.copy( object.matrixWorld.getPosition() ); _projScreenMatrix.multiplyVector3( _vector3 ); _object = getNextObjectInPool(); _object.object = object; _object.z = _vector3.z; _renderData.objects.push( _object ); } else if ( object instanceof THREE.Sprite || object instanceof THREE.Particle ) { _vector3.copy( object.matrixWorld.getPosition() ); _projScreenMatrix.multiplyVector3( _vector3 ); _object = getNextObjectInPool(); _object.object = object; _object.z = _vector3.z; _renderData.sprites.push( _object ); } else if ( object instanceof THREE.Light ) { _renderData.lights.push( object ); } for ( var c = 0, cl = object.children.length; c < cl; c ++ ) { projectObject( object.children[ c ] ); } }; projectObject( root ); sort && _renderData.objects.sort( painterSort ); return _renderData; }; this.projectScene = function ( scene, camera, sort ) { var near = camera.near, far = camera.far, visible = false, o, ol, v, vl, f, fl, n, nl, c, cl, u, ul, object, objectMatrixWorld, objectMatrixWorldRotation, geometry, geometryMaterials, vertices, vertex, vertexPositionScreen, faces, face, faceVertexNormals, normal, faceVertexUvs, uvs, v1, v2, v3, v4; _face3Count = 0; _face4Count = 0; _lineCount = 0; _particleCount = 0; _renderData.elements.length = 0; if ( camera.parent === undefined ) { console.warn( 'DEPRECATED: Camera hasn\'t been added to a Scene. Adding it...' ); scene.add( camera ); } scene.updateMatrixWorld(); camera.matrixWorldInverse.getInverse( camera.matrixWorld ); _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse ); _frustum.setFromMatrix( _projScreenMatrix ); _renderData = this.projectGraph( scene, false ); for ( o = 0, ol = _renderData.objects.length; o < ol; o++ ) { object = _renderData.objects[ o ].object; objectMatrixWorld = object.matrixWorld; _vertexCount = 0; if ( object instanceof THREE.Mesh ) { geometry = object.geometry; geometryMaterials = object.geometry.materials; vertices = geometry.vertices; faces = geometry.faces; faceVertexUvs = geometry.faceVertexUvs; objectMatrixWorldRotation = object.matrixRotationWorld.extractRotation( objectMatrixWorld ); for ( v = 0, vl = vertices.length; v < vl; v ++ ) { _vertex = getNextVertexInPool(); _vertex.positionWorld.copy( vertices[ v ].position ); objectMatrixWorld.multiplyVector3( _vertex.positionWorld ); _vertex.positionScreen.copy( _vertex.positionWorld ); _projScreenMatrix.multiplyVector4( _vertex.positionScreen ); _vertex.positionScreen.x /= _vertex.positionScreen.w; _vertex.positionScreen.y /= _vertex.positionScreen.w; _vertex.visible = _vertex.positionScreen.z > near && _vertex.positionScreen.z < far; } for ( f = 0, fl = faces.length; f < fl; f ++ ) { face = faces[ f ]; if ( face instanceof THREE.Face3 ) { v1 = _vertexPool[ face.a ]; v2 = _vertexPool[ face.b ]; v3 = _vertexPool[ face.c ]; if ( v1.visible && v2.visible && v3.visible ) { visible = ( ( v3.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) - ( v3.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) ) < 0; if ( object.doubleSided || visible != object.flipSided ) { _face = getNextFace3InPool(); _face.v1.copy( v1 ); _face.v2.copy( v2 ); _face.v3.copy( v3 ); } else { continue; } } else { continue; } } else if ( face instanceof THREE.Face4 ) { v1 = _vertexPool[ face.a ]; v2 = _vertexPool[ face.b ]; v3 = _vertexPool[ face.c ]; v4 = _vertexPool[ face.d ]; if ( v1.visible && v2.visible && v3.visible && v4.visible ) { visible = ( v4.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) - ( v4.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) < 0 || ( v2.positionScreen.x - v3.positionScreen.x ) * ( v4.positionScreen.y - v3.positionScreen.y ) - ( v2.positionScreen.y - v3.positionScreen.y ) * ( v4.positionScreen.x - v3.positionScreen.x ) < 0; if ( object.doubleSided || visible != object.flipSided ) { _face = getNextFace4InPool(); _face.v1.copy( v1 ); _face.v2.copy( v2 ); _face.v3.copy( v3 ); _face.v4.copy( v4 ); } else { continue; } } else { continue; } } _face.normalWorld.copy( face.normal ); if ( !visible && ( object.flipSided || object.doubleSided ) ) _face.normalWorld.negate(); objectMatrixWorldRotation.multiplyVector3( _face.normalWorld ); _face.centroidWorld.copy( face.centroid ); objectMatrixWorld.multiplyVector3( _face.centroidWorld ); _face.centroidScreen.copy( _face.centroidWorld ); _projScreenMatrix.multiplyVector3( _face.centroidScreen ); faceVertexNormals = face.vertexNormals; for ( n = 0, nl = faceVertexNormals.length; n < nl; n ++ ) { normal = _face.vertexNormalsWorld[ n ]; normal.copy( faceVertexNormals[ n ] ); if ( !visible && ( object.flipSided || object.doubleSided ) ) normal.negate(); objectMatrixWorldRotation.multiplyVector3( normal ); } for ( c = 0, cl = faceVertexUvs.length; c < cl; c ++ ) { uvs = faceVertexUvs[ c ][ f ]; if ( !uvs ) continue; for ( u = 0, ul = uvs.length; u < ul; u ++ ) { _face.uvs[ c ][ u ] = uvs[ u ]; } } _face.material = object.material; _face.faceMaterial = face.materialIndex !== null ? geometryMaterials[ face.materialIndex ] : null; _face.z = _face.centroidScreen.z; _renderData.elements.push( _face ); } } else if ( object instanceof THREE.Line ) { _projScreenobjectMatrixWorld.multiply( _projScreenMatrix, objectMatrixWorld ); vertices = object.geometry.vertices; v1 = getNextVertexInPool(); v1.positionScreen.copy( vertices[ 0 ].position ); _projScreenobjectMatrixWorld.multiplyVector4( v1.positionScreen ); // Handle LineStrip and LinePieces var step = object.type === THREE.LinePieces ? 2 : 1; for ( v = 1, vl = vertices.length; v < vl; v ++ ) { v1 = getNextVertexInPool(); v1.positionScreen.copy( vertices[ v ].position ); _projScreenobjectMatrixWorld.multiplyVector4( v1.positionScreen ); if ( ( v + 1 ) % step > 0 ) continue; v2 = _vertexPool[ _vertexCount - 2 ]; _clippedVertex1PositionScreen.copy( v1.positionScreen ); _clippedVertex2PositionScreen.copy( v2.positionScreen ); if ( clipLine( _clippedVertex1PositionScreen, _clippedVertex2PositionScreen ) ) { // Perform the perspective divide _clippedVertex1PositionScreen.multiplyScalar( 1 / _clippedVertex1PositionScreen.w ); _clippedVertex2PositionScreen.multiplyScalar( 1 / _clippedVertex2PositionScreen.w ); _line = getNextLineInPool(); _line.v1.positionScreen.copy( _clippedVertex1PositionScreen ); _line.v2.positionScreen.copy( _clippedVertex2PositionScreen ); _line.z = Math.max( _clippedVertex1PositionScreen.z, _clippedVertex2PositionScreen.z ); _line.material = object.material; _renderData.elements.push( _line ); } } } } for ( o = 0, ol = _renderData.sprites.length; o < ol; o++ ) { object = _renderData.sprites[ o ].object; objectMatrixWorld = object.matrixWorld; if ( object instanceof THREE.Particle ) { _vector4.set( objectMatrixWorld.elements[12], objectMatrixWorld.elements[13], objectMatrixWorld.elements[14], 1 ); _projScreenMatrix.multiplyVector4( _vector4 ); _vector4.z /= _vector4.w; if ( _vector4.z > 0 && _vector4.z < 1 ) { _particle = getNextParticleInPool(); _particle.x = _vector4.x / _vector4.w; _particle.y = _vector4.y / _vector4.w; _particle.z = _vector4.z; _particle.rotation = object.rotation.z; _particle.scale.x = object.scale.x * Math.abs( _particle.x - ( _vector4.x + camera.projectionMatrix.elements[0] ) / ( _vector4.w + camera.projectionMatrix.elements[12] ) ); _particle.scale.y = object.scale.y * Math.abs( _particle.y - ( _vector4.y + camera.projectionMatrix.elements[5] ) / ( _vector4.w + camera.projectionMatrix.elements[13] ) ); _particle.material = object.material; _renderData.elements.push( _particle ); } } } sort && _renderData.elements.sort( painterSort ); return _renderData; }; // Pools function getNextObjectInPool() { var object = _objectPool[ _objectCount ] = _objectPool[ _objectCount ] || new THREE.RenderableObject(); _objectCount ++; return object; } function getNextVertexInPool() { var vertex = _vertexPool[ _vertexCount ] = _vertexPool[ _vertexCount ] || new THREE.RenderableVertex(); _vertexCount ++; return vertex; } function getNextFace3InPool() { var face = _face3Pool[ _face3Count ] = _face3Pool[ _face3Count ] || new THREE.RenderableFace3(); _face3Count ++; return face; } function getNextFace4InPool() { var face = _face4Pool[ _face4Count ] = _face4Pool[ _face4Count ] || new THREE.RenderableFace4(); _face4Count ++; return face; } function getNextLineInPool() { var line = _linePool[ _lineCount ] = _linePool[ _lineCount ] || new THREE.RenderableLine(); _lineCount ++; return line; } function getNextParticleInPool() { var particle = _particlePool[ _particleCount ] = _particlePool[ _particleCount ] || new THREE.RenderableParticle(); _particleCount ++; return particle; } // function painterSort( a, b ) { return b.z - a.z; } function clipLine( s1, s2 ) { var alpha1 = 0, alpha2 = 1, // Calculate the boundary coordinate of each vertex for the near and far clip planes, // Z = -1 and Z = +1, respectively. bc1near = s1.z + s1.w, bc2near = s2.z + s2.w, bc1far = - s1.z + s1.w, bc2far = - s2.z + s2.w; if ( bc1near >= 0 && bc2near >= 0 && bc1far >= 0 && bc2far >= 0 ) { // Both vertices lie entirely within all clip planes. return true; } else if ( ( bc1near < 0 && bc2near < 0) || (bc1far < 0 && bc2far < 0 ) ) { // Both vertices lie entirely outside one of the clip planes. return false; } else { // The line segment spans at least one clip plane. if ( bc1near < 0 ) { // v1 lies outside the near plane, v2 inside alpha1 = Math.max( alpha1, bc1near / ( bc1near - bc2near ) ); } else if ( bc2near < 0 ) { // v2 lies outside the near plane, v1 inside alpha2 = Math.min( alpha2, bc1near / ( bc1near - bc2near ) ); } if ( bc1far < 0 ) { // v1 lies outside the far plane, v2 inside alpha1 = Math.max( alpha1, bc1far / ( bc1far - bc2far ) ); } else if ( bc2far < 0 ) { // v2 lies outside the far plane, v2 inside alpha2 = Math.min( alpha2, bc1far / ( bc1far - bc2far ) ); } if ( alpha2 < alpha1 ) { // The line segment spans two boundaries, but is outside both of them. // (This can't happen when we're only clipping against just near/far but good // to leave the check here for future usage if other clip planes are added.) return false; } else { // Update the s1 and s2 vertices to match the clipped line segment. s1.lerpSelf( s2, alpha1 ); s2.lerpSelf( s1, 1 - alpha2 ); return true; } } } }; /** * @author mikael emtinger / http://gomo.se/ * @author alteredq / http://alteredqualia.com/ */ THREE.Quaternion = function( x, y, z, w ) { this.x = x || 0; this.y = y || 0; this.z = z || 0; this.w = ( w !== undefined ) ? w : 1; }; THREE.Quaternion.prototype = { constructor: THREE.Quaternion, set: function ( x, y, z, w ) { this.x = x; this.y = y; this.z = z; this.w = w; return this; }, copy: function ( q ) { this.x = q.x; this.y = q.y; this.z = q.z; this.w = q.w; return this; }, setFromEuler: function ( vector ) { var c = Math.PI / 360, // 0.5 * Math.PI / 360, // 0.5 is an optimization x = vector.x * c, y = vector.y * c, z = vector.z * c, c1 = Math.cos( y ), s1 = Math.sin( y ), c2 = Math.cos( -z ), s2 = Math.sin( -z ), c3 = Math.cos( x ), s3 = Math.sin( x ), c1c2 = c1 * c2, s1s2 = s1 * s2; this.w = c1c2 * c3 - s1s2 * s3; this.x = c1c2 * s3 + s1s2 * c3; this.y = s1 * c2 * c3 + c1 * s2 * s3; this.z = c1 * s2 * c3 - s1 * c2 * s3; return this; }, setFromAxisAngle: function ( axis, angle ) { // from http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm // axis have to be normalized var halfAngle = angle / 2, s = Math.sin( halfAngle ); this.x = axis.x * s; this.y = axis.y * s; this.z = axis.z * s; this.w = Math.cos( halfAngle ); return this; }, setFromRotationMatrix: function ( m ) { // Adapted from: http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm function copySign( a, b ) { return b < 0 ? -Math.abs( a ) : Math.abs( a ); } var absQ = Math.pow( m.determinant(), 1.0 / 3.0 ); this.w = Math.sqrt( Math.max( 0, absQ + m.elements[0] + m.elements[5] + m.elements[10] ) ) / 2; this.x = Math.sqrt( Math.max( 0, absQ + m.elements[0] - m.elements[5] - m.elements[10] ) ) / 2; this.y = Math.sqrt( Math.max( 0, absQ - m.elements[0] + m.elements[5] - m.elements[10] ) ) / 2; this.z = Math.sqrt( Math.max( 0, absQ - m.elements[0] - m.elements[5] + m.elements[10] ) ) / 2; this.x = copySign( this.x, ( m.elements[6] - m.elements[9] ) ); this.y = copySign( this.y, ( m.elements[8] - m.elements[2] ) ); this.z = copySign( this.z, ( m.elements[1] - m.elements[4] ) ); this.normalize(); return this; }, calculateW : function () { this.w = - Math.sqrt( Math.abs( 1.0 - this.x * this.x - this.y * this.y - this.z * this.z ) ); return this; }, inverse: function () { this.x *= -1; this.y *= -1; this.z *= -1; return this; }, length: function () { return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w ); }, normalize: function () { var l = Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w ); if ( l === 0 ) { this.x = 0; this.y = 0; this.z = 0; this.w = 0; } else { l = 1 / l; this.x = this.x * l; this.y = this.y * l; this.z = this.z * l; this.w = this.w * l; } return this; }, multiply: function ( a, b ) { // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm this.x = a.x * b.w + a.y * b.z - a.z * b.y + a.w * b.x; this.y = -a.x * b.z + a.y * b.w + a.z * b.x + a.w * b.y; this.z = a.x * b.y - a.y * b.x + a.z * b.w + a.w * b.z; this.w = -a.x * b.x - a.y * b.y - a.z * b.z + a.w * b.w; return this; }, multiplySelf: function ( b ) { var qax = this.x, qay = this.y, qaz = this.z, qaw = this.w, qbx = b.x, qby = b.y, qbz = b.z, qbw = b.w; this.x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby; this.y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz; this.z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx; this.w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz; return this; }, multiplyVector3: function ( vector, dest ) { if ( !dest ) { dest = vector; } var x = vector.x, y = vector.y, z = vector.z, qx = this.x, qy = this.y, qz = this.z, qw = this.w; // calculate quat * vector var ix = qw * x + qy * z - qz * y, iy = qw * y + qz * x - qx * z, iz = qw * z + qx * y - qy * x, iw = -qx * x - qy * y - qz * z; // calculate result * inverse quat dest.x = ix * qw + iw * -qx + iy * -qz - iz * -qy; dest.y = iy * qw + iw * -qy + iz * -qx - ix * -qz; dest.z = iz * qw + iw * -qz + ix * -qy - iy * -qx; return dest; }, clone: function () { return new THREE.Quaternion( this.x, this.y, this.z, this.w ); } } THREE.Quaternion.slerp = function ( qa, qb, qm, t ) { // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/ var cosHalfTheta = qa.w * qb.w + qa.x * qb.x + qa.y * qb.y + qa.z * qb.z; if (cosHalfTheta < 0) { qm.w = -qb.w; qm.x = -qb.x; qm.y = -qb.y; qm.z = -qb.z; cosHalfTheta = -cosHalfTheta; } else { qm.copy(qb); } if ( Math.abs( cosHalfTheta ) >= 1.0 ) { qm.w = qa.w; qm.x = qa.x; qm.y = qa.y; qm.z = qa.z; return qm; } var halfTheta = Math.acos( cosHalfTheta ), sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta ); if ( Math.abs( sinHalfTheta ) < 0.001 ) { qm.w = 0.5 * ( qa.w + qb.w ); qm.x = 0.5 * ( qa.x + qb.x ); qm.y = 0.5 * ( qa.y + qb.y ); qm.z = 0.5 * ( qa.z + qb.z ); return qm; } var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta, ratioB = Math.sin( t * halfTheta ) / sinHalfTheta; qm.w = ( qa.w * ratioA + qm.w * ratioB ); qm.x = ( qa.x * ratioA + qm.x * ratioB ); qm.y = ( qa.y * ratioA + qm.y * ratioB ); qm.z = ( qa.z * ratioA + qm.z * ratioB ); return qm; } /** * @author mr.doob / http://mrdoob.com/ */ THREE.Vertex = function ( position ) { this.position = position || new THREE.Vector3(); }; THREE.Vertex.prototype = { constructor: THREE.Vertex, clone: function () { return new THREE.Vertex( this.position.clone() ); } }; /** * @author mr.doob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ */ THREE.Face3 = function ( a, b, c, normal, color, materialIndex ) { this.a = a; this.b = b; this.c = c; this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3(); this.vertexNormals = normal instanceof Array ? normal : [ ]; this.color = color instanceof THREE.Color ? color : new THREE.Color(); this.vertexColors = color instanceof Array ? color : []; this.vertexTangents = []; this.materialIndex = materialIndex; this.centroid = new THREE.Vector3(); }; THREE.Face3.prototype = { constructor: THREE.Face3, clone: function () { var face = new THREE.Face3( this.a, this.b, this.c ); face.normal.copy( this.normal ); face.color.copy( this.color ); face.centroid.copy( this.centroid ); face.materialIndex = this.materialIndex; var i, il; for ( i = 0, il = this.vertexNormals.length; i < il; i ++ ) face.vertexNormals[ i ] = this.vertexNormals[ i ].clone(); for ( i = 0, il = this.vertexColors.length; i < il; i ++ ) face.vertexColors[ i ] = this.vertexColors[ i ].clone(); for ( i = 0, il = this.vertexTangents.length; i < il; i ++ ) face.vertexTangents[ i ] = this.vertexTangents[ i ].clone(); return face; } }; /** * @author mr.doob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ */ THREE.Face4 = function ( a, b, c, d, normal, color, materialIndex ) { this.a = a; this.b = b; this.c = c; this.d = d; this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3(); this.vertexNormals = normal instanceof Array ? normal : [ ]; this.color = color instanceof THREE.Color ? color : new THREE.Color(); this.vertexColors = color instanceof Array ? color : []; this.vertexTangents = []; this.materialIndex = materialIndex; this.centroid = new THREE.Vector3(); }; THREE.Face4.prototype = { constructor: THREE.Face4, clone: function () { var face = new THREE.Face4( this.a, this.b, this.c, this.d ); face.normal.copy( this.normal ); face.color.copy( this.color ); face.centroid.copy( this.centroid ); face.materialIndex = this.materialIndex; var i, il; for ( i = 0, il = this.vertexNormals.length; i < il; i ++ ) face.vertexNormals[ i ] = this.vertexNormals[ i ].clone(); for ( i = 0, il = this.vertexColors.length; i < il; i ++ ) face.vertexColors[ i ] = this.vertexColors[ i ].clone(); for ( i = 0, il = this.vertexTangents.length; i < il; i ++ ) face.vertexTangents[ i ] = this.vertexTangents[ i ].clone(); return face; } }; /** * @author mr.doob / http://mrdoob.com/ */ THREE.UV = function ( u, v ) { this.u = u || 0; this.v = v || 0; }; THREE.UV.prototype = { constructor: THREE.UV, set: function ( u, v ) { this.u = u; this.v = v; return this; }, copy: function ( uv ) { this.u = uv.u; this.v = uv.v; return this; }, lerpSelf: function ( uv, alpha ) { this.u += ( uv.u - this.u ) * alpha; this.v += ( uv.v - this.v ) * alpha; return this; }, clone: function () { return new THREE.UV( this.u, this.v ); } }; /** * @author mr.doob / http://mrdoob.com/ * @author kile / http://kile.stravaganza.org/ * @author alteredq / http://alteredqualia.com/ * @author mikael emtinger / http://gomo.se/ * @author zz85 / http://www.lab4games.net/zz85/blog */ THREE.Geometry = function () { this.id = THREE.GeometryCount ++; this.vertices = []; this.colors = []; // one-to-one vertex colors, used in ParticleSystem, Line and Ribbon this.materials = []; this.faces = []; this.faceUvs = [[]]; this.faceVertexUvs = [[]]; this.morphTargets = []; this.morphColors = []; this.morphNormals = []; this.skinWeights = []; this.skinIndices = []; this.boundingBox = null; this.boundingSphere = null; this.hasTangents = false; this.dynamic = false; // unless set to true the *Arrays will be deleted once sent to a buffer. }; THREE.Geometry.prototype = { constructor : THREE.Geometry, applyMatrix: function ( matrix ) { var matrixRotation = new THREE.Matrix4(); matrixRotation.extractRotation( matrix ); for ( var i = 0, il = this.vertices.length; i < il; i ++ ) { var vertex = this.vertices[ i ]; matrix.multiplyVector3( vertex.position ); } for ( var i = 0, il = this.faces.length; i < il; i ++ ) { var face = this.faces[ i ]; matrixRotation.multiplyVector3( face.normal ); for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) { matrixRotation.multiplyVector3( face.vertexNormals[ j ] ); } matrix.multiplyVector3( face.centroid ); } }, computeCentroids: function () { var f, fl, face; for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { face = this.faces[ f ]; face.centroid.set( 0, 0, 0 ); if ( face instanceof THREE.Face3 ) { face.centroid.addSelf( this.vertices[ face.a ].position ); face.centroid.addSelf( this.vertices[ face.b ].position ); face.centroid.addSelf( this.vertices[ face.c ].position ); face.centroid.divideScalar( 3 ); } else if ( face instanceof THREE.Face4 ) { face.centroid.addSelf( this.vertices[ face.a ].position ); face.centroid.addSelf( this.vertices[ face.b ].position ); face.centroid.addSelf( this.vertices[ face.c ].position ); face.centroid.addSelf( this.vertices[ face.d ].position ); face.centroid.divideScalar( 4 ); } } }, computeFaceNormals: function () { var n, nl, v, vl, vertex, f, fl, face, vA, vB, vC, cb = new THREE.Vector3(), ab = new THREE.Vector3(); for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { face = this.faces[ f ]; vA = this.vertices[ face.a ]; vB = this.vertices[ face.b ]; vC = this.vertices[ face.c ]; cb.sub( vC.position, vB.position ); ab.sub( vA.position, vB.position ); cb.crossSelf( ab ); if ( !cb.isZero() ) { cb.normalize(); } face.normal.copy( cb ); } }, computeVertexNormals: function () { var v, vl, f, fl, face, vertices; // create internal buffers for reuse when calling this method repeatedly // (otherwise memory allocation / deallocation every frame is big resource hog) if ( this.__tmpVertices === undefined ) { this.__tmpVertices = new Array( this.vertices.length ); vertices = this.__tmpVertices; for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) { vertices[ v ] = new THREE.Vector3(); } for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { face = this.faces[ f ]; if ( face instanceof THREE.Face3 ) { face.vertexNormals = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ]; } else if ( face instanceof THREE.Face4 ) { face.vertexNormals = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ]; } } } else { vertices = this.__tmpVertices; for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) { vertices[ v ].set( 0, 0, 0 ); } } for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { face = this.faces[ f ]; if ( face instanceof THREE.Face3 ) { vertices[ face.a ].addSelf( face.normal ); vertices[ face.b ].addSelf( face.normal ); vertices[ face.c ].addSelf( face.normal ); } else if ( face instanceof THREE.Face4 ) { vertices[ face.a ].addSelf( face.normal ); vertices[ face.b ].addSelf( face.normal ); vertices[ face.c ].addSelf( face.normal ); vertices[ face.d ].addSelf( face.normal ); } } for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) { vertices[ v ].normalize(); } for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { face = this.faces[ f ]; if ( face instanceof THREE.Face3 ) { face.vertexNormals[ 0 ].copy( vertices[ face.a ] ); face.vertexNormals[ 1 ].copy( vertices[ face.b ] ); face.vertexNormals[ 2 ].copy( vertices[ face.c ] ); } else if ( face instanceof THREE.Face4 ) { face.vertexNormals[ 0 ].copy( vertices[ face.a ] ); face.vertexNormals[ 1 ].copy( vertices[ face.b ] ); face.vertexNormals[ 2 ].copy( vertices[ face.c ] ); face.vertexNormals[ 3 ].copy( vertices[ face.d ] ); } } }, computeMorphNormals: function () { var i, il, f, fl, face; // save original normals // - create temp variables on first access // otherwise just copy (for faster repeated calls) for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { face = this.faces[ f ]; if ( ! face.__originalFaceNormal ) { face.__originalFaceNormal = face.normal.clone(); } else { face.__originalFaceNormal.copy( face.normal ); } if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = []; for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) { if ( ! face.__originalVertexNormals[ i ] ) { face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone(); } else { face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] ); } } } // use temp geometry to compute face and vertex normals for each morph var tmpGeo = new THREE.Geometry(); tmpGeo.faces = this.faces; for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) { // create on first access if ( ! this.morphNormals[ i ] ) { this.morphNormals[ i ] = {}; this.morphNormals[ i ].faceNormals = []; this.morphNormals[ i ].vertexNormals = []; var dstNormalsFace = this.morphNormals[ i ].faceNormals; var dstNormalsVertex = this.morphNormals[ i ].vertexNormals; var faceNormal, vertexNormals; for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { face = this.faces[ f ]; faceNormal = new THREE.Vector3(); if ( face instanceof THREE.Face3 ) { vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3() }; } else { vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3(), d: new THREE.Vector3() }; } dstNormalsFace.push( faceNormal ); dstNormalsVertex.push( vertexNormals ); } } var morphNormals = this.morphNormals[ i ]; // set vertices to morph target tmpGeo.vertices = this.morphTargets[ i ].vertices; // compute morph normals tmpGeo.computeFaceNormals(); tmpGeo.computeVertexNormals(); // store morph normals var faceNormal, vertexNormals; for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { face = this.faces[ f ]; faceNormal = morphNormals.faceNormals[ f ]; vertexNormals = morphNormals.vertexNormals[ f ]; faceNormal.copy( face.normal ); if ( face instanceof THREE.Face3 ) { vertexNormals.a.copy( face.vertexNormals[ 0 ] ); vertexNormals.b.copy( face.vertexNormals[ 1 ] ); vertexNormals.c.copy( face.vertexNormals[ 2 ] ); } else { vertexNormals.a.copy( face.vertexNormals[ 0 ] ); vertexNormals.b.copy( face.vertexNormals[ 1 ] ); vertexNormals.c.copy( face.vertexNormals[ 2 ] ); vertexNormals.d.copy( face.vertexNormals[ 3 ] ); } } } // restore original normals for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { face = this.faces[ f ]; face.normal = face.__originalFaceNormal; face.vertexNormals = face.__originalVertexNormals; } }, computeTangents: function () { // based on http://www.terathon.com/code/tangent.html // tangents go to vertices var f, fl, v, vl, i, il, vertexIndex, face, uv, vA, vB, vC, uvA, uvB, uvC, x1, x2, y1, y2, z1, z2, s1, s2, t1, t2, r, t, test, tan1 = [], tan2 = [], sdir = new THREE.Vector3(), tdir = new THREE.Vector3(), tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3(), n = new THREE.Vector3(), w; for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) { tan1[ v ] = new THREE.Vector3(); tan2[ v ] = new THREE.Vector3(); } function handleTriangle( context, a, b, c, ua, ub, uc ) { vA = context.vertices[ a ].position; vB = context.vertices[ b ].position; vC = context.vertices[ c ].position; uvA = uv[ ua ]; uvB = uv[ ub ]; uvC = uv[ uc ]; x1 = vB.x - vA.x; x2 = vC.x - vA.x; y1 = vB.y - vA.y; y2 = vC.y - vA.y; z1 = vB.z - vA.z; z2 = vC.z - vA.z; s1 = uvB.u - uvA.u; s2 = uvC.u - uvA.u; t1 = uvB.v - uvA.v; t2 = uvC.v - uvA.v; r = 1.0 / ( s1 * t2 - s2 * t1 ); sdir.set( ( t2 * x1 - t1 * x2 ) * r, ( t2 * y1 - t1 * y2 ) * r, ( t2 * z1 - t1 * z2 ) * r ); tdir.set( ( s1 * x2 - s2 * x1 ) * r, ( s1 * y2 - s2 * y1 ) * r, ( s1 * z2 - s2 * z1 ) * r ); tan1[ a ].addSelf( sdir ); tan1[ b ].addSelf( sdir ); tan1[ c ].addSelf( sdir ); tan2[ a ].addSelf( tdir ); tan2[ b ].addSelf( tdir ); tan2[ c ].addSelf( tdir ); } for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { face = this.faces[ f ]; uv = this.faceVertexUvs[ 0 ][ f ]; // use UV layer 0 for tangents if ( face instanceof THREE.Face3 ) { handleTriangle( this, face.a, face.b, face.c, 0, 1, 2 ); } else if ( face instanceof THREE.Face4 ) { handleTriangle( this, face.a, face.b, face.d, 0, 1, 3 ); handleTriangle( this, face.b, face.c, face.d, 1, 2, 3 ); } } var faceIndex = [ 'a', 'b', 'c', 'd' ]; for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { face = this.faces[ f ]; for ( i = 0; i < face.vertexNormals.length; i++ ) { n.copy( face.vertexNormals[ i ] ); vertexIndex = face[ faceIndex[ i ] ]; t = tan1[ vertexIndex ]; // Gram-Schmidt orthogonalize tmp.copy( t ); tmp.subSelf( n.multiplyScalar( n.dot( t ) ) ).normalize(); // Calculate handedness tmp2.cross( face.vertexNormals[ i ], t ); test = tmp2.dot( tan2[ vertexIndex ] ); w = (test < 0.0) ? -1.0 : 1.0; face.vertexTangents[ i ] = new THREE.Vector4( tmp.x, tmp.y, tmp.z, w ); } } this.hasTangents = true; }, computeBoundingBox: function () { if ( ! this.boundingBox ) { this.boundingBox = { min: new THREE.Vector3(), max: new THREE.Vector3() }; } if ( this.vertices.length > 0 ) { var position, firstPosition = this.vertices[ 0 ].position; this.boundingBox.min.copy( firstPosition ); this.boundingBox.max.copy( firstPosition ); var min = this.boundingBox.min, max = this.boundingBox.max; for ( var v = 1, vl = this.vertices.length; v < vl; v ++ ) { position = this.vertices[ v ].position; if ( position.x < min.x ) { min.x = position.x; } else if ( position.x > max.x ) { max.x = position.x; } if ( position.y < min.y ) { min.y = position.y; } else if ( position.y > max.y ) { max.y = position.y; } if ( position.z < min.z ) { min.z = position.z; } else if ( position.z > max.z ) { max.z = position.z; } } } else { this.boundingBox.min.set( 0, 0, 0 ); this.boundingBox.max.set( 0, 0, 0 ); } }, computeBoundingSphere: function () { if ( ! this.boundingSphere ) this.boundingSphere = { radius: 0 }; var radius, maxRadius = 0; for ( var v = 0, vl = this.vertices.length; v < vl; v ++ ) { radius = this.vertices[ v ].position.length(); if ( radius > maxRadius ) maxRadius = radius; } this.boundingSphere.radius = maxRadius; }, /* * Checks for duplicate vertices with hashmap. * Duplicated vertices are removed * and faces' vertices are updated. */ mergeVertices: function() { var verticesMap = {}; // Hashmap for looking up vertice by position coordinates (and making sure they are unique) var unique = [], changes = []; var v, key; var precisionPoints = 4; // number of decimal points, eg. 4 for epsilon of 0.0001 var precision = Math.pow( 10, precisionPoints ); var i,il, face; for ( i = 0, il = this.vertices.length; i < il; i ++ ) { v = this.vertices[ i ].position; key = [ Math.round( v.x * precision ), Math.round( v.y * precision ), Math.round( v.z * precision ) ].join( '_' ); if ( verticesMap[ key ] === undefined ) { verticesMap[ key ] = i; unique.push( this.vertices[ i ] ); changes[ i ] = unique.length - 1; } else { //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]); changes[ i ] = changes[ verticesMap[ key ] ]; } }; // Start to patch face indices for( i = 0, il = this.faces.length; i < il; i ++ ) { face = this.faces[ i ]; if ( face instanceof THREE.Face3 ) { face.a = changes[ face.a ]; face.b = changes[ face.b ]; face.c = changes[ face.c ]; } else if ( face instanceof THREE.Face4 ) { face.a = changes[ face.a ]; face.b = changes[ face.b ]; face.c = changes[ face.c ]; face.d = changes[ face.d ]; } } // Use unique set of vertices this.vertices = unique; } }; THREE.GeometryCount = 0; /** * Spline from Tween.js, slightly optimized (and trashed) * http://sole.github.com/tween.js/examples/05_spline.html * * @author mrdoob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ */ THREE.Spline = function ( points ) { this.points = points; var c = [], v3 = { x: 0, y: 0, z: 0 }, point, intPoint, weight, w2, w3, pa, pb, pc, pd; this.initFromArray = function( a ) { this.points = []; for ( var i = 0; i < a.length; i++ ) { this.points[ i ] = { x: a[ i ][ 0 ], y: a[ i ][ 1 ], z: a[ i ][ 2 ] }; } }; this.getPoint = function ( k ) { point = ( this.points.length - 1 ) * k; intPoint = Math.floor( point ); weight = point - intPoint; c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1; c[ 1 ] = intPoint; c[ 2 ] = intPoint > this.points.length - 2 ? this.points.length - 1 : intPoint + 1; c[ 3 ] = intPoint > this.points.length - 3 ? this.points.length - 1 : intPoint + 2; pa = this.points[ c[ 0 ] ]; pb = this.points[ c[ 1 ] ]; pc = this.points[ c[ 2 ] ]; pd = this.points[ c[ 3 ] ]; w2 = weight * weight; w3 = weight * w2; v3.x = interpolate( pa.x, pb.x, pc.x, pd.x, weight, w2, w3 ); v3.y = interpolate( pa.y, pb.y, pc.y, pd.y, weight, w2, w3 ); v3.z = interpolate( pa.z, pb.z, pc.z, pd.z, weight, w2, w3 ); return v3; }; this.getControlPointsArray = function () { var i, p, l = this.points.length, coords = []; for ( i = 0; i < l; i ++ ) { p = this.points[ i ]; coords[ i ] = [ p.x, p.y, p.z ]; } return coords; }; // approximate length by summing linear segments this.getLength = function ( nSubDivisions ) { var i, index, nSamples, position, point = 0, intPoint = 0, oldIntPoint = 0, oldPosition = new THREE.Vector3(), tmpVec = new THREE.Vector3(), chunkLengths = [], totalLength = 0; // first point has 0 length chunkLengths[ 0 ] = 0; if ( !nSubDivisions ) nSubDivisions = 100; nSamples = this.points.length * nSubDivisions; oldPosition.copy( this.points[ 0 ] ); for ( i = 1; i < nSamples; i ++ ) { index = i / nSamples; position = this.getPoint( index ); tmpVec.copy( position ); totalLength += tmpVec.distanceTo( oldPosition ); oldPosition.copy( position ); point = ( this.points.length - 1 ) * index; intPoint = Math.floor( point ); if ( intPoint != oldIntPoint ) { chunkLengths[ intPoint ] = totalLength; oldIntPoint = intPoint; } } // last point ends with total length chunkLengths[ chunkLengths.length ] = totalLength; return { chunks: chunkLengths, total: totalLength }; }; this.reparametrizeByArcLength = function ( samplingCoef ) { var i, j, index, indexCurrent, indexNext, linearDistance, realDistance, sampling, position, newpoints = [], tmpVec = new THREE.Vector3(), sl = this.getLength(); newpoints.push( tmpVec.copy( this.points[ 0 ] ).clone() ); for ( i = 1; i < this.points.length; i++ ) { //tmpVec.copy( this.points[ i - 1 ] ); //linearDistance = tmpVec.distanceTo( this.points[ i ] ); realDistance = sl.chunks[ i ] - sl.chunks[ i - 1 ]; sampling = Math.ceil( samplingCoef * realDistance / sl.total ); indexCurrent = ( i - 1 ) / ( this.points.length - 1 ); indexNext = i / ( this.points.length - 1 ); for ( j = 1; j < sampling - 1; j++ ) { index = indexCurrent + j * ( 1 / sampling ) * ( indexNext - indexCurrent ); position = this.getPoint( index ); newpoints.push( tmpVec.copy( position ).clone() ); } newpoints.push( tmpVec.copy( this.points[ i ] ).clone() ); } this.points = newpoints; }; // Catmull-Rom function interpolate( p0, p1, p2, p3, t, t2, t3 ) { var v0 = ( p2 - p0 ) * 0.5, v1 = ( p3 - p1 ) * 0.5; return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1; }; }; /** * @author mr.doob / http://mrdoob.com/ * @author mikael emtinger / http://gomo.se/ */ THREE.Camera = function () { THREE.Object3D.call( this ); this.matrixWorldInverse = new THREE.Matrix4(); this.projectionMatrix = new THREE.Matrix4(); this.projectionMatrixInverse = new THREE.Matrix4(); }; THREE.Camera.prototype = new THREE.Object3D(); THREE.Camera.prototype.constructor = THREE.Camera; THREE.Camera.prototype.lookAt = function ( vector ) { // TODO: Add hierarchy support. this.matrix.lookAt( this.position, vector, this.up ); if ( this.rotationAutoUpdate ) { this.rotation.getRotationFromMatrix( this.matrix ); } }; /** * @author alteredq / http://alteredqualia.com/ */ THREE.OrthographicCamera = function ( left, right, top, bottom, near, far ) { THREE.Camera.call( this ); this.left = left; this.right = right; this.top = top; this.bottom = bottom; this.near = ( near !== undefined ) ? near : 0.1; this.far = ( far !== undefined ) ? far : 2000; this.updateProjectionMatrix(); }; THREE.OrthographicCamera.prototype = new THREE.Camera(); THREE.OrthographicCamera.prototype.constructor = THREE.OrthographicCamera; THREE.OrthographicCamera.prototype.updateProjectionMatrix = function () { this.projectionMatrix.makeOrthographic( this.left, this.right, this.top, this.bottom, this.near, this.far ); }; /** * @author mr.doob / http://mrdoob.com/ * @author greggman / http://games.greggman.com/ * @author zz85 / http://www.lab4games.net/zz85/blog */ THREE.PerspectiveCamera = function ( fov, aspect, near, far ) { THREE.Camera.call( this ); this.fov = fov !== undefined ? fov : 50; this.aspect = aspect !== undefined ? aspect : 1; this.near = near !== undefined ? near : 0.1; this.far = far !== undefined ? far : 2000; this.updateProjectionMatrix(); }; THREE.PerspectiveCamera.prototype = new THREE.Camera(); THREE.PerspectiveCamera.prototype.constructor = THREE.PerspectiveCamera; /** * Uses Focal Length (in mm) to estimate and set FOV * 35mm (fullframe) camera is used if frame size is not specified; * Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html */ THREE.PerspectiveCamera.prototype.setLens = function ( focalLength, frameHeight ) { frameHeight = frameHeight !== undefined ? frameHeight : 24; this.fov = 2 * Math.atan( frameHeight / ( focalLength * 2 ) ) * ( 180 / Math.PI ); this.updateProjectionMatrix(); } /** * Sets an offset in a larger frustum. This is useful for multi-window or * multi-monitor/multi-machine setups. * * For example, if you have 3x2 monitors and each monitor is 1920x1080 and * the monitors are in grid like this * * +---+---+---+ * | A | B | C | * +---+---+---+ * | D | E | F | * +---+---+---+ * * then for each monitor you would call it like this * * var w = 1920; * var h = 1080; * var fullWidth = w * 3; * var fullHeight = h * 2; * * --A-- * camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h ); * --B-- * camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h ); * --C-- * camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h ); * --D-- * camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h ); * --E-- * camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h ); * --F-- * camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h ); * * Note there is no reason monitors have to be the same size or in a grid. */ THREE.PerspectiveCamera.prototype.setViewOffset = function ( fullWidth, fullHeight, x, y, width, height ) { this.fullWidth = fullWidth; this.fullHeight = fullHeight; this.x = x; this.y = y; this.width = width; this.height = height; this.updateProjectionMatrix(); }; THREE.PerspectiveCamera.prototype.updateProjectionMatrix = function () { if ( this.fullWidth ) { var aspect = this.fullWidth / this.fullHeight; var top = Math.tan( this.fov * Math.PI / 360 ) * this.near; var bottom = -top; var left = aspect * bottom; var right = aspect * top; var width = Math.abs( right - left ); var height = Math.abs( top - bottom ); this.projectionMatrix.makeFrustum( left + this.x * width / this.fullWidth, left + ( this.x + this.width ) * width / this.fullWidth, top - ( this.y + this.height ) * height / this.fullHeight, top - this.y * height / this.fullHeight, this.near, this.far ); } else { this.projectionMatrix.makePerspective( this.fov, this.aspect, this.near, this.far ); } }; /** * @author mr.doob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ */ THREE.Light = function ( hex ) { THREE.Object3D.call( this ); this.color = new THREE.Color( hex ); }; THREE.Light.prototype = new THREE.Object3D(); THREE.Light.prototype.constructor = THREE.Light; THREE.Light.prototype.supr = THREE.Object3D.prototype; /** * @author mr.doob / http://mrdoob.com/ */ THREE.AmbientLight = function ( hex ) { THREE.Light.call( this, hex ); }; THREE.AmbientLight.prototype = new THREE.Light(); THREE.AmbientLight.prototype.constructor = THREE.AmbientLight; /** * @author mr.doob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ */ THREE.DirectionalLight = function ( hex, intensity, distance ) { THREE.Light.call( this, hex ); this.position = new THREE.Vector3( 0, 1, 0 ); this.target = new THREE.Object3D(); this.intensity = ( intensity !== undefined ) ? intensity : 1; this.distance = ( distance !== undefined ) ? distance : 0; this.castShadow = false; this.onlyShadow = false; // this.shadowCameraNear = 50; this.shadowCameraFar = 5000; this.shadowCameraLeft = -500; this.shadowCameraRight = 500; this.shadowCameraTop = 500; this.shadowCameraBottom = -500; this.shadowCameraVisible = false; this.shadowBias = 0; this.shadowDarkness = 0.5; this.shadowMapWidth = 512; this.shadowMapHeight = 512; // this.shadowCascade = false; this.shadowCascadeOffset = new THREE.Vector3( 0, 0, -1000 ); this.shadowCascadeCount = 2; this.shadowCascadeBias = [ 0, 0, 0 ]; this.shadowCascadeWidth = [ 512, 512, 512 ]; this.shadowCascadeHeight = [ 512, 512, 512 ]; this.shadowCascadeNearZ = [ -1.000, 0.990, 0.998 ]; this.shadowCascadeFarZ = [ 0.990, 0.998, 1.000 ]; this.shadowCascadeArray = []; // this.shadowMap = null; this.shadowMapSize = null; this.shadowCamera = null; this.shadowMatrix = null; }; THREE.DirectionalLight.prototype = new THREE.Light(); THREE.DirectionalLight.prototype.constructor = THREE.DirectionalLight; /** * @author mr.doob / http://mrdoob.com/ */ THREE.PointLight = function ( hex, intensity, distance ) { THREE.Light.call( this, hex ); this.position = new THREE.Vector3( 0, 0, 0 ); this.intensity = ( intensity !== undefined ) ? intensity : 1; this.distance = ( distance !== undefined ) ? distance : 0; }; THREE.PointLight.prototype = new THREE.Light(); THREE.PointLight.prototype.constructor = THREE.PointLight; /** * @author alteredq / http://alteredqualia.com/ */ THREE.SpotLight = function ( hex, intensity, distance ) { THREE.Light.call( this, hex ); this.position = new THREE.Vector3( 0, 1, 0 ); this.target = new THREE.Object3D(); this.intensity = ( intensity !== undefined ) ? intensity : 1; this.distance = ( distance !== undefined ) ? distance : 0; this.castShadow = false; this.onlyShadow = false; // this.shadowCameraNear = 50; this.shadowCameraFar = 5000; this.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 = new THREE.Light(); THREE.SpotLight.prototype.constructor = THREE.SpotLight; /** * @author mr.doob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ */ THREE.Material = function ( parameters ) { parameters = parameters || {}; this.id = THREE.MaterialCount ++; this.name = ''; this.opacity = parameters.opacity !== undefined ? parameters.opacity : 1; this.transparent = parameters.transparent !== undefined ? parameters.transparent : false; this.blending = parameters.blending !== undefined ? parameters.blending : THREE.NormalBlending; this.blendSrc = parameters.blendSrc !== undefined ? parameters.blendSrc : THREE.SrcAlphaFactor; this.blendDst = parameters.blendDst !== undefined ? parameters.blendDst : THREE.OneMinusSrcAlphaFactor; this.blendEquation = parameters.blendEquation !== undefined ? parameters.blendEquation : THREE.AddEquation; this.depthTest = parameters.depthTest !== undefined ? parameters.depthTest : true; this.depthWrite = parameters.depthWrite !== undefined ? parameters.depthWrite : true; this.polygonOffset = parameters.polygonOffset !== undefined ? parameters.polygonOffset : false; this.polygonOffsetFactor = parameters.polygonOffsetFactor !== undefined ? parameters.polygonOffsetFactor : 0; this.polygonOffsetUnits = parameters.polygonOffsetUnits !== undefined ? parameters.polygonOffsetUnits : 0; this.alphaTest = parameters.alphaTest !== undefined ? parameters.alphaTest : 0; this.overdraw = parameters.overdraw !== undefined ? parameters.overdraw : false; // Boolean for fixing antialiasing gaps in CanvasRenderer this.needsUpdate = true; } THREE.MaterialCount = 0; // shading THREE.NoShading = 0; THREE.FlatShading = 1; THREE.SmoothShading = 2; // colors THREE.NoColors = 0; THREE.FaceColors = 1; THREE.VertexColors = 2; // blending modes THREE.NoBlending = 0; THREE.NormalBlending = 1; THREE.AdditiveBlending = 2; THREE.SubtractiveBlending = 3; THREE.MultiplyBlending = 4; THREE.AdditiveAlphaBlending = 5; THREE.CustomBlending = 6; // custom blending equations // (numbers start from 100 not to clash with other // mappings to OpenGL constants defined in Texture.js) THREE.AddEquation = 100; THREE.SubtractEquation = 101; THREE.ReverseSubtractEquation = 102; // custom blending destination factors THREE.ZeroFactor = 200; THREE.OneFactor = 201; THREE.SrcColorFactor = 202; THREE.OneMinusSrcColorFactor = 203; THREE.SrcAlphaFactor = 204; THREE.OneMinusSrcAlphaFactor = 205; THREE.DstAlphaFactor = 206; THREE.OneMinusDstAlphaFactor = 207; // custom blending source factors //THREE.ZeroFactor = 200; //THREE.OneFactor = 201; //THREE.SrcAlphaFactor = 204; //THREE.OneMinusSrcAlphaFactor = 205; //THREE.DstAlphaFactor = 206; //THREE.OneMinusDstAlphaFactor = 207; THREE.DstColorFactor = 208; THREE.OneMinusDstColorFactor = 209; THREE.SrcAlphaSaturateFactor = 210; /** * @author mr.doob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ * * parameters = { * color: , * opacity: , * * blending: THREE.NormalBlending, * depthTest: , * * linewidth: , * linecap: "round", * linejoin: "round", * * vertexColors: * * fog: * } */ THREE.LineBasicMaterial = function ( parameters ) { THREE.Material.call( this, parameters ); parameters = parameters || {}; this.color = parameters.color !== undefined ? new THREE.Color( parameters.color ) : new THREE.Color( 0xffffff ); this.linewidth = parameters.linewidth !== undefined ? parameters.linewidth : 1; this.linecap = parameters.linecap !== undefined ? parameters.linecap : 'round'; this.linejoin = parameters.linejoin !== undefined ? parameters.linejoin : 'round'; this.vertexColors = parameters.vertexColors ? parameters.vertexColors : false; this.fog = parameters.fog !== undefined ? parameters.fog : true; }; THREE.LineBasicMaterial.prototype = new THREE.Material(); THREE.LineBasicMaterial.prototype.constructor = THREE.LineBasicMaterial; /** * @author mr.doob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ * * parameters = { * color: , * opacity: , * map: new THREE.Texture( ), * * lightMap: new THREE.Texture( ), * * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), * combine: THREE.Multiply, * reflectivity: , * refractionRatio: , * * shading: THREE.SmoothShading, * blending: THREE.NormalBlending, * depthTest: , * * wireframe: , * wireframeLinewidth: , * * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors, * * skinning: , * morphTargets: , * * fog: * } */ THREE.MeshBasicMaterial = function ( parameters ) { THREE.Material.call( this, parameters ); parameters = parameters || {}; // color property represents emissive for MeshBasicMaterial this.color = parameters.color !== undefined ? new THREE.Color( parameters.color ) : new THREE.Color( 0xffffff ); this.map = parameters.map !== undefined ? parameters.map : null; this.lightMap = parameters.lightMap !== undefined ? parameters.lightMap : null; this.envMap = parameters.envMap !== undefined ? parameters.envMap : null; this.combine = parameters.combine !== undefined ? parameters.combine : THREE.MultiplyOperation; this.reflectivity = parameters.reflectivity !== undefined ? parameters.reflectivity : 1; this.refractionRatio = parameters.refractionRatio !== undefined ? parameters.refractionRatio : 0.98; this.fog = parameters.fog !== undefined ? parameters.fog : true; this.shading = parameters.shading !== undefined ? parameters.shading : THREE.SmoothShading; this.wireframe = parameters.wireframe !== undefined ? parameters.wireframe : false; this.wireframeLinewidth = parameters.wireframeLinewidth !== undefined ? parameters.wireframeLinewidth : 1; this.wireframeLinecap = parameters.wireframeLinecap !== undefined ? parameters.wireframeLinecap : 'round'; this.wireframeLinejoin = parameters.wireframeLinejoin !== undefined ? parameters.wireframeLinejoin : 'round'; this.vertexColors = parameters.vertexColors !== undefined ? parameters.vertexColors : THREE.NoColors; this.skinning = parameters.skinning !== undefined ? parameters.skinning : false; this.morphTargets = parameters.morphTargets !== undefined ? parameters.morphTargets : false; }; THREE.MeshBasicMaterial.prototype = new THREE.Material(); THREE.MeshBasicMaterial.prototype.constructor = THREE.MeshBasicMaterial; /** * @author mr.doob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ * * parameters = { * color: , * ambient: , * emissive: , * opacity: , * * map: new THREE.Texture( ), * * lightMap: new THREE.Texture( ), * * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), * combine: THREE.Multiply, * reflectivity: , * refractionRatio: , * * shading: THREE.SmoothShading, * blending: THREE.NormalBlending, * depthTest: , * * wireframe: , * wireframeLinewidth: , * * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors, * * skinning: , * morphTargets: , * morphNormals: , * * fog: * } */ THREE.MeshLambertMaterial = function ( parameters ) { THREE.Material.call( this, parameters ); parameters = parameters || {}; // color property represents diffuse for MeshLambertMaterial this.color = parameters.color !== undefined ? new THREE.Color( parameters.color ) : new THREE.Color( 0xffffff ); this.ambient = parameters.ambient !== undefined ? new THREE.Color( parameters.ambient ) : new THREE.Color( 0xffffff ); this.emissive = parameters.emissive !== undefined ? new THREE.Color( parameters.emissive ) : new THREE.Color( 0x000000 ); this.wrapAround = parameters.wrapAround !== undefined ? parameters.wrapAround: false; this.wrapRGB = new THREE.Vector3( 1, 1, 1 ); this.map = parameters.map !== undefined ? parameters.map : null; this.lightMap = parameters.lightMap !== undefined ? parameters.lightMap : null; this.envMap = parameters.envMap !== undefined ? parameters.envMap : null; this.combine = parameters.combine !== undefined ? parameters.combine : THREE.MultiplyOperation; this.reflectivity = parameters.reflectivity !== undefined ? parameters.reflectivity : 1; this.refractionRatio = parameters.refractionRatio !== undefined ? parameters.refractionRatio : 0.98; this.fog = parameters.fog !== undefined ? parameters.fog : true; this.shading = parameters.shading !== undefined ? parameters.shading : THREE.SmoothShading; this.wireframe = parameters.wireframe !== undefined ? parameters.wireframe : false; this.wireframeLinewidth = parameters.wireframeLinewidth !== undefined ? parameters.wireframeLinewidth : 1; this.wireframeLinecap = parameters.wireframeLinecap !== undefined ? parameters.wireframeLinecap : 'round'; this.wireframeLinejoin = parameters.wireframeLinejoin !== undefined ? parameters.wireframeLinejoin : 'round'; this.vertexColors = parameters.vertexColors !== undefined ? parameters.vertexColors : THREE.NoColors; this.skinning = parameters.skinning !== undefined ? parameters.skinning : false; this.morphTargets = parameters.morphTargets !== undefined ? parameters.morphTargets : false; this.morphNormals = parameters.morphNormals !== undefined ? parameters.morphNormals : false; }; THREE.MeshLambertMaterial.prototype = new THREE.Material(); THREE.MeshLambertMaterial.prototype.constructor = THREE.MeshLambertMaterial; /** * @author mr.doob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ * * parameters = { * color: , * ambient: , * emissive: , * specular: , * shininess: , * opacity: , * * map: new THREE.Texture( ), * * lightMap: new THREE.Texture( ), * * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), * combine: THREE.Multiply, * reflectivity: , * refractionRatio: , * * shading: THREE.SmoothShading, * blending: THREE.NormalBlending, * depthTest: , * * wireframe: , * wireframeLinewidth: , * * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors, * * skinning: , * morphTargets: , * morphNormals: , * * fog: * } */ THREE.MeshPhongMaterial = function ( parameters ) { THREE.Material.call( this, parameters ); parameters = parameters || {}; // color property represents diffuse for MeshPhongMaterial this.color = parameters.color !== undefined ? new THREE.Color( parameters.color ) : new THREE.Color( 0xffffff ); this.ambient = parameters.ambient !== undefined ? new THREE.Color( parameters.ambient ) : new THREE.Color( 0xffffff ); this.emissive = parameters.emissive !== undefined ? new THREE.Color( parameters.emissive ) : new THREE.Color( 0x000000 ); this.specular = parameters.specular !== undefined ? new THREE.Color( parameters.specular ) : new THREE.Color( 0x111111 ); this.shininess = parameters.shininess !== undefined ? parameters.shininess : 30; this.metal = parameters.metal !== undefined ? parameters.metal : false; this.perPixel = parameters.perPixel !== undefined ? parameters.perPixel : false; this.wrapAround = parameters.wrapAround !== undefined ? parameters.wrapAround: false; this.wrapRGB = new THREE.Vector3( 1, 1, 1 ); this.map = parameters.map !== undefined ? parameters.map : null; this.lightMap = parameters.lightMap !== undefined ? parameters.lightMap : null; this.envMap = parameters.envMap !== undefined ? parameters.envMap : null; this.combine = parameters.combine !== undefined ? parameters.combine : THREE.MultiplyOperation; this.reflectivity = parameters.reflectivity !== undefined ? parameters.reflectivity : 1; this.refractionRatio = parameters.refractionRatio !== undefined ? parameters.refractionRatio : 0.98; this.fog = parameters.fog !== undefined ? parameters.fog : true; this.shading = parameters.shading !== undefined ? parameters.shading : THREE.SmoothShading; this.wireframe = parameters.wireframe !== undefined ? parameters.wireframe : false; this.wireframeLinewidth = parameters.wireframeLinewidth !== undefined ? parameters.wireframeLinewidth : 1; this.wireframeLinecap = parameters.wireframeLinecap !== undefined ? parameters.wireframeLinecap : 'round'; this.wireframeLinejoin = parameters.wireframeLinejoin !== undefined ? parameters.wireframeLinejoin : 'round'; this.vertexColors = parameters.vertexColors !== undefined ? parameters.vertexColors : THREE.NoColors; this.skinning = parameters.skinning !== undefined ? parameters.skinning : false; this.morphTargets = parameters.morphTargets !== undefined ? parameters.morphTargets : false; this.morphNormals = parameters.morphNormals !== undefined ? parameters.morphNormals : false; }; THREE.MeshPhongMaterial.prototype = new THREE.Material(); THREE.MeshPhongMaterial.prototype.constructor = THREE.MeshPhongMaterial; /** * @author mr.doob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ * * parameters = { * opacity: , * blending: THREE.NormalBlending, * depthTest: , * wireframe: , * wireframeLinewidth: * } */ THREE.MeshDepthMaterial = function ( parameters ) { THREE.Material.call( this, parameters ); parameters = parameters || {}; this.shading = parameters.shading !== undefined ? parameters.shading : THREE.SmoothShading; // doesn't really apply here, normals are not used this.wireframe = parameters.wireframe !== undefined ? parameters.wireframe : false; this.wireframeLinewidth = parameters.wireframeLinewidth !== undefined ? parameters.wireframeLinewidth : 1; }; THREE.MeshDepthMaterial.prototype = new THREE.Material(); THREE.MeshDepthMaterial.prototype.constructor = THREE.MeshDepthMaterial; /** * @author mr.doob / http://mrdoob.com/ * * parameters = { * opacity: , * shading: THREE.FlatShading, * blending: THREE.NormalBlending, * depthTest: , * wireframe: , * wireframeLinewidth: * } */ THREE.MeshNormalMaterial = function ( parameters ) { THREE.Material.call( this, parameters ); parameters = parameters || {}; this.shading = parameters.shading ? parameters.shading : THREE.FlatShading; this.wireframe = parameters.wireframe ? parameters.wireframe : false; this.wireframeLinewidth = parameters.wireframeLinewidth ? parameters.wireframeLinewidth : 1; }; THREE.MeshNormalMaterial.prototype = new THREE.Material(); THREE.MeshNormalMaterial.prototype.constructor = THREE.MeshNormalMaterial; /** * @author mr.doob / http://mrdoob.com/ */ THREE.MeshFaceMaterial = function () { }; /** * @author mr.doob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ * * parameters = { * color: , * opacity: , * map: new THREE.Texture( ), * * size: , * * blending: THREE.NormalBlending, * depthTest: , * * vertexColors: , * * fog: * } */ THREE.ParticleBasicMaterial = function ( parameters ) { THREE.Material.call( this, parameters ); parameters = parameters || {}; this.color = parameters.color !== undefined ? new THREE.Color( parameters.color ) : new THREE.Color( 0xffffff ); this.map = parameters.map !== undefined ? parameters.map : null; this.size = parameters.size !== undefined ? parameters.size : 1; this.sizeAttenuation = parameters.sizeAttenuation !== undefined ? parameters.sizeAttenuation : true; this.vertexColors = parameters.vertexColors !== undefined ? parameters.vertexColors : false; this.fog = parameters.fog !== undefined ? parameters.fog : true; }; THREE.ParticleBasicMaterial.prototype = new THREE.Material(); THREE.ParticleBasicMaterial.prototype.constructor = THREE.ParticleBasicMaterial; /** * @author mr.doob / http://mrdoob.com/ * * parameters = { * color: , * program: , * opacity: , * blending: THREE.NormalBlending * } */ THREE.ParticleCanvasMaterial = function ( parameters ) { THREE.Material.call( this, parameters ); parameters = parameters || {}; this.color = parameters.color !== undefined ? new THREE.Color( parameters.color ) : new THREE.Color( 0xffffff ); this.program = parameters.program !== undefined ? parameters.program : function ( context, color ) {}; }; THREE.ParticleCanvasMaterial.prototype = new THREE.Material(); THREE.ParticleCanvasMaterial.prototype.constructor = THREE.ParticleCanvasMaterial; /** * @author mr.doob / http://mrdoob.com/ */ THREE.ParticleDOMMaterial = function ( domElement ) { THREE.Material.call( this ); this.domElement = domElement; }; /** * @author alteredq / http://alteredqualia.com/ * * parameters = { * fragmentShader: , * vertexShader: , * * uniforms: { "parameter1": { type: "f", value: 1.0 }, "parameter2": { type: "i" value2: 2 } }, * * shading: THREE.SmoothShading, * blending: THREE.NormalBlending, * depthTest: , * * wireframe: , * wireframeLinewidth: , * * lights: , * * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors, * * skinning: , * morphTargets: , * morphNormals: , * * fog: * } */ THREE.ShaderMaterial = function ( parameters ) { THREE.Material.call( this, parameters ); parameters = parameters || {}; this.fragmentShader = parameters.fragmentShader !== undefined ? parameters.fragmentShader : "void main() {}"; this.vertexShader = parameters.vertexShader !== undefined ? parameters.vertexShader : "void main() {}"; this.uniforms = parameters.uniforms !== undefined ? parameters.uniforms : {}; this.attributes = parameters.attributes; this.shading = parameters.shading !== undefined ? parameters.shading : THREE.SmoothShading; this.wireframe = parameters.wireframe !== undefined ? parameters.wireframe : false; this.wireframeLinewidth = parameters.wireframeLinewidth !== undefined ? parameters.wireframeLinewidth : 1; this.fog = parameters.fog !== undefined ? parameters.fog : false; // set to use scene fog this.lights = parameters.lights !== undefined ? parameters.lights : false; // set to use scene lights this.vertexColors = parameters.vertexColors !== undefined ? parameters.vertexColors : THREE.NoColors; // set to use "color" attribute stream this.skinning = parameters.skinning !== undefined ? parameters.skinning : false; // set to use skinning attribute streams this.morphTargets = parameters.morphTargets !== undefined ? parameters.morphTargets : false; // set to use morph targets this.morphNormals = parameters.morphNormals !== undefined ? parameters.morphNormals : false; // set to use morph normals }; THREE.ShaderMaterial.prototype = new THREE.Material(); THREE.ShaderMaterial.prototype.constructor = THREE.ShaderMaterial; /** * @author mr.doob / 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 ) { this.id = THREE.TextureCount ++; this.image = image; this.mapping = mapping !== undefined ? mapping : new THREE.UVMapping(); this.wrapS = wrapS !== undefined ? wrapS : THREE.ClampToEdgeWrapping; this.wrapT = wrapT !== undefined ? wrapT : THREE.ClampToEdgeWrapping; this.magFilter = magFilter !== undefined ? magFilter : THREE.LinearFilter; this.minFilter = minFilter !== undefined ? minFilter : THREE.LinearMipMapLinearFilter; this.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.needsUpdate = false; this.onUpdate = null; }; THREE.Texture.prototype = { constructor: THREE.Texture, clone: function () { var clonedTexture = new THREE.Texture( this.image, this.mapping, this.wrapS, this.wrapT, this.magFilter, this.minFilter, this.format, this.type ); clonedTexture.offset.copy( this.offset ); clonedTexture.repeat.copy( this.repeat ); return clonedTexture; } }; THREE.TextureCount = 0; THREE.MultiplyOperation = 0; THREE.MixOperation = 1; // Mapping modes THREE.UVMapping = function () {}; THREE.CubeReflectionMapping = function () {}; THREE.CubeRefractionMapping = function () {}; THREE.SphericalReflectionMapping = function () {}; THREE.SphericalRefractionMapping = function () {}; // Wrapping modes THREE.RepeatWrapping = 0; THREE.ClampToEdgeWrapping = 1; THREE.MirroredRepeatWrapping = 2; // Filters THREE.NearestFilter = 3; THREE.NearestMipMapNearestFilter = 4; THREE.NearestMipMapLinearFilter = 5; THREE.LinearFilter = 6; THREE.LinearMipMapNearestFilter = 7; THREE.LinearMipMapLinearFilter = 8; // Types THREE.ByteType = 9; THREE.UnsignedByteType = 10; THREE.ShortType = 11; THREE.UnsignedShortType = 12; THREE.IntType = 13; THREE.UnsignedIntType = 14; THREE.FloatType = 15; // Formats THREE.AlphaFormat = 16; THREE.RGBFormat = 17; THREE.RGBAFormat = 18; THREE.LuminanceFormat = 19; THREE.LuminanceAlphaFormat = 20; /** * @author alteredq / http://alteredqualia.com/ */ THREE.DataTexture = function ( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter ) { THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type ); this.image = { data: data, width: width, height: height }; }; THREE.DataTexture.prototype = new THREE.Texture(); THREE.DataTexture.prototype.constructor = THREE.DataTexture; THREE.DataTexture.prototype.clone = function () { var clonedTexture = new THREE.DataTexture( this.image.data, this.image.width, this.image.height, this.format, this.type, this.mapping, this.wrapS, this.wrapT, this.magFilter, this.minFilter ); clonedTexture.offset.copy( this.offset ); clonedTexture.repeat.copy( this.repeat ); return clonedTexture; }; /** * @author mr.doob / http://mrdoob.com/ */ THREE.Particle = function ( material ) { THREE.Object3D.call( this ); this.material = material; }; THREE.Particle.prototype = new THREE.Object3D(); THREE.Particle.prototype.constructor = THREE.Particle; /** * @author alteredq / http://alteredqualia.com/ */ THREE.ParticleSystem = function ( geometry, material ) { THREE.Object3D.call( this ); this.geometry = geometry; this.material = ( material !== undefined ) ? material : new THREE.ParticleBasicMaterial( { color: Math.random() * 0xffffff } ); this.sortParticles = false; if ( this.geometry ) { // calc bound radius if( !this.geometry.boundingSphere ) { this.geometry.computeBoundingSphere(); } this.boundRadius = geometry.boundingSphere.radius; } this.frustumCulled = false; }; THREE.ParticleSystem.prototype = new THREE.Object3D(); THREE.ParticleSystem.prototype.constructor = THREE.ParticleSystem; /** * @author mr.doob / http://mrdoob.com/ */ THREE.Line = function ( geometry, material, type ) { THREE.Object3D.call( this ); this.geometry = geometry; this.material = ( material !== undefined ) ? material : new THREE.LineBasicMaterial( { color: Math.random() * 0xffffff } ); this.type = ( type !== undefined ) ? type : THREE.LineStrip; if ( this.geometry ) { if ( ! this.geometry.boundingSphere ) { this.geometry.computeBoundingSphere(); } } }; THREE.LineStrip = 0; THREE.LinePieces = 1; THREE.Line.prototype = new THREE.Object3D(); THREE.Line.prototype.constructor = THREE.Line; /** * @author mr.doob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ * @author mikael emtinger / http://gomo.se/ */ THREE.Mesh = function ( geometry, material ) { THREE.Object3D.call( this ); this.geometry = geometry; this.material = ( material !== undefined ) ? material : new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff, wireframe: true } ); if ( this.geometry ) { // calc bound radius if( ! this.geometry.boundingSphere ) { this.geometry.computeBoundingSphere(); } this.boundRadius = geometry.boundingSphere.radius; // setup morph targets if( this.geometry.morphTargets.length ) { this.morphTargetBase = -1; this.morphTargetForcedOrder = []; this.morphTargetInfluences = []; this.morphTargetDictionary = {}; for( var m = 0; m < this.geometry.morphTargets.length; m ++ ) { this.morphTargetInfluences.push( 0 ); this.morphTargetDictionary[ this.geometry.morphTargets[ m ].name ] = m; } } } } THREE.Mesh.prototype = new THREE.Object3D(); THREE.Mesh.prototype.constructor = THREE.Mesh; THREE.Mesh.prototype.supr = THREE.Object3D.prototype; /* * Get Morph Target Index by Name */ THREE.Mesh.prototype.getMorphTargetIndexByName = function( name ) { if ( this.morphTargetDictionary[ name ] !== undefined ) { return this.morphTargetDictionary[ name ]; } console.log( "THREE.Mesh.getMorphTargetIndexByName: morph target " + name + " does not exist. Returning 0." ); return 0; } /** * @author mikael emtinger / http://gomo.se/ * @author alteredq / http://alteredqualia.com/ */ THREE.Bone = function( belongsToSkin ) { THREE.Object3D.call( this ); this.skin = belongsToSkin; this.skinMatrix = new THREE.Matrix4(); }; THREE.Bone.prototype = new THREE.Object3D(); THREE.Bone.prototype.constructor = THREE.Bone; THREE.Bone.prototype.supr = THREE.Object3D.prototype; THREE.Bone.prototype.update = function( parentSkinMatrix, forceUpdate ) { // update local if ( this.matrixAutoUpdate ) { forceUpdate |= this.updateMatrix(); } // update skin matrix if ( forceUpdate || this.matrixWorldNeedsUpdate ) { if( parentSkinMatrix ) { this.skinMatrix.multiply( parentSkinMatrix, this.matrix ); } else { this.skinMatrix.copy( this.matrix ); } this.matrixWorldNeedsUpdate = false; forceUpdate = true; } // update children var child, i, l = this.children.length; for ( i = 0; i < l; i ++ ) { this.children[ i ].update( this.skinMatrix, forceUpdate ); } }; /** * @author mikael emtinger / http://gomo.se/ * @author alteredq / http://alteredqualia.com/ */ THREE.SkinnedMesh = function ( geometry, material ) { THREE.Mesh.call( this, geometry, material ); // init bones this.identityMatrix = new THREE.Matrix4(); this.bones = []; this.boneMatrices = []; var b, bone, gbone, p, q, s; if ( this.geometry.bones !== undefined ) { for ( b = 0; b < this.geometry.bones.length; b ++ ) { gbone = this.geometry.bones[ b ]; p = gbone.pos; q = gbone.rotq; s = gbone.scl; bone = this.addBone(); bone.name = gbone.name; bone.position.set( p[0], p[1], p[2] ); bone.quaternion.set( q[0], q[1], q[2], q[3] ); bone.useQuaternion = true; if ( s !== undefined ) { bone.scale.set( s[0], s[1], s[2] ); } else { bone.scale.set( 1, 1, 1 ); } } for ( b = 0; b < this.bones.length; b ++ ) { gbone = this.geometry.bones[ b ]; bone = this.bones[ b ]; if ( gbone.parent === -1 ) { this.add( bone ); } else { this.bones[ gbone.parent ].add( bone ); } } this.boneMatrices = new Float32Array( 16 * this.bones.length ); this.pose(); } }; THREE.SkinnedMesh.prototype = new THREE.Mesh(); THREE.SkinnedMesh.prototype.constructor = THREE.SkinnedMesh; THREE.SkinnedMesh.prototype.addBone = function( bone ) { if ( bone === undefined ) { bone = new THREE.Bone( this ); } this.bones.push( bone ); return bone; }; THREE.SkinnedMesh.prototype.updateMatrixWorld = function ( force ) { this.matrixAutoUpdate && this.updateMatrix(); // update matrixWorld if ( this.matrixWorldNeedsUpdate || force ) { if ( this.parent ) { this.matrixWorld.multiply( this.parent.matrixWorld, this.matrix ); } else { this.matrixWorld.copy( this.matrix ); } this.matrixWorldNeedsUpdate = false; force = true; } // update children for ( var i = 0, l = this.children.length; i < l; i ++ ) { var child = this.children[ i ]; if ( child instanceof THREE.Bone ) { child.update( this.identityMatrix, false ); } else { child.updateMatrixWorld( true ); } } // flatten bone matrices to array var b, bl = this.bones.length, ba = this.bones, bm = this.boneMatrices; for ( b = 0; b < bl; b ++ ) { ba[ b ].skinMatrix.flattenToArrayOffset( bm, b * 16 ); } }; /* * Pose */ THREE.SkinnedMesh.prototype.pose = function() { this.updateMatrixWorld( true ); var bim, bone, boneInverses = []; for ( var b = 0; b < this.bones.length; b ++ ) { bone = this.bones[ b ]; var inverseMatrix = new THREE.Matrix4(); inverseMatrix.getInverse( bone.skinMatrix ); boneInverses.push( inverseMatrix ); bone.skinMatrix.flattenToArrayOffset( this.boneMatrices, b * 16 ); } // project vertices to local if ( this.geometry.skinVerticesA === undefined ) { this.geometry.skinVerticesA = []; this.geometry.skinVerticesB = []; var orgVertex, vertex; for ( var i = 0; i < this.geometry.skinIndices.length; i ++ ) { orgVertex = this.geometry.vertices[ i ].position; var indexA = this.geometry.skinIndices[ i ].x; var indexB = this.geometry.skinIndices[ i ].y; vertex = new THREE.Vector3( orgVertex.x, orgVertex.y, orgVertex.z ); this.geometry.skinVerticesA.push( boneInverses[ indexA ].multiplyVector3( vertex ) ); vertex = new THREE.Vector3( orgVertex.x, orgVertex.y, orgVertex.z ); this.geometry.skinVerticesB.push( boneInverses[ indexB ].multiplyVector3( vertex ) ); // todo: add more influences // normalize weights if ( this.geometry.skinWeights[ i ].x + this.geometry.skinWeights[ i ].y !== 1 ) { var len = ( 1.0 - ( this.geometry.skinWeights[ i ].x + this.geometry.skinWeights[ i ].y ) ) * 0.5; this.geometry.skinWeights[ i ].x += len; this.geometry.skinWeights[ i ].y += len; } } } }; /** * @author alteredq / http://alteredqualia.com/ */ THREE.MorphAnimMesh = function ( geometry, material ) { THREE.Mesh.call( this, geometry, material ); // API this.duration = 1000; // milliseconds this.mirroredLoop = false; this.time = 0; // internals this.lastKeyframe = 0; this.currentKeyframe = 0; this.direction = 1; this.directionBackwards = false; this.setFrameRange( 0, this.geometry.morphTargets.length - 1 ); }; THREE.MorphAnimMesh.prototype = new THREE.Mesh(); THREE.MorphAnimMesh.prototype.constructor = THREE.MorphAnimMesh; THREE.MorphAnimMesh.prototype.setFrameRange = function ( start, end ) { this.startKeyframe = start; this.endKeyframe = end; this.length = this.endKeyframe - this.startKeyframe + 1; }; THREE.MorphAnimMesh.prototype.setDirectionForward = function () { this.direction = 1; this.directionBackwards = false; }; THREE.MorphAnimMesh.prototype.setDirectionBackward = function () { this.direction = -1; this.directionBackwards = true; }; THREE.MorphAnimMesh.prototype.parseAnimations = function () { var geometry = this.geometry; if ( ! geometry.animations ) geometry.animations = {}; var firstAnimation, animations = geometry.animations; var pattern = /([a-z]+)(\d+)/; for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) { var morph = geometry.morphTargets[ i ]; var parts = morph.name.match( pattern ); if ( parts && parts.length > 1 ) { var label = parts[ 1 ]; var num = parts[ 2 ]; if ( ! animations[ label ] ) animations[ label ] = { start: Infinity, end: -Infinity }; var animation = animations[ label ]; if ( i < animation.start ) animation.start = i; if ( i > animation.end ) animation.end = i; if ( ! firstAnimation ) firstAnimation = label; } } geometry.firstAnimation = firstAnimation; }; THREE.MorphAnimMesh.prototype.setAnimationLabel = function ( label, start, end ) { if ( ! this.geometry.animations ) this.geometry.animations = {}; this.geometry.animations[ label ] = { start: start, end: end }; }; THREE.MorphAnimMesh.prototype.playAnimation = function ( label, fps ) { var animation = this.geometry.animations[ label ]; if ( animation ) { this.setFrameRange( animation.start, animation.end ); this.duration = 1000 * ( ( animation.end - animation.start ) / fps ); this.time = 0; } else { console.warn( "animation[" + label + "] undefined" ); } }; THREE.MorphAnimMesh.prototype.updateAnimation = function ( delta ) { var frameTime = this.duration / this.length; this.time += this.direction * delta; if ( this.mirroredLoop ) { if ( this.time > this.duration || this.time < 0 ) { this.direction *= -1; if ( this.time > this.duration ) { this.time = this.duration; this.directionBackwards = true; } if ( this.time < 0 ) { this.time = 0; this.directionBackwards = false; } } } else { this.time = this.time % this.duration; if ( this.time < 0 ) this.time += this.duration; } var keyframe = this.startKeyframe + THREE.Math.clamp( Math.floor( this.time / frameTime ), 0, this.length - 1 ); if ( keyframe !== this.currentKeyframe ) { this.morphTargetInfluences[ this.lastKeyframe ] = 0; this.morphTargetInfluences[ this.currentKeyframe ] = 1; this.morphTargetInfluences[ keyframe ] = 0; this.lastKeyframe = this.currentKeyframe; this.currentKeyframe = keyframe; } var mix = ( this.time % frameTime ) / frameTime; if ( this.directionBackwards ) { mix = 1 - mix; } this.morphTargetInfluences[ this.currentKeyframe ] = mix; this.morphTargetInfluences[ this.lastKeyframe ] = 1 - mix; }; /** * @author alteredq / http://alteredqualia.com/ */ THREE.Ribbon = function ( geometry, material ) { THREE.Object3D.call( this ); this.geometry = geometry; this.material = material; }; THREE.Ribbon.prototype = new THREE.Object3D(); THREE.Ribbon.prototype.constructor = THREE.Ribbon; /** * @author mikael emtinger / http://gomo.se/ * @author alteredq / http://alteredqualia.com/ * @author mr.doob / http://mrdoob.com/ */ THREE.LOD = function () { THREE.Object3D.call( this ); this.LODs = []; }; THREE.LOD.prototype = new THREE.Object3D(); THREE.LOD.prototype.constructor = THREE.LOD; THREE.LOD.prototype.supr = THREE.Object3D.prototype; THREE.LOD.prototype.addLevel = function ( object3D, visibleAtDistance ) { if ( visibleAtDistance === undefined ) { visibleAtDistance = 0; } visibleAtDistance = Math.abs( visibleAtDistance ); for ( var l = 0; l < this.LODs.length; l ++ ) { if ( visibleAtDistance < this.LODs[ l ].visibleAtDistance ) { break; } } this.LODs.splice( l, 0, { visibleAtDistance: visibleAtDistance, object3D: object3D } ); this.add( object3D ); }; THREE.LOD.prototype.update = function ( camera ) { if ( this.LODs.length > 1 ) { camera.matrixWorldInverse.getInverse( camera.matrixWorld ); var inverse = camera.matrixWorldInverse; var distance = -( inverse.elements[2] * this.matrixWorld.elements[12] + inverse.elements[6] * this.matrixWorld.elements[13] + inverse.elements[10] * this.matrixWorld.elements[14] + inverse.elements[14] ); this.LODs[ 0 ].object3D.visible = true; for ( var l = 1; l < this.LODs.length; l ++ ) { if( distance >= this.LODs[ l ].visibleAtDistance ) { this.LODs[ l - 1 ].object3D.visible = false; this.LODs[ l ].object3D.visible = true; } else { break; } } for( ; l < this.LODs.length; l ++ ) { this.LODs[ l ].object3D.visible = false; } } }; /** * @author mikael emtinger / http://gomo.se/ */ THREE.Sprite = function ( parameters ) { THREE.Object3D.call( this ); this.color = ( parameters.color !== undefined ) ? new THREE.Color( parameters.color ) : new THREE.Color( 0xffffff ); this.map = ( parameters.map !== undefined ) ? parameters.map : new THREE.Texture(); this.blending = ( parameters.blending !== undefined ) ? parameters.blending : THREE.NormalBlending; this.blendSrc = parameters.blendSrc !== undefined ? parameters.blendSrc : THREE.SrcAlphaFactor; this.blendDst = parameters.blendDst !== undefined ? parameters.blendDst : THREE.OneMinusSrcAlphaFactor; this.blendEquation = parameters.blendEquation !== undefined ? parameters.blendEquation : THREE.AddEquation; this.useScreenCoordinates = ( parameters.useScreenCoordinates !== undefined ) ? parameters.useScreenCoordinates : true; this.mergeWith3D = ( parameters.mergeWith3D !== undefined ) ? parameters.mergeWith3D : !this.useScreenCoordinates; this.affectedByDistance = ( parameters.affectedByDistance !== undefined ) ? parameters.affectedByDistance : !this.useScreenCoordinates; this.scaleByViewport = ( parameters.scaleByViewport !== undefined ) ? parameters.scaleByViewport : !this.affectedByDistance; this.alignment = ( parameters.alignment instanceof THREE.Vector2 ) ? parameters.alignment : THREE.SpriteAlignment.center; this.rotation3d = this.rotation; this.rotation = 0; this.opacity = 1; this.uvOffset = new THREE.Vector2( 0, 0 ); this.uvScale = new THREE.Vector2( 1, 1 ); }; THREE.Sprite.prototype = new THREE.Object3D(); THREE.Sprite.prototype.constructor = THREE.Sprite; /* * Custom update matrix */ THREE.Sprite.prototype.updateMatrix = function () { this.matrix.setPosition( this.position ); this.rotation3d.set( 0, 0, this.rotation ); this.matrix.setRotationFromEuler( this.rotation3d ); if ( this.scale.x !== 1 || this.scale.y !== 1 ) { this.matrix.scale( this.scale ); this.boundRadiusScale = Math.max( this.scale.x, this.scale.y ); } this.matrixWorldNeedsUpdate = true; }; /* * Alignment */ THREE.SpriteAlignment = {}; THREE.SpriteAlignment.topLeft = new THREE.Vector2( 1, -1 ); THREE.SpriteAlignment.topCenter = new THREE.Vector2( 0, -1 ); THREE.SpriteAlignment.topRight = new THREE.Vector2( -1, -1 ); THREE.SpriteAlignment.centerLeft = new THREE.Vector2( 1, 0 ); THREE.SpriteAlignment.center = new THREE.Vector2( 0, 0 ); THREE.SpriteAlignment.centerRight = new THREE.Vector2( -1, 0 ); THREE.SpriteAlignment.bottomLeft = new THREE.Vector2( 1, 1 ); THREE.SpriteAlignment.bottomCenter = new THREE.Vector2( 0, 1 ); THREE.SpriteAlignment.bottomRight = new THREE.Vector2( -1, 1 ); /** * @author mr.doob / http://mrdoob.com/ */ THREE.Scene = function () { THREE.Object3D.call( this ); this.fog = null; this.overrideMaterial = null; this.matrixAutoUpdate = false; this.__objects = []; this.__lights = []; this.__objectsAdded = []; this.__objectsRemoved = []; }; THREE.Scene.prototype = new THREE.Object3D(); THREE.Scene.prototype.constructor = THREE.Scene; THREE.Scene.prototype.__addObject = function ( object ) { if ( object instanceof THREE.Light ) { if ( this.__lights.indexOf( object ) === - 1 ) { this.__lights.push( object ); } } else if ( !( object instanceof THREE.Camera || object instanceof THREE.Bone ) ) { if ( this.__objects.indexOf( object ) === - 1 ) { this.__objects.push( object ); this.__objectsAdded.push( object ); // check if previously removed var i = this.__objectsRemoved.indexOf( object ); if ( i !== -1 ) { this.__objectsRemoved.splice( i, 1 ); } } } for ( var c = 0; c < object.children.length; c ++ ) { this.__addObject( object.children[ c ] ); } }; THREE.Scene.prototype.__removeObject = function ( object ) { if ( object instanceof THREE.Light ) { var i = this.__lights.indexOf( object ); if ( i !== -1 ) { this.__lights.splice( i, 1 ); } } else if ( !( object instanceof THREE.Camera ) ) { var i = this.__objects.indexOf( object ); if( i !== -1 ) { this.__objects.splice( i, 1 ); this.__objectsRemoved.push( object ); // check if previously added var ai = this.__objectsAdded.indexOf( object ); if ( ai !== -1 ) { this.__objectsAdded.splice( ai, 1 ); } } } for ( var c = 0; c < object.children.length; c ++ ) { this.__removeObject( object.children[ c ] ); } }; /** * @author mr.doob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ */ THREE.Fog = function ( hex, near, far ) { this.color = new THREE.Color( hex ); this.near = ( near !== undefined ) ? near : 1; this.far = ( far !== undefined ) ? far : 1000; }; /** * @author mr.doob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ */ THREE.FogExp2 = function ( hex, density ) { this.color = new THREE.Color( hex ); this.density = ( density !== undefined ) ? density : 0.00025; }; /** * @author mr.doob / http://mrdoob.com/ */ THREE.DOMRenderer = function () { var _renderData, _elements, _width, _height, _widthHalf, _heightHalf, _transformProp, _projector = new THREE.Projector(); var getSupportedProp = function ( proparray ) { var root = document.documentElement for ( var i = 0; i < proparray.length; i ++ ) { if ( typeof root.style[ proparray[ i ] ] === "string" ) { return proparray[i]; } } return null; }; _transformProp = getSupportedProp( [ 'transform', 'MozTransform', 'WebkitTransform', 'msTransform', 'OTransform' ] ); this.domElement = document.createElement( 'div' ); this.setSize = function ( width, height ) { _width = width; _height = height; _widthHalf = _width / 2; _heightHalf = _height / 2; }; this.render = function ( scene, camera ) { var e, el, m, ml, element, material, dom, v1x, v1y; _renderData = _projector.projectScene( scene, camera ); _elements = _renderData.elements; for ( e = 0, el = _elements.length; e < el; e ++ ) { element = _elements[ e ]; if ( element instanceof THREE.RenderableParticle && element.material instanceof THREE.ParticleDOMMaterial ) { dom = element.material.domElement; v1x = element.x * _widthHalf + _widthHalf - ( dom.offsetWidth >> 1 ); v1y = element.y * _heightHalf + _heightHalf - ( dom.offsetHeight >> 1 ); dom.style.left = v1x + 'px'; dom.style.top = v1y + 'px'; dom.style.zIndex = Math.abs( Math.floor( ( 1 - element.z ) * camera.far / camera.near ) ) if ( _transformProp ) { var scaleX = element.scale.x * _widthHalf; var scaleY = element.scale.y * _heightHalf; var scaleVal = "scale(" + scaleX + "," + scaleY + ")"; dom.style[ _transformProp ] = scaleVal; } } } }; }; /** * @author mr.doob / http://mrdoob.com/ */ THREE.CanvasRenderer = function ( parameters ) { parameters = parameters || {}; var _this = this, _renderData, _elements, _lights, _projector = new THREE.Projector(), _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ), _canvasWidth, _canvasHeight, _canvasWidthHalf, _canvasHeightHalf, _context = _canvas.getContext( '2d' ), _clearColor = new THREE.Color( 0x000000 ), _clearOpacity = 0, _contextGlobalAlpha = 1, _contextGlobalCompositeOperation = 0, _contextStrokeStyle = null, _contextFillStyle = null, _contextLineWidth = null, _contextLineCap = null, _contextLineJoin = null, _v1, _v2, _v3, _v4, _v5 = new THREE.RenderableVertex(), _v6 = new THREE.RenderableVertex(), _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y, _v5x, _v5y, _v6x, _v6y, _color = new THREE.Color(), _color1 = new THREE.Color(), _color2 = new THREE.Color(), _color3 = new THREE.Color(), _color4 = new THREE.Color(), _patterns = [], _imagedatas = [], _near, _far, _image, _uvs, _uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y, _clipRect = new THREE.Rectangle(), _clearRect = new THREE.Rectangle(), _bboxRect = new THREE.Rectangle(), _enableLighting = false, _ambientLight = new THREE.Color(), _directionalLights = new THREE.Color(), _pointLights = new THREE.Color(), _pi2 = Math.PI * 2, _vector3 = new THREE.Vector3(), // Needed for PointLight _pixelMap, _pixelMapContext, _pixelMapImage, _pixelMapData, _gradientMap, _gradientMapContext, _gradientMapQuality = 16; _pixelMap = document.createElement( 'canvas' ); _pixelMap.width = _pixelMap.height = 2; _pixelMapContext = _pixelMap.getContext( '2d' ); _pixelMapContext.fillStyle = 'rgba(0,0,0,1)'; _pixelMapContext.fillRect( 0, 0, 2, 2 ); _pixelMapImage = _pixelMapContext.getImageData( 0, 0, 2, 2 ); _pixelMapData = _pixelMapImage.data; _gradientMap = document.createElement( 'canvas' ); _gradientMap.width = _gradientMap.height = _gradientMapQuality; _gradientMapContext = _gradientMap.getContext( '2d' ); _gradientMapContext.translate( - _gradientMapQuality / 2, - _gradientMapQuality / 2 ); _gradientMapContext.scale( _gradientMapQuality, _gradientMapQuality ); _gradientMapQuality --; // Fix UVs this.domElement = _canvas; this.autoClear = true; this.sortObjects = true; this.sortElements = true; this.info = { render: { vertices: 0, faces: 0 } } this.setSize = function ( width, height ) { _canvasWidth = width; _canvasHeight = height; _canvasWidthHalf = Math.floor( _canvasWidth / 2 ); _canvasHeightHalf = Math.floor( _canvasHeight / 2 ); _canvas.width = _canvasWidth; _canvas.height = _canvasHeight; _clipRect.set( - _canvasWidthHalf, - _canvasHeightHalf, _canvasWidthHalf, _canvasHeightHalf ); _clearRect.set( - _canvasWidthHalf, - _canvasHeightHalf, _canvasWidthHalf, _canvasHeightHalf ); _contextGlobalAlpha = 1; _contextGlobalCompositeOperation = 0; _contextStrokeStyle = null; _contextFillStyle = null; _contextLineWidth = null; _contextLineCap = null; _contextLineJoin = null; }; this.setClearColor = function ( color, opacity ) { _clearColor.copy( color ); _clearOpacity = opacity !== undefined ? opacity : 1; _clearRect.set( - _canvasWidthHalf, - _canvasHeightHalf, _canvasWidthHalf, _canvasHeightHalf ); }; this.setClearColorHex = function ( hex, opacity ) { _clearColor.setHex( hex ); _clearOpacity = opacity !== undefined ? opacity : 1; _clearRect.set( - _canvasWidthHalf, - _canvasHeightHalf, _canvasWidthHalf, _canvasHeightHalf ); }; this.clear = function () { _context.setTransform( 1, 0, 0, - 1, _canvasWidthHalf, _canvasHeightHalf ); if ( !_clearRect.isEmpty() ) { _clearRect.minSelf( _clipRect ); _clearRect.inflate( 2 ); if ( _clearOpacity < 1 ) { _context.clearRect( Math.floor( _clearRect.getX() ), Math.floor( _clearRect.getY() ), Math.floor( _clearRect.getWidth() ), Math.floor( _clearRect.getHeight() ) ); } if ( _clearOpacity > 0 ) { setBlending( THREE.NormalBlending ); setOpacity( 1 ); setFillStyle( 'rgba(' + Math.floor( _clearColor.r * 255 ) + ',' + Math.floor( _clearColor.g * 255 ) + ',' + Math.floor( _clearColor.b * 255 ) + ',' + _clearOpacity + ')' ); _context.fillRect( Math.floor( _clearRect.getX() ), Math.floor( _clearRect.getY() ), Math.floor( _clearRect.getWidth() ), Math.floor( _clearRect.getHeight() ) ); } _clearRect.empty(); } }; this.render = function ( scene, camera ) { var e, el, element, material; this.autoClear ? this.clear() : _context.setTransform( 1, 0, 0, - 1, _canvasWidthHalf, _canvasHeightHalf ); _this.info.render.vertices = 0; _this.info.render.faces = 0; _renderData = _projector.projectScene( scene, camera, this.sortElements ); _elements = _renderData.elements; _lights = _renderData.lights; /* DEBUG _context.fillStyle = 'rgba( 0, 255, 255, 0.5 )'; _context.fillRect( _clipRect.getX(), _clipRect.getY(), _clipRect.getWidth(), _clipRect.getHeight() ); */ _enableLighting = _lights.length > 0; if ( _enableLighting ) { calculateLights( _lights ); } for ( e = 0, el = _elements.length; e < el; e++ ) { element = _elements[ e ]; material = element.material; material = material instanceof THREE.MeshFaceMaterial ? element.faceMaterial : material; if ( material == null || material.opacity == 0 ) continue; _bboxRect.empty(); if ( element instanceof THREE.RenderableParticle ) { _v1 = element; _v1.x *= _canvasWidthHalf; _v1.y *= _canvasHeightHalf; renderParticle( _v1, element, material, scene ); } else if ( element instanceof THREE.RenderableLine ) { _v1 = element.v1; _v2 = element.v2; _v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf; _v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf; _bboxRect.addPoint( _v1.positionScreen.x, _v1.positionScreen.y ); _bboxRect.addPoint( _v2.positionScreen.x, _v2.positionScreen.y ); if ( _clipRect.intersects( _bboxRect ) ) { renderLine( _v1, _v2, element, material, scene ); } } else if ( element instanceof THREE.RenderableFace3 ) { _v1 = element.v1; _v2 = element.v2; _v3 = element.v3; _v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf; _v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf; _v3.positionScreen.x *= _canvasWidthHalf; _v3.positionScreen.y *= _canvasHeightHalf; if ( material.overdraw ) { expand( _v1.positionScreen, _v2.positionScreen ); expand( _v2.positionScreen, _v3.positionScreen ); expand( _v3.positionScreen, _v1.positionScreen ); } _bboxRect.add3Points( _v1.positionScreen.x, _v1.positionScreen.y, _v2.positionScreen.x, _v2.positionScreen.y, _v3.positionScreen.x, _v3.positionScreen.y ); if ( _clipRect.intersects( _bboxRect ) ) { renderFace3( _v1, _v2, _v3, 0, 1, 2, element, material, scene ); } } else if ( element instanceof THREE.RenderableFace4 ) { _v1 = element.v1; _v2 = element.v2; _v3 = element.v3; _v4 = element.v4; _v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf; _v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf; _v3.positionScreen.x *= _canvasWidthHalf; _v3.positionScreen.y *= _canvasHeightHalf; _v4.positionScreen.x *= _canvasWidthHalf; _v4.positionScreen.y *= _canvasHeightHalf; _v5.positionScreen.copy( _v2.positionScreen ); _v6.positionScreen.copy( _v4.positionScreen ); if ( material.overdraw ) { expand( _v1.positionScreen, _v2.positionScreen ); expand( _v2.positionScreen, _v4.positionScreen ); expand( _v4.positionScreen, _v1.positionScreen ); expand( _v3.positionScreen, _v5.positionScreen ); expand( _v3.positionScreen, _v6.positionScreen ); } _bboxRect.addPoint( _v1.positionScreen.x, _v1.positionScreen.y ); _bboxRect.addPoint( _v2.positionScreen.x, _v2.positionScreen.y ); _bboxRect.addPoint( _v3.positionScreen.x, _v3.positionScreen.y ); _bboxRect.addPoint( _v4.positionScreen.x, _v4.positionScreen.y ); if ( _clipRect.intersects( _bboxRect ) ) { renderFace4( _v1, _v2, _v3, _v4, _v5, _v6, element, material, scene ); } } /* _context.lineWidth = 1; _context.strokeStyle = 'rgba( 0, 255, 0, 0.5 )'; _context.strokeRect( _bboxRect.getX(), _bboxRect.getY(), _bboxRect.getWidth(), _bboxRect.getHeight() ); */ _clearRect.addRectangle( _bboxRect ); } /* DEBUG _context.lineWidth = 1; _context.strokeStyle = 'rgba( 255, 0, 0, 0.5 )'; _context.strokeRect( _clearRect.getX(), _clearRect.getY(), _clearRect.getWidth(), _clearRect.getHeight() ); */ _context.setTransform( 1, 0, 0, 1, 0, 0 ); // function calculateLights( lights ) { var l, ll, light, lightColor; _ambientLight.setRGB( 0, 0, 0 ); _directionalLights.setRGB( 0, 0, 0 ); _pointLights.setRGB( 0, 0, 0 ); for ( l = 0, ll = lights.length; l < ll; l ++ ) { light = lights[ l ]; lightColor = light.color; if ( light instanceof THREE.AmbientLight ) { _ambientLight.r += lightColor.r; _ambientLight.g += lightColor.g; _ambientLight.b += lightColor.b; } else if ( light instanceof THREE.DirectionalLight ) { // for particles _directionalLights.r += lightColor.r; _directionalLights.g += lightColor.g; _directionalLights.b += lightColor.b; } else if ( light instanceof THREE.PointLight ) { // for particles _pointLights.r += lightColor.r; _pointLights.g += lightColor.g; _pointLights.b += lightColor.b; } } } function calculateLight( lights, position, normal, color ) { var l, ll, light, lightColor, lightPosition, amount; for ( l = 0, ll = lights.length; l < ll; l ++ ) { light = lights[ l ]; lightColor = light.color; if ( light instanceof THREE.DirectionalLight ) { lightPosition = light.matrixWorld.getPosition(); amount = normal.dot( lightPosition ); if ( amount <= 0 ) continue; amount *= light.intensity; color.r += lightColor.r * amount; color.g += lightColor.g * amount; color.b += lightColor.b * amount; } else if ( light instanceof THREE.PointLight ) { lightPosition = light.matrixWorld.getPosition(); amount = normal.dot( _vector3.sub( lightPosition, position ).normalize() ); if ( amount <= 0 ) continue; amount *= light.distance == 0 ? 1 : 1 - Math.min( position.distanceTo( lightPosition ) / light.distance, 1 ); if ( amount == 0 ) continue; amount *= light.intensity; color.r += lightColor.r * amount; color.g += lightColor.g * amount; color.b += lightColor.b * amount; } } } function renderParticle ( v1, element, material, scene ) { setOpacity( material.opacity ); setBlending( material.blending ); var width, height, scaleX, scaleY, bitmap, bitmapWidth, bitmapHeight; if ( material instanceof THREE.ParticleBasicMaterial ) { if ( material.map ) { bitmap = material.map.image; bitmapWidth = bitmap.width >> 1; bitmapHeight = bitmap.height >> 1; scaleX = element.scale.x * _canvasWidthHalf; scaleY = element.scale.y * _canvasHeightHalf; width = scaleX * bitmapWidth; height = scaleY * bitmapHeight; // TODO: Rotations break this... _bboxRect.set( v1.x - width, v1.y - height, v1.x + width, v1.y + height ); if ( !_clipRect.intersects( _bboxRect ) ) { return; } _context.save(); _context.translate( v1.x, v1.y ); _context.rotate( - element.rotation ); _context.scale( scaleX, - scaleY ); _context.translate( - bitmapWidth, - bitmapHeight ); _context.drawImage( bitmap, 0, 0 ); _context.restore(); } /* DEBUG _context.beginPath(); _context.moveTo( v1.x - 10, v1.y ); _context.lineTo( v1.x + 10, v1.y ); _context.moveTo( v1.x, v1.y - 10 ); _context.lineTo( v1.x, v1.y + 10 ); _context.closePath(); _context.strokeStyle = 'rgb(255,255,0)'; _context.stroke(); */ } else if ( material instanceof THREE.ParticleCanvasMaterial ) { width = element.scale.x * _canvasWidthHalf; height = element.scale.y * _canvasHeightHalf; _bboxRect.set( v1.x - width, v1.y - height, v1.x + width, v1.y + height ); if ( !_clipRect.intersects( _bboxRect ) ) { return; } setStrokeStyle( material.color.getContextStyle() ); setFillStyle( material.color.getContextStyle() ); _context.save(); _context.translate( v1.x, v1.y ); _context.rotate( - element.rotation ); _context.scale( width, height ); material.program( _context ); _context.restore(); } } function renderLine( v1, v2, element, material, scene ) { setOpacity( material.opacity ); setBlending( material.blending ); _context.beginPath(); _context.moveTo( v1.positionScreen.x, v1.positionScreen.y ); _context.lineTo( v2.positionScreen.x, v2.positionScreen.y ); _context.closePath(); if ( material instanceof THREE.LineBasicMaterial ) { setLineWidth( material.linewidth ); setLineCap( material.linecap ); setLineJoin( material.linejoin ); setStrokeStyle( material.color.getContextStyle() ); _context.stroke(); _bboxRect.inflate( material.linewidth * 2 ); } } function renderFace3( v1, v2, v3, uv1, uv2, uv3, element, material, scene ) { _this.info.render.vertices += 3; _this.info.render.faces ++; setOpacity( material.opacity ); setBlending( material.blending ); _v1x = v1.positionScreen.x; _v1y = v1.positionScreen.y; _v2x = v2.positionScreen.x; _v2y = v2.positionScreen.y; _v3x = v3.positionScreen.x; _v3y = v3.positionScreen.y; drawTriangle( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y ); if ( material instanceof THREE.MeshBasicMaterial ) { if ( material.map/* && !material.wireframe*/ ) { if ( material.map.mapping instanceof THREE.UVMapping ) { _uvs = element.uvs[ 0 ]; patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uvs[ uv1 ].u, _uvs[ uv1 ].v, _uvs[ uv2 ].u, _uvs[ uv2 ].v, _uvs[ uv3 ].u, _uvs[ uv3 ].v, material.map ); } } else if ( material.envMap ) { if ( material.envMap.mapping instanceof THREE.SphericalReflectionMapping ) { var cameraMatrix = camera.matrixWorldInverse; _vector3.copy( element.vertexNormalsWorld[ uv1 ] ); _uv1x = ( _vector3.x * cameraMatrix.elements[0] + _vector3.y * cameraMatrix.elements[4] + _vector3.z * cameraMatrix.elements[8] ) * 0.5 + 0.5; _uv1y = - ( _vector3.x * cameraMatrix.elements[1] + _vector3.y * cameraMatrix.elements[5] + _vector3.z * cameraMatrix.elements[9] ) * 0.5 + 0.5; _vector3.copy( element.vertexNormalsWorld[ uv2 ] ); _uv2x = ( _vector3.x * cameraMatrix.elements[0] + _vector3.y * cameraMatrix.elements[4] + _vector3.z * cameraMatrix.elements[8] ) * 0.5 + 0.5; _uv2y = - ( _vector3.x * cameraMatrix.elements[1] + _vector3.y * cameraMatrix.elements[5] + _vector3.z * cameraMatrix.elements[9] ) * 0.5 + 0.5; _vector3.copy( element.vertexNormalsWorld[ uv3 ] ); _uv3x = ( _vector3.x * cameraMatrix.elements[0] + _vector3.y * cameraMatrix.elements[4] + _vector3.z * cameraMatrix.elements[8] ) * 0.5 + 0.5; _uv3y = - ( _vector3.x * cameraMatrix.elements[1] + _vector3.y * cameraMatrix.elements[5] + _vector3.z * cameraMatrix.elements[9] ) * 0.5 + 0.5; patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y, material.envMap ); }/* else if ( material.envMap.mapping == THREE.SphericalRefractionMapping ) { }*/ } else { material.wireframe ? strokePath( material.color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin ) : fillPath( material.color ); } } else if ( material instanceof THREE.MeshLambertMaterial ) { if ( material.map && !material.wireframe ) { if ( material.map.mapping instanceof THREE.UVMapping ) { _uvs = element.uvs[ 0 ]; patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uvs[ uv1 ].u, _uvs[ uv1 ].v, _uvs[ uv2 ].u, _uvs[ uv2 ].v, _uvs[ uv3 ].u, _uvs[ uv3 ].v, material.map ); } setBlending( THREE.SubtractiveBlending ); } if ( _enableLighting ) { if ( !material.wireframe && material.shading == THREE.SmoothShading && element.vertexNormalsWorld.length == 3 ) { _color1.r = _color2.r = _color3.r = _ambientLight.r; _color1.g = _color2.g = _color3.g = _ambientLight.g; _color1.b = _color2.b = _color3.b = _ambientLight.b; calculateLight( _lights, element.v1.positionWorld, element.vertexNormalsWorld[ 0 ], _color1 ); calculateLight( _lights, element.v2.positionWorld, element.vertexNormalsWorld[ 1 ], _color2 ); calculateLight( _lights, element.v3.positionWorld, element.vertexNormalsWorld[ 2 ], _color3 ); _color1.r = Math.max( 0, Math.min( material.color.r * _color1.r, 1 ) ); _color1.g = Math.max( 0, Math.min( material.color.g * _color1.g, 1 ) ); _color1.b = Math.max( 0, Math.min( material.color.b * _color1.b, 1 ) ); _color2.r = Math.max( 0, Math.min( material.color.r * _color2.r, 1 ) ); _color2.g = Math.max( 0, Math.min( material.color.g * _color2.g, 1 ) ); _color2.b = Math.max( 0, Math.min( material.color.b * _color2.b, 1 ) ); _color3.r = Math.max( 0, Math.min( material.color.r * _color3.r, 1 ) ); _color3.g = Math.max( 0, Math.min( material.color.g * _color3.g, 1 ) ); _color3.b = Math.max( 0, Math.min( material.color.b * _color3.b, 1 ) ); _color4.r = ( _color2.r + _color3.r ) * 0.5; _color4.g = ( _color2.g + _color3.g ) * 0.5; _color4.b = ( _color2.b + _color3.b ) * 0.5; _image = getGradientTexture( _color1, _color2, _color3, _color4 ); clipImage( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, 0, 0, 1, 0, 0, 1, _image ); } else { _color.r = _ambientLight.r; _color.g = _ambientLight.g; _color.b = _ambientLight.b; calculateLight( _lights, element.centroidWorld, element.normalWorld, _color ); _color.r = Math.max( 0, Math.min( material.color.r * _color.r, 1 ) ); _color.g = Math.max( 0, Math.min( material.color.g * _color.g, 1 ) ); _color.b = Math.max( 0, Math.min( material.color.b * _color.b, 1 ) ); material.wireframe ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin ) : fillPath( _color ); } } else { material.wireframe ? strokePath( material.color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin ) : fillPath( material.color ); } } else if ( material instanceof THREE.MeshDepthMaterial ) { _near = camera.near; _far = camera.far; _color1.r = _color1.g = _color1.b = 1 - smoothstep( v1.positionScreen.z, _near, _far ); _color2.r = _color2.g = _color2.b = 1 - smoothstep( v2.positionScreen.z, _near, _far ); _color3.r = _color3.g = _color3.b = 1 - smoothstep( v3.positionScreen.z, _near, _far ); _color4.r = ( _color2.r + _color3.r ) * 0.5; _color4.g = ( _color2.g + _color3.g ) * 0.5; _color4.b = ( _color2.b + _color3.b ) * 0.5; _image = getGradientTexture( _color1, _color2, _color3, _color4 ); clipImage( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, 0, 0, 1, 0, 0, 1, _image ); } else if ( material instanceof THREE.MeshNormalMaterial ) { _color.r = normalToComponent( element.normalWorld.x ); _color.g = normalToComponent( element.normalWorld.y ); _color.b = normalToComponent( element.normalWorld.z ); material.wireframe ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin ) : fillPath( _color ); } } function renderFace4( v1, v2, v3, v4, v5, v6, element, material, scene ) { _this.info.render.vertices += 4; _this.info.render.faces ++; setOpacity( material.opacity ); setBlending( material.blending ); if ( material.map || material.envMap ) { // Let renderFace3() handle this renderFace3( v1, v2, v4, 0, 1, 3, element, material, scene ); renderFace3( v5, v3, v6, 1, 2, 3, element, material, scene ); return; } _v1x = v1.positionScreen.x; _v1y = v1.positionScreen.y; _v2x = v2.positionScreen.x; _v2y = v2.positionScreen.y; _v3x = v3.positionScreen.x; _v3y = v3.positionScreen.y; _v4x = v4.positionScreen.x; _v4y = v4.positionScreen.y; _v5x = v5.positionScreen.x; _v5y = v5.positionScreen.y; _v6x = v6.positionScreen.x; _v6y = v6.positionScreen.y; if ( material instanceof THREE.MeshBasicMaterial ) { drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y ); material.wireframe ? strokePath( material.color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin ) : fillPath( material.color ); } else if ( material instanceof THREE.MeshLambertMaterial ) { if ( _enableLighting ) { if ( !material.wireframe && material.shading == THREE.SmoothShading && element.vertexNormalsWorld.length == 4 ) { _color1.r = _color2.r = _color3.r = _color4.r = _ambientLight.r; _color1.g = _color2.g = _color3.g = _color4.g = _ambientLight.g; _color1.b = _color2.b = _color3.b = _color4.b = _ambientLight.b; calculateLight( _lights, element.v1.positionWorld, element.vertexNormalsWorld[ 0 ], _color1 ); calculateLight( _lights, element.v2.positionWorld, element.vertexNormalsWorld[ 1 ], _color2 ); calculateLight( _lights, element.v4.positionWorld, element.vertexNormalsWorld[ 3 ], _color3 ); calculateLight( _lights, element.v3.positionWorld, element.vertexNormalsWorld[ 2 ], _color4 ); _color1.r = Math.max( 0, Math.min( material.color.r * _color1.r, 1 ) ); _color1.g = Math.max( 0, Math.min( material.color.g * _color1.g, 1 ) ); _color1.b = Math.max( 0, Math.min( material.color.b * _color1.b, 1 ) ); _color2.r = Math.max( 0, Math.min( material.color.r * _color2.r, 1 ) ); _color2.g = Math.max( 0, Math.min( material.color.g * _color2.g, 1 ) ); _color2.b = Math.max( 0, Math.min( material.color.b * _color2.b, 1 ) ); _color3.r = Math.max( 0, Math.min( material.color.r * _color3.r, 1 ) ); _color3.g = Math.max( 0, Math.min( material.color.g * _color3.g, 1 ) ); _color3.b = Math.max( 0, Math.min( material.color.b * _color3.b, 1 ) ); _color4.r = Math.max( 0, Math.min( material.color.r * _color4.r, 1 ) ); _color4.g = Math.max( 0, Math.min( material.color.g * _color4.g, 1 ) ); _color4.b = Math.max( 0, Math.min( material.color.b * _color4.b, 1 ) ); _image = getGradientTexture( _color1, _color2, _color3, _color4 ); // TODO: UVs are incorrect, v4->v3? drawTriangle( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y ); clipImage( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y, 0, 0, 1, 0, 0, 1, _image ); drawTriangle( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y ); clipImage( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y, 1, 0, 1, 1, 0, 1, _image ); } else { _color.r = _ambientLight.r; _color.g = _ambientLight.g; _color.b = _ambientLight.b; calculateLight( _lights, element.centroidWorld, element.normalWorld, _color ); _color.r = Math.max( 0, Math.min( material.color.r * _color.r, 1 ) ); _color.g = Math.max( 0, Math.min( material.color.g * _color.g, 1 ) ); _color.b = Math.max( 0, Math.min( material.color.b * _color.b, 1 ) ); drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y ); material.wireframe ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin ) : fillPath( _color ); } } else { drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y ); material.wireframe ? strokePath( material.color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin ) : fillPath( material.color ); } } else if ( material instanceof THREE.MeshNormalMaterial ) { _color.r = normalToComponent( element.normalWorld.x ); _color.g = normalToComponent( element.normalWorld.y ); _color.b = normalToComponent( element.normalWorld.z ); drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y ); material.wireframe ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin ) : fillPath( _color ); } else if ( material instanceof THREE.MeshDepthMaterial ) { _near = camera.near; _far = camera.far; _color1.r = _color1.g = _color1.b = 1 - smoothstep( v1.positionScreen.z, _near, _far ); _color2.r = _color2.g = _color2.b = 1 - smoothstep( v2.positionScreen.z, _near, _far ); _color3.r = _color3.g = _color3.b = 1 - smoothstep( v4.positionScreen.z, _near, _far ); _color4.r = _color4.g = _color4.b = 1 - smoothstep( v3.positionScreen.z, _near, _far ); _image = getGradientTexture( _color1, _color2, _color3, _color4 ); // TODO: UVs are incorrect, v4->v3? drawTriangle( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y ); clipImage( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y, 0, 0, 1, 0, 0, 1, _image ); drawTriangle( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y ); clipImage( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y, 1, 0, 1, 1, 0, 1, _image ); } } // function drawTriangle( x0, y0, x1, y1, x2, y2 ) { _context.beginPath(); _context.moveTo( x0, y0 ); _context.lineTo( x1, y1 ); _context.lineTo( x2, y2 ); _context.lineTo( x0, y0 ); _context.closePath(); } function drawQuad( x0, y0, x1, y1, x2, y2, x3, y3 ) { _context.beginPath(); _context.moveTo( x0, y0 ); _context.lineTo( x1, y1 ); _context.lineTo( x2, y2 ); _context.lineTo( x3, y3 ); _context.lineTo( x0, y0 ); _context.closePath(); } function strokePath( color, linewidth, linecap, linejoin ) { setLineWidth( linewidth ); setLineCap( linecap ); setLineJoin( linejoin ); setStrokeStyle( color.getContextStyle() ); _context.stroke(); _bboxRect.inflate( linewidth * 2 ); } function fillPath( color ) { setFillStyle( color.getContextStyle() ); _context.fill(); } function patternPath( x0, y0, x1, y1, x2, y2, u0, v0, u1, v1, u2, v2, texture ) { if ( texture.image.width == 0 ) return; if ( texture.needsUpdate == true || _patterns[ texture.id ] == undefined ) { var repeatX = texture.wrapS == THREE.RepeatWrapping; var repeatY = texture.wrapT == THREE.RepeatWrapping; _patterns[ texture.id ] = _context.createPattern( texture.image, repeatX && repeatY ? 'repeat' : repeatX && !repeatY ? 'repeat-x' : !repeatX && repeatY ? 'repeat-y' : 'no-repeat' ); texture.needsUpdate = false; } setFillStyle( _patterns[ texture.id ] ); // http://extremelysatisfactorytotalitarianism.com/blog/?p=2120 var a, b, c, d, e, f, det, idet, offsetX = texture.offset.x / texture.repeat.x, offsetY = texture.offset.y / texture.repeat.y, width = texture.image.width * texture.repeat.x, height = texture.image.height * texture.repeat.y; u0 = ( u0 + offsetX ) * width; v0 = ( v0 + offsetY ) * height; u1 = ( u1 + offsetX ) * width; v1 = ( v1 + offsetY ) * height; u2 = ( u2 + offsetX ) * width; v2 = ( v2 + offsetY ) * height; x1 -= x0; y1 -= y0; x2 -= x0; y2 -= y0; u1 -= u0; v1 -= v0; u2 -= u0; v2 -= v0; det = u1 * v2 - u2 * v1; if ( det == 0 ) { if ( _imagedatas[ texture.id ] === undefined ) { var canvas = document.createElement( 'canvas' ) canvas.width = texture.image.width; canvas.height = texture.image.height; var context = canvas.getContext( '2d' ); context.drawImage( texture.image, 0, 0 ); _imagedatas[ texture.id ] = context.getImageData( 0, 0, texture.image.width, texture.image.height ).data; // variables cannot be deleted in ES5 strict mode //delete canvas; } var data = _imagedatas[ texture.id ]; var index = ( Math.floor( u0 ) + Math.floor( v0 ) * texture.image.width ) * 4; _color.setRGB( data[ index ] / 255, data[ index + 1 ] / 255, data[ index + 2 ] / 255 ); fillPath( _color ); return; } idet = 1 / det; a = ( v2 * x1 - v1 * x2 ) * idet; b = ( v2 * y1 - v1 * y2 ) * idet; c = ( u1 * x2 - u2 * x1 ) * idet; d = ( u1 * y2 - u2 * y1 ) * idet; e = x0 - a * u0 - c * v0; f = y0 - b * u0 - d * v0; _context.save(); _context.transform( a, b, c, d, e, f ); _context.fill(); _context.restore(); } function clipImage( x0, y0, x1, y1, x2, y2, u0, v0, u1, v1, u2, v2, image ) { // http://extremelysatisfactorytotalitarianism.com/blog/?p=2120 var a, b, c, d, e, f, det, idet, width = image.width - 1, height = image.height - 1; u0 *= width; v0 *= height; u1 *= width; v1 *= height; u2 *= width; v2 *= height; x1 -= x0; y1 -= y0; x2 -= x0; y2 -= y0; u1 -= u0; v1 -= v0; u2 -= u0; v2 -= v0; det = u1 * v2 - u2 * v1; idet = 1 / det; a = ( v2 * x1 - v1 * x2 ) * idet; b = ( v2 * y1 - v1 * y2 ) * idet; c = ( u1 * x2 - u2 * x1 ) * idet; d = ( u1 * y2 - u2 * y1 ) * idet; e = x0 - a * u0 - c * v0; f = y0 - b * u0 - d * v0; _context.save(); _context.transform( a, b, c, d, e, f ); _context.clip(); _context.drawImage( image, 0, 0 ); _context.restore(); } function getGradientTexture( color1, color2, color3, color4 ) { // http://mrdoob.com/blog/post/710 var c1r = ~~ ( color1.r * 255 ), c1g = ~~ ( color1.g * 255 ), c1b = ~~ ( color1.b * 255 ), c2r = ~~ ( color2.r * 255 ), c2g = ~~ ( color2.g * 255 ), c2b = ~~ ( color2.b * 255 ), c3r = ~~ ( color3.r * 255 ), c3g = ~~ ( color3.g * 255 ), c3b = ~~ ( color3.b * 255 ), c4r = ~~ ( color4.r * 255 ), c4g = ~~ ( color4.g * 255 ), c4b = ~~ ( color4.b * 255 ); _pixelMapData[ 0 ] = c1r < 0 ? 0 : c1r > 255 ? 255 : c1r; _pixelMapData[ 1 ] = c1g < 0 ? 0 : c1g > 255 ? 255 : c1g; _pixelMapData[ 2 ] = c1b < 0 ? 0 : c1b > 255 ? 255 : c1b; _pixelMapData[ 4 ] = c2r < 0 ? 0 : c2r > 255 ? 255 : c2r; _pixelMapData[ 5 ] = c2g < 0 ? 0 : c2g > 255 ? 255 : c2g; _pixelMapData[ 6 ] = c2b < 0 ? 0 : c2b > 255 ? 255 : c2b; _pixelMapData[ 8 ] = c3r < 0 ? 0 : c3r > 255 ? 255 : c3r; _pixelMapData[ 9 ] = c3g < 0 ? 0 : c3g > 255 ? 255 : c3g; _pixelMapData[ 10 ] = c3b < 0 ? 0 : c3b > 255 ? 255 : c3b; _pixelMapData[ 12 ] = c4r < 0 ? 0 : c4r > 255 ? 255 : c4r; _pixelMapData[ 13 ] = c4g < 0 ? 0 : c4g > 255 ? 255 : c4g; _pixelMapData[ 14 ] = c4b < 0 ? 0 : c4b > 255 ? 255 : c4b; _pixelMapContext.putImageData( _pixelMapImage, 0, 0 ); _gradientMapContext.drawImage( _pixelMap, 0, 0 ); return _gradientMap; } function smoothstep( value, min, max ) { var x = ( value - min ) / ( max - min ); return x * x * ( 3 - 2 * x ); } function normalToComponent( normal ) { var component = ( normal + 1 ) * 0.5; return component < 0 ? 0 : ( component > 1 ? 1 : component ); } // Hide anti-alias gaps function expand( v1, v2 ) { var x = v2.x - v1.x, y = v2.y - v1.y, det = x * x + y * y, idet; if ( det == 0 ) return; idet = 1 / Math.sqrt( det ); x *= idet; y *= idet; v2.x += x; v2.y += y; v1.x -= x; v1.y -= y; } }; // Context cached methods. function setOpacity( value ) { if ( _contextGlobalAlpha != value ) { _context.globalAlpha = _contextGlobalAlpha = value; } } function setBlending( value ) { if ( _contextGlobalCompositeOperation != value ) { switch ( value ) { case THREE.NormalBlending: _context.globalCompositeOperation = 'source-over'; break; case THREE.AdditiveBlending: _context.globalCompositeOperation = 'lighter'; break; case THREE.SubtractiveBlending: _context.globalCompositeOperation = 'darker'; break; } _contextGlobalCompositeOperation = value; } } function setLineWidth( value ) { if ( _contextLineWidth != value ) { _context.lineWidth = _contextLineWidth = value; } } function setLineCap( value ) { // "butt", "round", "square" if ( _contextLineCap != value ) { _context.lineCap = _contextLineCap = value; } } function setLineJoin( value ) { // "round", "bevel", "miter" if ( _contextLineJoin != value ) { _context.lineJoin = _contextLineJoin = value; } } function setStrokeStyle( style ) { if ( _contextStrokeStyle != style ) { _context.strokeStyle = _contextStrokeStyle = style; } } function setFillStyle( style ) { if ( _contextFillStyle != style ) { _context.fillStyle = _contextFillStyle = style; } } }; /** * @author mr.doob / http://mrdoob.com/ */ THREE.SVGRenderer = function () { var _this = this, _renderData, _elements, _lights, _projector = new THREE.Projector(), _svg = document.createElementNS('http://www.w3.org/2000/svg', 'svg'), _svgWidth, _svgHeight, _svgWidthHalf, _svgHeightHalf, _v1, _v2, _v3, _v4, _clipRect = new THREE.Rectangle(), _bboxRect = new THREE.Rectangle(), _enableLighting = false, _color = new THREE.Color(), _ambientLight = new THREE.Color(), _directionalLights = new THREE.Color(), _pointLights = new THREE.Color(), _w, // z-buffer to w-buffer _vector3 = new THREE.Vector3(), // Needed for PointLight _svgPathPool = [], _svgCirclePool = [], _svgLinePool = [], _svgNode, _pathCount, _circleCount, _lineCount, _quality = 1; this.domElement = _svg; this.autoClear = true; this.sortObjects = true; this.sortElements = true; this.info = { render: { vertices: 0, faces: 0 } } this.setQuality = function( quality ) { switch(quality) { case "high": _quality = 1; break; case "low": _quality = 0; break; } }; this.setSize = function( width, height ) { _svgWidth = width; _svgHeight = height; _svgWidthHalf = _svgWidth / 2; _svgHeightHalf = _svgHeight / 2; _svg.setAttribute( 'viewBox', ( - _svgWidthHalf ) + ' ' + ( - _svgHeightHalf ) + ' ' + _svgWidth + ' ' + _svgHeight ); _svg.setAttribute( 'width', _svgWidth ); _svg.setAttribute( 'height', _svgHeight ); _clipRect.set( - _svgWidthHalf, - _svgHeightHalf, _svgWidthHalf, _svgHeightHalf ); }; this.clear = function () { while ( _svg.childNodes.length > 0 ) { _svg.removeChild( _svg.childNodes[ 0 ] ); } }; this.render = function ( scene, camera ) { var e, el, element, material; this.autoClear && this.clear(); _this.info.render.vertices = 0; _this.info.render.faces = 0; _renderData = _projector.projectScene( scene, camera, this.sortElements ); _elements = _renderData.elements; _lights = _renderData.lights; _pathCount = 0; _circleCount = 0; _lineCount = 0; _enableLighting = _lights.length > 0; if ( _enableLighting ) { calculateLights( _lights ); } for ( e = 0, el = _elements.length; e < el; e ++ ) { element = _elements[ e ]; material = element.material; material = material instanceof THREE.MeshFaceMaterial ? element.faceMaterial : material; if ( material == null || material.opacity == 0 ) continue; _bboxRect.empty(); if ( element instanceof THREE.RenderableParticle ) { _v1 = element; _v1.x *= _svgWidthHalf; _v1.y *= -_svgHeightHalf; renderParticle( _v1, element, material, scene ); } else if ( element instanceof THREE.RenderableLine ) { _v1 = element.v1; _v2 = element.v2; _v1.positionScreen.x *= _svgWidthHalf; _v1.positionScreen.y *= - _svgHeightHalf; _v2.positionScreen.x *= _svgWidthHalf; _v2.positionScreen.y *= - _svgHeightHalf; _bboxRect.addPoint( _v1.positionScreen.x, _v1.positionScreen.y ); _bboxRect.addPoint( _v2.positionScreen.x, _v2.positionScreen.y ); if ( !_clipRect.intersects( _bboxRect ) ) { continue; } renderLine( _v1, _v2, element, material, scene ); } else if ( element instanceof THREE.RenderableFace3 ) { _v1 = element.v1; _v2 = element.v2; _v3 = element.v3; _v1.positionScreen.x *= _svgWidthHalf; _v1.positionScreen.y *= - _svgHeightHalf; _v2.positionScreen.x *= _svgWidthHalf; _v2.positionScreen.y *= - _svgHeightHalf; _v3.positionScreen.x *= _svgWidthHalf; _v3.positionScreen.y *= - _svgHeightHalf; _bboxRect.addPoint( _v1.positionScreen.x, _v1.positionScreen.y ); _bboxRect.addPoint( _v2.positionScreen.x, _v2.positionScreen.y ); _bboxRect.addPoint( _v3.positionScreen.x, _v3.positionScreen.y ); if ( !_clipRect.intersects( _bboxRect ) ) { continue; } renderFace3( _v1, _v2, _v3, element, material, scene ); } else if ( element instanceof THREE.RenderableFace4 ) { _v1 = element.v1; _v2 = element.v2; _v3 = element.v3; _v4 = element.v4; _v1.positionScreen.x *= _svgWidthHalf; _v1.positionScreen.y *= -_svgHeightHalf; _v2.positionScreen.x *= _svgWidthHalf; _v2.positionScreen.y *= -_svgHeightHalf; _v3.positionScreen.x *= _svgWidthHalf; _v3.positionScreen.y *= -_svgHeightHalf; _v4.positionScreen.x *= _svgWidthHalf; _v4.positionScreen.y *= -_svgHeightHalf; _bboxRect.addPoint( _v1.positionScreen.x, _v1.positionScreen.y ); _bboxRect.addPoint( _v2.positionScreen.x, _v2.positionScreen.y ); _bboxRect.addPoint( _v3.positionScreen.x, _v3.positionScreen.y ); _bboxRect.addPoint( _v4.positionScreen.x, _v4.positionScreen.y ); if ( !_clipRect.intersects( _bboxRect) ) { continue; } renderFace4( _v1, _v2, _v3, _v4, element, material, scene ); } } }; function calculateLights( lights ) { var l, ll, light, lightColor; _ambientLight.setRGB( 0, 0, 0 ); _directionalLights.setRGB( 0, 0, 0 ); _pointLights.setRGB( 0, 0, 0 ); for ( l = 0, ll = lights.length; l < ll; l++ ) { light = lights[ l ]; lightColor = light.color; if ( light instanceof THREE.AmbientLight ) { _ambientLight.r += lightColor.r; _ambientLight.g += lightColor.g; _ambientLight.b += lightColor.b; } else if ( light instanceof THREE.DirectionalLight ) { _directionalLights.r += lightColor.r; _directionalLights.g += lightColor.g; _directionalLights.b += lightColor.b; } else if ( light instanceof THREE.PointLight ) { _pointLights.r += lightColor.r; _pointLights.g += lightColor.g; _pointLights.b += lightColor.b; } } } function calculateLight( lights, position, normal, color ) { var l, ll, light, lightColor, lightPosition, amount; for ( l = 0, ll = lights.length; l < ll; l ++ ) { light = lights[ l ]; lightColor = light.color; if ( light instanceof THREE.DirectionalLight ) { lightPosition = light.matrixWorld.getPosition(); amount = normal.dot( lightPosition ); if ( amount <= 0 ) continue; amount *= light.intensity; color.r += lightColor.r * amount; color.g += lightColor.g * amount; color.b += lightColor.b * amount; } else if ( light instanceof THREE.PointLight ) { lightPosition = light.matrixWorld.getPosition(); amount = normal.dot( _vector3.sub( lightPosition, position ).normalize() ); if ( amount <= 0 ) continue; amount *= light.distance == 0 ? 1 : 1 - Math.min( position.distanceTo( lightPosition ) / light.distance, 1 ); if ( amount == 0 ) continue; amount *= light.intensity; color.r += lightColor.r * amount; color.g += lightColor.g * amount; color.b += lightColor.b * amount; } } } function renderParticle( v1, element, material, scene ) { /* _svgNode = getCircleNode( _circleCount++ ); _svgNode.setAttribute( 'cx', v1.x ); _svgNode.setAttribute( 'cy', v1.y ); _svgNode.setAttribute( 'r', element.scale.x * _svgWidthHalf ); if ( material instanceof THREE.ParticleCircleMaterial ) { if ( _enableLighting ) { _color.r = _ambientLight.r + _directionalLights.r + _pointLights.r; _color.g = _ambientLight.g + _directionalLights.g + _pointLights.g; _color.b = _ambientLight.b + _directionalLights.b + _pointLights.b; _color.r = material.color.r * _color.r; _color.g = material.color.g * _color.g; _color.b = material.color.b * _color.b; _color.updateStyleString(); } else { _color = material.color; } _svgNode.setAttribute( 'style', 'fill: ' + _color.__styleString ); } _svg.appendChild( _svgNode ); */ } function renderLine ( v1, v2, element, material, scene ) { _svgNode = getLineNode( _lineCount ++ ); _svgNode.setAttribute( 'x1', v1.positionScreen.x ); _svgNode.setAttribute( 'y1', v1.positionScreen.y ); _svgNode.setAttribute( 'x2', v2.positionScreen.x ); _svgNode.setAttribute( 'y2', v2.positionScreen.y ); if ( material instanceof THREE.LineBasicMaterial ) { _svgNode.setAttribute( 'style', 'fill: none; stroke: ' + material.color.getContextStyle() + '; stroke-width: ' + material.linewidth + '; stroke-opacity: ' + material.opacity + '; stroke-linecap: ' + material.linecap + '; stroke-linejoin: ' + material.linejoin ); _svg.appendChild( _svgNode ); } } function renderFace3( v1, v2, v3, element, material, scene ) { _this.info.render.vertices += 3; _this.info.render.faces ++; _svgNode = getPathNode( _pathCount ++ ); _svgNode.setAttribute( 'd', 'M ' + v1.positionScreen.x + ' ' + v1.positionScreen.y + ' L ' + v2.positionScreen.x + ' ' + v2.positionScreen.y + ' L ' + v3.positionScreen.x + ',' + v3.positionScreen.y + 'z' ); if ( material instanceof THREE.MeshBasicMaterial ) { _color.copy( material.color ); } else if ( material instanceof THREE.MeshLambertMaterial ) { if ( _enableLighting ) { _color.r = _ambientLight.r; _color.g = _ambientLight.g; _color.b = _ambientLight.b; calculateLight( _lights, element.centroidWorld, element.normalWorld, _color ); _color.r = Math.max( 0, Math.min( material.color.r * _color.r, 1 ) ); _color.g = Math.max( 0, Math.min( material.color.g * _color.g, 1 ) ); _color.b = Math.max( 0, Math.min( material.color.b * _color.b, 1 ) ); } else { _color.copy( material.color ); } } else if ( material instanceof THREE.MeshDepthMaterial ) { _w = 1 - ( material.__2near / (material.__farPlusNear - element.z * material.__farMinusNear) ); _color.setRGB( _w, _w, _w ); } else if ( material instanceof THREE.MeshNormalMaterial ) { _color.setRGB( normalToComponent( element.normalWorld.x ), normalToComponent( element.normalWorld.y ), normalToComponent( element.normalWorld.z ) ); } if ( material.wireframe ) { _svgNode.setAttribute( 'style', 'fill: none; stroke: ' + _color.getContextStyle() + '; stroke-width: ' + material.wireframeLinewidth + '; stroke-opacity: ' + material.opacity + '; stroke-linecap: ' + material.wireframeLinecap + '; stroke-linejoin: ' + material.wireframeLinejoin ); } else { _svgNode.setAttribute( 'style', 'fill: ' + _color.getContextStyle() + '; fill-opacity: ' + material.opacity ); } _svg.appendChild( _svgNode ); } function renderFace4( v1, v2, v3, v4, element, material, scene ) { _this.info.render.vertices += 4; _this.info.render.faces ++; _svgNode = getPathNode( _pathCount ++ ); _svgNode.setAttribute( 'd', 'M ' + v1.positionScreen.x + ' ' + v1.positionScreen.y + ' L ' + v2.positionScreen.x + ' ' + v2.positionScreen.y + ' L ' + v3.positionScreen.x + ',' + v3.positionScreen.y + ' L ' + v4.positionScreen.x + ',' + v4.positionScreen.y + 'z' ); if ( material instanceof THREE.MeshBasicMaterial ) { _color.copy( material.color ); } else if ( material instanceof THREE.MeshLambertMaterial ) { if ( _enableLighting ) { _color.r = _ambientLight.r; _color.g = _ambientLight.g; _color.b = _ambientLight.b; calculateLight( _lights, element.centroidWorld, element.normalWorld, _color ); _color.r = Math.max( 0, Math.min( material.color.r * _color.r, 1 ) ); _color.g = Math.max( 0, Math.min( material.color.g * _color.g, 1 ) ); _color.b = Math.max( 0, Math.min( material.color.b * _color.b, 1 ) ); } else { _color.copy( material.color ); } } else if ( material instanceof THREE.MeshDepthMaterial ) { _w = 1 - ( material.__2near / (material.__farPlusNear - element.z * material.__farMinusNear) ); _color.setRGB( _w, _w, _w ); } else if ( material instanceof THREE.MeshNormalMaterial ) { _color.setRGB( normalToComponent( element.normalWorld.x ), normalToComponent( element.normalWorld.y ), normalToComponent( element.normalWorld.z ) ); } if ( material.wireframe ) { _svgNode.setAttribute( 'style', 'fill: none; stroke: ' + _color.getContextStyle() + '; stroke-width: ' + material.wireframeLinewidth + '; stroke-opacity: ' + material.opacity + '; stroke-linecap: ' + material.wireframeLinecap + '; stroke-linejoin: ' + material.wireframeLinejoin ); } else { _svgNode.setAttribute( 'style', 'fill: ' + _color.getContextStyle() + '; fill-opacity: ' + material.opacity ); } _svg.appendChild( _svgNode ); } function getLineNode( id ) { if ( _svgLinePool[ id ] == null ) { _svgLinePool[ id ] = document.createElementNS( 'http://www.w3.org/2000/svg', 'line' ); if ( _quality == 0 ) { _svgLinePool[ id ].setAttribute( 'shape-rendering', 'crispEdges' ); //optimizeSpeed } return _svgLinePool[ id ]; } return _svgLinePool[ id ]; } function getPathNode( id ) { if ( _svgPathPool[ id ] == null ) { _svgPathPool[ id ] = document.createElementNS( 'http://www.w3.org/2000/svg', 'path' ); if ( _quality == 0 ) { _svgPathPool[ id ].setAttribute( 'shape-rendering', 'crispEdges' ); //optimizeSpeed } return _svgPathPool[ id ]; } return _svgPathPool[ id ]; } function getCircleNode( id ) { if ( _svgCirclePool[id] == null ) { _svgCirclePool[ id ] = document.createElementNS( 'http://www.w3.org/2000/svg', 'circle' ); if ( _quality == 0 ) { _svgCirclePool[id].setAttribute( 'shape-rendering', 'crispEdges' ); //optimizeSpeed } return _svgCirclePool[ id ]; } return _svgCirclePool[ id ]; } function normalToComponent( normal ) { var component = ( normal + 1 ) * 0.5; return component < 0 ? 0 : ( component > 1 ? 1 : component ); } function pad( str ) { while ( str.length < 6 ) str = '0' + str; return str; } }; /** * @author alteredq / http://alteredqualia.com/ * @author mrdoob / http://mrdoob.com/ * @author mikael emtinger / http://gomo.se/ */ THREE.ShaderChunk = { // FOG fog_pars_fragment: [ "#ifdef USE_FOG", "uniform vec3 fogColor;", "#ifdef FOG_EXP2", "uniform float fogDensity;", "#else", "uniform float fogNear;", "uniform float fogFar;", "#endif", "#endif" ].join("\n"), fog_fragment: [ "#ifdef USE_FOG", "float depth = gl_FragCoord.z / gl_FragCoord.w;", "#ifdef FOG_EXP2", "const float LOG2 = 1.442695;", "float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );", "fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );", "#else", "float fogFactor = smoothstep( fogNear, fogFar, depth );", "#endif", "gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );", "#endif" ].join("\n"), // ENVIRONMENT MAP envmap_pars_fragment: [ "#ifdef USE_ENVMAP", "varying vec3 vReflect;", "uniform float reflectivity;", "uniform samplerCube envMap;", "uniform float flipEnvMap;", "uniform int combine;", "#endif" ].join("\n"), envmap_fragment: [ "#ifdef USE_ENVMAP", "#ifdef DOUBLE_SIDED", "float flipNormal = ( -1.0 + 2.0 * float( gl_FrontFacing ) );", "vec4 cubeColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * vReflect.x, vReflect.yz ) );", "#else", "vec4 cubeColor = textureCube( envMap, vec3( flipEnvMap * vReflect.x, vReflect.yz ) );", "#endif", "#ifdef GAMMA_INPUT", "cubeColor.xyz *= cubeColor.xyz;", "#endif", "if ( combine == 1 ) {", "gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, reflectivity );", "} else {", "gl_FragColor.xyz = gl_FragColor.xyz * cubeColor.xyz;", "}", "#endif" ].join("\n"), envmap_pars_vertex: [ "#ifdef USE_ENVMAP", "varying vec3 vReflect;", "uniform float refractionRatio;", "uniform bool useRefract;", "#endif" ].join("\n"), envmap_vertex : [ "#ifdef USE_ENVMAP", "vec4 mPosition = objectMatrix * vec4( position, 1.0 );", "vec3 nWorld = mat3( objectMatrix[ 0 ].xyz, objectMatrix[ 1 ].xyz, objectMatrix[ 2 ].xyz ) * normal;", "if ( useRefract ) {", "vReflect = refract( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ), refractionRatio );", "} else {", "vReflect = reflect( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ) );", "}", "#endif" ].join("\n"), // COLOR MAP (particles) map_particle_pars_fragment: [ "#ifdef USE_MAP", "uniform sampler2D map;", "#endif" ].join("\n"), map_particle_fragment: [ "#ifdef USE_MAP", "gl_FragColor = gl_FragColor * texture2D( map, gl_PointCoord );", "#endif" ].join("\n"), // COLOR MAP (triangles) map_pars_vertex: [ "#ifdef USE_MAP", "varying vec2 vUv;", "uniform vec4 offsetRepeat;", "#endif" ].join("\n"), map_pars_fragment: [ "#ifdef USE_MAP", "varying vec2 vUv;", "uniform sampler2D map;", "#endif" ].join("\n"), map_vertex: [ "#ifdef USE_MAP", "vUv = uv * offsetRepeat.zw + offsetRepeat.xy;", "#endif" ].join("\n"), map_fragment: [ "#ifdef USE_MAP", "#ifdef GAMMA_INPUT", "vec4 texelColor = texture2D( map, vUv );", "texelColor.xyz *= texelColor.xyz;", "gl_FragColor = gl_FragColor * texelColor;", "#else", "gl_FragColor = gl_FragColor * texture2D( map, vUv );", "#endif", "#endif" ].join("\n"), // LIGHT MAP lightmap_pars_fragment: [ "#ifdef USE_LIGHTMAP", "varying vec2 vUv2;", "uniform sampler2D lightMap;", "#endif" ].join("\n"), lightmap_pars_vertex: [ "#ifdef USE_LIGHTMAP", "varying vec2 vUv2;", "#endif" ].join("\n"), lightmap_fragment: [ "#ifdef USE_LIGHTMAP", "gl_FragColor = gl_FragColor * texture2D( lightMap, vUv2 );", "#endif" ].join("\n"), lightmap_vertex: [ "#ifdef USE_LIGHTMAP", "vUv2 = uv2;", "#endif" ].join("\n"), // LIGHTS LAMBERT lights_lambert_pars_vertex: [ "uniform vec3 ambient;", "uniform vec3 diffuse;", "uniform vec3 emissive;", "uniform vec3 ambientLightColor;", "#if MAX_DIR_LIGHTS > 0", "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];", "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];", "#endif", "#if MAX_POINT_LIGHTS > 0", "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];", "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];", "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];", "#endif", "#ifdef WRAP_AROUND", "uniform vec3 wrapRGB;", "#endif", ].join("\n"), lights_lambert_vertex: [ "vLightFront = vec3( 0.0 );", "#ifdef DOUBLE_SIDED", "vLightBack = vec3( 0.0 );", "#endif", "transformedNormal = normalize( transformedNormal );", "#if MAX_DIR_LIGHTS > 0", "for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {", "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );", "vec3 dirVector = normalize( lDirection.xyz );", "float dotProduct = dot( transformedNormal, dirVector );", "vec3 directionalLightWeighting = vec3( max( dotProduct, 0.0 ) );", "#ifdef DOUBLE_SIDED", "vec3 directionalLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );", "#ifdef WRAP_AROUND", "vec3 directionalLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );", "#endif", "#endif", "#ifdef WRAP_AROUND", "vec3 directionalLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );", "directionalLightWeighting = mix( directionalLightWeighting, directionalLightWeightingHalf, wrapRGB );", "#ifdef DOUBLE_SIDED", "directionalLightWeightingBack = mix( directionalLightWeightingBack, directionalLightWeightingHalfBack, wrapRGB );", "#endif", "#endif", "vLightFront += directionalLightColor[ i ] * directionalLightWeighting;", "#ifdef DOUBLE_SIDED", "vLightBack += directionalLightColor[ i ] * directionalLightWeightingBack;", "#endif", "}", "#endif", "#if MAX_POINT_LIGHTS > 0", "for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {", "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );", "vec3 lVector = lPosition.xyz - mvPosition.xyz;", "float lDistance = 1.0;", "if ( pointLightDistance[ i ] > 0.0 )", "lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );", "lVector = normalize( lVector );", "float dotProduct = dot( transformedNormal, lVector );", "vec3 pointLightWeighting = vec3( max( dotProduct, 0.0 ) );", "#ifdef DOUBLE_SIDED", "vec3 pointLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );", "#ifdef WRAP_AROUND", "vec3 pointLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );", "#endif", "#endif", "#ifdef WRAP_AROUND", "vec3 pointLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );", "pointLightWeighting = mix( pointLightWeighting, pointLightWeightingHalf, wrapRGB );", "#ifdef DOUBLE_SIDED", "pointLightWeightingBack = mix( pointLightWeightingBack, pointLightWeightingHalfBack, wrapRGB );", "#endif", "#endif", "vLightFront += pointLightColor[ i ] * pointLightWeighting * lDistance;", "#ifdef DOUBLE_SIDED", "vLightBack += pointLightColor[ i ] * pointLightWeightingBack * lDistance;", "#endif", "}", "#endif", "vLightFront = vLightFront * diffuse + ambient * ambientLightColor + emissive;", "#ifdef DOUBLE_SIDED", "vLightBack = vLightBack * diffuse + ambient * ambientLightColor + emissive;", "#endif", ].join("\n"), // LIGHTS PHONG lights_phong_pars_vertex: [ "#if MAX_POINT_LIGHTS > 0", "#ifndef PHONG_PER_PIXEL", "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];", "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];", "varying vec4 vPointLight[ MAX_POINT_LIGHTS ];", "#endif", "#endif" ].join("\n"), lights_phong_vertex: [ "#if MAX_POINT_LIGHTS > 0", "#ifndef PHONG_PER_PIXEL", "for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {", "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );", "vec3 lVector = lPosition.xyz - mvPosition.xyz;", "float lDistance = 1.0;", "if ( pointLightDistance[ i ] > 0.0 )", "lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );", "vPointLight[ i ] = vec4( lVector, lDistance );", "}", "#endif", "#endif" ].join("\n"), lights_phong_pars_fragment: [ "uniform vec3 ambientLightColor;", "#if MAX_DIR_LIGHTS > 0", "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];", "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];", "#endif", "#if MAX_POINT_LIGHTS > 0", "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];", "#ifdef PHONG_PER_PIXEL", "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];", "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];", "#else", "varying vec4 vPointLight[ MAX_POINT_LIGHTS ];", "#endif", "#endif", "#ifdef WRAP_AROUND", "uniform vec3 wrapRGB;", "#endif", "varying vec3 vViewPosition;", "varying vec3 vNormal;" ].join("\n"), lights_phong_fragment: [ "vec3 normal = normalize( vNormal );", "vec3 viewPosition = normalize( vViewPosition );", "#ifdef DOUBLE_SIDED", "normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );", "#endif", "#if MAX_POINT_LIGHTS > 0", "vec3 pointDiffuse = vec3( 0.0 );", "vec3 pointSpecular = vec3( 0.0 );", "for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {", "#ifdef PHONG_PER_PIXEL", "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );", "vec3 lVector = lPosition.xyz + vViewPosition.xyz;", "float lDistance = 1.0;", "if ( pointLightDistance[ i ] > 0.0 )", "lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );", "lVector = normalize( lVector );", "#else", "vec3 lVector = normalize( vPointLight[ i ].xyz );", "float lDistance = vPointLight[ i ].w;", "#endif", // diffuse "float dotProduct = dot( normal, lVector );", "#ifdef WRAP_AROUND", "float pointDiffuseWeightFull = max( dotProduct, 0.0 );", "float pointDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );", "vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );", "#else", "float pointDiffuseWeight = max( dotProduct, 0.0 );", "#endif", "pointDiffuse += diffuse * pointLightColor[ i ] * pointDiffuseWeight * lDistance;", // specular "vec3 pointHalfVector = normalize( lVector + viewPosition );", "float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );", "float pointSpecularWeight = max( pow( pointDotNormalHalf, shininess ), 0.0 );", "#ifdef PHYSICALLY_BASED_SHADING", // 2.0 => 2.0001 is hack to work around ANGLE bug "float specularNormalization = ( shininess + 2.0001 ) / 8.0;", "vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, pointHalfVector ), 5.0 );", "pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance * specularNormalization;", "#else", "pointSpecular += specular * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance;", "#endif", "}", "#endif", "#if MAX_DIR_LIGHTS > 0", "vec3 dirDiffuse = vec3( 0.0 );", "vec3 dirSpecular = vec3( 0.0 );" , "for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {", "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );", "vec3 dirVector = normalize( lDirection.xyz );", // diffuse "float dotProduct = dot( normal, dirVector );", "#ifdef WRAP_AROUND", "float dirDiffuseWeightFull = max( dotProduct, 0.0 );", "float dirDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );", "vec3 dirDiffuseWeight = mix( vec3( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), wrapRGB );", "#else", "float dirDiffuseWeight = max( dotProduct, 0.0 );", "#endif", "dirDiffuse += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;", // specular "vec3 dirHalfVector = normalize( dirVector + viewPosition );", "float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );", "float dirSpecularWeight = max( pow( dirDotNormalHalf, shininess ), 0.0 );", "#ifdef PHYSICALLY_BASED_SHADING", /* // fresnel term from skin shader "const float F0 = 0.128;", "float base = 1.0 - dot( viewPosition, dirHalfVector );", "float exponential = pow( base, 5.0 );", "float fresnel = exponential + F0 * ( 1.0 - exponential );", */ /* // fresnel term from fresnel shader "const float mFresnelBias = 0.08;", "const float mFresnelScale = 0.3;", "const float mFresnelPower = 5.0;", "float fresnel = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( -viewPosition ), normal ), mFresnelPower );", */ // 2.0 => 2.0001 is hack to work around ANGLE bug "float specularNormalization = ( shininess + 2.0001 ) / 8.0;", //"dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization * fresnel;", "vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );", "dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;", "#else", "dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight;", "#endif", "}", "#endif", "vec3 totalDiffuse = vec3( 0.0 );", "vec3 totalSpecular = vec3( 0.0 );", "#if MAX_DIR_LIGHTS > 0", "totalDiffuse += dirDiffuse;", "totalSpecular += dirSpecular;", "#endif", "#if MAX_POINT_LIGHTS > 0", "totalDiffuse += pointDiffuse;", "totalSpecular += pointSpecular;", "#endif", "#ifdef METAL", "gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient + totalSpecular );", "#else", "gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient ) + totalSpecular;", "#endif" ].join("\n"), // VERTEX COLORS color_pars_fragment: [ "#ifdef USE_COLOR", "varying vec3 vColor;", "#endif" ].join("\n"), color_fragment: [ "#ifdef USE_COLOR", "gl_FragColor = gl_FragColor * vec4( vColor, opacity );", "#endif" ].join("\n"), color_pars_vertex: [ "#ifdef USE_COLOR", "varying vec3 vColor;", "#endif" ].join("\n"), color_vertex: [ "#ifdef USE_COLOR", "#ifdef GAMMA_INPUT", "vColor = color * color;", "#else", "vColor = color;", "#endif", "#endif" ].join("\n"), // SKINNING skinning_pars_vertex: [ "#ifdef USE_SKINNING", "uniform mat4 boneGlobalMatrices[ MAX_BONES ];", "#endif" ].join("\n"), skinning_vertex: [ "#ifdef USE_SKINNING", "gl_Position = ( boneGlobalMatrices[ int( skinIndex.x ) ] * skinVertexA ) * skinWeight.x;", "gl_Position += ( boneGlobalMatrices[ int( skinIndex.y ) ] * skinVertexB ) * skinWeight.y;", "gl_Position = projectionMatrix * modelViewMatrix * gl_Position;", "#endif" ].join("\n"), // MORPHING morphtarget_pars_vertex: [ "#ifdef USE_MORPHTARGETS", "#ifndef USE_MORPHNORMALS", "uniform float morphTargetInfluences[ 8 ];", "#else", "uniform float morphTargetInfluences[ 4 ];", "#endif", "#endif" ].join("\n"), morphtarget_vertex: [ "#ifdef USE_MORPHTARGETS", "vec3 morphed = vec3( 0.0 );", "morphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];", "morphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];", "morphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];", "morphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];", "#ifndef USE_MORPHNORMALS", "morphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];", "morphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];", "morphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];", "morphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];", "#endif", "morphed += position;", "gl_Position = projectionMatrix * modelViewMatrix * vec4( morphed, 1.0 );", "#endif" ].join("\n"), default_vertex : [ "#ifndef USE_MORPHTARGETS", "#ifndef USE_SKINNING", "gl_Position = projectionMatrix * mvPosition;", "#endif", "#endif" ].join("\n"), morphnormal_vertex: [ "#ifdef USE_MORPHNORMALS", "vec3 morphedNormal = vec3( 0.0 );", "morphedNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];", "morphedNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];", "morphedNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];", "morphedNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];", "morphedNormal += normal;", "vec3 transformedNormal = normalMatrix * morphedNormal;", "#else", "vec3 transformedNormal = normalMatrix * normal;", "#endif" ].join("\n"), // SHADOW MAP // based on SpiderGL shadow map and Fabien Sanglard's GLSL shadow mapping examples // http://spidergl.org/example.php?id=6 // http://fabiensanglard.net/shadowmapping shadowmap_pars_fragment: [ "#ifdef USE_SHADOWMAP", "uniform sampler2D shadowMap[ MAX_SHADOWS ];", "uniform vec2 shadowMapSize[ MAX_SHADOWS ];", "uniform float shadowDarkness[ MAX_SHADOWS ];", "uniform float shadowBias[ MAX_SHADOWS ];", "varying vec4 vShadowCoord[ MAX_SHADOWS ];", "float unpackDepth( const in vec4 rgba_depth ) {", "const vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );", "float depth = dot( rgba_depth, bit_shift );", "return depth;", "}", "#endif" ].join("\n"), shadowmap_fragment: [ "#ifdef USE_SHADOWMAP", "#ifdef SHADOWMAP_DEBUG", "vec3 frustumColors[3];", "frustumColors[0] = vec3( 1.0, 0.5, 0.0 );", "frustumColors[1] = vec3( 0.0, 1.0, 0.8 );", "frustumColors[2] = vec3( 0.0, 0.5, 1.0 );", "#endif", "#ifdef SHADOWMAP_CASCADE", "int inFrustumCount = 0;", "#endif", "float fDepth;", "vec3 shadowColor = vec3( 1.0 );", "for( int i = 0; i < MAX_SHADOWS; i ++ ) {", "vec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;", // "if ( something && something )" breaks ATI OpenGL shader compiler // "if ( all( something, something ) )" using this instead "bvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );", "bool inFrustum = all( inFrustumVec );", // don't shadow pixels outside of light frustum // use just first frustum (for cascades) // don't shadow pixels behind far plane of light frustum "#ifdef SHADOWMAP_CASCADE", "inFrustumCount += int( inFrustum );", "bvec3 frustumTestVec = bvec3( inFrustum, inFrustumCount == 1, shadowCoord.z <= 1.0 );", "#else", "bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );", "#endif", "bool frustumTest = all( frustumTestVec );", "if ( frustumTest ) {", "shadowCoord.z += shadowBias[ i ];", "#ifdef SHADOWMAP_SOFT", // Percentage-close filtering // (9 pixel kernel) // http://fabiensanglard.net/shadowmappingPCF/ "float shadow = 0.0;", /* // nested loops breaks shader compiler / validator on some ATI cards when using OpenGL // must enroll loop manually "for ( float y = -1.25; y <= 1.25; y += 1.25 )", "for ( float x = -1.25; x <= 1.25; x += 1.25 ) {", "vec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );", // doesn't seem to produce any noticeable visual difference compared to simple "texture2D" lookup //"vec4 rgbaDepth = texture2DProj( shadowMap[ i ], vec4( vShadowCoord[ i ].w * ( vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy ), 0.05, vShadowCoord[ i ].w ) );", "float fDepth = unpackDepth( rgbaDepth );", "if ( fDepth < shadowCoord.z )", "shadow += 1.0;", "}", "shadow /= 9.0;", */ "const float shadowDelta = 1.0 / 9.0;", "float xPixelOffset = 1.0 / shadowMapSize[ i ].x;", "float yPixelOffset = 1.0 / shadowMapSize[ i ].y;", "float dx0 = -1.25 * xPixelOffset;", "float dy0 = -1.25 * yPixelOffset;", "float dx1 = 1.25 * xPixelOffset;", "float dy1 = 1.25 * yPixelOffset;", "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );", "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;", "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );", "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;", "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );", "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;", "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );", "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;", "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );", "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;", "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );", "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;", "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );", "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;", "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );", "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;", "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );", "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;", "shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );", "#else", "vec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );", "float fDepth = unpackDepth( rgbaDepth );", "if ( fDepth < shadowCoord.z )", // spot with multiple shadows is darker "shadowColor = shadowColor * vec3( 1.0 - shadowDarkness[ i ] );", // spot with multiple shadows has the same color as single shadow spot //"shadowColor = min( shadowColor, vec3( shadowDarkness[ i ] ) );", "#endif", "}", "#ifdef SHADOWMAP_DEBUG", "#ifdef SHADOWMAP_CASCADE", "if ( inFrustum && inFrustumCount == 1 ) gl_FragColor.xyz *= frustumColors[ i ];", "#else", "if ( inFrustum ) gl_FragColor.xyz *= frustumColors[ i ];", "#endif", "#endif", "}", "#ifdef GAMMA_OUTPUT", "shadowColor *= shadowColor;", "#endif", "gl_FragColor.xyz = gl_FragColor.xyz * shadowColor;", "#endif" ].join("\n"), shadowmap_pars_vertex: [ "#ifdef USE_SHADOWMAP", "varying vec4 vShadowCoord[ MAX_SHADOWS ];", "uniform mat4 shadowMatrix[ MAX_SHADOWS ];", "#endif" ].join("\n"), shadowmap_vertex: [ "#ifdef USE_SHADOWMAP", "for( int i = 0; i < MAX_SHADOWS; i ++ ) {", "#ifdef USE_MORPHTARGETS", "vShadowCoord[ i ] = shadowMatrix[ i ] * objectMatrix * vec4( morphed, 1.0 );", "#else", "vShadowCoord[ i ] = shadowMatrix[ i ] * objectMatrix * vec4( position, 1.0 );", "#endif", "}", "#endif" ].join("\n"), // ALPHATEST alphatest_fragment: [ "#ifdef ALPHATEST", "if ( gl_FragColor.a < ALPHATEST ) discard;", "#endif" ].join("\n"), // LINEAR SPACE linear_to_gamma_fragment: [ "#ifdef GAMMA_OUTPUT", "gl_FragColor.xyz = sqrt( gl_FragColor.xyz );", "#endif" ].join("\n"), }; THREE.UniformsUtils = { merge: function ( uniforms ) { var u, p, tmp, merged = {}; for ( u = 0; u < uniforms.length; u++ ) { tmp = this.clone( uniforms[ u ] ); for ( p in tmp ) { merged[ p ] = tmp[ p ]; } } return merged; }, clone: function ( uniforms_src ) { var u, p, parameter, parameter_src, uniforms_dst = {}; for ( u in uniforms_src ) { uniforms_dst[ u ] = {}; for ( p in uniforms_src[ u ] ) { parameter_src = uniforms_src[ u ][ p ]; if ( parameter_src instanceof THREE.Color || parameter_src instanceof THREE.Vector2 || parameter_src instanceof THREE.Vector3 || parameter_src instanceof THREE.Vector4 || parameter_src instanceof THREE.Matrix4 || parameter_src instanceof THREE.Texture ) { uniforms_dst[ u ][ p ] = parameter_src.clone(); } else if ( parameter_src instanceof Array ) { uniforms_dst[ u ][ p ] = parameter_src.slice(); } else { uniforms_dst[ u ][ p ] = parameter_src; } } } return uniforms_dst; } }; THREE.UniformsLib = { common: { "diffuse" : { type: "c", value: new THREE.Color( 0xeeeeee ) }, "opacity" : { type: "f", value: 1.0 }, "map" : { type: "t", value: 0, texture: null }, "offsetRepeat" : { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) }, "lightMap" : { type: "t", value: 2, texture: null }, "envMap" : { type: "t", value: 1, texture: null }, "flipEnvMap" : { type: "f", value: -1 }, "useRefract" : { type: "i", value: 0 }, "reflectivity" : { type: "f", value: 1.0 }, "refractionRatio" : { type: "f", value: 0.98 }, "combine" : { type: "i", value: 0 }, "morphTargetInfluences" : { type: "f", value: 0 } }, fog : { "fogDensity" : { type: "f", value: 0.00025 }, "fogNear" : { type: "f", value: 1 }, "fogFar" : { type: "f", value: 2000 }, "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) } }, lights: { "ambientLightColor" : { type: "fv", value: [] }, "directionalLightDirection" : { type: "fv", value: [] }, "directionalLightColor" : { type: "fv", value: [] }, "pointLightColor" : { type: "fv", value: [] }, "pointLightPosition" : { type: "fv", value: [] }, "pointLightDistance" : { type: "fv1", value: [] } }, particle: { "psColor" : { type: "c", value: new THREE.Color( 0xeeeeee ) }, "opacity" : { type: "f", value: 1.0 }, "size" : { type: "f", value: 1.0 }, "scale" : { type: "f", value: 1.0 }, "map" : { type: "t", value: 0, texture: null }, "fogDensity" : { type: "f", value: 0.00025 }, "fogNear" : { type: "f", value: 1 }, "fogFar" : { type: "f", value: 2000 }, "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) } }, shadowmap: { "shadowMap": { type: "tv", value: 6, texture: [] }, "shadowMapSize": { type: "v2v", value: [] }, "shadowBias" : { type: "fv1", value: [] }, "shadowDarkness": { type: "fv1", value: [] }, "shadowMatrix" : { type: "m4v", value: [] }, } }; THREE.ShaderLib = { 'depth': { uniforms: { "mNear": { type: "f", value: 1.0 }, "mFar" : { type: "f", value: 2000.0 }, "opacity" : { type: "f", value: 1.0 } }, vertexShader: [ "void main() {", "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" ].join("\n"), fragmentShader: [ "uniform float mNear;", "uniform float mFar;", "uniform float opacity;", "void main() {", "float depth = gl_FragCoord.z / gl_FragCoord.w;", "float color = 1.0 - smoothstep( mNear, mFar, depth );", "gl_FragColor = vec4( vec3( color ), opacity );", "}" ].join("\n") }, 'normal': { uniforms: { "opacity" : { type: "f", value: 1.0 } }, vertexShader: [ "varying vec3 vNormal;", "void main() {", "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", "vNormal = normalMatrix * normal;", "gl_Position = projectionMatrix * mvPosition;", "}" ].join("\n"), fragmentShader: [ "uniform float opacity;", "varying vec3 vNormal;", "void main() {", "gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );", "}" ].join("\n") }, 'basic': { uniforms: THREE.UniformsUtils.merge( [ THREE.UniformsLib[ "common" ], THREE.UniformsLib[ "fog" ], THREE.UniformsLib[ "shadowmap" ] ] ), vertexShader: [ THREE.ShaderChunk[ "map_pars_vertex" ], THREE.ShaderChunk[ "lightmap_pars_vertex" ], THREE.ShaderChunk[ "envmap_pars_vertex" ], THREE.ShaderChunk[ "color_pars_vertex" ], THREE.ShaderChunk[ "skinning_pars_vertex" ], THREE.ShaderChunk[ "morphtarget_pars_vertex" ], THREE.ShaderChunk[ "shadowmap_pars_vertex" ], "void main() {", "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", THREE.ShaderChunk[ "map_vertex" ], THREE.ShaderChunk[ "lightmap_vertex" ], THREE.ShaderChunk[ "envmap_vertex" ], THREE.ShaderChunk[ "color_vertex" ], THREE.ShaderChunk[ "skinning_vertex" ], THREE.ShaderChunk[ "morphtarget_vertex" ], THREE.ShaderChunk[ "default_vertex" ], THREE.ShaderChunk[ "shadowmap_vertex" ], "}" ].join("\n"), fragmentShader: [ "uniform vec3 diffuse;", "uniform float opacity;", THREE.ShaderChunk[ "color_pars_fragment" ], THREE.ShaderChunk[ "map_pars_fragment" ], THREE.ShaderChunk[ "lightmap_pars_fragment" ], THREE.ShaderChunk[ "envmap_pars_fragment" ], THREE.ShaderChunk[ "fog_pars_fragment" ], THREE.ShaderChunk[ "shadowmap_pars_fragment" ], "void main() {", "gl_FragColor = vec4( diffuse, opacity );", THREE.ShaderChunk[ "map_fragment" ], THREE.ShaderChunk[ "alphatest_fragment" ], THREE.ShaderChunk[ "lightmap_fragment" ], THREE.ShaderChunk[ "color_fragment" ], THREE.ShaderChunk[ "envmap_fragment" ], THREE.ShaderChunk[ "shadowmap_fragment" ], THREE.ShaderChunk[ "linear_to_gamma_fragment" ], THREE.ShaderChunk[ "fog_fragment" ], "}" ].join("\n") }, 'lambert': { uniforms: THREE.UniformsUtils.merge( [ THREE.UniformsLib[ "common" ], THREE.UniformsLib[ "fog" ], THREE.UniformsLib[ "lights" ], THREE.UniformsLib[ "shadowmap" ], { "ambient" : { type: "c", value: new THREE.Color( 0xffffff ) }, "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) }, "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) } } ] ), vertexShader: [ "varying vec3 vLightFront;", "#ifdef DOUBLE_SIDED", "varying vec3 vLightBack;", "#endif", THREE.ShaderChunk[ "map_pars_vertex" ], THREE.ShaderChunk[ "lightmap_pars_vertex" ], THREE.ShaderChunk[ "envmap_pars_vertex" ], THREE.ShaderChunk[ "lights_lambert_pars_vertex" ], THREE.ShaderChunk[ "color_pars_vertex" ], THREE.ShaderChunk[ "skinning_pars_vertex" ], THREE.ShaderChunk[ "morphtarget_pars_vertex" ], THREE.ShaderChunk[ "shadowmap_pars_vertex" ], "void main() {", "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", THREE.ShaderChunk[ "map_vertex" ], THREE.ShaderChunk[ "lightmap_vertex" ], THREE.ShaderChunk[ "envmap_vertex" ], THREE.ShaderChunk[ "color_vertex" ], THREE.ShaderChunk[ "morphnormal_vertex" ], THREE.ShaderChunk[ "lights_lambert_vertex" ], THREE.ShaderChunk[ "skinning_vertex" ], THREE.ShaderChunk[ "morphtarget_vertex" ], THREE.ShaderChunk[ "default_vertex" ], THREE.ShaderChunk[ "shadowmap_vertex" ], "}" ].join("\n"), fragmentShader: [ "uniform float opacity;", "varying vec3 vLightFront;", "#ifdef DOUBLE_SIDED", "varying vec3 vLightBack;", "#endif", THREE.ShaderChunk[ "color_pars_fragment" ], THREE.ShaderChunk[ "map_pars_fragment" ], THREE.ShaderChunk[ "lightmap_pars_fragment" ], THREE.ShaderChunk[ "envmap_pars_fragment" ], THREE.ShaderChunk[ "fog_pars_fragment" ], THREE.ShaderChunk[ "shadowmap_pars_fragment" ], "void main() {", "gl_FragColor = vec4( vec3 ( 1.0 ), opacity );", THREE.ShaderChunk[ "map_fragment" ], THREE.ShaderChunk[ "alphatest_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[ "fog" ], THREE.UniformsLib[ "lights" ], THREE.UniformsLib[ "shadowmap" ], { "ambient" : { type: "c", value: new THREE.Color( 0xffffff ) }, "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) }, "specular" : { type: "c", value: new THREE.Color( 0x111111 ) }, "shininess": { type: "f", value: 30 }, "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) } } ] ), vertexShader: [ "varying vec3 vViewPosition;", "varying vec3 vNormal;", THREE.ShaderChunk[ "map_pars_vertex" ], THREE.ShaderChunk[ "lightmap_pars_vertex" ], THREE.ShaderChunk[ "envmap_pars_vertex" ], THREE.ShaderChunk[ "lights_phong_pars_vertex" ], THREE.ShaderChunk[ "color_pars_vertex" ], THREE.ShaderChunk[ "skinning_pars_vertex" ], THREE.ShaderChunk[ "morphtarget_pars_vertex" ], THREE.ShaderChunk[ "shadowmap_pars_vertex" ], "void main() {", "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", THREE.ShaderChunk[ "map_vertex" ], THREE.ShaderChunk[ "lightmap_vertex" ], THREE.ShaderChunk[ "envmap_vertex" ], THREE.ShaderChunk[ "color_vertex" ], "#ifndef USE_ENVMAP", "vec4 mPosition = objectMatrix * vec4( position, 1.0 );", "#endif", "vViewPosition = -mvPosition.xyz;", THREE.ShaderChunk[ "morphnormal_vertex" ], "vNormal = transformedNormal;", THREE.ShaderChunk[ "lights_phong_vertex" ], THREE.ShaderChunk[ "skinning_vertex" ], THREE.ShaderChunk[ "morphtarget_vertex" ], THREE.ShaderChunk[ "default_vertex" ], THREE.ShaderChunk[ "shadowmap_vertex" ], "}" ].join("\n"), fragmentShader: [ "uniform vec3 diffuse;", "uniform float opacity;", "uniform vec3 ambient;", "uniform vec3 emissive;", "uniform vec3 specular;", "uniform float shininess;", THREE.ShaderChunk[ "color_pars_fragment" ], THREE.ShaderChunk[ "map_pars_fragment" ], THREE.ShaderChunk[ "lightmap_pars_fragment" ], THREE.ShaderChunk[ "envmap_pars_fragment" ], THREE.ShaderChunk[ "fog_pars_fragment" ], THREE.ShaderChunk[ "lights_phong_pars_fragment" ], THREE.ShaderChunk[ "shadowmap_pars_fragment" ], "void main() {", "gl_FragColor = vec4( vec3 ( 1.0 ), opacity );", THREE.ShaderChunk[ "map_fragment" ], THREE.ShaderChunk[ "alphatest_fragment" ], THREE.ShaderChunk[ "lights_phong_fragment" ], THREE.ShaderChunk[ "lightmap_fragment" ], THREE.ShaderChunk[ "color_fragment" ], THREE.ShaderChunk[ "envmap_fragment" ], THREE.ShaderChunk[ "shadowmap_fragment" ], THREE.ShaderChunk[ "linear_to_gamma_fragment" ], THREE.ShaderChunk[ "fog_fragment" ], "}" ].join("\n") }, 'particle_basic': { uniforms: THREE.UniformsUtils.merge( [ THREE.UniformsLib[ "particle" ], THREE.UniformsLib[ "shadowmap" ] ] ), vertexShader: [ "uniform float size;", "uniform float scale;", THREE.ShaderChunk[ "color_pars_vertex" ], THREE.ShaderChunk[ "shadowmap_pars_vertex" ], "void main() {", THREE.ShaderChunk[ "color_vertex" ], "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", "#ifdef USE_SIZEATTENUATION", "gl_PointSize = size * ( scale / length( mvPosition.xyz ) );", "#else", "gl_PointSize = size;", "#endif", "gl_Position = projectionMatrix * mvPosition;", THREE.ShaderChunk[ "shadowmap_vertex" ], "}" ].join("\n"), fragmentShader: [ "uniform vec3 psColor;", "uniform float opacity;", THREE.ShaderChunk[ "color_pars_fragment" ], THREE.ShaderChunk[ "map_particle_pars_fragment" ], THREE.ShaderChunk[ "fog_pars_fragment" ], THREE.ShaderChunk[ "shadowmap_pars_fragment" ], "void main() {", "gl_FragColor = vec4( psColor, opacity );", THREE.ShaderChunk[ "map_particle_fragment" ], THREE.ShaderChunk[ "alphatest_fragment" ], THREE.ShaderChunk[ "color_fragment" ], THREE.ShaderChunk[ "shadowmap_fragment" ], THREE.ShaderChunk[ "fog_fragment" ], "}" ].join("\n") }, // Depth encoding into RGBA texture // based on SpiderGL shadow map example // http://spidergl.org/example.php?id=6 // originally from // http://www.gamedev.net/topic/442138-packing-a-float-into-a-a8r8g8b8-texture-shader/page__whichpage__1%25EF%25BF%25BD // see also here: // http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/ 'depthRGBA': { uniforms: {}, vertexShader: [ THREE.ShaderChunk[ "morphtarget_pars_vertex" ], "void main() {", "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", THREE.ShaderChunk[ "morphtarget_vertex" ], THREE.ShaderChunk[ "default_vertex" ], "}" ].join("\n"), fragmentShader: [ "vec4 pack_depth( const in float depth ) {", "const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );", "const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );", "vec4 res = fract( depth * bit_shift );", "res -= res.xxyz * bit_mask;", "return res;", "}", "void main() {", "gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );", //"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );", //"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );", //"gl_FragData[ 0 ] = pack_depth( z );", //"gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );", "}" ].join("\n") } };/** * @author supereggbert / http://www.paulbrunt.co.uk/ * @author mrdoob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ * @author szimek / https://github.com/szimek/ */ THREE.WebGLRenderer = function ( parameters ) { // constructor parameters parameters = parameters || {}; var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ), _precision = parameters.precision !== undefined ? parameters.precision : 'highp', _alpha = parameters.alpha !== undefined ? parameters.alpha : true, _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true, _antialias = parameters.antialias !== undefined ? parameters.antialias : false, _stencil = parameters.stencil !== undefined ? parameters.stencil : true, _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false, _clearColor = parameters.clearColor !== undefined ? new THREE.Color( parameters.clearColor ) : new THREE.Color( 0x000000 ), _clearAlpha = parameters.clearAlpha !== undefined ? parameters.clearAlpha : 0, _maxLights = parameters.maxLights !== undefined ? parameters.maxLights : 4; // public properties this.domElement = _canvas; this.context = null; // clearing this.autoClear = true; this.autoClearColor = true; this.autoClearDepth = true; this.autoClearStencil = true; // scene graph this.sortObjects = true; this.autoUpdateObjects = true; this.autoUpdateScene = true; // physically based shading this.gammaInput = false; this.gammaOutput = false; this.physicallyBasedShading = false; // shadow map this.shadowMapEnabled = false; this.shadowMapAutoUpdate = true; this.shadowMapSoft = true; this.shadowMapCullFrontFaces = true; this.shadowMapDebug = false; this.shadowMapCascade = false; // morphs this.maxMorphTargets = 8; this.maxMorphNormals = 4; // flags this.autoScaleCubemaps = true; // custom render plugins this.renderPluginsPre = []; this.renderPluginsPost = []; // info this.info = { memory: { programs: 0, geometries: 0, textures: 0 }, render: { calls: 0, vertices: 0, faces: 0, points: 0 } }; // internal properties var _this = this, _gl, _programs = [], // internal state cache _currentProgram = null, _currentFramebuffer = null, _currentMaterialId = -1, _currentGeometryGroupHash = null, _currentCamera = null, _geometryGroupCounter = 0, // GL state cache _oldDoubleSided = null, _oldFlipSided = null, _oldBlending = null, _oldBlendEquation = null, _oldBlendSrc = null, _oldBlendDst = null, _oldDepthTest = null, _oldDepthWrite = null, _oldPolygonOffset = null, _oldPolygonOffsetFactor = null, _oldPolygonOffsetUnits = null, _oldLineWidth = null, _viewportX = 0, _viewportY = 0, _viewportWidth = 0, _viewportHeight = 0, _currentWidth = 0, _currentHeight = 0, // frustum _frustum = new THREE.Frustum(), // camera matrices cache _projScreenMatrix = new THREE.Matrix4(), _projScreenMatrixPS = new THREE.Matrix4(), _vector3 = new THREE.Vector4(), // light arrays cache _direction = new THREE.Vector3(), _lights = { ambient: [ 0, 0, 0 ], directional: { length: 0, colors: new Array(), positions: new Array() }, point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() } }; // initialize _gl = initGL(); setDefaultGLState(); this.context = _gl; // GPU capabilities var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ), _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE ), _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE ); // API this.getContext = function () { return _gl; }; this.supportsVertexTextures = function () { return _maxVertexTextures > 0; }; this.setSize = function ( width, height ) { _canvas.width = width; _canvas.height = height; this.setViewport( 0, 0, _canvas.width, _canvas.height ); }; this.setViewport = function ( x, y, width, height ) { _viewportX = x; _viewportY = y; _viewportWidth = width; _viewportHeight = height; _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight ); }; this.setScissor = function ( x, y, width, height ) { _gl.scissor( x, y, width, height ); }; this.enableScissorTest = function ( enable ) { enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST ); }; // Clearing this.setClearColorHex = function ( hex, alpha ) { _clearColor.setHex( hex ); _clearAlpha = alpha; _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha ); }; this.setClearColor = function ( color, alpha ) { _clearColor.copy( color ); _clearAlpha = alpha; _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha ); }; this.getClearColor = function () { return _clearColor; }; this.getClearAlpha = function () { return _clearAlpha; }; this.clear = function ( color, depth, stencil ) { var bits = 0; if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT; if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT; if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT; _gl.clear( bits ); }; this.clearTarget = function ( renderTarget, color, depth, stencil ) { this.setRenderTarget( renderTarget ); this.clear( color, depth, stencil ); }; // Plugins this.addPostPlugin = function ( plugin ) { plugin.init( this ); this.renderPluginsPost.push( plugin ); }; this.addPrePlugin = function ( plugin ) { plugin.init( this ); this.renderPluginsPre.push( plugin ); }; // Deallocation this.deallocateObject = function ( object ) { if ( ! object.__webglInit ) return; object.__webglInit = false; delete object._modelViewMatrix; delete object._normalMatrix; delete object._normalMatrixArray; delete object._modelViewMatrixArray; delete object._objectMatrixArray; if ( object instanceof THREE.Mesh ) { for ( var g in object.geometry.geometryGroups ) { deleteMeshBuffers( object.geometry.geometryGroups[ g ] ); } } else if ( object instanceof THREE.Ribbon ) { deleteRibbonBuffers( object.geometry ); } else if ( object instanceof THREE.Line ) { deleteLineBuffers( object.geometry ); } else if ( object instanceof THREE.ParticleSystem ) { deleteParticleBuffers( object.geometry ); } }; this.deallocateTexture = function ( texture ) { if ( ! texture.__webglInit ) return; texture.__webglInit = false; _gl.deleteTexture( texture.__webglTexture ); _this.info.memory.textures --; }; this.deallocateRenderTarget = function ( renderTarget ) { if ( !renderTarget || ! renderTarget.__webglTexture ) return; _gl.deleteTexture( renderTarget.__webglTexture ); if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) { for ( var i = 0; i < 6; i ++ ) { _gl.deleteFramebuffer( renderTarget.__webglFramebuffer[ i ] ); _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer[ i ] ); } } else { _gl.deleteFramebuffer( renderTarget.__webglFramebuffer ); _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer ); } }; // Rendering this.updateShadowMap = function ( scene, camera ) { _currentProgram = null; _oldBlending = -1; _oldDepthTest = -1; _oldDepthWrite = -1; _currentGeometryGroupHash = -1; _currentMaterialId = -1; this.shadowMapPlugin.update( scene, camera ); }; // Internal functions // Buffer allocation function createParticleBuffers ( geometry ) { geometry.__webglVertexBuffer = _gl.createBuffer(); geometry.__webglColorBuffer = _gl.createBuffer(); _this.info.geometries ++; }; function createLineBuffers ( geometry ) { geometry.__webglVertexBuffer = _gl.createBuffer(); geometry.__webglColorBuffer = _gl.createBuffer(); _this.info.memory.geometries ++; }; function createRibbonBuffers ( geometry ) { geometry.__webglVertexBuffer = _gl.createBuffer(); geometry.__webglColorBuffer = _gl.createBuffer(); _this.info.memory.geometries ++; }; function createMeshBuffers ( geometryGroup ) { geometryGroup.__webglVertexBuffer = _gl.createBuffer(); geometryGroup.__webglNormalBuffer = _gl.createBuffer(); geometryGroup.__webglTangentBuffer = _gl.createBuffer(); geometryGroup.__webglColorBuffer = _gl.createBuffer(); geometryGroup.__webglUVBuffer = _gl.createBuffer(); geometryGroup.__webglUV2Buffer = _gl.createBuffer(); geometryGroup.__webglSkinVertexABuffer = _gl.createBuffer(); geometryGroup.__webglSkinVertexBBuffer = _gl.createBuffer(); geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer(); geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer(); geometryGroup.__webglFaceBuffer = _gl.createBuffer(); geometryGroup.__webglLineBuffer = _gl.createBuffer(); var m, ml; if ( geometryGroup.numMorphTargets ) { geometryGroup.__webglMorphTargetsBuffers = []; for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) { geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() ); } } if ( geometryGroup.numMorphNormals ) { geometryGroup.__webglMorphNormalsBuffers = []; for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) { geometryGroup.__webglMorphNormalsBuffers.push( _gl.createBuffer() ); } } _this.info.memory.geometries ++; }; // Buffer deallocation function deleteParticleBuffers ( geometry ) { _gl.deleteBuffer( geometry.__webglVertexBuffer ); _gl.deleteBuffer( geometry.__webglColorBuffer ); _this.info.memory.geometries --; }; function deleteLineBuffers ( geometry ) { _gl.deleteBuffer( geometry.__webglVertexBuffer ); _gl.deleteBuffer( geometry.__webglColorBuffer ); _this.info.memory.geometries --; }; function deleteRibbonBuffers ( geometry ) { _gl.deleteBuffer( geometry.__webglVertexBuffer ); _gl.deleteBuffer( geometry.__webglColorBuffer ); _this.info.memory.geometries --; }; function deleteMeshBuffers ( geometryGroup ) { _gl.deleteBuffer( geometryGroup.__webglVertexBuffer ); _gl.deleteBuffer( geometryGroup.__webglNormalBuffer ); _gl.deleteBuffer( geometryGroup.__webglTangentBuffer ); _gl.deleteBuffer( geometryGroup.__webglColorBuffer ); _gl.deleteBuffer( geometryGroup.__webglUVBuffer ); _gl.deleteBuffer( geometryGroup.__webglUV2Buffer ); _gl.deleteBuffer( geometryGroup.__webglSkinVertexABuffer ); _gl.deleteBuffer( geometryGroup.__webglSkinVertexBBuffer ); _gl.deleteBuffer( geometryGroup.__webglSkinIndicesBuffer ); _gl.deleteBuffer( geometryGroup.__webglSkinWeightsBuffer ); _gl.deleteBuffer( geometryGroup.__webglFaceBuffer ); _gl.deleteBuffer( geometryGroup.__webglLineBuffer ); var m, ml; if ( geometryGroup.numMorphTargets ) { for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) { _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] ); } } if ( geometryGroup.numMorphNormals ) { for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) { _gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] ); } } if ( geometryGroup.__webglCustomAttributesList ) { for ( var id in geometryGroup.__webglCustomAttributesList ) { _gl.deleteBuffer( geometryGroup.__webglCustomAttributesList[ id ].buffer ); } } _this.info.memory.geometries --; }; // Buffer initialization function initCustomAttributes ( geometry, object ) { var nvertices = geometry.vertices.length; var material = object.material; if ( material.attributes ) { if ( geometry.__webglCustomAttributesList === undefined ) { geometry.__webglCustomAttributesList = []; } for ( var a in material.attributes ) { var attribute = material.attributes[ a ]; if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) { attribute.__webglInitialized = true; var size = 1; // "f" and "i" if ( attribute.type === "v2" ) size = 2; else if ( attribute.type === "v3" ) size = 3; else if ( attribute.type === "v4" ) size = 4; else if ( attribute.type === "c" ) size = 3; attribute.size = size; attribute.array = new Float32Array( nvertices * size ); attribute.buffer = _gl.createBuffer(); attribute.buffer.belongsToAttribute = a; attribute.needsUpdate = true; } geometry.__webglCustomAttributesList.push( attribute ); } } }; function initParticleBuffers ( geometry, object ) { var nvertices = geometry.vertices.length; geometry.__vertexArray = new Float32Array( nvertices * 3 ); geometry.__colorArray = new Float32Array( nvertices * 3 ); geometry.__sortArray = []; geometry.__webglParticleCount = nvertices; initCustomAttributes ( geometry, object ); }; function initLineBuffers ( geometry, object ) { var nvertices = geometry.vertices.length; geometry.__vertexArray = new Float32Array( nvertices * 3 ); geometry.__colorArray = new Float32Array( nvertices * 3 ); geometry.__webglLineCount = nvertices; initCustomAttributes ( geometry, object ); }; function initRibbonBuffers ( geometry ) { var nvertices = geometry.vertices.length; geometry.__vertexArray = new Float32Array( nvertices * 3 ); geometry.__colorArray = new Float32Array( nvertices * 3 ); geometry.__webglVertexCount = nvertices; }; function initMeshBuffers ( geometryGroup, object ) { var geometry = object.geometry, faces3 = geometryGroup.faces3, faces4 = geometryGroup.faces4, nvertices = faces3.length * 3 + faces4.length * 4, ntris = faces3.length * 1 + faces4.length * 2, nlines = faces3.length * 3 + faces4.length * 4, material = getBufferMaterial( object, geometryGroup ), uvType = bufferGuessUVType( material ), normalType = bufferGuessNormalType( material ), vertexColorType = bufferGuessVertexColorType( material ); //console.log( "uvType", uvType, "normalType", normalType, "vertexColorType", vertexColorType, object, geometryGroup, material ); geometryGroup.__vertexArray = new Float32Array( nvertices * 3 ); if ( normalType ) { geometryGroup.__normalArray = new Float32Array( nvertices * 3 ); } if ( geometry.hasTangents ) { geometryGroup.__tangentArray = new Float32Array( nvertices * 4 ); } if ( vertexColorType ) { geometryGroup.__colorArray = new Float32Array( nvertices * 3 ); } if ( uvType ) { if ( geometry.faceUvs.length > 0 || geometry.faceVertexUvs.length > 0 ) { geometryGroup.__uvArray = new Float32Array( nvertices * 2 ); } if ( geometry.faceUvs.length > 1 || geometry.faceVertexUvs.length > 1 ) { geometryGroup.__uv2Array = new Float32Array( nvertices * 2 ); } } if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) { geometryGroup.__skinVertexAArray = new Float32Array( nvertices * 4 ); geometryGroup.__skinVertexBArray = new Float32Array( nvertices * 4 ); geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 ); geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 ); } geometryGroup.__faceArray = new Uint16Array( ntris * 3 ); geometryGroup.__lineArray = new Uint16Array( nlines * 2 ); var m, ml; if ( geometryGroup.numMorphTargets ) { geometryGroup.__morphTargetsArrays = []; for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) { geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) ); } } if ( geometryGroup.numMorphNormals ) { geometryGroup.__morphNormalsArrays = []; for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) { geometryGroup.__morphNormalsArrays.push( new Float32Array( nvertices * 3 ) ); } } geometryGroup.__webglFaceCount = ntris * 3; geometryGroup.__webglLineCount = nlines * 2; // custom attributes if ( material.attributes ) { if ( geometryGroup.__webglCustomAttributesList === undefined ) { geometryGroup.__webglCustomAttributesList = []; } for ( var a in material.attributes ) { // Do a shallow copy of the attribute object so different geometryGroup chunks use different // attribute buffers which are correctly indexed in the setMeshBuffers function var originalAttribute = material.attributes[ a ]; var attribute = {}; for ( var property in originalAttribute ) { attribute[ property ] = originalAttribute[ property ]; } if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) { attribute.__webglInitialized = true; var size = 1; // "f" and "i" if( attribute.type === "v2" ) size = 2; else if( attribute.type === "v3" ) size = 3; else if( attribute.type === "v4" ) size = 4; else if( attribute.type === "c" ) size = 3; attribute.size = size; attribute.array = new Float32Array( nvertices * size ); attribute.buffer = _gl.createBuffer(); attribute.buffer.belongsToAttribute = a; originalAttribute.needsUpdate = true; attribute.__original = originalAttribute; } geometryGroup.__webglCustomAttributesList.push( attribute ); } } geometryGroup.__inittedArrays = true; }; function getBufferMaterial( object, geometryGroup ) { if ( object.material && ! ( object.material instanceof THREE.MeshFaceMaterial ) ) { return object.material; } else if ( geometryGroup.materialIndex >= 0 ) { return object.geometry.materials[ geometryGroup.materialIndex ]; } }; function materialNeedsSmoothNormals ( material ) { return material && material.shading !== undefined && material.shading === THREE.SmoothShading; }; function bufferGuessNormalType ( material ) { // only MeshBasicMaterial and MeshDepthMaterial don't need normals if ( ( material instanceof THREE.MeshBasicMaterial && !material.envMap ) || material instanceof THREE.MeshDepthMaterial ) { return false; } if ( materialNeedsSmoothNormals( material ) ) { return THREE.SmoothShading; } else { return THREE.FlatShading; } }; function bufferGuessVertexColorType ( material ) { if ( material.vertexColors ) { return material.vertexColors; } return false; }; function bufferGuessUVType ( material ) { // material must use some texture to require uvs if ( material.map || material.lightMap || material instanceof THREE.ShaderMaterial ) { return true; } return false; }; // 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.__dirtyVertices, dirtyElements = geometry.__dirtyElements, dirtyColors = geometry.__dirtyColors, customAttributes = geometry.__webglCustomAttributesList, i, il, a, ca, cal, value, customAttribute; if ( object.sortParticles ) { _projScreenMatrixPS.copy( _projScreenMatrix ); _projScreenMatrixPS.multiplySelf( object.matrixWorld ); for ( v = 0; v < vl; v ++ ) { vertex = vertices[ v ].position; _vector3.copy( vertex ); _projScreenMatrixPS.multiplyVector3( _vector3 ); sortArray[ v ] = [ _vector3.z, v ]; } sortArray.sort( function( a, b ) { return b[ 0 ] - a[ 0 ]; } ); for ( v = 0; v < vl; v ++ ) { vertex = vertices[ sortArray[v][1] ].position; 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 ].position; offset = v * 3; vertexArray[ offset ] = vertex.x; vertexArray[ offset + 1 ] = vertex.y; vertexArray[ offset + 2 ] = vertex.z; } } if ( dirtyColors ) { for ( c = 0; c < cl; c ++ ) { color = colors[ c ]; offset = c * 3; colorArray[ offset ] = color.r; colorArray[ offset + 1 ] = color.g; colorArray[ offset + 2 ] = color.b; } } if ( customAttributes ) { for ( i = 0, il = customAttributes.length; i < il; i ++ ) { customAttribute = customAttributes[ i ]; if ( customAttribute.needsUpdate && ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices") ) { cal = customAttribute.value.length; offset = 0; if ( customAttribute.size === 1 ) { for ( ca = 0; ca < cal; ca ++ ) { customAttribute.array[ ca ] = customAttribute.value[ ca ]; } } else if ( customAttribute.size === 2 ) { for ( ca = 0; ca < cal; ca ++ ) { value = customAttribute.value[ ca ]; customAttribute.array[ offset ] = value.x; customAttribute.array[ offset + 1 ] = value.y; offset += 2; } } else if ( customAttribute.size === 3 ) { if ( customAttribute.type === "c" ) { for ( ca = 0; ca < cal; ca ++ ) { value = customAttribute.value[ ca ]; customAttribute.array[ offset ] = value.r; customAttribute.array[ offset + 1 ] = value.g; customAttribute.array[ offset + 2 ] = value.b; offset += 3; } } else { for ( ca = 0; ca < cal; ca ++ ) { value = customAttribute.value[ ca ]; customAttribute.array[ offset ] = value.x; customAttribute.array[ offset + 1 ] = value.y; customAttribute.array[ offset + 2 ] = value.z; offset += 3; } } } else if ( customAttribute.size === 4 ) { for ( ca = 0; ca < cal; ca ++ ) { value = customAttribute.value[ ca ]; customAttribute.array[ offset ] = value.x; customAttribute.array[ offset + 1 ] = value.y; customAttribute.array[ offset + 2 ] = value.z; customAttribute.array[ offset + 3 ] = value.w; offset += 4; } } } } } } if ( dirtyVertices || object.sortParticles ) { _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer ); _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint ); } if ( dirtyColors || object.sortParticles ) { _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer ); _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint ); } if ( customAttributes ) { for ( i = 0, il = customAttributes.length; i < il; i ++ ) { customAttribute = customAttributes[ i ]; if ( customAttribute.needsUpdate || object.sortParticles ) { _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer ); _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint ); } } } }; function setLineBuffers ( geometry, hint ) { var v, c, vertex, offset, color, vertices = geometry.vertices, colors = geometry.colors, vl = vertices.length, cl = colors.length, vertexArray = geometry.__vertexArray, colorArray = geometry.__colorArray, dirtyVertices = geometry.__dirtyVertices, dirtyColors = geometry.__dirtyColors, customAttributes = geometry.__webglCustomAttributesList, i, il, a, ca, cal, value, customAttribute; if ( dirtyVertices ) { for ( v = 0; v < vl; v ++ ) { vertex = vertices[ v ].position; offset = v * 3; vertexArray[ offset ] = vertex.x; vertexArray[ offset + 1 ] = vertex.y; vertexArray[ offset + 2 ] = vertex.z; } _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer ); _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint ); } if ( dirtyColors ) { for ( c = 0; c < cl; c ++ ) { color = colors[ c ]; offset = c * 3; colorArray[ offset ] = color.r; colorArray[ offset + 1 ] = color.g; colorArray[ offset + 2 ] = color.b; } _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer ); _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint ); } if ( customAttributes ) { for ( i = 0, il = customAttributes.length; i < il; i ++ ) { customAttribute = customAttributes[ i ]; if ( customAttribute.needsUpdate && ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) ) { offset = 0; cal = customAttribute.value.length; if ( customAttribute.size === 1 ) { for ( ca = 0; ca < cal; ca ++ ) { customAttribute.array[ ca ] = customAttribute.value[ ca ]; } } else if ( customAttribute.size === 2 ) { for ( ca = 0; ca < cal; ca ++ ) { value = customAttribute.value[ ca ]; customAttribute.array[ offset ] = value.x; customAttribute.array[ offset + 1 ] = value.y; offset += 2; } } else if ( customAttribute.size === 3 ) { if ( customAttribute.type === "c" ) { for ( ca = 0; ca < cal; ca ++ ) { value = customAttribute.value[ ca ]; customAttribute.array[ offset ] = value.r; customAttribute.array[ offset + 1 ] = value.g; customAttribute.array[ offset + 2 ] = value.b; offset += 3; } } else { for ( ca = 0; ca < cal; ca ++ ) { value = customAttribute.value[ ca ]; customAttribute.array[ offset ] = value.x; customAttribute.array[ offset + 1 ] = value.y; customAttribute.array[ offset + 2 ] = value.z; offset += 3; } } } else if ( customAttribute.size === 4 ) { for ( ca = 0; ca < cal; ca ++ ) { value = customAttribute.value[ ca ]; customAttribute.array[ offset ] = value.x; customAttribute.array[ offset + 1 ] = value.y; customAttribute.array[ offset + 2 ] = value.z; customAttribute.array[ offset + 3 ] = value.w; offset += 4; } } _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer ); _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint ); } } } }; function setRibbonBuffers ( geometry, hint ) { var v, c, vertex, offset, color, vertices = geometry.vertices, colors = geometry.colors, vl = vertices.length, cl = colors.length, vertexArray = geometry.__vertexArray, colorArray = geometry.__colorArray, dirtyVertices = geometry.__dirtyVertices, dirtyColors = geometry.__dirtyColors; if ( dirtyVertices ) { for ( v = 0; v < vl; v ++ ) { vertex = vertices[ v ].position; offset = v * 3; vertexArray[ offset ] = vertex.x; vertexArray[ offset + 1 ] = vertex.y; vertexArray[ offset + 2 ] = vertex.z; } _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer ); _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint ); } if ( dirtyColors ) { for ( c = 0; c < cl; c ++ ) { color = colors[ c ]; offset = c * 3; colorArray[ offset ] = color.r; colorArray[ offset + 1 ] = color.g; colorArray[ offset + 2 ] = color.b; } _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer ); _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint ); } }; function setMeshBuffers( geometryGroup, object, hint, dispose, material ) { if ( ! geometryGroup.__inittedArrays ) { // console.log( object ); return; } var normalType = bufferGuessNormalType( material ), vertexColorType = bufferGuessVertexColorType( material ), uvType = bufferGuessUVType( material ), needsSmoothNormals = ( normalType === THREE.SmoothShading ); var f, fl, fi, face, vertexNormals, faceNormal, normal, vertexColors, faceColor, vertexTangents, uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, n1, n2, n3, n4, c1, c2, c3, c4, sw1, sw2, sw3, sw4, si1, si2, si3, si4, sa1, sa2, sa3, sa4, sb1, sb2, sb3, sb4, m, ml, i, il, vn, uvi, uv2i, vk, vkl, vka, nka, chf, faceVertexNormals, a, vertexIndex = 0, offset = 0, offset_uv = 0, offset_uv2 = 0, offset_face = 0, offset_normal = 0, offset_tangent = 0, offset_line = 0, offset_color = 0, offset_skin = 0, offset_morphTarget = 0, offset_custom = 0, offset_customSrc = 0, value, vertexArray = geometryGroup.__vertexArray, uvArray = geometryGroup.__uvArray, uv2Array = geometryGroup.__uv2Array, normalArray = geometryGroup.__normalArray, tangentArray = geometryGroup.__tangentArray, colorArray = geometryGroup.__colorArray, skinVertexAArray = geometryGroup.__skinVertexAArray, skinVertexBArray = geometryGroup.__skinVertexBArray, skinIndexArray = geometryGroup.__skinIndexArray, skinWeightArray = geometryGroup.__skinWeightArray, morphTargetsArrays = geometryGroup.__morphTargetsArrays, morphNormalsArrays = geometryGroup.__morphNormalsArrays, customAttributes = geometryGroup.__webglCustomAttributesList, customAttribute, faceArray = geometryGroup.__faceArray, lineArray = geometryGroup.__lineArray, geometry = object.geometry, // this is shared for all chunks dirtyVertices = geometry.__dirtyVertices, dirtyElements = geometry.__dirtyElements, dirtyUvs = geometry.__dirtyUvs, dirtyNormals = geometry.__dirtyNormals, dirtyTangents = geometry.__dirtyTangents, dirtyColors = geometry.__dirtyColors, dirtyMorphTargets = geometry.__dirtyMorphTargets, vertices = geometry.vertices, chunk_faces3 = geometryGroup.faces3, chunk_faces4 = geometryGroup.faces4, obj_faces = geometry.faces, obj_uvs = geometry.faceVertexUvs[ 0 ], obj_uvs2 = geometry.faceVertexUvs[ 1 ], obj_colors = geometry.colors, obj_skinVerticesA = geometry.skinVerticesA, obj_skinVerticesB = geometry.skinVerticesB, obj_skinIndices = geometry.skinIndices, obj_skinWeights = geometry.skinWeights, morphTargets = geometry.morphTargets, morphNormals = geometry.morphNormals; if ( dirtyVertices ) { for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { face = obj_faces[ chunk_faces3[ f ] ]; v1 = vertices[ face.a ].position; v2 = vertices[ face.b ].position; v3 = vertices[ face.c ].position; vertexArray[ offset ] = v1.x; vertexArray[ offset + 1 ] = v1.y; vertexArray[ offset + 2 ] = v1.z; vertexArray[ offset + 3 ] = v2.x; vertexArray[ offset + 4 ] = v2.y; vertexArray[ offset + 5 ] = v2.z; vertexArray[ offset + 6 ] = v3.x; vertexArray[ offset + 7 ] = v3.y; vertexArray[ offset + 8 ] = v3.z; offset += 9; } for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { face = obj_faces[ chunk_faces4[ f ] ]; v1 = vertices[ face.a ].position; v2 = vertices[ face.b ].position; v3 = vertices[ face.c ].position; v4 = vertices[ face.d ].position; vertexArray[ offset ] = v1.x; vertexArray[ offset + 1 ] = v1.y; vertexArray[ offset + 2 ] = v1.z; vertexArray[ offset + 3 ] = v2.x; vertexArray[ offset + 4 ] = v2.y; vertexArray[ offset + 5 ] = v2.z; vertexArray[ offset + 6 ] = v3.x; vertexArray[ offset + 7 ] = v3.y; vertexArray[ offset + 8 ] = v3.z; vertexArray[ offset + 9 ] = v4.x; vertexArray[ offset + 10 ] = v4.y; vertexArray[ offset + 11 ] = v4.z; offset += 12; } _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer ); _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint ); } if ( dirtyMorphTargets ) { for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) { offset_morphTarget = 0; for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { chf = chunk_faces3[ f ]; face = obj_faces[ chf ]; // morph positions v1 = morphTargets[ vk ].vertices[ face.a ].position; v2 = morphTargets[ vk ].vertices[ face.b ].position; v3 = morphTargets[ vk ].vertices[ face.c ].position; vka = morphTargetsArrays[ vk ]; vka[ offset_morphTarget ] = v1.x; vka[ offset_morphTarget + 1 ] = v1.y; vka[ offset_morphTarget + 2 ] = v1.z; vka[ offset_morphTarget + 3 ] = v2.x; vka[ offset_morphTarget + 4 ] = v2.y; vka[ offset_morphTarget + 5 ] = v2.z; vka[ offset_morphTarget + 6 ] = v3.x; vka[ offset_morphTarget + 7 ] = v3.y; vka[ offset_morphTarget + 8 ] = v3.z; // morph normals if ( material.morphNormals ) { if ( needsSmoothNormals ) { faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ]; n1 = faceVertexNormals.a; n2 = faceVertexNormals.b; n3 = faceVertexNormals.c; } else { n1 = morphNormals[ vk ].faceNormals[ chf ]; n2 = n1; n3 = n1; } nka = morphNormalsArrays[ vk ]; nka[ offset_morphTarget ] = n1.x; nka[ offset_morphTarget + 1 ] = n1.y; nka[ offset_morphTarget + 2 ] = n1.z; nka[ offset_morphTarget + 3 ] = n2.x; nka[ offset_morphTarget + 4 ] = n2.y; nka[ offset_morphTarget + 5 ] = n2.z; nka[ offset_morphTarget + 6 ] = n3.x; nka[ offset_morphTarget + 7 ] = n3.y; nka[ offset_morphTarget + 8 ] = n3.z; } // offset_morphTarget += 9; } for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { chf = chunk_faces4[ f ]; face = obj_faces[ chf ]; // morph positions v1 = morphTargets[ vk ].vertices[ face.a ].position; v2 = morphTargets[ vk ].vertices[ face.b ].position; v3 = morphTargets[ vk ].vertices[ face.c ].position; v4 = morphTargets[ vk ].vertices[ face.d ].position; vka = morphTargetsArrays[ vk ]; vka[ offset_morphTarget ] = v1.x; vka[ offset_morphTarget + 1 ] = v1.y; vka[ offset_morphTarget + 2 ] = v1.z; vka[ offset_morphTarget + 3 ] = v2.x; vka[ offset_morphTarget + 4 ] = v2.y; vka[ offset_morphTarget + 5 ] = v2.z; vka[ offset_morphTarget + 6 ] = v3.x; vka[ offset_morphTarget + 7 ] = v3.y; vka[ offset_morphTarget + 8 ] = v3.z; vka[ offset_morphTarget + 9 ] = v4.x; vka[ offset_morphTarget + 10 ] = v4.y; vka[ offset_morphTarget + 11 ] = v4.z; // morph normals if ( material.morphNormals ) { if ( needsSmoothNormals ) { faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ]; n1 = faceVertexNormals.a; n2 = faceVertexNormals.b; n3 = faceVertexNormals.c; n4 = faceVertexNormals.d; } else { n1 = morphNormals[ vk ].faceNormals[ chf ]; n2 = n1; n3 = n1; n4 = n1; } nka = morphNormalsArrays[ vk ]; nka[ offset_morphTarget ] = n1.x; nka[ offset_morphTarget + 1 ] = n1.y; nka[ offset_morphTarget + 2 ] = n1.z; nka[ offset_morphTarget + 3 ] = n2.x; nka[ offset_morphTarget + 4 ] = n2.y; nka[ offset_morphTarget + 5 ] = n2.z; nka[ offset_morphTarget + 6 ] = n3.x; nka[ offset_morphTarget + 7 ] = n3.y; nka[ offset_morphTarget + 8 ] = n3.z; nka[ offset_morphTarget + 9 ] = n4.x; nka[ offset_morphTarget + 10 ] = n4.y; nka[ offset_morphTarget + 11 ] = n4.z; } // offset_morphTarget += 12; } _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] ); _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint ); if ( material.morphNormals ) { _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ vk ] ); _gl.bufferData( _gl.ARRAY_BUFFER, morphNormalsArrays[ vk ], hint ); } } } if ( obj_skinWeights.length ) { for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { face = obj_faces[ chunk_faces3[ f ] ]; // weights sw1 = obj_skinWeights[ face.a ]; sw2 = obj_skinWeights[ face.b ]; sw3 = obj_skinWeights[ face.c ]; skinWeightArray[ offset_skin ] = sw1.x; skinWeightArray[ offset_skin + 1 ] = sw1.y; skinWeightArray[ offset_skin + 2 ] = sw1.z; skinWeightArray[ offset_skin + 3 ] = sw1.w; skinWeightArray[ offset_skin + 4 ] = sw2.x; skinWeightArray[ offset_skin + 5 ] = sw2.y; skinWeightArray[ offset_skin + 6 ] = sw2.z; skinWeightArray[ offset_skin + 7 ] = sw2.w; skinWeightArray[ offset_skin + 8 ] = sw3.x; skinWeightArray[ offset_skin + 9 ] = sw3.y; skinWeightArray[ offset_skin + 10 ] = sw3.z; skinWeightArray[ offset_skin + 11 ] = sw3.w; // indices si1 = obj_skinIndices[ face.a ]; si2 = obj_skinIndices[ face.b ]; si3 = obj_skinIndices[ face.c ]; skinIndexArray[ offset_skin ] = si1.x; skinIndexArray[ offset_skin + 1 ] = si1.y; skinIndexArray[ offset_skin + 2 ] = si1.z; skinIndexArray[ offset_skin + 3 ] = si1.w; skinIndexArray[ offset_skin + 4 ] = si2.x; skinIndexArray[ offset_skin + 5 ] = si2.y; skinIndexArray[ offset_skin + 6 ] = si2.z; skinIndexArray[ offset_skin + 7 ] = si2.w; skinIndexArray[ offset_skin + 8 ] = si3.x; skinIndexArray[ offset_skin + 9 ] = si3.y; skinIndexArray[ offset_skin + 10 ] = si3.z; skinIndexArray[ offset_skin + 11 ] = si3.w; // vertices A sa1 = obj_skinVerticesA[ face.a ]; sa2 = obj_skinVerticesA[ face.b ]; sa3 = obj_skinVerticesA[ face.c ]; skinVertexAArray[ offset_skin ] = sa1.x; skinVertexAArray[ offset_skin + 1 ] = sa1.y; skinVertexAArray[ offset_skin + 2 ] = sa1.z; skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader skinVertexAArray[ offset_skin + 4 ] = sa2.x; skinVertexAArray[ offset_skin + 5 ] = sa2.y; skinVertexAArray[ offset_skin + 6 ] = sa2.z; skinVertexAArray[ offset_skin + 7 ] = 1; skinVertexAArray[ offset_skin + 8 ] = sa3.x; skinVertexAArray[ offset_skin + 9 ] = sa3.y; skinVertexAArray[ offset_skin + 10 ] = sa3.z; skinVertexAArray[ offset_skin + 11 ] = 1; // vertices B sb1 = obj_skinVerticesB[ face.a ]; sb2 = obj_skinVerticesB[ face.b ]; sb3 = obj_skinVerticesB[ face.c ]; skinVertexBArray[ offset_skin ] = sb1.x; skinVertexBArray[ offset_skin + 1 ] = sb1.y; skinVertexBArray[ offset_skin + 2 ] = sb1.z; skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader skinVertexBArray[ offset_skin + 4 ] = sb2.x; skinVertexBArray[ offset_skin + 5 ] = sb2.y; skinVertexBArray[ offset_skin + 6 ] = sb2.z; skinVertexBArray[ offset_skin + 7 ] = 1; skinVertexBArray[ offset_skin + 8 ] = sb3.x; skinVertexBArray[ offset_skin + 9 ] = sb3.y; skinVertexBArray[ offset_skin + 10 ] = sb3.z; skinVertexBArray[ offset_skin + 11 ] = 1; offset_skin += 12; } for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { face = obj_faces[ chunk_faces4[ f ] ]; // weights sw1 = obj_skinWeights[ face.a ]; sw2 = obj_skinWeights[ face.b ]; sw3 = obj_skinWeights[ face.c ]; sw4 = obj_skinWeights[ face.d ]; skinWeightArray[ offset_skin ] = sw1.x; skinWeightArray[ offset_skin + 1 ] = sw1.y; skinWeightArray[ offset_skin + 2 ] = sw1.z; skinWeightArray[ offset_skin + 3 ] = sw1.w; skinWeightArray[ offset_skin + 4 ] = sw2.x; skinWeightArray[ offset_skin + 5 ] = sw2.y; skinWeightArray[ offset_skin + 6 ] = sw2.z; skinWeightArray[ offset_skin + 7 ] = sw2.w; skinWeightArray[ offset_skin + 8 ] = sw3.x; skinWeightArray[ offset_skin + 9 ] = sw3.y; skinWeightArray[ offset_skin + 10 ] = sw3.z; skinWeightArray[ offset_skin + 11 ] = sw3.w; skinWeightArray[ offset_skin + 12 ] = sw4.x; skinWeightArray[ offset_skin + 13 ] = sw4.y; skinWeightArray[ offset_skin + 14 ] = sw4.z; skinWeightArray[ offset_skin + 15 ] = sw4.w; // indices si1 = obj_skinIndices[ face.a ]; si2 = obj_skinIndices[ face.b ]; si3 = obj_skinIndices[ face.c ]; si4 = obj_skinIndices[ face.d ]; skinIndexArray[ offset_skin ] = si1.x; skinIndexArray[ offset_skin + 1 ] = si1.y; skinIndexArray[ offset_skin + 2 ] = si1.z; skinIndexArray[ offset_skin + 3 ] = si1.w; skinIndexArray[ offset_skin + 4 ] = si2.x; skinIndexArray[ offset_skin + 5 ] = si2.y; skinIndexArray[ offset_skin + 6 ] = si2.z; skinIndexArray[ offset_skin + 7 ] = si2.w; skinIndexArray[ offset_skin + 8 ] = si3.x; skinIndexArray[ offset_skin + 9 ] = si3.y; skinIndexArray[ offset_skin + 10 ] = si3.z; skinIndexArray[ offset_skin + 11 ] = si3.w; skinIndexArray[ offset_skin + 12 ] = si4.x; skinIndexArray[ offset_skin + 13 ] = si4.y; skinIndexArray[ offset_skin + 14 ] = si4.z; skinIndexArray[ offset_skin + 15 ] = si4.w; // vertices A sa1 = obj_skinVerticesA[ face.a ]; sa2 = obj_skinVerticesA[ face.b ]; sa3 = obj_skinVerticesA[ face.c ]; sa4 = obj_skinVerticesA[ face.d ]; skinVertexAArray[ offset_skin ] = sa1.x; skinVertexAArray[ offset_skin + 1 ] = sa1.y; skinVertexAArray[ offset_skin + 2 ] = sa1.z; skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader skinVertexAArray[ offset_skin + 4 ] = sa2.x; skinVertexAArray[ offset_skin + 5 ] = sa2.y; skinVertexAArray[ offset_skin + 6 ] = sa2.z; skinVertexAArray[ offset_skin + 7 ] = 1; skinVertexAArray[ offset_skin + 8 ] = sa3.x; skinVertexAArray[ offset_skin + 9 ] = sa3.y; skinVertexAArray[ offset_skin + 10 ] = sa3.z; skinVertexAArray[ offset_skin + 11 ] = 1; skinVertexAArray[ offset_skin + 12 ] = sa4.x; skinVertexAArray[ offset_skin + 13 ] = sa4.y; skinVertexAArray[ offset_skin + 14 ] = sa4.z; skinVertexAArray[ offset_skin + 15 ] = 1; // vertices B sb1 = obj_skinVerticesB[ face.a ]; sb2 = obj_skinVerticesB[ face.b ]; sb3 = obj_skinVerticesB[ face.c ]; sb4 = obj_skinVerticesB[ face.d ]; skinVertexBArray[ offset_skin ] = sb1.x; skinVertexBArray[ offset_skin + 1 ] = sb1.y; skinVertexBArray[ offset_skin + 2 ] = sb1.z; skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader skinVertexBArray[ offset_skin + 4 ] = sb2.x; skinVertexBArray[ offset_skin + 5 ] = sb2.y; skinVertexBArray[ offset_skin + 6 ] = sb2.z; skinVertexBArray[ offset_skin + 7 ] = 1; skinVertexBArray[ offset_skin + 8 ] = sb3.x; skinVertexBArray[ offset_skin + 9 ] = sb3.y; skinVertexBArray[ offset_skin + 10 ] = sb3.z; skinVertexBArray[ offset_skin + 11 ] = 1; skinVertexBArray[ offset_skin + 12 ] = sb4.x; skinVertexBArray[ offset_skin + 13 ] = sb4.y; skinVertexBArray[ offset_skin + 14 ] = sb4.z; skinVertexBArray[ offset_skin + 15 ] = 1; offset_skin += 16; } if ( offset_skin > 0 ) { _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer ); _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexAArray, hint ); _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer ); _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexBArray, hint ); _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer ); _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint ); _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer ); _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint ); } } if ( dirtyColors && vertexColorType ) { for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { face = obj_faces[ chunk_faces3[ f ] ]; vertexColors = face.vertexColors; faceColor = face.color; if ( vertexColors.length === 3 && vertexColorType === THREE.VertexColors ) { c1 = vertexColors[ 0 ]; c2 = vertexColors[ 1 ]; c3 = vertexColors[ 2 ]; } else { c1 = faceColor; c2 = faceColor; c3 = faceColor; } colorArray[ offset_color ] = c1.r; colorArray[ offset_color + 1 ] = c1.g; colorArray[ offset_color + 2 ] = c1.b; colorArray[ offset_color + 3 ] = c2.r; colorArray[ offset_color + 4 ] = c2.g; colorArray[ offset_color + 5 ] = c2.b; colorArray[ offset_color + 6 ] = c3.r; colorArray[ offset_color + 7 ] = c3.g; colorArray[ offset_color + 8 ] = c3.b; offset_color += 9; } for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { face = obj_faces[ chunk_faces4[ f ] ]; vertexColors = face.vertexColors; faceColor = face.color; if ( vertexColors.length === 4 && vertexColorType === THREE.VertexColors ) { c1 = vertexColors[ 0 ]; c2 = vertexColors[ 1 ]; c3 = vertexColors[ 2 ]; c4 = vertexColors[ 3 ]; } else { c1 = faceColor; c2 = faceColor; c3 = faceColor; c4 = faceColor; } colorArray[ offset_color ] = c1.r; colorArray[ offset_color + 1 ] = c1.g; colorArray[ offset_color + 2 ] = c1.b; colorArray[ offset_color + 3 ] = c2.r; colorArray[ offset_color + 4 ] = c2.g; colorArray[ offset_color + 5 ] = c2.b; colorArray[ offset_color + 6 ] = c3.r; colorArray[ offset_color + 7 ] = c3.g; colorArray[ offset_color + 8 ] = c3.b; colorArray[ offset_color + 9 ] = c4.r; colorArray[ offset_color + 10 ] = c4.g; colorArray[ offset_color + 11 ] = c4.b; offset_color += 12; } if ( offset_color > 0 ) { _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer ); _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint ); } } if ( dirtyTangents && geometry.hasTangents ) { for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { face = obj_faces[ chunk_faces3[ f ] ]; vertexTangents = face.vertexTangents; t1 = vertexTangents[ 0 ]; t2 = vertexTangents[ 1 ]; t3 = vertexTangents[ 2 ]; tangentArray[ offset_tangent ] = t1.x; tangentArray[ offset_tangent + 1 ] = t1.y; tangentArray[ offset_tangent + 2 ] = t1.z; tangentArray[ offset_tangent + 3 ] = t1.w; tangentArray[ offset_tangent + 4 ] = t2.x; tangentArray[ offset_tangent + 5 ] = t2.y; tangentArray[ offset_tangent + 6 ] = t2.z; tangentArray[ offset_tangent + 7 ] = t2.w; tangentArray[ offset_tangent + 8 ] = t3.x; tangentArray[ offset_tangent + 9 ] = t3.y; tangentArray[ offset_tangent + 10 ] = t3.z; tangentArray[ offset_tangent + 11 ] = t3.w; offset_tangent += 12; } for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { face = obj_faces[ chunk_faces4[ f ] ]; vertexTangents = face.vertexTangents; t1 = vertexTangents[ 0 ]; t2 = vertexTangents[ 1 ]; t3 = vertexTangents[ 2 ]; t4 = vertexTangents[ 3 ]; tangentArray[ offset_tangent ] = t1.x; tangentArray[ offset_tangent + 1 ] = t1.y; tangentArray[ offset_tangent + 2 ] = t1.z; tangentArray[ offset_tangent + 3 ] = t1.w; tangentArray[ offset_tangent + 4 ] = t2.x; tangentArray[ offset_tangent + 5 ] = t2.y; tangentArray[ offset_tangent + 6 ] = t2.z; tangentArray[ offset_tangent + 7 ] = t2.w; tangentArray[ offset_tangent + 8 ] = t3.x; tangentArray[ offset_tangent + 9 ] = t3.y; tangentArray[ offset_tangent + 10 ] = t3.z; tangentArray[ offset_tangent + 11 ] = t3.w; tangentArray[ offset_tangent + 12 ] = t4.x; tangentArray[ offset_tangent + 13 ] = t4.y; tangentArray[ offset_tangent + 14 ] = t4.z; tangentArray[ offset_tangent + 15 ] = t4.w; offset_tangent += 16; } _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer ); _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint ); } if ( dirtyNormals && normalType ) { for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { face = obj_faces[ chunk_faces3[ f ] ]; vertexNormals = face.vertexNormals; faceNormal = face.normal; if ( vertexNormals.length === 3 && needsSmoothNormals ) { for ( i = 0; i < 3; i ++ ) { vn = vertexNormals[ i ]; normalArray[ offset_normal ] = vn.x; normalArray[ offset_normal + 1 ] = vn.y; normalArray[ offset_normal + 2 ] = vn.z; offset_normal += 3; } } else { for ( i = 0; i < 3; i ++ ) { normalArray[ offset_normal ] = faceNormal.x; normalArray[ offset_normal + 1 ] = faceNormal.y; normalArray[ offset_normal + 2 ] = faceNormal.z; offset_normal += 3; } } } for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { face = obj_faces[ chunk_faces4[ f ] ]; vertexNormals = face.vertexNormals; faceNormal = face.normal; if ( vertexNormals.length === 4 && needsSmoothNormals ) { for ( i = 0; i < 4; i ++ ) { vn = vertexNormals[ i ]; normalArray[ offset_normal ] = vn.x; normalArray[ offset_normal + 1 ] = vn.y; normalArray[ offset_normal + 2 ] = vn.z; offset_normal += 3; } } else { for ( i = 0; i < 4; i ++ ) { normalArray[ offset_normal ] = faceNormal.x; normalArray[ offset_normal + 1 ] = faceNormal.y; normalArray[ offset_normal + 2 ] = faceNormal.z; offset_normal += 3; } } } _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer ); _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint ); } if ( dirtyUvs && obj_uvs && uvType ) { for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { fi = chunk_faces3[ f ]; face = obj_faces[ fi ]; uv = obj_uvs[ fi ]; if ( uv === undefined ) continue; for ( i = 0; i < 3; i ++ ) { uvi = uv[ i ]; uvArray[ offset_uv ] = uvi.u; uvArray[ offset_uv + 1 ] = uvi.v; offset_uv += 2; } } for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { fi = chunk_faces4[ f ]; face = obj_faces[ fi ]; uv = obj_uvs[ fi ]; if ( uv === undefined ) continue; for ( i = 0; i < 4; i ++ ) { uvi = uv[ i ]; uvArray[ offset_uv ] = uvi.u; uvArray[ offset_uv + 1 ] = uvi.v; offset_uv += 2; } } if ( offset_uv > 0 ) { _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer ); _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint ); } } if ( dirtyUvs && obj_uvs2 && uvType ) { for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { fi = chunk_faces3[ f ]; face = obj_faces[ fi ]; uv2 = obj_uvs2[ fi ]; if ( uv2 === undefined ) continue; for ( i = 0; i < 3; i ++ ) { uv2i = uv2[ i ]; uv2Array[ offset_uv2 ] = uv2i.u; uv2Array[ offset_uv2 + 1 ] = uv2i.v; offset_uv2 += 2; } } for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { fi = chunk_faces4[ f ]; face = obj_faces[ fi ]; uv2 = obj_uvs2[ fi ]; if ( uv2 === undefined ) continue; for ( i = 0; i < 4; i ++ ) { uv2i = uv2[ i ]; uv2Array[ offset_uv2 ] = uv2i.u; uv2Array[ offset_uv2 + 1 ] = uv2i.v; offset_uv2 += 2; } } if ( offset_uv2 > 0 ) { _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer ); _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint ); } } if ( dirtyElements ) { for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { face = obj_faces[ chunk_faces3[ f ] ]; faceArray[ offset_face ] = vertexIndex; faceArray[ offset_face + 1 ] = vertexIndex + 1; faceArray[ offset_face + 2 ] = vertexIndex + 2; offset_face += 3; lineArray[ offset_line ] = vertexIndex; lineArray[ offset_line + 1 ] = vertexIndex + 1; lineArray[ offset_line + 2 ] = vertexIndex; lineArray[ offset_line + 3 ] = vertexIndex + 2; lineArray[ offset_line + 4 ] = vertexIndex + 1; lineArray[ offset_line + 5 ] = vertexIndex + 2; offset_line += 6; vertexIndex += 3; } for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { face = obj_faces[ chunk_faces4[ f ] ]; faceArray[ offset_face ] = vertexIndex; faceArray[ offset_face + 1 ] = vertexIndex + 1; faceArray[ offset_face + 2 ] = vertexIndex + 3; faceArray[ offset_face + 3 ] = vertexIndex + 1; faceArray[ offset_face + 4 ] = vertexIndex + 2; faceArray[ offset_face + 5 ] = vertexIndex + 3; offset_face += 6; lineArray[ offset_line ] = vertexIndex; lineArray[ offset_line + 1 ] = vertexIndex + 1; lineArray[ offset_line + 2 ] = vertexIndex; lineArray[ offset_line + 3 ] = vertexIndex + 3; lineArray[ offset_line + 4 ] = vertexIndex + 1; lineArray[ offset_line + 5 ] = vertexIndex + 2; lineArray[ offset_line + 6 ] = vertexIndex + 2; lineArray[ offset_line + 7 ] = vertexIndex + 3; offset_line += 8; vertexIndex += 4; } _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer ); _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint ); _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer ); _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint ); } if ( customAttributes ) { for ( i = 0, il = customAttributes.length; i < il; i ++ ) { customAttribute = customAttributes[ i ]; if ( ! customAttribute.__original.needsUpdate ) continue; offset_custom = 0; offset_customSrc = 0; if ( customAttribute.size === 1 ) { if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) { for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { face = obj_faces[ chunk_faces3[ f ] ]; customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ]; customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ]; customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ]; offset_custom += 3; } for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { face = obj_faces[ chunk_faces4[ f ] ]; customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ]; customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ]; customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ]; customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ face.d ]; offset_custom += 4; } } else if ( customAttribute.boundTo === "faces" ) { for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { value = customAttribute.value[ chunk_faces3[ f ] ]; customAttribute.array[ offset_custom ] = value; customAttribute.array[ offset_custom + 1 ] = value; customAttribute.array[ offset_custom + 2 ] = value; offset_custom += 3; } for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { value = customAttribute.value[ chunk_faces4[ f ] ]; customAttribute.array[ offset_custom ] = value; customAttribute.array[ offset_custom + 1 ] = value; customAttribute.array[ offset_custom + 2 ] = value; customAttribute.array[ offset_custom + 3 ] = value; offset_custom += 4; } } } else if ( customAttribute.size === 2 ) { if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) { for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { face = obj_faces[ chunk_faces3[ f ] ]; v1 = customAttribute.value[ face.a ]; v2 = customAttribute.value[ face.b ]; v3 = customAttribute.value[ face.c ]; customAttribute.array[ offset_custom ] = v1.x; customAttribute.array[ offset_custom + 1 ] = v1.y; customAttribute.array[ offset_custom + 2 ] = v2.x; customAttribute.array[ offset_custom + 3 ] = v2.y; customAttribute.array[ offset_custom + 4 ] = v3.x; customAttribute.array[ offset_custom + 5 ] = v3.y; offset_custom += 6; } for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { face = obj_faces[ chunk_faces4[ f ] ]; v1 = customAttribute.value[ face.a ]; v2 = customAttribute.value[ face.b ]; v3 = customAttribute.value[ face.c ]; v4 = customAttribute.value[ face.d ]; customAttribute.array[ offset_custom ] = v1.x; customAttribute.array[ offset_custom + 1 ] = v1.y; customAttribute.array[ offset_custom + 2 ] = v2.x; customAttribute.array[ offset_custom + 3 ] = v2.y; customAttribute.array[ offset_custom + 4 ] = v3.x; customAttribute.array[ offset_custom + 5 ] = v3.y; customAttribute.array[ offset_custom + 6 ] = v4.x; customAttribute.array[ offset_custom + 7 ] = v4.y; offset_custom += 8; } } else if ( customAttribute.boundTo === "faces" ) { for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { value = customAttribute.value[ chunk_faces3[ f ] ]; v1 = value; v2 = value; v3 = value; customAttribute.array[ offset_custom ] = v1.x; customAttribute.array[ offset_custom + 1 ] = v1.y; customAttribute.array[ offset_custom + 2 ] = v2.x; customAttribute.array[ offset_custom + 3 ] = v2.y; customAttribute.array[ offset_custom + 4 ] = v3.x; customAttribute.array[ offset_custom + 5 ] = v3.y; offset_custom += 6; } for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { value = customAttribute.value[ chunk_faces4[ f ] ]; v1 = value; v2 = value; v3 = value; v4 = value; customAttribute.array[ offset_custom ] = v1.x; customAttribute.array[ offset_custom + 1 ] = v1.y; customAttribute.array[ offset_custom + 2 ] = v2.x; customAttribute.array[ offset_custom + 3 ] = v2.y; customAttribute.array[ offset_custom + 4 ] = v3.x; customAttribute.array[ offset_custom + 5 ] = v3.y; customAttribute.array[ offset_custom + 6 ] = v4.x; customAttribute.array[ offset_custom + 7 ] = v4.y; offset_custom += 8; } } } else if ( customAttribute.size === 3 ) { var pp; if ( customAttribute.type === "c" ) { pp = [ "r", "g", "b" ]; } else { pp = [ "x", "y", "z" ]; } if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) { for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { face = obj_faces[ chunk_faces3[ f ] ]; v1 = customAttribute.value[ face.a ]; v2 = customAttribute.value[ face.b ]; v3 = customAttribute.value[ face.c ]; customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ]; customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ]; customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ]; customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ]; customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ]; customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ]; customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ]; customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ]; customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ]; offset_custom += 9; } for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { face = obj_faces[ chunk_faces4[ f ] ]; v1 = customAttribute.value[ face.a ]; v2 = customAttribute.value[ face.b ]; v3 = customAttribute.value[ face.c ]; v4 = customAttribute.value[ face.d ]; customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ]; customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ]; customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ]; customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ]; customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ]; customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ]; customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ]; customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ]; customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ]; customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ]; customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ]; customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ]; offset_custom += 12; } } else if ( customAttribute.boundTo === "faces" ) { for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { value = customAttribute.value[ chunk_faces3[ f ] ]; v1 = value; v2 = value; v3 = value; customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ]; customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ]; customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ]; customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ]; customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ]; customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ]; customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ]; customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ]; customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ]; offset_custom += 9; } for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { value = customAttribute.value[ chunk_faces4[ f ] ]; v1 = value; v2 = value; v3 = value; v4 = value; customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ]; customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ]; customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ]; customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ]; customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ]; customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ]; customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ]; customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ]; customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ]; customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ]; customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ]; customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ]; offset_custom += 12; } } } else if ( customAttribute.size === 4 ) { if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) { for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { face = obj_faces[ chunk_faces3[ f ] ]; v1 = customAttribute.value[ face.a ]; v2 = customAttribute.value[ face.b ]; v3 = customAttribute.value[ face.c ]; customAttribute.array[ offset_custom ] = v1.x; customAttribute.array[ offset_custom + 1 ] = v1.y; customAttribute.array[ offset_custom + 2 ] = v1.z; customAttribute.array[ offset_custom + 3 ] = v1.w; customAttribute.array[ offset_custom + 4 ] = v2.x; customAttribute.array[ offset_custom + 5 ] = v2.y; customAttribute.array[ offset_custom + 6 ] = v2.z; customAttribute.array[ offset_custom + 7 ] = v2.w; customAttribute.array[ offset_custom + 8 ] = v3.x; customAttribute.array[ offset_custom + 9 ] = v3.y; customAttribute.array[ offset_custom + 10 ] = v3.z; customAttribute.array[ offset_custom + 11 ] = v3.w; offset_custom += 12; } for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { face = obj_faces[ chunk_faces4[ f ] ]; v1 = customAttribute.value[ face.a ]; v2 = customAttribute.value[ face.b ]; v3 = customAttribute.value[ face.c ]; v4 = customAttribute.value[ face.d ]; customAttribute.array[ offset_custom ] = v1.x; customAttribute.array[ offset_custom + 1 ] = v1.y; customAttribute.array[ offset_custom + 2 ] = v1.z; customAttribute.array[ offset_custom + 3 ] = v1.w; customAttribute.array[ offset_custom + 4 ] = v2.x; customAttribute.array[ offset_custom + 5 ] = v2.y; customAttribute.array[ offset_custom + 6 ] = v2.z; customAttribute.array[ offset_custom + 7 ] = v2.w; customAttribute.array[ offset_custom + 8 ] = v3.x; customAttribute.array[ offset_custom + 9 ] = v3.y; customAttribute.array[ offset_custom + 10 ] = v3.z; customAttribute.array[ offset_custom + 11 ] = v3.w; customAttribute.array[ offset_custom + 12 ] = v4.x; customAttribute.array[ offset_custom + 13 ] = v4.y; customAttribute.array[ offset_custom + 14 ] = v4.z; customAttribute.array[ offset_custom + 15 ] = v4.w; offset_custom += 16; } } else if ( customAttribute.boundTo === "faces" ) { for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { value = customAttribute.value[ chunk_faces3[ f ] ]; v1 = value; v2 = value; v3 = value; customAttribute.array[ offset_custom ] = v1.x; customAttribute.array[ offset_custom + 1 ] = v1.y; customAttribute.array[ offset_custom + 2 ] = v1.z; customAttribute.array[ offset_custom + 3 ] = v1.w; customAttribute.array[ offset_custom + 4 ] = v2.x; customAttribute.array[ offset_custom + 5 ] = v2.y; customAttribute.array[ offset_custom + 6 ] = v2.z; customAttribute.array[ offset_custom + 7 ] = v2.w; customAttribute.array[ offset_custom + 8 ] = v3.x; customAttribute.array[ offset_custom + 9 ] = v3.y; customAttribute.array[ offset_custom + 10 ] = v3.z; customAttribute.array[ offset_custom + 11 ] = v3.w; offset_custom += 12; } for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { value = customAttribute.value[ chunk_faces4[ f ] ]; v1 = value; v2 = value; v3 = value; v4 = value; customAttribute.array[ offset_custom ] = v1.x; customAttribute.array[ offset_custom + 1 ] = v1.y; customAttribute.array[ offset_custom + 2 ] = v1.z; customAttribute.array[ offset_custom + 3 ] = v1.w; customAttribute.array[ offset_custom + 4 ] = v2.x; customAttribute.array[ offset_custom + 5 ] = v2.y; customAttribute.array[ offset_custom + 6 ] = v2.z; customAttribute.array[ offset_custom + 7 ] = v2.w; customAttribute.array[ offset_custom + 8 ] = v3.x; customAttribute.array[ offset_custom + 9 ] = v3.y; customAttribute.array[ offset_custom + 10 ] = v3.z; customAttribute.array[ offset_custom + 11 ] = v3.w; customAttribute.array[ offset_custom + 12 ] = v4.x; customAttribute.array[ offset_custom + 13 ] = v4.y; customAttribute.array[ offset_custom + 14 ] = v4.z; customAttribute.array[ offset_custom + 15 ] = v4.w; offset_custom += 16; } } } _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer ); _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint ); } } if ( dispose ) { delete geometryGroup.__inittedArrays; delete geometryGroup.__colorArray; delete geometryGroup.__normalArray; delete geometryGroup.__tangentArray; delete geometryGroup.__uvArray; delete geometryGroup.__uv2Array; delete geometryGroup.__faceArray; delete geometryGroup.__vertexArray; delete geometryGroup.__lineArray; delete geometryGroup.__skinVertexAArray; delete geometryGroup.__skinVertexBArray; delete geometryGroup.__skinIndexArray; delete geometryGroup.__skinWeightArray; } }; // Buffer rendering this.renderBufferImmediate = function ( object, program, shading ) { if ( ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer(); if ( ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer(); if ( object.hasPos ) { _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer ); _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW ); _gl.enableVertexAttribArray( program.attributes.position ); _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 ); } if ( object.hasNormal ) { _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer ); if ( shading === THREE.FlatShading ) { var nx, ny, nz, nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz, normalArray, i, il = object.count * 3; for( i = 0; i < il; i += 9 ) { normalArray = object.normalArray; nax = normalArray[ i ]; nay = normalArray[ i + 1 ]; naz = normalArray[ i + 2 ]; nbx = normalArray[ i + 3 ]; nby = normalArray[ i + 4 ]; nbz = normalArray[ i + 5 ]; ncx = normalArray[ i + 6 ]; ncy = normalArray[ i + 7 ]; ncz = normalArray[ i + 8 ]; nx = ( nax + nbx + ncx ) / 3; ny = ( nay + nby + ncy ) / 3; nz = ( naz + nbz + ncz ) / 3; normalArray[ i ] = nx; normalArray[ i + 1 ] = ny; normalArray[ i + 2 ] = nz; normalArray[ i + 3 ] = nx; normalArray[ i + 4 ] = ny; normalArray[ i + 5 ] = nz; normalArray[ i + 6 ] = nx; normalArray[ i + 7 ] = ny; normalArray[ i + 8 ] = nz; } } _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW ); _gl.enableVertexAttribArray( program.attributes.normal ); _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 ); } _gl.drawArrays( _gl.TRIANGLES, 0, object.count ); object.count = 0; }; this.renderBufferDirect = function ( camera, lights, fog, material, geometryGroup, object ) { if ( material.opacity === 0 ) return; var program, attributes, linewidth, primitives, a, attribute; program = setProgram( camera, lights, fog, material, object ); attributes = program.attributes; var updateBuffers = false, wireframeBit = material.wireframe ? 1 : 0, geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit; if ( geometryGroupHash !== _currentGeometryGroupHash ) { _currentGeometryGroupHash = geometryGroupHash; updateBuffers = true; } // render mesh if ( object instanceof THREE.Mesh ) { var offsets = geometryGroup.offsets; for ( var i = 0, il = offsets.length; i < il; ++ i ) { if ( updateBuffers ) { // vertices _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexPositionBuffer ); _gl.vertexAttribPointer( attributes.position, geometryGroup.vertexPositionBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 3 ); // normals if ( attributes.normal >= 0 && geometryGroup.vertexNormalBuffer ) { _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexNormalBuffer ); _gl.vertexAttribPointer( attributes.normal, geometryGroup.vertexNormalBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 3 ); } // uvs if ( attributes.uv >= 0 && geometryGroup.vertexUvBuffer ) { if ( geometryGroup.vertexUvBuffer ) { _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexUvBuffer ); _gl.vertexAttribPointer( attributes.uv, geometryGroup.vertexUvBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 2 ); _gl.enableVertexAttribArray( attributes.uv ); } else { _gl.disableVertexAttribArray( attributes.uv ); } } // colors if ( attributes.color >= 0 && geometryGroup.vertexColorBuffer ) { _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexColorBuffer ); _gl.vertexAttribPointer( attributes.color, geometryGroup.vertexColorBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 4 ); } _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.vertexIndexBuffer ); } // render indexed triangles _gl.drawElements( _gl.TRIANGLES, offsets[ i ].count, _gl.UNSIGNED_SHORT, offsets[ i ].start * 2 ); // 2 = Uint16 _this.info.render.calls ++; _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared _this.info.render.faces += offsets[ i ].count / 3; } } }; this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) { if ( material.opacity === 0 ) return; var program, attributes, linewidth, primitives, a, attribute, i, il; program = setProgram( camera, lights, fog, material, object ); attributes = program.attributes; var updateBuffers = false, wireframeBit = material.wireframe ? 1 : 0, geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit; if ( geometryGroupHash !== _currentGeometryGroupHash ) { _currentGeometryGroupHash = geometryGroupHash; updateBuffers = true; } // vertices if ( !material.morphTargets && attributes.position >= 0 ) { if ( updateBuffers ) { _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer ); _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 ); } } else { if ( object.morphTargetBase ) { setupMorphTargets( material, geometryGroup, object ); } } if ( updateBuffers ) { // custom attributes // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers if ( geometryGroup.__webglCustomAttributesList ) { for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) { attribute = geometryGroup.__webglCustomAttributesList[ i ]; if( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) { _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer ); _gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 ); } } } // colors if ( attributes.color >= 0 ) { _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer ); _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 ); } // normals if ( attributes.normal >= 0 ) { _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer ); _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 ); } // tangents if ( attributes.tangent >= 0 ) { _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer ); _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 ); } // uvs if ( attributes.uv >= 0 ) { if ( geometryGroup.__webglUVBuffer ) { _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer ); _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 ); _gl.enableVertexAttribArray( attributes.uv ); } else { _gl.disableVertexAttribArray( attributes.uv ); } } if ( attributes.uv2 >= 0 ) { if ( geometryGroup.__webglUV2Buffer ) { _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer ); _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 ); _gl.enableVertexAttribArray( attributes.uv2 ); } else { _gl.disableVertexAttribArray( attributes.uv2 ); } } if ( material.skinning && attributes.skinVertexA >= 0 && attributes.skinVertexB >= 0 && attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) { _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer ); _gl.vertexAttribPointer( attributes.skinVertexA, 4, _gl.FLOAT, false, 0, 0 ); _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer ); _gl.vertexAttribPointer( attributes.skinVertexB, 4, _gl.FLOAT, false, 0, 0 ); _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer ); _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 ); _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer ); _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 ); } } // render mesh if ( object instanceof THREE.Mesh ) { // wireframe if ( material.wireframe ) { setLineWidth( material.wireframeLinewidth ); if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer ); _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 ); // triangles } else { if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer ); _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 ); } _this.info.render.calls ++; _this.info.render.vertices += geometryGroup.__webglFaceCount; _this.info.render.faces += geometryGroup.__webglFaceCount / 3; // render lines } else if ( object instanceof THREE.Line ) { primitives = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES; setLineWidth( material.linewidth ); _gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount ); _this.info.render.calls ++; // render particles } else if ( object instanceof THREE.ParticleSystem ) { _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount ); _this.info.render.calls ++; _this.info.render.points += geometryGroup.__webglParticleCount; // render ribbon } else if ( object instanceof THREE.Ribbon ) { _gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webglVertexCount ); _this.info.render.calls ++; } }; function setupMorphTargets ( material, geometryGroup, object ) { // set base var attributes = material.program.attributes; if ( object.morphTargetBase !== - 1 ) { _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] ); _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 ); } else if ( attributes.position >= 0 ) { _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer ); _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 ); } if ( object.morphTargetForcedOrder.length ) { // set forced order var m = 0; var order = object.morphTargetForcedOrder; var influences = object.morphTargetInfluences; while ( m < material.numSupportedMorphTargets && m < order.length ) { _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] ); _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 ); if ( material.morphNormals ) { _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] ); _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 ); } object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ]; m ++; } } else { // find most influencing var used = []; var candidateInfluence = - 1; var candidate = 0; var influences = object.morphTargetInfluences; var i, il = influences.length; var m = 0; if ( object.morphTargetBase !== - 1 ) { used[ object.morphTargetBase ] = true; } while ( m < material.numSupportedMorphTargets ) { for ( i = 0; i < il; i ++ ) { if ( !used[ i ] && influences[ i ] > candidateInfluence ) { candidate = i; candidateInfluence = influences[ candidate ]; } } _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ candidate ] ); _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 ); if ( material.morphNormals ) { _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ candidate ] ); _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 ); } object.__webglMorphTargetInfluences[ m ] = candidateInfluence; used[ candidate ] = 1; candidateInfluence = -1; m ++; } } // load updated influences uniform if( material.program.uniforms.morphTargetInfluences !== null ) { _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences ); } }; function painterSort ( a, b ) { return b.z - a.z; }; // Rendering this.render = function ( scene, camera, renderTarget, forceClear ) { var i, il, webglObject, object, renderList, lights = scene.__lights, fog = scene.fog; _currentMaterialId = -1; // update scene graph if ( camera.parent === undefined ) { console.warn( 'DEPRECATED: Camera hasn\'t been added to a Scene. Adding it...' ); scene.add( camera ); } if ( this.autoUpdateScene ) scene.updateMatrixWorld(); // update camera matrices and frustum if ( ! camera._viewMatrixArray ) camera._viewMatrixArray = new Float32Array( 16 ); if ( ! camera._projectionMatrixArray ) camera._projectionMatrixArray = new Float32Array( 16 ); camera.matrixWorldInverse.getInverse( camera.matrixWorld ); camera.matrixWorldInverse.flattenToArray( camera._viewMatrixArray ); camera.projectionMatrix.flattenToArray( camera._projectionMatrixArray ); _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse ); _frustum.setFromMatrix( _projScreenMatrix ); // update WebGL objects if ( this.autoUpdateObjects ) this.initWebGLObjects( scene ); // custom render plugins (pre pass) renderPlugins( this.renderPluginsPre, scene, camera ); // _this.info.render.calls = 0; _this.info.render.vertices = 0; _this.info.render.faces = 0; _this.info.render.points = 0; this.setRenderTarget( renderTarget ); if ( this.autoClear || forceClear ) { this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil ); } // set matrices for regular objects (frustum culled) renderList = scene.__webglObjects; for ( i = 0, il = renderList.length; i < il; i ++ ) { webglObject = renderList[ i ]; object = webglObject.object; webglObject.render = false; if ( object.visible ) { if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) { //object.matrixWorld.flattenToArray( object._objectMatrixArray ); setupMatrices( object, camera ); unrollBufferMaterial( webglObject ); webglObject.render = true; if ( this.sortObjects ) { if ( object.renderDepth ) { webglObject.z = object.renderDepth; } else { _vector3.copy( object.matrixWorld.getPosition() ); _projScreenMatrix.multiplyVector3( _vector3 ); webglObject.z = _vector3.z; } } } } } if ( this.sortObjects ) { renderList.sort( painterSort ); } // set matrices for immediate objects renderList = scene.__webglObjectsImmediate; for ( i = 0, il = renderList.length; i < il; i ++ ) { webglObject = renderList[ i ]; object = webglObject.object; if ( object.visible ) { if( object.matrixAutoUpdate ) { //object.matrixWorld.flattenToArray( object._objectMatrixArray ); } setupMatrices( object, camera ); unrollImmediateBufferMaterial( webglObject ); } } if ( scene.overrideMaterial ) { var material = scene.overrideMaterial; this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst ); this.setDepthTest( material.depthTest ); this.setDepthWrite( material.depthWrite ); setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits ); renderObjects( scene.__webglObjects, false, "", camera, lights, fog, true, material ); renderObjectsImmediate( scene.__webglObjectsImmediate, "", camera, lights, fog, false, material ); } else { // opaque pass (front-to-back order) this.setBlending( THREE.NormalBlending ); renderObjects( scene.__webglObjects, true, "opaque", camera, lights, fog, false ); renderObjectsImmediate( scene.__webglObjectsImmediate, "opaque", camera, lights, fog, false ); // transparent pass (back-to-front order) renderObjects( scene.__webglObjects, false, "transparent", camera, lights, fog, true ); renderObjectsImmediate( scene.__webglObjectsImmediate, "transparent", camera, lights, fog, true ); } // custom render plugins (post pass) renderPlugins( this.renderPluginsPost, scene, camera ); // Generate mipmap if we're using any kind of mipmap filtering if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) { updateRenderTargetMipmap( renderTarget ); } // Ensure depth buffer writing is enabled so it can be cleared on next render this.setDepthTest( true ); this.setDepthWrite( true ); // _gl.finish(); }; function renderPlugins( plugins, scene, camera ) { if ( ! plugins.length ) return; for ( var i = 0, il = plugins.length; i < il; i ++ ) { _currentProgram = null; _currentCamera = null; _oldBlending = -1; _oldDepthTest = -1; _oldDepthWrite = -1; _currentGeometryGroupHash = -1; _currentMaterialId = -1; plugins[ i ].render( scene, camera, _currentWidth, _currentHeight ); _currentProgram = null; _currentCamera = null; _oldBlending = -1; _oldDepthTest = -1; _oldDepthWrite = -1; _currentGeometryGroupHash = -1; _currentMaterialId = -1; } }; function renderObjects ( renderList, reverse, materialType, camera, lights, fog, useBlending, overrideMaterial ) { var webglObject, object, buffer, material, start, end, delta; if ( reverse ) { start = renderList.length - 1; end = -1; delta = -1; } else { start = 0; end = renderList.length; delta = 1; } for ( var i = start; i !== end; i += delta ) { webglObject = renderList[ i ]; if ( webglObject.render ) { object = webglObject.object; buffer = webglObject.buffer; if ( overrideMaterial ) { material = overrideMaterial; } else { material = webglObject[ materialType ]; if ( ! material ) continue; if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst ); _this.setDepthTest( material.depthTest ); _this.setDepthWrite( material.depthWrite ); setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits ); } _this.setObjectFaces( object ); if ( buffer instanceof THREE.BufferGeometry ) { _this.renderBufferDirect( camera, lights, fog, material, buffer, object ); } else { _this.renderBuffer( camera, lights, fog, material, buffer, object ); } } } }; function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) { var webglObject, object, material, program; for ( var i = 0, il = renderList.length; i < il; i ++ ) { webglObject = renderList[ i ]; object = webglObject.object; if ( object.visible ) { if ( overrideMaterial ) { material = overrideMaterial; } else { material = webglObject[ materialType ]; if ( ! material ) continue; if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst ); _this.setDepthTest( material.depthTest ); _this.setDepthWrite( material.depthWrite ); setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits ); } _this.renderImmediateObject( camera, lights, fog, material, object ); } } }; this.renderImmediateObject = function ( camera, lights, fog, material, object ) { var program = setProgram( camera, lights, fog, material, object ); _currentGeometryGroupHash = -1; _this.setObjectFaces( object ); if ( object.immediateRenderCallback ) { object.immediateRenderCallback( program, _gl, _frustum ); } else { object.render( function( object ) { _this.renderBufferImmediate( object, program, material.shading ); } ); } }; function unrollImmediateBufferMaterial ( globject ) { var object = globject.object, material = object.material; if ( material.transparent ) { globject.transparent = material; globject.opaque = null; } else { globject.opaque = material; globject.transparent = null; } }; function unrollBufferMaterial ( globject ) { var object = globject.object, buffer = globject.buffer, material, materialIndex, meshMaterial; meshMaterial = object.material; if ( meshMaterial instanceof THREE.MeshFaceMaterial ) { materialIndex = buffer.materialIndex; if ( materialIndex >= 0 ) { material = object.geometry.materials[ materialIndex ]; if ( material.transparent ) { globject.transparent = material; globject.opaque = null; } else { globject.opaque = material; globject.transparent = null; } } } else { material = meshMaterial; if ( material ) { if ( material.transparent ) { globject.transparent = material; globject.opaque = null; } else { globject.opaque = material; globject.transparent = null; } } } }; // Geometry splitting function sortFacesByMaterial ( geometry ) { var f, fl, face, materialIndex, vertices, materialHash, groupHash, hash_map = {}; var numMorphTargets = geometry.morphTargets.length; var numMorphNormals = geometry.morphNormals.length; geometry.geometryGroups = {}; for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) { face = geometry.faces[ f ]; materialIndex = face.materialIndex; materialHash = ( materialIndex !== undefined ) ? materialIndex : -1; if ( hash_map[ materialHash ] === undefined ) { hash_map[ materialHash ] = { 'hash': materialHash, 'counter': 0 }; } groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter; if ( geometry.geometryGroups[ groupHash ] === undefined ) { geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals }; } vertices = face instanceof THREE.Face3 ? 3 : 4; if ( geometry.geometryGroups[ groupHash ].vertices + vertices > 65535 ) { hash_map[ materialHash ].counter += 1; groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter; if ( geometry.geometryGroups[ groupHash ] === undefined ) { geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals }; } } if ( face instanceof THREE.Face3 ) { geometry.geometryGroups[ groupHash ].faces3.push( f ); } else { geometry.geometryGroups[ groupHash ].faces4.push( f ); } geometry.geometryGroups[ groupHash ].vertices += vertices; } geometry.geometryGroupsList = []; for ( var g in geometry.geometryGroups ) { geometry.geometryGroups[ g ].id = _geometryGroupCounter ++; geometry.geometryGroupsList.push( geometry.geometryGroups[ g ] ); } }; // Objects refresh this.initWebGLObjects = function ( scene ) { if ( !scene.__webglObjects ) { scene.__webglObjects = []; scene.__webglObjectsImmediate = []; scene.__webglSprites = []; scene.__webglFlares = []; } while ( scene.__objectsAdded.length ) { addObject( scene.__objectsAdded[ 0 ], scene ); scene.__objectsAdded.splice( 0, 1 ); } while ( scene.__objectsRemoved.length ) { removeObject( scene.__objectsRemoved[ 0 ], scene ); scene.__objectsRemoved.splice( 0, 1 ); } // update must be called after objects adding / removal for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) { updateObject( scene.__webglObjects[ o ].object ); } }; // Objects adding function addObject ( object, scene ) { var g, geometry, geometryGroup; if ( ! object.__webglInit ) { object.__webglInit = true; object._modelViewMatrix = new THREE.Matrix4(); object._normalMatrix = new THREE.Matrix3(); object._normalMatrixArray = new Float32Array( 9 ); object._modelViewMatrixArray = new Float32Array( 16 ); object._objectMatrixArray = new Float32Array( 16 ); //object.matrixWorld.flattenToArray( object._objectMatrixArray ); if ( object instanceof THREE.Mesh ) { geometry = object.geometry; if ( geometry instanceof THREE.Geometry ) { if ( geometry.geometryGroups === undefined ) { sortFacesByMaterial( geometry ); } // create separate VBOs per geometry chunk for ( g in geometry.geometryGroups ) { geometryGroup = geometry.geometryGroups[ g ]; // initialise VBO on the first access if ( ! geometryGroup.__webglVertexBuffer ) { createMeshBuffers( geometryGroup ); initMeshBuffers( geometryGroup, object ); geometry.__dirtyVertices = true; geometry.__dirtyMorphTargets = true; geometry.__dirtyElements = true; geometry.__dirtyUvs = true; geometry.__dirtyNormals = true; geometry.__dirtyTangents = true; geometry.__dirtyColors = true; } } } } else if ( object instanceof THREE.Ribbon ) { geometry = object.geometry; if( ! geometry.__webglVertexBuffer ) { createRibbonBuffers( geometry ); initRibbonBuffers( geometry ); geometry.__dirtyVertices = true; geometry.__dirtyColors = true; } } else if ( object instanceof THREE.Line ) { geometry = object.geometry; if( ! geometry.__webglVertexBuffer ) { createLineBuffers( geometry ); initLineBuffers( geometry, object ); geometry.__dirtyVertices = true; geometry.__dirtyColors = true; } } else if ( object instanceof THREE.ParticleSystem ) { geometry = object.geometry; if ( ! geometry.__webglVertexBuffer ) { createParticleBuffers( geometry ); initParticleBuffers( geometry, object ); geometry.__dirtyVertices = true; geometry.__dirtyColors = true; } } } if ( ! object.__webglActive ) { if ( object instanceof THREE.Mesh ) { geometry = object.geometry; if ( geometry instanceof THREE.BufferGeometry ) { addBuffer( scene.__webglObjects, geometry, object ); } else { for ( g in geometry.geometryGroups ) { geometryGroup = geometry.geometryGroups[ g ]; addBuffer( scene.__webglObjects, geometryGroup, object ); } } } else if ( object instanceof THREE.Ribbon || object instanceof THREE.Line || object instanceof THREE.ParticleSystem ) { geometry = object.geometry; addBuffer( scene.__webglObjects, geometry, object ); } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) { addBufferImmediate( scene.__webglObjectsImmediate, object ); } else if ( object instanceof THREE.Sprite ) { scene.__webglSprites.push( object ); } else if ( object instanceof THREE.LensFlare ) { scene.__webglFlares.push( object ); } object.__webglActive = true; } }; function addBuffer ( objlist, buffer, object ) { objlist.push( { buffer: buffer, object: object, opaque: null, transparent: null } ); }; function addBufferImmediate ( objlist, object ) { objlist.push( { object: object, opaque: null, transparent: null } ); }; // Objects updates function updateObject ( object ) { var geometry = object.geometry, geometryGroup, customAttributesDirty, material; if ( object instanceof THREE.Mesh ) { if ( geometry instanceof THREE.BufferGeometry ) { /* if ( geometry.__dirtyVertices || geometry.__dirtyElements || geometry.__dirtyUvs || geometry.__dirtyNormals || geometry.__dirtyColors ) { // TODO // set buffers from typed arrays } */ geometry.__dirtyVertices = false; geometry.__dirtyElements = false; geometry.__dirtyUvs = false; geometry.__dirtyNormals = false; geometry.__dirtyColors = false; } else { // check all geometry groups for( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) { geometryGroup = geometry.geometryGroupsList[ i ]; material = getBufferMaterial( object, geometryGroup ); customAttributesDirty = material.attributes && areCustomAttributesDirty( material ); if ( geometry.__dirtyVertices || geometry.__dirtyMorphTargets || geometry.__dirtyElements || geometry.__dirtyUvs || geometry.__dirtyNormals || geometry.__dirtyColors || geometry.__dirtyTangents || customAttributesDirty ) { setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, !geometry.dynamic, material ); } } geometry.__dirtyVertices = false; geometry.__dirtyMorphTargets = false; geometry.__dirtyElements = false; geometry.__dirtyUvs = false; geometry.__dirtyNormals = false; geometry.__dirtyColors = false; geometry.__dirtyTangents = false; material.attributes && clearCustomAttributes( material ); } } else if ( object instanceof THREE.Ribbon ) { if ( geometry.__dirtyVertices || geometry.__dirtyColors ) { setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW ); } geometry.__dirtyVertices = false; geometry.__dirtyColors = false; } else if ( object instanceof THREE.Line ) { material = getBufferMaterial( object, geometryGroup ); customAttributesDirty = material.attributes && areCustomAttributesDirty( material ); if ( geometry.__dirtyVertices || geometry.__dirtyColors || customAttributesDirty ) { setLineBuffers( geometry, _gl.DYNAMIC_DRAW ); } geometry.__dirtyVertices = false; geometry.__dirtyColors = false; material.attributes && clearCustomAttributes( material ); } else if ( object instanceof THREE.ParticleSystem ) { material = getBufferMaterial( object, geometryGroup ); customAttributesDirty = material.attributes && areCustomAttributesDirty( material ); if ( geometry.__dirtyVertices || geometry.__dirtyColors || object.sortParticles || customAttributesDirty ) { setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object ); } geometry.__dirtyVertices = false; geometry.__dirtyColors = false; material.attributes && clearCustomAttributes( material ); } }; // Objects updates - custom attributes check function areCustomAttributesDirty ( material ) { for ( var a in material.attributes ) { if ( material.attributes[ a ].needsUpdate ) return true; } return false; }; function clearCustomAttributes ( material ) { for ( var a in material.attributes ) { material.attributes[ a ].needsUpdate = false; } }; // Objects removal function removeObject ( object, scene ) { if ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem || object instanceof THREE.Ribbon || object instanceof THREE.Line ) { removeInstances( scene.__webglObjects, object ); } else if ( object instanceof THREE.Sprite ) { removeInstancesDirect( scene.__webglSprites, object ); } else if ( object instanceof THREE.LensFlare ) { removeInstancesDirect( scene.__webglFlares, object ); } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) { removeInstances( scene.__webglObjectsImmediate, object ); } object.__webglActive = false; }; function removeInstances ( objlist, object ) { for ( var o = objlist.length - 1; o >= 0; o -- ) { if ( objlist[ o ].object === object ) { objlist.splice( o, 1 ); } } }; function removeInstancesDirect ( objlist, object ) { for ( var o = objlist.length - 1; o >= 0; o -- ) { if ( objlist[ o ] === object ) { objlist.splice( o, 1 ); } } }; // Materials this.initMaterial = function ( material, lights, fog, object ) { var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID; if ( material instanceof THREE.MeshDepthMaterial ) { shaderID = 'depth'; } else if ( material instanceof THREE.MeshNormalMaterial ) { shaderID = 'normal'; } else if ( material instanceof THREE.MeshBasicMaterial ) { shaderID = 'basic'; } else if ( material instanceof THREE.MeshLambertMaterial ) { shaderID = 'lambert'; } else if ( material instanceof THREE.MeshPhongMaterial ) { shaderID = 'phong'; } else if ( material instanceof THREE.LineBasicMaterial ) { shaderID = 'basic'; } else if ( material instanceof THREE.ParticleBasicMaterial ) { shaderID = 'particle_basic'; } if ( shaderID ) { setMaterialShaders( material, THREE.ShaderLib[ shaderID ] ); } // heuristics to create shader parameters according to lights in the scene // (not to blow over maxLights budget) maxLightCount = allocateLights( lights ); maxShadows = allocateShadows( lights ); maxBones = allocateBones( object ); parameters = { map: !!material.map, envMap: !!material.envMap, lightMap: !!material.lightMap, vertexColors: material.vertexColors, fog: fog, useFog: material.fog, sizeAttenuation: material.sizeAttenuation, skinning: material.skinning, morphTargets: material.morphTargets, morphNormals: material.morphNormals, maxMorphTargets: this.maxMorphTargets, maxMorphNormals: this.maxMorphNormals, maxDirLights: maxLightCount.directional, maxPointLights: maxLightCount.point, maxBones: maxBones, shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow, shadowMapSoft: this.shadowMapSoft, shadowMapDebug: this.shadowMapDebug, shadowMapCascade: this.shadowMapCascade, maxShadows: maxShadows, alphaTest: material.alphaTest, metal: material.metal, perPixel: material.perPixel, wrapAround: material.wrapAround, doubleSided: object && object.doubleSided }; material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, parameters ); var attributes = material.program.attributes; if ( attributes.position >= 0 ) _gl.enableVertexAttribArray( attributes.position ); if ( attributes.color >= 0 ) _gl.enableVertexAttribArray( attributes.color ); if ( attributes.normal >= 0 ) _gl.enableVertexAttribArray( attributes.normal ); if ( attributes.tangent >= 0 ) _gl.enableVertexAttribArray( attributes.tangent ); if ( material.skinning && attributes.skinVertexA >=0 && attributes.skinVertexB >= 0 && attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) { _gl.enableVertexAttribArray( attributes.skinVertexA ); _gl.enableVertexAttribArray( attributes.skinVertexB ); _gl.enableVertexAttribArray( attributes.skinIndex ); _gl.enableVertexAttribArray( attributes.skinWeight ); } if ( material.attributes ) { for ( a in material.attributes ) { if( attributes[ a ] !== undefined && attributes[ a ] >= 0 ) _gl.enableVertexAttribArray( attributes[ a ] ); } } if ( material.morphTargets ) { material.numSupportedMorphTargets = 0; var id, base = "morphTarget"; for ( i = 0; i < this.maxMorphTargets; i ++ ) { id = base + i; if ( attributes[ id ] >= 0 ) { _gl.enableVertexAttribArray( attributes[ id ] ); material.numSupportedMorphTargets ++; } } } if ( material.morphNormals ) { material.numSupportedMorphNormals = 0; var id, base = "morphNormal"; for ( i = 0; i < this.maxMorphNormals; i ++ ) { id = base + i; if ( attributes[ id ] >= 0 ) { _gl.enableVertexAttribArray( attributes[ id ] ); material.numSupportedMorphNormals ++; } } } material.uniformsList = []; for ( u in material.uniforms ) { material.uniformsList.push( [ material.uniforms[ u ], u ] ); } }; function setMaterialShaders( material, shaders ) { material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms ); material.vertexShader = shaders.vertexShader; material.fragmentShader = shaders.fragmentShader; }; function setProgram( camera, lights, fog, material, object ) { if ( ! material.program || material.needsUpdate ) { _this.initMaterial( material, lights, fog, object ); material.needsUpdate = false; } if ( material.morphTargets ) { if ( ! object.__webglMorphTargetInfluences ) { object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets ); for ( var i = 0, il = _this.maxMorphTargets; i < il; i ++ ) { object.__webglMorphTargetInfluences[ i ] = 0; } } } var refreshMaterial = false; var program = material.program, p_uniforms = program.uniforms, m_uniforms = material.uniforms; if ( program !== _currentProgram ) { _gl.useProgram( program ); _currentProgram = program; refreshMaterial = true; } if ( material.id !== _currentMaterialId ) { _currentMaterialId = material.id; refreshMaterial = true; } if ( refreshMaterial || camera !== _currentCamera ) { _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera._projectionMatrixArray ); if ( camera !== _currentCamera ) _currentCamera = camera; } if ( refreshMaterial ) { // refresh uniforms common to several materials if ( fog && material.fog ) { refreshUniformsFog( m_uniforms, fog ); } if ( material instanceof THREE.MeshPhongMaterial || material instanceof THREE.MeshLambertMaterial || material.lights ) { setupLights( program, lights ); refreshUniformsLights( m_uniforms, _lights ); } if ( material instanceof THREE.MeshBasicMaterial || material instanceof THREE.MeshLambertMaterial || material instanceof THREE.MeshPhongMaterial ) { refreshUniformsCommon( m_uniforms, material ); } // refresh single material specific uniforms if ( material instanceof THREE.LineBasicMaterial ) { refreshUniformsLine( m_uniforms, material ); } else if ( material instanceof THREE.ParticleBasicMaterial ) { refreshUniformsParticle( m_uniforms, material ); } else if ( material instanceof THREE.MeshPhongMaterial ) { refreshUniformsPhong( m_uniforms, material ); } else if ( material instanceof THREE.MeshLambertMaterial ) { refreshUniformsLambert( m_uniforms, material ); } else if ( material instanceof THREE.MeshDepthMaterial ) { m_uniforms.mNear.value = camera.near; m_uniforms.mFar.value = camera.far; m_uniforms.opacity.value = material.opacity; } else if ( material instanceof THREE.MeshNormalMaterial ) { m_uniforms.opacity.value = material.opacity; } if ( object.receiveShadow && ! material._shadowPass ) { refreshUniformsShadow( m_uniforms, lights ); } // load common uniforms loadUniformsGeneric( program, material.uniformsList ); // load material specific uniforms // (shader material also gets them for the sake of genericity) if ( material instanceof THREE.ShaderMaterial || material instanceof THREE.MeshPhongMaterial || material.envMap ) { if ( p_uniforms.cameraPosition !== null ) { var position = camera.matrixWorld.getPosition(); _gl.uniform3f( p_uniforms.cameraPosition, position.x, position.y, position.z ); } } if ( material instanceof THREE.MeshPhongMaterial || material instanceof THREE.MeshLambertMaterial || material instanceof THREE.ShaderMaterial || material.skinning ) { if ( p_uniforms.viewMatrix !== null ) { _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera._viewMatrixArray ); } } if ( material.skinning ) { _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.boneMatrices ); } } loadUniformsMatrices( p_uniforms, object ); if ( material instanceof THREE.ShaderMaterial || material.envMap || material.skinning || object.receiveShadow ) { if ( p_uniforms.objectMatrix !== null ) { _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object.matrixWorld.elements ); } } return program; }; // Uniforms (refresh uniforms objects) function refreshUniformsCommon ( uniforms, material ) { uniforms.opacity.value = material.opacity; if ( _this.gammaInput ) { uniforms.diffuse.value.copyGammaToLinear( material.color ); } else { uniforms.diffuse.value = material.color; } uniforms.map.texture = material.map; if ( material.map ) { uniforms.offsetRepeat.value.set( material.map.offset.x, material.map.offset.y, material.map.repeat.x, material.map.repeat.y ); } uniforms.lightMap.texture = material.lightMap; uniforms.envMap.texture = material.envMap; uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : -1; if ( _this.gammaInput ) { //uniforms.reflectivity.value = material.reflectivity * material.reflectivity; uniforms.reflectivity.value = material.reflectivity; } else { uniforms.reflectivity.value = material.reflectivity; } uniforms.refractionRatio.value = material.refractionRatio; uniforms.combine.value = material.combine; uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping; }; function refreshUniformsLine ( uniforms, material ) { uniforms.diffuse.value = material.color; uniforms.opacity.value = material.opacity; }; function refreshUniformsParticle ( uniforms, material ) { uniforms.psColor.value = material.color; uniforms.opacity.value = material.opacity; uniforms.size.value = material.size; uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this. uniforms.map.texture = material.map; }; function refreshUniformsFog ( uniforms, fog ) { uniforms.fogColor.value = fog.color; if ( fog instanceof THREE.Fog ) { uniforms.fogNear.value = fog.near; uniforms.fogFar.value = fog.far; } else if ( fog instanceof THREE.FogExp2 ) { uniforms.fogDensity.value = fog.density; } }; function refreshUniformsPhong ( uniforms, material ) { uniforms.shininess.value = material.shininess; if ( _this.gammaInput ) { uniforms.ambient.value.copyGammaToLinear( material.ambient ); uniforms.emissive.value.copyGammaToLinear( material.emissive ); uniforms.specular.value.copyGammaToLinear( material.specular ); } else { uniforms.ambient.value = material.ambient; uniforms.emissive.value = material.emissive; uniforms.specular.value = material.specular; } if ( material.wrapAround ) { uniforms.wrapRGB.value.copy( material.wrapRGB ); } }; function refreshUniformsLambert ( uniforms, material ) { if ( _this.gammaInput ) { uniforms.ambient.value.copyGammaToLinear( material.ambient ); uniforms.emissive.value.copyGammaToLinear( material.emissive ); } else { uniforms.ambient.value = material.ambient; uniforms.emissive.value = material.emissive; } if ( material.wrapAround ) { uniforms.wrapRGB.value.copy( material.wrapRGB ); } }; function refreshUniformsLights ( uniforms, lights ) { uniforms.ambientLightColor.value = lights.ambient; uniforms.directionalLightColor.value = lights.directional.colors; uniforms.directionalLightDirection.value = lights.directional.positions; uniforms.pointLightColor.value = lights.point.colors; uniforms.pointLightPosition.value = lights.point.positions; uniforms.pointLightDistance.value = lights.point.distances; }; function refreshUniformsShadow ( uniforms, lights ) { if ( uniforms.shadowMatrix ) { var j = 0; for ( var i = 0, il = lights.length; i < il; i ++ ) { var light = lights[ i ]; if ( ! light.castShadow ) continue; if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) { uniforms.shadowMap.texture[ j ] = light.shadowMap; uniforms.shadowMapSize.value[ j ] = light.shadowMapSize; uniforms.shadowMatrix.value[ j ] = light.shadowMatrix; uniforms.shadowDarkness.value[ j ] = light.shadowDarkness; uniforms.shadowBias.value[ j ] = light.shadowBias; j ++; } } } }; // Uniforms (load to GPU) function loadUniformsMatrices ( uniforms, object ) { _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements ); if ( uniforms.normalMatrix ) { _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrixArray ); } }; function loadUniformsGeneric ( program, uniforms ) { var uniform, value, type, location, texture, i, il, j, jl, offset; for( j = 0, jl = uniforms.length; j < jl; j ++ ) { location = program.uniforms[ uniforms[ j ][ 1 ] ]; if ( !location ) continue; uniform = uniforms[ j ][ 0 ]; type = uniform.type; value = uniform.value; // single integer if( type === "i" ) { _gl.uniform1i( location, value ); // single float } else if( type === "f" ) { _gl.uniform1f( location, value ); // single THREE.Vector2 } else if( type === "v2" ) { _gl.uniform2f( location, value.x, value.y ); // single THREE.Vector3 } else if( type === "v3" ) { _gl.uniform3f( location, value.x, value.y, value.z ); // single THREE.Vector4 } else if( type === "v4" ) { _gl.uniform4f( location, value.x, value.y, value.z, value.w ); // single THREE.Color } else if( type === "c" ) { _gl.uniform3f( location, value.r, value.g, value.b ); // flat array of floats (JS or typed array) } else if( type === "fv1" ) { _gl.uniform1fv( location, value ); // flat array of floats with 3 x N size (JS or typed array) } else if( type === "fv" ) { _gl.uniform3fv( location, value ); // array of THREE.Vector2 } else if( type === "v2v" ) { if ( ! uniform._array ) { uniform._array = new Float32Array( 2 * value.length ); } for ( i = 0, il = value.length; i < il; i ++ ) { offset = i * 2; uniform._array[ offset ] = value[ i ].x; uniform._array[ offset + 1 ] = value[ i ].y; } _gl.uniform2fv( location, uniform._array ); // array of THREE.Vector3 } else if( type === "v3v" ) { if ( ! uniform._array ) { uniform._array = new Float32Array( 3 * value.length ); } for ( i = 0, il = value.length; i < il; i ++ ) { offset = i * 3; uniform._array[ offset ] = value[ i ].x; uniform._array[ offset + 1 ] = value[ i ].y; uniform._array[ offset + 2 ] = value[ i ].z; } _gl.uniform3fv( location, uniform._array ); // array of THREE.Vector4 } else if( type == "v4v" ) { if ( ! uniform._array ) { uniform._array = new Float32Array( 4 * value.length ); } for ( i = 0, il = value.length; i < il; i ++ ) { offset = i * 4; uniform._array[ offset ] = value[ i ].x; uniform._array[ offset + 1 ] = value[ i ].y; uniform._array[ offset + 2 ] = value[ i ].z; uniform._array[ offset + 3 ] = value[ i ].w; } _gl.uniform4fv( location, uniform._array ); // single THREE.Matrix4 } else if( type === "m4" ) { if ( ! uniform._array ) { uniform._array = new Float32Array( 16 ); } value.flattenToArray( uniform._array ); _gl.uniformMatrix4fv( location, false, uniform._array ); // array of THREE.Matrix4 } else if( type === "m4v" ) { if ( ! uniform._array ) { uniform._array = new Float32Array( 16 * value.length ); } for ( i = 0, il = value.length; i < il; i ++ ) { value[ i ].flattenToArrayOffset( uniform._array, i * 16 ); } _gl.uniformMatrix4fv( location, false, uniform._array ); // single THREE.Texture (2d or cube) } else if( type === "t" ) { _gl.uniform1i( location, value ); texture = uniform.texture; if ( !texture ) continue; if ( texture.image instanceof Array && texture.image.length === 6 ) { setCubeTexture( texture, value ); } else if ( texture instanceof THREE.WebGLRenderTargetCube ) { setCubeTextureDynamic( texture, value ); } else { _this.setTexture( texture, value ); } // array of THREE.Texture (2d) } else if( type === "tv" ) { if ( ! uniform._array ) { uniform._array = []; for( i = 0, il = uniform.texture.length; i < il; i ++ ) { uniform._array[ i ] = value + i; } } _gl.uniform1iv( location, uniform._array ); for( i = 0, il = uniform.texture.length; i < il; i ++ ) { texture = uniform.texture[ i ]; if ( !texture ) continue; _this.setTexture( texture, uniform._array[ i ] ); } } } }; function setupMatrices ( object, camera ) { object._modelViewMatrix.multiply( camera.matrixWorldInverse, object.matrixWorld); object._normalMatrix.getInverse( object._modelViewMatrix ); object._normalMatrix.transposeIntoArray( object._normalMatrixArray ); }; function setupLights ( program, lights ) { var l, ll, light, n, r = 0, g = 0, b = 0, color, position, intensity, distance, zlights = _lights, dcolors = zlights.directional.colors, dpositions = zlights.directional.positions, pcolors = zlights.point.colors, ppositions = zlights.point.positions, pdistances = zlights.point.distances, dlength = 0, plength = 0, doffset = 0, poffset = 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 ( _this.gammaInput ) { r += color.r * color.r; g += color.g * color.g; b += color.b * color.b; } else { r += color.r; g += color.g; b += color.b; } } else if ( light instanceof THREE.DirectionalLight ) { doffset = dlength * 3; if ( _this.gammaInput ) { dcolors[ doffset ] = color.r * color.r * intensity * intensity; dcolors[ doffset + 1 ] = color.g * color.g * intensity * intensity; dcolors[ doffset + 2 ] = color.b * color.b * intensity * intensity; } else { dcolors[ doffset ] = color.r * intensity; dcolors[ doffset + 1 ] = color.g * intensity; dcolors[ doffset + 2 ] = color.b * intensity; } _direction.copy( light.matrixWorld.getPosition() ); _direction.subSelf( light.target.matrixWorld.getPosition() ); _direction.normalize(); dpositions[ doffset ] = _direction.x; dpositions[ doffset + 1 ] = _direction.y; dpositions[ doffset + 2 ] = _direction.z; dlength += 1; } else if( light instanceof THREE.PointLight || light instanceof THREE.SpotLight ) { poffset = plength * 3; if ( _this.gammaInput ) { pcolors[ poffset ] = color.r * color.r * intensity * intensity; pcolors[ poffset + 1 ] = color.g * color.g * intensity * intensity; pcolors[ poffset + 2 ] = color.b * color.b * intensity * intensity; } else { pcolors[ poffset ] = color.r * intensity; pcolors[ poffset + 1 ] = color.g * intensity; pcolors[ poffset + 2 ] = color.b * intensity; } position = light.matrixWorld.getPosition(); ppositions[ poffset ] = position.x; ppositions[ poffset + 1 ] = position.y; ppositions[ poffset + 2 ] = position.z; pdistances[ plength ] = distance; plength += 1; } } // null eventual remains from removed lights // (this is to avoid if in shader) for ( l = dlength * 3, ll = dcolors.length; l < ll; l ++ ) dcolors[ l ] = 0.0; for ( l = plength * 3, ll = pcolors.length; l < ll; l ++ ) pcolors[ l ] = 0.0; zlights.point.length = plength; zlights.directional.length = dlength; zlights.ambient[ 0 ] = r; zlights.ambient[ 1 ] = g; zlights.ambient[ 2 ] = b; }; // GL state setting this.setFaceCulling = function ( cullFace, frontFace ) { if ( cullFace ) { if ( !frontFace || frontFace === "ccw" ) { _gl.frontFace( _gl.CCW ); } else { _gl.frontFace( _gl.CW ); } if( cullFace === "back" ) { _gl.cullFace( _gl.BACK ); } else if( cullFace === "front" ) { _gl.cullFace( _gl.FRONT ); } else { _gl.cullFace( _gl.FRONT_AND_BACK ); } _gl.enable( _gl.CULL_FACE ); } else { _gl.disable( _gl.CULL_FACE ); } }; this.setObjectFaces = function ( object ) { if ( _oldDoubleSided !== object.doubleSided ) { if( object.doubleSided ) { _gl.disable( _gl.CULL_FACE ); } else { _gl.enable( _gl.CULL_FACE ); } _oldDoubleSided = object.doubleSided; } if ( _oldFlipSided !== object.flipSided ) { if( object.flipSided ) { _gl.frontFace( _gl.CW ); } else { _gl.frontFace( _gl.CCW ); } _oldFlipSided = object.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 ) { switch ( blending ) { case THREE.NoBlending: _gl.disable( _gl.BLEND ); break; case THREE.AdditiveBlending: _gl.enable( _gl.BLEND ); _gl.blendEquation( _gl.FUNC_ADD ); _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE ); break; case THREE.SubtractiveBlending: // TODO: Find blendFuncSeparate() combination _gl.enable( _gl.BLEND ); _gl.blendEquation( _gl.FUNC_ADD ); _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR ); break; case THREE.MultiplyBlending: // TODO: Find blendFuncSeparate() combination _gl.enable( _gl.BLEND ); _gl.blendEquation( _gl.FUNC_ADD ); _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR ); break; case THREE.CustomBlending: _gl.enable( _gl.BLEND ); break; default: _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 ); break; } _oldBlending = blending; } if ( blending === THREE.CustomBlending ) { if ( blendEquation !== _oldBlendEquation ) { _gl.blendEquation( paramThreeToGL( blendEquation ) ); _oldBlendEquation = blendEquation; } if ( blendSrc !== _oldBlendSrc || blendDst !== _oldBlendDst ) { _gl.blendFunc( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ) ); _oldBlendSrc = blendSrc; _oldBlendDst = blendDst; } } else { _oldBlendEquation = null; _oldBlendSrc = null; _oldBlendDst = null; } }; // Shaders function buildProgram ( shaderID, fragmentShader, vertexShader, uniforms, attributes, parameters ) { var p, pl, program, code; var chunks = []; // Generate code if ( shaderID ) { chunks.push( shaderID ); } else { chunks.push( fragmentShader ); chunks.push( vertexShader ); } for ( p in parameters ) { chunks.push( p ); chunks.push( parameters[ p ] ); } code = chunks.join(); // Check if code has been already compiled for ( p = 0, pl = _programs.length; p < pl; p ++ ) { if ( _programs[ p ].code === code ) { // console.log( "Code already compiled." /*: \n\n" + code*/ ); return _programs[ p ].program; } } //console.log( "building new program " ); // program = _gl.createProgram(); var prefix_vertex = [ "precision " + _precision + " float;", ( _maxVertexTextures > 0 ) ? "#define VERTEX_TEXTURES" : "", _this.gammaInput ? "#define GAMMA_INPUT" : "", _this.gammaOutput ? "#define GAMMA_OUTPUT" : "", _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "", "#define MAX_DIR_LIGHTS " + parameters.maxDirLights, "#define MAX_POINT_LIGHTS " + parameters.maxPointLights, "#define MAX_SHADOWS " + parameters.maxShadows, "#define MAX_BONES " + parameters.maxBones, parameters.map ? "#define USE_MAP" : "", parameters.envMap ? "#define USE_ENVMAP" : "", parameters.lightMap ? "#define USE_LIGHTMAP" : "", parameters.vertexColors ? "#define USE_COLOR" : "", parameters.skinning ? "#define USE_SKINNING" : "", parameters.morphTargets ? "#define USE_MORPHTARGETS" : "", parameters.morphNormals ? "#define USE_MORPHNORMALS" : "", parameters.perPixel ? "#define PHONG_PER_PIXEL" : "", parameters.wrapAround ? "#define WRAP_AROUND" : "", parameters.doubleSided ? "#define DOUBLE_SIDED" : "", parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "", parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "", parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "", parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "", parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "", "uniform mat4 objectMatrix;", "uniform mat4 modelViewMatrix;", "uniform mat4 projectionMatrix;", "uniform mat4 viewMatrix;", "uniform mat3 normalMatrix;", "uniform vec3 cameraPosition;", "attribute vec3 position;", "attribute vec3 normal;", "attribute vec2 uv;", "attribute vec2 uv2;", "#ifdef USE_COLOR", "attribute vec3 color;", "#endif", "#ifdef USE_MORPHTARGETS", "attribute vec3 morphTarget0;", "attribute vec3 morphTarget1;", "attribute vec3 morphTarget2;", "attribute vec3 morphTarget3;", "#ifdef USE_MORPHNORMALS", "attribute vec3 morphNormal0;", "attribute vec3 morphNormal1;", "attribute vec3 morphNormal2;", "attribute vec3 morphNormal3;", "#else", "attribute vec3 morphTarget4;", "attribute vec3 morphTarget5;", "attribute vec3 morphTarget6;", "attribute vec3 morphTarget7;", "#endif", "#endif", "#ifdef USE_SKINNING", "attribute vec4 skinVertexA;", "attribute vec4 skinVertexB;", "attribute vec4 skinIndex;", "attribute vec4 skinWeight;", "#endif", "" ].join("\n"); var prefix_fragment = [ "precision " + _precision + " float;", "#define MAX_DIR_LIGHTS " + parameters.maxDirLights, "#define MAX_POINT_LIGHTS " + parameters.maxPointLights, "#define MAX_SHADOWS " + parameters.maxShadows, parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "", _this.gammaInput ? "#define GAMMA_INPUT" : "", _this.gammaOutput ? "#define GAMMA_OUTPUT" : "", _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "", ( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "", ( parameters.useFog && parameters.fog instanceof THREE.FogExp2 ) ? "#define FOG_EXP2" : "", parameters.map ? "#define USE_MAP" : "", parameters.envMap ? "#define USE_ENVMAP" : "", parameters.lightMap ? "#define USE_LIGHTMAP" : "", parameters.vertexColors ? "#define USE_COLOR" : "", parameters.metal ? "#define METAL" : "", parameters.perPixel ? "#define PHONG_PER_PIXEL" : "", parameters.wrapAround ? "#define WRAP_AROUND" : "", parameters.doubleSided ? "#define DOUBLE_SIDED" : "", parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "", parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "", parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "", parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "", "uniform mat4 viewMatrix;", "uniform vec3 cameraPosition;", "" ].join("\n"); _gl.attachShader( program, getShader( "fragment", prefix_fragment + fragmentShader ) ); _gl.attachShader( program, getShader( "vertex", prefix_vertex + vertexShader ) ); _gl.linkProgram( program ); if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) { console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" ); } //console.log( prefix_fragment + fragmentShader ); //console.log( prefix_vertex + vertexShader ); program.uniforms = {}; program.attributes = {}; var identifiers, u, a, i; // cache uniform locations identifiers = [ 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'objectMatrix', 'cameraPosition', 'boneGlobalMatrices', 'morphTargetInfluences' ]; for ( u in uniforms ) { identifiers.push( u ); } cacheUniformLocations( program, identifiers ); // cache attributes locations identifiers = [ "position", "normal", "uv", "uv2", "tangent", "color", "skinVertexA", "skinVertexB", "skinIndex", "skinWeight" ]; for ( i = 0; i < parameters.maxMorphTargets; i ++ ) { identifiers.push( "morphTarget" + i ); } for ( i = 0; i < parameters.maxMorphNormals; i ++ ) { identifiers.push( "morphNormal" + i ); } for ( a in attributes ) { identifiers.push( a ); } cacheAttributeLocations( program, identifiers ); program.id = _programs.length; _programs.push( { program: program, code: code } ); _this.info.memory.programs = _programs.length; return program; }; // Shader parameters cache function cacheUniformLocations ( program, identifiers ) { var i, l, id; for( i = 0, l = identifiers.length; i < l; i ++ ) { id = identifiers[ i ]; program.uniforms[ id ] = _gl.getUniformLocation( program, id ); } }; function cacheAttributeLocations ( program, identifiers ) { var i, l, id; for( i = 0, l = identifiers.length; i < l; i ++ ) { id = identifiers[ i ]; program.attributes[ id ] = _gl.getAttribLocation( program, id ); } }; function getShader ( type, string ) { var shader; if ( type === "fragment" ) { shader = _gl.createShader( _gl.FRAGMENT_SHADER ); } else if ( type === "vertex" ) { shader = _gl.createShader( _gl.VERTEX_SHADER ); } _gl.shaderSource( shader, string ); _gl.compileShader( shader ); if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) { console.error( _gl.getShaderInfoLog( shader ) ); console.error( string ); return null; } return shader; }; // Textures function isPowerOfTwo ( value ) { return ( value & ( value - 1 ) ) === 0; }; function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) { if ( isImagePowerOfTwo ) { _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) ); _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) ); _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) ); _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) ); } else { _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE ); _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE ); _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) ); _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) ); } }; this.setTexture = function ( texture, slot ) { if ( texture.needsUpdate ) { if ( ! texture.__webglInit ) { texture.__webglInit = true; texture.__webglTexture = _gl.createTexture(); _this.info.memory.textures ++; } _gl.activeTexture( _gl.TEXTURE0 + slot ); _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture ); _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha ); var image = texture.image, isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ), glFormat = paramThreeToGL( texture.format ), glType = paramThreeToGL( texture.type ); setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo ); if ( texture instanceof THREE.DataTexture ) { _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data ); } else { _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image ); } if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D ); texture.needsUpdate = false; if ( texture.onUpdate ) texture.onUpdate(); } else { _gl.activeTexture( _gl.TEXTURE0 + slot ); _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture ); } }; function clampToMaxSize ( image, maxSize ) { if ( image.width <= maxSize && image.height <= maxSize ) { return image; } // Warning: Scaling through the canvas will only work with images that use // premultiplied alpha. var maxDimension = Math.max( image.width, image.height ); var newWidth = Math.floor( image.width * maxSize / maxDimension ); var newHeight = Math.floor( image.height * maxSize / maxDimension ); var canvas = document.createElement( 'canvas' ); canvas.width = newWidth; canvas.height = newHeight; var ctx = canvas.getContext( "2d" ); ctx.drawImage( image, 0, 0, image.width, image.height, 0, 0, newWidth, newHeight ); return canvas; } function setCubeTexture ( texture, slot ) { if ( texture.image.length === 6 ) { if ( texture.needsUpdate ) { if ( ! texture.image.__webglTextureCube ) { texture.image.__webglTextureCube = _gl.createTexture(); } _gl.activeTexture( _gl.TEXTURE0 + slot ); _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube ); var cubeImage = []; for ( var i = 0; i < 6; i ++ ) { if ( _this.autoScaleCubemaps ) { cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize ); } else { cubeImage[ i ] = texture.image[ i ]; } } var image = cubeImage[ 0 ], isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ), glFormat = paramThreeToGL( texture.format ), glType = paramThreeToGL( texture.type ); setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo ); for ( var i = 0; i < 6; i ++ ) { _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] ); } if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP ); texture.needsUpdate = false; if ( texture.onUpdate ) texture.onUpdate(); } else { _gl.activeTexture( _gl.TEXTURE0 + slot ); _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube ); } } }; function setCubeTextureDynamic ( texture, slot ) { _gl.activeTexture( _gl.TEXTURE0 + slot ); _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture ); }; // Render targets function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) { _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 ); }; function setupRenderBuffer ( renderbuffer, renderTarget ) { _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer ); if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) { _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height ); _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer ); /* For some reason this is not working. Defaulting to RGBA4. } else if( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) { _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height ); _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer ); */ } else if( renderTarget.depthBuffer && renderTarget.stencilBuffer ) { _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height ); _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer ); } else { _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height ); } }; this.setRenderTarget = function ( renderTarget ) { var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube ); if ( renderTarget && ! renderTarget.__webglFramebuffer ) { if( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true; if( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true; renderTarget.__webglTexture = _gl.createTexture(); // Setup texture, create render and frame buffers var isTargetPowerOfTwo = isPowerOfTwo( renderTarget.width ) && isPowerOfTwo( renderTarget.height ), glFormat = paramThreeToGL( renderTarget.format ), glType = paramThreeToGL( renderTarget.type ); if ( isCube ) { renderTarget.__webglFramebuffer = []; renderTarget.__webglRenderbuffer = []; _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture ); setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo ); for ( var i = 0; i < 6; i ++ ) { renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer(); renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer(); _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null ); setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i ); setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget ); } if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP ); } else { renderTarget.__webglFramebuffer = _gl.createFramebuffer(); renderTarget.__webglRenderbuffer = _gl.createRenderbuffer(); _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture ); setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo ); _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null ); setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D ); setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget ); if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D ); } // Release everything if ( isCube ) { _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null ); } else { _gl.bindTexture( _gl.TEXTURE_2D, null ); } _gl.bindRenderbuffer( _gl.RENDERBUFFER, null ); _gl.bindFramebuffer( _gl.FRAMEBUFFER, null); } var framebuffer, width, height, vx, vy; if ( renderTarget ) { if ( isCube ) { framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ]; } else { framebuffer = renderTarget.__webglFramebuffer; } width = renderTarget.width; height = renderTarget.height; vx = 0; vy = 0; } else { framebuffer = null; width = _viewportWidth; height = _viewportHeight; vx = _viewportX; vy = _viewportY; } if ( framebuffer !== _currentFramebuffer ) { _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); _gl.viewport( vx, vy, width, height ); _currentFramebuffer = framebuffer; } _currentWidth = width; _currentHeight = height; }; function updateRenderTargetMipmap ( renderTarget ) { if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) { _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture ); _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP ); _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null ); } else { _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture ); _gl.generateMipmap( _gl.TEXTURE_2D ); _gl.bindTexture( _gl.TEXTURE_2D, null ); } }; // Fallback filters for non-power-of-2 textures function filterFallback ( f ) { switch ( f ) { case THREE.NearestFilter: case THREE.NearestMipMapNearestFilter: case THREE.NearestMipMapLinearFilter: return _gl.NEAREST; break; case THREE.LinearFilter: case THREE.LinearMipMapNearestFilter: case THREE.LinearMipMapLinearFilter: default: return _gl.LINEAR; break; } }; // Map three.js constants to WebGL constants function paramThreeToGL ( p ) { switch ( p ) { case THREE.RepeatWrapping: return _gl.REPEAT; break; case THREE.ClampToEdgeWrapping: return _gl.CLAMP_TO_EDGE; break; case THREE.MirroredRepeatWrapping: return _gl.MIRRORED_REPEAT; break; case THREE.NearestFilter: return _gl.NEAREST; break; case THREE.NearestMipMapNearestFilter: return _gl.NEAREST_MIPMAP_NEAREST; break; case THREE.NearestMipMapLinearFilter: return _gl.NEAREST_MIPMAP_LINEAR; break; case THREE.LinearFilter: return _gl.LINEAR; break; case THREE.LinearMipMapNearestFilter: return _gl.LINEAR_MIPMAP_NEAREST; break; case THREE.LinearMipMapLinearFilter: return _gl.LINEAR_MIPMAP_LINEAR; break; case THREE.ByteType: return _gl.BYTE; break; case THREE.UnsignedByteType: return _gl.UNSIGNED_BYTE; break; case THREE.ShortType: return _gl.SHORT; break; case THREE.UnsignedShortType: return _gl.UNSIGNED_SHORT; break; case THREE.IntType: return _gl.INT; break; case THREE.UnsignedIntType: return _gl.UNSIGNED_INT; break; case THREE.FloatType: return _gl.FLOAT; break; case THREE.AlphaFormat: return _gl.ALPHA; break; case THREE.RGBFormat: return _gl.RGB; break; case THREE.RGBAFormat: return _gl.RGBA; break; case THREE.LuminanceFormat: return _gl.LUMINANCE; break; case THREE.LuminanceAlphaFormat: return _gl.LUMINANCE_ALPHA; break; case THREE.AddEquation: return _gl.FUNC_ADD; break; case THREE.SubtractEquation: return _gl.FUNC_SUBTRACT; break; case THREE.ReverseSubtractEquation: return _gl.FUNC_REVERSE_SUBTRACT; break; case THREE.ZeroFactor: return _gl.ZERO; break; case THREE.OneFactor: return _gl.ONE; break; case THREE.SrcColorFactor: return _gl.SRC_COLOR; break; case THREE.OneMinusSrcColorFactor: return _gl.ONE_MINUS_SRC_COLOR; break; case THREE.SrcAlphaFactor: return _gl.SRC_ALPHA; break; case THREE.OneMinusSrcAlphaFactor: return _gl.ONE_MINUS_SRC_ALPHA; break; case THREE.DstAlphaFactor: return _gl.DST_ALPHA; break; case THREE.OneMinusDstAlphaFactor: return _gl.ONE_MINUS_DST_ALPHA; break; case THREE.DstColorFactor: return _gl.DST_COLOR; break; case THREE.OneMinusDstColorFactor: return _gl.ONE_MINUS_DST_COLOR; break; case THREE.SrcAlphaSaturateFactor: return _gl.SRC_ALPHA_SATURATE; break; } return 0; }; // Allocations function allocateBones ( object ) { // 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 maxBones = 50; if ( object !== undefined && object instanceof THREE.SkinnedMesh ) { maxBones = object.bones.length; } return maxBones; }; function allocateLights ( lights ) { var l, ll, light, dirLights, pointLights, maxDirLights, maxPointLights; dirLights = pointLights = maxDirLights = maxPointLights = 0; for ( l = 0, ll = lights.length; l < ll; l++ ) { light = lights[ l ]; if ( light.onlyShadow ) continue; if ( light instanceof THREE.DirectionalLight ) dirLights ++; if ( light instanceof THREE.PointLight ) pointLights ++; if ( light instanceof THREE.SpotLight ) pointLights ++; } if ( ( pointLights + dirLights ) <= _maxLights ) { maxDirLights = dirLights; maxPointLights = pointLights; } else { maxDirLights = Math.ceil( _maxLights * dirLights / ( pointLights + dirLights ) ); maxPointLights = _maxLights - maxDirLights; } return { 'directional' : maxDirLights, 'point' : maxPointLights }; }; function allocateShadows ( lights ) { var l, ll, light, maxShadows = 0; for ( l = 0, ll = lights.length; l < ll; l++ ) { light = lights[ l ]; if ( ! light.castShadow ) continue; if ( light instanceof THREE.SpotLight ) maxShadows ++; if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++; } return maxShadows; }; // Initialization function initGL () { var gl; try { if ( ! ( gl = _canvas.getContext( 'experimental-webgl', { alpha: _alpha, premultipliedAlpha: _premultipliedAlpha, antialias: _antialias, stencil: _stencil, preserveDrawingBuffer: _preserveDrawingBuffer } ) ) ) { throw 'Error creating WebGL context.'; } console.log( navigator.userAgent + " | " + gl.getParameter( gl.VERSION ) + " | " + gl.getParameter( gl.VENDOR ) + " | " + gl.getParameter( gl.RENDERER ) + " | " + gl.getParameter( gl.SHADING_LANGUAGE_VERSION ) ); } catch ( error ) { console.error( error ); } return gl; }; function setDefaultGLState () { _gl.clearColor( 0, 0, 0, 1 ); _gl.clearDepth( 1 ); _gl.clearStencil( 0 ); _gl.enable( _gl.DEPTH_TEST ); _gl.depthFunc( _gl.LEQUAL ); _gl.frontFace( _gl.CCW ); _gl.cullFace( _gl.BACK ); _gl.enable( _gl.CULL_FACE ); _gl.enable( _gl.BLEND ); _gl.blendEquation( _gl.FUNC_ADD ); _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA ); _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha ); }; // default plugins (order is important) this.shadowMapPlugin = new THREE.ShadowMapPlugin(); this.addPrePlugin( this.shadowMapPlugin ); this.addPostPlugin( new THREE.SpritePlugin() ); this.addPostPlugin( new THREE.LensFlarePlugin() ); }; /** * @author szimek / https://github.com/szimek/ */ 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.offset = new THREE.Vector2( 0, 0 ); this.repeat = new THREE.Vector2( 1, 1 ); this.format = options.format !== undefined ? options.format : THREE.RGBAFormat; this.type = options.type !== undefined ? options.type : THREE.UnsignedByteType; this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true; this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true; this.generateMipmaps = true; }; THREE.WebGLRenderTarget.prototype.clone = function() { var tmp = new THREE.WebGLRenderTarget( this.width, this.height ); tmp.wrapS = this.wrapS; tmp.wrapT = this.wrapT; tmp.magFilter = this.magFilter; tmp.minFilter = this.minFilter; tmp.offset.copy( this.offset ); tmp.repeat.copy( this.repeat ); tmp.format = this.format; tmp.type = this.type; tmp.depthBuffer = this.depthBuffer; tmp.stencilBuffer = this.stencilBuffer; return tmp; }; /** * @author alteredq / http://alteredqualia.com */ THREE.WebGLRenderTargetCube = function ( width, height, options ) { THREE.WebGLRenderTarget.call( this, width, height, options ); this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5 }; THREE.WebGLRenderTargetCube.prototype = new THREE.WebGLRenderTarget(); THREE.WebGLRenderTargetCube.prototype.constructor = THREE.WebGLRenderTargetCube; /** * @author mr.doob / http://mrdoob.com/ */ THREE.RenderableVertex = function () { this.positionWorld = new THREE.Vector3(); this.positionScreen = new THREE.Vector4(); this.visible = true; }; THREE.RenderableVertex.prototype.copy = function ( vertex ) { this.positionWorld.copy( vertex.positionWorld ); this.positionScreen.copy( vertex.positionScreen ); } /** * @author mr.doob / http://mrdoob.com/ */ THREE.RenderableFace3 = function () { this.v1 = new THREE.RenderableVertex(); this.v2 = new THREE.RenderableVertex(); this.v3 = new THREE.RenderableVertex(); this.centroidWorld = new THREE.Vector3(); this.centroidScreen = new THREE.Vector3(); this.normalWorld = new THREE.Vector3(); this.vertexNormalsWorld = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ]; this.material = null; this.faceMaterial = null; this.uvs = [[]]; this.z = null; }; /** * @author mr.doob / http://mrdoob.com/ */ THREE.RenderableFace4 = function () { this.v1 = new THREE.RenderableVertex(); this.v2 = new THREE.RenderableVertex(); this.v3 = new THREE.RenderableVertex(); this.v4 = new THREE.RenderableVertex(); this.centroidWorld = new THREE.Vector3(); this.centroidScreen = new THREE.Vector3(); this.normalWorld = new THREE.Vector3(); this.vertexNormalsWorld = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ]; this.material = null; this.faceMaterial = null; this.uvs = [[]]; this.z = null; }; /** * @author mr.doob / http://mrdoob.com/ */ THREE.RenderableObject = function () { this.object = null; this.z = null; }; /** * @author mr.doob / http://mrdoob.com/ */ THREE.RenderableParticle = function () { this.x = null; this.y = null; this.z = null; this.rotation = null; this.scale = new THREE.Vector2(); this.material = null; }; /** * @author mr.doob / http://mrdoob.com/ */ THREE.RenderableLine = function () { this.z = null; this.v1 = new THREE.RenderableVertex(); this.v2 = new THREE.RenderableVertex(); this.material = null; }; /** * @author alteredq / http://alteredqualia.com/ */ THREE.ColorUtils = { adjustHSV : function ( color, h, s, v ) { var hsv = THREE.ColorUtils.__hsv; THREE.ColorUtils.rgbToHsv( color, hsv ); hsv.h = THREE.Math.clamp( hsv.h + h, 0, 1 ); hsv.s = THREE.Math.clamp( hsv.s + s, 0, 1 ); hsv.v = THREE.Math.clamp( hsv.v + v, 0, 1 ); color.setHSV( hsv.h, hsv.s, hsv.v ); }, // based on MochiKit implementation by Bob Ippolito rgbToHsv : function ( color, hsv ) { var r = color.r; var g = color.g; var b = color.b; var max = Math.max( Math.max( r, g ), b ); var min = Math.min( Math.min( r, g ), b ); var hue; var saturation; var value = max; if ( min === max ) { hue = 0; saturation = 0; } else { var delta = ( max - min ); saturation = delta / max; if ( r === max ) { hue = ( g - b ) / delta; } else if ( g === max ) { hue = 2 + ( ( b - r ) / delta ); } else { hue = 4 + ( ( r - g ) / delta ); } hue /= 6; if ( hue < 0 ) { hue += 1; } if ( hue > 1 ) { hue -= 1; } } if ( hsv === undefined ) { hsv = { h: 0, s: 0, v: 0 }; } hsv.h = hue; hsv.s = saturation; hsv.v = value; return hsv; } }; THREE.ColorUtils.__hsv = { h: 0, s: 0, v: 0 };/** * @author mrdoob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ */ THREE.GeometryUtils = { // Merge two geometries or geometry and geometry from object (using object's transform) merge: function ( geometry1, object2 /* mesh | geometry */ ) { var matrix, matrixRotation, vertexOffset = geometry1.vertices.length, uvPosition = geometry1.faceVertexUvs[ 0 ].length, geometry2 = object2 instanceof THREE.Mesh ? object2.geometry : object2, vertices1 = geometry1.vertices, vertices2 = geometry2.vertices, faces1 = geometry1.faces, faces2 = geometry2.faces, uvs1 = geometry1.faceVertexUvs[ 0 ], uvs2 = geometry2.faceVertexUvs[ 0 ]; var geo1MaterialsMap = {}; for ( var i = 0; i < geometry1.materials.length; i ++ ) { var id = geometry1.materials[ i ].id; geo1MaterialsMap[ id ] = i; } if ( object2 instanceof THREE.Mesh ) { object2.matrixAutoUpdate && object2.updateMatrix(); matrix = object2.matrix; matrixRotation = new THREE.Matrix4(); matrixRotation.extractRotation( matrix, object2.scale ); } // vertices for ( var i = 0, il = vertices2.length; i < il; i ++ ) { var vertex = vertices2[ i ]; var vertexCopy = vertex.clone(); if ( matrix ) matrix.multiplyVector3( vertexCopy.position ); vertices1.push( vertexCopy ); } // faces for ( i = 0, il = faces2.length; i < il; i ++ ) { var face = faces2[ i ], faceCopy, normal, color, faceVertexNormals = face.vertexNormals, faceVertexColors = face.vertexColors; if ( face instanceof THREE.Face3 ) { faceCopy = new THREE.Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset ); } else if ( face instanceof THREE.Face4 ) { faceCopy = new THREE.Face4( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset, face.d + vertexOffset ); } faceCopy.normal.copy( face.normal ); if ( matrixRotation ) matrixRotation.multiplyVector3( faceCopy.normal ); for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) { normal = faceVertexNormals[ j ].clone(); if ( matrixRotation ) matrixRotation.multiplyVector3( normal ); faceCopy.vertexNormals.push( normal ); } faceCopy.color.copy( face.color ); for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) { color = faceVertexColors[ j ]; faceCopy.vertexColors.push( color.clone() ); } if ( face.materialIndex !== undefined ) { var material2 = geometry2.materials[ face.materialIndex ]; var materialId2 = material2.id; var materialIndex = geo1MaterialsMap[ materialId2 ]; if ( materialIndex === undefined ) { materialIndex = geometry1.materials.length; geo1MaterialsMap[ materialId2 ] = materialIndex; geometry1.materials.push( material2 ); } faceCopy.materialIndex = materialIndex; } faceCopy.centroid.copy( face.centroid ); if ( matrix ) matrix.multiplyVector3( faceCopy.centroid ); faces1.push( faceCopy ); } // uvs for ( i = 0, il = uvs2.length; i < il; i ++ ) { var uv = uvs2[ i ], uvCopy = []; for ( var j = 0, jl = uv.length; j < jl; j ++ ) { uvCopy.push( new THREE.UV( uv[ j ].u, uv[ j ].v ) ); } uvs1.push( uvCopy ); } }, clone: function ( geometry ) { var cloneGeo = new THREE.Geometry(); var i, il; var vertices = geometry.vertices, faces = geometry.faces, uvs = geometry.faceVertexUvs[ 0 ]; // materials if ( geometry.materials ) { cloneGeo.materials = geometry.materials.slice(); } // vertices for ( i = 0, il = vertices.length; i < il; i ++ ) { var vertex = vertices[ i ]; cloneGeo.vertices.push( vertex.clone() ); } // faces for ( i = 0, il = faces.length; i < il; i ++ ) { var face = faces[ i ]; cloneGeo.faces.push( face.clone() ); } // uvs for ( i = 0, il = uvs.length; i < il; i ++ ) { var uv = uvs[ i ], uvCopy = []; for ( var j = 0, jl = uv.length; j < jl; j ++ ) { uvCopy.push( new THREE.UV( uv[ j ].u, uv[ j ].v ) ); } cloneGeo.faceVertexUvs[ 0 ].push( uvCopy ); } return cloneGeo; }, // Get random point in triangle (via barycentric coordinates) // (uniform distribution) // http://www.cgafaq.info/wiki/Random_Point_In_Triangle randomPointInTriangle: function ( vectorA, vectorB, vectorC ) { var a, b, c, point = new THREE.Vector3(), tmp = THREE.GeometryUtils.__v1; a = THREE.GeometryUtils.random(); b = THREE.GeometryUtils.random(); if ( ( a + b ) > 1 ) { a = 1 - a; b = 1 - b; } c = 1 - a - b; point.copy( vectorA ); point.multiplyScalar( a ); tmp.copy( vectorB ); tmp.multiplyScalar( b ); point.addSelf( tmp ); tmp.copy( vectorC ); tmp.multiplyScalar( c ); point.addSelf( tmp ); return point; }, // Get random point in face (triangle / quad) // (uniform distribution) randomPointInFace: function ( face, geometry, useCachedAreas ) { var vA, vB, vC, vD; if ( face instanceof THREE.Face3 ) { vA = geometry.vertices[ face.a ].position; vB = geometry.vertices[ face.b ].position; vC = geometry.vertices[ face.c ].position; return THREE.GeometryUtils.randomPointInTriangle( vA, vB, vC ); } else if ( face instanceof THREE.Face4 ) { vA = geometry.vertices[ face.a ].position; vB = geometry.vertices[ face.b ].position; vC = geometry.vertices[ face.c ].position; vD = geometry.vertices[ face.d ].position; var area1, area2; if ( useCachedAreas ) { if ( face._area1 && face._area2 ) { area1 = face._area1; area2 = face._area2; } else { area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD ); area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD ); face._area1 = area1; face._area2 = area2; } } else { area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD ), area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD ); } var r = THREE.GeometryUtils.random() * ( area1 + area2 ); if ( r < area1 ) { return THREE.GeometryUtils.randomPointInTriangle( vA, vB, vD ); } else { return THREE.GeometryUtils.randomPointInTriangle( vB, vC, vD ); } } }, // Get uniformly distributed random points in mesh // - create array with cumulative sums of face areas // - pick random number from 0 to total area // - find corresponding place in area array by binary search // - get random point in face randomPointsInGeometry: function ( geometry, n ) { var face, i, faces = geometry.faces, vertices = geometry.vertices, il = faces.length, totalArea = 0, cumulativeAreas = [], vA, vB, vC, vD; // precompute face areas for ( i = 0; i < il; i ++ ) { face = faces[ i ]; if ( face instanceof THREE.Face3 ) { vA = vertices[ face.a ].position; vB = vertices[ face.b ].position; vC = vertices[ face.c ].position; face._area = THREE.GeometryUtils.triangleArea( vA, vB, vC ); } else if ( face instanceof THREE.Face4 ) { vA = vertices[ face.a ].position; vB = vertices[ face.b ].position; vC = vertices[ face.c ].position; vD = vertices[ face.d ].position; face._area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD ); face._area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD ); face._area = face._area1 + face._area2; } totalArea += face._area; cumulativeAreas[ i ] = totalArea; } // binary search cumulative areas array function binarySearchIndices( value ) { function binarySearch( start, end ) { // return closest larger index // if exact number is not found if ( end < start ) return start; var mid = start + Math.floor( ( end - start ) / 2 ); if ( cumulativeAreas[ mid ] > value ) { return binarySearch( start, mid - 1 ); } else if ( cumulativeAreas[ mid ] < value ) { return binarySearch( mid + 1, end ); } else { return mid; } } var result = binarySearch( 0, cumulativeAreas.length - 1 ) return result; } // pick random face weighted by face area var r, index, result = []; var stats = {}; for ( i = 0; i < n; i ++ ) { r = THREE.GeometryUtils.random() * totalArea; index = binarySearchIndices( r ); result[ i ] = THREE.GeometryUtils.randomPointInFace( faces[ index ], geometry, true ); if ( ! stats[ index ] ) { stats[ index ] = 1; } else { stats[ index ] += 1; } } return result; }, // Get triangle area (by Heron's formula) // http://en.wikipedia.org/wiki/Heron%27s_formula triangleArea: function ( vectorA, vectorB, vectorC ) { var s, a, b, c, tmp = THREE.GeometryUtils.__v1; tmp.sub( vectorA, vectorB ); a = tmp.length(); tmp.sub( vectorA, vectorC ); b = tmp.length(); tmp.sub( vectorB, vectorC ); c = tmp.length(); s = 0.5 * ( a + b + c ); return Math.sqrt( s * ( s - a ) * ( s - b ) * ( s - c ) ); }, // Center geometry so that 0,0,0 is in center of bounding box center: function ( geometry ) { geometry.computeBoundingBox(); var bb = geometry.boundingBox; var offset = new THREE.Vector3(); offset.add( bb.min, bb.max ); offset.multiplyScalar( -0.5 ); geometry.applyMatrix( new THREE.Matrix4().makeTranslation( offset.x, offset.y, offset.z ) ); geometry.computeBoundingBox(); return offset; }, // Normalize UVs to be from <0,1> // (for now just the first set of UVs) normalizeUVs: function ( geometry ) { var uvSet = geometry.faceVertexUvs[ 0 ]; for ( var i = 0, il = uvSet.length; i < il; i ++ ) { var uvs = uvSet[ i ]; for ( var j = 0, jl = uvs.length; j < jl; j ++ ) { // texture repeat if( uvs[ j ].u !== 1.0 ) uvs[ j ].u = uvs[ j ].u - Math.floor( uvs[ j ].u ); if( uvs[ j ].v !== 1.0 ) uvs[ j ].v = uvs[ j ].v - Math.floor( uvs[ j ].v ); } } }, triangulateQuads: function ( geometry ) { var i, il, j, jl; var faces = []; var faceUvs = []; var faceVertexUvs = []; for ( i = 0, il = geometry.faceUvs.length; i < il; i ++ ) { faceUvs[ i ] = []; } for ( i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) { faceVertexUvs[ i ] = []; } for ( i = 0, il = geometry.faces.length; i < il; i ++ ) { var face = geometry.faces[ i ]; if ( face instanceof THREE.Face4 ) { var a = face.a; var b = face.b; var c = face.c; var d = face.d; var triA = new THREE.Face3(); var triB = new THREE.Face3(); triA.color.copy( face.color ); triB.color.copy( face.color ); triA.materialIndex = face.materialIndex; triB.materialIndex = face.materialIndex; triA.a = a; triA.b = b; triA.c = d; triB.a = b; triB.b = c; triB.c = d; if ( face.vertexColors.length === 4 ) { triA.vertexColors[ 0 ] = face.vertexColors[ 0 ].clone(); triA.vertexColors[ 1 ] = face.vertexColors[ 1 ].clone(); triA.vertexColors[ 2 ] = face.vertexColors[ 3 ].clone(); triB.vertexColors[ 0 ] = face.vertexColors[ 1 ].clone(); triB.vertexColors[ 1 ] = face.vertexColors[ 2 ].clone(); triB.vertexColors[ 2 ] = face.vertexColors[ 3 ].clone(); } faces.push( triA, triB ); for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) { if ( geometry.faceVertexUvs[ j ].length ) { var uvs = geometry.faceVertexUvs[ j ][ i ]; var uvA = uvs[ 0 ]; var uvB = uvs[ 1 ]; var uvC = uvs[ 2 ]; var uvD = uvs[ 3 ]; var uvsTriA = [ uvA.clone(), uvB.clone(), uvD.clone() ]; var uvsTriB = [ uvB.clone(), uvC.clone(), uvD.clone() ]; faceVertexUvs[ j ].push( uvsTriA, uvsTriB ); } } for ( j = 0, jl = geometry.faceUvs.length; j < jl; j ++ ) { if ( geometry.faceUvs[ j ].length ) { var faceUv = geometry.faceUvs[ j ][ i ]; faceUvs[ j ].push( faceUv, faceUv ); } } } else { faces.push( face ); for ( j = 0, jl = geometry.faceUvs.length; j < jl; j ++ ) { faceUvs[ j ].push( geometry.faceUvs[ j ] ); } for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) { faceVertexUvs[ j ].push( geometry.faceVertexUvs[ j ] ); } } } geometry.faces = faces; geometry.faceUvs = faceUvs; geometry.faceVertexUvs = faceVertexUvs; geometry.computeCentroids(); geometry.computeFaceNormals(); geometry.computeVertexNormals(); if ( geometry.hasTangents ) geometry.computeTangents(); }, // Make all faces use unique vertices // so that each face can be separated from others explode: function( geometry ) { var vertices = []; for ( var i = 0, il = geometry.faces.length; i < il; i ++ ) { var n = vertices.length; var face = geometry.faces[ i ]; if ( face instanceof THREE.Face4 ) { var a = face.a; var b = face.b; var c = face.c; var d = face.d; var va = geometry.vertices[ a ]; var vb = geometry.vertices[ b ]; var vc = geometry.vertices[ c ]; var vd = geometry.vertices[ d ]; vertices.push( va.clone() ); vertices.push( vb.clone() ); vertices.push( vc.clone() ); vertices.push( vd.clone() ); face.a = n; face.b = n + 1; face.c = n + 2; face.d = n + 3; } else { var a = face.a; var b = face.b; var c = face.c; var va = geometry.vertices[ a ]; var vb = geometry.vertices[ b ]; var vc = geometry.vertices[ c ]; vertices.push( va.clone() ); vertices.push( vb.clone() ); vertices.push( vc.clone() ); face.a = n; face.b = n + 1; face.c = n + 2; } } geometry.vertices = vertices; delete geometry.__tmpVertices; }, // Break faces with edges longer than maxEdgeLength // - not recursive tessellate: function ( geometry, maxEdgeLength ) { var i, il, face, a, b, c, d, va, vb, vc, vd, dab, dbc, dac, dcd, dad, m, m1, m2, vm, vm1, vm2, vnm, vnm1, vnm2, vcm, vcm1, vcm2, triA, triB, quadA, quadB, edge; var faces = []; var faceVertexUvs = []; for ( i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) { faceVertexUvs[ i ] = []; } for ( i = 0, il = geometry.faces.length; i < il; i ++ ) { face = geometry.faces[ i ]; if ( face instanceof THREE.Face3 ) { a = face.a; b = face.b; c = face.c; va = geometry.vertices[ a ]; vb = geometry.vertices[ b ]; vc = geometry.vertices[ c ]; dab = va.position.distanceTo( vb.position ); dbc = vb.position.distanceTo( vc.position ); dac = va.position.distanceTo( vc.position ); if ( dab > maxEdgeLength || dbc > maxEdgeLength || dac > maxEdgeLength ) { m = geometry.vertices.length; triA = face.clone(); triB = face.clone(); if ( dab >= dbc && dab >= dac ) { vm = va.clone(); vm.position.lerpSelf( vb.position, 0.5 ); triA.a = a; triA.b = m; triA.c = c; triB.a = m; triB.b = b; triB.c = c; if ( face.vertexNormals.length === 3 ) { vnm = face.vertexNormals[ 0 ].clone(); vnm.lerpSelf( face.vertexNormals[ 1 ], 0.5 ); triA.vertexNormals[ 1 ].copy( vnm ); triB.vertexNormals[ 0 ].copy( vnm ); } if ( face.vertexColors.length === 3 ) { vcm = face.vertexColors[ 0 ].clone(); vcm.lerpSelf( face.vertexColors[ 1 ], 0.5 ); triA.vertexColors[ 1 ].copy( vcm ); triB.vertexColors[ 0 ].copy( vcm ); } edge = 0; } else if ( dbc >= dab && dbc >= dac ) { vm = vb.clone(); vm.position.lerpSelf( vc.position, 0.5 ); triA.a = a; triA.b = b; triA.c = m; triB.a = m; triB.b = c; triB.c = a; if ( face.vertexNormals.length === 3 ) { vnm = face.vertexNormals[ 1 ].clone(); vnm.lerpSelf( face.vertexNormals[ 2 ], 0.5 ); triA.vertexNormals[ 2 ].copy( vnm ); triB.vertexNormals[ 0 ].copy( vnm ); triB.vertexNormals[ 1 ].copy( face.vertexNormals[ 2 ] ); triB.vertexNormals[ 2 ].copy( face.vertexNormals[ 0 ] ); } if ( face.vertexColors.length === 3 ) { vcm = face.vertexColors[ 1 ].clone(); vcm.lerpSelf( face.vertexColors[ 2 ], 0.5 ); triA.vertexColors[ 2 ].copy( vcm ); triB.vertexColors[ 0 ].copy( vcm ); triB.vertexColors[ 1 ].copy( face.vertexColors[ 2 ] ); triB.vertexColors[ 2 ].copy( face.vertexColors[ 0 ] ); } edge = 1; } else { vm = va.clone(); vm.position.lerpSelf( vc.position, 0.5 ); triA.a = a; triA.b = b; triA.c = m; triB.a = m; triB.b = b; triB.c = c; if ( face.vertexNormals.length === 3 ) { vnm = face.vertexNormals[ 0 ].clone(); vnm.lerpSelf( face.vertexNormals[ 2 ], 0.5 ); triA.vertexNormals[ 2 ].copy( vnm ); triB.vertexNormals[ 0 ].copy( vnm ); } if ( face.vertexColors.length === 3 ) { vcm = face.vertexColors[ 0 ].clone(); vcm.lerpSelf( face.vertexColors[ 2 ], 0.5 ); triA.vertexColors[ 2 ].copy( vcm ); triB.vertexColors[ 0 ].copy( vcm ); } edge = 2; } faces.push( triA, triB ); geometry.vertices.push( vm ); var j, jl, uvs, uvA, uvB, uvC, uvM, uvsTriA, uvsTriB; for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) { if ( geometry.faceVertexUvs[ j ].length ) { uvs = geometry.faceVertexUvs[ j ][ i ]; uvA = uvs[ 0 ]; uvB = uvs[ 1 ]; uvC = uvs[ 2 ]; // AB if ( edge === 0 ) { uvM = uvA.clone(); uvM.lerpSelf( uvB, 0.5 ); uvsTriA = [ uvA.clone(), uvM.clone(), uvC.clone() ]; uvsTriB = [ uvM.clone(), uvB.clone(), uvC.clone() ]; // BC } else if ( edge === 1 ) { uvM = uvB.clone(); uvM.lerpSelf( uvC, 0.5 ); uvsTriA = [ uvA.clone(), uvB.clone(), uvM.clone() ]; uvsTriB = [ uvM.clone(), uvC.clone(), uvA.clone() ]; // AC } else { uvM = uvA.clone(); uvM.lerpSelf( uvC, 0.5 ); uvsTriA = [ uvA.clone(), uvB.clone(), uvM.clone() ]; uvsTriB = [ uvM.clone(), uvB.clone(), uvC.clone() ]; } faceVertexUvs[ j ].push( uvsTriA, uvsTriB ); } } } else { faces.push( face ); for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) { faceVertexUvs[ j ].push( geometry.faceVertexUvs[ j ] ); } } } else { a = face.a; b = face.b; c = face.c; d = face.d; va = geometry.vertices[ a ]; vb = geometry.vertices[ b ]; vc = geometry.vertices[ c ]; vd = geometry.vertices[ d ]; dab = va.position.distanceTo( vb.position ); dbc = vb.position.distanceTo( vc.position ); dcd = vc.position.distanceTo( vd.position ); dad = va.position.distanceTo( vd.position ); if ( dab > maxEdgeLength || dbc > maxEdgeLength || dcd > maxEdgeLength || dad > maxEdgeLength ) { m1 = geometry.vertices.length; m2 = geometry.vertices.length + 1; quadA = face.clone(); quadB = face.clone(); if ( ( dab >= dbc && dab >= dcd && dab >= dad ) || ( dcd >= dbc && dcd >= dab && dcd >= dad ) ) { vm1 = va.clone(); vm1.position.lerpSelf( vb.position, 0.5 ); vm2 = vc.clone(); vm2.position.lerpSelf( vd.position, 0.5 ); quadA.a = a; quadA.b = m1; quadA.c = m2; quadA.d = d; quadB.a = m1; quadB.b = b; quadB.c = c; quadB.d = m2; if ( face.vertexNormals.length === 4 ) { vnm1 = face.vertexNormals[ 0 ].clone(); vnm1.lerpSelf( face.vertexNormals[ 1 ], 0.5 ); vnm2 = face.vertexNormals[ 2 ].clone(); vnm2.lerpSelf( face.vertexNormals[ 3 ], 0.5 ); quadA.vertexNormals[ 1 ].copy( vnm1 ); quadA.vertexNormals[ 2 ].copy( vnm2 ); quadB.vertexNormals[ 0 ].copy( vnm1 ); quadB.vertexNormals[ 3 ].copy( vnm2 ); } if ( face.vertexColors.length === 4 ) { vcm1 = face.vertexColors[ 0 ].clone(); vcm1.lerpSelf( face.vertexColors[ 1 ], 0.5 ); vcm2 = face.vertexColors[ 2 ].clone(); vcm2.lerpSelf( face.vertexColors[ 3 ], 0.5 ); quadA.vertexColors[ 1 ].copy( vcm1 ); quadA.vertexColors[ 2 ].copy( vcm2 ); quadB.vertexColors[ 0 ].copy( vcm1 ); quadB.vertexColors[ 3 ].copy( vcm2 ); } edge = 0; } else { vm1 = vb.clone(); vm1.position.lerpSelf( vc.position, 0.5 ); vm2 = vd.clone(); vm2.position.lerpSelf( va.position, 0.5 ); quadA.a = a; quadA.b = b; quadA.c = m1; quadA.d = m2; quadB.a = m2; quadB.b = m1; quadB.c = c; quadB.d = d; if ( face.vertexNormals.length === 4 ) { vnm1 = face.vertexNormals[ 1 ].clone(); vnm1.lerpSelf( face.vertexNormals[ 2 ], 0.5 ); vnm2 = face.vertexNormals[ 3 ].clone(); vnm2.lerpSelf( face.vertexNormals[ 0 ], 0.5 ); quadA.vertexNormals[ 2 ].copy( vnm1 ); quadA.vertexNormals[ 3 ].copy( vnm2 ); quadB.vertexNormals[ 0 ].copy( vnm2 ); quadB.vertexNormals[ 1 ].copy( vnm1 ); } if ( face.vertexColors.length === 4 ) { vcm1 = face.vertexColors[ 1 ].clone(); vcm1.lerpSelf( face.vertexColors[ 2 ], 0.5 ); vcm2 = face.vertexColors[ 3 ].clone(); vcm2.lerpSelf( face.vertexColors[ 0 ], 0.5 ); quadA.vertexColors[ 2 ].copy( vcm1 ); quadA.vertexColors[ 3 ].copy( vcm2 ); quadB.vertexColors[ 0 ].copy( vcm2 ); quadB.vertexColors[ 1 ].copy( vcm1 ); } edge = 1; } faces.push( quadA, quadB ); geometry.vertices.push( vm1, vm2 ); var j, jl, uvs, uvA, uvB, uvC, uvD, uvM1, uvM2, uvsQuadA, uvsQuadB; for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) { if ( geometry.faceVertexUvs[ j ].length ) { uvs = geometry.faceVertexUvs[ j ][ i ]; uvA = uvs[ 0 ]; uvB = uvs[ 1 ]; uvC = uvs[ 2 ]; uvD = uvs[ 3 ]; // AB + CD if ( edge === 0 ) { uvM1 = uvA.clone(); uvM1.lerpSelf( uvB, 0.5 ); uvM2 = uvC.clone(); uvM2.lerpSelf( uvD, 0.5 ); uvsQuadA = [ uvA.clone(), uvM1.clone(), uvM2.clone(), uvD.clone() ]; uvsQuadB = [ uvM1.clone(), uvB.clone(), uvC.clone(), uvM2.clone() ]; // BC + AD } else { uvM1 = uvB.clone(); uvM1.lerpSelf( uvC, 0.5 ); uvM2 = uvD.clone(); uvM2.lerpSelf( uvA, 0.5 ); uvsQuadA = [ uvA.clone(), uvB.clone(), uvM1.clone(), uvM2.clone() ]; uvsQuadB = [ uvM2.clone(), uvM1.clone(), uvC.clone(), uvD.clone() ]; } faceVertexUvs[ j ].push( uvsQuadA, uvsQuadB ); } } } else { faces.push( face ); for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) { faceVertexUvs[ j ].push( geometry.faceVertexUvs[ j ] ); } } } } geometry.faces = faces; geometry.faceVertexUvs = faceVertexUvs; } }; THREE.GeometryUtils.random = THREE.Math.random16; THREE.GeometryUtils.__v1 = new THREE.Vector3(); /** * @author alteredq / http://alteredqualia.com/ * @author mrdoob / http://mrdoob.com/ */ THREE.ImageUtils = { crossOrigin: 'anonymous', loadTexture: function ( path, mapping, callback ) { var image = new Image(), texture = new THREE.Texture( image, mapping ); image.onload = function () { texture.needsUpdate = true; if ( callback ) callback( this ); }; image.crossOrigin = this.crossOrigin; image.src = path; return texture; }, loadTextureCube: function ( array, mapping, callback ) { var i, l, images = [], texture = new THREE.Texture( images, mapping ); images.loadCount = 0; for ( i = 0, l = array.length; i < l; ++ i ) { images[ i ] = new Image(); images[ i ].onload = function () { images.loadCount += 1; if ( images.loadCount === 6 ) texture.needsUpdate = true; if ( callback ) callback( this ); }; images[ i ].crossOrigin = this.crossOrigin; images[ i ].src = array[ i ]; } return texture; }, getNormalMap: function ( image, depth ) { // Adapted from http://www.paulbrunt.co.uk/lab/heightnormal/ var cross = function ( a, b ) { return [ a[ 1 ] * b[ 2 ] - a[ 2 ] * b[ 1 ], a[ 2 ] * b[ 0 ] - a[ 0 ] * b[ 2 ], a[ 0 ] * b[ 1 ] - a[ 1 ] * b[ 0 ] ]; } var subtract = function ( a, b ) { return [ a[ 0 ] - b[ 0 ], a[ 1 ] - b[ 1 ], a[ 2 ] - b[ 2 ] ]; } var normalize = function ( a ) { var l = Math.sqrt( a[ 0 ] * a[ 0 ] + a[ 1 ] * a[ 1 ] + a[ 2 ] * a[ 2 ] ); return [ a[ 0 ] / l, a[ 1 ] / l, a[ 2 ] / l ]; } depth = depth | 1; var width = image.width; var height = image.height; var canvas = document.createElement( 'canvas' ); canvas.width = width; canvas.height = height; var context = canvas.getContext( '2d' ); context.drawImage( image, 0, 0 ); var data = context.getImageData( 0, 0, width, height ).data; var imageData = context.createImageData( width, height ); var output = imageData.data; for ( var x = 0; x < width; x ++ ) { for ( var y = 1; y < height; y ++ ) { var ly = y - 1 < 0 ? height - 1 : y - 1; var uy = ( y + 1 ) % height; var lx = x - 1 < 0 ? width - 1 : x - 1; var ux = ( x + 1 ) % width; var points = []; var origin = [ 0, 0, data[ ( y * width + x ) * 4 ] / 255 * depth ]; points.push( [ - 1, 0, data[ ( y * width + lx ) * 4 ] / 255 * depth ] ); points.push( [ - 1, - 1, data[ ( ly * width + lx ) * 4 ] / 255 * depth ] ); points.push( [ 0, - 1, data[ ( ly * width + x ) * 4 ] / 255 * depth ] ); points.push( [ 1, - 1, data[ ( ly * width + ux ) * 4 ] / 255 * depth ] ); points.push( [ 1, 0, data[ ( y * width + ux ) * 4 ] / 255 * depth ] ); points.push( [ 1, 1, data[ ( uy * width + ux ) * 4 ] / 255 * depth ] ); points.push( [ 0, 1, data[ ( uy * width + x ) * 4 ] / 255 * depth ] ); points.push( [ - 1, 1, data[ ( uy * width + lx ) * 4 ] / 255 * depth ] ); var normals = []; var num_points = points.length; for ( var i = 0; i < num_points; i ++ ) { var v1 = points[ i ]; var v2 = points[ ( i + 1 ) % num_points ]; v1 = subtract( v1, origin ); v2 = subtract( v2, origin ); normals.push( normalize( cross( v1, v2 ) ) ); } var normal = [ 0, 0, 0 ]; for ( var i = 0; i < normals.length; i ++ ) { normal[ 0 ] += normals[ i ][ 0 ]; normal[ 1 ] += normals[ i ][ 1 ]; normal[ 2 ] += normals[ i ][ 2 ]; } normal[ 0 ] /= normals.length; normal[ 1 ] /= normals.length; normal[ 2 ] /= normals.length; var idx = ( y * width + x ) * 4; output[ idx ] = ( ( normal[ 0 ] + 1.0 ) / 2.0 * 255 ) | 0; output[ idx + 1 ] = ( ( normal[ 1 ] + 1.0 / 2.0 ) * 255 ) | 0; output[ idx + 2 ] = ( normal[ 2 ] * 255 ) | 0; output[ idx + 3 ] = 255; } } context.putImageData( imageData, 0, 0 ); return canvas; }, generateDataTexture: function ( width, height, color ) { var size = width * height; var data = new Uint8Array( 3 * size ); var r = Math.floor( color.r * 255 ); var g = Math.floor( color.g * 255 ); var b = Math.floor( color.b * 255 ); for ( var i = 0; i < size; i ++ ) { data[ i * 3 ] = r; data[ i * 3 + 1 ] = g; data[ i * 3 + 2 ] = b; } var texture = new THREE.DataTexture( data, width, height, THREE.RGBFormat ); texture.needsUpdate = true; return texture; } }; /** * @author alteredq / http://alteredqualia.com/ */ THREE.SceneUtils = { showHierarchy : function ( root, visible ) { THREE.SceneUtils.traverseHierarchy( root, function( node ) { node.visible = visible; } ); }, traverseHierarchy : function ( root, callback ) { var n, i, l = root.children.length; for ( i = 0; i < l; i ++ ) { n = root.children[ i ]; callback( n ); THREE.SceneUtils.traverseHierarchy( n, callback ); } }, createMultiMaterialObject : function ( geometry, materials ) { var i, il = materials.length, group = new THREE.Object3D(); for ( i = 0; i < il; i ++ ) { var object = new THREE.Mesh( geometry, materials[ i ] ); group.add( object ); } return group; }, cloneObject: function ( source ) { var object; // subclass specific properties // (must process in order from more specific subclasses to more abstract classes) if ( source instanceof THREE.MorphAnimMesh ) { object = new THREE.MorphAnimMesh( source.geometry, source.material ); object.duration = source.duration; object.mirroredLoop = source.mirroredLoop; object.time = source.time; object.lastKeyframe = source.lastKeyframe; object.currentKeyframe = source.currentKeyframe; object.direction = source.direction; object.directionBackwards = source.directionBackwards; } else if ( source instanceof THREE.SkinnedMesh ) { object = new THREE.SkinnedMesh( source.geometry, source.material ); } else if ( source instanceof THREE.Mesh ) { object = new THREE.Mesh( source.geometry, source.material ); } else if ( source instanceof THREE.Line ) { object = new THREE.Line( source.geometry, source.material, source.type ); } else if ( source instanceof THREE.Ribbon ) { object = new THREE.Ribbon( source.geometry, source.material ); } else if ( source instanceof THREE.ParticleSystem ) { object = new THREE.ParticleSystem( source.geometry, source.material ); object.sortParticles = source.sortParticles; } else if ( source instanceof THREE.Particle ) { object = new THREE.Particle( source.material ); } else if ( source instanceof THREE.Sprite ) { object = new THREE.Sprite( {} ); object.color.copy( source.color ); object.map = source.map; object.blending = source.blending; object.useScreenCoordinates = source.useScreenCoordinates; object.mergeWith3D = source.mergeWith3D; object.affectedByDistance = source.affectedByDistance; object.scaleByViewport = source.scaleByViewport; object.alignment = source.alignment; object.rotation3d.copy( source.rotation3d ); object.rotation = source.rotation; object.opacity = source.opacity; object.uvOffset.copy( source.uvOffset ); object.uvScale.copy( source.uvScale); } else if ( source instanceof THREE.LOD ) { object = new THREE.LOD(); } else if ( source instanceof THREE.MarchingCubes ) { object = new THREE.MarchingCubes( source.resolution, source.material ); object.field.set( source.field ); object.isolation = source.isolation; } else if ( source instanceof THREE.Object3D ) { object = new THREE.Object3D(); } // base class properties object.name = source.name; object.parent = source.parent; object.up.copy( source.up ); object.position.copy( source.position ); // because of Sprite madness if ( object.rotation instanceof THREE.Vector3 ) object.rotation.copy( source.rotation ); object.eulerOrder = source.eulerOrder; object.scale.copy( source.scale ); object.dynamic = source.dynamic; object.doubleSided = source.doubleSided; object.flipSided = source.flipSided; object.renderDepth = source.renderDepth; object.rotationAutoUpdate = source.rotationAutoUpdate; object.matrix.copy( source.matrix ); object.matrixWorld.copy( source.matrixWorld ); object.matrixRotationWorld.copy( source.matrixRotationWorld ); object.matrixAutoUpdate = source.matrixAutoUpdate; object.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate; object.quaternion.copy( source.quaternion ); object.useQuaternion = source.useQuaternion; object.boundRadius = source.boundRadius; object.boundRadiusScale = source.boundRadiusScale; object.visible = source.visible; object.castShadow = source.castShadow; object.receiveShadow = source.receiveShadow; object.frustumCulled = source.frustumCulled; // children for ( var i = 0; i < source.children.length; i ++ ) { var child = THREE.SceneUtils.cloneObject( source.children[ i ] ); object.children[ i ] = child; child.parent = object; } // LODs need to be patched separately to use cloned children if ( source instanceof THREE.LOD ) { for ( var i = 0; i < source.LODs.length; i ++ ) { var lod = source.LODs[ i ]; object.LODs[ i ] = { visibleAtDistance: lod.visibleAtDistance, object3D: object.children[ i ] }; } } return object; }, detach : function ( child, parent, scene ) { child.applyMatrix( parent.matrixWorld ); parent.remove( child ); scene.add( child ); }, attach: function ( child, scene, parent ) { var matrixWorldInverse = new THREE.Matrix4(); matrixWorldInverse.getInverse( parent.matrixWorld ); child.applyMatrix( matrixWorldInverse ); scene.remove( child ); parent.add( child ); } }; /** * @author alteredq / http://alteredqualia.com/ * @author mr.doob / http://mrdoob.com/ * * ShaderUtils currently contains: * * fresnel * normal * cube * */ if ( THREE.WebGLRenderer ) { THREE.ShaderUtils = { lib: { /* ------------------------------------------------------------------------- // Fresnel shader // - based on Nvidia Cg tutorial ------------------------------------------------------------------------- */ 'fresnel': { uniforms: { "mRefractionRatio": { type: "f", value: 1.02 }, "mFresnelBias": { type: "f", value: 0.1 }, "mFresnelPower": { type: "f", value: 2.0 }, "mFresnelScale": { type: "f", value: 1.0 }, "tCube": { type: "t", value: 1, texture: null } }, fragmentShader: [ "uniform samplerCube tCube;", "varying vec3 vReflect;", "varying vec3 vRefract[3];", "varying float vReflectionFactor;", "void main() {", "vec4 reflectedColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );", "vec4 refractedColor = vec4( 1.0, 1.0, 1.0, 1.0 );", "refractedColor.r = textureCube( tCube, vec3( -vRefract[0].x, vRefract[0].yz ) ).r;", "refractedColor.g = textureCube( tCube, vec3( -vRefract[1].x, vRefract[1].yz ) ).g;", "refractedColor.b = textureCube( tCube, vec3( -vRefract[2].x, vRefract[2].yz ) ).b;", "refractedColor.a = 1.0;", "gl_FragColor = mix( refractedColor, reflectedColor, clamp( vReflectionFactor, 0.0, 1.0 ) );", "}" ].join("\n"), vertexShader: [ "uniform float mRefractionRatio;", "uniform float mFresnelBias;", "uniform float mFresnelScale;", "uniform float mFresnelPower;", "varying vec3 vReflect;", "varying vec3 vRefract[3];", "varying float vReflectionFactor;", "void main() {", "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", "vec4 mPosition = objectMatrix * vec4( position, 1.0 );", "vec3 nWorld = normalize ( mat3( objectMatrix[0].xyz, objectMatrix[1].xyz, objectMatrix[2].xyz ) * normal );", "vec3 I = mPosition.xyz - cameraPosition;", "vReflect = reflect( I, nWorld );", "vRefract[0] = refract( normalize( I ), nWorld, mRefractionRatio );", "vRefract[1] = refract( normalize( I ), nWorld, mRefractionRatio * 0.99 );", "vRefract[2] = refract( normalize( I ), nWorld, mRefractionRatio * 0.98 );", "vReflectionFactor = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( I ), nWorld ), mFresnelPower );", "gl_Position = projectionMatrix * mvPosition;", "}" ].join("\n") }, /* ------------------------------------------------------------------------- // Normal map shader // - Blinn-Phong // - normal + diffuse + specular + AO + displacement + reflection + shadow maps // - point and directional lights (use with "lights: true" material option) ------------------------------------------------------------------------- */ 'normal' : { uniforms: THREE.UniformsUtils.merge( [ THREE.UniformsLib[ "fog" ], THREE.UniformsLib[ "lights" ], THREE.UniformsLib[ "shadowmap" ], { "enableAO" : { type: "i", value: 0 }, "enableDiffuse" : { type: "i", value: 0 }, "enableSpecular" : { type: "i", value: 0 }, "enableReflection": { type: "i", value: 0 }, "tDiffuse" : { type: "t", value: 0, texture: null }, "tCube" : { type: "t", value: 1, texture: null }, "tNormal" : { type: "t", value: 2, texture: null }, "tSpecular" : { type: "t", value: 3, texture: null }, "tAO" : { type: "t", value: 4, texture: null }, "tDisplacement": { type: "t", value: 5, texture: null }, "uNormalScale": { type: "f", value: 1.0 }, "uDisplacementBias": { type: "f", value: 0.0 }, "uDisplacementScale": { type: "f", value: 1.0 }, "uDiffuseColor": { type: "c", value: new THREE.Color( 0xffffff ) }, "uSpecularColor": { type: "c", value: new THREE.Color( 0x111111 ) }, "uAmbientColor": { type: "c", value: new THREE.Color( 0xffffff ) }, "uShininess": { type: "f", value: 30 }, "uOpacity": { type: "f", value: 1 }, "uReflectivity": { type: "f", value: 0.5 }, "uOffset" : { type: "v2", value: new THREE.Vector2( 0, 0 ) }, "uRepeat" : { type: "v2", value: new THREE.Vector2( 1, 1 ) }, "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) } } ] ), fragmentShader: [ "uniform vec3 uAmbientColor;", "uniform vec3 uDiffuseColor;", "uniform vec3 uSpecularColor;", "uniform float uShininess;", "uniform float uOpacity;", "uniform bool enableDiffuse;", "uniform bool enableSpecular;", "uniform bool enableAO;", "uniform bool enableReflection;", "uniform sampler2D tDiffuse;", "uniform sampler2D tNormal;", "uniform sampler2D tSpecular;", "uniform sampler2D tAO;", "uniform samplerCube tCube;", "uniform float uNormalScale;", "uniform float uReflectivity;", "varying vec3 vTangent;", "varying vec3 vBinormal;", "varying vec3 vNormal;", "varying vec2 vUv;", "uniform vec3 ambientLightColor;", "#if MAX_DIR_LIGHTS > 0", "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];", "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];", "#endif", "#if MAX_POINT_LIGHTS > 0", "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];", "varying vec4 vPointLight[ MAX_POINT_LIGHTS ];", "#endif", "#ifdef WRAP_AROUND", "uniform vec3 wrapRGB;", "#endif", "varying vec3 vViewPosition;", THREE.ShaderChunk[ "shadowmap_pars_fragment" ], THREE.ShaderChunk[ "fog_pars_fragment" ], "void main() {", "gl_FragColor = vec4( vec3( 1.0 ), uOpacity );", "vec3 specularTex = vec3( 1.0 );", "vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;", "normalTex.xy *= uNormalScale;", "normalTex = normalize( normalTex );", "if( enableDiffuse ) {", "#ifdef GAMMA_INPUT", "vec4 texelColor = texture2D( tDiffuse, vUv );", "texelColor.xyz *= texelColor.xyz;", "gl_FragColor = gl_FragColor * texelColor;", "#else", "gl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );", "#endif", "}", "if( enableAO ) {", "#ifdef GAMMA_INPUT", "vec4 aoColor = texture2D( tAO, vUv );", "aoColor.xyz *= aoColor.xyz;", "gl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;", "#else", "gl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;", "#endif", "}", "if( enableSpecular )", "specularTex = texture2D( tSpecular, vUv ).xyz;", "mat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );", "vec3 finalNormal = tsb * normalTex;", "vec3 normal = normalize( finalNormal );", "vec3 viewPosition = normalize( vViewPosition );", // point lights "#if MAX_POINT_LIGHTS > 0", "vec3 pointDiffuse = vec3( 0.0 );", "vec3 pointSpecular = vec3( 0.0 );", "for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {", "vec3 pointVector = normalize( vPointLight[ i ].xyz );", "float pointDistance = vPointLight[ i ].w;", // diffuse "#ifdef WRAP_AROUND", "float pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );", "float pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );", "vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );", "#else", "float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );", "#endif", "pointDiffuse += pointDistance * pointLightColor[ i ] * uDiffuseColor * pointDiffuseWeight;", // specular "vec3 pointHalfVector = normalize( pointVector + viewPosition );", "float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );", "float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, uShininess ), 0.0 );", "#ifdef PHYSICALLY_BASED_SHADING", // 2.0 => 2.0001 is hack to work around ANGLE bug "float specularNormalization = ( uShininess + 2.0001 ) / 8.0;", "vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( pointVector, pointHalfVector ), 5.0 );", "pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;", "#else", "pointSpecular += pointDistance * pointLightColor[ i ] * uSpecularColor * pointSpecularWeight * pointDiffuseWeight;", "#endif", "}", "#endif", // directional lights "#if MAX_DIR_LIGHTS > 0", "vec3 dirDiffuse = vec3( 0.0 );", "vec3 dirSpecular = vec3( 0.0 );", "for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {", "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );", "vec3 dirVector = normalize( lDirection.xyz );", // diffuse "#ifdef WRAP_AROUND", "float directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );", "float directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );", "vec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );", "#else", "float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );", "#endif", "dirDiffuse += directionalLightColor[ i ] * uDiffuseColor * dirDiffuseWeight;", // specular "vec3 dirHalfVector = normalize( dirVector + viewPosition );", "float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );", "float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, uShininess ), 0.0 );", "#ifdef PHYSICALLY_BASED_SHADING", // 2.0 => 2.0001 is hack to work around ANGLE bug "float specularNormalization = ( uShininess + 2.0001 ) / 8.0;", "vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );", "dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;", "#else", "dirSpecular += directionalLightColor[ i ] * uSpecularColor * dirSpecularWeight * dirDiffuseWeight;", "#endif", "}", "#endif", // all lights contribution summation "vec3 totalDiffuse = vec3( 0.0 );", "vec3 totalSpecular = vec3( 0.0 );", "#if MAX_DIR_LIGHTS > 0", "totalDiffuse += dirDiffuse;", "totalSpecular += dirSpecular;", "#endif", "#if MAX_POINT_LIGHTS > 0", "totalDiffuse += pointDiffuse;", "totalSpecular += pointSpecular;", "#endif", "gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor) + totalSpecular;", "if ( enableReflection ) {", "vec3 wPos = cameraPosition - vViewPosition;", "vec3 vReflect = reflect( normalize( wPos ), normal );", "vec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );", "#ifdef GAMMA_INPUT", "cubeColor.xyz *= cubeColor.xyz;", "#endif", "gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * uReflectivity );", "}", THREE.ShaderChunk[ "shadowmap_fragment" ], THREE.ShaderChunk[ "linear_to_gamma_fragment" ], THREE.ShaderChunk[ "fog_fragment" ], "}" ].join("\n"), vertexShader: [ "attribute vec4 tangent;", "uniform vec2 uOffset;", "uniform vec2 uRepeat;", "#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;", "#if MAX_POINT_LIGHTS > 0", "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];", "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];", "varying vec4 vPointLight[ MAX_POINT_LIGHTS ];", "#endif", "varying vec3 vViewPosition;", THREE.ShaderChunk[ "shadowmap_pars_vertex" ], "void main() {", "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", "vViewPosition = -mvPosition.xyz;", // normal, tangent and binormal vectors "vNormal = normalMatrix * normal;", "vTangent = normalMatrix * tangent.xyz;", "vBinormal = cross( vNormal, vTangent ) * tangent.w;", "vUv = uv * uRepeat + uOffset;", // point lights "#if MAX_POINT_LIGHTS > 0", "for( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {", "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );", "vec3 lVector = lPosition.xyz - mvPosition.xyz;", "float lDistance = 1.0;", "if ( pointLightDistance[ i ] > 0.0 )", "lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );", "lVector = normalize( lVector );", "vPointLight[ i ] = vec4( lVector, lDistance );", "}", "#endif", // displacement mapping "#ifdef VERTEX_TEXTURES", "vec3 dv = texture2D( tDisplacement, uv ).xyz;", "float df = uDisplacementScale * dv.x + uDisplacementBias;", "vec4 displacedPosition = vec4( normalize( vNormal.xyz ) * df, 0.0 ) + mvPosition;", "gl_Position = projectionMatrix * displacedPosition;", "#else", "gl_Position = projectionMatrix * mvPosition;", "#endif", THREE.ShaderChunk[ "shadowmap_vertex" ], "}" ].join("\n") }, /* ------------------------------------------------------------------------- // Cube map shader ------------------------------------------------------------------------- */ 'cube': { uniforms: { "tCube": { type: "t", value: 1, texture: null }, "tFlip": { type: "f", value: -1 } }, vertexShader: [ "varying vec3 vViewPosition;", "void main() {", "vec4 mPosition = objectMatrix * vec4( position, 1.0 );", "vViewPosition = cameraPosition - mPosition.xyz;", "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" ].join("\n"), fragmentShader: [ "uniform samplerCube tCube;", "uniform float tFlip;", "varying vec3 vViewPosition;", "void main() {", "vec3 wPos = cameraPosition - vViewPosition;", "gl_FragColor = textureCube( tCube, vec3( tFlip * wPos.x, wPos.yz ) );", "}" ].join("\n") } } }; };/** * @author alteredq / http://alteredqualia.com/ */ THREE.BufferGeometry = function () { this.id = THREE.GeometryCount ++; // GL buffers this.vertexIndexBuffer = null; this.vertexPositionBuffer = null; this.vertexNormalBuffer = null; this.vertexUvBuffer = null; this.vertexColorBuffer = null; // typed arrays (kept only if dynamic flag is set) this.vertexIndexArray = null; this.vertexPositionArray = null; this.vertexNormalArray = null; this.vertexUvArray = null; this.vertexColorArray = null; this.dynamic = false; // boundings this.boundingBox = null; this.boundingSphere = null; // for compatibility this.morphTargets = []; }; THREE.BufferGeometry.prototype = { constructor : THREE.BufferGeometry, // for compatibility computeBoundingBox: function () { }, // for compatibility computeBoundingSphere: function () { } }; /** * @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() * * This file contains following classes: * * -- 2d classes -- * THREE.Curve * THREE.LineCurve * THREE.QuadraticBezierCurve * THREE.CubicBezierCurve * THREE.SplineCurve * THREE.ArcCurve * * -- 3d classes -- * THREE.LineCurve3 * THREE.QuadraticBezierCurve3 * THREE.CubicBezierCurve3 * THREE.SplineCurve3 * THREE.ClosedSplineCurve3 * **/ /************************************************************** * 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 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 t = ( i + segmentFraction ) / ( il -1 ); return t; }; // In case any sub curve does not implement its tangent / normal finding, // we get 2 points with a small delta and find a gradient of the 2 points // which seems to make a reasonable approximation THREE.Curve.prototype.getNormalVector = function( t ) { var vec = this.getTangent( t ); return new THREE.Vector2( -vec.y , vec.x ); }; // Returns a unit vector tangent at t THREE.Curve.prototype.getTangent = function( t ) { var delta = 0.0001; var t1 = t - delta; var t2 = t + delta; // Capping in case of danger if ( t1 < 0 ) t1 = 0; if ( t2 > 1 ) t2 = 1; var pt1 = this.getPoint( t1 ); var pt2 = this.getPoint( t2 ); var vec = pt2.clone().subSelf(pt1); return vec.normalize(); }; THREE.Curve.prototype.getTangentAt = function ( u ) { var t = this.getUtoTmapping( u ); return this.getTangent( t ); }; /************************************************************** * Line **************************************************************/ THREE.LineCurve = function ( v1, v2 ) { if ( ! ( v1 instanceof THREE.Vector2 ) ) { // Fall back for old constuctor signature - should be removed over time THREE.LineCurve.oldConstructor.apply( this, arguments ); return; } this.v1 = v1; this.v2 = v2; }; THREE.LineCurve.oldConstructor = function ( x1, y1, x2, y2 ) { this.constructor( new THREE.Vector2( x1, y1 ), new THREE.Vector2( x2, y2 ) ); }; THREE.LineCurve.prototype = new THREE.Curve(); THREE.LineCurve.prototype.constructor = THREE.LineCurve; THREE.LineCurve.prototype.getPoint = function ( t ) { var point = new THREE.Vector2(); point.sub( this.v2, this.v1 ); point.multiplyScalar( t ).addSelf( this.v1 ); return point; }; // Line curve is linear, so we can overwrite default getPointAt THREE.LineCurve.prototype.getPointAt = function ( u ) { return this.getPoint( u ); }; THREE.LineCurve.prototype.getTangent = function( t ) { var tangent = new THREE.Vector2(); tangent.sub( this.v2, this.v1 ); tangent.normalize(); return tangent; }; /************************************************************** * Quadratic Bezier curve **************************************************************/ THREE.QuadraticBezierCurve = function ( v0, v1, v2 ) { if ( !( v1 instanceof THREE.Vector2 ) ) { var args = Array.prototype.slice.call( arguments ); v0 = new THREE.Vector2( args[ 0 ], args[ 1 ] ); v1 = new THREE.Vector2( args[ 2 ], args[ 3 ] ); v2 = new THREE.Vector2( args[ 4 ], args[ 5 ] ); } this.v0 = v0; this.v1 = v1; this.v2 = v2; }; THREE.QuadraticBezierCurve.prototype = new THREE.Curve(); THREE.QuadraticBezierCurve.prototype.constructor = THREE.QuadraticBezierCurve; THREE.QuadraticBezierCurve.prototype.getPoint = function ( t ) { var tx, ty; tx = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x ); ty = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y ); return new THREE.Vector2( tx, ty ); }; THREE.QuadraticBezierCurve.prototype.getTangent = function( t ) { // iterate sub segments // get lengths for sub segments // if segment is bezier // perform subdivisions var tx, ty; tx = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.x, this.v1.x, this.v2.x ); ty = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.y, this.v1.y, this.v2.y ); // returns unit vector var tangent = new THREE.Vector2( tx, ty ); tangent.normalize(); return tangent; }; /************************************************************** * Cubic Bezier curve **************************************************************/ THREE.CubicBezierCurve = function ( v0, v1, v2, v3 ) { if ( ! ( v1 instanceof THREE.Vector2 ) ) { var args = Array.prototype.slice.call( arguments ); v0 = new THREE.Vector2( args[ 0 ], args[ 1 ] ); v1 = new THREE.Vector2( args[ 2 ], args[ 3 ] ); v2 = new THREE.Vector2( args[ 4 ], args[ 5 ] ); v3 = new THREE.Vector2( args[ 6 ], args[ 7 ] ); } this.v0 = v0; this.v1 = v1; this.v2 = v2; this.v3 = v3; }; THREE.CubicBezierCurve.prototype = new THREE.Curve(); THREE.CubicBezierCurve.prototype.constructor = THREE.CubicBezierCurve; THREE.CubicBezierCurve.prototype.getPoint = function ( t ) { var tx, ty; tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x ); ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y ); return new THREE.Vector2( tx, ty ); }; THREE.CubicBezierCurve.prototype.getTangent = function( t ) { var tx, ty; tx = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x ); ty = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y ); // return normal unit vector var tangent = new THREE.Vector2( tx, ty ); tangent.normalize(); return tangent; }; /************************************************************** * Spline curve **************************************************************/ THREE.SplineCurve = function ( points /* array of Vector2 */ ) { this.points = (points == undefined) ? [] : points; }; THREE.SplineCurve.prototype = new THREE.Curve(); THREE.SplineCurve.prototype.constructor = THREE.SplineCurve; THREE.SplineCurve.prototype.getPoint = function ( t ) { var v = new THREE.Vector2(); var c = []; var points = this.points, point, intPoint, weight; point = ( points.length - 1 ) * t; intPoint = Math.floor( point ); weight = point - intPoint; c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1; c[ 1 ] = intPoint; c[ 2 ] = intPoint > points.length - 2 ? points.length -1 : intPoint + 1; c[ 3 ] = intPoint > points.length - 3 ? points.length -1 : intPoint + 2; v.x = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight ); v.y = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight ); return v; }; /************************************************************** * Arc curve **************************************************************/ THREE.ArcCurve = function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { this.aX = aX; this.aY = aY; this.aRadius = aRadius; this.aStartAngle = aStartAngle; this.aEndAngle = aEndAngle; this.aClockwise = aClockwise; }; THREE.ArcCurve.prototype = new THREE.Curve(); THREE.ArcCurve.prototype.constructor = THREE.ArcCurve; THREE.ArcCurve.prototype.getPoint = function ( t ) { var deltaAngle = this.aEndAngle - this.aStartAngle; if ( !this.aClockwise ) { t = 1 - t; } var angle = this.aStartAngle + t * deltaAngle; var tx = this.aX + this.aRadius * Math.cos( angle ); var ty = this.aY + this.aRadius * Math.sin( angle ); return new THREE.Vector2( tx, ty ); }; /************************************************************** * 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; } }; /* getPoint DONE getLength DONE getLengths DONE curve.getPoints(); DONE curve.getPointAtArcLength(t); DONE curve.transform(params); curve.getTangentAt(t); DONE */ /************************************************************** * 3D Curves **************************************************************/ // A Factory method for creating new curve subclasses THREE.Curve.create = function( constructor, getPointFunc ) { var subClass = constructor; subClass.prototype = new THREE.Curve(); subClass.prototype.constructor = constructor; subClass.prototype.getPoint = getPointFunc; return subClass; }; /************************************************************** * Line3D **************************************************************/ THREE.LineCurve3 = THREE.Curve.create( function ( v1, v2 ) { this.v1 = v1; this.v2 = v2; }, function ( t ) { var r = new THREE.Vector3(); r.sub( this.v2, this.v1 ); // diff r.multiplyScalar( t ); r.addSelf( this.v1 ); return r; } ); /************************************************************** * Quadratic Bezier 3D curve **************************************************************/ THREE.QuadraticBezierCurve3 = THREE.Curve.create( function ( v0, v1, v2 ) { this.v0 = v0; this.v1 = v1; this.v2 = v2; }, function ( t ) { var tx, ty, tz; tx = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x ); ty = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y ); tz = THREE.Shape.Utils.b2( t, this.v0.z, this.v1.z, this.v2.z ); return new THREE.Vector3( tx, ty, tz ); } ); /************************************************************** * Cubic Bezier 3D curve **************************************************************/ THREE.CubicBezierCurve3 = THREE.Curve.create( function ( v0, v1, v2, v3 ) { this.v0 = v0; this.v1 = v1; this.v2 = v2; this.v3 = v3; }, function ( t ) { var tx, ty, tz; tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x ); ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y ); tz = THREE.Shape.Utils.b3( t, this.v0.z, this.v1.z, this.v2.z, this.v3.z ); return new THREE.Vector3( tx, ty, tz ); } ); /************************************************************** * Spline 3D curve **************************************************************/ THREE.SplineCurve3 = THREE.Curve.create( function ( points /* array of Vector3 */) { this.points = (points == undefined) ? [] : points; }, function ( t ) { var v = new THREE.Vector3(); var c = []; var points = this.points, point, intPoint, weight; point = ( points.length - 1 ) * t; intPoint = Math.floor( point ); weight = point - intPoint; c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1; c[ 1 ] = intPoint; c[ 2 ] = intPoint > points.length - 2 ? points.length - 1 : intPoint + 1; c[ 3 ] = intPoint > points.length - 3 ? points.length - 1 : intPoint + 2; var pt0 = points[ c[0] ], pt1 = points[ c[1] ], pt2 = points[ c[2] ], pt3 = points[ c[3] ]; v.x = THREE.Curve.Utils.interpolate(pt0.x, pt1.x, pt2.x, pt3.x, weight); v.y = THREE.Curve.Utils.interpolate(pt0.y, pt1.y, pt2.y, pt3.y, weight); v.z = THREE.Curve.Utils.interpolate(pt0.z, pt1.z, pt2.z, pt3.z, weight); return v; } ); // THREE.SplineCurve3.prototype.getTangent = function(t) { // var v = new THREE.Vector3(); // var c = []; // var points = this.points, point, intPoint, weight; // point = ( points.length - 1 ) * t; // intPoint = Math.floor( point ); // weight = point - intPoint; // c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1; // c[ 1 ] = intPoint; // c[ 2 ] = intPoint > points.length - 2 ? points.length - 1 : intPoint + 1; // c[ 3 ] = intPoint > points.length - 3 ? points.length - 1 : intPoint + 2; // var pt0 = points[ c[0] ], // pt1 = points[ c[1] ], // pt2 = points[ c[2] ], // pt3 = points[ c[3] ]; // // t = weight; // v.x = THREE.Curve.Utils.tangentSpline( t, pt0.x, pt1.x, pt2.x, pt3.x ); // v.y = THREE.Curve.Utils.tangentSpline( t, pt0.y, pt1.y, pt2.y, pt3.y ); // v.z = THREE.Curve.Utils.tangentSpline( t, pt0.z, pt1.z, pt2.z, pt3.z ); // return v; // } /************************************************************** * Closed Spline 3D curve **************************************************************/ THREE.ClosedSplineCurve3 = THREE.Curve.create( function ( points /* array of Vector3 */) { this.points = (points == undefined) ? [] : points; }, function ( t ) { var v = new THREE.Vector3(); var c = []; var points = this.points, point, intPoint, weight; point = ( points.length - 0 ) * t; // This needs to be from 0-length +1 intPoint = Math.floor( point ); weight = point - intPoint; intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length; c[ 0 ] = ( intPoint - 1 ) % points.length; c[ 1 ] = ( intPoint ) % points.length; c[ 2 ] = ( intPoint + 1 ) % points.length; c[ 3 ] = ( intPoint + 2 ) % points.length; v.x = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight ); v.y = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight ); v.z = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].z, points[ c[ 1 ] ].z, points[ c[ 2 ] ].z, points[ c[ 3 ] ].z, weight ); return v; } );/** * @author zz85 / http://www.lab4games.net/zz85/blog * **/ /************************************************************** * Curved Path - a curve path is simply a array of connected * curves, but retains the api of a curve **************************************************************/ THREE.CurvePath = function () { this.curves = []; this.bends = []; this.autoClose = false; // Automatically closes the path }; THREE.CurvePath.prototype = new THREE.Curve(); THREE.CurvePath.prototype.constructor = THREE.CurvePath; THREE.CurvePath.prototype.add = function ( curve ) { this.curves.push( curve ); }; THREE.CurvePath.prototype.checkConnection = function() { // TODO // If the ending of curve is not connected to the starting // or the next curve, then, this is not a real path }; THREE.CurvePath.prototype.closePath = function() { // TODO Test // and verify for vector3 (needs to implement equals) // Add a line curve if start and end of lines are not connected var startPoint = this.curves[0].getPoint(0); var endPoint = this.curves[this.curves.length-1].getPoint(1); if (!startPoint.equals(endPoint)) { this.curves.push( new THREE.LineCurve(endPoint, startPoint) ); } }; // To get accurate point with reference to // entire path distance at time t, // following has to be done: // 1. Length of each sub path have to be known // 2. Locate and identify type of curve // 3. Get t for the curve // 4. Return curve.getPointAt(t') THREE.CurvePath.prototype.getPoint = function( t ) { var d = t * this.getLength(); var curveLengths = this.getCurveLengths(); var i = 0, diff, curve; // To think about boundaries points. while ( i < curveLengths.length ) { if ( curveLengths[ i ] >= d ) { diff = curveLengths[ i ] - d; curve = this.curves[ i ]; var u = 1 - diff / curve.getLength(); return curve.getPointAt( u ); 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 < maxY ) minY = p.y; sum.addSelf( p.x, p.y ); } return { minX: minX, minY: minY, maxX: maxX, maxY: maxY, centroid: sum.divideScalar( il ) }; }; /************************************************************** * Create Geometries Helpers **************************************************************/ /// Generate geometry from path points (for Line or ParticleSystem objects) THREE.CurvePath.prototype.createPointsGeometry = function( divisions ) { var pts = this.getPoints( divisions, true ); return this.createGeometry( pts ); }; // Generate geometry from equidistance sampling along the path THREE.CurvePath.prototype.createSpacedPointsGeometry = function( divisions ) { var pts = this.getSpacedPoints( divisions, true ); return this.createGeometry( pts ); }; THREE.CurvePath.prototype.createGeometry = function( points ) { var geometry = new THREE.Geometry(); for( var i = 0; i < points.length; i ++ ) { geometry.vertices.push( new THREE.Vertex( new THREE.Vector3( points[ i ].x, points[ i ].y, 0 ) ) ); } return geometry; }; /************************************************************** * Bend / Wrap Helper Methods **************************************************************/ // Wrap path / Bend modifiers? THREE.CurvePath.prototype.addWrapPath = function ( bendpath ) { this.bends.push( bendpath ); }; THREE.CurvePath.prototype.getTransformedPoints = function( segments, bends ) { var oldPts = this.getPoints( segments ); // getPoints getSpacedPoints var i, il; if ( !bends ) { bends = this.bends; } for ( i = 0, il = bends.length; i < il; i ++ ) { oldPts = this.getWrapPoints( oldPts, bends[ i ] ); } return oldPts; }; THREE.CurvePath.prototype.getTransformedSpacedPoints = function( segments, bends ) { var oldPts = this.getSpacedPoints( segments ); var i, il; if ( !bends ) { bends = this.bends; } for ( i = 0, il = bends.length; i < il; i ++ ) { oldPts = this.getWrapPoints( oldPts, bends[ i ] ); } return oldPts; }; // This returns getPoints() bend/wrapped around the contour of a path. // Read http://www.planetclegg.com/projects/WarpingTextToSplines.html THREE.CurvePath.prototype.getWrapPoints = function ( oldPts, path ) { var bounds = this.getBoundingBox(); var i, il, p, oldX, oldY, xNorm; for ( i = 0, il = oldPts.length; i < il; i ++ ) { p = oldPts[ i ]; oldX = p.x; oldY = p.y; xNorm = oldX / bounds.maxX; // If using actual distance, for length > path, requires line extrusions //xNorm = path.getUtoTmapping(xNorm, oldX); // 3 styles. 1) wrap stretched. 2) wrap stretch by arc length 3) warp by actual distance xNorm = path.getUtoTmapping( xNorm, oldX ); // check for out of bounds? var pathPt = path.getPoint( xNorm ); var normal = path.getNormalVector( xNorm ).multiplyScalar( oldY ); p.x = pathPt.x + normal.x; p.y = pathPt.y + normal.y; } return oldPts; }; /** * https://github.com/mrdoob/eventtarget.js/ */ THREE.EventTarget = function () { var listeners = {}; this.addEventListener = function ( type, listener ) { if ( listeners[ type ] == undefined ) { listeners[ type ] = []; } if ( listeners[ type ].indexOf( listener ) === - 1 ) { listeners[ type ].push( listener ); } }; this.dispatchEvent = function ( event ) { for ( var listener in listeners[ event.type ] ) { listeners[ event.type ][ listener ]( event ); } }; this.removeEventListener = function ( type, listener ) { var index = listeners[ type ].indexOf( listener ); if ( index !== - 1 ) { listeners[ type ].splice( index, 1 ); } }; }; /** * @author alteredq / http://alteredqualia.com/ */ THREE.Gyroscope = function () { THREE.Object3D.call( this ); }; THREE.Gyroscope.prototype = new THREE.Object3D(); THREE.Gyroscope.prototype.constructor = THREE.Gyroscope; THREE.Gyroscope.prototype.updateMatrixWorld = function ( force ) { this.matrixAutoUpdate && this.updateMatrix(); // update matrixWorld if ( this.matrixWorldNeedsUpdate || force ) { if ( this.parent ) { this.matrixWorld.multiply( this.parent.matrixWorld, this.matrix ); this.matrixWorld.decompose( this.translationWorld, this.rotationWorld, this.scaleWorld ); this.matrix.decompose( this.translationObject, this.rotationObject, this.scaleObject ); this.matrixWorld.compose( this.translationWorld, this.rotationObject, this.scaleWorld ); } else { this.matrixWorld.copy( this.matrix ); } this.matrixWorldNeedsUpdate = false; force = true; } // update children for ( var i = 0, l = this.children.length; i < l; i ++ ) { this.children[ i ].updateMatrixWorld( force ); } }; THREE.Gyroscope.prototype.translationWorld = new THREE.Vector3(); THREE.Gyroscope.prototype.translationObject = new THREE.Vector3(); THREE.Gyroscope.prototype.rotationWorld = new THREE.Quaternion(); THREE.Gyroscope.prototype.rotationObject = new THREE.Quaternion(); THREE.Gyroscope.prototype.scaleWorld = new THREE.Vector3(); THREE.Gyroscope.prototype.scaleObject = new THREE.Vector3(); /** * @author zz85 / http://www.lab4games.net/zz85/blog * Creates free form 2d path using series of points, lines or curves. * **/ THREE.Path = function ( points ) { THREE.CurvePath.call(this); this.actions = []; if ( points ) { this.fromPoints( points ); } }; THREE.Path.prototype = new THREE.CurvePath(); THREE.Path.prototype.constructor = THREE.Path; THREE.PathActions = { MOVE_TO: 'moveTo', LINE_TO: 'lineTo', QUADRATIC_CURVE_TO: 'quadraticCurveTo', // Bezier quadratic curve BEZIER_CURVE_TO: 'bezierCurveTo', // Bezier cubic curve CSPLINE_THRU: 'splineThru', // Catmull-rom spline ARC: 'arc' // Circle }; // 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? // TODO ARC ( x, y, x - radius, y - radius, startAngle, endAngle ) THREE.Path.prototype.arc = function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { var args = Array.prototype.slice.call( arguments ); var laste = this.actions[ this.actions.length - 1]; var curve = new THREE.ArcCurve( laste.x + aX, laste.y + aY, aRadius, aStartAngle, aEndAngle, aClockwise ); this.curves.push( curve ); // All of the other actions look to the last two elements in the list to // find the ending point, so we need to append them. var lastPoint = curve.getPoint(aClockwise ? 1 : 0); args.push(lastPoint.x); args.push(lastPoint.y); this.actions.push( { action: THREE.PathActions.ARC, args: args } ); }; THREE.Path.prototype.absarc = function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { var args = Array.prototype.slice.call( arguments ); var curve = new THREE.ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ); this.curves.push( curve ); // console.log( 'arc', args ); // All of the other actions look to the last two elements in the list to // find the ending point, so we need to append them. var lastPoint = curve.getPoint(aClockwise ? 1 : 0); args.push(lastPoint.x); args.push(lastPoint.y); this.actions.push( { action: THREE.PathActions.ARC, 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: laste = this.actions[ i - 1 ].args; 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; } // 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; }; // This was used for testing purposes. Should be removed soon. THREE.Path.prototype.transform = function( path, segments ) { var bounds = this.getBoundingBox(); var oldPts = this.getPoints( segments ); // getPoints getSpacedPoints //console.log( path.cacheArcLengths() ); //path.getLengths(400); //segments = 40; return this.getWrapPoints( oldPts, path ); }; // Read http://www.tinaja.com/glib/nonlingr.pdf // nonlinear transforms THREE.Path.prototype.nltransform = function( a, b, c, d, e, f ) { // a - horizontal size // b - lean // c - x offset // d - vertical size // e - climb // f - y offset var oldPts = this.getPoints(); var i, il, p, oldX, oldY; for ( i = 0, il = oldPts.length; i < il; i ++ ) { p = oldPts[i]; oldX = p.x; oldY = p.y; p.x = a * oldX + b * oldY + c; p.y = d * oldY + e * oldX + f; } return oldPts; }; // FUTURE Export JSON Format /* Draws this path onto a 2d canvas easily */ THREE.Path.prototype.debug = function( canvas ) { var bounds = this.getBoundingBox(); if ( !canvas ) { canvas = document.createElement( "canvas" ); canvas.setAttribute( 'width', bounds.maxX + 100 ); canvas.setAttribute( 'height', bounds.maxY + 100 ); document.body.appendChild( canvas ); } var ctx = canvas.getContext( "2d" ); ctx.fillStyle = "white"; ctx.fillRect( 0, 0, canvas.width, canvas.height ); ctx.strokeStyle = "black"; ctx.beginPath(); var i, il, item, action, args; // Debug Path for ( i = 0, il = this.actions.length; i < il; i ++ ) { item = this.actions[ i ]; args = item.args; action = item.action; // Short hand for now if ( action != THREE.PathActions.CSPLINE_THRU ) { ctx[ action ].apply( ctx, args ); } /* switch ( action ) { case THREE.PathActions.MOVE_TO: ctx[ action ]( args[ 0 ], args[ 1 ] ); break; case THREE.PathActions.LINE_TO: ctx[ action ]( args[ 0 ], args[ 1 ] ); break; case THREE.PathActions.QUADRATIC_CURVE_TO: ctx[ action ]( args[ 0 ], args[ 1 ], args[ 2 ], args[ 3 ] ); break; case THREE.PathActions.CUBIC_CURVE_TO: ctx[ action ]( args[ 0 ], args[ 1 ], args[ 2 ], args[ 3 ], args[ 4 ], args[ 5 ] ); break; } */ } ctx.stroke(); ctx.closePath(); // Debug Points ctx.strokeStyle = "red"; /* TO CLEAN UP */ var p, points = this.getPoints(); for ( i = 0, il = points.length; i < il; i ++ ) { p = points[ i ]; ctx.beginPath(); ctx.arc( p.x, p.y, 1.5, 0, Math.PI * 2, false ); ctx.stroke(); ctx.closePath(); } }; // Breaks path into shapes THREE.Path.prototype.toShapes = function() { var i, il, item, action, args; var subPaths = [], lastPath = new THREE.Path(); for ( i = 0, il = this.actions.length; i < il; i ++ ) { item = this.actions[ i ]; args = item.args; action = item.action; if ( action == THREE.PathActions.MOVE_TO ) { if ( lastPath.actions.length != 0 ) { subPaths.push( lastPath ); lastPath = new THREE.Path(); } } lastPath[ action ].apply( lastPath, args ); } if ( lastPath.actions.length != 0 ) { subPaths.push( lastPath ); } // console.log(subPaths); if ( subPaths.length == 0 ) return []; var tmpPath, tmpShape, shapes = []; var holesFirst = !THREE.Shape.Utils.isClockWise( subPaths[ 0 ].getPoints() ); // console.log("Holes first", holesFirst); if ( subPaths.length == 1) { tmpPath = subPaths[0]; tmpShape = new THREE.Shape(); tmpShape.actions = tmpPath.actions; tmpShape.curves = tmpPath.curves; shapes.push( tmpShape ); return shapes; }; if ( holesFirst ) { tmpShape = new THREE.Shape(); for ( i = 0, il = subPaths.length; i < il; i ++ ) { tmpPath = subPaths[ i ]; if ( THREE.Shape.Utils.isClockWise( tmpPath.getPoints() ) ) { tmpShape.actions = tmpPath.actions; tmpShape.curves = tmpPath.curves; shapes.push( tmpShape ); tmpShape = new THREE.Shape(); //console.log('cw', i); } else { tmpShape.holes.push( tmpPath ); //console.log('ccw', i); } } } else { // Shapes first for ( i = 0, il = subPaths.length; i < il; i ++ ) { tmpPath = subPaths[ i ]; if ( THREE.Shape.Utils.isClockWise( tmpPath.getPoints() ) ) { if ( tmpShape ) shapes.push( tmpShape ); tmpShape = new THREE.Shape(); tmpShape.actions = tmpPath.actions; tmpShape.curves = tmpPath.curves; } else { tmpShape.holes.push( tmpPath ); } } shapes.push( tmpShape ); } //console.log("shape", shapes); return shapes; }; /** * @author zz85 / http://www.lab4games.net/zz85/blog * Defines a 2d shape plane using paths. **/ // STEP 1 Create a path. // STEP 2 Turn path into shape. // STEP 3 ExtrudeGeometry takes in Shape/Shapes // STEP 3a - Extract points from each shape, turn to vertices // STEP 3b - Triangulate each shape, add faces. THREE.Shape = function ( ) { THREE.Path.apply( this, arguments ); this.holes = []; }; THREE.Shape.prototype = new THREE.Path(); THREE.Shape.prototype.constructor = THREE.Path; // Convenience method to return ExtrudeGeometry THREE.Shape.prototype.extrude = function ( options ) { var extruded = new THREE.ExtrudeGeometry( this, options ); return extruded; }; // Get points of holes THREE.Shape.prototype.getPointsHoles = function ( divisions ) { var i, il = this.holes.length, holesPts = []; for ( i = 0; i < il; i ++ ) { holesPts[ i ] = this.holes[ i ].getTransformedPoints( divisions, this.bends ); } return holesPts; }; // Get points of holes (spaced by regular distance) THREE.Shape.prototype.getSpacedPointsHoles = function ( divisions ) { var i, il = this.holes.length, holesPts = []; for ( i = 0; i < il; i ++ ) { holesPts[ i ] = this.holes[ i ].getTransformedSpacedPoints( divisions, this.bends ); } return holesPts; }; // Get points of shape and holes (keypoints based on segments parameter) THREE.Shape.prototype.extractAllPoints = function ( divisions ) { return { shape: this.getTransformedPoints( divisions ), holes: this.getPointsHoles( divisions ) }; }; THREE.Shape.prototype.extractPoints = function ( divisions ) { if (this.useSpacedPoints) { return this.extractAllSpacedPoints(divisions); } return this.extractAllPoints(divisions); }; // // THREE.Shape.prototype.extractAllPointsWithBend = function ( divisions, bend ) { // // return { // // shape: this.transform( bend, divisions ), // holes: this.getPointsHoles( divisions, bend ) // // }; // // }; // Get points of shape and holes (spaced by regular distance) THREE.Shape.prototype.extractAllSpacedPoints = function ( divisions ) { return { shape: this.getTransformedSpacedPoints( divisions ), holes: this.getSpacedPointsHoles( divisions ) }; }; /************************************************************** * Utils **************************************************************/ THREE.Shape.Utils = { /* contour - array of vector2 for contour holes - array of array of vector2 */ removeHoles: function ( contour, holes ) { var shape = contour.concat(); // work on this shape var allpoints = shape.concat(); /* For each isolated shape, find the closest points and break to the hole to allow triangulation */ var prevShapeVert, nextShapeVert, prevHoleVert, nextHoleVert, holeIndex, shapeIndex, shapeId, shapeGroup, h, h2, hole, shortest, d, p, pts1, pts2, tmpShape1, tmpShape2, tmpHole1, tmpHole2, verts = []; for ( h = 0; h < holes.length; h ++ ) { hole = holes[ h ]; /* shapeholes[ h ].concat(); // preserves original holes.push( hole ); */ Array.prototype.push.apply( allpoints, hole ); shortest = Number.POSITIVE_INFINITY; // Find the shortest pair of pts between shape and hole // Note: Actually, I'm not sure now if we could optimize this to be faster than O(m*n) // Using distanceToSquared() intead of distanceTo() should speed a little // since running square roots operations are reduced. for ( h2 = 0; h2 < hole.length; h2 ++ ) { pts1 = hole[ h2 ]; var dist = []; for ( p = 0; p < shape.length; p++ ) { pts2 = shape[ p ]; d = pts1.distanceToSquared( pts2 ); dist.push( d ); if ( d < shortest ) { shortest = d; holeIndex = h2; shapeIndex = p; } } } //console.log("shortest", shortest, dist); prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1; prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1; var areaapts = [ hole[ holeIndex ], shape[ shapeIndex ], shape[ prevShapeVert ] ]; var areaa = THREE.FontUtils.Triangulate.area( areaapts ); var areabpts = [ hole[ holeIndex ], hole[ prevHoleVert ], shape[ shapeIndex ] ]; var areab = THREE.FontUtils.Triangulate.area( areabpts ); var shapeOffset = 1; var holeOffset = -1; var oldShapeIndex = shapeIndex, oldHoleIndex = holeIndex; shapeIndex += shapeOffset; holeIndex += holeOffset; if ( shapeIndex < 0 ) { shapeIndex += shape.length; } shapeIndex %= shape.length; if ( holeIndex < 0 ) { holeIndex += hole.length; } holeIndex %= hole.length; prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1; prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1; areaapts = [ hole[ holeIndex ], shape[ shapeIndex ], shape[ prevShapeVert ] ]; var areaa2 = THREE.FontUtils.Triangulate.area( areaapts ); areabpts = [ hole[ holeIndex ], hole[ prevHoleVert ], shape[ shapeIndex ] ]; var areab2 = THREE.FontUtils.Triangulate.area( areabpts ); //console.log(areaa,areab ,areaa2,areab2, ( areaa + areab ), ( areaa2 + areab2 )); if ( ( areaa + areab ) > ( areaa2 + areab2 ) ) { // In case areas are not correct. //console.log("USE THIS"); shapeIndex = oldShapeIndex; holeIndex = oldHoleIndex ; if ( shapeIndex < 0 ) { shapeIndex += shape.length; } shapeIndex %= shape.length; if ( holeIndex < 0 ) { holeIndex += hole.length; } holeIndex %= hole.length; prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1; prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1; } else { //console.log("USE THAT ") } tmpShape1 = shape.slice( 0, shapeIndex ); tmpShape2 = shape.slice( shapeIndex ); tmpHole1 = hole.slice( holeIndex ); tmpHole2 = hole.slice( 0, holeIndex ); // Should check orders here again? var trianglea = [ hole[ holeIndex ], shape[ shapeIndex ], shape[ prevShapeVert ] ]; var triangleb = [ hole[ holeIndex ] , hole[ prevHoleVert ], shape[ shapeIndex ] ]; verts.push( trianglea ); verts.push( triangleb ); shape = tmpShape1.concat( tmpHole1 ).concat( tmpHole2 ).concat( tmpShape2 ); } return { shape:shape, /* shape with no holes */ isolatedPts: verts, /* isolated faces */ allpoints: allpoints } }, triangulateShape: function ( contour, holes ) { var shapeWithoutHoles = THREE.Shape.Utils.removeHoles( contour, holes ); var shape = shapeWithoutHoles.shape, allpoints = shapeWithoutHoles.allpoints, isolatedPts = shapeWithoutHoles.isolatedPts; var triangles = THREE.FontUtils.Triangulate( shape, false ); // True returns indices for points of spooled shape // To maintain reference to old shape, one must match coordinates, or offset the indices from original arrays. It's probably easier to do the first. //console.log( "triangles",triangles, triangles.length ); //console.log( "allpoints",allpoints, allpoints.length ); var i, il, f, face, key, index, allPointsMap = {}, isolatedPointsMap = {}; // prepare all points map for ( i = 0, il = allpoints.length; i < il; i ++ ) { key = allpoints[ i ].x + ":" + allpoints[ i ].y; if ( allPointsMap[ key ] !== undefined ) { console.log( "Duplicate point", key ); } allPointsMap[ key ] = i; } // check all face vertices against all points map for ( i = 0, il = triangles.length; i < il; i ++ ) { face = triangles[ i ]; for ( f = 0; f < 3; f ++ ) { key = face[ f ].x + ":" + face[ f ].y; index = allPointsMap[ key ]; if ( index !== undefined ) { face[ f ] = index; } } } // check isolated points vertices against all points map for ( i = 0, il = isolatedPts.length; i < il; i ++ ) { face = isolatedPts[ i ]; for ( f = 0; f < 3; f ++ ) { key = face[ f ].x + ":" + face[ f ].y; index = allPointsMap[ key ]; if ( index !== undefined ) { face[ f ] = index; } } } return triangles.concat( isolatedPts ); }, // end triangulate shapes /* triangulate2 : function( pts, holes ) { // For use with Poly2Tri.js var allpts = pts.concat(); var shape = []; for (var p in pts) { shape.push(new js.poly2tri.Point(pts[p].x, pts[p].y)); } var swctx = new js.poly2tri.SweepContext(shape); for (var h in holes) { var aHole = holes[h]; var newHole = [] for (i in aHole) { newHole.push(new js.poly2tri.Point(aHole[i].x, aHole[i].y)); allpts.push(aHole[i]); } swctx.AddHole(newHole); } var find; var findIndexForPt = function (pt) { find = new THREE.Vector2(pt.x, pt.y); var p; for (p=0, pl = allpts.length; p 1 ) { console.log( "THREE.Animation.update: Warning! Scale out of bounds:" + scale + " on bone " + h ); scale = scale < 0 ? 0 : 1; } // interpolate if ( type === "pos" ) { vector = object.position; if( this.interpolationType === THREE.AnimationHandler.LINEAR ) { vector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale; vector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale; vector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale; } else if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM || this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) { this.points[ 0 ] = this.getPrevKeyWith( "pos", h, prevKey.index - 1 )[ "pos" ]; this.points[ 1 ] = prevXYZ; this.points[ 2 ] = nextXYZ; this.points[ 3 ] = this.getNextKeyWith( "pos", h, nextKey.index + 1 )[ "pos" ]; scale = scale * 0.33 + 0.33; currentPoint = this.interpolateCatmullRom( this.points, scale ); vector.x = currentPoint[ 0 ]; vector.y = currentPoint[ 1 ]; vector.z = currentPoint[ 2 ]; if( this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) { forwardPoint = this.interpolateCatmullRom( this.points, scale * 1.01 ); this.target.set( forwardPoint[ 0 ], forwardPoint[ 1 ], forwardPoint[ 2 ] ); this.target.subSelf( vector ); this.target.y = 0; this.target.normalize(); angle = Math.atan2( this.target.x, this.target.z ); object.rotation.set( 0, angle, 0 ); } } } else if ( type === "rot" ) { THREE.Quaternion.slerp( prevXYZ, nextXYZ, object.quaternion, scale ); } else if( type === "scl" ) { vector = object.scale; vector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale; vector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale; vector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale; } } } } // update JIT? if ( this.JITCompile ) { if ( JIThierarchy[ 0 ][ frame ] === undefined ) { this.hierarchy[ 0 ].updateMatrixWorld( true ); for ( var h = 0; h < this.hierarchy.length; h++ ) { if( this.hierarchy[ h ] instanceof THREE.Bone ) { JIThierarchy[ h ][ frame ] = this.hierarchy[ h ].skinMatrix.clone(); } else { JIThierarchy[ h ][ frame ] = this.hierarchy[ h ].matrix.clone(); } } } } }; // Catmull-Rom spline THREE.Animation.prototype.interpolateCatmullRom = function ( points, scale ) { var c = [], v3 = [], point, intPoint, weight, w2, w3, pa, pb, pc, pd; point = ( points.length - 1 ) * scale; intPoint = Math.floor( point ); weight = point - intPoint; c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1; c[ 1 ] = intPoint; c[ 2 ] = intPoint > points.length - 2 ? intPoint : intPoint + 1; c[ 3 ] = intPoint > points.length - 3 ? intPoint : intPoint + 2; pa = points[ c[ 0 ] ]; pb = points[ c[ 1 ] ]; pc = points[ c[ 2 ] ]; pd = points[ c[ 3 ] ]; w2 = weight * weight; w3 = weight * w2; v3[ 0 ] = this.interpolate( pa[ 0 ], pb[ 0 ], pc[ 0 ], pd[ 0 ], weight, w2, w3 ); v3[ 1 ] = this.interpolate( pa[ 1 ], pb[ 1 ], pc[ 1 ], pd[ 1 ], weight, w2, w3 ); v3[ 2 ] = this.interpolate( pa[ 2 ], pb[ 2 ], pc[ 2 ], pd[ 2 ], weight, w2, w3 ); return v3; }; THREE.Animation.prototype.interpolate = function( p0, p1, p2, p3, t, t2, t3 ) { var v0 = ( p2 - p0 ) * 0.5, v1 = ( p3 - p1 ) * 0.5; return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1; }; // Get next key with THREE.Animation.prototype.getNextKeyWith = function( type, h, key ) { var keys = this.data.hierarchy[ h ].keys; if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM || this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) { key = key < keys.length - 1 ? key : keys.length - 1; } else { key = key % keys.length; } for ( ; key < keys.length; key++ ) { if ( keys[ key ][ type ] !== undefined ) { return keys[ key ]; } } return this.data.hierarchy[ h ].keys[ 0 ]; }; // Get previous key with THREE.Animation.prototype.getPrevKeyWith = function( type, h, key ) { var keys = this.data.hierarchy[ h ].keys; if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM || this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) { key = key > 0 ? key : 0; } else { key = key >= 0 ? key : key + keys.length; } for ( ; key >= 0; key-- ) { if ( keys[ key ][ type ] !== undefined ) { return keys[ key ]; } } return this.data.hierarchy[ h ].keys[ keys.length - 1 ]; };/** * @author mikael emtinger / http://gomo.se/ * @author mrdoob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ * @author khang duong * @author erik kitson */ THREE.KeyFrameAnimation = function( root, data, JITCompile ) { this.root = root; this.data = THREE.AnimationHandler.get( data ); this.hierarchy = THREE.AnimationHandler.parse( root ); this.currentTime = 0; this.timeScale = 0.001; this.isPlaying = false; this.isPaused = true; this.loop = true; this.JITCompile = JITCompile !== undefined ? JITCompile : true; // initialize to first keyframes for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) { var keys = this.data.hierarchy[h].keys, sids = this.data.hierarchy[h].sids, obj = this.hierarchy[h]; if ( keys.length && sids ) { for ( var s = 0; s < sids.length; s++ ) { var sid = sids[ s ], next = this.getNextKeyWith( sid, h, 0 ); if ( next ) { next.apply( sid ); } } obj.matrixAutoUpdate = false; this.data.hierarchy[h].node.updateMatrix(); obj.matrixWorldNeedsUpdate = true; } } }; // Play THREE.KeyFrameAnimation.prototype.play = function( loop, startTimeMS ) { if( !this.isPlaying ) { this.isPlaying = true; this.loop = loop !== undefined ? loop : true; this.currentTime = startTimeMS !== undefined ? startTimeMS : 0; this.startTimeMs = startTimeMS; this.startTime = 10000000; this.endTime = -this.startTime; // reset key cache var h, hl = this.hierarchy.length, object, node; for ( h = 0; h < hl; h++ ) { object = this.hierarchy[ h ]; node = this.data.hierarchy[ h ]; object.useQuaternion = true; if ( node.animationCache === undefined ) { node.animationCache = {}; node.animationCache.prevKey = null; node.animationCache.nextKey = null; node.animationCache.originalMatrix = object instanceof THREE.Bone ? object.skinMatrix : object.matrix; } var keys = this.data.hierarchy[h].keys; if (keys.length) { node.animationCache.prevKey = keys[ 0 ]; node.animationCache.nextKey = keys[ 1 ]; this.startTime = Math.min( keys[0].time, this.startTime ); this.endTime = Math.max( keys[keys.length - 1].time, this.endTime ); } } this.update( 0 ); } this.isPaused = false; THREE.AnimationHandler.addToUpdate( this ); }; // Pause THREE.KeyFrameAnimation.prototype.pause = function() { if( this.isPaused ) { THREE.AnimationHandler.addToUpdate( this ); } else { THREE.AnimationHandler.removeFromUpdate( this ); } this.isPaused = !this.isPaused; }; // Stop THREE.KeyFrameAnimation.prototype.stop = function() { this.isPlaying = false; this.isPaused = false; THREE.AnimationHandler.removeFromUpdate( this ); // reset JIT matrix and remove cache for ( var h = 0; h < this.data.hierarchy.length; h++ ) { var obj = this.hierarchy[ h ]; var node = this.data.hierarchy[ h ]; if ( node.animationCache !== undefined ) { var original = node.animationCache.originalMatrix; if( obj instanceof THREE.Bone ) { original.copy( obj.skinMatrix ); obj.skinMatrix = original; } else { original.copy( obj.matrix ); obj.matrix = original; } delete node.animationCache; } } }; // Update THREE.KeyFrameAnimation.prototype.update = function( deltaTimeMS ) { // early out if( !this.isPlaying ) return; // vars var prevKey, nextKey; var object; var node; var frame; var JIThierarchy = this.data.JIT.hierarchy; var currentTime, unloopedCurrentTime; var looped; // update this.currentTime += deltaTimeMS * this.timeScale; unloopedCurrentTime = this.currentTime; currentTime = this.currentTime = this.currentTime % this.data.length; // if looped around, the current time should be based on the startTime if ( currentTime < this.startTimeMs ) { currentTime = this.currentTime = this.startTimeMs + currentTime; } frame = parseInt( Math.min( currentTime * this.data.fps, this.data.length * this.data.fps ), 10 ); looped = currentTime < unloopedCurrentTime; if ( looped && !this.loop ) { // Set the animation to the last keyframes and stop for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) { var keys = this.data.hierarchy[h].keys, sids = this.data.hierarchy[h].sids, end = keys.length-1, obj = this.hierarchy[h]; if ( keys.length ) { for ( var s = 0; s < sids.length; s++ ) { var sid = sids[ s ], prev = this.getPrevKeyWith( sid, h, end ); if ( prev ) { prev.apply( sid ); } } this.data.hierarchy[h].node.updateMatrix(); obj.matrixWorldNeedsUpdate = true; } } this.stop(); return; } // check pre-infinity if ( currentTime < this.startTime ) { return; } // update for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) { object = this.hierarchy[ h ]; node = this.data.hierarchy[ h ]; var keys = node.keys, animationCache = node.animationCache; // use JIT? if ( this.JITCompile && JIThierarchy[ h ][ frame ] !== undefined ) { if( object instanceof THREE.Bone ) { object.skinMatrix = JIThierarchy[ h ][ frame ]; object.matrixWorldNeedsUpdate = false; } else { object.matrix = JIThierarchy[ h ][ frame ]; object.matrixWorldNeedsUpdate = true; } // use interpolation } else if ( keys.length ) { // make sure so original matrix and not JIT matrix is set if ( this.JITCompile && animationCache ) { if( object instanceof THREE.Bone ) { object.skinMatrix = animationCache.originalMatrix; } else { object.matrix = animationCache.originalMatrix; } } prevKey = animationCache.prevKey; nextKey = animationCache.nextKey; if ( prevKey && nextKey ) { // switch keys? if ( nextKey.time <= unloopedCurrentTime ) { // did we loop? if ( looped && this.loop ) { prevKey = keys[ 0 ]; nextKey = keys[ 1 ]; while ( nextKey.time < currentTime ) { prevKey = nextKey; nextKey = keys[ prevKey.index + 1 ]; } } else if ( !looped ) { var lastIndex = keys.length - 1; while ( nextKey.time < currentTime && nextKey.index !== lastIndex ) { prevKey = nextKey; nextKey = keys[ prevKey.index + 1 ]; } } animationCache.prevKey = prevKey; animationCache.nextKey = nextKey; } if(nextKey.time >= currentTime) prevKey.interpolate( nextKey, currentTime ); else prevKey.interpolate( nextKey, nextKey.time); } this.data.hierarchy[h].node.updateMatrix(); object.matrixWorldNeedsUpdate = true; } } // update JIT? if ( this.JITCompile ) { if ( JIThierarchy[ 0 ][ frame ] === undefined ) { this.hierarchy[ 0 ].updateMatrixWorld( true ); for ( var h = 0; h < this.hierarchy.length; h++ ) { if( this.hierarchy[ h ] instanceof THREE.Bone ) { JIThierarchy[ h ][ frame ] = this.hierarchy[ h ].skinMatrix.clone(); } else { JIThierarchy[ h ][ frame ] = this.hierarchy[ h ].matrix.clone(); } } } } }; // Get next key with THREE.KeyFrameAnimation.prototype.getNextKeyWith = function( sid, h, key ) { var keys = this.data.hierarchy[ h ].keys; key = key % keys.length; for ( ; key < keys.length; key++ ) { if ( keys[ key ].hasTarget( sid ) ) { return keys[ key ]; } } return keys[ 0 ]; }; // Get previous key with THREE.KeyFrameAnimation.prototype.getPrevKeyWith = function( sid, h, key ) { var keys = this.data.hierarchy[ h ].keys; key = key >= 0 ? key : key + keys.length; for ( ; key >= 0; key-- ) { if ( keys[ key ].hasTarget( sid ) ) { return keys[ key ]; } } return keys[ keys.length - 1 ]; }; /** * Camera for rendering cube maps * - renders scene into axis-aligned cube * * @author alteredq / http://alteredqualia.com/ */ THREE.CubeCamera = function ( near, far, cubeResolution ) { this.position = new THREE.Vector3(); var fov = 90, aspect = 1; var cameraPX = new THREE.PerspectiveCamera( fov, aspect, near, far ); var cameraNX = new THREE.PerspectiveCamera( fov, aspect, near, far ); var cameraPY = new THREE.PerspectiveCamera( fov, aspect, near, far ); var cameraNY = new THREE.PerspectiveCamera( fov, aspect, near, far ); var cameraPZ = new THREE.PerspectiveCamera( fov, aspect, near, far ); var cameraNZ = new THREE.PerspectiveCamera( fov, aspect, near, far ); cameraPX.position = this.position; cameraPX.up.set( 0, -1, 0 ); cameraPX.lookAt( new THREE.Vector3( 1, 0, 0 ) ); cameraNX.position = this.position; cameraNX.up.set( 0, -1, 0 ); cameraNX.lookAt( new THREE.Vector3( -1, 0, 0 ) ); cameraPY.position = this.position; cameraPY.up.set( 0, 0, 1 ); cameraPY.lookAt( new THREE.Vector3( 0, 1, 0 ) ); cameraNY.position = this.position; cameraNY.up.set( 0, 0, -1 ); cameraNY.lookAt( new THREE.Vector3( 0, -1, 0 ) ); cameraPZ.position = this.position; cameraPZ.up.set( 0, -1, 0 ); cameraPZ.lookAt( new THREE.Vector3( 0, 0, 1 ) ); cameraNZ.position = this.position; cameraNZ.up.set( 0, -1, 0 ); cameraNZ.lookAt( new THREE.Vector3( 0, 0, -1 ) ); // cube render target this.renderTarget = new THREE.WebGLRenderTargetCube( cubeResolution, cubeResolution, { format: THREE.RGBFormat, magFilter: THREE.LinearFilter, minFilter: THREE.LinearFilter } ); this.updateCubeMap = function ( renderer, scene ) { var cubeTarget = this.renderTarget; var oldGenerateMipmaps = cubeTarget.generateMipmaps; cubeTarget.generateMipmaps = false; cubeTarget.activeCubeFace = 0; renderer.render( scene, cameraPX, cubeTarget ); cubeTarget.activeCubeFace = 1; renderer.render( scene, cameraNX, cubeTarget ); cubeTarget.activeCubeFace = 2; renderer.render( scene, cameraPY, cubeTarget ); cubeTarget.activeCubeFace = 3; renderer.render( scene, cameraNY, cubeTarget ); cubeTarget.activeCubeFace = 4; renderer.render( scene, cameraPZ, cubeTarget ); cubeTarget.generateMipmaps = oldGenerateMipmaps; cubeTarget.activeCubeFace = 5; renderer.render( scene, cameraNZ, cubeTarget ); }; }; /* * @author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog * * A handy general perpose camera, for setting FOV, Lens Focal Length, * and switching between perspective and orthographic views easily. * */ THREE.CombinedCamera = function ( width, height, fov, near, far, orthonear, orthofar ) { THREE.Camera.call( this ); this.fov = fov; this.left = -width / 2; this.right = width / 2 this.top = height / 2; this.bottom = -height / 2; // We could also handle the projectionMatrix internally, but just wanted to test nested camera objects this.cameraO = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, orthonear, orthofar ); this.cameraP = new THREE.PerspectiveCamera( fov, width/height, near, far ); this.zoom = 1; this.toPerspective(); var aspect = width/height; }; THREE.CombinedCamera.prototype = new THREE.Camera(); THREE.CombinedCamera.prototype.constructor = THREE.CoolCamera; THREE.CombinedCamera.prototype.toPerspective = function () { this.near = this.cameraP.near; this.far = this.cameraP.far; this.cameraP.fov = this.fov / this.zoom ; this.cameraP.updateProjectionMatrix(); this.projectionMatrix = this.cameraP.projectionMatrix; this.inPersepectiveMode = true; this.inOrthographicMode = false; }; THREE.CombinedCamera.prototype.toOrthographic = function () { // Orthographic from Perspective var fov = this.fov; var aspect = this.cameraP.aspect; var near = this.cameraP.near; var far = this.cameraP.far; // Just pretend we want the mid plane of the viewing frustum var hyperfocus = ( near + far ) / 2; var halfHeight = Math.tan( fov / 2 ) * hyperfocus; var planeHeight = 2 * halfHeight; var planeWidth = planeHeight * aspect; var halfWidth = planeWidth / 2; halfHeight /= this.zoom; halfWidth /= this.zoom; this.cameraO.left = -halfWidth; this.cameraO.right = halfWidth; this.cameraO.top = halfHeight; this.cameraO.bottom = -halfHeight; // this.cameraO.left = -farHalfWidth; // this.cameraO.right = farHalfWidth; // this.cameraO.top = farHalfHeight; // this.cameraO.bottom = -farHalfHeight; // this.cameraO.left = this.left / this.zoom; // this.cameraO.right = this.right / this.zoom; // this.cameraO.top = this.top / this.zoom; // this.cameraO.bottom = this.bottom / this.zoom; this.cameraO.updateProjectionMatrix(); this.near = this.cameraO.near; this.far = this.cameraO.far; this.projectionMatrix = this.cameraO.projectionMatrix; this.inPersepectiveMode = false; this.inOrthographicMode = true; }; THREE.CombinedCamera.prototype.setFov = function(fov) { this.fov = fov; if (this.inPersepectiveMode) { this.toPerspective(); } else { this.toOrthographic(); } }; /* * Uses Focal Length (in mm) to estimate and set FOV * 35mm (fullframe) camera is used if frame size is not specified; * Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html */ THREE.CombinedCamera.prototype.setLens = function ( focalLength, frameHeight ) { frameHeight = frameHeight !== undefined ? frameHeight : 24; var fov = 2 * Math.atan( frameHeight / ( focalLength * 2 ) ) * ( 180 / Math.PI ); this.setFov( fov ); return fov; }; THREE.CombinedCamera.prototype.setZoom = function(zoom) { this.zoom = zoom; if (this.inPersepectiveMode) { this.toPerspective(); } else { this.toOrthographic(); } }; THREE.CombinedCamera.prototype.toFrontView = function() { this.rotation.x = 0; this.rotation.y = 0; this.rotation.z = 0; //TODO: Better way to disable camera.lookAt()? this.rotationAutoUpdate = false; }; THREE.CombinedCamera.prototype.toBackView = function() { this.rotation.x = 0; this.rotation.y = Math.PI; this.rotation.z = 0; this.rotationAutoUpdate = false; }; THREE.CombinedCamera.prototype.toLeftView = function() { this.rotation.x = 0; this.rotation.y = - Math.PI / 2; this.rotation.z = 0; this.rotationAutoUpdate = false; }; THREE.CombinedCamera.prototype.toRightView = function() { this.rotation.x = 0; this.rotation.y = Math.PI / 2; this.rotation.z = 0; this.rotationAutoUpdate = false; }; THREE.CombinedCamera.prototype.toTopView = function() { this.rotation.x = - Math.PI / 2; this.rotation.y = 0; this.rotation.z = 0; this.rotationAutoUpdate = false; }; THREE.CombinedCamera.prototype.toBottomView = function() { this.rotation.x = Math.PI / 2; this.rotation.y = 0; this.rotation.z = 0; this.rotationAutoUpdate = false; }; /** * @author mrdoob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ * @author paulirish / http://paulirish.com/ */ THREE.FirstPersonControls = function ( object, domElement ) { this.object = object; this.target = new THREE.Vector3( 0, 0, 0 ); this.domElement = ( domElement !== undefined ) ? domElement : document; this.movementSpeed = 1.0; this.lookSpeed = 0.005; this.noFly = false; this.lookVertical = true; this.autoForward = false; this.activeLook = true; this.heightSpeed = false; this.heightCoef = 1.0; this.heightMin = 0.0; this.constrainVertical = false; this.verticalMin = 0; this.verticalMax = Math.PI; this.autoSpeedFactor = 0.0; this.mouseX = 0; this.mouseY = 0; this.lat = 0; this.lon = 0; this.phi = 0; this.theta = 0; this.moveForward = false; this.moveBackward = false; this.moveLeft = false; this.moveRight = false; this.freeze = false; this.mouseDragOn = false; if ( this.domElement === document ) { this.viewHalfX = window.innerWidth / 2; this.viewHalfY = window.innerHeight / 2; } else { this.viewHalfX = this.domElement.offsetWidth / 2; this.viewHalfY = this.domElement.offsetHeight / 2; this.domElement.setAttribute( 'tabindex', -1 ); } this.onMouseDown = function ( event ) { if ( this.domElement !== document ) { this.domElement.focus(); } event.preventDefault(); event.stopPropagation(); if ( this.activeLook ) { switch ( event.button ) { case 0: this.moveForward = true; break; case 2: this.moveBackward = true; break; } } this.mouseDragOn = true; }; this.onMouseUp = function ( event ) { event.preventDefault(); event.stopPropagation(); if ( this.activeLook ) { switch ( event.button ) { case 0: this.moveForward = false; break; case 2: this.moveBackward = false; break; } } this.mouseDragOn = false; }; this.onMouseMove = function ( event ) { if ( this.domElement === document ) { this.mouseX = event.pageX - this.viewHalfX; this.mouseY = event.pageY - this.viewHalfY; } else { this.mouseX = event.pageX - this.domElement.offsetLeft - this.viewHalfX; this.mouseY = event.pageY - this.domElement.offsetTop - this.viewHalfY; } }; this.onKeyDown = function ( event ) { switch( event.keyCode ) { case 38: /*up*/ case 87: /*W*/ this.moveForward = true; break; case 37: /*left*/ case 65: /*A*/ this.moveLeft = true; break; case 40: /*down*/ case 83: /*S*/ this.moveBackward = true; break; case 39: /*right*/ case 68: /*D*/ this.moveRight = true; break; case 82: /*R*/ this.moveUp = true; break; case 70: /*F*/ this.moveDown = true; break; case 81: /*Q*/ this.freeze = !this.freeze; break; } }; this.onKeyUp = function ( event ) { switch( event.keyCode ) { case 38: /*up*/ case 87: /*W*/ this.moveForward = false; break; case 37: /*left*/ case 65: /*A*/ this.moveLeft = false; break; case 40: /*down*/ case 83: /*S*/ this.moveBackward = false; break; case 39: /*right*/ case 68: /*D*/ this.moveRight = false; break; case 82: /*R*/ this.moveUp = false; break; case 70: /*F*/ this.moveDown = false; break; } }; this.update = function( delta ) { var actualMoveSpeed = 0; if ( this.freeze ) { return; } else { if ( this.heightSpeed ) { var y = THREE.Math.clamp( this.object.position.y, this.heightMin, this.heightMax ); var heightDelta = y - this.heightMin; this.autoSpeedFactor = delta * ( heightDelta * this.heightCoef ); } else { this.autoSpeedFactor = 0.0; } actualMoveSpeed = delta * this.movementSpeed; if ( this.moveForward || ( this.autoForward && !this.moveBackward ) ) this.object.translateZ( - ( actualMoveSpeed + this.autoSpeedFactor ) ); if ( this.moveBackward ) this.object.translateZ( actualMoveSpeed ); if ( this.moveLeft ) this.object.translateX( - actualMoveSpeed ); if ( this.moveRight ) this.object.translateX( actualMoveSpeed ); if ( this.moveUp ) this.object.translateY( actualMoveSpeed ); if ( this.moveDown ) this.object.translateY( - actualMoveSpeed ); var actualLookSpeed = delta * this.lookSpeed; if ( !this.activeLook ) { actualLookSpeed = 0; } this.lon += this.mouseX * actualLookSpeed; if( this.lookVertical ) this.lat -= this.mouseY * actualLookSpeed; this.lat = Math.max( - 85, Math.min( 85, this.lat ) ); this.phi = ( 90 - this.lat ) * Math.PI / 180; this.theta = this.lon * Math.PI / 180; var targetPosition = this.target, position = this.object.position; targetPosition.x = position.x + 100 * Math.sin( this.phi ) * Math.cos( this.theta ); targetPosition.y = position.y + 100 * Math.cos( this.phi ); targetPosition.z = position.z + 100 * Math.sin( this.phi ) * Math.sin( this.theta ); } var verticalLookRatio = 1; if ( this.constrainVertical ) { verticalLookRatio = Math.PI / ( this.verticalMax - this.verticalMin ); } this.lon += this.mouseX * actualLookSpeed; if( this.lookVertical ) this.lat -= this.mouseY * actualLookSpeed * verticalLookRatio; this.lat = Math.max( - 85, Math.min( 85, this.lat ) ); this.phi = ( 90 - this.lat ) * Math.PI / 180; this.theta = this.lon * Math.PI / 180; if ( this.constrainVertical ) { this.phi = THREE.Math.mapLinear( this.phi, 0, Math.PI, this.verticalMin, this.verticalMax ); } var targetPosition = this.target, position = this.object.position; targetPosition.x = position.x + 100 * Math.sin( this.phi ) * Math.cos( this.theta ); targetPosition.y = position.y + 100 * Math.cos( this.phi ); targetPosition.z = position.z + 100 * Math.sin( this.phi ) * Math.sin( this.theta ); this.object.lookAt( targetPosition ); }; this.domElement.addEventListener( 'contextmenu', function ( event ) { event.preventDefault(); }, false ); this.domElement.addEventListener( 'mousemove', bind( this, this.onMouseMove ), false ); this.domElement.addEventListener( 'mousedown', bind( this, this.onMouseDown ), false ); this.domElement.addEventListener( 'mouseup', bind( this, this.onMouseUp ), false ); this.domElement.addEventListener( 'keydown', bind( this, this.onKeyDown ), false ); this.domElement.addEventListener( 'keyup', bind( this, this.onKeyUp ), false ); function bind( scope, fn ) { return function () { fn.apply( scope, arguments ); }; }; }; /** * @author alteredq / http://alteredqualia.com/ */ THREE.PathControls = function ( object, domElement ) { this.object = object; this.domElement = ( domElement !== undefined ) ? domElement : document; this.id = "PathControls" + THREE.PathControlsIdCounter ++; // API this.duration = 10 * 1000; // milliseconds this.waypoints = []; this.useConstantSpeed = true; this.resamplingCoef = 50; this.debugPath = new THREE.Object3D(); this.debugDummy = new THREE.Object3D(); this.animationParent = new THREE.Object3D(); this.lookSpeed = 0.005; this.lookVertical = true; this.lookHorizontal = true; this.verticalAngleMap = { srcRange: [ 0, 2 * Math.PI ], dstRange: [ 0, 2 * Math.PI ] }; this.horizontalAngleMap = { srcRange: [ 0, 2 * Math.PI ], dstRange: [ 0, 2 * Math.PI ] }; // internals this.target = new THREE.Object3D(); this.mouseX = 0; this.mouseY = 0; this.lat = 0; this.lon = 0; this.phi = 0; this.theta = 0; if ( this.domElement === document ) { this.viewHalfX = window.innerWidth / 2; this.viewHalfY = window.innerHeight / 2; } else { this.viewHalfX = this.domElement.offsetWidth / 2; this.viewHalfY = this.domElement.offsetHeight / 2; this.domElement.setAttribute( 'tabindex', -1 ); } var PI2 = Math.PI * 2, PI180 = Math.PI / 180; // methods this.update = function ( delta ) { var srcRange, dstRange; if( this.lookHorizontal ) this.lon += this.mouseX * this.lookSpeed * delta; if( this.lookVertical ) this.lat -= this.mouseY * this.lookSpeed * delta; this.lon = Math.max( 0, Math.min( 360, this.lon ) ); this.lat = Math.max( - 85, Math.min( 85, this.lat ) ); this.phi = ( 90 - this.lat ) * PI180; this.theta = this.lon * PI180; this.phi = normalize_angle_rad( this.phi ); // constrain vertical look angle srcRange = this.verticalAngleMap.srcRange; dstRange = this.verticalAngleMap.dstRange; var tmpPhi = THREE.Math.mapLinear( this.phi, srcRange[ 0 ], srcRange[ 1 ], dstRange[ 0 ], dstRange[ 1 ] ); var tmpPhiFullRange = dstRange[ 1 ] - dstRange[ 0 ]; var tmpPhiNormalized = ( tmpPhi - dstRange[ 0 ] ) / tmpPhiFullRange; this.phi = QuadraticEaseInOut( tmpPhiNormalized ) * tmpPhiFullRange + dstRange[ 0 ]; // constrain horizontal look angle srcRange = this.horizontalAngleMap.srcRange; dstRange = this.horizontalAngleMap.dstRange; var tmpTheta = THREE.Math.mapLinear( this.theta, srcRange[ 0 ], srcRange[ 1 ], dstRange[ 0 ], dstRange[ 1 ] ); var tmpThetaFullRange = dstRange[ 1 ] - dstRange[ 0 ]; var tmpThetaNormalized = ( tmpTheta - dstRange[ 0 ] ) / tmpThetaFullRange; this.theta = QuadraticEaseInOut( tmpThetaNormalized ) * tmpThetaFullRange + dstRange[ 0 ]; var targetPosition = this.target.position, position = this.object.position; targetPosition.x = 100 * Math.sin( this.phi ) * Math.cos( this.theta ); targetPosition.y = 100 * Math.cos( this.phi ); targetPosition.z = 100 * Math.sin( this.phi ) * Math.sin( this.theta ); this.object.lookAt( this.target.position ); }; this.onMouseMove = function ( event ) { if ( this.domElement === document ) { this.mouseX = event.pageX - this.viewHalfX; this.mouseY = event.pageY - this.viewHalfY; } else { this.mouseX = event.pageX - this.domElement.offsetLeft - this.viewHalfX; this.mouseY = event.pageY - this.domElement.offsetTop - this.viewHalfY; } }; // utils function normalize_angle_rad( a ) { var b = a % PI2; return b >= 0 ? b : b + PI2; }; function distance( a, b ) { var dx = a[ 0 ] - b[ 0 ], dy = a[ 1 ] - b[ 1 ], dz = a[ 2 ] - b[ 2 ]; return Math.sqrt( dx * dx + dy * dy + dz * dz ); }; function QuadraticEaseInOut ( k ) { if ( ( k *= 2 ) < 1 ) return 0.5 * k * k; return - 0.5 * ( --k * ( k - 2 ) - 1 ); }; function bind( scope, fn ) { return function () { fn.apply( scope, arguments ); }; }; function initAnimationPath( parent, spline, name, duration ) { var animationData = { name: name, fps: 0.6, length: duration, hierarchy: [] }; var i, parentAnimation, childAnimation, path = spline.getControlPointsArray(), sl = spline.getLength(), pl = path.length, t = 0, first = 0, last = pl - 1; parentAnimation = { parent: -1, keys: [] }; parentAnimation.keys[ first ] = { time: 0, pos: path[ first ], rot: [ 0, 0, 0, 1 ], scl: [ 1, 1, 1 ] }; parentAnimation.keys[ last ] = { time: duration, pos: path[ last ], rot: [ 0, 0, 0, 1 ], scl: [ 1, 1, 1 ] }; for ( i = 1; i < pl - 1; i++ ) { // real distance (approximation via linear segments) t = duration * sl.chunks[ i ] / sl.total; // equal distance //t = duration * ( i / pl ); // linear distance //t += duration * distance( path[ i ], path[ i - 1 ] ) / sl.total; parentAnimation.keys[ i ] = { time: t, pos: path[ i ] }; } animationData.hierarchy[ 0 ] = parentAnimation; THREE.AnimationHandler.add( animationData ); return new THREE.Animation( parent, name, THREE.AnimationHandler.CATMULLROM_FORWARD, false ); }; function createSplineGeometry( spline, n_sub ) { var i, index, position, geometry = new THREE.Geometry(); for ( i = 0; i < spline.points.length * n_sub; i ++ ) { index = i / ( spline.points.length * n_sub ); position = spline.getPoint( index ); geometry.vertices[ i ] = new THREE.Vertex( new THREE.Vector3( position.x, position.y, position.z ) ); } return geometry; }; function createPath( parent, spline ) { var lineGeo = createSplineGeometry( spline, 10 ), particleGeo = createSplineGeometry( spline, 10 ), lineMat = new THREE.LineBasicMaterial( { color: 0xff0000, linewidth: 3 } ), lineObj = new THREE.Line( lineGeo, lineMat ), particleObj = new THREE.ParticleSystem( particleGeo, new THREE.ParticleBasicMaterial( { color: 0xffaa00, size: 3 } ) ); lineObj.scale.set( 1, 1, 1 ); parent.add( lineObj ); particleObj.scale.set( 1, 1, 1 ); parent.add( particleObj ); var waypoint, geo = new THREE.SphereGeometry( 1, 16, 8 ), mat = new THREE.MeshBasicMaterial( { color: 0x00ff00 } ); for ( var i = 0; i < spline.points.length; i ++ ) { waypoint = new THREE.Mesh( geo, mat ); waypoint.position.copy( spline.points[ i ] ); parent.add( waypoint ); } }; this.init = function ( ) { // constructor this.spline = new THREE.Spline(); this.spline.initFromArray( this.waypoints ); if ( this.useConstantSpeed ) { this.spline.reparametrizeByArcLength( this.resamplingCoef ); } if ( this.createDebugDummy ) { var dummyParentMaterial = new THREE.MeshLambertMaterial( { color: 0x0077ff } ), dummyChildMaterial = new THREE.MeshLambertMaterial( { color: 0x00ff00 } ), dummyParentGeo = new THREE.CubeGeometry( 10, 10, 20 ), dummyChildGeo = new THREE.CubeGeometry( 2, 2, 10 ); this.animationParent = new THREE.Mesh( dummyParentGeo, dummyParentMaterial ); var dummyChild = new THREE.Mesh( dummyChildGeo, dummyChildMaterial ); dummyChild.position.set( 0, 10, 0 ); this.animation = initAnimationPath( this.animationParent, this.spline, this.id, this.duration ); this.animationParent.add( this.object ); this.animationParent.add( this.target ); this.animationParent.add( dummyChild ); } else { this.animation = initAnimationPath( this.animationParent, this.spline, this.id, this.duration ); this.animationParent.add( this.target ); this.animationParent.add( this.object ); } if ( this.createDebugPath ) { createPath( this.debugPath, this.spline ); } this.domElement.addEventListener( 'mousemove', bind( this, this.onMouseMove ), false ); }; }; THREE.PathControlsIdCounter = 0; /** * @author James Baicoianu / http://www.baicoianu.com/ */ THREE.FlyControls = function ( object, domElement ) { this.object = object; this.domElement = ( domElement !== undefined ) ? domElement : document; if ( domElement ) this.domElement.setAttribute( 'tabindex', -1 ); // API this.movementSpeed = 1.0; this.rollSpeed = 0.005; this.dragToLook = false; this.autoForward = false; // disable default target object behavior this.object.useQuaternion = true; // internals this.tmpQuaternion = new THREE.Quaternion(); this.mouseStatus = 0; this.moveState = { up: 0, down: 0, left: 0, right: 0, forward: 0, back: 0, pitchUp: 0, pitchDown: 0, yawLeft: 0, yawRight: 0, rollLeft: 0, rollRight: 0 }; this.moveVector = new THREE.Vector3( 0, 0, 0 ); this.rotationVector = new THREE.Vector3( 0, 0, 0 ); this.handleEvent = function ( event ) { if ( typeof this[ event.type ] == 'function' ) { this[ event.type ]( event ); } }; this.keydown = function( event ) { if ( event.altKey ) { return; } switch( event.keyCode ) { case 16: /* shift */ this.movementSpeedMultiplier = .1; break; case 87: /*W*/ this.moveState.forward = 1; break; case 83: /*S*/ this.moveState.back = 1; break; case 65: /*A*/ this.moveState.left = 1; break; case 68: /*D*/ this.moveState.right = 1; break; case 82: /*R*/ this.moveState.up = 1; break; case 70: /*F*/ this.moveState.down = 1; break; case 38: /*up*/ this.moveState.pitchUp = 1; break; case 40: /*down*/ this.moveState.pitchDown = 1; break; case 37: /*left*/ this.moveState.yawLeft = 1; break; case 39: /*right*/ this.moveState.yawRight = 1; break; case 81: /*Q*/ this.moveState.rollLeft = 1; break; case 69: /*E*/ this.moveState.rollRight = 1; break; } this.updateMovementVector(); this.updateRotationVector(); }; this.keyup = function( event ) { switch( event.keyCode ) { case 16: /* shift */ this.movementSpeedMultiplier = 1; break; case 87: /*W*/ this.moveState.forward = 0; break; case 83: /*S*/ this.moveState.back = 0; break; case 65: /*A*/ this.moveState.left = 0; break; case 68: /*D*/ this.moveState.right = 0; break; case 82: /*R*/ this.moveState.up = 0; break; case 70: /*F*/ this.moveState.down = 0; break; case 38: /*up*/ this.moveState.pitchUp = 0; break; case 40: /*down*/ this.moveState.pitchDown = 0; break; case 37: /*left*/ this.moveState.yawLeft = 0; break; case 39: /*right*/ this.moveState.yawRight = 0; break; case 81: /*Q*/ this.moveState.rollLeft = 0; break; case 69: /*E*/ this.moveState.rollRight = 0; break; } this.updateMovementVector(); this.updateRotationVector(); }; this.mousedown = function( event ) { if ( this.domElement !== document ) { this.domElement.focus(); } event.preventDefault(); event.stopPropagation(); if ( this.dragToLook ) { this.mouseStatus ++; } else { switch ( event.button ) { case 0: this.object.moveForward = true; break; case 2: this.object.moveBackward = true; break; } } }; this.mousemove = function( event ) { if ( !this.dragToLook || this.mouseStatus > 0 ) { var container = this.getContainerDimensions(); var halfWidth = container.size[ 0 ] / 2; var halfHeight = container.size[ 1 ] / 2; this.moveState.yawLeft = - ( ( event.pageX - container.offset[ 0 ] ) - halfWidth ) / halfWidth; this.moveState.pitchDown = ( ( event.pageY - container.offset[ 1 ] ) - halfHeight ) / halfHeight; this.updateRotationVector(); } }; this.mouseup = function( event ) { event.preventDefault(); event.stopPropagation(); if ( this.dragToLook ) { this.mouseStatus --; this.moveState.yawLeft = this.moveState.pitchDown = 0; } else { switch ( event.button ) { case 0: this.moveForward = false; break; case 2: this.moveBackward = false; break; } } this.updateRotationVector(); }; this.update = function( delta ) { var moveMult = delta * this.movementSpeed; var rotMult = delta * this.rollSpeed; this.object.translateX( this.moveVector.x * moveMult ); this.object.translateY( this.moveVector.y * moveMult ); this.object.translateZ( this.moveVector.z * moveMult ); this.tmpQuaternion.set( this.rotationVector.x * rotMult, this.rotationVector.y * rotMult, this.rotationVector.z * rotMult, 1 ).normalize(); this.object.quaternion.multiplySelf( this.tmpQuaternion ); this.object.matrix.setPosition( this.object.position ); this.object.matrix.setRotationFromQuaternion( this.object.quaternion ); this.object.matrixWorldNeedsUpdate = true; }; this.updateMovementVector = function() { var forward = ( this.moveState.forward || ( this.autoForward && !this.moveState.back ) ) ? 1 : 0; this.moveVector.x = ( -this.moveState.left + this.moveState.right ); this.moveVector.y = ( -this.moveState.down + this.moveState.up ); this.moveVector.z = ( -forward + this.moveState.back ); //console.log( 'move:', [ this.moveVector.x, this.moveVector.y, this.moveVector.z ] ); }; this.updateRotationVector = function() { this.rotationVector.x = ( -this.moveState.pitchDown + this.moveState.pitchUp ); this.rotationVector.y = ( -this.moveState.yawRight + this.moveState.yawLeft ); this.rotationVector.z = ( -this.moveState.rollRight + this.moveState.rollLeft ); //console.log( 'rotate:', [ this.rotationVector.x, this.rotationVector.y, this.rotationVector.z ] ); }; this.getContainerDimensions = function() { if ( this.domElement != document ) { return { size : [ this.domElement.offsetWidth, this.domElement.offsetHeight ], offset : [ this.domElement.offsetLeft, this.domElement.offsetTop ] }; } else { return { size : [ window.innerWidth, window.innerHeight ], offset : [ 0, 0 ] }; } }; function bind( scope, fn ) { return function () { fn.apply( scope, arguments ); }; }; this.domElement.addEventListener( 'mousemove', bind( this, this.mousemove ), false ); this.domElement.addEventListener( 'mousedown', bind( this, this.mousedown ), false ); this.domElement.addEventListener( 'mouseup', bind( this, this.mouseup ), false ); this.domElement.addEventListener( 'keydown', bind( this, this.keydown ), false ); this.domElement.addEventListener( 'keyup', bind( this, this.keyup ), false ); this.updateMovementVector(); this.updateRotationVector(); }; /** * @author mikael emtinger / http://gomo.se/ * @author alteredq / http://alteredqualia.com/ */ THREE.RollControls = function ( object, domElement ) { this.object = object; this.domElement = ( domElement !== undefined ) ? domElement : document; // API this.mouseLook = true; this.autoForward = false; this.lookSpeed = 1; this.movementSpeed = 1; this.rollSpeed = 1; this.constrainVertical = [ -0.9, 0.9 ]; // disable default target object behavior this.object.matrixAutoUpdate = false; // internals this.forward = new THREE.Vector3( 0, 0, 1 ); this.roll = 0; var xTemp = new THREE.Vector3(); var yTemp = new THREE.Vector3(); var zTemp = new THREE.Vector3(); var rollMatrix = new THREE.Matrix4(); var doRoll = false, rollDirection = 1, forwardSpeed = 0, sideSpeed = 0, upSpeed = 0; var mouseX = 0, mouseY = 0; var windowHalfX = window.innerWidth / 2; var windowHalfY = window.innerHeight / 2; // custom update this.update = function ( delta ) { if ( this.mouseLook ) { var actualLookSpeed = delta * this.lookSpeed; this.rotateHorizontally( actualLookSpeed * mouseX ); this.rotateVertically( actualLookSpeed * mouseY ); } var actualSpeed = delta * this.movementSpeed; var forwardOrAuto = ( forwardSpeed > 0 || ( this.autoForward && ! ( forwardSpeed < 0 ) ) ) ? 1 : forwardSpeed; this.object.translateZ( -actualSpeed * forwardOrAuto ); this.object.translateX( actualSpeed * sideSpeed ); this.object.translateY( actualSpeed * upSpeed ); if( doRoll ) { this.roll += this.rollSpeed * delta * rollDirection; } // cap forward up / down if( this.forward.y > this.constrainVertical[ 1 ] ) { this.forward.y = this.constrainVertical[ 1 ]; this.forward.normalize(); } else if( this.forward.y < this.constrainVertical[ 0 ] ) { this.forward.y = this.constrainVertical[ 0 ]; this.forward.normalize(); } // construct unrolled camera matrix zTemp.copy( this.forward ); yTemp.set( 0, 1, 0 ); xTemp.cross( yTemp, zTemp ).normalize(); yTemp.cross( zTemp, xTemp ).normalize(); this.object.matrix.elements[0] = xTemp.x; this.object.matrix.elements[4] = yTemp.x; this.object.matrix.elements[8] = zTemp.x; this.object.matrix.elements[1] = xTemp.y; this.object.matrix.elements[5] = yTemp.y; this.object.matrix.elements[9] = zTemp.y; this.object.matrix.elements[2] = xTemp.z; this.object.matrix.elements[6] = yTemp.z; this.object.matrix.elements[10] = zTemp.z; // calculate roll matrix rollMatrix.identity(); rollMatrix.elements[0] = Math.cos( this.roll ); rollMatrix.elements[4] = -Math.sin( this.roll ); rollMatrix.elements[1] = Math.sin( this.roll ); rollMatrix.elements[5] = Math.cos( this.roll ); // multiply camera with roll this.object.matrix.multiplySelf( rollMatrix ); this.object.matrixWorldNeedsUpdate = true; // set position this.object.matrix.elements[12] = this.object.position.x; this.object.matrix.elements[13] = this.object.position.y; this.object.matrix.elements[14] = this.object.position.z; }; this.translateX = function ( distance ) { this.object.position.x += this.object.matrix.elements[0] * distance; this.object.position.y += this.object.matrix.elements[1] * distance; this.object.position.z += this.object.matrix.elements[2] * distance; }; this.translateY = function ( distance ) { this.object.position.x += this.object.matrix.elements[4] * distance; this.object.position.y += this.object.matrix.elements[5] * distance; this.object.position.z += this.object.matrix.elements[6] * distance; }; this.translateZ = function ( distance ) { this.object.position.x -= this.object.matrix.elements[8] * distance; this.object.position.y -= this.object.matrix.elements[9] * distance; this.object.position.z -= this.object.matrix.elements[10] * distance; }; this.rotateHorizontally = function ( amount ) { // please note that the amount is NOT degrees, but a scale value xTemp.set( this.object.matrix.elements[0], this.object.matrix.elements[1], this.object.matrix.elements[2] ); xTemp.multiplyScalar( amount ); this.forward.subSelf( xTemp ); this.forward.normalize(); }; this.rotateVertically = function ( amount ) { // please note that the amount is NOT degrees, but a scale value yTemp.set( this.object.matrix.elements[4], this.object.matrix.elements[5], this.object.matrix.elements[6] ); yTemp.multiplyScalar( amount ); this.forward.addSelf( yTemp ); this.forward.normalize(); }; function onKeyDown( event ) { switch( event.keyCode ) { case 38: /*up*/ case 87: /*W*/ forwardSpeed = 1; break; case 37: /*left*/ case 65: /*A*/ sideSpeed = -1; break; case 40: /*down*/ case 83: /*S*/ forwardSpeed = -1; break; case 39: /*right*/ case 68: /*D*/ sideSpeed = 1; break; case 81: /*Q*/ doRoll = true; rollDirection = 1; break; case 69: /*E*/ doRoll = true; rollDirection = -1; break; case 82: /*R*/ upSpeed = 1; break; case 70: /*F*/ upSpeed = -1; break; } }; function onKeyUp( event ) { switch( event.keyCode ) { case 38: /*up*/ case 87: /*W*/ forwardSpeed = 0; break; case 37: /*left*/ case 65: /*A*/ sideSpeed = 0; break; case 40: /*down*/ case 83: /*S*/ forwardSpeed = 0; break; case 39: /*right*/ case 68: /*D*/ sideSpeed = 0; break; case 81: /*Q*/ doRoll = false; break; case 69: /*E*/ doRoll = false; break; case 82: /*R*/ upSpeed = 0; break; case 70: /*F*/ upSpeed = 0; break; } }; function onMouseMove( event ) { mouseX = ( event.clientX - windowHalfX ) / window.innerWidth; mouseY = ( event.clientY - windowHalfY ) / window.innerHeight; }; function onMouseDown ( event ) { event.preventDefault(); event.stopPropagation(); switch ( event.button ) { case 0: forwardSpeed = 1; break; case 2: forwardSpeed = -1; break; } }; function onMouseUp ( event ) { event.preventDefault(); event.stopPropagation(); switch ( event.button ) { case 0: forwardSpeed = 0; break; case 2: forwardSpeed = 0; break; } }; this.domElement.addEventListener( 'contextmenu', function ( event ) { event.preventDefault(); }, false ); this.domElement.addEventListener( 'mousemove', onMouseMove, false ); this.domElement.addEventListener( 'mousedown', onMouseDown, false ); this.domElement.addEventListener( 'mouseup', onMouseUp, false ); this.domElement.addEventListener( 'keydown', onKeyDown, false ); this.domElement.addEventListener( 'keyup', onKeyUp, false ); }; /** * @author Eberhard Graether / http://egraether.com/ */ THREE.TrackballControls = function ( object, domElement ) { THREE.EventTarget.call( this ); var _this = this, STATE = { NONE : -1, ROTATE : 0, ZOOM : 1, PAN : 2 }; this.object = object; this.domElement = ( domElement !== undefined ) ? domElement : document; // API this.enabled = true; this.screen = { width: window.innerWidth, height: window.innerHeight, offsetLeft: 0, offsetTop: 0 }; this.radius = ( this.screen.width + this.screen.height ) / 4; this.rotateSpeed = 1.0; this.zoomSpeed = 1.2; this.panSpeed = 0.3; this.noRotate = false; this.noZoom = false; this.noPan = false; this.staticMoving = false; this.dynamicDampingFactor = 0.2; this.minDistance = 0; this.maxDistance = Infinity; this.keys = [ 65 /*A*/, 83 /*S*/, 68 /*D*/ ]; // internals this.target = new THREE.Vector3(); var lastPosition = new THREE.Vector3(); var _keyPressed = false, _state = STATE.NONE, _eye = new THREE.Vector3(), _rotateStart = new THREE.Vector3(), _rotateEnd = new THREE.Vector3(), _zoomStart = new THREE.Vector2(), _zoomEnd = new THREE.Vector2(), _panStart = new THREE.Vector2(), _panEnd = new THREE.Vector2(); // events var changeEvent = { type: 'change' }; // methods this.handleEvent = function ( event ) { if ( typeof this[ event.type ] == 'function' ) { this[ event.type ]( event ); } }; this.getMouseOnScreen = function ( clientX, clientY ) { return new THREE.Vector2( ( clientX - _this.screen.offsetLeft ) / _this.radius * 0.5, ( clientY - _this.screen.offsetTop ) / _this.radius * 0.5 ); }; this.getMouseProjectionOnBall = function ( clientX, clientY ) { var mouseOnBall = new THREE.Vector3( ( clientX - _this.screen.width * 0.5 - _this.screen.offsetLeft ) / _this.radius, ( _this.screen.height * 0.5 + _this.screen.offsetTop - clientY ) / _this.radius, 0.0 ); var length = mouseOnBall.length(); if ( length > 1.0 ) { mouseOnBall.normalize(); } else { mouseOnBall.z = Math.sqrt( 1.0 - length * length ); } _eye.copy( _this.object.position ).subSelf( _this.target ); var projection = _this.object.up.clone().setLength( mouseOnBall.y ); projection.addSelf( _this.object.up.clone().crossSelf( _eye ).setLength( mouseOnBall.x ) ); projection.addSelf( _eye.setLength( mouseOnBall.z ) ); return projection; }; this.rotateCamera = function () { var angle = Math.acos( _rotateStart.dot( _rotateEnd ) / _rotateStart.length() / _rotateEnd.length() ); if ( angle ) { var axis = ( new THREE.Vector3() ).cross( _rotateStart, _rotateEnd ).normalize(), quaternion = new THREE.Quaternion(); angle *= _this.rotateSpeed; quaternion.setFromAxisAngle( axis, -angle ); quaternion.multiplyVector3( _eye ); quaternion.multiplyVector3( _this.object.up ); quaternion.multiplyVector3( _rotateEnd ); if ( _this.staticMoving ) { _rotateStart = _rotateEnd; } else { quaternion.setFromAxisAngle( axis, angle * ( _this.dynamicDampingFactor - 1.0 ) ); quaternion.multiplyVector3( _rotateStart ); } } }; this.zoomCamera = function () { var factor = 1.0 + ( _zoomEnd.y - _zoomStart.y ) * _this.zoomSpeed; if ( factor !== 1.0 && factor > 0.0 ) { _eye.multiplyScalar( factor ); if ( _this.staticMoving ) { _zoomStart = _zoomEnd; } else { _zoomStart.y += ( _zoomEnd.y - _zoomStart.y ) * this.dynamicDampingFactor; } } }; this.panCamera = function () { var mouseChange = _panEnd.clone().subSelf( _panStart ); if ( mouseChange.lengthSq() ) { mouseChange.multiplyScalar( _eye.length() * _this.panSpeed ); var pan = _eye.clone().crossSelf( _this.object.up ).setLength( mouseChange.x ); pan.addSelf( _this.object.up.clone().setLength( mouseChange.y ) ); _this.object.position.addSelf( pan ); _this.target.addSelf( pan ); if ( _this.staticMoving ) { _panStart = _panEnd; } else { _panStart.addSelf( mouseChange.sub( _panEnd, _panStart ).multiplyScalar( _this.dynamicDampingFactor ) ); } } }; this.checkDistances = function () { if ( !_this.noZoom || !_this.noPan ) { if ( _this.object.position.lengthSq() > _this.maxDistance * _this.maxDistance ) { _this.object.position.setLength( _this.maxDistance ); } if ( _eye.lengthSq() < _this.minDistance * _this.minDistance ) { _this.object.position.add( _this.target, _eye.setLength( _this.minDistance ) ); } } }; this.update = function () { _eye.copy( _this.object.position ).subSelf( _this.target ); if ( !_this.noRotate ) { _this.rotateCamera(); } if ( !_this.noZoom ) { _this.zoomCamera(); } if ( !_this.noPan ) { _this.panCamera(); } _this.object.position.add( _this.target, _eye ); _this.checkDistances(); _this.object.lookAt( _this.target ); if ( lastPosition.distanceTo( _this.object.position ) > 0 ) { _this.dispatchEvent( changeEvent ); lastPosition.copy( _this.object.position ); } }; // listeners function keydown( event ) { if ( ! _this.enabled ) return; if ( _state !== STATE.NONE ) { return; } else if ( event.keyCode === _this.keys[ STATE.ROTATE ] && !_this.noRotate ) { _state = STATE.ROTATE; } else if ( event.keyCode === _this.keys[ STATE.ZOOM ] && !_this.noZoom ) { _state = STATE.ZOOM; } else if ( event.keyCode === _this.keys[ STATE.PAN ] && !_this.noPan ) { _state = STATE.PAN; } if ( _state !== STATE.NONE ) { _keyPressed = true; } }; function keyup( event ) { if ( ! _this.enabled ) return; if ( _state !== STATE.NONE ) { _state = STATE.NONE; } }; function mousedown( event ) { if ( ! _this.enabled ) return; event.preventDefault(); event.stopPropagation(); if ( _state === STATE.NONE ) { _state = event.button; if ( _state === STATE.ROTATE && !_this.noRotate ) { _rotateStart = _rotateEnd = _this.getMouseProjectionOnBall( event.clientX, event.clientY ); } else if ( _state === STATE.ZOOM && !_this.noZoom ) { _zoomStart = _zoomEnd = _this.getMouseOnScreen( event.clientX, event.clientY ); } else if ( !this.noPan ) { _panStart = _panEnd = _this.getMouseOnScreen( event.clientX, event.clientY ); } } }; function mousemove( event ) { if ( ! _this.enabled ) return; if ( _keyPressed ) { _rotateStart = _rotateEnd = _this.getMouseProjectionOnBall( event.clientX, event.clientY ); _zoomStart = _zoomEnd = _this.getMouseOnScreen( event.clientX, event.clientY ); _panStart = _panEnd = _this.getMouseOnScreen( event.clientX, event.clientY ); _keyPressed = false; } if ( _state === STATE.NONE ) { return; } else if ( _state === STATE.ROTATE && !_this.noRotate ) { _rotateEnd = _this.getMouseProjectionOnBall( event.clientX, event.clientY ); } else if ( _state === STATE.ZOOM && !_this.noZoom ) { _zoomEnd = _this.getMouseOnScreen( event.clientX, event.clientY ); } else if ( _state === STATE.PAN && !_this.noPan ) { _panEnd = _this.getMouseOnScreen( event.clientX, event.clientY ); } }; function mouseup( event ) { if ( ! _this.enabled ) return; event.preventDefault(); event.stopPropagation(); _state = STATE.NONE; }; this.domElement.addEventListener( 'contextmenu', function ( event ) { event.preventDefault(); }, false ); this.domElement.addEventListener( 'mousemove', mousemove, false ); this.domElement.addEventListener( 'mousedown', mousedown, false ); this.domElement.addEventListener( 'mouseup', mouseup, false ); window.addEventListener( 'keydown', keydown, false ); window.addEventListener( 'keyup', keyup, false ); }; /** * @author mr.doob / http://mrdoob.com/ * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Cube.as */ THREE.CubeGeometry = function ( width, height, depth, segmentsWidth, segmentsHeight, segmentsDepth, materials, sides ) { THREE.Geometry.call( this ); var scope = this, width_half = width / 2, height_half = height / 2, depth_half = depth / 2; var mpx, mpy, mpz, mnx, mny, mnz; if ( materials !== undefined ) { if ( materials instanceof Array ) { this.materials = materials; } else { this.materials = []; for ( var i = 0; i < 6; i ++ ) { this.materials.push( materials ); } } mpx = 0; mnx = 1; mpy = 2; mny = 3; mpz = 4; mnz = 5; } else { this.materials = []; } this.sides = { px: true, nx: true, py: true, ny: true, pz: true, nz: true }; if ( sides != undefined ) { for ( var s in sides ) { if ( this.sides[ s ] !== undefined ) { this.sides[ s ] = sides[ s ]; } } } this.sides.px && buildPlane( 'z', 'y', - 1, - 1, depth, height, width_half, mpx ); // px this.sides.nx && buildPlane( 'z', 'y', 1, - 1, depth, height, - width_half, mnx ); // nx this.sides.py && buildPlane( 'x', 'z', 1, 1, width, depth, height_half, mpy ); // py this.sides.ny && buildPlane( 'x', 'z', 1, - 1, width, depth, - height_half, mny ); // ny this.sides.pz && buildPlane( 'x', 'y', 1, - 1, width, height, depth_half, mpz ); // pz this.sides.nz && buildPlane( 'x', 'y', - 1, - 1, width, height, - depth_half, mnz ); // nz function buildPlane( u, v, udir, vdir, width, height, depth, material ) { var w, ix, iy, gridX = segmentsWidth || 1, gridY = segmentsHeight || 1, width_half = width / 2, height_half = height / 2, offset = scope.vertices.length; if ( ( u === 'x' && v === 'y' ) || ( u === 'y' && v === 'x' ) ) { w = 'z'; } else if ( ( u === 'x' && v === 'z' ) || ( u === 'z' && v === 'x' ) ) { w = 'y'; gridY = segmentsDepth || 1; } else if ( ( u === 'z' && v === 'y' ) || ( u === 'y' && v === 'z' ) ) { w = 'x'; gridX = segmentsDepth || 1; } var gridX1 = gridX + 1, gridY1 = gridY + 1, segment_width = width / gridX, segment_height = height / gridY, normal = new THREE.Vector3(); normal[ w ] = depth > 0 ? 1 : - 1; for ( iy = 0; iy < gridY1; iy ++ ) { for ( ix = 0; ix < gridX1; ix ++ ) { var vector = new THREE.Vector3(); vector[ u ] = ( ix * segment_width - width_half ) * udir; vector[ v ] = ( iy * segment_height - height_half ) * vdir; vector[ w ] = depth; scope.vertices.push( new THREE.Vertex( vector ) ); } } for ( iy = 0; iy < gridY; iy++ ) { for ( ix = 0; ix < gridX; ix++ ) { var a = ix + gridX1 * iy; var b = ix + gridX1 * ( iy + 1 ); var c = ( ix + 1 ) + gridX1 * ( iy + 1 ); var d = ( ix + 1 ) + gridX1 * iy; var face = new THREE.Face4( a + offset, b + offset, c + offset, d + offset ); face.normal.copy( normal ); face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone(), normal.clone() ); face.materialIndex = material; scope.faces.push( face ); scope.faceVertexUvs[ 0 ].push( [ new THREE.UV( ix / gridX, iy / gridY ), new THREE.UV( ix / gridX, ( iy + 1 ) / gridY ), new THREE.UV( ( ix + 1 ) / gridX, ( iy + 1 ) / gridY ), new THREE.UV( ( ix + 1 ) / gridX, iy / gridY ) ] ); } } } this.computeCentroids(); this.mergeVertices(); }; THREE.CubeGeometry.prototype = new THREE.Geometry(); THREE.CubeGeometry.prototype.constructor = THREE.CubeGeometry; /** * @author mr.doob / http://mrdoob.com/ */ THREE.CylinderGeometry = function ( radiusTop, radiusBottom, height, segmentsRadius, segmentsHeight, openEnded ) { THREE.Geometry.call( this ); radiusTop = radiusTop !== undefined ? radiusTop : 20; radiusBottom = radiusBottom !== undefined ? radiusBottom : 20; height = height !== undefined ? height : 100; var heightHalf = height / 2; var segmentsX = segmentsRadius || 8; var segmentsY = segmentsHeight || 1; var x, y, vertices = [], uvs = []; for ( y = 0; y <= segmentsY; y ++ ) { var verticesRow = []; var uvsRow = []; var v = y / segmentsY; var radius = v * ( radiusBottom - radiusTop ) + radiusTop; for ( x = 0; x <= segmentsX; x ++ ) { var u = x / segmentsX; var xpos = radius * Math.sin( u * Math.PI * 2 ); var ypos = - v * height + heightHalf; var zpos = radius * Math.cos( u * Math.PI * 2 ); this.vertices.push( new THREE.Vertex( new THREE.Vector3( xpos, ypos, zpos ) ) ); verticesRow.push( this.vertices.length - 1 ); uvsRow.push( new THREE.UV( u, v ) ); } vertices.push( verticesRow ); uvs.push( uvsRow ); } for ( y = 0; y < segmentsY; y ++ ) { for ( x = 0; x < segmentsX; x ++ ) { var v1 = vertices[ y ][ x ]; var v2 = vertices[ y + 1 ][ x ]; var v3 = vertices[ y + 1 ][ x + 1 ]; var v4 = vertices[ y ][ x + 1 ]; // FIXME: These normals aren't right for cones. var n1 = this.vertices[ v1 ].position.clone().setY( 0 ).normalize(); var n2 = this.vertices[ v2 ].position.clone().setY( 0 ).normalize(); var n3 = this.vertices[ v3 ].position.clone().setY( 0 ).normalize(); var n4 = this.vertices[ v4 ].position.clone().setY( 0 ).normalize(); var uv1 = uvs[ y ][ x ].clone(); var uv2 = uvs[ y + 1 ][ x ].clone(); var uv3 = uvs[ y + 1 ][ x + 1 ].clone(); var uv4 = uvs[ y ][ x + 1 ].clone(); this.faces.push( new THREE.Face4( v1, v2, v3, v4, [ n1, n2, n3, n4 ] ) ); this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3, uv4 ] ); } } // top cap if ( !openEnded && radiusTop > 0 ) { this.vertices.push( new THREE.Vertex( new THREE.Vector3( 0, heightHalf, 0 ) ) ); for ( x = 0; x < segmentsX; x ++ ) { var v1 = vertices[ 0 ][ x ]; var v2 = vertices[ 0 ][ x + 1 ]; var v3 = this.vertices.length - 1; var n1 = new THREE.Vector3( 0, 1, 0 ); var n2 = new THREE.Vector3( 0, 1, 0 ); var n3 = new THREE.Vector3( 0, 1, 0 ); var uv1 = uvs[ 0 ][ x ].clone(); var uv2 = uvs[ 0 ][ x + 1 ].clone(); var uv3 = new THREE.UV( uv2.u, 0 ); this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) ); this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] ); } } // bottom cap if ( !openEnded && radiusBottom > 0 ) { this.vertices.push( new THREE.Vertex( new THREE.Vector3( 0, - heightHalf, 0 ) ) ); for ( x = 0; x < segmentsX; x ++ ) { var v1 = vertices[ y ][ x + 1 ]; var v2 = vertices[ y ][ x ]; var v3 = this.vertices.length - 1; var n1 = new THREE.Vector3( 0, - 1, 0 ); var n2 = new THREE.Vector3( 0, - 1, 0 ); var n3 = new THREE.Vector3( 0, - 1, 0 ); var uv1 = uvs[ y ][ x + 1 ].clone(); var uv2 = uvs[ y ][ x ].clone(); var uv3 = new THREE.UV( uv2.u, 1 ); this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) ); this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] ); } } this.computeCentroids(); this.computeFaceNormals(); } THREE.CylinderGeometry.prototype = new THREE.Geometry(); THREE.CylinderGeometry.prototype.constructor = THREE.CylinderGeometry; /** * @author zz85 / http://www.lab4games.net/zz85/blog * * Creates extruded geometry from a path shape. * * parameters = { * * size: , // size of the text * height: , // thickness to extrude text * curveSegments: , // number of points on the curves * steps: , // number of points for z-side extrusions / used for subdividing segements of extrude spline too amount: , // Amount * * bevelEnabled: , // turn on bevel * bevelThickness: , // how deep into text bevel goes * bevelSize: , // how far from text outline is bevel * bevelSegments: , // number of bevel layers * * extrudePath: // 2d/3d spline path to extrude shape orthogonality to * bendPath: // 2d path for bend the shape around x/y plane * * material: // material index for front and back faces * extrudeMaterial: // material index for extrusion and beveled faces * * } **/ THREE.ExtrudeGeometry = function( shapes, options ) { if ( typeof( shapes ) === "undefined" ) { shapes = []; return; } THREE.Geometry.call( this ); shapes = shapes instanceof Array ? shapes : [ shapes ]; this.shapebb = shapes[ shapes.length - 1 ].getBoundingBox(); this.addShapeList( shapes, options ); this.computeCentroids(); this.computeFaceNormals(); // can't really use automatic vertex normals // as then front and back sides get smoothed too // should do separate smoothing just for sides //this.computeVertexNormals(); //console.log( "took", ( Date.now() - startTime ) ); }; THREE.ExtrudeGeometry.prototype = new THREE.Geometry(); THREE.ExtrudeGeometry.prototype.constructor = THREE.ExtrudeGeometry; THREE.ExtrudeGeometry.prototype.addShapeList = function(shapes, options) { var sl = shapes.length; for ( var s = 0; s < sl; s ++ ) { var shape = shapes[ s ]; this.addShape( shape, options ); } }; THREE.ExtrudeGeometry.prototype.addShape = function( shape, options ) { var amount = options.amount !== undefined ? options.amount : 100; var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; // 10 var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; // 8 var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3; var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; // false var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12; var steps = options.steps !== undefined ? options.steps : 1; var bendPath = options.bendPath; var extrudePath = options.extrudePath; var extrudePts, extrudeByPath = false; var material = options.material; var extrudeMaterial = options.extrudeMaterial; var shapebb = this.shapebb; //shapebb = shape.getBoundingBox(); var splineTube, binormal, normal, position2; if ( extrudePath ) { extrudePts = extrudePath.getSpacedPoints( steps ); extrudeByPath = true; bevelEnabled = false; // bevels not supported for path extrusion // SETUP TNB variables // Reuse TNB from TubeGeomtry for now. // TODO1 - have a .isClosed in spline? // TODO2 - have have TNBs calculation refactored from TubeGeometry? splineTube = new THREE.TubeGeometry(extrudePath, steps, 1, 1, false, false); // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length); binormal = new THREE.Vector3(); normal = new THREE.Vector3(); position2 = new THREE.Vector3(); } // Safeguards if bevels are not enabled if ( ! bevelEnabled ) { bevelSegments = 0; bevelThickness = 0; bevelSize = 0; } // Variables initalization var ahole, h, hl; // looping of holes var scope = this; var bevelPoints = []; var shapesOffset = this.vertices.length; if ( bendPath ) { shape.addWrapPath( bendPath ); } var shapePoints = shape.extractPoints(); var vertices = shapePoints.shape; var holes = shapePoints.holes; var reverse = !THREE.Shape.Utils.isClockWise( vertices ) ; if ( reverse ) { vertices = vertices.reverse(); // Maybe we should also check if holes are in the opposite direction, just to be safe ... for ( h = 0, hl = holes.length; h < hl; h ++ ) { ahole = holes[ h ]; if ( THREE.Shape.Utils.isClockWise( ahole ) ) { holes[ h ] = ahole.reverse(); } } reverse = false; // If vertices are in order now, we shouldn't need to worry about them again (hopefully)! } var faces = THREE.Shape.Utils.triangulateShape ( vertices, holes ); //var faces = THREE.Shape.Utils.triangulate2( vertices, holes ); // Would it be better to move points after triangulation? // shapePoints = shape.extractAllPointsWithBend( curveSegments, bendPath ); // vertices = shapePoints.shape; // holes = shapePoints.holes; //console.log(faces); //// /// Handle Vertices //// var contour = vertices; // vertices has all points but contour has only points of circumference for ( h = 0, hl = holes.length; h < hl; h ++ ) { ahole = holes[ h ]; vertices = vertices.concat( ahole ); } function scalePt2 ( pt, vec, size ) { if ( !vec ) console.log( "die" ); return vec.clone().multiplyScalar( size ).addSelf( pt ); } var b, bs, t, z, vert, vlen = vertices.length, face, flen = faces.length, cont, clen = contour.length; //------ // Find directions for point movement // var RAD_TO_DEGREES = 180 / Math.PI; function getBevelVec( pt_i, pt_j, pt_k ) { // Algorithm 2 return getBevelVec2( pt_i, pt_j, pt_k ); } function getBevelVec1( pt_i, pt_j, pt_k ) { var anglea = Math.atan2( pt_j.y - pt_i.y, pt_j.x - pt_i.x ); var angleb = Math.atan2( pt_k.y - pt_i.y, pt_k.x - pt_i.x ); if ( anglea > angleb ) { angleb += Math.PI * 2; } var anglec = ( anglea + angleb ) / 2; //console.log('angle1', anglea * RAD_TO_DEGREES,'angle2', angleb * RAD_TO_DEGREES, 'anglec', anglec *RAD_TO_DEGREES); var x = - Math.cos( anglec ); var y = - Math.sin( anglec ); var vec = new THREE.Vector2( x, y ); //.normalize(); return vec; } function getBevelVec2( pt_i, pt_j, pt_k ) { var a = THREE.ExtrudeGeometry.__v1, b = THREE.ExtrudeGeometry.__v2, v_hat = THREE.ExtrudeGeometry.__v3, w_hat = THREE.ExtrudeGeometry.__v4, p = THREE.ExtrudeGeometry.__v5, q = THREE.ExtrudeGeometry.__v6, v, w, v_dot_w_hat, q_sub_p_dot_w_hat, s, intersection; // good reading for line-line intersection // http://sputsoft.com/blog/2010/03/line-line-intersection.html // define a as vector j->i // define b as vectot k->i a.set( pt_i.x - pt_j.x, pt_i.y - pt_j.y ); b.set( pt_i.x - pt_k.x, pt_i.y - pt_k.y ); // get unit vectors v = a.normalize(); w = b.normalize(); // normals from pt i v_hat.set( -v.y, v.x ); w_hat.set( w.y, -w.x ); // pts from i p.copy( pt_i ).addSelf( v_hat ); q.copy( pt_i ).addSelf( w_hat ); if ( p.equals( q ) ) { //console.log("Warning: lines are straight"); return w_hat.clone(); } // Points from j, k. helps prevents points cross overover most of the time p.copy( pt_j ).addSelf( v_hat ); q.copy( pt_k ).addSelf( w_hat ); v_dot_w_hat = v.dot( w_hat ); q_sub_p_dot_w_hat = q.subSelf( p ).dot( w_hat ); // We should not reach these conditions if ( v_dot_w_hat === 0 ) { console.log( "Either infinite or no solutions!" ); if ( q_sub_p_dot_w_hat === 0 ) { console.log( "Its finite solutions." ); } else { console.log( "Too bad, no solutions." ); } } s = q_sub_p_dot_w_hat / v_dot_w_hat; if ( s < 0 ) { // in case of emergecy, revert to algorithm 1. return getBevelVec1( pt_i, pt_j, pt_k ); } intersection = v.multiplyScalar( s ).addSelf( p ); return intersection.subSelf( pt_i ).clone(); // Don't normalize!, otherwise sharp corners become ugly } var contourMovements = []; for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { if ( j === il ) j = 0; if ( k === il ) k = 0; // (j)---(i)---(k) // console.log('i,j,k', i, j , k) var pt_i = contour[ i ]; var pt_j = contour[ j ]; var pt_k = contour[ k ]; contourMovements[ i ]= getBevelVec( contour[ i ], contour[ j ], contour[ k ] ); } var holesMovements = [], oneHoleMovements, verticesMovements = contourMovements.concat(); for ( h = 0, hl = holes.length; h < hl; h ++ ) { ahole = holes[ h ]; oneHoleMovements = []; for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { if ( j === il ) j = 0; if ( k === il ) k = 0; // (j)---(i)---(k) oneHoleMovements[ i ]= getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] ); } holesMovements.push( oneHoleMovements ); verticesMovements = verticesMovements.concat( oneHoleMovements ); } // Loop bevelSegments, 1 for the front, 1 for the back for ( b = 0; b < bevelSegments; b ++ ) { //for ( b = bevelSegments; b > 0; b -- ) { t = b / bevelSegments; z = bevelThickness * ( 1 - t ); //z = bevelThickness * t; bs = bevelSize * ( Math.sin ( t * Math.PI/2 ) ) ; // curved //bs = bevelSize * t ; // linear // contract shape for ( i = 0, il = contour.length; i < il; i ++ ) { vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); //vert = scalePt( contour[ i ], contourCentroid, bs, false ); v( vert.x, vert.y, - z ); } // expand holes for ( h = 0, hl = holes.length; h < hl; h++ ) { ahole = holes[ h ]; oneHoleMovements = holesMovements[ h ]; for ( i = 0, il = ahole.length; i < il; i++ ) { vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); //vert = scalePt( ahole[ i ], holesCentroids[ h ], bs, true ); v( vert.x, vert.y, -z ); } } } bs = bevelSize; // Back facing vertices for ( i = 0; i < vlen; i ++ ) { vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; if ( !extrudeByPath ) { v( vert.x, vert.y, 0 ); } else { // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x ); normal.copy(splineTube.normals[0]).multiplyScalar(vert.x); binormal.copy(splineTube.binormals[0]).multiplyScalar(vert.y); position2.copy(extrudePts[0]).addSelf(normal).addSelf(binormal); v(position2.x, position2.y, position2.z); } } // Add stepped vertices... // Including front facing vertices var s; for ( s = 1; s <= steps; s ++ ) { for ( i = 0; i < vlen; i ++ ) { vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; if ( !extrudeByPath ) { v( vert.x, vert.y, amount / steps * s ); } else { // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x ); normal.copy(splineTube.normals[s]).multiplyScalar(vert.x); binormal.copy(splineTube.binormals[s]).multiplyScalar(vert.y); position2.copy(extrudePts[s]).addSelf(normal).addSelf(binormal); v(position2.x, position2.y, position2.z ); } } } // Add bevel segments planes //for ( b = 1; b <= bevelSegments; b ++ ) { for ( b = bevelSegments - 1; b >= 0; b -- ) { t = b / bevelSegments; z = bevelThickness * ( 1 - t ); //bs = bevelSize * ( 1-Math.sin ( ( 1 - t ) * Math.PI/2 ) ); bs = bevelSize * Math.sin ( t * Math.PI/2 ) ; // contract shape for ( i = 0, il = contour.length; i < il; i ++ ) { vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); v( vert.x, vert.y, amount + z ); } // expand holes for ( h = 0, hl = holes.length; h < hl; h ++ ) { ahole = holes[ h ]; oneHoleMovements = holesMovements[ h ]; for ( i = 0, il = ahole.length; i < il; i++ ) { vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); if ( !extrudeByPath ) { v( vert.x, vert.y, amount + z ); } else { v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z ); } } } } // set UV generator var uvgen = THREE.ExtrudeGeometry.WorldUVGenerator; //// /// Handle Faces //// // Top and bottom faces buildLidFaces(); // Sides faces buildSideFaces(); ///// Internal functions function buildLidFaces() { if ( bevelEnabled ) { var layer = 0 ; // steps + 1 var offset = vlen * layer; // Bottom faces for ( i = 0; i < flen; i ++ ) { face = faces[ i ]; f3( face[ 2 ]+ offset, face[ 1 ]+ offset, face[ 0 ] + offset, true ); } layer = steps + bevelSegments * 2; offset = vlen * layer; // Top faces for ( i = 0; i < flen; i ++ ) { face = faces[ i ]; f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset, false ); } } else { // Bottom faces for ( i = 0; i < flen; i++ ) { face = faces[ i ]; f3( face[ 2 ], face[ 1 ], face[ 0 ], true ); } // Top faces for ( i = 0; i < flen; i ++ ) { face = faces[ i ]; f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps, false ); } } } // Create faces for the z-sides of the shape function buildSideFaces() { var layeroffset = 0; sidewalls( contour, layeroffset ); layeroffset += contour.length; for ( h = 0, hl = holes.length; h < hl; h ++ ) { ahole = holes[ h ]; sidewalls( ahole, layeroffset ); //, true layeroffset += ahole.length; } } function sidewalls( contour, layeroffset ) { var j, k; i = contour.length; while ( --i >= 0 ) { j = i; k = i - 1; if ( k < 0 ) k = contour.length - 1; //console.log('b', i,j, i-1, k,vertices.length); var s = 0, sl = steps + bevelSegments * 2; for ( s = 0; s < sl; s ++ ) { var slen1 = vlen * s; var slen2 = vlen * ( s + 1 ); var a = layeroffset + j + slen1, b = layeroffset + k + slen1, c = layeroffset + k + slen2, d = layeroffset + j + slen2; f4( a, b, c, d, contour, s, sl ); } } } function v( x, y, z ) { scope.vertices.push( new THREE.Vertex( new THREE.Vector3( x, y, z ) ) ); } function f3( a, b, c, isBottom ) { a += shapesOffset; b += shapesOffset; c += shapesOffset; // normal, color, material scope.faces.push( new THREE.Face3( a, b, c, null, null, material ) ); var uvs = isBottom ? uvgen.generateBottomUV( scope, shape, options, a, b, c) : uvgen.generateTopUV( scope, shape, options, a, b, c); scope.faceVertexUvs[ 0 ].push(uvs); } function f4( a, b, c, d, wallContour, stepIndex, stepsLength ) { a += shapesOffset; b += shapesOffset; c += shapesOffset; d += shapesOffset; scope.faces.push( new THREE.Face4( a, b, c, d, null, null, extrudeMaterial ) ); var uvs = uvgen.generateSideWallUV( scope, shape, wallContour, options, a, b, c, d, stepIndex, stepsLength); scope.faceVertexUvs[ 0 ].push(uvs); } }; THREE.ExtrudeGeometry.WorldUVGenerator = { generateTopUV: function( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC) { var ax = geometry.vertices[ indexA ].position.x, ay = geometry.vertices[ indexA ].position.y, bx = geometry.vertices[ indexB ].position.x, by = geometry.vertices[ indexB ].position.y, cx = geometry.vertices[ indexC ].position.x, cy = geometry.vertices[ indexC ].position.y; return [ new THREE.UV( ax, 1 - ay ), new THREE.UV( bx, 1 - by ), new THREE.UV( cx, 1 - cy ) ]; }, generateBottomUV: function( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC) { return this.generateTopUV( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC ); }, generateSideWallUV: function( geometry, extrudedShape, wallContour, extrudeOptions, indexA, indexB, indexC, indexD, stepIndex, stepsLength) { var ax = geometry.vertices[ indexA ].position.x, ay = geometry.vertices[ indexA ].position.y, az = geometry.vertices[ indexA ].position.z, bx = geometry.vertices[ indexB ].position.x, by = geometry.vertices[ indexB ].position.y, bz = geometry.vertices[ indexB ].position.z, cx = geometry.vertices[ indexC ].position.x, cy = geometry.vertices[ indexC ].position.y, cz = geometry.vertices[ indexC ].position.z, dx = geometry.vertices[ indexD ].position.x, dy = geometry.vertices[ indexD ].position.y, dz = geometry.vertices[ indexD ].position.z; if ( Math.abs( ay - by ) < 0.01 ) { return [ new THREE.UV( ax, az ), new THREE.UV( bx, bz ), new THREE.UV( cx, cz ), new THREE.UV( dx, dz ) ]; } else { return [ new THREE.UV( ay, az ), new THREE.UV( by, bz ), new THREE.UV( cy, cz ), new THREE.UV( dy, dz ) ]; } } }; THREE.ExtrudeGeometry.__v1 = new THREE.Vector2(); THREE.ExtrudeGeometry.__v2 = new THREE.Vector2(); THREE.ExtrudeGeometry.__v3 = new THREE.Vector2(); THREE.ExtrudeGeometry.__v4 = new THREE.Vector2(); THREE.ExtrudeGeometry.__v5 = new THREE.Vector2(); THREE.ExtrudeGeometry.__v6 = new THREE.Vector2(); /** * @author astrodud / http://astrodud.isgreat.org/ */ THREE.LatheGeometry = function ( points, steps, angle ) { THREE.Geometry.call( this ); this.steps = steps || 12; this.angle = angle || 2 * Math.PI; var stepSize = this.angle / this.steps, newV = [], oldInds = [], newInds = [], startInds = [], matrix = new THREE.Matrix4().makeRotationZ( stepSize ); for ( var j = 0; j < points.length; j ++ ) { this.vertices.push( new THREE.Vertex( points[ j ] ) ); newV[ j ] = points[ j ].clone(); oldInds[ j ] = this.vertices.length - 1; } for ( var r = 0; r <= this.angle + 0.001; r += stepSize ) { // need the +0.001 for it go up to angle for ( var j = 0; j < newV.length; j ++ ) { if ( r < this.angle ) { newV[ j ] = matrix.multiplyVector3( newV[ j ].clone() ); this.vertices.push( new THREE.Vertex( newV[ j ] ) ); newInds[ j ] = this.vertices.length - 1; } else { newInds = startInds; // wrap it up! } } if ( r == 0 ) startInds = oldInds; for ( var j = 0; j < oldInds.length - 1; j ++ ) { this.faces.push( new THREE.Face4( newInds[ j ], newInds[ j + 1 ], oldInds[ j + 1 ], oldInds[ j ] ) ); this.faceVertexUvs[ 0 ].push( [ new THREE.UV( 1 - r / this.angle, j / points.length ), new THREE.UV( 1 - r / this.angle, ( j + 1 ) / points.length ), new THREE.UV( 1 - ( r - stepSize ) / this.angle, ( j + 1 ) / points.length ), new THREE.UV( 1 - ( r - stepSize ) / this.angle, j / points.length ) ] ); } oldInds = newInds; newInds = []; } this.computeCentroids(); this.computeFaceNormals(); this.computeVertexNormals(); }; THREE.LatheGeometry.prototype = new THREE.Geometry(); THREE.LatheGeometry.prototype.constructor = THREE.LatheGeometry; /** * @author mr.doob / http://mrdoob.com/ * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as */ THREE.PlaneGeometry = function ( width, depth, segmentsWidth, segmentsDepth ) { THREE.Geometry.call( this ); var ix, iz, width_half = width / 2, depth_half = depth / 2, gridX = segmentsWidth || 1, gridZ = segmentsDepth || 1, gridX1 = gridX + 1, gridZ1 = gridZ + 1, segment_width = width / gridX, segment_depth = depth / gridZ, normal = new THREE.Vector3( 0, 1, 0 ); for ( iz = 0; iz < gridZ1; iz ++ ) { for ( ix = 0; ix < gridX1; ix ++ ) { var x = ix * segment_width - width_half; var z = iz * segment_depth - depth_half; this.vertices.push( new THREE.Vertex( new THREE.Vector3( x, 0, z ) ) ); } } for ( iz = 0; iz < gridZ; iz ++ ) { for ( ix = 0; ix < gridX; ix ++ ) { var a = ix + gridX1 * iz; var b = ix + gridX1 * ( iz + 1 ); var c = ( ix + 1 ) + gridX1 * ( iz + 1 ); var d = ( ix + 1 ) + gridX1 * iz; var face = new THREE.Face4( a, b, c, d ); face.normal.copy( normal ); face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone(), normal.clone() ); this.faces.push( face ); this.faceVertexUvs[ 0 ].push( [ new THREE.UV( ix / gridX, iz / gridZ ), new THREE.UV( ix / gridX, ( iz + 1 ) / gridZ ), new THREE.UV( ( ix + 1 ) / gridX, ( iz + 1 ) / gridZ ), new THREE.UV( ( ix + 1 ) / gridX, iz / gridZ ) ] ); } } this.computeCentroids(); }; THREE.PlaneGeometry.prototype = new THREE.Geometry(); THREE.PlaneGeometry.prototype.constructor = THREE.PlaneGeometry; /** * @author mr.doob / http://mrdoob.com/ */ THREE.SphereGeometry = function ( radius, segmentsWidth, segmentsHeight, phiStart, phiLength, thetaStart, thetaLength ) { THREE.Geometry.call( this ); radius = radius || 50; phiStart = phiStart !== undefined ? phiStart : 0; phiLength = phiLength !== undefined ? phiLength : Math.PI * 2; thetaStart = thetaStart !== undefined ? thetaStart : 0; thetaLength = thetaLength !== undefined ? thetaLength : Math.PI; var segmentsX = Math.max( 3, Math.floor( segmentsWidth ) || 8 ); var segmentsY = Math.max( 2, Math.floor( segmentsHeight ) || 6 ); var x, y, vertices = [], uvs = []; for ( y = 0; y <= segmentsY; y ++ ) { var verticesRow = []; var uvsRow = []; for ( x = 0; x <= segmentsX; x ++ ) { var u = x / segmentsX; var v = y / segmentsY; var xpos = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); var ypos = radius * Math.cos( thetaStart + v * thetaLength ); var zpos = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); this.vertices.push( new THREE.Vertex( new THREE.Vector3( xpos, ypos, zpos ) ) ); verticesRow.push( this.vertices.length - 1 ); uvsRow.push( new THREE.UV( u, v ) ); } vertices.push( verticesRow ); uvs.push( uvsRow ); } for ( y = 0; y < segmentsY; y ++ ) { for ( x = 0; x < segmentsX; x ++ ) { var v1 = vertices[ y ][ x + 1 ]; var v2 = vertices[ y ][ x ]; var v3 = vertices[ y + 1 ][ x ]; var v4 = vertices[ y + 1 ][ x + 1 ]; var n1 = this.vertices[ v1 ].position.clone().normalize(); var n2 = this.vertices[ v2 ].position.clone().normalize(); var n3 = this.vertices[ v3 ].position.clone().normalize(); var n4 = this.vertices[ v4 ].position.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 ].position.y ) == radius ) { this.faces.push( new THREE.Face3( v1, v3, v4, [ n1, n3, n4 ] ) ); this.faceVertexUvs[ 0 ].push( [ uv1, uv3, uv4 ] ); } else if ( Math.abs( this.vertices[ v3 ].position.y ) == radius ) { this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) ); this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] ); } else { this.faces.push( new THREE.Face4( v1, v2, v3, v4, [ n1, n2, n3, n4 ] ) ); this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3, uv4 ] ); } } } this.computeCentroids(); this.computeFaceNormals(); this.boundingSphere = { radius: radius }; }; THREE.SphereGeometry.prototype = new THREE.Geometry(); THREE.SphereGeometry.prototype.constructor = THREE.SphereGeometry; /** * @author zz85 / http://www.lab4games.net/zz85/blog * @author alteredq / http://alteredqualia.com/ * * For creating 3D text geometry in three.js * * Text = 3D Text * * parameters = { * size: , // size of the text * height: , // thickness to extrude text * curveSegments: , // number of points on the curves * * font: , // font name * weight: , // font weight (normal, bold) * style: , // font style (normal, italics) * * bevelEnabled: , // turn on bevel * bevelThickness: , // how deep into text bevel goes * bevelSize: , // how far from text outline is bevel * * bend: // bend according to hardcoded curve (generates bendPath) * bendPath: // wraps text according to bend Path * } * * 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/ * */ /* Usage Examples // TextGeometry wrapper var text3d = new TextGeometry( text, options ); // Complete manner var textPath = new THREE.TextPath( text, options ); var textShapes = textPath.toShapes(); var text3d = new ExtrudeGeometry( textShapes, options ); */ THREE.TextGeometry = function ( text, parameters ) { var textPath = new THREE.TextPath( text, parameters ); var textShapes = textPath.toShapes(); // translate parameters to ExtrudeGeometry API parameters.amount = parameters.height !== undefined ? parameters.height : 50; // defaults if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10; if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8; if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false; if ( parameters.bend ) { var b = textShapes[ textShapes.length - 1 ].getBoundingBox(); var max = b.maxX; parameters.bendPath = new THREE.QuadraticBezierCurve( new THREE.Vector2( 0, 0 ), new THREE.Vector2( max / 2, 120 ), new THREE.Vector2( max, 0 ) ); } THREE.ExtrudeGeometry.call( this, textShapes, parameters ); }; THREE.TextGeometry.prototype = new THREE.ExtrudeGeometry(); THREE.TextGeometry.prototype.constructor = THREE.TextGeometry; THREE.FontUtils = { faces : {}, // Just for now. face[weight][style] face : "helvetiker", weight: "normal", style : "normal", size : 150, divisions : 10, getFace : function() { return this.faces[ this.face ][ this.weight ][ this.style ]; }, loadFace : function( data ) { var family = data.familyName.toLowerCase(); var ThreeFont = this; ThreeFont.faces[ family ] = ThreeFont.faces[ family ] || {}; ThreeFont.faces[ family ][ data.cssFontWeight ] = ThreeFont.faces[ family ][ data.cssFontWeight ] || {}; ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data; var face = ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data; return data; }, drawText : function( text ) { var characterPts = [], allPts = []; // RenderText var i, p, face = this.getFace(), scale = this.size / face.resolution, offset = 0, chars = String( text ).split( '' ), length = chars.length; var fontPaths = []; for ( i = 0; i < length; i ++ ) { var path = new THREE.Path(); var ret = this.extractGlyphPoints( chars[ i ], face, scale, offset, path ); offset += ret.offset; //characterPts.push( ret.points ); //allPts = allPts.concat( ret.points ); 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; pts.push( new THREE.Vector2( x, y ) ); path.moveTo( x, y ); break; case 'l': // Line To x = outline[ i++ ] * scaleX + offset; y = outline[ i++ ] * scaleY; pts.push( new THREE.Vector2( x, y ) ); 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 ); pts.push( new THREE.Vector2( tx, ty ) ); } } break; case 'b': // Cubic Bezier Curve cpx = outline[ i++ ] * scaleX + offset; cpy = outline[ i++ ] * scaleY; cpx1 = outline[ i++ ] * scaleX + offset; cpy1 = outline[ i++ ] * -scaleY; cpx2 = outline[ i++ ] * scaleX + offset; cpy2 = outline[ i++ ] * -scaleY; path.bezierCurveTo( cpx, cpy, cpx1, cpy1, cpx2, cpy2 ); laste = pts[ pts.length - 1 ]; if ( laste ) { cpx0 = laste.x; cpy0 = laste.y; for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) { var t = i2 / divisions; var tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx ); var ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy ); pts.push( new THREE.Vector2( tx, ty ) ); } } break; } } } return { offset: glyph.ha*scale, points:pts, path:path}; } }; /** * This code is a quick port of code written in C++ which was submitted to * flipcode.com by John W. Ratcliff // July 22, 2000 * See original code and more information here: * http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml * * ported to actionscript by Zevan Rosser * www.actionsnippet.com * * ported to javascript by Joshua Koo * http://www.lab4games.net/zz85/blog * */ ( function( namespace ) { var EPSILON = 0.0000000001; // takes in an contour array and returns var process = function( contour, indices ) { var n = contour.length; if ( n < 3 ) return null; var result = [], verts = [], vertIndices = []; /* we want a counter-clockwise polygon in verts */ var u, v, w; if ( area( contour ) > 0.0 ) { for ( v = 0; v < n; v++ ) verts[ v ] = v; } else { for ( v = 0; v < n; v++ ) verts[ v ] = ( n - 1 ) - v; } var nv = n; /* remove nv - 2 vertices, creating 1 triangle every time */ var count = 2 * nv; /* error detection */ for( v = nv - 1; nv > 2; ) { /* if we loop, it is probably a non-simple polygon */ if ( ( count-- ) <= 0 ) { //** Triangulate: ERROR - probable bad polygon! //throw ( "Warning, unable to triangulate polygon!" ); //return null; // Sometimes warning is fine, especially polygons are triangulated in reverse. console.log( "Warning, unable to triangulate polygon!" ); if ( indices ) return vertIndices; return result; } /* three consecutive vertices in current polygon, */ u = v; if ( nv <= u ) u = 0; /* previous */ v = u + 1; if ( nv <= v ) v = 0; /* new v */ w = v + 1; if ( nv <= w ) w = 0; /* next */ if ( snip( contour, u, v, w, nv, verts ) ) { var a, b, c, s, t; /* true names of the vertices */ a = verts[ u ]; b = verts[ v ]; c = verts[ w ]; /* output Triangle */ /* result.push( contour[ a ] ); result.push( contour[ b ] ); result.push( contour[ c ] ); */ result.push( [ contour[ a ], contour[ b ], contour[ c ] ] ); vertIndices.push( [ verts[ u ], verts[ v ], verts[ w ] ] ); /* remove v from the remaining polygon */ for( s = v, t = v + 1; t < nv; s++, t++ ) { verts[ s ] = verts[ t ]; } nv--; /* reset error detection counter */ count = 2 * nv; } } if ( indices ) return vertIndices; return result; }; // calculate area of the contour polygon var area = function ( contour ) { var n = contour.length; var a = 0.0; for( var p = n - 1, q = 0; q < n; p = q++ ) { a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y; } return a * 0.5; }; // see if p is inside triangle abc var insideTriangle = function( ax, ay, bx, by, cx, cy, px, py ) { var aX, aY, bX, bY; var cX, cY, apx, apy; var bpx, bpy, cpx, cpy; var cCROSSap, bCROSScp, aCROSSbp; aX = cx - bx; aY = cy - by; bX = ax - cx; bY = ay - cy; cX = bx - ax; cY = by - ay; apx= px -ax; apy= py - ay; bpx= px - bx; bpy= py - by; cpx= px - cx; cpy= py - cy; aCROSSbp = aX*bpy - aY*bpx; cCROSSap = cX*apy - cY*apx; bCROSScp = bX*cpy - bY*cpx; return ( (aCROSSbp >= 0.0) && (bCROSScp >= 0.0) && (cCROSSap >= 0.0) ); }; var snip = function ( contour, u, v, w, n, verts ) { var p; var ax, ay, bx, by; var cx, cy, px, py; ax = contour[ verts[ u ] ].x; ay = contour[ verts[ u ] ].y; bx = contour[ verts[ v ] ].x; by = contour[ verts[ v ] ].y; cx = contour[ verts[ w ] ].x; cy = contour[ verts[ w ] ].y; if ( EPSILON > (((bx-ax)*(cy-ay)) - ((by-ay)*(cx-ax))) ) return false; for ( p = 0; p < n; p++ ) { if( (p == u) || (p == v) || (p == w) ) continue; px = contour[ verts[ p ] ].x py = contour[ verts[ p ] ].y if ( insideTriangle( ax, ay, bx, by, cx, cy, px, py ) ) return false; } return true; }; namespace.Triangulate = process; namespace.Triangulate.area = area; return namespace; })(THREE.FontUtils); // To use the typeface.js face files, hook up the API self._typeface_js = { faces: THREE.FontUtils.faces, loadFace: THREE.FontUtils.loadFace }; /** * @author oosmoxiecode * @author mr.doob / http://mrdoob.com/ * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3DLite/src/away3dlite/primitives/Torus.as?r=2888 */ THREE.TorusGeometry = function ( radius, tube, segmentsR, segmentsT, arc ) { THREE.Geometry.call( this ); var scope = this; this.radius = radius || 100; this.tube = tube || 40; this.segmentsR = segmentsR || 8; this.segmentsT = segmentsT || 6; this.arc = arc || Math.PI * 2; var center = new THREE.Vector3(), uvs = [], normals = []; for ( var j = 0; j <= this.segmentsR; j ++ ) { for ( var i = 0; i <= this.segmentsT; i ++ ) { var u = i / this.segmentsT * this.arc; var v = j / this.segmentsR * Math.PI * 2; center.x = this.radius * Math.cos( u ); center.y = this.radius * Math.sin( u ); var vector = new THREE.Vector3(); vector.x = ( this.radius + this.tube * Math.cos( v ) ) * Math.cos( u ); vector.y = ( this.radius + this.tube * Math.cos( v ) ) * Math.sin( u ); vector.z = this.tube * Math.sin( v ); this.vertices.push( new THREE.Vertex( vector ) ); uvs.push( new THREE.UV( i / this.segmentsT, 1 - j / this.segmentsR ) ); normals.push( vector.clone().subSelf( center ).normalize() ); } } for ( var j = 1; j <= this.segmentsR; j ++ ) { for ( var i = 1; i <= this.segmentsT; i ++ ) { var a = ( this.segmentsT + 1 ) * j + i - 1; var b = ( this.segmentsT + 1 ) * ( j - 1 ) + i - 1; var c = ( this.segmentsT + 1 ) * ( j - 1 ) + i; var d = ( this.segmentsT + 1 ) * j + i; var face = new THREE.Face4( a, b, c, d, [ normals[ a ], normals[ b ], normals[ c ], normals[ d ] ] ); face.normal.addSelf( normals[ a ] ); face.normal.addSelf( normals[ b ] ); face.normal.addSelf( normals[ c ] ); face.normal.addSelf( normals[ d ] ); face.normal.normalize(); this.faces.push( face ); this.faceVertexUvs[ 0 ].push( [ uvs[ a ].clone(), uvs[ b ].clone(), uvs[ c ].clone(), uvs[ d ].clone() ] ); } } this.computeCentroids(); }; THREE.TorusGeometry.prototype = new THREE.Geometry(); THREE.TorusGeometry.prototype.constructor = THREE.TorusGeometry; /** * @author oosmoxiecode * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473 */ THREE.TorusKnotGeometry = function ( radius, tube, segmentsR, segmentsT, p, q, heightScale ) { THREE.Geometry.call( this ); var scope = this; this.radius = radius || 200; this.tube = tube || 40; this.segmentsR = segmentsR || 64; this.segmentsT = segmentsT || 8; this.p = p || 2; this.q = q || 3; this.heightScale = heightScale || 1; this.grid = new Array(this.segmentsR); var tang = new THREE.Vector3(); var n = new THREE.Vector3(); var bitan = new THREE.Vector3(); for ( var i = 0; i < this.segmentsR; ++ i ) { this.grid[ i ] = new Array( this.segmentsT ); for ( var j = 0; j < this.segmentsT; ++ j ) { var u = i / this.segmentsR * 2 * this.p * Math.PI; var v = j / this.segmentsT * 2 * Math.PI; var p1 = getPos( u, v, this.q, this.p, this.radius, this.heightScale ); var p2 = getPos( u + 0.01, v, this.q, this.p, this.radius, this.heightScale ); var cx, cy; tang.sub( p2, p1 ); n.add( p2, p1 ); bitan.cross( tang, n ); n.cross( bitan, tang ); bitan.normalize(); n.normalize(); cx = - this.tube * Math.cos( v ); // TODO: Hack: Negating it so it faces outside. cy = this.tube * Math.sin( v ); p1.x += cx * n.x + cy * bitan.x; p1.y += cx * n.y + cy * bitan.y; p1.z += cx * n.z + cy * bitan.z; this.grid[ i ][ j ] = vert( p1.x, p1.y, p1.z ); } } for ( var i = 0; i < this.segmentsR; ++ i ) { for ( var j = 0; j < this.segmentsT; ++ j ) { var ip = ( i + 1 ) % this.segmentsR; var jp = ( j + 1 ) % this.segmentsT; var a = this.grid[ i ][ j ]; var b = this.grid[ ip ][ j ]; var c = this.grid[ ip ][ jp ]; var d = this.grid[ i ][ jp ]; var uva = new THREE.UV( i / this.segmentsR, j / this.segmentsT ); var uvb = new THREE.UV( ( i + 1 ) / this.segmentsR, j / this.segmentsT ); var uvc = new THREE.UV( ( i + 1 ) / this.segmentsR, ( j + 1 ) / this.segmentsT ); var uvd = new THREE.UV( i / this.segmentsR, ( j + 1 ) / this.segmentsT ); this.faces.push( new THREE.Face4( a, b, c, d ) ); this.faceVertexUvs[ 0 ].push( [ uva,uvb,uvc, uvd ] ); } } this.computeCentroids(); this.computeFaceNormals(); this.computeVertexNormals(); function vert( x, y, z ) { return scope.vertices.push( new THREE.Vertex( new THREE.Vector3( x, y, z ) ) ) - 1; } function getPos( u, v, in_q, in_p, radius, heightScale ) { var cu = Math.cos( u ); var cv = Math.cos( v ); var su = Math.sin( u ); var quOverP = in_q / in_p * u; var cs = Math.cos( quOverP ); var tx = radius * ( 2 + cs ) * 0.5 * cu; var ty = radius * ( 2 + cs ) * su * 0.5; var tz = heightScale * radius * Math.sin( quOverP ) * 0.5; return new THREE.Vector3( tx, ty, tz ); } }; THREE.TorusKnotGeometry.prototype = new THREE.Geometry(); THREE.TorusKnotGeometry.prototype.constructor = THREE.TorusKnotGeometry; /** * @author WestLangley / https://github.com/WestLangley * @author zz85 / https://github.com/zz85 * @author miningold / https://github.com/miningold * * Modified from the TorusKnotGeometry by @oosmoxiecode * * Creates a tube which extrudes along a 3d spline * * Uses parallel transport frames as described in * http://www.cs.indiana.edu/pub/techreports/TR425.pdf */ THREE.TubeGeometry = function( path, segments, radius, segmentsRadius, closed, debug ) { THREE.Geometry.call( this ); this.path = path; this.segments = segments || 64; this.radius = radius || 1; this.segmentsRadius = segmentsRadius || 8; this.closed = closed || false; if ( debug ) this.debug = new THREE.Object3D(); this.grid = []; var scope = this, tangent = new THREE.Vector3(), normal = new THREE.Vector3(), binormal = new THREE.Vector3(), vec = new THREE.Vector3(), mat = new THREE.Matrix4(), tangents = [], normals = [], binormals = [], numpoints = this.segments + 1, theta, epsilon = 0.0001, smallest, x, y, z, tx, ty, tz, u, v, p1, p2, cx, cy, pos, pos2, i, j, ip, jp, a, b, c, d, uva, uvb, uvc, uvd; // expose internals this.tangents = tangents; this.normals = normals; this.binormals = binormals; function vert( x, y, z ) { return scope.vertices.push( new THREE.Vertex( new THREE.Vector3( x, y, z ) ) ) - 1; } // compute the tangent vectors for each segment on the path for ( i = 0; i < numpoints; i++ ) { u = i / ( numpoints - 1 ); tangents[ i ] = this.path.getTangentAt( u ); tangents[ i ].normalize(); } initialNormal3(); function initialNormal1() { // fixed start binormal. Has dangers of 0 vectors normals[ 0 ] = new THREE.Vector3(); binormals[ 0 ] = new THREE.Vector3(); var lastBinormal = new THREE.Vector3( 0, 0, 1 ); normals[ 0 ].cross( lastBinormal, tangents[ 0 ] ).normalize(); binormals[ 0 ].cross( tangents[ 0 ], normals[ 0 ] ).normalize(); } function initialNormal2() { // This uses the Frenet-Serret formula for deriving binormal var t2 = path.getTangentAt( epsilon ); normals[ 0 ] = new THREE.Vector3().sub( t2, tangents[ 0 ] ).normalize() binormals[ 0 ] = new THREE.Vector3().cross( tangents[ 0 ], normals[ 0 ] ); normals[ 0 ].cross( binormals[ 0 ], tangents[ 0 ] ).normalize(); // last binormal x tangent binormals[ 0 ].cross( tangents[ 0 ], normals[ 0 ] ).normalize(); } function initialNormal3() { // select an initial normal vector perpenicular to the first tangent vector, // and in the direction of the smallest tangent xyz component normals[ 0 ] = new THREE.Vector3(); binormals[ 0 ] = new THREE.Vector3(); smallest = Number.MAX_VALUE; tx = Math.abs( tangents[ 0 ].x ); ty = Math.abs( tangents[ 0 ].y ); tz = Math.abs( tangents[ 0 ].z ); if ( tx <= smallest ) { smallest = tx; vec.set( 1, 0, 0 ); } if ( ty <= smallest ) { smallest = ty; vec.set( 0, 1, 0 ); } if ( tz <= smallest ) { vec.set( 0, 0, 1 ); } // vec.cross( tangents[ 0 ], normal ).normalize(); normals[ 0 ].cross( tangents[ 0 ], vec ); binormals[ 0 ].cross( tangents[ 0 ], normals[ 0 ] ); } // compute the slowly-varying normal and binormal vectors for each segment on the path for ( i = 1; i < numpoints; i++ ) { normals[ i ] = normals[ i-1 ].clone(); binormals[ i ] = binormals[ i-1 ].clone(); vec.cross( tangents[ i-1 ], tangents[ i ] ); if ( vec.length() > epsilon ) { vec.normalize(); theta = Math.acos( tangents[ i-1 ].dot( tangents[ i ] ) ); mat.makeRotationAxis( vec, theta ).multiplyVector3( normals[ i ] ); } binormals[ i ].cross( tangents[ i ], normals[ i ] ); } // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same if ( this.closed ) { theta = Math.acos( normals[ 0 ].dot( normals[ numpoints-1 ] ) ); theta /= ( numpoints - 1 ); if ( tangents[ 0 ].dot( vec.cross( normals[ 0 ], normals[ numpoints-1 ] ) ) > 0 ) { theta = -theta; } for ( i = 1; i < numpoints; i++ ) { // twist a little... mat.makeRotationAxis( tangents[ i ], theta * i ).multiplyVector3( normals[ i ] ); binormals[ i ].cross( tangents[ i ], normals[ i ] ); } } // consruct the grid for ( i = 0; i < numpoints; i++ ) { this.grid[ i ] = []; u = i / ( numpoints - 1 ); pos = this.path.getPointAt( u ); tangent = tangents[ i ]; normal = normals[ i ]; binormal = binormals[ i ]; if ( this.debug ) { this.debug.add(new THREE.ArrowHelper(tangent, pos, radius, 0x0000ff)); this.debug.add(new THREE.ArrowHelper(normal, pos, radius, 0xff0000)); this.debug.add(new THREE.ArrowHelper(binormal, pos, radius, 0x00ff00)); } for ( j = 0; j < this.segmentsRadius; j++ ) { v = j / this.segmentsRadius * 2 * Math.PI; cx = -this.radius * Math.cos( v ); // TODO: Hack: Negating it so it faces outside. cy = this.radius * Math.sin( v ); pos2 = new THREE.Vector3().copy( pos ); pos2.x += cx * normal.x + cy * binormal.x; pos2.y += cx * normal.y + cy * binormal.y; pos2.z += cx * normal.z + cy * binormal.z; this.grid[ i ][ j ] = vert( pos2.x, pos2.y, pos2.z ); } } // construct the mesh for ( i = 0; i < this.segments; i++ ) { for ( j = 0; j < this.segmentsRadius; j++ ) { ip = ( closed ) ? (i + 1) % this.segments : i + 1; jp = (j + 1) % this.segmentsRadius; a = this.grid[ i ][ j ]; // *** NOT NECESSARILY PLANAR ! *** b = this.grid[ ip ][ j ]; c = this.grid[ ip ][ jp ]; d = this.grid[ i ][ jp ]; uva = new THREE.UV( i / this.segments, j / this.segmentsRadius ); uvb = new THREE.UV( ( i + 1 ) / this.segments, j / this.segmentsRadius ); uvc = new THREE.UV( ( i + 1 ) / this.segments, ( j + 1 ) / this.segmentsRadius ); uvd = new THREE.UV( i / this.segments, ( j + 1 ) / this.segmentsRadius ); this.faces.push( new THREE.Face4( a, b, c, d ) ); this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvc, uvd ] ); } } this.computeCentroids(); this.computeFaceNormals(); this.computeVertexNormals(); }; THREE.TubeGeometry.prototype = new THREE.Geometry(); THREE.TubeGeometry.prototype.constructor = THREE.TubeGeometry; /** * @author clockworkgeek / https://github.com/clockworkgeek * @author timothypratley / https://github.com/timothypratley */ THREE.PolyhedronGeometry = function ( vertices, faces, radius, detail ) { THREE.Geometry.call( this ); radius = radius || 1; detail = detail || 0; var that = this; for ( var i = 0, l = vertices.length; i < l; i ++ ) { prepare( new THREE.Vector3( vertices[ i ][ 0 ], vertices[ i ][ 1 ], vertices[ i ][ 2 ] ) ); } var midpoints = [], p = this.vertices; for ( var i = 0, l = faces.length; i < l; i ++ ) { make( p[ faces[ i ][ 0 ] ], p[ faces[ i ][ 1 ] ], p[ faces[ i ][ 2 ] ], detail ); } this.mergeVertices(); // Apply radius for ( var i = 0, l = this.vertices.length; i < l; i ++ ) { this.vertices[ i ].position.multiplyScalar( radius ); } /** * Project vector onto sphere's surface */ function prepare( vector ) { var vertex = new THREE.Vertex( vector.normalize() ); vertex.index = that.vertices.push( vertex ) - 1; // Texture coords are equivalent to map coords, calculate angle and convert to fraction of a circle. var u = azimuth( vector ) / 2 / Math.PI + 0.5; var v = inclination( vector ) / Math.PI + 0.5; vertex.uv = new THREE.UV( u, v ); return vertex; } /** * Approximate a curved face with recursively sub-divided triangles. */ function make( v1, v2, v3, detail ) { if ( detail < 1 ) { var face = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.position.clone(), v2.position.clone(), v3.position.clone() ] ); face.centroid.addSelf( v1.position ).addSelf( v2.position ).addSelf( v3.position ).divideScalar( 3 ); face.normal = face.centroid.clone().normalize(); that.faces.push( face ); var azi = azimuth( face.centroid ); that.faceVertexUvs[ 0 ].push( [ correctUV( v1.uv, v1.position, azi ), correctUV( v2.uv, v2.position, azi ), correctUV( v3.uv, v3.position, azi ) ] ); } else { detail -= 1; // split triangle into 4 smaller triangles make( v1, midpoint( v1, v2 ), midpoint( v1, v3 ), detail ); // top quadrant make( midpoint( v1, v2 ), v2, midpoint( v2, v3 ), detail ); // left quadrant make( midpoint( v1, v3 ), midpoint( v2, v3 ), v3, detail ); // right quadrant make( midpoint( v1, v2 ), midpoint( v2, v3 ), midpoint( v1, v3 ), detail ); // center quadrant } } function midpoint( v1, v2 ) { if ( !midpoints[ v1.index ] ) midpoints[ v1.index ] = []; if ( !midpoints[ v2.index ] ) midpoints[ v2.index ] = []; var mid = midpoints[ v1.index ][ v2.index ]; if ( mid === undefined ) { // generate mean point and project to surface with prepare() midpoints[ v1.index ][ v2.index ] = midpoints[ v2.index ][ v1.index ] = mid = prepare( new THREE.Vector3().add( v1.position, v2.position ).divideScalar( 2 ) ); } return mid; } /** * Angle around the Y axis, counter-clockwise when looking from above. */ function azimuth( vector ) { return Math.atan2( vector.z, -vector.x ); } /** * Angle above the XZ plane. */ function inclination( vector ) { return Math.atan2( -vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) ); } /** * Texture fixing helper. Spheres have some odd behaviours. */ function correctUV( uv, vector, azimuth ) { if ( (azimuth < 0) && (uv.u === 1) ) uv = new THREE.UV( uv.u - 1, uv.v ); if ( (vector.x === 0) && (vector.z === 0) ) uv = new THREE.UV( azimuth / 2 / Math.PI + 0.5, uv.v ); return uv; } this.computeCentroids(); this.boundingSphere = { radius: radius }; }; THREE.PolyhedronGeometry.prototype = new THREE.Geometry(); THREE.PolyhedronGeometry.prototype.constructor = THREE.PolyhedronGeometry; /** * @author timothypratley / https://github.com/timothypratley */ THREE.IcosahedronGeometry = function ( radius, detail ) { var t = ( 1 + Math.sqrt( 5 ) ) / 2; var vertices = [ [ -1, t, 0 ], [ 1, t, 0 ], [ -1, -t, 0 ], [ 1, -t, 0 ], [ 0, -1, t ], [ 0, 1, t ], [ 0, -1, -t ], [ 0, 1, -t ], [ t, 0, -1 ], [ t, 0, 1 ], [ -t, 0, -1 ], [ -t, 0, 1 ] ]; var faces = [ [ 0, 11, 5 ], [ 0, 5, 1 ], [ 0, 1, 7 ], [ 0, 7, 10 ], [ 0, 10, 11 ], [ 1, 5, 9 ], [ 5, 11, 4 ], [ 11, 10, 2 ], [ 10, 7, 6 ], [ 7, 1, 8 ], [ 3, 9, 4 ], [ 3, 4, 2 ], [ 3, 2, 6 ], [ 3, 6, 8 ], [ 3, 8, 9 ], [ 4, 9, 5 ], [ 2, 4, 11 ], [ 6, 2, 10 ], [ 8, 6, 7 ], [ 9, 8, 1 ] ]; THREE.PolyhedronGeometry.call( this, vertices, faces, radius, detail ); }; THREE.IcosahedronGeometry.prototype = new THREE.Geometry(); THREE.IcosahedronGeometry.prototype.constructor = THREE.IcosahedronGeometry; /** * @author timothypratley / https://github.com/timothypratley */ THREE.OctahedronGeometry = function ( radius, detail ) { var vertices = [ [ 1, 0, 0 ], [ -1, 0, 0 ], [ 0, 1, 0 ], [ 0, -1, 0 ], [ 0, 0, 1 ], [ 0, 0, -1 ] ]; var faces = [ [ 0, 2, 4 ], [ 0, 4, 3 ], [ 0, 3, 5 ], [ 0, 5, 2 ], [ 1, 2, 5 ], [ 1, 5, 3 ], [ 1, 3, 4 ], [ 1, 4, 2 ] ]; THREE.PolyhedronGeometry.call( this, vertices, faces, radius, detail ); }; THREE.OctahedronGeometry.prototype = new THREE.Geometry(); THREE.OctahedronGeometry.prototype.constructor = THREE.OctahedronGeometry; /** * @author timothypratley / https://github.com/timothypratley */ THREE.TetrahedronGeometry = function ( radius, detail ) { var vertices = [ [ 1, 1, 1 ], [ -1, -1, 1 ], [ -1, 1, -1 ], [ 1, -1, -1 ] ]; var faces = [ [ 2, 1, 0 ], [ 0, 3, 2 ], [ 1, 3, 0 ], [ 2, 3, 1 ] ]; THREE.PolyhedronGeometry.call( this, vertices, faces, radius, detail ); }; THREE.TetrahedronGeometry.prototype = new THREE.Geometry(); THREE.TetrahedronGeometry.prototype.constructor = THREE.TetrahedronGeometry; /** * @author sroucheray / http://sroucheray.org/ * @author mr.doob / http://mrdoob.com/ */ THREE.AxisHelper = function () { THREE.Object3D.call( this ); var lineGeometry = new THREE.Geometry(); lineGeometry.vertices.push( new THREE.Vertex() ); lineGeometry.vertices.push( new THREE.Vertex( new THREE.Vector3( 0, 100, 0 ) ) ); var coneGeometry = new THREE.CylinderGeometry( 0, 5, 25, 5, 1 ); var line, cone; // x line = new THREE.Line( lineGeometry, new THREE.LineBasicMaterial( { color : 0xff0000 } ) ); line.rotation.z = - Math.PI / 2; this.add( line ); cone = new THREE.Mesh( coneGeometry, new THREE.MeshBasicMaterial( { color : 0xff0000 } ) ); cone.position.x = 100; cone.rotation.z = - Math.PI / 2; this.add( cone ); // y line = new THREE.Line( lineGeometry, new THREE.LineBasicMaterial( { color : 0x00ff00 } ) ); this.add( line ); cone = new THREE.Mesh( coneGeometry, new THREE.MeshBasicMaterial( { color : 0x00ff00 } ) ); cone.position.y = 100; this.add( cone ); // z line = new THREE.Line( lineGeometry, new THREE.LineBasicMaterial( { color : 0x0000ff } ) ); line.rotation.x = Math.PI / 2; this.add( line ); cone = new THREE.Mesh( coneGeometry, new THREE.MeshBasicMaterial( { color : 0x0000ff } ) ); cone.position.z = 100; cone.rotation.x = Math.PI / 2; this.add( cone ); }; THREE.AxisHelper.prototype = new THREE.Object3D(); THREE.AxisHelper.prototype.constructor = THREE.AxisHelper; /** * @author WestLangley / https://github.com/WestLangley * @author zz85 / https://github.com/zz85 * * Creates an arrow for visualizing directions * * Parameters: * dir - Vector3 * origin - Vector3 * length - Number * hex - color in hex value */ THREE.ArrowHelper = function ( dir, origin, length, hex ) { THREE.Object3D.call( this ); if ( hex === undefined ) hex = 0xffff00; if ( length === undefined ) length = 20; var lineGeometry = new THREE.Geometry(); lineGeometry.vertices.push( new THREE.Vertex( new THREE.Vector3( 0, 0, 0 ) ) ); lineGeometry.vertices.push( new THREE.Vertex( new THREE.Vector3( 0, 1, 0 ) ) ); this.line = new THREE.Line( lineGeometry, new THREE.LineBasicMaterial( { color : hex } ) ); this.add( this.line ); var coneGeometry = new THREE.CylinderGeometry( 0, 0.05, 0.25, 5, 1 ); this.cone = new THREE.Mesh( coneGeometry, new THREE.MeshBasicMaterial( { color : hex } ) ); this.cone.position.set( 0, 1, 0 ); this.add( this.cone ); if ( origin instanceof THREE.Vector3 ) { this.position = origin; } this.setDirection( dir ); this.setLength( length ); }; THREE.ArrowHelper.prototype = new THREE.Object3D(); THREE.ArrowHelper.prototype.constructor = THREE.ArrowHelper; THREE.ArrowHelper.prototype.setDirection = function( dir ) { var axis = new THREE.Vector3( 0, 1, 0 ).crossSelf( dir ); var radians = Math.acos( new THREE.Vector3( 0, 1, 0 ).dot( dir.clone().normalize() ) ); this.matrix = new THREE.Matrix4().makeRotationAxis( axis.normalize(), radians ); this.rotation.getRotationFromMatrix( this.matrix, this.scale ); }; THREE.ArrowHelper.prototype.setLength = function( length ) { this.scale.set( length, length, length ); }; THREE.ArrowHelper.prototype.setColor = function( hex ) { this.line.material.color.setHex( hex ); this.cone.material.color.setHex( hex ); }; /** * @author alteredq / http://alteredqualia.com/ * * - shows frustum, line of sight and up of the camera * - suitable for fast updates * - based on frustum visualization in lightgl.js shadowmap example * http://evanw.github.com/lightgl.js/tests/shadowmap.html */ THREE.CameraHelper = function ( camera ) { THREE.Object3D.call( this ); var _this = this; this.lineGeometry = new THREE.Geometry(); this.lineMaterial = new THREE.LineBasicMaterial( { color: 0xffffff, vertexColors: THREE.FaceColors } ); this.pointMap = {}; // colors var hexFrustum = 0xffaa00, hexCone = 0xff0000, hexUp = 0x00aaff, hexTarget = 0xffffff, hexCross = 0x333333; // near addLine( "n1", "n2", hexFrustum ); addLine( "n2", "n4", hexFrustum ); addLine( "n4", "n3", hexFrustum ); addLine( "n3", "n1", hexFrustum ); // far addLine( "f1", "f2", hexFrustum ); addLine( "f2", "f4", hexFrustum ); addLine( "f4", "f3", hexFrustum ); addLine( "f3", "f1", hexFrustum ); // sides addLine( "n1", "f1", hexFrustum ); addLine( "n2", "f2", hexFrustum ); addLine( "n3", "f3", hexFrustum ); addLine( "n4", "f4", hexFrustum ); // cone addLine( "p", "n1", hexCone ); addLine( "p", "n2", hexCone ); addLine( "p", "n3", hexCone ); addLine( "p", "n4", hexCone ); // up addLine( "u1", "u2", hexUp ); addLine( "u2", "u3", hexUp ); addLine( "u3", "u1", hexUp ); // target addLine( "c", "t", hexTarget ); addLine( "p", "c", hexCross ); // cross addLine( "cn1", "cn2", hexCross ); addLine( "cn3", "cn4", hexCross ); addLine( "cf1", "cf2", hexCross ); addLine( "cf3", "cf4", hexCross ); this.camera = camera; function addLine( a, b, hex ) { addPoint( a, hex ); addPoint( b, hex ); } function addPoint( id, hex ) { _this.lineGeometry.vertices.push( new THREE.Vertex( new THREE.Vector3() ) ); _this.lineGeometry.colors.push( new THREE.Color( hex ) ); if ( _this.pointMap[ id ] === undefined ) _this.pointMap[ id ] = []; _this.pointMap[ id ].push( _this.lineGeometry.vertices.length - 1 ); } this.update( camera ); this.lines = new THREE.Line( this.lineGeometry, this.lineMaterial, THREE.LinePieces ); this.add( this.lines ); }; THREE.CameraHelper.prototype = new THREE.Object3D(); THREE.CameraHelper.prototype.constructor = THREE.CameraHelper; THREE.CameraHelper.prototype.update = function () { var camera = this.camera; var w = 1; var h = 1; var _this = this; // we need just camera projection matrix // world matrix must be identity THREE.CameraHelper.__c.projectionMatrix.copy( camera.projectionMatrix ); // center / target setPoint( "c", 0, 0, -1 ); setPoint( "t", 0, 0, 1 ); // near setPoint( "n1", -w, -h, -1 ); setPoint( "n2", w, -h, -1 ); setPoint( "n3", -w, h, -1 ); setPoint( "n4", w, h, -1 ); // far setPoint( "f1", -w, -h, 1 ); setPoint( "f2", w, -h, 1 ); setPoint( "f3", -w, h, 1 ); setPoint( "f4", w, h, 1 ); // up setPoint( "u1", w * 0.7, h * 1.1, -1 ); setPoint( "u2", -w * 0.7, h * 1.1, -1 ); setPoint( "u3", 0, h * 2, -1 ); // cross setPoint( "cf1", -w, 0, 1 ); setPoint( "cf2", w, 0, 1 ); setPoint( "cf3", 0, -h, 1 ); setPoint( "cf4", 0, h, 1 ); setPoint( "cn1", -w, 0, -1 ); setPoint( "cn2", w, 0, -1 ); setPoint( "cn3", 0, -h, -1 ); setPoint( "cn4", 0, h, -1 ); function setPoint( point, x, y, z ) { THREE.CameraHelper.__v.set( x, y, z ); THREE.CameraHelper.__projector.unprojectVector( THREE.CameraHelper.__v, THREE.CameraHelper.__c ); var points = _this.pointMap[ point ]; if ( points !== undefined ) { for ( var i = 0, il = points.length; i < il; i ++ ) { var j = points[ i ]; _this.lineGeometry.vertices[ j ].position.copy( THREE.CameraHelper.__v ); } } } this.lineGeometry.__dirtyVertices = true; }; THREE.CameraHelper.__projector = new THREE.Projector(); THREE.CameraHelper.__v = new THREE.Vector3(); THREE.CameraHelper.__c = new THREE.Camera(); /* * @author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog * * Subdivision Geometry Modifier * using Catmull-Clark Subdivision Surfaces * for creating smooth geometry meshes * * Note: a modifier modifies vertices and faces of geometry, * so use THREE.GeometryUtils.clone() if orignal geoemtry needs to be retained * * Readings: * http://en.wikipedia.org/wiki/Catmull%E2%80%93Clark_subdivision_surface * http://www.rorydriscoll.com/2008/08/01/catmull-clark-subdivision-the-basics/ * http://xrt.wikidot.com/blog:31 * "Subdivision Surfaces in Character Animation" * * Supports: * Closed and Open geometries. * * TODO: * crease vertex and "semi-sharp" features * selective subdivision */ THREE.SubdivisionModifier = function( subdivisions ) { this.subdivisions = (subdivisions === undefined ) ? 1 : subdivisions; // Settings this.useOldVertexColors = false; this.supportUVs = true; }; //THREE.SubdivisionModifier.prototype = new THREE.Modifier(); THREE.SubdivisionModifier.prototype.constructor = THREE.SubdivisionModifier; // Applies the "modify" pattern THREE.SubdivisionModifier.prototype.modify = function ( geometry ) { var repeats = this.subdivisions; while ( repeats-- > 0 ) { this.smooth( geometry ); } }; // Performs an iteration of Catmull-Clark Subdivision THREE.SubdivisionModifier.prototype.smooth = function ( oldGeometry ) { //console.log( 'running smooth' ); // New set of vertices, faces and uvs var newVertices = [], newFaces = [], newUVs = []; function v( x, y, z ) { newVertices.push( new THREE.Vertex( new THREE.Vector3( x, y, z ) ) ); } var scope = this; function f4( a, b, c, d, oldFace, orders ) { // TODO move vertex selection over here! var newFace = new THREE.Face4( a, b, c, d, null, oldFace.color, oldFace.material ); if (scope.useOldVertexColors) { newFace.vertexColors = []; var color, tmpColor, order; for (var i=0;i<4;i++) { order = orders[i]; color = new THREE.Color(), color.setRGB(0,0,0); for (var j=0, jl=0; j face map for( i = 0, il = geometry.faces.length; i < il; i ++ ) { face = geometry.faces[ i ]; if ( face instanceof THREE.Face3 ) { hash = edge_hash( face.a, face.b ); addToMap( vfMap, hash, i ); hash = edge_hash( face.b, face.c ); addToMap( vfMap, hash, i ); hash = edge_hash( face.c, face.a ); addToMap( vfMap, hash, i ); } else if ( face instanceof THREE.Face4 ) { hash = edge_hash( face.a, face.b ); addToMap( vfMap, hash, i ); hash = edge_hash( face.b, face.c ); addToMap( vfMap, hash, i ); hash = edge_hash( face.c, face.d ); addToMap( vfMap, hash, i ); hash = edge_hash( face.d, face.a ); addToMap( vfMap, hash, i ); } } // extract faces // var edges = []; // // var numOfEdges = 0; // for (i in vfMap) { // numOfEdges++; // // edge = vfMap[i]; // edges.push(edge); // // } //console.log('vfMap', vfMap, 'geometry.edges',geometry.edges, 'numOfEdges', numOfEdges); return vfMap; }; var originalPoints = oldGeometry.vertices; var originalFaces = oldGeometry.faces; var newPoints = originalPoints.concat(); // Vertices var facePoints = [], edgePoints = {}; var sharpEdges = {}, sharpVertices = [], sharpFaces = []; var uvForVertices = []; // Step 1 // For each face, add a face point // Set each face point to be the centroid of all original points for the respective face. var i, il, j, jl, face; // For Uvs var uvs = oldGeometry.faceVertexUvs[0]; var abcd = 'abcd', vertice; for (i=0, il = uvs.length; i2) { // TODO } */ F.divideScalar(f); for (j=0; j 0 ? url : 'visual_scene0' ]; } else { return null; } }; function createAnimations() { animData = []; // fill in the keys recurseHierarchy( scene ); }; function recurseHierarchy( node ) { var n = daeScene.getChildById( node.name, true ), newData = null; if ( n && n.keys ) { newData = { fps: 60, hierarchy: [ { node: n, keys: n.keys, sids: n.sids } ], node: node, name: 'animation_' + node.name, length: 0 }; animData.push(newData); for ( var i = 0, il = n.keys.length; i < il; i++ ) { newData.length = Math.max( newData.length, n.keys[i].time ); } } else { newData = { hierarchy: [ { keys: [], sids: [] } ] } } for ( var i = 0, il = node.children.length; i < il; i++ ) { var d = recurseHierarchy( node.children[i] ); for ( var j = 0, jl = d.hierarchy.length; j < jl; j ++ ) { newData.hierarchy.push( { keys: [], sids: [] } ); } } return newData; }; function calcAnimationBounds () { var start = 1000000; var end = -start; var frames = 0; for ( var id in animations ) { var animation = animations[ id ]; for ( var i = 0; i < animation.sampler.length; i ++ ) { var sampler = animation.sampler[ i ]; sampler.create(); start = Math.min( start, sampler.startTime ); end = Math.max( end, sampler.endTime ); frames = Math.max( frames, sampler.input.length ); } } return { start:start, end:end, frames:frames }; }; function createMorph ( geometry, ctrl ) { var morphCtrl = ctrl instanceof InstanceController ? controllers[ ctrl.url ] : ctrl; if ( !morphCtrl || !morphCtrl.morph ) { console.log("could not find morph controller!"); return; } var morph = morphCtrl.morph; for ( var i = 0; i < morph.targets.length; i ++ ) { var target_id = morph.targets[ i ]; var daeGeometry = geometries[ target_id ]; if ( !daeGeometry.mesh || !daeGeometry.mesh.primitives || !daeGeometry.mesh.primitives.length ) { continue; } var target = daeGeometry.mesh.primitives[ 0 ].geometry; if ( target.vertices.length === geometry.vertices.length ) { geometry.morphTargets.push( { name: "target_1", vertices: target.vertices } ); } } geometry.morphTargets.push( { name: "target_Z", vertices: geometry.vertices } ); }; function createSkin ( geometry, ctrl, applyBindShape ) { var skinCtrl = controllers[ ctrl.url ]; if ( !skinCtrl || !skinCtrl.skin ) { console.log( "could not find skin controller!" ); return; } if ( !ctrl.skeleton || !ctrl.skeleton.length ) { console.log( "could not find the skeleton for the skin!" ); return; } var skin = skinCtrl.skin; var skeleton = daeScene.getChildById( ctrl.skeleton[ 0 ] ); var hierarchy = []; applyBindShape = applyBindShape !== undefined ? applyBindShape : true; var bones = []; geometry.skinWeights = []; geometry.skinIndices = []; //createBones( geometry.bones, skin, hierarchy, skeleton, null, -1 ); //createWeights( skin, geometry.bones, geometry.skinIndices, geometry.skinWeights ); /* geometry.animation = { name: 'take_001', fps: 30, length: 2, JIT: true, hierarchy: hierarchy }; */ if ( applyBindShape ) { for ( var i = 0; i < geometry.vertices.length; i ++ ) { skin.bindShapeMatrix.multiplyVector3( geometry.vertices[ i ].position ); } } }; function setupSkeleton ( node, bones, frame, parent ) { node.world = node.world || new THREE.Matrix4(); node.world.copy( node.matrix ); if ( node.channels && node.channels.length ) { var channel = node.channels[ 0 ]; var m = channel.sampler.output[ frame ]; if ( m instanceof THREE.Matrix4 ) { node.world.copy( m ); } } if ( parent ) { node.world.multiply( parent, node.world ); } bones.push( node ); for ( var i = 0; i < node.nodes.length; i ++ ) { setupSkeleton( node.nodes[ i ], bones, frame, node.world ); } }; function setupSkinningMatrices ( bones, skin ) { // FIXME: this is dumb... for ( var i = 0; i < bones.length; i ++ ) { var bone = bones[ i ]; var found = -1; if ( bone.type != 'JOINT' ) continue; for ( var j = 0; j < skin.joints.length; j ++ ) { if ( bone.sid == skin.joints[ j ] ) { found = j; break; } } if ( found >= 0 ) { var inv = skin.invBindMatrices[ found ]; bone.invBindMatrix = inv; bone.skinningMatrix = new THREE.Matrix4(); bone.skinningMatrix.multiply(bone.world, inv); // (IBMi * JMi) bone.weights = []; for ( var j = 0; j < skin.weights.length; j ++ ) { for (var k = 0; k < skin.weights[ j ].length; k ++) { var w = skin.weights[ j ][ k ]; if ( w.joint == found ) { bone.weights.push( w ); } } } } else { throw 'ColladaLoader: Could not find joint \'' + bone.sid + '\'.'; } } }; function applySkin ( geometry, instanceCtrl, frame ) { var skinController = controllers[ instanceCtrl.url ]; frame = frame !== undefined ? frame : 40; if ( !skinController || !skinController.skin ) { console.log( 'ColladaLoader: Could not find skin controller.' ); return; } if ( !instanceCtrl.skeleton || !instanceCtrl.skeleton.length ) { console.log( 'ColladaLoader: Could not find the skeleton for the skin. ' ); return; } var animationBounds = calcAnimationBounds(); var skeleton = daeScene.getChildById( instanceCtrl.skeleton[0], true ) || daeScene.getChildBySid( instanceCtrl.skeleton[0], true ); var i, j, w, vidx, weight; var v = new THREE.Vector3(), o, s; // move vertices to bind shape for ( i = 0; i < geometry.vertices.length; i ++ ) { skinController.skin.bindShapeMatrix.multiplyVector3( geometry.vertices[i].position ); } // process animation, or simply pose the rig if no animation for ( frame = 0; frame < animationBounds.frames; frame ++ ) { var bones = []; var skinned = []; // zero skinned vertices for ( i = 0; i < geometry.vertices.length; i++ ) { skinned.push( new THREE.Vertex( new THREE.Vector3() ) ); } // process the frame and setup the rig with a fresh // transform, possibly from the bone's animation channel(s) setupSkeleton( skeleton, bones, frame ); setupSkinningMatrices( bones, skinController.skin ); // skin 'm for ( i = 0; i < bones.length; i ++ ) { if ( bones[ i ].type != 'JOINT' ) continue; for ( j = 0; j < bones[ i ].weights.length; j ++ ) { w = bones[ i ].weights[ j ]; vidx = w.index; weight = w.weight; o = geometry.vertices[vidx]; s = skinned[vidx]; v.x = o.position.x; v.y = o.position.y; v.z = o.position.z; bones[i].skinningMatrix.multiplyVector3(v); s.position.x += (v.x * weight); s.position.y += (v.y * weight); s.position.z += (v.z * weight); } } geometry.morphTargets.push( { name: "target_" + frame, vertices: skinned } ); } }; function createSceneGraph ( node, parent ) { var obj = new THREE.Object3D(); var skinned = false; var skinController; var morphController; var i, j; // FIXME: controllers for ( i = 0; i < node.controllers.length; i ++ ) { var controller = controllers[ node.controllers[ i ].url ]; switch ( controller.type ) { case 'skin': if ( geometries[ controller.skin.source ] ) { var inst_geom = new InstanceGeometry(); inst_geom.url = controller.skin.source; inst_geom.instance_material = node.controllers[ i ].instance_material; node.geometries.push( inst_geom ); skinned = true; skinController = node.controllers[ i ]; } else if ( controllers[ controller.skin.source ] ) { // urgh: controller can be chained // handle the most basic case... var second = controllers[ controller.skin.source ]; morphController = second; // skinController = node.controllers[i]; if ( second.morph && geometries[ second.morph.source ] ) { var inst_geom = new InstanceGeometry(); inst_geom.url = second.morph.source; inst_geom.instance_material = node.controllers[ i ].instance_material; node.geometries.push( inst_geom ); } } break; case 'morph': if ( geometries[ controller.morph.source ] ) { var inst_geom = new InstanceGeometry(); inst_geom.url = controller.morph.source; inst_geom.instance_material = node.controllers[ i ].instance_material; node.geometries.push( inst_geom ); morphController = node.controllers[ i ]; } console.log( 'ColladaLoader: Morph-controller partially supported.' ); default: break; } } // FIXME: multi-material mesh? // geometries for ( i = 0; i < node.geometries.length; i ++ ) { var instance_geometry = node.geometries[i]; var instance_materials = instance_geometry.instance_material; var geometry = geometries[instance_geometry.url]; var used_materials = {}; var used_materials_array = []; var num_materials = 0; var first_material; if ( geometry ) { if ( !geometry.mesh || !geometry.mesh.primitives ) continue; if ( obj.name.length == 0 ) { obj.name = geometry.id; } // collect used fx for this geometry-instance if ( instance_materials ) { for ( j = 0; j < instance_materials.length; j ++ ) { var instance_material = instance_materials[ j ]; var mat = materials[ instance_material.target ]; var effect_id = mat.instance_effect.url; var shader = effects[ effect_id ].shader; shader.material.opacity = !shader.material.opacity ? 1 : shader.material.opacity; used_materials[ instance_material.symbol ] = num_materials; used_materials_array.push( shader.material ) first_material = shader.material; first_material.name = mat.name == null || mat.name === '' ? mat.id : mat.name; num_materials ++; } } var mesh; var material = first_material || new THREE.MeshLambertMaterial( { color: 0xdddddd, shading: THREE.FlatShading } ); var geom = geometry.mesh.geometry3js; if ( num_materials > 1 ) { material = new THREE.MeshFaceMaterial(); geom.materials = used_materials_array; for ( j = 0; j < geom.faces.length; j ++ ) { var face = geom.faces[ j ]; face.materialIndex = used_materials[ face.daeMaterial ] } } if ( skinController !== undefined) { applySkin( geom, skinController ); material.morphTargets = true; mesh = new THREE.SkinnedMesh( geom, material ); mesh.skeleton = skinController.skeleton; mesh.skinController = controllers[ skinController.url ]; mesh.skinInstanceController = skinController; mesh.name = 'skin_' + skins.length; skins.push( mesh ); } else if ( morphController !== undefined ) { createMorph( geom, morphController ); material.morphTargets = true; mesh = new THREE.Mesh( geom, material ); mesh.name = 'morph_' + morphs.length; morphs.push( mesh ); } else { mesh = new THREE.Mesh( geom, material ); // mesh.geom.name = geometry.id; } node.geometries.length > 1 ? obj.add( mesh ) : obj = mesh; } } for ( i = 0; i < node.cameras.length; i ++ ) { var instance_camera = node.cameras[i]; var cparams = cameras[instance_camera.url]; obj = new THREE.PerspectiveCamera(cparams.fov, cparams.aspect_ratio, cparams.znear, cparams.zfar); } obj.name = node.id || ""; obj.matrix = node.matrix; var props = node.matrix.decompose(); obj.position = props[ 0 ]; obj.quaternion = props[ 1 ]; obj.useQuaternion = true; obj.scale = props[ 2 ]; if ( options.centerGeometry && obj.geometry ) { var delta = THREE.GeometryUtils.center( obj.geometry ); obj.quaternion.multiplyVector3( delta.multiplySelf( obj.scale ) ); obj.position.subSelf( delta ); } for ( i = 0; i < node.nodes.length; i ++ ) { obj.add( createSceneGraph( node.nodes[i], node ) ); } return obj; }; function getJointId( skin, id ) { for ( var i = 0; i < skin.joints.length; i ++ ) { if ( skin.joints[ i ] == id ) { return i; } } }; function getLibraryNode( id ) { return COLLADA.evaluate( './/dae:library_nodes//dae:node[@id=\'' + id + '\']', COLLADA, _nsResolver, XPathResult.ORDERED_NODE_ITERATOR_TYPE, null ).iterateNext(); }; function getChannelsForNode (node ) { var channels = []; var startTime = 1000000; var endTime = -1000000; for ( var id in animations ) { var animation = animations[id]; for ( var i = 0; i < animation.channel.length; i ++ ) { var channel = animation.channel[i]; var sampler = animation.sampler[i]; var id = channel.target.split('/')[0]; if ( id == node.id ) { sampler.create(); channel.sampler = sampler; startTime = Math.min(startTime, sampler.startTime); endTime = Math.max(endTime, sampler.endTime); channels.push(channel); } } } if ( channels.length ) { node.startTime = startTime; node.endTime = endTime; } return channels; }; function calcFrameDuration( node ) { var minT = 10000000; for ( var i = 0; i < node.channels.length; i ++ ) { var sampler = node.channels[i].sampler; for ( var j = 0; j < sampler.input.length - 1; j ++ ) { var t0 = sampler.input[ j ]; var t1 = sampler.input[ j + 1 ]; minT = Math.min( minT, t1 - t0 ); } } return minT; }; function calcMatrixAt( node, t ) { var animated = {}; var i, j; for ( i = 0; i < node.channels.length; i ++ ) { var channel = node.channels[ i ]; animated[ channel.sid ] = channel; } var matrix = new THREE.Matrix4(); for ( i = 0; i < node.transforms.length; i ++ ) { var transform = node.transforms[ i ]; var channel = animated[ transform.sid ]; if ( channel !== undefined ) { var sampler = channel.sampler; var value; for ( j = 0; j < sampler.input.length - 1; j ++ ) { if ( sampler.input[ j + 1 ] > t ) { value = sampler.output[ j ]; //console.log(value.flatten) break; } } if ( value !== undefined ) { if ( value instanceof THREE.Matrix4 ) { matrix = matrix.multiply( matrix, value ); } else { // FIXME: handle other types matrix = matrix.multiply( matrix, transform.matrix ); } } else { matrix = matrix.multiply( matrix, transform.matrix ); } } else { matrix = matrix.multiply( matrix, transform.matrix ); } } return matrix; }; function bakeAnimations ( node ) { if ( node.channels && node.channels.length ) { var keys = [], sids = []; for ( var i = 0, il = node.channels.length; i < il; i++ ) { var channel = node.channels[i], fullSid = channel.fullSid, member = getConvertedMember( channel.member ), sampler = channel.sampler, input = sampler.input, transform = node.getTransformBySid( channel.sid ); if ( transform ) { if ( sids.indexOf( fullSid ) === -1 ) { sids.push( fullSid ); } for ( var j = 0, jl = input.length; j < jl; j++ ) { var time = input[j], data = sampler.getData( transform.type, j ), key = findKey( keys, time ); if ( !key ) { key = new Key( time ); var timeNdx = findTimeNdx( keys, time ); keys.splice( timeNdx == -1 ? keys.length : timeNdx, 0, key ); } key.addTarget( fullSid, transform, member, data ); } } else { console.log( 'Could not find transform "' + channel.sid + '" in node ' + node.id ); } } // post process for ( var i = 0; i < sids.length; i++ ) { var sid = sids[ i ]; for ( var j = 0; j < keys.length; j++ ) { var key = keys[ j ]; if ( !key.hasTarget( sid ) ) { interpolateKeys( keys, key, j, sid ); } } } node.keys = keys; node.sids = sids; } }; function findKey ( keys, time) { var retVal = null; for ( var i = 0, il = keys.length; i < il && retVal == null; i++ ) { var key = keys[i]; if ( key.time === time ) { retVal = key; } else if ( key.time > time ) { break; } } return retVal; }; function findTimeNdx ( keys, time) { var ndx = -1; for ( var i = 0, il = keys.length; i < il && ndx == -1; i++ ) { var key = keys[i]; if ( key.time >= time ) { ndx = i; } } return ndx; }; function interpolateKeys ( keys, key, ndx, fullSid ) { var prevKey = getPrevKeyWith( keys, fullSid, ndx ? ndx-1 : 0 ), nextKey = getNextKeyWith( keys, fullSid, ndx+1 ); if ( prevKey && nextKey ) { var scale = (key.time - prevKey.time) / (nextKey.time - prevKey.time), prevTarget = prevKey.getTarget( fullSid ), nextData = nextKey.getTarget( fullSid ).data, prevData = prevTarget.data, data; if ( prevData.length ) { data = []; for ( var i = 0; i < prevData.length; ++i ) { data[ i ] = prevData[ i ] + ( nextData[ i ] - prevData[ i ] ) * scale; } } else { data = prevData + ( nextData - prevData ) * scale; } key.addTarget( fullSid, prevTarget.transform, prevTarget.member, data ); } }; // Get next key with given sid function getNextKeyWith( keys, fullSid, ndx ) { for ( ; ndx < keys.length; ndx++ ) { var key = keys[ ndx ]; if ( key.hasTarget( fullSid ) ) { return key; } } return null; }; // Get previous key with given sid function getPrevKeyWith( keys, fullSid, ndx ) { ndx = ndx >= 0 ? ndx : ndx + keys.length; for ( ; ndx >= 0; ndx-- ) { var key = keys[ ndx ]; if ( key.hasTarget( fullSid ) ) { return key; } } return null; }; function _Image() { this.id = ""; this.init_from = ""; }; _Image.prototype.parse = function(element) { this.id = element.getAttribute('id'); for ( var i = 0; i < element.childNodes.length; i ++ ) { var child = element.childNodes[ i ]; if ( child.nodeName == 'init_from' ) { this.init_from = child.textContent; } } return this; }; function Controller() { this.id = ""; this.name = ""; this.type = ""; this.skin = null; this.morph = null; }; Controller.prototype.parse = function( element ) { this.id = element.getAttribute('id'); this.name = element.getAttribute('name'); this.type = "none"; for ( var i = 0; i < element.childNodes.length; i++ ) { var child = element.childNodes[ i ]; switch ( child.nodeName ) { case 'skin': this.skin = (new Skin()).parse(child); this.type = child.nodeName; break; case 'morph': this.morph = (new Morph()).parse(child); this.type = child.nodeName; break; default: break; } } return this; }; function Morph() { this.method = null; this.source = null; this.targets = null; this.weights = null; }; Morph.prototype.parse = function( element ) { var sources = {}; var inputs = []; var i; this.method = element.getAttribute( 'method' ); this.source = element.getAttribute( 'source' ).replace( /^#/, '' ); for ( i = 0; i < element.childNodes.length; i ++ ) { var child = element.childNodes[ i ]; if ( child.nodeType != 1 ) continue; switch ( child.nodeName ) { case 'source': var source = ( new Source() ).parse( child ); sources[ source.id ] = source; break; case 'targets': inputs = this.parseInputs( child ); break; default: console.log( child.nodeName ); break; } } for ( i = 0; i < inputs.length; i ++ ) { var input = inputs[ i ]; var source = sources[ input.source ]; switch ( input.semantic ) { case 'MORPH_TARGET': this.targets = source.read(); break; case 'MORPH_WEIGHT': this.weights = source.read(); break; default: break; } } return this; }; Morph.prototype.parseInputs = function(element) { var inputs = []; for ( var i = 0; i < element.childNodes.length; i ++ ) { var child = element.childNodes[i]; if ( child.nodeType != 1) continue; switch ( child.nodeName ) { case 'input': inputs.push( (new Input()).parse(child) ); break; default: break; } } return inputs; }; function Skin() { this.source = ""; this.bindShapeMatrix = null; this.invBindMatrices = []; this.joints = []; this.weights = []; }; Skin.prototype.parse = function( element ) { var sources = {}; var joints, weights; this.source = element.getAttribute( 'source' ).replace( /^#/, '' ); this.invBindMatrices = []; this.joints = []; this.weights = []; for ( var i = 0; i < element.childNodes.length; i ++ ) { var child = element.childNodes[i]; if ( child.nodeType != 1 ) continue; switch ( child.nodeName ) { case 'bind_shape_matrix': var f = _floats(child.textContent); this.bindShapeMatrix = getConvertedMat4( f ); break; case 'source': var src = new Source().parse(child); sources[ src.id ] = src; break; case 'joints': joints = child; break; case 'vertex_weights': weights = child; break; default: console.log( child.nodeName ); break; } } this.parseJoints( joints, sources ); this.parseWeights( weights, sources ); return this; }; Skin.prototype.parseJoints = function ( element, sources ) { for ( var i = 0; i < element.childNodes.length; i ++ ) { var child = element.childNodes[ i ]; if ( child.nodeType != 1 ) continue; switch ( child.nodeName ) { case 'input': var input = ( new Input() ).parse( child ); var source = sources[ input.source ]; if ( input.semantic == 'JOINT' ) { this.joints = source.read(); } else if ( input.semantic == 'INV_BIND_MATRIX' ) { this.invBindMatrices = source.read(); } break; default: break; } } }; Skin.prototype.parseWeights = function ( element, sources ) { var v, vcount, inputs = []; for ( var i = 0; i < element.childNodes.length; i ++ ) { var child = element.childNodes[ i ]; if ( child.nodeType != 1 ) continue; switch ( child.nodeName ) { case 'input': inputs.push( ( new Input() ).parse( child ) ); break; case 'v': v = _ints( child.textContent ); break; case 'vcount': vcount = _ints( child.textContent ); break; default: break; } } var index = 0; for ( var i = 0; i < vcount.length; i ++ ) { var numBones = vcount[i]; var vertex_weights = []; for ( var j = 0; j < numBones; j++ ) { var influence = {}; for ( var k = 0; k < inputs.length; k ++ ) { var input = inputs[ k ]; var value = v[ index + input.offset ]; switch ( input.semantic ) { case 'JOINT': influence.joint = value;//this.joints[value]; break; case 'WEIGHT': influence.weight = sources[ input.source ].data[ value ]; break; default: break; } } vertex_weights.push( influence ); index += inputs.length; } for ( var j = 0; j < vertex_weights.length; j ++ ) { vertex_weights[ j ].index = i; } this.weights.push( vertex_weights ); } }; function VisualScene () { this.id = ""; this.name = ""; this.nodes = []; this.scene = new THREE.Object3D(); }; VisualScene.prototype.getChildById = function( id, recursive ) { for ( var i = 0; i < this.nodes.length; i ++ ) { var node = this.nodes[ i ].getChildById( id, recursive ); if ( node ) { return node; } } return null; }; VisualScene.prototype.getChildBySid = function( sid, recursive ) { for ( var i = 0; i < this.nodes.length; i ++ ) { var node = this.nodes[ i ].getChildBySid( sid, recursive ); if ( node ) { return node; } } return null; }; VisualScene.prototype.parse = function( element ) { this.id = element.getAttribute( 'id' ); this.name = element.getAttribute( 'name' ); this.nodes = []; for ( var i = 0; i < element.childNodes.length; i ++ ) { var child = element.childNodes[ i ]; if ( child.nodeType != 1 ) continue; switch ( child.nodeName ) { case 'node': this.nodes.push( ( new Node() ).parse( child ) ); break; default: break; } } return this; }; function Node() { this.id = ""; this.name = ""; this.sid = ""; this.nodes = []; this.controllers = []; this.transforms = []; this.geometries = []; this.channels = []; this.matrix = new THREE.Matrix4(); }; Node.prototype.getChannelForTransform = function( transformSid ) { for ( var i = 0; i < this.channels.length; i ++ ) { var channel = this.channels[i]; var parts = channel.target.split('/'); var id = parts.shift(); var sid = parts.shift(); var dotSyntax = (sid.indexOf(".") >= 0); var arrSyntax = (sid.indexOf("(") >= 0); var arrIndices; var member; if ( dotSyntax ) { parts = sid.split("."); sid = parts.shift(); member = parts.shift(); } else if ( arrSyntax ) { arrIndices = sid.split("("); sid = arrIndices.shift(); for ( var j = 0; j < arrIndices.length; j ++ ) { arrIndices[ j ] = parseInt( arrIndices[ j ].replace( /\)/, '' ) ); } } if ( sid == transformSid ) { channel.info = { sid: sid, dotSyntax: dotSyntax, arrSyntax: arrSyntax, arrIndices: arrIndices }; return channel; } } return null; }; Node.prototype.getChildById = function ( id, recursive ) { if ( this.id == id ) { return this; } if ( recursive ) { for ( var i = 0; i < this.nodes.length; i ++ ) { var n = this.nodes[ i ].getChildById( id, recursive ); if ( n ) { return n; } } } return null; }; Node.prototype.getChildBySid = function ( sid, recursive ) { if ( this.sid == sid ) { return this; } if ( recursive ) { for ( var i = 0; i < this.nodes.length; i ++ ) { var n = this.nodes[ i ].getChildBySid( sid, recursive ); if ( n ) { return n; } } } return null; }; Node.prototype.getTransformBySid = function ( sid ) { for ( var i = 0; i < this.transforms.length; i ++ ) { if ( this.transforms[ i ].sid == sid ) return this.transforms[ i ]; } return null; }; Node.prototype.parse = function( element ) { var url; this.id = element.getAttribute('id'); this.sid = element.getAttribute('sid'); this.name = element.getAttribute('name'); this.type = element.getAttribute('type'); this.type = this.type == 'JOINT' ? this.type : 'NODE'; this.nodes = []; this.transforms = []; this.geometries = []; this.cameras = []; this.controllers = []; this.matrix = new THREE.Matrix4(); for ( var i = 0; i < element.childNodes.length; i ++ ) { var child = element.childNodes[ i ]; if ( child.nodeType != 1 ) continue; switch ( child.nodeName ) { case 'node': this.nodes.push( ( new Node() ).parse( child ) ); break; case 'instance_camera': this.cameras.push( ( new InstanceCamera() ).parse( child ) ); break; case 'instance_controller': this.controllers.push( ( new InstanceController() ).parse( child ) ); break; case 'instance_geometry': this.geometries.push( ( new InstanceGeometry() ).parse( child ) ); break; case 'instance_light': break; case 'instance_node': url = child.getAttribute( 'url' ).replace( /^#/, '' ); var iNode = getLibraryNode( url ); if ( iNode ) { this.nodes.push( ( new Node() ).parse( iNode )) ; } break; case 'rotate': case 'translate': case 'scale': case 'matrix': case 'lookat': case 'skew': this.transforms.push( ( new Transform() ).parse( child ) ); break; case 'extra': break; default: console.log( child.nodeName ); break; } } this.channels = getChannelsForNode( this ); bakeAnimations( this ); this.updateMatrix(); return this; }; Node.prototype.updateMatrix = function () { this.matrix.identity(); for ( var i = 0; i < this.transforms.length; i ++ ) { this.transforms[ i ].apply( this.matrix ); } }; function Transform () { this.sid = ""; this.type = ""; this.data = []; this.obj = null; }; Transform.prototype.parse = function ( element ) { this.sid = element.getAttribute( 'sid' ); this.type = element.nodeName; this.data = _floats( element.textContent ); this.convert(); return this; }; Transform.prototype.convert = function () { switch ( this.type ) { case 'matrix': this.obj = getConvertedMat4( this.data ); break; case 'rotate': this.angle = this.data[3] * TO_RADIANS; case 'translate': fixCoords( this.data, -1 ); this.obj = new THREE.Vector3( this.data[ 0 ], this.data[ 1 ], this.data[ 2 ] ); break; case 'scale': fixCoords( this.data, 1 ); this.obj = new THREE.Vector3( this.data[ 0 ], this.data[ 1 ], this.data[ 2 ] ); break; default: console.log( 'Can not convert Transform of type ' + this.type ); break; } }; Transform.prototype.apply = function ( matrix ) { switch ( this.type ) { case 'matrix': matrix.multiplySelf( this.obj ); break; case 'translate': matrix.translate( this.obj ); break; case 'rotate': matrix.rotateByAxis( this.obj, this.angle ); break; case 'scale': matrix.scale( this.obj ); break; } }; Transform.prototype.update = function ( data, member ) { switch ( this.type ) { case 'matrix': console.log( 'Currently not handling matrix transform updates' ); break; case 'translate': case 'scale': switch ( member ) { case 'X': this.obj.x = data; break; case 'Y': this.obj.y = data; break; case 'Z': this.obj.z = data; break; default: this.obj.x = data[ 0 ]; this.obj.y = data[ 1 ]; this.obj.z = data[ 2 ]; break; } break; case 'rotate': switch ( member ) { case 'X': this.obj.x = data; break; case 'Y': this.obj.y = data; break; case 'Z': this.obj.z = data; break; case 'ANGLE': this.angle = data * TO_RADIANS; break; default: this.obj.x = data[ 0 ]; this.obj.y = data[ 1 ]; this.obj.z = data[ 2 ]; this.angle = data[ 3 ] * TO_RADIANS; break; } break; } }; function InstanceController() { this.url = ""; this.skeleton = []; this.instance_material = []; }; InstanceController.prototype.parse = function ( element ) { this.url = element.getAttribute('url').replace(/^#/, ''); this.skeleton = []; this.instance_material = []; for ( var i = 0; i < element.childNodes.length; i ++ ) { var child = element.childNodes[i]; if (child.nodeType != 1) continue; switch ( child.nodeName ) { case 'skeleton': this.skeleton.push( child.textContent.replace(/^#/, '') ); break; case 'bind_material': var instances = COLLADA.evaluate( './/dae:instance_material', child, _nsResolver, XPathResult.ORDERED_NODE_ITERATOR_TYPE, null ); if ( instances ) { var instance = instances.iterateNext(); while ( instance ) { this.instance_material.push((new InstanceMaterial()).parse(instance)); instance = instances.iterateNext(); } } break; case 'extra': break; default: break; } } return this; }; function InstanceMaterial () { this.symbol = ""; this.target = ""; }; InstanceMaterial.prototype.parse = function ( element ) { this.symbol = element.getAttribute('symbol'); this.target = element.getAttribute('target').replace(/^#/, ''); return this; }; function InstanceGeometry() { this.url = ""; this.instance_material = []; }; InstanceGeometry.prototype.parse = function ( element ) { this.url = element.getAttribute('url').replace(/^#/, ''); this.instance_material = []; for ( var i = 0; i < element.childNodes.length; i ++ ) { var child = element.childNodes[i]; if ( child.nodeType != 1 ) continue; if ( child.nodeName == 'bind_material' ) { var instances = COLLADA.evaluate( './/dae:instance_material', child, _nsResolver, XPathResult.ORDERED_NODE_ITERATOR_TYPE, null ); if ( instances ) { var instance = instances.iterateNext(); while ( instance ) { this.instance_material.push( (new InstanceMaterial()).parse(instance) ); instance = instances.iterateNext(); } } break; } } return this; }; function Geometry() { this.id = ""; this.mesh = null; }; Geometry.prototype.parse = function ( element ) { this.id = element.getAttribute('id'); for ( var i = 0; i < element.childNodes.length; i ++ ) { var child = element.childNodes[i]; switch ( child.nodeName ) { case 'mesh': this.mesh = (new Mesh(this)).parse(child); break; case 'extra': // console.log( child ); break; default: break; } } return this; }; function Mesh( geometry ) { this.geometry = geometry.id; this.primitives = []; this.vertices = null; this.geometry3js = null; }; Mesh.prototype.parse = function( element ) { this.primitives = []; var i, j; for ( i = 0; i < element.childNodes.length; i ++ ) { var child = element.childNodes[ i ]; switch ( child.nodeName ) { case 'source': _source( child ); break; case 'vertices': this.vertices = ( new Vertices() ).parse( child ); break; case 'triangles': this.primitives.push( ( new Triangles().parse( child ) ) ); break; case 'polygons': this.primitives.push( ( new Polygons().parse( child ) ) ); break; case 'polylist': this.primitives.push( ( new Polylist().parse( child ) ) ); break; default: break; } } this.geometry3js = new THREE.Geometry(); var vertexData = sources[ this.vertices.input['POSITION'].source ].data; for ( i = 0; i < vertexData.length; i += 3 ) { var v = new THREE.Vertex( getConvertedVec3( vertexData, i ) ); this.geometry3js.vertices.push( v ); } for ( i = 0; i < this.primitives.length; i ++ ) { var primitive = this.primitives[ i ]; primitive.setVertices( this.vertices ); this.handlePrimitive( primitive, this.geometry3js ); } this.geometry3js.computeCentroids(); this.geometry3js.computeFaceNormals(); if ( this.geometry3js.calcNormals ) { this.geometry3js.computeVertexNormals(); delete this.geometry3js.calcNormals; } this.geometry3js.computeBoundingBox(); return this; }; Mesh.prototype.handlePrimitive = function( primitive, geom ) { var j, k, pList = primitive.p, inputs = primitive.inputs; var input, index, idx32; var source, numParams; var vcIndex = 0, vcount = 3, maxOffset = 0; var texture_sets = []; for ( j = 0; j < inputs.length; j ++ ) { input = inputs[ j ]; var offset = input.offset + 1; maxOffset = (maxOffset < offset)? offset : maxOffset; switch ( input.semantic ) { case 'TEXCOORD': texture_sets.push( input.set ); break; } } for ( var pCount = 0; pCount < pList.length; ++pCount ) { var p = pList[pCount], i = 0; while ( i < p.length ) { var vs = []; var ns = []; var ts = {}; var cs = []; if ( primitive.vcount ) { vcount = primitive.vcount.length ? primitive.vcount[ vcIndex ++ ] : primitive.vcount; } else { vcount = p.length / maxOffset; } for ( j = 0; j < vcount; j ++ ) { for ( k = 0; k < inputs.length; k ++ ) { input = inputs[ k ]; source = sources[ input.source ]; index = p[ i + ( j * maxOffset ) + input.offset ]; numParams = source.accessor.params.length; idx32 = index * numParams; switch ( input.semantic ) { case 'VERTEX': vs.push( index ); break; case 'NORMAL': ns.push( getConvertedVec3( source.data, idx32 ) ); break; case 'TEXCOORD': if ( ts[ input.set ] === undefined ) ts[ input.set ] = []; // invert the V ts[ input.set ].push( new THREE.UV( source.data[ idx32 ], 1.0 - source.data[ idx32 + 1 ] ) ); break; case 'COLOR': cs.push( new THREE.Color().setRGB( source.data[ idx32 ], source.data[ idx32 + 1 ], source.data[ idx32 + 2 ] ) ); break; default: break; } } } var face = null, faces = [], uv, uvArr; if ( ns.length == 0 ) { // check the vertices source input = this.vertices.input.NORMAL; if ( input ) { source = sources[ input.source ]; numParams = source.accessor.params.length; for ( var ndx = 0, len = vs.length; ndx < len; ndx++ ) { ns.push( getConvertedVec3( source.data, vs[ ndx ] * numParams ) ); } } else { geom.calcNormals = true; } } if ( vcount === 3 ) { faces.push( new THREE.Face3( vs[0], vs[1], vs[2], ns, cs.length ? cs : new THREE.Color() ) ); } else if ( vcount === 4 ) { faces.push( new THREE.Face4( vs[0], vs[1], vs[2], vs[3], ns, cs.length ? cs : new THREE.Color() ) ); } else if ( vcount > 4 && options.subdivideFaces ) { var clr = cs.length ? cs : new THREE.Color(), vec1, vec2, vec3, v1, v2, norm; // subdivide into multiple Face3s for ( k = 1; k < vcount-1; ) { // FIXME: normals don't seem to be quite right faces.push( new THREE.Face3( vs[0], vs[k], vs[k+1], [ ns[0], ns[k++], ns[k] ], clr ) ); } } if ( faces.length ) { for (var ndx = 0, len = faces.length; ndx < len; ndx++) { face = faces[ndx]; face.daeMaterial = primitive.material; geom.faces.push( face ); for ( k = 0; k < texture_sets.length; k++ ) { uv = ts[ texture_sets[k] ]; if ( vcount > 4 ) { // Grab the right UVs for the vertices in this face uvArr = [ uv[0], uv[ndx+1], uv[ndx+2] ]; } else if ( vcount === 4 ) { uvArr = [ uv[0], uv[1], uv[2], uv[3] ]; } else { uvArr = [ uv[0], uv[1], uv[2] ]; } if ( !geom.faceVertexUvs[k] ) { geom.faceVertexUvs[k] = []; } geom.faceVertexUvs[k].push( uvArr ); } } } else { console.log( 'dropped face with vcount ' + vcount + ' for geometry with id: ' + geom.id ); } i += maxOffset * vcount; } } }; function Polygons () { this.material = ""; this.count = 0; this.inputs = []; this.vcount = null; this.p = []; this.geometry = new THREE.Geometry(); }; Polygons.prototype.setVertices = function ( vertices ) { for ( var i = 0; i < this.inputs.length; i ++ ) { if ( this.inputs[ i ].source == vertices.id ) { this.inputs[ i ].source = vertices.input[ 'POSITION' ].source; } } }; Polygons.prototype.parse = function ( element ) { this.material = element.getAttribute( 'material' ); this.count = _attr_as_int( element, 'count', 0 ); for ( var i = 0; i < element.childNodes.length; i ++ ) { var child = element.childNodes[ i ]; switch ( child.nodeName ) { case 'input': this.inputs.push( ( new Input() ).parse( element.childNodes[ i ] ) ); break; case 'vcount': this.vcount = _ints( child.textContent ); break; case 'p': this.p.push( _ints( child.textContent ) ); break; case 'ph': console.warn( 'polygon holes not yet supported!' ); break; default: break; } } return this; }; function Polylist () { Polygons.call( this ); this.vcount = []; }; Polylist.prototype = new Polygons(); Polylist.prototype.constructor = Polylist; function Triangles () { Polygons.call( this ); this.vcount = 3; }; Triangles.prototype = new Polygons(); Triangles.prototype.constructor = Triangles; function Accessor() { this.source = ""; this.count = 0; this.stride = 0; this.params = []; }; Accessor.prototype.parse = function ( element ) { this.params = []; this.source = element.getAttribute( 'source' ); this.count = _attr_as_int( element, 'count', 0 ); this.stride = _attr_as_int( element, 'stride', 0 ); for ( var i = 0; i < element.childNodes.length; i ++ ) { var child = element.childNodes[ i ]; if ( child.nodeName == 'param' ) { var param = {}; param[ 'name' ] = child.getAttribute( 'name' ); param[ 'type' ] = child.getAttribute( 'type' ); this.params.push( param ); } } return this; }; function Vertices() { this.input = {}; }; Vertices.prototype.parse = function ( element ) { this.id = element.getAttribute('id'); for ( var i = 0; i < element.childNodes.length; i ++ ) { if ( element.childNodes[i].nodeName == 'input' ) { var input = ( new Input() ).parse( element.childNodes[ i ] ); this.input[ input.semantic ] = input; } } return this; }; function Input () { this.semantic = ""; this.offset = 0; this.source = ""; this.set = 0; }; Input.prototype.parse = function ( element ) { this.semantic = element.getAttribute('semantic'); this.source = element.getAttribute('source').replace(/^#/, ''); this.set = _attr_as_int(element, 'set', -1); this.offset = _attr_as_int(element, 'offset', 0); if ( this.semantic == 'TEXCOORD' && this.set < 0 ) { this.set = 0; } return this; }; function Source ( id ) { this.id = id; this.type = null; }; Source.prototype.parse = function ( element ) { this.id = element.getAttribute( 'id' ); for ( var i = 0; i < element.childNodes.length; i ++ ) { var child = element.childNodes[i]; switch ( child.nodeName ) { case 'bool_array': this.data = _bools( child.textContent ); this.type = child.nodeName; break; case 'float_array': this.data = _floats( child.textContent ); this.type = child.nodeName; break; case 'int_array': this.data = _ints( child.textContent ); this.type = child.nodeName; break; case 'IDREF_array': case 'Name_array': this.data = _strings( child.textContent ); this.type = child.nodeName; break; case 'technique_common': for ( var j = 0; j < child.childNodes.length; j ++ ) { if ( child.childNodes[ j ].nodeName == 'accessor' ) { this.accessor = ( new Accessor() ).parse( child.childNodes[ j ] ); break; } } break; default: // console.log(child.nodeName); break; } } return this; }; Source.prototype.read = function () { var result = []; //for (var i = 0; i < this.accessor.params.length; i++) { var param = this.accessor.params[ 0 ]; //console.log(param.name + " " + param.type); switch ( param.type ) { case 'IDREF': case 'Name': case 'name': case 'float': return this.data; case 'float4x4': for ( var j = 0; j < this.data.length; j += 16 ) { var s = this.data.slice( j, j + 16 ); var m = getConvertedMat4( s ); result.push( m ); } break; default: console.log( 'ColladaLoader: Source: Read dont know how to read ' + param.type + '.' ); break; } //} return result; }; function Material () { this.id = ""; this.name = ""; this.instance_effect = null; }; Material.prototype.parse = function ( element ) { this.id = element.getAttribute( 'id' ); this.name = element.getAttribute( 'name' ); for ( var i = 0; i < element.childNodes.length; i ++ ) { if ( element.childNodes[ i ].nodeName == 'instance_effect' ) { this.instance_effect = ( new InstanceEffect() ).parse( element.childNodes[ i ] ); break; } } return this; }; function ColorOrTexture () { this.color = new THREE.Color( 0 ); this.color.setRGB( Math.random(), Math.random(), Math.random() ); this.color.a = 1.0; this.texture = null; this.texcoord = null; this.texOpts = null; }; ColorOrTexture.prototype.isColor = function () { return ( this.texture == null ); }; ColorOrTexture.prototype.isTexture = function () { return ( this.texture != null ); }; ColorOrTexture.prototype.parse = function ( element ) { for ( var i = 0; i < element.childNodes.length; i ++ ) { var child = element.childNodes[ i ]; if ( child.nodeType != 1 ) continue; switch ( child.nodeName ) { case 'color': var rgba = _floats( child.textContent ); this.color = new THREE.Color(0); this.color.setRGB( rgba[0], rgba[1], rgba[2] ); this.color.a = rgba[3]; break; case 'texture': this.texture = child.getAttribute('texture'); this.texcoord = child.getAttribute('texcoord'); // Defaults from: // https://collada.org/mediawiki/index.php/Maya_texture_placement_MAYA_extension this.texOpts = { offsetU: 0, offsetV: 0, repeatU: 1, repeatV: 1, wrapU: 1, wrapV: 1, }; this.parseTexture( child ); break; default: break; } } return this; }; ColorOrTexture.prototype.parseTexture = function ( element ) { if ( ! element.childNodes ) return this; // This should be supported by Maya, 3dsMax, and MotionBuilder if ( element.childNodes[1] && element.childNodes[1].nodeName === 'extra' ) { element = element.childNodes[1]; if ( element.childNodes[1] && element.childNodes[1].nodeName === 'technique' ) { element = element.childNodes[1]; } } for ( var i = 0; i < element.childNodes.length; i ++ ) { var child = element.childNodes[ i ]; switch ( child.nodeName ) { case 'offsetU': case 'offsetV': case 'repeatU': case 'repeatV': this.texOpts[ child.nodeName ] = parseFloat( child.textContent ); break; case 'wrapU': case 'wrapV': this.texOpts[ child.nodeName ] = parseInt( child.textContent ); break; default: this.texOpts[ child.nodeName ] = child.textContent; break; } } return this; }; function Shader ( type, effect ) { this.type = type; this.effect = effect; this.material = null; }; Shader.prototype.parse = function ( element ) { for ( var i = 0; i < element.childNodes.length; i ++ ) { var child = element.childNodes[ i ]; if ( child.nodeType != 1 ) continue; switch ( child.nodeName ) { case 'ambient': case 'emission': case 'diffuse': case 'specular': case 'transparent': this[ child.nodeName ] = ( new ColorOrTexture() ).parse( child ); break; case 'shininess': case 'reflectivity': case 'transparency': var f = evaluateXPath( child, './/dae:float' ); if ( f.length > 0 ) this[ child.nodeName ] = parseFloat( f[ 0 ].textContent ); break; default: break; } } this.create(); return this; }; Shader.prototype.create = function() { var props = {}; var transparent = ( this['transparency'] !== undefined && this['transparency'] < 1.0 ); for ( var prop in this ) { switch ( prop ) { case 'ambient': case 'emission': case 'diffuse': case 'specular': var cot = this[prop]; if ( cot instanceof ColorOrTexture ) { if ( cot.isTexture() ) { if ( this.effect.sampler && this.effect.surface ) { if ( this.effect.sampler.source == this.effect.surface.sid ) { var image = images[this.effect.surface.init_from]; if ( image ) { var texture = THREE.ImageUtils.loadTexture(baseUrl + image.init_from); texture.wrapS = cot.texOpts.wrapU ? THREE.RepeatWrapping : THREE.ClampToEdgeWrapping; texture.wrapT = cot.texOpts.wrapV ? THREE.RepeatWrapping : THREE.ClampToEdgeWrapping; texture.offset.x = cot.texOpts.offsetU; texture.offset.y = cot.texOpts.offsetV; texture.repeat.x = cot.texOpts.repeatU; texture.repeat.y = cot.texOpts.repeatV; props['map'] = texture; } } } } else if ( prop == 'diffuse' || !transparent ) { props[ prop ] = cot.color.getHex(); } } break; case 'shininess': case 'reflectivity': props[ prop ] = this[ prop ]; break; case 'transparency': if ( transparent ) { props[ 'transparent' ] = true; props[ 'opacity' ] = this[ prop ]; transparent = true; } break; default: break; } } props[ 'shading' ] = preferredShading; switch ( this.type ) { case 'constant': props.color = props.emission; this.material = new THREE.MeshBasicMaterial( props ); break; case 'phong': case 'blinn': props.color = props.diffuse; this.material = new THREE.MeshPhongMaterial( props ); break; case 'lambert': default: props.color = props.diffuse; this.material = new THREE.MeshLambertMaterial( props ); break; } return this.material; }; function Surface ( effect ) { this.effect = effect; this.init_from = null; this.format = null; }; Surface.prototype.parse = function ( element ) { for ( var i = 0; i < element.childNodes.length; i ++ ) { var child = element.childNodes[ i ]; if ( child.nodeType != 1 ) continue; switch ( child.nodeName ) { case 'init_from': this.init_from = child.textContent; break; case 'format': this.format = child.textContent; break; default: console.log( "unhandled Surface prop: " + child.nodeName ); break; } } return this; }; function Sampler2D ( effect ) { this.effect = effect; this.source = null; this.wrap_s = null; this.wrap_t = null; this.minfilter = null; this.magfilter = null; this.mipfilter = null; }; Sampler2D.prototype.parse = function ( element ) { for ( var i = 0; i < element.childNodes.length; i ++ ) { var child = element.childNodes[ i ]; if ( child.nodeType != 1 ) continue; switch ( child.nodeName ) { case 'source': this.source = child.textContent; break; case 'minfilter': this.minfilter = child.textContent; break; case 'magfilter': this.magfilter = child.textContent; break; case 'mipfilter': this.mipfilter = child.textContent; break; case 'wrap_s': this.wrap_s = child.textContent; break; case 'wrap_t': this.wrap_t = child.textContent; break; default: console.log( "unhandled Sampler2D prop: " + child.nodeName ); break; } } return this; }; function Effect () { this.id = ""; this.name = ""; this.shader = null; this.surface = null; this.sampler = null; }; Effect.prototype.create = function () { if ( this.shader == null ) { return null; } }; Effect.prototype.parse = function ( element ) { this.id = element.getAttribute( 'id' ); this.name = element.getAttribute( 'name' ); this.shader = null; for ( var i = 0; i < element.childNodes.length; i ++ ) { var child = element.childNodes[ i ]; if ( child.nodeType != 1 ) continue; switch ( child.nodeName ) { case 'profile_COMMON': this.parseTechnique( this.parseProfileCOMMON( child ) ); break; default: break; } } return this; }; Effect.prototype.parseNewparam = function ( element ) { var sid = element.getAttribute( 'sid' ); for ( var i = 0; i < element.childNodes.length; i ++ ) { var child = element.childNodes[ i ]; if ( child.nodeType != 1 ) continue; switch ( child.nodeName ) { case 'surface': this.surface = ( new Surface( this ) ).parse( child ); this.surface.sid = sid; break; case 'sampler2D': this.sampler = ( new Sampler2D( this ) ).parse( child ); this.sampler.sid = sid; break; case 'extra': break; default: console.log( child.nodeName ); break; } } }; Effect.prototype.parseProfileCOMMON = function ( element ) { var technique; for ( var i = 0; i < element.childNodes.length; i ++ ) { var child = element.childNodes[ i ]; if ( child.nodeType != 1 ) continue; switch ( child.nodeName ) { case 'profile_COMMON': this.parseProfileCOMMON( child ); break; case 'technique': technique = child; break; case 'newparam': this.parseNewparam( child ); break; case 'image': var _image = ( new _Image() ).parse( child ); images[ _image.id ] = _image; break; case 'extra': break; default: console.log( child.nodeName ); break; } } return technique; }; Effect.prototype.parseTechnique= function ( element ) { for ( var i = 0; i < element.childNodes.length; i ++ ) { var child = element.childNodes[i]; if ( child.nodeType != 1 ) continue; switch ( child.nodeName ) { case 'constant': case 'lambert': case 'blinn': case 'phong': this.shader = ( new Shader( child.nodeName, this ) ).parse( child ); break; default: break; } } }; function InstanceEffect () { this.url = ""; }; InstanceEffect.prototype.parse = function ( element ) { this.url = element.getAttribute( 'url' ).replace( /^#/, '' ); return this; }; function Animation() { this.id = ""; this.name = ""; this.source = {}; this.sampler = []; this.channel = []; }; Animation.prototype.parse = function ( element ) { this.id = element.getAttribute( 'id' ); this.name = element.getAttribute( 'name' ); this.source = {}; for ( var i = 0; i < element.childNodes.length; i ++ ) { var child = element.childNodes[ i ]; if ( child.nodeType != 1 ) continue; switch ( child.nodeName ) { case 'source': var src = ( new Source() ).parse( child ); this.source[ src.id ] = src; break; case 'sampler': this.sampler.push( ( new Sampler( this ) ).parse( child ) ); break; case 'channel': this.channel.push( ( new Channel( this ) ).parse( child ) ); break; default: break; } } return this; }; function Channel( animation ) { this.animation = animation; this.source = ""; this.target = ""; this.fullSid = null; this.sid = null; this.dotSyntax = null; this.arrSyntax = null; this.arrIndices = null; this.member = null; }; Channel.prototype.parse = function ( element ) { this.source = element.getAttribute( 'source' ).replace( /^#/, '' ); this.target = element.getAttribute( 'target' ); var parts = this.target.split( '/' ); var id = parts.shift(); var sid = parts.shift(); var dotSyntax = ( sid.indexOf(".") >= 0 ); var arrSyntax = ( sid.indexOf("(") >= 0 ); if ( dotSyntax ) { parts = sid.split("."); this.sid = parts.shift(); this.member = parts.shift(); } else if ( arrSyntax ) { var arrIndices = sid.split("("); this.sid = arrIndices.shift(); for (var j = 0; j < arrIndices.length; j ++ ) { arrIndices[j] = parseInt( arrIndices[j].replace(/\)/, '') ); } this.arrIndices = arrIndices; } else { this.sid = sid; } this.fullSid = sid; this.dotSyntax = dotSyntax; this.arrSyntax = arrSyntax; return this; }; function Sampler ( animation ) { this.id = ""; this.animation = animation; this.inputs = []; this.input = null; this.output = null; this.strideOut = null; this.interpolation = null; this.startTime = null; this.endTime = null; this.duration = 0; }; Sampler.prototype.parse = function ( element ) { this.id = element.getAttribute( 'id' ); this.inputs = []; for ( var i = 0; i < element.childNodes.length; i ++ ) { var child = element.childNodes[ i ]; if ( child.nodeType != 1 ) continue; switch ( child.nodeName ) { case 'input': this.inputs.push( (new Input()).parse( child ) ); break; default: break; } } return this; }; Sampler.prototype.create = function () { for ( var i = 0; i < this.inputs.length; i ++ ) { var input = this.inputs[ i ]; var source = this.animation.source[ input.source ]; switch ( input.semantic ) { case 'INPUT': this.input = source.read(); break; case 'OUTPUT': this.output = source.read(); this.strideOut = source.accessor.stride; break; case 'INTERPOLATION': this.interpolation = source.read(); break; case 'IN_TANGENT': break; case 'OUT_TANGENT': break; default: console.log(input.semantic); break; } } this.startTime = 0; this.endTime = 0; this.duration = 0; if ( this.input.length ) { this.startTime = 100000000; this.endTime = -100000000; for ( var i = 0; i < this.input.length; i ++ ) { this.startTime = Math.min( this.startTime, this.input[ i ] ); this.endTime = Math.max( this.endTime, this.input[ i ] ); } this.duration = this.endTime - this.startTime; } }; Sampler.prototype.getData = function ( type, ndx ) { var data; if ( this.strideOut > 1 ) { data = []; ndx *= this.strideOut; for ( var i = 0; i < this.strideOut; ++i ) { data[ i ] = this.output[ ndx + i ]; } if ( this.strideOut === 3 ) { switch ( type ) { case 'rotate': case 'translate': fixCoords( data, -1 ); break; case 'scale': fixCoords( data, 1 ); break; } } } else { data = this.output[ ndx ]; } return data; }; function Key ( time ) { this.targets = []; this.time = time; }; Key.prototype.addTarget = function ( fullSid, transform, member, data ) { this.targets.push( { sid: fullSid, member: member, transform: transform, data: data } ); }; Key.prototype.apply = function ( opt_sid ) { for ( var i = 0; i < this.targets.length; ++i ) { var target = this.targets[ i ]; if ( !opt_sid || target.sid === opt_sid ) { target.transform.update( target.data, target.member ); } } }; Key.prototype.getTarget = function ( fullSid ) { for ( var i = 0; i < this.targets.length; ++i ) { if ( this.targets[ i ].sid === fullSid ) { return this.targets[ i ]; } } return null; }; Key.prototype.hasTarget = function ( fullSid ) { for ( var i = 0; i < this.targets.length; ++i ) { if ( this.targets[ i ].sid === fullSid ) { return true; } } return false; }; // TODO: Currently only doing linear interpolation. Should support full COLLADA spec. Key.prototype.interpolate = function ( nextKey, time ) { for ( var i = 0; i < this.targets.length; ++i ) { var target = this.targets[ i ], nextTarget = nextKey.getTarget( target.sid ), data; if ( nextTarget ) { var scale = ( time - this.time ) / ( nextKey.time - this.time ), nextData = nextTarget.data, prevData = target.data; // check scale error if ( scale < 0 || scale > 1 ) { console.log( "Key.interpolate: Warning! Scale out of bounds:" + scale ); scale = scale < 0 ? 0 : 1; } if ( prevData.length ) { data = []; for ( var j = 0; j < prevData.length; ++j ) { data[ j ] = prevData[ j ] + ( nextData[ j ] - prevData[ j ] ) * scale; } } else { data = prevData + ( nextData - prevData ) * scale; } } else { data = target.data; } target.transform.update( data, target.member ); } }; function Camera() { this.id = ""; this.name = ""; this.technique = ""; }; Camera.prototype.parse = function ( element ) { this.id = element.getAttribute( 'id' ); this.name = element.getAttribute( 'name' ); for ( var i = 0; i < element.childNodes.length; i ++ ) { var child = element.childNodes[ i ]; if ( child.nodeType != 1 ) continue; switch ( child.nodeName ) { case 'optics': this.parseOptics( child ); break; default: break; } } return this; }; Camera.prototype.parseOptics = function ( element ) { for ( var i = 0; i < element.childNodes.length; i ++ ) { if ( element.childNodes[ i ].nodeName == 'technique_common' ) { var technique = element.childNodes[ i ]; for ( var j = 0; j < technique.childNodes.length; j ++ ) { this.technique = technique.childNodes[ j ].nodeName; if ( this.technique == 'perspective' ) { var perspective = technique.childNodes[ j ]; for ( var k = 0; k < perspective.childNodes.length; k ++ ) { var param = perspective.childNodes[ k ]; switch ( param.nodeName ) { case 'yfov': this.yfov = param.textContent; break; case 'xfov': this.xfov = param.textContent; break; case 'znear': this.znear = param.textContent; break; case 'zfar': this.zfar = param.textContent; break; case 'aspect_ratio': this.aspect_ratio = param.textContent; break; } } } else if ( this.technique == 'orthographic' ) { var orthographic = technique.childNodes[ j ]; for ( var k = 0; k < orthographic.childNodes.length; k ++ ) { var param = orthographic.childNodes[ k ]; switch ( param.nodeName ) { case 'xmag': this.xmag = param.textContent; break; case 'ymag': this.ymag = param.textContent; break; case 'znear': this.znear = param.textContent; break; case 'zfar': this.zfar = param.textContent; break; case 'aspect_ratio': this.aspect_ratio = param.textContent; break; } } } } } } return this; }; function InstanceCamera() { this.url = ""; }; InstanceCamera.prototype.parse = function ( element ) { this.url = element.getAttribute('url').replace(/^#/, ''); return this; }; function _source( element ) { var id = element.getAttribute( 'id' ); if ( sources[ id ] != undefined ) { return sources[ id ]; } sources[ id ] = ( new Source(id )).parse( element ); return sources[ id ]; }; function _nsResolver( nsPrefix ) { if ( nsPrefix == "dae" ) { return "http://www.collada.org/2005/11/COLLADASchema"; } return null; }; function _bools( str ) { var raw = _strings( str ); var data = []; for ( var i = 0, l = raw.length; i < l; i ++ ) { data.push( (raw[i] == 'true' || raw[i] == '1') ? true : false ); } return data; }; function _floats( str ) { var raw = _strings(str); var data = []; for ( var i = 0, l = raw.length; i < l; i ++ ) { data.push( parseFloat( raw[ i ] ) ); } return data; }; function _ints( str ) { var raw = _strings( str ); var data = []; for ( var i = 0, l = raw.length; i < l; i ++ ) { data.push( parseInt( raw[ i ], 10 ) ); } return data; }; function _strings( str ) { return ( str.length > 0 ) ? _trimString( str ).split( /\s+/ ) : []; }; function _trimString( str ) { return str.replace( /^\s+/, "" ).replace( /\s+$/, "" ); }; function _attr_as_float( element, name, defaultValue ) { if ( element.hasAttribute( name ) ) { return parseFloat( element.getAttribute( name ) ); } else { return defaultValue; } }; function _attr_as_int( element, name, defaultValue ) { if ( element.hasAttribute( name ) ) { return parseInt( element.getAttribute( name ), 10) ; } else { return defaultValue; } }; function _attr_as_string( element, name, defaultValue ) { if ( element.hasAttribute( name ) ) { return element.getAttribute( name ); } else { return defaultValue; } }; function _format_float( f, num ) { if ( f === undefined ) { var s = '0.'; while ( s.length < num + 2 ) { s += '0'; } return s; } num = num || 2; var parts = f.toString().split( '.' ); parts[ 1 ] = parts.length > 1 ? parts[ 1 ].substr( 0, num ) : "0"; while( parts[ 1 ].length < num ) { parts[ 1 ] += '0'; } return parts.join( '.' ); }; function evaluateXPath( node, query ) { var instances = COLLADA.evaluate( query, node, _nsResolver, XPathResult.ORDERED_NODE_ITERATOR_TYPE, null ); var inst = instances.iterateNext(); var result = []; while ( inst ) { result.push( inst ); inst = instances.iterateNext(); } return result; }; // Up axis conversion function setUpConversion() { if ( !options.convertUpAxis || colladaUp === options.upAxis ) { upConversion = null; } else { switch ( colladaUp ) { case 'X': upConversion = options.upAxis === 'Y' ? 'XtoY' : 'XtoZ'; break; case 'Y': upConversion = options.upAxis === 'X' ? 'YtoX' : 'YtoZ'; break; case 'Z': upConversion = options.upAxis === 'X' ? 'ZtoX' : 'ZtoY'; break; } } }; function fixCoords( data, sign ) { if ( !options.convertUpAxis || colladaUp === options.upAxis ) { return; } switch ( upConversion ) { case 'XtoY': var tmp = data[ 0 ]; data[ 0 ] = sign * data[ 1 ]; data[ 1 ] = tmp; break; case 'XtoZ': var tmp = data[ 2 ]; data[ 2 ] = data[ 1 ]; data[ 1 ] = data[ 0 ]; data[ 0 ] = tmp; break; case 'YtoX': var tmp = data[ 0 ]; data[ 0 ] = data[ 1 ]; data[ 1 ] = sign * tmp; break; case 'YtoZ': var tmp = data[ 1 ]; data[ 1 ] = sign * data[ 2 ]; data[ 2 ] = tmp; break; case 'ZtoX': var tmp = data[ 0 ]; data[ 0 ] = data[ 1 ]; data[ 1 ] = data[ 2 ]; data[ 2 ] = tmp; break; case 'ZtoY': var tmp = data[ 1 ]; data[ 1 ] = data[ 2 ]; data[ 2 ] = sign * tmp; break; } }; function getConvertedVec3( data, offset ) { var arr = [ data[ offset ], data[ offset + 1 ], data[ offset + 2 ] ]; fixCoords( arr, -1 ); return new THREE.Vector3( arr[ 0 ], arr[ 1 ], arr[ 2 ] ); }; function getConvertedMat4( data ) { if ( options.convertUpAxis ) { // First fix rotation and scale // Columns first var arr = [ data[ 0 ], data[ 4 ], data[ 8 ] ]; fixCoords( arr, -1 ); data[ 0 ] = arr[ 0 ]; data[ 4 ] = arr[ 1 ]; data[ 8 ] = arr[ 2 ]; arr = [ data[ 1 ], data[ 5 ], data[ 9 ] ]; fixCoords( arr, -1 ); data[ 1 ] = arr[ 0 ]; data[ 5 ] = arr[ 1 ]; data[ 9 ] = arr[ 2 ]; arr = [ data[ 2 ], data[ 6 ], data[ 10 ] ]; fixCoords( arr, -1 ); data[ 2 ] = arr[ 0 ]; data[ 6 ] = arr[ 1 ]; data[ 10 ] = arr[ 2 ]; // Rows second arr = [ data[ 0 ], data[ 1 ], data[ 2 ] ]; fixCoords( arr, -1 ); data[ 0 ] = arr[ 0 ]; data[ 1 ] = arr[ 1 ]; data[ 2 ] = arr[ 2 ]; arr = [ data[ 4 ], data[ 5 ], data[ 6 ] ]; fixCoords( arr, -1 ); data[ 4 ] = arr[ 0 ]; data[ 5 ] = arr[ 1 ]; data[ 6 ] = arr[ 2 ]; arr = [ data[ 8 ], data[ 9 ], data[ 10 ] ]; fixCoords( arr, -1 ); data[ 8 ] = arr[ 0 ]; data[ 9 ] = arr[ 1 ]; data[ 10 ] = arr[ 2 ]; // Now fix translation arr = [ data[ 3 ], data[ 7 ], data[ 11 ] ]; fixCoords( arr, -1 ); data[ 3 ] = arr[ 0 ]; data[ 7 ] = arr[ 1 ]; data[ 11 ] = arr[ 2 ]; } return new THREE.Matrix4( data[0], data[1], data[2], data[3], data[4], data[5], data[6], data[7], data[8], data[9], data[10], data[11], data[12], data[13], data[14], data[15] ); }; function getConvertedMember( member ) { if ( options.convertUpAxis ) { switch ( member ) { case 'X': switch ( upConversion ) { case 'XtoY': case 'XtoZ': case 'YtoX': member = 'Y'; break; case 'ZtoX': member = 'Z'; break; } break; case 'Y': switch ( upConversion ) { case 'XtoY': case 'YtoX': case 'ZtoX': member = 'X'; break; case 'XtoZ': case 'YtoZ': case 'ZtoY': member = 'Z'; break; } break; case 'Z': switch ( upConversion ) { case 'XtoZ': member = 'X'; break; case 'YtoZ': case 'ZtoX': case 'ZtoY': member = 'Y'; break; } break; } } return member; }; return { load: load, parse: parse, setPreferredShading: setPreferredShading, applySkin: applySkin, geometries : geometries, options: options }; }; /** * @author mrdoob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ */ THREE.JSONLoader = function ( showStatus ) { THREE.Loader.call( this, showStatus ); }; THREE.JSONLoader.prototype = new THREE.Loader(); THREE.JSONLoader.prototype.constructor = THREE.JSONLoader; THREE.JSONLoader.prototype.supr = THREE.Loader.prototype; THREE.JSONLoader.prototype.load = function ( url, callback, texturePath ) { var worker, scope = this; texturePath = texturePath ? texturePath : this.extractUrlBase( url ); this.onLoadStart(); this.loadAjaxJSON( this, url, callback, texturePath ); }; THREE.JSONLoader.prototype.loadAjaxJSON = function ( context, url, callback, texturePath, callbackProgress ) { var xhr = new XMLHttpRequest(); var length = 0; xhr.onreadystatechange = function () { if ( xhr.readyState === xhr.DONE ) { if ( xhr.status === 200 || xhr.status === 0 ) { if ( xhr.responseText ) { var json = JSON.parse( xhr.responseText ); context.createModel( json, callback, texturePath ); } else { console.warn( "THREE.JSONLoader: [" + url + "] seems to be unreachable or file there is empty" ); } // in context of more complex asset initialization // do not block on single failed file // maybe should go even one more level up context.onLoadComplete(); } else { console.error( "THREE.JSONLoader: Couldn't load [" + url + "] [" + xhr.status + "]" ); } } else if ( xhr.readyState === xhr.LOADING ) { if ( callbackProgress ) { if ( length === 0 ) { length = xhr.getResponseHeader( "Content-Length" ); } callbackProgress( { total: length, loaded: xhr.responseText.length } ); } } else if ( xhr.readyState === xhr.HEADERS_RECEIVED ) { length = xhr.getResponseHeader( "Content-Length" ); } }; xhr.open( "GET", url, true ); if ( xhr.overrideMimeType ) xhr.overrideMimeType( "text/plain; charset=x-user-defined" ); xhr.setRequestHeader( "Content-Type", "text/plain" ); xhr.send( null ); }; THREE.JSONLoader.prototype.createModel = function ( json, callback, texturePath ) { var scope = this, geometry = new THREE.Geometry(), scale = ( json.scale !== undefined ) ? 1.0 / json.scale : 1.0; this.initMaterials( geometry, json.materials, texturePath ); parseModel( scale ); parseSkin(); parseMorphing( scale ); geometry.computeCentroids(); geometry.computeFaceNormals(); if ( this.hasNormals( geometry ) ) geometry.computeTangents(); function parseModel( scale ) { function isBitSet( value, position ) { return value & ( 1 << position ); } var i, j, fi, offset, zLength, nVertices, colorIndex, normalIndex, uvIndex, materialIndex, type, isQuad, hasMaterial, hasFaceUv, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor, vertex, face, color, normal, uvLayer, uvs, u, v, faces = json.faces, vertices = json.vertices, normals = json.normals, colors = json.colors, nUvLayers = 0; // disregard empty arrays for ( i = 0; i < json.uvs.length; i++ ) { if ( json.uvs[ i ].length ) nUvLayers ++; } for ( i = 0; i < nUvLayers; i++ ) { geometry.faceUvs[ i ] = []; geometry.faceVertexUvs[ i ] = []; } offset = 0; zLength = vertices.length; while ( offset < zLength ) { vertex = new THREE.Vertex(); vertex.position.x = vertices[ offset ++ ] * scale; vertex.position.y = vertices[ offset ++ ] * scale; vertex.position.z = vertices[ offset ++ ] * scale; geometry.vertices.push( vertex ); } offset = 0; zLength = faces.length; while ( offset < zLength ) { type = faces[ offset ++ ]; isQuad = isBitSet( type, 0 ); hasMaterial = isBitSet( type, 1 ); hasFaceUv = isBitSet( type, 2 ); hasFaceVertexUv = isBitSet( type, 3 ); hasFaceNormal = isBitSet( type, 4 ); hasFaceVertexNormal = isBitSet( type, 5 ); hasFaceColor = isBitSet( type, 6 ); hasFaceVertexColor = isBitSet( type, 7 ); //console.log("type", type, "bits", isQuad, hasMaterial, hasFaceUv, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor); if ( isQuad ) { face = new THREE.Face4(); face.a = faces[ offset ++ ]; face.b = faces[ offset ++ ]; face.c = faces[ offset ++ ]; face.d = faces[ offset ++ ]; nVertices = 4; } else { face = new THREE.Face3(); face.a = faces[ offset ++ ]; face.b = faces[ offset ++ ]; face.c = faces[ offset ++ ]; nVertices = 3; } if ( hasMaterial ) { materialIndex = faces[ offset ++ ]; face.materialIndex = materialIndex; } // to get face <=> uv index correspondence fi = geometry.faces.length; if ( hasFaceUv ) { for ( i = 0; i < nUvLayers; i++ ) { uvLayer = json.uvs[ i ]; uvIndex = faces[ offset ++ ]; u = uvLayer[ uvIndex * 2 ]; v = uvLayer[ uvIndex * 2 + 1 ]; geometry.faceUvs[ i ][ fi ] = new THREE.UV( u, v ); } } if ( hasFaceVertexUv ) { for ( i = 0; i < nUvLayers; i++ ) { uvLayer = json.uvs[ i ]; uvs = []; for ( j = 0; j < nVertices; j ++ ) { uvIndex = faces[ offset ++ ]; u = uvLayer[ uvIndex * 2 ]; v = uvLayer[ uvIndex * 2 + 1 ]; uvs[ j ] = new THREE.UV( u, v ); } geometry.faceVertexUvs[ i ][ fi ] = uvs; } } if ( hasFaceNormal ) { normalIndex = faces[ offset ++ ] * 3; normal = new THREE.Vector3(); normal.x = normals[ normalIndex ++ ]; normal.y = normals[ normalIndex ++ ]; normal.z = normals[ normalIndex ]; face.normal = normal; } if ( hasFaceVertexNormal ) { for ( i = 0; i < nVertices; i++ ) { normalIndex = faces[ offset ++ ] * 3; normal = new THREE.Vector3(); normal.x = normals[ normalIndex ++ ]; normal.y = normals[ normalIndex ++ ]; normal.z = normals[ normalIndex ]; face.vertexNormals.push( normal ); } } if ( hasFaceColor ) { colorIndex = faces[ offset ++ ]; color = new THREE.Color( colors[ colorIndex ] ); face.color = color; } if ( hasFaceVertexColor ) { for ( i = 0; i < nVertices; i++ ) { colorIndex = faces[ offset ++ ]; color = new THREE.Color( colors[ colorIndex ] ); face.vertexColors.push( color ); } } geometry.faces.push( face ); } }; function parseSkin() { var i, l, x, y, z, w, a, b, c, d; if ( json.skinWeights ) { for ( i = 0, l = json.skinWeights.length; i < l; i += 2 ) { x = json.skinWeights[ i ]; y = json.skinWeights[ i + 1 ]; z = 0; w = 0; geometry.skinWeights.push( new THREE.Vector4( x, y, z, w ) ); } } if ( json.skinIndices ) { for ( i = 0, l = json.skinIndices.length; i < l; i += 2 ) { a = json.skinIndices[ i ]; b = json.skinIndices[ i + 1 ]; c = 0; d = 0; geometry.skinIndices.push( new THREE.Vector4( a, b, c, d ) ); } } geometry.bones = json.bones; geometry.animation = json.animation; }; function parseMorphing( scale ) { if ( json.morphTargets !== undefined ) { var i, l, v, vl, x, y, z, 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 ) { x = srcVertices[ v ] * scale; y = srcVertices[ v + 1 ] * scale; z = srcVertices[ v + 2 ] * scale; dstVertices.push( new THREE.Vertex( new THREE.Vector3( x, y, z ) ) ); } } } if ( json.morphColors !== undefined ) { var i, l, c, cl, dstColors, srcColors, color; for ( i = 0, l = json.morphColors.length; i < l; i++ ) { geometry.morphColors[ i ] = {}; geometry.morphColors[ i ].name = json.morphColors[ i ].name; geometry.morphColors[ i ].colors = []; dstColors = geometry.morphColors[ i ].colors; srcColors = json.morphColors [ i ].colors; for ( c = 0, cl = srcColors.length; c < cl; c += 3 ) { color = new THREE.Color( 0xffaa00 ); color.setRGB( srcColors[ c ], srcColors[ c + 1 ], srcColors[ c + 2 ] ); dstColors.push( color ); } } } }; callback( geometry ); }; /** * @author alteredq / http://alteredqualia.com/ */ THREE.SceneLoader = function () { this.onLoadStart = function () {}; this.onLoadProgress = function() {}; this.onLoadComplete = function () {}; this.callbackSync = function () {}; this.callbackProgress = function () {}; }; THREE.SceneLoader.prototype.constructor = THREE.SceneLoader; THREE.SceneLoader.prototype.load = function( url, callbackFinished ) { var context = this; var xhr = new XMLHttpRequest(); xhr.onreadystatechange = function () { if ( xhr.readyState == 4 ) { if ( xhr.status == 200 || xhr.status == 0 ) { var json = JSON.parse( xhr.responseText ); context.createScene( json, callbackFinished, url ); } else { console.error( "THREE.SceneLoader: Couldn't load [" + url + "] [" + xhr.status + "]" ); } } }; xhr.open( "GET", url, true ); if ( xhr.overrideMimeType ) xhr.overrideMimeType( "text/plain; charset=x-user-defined" ); xhr.setRequestHeader( "Content-Type", "text/plain" ); xhr.send( null ); }; THREE.SceneLoader.prototype.createScene = function ( json, callbackFinished, url ) { var scope = this; var urlBase = THREE.Loader.prototype.extractUrlBase( url ); var dg, dm, dd, dl, dc, df, dt, g, o, m, l, d, p, r, q, s, c, t, f, tt, pp, u, geometry, material, camera, fog, texture, images, light, data, binLoader, jsonLoader, counter_models, counter_textures, total_models, total_textures, result; data = json; binLoader = new THREE.BinaryLoader(); jsonLoader = new THREE.JSONLoader(); counter_models = 0; counter_textures = 0; result = { scene: new THREE.Scene(), geometries: {}, materials: {}, textures: {}, objects: {}, cameras: {}, lights: {}, fogs: {}, empties: {} }; if ( data.transform ) { var position = data.transform.position, rotation = data.transform.rotation, scale = data.transform.scale; if ( position ) result.scene.position.set( position[ 0 ], position[ 1 ], position [ 2 ] ); if ( rotation ) result.scene.rotation.set( rotation[ 0 ], rotation[ 1 ], rotation [ 2 ] ); if ( scale ) result.scene.scale.set( scale[ 0 ], scale[ 1 ], scale [ 2 ] ); if ( position || rotation || scale ) { result.scene.updateMatrix(); result.scene.updateMatrixWorld(); } } function get_url( source_url, url_type ) { if ( url_type == "relativeToHTML" ) { return source_url; } else { return urlBase + "/" + source_url; } }; function handle_objects() { var object; for( dd in data.objects ) { if ( !result.objects[ dd ] ) { o = data.objects[ dd ]; if ( o.geometry !== undefined ) { geometry = result.geometries[ o.geometry ]; // geometry already loaded if ( geometry ) { var hasNormals = false; // not anymore support for multiple materials // shouldn't really be array material = result.materials[ o.materials[ 0 ] ]; hasNormals = material instanceof THREE.ShaderMaterial; if ( hasNormals ) { geometry.computeTangents(); } p = o.position; r = o.rotation; q = o.quaternion; s = o.scale; // turn off quaternions, for the moment q = 0; if ( o.materials.length == 0 ) { material = new THREE.MeshFaceMaterial(); } // dirty hack to handle meshes with multiple materials // just use face materials defined in model if ( o.materials.length > 1 ) { material = new THREE.MeshFaceMaterial(); } object = new THREE.Mesh( geometry, material ); object.name = dd; object.position.set( p[0], p[1], p[2] ); if ( q ) { object.quaternion.set( q[0], q[1], q[2], q[3] ); object.useQuaternion = true; } else { object.rotation.set( r[0], r[1], r[2] ); } object.scale.set( s[0], s[1], s[2] ); object.visible = o.visible; object.doubleSided = o.doubleSided; object.castShadow = o.castShadow; object.receiveShadow = o.receiveShadow; result.scene.add( object ); result.objects[ dd ] = object; } // pure Object3D } else { p = o.position; r = o.rotation; q = o.quaternion; s = o.scale; // turn off quaternions, for the moment q = 0; object = new THREE.Object3D(); object.name = dd; object.position.set( p[0], p[1], p[2] ); if ( q ) { object.quaternion.set( q[0], q[1], q[2], q[3] ); object.useQuaternion = true; } else { object.rotation.set( r[0], r[1], r[2] ); } object.scale.set( s[0], s[1], s[2] ); object.visible = ( o.visible !== undefined ) ? o.visible : false; result.scene.add( object ); result.objects[ dd ] = object; result.empties[ dd ] = object; } } } }; function handle_mesh( geo, id ) { result.geometries[ id ] = geo; handle_objects(); }; function create_callback( id ) { return function( geo ) { handle_mesh( geo, id ); counter_models -= 1; scope.onLoadComplete(); async_callback_gate(); } }; function create_callback_embed( id ) { return function( geo ) { result.geometries[ id ] = geo; } }; function async_callback_gate() { var progress = { totalModels : total_models, totalTextures : total_textures, loadedModels : total_models - counter_models, loadedTextures : total_textures - counter_textures }; scope.callbackProgress( progress, result ); scope.onLoadProgress(); if( counter_models == 0 && counter_textures == 0 ) { callbackFinished( result ); } }; var callbackTexture = function( images ) { counter_textures -= 1; async_callback_gate(); scope.onLoadComplete(); }; // first go synchronous elements // cameras for( dc in data.cameras ) { c = data.cameras[ dc ]; if ( c.type == "perspective" ) { camera = new THREE.PerspectiveCamera( c.fov, c.aspect, c.near, c.far ); } else if ( c.type == "ortho" ) { camera = new THREE.OrthographicCamera( c.left, c.right, c.top, c.bottom, c.near, c.far ); } p = c.position; t = c.target; u = c.up; camera.position.set( p[0], p[1], p[2] ); camera.target = new THREE.Vector3( t[0], t[1], t[2] ); if ( u ) camera.up.set( u[0], u[1], u[2] ); result.cameras[ dc ] = camera; } // lights var hex, intensity; for ( dl in data.lights ) { l = data.lights[ dl ]; hex = ( l.color !== undefined ) ? l.color : 0xffffff; intensity = ( l.intensity !== undefined ) ? l.intensity : 1; if ( l.type == "directional" ) { p = l.direction; light = new THREE.DirectionalLight( hex, intensity ); light.position.set( p[0], p[1], p[2] ); light.position.normalize(); } else if ( l.type == "point" ) { p = l.position; d = l.distance; light = new THREE.PointLight( hex, intensity, d ); light.position.set( p[0], p[1], p[2] ); } else if ( l.type == "ambient" ) { light = new THREE.AmbientLight( hex ); } result.scene.add( light ); result.lights[ dl ] = light; } // fogs for( df in data.fogs ) { f = data.fogs[ df ]; if ( f.type == "linear" ) { fog = new THREE.Fog( 0x000000, f.near, f.far ); } else if ( f.type == "exp2" ) { fog = new THREE.FogExp2( 0x000000, f.density ); } c = f.color; fog.color.setRGB( c[0], c[1], c[2] ); result.fogs[ df ] = fog; } // defaults if ( result.cameras && data.defaults.camera ) { result.currentCamera = result.cameras[ data.defaults.camera ]; } if ( result.fogs && data.defaults.fog ) { result.scene.fog = result.fogs[ data.defaults.fog ]; } c = data.defaults.bgcolor; result.bgColor = new THREE.Color(); result.bgColor.setRGB( c[0], c[1], c[2] ); result.bgColorAlpha = data.defaults.bgalpha; // now come potentially asynchronous elements // geometries // count how many models will be loaded asynchronously for( dg in data.geometries ) { g = data.geometries[ dg ]; if ( g.type == "bin_mesh" || g.type == "ascii_mesh" ) { counter_models += 1; scope.onLoadStart(); } } total_models = counter_models; for ( dg in data.geometries ) { g = data.geometries[ dg ]; if ( g.type == "cube" ) { geometry = new THREE.CubeGeometry( g.width, g.height, g.depth, g.segmentsWidth, g.segmentsHeight, g.segmentsDepth, null, g.flipped, g.sides ); result.geometries[ dg ] = geometry; } else if ( g.type == "plane" ) { geometry = new THREE.PlaneGeometry( g.width, g.height, g.segmentsWidth, g.segmentsHeight ); result.geometries[ dg ] = geometry; } else if ( g.type == "sphere" ) { geometry = new THREE.SphereGeometry( g.radius, g.segmentsWidth, g.segmentsHeight ); result.geometries[ dg ] = geometry; } else if ( g.type == "cylinder" ) { geometry = new THREE.CylinderGeometry( g.topRad, g.botRad, g.height, g.radSegs, g.heightSegs ); result.geometries[ dg ] = geometry; } else if ( g.type == "torus" ) { geometry = new THREE.TorusGeometry( g.radius, g.tube, g.segmentsR, g.segmentsT ); result.geometries[ dg ] = geometry; } else if ( g.type == "icosahedron" ) { geometry = new THREE.IcosahedronGeometry( g.radius, g.subdivisions ); result.geometries[ dg ] = geometry; } else if ( g.type == "bin_mesh" ) { binLoader.load( get_url( g.url, data.urlBaseType ), create_callback( dg ) ); } else if ( g.type == "ascii_mesh" ) { jsonLoader.load( get_url( g.url, data.urlBaseType ), create_callback( dg ) ); } else if ( g.type == "embedded_mesh" ) { var modelJson = data.embeds[ g.id ], texture_path = ""; // Pass metadata along to jsonLoader so it knows the format version. modelJson.metadata = data.metadata; if ( modelJson ) { jsonLoader.createModel( modelJson, create_callback_embed( dg ), texture_path ); } } } // textures // count how many textures will be loaded asynchronously for( dt in data.textures ) { tt = data.textures[ dt ]; if( tt.url instanceof Array ) { counter_textures += tt.url.length; for( var n = 0; n < tt.url.length; n ++ ) { scope.onLoadStart(); } } else { counter_textures += 1; scope.onLoadStart(); } } total_textures = counter_textures; for( dt in data.textures ) { tt = data.textures[ dt ]; if ( tt.mapping != undefined && THREE[ tt.mapping ] != undefined ) { tt.mapping = new THREE[ tt.mapping ](); } if( tt.url instanceof Array ) { var url_array = []; for( var i = 0; i < tt.url.length; i ++ ) { url_array[ i ] = get_url( tt.url[ i ], data.urlBaseType ); } texture = THREE.ImageUtils.loadTextureCube( url_array, tt.mapping, callbackTexture ); } else { texture = THREE.ImageUtils.loadTexture( get_url( tt.url, data.urlBaseType ), tt.mapping, callbackTexture ); if ( THREE[ tt.minFilter ] != undefined ) texture.minFilter = THREE[ tt.minFilter ]; if ( THREE[ tt.magFilter ] != undefined ) texture.magFilter = THREE[ tt.magFilter ]; if ( tt.repeat ) { texture.repeat.set( tt.repeat[ 0 ], tt.repeat[ 1 ] ); if ( tt.repeat[ 0 ] != 1 ) texture.wrapS = THREE.RepeatWrapping; if ( tt.repeat[ 1 ] != 1 ) texture.wrapT = THREE.RepeatWrapping; } if ( tt.offset ) { texture.offset.set( tt.offset[ 0 ], tt.offset[ 1 ] ); } // handle wrap after repeat so that default repeat can be overriden if ( tt.wrap ) { var wrapMap = { "repeat" : THREE.RepeatWrapping, "mirror" : THREE.MirroredRepeatWrapping } if ( wrapMap[ tt.wrap[ 0 ] ] !== undefined ) texture.wrapS = wrapMap[ tt.wrap[ 0 ] ]; if ( wrapMap[ tt.wrap[ 1 ] ] !== undefined ) texture.wrapT = wrapMap[ tt.wrap[ 1 ] ]; } } result.textures[ dt ] = texture; } // materials for ( dm in data.materials ) { m = data.materials[ dm ]; for ( pp in m.parameters ) { if ( pp == "envMap" || pp == "map" || pp == "lightMap" ) { m.parameters[ pp ] = result.textures[ m.parameters[ pp ] ]; } else if ( pp == "shading" ) { m.parameters[ pp ] = ( m.parameters[ pp ] == "flat" ) ? THREE.FlatShading : THREE.SmoothShading; } else if ( pp == "blending" ) { m.parameters[ pp ] = THREE[ m.parameters[ pp ] ] ? THREE[ m.parameters[ pp ] ] : THREE.NormalBlending; } else if ( pp == "combine" ) { m.parameters[ pp ] = ( m.parameters[ pp ] == "MixOperation" ) ? THREE.MixOperation : THREE.MultiplyOperation; } else if ( pp == "vertexColors" ) { if ( m.parameters[ pp ] == "face" ) { m.parameters[ pp ] = THREE.FaceColors; // default to vertex colors if "vertexColors" is anything else face colors or 0 / null / false } else if ( m.parameters[ pp ] ) { m.parameters[ pp ] = THREE.VertexColors; } } } if ( m.parameters.opacity !== undefined && m.parameters.opacity < 1.0 ) { m.parameters.transparent = true; } if ( m.parameters.normalMap ) { var shader = THREE.ShaderUtils.lib[ "normal" ]; var uniforms = THREE.UniformsUtils.clone( shader.uniforms ); var diffuse = m.parameters.color; var specular = m.parameters.specular; var ambient = m.parameters.ambient; var shininess = m.parameters.shininess; uniforms[ "tNormal" ].texture = result.textures[ m.parameters.normalMap ]; if ( m.parameters.normalMapFactor ) { uniforms[ "uNormalScale" ].value = m.parameters.normalMapFactor; } if ( m.parameters.map ) { uniforms[ "tDiffuse" ].texture = m.parameters.map; uniforms[ "enableDiffuse" ].value = true; } if ( m.parameters.lightMap ) { uniforms[ "tAO" ].texture = m.parameters.lightMap; uniforms[ "enableAO" ].value = true; } if ( m.parameters.specularMap ) { uniforms[ "tSpecular" ].texture = result.textures[ m.parameters.specularMap ]; uniforms[ "enableSpecular" ].value = true; } uniforms[ "uDiffuseColor" ].value.setHex( diffuse ); uniforms[ "uSpecularColor" ].value.setHex( specular ); uniforms[ "uAmbientColor" ].value.setHex( ambient ); uniforms[ "uShininess" ].value = shininess; if ( m.parameters.opacity ) { uniforms[ "uOpacity" ].value = m.parameters.opacity; } var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true }; material = new THREE.ShaderMaterial( parameters ); } else { material = new THREE[ m.type ]( m.parameters ); } result.materials[ dm ] = material; } // objects ( synchronous init of procedural primitives ) handle_objects(); // synchronous callback scope.callbackSync( result ); // just in case there are no async elements: async_callback_gate(); }; /** * Loader for UTF8 encoded models generated by: * http://code.google.com/p/webgl-loader/ * * Limitations: * - number of vertices < 65536 (this is after optimizations in compressor, input OBJ may have even less) * - models must have normals and texture coordinates * - texture coordinates must be only from <0,1> * - no materials support yet * - models are scaled and offset (copy numbers from compressor and use them as parameters in UTF8Loader.load() ) * * @author alteredq / http://alteredqualia.com/ * @author won3d / http://twitter.com/won3d */ THREE.UTF8Loader = function () {}; THREE.UTF8Loader.prototype.load = function ( url, callback, metadata ) { var xhr = new XMLHttpRequest(), callbackProgress = null, scale = metadata.scale !== undefined ? metadata.scale : 1, offsetX = metadata.offsetX !== undefined ? metadata.offsetX : 0, offsetY = metadata.offsetY !== undefined ? metadata.offsetY : 0, offsetZ = metadata.offsetZ !== undefined ? metadata.offsetZ : 0; var length = 0; xhr.onreadystatechange = function() { if ( xhr.readyState == 4 ) { if ( xhr.status == 200 || xhr.status == 0 ) { THREE.UTF8Loader.prototype.createModel( xhr.responseText, callback, scale, offsetX, offsetY, offsetZ ); } else { console.error( "THREE.UTF8Loader: Couldn't load [" + url + "] [" + xhr.status + "]" ); } } else if ( xhr.readyState == 3 ) { if ( callbackProgress ) { if ( length == 0 ) { length = xhr.getResponseHeader( "Content-Length" ); } callbackProgress( { total: length, loaded: xhr.responseText.length } ); } } else if ( xhr.readyState == 2 ) { length = xhr.getResponseHeader( "Content-Length" ); } } xhr.open( "GET", url, true ); xhr.send( null ); }; // UTF-8 decoder from webgl-loader // http://code.google.com/p/webgl-loader/ // Copyright 2011 Google Inc. All Rights Reserved. // // Licensed under the Apache License, Version 2.0 (the "License"); you // may not use this file except in compliance with the License. You // may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or // implied. See the License for the specific language governing // permissions and limitations under the License. THREE.UTF8Loader.prototype.decompressMesh = function ( str ) { var num_verts = str.charCodeAt( 0 ); if ( num_verts >= 0xE000 ) { num_verts -= 0x0800; } num_verts ++; var attribs_out = new Float32Array( 8 * num_verts ); var offset = 1; for ( var i = 0; i < 8; i ++ ) { var prev_attrib = 0; for ( var j = 0; j < num_verts; ++ j ) { var code = str.charCodeAt( j + offset ); prev_attrib += ( code >> 1 ) ^ ( - ( code & 1 ) ); attribs_out[ 8 * j + i ] = prev_attrib; } offset += num_verts; } var num_indices = str.length - offset; var indices_out = new Uint16Array( num_indices ); var index_high_water_mark = 0; for ( var i = 0; i < num_indices; i ++ ) { var code = str.charCodeAt( i + offset ); indices_out[ i ] = index_high_water_mark - code; if ( code == 0 ) { index_high_water_mark ++; } } return [ attribs_out, indices_out ]; }; THREE.UTF8Loader.prototype.createModel = function ( data, callback, scale, offsetX, offsetY, offsetZ ) { var Model = function ( texture_path ) { //var s = (new Date).getTime(); var scope = this; scope.materials = []; THREE.Geometry.call( this ); var buffers = THREE.UTF8Loader.prototype.decompressMesh( data ); var normals = [], uvs = []; init_vertices( buffers[ 0 ], 8, 0 ); init_uvs( buffers[ 0 ], 8, 3 ); init_normals( buffers[ 0 ], 8, 5 ); init_faces( buffers[ 1 ] ); this.computeCentroids(); this.computeFaceNormals(); //this.computeTangents(); //var e = (new Date).getTime(); //console.log( "utf8 data parse time: " + (e-s) + " ms" ); function init_vertices( data, stride, offset ) { var i, x, y, z, end = data.length; for( i = offset; i < end; i += stride ) { x = data[ i ]; y = data[ i + 1 ]; z = data[ i + 2 ]; // fix scale and offsets x = ( x / 16383 ) * scale; y = ( y / 16383 ) * scale; z = ( z / 16383 ) * scale; x += offsetX; y += offsetY; z += offsetZ; vertex( scope, x, y, z ); } }; function init_normals( data, stride, offset ) { var i, x, y, z, end = data.length; for( i = offset; i < end; i += stride ) { x = data[ i ]; y = data[ i + 1 ]; z = data[ i + 2 ]; // normalize to <-1,1> x = ( x - 512 ) / 511; y = ( y - 512 ) / 511; z = ( z - 512 ) / 511; normals.push( x, y, z ); } }; function init_uvs( data, stride, offset ) { var i, u, v, end = data.length; for( i = offset; i < end; i += stride ) { u = data[ i ]; v = data[ i + 1 ]; // normalize to <0,1> u /= 1023; v /= 1023; uvs.push( u, 1 - v ); } }; function init_faces( indices ) { var i, a, b, c, u1, v1, u2, v2, u3, v3, m, end = indices.length; m = 0; // all faces defaulting to material 0 for( i = 0; i < end; i += 3 ) { a = indices[ i ]; b = indices[ i + 1 ]; c = indices[ i + 2 ]; f3n( scope, normals, a, b, c, m, a, b, c ); u1 = uvs[ a * 2 ]; v1 = uvs[ a * 2 + 1 ]; u2 = uvs[ b * 2 ]; v2 = uvs[ b * 2 + 1 ]; u3 = uvs[ c * 2 ]; v3 = uvs[ c * 2 + 1 ]; uv3( scope.faceVertexUvs[ 0 ], u1, v1, u2, v2, u3, v3 ); } } }; function vertex ( scope, x, y, z ) { scope.vertices.push( new THREE.Vertex( new THREE.Vector3( x, y, z ) ) ); }; function f3n ( scope, normals, a, b, c, mi, nai, nbi, nci ) { var nax = normals[ nai * 3 ], nay = normals[ nai * 3 + 1 ], naz = normals[ nai * 3 + 2 ], nbx = normals[ nbi * 3 ], nby = normals[ nbi * 3 + 1 ], nbz = normals[ nbi * 3 + 2 ], ncx = normals[ nci * 3 ], ncy = normals[ nci * 3 + 1 ], ncz = normals[ nci * 3 + 2 ]; var na = new THREE.Vector3( nax, nay, naz ), nb = new THREE.Vector3( nbx, nby, nbz ), nc = new THREE.Vector3( ncx, ncy, ncz ); scope.faces.push( new THREE.Face3( a, b, c, [ na, nb, nc ], null, mi ) ); }; function uv3 ( where, u1, v1, u2, v2, u3, v3 ) { var uv = []; uv.push( new THREE.UV( u1, v1 ) ); uv.push( new THREE.UV( u2, v2 ) ); uv.push( new THREE.UV( u3, v3 ) ); where.push( uv ); }; Model.prototype = new THREE.Geometry(); Model.prototype.constructor = Model; callback( new Model() ); }; /** * @author alteredq / http://alteredqualia.com/ */ THREE.ImmediateRenderObject = function ( ) { THREE.Object3D.call( this ); this.render = function( renderCallback ) { }; }; THREE.ImmediateRenderObject.prototype = new THREE.Object3D(); THREE.ImmediateRenderObject.prototype.constructor = THREE.ImmediateRenderObject; /** * @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 = new THREE.Object3D(); THREE.LensFlare.prototype.constructor = THREE.LensFlare; THREE.LensFlare.prototype.supr = 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; } }; /** * @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 = new THREE.Mesh(); THREE.MorphBlendMesh.prototype.constructor = THREE.MorphBlendMesh; 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; } }; /** * @author mikael emtinger / http://gomo.se/ * @author alteredq / http://alteredqualia.com/ */ THREE.LensFlarePlugin = function ( ) { var _gl, _renderer, _lensFlare = {}; this.init = function ( renderer ) { _gl = renderer.context; _renderer = renderer; _lensFlare.vertices = new Float32Array( 8 + 8 ); _lensFlare.faces = new Uint16Array( 6 ); var i = 0; _lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = -1; // vertex _lensFlare.vertices[ i++ ] = 0; _lensFlare.vertices[ i++ ] = 0; // uv... etc. _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 0; _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 0; _lensFlare.vertices[ i++ ] = 1; i = 0; _lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 1; _lensFlare.faces[ i++ ] = 2; _lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 2; _lensFlare.faces[ i++ ] = 3; // buffers _lensFlare.vertexBuffer = _gl.createBuffer(); _lensFlare.elementBuffer = _gl.createBuffer(); _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer ); _gl.bufferData( _gl.ARRAY_BUFFER, _lensFlare.vertices, _gl.STATIC_DRAW ); _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer ); _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.faces, _gl.STATIC_DRAW ); // textures _lensFlare.tempTexture = _gl.createTexture(); _lensFlare.occlusionTexture = _gl.createTexture(); _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture ); _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, 16, 16, 0, _gl.RGB, _gl.UNSIGNED_BYTE, null ); _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE ); _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE ); _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST ); _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST ); _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture ); _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, 16, 16, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, null ); _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE ); _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE ); _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST ); _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST ); if ( _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ) <= 0 ) { _lensFlare.hasVertexTexture = false; _lensFlare.program = createProgram( THREE.ShaderFlares[ "lensFlare" ] ); } else { _lensFlare.hasVertexTexture = true; _lensFlare.program = createProgram( THREE.ShaderFlares[ "lensFlareVertexTexture" ] ); } _lensFlare.attributes = {}; _lensFlare.uniforms = {}; _lensFlare.attributes.vertex = _gl.getAttribLocation ( _lensFlare.program, "position" ); _lensFlare.attributes.uv = _gl.getAttribLocation ( _lensFlare.program, "uv" ); _lensFlare.uniforms.renderType = _gl.getUniformLocation( _lensFlare.program, "renderType" ); _lensFlare.uniforms.map = _gl.getUniformLocation( _lensFlare.program, "map" ); _lensFlare.uniforms.occlusionMap = _gl.getUniformLocation( _lensFlare.program, "occlusionMap" ); _lensFlare.uniforms.opacity = _gl.getUniformLocation( _lensFlare.program, "opacity" ); _lensFlare.uniforms.color = _gl.getUniformLocation( _lensFlare.program, "color" ); _lensFlare.uniforms.scale = _gl.getUniformLocation( _lensFlare.program, "scale" ); _lensFlare.uniforms.rotation = _gl.getUniformLocation( _lensFlare.program, "rotation" ); _lensFlare.uniforms.screenPosition = _gl.getUniformLocation( _lensFlare.program, "screenPosition" ); _lensFlare.attributesEnabled = false; }; /* * Render lens flares * Method: renders 16x16 0xff00ff-colored points scattered over the light source area, * reads these back and calculates occlusion. * Then _lensFlare.update_lensFlares() is called to re-position and * update transparency of flares. Then they are rendered. * */ this.render = function ( scene, camera, viewportWidth, viewportHeight ) { var flares = scene.__webglFlares, nFlares = flares.length; if ( ! nFlares ) return; var tempPosition = new THREE.Vector3(); var invAspect = viewportHeight / viewportWidth, halfViewportWidth = viewportWidth * 0.5, halfViewportHeight = viewportHeight * 0.5; var size = 16 / viewportHeight, scale = new THREE.Vector2( size * invAspect, size ); var screenPosition = new THREE.Vector3( 1, 1, 0 ), screenPositionPixels = new THREE.Vector2( 1, 1 ); var uniforms = _lensFlare.uniforms, attributes = _lensFlare.attributes; // set _lensFlare program and reset blending _gl.useProgram( _lensFlare.program ); if ( ! _lensFlare.attributesEnabled ) { _gl.enableVertexAttribArray( _lensFlare.attributes.vertex ); _gl.enableVertexAttribArray( _lensFlare.attributes.uv ); _lensFlare.attributesEnabled = true; } // loop through all lens flares to update their occlusion and positions // setup gl and common used attribs/unforms _gl.uniform1i( uniforms.occlusionMap, 0 ); _gl.uniform1i( uniforms.map, 1 ); _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer ); _gl.vertexAttribPointer( attributes.vertex, 2, _gl.FLOAT, false, 2 * 8, 0 ); _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 ); _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer ); _gl.disable( _gl.CULL_FACE ); _gl.depthMask( false ); var i, j, jl, flare, sprite; for ( i = 0; i < nFlares; i ++ ) { size = 16 / viewportHeight; scale.set( size * invAspect, size ); // calc object screen position flare = flares[ i ]; tempPosition.set( flare.matrixWorld.elements[12], flare.matrixWorld.elements[13], flare.matrixWorld.elements[14] ); camera.matrixWorldInverse.multiplyVector3( tempPosition ); camera.projectionMatrix.multiplyVector3( tempPosition ); // setup arrays for gl programs screenPosition.copy( tempPosition ) screenPositionPixels.x = screenPosition.x * halfViewportWidth + halfViewportWidth; screenPositionPixels.y = screenPosition.y * halfViewportHeight + halfViewportHeight; // screen cull if ( _lensFlare.hasVertexTexture || ( screenPositionPixels.x > 0 && screenPositionPixels.x < viewportWidth && screenPositionPixels.y > 0 && screenPositionPixels.y < viewportHeight ) ) { // save current RGB to temp texture _gl.activeTexture( _gl.TEXTURE1 ); _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture ); _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 ); // render pink quad _gl.uniform1i( uniforms.renderType, 0 ); _gl.uniform2f( uniforms.scale, scale.x, scale.y ); _gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z ); _gl.disable( _gl.BLEND ); _gl.enable( _gl.DEPTH_TEST ); _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 ); // copy result to occlusionMap _gl.activeTexture( _gl.TEXTURE0 ); _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture ); _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 ); // restore graphics _gl.uniform1i( uniforms.renderType, 1 ); _gl.disable( _gl.DEPTH_TEST ); _gl.activeTexture( _gl.TEXTURE1 ); _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture ); _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 ); // update object positions flare.positionScreen.copy( screenPosition ) if ( flare.customUpdateCallback ) { flare.customUpdateCallback( flare ); } else { flare.updateLensFlares(); } // render flares _gl.uniform1i( uniforms.renderType, 2 ); _gl.enable( _gl.BLEND ); for ( j = 0, jl = flare.lensFlares.length; j < jl; j ++ ) { sprite = flare.lensFlares[ j ]; if ( sprite.opacity > 0.001 && sprite.scale > 0.001 ) { screenPosition.x = sprite.x; screenPosition.y = sprite.y; screenPosition.z = sprite.z; size = sprite.size * sprite.scale / viewportHeight; scale.x = size * invAspect; scale.y = size; _gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z ); _gl.uniform2f( uniforms.scale, scale.x, scale.y ); _gl.uniform1f( uniforms.rotation, sprite.rotation ); _gl.uniform1f( uniforms.opacity, sprite.opacity ); _gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b ); _renderer.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst ); _renderer.setTexture( sprite.texture, 1 ); _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 ); } } } } // restore gl _gl.enable( _gl.CULL_FACE ); _gl.enable( _gl.DEPTH_TEST ); _gl.depthMask( true ); }; function createProgram ( shader ) { var program = _gl.createProgram(); var fragmentShader = _gl.createShader( _gl.FRAGMENT_SHADER ); var vertexShader = _gl.createShader( _gl.VERTEX_SHADER ); _gl.shaderSource( fragmentShader, shader.fragmentShader ); _gl.shaderSource( vertexShader, shader.vertexShader ); _gl.compileShader( fragmentShader ); _gl.compileShader( vertexShader ); _gl.attachShader( program, fragmentShader ); _gl.attachShader( program, vertexShader ); _gl.linkProgram( program ); return program; }; };/** * @author alteredq / http://alteredqualia.com/ */ THREE.ShadowMapPlugin = function ( ) { var _gl, _renderer, _depthMaterial, _depthMaterialMorph, _frustum = new THREE.Frustum(), _projScreenMatrix = new THREE.Matrix4(), _min = new THREE.Vector3(), _max = new THREE.Vector3(); this.init = function ( renderer ) { _gl = renderer.context; _renderer = renderer; var depthShader = THREE.ShaderLib[ "depthRGBA" ]; var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms ); _depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } ); _depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } ); _depthMaterial._shadowPass = true; _depthMaterialMorph._shadowPass = true; }; this.render = function ( scene, camera ) { if ( ! ( _renderer.shadowMapEnabled && _renderer.shadowMapAutoUpdate ) ) return; this.update( scene, camera ); }; this.update = function ( scene, camera ) { var i, il, j, jl, n, shadowMap, shadowMatrix, shadowCamera, program, buffer, material, webglObject, object, light, renderList, lights = [], k = 0, fog = null; // set GL state for depth map _gl.clearColor( 1, 1, 1, 1 ); _gl.disable( _gl.BLEND ); if ( _renderer.shadowMapCullFrontFaces ) _gl.cullFace( _gl.FRONT ); _renderer.setDepthTest( true ); // preprocess lights // - skip lights that are not casting shadows // - create virtual lights for cascaded shadow maps for ( i = 0, il = scene.__lights.length; i < il; i ++ ) { light = scene.__lights[ i ]; if ( ! light.castShadow ) continue; if ( ( light instanceof THREE.DirectionalLight ) && light.shadowCascade ) { for ( n = 0; n < light.shadowCascadeCount; n ++ ) { var virtualLight; if ( ! light.shadowCascadeArray[ n ] ) { virtualLight = createVirtualLight( light, n ); virtualLight.originalCamera = camera; var gyro = new THREE.Gyroscope(); gyro.position = light.shadowCascadeOffset; gyro.add( virtualLight ); gyro.add( virtualLight.target ); camera.add( gyro ); light.shadowCascadeArray[ n ] = virtualLight; console.log( "Created virtualLight", virtualLight ); } else { virtualLight = light.shadowCascadeArray[ n ]; } updateVirtualLight( light, n ); lights[ k ] = virtualLight; k ++; } } else { lights[ k ] = light; k ++; } } // render depth map for ( i = 0, il = lights.length; i < il; i ++ ) { light = lights[ i ]; if ( ! light.shadowMap ) { var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat }; light.shadowMap = new THREE.WebGLRenderTarget( light.shadowMapWidth, light.shadowMapHeight, pars ); light.shadowMapSize = new THREE.Vector2( light.shadowMapWidth, light.shadowMapHeight ); light.shadowMatrix = new THREE.Matrix4(); } if ( ! light.shadowCamera ) { if ( light instanceof THREE.SpotLight ) { light.shadowCamera = new THREE.PerspectiveCamera( light.shadowCameraFov, light.shadowMapWidth / light.shadowMapHeight, light.shadowCameraNear, light.shadowCameraFar ); } else if ( light instanceof THREE.DirectionalLight ) { light.shadowCamera = new THREE.OrthographicCamera( light.shadowCameraLeft, light.shadowCameraRight, light.shadowCameraTop, light.shadowCameraBottom, light.shadowCameraNear, light.shadowCameraFar ); } else { console.error( "Unsupported light type for shadow" ); continue; } scene.add( light.shadowCamera ); if ( _renderer.autoUpdateScene ) scene.updateMatrixWorld(); } if ( light.shadowCameraVisible && ! light.cameraHelper ) { light.cameraHelper = new THREE.CameraHelper( light.shadowCamera ); light.shadowCamera.add( light.cameraHelper ); } if ( light.isVirtual && virtualLight.originalCamera == camera ) { updateShadowCamera( camera, light ); } shadowMap = light.shadowMap; shadowMatrix = light.shadowMatrix; shadowCamera = light.shadowCamera; shadowCamera.position.copy( light.matrixWorld.getPosition() ); shadowCamera.lookAt( light.target.matrixWorld.getPosition() ); shadowCamera.updateMatrixWorld(); shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld ); if ( light.cameraHelper ) light.cameraHelper.lines.visible = light.shadowCameraVisible; if ( light.shadowCameraVisible ) light.cameraHelper.update(); // compute shadow matrix shadowMatrix.set( 0.5, 0.0, 0.0, 0.5, 0.0, 0.5, 0.0, 0.5, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.0, 1.0 ); shadowMatrix.multiplySelf( shadowCamera.projectionMatrix ); shadowMatrix.multiplySelf( shadowCamera.matrixWorldInverse ); // update camera matrices and frustum if ( ! shadowCamera._viewMatrixArray ) shadowCamera._viewMatrixArray = new Float32Array( 16 ); if ( ! shadowCamera._projectionMatrixArray ) shadowCamera._projectionMatrixArray = new Float32Array( 16 ); shadowCamera.matrixWorldInverse.flattenToArray( shadowCamera._viewMatrixArray ); shadowCamera.projectionMatrix.flattenToArray( shadowCamera._projectionMatrixArray ); _projScreenMatrix.multiply( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse ); _frustum.setFromMatrix( _projScreenMatrix ); // render shadow map _renderer.setRenderTarget( shadowMap ); _renderer.clear(); // set object matrices & frustum culling renderList = scene.__webglObjects; for ( j = 0, jl = renderList.length; j < jl; j ++ ) { webglObject = renderList[ j ]; object = webglObject.object; webglObject.render = false; if ( object.visible && object.castShadow ) { if ( ! ( object instanceof THREE.Mesh ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) { //object.matrixWorld.flattenToArray( object._objectMatrixArray ); object._modelViewMatrix.multiply( shadowCamera.matrixWorldInverse, object.matrixWorld); webglObject.render = true; } } } // render regular objects for ( j = 0, jl = renderList.length; j < jl; j ++ ) { webglObject = renderList[ j ]; if ( webglObject.render ) { object = webglObject.object; buffer = webglObject.buffer; _renderer.setObjectFaces( object ); if ( object.customDepthMaterial ) { material = object.customDepthMaterial; } else if ( object.geometry.morphTargets.length ) { material = _depthMaterialMorph; } else { material = _depthMaterial; } if ( buffer instanceof THREE.BufferGeometry ) { _renderer.renderBufferDirect( shadowCamera, scene.__lights, fog, material, buffer, object ); } else { _renderer.renderBuffer( shadowCamera, scene.__lights, fog, material, buffer, object ); } } } // set matrices and render immediate objects renderList = scene.__webglObjectsImmediate; for ( j = 0, jl = renderList.length; j < jl; j ++ ) { webglObject = renderList[ j ]; object = webglObject.object; if ( object.visible && object.castShadow ) { if( object.matrixAutoUpdate ) { //object.matrixWorld.flattenToArray( object._objectMatrixArray ); } object._modelViewMatrix.multiply( shadowCamera.matrixWorldInverse, object.matrixWorld); _renderer.renderImmediateObject( shadowCamera, scene.__lights, fog, _depthMaterial, object ); } } } // restore GL state var clearColor = _renderer.getClearColor(), clearAlpha = _renderer.getClearAlpha(); _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha ); _gl.enable( _gl.BLEND ); if ( _renderer.shadowMapCullFrontFaces ) _gl.cullFace( _gl.BACK ); }; function createVirtualLight( light, cascade ) { var virtualLight = new THREE.DirectionalLight(); virtualLight.isVirtual = true; virtualLight.onlyShadow = true; virtualLight.castShadow = true; virtualLight.shadowCameraNear = light.shadowCameraNear; virtualLight.shadowCameraFar = light.shadowCameraFar; virtualLight.shadowCameraLeft = light.shadowCameraLeft; virtualLight.shadowCameraRight = light.shadowCameraRight; virtualLight.shadowCameraBottom = light.shadowCameraBottom; virtualLight.shadowCameraTop = light.shadowCameraTop; virtualLight.shadowCameraVisible = light.shadowCameraVisible; virtualLight.shadowDarkness = light.shadowDarkness; virtualLight.shadowBias = light.shadowCascadeBias[ cascade ]; virtualLight.shadowMapWidth = light.shadowCascadeWidth[ cascade ]; virtualLight.shadowMapHeight = light.shadowCascadeHeight[ cascade ]; virtualLight.pointsWorld = []; virtualLight.pointsFrustum = []; var pointsWorld = virtualLight.pointsWorld, pointsFrustum = virtualLight.pointsFrustum; for ( var i = 0; i < 8; i ++ ) { pointsWorld[ i ] = new THREE.Vector3(); pointsFrustum[ i ] = new THREE.Vector3(); } var nearZ = light.shadowCascadeNearZ[ cascade ]; var farZ = light.shadowCascadeFarZ[ cascade ]; pointsFrustum[ 0 ].set( -1, -1, nearZ ); pointsFrustum[ 1 ].set( 1, -1, nearZ ); pointsFrustum[ 2 ].set( -1, 1, nearZ ); pointsFrustum[ 3 ].set( 1, 1, nearZ ); pointsFrustum[ 4 ].set( -1, -1, farZ ); pointsFrustum[ 5 ].set( 1, -1, farZ ); pointsFrustum[ 6 ].set( -1, 1, farZ ); pointsFrustum[ 7 ].set( 1, 1, farZ ); return virtualLight; } // Synchronize virtual light with the original light function updateVirtualLight( light, cascade ) { var virtualLight = light.shadowCascadeArray[ cascade ]; virtualLight.position.copy( light.position ); virtualLight.target.position.copy( light.target.position ); virtualLight.lookAt( virtualLight.target ); virtualLight.shadowCameraVisible = light.shadowCameraVisible; virtualLight.shadowDarkness = light.shadowDarkness; virtualLight.shadowBias = light.shadowCascadeBias[ cascade ]; var nearZ = light.shadowCascadeNearZ[ cascade ]; var farZ = light.shadowCascadeFarZ[ cascade ]; var pointsFrustum = virtualLight.pointsFrustum; pointsFrustum[ 0 ].z = nearZ; pointsFrustum[ 1 ].z = nearZ; pointsFrustum[ 2 ].z = nearZ; pointsFrustum[ 3 ].z = nearZ; pointsFrustum[ 4 ].z = farZ; pointsFrustum[ 5 ].z = farZ; pointsFrustum[ 6 ].z = farZ; pointsFrustum[ 7 ].z = farZ; } // Fit shadow camera's ortho frustum to camera frustum function updateShadowCamera( camera, light ) { var shadowCamera = light.shadowCamera, pointsFrustum = light.pointsFrustum, pointsWorld = light.pointsWorld; _min.set( Infinity, Infinity, Infinity ); _max.set( -Infinity, -Infinity, -Infinity ); for ( var i = 0; i < 8; i ++ ) { var p = pointsWorld[ i ]; p.copy( pointsFrustum[ i ] ); THREE.ShadowMapPlugin.__projector.unprojectVector( p, camera ); shadowCamera.matrixWorldInverse.multiplyVector3( p ); if ( p.x < _min.x ) _min.x = p.x; if ( p.x > _max.x ) _max.x = p.x; if ( p.y < _min.y ) _min.y = p.y; if ( p.y > _max.y ) _max.y = p.y; if ( p.z < _min.z ) _min.z = p.z; if ( p.z > _max.z ) _max.z = p.z; } shadowCamera.left = _min.x; shadowCamera.right = _max.x; shadowCamera.top = _max.y; shadowCamera.bottom = _min.y; // can't really fit near/far //shadowCamera.near = _min.z; //shadowCamera.far = _max.z; shadowCamera.updateProjectionMatrix(); } }; THREE.ShadowMapPlugin.__projector = new THREE.Projector(); /** * @author mikael emtinger / http://gomo.se/ * @author alteredq / http://alteredqualia.com/ */ THREE.SpritePlugin = function ( ) { var _gl, _renderer, _sprite = {}; this.init = function ( renderer ) { _gl = renderer.context; _renderer = renderer; _sprite.vertices = new Float32Array( 8 + 8 ); _sprite.faces = new Uint16Array( 6 ); var i = 0; _sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = -1; // vertex 0 _sprite.vertices[ i++ ] = 0; _sprite.vertices[ i++ ] = 1; // uv 0 _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = -1; // vertex 1 _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 1; // uv 1 _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 1; // vertex 2 _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 0; // uv 2 _sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = 1; // vertex 3 _sprite.vertices[ i++ ] = 0; _sprite.vertices[ i++ ] = 0; // uv 3 i = 0; _sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 1; _sprite.faces[ i++ ] = 2; _sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 2; _sprite.faces[ i++ ] = 3; _sprite.vertexBuffer = _gl.createBuffer(); _sprite.elementBuffer = _gl.createBuffer(); _gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer ); _gl.bufferData( _gl.ARRAY_BUFFER, _sprite.vertices, _gl.STATIC_DRAW ); _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer ); _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _sprite.faces, _gl.STATIC_DRAW ); _sprite.program = createProgram( THREE.ShaderSprite[ "sprite" ] ); _sprite.attributes = {}; _sprite.uniforms = {}; _sprite.attributes.position = _gl.getAttribLocation ( _sprite.program, "position" ); _sprite.attributes.uv = _gl.getAttribLocation ( _sprite.program, "uv" ); _sprite.uniforms.uvOffset = _gl.getUniformLocation( _sprite.program, "uvOffset" ); _sprite.uniforms.uvScale = _gl.getUniformLocation( _sprite.program, "uvScale" ); _sprite.uniforms.rotation = _gl.getUniformLocation( _sprite.program, "rotation" ); _sprite.uniforms.scale = _gl.getUniformLocation( _sprite.program, "scale" ); _sprite.uniforms.alignment = _gl.getUniformLocation( _sprite.program, "alignment" ); _sprite.uniforms.color = _gl.getUniformLocation( _sprite.program, "color" ); _sprite.uniforms.map = _gl.getUniformLocation( _sprite.program, "map" ); _sprite.uniforms.opacity = _gl.getUniformLocation( _sprite.program, "opacity" ); _sprite.uniforms.useScreenCoordinates = _gl.getUniformLocation( _sprite.program, "useScreenCoordinates" ); _sprite.uniforms.affectedByDistance = _gl.getUniformLocation( _sprite.program, "affectedByDistance" ); _sprite.uniforms.screenPosition = _gl.getUniformLocation( _sprite.program, "screenPosition" ); _sprite.uniforms.modelViewMatrix = _gl.getUniformLocation( _sprite.program, "modelViewMatrix" ); _sprite.uniforms.projectionMatrix = _gl.getUniformLocation( _sprite.program, "projectionMatrix" ); _sprite.attributesEnabled = false; }; this.render = function ( scene, camera, viewportWidth, viewportHeight ) { var sprites = scene.__webglSprites, nSprites = sprites.length; if ( ! nSprites ) return; var attributes = _sprite.attributes, uniforms = _sprite.uniforms; var invAspect = viewportHeight / viewportWidth; var halfViewportWidth = viewportWidth * 0.5, halfViewportHeight = viewportHeight * 0.5; var mergeWith3D = true; // setup gl _gl.useProgram( _sprite.program ); if ( ! _sprite.attributesEnabled ) { _gl.enableVertexAttribArray( attributes.position ); _gl.enableVertexAttribArray( attributes.uv ); _sprite.attributesEnabled = true; } _gl.disable( _gl.CULL_FACE ); _gl.enable( _gl.BLEND ); _gl.depthMask( true ); _gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer ); _gl.vertexAttribPointer( attributes.position, 2, _gl.FLOAT, false, 2 * 8, 0 ); _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 ); _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer ); _gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera._projectionMatrixArray ); _gl.activeTexture( _gl.TEXTURE0 ); _gl.uniform1i( uniforms.map, 0 ); // update positions and sort var i, sprite, screenPosition, size, scale = []; for( i = 0; i < nSprites; i ++ ) { sprite = sprites[ i ]; if ( ! sprite.visible || sprite.opacity === 0 ) continue; if( ! sprite.useScreenCoordinates ) { sprite._modelViewMatrix.multiply( camera.matrixWorldInverse, sprite.matrixWorld); sprite.z = - sprite._modelViewMatrix.elements[14]; } else { sprite.z = - sprite.position.z; } } sprites.sort( painterSort ); // render all sprites for( i = 0; i < nSprites; i ++ ) { sprite = sprites[ i ]; if ( ! sprite.visible || sprite.opacity === 0 ) continue; if ( sprite.map && sprite.map.image && sprite.map.image.width ) { if ( sprite.useScreenCoordinates ) { _gl.uniform1i( uniforms.useScreenCoordinates, 1 ); _gl.uniform3f( uniforms.screenPosition, ( sprite.position.x - halfViewportWidth ) / halfViewportWidth, ( halfViewportHeight - sprite.position.y ) / halfViewportHeight, Math.max( 0, Math.min( 1, sprite.position.z ) ) ); } else { _gl.uniform1i( uniforms.useScreenCoordinates, 0 ); _gl.uniform1i( uniforms.affectedByDistance, sprite.affectedByDistance ? 1 : 0 ); _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite._modelViewMatrix.elements); } size = sprite.map.image.width / ( sprite.scaleByViewport ? viewportHeight : 1 ); scale[ 0 ] = size * invAspect * sprite.scale.x; scale[ 1 ] = size * sprite.scale.y; _gl.uniform2f( uniforms.uvScale, sprite.uvScale.x, sprite.uvScale.y ); _gl.uniform2f( uniforms.uvOffset, sprite.uvOffset.x, sprite.uvOffset.y ); _gl.uniform2f( uniforms.alignment, sprite.alignment.x, sprite.alignment.y ); _gl.uniform1f( uniforms.opacity, sprite.opacity ); _gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b ); _gl.uniform1f( uniforms.rotation, sprite.rotation ); _gl.uniform2fv( uniforms.scale, scale ); if ( sprite.mergeWith3D && !mergeWith3D ) { _gl.enable( _gl.DEPTH_TEST ); mergeWith3D = true; } else if ( ! sprite.mergeWith3D && mergeWith3D ) { _gl.disable( _gl.DEPTH_TEST ); mergeWith3D = false; } _renderer.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst ); _renderer.setTexture( sprite.map, 0 ); _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 ); } } // restore gl _gl.enable( _gl.CULL_FACE ); _gl.enable( _gl.DEPTH_TEST ); _gl.depthMask( true ); }; function createProgram ( shader ) { var program = _gl.createProgram(); var fragmentShader = _gl.createShader( _gl.FRAGMENT_SHADER ); var vertexShader = _gl.createShader( _gl.VERTEX_SHADER ); _gl.shaderSource( fragmentShader, shader.fragmentShader ); _gl.shaderSource( vertexShader, shader.vertexShader ); _gl.compileShader( fragmentShader ); _gl.compileShader( vertexShader ); _gl.attachShader( program, fragmentShader ); _gl.attachShader( program, vertexShader ); _gl.linkProgram( program ); return program; }; function painterSort ( a, b ) { return b.z - a.z; }; };/** * @author alteredq / http://alteredqualia.com/ */ THREE.DepthPassPlugin = function ( ) { this.enabled = false; this.renderTarget = null; var _gl, _renderer, _depthMaterial, _depthMaterialMorph, _frustum = new THREE.Frustum(), _projScreenMatrix = new THREE.Matrix4(); this.init = function ( renderer ) { _gl = renderer.context; _renderer = renderer; var depthShader = THREE.ShaderLib[ "depthRGBA" ]; var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms ); _depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } ); _depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } ); _depthMaterial._shadowPass = true; _depthMaterialMorph._shadowPass = true; }; this.render = function ( scene, camera ) { if ( ! this.enabled ) return; this.update( scene, camera ); }; this.update = function ( scene, camera ) { var i, il, j, jl, n, program, buffer, material, webglObject, object, light, renderList, fog = null; // set GL state for depth map _gl.clearColor( 1, 1, 1, 1 ); _gl.disable( _gl.BLEND ); _renderer.setDepthTest( true ); // update scene if ( _renderer.autoUpdateScene ) scene.updateMatrixWorld(); // update camera matrices and frustum if ( ! camera._viewMatrixArray ) camera._viewMatrixArray = new Float32Array( 16 ); if ( ! camera._projectionMatrixArray ) camera._projectionMatrixArray = new Float32Array( 16 ); camera.matrixWorldInverse.getInverse( camera.matrixWorld ); camera.matrixWorldInverse.flattenToArray( camera._viewMatrixArray ); camera.projectionMatrix.flattenToArray( camera._projectionMatrixArray ); _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse ); _frustum.setFromMatrix( _projScreenMatrix ); // render depth map _renderer.setRenderTarget( this.renderTarget ); _renderer.clear(); // set object matrices & frustum culling renderList = scene.__webglObjects; for ( j = 0, jl = renderList.length; j < jl; j ++ ) { webglObject = renderList[ j ]; object = webglObject.object; webglObject.render = false; if ( object.visible ) { if ( ! ( object instanceof THREE.Mesh ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) { //object.matrixWorld.flattenToArray( object._objectMatrixArray ); object._modelViewMatrix.multiply( camera.matrixWorldInverse, object.matrixWorld); webglObject.render = true; } } } // render regular objects for ( j = 0, jl = renderList.length; j < jl; j ++ ) { webglObject = renderList[ j ]; if ( webglObject.render ) { object = webglObject.object; buffer = webglObject.buffer; _renderer.setObjectFaces( object ); if ( object.customDepthMaterial ) { material = object.customDepthMaterial; } else if ( object.geometry.morphTargets.length ) { material = _depthMaterialMorph; } else { material = _depthMaterial; } if ( buffer instanceof THREE.BufferGeometry ) { _renderer.renderBufferDirect( camera, scene.__lights, fog, material, buffer, object ); } else { _renderer.renderBuffer( camera, scene.__lights, fog, material, buffer, object ); } } } // set matrices and render immediate objects renderList = scene.__webglObjectsImmediate; for ( j = 0, jl = renderList.length; j < jl; j ++ ) { webglObject = renderList[ j ]; object = webglObject.object; if ( object.visible && object.castShadow ) { if( object.matrixAutoUpdate ) { //object.matrixWorld.flattenToArray( object._objectMatrixArray ); } object._modelViewMatrix.multiply( camera.matrixWorldInverse, object.matrixWorld); _renderer.renderImmediateObject( camera, scene.__lights, fog, _depthMaterial, object ); } } // restore GL state var clearColor = _renderer.getClearColor(), clearAlpha = _renderer.getClearAlpha(); _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha ); _gl.enable( _gl.BLEND ); }; }; /** * @author mrdoob / http://mrdoob.com/ * @author marklundin / http://mark-lundin.com/ * @author alteredq / http://alteredqualia.com/ */ if ( THREE.WebGLRenderer ) { THREE.AnaglyphWebGLRenderer = function ( parameters ) { THREE.WebGLRenderer.call( this, parameters ); this.autoUpdateScene = false; var _this = this, _setSize = this.setSize, _render = this.render; var _cameraL = new THREE.PerspectiveCamera(), _cameraR = new THREE.PerspectiveCamera(); var eyeRight = new THREE.Matrix4(), eyeLeft = new THREE.Matrix4(), focalLength = 125, _aspect, _near, _far, _fov; _cameraL.matrixAutoUpdate = _cameraR.matrixAutoUpdate = false; var _params = { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBAFormat }; var _renderTargetL = new THREE.WebGLRenderTarget( 512, 512, _params ), _renderTargetR = new THREE.WebGLRenderTarget( 512, 512, _params ); var _camera = new THREE.PerspectiveCamera( 53, 1, 1, 10000 ); _camera.position.z = 2; var _material = new THREE.ShaderMaterial( { uniforms: { "mapLeft": { type: "t", value: 0, texture: _renderTargetL }, "mapRight": { type: "t", value: 1, texture: _renderTargetR } }, vertexShader: [ "varying vec2 vUv;", "void main() {", "vUv = vec2( uv.x, 1.0 - uv.y );", "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" ].join("\n"), fragmentShader: [ "uniform sampler2D mapLeft;", "uniform sampler2D mapRight;", "varying vec2 vUv;", "void main() {", "vec4 colorL, colorR;", "vec2 uv = vUv;", "colorL = texture2D( mapLeft, uv );", "colorR = texture2D( mapRight, uv );", // http://3dtv.at/Knowhow/AnaglyphComparison_en.aspx "gl_FragColor = vec4( colorL.g * 0.7 + colorL.b * 0.3, colorR.g, colorR.b, colorL.a + colorR.a ) * 1.1;", "}" ].join("\n") } ); var _scene = new THREE.Scene(); var mesh = new THREE.Mesh( new THREE.PlaneGeometry( 2, 2 ), _material ); mesh.rotation.x = Math.PI / 2; _scene.add( mesh ); _scene.add( _camera ); this.setSize = function ( width, height ) { _setSize.call( _this, width, height ); _renderTargetL.width = width; _renderTargetL.height = height; _renderTargetR.width = width; _renderTargetR.height = height; }; /* * Renderer now uses an asymmetric perspective projection (http://paulbourke.net/miscellaneous/stereographics/stereorender/). * Each camera is offset by the eye seperation and its projection matrix is also skewed asymetrically back to converge on the same * projection plane. Added a focal length parameter to, this is where the parallax is equal to 0. */ this.render = function ( scene, camera, renderTarget, forceClear ) { scene.updateMatrixWorld(); var hasCameraChanged = ( _aspect !== camera.aspect ) || ( _near !== camera.near ) || ( _far !== camera.far ) || ( _fov !== camera.fov ); if( hasCameraChanged ) { _aspect = camera.aspect; _near = camera.near; _far = camera.far; _fov = camera.fov; var projectionMatrix = camera.projectionMatrix.clone(), eyeSep = focalLength / 30 * 0.5, eyeSepOnProjection = eyeSep * _near / focalLength, ymax = _near * Math.tan( _fov * Math.PI / 360 ), xmin, xmax; // translate xOffset eyeRight.elements[12] = eyeSep; eyeLeft.elements[12] = -eyeSep; // for left eye xmin = -ymax * _aspect + eyeSepOnProjection; xmax = ymax * _aspect + eyeSepOnProjection; projectionMatrix.elements[0] = 2 * _near / ( xmax - xmin ); projectionMatrix.elements[8] = ( xmax + xmin ) / ( xmax - xmin ); _cameraL.projectionMatrix.copy( projectionMatrix ); // for right eye xmin = -ymax * _aspect - eyeSepOnProjection; xmax = ymax * _aspect - eyeSepOnProjection; projectionMatrix.elements[0] = 2 * _near / ( xmax - xmin ); projectionMatrix.elements[8] = ( xmax + xmin ) / ( xmax - xmin ); _cameraR.projectionMatrix.copy( projectionMatrix ); } _cameraL.matrixWorld.copy( camera.matrixWorld ).multiplySelf( eyeLeft ); _cameraL.position.copy( camera.position ); _cameraL.near = camera.near; _cameraL.far = camera.far; _render.call( _this, scene, _cameraL, _renderTargetL, true ); _cameraR.matrixWorld.copy( camera.matrixWorld ).multiplySelf( eyeRight ); _cameraR.position.copy( camera.position ); _cameraR.near = camera.near; _cameraR.far = camera.far; _render.call( _this, scene, _cameraR, _renderTargetR, true ); _scene.updateMatrixWorld(); _render.call( _this, _scene, _camera ); }; }; }; /** * @author alteredq / http://alteredqualia.com/ */ if ( THREE.WebGLRenderer ) { THREE.CrosseyedWebGLRenderer = function ( parameters ) { THREE.WebGLRenderer.call( this, parameters ); this.autoClear = false; var _this = this, _setSize = this.setSize, _render = this.render; var _width, _height; var _cameraL = new THREE.PerspectiveCamera(); _cameraL.target = new THREE.Vector3( 0, 0, 0 ); var _cameraR = new THREE.PerspectiveCamera(); _cameraR.target = new THREE.Vector3( 0, 0, 0 ); _this.separation = 10; if ( parameters && parameters.separation !== undefined ) _this.separation = parameters.separation; var SCREEN_WIDTH = window.innerWidth; var SCREEN_HEIGHT = window.innerHeight; var HALF_WIDTH = SCREEN_WIDTH / 2; this.setSize = function ( width, height ) { _setSize.call( _this, width, height ); _width = width/2; _height = height; }; this.render = function ( scene, camera, renderTarget, forceClear ) { this.clear(); _cameraL.fov = camera.fov; _cameraL.aspect = 0.5 * camera.aspect; _cameraL.near = camera.near; _cameraL.far = camera.far; _cameraL.updateProjectionMatrix(); _cameraL.position.copy( camera.position ); _cameraL.target.copy( camera.target ); _cameraL.translateX( _this.separation ); _cameraL.lookAt( _cameraL.target ); _cameraR.projectionMatrix = _cameraL.projectionMatrix; _cameraR.position.copy( camera.position ); _cameraR.target.copy( camera.target ); _cameraR.translateX( - _this.separation ); _cameraR.lookAt( _cameraR.target ); this.setViewport( 0, 0, _width, _height ); _render.call( _this, scene, _cameraL ); this.setViewport( _width, 0, _width, _height ); _render.call( _this, scene, _cameraR, false ); }; }; } /** * @author mikael emtinger / http://gomo.se/ * */ THREE.ShaderFlares = { 'lensFlareVertexTexture': { vertexShader: [ "uniform vec3 screenPosition;", "uniform vec2 scale;", "uniform float rotation;", "uniform int renderType;", "uniform sampler2D occlusionMap;", "attribute vec2 position;", "attribute vec2 uv;", "varying vec2 vUV;", "varying float vVisibility;", "void main() {", "vUV = uv;", "vec2 pos = position;", "if( renderType == 2 ) {", "vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) ) +", "texture2D( occlusionMap, vec2( 0.5, 0.1 ) ) +", "texture2D( occlusionMap, vec2( 0.9, 0.1 ) ) +", "texture2D( occlusionMap, vec2( 0.9, 0.5 ) ) +", "texture2D( occlusionMap, vec2( 0.9, 0.9 ) ) +", "texture2D( occlusionMap, vec2( 0.5, 0.9 ) ) +", "texture2D( occlusionMap, vec2( 0.1, 0.9 ) ) +", "texture2D( occlusionMap, vec2( 0.1, 0.5 ) ) +", "texture2D( occlusionMap, vec2( 0.5, 0.5 ) );", "vVisibility = ( visibility.r / 9.0 ) *", "( 1.0 - visibility.g / 9.0 ) *", "( visibility.b / 9.0 ) *", "( 1.0 - visibility.a / 9.0 );", "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;", "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;", "}", "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );", "}" ].join( "\n" ), fragmentShader: [ "precision mediump float;", "uniform sampler2D map;", "uniform float opacity;", "uniform int renderType;", "uniform vec3 color;", "varying vec2 vUV;", "varying float vVisibility;", "void main() {", // pink square "if( renderType == 0 ) {", "gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );", // restore "} else if( renderType == 1 ) {", "gl_FragColor = texture2D( map, vUV );", // flare "} else {", "vec4 texture = texture2D( map, vUV );", "texture.a *= opacity * vVisibility;", "gl_FragColor = texture;", "gl_FragColor.rgb *= color;", "}", "}" ].join( "\n" ) }, 'lensFlare': { vertexShader: [ "uniform vec3 screenPosition;", "uniform vec2 scale;", "uniform float rotation;", "uniform int renderType;", "attribute vec2 position;", "attribute vec2 uv;", "varying vec2 vUV;", "void main() {", "vUV = uv;", "vec2 pos = position;", "if( renderType == 2 ) {", "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;", "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;", "}", "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );", "}" ].join( "\n" ), fragmentShader: [ "precision mediump float;", "uniform sampler2D map;", "uniform sampler2D occlusionMap;", "uniform float opacity;", "uniform int renderType;", "uniform vec3 color;", "varying vec2 vUV;", "void main() {", // pink square "if( renderType == 0 ) {", "gl_FragColor = vec4( texture2D( map, vUV ).rgb, 0.0 );", // restore "} else if( renderType == 1 ) {", "gl_FragColor = texture2D( map, vUV );", // flare "} else {", "float visibility = texture2D( occlusionMap, vec2( 0.5, 0.1 ) ).a +", "texture2D( occlusionMap, vec2( 0.9, 0.5 ) ).a +", "texture2D( occlusionMap, vec2( 0.5, 0.9 ) ).a +", "texture2D( occlusionMap, vec2( 0.1, 0.5 ) ).a;", "visibility = ( 1.0 - visibility / 4.0 );", "vec4 texture = texture2D( map, vUV );", "texture.a *= opacity * visibility;", "gl_FragColor = texture;", "gl_FragColor.rgb *= color;", "}", "}" ].join( "\n" ) } }; /** * @author mikael emtinger / http://gomo.se/ * */ THREE.ShaderSprite = { 'sprite': { vertexShader: [ "uniform int useScreenCoordinates;", "uniform int affectedByDistance;", "uniform vec3 screenPosition;", "uniform mat4 modelViewMatrix;", "uniform mat4 projectionMatrix;", "uniform float rotation;", "uniform vec2 scale;", "uniform vec2 alignment;", "uniform vec2 uvOffset;", "uniform vec2 uvScale;", "attribute vec2 position;", "attribute vec2 uv;", "varying vec2 vUV;", "void main() {", "vUV = uvOffset + uv * uvScale;", "vec2 alignedPosition = position + alignment;", "vec2 rotatedPosition;", "rotatedPosition.x = ( cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y ) * scale.x;", "rotatedPosition.y = ( sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y ) * scale.y;", "vec4 finalPosition;", "if( useScreenCoordinates != 0 ) {", "finalPosition = vec4( screenPosition.xy + rotatedPosition, screenPosition.z, 1.0 );", "} else {", "finalPosition = projectionMatrix * modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );", "finalPosition.xy += rotatedPosition * ( affectedByDistance == 1 ? 1.0 : finalPosition.z );", "}", "gl_Position = finalPosition;", "}" ].join( "\n" ), fragmentShader: [ "precision mediump float;", "uniform vec3 color;", "uniform sampler2D map;", "uniform float opacity;", "varying vec2 vUV;", "void main() {", "vec4 texture = texture2D( map, vUV );", "gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );", "}" ].join( "\n" ) } };