three.js 790 KB

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  1. // File:src/Three.js
  2. /**
  3. * @author mrdoob / http://mrdoob.com/
  4. */
  5. var THREE = { REVISION: '70dev' };
  6. // browserify support
  7. if ( typeof module === 'object' ) {
  8. module.exports = THREE;
  9. }
  10. // polyfills
  11. if ( Math.sign === undefined ) {
  12. Math.sign = function ( x ) {
  13. return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : 0;
  14. };
  15. }
  16. // https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent.button
  17. THREE.MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2 };
  18. // GL STATE CONSTANTS
  19. THREE.CullFaceNone = 0;
  20. THREE.CullFaceBack = 1;
  21. THREE.CullFaceFront = 2;
  22. THREE.CullFaceFrontBack = 3;
  23. THREE.FrontFaceDirectionCW = 0;
  24. THREE.FrontFaceDirectionCCW = 1;
  25. // SHADOWING TYPES
  26. THREE.BasicShadowMap = 0;
  27. THREE.PCFShadowMap = 1;
  28. THREE.PCFSoftShadowMap = 2;
  29. // MATERIAL CONSTANTS
  30. // side
  31. THREE.FrontSide = 0;
  32. THREE.BackSide = 1;
  33. THREE.DoubleSide = 2;
  34. // shading
  35. THREE.NoShading = 0;
  36. THREE.FlatShading = 1;
  37. THREE.SmoothShading = 2;
  38. // colors
  39. THREE.NoColors = 0;
  40. THREE.FaceColors = 1;
  41. THREE.VertexColors = 2;
  42. // blending modes
  43. THREE.NoBlending = 0;
  44. THREE.NormalBlending = 1;
  45. THREE.AdditiveBlending = 2;
  46. THREE.SubtractiveBlending = 3;
  47. THREE.MultiplyBlending = 4;
  48. THREE.CustomBlending = 5;
  49. // custom blending equations
  50. // (numbers start from 100 not to clash with other
  51. // mappings to OpenGL constants defined in Texture.js)
  52. THREE.AddEquation = 100;
  53. THREE.SubtractEquation = 101;
  54. THREE.ReverseSubtractEquation = 102;
  55. THREE.MinEquation = 103;
  56. THREE.MaxEquation = 104;
  57. // custom blending destination factors
  58. THREE.ZeroFactor = 200;
  59. THREE.OneFactor = 201;
  60. THREE.SrcColorFactor = 202;
  61. THREE.OneMinusSrcColorFactor = 203;
  62. THREE.SrcAlphaFactor = 204;
  63. THREE.OneMinusSrcAlphaFactor = 205;
  64. THREE.DstAlphaFactor = 206;
  65. THREE.OneMinusDstAlphaFactor = 207;
  66. // custom blending source factors
  67. //THREE.ZeroFactor = 200;
  68. //THREE.OneFactor = 201;
  69. //THREE.SrcAlphaFactor = 204;
  70. //THREE.OneMinusSrcAlphaFactor = 205;
  71. //THREE.DstAlphaFactor = 206;
  72. //THREE.OneMinusDstAlphaFactor = 207;
  73. THREE.DstColorFactor = 208;
  74. THREE.OneMinusDstColorFactor = 209;
  75. THREE.SrcAlphaSaturateFactor = 210;
  76. // TEXTURE CONSTANTS
  77. THREE.MultiplyOperation = 0;
  78. THREE.MixOperation = 1;
  79. THREE.AddOperation = 2;
  80. // Mapping modes
  81. THREE.UVMapping = 300;
  82. THREE.CubeReflectionMapping = 301;
  83. THREE.CubeRefractionMapping = 302;
  84. THREE.EquirectangularReflectionMapping = 303;
  85. THREE.EquirectangularRefractionMapping = 304;
  86. THREE.SphericalReflectionMapping = 305;
  87. // Wrapping modes
  88. THREE.RepeatWrapping = 1000;
  89. THREE.ClampToEdgeWrapping = 1001;
  90. THREE.MirroredRepeatWrapping = 1002;
  91. // Filters
  92. THREE.NearestFilter = 1003;
  93. THREE.NearestMipMapNearestFilter = 1004;
  94. THREE.NearestMipMapLinearFilter = 1005;
  95. THREE.LinearFilter = 1006;
  96. THREE.LinearMipMapNearestFilter = 1007;
  97. THREE.LinearMipMapLinearFilter = 1008;
  98. // Data types
  99. THREE.UnsignedByteType = 1009;
  100. THREE.ByteType = 1010;
  101. THREE.ShortType = 1011;
  102. THREE.UnsignedShortType = 1012;
  103. THREE.IntType = 1013;
  104. THREE.UnsignedIntType = 1014;
  105. THREE.FloatType = 1015;
  106. // Pixel types
  107. //THREE.UnsignedByteType = 1009;
  108. THREE.UnsignedShort4444Type = 1016;
  109. THREE.UnsignedShort5551Type = 1017;
  110. THREE.UnsignedShort565Type = 1018;
  111. // Pixel formats
  112. THREE.AlphaFormat = 1019;
  113. THREE.RGBFormat = 1020;
  114. THREE.RGBAFormat = 1021;
  115. THREE.LuminanceFormat = 1022;
  116. THREE.LuminanceAlphaFormat = 1023;
  117. // THREE.RGBEFormat handled as THREE.RGBAFormat in shaders
  118. THREE.RGBEFormat = THREE.RGBAFormat; //1024;
  119. // DDS / ST3C Compressed texture formats
  120. THREE.RGB_S3TC_DXT1_Format = 2001;
  121. THREE.RGBA_S3TC_DXT1_Format = 2002;
  122. THREE.RGBA_S3TC_DXT3_Format = 2003;
  123. THREE.RGBA_S3TC_DXT5_Format = 2004;
  124. // PVRTC compressed texture formats
  125. THREE.RGB_PVRTC_4BPPV1_Format = 2100;
  126. THREE.RGB_PVRTC_2BPPV1_Format = 2101;
  127. THREE.RGBA_PVRTC_4BPPV1_Format = 2102;
  128. THREE.RGBA_PVRTC_2BPPV1_Format = 2103;
  129. // DEPRECATED
  130. THREE.Projector = function () {
  131. console.error( 'THREE.Projector has been moved to /examples/js/renderers/Projector.js.' );
  132. this.projectVector = function ( vector, camera ) {
  133. console.warn( 'THREE.Projector: .projectVector() is now vector.project().' );
  134. vector.project( camera );
  135. };
  136. this.unprojectVector = function ( vector, camera ) {
  137. console.warn( 'THREE.Projector: .unprojectVector() is now vector.unproject().' );
  138. vector.unproject( camera );
  139. };
  140. this.pickingRay = function ( vector, camera ) {
  141. console.error( 'THREE.Projector: .pickingRay() has been removed.' );
  142. };
  143. };
  144. THREE.CanvasRenderer = function () {
  145. console.error( 'THREE.CanvasRenderer has been moved to /examples/js/renderers/CanvasRenderer.js' );
  146. this.domElement = document.createElement( 'canvas' );
  147. this.clear = function () {};
  148. this.render = function () {};
  149. this.setClearColor = function () {};
  150. this.setSize = function () {};
  151. };
  152. // File:src/math/Color.js
  153. /**
  154. * @author mrdoob / http://mrdoob.com/
  155. */
  156. THREE.Color = function ( color ) {
  157. if ( arguments.length === 3 ) {
  158. return this.setRGB( arguments[ 0 ], arguments[ 1 ], arguments[ 2 ] );
  159. }
  160. return this.set( color )
  161. };
  162. THREE.Color.prototype = {
  163. constructor: THREE.Color,
  164. r: 1, g: 1, b: 1,
  165. set: function ( value ) {
  166. if ( value instanceof THREE.Color ) {
  167. this.copy( value );
  168. } else if ( typeof value === 'number' ) {
  169. this.setHex( value );
  170. } else if ( typeof value === 'string' ) {
  171. this.setStyle( value );
  172. }
  173. return this;
  174. },
  175. setHex: function ( hex ) {
  176. hex = Math.floor( hex );
  177. this.r = ( hex >> 16 & 255 ) / 255;
  178. this.g = ( hex >> 8 & 255 ) / 255;
  179. this.b = ( hex & 255 ) / 255;
  180. return this;
  181. },
  182. setRGB: function ( r, g, b ) {
  183. this.r = r;
  184. this.g = g;
  185. this.b = b;
  186. return this;
  187. },
  188. setHSL: function ( h, s, l ) {
  189. // h,s,l ranges are in 0.0 - 1.0
  190. if ( s === 0 ) {
  191. this.r = this.g = this.b = l;
  192. } else {
  193. var hue2rgb = function ( p, q, t ) {
  194. if ( t < 0 ) t += 1;
  195. if ( t > 1 ) t -= 1;
  196. if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
  197. if ( t < 1 / 2 ) return q;
  198. if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
  199. return p;
  200. };
  201. var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  202. var q = ( 2 * l ) - p;
  203. this.r = hue2rgb( q, p, h + 1 / 3 );
  204. this.g = hue2rgb( q, p, h );
  205. this.b = hue2rgb( q, p, h - 1 / 3 );
  206. }
  207. return this;
  208. },
  209. setStyle: function ( style ) {
  210. // rgb(255,0,0)
  211. if ( /^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.test( style ) ) {
  212. var color = /^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.exec( style );
  213. this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
  214. this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
  215. this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
  216. return this;
  217. }
  218. // rgb(100%,0%,0%)
  219. if ( /^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.test( style ) ) {
  220. var color = /^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.exec( style );
  221. this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
  222. this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
  223. this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
  224. return this;
  225. }
  226. // #ff0000
  227. if ( /^\#([0-9a-f]{6})$/i.test( style ) ) {
  228. var color = /^\#([0-9a-f]{6})$/i.exec( style );
  229. this.setHex( parseInt( color[ 1 ], 16 ) );
  230. return this;
  231. }
  232. // #f00
  233. if ( /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.test( style ) ) {
  234. var color = /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.exec( style );
  235. this.setHex( parseInt( color[ 1 ] + color[ 1 ] + color[ 2 ] + color[ 2 ] + color[ 3 ] + color[ 3 ], 16 ) );
  236. return this;
  237. }
  238. // red
  239. if ( /^(\w+)$/i.test( style ) ) {
  240. this.setHex( THREE.ColorKeywords[ style ] );
  241. return this;
  242. }
  243. },
  244. copy: function ( color ) {
  245. this.r = color.r;
  246. this.g = color.g;
  247. this.b = color.b;
  248. return this;
  249. },
  250. copyGammaToLinear: function ( color ) {
  251. this.r = color.r * color.r;
  252. this.g = color.g * color.g;
  253. this.b = color.b * color.b;
  254. return this;
  255. },
  256. copyLinearToGamma: function ( color ) {
  257. this.r = Math.sqrt( color.r );
  258. this.g = Math.sqrt( color.g );
  259. this.b = Math.sqrt( color.b );
  260. return this;
  261. },
  262. convertGammaToLinear: function () {
  263. var r = this.r, g = this.g, b = this.b;
  264. this.r = r * r;
  265. this.g = g * g;
  266. this.b = b * b;
  267. return this;
  268. },
  269. convertLinearToGamma: function () {
  270. this.r = Math.sqrt( this.r );
  271. this.g = Math.sqrt( this.g );
  272. this.b = Math.sqrt( this.b );
  273. return this;
  274. },
  275. getHex: function () {
  276. return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
  277. },
  278. getHexString: function () {
  279. return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
  280. },
  281. getHSL: function ( optionalTarget ) {
  282. // h,s,l ranges are in 0.0 - 1.0
  283. var hsl = optionalTarget || { h: 0, s: 0, l: 0 };
  284. var r = this.r, g = this.g, b = this.b;
  285. var max = Math.max( r, g, b );
  286. var min = Math.min( r, g, b );
  287. var hue, saturation;
  288. var lightness = ( min + max ) / 2.0;
  289. if ( min === max ) {
  290. hue = 0;
  291. saturation = 0;
  292. } else {
  293. var delta = max - min;
  294. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  295. switch ( max ) {
  296. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  297. case g: hue = ( b - r ) / delta + 2; break;
  298. case b: hue = ( r - g ) / delta + 4; break;
  299. }
  300. hue /= 6;
  301. }
  302. hsl.h = hue;
  303. hsl.s = saturation;
  304. hsl.l = lightness;
  305. return hsl;
  306. },
  307. getStyle: function () {
  308. return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
  309. },
  310. offsetHSL: function ( h, s, l ) {
  311. var hsl = this.getHSL();
  312. hsl.h += h; hsl.s += s; hsl.l += l;
  313. this.setHSL( hsl.h, hsl.s, hsl.l );
  314. return this;
  315. },
  316. add: function ( color ) {
  317. this.r += color.r;
  318. this.g += color.g;
  319. this.b += color.b;
  320. return this;
  321. },
  322. addColors: function ( color1, color2 ) {
  323. this.r = color1.r + color2.r;
  324. this.g = color1.g + color2.g;
  325. this.b = color1.b + color2.b;
  326. return this;
  327. },
  328. addScalar: function ( s ) {
  329. this.r += s;
  330. this.g += s;
  331. this.b += s;
  332. return this;
  333. },
  334. multiply: function ( color ) {
  335. this.r *= color.r;
  336. this.g *= color.g;
  337. this.b *= color.b;
  338. return this;
  339. },
  340. multiplyScalar: function ( s ) {
  341. this.r *= s;
  342. this.g *= s;
  343. this.b *= s;
  344. return this;
  345. },
  346. lerp: function ( color, alpha ) {
  347. this.r += ( color.r - this.r ) * alpha;
  348. this.g += ( color.g - this.g ) * alpha;
  349. this.b += ( color.b - this.b ) * alpha;
  350. return this;
  351. },
  352. equals: function ( c ) {
  353. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  354. },
  355. fromArray: function ( array ) {
  356. this.r = array[ 0 ];
  357. this.g = array[ 1 ];
  358. this.b = array[ 2 ];
  359. return this;
  360. },
  361. toArray: function () {
  362. return [ this.r, this.g, this.b ];
  363. },
  364. clone: function () {
  365. return new THREE.Color().setRGB( this.r, this.g, this.b );
  366. }
  367. };
  368. THREE.ColorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  369. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  370. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  371. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  372. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  373. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  374. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  375. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  376. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  377. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  378. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  379. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  380. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  381. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  382. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  383. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  384. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  385. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  386. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  387. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  388. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  389. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  390. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  391. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  392. // File:src/math/Quaternion.js
  393. /**
  394. * @author mikael emtinger / http://gomo.se/
  395. * @author alteredq / http://alteredqualia.com/
  396. * @author WestLangley / http://github.com/WestLangley
  397. * @author bhouston / http://exocortex.com
  398. */
  399. THREE.Quaternion = function ( x, y, z, w ) {
  400. this._x = x || 0;
  401. this._y = y || 0;
  402. this._z = z || 0;
  403. this._w = ( w !== undefined ) ? w : 1;
  404. };
  405. THREE.Quaternion.prototype = {
  406. constructor: THREE.Quaternion,
  407. _x: 0,_y: 0, _z: 0, _w: 0,
  408. get x () {
  409. return this._x;
  410. },
  411. set x ( value ) {
  412. this._x = value;
  413. this.onChangeCallback();
  414. },
  415. get y () {
  416. return this._y;
  417. },
  418. set y ( value ) {
  419. this._y = value;
  420. this.onChangeCallback();
  421. },
  422. get z () {
  423. return this._z;
  424. },
  425. set z ( value ) {
  426. this._z = value;
  427. this.onChangeCallback();
  428. },
  429. get w () {
  430. return this._w;
  431. },
  432. set w ( value ) {
  433. this._w = value;
  434. this.onChangeCallback();
  435. },
  436. set: function ( x, y, z, w ) {
  437. this._x = x;
  438. this._y = y;
  439. this._z = z;
  440. this._w = w;
  441. this.onChangeCallback();
  442. return this;
  443. },
  444. copy: function ( quaternion ) {
  445. this._x = quaternion.x;
  446. this._y = quaternion.y;
  447. this._z = quaternion.z;
  448. this._w = quaternion.w;
  449. this.onChangeCallback();
  450. return this;
  451. },
  452. setFromEuler: function ( euler, update ) {
  453. if ( euler instanceof THREE.Euler === false ) {
  454. throw new Error( 'THREE.Quaternion: .setFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  455. }
  456. // http://www.mathworks.com/matlabcentral/fileexchange/
  457. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  458. // content/SpinCalc.m
  459. var c1 = Math.cos( euler._x / 2 );
  460. var c2 = Math.cos( euler._y / 2 );
  461. var c3 = Math.cos( euler._z / 2 );
  462. var s1 = Math.sin( euler._x / 2 );
  463. var s2 = Math.sin( euler._y / 2 );
  464. var s3 = Math.sin( euler._z / 2 );
  465. if ( euler.order === 'XYZ' ) {
  466. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  467. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  468. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  469. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  470. } else if ( euler.order === 'YXZ' ) {
  471. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  472. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  473. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  474. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  475. } else if ( euler.order === 'ZXY' ) {
  476. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  477. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  478. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  479. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  480. } else if ( euler.order === 'ZYX' ) {
  481. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  482. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  483. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  484. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  485. } else if ( euler.order === 'YZX' ) {
  486. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  487. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  488. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  489. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  490. } else if ( euler.order === 'XZY' ) {
  491. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  492. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  493. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  494. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  495. }
  496. if ( update !== false ) this.onChangeCallback();
  497. return this;
  498. },
  499. setFromAxisAngle: function ( axis, angle ) {
  500. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  501. // assumes axis is normalized
  502. var halfAngle = angle / 2, s = Math.sin( halfAngle );
  503. this._x = axis.x * s;
  504. this._y = axis.y * s;
  505. this._z = axis.z * s;
  506. this._w = Math.cos( halfAngle );
  507. this.onChangeCallback();
  508. return this;
  509. },
  510. setFromRotationMatrix: function ( m ) {
  511. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  512. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  513. var te = m.elements,
  514. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  515. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  516. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  517. trace = m11 + m22 + m33,
  518. s;
  519. if ( trace > 0 ) {
  520. s = 0.5 / Math.sqrt( trace + 1.0 );
  521. this._w = 0.25 / s;
  522. this._x = ( m32 - m23 ) * s;
  523. this._y = ( m13 - m31 ) * s;
  524. this._z = ( m21 - m12 ) * s;
  525. } else if ( m11 > m22 && m11 > m33 ) {
  526. s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  527. this._w = ( m32 - m23 ) / s;
  528. this._x = 0.25 * s;
  529. this._y = ( m12 + m21 ) / s;
  530. this._z = ( m13 + m31 ) / s;
  531. } else if ( m22 > m33 ) {
  532. s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  533. this._w = ( m13 - m31 ) / s;
  534. this._x = ( m12 + m21 ) / s;
  535. this._y = 0.25 * s;
  536. this._z = ( m23 + m32 ) / s;
  537. } else {
  538. s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  539. this._w = ( m21 - m12 ) / s;
  540. this._x = ( m13 + m31 ) / s;
  541. this._y = ( m23 + m32 ) / s;
  542. this._z = 0.25 * s;
  543. }
  544. this.onChangeCallback();
  545. return this;
  546. },
  547. setFromUnitVectors: function () {
  548. // http://lolengine.net/blog/2014/02/24/quaternion-from-two-vectors-final
  549. // assumes direction vectors vFrom and vTo are normalized
  550. var v1, r;
  551. var EPS = 0.000001;
  552. return function ( vFrom, vTo ) {
  553. if ( v1 === undefined ) v1 = new THREE.Vector3();
  554. r = vFrom.dot( vTo ) + 1;
  555. if ( r < EPS ) {
  556. r = 0;
  557. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  558. v1.set( - vFrom.y, vFrom.x, 0 );
  559. } else {
  560. v1.set( 0, - vFrom.z, vFrom.y );
  561. }
  562. } else {
  563. v1.crossVectors( vFrom, vTo );
  564. }
  565. this._x = v1.x;
  566. this._y = v1.y;
  567. this._z = v1.z;
  568. this._w = r;
  569. this.normalize();
  570. return this;
  571. }
  572. }(),
  573. inverse: function () {
  574. this.conjugate().normalize();
  575. return this;
  576. },
  577. conjugate: function () {
  578. this._x *= - 1;
  579. this._y *= - 1;
  580. this._z *= - 1;
  581. this.onChangeCallback();
  582. return this;
  583. },
  584. dot: function ( v ) {
  585. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  586. },
  587. lengthSq: function () {
  588. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  589. },
  590. length: function () {
  591. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  592. },
  593. normalize: function () {
  594. var l = this.length();
  595. if ( l === 0 ) {
  596. this._x = 0;
  597. this._y = 0;
  598. this._z = 0;
  599. this._w = 1;
  600. } else {
  601. l = 1 / l;
  602. this._x = this._x * l;
  603. this._y = this._y * l;
  604. this._z = this._z * l;
  605. this._w = this._w * l;
  606. }
  607. this.onChangeCallback();
  608. return this;
  609. },
  610. multiply: function ( q, p ) {
  611. if ( p !== undefined ) {
  612. console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
  613. return this.multiplyQuaternions( q, p );
  614. }
  615. return this.multiplyQuaternions( this, q );
  616. },
  617. multiplyQuaternions: function ( a, b ) {
  618. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  619. var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  620. var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  621. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  622. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  623. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  624. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  625. this.onChangeCallback();
  626. return this;
  627. },
  628. multiplyVector3: function ( vector ) {
  629. console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
  630. return vector.applyQuaternion( this );
  631. },
  632. slerp: function ( qb, t ) {
  633. if ( t === 0 ) return this;
  634. if ( t === 1 ) return this.copy( qb );
  635. var x = this._x, y = this._y, z = this._z, w = this._w;
  636. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  637. var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  638. if ( cosHalfTheta < 0 ) {
  639. this._w = - qb._w;
  640. this._x = - qb._x;
  641. this._y = - qb._y;
  642. this._z = - qb._z;
  643. cosHalfTheta = - cosHalfTheta;
  644. } else {
  645. this.copy( qb );
  646. }
  647. if ( cosHalfTheta >= 1.0 ) {
  648. this._w = w;
  649. this._x = x;
  650. this._y = y;
  651. this._z = z;
  652. return this;
  653. }
  654. var halfTheta = Math.acos( cosHalfTheta );
  655. var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta );
  656. if ( Math.abs( sinHalfTheta ) < 0.001 ) {
  657. this._w = 0.5 * ( w + this._w );
  658. this._x = 0.5 * ( x + this._x );
  659. this._y = 0.5 * ( y + this._y );
  660. this._z = 0.5 * ( z + this._z );
  661. return this;
  662. }
  663. var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  664. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  665. this._w = ( w * ratioA + this._w * ratioB );
  666. this._x = ( x * ratioA + this._x * ratioB );
  667. this._y = ( y * ratioA + this._y * ratioB );
  668. this._z = ( z * ratioA + this._z * ratioB );
  669. this.onChangeCallback();
  670. return this;
  671. },
  672. equals: function ( quaternion ) {
  673. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  674. },
  675. fromArray: function ( array, offset ) {
  676. if ( offset === undefined ) offset = 0;
  677. this._x = array[ offset ];
  678. this._y = array[ offset + 1 ];
  679. this._z = array[ offset + 2 ];
  680. this._w = array[ offset + 3 ];
  681. this.onChangeCallback();
  682. return this;
  683. },
  684. toArray: function ( array, offset ) {
  685. if ( array === undefined ) array = [];
  686. if ( offset === undefined ) offset = 0;
  687. array[ offset ] = this._x;
  688. array[ offset + 1 ] = this._y;
  689. array[ offset + 2 ] = this._z;
  690. array[ offset + 3 ] = this._w;
  691. return array;
  692. },
  693. onChange: function ( callback ) {
  694. this.onChangeCallback = callback;
  695. return this;
  696. },
  697. onChangeCallback: function () {},
  698. clone: function () {
  699. return new THREE.Quaternion( this._x, this._y, this._z, this._w );
  700. }
  701. };
  702. THREE.Quaternion.slerp = function ( qa, qb, qm, t ) {
  703. return qm.copy( qa ).slerp( qb, t );
  704. }
  705. // File:src/math/Vector2.js
  706. /**
  707. * @author mrdoob / http://mrdoob.com/
  708. * @author philogb / http://blog.thejit.org/
  709. * @author egraether / http://egraether.com/
  710. * @author zz85 / http://www.lab4games.net/zz85/blog
  711. */
  712. THREE.Vector2 = function ( x, y ) {
  713. this.x = x || 0;
  714. this.y = y || 0;
  715. };
  716. THREE.Vector2.prototype = {
  717. constructor: THREE.Vector2,
  718. set: function ( x, y ) {
  719. this.x = x;
  720. this.y = y;
  721. return this;
  722. },
  723. setX: function ( x ) {
  724. this.x = x;
  725. return this;
  726. },
  727. setY: function ( y ) {
  728. this.y = y;
  729. return this;
  730. },
  731. setComponent: function ( index, value ) {
  732. switch ( index ) {
  733. case 0: this.x = value; break;
  734. case 1: this.y = value; break;
  735. default: throw new Error( 'index is out of range: ' + index );
  736. }
  737. },
  738. getComponent: function ( index ) {
  739. switch ( index ) {
  740. case 0: return this.x;
  741. case 1: return this.y;
  742. default: throw new Error( 'index is out of range: ' + index );
  743. }
  744. },
  745. copy: function ( v ) {
  746. this.x = v.x;
  747. this.y = v.y;
  748. return this;
  749. },
  750. add: function ( v, w ) {
  751. if ( w !== undefined ) {
  752. console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  753. return this.addVectors( v, w );
  754. }
  755. this.x += v.x;
  756. this.y += v.y;
  757. return this;
  758. },
  759. addVectors: function ( a, b ) {
  760. this.x = a.x + b.x;
  761. this.y = a.y + b.y;
  762. return this;
  763. },
  764. addScalar: function ( s ) {
  765. this.x += s;
  766. this.y += s;
  767. return this;
  768. },
  769. sub: function ( v, w ) {
  770. if ( w !== undefined ) {
  771. console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  772. return this.subVectors( v, w );
  773. }
  774. this.x -= v.x;
  775. this.y -= v.y;
  776. return this;
  777. },
  778. subVectors: function ( a, b ) {
  779. this.x = a.x - b.x;
  780. this.y = a.y - b.y;
  781. return this;
  782. },
  783. multiply: function ( v ) {
  784. this.x *= v.x;
  785. this.y *= v.y;
  786. return this;
  787. },
  788. multiplyScalar: function ( s ) {
  789. this.x *= s;
  790. this.y *= s;
  791. return this;
  792. },
  793. divide: function ( v ) {
  794. this.x /= v.x;
  795. this.y /= v.y;
  796. return this;
  797. },
  798. divideScalar: function ( scalar ) {
  799. if ( scalar !== 0 ) {
  800. var invScalar = 1 / scalar;
  801. this.x *= invScalar;
  802. this.y *= invScalar;
  803. } else {
  804. this.x = 0;
  805. this.y = 0;
  806. }
  807. return this;
  808. },
  809. min: function ( v ) {
  810. if ( this.x > v.x ) {
  811. this.x = v.x;
  812. }
  813. if ( this.y > v.y ) {
  814. this.y = v.y;
  815. }
  816. return this;
  817. },
  818. max: function ( v ) {
  819. if ( this.x < v.x ) {
  820. this.x = v.x;
  821. }
  822. if ( this.y < v.y ) {
  823. this.y = v.y;
  824. }
  825. return this;
  826. },
  827. clamp: function ( min, max ) {
  828. // This function assumes min < max, if this assumption isn't true it will not operate correctly
  829. if ( this.x < min.x ) {
  830. this.x = min.x;
  831. } else if ( this.x > max.x ) {
  832. this.x = max.x;
  833. }
  834. if ( this.y < min.y ) {
  835. this.y = min.y;
  836. } else if ( this.y > max.y ) {
  837. this.y = max.y;
  838. }
  839. return this;
  840. },
  841. clampScalar: ( function () {
  842. var min, max;
  843. return function ( minVal, maxVal ) {
  844. if ( min === undefined ) {
  845. min = new THREE.Vector2();
  846. max = new THREE.Vector2();
  847. }
  848. min.set( minVal, minVal );
  849. max.set( maxVal, maxVal );
  850. return this.clamp( min, max );
  851. };
  852. } )(),
  853. floor: function () {
  854. this.x = Math.floor( this.x );
  855. this.y = Math.floor( this.y );
  856. return this;
  857. },
  858. ceil: function () {
  859. this.x = Math.ceil( this.x );
  860. this.y = Math.ceil( this.y );
  861. return this;
  862. },
  863. round: function () {
  864. this.x = Math.round( this.x );
  865. this.y = Math.round( this.y );
  866. return this;
  867. },
  868. roundToZero: function () {
  869. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  870. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  871. return this;
  872. },
  873. negate: function () {
  874. this.x = - this.x;
  875. this.y = - this.y;
  876. return this;
  877. },
  878. dot: function ( v ) {
  879. return this.x * v.x + this.y * v.y;
  880. },
  881. lengthSq: function () {
  882. return this.x * this.x + this.y * this.y;
  883. },
  884. length: function () {
  885. return Math.sqrt( this.x * this.x + this.y * this.y );
  886. },
  887. normalize: function () {
  888. return this.divideScalar( this.length() );
  889. },
  890. distanceTo: function ( v ) {
  891. return Math.sqrt( this.distanceToSquared( v ) );
  892. },
  893. distanceToSquared: function ( v ) {
  894. var dx = this.x - v.x, dy = this.y - v.y;
  895. return dx * dx + dy * dy;
  896. },
  897. setLength: function ( l ) {
  898. var oldLength = this.length();
  899. if ( oldLength !== 0 && l !== oldLength ) {
  900. this.multiplyScalar( l / oldLength );
  901. }
  902. return this;
  903. },
  904. lerp: function ( v, alpha ) {
  905. this.x += ( v.x - this.x ) * alpha;
  906. this.y += ( v.y - this.y ) * alpha;
  907. return this;
  908. },
  909. equals: function ( v ) {
  910. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  911. },
  912. fromArray: function ( array, offset ) {
  913. if ( offset === undefined ) offset = 0;
  914. this.x = array[ offset ];
  915. this.y = array[ offset + 1 ];
  916. return this;
  917. },
  918. toArray: function ( array, offset ) {
  919. if ( array === undefined ) array = [];
  920. if ( offset === undefined ) offset = 0;
  921. array[ offset ] = this.x;
  922. array[ offset + 1 ] = this.y;
  923. return array;
  924. },
  925. fromAttribute: function ( attribute, index, offset ) {
  926. if ( offset === undefined ) offset = 0;
  927. index = index * attribute.itemSize + offset;
  928. this.x = attribute.array[ index ];
  929. this.y = attribute.array[ index + 1 ];
  930. return this;
  931. },
  932. clone: function () {
  933. return new THREE.Vector2( this.x, this.y );
  934. }
  935. };
  936. // File:src/math/Vector3.js
  937. /**
  938. * @author mrdoob / http://mrdoob.com/
  939. * @author *kile / http://kile.stravaganza.org/
  940. * @author philogb / http://blog.thejit.org/
  941. * @author mikael emtinger / http://gomo.se/
  942. * @author egraether / http://egraether.com/
  943. * @author WestLangley / http://github.com/WestLangley
  944. */
  945. THREE.Vector3 = function ( x, y, z ) {
  946. this.x = x || 0;
  947. this.y = y || 0;
  948. this.z = z || 0;
  949. };
  950. THREE.Vector3.prototype = {
  951. constructor: THREE.Vector3,
  952. set: function ( x, y, z ) {
  953. this.x = x;
  954. this.y = y;
  955. this.z = z;
  956. return this;
  957. },
  958. setX: function ( x ) {
  959. this.x = x;
  960. return this;
  961. },
  962. setY: function ( y ) {
  963. this.y = y;
  964. return this;
  965. },
  966. setZ: function ( z ) {
  967. this.z = z;
  968. return this;
  969. },
  970. setComponent: function ( index, value ) {
  971. switch ( index ) {
  972. case 0: this.x = value; break;
  973. case 1: this.y = value; break;
  974. case 2: this.z = value; break;
  975. default: throw new Error( 'index is out of range: ' + index );
  976. }
  977. },
  978. getComponent: function ( index ) {
  979. switch ( index ) {
  980. case 0: return this.x;
  981. case 1: return this.y;
  982. case 2: return this.z;
  983. default: throw new Error( 'index is out of range: ' + index );
  984. }
  985. },
  986. copy: function ( v ) {
  987. this.x = v.x;
  988. this.y = v.y;
  989. this.z = v.z;
  990. return this;
  991. },
  992. add: function ( v, w ) {
  993. if ( w !== undefined ) {
  994. console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  995. return this.addVectors( v, w );
  996. }
  997. this.x += v.x;
  998. this.y += v.y;
  999. this.z += v.z;
  1000. return this;
  1001. },
  1002. addScalar: function ( s ) {
  1003. this.x += s;
  1004. this.y += s;
  1005. this.z += s;
  1006. return this;
  1007. },
  1008. addVectors: function ( a, b ) {
  1009. this.x = a.x + b.x;
  1010. this.y = a.y + b.y;
  1011. this.z = a.z + b.z;
  1012. return this;
  1013. },
  1014. sub: function ( v, w ) {
  1015. if ( w !== undefined ) {
  1016. console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1017. return this.subVectors( v, w );
  1018. }
  1019. this.x -= v.x;
  1020. this.y -= v.y;
  1021. this.z -= v.z;
  1022. return this;
  1023. },
  1024. subVectors: function ( a, b ) {
  1025. this.x = a.x - b.x;
  1026. this.y = a.y - b.y;
  1027. this.z = a.z - b.z;
  1028. return this;
  1029. },
  1030. multiply: function ( v, w ) {
  1031. if ( w !== undefined ) {
  1032. console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
  1033. return this.multiplyVectors( v, w );
  1034. }
  1035. this.x *= v.x;
  1036. this.y *= v.y;
  1037. this.z *= v.z;
  1038. return this;
  1039. },
  1040. multiplyScalar: function ( scalar ) {
  1041. this.x *= scalar;
  1042. this.y *= scalar;
  1043. this.z *= scalar;
  1044. return this;
  1045. },
  1046. multiplyVectors: function ( a, b ) {
  1047. this.x = a.x * b.x;
  1048. this.y = a.y * b.y;
  1049. this.z = a.z * b.z;
  1050. return this;
  1051. },
  1052. applyEuler: function () {
  1053. var quaternion;
  1054. return function ( euler ) {
  1055. if ( euler instanceof THREE.Euler === false ) {
  1056. console.error( 'THREE.Vector3: .applyEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  1057. }
  1058. if ( quaternion === undefined ) quaternion = new THREE.Quaternion();
  1059. this.applyQuaternion( quaternion.setFromEuler( euler ) );
  1060. return this;
  1061. };
  1062. }(),
  1063. applyAxisAngle: function () {
  1064. var quaternion;
  1065. return function ( axis, angle ) {
  1066. if ( quaternion === undefined ) quaternion = new THREE.Quaternion();
  1067. this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) );
  1068. return this;
  1069. };
  1070. }(),
  1071. applyMatrix3: function ( m ) {
  1072. var x = this.x;
  1073. var y = this.y;
  1074. var z = this.z;
  1075. var e = m.elements;
  1076. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  1077. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  1078. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  1079. return this;
  1080. },
  1081. applyMatrix4: function ( m ) {
  1082. // input: THREE.Matrix4 affine matrix
  1083. var x = this.x, y = this.y, z = this.z;
  1084. var e = m.elements;
  1085. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ];
  1086. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ];
  1087. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ];
  1088. return this;
  1089. },
  1090. applyProjection: function ( m ) {
  1091. // input: THREE.Matrix4 projection matrix
  1092. var x = this.x, y = this.y, z = this.z;
  1093. var e = m.elements;
  1094. var d = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] ); // perspective divide
  1095. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * d;
  1096. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * d;
  1097. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * d;
  1098. return this;
  1099. },
  1100. applyQuaternion: function ( q ) {
  1101. var x = this.x;
  1102. var y = this.y;
  1103. var z = this.z;
  1104. var qx = q.x;
  1105. var qy = q.y;
  1106. var qz = q.z;
  1107. var qw = q.w;
  1108. // calculate quat * vector
  1109. var ix = qw * x + qy * z - qz * y;
  1110. var iy = qw * y + qz * x - qx * z;
  1111. var iz = qw * z + qx * y - qy * x;
  1112. var iw = - qx * x - qy * y - qz * z;
  1113. // calculate result * inverse quat
  1114. this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
  1115. this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
  1116. this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
  1117. return this;
  1118. },
  1119. project: function () {
  1120. var matrix;
  1121. return function ( camera ) {
  1122. if ( matrix === undefined ) matrix = new THREE.Matrix4();
  1123. matrix.multiplyMatrices( camera.projectionMatrix, matrix.getInverse( camera.matrixWorld ) );
  1124. return this.applyProjection( matrix );
  1125. };
  1126. }(),
  1127. unproject: function () {
  1128. var matrix;
  1129. return function ( camera ) {
  1130. if ( matrix === undefined ) matrix = new THREE.Matrix4();
  1131. matrix.multiplyMatrices( camera.matrixWorld, matrix.getInverse( camera.projectionMatrix ) );
  1132. return this.applyProjection( matrix );
  1133. };
  1134. }(),
  1135. transformDirection: function ( m ) {
  1136. // input: THREE.Matrix4 affine matrix
  1137. // vector interpreted as a direction
  1138. var x = this.x, y = this.y, z = this.z;
  1139. var e = m.elements;
  1140. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  1141. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  1142. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  1143. this.normalize();
  1144. return this;
  1145. },
  1146. divide: function ( v ) {
  1147. this.x /= v.x;
  1148. this.y /= v.y;
  1149. this.z /= v.z;
  1150. return this;
  1151. },
  1152. divideScalar: function ( scalar ) {
  1153. if ( scalar !== 0 ) {
  1154. var invScalar = 1 / scalar;
  1155. this.x *= invScalar;
  1156. this.y *= invScalar;
  1157. this.z *= invScalar;
  1158. } else {
  1159. this.x = 0;
  1160. this.y = 0;
  1161. this.z = 0;
  1162. }
  1163. return this;
  1164. },
  1165. min: function ( v ) {
  1166. if ( this.x > v.x ) {
  1167. this.x = v.x;
  1168. }
  1169. if ( this.y > v.y ) {
  1170. this.y = v.y;
  1171. }
  1172. if ( this.z > v.z ) {
  1173. this.z = v.z;
  1174. }
  1175. return this;
  1176. },
  1177. max: function ( v ) {
  1178. if ( this.x < v.x ) {
  1179. this.x = v.x;
  1180. }
  1181. if ( this.y < v.y ) {
  1182. this.y = v.y;
  1183. }
  1184. if ( this.z < v.z ) {
  1185. this.z = v.z;
  1186. }
  1187. return this;
  1188. },
  1189. clamp: function ( min, max ) {
  1190. // This function assumes min < max, if this assumption isn't true it will not operate correctly
  1191. if ( this.x < min.x ) {
  1192. this.x = min.x;
  1193. } else if ( this.x > max.x ) {
  1194. this.x = max.x;
  1195. }
  1196. if ( this.y < min.y ) {
  1197. this.y = min.y;
  1198. } else if ( this.y > max.y ) {
  1199. this.y = max.y;
  1200. }
  1201. if ( this.z < min.z ) {
  1202. this.z = min.z;
  1203. } else if ( this.z > max.z ) {
  1204. this.z = max.z;
  1205. }
  1206. return this;
  1207. },
  1208. clampScalar: ( function () {
  1209. var min, max;
  1210. return function ( minVal, maxVal ) {
  1211. if ( min === undefined ) {
  1212. min = new THREE.Vector3();
  1213. max = new THREE.Vector3();
  1214. }
  1215. min.set( minVal, minVal, minVal );
  1216. max.set( maxVal, maxVal, maxVal );
  1217. return this.clamp( min, max );
  1218. };
  1219. } )(),
  1220. floor: function () {
  1221. this.x = Math.floor( this.x );
  1222. this.y = Math.floor( this.y );
  1223. this.z = Math.floor( this.z );
  1224. return this;
  1225. },
  1226. ceil: function () {
  1227. this.x = Math.ceil( this.x );
  1228. this.y = Math.ceil( this.y );
  1229. this.z = Math.ceil( this.z );
  1230. return this;
  1231. },
  1232. round: function () {
  1233. this.x = Math.round( this.x );
  1234. this.y = Math.round( this.y );
  1235. this.z = Math.round( this.z );
  1236. return this;
  1237. },
  1238. roundToZero: function () {
  1239. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1240. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1241. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1242. return this;
  1243. },
  1244. negate: function () {
  1245. this.x = - this.x;
  1246. this.y = - this.y;
  1247. this.z = - this.z;
  1248. return this;
  1249. },
  1250. dot: function ( v ) {
  1251. return this.x * v.x + this.y * v.y + this.z * v.z;
  1252. },
  1253. lengthSq: function () {
  1254. return this.x * this.x + this.y * this.y + this.z * this.z;
  1255. },
  1256. length: function () {
  1257. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  1258. },
  1259. lengthManhattan: function () {
  1260. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  1261. },
  1262. normalize: function () {
  1263. return this.divideScalar( this.length() );
  1264. },
  1265. setLength: function ( l ) {
  1266. var oldLength = this.length();
  1267. if ( oldLength !== 0 && l !== oldLength ) {
  1268. this.multiplyScalar( l / oldLength );
  1269. }
  1270. return this;
  1271. },
  1272. lerp: function ( v, alpha ) {
  1273. this.x += ( v.x - this.x ) * alpha;
  1274. this.y += ( v.y - this.y ) * alpha;
  1275. this.z += ( v.z - this.z ) * alpha;
  1276. return this;
  1277. },
  1278. cross: function ( v, w ) {
  1279. if ( w !== undefined ) {
  1280. console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  1281. return this.crossVectors( v, w );
  1282. }
  1283. var x = this.x, y = this.y, z = this.z;
  1284. this.x = y * v.z - z * v.y;
  1285. this.y = z * v.x - x * v.z;
  1286. this.z = x * v.y - y * v.x;
  1287. return this;
  1288. },
  1289. crossVectors: function ( a, b ) {
  1290. var ax = a.x, ay = a.y, az = a.z;
  1291. var bx = b.x, by = b.y, bz = b.z;
  1292. this.x = ay * bz - az * by;
  1293. this.y = az * bx - ax * bz;
  1294. this.z = ax * by - ay * bx;
  1295. return this;
  1296. },
  1297. projectOnVector: function () {
  1298. var v1, dot;
  1299. return function ( vector ) {
  1300. if ( v1 === undefined ) v1 = new THREE.Vector3();
  1301. v1.copy( vector ).normalize();
  1302. dot = this.dot( v1 );
  1303. return this.copy( v1 ).multiplyScalar( dot );
  1304. };
  1305. }(),
  1306. projectOnPlane: function () {
  1307. var v1;
  1308. return function ( planeNormal ) {
  1309. if ( v1 === undefined ) v1 = new THREE.Vector3();
  1310. v1.copy( this ).projectOnVector( planeNormal );
  1311. return this.sub( v1 );
  1312. }
  1313. }(),
  1314. reflect: function () {
  1315. // reflect incident vector off plane orthogonal to normal
  1316. // normal is assumed to have unit length
  1317. var v1;
  1318. return function ( normal ) {
  1319. if ( v1 === undefined ) v1 = new THREE.Vector3();
  1320. return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  1321. }
  1322. }(),
  1323. angleTo: function ( v ) {
  1324. var theta = this.dot( v ) / ( this.length() * v.length() );
  1325. // clamp, to handle numerical problems
  1326. return Math.acos( THREE.Math.clamp( theta, - 1, 1 ) );
  1327. },
  1328. distanceTo: function ( v ) {
  1329. return Math.sqrt( this.distanceToSquared( v ) );
  1330. },
  1331. distanceToSquared: function ( v ) {
  1332. var dx = this.x - v.x;
  1333. var dy = this.y - v.y;
  1334. var dz = this.z - v.z;
  1335. return dx * dx + dy * dy + dz * dz;
  1336. },
  1337. setEulerFromRotationMatrix: function ( m, order ) {
  1338. console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
  1339. },
  1340. setEulerFromQuaternion: function ( q, order ) {
  1341. console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
  1342. },
  1343. getPositionFromMatrix: function ( m ) {
  1344. console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
  1345. return this.setFromMatrixPosition( m );
  1346. },
  1347. getScaleFromMatrix: function ( m ) {
  1348. console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
  1349. return this.setFromMatrixScale( m );
  1350. },
  1351. getColumnFromMatrix: function ( index, matrix ) {
  1352. console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
  1353. return this.setFromMatrixColumn( index, matrix );
  1354. },
  1355. setFromMatrixPosition: function ( m ) {
  1356. this.x = m.elements[ 12 ];
  1357. this.y = m.elements[ 13 ];
  1358. this.z = m.elements[ 14 ];
  1359. return this;
  1360. },
  1361. setFromMatrixScale: function ( m ) {
  1362. var sx = this.set( m.elements[ 0 ], m.elements[ 1 ], m.elements[ 2 ] ).length();
  1363. var sy = this.set( m.elements[ 4 ], m.elements[ 5 ], m.elements[ 6 ] ).length();
  1364. var sz = this.set( m.elements[ 8 ], m.elements[ 9 ], m.elements[ 10 ] ).length();
  1365. this.x = sx;
  1366. this.y = sy;
  1367. this.z = sz;
  1368. return this;
  1369. },
  1370. setFromMatrixColumn: function ( index, matrix ) {
  1371. var offset = index * 4;
  1372. var me = matrix.elements;
  1373. this.x = me[ offset ];
  1374. this.y = me[ offset + 1 ];
  1375. this.z = me[ offset + 2 ];
  1376. return this;
  1377. },
  1378. equals: function ( v ) {
  1379. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  1380. },
  1381. fromArray: function ( array, offset ) {
  1382. if ( offset === undefined ) offset = 0;
  1383. this.x = array[ offset ];
  1384. this.y = array[ offset + 1 ];
  1385. this.z = array[ offset + 2 ];
  1386. return this;
  1387. },
  1388. toArray: function ( array, offset ) {
  1389. if ( array === undefined ) array = [];
  1390. if ( offset === undefined ) offset = 0;
  1391. array[ offset ] = this.x;
  1392. array[ offset + 1 ] = this.y;
  1393. array[ offset + 2 ] = this.z;
  1394. return array;
  1395. },
  1396. fromAttribute: function ( attribute, index, offset ) {
  1397. if ( offset === undefined ) offset = 0;
  1398. index = index * attribute.itemSize + offset;
  1399. this.x = attribute.array[ index ];
  1400. this.y = attribute.array[ index + 1 ];
  1401. this.z = attribute.array[ index + 2 ];
  1402. return this;
  1403. },
  1404. clone: function () {
  1405. return new THREE.Vector3( this.x, this.y, this.z );
  1406. }
  1407. };
  1408. // File:src/math/Vector4.js
  1409. /**
  1410. * @author supereggbert / http://www.paulbrunt.co.uk/
  1411. * @author philogb / http://blog.thejit.org/
  1412. * @author mikael emtinger / http://gomo.se/
  1413. * @author egraether / http://egraether.com/
  1414. * @author WestLangley / http://github.com/WestLangley
  1415. */
  1416. THREE.Vector4 = function ( x, y, z, w ) {
  1417. this.x = x || 0;
  1418. this.y = y || 0;
  1419. this.z = z || 0;
  1420. this.w = ( w !== undefined ) ? w : 1;
  1421. };
  1422. THREE.Vector4.prototype = {
  1423. constructor: THREE.Vector4,
  1424. set: function ( x, y, z, w ) {
  1425. this.x = x;
  1426. this.y = y;
  1427. this.z = z;
  1428. this.w = w;
  1429. return this;
  1430. },
  1431. setX: function ( x ) {
  1432. this.x = x;
  1433. return this;
  1434. },
  1435. setY: function ( y ) {
  1436. this.y = y;
  1437. return this;
  1438. },
  1439. setZ: function ( z ) {
  1440. this.z = z;
  1441. return this;
  1442. },
  1443. setW: function ( w ) {
  1444. this.w = w;
  1445. return this;
  1446. },
  1447. setComponent: function ( index, value ) {
  1448. switch ( index ) {
  1449. case 0: this.x = value; break;
  1450. case 1: this.y = value; break;
  1451. case 2: this.z = value; break;
  1452. case 3: this.w = value; break;
  1453. default: throw new Error( 'index is out of range: ' + index );
  1454. }
  1455. },
  1456. getComponent: function ( index ) {
  1457. switch ( index ) {
  1458. case 0: return this.x;
  1459. case 1: return this.y;
  1460. case 2: return this.z;
  1461. case 3: return this.w;
  1462. default: throw new Error( 'index is out of range: ' + index );
  1463. }
  1464. },
  1465. copy: function ( v ) {
  1466. this.x = v.x;
  1467. this.y = v.y;
  1468. this.z = v.z;
  1469. this.w = ( v.w !== undefined ) ? v.w : 1;
  1470. return this;
  1471. },
  1472. add: function ( v, w ) {
  1473. if ( w !== undefined ) {
  1474. console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1475. return this.addVectors( v, w );
  1476. }
  1477. this.x += v.x;
  1478. this.y += v.y;
  1479. this.z += v.z;
  1480. this.w += v.w;
  1481. return this;
  1482. },
  1483. addScalar: function ( s ) {
  1484. this.x += s;
  1485. this.y += s;
  1486. this.z += s;
  1487. this.w += s;
  1488. return this;
  1489. },
  1490. addVectors: function ( a, b ) {
  1491. this.x = a.x + b.x;
  1492. this.y = a.y + b.y;
  1493. this.z = a.z + b.z;
  1494. this.w = a.w + b.w;
  1495. return this;
  1496. },
  1497. sub: function ( v, w ) {
  1498. if ( w !== undefined ) {
  1499. console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1500. return this.subVectors( v, w );
  1501. }
  1502. this.x -= v.x;
  1503. this.y -= v.y;
  1504. this.z -= v.z;
  1505. this.w -= v.w;
  1506. return this;
  1507. },
  1508. subVectors: function ( a, b ) {
  1509. this.x = a.x - b.x;
  1510. this.y = a.y - b.y;
  1511. this.z = a.z - b.z;
  1512. this.w = a.w - b.w;
  1513. return this;
  1514. },
  1515. multiplyScalar: function ( scalar ) {
  1516. this.x *= scalar;
  1517. this.y *= scalar;
  1518. this.z *= scalar;
  1519. this.w *= scalar;
  1520. return this;
  1521. },
  1522. applyMatrix4: function ( m ) {
  1523. var x = this.x;
  1524. var y = this.y;
  1525. var z = this.z;
  1526. var w = this.w;
  1527. var e = m.elements;
  1528. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  1529. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  1530. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  1531. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  1532. return this;
  1533. },
  1534. divideScalar: function ( scalar ) {
  1535. if ( scalar !== 0 ) {
  1536. var invScalar = 1 / scalar;
  1537. this.x *= invScalar;
  1538. this.y *= invScalar;
  1539. this.z *= invScalar;
  1540. this.w *= invScalar;
  1541. } else {
  1542. this.x = 0;
  1543. this.y = 0;
  1544. this.z = 0;
  1545. this.w = 1;
  1546. }
  1547. return this;
  1548. },
  1549. setAxisAngleFromQuaternion: function ( q ) {
  1550. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  1551. // q is assumed to be normalized
  1552. this.w = 2 * Math.acos( q.w );
  1553. var s = Math.sqrt( 1 - q.w * q.w );
  1554. if ( s < 0.0001 ) {
  1555. this.x = 1;
  1556. this.y = 0;
  1557. this.z = 0;
  1558. } else {
  1559. this.x = q.x / s;
  1560. this.y = q.y / s;
  1561. this.z = q.z / s;
  1562. }
  1563. return this;
  1564. },
  1565. setAxisAngleFromRotationMatrix: function ( m ) {
  1566. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  1567. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1568. var angle, x, y, z, // variables for result
  1569. epsilon = 0.01, // margin to allow for rounding errors
  1570. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  1571. te = m.elements,
  1572. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  1573. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  1574. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  1575. if ( ( Math.abs( m12 - m21 ) < epsilon )
  1576. && ( Math.abs( m13 - m31 ) < epsilon )
  1577. && ( Math.abs( m23 - m32 ) < epsilon ) ) {
  1578. // singularity found
  1579. // first check for identity matrix which must have +1 for all terms
  1580. // in leading diagonal and zero in other terms
  1581. if ( ( Math.abs( m12 + m21 ) < epsilon2 )
  1582. && ( Math.abs( m13 + m31 ) < epsilon2 )
  1583. && ( Math.abs( m23 + m32 ) < epsilon2 )
  1584. && ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  1585. // this singularity is identity matrix so angle = 0
  1586. this.set( 1, 0, 0, 0 );
  1587. return this; // zero angle, arbitrary axis
  1588. }
  1589. // otherwise this singularity is angle = 180
  1590. angle = Math.PI;
  1591. var xx = ( m11 + 1 ) / 2;
  1592. var yy = ( m22 + 1 ) / 2;
  1593. var zz = ( m33 + 1 ) / 2;
  1594. var xy = ( m12 + m21 ) / 4;
  1595. var xz = ( m13 + m31 ) / 4;
  1596. var yz = ( m23 + m32 ) / 4;
  1597. if ( ( xx > yy ) && ( xx > zz ) ) { // m11 is the largest diagonal term
  1598. if ( xx < epsilon ) {
  1599. x = 0;
  1600. y = 0.707106781;
  1601. z = 0.707106781;
  1602. } else {
  1603. x = Math.sqrt( xx );
  1604. y = xy / x;
  1605. z = xz / x;
  1606. }
  1607. } else if ( yy > zz ) { // m22 is the largest diagonal term
  1608. if ( yy < epsilon ) {
  1609. x = 0.707106781;
  1610. y = 0;
  1611. z = 0.707106781;
  1612. } else {
  1613. y = Math.sqrt( yy );
  1614. x = xy / y;
  1615. z = yz / y;
  1616. }
  1617. } else { // m33 is the largest diagonal term so base result on this
  1618. if ( zz < epsilon ) {
  1619. x = 0.707106781;
  1620. y = 0.707106781;
  1621. z = 0;
  1622. } else {
  1623. z = Math.sqrt( zz );
  1624. x = xz / z;
  1625. y = yz / z;
  1626. }
  1627. }
  1628. this.set( x, y, z, angle );
  1629. return this; // return 180 deg rotation
  1630. }
  1631. // as we have reached here there are no singularities so we can handle normally
  1632. var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 )
  1633. + ( m13 - m31 ) * ( m13 - m31 )
  1634. + ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  1635. if ( Math.abs( s ) < 0.001 ) s = 1;
  1636. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  1637. // caught by singularity test above, but I've left it in just in case
  1638. this.x = ( m32 - m23 ) / s;
  1639. this.y = ( m13 - m31 ) / s;
  1640. this.z = ( m21 - m12 ) / s;
  1641. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  1642. return this;
  1643. },
  1644. min: function ( v ) {
  1645. if ( this.x > v.x ) {
  1646. this.x = v.x;
  1647. }
  1648. if ( this.y > v.y ) {
  1649. this.y = v.y;
  1650. }
  1651. if ( this.z > v.z ) {
  1652. this.z = v.z;
  1653. }
  1654. if ( this.w > v.w ) {
  1655. this.w = v.w;
  1656. }
  1657. return this;
  1658. },
  1659. max: function ( v ) {
  1660. if ( this.x < v.x ) {
  1661. this.x = v.x;
  1662. }
  1663. if ( this.y < v.y ) {
  1664. this.y = v.y;
  1665. }
  1666. if ( this.z < v.z ) {
  1667. this.z = v.z;
  1668. }
  1669. if ( this.w < v.w ) {
  1670. this.w = v.w;
  1671. }
  1672. return this;
  1673. },
  1674. clamp: function ( min, max ) {
  1675. // This function assumes min < max, if this assumption isn't true it will not operate correctly
  1676. if ( this.x < min.x ) {
  1677. this.x = min.x;
  1678. } else if ( this.x > max.x ) {
  1679. this.x = max.x;
  1680. }
  1681. if ( this.y < min.y ) {
  1682. this.y = min.y;
  1683. } else if ( this.y > max.y ) {
  1684. this.y = max.y;
  1685. }
  1686. if ( this.z < min.z ) {
  1687. this.z = min.z;
  1688. } else if ( this.z > max.z ) {
  1689. this.z = max.z;
  1690. }
  1691. if ( this.w < min.w ) {
  1692. this.w = min.w;
  1693. } else if ( this.w > max.w ) {
  1694. this.w = max.w;
  1695. }
  1696. return this;
  1697. },
  1698. clampScalar: ( function () {
  1699. var min, max;
  1700. return function ( minVal, maxVal ) {
  1701. if ( min === undefined ) {
  1702. min = new THREE.Vector4();
  1703. max = new THREE.Vector4();
  1704. }
  1705. min.set( minVal, minVal, minVal, minVal );
  1706. max.set( maxVal, maxVal, maxVal, maxVal );
  1707. return this.clamp( min, max );
  1708. };
  1709. } )(),
  1710. floor: function () {
  1711. this.x = Math.floor( this.x );
  1712. this.y = Math.floor( this.y );
  1713. this.z = Math.floor( this.z );
  1714. this.w = Math.floor( this.w );
  1715. return this;
  1716. },
  1717. ceil: function () {
  1718. this.x = Math.ceil( this.x );
  1719. this.y = Math.ceil( this.y );
  1720. this.z = Math.ceil( this.z );
  1721. this.w = Math.ceil( this.w );
  1722. return this;
  1723. },
  1724. round: function () {
  1725. this.x = Math.round( this.x );
  1726. this.y = Math.round( this.y );
  1727. this.z = Math.round( this.z );
  1728. this.w = Math.round( this.w );
  1729. return this;
  1730. },
  1731. roundToZero: function () {
  1732. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1733. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1734. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1735. this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
  1736. return this;
  1737. },
  1738. negate: function () {
  1739. this.x = - this.x;
  1740. this.y = - this.y;
  1741. this.z = - this.z;
  1742. this.w = - this.w;
  1743. return this;
  1744. },
  1745. dot: function ( v ) {
  1746. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  1747. },
  1748. lengthSq: function () {
  1749. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  1750. },
  1751. length: function () {
  1752. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  1753. },
  1754. lengthManhattan: function () {
  1755. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  1756. },
  1757. normalize: function () {
  1758. return this.divideScalar( this.length() );
  1759. },
  1760. setLength: function ( l ) {
  1761. var oldLength = this.length();
  1762. if ( oldLength !== 0 && l !== oldLength ) {
  1763. this.multiplyScalar( l / oldLength );
  1764. }
  1765. return this;
  1766. },
  1767. lerp: function ( v, alpha ) {
  1768. this.x += ( v.x - this.x ) * alpha;
  1769. this.y += ( v.y - this.y ) * alpha;
  1770. this.z += ( v.z - this.z ) * alpha;
  1771. this.w += ( v.w - this.w ) * alpha;
  1772. return this;
  1773. },
  1774. equals: function ( v ) {
  1775. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  1776. },
  1777. fromArray: function ( array, offset ) {
  1778. if ( offset === undefined ) offset = 0;
  1779. this.x = array[ offset ];
  1780. this.y = array[ offset + 1 ];
  1781. this.z = array[ offset + 2 ];
  1782. this.w = array[ offset + 3 ];
  1783. return this;
  1784. },
  1785. toArray: function ( array, offset ) {
  1786. if ( array === undefined ) array = [];
  1787. if ( offset === undefined ) offset = 0;
  1788. array[ offset ] = this.x;
  1789. array[ offset + 1 ] = this.y;
  1790. array[ offset + 2 ] = this.z;
  1791. array[ offset + 3 ] = this.w;
  1792. return array;
  1793. },
  1794. fromAttribute: function ( attribute, index, offset ) {
  1795. if ( offset === undefined ) offset = 0;
  1796. index = index * attribute.itemSize + offset;
  1797. this.x = attribute.array[ index ];
  1798. this.y = attribute.array[ index + 1 ];
  1799. this.z = attribute.array[ index + 2 ];
  1800. this.w = attribute.array[ index + 3 ];
  1801. return this;
  1802. },
  1803. clone: function () {
  1804. return new THREE.Vector4( this.x, this.y, this.z, this.w );
  1805. }
  1806. };
  1807. // File:src/math/Euler.js
  1808. /**
  1809. * @author mrdoob / http://mrdoob.com/
  1810. * @author WestLangley / http://github.com/WestLangley
  1811. * @author bhouston / http://exocortex.com
  1812. */
  1813. THREE.Euler = function ( x, y, z, order ) {
  1814. this._x = x || 0;
  1815. this._y = y || 0;
  1816. this._z = z || 0;
  1817. this._order = order || THREE.Euler.DefaultOrder;
  1818. };
  1819. THREE.Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  1820. THREE.Euler.DefaultOrder = 'XYZ';
  1821. THREE.Euler.prototype = {
  1822. constructor: THREE.Euler,
  1823. _x: 0, _y: 0, _z: 0, _order: THREE.Euler.DefaultOrder,
  1824. get x () {
  1825. return this._x;
  1826. },
  1827. set x ( value ) {
  1828. this._x = value;
  1829. this.onChangeCallback();
  1830. },
  1831. get y () {
  1832. return this._y;
  1833. },
  1834. set y ( value ) {
  1835. this._y = value;
  1836. this.onChangeCallback();
  1837. },
  1838. get z () {
  1839. return this._z;
  1840. },
  1841. set z ( value ) {
  1842. this._z = value;
  1843. this.onChangeCallback();
  1844. },
  1845. get order () {
  1846. return this._order;
  1847. },
  1848. set order ( value ) {
  1849. this._order = value;
  1850. this.onChangeCallback();
  1851. },
  1852. set: function ( x, y, z, order ) {
  1853. this._x = x;
  1854. this._y = y;
  1855. this._z = z;
  1856. this._order = order || this._order;
  1857. this.onChangeCallback();
  1858. return this;
  1859. },
  1860. copy: function ( euler ) {
  1861. this._x = euler._x;
  1862. this._y = euler._y;
  1863. this._z = euler._z;
  1864. this._order = euler._order;
  1865. this.onChangeCallback();
  1866. return this;
  1867. },
  1868. setFromRotationMatrix: function ( m, order, update ) {
  1869. var clamp = THREE.Math.clamp;
  1870. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1871. var te = m.elements;
  1872. var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  1873. var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  1874. var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  1875. order = order || this._order;
  1876. if ( order === 'XYZ' ) {
  1877. this._y = Math.asin( clamp( m13, - 1, 1 ) );
  1878. if ( Math.abs( m13 ) < 0.99999 ) {
  1879. this._x = Math.atan2( - m23, m33 );
  1880. this._z = Math.atan2( - m12, m11 );
  1881. } else {
  1882. this._x = Math.atan2( m32, m22 );
  1883. this._z = 0;
  1884. }
  1885. } else if ( order === 'YXZ' ) {
  1886. this._x = Math.asin( - clamp( m23, - 1, 1 ) );
  1887. if ( Math.abs( m23 ) < 0.99999 ) {
  1888. this._y = Math.atan2( m13, m33 );
  1889. this._z = Math.atan2( m21, m22 );
  1890. } else {
  1891. this._y = Math.atan2( - m31, m11 );
  1892. this._z = 0;
  1893. }
  1894. } else if ( order === 'ZXY' ) {
  1895. this._x = Math.asin( clamp( m32, - 1, 1 ) );
  1896. if ( Math.abs( m32 ) < 0.99999 ) {
  1897. this._y = Math.atan2( - m31, m33 );
  1898. this._z = Math.atan2( - m12, m22 );
  1899. } else {
  1900. this._y = 0;
  1901. this._z = Math.atan2( m21, m11 );
  1902. }
  1903. } else if ( order === 'ZYX' ) {
  1904. this._y = Math.asin( - clamp( m31, - 1, 1 ) );
  1905. if ( Math.abs( m31 ) < 0.99999 ) {
  1906. this._x = Math.atan2( m32, m33 );
  1907. this._z = Math.atan2( m21, m11 );
  1908. } else {
  1909. this._x = 0;
  1910. this._z = Math.atan2( - m12, m22 );
  1911. }
  1912. } else if ( order === 'YZX' ) {
  1913. this._z = Math.asin( clamp( m21, - 1, 1 ) );
  1914. if ( Math.abs( m21 ) < 0.99999 ) {
  1915. this._x = Math.atan2( - m23, m22 );
  1916. this._y = Math.atan2( - m31, m11 );
  1917. } else {
  1918. this._x = 0;
  1919. this._y = Math.atan2( m13, m33 );
  1920. }
  1921. } else if ( order === 'XZY' ) {
  1922. this._z = Math.asin( - clamp( m12, - 1, 1 ) );
  1923. if ( Math.abs( m12 ) < 0.99999 ) {
  1924. this._x = Math.atan2( m32, m22 );
  1925. this._y = Math.atan2( m13, m11 );
  1926. } else {
  1927. this._x = Math.atan2( - m23, m33 );
  1928. this._y = 0;
  1929. }
  1930. } else {
  1931. console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order )
  1932. }
  1933. this._order = order;
  1934. if ( update !== false ) this.onChangeCallback();
  1935. return this;
  1936. },
  1937. setFromQuaternion: function () {
  1938. var matrix;
  1939. return function ( q, order, update ) {
  1940. if ( matrix === undefined ) matrix = new THREE.Matrix4();
  1941. matrix.makeRotationFromQuaternion( q );
  1942. this.setFromRotationMatrix( matrix, order, update );
  1943. return this;
  1944. };
  1945. }(),
  1946. reorder: function () {
  1947. // WARNING: this discards revolution information -bhouston
  1948. var q = new THREE.Quaternion();
  1949. return function ( newOrder ) {
  1950. q.setFromEuler( this );
  1951. this.setFromQuaternion( q, newOrder );
  1952. };
  1953. }(),
  1954. equals: function ( euler ) {
  1955. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  1956. },
  1957. fromArray: function ( array ) {
  1958. this._x = array[ 0 ];
  1959. this._y = array[ 1 ];
  1960. this._z = array[ 2 ];
  1961. if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
  1962. this.onChangeCallback();
  1963. return this;
  1964. },
  1965. toArray: function () {
  1966. return [ this._x, this._y, this._z, this._order ];
  1967. },
  1968. onChange: function ( callback ) {
  1969. this.onChangeCallback = callback;
  1970. return this;
  1971. },
  1972. onChangeCallback: function () {},
  1973. clone: function () {
  1974. return new THREE.Euler( this._x, this._y, this._z, this._order );
  1975. }
  1976. };
  1977. // File:src/math/Line3.js
  1978. /**
  1979. * @author bhouston / http://exocortex.com
  1980. */
  1981. THREE.Line3 = function ( start, end ) {
  1982. this.start = ( start !== undefined ) ? start : new THREE.Vector3();
  1983. this.end = ( end !== undefined ) ? end : new THREE.Vector3();
  1984. };
  1985. THREE.Line3.prototype = {
  1986. constructor: THREE.Line3,
  1987. set: function ( start, end ) {
  1988. this.start.copy( start );
  1989. this.end.copy( end );
  1990. return this;
  1991. },
  1992. copy: function ( line ) {
  1993. this.start.copy( line.start );
  1994. this.end.copy( line.end );
  1995. return this;
  1996. },
  1997. center: function ( optionalTarget ) {
  1998. var result = optionalTarget || new THREE.Vector3();
  1999. return result.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  2000. },
  2001. delta: function ( optionalTarget ) {
  2002. var result = optionalTarget || new THREE.Vector3();
  2003. return result.subVectors( this.end, this.start );
  2004. },
  2005. distanceSq: function () {
  2006. return this.start.distanceToSquared( this.end );
  2007. },
  2008. distance: function () {
  2009. return this.start.distanceTo( this.end );
  2010. },
  2011. at: function ( t, optionalTarget ) {
  2012. var result = optionalTarget || new THREE.Vector3();
  2013. return this.delta( result ).multiplyScalar( t ).add( this.start );
  2014. },
  2015. closestPointToPointParameter: function () {
  2016. var startP = new THREE.Vector3();
  2017. var startEnd = new THREE.Vector3();
  2018. return function ( point, clampToLine ) {
  2019. startP.subVectors( point, this.start );
  2020. startEnd.subVectors( this.end, this.start );
  2021. var startEnd2 = startEnd.dot( startEnd );
  2022. var startEnd_startP = startEnd.dot( startP );
  2023. var t = startEnd_startP / startEnd2;
  2024. if ( clampToLine ) {
  2025. t = THREE.Math.clamp( t, 0, 1 );
  2026. }
  2027. return t;
  2028. };
  2029. }(),
  2030. closestPointToPoint: function ( point, clampToLine, optionalTarget ) {
  2031. var t = this.closestPointToPointParameter( point, clampToLine );
  2032. var result = optionalTarget || new THREE.Vector3();
  2033. return this.delta( result ).multiplyScalar( t ).add( this.start );
  2034. },
  2035. applyMatrix4: function ( matrix ) {
  2036. this.start.applyMatrix4( matrix );
  2037. this.end.applyMatrix4( matrix );
  2038. return this;
  2039. },
  2040. equals: function ( line ) {
  2041. return line.start.equals( this.start ) && line.end.equals( this.end );
  2042. },
  2043. clone: function () {
  2044. return new THREE.Line3().copy( this );
  2045. }
  2046. };
  2047. // File:src/math/Box2.js
  2048. /**
  2049. * @author bhouston / http://exocortex.com
  2050. */
  2051. THREE.Box2 = function ( min, max ) {
  2052. this.min = ( min !== undefined ) ? min : new THREE.Vector2( Infinity, Infinity );
  2053. this.max = ( max !== undefined ) ? max : new THREE.Vector2( - Infinity, - Infinity );
  2054. };
  2055. THREE.Box2.prototype = {
  2056. constructor: THREE.Box2,
  2057. set: function ( min, max ) {
  2058. this.min.copy( min );
  2059. this.max.copy( max );
  2060. return this;
  2061. },
  2062. setFromPoints: function ( points ) {
  2063. this.makeEmpty();
  2064. for ( var i = 0, il = points.length; i < il; i ++ ) {
  2065. this.expandByPoint( points[ i ] )
  2066. }
  2067. return this;
  2068. },
  2069. setFromCenterAndSize: function () {
  2070. var v1 = new THREE.Vector2();
  2071. return function ( center, size ) {
  2072. var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
  2073. this.min.copy( center ).sub( halfSize );
  2074. this.max.copy( center ).add( halfSize );
  2075. return this;
  2076. };
  2077. }(),
  2078. copy: function ( box ) {
  2079. this.min.copy( box.min );
  2080. this.max.copy( box.max );
  2081. return this;
  2082. },
  2083. makeEmpty: function () {
  2084. this.min.x = this.min.y = Infinity;
  2085. this.max.x = this.max.y = - Infinity;
  2086. return this;
  2087. },
  2088. empty: function () {
  2089. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  2090. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  2091. },
  2092. center: function ( optionalTarget ) {
  2093. var result = optionalTarget || new THREE.Vector2();
  2094. return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  2095. },
  2096. size: function ( optionalTarget ) {
  2097. var result = optionalTarget || new THREE.Vector2();
  2098. return result.subVectors( this.max, this.min );
  2099. },
  2100. expandByPoint: function ( point ) {
  2101. this.min.min( point );
  2102. this.max.max( point );
  2103. return this;
  2104. },
  2105. expandByVector: function ( vector ) {
  2106. this.min.sub( vector );
  2107. this.max.add( vector );
  2108. return this;
  2109. },
  2110. expandByScalar: function ( scalar ) {
  2111. this.min.addScalar( - scalar );
  2112. this.max.addScalar( scalar );
  2113. return this;
  2114. },
  2115. containsPoint: function ( point ) {
  2116. if ( point.x < this.min.x || point.x > this.max.x ||
  2117. point.y < this.min.y || point.y > this.max.y ) {
  2118. return false;
  2119. }
  2120. return true;
  2121. },
  2122. containsBox: function ( box ) {
  2123. if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) &&
  2124. ( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) ) {
  2125. return true;
  2126. }
  2127. return false;
  2128. },
  2129. getParameter: function ( point, optionalTarget ) {
  2130. // This can potentially have a divide by zero if the box
  2131. // has a size dimension of 0.
  2132. var result = optionalTarget || new THREE.Vector2();
  2133. return result.set(
  2134. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  2135. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  2136. );
  2137. },
  2138. isIntersectionBox: function ( box ) {
  2139. // using 6 splitting planes to rule out intersections.
  2140. if ( box.max.x < this.min.x || box.min.x > this.max.x ||
  2141. box.max.y < this.min.y || box.min.y > this.max.y ) {
  2142. return false;
  2143. }
  2144. return true;
  2145. },
  2146. clampPoint: function ( point, optionalTarget ) {
  2147. var result = optionalTarget || new THREE.Vector2();
  2148. return result.copy( point ).clamp( this.min, this.max );
  2149. },
  2150. distanceToPoint: function () {
  2151. var v1 = new THREE.Vector2();
  2152. return function ( point ) {
  2153. var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
  2154. return clampedPoint.sub( point ).length();
  2155. };
  2156. }(),
  2157. intersect: function ( box ) {
  2158. this.min.max( box.min );
  2159. this.max.min( box.max );
  2160. return this;
  2161. },
  2162. union: function ( box ) {
  2163. this.min.min( box.min );
  2164. this.max.max( box.max );
  2165. return this;
  2166. },
  2167. translate: function ( offset ) {
  2168. this.min.add( offset );
  2169. this.max.add( offset );
  2170. return this;
  2171. },
  2172. equals: function ( box ) {
  2173. return box.min.equals( this.min ) && box.max.equals( this.max );
  2174. },
  2175. clone: function () {
  2176. return new THREE.Box2().copy( this );
  2177. }
  2178. };
  2179. // File:src/math/Box3.js
  2180. /**
  2181. * @author bhouston / http://exocortex.com
  2182. * @author WestLangley / http://github.com/WestLangley
  2183. */
  2184. THREE.Box3 = function ( min, max ) {
  2185. this.min = ( min !== undefined ) ? min : new THREE.Vector3( Infinity, Infinity, Infinity );
  2186. this.max = ( max !== undefined ) ? max : new THREE.Vector3( - Infinity, - Infinity, - Infinity );
  2187. };
  2188. THREE.Box3.prototype = {
  2189. constructor: THREE.Box3,
  2190. set: function ( min, max ) {
  2191. this.min.copy( min );
  2192. this.max.copy( max );
  2193. return this;
  2194. },
  2195. setFromPoints: function ( points ) {
  2196. this.makeEmpty();
  2197. for ( var i = 0, il = points.length; i < il; i ++ ) {
  2198. this.expandByPoint( points[ i ] )
  2199. }
  2200. return this;
  2201. },
  2202. setFromCenterAndSize: function () {
  2203. var v1 = new THREE.Vector3();
  2204. return function ( center, size ) {
  2205. var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
  2206. this.min.copy( center ).sub( halfSize );
  2207. this.max.copy( center ).add( halfSize );
  2208. return this;
  2209. };
  2210. }(),
  2211. setFromObject: function () {
  2212. // Computes the world-axis-aligned bounding box of an object (including its children),
  2213. // accounting for both the object's, and childrens', world transforms
  2214. var v1 = new THREE.Vector3();
  2215. return function ( object ) {
  2216. var scope = this;
  2217. object.updateMatrixWorld( true );
  2218. this.makeEmpty();
  2219. object.traverse( function ( node ) {
  2220. var geometry = node.geometry;
  2221. if ( geometry !== undefined ) {
  2222. if ( geometry instanceof THREE.Geometry ) {
  2223. var vertices = geometry.vertices;
  2224. for ( var i = 0, il = vertices.length; i < il; i ++ ) {
  2225. v1.copy( vertices[ i ] );
  2226. v1.applyMatrix4( node.matrixWorld );
  2227. scope.expandByPoint( v1 );
  2228. }
  2229. } else if ( geometry instanceof THREE.BufferGeometry && geometry.attributes[ 'position' ] !== undefined ) {
  2230. var positions = geometry.attributes[ 'position' ].array;
  2231. for ( var i = 0, il = positions.length; i < il; i += 3 ) {
  2232. v1.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
  2233. v1.applyMatrix4( node.matrixWorld );
  2234. scope.expandByPoint( v1 );
  2235. }
  2236. }
  2237. }
  2238. } );
  2239. return this;
  2240. };
  2241. }(),
  2242. copy: function ( box ) {
  2243. this.min.copy( box.min );
  2244. this.max.copy( box.max );
  2245. return this;
  2246. },
  2247. makeEmpty: function () {
  2248. this.min.x = this.min.y = this.min.z = Infinity;
  2249. this.max.x = this.max.y = this.max.z = - Infinity;
  2250. return this;
  2251. },
  2252. empty: function () {
  2253. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  2254. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  2255. },
  2256. center: function ( optionalTarget ) {
  2257. var result = optionalTarget || new THREE.Vector3();
  2258. return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  2259. },
  2260. size: function ( optionalTarget ) {
  2261. var result = optionalTarget || new THREE.Vector3();
  2262. return result.subVectors( this.max, this.min );
  2263. },
  2264. expandByPoint: function ( point ) {
  2265. this.min.min( point );
  2266. this.max.max( point );
  2267. return this;
  2268. },
  2269. expandByVector: function ( vector ) {
  2270. this.min.sub( vector );
  2271. this.max.add( vector );
  2272. return this;
  2273. },
  2274. expandByScalar: function ( scalar ) {
  2275. this.min.addScalar( - scalar );
  2276. this.max.addScalar( scalar );
  2277. return this;
  2278. },
  2279. containsPoint: function ( point ) {
  2280. if ( point.x < this.min.x || point.x > this.max.x ||
  2281. point.y < this.min.y || point.y > this.max.y ||
  2282. point.z < this.min.z || point.z > this.max.z ) {
  2283. return false;
  2284. }
  2285. return true;
  2286. },
  2287. containsBox: function ( box ) {
  2288. if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) &&
  2289. ( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) &&
  2290. ( this.min.z <= box.min.z ) && ( box.max.z <= this.max.z ) ) {
  2291. return true;
  2292. }
  2293. return false;
  2294. },
  2295. getParameter: function ( point, optionalTarget ) {
  2296. // This can potentially have a divide by zero if the box
  2297. // has a size dimension of 0.
  2298. var result = optionalTarget || new THREE.Vector3();
  2299. return result.set(
  2300. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  2301. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  2302. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  2303. );
  2304. },
  2305. isIntersectionBox: function ( box ) {
  2306. // using 6 splitting planes to rule out intersections.
  2307. if ( box.max.x < this.min.x || box.min.x > this.max.x ||
  2308. box.max.y < this.min.y || box.min.y > this.max.y ||
  2309. box.max.z < this.min.z || box.min.z > this.max.z ) {
  2310. return false;
  2311. }
  2312. return true;
  2313. },
  2314. clampPoint: function ( point, optionalTarget ) {
  2315. var result = optionalTarget || new THREE.Vector3();
  2316. return result.copy( point ).clamp( this.min, this.max );
  2317. },
  2318. distanceToPoint: function () {
  2319. var v1 = new THREE.Vector3();
  2320. return function ( point ) {
  2321. var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
  2322. return clampedPoint.sub( point ).length();
  2323. };
  2324. }(),
  2325. getBoundingSphere: function () {
  2326. var v1 = new THREE.Vector3();
  2327. return function ( optionalTarget ) {
  2328. var result = optionalTarget || new THREE.Sphere();
  2329. result.center = this.center();
  2330. result.radius = this.size( v1 ).length() * 0.5;
  2331. return result;
  2332. };
  2333. }(),
  2334. intersect: function ( box ) {
  2335. this.min.max( box.min );
  2336. this.max.min( box.max );
  2337. return this;
  2338. },
  2339. union: function ( box ) {
  2340. this.min.min( box.min );
  2341. this.max.max( box.max );
  2342. return this;
  2343. },
  2344. applyMatrix4: function () {
  2345. var points = [
  2346. new THREE.Vector3(),
  2347. new THREE.Vector3(),
  2348. new THREE.Vector3(),
  2349. new THREE.Vector3(),
  2350. new THREE.Vector3(),
  2351. new THREE.Vector3(),
  2352. new THREE.Vector3(),
  2353. new THREE.Vector3()
  2354. ];
  2355. return function ( matrix ) {
  2356. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  2357. points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  2358. points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  2359. points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  2360. points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  2361. points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  2362. points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  2363. points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  2364. points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  2365. this.makeEmpty();
  2366. this.setFromPoints( points );
  2367. return this;
  2368. };
  2369. }(),
  2370. translate: function ( offset ) {
  2371. this.min.add( offset );
  2372. this.max.add( offset );
  2373. return this;
  2374. },
  2375. equals: function ( box ) {
  2376. return box.min.equals( this.min ) && box.max.equals( this.max );
  2377. },
  2378. clone: function () {
  2379. return new THREE.Box3().copy( this );
  2380. }
  2381. };
  2382. // File:src/math/Matrix3.js
  2383. /**
  2384. * @author alteredq / http://alteredqualia.com/
  2385. * @author WestLangley / http://github.com/WestLangley
  2386. * @author bhouston / http://exocortex.com
  2387. */
  2388. THREE.Matrix3 = function () {
  2389. this.elements = new Float32Array( [
  2390. 1, 0, 0,
  2391. 0, 1, 0,
  2392. 0, 0, 1
  2393. ] );
  2394. if ( arguments.length > 0 ) {
  2395. console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
  2396. }
  2397. };
  2398. THREE.Matrix3.prototype = {
  2399. constructor: THREE.Matrix3,
  2400. set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  2401. var te = this.elements;
  2402. te[ 0 ] = n11; te[ 3 ] = n12; te[ 6 ] = n13;
  2403. te[ 1 ] = n21; te[ 4 ] = n22; te[ 7 ] = n23;
  2404. te[ 2 ] = n31; te[ 5 ] = n32; te[ 8 ] = n33;
  2405. return this;
  2406. },
  2407. identity: function () {
  2408. this.set(
  2409. 1, 0, 0,
  2410. 0, 1, 0,
  2411. 0, 0, 1
  2412. );
  2413. return this;
  2414. },
  2415. copy: function ( m ) {
  2416. var me = m.elements;
  2417. this.set(
  2418. me[ 0 ], me[ 3 ], me[ 6 ],
  2419. me[ 1 ], me[ 4 ], me[ 7 ],
  2420. me[ 2 ], me[ 5 ], me[ 8 ]
  2421. );
  2422. return this;
  2423. },
  2424. multiplyVector3: function ( vector ) {
  2425. console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
  2426. return vector.applyMatrix3( this );
  2427. },
  2428. multiplyVector3Array: function ( a ) {
  2429. console.warn( 'THREE.Matrix3: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' );
  2430. return this.applyToVector3Array( a );
  2431. },
  2432. applyToVector3Array: function () {
  2433. var v1 = new THREE.Vector3();
  2434. return function ( array, offset, length ) {
  2435. if ( offset === undefined ) offset = 0;
  2436. if ( length === undefined ) length = array.length;
  2437. for ( var i = 0, j = offset, il; i < length; i += 3, j += 3 ) {
  2438. v1.x = array[ j ];
  2439. v1.y = array[ j + 1 ];
  2440. v1.z = array[ j + 2 ];
  2441. v1.applyMatrix3( this );
  2442. array[ j ] = v1.x;
  2443. array[ j + 1 ] = v1.y;
  2444. array[ j + 2 ] = v1.z;
  2445. }
  2446. return array;
  2447. };
  2448. }(),
  2449. multiplyScalar: function ( s ) {
  2450. var te = this.elements;
  2451. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  2452. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  2453. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  2454. return this;
  2455. },
  2456. determinant: function () {
  2457. var te = this.elements;
  2458. var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  2459. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  2460. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  2461. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  2462. },
  2463. getInverse: function ( matrix, throwOnInvertible ) {
  2464. // input: THREE.Matrix4
  2465. // ( based on http://code.google.com/p/webgl-mjs/ )
  2466. var me = matrix.elements;
  2467. var te = this.elements;
  2468. te[ 0 ] = me[ 10 ] * me[ 5 ] - me[ 6 ] * me[ 9 ];
  2469. te[ 1 ] = - me[ 10 ] * me[ 1 ] + me[ 2 ] * me[ 9 ];
  2470. te[ 2 ] = me[ 6 ] * me[ 1 ] - me[ 2 ] * me[ 5 ];
  2471. te[ 3 ] = - me[ 10 ] * me[ 4 ] + me[ 6 ] * me[ 8 ];
  2472. te[ 4 ] = me[ 10 ] * me[ 0 ] - me[ 2 ] * me[ 8 ];
  2473. te[ 5 ] = - me[ 6 ] * me[ 0 ] + me[ 2 ] * me[ 4 ];
  2474. te[ 6 ] = me[ 9 ] * me[ 4 ] - me[ 5 ] * me[ 8 ];
  2475. te[ 7 ] = - me[ 9 ] * me[ 0 ] + me[ 1 ] * me[ 8 ];
  2476. te[ 8 ] = me[ 5 ] * me[ 0 ] - me[ 1 ] * me[ 4 ];
  2477. var det = me[ 0 ] * te[ 0 ] + me[ 1 ] * te[ 3 ] + me[ 2 ] * te[ 6 ];
  2478. // no inverse
  2479. if ( det === 0 ) {
  2480. var msg = "Matrix3.getInverse(): can't invert matrix, determinant is 0";
  2481. if ( throwOnInvertible || false ) {
  2482. throw new Error( msg );
  2483. } else {
  2484. console.warn( msg );
  2485. }
  2486. this.identity();
  2487. return this;
  2488. }
  2489. this.multiplyScalar( 1.0 / det );
  2490. return this;
  2491. },
  2492. transpose: function () {
  2493. var tmp, m = this.elements;
  2494. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  2495. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  2496. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  2497. return this;
  2498. },
  2499. flattenToArrayOffset: function ( array, offset ) {
  2500. var te = this.elements;
  2501. array[ offset ] = te[ 0 ];
  2502. array[ offset + 1 ] = te[ 1 ];
  2503. array[ offset + 2 ] = te[ 2 ];
  2504. array[ offset + 3 ] = te[ 3 ];
  2505. array[ offset + 4 ] = te[ 4 ];
  2506. array[ offset + 5 ] = te[ 5 ];
  2507. array[ offset + 6 ] = te[ 6 ];
  2508. array[ offset + 7 ] = te[ 7 ];
  2509. array[ offset + 8 ] = te[ 8 ];
  2510. return array;
  2511. },
  2512. getNormalMatrix: function ( m ) {
  2513. // input: THREE.Matrix4
  2514. this.getInverse( m ).transpose();
  2515. return this;
  2516. },
  2517. transposeIntoArray: function ( r ) {
  2518. var m = this.elements;
  2519. r[ 0 ] = m[ 0 ];
  2520. r[ 1 ] = m[ 3 ];
  2521. r[ 2 ] = m[ 6 ];
  2522. r[ 3 ] = m[ 1 ];
  2523. r[ 4 ] = m[ 4 ];
  2524. r[ 5 ] = m[ 7 ];
  2525. r[ 6 ] = m[ 2 ];
  2526. r[ 7 ] = m[ 5 ];
  2527. r[ 8 ] = m[ 8 ];
  2528. return this;
  2529. },
  2530. fromArray: function ( array ) {
  2531. this.elements.set( array );
  2532. return this;
  2533. },
  2534. toArray: function () {
  2535. var te = this.elements;
  2536. return [
  2537. te[ 0 ], te[ 1 ], te[ 2 ],
  2538. te[ 3 ], te[ 4 ], te[ 5 ],
  2539. te[ 6 ], te[ 7 ], te[ 8 ]
  2540. ];
  2541. },
  2542. clone: function () {
  2543. return new THREE.Matrix3().fromArray( this.elements );
  2544. }
  2545. };
  2546. // File:src/math/Matrix4.js
  2547. /**
  2548. * @author mrdoob / http://mrdoob.com/
  2549. * @author supereggbert / http://www.paulbrunt.co.uk/
  2550. * @author philogb / http://blog.thejit.org/
  2551. * @author jordi_ros / http://plattsoft.com
  2552. * @author D1plo1d / http://github.com/D1plo1d
  2553. * @author alteredq / http://alteredqualia.com/
  2554. * @author mikael emtinger / http://gomo.se/
  2555. * @author timknip / http://www.floorplanner.com/
  2556. * @author bhouston / http://exocortex.com
  2557. * @author WestLangley / http://github.com/WestLangley
  2558. */
  2559. THREE.Matrix4 = function () {
  2560. this.elements = new Float32Array( [
  2561. 1, 0, 0, 0,
  2562. 0, 1, 0, 0,
  2563. 0, 0, 1, 0,
  2564. 0, 0, 0, 1
  2565. ] );
  2566. if ( arguments.length > 0 ) {
  2567. console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
  2568. }
  2569. };
  2570. THREE.Matrix4.prototype = {
  2571. constructor: THREE.Matrix4,
  2572. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  2573. var te = this.elements;
  2574. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  2575. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  2576. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  2577. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  2578. return this;
  2579. },
  2580. identity: function () {
  2581. this.set(
  2582. 1, 0, 0, 0,
  2583. 0, 1, 0, 0,
  2584. 0, 0, 1, 0,
  2585. 0, 0, 0, 1
  2586. );
  2587. return this;
  2588. },
  2589. copy: function ( m ) {
  2590. this.elements.set( m.elements );
  2591. return this;
  2592. },
  2593. extractPosition: function ( m ) {
  2594. console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
  2595. return this.copyPosition( m );
  2596. },
  2597. copyPosition: function ( m ) {
  2598. var te = this.elements;
  2599. var me = m.elements;
  2600. te[ 12 ] = me[ 12 ];
  2601. te[ 13 ] = me[ 13 ];
  2602. te[ 14 ] = me[ 14 ];
  2603. return this;
  2604. },
  2605. extractRotation: function () {
  2606. var v1 = new THREE.Vector3();
  2607. return function ( m ) {
  2608. var te = this.elements;
  2609. var me = m.elements;
  2610. var scaleX = 1 / v1.set( me[ 0 ], me[ 1 ], me[ 2 ] ).length();
  2611. var scaleY = 1 / v1.set( me[ 4 ], me[ 5 ], me[ 6 ] ).length();
  2612. var scaleZ = 1 / v1.set( me[ 8 ], me[ 9 ], me[ 10 ] ).length();
  2613. te[ 0 ] = me[ 0 ] * scaleX;
  2614. te[ 1 ] = me[ 1 ] * scaleX;
  2615. te[ 2 ] = me[ 2 ] * scaleX;
  2616. te[ 4 ] = me[ 4 ] * scaleY;
  2617. te[ 5 ] = me[ 5 ] * scaleY;
  2618. te[ 6 ] = me[ 6 ] * scaleY;
  2619. te[ 8 ] = me[ 8 ] * scaleZ;
  2620. te[ 9 ] = me[ 9 ] * scaleZ;
  2621. te[ 10 ] = me[ 10 ] * scaleZ;
  2622. return this;
  2623. };
  2624. }(),
  2625. makeRotationFromEuler: function ( euler ) {
  2626. if ( euler instanceof THREE.Euler === false ) {
  2627. console.error( 'THREE.Matrix: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  2628. }
  2629. var te = this.elements;
  2630. var x = euler.x, y = euler.y, z = euler.z;
  2631. var a = Math.cos( x ), b = Math.sin( x );
  2632. var c = Math.cos( y ), d = Math.sin( y );
  2633. var e = Math.cos( z ), f = Math.sin( z );
  2634. if ( euler.order === 'XYZ' ) {
  2635. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2636. te[ 0 ] = c * e;
  2637. te[ 4 ] = - c * f;
  2638. te[ 8 ] = d;
  2639. te[ 1 ] = af + be * d;
  2640. te[ 5 ] = ae - bf * d;
  2641. te[ 9 ] = - b * c;
  2642. te[ 2 ] = bf - ae * d;
  2643. te[ 6 ] = be + af * d;
  2644. te[ 10 ] = a * c;
  2645. } else if ( euler.order === 'YXZ' ) {
  2646. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2647. te[ 0 ] = ce + df * b;
  2648. te[ 4 ] = de * b - cf;
  2649. te[ 8 ] = a * d;
  2650. te[ 1 ] = a * f;
  2651. te[ 5 ] = a * e;
  2652. te[ 9 ] = - b;
  2653. te[ 2 ] = cf * b - de;
  2654. te[ 6 ] = df + ce * b;
  2655. te[ 10 ] = a * c;
  2656. } else if ( euler.order === 'ZXY' ) {
  2657. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2658. te[ 0 ] = ce - df * b;
  2659. te[ 4 ] = - a * f;
  2660. te[ 8 ] = de + cf * b;
  2661. te[ 1 ] = cf + de * b;
  2662. te[ 5 ] = a * e;
  2663. te[ 9 ] = df - ce * b;
  2664. te[ 2 ] = - a * d;
  2665. te[ 6 ] = b;
  2666. te[ 10 ] = a * c;
  2667. } else if ( euler.order === 'ZYX' ) {
  2668. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2669. te[ 0 ] = c * e;
  2670. te[ 4 ] = be * d - af;
  2671. te[ 8 ] = ae * d + bf;
  2672. te[ 1 ] = c * f;
  2673. te[ 5 ] = bf * d + ae;
  2674. te[ 9 ] = af * d - be;
  2675. te[ 2 ] = - d;
  2676. te[ 6 ] = b * c;
  2677. te[ 10 ] = a * c;
  2678. } else if ( euler.order === 'YZX' ) {
  2679. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2680. te[ 0 ] = c * e;
  2681. te[ 4 ] = bd - ac * f;
  2682. te[ 8 ] = bc * f + ad;
  2683. te[ 1 ] = f;
  2684. te[ 5 ] = a * e;
  2685. te[ 9 ] = - b * e;
  2686. te[ 2 ] = - d * e;
  2687. te[ 6 ] = ad * f + bc;
  2688. te[ 10 ] = ac - bd * f;
  2689. } else if ( euler.order === 'XZY' ) {
  2690. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2691. te[ 0 ] = c * e;
  2692. te[ 4 ] = - f;
  2693. te[ 8 ] = d * e;
  2694. te[ 1 ] = ac * f + bd;
  2695. te[ 5 ] = a * e;
  2696. te[ 9 ] = ad * f - bc;
  2697. te[ 2 ] = bc * f - ad;
  2698. te[ 6 ] = b * e;
  2699. te[ 10 ] = bd * f + ac;
  2700. }
  2701. // last column
  2702. te[ 3 ] = 0;
  2703. te[ 7 ] = 0;
  2704. te[ 11 ] = 0;
  2705. // bottom row
  2706. te[ 12 ] = 0;
  2707. te[ 13 ] = 0;
  2708. te[ 14 ] = 0;
  2709. te[ 15 ] = 1;
  2710. return this;
  2711. },
  2712. setRotationFromQuaternion: function ( q ) {
  2713. console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
  2714. return this.makeRotationFromQuaternion( q );
  2715. },
  2716. makeRotationFromQuaternion: function ( q ) {
  2717. var te = this.elements;
  2718. var x = q.x, y = q.y, z = q.z, w = q.w;
  2719. var x2 = x + x, y2 = y + y, z2 = z + z;
  2720. var xx = x * x2, xy = x * y2, xz = x * z2;
  2721. var yy = y * y2, yz = y * z2, zz = z * z2;
  2722. var wx = w * x2, wy = w * y2, wz = w * z2;
  2723. te[ 0 ] = 1 - ( yy + zz );
  2724. te[ 4 ] = xy - wz;
  2725. te[ 8 ] = xz + wy;
  2726. te[ 1 ] = xy + wz;
  2727. te[ 5 ] = 1 - ( xx + zz );
  2728. te[ 9 ] = yz - wx;
  2729. te[ 2 ] = xz - wy;
  2730. te[ 6 ] = yz + wx;
  2731. te[ 10 ] = 1 - ( xx + yy );
  2732. // last column
  2733. te[ 3 ] = 0;
  2734. te[ 7 ] = 0;
  2735. te[ 11 ] = 0;
  2736. // bottom row
  2737. te[ 12 ] = 0;
  2738. te[ 13 ] = 0;
  2739. te[ 14 ] = 0;
  2740. te[ 15 ] = 1;
  2741. return this;
  2742. },
  2743. lookAt: function () {
  2744. var x = new THREE.Vector3();
  2745. var y = new THREE.Vector3();
  2746. var z = new THREE.Vector3();
  2747. return function ( eye, target, up ) {
  2748. var te = this.elements;
  2749. z.subVectors( eye, target ).normalize();
  2750. if ( z.length() === 0 ) {
  2751. z.z = 1;
  2752. }
  2753. x.crossVectors( up, z ).normalize();
  2754. if ( x.length() === 0 ) {
  2755. z.x += 0.0001;
  2756. x.crossVectors( up, z ).normalize();
  2757. }
  2758. y.crossVectors( z, x );
  2759. te[ 0 ] = x.x; te[ 4 ] = y.x; te[ 8 ] = z.x;
  2760. te[ 1 ] = x.y; te[ 5 ] = y.y; te[ 9 ] = z.y;
  2761. te[ 2 ] = x.z; te[ 6 ] = y.z; te[ 10 ] = z.z;
  2762. return this;
  2763. };
  2764. }(),
  2765. multiply: function ( m, n ) {
  2766. if ( n !== undefined ) {
  2767. console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  2768. return this.multiplyMatrices( m, n );
  2769. }
  2770. return this.multiplyMatrices( this, m );
  2771. },
  2772. multiplyMatrices: function ( a, b ) {
  2773. var ae = a.elements;
  2774. var be = b.elements;
  2775. var te = this.elements;
  2776. var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  2777. var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  2778. var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  2779. var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  2780. var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  2781. var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  2782. var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  2783. var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  2784. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  2785. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  2786. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  2787. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  2788. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  2789. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  2790. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  2791. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  2792. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  2793. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  2794. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  2795. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  2796. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  2797. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  2798. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  2799. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  2800. return this;
  2801. },
  2802. multiplyToArray: function ( a, b, r ) {
  2803. var te = this.elements;
  2804. this.multiplyMatrices( a, b );
  2805. r[ 0 ] = te[ 0 ]; r[ 1 ] = te[ 1 ]; r[ 2 ] = te[ 2 ]; r[ 3 ] = te[ 3 ];
  2806. r[ 4 ] = te[ 4 ]; r[ 5 ] = te[ 5 ]; r[ 6 ] = te[ 6 ]; r[ 7 ] = te[ 7 ];
  2807. r[ 8 ] = te[ 8 ]; r[ 9 ] = te[ 9 ]; r[ 10 ] = te[ 10 ]; r[ 11 ] = te[ 11 ];
  2808. r[ 12 ] = te[ 12 ]; r[ 13 ] = te[ 13 ]; r[ 14 ] = te[ 14 ]; r[ 15 ] = te[ 15 ];
  2809. return this;
  2810. },
  2811. multiplyScalar: function ( s ) {
  2812. var te = this.elements;
  2813. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  2814. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  2815. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  2816. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  2817. return this;
  2818. },
  2819. multiplyVector3: function ( vector ) {
  2820. console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) or vector.applyProjection( matrix ) instead.' );
  2821. return vector.applyProjection( this );
  2822. },
  2823. multiplyVector4: function ( vector ) {
  2824. console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  2825. return vector.applyMatrix4( this );
  2826. },
  2827. multiplyVector3Array: function ( a ) {
  2828. console.warn( 'THREE.Matrix4: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' );
  2829. return this.applyToVector3Array( a );
  2830. },
  2831. applyToVector3Array: function () {
  2832. var v1 = new THREE.Vector3();
  2833. return function ( array, offset, length ) {
  2834. if ( offset === undefined ) offset = 0;
  2835. if ( length === undefined ) length = array.length;
  2836. for ( var i = 0, j = offset, il; i < length; i += 3, j += 3 ) {
  2837. v1.x = array[ j ];
  2838. v1.y = array[ j + 1 ];
  2839. v1.z = array[ j + 2 ];
  2840. v1.applyMatrix4( this );
  2841. array[ j ] = v1.x;
  2842. array[ j + 1 ] = v1.y;
  2843. array[ j + 2 ] = v1.z;
  2844. }
  2845. return array;
  2846. };
  2847. }(),
  2848. rotateAxis: function ( v ) {
  2849. console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  2850. v.transformDirection( this );
  2851. },
  2852. crossVector: function ( vector ) {
  2853. console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  2854. return vector.applyMatrix4( this );
  2855. },
  2856. determinant: function () {
  2857. var te = this.elements;
  2858. var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  2859. var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  2860. var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  2861. var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  2862. //TODO: make this more efficient
  2863. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  2864. return (
  2865. n41 * (
  2866. + n14 * n23 * n32
  2867. - n13 * n24 * n32
  2868. - n14 * n22 * n33
  2869. + n12 * n24 * n33
  2870. + n13 * n22 * n34
  2871. - n12 * n23 * n34
  2872. ) +
  2873. n42 * (
  2874. + n11 * n23 * n34
  2875. - n11 * n24 * n33
  2876. + n14 * n21 * n33
  2877. - n13 * n21 * n34
  2878. + n13 * n24 * n31
  2879. - n14 * n23 * n31
  2880. ) +
  2881. n43 * (
  2882. + n11 * n24 * n32
  2883. - n11 * n22 * n34
  2884. - n14 * n21 * n32
  2885. + n12 * n21 * n34
  2886. + n14 * n22 * n31
  2887. - n12 * n24 * n31
  2888. ) +
  2889. n44 * (
  2890. - n13 * n22 * n31
  2891. - n11 * n23 * n32
  2892. + n11 * n22 * n33
  2893. + n13 * n21 * n32
  2894. - n12 * n21 * n33
  2895. + n12 * n23 * n31
  2896. )
  2897. );
  2898. },
  2899. transpose: function () {
  2900. var te = this.elements;
  2901. var tmp;
  2902. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  2903. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  2904. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  2905. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  2906. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  2907. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  2908. return this;
  2909. },
  2910. flattenToArrayOffset: function ( array, offset ) {
  2911. var te = this.elements;
  2912. array[ offset ] = te[ 0 ];
  2913. array[ offset + 1 ] = te[ 1 ];
  2914. array[ offset + 2 ] = te[ 2 ];
  2915. array[ offset + 3 ] = te[ 3 ];
  2916. array[ offset + 4 ] = te[ 4 ];
  2917. array[ offset + 5 ] = te[ 5 ];
  2918. array[ offset + 6 ] = te[ 6 ];
  2919. array[ offset + 7 ] = te[ 7 ];
  2920. array[ offset + 8 ] = te[ 8 ];
  2921. array[ offset + 9 ] = te[ 9 ];
  2922. array[ offset + 10 ] = te[ 10 ];
  2923. array[ offset + 11 ] = te[ 11 ];
  2924. array[ offset + 12 ] = te[ 12 ];
  2925. array[ offset + 13 ] = te[ 13 ];
  2926. array[ offset + 14 ] = te[ 14 ];
  2927. array[ offset + 15 ] = te[ 15 ];
  2928. return array;
  2929. },
  2930. getPosition: function () {
  2931. var v1 = new THREE.Vector3();
  2932. return function () {
  2933. console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  2934. var te = this.elements;
  2935. return v1.set( te[ 12 ], te[ 13 ], te[ 14 ] );
  2936. };
  2937. }(),
  2938. setPosition: function ( v ) {
  2939. var te = this.elements;
  2940. te[ 12 ] = v.x;
  2941. te[ 13 ] = v.y;
  2942. te[ 14 ] = v.z;
  2943. return this;
  2944. },
  2945. getInverse: function ( m, throwOnInvertible ) {
  2946. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  2947. var te = this.elements;
  2948. var me = m.elements;
  2949. var n11 = me[ 0 ], n12 = me[ 4 ], n13 = me[ 8 ], n14 = me[ 12 ];
  2950. var n21 = me[ 1 ], n22 = me[ 5 ], n23 = me[ 9 ], n24 = me[ 13 ];
  2951. var n31 = me[ 2 ], n32 = me[ 6 ], n33 = me[ 10 ], n34 = me[ 14 ];
  2952. var n41 = me[ 3 ], n42 = me[ 7 ], n43 = me[ 11 ], n44 = me[ 15 ];
  2953. te[ 0 ] = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44;
  2954. te[ 4 ] = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44;
  2955. te[ 8 ] = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44;
  2956. te[ 12 ] = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  2957. te[ 1 ] = n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44;
  2958. te[ 5 ] = n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44;
  2959. te[ 9 ] = n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44;
  2960. te[ 13 ] = n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34;
  2961. te[ 2 ] = n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44;
  2962. te[ 6 ] = n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44;
  2963. te[ 10 ] = n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44;
  2964. te[ 14 ] = n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34;
  2965. te[ 3 ] = n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43;
  2966. te[ 7 ] = n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43;
  2967. te[ 11 ] = n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43;
  2968. te[ 15 ] = n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33;
  2969. var det = n11 * te[ 0 ] + n21 * te[ 4 ] + n31 * te[ 8 ] + n41 * te[ 12 ];
  2970. if ( det == 0 ) {
  2971. var msg = "Matrix4.getInverse(): can't invert matrix, determinant is 0";
  2972. if ( throwOnInvertible || false ) {
  2973. throw new Error( msg );
  2974. } else {
  2975. console.warn( msg );
  2976. }
  2977. this.identity();
  2978. return this;
  2979. }
  2980. this.multiplyScalar( 1 / det );
  2981. return this;
  2982. },
  2983. translate: function ( v ) {
  2984. console.warn( 'THREE.Matrix4: .translate() has been removed.' );
  2985. },
  2986. rotateX: function ( angle ) {
  2987. console.warn( 'THREE.Matrix4: .rotateX() has been removed.' );
  2988. },
  2989. rotateY: function ( angle ) {
  2990. console.warn( 'THREE.Matrix4: .rotateY() has been removed.' );
  2991. },
  2992. rotateZ: function ( angle ) {
  2993. console.warn( 'THREE.Matrix4: .rotateZ() has been removed.' );
  2994. },
  2995. rotateByAxis: function ( axis, angle ) {
  2996. console.warn( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
  2997. },
  2998. scale: function ( v ) {
  2999. var te = this.elements;
  3000. var x = v.x, y = v.y, z = v.z;
  3001. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  3002. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  3003. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  3004. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  3005. return this;
  3006. },
  3007. getMaxScaleOnAxis: function () {
  3008. var te = this.elements;
  3009. var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  3010. var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  3011. var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  3012. return Math.sqrt( Math.max( scaleXSq, Math.max( scaleYSq, scaleZSq ) ) );
  3013. },
  3014. makeTranslation: function ( x, y, z ) {
  3015. this.set(
  3016. 1, 0, 0, x,
  3017. 0, 1, 0, y,
  3018. 0, 0, 1, z,
  3019. 0, 0, 0, 1
  3020. );
  3021. return this;
  3022. },
  3023. makeRotationX: function ( theta ) {
  3024. var c = Math.cos( theta ), s = Math.sin( theta );
  3025. this.set(
  3026. 1, 0, 0, 0,
  3027. 0, c, - s, 0,
  3028. 0, s, c, 0,
  3029. 0, 0, 0, 1
  3030. );
  3031. return this;
  3032. },
  3033. makeRotationY: function ( theta ) {
  3034. var c = Math.cos( theta ), s = Math.sin( theta );
  3035. this.set(
  3036. c, 0, s, 0,
  3037. 0, 1, 0, 0,
  3038. - s, 0, c, 0,
  3039. 0, 0, 0, 1
  3040. );
  3041. return this;
  3042. },
  3043. makeRotationZ: function ( theta ) {
  3044. var c = Math.cos( theta ), s = Math.sin( theta );
  3045. this.set(
  3046. c, - s, 0, 0,
  3047. s, c, 0, 0,
  3048. 0, 0, 1, 0,
  3049. 0, 0, 0, 1
  3050. );
  3051. return this;
  3052. },
  3053. makeRotationAxis: function ( axis, angle ) {
  3054. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  3055. var c = Math.cos( angle );
  3056. var s = Math.sin( angle );
  3057. var t = 1 - c;
  3058. var x = axis.x, y = axis.y, z = axis.z;
  3059. var tx = t * x, ty = t * y;
  3060. this.set(
  3061. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  3062. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  3063. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  3064. 0, 0, 0, 1
  3065. );
  3066. return this;
  3067. },
  3068. makeScale: function ( x, y, z ) {
  3069. this.set(
  3070. x, 0, 0, 0,
  3071. 0, y, 0, 0,
  3072. 0, 0, z, 0,
  3073. 0, 0, 0, 1
  3074. );
  3075. return this;
  3076. },
  3077. compose: function ( position, quaternion, scale ) {
  3078. this.makeRotationFromQuaternion( quaternion );
  3079. this.scale( scale );
  3080. this.setPosition( position );
  3081. return this;
  3082. },
  3083. decompose: function () {
  3084. var vector = new THREE.Vector3();
  3085. var matrix = new THREE.Matrix4();
  3086. return function ( position, quaternion, scale ) {
  3087. var te = this.elements;
  3088. var sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  3089. var sy = vector.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  3090. var sz = vector.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  3091. // if determine is negative, we need to invert one scale
  3092. var det = this.determinant();
  3093. if ( det < 0 ) {
  3094. sx = - sx;
  3095. }
  3096. position.x = te[ 12 ];
  3097. position.y = te[ 13 ];
  3098. position.z = te[ 14 ];
  3099. // scale the rotation part
  3100. matrix.elements.set( this.elements ); // at this point matrix is incomplete so we can't use .copy()
  3101. var invSX = 1 / sx;
  3102. var invSY = 1 / sy;
  3103. var invSZ = 1 / sz;
  3104. matrix.elements[ 0 ] *= invSX;
  3105. matrix.elements[ 1 ] *= invSX;
  3106. matrix.elements[ 2 ] *= invSX;
  3107. matrix.elements[ 4 ] *= invSY;
  3108. matrix.elements[ 5 ] *= invSY;
  3109. matrix.elements[ 6 ] *= invSY;
  3110. matrix.elements[ 8 ] *= invSZ;
  3111. matrix.elements[ 9 ] *= invSZ;
  3112. matrix.elements[ 10 ] *= invSZ;
  3113. quaternion.setFromRotationMatrix( matrix );
  3114. scale.x = sx;
  3115. scale.y = sy;
  3116. scale.z = sz;
  3117. return this;
  3118. };
  3119. }(),
  3120. makeFrustum: function ( left, right, bottom, top, near, far ) {
  3121. var te = this.elements;
  3122. var x = 2 * near / ( right - left );
  3123. var y = 2 * near / ( top - bottom );
  3124. var a = ( right + left ) / ( right - left );
  3125. var b = ( top + bottom ) / ( top - bottom );
  3126. var c = - ( far + near ) / ( far - near );
  3127. var d = - 2 * far * near / ( far - near );
  3128. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  3129. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  3130. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  3131. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  3132. return this;
  3133. },
  3134. makePerspective: function ( fov, aspect, near, far ) {
  3135. var ymax = near * Math.tan( THREE.Math.degToRad( fov * 0.5 ) );
  3136. var ymin = - ymax;
  3137. var xmin = ymin * aspect;
  3138. var xmax = ymax * aspect;
  3139. return this.makeFrustum( xmin, xmax, ymin, ymax, near, far );
  3140. },
  3141. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  3142. var te = this.elements;
  3143. var w = right - left;
  3144. var h = top - bottom;
  3145. var p = far - near;
  3146. var x = ( right + left ) / w;
  3147. var y = ( top + bottom ) / h;
  3148. var z = ( far + near ) / p;
  3149. te[ 0 ] = 2 / w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  3150. te[ 1 ] = 0; te[ 5 ] = 2 / h; te[ 9 ] = 0; te[ 13 ] = - y;
  3151. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 / p; te[ 14 ] = - z;
  3152. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  3153. return this;
  3154. },
  3155. fromArray: function ( array ) {
  3156. this.elements.set( array );
  3157. return this;
  3158. },
  3159. toArray: function () {
  3160. var te = this.elements;
  3161. return [
  3162. te[ 0 ], te[ 1 ], te[ 2 ], te[ 3 ],
  3163. te[ 4 ], te[ 5 ], te[ 6 ], te[ 7 ],
  3164. te[ 8 ], te[ 9 ], te[ 10 ], te[ 11 ],
  3165. te[ 12 ], te[ 13 ], te[ 14 ], te[ 15 ]
  3166. ];
  3167. },
  3168. clone: function () {
  3169. return new THREE.Matrix4().fromArray( this.elements );
  3170. }
  3171. };
  3172. // File:src/math/Ray.js
  3173. /**
  3174. * @author bhouston / http://exocortex.com
  3175. */
  3176. THREE.Ray = function ( origin, direction ) {
  3177. this.origin = ( origin !== undefined ) ? origin : new THREE.Vector3();
  3178. this.direction = ( direction !== undefined ) ? direction : new THREE.Vector3();
  3179. };
  3180. THREE.Ray.prototype = {
  3181. constructor: THREE.Ray,
  3182. set: function ( origin, direction ) {
  3183. this.origin.copy( origin );
  3184. this.direction.copy( direction );
  3185. return this;
  3186. },
  3187. copy: function ( ray ) {
  3188. this.origin.copy( ray.origin );
  3189. this.direction.copy( ray.direction );
  3190. return this;
  3191. },
  3192. at: function ( t, optionalTarget ) {
  3193. var result = optionalTarget || new THREE.Vector3();
  3194. return result.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  3195. },
  3196. recast: function () {
  3197. var v1 = new THREE.Vector3();
  3198. return function ( t ) {
  3199. this.origin.copy( this.at( t, v1 ) );
  3200. return this;
  3201. };
  3202. }(),
  3203. closestPointToPoint: function ( point, optionalTarget ) {
  3204. var result = optionalTarget || new THREE.Vector3();
  3205. result.subVectors( point, this.origin );
  3206. var directionDistance = result.dot( this.direction );
  3207. if ( directionDistance < 0 ) {
  3208. return result.copy( this.origin );
  3209. }
  3210. return result.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  3211. },
  3212. distanceToPoint: function () {
  3213. var v1 = new THREE.Vector3();
  3214. return function ( point ) {
  3215. var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction );
  3216. // point behind the ray
  3217. if ( directionDistance < 0 ) {
  3218. return this.origin.distanceTo( point );
  3219. }
  3220. v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  3221. return v1.distanceTo( point );
  3222. };
  3223. }(),
  3224. distanceSqToSegment: function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  3225. // from http://www.geometrictools.com/LibMathematics/Distance/Wm5DistRay3Segment3.cpp
  3226. // It returns the min distance between the ray and the segment
  3227. // defined by v0 and v1
  3228. // It can also set two optional targets :
  3229. // - The closest point on the ray
  3230. // - The closest point on the segment
  3231. var segCenter = v0.clone().add( v1 ).multiplyScalar( 0.5 );
  3232. var segDir = v1.clone().sub( v0 ).normalize();
  3233. var segExtent = v0.distanceTo( v1 ) * 0.5;
  3234. var diff = this.origin.clone().sub( segCenter );
  3235. var a01 = - this.direction.dot( segDir );
  3236. var b0 = diff.dot( this.direction );
  3237. var b1 = - diff.dot( segDir );
  3238. var c = diff.lengthSq();
  3239. var det = Math.abs( 1 - a01 * a01 );
  3240. var s0, s1, sqrDist, extDet;
  3241. if ( det > 0 ) {
  3242. // The ray and segment are not parallel.
  3243. s0 = a01 * b1 - b0;
  3244. s1 = a01 * b0 - b1;
  3245. extDet = segExtent * det;
  3246. if ( s0 >= 0 ) {
  3247. if ( s1 >= - extDet ) {
  3248. if ( s1 <= extDet ) {
  3249. // region 0
  3250. // Minimum at interior points of ray and segment.
  3251. var invDet = 1 / det;
  3252. s0 *= invDet;
  3253. s1 *= invDet;
  3254. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  3255. } else {
  3256. // region 1
  3257. s1 = segExtent;
  3258. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  3259. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  3260. }
  3261. } else {
  3262. // region 5
  3263. s1 = - segExtent;
  3264. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  3265. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  3266. }
  3267. } else {
  3268. if ( s1 <= - extDet ) {
  3269. // region 4
  3270. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  3271. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  3272. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  3273. } else if ( s1 <= extDet ) {
  3274. // region 3
  3275. s0 = 0;
  3276. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  3277. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  3278. } else {
  3279. // region 2
  3280. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  3281. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  3282. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  3283. }
  3284. }
  3285. } else {
  3286. // Ray and segment are parallel.
  3287. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  3288. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  3289. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  3290. }
  3291. if ( optionalPointOnRay ) {
  3292. optionalPointOnRay.copy( this.direction.clone().multiplyScalar( s0 ).add( this.origin ) );
  3293. }
  3294. if ( optionalPointOnSegment ) {
  3295. optionalPointOnSegment.copy( segDir.clone().multiplyScalar( s1 ).add( segCenter ) );
  3296. }
  3297. return sqrDist;
  3298. },
  3299. isIntersectionSphere: function ( sphere ) {
  3300. return this.distanceToPoint( sphere.center ) <= sphere.radius;
  3301. },
  3302. intersectSphere: function () {
  3303. // from http://www.scratchapixel.com/lessons/3d-basic-lessons/lesson-7-intersecting-simple-shapes/ray-sphere-intersection/
  3304. var v1 = new THREE.Vector3();
  3305. return function ( sphere, optionalTarget ) {
  3306. v1.subVectors( sphere.center, this.origin );
  3307. var tca = v1.dot( this.direction );
  3308. var d2 = v1.dot( v1 ) - tca * tca;
  3309. var radius2 = sphere.radius * sphere.radius;
  3310. if ( d2 > radius2 ) return null;
  3311. var thc = Math.sqrt( radius2 - d2 );
  3312. // t0 = first intersect point - entrance on front of sphere
  3313. var t0 = tca - thc;
  3314. // t1 = second intersect point - exit point on back of sphere
  3315. var t1 = tca + thc;
  3316. // test to see if both t0 and t1 are behind the ray - if so, return null
  3317. if ( t0 < 0 && t1 < 0 ) return null;
  3318. // test to see if t0 is behind the ray:
  3319. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  3320. // in order to always return an intersect point that is in front of the ray.
  3321. if ( t0 < 0 ) return this.at( t1, optionalTarget );
  3322. // else t0 is in front of the ray, so return the first collision point scaled by t0
  3323. return this.at( t0, optionalTarget );
  3324. }
  3325. }(),
  3326. isIntersectionPlane: function ( plane ) {
  3327. // check if the ray lies on the plane first
  3328. var distToPoint = plane.distanceToPoint( this.origin );
  3329. if ( distToPoint === 0 ) {
  3330. return true;
  3331. }
  3332. var denominator = plane.normal.dot( this.direction );
  3333. if ( denominator * distToPoint < 0 ) {
  3334. return true;
  3335. }
  3336. // ray origin is behind the plane (and is pointing behind it)
  3337. return false;
  3338. },
  3339. distanceToPlane: function ( plane ) {
  3340. var denominator = plane.normal.dot( this.direction );
  3341. if ( denominator == 0 ) {
  3342. // line is coplanar, return origin
  3343. if ( plane.distanceToPoint( this.origin ) == 0 ) {
  3344. return 0;
  3345. }
  3346. // Null is preferable to undefined since undefined means.... it is undefined
  3347. return null;
  3348. }
  3349. var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  3350. // Return if the ray never intersects the plane
  3351. return t >= 0 ? t : null;
  3352. },
  3353. intersectPlane: function ( plane, optionalTarget ) {
  3354. var t = this.distanceToPlane( plane );
  3355. if ( t === null ) {
  3356. return null;
  3357. }
  3358. return this.at( t, optionalTarget );
  3359. },
  3360. isIntersectionBox: function () {
  3361. var v = new THREE.Vector3();
  3362. return function ( box ) {
  3363. return this.intersectBox( box, v ) !== null;
  3364. };
  3365. }(),
  3366. intersectBox: function ( box , optionalTarget ) {
  3367. // http://www.scratchapixel.com/lessons/3d-basic-lessons/lesson-7-intersecting-simple-shapes/ray-box-intersection/
  3368. var tmin,tmax,tymin,tymax,tzmin,tzmax;
  3369. var invdirx = 1 / this.direction.x,
  3370. invdiry = 1 / this.direction.y,
  3371. invdirz = 1 / this.direction.z;
  3372. var origin = this.origin;
  3373. if ( invdirx >= 0 ) {
  3374. tmin = ( box.min.x - origin.x ) * invdirx;
  3375. tmax = ( box.max.x - origin.x ) * invdirx;
  3376. } else {
  3377. tmin = ( box.max.x - origin.x ) * invdirx;
  3378. tmax = ( box.min.x - origin.x ) * invdirx;
  3379. }
  3380. if ( invdiry >= 0 ) {
  3381. tymin = ( box.min.y - origin.y ) * invdiry;
  3382. tymax = ( box.max.y - origin.y ) * invdiry;
  3383. } else {
  3384. tymin = ( box.max.y - origin.y ) * invdiry;
  3385. tymax = ( box.min.y - origin.y ) * invdiry;
  3386. }
  3387. if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
  3388. // These lines also handle the case where tmin or tmax is NaN
  3389. // (result of 0 * Infinity). x !== x returns true if x is NaN
  3390. if ( tymin > tmin || tmin !== tmin ) tmin = tymin;
  3391. if ( tymax < tmax || tmax !== tmax ) tmax = tymax;
  3392. if ( invdirz >= 0 ) {
  3393. tzmin = ( box.min.z - origin.z ) * invdirz;
  3394. tzmax = ( box.max.z - origin.z ) * invdirz;
  3395. } else {
  3396. tzmin = ( box.max.z - origin.z ) * invdirz;
  3397. tzmax = ( box.min.z - origin.z ) * invdirz;
  3398. }
  3399. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
  3400. if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
  3401. if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
  3402. //return point closest to the ray (positive side)
  3403. if ( tmax < 0 ) return null;
  3404. return this.at( tmin >= 0 ? tmin : tmax, optionalTarget );
  3405. },
  3406. intersectTriangle: function () {
  3407. // Compute the offset origin, edges, and normal.
  3408. var diff = new THREE.Vector3();
  3409. var edge1 = new THREE.Vector3();
  3410. var edge2 = new THREE.Vector3();
  3411. var normal = new THREE.Vector3();
  3412. return function ( a, b, c, backfaceCulling, optionalTarget ) {
  3413. // from http://www.geometrictools.com/LibMathematics/Intersection/Wm5IntrRay3Triangle3.cpp
  3414. edge1.subVectors( b, a );
  3415. edge2.subVectors( c, a );
  3416. normal.crossVectors( edge1, edge2 );
  3417. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  3418. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  3419. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  3420. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  3421. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  3422. var DdN = this.direction.dot( normal );
  3423. var sign;
  3424. if ( DdN > 0 ) {
  3425. if ( backfaceCulling ) return null;
  3426. sign = 1;
  3427. } else if ( DdN < 0 ) {
  3428. sign = - 1;
  3429. DdN = - DdN;
  3430. } else {
  3431. return null;
  3432. }
  3433. diff.subVectors( this.origin, a );
  3434. var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) );
  3435. // b1 < 0, no intersection
  3436. if ( DdQxE2 < 0 ) {
  3437. return null;
  3438. }
  3439. var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) );
  3440. // b2 < 0, no intersection
  3441. if ( DdE1xQ < 0 ) {
  3442. return null;
  3443. }
  3444. // b1+b2 > 1, no intersection
  3445. if ( DdQxE2 + DdE1xQ > DdN ) {
  3446. return null;
  3447. }
  3448. // Line intersects triangle, check if ray does.
  3449. var QdN = - sign * diff.dot( normal );
  3450. // t < 0, no intersection
  3451. if ( QdN < 0 ) {
  3452. return null;
  3453. }
  3454. // Ray intersects triangle.
  3455. return this.at( QdN / DdN, optionalTarget );
  3456. };
  3457. }(),
  3458. applyMatrix4: function ( matrix4 ) {
  3459. this.direction.add( this.origin ).applyMatrix4( matrix4 );
  3460. this.origin.applyMatrix4( matrix4 );
  3461. this.direction.sub( this.origin );
  3462. this.direction.normalize();
  3463. return this;
  3464. },
  3465. equals: function ( ray ) {
  3466. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  3467. },
  3468. clone: function () {
  3469. return new THREE.Ray().copy( this );
  3470. }
  3471. };
  3472. // File:src/math/Sphere.js
  3473. /**
  3474. * @author bhouston / http://exocortex.com
  3475. * @author mrdoob / http://mrdoob.com/
  3476. */
  3477. THREE.Sphere = function ( center, radius ) {
  3478. this.center = ( center !== undefined ) ? center : new THREE.Vector3();
  3479. this.radius = ( radius !== undefined ) ? radius : 0;
  3480. };
  3481. THREE.Sphere.prototype = {
  3482. constructor: THREE.Sphere,
  3483. set: function ( center, radius ) {
  3484. this.center.copy( center );
  3485. this.radius = radius;
  3486. return this;
  3487. },
  3488. setFromPoints: function () {
  3489. var box = new THREE.Box3();
  3490. return function ( points, optionalCenter ) {
  3491. var center = this.center;
  3492. if ( optionalCenter !== undefined ) {
  3493. center.copy( optionalCenter );
  3494. } else {
  3495. box.setFromPoints( points ).center( center );
  3496. }
  3497. var maxRadiusSq = 0;
  3498. for ( var i = 0, il = points.length; i < il; i ++ ) {
  3499. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  3500. }
  3501. this.radius = Math.sqrt( maxRadiusSq );
  3502. return this;
  3503. };
  3504. }(),
  3505. copy: function ( sphere ) {
  3506. this.center.copy( sphere.center );
  3507. this.radius = sphere.radius;
  3508. return this;
  3509. },
  3510. empty: function () {
  3511. return ( this.radius <= 0 );
  3512. },
  3513. containsPoint: function ( point ) {
  3514. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  3515. },
  3516. distanceToPoint: function ( point ) {
  3517. return ( point.distanceTo( this.center ) - this.radius );
  3518. },
  3519. intersectsSphere: function ( sphere ) {
  3520. var radiusSum = this.radius + sphere.radius;
  3521. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  3522. },
  3523. clampPoint: function ( point, optionalTarget ) {
  3524. var deltaLengthSq = this.center.distanceToSquared( point );
  3525. var result = optionalTarget || new THREE.Vector3();
  3526. result.copy( point );
  3527. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  3528. result.sub( this.center ).normalize();
  3529. result.multiplyScalar( this.radius ).add( this.center );
  3530. }
  3531. return result;
  3532. },
  3533. getBoundingBox: function ( optionalTarget ) {
  3534. var box = optionalTarget || new THREE.Box3();
  3535. box.set( this.center, this.center );
  3536. box.expandByScalar( this.radius );
  3537. return box;
  3538. },
  3539. applyMatrix4: function ( matrix ) {
  3540. this.center.applyMatrix4( matrix );
  3541. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  3542. return this;
  3543. },
  3544. translate: function ( offset ) {
  3545. this.center.add( offset );
  3546. return this;
  3547. },
  3548. equals: function ( sphere ) {
  3549. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  3550. },
  3551. clone: function () {
  3552. return new THREE.Sphere().copy( this );
  3553. }
  3554. };
  3555. // File:src/math/Frustum.js
  3556. /**
  3557. * @author mrdoob / http://mrdoob.com/
  3558. * @author alteredq / http://alteredqualia.com/
  3559. * @author bhouston / http://exocortex.com
  3560. */
  3561. THREE.Frustum = function ( p0, p1, p2, p3, p4, p5 ) {
  3562. this.planes = [
  3563. ( p0 !== undefined ) ? p0 : new THREE.Plane(),
  3564. ( p1 !== undefined ) ? p1 : new THREE.Plane(),
  3565. ( p2 !== undefined ) ? p2 : new THREE.Plane(),
  3566. ( p3 !== undefined ) ? p3 : new THREE.Plane(),
  3567. ( p4 !== undefined ) ? p4 : new THREE.Plane(),
  3568. ( p5 !== undefined ) ? p5 : new THREE.Plane()
  3569. ];
  3570. };
  3571. THREE.Frustum.prototype = {
  3572. constructor: THREE.Frustum,
  3573. set: function ( p0, p1, p2, p3, p4, p5 ) {
  3574. var planes = this.planes;
  3575. planes[ 0 ].copy( p0 );
  3576. planes[ 1 ].copy( p1 );
  3577. planes[ 2 ].copy( p2 );
  3578. planes[ 3 ].copy( p3 );
  3579. planes[ 4 ].copy( p4 );
  3580. planes[ 5 ].copy( p5 );
  3581. return this;
  3582. },
  3583. copy: function ( frustum ) {
  3584. var planes = this.planes;
  3585. for ( var i = 0; i < 6; i ++ ) {
  3586. planes[ i ].copy( frustum.planes[ i ] );
  3587. }
  3588. return this;
  3589. },
  3590. setFromMatrix: function ( m ) {
  3591. var planes = this.planes;
  3592. var me = m.elements;
  3593. var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  3594. var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  3595. var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  3596. var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  3597. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  3598. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  3599. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  3600. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  3601. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  3602. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  3603. return this;
  3604. },
  3605. intersectsObject: function () {
  3606. var sphere = new THREE.Sphere();
  3607. return function ( object ) {
  3608. var geometry = object.geometry;
  3609. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  3610. sphere.copy( geometry.boundingSphere );
  3611. sphere.applyMatrix4( object.matrixWorld );
  3612. return this.intersectsSphere( sphere );
  3613. };
  3614. }(),
  3615. intersectsSphere: function ( sphere ) {
  3616. var planes = this.planes;
  3617. var center = sphere.center;
  3618. var negRadius = - sphere.radius;
  3619. for ( var i = 0; i < 6; i ++ ) {
  3620. var distance = planes[ i ].distanceToPoint( center );
  3621. if ( distance < negRadius ) {
  3622. return false;
  3623. }
  3624. }
  3625. return true;
  3626. },
  3627. intersectsBox: function () {
  3628. var p1 = new THREE.Vector3(),
  3629. p2 = new THREE.Vector3();
  3630. return function ( box ) {
  3631. var planes = this.planes;
  3632. for ( var i = 0; i < 6 ; i ++ ) {
  3633. var plane = planes[ i ];
  3634. p1.x = plane.normal.x > 0 ? box.min.x : box.max.x;
  3635. p2.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  3636. p1.y = plane.normal.y > 0 ? box.min.y : box.max.y;
  3637. p2.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  3638. p1.z = plane.normal.z > 0 ? box.min.z : box.max.z;
  3639. p2.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  3640. var d1 = plane.distanceToPoint( p1 );
  3641. var d2 = plane.distanceToPoint( p2 );
  3642. // if both outside plane, no intersection
  3643. if ( d1 < 0 && d2 < 0 ) {
  3644. return false;
  3645. }
  3646. }
  3647. return true;
  3648. };
  3649. }(),
  3650. containsPoint: function ( point ) {
  3651. var planes = this.planes;
  3652. for ( var i = 0; i < 6; i ++ ) {
  3653. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  3654. return false;
  3655. }
  3656. }
  3657. return true;
  3658. },
  3659. clone: function () {
  3660. return new THREE.Frustum().copy( this );
  3661. }
  3662. };
  3663. // File:src/math/Plane.js
  3664. /**
  3665. * @author bhouston / http://exocortex.com
  3666. */
  3667. THREE.Plane = function ( normal, constant ) {
  3668. this.normal = ( normal !== undefined ) ? normal : new THREE.Vector3( 1, 0, 0 );
  3669. this.constant = ( constant !== undefined ) ? constant : 0;
  3670. };
  3671. THREE.Plane.prototype = {
  3672. constructor: THREE.Plane,
  3673. set: function ( normal, constant ) {
  3674. this.normal.copy( normal );
  3675. this.constant = constant;
  3676. return this;
  3677. },
  3678. setComponents: function ( x, y, z, w ) {
  3679. this.normal.set( x, y, z );
  3680. this.constant = w;
  3681. return this;
  3682. },
  3683. setFromNormalAndCoplanarPoint: function ( normal, point ) {
  3684. this.normal.copy( normal );
  3685. this.constant = - point.dot( this.normal ); // must be this.normal, not normal, as this.normal is normalized
  3686. return this;
  3687. },
  3688. setFromCoplanarPoints: function () {
  3689. var v1 = new THREE.Vector3();
  3690. var v2 = new THREE.Vector3();
  3691. return function ( a, b, c ) {
  3692. var normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize();
  3693. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  3694. this.setFromNormalAndCoplanarPoint( normal, a );
  3695. return this;
  3696. };
  3697. }(),
  3698. copy: function ( plane ) {
  3699. this.normal.copy( plane.normal );
  3700. this.constant = plane.constant;
  3701. return this;
  3702. },
  3703. normalize: function () {
  3704. // Note: will lead to a divide by zero if the plane is invalid.
  3705. var inverseNormalLength = 1.0 / this.normal.length();
  3706. this.normal.multiplyScalar( inverseNormalLength );
  3707. this.constant *= inverseNormalLength;
  3708. return this;
  3709. },
  3710. negate: function () {
  3711. this.constant *= - 1;
  3712. this.normal.negate();
  3713. return this;
  3714. },
  3715. distanceToPoint: function ( point ) {
  3716. return this.normal.dot( point ) + this.constant;
  3717. },
  3718. distanceToSphere: function ( sphere ) {
  3719. return this.distanceToPoint( sphere.center ) - sphere.radius;
  3720. },
  3721. projectPoint: function ( point, optionalTarget ) {
  3722. return this.orthoPoint( point, optionalTarget ).sub( point ).negate();
  3723. },
  3724. orthoPoint: function ( point, optionalTarget ) {
  3725. var perpendicularMagnitude = this.distanceToPoint( point );
  3726. var result = optionalTarget || new THREE.Vector3();
  3727. return result.copy( this.normal ).multiplyScalar( perpendicularMagnitude );
  3728. },
  3729. isIntersectionLine: function ( line ) {
  3730. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  3731. var startSign = this.distanceToPoint( line.start );
  3732. var endSign = this.distanceToPoint( line.end );
  3733. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  3734. },
  3735. intersectLine: function () {
  3736. var v1 = new THREE.Vector3();
  3737. return function ( line, optionalTarget ) {
  3738. var result = optionalTarget || new THREE.Vector3();
  3739. var direction = line.delta( v1 );
  3740. var denominator = this.normal.dot( direction );
  3741. if ( denominator == 0 ) {
  3742. // line is coplanar, return origin
  3743. if ( this.distanceToPoint( line.start ) == 0 ) {
  3744. return result.copy( line.start );
  3745. }
  3746. // Unsure if this is the correct method to handle this case.
  3747. return undefined;
  3748. }
  3749. var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  3750. if ( t < 0 || t > 1 ) {
  3751. return undefined;
  3752. }
  3753. return result.copy( direction ).multiplyScalar( t ).add( line.start );
  3754. };
  3755. }(),
  3756. coplanarPoint: function ( optionalTarget ) {
  3757. var result = optionalTarget || new THREE.Vector3();
  3758. return result.copy( this.normal ).multiplyScalar( - this.constant );
  3759. },
  3760. applyMatrix4: function () {
  3761. var v1 = new THREE.Vector3();
  3762. var v2 = new THREE.Vector3();
  3763. var m1 = new THREE.Matrix3();
  3764. return function ( matrix, optionalNormalMatrix ) {
  3765. // compute new normal based on theory here:
  3766. // http://www.songho.ca/opengl/gl_normaltransform.html
  3767. var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix );
  3768. var newNormal = v1.copy( this.normal ).applyMatrix3( normalMatrix );
  3769. var newCoplanarPoint = this.coplanarPoint( v2 );
  3770. newCoplanarPoint.applyMatrix4( matrix );
  3771. this.setFromNormalAndCoplanarPoint( newNormal, newCoplanarPoint );
  3772. return this;
  3773. };
  3774. }(),
  3775. translate: function ( offset ) {
  3776. this.constant = this.constant - offset.dot( this.normal );
  3777. return this;
  3778. },
  3779. equals: function ( plane ) {
  3780. return plane.normal.equals( this.normal ) && ( plane.constant == this.constant );
  3781. },
  3782. clone: function () {
  3783. return new THREE.Plane().copy( this );
  3784. }
  3785. };
  3786. // File:src/math/Math.js
  3787. /**
  3788. * @author alteredq / http://alteredqualia.com/
  3789. * @author mrdoob / http://mrdoob.com/
  3790. */
  3791. THREE.Math = {
  3792. generateUUID: function () {
  3793. // http://www.broofa.com/Tools/Math.uuid.htm
  3794. var chars = '0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz'.split( '' );
  3795. var uuid = new Array( 36 );
  3796. var rnd = 0, r;
  3797. return function () {
  3798. for ( var i = 0; i < 36; i ++ ) {
  3799. if ( i == 8 || i == 13 || i == 18 || i == 23 ) {
  3800. uuid[ i ] = '-';
  3801. } else if ( i == 14 ) {
  3802. uuid[ i ] = '4';
  3803. } else {
  3804. if ( rnd <= 0x02 ) rnd = 0x2000000 + ( Math.random() * 0x1000000 ) | 0;
  3805. r = rnd & 0xf;
  3806. rnd = rnd >> 4;
  3807. uuid[ i ] = chars[ ( i == 19 ) ? ( r & 0x3 ) | 0x8 : r ];
  3808. }
  3809. }
  3810. return uuid.join( '' );
  3811. };
  3812. }(),
  3813. // Clamp value to range <a, b>
  3814. clamp: function ( x, a, b ) {
  3815. return ( x < a ) ? a : ( ( x > b ) ? b : x );
  3816. },
  3817. // Clamp value to range <a, inf)
  3818. clampBottom: function ( x, a ) {
  3819. return x < a ? a : x;
  3820. },
  3821. // Linear mapping from range <a1, a2> to range <b1, b2>
  3822. mapLinear: function ( x, a1, a2, b1, b2 ) {
  3823. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  3824. },
  3825. // http://en.wikipedia.org/wiki/Smoothstep
  3826. smoothstep: function ( x, min, max ) {
  3827. if ( x <= min ) return 0;
  3828. if ( x >= max ) return 1;
  3829. x = ( x - min ) / ( max - min );
  3830. return x * x * ( 3 - 2 * x );
  3831. },
  3832. smootherstep: function ( x, min, max ) {
  3833. if ( x <= min ) return 0;
  3834. if ( x >= max ) return 1;
  3835. x = ( x - min ) / ( max - min );
  3836. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  3837. },
  3838. // Random float from <0, 1> with 16 bits of randomness
  3839. // (standard Math.random() creates repetitive patterns when applied over larger space)
  3840. random16: function () {
  3841. return ( 65280 * Math.random() + 255 * Math.random() ) / 65535;
  3842. },
  3843. // Random integer from <low, high> interval
  3844. randInt: function ( low, high ) {
  3845. return Math.floor( this.randFloat( low, high ) );
  3846. },
  3847. // Random float from <low, high> interval
  3848. randFloat: function ( low, high ) {
  3849. return low + Math.random() * ( high - low );
  3850. },
  3851. // Random float from <-range/2, range/2> interval
  3852. randFloatSpread: function ( range ) {
  3853. return range * ( 0.5 - Math.random() );
  3854. },
  3855. degToRad: function () {
  3856. var degreeToRadiansFactor = Math.PI / 180;
  3857. return function ( degrees ) {
  3858. return degrees * degreeToRadiansFactor;
  3859. };
  3860. }(),
  3861. radToDeg: function () {
  3862. var radianToDegreesFactor = 180 / Math.PI;
  3863. return function ( radians ) {
  3864. return radians * radianToDegreesFactor;
  3865. };
  3866. }(),
  3867. isPowerOfTwo: function ( value ) {
  3868. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  3869. }
  3870. };
  3871. // File:src/math/Spline.js
  3872. /**
  3873. * Spline from Tween.js, slightly optimized (and trashed)
  3874. * http://sole.github.com/tween.js/examples/05_spline.html
  3875. *
  3876. * @author mrdoob / http://mrdoob.com/
  3877. * @author alteredq / http://alteredqualia.com/
  3878. */
  3879. THREE.Spline = function ( points ) {
  3880. this.points = points;
  3881. var c = [], v3 = { x: 0, y: 0, z: 0 },
  3882. point, intPoint, weight, w2, w3,
  3883. pa, pb, pc, pd;
  3884. this.initFromArray = function ( a ) {
  3885. this.points = [];
  3886. for ( var i = 0; i < a.length; i ++ ) {
  3887. this.points[ i ] = { x: a[ i ][ 0 ], y: a[ i ][ 1 ], z: a[ i ][ 2 ] };
  3888. }
  3889. };
  3890. this.getPoint = function ( k ) {
  3891. point = ( this.points.length - 1 ) * k;
  3892. intPoint = Math.floor( point );
  3893. weight = point - intPoint;
  3894. c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1;
  3895. c[ 1 ] = intPoint;
  3896. c[ 2 ] = intPoint > this.points.length - 2 ? this.points.length - 1 : intPoint + 1;
  3897. c[ 3 ] = intPoint > this.points.length - 3 ? this.points.length - 1 : intPoint + 2;
  3898. pa = this.points[ c[ 0 ] ];
  3899. pb = this.points[ c[ 1 ] ];
  3900. pc = this.points[ c[ 2 ] ];
  3901. pd = this.points[ c[ 3 ] ];
  3902. w2 = weight * weight;
  3903. w3 = weight * w2;
  3904. v3.x = interpolate( pa.x, pb.x, pc.x, pd.x, weight, w2, w3 );
  3905. v3.y = interpolate( pa.y, pb.y, pc.y, pd.y, weight, w2, w3 );
  3906. v3.z = interpolate( pa.z, pb.z, pc.z, pd.z, weight, w2, w3 );
  3907. return v3;
  3908. };
  3909. this.getControlPointsArray = function () {
  3910. var i, p, l = this.points.length,
  3911. coords = [];
  3912. for ( i = 0; i < l; i ++ ) {
  3913. p = this.points[ i ];
  3914. coords[ i ] = [ p.x, p.y, p.z ];
  3915. }
  3916. return coords;
  3917. };
  3918. // approximate length by summing linear segments
  3919. this.getLength = function ( nSubDivisions ) {
  3920. var i, index, nSamples, position,
  3921. point = 0, intPoint = 0, oldIntPoint = 0,
  3922. oldPosition = new THREE.Vector3(),
  3923. tmpVec = new THREE.Vector3(),
  3924. chunkLengths = [],
  3925. totalLength = 0;
  3926. // first point has 0 length
  3927. chunkLengths[ 0 ] = 0;
  3928. if ( ! nSubDivisions ) nSubDivisions = 100;
  3929. nSamples = this.points.length * nSubDivisions;
  3930. oldPosition.copy( this.points[ 0 ] );
  3931. for ( i = 1; i < nSamples; i ++ ) {
  3932. index = i / nSamples;
  3933. position = this.getPoint( index );
  3934. tmpVec.copy( position );
  3935. totalLength += tmpVec.distanceTo( oldPosition );
  3936. oldPosition.copy( position );
  3937. point = ( this.points.length - 1 ) * index;
  3938. intPoint = Math.floor( point );
  3939. if ( intPoint != oldIntPoint ) {
  3940. chunkLengths[ intPoint ] = totalLength;
  3941. oldIntPoint = intPoint;
  3942. }
  3943. }
  3944. // last point ends with total length
  3945. chunkLengths[ chunkLengths.length ] = totalLength;
  3946. return { chunks: chunkLengths, total: totalLength };
  3947. };
  3948. this.reparametrizeByArcLength = function ( samplingCoef ) {
  3949. var i, j,
  3950. index, indexCurrent, indexNext,
  3951. linearDistance, realDistance,
  3952. sampling, position,
  3953. newpoints = [],
  3954. tmpVec = new THREE.Vector3(),
  3955. sl = this.getLength();
  3956. newpoints.push( tmpVec.copy( this.points[ 0 ] ).clone() );
  3957. for ( i = 1; i < this.points.length; i ++ ) {
  3958. //tmpVec.copy( this.points[ i - 1 ] );
  3959. //linearDistance = tmpVec.distanceTo( this.points[ i ] );
  3960. realDistance = sl.chunks[ i ] - sl.chunks[ i - 1 ];
  3961. sampling = Math.ceil( samplingCoef * realDistance / sl.total );
  3962. indexCurrent = ( i - 1 ) / ( this.points.length - 1 );
  3963. indexNext = i / ( this.points.length - 1 );
  3964. for ( j = 1; j < sampling - 1; j ++ ) {
  3965. index = indexCurrent + j * ( 1 / sampling ) * ( indexNext - indexCurrent );
  3966. position = this.getPoint( index );
  3967. newpoints.push( tmpVec.copy( position ).clone() );
  3968. }
  3969. newpoints.push( tmpVec.copy( this.points[ i ] ).clone() );
  3970. }
  3971. this.points = newpoints;
  3972. };
  3973. // Catmull-Rom
  3974. function interpolate( p0, p1, p2, p3, t, t2, t3 ) {
  3975. var v0 = ( p2 - p0 ) * 0.5,
  3976. v1 = ( p3 - p1 ) * 0.5;
  3977. return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  3978. };
  3979. };
  3980. // File:src/math/Triangle.js
  3981. /**
  3982. * @author bhouston / http://exocortex.com
  3983. * @author mrdoob / http://mrdoob.com/
  3984. */
  3985. THREE.Triangle = function ( a, b, c ) {
  3986. this.a = ( a !== undefined ) ? a : new THREE.Vector3();
  3987. this.b = ( b !== undefined ) ? b : new THREE.Vector3();
  3988. this.c = ( c !== undefined ) ? c : new THREE.Vector3();
  3989. };
  3990. THREE.Triangle.normal = function () {
  3991. var v0 = new THREE.Vector3();
  3992. return function ( a, b, c, optionalTarget ) {
  3993. var result = optionalTarget || new THREE.Vector3();
  3994. result.subVectors( c, b );
  3995. v0.subVectors( a, b );
  3996. result.cross( v0 );
  3997. var resultLengthSq = result.lengthSq();
  3998. if ( resultLengthSq > 0 ) {
  3999. return result.multiplyScalar( 1 / Math.sqrt( resultLengthSq ) );
  4000. }
  4001. return result.set( 0, 0, 0 );
  4002. };
  4003. }();
  4004. // static/instance method to calculate barycoordinates
  4005. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  4006. THREE.Triangle.barycoordFromPoint = function () {
  4007. var v0 = new THREE.Vector3();
  4008. var v1 = new THREE.Vector3();
  4009. var v2 = new THREE.Vector3();
  4010. return function ( point, a, b, c, optionalTarget ) {
  4011. v0.subVectors( c, a );
  4012. v1.subVectors( b, a );
  4013. v2.subVectors( point, a );
  4014. var dot00 = v0.dot( v0 );
  4015. var dot01 = v0.dot( v1 );
  4016. var dot02 = v0.dot( v2 );
  4017. var dot11 = v1.dot( v1 );
  4018. var dot12 = v1.dot( v2 );
  4019. var denom = ( dot00 * dot11 - dot01 * dot01 );
  4020. var result = optionalTarget || new THREE.Vector3();
  4021. // colinear or singular triangle
  4022. if ( denom == 0 ) {
  4023. // arbitrary location outside of triangle?
  4024. // not sure if this is the best idea, maybe should be returning undefined
  4025. return result.set( - 2, - 1, - 1 );
  4026. }
  4027. var invDenom = 1 / denom;
  4028. var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  4029. var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  4030. // barycoordinates must always sum to 1
  4031. return result.set( 1 - u - v, v, u );
  4032. };
  4033. }();
  4034. THREE.Triangle.containsPoint = function () {
  4035. var v1 = new THREE.Vector3();
  4036. return function ( point, a, b, c ) {
  4037. var result = THREE.Triangle.barycoordFromPoint( point, a, b, c, v1 );
  4038. return ( result.x >= 0 ) && ( result.y >= 0 ) && ( ( result.x + result.y ) <= 1 );
  4039. };
  4040. }();
  4041. THREE.Triangle.prototype = {
  4042. constructor: THREE.Triangle,
  4043. set: function ( a, b, c ) {
  4044. this.a.copy( a );
  4045. this.b.copy( b );
  4046. this.c.copy( c );
  4047. return this;
  4048. },
  4049. setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  4050. this.a.copy( points[ i0 ] );
  4051. this.b.copy( points[ i1 ] );
  4052. this.c.copy( points[ i2 ] );
  4053. return this;
  4054. },
  4055. copy: function ( triangle ) {
  4056. this.a.copy( triangle.a );
  4057. this.b.copy( triangle.b );
  4058. this.c.copy( triangle.c );
  4059. return this;
  4060. },
  4061. area: function () {
  4062. var v0 = new THREE.Vector3();
  4063. var v1 = new THREE.Vector3();
  4064. return function () {
  4065. v0.subVectors( this.c, this.b );
  4066. v1.subVectors( this.a, this.b );
  4067. return v0.cross( v1 ).length() * 0.5;
  4068. };
  4069. }(),
  4070. midpoint: function ( optionalTarget ) {
  4071. var result = optionalTarget || new THREE.Vector3();
  4072. return result.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  4073. },
  4074. normal: function ( optionalTarget ) {
  4075. return THREE.Triangle.normal( this.a, this.b, this.c, optionalTarget );
  4076. },
  4077. plane: function ( optionalTarget ) {
  4078. var result = optionalTarget || new THREE.Plane();
  4079. return result.setFromCoplanarPoints( this.a, this.b, this.c );
  4080. },
  4081. barycoordFromPoint: function ( point, optionalTarget ) {
  4082. return THREE.Triangle.barycoordFromPoint( point, this.a, this.b, this.c, optionalTarget );
  4083. },
  4084. containsPoint: function ( point ) {
  4085. return THREE.Triangle.containsPoint( point, this.a, this.b, this.c );
  4086. },
  4087. equals: function ( triangle ) {
  4088. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  4089. },
  4090. clone: function () {
  4091. return new THREE.Triangle().copy( this );
  4092. }
  4093. };
  4094. // File:src/core/Clock.js
  4095. /**
  4096. * @author alteredq / http://alteredqualia.com/
  4097. */
  4098. THREE.Clock = function ( autoStart ) {
  4099. this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
  4100. this.startTime = 0;
  4101. this.oldTime = 0;
  4102. this.elapsedTime = 0;
  4103. this.running = false;
  4104. };
  4105. THREE.Clock.prototype = {
  4106. constructor: THREE.Clock,
  4107. start: function () {
  4108. this.startTime = self.performance !== undefined && self.performance.now !== undefined
  4109. ? self.performance.now()
  4110. : Date.now();
  4111. this.oldTime = this.startTime;
  4112. this.running = true;
  4113. },
  4114. stop: function () {
  4115. this.getElapsedTime();
  4116. this.running = false;
  4117. },
  4118. getElapsedTime: function () {
  4119. this.getDelta();
  4120. return this.elapsedTime;
  4121. },
  4122. getDelta: function () {
  4123. var diff = 0;
  4124. if ( this.autoStart && ! this.running ) {
  4125. this.start();
  4126. }
  4127. if ( this.running ) {
  4128. var newTime = self.performance !== undefined && self.performance.now !== undefined
  4129. ? self.performance.now()
  4130. : Date.now();
  4131. diff = 0.001 * ( newTime - this.oldTime );
  4132. this.oldTime = newTime;
  4133. this.elapsedTime += diff;
  4134. }
  4135. return diff;
  4136. }
  4137. };
  4138. // File:src/core/EventDispatcher.js
  4139. /**
  4140. * https://github.com/mrdoob/eventdispatcher.js/
  4141. */
  4142. THREE.EventDispatcher = function () {}
  4143. THREE.EventDispatcher.prototype = {
  4144. constructor: THREE.EventDispatcher,
  4145. apply: function ( object ) {
  4146. object.addEventListener = THREE.EventDispatcher.prototype.addEventListener;
  4147. object.hasEventListener = THREE.EventDispatcher.prototype.hasEventListener;
  4148. object.removeEventListener = THREE.EventDispatcher.prototype.removeEventListener;
  4149. object.dispatchEvent = THREE.EventDispatcher.prototype.dispatchEvent;
  4150. },
  4151. addEventListener: function ( type, listener ) {
  4152. if ( this._listeners === undefined ) this._listeners = {};
  4153. var listeners = this._listeners;
  4154. if ( listeners[ type ] === undefined ) {
  4155. listeners[ type ] = [];
  4156. }
  4157. if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  4158. listeners[ type ].push( listener );
  4159. }
  4160. },
  4161. hasEventListener: function ( type, listener ) {
  4162. if ( this._listeners === undefined ) return false;
  4163. var listeners = this._listeners;
  4164. if ( listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1 ) {
  4165. return true;
  4166. }
  4167. return false;
  4168. },
  4169. removeEventListener: function ( type, listener ) {
  4170. if ( this._listeners === undefined ) return;
  4171. var listeners = this._listeners;
  4172. var listenerArray = listeners[ type ];
  4173. if ( listenerArray !== undefined ) {
  4174. var index = listenerArray.indexOf( listener );
  4175. if ( index !== - 1 ) {
  4176. listenerArray.splice( index, 1 );
  4177. }
  4178. }
  4179. },
  4180. dispatchEvent: function ( event ) {
  4181. if ( this._listeners === undefined ) return;
  4182. var listeners = this._listeners;
  4183. var listenerArray = listeners[ event.type ];
  4184. if ( listenerArray !== undefined ) {
  4185. event.target = this;
  4186. var array = [];
  4187. var length = listenerArray.length;
  4188. for ( var i = 0; i < length; i ++ ) {
  4189. array[ i ] = listenerArray[ i ];
  4190. }
  4191. for ( var i = 0; i < length; i ++ ) {
  4192. array[ i ].call( this, event );
  4193. }
  4194. }
  4195. }
  4196. };
  4197. // File:src/core/Raycaster.js
  4198. /**
  4199. * @author mrdoob / http://mrdoob.com/
  4200. * @author bhouston / http://exocortex.com/
  4201. * @author stephomi / http://stephaneginier.com/
  4202. */
  4203. ( function ( THREE ) {
  4204. THREE.Raycaster = function ( origin, direction, near, far ) {
  4205. this.ray = new THREE.Ray( origin, direction );
  4206. // direction is assumed to be normalized (for accurate distance calculations)
  4207. this.near = near || 0;
  4208. this.far = far || Infinity;
  4209. this.params = {
  4210. Sprite: {},
  4211. Mesh: {},
  4212. PointCloud: { threshold: 1 },
  4213. LOD: {},
  4214. Line: {}
  4215. };
  4216. };
  4217. var descSort = function ( a, b ) {
  4218. return a.distance - b.distance;
  4219. };
  4220. var intersectObject = function ( object, raycaster, intersects, recursive ) {
  4221. object.raycast( raycaster, intersects );
  4222. if ( recursive === true ) {
  4223. var children = object.children;
  4224. for ( var i = 0, l = children.length; i < l; i ++ ) {
  4225. intersectObject( children[ i ], raycaster, intersects, true );
  4226. }
  4227. }
  4228. };
  4229. //
  4230. THREE.Raycaster.prototype = {
  4231. constructor: THREE.Raycaster,
  4232. precision: 0.0001,
  4233. linePrecision: 1,
  4234. set: function ( origin, direction ) {
  4235. // direction is assumed to be normalized (for accurate distance calculations)
  4236. this.ray.set( origin, direction );
  4237. },
  4238. setFromCamera: function ( coords, camera ) {
  4239. // camera is assumed _not_ to be a child of a transformed object
  4240. if ( camera instanceof THREE.PerspectiveCamera ) {
  4241. this.ray.origin.copy( camera.position );
  4242. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( camera.position ).normalize();
  4243. } else if ( camera instanceof THREE.OrthographicCamera ) {
  4244. this.ray.origin.set( coords.x, coords.y, - 1 ).unproject( camera );
  4245. this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
  4246. } else {
  4247. console.error( 'THREE.Raycaster: Unsupported camera type.' );
  4248. }
  4249. },
  4250. intersectObject: function ( object, recursive ) {
  4251. var intersects = [];
  4252. intersectObject( object, this, intersects, recursive );
  4253. intersects.sort( descSort );
  4254. return intersects;
  4255. },
  4256. intersectObjects: function ( objects, recursive ) {
  4257. var intersects = [];
  4258. if ( objects instanceof Array === false ) {
  4259. console.log( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
  4260. return intersects;
  4261. }
  4262. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  4263. intersectObject( objects[ i ], this, intersects, recursive );
  4264. }
  4265. intersects.sort( descSort );
  4266. return intersects;
  4267. }
  4268. };
  4269. }( THREE ) );
  4270. // File:src/core/Object3D.js
  4271. /**
  4272. * @author mrdoob / http://mrdoob.com/
  4273. * @author mikael emtinger / http://gomo.se/
  4274. * @author alteredq / http://alteredqualia.com/
  4275. * @author WestLangley / http://github.com/WestLangley
  4276. */
  4277. THREE.Object3D = function () {
  4278. Object.defineProperty( this, 'id', { value: THREE.Object3DIdCount ++ } );
  4279. this.uuid = THREE.Math.generateUUID();
  4280. this.name = '';
  4281. this.type = 'Object3D';
  4282. this.parent = undefined;
  4283. this.children = [];
  4284. this.up = THREE.Object3D.DefaultUp.clone();
  4285. var scope = this;
  4286. var position = new THREE.Vector3();
  4287. var rotation = new THREE.Euler();
  4288. var quaternion = new THREE.Quaternion();
  4289. var scale = new THREE.Vector3( 1, 1, 1 );
  4290. var onRotationChange = function () {
  4291. quaternion.setFromEuler( rotation, false );
  4292. };
  4293. var onQuaternionChange = function () {
  4294. rotation.setFromQuaternion( quaternion, undefined, false );
  4295. };
  4296. rotation.onChange( onRotationChange );
  4297. quaternion.onChange( onQuaternionChange );
  4298. Object.defineProperties( this, {
  4299. position: {
  4300. enumerable: true,
  4301. value: position
  4302. },
  4303. rotation: {
  4304. enumerable: true,
  4305. value: rotation
  4306. },
  4307. quaternion: {
  4308. enumerable: true,
  4309. value: quaternion
  4310. },
  4311. scale: {
  4312. enumerable: true,
  4313. value: scale
  4314. },
  4315. } );
  4316. this.rotationAutoUpdate = true;
  4317. this.matrix = new THREE.Matrix4();
  4318. this.matrixWorld = new THREE.Matrix4();
  4319. this.matrixAutoUpdate = true;
  4320. this.matrixWorldNeedsUpdate = false;
  4321. this.visible = true;
  4322. this.castShadow = false;
  4323. this.receiveShadow = false;
  4324. this.frustumCulled = true;
  4325. this.userData = {};
  4326. };
  4327. THREE.Object3D.DefaultUp = new THREE.Vector3( 0, 1, 0 );
  4328. THREE.Object3D.prototype = {
  4329. constructor: THREE.Object3D,
  4330. get eulerOrder () {
  4331. console.warn( 'THREE.Object3D: .eulerOrder has been moved to .rotation.order.' );
  4332. return this.rotation.order;
  4333. },
  4334. set eulerOrder ( value ) {
  4335. console.warn( 'THREE.Object3D: .eulerOrder has been moved to .rotation.order.' );
  4336. this.rotation.order = value;
  4337. },
  4338. get useQuaternion () {
  4339. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  4340. },
  4341. set useQuaternion ( value ) {
  4342. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  4343. },
  4344. applyMatrix: function ( matrix ) {
  4345. this.matrix.multiplyMatrices( matrix, this.matrix );
  4346. this.matrix.decompose( this.position, this.quaternion, this.scale );
  4347. },
  4348. setRotationFromAxisAngle: function ( axis, angle ) {
  4349. // assumes axis is normalized
  4350. this.quaternion.setFromAxisAngle( axis, angle );
  4351. },
  4352. setRotationFromEuler: function ( euler ) {
  4353. this.quaternion.setFromEuler( euler, true );
  4354. },
  4355. setRotationFromMatrix: function ( m ) {
  4356. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  4357. this.quaternion.setFromRotationMatrix( m );
  4358. },
  4359. setRotationFromQuaternion: function ( q ) {
  4360. // assumes q is normalized
  4361. this.quaternion.copy( q );
  4362. },
  4363. rotateOnAxis: function () {
  4364. // rotate object on axis in object space
  4365. // axis is assumed to be normalized
  4366. var q1 = new THREE.Quaternion();
  4367. return function ( axis, angle ) {
  4368. q1.setFromAxisAngle( axis, angle );
  4369. this.quaternion.multiply( q1 );
  4370. return this;
  4371. }
  4372. }(),
  4373. rotateX: function () {
  4374. var v1 = new THREE.Vector3( 1, 0, 0 );
  4375. return function ( angle ) {
  4376. return this.rotateOnAxis( v1, angle );
  4377. };
  4378. }(),
  4379. rotateY: function () {
  4380. var v1 = new THREE.Vector3( 0, 1, 0 );
  4381. return function ( angle ) {
  4382. return this.rotateOnAxis( v1, angle );
  4383. };
  4384. }(),
  4385. rotateZ: function () {
  4386. var v1 = new THREE.Vector3( 0, 0, 1 );
  4387. return function ( angle ) {
  4388. return this.rotateOnAxis( v1, angle );
  4389. };
  4390. }(),
  4391. translateOnAxis: function () {
  4392. // translate object by distance along axis in object space
  4393. // axis is assumed to be normalized
  4394. var v1 = new THREE.Vector3();
  4395. return function ( axis, distance ) {
  4396. v1.copy( axis ).applyQuaternion( this.quaternion );
  4397. this.position.add( v1.multiplyScalar( distance ) );
  4398. return this;
  4399. }
  4400. }(),
  4401. translate: function ( distance, axis ) {
  4402. console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
  4403. return this.translateOnAxis( axis, distance );
  4404. },
  4405. translateX: function () {
  4406. var v1 = new THREE.Vector3( 1, 0, 0 );
  4407. return function ( distance ) {
  4408. return this.translateOnAxis( v1, distance );
  4409. };
  4410. }(),
  4411. translateY: function () {
  4412. var v1 = new THREE.Vector3( 0, 1, 0 );
  4413. return function ( distance ) {
  4414. return this.translateOnAxis( v1, distance );
  4415. };
  4416. }(),
  4417. translateZ: function () {
  4418. var v1 = new THREE.Vector3( 0, 0, 1 );
  4419. return function ( distance ) {
  4420. return this.translateOnAxis( v1, distance );
  4421. };
  4422. }(),
  4423. localToWorld: function ( vector ) {
  4424. return vector.applyMatrix4( this.matrixWorld );
  4425. },
  4426. worldToLocal: function () {
  4427. var m1 = new THREE.Matrix4();
  4428. return function ( vector ) {
  4429. return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) );
  4430. };
  4431. }(),
  4432. lookAt: function () {
  4433. // This routine does not support objects with rotated and/or translated parent(s)
  4434. var m1 = new THREE.Matrix4();
  4435. return function ( vector ) {
  4436. m1.lookAt( vector, this.position, this.up );
  4437. this.quaternion.setFromRotationMatrix( m1 );
  4438. };
  4439. }(),
  4440. add: function ( object ) {
  4441. if ( arguments.length > 1 ) {
  4442. for ( var i = 0; i < arguments.length; i++ ) {
  4443. this.add( arguments[ i ] );
  4444. }
  4445. return this;
  4446. };
  4447. if ( object === this ) {
  4448. console.error( "THREE.Object3D.add:", object, "can't be added as a child of itself." );
  4449. return this;
  4450. }
  4451. if ( object instanceof THREE.Object3D ) {
  4452. if ( object.parent !== undefined ) {
  4453. object.parent.remove( object );
  4454. }
  4455. object.parent = this;
  4456. object.dispatchEvent( { type: 'added' } );
  4457. this.children.push( object );
  4458. } else {
  4459. console.error( "THREE.Object3D.add:", object, "is not an instance of THREE.Object3D." );
  4460. }
  4461. return this;
  4462. },
  4463. remove: function ( object ) {
  4464. if ( arguments.length > 1 ) {
  4465. for ( var i = 0; i < arguments.length; i++ ) {
  4466. this.remove( arguments[ i ] );
  4467. }
  4468. };
  4469. var index = this.children.indexOf( object );
  4470. if ( index !== - 1 ) {
  4471. object.parent = undefined;
  4472. object.dispatchEvent( { type: 'removed' } );
  4473. this.children.splice( index, 1 );
  4474. }
  4475. },
  4476. getChildByName: function ( name, recursive ) {
  4477. console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
  4478. return this.getObjectByName( name, recursive );
  4479. },
  4480. getObjectById: function ( id, recursive ) {
  4481. return this.getObjectByProperty( 'id', id, recursive );
  4482. },
  4483. getObjectByName: function ( name, recursive ) {
  4484. return this.getObjectByProperty( 'name', name, recursive );
  4485. },
  4486. getObjectByProperty: function ( name, value, recursive ) {
  4487. if ( this[ name ] === value ) return this;
  4488. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  4489. var child = this.children[ i ];
  4490. var object = child.getObjectByProperty( name, value, recursive );
  4491. if ( object !== undefined ) {
  4492. return object;
  4493. }
  4494. }
  4495. return undefined;
  4496. },
  4497. getWorldPosition: function ( optionalTarget ) {
  4498. var result = optionalTarget || new THREE.Vector3();
  4499. this.updateMatrixWorld( true );
  4500. return result.setFromMatrixPosition( this.matrixWorld );
  4501. },
  4502. getWorldQuaternion: function () {
  4503. var position = new THREE.Vector3();
  4504. var scale = new THREE.Vector3();
  4505. return function ( optionalTarget ) {
  4506. var result = optionalTarget || new THREE.Quaternion();
  4507. this.updateMatrixWorld( true );
  4508. this.matrixWorld.decompose( position, result, scale );
  4509. return result;
  4510. }
  4511. }(),
  4512. getWorldRotation: function () {
  4513. var quaternion = new THREE.Quaternion();
  4514. return function ( optionalTarget ) {
  4515. var result = optionalTarget || new THREE.Euler();
  4516. this.getWorldQuaternion( quaternion );
  4517. return result.setFromQuaternion( quaternion, this.rotation.order, false );
  4518. }
  4519. }(),
  4520. getWorldScale: function () {
  4521. var position = new THREE.Vector3();
  4522. var quaternion = new THREE.Quaternion();
  4523. return function ( optionalTarget ) {
  4524. var result = optionalTarget || new THREE.Vector3();
  4525. this.updateMatrixWorld( true );
  4526. this.matrixWorld.decompose( position, quaternion, result );
  4527. return result;
  4528. }
  4529. }(),
  4530. getWorldDirection: function () {
  4531. var quaternion = new THREE.Quaternion();
  4532. return function ( optionalTarget ) {
  4533. var result = optionalTarget || new THREE.Vector3();
  4534. this.getWorldQuaternion( quaternion );
  4535. return result.set( 0, 0, 1 ).applyQuaternion( quaternion );
  4536. }
  4537. }(),
  4538. raycast: function () {},
  4539. traverse: function ( callback ) {
  4540. callback( this );
  4541. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  4542. this.children[ i ].traverse( callback );
  4543. }
  4544. },
  4545. traverseVisible: function ( callback ) {
  4546. if ( this.visible === false ) return;
  4547. callback( this );
  4548. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  4549. this.children[ i ].traverseVisible( callback );
  4550. }
  4551. },
  4552. traverseAncestors: function ( callback ) {
  4553. if ( this.parent ) {
  4554. callback( this.parent );
  4555. this.parent.traverseAncestors( callback );
  4556. }
  4557. },
  4558. updateMatrix: function () {
  4559. this.matrix.compose( this.position, this.quaternion, this.scale );
  4560. this.matrixWorldNeedsUpdate = true;
  4561. },
  4562. updateMatrixWorld: function ( force ) {
  4563. if ( this.matrixAutoUpdate === true ) this.updateMatrix();
  4564. if ( this.matrixWorldNeedsUpdate === true || force === true ) {
  4565. if ( this.parent === undefined ) {
  4566. this.matrixWorld.copy( this.matrix );
  4567. } else {
  4568. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  4569. }
  4570. this.matrixWorldNeedsUpdate = false;
  4571. force = true;
  4572. }
  4573. // update children
  4574. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  4575. this.children[ i ].updateMatrixWorld( force );
  4576. }
  4577. },
  4578. toJSON: function () {
  4579. var output = {
  4580. metadata: {
  4581. version: 4.3,
  4582. type: 'Object',
  4583. generator: 'ObjectExporter'
  4584. }
  4585. };
  4586. //
  4587. var geometries = {};
  4588. var parseGeometry = function ( geometry ) {
  4589. if ( output.geometries === undefined ) {
  4590. output.geometries = [];
  4591. }
  4592. if ( geometries[ geometry.uuid ] === undefined ) {
  4593. var json = geometry.toJSON();
  4594. delete json.metadata;
  4595. geometries[ geometry.uuid ] = json;
  4596. output.geometries.push( json );
  4597. }
  4598. return geometry.uuid;
  4599. };
  4600. //
  4601. var materials = {};
  4602. var parseMaterial = function ( material ) {
  4603. if ( output.materials === undefined ) {
  4604. output.materials = [];
  4605. }
  4606. if ( materials[ material.uuid ] === undefined ) {
  4607. var json = material.toJSON();
  4608. delete json.metadata;
  4609. materials[ material.uuid ] = json;
  4610. output.materials.push( json );
  4611. }
  4612. return material.uuid;
  4613. };
  4614. //
  4615. var parseObject = function ( object ) {
  4616. var data = {};
  4617. data.uuid = object.uuid;
  4618. data.type = object.type;
  4619. if ( object.name !== '' ) data.name = object.name;
  4620. if ( JSON.stringify( object.userData ) !== '{}' ) data.userData = object.userData;
  4621. if ( object.visible !== true ) data.visible = object.visible;
  4622. if ( object instanceof THREE.PerspectiveCamera ) {
  4623. data.fov = object.fov;
  4624. data.aspect = object.aspect;
  4625. data.near = object.near;
  4626. data.far = object.far;
  4627. } else if ( object instanceof THREE.OrthographicCamera ) {
  4628. data.left = object.left;
  4629. data.right = object.right;
  4630. data.top = object.top;
  4631. data.bottom = object.bottom;
  4632. data.near = object.near;
  4633. data.far = object.far;
  4634. } else if ( object instanceof THREE.AmbientLight ) {
  4635. data.color = object.color.getHex();
  4636. } else if ( object instanceof THREE.DirectionalLight ) {
  4637. data.color = object.color.getHex();
  4638. data.intensity = object.intensity;
  4639. } else if ( object instanceof THREE.PointLight ) {
  4640. data.color = object.color.getHex();
  4641. data.intensity = object.intensity;
  4642. data.distance = object.distance;
  4643. } else if ( object instanceof THREE.SpotLight ) {
  4644. data.color = object.color.getHex();
  4645. data.intensity = object.intensity;
  4646. data.distance = object.distance;
  4647. data.angle = object.angle;
  4648. data.exponent = object.exponent;
  4649. } else if ( object instanceof THREE.HemisphereLight ) {
  4650. data.color = object.color.getHex();
  4651. data.groundColor = object.groundColor.getHex();
  4652. } else if ( object instanceof THREE.Mesh ) {
  4653. data.geometry = parseGeometry( object.geometry );
  4654. data.material = parseMaterial( object.material );
  4655. } else if ( object instanceof THREE.Line ) {
  4656. data.geometry = parseGeometry( object.geometry );
  4657. data.material = parseMaterial( object.material );
  4658. } else if ( object instanceof THREE.Sprite ) {
  4659. data.material = parseMaterial( object.material );
  4660. }
  4661. data.matrix = object.matrix.toArray();
  4662. if ( object.children.length > 0 ) {
  4663. data.children = [];
  4664. for ( var i = 0; i < object.children.length; i ++ ) {
  4665. data.children.push( parseObject( object.children[ i ] ) );
  4666. }
  4667. }
  4668. return data;
  4669. }
  4670. output.object = parseObject( this );
  4671. return output;
  4672. },
  4673. clone: function ( object, recursive ) {
  4674. if ( object === undefined ) object = new THREE.Object3D();
  4675. if ( recursive === undefined ) recursive = true;
  4676. object.name = this.name;
  4677. object.up.copy( this.up );
  4678. object.position.copy( this.position );
  4679. object.quaternion.copy( this.quaternion );
  4680. object.scale.copy( this.scale );
  4681. object.rotationAutoUpdate = this.rotationAutoUpdate;
  4682. object.matrix.copy( this.matrix );
  4683. object.matrixWorld.copy( this.matrixWorld );
  4684. object.matrixAutoUpdate = this.matrixAutoUpdate;
  4685. object.matrixWorldNeedsUpdate = this.matrixWorldNeedsUpdate;
  4686. object.visible = this.visible;
  4687. object.castShadow = this.castShadow;
  4688. object.receiveShadow = this.receiveShadow;
  4689. object.frustumCulled = this.frustumCulled;
  4690. object.userData = JSON.parse( JSON.stringify( this.userData ) );
  4691. if ( recursive === true ) {
  4692. for ( var i = 0; i < this.children.length; i ++ ) {
  4693. var child = this.children[ i ];
  4694. object.add( child.clone() );
  4695. }
  4696. }
  4697. return object;
  4698. }
  4699. };
  4700. THREE.EventDispatcher.prototype.apply( THREE.Object3D.prototype );
  4701. THREE.Object3DIdCount = 0;
  4702. // File:src/core/Face3.js
  4703. /**
  4704. * @author mrdoob / http://mrdoob.com/
  4705. * @author alteredq / http://alteredqualia.com/
  4706. */
  4707. THREE.Face3 = function ( a, b, c, normal, color, materialIndex ) {
  4708. this.a = a;
  4709. this.b = b;
  4710. this.c = c;
  4711. this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3();
  4712. this.vertexNormals = normal instanceof Array ? normal : [];
  4713. this.color = color instanceof THREE.Color ? color : new THREE.Color();
  4714. this.vertexColors = color instanceof Array ? color : [];
  4715. this.vertexTangents = [];
  4716. this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  4717. };
  4718. THREE.Face3.prototype = {
  4719. constructor: THREE.Face3,
  4720. clone: function () {
  4721. var face = new THREE.Face3( this.a, this.b, this.c );
  4722. face.normal.copy( this.normal );
  4723. face.color.copy( this.color );
  4724. face.materialIndex = this.materialIndex;
  4725. for ( var i = 0, il = this.vertexNormals.length; i < il; i ++ ) {
  4726. face.vertexNormals[ i ] = this.vertexNormals[ i ].clone();
  4727. }
  4728. for ( var i = 0, il = this.vertexColors.length; i < il; i ++ ) {
  4729. face.vertexColors[ i ] = this.vertexColors[ i ].clone();
  4730. }
  4731. for ( var i = 0, il = this.vertexTangents.length; i < il; i ++ ) {
  4732. face.vertexTangents[ i ] = this.vertexTangents[ i ].clone();
  4733. }
  4734. return face;
  4735. }
  4736. };
  4737. // File:src/core/Face4.js
  4738. /**
  4739. * @author mrdoob / http://mrdoob.com/
  4740. */
  4741. THREE.Face4 = function ( a, b, c, d, normal, color, materialIndex ) {
  4742. console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' )
  4743. return new THREE.Face3( a, b, c, normal, color, materialIndex );
  4744. };
  4745. // File:src/core/BufferAttribute.js
  4746. /**
  4747. * @author mrdoob / http://mrdoob.com/
  4748. */
  4749. THREE.BufferAttribute = function ( array, itemSize ) {
  4750. this.array = array;
  4751. this.itemSize = itemSize;
  4752. this.needsUpdate = false;
  4753. };
  4754. THREE.BufferAttribute.prototype = {
  4755. constructor: THREE.BufferAttribute,
  4756. get length () {
  4757. return this.array.length;
  4758. },
  4759. copyAt: function ( index1, attribute, index2 ) {
  4760. index1 *= this.itemSize;
  4761. index2 *= attribute.itemSize;
  4762. for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
  4763. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  4764. }
  4765. },
  4766. set: function ( value ) {
  4767. this.array.set( value );
  4768. return this;
  4769. },
  4770. setX: function ( index, x ) {
  4771. this.array[ index * this.itemSize ] = x;
  4772. return this;
  4773. },
  4774. setY: function ( index, y ) {
  4775. this.array[ index * this.itemSize + 1 ] = y;
  4776. return this;
  4777. },
  4778. setZ: function ( index, z ) {
  4779. this.array[ index * this.itemSize + 2 ] = z;
  4780. return this;
  4781. },
  4782. setXY: function ( index, x, y ) {
  4783. index *= this.itemSize;
  4784. this.array[ index ] = x;
  4785. this.array[ index + 1 ] = y;
  4786. return this;
  4787. },
  4788. setXYZ: function ( index, x, y, z ) {
  4789. index *= this.itemSize;
  4790. this.array[ index ] = x;
  4791. this.array[ index + 1 ] = y;
  4792. this.array[ index + 2 ] = z;
  4793. return this;
  4794. },
  4795. setXYZW: function ( index, x, y, z, w ) {
  4796. index *= this.itemSize;
  4797. this.array[ index ] = x;
  4798. this.array[ index + 1 ] = y;
  4799. this.array[ index + 2 ] = z;
  4800. this.array[ index + 3 ] = w;
  4801. return this;
  4802. },
  4803. clone: function () {
  4804. return new THREE.BufferAttribute( new this.array.constructor( this.array ), this.itemSize );
  4805. }
  4806. };
  4807. //
  4808. THREE.Int8Attribute = function ( data, itemSize ) {
  4809. console.warn( 'THREE.Int8Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  4810. return new THREE.BufferAttribute( data, itemSize );
  4811. };
  4812. THREE.Uint8Attribute = function ( data, itemSize ) {
  4813. console.warn( 'THREE.Uint8Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  4814. return new THREE.BufferAttribute( data, itemSize );
  4815. };
  4816. THREE.Uint8ClampedAttribute = function ( data, itemSize ) {
  4817. console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  4818. return new THREE.BufferAttribute( data, itemSize );
  4819. };
  4820. THREE.Int16Attribute = function ( data, itemSize ) {
  4821. console.warn( 'THREE.Int16Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  4822. return new THREE.BufferAttribute( data, itemSize );
  4823. };
  4824. THREE.Uint16Attribute = function ( data, itemSize ) {
  4825. console.warn( 'THREE.Uint16Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  4826. return new THREE.BufferAttribute( data, itemSize );
  4827. };
  4828. THREE.Int32Attribute = function ( data, itemSize ) {
  4829. console.warn( 'THREE.Int32Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  4830. return new THREE.BufferAttribute( data, itemSize );
  4831. };
  4832. THREE.Uint32Attribute = function ( data, itemSize ) {
  4833. console.warn( 'THREE.Uint32Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  4834. return new THREE.BufferAttribute( data, itemSize );
  4835. };
  4836. THREE.Float32Attribute = function ( data, itemSize ) {
  4837. console.warn( 'THREE.Float32Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  4838. return new THREE.BufferAttribute( data, itemSize );
  4839. };
  4840. THREE.Float64Attribute = function ( data, itemSize ) {
  4841. console.warn( 'THREE.Float64Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  4842. return new THREE.BufferAttribute( data, itemSize );
  4843. };
  4844. // File:src/core/BufferGeometry.js
  4845. /**
  4846. * @author alteredq / http://alteredqualia.com/
  4847. * @author mrdoob / http://mrdoob.com/
  4848. */
  4849. THREE.BufferGeometry = function () {
  4850. Object.defineProperty( this, 'id', { value: THREE.GeometryIdCount ++ } );
  4851. this.uuid = THREE.Math.generateUUID();
  4852. this.name = '';
  4853. this.type = 'BufferGeometry';
  4854. this.attributes = {};
  4855. this.attributesKeys = [];
  4856. this.drawcalls = [];
  4857. this.offsets = this.drawcalls; // backwards compatibility
  4858. this.boundingBox = null;
  4859. this.boundingSphere = null;
  4860. };
  4861. THREE.BufferGeometry.prototype = {
  4862. constructor: THREE.BufferGeometry,
  4863. addAttribute: function ( name, attribute ) {
  4864. if ( attribute instanceof THREE.BufferAttribute === false ) {
  4865. console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
  4866. this.attributes[ name ] = { array: arguments[ 1 ], itemSize: arguments[ 2 ] };
  4867. return;
  4868. }
  4869. this.attributes[ name ] = attribute;
  4870. this.attributesKeys = Object.keys( this.attributes );
  4871. },
  4872. getAttribute: function ( name ) {
  4873. return this.attributes[ name ];
  4874. },
  4875. addDrawCall: function ( start, count, indexOffset ) {
  4876. this.drawcalls.push( {
  4877. start: start,
  4878. count: count,
  4879. index: indexOffset !== undefined ? indexOffset : 0
  4880. } );
  4881. },
  4882. applyMatrix: function ( matrix ) {
  4883. var position = this.attributes.position;
  4884. if ( position !== undefined ) {
  4885. matrix.applyToVector3Array( position.array );
  4886. position.needsUpdate = true;
  4887. }
  4888. var normal = this.attributes.normal;
  4889. if ( normal !== undefined ) {
  4890. var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
  4891. normalMatrix.applyToVector3Array( normal.array );
  4892. normal.needsUpdate = true;
  4893. }
  4894. },
  4895. center: function () {
  4896. // TODO
  4897. },
  4898. fromGeometry: function ( geometry, settings ) {
  4899. settings = settings || { 'vertexColors': THREE.NoColors };
  4900. var vertices = geometry.vertices;
  4901. var faces = geometry.faces;
  4902. var faceVertexUvs = geometry.faceVertexUvs;
  4903. var vertexColors = settings.vertexColors;
  4904. var hasFaceVertexUv = faceVertexUvs[ 0 ].length > 0;
  4905. var hasFaceVertexNormals = faces[ 0 ].vertexNormals.length == 3;
  4906. var positions = new Float32Array( faces.length * 3 * 3 );
  4907. this.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
  4908. var normals = new Float32Array( faces.length * 3 * 3 );
  4909. this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
  4910. if ( vertexColors !== THREE.NoColors ) {
  4911. var colors = new Float32Array( faces.length * 3 * 3 );
  4912. this.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) );
  4913. }
  4914. if ( hasFaceVertexUv === true ) {
  4915. var uvs = new Float32Array( faces.length * 3 * 2 );
  4916. this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );
  4917. }
  4918. for ( var i = 0, i2 = 0, i3 = 0; i < faces.length; i ++, i2 += 6, i3 += 9 ) {
  4919. var face = faces[ i ];
  4920. var a = vertices[ face.a ];
  4921. var b = vertices[ face.b ];
  4922. var c = vertices[ face.c ];
  4923. positions[ i3 ] = a.x;
  4924. positions[ i3 + 1 ] = a.y;
  4925. positions[ i3 + 2 ] = a.z;
  4926. positions[ i3 + 3 ] = b.x;
  4927. positions[ i3 + 4 ] = b.y;
  4928. positions[ i3 + 5 ] = b.z;
  4929. positions[ i3 + 6 ] = c.x;
  4930. positions[ i3 + 7 ] = c.y;
  4931. positions[ i3 + 8 ] = c.z;
  4932. if ( hasFaceVertexNormals === true ) {
  4933. var na = face.vertexNormals[ 0 ];
  4934. var nb = face.vertexNormals[ 1 ];
  4935. var nc = face.vertexNormals[ 2 ];
  4936. normals[ i3 ] = na.x;
  4937. normals[ i3 + 1 ] = na.y;
  4938. normals[ i3 + 2 ] = na.z;
  4939. normals[ i3 + 3 ] = nb.x;
  4940. normals[ i3 + 4 ] = nb.y;
  4941. normals[ i3 + 5 ] = nb.z;
  4942. normals[ i3 + 6 ] = nc.x;
  4943. normals[ i3 + 7 ] = nc.y;
  4944. normals[ i3 + 8 ] = nc.z;
  4945. } else {
  4946. var n = face.normal;
  4947. normals[ i3 ] = n.x;
  4948. normals[ i3 + 1 ] = n.y;
  4949. normals[ i3 + 2 ] = n.z;
  4950. normals[ i3 + 3 ] = n.x;
  4951. normals[ i3 + 4 ] = n.y;
  4952. normals[ i3 + 5 ] = n.z;
  4953. normals[ i3 + 6 ] = n.x;
  4954. normals[ i3 + 7 ] = n.y;
  4955. normals[ i3 + 8 ] = n.z;
  4956. }
  4957. if ( vertexColors === THREE.FaceColors ) {
  4958. var fc = face.color;
  4959. colors[ i3 ] = fc.r;
  4960. colors[ i3 + 1 ] = fc.g;
  4961. colors[ i3 + 2 ] = fc.b;
  4962. colors[ i3 + 3 ] = fc.r;
  4963. colors[ i3 + 4 ] = fc.g;
  4964. colors[ i3 + 5 ] = fc.b;
  4965. colors[ i3 + 6 ] = fc.r;
  4966. colors[ i3 + 7 ] = fc.g;
  4967. colors[ i3 + 8 ] = fc.b;
  4968. } else if ( vertexColors === THREE.VertexColors ) {
  4969. var vca = face.vertexColors[ 0 ];
  4970. var vcb = face.vertexColors[ 1 ];
  4971. var vcc = face.vertexColors[ 2 ];
  4972. colors[ i3 ] = vca.r;
  4973. colors[ i3 + 1 ] = vca.g;
  4974. colors[ i3 + 2 ] = vca.b;
  4975. colors[ i3 + 3 ] = vcb.r;
  4976. colors[ i3 + 4 ] = vcb.g;
  4977. colors[ i3 + 5 ] = vcb.b;
  4978. colors[ i3 + 6 ] = vcc.r;
  4979. colors[ i3 + 7 ] = vcc.g;
  4980. colors[ i3 + 8 ] = vcc.b;
  4981. }
  4982. if ( hasFaceVertexUv === true ) {
  4983. var uva = faceVertexUvs[ 0 ][ i ][ 0 ];
  4984. var uvb = faceVertexUvs[ 0 ][ i ][ 1 ];
  4985. var uvc = faceVertexUvs[ 0 ][ i ][ 2 ];
  4986. uvs[ i2 ] = uva.x;
  4987. uvs[ i2 + 1 ] = uva.y;
  4988. uvs[ i2 + 2 ] = uvb.x;
  4989. uvs[ i2 + 3 ] = uvb.y;
  4990. uvs[ i2 + 4 ] = uvc.x;
  4991. uvs[ i2 + 5 ] = uvc.y;
  4992. }
  4993. }
  4994. this.computeBoundingSphere()
  4995. return this;
  4996. },
  4997. computeBoundingBox: function () {
  4998. var vector = new THREE.Vector3();
  4999. return function () {
  5000. if ( this.boundingBox === null ) {
  5001. this.boundingBox = new THREE.Box3();
  5002. }
  5003. var positions = this.attributes.position.array;
  5004. if ( positions ) {
  5005. var bb = this.boundingBox;
  5006. bb.makeEmpty();
  5007. for ( var i = 0, il = positions.length; i < il; i += 3 ) {
  5008. vector.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
  5009. bb.expandByPoint( vector );
  5010. }
  5011. }
  5012. if ( positions === undefined || positions.length === 0 ) {
  5013. this.boundingBox.min.set( 0, 0, 0 );
  5014. this.boundingBox.max.set( 0, 0, 0 );
  5015. }
  5016. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  5017. console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.' );
  5018. }
  5019. }
  5020. }(),
  5021. computeBoundingSphere: function () {
  5022. var box = new THREE.Box3();
  5023. var vector = new THREE.Vector3();
  5024. return function () {
  5025. if ( this.boundingSphere === null ) {
  5026. this.boundingSphere = new THREE.Sphere();
  5027. }
  5028. var positions = this.attributes.position.array;
  5029. if ( positions ) {
  5030. box.makeEmpty();
  5031. var center = this.boundingSphere.center;
  5032. for ( var i = 0, il = positions.length; i < il; i += 3 ) {
  5033. vector.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
  5034. box.expandByPoint( vector );
  5035. }
  5036. box.center( center );
  5037. // hoping to find a boundingSphere with a radius smaller than the
  5038. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  5039. var maxRadiusSq = 0;
  5040. for ( var i = 0, il = positions.length; i < il; i += 3 ) {
  5041. vector.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
  5042. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );
  5043. }
  5044. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  5045. if ( isNaN( this.boundingSphere.radius ) ) {
  5046. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.' );
  5047. }
  5048. }
  5049. }
  5050. }(),
  5051. computeFaceNormals: function () {
  5052. // backwards compatibility
  5053. },
  5054. computeVertexNormals: function () {
  5055. var attributes = this.attributes;
  5056. if ( attributes.position ) {
  5057. var positions = attributes.position.array;
  5058. if ( attributes.normal === undefined ) {
  5059. this.addAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( positions.length ), 3 ) );
  5060. } else {
  5061. // reset existing normals to zero
  5062. var normals = attributes.normal.array;
  5063. for ( var i = 0, il = normals.length; i < il; i ++ ) {
  5064. normals[ i ] = 0;
  5065. }
  5066. }
  5067. var normals = attributes.normal.array;
  5068. var vA, vB, vC,
  5069. pA = new THREE.Vector3(),
  5070. pB = new THREE.Vector3(),
  5071. pC = new THREE.Vector3(),
  5072. cb = new THREE.Vector3(),
  5073. ab = new THREE.Vector3();
  5074. // indexed elements
  5075. if ( attributes.index ) {
  5076. var indices = attributes.index.array;
  5077. var offsets = ( this.offsets.length > 0 ? this.offsets : [ { start: 0, count: indices.length, index: 0 } ] );
  5078. for ( var j = 0, jl = offsets.length; j < jl; ++ j ) {
  5079. var start = offsets[ j ].start;
  5080. var count = offsets[ j ].count;
  5081. var index = offsets[ j ].index;
  5082. for ( var i = start, il = start + count; i < il; i += 3 ) {
  5083. vA = ( index + indices[ i ] ) * 3;
  5084. vB = ( index + indices[ i + 1 ] ) * 3;
  5085. vC = ( index + indices[ i + 2 ] ) * 3;
  5086. pA.fromArray( positions, vA );
  5087. pB.fromArray( positions, vB );
  5088. pC.fromArray( positions, vC );
  5089. cb.subVectors( pC, pB );
  5090. ab.subVectors( pA, pB );
  5091. cb.cross( ab );
  5092. normals[ vA ] += cb.x;
  5093. normals[ vA + 1 ] += cb.y;
  5094. normals[ vA + 2 ] += cb.z;
  5095. normals[ vB ] += cb.x;
  5096. normals[ vB + 1 ] += cb.y;
  5097. normals[ vB + 2 ] += cb.z;
  5098. normals[ vC ] += cb.x;
  5099. normals[ vC + 1 ] += cb.y;
  5100. normals[ vC + 2 ] += cb.z;
  5101. }
  5102. }
  5103. } else {
  5104. // non-indexed elements (unconnected triangle soup)
  5105. for ( var i = 0, il = positions.length; i < il; i += 9 ) {
  5106. pA.fromArray( positions, i );
  5107. pB.fromArray( positions, i + 3 );
  5108. pC.fromArray( positions, i + 6 );
  5109. cb.subVectors( pC, pB );
  5110. ab.subVectors( pA, pB );
  5111. cb.cross( ab );
  5112. normals[ i ] = cb.x;
  5113. normals[ i + 1 ] = cb.y;
  5114. normals[ i + 2 ] = cb.z;
  5115. normals[ i + 3 ] = cb.x;
  5116. normals[ i + 4 ] = cb.y;
  5117. normals[ i + 5 ] = cb.z;
  5118. normals[ i + 6 ] = cb.x;
  5119. normals[ i + 7 ] = cb.y;
  5120. normals[ i + 8 ] = cb.z;
  5121. }
  5122. }
  5123. this.normalizeNormals();
  5124. attributes.normal.needsUpdate = true;
  5125. }
  5126. },
  5127. computeTangents: function () {
  5128. // based on http://www.terathon.com/code/tangent.html
  5129. // (per vertex tangents)
  5130. if ( this.attributes.index === undefined ||
  5131. this.attributes.position === undefined ||
  5132. this.attributes.normal === undefined ||
  5133. this.attributes.uv === undefined ) {
  5134. console.warn( 'Missing required attributes (index, position, normal or uv) in BufferGeometry.computeTangents()' );
  5135. return;
  5136. }
  5137. var indices = this.attributes.index.array;
  5138. var positions = this.attributes.position.array;
  5139. var normals = this.attributes.normal.array;
  5140. var uvs = this.attributes.uv.array;
  5141. var nVertices = positions.length / 3;
  5142. if ( this.attributes.tangent === undefined ) {
  5143. this.addAttribute( 'tangent', new THREE.BufferAttribute( new Float32Array( 4 * nVertices ), 4 ) );
  5144. }
  5145. var tangents = this.attributes.tangent.array;
  5146. var tan1 = [], tan2 = [];
  5147. for ( var k = 0; k < nVertices; k ++ ) {
  5148. tan1[ k ] = new THREE.Vector3();
  5149. tan2[ k ] = new THREE.Vector3();
  5150. }
  5151. var vA = new THREE.Vector3(),
  5152. vB = new THREE.Vector3(),
  5153. vC = new THREE.Vector3(),
  5154. uvA = new THREE.Vector2(),
  5155. uvB = new THREE.Vector2(),
  5156. uvC = new THREE.Vector2(),
  5157. x1, x2, y1, y2, z1, z2,
  5158. s1, s2, t1, t2, r;
  5159. var sdir = new THREE.Vector3(), tdir = new THREE.Vector3();
  5160. function handleTriangle( a, b, c ) {
  5161. vA.fromArray( positions, a * 3 );
  5162. vB.fromArray( positions, b * 3 );
  5163. vC.fromArray( positions, c * 3 );
  5164. uvA.fromArray( uvs, a * 2 );
  5165. uvB.fromArray( uvs, b * 2 );
  5166. uvC.fromArray( uvs, c * 2 );
  5167. x1 = vB.x - vA.x;
  5168. x2 = vC.x - vA.x;
  5169. y1 = vB.y - vA.y;
  5170. y2 = vC.y - vA.y;
  5171. z1 = vB.z - vA.z;
  5172. z2 = vC.z - vA.z;
  5173. s1 = uvB.x - uvA.x;
  5174. s2 = uvC.x - uvA.x;
  5175. t1 = uvB.y - uvA.y;
  5176. t2 = uvC.y - uvA.y;
  5177. r = 1.0 / ( s1 * t2 - s2 * t1 );
  5178. sdir.set(
  5179. ( t2 * x1 - t1 * x2 ) * r,
  5180. ( t2 * y1 - t1 * y2 ) * r,
  5181. ( t2 * z1 - t1 * z2 ) * r
  5182. );
  5183. tdir.set(
  5184. ( s1 * x2 - s2 * x1 ) * r,
  5185. ( s1 * y2 - s2 * y1 ) * r,
  5186. ( s1 * z2 - s2 * z1 ) * r
  5187. );
  5188. tan1[ a ].add( sdir );
  5189. tan1[ b ].add( sdir );
  5190. tan1[ c ].add( sdir );
  5191. tan2[ a ].add( tdir );
  5192. tan2[ b ].add( tdir );
  5193. tan2[ c ].add( tdir );
  5194. }
  5195. var i, il;
  5196. var j, jl;
  5197. var iA, iB, iC;
  5198. if ( this.drawcalls.length === 0 ) {
  5199. this.addDrawCall( 0, indices.length, 0 );
  5200. }
  5201. var drawcalls = this.drawcalls;
  5202. for ( j = 0, jl = drawcalls.length; j < jl; ++ j ) {
  5203. var start = drawcalls[ j ].start;
  5204. var count = drawcalls[ j ].count;
  5205. var index = drawcalls[ j ].index;
  5206. for ( i = start, il = start + count; i < il; i += 3 ) {
  5207. iA = index + indices[ i ];
  5208. iB = index + indices[ i + 1 ];
  5209. iC = index + indices[ i + 2 ];
  5210. handleTriangle( iA, iB, iC );
  5211. }
  5212. }
  5213. var tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3();
  5214. var n = new THREE.Vector3(), n2 = new THREE.Vector3();
  5215. var w, t, test;
  5216. function handleVertex( v ) {
  5217. n.fromArray( normals, v * 3 );
  5218. n2.copy( n );
  5219. t = tan1[ v ];
  5220. // Gram-Schmidt orthogonalize
  5221. tmp.copy( t );
  5222. tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
  5223. // Calculate handedness
  5224. tmp2.crossVectors( n2, t );
  5225. test = tmp2.dot( tan2[ v ] );
  5226. w = ( test < 0.0 ) ? - 1.0 : 1.0;
  5227. tangents[ v * 4 ] = tmp.x;
  5228. tangents[ v * 4 + 1 ] = tmp.y;
  5229. tangents[ v * 4 + 2 ] = tmp.z;
  5230. tangents[ v * 4 + 3 ] = w;
  5231. }
  5232. for ( j = 0, jl = drawcalls.length; j < jl; ++ j ) {
  5233. var start = drawcalls[ j ].start;
  5234. var count = drawcalls[ j ].count;
  5235. var index = drawcalls[ j ].index;
  5236. for ( i = start, il = start + count; i < il; i += 3 ) {
  5237. iA = index + indices[ i ];
  5238. iB = index + indices[ i + 1 ];
  5239. iC = index + indices[ i + 2 ];
  5240. handleVertex( iA );
  5241. handleVertex( iB );
  5242. handleVertex( iC );
  5243. }
  5244. }
  5245. },
  5246. /*
  5247. computeOffsets
  5248. Compute the draw offset for large models by chunking the index buffer into chunks of 65k addressable vertices.
  5249. This method will effectively rewrite the index buffer and remap all attributes to match the new indices.
  5250. WARNING: This method will also expand the vertex count to prevent sprawled triangles across draw offsets.
  5251. indexBufferSize - Defaults to 65535, but allows for larger or smaller chunks.
  5252. */
  5253. computeOffsets: function ( indexBufferSize ) {
  5254. var size = indexBufferSize;
  5255. if ( indexBufferSize === undefined )
  5256. size = 65535; //WebGL limits type of index buffer values to 16-bit.
  5257. var s = Date.now();
  5258. var indices = this.attributes.index.array;
  5259. var vertices = this.attributes.position.array;
  5260. var verticesCount = ( vertices.length / 3 );
  5261. var facesCount = ( indices.length / 3 );
  5262. /*
  5263. console.log("Computing buffers in offsets of "+size+" -> indices:"+indices.length+" vertices:"+vertices.length);
  5264. console.log("Faces to process: "+(indices.length/3));
  5265. console.log("Reordering "+verticesCount+" vertices.");
  5266. */
  5267. var sortedIndices = new Uint16Array( indices.length ); //16-bit buffers
  5268. var indexPtr = 0;
  5269. var vertexPtr = 0;
  5270. var offsets = [ { start:0, count:0, index:0 } ];
  5271. var offset = offsets[ 0 ];
  5272. var duplicatedVertices = 0;
  5273. var newVerticeMaps = 0;
  5274. var faceVertices = new Int32Array( 6 );
  5275. var vertexMap = new Int32Array( vertices.length );
  5276. var revVertexMap = new Int32Array( vertices.length );
  5277. for ( var j = 0; j < vertices.length; j ++ ) { vertexMap[ j ] = - 1; revVertexMap[ j ] = - 1; }
  5278. /*
  5279. Traverse every face and reorder vertices in the proper offsets of 65k.
  5280. We can have more than 65k entries in the index buffer per offset, but only reference 65k values.
  5281. */
  5282. for ( var findex = 0; findex < facesCount; findex ++ ) {
  5283. newVerticeMaps = 0;
  5284. for ( var vo = 0; vo < 3; vo ++ ) {
  5285. var vid = indices[ findex * 3 + vo ];
  5286. if ( vertexMap[ vid ] == - 1 ) {
  5287. //Unmapped vertice
  5288. faceVertices[ vo * 2 ] = vid;
  5289. faceVertices[ vo * 2 + 1 ] = - 1;
  5290. newVerticeMaps ++;
  5291. } else if ( vertexMap[ vid ] < offset.index ) {
  5292. //Reused vertices from previous block (duplicate)
  5293. faceVertices[ vo * 2 ] = vid;
  5294. faceVertices[ vo * 2 + 1 ] = - 1;
  5295. duplicatedVertices ++;
  5296. } else {
  5297. //Reused vertice in the current block
  5298. faceVertices[ vo * 2 ] = vid;
  5299. faceVertices[ vo * 2 + 1 ] = vertexMap[ vid ];
  5300. }
  5301. }
  5302. var faceMax = vertexPtr + newVerticeMaps;
  5303. if ( faceMax > ( offset.index + size ) ) {
  5304. var new_offset = { start:indexPtr, count:0, index:vertexPtr };
  5305. offsets.push( new_offset );
  5306. offset = new_offset;
  5307. //Re-evaluate reused vertices in light of new offset.
  5308. for ( var v = 0; v < 6; v += 2 ) {
  5309. var new_vid = faceVertices[ v + 1 ];
  5310. if ( new_vid > - 1 && new_vid < offset.index )
  5311. faceVertices[ v + 1 ] = - 1;
  5312. }
  5313. }
  5314. //Reindex the face.
  5315. for ( var v = 0; v < 6; v += 2 ) {
  5316. var vid = faceVertices[ v ];
  5317. var new_vid = faceVertices[ v + 1 ];
  5318. if ( new_vid === - 1 )
  5319. new_vid = vertexPtr ++;
  5320. vertexMap[ vid ] = new_vid;
  5321. revVertexMap[ new_vid ] = vid;
  5322. sortedIndices[ indexPtr ++ ] = new_vid - offset.index; //XXX overflows at 16bit
  5323. offset.count ++;
  5324. }
  5325. }
  5326. /* Move all attribute values to map to the new computed indices , also expand the vertice stack to match our new vertexPtr. */
  5327. this.reorderBuffers( sortedIndices, revVertexMap, vertexPtr );
  5328. this.offsets = offsets;
  5329. /*
  5330. var orderTime = Date.now();
  5331. console.log("Reorder time: "+(orderTime-s)+"ms");
  5332. console.log("Duplicated "+duplicatedVertices+" vertices.");
  5333. console.log("Compute Buffers time: "+(Date.now()-s)+"ms");
  5334. console.log("Draw offsets: "+offsets.length);
  5335. */
  5336. return offsets;
  5337. },
  5338. merge: function ( geometry, offset ) {
  5339. if ( geometry instanceof THREE.BufferGeometry === false ) {
  5340. console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
  5341. return;
  5342. }
  5343. if ( offset === undefined ) offset = 0;
  5344. var attributes = this.attributes;
  5345. for ( var key in attributes ) {
  5346. if ( geometry.attributes[ key ] === undefined ) continue;
  5347. var attribute1 = attributes[ key ];
  5348. var attributeArray1 = attribute1.array;
  5349. var attribute2 = geometry.attributes[ key ];
  5350. var attributeArray2 = attribute2.array;
  5351. var attributeSize = attribute2.itemSize;
  5352. for ( var i = 0, j = attributeSize * offset; i < attributeArray2.length; i ++, j ++ ) {
  5353. attributeArray1[ j ] = attributeArray2[ i ];
  5354. }
  5355. }
  5356. return this;
  5357. },
  5358. normalizeNormals: function () {
  5359. var normals = this.attributes.normal.array;
  5360. var x, y, z, n;
  5361. for ( var i = 0, il = normals.length; i < il; i += 3 ) {
  5362. x = normals[ i ];
  5363. y = normals[ i + 1 ];
  5364. z = normals[ i + 2 ];
  5365. n = 1.0 / Math.sqrt( x * x + y * y + z * z );
  5366. normals[ i ] *= n;
  5367. normals[ i + 1 ] *= n;
  5368. normals[ i + 2 ] *= n;
  5369. }
  5370. },
  5371. /*
  5372. reoderBuffers:
  5373. Reorder attributes based on a new indexBuffer and indexMap.
  5374. indexBuffer - Uint16Array of the new ordered indices.
  5375. indexMap - Int32Array where the position is the new vertex ID and the value the old vertex ID for each vertex.
  5376. vertexCount - Amount of total vertices considered in this reordering (in case you want to grow the vertice stack).
  5377. */
  5378. reorderBuffers: function ( indexBuffer, indexMap, vertexCount ) {
  5379. /* Create a copy of all attributes for reordering. */
  5380. var sortedAttributes = {};
  5381. for ( var attr in this.attributes ) {
  5382. if ( attr == 'index' )
  5383. continue;
  5384. var sourceArray = this.attributes[ attr ].array;
  5385. sortedAttributes[ attr ] = new sourceArray.constructor( this.attributes[ attr ].itemSize * vertexCount );
  5386. }
  5387. /* Move attribute positions based on the new index map */
  5388. for ( var new_vid = 0; new_vid < vertexCount; new_vid ++ ) {
  5389. var vid = indexMap[ new_vid ];
  5390. for ( var attr in this.attributes ) {
  5391. if ( attr == 'index' )
  5392. continue;
  5393. var attrArray = this.attributes[ attr ].array;
  5394. var attrSize = this.attributes[ attr ].itemSize;
  5395. var sortedAttr = sortedAttributes[ attr ];
  5396. for ( var k = 0; k < attrSize; k ++ )
  5397. sortedAttr[ new_vid * attrSize + k ] = attrArray[ vid * attrSize + k ];
  5398. }
  5399. }
  5400. /* Carry the new sorted buffers locally */
  5401. this.attributes[ 'index' ].array = indexBuffer;
  5402. for ( var attr in this.attributes ) {
  5403. if ( attr == 'index' )
  5404. continue;
  5405. this.attributes[ attr ].array = sortedAttributes[ attr ];
  5406. this.attributes[ attr ].numItems = this.attributes[ attr ].itemSize * vertexCount;
  5407. }
  5408. },
  5409. toJSON: function () {
  5410. var output = {
  5411. metadata: {
  5412. version: 4.0,
  5413. type: 'BufferGeometry',
  5414. generator: 'BufferGeometryExporter'
  5415. },
  5416. uuid: this.uuid,
  5417. type: this.type,
  5418. data: {
  5419. attributes: {}
  5420. }
  5421. };
  5422. var attributes = this.attributes;
  5423. var offsets = this.offsets;
  5424. var boundingSphere = this.boundingSphere;
  5425. for ( var key in attributes ) {
  5426. var attribute = attributes[ key ];
  5427. var array = [], typeArray = attribute.array;
  5428. for ( var i = 0, l = typeArray.length; i < l; i ++ ) {
  5429. array[ i ] = typeArray[ i ];
  5430. }
  5431. output.data.attributes[ key ] = {
  5432. itemSize: attribute.itemSize,
  5433. type: attribute.array.constructor.name,
  5434. array: array
  5435. }
  5436. }
  5437. if ( offsets.length > 0 ) {
  5438. output.data.offsets = JSON.parse( JSON.stringify( offsets ) );
  5439. }
  5440. if ( boundingSphere !== null ) {
  5441. output.data.boundingSphere = {
  5442. center: boundingSphere.center.toArray(),
  5443. radius: boundingSphere.radius
  5444. }
  5445. }
  5446. return output;
  5447. },
  5448. clone: function () {
  5449. var geometry = new THREE.BufferGeometry();
  5450. for ( var attr in this.attributes ) {
  5451. var sourceAttr = this.attributes[ attr ];
  5452. geometry.addAttribute( attr, sourceAttr.clone() );
  5453. }
  5454. for ( var i = 0, il = this.offsets.length; i < il; i ++ ) {
  5455. var offset = this.offsets[ i ];
  5456. geometry.offsets.push( {
  5457. start: offset.start,
  5458. index: offset.index,
  5459. count: offset.count
  5460. } );
  5461. }
  5462. return geometry;
  5463. },
  5464. dispose: function () {
  5465. this.dispatchEvent( { type: 'dispose' } );
  5466. }
  5467. };
  5468. THREE.EventDispatcher.prototype.apply( THREE.BufferGeometry.prototype );
  5469. // File:src/core/Geometry.js
  5470. /**
  5471. * @author mrdoob / http://mrdoob.com/
  5472. * @author kile / http://kile.stravaganza.org/
  5473. * @author alteredq / http://alteredqualia.com/
  5474. * @author mikael emtinger / http://gomo.se/
  5475. * @author zz85 / http://www.lab4games.net/zz85/blog
  5476. * @author bhouston / http://exocortex.com
  5477. */
  5478. THREE.Geometry = function () {
  5479. Object.defineProperty( this, 'id', { value: THREE.GeometryIdCount ++ } );
  5480. this.uuid = THREE.Math.generateUUID();
  5481. this.name = '';
  5482. this.type = 'Geometry';
  5483. this.vertices = [];
  5484. this.colors = []; // one-to-one vertex colors, used in Points and Line
  5485. this.faces = [];
  5486. this.faceVertexUvs = [ [] ];
  5487. this.morphTargets = [];
  5488. this.morphColors = [];
  5489. this.morphNormals = [];
  5490. this.skinWeights = [];
  5491. this.skinIndices = [];
  5492. this.lineDistances = [];
  5493. this.boundingBox = null;
  5494. this.boundingSphere = null;
  5495. this.hasTangents = false;
  5496. this.dynamic = true; // the intermediate typed arrays will be deleted when set to false
  5497. // update flags
  5498. this.verticesNeedUpdate = false;
  5499. this.elementsNeedUpdate = false;
  5500. this.uvsNeedUpdate = false;
  5501. this.normalsNeedUpdate = false;
  5502. this.tangentsNeedUpdate = false;
  5503. this.colorsNeedUpdate = false;
  5504. this.lineDistancesNeedUpdate = false;
  5505. this.groupsNeedUpdate = false;
  5506. };
  5507. THREE.Geometry.prototype = {
  5508. constructor: THREE.Geometry,
  5509. applyMatrix: function ( matrix ) {
  5510. var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
  5511. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  5512. var vertex = this.vertices[ i ];
  5513. vertex.applyMatrix4( matrix );
  5514. }
  5515. for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
  5516. var face = this.faces[ i ];
  5517. face.normal.applyMatrix3( normalMatrix ).normalize();
  5518. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  5519. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  5520. }
  5521. }
  5522. if ( this.boundingBox instanceof THREE.Box3 ) {
  5523. this.computeBoundingBox();
  5524. }
  5525. if ( this.boundingSphere instanceof THREE.Sphere ) {
  5526. this.computeBoundingSphere();
  5527. }
  5528. },
  5529. fromBufferGeometry: function ( geometry ) {
  5530. var scope = this;
  5531. var attributes = geometry.attributes;
  5532. var vertices = attributes.position.array;
  5533. var indices = attributes.index !== undefined ? attributes.index.array : undefined;
  5534. var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
  5535. var colors = attributes.color !== undefined ? attributes.color.array : undefined;
  5536. var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
  5537. var tempNormals = [];
  5538. var tempUVs = [];
  5539. for ( var i = 0, j = 0; i < vertices.length; i += 3, j += 2 ) {
  5540. scope.vertices.push( new THREE.Vector3( vertices[ i ], vertices[ i + 1 ], vertices[ i + 2 ] ) );
  5541. if ( normals !== undefined ) {
  5542. tempNormals.push( new THREE.Vector3( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] ) );
  5543. }
  5544. if ( colors !== undefined ) {
  5545. scope.colors.push( new THREE.Color( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] ) );
  5546. }
  5547. if ( uvs !== undefined ) {
  5548. tempUVs.push( new THREE.Vector2( uvs[ j ], uvs[ j + 1 ] ) );
  5549. }
  5550. }
  5551. var addFace = function ( a, b, c ) {
  5552. var vertexNormals = normals !== undefined ? [ tempNormals[ a ].clone(), tempNormals[ b ].clone(), tempNormals[ c ].clone() ] : [];
  5553. var vertexColors = colors !== undefined ? [ scope.colors[ a ].clone(), scope.colors[ b ].clone(), scope.colors[ c ].clone() ] : [];
  5554. scope.faces.push( new THREE.Face3( a, b, c, vertexNormals, vertexColors ) );
  5555. if ( uvs !== undefined ) {
  5556. scope.faceVertexUvs[ 0 ].push( [ tempUVs[ a ].clone(), tempUVs[ b ].clone(), tempUVs[ c ].clone() ] );
  5557. }
  5558. };
  5559. if ( indices !== undefined ) {
  5560. for ( var i = 0; i < indices.length; i += 3 ) {
  5561. addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
  5562. }
  5563. } else {
  5564. for ( var i = 0; i < vertices.length / 3; i += 3 ) {
  5565. addFace( i, i + 1, i + 2 );
  5566. }
  5567. }
  5568. this.computeFaceNormals();
  5569. if ( geometry.boundingBox !== null ) {
  5570. this.boundingBox = geometry.boundingBox.clone();
  5571. }
  5572. if ( geometry.boundingSphere !== null ) {
  5573. this.boundingSphere = geometry.boundingSphere.clone();
  5574. }
  5575. return this;
  5576. },
  5577. center: function () {
  5578. this.computeBoundingBox();
  5579. var offset = new THREE.Vector3();
  5580. offset.addVectors( this.boundingBox.min, this.boundingBox.max );
  5581. offset.multiplyScalar( - 0.5 );
  5582. this.applyMatrix( new THREE.Matrix4().makeTranslation( offset.x, offset.y, offset.z ) );
  5583. this.computeBoundingBox();
  5584. return offset;
  5585. },
  5586. computeFaceNormals: function () {
  5587. var cb = new THREE.Vector3(), ab = new THREE.Vector3();
  5588. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5589. var face = this.faces[ f ];
  5590. var vA = this.vertices[ face.a ];
  5591. var vB = this.vertices[ face.b ];
  5592. var vC = this.vertices[ face.c ];
  5593. cb.subVectors( vC, vB );
  5594. ab.subVectors( vA, vB );
  5595. cb.cross( ab );
  5596. cb.normalize();
  5597. face.normal.copy( cb );
  5598. }
  5599. },
  5600. computeVertexNormals: function ( areaWeighted ) {
  5601. var v, vl, f, fl, face, vertices;
  5602. vertices = new Array( this.vertices.length );
  5603. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  5604. vertices[ v ] = new THREE.Vector3();
  5605. }
  5606. if ( areaWeighted ) {
  5607. // vertex normals weighted by triangle areas
  5608. // http://www.iquilezles.org/www/articles/normals/normals.htm
  5609. var vA, vB, vC, vD;
  5610. var cb = new THREE.Vector3(), ab = new THREE.Vector3(),
  5611. db = new THREE.Vector3(), dc = new THREE.Vector3(), bc = new THREE.Vector3();
  5612. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5613. face = this.faces[ f ];
  5614. vA = this.vertices[ face.a ];
  5615. vB = this.vertices[ face.b ];
  5616. vC = this.vertices[ face.c ];
  5617. cb.subVectors( vC, vB );
  5618. ab.subVectors( vA, vB );
  5619. cb.cross( ab );
  5620. vertices[ face.a ].add( cb );
  5621. vertices[ face.b ].add( cb );
  5622. vertices[ face.c ].add( cb );
  5623. }
  5624. } else {
  5625. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5626. face = this.faces[ f ];
  5627. vertices[ face.a ].add( face.normal );
  5628. vertices[ face.b ].add( face.normal );
  5629. vertices[ face.c ].add( face.normal );
  5630. }
  5631. }
  5632. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  5633. vertices[ v ].normalize();
  5634. }
  5635. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5636. face = this.faces[ f ];
  5637. face.vertexNormals[ 0 ] = vertices[ face.a ].clone();
  5638. face.vertexNormals[ 1 ] = vertices[ face.b ].clone();
  5639. face.vertexNormals[ 2 ] = vertices[ face.c ].clone();
  5640. }
  5641. },
  5642. computeMorphNormals: function () {
  5643. var i, il, f, fl, face;
  5644. // save original normals
  5645. // - create temp variables on first access
  5646. // otherwise just copy (for faster repeated calls)
  5647. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5648. face = this.faces[ f ];
  5649. if ( ! face.__originalFaceNormal ) {
  5650. face.__originalFaceNormal = face.normal.clone();
  5651. } else {
  5652. face.__originalFaceNormal.copy( face.normal );
  5653. }
  5654. if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];
  5655. for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  5656. if ( ! face.__originalVertexNormals[ i ] ) {
  5657. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  5658. } else {
  5659. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  5660. }
  5661. }
  5662. }
  5663. // use temp geometry to compute face and vertex normals for each morph
  5664. var tmpGeo = new THREE.Geometry();
  5665. tmpGeo.faces = this.faces;
  5666. for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
  5667. // create on first access
  5668. if ( ! this.morphNormals[ i ] ) {
  5669. this.morphNormals[ i ] = {};
  5670. this.morphNormals[ i ].faceNormals = [];
  5671. this.morphNormals[ i ].vertexNormals = [];
  5672. var dstNormalsFace = this.morphNormals[ i ].faceNormals;
  5673. var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
  5674. var faceNormal, vertexNormals;
  5675. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5676. faceNormal = new THREE.Vector3();
  5677. vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3() };
  5678. dstNormalsFace.push( faceNormal );
  5679. dstNormalsVertex.push( vertexNormals );
  5680. }
  5681. }
  5682. var morphNormals = this.morphNormals[ i ];
  5683. // set vertices to morph target
  5684. tmpGeo.vertices = this.morphTargets[ i ].vertices;
  5685. // compute morph normals
  5686. tmpGeo.computeFaceNormals();
  5687. tmpGeo.computeVertexNormals();
  5688. // store morph normals
  5689. var faceNormal, vertexNormals;
  5690. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5691. face = this.faces[ f ];
  5692. faceNormal = morphNormals.faceNormals[ f ];
  5693. vertexNormals = morphNormals.vertexNormals[ f ];
  5694. faceNormal.copy( face.normal );
  5695. vertexNormals.a.copy( face.vertexNormals[ 0 ] );
  5696. vertexNormals.b.copy( face.vertexNormals[ 1 ] );
  5697. vertexNormals.c.copy( face.vertexNormals[ 2 ] );
  5698. }
  5699. }
  5700. // restore original normals
  5701. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5702. face = this.faces[ f ];
  5703. face.normal = face.__originalFaceNormal;
  5704. face.vertexNormals = face.__originalVertexNormals;
  5705. }
  5706. },
  5707. computeTangents: function () {
  5708. // based on http://www.terathon.com/code/tangent.html
  5709. // tangents go to vertices
  5710. var f, fl, v, vl, i, il, vertexIndex,
  5711. face, uv, vA, vB, vC, uvA, uvB, uvC,
  5712. x1, x2, y1, y2, z1, z2,
  5713. s1, s2, t1, t2, r, t, test,
  5714. tan1 = [], tan2 = [],
  5715. sdir = new THREE.Vector3(), tdir = new THREE.Vector3(),
  5716. tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3(),
  5717. n = new THREE.Vector3(), w;
  5718. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  5719. tan1[ v ] = new THREE.Vector3();
  5720. tan2[ v ] = new THREE.Vector3();
  5721. }
  5722. function handleTriangle( context, a, b, c, ua, ub, uc ) {
  5723. vA = context.vertices[ a ];
  5724. vB = context.vertices[ b ];
  5725. vC = context.vertices[ c ];
  5726. uvA = uv[ ua ];
  5727. uvB = uv[ ub ];
  5728. uvC = uv[ uc ];
  5729. x1 = vB.x - vA.x;
  5730. x2 = vC.x - vA.x;
  5731. y1 = vB.y - vA.y;
  5732. y2 = vC.y - vA.y;
  5733. z1 = vB.z - vA.z;
  5734. z2 = vC.z - vA.z;
  5735. s1 = uvB.x - uvA.x;
  5736. s2 = uvC.x - uvA.x;
  5737. t1 = uvB.y - uvA.y;
  5738. t2 = uvC.y - uvA.y;
  5739. r = 1.0 / ( s1 * t2 - s2 * t1 );
  5740. sdir.set( ( t2 * x1 - t1 * x2 ) * r,
  5741. ( t2 * y1 - t1 * y2 ) * r,
  5742. ( t2 * z1 - t1 * z2 ) * r );
  5743. tdir.set( ( s1 * x2 - s2 * x1 ) * r,
  5744. ( s1 * y2 - s2 * y1 ) * r,
  5745. ( s1 * z2 - s2 * z1 ) * r );
  5746. tan1[ a ].add( sdir );
  5747. tan1[ b ].add( sdir );
  5748. tan1[ c ].add( sdir );
  5749. tan2[ a ].add( tdir );
  5750. tan2[ b ].add( tdir );
  5751. tan2[ c ].add( tdir );
  5752. }
  5753. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5754. face = this.faces[ f ];
  5755. uv = this.faceVertexUvs[ 0 ][ f ]; // use UV layer 0 for tangents
  5756. handleTriangle( this, face.a, face.b, face.c, 0, 1, 2 );
  5757. }
  5758. var faceIndex = [ 'a', 'b', 'c', 'd' ];
  5759. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5760. face = this.faces[ f ];
  5761. for ( i = 0; i < Math.min( face.vertexNormals.length, 3 ); i ++ ) {
  5762. n.copy( face.vertexNormals[ i ] );
  5763. vertexIndex = face[ faceIndex[ i ] ];
  5764. t = tan1[ vertexIndex ];
  5765. // Gram-Schmidt orthogonalize
  5766. tmp.copy( t );
  5767. tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
  5768. // Calculate handedness
  5769. tmp2.crossVectors( face.vertexNormals[ i ], t );
  5770. test = tmp2.dot( tan2[ vertexIndex ] );
  5771. w = ( test < 0.0 ) ? - 1.0 : 1.0;
  5772. face.vertexTangents[ i ] = new THREE.Vector4( tmp.x, tmp.y, tmp.z, w );
  5773. }
  5774. }
  5775. this.hasTangents = true;
  5776. },
  5777. computeLineDistances: function () {
  5778. var d = 0;
  5779. var vertices = this.vertices;
  5780. for ( var i = 0, il = vertices.length; i < il; i ++ ) {
  5781. if ( i > 0 ) {
  5782. d += vertices[ i ].distanceTo( vertices[ i - 1 ] );
  5783. }
  5784. this.lineDistances[ i ] = d;
  5785. }
  5786. },
  5787. computeBoundingBox: function () {
  5788. if ( this.boundingBox === null ) {
  5789. this.boundingBox = new THREE.Box3();
  5790. }
  5791. this.boundingBox.setFromPoints( this.vertices );
  5792. },
  5793. computeBoundingSphere: function () {
  5794. if ( this.boundingSphere === null ) {
  5795. this.boundingSphere = new THREE.Sphere();
  5796. }
  5797. this.boundingSphere.setFromPoints( this.vertices );
  5798. },
  5799. merge: function ( geometry, matrix, materialIndexOffset ) {
  5800. if ( geometry instanceof THREE.Geometry === false ) {
  5801. console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  5802. return;
  5803. }
  5804. var normalMatrix,
  5805. vertexOffset = this.vertices.length,
  5806. vertices1 = this.vertices,
  5807. vertices2 = geometry.vertices,
  5808. faces1 = this.faces,
  5809. faces2 = geometry.faces,
  5810. uvs1 = this.faceVertexUvs[ 0 ],
  5811. uvs2 = geometry.faceVertexUvs[ 0 ];
  5812. if ( materialIndexOffset === undefined ) materialIndexOffset = 0;
  5813. if ( matrix !== undefined ) {
  5814. normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
  5815. }
  5816. // vertices
  5817. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  5818. var vertex = vertices2[ i ];
  5819. var vertexCopy = vertex.clone();
  5820. if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix );
  5821. vertices1.push( vertexCopy );
  5822. }
  5823. // faces
  5824. for ( i = 0, il = faces2.length; i < il; i ++ ) {
  5825. var face = faces2[ i ], faceCopy, normal, color,
  5826. faceVertexNormals = face.vertexNormals,
  5827. faceVertexColors = face.vertexColors;
  5828. faceCopy = new THREE.Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  5829. faceCopy.normal.copy( face.normal );
  5830. if ( normalMatrix !== undefined ) {
  5831. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  5832. }
  5833. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  5834. normal = faceVertexNormals[ j ].clone();
  5835. if ( normalMatrix !== undefined ) {
  5836. normal.applyMatrix3( normalMatrix ).normalize();
  5837. }
  5838. faceCopy.vertexNormals.push( normal );
  5839. }
  5840. faceCopy.color.copy( face.color );
  5841. for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
  5842. color = faceVertexColors[ j ];
  5843. faceCopy.vertexColors.push( color.clone() );
  5844. }
  5845. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  5846. faces1.push( faceCopy );
  5847. }
  5848. // uvs
  5849. for ( i = 0, il = uvs2.length; i < il; i ++ ) {
  5850. var uv = uvs2[ i ], uvCopy = [];
  5851. if ( uv === undefined ) {
  5852. continue;
  5853. }
  5854. for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
  5855. uvCopy.push( uv[ j ].clone() );
  5856. }
  5857. uvs1.push( uvCopy );
  5858. }
  5859. },
  5860. mergeMesh: function ( mesh ) {
  5861. if ( mesh instanceof THREE.Mesh === false ) {
  5862. console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
  5863. return;
  5864. }
  5865. mesh.matrixAutoUpdate && mesh.updateMatrix();
  5866. this.merge( mesh.geometry, mesh.matrix );
  5867. },
  5868. /*
  5869. * Checks for duplicate vertices with hashmap.
  5870. * Duplicated vertices are removed
  5871. * and faces' vertices are updated.
  5872. */
  5873. mergeVertices: function () {
  5874. var verticesMap = {}; // Hashmap for looking up vertice by position coordinates (and making sure they are unique)
  5875. var unique = [], changes = [];
  5876. var v, key;
  5877. var precisionPoints = 4; // number of decimal points, eg. 4 for epsilon of 0.0001
  5878. var precision = Math.pow( 10, precisionPoints );
  5879. var i,il, face;
  5880. var indices, k, j, jl, u;
  5881. for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
  5882. v = this.vertices[ i ];
  5883. key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  5884. if ( verticesMap[ key ] === undefined ) {
  5885. verticesMap[ key ] = i;
  5886. unique.push( this.vertices[ i ] );
  5887. changes[ i ] = unique.length - 1;
  5888. } else {
  5889. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  5890. changes[ i ] = changes[ verticesMap[ key ] ];
  5891. }
  5892. };
  5893. // if faces are completely degenerate after merging vertices, we
  5894. // have to remove them from the geometry.
  5895. var faceIndicesToRemove = [];
  5896. for ( i = 0, il = this.faces.length; i < il; i ++ ) {
  5897. face = this.faces[ i ];
  5898. face.a = changes[ face.a ];
  5899. face.b = changes[ face.b ];
  5900. face.c = changes[ face.c ];
  5901. indices = [ face.a, face.b, face.c ];
  5902. var dupIndex = - 1;
  5903. // if any duplicate vertices are found in a Face3
  5904. // we have to remove the face as nothing can be saved
  5905. for ( var n = 0; n < 3; n ++ ) {
  5906. if ( indices[ n ] == indices[ ( n + 1 ) % 3 ] ) {
  5907. dupIndex = n;
  5908. faceIndicesToRemove.push( i );
  5909. break;
  5910. }
  5911. }
  5912. }
  5913. for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
  5914. var idx = faceIndicesToRemove[ i ];
  5915. this.faces.splice( idx, 1 );
  5916. for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  5917. this.faceVertexUvs[ j ].splice( idx, 1 );
  5918. }
  5919. }
  5920. // Use unique set of vertices
  5921. var diff = this.vertices.length - unique.length;
  5922. this.vertices = unique;
  5923. return diff;
  5924. },
  5925. toJSON: function () {
  5926. var output = {
  5927. metadata: {
  5928. version: 4.0,
  5929. type: 'BufferGeometry',
  5930. generator: 'BufferGeometryExporter'
  5931. },
  5932. uuid: this.uuid,
  5933. type: this.type
  5934. };
  5935. if ( this.name !== "" ) output.name = this.name;
  5936. if ( this.parameters !== undefined ) {
  5937. var parameters = this.parameters;
  5938. for ( var key in parameters ) {
  5939. if ( parameters[ key ] !== undefined ) output[ key ] = parameters[ key ];
  5940. }
  5941. return output;
  5942. }
  5943. var vertices = [];
  5944. for ( var i = 0; i < this.vertices.length; i ++ ) {
  5945. var vertex = this.vertices[ i ];
  5946. vertices.push( vertex.x, vertex.y, vertex.z );
  5947. }
  5948. var faces = [];
  5949. var normals = [];
  5950. var normalsHash = {};
  5951. var colors = [];
  5952. var colorsHash = {};
  5953. var uvs = [];
  5954. var uvsHash = {};
  5955. for ( var i = 0; i < this.faces.length; i ++ ) {
  5956. var face = this.faces[ i ];
  5957. var hasMaterial = false; // face.materialIndex !== undefined;
  5958. var hasFaceUv = false; // deprecated
  5959. var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
  5960. var hasFaceNormal = face.normal.length() > 0;
  5961. var hasFaceVertexNormal = face.vertexNormals.length > 0;
  5962. var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
  5963. var hasFaceVertexColor = face.vertexColors.length > 0;
  5964. var faceType = 0;
  5965. faceType = setBit( faceType, 0, 0 );
  5966. faceType = setBit( faceType, 1, hasMaterial );
  5967. faceType = setBit( faceType, 2, hasFaceUv );
  5968. faceType = setBit( faceType, 3, hasFaceVertexUv );
  5969. faceType = setBit( faceType, 4, hasFaceNormal );
  5970. faceType = setBit( faceType, 5, hasFaceVertexNormal );
  5971. faceType = setBit( faceType, 6, hasFaceColor );
  5972. faceType = setBit( faceType, 7, hasFaceVertexColor );
  5973. faces.push( faceType );
  5974. faces.push( face.a, face.b, face.c );
  5975. /*
  5976. if ( hasMaterial ) {
  5977. faces.push( face.materialIndex );
  5978. }
  5979. */
  5980. if ( hasFaceVertexUv ) {
  5981. var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];
  5982. faces.push(
  5983. getUvIndex( faceVertexUvs[ 0 ] ),
  5984. getUvIndex( faceVertexUvs[ 1 ] ),
  5985. getUvIndex( faceVertexUvs[ 2 ] )
  5986. );
  5987. }
  5988. if ( hasFaceNormal ) {
  5989. faces.push( getNormalIndex( face.normal ) );
  5990. }
  5991. if ( hasFaceVertexNormal ) {
  5992. var vertexNormals = face.vertexNormals;
  5993. faces.push(
  5994. getNormalIndex( vertexNormals[ 0 ] ),
  5995. getNormalIndex( vertexNormals[ 1 ] ),
  5996. getNormalIndex( vertexNormals[ 2 ] )
  5997. );
  5998. }
  5999. if ( hasFaceColor ) {
  6000. faces.push( getColorIndex( face.color ) );
  6001. }
  6002. if ( hasFaceVertexColor ) {
  6003. var vertexColors = face.vertexColors;
  6004. faces.push(
  6005. getColorIndex( vertexColors[ 0 ] ),
  6006. getColorIndex( vertexColors[ 1 ] ),
  6007. getColorIndex( vertexColors[ 2 ] )
  6008. );
  6009. }
  6010. }
  6011. function setBit( value, position, enabled ) {
  6012. return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position) );
  6013. }
  6014. function getNormalIndex( normal ) {
  6015. var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
  6016. if ( normalsHash[ hash ] !== undefined ) {
  6017. return normalsHash[ hash ];
  6018. }
  6019. normalsHash[ hash ] = normals.length / 3;
  6020. normals.push( normal.x, normal.y, normal.z );
  6021. return normalsHash[ hash ];
  6022. }
  6023. function getColorIndex( color ) {
  6024. var hash = color.r.toString() + color.g.toString() + color.b.toString();
  6025. if ( colorsHash[ hash ] !== undefined ) {
  6026. return colorsHash[ hash ];
  6027. }
  6028. colorsHash[ hash ] = colors.length;
  6029. colors.push( color.getHex() );
  6030. return colorsHash[ hash ];
  6031. }
  6032. function getUvIndex( uv ) {
  6033. var hash = uv.x.toString() + uv.y.toString();
  6034. if ( uvsHash[ hash ] !== undefined ) {
  6035. return uvsHash[ hash ];
  6036. }
  6037. uvsHash[ hash ] = uvs.length / 2;
  6038. uvs.push( uv.x, uv.y );
  6039. return uvsHash[ hash ];
  6040. }
  6041. output.data = {};
  6042. output.data.vertices = vertices;
  6043. output.data.normals = normals;
  6044. if ( colors.length > 0 ) output.data.colors = colors;
  6045. if ( uvs.length > 0 ) output.data.uvs = [ uvs ]; // temporal backward compatibility
  6046. output.data.faces = faces;
  6047. //
  6048. return output;
  6049. },
  6050. clone: function () {
  6051. var geometry = new THREE.Geometry();
  6052. var vertices = this.vertices;
  6053. for ( var i = 0, il = vertices.length; i < il; i ++ ) {
  6054. geometry.vertices.push( vertices[ i ].clone() );
  6055. }
  6056. var faces = this.faces;
  6057. for ( var i = 0, il = faces.length; i < il; i ++ ) {
  6058. geometry.faces.push( faces[ i ].clone() );
  6059. }
  6060. for ( var i = 0, il = this.faceVertexUvs.length; i < il; i ++ ) {
  6061. var faceVertexUvs = this.faceVertexUvs[ i ];
  6062. if ( geometry.faceVertexUvs[ i ] === undefined ) {
  6063. geometry.faceVertexUvs[ i ] = [];
  6064. }
  6065. for ( var j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
  6066. var uvs = faceVertexUvs[ j ], uvsCopy = [];
  6067. for ( var k = 0, kl = uvs.length; k < kl; k ++ ) {
  6068. var uv = uvs[ k ];
  6069. uvsCopy.push( uv.clone() );
  6070. }
  6071. geometry.faceVertexUvs[ i ].push( uvsCopy );
  6072. }
  6073. }
  6074. return geometry;
  6075. },
  6076. dispose: function () {
  6077. this.dispatchEvent( { type: 'dispose' } );
  6078. }
  6079. };
  6080. THREE.EventDispatcher.prototype.apply( THREE.Geometry.prototype );
  6081. THREE.GeometryIdCount = 0;
  6082. // File:src/cameras/Camera.js
  6083. /**
  6084. * @author mrdoob / http://mrdoob.com/
  6085. * @author mikael emtinger / http://gomo.se/
  6086. * @author WestLangley / http://github.com/WestLangley
  6087. */
  6088. THREE.Camera = function () {
  6089. THREE.Object3D.call( this );
  6090. this.type = 'Camera';
  6091. this.matrixWorldInverse = new THREE.Matrix4();
  6092. this.projectionMatrix = new THREE.Matrix4();
  6093. };
  6094. THREE.Camera.prototype = Object.create( THREE.Object3D.prototype );
  6095. THREE.Camera.prototype.constructor = THREE.Camera;
  6096. THREE.Camera.prototype.getWorldDirection = function () {
  6097. var quaternion = new THREE.Quaternion();
  6098. return function ( optionalTarget ) {
  6099. var result = optionalTarget || new THREE.Vector3();
  6100. this.getWorldQuaternion( quaternion );
  6101. return result.set( 0, 0, - 1 ).applyQuaternion( quaternion );
  6102. }
  6103. }();
  6104. THREE.Camera.prototype.lookAt = function () {
  6105. // This routine does not support cameras with rotated and/or translated parent(s)
  6106. var m1 = new THREE.Matrix4();
  6107. return function ( vector ) {
  6108. m1.lookAt( this.position, vector, this.up );
  6109. this.quaternion.setFromRotationMatrix( m1 );
  6110. };
  6111. }();
  6112. THREE.Camera.prototype.clone = function ( camera ) {
  6113. if ( camera === undefined ) camera = new THREE.Camera();
  6114. THREE.Object3D.prototype.clone.call( this, camera );
  6115. camera.matrixWorldInverse.copy( this.matrixWorldInverse );
  6116. camera.projectionMatrix.copy( this.projectionMatrix );
  6117. return camera;
  6118. };
  6119. // File:src/cameras/CubeCamera.js
  6120. /**
  6121. * Camera for rendering cube maps
  6122. * - renders scene into axis-aligned cube
  6123. *
  6124. * @author alteredq / http://alteredqualia.com/
  6125. */
  6126. THREE.CubeCamera = function ( near, far, cubeResolution ) {
  6127. THREE.Object3D.call( this );
  6128. this.type = 'CubeCamera';
  6129. var fov = 90, aspect = 1;
  6130. var cameraPX = new THREE.PerspectiveCamera( fov, aspect, near, far );
  6131. cameraPX.up.set( 0, - 1, 0 );
  6132. cameraPX.lookAt( new THREE.Vector3( 1, 0, 0 ) );
  6133. this.add( cameraPX );
  6134. var cameraNX = new THREE.PerspectiveCamera( fov, aspect, near, far );
  6135. cameraNX.up.set( 0, - 1, 0 );
  6136. cameraNX.lookAt( new THREE.Vector3( - 1, 0, 0 ) );
  6137. this.add( cameraNX );
  6138. var cameraPY = new THREE.PerspectiveCamera( fov, aspect, near, far );
  6139. cameraPY.up.set( 0, 0, 1 );
  6140. cameraPY.lookAt( new THREE.Vector3( 0, 1, 0 ) );
  6141. this.add( cameraPY );
  6142. var cameraNY = new THREE.PerspectiveCamera( fov, aspect, near, far );
  6143. cameraNY.up.set( 0, 0, - 1 );
  6144. cameraNY.lookAt( new THREE.Vector3( 0, - 1, 0 ) );
  6145. this.add( cameraNY );
  6146. var cameraPZ = new THREE.PerspectiveCamera( fov, aspect, near, far );
  6147. cameraPZ.up.set( 0, - 1, 0 );
  6148. cameraPZ.lookAt( new THREE.Vector3( 0, 0, 1 ) );
  6149. this.add( cameraPZ );
  6150. var cameraNZ = new THREE.PerspectiveCamera( fov, aspect, near, far );
  6151. cameraNZ.up.set( 0, - 1, 0 );
  6152. cameraNZ.lookAt( new THREE.Vector3( 0, 0, - 1 ) );
  6153. this.add( cameraNZ );
  6154. this.renderTarget = new THREE.WebGLRenderTargetCube( cubeResolution, cubeResolution, { format: THREE.RGBFormat, magFilter: THREE.LinearFilter, minFilter: THREE.LinearFilter } );
  6155. this.updateCubeMap = function ( renderer, scene ) {
  6156. var renderTarget = this.renderTarget;
  6157. var generateMipmaps = renderTarget.generateMipmaps;
  6158. renderTarget.generateMipmaps = false;
  6159. renderTarget.activeCubeFace = 0;
  6160. renderer.render( scene, cameraPX, renderTarget );
  6161. renderTarget.activeCubeFace = 1;
  6162. renderer.render( scene, cameraNX, renderTarget );
  6163. renderTarget.activeCubeFace = 2;
  6164. renderer.render( scene, cameraPY, renderTarget );
  6165. renderTarget.activeCubeFace = 3;
  6166. renderer.render( scene, cameraNY, renderTarget );
  6167. renderTarget.activeCubeFace = 4;
  6168. renderer.render( scene, cameraPZ, renderTarget );
  6169. renderTarget.generateMipmaps = generateMipmaps;
  6170. renderTarget.activeCubeFace = 5;
  6171. renderer.render( scene, cameraNZ, renderTarget );
  6172. };
  6173. };
  6174. THREE.CubeCamera.prototype = Object.create( THREE.Object3D.prototype );
  6175. THREE.CubeCamera.prototype.constructor = THREE.CubeCamera;
  6176. // File:src/cameras/OrthographicCamera.js
  6177. /**
  6178. * @author alteredq / http://alteredqualia.com/
  6179. */
  6180. THREE.OrthographicCamera = function ( left, right, top, bottom, near, far ) {
  6181. THREE.Camera.call( this );
  6182. this.type = 'OrthographicCamera';
  6183. this.zoom = 1;
  6184. this.left = left;
  6185. this.right = right;
  6186. this.top = top;
  6187. this.bottom = bottom;
  6188. this.near = ( near !== undefined ) ? near : 0.1;
  6189. this.far = ( far !== undefined ) ? far : 2000;
  6190. this.updateProjectionMatrix();
  6191. };
  6192. THREE.OrthographicCamera.prototype = Object.create( THREE.Camera.prototype );
  6193. THREE.OrthographicCamera.prototype.constructor = THREE.OrthographicCamera;
  6194. THREE.OrthographicCamera.prototype.updateProjectionMatrix = function () {
  6195. var dx = ( this.right - this.left ) / ( 2 * this.zoom );
  6196. var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  6197. var cx = ( this.right + this.left ) / 2;
  6198. var cy = ( this.top + this.bottom ) / 2;
  6199. this.projectionMatrix.makeOrthographic( cx - dx, cx + dx, cy + dy, cy - dy, this.near, this.far );
  6200. };
  6201. THREE.OrthographicCamera.prototype.clone = function () {
  6202. var camera = new THREE.OrthographicCamera();
  6203. THREE.Camera.prototype.clone.call( this, camera );
  6204. camera.zoom = this.zoom;
  6205. camera.left = this.left;
  6206. camera.right = this.right;
  6207. camera.top = this.top;
  6208. camera.bottom = this.bottom;
  6209. camera.near = this.near;
  6210. camera.far = this.far;
  6211. camera.projectionMatrix.copy( this.projectionMatrix );
  6212. return camera;
  6213. };
  6214. // File:src/cameras/PerspectiveCamera.js
  6215. /**
  6216. * @author mrdoob / http://mrdoob.com/
  6217. * @author greggman / http://games.greggman.com/
  6218. * @author zz85 / http://www.lab4games.net/zz85/blog
  6219. */
  6220. THREE.PerspectiveCamera = function ( fov, aspect, near, far ) {
  6221. THREE.Camera.call( this );
  6222. this.type = 'PerspectiveCamera';
  6223. this.zoom = 1;
  6224. this.fov = fov !== undefined ? fov : 50;
  6225. this.aspect = aspect !== undefined ? aspect : 1;
  6226. this.near = near !== undefined ? near : 0.1;
  6227. this.far = far !== undefined ? far : 2000;
  6228. this.updateProjectionMatrix();
  6229. };
  6230. THREE.PerspectiveCamera.prototype = Object.create( THREE.Camera.prototype );
  6231. THREE.PerspectiveCamera.prototype.constructor = THREE.PerspectiveCamera;
  6232. /**
  6233. * Uses Focal Length (in mm) to estimate and set FOV
  6234. * 35mm (fullframe) camera is used if frame size is not specified;
  6235. * Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html
  6236. */
  6237. THREE.PerspectiveCamera.prototype.setLens = function ( focalLength, frameHeight ) {
  6238. if ( frameHeight === undefined ) frameHeight = 24;
  6239. this.fov = 2 * THREE.Math.radToDeg( Math.atan( frameHeight / ( focalLength * 2 ) ) );
  6240. this.updateProjectionMatrix();
  6241. }
  6242. /**
  6243. * Sets an offset in a larger frustum. This is useful for multi-window or
  6244. * multi-monitor/multi-machine setups.
  6245. *
  6246. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  6247. * the monitors are in grid like this
  6248. *
  6249. * +---+---+---+
  6250. * | A | B | C |
  6251. * +---+---+---+
  6252. * | D | E | F |
  6253. * +---+---+---+
  6254. *
  6255. * then for each monitor you would call it like this
  6256. *
  6257. * var w = 1920;
  6258. * var h = 1080;
  6259. * var fullWidth = w * 3;
  6260. * var fullHeight = h * 2;
  6261. *
  6262. * --A--
  6263. * camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  6264. * --B--
  6265. * camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  6266. * --C--
  6267. * camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  6268. * --D--
  6269. * camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  6270. * --E--
  6271. * camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  6272. * --F--
  6273. * camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  6274. *
  6275. * Note there is no reason monitors have to be the same size or in a grid.
  6276. */
  6277. THREE.PerspectiveCamera.prototype.setViewOffset = function ( fullWidth, fullHeight, x, y, width, height ) {
  6278. this.fullWidth = fullWidth;
  6279. this.fullHeight = fullHeight;
  6280. this.x = x;
  6281. this.y = y;
  6282. this.width = width;
  6283. this.height = height;
  6284. this.updateProjectionMatrix();
  6285. };
  6286. THREE.PerspectiveCamera.prototype.updateProjectionMatrix = function () {
  6287. var fov = THREE.Math.radToDeg( 2 * Math.atan( Math.tan( THREE.Math.degToRad( this.fov ) * 0.5 ) / this.zoom ) );
  6288. if ( this.fullWidth ) {
  6289. var aspect = this.fullWidth / this.fullHeight;
  6290. var top = Math.tan( THREE.Math.degToRad( fov * 0.5 ) ) * this.near;
  6291. var bottom = - top;
  6292. var left = aspect * bottom;
  6293. var right = aspect * top;
  6294. var width = Math.abs( right - left );
  6295. var height = Math.abs( top - bottom );
  6296. this.projectionMatrix.makeFrustum(
  6297. left + this.x * width / this.fullWidth,
  6298. left + ( this.x + this.width ) * width / this.fullWidth,
  6299. top - ( this.y + this.height ) * height / this.fullHeight,
  6300. top - this.y * height / this.fullHeight,
  6301. this.near,
  6302. this.far
  6303. );
  6304. } else {
  6305. this.projectionMatrix.makePerspective( fov, this.aspect, this.near, this.far );
  6306. }
  6307. };
  6308. THREE.PerspectiveCamera.prototype.clone = function () {
  6309. var camera = new THREE.PerspectiveCamera();
  6310. THREE.Camera.prototype.clone.call( this, camera );
  6311. camera.zoom = this.zoom;
  6312. camera.fov = this.fov;
  6313. camera.aspect = this.aspect;
  6314. camera.near = this.near;
  6315. camera.far = this.far;
  6316. camera.projectionMatrix.copy( this.projectionMatrix );
  6317. return camera;
  6318. };
  6319. // File:src/lights/Light.js
  6320. /**
  6321. * @author mrdoob / http://mrdoob.com/
  6322. * @author alteredq / http://alteredqualia.com/
  6323. */
  6324. THREE.Light = function ( color ) {
  6325. THREE.Object3D.call( this );
  6326. this.type = 'Light';
  6327. this.color = new THREE.Color( color );
  6328. };
  6329. THREE.Light.prototype = Object.create( THREE.Object3D.prototype );
  6330. THREE.Light.prototype.constructor = THREE.Light;
  6331. THREE.Light.prototype.clone = function ( light ) {
  6332. if ( light === undefined ) light = new THREE.Light();
  6333. THREE.Object3D.prototype.clone.call( this, light );
  6334. light.color.copy( this.color );
  6335. return light;
  6336. };
  6337. // File:src/lights/AmbientLight.js
  6338. /**
  6339. * @author mrdoob / http://mrdoob.com/
  6340. */
  6341. THREE.AmbientLight = function ( color ) {
  6342. THREE.Light.call( this, color );
  6343. this.type = 'AmbientLight';
  6344. };
  6345. THREE.AmbientLight.prototype = Object.create( THREE.Light.prototype );
  6346. THREE.AmbientLight.prototype.constructor = THREE.AmbientLight;
  6347. THREE.AmbientLight.prototype.clone = function () {
  6348. var light = new THREE.AmbientLight();
  6349. THREE.Light.prototype.clone.call( this, light );
  6350. return light;
  6351. };
  6352. // File:src/lights/AreaLight.js
  6353. /**
  6354. * @author MPanknin / http://www.redplant.de/
  6355. * @author alteredq / http://alteredqualia.com/
  6356. */
  6357. THREE.AreaLight = function ( color, intensity ) {
  6358. THREE.Light.call( this, color );
  6359. this.type = 'AreaLight';
  6360. this.normal = new THREE.Vector3( 0, - 1, 0 );
  6361. this.right = new THREE.Vector3( 1, 0, 0 );
  6362. this.intensity = ( intensity !== undefined ) ? intensity : 1;
  6363. this.width = 1.0;
  6364. this.height = 1.0;
  6365. this.constantAttenuation = 1.5;
  6366. this.linearAttenuation = 0.5;
  6367. this.quadraticAttenuation = 0.1;
  6368. };
  6369. THREE.AreaLight.prototype = Object.create( THREE.Light.prototype );
  6370. THREE.AreaLight.prototype.constructor = THREE.AreaLight;
  6371. // File:src/lights/DirectionalLight.js
  6372. /**
  6373. * @author mrdoob / http://mrdoob.com/
  6374. * @author alteredq / http://alteredqualia.com/
  6375. */
  6376. THREE.DirectionalLight = function ( color, intensity ) {
  6377. THREE.Light.call( this, color );
  6378. this.type = 'DirectionalLight';
  6379. this.position.set( 0, 1, 0 );
  6380. this.target = new THREE.Object3D();
  6381. this.intensity = ( intensity !== undefined ) ? intensity : 1;
  6382. this.castShadow = false;
  6383. this.onlyShadow = false;
  6384. //
  6385. this.shadowCameraNear = 50;
  6386. this.shadowCameraFar = 5000;
  6387. this.shadowCameraLeft = - 500;
  6388. this.shadowCameraRight = 500;
  6389. this.shadowCameraTop = 500;
  6390. this.shadowCameraBottom = - 500;
  6391. this.shadowCameraVisible = false;
  6392. this.shadowBias = 0;
  6393. this.shadowDarkness = 0.5;
  6394. this.shadowMapWidth = 512;
  6395. this.shadowMapHeight = 512;
  6396. //
  6397. this.shadowCascade = false;
  6398. this.shadowCascadeOffset = new THREE.Vector3( 0, 0, - 1000 );
  6399. this.shadowCascadeCount = 2;
  6400. this.shadowCascadeBias = [ 0, 0, 0 ];
  6401. this.shadowCascadeWidth = [ 512, 512, 512 ];
  6402. this.shadowCascadeHeight = [ 512, 512, 512 ];
  6403. this.shadowCascadeNearZ = [ - 1.000, 0.990, 0.998 ];
  6404. this.shadowCascadeFarZ = [ 0.990, 0.998, 1.000 ];
  6405. this.shadowCascadeArray = [];
  6406. //
  6407. this.shadowMap = null;
  6408. this.shadowMapSize = null;
  6409. this.shadowCamera = null;
  6410. this.shadowMatrix = null;
  6411. };
  6412. THREE.DirectionalLight.prototype = Object.create( THREE.Light.prototype );
  6413. THREE.DirectionalLight.prototype.constructor = THREE.DirectionalLight;
  6414. THREE.DirectionalLight.prototype.clone = function () {
  6415. var light = new THREE.DirectionalLight();
  6416. THREE.Light.prototype.clone.call( this, light );
  6417. light.target = this.target.clone();
  6418. light.intensity = this.intensity;
  6419. light.castShadow = this.castShadow;
  6420. light.onlyShadow = this.onlyShadow;
  6421. //
  6422. light.shadowCameraNear = this.shadowCameraNear;
  6423. light.shadowCameraFar = this.shadowCameraFar;
  6424. light.shadowCameraLeft = this.shadowCameraLeft;
  6425. light.shadowCameraRight = this.shadowCameraRight;
  6426. light.shadowCameraTop = this.shadowCameraTop;
  6427. light.shadowCameraBottom = this.shadowCameraBottom;
  6428. light.shadowCameraVisible = this.shadowCameraVisible;
  6429. light.shadowBias = this.shadowBias;
  6430. light.shadowDarkness = this.shadowDarkness;
  6431. light.shadowMapWidth = this.shadowMapWidth;
  6432. light.shadowMapHeight = this.shadowMapHeight;
  6433. //
  6434. light.shadowCascade = this.shadowCascade;
  6435. light.shadowCascadeOffset.copy( this.shadowCascadeOffset );
  6436. light.shadowCascadeCount = this.shadowCascadeCount;
  6437. light.shadowCascadeBias = this.shadowCascadeBias.slice( 0 );
  6438. light.shadowCascadeWidth = this.shadowCascadeWidth.slice( 0 );
  6439. light.shadowCascadeHeight = this.shadowCascadeHeight.slice( 0 );
  6440. light.shadowCascadeNearZ = this.shadowCascadeNearZ.slice( 0 );
  6441. light.shadowCascadeFarZ = this.shadowCascadeFarZ.slice( 0 );
  6442. return light;
  6443. };
  6444. // File:src/lights/HemisphereLight.js
  6445. /**
  6446. * @author alteredq / http://alteredqualia.com/
  6447. */
  6448. THREE.HemisphereLight = function ( skyColor, groundColor, intensity ) {
  6449. THREE.Light.call( this, skyColor );
  6450. this.type = 'HemisphereLight';
  6451. this.position.set( 0, 100, 0 );
  6452. this.groundColor = new THREE.Color( groundColor );
  6453. this.intensity = ( intensity !== undefined ) ? intensity : 1;
  6454. };
  6455. THREE.HemisphereLight.prototype = Object.create( THREE.Light.prototype );
  6456. THREE.HemisphereLight.prototype.constructor = THREE.HemisphereLight;
  6457. THREE.HemisphereLight.prototype.clone = function () {
  6458. var light = new THREE.HemisphereLight();
  6459. THREE.Light.prototype.clone.call( this, light );
  6460. light.groundColor.copy( this.groundColor );
  6461. light.intensity = this.intensity;
  6462. return light;
  6463. };
  6464. // File:src/lights/PointLight.js
  6465. /**
  6466. * @author mrdoob / http://mrdoob.com/
  6467. */
  6468. THREE.PointLight = function ( color, intensity, distance ) {
  6469. THREE.Light.call( this, color );
  6470. this.type = 'PointLight';
  6471. this.intensity = ( intensity !== undefined ) ? intensity : 1;
  6472. this.distance = ( distance !== undefined ) ? distance : 0;
  6473. };
  6474. THREE.PointLight.prototype = Object.create( THREE.Light.prototype );
  6475. THREE.PointLight.prototype.constructor = THREE.PointLight;
  6476. THREE.PointLight.prototype.clone = function () {
  6477. var light = new THREE.PointLight();
  6478. THREE.Light.prototype.clone.call( this, light );
  6479. light.intensity = this.intensity;
  6480. light.distance = this.distance;
  6481. return light;
  6482. };
  6483. // File:src/lights/SpotLight.js
  6484. /**
  6485. * @author alteredq / http://alteredqualia.com/
  6486. */
  6487. THREE.SpotLight = function ( color, intensity, distance, angle, exponent ) {
  6488. THREE.Light.call( this, color );
  6489. this.type = 'SpotLight';
  6490. this.position.set( 0, 1, 0 );
  6491. this.target = new THREE.Object3D();
  6492. this.intensity = ( intensity !== undefined ) ? intensity : 1;
  6493. this.distance = ( distance !== undefined ) ? distance : 0;
  6494. this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
  6495. this.exponent = ( exponent !== undefined ) ? exponent : 10;
  6496. this.castShadow = false;
  6497. this.onlyShadow = false;
  6498. //
  6499. this.shadowCameraNear = 50;
  6500. this.shadowCameraFar = 5000;
  6501. this.shadowCameraFov = 50;
  6502. this.shadowCameraVisible = false;
  6503. this.shadowBias = 0;
  6504. this.shadowDarkness = 0.5;
  6505. this.shadowMapWidth = 512;
  6506. this.shadowMapHeight = 512;
  6507. //
  6508. this.shadowMap = null;
  6509. this.shadowMapSize = null;
  6510. this.shadowCamera = null;
  6511. this.shadowMatrix = null;
  6512. };
  6513. THREE.SpotLight.prototype = Object.create( THREE.Light.prototype );
  6514. THREE.SpotLight.prototype.constructor = THREE.SpotLight;
  6515. THREE.SpotLight.prototype.clone = function () {
  6516. var light = new THREE.SpotLight();
  6517. THREE.Light.prototype.clone.call( this, light );
  6518. light.target = this.target.clone();
  6519. light.intensity = this.intensity;
  6520. light.distance = this.distance;
  6521. light.angle = this.angle;
  6522. light.exponent = this.exponent;
  6523. light.castShadow = this.castShadow;
  6524. light.onlyShadow = this.onlyShadow;
  6525. //
  6526. light.shadowCameraNear = this.shadowCameraNear;
  6527. light.shadowCameraFar = this.shadowCameraFar;
  6528. light.shadowCameraFov = this.shadowCameraFov;
  6529. light.shadowCameraVisible = this.shadowCameraVisible;
  6530. light.shadowBias = this.shadowBias;
  6531. light.shadowDarkness = this.shadowDarkness;
  6532. light.shadowMapWidth = this.shadowMapWidth;
  6533. light.shadowMapHeight = this.shadowMapHeight;
  6534. return light;
  6535. };
  6536. // File:src/loaders/Cache.js
  6537. /**
  6538. * @author mrdoob / http://mrdoob.com/
  6539. */
  6540. THREE.Cache = function () {
  6541. this.files = {};
  6542. };
  6543. THREE.Cache.prototype = {
  6544. constructor: THREE.Cache,
  6545. add: function ( key, file ) {
  6546. // console.log( 'THREE.Cache', 'Adding key:', key );
  6547. this.files[ key ] = file;
  6548. },
  6549. get: function ( key ) {
  6550. // console.log( 'THREE.Cache', 'Checking key:', key );
  6551. return this.files[ key ];
  6552. },
  6553. remove: function ( key ) {
  6554. delete this.files[ key ];
  6555. },
  6556. clear: function () {
  6557. this.files = {}
  6558. }
  6559. };
  6560. // File:src/loaders/Loader.js
  6561. /**
  6562. * @author alteredq / http://alteredqualia.com/
  6563. */
  6564. THREE.Loader = function ( showStatus ) {
  6565. this.showStatus = showStatus;
  6566. this.statusDomElement = showStatus ? THREE.Loader.prototype.addStatusElement() : null;
  6567. this.imageLoader = new THREE.ImageLoader();
  6568. this.onLoadStart = function () {};
  6569. this.onLoadProgress = function () {};
  6570. this.onLoadComplete = function () {};
  6571. };
  6572. THREE.Loader.prototype = {
  6573. constructor: THREE.Loader,
  6574. crossOrigin: undefined,
  6575. addStatusElement: function () {
  6576. var e = document.createElement( 'div' );
  6577. e.style.position = 'absolute';
  6578. e.style.right = '0px';
  6579. e.style.top = '0px';
  6580. e.style.fontSize = '0.8em';
  6581. e.style.textAlign = 'left';
  6582. e.style.background = 'rgba(0,0,0,0.25)';
  6583. e.style.color = '#fff';
  6584. e.style.width = '120px';
  6585. e.style.padding = '0.5em 0.5em 0.5em 0.5em';
  6586. e.style.zIndex = 1000;
  6587. e.innerHTML = 'Loading ...';
  6588. return e;
  6589. },
  6590. updateProgress: function ( progress ) {
  6591. var message = 'Loaded ';
  6592. if ( progress.total ) {
  6593. message += ( 100 * progress.loaded / progress.total ).toFixed( 0 ) + '%';
  6594. } else {
  6595. message += ( progress.loaded / 1024 ).toFixed( 2 ) + ' KB';
  6596. }
  6597. this.statusDomElement.innerHTML = message;
  6598. },
  6599. extractUrlBase: function ( url ) {
  6600. var parts = url.split( '/' );
  6601. if ( parts.length === 1 ) return './';
  6602. parts.pop();
  6603. return parts.join( '/' ) + '/';
  6604. },
  6605. initMaterials: function ( materials, texturePath ) {
  6606. var array = [];
  6607. for ( var i = 0; i < materials.length; ++ i ) {
  6608. array[ i ] = this.createMaterial( materials[ i ], texturePath );
  6609. }
  6610. return array;
  6611. },
  6612. needsTangents: function ( materials ) {
  6613. for ( var i = 0, il = materials.length; i < il; i ++ ) {
  6614. var m = materials[ i ];
  6615. if ( m instanceof THREE.ShaderMaterial ) return true;
  6616. }
  6617. return false;
  6618. },
  6619. createMaterial: function ( m, texturePath ) {
  6620. var scope = this;
  6621. function nearest_pow2( n ) {
  6622. var l = Math.log( n ) / Math.LN2;
  6623. return Math.pow( 2, Math.round( l ) );
  6624. }
  6625. function create_texture( where, name, sourceFile, repeat, offset, wrap, anisotropy ) {
  6626. var fullPath = texturePath + sourceFile;
  6627. var texture;
  6628. var loader = THREE.Loader.Handlers.get( fullPath );
  6629. if ( loader !== null ) {
  6630. texture = loader.load( fullPath );
  6631. } else {
  6632. texture = new THREE.Texture();
  6633. loader = scope.imageLoader;
  6634. loader.crossOrigin = scope.crossOrigin;
  6635. loader.load( fullPath, function ( image ) {
  6636. if ( THREE.Math.isPowerOfTwo( image.width ) === false ||
  6637. THREE.Math.isPowerOfTwo( image.height ) === false ) {
  6638. var width = nearest_pow2( image.width );
  6639. var height = nearest_pow2( image.height );
  6640. var canvas = document.createElement( 'canvas' );
  6641. canvas.width = width;
  6642. canvas.height = height;
  6643. var context = canvas.getContext( '2d' );
  6644. context.drawImage( image, 0, 0, width, height );
  6645. texture.image = canvas;
  6646. } else {
  6647. texture.image = image;
  6648. }
  6649. texture.needsUpdate = true;
  6650. } );
  6651. }
  6652. texture.sourceFile = sourceFile;
  6653. if ( repeat ) {
  6654. texture.repeat.set( repeat[ 0 ], repeat[ 1 ] );
  6655. if ( repeat[ 0 ] !== 1 ) texture.wrapS = THREE.RepeatWrapping;
  6656. if ( repeat[ 1 ] !== 1 ) texture.wrapT = THREE.RepeatWrapping;
  6657. }
  6658. if ( offset ) {
  6659. texture.offset.set( offset[ 0 ], offset[ 1 ] );
  6660. }
  6661. if ( wrap ) {
  6662. var wrapMap = {
  6663. 'repeat': THREE.RepeatWrapping,
  6664. 'mirror': THREE.MirroredRepeatWrapping
  6665. }
  6666. if ( wrapMap[ wrap[ 0 ] ] !== undefined ) texture.wrapS = wrapMap[ wrap[ 0 ] ];
  6667. if ( wrapMap[ wrap[ 1 ] ] !== undefined ) texture.wrapT = wrapMap[ wrap[ 1 ] ];
  6668. }
  6669. if ( anisotropy ) {
  6670. texture.anisotropy = anisotropy;
  6671. }
  6672. where[ name ] = texture;
  6673. }
  6674. function rgb2hex( rgb ) {
  6675. return ( rgb[ 0 ] * 255 << 16 ) + ( rgb[ 1 ] * 255 << 8 ) + rgb[ 2 ] * 255;
  6676. }
  6677. // defaults
  6678. var mtype = 'MeshLambertMaterial';
  6679. var mpars = { color: 0xeeeeee, opacity: 1.0, map: null, lightMap: null, normalMap: null, bumpMap: null, wireframe: false };
  6680. // parameters from model file
  6681. if ( m.shading ) {
  6682. var shading = m.shading.toLowerCase();
  6683. if ( shading === 'phong' ) mtype = 'MeshPhongMaterial';
  6684. else if ( shading === 'basic' ) mtype = 'MeshBasicMaterial';
  6685. }
  6686. if ( m.blending !== undefined && THREE[ m.blending ] !== undefined ) {
  6687. mpars.blending = THREE[ m.blending ];
  6688. }
  6689. if ( m.transparent !== undefined || m.opacity < 1.0 ) {
  6690. mpars.transparent = m.transparent;
  6691. }
  6692. if ( m.depthTest !== undefined ) {
  6693. mpars.depthTest = m.depthTest;
  6694. }
  6695. if ( m.depthWrite !== undefined ) {
  6696. mpars.depthWrite = m.depthWrite;
  6697. }
  6698. if ( m.visible !== undefined ) {
  6699. mpars.visible = m.visible;
  6700. }
  6701. if ( m.flipSided !== undefined ) {
  6702. mpars.side = THREE.BackSide;
  6703. }
  6704. if ( m.doubleSided !== undefined ) {
  6705. mpars.side = THREE.DoubleSide;
  6706. }
  6707. if ( m.wireframe !== undefined ) {
  6708. mpars.wireframe = m.wireframe;
  6709. }
  6710. if ( m.vertexColors !== undefined ) {
  6711. if ( m.vertexColors === 'face' ) {
  6712. mpars.vertexColors = THREE.FaceColors;
  6713. } else if ( m.vertexColors ) {
  6714. mpars.vertexColors = THREE.VertexColors;
  6715. }
  6716. }
  6717. // colors
  6718. if ( m.colorDiffuse ) {
  6719. mpars.color = rgb2hex( m.colorDiffuse );
  6720. } else if ( m.DbgColor ) {
  6721. mpars.color = m.DbgColor;
  6722. }
  6723. if ( m.colorSpecular ) {
  6724. mpars.specular = rgb2hex( m.colorSpecular );
  6725. }
  6726. if ( m.colorAmbient ) {
  6727. mpars.ambient = rgb2hex( m.colorAmbient );
  6728. }
  6729. if ( m.colorEmissive ) {
  6730. mpars.emissive = rgb2hex( m.colorEmissive );
  6731. }
  6732. // modifiers
  6733. if ( m.transparency ) {
  6734. mpars.opacity = m.transparency;
  6735. }
  6736. if ( m.specularCoef ) {
  6737. mpars.shininess = m.specularCoef;
  6738. }
  6739. // textures
  6740. if ( m.mapDiffuse && texturePath ) {
  6741. create_texture( mpars, 'map', m.mapDiffuse, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy );
  6742. }
  6743. if ( m.mapLight && texturePath ) {
  6744. create_texture( mpars, 'lightMap', m.mapLight, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy );
  6745. }
  6746. if ( m.mapBump && texturePath ) {
  6747. create_texture( mpars, 'bumpMap', m.mapBump, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy );
  6748. }
  6749. if ( m.mapNormal && texturePath ) {
  6750. create_texture( mpars, 'normalMap', m.mapNormal, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy );
  6751. }
  6752. if ( m.mapSpecular && texturePath ) {
  6753. create_texture( mpars, 'specularMap', m.mapSpecular, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy );
  6754. }
  6755. if ( m.mapAlpha && texturePath ) {
  6756. create_texture( mpars, 'alphaMap', m.mapAlpha, m.mapAlphaRepeat, m.mapAlphaOffset, m.mapAlphaWrap, m.mapAlphaAnisotropy );
  6757. }
  6758. //
  6759. if ( m.mapBumpScale ) {
  6760. mpars.bumpScale = m.mapBumpScale;
  6761. }
  6762. // special case for normal mapped material
  6763. if ( m.mapNormal ) {
  6764. var shader = THREE.ShaderLib[ 'normalmap' ];
  6765. var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
  6766. uniforms[ 'tNormal' ].value = mpars.normalMap;
  6767. if ( m.mapNormalFactor ) {
  6768. uniforms[ 'uNormalScale' ].value.set( m.mapNormalFactor, m.mapNormalFactor );
  6769. }
  6770. if ( mpars.map ) {
  6771. uniforms[ 'tDiffuse' ].value = mpars.map;
  6772. uniforms[ 'enableDiffuse' ].value = true;
  6773. }
  6774. if ( mpars.specularMap ) {
  6775. uniforms[ 'tSpecular' ].value = mpars.specularMap;
  6776. uniforms[ 'enableSpecular' ].value = true;
  6777. }
  6778. if ( mpars.lightMap ) {
  6779. uniforms[ 'tAO' ].value = mpars.lightMap;
  6780. uniforms[ 'enableAO' ].value = true;
  6781. }
  6782. // for the moment don't handle displacement texture
  6783. uniforms[ 'diffuse' ].value.setHex( mpars.color );
  6784. uniforms[ 'specular' ].value.setHex( mpars.specular );
  6785. uniforms[ 'ambient' ].value.setHex( mpars.ambient );
  6786. uniforms[ 'shininess' ].value = mpars.shininess;
  6787. if ( mpars.opacity !== undefined ) {
  6788. uniforms[ 'opacity' ].value = mpars.opacity;
  6789. }
  6790. var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true };
  6791. var material = new THREE.ShaderMaterial( parameters );
  6792. if ( mpars.transparent ) {
  6793. material.transparent = true;
  6794. }
  6795. } else {
  6796. var material = new THREE[ mtype ]( mpars );
  6797. }
  6798. if ( m.DbgName !== undefined ) material.name = m.DbgName;
  6799. return material;
  6800. }
  6801. };
  6802. THREE.Loader.Handlers = {
  6803. handlers: [],
  6804. add: function ( regex, loader ) {
  6805. this.handlers.push( regex, loader );
  6806. },
  6807. get: function ( file ) {
  6808. for ( var i = 0, l = this.handlers.length; i < l; i += 2 ) {
  6809. var regex = this.handlers[ i ];
  6810. var loader = this.handlers[ i + 1 ];
  6811. if ( regex.test( file ) ) {
  6812. return loader;
  6813. }
  6814. }
  6815. return null;
  6816. }
  6817. };
  6818. // File:src/loaders/XHRLoader.js
  6819. /**
  6820. * @author mrdoob / http://mrdoob.com/
  6821. */
  6822. THREE.XHRLoader = function ( manager ) {
  6823. this.cache = new THREE.Cache();
  6824. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  6825. };
  6826. THREE.XHRLoader.prototype = {
  6827. constructor: THREE.XHRLoader,
  6828. load: function ( url, onLoad, onProgress, onError ) {
  6829. var scope = this;
  6830. var cached = scope.cache.get( url );
  6831. if ( cached !== undefined ) {
  6832. if ( onLoad ) onLoad( cached );
  6833. return;
  6834. }
  6835. var request = new XMLHttpRequest();
  6836. request.open( 'GET', url, true );
  6837. request.addEventListener( 'load', function ( event ) {
  6838. scope.cache.add( url, this.response );
  6839. if ( onLoad ) onLoad( this.response );
  6840. scope.manager.itemEnd( url );
  6841. }, false );
  6842. if ( onProgress !== undefined ) {
  6843. request.addEventListener( 'progress', function ( event ) {
  6844. onProgress( event );
  6845. }, false );
  6846. }
  6847. if ( onError !== undefined ) {
  6848. request.addEventListener( 'error', function ( event ) {
  6849. onError( event );
  6850. }, false );
  6851. }
  6852. if ( this.crossOrigin !== undefined ) request.crossOrigin = this.crossOrigin;
  6853. if ( this.responseType !== undefined ) request.responseType = this.responseType;
  6854. request.send( null );
  6855. scope.manager.itemStart( url );
  6856. },
  6857. setResponseType: function ( value ) {
  6858. this.responseType = value;
  6859. },
  6860. setCrossOrigin: function ( value ) {
  6861. this.crossOrigin = value;
  6862. }
  6863. };
  6864. // File:src/loaders/ImageLoader.js
  6865. /**
  6866. * @author mrdoob / http://mrdoob.com/
  6867. */
  6868. THREE.ImageLoader = function ( manager ) {
  6869. this.cache = new THREE.Cache();
  6870. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  6871. };
  6872. THREE.ImageLoader.prototype = {
  6873. constructor: THREE.ImageLoader,
  6874. load: function ( url, onLoad, onProgress, onError ) {
  6875. var scope = this;
  6876. var cached = scope.cache.get( url );
  6877. if ( cached !== undefined ) {
  6878. onLoad( cached );
  6879. return;
  6880. }
  6881. var image = document.createElement( 'img' );
  6882. if ( onLoad !== undefined ) {
  6883. image.addEventListener( 'load', function ( event ) {
  6884. scope.cache.add( url, this );
  6885. onLoad( this );
  6886. scope.manager.itemEnd( url );
  6887. }, false );
  6888. }
  6889. if ( onProgress !== undefined ) {
  6890. image.addEventListener( 'progress', function ( event ) {
  6891. onProgress( event );
  6892. }, false );
  6893. }
  6894. if ( onError !== undefined ) {
  6895. image.addEventListener( 'error', function ( event ) {
  6896. onError( event );
  6897. }, false );
  6898. }
  6899. if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
  6900. image.src = url;
  6901. scope.manager.itemStart( url );
  6902. return image;
  6903. },
  6904. setCrossOrigin: function ( value ) {
  6905. this.crossOrigin = value;
  6906. }
  6907. }
  6908. // File:src/loaders/JSONLoader.js
  6909. /**
  6910. * @author mrdoob / http://mrdoob.com/
  6911. * @author alteredq / http://alteredqualia.com/
  6912. */
  6913. THREE.JSONLoader = function ( showStatus ) {
  6914. THREE.Loader.call( this, showStatus );
  6915. this.withCredentials = false;
  6916. };
  6917. THREE.JSONLoader.prototype = Object.create( THREE.Loader.prototype );
  6918. THREE.JSONLoader.prototype.constructor = THREE.JSONLoader;
  6919. THREE.JSONLoader.prototype.load = function ( url, callback, texturePath ) {
  6920. var scope = this;
  6921. // todo: unify load API to for easier SceneLoader use
  6922. texturePath = texturePath && ( typeof texturePath === 'string' ) ? texturePath : this.extractUrlBase( url );
  6923. this.onLoadStart();
  6924. this.loadAjaxJSON( this, url, callback, texturePath );
  6925. };
  6926. THREE.JSONLoader.prototype.loadAjaxJSON = function ( context, url, callback, texturePath, callbackProgress ) {
  6927. var xhr = new XMLHttpRequest();
  6928. var length = 0;
  6929. xhr.onreadystatechange = function () {
  6930. if ( xhr.readyState === xhr.DONE ) {
  6931. if ( xhr.status === 200 || xhr.status === 0 ) {
  6932. if ( xhr.responseText ) {
  6933. var json = JSON.parse( xhr.responseText );
  6934. if ( json.metadata !== undefined && json.metadata.type === 'scene' ) {
  6935. console.error( 'THREE.JSONLoader: "' + url + '" seems to be a Scene. Use THREE.SceneLoader instead.' );
  6936. return;
  6937. }
  6938. var result = context.parse( json, texturePath );
  6939. callback( result.geometry, result.materials );
  6940. } else {
  6941. console.error( 'THREE.JSONLoader: "' + url + '" seems to be unreachable or the file is empty.' );
  6942. }
  6943. // in context of more complex asset initialization
  6944. // do not block on single failed file
  6945. // maybe should go even one more level up
  6946. context.onLoadComplete();
  6947. } else {
  6948. console.error( 'THREE.JSONLoader: Couldn\'t load "' + url + '" (' + xhr.status + ')' );
  6949. }
  6950. } else if ( xhr.readyState === xhr.LOADING ) {
  6951. if ( callbackProgress ) {
  6952. if ( length === 0 ) {
  6953. length = xhr.getResponseHeader( 'Content-Length' );
  6954. }
  6955. callbackProgress( { total: length, loaded: xhr.responseText.length } );
  6956. }
  6957. } else if ( xhr.readyState === xhr.HEADERS_RECEIVED ) {
  6958. if ( callbackProgress !== undefined ) {
  6959. length = xhr.getResponseHeader( 'Content-Length' );
  6960. }
  6961. }
  6962. };
  6963. xhr.open( 'GET', url, true );
  6964. xhr.withCredentials = this.withCredentials;
  6965. xhr.send( null );
  6966. };
  6967. THREE.JSONLoader.prototype.parse = function ( json, texturePath ) {
  6968. var scope = this,
  6969. geometry = new THREE.Geometry(),
  6970. scale = ( json.scale !== undefined ) ? 1.0 / json.scale : 1.0;
  6971. parseModel( scale );
  6972. parseSkin();
  6973. parseMorphing( scale );
  6974. geometry.computeFaceNormals();
  6975. geometry.computeBoundingSphere();
  6976. function parseModel( scale ) {
  6977. function isBitSet( value, position ) {
  6978. return value & ( 1 << position );
  6979. }
  6980. var i, j, fi,
  6981. offset, zLength,
  6982. colorIndex, normalIndex, uvIndex, materialIndex,
  6983. type,
  6984. isQuad,
  6985. hasMaterial,
  6986. hasFaceVertexUv,
  6987. hasFaceNormal, hasFaceVertexNormal,
  6988. hasFaceColor, hasFaceVertexColor,
  6989. vertex, face, faceA, faceB, color, hex, normal,
  6990. uvLayer, uv, u, v,
  6991. faces = json.faces,
  6992. vertices = json.vertices,
  6993. normals = json.normals,
  6994. colors = json.colors,
  6995. nUvLayers = 0;
  6996. if ( json.uvs !== undefined ) {
  6997. // disregard empty arrays
  6998. for ( i = 0; i < json.uvs.length; i ++ ) {
  6999. if ( json.uvs[ i ].length ) nUvLayers ++;
  7000. }
  7001. for ( i = 0; i < nUvLayers; i ++ ) {
  7002. geometry.faceVertexUvs[ i ] = [];
  7003. }
  7004. }
  7005. offset = 0;
  7006. zLength = vertices.length;
  7007. while ( offset < zLength ) {
  7008. vertex = new THREE.Vector3();
  7009. vertex.x = vertices[ offset ++ ] * scale;
  7010. vertex.y = vertices[ offset ++ ] * scale;
  7011. vertex.z = vertices[ offset ++ ] * scale;
  7012. geometry.vertices.push( vertex );
  7013. }
  7014. offset = 0;
  7015. zLength = faces.length;
  7016. while ( offset < zLength ) {
  7017. type = faces[ offset ++ ];
  7018. isQuad = isBitSet( type, 0 );
  7019. hasMaterial = isBitSet( type, 1 );
  7020. hasFaceVertexUv = isBitSet( type, 3 );
  7021. hasFaceNormal = isBitSet( type, 4 );
  7022. hasFaceVertexNormal = isBitSet( type, 5 );
  7023. hasFaceColor = isBitSet( type, 6 );
  7024. hasFaceVertexColor = isBitSet( type, 7 );
  7025. // console.log("type", type, "bits", isQuad, hasMaterial, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor);
  7026. if ( isQuad ) {
  7027. faceA = new THREE.Face3();
  7028. faceA.a = faces[ offset ];
  7029. faceA.b = faces[ offset + 1 ];
  7030. faceA.c = faces[ offset + 3 ];
  7031. faceB = new THREE.Face3();
  7032. faceB.a = faces[ offset + 1 ];
  7033. faceB.b = faces[ offset + 2 ];
  7034. faceB.c = faces[ offset + 3 ];
  7035. offset += 4;
  7036. if ( hasMaterial ) {
  7037. materialIndex = faces[ offset ++ ];
  7038. faceA.materialIndex = materialIndex;
  7039. faceB.materialIndex = materialIndex;
  7040. }
  7041. // to get face <=> uv index correspondence
  7042. fi = geometry.faces.length;
  7043. if ( hasFaceVertexUv ) {
  7044. for ( i = 0; i < nUvLayers; i ++ ) {
  7045. uvLayer = json.uvs[ i ];
  7046. geometry.faceVertexUvs[ i ][ fi ] = [];
  7047. geometry.faceVertexUvs[ i ][ fi + 1 ] = []
  7048. for ( j = 0; j < 4; j ++ ) {
  7049. uvIndex = faces[ offset ++ ];
  7050. u = uvLayer[ uvIndex * 2 ];
  7051. v = uvLayer[ uvIndex * 2 + 1 ];
  7052. uv = new THREE.Vector2( u, v );
  7053. if ( j !== 2 ) geometry.faceVertexUvs[ i ][ fi ].push( uv );
  7054. if ( j !== 0 ) geometry.faceVertexUvs[ i ][ fi + 1 ].push( uv );
  7055. }
  7056. }
  7057. }
  7058. if ( hasFaceNormal ) {
  7059. normalIndex = faces[ offset ++ ] * 3;
  7060. faceA.normal.set(
  7061. normals[ normalIndex ++ ],
  7062. normals[ normalIndex ++ ],
  7063. normals[ normalIndex ]
  7064. );
  7065. faceB.normal.copy( faceA.normal );
  7066. }
  7067. if ( hasFaceVertexNormal ) {
  7068. for ( i = 0; i < 4; i ++ ) {
  7069. normalIndex = faces[ offset ++ ] * 3;
  7070. normal = new THREE.Vector3(
  7071. normals[ normalIndex ++ ],
  7072. normals[ normalIndex ++ ],
  7073. normals[ normalIndex ]
  7074. );
  7075. if ( i !== 2 ) faceA.vertexNormals.push( normal );
  7076. if ( i !== 0 ) faceB.vertexNormals.push( normal );
  7077. }
  7078. }
  7079. if ( hasFaceColor ) {
  7080. colorIndex = faces[ offset ++ ];
  7081. hex = colors[ colorIndex ];
  7082. faceA.color.setHex( hex );
  7083. faceB.color.setHex( hex );
  7084. }
  7085. if ( hasFaceVertexColor ) {
  7086. for ( i = 0; i < 4; i ++ ) {
  7087. colorIndex = faces[ offset ++ ];
  7088. hex = colors[ colorIndex ];
  7089. if ( i !== 2 ) faceA.vertexColors.push( new THREE.Color( hex ) );
  7090. if ( i !== 0 ) faceB.vertexColors.push( new THREE.Color( hex ) );
  7091. }
  7092. }
  7093. geometry.faces.push( faceA );
  7094. geometry.faces.push( faceB );
  7095. } else {
  7096. face = new THREE.Face3();
  7097. face.a = faces[ offset ++ ];
  7098. face.b = faces[ offset ++ ];
  7099. face.c = faces[ offset ++ ];
  7100. if ( hasMaterial ) {
  7101. materialIndex = faces[ offset ++ ];
  7102. face.materialIndex = materialIndex;
  7103. }
  7104. // to get face <=> uv index correspondence
  7105. fi = geometry.faces.length;
  7106. if ( hasFaceVertexUv ) {
  7107. for ( i = 0; i < nUvLayers; i ++ ) {
  7108. uvLayer = json.uvs[ i ];
  7109. geometry.faceVertexUvs[ i ][ fi ] = [];
  7110. for ( j = 0; j < 3; j ++ ) {
  7111. uvIndex = faces[ offset ++ ];
  7112. u = uvLayer[ uvIndex * 2 ];
  7113. v = uvLayer[ uvIndex * 2 + 1 ];
  7114. uv = new THREE.Vector2( u, v );
  7115. geometry.faceVertexUvs[ i ][ fi ].push( uv );
  7116. }
  7117. }
  7118. }
  7119. if ( hasFaceNormal ) {
  7120. normalIndex = faces[ offset ++ ] * 3;
  7121. face.normal.set(
  7122. normals[ normalIndex ++ ],
  7123. normals[ normalIndex ++ ],
  7124. normals[ normalIndex ]
  7125. );
  7126. }
  7127. if ( hasFaceVertexNormal ) {
  7128. for ( i = 0; i < 3; i ++ ) {
  7129. normalIndex = faces[ offset ++ ] * 3;
  7130. normal = new THREE.Vector3(
  7131. normals[ normalIndex ++ ],
  7132. normals[ normalIndex ++ ],
  7133. normals[ normalIndex ]
  7134. );
  7135. face.vertexNormals.push( normal );
  7136. }
  7137. }
  7138. if ( hasFaceColor ) {
  7139. colorIndex = faces[ offset ++ ];
  7140. face.color.setHex( colors[ colorIndex ] );
  7141. }
  7142. if ( hasFaceVertexColor ) {
  7143. for ( i = 0; i < 3; i ++ ) {
  7144. colorIndex = faces[ offset ++ ];
  7145. face.vertexColors.push( new THREE.Color( colors[ colorIndex ] ) );
  7146. }
  7147. }
  7148. geometry.faces.push( face );
  7149. }
  7150. }
  7151. };
  7152. function parseSkin() {
  7153. var influencesPerVertex = ( json.influencesPerVertex !== undefined ) ? json.influencesPerVertex : 2;
  7154. if ( json.skinWeights ) {
  7155. for ( var i = 0, l = json.skinWeights.length; i < l; i += influencesPerVertex ) {
  7156. var x = json.skinWeights[ i ];
  7157. var y = ( influencesPerVertex > 1 ) ? json.skinWeights[ i + 1 ] : 0;
  7158. var z = ( influencesPerVertex > 2 ) ? json.skinWeights[ i + 2 ] : 0;
  7159. var w = ( influencesPerVertex > 3 ) ? json.skinWeights[ i + 3 ] : 0;
  7160. geometry.skinWeights.push( new THREE.Vector4( x, y, z, w ) );
  7161. }
  7162. }
  7163. if ( json.skinIndices ) {
  7164. for ( var i = 0, l = json.skinIndices.length; i < l; i += influencesPerVertex ) {
  7165. var a = json.skinIndices[ i ];
  7166. var b = ( influencesPerVertex > 1 ) ? json.skinIndices[ i + 1 ] : 0;
  7167. var c = ( influencesPerVertex > 2 ) ? json.skinIndices[ i + 2 ] : 0;
  7168. var d = ( influencesPerVertex > 3 ) ? json.skinIndices[ i + 3 ] : 0;
  7169. geometry.skinIndices.push( new THREE.Vector4( a, b, c, d ) );
  7170. }
  7171. }
  7172. geometry.bones = json.bones;
  7173. if ( geometry.bones && geometry.bones.length > 0 && ( geometry.skinWeights.length !== geometry.skinIndices.length || geometry.skinIndices.length !== geometry.vertices.length ) ) {
  7174. console.warn( 'When skinning, number of vertices (' + geometry.vertices.length + '), skinIndices (' +
  7175. geometry.skinIndices.length + '), and skinWeights (' + geometry.skinWeights.length + ') should match.' );
  7176. }
  7177. // could change this to json.animations[0] or remove completely
  7178. geometry.animation = json.animation;
  7179. geometry.animations = json.animations;
  7180. };
  7181. function parseMorphing( scale ) {
  7182. if ( json.morphTargets !== undefined ) {
  7183. var i, l, v, vl, dstVertices, srcVertices;
  7184. for ( i = 0, l = json.morphTargets.length; i < l; i ++ ) {
  7185. geometry.morphTargets[ i ] = {};
  7186. geometry.morphTargets[ i ].name = json.morphTargets[ i ].name;
  7187. geometry.morphTargets[ i ].vertices = [];
  7188. dstVertices = geometry.morphTargets[ i ].vertices;
  7189. srcVertices = json.morphTargets [ i ].vertices;
  7190. for ( v = 0, vl = srcVertices.length; v < vl; v += 3 ) {
  7191. var vertex = new THREE.Vector3();
  7192. vertex.x = srcVertices[ v ] * scale;
  7193. vertex.y = srcVertices[ v + 1 ] * scale;
  7194. vertex.z = srcVertices[ v + 2 ] * scale;
  7195. dstVertices.push( vertex );
  7196. }
  7197. }
  7198. }
  7199. if ( json.morphColors !== undefined ) {
  7200. var i, l, c, cl, dstColors, srcColors, color;
  7201. for ( i = 0, l = json.morphColors.length; i < l; i ++ ) {
  7202. geometry.morphColors[ i ] = {};
  7203. geometry.morphColors[ i ].name = json.morphColors[ i ].name;
  7204. geometry.morphColors[ i ].colors = [];
  7205. dstColors = geometry.morphColors[ i ].colors;
  7206. srcColors = json.morphColors [ i ].colors;
  7207. for ( c = 0, cl = srcColors.length; c < cl; c += 3 ) {
  7208. color = new THREE.Color( 0xffaa00 );
  7209. color.setRGB( srcColors[ c ], srcColors[ c + 1 ], srcColors[ c + 2 ] );
  7210. dstColors.push( color );
  7211. }
  7212. }
  7213. }
  7214. };
  7215. if ( json.materials === undefined || json.materials.length === 0 ) {
  7216. return { geometry: geometry };
  7217. } else {
  7218. var materials = this.initMaterials( json.materials, texturePath );
  7219. if ( this.needsTangents( materials ) ) {
  7220. geometry.computeTangents();
  7221. }
  7222. return { geometry: geometry, materials: materials };
  7223. }
  7224. };
  7225. // File:src/loaders/LoadingManager.js
  7226. /**
  7227. * @author mrdoob / http://mrdoob.com/
  7228. */
  7229. THREE.LoadingManager = function ( onLoad, onProgress, onError ) {
  7230. var scope = this;
  7231. var loaded = 0, total = 0;
  7232. this.onLoad = onLoad;
  7233. this.onProgress = onProgress;
  7234. this.onError = onError;
  7235. this.itemStart = function ( url ) {
  7236. total ++;
  7237. };
  7238. this.itemEnd = function ( url ) {
  7239. loaded ++;
  7240. if ( scope.onProgress !== undefined ) {
  7241. scope.onProgress( url, loaded, total );
  7242. }
  7243. if ( loaded === total && scope.onLoad !== undefined ) {
  7244. scope.onLoad();
  7245. }
  7246. };
  7247. };
  7248. THREE.DefaultLoadingManager = new THREE.LoadingManager();
  7249. // File:src/loaders/BufferGeometryLoader.js
  7250. /**
  7251. * @author mrdoob / http://mrdoob.com/
  7252. */
  7253. THREE.BufferGeometryLoader = function ( manager ) {
  7254. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  7255. };
  7256. THREE.BufferGeometryLoader.prototype = {
  7257. constructor: THREE.BufferGeometryLoader,
  7258. load: function ( url, onLoad, onProgress, onError ) {
  7259. var scope = this;
  7260. var loader = new THREE.XHRLoader( scope.manager );
  7261. loader.setCrossOrigin( this.crossOrigin );
  7262. loader.load( url, function ( text ) {
  7263. onLoad( scope.parse( JSON.parse( text ) ) );
  7264. }, onProgress, onError );
  7265. },
  7266. setCrossOrigin: function ( value ) {
  7267. this.crossOrigin = value;
  7268. },
  7269. parse: function ( json ) {
  7270. var geometry = new THREE.BufferGeometry();
  7271. var attributes = json.attributes;
  7272. for ( var key in attributes ) {
  7273. var attribute = attributes[ key ];
  7274. var typedArray = new self[ attribute.type ]( attribute.array );
  7275. geometry.addAttribute( key, new THREE.BufferAttribute( typedArray, attribute.itemSize ) );
  7276. }
  7277. var offsets = json.offsets;
  7278. if ( offsets !== undefined ) {
  7279. geometry.offsets = JSON.parse( JSON.stringify( offsets ) );
  7280. }
  7281. var boundingSphere = json.boundingSphere;
  7282. if ( boundingSphere !== undefined ) {
  7283. var center = new THREE.Vector3();
  7284. if ( boundingSphere.center !== undefined ) {
  7285. center.fromArray( boundingSphere.center );
  7286. }
  7287. geometry.boundingSphere = new THREE.Sphere( center, boundingSphere.radius );
  7288. }
  7289. return geometry;
  7290. }
  7291. };
  7292. // File:src/loaders/MaterialLoader.js
  7293. /**
  7294. * @author mrdoob / http://mrdoob.com/
  7295. */
  7296. THREE.MaterialLoader = function ( manager ) {
  7297. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  7298. };
  7299. THREE.MaterialLoader.prototype = {
  7300. constructor: THREE.MaterialLoader,
  7301. load: function ( url, onLoad, onProgress, onError ) {
  7302. var scope = this;
  7303. var loader = new THREE.XHRLoader( scope.manager );
  7304. loader.setCrossOrigin( this.crossOrigin );
  7305. loader.load( url, function ( text ) {
  7306. onLoad( scope.parse( JSON.parse( text ) ) );
  7307. }, onProgress, onError );
  7308. },
  7309. setCrossOrigin: function ( value ) {
  7310. this.crossOrigin = value;
  7311. },
  7312. parse: function ( json ) {
  7313. var material = new THREE[ json.type ];
  7314. if ( json.color !== undefined ) material.color.setHex( json.color );
  7315. if ( json.ambient !== undefined ) material.ambient.setHex( json.ambient );
  7316. if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive );
  7317. if ( json.specular !== undefined ) material.specular.setHex( json.specular );
  7318. if ( json.shininess !== undefined ) material.shininess = json.shininess;
  7319. if ( json.uniforms !== undefined ) material.uniforms = json.uniforms;
  7320. if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
  7321. if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
  7322. if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors;
  7323. if ( json.shading !== undefined ) material.shading = json.shading;
  7324. if ( json.blending !== undefined ) material.blending = json.blending;
  7325. if ( json.side !== undefined ) material.side = json.side;
  7326. if ( json.opacity !== undefined ) material.opacity = json.opacity;
  7327. if ( json.transparent !== undefined ) material.transparent = json.transparent;
  7328. if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
  7329. if ( json.materials !== undefined ) {
  7330. for ( var i = 0, l = json.materials.length; i < l; i ++ ) {
  7331. material.materials.push( this.parse( json.materials[ i ] ) );
  7332. }
  7333. }
  7334. return material;
  7335. }
  7336. };
  7337. // File:src/loaders/ObjectLoader.js
  7338. /**
  7339. * @author mrdoob / http://mrdoob.com/
  7340. */
  7341. THREE.ObjectLoader = function ( manager ) {
  7342. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  7343. };
  7344. THREE.ObjectLoader.prototype = {
  7345. constructor: THREE.ObjectLoader,
  7346. load: function ( url, onLoad, onProgress, onError ) {
  7347. var scope = this;
  7348. var loader = new THREE.XHRLoader( scope.manager );
  7349. loader.setCrossOrigin( this.crossOrigin );
  7350. loader.load( url, function ( text ) {
  7351. onLoad( scope.parse( JSON.parse( text ) ) );
  7352. }, onProgress, onError );
  7353. },
  7354. setCrossOrigin: function ( value ) {
  7355. this.crossOrigin = value;
  7356. },
  7357. parse: function ( json ) {
  7358. var geometries = this.parseGeometries( json.geometries );
  7359. var materials = this.parseMaterials( json.materials );
  7360. var object = this.parseObject( json.object, geometries, materials );
  7361. return object;
  7362. },
  7363. parseGeometries: function ( json ) {
  7364. var geometries = {};
  7365. if ( json !== undefined ) {
  7366. var geometryLoader = new THREE.JSONLoader();
  7367. var bufferGeometryLoader = new THREE.BufferGeometryLoader();
  7368. for ( var i = 0, l = json.length; i < l; i ++ ) {
  7369. var geometry;
  7370. var data = json[ i ];
  7371. switch ( data.type ) {
  7372. case 'PlaneGeometry':
  7373. geometry = new THREE.PlaneGeometry(
  7374. data.width,
  7375. data.height,
  7376. data.widthSegments,
  7377. data.heightSegments
  7378. );
  7379. break;
  7380. case 'BoxGeometry':
  7381. case 'CubeGeometry': // backwards compatible
  7382. geometry = new THREE.BoxGeometry(
  7383. data.width,
  7384. data.height,
  7385. data.depth,
  7386. data.widthSegments,
  7387. data.heightSegments,
  7388. data.depthSegments
  7389. );
  7390. break;
  7391. case 'CircleGeometry':
  7392. geometry = new THREE.CircleGeometry(
  7393. data.radius,
  7394. data.segments
  7395. );
  7396. break;
  7397. case 'CylinderGeometry':
  7398. geometry = new THREE.CylinderGeometry(
  7399. data.radiusTop,
  7400. data.radiusBottom,
  7401. data.height,
  7402. data.radialSegments,
  7403. data.heightSegments,
  7404. data.openEnded
  7405. );
  7406. break;
  7407. case 'SphereGeometry':
  7408. geometry = new THREE.SphereGeometry(
  7409. data.radius,
  7410. data.widthSegments,
  7411. data.heightSegments,
  7412. data.phiStart,
  7413. data.phiLength,
  7414. data.thetaStart,
  7415. data.thetaLength
  7416. );
  7417. break;
  7418. case 'IcosahedronGeometry':
  7419. geometry = new THREE.IcosahedronGeometry(
  7420. data.radius,
  7421. data.detail
  7422. );
  7423. break;
  7424. case 'TorusGeometry':
  7425. geometry = new THREE.TorusGeometry(
  7426. data.radius,
  7427. data.tube,
  7428. data.radialSegments,
  7429. data.tubularSegments,
  7430. data.arc
  7431. );
  7432. break;
  7433. case 'TorusKnotGeometry':
  7434. geometry = new THREE.TorusKnotGeometry(
  7435. data.radius,
  7436. data.tube,
  7437. data.radialSegments,
  7438. data.tubularSegments,
  7439. data.p,
  7440. data.q,
  7441. data.heightScale
  7442. );
  7443. break;
  7444. case 'BufferGeometry':
  7445. geometry = bufferGeometryLoader.parse( data.data );
  7446. break;
  7447. case 'Geometry':
  7448. geometry = geometryLoader.parse( data.data ).geometry;
  7449. break;
  7450. }
  7451. geometry.uuid = data.uuid;
  7452. if ( data.name !== undefined ) geometry.name = data.name;
  7453. geometries[ data.uuid ] = geometry;
  7454. }
  7455. }
  7456. return geometries;
  7457. },
  7458. parseMaterials: function ( json ) {
  7459. var materials = {};
  7460. if ( json !== undefined ) {
  7461. var loader = new THREE.MaterialLoader();
  7462. for ( var i = 0, l = json.length; i < l; i ++ ) {
  7463. var data = json[ i ];
  7464. var material = loader.parse( data );
  7465. material.uuid = data.uuid;
  7466. if ( data.name !== undefined ) material.name = data.name;
  7467. materials[ data.uuid ] = material;
  7468. }
  7469. }
  7470. return materials;
  7471. },
  7472. parseObject: function () {
  7473. var matrix = new THREE.Matrix4();
  7474. return function ( data, geometries, materials ) {
  7475. var object;
  7476. switch ( data.type ) {
  7477. case 'Scene':
  7478. object = new THREE.Scene();
  7479. break;
  7480. case 'PerspectiveCamera':
  7481. object = new THREE.PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  7482. break;
  7483. case 'OrthographicCamera':
  7484. object = new THREE.OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  7485. break;
  7486. case 'AmbientLight':
  7487. object = new THREE.AmbientLight( data.color );
  7488. break;
  7489. case 'DirectionalLight':
  7490. object = new THREE.DirectionalLight( data.color, data.intensity );
  7491. break;
  7492. case 'PointLight':
  7493. object = new THREE.PointLight( data.color, data.intensity, data.distance );
  7494. break;
  7495. case 'SpotLight':
  7496. object = new THREE.SpotLight( data.color, data.intensity, data.distance, data.angle, data.exponent );
  7497. break;
  7498. case 'HemisphereLight':
  7499. object = new THREE.HemisphereLight( data.color, data.groundColor, data.intensity );
  7500. break;
  7501. case 'Mesh':
  7502. var geometry = geometries[ data.geometry ];
  7503. var material = materials[ data.material ];
  7504. if ( geometry === undefined ) {
  7505. console.warn( 'THREE.ObjectLoader: Undefined geometry', data.geometry );
  7506. }
  7507. if ( material === undefined ) {
  7508. console.warn( 'THREE.ObjectLoader: Undefined material', data.material );
  7509. }
  7510. object = new THREE.Mesh( geometry, material );
  7511. break;
  7512. case 'Line':
  7513. var geometry = geometries[ data.geometry ];
  7514. var material = materials[ data.material ];
  7515. if ( geometry === undefined ) {
  7516. console.warn( 'THREE.ObjectLoader: Undefined geometry', data.geometry );
  7517. }
  7518. if ( material === undefined ) {
  7519. console.warn( 'THREE.ObjectLoader: Undefined material', data.material );
  7520. }
  7521. object = new THREE.Line( geometry, material );
  7522. break;
  7523. case 'Sprite':
  7524. var material = materials[ data.material ];
  7525. if ( material === undefined ) {
  7526. console.warn( 'THREE.ObjectLoader: Undefined material', data.material );
  7527. }
  7528. object = new THREE.Sprite( material );
  7529. break;
  7530. case 'Group':
  7531. object = new THREE.Group();
  7532. break;
  7533. default:
  7534. object = new THREE.Object3D();
  7535. }
  7536. object.uuid = data.uuid;
  7537. if ( data.name !== undefined ) object.name = data.name;
  7538. if ( data.matrix !== undefined ) {
  7539. matrix.fromArray( data.matrix );
  7540. matrix.decompose( object.position, object.quaternion, object.scale );
  7541. } else {
  7542. if ( data.position !== undefined ) object.position.fromArray( data.position );
  7543. if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
  7544. if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
  7545. }
  7546. if ( data.visible !== undefined ) object.visible = data.visible;
  7547. if ( data.userData !== undefined ) object.userData = data.userData;
  7548. if ( data.children !== undefined ) {
  7549. for ( var child in data.children ) {
  7550. object.add( this.parseObject( data.children[ child ], geometries, materials ) );
  7551. }
  7552. }
  7553. return object;
  7554. }
  7555. }()
  7556. };
  7557. // File:src/loaders/TextureLoader.js
  7558. /**
  7559. * @author mrdoob / http://mrdoob.com/
  7560. */
  7561. THREE.TextureLoader = function ( manager ) {
  7562. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  7563. };
  7564. THREE.TextureLoader.prototype = {
  7565. constructor: THREE.TextureLoader,
  7566. load: function ( url, onLoad, onProgress, onError ) {
  7567. var scope = this;
  7568. var loader = new THREE.ImageLoader( scope.manager );
  7569. loader.setCrossOrigin( this.crossOrigin );
  7570. loader.load( url, function ( image ) {
  7571. var texture = new THREE.Texture( image );
  7572. texture.needsUpdate = true;
  7573. if ( onLoad !== undefined ) {
  7574. onLoad( texture );
  7575. }
  7576. }, onProgress, onError );
  7577. },
  7578. setCrossOrigin: function ( value ) {
  7579. this.crossOrigin = value;
  7580. }
  7581. };
  7582. // File:src/loaders/BinaryTextureLoader.js
  7583. /**
  7584. * @author Nikos M. / https://github.com/foo123/
  7585. *
  7586. * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
  7587. */
  7588. THREE.DataTextureLoader = THREE.BinaryTextureLoader = function () {
  7589. // override in sub classes
  7590. this._parser = null;
  7591. };
  7592. THREE.BinaryTextureLoader.prototype = {
  7593. constructor: THREE.BinaryTextureLoader,
  7594. load: function ( url, onLoad, onProgress, onError ) {
  7595. var scope = this;
  7596. var texture = new THREE.DataTexture( );
  7597. var loader = new THREE.XHRLoader();
  7598. loader.setResponseType( 'arraybuffer' );
  7599. loader.load( url, function ( buffer ) {
  7600. var texData = scope._parser( buffer );
  7601. if ( !texData ) return;
  7602. if ( undefined !== texData.image ) {
  7603. texture.image = texData.image;
  7604. } else if ( undefined !== texData.data ){
  7605. texture.image.width = texData.width;
  7606. texture.image.height = texData.height;
  7607. texture.image.data = texData.data;
  7608. }
  7609. texture.wrapS = undefined !== texData.wrapS ? texData.wrapS : THREE.ClampToEdgeWrapping;
  7610. texture.wrapT = undefined !== texData.wrapT ? texData.wrapT : THREE.ClampToEdgeWrapping;
  7611. texture.magFilter = undefined !== texData.magFilter ? texData.magFilter : THREE.LinearFilter;
  7612. texture.minFilter = undefined !== texData.minFilter ? texData.minFilter : THREE.LinearMipMapLinearFilter;
  7613. texture.anisotropy = undefined !== texData.anisotropy ? texData.anisotropy : 1;
  7614. if ( undefined !== texData.format ) {
  7615. texture.format = texData.format;
  7616. }
  7617. if ( undefined !== texData.type ) {
  7618. texture.type = texData.type;
  7619. }
  7620. if ( undefined !== texData.mipmaps ) {
  7621. texture.mipmaps = texData.mipmaps;
  7622. }
  7623. if ( 1 === texData.mipmapCount ) {
  7624. texture.minFilter = THREE.LinearFilter;
  7625. }
  7626. texture.needsUpdate = true;
  7627. if ( onLoad ) onLoad( texture, texData );
  7628. }, onProgress, onError );
  7629. return texture;
  7630. }
  7631. };
  7632. // File:src/loaders/CompressedTextureLoader.js
  7633. /**
  7634. * @author mrdoob / http://mrdoob.com/
  7635. *
  7636. * Abstract Base class to block based textures loader (dds, pvr, ...)
  7637. */
  7638. THREE.CompressedTextureLoader = function () {
  7639. // override in sub classes
  7640. this._parser = null;
  7641. };
  7642. THREE.CompressedTextureLoader.prototype = {
  7643. constructor: THREE.CompressedTextureLoader,
  7644. load: function ( url, onLoad, onError ) {
  7645. var scope = this;
  7646. var images = [];
  7647. var texture = new THREE.CompressedTexture();
  7648. texture.image = images;
  7649. var loader = new THREE.XHRLoader();
  7650. loader.setResponseType( 'arraybuffer' );
  7651. if ( url instanceof Array ) {
  7652. var loaded = 0;
  7653. var loadTexture = function ( i ) {
  7654. loader.load( url[ i ], function ( buffer ) {
  7655. var texDatas = scope._parser( buffer, true );
  7656. images[ i ] = {
  7657. width: texDatas.width,
  7658. height: texDatas.height,
  7659. format: texDatas.format,
  7660. mipmaps: texDatas.mipmaps
  7661. };
  7662. loaded += 1;
  7663. if ( loaded === 6 ) {
  7664. if (texDatas.mipmapCount == 1)
  7665. texture.minFilter = THREE.LinearFilter;
  7666. texture.format = texDatas.format;
  7667. texture.needsUpdate = true;
  7668. if ( onLoad ) onLoad( texture );
  7669. }
  7670. } );
  7671. };
  7672. for ( var i = 0, il = url.length; i < il; ++ i ) {
  7673. loadTexture( i );
  7674. }
  7675. } else {
  7676. // compressed cubemap texture stored in a single DDS file
  7677. loader.load( url, function ( buffer ) {
  7678. var texDatas = scope._parser( buffer, true );
  7679. if ( texDatas.isCubemap ) {
  7680. var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  7681. for ( var f = 0; f < faces; f ++ ) {
  7682. images[ f ] = { mipmaps : [] };
  7683. for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
  7684. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  7685. images[ f ].format = texDatas.format;
  7686. images[ f ].width = texDatas.width;
  7687. images[ f ].height = texDatas.height;
  7688. }
  7689. }
  7690. } else {
  7691. texture.image.width = texDatas.width;
  7692. texture.image.height = texDatas.height;
  7693. texture.mipmaps = texDatas.mipmaps;
  7694. }
  7695. if ( texDatas.mipmapCount === 1 ) {
  7696. texture.minFilter = THREE.LinearFilter;
  7697. }
  7698. texture.format = texDatas.format;
  7699. texture.needsUpdate = true;
  7700. if ( onLoad ) onLoad( texture );
  7701. } );
  7702. }
  7703. return texture;
  7704. }
  7705. };
  7706. // File:src/materials/Material.js
  7707. /**
  7708. * @author mrdoob / http://mrdoob.com/
  7709. * @author alteredq / http://alteredqualia.com/
  7710. */
  7711. THREE.Material = function () {
  7712. Object.defineProperty( this, 'id', { value: THREE.MaterialIdCount ++ } );
  7713. this.uuid = THREE.Math.generateUUID();
  7714. this.name = '';
  7715. this.type = 'Material';
  7716. this.side = THREE.FrontSide;
  7717. this.opacity = 1;
  7718. this.transparent = false;
  7719. this.blending = THREE.NormalBlending;
  7720. this.blendSrc = THREE.SrcAlphaFactor;
  7721. this.blendDst = THREE.OneMinusSrcAlphaFactor;
  7722. this.blendEquation = THREE.AddEquation;
  7723. this.depthTest = true;
  7724. this.depthWrite = true;
  7725. this.polygonOffset = false;
  7726. this.polygonOffsetFactor = 0;
  7727. this.polygonOffsetUnits = 0;
  7728. this.alphaTest = 0;
  7729. this.overdraw = 0; // Overdrawn pixels (typically between 0 and 1) for fixing antialiasing gaps in CanvasRenderer
  7730. this.visible = true;
  7731. this.needsUpdate = true;
  7732. };
  7733. THREE.Material.prototype = {
  7734. constructor: THREE.Material,
  7735. setValues: function ( values ) {
  7736. if ( values === undefined ) return;
  7737. for ( var key in values ) {
  7738. var newValue = values[ key ];
  7739. if ( newValue === undefined ) {
  7740. console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
  7741. continue;
  7742. }
  7743. if ( key in this ) {
  7744. var currentValue = this[ key ];
  7745. if ( currentValue instanceof THREE.Color ) {
  7746. currentValue.set( newValue );
  7747. } else if ( currentValue instanceof THREE.Vector3 && newValue instanceof THREE.Vector3 ) {
  7748. currentValue.copy( newValue );
  7749. } else if ( key == 'overdraw' ) {
  7750. // ensure overdraw is backwards-compatable with legacy boolean type
  7751. this[ key ] = Number( newValue );
  7752. } else {
  7753. this[ key ] = newValue;
  7754. }
  7755. }
  7756. }
  7757. },
  7758. toJSON: function () {
  7759. var output = {
  7760. metadata: {
  7761. version: 4.2,
  7762. type: 'material',
  7763. generator: 'MaterialExporter'
  7764. },
  7765. uuid: this.uuid,
  7766. type: this.type
  7767. };
  7768. if ( this.name !== "" ) output.name = this.name;
  7769. if ( this instanceof THREE.MeshBasicMaterial ) {
  7770. output.color = this.color.getHex();
  7771. if ( this.vertexColors !== THREE.NoColors ) output.vertexColors = this.vertexColors;
  7772. if ( this.blending !== THREE.NormalBlending ) output.blending = this.blending;
  7773. if ( this.side !== THREE.FrontSide ) output.side = this.side;
  7774. } else if ( this instanceof THREE.MeshLambertMaterial ) {
  7775. output.color = this.color.getHex();
  7776. output.ambient = this.ambient.getHex();
  7777. output.emissive = this.emissive.getHex();
  7778. if ( this.vertexColors !== THREE.NoColors ) output.vertexColors = this.vertexColors;
  7779. if ( this.blending !== THREE.NormalBlending ) output.blending = this.blending;
  7780. if ( this.side !== THREE.FrontSide ) output.side = this.side;
  7781. } else if ( this instanceof THREE.MeshPhongMaterial ) {
  7782. output.color = this.color.getHex();
  7783. output.ambient = this.ambient.getHex();
  7784. output.emissive = this.emissive.getHex();
  7785. output.specular = this.specular.getHex();
  7786. output.shininess = this.shininess;
  7787. if ( this.vertexColors !== THREE.NoColors ) output.vertexColors = this.vertexColors;
  7788. if ( this.blending !== THREE.NormalBlending ) output.blending = this.blending;
  7789. if ( this.side !== THREE.FrontSide ) output.side = this.side;
  7790. } else if ( this instanceof THREE.MeshNormalMaterial ) {
  7791. if ( this.shading !== THREE.FlatShading ) output.shading = this.shading;
  7792. if ( this.blending !== THREE.NormalBlending ) output.blending = this.blending;
  7793. if ( this.side !== THREE.FrontSide ) output.side = this.side;
  7794. } else if ( this instanceof THREE.MeshDepthMaterial ) {
  7795. if ( this.blending !== THREE.NormalBlending ) output.blending = this.blending;
  7796. if ( this.side !== THREE.FrontSide ) output.side = this.side;
  7797. } else if ( this instanceof THREE.ShaderMaterial ) {
  7798. output.uniforms = this.uniforms;
  7799. output.vertexShader = this.vertexShader;
  7800. output.fragmentShader = this.fragmentShader;
  7801. } else if ( this instanceof THREE.SpriteMaterial ) {
  7802. output.color = this.color.getHex();
  7803. }
  7804. if ( this.opacity < 1 ) output.opacity = this.opacity;
  7805. if ( this.transparent !== false ) output.transparent = this.transparent;
  7806. if ( this.wireframe !== false ) output.wireframe = this.wireframe;
  7807. return output;
  7808. },
  7809. clone: function ( material ) {
  7810. if ( material === undefined ) material = new THREE.Material();
  7811. material.name = this.name;
  7812. material.side = this.side;
  7813. material.opacity = this.opacity;
  7814. material.transparent = this.transparent;
  7815. material.blending = this.blending;
  7816. material.blendSrc = this.blendSrc;
  7817. material.blendDst = this.blendDst;
  7818. material.blendEquation = this.blendEquation;
  7819. material.depthTest = this.depthTest;
  7820. material.depthWrite = this.depthWrite;
  7821. material.polygonOffset = this.polygonOffset;
  7822. material.polygonOffsetFactor = this.polygonOffsetFactor;
  7823. material.polygonOffsetUnits = this.polygonOffsetUnits;
  7824. material.alphaTest = this.alphaTest;
  7825. material.overdraw = this.overdraw;
  7826. material.visible = this.visible;
  7827. return material;
  7828. },
  7829. dispose: function () {
  7830. this.dispatchEvent( { type: 'dispose' } );
  7831. }
  7832. };
  7833. THREE.EventDispatcher.prototype.apply( THREE.Material.prototype );
  7834. THREE.MaterialIdCount = 0;
  7835. // File:src/materials/LineBasicMaterial.js
  7836. /**
  7837. * @author mrdoob / http://mrdoob.com/
  7838. * @author alteredq / http://alteredqualia.com/
  7839. *
  7840. * parameters = {
  7841. * color: <hex>,
  7842. * opacity: <float>,
  7843. *
  7844. * blending: THREE.NormalBlending,
  7845. * depthTest: <bool>,
  7846. * depthWrite: <bool>,
  7847. *
  7848. * linewidth: <float>,
  7849. * linecap: "round",
  7850. * linejoin: "round",
  7851. *
  7852. * vertexColors: <bool>
  7853. *
  7854. * fog: <bool>
  7855. * }
  7856. */
  7857. THREE.LineBasicMaterial = function ( parameters ) {
  7858. THREE.Material.call( this );
  7859. this.type = 'LineBasicMaterial';
  7860. this.color = new THREE.Color( 0xffffff );
  7861. this.linewidth = 1;
  7862. this.linecap = 'round';
  7863. this.linejoin = 'round';
  7864. this.vertexColors = THREE.NoColors;
  7865. this.fog = true;
  7866. this.setValues( parameters );
  7867. };
  7868. THREE.LineBasicMaterial.prototype = Object.create( THREE.Material.prototype );
  7869. THREE.LineBasicMaterial.prototype.constructor = THREE.LineBasicMaterial;
  7870. THREE.LineBasicMaterial.prototype.clone = function () {
  7871. var material = new THREE.LineBasicMaterial();
  7872. THREE.Material.prototype.clone.call( this, material );
  7873. material.color.copy( this.color );
  7874. material.linewidth = this.linewidth;
  7875. material.linecap = this.linecap;
  7876. material.linejoin = this.linejoin;
  7877. material.vertexColors = this.vertexColors;
  7878. material.fog = this.fog;
  7879. return material;
  7880. };
  7881. // File:src/materials/LineDashedMaterial.js
  7882. /**
  7883. * @author alteredq / http://alteredqualia.com/
  7884. *
  7885. * parameters = {
  7886. * color: <hex>,
  7887. * opacity: <float>,
  7888. *
  7889. * blending: THREE.NormalBlending,
  7890. * depthTest: <bool>,
  7891. * depthWrite: <bool>,
  7892. *
  7893. * linewidth: <float>,
  7894. *
  7895. * scale: <float>,
  7896. * dashSize: <float>,
  7897. * gapSize: <float>,
  7898. *
  7899. * vertexColors: <bool>
  7900. *
  7901. * fog: <bool>
  7902. * }
  7903. */
  7904. THREE.LineDashedMaterial = function ( parameters ) {
  7905. THREE.Material.call( this );
  7906. this.type = 'LineDashedMaterial';
  7907. this.color = new THREE.Color( 0xffffff );
  7908. this.linewidth = 1;
  7909. this.scale = 1;
  7910. this.dashSize = 3;
  7911. this.gapSize = 1;
  7912. this.vertexColors = false;
  7913. this.fog = true;
  7914. this.setValues( parameters );
  7915. };
  7916. THREE.LineDashedMaterial.prototype = Object.create( THREE.Material.prototype );
  7917. THREE.LineDashedMaterial.prototype.constructor = THREE.LineDashedMaterial;
  7918. THREE.LineDashedMaterial.prototype.clone = function () {
  7919. var material = new THREE.LineDashedMaterial();
  7920. THREE.Material.prototype.clone.call( this, material );
  7921. material.color.copy( this.color );
  7922. material.linewidth = this.linewidth;
  7923. material.scale = this.scale;
  7924. material.dashSize = this.dashSize;
  7925. material.gapSize = this.gapSize;
  7926. material.vertexColors = this.vertexColors;
  7927. material.fog = this.fog;
  7928. return material;
  7929. };
  7930. // File:src/materials/MeshBasicMaterial.js
  7931. /**
  7932. * @author mrdoob / http://mrdoob.com/
  7933. * @author alteredq / http://alteredqualia.com/
  7934. *
  7935. * parameters = {
  7936. * color: <hex>,
  7937. * opacity: <float>,
  7938. * map: new THREE.Texture( <Image> ),
  7939. *
  7940. * lightMap: new THREE.Texture( <Image> ),
  7941. *
  7942. * specularMap: new THREE.Texture( <Image> ),
  7943. *
  7944. * alphaMap: new THREE.Texture( <Image> ),
  7945. *
  7946. * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
  7947. * combine: THREE.Multiply,
  7948. * reflectivity: <float>,
  7949. * refractionRatio: <float>,
  7950. *
  7951. * shading: THREE.SmoothShading,
  7952. * blending: THREE.NormalBlending,
  7953. * depthTest: <bool>,
  7954. * depthWrite: <bool>,
  7955. *
  7956. * wireframe: <boolean>,
  7957. * wireframeLinewidth: <float>,
  7958. *
  7959. * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
  7960. *
  7961. * skinning: <bool>,
  7962. * morphTargets: <bool>,
  7963. *
  7964. * fog: <bool>
  7965. * }
  7966. */
  7967. THREE.MeshBasicMaterial = function ( parameters ) {
  7968. THREE.Material.call( this );
  7969. this.type = 'MeshBasicMaterial';
  7970. this.color = new THREE.Color( 0xffffff ); // emissive
  7971. this.map = null;
  7972. this.lightMap = null;
  7973. this.specularMap = null;
  7974. this.alphaMap = null;
  7975. this.envMap = null;
  7976. this.combine = THREE.MultiplyOperation;
  7977. this.reflectivity = 1;
  7978. this.refractionRatio = 0.98;
  7979. this.fog = true;
  7980. this.shading = THREE.SmoothShading;
  7981. this.wireframe = false;
  7982. this.wireframeLinewidth = 1;
  7983. this.wireframeLinecap = 'round';
  7984. this.wireframeLinejoin = 'round';
  7985. this.vertexColors = THREE.NoColors;
  7986. this.skinning = false;
  7987. this.morphTargets = false;
  7988. this.setValues( parameters );
  7989. };
  7990. THREE.MeshBasicMaterial.prototype = Object.create( THREE.Material.prototype );
  7991. THREE.MeshBasicMaterial.prototype.constructor = THREE.MeshBasicMaterial;
  7992. THREE.MeshBasicMaterial.prototype.clone = function () {
  7993. var material = new THREE.MeshBasicMaterial();
  7994. THREE.Material.prototype.clone.call( this, material );
  7995. material.color.copy( this.color );
  7996. material.map = this.map;
  7997. material.lightMap = this.lightMap;
  7998. material.specularMap = this.specularMap;
  7999. material.alphaMap = this.alphaMap;
  8000. material.envMap = this.envMap;
  8001. material.combine = this.combine;
  8002. material.reflectivity = this.reflectivity;
  8003. material.refractionRatio = this.refractionRatio;
  8004. material.fog = this.fog;
  8005. material.shading = this.shading;
  8006. material.wireframe = this.wireframe;
  8007. material.wireframeLinewidth = this.wireframeLinewidth;
  8008. material.wireframeLinecap = this.wireframeLinecap;
  8009. material.wireframeLinejoin = this.wireframeLinejoin;
  8010. material.vertexColors = this.vertexColors;
  8011. material.skinning = this.skinning;
  8012. material.morphTargets = this.morphTargets;
  8013. return material;
  8014. };
  8015. // File:src/materials/MeshLambertMaterial.js
  8016. /**
  8017. * @author mrdoob / http://mrdoob.com/
  8018. * @author alteredq / http://alteredqualia.com/
  8019. *
  8020. * parameters = {
  8021. * color: <hex>,
  8022. * ambient: <hex>,
  8023. * emissive: <hex>,
  8024. * opacity: <float>,
  8025. *
  8026. * map: new THREE.Texture( <Image> ),
  8027. *
  8028. * lightMap: new THREE.Texture( <Image> ),
  8029. *
  8030. * specularMap: new THREE.Texture( <Image> ),
  8031. *
  8032. * alphaMap: new THREE.Texture( <Image> ),
  8033. *
  8034. * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
  8035. * combine: THREE.Multiply,
  8036. * reflectivity: <float>,
  8037. * refractionRatio: <float>,
  8038. *
  8039. * shading: THREE.SmoothShading,
  8040. * blending: THREE.NormalBlending,
  8041. * depthTest: <bool>,
  8042. * depthWrite: <bool>,
  8043. *
  8044. * wireframe: <boolean>,
  8045. * wireframeLinewidth: <float>,
  8046. *
  8047. * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
  8048. *
  8049. * skinning: <bool>,
  8050. * morphTargets: <bool>,
  8051. * morphNormals: <bool>,
  8052. *
  8053. * fog: <bool>
  8054. * }
  8055. */
  8056. THREE.MeshLambertMaterial = function ( parameters ) {
  8057. THREE.Material.call( this );
  8058. this.type = 'MeshLambertMaterial';
  8059. this.color = new THREE.Color( 0xffffff ); // diffuse
  8060. this.ambient = new THREE.Color( 0xffffff );
  8061. this.emissive = new THREE.Color( 0x000000 );
  8062. this.wrapAround = false;
  8063. this.wrapRGB = new THREE.Vector3( 1, 1, 1 );
  8064. this.map = null;
  8065. this.lightMap = null;
  8066. this.specularMap = null;
  8067. this.alphaMap = null;
  8068. this.envMap = null;
  8069. this.combine = THREE.MultiplyOperation;
  8070. this.reflectivity = 1;
  8071. this.refractionRatio = 0.98;
  8072. this.fog = true;
  8073. this.shading = THREE.SmoothShading;
  8074. this.wireframe = false;
  8075. this.wireframeLinewidth = 1;
  8076. this.wireframeLinecap = 'round';
  8077. this.wireframeLinejoin = 'round';
  8078. this.vertexColors = THREE.NoColors;
  8079. this.skinning = false;
  8080. this.morphTargets = false;
  8081. this.morphNormals = false;
  8082. this.setValues( parameters );
  8083. };
  8084. THREE.MeshLambertMaterial.prototype = Object.create( THREE.Material.prototype );
  8085. THREE.MeshLambertMaterial.prototype.constructor = THREE.MeshLambertMaterial;
  8086. THREE.MeshLambertMaterial.prototype.clone = function () {
  8087. var material = new THREE.MeshLambertMaterial();
  8088. THREE.Material.prototype.clone.call( this, material );
  8089. material.color.copy( this.color );
  8090. material.ambient.copy( this.ambient );
  8091. material.emissive.copy( this.emissive );
  8092. material.wrapAround = this.wrapAround;
  8093. material.wrapRGB.copy( this.wrapRGB );
  8094. material.map = this.map;
  8095. material.lightMap = this.lightMap;
  8096. material.specularMap = this.specularMap;
  8097. material.alphaMap = this.alphaMap;
  8098. material.envMap = this.envMap;
  8099. material.combine = this.combine;
  8100. material.reflectivity = this.reflectivity;
  8101. material.refractionRatio = this.refractionRatio;
  8102. material.fog = this.fog;
  8103. material.shading = this.shading;
  8104. material.wireframe = this.wireframe;
  8105. material.wireframeLinewidth = this.wireframeLinewidth;
  8106. material.wireframeLinecap = this.wireframeLinecap;
  8107. material.wireframeLinejoin = this.wireframeLinejoin;
  8108. material.vertexColors = this.vertexColors;
  8109. material.skinning = this.skinning;
  8110. material.morphTargets = this.morphTargets;
  8111. material.morphNormals = this.morphNormals;
  8112. return material;
  8113. };
  8114. // File:src/materials/MeshPhongMaterial.js
  8115. /**
  8116. * @author mrdoob / http://mrdoob.com/
  8117. * @author alteredq / http://alteredqualia.com/
  8118. *
  8119. * parameters = {
  8120. * color: <hex>,
  8121. * ambient: <hex>,
  8122. * emissive: <hex>,
  8123. * specular: <hex>,
  8124. * shininess: <float>,
  8125. * opacity: <float>,
  8126. *
  8127. * map: new THREE.Texture( <Image> ),
  8128. *
  8129. * lightMap: new THREE.Texture( <Image> ),
  8130. *
  8131. * bumpMap: new THREE.Texture( <Image> ),
  8132. * bumpScale: <float>,
  8133. *
  8134. * normalMap: new THREE.Texture( <Image> ),
  8135. * normalScale: <Vector2>,
  8136. *
  8137. * specularMap: new THREE.Texture( <Image> ),
  8138. *
  8139. * alphaMap: new THREE.Texture( <Image> ),
  8140. *
  8141. * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
  8142. * combine: THREE.Multiply,
  8143. * reflectivity: <float>,
  8144. * refractionRatio: <float>,
  8145. *
  8146. * shading: THREE.SmoothShading,
  8147. * blending: THREE.NormalBlending,
  8148. * depthTest: <bool>,
  8149. * depthWrite: <bool>,
  8150. *
  8151. * wireframe: <boolean>,
  8152. * wireframeLinewidth: <float>,
  8153. *
  8154. * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
  8155. *
  8156. * skinning: <bool>,
  8157. * morphTargets: <bool>,
  8158. * morphNormals: <bool>,
  8159. *
  8160. * fog: <bool>
  8161. * }
  8162. */
  8163. THREE.MeshPhongMaterial = function ( parameters ) {
  8164. THREE.Material.call( this );
  8165. this.type = 'MeshPhongMaterial';
  8166. this.color = new THREE.Color( 0xffffff ); // diffuse
  8167. this.ambient = new THREE.Color( 0xffffff );
  8168. this.emissive = new THREE.Color( 0x000000 );
  8169. this.specular = new THREE.Color( 0x111111 );
  8170. this.shininess = 30;
  8171. this.metal = false;
  8172. this.wrapAround = false;
  8173. this.wrapRGB = new THREE.Vector3( 1, 1, 1 );
  8174. this.map = null;
  8175. this.lightMap = null;
  8176. this.bumpMap = null;
  8177. this.bumpScale = 1;
  8178. this.normalMap = null;
  8179. this.normalScale = new THREE.Vector2( 1, 1 );
  8180. this.specularMap = null;
  8181. this.alphaMap = null;
  8182. this.envMap = null;
  8183. this.combine = THREE.MultiplyOperation;
  8184. this.reflectivity = 1;
  8185. this.refractionRatio = 0.98;
  8186. this.fog = true;
  8187. this.shading = THREE.SmoothShading;
  8188. this.wireframe = false;
  8189. this.wireframeLinewidth = 1;
  8190. this.wireframeLinecap = 'round';
  8191. this.wireframeLinejoin = 'round';
  8192. this.vertexColors = THREE.NoColors;
  8193. this.skinning = false;
  8194. this.morphTargets = false;
  8195. this.morphNormals = false;
  8196. this.setValues( parameters );
  8197. };
  8198. THREE.MeshPhongMaterial.prototype = Object.create( THREE.Material.prototype );
  8199. THREE.MeshPhongMaterial.prototype.constructor = THREE.MeshPhongMaterial;
  8200. THREE.MeshPhongMaterial.prototype.clone = function () {
  8201. var material = new THREE.MeshPhongMaterial();
  8202. THREE.Material.prototype.clone.call( this, material );
  8203. material.color.copy( this.color );
  8204. material.ambient.copy( this.ambient );
  8205. material.emissive.copy( this.emissive );
  8206. material.specular.copy( this.specular );
  8207. material.shininess = this.shininess;
  8208. material.metal = this.metal;
  8209. material.wrapAround = this.wrapAround;
  8210. material.wrapRGB.copy( this.wrapRGB );
  8211. material.map = this.map;
  8212. material.lightMap = this.lightMap;
  8213. material.bumpMap = this.bumpMap;
  8214. material.bumpScale = this.bumpScale;
  8215. material.normalMap = this.normalMap;
  8216. material.normalScale.copy( this.normalScale );
  8217. material.specularMap = this.specularMap;
  8218. material.alphaMap = this.alphaMap;
  8219. material.envMap = this.envMap;
  8220. material.combine = this.combine;
  8221. material.reflectivity = this.reflectivity;
  8222. material.refractionRatio = this.refractionRatio;
  8223. material.fog = this.fog;
  8224. material.shading = this.shading;
  8225. material.wireframe = this.wireframe;
  8226. material.wireframeLinewidth = this.wireframeLinewidth;
  8227. material.wireframeLinecap = this.wireframeLinecap;
  8228. material.wireframeLinejoin = this.wireframeLinejoin;
  8229. material.vertexColors = this.vertexColors;
  8230. material.skinning = this.skinning;
  8231. material.morphTargets = this.morphTargets;
  8232. material.morphNormals = this.morphNormals;
  8233. return material;
  8234. };
  8235. // File:src/materials/MeshDepthMaterial.js
  8236. /**
  8237. * @author mrdoob / http://mrdoob.com/
  8238. * @author alteredq / http://alteredqualia.com/
  8239. *
  8240. * parameters = {
  8241. * opacity: <float>,
  8242. *
  8243. * blending: THREE.NormalBlending,
  8244. * depthTest: <bool>,
  8245. * depthWrite: <bool>,
  8246. *
  8247. * wireframe: <boolean>,
  8248. * wireframeLinewidth: <float>
  8249. * }
  8250. */
  8251. THREE.MeshDepthMaterial = function ( parameters ) {
  8252. THREE.Material.call( this );
  8253. this.type = 'MeshDepthMaterial';
  8254. this.morphTargets = false;
  8255. this.wireframe = false;
  8256. this.wireframeLinewidth = 1;
  8257. this.setValues( parameters );
  8258. };
  8259. THREE.MeshDepthMaterial.prototype = Object.create( THREE.Material.prototype );
  8260. THREE.MeshDepthMaterial.prototype.constructor = THREE.MeshDepthMaterial;
  8261. THREE.MeshDepthMaterial.prototype.clone = function () {
  8262. var material = new THREE.MeshDepthMaterial();
  8263. THREE.Material.prototype.clone.call( this, material );
  8264. material.wireframe = this.wireframe;
  8265. material.wireframeLinewidth = this.wireframeLinewidth;
  8266. return material;
  8267. };
  8268. // File:src/materials/MeshNormalMaterial.js
  8269. /**
  8270. * @author mrdoob / http://mrdoob.com/
  8271. *
  8272. * parameters = {
  8273. * opacity: <float>,
  8274. *
  8275. * shading: THREE.FlatShading,
  8276. * blending: THREE.NormalBlending,
  8277. * depthTest: <bool>,
  8278. * depthWrite: <bool>,
  8279. *
  8280. * wireframe: <boolean>,
  8281. * wireframeLinewidth: <float>
  8282. * }
  8283. */
  8284. THREE.MeshNormalMaterial = function ( parameters ) {
  8285. THREE.Material.call( this, parameters );
  8286. this.type = 'MeshNormalMaterial';
  8287. this.shading = THREE.FlatShading;
  8288. this.wireframe = false;
  8289. this.wireframeLinewidth = 1;
  8290. this.morphTargets = false;
  8291. this.setValues( parameters );
  8292. };
  8293. THREE.MeshNormalMaterial.prototype = Object.create( THREE.Material.prototype );
  8294. THREE.MeshNormalMaterial.prototype.constructor = THREE.MeshNormalMaterial;
  8295. THREE.MeshNormalMaterial.prototype.clone = function () {
  8296. var material = new THREE.MeshNormalMaterial();
  8297. THREE.Material.prototype.clone.call( this, material );
  8298. material.shading = this.shading;
  8299. material.wireframe = this.wireframe;
  8300. material.wireframeLinewidth = this.wireframeLinewidth;
  8301. return material;
  8302. };
  8303. // File:src/materials/MeshFaceMaterial.js
  8304. /**
  8305. * @author mrdoob / http://mrdoob.com/
  8306. */
  8307. THREE.MeshFaceMaterial = function ( materials ) {
  8308. this.uuid = THREE.Math.generateUUID();
  8309. this.type = 'MeshFaceMaterial';
  8310. this.materials = materials instanceof Array ? materials : [];
  8311. };
  8312. THREE.MeshFaceMaterial.prototype = {
  8313. constructor: THREE.MeshFaceMaterial,
  8314. toJSON: function () {
  8315. var output = {
  8316. metadata: {
  8317. version: 4.2,
  8318. type: 'material',
  8319. generator: 'MaterialExporter'
  8320. },
  8321. uuid: this.uuid,
  8322. type: this.type,
  8323. materials: []
  8324. };
  8325. for ( var i = 0, l = this.materials.length; i < l; i ++ ) {
  8326. output.materials.push( this.materials[ i ].toJSON() );
  8327. }
  8328. return output;
  8329. },
  8330. clone: function () {
  8331. var material = new THREE.MeshFaceMaterial();
  8332. for ( var i = 0; i < this.materials.length; i ++ ) {
  8333. material.materials.push( this.materials[ i ].clone() );
  8334. }
  8335. return material;
  8336. }
  8337. };
  8338. // File:src/materials/PointCloudMaterial.js
  8339. /**
  8340. * @author mrdoob / http://mrdoob.com/
  8341. * @author alteredq / http://alteredqualia.com/
  8342. *
  8343. * parameters = {
  8344. * color: <hex>,
  8345. * opacity: <float>,
  8346. * map: new THREE.Texture( <Image> ),
  8347. *
  8348. * size: <float>,
  8349. * sizeAttenuation: <bool>,
  8350. *
  8351. * blending: THREE.NormalBlending,
  8352. * depthTest: <bool>,
  8353. * depthWrite: <bool>,
  8354. *
  8355. * vertexColors: <bool>,
  8356. *
  8357. * fog: <bool>
  8358. * }
  8359. */
  8360. THREE.PointCloudMaterial = function ( parameters ) {
  8361. THREE.Material.call( this );
  8362. this.type = 'PointCloudMaterial';
  8363. this.color = new THREE.Color( 0xffffff );
  8364. this.map = null;
  8365. this.size = 1;
  8366. this.sizeAttenuation = true;
  8367. this.vertexColors = THREE.NoColors;
  8368. this.fog = true;
  8369. this.setValues( parameters );
  8370. };
  8371. THREE.PointCloudMaterial.prototype = Object.create( THREE.Material.prototype );
  8372. THREE.PointCloudMaterial.prototype.constructor = THREE.PointCloudMaterial;
  8373. THREE.PointCloudMaterial.prototype.clone = function () {
  8374. var material = new THREE.PointCloudMaterial();
  8375. THREE.Material.prototype.clone.call( this, material );
  8376. material.color.copy( this.color );
  8377. material.map = this.map;
  8378. material.size = this.size;
  8379. material.sizeAttenuation = this.sizeAttenuation;
  8380. material.vertexColors = this.vertexColors;
  8381. material.fog = this.fog;
  8382. return material;
  8383. };
  8384. // backwards compatibility
  8385. THREE.ParticleBasicMaterial = function ( parameters ) {
  8386. console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointCloudMaterial.' );
  8387. return new THREE.PointCloudMaterial( parameters );
  8388. };
  8389. THREE.ParticleSystemMaterial = function ( parameters ) {
  8390. console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointCloudMaterial.' );
  8391. return new THREE.PointCloudMaterial( parameters );
  8392. };
  8393. // File:src/materials/ShaderMaterial.js
  8394. /**
  8395. * @author alteredq / http://alteredqualia.com/
  8396. *
  8397. * parameters = {
  8398. * defines: { "label" : "value" },
  8399. * uniforms: { "parameter1": { type: "f", value: 1.0 }, "parameter2": { type: "i" value2: 2 } },
  8400. *
  8401. * fragmentShader: <string>,
  8402. * vertexShader: <string>,
  8403. *
  8404. * shading: THREE.SmoothShading,
  8405. * blending: THREE.NormalBlending,
  8406. * depthTest: <bool>,
  8407. * depthWrite: <bool>,
  8408. *
  8409. * wireframe: <boolean>,
  8410. * wireframeLinewidth: <float>,
  8411. *
  8412. * lights: <bool>,
  8413. *
  8414. * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
  8415. *
  8416. * skinning: <bool>,
  8417. * morphTargets: <bool>,
  8418. * morphNormals: <bool>,
  8419. *
  8420. * fog: <bool>
  8421. * }
  8422. */
  8423. THREE.ShaderMaterial = function ( parameters ) {
  8424. THREE.Material.call( this );
  8425. this.type = 'ShaderMaterial';
  8426. this.defines = {};
  8427. this.uniforms = {};
  8428. this.attributes = null;
  8429. this.vertexShader = 'void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}';
  8430. this.fragmentShader = 'void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}';
  8431. this.shading = THREE.SmoothShading;
  8432. this.linewidth = 1;
  8433. this.wireframe = false;
  8434. this.wireframeLinewidth = 1;
  8435. this.fog = false; // set to use scene fog
  8436. this.lights = false; // set to use scene lights
  8437. this.vertexColors = THREE.NoColors; // set to use "color" attribute stream
  8438. this.skinning = false; // set to use skinning attribute streams
  8439. this.morphTargets = false; // set to use morph targets
  8440. this.morphNormals = false; // set to use morph normals
  8441. // When rendered geometry doesn't include these attributes but the material does,
  8442. // use these default values in WebGL. This avoids errors when buffer data is missing.
  8443. this.defaultAttributeValues = {
  8444. 'color': [ 1, 1, 1 ],
  8445. 'uv': [ 0, 0 ],
  8446. 'uv2': [ 0, 0 ]
  8447. };
  8448. this.index0AttributeName = undefined;
  8449. this.setValues( parameters );
  8450. };
  8451. THREE.ShaderMaterial.prototype = Object.create( THREE.Material.prototype );
  8452. THREE.ShaderMaterial.prototype.constructor = THREE.ShaderMaterial;
  8453. THREE.ShaderMaterial.prototype.clone = function () {
  8454. var material = new THREE.ShaderMaterial();
  8455. THREE.Material.prototype.clone.call( this, material );
  8456. material.fragmentShader = this.fragmentShader;
  8457. material.vertexShader = this.vertexShader;
  8458. material.uniforms = THREE.UniformsUtils.clone( this.uniforms );
  8459. material.attributes = this.attributes;
  8460. material.defines = this.defines;
  8461. material.shading = this.shading;
  8462. material.wireframe = this.wireframe;
  8463. material.wireframeLinewidth = this.wireframeLinewidth;
  8464. material.fog = this.fog;
  8465. material.lights = this.lights;
  8466. material.vertexColors = this.vertexColors;
  8467. material.skinning = this.skinning;
  8468. material.morphTargets = this.morphTargets;
  8469. material.morphNormals = this.morphNormals;
  8470. return material;
  8471. };
  8472. // File:src/materials/RawShaderMaterial.js
  8473. /**
  8474. * @author mrdoob / http://mrdoob.com/
  8475. */
  8476. THREE.RawShaderMaterial = function ( parameters ) {
  8477. THREE.ShaderMaterial.call( this, parameters );
  8478. this.type = 'RawShaderMaterial';
  8479. };
  8480. THREE.RawShaderMaterial.prototype = Object.create( THREE.ShaderMaterial.prototype );
  8481. THREE.RawShaderMaterial.prototype.constructor = THREE.RawShaderMaterial;
  8482. THREE.RawShaderMaterial.prototype.clone = function () {
  8483. var material = new THREE.RawShaderMaterial();
  8484. THREE.ShaderMaterial.prototype.clone.call( this, material );
  8485. return material;
  8486. };
  8487. // File:src/materials/SpriteMaterial.js
  8488. /**
  8489. * @author alteredq / http://alteredqualia.com/
  8490. *
  8491. * parameters = {
  8492. * color: <hex>,
  8493. * opacity: <float>,
  8494. * map: new THREE.Texture( <Image> ),
  8495. *
  8496. * blending: THREE.NormalBlending,
  8497. * depthTest: <bool>,
  8498. * depthWrite: <bool>,
  8499. *
  8500. * uvOffset: new THREE.Vector2(),
  8501. * uvScale: new THREE.Vector2(),
  8502. *
  8503. * fog: <bool>
  8504. * }
  8505. */
  8506. THREE.SpriteMaterial = function ( parameters ) {
  8507. THREE.Material.call( this );
  8508. this.type = 'SpriteMaterial';
  8509. this.color = new THREE.Color( 0xffffff );
  8510. this.map = null;
  8511. this.rotation = 0;
  8512. this.fog = false;
  8513. // set parameters
  8514. this.setValues( parameters );
  8515. };
  8516. THREE.SpriteMaterial.prototype = Object.create( THREE.Material.prototype );
  8517. THREE.SpriteMaterial.prototype.constructor = THREE.SpriteMaterial;
  8518. THREE.SpriteMaterial.prototype.clone = function () {
  8519. var material = new THREE.SpriteMaterial();
  8520. THREE.Material.prototype.clone.call( this, material );
  8521. material.color.copy( this.color );
  8522. material.map = this.map;
  8523. material.rotation = this.rotation;
  8524. material.fog = this.fog;
  8525. return material;
  8526. };
  8527. // File:src/textures/Texture.js
  8528. /**
  8529. * @author mrdoob / http://mrdoob.com/
  8530. * @author alteredq / http://alteredqualia.com/
  8531. * @author szimek / https://github.com/szimek/
  8532. */
  8533. THREE.Texture = function ( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  8534. Object.defineProperty( this, 'id', { value: THREE.TextureIdCount ++ } );
  8535. this.uuid = THREE.Math.generateUUID();
  8536. this.name = '';
  8537. this.image = image !== undefined ? image : THREE.Texture.DEFAULT_IMAGE;
  8538. this.mipmaps = [];
  8539. this.mapping = mapping !== undefined ? mapping : THREE.Texture.DEFAULT_MAPPING;
  8540. this.wrapS = wrapS !== undefined ? wrapS : THREE.ClampToEdgeWrapping;
  8541. this.wrapT = wrapT !== undefined ? wrapT : THREE.ClampToEdgeWrapping;
  8542. this.magFilter = magFilter !== undefined ? magFilter : THREE.LinearFilter;
  8543. this.minFilter = minFilter !== undefined ? minFilter : THREE.LinearMipMapLinearFilter;
  8544. this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
  8545. this.format = format !== undefined ? format : THREE.RGBAFormat;
  8546. this.type = type !== undefined ? type : THREE.UnsignedByteType;
  8547. this.offset = new THREE.Vector2( 0, 0 );
  8548. this.repeat = new THREE.Vector2( 1, 1 );
  8549. this.generateMipmaps = true;
  8550. this.premultiplyAlpha = false;
  8551. this.flipY = true;
  8552. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  8553. this._needsUpdate = false;
  8554. this.onUpdate = null;
  8555. };
  8556. THREE.Texture.DEFAULT_IMAGE = undefined;
  8557. THREE.Texture.DEFAULT_MAPPING = THREE.UVMapping;
  8558. THREE.Texture.prototype = {
  8559. constructor: THREE.Texture,
  8560. get needsUpdate () {
  8561. return this._needsUpdate;
  8562. },
  8563. set needsUpdate ( value ) {
  8564. if ( value === true ) this.update();
  8565. this._needsUpdate = value;
  8566. },
  8567. clone: function ( texture ) {
  8568. if ( texture === undefined ) texture = new THREE.Texture();
  8569. texture.image = this.image;
  8570. texture.mipmaps = this.mipmaps.slice( 0 );
  8571. texture.mapping = this.mapping;
  8572. texture.wrapS = this.wrapS;
  8573. texture.wrapT = this.wrapT;
  8574. texture.magFilter = this.magFilter;
  8575. texture.minFilter = this.minFilter;
  8576. texture.anisotropy = this.anisotropy;
  8577. texture.format = this.format;
  8578. texture.type = this.type;
  8579. texture.offset.copy( this.offset );
  8580. texture.repeat.copy( this.repeat );
  8581. texture.generateMipmaps = this.generateMipmaps;
  8582. texture.premultiplyAlpha = this.premultiplyAlpha;
  8583. texture.flipY = this.flipY;
  8584. texture.unpackAlignment = this.unpackAlignment;
  8585. return texture;
  8586. },
  8587. update: function () {
  8588. this.dispatchEvent( { type: 'update' } );
  8589. },
  8590. dispose: function () {
  8591. this.dispatchEvent( { type: 'dispose' } );
  8592. }
  8593. };
  8594. THREE.EventDispatcher.prototype.apply( THREE.Texture.prototype );
  8595. THREE.TextureIdCount = 0;
  8596. // File:src/textures/CubeTexture.js
  8597. /**
  8598. * @author mrdoob / http://mrdoob.com/
  8599. */
  8600. THREE.CubeTexture = function ( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  8601. mapping = mapping !== undefined ? mapping : THREE.CubeReflectionMapping;
  8602. THREE.Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  8603. this.images = images;
  8604. };
  8605. THREE.CubeTexture.prototype = Object.create( THREE.Texture.prototype );
  8606. THREE.CubeTexture.prototype.constructor = THREE.CubeTexture;
  8607. THREE.CubeTexture.clone = function ( texture ) {
  8608. if ( texture === undefined ) texture = new THREE.CubeTexture();
  8609. THREE.Texture.prototype.clone.call( this, texture );
  8610. texture.images = this.images;
  8611. return texture;
  8612. };
  8613. // File:src/textures/CompressedTexture.js
  8614. /**
  8615. * @author alteredq / http://alteredqualia.com/
  8616. */
  8617. THREE.CompressedTexture = function ( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy ) {
  8618. THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  8619. this.image = { width: width, height: height };
  8620. this.mipmaps = mipmaps;
  8621. // no flipping for cube textures
  8622. // (also flipping doesn't work for compressed textures )
  8623. this.flipY = false;
  8624. // can't generate mipmaps for compressed textures
  8625. // mips must be embedded in DDS files
  8626. this.generateMipmaps = false;
  8627. };
  8628. THREE.CompressedTexture.prototype = Object.create( THREE.Texture.prototype );
  8629. THREE.CompressedTexture.prototype.constructor = THREE.CompressedTexture;
  8630. THREE.CompressedTexture.prototype.clone = function () {
  8631. var texture = new THREE.CompressedTexture();
  8632. THREE.Texture.prototype.clone.call( this, texture );
  8633. return texture;
  8634. };
  8635. // File:src/textures/DataTexture.js
  8636. /**
  8637. * @author alteredq / http://alteredqualia.com/
  8638. */
  8639. THREE.DataTexture = function ( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy ) {
  8640. THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  8641. this.image = { data: data, width: width, height: height };
  8642. };
  8643. THREE.DataTexture.prototype = Object.create( THREE.Texture.prototype );
  8644. THREE.DataTexture.prototype.constructor = THREE.DataTexture;
  8645. THREE.DataTexture.prototype.clone = function () {
  8646. var texture = new THREE.DataTexture();
  8647. THREE.Texture.prototype.clone.call( this, texture );
  8648. return texture;
  8649. };
  8650. // File:src/textures/VideoTexture.js
  8651. /**
  8652. * @author mrdoob / http://mrdoob.com/
  8653. */
  8654. THREE.VideoTexture = function ( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  8655. THREE.Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  8656. this.generateMipmaps = false;
  8657. var scope = this;
  8658. var update = function () {
  8659. requestAnimationFrame( update );
  8660. if ( video.readyState === video.HAVE_ENOUGH_DATA ) {
  8661. scope.needsUpdate = true;
  8662. }
  8663. };
  8664. update();
  8665. };
  8666. THREE.VideoTexture.prototype = Object.create( THREE.Texture.prototype );
  8667. THREE.VideoTexture.prototype.constructor = THREE.VideoTexture;
  8668. // File:src/objects/Group.js
  8669. /**
  8670. * @author mrdoob / http://mrdoob.com/
  8671. */
  8672. THREE.Group = function () {
  8673. THREE.Object3D.call( this );
  8674. this.type = 'Group';
  8675. };
  8676. THREE.Group.prototype = Object.create( THREE.Object3D.prototype );
  8677. THREE.Group.prototype.constructor = THREE.Group;
  8678. // File:src/objects/PointCloud.js
  8679. /**
  8680. * @author alteredq / http://alteredqualia.com/
  8681. */
  8682. THREE.PointCloud = function ( geometry, material ) {
  8683. THREE.Object3D.call( this );
  8684. this.type = 'PointCloud';
  8685. this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
  8686. this.material = material !== undefined ? material : new THREE.PointCloudMaterial( { color: Math.random() * 0xffffff } );
  8687. };
  8688. THREE.PointCloud.prototype = Object.create( THREE.Object3D.prototype );
  8689. THREE.PointCloud.prototype.constructor = THREE.PointCloud;
  8690. THREE.PointCloud.prototype.raycast = ( function () {
  8691. var inverseMatrix = new THREE.Matrix4();
  8692. var ray = new THREE.Ray();
  8693. return function ( raycaster, intersects ) {
  8694. var object = this;
  8695. var geometry = object.geometry;
  8696. var threshold = raycaster.params.PointCloud.threshold;
  8697. inverseMatrix.getInverse( this.matrixWorld );
  8698. ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  8699. if ( geometry.boundingBox !== null ) {
  8700. if ( ray.isIntersectionBox( geometry.boundingBox ) === false ) {
  8701. return;
  8702. }
  8703. }
  8704. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  8705. var position = new THREE.Vector3();
  8706. var testPoint = function ( point, index ) {
  8707. var rayPointDistance = ray.distanceToPoint( point );
  8708. if ( rayPointDistance < localThreshold ) {
  8709. var intersectPoint = ray.closestPointToPoint( point );
  8710. intersectPoint.applyMatrix4( object.matrixWorld );
  8711. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  8712. intersects.push( {
  8713. distance: distance,
  8714. distanceToRay: rayPointDistance,
  8715. point: intersectPoint.clone(),
  8716. index: index,
  8717. face: null,
  8718. object: object
  8719. } );
  8720. }
  8721. };
  8722. if ( geometry instanceof THREE.BufferGeometry ) {
  8723. var attributes = geometry.attributes;
  8724. var positions = attributes.position.array;
  8725. if ( attributes.index !== undefined ) {
  8726. var indices = attributes.index.array;
  8727. var offsets = geometry.offsets;
  8728. if ( offsets.length === 0 ) {
  8729. var offset = {
  8730. start: 0,
  8731. count: indices.length,
  8732. index: 0
  8733. };
  8734. offsets = [ offset ];
  8735. }
  8736. for ( var oi = 0, ol = offsets.length; oi < ol; ++oi ) {
  8737. var start = offsets[ oi ].start;
  8738. var count = offsets[ oi ].count;
  8739. var index = offsets[ oi ].index;
  8740. for ( var i = start, il = start + count; i < il; i ++ ) {
  8741. var a = index + indices[ i ];
  8742. position.fromArray( positions, a * 3 );
  8743. testPoint( position, a );
  8744. }
  8745. }
  8746. } else {
  8747. var pointCount = positions.length / 3;
  8748. for ( var i = 0; i < pointCount; i ++ ) {
  8749. position.set(
  8750. positions[ 3 * i ],
  8751. positions[ 3 * i + 1 ],
  8752. positions[ 3 * i + 2 ]
  8753. );
  8754. testPoint( position, i );
  8755. }
  8756. }
  8757. } else {
  8758. var vertices = this.geometry.vertices;
  8759. for ( var i = 0; i < vertices.length; i ++ ) {
  8760. testPoint( vertices[ i ], i );
  8761. }
  8762. }
  8763. };
  8764. }() );
  8765. THREE.PointCloud.prototype.clone = function ( object ) {
  8766. if ( object === undefined ) object = new THREE.PointCloud( this.geometry, this.material );
  8767. THREE.Object3D.prototype.clone.call( this, object );
  8768. return object;
  8769. };
  8770. // Backwards compatibility
  8771. THREE.ParticleSystem = function ( geometry, material ) {
  8772. console.warn( 'THREE.ParticleSystem has been renamed to THREE.PointCloud.' );
  8773. return new THREE.PointCloud( geometry, material );
  8774. };
  8775. // File:src/objects/Line.js
  8776. /**
  8777. * @author mrdoob / http://mrdoob.com/
  8778. */
  8779. THREE.Line = function ( geometry, material, mode ) {
  8780. THREE.Object3D.call( this );
  8781. this.type = 'Line';
  8782. this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
  8783. this.material = material !== undefined ? material : new THREE.LineBasicMaterial( { color: Math.random() * 0xffffff } );
  8784. this.mode = ( mode !== undefined ) ? mode : THREE.LineStrip;
  8785. };
  8786. THREE.LineStrip = 0;
  8787. THREE.LinePieces = 1;
  8788. THREE.Line.prototype = Object.create( THREE.Object3D.prototype );
  8789. THREE.Line.prototype.constructor = THREE.Line;
  8790. THREE.Line.prototype.raycast = ( function () {
  8791. var inverseMatrix = new THREE.Matrix4();
  8792. var ray = new THREE.Ray();
  8793. var sphere = new THREE.Sphere();
  8794. return function ( raycaster, intersects ) {
  8795. var precision = raycaster.linePrecision;
  8796. var precisionSq = precision * precision;
  8797. var geometry = this.geometry;
  8798. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  8799. // Checking boundingSphere distance to ray
  8800. sphere.copy( geometry.boundingSphere );
  8801. sphere.applyMatrix4( this.matrixWorld );
  8802. if ( raycaster.ray.isIntersectionSphere( sphere ) === false ) {
  8803. return;
  8804. }
  8805. inverseMatrix.getInverse( this.matrixWorld );
  8806. ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  8807. var vStart = new THREE.Vector3();
  8808. var vEnd = new THREE.Vector3();
  8809. var interSegment = new THREE.Vector3();
  8810. var interRay = new THREE.Vector3();
  8811. var step = this.mode === THREE.LineStrip ? 1 : 2;
  8812. if ( geometry instanceof THREE.BufferGeometry ) {
  8813. var attributes = geometry.attributes;
  8814. if ( attributes.index !== undefined ) {
  8815. var indices = attributes.index.array;
  8816. var positions = attributes.position.array;
  8817. var offsets = geometry.offsets;
  8818. if ( offsets.length === 0 ) {
  8819. offsets = [ { start: 0, count: indices.length, index: 0 } ];
  8820. }
  8821. for ( var oi = 0; oi < offsets.length; oi++){
  8822. var start = offsets[ oi ].start;
  8823. var count = offsets[ oi ].count;
  8824. var index = offsets[ oi ].index;
  8825. for ( var i = start; i < start + count - 1; i += step ) {
  8826. var a = index + indices[ i ];
  8827. var b = index + indices[ i + 1 ];
  8828. vStart.fromArray( positions, a * 3 );
  8829. vEnd.fromArray( positions, b * 3 );
  8830. var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  8831. if ( distSq > precisionSq ) continue;
  8832. var distance = ray.origin.distanceTo( interRay );
  8833. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  8834. intersects.push( {
  8835. distance: distance,
  8836. // What do we want? intersection point on the ray or on the segment??
  8837. // point: raycaster.ray.at( distance ),
  8838. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  8839. face: null,
  8840. faceIndex: null,
  8841. object: this
  8842. } );
  8843. }
  8844. }
  8845. } else {
  8846. var positions = attributes.position.array;
  8847. for ( var i = 0; i < positions.length / 3 - 1; i += step ) {
  8848. vStart.fromArray( positions, 3 * i );
  8849. vEnd.fromArray( positions, 3 * i + 3 );
  8850. var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  8851. if ( distSq > precisionSq ) continue;
  8852. var distance = ray.origin.distanceTo( interRay );
  8853. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  8854. intersects.push( {
  8855. distance: distance,
  8856. // What do we want? intersection point on the ray or on the segment??
  8857. // point: raycaster.ray.at( distance ),
  8858. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  8859. face: null,
  8860. faceIndex: null,
  8861. object: this
  8862. } );
  8863. }
  8864. }
  8865. } else if ( geometry instanceof THREE.Geometry ) {
  8866. var vertices = geometry.vertices;
  8867. var nbVertices = vertices.length;
  8868. for ( var i = 0; i < nbVertices - 1; i += step ) {
  8869. var distSq = ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
  8870. if ( distSq > precisionSq ) continue;
  8871. var distance = ray.origin.distanceTo( interRay );
  8872. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  8873. intersects.push( {
  8874. distance: distance,
  8875. // What do we want? intersection point on the ray or on the segment??
  8876. // point: raycaster.ray.at( distance ),
  8877. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  8878. face: null,
  8879. faceIndex: null,
  8880. object: this
  8881. } );
  8882. }
  8883. }
  8884. };
  8885. }() );
  8886. THREE.Line.prototype.clone = function ( object ) {
  8887. if ( object === undefined ) object = new THREE.Line( this.geometry, this.material, this.mode );
  8888. THREE.Object3D.prototype.clone.call( this, object );
  8889. return object;
  8890. };
  8891. // File:src/objects/Mesh.js
  8892. /**
  8893. * @author mrdoob / http://mrdoob.com/
  8894. * @author alteredq / http://alteredqualia.com/
  8895. * @author mikael emtinger / http://gomo.se/
  8896. * @author jonobr1 / http://jonobr1.com/
  8897. */
  8898. THREE.Mesh = function ( geometry, material ) {
  8899. THREE.Object3D.call( this );
  8900. this.type = 'Mesh';
  8901. this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
  8902. this.material = material !== undefined ? material : new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff } );
  8903. this.updateMorphTargets();
  8904. };
  8905. THREE.Mesh.prototype = Object.create( THREE.Object3D.prototype );
  8906. THREE.Mesh.prototype.constructor = THREE.Mesh;
  8907. THREE.Mesh.prototype.updateMorphTargets = function () {
  8908. if ( this.geometry.morphTargets !== undefined && this.geometry.morphTargets.length > 0 ) {
  8909. this.morphTargetBase = - 1;
  8910. this.morphTargetForcedOrder = [];
  8911. this.morphTargetInfluences = [];
  8912. this.morphTargetDictionary = {};
  8913. for ( var m = 0, ml = this.geometry.morphTargets.length; m < ml; m ++ ) {
  8914. this.morphTargetInfluences.push( 0 );
  8915. this.morphTargetDictionary[ this.geometry.morphTargets[ m ].name ] = m;
  8916. }
  8917. }
  8918. };
  8919. THREE.Mesh.prototype.getMorphTargetIndexByName = function ( name ) {
  8920. if ( this.morphTargetDictionary[ name ] !== undefined ) {
  8921. return this.morphTargetDictionary[ name ];
  8922. }
  8923. console.log( 'THREE.Mesh.getMorphTargetIndexByName: morph target ' + name + ' does not exist. Returning 0.' );
  8924. return 0;
  8925. };
  8926. THREE.Mesh.prototype.raycast = ( function () {
  8927. var inverseMatrix = new THREE.Matrix4();
  8928. var ray = new THREE.Ray();
  8929. var sphere = new THREE.Sphere();
  8930. var vA = new THREE.Vector3();
  8931. var vB = new THREE.Vector3();
  8932. var vC = new THREE.Vector3();
  8933. return function ( raycaster, intersects ) {
  8934. var geometry = this.geometry;
  8935. // Checking boundingSphere distance to ray
  8936. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  8937. sphere.copy( geometry.boundingSphere );
  8938. sphere.applyMatrix4( this.matrixWorld );
  8939. if ( raycaster.ray.isIntersectionSphere( sphere ) === false ) {
  8940. return;
  8941. }
  8942. // Check boundingBox before continuing
  8943. inverseMatrix.getInverse( this.matrixWorld );
  8944. ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  8945. if ( geometry.boundingBox !== null ) {
  8946. if ( ray.isIntersectionBox( geometry.boundingBox ) === false ) {
  8947. return;
  8948. }
  8949. }
  8950. if ( geometry instanceof THREE.BufferGeometry ) {
  8951. var material = this.material;
  8952. if ( material === undefined ) return;
  8953. var attributes = geometry.attributes;
  8954. var a, b, c;
  8955. var precision = raycaster.precision;
  8956. if ( attributes.index !== undefined ) {
  8957. var indices = attributes.index.array;
  8958. var positions = attributes.position.array;
  8959. var offsets = geometry.offsets;
  8960. if ( offsets.length === 0 ) {
  8961. offsets = [ { start: 0, count: indices.length, index: 0 } ];
  8962. }
  8963. for ( var oi = 0, ol = offsets.length; oi < ol; ++oi ) {
  8964. var start = offsets[ oi ].start;
  8965. var count = offsets[ oi ].count;
  8966. var index = offsets[ oi ].index;
  8967. for ( var i = start, il = start + count; i < il; i += 3 ) {
  8968. a = index + indices[ i ];
  8969. b = index + indices[ i + 1 ];
  8970. c = index + indices[ i + 2 ];
  8971. vA.fromArray( positions, a * 3 );
  8972. vB.fromArray( positions, b * 3 );
  8973. vC.fromArray( positions, c * 3 );
  8974. if ( material.side === THREE.BackSide ) {
  8975. var intersectionPoint = ray.intersectTriangle( vC, vB, vA, true );
  8976. } else {
  8977. var intersectionPoint = ray.intersectTriangle( vA, vB, vC, material.side !== THREE.DoubleSide );
  8978. }
  8979. if ( intersectionPoint === null ) continue;
  8980. intersectionPoint.applyMatrix4( this.matrixWorld );
  8981. var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
  8982. if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
  8983. intersects.push( {
  8984. distance: distance,
  8985. point: intersectionPoint,
  8986. face: new THREE.Face3( a, b, c, THREE.Triangle.normal( vA, vB, vC ) ),
  8987. faceIndex: null,
  8988. object: this
  8989. } );
  8990. }
  8991. }
  8992. } else {
  8993. var positions = attributes.position.array;
  8994. for ( var i = 0, j = 0, il = positions.length; i < il; i += 3, j += 9 ) {
  8995. a = i;
  8996. b = i + 1;
  8997. c = i + 2;
  8998. vA.fromArray( positions, j );
  8999. vB.fromArray( positions, j + 3 );
  9000. vC.fromArray( positions, j + 6 );
  9001. if ( material.side === THREE.BackSide ) {
  9002. var intersectionPoint = ray.intersectTriangle( vC, vB, vA, true );
  9003. } else {
  9004. var intersectionPoint = ray.intersectTriangle( vA, vB, vC, material.side !== THREE.DoubleSide );
  9005. }
  9006. if ( intersectionPoint === null ) continue;
  9007. intersectionPoint.applyMatrix4( this.matrixWorld );
  9008. var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
  9009. if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
  9010. intersects.push( {
  9011. distance: distance,
  9012. point: intersectionPoint,
  9013. face: new THREE.Face3( a, b, c, THREE.Triangle.normal( vA, vB, vC ) ),
  9014. faceIndex: null,
  9015. object: this
  9016. } );
  9017. }
  9018. }
  9019. } else if ( geometry instanceof THREE.Geometry ) {
  9020. var isFaceMaterial = this.material instanceof THREE.MeshFaceMaterial;
  9021. var objectMaterials = isFaceMaterial === true ? this.material.materials : null;
  9022. var a, b, c, d;
  9023. var precision = raycaster.precision;
  9024. var vertices = geometry.vertices;
  9025. for ( var f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
  9026. var face = geometry.faces[ f ];
  9027. var material = isFaceMaterial === true ? objectMaterials[ face.materialIndex ] : this.material;
  9028. if ( material === undefined ) continue;
  9029. a = vertices[ face.a ];
  9030. b = vertices[ face.b ];
  9031. c = vertices[ face.c ];
  9032. if ( material.morphTargets === true ) {
  9033. var morphTargets = geometry.morphTargets;
  9034. var morphInfluences = this.morphTargetInfluences;
  9035. vA.set( 0, 0, 0 );
  9036. vB.set( 0, 0, 0 );
  9037. vC.set( 0, 0, 0 );
  9038. for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {
  9039. var influence = morphInfluences[ t ];
  9040. if ( influence === 0 ) continue;
  9041. var targets = morphTargets[ t ].vertices;
  9042. vA.x += ( targets[ face.a ].x - a.x ) * influence;
  9043. vA.y += ( targets[ face.a ].y - a.y ) * influence;
  9044. vA.z += ( targets[ face.a ].z - a.z ) * influence;
  9045. vB.x += ( targets[ face.b ].x - b.x ) * influence;
  9046. vB.y += ( targets[ face.b ].y - b.y ) * influence;
  9047. vB.z += ( targets[ face.b ].z - b.z ) * influence;
  9048. vC.x += ( targets[ face.c ].x - c.x ) * influence;
  9049. vC.y += ( targets[ face.c ].y - c.y ) * influence;
  9050. vC.z += ( targets[ face.c ].z - c.z ) * influence;
  9051. }
  9052. vA.add( a );
  9053. vB.add( b );
  9054. vC.add( c );
  9055. a = vA;
  9056. b = vB;
  9057. c = vC;
  9058. }
  9059. if ( material.side === THREE.BackSide ) {
  9060. var intersectionPoint = ray.intersectTriangle( c, b, a, true );
  9061. } else {
  9062. var intersectionPoint = ray.intersectTriangle( a, b, c, material.side !== THREE.DoubleSide );
  9063. }
  9064. if ( intersectionPoint === null ) continue;
  9065. intersectionPoint.applyMatrix4( this.matrixWorld );
  9066. var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
  9067. if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
  9068. intersects.push( {
  9069. distance: distance,
  9070. point: intersectionPoint,
  9071. face: face,
  9072. faceIndex: f,
  9073. object: this
  9074. } );
  9075. }
  9076. }
  9077. };
  9078. }() );
  9079. THREE.Mesh.prototype.clone = function ( object, recursive ) {
  9080. if ( object === undefined ) object = new THREE.Mesh( this.geometry, this.material );
  9081. THREE.Object3D.prototype.clone.call( this, object, recursive );
  9082. return object;
  9083. };
  9084. // File:src/objects/Bone.js
  9085. /**
  9086. * @author mikael emtinger / http://gomo.se/
  9087. * @author alteredq / http://alteredqualia.com/
  9088. * @author ikerr / http://verold.com
  9089. */
  9090. THREE.Bone = function ( belongsToSkin ) {
  9091. THREE.Object3D.call( this );
  9092. this.skin = belongsToSkin;
  9093. };
  9094. THREE.Bone.prototype = Object.create( THREE.Object3D.prototype );
  9095. THREE.Bone.prototype.constructor = THREE.Bone;
  9096. // File:src/objects/Skeleton.js
  9097. /**
  9098. * @author mikael emtinger / http://gomo.se/
  9099. * @author alteredq / http://alteredqualia.com/
  9100. * @author michael guerrero / http://realitymeltdown.com
  9101. * @author ikerr / http://verold.com
  9102. */
  9103. THREE.Skeleton = function ( bones, boneInverses, useVertexTexture ) {
  9104. this.useVertexTexture = useVertexTexture !== undefined ? useVertexTexture : true;
  9105. this.identityMatrix = new THREE.Matrix4();
  9106. // copy the bone array
  9107. bones = bones || [];
  9108. this.bones = bones.slice( 0 );
  9109. // create a bone texture or an array of floats
  9110. if ( this.useVertexTexture ) {
  9111. // layout (1 matrix = 4 pixels)
  9112. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  9113. // with 8x8 pixel texture max 16 bones (8 * 8 / 4)
  9114. // 16x16 pixel texture max 64 bones (16 * 16 / 4)
  9115. // 32x32 pixel texture max 256 bones (32 * 32 / 4)
  9116. // 64x64 pixel texture max 1024 bones (64 * 64 / 4)
  9117. var size;
  9118. if ( this.bones.length > 256 )
  9119. size = 64;
  9120. else if ( this.bones.length > 64 )
  9121. size = 32;
  9122. else if ( this.bones.length > 16 )
  9123. size = 16;
  9124. else
  9125. size = 8;
  9126. this.boneTextureWidth = size;
  9127. this.boneTextureHeight = size;
  9128. this.boneMatrices = new Float32Array( this.boneTextureWidth * this.boneTextureHeight * 4 ); // 4 floats per RGBA pixel
  9129. this.boneTexture = new THREE.DataTexture( this.boneMatrices, this.boneTextureWidth, this.boneTextureHeight, THREE.RGBAFormat, THREE.FloatType );
  9130. this.boneTexture.minFilter = THREE.NearestFilter;
  9131. this.boneTexture.magFilter = THREE.NearestFilter;
  9132. this.boneTexture.generateMipmaps = false;
  9133. this.boneTexture.flipY = false;
  9134. } else {
  9135. this.boneMatrices = new Float32Array( 16 * this.bones.length );
  9136. }
  9137. // use the supplied bone inverses or calculate the inverses
  9138. if ( boneInverses === undefined ) {
  9139. this.calculateInverses();
  9140. } else {
  9141. if ( this.bones.length === boneInverses.length ) {
  9142. this.boneInverses = boneInverses.slice( 0 );
  9143. } else {
  9144. console.warn( 'THREE.Skeleton bonInverses is the wrong length.' );
  9145. this.boneInverses = [];
  9146. for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
  9147. this.boneInverses.push( new THREE.Matrix4() );
  9148. }
  9149. }
  9150. }
  9151. };
  9152. THREE.Skeleton.prototype.calculateInverses = function () {
  9153. this.boneInverses = [];
  9154. for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
  9155. var inverse = new THREE.Matrix4();
  9156. if ( this.bones[ b ] ) {
  9157. inverse.getInverse( this.bones[ b ].matrixWorld );
  9158. }
  9159. this.boneInverses.push( inverse );
  9160. }
  9161. };
  9162. THREE.Skeleton.prototype.pose = function () {
  9163. var bone;
  9164. // recover the bind-time world matrices
  9165. for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
  9166. bone = this.bones[ b ];
  9167. if ( bone ) {
  9168. bone.matrixWorld.getInverse( this.boneInverses[ b ] );
  9169. }
  9170. }
  9171. // compute the local matrices, positions, rotations and scales
  9172. for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
  9173. bone = this.bones[ b ];
  9174. if ( bone ) {
  9175. if ( bone.parent ) {
  9176. bone.matrix.getInverse( bone.parent.matrixWorld );
  9177. bone.matrix.multiply( bone.matrixWorld );
  9178. } else {
  9179. bone.matrix.copy( bone.matrixWorld );
  9180. }
  9181. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  9182. }
  9183. }
  9184. };
  9185. THREE.Skeleton.prototype.update = ( function () {
  9186. var offsetMatrix = new THREE.Matrix4();
  9187. return function () {
  9188. // flatten bone matrices to array
  9189. for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
  9190. // compute the offset between the current and the original transform
  9191. var matrix = this.bones[ b ] ? this.bones[ b ].matrixWorld : this.identityMatrix;
  9192. offsetMatrix.multiplyMatrices( matrix, this.boneInverses[ b ] );
  9193. offsetMatrix.flattenToArrayOffset( this.boneMatrices, b * 16 );
  9194. }
  9195. if ( this.useVertexTexture ) {
  9196. this.boneTexture.needsUpdate = true;
  9197. }
  9198. };
  9199. } )();
  9200. // File:src/objects/SkinnedMesh.js
  9201. /**
  9202. * @author mikael emtinger / http://gomo.se/
  9203. * @author alteredq / http://alteredqualia.com/
  9204. * @author ikerr / http://verold.com
  9205. */
  9206. THREE.SkinnedMesh = function ( geometry, material, useVertexTexture ) {
  9207. THREE.Mesh.call( this, geometry, material );
  9208. this.type = 'SkinnedMesh';
  9209. this.bindMode = "attached";
  9210. this.bindMatrix = new THREE.Matrix4();
  9211. this.bindMatrixInverse = new THREE.Matrix4();
  9212. // init bones
  9213. // TODO: remove bone creation as there is no reason (other than
  9214. // convenience) for THREE.SkinnedMesh to do this.
  9215. var bones = [];
  9216. if ( this.geometry && this.geometry.bones !== undefined ) {
  9217. var bone, gbone, p, q, s;
  9218. for ( var b = 0, bl = this.geometry.bones.length; b < bl; ++b ) {
  9219. gbone = this.geometry.bones[ b ];
  9220. p = gbone.pos;
  9221. q = gbone.rotq;
  9222. s = gbone.scl;
  9223. bone = new THREE.Bone( this );
  9224. bones.push( bone );
  9225. bone.name = gbone.name;
  9226. bone.position.set( p[ 0 ], p[ 1 ], p[ 2 ] );
  9227. bone.quaternion.set( q[ 0 ], q[ 1 ], q[ 2 ], q[ 3 ] );
  9228. if ( s !== undefined ) {
  9229. bone.scale.set( s[ 0 ], s[ 1 ], s[ 2 ] );
  9230. } else {
  9231. bone.scale.set( 1, 1, 1 );
  9232. }
  9233. }
  9234. for ( var b = 0, bl = this.geometry.bones.length; b < bl; ++b ) {
  9235. gbone = this.geometry.bones[ b ];
  9236. if ( gbone.parent !== - 1 ) {
  9237. bones[ gbone.parent ].add( bones[ b ] );
  9238. } else {
  9239. this.add( bones[ b ] );
  9240. }
  9241. }
  9242. }
  9243. this.normalizeSkinWeights();
  9244. this.updateMatrixWorld( true );
  9245. this.bind( new THREE.Skeleton( bones, undefined, useVertexTexture ) );
  9246. };
  9247. THREE.SkinnedMesh.prototype = Object.create( THREE.Mesh.prototype );
  9248. THREE.SkinnedMesh.prototype.constructor = THREE.SkinnedMesh;
  9249. THREE.SkinnedMesh.prototype.bind = function( skeleton, bindMatrix ) {
  9250. this.skeleton = skeleton;
  9251. if ( bindMatrix === undefined ) {
  9252. this.updateMatrixWorld( true );
  9253. bindMatrix = this.matrixWorld;
  9254. }
  9255. this.bindMatrix.copy( bindMatrix );
  9256. this.bindMatrixInverse.getInverse( bindMatrix );
  9257. };
  9258. THREE.SkinnedMesh.prototype.pose = function () {
  9259. this.skeleton.pose();
  9260. };
  9261. THREE.SkinnedMesh.prototype.normalizeSkinWeights = function () {
  9262. if ( this.geometry instanceof THREE.Geometry ) {
  9263. for ( var i = 0; i < this.geometry.skinIndices.length; i ++ ) {
  9264. var sw = this.geometry.skinWeights[ i ];
  9265. var scale = 1.0 / sw.lengthManhattan();
  9266. if ( scale !== Infinity ) {
  9267. sw.multiplyScalar( scale );
  9268. } else {
  9269. sw.set( 1 ); // this will be normalized by the shader anyway
  9270. }
  9271. }
  9272. } else {
  9273. // skinning weights assumed to be normalized for THREE.BufferGeometry
  9274. }
  9275. };
  9276. THREE.SkinnedMesh.prototype.updateMatrixWorld = function( force ) {
  9277. THREE.Mesh.prototype.updateMatrixWorld.call( this, true );
  9278. if ( this.bindMode === "attached" ) {
  9279. this.bindMatrixInverse.getInverse( this.matrixWorld );
  9280. } else if ( this.bindMode === "detached" ) {
  9281. this.bindMatrixInverse.getInverse( this.bindMatrix );
  9282. } else {
  9283. console.warn( 'THREE.SkinnedMesh unreckognized bindMode: ' + this.bindMode );
  9284. }
  9285. };
  9286. THREE.SkinnedMesh.prototype.clone = function( object ) {
  9287. if ( object === undefined ) {
  9288. object = new THREE.SkinnedMesh( this.geometry, this.material, this.useVertexTexture );
  9289. }
  9290. THREE.Mesh.prototype.clone.call( this, object );
  9291. return object;
  9292. };
  9293. // File:src/objects/MorphAnimMesh.js
  9294. /**
  9295. * @author alteredq / http://alteredqualia.com/
  9296. */
  9297. THREE.MorphAnimMesh = function ( geometry, material ) {
  9298. THREE.Mesh.call( this, geometry, material );
  9299. this.type = 'MorphAnimMesh';
  9300. // API
  9301. this.duration = 1000; // milliseconds
  9302. this.mirroredLoop = false;
  9303. this.time = 0;
  9304. // internals
  9305. this.lastKeyframe = 0;
  9306. this.currentKeyframe = 0;
  9307. this.direction = 1;
  9308. this.directionBackwards = false;
  9309. this.setFrameRange( 0, this.geometry.morphTargets.length - 1 );
  9310. };
  9311. THREE.MorphAnimMesh.prototype = Object.create( THREE.Mesh.prototype );
  9312. THREE.MorphAnimMesh.prototype.constructor = THREE.MorphAnimMesh;
  9313. THREE.MorphAnimMesh.prototype.setFrameRange = function ( start, end ) {
  9314. this.startKeyframe = start;
  9315. this.endKeyframe = end;
  9316. this.length = this.endKeyframe - this.startKeyframe + 1;
  9317. };
  9318. THREE.MorphAnimMesh.prototype.setDirectionForward = function () {
  9319. this.direction = 1;
  9320. this.directionBackwards = false;
  9321. };
  9322. THREE.MorphAnimMesh.prototype.setDirectionBackward = function () {
  9323. this.direction = - 1;
  9324. this.directionBackwards = true;
  9325. };
  9326. THREE.MorphAnimMesh.prototype.parseAnimations = function () {
  9327. var geometry = this.geometry;
  9328. if ( ! geometry.animations ) geometry.animations = {};
  9329. var firstAnimation, animations = geometry.animations;
  9330. var pattern = /([a-z]+)_?(\d+)/;
  9331. for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) {
  9332. var morph = geometry.morphTargets[ i ];
  9333. var parts = morph.name.match( pattern );
  9334. if ( parts && parts.length > 1 ) {
  9335. var label = parts[ 1 ];
  9336. var num = parts[ 2 ];
  9337. if ( ! animations[ label ] ) animations[ label ] = { start: Infinity, end: - Infinity };
  9338. var animation = animations[ label ];
  9339. if ( i < animation.start ) animation.start = i;
  9340. if ( i > animation.end ) animation.end = i;
  9341. if ( ! firstAnimation ) firstAnimation = label;
  9342. }
  9343. }
  9344. geometry.firstAnimation = firstAnimation;
  9345. };
  9346. THREE.MorphAnimMesh.prototype.setAnimationLabel = function ( label, start, end ) {
  9347. if ( ! this.geometry.animations ) this.geometry.animations = {};
  9348. this.geometry.animations[ label ] = { start: start, end: end };
  9349. };
  9350. THREE.MorphAnimMesh.prototype.playAnimation = function ( label, fps ) {
  9351. var animation = this.geometry.animations[ label ];
  9352. if ( animation ) {
  9353. this.setFrameRange( animation.start, animation.end );
  9354. this.duration = 1000 * ( ( animation.end - animation.start ) / fps );
  9355. this.time = 0;
  9356. } else {
  9357. console.warn( 'animation[' + label + '] undefined' );
  9358. }
  9359. };
  9360. THREE.MorphAnimMesh.prototype.updateAnimation = function ( delta ) {
  9361. var frameTime = this.duration / this.length;
  9362. this.time += this.direction * delta;
  9363. if ( this.mirroredLoop ) {
  9364. if ( this.time > this.duration || this.time < 0 ) {
  9365. this.direction *= - 1;
  9366. if ( this.time > this.duration ) {
  9367. this.time = this.duration;
  9368. this.directionBackwards = true;
  9369. }
  9370. if ( this.time < 0 ) {
  9371. this.time = 0;
  9372. this.directionBackwards = false;
  9373. }
  9374. }
  9375. } else {
  9376. this.time = this.time % this.duration;
  9377. if ( this.time < 0 ) this.time += this.duration;
  9378. }
  9379. var keyframe = this.startKeyframe + THREE.Math.clamp( Math.floor( this.time / frameTime ), 0, this.length - 1 );
  9380. if ( keyframe !== this.currentKeyframe ) {
  9381. this.morphTargetInfluences[ this.lastKeyframe ] = 0;
  9382. this.morphTargetInfluences[ this.currentKeyframe ] = 1;
  9383. this.morphTargetInfluences[ keyframe ] = 0;
  9384. this.lastKeyframe = this.currentKeyframe;
  9385. this.currentKeyframe = keyframe;
  9386. }
  9387. var mix = ( this.time % frameTime ) / frameTime;
  9388. if ( this.directionBackwards ) {
  9389. mix = 1 - mix;
  9390. }
  9391. this.morphTargetInfluences[ this.currentKeyframe ] = mix;
  9392. this.morphTargetInfluences[ this.lastKeyframe ] = 1 - mix;
  9393. };
  9394. THREE.MorphAnimMesh.prototype.interpolateTargets = function ( a, b, t ) {
  9395. var influences = this.morphTargetInfluences;
  9396. for ( var i = 0, l = influences.length; i < l; i ++ ) {
  9397. influences[ i ] = 0;
  9398. }
  9399. if ( a > -1 ) influences[ a ] = 1 - t;
  9400. if ( b > -1 ) influences[ b ] = t;
  9401. };
  9402. THREE.MorphAnimMesh.prototype.clone = function ( object ) {
  9403. if ( object === undefined ) object = new THREE.MorphAnimMesh( this.geometry, this.material );
  9404. object.duration = this.duration;
  9405. object.mirroredLoop = this.mirroredLoop;
  9406. object.time = this.time;
  9407. object.lastKeyframe = this.lastKeyframe;
  9408. object.currentKeyframe = this.currentKeyframe;
  9409. object.direction = this.direction;
  9410. object.directionBackwards = this.directionBackwards;
  9411. THREE.Mesh.prototype.clone.call( this, object );
  9412. return object;
  9413. };
  9414. // File:src/objects/LOD.js
  9415. /**
  9416. * @author mikael emtinger / http://gomo.se/
  9417. * @author alteredq / http://alteredqualia.com/
  9418. * @author mrdoob / http://mrdoob.com/
  9419. */
  9420. THREE.LOD = function () {
  9421. THREE.Object3D.call( this );
  9422. this.objects = [];
  9423. };
  9424. THREE.LOD.prototype = Object.create( THREE.Object3D.prototype );
  9425. THREE.LOD.prototype.constructor = THREE.LOD;
  9426. THREE.LOD.prototype.addLevel = function ( object, distance ) {
  9427. if ( distance === undefined ) distance = 0;
  9428. distance = Math.abs( distance );
  9429. for ( var l = 0; l < this.objects.length; l ++ ) {
  9430. if ( distance < this.objects[ l ].distance ) {
  9431. break;
  9432. }
  9433. }
  9434. this.objects.splice( l, 0, { distance: distance, object: object } );
  9435. this.add( object );
  9436. };
  9437. THREE.LOD.prototype.getObjectForDistance = function ( distance ) {
  9438. for ( var i = 1, l = this.objects.length; i < l; i ++ ) {
  9439. if ( distance < this.objects[ i ].distance ) {
  9440. break;
  9441. }
  9442. }
  9443. return this.objects[ i - 1 ].object;
  9444. };
  9445. THREE.LOD.prototype.raycast = ( function () {
  9446. var matrixPosition = new THREE.Vector3();
  9447. return function ( raycaster, intersects ) {
  9448. matrixPosition.setFromMatrixPosition( this.matrixWorld );
  9449. var distance = raycaster.ray.origin.distanceTo( matrixPosition );
  9450. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  9451. };
  9452. }() );
  9453. THREE.LOD.prototype.update = function () {
  9454. var v1 = new THREE.Vector3();
  9455. var v2 = new THREE.Vector3();
  9456. return function ( camera ) {
  9457. if ( this.objects.length > 1 ) {
  9458. v1.setFromMatrixPosition( camera.matrixWorld );
  9459. v2.setFromMatrixPosition( this.matrixWorld );
  9460. var distance = v1.distanceTo( v2 );
  9461. this.objects[ 0 ].object.visible = true;
  9462. for ( var i = 1, l = this.objects.length; i < l; i ++ ) {
  9463. if ( distance >= this.objects[ i ].distance ) {
  9464. this.objects[ i - 1 ].object.visible = false;
  9465. this.objects[ i ].object.visible = true;
  9466. } else {
  9467. break;
  9468. }
  9469. }
  9470. for ( ; i < l; i ++ ) {
  9471. this.objects[ i ].object.visible = false;
  9472. }
  9473. }
  9474. };
  9475. }();
  9476. THREE.LOD.prototype.clone = function ( object ) {
  9477. if ( object === undefined ) object = new THREE.LOD();
  9478. THREE.Object3D.prototype.clone.call( this, object );
  9479. for ( var i = 0, l = this.objects.length; i < l; i ++ ) {
  9480. var x = this.objects[ i ].object.clone();
  9481. x.visible = i === 0;
  9482. object.addLevel( x, this.objects[ i ].distance );
  9483. }
  9484. return object;
  9485. };
  9486. // File:src/objects/Sprite.js
  9487. /**
  9488. * @author mikael emtinger / http://gomo.se/
  9489. * @author alteredq / http://alteredqualia.com/
  9490. */
  9491. THREE.Sprite = ( function () {
  9492. var indices = new Uint16Array( [ 0, 1, 2, 0, 2, 3 ] );
  9493. var vertices = new Float32Array( [ - 0.5, - 0.5, 0, 0.5, - 0.5, 0, 0.5, 0.5, 0, - 0.5, 0.5, 0 ] );
  9494. var uvs = new Float32Array( [ 0, 0, 1, 0, 1, 1, 0, 1 ] );
  9495. var geometry = new THREE.BufferGeometry();
  9496. geometry.addAttribute( 'index', new THREE.BufferAttribute( indices, 1 ) );
  9497. geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
  9498. geometry.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );
  9499. return function ( material ) {
  9500. THREE.Object3D.call( this );
  9501. this.type = 'Sprite';
  9502. this.geometry = geometry;
  9503. this.material = ( material !== undefined ) ? material : new THREE.SpriteMaterial();
  9504. };
  9505. } )();
  9506. THREE.Sprite.prototype = Object.create( THREE.Object3D.prototype );
  9507. THREE.Sprite.prototype.constructor = THREE.Sprite;
  9508. THREE.Sprite.prototype.raycast = ( function () {
  9509. var matrixPosition = new THREE.Vector3();
  9510. return function ( raycaster, intersects ) {
  9511. matrixPosition.setFromMatrixPosition( this.matrixWorld );
  9512. var distance = raycaster.ray.distanceToPoint( matrixPosition );
  9513. if ( distance > this.scale.x ) {
  9514. return;
  9515. }
  9516. intersects.push( {
  9517. distance: distance,
  9518. point: this.position,
  9519. face: null,
  9520. object: this
  9521. } );
  9522. };
  9523. }() );
  9524. THREE.Sprite.prototype.clone = function ( object ) {
  9525. if ( object === undefined ) object = new THREE.Sprite( this.material );
  9526. THREE.Object3D.prototype.clone.call( this, object );
  9527. return object;
  9528. };
  9529. // Backwards compatibility
  9530. THREE.Particle = THREE.Sprite;
  9531. // File:src/objects/LensFlare.js
  9532. /**
  9533. * @author mikael emtinger / http://gomo.se/
  9534. * @author alteredq / http://alteredqualia.com/
  9535. */
  9536. THREE.LensFlare = function ( texture, size, distance, blending, color ) {
  9537. THREE.Object3D.call( this );
  9538. this.lensFlares = [];
  9539. this.positionScreen = new THREE.Vector3();
  9540. this.customUpdateCallback = undefined;
  9541. if( texture !== undefined ) {
  9542. this.add( texture, size, distance, blending, color );
  9543. }
  9544. };
  9545. THREE.LensFlare.prototype = Object.create( THREE.Object3D.prototype );
  9546. THREE.LensFlare.prototype.constructor = THREE.LensFlare;
  9547. /*
  9548. * Add: adds another flare
  9549. */
  9550. THREE.LensFlare.prototype.add = function ( texture, size, distance, blending, color, opacity ) {
  9551. if ( size === undefined ) size = - 1;
  9552. if ( distance === undefined ) distance = 0;
  9553. if ( opacity === undefined ) opacity = 1;
  9554. if ( color === undefined ) color = new THREE.Color( 0xffffff );
  9555. if ( blending === undefined ) blending = THREE.NormalBlending;
  9556. distance = Math.min( distance, Math.max( 0, distance ) );
  9557. this.lensFlares.push( {
  9558. texture: texture, // THREE.Texture
  9559. size: size, // size in pixels (-1 = use texture.width)
  9560. distance: distance, // distance (0-1) from light source (0=at light source)
  9561. x: 0, y: 0, z: 0, // screen position (-1 => 1) z = 0 is ontop z = 1 is back
  9562. scale: 1, // scale
  9563. rotation: 1, // rotation
  9564. opacity: opacity, // opacity
  9565. color: color, // color
  9566. blending: blending // blending
  9567. } );
  9568. };
  9569. /*
  9570. * Update lens flares update positions on all flares based on the screen position
  9571. * Set myLensFlare.customUpdateCallback to alter the flares in your project specific way.
  9572. */
  9573. THREE.LensFlare.prototype.updateLensFlares = function () {
  9574. var f, fl = this.lensFlares.length;
  9575. var flare;
  9576. var vecX = - this.positionScreen.x * 2;
  9577. var vecY = - this.positionScreen.y * 2;
  9578. for( f = 0; f < fl; f ++ ) {
  9579. flare = this.lensFlares[ f ];
  9580. flare.x = this.positionScreen.x + vecX * flare.distance;
  9581. flare.y = this.positionScreen.y + vecY * flare.distance;
  9582. flare.wantedRotation = flare.x * Math.PI * 0.25;
  9583. flare.rotation += ( flare.wantedRotation - flare.rotation ) * 0.25;
  9584. }
  9585. };
  9586. // File:src/scenes/Scene.js
  9587. /**
  9588. * @author mrdoob / http://mrdoob.com/
  9589. */
  9590. THREE.Scene = function () {
  9591. THREE.Object3D.call( this );
  9592. this.type = 'Scene';
  9593. this.fog = null;
  9594. this.overrideMaterial = null;
  9595. this.autoUpdate = true; // checked by the renderer
  9596. };
  9597. THREE.Scene.prototype = Object.create( THREE.Object3D.prototype );
  9598. THREE.Scene.prototype.constructor = THREE.Scene;
  9599. THREE.Scene.prototype.clone = function ( object ) {
  9600. if ( object === undefined ) object = new THREE.Scene();
  9601. THREE.Object3D.prototype.clone.call( this, object );
  9602. if ( this.fog !== null ) object.fog = this.fog.clone();
  9603. if ( this.overrideMaterial !== null ) object.overrideMaterial = this.overrideMaterial.clone();
  9604. object.autoUpdate = this.autoUpdate;
  9605. object.matrixAutoUpdate = this.matrixAutoUpdate;
  9606. return object;
  9607. };
  9608. // File:src/scenes/Fog.js
  9609. /**
  9610. * @author mrdoob / http://mrdoob.com/
  9611. * @author alteredq / http://alteredqualia.com/
  9612. */
  9613. THREE.Fog = function ( color, near, far ) {
  9614. this.name = '';
  9615. this.color = new THREE.Color( color );
  9616. this.near = ( near !== undefined ) ? near : 1;
  9617. this.far = ( far !== undefined ) ? far : 1000;
  9618. };
  9619. THREE.Fog.prototype.clone = function () {
  9620. return new THREE.Fog( this.color.getHex(), this.near, this.far );
  9621. };
  9622. // File:src/scenes/FogExp2.js
  9623. /**
  9624. * @author mrdoob / http://mrdoob.com/
  9625. * @author alteredq / http://alteredqualia.com/
  9626. */
  9627. THREE.FogExp2 = function ( color, density ) {
  9628. this.name = '';
  9629. this.color = new THREE.Color( color );
  9630. this.density = ( density !== undefined ) ? density : 0.00025;
  9631. };
  9632. THREE.FogExp2.prototype.clone = function () {
  9633. return new THREE.FogExp2( this.color.getHex(), this.density );
  9634. };
  9635. // File:src/renderers/shaders/ShaderChunk.js
  9636. THREE.ShaderChunk = {};
  9637. // File:src/renderers/shaders/ShaderChunk/alphatest_fragment.glsl
  9638. THREE.ShaderChunk[ 'alphatest_fragment'] = "#ifdef ALPHATEST\n\n if ( gl_FragColor.a < ALPHATEST ) discard;\n\n#endif\n";
  9639. // File:src/renderers/shaders/ShaderChunk/lights_lambert_vertex.glsl
  9640. THREE.ShaderChunk[ 'lights_lambert_vertex'] = "vLightFront = vec3( 0.0 );\n\n#ifdef DOUBLE_SIDED\n\n vLightBack = vec3( 0.0 );\n\n#endif\n\ntransformedNormal = normalize( transformedNormal );\n\n#if MAX_DIR_LIGHTS > 0\n\nfor( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\n\n vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\n vec3 dirVector = normalize( lDirection.xyz );\n\n float dotProduct = dot( transformedNormal, dirVector );\n vec3 directionalLightWeighting = vec3( max( dotProduct, 0.0 ) );\n\n #ifdef DOUBLE_SIDED\n\n vec3 directionalLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n\n #ifdef WRAP_AROUND\n\n vec3 directionalLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n\n #endif\n\n #endif\n\n #ifdef WRAP_AROUND\n\n vec3 directionalLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\n directionalLightWeighting = mix( directionalLightWeighting, directionalLightWeightingHalf, wrapRGB );\n\n #ifdef DOUBLE_SIDED\n\n directionalLightWeightingBack = mix( directionalLightWeightingBack, directionalLightWeightingHalfBack, wrapRGB );\n\n #endif\n\n #endif\n\n vLightFront += directionalLightColor[ i ] * directionalLightWeighting;\n\n #ifdef DOUBLE_SIDED\n\n vLightBack += directionalLightColor[ i ] * directionalLightWeightingBack;\n\n #endif\n\n}\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n\n vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\n vec3 lVector = lPosition.xyz - mvPosition.xyz;\n\n float lDistance = 1.0;\n if ( pointLightDistance[ i ] > 0.0 )\n lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\n\n lVector = normalize( lVector );\n float dotProduct = dot( transformedNormal, lVector );\n\n vec3 pointLightWeighting = vec3( max( dotProduct, 0.0 ) );\n\n #ifdef DOUBLE_SIDED\n\n vec3 pointLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n\n #ifdef WRAP_AROUND\n\n vec3 pointLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n\n #endif\n\n #endif\n\n #ifdef WRAP_AROUND\n\n vec3 pointLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\n pointLightWeighting = mix( pointLightWeighting, pointLightWeightingHalf, wrapRGB );\n\n #ifdef DOUBLE_SIDED\n\n pointLightWeightingBack = mix( pointLightWeightingBack, pointLightWeightingHalfBack, wrapRGB );\n\n #endif\n\n #endif\n\n vLightFront += pointLightColor[ i ] * pointLightWeighting * lDistance;\n\n #ifdef DOUBLE_SIDED\n\n vLightBack += pointLightColor[ i ] * pointLightWeightingBack * lDistance;\n\n #endif\n\n }\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n for( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\n\n vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\n vec3 lVector = lPosition.xyz - mvPosition.xyz;\n\n float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - worldPosition.xyz ) );\n\n if ( spotEffect > spotLightAngleCos[ i ] ) {\n\n spotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );\n\n float lDistance = 1.0;\n if ( spotLightDistance[ i ] > 0.0 )\n lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );\n\n lVector = normalize( lVector );\n\n float dotProduct = dot( transformedNormal, lVector );\n vec3 spotLightWeighting = vec3( max( dotProduct, 0.0 ) );\n\n #ifdef DOUBLE_SIDED\n\n vec3 spotLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n\n #ifdef WRAP_AROUND\n\n vec3 spotLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n\n #endif\n\n #endif\n\n #ifdef WRAP_AROUND\n\n vec3 spotLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\n spotLightWeighting = mix( spotLightWeighting, spotLightWeightingHalf, wrapRGB );\n\n #ifdef DOUBLE_SIDED\n\n spotLightWeightingBack = mix( spotLightWeightingBack, spotLightWeightingHalfBack, wrapRGB );\n\n #endif\n\n #endif\n\n vLightFront += spotLightColor[ i ] * spotLightWeighting * lDistance * spotEffect;\n\n #ifdef DOUBLE_SIDED\n\n vLightBack += spotLightColor[ i ] * spotLightWeightingBack * lDistance * spotEffect;\n\n #endif\n\n }\n\n }\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\n\n vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );\n vec3 lVector = normalize( lDirection.xyz );\n\n float dotProduct = dot( transformedNormal, lVector );\n\n float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\n float hemiDiffuseWeightBack = -0.5 * dotProduct + 0.5;\n\n vLightFront += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\n\n #ifdef DOUBLE_SIDED\n\n vLightBack += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeightBack );\n\n #endif\n\n }\n\n#endif\n\nvLightFront = vLightFront * diffuse + ambient * ambientLightColor + emissive;\n\n#ifdef DOUBLE_SIDED\n\n vLightBack = vLightBack * diffuse + ambient * ambientLightColor + emissive;\n\n#endif";
  9641. // File:src/renderers/shaders/ShaderChunk/map_particle_pars_fragment.glsl
  9642. THREE.ShaderChunk[ 'map_particle_pars_fragment'] = "#ifdef USE_MAP\n\n uniform sampler2D map;\n\n#endif";
  9643. // File:src/renderers/shaders/ShaderChunk/default_vertex.glsl
  9644. THREE.ShaderChunk[ 'default_vertex'] = "#ifdef USE_SKINNING\n\n vec4 mvPosition = modelViewMatrix * skinned;\n\n#elif defined( USE_MORPHTARGETS )\n\n vec4 mvPosition = modelViewMatrix * vec4( morphed, 1.0 );\n\n#else\n\n vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\n#endif\n\ngl_Position = projectionMatrix * mvPosition;\n";
  9645. // File:src/renderers/shaders/ShaderChunk/map_pars_fragment.glsl
  9646. THREE.ShaderChunk[ 'map_pars_fragment'] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP )\n\n varying vec2 vUv;\n\n#endif\n\n#ifdef USE_MAP\n\n uniform sampler2D map;\n\n#endif";
  9647. // File:src/renderers/shaders/ShaderChunk/skinnormal_vertex.glsl
  9648. THREE.ShaderChunk[ 'skinnormal_vertex'] = "#ifdef USE_SKINNING\n\n mat4 skinMatrix = mat4( 0.0 );\n skinMatrix += skinWeight.x * boneMatX;\n skinMatrix += skinWeight.y * boneMatY;\n skinMatrix += skinWeight.z * boneMatZ;\n skinMatrix += skinWeight.w * boneMatW;\n skinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\n #ifdef USE_MORPHNORMALS\n\n vec4 skinnedNormal = skinMatrix * vec4( morphedNormal, 0.0 );\n\n #else\n\n vec4 skinnedNormal = skinMatrix * vec4( normal, 0.0 );\n\n #endif\n\n#endif\n";
  9649. // File:src/renderers/shaders/ShaderChunk/logdepthbuf_pars_vertex.glsl
  9650. THREE.ShaderChunk[ 'logdepthbuf_pars_vertex'] = "#ifdef USE_LOGDEPTHBUF\n\n #ifdef USE_LOGDEPTHBUF_EXT\n\n varying float vFragDepth;\n\n #endif\n\n uniform float logDepthBufFC;\n\n#endif";
  9651. // File:src/renderers/shaders/ShaderChunk/lightmap_pars_vertex.glsl
  9652. THREE.ShaderChunk[ 'lightmap_pars_vertex'] = "#ifdef USE_LIGHTMAP\n\n varying vec2 vUv2;\n\n#endif";
  9653. // File:src/renderers/shaders/ShaderChunk/lights_phong_fragment.glsl
  9654. THREE.ShaderChunk[ 'lights_phong_fragment'] = "vec3 normal = normalize( vNormal );\nvec3 viewPosition = normalize( vViewPosition );\n\n#ifdef DOUBLE_SIDED\n\n normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );\n\n#endif\n\n#ifdef USE_NORMALMAP\n\n normal = perturbNormal2Arb( -vViewPosition, normal );\n\n#elif defined( USE_BUMPMAP )\n\n normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n vec3 pointDiffuse = vec3( 0.0 );\n vec3 pointSpecular = vec3( 0.0 );\n\n for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n\n vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\n vec3 lVector = lPosition.xyz + vViewPosition.xyz;\n\n float lDistance = 1.0;\n if ( pointLightDistance[ i ] > 0.0 )\n lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\n\n lVector = normalize( lVector );\n\n // diffuse\n\n float dotProduct = dot( normal, lVector );\n\n #ifdef WRAP_AROUND\n\n float pointDiffuseWeightFull = max( dotProduct, 0.0 );\n float pointDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\n\n vec3 pointDiffuseWeight = mix( vec3( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );\n\n #else\n\n float pointDiffuseWeight = max( dotProduct, 0.0 );\n\n #endif\n\n pointDiffuse += diffuse * pointLightColor[ i ] * pointDiffuseWeight * lDistance;\n\n // specular\n\n vec3 pointHalfVector = normalize( lVector + viewPosition );\n float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );\n float pointSpecularWeight = specularStrength * max( pow( pointDotNormalHalf, shininess ), 0.0 );\n\n float specularNormalization = ( shininess + 2.0 ) / 8.0;\n\n vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, pointHalfVector ), 0.0 ), 5.0 );\n pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance * specularNormalization;\n\n }\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n vec3 spotDiffuse = vec3( 0.0 );\n vec3 spotSpecular = vec3( 0.0 );\n\n for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\n\n vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\n vec3 lVector = lPosition.xyz + vViewPosition.xyz;\n\n float lDistance = 1.0;\n if ( spotLightDistance[ i ] > 0.0 )\n lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );\n\n lVector = normalize( lVector );\n\n float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );\n\n if ( spotEffect > spotLightAngleCos[ i ] ) {\n\n spotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );\n\n // diffuse\n\n float dotProduct = dot( normal, lVector );\n\n #ifdef WRAP_AROUND\n\n float spotDiffuseWeightFull = max( dotProduct, 0.0 );\n float spotDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\n\n vec3 spotDiffuseWeight = mix( vec3( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );\n\n #else\n\n float spotDiffuseWeight = max( dotProduct, 0.0 );\n\n #endif\n\n spotDiffuse += diffuse * spotLightColor[ i ] * spotDiffuseWeight * lDistance * spotEffect;\n\n // specular\n\n vec3 spotHalfVector = normalize( lVector + viewPosition );\n float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );\n float spotSpecularWeight = specularStrength * max( pow( spotDotNormalHalf, shininess ), 0.0 );\n\n float specularNormalization = ( shininess + 2.0 ) / 8.0;\n\n vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, spotHalfVector ), 0.0 ), 5.0 );\n spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * specularNormalization * spotEffect;\n\n }\n\n }\n\n#endif\n\n#if MAX_DIR_LIGHTS > 0\n\n vec3 dirDiffuse = vec3( 0.0 );\n vec3 dirSpecular = vec3( 0.0 );\n\n for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\n\n vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\n vec3 dirVector = normalize( lDirection.xyz );\n\n // diffuse\n\n float dotProduct = dot( normal, dirVector );\n\n #ifdef WRAP_AROUND\n\n float dirDiffuseWeightFull = max( dotProduct, 0.0 );\n float dirDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\n\n vec3 dirDiffuseWeight = mix( vec3( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), wrapRGB );\n\n #else\n\n float dirDiffuseWeight = max( dotProduct, 0.0 );\n\n #endif\n\n dirDiffuse += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;\n\n // specular\n\n vec3 dirHalfVector = normalize( dirVector + viewPosition );\n float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );\n float dirSpecularWeight = specularStrength * max( pow( dirDotNormalHalf, shininess ), 0.0 );\n\n /*\n // fresnel term from skin shader\n const float F0 = 0.128;\n\n float base = 1.0 - dot( viewPosition, dirHalfVector );\n float exponential = pow( base, 5.0 );\n\n float fresnel = exponential + F0 * ( 1.0 - exponential );\n */\n\n /*\n // fresnel term from fresnel shader\n const float mFresnelBias = 0.08;\n const float mFresnelScale = 0.3;\n const float mFresnelPower = 5.0;\n\n float fresnel = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( -viewPosition ), normal ), mFresnelPower );\n */\n\n float specularNormalization = ( shininess + 2.0 ) / 8.0;\n\n // dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization * fresnel;\n\n vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( dirVector, dirHalfVector ), 0.0 ), 5.0 );\n dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;\n\n\n }\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n vec3 hemiDiffuse = vec3( 0.0 );\n vec3 hemiSpecular = vec3( 0.0 );\n\n for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\n\n vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );\n vec3 lVector = normalize( lDirection.xyz );\n\n // diffuse\n\n float dotProduct = dot( normal, lVector );\n float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\n\n vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\n\n hemiDiffuse += diffuse * hemiColor;\n\n // specular (sky light)\n\n vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );\n float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;\n float hemiSpecularWeightSky = specularStrength * max( pow( max( hemiDotNormalHalfSky, 0.0 ), shininess ), 0.0 );\n\n // specular (ground light)\n\n vec3 lVectorGround = -lVector;\n\n vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );\n float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;\n float hemiSpecularWeightGround = specularStrength * max( pow( max( hemiDotNormalHalfGround, 0.0 ), shininess ), 0.0 );\n\n float dotProductGround = dot( normal, lVectorGround );\n\n float specularNormalization = ( shininess + 2.0 ) / 8.0;\n\n vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, hemiHalfVectorSky ), 0.0 ), 5.0 );\n vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 0.0 ), 5.0 );\n hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );\n\n }\n\n#endif\n\nvec3 totalDiffuse = vec3( 0.0 );\nvec3 totalSpecular = vec3( 0.0 );\n\n#if MAX_DIR_LIGHTS > 0\n\n totalDiffuse += dirDiffuse;\n totalSpecular += dirSpecular;\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n totalDiffuse += hemiDiffuse;\n totalSpecular += hemiSpecular;\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n totalDiffuse += pointDiffuse;\n totalSpecular += pointSpecular;\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n totalDiffuse += spotDiffuse;\n totalSpecular += spotSpecular;\n\n#endif\n\n#ifdef METAL\n\n gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient + totalSpecular );\n\n#else\n\n gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient ) + totalSpecular;\n\n#endif";
  9655. // File:src/renderers/shaders/ShaderChunk/fog_pars_fragment.glsl
  9656. THREE.ShaderChunk[ 'fog_pars_fragment'] = "#ifdef USE_FOG\n\n uniform vec3 fogColor;\n\n #ifdef FOG_EXP2\n\n uniform float fogDensity;\n\n #else\n\n uniform float fogNear;\n uniform float fogFar;\n #endif\n\n#endif";
  9657. // File:src/renderers/shaders/ShaderChunk/morphnormal_vertex.glsl
  9658. THREE.ShaderChunk[ 'morphnormal_vertex'] = "#ifdef USE_MORPHNORMALS\n\n vec3 morphedNormal = vec3( 0.0 );\n\n morphedNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n morphedNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n morphedNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n morphedNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n\n morphedNormal += normal;\n\n#endif";
  9659. // File:src/renderers/shaders/ShaderChunk/envmap_pars_fragment.glsl
  9660. THREE.ShaderChunk[ 'envmap_pars_fragment'] = "#ifdef USE_ENVMAP\n\n uniform float reflectivity;\n #ifdef ENVMAP_TYPE_CUBE\n uniform samplerCube envMap;\n #else\n uniform sampler2D envMap;\n #endif\n uniform float flipEnvMap;\n\n #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\n uniform float refractionRatio;\n\n #else\n\n varying vec3 vReflect;\n\n #endif\n\n#endif\n";
  9661. // File:src/renderers/shaders/ShaderChunk/logdepthbuf_fragment.glsl
  9662. THREE.ShaderChunk[ 'logdepthbuf_fragment'] = "#if defined(USE_LOGDEPTHBUF) && defined(USE_LOGDEPTHBUF_EXT)\n\n gl_FragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5;\n\n#endif";
  9663. // File:src/renderers/shaders/ShaderChunk/normalmap_pars_fragment.glsl
  9664. THREE.ShaderChunk[ 'normalmap_pars_fragment'] = "#ifdef USE_NORMALMAP\n\n uniform sampler2D normalMap;\n uniform vec2 normalScale;\n\n // Per-Pixel Tangent Space Normal Mapping\n // http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html\n\n vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\n\n vec3 q0 = dFdx( eye_pos.xyz );\n vec3 q1 = dFdy( eye_pos.xyz );\n vec2 st0 = dFdx( vUv.st );\n vec2 st1 = dFdy( vUv.st );\n\n vec3 S = normalize( q0 * st1.t - q1 * st0.t );\n vec3 T = normalize( -q0 * st1.s + q1 * st0.s );\n vec3 N = normalize( surf_norm );\n\n vec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n mapN.xy = normalScale * mapN.xy;\n mat3 tsn = mat3( S, T, N );\n return normalize( tsn * mapN );\n\n }\n\n#endif\n";
  9665. // File:src/renderers/shaders/ShaderChunk/lights_phong_pars_vertex.glsl
  9666. THREE.ShaderChunk[ 'lights_phong_pars_vertex'] = "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )\n\n varying vec3 vWorldPosition;\n\n#endif\n";
  9667. // File:src/renderers/shaders/ShaderChunk/lightmap_pars_fragment.glsl
  9668. THREE.ShaderChunk[ 'lightmap_pars_fragment'] = "#ifdef USE_LIGHTMAP\n\n varying vec2 vUv2;\n uniform sampler2D lightMap;\n\n#endif";
  9669. // File:src/renderers/shaders/ShaderChunk/shadowmap_vertex.glsl
  9670. THREE.ShaderChunk[ 'shadowmap_vertex'] = "#ifdef USE_SHADOWMAP\n\n for( int i = 0; i < MAX_SHADOWS; i ++ ) {\n\n vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;\n\n }\n\n#endif";
  9671. // File:src/renderers/shaders/ShaderChunk/lights_phong_vertex.glsl
  9672. THREE.ShaderChunk[ 'lights_phong_vertex'] = "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )\n\n vWorldPosition = worldPosition.xyz;\n\n#endif";
  9673. // File:src/renderers/shaders/ShaderChunk/map_fragment.glsl
  9674. THREE.ShaderChunk[ 'map_fragment'] = "#ifdef USE_MAP\n\n vec4 texelColor = texture2D( map, vUv );\n\n #ifdef GAMMA_INPUT\n\n texelColor.xyz *= texelColor.xyz;\n\n #endif\n\n gl_FragColor = gl_FragColor * texelColor;\n\n#endif";
  9675. // File:src/renderers/shaders/ShaderChunk/lightmap_vertex.glsl
  9676. THREE.ShaderChunk[ 'lightmap_vertex'] = "#ifdef USE_LIGHTMAP\n\n vUv2 = uv2;\n\n#endif";
  9677. // File:src/renderers/shaders/ShaderChunk/map_particle_fragment.glsl
  9678. THREE.ShaderChunk[ 'map_particle_fragment'] = "#ifdef USE_MAP\n\n gl_FragColor = gl_FragColor * texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) );\n\n#endif";
  9679. // File:src/renderers/shaders/ShaderChunk/color_pars_fragment.glsl
  9680. THREE.ShaderChunk[ 'color_pars_fragment'] = "#ifdef USE_COLOR\n\n varying vec3 vColor;\n\n#endif\n";
  9681. // File:src/renderers/shaders/ShaderChunk/color_vertex.glsl
  9682. THREE.ShaderChunk[ 'color_vertex'] = "#ifdef USE_COLOR\n\n #ifdef GAMMA_INPUT\n\n vColor = color * color;\n\n #else\n\n vColor = color;\n\n #endif\n\n#endif";
  9683. // File:src/renderers/shaders/ShaderChunk/skinning_vertex.glsl
  9684. THREE.ShaderChunk[ 'skinning_vertex'] = "#ifdef USE_SKINNING\n\n #ifdef USE_MORPHTARGETS\n\n vec4 skinVertex = bindMatrix * vec4( morphed, 1.0 );\n\n #else\n\n vec4 skinVertex = bindMatrix * vec4( position, 1.0 );\n\n #endif\n\n vec4 skinned = vec4( 0.0 );\n skinned += boneMatX * skinVertex * skinWeight.x;\n skinned += boneMatY * skinVertex * skinWeight.y;\n skinned += boneMatZ * skinVertex * skinWeight.z;\n skinned += boneMatW * skinVertex * skinWeight.w;\n skinned = bindMatrixInverse * skinned;\n\n#endif\n";
  9685. // File:src/renderers/shaders/ShaderChunk/envmap_pars_vertex.glsl
  9686. THREE.ShaderChunk[ 'envmap_pars_vertex'] = "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG )\n\n varying vec3 vReflect;\n\n uniform float refractionRatio;\n\n#endif\n";
  9687. // File:src/renderers/shaders/ShaderChunk/linear_to_gamma_fragment.glsl
  9688. THREE.ShaderChunk[ 'linear_to_gamma_fragment'] = "#ifdef GAMMA_OUTPUT\n\n gl_FragColor.xyz = sqrt( gl_FragColor.xyz );\n\n#endif";
  9689. // File:src/renderers/shaders/ShaderChunk/color_pars_vertex.glsl
  9690. THREE.ShaderChunk[ 'color_pars_vertex'] = "#ifdef USE_COLOR\n\n varying vec3 vColor;\n\n#endif";
  9691. // File:src/renderers/shaders/ShaderChunk/lights_lambert_pars_vertex.glsl
  9692. THREE.ShaderChunk[ 'lights_lambert_pars_vertex'] = "uniform vec3 ambient;\nuniform vec3 diffuse;\nuniform vec3 emissive;\n\nuniform vec3 ambientLightColor;\n\n#if MAX_DIR_LIGHTS > 0\n\n uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\n uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\n uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\n uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\n uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n uniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\n uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\n uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\n uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\n uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n\n#endif\n\n#ifdef WRAP_AROUND\n\n uniform vec3 wrapRGB;\n\n#endif\n";
  9693. // File:src/renderers/shaders/ShaderChunk/map_pars_vertex.glsl
  9694. THREE.ShaderChunk[ 'map_pars_vertex'] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP )\n\n varying vec2 vUv;\n uniform vec4 offsetRepeat;\n\n#endif\n";
  9695. // File:src/renderers/shaders/ShaderChunk/envmap_fragment.glsl
  9696. THREE.ShaderChunk[ 'envmap_fragment'] = "#ifdef USE_ENVMAP\n\n #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\n vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\n // http://en.wikibooks.org/wiki/GLSL_Programming/Applying_Matrix_Transformations\n // Transforming Normal Vectors with the Inverse Transformation\n\n vec3 worldNormal = normalize( vec3( vec4( normal, 0.0 ) * viewMatrix ) );\n\n #ifdef ENVMAP_MODE_REFLECTION\n\n vec3 reflectVec = reflect( cameraToVertex, worldNormal );\n\n #else\n\n vec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n\n #endif\n\n #else\n\n vec3 reflectVec = vReflect;\n\n #endif\n\n #ifdef DOUBLE_SIDED\n float flipNormal = ( -1.0 + 2.0 * float( gl_FrontFacing ) );\n #else\n float flipNormal = 1.0;\n #endif\n\n #ifdef ENVMAP_TYPE_CUBE\n vec4 envColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\n #elif defined( ENVMAP_TYPE_EQUIREC )\n vec2 sampleUV;\n sampleUV.y = clamp( flipNormal * reflectVec.y * 0.5 + 0.5, 0.0, 1.0);\n sampleUV.x = atan( flipNormal * reflectVec.z, flipNormal * reflectVec.x ) * 0.15915494309189533576888376337251 + 0.5; // reciprocal( 2 PI ) + 0.5\n vec4 envColor = texture2D( envMap, sampleUV );\n \n #elif defined( ENVMAP_TYPE_SPHERE )\n vec3 reflectView = flipNormal * normalize((viewMatrix * vec4( reflectVec, 0.0 )).xyz + vec3(0.0,0.0,1.0));\n vec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n #endif\n\n #ifdef GAMMA_INPUT\n\n envColor.xyz *= envColor.xyz;\n\n #endif\n\n #ifdef ENVMAP_BLENDING_MULTIPLY\n\n gl_FragColor.xyz = mix( gl_FragColor.xyz, gl_FragColor.xyz * envColor.xyz, specularStrength * reflectivity );\n\n #elif defined( ENVMAP_BLENDING_MIX )\n\n gl_FragColor.xyz = mix( gl_FragColor.xyz, envColor.xyz, specularStrength * reflectivity );\n\n #elif defined( ENVMAP_BLENDING_ADD )\n\n gl_FragColor.xyz += envColor.xyz * specularStrength * reflectivity;\n\n #endif\n\n#endif\n";
  9697. // File:src/renderers/shaders/ShaderChunk/specularmap_pars_fragment.glsl
  9698. THREE.ShaderChunk[ 'specularmap_pars_fragment'] = "#ifdef USE_SPECULARMAP\n\n uniform sampler2D specularMap;\n\n#endif";
  9699. // File:src/renderers/shaders/ShaderChunk/logdepthbuf_vertex.glsl
  9700. THREE.ShaderChunk[ 'logdepthbuf_vertex'] = "#ifdef USE_LOGDEPTHBUF\n\n gl_Position.z = log2(max(1e-6, gl_Position.w + 1.0)) * logDepthBufFC;\n\n #ifdef USE_LOGDEPTHBUF_EXT\n\n vFragDepth = 1.0 + gl_Position.w;\n\n#else\n\n gl_Position.z = (gl_Position.z - 1.0) * gl_Position.w;\n\n #endif\n\n#endif";
  9701. // File:src/renderers/shaders/ShaderChunk/morphtarget_pars_vertex.glsl
  9702. THREE.ShaderChunk[ 'morphtarget_pars_vertex'] = "#ifdef USE_MORPHTARGETS\n\n #ifndef USE_MORPHNORMALS\n\n uniform float morphTargetInfluences[ 8 ];\n\n #else\n\n uniform float morphTargetInfluences[ 4 ];\n\n #endif\n\n#endif";
  9703. // File:src/renderers/shaders/ShaderChunk/specularmap_fragment.glsl
  9704. THREE.ShaderChunk[ 'specularmap_fragment'] = "float specularStrength;\n\n#ifdef USE_SPECULARMAP\n\n vec4 texelSpecular = texture2D( specularMap, vUv );\n specularStrength = texelSpecular.r;\n\n#else\n\n specularStrength = 1.0;\n\n#endif";
  9705. // File:src/renderers/shaders/ShaderChunk/fog_fragment.glsl
  9706. THREE.ShaderChunk[ 'fog_fragment'] = "#ifdef USE_FOG\n\n #ifdef USE_LOGDEPTHBUF_EXT\n\n float depth = gl_FragDepthEXT / gl_FragCoord.w;\n\n #else\n\n float depth = gl_FragCoord.z / gl_FragCoord.w;\n\n #endif\n\n #ifdef FOG_EXP2\n\n const float LOG2 = 1.442695;\n float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );\n fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );\n\n #else\n\n float fogFactor = smoothstep( fogNear, fogFar, depth );\n\n #endif\n \n gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );\n\n#endif";
  9707. // File:src/renderers/shaders/ShaderChunk/bumpmap_pars_fragment.glsl
  9708. THREE.ShaderChunk[ 'bumpmap_pars_fragment'] = "#ifdef USE_BUMPMAP\n\n uniform sampler2D bumpMap;\n uniform float bumpScale;\n\n // Derivative maps - bump mapping unparametrized surfaces by Morten Mikkelsen\n // http://mmikkelsen3d.blogspot.sk/2011/07/derivative-maps.html\n\n // Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2)\n\n vec2 dHdxy_fwd() {\n\n vec2 dSTdx = dFdx( vUv );\n vec2 dSTdy = dFdy( vUv );\n\n float Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n float dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n float dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\n return vec2( dBx, dBy );\n\n }\n\n vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\n vec3 vSigmaX = dFdx( surf_pos );\n vec3 vSigmaY = dFdy( surf_pos );\n vec3 vN = surf_norm; // normalized\n\n vec3 R1 = cross( vSigmaY, vN );\n vec3 R2 = cross( vN, vSigmaX );\n\n float fDet = dot( vSigmaX, R1 );\n\n vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n return normalize( abs( fDet ) * surf_norm - vGrad );\n\n }\n\n#endif";
  9709. // File:src/renderers/shaders/ShaderChunk/defaultnormal_vertex.glsl
  9710. THREE.ShaderChunk[ 'defaultnormal_vertex'] = "#ifdef USE_SKINNING\n\n vec3 objectNormal = skinnedNormal.xyz;\n\n#elif defined( USE_MORPHNORMALS )\n\n vec3 objectNormal = morphedNormal;\n\n#else\n\n vec3 objectNormal = normal;\n\n#endif\n\n#ifdef FLIP_SIDED\n\n objectNormal = -objectNormal;\n\n#endif\n\nvec3 transformedNormal = normalMatrix * objectNormal;\n";
  9711. // File:src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl
  9712. THREE.ShaderChunk[ 'lights_phong_pars_fragment'] = "uniform vec3 ambientLightColor;\n\n#if MAX_DIR_LIGHTS > 0\n\n uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\n uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\n uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\n uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\n\n uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n uniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\n uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\n uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\n uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\n uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n\n uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )\n\n varying vec3 vWorldPosition;\n\n#endif\n\n#ifdef WRAP_AROUND\n\n uniform vec3 wrapRGB;\n\n#endif\n\nvarying vec3 vViewPosition;\nvarying vec3 vNormal;";
  9713. // File:src/renderers/shaders/ShaderChunk/skinbase_vertex.glsl
  9714. THREE.ShaderChunk[ 'skinbase_vertex'] = "#ifdef USE_SKINNING\n\n mat4 boneMatX = getBoneMatrix( skinIndex.x );\n mat4 boneMatY = getBoneMatrix( skinIndex.y );\n mat4 boneMatZ = getBoneMatrix( skinIndex.z );\n mat4 boneMatW = getBoneMatrix( skinIndex.w );\n\n#endif";
  9715. // File:src/renderers/shaders/ShaderChunk/map_vertex.glsl
  9716. THREE.ShaderChunk[ 'map_vertex'] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP )\n\n vUv = uv * offsetRepeat.zw + offsetRepeat.xy;\n\n#endif";
  9717. // File:src/renderers/shaders/ShaderChunk/lightmap_fragment.glsl
  9718. THREE.ShaderChunk[ 'lightmap_fragment'] = "#ifdef USE_LIGHTMAP\n\n gl_FragColor = gl_FragColor * texture2D( lightMap, vUv2 );\n\n#endif";
  9719. // File:src/renderers/shaders/ShaderChunk/shadowmap_pars_vertex.glsl
  9720. THREE.ShaderChunk[ 'shadowmap_pars_vertex'] = "#ifdef USE_SHADOWMAP\n\n varying vec4 vShadowCoord[ MAX_SHADOWS ];\n uniform mat4 shadowMatrix[ MAX_SHADOWS ];\n\n#endif";
  9721. // File:src/renderers/shaders/ShaderChunk/color_fragment.glsl
  9722. THREE.ShaderChunk[ 'color_fragment'] = "#ifdef USE_COLOR\n\n gl_FragColor = gl_FragColor * vec4( vColor, 1.0 );\n\n#endif";
  9723. // File:src/renderers/shaders/ShaderChunk/morphtarget_vertex.glsl
  9724. THREE.ShaderChunk[ 'morphtarget_vertex'] = "#ifdef USE_MORPHTARGETS\n\n vec3 morphed = vec3( 0.0 );\n morphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n morphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n morphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n morphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n\n #ifndef USE_MORPHNORMALS\n\n morphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n morphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n morphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n morphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n\n #endif\n\n morphed += position;\n\n#endif";
  9725. // File:src/renderers/shaders/ShaderChunk/envmap_vertex.glsl
  9726. THREE.ShaderChunk[ 'envmap_vertex'] = "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG )\n\n vec3 worldNormal = mat3( modelMatrix[ 0 ].xyz, modelMatrix[ 1 ].xyz, modelMatrix[ 2 ].xyz ) * objectNormal;\n worldNormal = normalize( worldNormal );\n\n vec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\n #ifdef ENVMAP_MODE_REFLECTION\n\n vReflect = reflect( cameraToVertex, worldNormal );\n\n #else\n\n vReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\n #endif\n\n#endif\n";
  9727. // File:src/renderers/shaders/ShaderChunk/shadowmap_fragment.glsl
  9728. THREE.ShaderChunk[ 'shadowmap_fragment'] = "#ifdef USE_SHADOWMAP\n\n #ifdef SHADOWMAP_DEBUG\n\n vec3 frustumColors[3];\n frustumColors[0] = vec3( 1.0, 0.5, 0.0 );\n frustumColors[1] = vec3( 0.0, 1.0, 0.8 );\n frustumColors[2] = vec3( 0.0, 0.5, 1.0 );\n\n #endif\n\n #ifdef SHADOWMAP_CASCADE\n\n int inFrustumCount = 0;\n\n #endif\n\n float fDepth;\n vec3 shadowColor = vec3( 1.0 );\n\n for( int i = 0; i < MAX_SHADOWS; i ++ ) {\n\n vec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;\n\n // if ( something && something ) breaks ATI OpenGL shader compiler\n // if ( all( something, something ) ) using this instead\n\n bvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n bool inFrustum = all( inFrustumVec );\n\n // don't shadow pixels outside of light frustum\n // use just first frustum (for cascades)\n // don't shadow pixels behind far plane of light frustum\n\n #ifdef SHADOWMAP_CASCADE\n\n inFrustumCount += int( inFrustum );\n bvec3 frustumTestVec = bvec3( inFrustum, inFrustumCount == 1, shadowCoord.z <= 1.0 );\n\n #else\n\n bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\n #endif\n\n bool frustumTest = all( frustumTestVec );\n\n if ( frustumTest ) {\n\n shadowCoord.z += shadowBias[ i ];\n\n #if defined( SHADOWMAP_TYPE_PCF )\n\n // Percentage-close filtering\n // (9 pixel kernel)\n // http://fabiensanglard.net/shadowmappingPCF/\n\n float shadow = 0.0;\n\n /*\n // nested loops breaks shader compiler / validator on some ATI cards when using OpenGL\n // must enroll loop manually\n\n for ( float y = -1.25; y <= 1.25; y += 1.25 )\n for ( float x = -1.25; x <= 1.25; x += 1.25 ) {\n\n vec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );\n\n // doesn't seem to produce any noticeable visual difference compared to simple texture2D lookup\n //vec4 rgbaDepth = texture2DProj( shadowMap[ i ], vec4( vShadowCoord[ i ].w * ( vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy ), 0.05, vShadowCoord[ i ].w ) );\n\n float fDepth = unpackDepth( rgbaDepth );\n\n if ( fDepth < shadowCoord.z )\n shadow += 1.0;\n\n }\n\n shadow /= 9.0;\n\n */\n\n const float shadowDelta = 1.0 / 9.0;\n\n float xPixelOffset = 1.0 / shadowMapSize[ i ].x;\n float yPixelOffset = 1.0 / shadowMapSize[ i ].y;\n\n float dx0 = -1.25 * xPixelOffset;\n float dy0 = -1.25 * yPixelOffset;\n float dx1 = 1.25 * xPixelOffset;\n float dy1 = 1.25 * yPixelOffset;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );\n\n #elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\n // Percentage-close filtering\n // (9 pixel kernel)\n // http://fabiensanglard.net/shadowmappingPCF/\n\n float shadow = 0.0;\n\n float xPixelOffset = 1.0 / shadowMapSize[ i ].x;\n float yPixelOffset = 1.0 / shadowMapSize[ i ].y;\n\n float dx0 = -1.0 * xPixelOffset;\n float dy0 = -1.0 * yPixelOffset;\n float dx1 = 1.0 * xPixelOffset;\n float dy1 = 1.0 * yPixelOffset;\n\n mat3 shadowKernel;\n mat3 depthKernel;\n\n depthKernel[0][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );\n depthKernel[0][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );\n depthKernel[0][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );\n depthKernel[1][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );\n depthKernel[1][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );\n depthKernel[1][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );\n depthKernel[2][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );\n depthKernel[2][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );\n depthKernel[2][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );\n\n vec3 shadowZ = vec3( shadowCoord.z );\n shadowKernel[0] = vec3(lessThan(depthKernel[0], shadowZ ));\n shadowKernel[0] *= vec3(0.25);\n\n shadowKernel[1] = vec3(lessThan(depthKernel[1], shadowZ ));\n shadowKernel[1] *= vec3(0.25);\n\n shadowKernel[2] = vec3(lessThan(depthKernel[2], shadowZ ));\n shadowKernel[2] *= vec3(0.25);\n\n vec2 fractionalCoord = 1.0 - fract( shadowCoord.xy * shadowMapSize[i].xy );\n\n shadowKernel[0] = mix( shadowKernel[1], shadowKernel[0], fractionalCoord.x );\n shadowKernel[1] = mix( shadowKernel[2], shadowKernel[1], fractionalCoord.x );\n\n vec4 shadowValues;\n shadowValues.x = mix( shadowKernel[0][1], shadowKernel[0][0], fractionalCoord.y );\n shadowValues.y = mix( shadowKernel[0][2], shadowKernel[0][1], fractionalCoord.y );\n shadowValues.z = mix( shadowKernel[1][1], shadowKernel[1][0], fractionalCoord.y );\n shadowValues.w = mix( shadowKernel[1][2], shadowKernel[1][1], fractionalCoord.y );\n\n shadow = dot( shadowValues, vec4( 1.0 ) );\n\n shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );\n\n #else\n\n vec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );\n float fDepth = unpackDepth( rgbaDepth );\n\n if ( fDepth < shadowCoord.z )\n\n // spot with multiple shadows is darker\n\n shadowColor = shadowColor * vec3( 1.0 - shadowDarkness[ i ] );\n\n // spot with multiple shadows has the same color as single shadow spot\n\n // shadowColor = min( shadowColor, vec3( shadowDarkness[ i ] ) );\n\n #endif\n\n }\n\n\n #ifdef SHADOWMAP_DEBUG\n\n #ifdef SHADOWMAP_CASCADE\n\n if ( inFrustum && inFrustumCount == 1 ) gl_FragColor.xyz *= frustumColors[ i ];\n\n #else\n\n if ( inFrustum ) gl_FragColor.xyz *= frustumColors[ i ];\n\n #endif\n\n #endif\n\n }\n\n #ifdef GAMMA_OUTPUT\n\n shadowColor *= shadowColor;\n\n #endif\n\n gl_FragColor.xyz = gl_FragColor.xyz * shadowColor;\n\n#endif\n";
  9729. // File:src/renderers/shaders/ShaderChunk/worldpos_vertex.glsl
  9730. THREE.ShaderChunk[ 'worldpos_vertex'] = "#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )\n\n #ifdef USE_SKINNING\n\n vec4 worldPosition = modelMatrix * skinned;\n\n #elif defined( USE_MORPHTARGETS )\n\n vec4 worldPosition = modelMatrix * vec4( morphed, 1.0 );\n\n #else\n\n vec4 worldPosition = modelMatrix * vec4( position, 1.0 );\n\n #endif\n\n#endif\n";
  9731. // File:src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl
  9732. THREE.ShaderChunk[ 'shadowmap_pars_fragment'] = "#ifdef USE_SHADOWMAP\n\n uniform sampler2D shadowMap[ MAX_SHADOWS ];\n uniform vec2 shadowMapSize[ MAX_SHADOWS ];\n\n uniform float shadowDarkness[ MAX_SHADOWS ];\n uniform float shadowBias[ MAX_SHADOWS ];\n\n varying vec4 vShadowCoord[ MAX_SHADOWS ];\n\n float unpackDepth( const in vec4 rgba_depth ) {\n\n const vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );\n float depth = dot( rgba_depth, bit_shift );\n return depth;\n\n }\n\n#endif";
  9733. // File:src/renderers/shaders/ShaderChunk/skinning_pars_vertex.glsl
  9734. THREE.ShaderChunk[ 'skinning_pars_vertex'] = "#ifdef USE_SKINNING\n\n uniform mat4 bindMatrix;\n uniform mat4 bindMatrixInverse;\n\n #ifdef BONE_TEXTURE\n\n uniform sampler2D boneTexture;\n uniform int boneTextureWidth;\n uniform int boneTextureHeight;\n\n mat4 getBoneMatrix( const in float i ) {\n\n float j = i * 4.0;\n float x = mod( j, float( boneTextureWidth ) );\n float y = floor( j / float( boneTextureWidth ) );\n\n float dx = 1.0 / float( boneTextureWidth );\n float dy = 1.0 / float( boneTextureHeight );\n\n y = dy * ( y + 0.5 );\n\n vec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n vec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n vec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n vec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\n mat4 bone = mat4( v1, v2, v3, v4 );\n\n return bone;\n\n }\n\n #else\n\n uniform mat4 boneGlobalMatrices[ MAX_BONES ];\n\n mat4 getBoneMatrix( const in float i ) {\n\n mat4 bone = boneGlobalMatrices[ int(i) ];\n return bone;\n\n }\n\n #endif\n\n#endif\n";
  9735. // File:src/renderers/shaders/ShaderChunk/logdepthbuf_pars_fragment.glsl
  9736. THREE.ShaderChunk[ 'logdepthbuf_pars_fragment'] = "#ifdef USE_LOGDEPTHBUF\n\n uniform float logDepthBufFC;\n\n #ifdef USE_LOGDEPTHBUF_EXT\n\n #extension GL_EXT_frag_depth : enable\n varying float vFragDepth;\n\n #endif\n\n#endif";
  9737. // File:src/renderers/shaders/ShaderChunk/alphamap_fragment.glsl
  9738. THREE.ShaderChunk[ 'alphamap_fragment'] = "#ifdef USE_ALPHAMAP\n\n gl_FragColor.a *= texture2D( alphaMap, vUv ).g;\n\n#endif\n";
  9739. // File:src/renderers/shaders/ShaderChunk/alphamap_pars_fragment.glsl
  9740. THREE.ShaderChunk[ 'alphamap_pars_fragment'] = "#ifdef USE_ALPHAMAP\n\n uniform sampler2D alphaMap;\n\n#endif\n";
  9741. // File:src/renderers/shaders/UniformsUtils.js
  9742. /**
  9743. * Uniform Utilities
  9744. */
  9745. THREE.UniformsUtils = {
  9746. merge: function ( uniforms ) {
  9747. var merged = {};
  9748. for ( var u = 0; u < uniforms.length; u ++ ) {
  9749. var tmp = this.clone( uniforms[ u ] );
  9750. for ( var p in tmp ) {
  9751. merged[ p ] = tmp[ p ];
  9752. }
  9753. }
  9754. return merged;
  9755. },
  9756. clone: function ( uniforms_src ) {
  9757. var uniforms_dst = {};
  9758. for ( var u in uniforms_src ) {
  9759. uniforms_dst[ u ] = {};
  9760. for ( var p in uniforms_src[ u ] ) {
  9761. var parameter_src = uniforms_src[ u ][ p ];
  9762. if ( parameter_src instanceof THREE.Color ||
  9763. parameter_src instanceof THREE.Vector2 ||
  9764. parameter_src instanceof THREE.Vector3 ||
  9765. parameter_src instanceof THREE.Vector4 ||
  9766. parameter_src instanceof THREE.Matrix4 ||
  9767. parameter_src instanceof THREE.Texture ) {
  9768. uniforms_dst[ u ][ p ] = parameter_src.clone();
  9769. } else if ( parameter_src instanceof Array ) {
  9770. uniforms_dst[ u ][ p ] = parameter_src.slice();
  9771. } else {
  9772. uniforms_dst[ u ][ p ] = parameter_src;
  9773. }
  9774. }
  9775. }
  9776. return uniforms_dst;
  9777. }
  9778. };
  9779. // File:src/renderers/shaders/UniformsLib.js
  9780. /**
  9781. * Uniforms library for shared webgl shaders
  9782. */
  9783. THREE.UniformsLib = {
  9784. common: {
  9785. "diffuse" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
  9786. "opacity" : { type: "f", value: 1.0 },
  9787. "map" : { type: "t", value: null },
  9788. "offsetRepeat" : { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) },
  9789. "lightMap" : { type: "t", value: null },
  9790. "specularMap" : { type: "t", value: null },
  9791. "alphaMap" : { type: "t", value: null },
  9792. "envMap" : { type: "t", value: null },
  9793. "flipEnvMap" : { type: "f", value: - 1 },
  9794. "reflectivity" : { type: "f", value: 1.0 },
  9795. "refractionRatio" : { type: "f", value: 0.98 },
  9796. "morphTargetInfluences" : { type: "f", value: 0 }
  9797. },
  9798. bump: {
  9799. "bumpMap" : { type: "t", value: null },
  9800. "bumpScale" : { type: "f", value: 1 }
  9801. },
  9802. normalmap: {
  9803. "normalMap" : { type: "t", value: null },
  9804. "normalScale" : { type: "v2", value: new THREE.Vector2( 1, 1 ) }
  9805. },
  9806. fog : {
  9807. "fogDensity" : { type: "f", value: 0.00025 },
  9808. "fogNear" : { type: "f", value: 1 },
  9809. "fogFar" : { type: "f", value: 2000 },
  9810. "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
  9811. },
  9812. lights: {
  9813. "ambientLightColor" : { type: "fv", value: [] },
  9814. "directionalLightDirection" : { type: "fv", value: [] },
  9815. "directionalLightColor" : { type: "fv", value: [] },
  9816. "hemisphereLightDirection" : { type: "fv", value: [] },
  9817. "hemisphereLightSkyColor" : { type: "fv", value: [] },
  9818. "hemisphereLightGroundColor" : { type: "fv", value: [] },
  9819. "pointLightColor" : { type: "fv", value: [] },
  9820. "pointLightPosition" : { type: "fv", value: [] },
  9821. "pointLightDistance" : { type: "fv1", value: [] },
  9822. "spotLightColor" : { type: "fv", value: [] },
  9823. "spotLightPosition" : { type: "fv", value: [] },
  9824. "spotLightDirection" : { type: "fv", value: [] },
  9825. "spotLightDistance" : { type: "fv1", value: [] },
  9826. "spotLightAngleCos" : { type: "fv1", value: [] },
  9827. "spotLightExponent" : { type: "fv1", value: [] }
  9828. },
  9829. particle: {
  9830. "psColor" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
  9831. "opacity" : { type: "f", value: 1.0 },
  9832. "size" : { type: "f", value: 1.0 },
  9833. "scale" : { type: "f", value: 1.0 },
  9834. "map" : { type: "t", value: null },
  9835. "fogDensity" : { type: "f", value: 0.00025 },
  9836. "fogNear" : { type: "f", value: 1 },
  9837. "fogFar" : { type: "f", value: 2000 },
  9838. "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
  9839. },
  9840. shadowmap: {
  9841. "shadowMap": { type: "tv", value: [] },
  9842. "shadowMapSize": { type: "v2v", value: [] },
  9843. "shadowBias" : { type: "fv1", value: [] },
  9844. "shadowDarkness": { type: "fv1", value: [] },
  9845. "shadowMatrix" : { type: "m4v", value: [] }
  9846. }
  9847. };
  9848. // File:src/renderers/shaders/ShaderLib.js
  9849. /**
  9850. * Webgl Shader Library for three.js
  9851. *
  9852. * @author alteredq / http://alteredqualia.com/
  9853. * @author mrdoob / http://mrdoob.com/
  9854. * @author mikael emtinger / http://gomo.se/
  9855. */
  9856. THREE.ShaderLib = {
  9857. 'basic': {
  9858. uniforms: THREE.UniformsUtils.merge( [
  9859. THREE.UniformsLib[ "common" ],
  9860. THREE.UniformsLib[ "fog" ],
  9861. THREE.UniformsLib[ "shadowmap" ]
  9862. ] ),
  9863. vertexShader: [
  9864. THREE.ShaderChunk[ "map_pars_vertex" ],
  9865. THREE.ShaderChunk[ "lightmap_pars_vertex" ],
  9866. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  9867. THREE.ShaderChunk[ "color_pars_vertex" ],
  9868. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  9869. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  9870. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  9871. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  9872. "void main() {",
  9873. THREE.ShaderChunk[ "map_vertex" ],
  9874. THREE.ShaderChunk[ "lightmap_vertex" ],
  9875. THREE.ShaderChunk[ "color_vertex" ],
  9876. THREE.ShaderChunk[ "skinbase_vertex" ],
  9877. " #ifdef USE_ENVMAP",
  9878. THREE.ShaderChunk[ "morphnormal_vertex" ],
  9879. THREE.ShaderChunk[ "skinnormal_vertex" ],
  9880. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  9881. " #endif",
  9882. THREE.ShaderChunk[ "morphtarget_vertex" ],
  9883. THREE.ShaderChunk[ "skinning_vertex" ],
  9884. THREE.ShaderChunk[ "default_vertex" ],
  9885. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  9886. THREE.ShaderChunk[ "worldpos_vertex" ],
  9887. THREE.ShaderChunk[ "envmap_vertex" ],
  9888. THREE.ShaderChunk[ "shadowmap_vertex" ],
  9889. "}"
  9890. ].join("\n"),
  9891. fragmentShader: [
  9892. "uniform vec3 diffuse;",
  9893. "uniform float opacity;",
  9894. THREE.ShaderChunk[ "color_pars_fragment" ],
  9895. THREE.ShaderChunk[ "map_pars_fragment" ],
  9896. THREE.ShaderChunk[ "alphamap_pars_fragment" ],
  9897. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  9898. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  9899. THREE.ShaderChunk[ "fog_pars_fragment" ],
  9900. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  9901. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  9902. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  9903. "void main() {",
  9904. " gl_FragColor = vec4( diffuse, opacity );",
  9905. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  9906. THREE.ShaderChunk[ "map_fragment" ],
  9907. THREE.ShaderChunk[ "alphamap_fragment" ],
  9908. THREE.ShaderChunk[ "alphatest_fragment" ],
  9909. THREE.ShaderChunk[ "specularmap_fragment" ],
  9910. THREE.ShaderChunk[ "lightmap_fragment" ],
  9911. THREE.ShaderChunk[ "color_fragment" ],
  9912. THREE.ShaderChunk[ "envmap_fragment" ],
  9913. THREE.ShaderChunk[ "shadowmap_fragment" ],
  9914. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  9915. THREE.ShaderChunk[ "fog_fragment" ],
  9916. "}"
  9917. ].join("\n")
  9918. },
  9919. 'lambert': {
  9920. uniforms: THREE.UniformsUtils.merge( [
  9921. THREE.UniformsLib[ "common" ],
  9922. THREE.UniformsLib[ "fog" ],
  9923. THREE.UniformsLib[ "lights" ],
  9924. THREE.UniformsLib[ "shadowmap" ],
  9925. {
  9926. "ambient" : { type: "c", value: new THREE.Color( 0xffffff ) },
  9927. "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
  9928. "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
  9929. }
  9930. ] ),
  9931. vertexShader: [
  9932. "#define LAMBERT",
  9933. "varying vec3 vLightFront;",
  9934. "#ifdef DOUBLE_SIDED",
  9935. " varying vec3 vLightBack;",
  9936. "#endif",
  9937. THREE.ShaderChunk[ "map_pars_vertex" ],
  9938. THREE.ShaderChunk[ "lightmap_pars_vertex" ],
  9939. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  9940. THREE.ShaderChunk[ "lights_lambert_pars_vertex" ],
  9941. THREE.ShaderChunk[ "color_pars_vertex" ],
  9942. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  9943. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  9944. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  9945. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  9946. "void main() {",
  9947. THREE.ShaderChunk[ "map_vertex" ],
  9948. THREE.ShaderChunk[ "lightmap_vertex" ],
  9949. THREE.ShaderChunk[ "color_vertex" ],
  9950. THREE.ShaderChunk[ "morphnormal_vertex" ],
  9951. THREE.ShaderChunk[ "skinbase_vertex" ],
  9952. THREE.ShaderChunk[ "skinnormal_vertex" ],
  9953. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  9954. THREE.ShaderChunk[ "morphtarget_vertex" ],
  9955. THREE.ShaderChunk[ "skinning_vertex" ],
  9956. THREE.ShaderChunk[ "default_vertex" ],
  9957. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  9958. THREE.ShaderChunk[ "worldpos_vertex" ],
  9959. THREE.ShaderChunk[ "envmap_vertex" ],
  9960. THREE.ShaderChunk[ "lights_lambert_vertex" ],
  9961. THREE.ShaderChunk[ "shadowmap_vertex" ],
  9962. "}"
  9963. ].join("\n"),
  9964. fragmentShader: [
  9965. "uniform float opacity;",
  9966. "varying vec3 vLightFront;",
  9967. "#ifdef DOUBLE_SIDED",
  9968. " varying vec3 vLightBack;",
  9969. "#endif",
  9970. THREE.ShaderChunk[ "color_pars_fragment" ],
  9971. THREE.ShaderChunk[ "map_pars_fragment" ],
  9972. THREE.ShaderChunk[ "alphamap_pars_fragment" ],
  9973. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  9974. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  9975. THREE.ShaderChunk[ "fog_pars_fragment" ],
  9976. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  9977. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  9978. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  9979. "void main() {",
  9980. " gl_FragColor = vec4( vec3( 1.0 ), opacity );",
  9981. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  9982. THREE.ShaderChunk[ "map_fragment" ],
  9983. THREE.ShaderChunk[ "alphamap_fragment" ],
  9984. THREE.ShaderChunk[ "alphatest_fragment" ],
  9985. THREE.ShaderChunk[ "specularmap_fragment" ],
  9986. " #ifdef DOUBLE_SIDED",
  9987. //"float isFront = float( gl_FrontFacing );",
  9988. //"gl_FragColor.xyz *= isFront * vLightFront + ( 1.0 - isFront ) * vLightBack;",
  9989. " if ( gl_FrontFacing )",
  9990. " gl_FragColor.xyz *= vLightFront;",
  9991. " else",
  9992. " gl_FragColor.xyz *= vLightBack;",
  9993. " #else",
  9994. " gl_FragColor.xyz *= vLightFront;",
  9995. " #endif",
  9996. THREE.ShaderChunk[ "lightmap_fragment" ],
  9997. THREE.ShaderChunk[ "color_fragment" ],
  9998. THREE.ShaderChunk[ "envmap_fragment" ],
  9999. THREE.ShaderChunk[ "shadowmap_fragment" ],
  10000. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  10001. THREE.ShaderChunk[ "fog_fragment" ],
  10002. "}"
  10003. ].join("\n")
  10004. },
  10005. 'phong': {
  10006. uniforms: THREE.UniformsUtils.merge( [
  10007. THREE.UniformsLib[ "common" ],
  10008. THREE.UniformsLib[ "bump" ],
  10009. THREE.UniformsLib[ "normalmap" ],
  10010. THREE.UniformsLib[ "fog" ],
  10011. THREE.UniformsLib[ "lights" ],
  10012. THREE.UniformsLib[ "shadowmap" ],
  10013. {
  10014. "ambient" : { type: "c", value: new THREE.Color( 0xffffff ) },
  10015. "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
  10016. "specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
  10017. "shininess": { type: "f", value: 30 },
  10018. "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
  10019. }
  10020. ] ),
  10021. vertexShader: [
  10022. "#define PHONG",
  10023. "varying vec3 vViewPosition;",
  10024. "varying vec3 vNormal;",
  10025. THREE.ShaderChunk[ "map_pars_vertex" ],
  10026. THREE.ShaderChunk[ "lightmap_pars_vertex" ],
  10027. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  10028. THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
  10029. THREE.ShaderChunk[ "color_pars_vertex" ],
  10030. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  10031. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  10032. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  10033. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  10034. "void main() {",
  10035. THREE.ShaderChunk[ "map_vertex" ],
  10036. THREE.ShaderChunk[ "lightmap_vertex" ],
  10037. THREE.ShaderChunk[ "color_vertex" ],
  10038. THREE.ShaderChunk[ "morphnormal_vertex" ],
  10039. THREE.ShaderChunk[ "skinbase_vertex" ],
  10040. THREE.ShaderChunk[ "skinnormal_vertex" ],
  10041. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  10042. " vNormal = normalize( transformedNormal );",
  10043. THREE.ShaderChunk[ "morphtarget_vertex" ],
  10044. THREE.ShaderChunk[ "skinning_vertex" ],
  10045. THREE.ShaderChunk[ "default_vertex" ],
  10046. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  10047. " vViewPosition = -mvPosition.xyz;",
  10048. THREE.ShaderChunk[ "worldpos_vertex" ],
  10049. THREE.ShaderChunk[ "envmap_vertex" ],
  10050. THREE.ShaderChunk[ "lights_phong_vertex" ],
  10051. THREE.ShaderChunk[ "shadowmap_vertex" ],
  10052. "}"
  10053. ].join("\n"),
  10054. fragmentShader: [
  10055. "#define PHONG",
  10056. "uniform vec3 diffuse;",
  10057. "uniform float opacity;",
  10058. "uniform vec3 ambient;",
  10059. "uniform vec3 emissive;",
  10060. "uniform vec3 specular;",
  10061. "uniform float shininess;",
  10062. THREE.ShaderChunk[ "color_pars_fragment" ],
  10063. THREE.ShaderChunk[ "map_pars_fragment" ],
  10064. THREE.ShaderChunk[ "alphamap_pars_fragment" ],
  10065. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  10066. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  10067. THREE.ShaderChunk[ "fog_pars_fragment" ],
  10068. THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
  10069. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  10070. THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
  10071. THREE.ShaderChunk[ "normalmap_pars_fragment" ],
  10072. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  10073. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  10074. "void main() {",
  10075. " gl_FragColor = vec4( vec3( 1.0 ), opacity );",
  10076. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  10077. THREE.ShaderChunk[ "map_fragment" ],
  10078. THREE.ShaderChunk[ "alphamap_fragment" ],
  10079. THREE.ShaderChunk[ "alphatest_fragment" ],
  10080. THREE.ShaderChunk[ "specularmap_fragment" ],
  10081. THREE.ShaderChunk[ "lights_phong_fragment" ],
  10082. THREE.ShaderChunk[ "lightmap_fragment" ],
  10083. THREE.ShaderChunk[ "color_fragment" ],
  10084. THREE.ShaderChunk[ "envmap_fragment" ],
  10085. THREE.ShaderChunk[ "shadowmap_fragment" ],
  10086. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  10087. THREE.ShaderChunk[ "fog_fragment" ],
  10088. "}"
  10089. ].join("\n")
  10090. },
  10091. 'particle_basic': {
  10092. uniforms: THREE.UniformsUtils.merge( [
  10093. THREE.UniformsLib[ "particle" ],
  10094. THREE.UniformsLib[ "shadowmap" ]
  10095. ] ),
  10096. vertexShader: [
  10097. "uniform float size;",
  10098. "uniform float scale;",
  10099. THREE.ShaderChunk[ "color_pars_vertex" ],
  10100. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  10101. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  10102. "void main() {",
  10103. THREE.ShaderChunk[ "color_vertex" ],
  10104. " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  10105. " #ifdef USE_SIZEATTENUATION",
  10106. " gl_PointSize = size * ( scale / length( mvPosition.xyz ) );",
  10107. " #else",
  10108. " gl_PointSize = size;",
  10109. " #endif",
  10110. " gl_Position = projectionMatrix * mvPosition;",
  10111. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  10112. THREE.ShaderChunk[ "worldpos_vertex" ],
  10113. THREE.ShaderChunk[ "shadowmap_vertex" ],
  10114. "}"
  10115. ].join("\n"),
  10116. fragmentShader: [
  10117. "uniform vec3 psColor;",
  10118. "uniform float opacity;",
  10119. THREE.ShaderChunk[ "color_pars_fragment" ],
  10120. THREE.ShaderChunk[ "map_particle_pars_fragment" ],
  10121. THREE.ShaderChunk[ "fog_pars_fragment" ],
  10122. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  10123. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  10124. "void main() {",
  10125. " gl_FragColor = vec4( psColor, opacity );",
  10126. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  10127. THREE.ShaderChunk[ "map_particle_fragment" ],
  10128. THREE.ShaderChunk[ "alphatest_fragment" ],
  10129. THREE.ShaderChunk[ "color_fragment" ],
  10130. THREE.ShaderChunk[ "shadowmap_fragment" ],
  10131. THREE.ShaderChunk[ "fog_fragment" ],
  10132. "}"
  10133. ].join("\n")
  10134. },
  10135. 'dashed': {
  10136. uniforms: THREE.UniformsUtils.merge( [
  10137. THREE.UniformsLib[ "common" ],
  10138. THREE.UniformsLib[ "fog" ],
  10139. {
  10140. "scale" : { type: "f", value: 1 },
  10141. "dashSize" : { type: "f", value: 1 },
  10142. "totalSize": { type: "f", value: 2 }
  10143. }
  10144. ] ),
  10145. vertexShader: [
  10146. "uniform float scale;",
  10147. "attribute float lineDistance;",
  10148. "varying float vLineDistance;",
  10149. THREE.ShaderChunk[ "color_pars_vertex" ],
  10150. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  10151. "void main() {",
  10152. THREE.ShaderChunk[ "color_vertex" ],
  10153. " vLineDistance = scale * lineDistance;",
  10154. " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  10155. " gl_Position = projectionMatrix * mvPosition;",
  10156. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  10157. "}"
  10158. ].join("\n"),
  10159. fragmentShader: [
  10160. "uniform vec3 diffuse;",
  10161. "uniform float opacity;",
  10162. "uniform float dashSize;",
  10163. "uniform float totalSize;",
  10164. "varying float vLineDistance;",
  10165. THREE.ShaderChunk[ "color_pars_fragment" ],
  10166. THREE.ShaderChunk[ "fog_pars_fragment" ],
  10167. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  10168. "void main() {",
  10169. " if ( mod( vLineDistance, totalSize ) > dashSize ) {",
  10170. " discard;",
  10171. " }",
  10172. " gl_FragColor = vec4( diffuse, opacity );",
  10173. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  10174. THREE.ShaderChunk[ "color_fragment" ],
  10175. THREE.ShaderChunk[ "fog_fragment" ],
  10176. "}"
  10177. ].join("\n")
  10178. },
  10179. 'depth': {
  10180. uniforms: {
  10181. "mNear": { type: "f", value: 1.0 },
  10182. "mFar" : { type: "f", value: 2000.0 },
  10183. "opacity" : { type: "f", value: 1.0 }
  10184. },
  10185. vertexShader: [
  10186. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  10187. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  10188. "void main() {",
  10189. THREE.ShaderChunk[ "morphtarget_vertex" ],
  10190. THREE.ShaderChunk[ "default_vertex" ],
  10191. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  10192. "}"
  10193. ].join("\n"),
  10194. fragmentShader: [
  10195. "uniform float mNear;",
  10196. "uniform float mFar;",
  10197. "uniform float opacity;",
  10198. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  10199. "void main() {",
  10200. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  10201. " #ifdef USE_LOGDEPTHBUF_EXT",
  10202. " float depth = gl_FragDepthEXT / gl_FragCoord.w;",
  10203. " #else",
  10204. " float depth = gl_FragCoord.z / gl_FragCoord.w;",
  10205. " #endif",
  10206. " float color = 1.0 - smoothstep( mNear, mFar, depth );",
  10207. " gl_FragColor = vec4( vec3( color ), opacity );",
  10208. "}"
  10209. ].join("\n")
  10210. },
  10211. 'normal': {
  10212. uniforms: {
  10213. "opacity" : { type: "f", value: 1.0 }
  10214. },
  10215. vertexShader: [
  10216. "varying vec3 vNormal;",
  10217. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  10218. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  10219. "void main() {",
  10220. " vNormal = normalize( normalMatrix * normal );",
  10221. THREE.ShaderChunk[ "morphtarget_vertex" ],
  10222. THREE.ShaderChunk[ "default_vertex" ],
  10223. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  10224. "}"
  10225. ].join("\n"),
  10226. fragmentShader: [
  10227. "uniform float opacity;",
  10228. "varying vec3 vNormal;",
  10229. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  10230. "void main() {",
  10231. " gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
  10232. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  10233. "}"
  10234. ].join("\n")
  10235. },
  10236. /* -------------------------------------------------------------------------
  10237. // Normal map shader
  10238. // - Blinn-Phong
  10239. // - normal + diffuse + specular + AO + displacement + reflection + shadow maps
  10240. // - point and directional lights (use with "lights: true" material option)
  10241. ------------------------------------------------------------------------- */
  10242. 'normalmap' : {
  10243. uniforms: THREE.UniformsUtils.merge( [
  10244. THREE.UniformsLib[ "fog" ],
  10245. THREE.UniformsLib[ "lights" ],
  10246. THREE.UniformsLib[ "shadowmap" ],
  10247. {
  10248. "enableAO" : { type: "i", value: 0 },
  10249. "enableDiffuse" : { type: "i", value: 0 },
  10250. "enableSpecular" : { type: "i", value: 0 },
  10251. "enableReflection" : { type: "i", value: 0 },
  10252. "enableDisplacement": { type: "i", value: 0 },
  10253. "tDisplacement": { type: "t", value: null }, // must go first as this is vertex texture
  10254. "tDiffuse" : { type: "t", value: null },
  10255. "tCube" : { type: "t", value: null },
  10256. "tNormal" : { type: "t", value: null },
  10257. "tSpecular" : { type: "t", value: null },
  10258. "tAO" : { type: "t", value: null },
  10259. "uNormalScale": { type: "v2", value: new THREE.Vector2( 1, 1 ) },
  10260. "uDisplacementBias": { type: "f", value: 0.0 },
  10261. "uDisplacementScale": { type: "f", value: 1.0 },
  10262. "diffuse": { type: "c", value: new THREE.Color( 0xffffff ) },
  10263. "specular": { type: "c", value: new THREE.Color( 0x111111 ) },
  10264. "ambient": { type: "c", value: new THREE.Color( 0xffffff ) },
  10265. "shininess": { type: "f", value: 30 },
  10266. "opacity": { type: "f", value: 1 },
  10267. "refractionRatio": { type: "f", value: 0.98 },
  10268. "reflectivity": { type: "f", value: 0.5 },
  10269. "uOffset" : { type: "v2", value: new THREE.Vector2( 0, 0 ) },
  10270. "uRepeat" : { type: "v2", value: new THREE.Vector2( 1, 1 ) },
  10271. "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
  10272. }
  10273. ] ),
  10274. fragmentShader: [
  10275. "uniform vec3 ambient;",
  10276. "uniform vec3 diffuse;",
  10277. "uniform vec3 specular;",
  10278. "uniform float shininess;",
  10279. "uniform float opacity;",
  10280. "uniform bool enableDiffuse;",
  10281. "uniform bool enableSpecular;",
  10282. "uniform bool enableAO;",
  10283. "uniform bool enableReflection;",
  10284. "uniform sampler2D tDiffuse;",
  10285. "uniform sampler2D tNormal;",
  10286. "uniform sampler2D tSpecular;",
  10287. "uniform sampler2D tAO;",
  10288. "uniform samplerCube tCube;",
  10289. "uniform vec2 uNormalScale;",
  10290. "uniform float refractionRatio;",
  10291. "uniform float reflectivity;",
  10292. "varying vec3 vTangent;",
  10293. "varying vec3 vBinormal;",
  10294. "varying vec3 vNormal;",
  10295. "varying vec2 vUv;",
  10296. "uniform vec3 ambientLightColor;",
  10297. "#if MAX_DIR_LIGHTS > 0",
  10298. " uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
  10299. " uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
  10300. "#endif",
  10301. "#if MAX_HEMI_LIGHTS > 0",
  10302. " uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
  10303. " uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
  10304. " uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
  10305. "#endif",
  10306. "#if MAX_POINT_LIGHTS > 0",
  10307. " uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
  10308. " uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
  10309. " uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
  10310. "#endif",
  10311. "#if MAX_SPOT_LIGHTS > 0",
  10312. " uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
  10313. " uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
  10314. " uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
  10315. " uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
  10316. " uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
  10317. " uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
  10318. "#endif",
  10319. "#ifdef WRAP_AROUND",
  10320. " uniform vec3 wrapRGB;",
  10321. "#endif",
  10322. "varying vec3 vWorldPosition;",
  10323. "varying vec3 vViewPosition;",
  10324. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  10325. THREE.ShaderChunk[ "fog_pars_fragment" ],
  10326. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  10327. "void main() {",
  10328. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  10329. " gl_FragColor = vec4( vec3( 1.0 ), opacity );",
  10330. " vec3 specularTex = vec3( 1.0 );",
  10331. " vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;",
  10332. " normalTex.xy *= uNormalScale;",
  10333. " normalTex = normalize( normalTex );",
  10334. " if( enableDiffuse ) {",
  10335. " #ifdef GAMMA_INPUT",
  10336. " vec4 texelColor = texture2D( tDiffuse, vUv );",
  10337. " texelColor.xyz *= texelColor.xyz;",
  10338. " gl_FragColor = gl_FragColor * texelColor;",
  10339. " #else",
  10340. " gl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );",
  10341. " #endif",
  10342. " }",
  10343. " if( enableAO ) {",
  10344. " #ifdef GAMMA_INPUT",
  10345. " vec4 aoColor = texture2D( tAO, vUv );",
  10346. " aoColor.xyz *= aoColor.xyz;",
  10347. " gl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;",
  10348. " #else",
  10349. " gl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;",
  10350. " #endif",
  10351. " }",
  10352. THREE.ShaderChunk[ "alphatest_fragment" ],
  10353. " if( enableSpecular )",
  10354. " specularTex = texture2D( tSpecular, vUv ).xyz;",
  10355. " mat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );",
  10356. " vec3 finalNormal = tsb * normalTex;",
  10357. " #ifdef FLIP_SIDED",
  10358. " finalNormal = -finalNormal;",
  10359. " #endif",
  10360. " vec3 normal = normalize( finalNormal );",
  10361. " vec3 viewPosition = normalize( vViewPosition );",
  10362. // point lights
  10363. " #if MAX_POINT_LIGHTS > 0",
  10364. " vec3 pointDiffuse = vec3( 0.0 );",
  10365. " vec3 pointSpecular = vec3( 0.0 );",
  10366. " for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
  10367. " vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
  10368. " vec3 pointVector = lPosition.xyz + vViewPosition.xyz;",
  10369. " float pointDistance = 1.0;",
  10370. " if ( pointLightDistance[ i ] > 0.0 )",
  10371. " pointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );",
  10372. " pointVector = normalize( pointVector );",
  10373. // diffuse
  10374. " #ifdef WRAP_AROUND",
  10375. " float pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );",
  10376. " float pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );",
  10377. " vec3 pointDiffuseWeight = mix( vec3( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",
  10378. " #else",
  10379. " float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
  10380. " #endif",
  10381. " pointDiffuse += pointDistance * pointLightColor[ i ] * diffuse * pointDiffuseWeight;",
  10382. // specular
  10383. " vec3 pointHalfVector = normalize( pointVector + viewPosition );",
  10384. " float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
  10385. " float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, shininess ), 0.0 );",
  10386. " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
  10387. " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( pointVector, pointHalfVector ), 0.0 ), 5.0 );",
  10388. " pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;",
  10389. " }",
  10390. " #endif",
  10391. // spot lights
  10392. " #if MAX_SPOT_LIGHTS > 0",
  10393. " vec3 spotDiffuse = vec3( 0.0 );",
  10394. " vec3 spotSpecular = vec3( 0.0 );",
  10395. " for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
  10396. " vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
  10397. " vec3 spotVector = lPosition.xyz + vViewPosition.xyz;",
  10398. " float spotDistance = 1.0;",
  10399. " if ( spotLightDistance[ i ] > 0.0 )",
  10400. " spotDistance = 1.0 - min( ( length( spotVector ) / spotLightDistance[ i ] ), 1.0 );",
  10401. " spotVector = normalize( spotVector );",
  10402. " float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",
  10403. " if ( spotEffect > spotLightAngleCos[ i ] ) {",
  10404. " spotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );",
  10405. // diffuse
  10406. " #ifdef WRAP_AROUND",
  10407. " float spotDiffuseWeightFull = max( dot( normal, spotVector ), 0.0 );",
  10408. " float spotDiffuseWeightHalf = max( 0.5 * dot( normal, spotVector ) + 0.5, 0.0 );",
  10409. " vec3 spotDiffuseWeight = mix( vec3( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );",
  10410. " #else",
  10411. " float spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );",
  10412. " #endif",
  10413. " spotDiffuse += spotDistance * spotLightColor[ i ] * diffuse * spotDiffuseWeight * spotEffect;",
  10414. // specular
  10415. " vec3 spotHalfVector = normalize( spotVector + viewPosition );",
  10416. " float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
  10417. " float spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, shininess ), 0.0 );",
  10418. " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
  10419. " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( spotVector, spotHalfVector ), 0.0 ), 5.0 );",
  10420. " spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;",
  10421. " }",
  10422. " }",
  10423. " #endif",
  10424. // directional lights
  10425. " #if MAX_DIR_LIGHTS > 0",
  10426. " vec3 dirDiffuse = vec3( 0.0 );",
  10427. " vec3 dirSpecular = vec3( 0.0 );",
  10428. " for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
  10429. " vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
  10430. " vec3 dirVector = normalize( lDirection.xyz );",
  10431. // diffuse
  10432. " #ifdef WRAP_AROUND",
  10433. " float directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );",
  10434. " float directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );",
  10435. " vec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );",
  10436. " #else",
  10437. " float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
  10438. " #endif",
  10439. " dirDiffuse += directionalLightColor[ i ] * diffuse * dirDiffuseWeight;",
  10440. // specular
  10441. " vec3 dirHalfVector = normalize( dirVector + viewPosition );",
  10442. " float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
  10443. " float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, shininess ), 0.0 );",
  10444. " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
  10445. " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( dirVector, dirHalfVector ), 0.0 ), 5.0 );",
  10446. " dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
  10447. " }",
  10448. " #endif",
  10449. // hemisphere lights
  10450. " #if MAX_HEMI_LIGHTS > 0",
  10451. " vec3 hemiDiffuse = vec3( 0.0 );",
  10452. " vec3 hemiSpecular = vec3( 0.0 );" ,
  10453. " for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
  10454. " vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
  10455. " vec3 lVector = normalize( lDirection.xyz );",
  10456. // diffuse
  10457. " float dotProduct = dot( normal, lVector );",
  10458. " float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
  10459. " vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
  10460. " hemiDiffuse += diffuse * hemiColor;",
  10461. // specular (sky light)
  10462. " vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
  10463. " float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
  10464. " float hemiSpecularWeightSky = specularTex.r * max( pow( max( hemiDotNormalHalfSky, 0.0 ), shininess ), 0.0 );",
  10465. // specular (ground light)
  10466. " vec3 lVectorGround = -lVector;",
  10467. " vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
  10468. " float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
  10469. " float hemiSpecularWeightGround = specularTex.r * max( pow( max( hemiDotNormalHalfGround, 0.0 ), shininess ), 0.0 );",
  10470. " float dotProductGround = dot( normal, lVectorGround );",
  10471. " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
  10472. " vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, hemiHalfVectorSky ), 0.0 ), 5.0 );",
  10473. " vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 0.0 ), 5.0 );",
  10474. " hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",
  10475. " }",
  10476. " #endif",
  10477. // all lights contribution summation
  10478. " vec3 totalDiffuse = vec3( 0.0 );",
  10479. " vec3 totalSpecular = vec3( 0.0 );",
  10480. " #if MAX_DIR_LIGHTS > 0",
  10481. " totalDiffuse += dirDiffuse;",
  10482. " totalSpecular += dirSpecular;",
  10483. " #endif",
  10484. " #if MAX_HEMI_LIGHTS > 0",
  10485. " totalDiffuse += hemiDiffuse;",
  10486. " totalSpecular += hemiSpecular;",
  10487. " #endif",
  10488. " #if MAX_POINT_LIGHTS > 0",
  10489. " totalDiffuse += pointDiffuse;",
  10490. " totalSpecular += pointSpecular;",
  10491. " #endif",
  10492. " #if MAX_SPOT_LIGHTS > 0",
  10493. " totalDiffuse += spotDiffuse;",
  10494. " totalSpecular += spotSpecular;",
  10495. " #endif",
  10496. " #ifdef METAL",
  10497. " gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient + totalSpecular );",
  10498. " #else",
  10499. " gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient ) + totalSpecular;",
  10500. " #endif",
  10501. " if ( enableReflection ) {",
  10502. " vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
  10503. " #ifdef ENVMAP_MODE_REFLECTION",
  10504. " vec3 vReflect = reflect( cameraToVertex, normal );",
  10505. " #else",
  10506. " vec3 vReflect = refract( cameraToVertex, normal, refractionRatio );",
  10507. " #endif",
  10508. " vec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",
  10509. " #ifdef GAMMA_INPUT",
  10510. " cubeColor.xyz *= cubeColor.xyz;",
  10511. " #endif",
  10512. " gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * reflectivity );",
  10513. " }",
  10514. THREE.ShaderChunk[ "shadowmap_fragment" ],
  10515. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  10516. THREE.ShaderChunk[ "fog_fragment" ],
  10517. "}"
  10518. ].join("\n"),
  10519. vertexShader: [
  10520. "attribute vec4 tangent;",
  10521. "uniform vec2 uOffset;",
  10522. "uniform vec2 uRepeat;",
  10523. "uniform bool enableDisplacement;",
  10524. "#ifdef VERTEX_TEXTURES",
  10525. " uniform sampler2D tDisplacement;",
  10526. " uniform float uDisplacementScale;",
  10527. " uniform float uDisplacementBias;",
  10528. "#endif",
  10529. "varying vec3 vTangent;",
  10530. "varying vec3 vBinormal;",
  10531. "varying vec3 vNormal;",
  10532. "varying vec2 vUv;",
  10533. "varying vec3 vWorldPosition;",
  10534. "varying vec3 vViewPosition;",
  10535. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  10536. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  10537. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  10538. "void main() {",
  10539. THREE.ShaderChunk[ "skinbase_vertex" ],
  10540. THREE.ShaderChunk[ "skinnormal_vertex" ],
  10541. // normal, tangent and binormal vectors
  10542. " #ifdef USE_SKINNING",
  10543. " vNormal = normalize( normalMatrix * skinnedNormal.xyz );",
  10544. " vec4 skinnedTangent = skinMatrix * vec4( tangent.xyz, 0.0 );",
  10545. " vTangent = normalize( normalMatrix * skinnedTangent.xyz );",
  10546. " #else",
  10547. " vNormal = normalize( normalMatrix * normal );",
  10548. " vTangent = normalize( normalMatrix * tangent.xyz );",
  10549. " #endif",
  10550. " vBinormal = normalize( cross( vNormal, vTangent ) * tangent.w );",
  10551. " vUv = uv * uRepeat + uOffset;",
  10552. // displacement mapping
  10553. " vec3 displacedPosition;",
  10554. " #ifdef VERTEX_TEXTURES",
  10555. " if ( enableDisplacement ) {",
  10556. " vec3 dv = texture2D( tDisplacement, uv ).xyz;",
  10557. " float df = uDisplacementScale * dv.x + uDisplacementBias;",
  10558. " displacedPosition = position + normalize( normal ) * df;",
  10559. " } else {",
  10560. " #ifdef USE_SKINNING",
  10561. " vec4 skinVertex = bindMatrix * vec4( position, 1.0 );",
  10562. " vec4 skinned = vec4( 0.0 );",
  10563. " skinned += boneMatX * skinVertex * skinWeight.x;",
  10564. " skinned += boneMatY * skinVertex * skinWeight.y;",
  10565. " skinned += boneMatZ * skinVertex * skinWeight.z;",
  10566. " skinned += boneMatW * skinVertex * skinWeight.w;",
  10567. " skinned = bindMatrixInverse * skinned;",
  10568. " displacedPosition = skinned.xyz;",
  10569. " #else",
  10570. " displacedPosition = position;",
  10571. " #endif",
  10572. " }",
  10573. " #else",
  10574. " #ifdef USE_SKINNING",
  10575. " vec4 skinVertex = bindMatrix * vec4( position, 1.0 );",
  10576. " vec4 skinned = vec4( 0.0 );",
  10577. " skinned += boneMatX * skinVertex * skinWeight.x;",
  10578. " skinned += boneMatY * skinVertex * skinWeight.y;",
  10579. " skinned += boneMatZ * skinVertex * skinWeight.z;",
  10580. " skinned += boneMatW * skinVertex * skinWeight.w;",
  10581. " skinned = bindMatrixInverse * skinned;",
  10582. " displacedPosition = skinned.xyz;",
  10583. " #else",
  10584. " displacedPosition = position;",
  10585. " #endif",
  10586. " #endif",
  10587. //
  10588. " vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );",
  10589. " vec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );",
  10590. " gl_Position = projectionMatrix * mvPosition;",
  10591. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  10592. //
  10593. " vWorldPosition = worldPosition.xyz;",
  10594. " vViewPosition = -mvPosition.xyz;",
  10595. // shadows
  10596. " #ifdef USE_SHADOWMAP",
  10597. " for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
  10598. " vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",
  10599. " }",
  10600. " #endif",
  10601. "}"
  10602. ].join("\n")
  10603. },
  10604. /* -------------------------------------------------------------------------
  10605. // Cube map shader
  10606. ------------------------------------------------------------------------- */
  10607. 'cube': {
  10608. uniforms: { "tCube": { type: "t", value: null },
  10609. "tFlip": { type: "f", value: - 1 } },
  10610. vertexShader: [
  10611. "varying vec3 vWorldPosition;",
  10612. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  10613. "void main() {",
  10614. " vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
  10615. " vWorldPosition = worldPosition.xyz;",
  10616. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  10617. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  10618. "}"
  10619. ].join("\n"),
  10620. fragmentShader: [
  10621. "uniform samplerCube tCube;",
  10622. "uniform float tFlip;",
  10623. "varying vec3 vWorldPosition;",
  10624. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  10625. "void main() {",
  10626. " gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
  10627. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  10628. "}"
  10629. ].join("\n")
  10630. },
  10631. /* -------------------------------------------------------------------------
  10632. // Cube map shader
  10633. ------------------------------------------------------------------------- */
  10634. 'equirect': {
  10635. uniforms: { "tEquirect": { type: "t", value: null },
  10636. "tFlip": { type: "f", value: - 1 } },
  10637. vertexShader: [
  10638. "varying vec3 vWorldPosition;",
  10639. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  10640. "void main() {",
  10641. " vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
  10642. " vWorldPosition = worldPosition.xyz;",
  10643. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  10644. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  10645. "}"
  10646. ].join("\n"),
  10647. fragmentShader: [
  10648. "uniform sampler2D tEquirect;",
  10649. "uniform float tFlip;",
  10650. "varying vec3 vWorldPosition;",
  10651. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  10652. "void main() {",
  10653. // " gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
  10654. "vec3 direction = normalize( vWorldPosition );",
  10655. "vec2 sampleUV;",
  10656. "sampleUV.y = clamp( tFlip * direction.y * -0.5 + 0.5, 0.0, 1.0);",
  10657. "sampleUV.x = atan( direction.z, direction.x ) * 0.15915494309189533576888376337251 + 0.5;", // reciprocal( 2 PI ) + 0.5
  10658. "gl_FragColor = texture2D( tEquirect, sampleUV );",
  10659. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  10660. "}"
  10661. ].join("\n")
  10662. },
  10663. /* Depth encoding into RGBA texture
  10664. *
  10665. * based on SpiderGL shadow map example
  10666. * http://spidergl.org/example.php?id=6
  10667. *
  10668. * originally from
  10669. * http://www.gamedev.net/topic/442138-packing-a-float-into-a-a8r8g8b8-texture-shader/page__whichpage__1%25EF%25BF%25BD
  10670. *
  10671. * see also
  10672. * http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/
  10673. */
  10674. 'depthRGBA': {
  10675. uniforms: {},
  10676. vertexShader: [
  10677. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  10678. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  10679. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  10680. "void main() {",
  10681. THREE.ShaderChunk[ "skinbase_vertex" ],
  10682. THREE.ShaderChunk[ "morphtarget_vertex" ],
  10683. THREE.ShaderChunk[ "skinning_vertex" ],
  10684. THREE.ShaderChunk[ "default_vertex" ],
  10685. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  10686. "}"
  10687. ].join("\n"),
  10688. fragmentShader: [
  10689. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  10690. "vec4 pack_depth( const in float depth ) {",
  10691. " const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
  10692. " const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
  10693. " vec4 res = mod( depth * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );", // " vec4 res = fract( depth * bit_shift );",
  10694. " res -= res.xxyz * bit_mask;",
  10695. " return res;",
  10696. "}",
  10697. "void main() {",
  10698. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  10699. " #ifdef USE_LOGDEPTHBUF_EXT",
  10700. " gl_FragData[ 0 ] = pack_depth( gl_FragDepthEXT );",
  10701. " #else",
  10702. " gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );",
  10703. " #endif",
  10704. //"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );",
  10705. //"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );",
  10706. //"gl_FragData[ 0 ] = pack_depth( z );",
  10707. //"gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );",
  10708. "}"
  10709. ].join("\n")
  10710. }
  10711. };
  10712. // File:src/renderers/WebGLRenderer.js
  10713. /**
  10714. * @author supereggbert / http://www.paulbrunt.co.uk/
  10715. * @author mrdoob / http://mrdoob.com/
  10716. * @author alteredq / http://alteredqualia.com/
  10717. * @author szimek / https://github.com/szimek/
  10718. */
  10719. THREE.WebGLRenderer = function ( parameters ) {
  10720. console.log( 'THREE.WebGLRenderer', THREE.REVISION );
  10721. parameters = parameters || {};
  10722. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
  10723. _context = parameters.context !== undefined ? parameters.context : null,
  10724. pixelRatio = 1,
  10725. _precision = parameters.precision !== undefined ? parameters.precision : 'highp',
  10726. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  10727. _depth = parameters.depth !== undefined ? parameters.depth : true,
  10728. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  10729. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  10730. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  10731. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  10732. _logarithmicDepthBuffer = parameters.logarithmicDepthBuffer !== undefined ? parameters.logarithmicDepthBuffer : false,
  10733. _clearColor = new THREE.Color( 0x000000 ),
  10734. _clearAlpha = 0;
  10735. var lights = [];
  10736. var _webglObjects = {};
  10737. var _webglObjectsImmediate = [];
  10738. var opaqueObjects = [];
  10739. var transparentObjects = [];
  10740. var sprites = [];
  10741. var lensFlares = [];
  10742. // public properties
  10743. this.domElement = _canvas;
  10744. this.context = null;
  10745. // clearing
  10746. this.autoClear = true;
  10747. this.autoClearColor = true;
  10748. this.autoClearDepth = true;
  10749. this.autoClearStencil = true;
  10750. // scene graph
  10751. this.sortObjects = true;
  10752. // physically based shading
  10753. this.gammaInput = false;
  10754. this.gammaOutput = false;
  10755. // shadow map
  10756. this.shadowMapEnabled = false;
  10757. this.shadowMapType = THREE.PCFShadowMap;
  10758. this.shadowMapCullFace = THREE.CullFaceFront;
  10759. this.shadowMapDebug = false;
  10760. this.shadowMapCascade = false;
  10761. // morphs
  10762. this.maxMorphTargets = 8;
  10763. this.maxMorphNormals = 4;
  10764. // flags
  10765. this.autoScaleCubemaps = true;
  10766. // info
  10767. this.info = {
  10768. memory: {
  10769. programs: 0,
  10770. geometries: 0,
  10771. textures: 0
  10772. },
  10773. render: {
  10774. calls: 0,
  10775. vertices: 0,
  10776. faces: 0,
  10777. points: 0
  10778. }
  10779. };
  10780. // internal properties
  10781. var _this = this,
  10782. _programs = [],
  10783. // internal state cache
  10784. _currentProgram = null,
  10785. _currentFramebuffer = null,
  10786. _currentMaterialId = - 1,
  10787. _currentGeometryGroupHash = - 1,
  10788. _currentCamera = null,
  10789. _usedTextureUnits = 0,
  10790. // GL state cache
  10791. _oldDoubleSided = - 1,
  10792. _oldFlipSided = - 1,
  10793. _oldBlending = - 1,
  10794. _oldBlendEquation = - 1,
  10795. _oldBlendSrc = - 1,
  10796. _oldBlendDst = - 1,
  10797. _oldDepthTest = - 1,
  10798. _oldDepthWrite = - 1,
  10799. _oldPolygonOffset = null,
  10800. _oldPolygonOffsetFactor = null,
  10801. _oldPolygonOffsetUnits = null,
  10802. _oldLineWidth = null,
  10803. _viewportX = 0,
  10804. _viewportY = 0,
  10805. _viewportWidth = _canvas.width,
  10806. _viewportHeight = _canvas.height,
  10807. _currentWidth = 0,
  10808. _currentHeight = 0,
  10809. _newAttributes = new Uint8Array( 16 ),
  10810. _enabledAttributes = new Uint8Array( 16 ),
  10811. // frustum
  10812. _frustum = new THREE.Frustum(),
  10813. // camera matrices cache
  10814. _projScreenMatrix = new THREE.Matrix4(),
  10815. _projScreenMatrixPS = new THREE.Matrix4(),
  10816. _vector3 = new THREE.Vector3(),
  10817. // light arrays cache
  10818. _direction = new THREE.Vector3(),
  10819. _lightsNeedUpdate = true,
  10820. _lights = {
  10821. ambient: [ 0, 0, 0 ],
  10822. directional: { length: 0, colors:[], positions: [] },
  10823. point: { length: 0, colors: [], positions: [], distances: [] },
  10824. spot: { length: 0, colors: [], positions: [], distances: [], directions: [], anglesCos: [], exponents: [] },
  10825. hemi: { length: 0, skyColors: [], groundColors: [], positions: [] }
  10826. };
  10827. // initialize
  10828. var _gl;
  10829. try {
  10830. var attributes = {
  10831. alpha: _alpha,
  10832. depth: _depth,
  10833. stencil: _stencil,
  10834. antialias: _antialias,
  10835. premultipliedAlpha: _premultipliedAlpha,
  10836. preserveDrawingBuffer: _preserveDrawingBuffer
  10837. };
  10838. _gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );
  10839. if ( _gl === null ) {
  10840. if ( _canvas.getContext( 'webgl') !== null ) {
  10841. throw 'Error creating WebGL context with your selected attributes.';
  10842. } else {
  10843. throw 'Error creating WebGL context.';
  10844. }
  10845. }
  10846. _canvas.addEventListener( 'webglcontextlost', function ( event ) {
  10847. event.preventDefault();
  10848. resetGLState();
  10849. setDefaultGLState();
  10850. _webglObjects = {};
  10851. }, false);
  10852. } catch ( error ) {
  10853. console.error( error );
  10854. }
  10855. if ( _gl.getShaderPrecisionFormat === undefined ) {
  10856. _gl.getShaderPrecisionFormat = function () {
  10857. return {
  10858. 'rangeMin': 1,
  10859. 'rangeMax': 1,
  10860. 'precision': 1
  10861. };
  10862. }
  10863. }
  10864. var extensions = new THREE.WebGLExtensions( _gl );
  10865. extensions.get( 'OES_texture_float' );
  10866. extensions.get( 'OES_texture_float_linear' );
  10867. extensions.get( 'OES_standard_derivatives' );
  10868. if ( _logarithmicDepthBuffer ) {
  10869. extensions.get( 'EXT_frag_depth' );
  10870. }
  10871. //
  10872. var setDefaultGLState = function () {
  10873. _gl.clearColor( 0, 0, 0, 1 );
  10874. _gl.clearDepth( 1 );
  10875. _gl.clearStencil( 0 );
  10876. _gl.enable( _gl.DEPTH_TEST );
  10877. _gl.depthFunc( _gl.LEQUAL );
  10878. _gl.frontFace( _gl.CCW );
  10879. _gl.cullFace( _gl.BACK );
  10880. _gl.enable( _gl.CULL_FACE );
  10881. _gl.enable( _gl.BLEND );
  10882. _gl.blendEquation( _gl.FUNC_ADD );
  10883. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
  10884. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  10885. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  10886. };
  10887. var resetGLState = function () {
  10888. _currentProgram = null;
  10889. _currentCamera = null;
  10890. _oldBlending = - 1;
  10891. _oldDepthTest = - 1;
  10892. _oldDepthWrite = - 1;
  10893. _oldDoubleSided = - 1;
  10894. _oldFlipSided = - 1;
  10895. _currentGeometryGroupHash = - 1;
  10896. _currentMaterialId = - 1;
  10897. _lightsNeedUpdate = true;
  10898. for ( var i = 0; i < _enabledAttributes.length; i ++ ) {
  10899. _enabledAttributes[ i ] = 0;
  10900. }
  10901. };
  10902. setDefaultGLState();
  10903. this.context = _gl;
  10904. // GPU capabilities
  10905. var _maxTextures = _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS );
  10906. var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
  10907. var _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE );
  10908. var _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );
  10909. var _supportsVertexTextures = _maxVertexTextures > 0;
  10910. var _supportsBoneTextures = _supportsVertexTextures && extensions.get( 'OES_texture_float' );
  10911. //
  10912. var _vertexShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_FLOAT );
  10913. var _vertexShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_FLOAT );
  10914. var _vertexShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_FLOAT );
  10915. var _fragmentShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_FLOAT );
  10916. var _fragmentShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_FLOAT );
  10917. var _fragmentShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_FLOAT );
  10918. var getCompressedTextureFormats = ( function () {
  10919. var array;
  10920. return function () {
  10921. if ( array !== undefined ) {
  10922. return array;
  10923. }
  10924. array = [];
  10925. if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) || extensions.get( 'WEBGL_compressed_texture_s3tc' ) ) {
  10926. var formats = _gl.getParameter( _gl.COMPRESSED_TEXTURE_FORMATS );
  10927. for ( var i = 0; i < formats.length; i ++ ){
  10928. array.push( formats[ i ] );
  10929. }
  10930. }
  10931. return array;
  10932. };
  10933. } )();
  10934. // clamp precision to maximum available
  10935. var highpAvailable = _vertexShaderPrecisionHighpFloat.precision > 0 && _fragmentShaderPrecisionHighpFloat.precision > 0;
  10936. var mediumpAvailable = _vertexShaderPrecisionMediumpFloat.precision > 0 && _fragmentShaderPrecisionMediumpFloat.precision > 0;
  10937. if ( _precision === 'highp' && ! highpAvailable ) {
  10938. if ( mediumpAvailable ) {
  10939. _precision = 'mediump';
  10940. console.warn( 'THREE.WebGLRenderer: highp not supported, using mediump.' );
  10941. } else {
  10942. _precision = 'lowp';
  10943. console.warn( 'THREE.WebGLRenderer: highp and mediump not supported, using lowp.' );
  10944. }
  10945. }
  10946. if ( _precision === 'mediump' && ! mediumpAvailable ) {
  10947. _precision = 'lowp';
  10948. console.warn( 'THREE.WebGLRenderer: mediump not supported, using lowp.' );
  10949. }
  10950. // Plugins
  10951. var shadowMapPlugin = new THREE.ShadowMapPlugin( this, lights, _webglObjects, _webglObjectsImmediate );
  10952. var spritePlugin = new THREE.SpritePlugin( this, sprites );
  10953. var lensFlarePlugin = new THREE.LensFlarePlugin( this, lensFlares );
  10954. // API
  10955. this.getContext = function () {
  10956. return _gl;
  10957. };
  10958. this.forceContextLoss = function () {
  10959. extensions.get( 'WEBGL_lose_context' ).loseContext();
  10960. };
  10961. this.supportsVertexTextures = function () {
  10962. return _supportsVertexTextures;
  10963. };
  10964. this.supportsFloatTextures = function () {
  10965. return extensions.get( 'OES_texture_float' );
  10966. };
  10967. this.supportsStandardDerivatives = function () {
  10968. return extensions.get( 'OES_standard_derivatives' );
  10969. };
  10970. this.supportsCompressedTextureS3TC = function () {
  10971. return extensions.get( 'WEBGL_compressed_texture_s3tc' );
  10972. };
  10973. this.supportsCompressedTexturePVRTC = function () {
  10974. return extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  10975. };
  10976. this.supportsBlendMinMax = function () {
  10977. return extensions.get( 'EXT_blend_minmax' );
  10978. };
  10979. this.getMaxAnisotropy = ( function () {
  10980. var value;
  10981. return function () {
  10982. if ( value !== undefined ) {
  10983. return value;
  10984. }
  10985. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  10986. value = extension !== null ? _gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT ) : 0;
  10987. return value;
  10988. }
  10989. } )();
  10990. this.getPrecision = function () {
  10991. return _precision;
  10992. };
  10993. this.getPixelRatio = function () {
  10994. return pixelRatio;
  10995. };
  10996. this.setPixelRatio = function ( value ) {
  10997. pixelRatio = value;
  10998. };
  10999. this.setSize = function ( width, height, updateStyle ) {
  11000. _canvas.width = width * pixelRatio;
  11001. _canvas.height = height * pixelRatio;
  11002. if ( updateStyle !== false ) {
  11003. _canvas.style.width = width + 'px';
  11004. _canvas.style.height = height + 'px';
  11005. }
  11006. this.setViewport( 0, 0, width, height );
  11007. };
  11008. this.setViewport = function ( x, y, width, height ) {
  11009. _viewportX = x * pixelRatio;
  11010. _viewportY = y * pixelRatio;
  11011. _viewportWidth = width * pixelRatio;
  11012. _viewportHeight = height * pixelRatio;
  11013. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  11014. };
  11015. this.setScissor = function ( x, y, width, height ) {
  11016. _gl.scissor(
  11017. x * pixelRatio,
  11018. y * pixelRatio,
  11019. width * pixelRatio,
  11020. height * pixelRatio
  11021. );
  11022. };
  11023. this.enableScissorTest = function ( enable ) {
  11024. enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
  11025. };
  11026. // Clearing
  11027. this.setClearColor = function ( color, alpha ) {
  11028. _clearColor.set( color );
  11029. _clearAlpha = alpha !== undefined ? alpha : 1;
  11030. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  11031. };
  11032. this.setClearColorHex = function ( hex, alpha ) {
  11033. console.warn( 'THREE.WebGLRenderer: .setClearColorHex() is being removed. Use .setClearColor() instead.' );
  11034. this.setClearColor( hex, alpha );
  11035. };
  11036. this.getClearColor = function () {
  11037. return _clearColor;
  11038. };
  11039. this.getClearAlpha = function () {
  11040. return _clearAlpha;
  11041. };
  11042. this.clear = function ( color, depth, stencil ) {
  11043. var bits = 0;
  11044. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  11045. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  11046. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  11047. _gl.clear( bits );
  11048. };
  11049. this.clearColor = function () {
  11050. _gl.clear( _gl.COLOR_BUFFER_BIT );
  11051. };
  11052. this.clearDepth = function () {
  11053. _gl.clear( _gl.DEPTH_BUFFER_BIT );
  11054. };
  11055. this.clearStencil = function () {
  11056. _gl.clear( _gl.STENCIL_BUFFER_BIT );
  11057. };
  11058. this.clearTarget = function ( renderTarget, color, depth, stencil ) {
  11059. this.setRenderTarget( renderTarget );
  11060. this.clear( color, depth, stencil );
  11061. };
  11062. // Reset
  11063. this.resetGLState = resetGLState;
  11064. // Buffer allocation
  11065. function createParticleBuffers ( geometry ) {
  11066. geometry.__webglVertexBuffer = _gl.createBuffer();
  11067. geometry.__webglColorBuffer = _gl.createBuffer();
  11068. _this.info.memory.geometries ++;
  11069. };
  11070. function createLineBuffers ( geometry ) {
  11071. geometry.__webglVertexBuffer = _gl.createBuffer();
  11072. geometry.__webglColorBuffer = _gl.createBuffer();
  11073. geometry.__webglLineDistanceBuffer = _gl.createBuffer();
  11074. _this.info.memory.geometries ++;
  11075. };
  11076. function createMeshBuffers ( geometryGroup ) {
  11077. geometryGroup.__webglVertexBuffer = _gl.createBuffer();
  11078. geometryGroup.__webglNormalBuffer = _gl.createBuffer();
  11079. geometryGroup.__webglTangentBuffer = _gl.createBuffer();
  11080. geometryGroup.__webglColorBuffer = _gl.createBuffer();
  11081. geometryGroup.__webglUVBuffer = _gl.createBuffer();
  11082. geometryGroup.__webglUV2Buffer = _gl.createBuffer();
  11083. geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
  11084. geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
  11085. geometryGroup.__webglFaceBuffer = _gl.createBuffer();
  11086. geometryGroup.__webglLineBuffer = _gl.createBuffer();
  11087. var m, ml;
  11088. if ( geometryGroup.numMorphTargets ) {
  11089. geometryGroup.__webglMorphTargetsBuffers = [];
  11090. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  11091. geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
  11092. }
  11093. }
  11094. if ( geometryGroup.numMorphNormals ) {
  11095. geometryGroup.__webglMorphNormalsBuffers = [];
  11096. for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  11097. geometryGroup.__webglMorphNormalsBuffers.push( _gl.createBuffer() );
  11098. }
  11099. }
  11100. _this.info.memory.geometries ++;
  11101. };
  11102. // Events
  11103. var onObjectRemoved = function ( event ) {
  11104. var object = event.target;
  11105. object.traverse( function ( child ) {
  11106. child.removeEventListener( 'remove', onObjectRemoved );
  11107. removeObject( child );
  11108. } );
  11109. };
  11110. var onGeometryDispose = function ( event ) {
  11111. var geometry = event.target;
  11112. geometry.removeEventListener( 'dispose', onGeometryDispose );
  11113. deallocateGeometry( geometry );
  11114. };
  11115. var onTextureDispose = function ( event ) {
  11116. var texture = event.target;
  11117. texture.removeEventListener( 'dispose', onTextureDispose );
  11118. deallocateTexture( texture );
  11119. _this.info.memory.textures --;
  11120. };
  11121. var onRenderTargetDispose = function ( event ) {
  11122. var renderTarget = event.target;
  11123. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  11124. deallocateRenderTarget( renderTarget );
  11125. _this.info.memory.textures --;
  11126. };
  11127. var onMaterialDispose = function ( event ) {
  11128. var material = event.target;
  11129. material.removeEventListener( 'dispose', onMaterialDispose );
  11130. deallocateMaterial( material );
  11131. };
  11132. // Buffer deallocation
  11133. var deleteBuffers = function ( geometry ) {
  11134. var buffers = [
  11135. '__webglVertexBuffer',
  11136. '__webglNormalBuffer',
  11137. '__webglTangentBuffer',
  11138. '__webglColorBuffer',
  11139. '__webglUVBuffer',
  11140. '__webglUV2Buffer',
  11141. '__webglSkinIndicesBuffer',
  11142. '__webglSkinWeightsBuffer',
  11143. '__webglFaceBuffer',
  11144. '__webglLineBuffer',
  11145. '__webglLineDistanceBuffer'
  11146. ];
  11147. for ( var i = 0, l = buffers.length; i < l; i ++ ) {
  11148. var name = buffers[ i ];
  11149. if ( geometry[ name ] !== undefined ) {
  11150. _gl.deleteBuffer( geometry[ name ] );
  11151. delete geometry[ name ];
  11152. }
  11153. }
  11154. // custom attributes
  11155. if ( geometry.__webglCustomAttributesList !== undefined ) {
  11156. for ( var name in geometry.__webglCustomAttributesList ) {
  11157. _gl.deleteBuffer( geometry.__webglCustomAttributesList[ name ].buffer );
  11158. }
  11159. delete geometry.__webglCustomAttributesList;
  11160. }
  11161. _this.info.memory.geometries --;
  11162. };
  11163. var deallocateGeometry = function ( geometry ) {
  11164. delete geometry.__webglInit;
  11165. if ( geometry instanceof THREE.BufferGeometry ) {
  11166. for ( var name in geometry.attributes ) {
  11167. var attribute = geometry.attributes[ name ];
  11168. if ( attribute.buffer !== undefined ) {
  11169. _gl.deleteBuffer( attribute.buffer );
  11170. delete attribute.buffer;
  11171. }
  11172. }
  11173. _this.info.memory.geometries --;
  11174. } else {
  11175. var geometryGroupsList = geometryGroups[ geometry.id ];
  11176. if ( geometryGroupsList !== undefined ) {
  11177. for ( var i = 0,l = geometryGroupsList.length; i < l; i ++ ) {
  11178. var geometryGroup = geometryGroupsList[ i ];
  11179. if ( geometryGroup.numMorphTargets !== undefined ) {
  11180. for ( var m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  11181. _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
  11182. }
  11183. delete geometryGroup.__webglMorphTargetsBuffers;
  11184. }
  11185. if ( geometryGroup.numMorphNormals !== undefined ) {
  11186. for ( var m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  11187. _gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );
  11188. }
  11189. delete geometryGroup.__webglMorphNormalsBuffers;
  11190. }
  11191. deleteBuffers( geometryGroup );
  11192. }
  11193. delete geometryGroups[ geometry.id ];
  11194. } else {
  11195. deleteBuffers( geometry );
  11196. }
  11197. }
  11198. // TOFIX: Workaround for deleted geometry being currently bound
  11199. _currentGeometryGroupHash = - 1;
  11200. };
  11201. var deallocateTexture = function ( texture ) {
  11202. if ( texture.image && texture.image.__webglTextureCube ) {
  11203. // cube texture
  11204. _gl.deleteTexture( texture.image.__webglTextureCube );
  11205. delete texture.image.__webglTextureCube;
  11206. } else {
  11207. // 2D texture
  11208. if ( texture.__webglInit === undefined ) return;
  11209. _gl.deleteTexture( texture.__webglTexture );
  11210. delete texture.__webglTexture;
  11211. delete texture.__webglInit;
  11212. }
  11213. };
  11214. var deallocateRenderTarget = function ( renderTarget ) {
  11215. if ( ! renderTarget || renderTarget.__webglTexture === undefined ) return;
  11216. _gl.deleteTexture( renderTarget.__webglTexture );
  11217. delete renderTarget.__webglTexture;
  11218. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  11219. for ( var i = 0; i < 6; i ++ ) {
  11220. _gl.deleteFramebuffer( renderTarget.__webglFramebuffer[ i ] );
  11221. _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer[ i ] );
  11222. }
  11223. } else {
  11224. _gl.deleteFramebuffer( renderTarget.__webglFramebuffer );
  11225. _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer );
  11226. }
  11227. delete renderTarget.__webglFramebuffer;
  11228. delete renderTarget.__webglRenderbuffer;
  11229. };
  11230. var deallocateMaterial = function ( material ) {
  11231. var program = material.program.program;
  11232. if ( program === undefined ) return;
  11233. material.program = undefined;
  11234. // only deallocate GL program if this was the last use of shared program
  11235. // assumed there is only single copy of any program in the _programs list
  11236. // (that's how it's constructed)
  11237. var i, il, programInfo;
  11238. var deleteProgram = false;
  11239. for ( i = 0, il = _programs.length; i < il; i ++ ) {
  11240. programInfo = _programs[ i ];
  11241. if ( programInfo.program === program ) {
  11242. programInfo.usedTimes --;
  11243. if ( programInfo.usedTimes === 0 ) {
  11244. deleteProgram = true;
  11245. }
  11246. break;
  11247. }
  11248. }
  11249. if ( deleteProgram === true ) {
  11250. // avoid using array.splice, this is costlier than creating new array from scratch
  11251. var newPrograms = [];
  11252. for ( i = 0, il = _programs.length; i < il; i ++ ) {
  11253. programInfo = _programs[ i ];
  11254. if ( programInfo.program !== program ) {
  11255. newPrograms.push( programInfo );
  11256. }
  11257. }
  11258. _programs = newPrograms;
  11259. _gl.deleteProgram( program );
  11260. _this.info.memory.programs --;
  11261. }
  11262. };
  11263. // Buffer initialization
  11264. function initCustomAttributes ( object ) {
  11265. var geometry = object.geometry;
  11266. var material = object.material;
  11267. var nvertices = geometry.vertices.length;
  11268. if ( material.attributes ) {
  11269. if ( geometry.__webglCustomAttributesList === undefined ) {
  11270. geometry.__webglCustomAttributesList = [];
  11271. }
  11272. for ( var name in material.attributes ) {
  11273. var attribute = material.attributes[ name ];
  11274. if ( ! attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  11275. attribute.__webglInitialized = true;
  11276. var size = 1; // "f" and "i"
  11277. if ( attribute.type === 'v2' ) size = 2;
  11278. else if ( attribute.type === 'v3' ) size = 3;
  11279. else if ( attribute.type === 'v4' ) size = 4;
  11280. else if ( attribute.type === 'c' ) size = 3;
  11281. attribute.size = size;
  11282. attribute.array = new Float32Array( nvertices * size );
  11283. attribute.buffer = _gl.createBuffer();
  11284. attribute.buffer.belongsToAttribute = name;
  11285. attribute.needsUpdate = true;
  11286. }
  11287. geometry.__webglCustomAttributesList.push( attribute );
  11288. }
  11289. }
  11290. };
  11291. function initParticleBuffers ( geometry, object ) {
  11292. var nvertices = geometry.vertices.length;
  11293. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  11294. geometry.__colorArray = new Float32Array( nvertices * 3 );
  11295. geometry.__sortArray = [];
  11296. geometry.__webglParticleCount = nvertices;
  11297. initCustomAttributes( object );
  11298. };
  11299. function initLineBuffers ( geometry, object ) {
  11300. var nvertices = geometry.vertices.length;
  11301. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  11302. geometry.__colorArray = new Float32Array( nvertices * 3 );
  11303. geometry.__lineDistanceArray = new Float32Array( nvertices * 1 );
  11304. geometry.__webglLineCount = nvertices;
  11305. initCustomAttributes( object );
  11306. };
  11307. function initMeshBuffers ( geometryGroup, object ) {
  11308. var geometry = object.geometry,
  11309. faces3 = geometryGroup.faces3,
  11310. nvertices = faces3.length * 3,
  11311. ntris = faces3.length * 1,
  11312. nlines = faces3.length * 3,
  11313. material = getBufferMaterial( object, geometryGroup );
  11314. geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
  11315. geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
  11316. geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
  11317. geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
  11318. if ( geometry.faceVertexUvs.length > 1 ) {
  11319. geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
  11320. }
  11321. if ( geometry.hasTangents ) {
  11322. geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
  11323. }
  11324. if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
  11325. geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
  11326. geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
  11327. }
  11328. var UintArray = extensions.get( 'OES_element_index_uint' ) !== null && ntris > 21845 ? Uint32Array : Uint16Array; // 65535 / 3
  11329. geometryGroup.__typeArray = UintArray;
  11330. geometryGroup.__faceArray = new UintArray( ntris * 3 );
  11331. geometryGroup.__lineArray = new UintArray( nlines * 2 );
  11332. var m, ml;
  11333. if ( geometryGroup.numMorphTargets ) {
  11334. geometryGroup.__morphTargetsArrays = [];
  11335. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  11336. geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
  11337. }
  11338. }
  11339. if ( geometryGroup.numMorphNormals ) {
  11340. geometryGroup.__morphNormalsArrays = [];
  11341. for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  11342. geometryGroup.__morphNormalsArrays.push( new Float32Array( nvertices * 3 ) );
  11343. }
  11344. }
  11345. geometryGroup.__webglFaceCount = ntris * 3;
  11346. geometryGroup.__webglLineCount = nlines * 2;
  11347. // custom attributes
  11348. if ( material.attributes ) {
  11349. if ( geometryGroup.__webglCustomAttributesList === undefined ) {
  11350. geometryGroup.__webglCustomAttributesList = [];
  11351. }
  11352. for ( var name in material.attributes ) {
  11353. // Do a shallow copy of the attribute object so different geometryGroup chunks use different
  11354. // attribute buffers which are correctly indexed in the setMeshBuffers function
  11355. var originalAttribute = material.attributes[ name ];
  11356. var attribute = {};
  11357. for ( var property in originalAttribute ) {
  11358. attribute[ property ] = originalAttribute[ property ];
  11359. }
  11360. if ( ! attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  11361. attribute.__webglInitialized = true;
  11362. var size = 1; // "f" and "i"
  11363. if ( attribute.type === 'v2' ) size = 2;
  11364. else if ( attribute.type === 'v3' ) size = 3;
  11365. else if ( attribute.type === 'v4' ) size = 4;
  11366. else if ( attribute.type === 'c' ) size = 3;
  11367. attribute.size = size;
  11368. attribute.array = new Float32Array( nvertices * size );
  11369. attribute.buffer = _gl.createBuffer();
  11370. attribute.buffer.belongsToAttribute = name;
  11371. originalAttribute.needsUpdate = true;
  11372. attribute.__original = originalAttribute;
  11373. }
  11374. geometryGroup.__webglCustomAttributesList.push( attribute );
  11375. }
  11376. }
  11377. geometryGroup.__inittedArrays = true;
  11378. };
  11379. function getBufferMaterial( object, geometryGroup ) {
  11380. return object.material instanceof THREE.MeshFaceMaterial
  11381. ? object.material.materials[ geometryGroup.materialIndex ]
  11382. : object.material;
  11383. };
  11384. function materialNeedsSmoothNormals ( material ) {
  11385. return material && material.shading !== undefined && material.shading === THREE.SmoothShading;
  11386. };
  11387. // Buffer setting
  11388. function setParticleBuffers ( geometry, hint, object ) {
  11389. var v, c, vertex, offset, index, color,
  11390. vertices = geometry.vertices,
  11391. vl = vertices.length,
  11392. colors = geometry.colors,
  11393. cl = colors.length,
  11394. vertexArray = geometry.__vertexArray,
  11395. colorArray = geometry.__colorArray,
  11396. sortArray = geometry.__sortArray,
  11397. dirtyVertices = geometry.verticesNeedUpdate,
  11398. dirtyElements = geometry.elementsNeedUpdate,
  11399. dirtyColors = geometry.colorsNeedUpdate,
  11400. customAttributes = geometry.__webglCustomAttributesList,
  11401. i, il,
  11402. a, ca, cal, value,
  11403. customAttribute;
  11404. if ( dirtyVertices ) {
  11405. for ( v = 0; v < vl; v ++ ) {
  11406. vertex = vertices[ v ];
  11407. offset = v * 3;
  11408. vertexArray[ offset ] = vertex.x;
  11409. vertexArray[ offset + 1 ] = vertex.y;
  11410. vertexArray[ offset + 2 ] = vertex.z;
  11411. }
  11412. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  11413. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  11414. }
  11415. if ( dirtyColors ) {
  11416. for ( c = 0; c < cl; c ++ ) {
  11417. color = colors[ c ];
  11418. offset = c * 3;
  11419. colorArray[ offset ] = color.r;
  11420. colorArray[ offset + 1 ] = color.g;
  11421. colorArray[ offset + 2 ] = color.b;
  11422. }
  11423. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  11424. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  11425. }
  11426. if ( customAttributes ) {
  11427. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  11428. customAttribute = customAttributes[ i ];
  11429. if ( customAttribute.needsUpdate && ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) ) {
  11430. cal = customAttribute.value.length;
  11431. offset = 0;
  11432. if ( customAttribute.size === 1 ) {
  11433. for ( ca = 0; ca < cal; ca ++ ) {
  11434. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  11435. }
  11436. } else if ( customAttribute.size === 2 ) {
  11437. for ( ca = 0; ca < cal; ca ++ ) {
  11438. value = customAttribute.value[ ca ];
  11439. customAttribute.array[ offset ] = value.x;
  11440. customAttribute.array[ offset + 1 ] = value.y;
  11441. offset += 2;
  11442. }
  11443. } else if ( customAttribute.size === 3 ) {
  11444. if ( customAttribute.type === 'c' ) {
  11445. for ( ca = 0; ca < cal; ca ++ ) {
  11446. value = customAttribute.value[ ca ];
  11447. customAttribute.array[ offset ] = value.r;
  11448. customAttribute.array[ offset + 1 ] = value.g;
  11449. customAttribute.array[ offset + 2 ] = value.b;
  11450. offset += 3;
  11451. }
  11452. } else {
  11453. for ( ca = 0; ca < cal; ca ++ ) {
  11454. value = customAttribute.value[ ca ];
  11455. customAttribute.array[ offset ] = value.x;
  11456. customAttribute.array[ offset + 1 ] = value.y;
  11457. customAttribute.array[ offset + 2 ] = value.z;
  11458. offset += 3;
  11459. }
  11460. }
  11461. } else if ( customAttribute.size === 4 ) {
  11462. for ( ca = 0; ca < cal; ca ++ ) {
  11463. value = customAttribute.value[ ca ];
  11464. customAttribute.array[ offset ] = value.x;
  11465. customAttribute.array[ offset + 1 ] = value.y;
  11466. customAttribute.array[ offset + 2 ] = value.z;
  11467. customAttribute.array[ offset + 3 ] = value.w;
  11468. offset += 4;
  11469. }
  11470. }
  11471. }
  11472. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  11473. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  11474. customAttribute.needsUpdate = false;
  11475. }
  11476. }
  11477. }
  11478. function setLineBuffers ( geometry, hint ) {
  11479. var v, c, d, vertex, offset, color,
  11480. vertices = geometry.vertices,
  11481. colors = geometry.colors,
  11482. lineDistances = geometry.lineDistances,
  11483. vl = vertices.length,
  11484. cl = colors.length,
  11485. dl = lineDistances.length,
  11486. vertexArray = geometry.__vertexArray,
  11487. colorArray = geometry.__colorArray,
  11488. lineDistanceArray = geometry.__lineDistanceArray,
  11489. dirtyVertices = geometry.verticesNeedUpdate,
  11490. dirtyColors = geometry.colorsNeedUpdate,
  11491. dirtyLineDistances = geometry.lineDistancesNeedUpdate,
  11492. customAttributes = geometry.__webglCustomAttributesList,
  11493. i, il,
  11494. a, ca, cal, value,
  11495. customAttribute;
  11496. if ( dirtyVertices ) {
  11497. for ( v = 0; v < vl; v ++ ) {
  11498. vertex = vertices[ v ];
  11499. offset = v * 3;
  11500. vertexArray[ offset ] = vertex.x;
  11501. vertexArray[ offset + 1 ] = vertex.y;
  11502. vertexArray[ offset + 2 ] = vertex.z;
  11503. }
  11504. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  11505. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  11506. }
  11507. if ( dirtyColors ) {
  11508. for ( c = 0; c < cl; c ++ ) {
  11509. color = colors[ c ];
  11510. offset = c * 3;
  11511. colorArray[ offset ] = color.r;
  11512. colorArray[ offset + 1 ] = color.g;
  11513. colorArray[ offset + 2 ] = color.b;
  11514. }
  11515. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  11516. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  11517. }
  11518. if ( dirtyLineDistances ) {
  11519. for ( d = 0; d < dl; d ++ ) {
  11520. lineDistanceArray[ d ] = lineDistances[ d ];
  11521. }
  11522. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglLineDistanceBuffer );
  11523. _gl.bufferData( _gl.ARRAY_BUFFER, lineDistanceArray, hint );
  11524. }
  11525. if ( customAttributes ) {
  11526. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  11527. customAttribute = customAttributes[ i ];
  11528. if ( customAttribute.needsUpdate && ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) ) {
  11529. offset = 0;
  11530. cal = customAttribute.value.length;
  11531. if ( customAttribute.size === 1 ) {
  11532. for ( ca = 0; ca < cal; ca ++ ) {
  11533. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  11534. }
  11535. } else if ( customAttribute.size === 2 ) {
  11536. for ( ca = 0; ca < cal; ca ++ ) {
  11537. value = customAttribute.value[ ca ];
  11538. customAttribute.array[ offset ] = value.x;
  11539. customAttribute.array[ offset + 1 ] = value.y;
  11540. offset += 2;
  11541. }
  11542. } else if ( customAttribute.size === 3 ) {
  11543. if ( customAttribute.type === 'c' ) {
  11544. for ( ca = 0; ca < cal; ca ++ ) {
  11545. value = customAttribute.value[ ca ];
  11546. customAttribute.array[ offset ] = value.r;
  11547. customAttribute.array[ offset + 1 ] = value.g;
  11548. customAttribute.array[ offset + 2 ] = value.b;
  11549. offset += 3;
  11550. }
  11551. } else {
  11552. for ( ca = 0; ca < cal; ca ++ ) {
  11553. value = customAttribute.value[ ca ];
  11554. customAttribute.array[ offset ] = value.x;
  11555. customAttribute.array[ offset + 1 ] = value.y;
  11556. customAttribute.array[ offset + 2 ] = value.z;
  11557. offset += 3;
  11558. }
  11559. }
  11560. } else if ( customAttribute.size === 4 ) {
  11561. for ( ca = 0; ca < cal; ca ++ ) {
  11562. value = customAttribute.value[ ca ];
  11563. customAttribute.array[ offset ] = value.x;
  11564. customAttribute.array[ offset + 1 ] = value.y;
  11565. customAttribute.array[ offset + 2 ] = value.z;
  11566. customAttribute.array[ offset + 3 ] = value.w;
  11567. offset += 4;
  11568. }
  11569. }
  11570. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  11571. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  11572. customAttribute.needsUpdate = false;
  11573. }
  11574. }
  11575. }
  11576. }
  11577. function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {
  11578. if ( ! geometryGroup.__inittedArrays ) {
  11579. return;
  11580. }
  11581. var needsSmoothNormals = materialNeedsSmoothNormals( material );
  11582. var f, fl, fi, face,
  11583. vertexNormals, faceNormal, normal,
  11584. vertexColors, faceColor,
  11585. vertexTangents,
  11586. uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, n1, n2, n3, n4,
  11587. c1, c2, c3,
  11588. sw1, sw2, sw3, sw4,
  11589. si1, si2, si3, si4,
  11590. sa1, sa2, sa3, sa4,
  11591. sb1, sb2, sb3, sb4,
  11592. m, ml, i, il,
  11593. vn, uvi, uv2i,
  11594. vk, vkl, vka,
  11595. nka, chf, faceVertexNormals,
  11596. a,
  11597. vertexIndex = 0,
  11598. offset = 0,
  11599. offset_uv = 0,
  11600. offset_uv2 = 0,
  11601. offset_face = 0,
  11602. offset_normal = 0,
  11603. offset_tangent = 0,
  11604. offset_line = 0,
  11605. offset_color = 0,
  11606. offset_skin = 0,
  11607. offset_morphTarget = 0,
  11608. offset_custom = 0,
  11609. offset_customSrc = 0,
  11610. value,
  11611. vertexArray = geometryGroup.__vertexArray,
  11612. uvArray = geometryGroup.__uvArray,
  11613. uv2Array = geometryGroup.__uv2Array,
  11614. normalArray = geometryGroup.__normalArray,
  11615. tangentArray = geometryGroup.__tangentArray,
  11616. colorArray = geometryGroup.__colorArray,
  11617. skinIndexArray = geometryGroup.__skinIndexArray,
  11618. skinWeightArray = geometryGroup.__skinWeightArray,
  11619. morphTargetsArrays = geometryGroup.__morphTargetsArrays,
  11620. morphNormalsArrays = geometryGroup.__morphNormalsArrays,
  11621. customAttributes = geometryGroup.__webglCustomAttributesList,
  11622. customAttribute,
  11623. faceArray = geometryGroup.__faceArray,
  11624. lineArray = geometryGroup.__lineArray,
  11625. geometry = object.geometry, // this is shared for all chunks
  11626. dirtyVertices = geometry.verticesNeedUpdate,
  11627. dirtyElements = geometry.elementsNeedUpdate,
  11628. dirtyUvs = geometry.uvsNeedUpdate,
  11629. dirtyNormals = geometry.normalsNeedUpdate,
  11630. dirtyTangents = geometry.tangentsNeedUpdate,
  11631. dirtyColors = geometry.colorsNeedUpdate,
  11632. dirtyMorphTargets = geometry.morphTargetsNeedUpdate,
  11633. vertices = geometry.vertices,
  11634. chunk_faces3 = geometryGroup.faces3,
  11635. obj_faces = geometry.faces,
  11636. obj_uvs = geometry.faceVertexUvs[ 0 ],
  11637. obj_uvs2 = geometry.faceVertexUvs[ 1 ],
  11638. obj_colors = geometry.colors,
  11639. obj_skinIndices = geometry.skinIndices,
  11640. obj_skinWeights = geometry.skinWeights,
  11641. morphTargets = geometry.morphTargets,
  11642. morphNormals = geometry.morphNormals;
  11643. if ( dirtyVertices ) {
  11644. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  11645. face = obj_faces[ chunk_faces3[ f ] ];
  11646. v1 = vertices[ face.a ];
  11647. v2 = vertices[ face.b ];
  11648. v3 = vertices[ face.c ];
  11649. vertexArray[ offset ] = v1.x;
  11650. vertexArray[ offset + 1 ] = v1.y;
  11651. vertexArray[ offset + 2 ] = v1.z;
  11652. vertexArray[ offset + 3 ] = v2.x;
  11653. vertexArray[ offset + 4 ] = v2.y;
  11654. vertexArray[ offset + 5 ] = v2.z;
  11655. vertexArray[ offset + 6 ] = v3.x;
  11656. vertexArray[ offset + 7 ] = v3.y;
  11657. vertexArray[ offset + 8 ] = v3.z;
  11658. offset += 9;
  11659. }
  11660. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  11661. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  11662. }
  11663. if ( dirtyMorphTargets ) {
  11664. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  11665. offset_morphTarget = 0;
  11666. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  11667. chf = chunk_faces3[ f ];
  11668. face = obj_faces[ chf ];
  11669. // morph positions
  11670. v1 = morphTargets[ vk ].vertices[ face.a ];
  11671. v2 = morphTargets[ vk ].vertices[ face.b ];
  11672. v3 = morphTargets[ vk ].vertices[ face.c ];
  11673. vka = morphTargetsArrays[ vk ];
  11674. vka[ offset_morphTarget ] = v1.x;
  11675. vka[ offset_morphTarget + 1 ] = v1.y;
  11676. vka[ offset_morphTarget + 2 ] = v1.z;
  11677. vka[ offset_morphTarget + 3 ] = v2.x;
  11678. vka[ offset_morphTarget + 4 ] = v2.y;
  11679. vka[ offset_morphTarget + 5 ] = v2.z;
  11680. vka[ offset_morphTarget + 6 ] = v3.x;
  11681. vka[ offset_morphTarget + 7 ] = v3.y;
  11682. vka[ offset_morphTarget + 8 ] = v3.z;
  11683. // morph normals
  11684. if ( material.morphNormals ) {
  11685. if ( needsSmoothNormals ) {
  11686. faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
  11687. n1 = faceVertexNormals.a;
  11688. n2 = faceVertexNormals.b;
  11689. n3 = faceVertexNormals.c;
  11690. } else {
  11691. n1 = morphNormals[ vk ].faceNormals[ chf ];
  11692. n2 = n1;
  11693. n3 = n1;
  11694. }
  11695. nka = morphNormalsArrays[ vk ];
  11696. nka[ offset_morphTarget ] = n1.x;
  11697. nka[ offset_morphTarget + 1 ] = n1.y;
  11698. nka[ offset_morphTarget + 2 ] = n1.z;
  11699. nka[ offset_morphTarget + 3 ] = n2.x;
  11700. nka[ offset_morphTarget + 4 ] = n2.y;
  11701. nka[ offset_morphTarget + 5 ] = n2.z;
  11702. nka[ offset_morphTarget + 6 ] = n3.x;
  11703. nka[ offset_morphTarget + 7 ] = n3.y;
  11704. nka[ offset_morphTarget + 8 ] = n3.z;
  11705. }
  11706. //
  11707. offset_morphTarget += 9;
  11708. }
  11709. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
  11710. _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
  11711. if ( material.morphNormals ) {
  11712. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ vk ] );
  11713. _gl.bufferData( _gl.ARRAY_BUFFER, morphNormalsArrays[ vk ], hint );
  11714. }
  11715. }
  11716. }
  11717. if ( obj_skinWeights.length ) {
  11718. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  11719. face = obj_faces[ chunk_faces3[ f ] ];
  11720. // weights
  11721. sw1 = obj_skinWeights[ face.a ];
  11722. sw2 = obj_skinWeights[ face.b ];
  11723. sw3 = obj_skinWeights[ face.c ];
  11724. skinWeightArray[ offset_skin ] = sw1.x;
  11725. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  11726. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  11727. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  11728. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  11729. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  11730. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  11731. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  11732. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  11733. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  11734. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  11735. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  11736. // indices
  11737. si1 = obj_skinIndices[ face.a ];
  11738. si2 = obj_skinIndices[ face.b ];
  11739. si3 = obj_skinIndices[ face.c ];
  11740. skinIndexArray[ offset_skin ] = si1.x;
  11741. skinIndexArray[ offset_skin + 1 ] = si1.y;
  11742. skinIndexArray[ offset_skin + 2 ] = si1.z;
  11743. skinIndexArray[ offset_skin + 3 ] = si1.w;
  11744. skinIndexArray[ offset_skin + 4 ] = si2.x;
  11745. skinIndexArray[ offset_skin + 5 ] = si2.y;
  11746. skinIndexArray[ offset_skin + 6 ] = si2.z;
  11747. skinIndexArray[ offset_skin + 7 ] = si2.w;
  11748. skinIndexArray[ offset_skin + 8 ] = si3.x;
  11749. skinIndexArray[ offset_skin + 9 ] = si3.y;
  11750. skinIndexArray[ offset_skin + 10 ] = si3.z;
  11751. skinIndexArray[ offset_skin + 11 ] = si3.w;
  11752. offset_skin += 12;
  11753. }
  11754. if ( offset_skin > 0 ) {
  11755. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  11756. _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
  11757. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  11758. _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
  11759. }
  11760. }
  11761. if ( dirtyColors ) {
  11762. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  11763. face = obj_faces[ chunk_faces3[ f ] ];
  11764. vertexColors = face.vertexColors;
  11765. faceColor = face.color;
  11766. if ( vertexColors.length === 3 && material.vertexColors === THREE.VertexColors ) {
  11767. c1 = vertexColors[ 0 ];
  11768. c2 = vertexColors[ 1 ];
  11769. c3 = vertexColors[ 2 ];
  11770. } else {
  11771. c1 = faceColor;
  11772. c2 = faceColor;
  11773. c3 = faceColor;
  11774. }
  11775. colorArray[ offset_color ] = c1.r;
  11776. colorArray[ offset_color + 1 ] = c1.g;
  11777. colorArray[ offset_color + 2 ] = c1.b;
  11778. colorArray[ offset_color + 3 ] = c2.r;
  11779. colorArray[ offset_color + 4 ] = c2.g;
  11780. colorArray[ offset_color + 5 ] = c2.b;
  11781. colorArray[ offset_color + 6 ] = c3.r;
  11782. colorArray[ offset_color + 7 ] = c3.g;
  11783. colorArray[ offset_color + 8 ] = c3.b;
  11784. offset_color += 9;
  11785. }
  11786. if ( offset_color > 0 ) {
  11787. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  11788. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  11789. }
  11790. }
  11791. if ( dirtyTangents && geometry.hasTangents ) {
  11792. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  11793. face = obj_faces[ chunk_faces3[ f ] ];
  11794. vertexTangents = face.vertexTangents;
  11795. t1 = vertexTangents[ 0 ];
  11796. t2 = vertexTangents[ 1 ];
  11797. t3 = vertexTangents[ 2 ];
  11798. tangentArray[ offset_tangent ] = t1.x;
  11799. tangentArray[ offset_tangent + 1 ] = t1.y;
  11800. tangentArray[ offset_tangent + 2 ] = t1.z;
  11801. tangentArray[ offset_tangent + 3 ] = t1.w;
  11802. tangentArray[ offset_tangent + 4 ] = t2.x;
  11803. tangentArray[ offset_tangent + 5 ] = t2.y;
  11804. tangentArray[ offset_tangent + 6 ] = t2.z;
  11805. tangentArray[ offset_tangent + 7 ] = t2.w;
  11806. tangentArray[ offset_tangent + 8 ] = t3.x;
  11807. tangentArray[ offset_tangent + 9 ] = t3.y;
  11808. tangentArray[ offset_tangent + 10 ] = t3.z;
  11809. tangentArray[ offset_tangent + 11 ] = t3.w;
  11810. offset_tangent += 12;
  11811. }
  11812. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  11813. _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
  11814. }
  11815. if ( dirtyNormals ) {
  11816. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  11817. face = obj_faces[ chunk_faces3[ f ] ];
  11818. vertexNormals = face.vertexNormals;
  11819. faceNormal = face.normal;
  11820. if ( vertexNormals.length === 3 && needsSmoothNormals ) {
  11821. for ( i = 0; i < 3; i ++ ) {
  11822. vn = vertexNormals[ i ];
  11823. normalArray[ offset_normal ] = vn.x;
  11824. normalArray[ offset_normal + 1 ] = vn.y;
  11825. normalArray[ offset_normal + 2 ] = vn.z;
  11826. offset_normal += 3;
  11827. }
  11828. } else {
  11829. for ( i = 0; i < 3; i ++ ) {
  11830. normalArray[ offset_normal ] = faceNormal.x;
  11831. normalArray[ offset_normal + 1 ] = faceNormal.y;
  11832. normalArray[ offset_normal + 2 ] = faceNormal.z;
  11833. offset_normal += 3;
  11834. }
  11835. }
  11836. }
  11837. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  11838. _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
  11839. }
  11840. if ( dirtyUvs && obj_uvs ) {
  11841. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  11842. fi = chunk_faces3[ f ];
  11843. uv = obj_uvs[ fi ];
  11844. if ( uv === undefined ) continue;
  11845. for ( i = 0; i < 3; i ++ ) {
  11846. uvi = uv[ i ];
  11847. uvArray[ offset_uv ] = uvi.x;
  11848. uvArray[ offset_uv + 1 ] = uvi.y;
  11849. offset_uv += 2;
  11850. }
  11851. }
  11852. if ( offset_uv > 0 ) {
  11853. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  11854. _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
  11855. }
  11856. }
  11857. if ( dirtyUvs && obj_uvs2 ) {
  11858. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  11859. fi = chunk_faces3[ f ];
  11860. uv2 = obj_uvs2[ fi ];
  11861. if ( uv2 === undefined ) continue;
  11862. for ( i = 0; i < 3; i ++ ) {
  11863. uv2i = uv2[ i ];
  11864. uv2Array[ offset_uv2 ] = uv2i.x;
  11865. uv2Array[ offset_uv2 + 1 ] = uv2i.y;
  11866. offset_uv2 += 2;
  11867. }
  11868. }
  11869. if ( offset_uv2 > 0 ) {
  11870. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  11871. _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
  11872. }
  11873. }
  11874. if ( dirtyElements ) {
  11875. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  11876. faceArray[ offset_face ] = vertexIndex;
  11877. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  11878. faceArray[ offset_face + 2 ] = vertexIndex + 2;
  11879. offset_face += 3;
  11880. lineArray[ offset_line ] = vertexIndex;
  11881. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  11882. lineArray[ offset_line + 2 ] = vertexIndex;
  11883. lineArray[ offset_line + 3 ] = vertexIndex + 2;
  11884. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  11885. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  11886. offset_line += 6;
  11887. vertexIndex += 3;
  11888. }
  11889. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  11890. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
  11891. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  11892. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
  11893. }
  11894. if ( customAttributes ) {
  11895. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  11896. customAttribute = customAttributes[ i ];
  11897. if ( ! customAttribute.__original.needsUpdate ) continue;
  11898. offset_custom = 0;
  11899. offset_customSrc = 0;
  11900. if ( customAttribute.size === 1 ) {
  11901. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
  11902. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  11903. face = obj_faces[ chunk_faces3[ f ] ];
  11904. customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
  11905. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  11906. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  11907. offset_custom += 3;
  11908. }
  11909. } else if ( customAttribute.boundTo === 'faces' ) {
  11910. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  11911. value = customAttribute.value[ chunk_faces3[ f ] ];
  11912. customAttribute.array[ offset_custom ] = value;
  11913. customAttribute.array[ offset_custom + 1 ] = value;
  11914. customAttribute.array[ offset_custom + 2 ] = value;
  11915. offset_custom += 3;
  11916. }
  11917. }
  11918. } else if ( customAttribute.size === 2 ) {
  11919. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
  11920. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  11921. face = obj_faces[ chunk_faces3[ f ] ];
  11922. v1 = customAttribute.value[ face.a ];
  11923. v2 = customAttribute.value[ face.b ];
  11924. v3 = customAttribute.value[ face.c ];
  11925. customAttribute.array[ offset_custom ] = v1.x;
  11926. customAttribute.array[ offset_custom + 1 ] = v1.y;
  11927. customAttribute.array[ offset_custom + 2 ] = v2.x;
  11928. customAttribute.array[ offset_custom + 3 ] = v2.y;
  11929. customAttribute.array[ offset_custom + 4 ] = v3.x;
  11930. customAttribute.array[ offset_custom + 5 ] = v3.y;
  11931. offset_custom += 6;
  11932. }
  11933. } else if ( customAttribute.boundTo === 'faces' ) {
  11934. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  11935. value = customAttribute.value[ chunk_faces3[ f ] ];
  11936. v1 = value;
  11937. v2 = value;
  11938. v3 = value;
  11939. customAttribute.array[ offset_custom ] = v1.x;
  11940. customAttribute.array[ offset_custom + 1 ] = v1.y;
  11941. customAttribute.array[ offset_custom + 2 ] = v2.x;
  11942. customAttribute.array[ offset_custom + 3 ] = v2.y;
  11943. customAttribute.array[ offset_custom + 4 ] = v3.x;
  11944. customAttribute.array[ offset_custom + 5 ] = v3.y;
  11945. offset_custom += 6;
  11946. }
  11947. }
  11948. } else if ( customAttribute.size === 3 ) {
  11949. var pp;
  11950. if ( customAttribute.type === 'c' ) {
  11951. pp = [ 'r', 'g', 'b' ];
  11952. } else {
  11953. pp = [ 'x', 'y', 'z' ];
  11954. }
  11955. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
  11956. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  11957. face = obj_faces[ chunk_faces3[ f ] ];
  11958. v1 = customAttribute.value[ face.a ];
  11959. v2 = customAttribute.value[ face.b ];
  11960. v3 = customAttribute.value[ face.c ];
  11961. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  11962. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  11963. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  11964. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  11965. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  11966. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  11967. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  11968. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  11969. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  11970. offset_custom += 9;
  11971. }
  11972. } else if ( customAttribute.boundTo === 'faces' ) {
  11973. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  11974. value = customAttribute.value[ chunk_faces3[ f ] ];
  11975. v1 = value;
  11976. v2 = value;
  11977. v3 = value;
  11978. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  11979. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  11980. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  11981. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  11982. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  11983. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  11984. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  11985. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  11986. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  11987. offset_custom += 9;
  11988. }
  11989. } else if ( customAttribute.boundTo === 'faceVertices' ) {
  11990. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  11991. value = customAttribute.value[ chunk_faces3[ f ] ];
  11992. v1 = value[ 0 ];
  11993. v2 = value[ 1 ];
  11994. v3 = value[ 2 ];
  11995. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  11996. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  11997. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  11998. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  11999. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  12000. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  12001. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  12002. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  12003. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  12004. offset_custom += 9;
  12005. }
  12006. }
  12007. } else if ( customAttribute.size === 4 ) {
  12008. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
  12009. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12010. face = obj_faces[ chunk_faces3[ f ] ];
  12011. v1 = customAttribute.value[ face.a ];
  12012. v2 = customAttribute.value[ face.b ];
  12013. v3 = customAttribute.value[ face.c ];
  12014. customAttribute.array[ offset_custom ] = v1.x;
  12015. customAttribute.array[ offset_custom + 1 ] = v1.y;
  12016. customAttribute.array[ offset_custom + 2 ] = v1.z;
  12017. customAttribute.array[ offset_custom + 3 ] = v1.w;
  12018. customAttribute.array[ offset_custom + 4 ] = v2.x;
  12019. customAttribute.array[ offset_custom + 5 ] = v2.y;
  12020. customAttribute.array[ offset_custom + 6 ] = v2.z;
  12021. customAttribute.array[ offset_custom + 7 ] = v2.w;
  12022. customAttribute.array[ offset_custom + 8 ] = v3.x;
  12023. customAttribute.array[ offset_custom + 9 ] = v3.y;
  12024. customAttribute.array[ offset_custom + 10 ] = v3.z;
  12025. customAttribute.array[ offset_custom + 11 ] = v3.w;
  12026. offset_custom += 12;
  12027. }
  12028. } else if ( customAttribute.boundTo === 'faces' ) {
  12029. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12030. value = customAttribute.value[ chunk_faces3[ f ] ];
  12031. v1 = value;
  12032. v2 = value;
  12033. v3 = value;
  12034. customAttribute.array[ offset_custom ] = v1.x;
  12035. customAttribute.array[ offset_custom + 1 ] = v1.y;
  12036. customAttribute.array[ offset_custom + 2 ] = v1.z;
  12037. customAttribute.array[ offset_custom + 3 ] = v1.w;
  12038. customAttribute.array[ offset_custom + 4 ] = v2.x;
  12039. customAttribute.array[ offset_custom + 5 ] = v2.y;
  12040. customAttribute.array[ offset_custom + 6 ] = v2.z;
  12041. customAttribute.array[ offset_custom + 7 ] = v2.w;
  12042. customAttribute.array[ offset_custom + 8 ] = v3.x;
  12043. customAttribute.array[ offset_custom + 9 ] = v3.y;
  12044. customAttribute.array[ offset_custom + 10 ] = v3.z;
  12045. customAttribute.array[ offset_custom + 11 ] = v3.w;
  12046. offset_custom += 12;
  12047. }
  12048. } else if ( customAttribute.boundTo === 'faceVertices' ) {
  12049. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12050. value = customAttribute.value[ chunk_faces3[ f ] ];
  12051. v1 = value[ 0 ];
  12052. v2 = value[ 1 ];
  12053. v3 = value[ 2 ];
  12054. customAttribute.array[ offset_custom ] = v1.x;
  12055. customAttribute.array[ offset_custom + 1 ] = v1.y;
  12056. customAttribute.array[ offset_custom + 2 ] = v1.z;
  12057. customAttribute.array[ offset_custom + 3 ] = v1.w;
  12058. customAttribute.array[ offset_custom + 4 ] = v2.x;
  12059. customAttribute.array[ offset_custom + 5 ] = v2.y;
  12060. customAttribute.array[ offset_custom + 6 ] = v2.z;
  12061. customAttribute.array[ offset_custom + 7 ] = v2.w;
  12062. customAttribute.array[ offset_custom + 8 ] = v3.x;
  12063. customAttribute.array[ offset_custom + 9 ] = v3.y;
  12064. customAttribute.array[ offset_custom + 10 ] = v3.z;
  12065. customAttribute.array[ offset_custom + 11 ] = v3.w;
  12066. offset_custom += 12;
  12067. }
  12068. }
  12069. }
  12070. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  12071. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  12072. }
  12073. }
  12074. if ( dispose ) {
  12075. delete geometryGroup.__inittedArrays;
  12076. delete geometryGroup.__colorArray;
  12077. delete geometryGroup.__normalArray;
  12078. delete geometryGroup.__tangentArray;
  12079. delete geometryGroup.__uvArray;
  12080. delete geometryGroup.__uv2Array;
  12081. delete geometryGroup.__faceArray;
  12082. delete geometryGroup.__vertexArray;
  12083. delete geometryGroup.__lineArray;
  12084. delete geometryGroup.__skinIndexArray;
  12085. delete geometryGroup.__skinWeightArray;
  12086. }
  12087. };
  12088. // Buffer rendering
  12089. this.renderBufferImmediate = function ( object, program, material ) {
  12090. initAttributes();
  12091. if ( object.hasPositions && ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
  12092. if ( object.hasNormals && ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
  12093. if ( object.hasUvs && ! object.__webglUvBuffer ) object.__webglUvBuffer = _gl.createBuffer();
  12094. if ( object.hasColors && ! object.__webglColorBuffer ) object.__webglColorBuffer = _gl.createBuffer();
  12095. if ( object.hasPositions ) {
  12096. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
  12097. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  12098. enableAttribute( program.attributes.position );
  12099. _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  12100. }
  12101. if ( object.hasNormals ) {
  12102. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
  12103. if ( material.shading === THREE.FlatShading ) {
  12104. var nx, ny, nz,
  12105. nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
  12106. normalArray,
  12107. i, il = object.count * 3;
  12108. for ( i = 0; i < il; i += 9 ) {
  12109. normalArray = object.normalArray;
  12110. nax = normalArray[ i ];
  12111. nay = normalArray[ i + 1 ];
  12112. naz = normalArray[ i + 2 ];
  12113. nbx = normalArray[ i + 3 ];
  12114. nby = normalArray[ i + 4 ];
  12115. nbz = normalArray[ i + 5 ];
  12116. ncx = normalArray[ i + 6 ];
  12117. ncy = normalArray[ i + 7 ];
  12118. ncz = normalArray[ i + 8 ];
  12119. nx = ( nax + nbx + ncx ) / 3;
  12120. ny = ( nay + nby + ncy ) / 3;
  12121. nz = ( naz + nbz + ncz ) / 3;
  12122. normalArray[ i ] = nx;
  12123. normalArray[ i + 1 ] = ny;
  12124. normalArray[ i + 2 ] = nz;
  12125. normalArray[ i + 3 ] = nx;
  12126. normalArray[ i + 4 ] = ny;
  12127. normalArray[ i + 5 ] = nz;
  12128. normalArray[ i + 6 ] = nx;
  12129. normalArray[ i + 7 ] = ny;
  12130. normalArray[ i + 8 ] = nz;
  12131. }
  12132. }
  12133. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  12134. enableAttribute( program.attributes.normal );
  12135. _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  12136. }
  12137. if ( object.hasUvs && material.map ) {
  12138. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglUvBuffer );
  12139. _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
  12140. enableAttribute( program.attributes.uv );
  12141. _gl.vertexAttribPointer( program.attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  12142. }
  12143. if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
  12144. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglColorBuffer );
  12145. _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
  12146. enableAttribute( program.attributes.color );
  12147. _gl.vertexAttribPointer( program.attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  12148. }
  12149. disableUnusedAttributes();
  12150. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  12151. object.count = 0;
  12152. };
  12153. function setupVertexAttributes( material, program, geometry, startIndex ) {
  12154. var geometryAttributes = geometry.attributes;
  12155. var programAttributes = program.attributes;
  12156. var programAttributesKeys = program.attributesKeys;
  12157. for ( var i = 0, l = programAttributesKeys.length; i < l; i ++ ) {
  12158. var key = programAttributesKeys[ i ];
  12159. var programAttribute = programAttributes[ key ];
  12160. if ( programAttribute >= 0 ) {
  12161. var geometryAttribute = geometryAttributes[ key ];
  12162. if ( geometryAttribute !== undefined ) {
  12163. var size = geometryAttribute.itemSize;
  12164. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryAttribute.buffer );
  12165. enableAttribute( programAttribute );
  12166. _gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, 0, startIndex * size * 4 ); // 4 bytes per Float32
  12167. } else if ( material.defaultAttributeValues !== undefined ) {
  12168. if ( material.defaultAttributeValues[ key ].length === 2 ) {
  12169. _gl.vertexAttrib2fv( programAttribute, material.defaultAttributeValues[ key ] );
  12170. } else if ( material.defaultAttributeValues[ key ].length === 3 ) {
  12171. _gl.vertexAttrib3fv( programAttribute, material.defaultAttributeValues[ key ] );
  12172. }
  12173. }
  12174. }
  12175. }
  12176. disableUnusedAttributes();
  12177. }
  12178. this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) {
  12179. if ( material.visible === false ) return;
  12180. updateObject( object );
  12181. var program = setProgram( camera, lights, fog, material, object );
  12182. var updateBuffers = false,
  12183. wireframeBit = material.wireframe ? 1 : 0,
  12184. geometryHash = ( geometry.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  12185. if ( geometryHash !== _currentGeometryGroupHash ) {
  12186. _currentGeometryGroupHash = geometryHash;
  12187. updateBuffers = true;
  12188. }
  12189. if ( updateBuffers ) {
  12190. initAttributes();
  12191. }
  12192. // render mesh
  12193. if ( object instanceof THREE.Mesh ) {
  12194. var mode = material.wireframe === true ? _gl.LINES : _gl.TRIANGLES;
  12195. var index = geometry.attributes.index;
  12196. if ( index ) {
  12197. // indexed triangles
  12198. var type, size;
  12199. if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
  12200. type = _gl.UNSIGNED_INT;
  12201. size = 4;
  12202. } else {
  12203. type = _gl.UNSIGNED_SHORT;
  12204. size = 2;
  12205. }
  12206. var offsets = geometry.offsets;
  12207. if ( offsets.length === 0 ) {
  12208. if ( updateBuffers ) {
  12209. setupVertexAttributes( material, program, geometry, 0 );
  12210. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  12211. }
  12212. _gl.drawElements( mode, index.array.length, type, 0 );
  12213. _this.info.render.calls ++;
  12214. _this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
  12215. _this.info.render.faces += index.array.length / 3;
  12216. } else {
  12217. // if there is more than 1 chunk
  12218. // must set attribute pointers to use new offsets for each chunk
  12219. // even if geometry and materials didn't change
  12220. updateBuffers = true;
  12221. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  12222. var startIndex = offsets[ i ].index;
  12223. if ( updateBuffers ) {
  12224. setupVertexAttributes( material, program, geometry, startIndex );
  12225. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  12226. }
  12227. // render indexed triangles
  12228. _gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size );
  12229. _this.info.render.calls ++;
  12230. _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  12231. _this.info.render.faces += offsets[ i ].count / 3;
  12232. }
  12233. }
  12234. } else {
  12235. // non-indexed triangles
  12236. if ( updateBuffers ) {
  12237. setupVertexAttributes( material, program, geometry, 0 );
  12238. }
  12239. var position = geometry.attributes[ 'position' ];
  12240. // render non-indexed triangles
  12241. _gl.drawArrays( mode, 0, position.array.length / 3 );
  12242. _this.info.render.calls ++;
  12243. _this.info.render.vertices += position.array.length / 3;
  12244. _this.info.render.faces += position.array.length / 9;
  12245. }
  12246. } else if ( object instanceof THREE.PointCloud ) {
  12247. // render particles
  12248. var mode = _gl.POINTS;
  12249. var index = geometry.attributes.index;
  12250. if ( index ) {
  12251. // indexed points
  12252. var type, size;
  12253. if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
  12254. type = _gl.UNSIGNED_INT;
  12255. size = 4;
  12256. } else {
  12257. type = _gl.UNSIGNED_SHORT;
  12258. size = 2;
  12259. }
  12260. var offsets = geometry.offsets;
  12261. if ( offsets.length === 0 ) {
  12262. if ( updateBuffers ) {
  12263. setupVertexAttributes( material, program, geometry, 0 );
  12264. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  12265. }
  12266. _gl.drawElements( mode, index.array.length, type, 0);
  12267. _this.info.render.calls ++;
  12268. _this.info.render.points += index.array.length;
  12269. } else {
  12270. // if there is more than 1 chunk
  12271. // must set attribute pointers to use new offsets for each chunk
  12272. // even if geometry and materials didn't change
  12273. if ( offsets.length > 1 ) updateBuffers = true;
  12274. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  12275. var startIndex = offsets[ i ].index;
  12276. if ( updateBuffers ) {
  12277. setupVertexAttributes( material, program, geometry, startIndex );
  12278. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  12279. }
  12280. // render indexed points
  12281. _gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size );
  12282. _this.info.render.calls ++;
  12283. _this.info.render.points += offsets[ i ].count;
  12284. }
  12285. }
  12286. } else {
  12287. // non-indexed points
  12288. if ( updateBuffers ) {
  12289. setupVertexAttributes( material, program, geometry, 0 );
  12290. }
  12291. var position = geometry.attributes.position;
  12292. _gl.drawArrays( mode, 0, position.array.length / 3 );
  12293. _this.info.render.calls ++;
  12294. _this.info.render.points += position.array.length / 3;
  12295. }
  12296. } else if ( object instanceof THREE.Line ) {
  12297. var mode = ( object.mode === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  12298. setLineWidth( material.linewidth );
  12299. var index = geometry.attributes.index;
  12300. if ( index ) {
  12301. // indexed lines
  12302. var type, size;
  12303. if ( index.array instanceof Uint32Array ) {
  12304. type = _gl.UNSIGNED_INT;
  12305. size = 4;
  12306. } else {
  12307. type = _gl.UNSIGNED_SHORT;
  12308. size = 2;
  12309. }
  12310. var offsets = geometry.offsets;
  12311. if ( offsets.length === 0 ) {
  12312. if ( updateBuffers ) {
  12313. setupVertexAttributes( material, program, geometry, 0 );
  12314. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  12315. }
  12316. _gl.drawElements( mode, index.array.length, type, 0 ); // 2 bytes per Uint16Array
  12317. _this.info.render.calls ++;
  12318. _this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
  12319. } else {
  12320. // if there is more than 1 chunk
  12321. // must set attribute pointers to use new offsets for each chunk
  12322. // even if geometry and materials didn't change
  12323. if ( offsets.length > 1 ) updateBuffers = true;
  12324. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  12325. var startIndex = offsets[ i ].index;
  12326. if ( updateBuffers ) {
  12327. setupVertexAttributes( material, program, geometry, startIndex );
  12328. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  12329. }
  12330. // render indexed lines
  12331. _gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size ); // 2 bytes per Uint16Array
  12332. _this.info.render.calls ++;
  12333. _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  12334. }
  12335. }
  12336. } else {
  12337. // non-indexed lines
  12338. if ( updateBuffers ) {
  12339. setupVertexAttributes( material, program, geometry, 0 );
  12340. }
  12341. var position = geometry.attributes.position;
  12342. _gl.drawArrays( mode, 0, position.array.length / 3 );
  12343. _this.info.render.calls ++;
  12344. _this.info.render.points += position.array.length / 3;
  12345. }
  12346. }
  12347. };
  12348. this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
  12349. if ( material.visible === false ) return;
  12350. updateObject( object );
  12351. var program = setProgram( camera, lights, fog, material, object );
  12352. var attributes = program.attributes;
  12353. var updateBuffers = false,
  12354. wireframeBit = material.wireframe ? 1 : 0,
  12355. geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  12356. if ( geometryGroupHash !== _currentGeometryGroupHash ) {
  12357. _currentGeometryGroupHash = geometryGroupHash;
  12358. updateBuffers = true;
  12359. }
  12360. if ( updateBuffers ) {
  12361. initAttributes();
  12362. }
  12363. // vertices
  12364. if ( ! material.morphTargets && attributes.position >= 0 ) {
  12365. if ( updateBuffers ) {
  12366. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  12367. enableAttribute( attributes.position );
  12368. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  12369. }
  12370. } else {
  12371. if ( object.morphTargetBase ) {
  12372. setupMorphTargets( material, geometryGroup, object );
  12373. }
  12374. }
  12375. if ( updateBuffers ) {
  12376. // custom attributes
  12377. // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
  12378. if ( geometryGroup.__webglCustomAttributesList ) {
  12379. for ( var i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
  12380. var attribute = geometryGroup.__webglCustomAttributesList[ i ];
  12381. if ( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
  12382. _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
  12383. enableAttribute( attributes[ attribute.buffer.belongsToAttribute ] );
  12384. _gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
  12385. }
  12386. }
  12387. }
  12388. // colors
  12389. if ( attributes.color >= 0 ) {
  12390. if ( object.geometry.colors.length > 0 || object.geometry.faces.length > 0 ) {
  12391. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  12392. enableAttribute( attributes.color );
  12393. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  12394. } else if ( material.defaultAttributeValues !== undefined ) {
  12395. _gl.vertexAttrib3fv( attributes.color, material.defaultAttributeValues.color );
  12396. }
  12397. }
  12398. // normals
  12399. if ( attributes.normal >= 0 ) {
  12400. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  12401. enableAttribute( attributes.normal );
  12402. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  12403. }
  12404. // tangents
  12405. if ( attributes.tangent >= 0 ) {
  12406. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  12407. enableAttribute( attributes.tangent );
  12408. _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
  12409. }
  12410. // uvs
  12411. if ( attributes.uv >= 0 ) {
  12412. if ( object.geometry.faceVertexUvs[ 0 ] ) {
  12413. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  12414. enableAttribute( attributes.uv );
  12415. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  12416. } else if ( material.defaultAttributeValues !== undefined ) {
  12417. _gl.vertexAttrib2fv( attributes.uv, material.defaultAttributeValues.uv );
  12418. }
  12419. }
  12420. if ( attributes.uv2 >= 0 ) {
  12421. if ( object.geometry.faceVertexUvs[ 1 ] ) {
  12422. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  12423. enableAttribute( attributes.uv2 );
  12424. _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
  12425. } else if ( material.defaultAttributeValues !== undefined ) {
  12426. _gl.vertexAttrib2fv( attributes.uv2, material.defaultAttributeValues.uv2 );
  12427. }
  12428. }
  12429. if ( material.skinning &&
  12430. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  12431. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  12432. enableAttribute( attributes.skinIndex );
  12433. _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
  12434. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  12435. enableAttribute( attributes.skinWeight );
  12436. _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
  12437. }
  12438. // line distances
  12439. if ( attributes.lineDistance >= 0 ) {
  12440. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglLineDistanceBuffer );
  12441. enableAttribute( attributes.lineDistance );
  12442. _gl.vertexAttribPointer( attributes.lineDistance, 1, _gl.FLOAT, false, 0, 0 );
  12443. }
  12444. }
  12445. disableUnusedAttributes();
  12446. // render mesh
  12447. if ( object instanceof THREE.Mesh ) {
  12448. var type = geometryGroup.__typeArray === Uint32Array ? _gl.UNSIGNED_INT : _gl.UNSIGNED_SHORT;
  12449. // wireframe
  12450. if ( material.wireframe ) {
  12451. setLineWidth( material.wireframeLinewidth );
  12452. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  12453. _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, type, 0 );
  12454. // triangles
  12455. } else {
  12456. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  12457. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, type, 0 );
  12458. }
  12459. _this.info.render.calls ++;
  12460. _this.info.render.vertices += geometryGroup.__webglFaceCount;
  12461. _this.info.render.faces += geometryGroup.__webglFaceCount / 3;
  12462. // render lines
  12463. } else if ( object instanceof THREE.Line ) {
  12464. var mode = ( object.mode === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  12465. setLineWidth( material.linewidth );
  12466. _gl.drawArrays( mode, 0, geometryGroup.__webglLineCount );
  12467. _this.info.render.calls ++;
  12468. // render particles
  12469. } else if ( object instanceof THREE.PointCloud ) {
  12470. _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
  12471. _this.info.render.calls ++;
  12472. _this.info.render.points += geometryGroup.__webglParticleCount;
  12473. }
  12474. };
  12475. function initAttributes() {
  12476. for ( var i = 0, l = _newAttributes.length; i < l; i ++ ) {
  12477. _newAttributes[ i ] = 0;
  12478. }
  12479. }
  12480. function enableAttribute( attribute ) {
  12481. _newAttributes[ attribute ] = 1;
  12482. if ( _enabledAttributes[ attribute ] === 0 ) {
  12483. _gl.enableVertexAttribArray( attribute );
  12484. _enabledAttributes[ attribute ] = 1;
  12485. }
  12486. }
  12487. function disableUnusedAttributes() {
  12488. for ( var i = 0, l = _enabledAttributes.length; i < l; i ++ ) {
  12489. if ( _enabledAttributes[ i ] !== _newAttributes[ i ] ) {
  12490. _gl.disableVertexAttribArray( i );
  12491. _enabledAttributes[ i ] = 0;
  12492. }
  12493. }
  12494. }
  12495. function setupMorphTargets ( material, geometryGroup, object ) {
  12496. // set base
  12497. var attributes = material.program.attributes;
  12498. if ( object.morphTargetBase !== - 1 && attributes.position >= 0 ) {
  12499. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
  12500. enableAttribute( attributes.position );
  12501. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  12502. } else if ( attributes.position >= 0 ) {
  12503. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  12504. enableAttribute( attributes.position );
  12505. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  12506. }
  12507. if ( object.morphTargetForcedOrder.length ) {
  12508. // set forced order
  12509. var m = 0;
  12510. var order = object.morphTargetForcedOrder;
  12511. var influences = object.morphTargetInfluences;
  12512. while ( m < material.numSupportedMorphTargets && m < order.length ) {
  12513. if ( attributes[ 'morphTarget' + m ] >= 0 ) {
  12514. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
  12515. enableAttribute( attributes[ 'morphTarget' + m ] );
  12516. _gl.vertexAttribPointer( attributes[ 'morphTarget' + m ], 3, _gl.FLOAT, false, 0, 0 );
  12517. }
  12518. if ( attributes[ 'morphNormal' + m ] >= 0 && material.morphNormals ) {
  12519. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
  12520. enableAttribute( attributes[ 'morphNormal' + m ] );
  12521. _gl.vertexAttribPointer( attributes[ 'morphNormal' + m ], 3, _gl.FLOAT, false, 0, 0 );
  12522. }
  12523. object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
  12524. m ++;
  12525. }
  12526. } else {
  12527. // find the most influencing
  12528. var influence, activeInfluenceIndices = [];
  12529. var influences = object.morphTargetInfluences;
  12530. var i, il = influences.length;
  12531. for ( i = 0; i < il; i ++ ) {
  12532. influence = influences[ i ];
  12533. if ( influence !== 0 ) {
  12534. activeInfluenceIndices.push( [ influence, i ] );
  12535. }
  12536. }
  12537. if ( activeInfluenceIndices.length > material.numSupportedMorphTargets ) {
  12538. activeInfluenceIndices.sort( numericalSort );
  12539. activeInfluenceIndices.length = material.numSupportedMorphTargets;
  12540. } else if ( activeInfluenceIndices.length > material.numSupportedMorphNormals ) {
  12541. activeInfluenceIndices.sort( numericalSort );
  12542. } else if ( activeInfluenceIndices.length === 0 ) {
  12543. activeInfluenceIndices.push( [ 0, 0 ] );
  12544. };
  12545. var influenceIndex, m = 0;
  12546. while ( m < material.numSupportedMorphTargets ) {
  12547. if ( activeInfluenceIndices[ m ] ) {
  12548. influenceIndex = activeInfluenceIndices[ m ][ 1 ];
  12549. if ( attributes[ 'morphTarget' + m ] >= 0 ) {
  12550. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] );
  12551. enableAttribute( attributes[ 'morphTarget' + m ] );
  12552. _gl.vertexAttribPointer( attributes[ 'morphTarget' + m ], 3, _gl.FLOAT, false, 0, 0 );
  12553. }
  12554. if ( attributes[ 'morphNormal' + m ] >= 0 && material.morphNormals ) {
  12555. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ] );
  12556. enableAttribute( attributes[ 'morphNormal' + m ] );
  12557. _gl.vertexAttribPointer( attributes[ 'morphNormal' + m ], 3, _gl.FLOAT, false, 0, 0 );
  12558. }
  12559. object.__webglMorphTargetInfluences[ m ] = influences[ influenceIndex ];
  12560. } else {
  12561. /*
  12562. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  12563. if ( material.morphNormals ) {
  12564. _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
  12565. }
  12566. */
  12567. object.__webglMorphTargetInfluences[ m ] = 0;
  12568. }
  12569. m ++;
  12570. }
  12571. }
  12572. // load updated influences uniform
  12573. if ( material.program.uniforms.morphTargetInfluences !== null ) {
  12574. _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
  12575. }
  12576. }
  12577. // Sorting
  12578. function painterSortStable ( a, b ) {
  12579. if ( a.material.id !== b.material.id ) {
  12580. return a.material.id - b.material.id;
  12581. } else if ( a.z !== b.z ) {
  12582. return a.z - b.z;
  12583. } else {
  12584. return a.id - b.id;
  12585. }
  12586. }
  12587. function reversePainterSortStable ( a, b ) {
  12588. if ( a.z !== b.z ) {
  12589. return b.z - a.z;
  12590. } else {
  12591. return a.id - b.id;
  12592. }
  12593. }
  12594. function numericalSort ( a, b ) {
  12595. return b[ 0 ] - a[ 0 ];
  12596. }
  12597. // Rendering
  12598. this.render = function ( scene, camera, renderTarget, forceClear ) {
  12599. if ( camera instanceof THREE.Camera === false ) {
  12600. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  12601. return;
  12602. }
  12603. var fog = scene.fog;
  12604. // reset caching for this frame
  12605. _currentGeometryGroupHash = - 1;
  12606. _currentMaterialId = - 1;
  12607. _currentCamera = null;
  12608. _lightsNeedUpdate = true;
  12609. // update scene graph
  12610. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  12611. // update camera matrices and frustum
  12612. if ( camera.parent === undefined ) camera.updateMatrixWorld();
  12613. // update Skeleton objects
  12614. scene.traverse( function ( object ) {
  12615. if ( object instanceof THREE.SkinnedMesh ) {
  12616. object.skeleton.update();
  12617. }
  12618. } );
  12619. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  12620. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  12621. _frustum.setFromMatrix( _projScreenMatrix );
  12622. lights.length = 0;
  12623. opaqueObjects.length = 0;
  12624. transparentObjects.length = 0;
  12625. sprites.length = 0;
  12626. lensFlares.length = 0;
  12627. projectObject( scene );
  12628. if ( _this.sortObjects === true ) {
  12629. opaqueObjects.sort( painterSortStable );
  12630. transparentObjects.sort( reversePainterSortStable );
  12631. }
  12632. // custom render plugins (pre pass)
  12633. shadowMapPlugin.render( scene, camera );
  12634. //
  12635. _this.info.render.calls = 0;
  12636. _this.info.render.vertices = 0;
  12637. _this.info.render.faces = 0;
  12638. _this.info.render.points = 0;
  12639. this.setRenderTarget( renderTarget );
  12640. if ( this.autoClear || forceClear ) {
  12641. this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
  12642. }
  12643. // set matrices for immediate objects
  12644. for ( var i = 0, il = _webglObjectsImmediate.length; i < il; i ++ ) {
  12645. var webglObject = _webglObjectsImmediate[ i ];
  12646. var object = webglObject.object;
  12647. if ( object.visible ) {
  12648. setupMatrices( object, camera );
  12649. unrollImmediateBufferMaterial( webglObject );
  12650. }
  12651. }
  12652. if ( scene.overrideMaterial ) {
  12653. var material = scene.overrideMaterial;
  12654. this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  12655. this.setDepthTest( material.depthTest );
  12656. this.setDepthWrite( material.depthWrite );
  12657. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  12658. renderObjects( opaqueObjects, camera, lights, fog, true, material );
  12659. renderObjects( transparentObjects, camera, lights, fog, true, material );
  12660. renderObjectsImmediate( _webglObjectsImmediate, '', camera, lights, fog, false, material );
  12661. } else {
  12662. var material = null;
  12663. // opaque pass (front-to-back order)
  12664. this.setBlending( THREE.NoBlending );
  12665. renderObjects( opaqueObjects, camera, lights, fog, false, material );
  12666. renderObjectsImmediate( _webglObjectsImmediate, 'opaque', camera, lights, fog, false, material );
  12667. // transparent pass (back-to-front order)
  12668. renderObjects( transparentObjects, camera, lights, fog, true, material );
  12669. renderObjectsImmediate( _webglObjectsImmediate, 'transparent', camera, lights, fog, true, material );
  12670. }
  12671. // custom render plugins (post pass)
  12672. spritePlugin.render( scene, camera );
  12673. lensFlarePlugin.render( scene, camera, _currentWidth, _currentHeight );
  12674. // Generate mipmap if we're using any kind of mipmap filtering
  12675. if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  12676. updateRenderTargetMipmap( renderTarget );
  12677. }
  12678. // Ensure depth buffer writing is enabled so it can be cleared on next render
  12679. this.setDepthTest( true );
  12680. this.setDepthWrite( true );
  12681. // _gl.finish();
  12682. };
  12683. function projectObject( object ) {
  12684. if ( object.visible === false ) return;
  12685. if ( object instanceof THREE.Scene || object instanceof THREE.Group ) {
  12686. // skip
  12687. } else {
  12688. initObject( object );
  12689. if ( object instanceof THREE.Light ) {
  12690. lights.push( object );
  12691. } else if ( object instanceof THREE.Sprite ) {
  12692. sprites.push( object );
  12693. } else if ( object instanceof THREE.LensFlare ) {
  12694. lensFlares.push( object );
  12695. } else {
  12696. var webglObjects = _webglObjects[ object.id ];
  12697. if ( webglObjects && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) {
  12698. for ( var i = 0, l = webglObjects.length; i < l; i ++ ) {
  12699. var webglObject = webglObjects[i];
  12700. unrollBufferMaterial( webglObject );
  12701. webglObject.render = true;
  12702. if ( _this.sortObjects === true ) {
  12703. _vector3.setFromMatrixPosition( object.matrixWorld );
  12704. _vector3.applyProjection( _projScreenMatrix );
  12705. webglObject.z = _vector3.z;
  12706. }
  12707. }
  12708. }
  12709. }
  12710. }
  12711. for ( var i = 0, l = object.children.length; i < l; i ++ ) {
  12712. projectObject( object.children[ i ] );
  12713. }
  12714. }
  12715. function renderObjects( renderList, camera, lights, fog, useBlending, overrideMaterial ) {
  12716. var material;
  12717. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  12718. var webglObject = renderList[ i ];
  12719. var object = webglObject.object;
  12720. var buffer = webglObject.buffer;
  12721. setupMatrices( object, camera );
  12722. if ( overrideMaterial ) {
  12723. material = overrideMaterial;
  12724. } else {
  12725. material = webglObject.material;
  12726. if ( ! material ) continue;
  12727. if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  12728. _this.setDepthTest( material.depthTest );
  12729. _this.setDepthWrite( material.depthWrite );
  12730. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  12731. }
  12732. _this.setMaterialFaces( material );
  12733. if ( buffer instanceof THREE.BufferGeometry ) {
  12734. _this.renderBufferDirect( camera, lights, fog, material, buffer, object );
  12735. } else {
  12736. _this.renderBuffer( camera, lights, fog, material, buffer, object );
  12737. }
  12738. }
  12739. }
  12740. function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
  12741. var material;
  12742. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  12743. var webglObject = renderList[ i ];
  12744. var object = webglObject.object;
  12745. if ( object.visible ) {
  12746. if ( overrideMaterial ) {
  12747. material = overrideMaterial;
  12748. } else {
  12749. material = webglObject[ materialType ];
  12750. if ( ! material ) continue;
  12751. if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  12752. _this.setDepthTest( material.depthTest );
  12753. _this.setDepthWrite( material.depthWrite );
  12754. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  12755. }
  12756. _this.renderImmediateObject( camera, lights, fog, material, object );
  12757. }
  12758. }
  12759. }
  12760. this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
  12761. var program = setProgram( camera, lights, fog, material, object );
  12762. _currentGeometryGroupHash = - 1;
  12763. _this.setMaterialFaces( material );
  12764. if ( object.immediateRenderCallback ) {
  12765. object.immediateRenderCallback( program, _gl, _frustum );
  12766. } else {
  12767. object.render( function ( object ) { _this.renderBufferImmediate( object, program, material ); } );
  12768. }
  12769. };
  12770. function unrollImmediateBufferMaterial ( globject ) {
  12771. var object = globject.object,
  12772. material = object.material;
  12773. if ( material.transparent ) {
  12774. globject.transparent = material;
  12775. globject.opaque = null;
  12776. } else {
  12777. globject.opaque = material;
  12778. globject.transparent = null;
  12779. }
  12780. }
  12781. function unrollBufferMaterial ( globject ) {
  12782. var object = globject.object;
  12783. var buffer = globject.buffer;
  12784. var geometry = object.geometry;
  12785. var material = object.material;
  12786. if ( material instanceof THREE.MeshFaceMaterial ) {
  12787. var materialIndex = geometry instanceof THREE.BufferGeometry ? 0 : buffer.materialIndex;
  12788. material = material.materials[ materialIndex ];
  12789. globject.material = material;
  12790. if ( material.transparent ) {
  12791. transparentObjects.push( globject );
  12792. } else {
  12793. opaqueObjects.push( globject );
  12794. }
  12795. } else if ( material ) {
  12796. globject.material = material;
  12797. if ( material.transparent ) {
  12798. transparentObjects.push( globject );
  12799. } else {
  12800. opaqueObjects.push( globject );
  12801. }
  12802. }
  12803. }
  12804. function initObject( object ) {
  12805. if ( object.__webglInit === undefined ) {
  12806. object.__webglInit = true;
  12807. object._modelViewMatrix = new THREE.Matrix4();
  12808. object._normalMatrix = new THREE.Matrix3();
  12809. object.addEventListener( 'removed', onObjectRemoved );
  12810. }
  12811. var geometry = object.geometry;
  12812. if ( geometry === undefined ) {
  12813. // ImmediateRenderObject
  12814. } else if ( geometry.__webglInit === undefined ) {
  12815. geometry.__webglInit = true;
  12816. geometry.addEventListener( 'dispose', onGeometryDispose );
  12817. if ( geometry instanceof THREE.BufferGeometry ) {
  12818. _this.info.memory.geometries ++;
  12819. } else if ( object instanceof THREE.Mesh ) {
  12820. initGeometryGroups( object, geometry );
  12821. } else if ( object instanceof THREE.Line ) {
  12822. if ( geometry.__webglVertexBuffer === undefined ) {
  12823. createLineBuffers( geometry );
  12824. initLineBuffers( geometry, object );
  12825. geometry.verticesNeedUpdate = true;
  12826. geometry.colorsNeedUpdate = true;
  12827. geometry.lineDistancesNeedUpdate = true;
  12828. }
  12829. } else if ( object instanceof THREE.PointCloud ) {
  12830. if ( geometry.__webglVertexBuffer === undefined ) {
  12831. createParticleBuffers( geometry );
  12832. initParticleBuffers( geometry, object );
  12833. geometry.verticesNeedUpdate = true;
  12834. geometry.colorsNeedUpdate = true;
  12835. }
  12836. }
  12837. }
  12838. if ( object.__webglActive === undefined) {
  12839. object.__webglActive = true;
  12840. if ( object instanceof THREE.Mesh ) {
  12841. if ( geometry instanceof THREE.BufferGeometry ) {
  12842. addBuffer( _webglObjects, geometry, object );
  12843. } else if ( geometry instanceof THREE.Geometry ) {
  12844. var geometryGroupsList = geometryGroups[ geometry.id ];
  12845. for ( var i = 0,l = geometryGroupsList.length; i < l; i ++ ) {
  12846. addBuffer( _webglObjects, geometryGroupsList[ i ], object );
  12847. }
  12848. }
  12849. } else if ( object instanceof THREE.Line || object instanceof THREE.PointCloud ) {
  12850. addBuffer( _webglObjects, geometry, object );
  12851. } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
  12852. addBufferImmediate( _webglObjectsImmediate, object );
  12853. }
  12854. }
  12855. }
  12856. // Geometry splitting
  12857. var geometryGroups = {};
  12858. var geometryGroupCounter = 0;
  12859. function makeGroups( geometry, usesFaceMaterial ) {
  12860. var maxVerticesInGroup = extensions.get( 'OES_element_index_uint' ) ? 4294967296 : 65535;
  12861. var groupHash, hash_map = {};
  12862. var numMorphTargets = geometry.morphTargets.length;
  12863. var numMorphNormals = geometry.morphNormals.length;
  12864. var group;
  12865. var groups = {};
  12866. var groupsList = [];
  12867. for ( var f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
  12868. var face = geometry.faces[ f ];
  12869. var materialIndex = usesFaceMaterial ? face.materialIndex : 0;
  12870. if ( ! ( materialIndex in hash_map ) ) {
  12871. hash_map[ materialIndex ] = { hash: materialIndex, counter: 0 };
  12872. }
  12873. groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
  12874. if ( ! ( groupHash in groups ) ) {
  12875. group = {
  12876. id: geometryGroupCounter ++,
  12877. faces3: [],
  12878. materialIndex: materialIndex,
  12879. vertices: 0,
  12880. numMorphTargets: numMorphTargets,
  12881. numMorphNormals: numMorphNormals
  12882. };
  12883. groups[ groupHash ] = group;
  12884. groupsList.push( group );
  12885. }
  12886. if ( groups[ groupHash ].vertices + 3 > maxVerticesInGroup ) {
  12887. hash_map[ materialIndex ].counter += 1;
  12888. groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
  12889. if ( ! ( groupHash in groups ) ) {
  12890. group = {
  12891. id: geometryGroupCounter ++,
  12892. faces3: [],
  12893. materialIndex: materialIndex,
  12894. vertices: 0,
  12895. numMorphTargets: numMorphTargets,
  12896. numMorphNormals: numMorphNormals
  12897. };
  12898. groups[ groupHash ] = group;
  12899. groupsList.push( group );
  12900. }
  12901. }
  12902. groups[ groupHash ].faces3.push( f );
  12903. groups[ groupHash ].vertices += 3;
  12904. }
  12905. return groupsList;
  12906. }
  12907. function initGeometryGroups( object, geometry ) {
  12908. var material = object.material, addBuffers = false;
  12909. if ( geometryGroups[ geometry.id ] === undefined || geometry.groupsNeedUpdate === true ) {
  12910. delete _webglObjects[ object.id ];
  12911. geometryGroups[ geometry.id ] = makeGroups( geometry, material instanceof THREE.MeshFaceMaterial );
  12912. geometry.groupsNeedUpdate = false;
  12913. }
  12914. var geometryGroupsList = geometryGroups[ geometry.id ];
  12915. // create separate VBOs per geometry chunk
  12916. for ( var i = 0, il = geometryGroupsList.length; i < il; i ++ ) {
  12917. var geometryGroup = geometryGroupsList[ i ];
  12918. // initialise VBO on the first access
  12919. if ( geometryGroup.__webglVertexBuffer === undefined ) {
  12920. createMeshBuffers( geometryGroup );
  12921. initMeshBuffers( geometryGroup, object );
  12922. geometry.verticesNeedUpdate = true;
  12923. geometry.morphTargetsNeedUpdate = true;
  12924. geometry.elementsNeedUpdate = true;
  12925. geometry.uvsNeedUpdate = true;
  12926. geometry.normalsNeedUpdate = true;
  12927. geometry.tangentsNeedUpdate = true;
  12928. geometry.colorsNeedUpdate = true;
  12929. addBuffers = true;
  12930. } else {
  12931. addBuffers = false;
  12932. }
  12933. if ( addBuffers || object.__webglActive === undefined ) {
  12934. addBuffer( _webglObjects, geometryGroup, object );
  12935. }
  12936. }
  12937. object.__webglActive = true;
  12938. }
  12939. function addBuffer( objlist, buffer, object ) {
  12940. var id = object.id;
  12941. objlist[id] = objlist[id] || [];
  12942. objlist[id].push(
  12943. {
  12944. id: id,
  12945. buffer: buffer,
  12946. object: object,
  12947. material: null,
  12948. z: 0
  12949. }
  12950. );
  12951. };
  12952. function addBufferImmediate( objlist, object ) {
  12953. objlist.push(
  12954. {
  12955. id: null,
  12956. object: object,
  12957. opaque: null,
  12958. transparent: null,
  12959. z: 0
  12960. }
  12961. );
  12962. };
  12963. // Objects updates
  12964. function updateObject( object ) {
  12965. var geometry = object.geometry, customAttributesDirty, material;
  12966. if ( geometry instanceof THREE.BufferGeometry ) {
  12967. var attributes = geometry.attributes;
  12968. var attributesKeys = geometry.attributesKeys;
  12969. for ( var i = 0, l = attributesKeys.length; i < l; i ++ ) {
  12970. var key = attributesKeys[ i ];
  12971. var attribute = attributes[ key ];
  12972. if ( attribute.buffer === undefined ) {
  12973. attribute.buffer = _gl.createBuffer();
  12974. attribute.needsUpdate = true;
  12975. }
  12976. if ( attribute.needsUpdate === true ) {
  12977. var bufferType = ( key === 'index' ) ? _gl.ELEMENT_ARRAY_BUFFER : _gl.ARRAY_BUFFER;
  12978. _gl.bindBuffer( bufferType, attribute.buffer );
  12979. _gl.bufferData( bufferType, attribute.array, _gl.STATIC_DRAW );
  12980. attribute.needsUpdate = false;
  12981. }
  12982. }
  12983. } else if ( object instanceof THREE.Mesh ) {
  12984. // check all geometry groups
  12985. if ( geometry.groupsNeedUpdate === true ) {
  12986. initGeometryGroups( object, geometry );
  12987. }
  12988. var geometryGroupsList = geometryGroups[ geometry.id ];
  12989. for ( var i = 0, il = geometryGroupsList.length; i < il; i ++ ) {
  12990. var geometryGroup = geometryGroupsList[ i ];
  12991. material = getBufferMaterial( object, geometryGroup );
  12992. if ( geometry.groupsNeedUpdate === true ) {
  12993. initMeshBuffers( geometryGroup, object );
  12994. }
  12995. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  12996. if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate ||
  12997. geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
  12998. geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate || customAttributesDirty ) {
  12999. setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, ! geometry.dynamic, material );
  13000. }
  13001. }
  13002. geometry.verticesNeedUpdate = false;
  13003. geometry.morphTargetsNeedUpdate = false;
  13004. geometry.elementsNeedUpdate = false;
  13005. geometry.uvsNeedUpdate = false;
  13006. geometry.normalsNeedUpdate = false;
  13007. geometry.colorsNeedUpdate = false;
  13008. geometry.tangentsNeedUpdate = false;
  13009. material.attributes && clearCustomAttributes( material );
  13010. } else if ( object instanceof THREE.Line ) {
  13011. material = getBufferMaterial( object, geometry );
  13012. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  13013. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.lineDistancesNeedUpdate || customAttributesDirty ) {
  13014. setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
  13015. }
  13016. geometry.verticesNeedUpdate = false;
  13017. geometry.colorsNeedUpdate = false;
  13018. geometry.lineDistancesNeedUpdate = false;
  13019. material.attributes && clearCustomAttributes( material );
  13020. } else if ( object instanceof THREE.PointCloud ) {
  13021. material = getBufferMaterial( object, geometry );
  13022. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  13023. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || customAttributesDirty ) {
  13024. setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
  13025. }
  13026. geometry.verticesNeedUpdate = false;
  13027. geometry.colorsNeedUpdate = false;
  13028. material.attributes && clearCustomAttributes( material );
  13029. }
  13030. }
  13031. // Objects updates - custom attributes check
  13032. function areCustomAttributesDirty( material ) {
  13033. for ( var name in material.attributes ) {
  13034. if ( material.attributes[ name ].needsUpdate ) return true;
  13035. }
  13036. return false;
  13037. }
  13038. function clearCustomAttributes( material ) {
  13039. for ( var name in material.attributes ) {
  13040. material.attributes[ name ].needsUpdate = false;
  13041. }
  13042. }
  13043. // Objects removal
  13044. function removeObject( object ) {
  13045. if ( object instanceof THREE.Mesh ||
  13046. object instanceof THREE.PointCloud ||
  13047. object instanceof THREE.Line ) {
  13048. delete _webglObjects[ object.id ];
  13049. } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
  13050. removeInstances( _webglObjectsImmediate, object );
  13051. }
  13052. delete object.__webglInit;
  13053. delete object._modelViewMatrix;
  13054. delete object._normalMatrix;
  13055. delete object.__webglActive;
  13056. }
  13057. function removeInstances( objlist, object ) {
  13058. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  13059. if ( objlist[ o ].object === object ) {
  13060. objlist.splice( o, 1 );
  13061. }
  13062. }
  13063. }
  13064. // Materials
  13065. var shaderIDs = {
  13066. MeshDepthMaterial: 'depth',
  13067. MeshNormalMaterial: 'normal',
  13068. MeshBasicMaterial: 'basic',
  13069. MeshLambertMaterial: 'lambert',
  13070. MeshPhongMaterial: 'phong',
  13071. LineBasicMaterial: 'basic',
  13072. LineDashedMaterial: 'dashed',
  13073. PointCloudMaterial: 'particle_basic'
  13074. };
  13075. function initMaterial( material, lights, fog, object ) {
  13076. material.addEventListener( 'dispose', onMaterialDispose );
  13077. var shaderID = shaderIDs[ material.type ];
  13078. if ( shaderID ) {
  13079. var shader = THREE.ShaderLib[ shaderID ];
  13080. material.__webglShader = {
  13081. uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
  13082. vertexShader: shader.vertexShader,
  13083. fragmentShader: shader.fragmentShader
  13084. }
  13085. } else {
  13086. material.__webglShader = {
  13087. uniforms: material.uniforms,
  13088. vertexShader: material.vertexShader,
  13089. fragmentShader: material.fragmentShader
  13090. }
  13091. }
  13092. // heuristics to create shader parameters according to lights in the scene
  13093. // (not to blow over maxLights budget)
  13094. var maxLightCount = allocateLights( lights );
  13095. var maxShadows = allocateShadows( lights );
  13096. var maxBones = allocateBones( object );
  13097. var parameters = {
  13098. precision: _precision,
  13099. supportsVertexTextures: _supportsVertexTextures,
  13100. map: !! material.map,
  13101. envMap: !! material.envMap,
  13102. envMapMode: material.envMap && material.envMap.mapping,
  13103. lightMap: !! material.lightMap,
  13104. bumpMap: !! material.bumpMap,
  13105. normalMap: !! material.normalMap,
  13106. specularMap: !! material.specularMap,
  13107. alphaMap: !! material.alphaMap,
  13108. combine: material.combine,
  13109. vertexColors: material.vertexColors,
  13110. fog: fog,
  13111. useFog: material.fog,
  13112. fogExp: fog instanceof THREE.FogExp2,
  13113. sizeAttenuation: material.sizeAttenuation,
  13114. logarithmicDepthBuffer: _logarithmicDepthBuffer,
  13115. skinning: material.skinning,
  13116. maxBones: maxBones,
  13117. useVertexTexture: _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture,
  13118. morphTargets: material.morphTargets,
  13119. morphNormals: material.morphNormals,
  13120. maxMorphTargets: _this.maxMorphTargets,
  13121. maxMorphNormals: _this.maxMorphNormals,
  13122. maxDirLights: maxLightCount.directional,
  13123. maxPointLights: maxLightCount.point,
  13124. maxSpotLights: maxLightCount.spot,
  13125. maxHemiLights: maxLightCount.hemi,
  13126. maxShadows: maxShadows,
  13127. shadowMapEnabled: _this.shadowMapEnabled && object.receiveShadow && maxShadows > 0,
  13128. shadowMapType: _this.shadowMapType,
  13129. shadowMapDebug: _this.shadowMapDebug,
  13130. shadowMapCascade: _this.shadowMapCascade,
  13131. alphaTest: material.alphaTest,
  13132. metal: material.metal,
  13133. wrapAround: material.wrapAround,
  13134. doubleSided: material.side === THREE.DoubleSide,
  13135. flipSided: material.side === THREE.BackSide
  13136. };
  13137. // Generate code
  13138. var chunks = [];
  13139. if ( shaderID ) {
  13140. chunks.push( shaderID );
  13141. } else {
  13142. chunks.push( material.fragmentShader );
  13143. chunks.push( material.vertexShader );
  13144. }
  13145. if ( material.defines !== undefined ) {
  13146. for ( var name in material.defines ) {
  13147. chunks.push( name );
  13148. chunks.push( material.defines[ name ] );
  13149. }
  13150. }
  13151. for ( var name in parameters ) {
  13152. chunks.push( name );
  13153. chunks.push( parameters[ name ] );
  13154. }
  13155. var code = chunks.join();
  13156. var program;
  13157. // Check if code has been already compiled
  13158. for ( var p = 0, pl = _programs.length; p < pl; p ++ ) {
  13159. var programInfo = _programs[ p ];
  13160. if ( programInfo.code === code ) {
  13161. program = programInfo;
  13162. program.usedTimes ++;
  13163. break;
  13164. }
  13165. }
  13166. if ( program === undefined ) {
  13167. program = new THREE.WebGLProgram( _this, code, material, parameters );
  13168. _programs.push( program );
  13169. _this.info.memory.programs = _programs.length;
  13170. }
  13171. material.program = program;
  13172. var attributes = program.attributes;
  13173. if ( material.morphTargets ) {
  13174. material.numSupportedMorphTargets = 0;
  13175. var id, base = 'morphTarget';
  13176. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  13177. id = base + i;
  13178. if ( attributes[ id ] >= 0 ) {
  13179. material.numSupportedMorphTargets ++;
  13180. }
  13181. }
  13182. }
  13183. if ( material.morphNormals ) {
  13184. material.numSupportedMorphNormals = 0;
  13185. var id, base = 'morphNormal';
  13186. for ( i = 0; i < _this.maxMorphNormals; i ++ ) {
  13187. id = base + i;
  13188. if ( attributes[ id ] >= 0 ) {
  13189. material.numSupportedMorphNormals ++;
  13190. }
  13191. }
  13192. }
  13193. material.uniformsList = [];
  13194. for ( var u in material.__webglShader.uniforms ) {
  13195. var location = material.program.uniforms[ u ];
  13196. if ( location ) {
  13197. material.uniformsList.push( [ material.__webglShader.uniforms[ u ], location ] );
  13198. }
  13199. }
  13200. }
  13201. function setProgram( camera, lights, fog, material, object ) {
  13202. _usedTextureUnits = 0;
  13203. if ( material.needsUpdate ) {
  13204. if ( material.program ) deallocateMaterial( material );
  13205. initMaterial( material, lights, fog, object );
  13206. material.needsUpdate = false;
  13207. }
  13208. if ( material.morphTargets ) {
  13209. if ( ! object.__webglMorphTargetInfluences ) {
  13210. object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
  13211. }
  13212. }
  13213. var refreshProgram = false;
  13214. var refreshMaterial = false;
  13215. var refreshLights = false;
  13216. var program = material.program,
  13217. p_uniforms = program.uniforms,
  13218. m_uniforms = material.__webglShader.uniforms;
  13219. if ( program.id !== _currentProgram ) {
  13220. _gl.useProgram( program.program );
  13221. _currentProgram = program.id;
  13222. refreshProgram = true;
  13223. refreshMaterial = true;
  13224. refreshLights = true;
  13225. }
  13226. if ( material.id !== _currentMaterialId ) {
  13227. if ( _currentMaterialId === -1 ) refreshLights = true;
  13228. _currentMaterialId = material.id;
  13229. refreshMaterial = true;
  13230. }
  13231. if ( refreshProgram || camera !== _currentCamera ) {
  13232. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
  13233. if ( _logarithmicDepthBuffer ) {
  13234. _gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  13235. }
  13236. if ( camera !== _currentCamera ) _currentCamera = camera;
  13237. // load material specific uniforms
  13238. // (shader material also gets them for the sake of genericity)
  13239. if ( material instanceof THREE.ShaderMaterial ||
  13240. material instanceof THREE.MeshPhongMaterial ||
  13241. material.envMap ) {
  13242. if ( p_uniforms.cameraPosition !== null ) {
  13243. _vector3.setFromMatrixPosition( camera.matrixWorld );
  13244. _gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );
  13245. }
  13246. }
  13247. if ( material instanceof THREE.MeshPhongMaterial ||
  13248. material instanceof THREE.MeshLambertMaterial ||
  13249. material instanceof THREE.MeshBasicMaterial ||
  13250. material instanceof THREE.ShaderMaterial ||
  13251. material.skinning ) {
  13252. if ( p_uniforms.viewMatrix !== null ) {
  13253. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
  13254. }
  13255. }
  13256. }
  13257. // skinning uniforms must be set even if material didn't change
  13258. // auto-setting of texture unit for bone texture must go before other textures
  13259. // not sure why, but otherwise weird things happen
  13260. if ( material.skinning ) {
  13261. if ( object.bindMatrix && p_uniforms.bindMatrix !== null ) {
  13262. _gl.uniformMatrix4fv( p_uniforms.bindMatrix, false, object.bindMatrix.elements );
  13263. }
  13264. if ( object.bindMatrixInverse && p_uniforms.bindMatrixInverse !== null ) {
  13265. _gl.uniformMatrix4fv( p_uniforms.bindMatrixInverse, false, object.bindMatrixInverse.elements );
  13266. }
  13267. if ( _supportsBoneTextures && object.skeleton && object.skeleton.useVertexTexture ) {
  13268. if ( p_uniforms.boneTexture !== null ) {
  13269. var textureUnit = getTextureUnit();
  13270. _gl.uniform1i( p_uniforms.boneTexture, textureUnit );
  13271. _this.setTexture( object.skeleton.boneTexture, textureUnit );
  13272. }
  13273. if ( p_uniforms.boneTextureWidth !== null ) {
  13274. _gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );
  13275. }
  13276. if ( p_uniforms.boneTextureHeight !== null ) {
  13277. _gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );
  13278. }
  13279. } else if ( object.skeleton && object.skeleton.boneMatrices ) {
  13280. if ( p_uniforms.boneGlobalMatrices !== null ) {
  13281. _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices );
  13282. }
  13283. }
  13284. }
  13285. if ( refreshMaterial ) {
  13286. // refresh uniforms common to several materials
  13287. if ( fog && material.fog ) {
  13288. refreshUniformsFog( m_uniforms, fog );
  13289. }
  13290. if ( material instanceof THREE.MeshPhongMaterial ||
  13291. material instanceof THREE.MeshLambertMaterial ||
  13292. material.lights ) {
  13293. if ( _lightsNeedUpdate ) {
  13294. refreshLights = true;
  13295. setupLights( lights );
  13296. _lightsNeedUpdate = false;
  13297. }
  13298. if ( refreshLights ) {
  13299. refreshUniformsLights( m_uniforms, _lights );
  13300. markUniformsLightsNeedsUpdate( m_uniforms, true );
  13301. } else {
  13302. markUniformsLightsNeedsUpdate( m_uniforms, false );
  13303. }
  13304. }
  13305. if ( material instanceof THREE.MeshBasicMaterial ||
  13306. material instanceof THREE.MeshLambertMaterial ||
  13307. material instanceof THREE.MeshPhongMaterial ) {
  13308. refreshUniformsCommon( m_uniforms, material );
  13309. }
  13310. // refresh single material specific uniforms
  13311. if ( material instanceof THREE.LineBasicMaterial ) {
  13312. refreshUniformsLine( m_uniforms, material );
  13313. } else if ( material instanceof THREE.LineDashedMaterial ) {
  13314. refreshUniformsLine( m_uniforms, material );
  13315. refreshUniformsDash( m_uniforms, material );
  13316. } else if ( material instanceof THREE.PointCloudMaterial ) {
  13317. refreshUniformsParticle( m_uniforms, material );
  13318. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  13319. refreshUniformsPhong( m_uniforms, material );
  13320. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  13321. refreshUniformsLambert( m_uniforms, material );
  13322. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  13323. m_uniforms.mNear.value = camera.near;
  13324. m_uniforms.mFar.value = camera.far;
  13325. m_uniforms.opacity.value = material.opacity;
  13326. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  13327. m_uniforms.opacity.value = material.opacity;
  13328. }
  13329. if ( object.receiveShadow && ! material._shadowPass ) {
  13330. refreshUniformsShadow( m_uniforms, lights );
  13331. }
  13332. // load common uniforms
  13333. loadUniformsGeneric( material.uniformsList );
  13334. }
  13335. loadUniformsMatrices( p_uniforms, object );
  13336. if ( p_uniforms.modelMatrix !== null ) {
  13337. _gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
  13338. }
  13339. return program;
  13340. }
  13341. // Uniforms (refresh uniforms objects)
  13342. function refreshUniformsCommon ( uniforms, material ) {
  13343. uniforms.opacity.value = material.opacity;
  13344. if ( _this.gammaInput ) {
  13345. uniforms.diffuse.value.copyGammaToLinear( material.color );
  13346. } else {
  13347. uniforms.diffuse.value = material.color;
  13348. }
  13349. uniforms.map.value = material.map;
  13350. uniforms.lightMap.value = material.lightMap;
  13351. uniforms.specularMap.value = material.specularMap;
  13352. uniforms.alphaMap.value = material.alphaMap;
  13353. if ( material.bumpMap ) {
  13354. uniforms.bumpMap.value = material.bumpMap;
  13355. uniforms.bumpScale.value = material.bumpScale;
  13356. }
  13357. if ( material.normalMap ) {
  13358. uniforms.normalMap.value = material.normalMap;
  13359. uniforms.normalScale.value.copy( material.normalScale );
  13360. }
  13361. // uv repeat and offset setting priorities
  13362. // 1. color map
  13363. // 2. specular map
  13364. // 3. normal map
  13365. // 4. bump map
  13366. // 5. alpha map
  13367. var uvScaleMap;
  13368. if ( material.map ) {
  13369. uvScaleMap = material.map;
  13370. } else if ( material.specularMap ) {
  13371. uvScaleMap = material.specularMap;
  13372. } else if ( material.normalMap ) {
  13373. uvScaleMap = material.normalMap;
  13374. } else if ( material.bumpMap ) {
  13375. uvScaleMap = material.bumpMap;
  13376. } else if ( material.alphaMap ) {
  13377. uvScaleMap = material.alphaMap;
  13378. }
  13379. if ( uvScaleMap !== undefined ) {
  13380. var offset = uvScaleMap.offset;
  13381. var repeat = uvScaleMap.repeat;
  13382. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  13383. }
  13384. uniforms.envMap.value = material.envMap;
  13385. uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : - 1;
  13386. if ( _this.gammaInput ) {
  13387. //uniforms.reflectivity.value = material.reflectivity * material.reflectivity;
  13388. uniforms.reflectivity.value = material.reflectivity;
  13389. } else {
  13390. uniforms.reflectivity.value = material.reflectivity;
  13391. }
  13392. uniforms.refractionRatio.value = material.refractionRatio;
  13393. }
  13394. function refreshUniformsLine ( uniforms, material ) {
  13395. uniforms.diffuse.value = material.color;
  13396. uniforms.opacity.value = material.opacity;
  13397. }
  13398. function refreshUniformsDash ( uniforms, material ) {
  13399. uniforms.dashSize.value = material.dashSize;
  13400. uniforms.totalSize.value = material.dashSize + material.gapSize;
  13401. uniforms.scale.value = material.scale;
  13402. }
  13403. function refreshUniformsParticle ( uniforms, material ) {
  13404. uniforms.psColor.value = material.color;
  13405. uniforms.opacity.value = material.opacity;
  13406. uniforms.size.value = material.size;
  13407. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  13408. uniforms.map.value = material.map;
  13409. }
  13410. function refreshUniformsFog ( uniforms, fog ) {
  13411. uniforms.fogColor.value = fog.color;
  13412. if ( fog instanceof THREE.Fog ) {
  13413. uniforms.fogNear.value = fog.near;
  13414. uniforms.fogFar.value = fog.far;
  13415. } else if ( fog instanceof THREE.FogExp2 ) {
  13416. uniforms.fogDensity.value = fog.density;
  13417. }
  13418. }
  13419. function refreshUniformsPhong ( uniforms, material ) {
  13420. uniforms.shininess.value = material.shininess;
  13421. if ( _this.gammaInput ) {
  13422. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  13423. uniforms.emissive.value.copyGammaToLinear( material.emissive );
  13424. uniforms.specular.value.copyGammaToLinear( material.specular );
  13425. } else {
  13426. uniforms.ambient.value = material.ambient;
  13427. uniforms.emissive.value = material.emissive;
  13428. uniforms.specular.value = material.specular;
  13429. }
  13430. if ( material.wrapAround ) {
  13431. uniforms.wrapRGB.value.copy( material.wrapRGB );
  13432. }
  13433. }
  13434. function refreshUniformsLambert ( uniforms, material ) {
  13435. if ( _this.gammaInput ) {
  13436. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  13437. uniforms.emissive.value.copyGammaToLinear( material.emissive );
  13438. } else {
  13439. uniforms.ambient.value = material.ambient;
  13440. uniforms.emissive.value = material.emissive;
  13441. }
  13442. if ( material.wrapAround ) {
  13443. uniforms.wrapRGB.value.copy( material.wrapRGB );
  13444. }
  13445. }
  13446. function refreshUniformsLights ( uniforms, lights ) {
  13447. uniforms.ambientLightColor.value = lights.ambient;
  13448. uniforms.directionalLightColor.value = lights.directional.colors;
  13449. uniforms.directionalLightDirection.value = lights.directional.positions;
  13450. uniforms.pointLightColor.value = lights.point.colors;
  13451. uniforms.pointLightPosition.value = lights.point.positions;
  13452. uniforms.pointLightDistance.value = lights.point.distances;
  13453. uniforms.spotLightColor.value = lights.spot.colors;
  13454. uniforms.spotLightPosition.value = lights.spot.positions;
  13455. uniforms.spotLightDistance.value = lights.spot.distances;
  13456. uniforms.spotLightDirection.value = lights.spot.directions;
  13457. uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
  13458. uniforms.spotLightExponent.value = lights.spot.exponents;
  13459. uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
  13460. uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
  13461. uniforms.hemisphereLightDirection.value = lights.hemi.positions;
  13462. }
  13463. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  13464. function markUniformsLightsNeedsUpdate ( uniforms, boolean ) {
  13465. uniforms.ambientLightColor.needsUpdate = boolean;
  13466. uniforms.directionalLightColor.needsUpdate = boolean;
  13467. uniforms.directionalLightDirection.needsUpdate = boolean;
  13468. uniforms.pointLightColor.needsUpdate = boolean;
  13469. uniforms.pointLightPosition.needsUpdate = boolean;
  13470. uniforms.pointLightDistance.needsUpdate = boolean;
  13471. uniforms.spotLightColor.needsUpdate = boolean;
  13472. uniforms.spotLightPosition.needsUpdate = boolean;
  13473. uniforms.spotLightDistance.needsUpdate = boolean;
  13474. uniforms.spotLightDirection.needsUpdate = boolean;
  13475. uniforms.spotLightAngleCos.needsUpdate = boolean;
  13476. uniforms.spotLightExponent.needsUpdate = boolean;
  13477. uniforms.hemisphereLightSkyColor.needsUpdate = boolean;
  13478. uniforms.hemisphereLightGroundColor.needsUpdate = boolean;
  13479. uniforms.hemisphereLightDirection.needsUpdate = boolean;
  13480. }
  13481. function refreshUniformsShadow ( uniforms, lights ) {
  13482. if ( uniforms.shadowMatrix ) {
  13483. var j = 0;
  13484. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  13485. var light = lights[ i ];
  13486. if ( ! light.castShadow ) continue;
  13487. if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {
  13488. uniforms.shadowMap.value[ j ] = light.shadowMap;
  13489. uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
  13490. uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;
  13491. uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
  13492. uniforms.shadowBias.value[ j ] = light.shadowBias;
  13493. j ++;
  13494. }
  13495. }
  13496. }
  13497. }
  13498. // Uniforms (load to GPU)
  13499. function loadUniformsMatrices ( uniforms, object ) {
  13500. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements );
  13501. if ( uniforms.normalMatrix ) {
  13502. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrix.elements );
  13503. }
  13504. }
  13505. function getTextureUnit() {
  13506. var textureUnit = _usedTextureUnits;
  13507. if ( textureUnit >= _maxTextures ) {
  13508. console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + _maxTextures );
  13509. }
  13510. _usedTextureUnits += 1;
  13511. return textureUnit;
  13512. }
  13513. function loadUniformsGeneric ( uniforms ) {
  13514. var texture, textureUnit, offset;
  13515. for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {
  13516. var uniform = uniforms[ j ][ 0 ];
  13517. // needsUpdate property is not added to all uniforms.
  13518. if ( uniform.needsUpdate === false ) continue;
  13519. var type = uniform.type;
  13520. var value = uniform.value;
  13521. var location = uniforms[ j ][ 1 ];
  13522. switch ( type ) {
  13523. case '1i':
  13524. _gl.uniform1i( location, value );
  13525. break;
  13526. case '1f':
  13527. _gl.uniform1f( location, value );
  13528. break;
  13529. case '2f':
  13530. _gl.uniform2f( location, value[ 0 ], value[ 1 ] );
  13531. break;
  13532. case '3f':
  13533. _gl.uniform3f( location, value[ 0 ], value[ 1 ], value[ 2 ] );
  13534. break;
  13535. case '4f':
  13536. _gl.uniform4f( location, value[ 0 ], value[ 1 ], value[ 2 ], value[ 3 ] );
  13537. break;
  13538. case '1iv':
  13539. _gl.uniform1iv( location, value );
  13540. break;
  13541. case '3iv':
  13542. _gl.uniform3iv( location, value );
  13543. break;
  13544. case '1fv':
  13545. _gl.uniform1fv( location, value );
  13546. break;
  13547. case '2fv':
  13548. _gl.uniform2fv( location, value );
  13549. break;
  13550. case '3fv':
  13551. _gl.uniform3fv( location, value );
  13552. break;
  13553. case '4fv':
  13554. _gl.uniform4fv( location, value );
  13555. break;
  13556. case 'Matrix3fv':
  13557. _gl.uniformMatrix3fv( location, false, value );
  13558. break;
  13559. case 'Matrix4fv':
  13560. _gl.uniformMatrix4fv( location, false, value );
  13561. break;
  13562. //
  13563. case 'i':
  13564. // single integer
  13565. _gl.uniform1i( location, value );
  13566. break;
  13567. case 'f':
  13568. // single float
  13569. _gl.uniform1f( location, value );
  13570. break;
  13571. case 'v2':
  13572. // single THREE.Vector2
  13573. _gl.uniform2f( location, value.x, value.y );
  13574. break;
  13575. case 'v3':
  13576. // single THREE.Vector3
  13577. _gl.uniform3f( location, value.x, value.y, value.z );
  13578. break;
  13579. case 'v4':
  13580. // single THREE.Vector4
  13581. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  13582. break;
  13583. case 'c':
  13584. // single THREE.Color
  13585. _gl.uniform3f( location, value.r, value.g, value.b );
  13586. break;
  13587. case 'iv1':
  13588. // flat array of integers (JS or typed array)
  13589. _gl.uniform1iv( location, value );
  13590. break;
  13591. case 'iv':
  13592. // flat array of integers with 3 x N size (JS or typed array)
  13593. _gl.uniform3iv( location, value );
  13594. break;
  13595. case 'fv1':
  13596. // flat array of floats (JS or typed array)
  13597. _gl.uniform1fv( location, value );
  13598. break;
  13599. case 'fv':
  13600. // flat array of floats with 3 x N size (JS or typed array)
  13601. _gl.uniform3fv( location, value );
  13602. break;
  13603. case 'v2v':
  13604. // array of THREE.Vector2
  13605. if ( uniform._array === undefined ) {
  13606. uniform._array = new Float32Array( 2 * value.length );
  13607. }
  13608. for ( var i = 0, il = value.length; i < il; i ++ ) {
  13609. offset = i * 2;
  13610. uniform._array[ offset ] = value[ i ].x;
  13611. uniform._array[ offset + 1 ] = value[ i ].y;
  13612. }
  13613. _gl.uniform2fv( location, uniform._array );
  13614. break;
  13615. case 'v3v':
  13616. // array of THREE.Vector3
  13617. if ( uniform._array === undefined ) {
  13618. uniform._array = new Float32Array( 3 * value.length );
  13619. }
  13620. for ( var i = 0, il = value.length; i < il; i ++ ) {
  13621. offset = i * 3;
  13622. uniform._array[ offset ] = value[ i ].x;
  13623. uniform._array[ offset + 1 ] = value[ i ].y;
  13624. uniform._array[ offset + 2 ] = value[ i ].z;
  13625. }
  13626. _gl.uniform3fv( location, uniform._array );
  13627. break;
  13628. case 'v4v':
  13629. // array of THREE.Vector4
  13630. if ( uniform._array === undefined ) {
  13631. uniform._array = new Float32Array( 4 * value.length );
  13632. }
  13633. for ( var i = 0, il = value.length; i < il; i ++ ) {
  13634. offset = i * 4;
  13635. uniform._array[ offset ] = value[ i ].x;
  13636. uniform._array[ offset + 1 ] = value[ i ].y;
  13637. uniform._array[ offset + 2 ] = value[ i ].z;
  13638. uniform._array[ offset + 3 ] = value[ i ].w;
  13639. }
  13640. _gl.uniform4fv( location, uniform._array );
  13641. break;
  13642. case 'm3':
  13643. // single THREE.Matrix3
  13644. _gl.uniformMatrix3fv( location, false, value.elements );
  13645. break;
  13646. case 'm3v':
  13647. // array of THREE.Matrix3
  13648. if ( uniform._array === undefined ) {
  13649. uniform._array = new Float32Array( 9 * value.length );
  13650. }
  13651. for ( var i = 0, il = value.length; i < il; i ++ ) {
  13652. value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
  13653. }
  13654. _gl.uniformMatrix3fv( location, false, uniform._array );
  13655. break;
  13656. case 'm4':
  13657. // single THREE.Matrix4
  13658. _gl.uniformMatrix4fv( location, false, value.elements );
  13659. break;
  13660. case 'm4v':
  13661. // array of THREE.Matrix4
  13662. if ( uniform._array === undefined ) {
  13663. uniform._array = new Float32Array( 16 * value.length );
  13664. }
  13665. for ( var i = 0, il = value.length; i < il; i ++ ) {
  13666. value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
  13667. }
  13668. _gl.uniformMatrix4fv( location, false, uniform._array );
  13669. break;
  13670. case 't':
  13671. // single THREE.Texture (2d or cube)
  13672. texture = value;
  13673. textureUnit = getTextureUnit();
  13674. _gl.uniform1i( location, textureUnit );
  13675. if ( ! texture ) continue;
  13676. if ( texture instanceof THREE.CubeTexture ||
  13677. ( texture.image instanceof Array && texture.image.length === 6 ) ) { // CompressedTexture can have Array in image :/
  13678. setCubeTexture( texture, textureUnit );
  13679. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  13680. setCubeTextureDynamic( texture, textureUnit );
  13681. } else {
  13682. _this.setTexture( texture, textureUnit );
  13683. }
  13684. break;
  13685. case 'tv':
  13686. // array of THREE.Texture (2d)
  13687. if ( uniform._array === undefined ) {
  13688. uniform._array = [];
  13689. }
  13690. for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
  13691. uniform._array[ i ] = getTextureUnit();
  13692. }
  13693. _gl.uniform1iv( location, uniform._array );
  13694. for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
  13695. texture = uniform.value[ i ];
  13696. textureUnit = uniform._array[ i ];
  13697. if ( ! texture ) continue;
  13698. _this.setTexture( texture, textureUnit );
  13699. }
  13700. break;
  13701. default:
  13702. console.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
  13703. }
  13704. }
  13705. }
  13706. function setupMatrices ( object, camera ) {
  13707. object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  13708. object._normalMatrix.getNormalMatrix( object._modelViewMatrix );
  13709. }
  13710. //
  13711. function setColorGamma( array, offset, color, intensitySq ) {
  13712. array[ offset ] = color.r * color.r * intensitySq;
  13713. array[ offset + 1 ] = color.g * color.g * intensitySq;
  13714. array[ offset + 2 ] = color.b * color.b * intensitySq;
  13715. }
  13716. function setColorLinear( array, offset, color, intensity ) {
  13717. array[ offset ] = color.r * intensity;
  13718. array[ offset + 1 ] = color.g * intensity;
  13719. array[ offset + 2 ] = color.b * intensity;
  13720. }
  13721. function setupLights ( lights ) {
  13722. var l, ll, light, n,
  13723. r = 0, g = 0, b = 0,
  13724. color, skyColor, groundColor,
  13725. intensity, intensitySq,
  13726. position,
  13727. distance,
  13728. zlights = _lights,
  13729. dirColors = zlights.directional.colors,
  13730. dirPositions = zlights.directional.positions,
  13731. pointColors = zlights.point.colors,
  13732. pointPositions = zlights.point.positions,
  13733. pointDistances = zlights.point.distances,
  13734. spotColors = zlights.spot.colors,
  13735. spotPositions = zlights.spot.positions,
  13736. spotDistances = zlights.spot.distances,
  13737. spotDirections = zlights.spot.directions,
  13738. spotAnglesCos = zlights.spot.anglesCos,
  13739. spotExponents = zlights.spot.exponents,
  13740. hemiSkyColors = zlights.hemi.skyColors,
  13741. hemiGroundColors = zlights.hemi.groundColors,
  13742. hemiPositions = zlights.hemi.positions,
  13743. dirLength = 0,
  13744. pointLength = 0,
  13745. spotLength = 0,
  13746. hemiLength = 0,
  13747. dirCount = 0,
  13748. pointCount = 0,
  13749. spotCount = 0,
  13750. hemiCount = 0,
  13751. dirOffset = 0,
  13752. pointOffset = 0,
  13753. spotOffset = 0,
  13754. hemiOffset = 0;
  13755. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  13756. light = lights[ l ];
  13757. if ( light.onlyShadow ) continue;
  13758. color = light.color;
  13759. intensity = light.intensity;
  13760. distance = light.distance;
  13761. if ( light instanceof THREE.AmbientLight ) {
  13762. if ( ! light.visible ) continue;
  13763. if ( _this.gammaInput ) {
  13764. r += color.r * color.r;
  13765. g += color.g * color.g;
  13766. b += color.b * color.b;
  13767. } else {
  13768. r += color.r;
  13769. g += color.g;
  13770. b += color.b;
  13771. }
  13772. } else if ( light instanceof THREE.DirectionalLight ) {
  13773. dirCount += 1;
  13774. if ( ! light.visible ) continue;
  13775. _direction.setFromMatrixPosition( light.matrixWorld );
  13776. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  13777. _direction.sub( _vector3 );
  13778. _direction.normalize();
  13779. dirOffset = dirLength * 3;
  13780. dirPositions[ dirOffset ] = _direction.x;
  13781. dirPositions[ dirOffset + 1 ] = _direction.y;
  13782. dirPositions[ dirOffset + 2 ] = _direction.z;
  13783. if ( _this.gammaInput ) {
  13784. setColorGamma( dirColors, dirOffset, color, intensity * intensity );
  13785. } else {
  13786. setColorLinear( dirColors, dirOffset, color, intensity );
  13787. }
  13788. dirLength += 1;
  13789. } else if ( light instanceof THREE.PointLight ) {
  13790. pointCount += 1;
  13791. if ( ! light.visible ) continue;
  13792. pointOffset = pointLength * 3;
  13793. if ( _this.gammaInput ) {
  13794. setColorGamma( pointColors, pointOffset, color, intensity * intensity );
  13795. } else {
  13796. setColorLinear( pointColors, pointOffset, color, intensity );
  13797. }
  13798. _vector3.setFromMatrixPosition( light.matrixWorld );
  13799. pointPositions[ pointOffset ] = _vector3.x;
  13800. pointPositions[ pointOffset + 1 ] = _vector3.y;
  13801. pointPositions[ pointOffset + 2 ] = _vector3.z;
  13802. pointDistances[ pointLength ] = distance;
  13803. pointLength += 1;
  13804. } else if ( light instanceof THREE.SpotLight ) {
  13805. spotCount += 1;
  13806. if ( ! light.visible ) continue;
  13807. spotOffset = spotLength * 3;
  13808. if ( _this.gammaInput ) {
  13809. setColorGamma( spotColors, spotOffset, color, intensity * intensity );
  13810. } else {
  13811. setColorLinear( spotColors, spotOffset, color, intensity );
  13812. }
  13813. _direction.setFromMatrixPosition( light.matrixWorld );
  13814. spotPositions[ spotOffset ] = _direction.x;
  13815. spotPositions[ spotOffset + 1 ] = _direction.y;
  13816. spotPositions[ spotOffset + 2 ] = _direction.z;
  13817. spotDistances[ spotLength ] = distance;
  13818. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  13819. _direction.sub( _vector3 );
  13820. _direction.normalize();
  13821. spotDirections[ spotOffset ] = _direction.x;
  13822. spotDirections[ spotOffset + 1 ] = _direction.y;
  13823. spotDirections[ spotOffset + 2 ] = _direction.z;
  13824. spotAnglesCos[ spotLength ] = Math.cos( light.angle );
  13825. spotExponents[ spotLength ] = light.exponent;
  13826. spotLength += 1;
  13827. } else if ( light instanceof THREE.HemisphereLight ) {
  13828. hemiCount += 1;
  13829. if ( ! light.visible ) continue;
  13830. _direction.setFromMatrixPosition( light.matrixWorld );
  13831. _direction.normalize();
  13832. hemiOffset = hemiLength * 3;
  13833. hemiPositions[ hemiOffset ] = _direction.x;
  13834. hemiPositions[ hemiOffset + 1 ] = _direction.y;
  13835. hemiPositions[ hemiOffset + 2 ] = _direction.z;
  13836. skyColor = light.color;
  13837. groundColor = light.groundColor;
  13838. if ( _this.gammaInput ) {
  13839. intensitySq = intensity * intensity;
  13840. setColorGamma( hemiSkyColors, hemiOffset, skyColor, intensitySq );
  13841. setColorGamma( hemiGroundColors, hemiOffset, groundColor, intensitySq );
  13842. } else {
  13843. setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
  13844. setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
  13845. }
  13846. hemiLength += 1;
  13847. }
  13848. }
  13849. // null eventual remains from removed lights
  13850. // (this is to avoid if in shader)
  13851. for ( l = dirLength * 3, ll = Math.max( dirColors.length, dirCount * 3 ); l < ll; l ++ ) dirColors[ l ] = 0.0;
  13852. for ( l = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0;
  13853. for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
  13854. for ( l = hemiLength * 3, ll = Math.max( hemiSkyColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
  13855. for ( l = hemiLength * 3, ll = Math.max( hemiGroundColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiGroundColors[ l ] = 0.0;
  13856. zlights.directional.length = dirLength;
  13857. zlights.point.length = pointLength;
  13858. zlights.spot.length = spotLength;
  13859. zlights.hemi.length = hemiLength;
  13860. zlights.ambient[ 0 ] = r;
  13861. zlights.ambient[ 1 ] = g;
  13862. zlights.ambient[ 2 ] = b;
  13863. }
  13864. // GL state setting
  13865. this.setFaceCulling = function ( cullFace, frontFaceDirection ) {
  13866. if ( cullFace === THREE.CullFaceNone ) {
  13867. _gl.disable( _gl.CULL_FACE );
  13868. } else {
  13869. if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {
  13870. _gl.frontFace( _gl.CW );
  13871. } else {
  13872. _gl.frontFace( _gl.CCW );
  13873. }
  13874. if ( cullFace === THREE.CullFaceBack ) {
  13875. _gl.cullFace( _gl.BACK );
  13876. } else if ( cullFace === THREE.CullFaceFront ) {
  13877. _gl.cullFace( _gl.FRONT );
  13878. } else {
  13879. _gl.cullFace( _gl.FRONT_AND_BACK );
  13880. }
  13881. _gl.enable( _gl.CULL_FACE );
  13882. }
  13883. };
  13884. this.setMaterialFaces = function ( material ) {
  13885. var doubleSided = material.side === THREE.DoubleSide;
  13886. var flipSided = material.side === THREE.BackSide;
  13887. if ( _oldDoubleSided !== doubleSided ) {
  13888. if ( doubleSided ) {
  13889. _gl.disable( _gl.CULL_FACE );
  13890. } else {
  13891. _gl.enable( _gl.CULL_FACE );
  13892. }
  13893. _oldDoubleSided = doubleSided;
  13894. }
  13895. if ( _oldFlipSided !== flipSided ) {
  13896. if ( flipSided ) {
  13897. _gl.frontFace( _gl.CW );
  13898. } else {
  13899. _gl.frontFace( _gl.CCW );
  13900. }
  13901. _oldFlipSided = flipSided;
  13902. }
  13903. };
  13904. this.setDepthTest = function ( depthTest ) {
  13905. if ( _oldDepthTest !== depthTest ) {
  13906. if ( depthTest ) {
  13907. _gl.enable( _gl.DEPTH_TEST );
  13908. } else {
  13909. _gl.disable( _gl.DEPTH_TEST );
  13910. }
  13911. _oldDepthTest = depthTest;
  13912. }
  13913. };
  13914. this.setDepthWrite = function ( depthWrite ) {
  13915. if ( _oldDepthWrite !== depthWrite ) {
  13916. _gl.depthMask( depthWrite );
  13917. _oldDepthWrite = depthWrite;
  13918. }
  13919. };
  13920. function setLineWidth ( width ) {
  13921. width *= pixelRatio;
  13922. if ( width !== _oldLineWidth ) {
  13923. _gl.lineWidth( width );
  13924. _oldLineWidth = width;
  13925. }
  13926. }
  13927. function setPolygonOffset ( polygonoffset, factor, units ) {
  13928. if ( _oldPolygonOffset !== polygonoffset ) {
  13929. if ( polygonoffset ) {
  13930. _gl.enable( _gl.POLYGON_OFFSET_FILL );
  13931. } else {
  13932. _gl.disable( _gl.POLYGON_OFFSET_FILL );
  13933. }
  13934. _oldPolygonOffset = polygonoffset;
  13935. }
  13936. if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) {
  13937. _gl.polygonOffset( factor, units );
  13938. _oldPolygonOffsetFactor = factor;
  13939. _oldPolygonOffsetUnits = units;
  13940. }
  13941. }
  13942. this.setBlending = function ( blending, blendEquation, blendSrc, blendDst ) {
  13943. if ( blending !== _oldBlending ) {
  13944. if ( blending === THREE.NoBlending ) {
  13945. _gl.disable( _gl.BLEND );
  13946. } else if ( blending === THREE.AdditiveBlending ) {
  13947. _gl.enable( _gl.BLEND );
  13948. _gl.blendEquation( _gl.FUNC_ADD );
  13949. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
  13950. } else if ( blending === THREE.SubtractiveBlending ) {
  13951. // TODO: Find blendFuncSeparate() combination
  13952. _gl.enable( _gl.BLEND );
  13953. _gl.blendEquation( _gl.FUNC_ADD );
  13954. _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
  13955. } else if ( blending === THREE.MultiplyBlending ) {
  13956. // TODO: Find blendFuncSeparate() combination
  13957. _gl.enable( _gl.BLEND );
  13958. _gl.blendEquation( _gl.FUNC_ADD );
  13959. _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
  13960. } else if ( blending === THREE.CustomBlending ) {
  13961. _gl.enable( _gl.BLEND );
  13962. } else {
  13963. _gl.enable( _gl.BLEND );
  13964. _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
  13965. _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  13966. }
  13967. _oldBlending = blending;
  13968. }
  13969. if ( blending === THREE.CustomBlending ) {
  13970. if ( blendEquation !== _oldBlendEquation ) {
  13971. _gl.blendEquation( paramThreeToGL( blendEquation ) );
  13972. _oldBlendEquation = blendEquation;
  13973. }
  13974. if ( blendSrc !== _oldBlendSrc || blendDst !== _oldBlendDst ) {
  13975. _gl.blendFunc( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ) );
  13976. _oldBlendSrc = blendSrc;
  13977. _oldBlendDst = blendDst;
  13978. }
  13979. } else {
  13980. _oldBlendEquation = null;
  13981. _oldBlendSrc = null;
  13982. _oldBlendDst = null;
  13983. }
  13984. };
  13985. // Textures
  13986. function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
  13987. var extension;
  13988. if ( isImagePowerOfTwo ) {
  13989. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  13990. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  13991. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  13992. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  13993. } else {
  13994. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  13995. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  13996. if ( texture.wrapS !== THREE.ClampToEdgeWrapping || texture.wrapT !== THREE.ClampToEdgeWrapping ) {
  13997. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT is set to THREE.ClampToEdgeWrapping. ( ' + texture.sourceFile + ' )' );
  13998. }
  13999. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  14000. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  14001. if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) {
  14002. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter is set to THREE.LinearFilter or THREE.NearestFilter. ( ' + texture.sourceFile + ' )' );
  14003. }
  14004. }
  14005. extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  14006. if ( extension && texture.type !== THREE.FloatType ) {
  14007. if ( texture.anisotropy > 1 || texture.__oldAnisotropy ) {
  14008. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _this.getMaxAnisotropy() ) );
  14009. texture.__oldAnisotropy = texture.anisotropy;
  14010. }
  14011. }
  14012. }
  14013. this.uploadTexture = function ( texture ) {
  14014. if ( texture.__webglInit === undefined ) {
  14015. texture.__webglInit = true;
  14016. texture.addEventListener( 'dispose', onTextureDispose );
  14017. texture.__webglTexture = _gl.createTexture();
  14018. _this.info.memory.textures ++;
  14019. }
  14020. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  14021. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  14022. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  14023. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  14024. texture.image = clampToMaxSize( texture.image, _maxTextureSize );
  14025. var image = texture.image,
  14026. isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
  14027. glFormat = paramThreeToGL( texture.format ),
  14028. glType = paramThreeToGL( texture.type );
  14029. setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
  14030. var mipmap, mipmaps = texture.mipmaps;
  14031. if ( texture instanceof THREE.DataTexture ) {
  14032. // use manually created mipmaps if available
  14033. // if there are no manual mipmaps
  14034. // set 0 level mipmap and then use GL to generate other mipmap levels
  14035. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  14036. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  14037. mipmap = mipmaps[ i ];
  14038. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  14039. }
  14040. texture.generateMipmaps = false;
  14041. } else {
  14042. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
  14043. }
  14044. } else if ( texture instanceof THREE.CompressedTexture ) {
  14045. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  14046. mipmap = mipmaps[ i ];
  14047. if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
  14048. if ( getCompressedTextureFormats().indexOf( glFormat ) > -1 ) {
  14049. _gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  14050. } else {
  14051. console.warn( "Attempt to load unsupported compressed texture format" );
  14052. }
  14053. } else {
  14054. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  14055. }
  14056. }
  14057. } else { // regular Texture (image, video, canvas)
  14058. // use manually created mipmaps if available
  14059. // if there are no manual mipmaps
  14060. // set 0 level mipmap and then use GL to generate other mipmap levels
  14061. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  14062. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  14063. mipmap = mipmaps[ i ];
  14064. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
  14065. }
  14066. texture.generateMipmaps = false;
  14067. } else {
  14068. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
  14069. }
  14070. }
  14071. if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  14072. texture.needsUpdate = false;
  14073. if ( texture.onUpdate ) texture.onUpdate();
  14074. };
  14075. this.setTexture = function ( texture, slot ) {
  14076. _gl.activeTexture( _gl.TEXTURE0 + slot );
  14077. if ( texture.needsUpdate ) {
  14078. _this.uploadTexture( texture );
  14079. } else {
  14080. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  14081. }
  14082. };
  14083. function clampToMaxSize ( image, maxSize ) {
  14084. if ( image.width > maxSize || image.height > maxSize ) {
  14085. // Warning: Scaling through the canvas will only work with images that use
  14086. // premultiplied alpha.
  14087. var scale = maxSize / Math.max( image.width, image.height );
  14088. var canvas = document.createElement( 'canvas' );
  14089. canvas.width = Math.floor( image.width * scale );
  14090. canvas.height = Math.floor( image.height * scale );
  14091. var context = canvas.getContext( '2d' );
  14092. context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height );
  14093. console.log( 'THREE.WebGLRenderer:', image, 'is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height + '.' );
  14094. return canvas;
  14095. }
  14096. return image;
  14097. }
  14098. function setCubeTexture ( texture, slot ) {
  14099. if ( texture.image.length === 6 ) {
  14100. if ( texture.needsUpdate ) {
  14101. if ( ! texture.image.__webglTextureCube ) {
  14102. texture.addEventListener( 'dispose', onTextureDispose );
  14103. texture.image.__webglTextureCube = _gl.createTexture();
  14104. _this.info.memory.textures ++;
  14105. }
  14106. _gl.activeTexture( _gl.TEXTURE0 + slot );
  14107. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  14108. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  14109. var isCompressed = texture instanceof THREE.CompressedTexture;
  14110. var isDataTexture = texture.image[ 0 ] instanceof THREE.DataTexture;
  14111. var cubeImage = [];
  14112. for ( var i = 0; i < 6; i ++ ) {
  14113. if ( _this.autoScaleCubemaps && ! isCompressed && ! isDataTexture ) {
  14114. cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );
  14115. } else {
  14116. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  14117. }
  14118. }
  14119. var image = cubeImage[ 0 ],
  14120. isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
  14121. glFormat = paramThreeToGL( texture.format ),
  14122. glType = paramThreeToGL( texture.type );
  14123. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
  14124. for ( var i = 0; i < 6; i ++ ) {
  14125. if ( ! isCompressed ) {
  14126. if ( isDataTexture ) {
  14127. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  14128. } else {
  14129. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
  14130. }
  14131. } else {
  14132. var mipmap, mipmaps = cubeImage[ i ].mipmaps;
  14133. for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
  14134. mipmap = mipmaps[ j ];
  14135. if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
  14136. if ( getCompressedTextureFormats().indexOf( glFormat ) > -1 ) {
  14137. _gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  14138. } else {
  14139. console.warn( "Attempt to load unsupported compressed texture format" );
  14140. }
  14141. } else {
  14142. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  14143. }
  14144. }
  14145. }
  14146. }
  14147. if ( texture.generateMipmaps && isImagePowerOfTwo ) {
  14148. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  14149. }
  14150. texture.needsUpdate = false;
  14151. if ( texture.onUpdate ) texture.onUpdate();
  14152. } else {
  14153. _gl.activeTexture( _gl.TEXTURE0 + slot );
  14154. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  14155. }
  14156. }
  14157. }
  14158. function setCubeTextureDynamic ( texture, slot ) {
  14159. _gl.activeTexture( _gl.TEXTURE0 + slot );
  14160. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
  14161. }
  14162. // Render targets
  14163. function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
  14164. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  14165. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
  14166. }
  14167. function setupRenderBuffer ( renderbuffer, renderTarget ) {
  14168. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  14169. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  14170. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  14171. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  14172. /* For some reason this is not working. Defaulting to RGBA4.
  14173. } else if ( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  14174. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
  14175. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  14176. */
  14177. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  14178. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  14179. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  14180. } else {
  14181. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
  14182. }
  14183. }
  14184. this.setRenderTarget = function ( renderTarget ) {
  14185. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  14186. if ( renderTarget && renderTarget.__webglFramebuffer === undefined ) {
  14187. if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
  14188. if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
  14189. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  14190. renderTarget.__webglTexture = _gl.createTexture();
  14191. _this.info.memory.textures ++;
  14192. // Setup texture, create render and frame buffers
  14193. var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height ),
  14194. glFormat = paramThreeToGL( renderTarget.format ),
  14195. glType = paramThreeToGL( renderTarget.type );
  14196. if ( isCube ) {
  14197. renderTarget.__webglFramebuffer = [];
  14198. renderTarget.__webglRenderbuffer = [];
  14199. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  14200. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
  14201. for ( var i = 0; i < 6; i ++ ) {
  14202. renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  14203. renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
  14204. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  14205. setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  14206. setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
  14207. }
  14208. if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  14209. } else {
  14210. renderTarget.__webglFramebuffer = _gl.createFramebuffer();
  14211. if ( renderTarget.shareDepthFrom ) {
  14212. renderTarget.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;
  14213. } else {
  14214. renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
  14215. }
  14216. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  14217. setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
  14218. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  14219. setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
  14220. if ( renderTarget.shareDepthFrom ) {
  14221. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  14222. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
  14223. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  14224. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
  14225. }
  14226. } else {
  14227. setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
  14228. }
  14229. if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  14230. }
  14231. // Release everything
  14232. if ( isCube ) {
  14233. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  14234. } else {
  14235. _gl.bindTexture( _gl.TEXTURE_2D, null );
  14236. }
  14237. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  14238. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  14239. }
  14240. var framebuffer, width, height, vx, vy;
  14241. if ( renderTarget ) {
  14242. if ( isCube ) {
  14243. framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
  14244. } else {
  14245. framebuffer = renderTarget.__webglFramebuffer;
  14246. }
  14247. width = renderTarget.width;
  14248. height = renderTarget.height;
  14249. vx = 0;
  14250. vy = 0;
  14251. } else {
  14252. framebuffer = null;
  14253. width = _viewportWidth;
  14254. height = _viewportHeight;
  14255. vx = _viewportX;
  14256. vy = _viewportY;
  14257. }
  14258. if ( framebuffer !== _currentFramebuffer ) {
  14259. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  14260. _gl.viewport( vx, vy, width, height );
  14261. _currentFramebuffer = framebuffer;
  14262. }
  14263. _currentWidth = width;
  14264. _currentHeight = height;
  14265. };
  14266. function updateRenderTargetMipmap ( renderTarget ) {
  14267. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  14268. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  14269. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  14270. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  14271. } else {
  14272. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  14273. _gl.generateMipmap( _gl.TEXTURE_2D );
  14274. _gl.bindTexture( _gl.TEXTURE_2D, null );
  14275. }
  14276. }
  14277. // Fallback filters for non-power-of-2 textures
  14278. function filterFallback ( f ) {
  14279. if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
  14280. return _gl.NEAREST;
  14281. }
  14282. return _gl.LINEAR;
  14283. }
  14284. // Map three.js constants to WebGL constants
  14285. function paramThreeToGL ( p ) {
  14286. var extension;
  14287. if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
  14288. if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
  14289. if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
  14290. if ( p === THREE.NearestFilter ) return _gl.NEAREST;
  14291. if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
  14292. if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
  14293. if ( p === THREE.LinearFilter ) return _gl.LINEAR;
  14294. if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
  14295. if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
  14296. if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
  14297. if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
  14298. if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
  14299. if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
  14300. if ( p === THREE.ByteType ) return _gl.BYTE;
  14301. if ( p === THREE.ShortType ) return _gl.SHORT;
  14302. if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
  14303. if ( p === THREE.IntType ) return _gl.INT;
  14304. if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
  14305. if ( p === THREE.FloatType ) return _gl.FLOAT;
  14306. if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
  14307. if ( p === THREE.RGBFormat ) return _gl.RGB;
  14308. if ( p === THREE.RGBAFormat ) return _gl.RGBA;
  14309. if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
  14310. if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
  14311. if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
  14312. if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
  14313. if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
  14314. if ( p === THREE.ZeroFactor ) return _gl.ZERO;
  14315. if ( p === THREE.OneFactor ) return _gl.ONE;
  14316. if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
  14317. if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
  14318. if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
  14319. if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
  14320. if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
  14321. if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
  14322. if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
  14323. if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
  14324. if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
  14325. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  14326. if ( extension !== null ) {
  14327. if ( p === THREE.RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
  14328. if ( p === THREE.RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  14329. if ( p === THREE.RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  14330. if ( p === THREE.RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  14331. }
  14332. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  14333. if ( extension !== null ) {
  14334. if ( p === THREE.RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  14335. if ( p === THREE.RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  14336. if ( p === THREE.RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  14337. if ( p === THREE.RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  14338. }
  14339. extension = extensions.get( 'EXT_blend_minmax' );
  14340. if ( extension !== null ) {
  14341. if ( p === THREE.MinEquation ) return extension.MIN_EXT;
  14342. if ( p === THREE.MaxEquation ) return extension.MAX_EXT;
  14343. }
  14344. return 0;
  14345. }
  14346. // Allocations
  14347. function allocateBones ( object ) {
  14348. if ( _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture ) {
  14349. return 1024;
  14350. } else {
  14351. // default for when object is not specified
  14352. // ( for example when prebuilding shader
  14353. // to be used with multiple objects )
  14354. //
  14355. // - leave some extra space for other uniforms
  14356. // - limit here is ANGLE's 254 max uniform vectors
  14357. // (up to 54 should be safe)
  14358. var nVertexUniforms = _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS );
  14359. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  14360. var maxBones = nVertexMatrices;
  14361. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  14362. maxBones = Math.min( object.skeleton.bones.length, maxBones );
  14363. if ( maxBones < object.skeleton.bones.length ) {
  14364. console.warn( 'WebGLRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' );
  14365. }
  14366. }
  14367. return maxBones;
  14368. }
  14369. }
  14370. function allocateLights( lights ) {
  14371. var dirLights = 0;
  14372. var pointLights = 0;
  14373. var spotLights = 0;
  14374. var hemiLights = 0;
  14375. for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
  14376. var light = lights[ l ];
  14377. if ( light.onlyShadow || light.visible === false ) continue;
  14378. if ( light instanceof THREE.DirectionalLight ) dirLights ++;
  14379. if ( light instanceof THREE.PointLight ) pointLights ++;
  14380. if ( light instanceof THREE.SpotLight ) spotLights ++;
  14381. if ( light instanceof THREE.HemisphereLight ) hemiLights ++;
  14382. }
  14383. return { 'directional': dirLights, 'point': pointLights, 'spot': spotLights, 'hemi': hemiLights };
  14384. }
  14385. function allocateShadows( lights ) {
  14386. var maxShadows = 0;
  14387. for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
  14388. var light = lights[ l ];
  14389. if ( ! light.castShadow ) continue;
  14390. if ( light instanceof THREE.SpotLight ) maxShadows ++;
  14391. if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;
  14392. }
  14393. return maxShadows;
  14394. }
  14395. // DEPRECATED
  14396. this.initMaterial = function () {
  14397. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  14398. };
  14399. this.addPrePlugin = function () {
  14400. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  14401. };
  14402. this.addPostPlugin = function () {
  14403. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  14404. };
  14405. this.updateShadowMap = function () {
  14406. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  14407. };
  14408. };
  14409. // File:src/renderers/WebGLRenderTarget.js
  14410. /**
  14411. * @author szimek / https://github.com/szimek/
  14412. * @author alteredq / http://alteredqualia.com/
  14413. */
  14414. THREE.WebGLRenderTarget = function ( width, height, options ) {
  14415. this.width = width;
  14416. this.height = height;
  14417. options = options || {};
  14418. this.wrapS = options.wrapS !== undefined ? options.wrapS : THREE.ClampToEdgeWrapping;
  14419. this.wrapT = options.wrapT !== undefined ? options.wrapT : THREE.ClampToEdgeWrapping;
  14420. this.magFilter = options.magFilter !== undefined ? options.magFilter : THREE.LinearFilter;
  14421. this.minFilter = options.minFilter !== undefined ? options.minFilter : THREE.LinearMipMapLinearFilter;
  14422. this.anisotropy = options.anisotropy !== undefined ? options.anisotropy : 1;
  14423. this.offset = new THREE.Vector2( 0, 0 );
  14424. this.repeat = new THREE.Vector2( 1, 1 );
  14425. this.format = options.format !== undefined ? options.format : THREE.RGBAFormat;
  14426. this.type = options.type !== undefined ? options.type : THREE.UnsignedByteType;
  14427. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  14428. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
  14429. this.generateMipmaps = true;
  14430. this.shareDepthFrom = null;
  14431. };
  14432. THREE.WebGLRenderTarget.prototype = {
  14433. constructor: THREE.WebGLRenderTarget,
  14434. setSize: function ( width, height ) {
  14435. this.width = width;
  14436. this.height = height;
  14437. },
  14438. clone: function () {
  14439. var tmp = new THREE.WebGLRenderTarget( this.width, this.height );
  14440. tmp.wrapS = this.wrapS;
  14441. tmp.wrapT = this.wrapT;
  14442. tmp.magFilter = this.magFilter;
  14443. tmp.minFilter = this.minFilter;
  14444. tmp.anisotropy = this.anisotropy;
  14445. tmp.offset.copy( this.offset );
  14446. tmp.repeat.copy( this.repeat );
  14447. tmp.format = this.format;
  14448. tmp.type = this.type;
  14449. tmp.depthBuffer = this.depthBuffer;
  14450. tmp.stencilBuffer = this.stencilBuffer;
  14451. tmp.generateMipmaps = this.generateMipmaps;
  14452. tmp.shareDepthFrom = this.shareDepthFrom;
  14453. return tmp;
  14454. },
  14455. dispose: function () {
  14456. this.dispatchEvent( { type: 'dispose' } );
  14457. }
  14458. };
  14459. THREE.EventDispatcher.prototype.apply( THREE.WebGLRenderTarget.prototype );
  14460. // File:src/renderers/WebGLRenderTargetCube.js
  14461. /**
  14462. * @author alteredq / http://alteredqualia.com
  14463. */
  14464. THREE.WebGLRenderTargetCube = function ( width, height, options ) {
  14465. THREE.WebGLRenderTarget.call( this, width, height, options );
  14466. this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5
  14467. };
  14468. THREE.WebGLRenderTargetCube.prototype = Object.create( THREE.WebGLRenderTarget.prototype );
  14469. THREE.WebGLRenderTargetCube.prototype.constructor = THREE.WebGLRenderTargetCube;
  14470. // File:src/renderers/webgl/WebGLExtensions.js
  14471. /**
  14472. * @author mrdoob / http://mrdoob.com/
  14473. */
  14474. THREE.WebGLExtensions = function ( gl ) {
  14475. var extensions = {};
  14476. this.get = function ( name ) {
  14477. if ( extensions[ name ] !== undefined ) {
  14478. return extensions[ name ];
  14479. }
  14480. var extension;
  14481. switch ( name ) {
  14482. case 'EXT_texture_filter_anisotropic':
  14483. extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  14484. break;
  14485. case 'WEBGL_compressed_texture_s3tc':
  14486. extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  14487. break;
  14488. case 'WEBGL_compressed_texture_pvrtc':
  14489. extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
  14490. break;
  14491. default:
  14492. extension = gl.getExtension( name );
  14493. }
  14494. if ( extension === null ) {
  14495. console.log( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
  14496. }
  14497. extensions[ name ] = extension;
  14498. return extension;
  14499. };
  14500. };
  14501. // File:src/renderers/webgl/WebGLProgram.js
  14502. THREE.WebGLProgram = ( function () {
  14503. var programIdCount = 0;
  14504. var generateDefines = function ( defines ) {
  14505. var value, chunk, chunks = [];
  14506. for ( var d in defines ) {
  14507. value = defines[ d ];
  14508. if ( value === false ) continue;
  14509. chunk = "#define " + d + " " + value;
  14510. chunks.push( chunk );
  14511. }
  14512. return chunks.join( "\n" );
  14513. };
  14514. var cacheUniformLocations = function ( gl, program, identifiers ) {
  14515. var uniforms = {};
  14516. for ( var i = 0, l = identifiers.length; i < l; i ++ ) {
  14517. var id = identifiers[ i ];
  14518. uniforms[ id ] = gl.getUniformLocation( program, id );
  14519. }
  14520. return uniforms;
  14521. };
  14522. var cacheAttributeLocations = function ( gl, program, identifiers ) {
  14523. var attributes = {};
  14524. for ( var i = 0, l = identifiers.length; i < l; i ++ ) {
  14525. var id = identifiers[ i ];
  14526. attributes[ id ] = gl.getAttribLocation( program, id );
  14527. }
  14528. return attributes;
  14529. };
  14530. return function ( renderer, code, material, parameters ) {
  14531. var _this = renderer;
  14532. var _gl = _this.context;
  14533. var defines = material.defines;
  14534. var uniforms = material.__webglShader.uniforms;
  14535. var attributes = material.attributes;
  14536. var vertexShader = material.__webglShader.vertexShader;
  14537. var fragmentShader = material.__webglShader.fragmentShader;
  14538. var index0AttributeName = material.index0AttributeName;
  14539. if ( index0AttributeName === undefined && parameters.morphTargets === true ) {
  14540. // programs with morphTargets displace position out of attribute 0
  14541. index0AttributeName = 'position';
  14542. }
  14543. var shadowMapTypeDefine = "SHADOWMAP_TYPE_BASIC";
  14544. if ( parameters.shadowMapType === THREE.PCFShadowMap ) {
  14545. shadowMapTypeDefine = "SHADOWMAP_TYPE_PCF";
  14546. } else if ( parameters.shadowMapType === THREE.PCFSoftShadowMap ) {
  14547. shadowMapTypeDefine = "SHADOWMAP_TYPE_PCF_SOFT";
  14548. }
  14549. var envMapTypeDefine = "ENVMAP_TYPE_CUBE";
  14550. var envMapModeDefine = "ENVMAP_MODE_REFLECTION";
  14551. var envMapBlendingDefine = "ENVMAP_BLENDING_MULTIPLY";
  14552. if ( parameters.envMap ) {
  14553. switch ( material.envMap.mapping ) {
  14554. case THREE.CubeReflectionMapping:
  14555. case THREE.CubeRefractionMapping:
  14556. envMapTypeDefine = "ENVMAP_TYPE_CUBE";
  14557. break;
  14558. case THREE.EquirectangularReflectionMapping:
  14559. case THREE.EquirectangularRefractionMapping:
  14560. envMapTypeDefine = "ENVMAP_TYPE_EQUIREC";
  14561. break;
  14562. case THREE.SphericalReflectionMapping:
  14563. envMapTypeDefine = "ENVMAP_TYPE_SPHERE";
  14564. break;
  14565. }
  14566. switch ( material.envMap.mapping ) {
  14567. case THREE.CubeRefractionMapping:
  14568. case THREE.EquirectangularRefractionMapping:
  14569. envMapModeDefine = "ENVMAP_MODE_REFRACTION";
  14570. break;
  14571. }
  14572. switch ( material.combine ) {
  14573. case THREE.MultiplyOperation:
  14574. envMapBlendingDefine = "ENVMAP_BLENDING_MULTIPLY";
  14575. break;
  14576. case THREE.MixOperation:
  14577. envMapBlendingDefine = "ENVMAP_BLENDING_MIX";
  14578. break;
  14579. case THREE.AddOperation:
  14580. envMapBlendingDefine = "ENVMAP_BLENDING_ADD";
  14581. break;
  14582. }
  14583. }
  14584. // console.log( "building new program " );
  14585. //
  14586. var customDefines = generateDefines( defines );
  14587. //
  14588. var program = _gl.createProgram();
  14589. var prefix_vertex, prefix_fragment;
  14590. if ( material instanceof THREE.RawShaderMaterial ) {
  14591. prefix_vertex = '';
  14592. prefix_fragment = '';
  14593. } else {
  14594. prefix_vertex = [
  14595. "precision " + parameters.precision + " float;",
  14596. "precision " + parameters.precision + " int;",
  14597. customDefines,
  14598. parameters.supportsVertexTextures ? "#define VERTEX_TEXTURES" : "",
  14599. _this.gammaInput ? "#define GAMMA_INPUT" : "",
  14600. _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
  14601. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  14602. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  14603. "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
  14604. "#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
  14605. "#define MAX_SHADOWS " + parameters.maxShadows,
  14606. "#define MAX_BONES " + parameters.maxBones,
  14607. parameters.map ? "#define USE_MAP" : "",
  14608. parameters.envMap ? "#define USE_ENVMAP" : "",
  14609. parameters.envMap ? "#define " + envMapModeDefine : "",
  14610. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  14611. parameters.bumpMap ? "#define USE_BUMPMAP" : "",
  14612. parameters.normalMap ? "#define USE_NORMALMAP" : "",
  14613. parameters.specularMap ? "#define USE_SPECULARMAP" : "",
  14614. parameters.alphaMap ? "#define USE_ALPHAMAP" : "",
  14615. parameters.vertexColors ? "#define USE_COLOR" : "",
  14616. parameters.skinning ? "#define USE_SKINNING" : "",
  14617. parameters.useVertexTexture ? "#define BONE_TEXTURE" : "",
  14618. parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
  14619. parameters.morphNormals ? "#define USE_MORPHNORMALS" : "",
  14620. parameters.wrapAround ? "#define WRAP_AROUND" : "",
  14621. parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
  14622. parameters.flipSided ? "#define FLIP_SIDED" : "",
  14623. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  14624. parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
  14625. parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
  14626. parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
  14627. parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
  14628. parameters.logarithmicDepthBuffer ? "#define USE_LOGDEPTHBUF" : "",
  14629. //_this._glExtensionFragDepth ? "#define USE_LOGDEPTHBUF_EXT" : "",
  14630. "uniform mat4 modelMatrix;",
  14631. "uniform mat4 modelViewMatrix;",
  14632. "uniform mat4 projectionMatrix;",
  14633. "uniform mat4 viewMatrix;",
  14634. "uniform mat3 normalMatrix;",
  14635. "uniform vec3 cameraPosition;",
  14636. "attribute vec3 position;",
  14637. "attribute vec3 normal;",
  14638. "attribute vec2 uv;",
  14639. "attribute vec2 uv2;",
  14640. "#ifdef USE_COLOR",
  14641. " attribute vec3 color;",
  14642. "#endif",
  14643. "#ifdef USE_MORPHTARGETS",
  14644. " attribute vec3 morphTarget0;",
  14645. " attribute vec3 morphTarget1;",
  14646. " attribute vec3 morphTarget2;",
  14647. " attribute vec3 morphTarget3;",
  14648. " #ifdef USE_MORPHNORMALS",
  14649. " attribute vec3 morphNormal0;",
  14650. " attribute vec3 morphNormal1;",
  14651. " attribute vec3 morphNormal2;",
  14652. " attribute vec3 morphNormal3;",
  14653. " #else",
  14654. " attribute vec3 morphTarget4;",
  14655. " attribute vec3 morphTarget5;",
  14656. " attribute vec3 morphTarget6;",
  14657. " attribute vec3 morphTarget7;",
  14658. " #endif",
  14659. "#endif",
  14660. "#ifdef USE_SKINNING",
  14661. " attribute vec4 skinIndex;",
  14662. " attribute vec4 skinWeight;",
  14663. "#endif",
  14664. ""
  14665. ].join( '\n' );
  14666. prefix_fragment = [
  14667. "precision " + parameters.precision + " float;",
  14668. "precision " + parameters.precision + " int;",
  14669. ( parameters.bumpMap || parameters.normalMap ) ? "#extension GL_OES_standard_derivatives : enable" : "",
  14670. customDefines,
  14671. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  14672. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  14673. "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
  14674. "#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
  14675. "#define MAX_SHADOWS " + parameters.maxShadows,
  14676. parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "",
  14677. _this.gammaInput ? "#define GAMMA_INPUT" : "",
  14678. _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
  14679. ( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "",
  14680. ( parameters.useFog && parameters.fogExp ) ? "#define FOG_EXP2" : "",
  14681. parameters.map ? "#define USE_MAP" : "",
  14682. parameters.envMap ? "#define USE_ENVMAP" : "",
  14683. parameters.envMap ? "#define " + envMapTypeDefine : "",
  14684. parameters.envMap ? "#define " + envMapModeDefine : "",
  14685. parameters.envMap ? "#define " + envMapBlendingDefine : "",
  14686. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  14687. parameters.bumpMap ? "#define USE_BUMPMAP" : "",
  14688. parameters.normalMap ? "#define USE_NORMALMAP" : "",
  14689. parameters.specularMap ? "#define USE_SPECULARMAP" : "",
  14690. parameters.alphaMap ? "#define USE_ALPHAMAP" : "",
  14691. parameters.vertexColors ? "#define USE_COLOR" : "",
  14692. parameters.metal ? "#define METAL" : "",
  14693. parameters.wrapAround ? "#define WRAP_AROUND" : "",
  14694. parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
  14695. parameters.flipSided ? "#define FLIP_SIDED" : "",
  14696. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  14697. parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
  14698. parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
  14699. parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
  14700. parameters.logarithmicDepthBuffer ? "#define USE_LOGDEPTHBUF" : "",
  14701. //_this._glExtensionFragDepth ? "#define USE_LOGDEPTHBUF_EXT" : "",
  14702. "uniform mat4 viewMatrix;",
  14703. "uniform vec3 cameraPosition;",
  14704. ""
  14705. ].join( '\n' );
  14706. }
  14707. var glVertexShader = new THREE.WebGLShader( _gl, _gl.VERTEX_SHADER, prefix_vertex + vertexShader );
  14708. var glFragmentShader = new THREE.WebGLShader( _gl, _gl.FRAGMENT_SHADER, prefix_fragment + fragmentShader );
  14709. _gl.attachShader( program, glVertexShader );
  14710. _gl.attachShader( program, glFragmentShader );
  14711. if ( index0AttributeName !== undefined ) {
  14712. // Force a particular attribute to index 0.
  14713. // because potentially expensive emulation is done by browser if attribute 0 is disabled.
  14714. // And, color, for example is often automatically bound to index 0 so disabling it
  14715. _gl.bindAttribLocation( program, 0, index0AttributeName );
  14716. }
  14717. _gl.linkProgram( program );
  14718. if ( _gl.getProgramParameter( program, _gl.LINK_STATUS ) === false ) {
  14719. console.error( 'THREE.WebGLProgram: Could not initialise shader.' );
  14720. console.error( 'gl.VALIDATE_STATUS', _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) );
  14721. console.error( 'gl.getError()', _gl.getError() );
  14722. }
  14723. if ( _gl.getProgramInfoLog( program ) !== '' ) {
  14724. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', _gl.getProgramInfoLog( program ) );
  14725. // console.warn( _gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glVertexShader ) );
  14726. // console.warn( _gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glFragmentShader ) );
  14727. }
  14728. // clean up
  14729. _gl.deleteShader( glVertexShader );
  14730. _gl.deleteShader( glFragmentShader );
  14731. // cache uniform locations
  14732. var identifiers = [
  14733. 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'modelMatrix', 'cameraPosition', 'morphTargetInfluences', 'bindMatrix', 'bindMatrixInverse'
  14734. ];
  14735. if ( parameters.useVertexTexture ) {
  14736. identifiers.push( 'boneTexture' );
  14737. identifiers.push( 'boneTextureWidth' );
  14738. identifiers.push( 'boneTextureHeight' );
  14739. } else {
  14740. identifiers.push( 'boneGlobalMatrices' );
  14741. }
  14742. if ( parameters.logarithmicDepthBuffer ) {
  14743. identifiers.push('logDepthBufFC');
  14744. }
  14745. for ( var u in uniforms ) {
  14746. identifiers.push( u );
  14747. }
  14748. this.uniforms = cacheUniformLocations( _gl, program, identifiers );
  14749. // cache attributes locations
  14750. identifiers = [
  14751. "position", "normal", "uv", "uv2", "tangent", "color",
  14752. "skinIndex", "skinWeight", "lineDistance"
  14753. ];
  14754. for ( var i = 0; i < parameters.maxMorphTargets; i ++ ) {
  14755. identifiers.push( "morphTarget" + i );
  14756. }
  14757. for ( var i = 0; i < parameters.maxMorphNormals; i ++ ) {
  14758. identifiers.push( "morphNormal" + i );
  14759. }
  14760. for ( var a in attributes ) {
  14761. identifiers.push( a );
  14762. }
  14763. this.attributes = cacheAttributeLocations( _gl, program, identifiers );
  14764. this.attributesKeys = Object.keys( this.attributes );
  14765. //
  14766. this.id = programIdCount ++;
  14767. this.code = code;
  14768. this.usedTimes = 1;
  14769. this.program = program;
  14770. this.vertexShader = glVertexShader;
  14771. this.fragmentShader = glFragmentShader;
  14772. return this;
  14773. };
  14774. } )();
  14775. // File:src/renderers/webgl/WebGLShader.js
  14776. THREE.WebGLShader = ( function () {
  14777. var addLineNumbers = function ( string ) {
  14778. var lines = string.split( '\n' );
  14779. for ( var i = 0; i < lines.length; i ++ ) {
  14780. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  14781. }
  14782. return lines.join( '\n' );
  14783. };
  14784. return function ( gl, type, string ) {
  14785. var shader = gl.createShader( type );
  14786. gl.shaderSource( shader, string );
  14787. gl.compileShader( shader );
  14788. if ( gl.getShaderParameter( shader, gl.COMPILE_STATUS ) === false ) {
  14789. console.error( 'THREE.WebGLShader: Shader couldn\'t compile.' );
  14790. }
  14791. if ( gl.getShaderInfoLog( shader ) !== '' ) {
  14792. console.warn( 'THREE.WebGLShader: gl.getShaderInfoLog()', gl.getShaderInfoLog( shader ) );
  14793. console.warn( addLineNumbers( string ) );
  14794. }
  14795. // --enable-privileged-webgl-extension
  14796. // console.log( type, gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  14797. return shader;
  14798. };
  14799. } )();
  14800. // File:src/renderers/webgl/plugins/LensFlarePlugin.js
  14801. /**
  14802. * @author mikael emtinger / http://gomo.se/
  14803. * @author alteredq / http://alteredqualia.com/
  14804. */
  14805. THREE.LensFlarePlugin = function ( renderer, flares ) {
  14806. var gl = renderer.context;
  14807. var vertexBuffer, elementBuffer;
  14808. var program, attributes, uniforms;
  14809. var hasVertexTexture;
  14810. var tempTexture, occlusionTexture;
  14811. var init = function () {
  14812. var vertices = new Float32Array( [
  14813. -1, -1, 0, 0,
  14814. 1, -1, 1, 0,
  14815. 1, 1, 1, 1,
  14816. -1, 1, 0, 1
  14817. ] );
  14818. var faces = new Uint16Array( [
  14819. 0, 1, 2,
  14820. 0, 2, 3
  14821. ] );
  14822. // buffers
  14823. vertexBuffer = gl.createBuffer();
  14824. elementBuffer = gl.createBuffer();
  14825. gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
  14826. gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW );
  14827. gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
  14828. gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW );
  14829. // textures
  14830. tempTexture = gl.createTexture();
  14831. occlusionTexture = gl.createTexture();
  14832. gl.bindTexture( gl.TEXTURE_2D, tempTexture );
  14833. gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGB, 16, 16, 0, gl.RGB, gl.UNSIGNED_BYTE, null );
  14834. gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE );
  14835. gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE );
  14836. gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST );
  14837. gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST );
  14838. gl.bindTexture( gl.TEXTURE_2D, occlusionTexture );
  14839. gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGBA, 16, 16, 0, gl.RGBA, gl.UNSIGNED_BYTE, null );
  14840. gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE );
  14841. gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE );
  14842. gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST );
  14843. gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST );
  14844. hasVertexTexture = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ) > 0;
  14845. var shader;
  14846. if ( hasVertexTexture ) {
  14847. shader = {
  14848. vertexShader: [
  14849. "uniform lowp int renderType;",
  14850. "uniform vec3 screenPosition;",
  14851. "uniform vec2 scale;",
  14852. "uniform float rotation;",
  14853. "uniform sampler2D occlusionMap;",
  14854. "attribute vec2 position;",
  14855. "attribute vec2 uv;",
  14856. "varying vec2 vUV;",
  14857. "varying float vVisibility;",
  14858. "void main() {",
  14859. "vUV = uv;",
  14860. "vec2 pos = position;",
  14861. "if( renderType == 2 ) {",
  14862. "vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );",
  14863. "visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );",
  14864. "visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );",
  14865. "visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );",
  14866. "visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );",
  14867. "visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );",
  14868. "visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );",
  14869. "visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );",
  14870. "visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );",
  14871. "vVisibility = visibility.r / 9.0;",
  14872. "vVisibility *= 1.0 - visibility.g / 9.0;",
  14873. "vVisibility *= visibility.b / 9.0;",
  14874. "vVisibility *= 1.0 - visibility.a / 9.0;",
  14875. "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
  14876. "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
  14877. "}",
  14878. "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
  14879. "}"
  14880. ].join( "\n" ),
  14881. fragmentShader: [
  14882. "uniform lowp int renderType;",
  14883. "uniform sampler2D map;",
  14884. "uniform float opacity;",
  14885. "uniform vec3 color;",
  14886. "varying vec2 vUV;",
  14887. "varying float vVisibility;",
  14888. "void main() {",
  14889. // pink square
  14890. "if( renderType == 0 ) {",
  14891. "gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );",
  14892. // restore
  14893. "} else if( renderType == 1 ) {",
  14894. "gl_FragColor = texture2D( map, vUV );",
  14895. // flare
  14896. "} else {",
  14897. "vec4 texture = texture2D( map, vUV );",
  14898. "texture.a *= opacity * vVisibility;",
  14899. "gl_FragColor = texture;",
  14900. "gl_FragColor.rgb *= color;",
  14901. "}",
  14902. "}"
  14903. ].join( "\n" )
  14904. };
  14905. } else {
  14906. shader = {
  14907. vertexShader: [
  14908. "uniform lowp int renderType;",
  14909. "uniform vec3 screenPosition;",
  14910. "uniform vec2 scale;",
  14911. "uniform float rotation;",
  14912. "attribute vec2 position;",
  14913. "attribute vec2 uv;",
  14914. "varying vec2 vUV;",
  14915. "void main() {",
  14916. "vUV = uv;",
  14917. "vec2 pos = position;",
  14918. "if( renderType == 2 ) {",
  14919. "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
  14920. "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
  14921. "}",
  14922. "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
  14923. "}"
  14924. ].join( "\n" ),
  14925. fragmentShader: [
  14926. "precision mediump float;",
  14927. "uniform lowp int renderType;",
  14928. "uniform sampler2D map;",
  14929. "uniform sampler2D occlusionMap;",
  14930. "uniform float opacity;",
  14931. "uniform vec3 color;",
  14932. "varying vec2 vUV;",
  14933. "void main() {",
  14934. // pink square
  14935. "if( renderType == 0 ) {",
  14936. "gl_FragColor = vec4( texture2D( map, vUV ).rgb, 0.0 );",
  14937. // restore
  14938. "} else if( renderType == 1 ) {",
  14939. "gl_FragColor = texture2D( map, vUV );",
  14940. // flare
  14941. "} else {",
  14942. "float visibility = texture2D( occlusionMap, vec2( 0.5, 0.1 ) ).a;",
  14943. "visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) ).a;",
  14944. "visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) ).a;",
  14945. "visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) ).a;",
  14946. "visibility = ( 1.0 - visibility / 4.0 );",
  14947. "vec4 texture = texture2D( map, vUV );",
  14948. "texture.a *= opacity * visibility;",
  14949. "gl_FragColor = texture;",
  14950. "gl_FragColor.rgb *= color;",
  14951. "}",
  14952. "}"
  14953. ].join( "\n" )
  14954. };
  14955. }
  14956. program = createProgram( shader );
  14957. attributes = {
  14958. vertex: gl.getAttribLocation ( program, "position" ),
  14959. uv: gl.getAttribLocation ( program, "uv" )
  14960. }
  14961. uniforms = {
  14962. renderType: gl.getUniformLocation( program, "renderType" ),
  14963. map: gl.getUniformLocation( program, "map" ),
  14964. occlusionMap: gl.getUniformLocation( program, "occlusionMap" ),
  14965. opacity: gl.getUniformLocation( program, "opacity" ),
  14966. color: gl.getUniformLocation( program, "color" ),
  14967. scale: gl.getUniformLocation( program, "scale" ),
  14968. rotation: gl.getUniformLocation( program, "rotation" ),
  14969. screenPosition: gl.getUniformLocation( program, "screenPosition" )
  14970. };
  14971. };
  14972. /*
  14973. * Render lens flares
  14974. * Method: renders 16x16 0xff00ff-colored points scattered over the light source area,
  14975. * reads these back and calculates occlusion.
  14976. */
  14977. this.render = function ( scene, camera, viewportWidth, viewportHeight ) {
  14978. if ( flares.length === 0 ) return;
  14979. var tempPosition = new THREE.Vector3();
  14980. var invAspect = viewportHeight / viewportWidth,
  14981. halfViewportWidth = viewportWidth * 0.5,
  14982. halfViewportHeight = viewportHeight * 0.5;
  14983. var size = 16 / viewportHeight,
  14984. scale = new THREE.Vector2( size * invAspect, size );
  14985. var screenPosition = new THREE.Vector3( 1, 1, 0 ),
  14986. screenPositionPixels = new THREE.Vector2( 1, 1 );
  14987. if ( program === undefined ) {
  14988. init();
  14989. }
  14990. gl.useProgram( program );
  14991. gl.enableVertexAttribArray( attributes.vertex );
  14992. gl.enableVertexAttribArray( attributes.uv );
  14993. // loop through all lens flares to update their occlusion and positions
  14994. // setup gl and common used attribs/unforms
  14995. gl.uniform1i( uniforms.occlusionMap, 0 );
  14996. gl.uniform1i( uniforms.map, 1 );
  14997. gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
  14998. gl.vertexAttribPointer( attributes.vertex, 2, gl.FLOAT, false, 2 * 8, 0 );
  14999. gl.vertexAttribPointer( attributes.uv, 2, gl.FLOAT, false, 2 * 8, 8 );
  15000. gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
  15001. gl.disable( gl.CULL_FACE );
  15002. gl.depthMask( false );
  15003. for ( var i = 0, l = flares.length; i < l; i ++ ) {
  15004. size = 16 / viewportHeight;
  15005. scale.set( size * invAspect, size );
  15006. // calc object screen position
  15007. var flare = flares[ i ];
  15008. tempPosition.set( flare.matrixWorld.elements[12], flare.matrixWorld.elements[13], flare.matrixWorld.elements[14] );
  15009. tempPosition.applyMatrix4( camera.matrixWorldInverse );
  15010. tempPosition.applyProjection( camera.projectionMatrix );
  15011. // setup arrays for gl programs
  15012. screenPosition.copy( tempPosition )
  15013. screenPositionPixels.x = screenPosition.x * halfViewportWidth + halfViewportWidth;
  15014. screenPositionPixels.y = screenPosition.y * halfViewportHeight + halfViewportHeight;
  15015. // screen cull
  15016. if ( hasVertexTexture || (
  15017. screenPositionPixels.x > 0 &&
  15018. screenPositionPixels.x < viewportWidth &&
  15019. screenPositionPixels.y > 0 &&
  15020. screenPositionPixels.y < viewportHeight ) ) {
  15021. // save current RGB to temp texture
  15022. gl.activeTexture( gl.TEXTURE1 );
  15023. gl.bindTexture( gl.TEXTURE_2D, tempTexture );
  15024. gl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGB, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );
  15025. // render pink quad
  15026. gl.uniform1i( uniforms.renderType, 0 );
  15027. gl.uniform2f( uniforms.scale, scale.x, scale.y );
  15028. gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
  15029. gl.disable( gl.BLEND );
  15030. gl.enable( gl.DEPTH_TEST );
  15031. gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
  15032. // copy result to occlusionMap
  15033. gl.activeTexture( gl.TEXTURE0 );
  15034. gl.bindTexture( gl.TEXTURE_2D, occlusionTexture );
  15035. gl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGBA, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );
  15036. // restore graphics
  15037. gl.uniform1i( uniforms.renderType, 1 );
  15038. gl.disable( gl.DEPTH_TEST );
  15039. gl.activeTexture( gl.TEXTURE1 );
  15040. gl.bindTexture( gl.TEXTURE_2D, tempTexture );
  15041. gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
  15042. // update object positions
  15043. flare.positionScreen.copy( screenPosition )
  15044. if ( flare.customUpdateCallback ) {
  15045. flare.customUpdateCallback( flare );
  15046. } else {
  15047. flare.updateLensFlares();
  15048. }
  15049. // render flares
  15050. gl.uniform1i( uniforms.renderType, 2 );
  15051. gl.enable( gl.BLEND );
  15052. for ( var j = 0, jl = flare.lensFlares.length; j < jl; j ++ ) {
  15053. var sprite = flare.lensFlares[ j ];
  15054. if ( sprite.opacity > 0.001 && sprite.scale > 0.001 ) {
  15055. screenPosition.x = sprite.x;
  15056. screenPosition.y = sprite.y;
  15057. screenPosition.z = sprite.z;
  15058. size = sprite.size * sprite.scale / viewportHeight;
  15059. scale.x = size * invAspect;
  15060. scale.y = size;
  15061. gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
  15062. gl.uniform2f( uniforms.scale, scale.x, scale.y );
  15063. gl.uniform1f( uniforms.rotation, sprite.rotation );
  15064. gl.uniform1f( uniforms.opacity, sprite.opacity );
  15065. gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b );
  15066. renderer.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst );
  15067. renderer.setTexture( sprite.texture, 1 );
  15068. gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
  15069. }
  15070. }
  15071. }
  15072. }
  15073. // restore gl
  15074. gl.enable( gl.CULL_FACE );
  15075. gl.enable( gl.DEPTH_TEST );
  15076. gl.depthMask( true );
  15077. renderer.resetGLState();
  15078. };
  15079. function createProgram ( shader ) {
  15080. var program = gl.createProgram();
  15081. var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER );
  15082. var vertexShader = gl.createShader( gl.VERTEX_SHADER );
  15083. var prefix = "precision " + renderer.getPrecision() + " float;\n";
  15084. gl.shaderSource( fragmentShader, prefix + shader.fragmentShader );
  15085. gl.shaderSource( vertexShader, prefix + shader.vertexShader );
  15086. gl.compileShader( fragmentShader );
  15087. gl.compileShader( vertexShader );
  15088. gl.attachShader( program, fragmentShader );
  15089. gl.attachShader( program, vertexShader );
  15090. gl.linkProgram( program );
  15091. return program;
  15092. }
  15093. };
  15094. // File:src/renderers/webgl/plugins/ShadowMapPlugin.js
  15095. /**
  15096. * @author alteredq / http://alteredqualia.com/
  15097. */
  15098. THREE.ShadowMapPlugin = function ( _renderer, _lights, _webglObjects, _webglObjectsImmediate ) {
  15099. var _gl = _renderer.context;
  15100. var _depthMaterial, _depthMaterialMorph, _depthMaterialSkin, _depthMaterialMorphSkin,
  15101. _frustum = new THREE.Frustum(),
  15102. _projScreenMatrix = new THREE.Matrix4(),
  15103. _min = new THREE.Vector3(),
  15104. _max = new THREE.Vector3(),
  15105. _matrixPosition = new THREE.Vector3(),
  15106. _renderList = [];
  15107. // init
  15108. var depthShader = THREE.ShaderLib[ "depthRGBA" ];
  15109. var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
  15110. _depthMaterial = new THREE.ShaderMaterial( {
  15111. uniforms: depthUniforms,
  15112. vertexShader: depthShader.vertexShader,
  15113. fragmentShader: depthShader.fragmentShader
  15114. } );
  15115. _depthMaterialMorph = new THREE.ShaderMaterial( {
  15116. uniforms: depthUniforms,
  15117. vertexShader: depthShader.vertexShader,
  15118. fragmentShader: depthShader.fragmentShader,
  15119. morphTargets: true
  15120. } );
  15121. _depthMaterialSkin = new THREE.ShaderMaterial( {
  15122. uniforms: depthUniforms,
  15123. vertexShader: depthShader.vertexShader,
  15124. fragmentShader: depthShader.fragmentShader,
  15125. skinning: true
  15126. } );
  15127. _depthMaterialMorphSkin = new THREE.ShaderMaterial( {
  15128. uniforms: depthUniforms,
  15129. vertexShader: depthShader.vertexShader,
  15130. fragmentShader: depthShader.fragmentShader,
  15131. morphTargets: true,
  15132. skinning: true
  15133. } );
  15134. _depthMaterial._shadowPass = true;
  15135. _depthMaterialMorph._shadowPass = true;
  15136. _depthMaterialSkin._shadowPass = true;
  15137. _depthMaterialMorphSkin._shadowPass = true;
  15138. this.render = function ( scene, camera ) {
  15139. if ( _renderer.shadowMapEnabled === false ) return;
  15140. var i, il, j, jl, n,
  15141. shadowMap, shadowMatrix, shadowCamera,
  15142. program, buffer, material,
  15143. webglObject, object, light,
  15144. lights = [],
  15145. k = 0,
  15146. fog = null;
  15147. // set GL state for depth map
  15148. _gl.clearColor( 1, 1, 1, 1 );
  15149. _gl.disable( _gl.BLEND );
  15150. _gl.enable( _gl.CULL_FACE );
  15151. _gl.frontFace( _gl.CCW );
  15152. if ( _renderer.shadowMapCullFace === THREE.CullFaceFront ) {
  15153. _gl.cullFace( _gl.FRONT );
  15154. } else {
  15155. _gl.cullFace( _gl.BACK );
  15156. }
  15157. _renderer.setDepthTest( true );
  15158. // preprocess lights
  15159. // - skip lights that are not casting shadows
  15160. // - create virtual lights for cascaded shadow maps
  15161. for ( i = 0, il = _lights.length; i < il; i ++ ) {
  15162. light = _lights[ i ];
  15163. if ( ! light.castShadow ) continue;
  15164. if ( ( light instanceof THREE.DirectionalLight ) && light.shadowCascade ) {
  15165. for ( n = 0; n < light.shadowCascadeCount; n ++ ) {
  15166. var virtualLight;
  15167. if ( ! light.shadowCascadeArray[ n ] ) {
  15168. virtualLight = createVirtualLight( light, n );
  15169. virtualLight.originalCamera = camera;
  15170. var gyro = new THREE.Gyroscope();
  15171. gyro.position.copy( light.shadowCascadeOffset );
  15172. gyro.add( virtualLight );
  15173. gyro.add( virtualLight.target );
  15174. camera.add( gyro );
  15175. light.shadowCascadeArray[ n ] = virtualLight;
  15176. console.log( "Created virtualLight", virtualLight );
  15177. } else {
  15178. virtualLight = light.shadowCascadeArray[ n ];
  15179. }
  15180. updateVirtualLight( light, n );
  15181. lights[ k ] = virtualLight;
  15182. k ++;
  15183. }
  15184. } else {
  15185. lights[ k ] = light;
  15186. k ++;
  15187. }
  15188. }
  15189. // render depth map
  15190. for ( i = 0, il = lights.length; i < il; i ++ ) {
  15191. light = lights[ i ];
  15192. if ( ! light.shadowMap ) {
  15193. var shadowFilter = THREE.LinearFilter;
  15194. if ( _renderer.shadowMapType === THREE.PCFSoftShadowMap ) {
  15195. shadowFilter = THREE.NearestFilter;
  15196. }
  15197. var pars = { minFilter: shadowFilter, magFilter: shadowFilter, format: THREE.RGBAFormat };
  15198. light.shadowMap = new THREE.WebGLRenderTarget( light.shadowMapWidth, light.shadowMapHeight, pars );
  15199. light.shadowMapSize = new THREE.Vector2( light.shadowMapWidth, light.shadowMapHeight );
  15200. light.shadowMatrix = new THREE.Matrix4();
  15201. }
  15202. if ( ! light.shadowCamera ) {
  15203. if ( light instanceof THREE.SpotLight ) {
  15204. light.shadowCamera = new THREE.PerspectiveCamera( light.shadowCameraFov, light.shadowMapWidth / light.shadowMapHeight, light.shadowCameraNear, light.shadowCameraFar );
  15205. } else if ( light instanceof THREE.DirectionalLight ) {
  15206. light.shadowCamera = new THREE.OrthographicCamera( light.shadowCameraLeft, light.shadowCameraRight, light.shadowCameraTop, light.shadowCameraBottom, light.shadowCameraNear, light.shadowCameraFar );
  15207. } else {
  15208. console.error( "Unsupported light type for shadow" );
  15209. continue;
  15210. }
  15211. scene.add( light.shadowCamera );
  15212. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  15213. }
  15214. if ( light.shadowCameraVisible && ! light.cameraHelper ) {
  15215. light.cameraHelper = new THREE.CameraHelper( light.shadowCamera );
  15216. scene.add( light.cameraHelper );
  15217. }
  15218. if ( light.isVirtual && virtualLight.originalCamera == camera ) {
  15219. updateShadowCamera( camera, light );
  15220. }
  15221. shadowMap = light.shadowMap;
  15222. shadowMatrix = light.shadowMatrix;
  15223. shadowCamera = light.shadowCamera;
  15224. //
  15225. shadowCamera.position.setFromMatrixPosition( light.matrixWorld );
  15226. _matrixPosition.setFromMatrixPosition( light.target.matrixWorld );
  15227. shadowCamera.lookAt( _matrixPosition );
  15228. shadowCamera.updateMatrixWorld();
  15229. shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld );
  15230. //
  15231. if ( light.cameraHelper ) light.cameraHelper.visible = light.shadowCameraVisible;
  15232. if ( light.shadowCameraVisible ) light.cameraHelper.update();
  15233. // compute shadow matrix
  15234. shadowMatrix.set(
  15235. 0.5, 0.0, 0.0, 0.5,
  15236. 0.0, 0.5, 0.0, 0.5,
  15237. 0.0, 0.0, 0.5, 0.5,
  15238. 0.0, 0.0, 0.0, 1.0
  15239. );
  15240. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  15241. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  15242. // update camera matrices and frustum
  15243. _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  15244. _frustum.setFromMatrix( _projScreenMatrix );
  15245. // render shadow map
  15246. _renderer.setRenderTarget( shadowMap );
  15247. _renderer.clear();
  15248. // set object matrices & frustum culling
  15249. _renderList.length = 0;
  15250. projectObject( scene, scene, shadowCamera );
  15251. // render regular objects
  15252. var objectMaterial, useMorphing, useSkinning;
  15253. for ( j = 0, jl = _renderList.length; j < jl; j ++ ) {
  15254. webglObject = _renderList[ j ];
  15255. object = webglObject.object;
  15256. buffer = webglObject.buffer;
  15257. // culling is overriden globally for all objects
  15258. // while rendering depth map
  15259. // need to deal with MeshFaceMaterial somehow
  15260. // in that case just use the first of material.materials for now
  15261. // (proper solution would require to break objects by materials
  15262. // similarly to regular rendering and then set corresponding
  15263. // depth materials per each chunk instead of just once per object)
  15264. objectMaterial = getObjectMaterial( object );
  15265. useMorphing = object.geometry.morphTargets !== undefined && object.geometry.morphTargets.length > 0 && objectMaterial.morphTargets;
  15266. useSkinning = object instanceof THREE.SkinnedMesh && objectMaterial.skinning;
  15267. if ( object.customDepthMaterial ) {
  15268. material = object.customDepthMaterial;
  15269. } else if ( useSkinning ) {
  15270. material = useMorphing ? _depthMaterialMorphSkin : _depthMaterialSkin;
  15271. } else if ( useMorphing ) {
  15272. material = _depthMaterialMorph;
  15273. } else {
  15274. material = _depthMaterial;
  15275. }
  15276. _renderer.setMaterialFaces( objectMaterial );
  15277. if ( buffer instanceof THREE.BufferGeometry ) {
  15278. _renderer.renderBufferDirect( shadowCamera, _lights, fog, material, buffer, object );
  15279. } else {
  15280. _renderer.renderBuffer( shadowCamera, _lights, fog, material, buffer, object );
  15281. }
  15282. }
  15283. // set matrices and render immediate objects
  15284. for ( j = 0, jl = _webglObjectsImmediate.length; j < jl; j ++ ) {
  15285. webglObject = _webglObjectsImmediate[ j ];
  15286. object = webglObject.object;
  15287. if ( object.visible && object.castShadow ) {
  15288. object._modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  15289. _renderer.renderImmediateObject( shadowCamera, _lights, fog, _depthMaterial, object );
  15290. }
  15291. }
  15292. }
  15293. // restore GL state
  15294. var clearColor = _renderer.getClearColor(),
  15295. clearAlpha = _renderer.getClearAlpha();
  15296. _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
  15297. _gl.enable( _gl.BLEND );
  15298. if ( _renderer.shadowMapCullFace === THREE.CullFaceFront ) {
  15299. _gl.cullFace( _gl.BACK );
  15300. }
  15301. _renderer.resetGLState();
  15302. };
  15303. function projectObject( scene, object, shadowCamera ){
  15304. if ( object.visible ) {
  15305. var webglObjects = _webglObjects[ object.id ];
  15306. if ( webglObjects && object.castShadow && (object.frustumCulled === false || _frustum.intersectsObject( object ) === true) ) {
  15307. for ( var i = 0, l = webglObjects.length; i < l; i ++ ) {
  15308. var webglObject = webglObjects[ i ];
  15309. object._modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  15310. _renderList.push( webglObject );
  15311. }
  15312. }
  15313. for ( var i = 0, l = object.children.length; i < l; i ++ ) {
  15314. projectObject( scene, object.children[ i ], shadowCamera );
  15315. }
  15316. }
  15317. }
  15318. function createVirtualLight( light, cascade ) {
  15319. var virtualLight = new THREE.DirectionalLight();
  15320. virtualLight.isVirtual = true;
  15321. virtualLight.onlyShadow = true;
  15322. virtualLight.castShadow = true;
  15323. virtualLight.shadowCameraNear = light.shadowCameraNear;
  15324. virtualLight.shadowCameraFar = light.shadowCameraFar;
  15325. virtualLight.shadowCameraLeft = light.shadowCameraLeft;
  15326. virtualLight.shadowCameraRight = light.shadowCameraRight;
  15327. virtualLight.shadowCameraBottom = light.shadowCameraBottom;
  15328. virtualLight.shadowCameraTop = light.shadowCameraTop;
  15329. virtualLight.shadowCameraVisible = light.shadowCameraVisible;
  15330. virtualLight.shadowDarkness = light.shadowDarkness;
  15331. virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];
  15332. virtualLight.shadowMapWidth = light.shadowCascadeWidth[ cascade ];
  15333. virtualLight.shadowMapHeight = light.shadowCascadeHeight[ cascade ];
  15334. virtualLight.pointsWorld = [];
  15335. virtualLight.pointsFrustum = [];
  15336. var pointsWorld = virtualLight.pointsWorld,
  15337. pointsFrustum = virtualLight.pointsFrustum;
  15338. for ( var i = 0; i < 8; i ++ ) {
  15339. pointsWorld[ i ] = new THREE.Vector3();
  15340. pointsFrustum[ i ] = new THREE.Vector3();
  15341. }
  15342. var nearZ = light.shadowCascadeNearZ[ cascade ];
  15343. var farZ = light.shadowCascadeFarZ[ cascade ];
  15344. pointsFrustum[ 0 ].set( - 1, - 1, nearZ );
  15345. pointsFrustum[ 1 ].set( 1, - 1, nearZ );
  15346. pointsFrustum[ 2 ].set( - 1, 1, nearZ );
  15347. pointsFrustum[ 3 ].set( 1, 1, nearZ );
  15348. pointsFrustum[ 4 ].set( - 1, - 1, farZ );
  15349. pointsFrustum[ 5 ].set( 1, - 1, farZ );
  15350. pointsFrustum[ 6 ].set( - 1, 1, farZ );
  15351. pointsFrustum[ 7 ].set( 1, 1, farZ );
  15352. return virtualLight;
  15353. }
  15354. // Synchronize virtual light with the original light
  15355. function updateVirtualLight( light, cascade ) {
  15356. var virtualLight = light.shadowCascadeArray[ cascade ];
  15357. virtualLight.position.copy( light.position );
  15358. virtualLight.target.position.copy( light.target.position );
  15359. virtualLight.lookAt( virtualLight.target );
  15360. virtualLight.shadowCameraVisible = light.shadowCameraVisible;
  15361. virtualLight.shadowDarkness = light.shadowDarkness;
  15362. virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];
  15363. var nearZ = light.shadowCascadeNearZ[ cascade ];
  15364. var farZ = light.shadowCascadeFarZ[ cascade ];
  15365. var pointsFrustum = virtualLight.pointsFrustum;
  15366. pointsFrustum[ 0 ].z = nearZ;
  15367. pointsFrustum[ 1 ].z = nearZ;
  15368. pointsFrustum[ 2 ].z = nearZ;
  15369. pointsFrustum[ 3 ].z = nearZ;
  15370. pointsFrustum[ 4 ].z = farZ;
  15371. pointsFrustum[ 5 ].z = farZ;
  15372. pointsFrustum[ 6 ].z = farZ;
  15373. pointsFrustum[ 7 ].z = farZ;
  15374. }
  15375. // Fit shadow camera's ortho frustum to camera frustum
  15376. function updateShadowCamera( camera, light ) {
  15377. var shadowCamera = light.shadowCamera,
  15378. pointsFrustum = light.pointsFrustum,
  15379. pointsWorld = light.pointsWorld;
  15380. _min.set( Infinity, Infinity, Infinity );
  15381. _max.set( - Infinity, - Infinity, - Infinity );
  15382. for ( var i = 0; i < 8; i ++ ) {
  15383. var p = pointsWorld[ i ];
  15384. p.copy( pointsFrustum[ i ] );
  15385. p.unproject( camera );
  15386. p.applyMatrix4( shadowCamera.matrixWorldInverse );
  15387. if ( p.x < _min.x ) _min.x = p.x;
  15388. if ( p.x > _max.x ) _max.x = p.x;
  15389. if ( p.y < _min.y ) _min.y = p.y;
  15390. if ( p.y > _max.y ) _max.y = p.y;
  15391. if ( p.z < _min.z ) _min.z = p.z;
  15392. if ( p.z > _max.z ) _max.z = p.z;
  15393. }
  15394. shadowCamera.left = _min.x;
  15395. shadowCamera.right = _max.x;
  15396. shadowCamera.top = _max.y;
  15397. shadowCamera.bottom = _min.y;
  15398. // can't really fit near/far
  15399. //shadowCamera.near = _min.z;
  15400. //shadowCamera.far = _max.z;
  15401. shadowCamera.updateProjectionMatrix();
  15402. }
  15403. // For the moment just ignore objects that have multiple materials with different animation methods
  15404. // Only the first material will be taken into account for deciding which depth material to use for shadow maps
  15405. function getObjectMaterial( object ) {
  15406. return object.material instanceof THREE.MeshFaceMaterial
  15407. ? object.material.materials[ 0 ]
  15408. : object.material;
  15409. };
  15410. };
  15411. // File:src/renderers/webgl/plugins/SpritePlugin.js
  15412. /**
  15413. * @author mikael emtinger / http://gomo.se/
  15414. * @author alteredq / http://alteredqualia.com/
  15415. */
  15416. THREE.SpritePlugin = function ( renderer, sprites ) {
  15417. var gl = renderer.context;
  15418. var vertexBuffer, elementBuffer;
  15419. var program, attributes, uniforms;
  15420. var texture;
  15421. // decompose matrixWorld
  15422. var spritePosition = new THREE.Vector3();
  15423. var spriteRotation = new THREE.Quaternion();
  15424. var spriteScale = new THREE.Vector3();
  15425. var init = function () {
  15426. var vertices = new Float32Array( [
  15427. - 0.5, - 0.5, 0, 0,
  15428. 0.5, - 0.5, 1, 0,
  15429. 0.5, 0.5, 1, 1,
  15430. - 0.5, 0.5, 0, 1
  15431. ] );
  15432. var faces = new Uint16Array( [
  15433. 0, 1, 2,
  15434. 0, 2, 3
  15435. ] );
  15436. vertexBuffer = gl.createBuffer();
  15437. elementBuffer = gl.createBuffer();
  15438. gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
  15439. gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW );
  15440. gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
  15441. gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW );
  15442. program = createProgram();
  15443. attributes = {
  15444. position: gl.getAttribLocation ( program, 'position' ),
  15445. uv: gl.getAttribLocation ( program, 'uv' )
  15446. };
  15447. uniforms = {
  15448. uvOffset: gl.getUniformLocation( program, 'uvOffset' ),
  15449. uvScale: gl.getUniformLocation( program, 'uvScale' ),
  15450. rotation: gl.getUniformLocation( program, 'rotation' ),
  15451. scale: gl.getUniformLocation( program, 'scale' ),
  15452. color: gl.getUniformLocation( program, 'color' ),
  15453. map: gl.getUniformLocation( program, 'map' ),
  15454. opacity: gl.getUniformLocation( program, 'opacity' ),
  15455. modelViewMatrix: gl.getUniformLocation( program, 'modelViewMatrix' ),
  15456. projectionMatrix: gl.getUniformLocation( program, 'projectionMatrix' ),
  15457. fogType: gl.getUniformLocation( program, 'fogType' ),
  15458. fogDensity: gl.getUniformLocation( program, 'fogDensity' ),
  15459. fogNear: gl.getUniformLocation( program, 'fogNear' ),
  15460. fogFar: gl.getUniformLocation( program, 'fogFar' ),
  15461. fogColor: gl.getUniformLocation( program, 'fogColor' ),
  15462. alphaTest: gl.getUniformLocation( program, 'alphaTest' )
  15463. };
  15464. var canvas = document.createElement( 'canvas' );
  15465. canvas.width = 8;
  15466. canvas.height = 8;
  15467. var context = canvas.getContext( '2d' );
  15468. context.fillStyle = 'white';
  15469. context.fillRect( 0, 0, 8, 8 );
  15470. texture = new THREE.Texture( canvas );
  15471. texture.needsUpdate = true;
  15472. };
  15473. this.render = function ( scene, camera ) {
  15474. if ( sprites.length === 0 ) return;
  15475. // setup gl
  15476. if ( program === undefined ) {
  15477. init();
  15478. }
  15479. gl.useProgram( program );
  15480. gl.enableVertexAttribArray( attributes.position );
  15481. gl.enableVertexAttribArray( attributes.uv );
  15482. gl.disable( gl.CULL_FACE );
  15483. gl.enable( gl.BLEND );
  15484. gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
  15485. gl.vertexAttribPointer( attributes.position, 2, gl.FLOAT, false, 2 * 8, 0 );
  15486. gl.vertexAttribPointer( attributes.uv, 2, gl.FLOAT, false, 2 * 8, 8 );
  15487. gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
  15488. gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
  15489. gl.activeTexture( gl.TEXTURE0 );
  15490. gl.uniform1i( uniforms.map, 0 );
  15491. var oldFogType = 0;
  15492. var sceneFogType = 0;
  15493. var fog = scene.fog;
  15494. if ( fog ) {
  15495. gl.uniform3f( uniforms.fogColor, fog.color.r, fog.color.g, fog.color.b );
  15496. if ( fog instanceof THREE.Fog ) {
  15497. gl.uniform1f( uniforms.fogNear, fog.near );
  15498. gl.uniform1f( uniforms.fogFar, fog.far );
  15499. gl.uniform1i( uniforms.fogType, 1 );
  15500. oldFogType = 1;
  15501. sceneFogType = 1;
  15502. } else if ( fog instanceof THREE.FogExp2 ) {
  15503. gl.uniform1f( uniforms.fogDensity, fog.density );
  15504. gl.uniform1i( uniforms.fogType, 2 );
  15505. oldFogType = 2;
  15506. sceneFogType = 2;
  15507. }
  15508. } else {
  15509. gl.uniform1i( uniforms.fogType, 0 );
  15510. oldFogType = 0;
  15511. sceneFogType = 0;
  15512. }
  15513. // update positions and sort
  15514. for ( var i = 0, l = sprites.length; i < l; i ++ ) {
  15515. var sprite = sprites[ i ];
  15516. sprite._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, sprite.matrixWorld );
  15517. sprite.z = - sprite._modelViewMatrix.elements[ 14 ];
  15518. }
  15519. sprites.sort( painterSortStable );
  15520. // render all sprites
  15521. var scale = [];
  15522. for ( var i = 0, l = sprites.length; i < l; i ++ ) {
  15523. var sprite = sprites[ i ];
  15524. var material = sprite.material;
  15525. gl.uniform1f( uniforms.alphaTest, material.alphaTest );
  15526. gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite._modelViewMatrix.elements );
  15527. sprite.matrixWorld.decompose( spritePosition, spriteRotation, spriteScale );
  15528. scale[ 0 ] = spriteScale.x;
  15529. scale[ 1 ] = spriteScale.y;
  15530. var fogType = 0;
  15531. if ( scene.fog && material.fog ) {
  15532. fogType = sceneFogType;
  15533. }
  15534. if ( oldFogType !== fogType ) {
  15535. gl.uniform1i( uniforms.fogType, fogType );
  15536. oldFogType = fogType;
  15537. }
  15538. if ( material.map !== null ) {
  15539. gl.uniform2f( uniforms.uvOffset, material.map.offset.x, material.map.offset.y );
  15540. gl.uniform2f( uniforms.uvScale, material.map.repeat.x, material.map.repeat.y );
  15541. } else {
  15542. gl.uniform2f( uniforms.uvOffset, 0, 0 );
  15543. gl.uniform2f( uniforms.uvScale, 1, 1 );
  15544. }
  15545. gl.uniform1f( uniforms.opacity, material.opacity );
  15546. gl.uniform3f( uniforms.color, material.color.r, material.color.g, material.color.b );
  15547. gl.uniform1f( uniforms.rotation, material.rotation );
  15548. gl.uniform2fv( uniforms.scale, scale );
  15549. renderer.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  15550. renderer.setDepthTest( material.depthTest );
  15551. renderer.setDepthWrite( material.depthWrite );
  15552. if ( material.map && material.map.image && material.map.image.width ) {
  15553. renderer.setTexture( material.map, 0 );
  15554. } else {
  15555. renderer.setTexture( texture, 0 );
  15556. }
  15557. gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
  15558. }
  15559. // restore gl
  15560. gl.enable( gl.CULL_FACE );
  15561. renderer.resetGLState();
  15562. };
  15563. function createProgram () {
  15564. var program = gl.createProgram();
  15565. var vertexShader = gl.createShader( gl.VERTEX_SHADER );
  15566. var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER );
  15567. gl.shaderSource( vertexShader, [
  15568. 'precision ' + renderer.getPrecision() + ' float;',
  15569. 'uniform mat4 modelViewMatrix;',
  15570. 'uniform mat4 projectionMatrix;',
  15571. 'uniform float rotation;',
  15572. 'uniform vec2 scale;',
  15573. 'uniform vec2 uvOffset;',
  15574. 'uniform vec2 uvScale;',
  15575. 'attribute vec2 position;',
  15576. 'attribute vec2 uv;',
  15577. 'varying vec2 vUV;',
  15578. 'void main() {',
  15579. 'vUV = uvOffset + uv * uvScale;',
  15580. 'vec2 alignedPosition = position * scale;',
  15581. 'vec2 rotatedPosition;',
  15582. 'rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;',
  15583. 'rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;',
  15584. 'vec4 finalPosition;',
  15585. 'finalPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );',
  15586. 'finalPosition.xy += rotatedPosition;',
  15587. 'finalPosition = projectionMatrix * finalPosition;',
  15588. 'gl_Position = finalPosition;',
  15589. '}'
  15590. ].join( '\n' ) );
  15591. gl.shaderSource( fragmentShader, [
  15592. 'precision ' + renderer.getPrecision() + ' float;',
  15593. 'uniform vec3 color;',
  15594. 'uniform sampler2D map;',
  15595. 'uniform float opacity;',
  15596. 'uniform int fogType;',
  15597. 'uniform vec3 fogColor;',
  15598. 'uniform float fogDensity;',
  15599. 'uniform float fogNear;',
  15600. 'uniform float fogFar;',
  15601. 'uniform float alphaTest;',
  15602. 'varying vec2 vUV;',
  15603. 'void main() {',
  15604. 'vec4 texture = texture2D( map, vUV );',
  15605. 'if ( texture.a < alphaTest ) discard;',
  15606. 'gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );',
  15607. 'if ( fogType > 0 ) {',
  15608. 'float depth = gl_FragCoord.z / gl_FragCoord.w;',
  15609. 'float fogFactor = 0.0;',
  15610. 'if ( fogType == 1 ) {',
  15611. 'fogFactor = smoothstep( fogNear, fogFar, depth );',
  15612. '} else {',
  15613. 'const float LOG2 = 1.442695;',
  15614. 'float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );',
  15615. 'fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );',
  15616. '}',
  15617. 'gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );',
  15618. '}',
  15619. '}'
  15620. ].join( '\n' ) );
  15621. gl.compileShader( vertexShader );
  15622. gl.compileShader( fragmentShader );
  15623. gl.attachShader( program, vertexShader );
  15624. gl.attachShader( program, fragmentShader );
  15625. gl.linkProgram( program );
  15626. return program;
  15627. };
  15628. function painterSortStable ( a, b ) {
  15629. if ( a.z !== b.z ) {
  15630. return b.z - a.z;
  15631. } else {
  15632. return b.id - a.id;
  15633. }
  15634. };
  15635. };
  15636. // File:src/extras/GeometryUtils.js
  15637. /**
  15638. * @author mrdoob / http://mrdoob.com/
  15639. */
  15640. THREE.GeometryUtils = {
  15641. merge: function ( geometry1, geometry2, materialIndexOffset ) {
  15642. console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
  15643. var matrix;
  15644. if ( geometry2 instanceof THREE.Mesh ) {
  15645. geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  15646. matrix = geometry2.matrix;
  15647. geometry2 = geometry2.geometry;
  15648. }
  15649. geometry1.merge( geometry2, matrix, materialIndexOffset );
  15650. },
  15651. center: function ( geometry ) {
  15652. console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
  15653. return geometry.center();
  15654. }
  15655. };
  15656. // File:src/extras/ImageUtils.js
  15657. /**
  15658. * @author alteredq / http://alteredqualia.com/
  15659. * @author mrdoob / http://mrdoob.com/
  15660. * @author Daosheng Mu / https://github.com/DaoshengMu/
  15661. */
  15662. THREE.ImageUtils = {
  15663. crossOrigin: undefined,
  15664. loadTexture: function ( url, mapping, onLoad, onError ) {
  15665. var loader = new THREE.ImageLoader();
  15666. loader.crossOrigin = this.crossOrigin;
  15667. var texture = new THREE.Texture( undefined, mapping );
  15668. loader.load( url, function ( image ) {
  15669. texture.image = image;
  15670. texture.needsUpdate = true;
  15671. if ( onLoad ) onLoad( texture );
  15672. }, undefined, function ( event ) {
  15673. if ( onError ) onError( event );
  15674. } );
  15675. texture.sourceFile = url;
  15676. return texture;
  15677. },
  15678. loadTextureCube: function ( array, mapping, onLoad, onError ) {
  15679. var images = [];
  15680. var loader = new THREE.ImageLoader();
  15681. loader.crossOrigin = this.crossOrigin;
  15682. var texture = new THREE.CubeTexture( images, mapping );
  15683. // no flipping needed for cube textures
  15684. texture.flipY = false;
  15685. var loaded = 0;
  15686. var loadTexture = function ( i ) {
  15687. loader.load( array[ i ], function ( image ) {
  15688. texture.images[ i ] = image;
  15689. loaded += 1;
  15690. if ( loaded === 6 ) {
  15691. texture.needsUpdate = true;
  15692. if ( onLoad ) onLoad( texture );
  15693. }
  15694. } );
  15695. }
  15696. for ( var i = 0, il = array.length; i < il; ++ i ) {
  15697. loadTexture( i );
  15698. }
  15699. return texture;
  15700. },
  15701. loadCompressedTexture: function () {
  15702. console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' )
  15703. },
  15704. loadCompressedTextureCube: function () {
  15705. console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' )
  15706. },
  15707. getNormalMap: function ( image, depth ) {
  15708. // Adapted from http://www.paulbrunt.co.uk/lab/heightnormal/
  15709. var cross = function ( a, b ) {
  15710. 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 ] ];
  15711. }
  15712. var subtract = function ( a, b ) {
  15713. return [ a[ 0 ] - b[ 0 ], a[ 1 ] - b[ 1 ], a[ 2 ] - b[ 2 ] ];
  15714. }
  15715. var normalize = function ( a ) {
  15716. var l = Math.sqrt( a[ 0 ] * a[ 0 ] + a[ 1 ] * a[ 1 ] + a[ 2 ] * a[ 2 ] );
  15717. return [ a[ 0 ] / l, a[ 1 ] / l, a[ 2 ] / l ];
  15718. }
  15719. depth = depth | 1;
  15720. var width = image.width;
  15721. var height = image.height;
  15722. var canvas = document.createElement( 'canvas' );
  15723. canvas.width = width;
  15724. canvas.height = height;
  15725. var context = canvas.getContext( '2d' );
  15726. context.drawImage( image, 0, 0 );
  15727. var data = context.getImageData( 0, 0, width, height ).data;
  15728. var imageData = context.createImageData( width, height );
  15729. var output = imageData.data;
  15730. for ( var x = 0; x < width; x ++ ) {
  15731. for ( var y = 0; y < height; y ++ ) {
  15732. var ly = y - 1 < 0 ? 0 : y - 1;
  15733. var uy = y + 1 > height - 1 ? height - 1 : y + 1;
  15734. var lx = x - 1 < 0 ? 0 : x - 1;
  15735. var ux = x + 1 > width - 1 ? width - 1 : x + 1;
  15736. var points = [];
  15737. var origin = [ 0, 0, data[ ( y * width + x ) * 4 ] / 255 * depth ];
  15738. points.push( [ - 1, 0, data[ ( y * width + lx ) * 4 ] / 255 * depth ] );
  15739. points.push( [ - 1, - 1, data[ ( ly * width + lx ) * 4 ] / 255 * depth ] );
  15740. points.push( [ 0, - 1, data[ ( ly * width + x ) * 4 ] / 255 * depth ] );
  15741. points.push( [ 1, - 1, data[ ( ly * width + ux ) * 4 ] / 255 * depth ] );
  15742. points.push( [ 1, 0, data[ ( y * width + ux ) * 4 ] / 255 * depth ] );
  15743. points.push( [ 1, 1, data[ ( uy * width + ux ) * 4 ] / 255 * depth ] );
  15744. points.push( [ 0, 1, data[ ( uy * width + x ) * 4 ] / 255 * depth ] );
  15745. points.push( [ - 1, 1, data[ ( uy * width + lx ) * 4 ] / 255 * depth ] );
  15746. var normals = [];
  15747. var num_points = points.length;
  15748. for ( var i = 0; i < num_points; i ++ ) {
  15749. var v1 = points[ i ];
  15750. var v2 = points[ ( i + 1 ) % num_points ];
  15751. v1 = subtract( v1, origin );
  15752. v2 = subtract( v2, origin );
  15753. normals.push( normalize( cross( v1, v2 ) ) );
  15754. }
  15755. var normal = [ 0, 0, 0 ];
  15756. for ( var i = 0; i < normals.length; i ++ ) {
  15757. normal[ 0 ] += normals[ i ][ 0 ];
  15758. normal[ 1 ] += normals[ i ][ 1 ];
  15759. normal[ 2 ] += normals[ i ][ 2 ];
  15760. }
  15761. normal[ 0 ] /= normals.length;
  15762. normal[ 1 ] /= normals.length;
  15763. normal[ 2 ] /= normals.length;
  15764. var idx = ( y * width + x ) * 4;
  15765. output[ idx ] = ( ( normal[ 0 ] + 1.0 ) / 2.0 * 255 ) | 0;
  15766. output[ idx + 1 ] = ( ( normal[ 1 ] + 1.0 ) / 2.0 * 255 ) | 0;
  15767. output[ idx + 2 ] = ( normal[ 2 ] * 255 ) | 0;
  15768. output[ idx + 3 ] = 255;
  15769. }
  15770. }
  15771. context.putImageData( imageData, 0, 0 );
  15772. return canvas;
  15773. },
  15774. generateDataTexture: function ( width, height, color ) {
  15775. var size = width * height;
  15776. var data = new Uint8Array( 3 * size );
  15777. var r = Math.floor( color.r * 255 );
  15778. var g = Math.floor( color.g * 255 );
  15779. var b = Math.floor( color.b * 255 );
  15780. for ( var i = 0; i < size; i ++ ) {
  15781. data[ i * 3 ] = r;
  15782. data[ i * 3 + 1 ] = g;
  15783. data[ i * 3 + 2 ] = b;
  15784. }
  15785. var texture = new THREE.DataTexture( data, width, height, THREE.RGBFormat );
  15786. texture.needsUpdate = true;
  15787. return texture;
  15788. }
  15789. };
  15790. // File:src/extras/SceneUtils.js
  15791. /**
  15792. * @author alteredq / http://alteredqualia.com/
  15793. */
  15794. THREE.SceneUtils = {
  15795. createMultiMaterialObject: function ( geometry, materials ) {
  15796. var group = new THREE.Object3D();
  15797. for ( var i = 0, l = materials.length; i < l; i ++ ) {
  15798. group.add( new THREE.Mesh( geometry, materials[ i ] ) );
  15799. }
  15800. return group;
  15801. },
  15802. detach: function ( child, parent, scene ) {
  15803. child.applyMatrix( parent.matrixWorld );
  15804. parent.remove( child );
  15805. scene.add( child );
  15806. },
  15807. attach: function ( child, scene, parent ) {
  15808. var matrixWorldInverse = new THREE.Matrix4();
  15809. matrixWorldInverse.getInverse( parent.matrixWorld );
  15810. child.applyMatrix( matrixWorldInverse );
  15811. scene.remove( child );
  15812. parent.add( child );
  15813. }
  15814. };
  15815. // File:src/extras/FontUtils.js
  15816. /**
  15817. * @author zz85 / http://www.lab4games.net/zz85/blog
  15818. * @author alteredq / http://alteredqualia.com/
  15819. *
  15820. * For Text operations in three.js (See TextGeometry)
  15821. *
  15822. * It uses techniques used in:
  15823. *
  15824. * typeface.js and canvastext
  15825. * For converting fonts and rendering with javascript
  15826. * http://typeface.neocracy.org
  15827. *
  15828. * Triangulation ported from AS3
  15829. * Simple Polygon Triangulation
  15830. * http://actionsnippet.com/?p=1462
  15831. *
  15832. * A Method to triangulate shapes with holes
  15833. * http://www.sakri.net/blog/2009/06/12/an-approach-to-triangulating-polygons-with-holes/
  15834. *
  15835. */
  15836. THREE.FontUtils = {
  15837. faces: {},
  15838. // Just for now. face[weight][style]
  15839. face: 'helvetiker',
  15840. weight: 'normal',
  15841. style: 'normal',
  15842. size: 150,
  15843. divisions: 10,
  15844. getFace: function () {
  15845. try {
  15846. return this.faces[ this.face ][ this.weight ][ this.style ];
  15847. } catch (e) {
  15848. throw "The font " + this.face + " with " + this.weight + " weight and " + this.style + " style is missing."
  15849. };
  15850. },
  15851. loadFace: function ( data ) {
  15852. var family = data.familyName.toLowerCase();
  15853. var ThreeFont = this;
  15854. ThreeFont.faces[ family ] = ThreeFont.faces[ family ] || {};
  15855. ThreeFont.faces[ family ][ data.cssFontWeight ] = ThreeFont.faces[ family ][ data.cssFontWeight ] || {};
  15856. ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data;
  15857. var face = ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data;
  15858. return data;
  15859. },
  15860. drawText: function ( text ) {
  15861. var characterPts = [], allPts = [];
  15862. // RenderText
  15863. var i, p,
  15864. face = this.getFace(),
  15865. scale = this.size / face.resolution,
  15866. offset = 0,
  15867. chars = String( text ).split( '' ),
  15868. length = chars.length;
  15869. var fontPaths = [];
  15870. for ( i = 0; i < length; i ++ ) {
  15871. var path = new THREE.Path();
  15872. var ret = this.extractGlyphPoints( chars[ i ], face, scale, offset, path );
  15873. offset += ret.offset;
  15874. fontPaths.push( ret.path );
  15875. }
  15876. // get the width
  15877. var width = offset / 2;
  15878. //
  15879. // for ( p = 0; p < allPts.length; p++ ) {
  15880. //
  15881. // allPts[ p ].x -= width;
  15882. //
  15883. // }
  15884. //var extract = this.extractPoints( allPts, characterPts );
  15885. //extract.contour = allPts;
  15886. //extract.paths = fontPaths;
  15887. //extract.offset = width;
  15888. return { paths: fontPaths, offset: width };
  15889. },
  15890. extractGlyphPoints: function ( c, face, scale, offset, path ) {
  15891. var pts = [];
  15892. var i, i2, divisions,
  15893. outline, action, length,
  15894. scaleX, scaleY,
  15895. x, y, cpx, cpy, cpx0, cpy0, cpx1, cpy1, cpx2, cpy2,
  15896. laste,
  15897. glyph = face.glyphs[ c ] || face.glyphs[ '?' ];
  15898. if ( ! glyph ) return;
  15899. if ( glyph.o ) {
  15900. outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
  15901. length = outline.length;
  15902. scaleX = scale;
  15903. scaleY = scale;
  15904. for ( i = 0; i < length; ) {
  15905. action = outline[ i ++ ];
  15906. //console.log( action );
  15907. switch ( action ) {
  15908. case 'm':
  15909. // Move To
  15910. x = outline[ i ++ ] * scaleX + offset;
  15911. y = outline[ i ++ ] * scaleY;
  15912. path.moveTo( x, y );
  15913. break;
  15914. case 'l':
  15915. // Line To
  15916. x = outline[ i ++ ] * scaleX + offset;
  15917. y = outline[ i ++ ] * scaleY;
  15918. path.lineTo( x,y );
  15919. break;
  15920. case 'q':
  15921. // QuadraticCurveTo
  15922. cpx = outline[ i ++ ] * scaleX + offset;
  15923. cpy = outline[ i ++ ] * scaleY;
  15924. cpx1 = outline[ i ++ ] * scaleX + offset;
  15925. cpy1 = outline[ i ++ ] * scaleY;
  15926. path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
  15927. laste = pts[ pts.length - 1 ];
  15928. if ( laste ) {
  15929. cpx0 = laste.x;
  15930. cpy0 = laste.y;
  15931. for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) {
  15932. var t = i2 / divisions;
  15933. var tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx );
  15934. var ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy );
  15935. }
  15936. }
  15937. break;
  15938. case 'b':
  15939. // Cubic Bezier Curve
  15940. cpx = outline[ i ++ ] * scaleX + offset;
  15941. cpy = outline[ i ++ ] * scaleY;
  15942. cpx1 = outline[ i ++ ] * scaleX + offset;
  15943. cpy1 = outline[ i ++ ] * scaleY;
  15944. cpx2 = outline[ i ++ ] * scaleX + offset;
  15945. cpy2 = outline[ i ++ ] * scaleY;
  15946. path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
  15947. laste = pts[ pts.length - 1 ];
  15948. if ( laste ) {
  15949. cpx0 = laste.x;
  15950. cpy0 = laste.y;
  15951. for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) {
  15952. var t = i2 / divisions;
  15953. var tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx );
  15954. var ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy );
  15955. }
  15956. }
  15957. break;
  15958. }
  15959. }
  15960. }
  15961. return { offset: glyph.ha * scale, path:path };
  15962. }
  15963. };
  15964. THREE.FontUtils.generateShapes = function ( text, parameters ) {
  15965. // Parameters
  15966. parameters = parameters || {};
  15967. var size = parameters.size !== undefined ? parameters.size : 100;
  15968. var curveSegments = parameters.curveSegments !== undefined ? parameters.curveSegments : 4;
  15969. var font = parameters.font !== undefined ? parameters.font : 'helvetiker';
  15970. var weight = parameters.weight !== undefined ? parameters.weight : 'normal';
  15971. var style = parameters.style !== undefined ? parameters.style : 'normal';
  15972. THREE.FontUtils.size = size;
  15973. THREE.FontUtils.divisions = curveSegments;
  15974. THREE.FontUtils.face = font;
  15975. THREE.FontUtils.weight = weight;
  15976. THREE.FontUtils.style = style;
  15977. // Get a Font data json object
  15978. var data = THREE.FontUtils.drawText( text );
  15979. var paths = data.paths;
  15980. var shapes = [];
  15981. for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
  15982. Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
  15983. }
  15984. return shapes;
  15985. };
  15986. /**
  15987. * This code is a quick port of code written in C++ which was submitted to
  15988. * flipcode.com by John W. Ratcliff // July 22, 2000
  15989. * See original code and more information here:
  15990. * http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml
  15991. *
  15992. * ported to actionscript by Zevan Rosser
  15993. * www.actionsnippet.com
  15994. *
  15995. * ported to javascript by Joshua Koo
  15996. * http://www.lab4games.net/zz85/blog
  15997. *
  15998. */
  15999. ( function ( namespace ) {
  16000. var EPSILON = 0.0000000001;
  16001. // takes in an contour array and returns
  16002. var process = function ( contour, indices ) {
  16003. var n = contour.length;
  16004. if ( n < 3 ) return null;
  16005. var result = [],
  16006. verts = [],
  16007. vertIndices = [];
  16008. /* we want a counter-clockwise polygon in verts */
  16009. var u, v, w;
  16010. if ( area( contour ) > 0.0 ) {
  16011. for ( v = 0; v < n; v ++ ) verts[ v ] = v;
  16012. } else {
  16013. for ( v = 0; v < n; v ++ ) verts[ v ] = ( n - 1 ) - v;
  16014. }
  16015. var nv = n;
  16016. /* remove nv - 2 vertices, creating 1 triangle every time */
  16017. var count = 2 * nv; /* error detection */
  16018. for ( v = nv - 1; nv > 2; ) {
  16019. /* if we loop, it is probably a non-simple polygon */
  16020. if ( ( count -- ) <= 0 ) {
  16021. //** Triangulate: ERROR - probable bad polygon!
  16022. //throw ( "Warning, unable to triangulate polygon!" );
  16023. //return null;
  16024. // Sometimes warning is fine, especially polygons are triangulated in reverse.
  16025. console.log( 'Warning, unable to triangulate polygon!' );
  16026. if ( indices ) return vertIndices;
  16027. return result;
  16028. }
  16029. /* three consecutive vertices in current polygon, <u,v,w> */
  16030. u = v; if ( nv <= u ) u = 0; /* previous */
  16031. v = u + 1; if ( nv <= v ) v = 0; /* new v */
  16032. w = v + 1; if ( nv <= w ) w = 0; /* next */
  16033. if ( snip( contour, u, v, w, nv, verts ) ) {
  16034. var a, b, c, s, t;
  16035. /* true names of the vertices */
  16036. a = verts[ u ];
  16037. b = verts[ v ];
  16038. c = verts[ w ];
  16039. /* output Triangle */
  16040. result.push( [ contour[ a ],
  16041. contour[ b ],
  16042. contour[ c ] ] );
  16043. vertIndices.push( [ verts[ u ], verts[ v ], verts[ w ] ] );
  16044. /* remove v from the remaining polygon */
  16045. for ( s = v, t = v + 1; t < nv; s++, t++ ) {
  16046. verts[ s ] = verts[ t ];
  16047. }
  16048. nv --;
  16049. /* reset error detection counter */
  16050. count = 2 * nv;
  16051. }
  16052. }
  16053. if ( indices ) return vertIndices;
  16054. return result;
  16055. };
  16056. // calculate area of the contour polygon
  16057. var area = function ( contour ) {
  16058. var n = contour.length;
  16059. var a = 0.0;
  16060. for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
  16061. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  16062. }
  16063. return a * 0.5;
  16064. };
  16065. var snip = function ( contour, u, v, w, n, verts ) {
  16066. var p;
  16067. var ax, ay, bx, by;
  16068. var cx, cy, px, py;
  16069. ax = contour[ verts[ u ] ].x;
  16070. ay = contour[ verts[ u ] ].y;
  16071. bx = contour[ verts[ v ] ].x;
  16072. by = contour[ verts[ v ] ].y;
  16073. cx = contour[ verts[ w ] ].x;
  16074. cy = contour[ verts[ w ] ].y;
  16075. if ( EPSILON > ( ( ( bx - ax ) * ( cy - ay ) ) - ( ( by - ay ) * ( cx - ax ) ) ) ) return false;
  16076. var aX, aY, bX, bY, cX, cY;
  16077. var apx, apy, bpx, bpy, cpx, cpy;
  16078. var cCROSSap, bCROSScp, aCROSSbp;
  16079. aX = cx - bx; aY = cy - by;
  16080. bX = ax - cx; bY = ay - cy;
  16081. cX = bx - ax; cY = by - ay;
  16082. for ( p = 0; p < n; p ++ ) {
  16083. px = contour[ verts[ p ] ].x
  16084. py = contour[ verts[ p ] ].y
  16085. if ( ( ( px === ax ) && ( py === ay ) ) ||
  16086. ( ( px === bx ) && ( py === by ) ) ||
  16087. ( ( px === cx ) && ( py === cy ) ) ) continue;
  16088. apx = px - ax; apy = py - ay;
  16089. bpx = px - bx; bpy = py - by;
  16090. cpx = px - cx; cpy = py - cy;
  16091. // see if p is inside triangle abc
  16092. aCROSSbp = aX * bpy - aY * bpx;
  16093. cCROSSap = cX * apy - cY * apx;
  16094. bCROSScp = bX * cpy - bY * cpx;
  16095. if ( ( aCROSSbp >= - EPSILON ) && ( bCROSScp >= - EPSILON ) && ( cCROSSap >= - EPSILON ) ) return false;
  16096. }
  16097. return true;
  16098. };
  16099. namespace.Triangulate = process;
  16100. namespace.Triangulate.area = area;
  16101. return namespace;
  16102. } )( THREE.FontUtils );
  16103. // To use the typeface.js face files, hook up the API
  16104. self._typeface_js = { faces: THREE.FontUtils.faces, loadFace: THREE.FontUtils.loadFace };
  16105. THREE.typeface_js = self._typeface_js;
  16106. // File:src/extras/audio/Audio.js
  16107. /**
  16108. * @author mrdoob / http://mrdoob.com/
  16109. */
  16110. THREE.Audio = function ( listener ) {
  16111. THREE.Object3D.call( this );
  16112. this.type = 'Audio';
  16113. this.context = listener.context;
  16114. this.source = this.context.createBufferSource();
  16115. this.gain = this.context.createGain();
  16116. this.gain.connect( this.context.destination );
  16117. this.panner = this.context.createPanner();
  16118. this.panner.connect( this.gain );
  16119. };
  16120. THREE.Audio.prototype = Object.create( THREE.Object3D.prototype );
  16121. THREE.Audio.prototype.constructor = THREE.Audio;
  16122. THREE.Audio.prototype.load = function ( file ) {
  16123. var scope = this;
  16124. var request = new XMLHttpRequest();
  16125. request.open( 'GET', file, true );
  16126. request.responseType = 'arraybuffer';
  16127. request.onload = function ( e ) {
  16128. scope.context.decodeAudioData( this.response, function ( buffer ) {
  16129. scope.source.buffer = buffer;
  16130. scope.source.connect( scope.panner );
  16131. scope.source.start( 0 );
  16132. } );
  16133. };
  16134. request.send();
  16135. return this;
  16136. };
  16137. THREE.Audio.prototype.setLoop = function ( value ) {
  16138. this.source.loop = value;
  16139. };
  16140. THREE.Audio.prototype.setRefDistance = function ( value ) {
  16141. this.panner.refDistance = value;
  16142. };
  16143. THREE.Audio.prototype.setRolloffFactor = function ( value ) {
  16144. this.panner.rolloffFactor = value;
  16145. };
  16146. THREE.Audio.prototype.updateMatrixWorld = ( function () {
  16147. var position = new THREE.Vector3();
  16148. return function ( force ) {
  16149. THREE.Object3D.prototype.updateMatrixWorld.call( this, force );
  16150. position.setFromMatrixPosition( this.matrixWorld );
  16151. this.panner.setPosition( position.x, position.y, position.z );
  16152. };
  16153. } )();
  16154. // File:src/extras/audio/AudioListener.js
  16155. /**
  16156. * @author mrdoob / http://mrdoob.com/
  16157. */
  16158. THREE.AudioListener = function () {
  16159. THREE.Object3D.call( this );
  16160. this.type = 'AudioListener';
  16161. this.context = new ( window.AudioContext || window.webkitAudioContext )();
  16162. };
  16163. THREE.AudioListener.prototype = Object.create( THREE.Object3D.prototype );
  16164. THREE.AudioListener.prototype.constructor = THREE.AudioListener;
  16165. THREE.AudioListener.prototype.updateMatrixWorld = ( function () {
  16166. var position = new THREE.Vector3();
  16167. var quaternion = new THREE.Quaternion();
  16168. var scale = new THREE.Vector3();
  16169. var orientation = new THREE.Vector3();
  16170. var velocity = new THREE.Vector3();
  16171. var positionPrev = new THREE.Vector3();
  16172. return function ( force ) {
  16173. THREE.Object3D.prototype.updateMatrixWorld.call( this, force );
  16174. var listener = this.context.listener;
  16175. var up = this.up;
  16176. this.matrixWorld.decompose( position, quaternion, scale );
  16177. orientation.set( 0, 0, -1 ).applyQuaternion( quaternion );
  16178. velocity.subVectors( position, positionPrev );
  16179. listener.setPosition( position.x, position.y, position.z );
  16180. listener.setOrientation( orientation.x, orientation.y, orientation.z, up.x, up.y, up.z );
  16181. listener.setVelocity( velocity.x, velocity.y, velocity.z );
  16182. positionPrev.copy( position );
  16183. };
  16184. } )();
  16185. // File:src/extras/core/Curve.js
  16186. /**
  16187. * @author zz85 / http://www.lab4games.net/zz85/blog
  16188. * Extensible curve object
  16189. *
  16190. * Some common of Curve methods
  16191. * .getPoint(t), getTangent(t)
  16192. * .getPointAt(u), getTagentAt(u)
  16193. * .getPoints(), .getSpacedPoints()
  16194. * .getLength()
  16195. * .updateArcLengths()
  16196. *
  16197. * This following classes subclasses THREE.Curve:
  16198. *
  16199. * -- 2d classes --
  16200. * THREE.LineCurve
  16201. * THREE.QuadraticBezierCurve
  16202. * THREE.CubicBezierCurve
  16203. * THREE.SplineCurve
  16204. * THREE.ArcCurve
  16205. * THREE.EllipseCurve
  16206. *
  16207. * -- 3d classes --
  16208. * THREE.LineCurve3
  16209. * THREE.QuadraticBezierCurve3
  16210. * THREE.CubicBezierCurve3
  16211. * THREE.SplineCurve3
  16212. * THREE.ClosedSplineCurve3
  16213. *
  16214. * A series of curves can be represented as a THREE.CurvePath
  16215. *
  16216. **/
  16217. /**************************************************************
  16218. * Abstract Curve base class
  16219. **************************************************************/
  16220. THREE.Curve = function () {
  16221. };
  16222. // Virtual base class method to overwrite and implement in subclasses
  16223. // - t [0 .. 1]
  16224. THREE.Curve.prototype.getPoint = function ( t ) {
  16225. console.log( "Warning, getPoint() not implemented!" );
  16226. return null;
  16227. };
  16228. // Get point at relative position in curve according to arc length
  16229. // - u [0 .. 1]
  16230. THREE.Curve.prototype.getPointAt = function ( u ) {
  16231. var t = this.getUtoTmapping( u );
  16232. return this.getPoint( t );
  16233. };
  16234. // Get sequence of points using getPoint( t )
  16235. THREE.Curve.prototype.getPoints = function ( divisions ) {
  16236. if ( ! divisions ) divisions = 5;
  16237. var d, pts = [];
  16238. for ( d = 0; d <= divisions; d ++ ) {
  16239. pts.push( this.getPoint( d / divisions ) );
  16240. }
  16241. return pts;
  16242. };
  16243. // Get sequence of points using getPointAt( u )
  16244. THREE.Curve.prototype.getSpacedPoints = function ( divisions ) {
  16245. if ( ! divisions ) divisions = 5;
  16246. var d, pts = [];
  16247. for ( d = 0; d <= divisions; d ++ ) {
  16248. pts.push( this.getPointAt( d / divisions ) );
  16249. }
  16250. return pts;
  16251. };
  16252. // Get total curve arc length
  16253. THREE.Curve.prototype.getLength = function () {
  16254. var lengths = this.getLengths();
  16255. return lengths[ lengths.length - 1 ];
  16256. };
  16257. // Get list of cumulative segment lengths
  16258. THREE.Curve.prototype.getLengths = function ( divisions ) {
  16259. if ( ! divisions ) divisions = (this.__arcLengthDivisions) ? (this.__arcLengthDivisions): 200;
  16260. if ( this.cacheArcLengths
  16261. && ( this.cacheArcLengths.length == divisions + 1 )
  16262. && ! this.needsUpdate) {
  16263. //console.log( "cached", this.cacheArcLengths );
  16264. return this.cacheArcLengths;
  16265. }
  16266. this.needsUpdate = false;
  16267. var cache = [];
  16268. var current, last = this.getPoint( 0 );
  16269. var p, sum = 0;
  16270. cache.push( 0 );
  16271. for ( p = 1; p <= divisions; p ++ ) {
  16272. current = this.getPoint ( p / divisions );
  16273. sum += current.distanceTo( last );
  16274. cache.push( sum );
  16275. last = current;
  16276. }
  16277. this.cacheArcLengths = cache;
  16278. return cache; // { sums: cache, sum:sum }; Sum is in the last element.
  16279. };
  16280. THREE.Curve.prototype.updateArcLengths = function() {
  16281. this.needsUpdate = true;
  16282. this.getLengths();
  16283. };
  16284. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equi distance
  16285. THREE.Curve.prototype.getUtoTmapping = function ( u, distance ) {
  16286. var arcLengths = this.getLengths();
  16287. var i = 0, il = arcLengths.length;
  16288. var targetArcLength; // The targeted u distance value to get
  16289. if ( distance ) {
  16290. targetArcLength = distance;
  16291. } else {
  16292. targetArcLength = u * arcLengths[ il - 1 ];
  16293. }
  16294. //var time = Date.now();
  16295. // binary search for the index with largest value smaller than target u distance
  16296. var low = 0, high = il - 1, comparison;
  16297. while ( low <= high ) {
  16298. 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
  16299. comparison = arcLengths[ i ] - targetArcLength;
  16300. if ( comparison < 0 ) {
  16301. low = i + 1;
  16302. continue;
  16303. } else if ( comparison > 0 ) {
  16304. high = i - 1;
  16305. continue;
  16306. } else {
  16307. high = i;
  16308. break;
  16309. // DONE
  16310. }
  16311. }
  16312. i = high;
  16313. //console.log('b' , i, low, high, Date.now()- time);
  16314. if ( arcLengths[ i ] == targetArcLength ) {
  16315. var t = i / ( il - 1 );
  16316. return t;
  16317. }
  16318. // we could get finer grain at lengths, or use simple interpolatation between two points
  16319. var lengthBefore = arcLengths[ i ];
  16320. var lengthAfter = arcLengths[ i + 1 ];
  16321. var segmentLength = lengthAfter - lengthBefore;
  16322. // determine where we are between the 'before' and 'after' points
  16323. var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  16324. // add that fractional amount to t
  16325. var t = ( i + segmentFraction ) / ( il -1 );
  16326. return t;
  16327. };
  16328. // Returns a unit vector tangent at t
  16329. // In case any sub curve does not implement its tangent derivation,
  16330. // 2 points a small delta apart will be used to find its gradient
  16331. // which seems to give a reasonable approximation
  16332. THREE.Curve.prototype.getTangent = function( t ) {
  16333. var delta = 0.0001;
  16334. var t1 = t - delta;
  16335. var t2 = t + delta;
  16336. // Capping in case of danger
  16337. if ( t1 < 0 ) t1 = 0;
  16338. if ( t2 > 1 ) t2 = 1;
  16339. var pt1 = this.getPoint( t1 );
  16340. var pt2 = this.getPoint( t2 );
  16341. var vec = pt2.clone().sub(pt1);
  16342. return vec.normalize();
  16343. };
  16344. THREE.Curve.prototype.getTangentAt = function ( u ) {
  16345. var t = this.getUtoTmapping( u );
  16346. return this.getTangent( t );
  16347. };
  16348. /**************************************************************
  16349. * Utils
  16350. **************************************************************/
  16351. THREE.Curve.Utils = {
  16352. tangentQuadraticBezier: function ( t, p0, p1, p2 ) {
  16353. return 2 * ( 1 - t ) * ( p1 - p0 ) + 2 * t * ( p2 - p1 );
  16354. },
  16355. // Puay Bing, thanks for helping with this derivative!
  16356. tangentCubicBezier: function (t, p0, p1, p2, p3 ) {
  16357. return - 3 * p0 * (1 - t) * (1 - t) +
  16358. 3 * p1 * (1 - t) * (1-t) - 6 *t *p1 * (1-t) +
  16359. 6 * t * p2 * (1-t) - 3 * t * t * p2 +
  16360. 3 * t * t * p3;
  16361. },
  16362. tangentSpline: function ( t, p0, p1, p2, p3 ) {
  16363. // To check if my formulas are correct
  16364. var h00 = 6 * t * t - 6 * t; // derived from 2t^3 − 3t^2 + 1
  16365. var h10 = 3 * t * t - 4 * t + 1; // t^3 − 2t^2 + t
  16366. var h01 = - 6 * t * t + 6 * t; // − 2t3 + 3t2
  16367. var h11 = 3 * t * t - 2 * t; // t3 − t2
  16368. return h00 + h10 + h01 + h11;
  16369. },
  16370. // Catmull-Rom
  16371. interpolate: function( p0, p1, p2, p3, t ) {
  16372. var v0 = ( p2 - p0 ) * 0.5;
  16373. var v1 = ( p3 - p1 ) * 0.5;
  16374. var t2 = t * t;
  16375. var t3 = t * t2;
  16376. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  16377. }
  16378. };
  16379. // TODO: Transformation for Curves?
  16380. /**************************************************************
  16381. * 3D Curves
  16382. **************************************************************/
  16383. // A Factory method for creating new curve subclasses
  16384. THREE.Curve.create = function ( constructor, getPointFunc ) {
  16385. constructor.prototype = Object.create( THREE.Curve.prototype );
  16386. constructor.prototype.constructor = constructor;
  16387. constructor.prototype.getPoint = getPointFunc;
  16388. return constructor;
  16389. };
  16390. // File:src/extras/core/CurvePath.js
  16391. /**
  16392. * @author zz85 / http://www.lab4games.net/zz85/blog
  16393. *
  16394. **/
  16395. /**************************************************************
  16396. * Curved Path - a curve path is simply a array of connected
  16397. * curves, but retains the api of a curve
  16398. **************************************************************/
  16399. THREE.CurvePath = function () {
  16400. this.curves = [];
  16401. this.bends = [];
  16402. this.autoClose = false; // Automatically closes the path
  16403. };
  16404. THREE.CurvePath.prototype = Object.create( THREE.Curve.prototype );
  16405. THREE.CurvePath.prototype.constructor = THREE.CurvePath;
  16406. THREE.CurvePath.prototype.add = function ( curve ) {
  16407. this.curves.push( curve );
  16408. };
  16409. THREE.CurvePath.prototype.checkConnection = function() {
  16410. // TODO
  16411. // If the ending of curve is not connected to the starting
  16412. // or the next curve, then, this is not a real path
  16413. };
  16414. THREE.CurvePath.prototype.closePath = function() {
  16415. // TODO Test
  16416. // and verify for vector3 (needs to implement equals)
  16417. // Add a line curve if start and end of lines are not connected
  16418. var startPoint = this.curves[0].getPoint(0);
  16419. var endPoint = this.curves[this.curves.length-1].getPoint(1);
  16420. if (! startPoint.equals(endPoint)) {
  16421. this.curves.push( new THREE.LineCurve(endPoint, startPoint) );
  16422. }
  16423. };
  16424. // To get accurate point with reference to
  16425. // entire path distance at time t,
  16426. // following has to be done:
  16427. // 1. Length of each sub path have to be known
  16428. // 2. Locate and identify type of curve
  16429. // 3. Get t for the curve
  16430. // 4. Return curve.getPointAt(t')
  16431. THREE.CurvePath.prototype.getPoint = function( t ) {
  16432. var d = t * this.getLength();
  16433. var curveLengths = this.getCurveLengths();
  16434. var i = 0, diff, curve;
  16435. // To think about boundaries points.
  16436. while ( i < curveLengths.length ) {
  16437. if ( curveLengths[ i ] >= d ) {
  16438. diff = curveLengths[ i ] - d;
  16439. curve = this.curves[ i ];
  16440. var u = 1 - diff / curve.getLength();
  16441. return curve.getPointAt( u );
  16442. break;
  16443. }
  16444. i ++;
  16445. }
  16446. return null;
  16447. // loop where sum != 0, sum > d , sum+1 <d
  16448. };
  16449. /*
  16450. THREE.CurvePath.prototype.getTangent = function( t ) {
  16451. };*/
  16452. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  16453. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  16454. // getPoint() depends on getLength
  16455. THREE.CurvePath.prototype.getLength = function() {
  16456. var lens = this.getCurveLengths();
  16457. return lens[ lens.length - 1 ];
  16458. };
  16459. // Compute lengths and cache them
  16460. // We cannot overwrite getLengths() because UtoT mapping uses it.
  16461. THREE.CurvePath.prototype.getCurveLengths = function() {
  16462. // We use cache values if curves and cache array are same length
  16463. if ( this.cacheLengths && this.cacheLengths.length == this.curves.length ) {
  16464. return this.cacheLengths;
  16465. };
  16466. // Get length of subsurve
  16467. // Push sums into cached array
  16468. var lengths = [], sums = 0;
  16469. var i, il = this.curves.length;
  16470. for ( i = 0; i < il; i ++ ) {
  16471. sums += this.curves[ i ].getLength();
  16472. lengths.push( sums );
  16473. }
  16474. this.cacheLengths = lengths;
  16475. return lengths;
  16476. };
  16477. // Returns min and max coordinates
  16478. THREE.CurvePath.prototype.getBoundingBox = function () {
  16479. var points = this.getPoints();
  16480. var maxX, maxY, maxZ;
  16481. var minX, minY, minZ;
  16482. maxX = maxY = Number.NEGATIVE_INFINITY;
  16483. minX = minY = Number.POSITIVE_INFINITY;
  16484. var p, i, il, sum;
  16485. var v3 = points[0] instanceof THREE.Vector3;
  16486. sum = v3 ? new THREE.Vector3() : new THREE.Vector2();
  16487. for ( i = 0, il = points.length; i < il; i ++ ) {
  16488. p = points[ i ];
  16489. if ( p.x > maxX ) maxX = p.x;
  16490. else if ( p.x < minX ) minX = p.x;
  16491. if ( p.y > maxY ) maxY = p.y;
  16492. else if ( p.y < minY ) minY = p.y;
  16493. if ( v3 ) {
  16494. if ( p.z > maxZ ) maxZ = p.z;
  16495. else if ( p.z < minZ ) minZ = p.z;
  16496. }
  16497. sum.add( p );
  16498. }
  16499. var ret = {
  16500. minX: minX,
  16501. minY: minY,
  16502. maxX: maxX,
  16503. maxY: maxY
  16504. };
  16505. if ( v3 ) {
  16506. ret.maxZ = maxZ;
  16507. ret.minZ = minZ;
  16508. }
  16509. return ret;
  16510. };
  16511. /**************************************************************
  16512. * Create Geometries Helpers
  16513. **************************************************************/
  16514. /// Generate geometry from path points (for Line or Points objects)
  16515. THREE.CurvePath.prototype.createPointsGeometry = function( divisions ) {
  16516. var pts = this.getPoints( divisions, true );
  16517. return this.createGeometry( pts );
  16518. };
  16519. // Generate geometry from equidistance sampling along the path
  16520. THREE.CurvePath.prototype.createSpacedPointsGeometry = function( divisions ) {
  16521. var pts = this.getSpacedPoints( divisions, true );
  16522. return this.createGeometry( pts );
  16523. };
  16524. THREE.CurvePath.prototype.createGeometry = function( points ) {
  16525. var geometry = new THREE.Geometry();
  16526. for ( var i = 0; i < points.length; i ++ ) {
  16527. geometry.vertices.push( new THREE.Vector3( points[ i ].x, points[ i ].y, points[ i ].z || 0) );
  16528. }
  16529. return geometry;
  16530. };
  16531. /**************************************************************
  16532. * Bend / Wrap Helper Methods
  16533. **************************************************************/
  16534. // Wrap path / Bend modifiers?
  16535. THREE.CurvePath.prototype.addWrapPath = function ( bendpath ) {
  16536. this.bends.push( bendpath );
  16537. };
  16538. THREE.CurvePath.prototype.getTransformedPoints = function( segments, bends ) {
  16539. var oldPts = this.getPoints( segments ); // getPoints getSpacedPoints
  16540. var i, il;
  16541. if ( ! bends ) {
  16542. bends = this.bends;
  16543. }
  16544. for ( i = 0, il = bends.length; i < il; i ++ ) {
  16545. oldPts = this.getWrapPoints( oldPts, bends[ i ] );
  16546. }
  16547. return oldPts;
  16548. };
  16549. THREE.CurvePath.prototype.getTransformedSpacedPoints = function( segments, bends ) {
  16550. var oldPts = this.getSpacedPoints( segments );
  16551. var i, il;
  16552. if ( ! bends ) {
  16553. bends = this.bends;
  16554. }
  16555. for ( i = 0, il = bends.length; i < il; i ++ ) {
  16556. oldPts = this.getWrapPoints( oldPts, bends[ i ] );
  16557. }
  16558. return oldPts;
  16559. };
  16560. // This returns getPoints() bend/wrapped around the contour of a path.
  16561. // Read http://www.planetclegg.com/projects/WarpingTextToSplines.html
  16562. THREE.CurvePath.prototype.getWrapPoints = function ( oldPts, path ) {
  16563. var bounds = this.getBoundingBox();
  16564. var i, il, p, oldX, oldY, xNorm;
  16565. for ( i = 0, il = oldPts.length; i < il; i ++ ) {
  16566. p = oldPts[ i ];
  16567. oldX = p.x;
  16568. oldY = p.y;
  16569. xNorm = oldX / bounds.maxX;
  16570. // If using actual distance, for length > path, requires line extrusions
  16571. //xNorm = path.getUtoTmapping(xNorm, oldX); // 3 styles. 1) wrap stretched. 2) wrap stretch by arc length 3) warp by actual distance
  16572. xNorm = path.getUtoTmapping( xNorm, oldX );
  16573. // check for out of bounds?
  16574. var pathPt = path.getPoint( xNorm );
  16575. var normal = path.getTangent( xNorm );
  16576. normal.set( - normal.y, normal.x ).multiplyScalar( oldY );
  16577. p.x = pathPt.x + normal.x;
  16578. p.y = pathPt.y + normal.y;
  16579. }
  16580. return oldPts;
  16581. };
  16582. // File:src/extras/core/Gyroscope.js
  16583. /**
  16584. * @author alteredq / http://alteredqualia.com/
  16585. */
  16586. THREE.Gyroscope = function () {
  16587. THREE.Object3D.call( this );
  16588. };
  16589. THREE.Gyroscope.prototype = Object.create( THREE.Object3D.prototype );
  16590. THREE.Gyroscope.prototype.constructor = THREE.Gyroscope;
  16591. THREE.Gyroscope.prototype.updateMatrixWorld = ( function () {
  16592. var translationObject = new THREE.Vector3();
  16593. var quaternionObject = new THREE.Quaternion();
  16594. var scaleObject = new THREE.Vector3();
  16595. var translationWorld = new THREE.Vector3();
  16596. var quaternionWorld = new THREE.Quaternion();
  16597. var scaleWorld = new THREE.Vector3();
  16598. return function ( force ) {
  16599. this.matrixAutoUpdate && this.updateMatrix();
  16600. // update matrixWorld
  16601. if ( this.matrixWorldNeedsUpdate || force ) {
  16602. if ( this.parent ) {
  16603. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  16604. this.matrixWorld.decompose( translationWorld, quaternionWorld, scaleWorld );
  16605. this.matrix.decompose( translationObject, quaternionObject, scaleObject );
  16606. this.matrixWorld.compose( translationWorld, quaternionObject, scaleWorld );
  16607. } else {
  16608. this.matrixWorld.copy( this.matrix );
  16609. }
  16610. this.matrixWorldNeedsUpdate = false;
  16611. force = true;
  16612. }
  16613. // update children
  16614. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  16615. this.children[ i ].updateMatrixWorld( force );
  16616. }
  16617. };
  16618. }() );
  16619. // File:src/extras/core/Path.js
  16620. /**
  16621. * @author zz85 / http://www.lab4games.net/zz85/blog
  16622. * Creates free form 2d path using series of points, lines or curves.
  16623. *
  16624. **/
  16625. THREE.Path = function ( points ) {
  16626. THREE.CurvePath.call(this);
  16627. this.actions = [];
  16628. if ( points ) {
  16629. this.fromPoints( points );
  16630. }
  16631. };
  16632. THREE.Path.prototype = Object.create( THREE.CurvePath.prototype );
  16633. THREE.Path.prototype.constructor = THREE.Path;
  16634. THREE.PathActions = {
  16635. MOVE_TO: 'moveTo',
  16636. LINE_TO: 'lineTo',
  16637. QUADRATIC_CURVE_TO: 'quadraticCurveTo', // Bezier quadratic curve
  16638. BEZIER_CURVE_TO: 'bezierCurveTo', // Bezier cubic curve
  16639. CSPLINE_THRU: 'splineThru', // Catmull-rom spline
  16640. ARC: 'arc', // Circle
  16641. ELLIPSE: 'ellipse'
  16642. };
  16643. // TODO Clean up PATH API
  16644. // Create path using straight lines to connect all points
  16645. // - vectors: array of Vector2
  16646. THREE.Path.prototype.fromPoints = function ( vectors ) {
  16647. this.moveTo( vectors[ 0 ].x, vectors[ 0 ].y );
  16648. for ( var v = 1, vlen = vectors.length; v < vlen; v ++ ) {
  16649. this.lineTo( vectors[ v ].x, vectors[ v ].y );
  16650. };
  16651. };
  16652. // startPath() endPath()?
  16653. THREE.Path.prototype.moveTo = function ( x, y ) {
  16654. var args = Array.prototype.slice.call( arguments );
  16655. this.actions.push( { action: THREE.PathActions.MOVE_TO, args: args } );
  16656. };
  16657. THREE.Path.prototype.lineTo = function ( x, y ) {
  16658. var args = Array.prototype.slice.call( arguments );
  16659. var lastargs = this.actions[ this.actions.length - 1 ].args;
  16660. var x0 = lastargs[ lastargs.length - 2 ];
  16661. var y0 = lastargs[ lastargs.length - 1 ];
  16662. var curve = new THREE.LineCurve( new THREE.Vector2( x0, y0 ), new THREE.Vector2( x, y ) );
  16663. this.curves.push( curve );
  16664. this.actions.push( { action: THREE.PathActions.LINE_TO, args: args } );
  16665. };
  16666. THREE.Path.prototype.quadraticCurveTo = function( aCPx, aCPy, aX, aY ) {
  16667. var args = Array.prototype.slice.call( arguments );
  16668. var lastargs = this.actions[ this.actions.length - 1 ].args;
  16669. var x0 = lastargs[ lastargs.length - 2 ];
  16670. var y0 = lastargs[ lastargs.length - 1 ];
  16671. var curve = new THREE.QuadraticBezierCurve( new THREE.Vector2( x0, y0 ),
  16672. new THREE.Vector2( aCPx, aCPy ),
  16673. new THREE.Vector2( aX, aY ) );
  16674. this.curves.push( curve );
  16675. this.actions.push( { action: THREE.PathActions.QUADRATIC_CURVE_TO, args: args } );
  16676. };
  16677. THREE.Path.prototype.bezierCurveTo = function( aCP1x, aCP1y,
  16678. aCP2x, aCP2y,
  16679. aX, aY ) {
  16680. var args = Array.prototype.slice.call( arguments );
  16681. var lastargs = this.actions[ this.actions.length - 1 ].args;
  16682. var x0 = lastargs[ lastargs.length - 2 ];
  16683. var y0 = lastargs[ lastargs.length - 1 ];
  16684. var curve = new THREE.CubicBezierCurve( new THREE.Vector2( x0, y0 ),
  16685. new THREE.Vector2( aCP1x, aCP1y ),
  16686. new THREE.Vector2( aCP2x, aCP2y ),
  16687. new THREE.Vector2( aX, aY ) );
  16688. this.curves.push( curve );
  16689. this.actions.push( { action: THREE.PathActions.BEZIER_CURVE_TO, args: args } );
  16690. };
  16691. THREE.Path.prototype.splineThru = function( pts /*Array of Vector*/ ) {
  16692. var args = Array.prototype.slice.call( arguments );
  16693. var lastargs = this.actions[ this.actions.length - 1 ].args;
  16694. var x0 = lastargs[ lastargs.length - 2 ];
  16695. var y0 = lastargs[ lastargs.length - 1 ];
  16696. //---
  16697. var npts = [ new THREE.Vector2( x0, y0 ) ];
  16698. Array.prototype.push.apply( npts, pts );
  16699. var curve = new THREE.SplineCurve( npts );
  16700. this.curves.push( curve );
  16701. this.actions.push( { action: THREE.PathActions.CSPLINE_THRU, args: args } );
  16702. };
  16703. // FUTURE: Change the API or follow canvas API?
  16704. THREE.Path.prototype.arc = function ( aX, aY, aRadius,
  16705. aStartAngle, aEndAngle, aClockwise ) {
  16706. var lastargs = this.actions[ this.actions.length - 1].args;
  16707. var x0 = lastargs[ lastargs.length - 2 ];
  16708. var y0 = lastargs[ lastargs.length - 1 ];
  16709. this.absarc(aX + x0, aY + y0, aRadius,
  16710. aStartAngle, aEndAngle, aClockwise );
  16711. };
  16712. THREE.Path.prototype.absarc = function ( aX, aY, aRadius,
  16713. aStartAngle, aEndAngle, aClockwise ) {
  16714. this.absellipse(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise);
  16715. };
  16716. THREE.Path.prototype.ellipse = function ( aX, aY, xRadius, yRadius,
  16717. aStartAngle, aEndAngle, aClockwise ) {
  16718. var lastargs = this.actions[ this.actions.length - 1].args;
  16719. var x0 = lastargs[ lastargs.length - 2 ];
  16720. var y0 = lastargs[ lastargs.length - 1 ];
  16721. this.absellipse(aX + x0, aY + y0, xRadius, yRadius,
  16722. aStartAngle, aEndAngle, aClockwise );
  16723. };
  16724. THREE.Path.prototype.absellipse = function ( aX, aY, xRadius, yRadius,
  16725. aStartAngle, aEndAngle, aClockwise ) {
  16726. var args = Array.prototype.slice.call( arguments );
  16727. var curve = new THREE.EllipseCurve( aX, aY, xRadius, yRadius,
  16728. aStartAngle, aEndAngle, aClockwise );
  16729. this.curves.push( curve );
  16730. var lastPoint = curve.getPoint(1);
  16731. args.push(lastPoint.x);
  16732. args.push(lastPoint.y);
  16733. this.actions.push( { action: THREE.PathActions.ELLIPSE, args: args } );
  16734. };
  16735. THREE.Path.prototype.getSpacedPoints = function ( divisions, closedPath ) {
  16736. if ( ! divisions ) divisions = 40;
  16737. var points = [];
  16738. for ( var i = 0; i < divisions; i ++ ) {
  16739. points.push( this.getPoint( i / divisions ) );
  16740. //if( !this.getPoint( i / divisions ) ) throw "DIE";
  16741. }
  16742. // if ( closedPath ) {
  16743. //
  16744. // points.push( points[ 0 ] );
  16745. //
  16746. // }
  16747. return points;
  16748. };
  16749. /* Return an array of vectors based on contour of the path */
  16750. THREE.Path.prototype.getPoints = function( divisions, closedPath ) {
  16751. if (this.useSpacedPoints) {
  16752. console.log('tata');
  16753. return this.getSpacedPoints( divisions, closedPath );
  16754. }
  16755. divisions = divisions || 12;
  16756. var points = [];
  16757. var i, il, item, action, args;
  16758. var cpx, cpy, cpx2, cpy2, cpx1, cpy1, cpx0, cpy0,
  16759. laste, j,
  16760. t, tx, ty;
  16761. for ( i = 0, il = this.actions.length; i < il; i ++ ) {
  16762. item = this.actions[ i ];
  16763. action = item.action;
  16764. args = item.args;
  16765. switch( action ) {
  16766. case THREE.PathActions.MOVE_TO:
  16767. points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );
  16768. break;
  16769. case THREE.PathActions.LINE_TO:
  16770. points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );
  16771. break;
  16772. case THREE.PathActions.QUADRATIC_CURVE_TO:
  16773. cpx = args[ 2 ];
  16774. cpy = args[ 3 ];
  16775. cpx1 = args[ 0 ];
  16776. cpy1 = args[ 1 ];
  16777. if ( points.length > 0 ) {
  16778. laste = points[ points.length - 1 ];
  16779. cpx0 = laste.x;
  16780. cpy0 = laste.y;
  16781. } else {
  16782. laste = this.actions[ i - 1 ].args;
  16783. cpx0 = laste[ laste.length - 2 ];
  16784. cpy0 = laste[ laste.length - 1 ];
  16785. }
  16786. for ( j = 1; j <= divisions; j ++ ) {
  16787. t = j / divisions;
  16788. tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx );
  16789. ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy );
  16790. points.push( new THREE.Vector2( tx, ty ) );
  16791. }
  16792. break;
  16793. case THREE.PathActions.BEZIER_CURVE_TO:
  16794. cpx = args[ 4 ];
  16795. cpy = args[ 5 ];
  16796. cpx1 = args[ 0 ];
  16797. cpy1 = args[ 1 ];
  16798. cpx2 = args[ 2 ];
  16799. cpy2 = args[ 3 ];
  16800. if ( points.length > 0 ) {
  16801. laste = points[ points.length - 1 ];
  16802. cpx0 = laste.x;
  16803. cpy0 = laste.y;
  16804. } else {
  16805. laste = this.actions[ i - 1 ].args;
  16806. cpx0 = laste[ laste.length - 2 ];
  16807. cpy0 = laste[ laste.length - 1 ];
  16808. }
  16809. for ( j = 1; j <= divisions; j ++ ) {
  16810. t = j / divisions;
  16811. tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx );
  16812. ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy );
  16813. points.push( new THREE.Vector2( tx, ty ) );
  16814. }
  16815. break;
  16816. case THREE.PathActions.CSPLINE_THRU:
  16817. laste = this.actions[ i - 1 ].args;
  16818. var last = new THREE.Vector2( laste[ laste.length - 2 ], laste[ laste.length - 1 ] );
  16819. var spts = [ last ];
  16820. var n = divisions * args[ 0 ].length;
  16821. spts = spts.concat( args[ 0 ] );
  16822. var spline = new THREE.SplineCurve( spts );
  16823. for ( j = 1; j <= n; j ++ ) {
  16824. points.push( spline.getPointAt( j / n ) ) ;
  16825. }
  16826. break;
  16827. case THREE.PathActions.ARC:
  16828. var aX = args[ 0 ], aY = args[ 1 ],
  16829. aRadius = args[ 2 ],
  16830. aStartAngle = args[ 3 ], aEndAngle = args[ 4 ],
  16831. aClockwise = !! args[ 5 ];
  16832. var deltaAngle = aEndAngle - aStartAngle;
  16833. var angle;
  16834. var tdivisions = divisions * 2;
  16835. for ( j = 1; j <= tdivisions; j ++ ) {
  16836. t = j / tdivisions;
  16837. if ( ! aClockwise ) {
  16838. t = 1 - t;
  16839. }
  16840. angle = aStartAngle + t * deltaAngle;
  16841. tx = aX + aRadius * Math.cos( angle );
  16842. ty = aY + aRadius * Math.sin( angle );
  16843. //console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);
  16844. points.push( new THREE.Vector2( tx, ty ) );
  16845. }
  16846. //console.log(points);
  16847. break;
  16848. case THREE.PathActions.ELLIPSE:
  16849. var aX = args[ 0 ], aY = args[ 1 ],
  16850. xRadius = args[ 2 ],
  16851. yRadius = args[ 3 ],
  16852. aStartAngle = args[ 4 ], aEndAngle = args[ 5 ],
  16853. aClockwise = !! args[ 6 ];
  16854. var deltaAngle = aEndAngle - aStartAngle;
  16855. var angle;
  16856. var tdivisions = divisions * 2;
  16857. for ( j = 1; j <= tdivisions; j ++ ) {
  16858. t = j / tdivisions;
  16859. if ( ! aClockwise ) {
  16860. t = 1 - t;
  16861. }
  16862. angle = aStartAngle + t * deltaAngle;
  16863. tx = aX + xRadius * Math.cos( angle );
  16864. ty = aY + yRadius * Math.sin( angle );
  16865. //console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);
  16866. points.push( new THREE.Vector2( tx, ty ) );
  16867. }
  16868. //console.log(points);
  16869. break;
  16870. } // end switch
  16871. }
  16872. // Normalize to remove the closing point by default.
  16873. var lastPoint = points[ points.length - 1];
  16874. var EPSILON = 0.0000000001;
  16875. if ( Math.abs(lastPoint.x - points[ 0 ].x) < EPSILON &&
  16876. Math.abs(lastPoint.y - points[ 0 ].y) < EPSILON)
  16877. points.splice( points.length - 1, 1);
  16878. if ( closedPath ) {
  16879. points.push( points[ 0 ] );
  16880. }
  16881. return points;
  16882. };
  16883. //
  16884. // Breaks path into shapes
  16885. //
  16886. // Assumptions (if parameter isCCW==true the opposite holds):
  16887. // - solid shapes are defined clockwise (CW)
  16888. // - holes are defined counterclockwise (CCW)
  16889. //
  16890. // If parameter noHoles==true:
  16891. // - all subPaths are regarded as solid shapes
  16892. // - definition order CW/CCW has no relevance
  16893. //
  16894. THREE.Path.prototype.toShapes = function( isCCW, noHoles ) {
  16895. function extractSubpaths( inActions ) {
  16896. var i, il, item, action, args;
  16897. var subPaths = [], lastPath = new THREE.Path();
  16898. for ( i = 0, il = inActions.length; i < il; i ++ ) {
  16899. item = inActions[ i ];
  16900. args = item.args;
  16901. action = item.action;
  16902. if ( action == THREE.PathActions.MOVE_TO ) {
  16903. if ( lastPath.actions.length != 0 ) {
  16904. subPaths.push( lastPath );
  16905. lastPath = new THREE.Path();
  16906. }
  16907. }
  16908. lastPath[ action ].apply( lastPath, args );
  16909. }
  16910. if ( lastPath.actions.length != 0 ) {
  16911. subPaths.push( lastPath );
  16912. }
  16913. // console.log(subPaths);
  16914. return subPaths;
  16915. }
  16916. function toShapesNoHoles( inSubpaths ) {
  16917. var shapes = [];
  16918. for ( var i = 0, il = inSubpaths.length; i < il; i ++ ) {
  16919. var tmpPath = inSubpaths[ i ];
  16920. var tmpShape = new THREE.Shape();
  16921. tmpShape.actions = tmpPath.actions;
  16922. tmpShape.curves = tmpPath.curves;
  16923. shapes.push( tmpShape );
  16924. }
  16925. //console.log("shape", shapes);
  16926. return shapes;
  16927. };
  16928. function isPointInsidePolygon( inPt, inPolygon ) {
  16929. var EPSILON = 0.0000000001;
  16930. var polyLen = inPolygon.length;
  16931. // inPt on polygon contour => immediate success or
  16932. // toggling of inside/outside at every single! intersection point of an edge
  16933. // with the horizontal line through inPt, left of inPt
  16934. // not counting lowerY endpoints of edges and whole edges on that line
  16935. var inside = false;
  16936. for( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  16937. var edgeLowPt = inPolygon[ p ];
  16938. var edgeHighPt = inPolygon[ q ];
  16939. var edgeDx = edgeHighPt.x - edgeLowPt.x;
  16940. var edgeDy = edgeHighPt.y - edgeLowPt.y;
  16941. if ( Math.abs(edgeDy) > EPSILON ) { // not parallel
  16942. if ( edgeDy < 0 ) {
  16943. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  16944. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  16945. }
  16946. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
  16947. if ( inPt.y == edgeLowPt.y ) {
  16948. if ( inPt.x == edgeLowPt.x ) return true; // inPt is on contour ?
  16949. // continue; // no intersection or edgeLowPt => doesn't count !!!
  16950. } else {
  16951. var perpEdge = edgeDy * (inPt.x - edgeLowPt.x) - edgeDx * (inPt.y - edgeLowPt.y);
  16952. if ( perpEdge == 0 ) return true; // inPt is on contour ?
  16953. if ( perpEdge < 0 ) continue;
  16954. inside = ! inside; // true intersection left of inPt
  16955. }
  16956. } else { // parallel or colinear
  16957. if ( inPt.y != edgeLowPt.y ) continue; // parallel
  16958. // egde lies on the same horizontal line as inPt
  16959. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  16960. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
  16961. // continue;
  16962. }
  16963. }
  16964. return inside;
  16965. }
  16966. var subPaths = extractSubpaths( this.actions );
  16967. if ( subPaths.length == 0 ) return [];
  16968. if ( noHoles === true ) return toShapesNoHoles( subPaths );
  16969. var solid, tmpPath, tmpShape, shapes = [];
  16970. if ( subPaths.length == 1) {
  16971. tmpPath = subPaths[0];
  16972. tmpShape = new THREE.Shape();
  16973. tmpShape.actions = tmpPath.actions;
  16974. tmpShape.curves = tmpPath.curves;
  16975. shapes.push( tmpShape );
  16976. return shapes;
  16977. }
  16978. var holesFirst = ! THREE.Shape.Utils.isClockWise( subPaths[ 0 ].getPoints() );
  16979. holesFirst = isCCW ? ! holesFirst : holesFirst;
  16980. // console.log("Holes first", holesFirst);
  16981. var betterShapeHoles = [];
  16982. var newShapes = [];
  16983. var newShapeHoles = [];
  16984. var mainIdx = 0;
  16985. var tmpPoints;
  16986. newShapes[mainIdx] = undefined;
  16987. newShapeHoles[mainIdx] = [];
  16988. var i, il;
  16989. for ( i = 0, il = subPaths.length; i < il; i ++ ) {
  16990. tmpPath = subPaths[ i ];
  16991. tmpPoints = tmpPath.getPoints();
  16992. solid = THREE.Shape.Utils.isClockWise( tmpPoints );
  16993. solid = isCCW ? ! solid : solid;
  16994. if ( solid ) {
  16995. if ( (! holesFirst ) && ( newShapes[mainIdx] ) ) mainIdx ++;
  16996. newShapes[mainIdx] = { s: new THREE.Shape(), p: tmpPoints };
  16997. newShapes[mainIdx].s.actions = tmpPath.actions;
  16998. newShapes[mainIdx].s.curves = tmpPath.curves;
  16999. if ( holesFirst ) mainIdx ++;
  17000. newShapeHoles[mainIdx] = [];
  17001. //console.log('cw', i);
  17002. } else {
  17003. newShapeHoles[mainIdx].push( { h: tmpPath, p: tmpPoints[0] } );
  17004. //console.log('ccw', i);
  17005. }
  17006. }
  17007. // only Holes? -> probably all Shapes with wrong orientation
  17008. if ( ! newShapes[0] ) return toShapesNoHoles( subPaths );
  17009. if ( newShapes.length > 1 ) {
  17010. var ambigious = false;
  17011. var toChange = [];
  17012. for (var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  17013. betterShapeHoles[sIdx] = [];
  17014. }
  17015. for (var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  17016. var sh = newShapes[sIdx];
  17017. var sho = newShapeHoles[sIdx];
  17018. for (var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  17019. var ho = sho[hIdx];
  17020. var hole_unassigned = true;
  17021. for (var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  17022. if ( isPointInsidePolygon( ho.p, newShapes[s2Idx].p ) ) {
  17023. if ( sIdx != s2Idx ) toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );
  17024. if ( hole_unassigned ) {
  17025. hole_unassigned = false;
  17026. betterShapeHoles[s2Idx].push( ho );
  17027. } else {
  17028. ambigious = true;
  17029. }
  17030. }
  17031. }
  17032. if ( hole_unassigned ) { betterShapeHoles[sIdx].push( ho ); }
  17033. }
  17034. }
  17035. // console.log("ambigious: ", ambigious);
  17036. if ( toChange.length > 0 ) {
  17037. // console.log("to change: ", toChange);
  17038. if (! ambigious) newShapeHoles = betterShapeHoles;
  17039. }
  17040. }
  17041. var tmpHoles, j, jl;
  17042. for ( i = 0, il = newShapes.length; i < il; i ++ ) {
  17043. tmpShape = newShapes[i].s;
  17044. shapes.push( tmpShape );
  17045. tmpHoles = newShapeHoles[i];
  17046. for ( j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  17047. tmpShape.holes.push( tmpHoles[j].h );
  17048. }
  17049. }
  17050. //console.log("shape", shapes);
  17051. return shapes;
  17052. };
  17053. // File:src/extras/core/Shape.js
  17054. /**
  17055. * @author zz85 / http://www.lab4games.net/zz85/blog
  17056. * Defines a 2d shape plane using paths.
  17057. **/
  17058. // STEP 1 Create a path.
  17059. // STEP 2 Turn path into shape.
  17060. // STEP 3 ExtrudeGeometry takes in Shape/Shapes
  17061. // STEP 3a - Extract points from each shape, turn to vertices
  17062. // STEP 3b - Triangulate each shape, add faces.
  17063. THREE.Shape = function () {
  17064. THREE.Path.apply( this, arguments );
  17065. this.holes = [];
  17066. };
  17067. THREE.Shape.prototype = Object.create( THREE.Path.prototype );
  17068. THREE.Shape.prototype.constructor = THREE.Shape;
  17069. // Convenience method to return ExtrudeGeometry
  17070. THREE.Shape.prototype.extrude = function ( options ) {
  17071. var extruded = new THREE.ExtrudeGeometry( this, options );
  17072. return extruded;
  17073. };
  17074. // Convenience method to return ShapeGeometry
  17075. THREE.Shape.prototype.makeGeometry = function ( options ) {
  17076. var geometry = new THREE.ShapeGeometry( this, options );
  17077. return geometry;
  17078. };
  17079. // Get points of holes
  17080. THREE.Shape.prototype.getPointsHoles = function ( divisions ) {
  17081. var i, il = this.holes.length, holesPts = [];
  17082. for ( i = 0; i < il; i ++ ) {
  17083. holesPts[ i ] = this.holes[ i ].getTransformedPoints( divisions, this.bends );
  17084. }
  17085. return holesPts;
  17086. };
  17087. // Get points of holes (spaced by regular distance)
  17088. THREE.Shape.prototype.getSpacedPointsHoles = function ( divisions ) {
  17089. var i, il = this.holes.length, holesPts = [];
  17090. for ( i = 0; i < il; i ++ ) {
  17091. holesPts[ i ] = this.holes[ i ].getTransformedSpacedPoints( divisions, this.bends );
  17092. }
  17093. return holesPts;
  17094. };
  17095. // Get points of shape and holes (keypoints based on segments parameter)
  17096. THREE.Shape.prototype.extractAllPoints = function ( divisions ) {
  17097. return {
  17098. shape: this.getTransformedPoints( divisions ),
  17099. holes: this.getPointsHoles( divisions )
  17100. };
  17101. };
  17102. THREE.Shape.prototype.extractPoints = function ( divisions ) {
  17103. if (this.useSpacedPoints) {
  17104. return this.extractAllSpacedPoints(divisions);
  17105. }
  17106. return this.extractAllPoints(divisions);
  17107. };
  17108. //
  17109. // THREE.Shape.prototype.extractAllPointsWithBend = function ( divisions, bend ) {
  17110. //
  17111. // return {
  17112. //
  17113. // shape: this.transform( bend, divisions ),
  17114. // holes: this.getPointsHoles( divisions, bend )
  17115. //
  17116. // };
  17117. //
  17118. // };
  17119. // Get points of shape and holes (spaced by regular distance)
  17120. THREE.Shape.prototype.extractAllSpacedPoints = function ( divisions ) {
  17121. return {
  17122. shape: this.getTransformedSpacedPoints( divisions ),
  17123. holes: this.getSpacedPointsHoles( divisions )
  17124. };
  17125. };
  17126. /**************************************************************
  17127. * Utils
  17128. **************************************************************/
  17129. THREE.Shape.Utils = {
  17130. triangulateShape: function ( contour, holes ) {
  17131. function point_in_segment_2D_colin( inSegPt1, inSegPt2, inOtherPt ) {
  17132. // inOtherPt needs to be colinear to the inSegment
  17133. if ( inSegPt1.x != inSegPt2.x ) {
  17134. if ( inSegPt1.x < inSegPt2.x ) {
  17135. return ( ( inSegPt1.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt2.x ) );
  17136. } else {
  17137. return ( ( inSegPt2.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt1.x ) );
  17138. }
  17139. } else {
  17140. if ( inSegPt1.y < inSegPt2.y ) {
  17141. return ( ( inSegPt1.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt2.y ) );
  17142. } else {
  17143. return ( ( inSegPt2.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt1.y ) );
  17144. }
  17145. }
  17146. }
  17147. function intersect_segments_2D( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1, inSeg2Pt2, inExcludeAdjacentSegs ) {
  17148. var EPSILON = 0.0000000001;
  17149. var seg1dx = inSeg1Pt2.x - inSeg1Pt1.x, seg1dy = inSeg1Pt2.y - inSeg1Pt1.y;
  17150. var seg2dx = inSeg2Pt2.x - inSeg2Pt1.x, seg2dy = inSeg2Pt2.y - inSeg2Pt1.y;
  17151. var seg1seg2dx = inSeg1Pt1.x - inSeg2Pt1.x;
  17152. var seg1seg2dy = inSeg1Pt1.y - inSeg2Pt1.y;
  17153. var limit = seg1dy * seg2dx - seg1dx * seg2dy;
  17154. var perpSeg1 = seg1dy * seg1seg2dx - seg1dx * seg1seg2dy;
  17155. if ( Math.abs(limit) > EPSILON ) { // not parallel
  17156. var perpSeg2;
  17157. if ( limit > 0 ) {
  17158. if ( ( perpSeg1 < 0 ) || ( perpSeg1 > limit ) ) return [];
  17159. perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy;
  17160. if ( ( perpSeg2 < 0 ) || ( perpSeg2 > limit ) ) return [];
  17161. } else {
  17162. if ( ( perpSeg1 > 0 ) || ( perpSeg1 < limit ) ) return [];
  17163. perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy;
  17164. if ( ( perpSeg2 > 0 ) || ( perpSeg2 < limit ) ) return [];
  17165. }
  17166. // i.e. to reduce rounding errors
  17167. // intersection at endpoint of segment#1?
  17168. if ( perpSeg2 == 0 ) {
  17169. if ( ( inExcludeAdjacentSegs ) &&
  17170. ( ( perpSeg1 == 0 ) || ( perpSeg1 == limit ) ) ) return [];
  17171. return [ inSeg1Pt1 ];
  17172. }
  17173. if ( perpSeg2 == limit ) {
  17174. if ( ( inExcludeAdjacentSegs ) &&
  17175. ( ( perpSeg1 == 0 ) || ( perpSeg1 == limit ) ) ) return [];
  17176. return [ inSeg1Pt2 ];
  17177. }
  17178. // intersection at endpoint of segment#2?
  17179. if ( perpSeg1 == 0 ) return [ inSeg2Pt1 ];
  17180. if ( perpSeg1 == limit ) return [ inSeg2Pt2 ];
  17181. // return real intersection point
  17182. var factorSeg1 = perpSeg2 / limit;
  17183. return [ { x: inSeg1Pt1.x + factorSeg1 * seg1dx,
  17184. y: inSeg1Pt1.y + factorSeg1 * seg1dy } ];
  17185. } else { // parallel or colinear
  17186. if ( ( perpSeg1 != 0 ) ||
  17187. ( seg2dy * seg1seg2dx != seg2dx * seg1seg2dy ) ) return [];
  17188. // they are collinear or degenerate
  17189. var seg1Pt = ( (seg1dx == 0) && (seg1dy == 0) ); // segment1 ist just a point?
  17190. var seg2Pt = ( (seg2dx == 0) && (seg2dy == 0) ); // segment2 ist just a point?
  17191. // both segments are points
  17192. if ( seg1Pt && seg2Pt ) {
  17193. if ( (inSeg1Pt1.x != inSeg2Pt1.x) ||
  17194. (inSeg1Pt1.y != inSeg2Pt1.y) ) return []; // they are distinct points
  17195. return [ inSeg1Pt1 ]; // they are the same point
  17196. }
  17197. // segment#1 is a single point
  17198. if ( seg1Pt ) {
  17199. if (! point_in_segment_2D_colin( inSeg2Pt1, inSeg2Pt2, inSeg1Pt1 ) ) return []; // but not in segment#2
  17200. return [ inSeg1Pt1 ];
  17201. }
  17202. // segment#2 is a single point
  17203. if ( seg2Pt ) {
  17204. if (! point_in_segment_2D_colin( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1 ) ) return []; // but not in segment#1
  17205. return [ inSeg2Pt1 ];
  17206. }
  17207. // they are collinear segments, which might overlap
  17208. var seg1min, seg1max, seg1minVal, seg1maxVal;
  17209. var seg2min, seg2max, seg2minVal, seg2maxVal;
  17210. if (seg1dx != 0) { // the segments are NOT on a vertical line
  17211. if ( inSeg1Pt1.x < inSeg1Pt2.x ) {
  17212. seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.x;
  17213. seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.x;
  17214. } else {
  17215. seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.x;
  17216. seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.x;
  17217. }
  17218. if ( inSeg2Pt1.x < inSeg2Pt2.x ) {
  17219. seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.x;
  17220. seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.x;
  17221. } else {
  17222. seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.x;
  17223. seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.x;
  17224. }
  17225. } else { // the segments are on a vertical line
  17226. if ( inSeg1Pt1.y < inSeg1Pt2.y ) {
  17227. seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.y;
  17228. seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.y;
  17229. } else {
  17230. seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.y;
  17231. seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.y;
  17232. }
  17233. if ( inSeg2Pt1.y < inSeg2Pt2.y ) {
  17234. seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.y;
  17235. seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.y;
  17236. } else {
  17237. seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.y;
  17238. seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.y;
  17239. }
  17240. }
  17241. if ( seg1minVal <= seg2minVal ) {
  17242. if ( seg1maxVal < seg2minVal ) return [];
  17243. if ( seg1maxVal == seg2minVal ) {
  17244. if ( inExcludeAdjacentSegs ) return [];
  17245. return [ seg2min ];
  17246. }
  17247. if ( seg1maxVal <= seg2maxVal ) return [ seg2min, seg1max ];
  17248. return [ seg2min, seg2max ];
  17249. } else {
  17250. if ( seg1minVal > seg2maxVal ) return [];
  17251. if ( seg1minVal == seg2maxVal ) {
  17252. if ( inExcludeAdjacentSegs ) return [];
  17253. return [ seg1min ];
  17254. }
  17255. if ( seg1maxVal <= seg2maxVal ) return [ seg1min, seg1max ];
  17256. return [ seg1min, seg2max ];
  17257. }
  17258. }
  17259. }
  17260. function isPointInsideAngle( inVertex, inLegFromPt, inLegToPt, inOtherPt ) {
  17261. // The order of legs is important
  17262. var EPSILON = 0.0000000001;
  17263. // translation of all points, so that Vertex is at (0,0)
  17264. var legFromPtX = inLegFromPt.x - inVertex.x, legFromPtY = inLegFromPt.y - inVertex.y;
  17265. var legToPtX = inLegToPt.x - inVertex.x, legToPtY = inLegToPt.y - inVertex.y;
  17266. var otherPtX = inOtherPt.x - inVertex.x, otherPtY = inOtherPt.y - inVertex.y;
  17267. // main angle >0: < 180 deg.; 0: 180 deg.; <0: > 180 deg.
  17268. var from2toAngle = legFromPtX * legToPtY - legFromPtY * legToPtX;
  17269. var from2otherAngle = legFromPtX * otherPtY - legFromPtY * otherPtX;
  17270. if ( Math.abs(from2toAngle) > EPSILON ) { // angle != 180 deg.
  17271. var other2toAngle = otherPtX * legToPtY - otherPtY * legToPtX;
  17272. // console.log( "from2to: " + from2toAngle + ", from2other: " + from2otherAngle + ", other2to: " + other2toAngle );
  17273. if ( from2toAngle > 0 ) { // main angle < 180 deg.
  17274. return ( ( from2otherAngle >= 0 ) && ( other2toAngle >= 0 ) );
  17275. } else { // main angle > 180 deg.
  17276. return ( ( from2otherAngle >= 0 ) || ( other2toAngle >= 0 ) );
  17277. }
  17278. } else { // angle == 180 deg.
  17279. // console.log( "from2to: 180 deg., from2other: " + from2otherAngle );
  17280. return ( from2otherAngle > 0 );
  17281. }
  17282. }
  17283. function removeHoles( contour, holes ) {
  17284. var shape = contour.concat(); // work on this shape
  17285. var hole;
  17286. function isCutLineInsideAngles( inShapeIdx, inHoleIdx ) {
  17287. // Check if hole point lies within angle around shape point
  17288. var lastShapeIdx = shape.length - 1;
  17289. var prevShapeIdx = inShapeIdx - 1;
  17290. if ( prevShapeIdx < 0 ) prevShapeIdx = lastShapeIdx;
  17291. var nextShapeIdx = inShapeIdx + 1;
  17292. if ( nextShapeIdx > lastShapeIdx ) nextShapeIdx = 0;
  17293. var insideAngle = isPointInsideAngle( shape[inShapeIdx], shape[ prevShapeIdx ], shape[ nextShapeIdx ], hole[inHoleIdx] );
  17294. if (! insideAngle ) {
  17295. // console.log( "Vertex (Shape): " + inShapeIdx + ", Point: " + hole[inHoleIdx].x + "/" + hole[inHoleIdx].y );
  17296. return false;
  17297. }
  17298. // Check if shape point lies within angle around hole point
  17299. var lastHoleIdx = hole.length - 1;
  17300. var prevHoleIdx = inHoleIdx - 1;
  17301. if ( prevHoleIdx < 0 ) prevHoleIdx = lastHoleIdx;
  17302. var nextHoleIdx = inHoleIdx + 1;
  17303. if ( nextHoleIdx > lastHoleIdx ) nextHoleIdx = 0;
  17304. insideAngle = isPointInsideAngle( hole[inHoleIdx], hole[ prevHoleIdx ], hole[ nextHoleIdx ], shape[inShapeIdx] );
  17305. if (! insideAngle ) {
  17306. // console.log( "Vertex (Hole): " + inHoleIdx + ", Point: " + shape[inShapeIdx].x + "/" + shape[inShapeIdx].y );
  17307. return false;
  17308. }
  17309. return true;
  17310. }
  17311. function intersectsShapeEdge( inShapePt, inHolePt ) {
  17312. // checks for intersections with shape edges
  17313. var sIdx, nextIdx, intersection;
  17314. for ( sIdx = 0; sIdx < shape.length; sIdx ++ ) {
  17315. nextIdx = sIdx+1; nextIdx %= shape.length;
  17316. intersection = intersect_segments_2D( inShapePt, inHolePt, shape[sIdx], shape[nextIdx], true );
  17317. if ( intersection.length > 0 ) return true;
  17318. }
  17319. return false;
  17320. }
  17321. var indepHoles = [];
  17322. function intersectsHoleEdge( inShapePt, inHolePt ) {
  17323. // checks for intersections with hole edges
  17324. var ihIdx, chkHole,
  17325. hIdx, nextIdx, intersection;
  17326. for ( ihIdx = 0; ihIdx < indepHoles.length; ihIdx ++ ) {
  17327. chkHole = holes[indepHoles[ihIdx]];
  17328. for ( hIdx = 0; hIdx < chkHole.length; hIdx ++ ) {
  17329. nextIdx = hIdx+1; nextIdx %= chkHole.length;
  17330. intersection = intersect_segments_2D( inShapePt, inHolePt, chkHole[hIdx], chkHole[nextIdx], true );
  17331. if ( intersection.length > 0 ) return true;
  17332. }
  17333. }
  17334. return false;
  17335. }
  17336. var holeIndex, shapeIndex,
  17337. shapePt, holePt,
  17338. holeIdx, cutKey, failedCuts = [],
  17339. tmpShape1, tmpShape2,
  17340. tmpHole1, tmpHole2;
  17341. for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
  17342. indepHoles.push( h );
  17343. }
  17344. var minShapeIndex = 0;
  17345. var counter = indepHoles.length * 2;
  17346. while ( indepHoles.length > 0 ) {
  17347. counter --;
  17348. if ( counter < 0 ) {
  17349. console.log( "Infinite Loop! Holes left:" + indepHoles.length + ", Probably Hole outside Shape!" );
  17350. break;
  17351. }
  17352. // search for shape-vertex and hole-vertex,
  17353. // which can be connected without intersections
  17354. for ( shapeIndex = minShapeIndex; shapeIndex < shape.length; shapeIndex ++ ) {
  17355. shapePt = shape[ shapeIndex ];
  17356. holeIndex = - 1;
  17357. // search for hole which can be reached without intersections
  17358. for ( var h = 0; h < indepHoles.length; h ++ ) {
  17359. holeIdx = indepHoles[h];
  17360. // prevent multiple checks
  17361. cutKey = shapePt.x + ":" + shapePt.y + ":" + holeIdx;
  17362. if ( failedCuts[cutKey] !== undefined ) continue;
  17363. hole = holes[holeIdx];
  17364. for ( var h2 = 0; h2 < hole.length; h2 ++ ) {
  17365. holePt = hole[ h2 ];
  17366. if (! isCutLineInsideAngles( shapeIndex, h2 ) ) continue;
  17367. if ( intersectsShapeEdge( shapePt, holePt ) ) continue;
  17368. if ( intersectsHoleEdge( shapePt, holePt ) ) continue;
  17369. holeIndex = h2;
  17370. indepHoles.splice(h,1);
  17371. tmpShape1 = shape.slice( 0, shapeIndex+1 );
  17372. tmpShape2 = shape.slice( shapeIndex );
  17373. tmpHole1 = hole.slice( holeIndex );
  17374. tmpHole2 = hole.slice( 0, holeIndex+1 );
  17375. shape = tmpShape1.concat( tmpHole1 ).concat( tmpHole2 ).concat( tmpShape2 );
  17376. minShapeIndex = shapeIndex;
  17377. // Debug only, to show the selected cuts
  17378. // glob_CutLines.push( [ shapePt, holePt ] );
  17379. break;
  17380. }
  17381. if ( holeIndex >= 0 ) break; // hole-vertex found
  17382. failedCuts[cutKey] = true; // remember failure
  17383. }
  17384. if ( holeIndex >= 0 ) break; // hole-vertex found
  17385. }
  17386. }
  17387. return shape; /* shape with no holes */
  17388. }
  17389. var i, il, f, face,
  17390. key, index,
  17391. allPointsMap = {};
  17392. // 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.
  17393. var allpoints = contour.concat();
  17394. for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
  17395. Array.prototype.push.apply( allpoints, holes[h] );
  17396. }
  17397. //console.log( "allpoints",allpoints, allpoints.length );
  17398. // prepare all points map
  17399. for ( i = 0, il = allpoints.length; i < il; i ++ ) {
  17400. key = allpoints[ i ].x + ":" + allpoints[ i ].y;
  17401. if ( allPointsMap[ key ] !== undefined ) {
  17402. console.log( "Duplicate point", key );
  17403. }
  17404. allPointsMap[ key ] = i;
  17405. }
  17406. // remove holes by cutting paths to holes and adding them to the shape
  17407. var shapeWithoutHoles = removeHoles( contour, holes );
  17408. var triangles = THREE.FontUtils.Triangulate( shapeWithoutHoles, false ); // True returns indices for points of spooled shape
  17409. //console.log( "triangles",triangles, triangles.length );
  17410. // check all face vertices against all points map
  17411. for ( i = 0, il = triangles.length; i < il; i ++ ) {
  17412. face = triangles[ i ];
  17413. for ( f = 0; f < 3; f ++ ) {
  17414. key = face[ f ].x + ":" + face[ f ].y;
  17415. index = allPointsMap[ key ];
  17416. if ( index !== undefined ) {
  17417. face[ f ] = index;
  17418. }
  17419. }
  17420. }
  17421. return triangles.concat();
  17422. },
  17423. isClockWise: function ( pts ) {
  17424. return THREE.FontUtils.Triangulate.area( pts ) < 0;
  17425. },
  17426. // Bezier Curves formulas obtained from
  17427. // http://en.wikipedia.org/wiki/B%C3%A9zier_curve
  17428. // Quad Bezier Functions
  17429. b2p0: function ( t, p ) {
  17430. var k = 1 - t;
  17431. return k * k * p;
  17432. },
  17433. b2p1: function ( t, p ) {
  17434. return 2 * ( 1 - t ) * t * p;
  17435. },
  17436. b2p2: function ( t, p ) {
  17437. return t * t * p;
  17438. },
  17439. b2: function ( t, p0, p1, p2 ) {
  17440. return this.b2p0( t, p0 ) + this.b2p1( t, p1 ) + this.b2p2( t, p2 );
  17441. },
  17442. // Cubic Bezier Functions
  17443. b3p0: function ( t, p ) {
  17444. var k = 1 - t;
  17445. return k * k * k * p;
  17446. },
  17447. b3p1: function ( t, p ) {
  17448. var k = 1 - t;
  17449. return 3 * k * k * t * p;
  17450. },
  17451. b3p2: function ( t, p ) {
  17452. var k = 1 - t;
  17453. return 3 * k * t * t * p;
  17454. },
  17455. b3p3: function ( t, p ) {
  17456. return t * t * t * p;
  17457. },
  17458. b3: function ( t, p0, p1, p2, p3 ) {
  17459. return this.b3p0( t, p0 ) + this.b3p1( t, p1 ) + this.b3p2( t, p2 ) + this.b3p3( t, p3 );
  17460. }
  17461. };
  17462. // File:src/extras/curves/LineCurve.js
  17463. /**************************************************************
  17464. * Line
  17465. **************************************************************/
  17466. THREE.LineCurve = function ( v1, v2 ) {
  17467. this.v1 = v1;
  17468. this.v2 = v2;
  17469. };
  17470. THREE.LineCurve.prototype = Object.create( THREE.Curve.prototype );
  17471. THREE.LineCurve.prototype.constructor = THREE.LineCurve;
  17472. THREE.LineCurve.prototype.getPoint = function ( t ) {
  17473. var point = this.v2.clone().sub(this.v1);
  17474. point.multiplyScalar( t ).add( this.v1 );
  17475. return point;
  17476. };
  17477. // Line curve is linear, so we can overwrite default getPointAt
  17478. THREE.LineCurve.prototype.getPointAt = function ( u ) {
  17479. return this.getPoint( u );
  17480. };
  17481. THREE.LineCurve.prototype.getTangent = function( t ) {
  17482. var tangent = this.v2.clone().sub(this.v1);
  17483. return tangent.normalize();
  17484. };
  17485. // File:src/extras/curves/QuadraticBezierCurve.js
  17486. /**************************************************************
  17487. * Quadratic Bezier curve
  17488. **************************************************************/
  17489. THREE.QuadraticBezierCurve = function ( v0, v1, v2 ) {
  17490. this.v0 = v0;
  17491. this.v1 = v1;
  17492. this.v2 = v2;
  17493. };
  17494. THREE.QuadraticBezierCurve.prototype = Object.create( THREE.Curve.prototype );
  17495. THREE.QuadraticBezierCurve.prototype.constructor = THREE.QuadraticBezierCurve;
  17496. THREE.QuadraticBezierCurve.prototype.getPoint = function ( t ) {
  17497. var vector = new THREE.Vector2();
  17498. vector.x = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
  17499. vector.y = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
  17500. return vector;
  17501. };
  17502. THREE.QuadraticBezierCurve.prototype.getTangent = function( t ) {
  17503. var vector = new THREE.Vector2();
  17504. vector.x = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.x, this.v1.x, this.v2.x );
  17505. vector.y = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.y, this.v1.y, this.v2.y );
  17506. // returns unit vector
  17507. return vector.normalize();
  17508. };
  17509. // File:src/extras/curves/CubicBezierCurve.js
  17510. /**************************************************************
  17511. * Cubic Bezier curve
  17512. **************************************************************/
  17513. THREE.CubicBezierCurve = function ( v0, v1, v2, v3 ) {
  17514. this.v0 = v0;
  17515. this.v1 = v1;
  17516. this.v2 = v2;
  17517. this.v3 = v3;
  17518. };
  17519. THREE.CubicBezierCurve.prototype = Object.create( THREE.Curve.prototype );
  17520. THREE.CubicBezierCurve.prototype.constructor = THREE.CubicBezierCurve;
  17521. THREE.CubicBezierCurve.prototype.getPoint = function ( t ) {
  17522. var tx, ty;
  17523. tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
  17524. ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
  17525. return new THREE.Vector2( tx, ty );
  17526. };
  17527. THREE.CubicBezierCurve.prototype.getTangent = function( t ) {
  17528. var tx, ty;
  17529. tx = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
  17530. ty = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
  17531. var tangent = new THREE.Vector2( tx, ty );
  17532. tangent.normalize();
  17533. return tangent;
  17534. };
  17535. // File:src/extras/curves/SplineCurve.js
  17536. /**************************************************************
  17537. * Spline curve
  17538. **************************************************************/
  17539. THREE.SplineCurve = function ( points /* array of Vector2 */ ) {
  17540. this.points = ( points == undefined ) ? [] : points;
  17541. };
  17542. THREE.SplineCurve.prototype = Object.create( THREE.Curve.prototype );
  17543. THREE.SplineCurve.prototype.constructor = THREE.SplineCurve;
  17544. THREE.SplineCurve.prototype.getPoint = function ( t ) {
  17545. var points = this.points;
  17546. var point = ( points.length - 1 ) * t;
  17547. var intPoint = Math.floor( point );
  17548. var weight = point - intPoint;
  17549. var point0 = points[ intPoint == 0 ? intPoint : intPoint - 1 ]
  17550. var point1 = points[ intPoint ]
  17551. var point2 = points[ intPoint > points.length - 2 ? points.length -1 : intPoint + 1 ]
  17552. var point3 = points[ intPoint > points.length - 3 ? points.length -1 : intPoint + 2 ]
  17553. var vector = new THREE.Vector2();
  17554. vector.x = THREE.Curve.Utils.interpolate( point0.x, point1.x, point2.x, point3.x, weight );
  17555. vector.y = THREE.Curve.Utils.interpolate( point0.y, point1.y, point2.y, point3.y, weight );
  17556. return vector;
  17557. };
  17558. // File:src/extras/curves/EllipseCurve.js
  17559. /**************************************************************
  17560. * Ellipse curve
  17561. **************************************************************/
  17562. THREE.EllipseCurve = function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise ) {
  17563. this.aX = aX;
  17564. this.aY = aY;
  17565. this.xRadius = xRadius;
  17566. this.yRadius = yRadius;
  17567. this.aStartAngle = aStartAngle;
  17568. this.aEndAngle = aEndAngle;
  17569. this.aClockwise = aClockwise;
  17570. };
  17571. THREE.EllipseCurve.prototype = Object.create( THREE.Curve.prototype );
  17572. THREE.EllipseCurve.prototype.constructor = THREE.EllipseCurve;
  17573. THREE.EllipseCurve.prototype.getPoint = function ( t ) {
  17574. var deltaAngle = this.aEndAngle - this.aStartAngle;
  17575. if ( deltaAngle < 0 ) deltaAngle += Math.PI * 2;
  17576. if ( deltaAngle > Math.PI * 2 ) deltaAngle -= Math.PI * 2;
  17577. var angle;
  17578. if ( this.aClockwise === true ) {
  17579. angle = this.aEndAngle + ( 1 - t ) * ( Math.PI * 2 - deltaAngle );
  17580. } else {
  17581. angle = this.aStartAngle + t * deltaAngle;
  17582. }
  17583. var vector = new THREE.Vector2();
  17584. vector.x = this.aX + this.xRadius * Math.cos( angle );
  17585. vector.y = this.aY + this.yRadius * Math.sin( angle );
  17586. return vector;
  17587. };
  17588. // File:src/extras/curves/ArcCurve.js
  17589. /**************************************************************
  17590. * Arc curve
  17591. **************************************************************/
  17592. THREE.ArcCurve = function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  17593. THREE.EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  17594. };
  17595. THREE.ArcCurve.prototype = Object.create( THREE.EllipseCurve.prototype );
  17596. THREE.ArcCurve.prototype.constructor = THREE.ArcCurve;
  17597. // File:src/extras/curves/LineCurve3.js
  17598. /**************************************************************
  17599. * Line3D
  17600. **************************************************************/
  17601. THREE.LineCurve3 = THREE.Curve.create(
  17602. function ( v1, v2 ) {
  17603. this.v1 = v1;
  17604. this.v2 = v2;
  17605. },
  17606. function ( t ) {
  17607. var vector = new THREE.Vector3();
  17608. vector.subVectors( this.v2, this.v1 ); // diff
  17609. vector.multiplyScalar( t );
  17610. vector.add( this.v1 );
  17611. return vector;
  17612. }
  17613. );
  17614. // File:src/extras/curves/QuadraticBezierCurve3.js
  17615. /**************************************************************
  17616. * Quadratic Bezier 3D curve
  17617. **************************************************************/
  17618. THREE.QuadraticBezierCurve3 = THREE.Curve.create(
  17619. function ( v0, v1, v2 ) {
  17620. this.v0 = v0;
  17621. this.v1 = v1;
  17622. this.v2 = v2;
  17623. },
  17624. function ( t ) {
  17625. var vector = new THREE.Vector3();
  17626. vector.x = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
  17627. vector.y = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
  17628. vector.z = THREE.Shape.Utils.b2( t, this.v0.z, this.v1.z, this.v2.z );
  17629. return vector;
  17630. }
  17631. );
  17632. // File:src/extras/curves/CubicBezierCurve3.js
  17633. /**************************************************************
  17634. * Cubic Bezier 3D curve
  17635. **************************************************************/
  17636. THREE.CubicBezierCurve3 = THREE.Curve.create(
  17637. function ( v0, v1, v2, v3 ) {
  17638. this.v0 = v0;
  17639. this.v1 = v1;
  17640. this.v2 = v2;
  17641. this.v3 = v3;
  17642. },
  17643. function ( t ) {
  17644. var vector = new THREE.Vector3();
  17645. vector.x = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
  17646. vector.y = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
  17647. vector.z = THREE.Shape.Utils.b3( t, this.v0.z, this.v1.z, this.v2.z, this.v3.z );
  17648. return vector;
  17649. }
  17650. );
  17651. // File:src/extras/curves/SplineCurve3.js
  17652. /**************************************************************
  17653. * Spline 3D curve
  17654. **************************************************************/
  17655. THREE.SplineCurve3 = THREE.Curve.create(
  17656. function ( points /* array of Vector3 */) {
  17657. this.points = ( points == undefined ) ? [] : points;
  17658. },
  17659. function ( t ) {
  17660. var points = this.points;
  17661. var point = ( points.length - 1 ) * t;
  17662. var intPoint = Math.floor( point );
  17663. var weight = point - intPoint;
  17664. var point0 = points[ intPoint == 0 ? intPoint : intPoint - 1 ];
  17665. var point1 = points[ intPoint ];
  17666. var point2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  17667. var point3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  17668. var vector = new THREE.Vector3();
  17669. vector.x = THREE.Curve.Utils.interpolate( point0.x, point1.x, point2.x, point3.x, weight );
  17670. vector.y = THREE.Curve.Utils.interpolate( point0.y, point1.y, point2.y, point3.y, weight );
  17671. vector.z = THREE.Curve.Utils.interpolate( point0.z, point1.z, point2.z, point3.z, weight );
  17672. return vector;
  17673. }
  17674. );
  17675. // File:src/extras/curves/ClosedSplineCurve3.js
  17676. /**************************************************************
  17677. * Closed Spline 3D curve
  17678. **************************************************************/
  17679. THREE.ClosedSplineCurve3 = THREE.Curve.create(
  17680. function ( points /* array of Vector3 */) {
  17681. this.points = ( points == undefined ) ? [] : points;
  17682. },
  17683. function ( t ) {
  17684. var points = this.points;
  17685. var point = ( points.length - 0 ) * t; // This needs to be from 0-length +1
  17686. var intPoint = Math.floor( point );
  17687. var weight = point - intPoint;
  17688. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length;
  17689. var point0 = points[ ( intPoint - 1 ) % points.length ];
  17690. var point1 = points[ ( intPoint ) % points.length ];
  17691. var point2 = points[ ( intPoint + 1 ) % points.length ];
  17692. var point3 = points[ ( intPoint + 2 ) % points.length ];
  17693. var vector = new THREE.Vector3();
  17694. vector.x = THREE.Curve.Utils.interpolate( point0.x, point1.x, point2.x, point3.x, weight );
  17695. vector.y = THREE.Curve.Utils.interpolate( point0.y, point1.y, point2.y, point3.y, weight );
  17696. vector.z = THREE.Curve.Utils.interpolate( point0.z, point1.z, point2.z, point3.z, weight );
  17697. return vector;
  17698. }
  17699. );
  17700. // File:src/extras/animation/AnimationHandler.js
  17701. /**
  17702. * @author mikael emtinger / http://gomo.se/
  17703. */
  17704. THREE.AnimationHandler = {
  17705. LINEAR: 0,
  17706. CATMULLROM: 1,
  17707. CATMULLROM_FORWARD: 2,
  17708. //
  17709. add: function () { console.warn( 'THREE.AnimationHandler.add() has been deprecated.' ); },
  17710. get: function () { console.warn( 'THREE.AnimationHandler.get() has been deprecated.' ); },
  17711. remove: function () { console.warn( 'THREE.AnimationHandler.remove() has been deprecated.' ); },
  17712. //
  17713. animations: [],
  17714. init: function ( data ) {
  17715. if ( data.initialized === true ) return data;
  17716. // loop through all keys
  17717. for ( var h = 0; h < data.hierarchy.length; h ++ ) {
  17718. for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
  17719. // remove minus times
  17720. if ( data.hierarchy[ h ].keys[ k ].time < 0 ) {
  17721. data.hierarchy[ h ].keys[ k ].time = 0;
  17722. }
  17723. // create quaternions
  17724. if ( data.hierarchy[ h ].keys[ k ].rot !== undefined &&
  17725. ! ( data.hierarchy[ h ].keys[ k ].rot instanceof THREE.Quaternion ) ) {
  17726. var quat = data.hierarchy[ h ].keys[ k ].rot;
  17727. data.hierarchy[ h ].keys[ k ].rot = new THREE.Quaternion().fromArray( quat );
  17728. }
  17729. }
  17730. // prepare morph target keys
  17731. if ( data.hierarchy[ h ].keys.length && data.hierarchy[ h ].keys[ 0 ].morphTargets !== undefined ) {
  17732. // get all used
  17733. var usedMorphTargets = {};
  17734. for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
  17735. for ( var m = 0; m < data.hierarchy[ h ].keys[ k ].morphTargets.length; m ++ ) {
  17736. var morphTargetName = data.hierarchy[ h ].keys[ k ].morphTargets[ m ];
  17737. usedMorphTargets[ morphTargetName ] = - 1;
  17738. }
  17739. }
  17740. data.hierarchy[ h ].usedMorphTargets = usedMorphTargets;
  17741. // set all used on all frames
  17742. for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
  17743. var influences = {};
  17744. for ( var morphTargetName in usedMorphTargets ) {
  17745. for ( var m = 0; m < data.hierarchy[ h ].keys[ k ].morphTargets.length; m ++ ) {
  17746. if ( data.hierarchy[ h ].keys[ k ].morphTargets[ m ] === morphTargetName ) {
  17747. influences[ morphTargetName ] = data.hierarchy[ h ].keys[ k ].morphTargetsInfluences[ m ];
  17748. break;
  17749. }
  17750. }
  17751. if ( m === data.hierarchy[ h ].keys[ k ].morphTargets.length ) {
  17752. influences[ morphTargetName ] = 0;
  17753. }
  17754. }
  17755. data.hierarchy[ h ].keys[ k ].morphTargetsInfluences = influences;
  17756. }
  17757. }
  17758. // remove all keys that are on the same time
  17759. for ( var k = 1; k < data.hierarchy[ h ].keys.length; k ++ ) {
  17760. if ( data.hierarchy[ h ].keys[ k ].time === data.hierarchy[ h ].keys[ k - 1 ].time ) {
  17761. data.hierarchy[ h ].keys.splice( k, 1 );
  17762. k --;
  17763. }
  17764. }
  17765. // set index
  17766. for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
  17767. data.hierarchy[ h ].keys[ k ].index = k;
  17768. }
  17769. }
  17770. data.initialized = true;
  17771. return data;
  17772. },
  17773. parse: function ( root ) {
  17774. var parseRecurseHierarchy = function ( root, hierarchy ) {
  17775. hierarchy.push( root );
  17776. for ( var c = 0; c < root.children.length; c ++ )
  17777. parseRecurseHierarchy( root.children[ c ], hierarchy );
  17778. };
  17779. // setup hierarchy
  17780. var hierarchy = [];
  17781. if ( root instanceof THREE.SkinnedMesh ) {
  17782. for ( var b = 0; b < root.skeleton.bones.length; b ++ ) {
  17783. hierarchy.push( root.skeleton.bones[ b ] );
  17784. }
  17785. } else {
  17786. parseRecurseHierarchy( root, hierarchy );
  17787. }
  17788. return hierarchy;
  17789. },
  17790. play: function ( animation ) {
  17791. if ( this.animations.indexOf( animation ) === - 1 ) {
  17792. this.animations.push( animation );
  17793. }
  17794. },
  17795. stop: function ( animation ) {
  17796. var index = this.animations.indexOf( animation );
  17797. if ( index !== - 1 ) {
  17798. this.animations.splice( index, 1 );
  17799. }
  17800. },
  17801. update: function ( deltaTimeMS ) {
  17802. for ( var i = 0; i < this.animations.length; i ++ ) {
  17803. this.animations[ i ].resetBlendWeights( );
  17804. }
  17805. for ( var i = 0; i < this.animations.length; i ++ ) {
  17806. this.animations[ i ].update( deltaTimeMS );
  17807. }
  17808. }
  17809. };
  17810. // File:src/extras/animation/Animation.js
  17811. /**
  17812. * @author mikael emtinger / http://gomo.se/
  17813. * @author mrdoob / http://mrdoob.com/
  17814. * @author alteredq / http://alteredqualia.com/
  17815. */
  17816. THREE.Animation = function ( root, data ) {
  17817. this.root = root;
  17818. this.data = THREE.AnimationHandler.init( data );
  17819. this.hierarchy = THREE.AnimationHandler.parse( root );
  17820. this.currentTime = 0;
  17821. this.timeScale = 1;
  17822. this.isPlaying = false;
  17823. this.loop = true;
  17824. this.weight = 0;
  17825. this.interpolationType = THREE.AnimationHandler.LINEAR;
  17826. };
  17827. THREE.Animation.prototype.keyTypes = [ "pos", "rot", "scl" ];
  17828. THREE.Animation.prototype.play = function ( startTime, weight ) {
  17829. this.currentTime = startTime !== undefined ? startTime : 0;
  17830. this.weight = weight !== undefined ? weight: 1;
  17831. this.isPlaying = true;
  17832. this.reset();
  17833. THREE.AnimationHandler.play( this );
  17834. };
  17835. THREE.Animation.prototype.stop = function() {
  17836. this.isPlaying = false;
  17837. THREE.AnimationHandler.stop( this );
  17838. };
  17839. THREE.Animation.prototype.reset = function () {
  17840. for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
  17841. var object = this.hierarchy[ h ];
  17842. if ( object.animationCache === undefined ) {
  17843. object.animationCache = {
  17844. animations: {},
  17845. blending: {
  17846. positionWeight: 0.0,
  17847. quaternionWeight: 0.0,
  17848. scaleWeight: 0.0
  17849. }
  17850. };
  17851. }
  17852. if ( object.animationCache.animations[this.data.name] === undefined ) {
  17853. object.animationCache.animations[this.data.name] = {};
  17854. object.animationCache.animations[this.data.name].prevKey = { pos: 0, rot: 0, scl: 0 };
  17855. object.animationCache.animations[this.data.name].nextKey = { pos: 0, rot: 0, scl: 0 };
  17856. object.animationCache.animations[this.data.name].originalMatrix = object.matrix;
  17857. }
  17858. var animationCache = object.animationCache.animations[this.data.name];
  17859. // Get keys to match our current time
  17860. for ( var t = 0; t < 3; t ++ ) {
  17861. var type = this.keyTypes[ t ];
  17862. var prevKey = this.data.hierarchy[ h ].keys[ 0 ];
  17863. var nextKey = this.getNextKeyWith( type, h, 1 );
  17864. while ( nextKey.time < this.currentTime && nextKey.index > prevKey.index ) {
  17865. prevKey = nextKey;
  17866. nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );
  17867. }
  17868. animationCache.prevKey[ type ] = prevKey;
  17869. animationCache.nextKey[ type ] = nextKey;
  17870. }
  17871. }
  17872. };
  17873. THREE.Animation.prototype.resetBlendWeights = function () {
  17874. for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
  17875. var object = this.hierarchy[ h ];
  17876. if ( object.animationCache !== undefined ) {
  17877. object.animationCache.blending.positionWeight = 0.0;
  17878. object.animationCache.blending.quaternionWeight = 0.0;
  17879. object.animationCache.blending.scaleWeight = 0.0;
  17880. }
  17881. }
  17882. };
  17883. THREE.Animation.prototype.update = (function(){
  17884. var points = [];
  17885. var target = new THREE.Vector3();
  17886. var newVector = new THREE.Vector3();
  17887. var newQuat = new THREE.Quaternion();
  17888. // Catmull-Rom spline
  17889. var interpolateCatmullRom = function ( points, scale ) {
  17890. var c = [], v3 = [],
  17891. point, intPoint, weight, w2, w3,
  17892. pa, pb, pc, pd;
  17893. point = ( points.length - 1 ) * scale;
  17894. intPoint = Math.floor( point );
  17895. weight = point - intPoint;
  17896. c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1;
  17897. c[ 1 ] = intPoint;
  17898. c[ 2 ] = intPoint > points.length - 2 ? intPoint : intPoint + 1;
  17899. c[ 3 ] = intPoint > points.length - 3 ? intPoint : intPoint + 2;
  17900. pa = points[ c[ 0 ] ];
  17901. pb = points[ c[ 1 ] ];
  17902. pc = points[ c[ 2 ] ];
  17903. pd = points[ c[ 3 ] ];
  17904. w2 = weight * weight;
  17905. w3 = weight * w2;
  17906. v3[ 0 ] = interpolate( pa[ 0 ], pb[ 0 ], pc[ 0 ], pd[ 0 ], weight, w2, w3 );
  17907. v3[ 1 ] = interpolate( pa[ 1 ], pb[ 1 ], pc[ 1 ], pd[ 1 ], weight, w2, w3 );
  17908. v3[ 2 ] = interpolate( pa[ 2 ], pb[ 2 ], pc[ 2 ], pd[ 2 ], weight, w2, w3 );
  17909. return v3;
  17910. };
  17911. var interpolate = function ( p0, p1, p2, p3, t, t2, t3 ) {
  17912. var v0 = ( p2 - p0 ) * 0.5,
  17913. v1 = ( p3 - p1 ) * 0.5;
  17914. return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  17915. };
  17916. return function ( delta ) {
  17917. if ( this.isPlaying === false ) return;
  17918. this.currentTime += delta * this.timeScale;
  17919. if ( this.weight === 0 )
  17920. return;
  17921. //
  17922. var duration = this.data.length;
  17923. if ( this.currentTime > duration || this.currentTime < 0 ) {
  17924. if ( this.loop ) {
  17925. this.currentTime %= duration;
  17926. if ( this.currentTime < 0 )
  17927. this.currentTime += duration;
  17928. this.reset();
  17929. } else {
  17930. this.stop();
  17931. }
  17932. }
  17933. for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
  17934. var object = this.hierarchy[ h ];
  17935. var animationCache = object.animationCache.animations[this.data.name];
  17936. var blending = object.animationCache.blending;
  17937. // loop through pos/rot/scl
  17938. for ( var t = 0; t < 3; t ++ ) {
  17939. // get keys
  17940. var type = this.keyTypes[ t ];
  17941. var prevKey = animationCache.prevKey[ type ];
  17942. var nextKey = animationCache.nextKey[ type ];
  17943. if ( ( this.timeScale > 0 && nextKey.time <= this.currentTime ) ||
  17944. ( this.timeScale < 0 && prevKey.time >= this.currentTime ) ) {
  17945. prevKey = this.data.hierarchy[ h ].keys[ 0 ];
  17946. nextKey = this.getNextKeyWith( type, h, 1 );
  17947. while ( nextKey.time < this.currentTime && nextKey.index > prevKey.index ) {
  17948. prevKey = nextKey;
  17949. nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );
  17950. }
  17951. animationCache.prevKey[ type ] = prevKey;
  17952. animationCache.nextKey[ type ] = nextKey;
  17953. }
  17954. var scale = ( this.currentTime - prevKey.time ) / ( nextKey.time - prevKey.time );
  17955. var prevXYZ = prevKey[ type ];
  17956. var nextXYZ = nextKey[ type ];
  17957. if ( scale < 0 ) scale = 0;
  17958. if ( scale > 1 ) scale = 1;
  17959. // interpolate
  17960. if ( type === "pos" ) {
  17961. if ( this.interpolationType === THREE.AnimationHandler.LINEAR ) {
  17962. newVector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
  17963. newVector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
  17964. newVector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;
  17965. // blend
  17966. var proportionalWeight = this.weight / ( this.weight + blending.positionWeight );
  17967. object.position.lerp( newVector, proportionalWeight );
  17968. blending.positionWeight += this.weight;
  17969. } else if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
  17970. this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
  17971. points[ 0 ] = this.getPrevKeyWith( "pos", h, prevKey.index - 1 )[ "pos" ];
  17972. points[ 1 ] = prevXYZ;
  17973. points[ 2 ] = nextXYZ;
  17974. points[ 3 ] = this.getNextKeyWith( "pos", h, nextKey.index + 1 )[ "pos" ];
  17975. scale = scale * 0.33 + 0.33;
  17976. var currentPoint = interpolateCatmullRom( points, scale );
  17977. var proportionalWeight = this.weight / ( this.weight + blending.positionWeight );
  17978. blending.positionWeight += this.weight;
  17979. // blend
  17980. var vector = object.position;
  17981. vector.x = vector.x + ( currentPoint[ 0 ] - vector.x ) * proportionalWeight;
  17982. vector.y = vector.y + ( currentPoint[ 1 ] - vector.y ) * proportionalWeight;
  17983. vector.z = vector.z + ( currentPoint[ 2 ] - vector.z ) * proportionalWeight;
  17984. if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
  17985. var forwardPoint = interpolateCatmullRom( points, scale * 1.01 );
  17986. target.set( forwardPoint[ 0 ], forwardPoint[ 1 ], forwardPoint[ 2 ] );
  17987. target.sub( vector );
  17988. target.y = 0;
  17989. target.normalize();
  17990. var angle = Math.atan2( target.x, target.z );
  17991. object.rotation.set( 0, angle, 0 );
  17992. }
  17993. }
  17994. } else if ( type === "rot" ) {
  17995. THREE.Quaternion.slerp( prevXYZ, nextXYZ, newQuat, scale );
  17996. // Avoid paying the cost of an additional slerp if we don't have to
  17997. if ( blending.quaternionWeight === 0 ) {
  17998. object.quaternion.copy(newQuat);
  17999. blending.quaternionWeight = this.weight;
  18000. } else {
  18001. var proportionalWeight = this.weight / ( this.weight + blending.quaternionWeight );
  18002. THREE.Quaternion.slerp( object.quaternion, newQuat, object.quaternion, proportionalWeight );
  18003. blending.quaternionWeight += this.weight;
  18004. }
  18005. } else if ( type === "scl" ) {
  18006. newVector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
  18007. newVector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
  18008. newVector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;
  18009. var proportionalWeight = this.weight / ( this.weight + blending.scaleWeight );
  18010. object.scale.lerp( newVector, proportionalWeight );
  18011. blending.scaleWeight += this.weight;
  18012. }
  18013. }
  18014. }
  18015. return true;
  18016. };
  18017. })();
  18018. // Get next key with
  18019. THREE.Animation.prototype.getNextKeyWith = function ( type, h, key ) {
  18020. var keys = this.data.hierarchy[ h ].keys;
  18021. if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
  18022. this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
  18023. key = key < keys.length - 1 ? key : keys.length - 1;
  18024. } else {
  18025. key = key % keys.length;
  18026. }
  18027. for ( ; key < keys.length; key ++ ) {
  18028. if ( keys[ key ][ type ] !== undefined ) {
  18029. return keys[ key ];
  18030. }
  18031. }
  18032. return this.data.hierarchy[ h ].keys[ 0 ];
  18033. };
  18034. // Get previous key with
  18035. THREE.Animation.prototype.getPrevKeyWith = function ( type, h, key ) {
  18036. var keys = this.data.hierarchy[ h ].keys;
  18037. if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
  18038. this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
  18039. key = key > 0 ? key : 0;
  18040. } else {
  18041. key = key >= 0 ? key : key + keys.length;
  18042. }
  18043. for ( ; key >= 0; key -- ) {
  18044. if ( keys[ key ][ type ] !== undefined ) {
  18045. return keys[ key ];
  18046. }
  18047. }
  18048. return this.data.hierarchy[ h ].keys[ keys.length - 1 ];
  18049. };
  18050. // File:src/extras/animation/KeyFrameAnimation.js
  18051. /**
  18052. * @author mikael emtinger / http://gomo.se/
  18053. * @author mrdoob / http://mrdoob.com/
  18054. * @author alteredq / http://alteredqualia.com/
  18055. * @author khang duong
  18056. * @author erik kitson
  18057. */
  18058. THREE.KeyFrameAnimation = function ( data ) {
  18059. this.root = data.node;
  18060. this.data = THREE.AnimationHandler.init( data );
  18061. this.hierarchy = THREE.AnimationHandler.parse( this.root );
  18062. this.currentTime = 0;
  18063. this.timeScale = 0.001;
  18064. this.isPlaying = false;
  18065. this.isPaused = true;
  18066. this.loop = true;
  18067. // initialize to first keyframes
  18068. for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
  18069. var keys = this.data.hierarchy[h].keys,
  18070. sids = this.data.hierarchy[h].sids,
  18071. obj = this.hierarchy[h];
  18072. if ( keys.length && sids ) {
  18073. for ( var s = 0; s < sids.length; s ++ ) {
  18074. var sid = sids[ s ],
  18075. next = this.getNextKeyWith( sid, h, 0 );
  18076. if ( next ) {
  18077. next.apply( sid );
  18078. }
  18079. }
  18080. obj.matrixAutoUpdate = false;
  18081. this.data.hierarchy[h].node.updateMatrix();
  18082. obj.matrixWorldNeedsUpdate = true;
  18083. }
  18084. }
  18085. };
  18086. THREE.KeyFrameAnimation.prototype.play = function ( startTime ) {
  18087. this.currentTime = startTime !== undefined ? startTime : 0;
  18088. if ( this.isPlaying === false ) {
  18089. this.isPlaying = true;
  18090. // reset key cache
  18091. var h, hl = this.hierarchy.length,
  18092. object,
  18093. node;
  18094. for ( h = 0; h < hl; h ++ ) {
  18095. object = this.hierarchy[ h ];
  18096. node = this.data.hierarchy[ h ];
  18097. if ( node.animationCache === undefined ) {
  18098. node.animationCache = {};
  18099. node.animationCache.prevKey = null;
  18100. node.animationCache.nextKey = null;
  18101. node.animationCache.originalMatrix = object.matrix;
  18102. }
  18103. var keys = this.data.hierarchy[h].keys;
  18104. if (keys.length) {
  18105. node.animationCache.prevKey = keys[ 0 ];
  18106. node.animationCache.nextKey = keys[ 1 ];
  18107. this.startTime = Math.min( keys[0].time, this.startTime );
  18108. this.endTime = Math.max( keys[keys.length - 1].time, this.endTime );
  18109. }
  18110. }
  18111. this.update( 0 );
  18112. }
  18113. this.isPaused = false;
  18114. THREE.AnimationHandler.play( this );
  18115. };
  18116. THREE.KeyFrameAnimation.prototype.stop = function() {
  18117. this.isPlaying = false;
  18118. this.isPaused = false;
  18119. THREE.AnimationHandler.stop( this );
  18120. // reset JIT matrix and remove cache
  18121. for ( var h = 0; h < this.data.hierarchy.length; h ++ ) {
  18122. var obj = this.hierarchy[ h ];
  18123. var node = this.data.hierarchy[ h ];
  18124. if ( node.animationCache !== undefined ) {
  18125. var original = node.animationCache.originalMatrix;
  18126. original.copy( obj.matrix );
  18127. obj.matrix = original;
  18128. delete node.animationCache;
  18129. }
  18130. }
  18131. };
  18132. // Update
  18133. THREE.KeyFrameAnimation.prototype.update = function ( delta ) {
  18134. if ( this.isPlaying === false ) return;
  18135. this.currentTime += delta * this.timeScale;
  18136. //
  18137. var duration = this.data.length;
  18138. if ( this.loop === true && this.currentTime > duration ) {
  18139. this.currentTime %= duration;
  18140. }
  18141. this.currentTime = Math.min( this.currentTime, duration );
  18142. for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
  18143. var object = this.hierarchy[ h ];
  18144. var node = this.data.hierarchy[ h ];
  18145. var keys = node.keys,
  18146. animationCache = node.animationCache;
  18147. if ( keys.length ) {
  18148. var prevKey = animationCache.prevKey;
  18149. var nextKey = animationCache.nextKey;
  18150. if ( nextKey.time <= this.currentTime ) {
  18151. while ( nextKey.time < this.currentTime && nextKey.index > prevKey.index ) {
  18152. prevKey = nextKey;
  18153. nextKey = keys[ prevKey.index + 1 ];
  18154. }
  18155. animationCache.prevKey = prevKey;
  18156. animationCache.nextKey = nextKey;
  18157. }
  18158. if ( nextKey.time >= this.currentTime ) {
  18159. prevKey.interpolate( nextKey, this.currentTime );
  18160. } else {
  18161. prevKey.interpolate( nextKey, nextKey.time );
  18162. }
  18163. this.data.hierarchy[ h ].node.updateMatrix();
  18164. object.matrixWorldNeedsUpdate = true;
  18165. }
  18166. }
  18167. };
  18168. // Get next key with
  18169. THREE.KeyFrameAnimation.prototype.getNextKeyWith = function( sid, h, key ) {
  18170. var keys = this.data.hierarchy[ h ].keys;
  18171. key = key % keys.length;
  18172. for ( ; key < keys.length; key ++ ) {
  18173. if ( keys[ key ].hasTarget( sid ) ) {
  18174. return keys[ key ];
  18175. }
  18176. }
  18177. return keys[ 0 ];
  18178. };
  18179. // Get previous key with
  18180. THREE.KeyFrameAnimation.prototype.getPrevKeyWith = function( sid, h, key ) {
  18181. var keys = this.data.hierarchy[ h ].keys;
  18182. key = key >= 0 ? key : key + keys.length;
  18183. for ( ; key >= 0; key -- ) {
  18184. if ( keys[ key ].hasTarget( sid ) ) {
  18185. return keys[ key ];
  18186. }
  18187. }
  18188. return keys[ keys.length - 1 ];
  18189. };
  18190. // File:src/extras/animation/MorphAnimation.js
  18191. /**
  18192. * @author mrdoob / http://mrdoob.com
  18193. * @author willy-vvu / http://willy-vvu.github.io
  18194. */
  18195. THREE.MorphAnimation = function ( mesh ) {
  18196. this.mesh = mesh;
  18197. this.frames = mesh.morphTargetInfluences.length;
  18198. this.currentTime = 0;
  18199. this.duration = 1000;
  18200. this.loop = true;
  18201. this.lastFrame = 0;
  18202. this.currentFrame = 0;
  18203. this.isPlaying = false;
  18204. };
  18205. THREE.MorphAnimation.prototype = {
  18206. constructor: THREE.MorphAnimation,
  18207. play: function () {
  18208. this.isPlaying = true;
  18209. },
  18210. pause: function () {
  18211. this.isPlaying = false;
  18212. },
  18213. update: function ( delta ) {
  18214. if ( this.isPlaying === false ) return;
  18215. this.currentTime += delta;
  18216. if ( this.loop === true && this.currentTime > this.duration ) {
  18217. this.currentTime %= this.duration;
  18218. }
  18219. this.currentTime = Math.min( this.currentTime, this.duration );
  18220. var interpolation = this.duration / this.frames;
  18221. var frame = Math.floor( this.currentTime / interpolation );
  18222. if ( frame != this.currentFrame ) {
  18223. this.mesh.morphTargetInfluences[ this.lastFrame ] = 0;
  18224. this.mesh.morphTargetInfluences[ this.currentFrame ] = 1;
  18225. this.mesh.morphTargetInfluences[ frame ] = 0;
  18226. this.lastFrame = this.currentFrame;
  18227. this.currentFrame = frame;
  18228. }
  18229. this.mesh.morphTargetInfluences[ frame ] = ( this.currentTime % interpolation ) / interpolation;
  18230. this.mesh.morphTargetInfluences[ this.lastFrame ] = 1 - this.mesh.morphTargetInfluences[ frame ];
  18231. }
  18232. };
  18233. // File:src/extras/geometries/BoxGeometry.js
  18234. /**
  18235. * @author mrdoob / http://mrdoob.com/
  18236. * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Cube.as
  18237. */
  18238. THREE.BoxGeometry = function ( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  18239. THREE.Geometry.call( this );
  18240. this.type = 'BoxGeometry';
  18241. this.parameters = {
  18242. width: width,
  18243. height: height,
  18244. depth: depth,
  18245. widthSegments: widthSegments,
  18246. heightSegments: heightSegments,
  18247. depthSegments: depthSegments
  18248. };
  18249. this.widthSegments = widthSegments || 1;
  18250. this.heightSegments = heightSegments || 1;
  18251. this.depthSegments = depthSegments || 1;
  18252. var scope = this;
  18253. var width_half = width / 2;
  18254. var height_half = height / 2;
  18255. var depth_half = depth / 2;
  18256. buildPlane( 'z', 'y', - 1, - 1, depth, height, width_half, 0 ); // px
  18257. buildPlane( 'z', 'y', 1, - 1, depth, height, - width_half, 1 ); // nx
  18258. buildPlane( 'x', 'z', 1, 1, width, depth, height_half, 2 ); // py
  18259. buildPlane( 'x', 'z', 1, - 1, width, depth, - height_half, 3 ); // ny
  18260. buildPlane( 'x', 'y', 1, - 1, width, height, depth_half, 4 ); // pz
  18261. buildPlane( 'x', 'y', - 1, - 1, width, height, - depth_half, 5 ); // nz
  18262. function buildPlane( u, v, udir, vdir, width, height, depth, materialIndex ) {
  18263. var w, ix, iy,
  18264. gridX = scope.widthSegments,
  18265. gridY = scope.heightSegments,
  18266. width_half = width / 2,
  18267. height_half = height / 2,
  18268. offset = scope.vertices.length;
  18269. if ( ( u === 'x' && v === 'y' ) || ( u === 'y' && v === 'x' ) ) {
  18270. w = 'z';
  18271. } else if ( ( u === 'x' && v === 'z' ) || ( u === 'z' && v === 'x' ) ) {
  18272. w = 'y';
  18273. gridY = scope.depthSegments;
  18274. } else if ( ( u === 'z' && v === 'y' ) || ( u === 'y' && v === 'z' ) ) {
  18275. w = 'x';
  18276. gridX = scope.depthSegments;
  18277. }
  18278. var gridX1 = gridX + 1,
  18279. gridY1 = gridY + 1,
  18280. segment_width = width / gridX,
  18281. segment_height = height / gridY,
  18282. normal = new THREE.Vector3();
  18283. normal[ w ] = depth > 0 ? 1 : - 1;
  18284. for ( iy = 0; iy < gridY1; iy ++ ) {
  18285. for ( ix = 0; ix < gridX1; ix ++ ) {
  18286. var vector = new THREE.Vector3();
  18287. vector[ u ] = ( ix * segment_width - width_half ) * udir;
  18288. vector[ v ] = ( iy * segment_height - height_half ) * vdir;
  18289. vector[ w ] = depth;
  18290. scope.vertices.push( vector );
  18291. }
  18292. }
  18293. for ( iy = 0; iy < gridY; iy ++ ) {
  18294. for ( ix = 0; ix < gridX; ix ++ ) {
  18295. var a = ix + gridX1 * iy;
  18296. var b = ix + gridX1 * ( iy + 1 );
  18297. var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  18298. var d = ( ix + 1 ) + gridX1 * iy;
  18299. var uva = new THREE.Vector2( ix / gridX, 1 - iy / gridY );
  18300. var uvb = new THREE.Vector2( ix / gridX, 1 - ( iy + 1 ) / gridY );
  18301. var uvc = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - ( iy + 1 ) / gridY );
  18302. var uvd = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - iy / gridY );
  18303. var face = new THREE.Face3( a + offset, b + offset, d + offset );
  18304. face.normal.copy( normal );
  18305. face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );
  18306. face.materialIndex = materialIndex;
  18307. scope.faces.push( face );
  18308. scope.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
  18309. face = new THREE.Face3( b + offset, c + offset, d + offset );
  18310. face.normal.copy( normal );
  18311. face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );
  18312. face.materialIndex = materialIndex;
  18313. scope.faces.push( face );
  18314. scope.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
  18315. }
  18316. }
  18317. }
  18318. this.mergeVertices();
  18319. };
  18320. THREE.BoxGeometry.prototype = Object.create( THREE.Geometry.prototype );
  18321. THREE.BoxGeometry.prototype.constructor = THREE.BoxGeometry;
  18322. // File:src/extras/geometries/CircleGeometry.js
  18323. /**
  18324. * @author hughes
  18325. */
  18326. THREE.CircleGeometry = function ( radius, segments, thetaStart, thetaLength ) {
  18327. THREE.Geometry.call( this );
  18328. this.type = 'CircleGeometry';
  18329. this.parameters = {
  18330. radius: radius,
  18331. segments: segments,
  18332. thetaStart: thetaStart,
  18333. thetaLength: thetaLength
  18334. };
  18335. radius = radius || 50;
  18336. segments = segments !== undefined ? Math.max( 3, segments ) : 8;
  18337. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18338. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18339. var i, uvs = [],
  18340. center = new THREE.Vector3(), centerUV = new THREE.Vector2( 0.5, 0.5 );
  18341. this.vertices.push(center);
  18342. uvs.push( centerUV );
  18343. for ( i = 0; i <= segments; i ++ ) {
  18344. var vertex = new THREE.Vector3();
  18345. var segment = thetaStart + i / segments * thetaLength;
  18346. vertex.x = radius * Math.cos( segment );
  18347. vertex.y = radius * Math.sin( segment );
  18348. this.vertices.push( vertex );
  18349. uvs.push( new THREE.Vector2( ( vertex.x / radius + 1 ) / 2, ( vertex.y / radius + 1 ) / 2 ) );
  18350. }
  18351. var n = new THREE.Vector3( 0, 0, 1 );
  18352. for ( i = 1; i <= segments; i ++ ) {
  18353. this.faces.push( new THREE.Face3( i, i + 1, 0, [ n.clone(), n.clone(), n.clone() ] ) );
  18354. this.faceVertexUvs[ 0 ].push( [ uvs[ i ].clone(), uvs[ i + 1 ].clone(), centerUV.clone() ] );
  18355. }
  18356. this.computeFaceNormals();
  18357. this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
  18358. };
  18359. THREE.CircleGeometry.prototype = Object.create( THREE.Geometry.prototype );
  18360. THREE.CircleGeometry.prototype.constructor = THREE.CircleGeometry;
  18361. // File:src/extras/geometries/CubeGeometry.js
  18362. /**
  18363. * @author mrdoob / http://mrdoob.com/
  18364. */
  18365. THREE.CubeGeometry = function ( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  18366. console.warn( 'THREE.CubeGeometry has been renamed to THREE.BoxGeometry.' );
  18367. return new THREE.BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments );
  18368. };
  18369. // File:src/extras/geometries/CylinderGeometry.js
  18370. /**
  18371. * @author mrdoob / http://mrdoob.com/
  18372. */
  18373. THREE.CylinderGeometry = function ( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded ) {
  18374. THREE.Geometry.call( this );
  18375. this.type = 'CylinderGeometry';
  18376. this.parameters = {
  18377. radiusTop: radiusTop,
  18378. radiusBottom: radiusBottom,
  18379. height: height,
  18380. radialSegments: radialSegments,
  18381. heightSegments: heightSegments,
  18382. openEnded: openEnded
  18383. };
  18384. radiusTop = radiusTop !== undefined ? radiusTop : 20;
  18385. radiusBottom = radiusBottom !== undefined ? radiusBottom : 20;
  18386. height = height !== undefined ? height : 100;
  18387. radialSegments = radialSegments || 8;
  18388. heightSegments = heightSegments || 1;
  18389. openEnded = openEnded !== undefined ? openEnded : false;
  18390. var heightHalf = height / 2;
  18391. var x, y, vertices = [], uvs = [];
  18392. for ( y = 0; y <= heightSegments; y ++ ) {
  18393. var verticesRow = [];
  18394. var uvsRow = [];
  18395. var v = y / heightSegments;
  18396. var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  18397. for ( x = 0; x <= radialSegments; x ++ ) {
  18398. var u = x / radialSegments;
  18399. var vertex = new THREE.Vector3();
  18400. vertex.x = radius * Math.sin( u * Math.PI * 2 );
  18401. vertex.y = - v * height + heightHalf;
  18402. vertex.z = radius * Math.cos( u * Math.PI * 2 );
  18403. this.vertices.push( vertex );
  18404. verticesRow.push( this.vertices.length - 1 );
  18405. uvsRow.push( new THREE.Vector2( u, 1 - v ) );
  18406. }
  18407. vertices.push( verticesRow );
  18408. uvs.push( uvsRow );
  18409. }
  18410. var tanTheta = ( radiusBottom - radiusTop ) / height;
  18411. var na, nb;
  18412. for ( x = 0; x < radialSegments; x ++ ) {
  18413. if ( radiusTop !== 0 ) {
  18414. na = this.vertices[ vertices[ 0 ][ x ] ].clone();
  18415. nb = this.vertices[ vertices[ 0 ][ x + 1 ] ].clone();
  18416. } else {
  18417. na = this.vertices[ vertices[ 1 ][ x ] ].clone();
  18418. nb = this.vertices[ vertices[ 1 ][ x + 1 ] ].clone();
  18419. }
  18420. na.setY( Math.sqrt( na.x * na.x + na.z * na.z ) * tanTheta ).normalize();
  18421. nb.setY( Math.sqrt( nb.x * nb.x + nb.z * nb.z ) * tanTheta ).normalize();
  18422. for ( y = 0; y < heightSegments; y ++ ) {
  18423. var v1 = vertices[ y ][ x ];
  18424. var v2 = vertices[ y + 1 ][ x ];
  18425. var v3 = vertices[ y + 1 ][ x + 1 ];
  18426. var v4 = vertices[ y ][ x + 1 ];
  18427. var n1 = na.clone();
  18428. var n2 = na.clone();
  18429. var n3 = nb.clone();
  18430. var n4 = nb.clone();
  18431. var uv1 = uvs[ y ][ x ].clone();
  18432. var uv2 = uvs[ y + 1 ][ x ].clone();
  18433. var uv3 = uvs[ y + 1 ][ x + 1 ].clone();
  18434. var uv4 = uvs[ y ][ x + 1 ].clone();
  18435. this.faces.push( new THREE.Face3( v1, v2, v4, [ n1, n2, n4 ] ) );
  18436. this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv4 ] );
  18437. this.faces.push( new THREE.Face3( v2, v3, v4, [ n2.clone(), n3, n4.clone() ] ) );
  18438. this.faceVertexUvs[ 0 ].push( [ uv2.clone(), uv3, uv4.clone() ] );
  18439. }
  18440. }
  18441. // top cap
  18442. if ( openEnded === false && radiusTop > 0 ) {
  18443. this.vertices.push( new THREE.Vector3( 0, heightHalf, 0 ) );
  18444. for ( x = 0; x < radialSegments; x ++ ) {
  18445. var v1 = vertices[ 0 ][ x ];
  18446. var v2 = vertices[ 0 ][ x + 1 ];
  18447. var v3 = this.vertices.length - 1;
  18448. var n1 = new THREE.Vector3( 0, 1, 0 );
  18449. var n2 = new THREE.Vector3( 0, 1, 0 );
  18450. var n3 = new THREE.Vector3( 0, 1, 0 );
  18451. var uv1 = uvs[ 0 ][ x ].clone();
  18452. var uv2 = uvs[ 0 ][ x + 1 ].clone();
  18453. var uv3 = new THREE.Vector2( uv2.x, 0 );
  18454. this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
  18455. this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
  18456. }
  18457. }
  18458. // bottom cap
  18459. if ( openEnded === false && radiusBottom > 0 ) {
  18460. this.vertices.push( new THREE.Vector3( 0, - heightHalf, 0 ) );
  18461. for ( x = 0; x < radialSegments; x ++ ) {
  18462. var v1 = vertices[ y ][ x + 1 ];
  18463. var v2 = vertices[ y ][ x ];
  18464. var v3 = this.vertices.length - 1;
  18465. var n1 = new THREE.Vector3( 0, - 1, 0 );
  18466. var n2 = new THREE.Vector3( 0, - 1, 0 );
  18467. var n3 = new THREE.Vector3( 0, - 1, 0 );
  18468. var uv1 = uvs[ y ][ x + 1 ].clone();
  18469. var uv2 = uvs[ y ][ x ].clone();
  18470. var uv3 = new THREE.Vector2( uv2.x, 1 );
  18471. this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
  18472. this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
  18473. }
  18474. }
  18475. this.computeFaceNormals();
  18476. }
  18477. THREE.CylinderGeometry.prototype = Object.create( THREE.Geometry.prototype );
  18478. THREE.CylinderGeometry.prototype.constructor = THREE.CylinderGeometry;
  18479. // File:src/extras/geometries/ExtrudeGeometry.js
  18480. /**
  18481. * @author zz85 / http://www.lab4games.net/zz85/blog
  18482. *
  18483. * Creates extruded geometry from a path shape.
  18484. *
  18485. * parameters = {
  18486. *
  18487. * curveSegments: <int>, // number of points on the curves
  18488. * steps: <int>, // number of points for z-side extrusions / used for subdividing segements of extrude spline too
  18489. * amount: <int>, // Depth to extrude the shape
  18490. *
  18491. * bevelEnabled: <bool>, // turn on bevel
  18492. * bevelThickness: <float>, // how deep into the original shape bevel goes
  18493. * bevelSize: <float>, // how far from shape outline is bevel
  18494. * bevelSegments: <int>, // number of bevel layers
  18495. *
  18496. * extrudePath: <THREE.CurvePath> // 3d spline path to extrude shape along. (creates Frames if .frames aren't defined)
  18497. * frames: <THREE.TubeGeometry.FrenetFrames> // containing arrays of tangents, normals, binormals
  18498. *
  18499. * material: <int> // material index for front and back faces
  18500. * extrudeMaterial: <int> // material index for extrusion and beveled faces
  18501. * uvGenerator: <Object> // object that provides UV generator functions
  18502. *
  18503. * }
  18504. **/
  18505. THREE.ExtrudeGeometry = function ( shapes, options ) {
  18506. if ( typeof( shapes ) === "undefined" ) {
  18507. shapes = [];
  18508. return;
  18509. }
  18510. THREE.Geometry.call( this );
  18511. this.type = 'ExtrudeGeometry';
  18512. shapes = shapes instanceof Array ? shapes : [ shapes ];
  18513. this.addShapeList( shapes, options );
  18514. this.computeFaceNormals();
  18515. // can't really use automatic vertex normals
  18516. // as then front and back sides get smoothed too
  18517. // should do separate smoothing just for sides
  18518. //this.computeVertexNormals();
  18519. //console.log( "took", ( Date.now() - startTime ) );
  18520. };
  18521. THREE.ExtrudeGeometry.prototype = Object.create( THREE.Geometry.prototype );
  18522. THREE.ExtrudeGeometry.prototype.constructor = THREE.ExtrudeGeometry;
  18523. THREE.ExtrudeGeometry.prototype.addShapeList = function ( shapes, options ) {
  18524. var sl = shapes.length;
  18525. for ( var s = 0; s < sl; s ++ ) {
  18526. var shape = shapes[ s ];
  18527. this.addShape( shape, options );
  18528. }
  18529. };
  18530. THREE.ExtrudeGeometry.prototype.addShape = function ( shape, options ) {
  18531. var amount = options.amount !== undefined ? options.amount : 100;
  18532. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; // 10
  18533. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; // 8
  18534. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  18535. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; // false
  18536. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  18537. var steps = options.steps !== undefined ? options.steps : 1;
  18538. var extrudePath = options.extrudePath;
  18539. var extrudePts, extrudeByPath = false;
  18540. var material = options.material;
  18541. var extrudeMaterial = options.extrudeMaterial;
  18542. // Use default WorldUVGenerator if no UV generators are specified.
  18543. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : THREE.ExtrudeGeometry.WorldUVGenerator;
  18544. var splineTube, binormal, normal, position2;
  18545. if ( extrudePath ) {
  18546. extrudePts = extrudePath.getSpacedPoints( steps );
  18547. extrudeByPath = true;
  18548. bevelEnabled = false; // bevels not supported for path extrusion
  18549. // SETUP TNB variables
  18550. // Reuse TNB from TubeGeomtry for now.
  18551. // TODO1 - have a .isClosed in spline?
  18552. splineTube = options.frames !== undefined ? options.frames : new THREE.TubeGeometry.FrenetFrames(extrudePath, steps, false);
  18553. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  18554. binormal = new THREE.Vector3();
  18555. normal = new THREE.Vector3();
  18556. position2 = new THREE.Vector3();
  18557. }
  18558. // Safeguards if bevels are not enabled
  18559. if ( ! bevelEnabled ) {
  18560. bevelSegments = 0;
  18561. bevelThickness = 0;
  18562. bevelSize = 0;
  18563. }
  18564. // Variables initalization
  18565. var ahole, h, hl; // looping of holes
  18566. var scope = this;
  18567. var bevelPoints = [];
  18568. var shapesOffset = this.vertices.length;
  18569. var shapePoints = shape.extractPoints( curveSegments );
  18570. var vertices = shapePoints.shape;
  18571. var holes = shapePoints.holes;
  18572. var reverse = ! THREE.Shape.Utils.isClockWise( vertices ) ;
  18573. if ( reverse ) {
  18574. vertices = vertices.reverse();
  18575. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  18576. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18577. ahole = holes[ h ];
  18578. if ( THREE.Shape.Utils.isClockWise( ahole ) ) {
  18579. holes[ h ] = ahole.reverse();
  18580. }
  18581. }
  18582. reverse = false; // If vertices are in order now, we shouldn't need to worry about them again (hopefully)!
  18583. }
  18584. var faces = THREE.Shape.Utils.triangulateShape ( vertices, holes );
  18585. /* Vertices */
  18586. var contour = vertices; // vertices has all points but contour has only points of circumference
  18587. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18588. ahole = holes[ h ];
  18589. vertices = vertices.concat( ahole );
  18590. }
  18591. function scalePt2 ( pt, vec, size ) {
  18592. if ( ! vec ) console.log( "die" );
  18593. return vec.clone().multiplyScalar( size ).add( pt );
  18594. }
  18595. var b, bs, t, z,
  18596. vert, vlen = vertices.length,
  18597. face, flen = faces.length,
  18598. cont, clen = contour.length;
  18599. // Find directions for point movement
  18600. var RAD_TO_DEGREES = 180 / Math.PI;
  18601. function getBevelVec( inPt, inPrev, inNext ) {
  18602. var EPSILON = 0.0000000001;
  18603. // computes for inPt the corresponding point inPt' on a new contour
  18604. // shiftet by 1 unit (length of normalized vector) to the left
  18605. // if we walk along contour clockwise, this new contour is outside the old one
  18606. //
  18607. // inPt' is the intersection of the two lines parallel to the two
  18608. // adjacent edges of inPt at a distance of 1 unit on the left side.
  18609. var v_trans_x, v_trans_y, shrink_by = 1; // resulting translation vector for inPt
  18610. // good reading for geometry algorithms (here: line-line intersection)
  18611. // http://geomalgorithms.com/a05-_intersect-1.html
  18612. var v_prev_x = inPt.x - inPrev.x, v_prev_y = inPt.y - inPrev.y;
  18613. var v_next_x = inNext.x - inPt.x, v_next_y = inNext.y - inPt.y;
  18614. var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  18615. // check for colinear edges
  18616. var colinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18617. if ( Math.abs( colinear0 ) > EPSILON ) { // not colinear
  18618. // length of vectors for normalizing
  18619. var v_prev_len = Math.sqrt( v_prev_lensq );
  18620. var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  18621. // shift adjacent points by unit vectors to the left
  18622. var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  18623. var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  18624. var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  18625. var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  18626. // scaling factor for v_prev to intersection point
  18627. var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  18628. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  18629. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18630. // vector from inPt to intersection point
  18631. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  18632. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  18633. // Don't normalize!, otherwise sharp corners become ugly
  18634. // but prevent crazy spikes
  18635. var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y )
  18636. if ( v_trans_lensq <= 2 ) {
  18637. return new THREE.Vector2( v_trans_x, v_trans_y );
  18638. } else {
  18639. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  18640. }
  18641. } else { // handle special case of colinear edges
  18642. var direction_eq = false; // assumes: opposite
  18643. if ( v_prev_x > EPSILON ) {
  18644. if ( v_next_x > EPSILON ) { direction_eq = true; }
  18645. } else {
  18646. if ( v_prev_x < - EPSILON ) {
  18647. if ( v_next_x < - EPSILON ) { direction_eq = true; }
  18648. } else {
  18649. if ( Math.sign(v_prev_y) == Math.sign(v_next_y) ) { direction_eq = true; }
  18650. }
  18651. }
  18652. if ( direction_eq ) {
  18653. // console.log("Warning: lines are a straight sequence");
  18654. v_trans_x = - v_prev_y;
  18655. v_trans_y = v_prev_x;
  18656. shrink_by = Math.sqrt( v_prev_lensq );
  18657. } else {
  18658. // console.log("Warning: lines are a straight spike");
  18659. v_trans_x = v_prev_x;
  18660. v_trans_y = v_prev_y;
  18661. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  18662. }
  18663. }
  18664. return new THREE.Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  18665. }
  18666. var contourMovements = [];
  18667. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18668. if ( j === il ) j = 0;
  18669. if ( k === il ) k = 0;
  18670. // (j)---(i)---(k)
  18671. // console.log('i,j,k', i, j , k)
  18672. var pt_i = contour[ i ];
  18673. var pt_j = contour[ j ];
  18674. var pt_k = contour[ k ];
  18675. contourMovements[ i ]= getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  18676. }
  18677. var holesMovements = [], oneHoleMovements, verticesMovements = contourMovements.concat();
  18678. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18679. ahole = holes[ h ];
  18680. oneHoleMovements = [];
  18681. for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18682. if ( j === il ) j = 0;
  18683. if ( k === il ) k = 0;
  18684. // (j)---(i)---(k)
  18685. oneHoleMovements[ i ]= getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  18686. }
  18687. holesMovements.push( oneHoleMovements );
  18688. verticesMovements = verticesMovements.concat( oneHoleMovements );
  18689. }
  18690. // Loop bevelSegments, 1 for the front, 1 for the back
  18691. for ( b = 0; b < bevelSegments; b ++ ) {
  18692. //for ( b = bevelSegments; b > 0; b -- ) {
  18693. t = b / bevelSegments;
  18694. z = bevelThickness * ( 1 - t );
  18695. //z = bevelThickness * t;
  18696. bs = bevelSize * ( Math.sin ( t * Math.PI/2 ) ) ; // curved
  18697. //bs = bevelSize * t ; // linear
  18698. // contract shape
  18699. for ( i = 0, il = contour.length; i < il; i ++ ) {
  18700. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  18701. v( vert.x, vert.y, - z );
  18702. }
  18703. // expand holes
  18704. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18705. ahole = holes[ h ];
  18706. oneHoleMovements = holesMovements[ h ];
  18707. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  18708. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  18709. v( vert.x, vert.y, - z );
  18710. }
  18711. }
  18712. }
  18713. bs = bevelSize;
  18714. // Back facing vertices
  18715. for ( i = 0; i < vlen; i ++ ) {
  18716. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  18717. if ( ! extrudeByPath ) {
  18718. v( vert.x, vert.y, 0 );
  18719. } else {
  18720. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  18721. normal.copy( splineTube.normals[0] ).multiplyScalar(vert.x);
  18722. binormal.copy( splineTube.binormals[0] ).multiplyScalar(vert.y);
  18723. position2.copy( extrudePts[0] ).add(normal).add(binormal);
  18724. v( position2.x, position2.y, position2.z );
  18725. }
  18726. }
  18727. // Add stepped vertices...
  18728. // Including front facing vertices
  18729. var s;
  18730. for ( s = 1; s <= steps; s ++ ) {
  18731. for ( i = 0; i < vlen; i ++ ) {
  18732. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  18733. if ( ! extrudeByPath ) {
  18734. v( vert.x, vert.y, amount / steps * s );
  18735. } else {
  18736. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  18737. normal.copy( splineTube.normals[s] ).multiplyScalar( vert.x );
  18738. binormal.copy( splineTube.binormals[s] ).multiplyScalar( vert.y );
  18739. position2.copy( extrudePts[s] ).add( normal ).add( binormal );
  18740. v( position2.x, position2.y, position2.z );
  18741. }
  18742. }
  18743. }
  18744. // Add bevel segments planes
  18745. //for ( b = 1; b <= bevelSegments; b ++ ) {
  18746. for ( b = bevelSegments - 1; b >= 0; b -- ) {
  18747. t = b / bevelSegments;
  18748. z = bevelThickness * ( 1 - t );
  18749. //bs = bevelSize * ( 1-Math.sin ( ( 1 - t ) * Math.PI/2 ) );
  18750. bs = bevelSize * Math.sin ( t * Math.PI/2 ) ;
  18751. // contract shape
  18752. for ( i = 0, il = contour.length; i < il; i ++ ) {
  18753. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  18754. v( vert.x, vert.y, amount + z );
  18755. }
  18756. // expand holes
  18757. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18758. ahole = holes[ h ];
  18759. oneHoleMovements = holesMovements[ h ];
  18760. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  18761. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  18762. if ( ! extrudeByPath ) {
  18763. v( vert.x, vert.y, amount + z );
  18764. } else {
  18765. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  18766. }
  18767. }
  18768. }
  18769. }
  18770. /* Faces */
  18771. // Top and bottom faces
  18772. buildLidFaces();
  18773. // Sides faces
  18774. buildSideFaces();
  18775. ///// Internal functions
  18776. function buildLidFaces() {
  18777. if ( bevelEnabled ) {
  18778. var layer = 0 ; // steps + 1
  18779. var offset = vlen * layer;
  18780. // Bottom faces
  18781. for ( i = 0; i < flen; i ++ ) {
  18782. face = faces[ i ];
  18783. f3( face[ 2 ]+ offset, face[ 1 ]+ offset, face[ 0 ] + offset );
  18784. }
  18785. layer = steps + bevelSegments * 2;
  18786. offset = vlen * layer;
  18787. // Top faces
  18788. for ( i = 0; i < flen; i ++ ) {
  18789. face = faces[ i ];
  18790. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  18791. }
  18792. } else {
  18793. // Bottom faces
  18794. for ( i = 0; i < flen; i ++ ) {
  18795. face = faces[ i ];
  18796. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  18797. }
  18798. // Top faces
  18799. for ( i = 0; i < flen; i ++ ) {
  18800. face = faces[ i ];
  18801. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  18802. }
  18803. }
  18804. }
  18805. // Create faces for the z-sides of the shape
  18806. function buildSideFaces() {
  18807. var layeroffset = 0;
  18808. sidewalls( contour, layeroffset );
  18809. layeroffset += contour.length;
  18810. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18811. ahole = holes[ h ];
  18812. sidewalls( ahole, layeroffset );
  18813. //, true
  18814. layeroffset += ahole.length;
  18815. }
  18816. }
  18817. function sidewalls( contour, layeroffset ) {
  18818. var j, k;
  18819. i = contour.length;
  18820. while ( --i >= 0 ) {
  18821. j = i;
  18822. k = i - 1;
  18823. if ( k < 0 ) k = contour.length - 1;
  18824. //console.log('b', i,j, i-1, k,vertices.length);
  18825. var s = 0, sl = steps + bevelSegments * 2;
  18826. for ( s = 0; s < sl; s ++ ) {
  18827. var slen1 = vlen * s;
  18828. var slen2 = vlen * ( s + 1 );
  18829. var a = layeroffset + j + slen1,
  18830. b = layeroffset + k + slen1,
  18831. c = layeroffset + k + slen2,
  18832. d = layeroffset + j + slen2;
  18833. f4( a, b, c, d, contour, s, sl, j, k );
  18834. }
  18835. }
  18836. }
  18837. function v( x, y, z ) {
  18838. scope.vertices.push( new THREE.Vector3( x, y, z ) );
  18839. }
  18840. function f3( a, b, c ) {
  18841. a += shapesOffset;
  18842. b += shapesOffset;
  18843. c += shapesOffset;
  18844. // normal, color, material
  18845. scope.faces.push( new THREE.Face3( a, b, c, null, null, material ) );
  18846. var uvs = uvgen.generateTopUV( scope, a, b, c );
  18847. scope.faceVertexUvs[ 0 ].push( uvs );
  18848. }
  18849. function f4( a, b, c, d, wallContour, stepIndex, stepsLength, contourIndex1, contourIndex2 ) {
  18850. a += shapesOffset;
  18851. b += shapesOffset;
  18852. c += shapesOffset;
  18853. d += shapesOffset;
  18854. scope.faces.push( new THREE.Face3( a, b, d, null, null, extrudeMaterial ) );
  18855. scope.faces.push( new THREE.Face3( b, c, d, null, null, extrudeMaterial ) );
  18856. var uvs = uvgen.generateSideWallUV( scope, a, b, c, d );
  18857. scope.faceVertexUvs[ 0 ].push( [ uvs[ 0 ], uvs[ 1 ], uvs[ 3 ] ] );
  18858. scope.faceVertexUvs[ 0 ].push( [ uvs[ 1 ], uvs[ 2 ], uvs[ 3 ] ] );
  18859. }
  18860. };
  18861. THREE.ExtrudeGeometry.WorldUVGenerator = {
  18862. generateTopUV: function ( geometry, indexA, indexB, indexC ) {
  18863. var vertices = geometry.vertices;
  18864. var a = vertices[ indexA ];
  18865. var b = vertices[ indexB ];
  18866. var c = vertices[ indexC ];
  18867. return [
  18868. new THREE.Vector2( a.x, a.y ),
  18869. new THREE.Vector2( b.x, b.y ),
  18870. new THREE.Vector2( c.x, c.y )
  18871. ];
  18872. },
  18873. generateSideWallUV: function ( geometry, indexA, indexB, indexC, indexD ) {
  18874. var vertices = geometry.vertices;
  18875. var a = vertices[ indexA ];
  18876. var b = vertices[ indexB ];
  18877. var c = vertices[ indexC ];
  18878. var d = vertices[ indexD ];
  18879. if ( Math.abs( a.y - b.y ) < 0.01 ) {
  18880. return [
  18881. new THREE.Vector2( a.x, 1 - a.z ),
  18882. new THREE.Vector2( b.x, 1 - b.z ),
  18883. new THREE.Vector2( c.x, 1 - c.z ),
  18884. new THREE.Vector2( d.x, 1 - d.z )
  18885. ];
  18886. } else {
  18887. return [
  18888. new THREE.Vector2( a.y, 1 - a.z ),
  18889. new THREE.Vector2( b.y, 1 - b.z ),
  18890. new THREE.Vector2( c.y, 1 - c.z ),
  18891. new THREE.Vector2( d.y, 1 - d.z )
  18892. ];
  18893. }
  18894. }
  18895. };
  18896. // File:src/extras/geometries/ShapeGeometry.js
  18897. /**
  18898. * @author jonobr1 / http://jonobr1.com
  18899. *
  18900. * Creates a one-sided polygonal geometry from a path shape. Similar to
  18901. * ExtrudeGeometry.
  18902. *
  18903. * parameters = {
  18904. *
  18905. * curveSegments: <int>, // number of points on the curves. NOT USED AT THE MOMENT.
  18906. *
  18907. * material: <int> // material index for front and back faces
  18908. * uvGenerator: <Object> // object that provides UV generator functions
  18909. *
  18910. * }
  18911. **/
  18912. THREE.ShapeGeometry = function ( shapes, options ) {
  18913. THREE.Geometry.call( this );
  18914. this.type = 'ShapeGeometry';
  18915. if ( shapes instanceof Array === false ) shapes = [ shapes ];
  18916. this.addShapeList( shapes, options );
  18917. this.computeFaceNormals();
  18918. };
  18919. THREE.ShapeGeometry.prototype = Object.create( THREE.Geometry.prototype );
  18920. THREE.ShapeGeometry.prototype.constructor = THREE.ShapeGeometry;
  18921. /**
  18922. * Add an array of shapes to THREE.ShapeGeometry.
  18923. */
  18924. THREE.ShapeGeometry.prototype.addShapeList = function ( shapes, options ) {
  18925. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18926. this.addShape( shapes[ i ], options );
  18927. }
  18928. return this;
  18929. };
  18930. /**
  18931. * Adds a shape to THREE.ShapeGeometry, based on THREE.ExtrudeGeometry.
  18932. */
  18933. THREE.ShapeGeometry.prototype.addShape = function ( shape, options ) {
  18934. if ( options === undefined ) options = {};
  18935. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  18936. var material = options.material;
  18937. var uvgen = options.UVGenerator === undefined ? THREE.ExtrudeGeometry.WorldUVGenerator : options.UVGenerator;
  18938. //
  18939. var i, l, hole, s;
  18940. var shapesOffset = this.vertices.length;
  18941. var shapePoints = shape.extractPoints( curveSegments );
  18942. var vertices = shapePoints.shape;
  18943. var holes = shapePoints.holes;
  18944. var reverse = ! THREE.Shape.Utils.isClockWise( vertices );
  18945. if ( reverse ) {
  18946. vertices = vertices.reverse();
  18947. // Maybe we should also check if holes are in the opposite direction, just to be safe...
  18948. for ( i = 0, l = holes.length; i < l; i ++ ) {
  18949. hole = holes[ i ];
  18950. if ( THREE.Shape.Utils.isClockWise( hole ) ) {
  18951. holes[ i ] = hole.reverse();
  18952. }
  18953. }
  18954. reverse = false;
  18955. }
  18956. var faces = THREE.Shape.Utils.triangulateShape( vertices, holes );
  18957. // Vertices
  18958. var contour = vertices;
  18959. for ( i = 0, l = holes.length; i < l; i ++ ) {
  18960. hole = holes[ i ];
  18961. vertices = vertices.concat( hole );
  18962. }
  18963. //
  18964. var vert, vlen = vertices.length;
  18965. var face, flen = faces.length;
  18966. var cont, clen = contour.length;
  18967. for ( i = 0; i < vlen; i ++ ) {
  18968. vert = vertices[ i ];
  18969. this.vertices.push( new THREE.Vector3( vert.x, vert.y, 0 ) );
  18970. }
  18971. for ( i = 0; i < flen; i ++ ) {
  18972. face = faces[ i ];
  18973. var a = face[ 0 ] + shapesOffset;
  18974. var b = face[ 1 ] + shapesOffset;
  18975. var c = face[ 2 ] + shapesOffset;
  18976. this.faces.push( new THREE.Face3( a, b, c, null, null, material ) );
  18977. this.faceVertexUvs[ 0 ].push( uvgen.generateTopUV( this, a, b, c ) );
  18978. }
  18979. };
  18980. // File:src/extras/geometries/LatheGeometry.js
  18981. /**
  18982. * @author astrodud / http://astrodud.isgreat.org/
  18983. * @author zz85 / https://github.com/zz85
  18984. * @author bhouston / http://exocortex.com
  18985. */
  18986. // points - to create a closed torus, one must use a set of points
  18987. // like so: [ a, b, c, d, a ], see first is the same as last.
  18988. // segments - the number of circumference segments to create
  18989. // phiStart - the starting radian
  18990. // phiLength - the radian (0 to 2*PI) range of the lathed section
  18991. // 2*pi is a closed lathe, less than 2PI is a portion.
  18992. THREE.LatheGeometry = function ( points, segments, phiStart, phiLength ) {
  18993. THREE.Geometry.call( this );
  18994. this.type = 'LatheGeometry';
  18995. this.parameters = {
  18996. points: points,
  18997. segments: segments,
  18998. phiStart: phiStart,
  18999. phiLength: phiLength
  19000. };
  19001. segments = segments || 12;
  19002. phiStart = phiStart || 0;
  19003. phiLength = phiLength || 2 * Math.PI;
  19004. var inversePointLength = 1.0 / ( points.length - 1 );
  19005. var inverseSegments = 1.0 / segments;
  19006. for ( var i = 0, il = segments; i <= il; i ++ ) {
  19007. var phi = phiStart + i * inverseSegments * phiLength;
  19008. var c = Math.cos( phi ),
  19009. s = Math.sin( phi );
  19010. for ( var j = 0, jl = points.length; j < jl; j ++ ) {
  19011. var pt = points[ j ];
  19012. var vertex = new THREE.Vector3();
  19013. vertex.x = c * pt.x - s * pt.y;
  19014. vertex.y = s * pt.x + c * pt.y;
  19015. vertex.z = pt.z;
  19016. this.vertices.push( vertex );
  19017. }
  19018. }
  19019. var np = points.length;
  19020. for ( var i = 0, il = segments; i < il; i ++ ) {
  19021. for ( var j = 0, jl = points.length - 1; j < jl; j ++ ) {
  19022. var base = j + np * i;
  19023. var a = base;
  19024. var b = base + np;
  19025. var c = base + 1 + np;
  19026. var d = base + 1;
  19027. var u0 = i * inverseSegments;
  19028. var v0 = j * inversePointLength;
  19029. var u1 = u0 + inverseSegments;
  19030. var v1 = v0 + inversePointLength;
  19031. this.faces.push( new THREE.Face3( a, b, d ) );
  19032. this.faceVertexUvs[ 0 ].push( [
  19033. new THREE.Vector2( u0, v0 ),
  19034. new THREE.Vector2( u1, v0 ),
  19035. new THREE.Vector2( u0, v1 )
  19036. ] );
  19037. this.faces.push( new THREE.Face3( b, c, d ) );
  19038. this.faceVertexUvs[ 0 ].push( [
  19039. new THREE.Vector2( u1, v0 ),
  19040. new THREE.Vector2( u1, v1 ),
  19041. new THREE.Vector2( u0, v1 )
  19042. ] );
  19043. }
  19044. }
  19045. this.mergeVertices();
  19046. this.computeFaceNormals();
  19047. this.computeVertexNormals();
  19048. };
  19049. THREE.LatheGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19050. THREE.LatheGeometry.prototype.constructor = THREE.LatheGeometry;
  19051. // File:src/extras/geometries/PlaneGeometry.js
  19052. /**
  19053. * @author mrdoob / http://mrdoob.com/
  19054. * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as
  19055. */
  19056. THREE.PlaneGeometry = function ( width, height, widthSegments, heightSegments ) {
  19057. console.info( 'THREE.PlaneGeometry: Consider using THREE.PlaneBufferGeometry for lower memory footprint.' );
  19058. THREE.Geometry.call( this );
  19059. this.type = 'PlaneGeometry';
  19060. this.parameters = {
  19061. width: width,
  19062. height: height,
  19063. widthSegments: widthSegments,
  19064. heightSegments: heightSegments
  19065. };
  19066. this.fromBufferGeometry( new THREE.PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
  19067. };
  19068. THREE.PlaneGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19069. THREE.PlaneGeometry.prototype.constructor = THREE.PlaneGeometry;
  19070. // File:src/extras/geometries/PlaneBufferGeometry.js
  19071. /**
  19072. * @author mrdoob / http://mrdoob.com/
  19073. * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as
  19074. */
  19075. THREE.PlaneBufferGeometry = function ( width, height, widthSegments, heightSegments ) {
  19076. THREE.BufferGeometry.call( this );
  19077. this.type = 'PlaneBufferGeometry';
  19078. this.parameters = {
  19079. width: width,
  19080. height: height,
  19081. widthSegments: widthSegments,
  19082. heightSegments: heightSegments
  19083. };
  19084. var width_half = width / 2;
  19085. var height_half = height / 2;
  19086. var gridX = widthSegments || 1;
  19087. var gridY = heightSegments || 1;
  19088. var gridX1 = gridX + 1;
  19089. var gridY1 = gridY + 1;
  19090. var segment_width = width / gridX;
  19091. var segment_height = height / gridY;
  19092. var vertices = new Float32Array( gridX1 * gridY1 * 3 );
  19093. var normals = new Float32Array( gridX1 * gridY1 * 3 );
  19094. var uvs = new Float32Array( gridX1 * gridY1 * 2 );
  19095. var offset = 0;
  19096. var offset2 = 0;
  19097. for ( var iy = 0; iy < gridY1; iy ++ ) {
  19098. var y = iy * segment_height - height_half;
  19099. for ( var ix = 0; ix < gridX1; ix ++ ) {
  19100. var x = ix * segment_width - width_half;
  19101. vertices[ offset ] = x;
  19102. vertices[ offset + 1 ] = - y;
  19103. normals[ offset + 2 ] = 1;
  19104. uvs[ offset2 ] = ix / gridX;
  19105. uvs[ offset2 + 1 ] = 1 - ( iy / gridY );
  19106. offset += 3;
  19107. offset2 += 2;
  19108. }
  19109. }
  19110. offset = 0;
  19111. var indices = new ( ( vertices.length / 3 ) > 65535 ? Uint32Array : Uint16Array )( gridX * gridY * 6 );
  19112. for ( var iy = 0; iy < gridY; iy ++ ) {
  19113. for ( var ix = 0; ix < gridX; ix ++ ) {
  19114. var a = ix + gridX1 * iy;
  19115. var b = ix + gridX1 * ( iy + 1 );
  19116. var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  19117. var d = ( ix + 1 ) + gridX1 * iy;
  19118. indices[ offset ] = a;
  19119. indices[ offset + 1 ] = b;
  19120. indices[ offset + 2 ] = d;
  19121. indices[ offset + 3 ] = b;
  19122. indices[ offset + 4 ] = c;
  19123. indices[ offset + 5 ] = d;
  19124. offset += 6;
  19125. }
  19126. }
  19127. this.addAttribute( 'index', new THREE.BufferAttribute( indices, 1 ) );
  19128. this.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
  19129. this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
  19130. this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );
  19131. };
  19132. THREE.PlaneBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
  19133. THREE.PlaneBufferGeometry.prototype.constructor = THREE.PlaneBufferGeometry;
  19134. // File:src/extras/geometries/RingGeometry.js
  19135. /**
  19136. * @author Kaleb Murphy
  19137. */
  19138. THREE.RingGeometry = function ( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  19139. THREE.Geometry.call( this );
  19140. this.type = 'RingGeometry';
  19141. this.parameters = {
  19142. innerRadius: innerRadius,
  19143. outerRadius: outerRadius,
  19144. thetaSegments: thetaSegments,
  19145. phiSegments: phiSegments,
  19146. thetaStart: thetaStart,
  19147. thetaLength: thetaLength
  19148. };
  19149. innerRadius = innerRadius || 0;
  19150. outerRadius = outerRadius || 50;
  19151. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19152. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19153. thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  19154. phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 8;
  19155. var i, o, uvs = [], radius = innerRadius, radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  19156. for ( i = 0; i < phiSegments + 1; i ++ ) { // concentric circles inside ring
  19157. for ( o = 0; o < thetaSegments + 1; o ++ ) { // number of segments per circle
  19158. var vertex = new THREE.Vector3();
  19159. var segment = thetaStart + o / thetaSegments * thetaLength;
  19160. vertex.x = radius * Math.cos( segment );
  19161. vertex.y = radius * Math.sin( segment );
  19162. this.vertices.push( vertex );
  19163. uvs.push( new THREE.Vector2( ( vertex.x / outerRadius + 1 ) / 2, ( vertex.y / outerRadius + 1 ) / 2 ) );
  19164. }
  19165. radius += radiusStep;
  19166. }
  19167. var n = new THREE.Vector3( 0, 0, 1 );
  19168. for ( i = 0; i < phiSegments; i ++ ) { // concentric circles inside ring
  19169. var thetaSegment = i * (thetaSegments + 1);
  19170. for ( o = 0; o < thetaSegments ; o ++ ) { // number of segments per circle
  19171. var segment = o + thetaSegment;
  19172. var v1 = segment;
  19173. var v2 = segment + thetaSegments + 1;
  19174. var v3 = segment + thetaSegments + 2;
  19175. this.faces.push( new THREE.Face3( v1, v2, v3, [ n.clone(), n.clone(), n.clone() ] ) );
  19176. this.faceVertexUvs[ 0 ].push( [ uvs[ v1 ].clone(), uvs[ v2 ].clone(), uvs[ v3 ].clone() ]);
  19177. v1 = segment;
  19178. v2 = segment + thetaSegments + 2;
  19179. v3 = segment + 1;
  19180. this.faces.push( new THREE.Face3( v1, v2, v3, [ n.clone(), n.clone(), n.clone() ] ) );
  19181. this.faceVertexUvs[ 0 ].push( [ uvs[ v1 ].clone(), uvs[ v2 ].clone(), uvs[ v3 ].clone() ]);
  19182. }
  19183. }
  19184. this.computeFaceNormals();
  19185. this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
  19186. };
  19187. THREE.RingGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19188. THREE.RingGeometry.prototype.constructor = THREE.RingGeometry;
  19189. // File:src/extras/geometries/SphereGeometry.js
  19190. /**
  19191. * @author mrdoob / http://mrdoob.com/
  19192. */
  19193. THREE.SphereGeometry = function ( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  19194. THREE.Geometry.call( this );
  19195. this.type = 'SphereGeometry';
  19196. this.parameters = {
  19197. radius: radius,
  19198. widthSegments: widthSegments,
  19199. heightSegments: heightSegments,
  19200. phiStart: phiStart,
  19201. phiLength: phiLength,
  19202. thetaStart: thetaStart,
  19203. thetaLength: thetaLength
  19204. };
  19205. radius = radius || 50;
  19206. widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  19207. heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
  19208. phiStart = phiStart !== undefined ? phiStart : 0;
  19209. phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
  19210. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19211. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
  19212. var x, y, vertices = [], uvs = [];
  19213. for ( y = 0; y <= heightSegments; y ++ ) {
  19214. var verticesRow = [];
  19215. var uvsRow = [];
  19216. for ( x = 0; x <= widthSegments; x ++ ) {
  19217. var u = x / widthSegments;
  19218. var v = y / heightSegments;
  19219. var vertex = new THREE.Vector3();
  19220. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  19221. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  19222. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  19223. this.vertices.push( vertex );
  19224. verticesRow.push( this.vertices.length - 1 );
  19225. uvsRow.push( new THREE.Vector2( u, 1 - v ) );
  19226. }
  19227. vertices.push( verticesRow );
  19228. uvs.push( uvsRow );
  19229. }
  19230. for ( y = 0; y < heightSegments; y ++ ) {
  19231. for ( x = 0; x < widthSegments; x ++ ) {
  19232. var v1 = vertices[ y ][ x + 1 ];
  19233. var v2 = vertices[ y ][ x ];
  19234. var v3 = vertices[ y + 1 ][ x ];
  19235. var v4 = vertices[ y + 1 ][ x + 1 ];
  19236. var n1 = this.vertices[ v1 ].clone().normalize();
  19237. var n2 = this.vertices[ v2 ].clone().normalize();
  19238. var n3 = this.vertices[ v3 ].clone().normalize();
  19239. var n4 = this.vertices[ v4 ].clone().normalize();
  19240. var uv1 = uvs[ y ][ x + 1 ].clone();
  19241. var uv2 = uvs[ y ][ x ].clone();
  19242. var uv3 = uvs[ y + 1 ][ x ].clone();
  19243. var uv4 = uvs[ y + 1 ][ x + 1 ].clone();
  19244. if ( Math.abs( this.vertices[ v1 ].y ) === radius ) {
  19245. uv1.x = ( uv1.x + uv2.x ) / 2;
  19246. this.faces.push( new THREE.Face3( v1, v3, v4, [ n1, n3, n4 ] ) );
  19247. this.faceVertexUvs[ 0 ].push( [ uv1, uv3, uv4 ] );
  19248. } else if ( Math.abs( this.vertices[ v3 ].y ) === radius ) {
  19249. uv3.x = ( uv3.x + uv4.x ) / 2;
  19250. this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
  19251. this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
  19252. } else {
  19253. this.faces.push( new THREE.Face3( v1, v2, v4, [ n1, n2, n4 ] ) );
  19254. this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv4 ] );
  19255. this.faces.push( new THREE.Face3( v2, v3, v4, [ n2.clone(), n3, n4.clone() ] ) );
  19256. this.faceVertexUvs[ 0 ].push( [ uv2.clone(), uv3, uv4.clone() ] );
  19257. }
  19258. }
  19259. }
  19260. this.computeFaceNormals();
  19261. this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
  19262. };
  19263. THREE.SphereGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19264. THREE.SphereGeometry.prototype.constructor = THREE.SphereGeometry;
  19265. // File:src/extras/geometries/TextGeometry.js
  19266. /**
  19267. * @author zz85 / http://www.lab4games.net/zz85/blog
  19268. * @author alteredq / http://alteredqualia.com/
  19269. *
  19270. * For creating 3D text geometry in three.js
  19271. *
  19272. * Text = 3D Text
  19273. *
  19274. * parameters = {
  19275. * size: <float>, // size of the text
  19276. * height: <float>, // thickness to extrude text
  19277. * curveSegments: <int>, // number of points on the curves
  19278. *
  19279. * font: <string>, // font name
  19280. * weight: <string>, // font weight (normal, bold)
  19281. * style: <string>, // font style (normal, italics)
  19282. *
  19283. * bevelEnabled: <bool>, // turn on bevel
  19284. * bevelThickness: <float>, // how deep into text bevel goes
  19285. * bevelSize: <float>, // how far from text outline is bevel
  19286. * }
  19287. *
  19288. */
  19289. /* Usage Examples
  19290. // TextGeometry wrapper
  19291. var text3d = new TextGeometry( text, options );
  19292. // Complete manner
  19293. var textShapes = THREE.FontUtils.generateShapes( text, options );
  19294. var text3d = new ExtrudeGeometry( textShapes, options );
  19295. */
  19296. THREE.TextGeometry = function ( text, parameters ) {
  19297. parameters = parameters || {};
  19298. var textShapes = THREE.FontUtils.generateShapes( text, parameters );
  19299. // translate parameters to ExtrudeGeometry API
  19300. parameters.amount = parameters.height !== undefined ? parameters.height : 50;
  19301. // defaults
  19302. if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;
  19303. if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;
  19304. if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;
  19305. THREE.ExtrudeGeometry.call( this, textShapes, parameters );
  19306. this.type = 'TextGeometry';
  19307. };
  19308. THREE.TextGeometry.prototype = Object.create( THREE.ExtrudeGeometry.prototype );
  19309. THREE.TextGeometry.prototype.constructor = THREE.TextGeometry;
  19310. // File:src/extras/geometries/TorusGeometry.js
  19311. /**
  19312. * @author oosmoxiecode
  19313. * @author mrdoob / http://mrdoob.com/
  19314. * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3DLite/src/away3dlite/primitives/Torus.as?r=2888
  19315. */
  19316. THREE.TorusGeometry = function ( radius, tube, radialSegments, tubularSegments, arc ) {
  19317. THREE.Geometry.call( this );
  19318. this.type = 'TorusGeometry';
  19319. this.parameters = {
  19320. radius: radius,
  19321. tube: tube,
  19322. radialSegments: radialSegments,
  19323. tubularSegments: tubularSegments,
  19324. arc: arc
  19325. };
  19326. radius = radius || 100;
  19327. tube = tube || 40;
  19328. radialSegments = radialSegments || 8;
  19329. tubularSegments = tubularSegments || 6;
  19330. arc = arc || Math.PI * 2;
  19331. var center = new THREE.Vector3(), uvs = [], normals = [];
  19332. for ( var j = 0; j <= radialSegments; j ++ ) {
  19333. for ( var i = 0; i <= tubularSegments; i ++ ) {
  19334. var u = i / tubularSegments * arc;
  19335. var v = j / radialSegments * Math.PI * 2;
  19336. center.x = radius * Math.cos( u );
  19337. center.y = radius * Math.sin( u );
  19338. var vertex = new THREE.Vector3();
  19339. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  19340. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  19341. vertex.z = tube * Math.sin( v );
  19342. this.vertices.push( vertex );
  19343. uvs.push( new THREE.Vector2( i / tubularSegments, j / radialSegments ) );
  19344. normals.push( vertex.clone().sub( center ).normalize() );
  19345. }
  19346. }
  19347. for ( var j = 1; j <= radialSegments; j ++ ) {
  19348. for ( var i = 1; i <= tubularSegments; i ++ ) {
  19349. var a = ( tubularSegments + 1 ) * j + i - 1;
  19350. var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  19351. var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  19352. var d = ( tubularSegments + 1 ) * j + i;
  19353. var face = new THREE.Face3( a, b, d, [ normals[ a ].clone(), normals[ b ].clone(), normals[ d ].clone() ] );
  19354. this.faces.push( face );
  19355. this.faceVertexUvs[ 0 ].push( [ uvs[ a ].clone(), uvs[ b ].clone(), uvs[ d ].clone() ] );
  19356. face = new THREE.Face3( b, c, d, [ normals[ b ].clone(), normals[ c ].clone(), normals[ d ].clone() ] );
  19357. this.faces.push( face );
  19358. this.faceVertexUvs[ 0 ].push( [ uvs[ b ].clone(), uvs[ c ].clone(), uvs[ d ].clone() ] );
  19359. }
  19360. }
  19361. this.computeFaceNormals();
  19362. };
  19363. THREE.TorusGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19364. THREE.TorusGeometry.prototype.constructor = THREE.TorusGeometry;
  19365. // File:src/extras/geometries/TorusKnotGeometry.js
  19366. /**
  19367. * @author oosmoxiecode
  19368. * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
  19369. */
  19370. THREE.TorusKnotGeometry = function ( radius, tube, radialSegments, tubularSegments, p, q, heightScale ) {
  19371. THREE.Geometry.call( this );
  19372. this.type = 'TorusKnotGeometry';
  19373. this.parameters = {
  19374. radius: radius,
  19375. tube: tube,
  19376. radialSegments: radialSegments,
  19377. tubularSegments: tubularSegments,
  19378. p: p,
  19379. q: q,
  19380. heightScale: heightScale
  19381. };
  19382. radius = radius || 100;
  19383. tube = tube || 40;
  19384. radialSegments = radialSegments || 64;
  19385. tubularSegments = tubularSegments || 8;
  19386. p = p || 2;
  19387. q = q || 3;
  19388. heightScale = heightScale || 1;
  19389. var grid = new Array( radialSegments );
  19390. var tang = new THREE.Vector3();
  19391. var n = new THREE.Vector3();
  19392. var bitan = new THREE.Vector3();
  19393. for ( var i = 0; i < radialSegments; ++ i ) {
  19394. grid[ i ] = new Array( tubularSegments );
  19395. var u = i / radialSegments * 2 * p * Math.PI;
  19396. var p1 = getPos( u, q, p, radius, heightScale );
  19397. var p2 = getPos( u + 0.01, q, p, radius, heightScale );
  19398. tang.subVectors( p2, p1 );
  19399. n.addVectors( p2, p1 );
  19400. bitan.crossVectors( tang, n );
  19401. n.crossVectors( bitan, tang );
  19402. bitan.normalize();
  19403. n.normalize();
  19404. for ( var j = 0; j < tubularSegments; ++ j ) {
  19405. var v = j / tubularSegments * 2 * Math.PI;
  19406. var cx = - tube * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
  19407. var cy = tube * Math.sin( v );
  19408. var pos = new THREE.Vector3();
  19409. pos.x = p1.x + cx * n.x + cy * bitan.x;
  19410. pos.y = p1.y + cx * n.y + cy * bitan.y;
  19411. pos.z = p1.z + cx * n.z + cy * bitan.z;
  19412. grid[ i ][ j ] = this.vertices.push( pos ) - 1;
  19413. }
  19414. }
  19415. for ( var i = 0; i < radialSegments; ++ i ) {
  19416. for ( var j = 0; j < tubularSegments; ++ j ) {
  19417. var ip = ( i + 1 ) % radialSegments;
  19418. var jp = ( j + 1 ) % tubularSegments;
  19419. var a = grid[ i ][ j ];
  19420. var b = grid[ ip ][ j ];
  19421. var c = grid[ ip ][ jp ];
  19422. var d = grid[ i ][ jp ];
  19423. var uva = new THREE.Vector2( i / radialSegments, j / tubularSegments );
  19424. var uvb = new THREE.Vector2( ( i + 1 ) / radialSegments, j / tubularSegments );
  19425. var uvc = new THREE.Vector2( ( i + 1 ) / radialSegments, ( j + 1 ) / tubularSegments );
  19426. var uvd = new THREE.Vector2( i / radialSegments, ( j + 1 ) / tubularSegments );
  19427. this.faces.push( new THREE.Face3( a, b, d ) );
  19428. this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
  19429. this.faces.push( new THREE.Face3( b, c, d ) );
  19430. this.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
  19431. }
  19432. }
  19433. this.computeFaceNormals();
  19434. this.computeVertexNormals();
  19435. function getPos( u, in_q, in_p, radius, heightScale ) {
  19436. var cu = Math.cos( u );
  19437. var su = Math.sin( u );
  19438. var quOverP = in_q / in_p * u;
  19439. var cs = Math.cos( quOverP );
  19440. var tx = radius * ( 2 + cs ) * 0.5 * cu;
  19441. var ty = radius * ( 2 + cs ) * su * 0.5;
  19442. var tz = heightScale * radius * Math.sin( quOverP ) * 0.5;
  19443. return new THREE.Vector3( tx, ty, tz );
  19444. }
  19445. };
  19446. THREE.TorusKnotGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19447. THREE.TorusKnotGeometry.prototype.constructor = THREE.TorusKnotGeometry;
  19448. // File:src/extras/geometries/TubeGeometry.js
  19449. /**
  19450. * @author WestLangley / https://github.com/WestLangley
  19451. * @author zz85 / https://github.com/zz85
  19452. * @author miningold / https://github.com/miningold
  19453. * @author jonobr1 / https://github.com/jonobr1
  19454. *
  19455. * Modified from the TorusKnotGeometry by @oosmoxiecode
  19456. *
  19457. * Creates a tube which extrudes along a 3d spline
  19458. *
  19459. * Uses parallel transport frames as described in
  19460. * http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  19461. */
  19462. THREE.TubeGeometry = function ( path, segments, radius, radialSegments, closed, taper ) {
  19463. THREE.Geometry.call( this );
  19464. this.type = 'TubeGeometry';
  19465. this.parameters = {
  19466. path: path,
  19467. segments: segments,
  19468. radius: radius,
  19469. radialSegments: radialSegments,
  19470. closed: closed
  19471. };
  19472. segments = segments || 64;
  19473. radius = radius || 1;
  19474. radialSegments = radialSegments || 8;
  19475. closed = closed || false;
  19476. taper = taper || THREE.TubeGeometry.NoTaper;
  19477. var grid = [];
  19478. var scope = this,
  19479. tangent,
  19480. normal,
  19481. binormal,
  19482. numpoints = segments + 1,
  19483. x, y, z,
  19484. tx, ty, tz,
  19485. u, v, r,
  19486. cx, cy,
  19487. pos, pos2 = new THREE.Vector3(),
  19488. i, j,
  19489. ip, jp,
  19490. a, b, c, d,
  19491. uva, uvb, uvc, uvd;
  19492. var frames = new THREE.TubeGeometry.FrenetFrames( path, segments, closed ),
  19493. tangents = frames.tangents,
  19494. normals = frames.normals,
  19495. binormals = frames.binormals;
  19496. // proxy internals
  19497. this.tangents = tangents;
  19498. this.normals = normals;
  19499. this.binormals = binormals;
  19500. function vert( x, y, z ) {
  19501. return scope.vertices.push( new THREE.Vector3( x, y, z ) ) - 1;
  19502. }
  19503. // consruct the grid
  19504. for ( i = 0; i < numpoints; i ++ ) {
  19505. grid[ i ] = [];
  19506. u = i / ( numpoints - 1 );
  19507. pos = path.getPointAt( u );
  19508. tangent = tangents[ i ];
  19509. normal = normals[ i ];
  19510. binormal = binormals[ i ];
  19511. r = radius * taper( u );
  19512. for ( j = 0; j < radialSegments; j ++ ) {
  19513. v = j / radialSegments * 2 * Math.PI;
  19514. cx = - r * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
  19515. cy = r * Math.sin( v );
  19516. pos2.copy( pos );
  19517. pos2.x += cx * normal.x + cy * binormal.x;
  19518. pos2.y += cx * normal.y + cy * binormal.y;
  19519. pos2.z += cx * normal.z + cy * binormal.z;
  19520. grid[ i ][ j ] = vert( pos2.x, pos2.y, pos2.z );
  19521. }
  19522. }
  19523. // construct the mesh
  19524. for ( i = 0; i < segments; i ++ ) {
  19525. for ( j = 0; j < radialSegments; j ++ ) {
  19526. ip = ( closed ) ? (i + 1) % segments : i + 1;
  19527. jp = (j + 1) % radialSegments;
  19528. a = grid[ i ][ j ]; // *** NOT NECESSARILY PLANAR ! ***
  19529. b = grid[ ip ][ j ];
  19530. c = grid[ ip ][ jp ];
  19531. d = grid[ i ][ jp ];
  19532. uva = new THREE.Vector2( i / segments, j / radialSegments );
  19533. uvb = new THREE.Vector2( ( i + 1 ) / segments, j / radialSegments );
  19534. uvc = new THREE.Vector2( ( i + 1 ) / segments, ( j + 1 ) / radialSegments );
  19535. uvd = new THREE.Vector2( i / segments, ( j + 1 ) / radialSegments );
  19536. this.faces.push( new THREE.Face3( a, b, d ) );
  19537. this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
  19538. this.faces.push( new THREE.Face3( b, c, d ) );
  19539. this.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
  19540. }
  19541. }
  19542. this.computeFaceNormals();
  19543. this.computeVertexNormals();
  19544. };
  19545. THREE.TubeGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19546. THREE.TubeGeometry.prototype.constructor = THREE.TubeGeometry;
  19547. THREE.TubeGeometry.NoTaper = function ( u ) {
  19548. return 1;
  19549. };
  19550. THREE.TubeGeometry.SinusoidalTaper = function ( u ) {
  19551. return Math.sin( Math.PI * u );
  19552. };
  19553. // For computing of Frenet frames, exposing the tangents, normals and binormals the spline
  19554. THREE.TubeGeometry.FrenetFrames = function ( path, segments, closed ) {
  19555. var tangent = new THREE.Vector3(),
  19556. normal = new THREE.Vector3(),
  19557. binormal = new THREE.Vector3(),
  19558. tangents = [],
  19559. normals = [],
  19560. binormals = [],
  19561. vec = new THREE.Vector3(),
  19562. mat = new THREE.Matrix4(),
  19563. numpoints = segments + 1,
  19564. theta,
  19565. epsilon = 0.0001,
  19566. smallest,
  19567. tx, ty, tz,
  19568. i, u, v;
  19569. // expose internals
  19570. this.tangents = tangents;
  19571. this.normals = normals;
  19572. this.binormals = binormals;
  19573. // compute the tangent vectors for each segment on the path
  19574. for ( i = 0; i < numpoints; i ++ ) {
  19575. u = i / ( numpoints - 1 );
  19576. tangents[ i ] = path.getTangentAt( u );
  19577. tangents[ i ].normalize();
  19578. }
  19579. initialNormal3();
  19580. /*
  19581. function initialNormal1(lastBinormal) {
  19582. // fixed start binormal. Has dangers of 0 vectors
  19583. normals[ 0 ] = new THREE.Vector3();
  19584. binormals[ 0 ] = new THREE.Vector3();
  19585. if (lastBinormal===undefined) lastBinormal = new THREE.Vector3( 0, 0, 1 );
  19586. normals[ 0 ].crossVectors( lastBinormal, tangents[ 0 ] ).normalize();
  19587. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize();
  19588. }
  19589. function initialNormal2() {
  19590. // This uses the Frenet-Serret formula for deriving binormal
  19591. var t2 = path.getTangentAt( epsilon );
  19592. normals[ 0 ] = new THREE.Vector3().subVectors( t2, tangents[ 0 ] ).normalize();
  19593. binormals[ 0 ] = new THREE.Vector3().crossVectors( tangents[ 0 ], normals[ 0 ] );
  19594. normals[ 0 ].crossVectors( binormals[ 0 ], tangents[ 0 ] ).normalize(); // last binormal x tangent
  19595. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize();
  19596. }
  19597. */
  19598. function initialNormal3() {
  19599. // select an initial normal vector perpenicular to the first tangent vector,
  19600. // and in the direction of the smallest tangent xyz component
  19601. normals[ 0 ] = new THREE.Vector3();
  19602. binormals[ 0 ] = new THREE.Vector3();
  19603. smallest = Number.MAX_VALUE;
  19604. tx = Math.abs( tangents[ 0 ].x );
  19605. ty = Math.abs( tangents[ 0 ].y );
  19606. tz = Math.abs( tangents[ 0 ].z );
  19607. if ( tx <= smallest ) {
  19608. smallest = tx;
  19609. normal.set( 1, 0, 0 );
  19610. }
  19611. if ( ty <= smallest ) {
  19612. smallest = ty;
  19613. normal.set( 0, 1, 0 );
  19614. }
  19615. if ( tz <= smallest ) {
  19616. normal.set( 0, 0, 1 );
  19617. }
  19618. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  19619. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  19620. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  19621. }
  19622. // compute the slowly-varying normal and binormal vectors for each segment on the path
  19623. for ( i = 1; i < numpoints; i ++ ) {
  19624. normals[ i ] = normals[ i-1 ].clone();
  19625. binormals[ i ] = binormals[ i-1 ].clone();
  19626. vec.crossVectors( tangents[ i-1 ], tangents[ i ] );
  19627. if ( vec.length() > epsilon ) {
  19628. vec.normalize();
  19629. theta = Math.acos( THREE.Math.clamp( tangents[ i-1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
  19630. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  19631. }
  19632. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  19633. }
  19634. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  19635. if ( closed ) {
  19636. theta = Math.acos( THREE.Math.clamp( normals[ 0 ].dot( normals[ numpoints-1 ] ), - 1, 1 ) );
  19637. theta /= ( numpoints - 1 );
  19638. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ numpoints-1 ] ) ) > 0 ) {
  19639. theta = - theta;
  19640. }
  19641. for ( i = 1; i < numpoints; i ++ ) {
  19642. // twist a little...
  19643. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  19644. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  19645. }
  19646. }
  19647. };
  19648. // File:src/extras/geometries/PolyhedronGeometry.js
  19649. /**
  19650. * @author clockworkgeek / https://github.com/clockworkgeek
  19651. * @author timothypratley / https://github.com/timothypratley
  19652. * @author WestLangley / http://github.com/WestLangley
  19653. */
  19654. THREE.PolyhedronGeometry = function ( vertices, indices, radius, detail ) {
  19655. THREE.Geometry.call( this );
  19656. this.type = 'PolyhedronGeometry';
  19657. this.parameters = {
  19658. vertices: vertices,
  19659. indices: indices,
  19660. radius: radius,
  19661. detail: detail
  19662. };
  19663. radius = radius || 1;
  19664. detail = detail || 0;
  19665. var that = this;
  19666. for ( var i = 0, l = vertices.length; i < l; i += 3 ) {
  19667. prepare( new THREE.Vector3( vertices[ i ], vertices[ i + 1 ], vertices[ i + 2 ] ) );
  19668. }
  19669. var midpoints = [], p = this.vertices;
  19670. var faces = [];
  19671. for ( var i = 0, j = 0, l = indices.length; i < l; i += 3, j ++ ) {
  19672. var v1 = p[ indices[ i ] ];
  19673. var v2 = p[ indices[ i + 1 ] ];
  19674. var v3 = p[ indices[ i + 2 ] ];
  19675. faces[ j ] = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] );
  19676. }
  19677. var centroid = new THREE.Vector3();
  19678. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  19679. subdivide( faces[ i ], detail );
  19680. }
  19681. // Handle case when face straddles the seam
  19682. for ( var i = 0, l = this.faceVertexUvs[ 0 ].length; i < l; i ++ ) {
  19683. var uvs = this.faceVertexUvs[ 0 ][ i ];
  19684. var x0 = uvs[ 0 ].x;
  19685. var x1 = uvs[ 1 ].x;
  19686. var x2 = uvs[ 2 ].x;
  19687. var max = Math.max( x0, Math.max( x1, x2 ) );
  19688. var min = Math.min( x0, Math.min( x1, x2 ) );
  19689. if ( max > 0.9 && min < 0.1 ) { // 0.9 is somewhat arbitrary
  19690. if ( x0 < 0.2 ) uvs[ 0 ].x += 1;
  19691. if ( x1 < 0.2 ) uvs[ 1 ].x += 1;
  19692. if ( x2 < 0.2 ) uvs[ 2 ].x += 1;
  19693. }
  19694. }
  19695. // Apply radius
  19696. for ( var i = 0, l = this.vertices.length; i < l; i ++ ) {
  19697. this.vertices[ i ].multiplyScalar( radius );
  19698. }
  19699. // Merge vertices
  19700. this.mergeVertices();
  19701. this.computeFaceNormals();
  19702. this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
  19703. // Project vector onto sphere's surface
  19704. function prepare( vector ) {
  19705. var vertex = vector.normalize().clone();
  19706. vertex.index = that.vertices.push( vertex ) - 1;
  19707. // Texture coords are equivalent to map coords, calculate angle and convert to fraction of a circle.
  19708. var u = azimuth( vector ) / 2 / Math.PI + 0.5;
  19709. var v = inclination( vector ) / Math.PI + 0.5;
  19710. vertex.uv = new THREE.Vector2( u, 1 - v );
  19711. return vertex;
  19712. }
  19713. // Approximate a curved face with recursively sub-divided triangles.
  19714. function make( v1, v2, v3 ) {
  19715. var face = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] );
  19716. that.faces.push( face );
  19717. centroid.copy( v1 ).add( v2 ).add( v3 ).divideScalar( 3 );
  19718. var azi = azimuth( centroid );
  19719. that.faceVertexUvs[ 0 ].push( [
  19720. correctUV( v1.uv, v1, azi ),
  19721. correctUV( v2.uv, v2, azi ),
  19722. correctUV( v3.uv, v3, azi )
  19723. ] );
  19724. }
  19725. // Analytically subdivide a face to the required detail level.
  19726. function subdivide( face, detail ) {
  19727. var cols = Math.pow(2, detail);
  19728. var cells = Math.pow(4, detail);
  19729. var a = prepare( that.vertices[ face.a ] );
  19730. var b = prepare( that.vertices[ face.b ] );
  19731. var c = prepare( that.vertices[ face.c ] );
  19732. var v = [];
  19733. // Construct all of the vertices for this subdivision.
  19734. for ( var i = 0 ; i <= cols; i ++ ) {
  19735. v[ i ] = [];
  19736. var aj = prepare( a.clone().lerp( c, i / cols ) );
  19737. var bj = prepare( b.clone().lerp( c, i / cols ) );
  19738. var rows = cols - i;
  19739. for ( var j = 0; j <= rows; j ++) {
  19740. if ( j == 0 && i == cols ) {
  19741. v[ i ][ j ] = aj;
  19742. } else {
  19743. v[ i ][ j ] = prepare( aj.clone().lerp( bj, j / rows ) );
  19744. }
  19745. }
  19746. }
  19747. // Construct all of the faces.
  19748. for ( var i = 0; i < cols ; i ++ ) {
  19749. for ( var j = 0; j < 2 * (cols - i) - 1; j ++ ) {
  19750. var k = Math.floor( j / 2 );
  19751. if ( j % 2 == 0 ) {
  19752. make(
  19753. v[ i ][ k + 1],
  19754. v[ i + 1 ][ k ],
  19755. v[ i ][ k ]
  19756. );
  19757. } else {
  19758. make(
  19759. v[ i ][ k + 1 ],
  19760. v[ i + 1][ k + 1],
  19761. v[ i + 1 ][ k ]
  19762. );
  19763. }
  19764. }
  19765. }
  19766. }
  19767. // Angle around the Y axis, counter-clockwise when looking from above.
  19768. function azimuth( vector ) {
  19769. return Math.atan2( vector.z, - vector.x );
  19770. }
  19771. // Angle above the XZ plane.
  19772. function inclination( vector ) {
  19773. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  19774. }
  19775. // Texture fixing helper. Spheres have some odd behaviours.
  19776. function correctUV( uv, vector, azimuth ) {
  19777. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) uv = new THREE.Vector2( uv.x - 1, uv.y );
  19778. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) uv = new THREE.Vector2( azimuth / 2 / Math.PI + 0.5, uv.y );
  19779. return uv.clone();
  19780. }
  19781. };
  19782. THREE.PolyhedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19783. THREE.PolyhedronGeometry.prototype.constructor = THREE.PolyhedronGeometry;
  19784. // File:src/extras/geometries/DodecahedronGeometry.js
  19785. /**
  19786. * @author Abe Pazos / https://hamoid.com
  19787. */
  19788. THREE.DodecahedronGeometry = function ( radius, detail ) {
  19789. this.parameters = {
  19790. radius: radius,
  19791. detail: detail
  19792. };
  19793. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  19794. var r = 1 / t;
  19795. var vertices = [
  19796. // (±1, ±1, ±1)
  19797. -1, -1, -1, -1, -1, 1,
  19798. -1, 1, -1, -1, 1, 1,
  19799. 1, -1, -1, 1, -1, 1,
  19800. 1, 1, -1, 1, 1, 1,
  19801. // (0, ±1/φ, ±φ)
  19802. 0, -r, -t, 0, -r, t,
  19803. 0, r, -t, 0, r, t,
  19804. // (±1/φ, ±φ, 0)
  19805. -r, -t, 0, -r, t, 0,
  19806. r, -t, 0, r, t, 0,
  19807. // (±φ, 0, ±1/φ)
  19808. -t, 0, -r, t, 0, -r,
  19809. -t, 0, r, t, 0, r
  19810. ];
  19811. var indices = [
  19812. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  19813. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  19814. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  19815. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  19816. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  19817. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  19818. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  19819. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  19820. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  19821. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  19822. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  19823. 1, 12, 14, 1, 14, 5, 1, 5, 9
  19824. ];
  19825. THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail );
  19826. };
  19827. THREE.DodecahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19828. THREE.DodecahedronGeometry.prototype.constructor = THREE.DodecahedronGeometry;
  19829. // File:src/extras/geometries/IcosahedronGeometry.js
  19830. /**
  19831. * @author timothypratley / https://github.com/timothypratley
  19832. */
  19833. THREE.IcosahedronGeometry = function ( radius, detail ) {
  19834. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  19835. var vertices = [
  19836. - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
  19837. 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
  19838. t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
  19839. ];
  19840. var indices = [
  19841. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  19842. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  19843. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  19844. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  19845. ];
  19846. THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail );
  19847. this.type = 'IcosahedronGeometry';
  19848. this.parameters = {
  19849. radius: radius,
  19850. detail: detail
  19851. };
  19852. };
  19853. THREE.IcosahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19854. THREE.IcosahedronGeometry.prototype.constructor = THREE.IcosahedronGeometry;
  19855. // File:src/extras/geometries/OctahedronGeometry.js
  19856. /**
  19857. * @author timothypratley / https://github.com/timothypratley
  19858. */
  19859. THREE.OctahedronGeometry = function ( radius, detail ) {
  19860. this.parameters = {
  19861. radius: radius,
  19862. detail: detail
  19863. };
  19864. var vertices = [
  19865. 1, 0, 0, - 1, 0, 0, 0, 1, 0, 0,- 1, 0, 0, 0, 1, 0, 0,- 1
  19866. ];
  19867. var indices = [
  19868. 0, 2, 4, 0, 4, 3, 0, 3, 5, 0, 5, 2, 1, 2, 5, 1, 5, 3, 1, 3, 4, 1, 4, 2
  19869. ];
  19870. THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail );
  19871. this.type = 'OctahedronGeometry';
  19872. this.parameters = {
  19873. radius: radius,
  19874. detail: detail
  19875. };
  19876. };
  19877. THREE.OctahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19878. THREE.OctahedronGeometry.prototype.constructor = THREE.OctahedronGeometry;
  19879. // File:src/extras/geometries/TetrahedronGeometry.js
  19880. /**
  19881. * @author timothypratley / https://github.com/timothypratley
  19882. */
  19883. THREE.TetrahedronGeometry = function ( radius, detail ) {
  19884. var vertices = [
  19885. 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
  19886. ];
  19887. var indices = [
  19888. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  19889. ];
  19890. THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail );
  19891. this.type = 'TetrahedronGeometry';
  19892. this.parameters = {
  19893. radius: radius,
  19894. detail: detail
  19895. };
  19896. };
  19897. THREE.TetrahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19898. THREE.TetrahedronGeometry.prototype.constructor = THREE.TetrahedronGeometry;
  19899. // File:src/extras/geometries/ParametricGeometry.js
  19900. /**
  19901. * @author zz85 / https://github.com/zz85
  19902. * Parametric Surfaces Geometry
  19903. * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
  19904. *
  19905. * new THREE.ParametricGeometry( parametricFunction, uSegments, ySegements );
  19906. *
  19907. */
  19908. THREE.ParametricGeometry = function ( func, slices, stacks ) {
  19909. THREE.Geometry.call( this );
  19910. this.type = 'ParametricGeometry';
  19911. this.parameters = {
  19912. func: func,
  19913. slices: slices,
  19914. stacks: stacks
  19915. };
  19916. var verts = this.vertices;
  19917. var faces = this.faces;
  19918. var uvs = this.faceVertexUvs[ 0 ];
  19919. var i, il, j, p;
  19920. var u, v;
  19921. var stackCount = stacks + 1;
  19922. var sliceCount = slices + 1;
  19923. for ( i = 0; i <= stacks; i ++ ) {
  19924. v = i / stacks;
  19925. for ( j = 0; j <= slices; j ++ ) {
  19926. u = j / slices;
  19927. p = func( u, v );
  19928. verts.push( p );
  19929. }
  19930. }
  19931. var a, b, c, d;
  19932. var uva, uvb, uvc, uvd;
  19933. for ( i = 0; i < stacks; i ++ ) {
  19934. for ( j = 0; j < slices; j ++ ) {
  19935. a = i * sliceCount + j;
  19936. b = i * sliceCount + j + 1;
  19937. c = (i + 1) * sliceCount + j + 1;
  19938. d = (i + 1) * sliceCount + j;
  19939. uva = new THREE.Vector2( j / slices, i / stacks );
  19940. uvb = new THREE.Vector2( ( j + 1 ) / slices, i / stacks );
  19941. uvc = new THREE.Vector2( ( j + 1 ) / slices, ( i + 1 ) / stacks );
  19942. uvd = new THREE.Vector2( j / slices, ( i + 1 ) / stacks );
  19943. faces.push( new THREE.Face3( a, b, d ) );
  19944. uvs.push( [ uva, uvb, uvd ] );
  19945. faces.push( new THREE.Face3( b, c, d ) );
  19946. uvs.push( [ uvb.clone(), uvc, uvd.clone() ] );
  19947. }
  19948. }
  19949. // console.log(this);
  19950. // magic bullet
  19951. // var diff = this.mergeVertices();
  19952. // console.log('removed ', diff, ' vertices by merging');
  19953. this.computeFaceNormals();
  19954. this.computeVertexNormals();
  19955. };
  19956. THREE.ParametricGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19957. THREE.ParametricGeometry.prototype.constructor = THREE.ParametricGeometry;
  19958. // File:src/extras/helpers/AxisHelper.js
  19959. /**
  19960. * @author sroucheray / http://sroucheray.org/
  19961. * @author mrdoob / http://mrdoob.com/
  19962. */
  19963. THREE.AxisHelper = function ( size ) {
  19964. size = size || 1;
  19965. var vertices = new Float32Array( [
  19966. 0, 0, 0, size, 0, 0,
  19967. 0, 0, 0, 0, size, 0,
  19968. 0, 0, 0, 0, 0, size
  19969. ] );
  19970. var colors = new Float32Array( [
  19971. 1, 0, 0, 1, 0.6, 0,
  19972. 0, 1, 0, 0.6, 1, 0,
  19973. 0, 0, 1, 0, 0.6, 1
  19974. ] );
  19975. var geometry = new THREE.BufferGeometry();
  19976. geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
  19977. geometry.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) );
  19978. var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } );
  19979. THREE.Line.call( this, geometry, material, THREE.LinePieces );
  19980. };
  19981. THREE.AxisHelper.prototype = Object.create( THREE.Line.prototype );
  19982. THREE.AxisHelper.prototype.constructor = THREE.AxisHelper;
  19983. // File:src/extras/helpers/ArrowHelper.js
  19984. /**
  19985. * @author WestLangley / http://github.com/WestLangley
  19986. * @author zz85 / http://github.com/zz85
  19987. * @author bhouston / http://exocortex.com
  19988. *
  19989. * Creates an arrow for visualizing directions
  19990. *
  19991. * Parameters:
  19992. * dir - Vector3
  19993. * origin - Vector3
  19994. * length - Number
  19995. * color - color in hex value
  19996. * headLength - Number
  19997. * headWidth - Number
  19998. */
  19999. THREE.ArrowHelper = ( function () {
  20000. var lineGeometry = new THREE.Geometry();
  20001. lineGeometry.vertices.push( new THREE.Vector3( 0, 0, 0 ), new THREE.Vector3( 0, 1, 0 ) );
  20002. var coneGeometry = new THREE.CylinderGeometry( 0, 0.5, 1, 5, 1 );
  20003. coneGeometry.applyMatrix( new THREE.Matrix4().makeTranslation( 0, - 0.5, 0 ) );
  20004. return function ( dir, origin, length, color, headLength, headWidth ) {
  20005. // dir is assumed to be normalized
  20006. THREE.Object3D.call( this );
  20007. if ( color === undefined ) color = 0xffff00;
  20008. if ( length === undefined ) length = 1;
  20009. if ( headLength === undefined ) headLength = 0.2 * length;
  20010. if ( headWidth === undefined ) headWidth = 0.2 * headLength;
  20011. this.position.copy( origin );
  20012. this.line = new THREE.Line( lineGeometry, new THREE.LineBasicMaterial( { color: color } ) );
  20013. this.line.matrixAutoUpdate = false;
  20014. this.add( this.line );
  20015. this.cone = new THREE.Mesh( coneGeometry, new THREE.MeshBasicMaterial( { color: color } ) );
  20016. this.cone.matrixAutoUpdate = false;
  20017. this.add( this.cone );
  20018. this.setDirection( dir );
  20019. this.setLength( length, headLength, headWidth );
  20020. }
  20021. }() );
  20022. THREE.ArrowHelper.prototype = Object.create( THREE.Object3D.prototype );
  20023. THREE.ArrowHelper.prototype.constructor = THREE.ArrowHelper;
  20024. THREE.ArrowHelper.prototype.setDirection = ( function () {
  20025. var axis = new THREE.Vector3();
  20026. var radians;
  20027. return function ( dir ) {
  20028. // dir is assumed to be normalized
  20029. if ( dir.y > 0.99999 ) {
  20030. this.quaternion.set( 0, 0, 0, 1 );
  20031. } else if ( dir.y < - 0.99999 ) {
  20032. this.quaternion.set( 1, 0, 0, 0 );
  20033. } else {
  20034. axis.set( dir.z, 0, - dir.x ).normalize();
  20035. radians = Math.acos( dir.y );
  20036. this.quaternion.setFromAxisAngle( axis, radians );
  20037. }
  20038. };
  20039. }() );
  20040. THREE.ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
  20041. if ( headLength === undefined ) headLength = 0.2 * length;
  20042. if ( headWidth === undefined ) headWidth = 0.2 * headLength;
  20043. this.line.scale.set( 1, length - headLength, 1 );
  20044. this.line.updateMatrix();
  20045. this.cone.scale.set( headWidth, headLength, headWidth );
  20046. this.cone.position.y = length;
  20047. this.cone.updateMatrix();
  20048. };
  20049. THREE.ArrowHelper.prototype.setColor = function ( color ) {
  20050. this.line.material.color.set( color );
  20051. this.cone.material.color.set( color );
  20052. };
  20053. // File:src/extras/helpers/BoxHelper.js
  20054. /**
  20055. * @author mrdoob / http://mrdoob.com/
  20056. */
  20057. THREE.BoxHelper = function ( object ) {
  20058. var geometry = new THREE.BufferGeometry();
  20059. geometry.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( 72 ), 3 ) );
  20060. THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: 0xffff00 } ), THREE.LinePieces );
  20061. if ( object !== undefined ) {
  20062. this.update( object );
  20063. }
  20064. };
  20065. THREE.BoxHelper.prototype = Object.create( THREE.Line.prototype );
  20066. THREE.BoxHelper.prototype.constructor = THREE.BoxHelper;
  20067. THREE.BoxHelper.prototype.update = function ( object ) {
  20068. var geometry = object.geometry;
  20069. if ( geometry.boundingBox === null ) {
  20070. geometry.computeBoundingBox();
  20071. }
  20072. var min = geometry.boundingBox.min;
  20073. var max = geometry.boundingBox.max;
  20074. /*
  20075. 5____4
  20076. 1/___0/|
  20077. | 6__|_7
  20078. 2/___3/
  20079. 0: max.x, max.y, max.z
  20080. 1: min.x, max.y, max.z
  20081. 2: min.x, min.y, max.z
  20082. 3: max.x, min.y, max.z
  20083. 4: max.x, max.y, min.z
  20084. 5: min.x, max.y, min.z
  20085. 6: min.x, min.y, min.z
  20086. 7: max.x, min.y, min.z
  20087. */
  20088. var vertices = this.geometry.attributes.position.array;
  20089. vertices[ 0 ] = max.x; vertices[ 1 ] = max.y; vertices[ 2 ] = max.z;
  20090. vertices[ 3 ] = min.x; vertices[ 4 ] = max.y; vertices[ 5 ] = max.z;
  20091. vertices[ 6 ] = min.x; vertices[ 7 ] = max.y; vertices[ 8 ] = max.z;
  20092. vertices[ 9 ] = min.x; vertices[ 10 ] = min.y; vertices[ 11 ] = max.z;
  20093. vertices[ 12 ] = min.x; vertices[ 13 ] = min.y; vertices[ 14 ] = max.z;
  20094. vertices[ 15 ] = max.x; vertices[ 16 ] = min.y; vertices[ 17 ] = max.z;
  20095. vertices[ 18 ] = max.x; vertices[ 19 ] = min.y; vertices[ 20 ] = max.z;
  20096. vertices[ 21 ] = max.x; vertices[ 22 ] = max.y; vertices[ 23 ] = max.z;
  20097. //
  20098. vertices[ 24 ] = max.x; vertices[ 25 ] = max.y; vertices[ 26 ] = min.z;
  20099. vertices[ 27 ] = min.x; vertices[ 28 ] = max.y; vertices[ 29 ] = min.z;
  20100. vertices[ 30 ] = min.x; vertices[ 31 ] = max.y; vertices[ 32 ] = min.z;
  20101. vertices[ 33 ] = min.x; vertices[ 34 ] = min.y; vertices[ 35 ] = min.z;
  20102. vertices[ 36 ] = min.x; vertices[ 37 ] = min.y; vertices[ 38 ] = min.z;
  20103. vertices[ 39 ] = max.x; vertices[ 40 ] = min.y; vertices[ 41 ] = min.z;
  20104. vertices[ 42 ] = max.x; vertices[ 43 ] = min.y; vertices[ 44 ] = min.z;
  20105. vertices[ 45 ] = max.x; vertices[ 46 ] = max.y; vertices[ 47 ] = min.z;
  20106. //
  20107. vertices[ 48 ] = max.x; vertices[ 49 ] = max.y; vertices[ 50 ] = max.z;
  20108. vertices[ 51 ] = max.x; vertices[ 52 ] = max.y; vertices[ 53 ] = min.z;
  20109. vertices[ 54 ] = min.x; vertices[ 55 ] = max.y; vertices[ 56 ] = max.z;
  20110. vertices[ 57 ] = min.x; vertices[ 58 ] = max.y; vertices[ 59 ] = min.z;
  20111. vertices[ 60 ] = min.x; vertices[ 61 ] = min.y; vertices[ 62 ] = max.z;
  20112. vertices[ 63 ] = min.x; vertices[ 64 ] = min.y; vertices[ 65 ] = min.z;
  20113. vertices[ 66 ] = max.x; vertices[ 67 ] = min.y; vertices[ 68 ] = max.z;
  20114. vertices[ 69 ] = max.x; vertices[ 70 ] = min.y; vertices[ 71 ] = min.z;
  20115. this.geometry.attributes.position.needsUpdate = true;
  20116. this.geometry.computeBoundingSphere();
  20117. this.matrix = object.matrixWorld;
  20118. this.matrixAutoUpdate = false;
  20119. };
  20120. // File:src/extras/helpers/BoundingBoxHelper.js
  20121. /**
  20122. * @author WestLangley / http://github.com/WestLangley
  20123. */
  20124. // a helper to show the world-axis-aligned bounding box for an object
  20125. THREE.BoundingBoxHelper = function ( object, hex ) {
  20126. var color = ( hex !== undefined ) ? hex : 0x888888;
  20127. this.object = object;
  20128. this.box = new THREE.Box3();
  20129. THREE.Mesh.call( this, new THREE.BoxGeometry( 1, 1, 1 ), new THREE.MeshBasicMaterial( { color: color, wireframe: true } ) );
  20130. };
  20131. THREE.BoundingBoxHelper.prototype = Object.create( THREE.Mesh.prototype );
  20132. THREE.BoundingBoxHelper.prototype.constructor = THREE.BoundingBoxHelper;
  20133. THREE.BoundingBoxHelper.prototype.update = function () {
  20134. this.box.setFromObject( this.object );
  20135. this.box.size( this.scale );
  20136. this.box.center( this.position );
  20137. };
  20138. // File:src/extras/helpers/CameraHelper.js
  20139. /**
  20140. * @author alteredq / http://alteredqualia.com/
  20141. *
  20142. * - shows frustum, line of sight and up of the camera
  20143. * - suitable for fast updates
  20144. * - based on frustum visualization in lightgl.js shadowmap example
  20145. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  20146. */
  20147. THREE.CameraHelper = function ( camera ) {
  20148. var geometry = new THREE.Geometry();
  20149. var material = new THREE.LineBasicMaterial( { color: 0xffffff, vertexColors: THREE.FaceColors } );
  20150. var pointMap = {};
  20151. // colors
  20152. var hexFrustum = 0xffaa00;
  20153. var hexCone = 0xff0000;
  20154. var hexUp = 0x00aaff;
  20155. var hexTarget = 0xffffff;
  20156. var hexCross = 0x333333;
  20157. // near
  20158. addLine( "n1", "n2", hexFrustum );
  20159. addLine( "n2", "n4", hexFrustum );
  20160. addLine( "n4", "n3", hexFrustum );
  20161. addLine( "n3", "n1", hexFrustum );
  20162. // far
  20163. addLine( "f1", "f2", hexFrustum );
  20164. addLine( "f2", "f4", hexFrustum );
  20165. addLine( "f4", "f3", hexFrustum );
  20166. addLine( "f3", "f1", hexFrustum );
  20167. // sides
  20168. addLine( "n1", "f1", hexFrustum );
  20169. addLine( "n2", "f2", hexFrustum );
  20170. addLine( "n3", "f3", hexFrustum );
  20171. addLine( "n4", "f4", hexFrustum );
  20172. // cone
  20173. addLine( "p", "n1", hexCone );
  20174. addLine( "p", "n2", hexCone );
  20175. addLine( "p", "n3", hexCone );
  20176. addLine( "p", "n4", hexCone );
  20177. // up
  20178. addLine( "u1", "u2", hexUp );
  20179. addLine( "u2", "u3", hexUp );
  20180. addLine( "u3", "u1", hexUp );
  20181. // target
  20182. addLine( "c", "t", hexTarget );
  20183. addLine( "p", "c", hexCross );
  20184. // cross
  20185. addLine( "cn1", "cn2", hexCross );
  20186. addLine( "cn3", "cn4", hexCross );
  20187. addLine( "cf1", "cf2", hexCross );
  20188. addLine( "cf3", "cf4", hexCross );
  20189. function addLine( a, b, hex ) {
  20190. addPoint( a, hex );
  20191. addPoint( b, hex );
  20192. }
  20193. function addPoint( id, hex ) {
  20194. geometry.vertices.push( new THREE.Vector3() );
  20195. geometry.colors.push( new THREE.Color( hex ) );
  20196. if ( pointMap[ id ] === undefined ) {
  20197. pointMap[ id ] = [];
  20198. }
  20199. pointMap[ id ].push( geometry.vertices.length - 1 );
  20200. }
  20201. THREE.Line.call( this, geometry, material, THREE.LinePieces );
  20202. this.camera = camera;
  20203. this.matrix = camera.matrixWorld;
  20204. this.matrixAutoUpdate = false;
  20205. this.pointMap = pointMap;
  20206. this.update();
  20207. };
  20208. THREE.CameraHelper.prototype = Object.create( THREE.Line.prototype );
  20209. THREE.CameraHelper.prototype.constructor = THREE.CameraHelper;
  20210. THREE.CameraHelper.prototype.update = function () {
  20211. var geometry, pointMap;
  20212. var vector = new THREE.Vector3();
  20213. var camera = new THREE.Camera();
  20214. var setPoint = function ( point, x, y, z ) {
  20215. vector.set( x, y, z ).unproject( camera );
  20216. var points = pointMap[ point ];
  20217. if ( points !== undefined ) {
  20218. for ( var i = 0, il = points.length; i < il; i ++ ) {
  20219. geometry.vertices[ points[ i ] ].copy( vector );
  20220. }
  20221. }
  20222. };
  20223. return function () {
  20224. geometry = this.geometry;
  20225. pointMap = this.pointMap;
  20226. var w = 1, h = 1;
  20227. // we need just camera projection matrix
  20228. // world matrix must be identity
  20229. camera.projectionMatrix.copy( this.camera.projectionMatrix );
  20230. // center / target
  20231. setPoint( "c", 0, 0, - 1 );
  20232. setPoint( "t", 0, 0, 1 );
  20233. // near
  20234. setPoint( "n1", - w, - h, - 1 );
  20235. setPoint( "n2", w, - h, - 1 );
  20236. setPoint( "n3", - w, h, - 1 );
  20237. setPoint( "n4", w, h, - 1 );
  20238. // far
  20239. setPoint( "f1", - w, - h, 1 );
  20240. setPoint( "f2", w, - h, 1 );
  20241. setPoint( "f3", - w, h, 1 );
  20242. setPoint( "f4", w, h, 1 );
  20243. // up
  20244. setPoint( "u1", w * 0.7, h * 1.1, - 1 );
  20245. setPoint( "u2", - w * 0.7, h * 1.1, - 1 );
  20246. setPoint( "u3", 0, h * 2, - 1 );
  20247. // cross
  20248. setPoint( "cf1", - w, 0, 1 );
  20249. setPoint( "cf2", w, 0, 1 );
  20250. setPoint( "cf3", 0, - h, 1 );
  20251. setPoint( "cf4", 0, h, 1 );
  20252. setPoint( "cn1", - w, 0, - 1 );
  20253. setPoint( "cn2", w, 0, - 1 );
  20254. setPoint( "cn3", 0, - h, - 1 );
  20255. setPoint( "cn4", 0, h, - 1 );
  20256. geometry.verticesNeedUpdate = true;
  20257. };
  20258. }();
  20259. // File:src/extras/helpers/DirectionalLightHelper.js
  20260. /**
  20261. * @author alteredq / http://alteredqualia.com/
  20262. * @author mrdoob / http://mrdoob.com/
  20263. * @author WestLangley / http://github.com/WestLangley
  20264. */
  20265. THREE.DirectionalLightHelper = function ( light, size ) {
  20266. THREE.Object3D.call( this );
  20267. this.light = light;
  20268. this.light.updateMatrixWorld();
  20269. this.matrix = light.matrixWorld;
  20270. this.matrixAutoUpdate = false;
  20271. size = size || 1;
  20272. var geometry = new THREE.Geometry();
  20273. geometry.vertices.push(
  20274. new THREE.Vector3( - size, size, 0 ),
  20275. new THREE.Vector3( size, size, 0 ),
  20276. new THREE.Vector3( size, - size, 0 ),
  20277. new THREE.Vector3( - size, - size, 0 ),
  20278. new THREE.Vector3( - size, size, 0 )
  20279. );
  20280. var material = new THREE.LineBasicMaterial( { fog: false } );
  20281. material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  20282. this.lightPlane = new THREE.Line( geometry, material );
  20283. this.add( this.lightPlane );
  20284. geometry = new THREE.Geometry();
  20285. geometry.vertices.push(
  20286. new THREE.Vector3(),
  20287. new THREE.Vector3()
  20288. );
  20289. material = new THREE.LineBasicMaterial( { fog: false } );
  20290. material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  20291. this.targetLine = new THREE.Line( geometry, material );
  20292. this.add( this.targetLine );
  20293. this.update();
  20294. };
  20295. THREE.DirectionalLightHelper.prototype = Object.create( THREE.Object3D.prototype );
  20296. THREE.DirectionalLightHelper.prototype.constructor = THREE.DirectionalLightHelper;
  20297. THREE.DirectionalLightHelper.prototype.dispose = function () {
  20298. this.lightPlane.geometry.dispose();
  20299. this.lightPlane.material.dispose();
  20300. this.targetLine.geometry.dispose();
  20301. this.targetLine.material.dispose();
  20302. };
  20303. THREE.DirectionalLightHelper.prototype.update = function () {
  20304. var v1 = new THREE.Vector3();
  20305. var v2 = new THREE.Vector3();
  20306. var v3 = new THREE.Vector3();
  20307. return function () {
  20308. v1.setFromMatrixPosition( this.light.matrixWorld );
  20309. v2.setFromMatrixPosition( this.light.target.matrixWorld );
  20310. v3.subVectors( v2, v1 );
  20311. this.lightPlane.lookAt( v3 );
  20312. this.lightPlane.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  20313. this.targetLine.geometry.vertices[ 1 ].copy( v3 );
  20314. this.targetLine.geometry.verticesNeedUpdate = true;
  20315. this.targetLine.material.color.copy( this.lightPlane.material.color );
  20316. };
  20317. }();
  20318. // File:src/extras/helpers/EdgesHelper.js
  20319. /**
  20320. * @author WestLangley / http://github.com/WestLangley
  20321. */
  20322. THREE.EdgesHelper = function ( object, hex ) {
  20323. var color = ( hex !== undefined ) ? hex : 0xffffff;
  20324. var edge = [ 0, 0 ], hash = {};
  20325. var sortFunction = function ( a, b ) { return a - b };
  20326. var keys = [ 'a', 'b', 'c' ];
  20327. var geometry = new THREE.BufferGeometry();
  20328. var geometry2 = object.geometry.clone();
  20329. geometry2.mergeVertices();
  20330. geometry2.computeFaceNormals();
  20331. var vertices = geometry2.vertices;
  20332. var faces = geometry2.faces;
  20333. var numEdges = 0;
  20334. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  20335. var face = faces[ i ];
  20336. for ( var j = 0; j < 3; j ++ ) {
  20337. edge[ 0 ] = face[ keys[ j ] ];
  20338. edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ];
  20339. edge.sort( sortFunction );
  20340. var key = edge.toString();
  20341. if ( hash[ key ] === undefined ) {
  20342. hash[ key ] = { vert1: edge[ 0 ], vert2: edge[ 1 ], face1: i, face2: undefined };
  20343. numEdges ++;
  20344. } else {
  20345. hash[ key ].face2 = i;
  20346. }
  20347. }
  20348. }
  20349. var coords = new Float32Array( numEdges * 2 * 3 );
  20350. var index = 0;
  20351. for ( var key in hash ) {
  20352. var h = hash[ key ];
  20353. if ( h.face2 === undefined || faces[ h.face1 ].normal.dot( faces[ h.face2 ].normal ) < 0.9999 ) { // hardwired const OK
  20354. var vertex = vertices[ h.vert1 ];
  20355. coords[ index ++ ] = vertex.x;
  20356. coords[ index ++ ] = vertex.y;
  20357. coords[ index ++ ] = vertex.z;
  20358. vertex = vertices[ h.vert2 ];
  20359. coords[ index ++ ] = vertex.x;
  20360. coords[ index ++ ] = vertex.y;
  20361. coords[ index ++ ] = vertex.z;
  20362. }
  20363. }
  20364. geometry.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) );
  20365. THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color } ), THREE.LinePieces );
  20366. this.matrix = object.matrixWorld;
  20367. this.matrixAutoUpdate = false;
  20368. };
  20369. THREE.EdgesHelper.prototype = Object.create( THREE.Line.prototype );
  20370. THREE.EdgesHelper.prototype.constructor = THREE.EdgesHelper;
  20371. // File:src/extras/helpers/FaceNormalsHelper.js
  20372. /**
  20373. * @author mrdoob / http://mrdoob.com/
  20374. * @author WestLangley / http://github.com/WestLangley
  20375. */
  20376. THREE.FaceNormalsHelper = function ( object, size, hex, linewidth ) {
  20377. this.object = object;
  20378. this.size = ( size !== undefined ) ? size : 1;
  20379. var color = ( hex !== undefined ) ? hex : 0xffff00;
  20380. var width = ( linewidth !== undefined ) ? linewidth : 1;
  20381. var geometry = new THREE.Geometry();
  20382. var faces = this.object.geometry.faces;
  20383. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  20384. geometry.vertices.push( new THREE.Vector3(), new THREE.Vector3() );
  20385. }
  20386. THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ), THREE.LinePieces );
  20387. this.matrixAutoUpdate = false;
  20388. this.normalMatrix = new THREE.Matrix3();
  20389. this.update();
  20390. };
  20391. THREE.FaceNormalsHelper.prototype = Object.create( THREE.Line.prototype );
  20392. THREE.FaceNormalsHelper.prototype.constructor = THREE.FaceNormalsHelper;
  20393. THREE.FaceNormalsHelper.prototype.update = function () {
  20394. var vertices = this.geometry.vertices;
  20395. var object = this.object;
  20396. var objectVertices = object.geometry.vertices;
  20397. var objectFaces = object.geometry.faces;
  20398. var objectWorldMatrix = object.matrixWorld;
  20399. object.updateMatrixWorld( true );
  20400. this.normalMatrix.getNormalMatrix( objectWorldMatrix );
  20401. for ( var i = 0, i2 = 0, l = objectFaces.length; i < l; i ++, i2 += 2 ) {
  20402. var face = objectFaces[ i ];
  20403. vertices[ i2 ].copy( objectVertices[ face.a ] )
  20404. .add( objectVertices[ face.b ] )
  20405. .add( objectVertices[ face.c ] )
  20406. .divideScalar( 3 )
  20407. .applyMatrix4( objectWorldMatrix );
  20408. vertices[ i2 + 1 ].copy( face.normal )
  20409. .applyMatrix3( this.normalMatrix )
  20410. .normalize()
  20411. .multiplyScalar( this.size )
  20412. .add( vertices[ i2 ] );
  20413. }
  20414. this.geometry.verticesNeedUpdate = true;
  20415. return this;
  20416. };
  20417. // File:src/extras/helpers/GridHelper.js
  20418. /**
  20419. * @author mrdoob / http://mrdoob.com/
  20420. */
  20421. THREE.GridHelper = function ( size, step ) {
  20422. var geometry = new THREE.Geometry();
  20423. var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } );
  20424. this.color1 = new THREE.Color( 0x444444 );
  20425. this.color2 = new THREE.Color( 0x888888 );
  20426. for ( var i = - size; i <= size; i += step ) {
  20427. geometry.vertices.push(
  20428. new THREE.Vector3( - size, 0, i ), new THREE.Vector3( size, 0, i ),
  20429. new THREE.Vector3( i, 0, - size ), new THREE.Vector3( i, 0, size )
  20430. );
  20431. var color = i === 0 ? this.color1 : this.color2;
  20432. geometry.colors.push( color, color, color, color );
  20433. }
  20434. THREE.Line.call( this, geometry, material, THREE.LinePieces );
  20435. };
  20436. THREE.GridHelper.prototype = Object.create( THREE.Line.prototype );
  20437. THREE.GridHelper.prototype.constructor = THREE.GridHelper;
  20438. THREE.GridHelper.prototype.setColors = function( colorCenterLine, colorGrid ) {
  20439. this.color1.set( colorCenterLine );
  20440. this.color2.set( colorGrid );
  20441. this.geometry.colorsNeedUpdate = true;
  20442. }
  20443. // File:src/extras/helpers/HemisphereLightHelper.js
  20444. /**
  20445. * @author alteredq / http://alteredqualia.com/
  20446. * @author mrdoob / http://mrdoob.com/
  20447. */
  20448. THREE.HemisphereLightHelper = function ( light, sphereSize, arrowLength, domeSize ) {
  20449. THREE.Object3D.call( this );
  20450. this.light = light;
  20451. this.light.updateMatrixWorld();
  20452. this.matrix = light.matrixWorld;
  20453. this.matrixAutoUpdate = false;
  20454. this.colors = [ new THREE.Color(), new THREE.Color() ];
  20455. var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 );
  20456. geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) );
  20457. for ( var i = 0, il = 8; i < il; i ++ ) {
  20458. geometry.faces[ i ].color = this.colors[ i < 4 ? 0 : 1 ];
  20459. }
  20460. var material = new THREE.MeshBasicMaterial( { vertexColors: THREE.FaceColors, wireframe: true } );
  20461. this.lightSphere = new THREE.Mesh( geometry, material );
  20462. this.add( this.lightSphere );
  20463. this.update();
  20464. };
  20465. THREE.HemisphereLightHelper.prototype = Object.create( THREE.Object3D.prototype );
  20466. THREE.HemisphereLightHelper.prototype.constructor = THREE.HemisphereLightHelper;
  20467. THREE.HemisphereLightHelper.prototype.dispose = function () {
  20468. this.lightSphere.geometry.dispose();
  20469. this.lightSphere.material.dispose();
  20470. };
  20471. THREE.HemisphereLightHelper.prototype.update = function () {
  20472. var vector = new THREE.Vector3();
  20473. return function () {
  20474. this.colors[ 0 ].copy( this.light.color ).multiplyScalar( this.light.intensity );
  20475. this.colors[ 1 ].copy( this.light.groundColor ).multiplyScalar( this.light.intensity );
  20476. this.lightSphere.lookAt( vector.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  20477. this.lightSphere.geometry.colorsNeedUpdate = true;
  20478. }
  20479. }();
  20480. // File:src/extras/helpers/PointLightHelper.js
  20481. /**
  20482. * @author alteredq / http://alteredqualia.com/
  20483. * @author mrdoob / http://mrdoob.com/
  20484. */
  20485. THREE.PointLightHelper = function ( light, sphereSize ) {
  20486. this.light = light;
  20487. this.light.updateMatrixWorld();
  20488. var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 );
  20489. var material = new THREE.MeshBasicMaterial( { wireframe: true, fog: false } );
  20490. material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  20491. THREE.Mesh.call( this, geometry, material );
  20492. this.matrix = this.light.matrixWorld;
  20493. this.matrixAutoUpdate = false;
  20494. /*
  20495. var distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
  20496. var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  20497. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  20498. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  20499. var d = light.distance;
  20500. if ( d === 0.0 ) {
  20501. this.lightDistance.visible = false;
  20502. } else {
  20503. this.lightDistance.scale.set( d, d, d );
  20504. }
  20505. this.add( this.lightDistance );
  20506. */
  20507. };
  20508. THREE.PointLightHelper.prototype = Object.create( THREE.Mesh.prototype );
  20509. THREE.PointLightHelper.prototype.constructor = THREE.PointLightHelper;
  20510. THREE.PointLightHelper.prototype.dispose = function () {
  20511. this.geometry.dispose();
  20512. this.material.dispose();
  20513. };
  20514. THREE.PointLightHelper.prototype.update = function () {
  20515. this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  20516. /*
  20517. var d = this.light.distance;
  20518. if ( d === 0.0 ) {
  20519. this.lightDistance.visible = false;
  20520. } else {
  20521. this.lightDistance.visible = true;
  20522. this.lightDistance.scale.set( d, d, d );
  20523. }
  20524. */
  20525. };
  20526. // File:src/extras/helpers/SkeletonHelper.js
  20527. /**
  20528. * @author Sean Griffin / http://twitter.com/sgrif
  20529. * @author Michael Guerrero / http://realitymeltdown.com
  20530. * @author mrdoob / http://mrdoob.com/
  20531. * @author ikerr / http://verold.com
  20532. */
  20533. THREE.SkeletonHelper = function ( object ) {
  20534. this.bones = this.getBoneList( object );
  20535. var geometry = new THREE.Geometry();
  20536. for ( var i = 0; i < this.bones.length; i ++ ) {
  20537. var bone = this.bones[ i ];
  20538. if ( bone.parent instanceof THREE.Bone ) {
  20539. geometry.vertices.push( new THREE.Vector3() );
  20540. geometry.vertices.push( new THREE.Vector3() );
  20541. geometry.colors.push( new THREE.Color( 0, 0, 1 ) );
  20542. geometry.colors.push( new THREE.Color( 0, 1, 0 ) );
  20543. }
  20544. }
  20545. var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors, depthTest: false, depthWrite: false, transparent: true } );
  20546. THREE.Line.call( this, geometry, material, THREE.LinePieces );
  20547. this.root = object;
  20548. this.matrix = object.matrixWorld;
  20549. this.matrixAutoUpdate = false;
  20550. this.update();
  20551. };
  20552. THREE.SkeletonHelper.prototype = Object.create( THREE.Line.prototype );
  20553. THREE.SkeletonHelper.prototype.constructor = THREE.SkeletonHelper;
  20554. THREE.SkeletonHelper.prototype.getBoneList = function( object ) {
  20555. var boneList = [];
  20556. if ( object instanceof THREE.Bone ) {
  20557. boneList.push( object );
  20558. }
  20559. for ( var i = 0; i < object.children.length; i ++ ) {
  20560. boneList.push.apply( boneList, this.getBoneList( object.children[ i ] ) );
  20561. }
  20562. return boneList;
  20563. };
  20564. THREE.SkeletonHelper.prototype.update = function () {
  20565. var geometry = this.geometry;
  20566. var matrixWorldInv = new THREE.Matrix4().getInverse( this.root.matrixWorld );
  20567. var boneMatrix = new THREE.Matrix4();
  20568. var j = 0;
  20569. for ( var i = 0; i < this.bones.length; i ++ ) {
  20570. var bone = this.bones[ i ];
  20571. if ( bone.parent instanceof THREE.Bone ) {
  20572. boneMatrix.multiplyMatrices( matrixWorldInv, bone.matrixWorld );
  20573. geometry.vertices[ j ].setFromMatrixPosition( boneMatrix );
  20574. boneMatrix.multiplyMatrices( matrixWorldInv, bone.parent.matrixWorld );
  20575. geometry.vertices[ j + 1 ].setFromMatrixPosition( boneMatrix );
  20576. j += 2;
  20577. }
  20578. }
  20579. geometry.verticesNeedUpdate = true;
  20580. geometry.computeBoundingSphere();
  20581. };
  20582. // File:src/extras/helpers/SpotLightHelper.js
  20583. /**
  20584. * @author alteredq / http://alteredqualia.com/
  20585. * @author mrdoob / http://mrdoob.com/
  20586. * @author WestLangley / http://github.com/WestLangley
  20587. */
  20588. THREE.SpotLightHelper = function ( light ) {
  20589. THREE.Object3D.call( this );
  20590. this.light = light;
  20591. this.light.updateMatrixWorld();
  20592. this.matrix = light.matrixWorld;
  20593. this.matrixAutoUpdate = false;
  20594. var geometry = new THREE.CylinderGeometry( 0, 1, 1, 8, 1, true );
  20595. geometry.applyMatrix( new THREE.Matrix4().makeTranslation( 0, - 0.5, 0 ) );
  20596. geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) );
  20597. var material = new THREE.MeshBasicMaterial( { wireframe: true, fog: false } );
  20598. this.cone = new THREE.Mesh( geometry, material );
  20599. this.add( this.cone );
  20600. this.update();
  20601. };
  20602. THREE.SpotLightHelper.prototype = Object.create( THREE.Object3D.prototype );
  20603. THREE.SpotLightHelper.prototype.constructor = THREE.SpotLightHelper;
  20604. THREE.SpotLightHelper.prototype.dispose = function () {
  20605. this.cone.geometry.dispose();
  20606. this.cone.material.dispose();
  20607. };
  20608. THREE.SpotLightHelper.prototype.update = function () {
  20609. var vector = new THREE.Vector3();
  20610. var vector2 = new THREE.Vector3();
  20611. return function () {
  20612. var coneLength = this.light.distance ? this.light.distance : 10000;
  20613. var coneWidth = coneLength * Math.tan( this.light.angle );
  20614. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  20615. vector.setFromMatrixPosition( this.light.matrixWorld );
  20616. vector2.setFromMatrixPosition( this.light.target.matrixWorld );
  20617. this.cone.lookAt( vector2.sub( vector ) );
  20618. this.cone.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  20619. };
  20620. }();
  20621. // File:src/extras/helpers/VertexNormalsHelper.js
  20622. /**
  20623. * @author mrdoob / http://mrdoob.com/
  20624. * @author WestLangley / http://github.com/WestLangley
  20625. */
  20626. THREE.VertexNormalsHelper = function ( object, size, hex, linewidth ) {
  20627. this.object = object;
  20628. this.size = ( size !== undefined ) ? size : 1;
  20629. var color = ( hex !== undefined ) ? hex : 0xff0000;
  20630. var width = ( linewidth !== undefined ) ? linewidth : 1;
  20631. var geometry = new THREE.Geometry();
  20632. var vertices = object.geometry.vertices;
  20633. var faces = object.geometry.faces;
  20634. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  20635. var face = faces[ i ];
  20636. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  20637. geometry.vertices.push( new THREE.Vector3(), new THREE.Vector3() );
  20638. }
  20639. }
  20640. THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ), THREE.LinePieces );
  20641. this.matrixAutoUpdate = false;
  20642. this.normalMatrix = new THREE.Matrix3();
  20643. this.update();
  20644. };
  20645. THREE.VertexNormalsHelper.prototype = Object.create( THREE.Line.prototype );
  20646. THREE.VertexNormalsHelper.prototype.constructor = THREE.VertexNormalsHelper;
  20647. THREE.VertexNormalsHelper.prototype.update = ( function ( object ) {
  20648. var v1 = new THREE.Vector3();
  20649. return function( object ) {
  20650. var keys = [ 'a', 'b', 'c', 'd' ];
  20651. this.object.updateMatrixWorld( true );
  20652. this.normalMatrix.getNormalMatrix( this.object.matrixWorld );
  20653. var vertices = this.geometry.vertices;
  20654. var verts = this.object.geometry.vertices;
  20655. var faces = this.object.geometry.faces;
  20656. var worldMatrix = this.object.matrixWorld;
  20657. var idx = 0;
  20658. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  20659. var face = faces[ i ];
  20660. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  20661. var vertexId = face[ keys[ j ] ];
  20662. var vertex = verts[ vertexId ];
  20663. var normal = face.vertexNormals[ j ];
  20664. vertices[ idx ].copy( vertex ).applyMatrix4( worldMatrix );
  20665. v1.copy( normal ).applyMatrix3( this.normalMatrix ).normalize().multiplyScalar( this.size );
  20666. v1.add( vertices[ idx ] );
  20667. idx = idx + 1;
  20668. vertices[ idx ].copy( v1 );
  20669. idx = idx + 1;
  20670. }
  20671. }
  20672. this.geometry.verticesNeedUpdate = true;
  20673. return this;
  20674. }
  20675. }());
  20676. // File:src/extras/helpers/VertexTangentsHelper.js
  20677. /**
  20678. * @author mrdoob / http://mrdoob.com/
  20679. * @author WestLangley / http://github.com/WestLangley
  20680. */
  20681. THREE.VertexTangentsHelper = function ( object, size, hex, linewidth ) {
  20682. this.object = object;
  20683. this.size = ( size !== undefined ) ? size : 1;
  20684. var color = ( hex !== undefined ) ? hex : 0x0000ff;
  20685. var width = ( linewidth !== undefined ) ? linewidth : 1;
  20686. var geometry = new THREE.Geometry();
  20687. var vertices = object.geometry.vertices;
  20688. var faces = object.geometry.faces;
  20689. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  20690. var face = faces[ i ];
  20691. for ( var j = 0, jl = face.vertexTangents.length; j < jl; j ++ ) {
  20692. geometry.vertices.push( new THREE.Vector3() );
  20693. geometry.vertices.push( new THREE.Vector3() );
  20694. }
  20695. }
  20696. THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ), THREE.LinePieces );
  20697. this.matrixAutoUpdate = false;
  20698. this.update();
  20699. };
  20700. THREE.VertexTangentsHelper.prototype = Object.create( THREE.Line.prototype );
  20701. THREE.VertexTangentsHelper.prototype.constructor = THREE.VertexTangentsHelper;
  20702. THREE.VertexTangentsHelper.prototype.update = ( function ( object ) {
  20703. var v1 = new THREE.Vector3();
  20704. return function( object ) {
  20705. var keys = [ 'a', 'b', 'c', 'd' ];
  20706. this.object.updateMatrixWorld( true );
  20707. var vertices = this.geometry.vertices;
  20708. var verts = this.object.geometry.vertices;
  20709. var faces = this.object.geometry.faces;
  20710. var worldMatrix = this.object.matrixWorld;
  20711. var idx = 0;
  20712. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  20713. var face = faces[ i ];
  20714. for ( var j = 0, jl = face.vertexTangents.length; j < jl; j ++ ) {
  20715. var vertexId = face[ keys[ j ] ];
  20716. var vertex = verts[ vertexId ];
  20717. var tangent = face.vertexTangents[ j ];
  20718. vertices[ idx ].copy( vertex ).applyMatrix4( worldMatrix );
  20719. v1.copy( tangent ).transformDirection( worldMatrix ).multiplyScalar( this.size );
  20720. v1.add( vertices[ idx ] );
  20721. idx = idx + 1;
  20722. vertices[ idx ].copy( v1 );
  20723. idx = idx + 1;
  20724. }
  20725. }
  20726. this.geometry.verticesNeedUpdate = true;
  20727. return this;
  20728. }
  20729. }());
  20730. // File:src/extras/helpers/WireframeHelper.js
  20731. /**
  20732. * @author mrdoob / http://mrdoob.com/
  20733. */
  20734. THREE.WireframeHelper = function ( object, hex ) {
  20735. var color = ( hex !== undefined ) ? hex : 0xffffff;
  20736. var edge = [ 0, 0 ], hash = {};
  20737. var sortFunction = function ( a, b ) { return a - b };
  20738. var keys = [ 'a', 'b', 'c' ];
  20739. var geometry = new THREE.BufferGeometry();
  20740. if ( object.geometry instanceof THREE.Geometry ) {
  20741. var vertices = object.geometry.vertices;
  20742. var faces = object.geometry.faces;
  20743. var numEdges = 0;
  20744. // allocate maximal size
  20745. var edges = new Uint32Array( 6 * faces.length );
  20746. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  20747. var face = faces[ i ];
  20748. for ( var j = 0; j < 3; j ++ ) {
  20749. edge[ 0 ] = face[ keys[ j ] ];
  20750. edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ];
  20751. edge.sort( sortFunction );
  20752. var key = edge.toString();
  20753. if ( hash[ key ] === undefined ) {
  20754. edges[ 2 * numEdges ] = edge[ 0 ];
  20755. edges[ 2 * numEdges + 1 ] = edge[ 1 ];
  20756. hash[ key ] = true;
  20757. numEdges ++;
  20758. }
  20759. }
  20760. }
  20761. var coords = new Float32Array( numEdges * 2 * 3 );
  20762. for ( var i = 0, l = numEdges; i < l; i ++ ) {
  20763. for ( var j = 0; j < 2; j ++ ) {
  20764. var vertex = vertices[ edges [ 2 * i + j] ];
  20765. var index = 6 * i + 3 * j;
  20766. coords[ index + 0 ] = vertex.x;
  20767. coords[ index + 1 ] = vertex.y;
  20768. coords[ index + 2 ] = vertex.z;
  20769. }
  20770. }
  20771. geometry.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) );
  20772. } else if ( object.geometry instanceof THREE.BufferGeometry ) {
  20773. if ( object.geometry.attributes.index !== undefined ) { // Indexed BufferGeometry
  20774. var vertices = object.geometry.attributes.position.array;
  20775. var indices = object.geometry.attributes.index.array;
  20776. var drawcalls = object.geometry.drawcalls;
  20777. var numEdges = 0;
  20778. if ( drawcalls.length === 0 ) {
  20779. drawcalls = [ { count : indices.length, index : 0, start : 0 } ];
  20780. }
  20781. // allocate maximal size
  20782. var edges = new Uint32Array( 2 * indices.length );
  20783. for ( var o = 0, ol = drawcalls.length; o < ol; ++ o ) {
  20784. var start = drawcalls[ o ].start;
  20785. var count = drawcalls[ o ].count;
  20786. var index = drawcalls[ o ].index;
  20787. for ( var i = start, il = start + count; i < il; i += 3 ) {
  20788. for ( var j = 0; j < 3; j ++ ) {
  20789. edge[ 0 ] = index + indices[ i + j ];
  20790. edge[ 1 ] = index + indices[ i + ( j + 1 ) % 3 ];
  20791. edge.sort( sortFunction );
  20792. var key = edge.toString();
  20793. if ( hash[ key ] === undefined ) {
  20794. edges[ 2 * numEdges ] = edge[ 0 ];
  20795. edges[ 2 * numEdges + 1 ] = edge[ 1 ];
  20796. hash[ key ] = true;
  20797. numEdges ++;
  20798. }
  20799. }
  20800. }
  20801. }
  20802. var coords = new Float32Array( numEdges * 2 * 3 );
  20803. for ( var i = 0, l = numEdges; i < l; i ++ ) {
  20804. for ( var j = 0; j < 2; j ++ ) {
  20805. var index = 6 * i + 3 * j;
  20806. var index2 = 3 * edges[ 2 * i + j];
  20807. coords[ index + 0 ] = vertices[ index2 ];
  20808. coords[ index + 1 ] = vertices[ index2 + 1 ];
  20809. coords[ index + 2 ] = vertices[ index2 + 2 ];
  20810. }
  20811. }
  20812. geometry.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) );
  20813. } else { // non-indexed BufferGeometry
  20814. var vertices = object.geometry.attributes.position.array;
  20815. var numEdges = vertices.length / 3;
  20816. var numTris = numEdges / 3;
  20817. var coords = new Float32Array( numEdges * 2 * 3 );
  20818. for ( var i = 0, l = numTris; i < l; i ++ ) {
  20819. for ( var j = 0; j < 3; j ++ ) {
  20820. var index = 18 * i + 6 * j;
  20821. var index1 = 9 * i + 3 * j;
  20822. coords[ index + 0 ] = vertices[ index1 ];
  20823. coords[ index + 1 ] = vertices[ index1 + 1 ];
  20824. coords[ index + 2 ] = vertices[ index1 + 2 ];
  20825. var index2 = 9 * i + 3 * ( ( j + 1 ) % 3 );
  20826. coords[ index + 3 ] = vertices[ index2 ];
  20827. coords[ index + 4 ] = vertices[ index2 + 1 ];
  20828. coords[ index + 5 ] = vertices[ index2 + 2 ];
  20829. }
  20830. }
  20831. geometry.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) );
  20832. }
  20833. }
  20834. THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color } ), THREE.LinePieces );
  20835. this.matrix = object.matrixWorld;
  20836. this.matrixAutoUpdate = false;
  20837. };
  20838. THREE.WireframeHelper.prototype = Object.create( THREE.Line.prototype );
  20839. THREE.WireframeHelper.prototype.constructor = THREE.WireframeHelper;
  20840. // File:src/extras/objects/ImmediateRenderObject.js
  20841. /**
  20842. * @author alteredq / http://alteredqualia.com/
  20843. */
  20844. THREE.ImmediateRenderObject = function () {
  20845. THREE.Object3D.call( this );
  20846. this.render = function ( renderCallback ) {};
  20847. };
  20848. THREE.ImmediateRenderObject.prototype = Object.create( THREE.Object3D.prototype );
  20849. THREE.ImmediateRenderObject.prototype.constructor = THREE.ImmediateRenderObject;
  20850. // File:src/extras/objects/MorphBlendMesh.js
  20851. /**
  20852. * @author alteredq / http://alteredqualia.com/
  20853. */
  20854. THREE.MorphBlendMesh = function( geometry, material ) {
  20855. THREE.Mesh.call( this, geometry, material );
  20856. this.animationsMap = {};
  20857. this.animationsList = [];
  20858. // prepare default animation
  20859. // (all frames played together in 1 second)
  20860. var numFrames = this.geometry.morphTargets.length;
  20861. var name = "__default";
  20862. var startFrame = 0;
  20863. var endFrame = numFrames - 1;
  20864. var fps = numFrames / 1;
  20865. this.createAnimation( name, startFrame, endFrame, fps );
  20866. this.setAnimationWeight( name, 1 );
  20867. };
  20868. THREE.MorphBlendMesh.prototype = Object.create( THREE.Mesh.prototype );
  20869. THREE.MorphBlendMesh.prototype.constructor = THREE.MorphBlendMesh;
  20870. THREE.MorphBlendMesh.prototype.createAnimation = function ( name, start, end, fps ) {
  20871. var animation = {
  20872. startFrame: start,
  20873. endFrame: end,
  20874. length: end - start + 1,
  20875. fps: fps,
  20876. duration: ( end - start ) / fps,
  20877. lastFrame: 0,
  20878. currentFrame: 0,
  20879. active: false,
  20880. time: 0,
  20881. direction: 1,
  20882. weight: 1,
  20883. directionBackwards: false,
  20884. mirroredLoop: false
  20885. };
  20886. this.animationsMap[ name ] = animation;
  20887. this.animationsList.push( animation );
  20888. };
  20889. THREE.MorphBlendMesh.prototype.autoCreateAnimations = function ( fps ) {
  20890. var pattern = /([a-z]+)_?(\d+)/;
  20891. var firstAnimation, frameRanges = {};
  20892. var geometry = this.geometry;
  20893. for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) {
  20894. var morph = geometry.morphTargets[ i ];
  20895. var chunks = morph.name.match( pattern );
  20896. if ( chunks && chunks.length > 1 ) {
  20897. var name = chunks[ 1 ];
  20898. var num = chunks[ 2 ];
  20899. if ( ! frameRanges[ name ] ) frameRanges[ name ] = { start: Infinity, end: - Infinity };
  20900. var range = frameRanges[ name ];
  20901. if ( i < range.start ) range.start = i;
  20902. if ( i > range.end ) range.end = i;
  20903. if ( ! firstAnimation ) firstAnimation = name;
  20904. }
  20905. }
  20906. for ( var name in frameRanges ) {
  20907. var range = frameRanges[ name ];
  20908. this.createAnimation( name, range.start, range.end, fps );
  20909. }
  20910. this.firstAnimation = firstAnimation;
  20911. };
  20912. THREE.MorphBlendMesh.prototype.setAnimationDirectionForward = function ( name ) {
  20913. var animation = this.animationsMap[ name ];
  20914. if ( animation ) {
  20915. animation.direction = 1;
  20916. animation.directionBackwards = false;
  20917. }
  20918. };
  20919. THREE.MorphBlendMesh.prototype.setAnimationDirectionBackward = function ( name ) {
  20920. var animation = this.animationsMap[ name ];
  20921. if ( animation ) {
  20922. animation.direction = - 1;
  20923. animation.directionBackwards = true;
  20924. }
  20925. };
  20926. THREE.MorphBlendMesh.prototype.setAnimationFPS = function ( name, fps ) {
  20927. var animation = this.animationsMap[ name ];
  20928. if ( animation ) {
  20929. animation.fps = fps;
  20930. animation.duration = ( animation.end - animation.start ) / animation.fps;
  20931. }
  20932. };
  20933. THREE.MorphBlendMesh.prototype.setAnimationDuration = function ( name, duration ) {
  20934. var animation = this.animationsMap[ name ];
  20935. if ( animation ) {
  20936. animation.duration = duration;
  20937. animation.fps = ( animation.end - animation.start ) / animation.duration;
  20938. }
  20939. };
  20940. THREE.MorphBlendMesh.prototype.setAnimationWeight = function ( name, weight ) {
  20941. var animation = this.animationsMap[ name ];
  20942. if ( animation ) {
  20943. animation.weight = weight;
  20944. }
  20945. };
  20946. THREE.MorphBlendMesh.prototype.setAnimationTime = function ( name, time ) {
  20947. var animation = this.animationsMap[ name ];
  20948. if ( animation ) {
  20949. animation.time = time;
  20950. }
  20951. };
  20952. THREE.MorphBlendMesh.prototype.getAnimationTime = function ( name ) {
  20953. var time = 0;
  20954. var animation = this.animationsMap[ name ];
  20955. if ( animation ) {
  20956. time = animation.time;
  20957. }
  20958. return time;
  20959. };
  20960. THREE.MorphBlendMesh.prototype.getAnimationDuration = function ( name ) {
  20961. var duration = - 1;
  20962. var animation = this.animationsMap[ name ];
  20963. if ( animation ) {
  20964. duration = animation.duration;
  20965. }
  20966. return duration;
  20967. };
  20968. THREE.MorphBlendMesh.prototype.playAnimation = function ( name ) {
  20969. var animation = this.animationsMap[ name ];
  20970. if ( animation ) {
  20971. animation.time = 0;
  20972. animation.active = true;
  20973. } else {
  20974. console.warn( "animation[" + name + "] undefined" );
  20975. }
  20976. };
  20977. THREE.MorphBlendMesh.prototype.stopAnimation = function ( name ) {
  20978. var animation = this.animationsMap[ name ];
  20979. if ( animation ) {
  20980. animation.active = false;
  20981. }
  20982. };
  20983. THREE.MorphBlendMesh.prototype.update = function ( delta ) {
  20984. for ( var i = 0, il = this.animationsList.length; i < il; i ++ ) {
  20985. var animation = this.animationsList[ i ];
  20986. if ( ! animation.active ) continue;
  20987. var frameTime = animation.duration / animation.length;
  20988. animation.time += animation.direction * delta;
  20989. if ( animation.mirroredLoop ) {
  20990. if ( animation.time > animation.duration || animation.time < 0 ) {
  20991. animation.direction *= - 1;
  20992. if ( animation.time > animation.duration ) {
  20993. animation.time = animation.duration;
  20994. animation.directionBackwards = true;
  20995. }
  20996. if ( animation.time < 0 ) {
  20997. animation.time = 0;
  20998. animation.directionBackwards = false;
  20999. }
  21000. }
  21001. } else {
  21002. animation.time = animation.time % animation.duration;
  21003. if ( animation.time < 0 ) animation.time += animation.duration;
  21004. }
  21005. var keyframe = animation.startFrame + THREE.Math.clamp( Math.floor( animation.time / frameTime ), 0, animation.length - 1 );
  21006. var weight = animation.weight;
  21007. if ( keyframe !== animation.currentFrame ) {
  21008. this.morphTargetInfluences[ animation.lastFrame ] = 0;
  21009. this.morphTargetInfluences[ animation.currentFrame ] = 1 * weight;
  21010. this.morphTargetInfluences[ keyframe ] = 0;
  21011. animation.lastFrame = animation.currentFrame;
  21012. animation.currentFrame = keyframe;
  21013. }
  21014. var mix = ( animation.time % frameTime ) / frameTime;
  21015. if ( animation.directionBackwards ) mix = 1 - mix;
  21016. this.morphTargetInfluences[ animation.currentFrame ] = mix * weight;
  21017. this.morphTargetInfluences[ animation.lastFrame ] = ( 1 - mix ) * weight;
  21018. }
  21019. };
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